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EN World TRAILSEEKER is the new way to get regular Pathfinder RPG and Starfinder RPG gaming articles and adventures online. For a small monthly donation, you will receive rules articles, gaming advice, adventures, and more. Starting at one item per week (including one adventure per month), EN Publishing's critically-acclaimed designers will bring you a continuous stream of content for your favourite roleplaying game! From the people who brought you War of the Burning Sky, ZEITGEIST: The Gears of Revolution, and more!


  • #172. Pinespear: A Haven for Half-Orcs. This village, hidden deep within a stone petrified woodland, keep visitors away with an intimidating reputation. Includes places of interest, regional traits, and adventure hooks. By Charlie Brooks; illustrated by Mik Holmes.
  • #171. Hazards of the High Seas. Abandoned lighthouses, acid fog, floating villages, ghost ships, merfolk raiders, stowaways, and more! Jeff Gomez presents 20 potential hazards to liven up an ocean voyage!
  • #170. Undead Rouser. This TRAILseeker introduces the undead rouser, a summoner archetype that is a necromancer and master of the undead. You will also find some new spells to flesh out the archetype and undead eidolons, an option for any summoner. By Carl Cramér; illustrated by Yihyoung Li.
  • #169. Skill Check Criticals. Introducing critical effects into skill rolls. Whenever a character rolls a natural 20 or a natural 1 when attempting a skill check, the attempt has an additional effect. The character should roll a d6 and refer to the tables below for the exact critical result.
  • #168. Anatomy of an Alien World. Teleportation gone awry or mysterious portals can lead to exotic and foreign places. Whether a different world, plane, demi-plane, or just an area where things work "differently", these tables enable you to quickly generate a unique and unusual environment.
  • #167. The Free-Founders Society. This secretive, informal organization can be found across the world. Members can contribute to the society though labor or service, and gain reputation and esteem amongst their hidden peers. In exchange, members can ask for goods or favors. Governments routine attempt to restrict or outlaw Foundries, but that's difficult when their members are everywhere. By Steven William Zundel 2nd; illustrated by Tamara Cvetkovic.
  • #166. Spirit Golem. Spirit Golems are a brand new PC race. Made of mechanical clockwork parts covered by a metal skin, spirit golems are built to resemble dwarfs. Spirit golems are objects animated by spirits. They have a unique pineal mechanism that serves to connect the mechanical body with a spirit. . Unlike the simple elemental spirits animating golems, these spirits are intelligent and have autonomy and free will.
  • #165. Sumotori. Sumo as represented here is a mix of old and modern, of reality and legend. This is a new archetype for monks, based on the ceremonial Japanese fighting art. By Kevin Bryan; illustrated by Tamara Cvetkovic.
  • #164. Mightier Than The Sword. These magical quills and parchments include the Bloodhound Quill, Inkwell of Eternal Rest, Quill of Perfect Recollection, Page of Infinite Obsession, and the Pen of Cunning Compulsion. By Charlie Brooks; illustrated by Xanditx.
  • #163. Rumours of Magic. Ship in a Bottle. Acorn of Timely Oak. Necklace of Swarms. These magical items come with rumours, description, stats, and adventure hooks! By Quin Callahan; illustrated by Sade.
  • #162. Monstrous Music. Certain creatures have a special affinity for music beyond even what bards are normally familiar with. Virtually everybody knows tales of elaborate fey dances or singing dragons, but even seasoned adventurers often overlook the power music might have over such creatures. Here you will find a glimpse of the performance style favored by dragons, fey, giants, and harpies. Each entry includes a bardic masterpiece that either draws inspiration from the music of these creatures or has a special effect over them. The rules for masterpieces can be found on Pathfinder® Roleplaying Game: Ultimate Magic™.
  • #161. The Pagan. A full class for your Pathfinder characters, the pagan channels nature's power to smite his enemies. The pagan is a savage fiend, slinging lightning strikes and uprooting trees in pursuit of her enemies. In civilized company, the pagan stands out as a wild-eyed Luddite, eager to return to the pure destruction only nature can bring. By Jeff Gomez; illustrated by Mark Bulahao.
  • #160. Ahazko Horrors. These two templates - Hortzak and Doetwim - can be applied to creatures turning them into hideous, horrific aberrations. Hortzaks are twisted, mutiilated beasts covered in sharp teeth; and Doetwim are grotesque masses of undulating tongues. By Mike Myler; illustrated by Phil Stone.
  • #159. The Bidiseb. This full playable race is an insectoid goblinoid known for scavenging and trading. Includes the full race, feats, alternate racial traits (including Chitin Plating and Charmer), and racial feats (such as Insect Speech and Bidiseb Webbing). By Jeff Gomez; art by Indi Martin.
  • #158. Riotous Living. What happens when, in downtime, your character engages in a night of entertainment? Riotous Living presents a way to randomly determine the outcome of such debauchery, from discovering new tattoos, getting arrested, accidentally getting married, or winning a valuable bet! By Adam Meyers; illustrated by Tamara Cvetkovic.
  • #157. Expanded Pacts. These new pacts, expanding on those in Medium Pacts (TRAILseeker #143) include four new spirits: The Flickering Candle, The Envious Dream, The Sundered Soldier, and Hound of the Heartless. By Christopher Bunge; illustrated by Samantha Darcy.
  • #156. Giving Burn To Every Class. Burn is an underused class mechanic which represents overexertion. At the moment, only the kineticist can accept burn to take on greater challenges. This article opens up burn to all classes with 25 feats, and gives every character the chance to risk her life for greater glory! By Jeff Gomez; illustrated by Herman Law.
  • #155. The Mines of Mooncrest. Mooncrest is a wealthy city overlooking a crater full of diamond mines, valuable and powerful components for mighty spells. This article describes the city, places of interest, regional traits, and plot hooks. By Charlie Brooks; cartography by Mik Holmes.
  • #154. Aligned Ascetics. Expand the alignment options of your monks with the Debased Monk, Eternal Monk, and Youxia archetypes! By Carl Cramér; illustrated by Herman Lau.
  • #153. Scapegrace Sorcerers. These new sorcerer archetypes include the Cracksman (master of locks, traps, and mechanism), Plucky Sorcerer (magical heroes with a dash of luck), and Wildcard (whose powers rely on chance). By Carl Cramér; illustrated by Tamara Cvetkovic.
  • #152. Anatomy of a Backstory. Need to create a compelling backstory for a PC or an NPC in a rush? Then use these random tables to quickly generate a character's formative events, key contacts, values, key characteristics and looks, habits and other activities, life goals, and more! By Jeff Gomez; illustrated by Herman Lau.
  • #151. The Gallowknight. The gallowknight is a new character class for your Pathfinder RPG campaign - skilled knights who speak with the dead, forming pacts with departed souls, which grant him supernatural abilities. By Christopher Bunge; illustrated by Indi Martin.
  • #150. Crafting from Monster Parts. How to harvest monster parts, and use them to craft magical items! Animal parts are divided by type and subtype, and are related to specific arcane schools and divine domains. Plus the Poacher ranger archetype! By Jeff Gomez; illustrated by Yihyoung Li.
  • #149. The Envious. The Bloodtheft Homuncili, Memory Manequin, and Chiurgeon Golem are three disturbing constructs for your Pathfinder games! By Kevin Bryan; illustrated by Tamara Cvetkovic.
  • #148. Downtime Activities: Reputation. These rules introduce a new subsystem which measures a character's sanding within the community. Reputation increases with major accomplishments, and can be spent on certain activities and actions during downtime. Use your reputation to gain social rank, call in favors, arrange protection or avoid legal trouble; obtain special items, or hold parties or other events; patronise artists, gain proper, give to charity, and more. By Adam Meyers; illustrated by Rachel Maduro.
  • #147. The Way of the Mongrelmen. This PC race has a hideous appearance, with random combinations of animal features from fur to claws to wings to tentacles. A full playable race for your game from designer Charlie Brooks; illustrated by Tamara Cvetkovic.
  • #146. On The Move. These ten new combat feats are themed around moving combat. Critical Disengage, Deadly Dash, Distance Defence, Fleet Archery, Lightning Maneuvers, Raging Charge, Raze Terrain, Shield Spring, Slingshot Ally, and Terrain Trickery. By Charlie Brooks; illustrated by Tamara Cvetkovic.
  • #145. Arcane Zodiac. Jeff Gomez presents us with a constellation of twelve magical astrological signs, from the Warrior to the Mountain to the Owl. Taken as a bonus feat, these signs grants benefits and penalties to those born under them. Slightly more powerful than regular feats, these can be randomly provided to or selected by PCs as bonus feats during character creation. Illustrated by Ellis Goodson.
  • #144. Anatomy of a B.B.E.G. Need a little inspiration for your Big Bad Evil Guy? These random tables are here to help! Conjure up your BBEG's identity, flaw, motivation, and favoured expression. An insecure mad genius who craves respect and grinds his teeth? A lonely arrogant dragon who seeks immortality and suffers from destructive tantrums? By Jeff Gomez; illustrated by Kim Van Deun.
  • ZEITGEIST #12: The Grinding Gears of Heaven. Welcome to the twelfth and penultimate adventure in the ZEITGEIST adventure path! The End Has Already Begun. Things are falling apart. An attempt by the Obscurati conspiracy to create a more perfect world was sabotaged, and the world is descending into chaos. With mere months before the planet is devoured by the cosmic gears of the graveyard of the multiverse, the party undertakes an extraplanar expedition to find the means to fix the conspiracy's disastrous failure. But there in the Gyre, at the center of oblivion, a primordial serpent known as the Voice of Rot has coiled itself around the physical manifestation of time itself, and it intends to drag the party's world to its destined destruction. The party must slay the rough beast if they wish to hold together their dying world so that tomorrow can be born. An adventure for psychopompic heroes of 20th level!
  • #143. Medium Pacts. These pacts - contracts with sprits require the medium to exchange a feat or a spell for a portion of the spirit's energy. Spirits with whom pacts can be formed include Fixer of Broken Things, The Serpent and the Hanged Man, The Living Tome, The Thorn-Crowned Huntress, and The Invisible Gambler. By Christopher Bunge; illustrated by Ellis Goodson.
  • #142. Sky Pirates. Charlie Brooks takes a look how to use airships to menace your PCs brigands of the skies! An overview of campaign models, tools and spells, lairs, and adventures await in this article. Illustrated by Indi Martin.
  • #141. Yutu. Yutu, or the Jade Rabbit, a new PC race inspired by Chinese myths, is known for its devotion and generosity. Nimble runners and jumpers, she Yutu can burrow through the ground or gnaw through hard materials, while others can unleash a vicious kick or hear vibrations through the ground. By Carl Cramér; illustrated by Indi Martin.
  • #140. Something Wild. These two archetypes - the chaos-blooded sorcerer and the wild guardian druid - introduce new takes on wild magic, normally modelled on the traditional wild mage niche. Instead, Instead, the chaos-blooded sorcerer possesses an innate understanding of wild magic and its interaction with traditional castings, enabling her to sabotage other people’s spells by creating wild surges. Similarly, the wild guardian is a druid who embraces the inherent unpredictability of nature, sacrificing a druid’s traditional wild shape ability for the ability to create and manipulate wild magic zones. By Charlie Brooks; illustrated by Yihyoung Li.
  • #139. Inquisitive Magic. The Arcane Avenger (an arcanist who has borrowed inquisitor techniques to fuel her own personal vendetta), Domain Inquisitor, Learned Inquisitor (studious souls, burning the midnight oil in preparation for their confrontation with heresy and sin), and Occult Enforcer (who focuses on finding and fighting magicians, particularly psychic casters that few can see) are all new archetypes for the inquisitor class! By Carl Cramér; illustrated by Yihyoung Li.
  • #138. Anatomy of a Heist. Jeff Gomez' series continues, this time presenting a way to randomly create an exciting heist scenario! Roll dice to select the object target, or human target, the heist's goal, target faction, method, and obstacles! Illustrated by Phil Stone.
  • #137. Ships of the Greater Galaxy. These three ships - the mighty Trailblazer 9 which forges a path through the cosmos, the Primum Non Nocere science vessel, and the Selkirk class freighter, can serve as ships for NPCs or players, or even as entire adventure locations. By Michael McCarthy; art and maps by Indi Martin, Meshon Cantrell, and Michael McCarthy.
  • ZEITGEIST #11: Gorged on Ruins. The World is Falling Apart. After the stars fell and the sun vanished, a new world order arose, controlled by a group known as the Obscurati. Now four nations are poised to assault the party's homeland, Risur. The only hope to avoid defeat is to convince the invaders that they have been tricked, for it was the Ob who truly cast the world into darkness. It will take a great show of heroism to make them listen. But in a mix of fortunes, the departure of those vast armies have left the invading nations vulnerable to a series of great disasters back home - doomsdays the party might be able to avert. A wintry apocalyptic cult slaughters and brings anarchy. Cities go mad with eerie paranoia. An entire religion puts itself on trial for the sins of its god. This is how the world ends: not with a whimper, but with multiple bangs and a giant lava dragon birthed from an erupting volcano. An adventure for calamitous heroes of 19th level.
  • #136. The Business of Emotion. This is an adventure for 3-5 characters of levels 2-3. The village of Lanidor is suffering from an enchanted "summer of love". Can the PCs figure out what's going on? By Kiel Chenier; illustrated by Mel Tillery.
  • #135. Anatomy of a Graveyard. Jeff Gomez' latest Anatomy Of... article helps you to generate a spooky graveyard for your game. Randomly choose Funeral Rites, Cause of Death, Tombstone Inscriptions, and the Restless Dead, and other elements to create memorable graveyard your players are sure to enjoy! Illustrated by Phil Stone.
  • #134. Don't Wake Dretchlor. A forgotten mansion. A sadistic demon. A deadly game of cat-and-mouse. Can the heroes outwit the demon and escape the mansion, or will they fall prey to Dretchlor's evil machinations? An adventure for characters of 5th-7th level by Kiel Chienier; illustrated by Rick Hershey and Michael Tumey.
  • #133. The Power of Prophecy. Charlie Brooks offers advice on bringing the trope of prophecy into your game, discussing the various ways they can be introduced and used. Illustrated by Indi Martin.
  • #132. Specialist Investigators. The specialist investigator is an archetype for investigators, choosing from specialisations which include the charming, clever Armchair Investigator, antiques-loving Curator, the gritty Hardboiled Investigator, the tirelessly pursuing Scout, the stealthy Shadow, and and the responsible Sheriff. By Carl Cramér; illustrated by Indi Martin.
  • #131. Deep Space Encounters. Spice up your space travel with these encounters in deep space! escape pods, space restaurants, debris fields, and rogue shots all present intergalactic challenges, and each has a handful of variations so that you can use them again! By Michael McCarthy; illustrated by Sade, Giacomo Marchesi, and James Gary.
  • #130. Fantasy Noir. The term “film noir” applies to a specific visual style pioneered in films during the 1940s, often associated with gritty detective stories. This article takes a look at ways to use the noir genre in fantasy games, offering game and setting advice as well as four new feats suited to such settings. By Charlie Brooks; illustrated by Indi Martin.
  • ZEITGEIST #10: Godmind. The Obscurati have won. Across the world, peoples' minds turn to rationality and industriousness - ideals of Nicodemus, the conspiracy's founder. But even as the Ob form a world government, strange side effects of this Great Eclipse begin to arise.
  • #129. Presents for Goblins. In this festive adventure for 3rd-5th level characters, the PCs must recover Revelleschafter's seasonal gifts from the goblins who raided the town on the eve of All's Giving Day. Fun as a one-shot or as part of an ongoing camapign. This adventure also includes four new goblin types - a variant nilbog, a yobbo, a goblin concubine, and the goblin king - and a random table for goblin poison effects. By Kiel Chenier; illustrated by Ellis Goodson.
  • #128. Monstrous Heroes. Writer Charlie Brooks offer some advice on campaigns which feature monstrous PCs, along with some new character traits - Local Hero, Local Connections, Almost Harmless, Lucky Charm, and Dark Outcast. Illustrated by Tamara Cvetkovic.
  • #127. Anatomy of a Guild. Use this system to quickly generate a guild for your game. Randomly choose the guild type, fees, perks, structure, guildhall, and symbol. By Jeff Gomez; illustrated by Phil Stone.
  • #126. Into the Faerie. Into the Faerie is a Pathfinder adventure for characters of 1st-2nd level. The adventurers are trapped in a strange land - can they find their way home? And can they navigate the labyrinthine Hedgegrove, domain of Princess Daneliean Dandelion? Illustrated by Egil Thompson.
  • #125. Shaking Up Assumptions. Charlie Brooks looks at the art of creating new worlds and settings for your Pathfinder game, with settings which are different to the traditional core fantasy selection of classes and races. Illustrated by Ellis Goodson.
  • ZEITGEIST #9: The Last Starry Sky. A Mighty Hand Turns the Stars. The conspiracy known as the Obscurati prepares to assassinate the king of Risur and perform a grand ritual. Stars will fall from the heavens, and a new age will begin wherein all must obey. Only the party can avert this coming doomsday, but they are stranded across the looking glass. In the realm of the fey - a bright reflection of reality known as the Dreaming - the murder of a beloved man has provoked a civil war. The party cannot make their way home on their own, and the Unseen Court, pledged as allies to Risur, will not lend aid until the mystery is resolved. Can the party find the killer, save the king, and free their homeland from the yoke of the Obscurati before the world witnesses its last starry sky?
  • #124. Beldenwood: The Town of Bees. Charlie Brooks describes a small town near the edge of the Sprit Wood, protected from danger by fields of giant bees. The Beekeeper's Guild is a benevolent force... or is it? This article describes the town of Beldenwood, places of interest, and a handful of adventure hooks. Illustrated by Yihyoung Li.
  • #123. Ildywych's Crystal Castle. This fey-themed adventure is set in the village of Summerwine Creek. The tiny castle in the center of the village is filled with puzzles and secrets; can the PCs free the villagers from Fey Prince Ildwych and discover the secret of Summerwine Creek's perpetual festival? By Brandes Stoddard; illustrated by Phil Stone; cartography by Michael McCarthy.
  • #122. Anatomy of an Island. Jeff Gomez brings you a selection of random tables to hope you generate a memorable island for your players to encounter. Roll for the initial approach, threat, treasure, terrain, and notable locations. Illustrated by Phil Stone.
  • #121. Four Orders of Honor. These new knightly orders for the cavalier class include the defensive Order of the Bulwark, the maverick Order of the Fallen, the loyal Order of the Hart, and the honorable Order of the Stag. By Carl Cramér; illustrated by Kim Van Deun.
  • #120. You're All Doomed! An abandoned wizard's tower resting atop a hill. A peaceful village threatened by the undead. Rumors of vast treasure buried in forgotten crypts. Sounds like the perfect start to an adventure! A little too perfect... An unrepentantly deadly adventure for characters of 3rd-5th level (or a fairly challenging adventure for characters of 8th level).
  • #119. Anatomy of a Cult. Jeff Gomez brings you the charts and tables you need to randomly regenerate a new cult for your game setting! This article will help you choose the cult's core tenet, commandments, central myth, distinguishing mark, priests, and temple. Illustrated by Phil Stone.
  • #118. Stellar Species. An article for Paizo's new game, Starfinder! Michael McCarthy brings us the Haunted Robot, Parasitic Symbiote, and Ship Gremlin, ready to be inserted into your campaigns. Starfinder is a "Pathfinder in Space" RPG, based on the same rules engine as Pathfinder.
  • #117. Friend of the Children. A dark fantasy adventure. Why do the children of Medvedka Vas not age? Can the answer be found on Bear Plateau? Who is the mysterious "Friend of the Children? And what is the role of Eglantina, the last pixie of Bear Plateau? By Peter Zacchaeus; illustrated by Ellis Goodson.
  • #116. Danuki Playable Race. A shapechanging race of pranksters, this small-sized race are able to assume other forms. Clever and mischievous, Danuki are also lazy and cowardly. This article also includes alternate racial traits, and a selection of racial feats. By Carl Cramér; illustrated by Ellis Goodson.
  • #115. Fantasy Law: Magical Order. What happens when magic and law enforcement meet? How does the legal system in a fantasy medieval world work? This article takes a look at the laws of a typical fantasy setting, along with the ways trials are conducted in a world with divination, or trial by combat. By Charlie Brooks; illustrated by Tamara Cvetkovic.
  • #114. Trickster's Transmutations. Ten new transmutation spells, including Alter Race, Armor, Deep Pockets, Fool's Gold, Object Shape, and Scent of Sight. By Carl Cramér; illustrated by Mike Engelhart
  • ZEITGEIST #8: Diaspora. Wherein the past may be best left forgotten! The Great Malice. Five centuries ago the death of a goddess triggered widespread upheaval, setting the stage for the modern industrial revolution. But for the eladrin of Elfaivar, the tragedy left behind a crippled people who scattered across the world with little sense of common identity. In the ruins of Elfaivar, the party must locate Kasvarina Varal, a founder of the Obscurati who has lost her memories. With the aid of an artifact that an manifest the past in physical form, they can retrace her steps across five hundred years, restore her identity while gaining her trust, and recover secrets that will reveal how to thwart the conspiracy's grand design. An adventure for perdurable heroes of levels 13-14
  • #113. Anatomy of a Ship. This instalment in Jeff Gomez' popular Anatomy Of... series helps you to generate a quick ship for your setting. Randomly select its name, cargo, crew, propulsion, and weapons. Will you be captaining the Gentle Star or the Sunken Ghost? Trannsporting alchemical materials, colonists, lumber, or gemstones? Is your ship pulled by dolphins, a bound elemental, or old-fashioned sales?
  • #112. Croaking Sirocco. Croaking Sirocco is an adventure for 5th-level characters that takes the party into the heart of a magically warped, blasted land. Deep in the heart of the expanding desert is a tribe of desert-dwelling bullywugs, whose petty power struggle unwittingly endangers the entire outside world. By Kyle Carty; illustrated by Rick Hershey and Indi Martin.
  • #111. Black Powder Conjurer. This archetype of the Unchained Summoner combine summoning with technology, mastering black powder firearms in new ways. Special Conjurer Deeds such as Black Smoke Barrier, Follow the Thunder, and Shadow of the Gun are powered - like the gunslinger - with grit. By Christopher Bunge; illustrated by Ellis Goodson.
  • ZEITGEIST #7: Schism. On a bleak, remote isle, gathered villains plot the final stages of their grand design. This heavily guarded affair is the best chance to land a killing blow against the Obscurati, but to get close enough to strike, the constables will need an invitation. Fortunately, and old enemy of the party is having a bit of an identity crisis. Alexander Grappa crafted the mind of the conspiracy's colossus, then was slain when he had second thoughts. But the crafty mage managed to transfer his consciousness into Leone Quital, who is now responsible for ferrying conspirators to the meeting's secret location. If the constables can help Grappa get control of his new body, he can get them into the conclave. But then the villains' goals are finally revealed, power will tempt, loyaties will fracture, and a schism might doom the world's last best hope. A fantasy adventure for mindful heroes of levels 11-12.
  • #110. Anatomy of a Prison. The Anatomy Of... series continues! After taverns, war camps, wizards' towers, and villages, it's time to randomly create prisons! This article includes tables for protection and escape, atmosphere, guards and leverage, and prisoners. By Jeff Gomez; illustrated by Phil Stone.
  • #109. Searching the River Styx. The PCs find themselves dead, and at the entrance to Hell itself! The River Styx, a demiplane populated by daemons tasked with shepherding souls to their final destination, is the setting for this adventure which can be run as a one-off, or used when the entire party is killed in the course of adventuring. Will they survive the Cavern of Gluttony, the grasping of the damned, the soul shriek of utter torment, the Altar to Heresy, and the the Grotto of Avarice? Can they help the fallen angel Sotira, and so gain their freedom and their lives?
  • #108. Everyday Hero. This new rogue archetype wins the day through pluck and audacity. As she attains levels, she gains "confidence" which can be spent on abilities, along with a special social origin which grants abilities befitting her station - destitute, carnie, rustic, treasure-finder, trader, professional, learned, or noble. By Carl Cramér; illustrated by Peter Woods.
  • #107. Fey Craft. A selection of magical items created by the fey - the blanket of lavender flowers, booties of feykind, fey fire water, cloak of feykind, dust of laughter, elemental dust, elixir of dance, elixir of song, fey snare while, pseudobezoar, and the stick pixie necklace. By J.L. Duncan; illustrated by Sade.
  • ZEITGEIST #6: Revelations from the Mouth of a Madman. The mad gnome inventor Tinker Oddcog is a wanted man. The colossus he crafted has gone berserk, and while the Royal Homeland Constabulary wants to know how to stop it, the conspiracy he built for it wants him silenced. Tinker has fled to Ber, a nation of savages trying to make themselves civilized. Its minotaur ruler needs the gnome's inventions to keep his orc, gnoll, and lizardfolk rivals at bay, and he thinks it'd be a fun game to have the constables and conspiracy compete for first shot at their quarry. But there's another game afoot in Ber, and machinations at work only a madman can perceive. A fantasy adventure for enlightened heroes of levels 13-14 (4E) or 9-10 (Pathfinder).
  • #106. Anatomy of a Town. Our popular Anatomy Of... series continues! We've had taverns, war camps, and wizards' towers - and this time we have a system for randomly creating a rural village! Roll for its name, size, mood, industry, landmarks, and it's dark secret.... By Jeff Gomez; illustrated by Phil Stone.
  • #105. The Commander. This cavalier archetype focuses on group tactics and tight formations. A front-line fighter, the commander also has some support abilities, able to heal or haste allies. By Carl Cramér; illustrated by Phil Stone. 
  • #104 Priests of the One and the Many. These two archetypes represent diametric opposite approaches to divine magic - one has lots of domains available, while the other focuses in on one. The Domain Priest, a war priest archetype, has a greater rage of domain powers; the Pure Warpriest, on the other hand, gives up domains and blessings in return for closer contact with his patron. By Carl Cramér; illustrated by Scott Harshbarger.
  • #103. Apotheosis: the Ascended. What happens when a demon or devil repents for its life of darkness and joins the light? This acquired template is applied to an evil outsider which has overcome its nature and atoned for its deeds. Also included is Mariah, the Cleaver of Angels, once the CR 19 ruler of the 103rd layer of the Abyss and now a defender of the weak from the denizens of the lower planes. By Anthony Jennings; illustrated by Indi Martin.
  • #102. Anatomy of a Tavern. From Jeff Gomez comes the latest in this series. We've covered wizard's towers and military camps; and this time, we present tables for randomly generating a tavern! Use dice to generate its name, atmosphere, signature drink, signature meal, bartender, and patrons. Illustrated by Phil Stone.
  • #101. Fili. This new archetype is a Celtic bard with some druid-like abilities. A hybrid archetype, it is a combination of druid and either bard or skald. Fili are independent wanderers in barbaric societies, acting as judge, herald, or arbiter. By Carl Cramér; illustrated by Tamara Cvetkovic.
  • ZEITGEIST #5: Cauldron Born. A conspiracy has woven itself firmly into the dark underbelly of the city of Flint. The Royal Homeland Constabulary (RHC) has learned of its existence and knows it has a base beneath the haunted mountain named Cauldron Hill. Now at the king’s command it is time to rip this threat from its shadowy womb and thrust it into the light of day. While they pursue that mission, two other forces are at work in Flint: a cult of dwarven assassins who want to disrupt a peace summit, and a rogue lord of the Unseen Court who seeks a war between man and fey. Either plot will spell disaster for Flint. Can the constables spare the time to stop them before the doom beneath Cauldron Hill is born?
  • The Accursed. There are some children who are born wrong, destined for a cursed life even before they have taken their first step. They are pulled along through life by a foul wind that pushes them ever forward towards their own damnation. Although many succumb quickly to the predations of fate, some learn to master their curses and turn them into weapons against their foes. These beings are known as the accursed and have been the origin of much superstition and fear. A new class for the Pathfinder RPG by Christopher Bunge; illustrated by Sade.
  • The Fugitive Scholar. An adventure from Mike Myler for 5th level characters. Can the party help find out who framed Kanral Bodache, save a missing prince, defeat an evil diabolist, and save the walled city of Rettikus? Master of Evaluations Kanral Bodache is on the run from his arcane college in the city of Rettikus. He has been framed for a royal “murder” by one of the settlement’s head merchants; the missing prince has been kidnapped and hidden with abyssal power. lllustrated by Ellis Goodson; cartography by Ross McConnell.
  • Anatomy of a War Camp. These quick random tables enable you to quickly create a unique war camp, describing its grounds, sleeping arrangements, leisure activities, defences and night watch, and the types of treasure pillaged. By Jeff Gomez; illustrated by Phil Stone.
  • Apostate Bards. These new bard variants put a new spin on this free-hiking class. The cantor (an archetype for both bard and skalds) is a divine servant, while the improvisateur (an archetype for bards) is an artistic rebel. By Carl Cramér; illustrated by Egil Thompson.
  • Aerlim. The Aerlim are a race of short-lived semi-incorporeal beings comprised of energy. This article present the full Aerlim playable race, along with new items like the Aethersteel Glove, and feats such as Aetherphasing, and Suppress Glow, designed specially for the Aerlim. By Jeff Gomez; illustrated by Indi Martin.
  • ZEITGEIST #4: Always on Time. The famous Avery Coast Railroad thunders along its week-long journey through the grandest cities of civilization. Among its roster of international passengers travel stowaways and scoundrels, slavers and spies - and one shadowy figure, bearing an invention that will illuminate the world and cast it into darkness. Riding undercover, agents from Risur have one week until this invention falls into the hands of a sinister conspiracy. Before then, they must suss out who they can trust, and who's out to stop them. But on a train full of liars, will they be able to solve the mystery in time?
  • Eldritch Investigations: New Feats for the Occult Investigator. These 13 new feats are accessible to those with an inspiration pool. Choose from Aberrant Studies, Elder Signs, Encoded Mind, Forbidden Dreams, Retreat Into Madness, and more, as your understanding of the occult truths of reality deepen. By Christopher Bunge; illustrated by Ellis Goodson.
  • Día de los Dinosaurios Muertos. A spooky 16-page adventure by Jensen Toperzer. You've heard of the Day of the Dead... but what happens when the dead are dinosaurs? When the raptors awaken to find their land overrun by hairless apes, they plot to reclaim their legacy. Can the PCs survive the machinations of Miquiztlicoatl, the velociraptor mummy lord, ancient reptilian priest-king of the feathered throne? This adventure for 5th-7th-level PCs includes full-color maps, a pronunciation guide, the all-new Stone of the Inverted Sun, and - of course- intelligent undead velociraptors. Illustrated by Melissa Tillery; cartography by Justin Mason.
  • 14 New 0-Level Spells. This collection of new 0-level spells can be added to a spell caster's arsenal, proving simple tricks which can be performed again and again. Ground Mist, Merciful Insight, Paroxysm, Web Tether, and more are included in these cantrips, orisons, and knacks. By Carl Cramér; illustrated by Egil Thompson.
  • The Haunting of Calrow Ruins. "You can hear them at night when the mist creeps in off the lakeshore, jibber-jabbering like madmen trying to form words. For years they’ve haunted me, but still I can’t fathom what it means, as if some half-formed mind yearns for the power to speak for itself…" Complete with character hooks, this 14 page adventure by Aaron Infante-Levy is suitable for 2nd-4th level characters. Illustrated by Sade' cartography by Mike McCarthy.
  • Anatomy of a Wizard's Tower. Use these random tables to quickly generate a wizard's tower, with information on the wizard, their workshop, library, living quarters, and their vault and its defenses. By Jeff Gomez; illustrated by Phil Stone.
  • Automatons: Class Features. Carl Cramér introduces way to introduce automatons to different Pathfinder classes - automaton familiars, automaton companions, plus the new Clockwork Knight ranger archetype. Illustarted by Ellis Goodson.
  • Fablecrafter. The Fablecrafter is a new class which weaves stories to magical effect. Using genres of comedy, heroism, horror, and tragedy, the fablecrafter weilds abilities such as the Jester's Charade, Face of the Nemesis, and Field of Sorrow. By Christopher Bunge; illustrated by Indi Martin.
  • The Orrery of Ordan-Dur. This plug-in adventure site can be explored by a party of Pathfinder characters, or used as a mini-adventure. The Orrery is a tower upon which sites a mechanical model of the heavens, powered by a dynamo, and lair to a mechanical snakelike monstrosity. By Stephen W Zundel 2nd; illustarted by Ellis Goodson and Xanditz.
  • The Mystery of Modercai's Monster. From Dan Head comes this adventure of mystery and horror! Who is Mordecai, and what has become of his latest creation? Can the PCs solve the mystery of Mordecai's monster before it's too late? An adventure for 3rd level characters. Illustrated by Nick Cramp and Rick Hershey.
  • ZEITGEIST #3: Digging for Lies. Welcome to the third adventure in the ZEITGEIST adventure path! In the wake of a villain's defeat, his accomplices flee into the seedy underbelly of Flint. The party tracks down an arcanoscientist selling illegal arms and magic developed in labs owned by the fallen villain, and discovers a curious collection of ancient artifacts. These primitive weapons contain powerful spells capable of conjuring alien monsters never seen in modern times. To unearth why shadowy forces are collecting these relics, the partytravels into the High Bayou, lair of the dread fey titan called the Voice of Rot. There, beneath an ancient ziggurat, the party finds the remains of a doomed archaeological expedition, and learns that a powerful alien entity has escaped its ancient prison and entered this world. The party has tugged into view one thread of the conspiracy, but to reach its heart and see how deep the threat goes, they're going to have to dig. An adventure for enterprising heroes of 4th-5th level.
  • The Kryte. If you were looking for a floating telepathic pink crystal barbarian race for your Pathfinder game, look no further! The Kryte are dimensional interlopers form the crystal chasms of Kazjazal who see warfare and raiding as a way of life. Also included are six racial feats for use with this race, including Crystal Hands, Reflective, and Practiced Telepathy. By Jeff Gomez; illustrated by Phil Stone.
  • Running Action-Comedy Games. Thiago Rosa presents useful advice on how to run a comedic action Pathfinder game. This rules-neutral article discusses the players, characters, appropriate jokes, incentives, plots, and credible threats. Illustrated by Phil Stone.
  • Invisible Scars. This article takes a look at mental illness, and how to use metal illnesses in your Pathfinder game. Rules are included for anxiety disorders, bipolar disorders, depressive disorders, dissociative disorders, post-traumatic disorders, obsessive-compulsive disorders, and schizophrenia. By Michael McCarthy; illustrated by Phil Stone.
  • ZEITGEIST: Bonds of Forced Faith. This one-shot 29-page adventure for 10th level characters can be used as a prologue a hundred years before the ZEITGEIST adventure path, or as a standalone adventure. It also includes six pregenerated characters. The adventurers face a coven of witches, led by the Red Contessa, on Flint's iconic Cauldron Hill. By Ryan Nock; cartography by James Hazelett and Jonathan Roberts.
  • Example Automatons. Following up on last month's TRAILseeker's article about creating automatons for the Pathfinder game, this supplement presents a range of automatons with stat blocks, tricks, and costs. Meet the Lock Monkey, Clockwork Sentry, and the Squire Automaton, amongst others. By Carl Cramér; illustrated by Ellis Goodson.
  • The Gear Box. A range of new magical or mechanical items for your Pathfinder game, all with a frontier fantasy theme where the Wild West and magic collide. From the Desperado's Duster to Chokesmoke to the Cards of Cruel Fate, these items will add something a little different to your game. By Steven W. Zundel 2nd; illustrated by Xanditz.
  • How do I: Use Magic Items. Michael McCarthy continues his deep dive into various aspects of the Pathfinder rules. This time he looks at the rules for using magic items - types, activation, potions, command words, spell triggers, and the Use Magic Device skill. Illustrated by Xanditz.
  • How Do I: Polymorph. In the latest in his How Do I....? series of articles, Michael McCarthy takes a deep dive into the topic of shapechanging in the Pathfinder Roleplaying Game, summarising the rules and laying them out in an easy to understand way. Illustrated by Indi Martin.
  • True Martials. These archetypes remove the magic from various classes and focus on their martial ability. The paladin, summoner, inquisitor, antipaladin, alchemist, ranger, and bard all get the "martial" treatment, removing spellcasting class features and replacing them with other abilities. By Jeff Gomez; illustrated by Indi Martin.
  • Automatons. This article presents rules for the creation of automatons - cheaper and less reliable constructs than their magical clockwork cousins. Carl Cramér provides rules for automaton tricks, and various construct abilities and flaws, along with notes on maintaining and repairing automatons. Illustrated by Phil Stone.
  • Jack of all Bards. These new archetypes add extra versatility to the bard, including the Animal Tamer, the occult Bhajan, the cursed Blighted Bard, the educated Lettered Bard, the Musician of the Spheres, and the Savage Bard. By Carl Cramér; illustrated by Ellis Goodson.
  • While You Were Out. In this rules-neutral article, we present eight plot devices for foreign unforgettable non-player characters. The Monster in the Forest, The Little Villain, The Betrayer, The Dark Twins, and more are simple archetypal character concepts which can be used to great effect. By Steven W. Zundel 2nd; illustrated by Ellis Goodson.
  • Warrior Poet. This new hybrid archetype combines the strengths of the bard and the ranger. With strong combat skills and bardic songs, the warrior poet is an enlightened type of warrior. By Carl Cramér; illustrated by Indi Martin.
  • Urban Chases. Chases are a fun, and frequent part of any Pathfinder game. This simple system by Jeff Gomez helps you to randomly generate chases and obstacles, with appropriate skill checks. Illustrated by Xanditz.
  • Danger in the Depths. In this article, D.L. Loutzenhiser presents new rules for adventuring underwater! Optional rules cover pressure changes, currents, loss of direction, and buoyancy. The new material, aquanium, can be used to create armor, and the new wondrous items - bottled air, pressure pates, and the helm of clear breath - are accompanied by create current, a brand new spell. Illustrated by Ellis Goodson.
  • Ghoulings. Ghoul fever is a complex and nefarious disease, a mixture of black magic and twisted biology. While many victims rise as ghouls and others defeat the fever entirely, some barely stave off the illness—only to find themselves forever changed. These are ghoulings, humans who have broken the disease but have become broken themselves in the process. The short supplement details the ghouling's racial traits, a number of alternate racial traits, and four new grisly feats. By Jeff Gomez; illustrated by Sade.
  • Sneak Attack Archetypes. Fans of sneak attack will enjoy these new archetypes bringing the ability to other classes - the Precise Rager, Guilesinger, Pressure Point Master, Beast Brother, and Raymancer.
  • How Do I: Grapple. The grappling rules have never been the most popular part of the d20 system, from the early days of 3.0 up until the Pathfinder RPG. Pathfinder turns grappling into a Combat Maneuver mechanic, and here Michael McCarthy delves into the rules and explains clearly how they work. If you have a player new to Pathfinder, this article can be invaluable in making it clear exactly how grappling works. Illustrated by Egil Thompson.
  • The Living Lake And Its Bloated Spawn. The Living Lake is a horrific creature which animates the souls of nearby dead and use them to create bloated spawn which venture forth to find more souls for the lake to consume. This article contains stats for the Living Lake, Aqueous Assailant, and Bloated Zombie. By D.L. Loutzenhiser; illustrated by Phil Stone.
  • ZEITGEIST #2: The Dying Skyseer. The second adventure in the ZEITGEIST adventure path. Summer smog conceals the skies over Flint, and the skyseers, once able to foretell the future in the wheeling heavens, are blind and discredited. Unnatural tremors shake the city. Protesters brawl with police in the factory district. Fires burn in Flint's heart. An assassin flies on the wind. Foreign ships smuggle in magic arms, ready for a civil war. But the greatest threat is hidden beyond the sight of men. When a woman is murdered in the Danoran consulate, the party's investigation threatens to unearth a conspiracy, and those in power move to silence all who might reveal them. Only with the guidance of an old dying prophet will the party have a chance to pierce the conspiracy's veil, and save Flint from a coming doom. An adventure for inquisitive heroes of 2nd-3rd level.
  • Spell-less Ranger. Non-magic rangers have always been a popular variation on the default Pathfinder class. The animal-loving Alpha Ranger, the archery focused Bow Lord, the scout-oriented Courier, and the shapeshifting Wild Ranger make up four new ranger archetypes designed to replace spell casting ability with other iconic abilities. By Carl Cramér; illustrated by Indi Martin.
  • What They Don't Know. In this article by Steven W. Zundel 2nd, we discuss the art of deceiving your players - why you would do it, when to do it, and how to do it. Plot twists and surprises are tools in the GM's arsenal, and when used correctly, they can enhance a game. Illustrated by Sade.
  • Layering Encounters for High Level Play. In this article, Michael Allen discusses how to challenge high level characters without simply making the monsters more powerful. Techniques like adding in environmental effects, lesser creatures, and other challenges can make for a challenging evening's entertainment! Illustrated by Phil Stone.
  • Runewright. A brand new class for the Pathfinder roleplaying game! The runewright uses runes and spells to set traps, enhance weapons and armor, and more, resulting in a spell caster who can stand toe-to-toe with more skilled martial opponents. By Jeff Gomez; illustrated by Egil Thompson.
  • ZEITGEIST #1: Island at the Axis of the World. Welcome to the first adventure in the ZEITGEIST adventure path! In factories throughout the city of Flint, months of ceasless toil by mages, engineers, and shipbuilders have finally concluded. Now well-wishers from across the nation of Risur have come to witness the launch of the world's mightiest vessel of war: the R.N.S. Coaltongue, impervious to spell and cannon and armed with fire that could slay even a dragon. On the docks, constables keep a close eye on celebrants and troublemakers; in the shadows, conspiracy and betrayal threaten this technological titan on its maiden voyage. Meanwhile, on an island in the lush Yerasol Achipelago, enemy spies put their plans into motion, clouded with secrecy... An adventure for 1st level heroes.
  • Weird Galem Materials. Carl Cramér brings us seven new galem (not golem!) variants with this article which introduces the fantastic new blood, bone, carrion, clockwork, fossil, glass, and junk golems, each with their own different characteristics and abilities - from the amorphous blog galem to the plague-carrying carrion galem, to the reflective glass galem, Illustrated by Sade.
  • Fell Grafts: Demons & Devils. Have you ever wanted an abyssal hide, balor wings, a devil's arm, a wretch's belch, an imp's eye, infernal horns, or vrock feathers? Of course you have! Or at least, your Pathfinder character has. Right? Designer Mike Myler brings you rules for infernal bodily alterations for those willing to make a deal with a devil! Illustrated by Cat Lu.
  • The Lighter Side of Necromancy. With three new necromantic spells, plus the Lifebringer wizard archetype, Charlie Brooks brings us good-aligned necromancers who protect the living and harm the undead. Not every necromancer wants to raise a foul army and conquer the world! Illustrated by Indi Martin.
  • Farmsteads & Foes. We reach our 60th article with this guide to making low-level play more compelling. Steven Willian Zundel 2nd offers a dozen useful edits which are designed to help you create gripping experiences right from the start of a party's adventuring career. Illustrated by Cat Lu.
  • How Do I... Fly. Flight is something which becomes part of a Pathfinder game as the PCs gain levels. Part of our "How do I...?" series with has previously delved into the topic of stealth, this article looks in-depth at the flight rules, including magical and winged flight, bad weather, and flight in combat. By Michael McCarthy; illustrated by Ellis Goodson.
  • Multiclassing Feats. This article presents a selection of multiclassing feats which allow characters to pick up skills from those whose paths they cross. By Jonathan Palmer.
  • Archery Contests. Running and conducting large archery tournaments can be fun and easy! By Russ Morrissey, based on an original article by Ryan Nock.
  • Red Fangs in a White Night. This is an adventure for four 7th-level characters. Werewolves, vampires, a city under a white dome, and a missing archmage. Can the PCs catch White Night’s mysterious werewolf? And what will they discover in the process? By Thiago Rosa.
  • Urndaemon, Voludaemon. This article presents an horrific demon, just waiting to corrupt your adventurers. By Jessie Staffler.
  • Weapon Style Feats. From mounted styles designed to be used in close-quarters, to ancient elven sword styles that emphasize deception and the use of a cloak as a defensive tool, this article introduces five new weapon styles, each with three weapon style feats, sure to enhance your game! By Jonathan Palmer.
  • Crypta Hereticarum: The Vault of Heresies. Evil lies trapped within the Crypta Hereticarum — the Vault of Heresies. The Clergy believes that true evil cannot be destroyed, and that killing an unholy disciple or destroying a cursed item will only free its malevolence to wreak havoc elsewhere in the world. For centuries, whenever the priests and godhands of the Clergy collected dangerous items, captured evil acolytes, or rescued afflicted innocents whose curses they could not break, they placed them in the vault, built beneath the desolate isle of Odiem, off the coast of the city Sid Minos. Many still tried to plunder its treasures - but these dungeon delvers are drawn not only by the promise of rare riches and powerful magic, but by the mysterious temptation of the vault’s greatest prisoner, Ashima-Shimtu.
  • Creating Enjoyable Puzzles for Role Playing Games. Carl Heyl shows you how to create enjoyable puzzles for your Pathfinder game. It's all too easy to stop a game in its tracks, or throw off any sense of immersion. The advice in this article gives tips on creating organic, fun puzzles which don't interrupt your game. Illustrated by Sade.
  • Fantastic Tomes & Librams. 1d100 mundane but exotic books and tomes to furnish a wizard's study, a library, or a treasure hoard. Each entry contains the book’s name, its author, a short description, and an optional notation indicating its rarity, relative value, and number of pages. By Russ Morrissey.
  • Making Mischief: A Dirty Trick Guide. Make the most of the dirty trick combat maneuver with this guide by Thomas Kyle, which also includes four new feats and two new spells designed to fool and bewilder your opponents in battle!
  • After Death. Congratulations! Your party is dead. This is a Pathfinder RPG adventure designed for 9th-level characters. It is also a little different, as the PCs will start it dead. Fortunately for them, death is not the end. With the help of the azata Asha, they can still defeat the monstrous lich who killed them in the first place… And recover their lives in the process. By Jonathan Garret.
  • Cherufe. A mighty, volcanic monster for your Pathfinder game! This menacing, CR14 giant appears to be made of magma. Its black, rocky mass radiates massive heat, while red light pours from its mouth and the cracks in its stony hide. Full stats, plus adventure seeds. By Jeff Lee; art by Xandits.
  • The Power of Theme. Anthony Torretti discusses ways to introduces strong thematic elements into a campaign while avoiding railroading in this helpful GMing advice article.
  • Creating A Survival Horror Adventure. Resource scarcity, helplessness, and personal stories are all tropes of the survival horror genre for good reason: they work! By Jonathan Palmer; illustrations by Savage Mojo.
  • Herbal Remedies. Enhance your Pathfinder game with plants and herbs which heal, cure poisons or diseases, provide mental cleansing, or augment the imbiber. Butterfly Weed, St. John's Wort, Dragon Flower, Rosy Periwinkle... this article contains 10 useful herbal remedies. By Daniel Marshall; illustrations from Savage Mojo and Xanditz.
  • Galem Builder. Galems - not golems! - are built out of clay by the galem builders, an alternate version of the summoner. This article introduces the galem builder, along with the galem itself. Why summon an outsider when you can build your own perfect construct? By Carl Cramér; art by Xanditz.
  • Leech. Not all healing is supernatural! Sometimes medical training takes the form of the field-surgeon, with roguish talents such as Apothecary, Bleed, Expert Surgeon, and First Aid, or even advanced talents like Cosmetic Surgery (if you'd dare to undergo medieval-style cosmetic work!) Do not try this at home! By Carl Cramér; art by Xanditz.
  • Stunning Eldritch Fist. When you combine spellcasting and the martial arts, you get three new exciting fighting styles for the Pathfinder RPG. Emulate the vampire's gaseous form with the Clouded Path Style; use the graceful dance of blossoms on the wind with the Falling Blossom Style; or summon virulent toxins from your body with the Wandering Spider Style. Each style is presented with three feats ready for use. By Jerall Toi; art by Xanditz.
  • Shadow Magic. Shadow Magic introduces 16 new shadow spells to your Pathfinder game, pushing the limits of illusion magic. Whether you're creating undead shadows, arming yourself with shadow weapons, or transforming yourself into a quasi-real shadow shape, the realm of shadow provides the muscle behind the illusion. By Carl Cramér; illustrated by Xanditz.
  • Bow & Rival. This article introduces two new NPCs designed specifically to take part in archery contests as introduced in the TRAILSeeker Archery Contests article. These NPCs are well suited to serve as rivals, spanning a number of competition sizes. Each entry details the type of contests that each NPC would find attractive, coupled with suggestions on how they would approach the contest. For players and GMs alike, each NPC also introduces a new ranged combat-themed magic item which expands the options available for both thrown weapons and traditional archery. By Jerall Toi, illustrated by Xanditz.
  • Chimeric Fusion. This brand new Chimeric Variant system allows you to create chimeras beyond the Greek archetypal dragon, lion, and goat, and adds nearly 20 new aspects including the yeti, aboleth, spider, golem, and cobra. Additionally, two new spells allow casters to engage in the practice of chimeric fusion. By Anthony Torretti; illustrated by Jen Tracy & Rick Hershey.
  • Power Components: The Biting Flames. Daniel Marshall brings you special components to augment your spells! In this article, find rules for harvesting ingredients, ranging from the organs of defeated creatures to the essence of elementals; and details on trading exotic ingredients with essence vials. Plus six sample ingredients, from dragon bone and ifrit blod to phoenix ashes and salamander horn. Illustrated by Nick Cramp & Jeremy Corff.
  • The Right Way to Fudge. When and how should the GM fudge an encounter? Jeremy Lewit discusses the reasons and the methods, and provides advice on the right way to fudge. Should you alter the enemies, change the goalposts, or add new challenges? Illustrated by Savage Mojo.
  • Modern Mysteries. Meet the Oracles of Industry and of Lost Omens in this Pathfinder RPG article by Carl Cramér. These new mysteries add new slants to the Oracle. The mystery of Industry is one of fire and iron; a vision of a mechanical world. The mystery of Lost Omens deals with an age without prophecy where Oracles defy fate at every turn. Illustrated by Sade & Rick Hershey.
  • A World Beneath The Waves: Underwater Adventures. From Daniel Marshall come spells, magic items, hazards, a new monster, and an undersea encounter table. Cast steamspray, use the ring of the triton, fight a Sahuagin Lieutenant, or navigate steam vents and coral reefs. Illustrated by Indi Martin.
  • Expanded Skills: Handle Animal. Expand the Handle Animal rules! This article presents racial affinities for different animals, and the ways in which different types of creaure respond to domestication. Additionally, author Carl Cramér includes a new regional trait and the Expert Trainer feat to round out any animal trainer's resume! Illustrated by Jacob Blackmon.
  • Skilled Archetypes. Introducing the Lay Cleric, the Militant, and the Unorthodox Wizard - three Pathfinder archetypes which focus on skills more than on their class abilities by sacrifcing arcane schools, feats, or domains. By Carl Cramér; illustrated by Ellis Goodson.
  • Of Wolf & Man. The Order of the Wolf, and the Circle of the Whistling Oak are two brand new druidic circles for your Pathfinder game. Complete with alternate class abilities and six new druidic spells, these player options focus on animals and on woodland battle, respectively. By Daniel Marshall; illustrated by Xanditz.
  • The Occult: New Oracle Curses. Eight new Oracle curses with an occult theme for your Pathfinder game - animal aspect, deluded, divine brand, psychography, solipsism, somnambulism, temptation, and voices. By Carl Cramér; illustrated by Rita Marfoldi.
  • Practical Divination. 12 new divination spells designed to address practical problems - from magic mapping to incidental armor, animal spy to trial by fire, and more! By Carl Cramér; illustrated by Ellis Goodson.
  • Variant Galems. In the second article on the galem builder archetype for the summoner class (originally introduced in TRAILseeker #14), Carl Cramér brings us brass, flesh, ice, iron, stone, and wood galems. Illustrated by Rick Hershey & Jen Tracy.
  • Tip of the Tongue. A 43-page adventure PCs of 7th-8th level! Hirsli Aptal embodies the finest qualities of Bellek, the City of Scholars: she is disciplined, studious, and dedicated to the pursuit of knowledge. Lately, however, her perfect memory (itself a product of the alchemy she practices) is proving elusive. Will the adventurers be able to get to the bottom of this mystery? If so, will they survive the dangerous knowledge they're destined to awaken?
  • New Paths of Ki. Ki isn't just for monks - these new archetypes allow swashbucklers, rangers, paladins, and fighters access their inner ki in the form of the dojo slayer, mystic weaponsmith, spirit hunter, and youxia, along with four new feats and a selection of new ki powers. By Thiago Rosa; illustrated by Jacob Blackmon.
  • The Tactician. John Lynch brings us a new fighter archetype for the Pathfinder Roleplaying Game. Strength and skill at arms are only half the battle; precise and clever tactics and techniques elevate the fighter to new heights. The tactician is a versatile combatant, able to inspire and rally her allies, and use a range of specialized fighting techniques. Illustrated by Rick Hershey.
  • Gothic Curses. What do Choreomania, Disbelieved, Forthright, Grotesque, Healing Icon, Leper, and Stigmata have in common? They're all new horrific oracle curses for the Pathfinder Roleplaying Game, just in time for Halloween! By Carl Cramér; illustrated by Rita Marfoldi.
  • Racial Heritages. Does the blood of kings run in your veins? Was a distant ancestor a giant? Explore new racial combinations by inheriting just a touch of heritage in your bloodline - Aberrant, Angelic, Agathion, Archon, Asuran, Deific, Djinni, Efreeti, Elven, Fey, Fiendish, Giant, Hag, Human, Lycanthrope, Marid, Naga, Royal, Orcish, Shaitan, or Vampiric. By John Lynch; illustrated by Ellis Goodson.
  • Expanded Skills: Stealth. Carl Cramér explains the Pathfinder stealth rules, and expands them with ten useful new rules from States of Alertness to Group Stealth, Shadowing to Camouflage, plus a revised version of the way invisibility works. Illustrated by Jen Tracy.
  • Ace of Blades. Flinging a flurry of blades doesn't need to be a sub-optimal character design! Thomas Kyle show you how to make the most out of thrown weapon masters with 7 new feats and a pile of great advice. Illustrated by Jeshields.
  • The Making Of An Archetype. TRAILseeker veteran Carl Cramér takes a detailed look at the process of creating an archetype for the Pathfinder Roleplaying Game. Assigning a feat-equivalent numerical value to class features, and accounting for both synergies and flair, this article helps you to create original and unique concepts for inclusion on your game. Illustrated by Scott Harshbarger.
  • Clockwork Druid. Robert Montano brings us a brand new class which fuses druidic tradition and mechanical artifice. Also introducing the three schools of botanical clockwork - Mechanobiology, Morphic Botanical Clockwork (the "Gearshifters", as they are known), and Verdant Engineering. Illustrated by Vanessa Bailey.
  • Miserly Necromancer's Grimoire. Spells you recognize, but with a deathly twist. Carl Cramér gives us variants of common spells altered for the use of necromancers. Along with seven spells (ghost spears, incorporeal haunt, rouse corpse, rouse undead, skeletal hand, skeletal regeneration, and quicken the dead), this collection of deathly incantations also includes stats for the ogre zombie and the warhorse skeleton. Illustrated by Je Shields.
  • Building A Better Gnoll. In our 40th article, Rob Gaffrey looks at the gnoll as a PC race and suggests ways to use traits to spice them up in your Pathfinder game, along with two sample knoll builds - the Scavenger Gnoll and the Hunter Gnoll. Illustrated by Cat Lu.
  • Undying Fury: Barbarians & The Undead. In the dark reaches of the world, there are barbarians who channel the dead. Vampire Blood Barbarians feast upon the blood of their foes; Mummy Wraps Barbarians inspire despair; Ghost Soul Barbarians are impossible to pin down; and Zombie Flesh Barbarians don't even notice when you cleave off half their head. By Robert Montano; illustrated by Ellis Goodson.
  • Four Random Roleplaying Encounters. These four random encounters focus on roleplaying and problem solving over combat. Baby Monsters, The Tag Along, The One That Got Away, and Snake Oil Salesman present the adventurers with moral and practical dilemmas. By Anthony Jennings; illustrated by Jes Shields.
  • Cooking Up Magic. Ho, ho, ho, ho! Into the pot you go! New for TRAILseeker patrons! End the year with a touch of evil as Carl Cramer presents us with a pair of dark fairytale inspired archetypes. The Stew Witch and the Hash Slinger allow the witch and the ranger to indulge in cooking magic, gaining abilities from the victims they consume. These archetypes are best suited for evil antagonists. Illustrated by Indi Martin.
  • The Many Turns of the Flame Blade. James Wylie takes a close look at the flame blade spell, with new archetypes and feats designed to enhance or complement the flaming sword. The Oasis Guardian is a druid who calls on the burning blade; the Burning Wanderer is a ranger who gains the flame blade in his repertoire; and feats like Divine Flames, Elven Fire Duelist, Lingering Flames, and Soul of Fire extend the flame blade's abilities. Illustrated by Egil Thompson and Phil Stone.
  • Liberator and Tyrant. Two new paladin archetypes introduce a chaotic good champion of liberty and the lawful evil tyrant, which join the existing paladin and anti-paladin in the alignment square of holy knights. By Carl Cramér; illustrated by Scott Harshbringer.
  • Leave None Standing! Flavourful Feats for the Kineticist. 15 new feats for the kineticist, from Dance of the Elements to Elemental Aspirant to Kinetic Backlash to Rend the Enemy. These feats allow kineticists to specialise or to add extra flavor and flair to characters. By Thomas Kyle; illustrated by Jen Tracey.
  • Expanded Skills: Disable Device & Linguistics. The Expanded Skills series continues with a detailed look at Disable Device and Linguistics. Whether you are using Disable Device for demolition, firefighting, or intruder alerts, or Linguistics for research, code, map reading, or riddles, these new uses expand old skills in new and inventive ways and help you make the most out of your character. By Carl Cramér; illustrated by Egil Thompson.
  • Archetypes of Mystery. Enhance your Pathfinder game with these three archetypes for those who hide their identity, from the Hidden Master for summoners to the Laughing Avenger for mesmerists to the Masked Rider for cavaliers. By Jonathan Palmer. Illustrated by Ellis Goodson.
  • Understanding Size Categories. You know the Pathfinder size categories, of course. But in this article, Michael McCarthy takes a closer look, describing what each means and summarising all the relevant rules. Illustrated by Indi Martin.
  • Fighting Familiar. We've reached our 50th article, in which Carl Cramér introduces a new fighter archetype - the fighting familiar! The fighting familiar is a bodyguard and partner to a spellcaster with a magical life-long bond, and the ability to deliver his partner's spells via melee attacks. Illustrated by Rick Hershey.
  • Singing Sword. Following up from last week's Fighting Familiar article, the Singing Sword is a new Pathfinder RPG archetype for bards, clerics, oracles, and skalds - a character which assumes the shape of a weapon. While not designed as a long-term character option, it can be used as an NPC, a support character or cohort, adopted for short periods, or even used as a way to handle the absence of players who can only make the game occasionally. By Carl Cramér; illustrated by Ellis Goodson.
  • Grindylow. A new, fully playable Pathfinder character race! The Grindylows are a bizarre aquatic species, half octopus and half goblin with gnashing teeth and tangling tentacles. Jeff Gomez introduced the race, plus three new racial feats. Illustrated by Rick Hershey.
  • Expanded Skills: Appraise & Craft. Our Expanded Skill series continues with a detailed look at the Appraise and Craft skills. Accounting, managing a (fantasy) business, crime, trade, and a whole range of crafts enable characters to engage in a range of business and trade related activities. By Carl Cramér; illustrated by Scott Harshbarger.
  • Magical Laws. Jonathan Palmer takes a look at the ways a fantasy society would regulate and legislate the use of magic. From registration to mandatory service to guild enforcement, these ideas can help add verisimilitude to your game and create new plot ideas. Illustrated by Indi Martin.
  • Phobias. A new subsystem for the Pathfinder roleplaying game introduces a range of phobias which can add depth to a character without being debilitating or frustrating in play. 10 phobias, from acrophobia to arachnophobia to night terrors, along with a small bonus effect and a small penalty effect for each. By Jacob W. Michaels; illustrated by Melissa Tillery.
  • Caster Balance. In this discussive article, Carl Cramér takes a look at the balance in power between spell casters and non-magical characters, taking into account issues like the 15-minute adventuring day, power level, wands of cure light wounds, buffs and sell selection, magical freebies, combat manoeuvres and edition wars, and fighter or caster friendly rules. Illustrated by Ellis Goodson.
  • The Angelic, The Cursed, And The Risen: Three New Sorcerer Bloodlines. Three new sorcerer bloodlines for the Pathfinder RPG. The Angelic have the blood of angels running through their veins; the Cursed live with a lingering ancestral enchantment; and the Risen return from the grave to hunt the undead. By Anthony Jennings; illustrated by Sade.
  • How To Run A Successful Festival. Festivals are staple of the fantasy genre, and this article from Jeff Gomez presents over a dozen festival games to spice up your game world. With festival sizes ranging from a village to a worldwide event, and contests including Bop the Rat, Coal Holder, Shot for Shot, and Ring the Bell, your PCs will easily spend an hour or two exploring the show! Illustrated by Ellis Goodson.


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EN World TRAILSEEKER is the new way to get regular Pathfinder RPG and Starfinder RPG gaming articles and adventures online. For a small monthly donation, you will receive rules articles, gaming advice, adventures, and more. Starting at one item per week (including one adventure per month), EN Publishing's critically-acclaimed designers will bring you a continuous stream of content for your favourite roleplaying game! From the people who brought you War of the Burning Sky, ZEITGEIST: The Gears of Revolution, and more!


  • #172. Pinespear: A Haven for Half-Orcs. This village, hidden deep within a stone petrified woodland, keep visitors away with an intimidating reputation. Includes places of interest, regional traits, and adventure hooks. By Charlie Brooks; illustrated by Mik Holmes.
  • #171. Hazards of the High Seas. Abandoned lighthouses, acid fog, floating villages, ghost ships, merfolk raiders, stowaways, and more! Jeff Gomez presents 20 potential hazards to liven up an ocean voyage!
  • #170. Undead Rouser. This TRAILseeker introduces the undead rouser, a summoner archetype that is a necromancer and master of the undead. You will also find some new spells to flesh out the archetype and undead eidolons, an option for any summoner. By Carl Cramér; illustrated by Yihyoung Li.
  • #169. Skill Check Criticals. Introducing critical effects into skill rolls. Whenever a character rolls a natural 20 or a natural 1 when attempting a skill check, the attempt has an additional effect. The character should roll a d6 and refer to the tables below for the exact critical result.
  • #168. Anatomy of an Alien World. Teleportation gone awry or mysterious portals can lead to exotic and foreign places. Whether a different world, plane, demi-plane, or just an area where things work "differently", these tables enable you to quickly generate a unique and unusual environment.
  • #167. The Free-Founders Society. This secretive, informal organization can be found across the world. Members can contribute to the society though labor or service, and gain reputation and esteem amongst their hidden peers. In exchange, members can ask for goods or favors. Governments routine attempt to restrict or outlaw Foundries, but that's difficult when their members are everywhere. By Steven William Zundel 2nd; illustrated by Tamara Cvetkovic.
  • #166. Spirit Golem. Spirit Golems are a brand new PC race. Made of mechanical clockwork parts covered by a metal skin, spirit golems are built to resemble dwarfs. Spirit golems are objects animated by spirits. They have a unique pineal mechanism that serves to connect the mechanical body with a spirit. . Unlike the simple elemental spirits animating golems, these spirits are intelligent and have autonomy and free will.
  • #165. Sumotori. Sumo as represented here is a mix of old and modern, of reality and legend. This is a new archetype for monks, based on the ceremonial Japanese fighting art. By Kevin Bryan; illustrated by Tamara Cvetkovic.
  • #164. Mightier Than The Sword. These magical quills and parchments include the Bloodhound Quill, Inkwell of Eternal Rest, Quill of Perfect Recollection, Page of Infinite Obsession, and the Pen of Cunning Compulsion. By Charlie Brooks; illustrated by Xanditx.
  • #163. Rumours of Magic. Ship in a Bottle. Acorn of Timely Oak. Necklace of Swarms. These magical items come with rumours, description, stats, and adventure hooks! By Quin Callahan; illustrated by Sade.
  • #162. Monstrous Music. Certain creatures have a special affinity for music beyond even what bards are normally familiar with. Virtually everybody knows tales of elaborate fey dances or singing dragons, but even seasoned adventurers often overlook the power music might have over such creatures. Here you will find a glimpse of the performance style favored by dragons, fey, giants, and harpies. Each entry includes a bardic masterpiece that either draws inspiration from the music of these creatures or has a special effect over them. The rules for masterpieces can be found on Pathfinder® Roleplaying Game: Ultimate Magic™.
  • #161. The Pagan. A full class for your Pathfinder characters, the pagan channels nature's power to smite his enemies. The pagan is a savage fiend, slinging lightning strikes and uprooting trees in pursuit of her enemies. In civilized company, the pagan stands out as a wild-eyed Luddite, eager to return to the pure destruction only nature can bring. By Jeff Gomez; illustrated by Mark Bulahao.
  • #160. Ahazko Horrors. These two templates - Hortzak and Doetwim - can be applied to creatures turning them into hideous, horrific aberrations. Hortzaks are twisted, mutiilated beasts covered in sharp teeth; and Doetwim are grotesque masses of undulating tongues. By Mike Myler; illustrated by Phil Stone.
  • #159. The Bidiseb. This full playable race is an insectoid goblinoid known for scavenging and trading. Includes the full race, feats, alternate racial traits (including Chitin Plating and Charmer), and racial feats (such as Insect Speech and Bidiseb Webbing). By Jeff Gomez; art by Indi Martin.
  • #158. Riotous Living. What happens when, in downtime, your character engages in a night of entertainment? Riotous Living presents a way to randomly determine the outcome of such debauchery, from discovering new tattoos, getting arrested, accidentally getting married, or winning a valuable bet! By Adam Meyers; illustrated by Tamara Cvetkovic.
  • #157. Expanded Pacts. These new pacts, expanding on those in Medium Pacts (TRAILseeker #143) include four new spirits: The Flickering Candle, The Envious Dream, The Sundered Soldier, and Hound of the Heartless. By Christopher Bunge; illustrated by Samantha Darcy.
  • #156. Giving Burn To Every Class. Burn is an underused class mechanic which represents overexertion. At the moment, only the kineticist can accept burn to take on greater challenges. This article opens up burn to all classes with 25 feats, and gives every character the chance to risk her life for greater glory! By Jeff Gomez; illustrated by Herman Law.
  • #155. The Mines of Mooncrest. Mooncrest is a wealthy city overlooking a crater full of diamond mines, valuable and powerful components for mighty spells. This article describes the city, places of interest, regional traits, and plot hooks. By Charlie Brooks; cartography by Mik Holmes.
  • #154. Aligned Ascetics. Expand the alignment options of your monks with the Debased Monk, Eternal Monk, and Youxia archetypes! By Carl Cramér; illustrated by Herman Lau.
  • #153. Scapegrace Sorcerers. These new sorcerer archetypes include the Cracksman (master of locks, traps, and mechanism), Plucky Sorcerer (magical heroes with a dash of luck), and Wildcard (whose powers rely on chance). By Carl Cramér; illustrated by Tamara Cvetkovic.
  • #152. Anatomy of a Backstory. Need to create a compelling backstory for a PC or an NPC in a rush? Then use these random tables to quickly generate a character's formative events, key contacts, values, key characteristics and looks, habits and other activities, life goals, and more! By Jeff Gomez; illustrated by Herman Lau.
  • #151. The Gallowknight. The gallowknight is a new character class for your Pathfinder RPG campaign - skilled knights who speak with the dead, forming pacts with departed souls, which grant him supernatural abilities. By Christopher Bunge; illustrated by Indi Martin.
  • #150. Crafting from Monster Parts. How to harvest monster parts, and use them to craft magical items! Animal parts are divided by type and subtype, and are related to specific arcane schools and divine domains. Plus the Poacher ranger archetype! By Jeff Gomez; illustrated by Yihyoung Li.
  • #149. The Envious. The Bloodtheft Homuncili, Memory Manequin, and Chiurgeon Golem are three disturbing constructs for your Pathfinder games! By Kevin Bryan; illustrated by Tamara Cvetkovic.
  • #148. Downtime Activities: Reputation. These rules introduce a new subsystem which measures a character's sanding within the community. Reputation increases with major accomplishments, and can be spent on certain activities and actions during downtime. Use your reputation to gain social rank, call in favors, arrange protection or avoid legal trouble; obtain special items, or hold parties or other events; patronise artists, gain proper, give to charity, and more. By Adam Meyers; illustrated by Rachel Maduro.
  • #147. The Way of the Mongrelmen. This PC race has a hideous appearance, with random combinations of animal features from fur to claws to wings to tentacles. A full playable race for your game from designer Charlie Brooks; illustrated by Tamara Cvetkovic.
  • #146. On The Move. These ten new combat feats are themed around moving combat. Critical Disengage, Deadly Dash, Distance Defence, Fleet Archery, Lightning Maneuvers, Raging Charge, Raze Terrain, Shield Spring, Slingshot Ally, and Terrain Trickery. By Charlie Brooks; illustrated by Tamara Cvetkovic.
  • #145. Arcane Zodiac. Jeff Gomez presents us with a constellation of twelve magical astrological signs, from the Warrior to the Mountain to the Owl. Taken as a bonus feat, these signs grants benefits and penalties to those born under them. Slightly more powerful than regular feats, these can be randomly provided to or selected by PCs as bonus feats during character creation. Illustrated by Ellis Goodson.
  • #144. Anatomy of a B.B.E.G. Need a little inspiration for your Big Bad Evil Guy? These random tables are here to help! Conjure up your BBEG's identity, flaw, motivation, and favoured expression. An insecure mad genius who craves respect and grinds his teeth? A lonely arrogant dragon who seeks immortality and suffers from destructive tantrums? By Jeff Gomez; illustrated by Kim Van Deun.
  • ZEITGEIST #12: The Grinding Gears of Heaven. Welcome to the twelfth and penultimate adventure in the ZEITGEIST adventure path! The End Has Already Begun. Things are falling apart. An attempt by the Obscurati conspiracy to create a more perfect world was sabotaged, and the world is descending into chaos. With mere months before the planet is devoured by the cosmic gears of the graveyard of the multiverse, the party undertakes an extraplanar expedition to find the means to fix the conspiracy's disastrous failure. But there in the Gyre, at the center of oblivion, a primordial serpent known as the Voice of Rot has coiled itself around the physical manifestation of time itself, and it intends to drag the party's world to its destined destruction. The party must slay the rough beast if they wish to hold together their dying world so that tomorrow can be born. An adventure for psychopompic heroes of 20th level!
  • #143. Medium Pacts. These pacts - contracts with sprits require the medium to exchange a feat or a spell for a portion of the spirit's energy. Spirits with whom pacts can be formed include Fixer of Broken Things, The Serpent and the Hanged Man, The Living Tome, The Thorn-Crowned Huntress, and The Invisible Gambler. By Christopher Bunge; illustrated by Ellis Goodson.
  • #142. Sky Pirates. Charlie Brooks takes a look how to use airships to menace your PCs brigands of the skies! An overview of campaign models, tools and spells, lairs, and adventures await in this article. Illustrated by Indi Martin.
  • #141. Yutu. Yutu, or the Jade Rabbit, a new PC race inspired by Chinese myths, is known for its devotion and generosity. Nimble runners and jumpers, she Yutu can burrow through the ground or gnaw through hard materials, while others can unleash a vicious kick or hear vibrations through the ground. By Carl Cramér; illustrated by Indi Martin.
  • #140. Something Wild. These two archetypes - the chaos-blooded sorcerer and the wild guardian druid - introduce new takes on wild magic, normally modelled on the traditional wild mage niche. Instead, Instead, the chaos-blooded sorcerer possesses an innate understanding of wild magic and its interaction with traditional castings, enabling her to sabotage other people’s spells by creating wild surges. Similarly, the wild guardian is a druid who embraces the inherent unpredictability of nature, sacrificing a druid’s traditional wild shape ability for the ability to create and manipulate wild magic zones. By Charlie Brooks; illustrated by Yihyoung Li.
  • #139. Inquisitive Magic. The Arcane Avenger (an arcanist who has borrowed inquisitor techniques to fuel her own personal vendetta), Domain Inquisitor, Learned Inquisitor (studious souls, burning the midnight oil in preparation for their confrontation with heresy and sin), and Occult Enforcer (who focuses on finding and fighting magicians, particularly psychic casters that few can see) are all new archetypes for the inquisitor class! By Carl Cramér; illustrated by Yihyoung Li.
  • #138. Anatomy of a Heist. Jeff Gomez' series continues, this time presenting a way to randomly create an exciting heist scenario! Roll dice to select the object target, or human target, the heist's goal, target faction, method, and obstacles! Illustrated by Phil Stone.
  • #137. Ships of the Greater Galaxy. These three ships - the mighty Trailblazer 9 which forges a path through the cosmos, the Primum Non Nocere science vessel, and the Selkirk class freighter, can serve as ships for NPCs or players, or even as entire adventure locations. By Michael McCarthy; art and maps by Indi Martin, Meshon Cantrell, and Michael McCarthy.
  • ZEITGEIST #11: Gorged on Ruins. The World is Falling Apart. After the stars fell and the sun vanished, a new world order arose, controlled by a group known as the Obscurati. Now four nations are poised to assault the party's homeland, Risur. The only hope to avoid defeat is to convince the invaders that they have been tricked, for it was the Ob who truly cast the world into darkness. It will take a great show of heroism to make them listen. But in a mix of fortunes, the departure of those vast armies have left the invading nations vulnerable to a series of great disasters back home - doomsdays the party might be able to avert. A wintry apocalyptic cult slaughters and brings anarchy. Cities go mad with eerie paranoia. An entire religion puts itself on trial for the sins of its god. This is how the world ends: not with a whimper, but with multiple bangs and a giant lava dragon birthed from an erupting volcano. An adventure for calamitous heroes of 19th level.
  • #136. The Business of Emotion. This is an adventure for 3-5 characters of levels 2-3. The village of Lanidor is suffering from an enchanted "summer of love". Can the PCs figure out what's going on? By Kiel Chenier; illustrated by Mel Tillery.
  • #135. Anatomy of a Graveyard. Jeff Gomez' latest Anatomy Of... article helps you to generate a spooky graveyard for your game. Randomly choose Funeral Rites, Cause of Death, Tombstone Inscriptions, and the Restless Dead, and other elements to create memorable graveyard your players are sure to enjoy! Illustrated by Phil Stone.
  • #134. Don't Wake Dretchlor. A forgotten mansion. A sadistic demon. A deadly game of cat-and-mouse. Can the heroes outwit the demon and escape the mansion, or will they fall prey to Dretchlor's evil machinations? An adventure for characters of 5th-7th level by Kiel Chienier; illustrated by Rick Hershey and Michael Tumey.
  • #133. The Power of Prophecy. Charlie Brooks offers advice on bringing the trope of prophecy into your game, discussing the various ways they can be introduced and used. Illustrated by Indi Martin.
  • #132. Specialist Investigators. The specialist investigator is an archetype for investigators, choosing from specialisations which include the charming, clever Armchair Investigator, antiques-loving Curator, the gritty Hardboiled Investigator, the tirelessly pursuing Scout, the stealthy Shadow, and and the responsible Sheriff. By Carl Cramér; illustrated by Indi Martin.
  • #131. Deep Space Encounters. Spice up your space travel with these encounters in deep space! escape pods, space restaurants, debris fields, and rogue shots all present intergalactic challenges, and each has a handful of variations so that you can use them again! By Michael McCarthy; illustrated by Sade, Giacomo Marchesi, and James Gary.
  • #130. Fantasy Noir. The term “film noir” applies to a specific visual style pioneered in films during the 1940s, often associated with gritty detective stories. This article takes a look at ways to use the noir genre in fantasy games, offering game and setting advice as well as four new feats suited to such settings. By Charlie Brooks; illustrated by Indi Martin.
  • ZEITGEIST #10: Godmind. The Obscurati have won. Across the world, peoples' minds turn to rationality and industriousness - ideals of Nicodemus, the conspiracy's founder. But even as the Ob form a world government, strange side effects of this Great Eclipse begin to arise.
  • #129. Presents for Goblins. In this festive adventure for 3rd-5th level characters, the PCs must recover Revelleschafter's seasonal gifts from the goblins who raided the town on the eve of All's Giving Day. Fun as a one-shot or as part of an ongoing camapign. This adventure also includes four new goblin types - a variant nilbog, a yobbo, a goblin concubine, and the goblin king - and a random table for goblin poison effects. By Kiel Chenier; illustrated by Ellis Goodson.
  • #128. Monstrous Heroes. Writer Charlie Brooks offer some advice on campaigns which feature monstrous PCs, along with some new character traits - Local Hero, Local Connections, Almost Harmless, Lucky Charm, and Dark Outcast. Illustrated by Tamara Cvetkovic.
  • #127. Anatomy of a Guild. Use this system to quickly generate a guild for your game. Randomly choose the guild type, fees, perks, structure, guildhall, and symbol. By Jeff Gomez; illustrated by Phil Stone.
  • #126. Into the Faerie. Into the Faerie is a Pathfinder adventure for characters of 1st-2nd level. The adventurers are trapped in a strange land - can they find their way home? And can they navigate the labyrinthine Hedgegrove, domain of Princess Daneliean Dandelion? Illustrated by Egil Thompson.
  • #125. Shaking Up Assumptions. Charlie Brooks looks at the art of creating new worlds and settings for your Pathfinder game, with settings which are different to the traditional core fantasy selection of classes and races. Illustrated by Ellis Goodson.
  • ZEITGEIST #9: The Last Starry Sky. A Mighty Hand Turns the Stars. The conspiracy known as the Obscurati prepares to assassinate the king of Risur and perform a grand ritual. Stars will fall from the heavens, and a new age will begin wherein all must obey. Only the party can avert this coming doomsday, but they are stranded across the looking glass. In the realm of the fey - a bright reflection of reality known as the Dreaming - the murder of a beloved man has provoked a civil war. The party cannot make their way home on their own, and the Unseen Court, pledged as allies to Risur, will not lend aid until the mystery is resolved. Can the party find the killer, save the king, and free their homeland from the yoke of the Obscurati before the world witnesses its last starry sky?
  • #124. Beldenwood: The Town of Bees. Charlie Brooks describes a small town near the edge of the Sprit Wood, protected from danger by fields of giant bees. The Beekeeper's Guild is a benevolent force... or is it? This article describes the town of Beldenwood, places of interest, and a handful of adventure hooks. Illustrated by Yihyoung Li.
  • #123. Ildywych's Crystal Castle. This fey-themed adventure is set in the village of Summerwine Creek. The tiny castle in the center of the village is filled with puzzles and secrets; can the PCs free the villagers from Fey Prince Ildwych and discover the secret of Summerwine Creek's perpetual festival? By Brandes Stoddard; illustrated by Phil Stone; cartography by Michael McCarthy.
  • #122. Anatomy of an Island. Jeff Gomez brings you a selection of random tables to hope you generate a memorable island for your players to encounter. Roll for the initial approach, threat, treasure, terrain, and notable locations. Illustrated by Phil Stone.
  • #121. Four Orders of Honor. These new knightly orders for the cavalier class include the defensive Order of the Bulwark, the maverick Order of the Fallen, the loyal Order of the Hart, and the honorable Order of the Stag. By Carl Cramér; illustrated by Kim Van Deun.
  • #120. You're All Doomed! An abandoned wizard's tower resting atop a hill. A peaceful village threatened by the undead. Rumors of vast treasure buried in forgotten crypts. Sounds like the perfect start to an adventure! A little too perfect... An unrepentantly deadly adventure for characters of 3rd-5th level (or a fairly challenging adventure for characters of 8th level).
  • #119. Anatomy of a Cult. Jeff Gomez brings you the charts and tables you need to randomly regenerate a new cult for your game setting! This article will help you choose the cult's core tenet, commandments, central myth, distinguishing mark, priests, and temple. Illustrated by Phil Stone.
  • #118. Stellar Species. An article for Paizo's new game, Starfinder! Michael McCarthy brings us the Haunted Robot, Parasitic Symbiote, and Ship Gremlin, ready to be inserted into your campaigns. Starfinder is a "Pathfinder in Space" RPG, based on the same rules engine as Pathfinder.
  • #117. Friend of the Children. A dark fantasy adventure. Why do the children of Medvedka Vas not age? Can the answer be found on Bear Plateau? Who is the mysterious "Friend of the Children? And what is the role of Eglantina, the last pixie of Bear Plateau? By Peter Zacchaeus; illustrated by Ellis Goodson.
  • #116. Danuki Playable Race. A shapechanging race of pranksters, this small-sized race are able to assume other forms. Clever and mischievous, Danuki are also lazy and cowardly. This article also includes alternate racial traits, and a selection of racial feats. By Carl Cramér; illustrated by Ellis Goodson.
  • #115. Fantasy Law: Magical Order. What happens when magic and law enforcement meet? How does the legal system in a fantasy medieval world work? This article takes a look at the laws of a typical fantasy setting, along with the ways trials are conducted in a world with divination, or trial by combat. By Charlie Brooks; illustrated by Tamara Cvetkovic.
  • #114. Trickster's Transmutations. Ten new transmutation spells, including Alter Race, Armor, Deep Pockets, Fool's Gold, Object Shape, and Scent of Sight. By Carl Cramér; illustrated by Mike Engelhart
  • ZEITGEIST #8: Diaspora. Wherein the past may be best left forgotten! The Great Malice. Five centuries ago the death of a goddess triggered widespread upheaval, setting the stage for the modern industrial revolution. But for the eladrin of Elfaivar, the tragedy left behind a crippled people who scattered across the world with little sense of common identity. In the ruins of Elfaivar, the party must locate Kasvarina Varal, a founder of the Obscurati who has lost her memories. With the aid of an artifact that an manifest the past in physical form, they can retrace her steps across five hundred years, restore her identity while gaining her trust, and recover secrets that will reveal how to thwart the conspiracy's grand design. An adventure for perdurable heroes of levels 13-14
  • #113. Anatomy of a Ship. This instalment in Jeff Gomez' popular Anatomy Of... series helps you to generate a quick ship for your setting. Randomly select its name, cargo, crew, propulsion, and weapons. Will you be captaining the Gentle Star or the Sunken Ghost? Trannsporting alchemical materials, colonists, lumber, or gemstones? Is your ship pulled by dolphins, a bound elemental, or old-fashioned sales?
  • #112. Croaking Sirocco. Croaking Sirocco is an adventure for 5th-level characters that takes the party into the heart of a magically warped, blasted land. Deep in the heart of the expanding desert is a tribe of desert-dwelling bullywugs, whose petty power struggle unwittingly endangers the entire outside world. By Kyle Carty; illustrated by Rick Hershey and Indi Martin.
  • #111. Black Powder Conjurer. This archetype of the Unchained Summoner combine summoning with technology, mastering black powder firearms in new ways. Special Conjurer Deeds such as Black Smoke Barrier, Follow the Thunder, and Shadow of the Gun are powered - like the gunslinger - with grit. By Christopher Bunge; illustrated by Ellis Goodson.
  • ZEITGEIST #7: Schism. On a bleak, remote isle, gathered villains plot the final stages of their grand design. This heavily guarded affair is the best chance to land a killing blow against the Obscurati, but to get close enough to strike, the constables will need an invitation. Fortunately, and old enemy of the party is having a bit of an identity crisis. Alexander Grappa crafted the mind of the conspiracy's colossus, then was slain when he had second thoughts. But the crafty mage managed to transfer his consciousness into Leone Quital, who is now responsible for ferrying conspirators to the meeting's secret location. If the constables can help Grappa get control of his new body, he can get them into the conclave. But then the villains' goals are finally revealed, power will tempt, loyaties will fracture, and a schism might doom the world's last best hope. A fantasy adventure for mindful heroes of levels 11-12.
  • #110. Anatomy of a Prison. The Anatomy Of... series continues! After taverns, war camps, wizards' towers, and villages, it's time to randomly create prisons! This article includes tables for protection and escape, atmosphere, guards and leverage, and prisoners. By Jeff Gomez; illustrated by Phil Stone.
  • #109. Searching the River Styx. The PCs find themselves dead, and at the entrance to Hell itself! The River Styx, a demiplane populated by daemons tasked with shepherding souls to their final destination, is the setting for this adventure which can be run as a one-off, or used when the entire party is killed in the course of adventuring. Will they survive the Cavern of Gluttony, the grasping of the damned, the soul shriek of utter torment, the Altar to Heresy, and the the Grotto of Avarice? Can they help the fallen angel Sotira, and so gain their freedom and their lives?
  • #108. Everyday Hero. This new rogue archetype wins the day through pluck and audacity. As she attains levels, she gains "confidence" which can be spent on abilities, along with a special social origin which grants abilities befitting her station - destitute, carnie, rustic, treasure-finder, trader, professional, learned, or noble. By Carl Cramér; illustrated by Peter Woods.
  • #107. Fey Craft. A selection of magical items created by the fey - the blanket of lavender flowers, booties of feykind, fey fire water, cloak of feykind, dust of laughter, elemental dust, elixir of dance, elixir of song, fey snare while, pseudobezoar, and the stick pixie necklace. By J.L. Duncan; illustrated by Sade.
  • ZEITGEIST #6: Revelations from the Mouth of a Madman. The mad gnome inventor Tinker Oddcog is a wanted man. The colossus he crafted has gone berserk, and while the Royal Homeland Constabulary wants to know how to stop it, the conspiracy he built for it wants him silenced. Tinker has fled to Ber, a nation of savages trying to make themselves civilized. Its minotaur ruler needs the gnome's inventions to keep his orc, gnoll, and lizardfolk rivals at bay, and he thinks it'd be a fun game to have the constables and conspiracy compete for first shot at their quarry. But there's another game afoot in Ber, and machinations at work only a madman can perceive. A fantasy adventure for enlightened heroes of levels 13-14 (4E) or 9-10 (Pathfinder).
  • #106. Anatomy of a Town. Our popular Anatomy Of... series continues! We've had taverns, war camps, and wizards' towers - and this time we have a system for randomly creating a rural village! Roll for its name, size, mood, industry, landmarks, and it's dark secret.... By Jeff Gomez; illustrated by Phil Stone.
  • #105. The Commander. This cavalier archetype focuses on group tactics and tight formations. A front-line fighter, the commander also has some support abilities, able to heal or haste allies. By Carl Cramér; illustrated by Phil Stone. 
  • #104 Priests of the One and the Many. These two archetypes represent diametric opposite approaches to divine magic - one has lots of domains available, while the other focuses in on one. The Domain Priest, a war priest archetype, has a greater rage of domain powers; the Pure Warpriest, on the other hand, gives up domains and blessings in return for closer contact with his patron. By Carl Cramér; illustrated by Scott Harshbarger.
  • #103. Apotheosis: the Ascended. What happens when a demon or devil repents for its life of darkness and joins the light? This acquired template is applied to an evil outsider which has overcome its nature and atoned for its deeds. Also included is Mariah, the Cleaver of Angels, once the CR 19 ruler of the 103rd layer of the Abyss and now a defender of the weak from the denizens of the lower planes. By Anthony Jennings; illustrated by Indi Martin.
  • #102. Anatomy of a Tavern. From Jeff Gomez comes the latest in this series. We've covered wizard's towers and military camps; and this time, we present tables for randomly generating a tavern! Use dice to generate its name, atmosphere, signature drink, signature meal, bartender, and patrons. Illustrated by Phil Stone.
  • #101. Fili. This new archetype is a Celtic bard with some druid-like abilities. A hybrid archetype, it is a combination of druid and either bard or skald. Fili are independent wanderers in barbaric societies, acting as judge, herald, or arbiter. By Carl Cramér; illustrated by Tamara Cvetkovic.
  • ZEITGEIST #5: Cauldron Born. A conspiracy has woven itself firmly into the dark underbelly of the city of Flint. The Royal Homeland Constabulary (RHC) has learned of its existence and knows it has a base beneath the haunted mountain named Cauldron Hill. Now at the king’s command it is time to rip this threat from its shadowy womb and thrust it into the light of day. While they pursue that mission, two other forces are at work in Flint: a cult of dwarven assassins who want to disrupt a peace summit, and a rogue lord of the Unseen Court who seeks a war between man and fey. Either plot will spell disaster for Flint. Can the constables spare the time to stop them before the doom beneath Cauldron Hill is born?
  • The Accursed. There are some children who are born wrong, destined for a cursed life even before they have taken their first step. They are pulled along through life by a foul wind that pushes them ever forward towards their own damnation. Although many succumb quickly to the predations of fate, some learn to master their curses and turn them into weapons against their foes. These beings are known as the accursed and have been the origin of much superstition and fear. A new class for the Pathfinder RPG by Christopher Bunge; illustrated by Sade.
  • The Fugitive Scholar. An adventure from Mike Myler for 5th level characters. Can the party help find out who framed Kanral Bodache, save a missing prince, defeat an evil diabolist, and save the walled city of Rettikus? Master of Evaluations Kanral Bodache is on the run from his arcane college in the city of Rettikus. He has been framed for a royal “murder” by one of the settlement’s head merchants; the missing prince has been kidnapped and hidden with abyssal power. lllustrated by Ellis Goodson; cartography by Ross McConnell.
  • Anatomy of a War Camp. These quick random tables enable you to quickly create a unique war camp, describing its grounds, sleeping arrangements, leisure activities, defences and night watch, and the types of treasure pillaged. By Jeff Gomez; illustrated by Phil Stone.
  • Apostate Bards. These new bard variants put a new spin on this free-hiking class. The cantor (an archetype for both bard and skalds) is a divine servant, while the improvisateur (an archetype for bards) is an artistic rebel. By Carl Cramér; illustrated by Egil Thompson.
  • Aerlim. The Aerlim are a race of short-lived semi-incorporeal beings comprised of energy. This article present the full Aerlim playable race, along with new items like the Aethersteel Glove, and feats such as Aetherphasing, and Suppress Glow, designed specially for the Aerlim. By Jeff Gomez; illustrated by Indi Martin.
  • ZEITGEIST #4: Always on Time. The famous Avery Coast Railroad thunders along its week-long journey through the grandest cities of civilization. Among its roster of international passengers travel stowaways and scoundrels, slavers and spies - and one shadowy figure, bearing an invention that will illuminate the world and cast it into darkness. Riding undercover, agents from Risur have one week until this invention falls into the hands of a sinister conspiracy. Before then, they must suss out who they can trust, and who's out to stop them. But on a train full of liars, will they be able to solve the mystery in time?
  • Eldritch Investigations: New Feats for the Occult Investigator. These 13 new feats are accessible to those with an inspiration pool. Choose from Aberrant Studies, Elder Signs, Encoded Mind, Forbidden Dreams, Retreat Into Madness, and more, as your understanding of the occult truths of reality deepen. By Christopher Bunge; illustrated by Ellis Goodson.
  • Día de los Dinosaurios Muertos. A spooky 16-page adventure by Jensen Toperzer. You've heard of the Day of the Dead... but what happens when the dead are dinosaurs? When the raptors awaken to find their land overrun by hairless apes, they plot to reclaim their legacy. Can the PCs survive the machinations of Miquiztlicoatl, the velociraptor mummy lord, ancient reptilian priest-king of the feathered throne? This adventure for 5th-7th-level PCs includes full-color maps, a pronunciation guide, the all-new Stone of the Inverted Sun, and - of course- intelligent undead velociraptors. Illustrated by Melissa Tillery; cartography by Justin Mason.
  • 14 New 0-Level Spells. This collection of new 0-level spells can be added to a spell caster's arsenal, proving simple tricks which can be performed again and again. Ground Mist, Merciful Insight, Paroxysm, Web Tether, and more are included in these cantrips, orisons, and knacks. By Carl Cramér; illustrated by Egil Thompson.
  • The Haunting of Calrow Ruins. "You can hear them at night when the mist creeps in off the lakeshore, jibber-jabbering like madmen trying to form words. For years they’ve haunted me, but still I can’t fathom what it means, as if some half-formed mind yearns for the power to speak for itself…" Complete with character hooks, this 14 page adventure by Aaron Infante-Levy is suitable for 2nd-4th level characters. Illustrated by Sade' cartography by Mike McCarthy.
  • Anatomy of a Wizard's Tower. Use these random tables to quickly generate a wizard's tower, with information on the wizard, their workshop, library, living quarters, and their vault and its defenses. By Jeff Gomez; illustrated by Phil Stone.
  • Automatons: Class Features. Carl Cramér introduces way to introduce automatons to different Pathfinder classes - automaton familiars, automaton companions, plus the new Clockwork Knight ranger archetype. Illustarted by Ellis Goodson.
  • Fablecrafter. The Fablecrafter is a new class which weaves stories to magical effect. Using genres of comedy, heroism, horror, and tragedy, the fablecrafter weilds abilities such as the Jester's Charade, Face of the Nemesis, and Field of Sorrow. By Christopher Bunge; illustrated by Indi Martin.
  • The Orrery of Ordan-Dur. This plug-in adventure site can be explored by a party of Pathfinder characters, or used as a mini-adventure. The Orrery is a tower upon which sites a mechanical model of the heavens, powered by a dynamo, and lair to a mechanical snakelike monstrosity. By Stephen W Zundel 2nd; illustarted by Ellis Goodson and Xanditz.
  • The Mystery of Modercai's Monster. From Dan Head comes this adventure of mystery and horror! Who is Mordecai, and what has become of his latest creation? Can the PCs solve the mystery of Mordecai's monster before it's too late? An adventure for 3rd level characters. Illustrated by Nick Cramp and Rick Hershey.
  • ZEITGEIST #3: Digging for Lies. Welcome to the third adventure in the ZEITGEIST adventure path! In the wake of a villain's defeat, his accomplices flee into the seedy underbelly of Flint. The party tracks down an arcanoscientist selling illegal arms and magic developed in labs owned by the fallen villain, and discovers a curious collection of ancient artifacts. These primitive weapons contain powerful spells capable of conjuring alien monsters never seen in modern times. To unearth why shadowy forces are collecting these relics, the partytravels into the High Bayou, lair of the dread fey titan called the Voice of Rot. There, beneath an ancient ziggurat, the party finds the remains of a doomed archaeological expedition, and learns that a powerful alien entity has escaped its ancient prison and entered this world. The party has tugged into view one thread of the conspiracy, but to reach its heart and see how deep the threat goes, they're going to have to dig. An adventure for enterprising heroes of 4th-5th level.
  • The Kryte. If you were looking for a floating telepathic pink crystal barbarian race for your Pathfinder game, look no further! The Kryte are dimensional interlopers form the crystal chasms of Kazjazal who see warfare and raiding as a way of life. Also included are six racial feats for use with this race, including Crystal Hands, Reflective, and Practiced Telepathy. By Jeff Gomez; illustrated by Phil Stone.
  • Running Action-Comedy Games. Thiago Rosa presents useful advice on how to run a comedic action Pathfinder game. This rules-neutral article discusses the players, characters, appropriate jokes, incentives, plots, and credible threats. Illustrated by Phil Stone.
  • Invisible Scars. This article takes a look at mental illness, and how to use metal illnesses in your Pathfinder game. Rules are included for anxiety disorders, bipolar disorders, depressive disorders, dissociative disorders, post-traumatic disorders, obsessive-compulsive disorders, and schizophrenia. By Michael McCarthy; illustrated by Phil Stone.
  • ZEITGEIST: Bonds of Forced Faith. This one-shot 29-page adventure for 10th level characters can be used as a prologue a hundred years before the ZEITGEIST adventure path, or as a standalone adventure. It also includes six pregenerated characters. The adventurers face a coven of witches, led by the Red Contessa, on Flint's iconic Cauldron Hill. By Ryan Nock; cartography by James Hazelett and Jonathan Roberts.
  • Example Automatons. Following up on last month's TRAILseeker's article about creating automatons for the Pathfinder game, this supplement presents a range of automatons with stat blocks, tricks, and costs. Meet the Lock Monkey, Clockwork Sentry, and the Squire Automaton, amongst others. By Carl Cramér; illustrated by Ellis Goodson.
  • The Gear Box. A range of new magical or mechanical items for your Pathfinder game, all with a frontier fantasy theme where the Wild West and magic collide. From the Desperado's Duster to Chokesmoke to the Cards of Cruel Fate, these items will add something a little different to your game. By Steven W. Zundel 2nd; illustrated by Xanditz.
  • How do I: Use Magic Items. Michael McCarthy continues his deep dive into various aspects of the Pathfinder rules. This time he looks at the rules for using magic items - types, activation, potions, command words, spell triggers, and the Use Magic Device skill. Illustrated by Xanditz.
  • How Do I: Polymorph. In the latest in his How Do I....? series of articles, Michael McCarthy takes a deep dive into the topic of shapechanging in the Pathfinder Roleplaying Game, summarising the rules and laying them out in an easy to understand way. Illustrated by Indi Martin.
  • True Martials. These archetypes remove the magic from various classes and focus on their martial ability. The paladin, summoner, inquisitor, antipaladin, alchemist, ranger, and bard all get the "martial" treatment, removing spellcasting class features and replacing them with other abilities. By Jeff Gomez; illustrated by Indi Martin.
  • Automatons. This article presents rules for the creation of automatons - cheaper and less reliable constructs than their magical clockwork cousins. Carl Cramér provides rules for automaton tricks, and various construct abilities and flaws, along with notes on maintaining and repairing automatons. Illustrated by Phil Stone.
  • Jack of all Bards. These new archetypes add extra versatility to the bard, including the Animal Tamer, the occult Bhajan, the cursed Blighted Bard, the educated Lettered Bard, the Musician of the Spheres, and the Savage Bard. By Carl Cramér; illustrated by Ellis Goodson.
  • While You Were Out. In this rules-neutral article, we present eight plot devices for foreign unforgettable non-player characters. The Monster in the Forest, The Little Villain, The Betrayer, The Dark Twins, and more are simple archetypal character concepts which can be used to great effect. By Steven W. Zundel 2nd; illustrated by Ellis Goodson.
  • Warrior Poet. This new hybrid archetype combines the strengths of the bard and the ranger. With strong combat skills and bardic songs, the warrior poet is an enlightened type of warrior. By Carl Cramér; illustrated by Indi Martin.
  • Urban Chases. Chases are a fun, and frequent part of any Pathfinder game. This simple system by Jeff Gomez helps you to randomly generate chases and obstacles, with appropriate skill checks. Illustrated by Xanditz.
  • Danger in the Depths. In this article, D.L. Loutzenhiser presents new rules for adventuring underwater! Optional rules cover pressure changes, currents, loss of direction, and buoyancy. The new material, aquanium, can be used to create armor, and the new wondrous items - bottled air, pressure pates, and the helm of clear breath - are accompanied by create current, a brand new spell. Illustrated by Ellis Goodson.
  • Ghoulings. Ghoul fever is a complex and nefarious disease, a mixture of black magic and twisted biology. While many victims rise as ghouls and others defeat the fever entirely, some barely stave off the illness—only to find themselves forever changed. These are ghoulings, humans who have broken the disease but have become broken themselves in the process. The short supplement details the ghouling's racial traits, a number of alternate racial traits, and four new grisly feats. By Jeff Gomez; illustrated by Sade.
  • Sneak Attack Archetypes. Fans of sneak attack will enjoy these new archetypes bringing the ability to other classes - the Precise Rager, Guilesinger, Pressure Point Master, Beast Brother, and Raymancer.
  • How Do I: Grapple. The grappling rules have never been the most popular part of the d20 system, from the early days of 3.0 up until the Pathfinder RPG. Pathfinder turns grappling into a Combat Maneuver mechanic, and here Michael McCarthy delves into the rules and explains clearly how they work. If you have a player new to Pathfinder, this article can be invaluable in making it clear exactly how grappling works. Illustrated by Egil Thompson.
  • The Living Lake And Its Bloated Spawn. The Living Lake is a horrific creature which animates the souls of nearby dead and use them to create bloated spawn which venture forth to find more souls for the lake to consume. This article contains stats for the Living Lake, Aqueous Assailant, and Bloated Zombie. By D.L. Loutzenhiser; illustrated by Phil Stone.
  • ZEITGEIST #2: The Dying Skyseer. The second adventure in the ZEITGEIST adventure path. Summer smog conceals the skies over Flint, and the skyseers, once able to foretell the future in the wheeling heavens, are blind and discredited. Unnatural tremors shake the city. Protesters brawl with police in the factory district. Fires burn in Flint's heart. An assassin flies on the wind. Foreign ships smuggle in magic arms, ready for a civil war. But the greatest threat is hidden beyond the sight of men. When a woman is murdered in the Danoran consulate, the party's investigation threatens to unearth a conspiracy, and those in power move to silence all who might reveal them. Only with the guidance of an old dying prophet will the party have a chance to pierce the conspiracy's veil, and save Flint from a coming doom. An adventure for inquisitive heroes of 2nd-3rd level.
  • Spell-less Ranger. Non-magic rangers have always been a popular variation on the default Pathfinder class. The animal-loving Alpha Ranger, the archery focused Bow Lord, the scout-oriented Courier, and the shapeshifting Wild Ranger make up four new ranger archetypes designed to replace spell casting ability with other iconic abilities. By Carl Cramér; illustrated by Indi Martin.
  • What They Don't Know. In this article by Steven W. Zundel 2nd, we discuss the art of deceiving your players - why you would do it, when to do it, and how to do it. Plot twists and surprises are tools in the GM's arsenal, and when used correctly, they can enhance a game. Illustrated by Sade.
  • Layering Encounters for High Level Play. In this article, Michael Allen discusses how to challenge high level characters without simply making the monsters more powerful. Techniques like adding in environmental effects, lesser creatures, and other challenges can make for a challenging evening's entertainment! Illustrated by Phil Stone.
  • Runewright. A brand new class for the Pathfinder roleplaying game! The runewright uses runes and spells to set traps, enhance weapons and armor, and more, resulting in a spell caster who can stand toe-to-toe with more skilled martial opponents. By Jeff Gomez; illustrated by Egil Thompson.
  • ZEITGEIST #1: Island at the Axis of the World. Welcome to the first adventure in the ZEITGEIST adventure path! In factories throughout the city of Flint, months of ceasless toil by mages, engineers, and shipbuilders have finally concluded. Now well-wishers from across the nation of Risur have come to witness the launch of the world's mightiest vessel of war: the R.N.S. Coaltongue, impervious to spell and cannon and armed with fire that could slay even a dragon. On the docks, constables keep a close eye on celebrants and troublemakers; in the shadows, conspiracy and betrayal threaten this technological titan on its maiden voyage. Meanwhile, on an island in the lush Yerasol Achipelago, enemy spies put their plans into motion, clouded with secrecy... An adventure for 1st level heroes.
  • Weird Galem Materials. Carl Cramér brings us seven new galem (not golem!) variants with this article which introduces the fantastic new blood, bone, carrion, clockwork, fossil, glass, and junk golems, each with their own different characteristics and abilities - from the amorphous blog galem to the plague-carrying carrion galem, to the reflective glass galem, Illustrated by Sade.
  • Fell Grafts: Demons & Devils. Have you ever wanted an abyssal hide, balor wings, a devil's arm, a wretch's belch, an imp's eye, infernal horns, or vrock feathers? Of course you have! Or at least, your Pathfinder character has. Right? Designer Mike Myler brings you rules for infernal bodily alterations for those willing to make a deal with a devil! Illustrated by Cat Lu.
  • The Lighter Side of Necromancy. With three new necromantic spells, plus the Lifebringer wizard archetype, Charlie Brooks brings us good-aligned necromancers who protect the living and harm the undead. Not every necromancer wants to raise a foul army and conquer the world! Illustrated by Indi Martin.
  • Farmsteads & Foes. We reach our 60th article with this guide to making low-level play more compelling. Steven Willian Zundel 2nd offers a dozen useful edits which are designed to help you create gripping experiences right from the start of a party's adventuring career. Illustrated by Cat Lu.
  • How Do I... Fly. Flight is something which becomes part of a Pathfinder game as the PCs gain levels. Part of our "How do I...?" series with has previously delved into the topic of stealth, this article looks in-depth at the flight rules, including magical and winged flight, bad weather, and flight in combat. By Michael McCarthy; illustrated by Ellis Goodson.
  • Multiclassing Feats. This article presents a selection of multiclassing feats which allow characters to pick up skills from those whose paths they cross. By Jonathan Palmer.
  • Archery Contests. Running and conducting large archery tournaments can be fun and easy! By Russ Morrissey, based on an original article by Ryan Nock.
  • Red Fangs in a White Night. This is an adventure for four 7th-level characters. Werewolves, vampires, a city under a white dome, and a missing archmage. Can the PCs catch White Night’s mysterious werewolf? And what will they discover in the process? By Thiago Rosa.
  • Urndaemon, Voludaemon. This article presents an horrific demon, just waiting to corrupt your adventurers. By Jessie Staffler.
  • Weapon Style Feats. From mounted styles designed to be used in close-quarters, to ancient elven sword styles that emphasize deception and the use of a cloak as a defensive tool, this article introduces five new weapon styles, each with three weapon style feats, sure to enhance your game! By Jonathan Palmer.
  • Crypta Hereticarum: The Vault of Heresies. Evil lies trapped within the Crypta Hereticarum — the Vault of Heresies. The Clergy believes that true evil cannot be destroyed, and that killing an unholy disciple or destroying a cursed item will only free its malevolence to wreak havoc elsewhere in the world. For centuries, whenever the priests and godhands of the Clergy collected dangerous items, captured evil acolytes, or rescued afflicted innocents whose curses they could not break, they placed them in the vault, built beneath the desolate isle of Odiem, off the coast of the city Sid Minos. Many still tried to plunder its treasures - but these dungeon delvers are drawn not only by the promise of rare riches and powerful magic, but by the mysterious temptation of the vault’s greatest prisoner, Ashima-Shimtu.
  • Creating Enjoyable Puzzles for Role Playing Games. Carl Heyl shows you how to create enjoyable puzzles for your Pathfinder game. It's all too easy to stop a game in its tracks, or throw off any sense of immersion. The advice in this article gives tips on creating organic, fun puzzles which don't interrupt your game. Illustrated by Sade.
  • Fantastic Tomes & Librams. 1d100 mundane but exotic books and tomes to furnish a wizard's study, a library, or a treasure hoard. Each entry contains the book’s name, its author, a short description, and an optional notation indicating its rarity, relative value, and number of pages. By Russ Morrissey.
  • Making Mischief: A Dirty Trick Guide. Make the most of the dirty trick combat maneuver with this guide by Thomas Kyle, which also includes four new feats and two new spells designed to fool and bewilder your opponents in battle!
  • After Death. Congratulations! Your party is dead. This is a Pathfinder RPG adventure designed for 9th-level characters. It is also a little different, as the PCs will start it dead. Fortunately for them, death is not the end. With the help of the azata Asha, they can still defeat the monstrous lich who killed them in the first place… And recover their lives in the process. By Jonathan Garret.
  • Cherufe. A mighty, volcanic monster for your Pathfinder game! This menacing, CR14 giant appears to be made of magma. Its black, rocky mass radiates massive heat, while red light pours from its mouth and the cracks in its stony hide. Full stats, plus adventure seeds. By Jeff Lee; art by Xandits.
  • The Power of Theme. Anthony Torretti discusses ways to introduces strong thematic elements into a campaign while avoiding railroading in this helpful GMing advice article.
  • Creating A Survival Horror Adventure. Resource scarcity, helplessness, and personal stories are all tropes of the survival horror genre for good reason: they work! By Jonathan Palmer; illustrations by Savage Mojo.
  • Herbal Remedies. Enhance your Pathfinder game with plants and herbs which heal, cure poisons or diseases, provide mental cleansing, or augment the imbiber. Butterfly Weed, St. John's Wort, Dragon Flower, Rosy Periwinkle... this article contains 10 useful herbal remedies. By Daniel Marshall; illustrations from Savage Mojo and Xanditz.
  • Galem Builder. Galems - not golems! - are built out of clay by the galem builders, an alternate version of the summoner. This article introduces the galem builder, along with the galem itself. Why summon an outsider when you can build your own perfect construct? By Carl Cramér; art by Xanditz.
  • Leech. Not all healing is supernatural! Sometimes medical training takes the form of the field-surgeon, with roguish talents such as Apothecary, Bleed, Expert Surgeon, and First Aid, or even advanced talents like Cosmetic Surgery (if you'd dare to undergo medieval-style cosmetic work!) Do not try this at home! By Carl Cramér; art by Xanditz.
  • Stunning Eldritch Fist. When you combine spellcasting and the martial arts, you get three new exciting fighting styles for the Pathfinder RPG. Emulate the vampire's gaseous form with the Clouded Path Style; use the graceful dance of blossoms on the wind with the Falling Blossom Style; or summon virulent toxins from your body with the Wandering Spider Style. Each style is presented with three feats ready for use. By Jerall Toi; art by Xanditz.
  • Shadow Magic. Shadow Magic introduces 16 new shadow spells to your Pathfinder game, pushing the limits of illusion magic. Whether you're creating undead shadows, arming yourself with shadow weapons, or transforming yourself into a quasi-real shadow shape, the realm of shadow provides the muscle behind the illusion. By Carl Cramér; illustrated by Xanditz.
  • Bow & Rival. This article introduces two new NPCs designed specifically to take part in archery contests as introduced in the TRAILSeeker Archery Contests article. These NPCs are well suited to serve as rivals, spanning a number of competition sizes. Each entry details the type of contests that each NPC would find attractive, coupled with suggestions on how they would approach the contest. For players and GMs alike, each NPC also introduces a new ranged combat-themed magic item which expands the options available for both thrown weapons and traditional archery. By Jerall Toi, illustrated by Xanditz.
  • Chimeric Fusion. This brand new Chimeric Variant system allows you to create chimeras beyond the Greek archetypal dragon, lion, and goat, and adds nearly 20 new aspects including the yeti, aboleth, spider, golem, and cobra. Additionally, two new spells allow casters to engage in the practice of chimeric fusion. By Anthony Torretti; illustrated by Jen Tracy & Rick Hershey.
  • Power Components: The Biting Flames. Daniel Marshall brings you special components to augment your spells! In this article, find rules for harvesting ingredients, ranging from the organs of defeated creatures to the essence of elementals; and details on trading exotic ingredients with essence vials. Plus six sample ingredients, from dragon bone and ifrit blod to phoenix ashes and salamander horn. Illustrated by Nick Cramp & Jeremy Corff.
  • The Right Way to Fudge. When and how should the GM fudge an encounter? Jeremy Lewit discusses the reasons and the methods, and provides advice on the right way to fudge. Should you alter the enemies, change the goalposts, or add new challenges? Illustrated by Savage Mojo.
  • Modern Mysteries. Meet the Oracles of Industry and of Lost Omens in this Pathfinder RPG article by Carl Cramér. These new mysteries add new slants to the Oracle. The mystery of Industry is one of fire and iron; a vision of a mechanical world. The mystery of Lost Omens deals with an age without prophecy where Oracles defy fate at every turn. Illustrated by Sade & Rick Hershey.
  • A World Beneath The Waves: Underwater Adventures. From Daniel Marshall come spells, magic items, hazards, a new monster, and an undersea encounter table. Cast steamspray, use the ring of the triton, fight a Sahuagin Lieutenant, or navigate steam vents and coral reefs. Illustrated by Indi Martin.
  • Expanded Skills: Handle Animal. Expand the Handle Animal rules! This article presents racial affinities for different animals, and the ways in which different types of creaure respond to domestication. Additionally, author Carl Cramér includes a new regional trait and the Expert Trainer feat to round out any animal trainer's resume! Illustrated by Jacob Blackmon.
  • Skilled Archetypes. Introducing the Lay Cleric, the Militant, and the Unorthodox Wizard - three Pathfinder archetypes which focus on skills more than on their class abilities by sacrifcing arcane schools, feats, or domains. By Carl Cramér; illustrated by Ellis Goodson.
  • Of Wolf & Man. The Order of the Wolf, and the Circle of the Whistling Oak are two brand new druidic circles for your Pathfinder game. Complete with alternate class abilities and six new druidic spells, these player options focus on animals and on woodland battle, respectively. By Daniel Marshall; illustrated by Xanditz.
  • The Occult: New Oracle Curses. Eight new Oracle curses with an occult theme for your Pathfinder game - animal aspect, deluded, divine brand, psychography, solipsism, somnambulism, temptation, and voices. By Carl Cramér; illustrated by Rita Marfoldi.
  • Practical Divination. 12 new divination spells designed to address practical problems - from magic mapping to incidental armor, animal spy to trial by fire, and more! By Carl Cramér; illustrated by Ellis Goodson.
  • Variant Galems. In the second article on the galem builder archetype for the summoner class (originally introduced in TRAILseeker #14), Carl Cramér brings us brass, flesh, ice, iron, stone, and wood galems. Illustrated by Rick Hershey & Jen Tracy.
  • Tip of the Tongue. A 43-page adventure PCs of 7th-8th level! Hirsli Aptal embodies the finest qualities of Bellek, the City of Scholars: she is disciplined, studious, and dedicated to the pursuit of knowledge. Lately, however, her perfect memory (itself a product of the alchemy she practices) is proving elusive. Will the adventurers be able to get to the bottom of this mystery? If so, will they survive the dangerous knowledge they're destined to awaken?
  • New Paths of Ki. Ki isn't just for monks - these new archetypes allow swashbucklers, rangers, paladins, and fighters access their inner ki in the form of the dojo slayer, mystic weaponsmith, spirit hunter, and youxia, along with four new feats and a selection of new ki powers. By Thiago Rosa; illustrated by Jacob Blackmon.
  • The Tactician. John Lynch brings us a new fighter archetype for the Pathfinder Roleplaying Game. Strength and skill at arms are only half the battle; precise and clever tactics and techniques elevate the fighter to new heights. The tactician is a versatile combatant, able to inspire and rally her allies, and use a range of specialized fighting techniques. Illustrated by Rick Hershey.
  • Gothic Curses. What do Choreomania, Disbelieved, Forthright, Grotesque, Healing Icon, Leper, and Stigmata have in common? They're all new horrific oracle curses for the Pathfinder Roleplaying Game, just in time for Halloween! By Carl Cramér; illustrated by Rita Marfoldi.
  • Racial Heritages. Does the blood of kings run in your veins? Was a distant ancestor a giant? Explore new racial combinations by inheriting just a touch of heritage in your bloodline - Aberrant, Angelic, Agathion, Archon, Asuran, Deific, Djinni, Efreeti, Elven, Fey, Fiendish, Giant, Hag, Human, Lycanthrope, Marid, Naga, Royal, Orcish, Shaitan, or Vampiric. By John Lynch; illustrated by Ellis Goodson.
  • Expanded Skills: Stealth. Carl Cramér explains the Pathfinder stealth rules, and expands them with ten useful new rules from States of Alertness to Group Stealth, Shadowing to Camouflage, plus a revised version of the way invisibility works. Illustrated by Jen Tracy.
  • Ace of Blades. Flinging a flurry of blades doesn't need to be a sub-optimal character design! Thomas Kyle show you how to make the most out of thrown weapon masters with 7 new feats and a pile of great advice. Illustrated by Jeshields.
  • The Making Of An Archetype. TRAILseeker veteran Carl Cramér takes a detailed look at the process of creating an archetype for the Pathfinder Roleplaying Game. Assigning a feat-equivalent numerical value to class features, and accounting for both synergies and flair, this article helps you to create original and unique concepts for inclusion on your game. Illustrated by Scott Harshbarger.
  • Clockwork Druid. Robert Montano brings us a brand new class which fuses druidic tradition and mechanical artifice. Also introducing the three schools of botanical clockwork - Mechanobiology, Morphic Botanical Clockwork (the "Gearshifters", as they are known), and Verdant Engineering. Illustrated by Vanessa Bailey.
  • Miserly Necromancer's Grimoire. Spells you recognize, but with a deathly twist. Carl Cramér gives us variants of common spells altered for the use of necromancers. Along with seven spells (ghost spears, incorporeal haunt, rouse corpse, rouse undead, skeletal hand, skeletal regeneration, and quicken the dead), this collection of deathly incantations also includes stats for the ogre zombie and the warhorse skeleton. Illustrated by Je Shields.
  • Building A Better Gnoll. In our 40th article, Rob Gaffrey looks at the gnoll as a PC race and suggests ways to use traits to spice them up in your Pathfinder game, along with two sample knoll builds - the Scavenger Gnoll and the Hunter Gnoll. Illustrated by Cat Lu.
  • Undying Fury: Barbarians & The Undead. In the dark reaches of the world, there are barbarians who channel the dead. Vampire Blood Barbarians feast upon the blood of their foes; Mummy Wraps Barbarians inspire despair; Ghost Soul Barbarians are impossible to pin down; and Zombie Flesh Barbarians don't even notice when you cleave off half their head. By Robert Montano; illustrated by Ellis Goodson.
  • Four Random Roleplaying Encounters. These four random encounters focus on roleplaying and problem solving over combat. Baby Monsters, The Tag Along, The One That Got Away, and Snake Oil Salesman present the adventurers with moral and practical dilemmas. By Anthony Jennings; illustrated by Jes Shields.
  • Cooking Up Magic. Ho, ho, ho, ho! Into the pot you go! New for TRAILseeker patrons! End the year with a touch of evil as Carl Cramer presents us with a pair of dark fairytale inspired archetypes. The Stew Witch and the Hash Slinger allow the witch and the ranger to indulge in cooking magic, gaining abilities from the victims they consume. These archetypes are best suited for evil antagonists. Illustrated by Indi Martin.
  • The Many Turns of the Flame Blade. James Wylie takes a close look at the flame blade spell, with new archetypes and feats designed to enhance or complement the flaming sword. The Oasis Guardian is a druid who calls on the burning blade; the Burning Wanderer is a ranger who gains the flame blade in his repertoire; and feats like Divine Flames, Elven Fire Duelist, Lingering Flames, and Soul of Fire extend the flame blade's abilities. Illustrated by Egil Thompson and Phil Stone.
  • Liberator and Tyrant. Two new paladin archetypes introduce a chaotic good champion of liberty and the lawful evil tyrant, which join the existing paladin and anti-paladin in the alignment square of holy knights. By Carl Cramér; illustrated by Scott Harshbringer.
  • Leave None Standing! Flavourful Feats for the Kineticist. 15 new feats for the kineticist, from Dance of the Elements to Elemental Aspirant to Kinetic Backlash to Rend the Enemy. These feats allow kineticists to specialise or to add extra flavor and flair to characters. By Thomas Kyle; illustrated by Jen Tracey.
  • Expanded Skills: Disable Device & Linguistics. The Expanded Skills series continues with a detailed look at Disable Device and Linguistics. Whether you are using Disable Device for demolition, firefighting, or intruder alerts, or Linguistics for research, code, map reading, or riddles, these new uses expand old skills in new and inventive ways and help you make the most out of your character. By Carl Cramér; illustrated by Egil Thompson.
  • Archetypes of Mystery. Enhance your Pathfinder game with these three archetypes for those who hide their identity, from the Hidden Master for summoners to the Laughing Avenger for mesmerists to the Masked Rider for cavaliers. By Jonathan Palmer. Illustrated by Ellis Goodson.
  • Understanding Size Categories. You know the Pathfinder size categories, of course. But in this article, Michael McCarthy takes a closer look, describing what each means and summarising all the relevant rules. Illustrated by Indi Martin.
  • Fighting Familiar. We've reached our 50th article, in which Carl Cramér introduces a new fighter archetype - the fighting familiar! The fighting familiar is a bodyguard and partner to a spellcaster with a magical life-long bond, and the ability to deliver his partner's spells via melee attacks. Illustrated by Rick Hershey.
  • Singing Sword. Following up from last week's Fighting Familiar article, the Singing Sword is a new Pathfinder RPG archetype for bards, clerics, oracles, and skalds - a character which assumes the shape of a weapon. While not designed as a long-term character option, it can be used as an NPC, a support character or cohort, adopted for short periods, or even used as a way to handle the absence of players who can only make the game occasionally. By Carl Cramér; illustrated by Ellis Goodson.
  • Grindylow. A new, fully playable Pathfinder character race! The Grindylows are a bizarre aquatic species, half octopus and half goblin with gnashing teeth and tangling tentacles. Jeff Gomez introduced the race, plus three new racial feats. Illustrated by Rick Hershey.
  • Expanded Skills: Appraise & Craft. Our Expanded Skill series continues with a detailed look at the Appraise and Craft skills. Accounting, managing a (fantasy) business, crime, trade, and a whole range of crafts enable characters to engage in a range of business and trade related activities. By Carl Cramér; illustrated by Scott Harshbarger.
  • Magical Laws. Jonathan Palmer takes a look at the ways a fantasy society would regulate and legislate the use of magic. From registration to mandatory service to guild enforcement, these ideas can help add verisimilitude to your game and create new plot ideas. Illustrated by Indi Martin.
  • Phobias. A new subsystem for the Pathfinder roleplaying game introduces a range of phobias which can add depth to a character without being debilitating or frustrating in play. 10 phobias, from acrophobia to arachnophobia to night terrors, along with a small bonus effect and a small penalty effect for each. By Jacob W. Michaels; illustrated by Melissa Tillery.
  • Caster Balance. In this discussive article, Carl Cramér takes a look at the balance in power between spell casters and non-magical characters, taking into account issues like the 15-minute adventuring day, power level, wands of cure light wounds, buffs and sell selection, magical freebies, combat manoeuvres and edition wars, and fighter or caster friendly rules. Illustrated by Ellis Goodson.
  • The Angelic, The Cursed, And The Risen: Three New Sorcerer Bloodlines. Three new sorcerer bloodlines for the Pathfinder RPG. The Angelic have the blood of angels running through their veins; the Cursed live with a lingering ancestral enchantment; and the Risen return from the grave to hunt the undead. By Anthony Jennings; illustrated by Sade.
  • How To Run A Successful Festival. Festivals are staple of the fantasy genre, and this article from Jeff Gomez presents over a dozen festival games to spice up your game world. With festival sizes ranging from a village to a worldwide event, and contests including Bop the Rat, Coal Holder, Shot for Shot, and Ring the Bell, your PCs will easily spend an hour or two exploring the show! Illustrated by Ellis Goodson.


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