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Page 1: Everyman Iconics - rpg.rem.uz Party/Everyman/Everyman - Iconics... · All company names, logos, and artwork, images, graphics, illustrations, trade ... conics: d rake W indchaser
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Everyman IconicsDrake Windchaser

Author: Alexander AugunasCover Artist: Jeff Strand

Cover Design: Alexander AugunasInterior Art: Jacob Blackmon, Jeff Strand

Designation of ProDuct iDentity

All company names, logos, and artwork, images, graphics, illustrations, trade dress, and graphic design elements and proper names are designated as Product Identity. Any rules, mechanics, illustrations, or other items previously designat-ed as Open Game Content elsewhere or which are in the public domain are not

included in this declaration

Declaration of oPen game content

All content not designated as Product Identity is declared Open Game Content as described in Section 1(d) of the Open Game License Version 1.0a.

Compatibility with the Pathfinder rolePlaying game requires the Pathfinder rolePlay-ing game from Paizo Inc.. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Inc. does not guarantee

compatibility, and does not endorse this product.

Pathfinder is a registered trademark of Paizo Inc., and the Pathfinder rolePlaying game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Inc., and are used under the Pathfinder Roleplaying Game Compat-ibility License. See http://paizo.com/pathfinderRPG/compatibility for more

information on the compatibility license.

Everyman Iconics: Drake Windchaser © 2016 by Everyman Gaming, LLC.

about the authorAlexander Augunas is best known as the writer of Know Direction’s blog, Guidance, as well as the Pact magic UnboUnd series by Radiance House. Alex is a known kitsune aficio-nado and hopes to be writing well past his death.

Follow Alexander Augunas’s exploits as well as upcoming products and previews from Everyman Gaming, LLC on Facebook.

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Author Anecdoteseveryman iconics is a very different product line from anything that’s currently on the market (for now), and its a product series that I’m super excited to talk about. Traditionally, NPC stat block products don’t cater to roughly 4/5th of players because they don’t offer anything particularly new for players to dig into, so to speak. everyman iconics isn’t different in that regard; it focuses on using material that’s already part of the Pathfinder rolePlaying game for its builds.

What it makes it different is the emphasis on functionality, the emphasis on creating a PC-quality builds for characters and placing those into the hands of consumers. Perhaps you’re the kind of player who wants something cool and exciting to play with, but you don’t have the time to do a lot of research on different builds and tactics.

everyman iconics is for you. Perhaps you’re a GM who wants a fundamentally different

NPC to place into your game, but you don’t have time to do tons of research building your character.

everyman iconics is for you. Maybe you just want a portfolio with all of the rules

required to play your new character in one place with an easy-to-read format, or maybe you’re looking for ideas on how to create a background for a character.

everyman iconics is for you.I’m hoping that this product line speaks to you,

and that you find it as satisfying to read and tinker with as I found making it to be.

— Alexander Augunas

Table of Contentseveryman iconics: drake Windchaser is broken down into the following sections.

Character Background (pgs. 4–5): This section introduces the Everyman Iconic and includes the character’s age, race, and birthday. It also includes a detailed account of the character’s history and motivations.

Character Build (pgs. 6–11): This section includes a comprehensive guide to building the Everyman Iconic at any level, 1st through 20th. It includes the character’s archetypes, base classes, feats, racial traits, and character traits, as well as any special rules or abilities that the Everyman Iconic uses. Full text for all rules elements has been included in this section for convenience.

Stat Blocks (pgs. 12–17): This section presents stat blocks intended for GMs to use to introduce the character into their campaigns. The stat blocks range from 1st level through 20th level, and use heroic NPC wealth and ability scores. The section also includes a number of pregenerated characters for players to use at 1st, 4th, and 7th levels.

Did You Know?The character of Drake Windchaser first appeared in Everyman Gaming’s Paranormal adventUres, a product dedicated to the celebration of all things supernatural and strange. Drake Windchaser and his brother, Sal, were the result of author Alexander Augunas’s passion for cult television and movies, and draw their influences from TV shows like Supernatural and movies like Evil Dead. Drake Windchaser and his brother commonly appear in Everyman Gaming products that include creepy or paranormal themes, such as Paranormal adventUres and childhood adventUres. Currently, the only Adventures-line product from Everyman Gaming that Drake Windchaser doesn’t appear in is microsized adventUres, on account of how uncomfortable (and not PG-13) the concept of an adult human getting “microsized” out of his clothes felt to the author and artists compared to the microsizing of a couple of kitsune.

Everyman IconicsDrake Windchaser

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Drake WindchaserRace: HumanAge: 26Birthday: January 24thHeight: 6’1Weight: 182 lbs.Hair: BrownEyes: HazelCode: The world is a terrible place filled with horrible creatures that

kill folk and ruin lives indiscriminately simply because they can. Most don’t know the horror that sleeps beneath their feet, lurking in places where they’re at their most vulnerable. Order and chaos, good and evil, all of people’s biases and prejudices don’t matter when it’s life and death on the line, and when confronted by true evil, most instinctively understand this and do what it takes to survive. It is the duty and responsibility of those with the strength and smarts to deal with those threats to end them, no matter the cost.

DescriptionSelf-titled badass Drake Windchaser is a fair-skinned human with brown hair and hazel eyes. Standing slightly taller than six feet and weighing 182 pounds, Drake is muscular, toned and slightly taller than the average human male.

Drake has a rugged self-image and prefers clothing that lends itself to that look when he’s hunting monsters. Dark blacks, blues, browns, and greens are favorites of his, although he likes to wear flashes of color underneath his homely garb as a means of garnering the attention of any lady he might happen across. He wears a chain shirt underneath his jacket and vest and carries two weapons: a beautiful pistol handed down to him by his father and an ebony machete crafted from otherworldly obsidian. Headstrong, reckless, and somewhat immature, Drake is prone to leaping without looking and prefers to solve problems by intimidation and force.

BackgroundRaised on the open road by his father, Joan Windchaser, Drake Windchaser’s life has been one scared by pain and vengeance.

When he was a mere four years old, a powerful shadow demon crept into his house in the dead of night with the attention of abducting Drake’s infant brother, Sal as a slight against their Maarya Windchaser, their mother and a former adventurer. Although she fought valiantly and severely wounded the incorporeal fiend, Maarya died in the confrontation and the Windchaser’s humble home was engulfed by flames. Overcome by grief, Joan met with a medium who confirmed that the forces of the Abyss were behind the gruesome attack that claimed his wife’s life, and on that day Joan took his boys and left their old life behind them, swearing to hunt down the monster that left his boys motherless if it took the rest of his life.

For the next two decades, Drake’s childhood was on the road with his father and brother, following lead after lead that Joan swore would bring them the closure that he sought. Of course, Joan knew that his skills needed work if he were to challenge a monster as powerful as a shadow demon, so he took to stopping in town after town each time he caught the scent of a monster that was terrorizing locals, quietly learning all he could before hunting it down and taking it out. After a few weeks, Joan would pack his boys up and move on to the next town to repeat the process. To say that their lives were tumultuous would be an understatement, and Drake and Sal had few close friends as they never stayed in a single town for more than a year. Despite the harsh conditions, the Windchaser boys loved their father fiercely, and as they grew he taught them both everything he knew could, for in learning of the horrors that lurked in the shadowy corners of the world, how could Joan not teach his sons to stand against it?

As a child, Drake idolized his father and did everything he could to try and live up to his example. He absorbed everything from his father’s lessons on using, building, and fixing guns, to his obsession with the family carriage, to his handyman skills. But until he was 12 years old, Drake was expected to remain at his younger brother’s side, taking care of them both whenever their father was out on a hunt. As a result, Drake taught himself to cook, clean, and perform other household tasks in order to do the best he could taking

Character Biography“We’ve seen a lot of really bad stuff. Things awful and terrible enough that if I described them to you, there’s a very real chance that you might not sleep for weeks. We’ve killed things that most folk don’t think exists, in places that any sane person would say is ‘make believe.’ Well, I’m sorry to say that I’ve got news for you—its real, and we’re living that horror story right now. Welcome to your nightmares, and you ain’t going to be waking up anytime soon. But believe me when I say this, me and my brother? We know what we’re doing. Like I said, we’ve done things, seen things, and been in situations a lot worse than this. But we always get out okay. And do you know why that is? Why we always make it out okay? We always keep grinding forward. We keep grinding no matter what. No matter how much it hurts, no matter how hard it gets, we keep grinding. That’s how we’ve won every time before, and that’s how we’re gonna win now. We’ll save as many as we can, we’ll ice the things don’t this to your town, and in the end, we’ll win. Saving people. Hunting things. That’s what we do. That’s why we’re here.”

— Drake Windchaser

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care of his little brother, who wasn’t always appreciative. But several days after his 12th birthday, Joan took Drake with him on his first hunt, where he shot and killed a vampire spawn. Drake took immediate satisfaction in the undead’s death, and his father’s praise only reinforced his pride in his innate talent for killing further. Over the next four years, Drake trained in a wide variety of martial arts, favoring his father’s battered pistol, which he obsessively restored into full working condition, more than anything else. Before his 17th birthday, Drake began accompanying his father out on all of his hunting trips, becoming distance with Sal after his younger brother decided to leave home to study at a local university with the hopes of settling down and living a normal life.

For nearly four years, Drake and Joan hunted monsters on their own without Sal’s help. During those years, Drake loathed his brother’s decision, believing that it had split the only family that he had ever known. To make matters worse, as time went on Joan began taking on cases alone without his eldest son, disappearing for days at a time without any warning or instructions. It was during those times that Drake was at his lowest, and he threw everything he was into whatever cases he could find in order to stave off feelings of loneliness and depression. He fought with reckless abandoned and enjoyed the company of many women before skulking back off into the night, in search of the next monster.

Then one day, Joan Windchaser disappeared. As each week rolled by, Drake grew more and more worried about his father’s lack of sending spells, a family staple for reporting in to make sure that everyone was alive and well. Possessing the family carriage, a small arsenal of weapons, his father’s personal journal, and a small pouch of money, Drake was at a lost on what to do, so he rode through the night to the university where Sal was studying and bid him to join him in looking for their father. Reluctantly, Sal agreed and while neither brother knew it at the time, they had just formed one of the most effective monster hunting teams in the world.

PersonalityReckless and somewhat crass, Drake is a stoic man with a peerless sense of intuition. Seemingly fearless and never without copious amounts of bravado, Drake’s first response to a problem is to tackle that problem head-on with as much strength as he and he teammates can muster. Although he’s smart and competent in a variety of skill sets (not all of them conventionally legal), Drake largely considers himself to be the “brawn” of his partnership with Sal, and leaves much of the research and “brainy” aspects of hunting monsters to his brother. That having been said, Drake is extremely knowledgable about occult phenomena and monstrous creatures, and he

has an innate knack for finding and fighting them, which Sal constantly reminds of him.

Drake is a pragmatic person who prides himself on his ability to get things done. Although he strongly believes that the most simple approach is the most practical, he is willing to compromise with others and will accept strategies that are more complicated in nature. When those fail, however, Drake always has a backup plan that typically requires little thought or contemplation. Although he doesn’t enjoy the prospect of hurting humanoid creatures, especially other humans, no one understands the need for violent action better than Drake, and he is always willing to resort to violence if he deems it necessary.

A connoisseur of weaponry, Drake sees everything from pistols and machetes to spells and rituals as another weapon in his arsenal. Although he’s only able to cast a modest array of magical spells himself, he and Sal both keep their eyes open for as many occult rituals and magical spells as they can find when hunting, seeing such finds as another potent tool that can be added to their arsenal when fighting the forces of the Abyss and beyond.

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Drake possesses the following archetypes, feats, and class options. His full character advancement build is detailed on Table: Drake Windchaser, as well as which feats he possesses and his vital statistics, such as his base attack bonus and base save bonuses. All of the content used in Drake’s build stems from other Pathfinder rolePlaying game sources, and the complete list of all sources used to build Drake are listed first in the Section 15 of this product’s OGL.

Drake’s base ability scores are Str 15, Dex 14, Con 13, Int 10, Wis 14, and Cha 10. His racial traits are included in a side bar on page 11.

Drake’s ArchetypesDrake’s base classes are modified with the following archetypes.

Monster Hunter (Ranger)Rather than study a broad category of opponents, Drake learns as much as he can about whatever creatures he happens to stumble across as he discovers it, brandishing that knowledge against the monsters he stalks as dangerously as any blade.

Class Skills: Add Knowledge (arcana) (Int), Knowledge (local) (Int), Knowledge (planes) (Int), and Knowledge (religion) (Int) to the monster hunter’s list of class skills.

Hunter’s Lore (Ex): The monster hunter adds half his ranger level plus his Wisdom modifier on Knowledge skill checks made to identify the abilities and weaknesses of creatures. This bonus is in addition to his Intelligence modifier. Furthermore, he can attempt all Knowledge skill checks untrained when attempting to identify a creature’s abilities and weaknesses.

This ability replaces wild empathy.Monster Slaying (Ex): A monster hunter is able to put

his knowledge regarding the abilities and weaknesses of his opponents in order to gain the upper hand. Whenever the monster hunter successfully identifies the abilities and weaknesses of a specific creature, he gains a +1 bonus on attack rolls and damage rolls made against that creature, as well as on Bluff, Perception, Sense Motive, and Survival checks made against such creatures. This bonus lasts for 1 minute and applies against all creatures of the same kind as the identified creature; for example, if he successfully identifies the abilities and weaknesses of a ghoul, this bonus applies against all ghouls that he encounters for the bonus’s duration. If the monster hunter enters an encounter with a creature whose abilities and weaknesses he has identified, this bonus always lasts until the end of the encounter, even if it would normally end prior to the encounter’s conclusion.

At 5th level and every 5 levels thereafter, this bonus increases by +1, to a maximum of +5, and its duration increases to 1 minute per ranger level at 5th, 10 minutes per ranger level at 10th level, 1 hour per ranger level at 15th, and 1 day per ranger level at 20th level.

This ability replaces favored enemy.Eidetic Slaying (Ex): Beginning at 4th level, a monster

hunter can memorize monster lore with perfect accuracy. Whenever he successfully identifies a creature’s abilities and weaknesses, a monster hunter can designate that specific kind of creature as an eidetic enemy. If the identified creature has a subtype such as adlet, angel, or human, he can designate the creature’s subtype as an eidetic enemy instead. A monster hunter gains the benefits of his monster slaying ability against all of his eidetic enemies without needing to identify their abilities or weaknesses with a Knowledge skill check first.

A monster hunter can designate a total number of monsters or monster subtypes as eidetic enemies equal to his level. At 8th level and every 4 levels thereafter, a monster hunter can “lose” one of his eidetic enemies, allowing him to potentially designate an additional creature as an eidetic enemy later.

This ability replaces hunter’s bond.

Pistolero (Gunslinger)Drake specializes in one-handed firearms exclusively. While he lacks the flexibility of being able to pick up any kind of firearm and use it with reasonable proficiency, Drake is a crackerjack shot with pistols and similar firearms.

Weapon Proficiency: Instead of proficiency with all firearms, a pistolero only gains proficiency with one-handed firearms. She must take Exotic Weapon Proficiency (firearm) to gain proficiency with two-handed firearms and firearm siege engines.

Gunsmith: A pistolero must take a pistol when she chooses a battered firearm at 1st level.

Deeds: A pistolero swaps a trio of deeds for the following.Up Close and Deadly (Ex): At 1st level, when the pistolero hits

a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the extra damage anyway. This is precision damage and is not multiplied if the attack is a critical hit. This precision damage increases to 2d6 at 5th level, to 3d6 at 10th level, to 4d6 at 15th level, and to 5d6 at 20th level.

The cost of using this deed cannot be reduced with the

Character BuildDrake Windchaser is a multiclass gunslinger/ranger who specializes in identifying and ultimately slaying monsters through instinct and intution. In combat, he prefers to fire at foes from range, and switches to his machete when enemies draw close to him. When encountered with his brother, Sal Windchaser, he uses Sal’s presence to help focus him in combat.

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Signature Deed feat, the true grit class feature, or any similar effect. This precision damage stacks with sneak attack and other forms of precision damage.

This deed replaces the deadeye deed.Deadeye (Ex): At 7th level, the pistolero gains the deadeye

deed, which is normally a 1st-level gunslinger deed.This deed replaces the startling shot deed.Twin Shot Knockdown (Ex): At 11th level, when the pistolero

hits a single target with two or more one-handed firearm attacks during her turn, she can spend 1 grit point to knock the target prone. She can choose to spend the grit point after the attacks are made.

This deed replaces the bleeding wound deed.Pistol Training (Ex): Starting at 5th level, a pistolero

increases her skill with one-handed firearms. She gains a bonus on damage rolls equal to her Dexterity modifier, and when she misfires with a one-handed firearm, the misfire value increases by 2 instead of 4. Every four levels thereafter (9th, 13th, and 17th), the bonus on damage rolls increases by +1.

This ability replaces gun training 1 to 4.

Drake’s Class OptionsDrake gains the following optional class ability from his base classes.

Combat StyleThe following combat style is available to rangers, slayers, and

other character classes that can use ranger combat styles.Archery: If the ranger selects archery, he can choose from

the following list whenever he gains a combat style feat: Far Shot, Point Blank Shot, Precise Shot, and Rapid Shot. At 6th level, he adds Crossbow Mastery, Improved Precise Shot, and Manyshot to the list. At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list.

Drake’s FeatsDrake gains the following feats as he advances in level. Some of these feats are gained as class abilities rather than from advancement, as noted on Table: Drake Windchaser.

Combat Reflexes (Combat)You can make additional attacks of opportunity.

Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Normal: A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed.

Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.

Critical Focus (Combat)You are trained in the art of causing pain.

Table: Drake WindchaserLeveL CLass Base attaCk Fort reF WiLL advanCement speCiaL

1st Gsr 1 +1 +2 +2 +0 Point-Blank Shot, Precise Shot Deeds, grit, gunsmith

2nd RgR 1 +2 +4 +4 +0 — Monster slaying +1, hunter’s lore, track

3rd gsR 2 +3 +5 +5 +0 Deadly Aim Nimble +1

4th gsR 3 +4 +5 +5 +1 +1 Str Deeds

5th gsR 4 +5 +6 +6 +1 Rapid Reload (pistol) Bonus feat (Power Attack)

6th gsR 5 +6/+1 +6 +6 +1 — Pistol training

7th RgR 2 +7/+2 +7 +7 +1 Weapon Focus (pistol) Combat style feat (Rapid Shot)

8th RgR 3 +8/+3 +7 +7 +2 +1 Dex Endurance, 1st favored terrain (urban)

9th RgR 4 +9/+4 +8 +8 +2 Improved Critical: pistol Eidetic slaying

10th RgR 5 +10/+5 +8 +8 +2 — Monster slaying +2

11th RgR 6 +11/+6/+1 +9 +9 +3 Combat Reflexes Combat style feat (Point-Blank Master)

12th RgR 7 +12/+7/+2 +9 +9 +3 +1 Dex Woodland stride

13th RgR 8 +13/+8/+3 +10 +10 +3 Snap Shot Swift tracker, 2nd favored terrain (forest)

14th RgR 9 +14/+9/+4 +10 +10 +4 — Evasion

15th RgR 10 +15/+10/+5 +11 +11 +4 Improved Snap Shot Combat style feat (Shot on the Run), monster slaying +3

16th RgR 11 +16/+11/+6/+1 +11 +11 +4 +1 Dex Quarry

17th RgR 12 +17/+12/+7/+2 +12 +12 +5 Critical Focus Camouflage

18th RgR 13 +18/+13/+8/+3 +12 +12 +5 — 3rd favored terrain (mountain)

19th RgR 14 +19/+14/+9/+4 +13 +13 +5 Greater Snap Shot Combat style feat (Improved Precise Shot)

20th RgR 15 +20/+15/+10/+5 +13 +13 +6 +1 Dex Monster slaying +4

Drake’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engineering)

(Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sleight of Hand (Dex), Survival (Wis), and Swim (Str). Drake does not gain

additional class skills as a result of his feat or character trait choices.

At 2nd level, Drake adds Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge

(religion) (Int), and Spellcraft (Int) to his list of class skills.

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Prerequisites: Base attack bonus +9.Benefit: You receive a +4 circumstance bonus on attack

rolls made to confirm critical hits.

Deadly Aim (Combat)You can make exceptionally deadly ranged attacks by pinpointing a foe’s weak spot by sacrificing accuracy for lethality.

Prerequisites: Dex 13, base attack bonus +1.Benefit: You can choose to take a –1 penalty on all ranged

attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Greater Snap Shot (Combat)You can prey on any gap in your foe’s guard with impunity.

Prerequisites: Dex 17, Improved Snap Shot, Point-Blank Shot, Rapid Shot, Snap Shot, base attack bonus +12.

Benefit: Whenever you make an attack of opportunity using a ranged weapon and hit, you gain a +2 bonus on the damage roll and a +2 bonus on rolls to confirm a critical hit with that attack. These bonuses increase to +4 when you have base attack bonus +16, and to +6 when you have base attack bonus +20.

Improved Critical (Combat)Attacks made with your chosen weapon are quite deadly.

Prerequisite: Proficient with weapon, base attack bonus +8.Benefit: When using the weapon you selected, your threat

range is doubled.Special: You can gain Improved Critical multiple times.

The effects do not stack. Each time you take the feat, it applies to a new type of weapon.

This effect doesn’t stack with any other effect that expands the threat range of a weapon.

Improved Precise Shot (Combat)Your ranged attacks ignore anything but total concealment and cover.

Prerequisites: Dex 19, Point-Blank Shot, Precise Shot, base attack bonus +11.

Benefit: Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.

Normal: See the normal rules on the effects of cover and concealment in Combat.

Improved Snap Shot (Combat)You can take advantage of your opponent’s vulnerabilities from a greater distance, and without exposing yourself.

Prerequisites: Dex 15, Point-Blank Shot, Rapid Shot, Snap Shot, Weapon Focus, base attack bonus +9.

Benefit: You threaten an additional 5 feet with Snap Shot.Normal: Making a ranged attack provokes attacks of

opportunity.

Point Blank Master (Combat)You are adept at firing ranged weapons in close quarters.

Prerequisite: Weapon Specialization with selected ranged weapon.

Benefit: Choose one type of ranged weapon. You do not provoke attacks of opportunity when firing the selected weapon while threatened.

Normal: Using a ranged weapon while you are threatened provokes attacks of opportunity.

Special: Starting at 6th level, a ranger with the archery combat style may select Point Blank Master as a combat style feat, but he must have Weapon Focus instead of Weapon Specialization in the selected weapon.

Point-Blank Shot (Combat)You are especially accurate when making ranged attacks against close targets.

Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Power Attack (Combat)You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.

Prerequisites: Str 13, base attack bonus +1.Benefit: You can choose to take a –1 penalty on all melee

attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Precise Shot (Combat)You are adept at firing ranged attacks into melee.

Prerequisite: Point-Blank Shot.Benefit: You can shoot or throw ranged weapons at an

opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Rapid Reload (Combat)Choose a type of crossbow (hand, light, heavy) or a single type

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of one-handed or two-handed firearm that you are proficient with. You can reload such a weapon quickly.

Prerequisites: Weapon Proficiency (crossbow type chosen) or Exotic Weapon Proficiency (firearm).

Benefit: The time required for you to reload your chosen type of weapon is reduced to a free action (for a hand or light crossbow), a move action (for heavy crossbow or one-handed firearm), or a standard action (two-handed firearm). Reloading a crossbow or firearm still provokes attacks of opportunity.

If you have selected this feat for a hand crossbow or light crossbow, you may fire that weapon as many times in a full-attack action as you could attack if you were using a bow.

Normal: A character without this feat needs a move action to reload a hand or light crossbow, a standard action to reload a one-handed firearm, or a full-round action to load a heavy crossbow or a two-handed firearm.

Special: You can gain Rapid Reload multiple times. Each time you take the feat, it applies to a new weapon.

Rapid Shot (Combat)You can make an additional ranged attack.

Prerequisites: Dex 13, Point-Blank Shot.Benefit: When making a full-attack action with a ranged

weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot.

Shot on the Run (Combat)You can move, fire a ranged weapon, and move again before your foes can react.

Prerequisites: Dex 13, Dodge, Mobility, Point-Blank Shot, base attack bonus +4.

Benefit: As a full-round action, you can move up to your speed and make a single ranged attack at any point during your movement.

Normal: You cannot move before and after an attack with a ranged weapon.

Snap Shot (Combat)With a ranged weapon, you can take advantage of any opening in your opponent’s defenses.

Prerequisites: Dex 13, Point-Blank Shot, Rapid Shot, Weapon Focus, base attack bonus +6.

Benefit: While wielding a ranged weapon with which you have Weapon Focus, you threaten squares within 5 feet of you. You can make attacks of opportunity with that ranged weapon. You do not provoke attacks of opportunity when making a ranged attack as an attack of opportunity.

Normal: While wielding a ranged weapon, you threaten no squares and cannot make attacks of opportunity with the weapon.

Weapon Focus (Combat)Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your

weapon for the purposes of this feat.Prerequisites: Proficiency with selected weapon, base

attack bonus +1.Benefit: You gain a +1 bonus on all attack rolls you make

using the selected weapon.Special: You can gain this feat multiple times. Its effects

do not stack. Each time you take the feat, it applies to a new type of weapon.

Drake’s Character TraitsDrake gains the following abilities that are tied to his background and upbringing rather than his race.

Killer: Drake killed his first monster at a mere 12 years of age, and found the task of slaying villains and “being the hero” much to his liking. Although he doesn’t relish the death of humanoids, he takes pride in especially well-placed attacks against monstrous creatures. Drake deals additional weapon damage equal to his weapon’s critical hit modifier when he scores a successful critical hit with a weapon; this additional damage is added to the final total, and is not multiplied by the critical hit multiplier itself. This extra damage is a trait bonus.

Kin Bond: The bond between Drake and Sal Windchaser is nearly mystical. Once per day when Drake fails a saving throw while Sal is within 30 feet, he may reroll that saving throw using Sal’s saving throw modifier. Sal must be willing to grant Drake the reroll. If Drake fails the saving throw, he and Sal are both dazed for 1 round.

Drake’s Gunslinger DeedsDrake possesses the following gunslinger deeds.

Gunslinger’s Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack.

Drake’s Racial Traits » +2 to One Ability Score (Strength): Drake is physically

imposing as a result of a lifetime hunting some of creation’s most terrifying monsters.

» Medium: Drake is a Medium creature and has no bonuses or penalties due to his size.

» Normal Speed: Drake has a base speed of 30 feet. » Bonus Feat: Drake selects one extra feat at 1st level. His

selection is Exotic Weapon Proficiency (firearms). » Skilled: Drake gains an additional skill rank at first level

and one additional rank whenever he gains a level. » Languages: Humans begin play speaking Common. Humans

with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

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This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.

Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.

Up Close and Deadly (Ex): At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the extra damage anyway. This is precision damage and is not multiplied if the attack is a critical hit. This precision damage increases to 2d6 at 5th level, to 3d6 at 10th level, to 4d6 at 15th level, and to 5d6 at 20th level. This precision damage stacks with sneak attack and other forms of precision damage. The cost of using this deed cannot be reduced with the Signature Deed feat, the true grit class feature, or any similar effect. This deed replaces the deadeye deed.

Gunslinger Initiative (Ex): At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check.

Pistol-Whip (Ex): At 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger’s size, the critical multiplier of this attack is 20/×2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point. » Utility Shot (Ex): At 3rd level, if the gunslinger has at least 1

grit point, she can perform all of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but the gunslinger must declare the utility shot she is using before firing the shot.

» Blast Lock: The gunslinger makes an attack roll against a lock within the first range increment of her firearm. A Diminutive lock usually has AC 7, and larger locks have a lower AC. The lock gains a bonus to its AC against this attack based on its quality. A simple lock has a +10 bonus to AC, an average lock has a +15 bonus to AC, a good lock has a +20 bonus to AC,

Third-Party OptionsDrake Windchaser is built using a Third-Party option from a different Everyman Gaming, LLC product.

Monster Hunter Archetype: Drake’s build makes use of the monster hunter archetype for the ranger class from Paranormal adventUres. To use Drake without Paranormal adventUres, remove the monster hunter archetype from his ranger class, granting him the favored enemy, hunter’s bond, and wild empathy class features. Drake’s hunter’s bond is with his allies and his favored enemies are demons (1st), undead (2nd), devils (3rd), shapeshifters (4th), and angels (5th). If using Drake without the monster hunter archetype, add the following spell to Drake’s list of commonly prepared ranger spells.

Instant EnEmy

School enchantment; Level ranger 3Casting Time 1 swift actionComponents V, SRange close (25 ft. + 5 ft./2 levels)Target one creature that is not your favored enemy.Duration 1 minute/levelSaving Throw none; Spell Resistance no

With this spell you designate the target as your favored enemy for the remainder of its duration. Select one of your favored enemy types. For the duration of the spell, you treat the target as if it were that type of favored enemy for all purposes.

and a superior lock has a +30 bonus to AC. Arcane lock grants a +10 bonus to the AC of a lock against this attack. On a hit, the lock is destroyed, and the object can be opened as if it were unlocked. On a miss, the lock is destroyed, but the object is jammed and still considered locked. It can still be unlocked by successfully performing this deed, by using the Disable Device skill, or with the break DC, though the DC for either break or Disable Device or the AC increases by 10. A key, combination, or similar mechanical method of unlocking the lock no longer works, though knock can still be employed to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell.

» Scoot Unattended Object: The gunslinger makes an attack roll against a Tiny or smaller unattended object within the first range increment of her firearm. A Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11. On a hit, the gunslinger does not damage the object with the shot, but can move it up to 15 feet farther away from the shot’s origin. On a miss, she damages the object normally.

» Stop Bleeding: The gunslinger makes a firearm attack and then presses the hot barrel against herself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleed condition affecting the creature. The

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gunslinger does not have to make an attack roll when performing the deed in this way; she can instead shoot the firearm into the air, but that shot still uses up ammunition normally.

Drake’s Ranger SpellsDrake commonly prepares the following ranger spells. Although he can prepare any spell on the range spell list that he is able to cast, he prefers spells that enhance his firearm attacks or enable him to impeccably track his quarries.

aBUnDant ammUnItIOnSchool conjuration (summoning); Level bard 1, cleric 1,

ranger 1, sorcerer/wizard 1Casting Time 1 standard actionComponents V, S, M/DF (a single piece of ammunition)Target one container touchedDuration 1 minute/levelSaving Throw none; Spell Resistance no

When cast on a container such as a quiver or a pouch that contains nonmagical ammunition or shuriken, (including masterwork ammunition or shuriken, but not special materials, alchemical attributes, or nonmagical treatments on the ammunition), at the start of each round this spell replaces any ammunition taken from the container the round before. The ammunition taken from the container the round before vanishes. If, after casting this spell,

you cast a spell that enhances projectiles, such as align weapon or greater magic weapon, on the same container, all projectiles this spell conjures are affected by that spell.

BURst OF sPEEDSchool transmutation; Level alchemist 3, antipaladin 3,

magus 3, inquisitor 3, paladin 3, ranger 3Casting Time 1 swift actionComponent VRange personalTarget youDuration see text

Until the end of your turn, you gain a +20-foot bonus to speed (or +10-foot bonus if you are wearing Medium or Heavy armor), your movement does not provoke attacks of opportunity, and you can move through the space of creatures that are larger than you are, but you cannot end your movement this round in a space occupied by a creature.

FInD QUaRRySchool divination; Level inquisitor 4, ranger 4Casting Time 1 standard actionComponents V, S, DFRange personalTarget youDuration instantaneous

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Saving Throw none; Spell Resistance no

You sense whether a well-known creature you can clearly visualize is within a 20-mile radius of your current location, as well as the distance and direction to the creature in relation to you. You also discern whether the creature is moving, and its direction, speed, and mode of movement. The radius you can sense increases by 5 miles for every two caster levels you have above 10th (to a maximum of a 45-mile radius at 20th level). Anything that would prevent locate creature from finding a creature also prevents find quarry from doing so.

FREEDOm OF mOVEmEntSchool abjuration; Level bard 4, cleric 4, druid 4, ranger 4Casting Time 1 standard actionComponents V, S, M (a leather strip bound to the target), DFRange personal or touchTarget you or creature touchedDuration 10 min./levelSaving Throw Will negates (harmless); Spell Resistance

yes (harmless)

This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. All combat maneuver checks made to grapple the target automatically fail. The subject automatically succeeds on any combat maneuver checks and Escape Artist checks made to escape a grapple or a pin.

The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, grant water breathing.

HUntER’s EyESchool divination; Level inquisitor 3, ranger 2Casting Time 1 standard actionComponents V, S, DFRange medium (100 ft. + 10 ft./level)Target one creatureDuration 1 minute/levelSaving Throw none; Spell Resistance yes

Sharpening your perceptive abilities and tuning them against obfuscating effects, hunter’s eye greatly enhances your senses against the target creature. You gain the ability to perceive the target when it is invisible or ethereal as though using the see invisibility spell, and receive a +20 competence bonus on Perception checks to locate the target. You ignore concealment provided by fog or mist, blur, displacement, invisibility, and similar effects affecting the target, but not concealment provided by darkness. This spell provides no benefits to your allies, and no benefits against creatures other than the target.

LEaD BLaDEsSchool transmutation; Level ranger 1Casting Time 1 standard actionComponents V, SRange personalTarget touchDuration 1 minute/level (D)

Lead blades increases the momentum and density of your melee weapons just as they strike a foe. All melee weapons you are carrying when the spell is cast deal damage as if one size category larger than they actually are. For instance, a Medium longsword normally deals 1d8 points of damage, but it would instead deal 2d6 points of damage if benefiting from lead blades. Only you can benefit from this spell. If anyone else uses one of your weapons to make an attack it deals damage as normal for its size.

LIBERatInG COmmanDSchool transmutation; Level bard 1, cleric 1, druid 1, paladin

1, ranger 1, sorcerer/wizard 1Casting Time 1 immediate actionComponents VRange close (25 ft. + 5 ft./2 levels)Target one creatureDuration instantaneousSaving Throw Will negates (harmless); Spell Resistance

yes (harmless)

If the target is bound, grappled, or otherwise restrained, he may make an Escape Artist check to escape as an immediate action. He gains a competence bonus on this check equal to twice your caster level (maximum +20). This spell has no effect if the target could not get free by using the Escape Artist skill (for example, if he were under the effects of a hold person spell or paralyzed by Strength damage).

namED BULLEtSchool divination; Level inquisitor 4, ranger 3, sorcerer/

wizard 4, witch 4Casting Time 1 standard actionComponents V, S, M/DF (an item from the selected creature

or creature type)Range touchTarget one piece of ammunition or one thrown weaponDuration 10 minutes/level or until dischargedSaving Throw Will negates (harmless, object); Spell

Resistance yes (harmless, object)

You imbue the target with deadly accuracy against a selected creature type (and subtype for humanoids or outsiders) or a specific creature you know and can name. When used against the selected creature, the ammunition never misfires and is unaffected by concealment (but not total concealment), and at a range of 30 feet or less, the attack targets the selected creature’s

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touch AC. When the target hits the selected creature, you must overcome that creature’s spell resistance, or this spell has no effect. A normal hit scored using the target against the selected creature is considered to be a critical threat and deals 1 extra point of damage per caster level (maximum 20), which is not multiplied on a critical hit. A natural critical hit deals the same extra damage, but that damage is multiplied due to the critical.

Once the target is used to attack the selected creature, successfully or not, this spell is discharged.

PeRCeIve CueSSchool transmutation; Level alchemist 2, inquisitor 2, ranger

2, witch 2Casting Time 1 standard actionComponents V, S, M (a drop of water)Range personalTarget youDuration 10 minutes/level

Your senses become preternaturally keen, and you gain insight into subtle behavioral cues. For the duration of the spell, you receive a +5 competence bonus on Perception and Sense Motive checks.

RELOaDInG HanDsSchool conjuration (creation); Level magus 2, ranger 2,

sorcerer/wizard 2Casting Time 1 standard actionComponents V, SRange touchTarget projectile weapon touchedDuration 1 round/caster level (D)Saving Throw Will negates (object, harmless); Spell

Resistance yes (object, harmless)

Once per round, phantom hands load a single ranged weapon or firearm with conjured ammunition. This ammunition counts as magical for overcoming damage reduction and attacking incorporeal creatures, but is the standard for its type (a normal bullet or pellets and black powder in the case of firearms). Conjured ammunition ceases to exist 1 round after it is removed from the weapon, or at the end of the duration, whichever comes first.

REsIDUaL tRaCKInGSchool divination; Level ranger 1Casting Time 1 minuteComponents V, S, M (a bit of plaster)Range touchTarget footprint touchedDuration instantaneousSaving Throw none; Spell Resistance no

By touching a footprint, you receive a clear mental image of the person or creature that made it. The image has the exact same

appearance as the creature that made the footprint at the moment it made the imprint, including any telling features or expressions, any gear or equipment, or anything else the creature was carrying at the time. For example, the footprint of a horse would reveal both the horse and any creature riding it when it made the footprint.

RICOCHEt sHOtSchool evocation; Level ranger 2, sorcerer/wizard 2Casting Time 1 standard actionComponents V, S, M (a wishbone)Range close (25 ft. + 5 ft./2 levels)Target one projectile weaponDuration 1 round/level or until dischargedSaving Throw Will negates (harmless, object); Spell

Resistance yes (harmless, object)

You imbue a projectile weapon with the ability to ricochet any projectiles that hit one target so that they also hit another. When the wielder ricochets a projectile, she selects a primary target to attack. If she hits the primary target, the projectile ricochets instead of being destroyed. The wielder can then select a secondary target that is within 20 feet of the primary target. She makes an attack roll against the secondary target at the same base attack bonus, but does not gain the benefit from any enhancement bonuses or magic qualities on the projectile. If the shot comes from a firearm, the ricochet targets normal AC rather than touch AC.

While the spell lasts, the target weapon’s wielder can ricochet one projectile per three caster levels you possess, to a maximum of six at caster level 18th. Once the target weapon’s wielder ricochets that many shots, the spell is discharged. If the weapon’s wielder fails to use all the ricochets before the spell end, those ricochets are wasted.

VERsatILE WEaPOnSchool transmutation; Level bard 2, ranger 2, sorcerer/

wizard 3Casting Time 1 standard actionComponents V, S, M (iron filings)Range close (25 ft. + 5 ft./2 levels)Target one weapon or 50 projectiles, all of which must be

together at the time of castingDuration 1 minute/levelSaving Throw Will negates (harmless, object); Spell

Resistance yes (harmless, object)

You transform the physical makeup of a weapon as you desire. This spell functions like greater magic weapon, except that it subtly alters the physical properties of a weapon, enabling it to bypass damage reduction of one the following types: bludgeoning, cold iron, piercing, silver, or slashing. The affected weapon still inflicts damage of its normal type and its hardness and hit points are unchanged. This spell can be cast on a natural weapon or unarmed strike.

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DRaKE WInDCHasER CR 1/2XP 200Male human gunslinger (pistolero) 1 N Medium humanoid (human)Init +2; Senses Perception +6deFense

AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)hp 11 (1d10+1)Fort +3, Ref +4, Will +2oFFense

Speed 30 ft.Melee machete +3 (1d6+2/19-20)Ranged battered pistol +3 (1d8/x4)Special Attacks up close and deadly (1 grit; +1d6)statistiCs

Str 15, Dex 14, Con 13, Int 10, Wis 14, Cha 10Base Atk +1; CMB +3; CMD 15Feats Gunsmithing, Point-Blank Shot, Precise ShotSkills Craft (carpentry) +4, Handle Animal +4, Knowledge

(engineering) +4, Knowledge (local) +4, Perception +6Languages CommonSQ deeds (gunslinger’s dodge, quick clear), grit (2), gunsmithCombat Gear 20 alchemical cartridges [paper], 10 alchemical

cartridges [salt shot; Other Gear backpack (bedroll, gunsmith’s kit, iron pot, mess kit, rope, torches [10], trail rations [5 days], water skin), bandolier, battered pistol, belt pouch (26 gp), chain shirt, machete, thieves’ tools.

DRaKE WInDCHasER CR 3XP 800Male human gunslinger (pistolero) 3/ranger (monster hunter) 1 N Medium humanoid (human)Init +4; Senses Perception +6deFense

AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex, +1 dodge)hp 27 (4d10+4)Fort +6, Ref +7, Will +3oFFense

Speed 30 ft.Melee masterwork machete +8 (1d6+3/19-20)Ranged masterwork pistol +7 (1d8/x4)

Special Attacks monster slaying +1, up close and deadly (1 grit; +1d6)

statistiCs

Str 16, Dex 14, Con 13, Int 10, Wis 14, Cha 10Base Atk +4; CMB +7; CMD 19Feats Deadly Aim, Gunsmithing, Point-Blank Shot, Precise ShotSkills Acrobatics +6, Climb +7, Craft (carpentry) +4, Disable

Device +3, Handle Animal +4, Knowledge (arcana) +5*, Knowledge (dungeoneering) +5, Knowledge (engineering) +5*, Knowledge (local) +7*, Knowledge (nature) +6*, Knowledge (planes) +7*, Knowledge (religion) +7*, Perception +9, Sleight of Hand +6, Stealth +6, Survival +9 (+10 when following tracks)

* Add Drake’s Wisdom modifier when identifying the abilities and weaknesses of monsters.

Languages CommonSQ deeds (gunslinger’s dodge, gunslinger’s initiative, pistol-whip,

quick clear, utility shot), grit (2), gunsmith, hunter’s lore, trackCombat Gear 20 alchemical cartridges (paper), 10 alchemical

cartridges (salt shot), 2 +1 ghost touch bullets, 2 potion of cure light wounds, potion of lesser restoration; Other Gear backpack (bedroll, gunsmith’s kit, iron pot, mess kit, rope, torches [10], trail rations [5 days], water skin), bandolier, belt pouch (40 gp), masterwork chain shirt, masterwork machete, masterwork pistol, thieves’ tools.

DRaKE WInDCHasER CR 6XP 800Male human gunslinger (pistolero) 5/ranger (monster hunter) 2 N Medium humanoid (human)Init +4; Senses Perception +12deFense

AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex, +1 dodge)hp 44 (7d10+7)Fort +8, Ref +9, Will +3oFFense

Speed 30 ft.Melee masterwork machete +11/+6 (1d6+3/19-20)Ranged +1 pistol +11/+6 (1d8+3/x4)Special Attacks monster slaying +1, up close and deadly (1

grit; +2d6)

Stat BlocksThe following stat blocks allow GMs to use Drake Windchaser as an NPC at all tiers of gameplay, from 1st level all the way up to 20th level. The stat blocks included in these sections are designed using heroic NPC wealth, as noted in Chapter 14 of the Pathfinder rolePlaying game core rUlebook. Pregens for Drake at 1st level, 4th level, and 7th level can be found at the end of this section, and possess PC equivalent wealth.

NPC Tactics: Drake first attempts to identify the weaknesses and abilities of as many foes as possible in order to gain the benefits of his monster slaying ability. Armed with this knowledge, he then open fires with his pistol on the most powerful opponent that he has identified. If he is cornered in melee, he switches to his machete.

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statistiCs

Str 16, Dex 14, Con 13, Int 10, Wis 14, Cha 10Base Atk +7; CMB +10; CMD 22Feats Deadly Aim, Gunsmithing, Point-Blank Shot, Power

Attack, Precise Shot, Rapid Reload (pistol), Rapid Shot, Weapon Focus (pistol)

Skills Acrobatics +6, Climb +7, Craft (carpentry) +4, Disable Device +3, Handle Animal +4, Knowledge (arcana) +7*, Knowledge (dungeoneering) +7, Knowledge (engineering) +5*, Knowledge (local) +9*, Knowledge (nature) +8*, Knowledge (planes) +9*, Knowledge (religion) +9*, Perception +12, Sense Motive +6, Sleight of Hand +6, Stealth +6, Survival +10 (+11 when following tracks)

* Add Drake’s Wisdom modifier when identifying the abilities and weaknesses of monsters.

Languages CommonSQ combat style (archery), deeds (gunslinger’s dodge,

gunslinger’s initiative, pistol-whip, quick clear, utility shot), grit (2), gunsmith, hunter’s lore, pistol training (pistol), track

Combat Gear 20 alchemical cartridges (paper), 10 alchemical cartridges (salt shot), 2 +1 ghost touch bullets, 2 potion of cure light wounds, potion of lesser restoration; Other Gear +1 chain shirt,+1 pistol, backpack (bedroll, gunsmith’s kit, iron pot, mess kit, rope, torches [10], trail rations [5 days], water skin), bandolier, belt pouch (100 gp), masterwork machete, masterwork thieves’ tools.

DRaKE WInDCHasER CR 9XP 800Male human gunslinger (pistolero) 5/ranger (monster hunter) 5 N Medium humanoid (human)Init +4; Senses Perception +15deFense

AC 18, touch 13, flat-footed 16 (+5 armor, +2 Dex, +1 deflection, +1 dodge)

hp 72 (10d10+20)Fort +9, Ref +10, Will +4oFFense

Speed 30 ft.Melee masterwork machete +14/+9 (1d6+3/19-20)Ranged +1 pistol +14/+9 (1d8+3/19-20x4)Ranger Spells Prepared (CL 2nd; concentration +4)

1st—lead blades, residual trackingSpecial Attacks eidetic slaying (demons, ghosts, humans,

shapeshifters, vampires), monster slaying +2, up close and deadly (1 grit; +2d6)

statistiCs

Str 16, Dex 15, Con 14, Int 10, Wis 14, Cha 10Base Atk +10; CMB +13; CMD 25Feats Deadly Aim, Endurance, Gunsmithing, Improved Critical

(pistol), Point-Blank Shot, Power Attack, Precise Shot, Rapid Reload (pistol), Rapid Shot, Weapon Focus (pistol)

Skills Acrobatics +6, Climb +7, Craft (carpentry) +4, Disable Device +3, Handle Animal +4, Knowledge (arcana) +9*, Knowledge (dungeoneering) +10, Knowledge (engineering) +5*, Knowledge (local) +10*, Knowledge (nature) +10*, Knowledge (planes) +10*, Knowledge (religion) +10*, Perception +15, Sense Motive +10, Sleight of Hand +10, Stealth +6, Survival +10 (+12 when following tracks)

* Add Drake’s Wisdom modifier when identifying the abilities and weaknesses of monsters.

Languages CommonSQ combat style (archery), deeds (gunslinger’s dodge,

gunslinger’s initiative, pistol-whip, quick clear, utility shot), favored terrain (urban +2), grit (2), gunsmith, hunter’s lore, pistol training (pistol), track

Combat Gear 20 alchemical cartridges (paper), 10 alchemical cartridges (salt shot), 5 +1 demon bane bullets, 5 +1 ghost touch bullets, 2 potion of cure serious wounds, 2 potion of lesser

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restoration; Other Gear +1 chain shirt,+1 pistol, backpack (bedroll, gunsmith’s kit, iron pot, mess kit, rope, torches [10], trail rations [5 days], water skin), belt pouch (160 gp), cloak of resistance +1, endless bandolier, masterwork machete, masterwork thieves’ tools, ring of protection +1.

DRaKE WInDCHasER CR 13XP 800Male human gunslinger (pistolero) 5/ranger (monster hunter) 9 N Medium humanoid (human)Init +5; Senses Perception +15deFense

AC 22, touch 15, flat-footed 18 (+6 armor, +4 Dex, +1 deflection, +1 dodge, +1 natural armor)

hp 98 (14d10+28)Fort +12, Ref +14, Will +7Defensive Abilities evasionoFFense

Speed 30 ft.Melee +1 machete +18/+13/+8 (1d6+4/19-20)Ranged +2 pistol +20/+15/+10 (1d8+6/19-20x4)Ranger Spells Prepared (CL 6th; concentration +8)

2nd—perceive clues, reloading hands1st—lead blades, liberating command, residual tracking

Special Attacks eidetic slaying (angels, demons, divs, ghosts, humans, red dragons, shapeshifters, sprites, vampires, wendigos), monster slaying +2, up close and deadly (1 grit; +2d6)

statistiCs

Str 16, Dex 18, Con 14, Int 10, Wis 14, Cha 10Base Atk +14; CMB +17; CMD 30Feats Combat Reflexes, Deadly Aim, Endurance, Gunsmithing,

Improved Critical (pistol), Point-Blank Master, Point-Blank Shot, Power Attack, Precise Shot, Rapid Reload (pistol), Rapid Shot, Snap Shot, Weapon Focus (pistol)

Skills Acrobatics +12, Climb +7, Craft (carpentry) +4, Disable Device +5, Handle Animal +4, Intimidate +10, Knowledge (arcana) +12*, Knowledge (dungeoneering) +12, Knowledge (engineering) +5*, Knowledge (local) +12*, Knowledge (nature) +12*, Knowledge (planes) +12*, Knowledge (religion) +12*, Perception +15, Sense Motive +12, Sleight of Hand +12, Stealth +8, Survival +11 (+15 when following tracks)

* Add Drake’s Wisdom modifier when identifying the abilities and weaknesses of monsters.

Languages CommonSQ combat style (archery), deeds (gunslinger’s dodge,

gunslinger’s initiative, pistol-whip, quick clear, utility shot), favored terrain (urban +4, forest +2), grit (2), gunsmith, hunter’s lore, pistol training (pistol), swift tracker, track, woodland stride

Combat Gear 20 alchemical cartridges (paper), 10 alchemical cartridges (salt shot), 5 +1 demon bane bullets, 5 +1 ghost touch bullets, 2 potion of cure serious wounds, potion of haste, 2 potion of

lesser restoration; Other Gear +2 chain shirt,+1 machete, +2 pistol, backpack (bedroll, gunsmith’s kit, iron pot, mess kit, rope, torches [10], trail rations [5 days], water skin), belt of incredible dexterity +2, belt pouch (260 gp), amulet of natural armor +1, cloak of resistance +1, endless bandolier, masterwork thieves’ tools, ring of protection +1.

DRaKE WInDCHasER CR 16XP 800Male human gunslinger (pistolero) 5/ranger (monster hunter) 12 N Medium humanoid (human)Init +6; Senses Perception +17deFense

AC 24, touch 16, flat-footed 19 (+6 armor, +4 Dex, +2 deflection, +1 dodge, +2 natural armor)

hp 118 (17d10+34)Fort +13, Ref +16, Will +8; +1 luck vs. trapsDefensive Abilities evasionoFFense

Speed 30 ft.Melee +1 machete +21/+16/+11/+6 (1d6+4/19-20)Ranged +2 reliable pistol +23/+18/+13/+8 (1d8+6/19-

20x4)Ranger Spells Prepared (CL 9th; concentration +12)

3rd—named bullet (2)2nd—perceive clues, reloading hands (2)1st—lead blades, liberating command, residual tracking

Special Attacks eidetic slaying (angels, demons, divs, ghosts, humans, inevitables, proteans, red dragons, shapeshifters, sprites, vampires, wendigos), monster slaying +3, quarry, up close and deadly (1 grit; +2d6)

statistiCs

Str 16, Dex 19, Con 14, Int 10, Wis 16, Cha 10Base Atk +17; CMB +20; CMD 33Feats Combat Reflexes, Critical Focus, Deadly Aim, Endurance,

Gunsmithing, Improved Critical (pistol), Improved Snap Shot, Point-Blank Master, Point-Blank Shot, Power Attack, Precise Shot, Rapid Reload (pistol), Rapid Shot, Shot on the Run, Snap Shot, Weapon Focus (pistol)

Skills Acrobatics +15, Climb +7, Craft (carpentry) +4, Disable Device +5 (+10 to disarm traps), Handle Animal +4, Intimidate +12, Knowledge (arcana) +15*, Knowledge (dungeoneering) +14, Knowledge (engineering) +5*, Knowledge (local) +14*, Knowledge (nature) +14*, Knowledge (planes) +14*, Knowledge (religion) +14*, Perception +17, Sense Motive +13, Sleight of Hand +11, Stealth +7, Survival +12 (+18 when following tracks)

* Add Drake’s Wisdom modifier when identifying the abilities and weaknesses of monsters.

Languages CommonSQ combat style (archery), deeds (gunslinger’s dodge, gunslinger’s

initiative, pistol-whip, quick clear, utility shot), favored terrain (urban +4, forest +2), grit (3), gunsmith, hunter’s lore, pistol training (pistol), swift tracker, track, woodland stride

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17

Combat Gear 20 alchemical cartridges (paper), 10 alchemical cartridges (salt shot), 5 +1 demon bane bullets, 5 +1 ghost touch bullets, 2 potion of cure serious wounds, potion of haste, 2 potion of lesser restoration; Other Gear +2 chain shirt,+1 machete, +2 reliable pistol, backpack (bedroll, gunsmith’s kit, iron pot, mess kit, rope, torches [10], trail rations [5 days], water skin), belt of incredible dexterity +2, belt pouch (320 gp), amulet of natural armor +2, cloak of resistance +2, endless bandolierUE, masterwork thieves’ tools, headband of alluring wisdom +2, ring of protection +2, trapspringer’s glovesUE.

DRaKE WInDCHasER CR 19XP 800Male human gunslinger (pistolero) 5/ranger (monster hunter) 15 N Medium humanoid (human)Init +6; Senses Perception +21deFense

AC 30, touch 20, flat-footed 23 (+7 armor, +6 Dex, +3 deflection, +1 dodge, +3 natural armor)

hp 137 (20d10+40)Fort +14, Ref +18, Will +10; +1 luck vs. trapsDefensive Abilities evasionoFFense

Speed 30 ft.Melee +2 machete +24/+20/+15/+10 (1d6+5/19-20)Ranged +3 greater reliable pistol +28/+23/+18/+13

(1d8+9/19-20x4)Ranger Spells Prepared (CL 12th; concentration +16)

4th—find quarry, greater named bullet3rd—burst of speed, named bullet (2)2nd—perceive clues, reloading hands (2)1st—abundant ammunition, lead blades, liberating command,

residual trackingSpecial Attacks eidetic slaying (angels, daemons, demons, divs,

ghosts, hell hounds, humans, inevitables, proteans, psychopomps, red dragons, shapeshifters, sprites, vampires, wendigos), monster

slaying +4, quarry, up close and deadly (1 grit; +2d6)statistiCs

Str 16, Dex 22, Con 14, Int 10, Wis 18, Cha 10Base Atk +20; CMB +20; CMD 33Feats Combat Reflexes, Critical Focus, Deadly Aim, Endurance,

Greater Snap Shot, Gunsmithing, Improved Critical (pistol), Improved Precise Shot, Improved Snap Shot, Point-Blank Master, Point-Blank Shot, Power Attack, Precise Shot, Rapid Reload (pistol), Rapid Shot, Shot on the Run, Snap Shot, Weapon Focus (pistol)

Skills Acrobatics +19, Climb +7, Craft (carpentry) +4, Disable Device +12 (+10 to disarm traps), Handle Animal +4, Intimidate +15, Knowledge (arcana) +15*, Knowledge (dungeoneering) +15, Knowledge (engineering) +5*, Knowledge (local) +15*, Knowledge (nature) +15*, Knowledge (planes) +15*, Knowledge (religion) +15*, Perception +21, Sense Motive +16, Sleight of Hand +13, Stealth +9, Survival +14 (+21 when following tracks)

* Add Drake’s Wisdom modifier when identifying the abilities and weaknesses of monsters.

Languages CommonSQ camouflage, combat style (archery), deeds (gunslinger’s

dodge, gunslinger’s initiative, pistol-whip, quick clear, utility shot), favored terrain (urban +6, forest +4, mountain +2), grit (4), gunsmith, hunter’s lore, pistol training (pistol), swift tracker, track, woodland stride

Combat Gear 20 alchemical cartridges (paper), 10 alchemical cartridges (salt shot), 10 +1 demon bane bullets, 10 +1 ghost touch bullets, 2 potion of cure serious wounds, potion of haste, 2 potion of lesser restoration; Other Gear +3 chain shirt,+1 machete, +2 reliable pistol, backpack (bedroll, gunsmith’s kit, iron pot, mess kit, rope, torches [10], trail rations [5 days], water skin), belt of incredible dexterity +4, belt pouch (320 gp), amulet of natural armor +3, cloak of resistance +3, endless bandolierUE, masterwork thieves’ tools, headband of alluring wisdom +4, ring of protection +3, trapspringer’s glovesUE.

Table: Drake Windchaser Ranger Spells per DayLeveL 1st 2nd 3rd 4th

1st — — — —

2nd — — — —

3rd — — — —

4th 0 — — —

5th 1 — — —

6th 1 — — —

7th 1 0 — —

8th 1 1 — —

9th 2 1 — —

10th 2 1 0 —

11th 2 1 1 —

12th 2 2 1 —

13th 3 2 1 0

14th 3 2 1 1

15th 3 2 2 1

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DRaKE WInDCHasER

Male human gunslinger (pistolero) 1 N Medium humanoid (human)Init +2; Senses Perception +6deFense

AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)hp 11 (1d10+1)Fort +3, Ref +4, Will +2oFFense

Speed 30 ft.Melee machete +3 (1d6+2/19-20)Ranged battered pistol +3 (1d8/x4)Special Attacks up close and deadly (1 grit; +1d6)statistiCs

Str 15, Dex 14, Con 13, Int 10, Wis 14, Cha 10Base Atk +1; CMB +3; CMD 15Feats Gunsmithing, Point-Blank Shot, Precise ShotSkills Craft (carpentry) +4, Handle Animal +4, Knowledge

(engineering) +4, Knowledge (local) +4, Perception +6Languages CommonSQ deeds (gunslinger’s dodge, quick clear), grit (2), gunsmithCombat Gear 20 alchemical cartridges [paper], 10 alchemical

cartridges [salt shot; Other Gear backpack (bedroll, gunsmith’s kit, iron pot, mess kit, rope, torches [10], trail rations [5 days], water skin), bandolier, battered pistol, belt pouch (26 gp), chain shirt, machete, thieves’ tools, Windchaser journal.

Grit Drake begins each day with 2 grit points. His grit goes up and down during the day, but it cannot go higher than this maximum. Drake can spend grit to accomplish deeds (see below), and regains grit whenever he critically hits with a firearm or reduces a foe to 0 or fewer hit points with a firearm.

Deeds Drake can spend grit points (see above) in order to accomplish the following gunslinger deeds.Gunslinger’s Dodge (Ex): When a ranged attack is made against

Drake, he can spend 1 grit point to move 5 feet as an immediate action; doing so grants him a +2 bonus to AC against the attack. Alternatively, he can drop prone to gain a +4 bonus to AC.

Quick Clear (Ex): Drake can remove the broken condition from a single firearm he is currently wielding as a standard action whenever he has 1 grit point, so long as the broken condition was gained from a misfire. Alternatively, he can spend 1 grit point to perform this deed as a move action.

Up Close and Deadly (Ex): When Drake attacks a target with a one-handed firearm attack that is not a scatter shot, he can

Drake prefers solving problems with a head-first attitude, and believes strongly in self-sacrifice for the greater good, though the ends he is willing to go in order to protect others can be questionable at times. He is a rebel and a bit of a goof when his guard is down, though in a fight he is deadly serious and his focus is flawless. He is resourceful, and has an incredible knack for identifying and battling monsters of all shapes and sizes.

spend 1 grit point to deal 1d6 extra damage on a hit. If he misses with the attack, he grazes the target, dealing half the extra damage anyway. This extra damage is precision damage and is not multiplied if the attack is a critical hit.

Gunsmith Drake’s pistol is battered and only he knows how to use it properly. All other creatures treat his gun as if it had the broken condition. If it already has the broken condition, it does not work at all for anyone else trying to use it.

Killer When Drake confirms a critical hit, he deals additional damage equal to his weapon’s critical modifier (+2 for his machete or +4 for his pistol). This additional damage is added to drake’s total and is not multiplied by the critical multiplier itself.

Kin Bond Once per day when Drake fails a saving throw while Sal is within 30 feet, he may reroll that saving throw using Sal’s saving throw modifier. Sal must be willing to grant Drake the reroll. If Drake fails the saving throw, he and Sal are both dazed for 1 round.

Pistol Drake’s pistol attacks resolve against the target’s touch AC when the target is within the first range increment of the weapon (20 ft.) and have a maximum of five range increments. The gun can hold a single bullet at a time, and reloading is a standard action (or a move action if using a paper cartridge) that provokes attacks of opportunity. If a pistol attack is ever a natural 1 (or a natural 1–2 if using a paper cartridge), the firearm misfires and gains the broken condition. While it has the broken condition, it suffers the normal disadvantages that broken weapons do and increases its misfire range to 1–5 (or 1–6 if using a paper cartridge). If his broken pistol misfires again, it explodes, destroying the weapon and creating a 5-ft. burst from one randomly determined corner of his square, dealing damage to any creature in the burst (including Drake) as if it had been damaged by the weapon—a DC 12 Reflex save halves this damage.

Drake Windchaser’s relatively young life has been wrought with tragedy from as soon as he was old enough to comprehend loss. He was barely out of swaddling clothing when a shadow demon attacked his family’s homestead and, after suffering heavy wounds at the hands of his mother, slew her and burned everything she once loved to the ground. Drake’s father, Joan, took the loss of his wife hard. Swearing to get his revenge against the demon, Joan became a monster hunter and carted his boys across the world searching for monsters to slay and clues to follow. As a result, Drake grew up on the open road with few other than his father and younger brother, Sal, to trust or confide in.

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DRaKE WInDCHasER

Male human gunslinger (pistolero) 3/ranger (monster hunter) 1 N Medium humanoid (human)Init +4; Senses Perception +6deFense

AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex, +1 dodge)hp 32 (4d10+4)Fort +6, Ref +7, Will +3oFFense

Speed 30 ft.Melee masterwork machete +8 (1d6+3/19-20)Ranged masterwork pistol +7 (1d8/x4)Special Attacks monster slaying +1, up close and deadly (1

grit; +1d6)statistiCs

Str 16, Dex 14, Con 13, Int 10, Wis 14, Cha 10Base Atk +4; CMB +7; CMD 19Feats Deadly Aim, Gunsmithing, Point-Blank Shot, Precise ShotSkills Acrobatics +6, Climb +7, Craft (carpentry) +4, Disable

Device +3, Handle Animal +4, Knowledge (arcana) +5*, Knowledge (dungeoneering) +5, Knowledge (engineering) +5*, Knowledge (local) +7*, Knowledge (nature) +6*, Knowledge (planes) +7*, Knowledge (religion) +7*, Perception +9, Sleight of Hand +6, Stealth +6, Survival +9 (+10 when following tracks)

* Add Drake’s Wisdom modifier when identifying the abilities and weaknesses of monsters.

Languages CommonSQ deeds (gunslinger’s dodge, gunslinger’s initiative, pistol-whip,

quick clear, utility shot), grit (2), gunsmith, hunter’s lore, trackCombat Gear acid flask (10), alchemical cartridges (paper,

20; salt shot, 10), +1 ghost touch bullets (2), potion of cure light wounds (2), potion of lesser restoration; Other Gear +1 mithral chain shirt, backpack (bedroll, gunsmith’s kit, iron pot, mess kit, rope, torches [10], trail rations [5 days], water skin), belt pouch (40 gp), cloak of resistance +1, endless bandolierUE, masterwork machete, masterwork pistol, thieves’ tools, Windchaser journal.

Grit Drake begins each day with 2 grit points. His grit goes up and down during the day, but it cannot go higher than this maximum. Drake can spend grit to accomplish deeds (see below), and regains grit whenever he critically hits with a firearm or reduces a foe to 0 or fewer hit points with a firearm.

Deeds Drake can spend grit points (see above) in order to

key, combination, or similar mechanical method of unlocking the lock no longer works, though knock can still be employed to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell.

» Scoot Unattended Object: Drake can make an attack roll against a Tiny or smaller unattended object within the first range increment of his firearm. A Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a

accomplish the following gunslinger deeds.Gunslinger’s Dodge (Ex): When a ranged attack is made against Drake,

he can spend 1 grit point to move 5 feet as an immediate action; doing so grants him a +2 bonus to AC against the attack. Alternatively, he can drop prone to gain a +4 bonus to AC.

Gunslinger Initiative (Ex): As long as Drake has at least 1 grit point, he gains a +2 bonus on initiative checks.

Quick Clear (Ex): Drake can remove the broken condition from a single firearm he is currently wielding as a standard action whenever he has 1 grit point, so long as the broken condition was gained from a misfire. Alternatively, he can spend 1 grit point to perform this deed as a move action.

Pistol-Whip (Ex): Drake can make a surprise melee attack with his pistol as a standard action, and is considered to be proficient with the firearm as a melee weapon while doing so. He gains a bonus on attack rolls and damage rolls on the attack equal to the enhancement bonus of his firearm. His pistol deals 1d6 points of bludgeoning damage and has a critical multiplier of 20/x2. If the attack hits, Drake can make a combat maneuver check to know the target prone as a free action. Performing this deed costs 1 grit point.

Up Close and Deadly (Ex): When Drake attacks a target with a one-handed firearm attack that is not a scatter shot, he can spend 1 grit point to deal 1d6 extra damage on a hit. If he misses with the attack, he grazes the target, dealing half the extra damage anyway. This extra damage is precision damage and is not multiplied if the attack is a critical hit.

Utility Shot (Ex): Drake can perform the following utility shot as long as he has at least 1 grit point, which can be applied to any single attack with a firearm. » Blast Lock: Drake attacks a lock within his pistol’s first range

increment (20 ft.). A Diminutive lock usually has AC 7, and large locks have a lower AC. The lock gains a bonus to its AC based on its quality—simple locks gain a +10 bonus, average locks gain a +15 bonus, good locks gain a +20 bonus, and superior locks gain a +30 bonus. Arcane lock grants an additional +10 bonus to the lock’s AC. On a hit, the lock is destroyed and the object can be opened as if it were unlocked. On a miss, the lock is destroyed but the lock jams and is still considered locked. A lock jammed in this manner can still be unlocked by successfully performing this deed, by using the Disable Device skill, or by breaking the lock though the break or Disable Device DC is increased by 10, and lock’s gains a +10 bonus to its AC for the purpose of this deed. A

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Fine unattended object has an AC of 11. On a hit, Drake does not damage the object with the shot, but can move it up to 15 feet farther away from the shot’s origin. On a miss, he damages the object normally.

» Stop Bleeding: Drake makes a firearm attack and then presses the hot barrel against himself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleed condition affecting the creature. Drake does not have to make an attack roll when performing the deed in this way; he can instead shoot the firearm into the air, but that shot still uses up ammunition normally.

Gunsmith Drake’s pistol is battered and only he knows how to use it properly. All other creatures treat his gun as if it had the broken condition. If it already has the broken condition, it does not work at all for anyone else trying to use it.

Hunter’s Lore (Ex): Drake adds half his ranger level plus his Wisdom modifier on Knowledge skill checks made to identify the abilities and weaknesses of creatures. This bonus is in addition to his Intelligence modifier. Furthermore, he can attempt all Knowledge skill checks untrained when attempting to identify a creature’s abilities and weaknesses.

Killer When Drake confirms a critical hit, he deals additional damage equal to his weapon’s critical modifier (+2 for his machete or +4 for his pistol). This additional damage is added to drake’s total and is not multiplied by the critical multiplier itself.

Kin Bond Once per day when Drake fails a saving throw while Sal is within 30 feet, he may reroll that saving throw using Sal’s saving throw modifier. Sal must be willing to grant Drake the reroll. If Drake fails the saving throw, he and Sal are both dazed for 1 round.

Monster Slaying (Ex): Whenever Drake successfully identifies the abilities and weaknesses of a specific creature, he gains a +1 bonus on attack rolls and damage rolls made against that creature, as well as on Bluff, Perception, Sense Motive, and Survival checks made against such creatures. This bonus lasts for 1 minute and applies against all creatures of the same kind as the identified creature. If Drake enters an encounter with a creature whose abilities and weaknesses he has identified, this bonus always lasts until the end of the encounter, even if it would normally end prior to the encounter’s conclusion.

Pistol Drake’s pistol attacks resolve against the target’s touch AC when the target is within the first range increment of the weapon (20 ft.) and have a maximum of five range increments. The gun can hold a single bullet at a time, and reloading is a standard action (or a move action if using a paper cartridge) that

issues with his father, Joan, as well as his fierce loyalty to his friends and family, especially Sal Windchaser, his only living relative. There is little that Drake wouldn’t do for his brother, and on several occasions Drake has been more than willing to sacrifice everything—and everyone—in order to ensure his brother’s safety.

provokes attacks of opportunity. If a pistol attack is ever a natural 1 (or a natural 1–2 if using a paper cartridge), the firearm misfires and gains the broken condition. While it has the broken condition, it suffers the normal disadvantages that broken weapons do and increases its misfire range to 1–5 (or 1–6 if using a paper cartridge). If his broken pistol misfires again, it explodes, destroying the weapon and creating a 5-ft. burst from one randomly determined corner of his square, dealing damage to any creature in the burst (including Drake) as if it had been damaged by the weapon—a DC 12 Reflex save halves this damage.

Drake Windchaser’s relatively young life has been wrought with tragedy from as soon as he was old enough to comprehend loss. He was barely out of swaddling clothing when a shadow demon attacked his family’s homestead and, after suffering heavy wounds at the hands of his mother, slew her and burned everything she once loved to the ground. Drake’s father, Joan, took the loss of his wife hard. Swearing to get his revenge against the demon, Joan became a monster hunter and carted his boys across the world searching for monsters to slay and clues to follow. As a result, Drake grew up on the open road with few other than his father and younger brother, Sal, to trust or confide in. Thanks to his father’s tutelage and several close calls with a wide array of evil spirits, wicked outsiders, and powerful monsters, Drake quickly blossomed into a monster hunter in his own right, killing his first monster when he was 12 years old. Now Drake is full-grown, and his father has gone missing. He and his brother now take to the world’s villages and cities looking for clues regarding what fate befell their father while trying to lay Joan’s old demons to rest once and for all.

Drake prefers solving problems with a head-first attitude, and believes strongly in self-sacrifice for the greater good, though the ends he is willing to go in order to protect others can be questionable at times. Drake firmly believes that making hard calls is the responsibility of every monster hunter, and is more than willing to make those judgment calls when the chips are down and the lives of others and in the balance. Drake is a rebel and a bit of a goof when he isn’t battling monsters and other terrifying creatures, though in a fight he is deadly serious and his focus is flawless. He is resourceful and quick-minded, and has an incredible knack for identifying and battling monsters of all shapes and sizes by discerning and exploiting their weaknesses. If Drake has any weaknesses of his own, they’d be his long-standing abandonment

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DRaKE WInDCHasER

Male human gunslinger (pistolero) 5/ranger (monster hunter) 2 N Medium humanoid (human)Init +4; Senses Perception +13deFense

AC 22, touch 15, flat-footed 18 (+6 armor, +3 Dex, +1 deflection, +1 dodge, +1 natural armor)

hp 54 (7d10+7)Fort +9, Ref +10, Will +5oFFense

Speed 30 ft.Melee +1 machete +12/+7 (1d6+4/19-20)Ranged +1 pistol +12/+7 (1d8+4/x4)Special Attacks monster slaying +1, up close and deadly (1

grit; +2d6)statistiCs

Str 16, Dex 16, Con 13, Int 10, Wis 16, Cha 10Base Atk +7; CMB +10; CMD 23Feats Deadly Aim, Gunsmithing, Point-Blank Shot, Power Attack,

Precise Shot, Rapid Reload (pistol), Rapid Shot, Weapon Focus (pistol)

Skills Acrobatics +7, Climb +7, Craft (carpentry) +4, Disable Device +3, Handle Animal +4, Knowledge (arcana) +7*, Knowledge (dungeoneering) +7, Knowledge (engineering) +5*, Knowledge (local) +9*, Knowledge (nature) +8*, Knowledge (planes) +9*, Knowledge (religion) +9*, Perception +13, Sense Motive +7, Sleight of Hand +7, Stealth +7, Survival +11 (+12 when following tracks)

* Add Drake’s Wisdom modifier when identifying the abilities and weaknesses of monsters.

Languages CommonSQ combat style (archery), deeds (gunslinger’s dodge,

gunslinger’s initiative, pistol-whip, quick clear, utility shot), grit (3), gunsmith, hunter’s lore, pistol training (pistol), track

Combat Gear acid flask (10), alchemical cartridges (paper, 20; salt shot, 10), +1 ghost touch bullets (4), amulet of natural armor +1, oil of residual tracking (2), potion of cure light wounds (2), potion of lesser restoration; Other Gear +1 machete, +1 pistol, +2 mithral chain shirt, backpack (bedroll, gunsmith’s kit, iron pot, mess kit, rope, torches [10], trail rations [5 days], water skin), belt pouch (245 gp), belt of incredible dexterity +2, cloak of resistance +2, endless bandolierUE, headband of inspired wisdom +2, ring of protection +1, thieves’ tools, Windchaser journal.

Grit Drake begins each day with 3 grit points. His grit goes up

the lock jams and is still considered locked. A lock jammed in this manner can still be unlocked by successfully performing this deed, by using the Disable Device skill, or by breaking the lock though the break or Disable Device DC is increased by 10, and lock’s gains a +10 bonus to its AC for the purpose of this deed. A key, combination, or similar mechanical method of unlocking the lock no longer works, though knock can still be employed to bypass the lock, and the creator of an arcane

and down during the day, but it cannot go higher than this maximum. Drake can spend grit to accomplish deeds (see below), and regains grit whenever he critically hits with a firearm or reduces a foe to 0 or fewer hit points with a firearm.

Deeds Drake can spend grit points (see above) in order to accomplish the following gunslinger deeds.Gunslinger’s Dodge (Ex): When a ranged attack is made against Drake,

he can spend 1 grit point to move 5 feet as an immediate action; doing so grants him a +2 bonus to AC against the attack. Alternatively, he can drop prone to gain a +4 bonus to AC.

Gunslinger Initiative (Ex): As long as Drake has at least 1 grit point, he gains a +2 bonus on initiative checks.

Quick Clear (Ex): Drake can remove the broken condition from a single firearm he is currently wielding as a standard action whenever he has 1 grit point, so long as the broken condition was gained from a misfire. Alternatively, he can spend 1 grit point to perform this deed as a move action.

Pistol-Whip (Ex): Drake can make a surprise melee attack with his pistol as a standard action, and is considered to be proficient with the firearm as a melee weapon while doing so. He gains a bonus on attack rolls and damage rolls on the attack equal to the enhancement bonus of his firearm. His pistol deals 1d6 points of bludgeoning damage and has a critical multiplier of 20/x2. If the attack hits, Drake can make a combat maneuver check to know the target prone as a free action. Performing this deed costs 1 grit point.

Up Close and Deadly (Ex): When Drake attacks a target with a one-handed firearm attack that is not a scatter shot, he can spend 1 grit point to deal 1d6 extra damage on a hit. If he misses with the attack, he grazes the target, dealing half the extra damage anyway. This extra damage is precision damage and is not multiplied if the attack is a critical hit.

Utility Shot (Ex): Drake can perform the following utility shot as long as he has at least 1 grit point, which can be applied to any single attack with a firearm. » Blast Lock: Drake attacks a lock within his pistol’s first range

increment (20 ft.). A Diminutive lock usually has AC 7, and large locks have a lower AC. The lock gains a bonus to its AC based on its quality—simple locks gain a +10 bonus, average locks gain a +15 bonus, good locks gain a +20 bonus, and superior locks gain a +30 bonus. Arcane lock grants an additional +10 bonus to the lock’s AC. On a hit, the lock is destroyed and the object can be opened as if it were unlocked. On a miss, the lock is destroyed but

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lock can still bypass the wards of that spell. » Scoot Unattended Object: Drake can make an attack roll against

a Tiny or smaller unattended object within the first range increment of his firearm. A Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11. On a hit, Drake does not damage the object with the shot, but can move it up to 15 feet farther away from the shot’s origin. On a miss, he damages the object normally.

» Stop Bleeding: Drake makes a firearm attack and then presses the hot barrel against himself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleed condition affecting the creature. Drake does not have to make an attack roll when performing the deed in this way; he can instead shoot the firearm into the air, but that shot still uses up ammunition normally.

Gunsmith Drake’s pistol is battered and only he knows how to use it properly. All other creatures treat his gun as if it had the broken condition. If it already has the broken condition, it does not work at all for anyone else trying to use it.

Hunter’s Lore (Ex): Drake adds half his ranger level plus his Wisdom modifier on Knowledge skill checks made to identify the abilities and weaknesses of creatures. This bonus is in addition to his Intelligence modifier. Furthermore, he can attempt all Knowledge skill checks untrained when attempting to identify a creature’s abilities and weaknesses.

Killer When Drake confirms a critical hit, he deals additional damage equal to his weapon’s critical modifier (+2 for his machete or +4 for his pistol). This additional damage is added to drake’s total and is not multiplied by the critical multiplier itself.

Kin Bond Once per day when Drake fails a saving throw while Sal is within 30 feet, he may reroll that saving throw using Sal’s saving throw modifier. Sal must be willing to grant Drake the reroll. If Drake fails the saving throw, he and Sal are both dazed for 1 round.

Monster Slaying (Ex): Whenever Drake successfully identifies the abilities and weaknesses of a specific creature, he gains a +1 bonus on attack rolls and damage rolls made against that creature, as well as on Bluff, Perception, Sense Motive, and Survival checks made against such creatures. This bonus lasts for 1 minute and applies against all creatures of the same kind as the identified creature. If Drake enters an encounter with a creature whose abilities and weaknesses he has identified, this bonus always lasts until the end of the encounter, even if it would normally end prior to the encounter’s conclusion.

is deadly serious and his focus is flawless. He is resourceful and quick-minded, and has an incredible knack for identifying and battling monsters of all shapes and sizes. Drake has long-standing abandonment issues with his father, Joan, and is fiercely loyalty to his friends and family, especially Sal Windchaser. There is little that Drake wouldn’t do for his brother, and on several occasions Drake has been more than willing to sacrifice everything—and everyone—in order to ensure his brother’s safety.

Pistol Drake’s pistol attacks resolve against the target’s touch AC when the target is within the first range increment of the weapon (20 ft.) and have a maximum of five range increments. The gun can hold a single bullet at a time, and reloading is a standard action (or a move action if using a paper cartridge) that provokes attacks of opportunity. If a pistol attack is ever a natural 1 (or a natural 1–2 if using a paper cartridge), the firearm misfires and gains the broken condition. While it has the broken condition, it suffers the normal disadvantages that broken weapons do and increases its misfire range to 1–5 (or 1–6 if using a paper cartridge). If his broken pistol misfires again, it explodes, wrecking the weapon instead of destroying it (only nonmagical firearms are destroyed during a misfire) and creating a 5-ft. burst from one randomly determined corner of his square, dealing damage to any creature in the burst (including Drake) as if it had been damaged by the weapon—a DC 12 Reflex save halves this damage. A wrecked magical firearm cannot fire until it is fully restored by the make whole spell or the Gunsmithing feat.

Pistol Training (Ex): Drake gains a bonus on damage rolls with one-handed firearms equal to his Dexterity modifier, and when he misfires with a one-handed firearm, the misfire value increases by 2 instead of 4.

Drake Windchaser’s relatively young life has been wrought with tragedy from as soon as he was old enough to comprehend loss. He was barely out of swaddling clothing when a shadow demon attacked his family’s homestead and, after suffering heavy wounds at the hands of his mother, slew her and burned everything she once loved to the ground. Drake’s father, Joan, took the loss of his wife hard. Swearing to get his revenge against the demon, Joan became a monster hunter and carted his boys across the world searching for monsters to slay and clues to follow. As a result, Drake grew up on the open road with few other than his father and younger brother, Sal, to trust or confide in. He quickly blossomed into a monster hunter in his own right, and now takes to the world’s villages and cities looking for clues regarding what fate befell their father.

Drake prefers solving problems with a head-first attitude, and believes strongly in self-sacrifice for the greater good, though the ends he is willing to go in order to protect others can be questionable at times. Drake firmly believes that making hard calls is the responsibility of every monster hunter, and is more than willing to make those judgment calls when the chips are down and the lives of others and in the balance. Drake is a rebel and a bit of a goof when he isn’t battling monsters and other terrifying creatures, though in a fight he

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OPeN GAMe LICeNSe veRSION 1.0AThe following text is the property of Wizards of the Coast, Inc. and is Copyright

2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

1. Definitions: (a)”Contributors” means the copyright and/or trademark

owners who have contributed Open Game Content; (b)”Derivative Material” means

copyrighted material including derivative works and translations (including into

other computer languages), potation, modification, correction, addition, extension,

upgrade, improvement, compilation, abridgment or other form in which an existing

work may be recast, transformed or adapted; (c) “Distribute” means to reproduce,

license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute;

(d)”Open Game Content” means the game mechanic and includes the methods,

procedures, processes and routines to the extent such content does not embody

the Product Identity and is an enhancement over the prior art and any additional

content clearly identified as Open Game Content by the Contributor, and means

any work covered by this License, including translations and derivative works under

copyright law, but specifically excludes Product Identity. (e) “Product Identity”

means product and product line names, logos and identifying marks including trade

dress; artifacts; creatures characters; stories, storylines, plots, thematic elements,

dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses,

formats, poses, concepts, themes and graphic, photographic and other visual or

audio representations; names and descriptions of characters, spells, enchantments,

personalities, teams, personas, likenesses and special abilities; places, locations,

environments, creatures, equipment, magical or supernatural abilities or effects,

logos, symbols, or graphic designs; and any other trademark or registered trademark

clearly identified as Product identity by the owner of the Product Identity, and which

specifically excludes the Open Game Content; (f) “Trademark” means the logos,

names, mark, sign, motto, designs that are used by a Contributor to identify itself

or its products or the associated products contributed to the Open Game License by

the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit,

format, modify, translate and otherwise create Derivative Material of Open Game

Content. (h) “You” or “Your” means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a

notice indicating that the Open Game Content may only be Used under and in terms

of this License. You must affix such a notice to any Open Game Content that you Use.

No terms may be added to or subtracted from this License except as described by

the License itself. No other terms or conditions may be applied to any Open Game

Content distributed using this License.

3. Offer and Acceptance: By Using the Open Game Content You indicate Your

acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License,

the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive

license with the exact terms of this License to Use, the Open Game Content.

5. Representation of Authority to Contribute: If You are contributing

original material as Open Game Content, You represent that Your Contributions are

Your original creation and/or You have sufficient rights to grant the rights conveyed

by this License.

6. Notice of License Copyright: You must update the COPYRIGHT

NOTICE portion of this License to include the exact text of the COPYRIGHT

NOTICE of any Open Game Content You are copying, modifying or distributing,

and You must add the title, the copyright date, and the copyright holder’s name to

the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity,

including as an indication as to compatibility, except as expressly licensed in another,

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You agree not to indicate compatibility or co-adaptability with any Trademark or

Registered Trademark in conjunction with a work containing Open Game Content

except as expressly licensed in another, independent Agreement with the owner of

such Trademark or Registered Trademark. The use of any Product Identity in Open

Game Content does not constitute a challenge to the ownership of that Product

Identity. The owner of any Product Identity used in Open Game Content shall retain

all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly

indicate which portions of the work that you are distributing are Open Game

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9. Updating the License: Wizards or its designated Agents may publish

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10 Copy of this License: You MUST include a copy of this License with every

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Open Game Content using the name of any Contributor unless You have written

permission from the Contributor to do so.

12. Inability to Comply: If it is impossible for You to comply with any of the

terms of this License with respect to some or all the Open Game Content due to

statute, judicial order, or governmental regulation then You may not Use any Open

Game Material so affected.

13. Termination: This License will terminate automatically if You fail to comply

with all terms herein and fail to cure such breach within 30 days of becoming aware

of the breach. All sublicenses shall survive the termination of this License.

14. Reformation: If any provision of this License is held to be unenforceable,

such provision shall be reformed only to the extent necessary to make it enforceable.

15. COPYRIGHT NOTICE: Open Game License v 1.0a © 2000, Wizards of

the Coast, Inc.

Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.

System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors

Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax

and Dave Arneson.

Pathfinder Roleplaying Game Core Rulebook © 2011, Paizo Publishing, LLC;

Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip

Williams.

Advanced Bestiary © 2004, Green Ronin Publishing, LLC; Author: Matt

Sernett.

Anger of Angels. © 2003, Sean K Reynolds.

The Book of Experimental Might © 2008, Monte J. Cook. All rights reserved.

The Book of Fiends © 2003, Green Ronin Publishing; Authors: Aaron Loeb,

Erik Mona, Chris Pramas, and Robert J. Schwalb.

The Book of Hallowed Might © 2002, Monte J. Cook.

Leadership Handbook © 2015, Everyman Gaming, LLC; Author Alexander

Augunas.

Microsized Adventures © 2015, Everyman Gaming, LLC.; Authors: Alexander

Augunas.

Kobold Quarterly Issue 7 © 2008, Open Design LLC, www.koboldquarterly.

com; Authors John Baichtal, Wolfgang Baur, Ross Byers, Matthew Cicci, John

Flemming, Jeremy Jones, Derek Kagemann, Phillip Larwood, Richard Pett, and

Stan!

Monte Cook’s Arcana Unearthed © 2003, Monte J. Cook.

Pact Magic Unbound: Grimoire of Lost Souls © 2015 Radiance House;

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24

Authors: Alexander Augunas, Dairo Nardi.

Path of the Magi © 2002 Citizen Games/Troll Lord Games; Authors: Mike

McArtor, W. Jason Peck, Jeff Quick, and Sean K Reynolds.

Pathfinder Campaign Setting: Pathfinder Society Field Guide © 2012,

Paizo Publishing, LLC; Authors: Erik Mona, Mark Moreland, Russ Taylor, and Larry

Wilhelm.

Pathfinder Player Companion: Dirty Tactics Toolbox © 2015, Paizo Inc.;

Authors: Alexander Augunas, Mikko Kallio, Anthony Li, Luis Loza, and Andrew

Marlowe.

Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.;

Authors: Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn,

Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale

C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K

Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor.

Pathfinder Roleplaying Game Advanced Player’s Guide © 2010, Paizo

Publishing, LLC; Author: Jason Bulmahn.

Pathfinder Roleplaying Game Advanced Race Guide © 2012, Paizo

Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason

Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson,

Stephen Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor.

Pathfinder Roleplaying Game Bestiary © 2009, Paizo Publishing, LLC;

Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip

Williams.

Pathfinder Roleplaying Game Bestiary 2 © 2010, Paizo Publishing, LLC;

Authors: Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal

Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve

Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson,

Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James

L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet,

Monte Cook, and Skip Williams.

Pathfinder Roleplaying Game Bestiary 3 © 2011, Paizo Publishing, LLC;

Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway,

Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and

Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

Pathfinder Roleplaying Game Bestiary 4 © 2013, Paizo Publishing, LLC;

Authors: Dennis Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle,

Tim Hitchcock, Tracy Hurley, James Jacobs, Matt James, Rob McCreary, Jason

Nelson, Tom Phillips, Stephen Radney-MacFarland, Sean K Reynolds, F. Wesley

Schneider, Tork Shaw, and Russ Taylor.

Pathfinder Roleplaying Game Bestiary 5 © 2015, Paizo Inc.; Authors: Dennis

Baker, Jesse Benner, John Bennett, Logan Bonner, Creighton Broadhurst, Robert

Brookes, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Thurston Hillman, Eric

Hindley, Joe Homes, James Jacobs, Amanda Hamon Kunz, Ben McFarland, Jason

Nelson, Thom Phillips, Stephen Radney-MacFarland, Alistair Rigg, Alex Riggs,

David N. Ross, Wes Schneider, David Schwartz, Mark Seifter, Mike Shel, James L.

Sutter, and Linda Zayas-Palmer.

Pathfinder Roleplaying Game Mythic Adventures © 2013, Paizo Publishing,

LLC; Authors: Jason Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds,

Dennis Baker, Jesse Benner, Ben Bruck, Jim Groves, Tim Hitchcock, Tracy Hurley,

Jonathan Keith, Jason Nelson, Tom Phillips, Ryan Macklin, F. Wesley Schneider,

Amber Scott, Tork Shaw, Russ Taylor, and Ray Vallese.

Pathfinder Roleplaying Game Occult Adventures © 2015, Paizo Inc.;

Authors: John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers,

John Compton, Adam Daigle, Jim Groves, Thurston Hillman, Eric Hindley, Brandon

Hodge, Ben McFarland, Erik Mona, Jason Nelson, Tom Phillips, Stephen Radney-

MacFarland, Thomas M. Reid, Alex Riggs, Robert Schwalb, Mark Seifter, Russ

Taylor, and Steve Townshend.

Pathfinder Roleplaying Game Ultimate Campaign © 2013, Paizo Publishing,

LLC; Authors: Jesse Benner, Benjamin Bruck, Jason Bulmahn, Ryan Costello, Adam

Daigle, Matt Goetz, Tim Hitchcock, James Jacobs, Ryan Macklin, Colin McComb,

Jason Nelson, Richard Pett, Stephen Radney-MacFarland, Patrick Renie, Sean K

Reynolds, F. Wesley Schneider, James L. Sutter, Russ Taylor, and Stephen Townshend.

Pathfinder Roleplaying Game Ultimate Combat © 2011, Paizo Publishing,

LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian

J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason

Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor.

Pathfinder Roleplaying Game Pathfinder Unchained © 2015, Paizo Inc.;

Authors: Dennis Baker, Jesse Benner, Ross Beyers, Logan Bonner, Jason Bulmahn,

Robert Emerson, Tim Hitchcock, Jason Nelson, Tom Phillips, Stephen Radney-

MacFarland, Thomas M. Reid, Robert Schwalb, Mark Seifter, and Russ Taylor.

Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing,

LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary,

Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens,

and Russ Taylor.

Psychological Combat © 2014, Everyman Gaming, LLC; Author Alexander

Augunas.

Skreyn’s Register: The Bonds of Magic. © 2002, Sean K Reynolds.

Tome of Horrors © 2002, Necromancer Games, Inc.; Authors: Scott Greene,

with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance

Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original

content from TSR.

Basidirond from the Tome of Horrors © 2002, Necromancer Games, Inc.;

Author Scott Greene, based on original material by Gary Gygax.

Cave Fisher from the Tome of Horrors © 2002, Necromancer Games, Inc.;

Author Scott Greene, based on original material by Lawrence Schick.

Crystal Ooze from the Tome of Horrors © 2002, Necromancer Games, Inc.;

Author Scott Greene, based on original material by Gary Gygax.

Dark Creeper from the Tome of Horrors © 2002, Necromancer Games,

Inc.; Author Scott Greene, based on original material by Rik Shepard.

Dark Stalker from the Tome of Horrors © 2002, Necromancer Games, Inc.;

Author Scott Greene, based on original material by Simon Muth.

Dracolisk from the Tome of Horrors © 2002, Necromancer Games, Inc.;

Author Scott Greene, based on original material by Gary Gygax.

Froghemoth from the Tome of Horrors © 2002, Necromancer Games, Inc.;

Author Scoit Greene, based on original material by Gary Gygax.

Giant Slug from the Tome of Horrors © 2002, Necromancer Games, Inc.;

Author Scott Greene, based on original material by Gary Gygax.

Ice Golem from the Tome of Horrors © 2002, Necromancer Games, Inc.;

Author Scott Greene.

Iron Cobra from the Tome of Horrors, © 2002, Necromancer Games, Inc.;

Author Scott Greene, based on original material by Philip Masters.

Mite from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author

Scott Greene, based on original material by Ian Livingstone and Mark Barnes.

Nabasu Demon from the Tome of Horrors, © 2002, Necromancer Games,

Inc.; Author Scott Greene, based on original material by Gary Gygax.

Russet Mold from the Tome of Horrors, © 2002, Necromancer Games, Inc.;

Author Scott Greene, based on original material by Gary Gygax.

Shadow Demon from the Tome of Horrors, © 2002, Necromancer Games,

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Inc.; Author Scott Greene, based on original material by Neville White.

Vegepygmy from the Tome of Horrors, © 2002, Necromancer Games, Inc.;

Author Scott Greene, based on original material by Gary Gygax.

Wood Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.;

Authors Scott Greene and Patrick Lawinger.

Yellow Musk Creeper from the Tome of Horrors, © 2002, Necromancer

Games, Inc.; Author Scott Greene, based on original material by Albie Fiore.

Yellow Musk Zombie from the Tome of Horrors, © 2002, Necromancer

Games, Inc.; Author Scott Greene, based on original material by Albie Fiore.

Yeti from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author

Scott Greene, based on original material by Gary Gygax.

The Tome of Horrors II © 2004, Necromancer Games, Inc.; Author: Scott

Greene.

Tome of Horrors III, © 2005, Necromancer Games, Inc; Author: Scott Greene,

with Casey Christofferson, Erica Balsley, Kevin Baase, Lance Hawvermale, Travis

Hawvermale, Ian S. Johnston, Patrick Lawinger, Nathan Paul, Clark Peterson, Greg

Ragland, Robert Schwalb and Bill Webb.

Marid from the Tome of Horrors III, © 2005, Necromancer Games, Inc.;

Author Scott Greene.

Angel, Monadic Deva from the Tome of Horrors Complete © 2011,

Necromancer Games, Inc., published and distributed by Frog God Games; Author:

Scott Greene, based on original material by Gary Gygax.

Angel, Movanic Deva from the Tome of Horrors Complete © 2011,

Necromancer Games, Inc., published and distributed by Frog God Games; Author:

Scott Greene, based on original material by Gary Gygax.

Aerial Servant from the Tome of Horrors Complete © 2011, Necromancer

Games, Inc.; Published and distributed by Frog God Games; Authors: Clark Greene

and Clark Peterson, based on original material by Gary Gygax.

Baphomet from the Tome of Horrors Complete © 2011, Necromancer

Games, Inc., published and distributed by Frog God Games; Author: Scott Greene,

based on original material by Gary Gygax.

Daemon, Derghodaemon from the Tome of Horrors Complete © 2011,

Necromancer Games, Inc., published and distributed by Frog God Games; Author:

Scott Greene, based on original material by Gary Gygax.

Daemon, Guardian from the Tome of Horrors Complete © 2011,

Necromancer Games, Inc., published and distributed by Frog God Games; Author:

Scott Greene, based on original material by Ian McDowall.

Daemon, Hydrodaemon from the Tome of Horrors Complete © 2011,

Necromancer Games, Inc., published and distributed by Frog God Games; Author:

Scott Greene, based on original material by Gary Gygax.

Daemon, Piscodaemon from the Tome of Horrors Complete © 2011,

Necromancer Games, Inc., published and distributed by Frog God Games; Author:

Scott Greene, based on original material by Gary Gygax.

Death Dog from the Tome of Horrors Complete © 2011, Necromancer Games,

Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on

original material by Underworld Oracle.

Demon, Shadow from the Tome of Horrors Complete © 2011, Necromancer

Games, Inc., published and distributed by Frog God Games; Author: Scott Greene,

based on original material by Neville White.

Demon Lord, Kostchtchie from the Tome of Horrors Complete © 2011,

Necromancer Games, Inc.; published and distributed by Frog God Games; Author:

Scott Greene, based on original material by Gary Gygax.

Demon Lord, Pazuzu from the Tome of Horrors Complete © 2011,

Necromancer Games, Inc.; published and distributed by Frog God Games; Author:

Scott Greene, based on original material by Gary Gygax.

Executioner’s Hood from the Tome of Horrors Complete © 2011,

Necromancer Games, Inc.; published and distributed by Frog God Games; Author:

Scott Greene, based on original material by Gary Gygax.

Flumph from the Tome of Horrors Complete © 2011, Necromancer Games,

Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on

original material by Ian McDowell and Douglas Naismith.

Genie, Marid from the Tome of Horrors Complete © 2011, Necromancer

Games, Inc., published and distributed by Frog God Games; Author: Scott Greene,

based on original material by Gary Gygax.

Grippli from the Tome of Horrors Complete © 2011, Necromancer Games,

Inc., published and distributed by Frog God Games; Author: Scott Greene, based on

original material by Gary Gygax. Nereid from the Tome of Horrors Complete ©

2011, Necromancer Games, Inc., published and distributed by Frog God Games;

Author: Scott Greene, based on original material by Gary Gygax.

Jubilex from the Tome of Horrors Complete © 2011, Necromancer Games,

Inc., published and distributed by Frog God Games; Author: Scott Greene, based on

original material by Gary Gygax.

Lurker Above from the Tome of Horrors Complete © 2011, Necromancer

Games, Inc.; published and distributed by Frog God Games; Author: Scott Greene,

based on original material by Gary Gygax.

Mite from the Tome of Horrors Complete © 2011, Necromancer Games,

Inc., published and distributed by Frog God Games; Author: Scott Greene, based on

original material by Ian Livingstone and Mark Barnes.

Moon Dog from the Tome of Horrors Complete © 2011, Necromancer

Games, Inc., published and distributed by Frog God Games; Author: Scott Greene,

based on original material by Gary Gygax.

Muckdweller from the Tome of Horrors Complete © 2011, Necromancer

Games, Inc., published and distributed by Frog God Games; Author: Scott Greene,

based on original material by Gary Gygax.

Poltergeist from the Tome of Horrors Complete © 2011, Necromancer

Games, Inc., published and distributed by Frog God Games; Author: Scott Greene,

based on original material by Lewis Pulsipher.

Trapper from the Tome of Horrors Complete © 2011, Necromancer Games,

Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on

original material by Gary Gygax.

Amphisbaena from the Tome of Horrors, Revised © 2002, Necromancer

Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.

Angel, Monadic Deva from the Tome of Horrors, Revised © 2002,

Necromancer Games, Inc.; Author: Scott Greene, based on original material by

Gary Gygax.

Angel, Movanic Deva from the Tome of Horrors, Revised © 2002,

Necromancer Games, Inc.; Author: Scott Greene, based on original material by

Gary Gygax.

Animal Lord from the Tome of Horrors, Revised © 2002, Necromancer

Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.

Ascomid from the Tome of Horrors, Revised, © 2002, Necromancer Games,

Inc.; Author Scott Greene, based on original material by Gary Gygax.

Atomie from the Tome of Horrors, Revised, © 2002, Necromancer Games,

Inc.; Author Scott Greene, based on original material by Gary Gygax.

Aurumvorax from the Tome of Horrors, Revised © 2002, Necromancer

Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.

Axe Beak from the Tome of Horrors, Revised © 2002, Necromancer Games,

Inc.; Author Scott Greene, based on original material by Gary Gygax.

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Bat, Mobat from the Tome of Horrors, Revised © 2002, Necromancer

Games, Inc.; Authors: Scott Greene and Clark Peterson, based on original material

by Gary Gygax.

Beetle, Slicer from the Tome of Horrors, Revised © 2002, Necromancer

Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.

Blindheim from the Tome of Horrors, Revised © 2002, Necromancer

Games, Inc.; Author: Scott Greene, based on original material by Roger Musson.

Brownie from the Tome of Horrors, Revised © 2002, Necromancer Games,

Inc.; Author: Scott Greene, based on original material by Gary Gygax.

Bunyip from the Tome of Horrors, Revised © 2002, Necromancer Games,

Inc.; Author: Scott Greene, based on original material by Dermot Jackson.

Carbuncle from the Tome of Horrors, Revised © 2002, Necromancer

Games, Inc.; Authors Scott Greene, based on original material by Albie Fiore.

Caryatid Column from the Tome of Horrors, Revised © 2002, Necromancer

Games, Inc.; Author Scott Greene, based on original material by Jean Wells.

Crypt Thing from the Tome of Horrors, Revised © 2002, Necromancer

Games, Inc.; Author: Scott Greene, based on original material by Roger Musson.

Daemon, Ceustodaemon (Guardian Daemon) from the Tome of

Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based

on original material by Ian McDowall.

Daemon, Derghodaemon from the Tome of Horrors, Revised © 2002,

Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary

Gygax.

Daemon, Hydrodaemon from the Tome of Horrors, Revised © 2002,

Necromancer Games, Inc.; Author: Scott Greene, based on original material by

Gary Gygax.

Daemon, Piscodaemon from the Tome of Horrors, Revised © 2002,

Necromancer Games, Inc.; Author: Scott Greene, based on original material by

Gary Gygax.

Dark Creeper from the Tome of Horrors, Revised © 2002, Necromancer

Games, Inc.; Author: Scott Greene, based on original material by Rik Shepard.

Dark Stalker from the Tome of Horrors, Revised © 2002, Necromancer

Games, Inc.; Author: Scott Greene, based on original material by Simon Muth.

Death Worm from the Tome of Horrors, Revised © 2002, Necromancer

Games, Inc.; Author: Scott Greene and Erica Balsley.

Decapus from the Tome of Horrors, Revised © 2002, Necromancer Games,

Inc.; Author: Scott Greene, based on original material by Jean Wells.

Demon, Nabasu from the Tome of Horrors, Revised © 2002, Necromancer

Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.

Demodand, Shaggy from the Tome of Horrors, Revised © 2002,

Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary

Gygax.

Demodand, Slimy from the Tome of Horrors, Revised © 2002, Necromancer

Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.

Demodand, Tarry from the Tome of Horrors, Revised © 2002, Necromancer

Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.

Dire Corby from the Tome of Horrors, Revised © 2002, Necromancer

Games, Inc.; Author Scott Greene, based on original material by Jeff Wyndham.

Disenchanter from the Tome of Horrors, Revised © 2002, Necromancer

Games, Inc.; Author Scott Greene, based on original material by Roger Musson.

Dragon, Faerie from the Tome of Horrors, Revised © 2002, Necromancer

Games, Inc.; Author Scott Greene, based on original material by Brian Jaeger and

Gary Gygax.

Dragon Horse from the Tome of Horrors, Revised © 2002, Necromancer

Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.

Dust Digger from the Tome of Horrors, Revised © 2002, Necromancer

Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.

Flail Snail from the Tome of Horrors, Revised © 2002, Necromancer Games,

Inc.; Author Scott Greene, based on original material by Simon Tilbrook.

Flumph from the Tome of Horrors, Revised © 2002, Necromancer Games,

Inc.; Author Scott Greene, based on original material by Ian McDowell and Douglas

Naismith.

Foo Creature from the Tome of Horrors, Revised © 2002, Necromancer

Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.

Forlarren from the Tome of Horrors, Revised © 2002, Necromancer Games,

Inc.; Author: Scott Greene, based on original material by Ian Livingstone.

Giant, Wood from the Tome of Horrors, Revised © 2002, Necromancer

Games, Inc.; Author: Scott Greene, based on original material by Wizards of the

Coast.

Gloomwing from the Tome of Horrors, Revised © 2002, Necromancer

Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.

Grippli from the Tome of Horrors, Revised © 2002, Necromancer Games,

Inc.; Author: Scott Greene, based on original material by Gary Gygax.

Gryph from the Tome of Horrors, Revised © 2002, Necromancer Games,

Inc.; Author: Scott Greene, based on original material by Peter Brown.

Hangman Tree from the Tome of Horrors, Revised © 2002, Necromancer

Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.

Hippocampus from the Tome of Horrors, Revised © 2002, Necromancer

Games, Inc.; Author: Scott Greene and Erica Balsley, based on original material by

Gary Gygax.

Huecuva from the Tome of Horrors, Revised © 2002, Necromancer Games,

Inc.; Author Scott Greene, based on original material by Underworld Oracle.

Jackalwere from the Tome of Horrors, Revised © 2002, Necromancer

Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.

Jubilex from the Tome of Horrors, Revised © 2002, Necromancer Games,

Inc.; Author: Scott Greene, based on original material by Gary Gygax.

Kamadan from the Tome of Horrors, Revised © 2002, Necromancer Games,

Inc.; Author Scott Greene, based on original material by Nick Louth.

Kech from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.;

Author Scott Greene, based on original material by Gary Gygax.

Kelpie from the Tome of Horrors, Revised © 2002, Necromancer Games,

Inc.; Author: Scott Greene, based on original material by Lawrence Schick.

Korred from the Tome of Horrors, Revised © 2002, Necromancer Games,

Inc.; Author: Scott Greene, based on original material by Gary Gygax.

Leprechaun from the Tome of Horrors, Revised © 2002, Necromancer

Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.

Magma ooze from the Tome of Horrors, Revised © 2002, Necromancer

Games, Inc.; Author: Scott Greene.

Mihstu from the Tome of Horrors, Revised © 2002, Necromancer Games,

Inc.; Author: Scott Greene, based on original material by Gary Gygax.

Mongrelman from the Tome of Horrors, Revised © 2002, Necromancer

Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.

Necrophidius from the Tome of Horrors, Revised © 2002, Necromancer

Games, Inc.; Author: Scott Greene, based on original material by Simon Tillbrook.

Nereid from the Tome of Horrors, Revised © 2002, Necromancer Games,

Inc.; Author: Scott Greene, based on original material by Gary Gygax.

Pech from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.;

Author: Scott Greene, based on original material by Gary Gygax.

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27

Command, Conquer, Control!

Raise armies, expand your reputation, and secure victory over your enemies using Ultimate Charisma, by everyman Gaming, LLC. Designed for the Pathfinder Roleplaying Game, ultimate Charisma gives GMs and players all the tools they need to put their charisma to the test as they recruit a legion of followers, exercise their leadership skills, master a variety of psychological maneuvers, and build relationships to last a lifetime.

With everyman Gaming, innovation is never more than a page away!

Phycomid from the Tome of Horrors, Revised © 2002, Necromancer Games,

Inc.; Author: Scott Greene, based on original material by Gary Gygax.

Poltergeist from the Tome of Horrors, Revised © 2002, Necromancer

Games, Inc.; Author: Scott Greene, based on original material by Lewis Pulsipher.

Quickling from the Tome of Horrors, Revised © 2002, Necromancer Games,

Inc.; Author: Scott Greene, based on original material by Gary Gygax.

Quickwood from the Tome of Horrors, Revised © 2002, Necromancer

Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.

Rot Grub from the Tome of Horrors, Revised, © 2002, Necromancer Games,

Inc.; Author Scott Greene and Clark Peterson, based on original material by Gary

Gygax.

Sandman from the Tome of Horrors, Revised © 2002, Necromancer Games,

Inc.; Author: Scott Greene, based on original material by Roger Musson.

Scarecrow from the Tome of Horrors, Revised © 2002, Necromancer

Games, Inc.; Author: Scott Greene, based on original material by Roger Musson.

Skulk from the Tome of Horrors, Revised © 2002, Necromancer Games,

Inc.; Author: Scott Greene, based on original material by Simon Muth.

Slime Mold from the Tome of Horrors, Revised © 2002, Necromancer

Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.

Slithering Tracker from the Tome of Horrors, Revised © 2002, Necromancer

Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.

Soul Eater from the Tome of Horrors, Revised © 2002, Necromancer Games,

Inc.; Author: Scott Greene, based on original material by David Cook.

Spriggan from the Tome of Horrors, Revised © 2002, Necromancer Games,

Inc.; Author: Scott Greene and Erica Balsley, based on original material by Roger

Moore and Gary Gygax.

Tenebrous Worm from the Tome of Horrors, Revised © 2002, Necromancer

Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.

Tentamort from the Tome of Horrors, Revised © 2002, Necromancer

Games, Inc.; Author: Scott Greene, based on original material by Mike Roberts.

Tick, Giant & Dragon from the Tome of Horrors, Revised © 2002,

Necromancer Games, Inc.; Author: Scott Greene, based on original material by

Gary Gygax.

Troll, Ice from the Tome of Horrors, Revised © 2002, Necromancer Games,

Inc.; Author: Scott Greene, based on original material by Russell Cole.

Troll, Rock from the Tome of Horrors, Revised © 2002, Necromancer

Games, Inc.; Author: Scott Greene.

Wolf-In-Sheep’s-Clothing from the Tome of Horrors, Revised © 2002,

Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary

Gygax.

Zombie, Juju from the Tome of Horrors, Revised © 2002, Necromancer

Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.

Ultimate Charisma © 2015, Everyman Gaming, LLC; Author Alexander

Augunas.