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The colorful characters of the Pathfinder Roleplaying Game’s Inner Sea setting come alive on your tabletop with this box-busting collection of more than 200 character pawns for use with the Pathfinder Roleplaying Game or any tabletop fantasy RPG! Printed on sturdy cardstock, each pawn contains a beautiful full-color image of a specialized character from one of the diverse nations and cultures of the Inner Sea region. Each cardboard pawn slots into a size-appropriate plastic base, making it easy to mix with traditional metal or plastic miniatures. With multiple pawns for common character types and over 200 distinct character images, the Inner Sea Pawn Box is the best way to ensure you’ve got the perfect foes to make your Pathfinder campaign deadlier than ever!

ISBN-13: 978-1-60125-709-3

Inner Sea Pawn Box Set List

Hundreds of monsters surge to life on your tabletop! Each has its own identification number for easy sorting. The Inner Sea Pawn Box includes:

Small

  1. Aspis Consortium Spy (2)
  2. Balazar, Summoner
  3. Bellflower Tiller* (2)
  4. Bellflower Tiller* (2)
  5. Bleachling Lunatic
  1. Charau-Ka Warrior (5)
  2. Chuffy Lickwound
  3. Daggermark Poisoner (2)
  4. Eagle Knight Halfling
  5. Enora, Arcanist
  1. Mogmurch
  2. Okeno Liberator
  3. Pathfinder Loreseeker
  4. Poog of Zarongel
  5. Priest of Desna
  1. Priestess of Nethys
  2. Priestess of Norgorber
  3. Priestess of Zon-Kuthon
  4. Reta Bigbad
  5. Usaro Rebel (3)

Medium

  1. Absalom Guard (6)
  2. Adowyn, Hunter
  3. Adril Hestram
  4. Alahazra, Oracle
  5. Alain, Cavalier
  6. Aldori Swordlord*
  7. Aldori Swordlord*
  8. Alkenstar Shieldmarshal (4)
  9. Anaphexia Assassin (4)
  10. Android Monk (2)
  11. Android Warrior (2)
  12. Arcanamirium Sorcerer (2)
  13. Arclord of Nex
  14. Aspis Consortium Commander
  15. Aspis Consortium Soldier (3)
  16. Aspis Consortium Thug (3)
  17. Averaka Giant Slayer (2)
  18. Belkzen Warchief (2)
  19. Blackfire Adept Summoner (3)
  20. Blackraven Scout (4)
  21. Bloatmage*
  22. Bloatmage*
  23. Blue Warder (3)
  24. Chernasardo Sniper (3)
  25. Crowe, Bloodrager
  26. Cyphermage*
  27. Cyphermage*
  28. Daggermark Poisoner (2)
  29. Damiel, Alchemist
  30. Decemvirate Member
  31. Drow Matron
  32. Duergar Slaver (3)
  33. Duskwarden (3)
  34. Eagle Knight Commander (2)
  35. Eagle Knight Soldier (4)
  36. Eando Kline
  37. Feiya, Witch
  38. Fierani Demon Hunter (4)
  39. Geb Blood Lord
  40. Gillman Warrior (3)
  41. Gillman Wave Rider (2)
  42. Grandmaster Torch
  43. Gray Gardener (4)
  44. Gray Maiden (4)
  45. Gray Maiden Commander
  46. Green Faith Druid (4)
  47. Green Faith High Druid
  48. Hakon, Skald
  49. Half-Orc Pit Fighter (2)
  50. Harbinger Disciple (3)
  1. Harrower*
  2. Harrower*
  3. Hayato, Samurai
  4. Hellknight Armiger (4)
  5. Hellknight Signifer*
  6. Hellknight Signifer*
  7. House of Perfection Monk (3)
  8. Imrijka, Inquisitor
  9. Ironmaster Ytharia Vulane
  10. Iroran Champion
  11. Jinx Eater (2)
  12. Jirelle, Swashbuckler
  13. Keleshite Entertainer
  14. Kess, Brawler
  15. Kitharodian Academy Bard
  16. Kitharodian Academy Performer
  17. Knight of Ozem* (2)
  18. Knight of Ozem* (2)
  19. Knight of the Ioun Star
  20. Kortash Khain
  21. Korvosan Shingles Runner (3)
  22. Kuru Cannibal (4)
  23. Lantern Bearer (3)
  24. Lion Blade of Taldor (4)

  25. Lirianne, Gunslinger

  26. Low Templar (3)

  27. Magaambya Arcanist (3)
  28. Magaambya Instructor
  29. Maurya-Rahm Advisor
  30. Mendevian Crusader* (3)
  31. Mendevian Crusader* (3)
  32. Molthuni Soldier (4)
  33. Mushfens Cabalist (3)
  34. Night Herald Cultist (3)
  35. Old Ones Cultist (3)
  36. Old-Mage Jatembe
  37. Oloch, Warpriest

  38. Order of the Chain Hellknight (3)
  39. Order of the Gate Hellknight (3)

  40. Order of the Godclaw Hellknight (3)
  41. Order of the Nail Hellknight (3)
  42. Order of the Pyre Hellknight (3)
  43. Order of the Rack Hellknight (3)
  44. Order of the Scourge Hellknight (3)
  45. Pactmaster of Katapesh (3)
  46. Padrig
  47. Pain Taster (2)
  48. Pathfinder Braggart
  49. Pathfinder Chronicler
  50. Pathfinder Explorer
  1. Pathfinder Hunter
  2. Pathfinder Priest

  3. Pathfinder Sneak
  4. Pathfinder Spellcaster
  5. Pathfinder Venture-Captain

  6. Pathfinder Wanderer
  7. Pathfinder Warrior

  8. Pirate Marauder (4)
  9. Priest of Abadar

  10. Priest of Asmodeus
  11. Priest of Calistria

  12. Priest of Cayden Cailean
  13. Priest of Erastil

  14. Priest of Gorum

  15. Priest of Gozreh

  16. Priest of Iomedae

  17. Priest of Irori

  18. Priest of Lamashtu
  19. Priest of Nethys

  20. Priest of Norgorber
  21. Priest of Pharasma
  22. Priest of Rovagug

  23. Priest of Sarenrae

  24. Priest of Shelyn

  25. Priest of Torag

  26. Priest of Urgathoa

  27. Priest of Zon-Kuthon
  28. Priestess of Abadar
  29. Priestess of Asmodeus
  30. Priestess of Calistria
  31. Priestess of Cayden Cailean
  32. Priestess of Desna

  33. Priestess of Erastil

  34. Priestess of Gorum

  35. Priestess of Gozreh

  36. Priestess of Iomedae
  37. Priestess of Irori

  38. Priestess of Lamashtu

  39. Priestess of Pharasma

  40. Priestess of Rovagug
  41. Priestess of Sarenrae
  42. Priestess of Shelyn
  43. Priestess of Torag
  44. Priestess of Urgathoa
  45. Prophet of Kalistrade*
  46. Prophet of Kalistrade*
  47. Puddles Peddler
  48. Pure Legionnaire (4)
  49. Pure Legionnaire Commander

  50. Quinn, Investigator
  1. Razmiran Cultist (4)
  2. Razmiran Priest (2)
  3. Red Mantis Acolyte (2)
  4. Red Mantis Assassin (5)
  5. Red Mantis Elite (3)
  6. Red Mantis Leader
  7. Reiko, Ninja
  8. Riftwarden (4)
  9. Risen Guard* (3)
  10. Risen Guard* (3)
  11. River Kingdoms Brigand (4)

  12. Rough Rampager (3)
  13. Sable Company Marine (3)

  14. Sczarni Crime Boss
  15. Sczarni Mystic (2)

  16. Sczarni Thief (4)

  17. Seltyiel, Magus

  18. Shackles Pirate* (4)
  19. Shackles Pirate* (4)
  20. Shackles Pirate Captain*
  21. Shackles Pirate Captain*
  22. Shardra, Shaman

  23. Shoanti Gladiator (3)
  24. Silent Enforcer (4)

  25. Sister of the Golden Erinyes (4)

  26. Sleepless Detective (3)
  27. Sodden Scavenger (4)
  28. Strix Warrior (4)

  29. Strix Witch

  30. Taldan Noble*

  31. Taldan Noble*

  32. Technic League Spellcaster (2)

  33. Thrune Agent* (2)

  34. Thrune Agent* (2)

  35. Tian Monk* (2)

  36. Tian Monk* (2)

  37. Tian Sage

  38. Ulfen Guard Commander
  39. Ulfen Guard of Taldor (2)

  40. Ulfen Hunter (2)
  41. Ulfen Longboat Captain
  42. Ulfen Raider (5)

  43. Usij Cabalist (3)

  44. Uskwood Druid (2)
  45. Ustalavic Duelist
  46. Varisian Merchant (2)
  47. Varisian Wanderer (3)
  48. Way of the Kirin Agent
  49. White Witch (2)
  50. Zadim, Slayer

Large

  1. Absalom Wave Rider (3)
  2. Alain on Donahan
  3. God Caller with Eidolon
  1. Jarl Gnargorak
  2. Knight of Ozem, Mounted (4)
  3. Mistress of Blades Maidrayne Vox
  1. Mounted Hellknight (4)
  2. Qadiran Horselord (4)
  3. Ruthazek the Gorilla King
  1. Sable Company Marine, Mounted (3)
  2. Shoanti Burn Rider (3)

* Indicates box includes multiple images for this character type.

4.60/5 (based on 17 ratings)

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From the frozen wastes of the witch-queen to the scorching deserts of Osirion, explore the world of Pathfinder and the GameMastery Modules like never before. This 64-page full-color gazetteer contains information about all of the major kingdoms and cities of the Pathfinder Chronicles world, including Absalom, Cheliax, Varisia, and much more. A poster map of the world details never-before-revealed locations, and allows readers to put Pathfinder Adventure Paths and GameMastery Modules into a single exciting context. The guide also includes information on deities, races, classes, and monsters unique to the setting. The Pathfinder Chronicles Gazetteer is compatible with the world’s most popular roleplaying game, but adapts easily to other game systems.

Written by Erik Mona and Jason Bulmahn.
Cover Art by Steve Prescott.

ISBN-13: 978-1-60125-077-3

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The city-state of Korvosa, largest in all Varisia, has prospered over the last century since its abandonment by its founding nation of Cheliax. Its port brims with black-and-red-flagged ships—the colors of both Korvosa and Cheliax—endlessly trading fineries from the south for Varisian curiosities and her land’s natural bounty. As such, Korvosa rightfully claims to be the most cultured and civilized city in the region, yet visitors might also grant the city-state the titles of most decadent, exploitative, and socially stratified.

This 64-page book serves as an exhaustive guide to the city, including details on all major points of interest, profiles on the city’s movers and shakers, and countless adventure hooks for enterprising GMs to expand upon. It also includes a full-color poster map of Korvosa. While designed for use with the Curse of the Crimson Throne Adventure Path, this information-packed supplement is useable in any fantasy RPG campaign.

Written by Mike McArtor

ISBN–13: 978-1-60125-078-0

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Note: The map in this book should have been inserted using contact cement, but it was inadvertently bound in instead. Please do not attempt to tear it out; instead, carefully cut it out.

How to Remove Your Korvosa Poster Map


You'll need the book, a piece of thick paper or thin plastic (we used a file folder) that a blade won't easily cut through, a ruler, and a flat cutting device such as a razor blade or a sculpting tool. (Please don't cut yourself!)



You can see that when the poster was bound into the book, an extra 1/4" of poster was printed for the binding. This 1/4" contains only water areas—cutting the poster out doesn't cut anything off the map.



We placed our file folder snug into the binding between the poster and the interior pages of the book. Make sure whatever you use cannot be easily cut through or you will damage the interior pages.


(Click on this picture to enlarge.) Place your ruler between the two folds of the poster so that the layers from bottom to top go:

Interior pages
File folder
Bottom of poster
Ruler
Top of Poster

Make sure you line the ruler up as straight as possible with the top edge of the poster so that you get a perfectly rectangular poster after the cut.


Carefully fold back the top layer of the map, making sure to keep the ruler straight and in the same spot you just lined it up at. Then, cut slowly and carefully down the edge of the ruler. Do not cut yourself. Do not press hard enough to cut through the file folder or whatever you've chosen to cut on. You only want to cut through two thin layers of poster, not through the file folder.



And there you go! You should have a 1/8" slice of paper left bound into the book, there should be no damage to the interior pages (or binding!), and the result is no more leftover paper than you'd find in a book with a bound-in, perforated, poster map.




The result is a beautiful map of Korvosa!

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Pathfinder and the Rise of the Runelords Adventure Path famously reimagined goblins, detailing their culture, mannerisms, and tactics in a way that made a boring old monster one of the most hotly discussed foes in fantasy roleplaying. Now, the minds that bring you Pathfinder have applied the same method to ten "classic" monsters, providing complete ecological discussions and adventure ideas involving orcs, ogres, goblins, hobgoblins, trolls, bugbears, and more in this lavishly illustrated, full-color 64-page overview that is both fun to read and fun to use at the gaming table.

Designed for use with the Pathfinder Chronicles campaign setting but easily portable to any fantasy campaign, Classic Monsters Revisited is a resource gamers can turn to again and again.

Written by James Jacobs et al.

ISBN-13: 978-1-60125-079-7

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3.80/5 (based on 13 ratings)

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Explore the forbidden reaches of the treacherous Darkmoon Vale, a fey-haunted wilderness on the outskirts of civilization. In this detail-packed full-color 64-page regional sourcebook for the Pathfinder Chronicles campaign setting, you’ll learn about the diabolical forces of the dreaded Kobold King, explore the ancient dwarven dungeons of Droskar’s Crag, and discover a cabal of evil druids. The lumber-town of Falcon’s Hollow holds deadly secrets of its own, and vicious orcs and hobgoblins from the neighboring mountains look upon its modest riches with deadly envy. A perfect locale for adventure, Darkmoon Vale and its secrets are laid bare for players and game masters alike!

ISBN-13: 978-1-60125-100-8

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4.50/5 (based on 25 ratings)

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Note: Pathfinder Campaign Setting: The Inner Sea World Guide has replaced this volume as the main Pathfinder campaign setting book. The newer volume has been expanded and updated, and is designed for use with the Pathfinder Roleplaying Game. And the PDF is cheaper, too!

Golarion, the exciting world of the Pathfinder Adventure Paths and Pathfinder Modules, comes alive in this massive 256-page full-color hardcover tome primed up and ready to go for your new campaign! Detailed sections on more than 40 nations—from the frontiers of Varisia to the devil-tainted cities of Cheliax to the frigid Hold of the Mammoth Lords—provide a full picture of the world of the Pathfinder Chronicles campaign setting, with new rules, new magic and spells, detailed descriptions of more than twenty gods and their religions, and a gorgeous poster map detailing the entire campaign setting. The Pathfinder Chronicles campaign setting provides classic adventuring style and cutting-edge game design perfectly suitable for the world’s most popular roleplaying game!

ISBN-13: 978-1-60125-112-1

DriveThruRPG: This product is available as print-on-demand from DriveThruRPG:

Print on Demand

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Written by (in alphabetical order):

Stan!
Keith Baker
Wolfgang Baur
Clinton J. Boomer
Jason Bulmahn
Joshua J. Frost
Ed Greenwood
Stephen S. Greer
Jeff Grubb
James Jacobs
Michael Kortes
Tito Leati
Mike McArtor
Rob McCreary
Erik Mona
Jason Eric Nelson
Jeff Quick
Sean K Reynolds
David Schwartz
Leandra Christine Schneider
F. Wesley Schneider
Amber E. Scott
Owen K.C. Stephens
Todd Stewart
James L. Sutter
Greg A. Vaughan
Jeremy Walker
JD Wiker
Also included are essays on world-building written by Robert J. Kuntz and R.A. Salvatore.

2.90/5 (based on 26 ratings)

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Note: This product was designed for use with the original six-volume Rise of the Runelords Pathfinder Adventure Path, and has not been specifically updated for use with the Anniversary Edition. (Many of the maps remain unchanged between the two versions, however.)

By popular demand! Campaign in style with this handsome collection of maps designed for use with the Rise of the Runelords Adventure Path. Two huge poster maps detail Varisia, the home nation of the first Pathfinder campaign, and Sandpoint, the player characters' new home. Fifteen additional single-page full-color maps cover key encounter locations or wilderness areas from the campaign, adding visual flair for players and making the Game Master's life a lot easier.

Cartography by Rob Lazzaretti

ISBN-13: 978-1-60125-094-0

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The Curse of the Crimson Throne Adventure Path introduces you to the sprawling city of Korvosa, the largest city in all Varisia. As things go from bad to worse in Korvosa, you’ll explore hidden temples, underground warrens, thieves’ guilds, and noble palaces. Eventually, you’ll even head out into the world to explore haunted castles, barbarian encampments, and ancient ruins from ages past. The Curse of the Crimson Throne Map Folio contains reprinted maps of all the key locations explored in Pathfinder’s second Adventure Path. Even if you aren’t running Curse of the Crimson Throne, the maps inside can serve as cities, dungeons, castles, and worlds for any RPG campaign.

In addition, inside this folio you’ll find two huge poster maps: one of the entire region of Varisia, the setting for the Curse of the Crimson Throne Adventure Path; and one of the city of Korvosa, your PCs’ hometown and the focal point of the entire campaign!

Cartography by Rob Lazzaretti

ISBN-13: 978-1-60125-116-9

4.40/5 (based on 25 ratings)

Our Price: $15.99

Out of print

This product is permanently out of print; please check out the Deluxe Harrow Deck instead!

Divine your future! Lose your shirt! All in one box!

In the Pathfinder Chronicles campaign setting, the Harrow™ deck has long been a sacred tool of Varisian fortunetellers. In skilled hands, the Harrow deck can predict crop results, divine the gender of your unborn child, or give hints about your immediate future. In unskilled hands, the Harrow deck is a sacrilegious gambling game—a cutthroat diversion for ruffians in every port to lose their hard-earned fortunes.

Harrow will be featured throughout the second Pathfinder Adventure Path, Curse of the Crimson Throne. At least once in each installment, players may divine their futures with the Harrow deck, and Pathfinder #7 contains an in-depth article about the history of Harrow and its in-game use.

Harrow is also a standalone card game designed by Jason Bulmahn, Mike Selinker, and Teeuwynn Woodruff for use inside or outside the Pathfinder Chronicles campaign setting. Harrow is lavishly illustrated by Kyle Hunter, the artist behind Downer: Wandering Monster and Downer: Fool's Errand, the Paizo Comics compilations of Kyle's original Downer comics from Dungeon magazine.

    Harrow contains:
  • One 54-card deck illustrated by Kyle Hunter
  • Five chronicle cards to aid in divination
  • One rulebook with divination rules and card game rules

Free Downloads:
32-Page Rulebook: 380KB zip PDF
Blank Harrowing Chronicle cards: 780KB zip PDF

ISBN-13: 978-1-60125-124-4

Note: The declaration of Open Game Content was left out. Please use the following:

Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that are in the public domain or have previously been designated as Open Game Content are not included in this declaration.)

Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo Publishing game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission.

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Immortal Power Lies Within!

Creators of life, forgers of worlds, and rulers of reality—these are the gods and goddesses of the world. They have existed for eons. The countless worlds of the Great Beyond are their playgrounds and battlefields. Yet for all their vast power, it is not the gods of Golarion who shape nations and write history—this task falls instead to their greatest creations: the mortal races of the world. It is through their priests and paladins, their clerics and cultists that the gods make their will known in this world, be it for good or ill.

In Gods and Magic, you will learn not only of the core twenty deities of the Pathfinder Chronicles campaign setting, but of a multitude of other deities whose flocks, while smaller and more isolated, have just as much potential for greatness. Yet this book isn’t just for clerics—religion and faith are important factors in the lives of many, be they stalwart paladins, brave rangers, mysterious druids, or dedicated monks. Even those whose talents lie beyond the divine, such as the scholarly wizard or the god-fearing barbarian, find that faith has its advantages.

    Within this 64-page book you will find:
  • Detailed descriptions of the core twenty deities of the Pathfinder Chronicles campaign setting, complete with symbols and full illustrations
  • Details on over 40 additional deities, including the gods of dwarves and elves, gnomes and halflings, giants and dragons, and more
  • Over 20 new spells associated with the most powerful religions, yet usable by both arcane and divine spellcasters
  • Dozens of new magic items keyed to the world’s religions, ranging from minor trinkets to powerful artifacts

Written by Sean K Reynolds

ISBN-13: 978-1-60125-139-8

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At the World’s Core

Another world is hidden below—a world that slumbers under the foundations of mortal cities, dreams below the deepest roots of the oldest forests, and plots in hidden places as far below as the mountains are high. These endless caves have many names. Cold Hell. Evernight. The Hunting Grounds. Yet to those who dwell within they are known as the Darklands.

Into the Darklands explores this mysterious and deadly realm of caverns and secrets, from the numerous hazards that plague the deeps to the strange and sinister races that dwell therein. Within these pages you will find maps of the major entrances to the Darklands throughout Golarion’s Inner Sea region, as well as dozens of locations hidden within three distinct realms of the deep. Tables to determine random dangers and wandering menaces, new languages and exotic hazards, and all manner of monsters, including the degenerate morlocks, the wormlike seugathis, the destructive vemeraks, the blood-drinking urdefhans, and the sinister serpentfolk await discovery within!

Just remember—in the Darklands, the night lasts forever, and the denizens of the depths never sleep.

The perfect companion to the Pathfinder Second Darkness Adventure Path! This comprehensive 64-page sourcebook provides an overview of the cavernous realms below the surface of the Pathfinder Chronicles campaign setting.

ISBN-13: 978-1-60125-140-4

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Founded 4,700 years ago and designed by the god Aroden himself, Absalom is a hub of mercantile and spiritual activity. Traders come from all over the globe to sell their wares in the City at the Center of the World, while those hoping to become gods work up their courage to attempt the Test of the Starstone. Many armies have tried to conquer Absalom, but the city has never fallen. Thrown into chaos since the death of Aroden, the island city fights to maintain its independence and prestige as a shining beacon of civilization.

The largest and most important metropolis in the Pathfinder Chronicles campaign setting comes alive in this comprehensive sourcebook! Pathfinder Chronicles: Guide to Absalom includes:

  • Neighborhood-by-neighborhood summaries loaded with adventure hooks, from the flooded slums of the Puddles to the temples of failed gods in the Ascendant Court.
  • Key movers and shakers in the city, and their eternal shadow war for ultimate control.
  • Detailed information on organizations both good and evil, from the Smoke Knights to the Gillmen.
  • Absalom's war-torn history.
  • Descriptions of daily life in the city, including cost-of-living information by district.
  • Information on the ruined siege castles of the Cairnlands and the Absalom's other holdings.

Except for a short chapter on Absalom's secrets, all of the information contained in this book is safe for players in any Absalom-based campaign, and is compatible with any edition of the world's most popular roleplaying game!

By Owen K.C. Stephens

ISBN-13: 978-1-60125-141-1

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Master the dungeons and dangerous locales of the Second Darkness Adventure Path with this handsome collection of maps designed for use with the popular Pathfinder series! Explore the treacherous dark elf city of Zirakaynin in style with a huge poster map. Fifteen additional single-page full-color maps cover key encounter locations or wilderness areas from the campaign, adding visual flair for players and making the Game Master's life a lot easier.

Second Darkness Map Folio contains reprinted maps of all the key locations explored in Pathfinder’s third Adventure Path. Even if you aren’t running Second Darkness, the maps inside can serve as locations for any RPG campaign.

Cartography by Rob Lazzaretti

ISBN-13: 978-1-60125-157-2

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Enter the Dragons

Since the beginning, dragons have held a unique place in man’s mythology. Powerful and savage, with fiery breath and massive wings, they rampage across the countryside in search of plunder or rule mighty nations with iron claws. Their fabulous treasure hoards are the stuff of legend, and those few brave warriors who stand against them are assured their place in history—if they survive.

Dragons Revisited puts a new spin on these timeless monsters, reimagining them for the Pathfinder Chronicles campaign setting while keeping true to their mythological and gaming roots. Within these 64 pages you’ll find in-depth ecologies for the ten most popular dragon types—both the scheming chromatics and the noble metallics—detailing their biology, society, and relations to other creatures. Learn what wonders their lavish lairs contain, and how cunningly they’re guarded. Delve into draconic history within the world of Golarion, and peruse handy sample statistics for each dragon type, ready to be dropped straight into your own adventures along with new feats, advice on using dragons in your campaigns, and other indispensable game materials. Most importantly, discover which dragons look kindly on humanity, and which ones regard all lesser creatures as food. Because getting the two mixed up can be extremely unpleasant.

Fortunately, it’s a mistake you won’t make twice.

By Mike McArtor

ISBN-13: 978-1-60125-165-7

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The bustling bazaars of Absalom offer countless delights, but even they do not sell everything. Only in the peerless markets of mysterious Katapesh can one find anything for sale, from the lost diamonds of a fallen empire to a clutch of slaves freshly captured off the Inner Sea coast. This exotic desert locale serves as the backdrop of the Pathfinder Adventure Path Legacy of Fire, and this informative, lushly illustrated full-color 64-page guide presents everything players and Game Masters need to know to bring the dark markets of Katapesh to terrible life.

By Stephen S. Greer and Amber E. Scott

ISBN-13: 978-1-60125-166-4

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The home of the gods. The essence of matter. The realm of demons. The birthplace of souls, and the cities of Hell. All these things and more await in the planes beyond Golarion. Brave mortals leave the cradle of their homeworld and cross the misty ethereal sea or the silver void to discover strange dimensions—some hauntingly familiar, others inherently deadly, and many alien beyond imagining.

Bargain with djinn over land rights ceded to the mephit king while fighting off roving patrols of the queen of the fire elementals. Sign treaties with the umbral dragons of Shadow Absalom. Join the archon armies on a sortie into the Abyss, or assist a cadre of devils guarding the winding river of souls through the Astral Plane. Invade your enemy’s dream realm, study your own past, or negotiate with a cannibalistic sentient demiplane.

This 64-page book describes all of the major planes of the Inner and Outer Spheres, as well as numerous demiplanes and lesser-known dimensions. It also provides maps of the nine planes of the Outer Sphere, and unleashes five new monsters unique to Golarion’s cosmology—soul-eating astradaemons, law-forging axiomites, trickster-fey that lurk in light, quasi-noble keketar proteans, and fox-bard vulpinal agathions.

Looking for more planar adventure? Check out Pathfinder Module J5: Beyond the Vault of Souls, where the heroes must retrieve stolen soul-gems to prevent the sudden destruction of the multiverse!

By Todd Stewart

ISBN-13: 978-1-60125-167-1

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Icons of Fantasy Gaming

Adventurers have been battling these creatures for more than 30 years—weird monsters born and bred to destroy heroes. You recognize them on sight: bulettes, cloakers, gelatinous cubes, mimics, otyughs, owlbears, purple worms, ropers, rust monsters, and shambling mounds. Some were created by the experiments of mad wizards, made to guard lonely towers. Others live exclusively in sewers and dungeons, products of niche evolution amid humanity’s forgotten filth. All are fodder for the blades and spells of adventurers. But there’s more to each of these beasts than meets the eye.

Within this 64-page book is detailed information on the motivations, tactics, ecology, and history of these classic monsters, all reimagined for the Pathfinder Chronicles campaign setting while staying true to their roots as iconic elements of the game. Learn about rare and deadly variant creatures, and the best ways of separating them from their treasure. Buy customized equipment for hunting them, and learn new magic using pieces from their strange corpses. All your old enemies are here, and they’re just as monstrous as you remember!

By Sean K Reynolds, Joshua J. Frost, Rob McCreary, Jason Bulmahn, Richard Pett, Greg A. Vaughan, Nicolas Logue, James Sutter, Jason Nelson, Clinton Boomer

ISBN-13: 978-1-60125-172-5

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Never Surrender!

A seemingly endless war rages between the expansionist nation of Molthune and its fiercely independent neighbor Nirmathas. To Molthune, it's a civil war to preserve its legacy of unification; to Nirmathas, a war to throw off tyrannical occupation. Ancient ruins, headstrong leaders, and longstanding feuds are present on both sides—but the similarities end there.

Cosmopolitan and wealthy, Molthune grasps at glory and power as it struggles for recognition and security. Rugged and resourceful, Nirmathas operates less as a nation and more as a free frontier, bound together only in its resistance to outside control. Nirmathas and its conflict with Molthune provide the setting for the Ironfang Invasion Adventure Path, making this comprehensive sourcebook a perfect supplement for that campaign.

Within these pages, you'll find:

  • An extensive look at the region's history, stretching back before the current conflict, before its occupation by Cheliax, and even before the Whispering Tyrant's stranglehold on the region.
  • Detailed gazetteers on both Molthune and Nirmathas, offering over 50 distinct locations within both nations, such as the hidden druid enclave of Crystalhurst, the architectural wonder of Canorate, and the fey-infested Fangwood.
  • A comprehensive overview of the front lines of each nation, the distinct tactics they employ, and the regular shifts in activity and control.
  • Nine fleshed-out locations that take adventurers from the fringes of each nation to the front lines of the main conflict.
  • A detailed militia system, allowing players to organize, train, and direct their own rebel militias or mercenary legions.

Pathfinder Campaign Setting: Lands of Conflict is intended for use with the Pathfinder campaign setting but can be easily adapted to any fantasy world.

ISBN-13: 978-1-60125-927-1

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Dive into Adventure!

There's plenty of adventure hidden beneath the gentle tidal cycles and crashing waves of Golarion. Discover the rich ecologies and complex societies hidden in the briny depths of the oceans and seas. In this book you can learn more about merfolk nations, the dangerous sahuagin, peaceful aquatic humanoids, and the aquatic terrors that wage war against them. Dare deadly environments, explore strange underwater cities, and find lost treasures within these pages.

This book also provides a wealth of rules for underwater combat and ways for terrestrial adventurers to adapt to aquatic environs, including new archetypes, feats, and magic items. Dive in to underwater adventure!

Inside this book you'll find:

  • A thorough gazetteer of Golarion's five oceans that explores the various points of interest and conflicts between those who make these bodies of water their home.
  • A look at Golarion's seas and their inhabitants, as well as strange treasures that can be found within their depths.
  • An expansion of rules for underwater combat that clarifies those presented in the Pathfinder RPG Core Rulebook and introduces new challenges to consider.
  • Dozens of new archetypes, class features, feats, spells, and items both magical and mundane that players can use to prepare their characters for adventures beneath the waves.

Pathfinder Campaign Setting: Aquatic Adventures is intended for use with the Pathfinder campaign setting, but can be easily adapted to any fantasy world.

ISBN-13: 978-1-60125-944-8

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We Have the Technology!

Mortals have been obsessed with replicating life through metal and magic, and from their great labors have come all manner of constructs. The secrets to creating these marvels are usually reserved for the powerful and skilled, but now they are finally revealed! Pathfinder Campaign Setting: Construct Handbook opens the book on the powerful knowledge to create constructs and reveals never-before-seen clockworks, golems, and robots. Within these pages, you'll find:

  • Information on how to build a construct, as well as new modifications for your constructs.
  • Archetypes for characters who assemble or fight constructs, such as the construct caller, who builds constructs from planar energies.
  • New magic items that assist with both the creation of constructs and their destruction.
  • More than a dozen new constructs of all types, including clockwork goblins, gladiator robots, sand golems, and the powerful and enigmatic automatons.

Pathfinder Campaign Setting: Construct Handbook is intended for use with the Pathfinder campaign setting, but it can be easily adapted to any fantasy world.

ISBN-13: 978-1-60125-989-9

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Taldor Endures!

The first—and at one point, largest—empire in Avistan after devastation of Earthfall, Taldor has stood for millennia, and though its neighboring nations snicker at its lavish parties and out-of-touch nobility, none dare challenge the mother empire's might! With 6 millennia of history spanning the breadth of a continent, Taldor is a land of long-buried secrets and ruins, partnered with modern cutthroat dramas and political action. Secrets and treasure abound across Taldor—many forgotten, but far more deliberately buried. Will you fight to preserve the glorious traditions of the past, or will you pave the way for a reformed Taldor to attain new heights?

Taldor is the dynamic setting for the War for the Crown Adventure Path, making this comprehensive guide to the nation's geography, politics, and history a perfect resource for that campaign, as well as for many Pathfinder Module adventures! Inside this book you'll find:

  • A thorough gazetteer of Taldor's major prefectures and provinces, including details on the reigning nobles of each and over 70 points of interest across the nation, from Antios's Crown and its endless royal necropolis to the militarized city of Zimar.
  • An overview of Taldor's government, foreign relationships, and society.
  • Nearly a dozen adventure sites tied to Taldor's past glories and modern decay, from ruined cities to lost valleys of the dead.
  • Nine new monsters perfectly adapted to life in Taldor, including the corrupting giniver, perfectly suited to hiding in plain sight, and testaments to noble excess such as the titanboar and the blood-bathing baetriov.

Pathfinder Campaign Setting: Taldor, The First Empire is intended for use with the Pathfinder campaign setting, but it can be easily adapted to any fantasy world.

ISBN-13: 978-1-60125-999-8

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Your Adventure Starts Here!

Whether they're seedy bars in a city's roughest district, upscale joints where society's elites hobnob over artisan wines, or sleepy boozing establishments in pass-through villages, taverns are a staple of every adventurer's career. They're a place to meet contacts, to collect the juiciest gossip, or simply to knock back a hearty ale in between monster-slaying sessions.

Pathfinder Campaign Setting: Inner Sea Taverns presents six ready-made, fully fleshed-out taverns for use in games that take place across Golarion. Each entry includes a full-page map of the establishment, stat blocks for both a commonly met tavern proprietor or bartender and a powerful local who might serve as a foe or an ally, a full history and description of the tavern's clientele, and a detailed gazetteer of the tavern's grounds. A selection of rules for bar fighting and pub games rounds out this invaluable tome.

This book contains details about the following taverns, and more:

  • Aeylinth Vineyard, a sophisticated treetop wine bar in the bustling city of Greengold, a prominent port of call in the elven nation of Kyonin.
  • Formidably Maid, a rough-and-tumble pirate bar located on the dockside outskirts of Port Peril, the capital of the privateer-infested archipelago known as the Shackles.
  • Runoff, an underground speakeasy in Starfall, where the drinks are spiked with mysterious fluids and the resistance against the Technic League is strong.
  • Whispering Stone, a partially open-air gambling hall and lounge in Osirion's Wati famous for the ancient, mostly buried statue that serves as its centerpiece.

Pathfinder Campaign Setting: Inner Sea Taverns is intended for use with the Pathfinder campaign setting, but it can be easily adapted to any fantasy world.

ISBN-13: 978-1-64078-016-3

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A Land Chained in Shadow

Ten thousand years ago, faced with extinction, the terrified leaders of Nidal heard whispers in their minds—promises of salvation for their nation if only they'd submit their people's bodies and souls to perpetual servitude. Those leaders' assent transformed them into conduits for Zon-Kuthon, the god of envy and pain, and has sealed Nidal's fate to this day.

Pathfinder Campaign Setting: Nidal, Land of Shadows draws back the curtain from one of Golarion's most wicked and mysterious theocracies. Within these pages, you'll find:

  • Detailed descriptions of Nidal's history, including its tragic fall into Zon-Kuthon's grasp.
  • An in-depth gazetteer of the entire nation, from settlements to more sinister features.
  • Malevolent adventure sites from the Castle of the Captive Sun to the Tower of Slant Shadows.
  • A bestiary of shadowy creatures, including the suffragan kyton, that lurk in Nidal and beyond.

Pathfinder Campaign Setting: Nidal, Land of Shadows is intended for use with the Pathfinder campaign setting, but it can be easily adapted to any fantasy world.

ISBN-13: 978-1-64078-033-0

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Planar Urban Sprawl

Before the first inklings of civilization rose up upon the mortal world, magnificent cities already existed within the vast corners of the multiverse. Pathfinder Campaign Setting: Distant Realms offers a look into six of these extraplanar cities that are ripe for exploration by planar travelers. Each entry includes a full-page map and a stat block for the city, a history of the city and its current major players, and a gazetteer of the city's most interesting locales. Within these pages, you'll find details about the following cities, and more:

  • The darkly perfect city of Dis, home of the First King Dispater and his fiendish court.
  • The isle of Yulgamot, a haven of flowing time within the ageless seas of the Astral Plane.
  • The trade hub of Shadow Absalom, lit by the mysterious Glare and ringed by an ocean of dust.
  • The philosophical haven of Basrakal, where outsiders aid each other to defy their own natures.

Pathfinder Campaign Setting: Distant Realms is intended for use with the Pathfinder campaign setting, but it can be easily adapted to any fantasy world.

ISBN-13: 978-1-64078-046-0

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Note:This product has been superseded by the Pathfinder Society Field Guide.

At long last, the gates of the Grand Lodge have been thrown open, offering an inside glimpse of the Pathfinder Society! Packed with information about the most famous group of explorers on Golarion, this 64-page sourcebook is a must for any campaign that involves the Society, whether as employers or rivals.

    Inside, you’ll find:
  • How to join the Pathfinder Society, and the rights and responsibilities of Society members
  • The origin and secrets histories of the Pathfinder Society
  • A detailed gazetteer covering the Pathfinder Society’s reception and activities in every nation of the Inner Sea Region
  • Detailed maps and descriptions of the Grand Lodge of Absalom and the Society’s newest lodge in Magnimar, plus profiles of 15 high-ranking and notorious Pathfinders
  • Thirteen new kinds of mystical ioun stones, three new variants for each type, and rules on how to implant these bizarre magic items into living flesh
  • Rules for the mysterious compasses known as wayfinders, and how their ancient magic interacts with ioun stones
  • Three new Pathfinder prestige classes, along with sample characters for each
  • New feats and spells to help characters uncover ancient secrets—and protect their own!

This book is fully legal for play in Pathfinder Society Organized Play, Paizo’s massive world-wide organized play campaign. To learn more about Pathfinder Society Organized Play, visit paizo.com/pathfindersociety!

By Tim Hitchcock, Erik Mona, James L. Sutter, and Russ Taylor

ISBN-13: 978-1-60125-178-7

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Welcome to Sandpoint

The town of Sandpoint has been through a lot, whether it's goblin raids, dragon attacks, or crazed killers stalking the night. In Pathfinder Campaign Setting: Sandpoint, Light of the Lost Coast, this fan-favorite town is presented in rich and vibrant detail, including full stat blocks for the region's important NPCs, dozens of quests, and expanded information on every major location in the town and the hinterlands beyond. Sandpoint, Light of the Lost Coast also includes a double-sided, pull-out poster map of Sandpoint and the surrounding area, a region that has featured prominently in Pathfinder since the campaign setting's birth in 2007, including in the best-selling Pathfinder RPG Beginner Box and iconic Adventure Paths like the Rise of the Runelords. This oversized, 96-page campaign setting book is a guide to creating your very own campaign in Pathfinder's most popular town!

Pathfinder Campaign Setting: Sandpoint, Light of the Lost Coast is intended for use with the Pathfinder campaign setting, but it can be easily adapted to any fantasy world.

Note: The fugitive adhesive holding the map to the back of the book can be quite robust. Use care when removing the map from the book or fugitive adhesive from the map so as not to tear the map.

ISBN-13: 978-1-64078-080-4

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Who Do You Believe In?

Pathfinder Campaign Setting: Faiths of Golarion reveals the histories, dogmas, and practices of 10 influential deities venerated outside of the major cultures of the Inner Sea! Enrich your campaign with new divine lore, including:

  • A look at three of Tian Xia's most commonly worshipped deities: Hei Feng, the Duke of Thunder; Tsukiyo, the Prince of the Moon; and Shizuru, the Empress of Heaven.
  • Details on major gods from far outside of the Inner Sea of Golarion, from Gruhastha, the Keeper of Vudra, to Grandmother Spider of the Shackles and southern Garund, to the Razatlani goddess Kazutal.
  • Gods of non-human peoples, including the dwarven death god Magrim, the elven hunter Ketephys, the lucky halfling Chaldira, and the gnome gambler Nivi Rhombodazzle.
  • Obediences and divine boons that can empower the followers of each divinity, especially those with levels in prestige classes devoted to their faith.

Pathfinder Campaign Setting: Faiths of Golarion is intended for use with the Pathfinder campaign setting, but it can be easily adapted to any fantasy world.

ISBN-13: 978-1-64078-099-6

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Beyond Good and Evil

Monitors—neutral outsiders dedicated to maintaining their views of the universe—reject the battles between the wicked and the righteous and instead war over the underpinnings of reality. Join the cosmic debate with the secrets and esoteric lore found within, including:

  • Details on 24 monitor demigods—such as primal inevitables; protean lords; psychopomp ushers; and the mysterious aeon known as Monad, the Condition of All—and the divine powers they bestow upon mortal worshippers!
  • Rules for the proctor prestige class, along with information about different monitor sects, mantras for summoning monitors, and esoteric occult rituals that harness the power of monitor divinities.
  • A bestiary of new monitors and their roles within the universe, including irresponsible illureshi protean sorcerers, morbai psychopomp masters of healing and poisons, and knowledge-erasing agnoia aeons!

Pathfinder Campaign Setting: Concordance of Rivals is intended for use with the Pathfinder campaign setting, but it can be easily adapted to any fantasy world.

ISBN-13: 978-1-64078-127-6

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In It for the Money!

After millennia as a dwarven colony, Druma has emerged as one of the richest nations in the known world, where white-robed prophets known as Kalistocrats have built a religion out of wealth. Yet the country's peaceful facade belies the cutthroat competitiveness, hidden ruins, primeval fey forests, ancient grudges, insidious schemes, and opportunities for adventure within. Whether you are an entrepreneur with dreams of commercial domination, an adventurer seeking a wealthy patron, a scholar deciphering the esoteric Prophecies of Kalistrade, or an explorer hoping to uncover the extraordinary history of Avistan and its Kellid people, Pathfinder Campaign Setting: Druma, Profit and Prophecy holds what you seek and more. Explore Druma and discover the following:

  • Details on the long, storied history of the nation and the enigmatic Kalistocrats who rule it.
  • An extensive gazetteer of Druma's regions and major settlements.
  • A bestiary of new monsters found within Druma's borders.

Pathfinder Campaign Setting: Druma, Profit and Prophecy is intended for use with the Pathfinder campaign setting, but it can easily be adapted to any fantasy world.

ISBN-13: 978-1-64078-141-2

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The Legacy of Fire Adventure Path leads you from the frontiers of exotic Katapesh through the planes of existence on a fantastic and deadly journey. You’ll venture from quiet villages to the bustling trader’s metropolis of Katapesh and from lost demiplanes to the palaces of the mythical City of Brass on this quest to save the realm from the centuries-old plot of an insane genie lord.

The Legacy of Fire Map Folio charts the course through this epic campaign, reprinting all the key locations explored in Pathfinder’s fourth Adventure Path with more than a dozen full-color maps! Even if you aren’t running Legacy of Fire, the maps inside can serve as towns, dungeons, castles, and entire new worlds for any RPG campaign.

In addition, inside this folio you’ll find two huge, poster-sized maps of the dimension of Kakishon, the hidden refuge of an ancient wizard-king; and the metropolis of Katapesh, the glamorous and bizarre market city where any treasure or pleasure can be had for the right price. With the Legacy of Fire Map Folio, you’ll never lose your course to adventure!

Cartography by Robert Lazzaretti and Jared Blando

ISBN-13: 978-1-60125-184-8

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Abandon All Hope...

From the origin of the gods to the inhabitants of the darkest infernal pit, Princes of Darkness: Book of the Damned Volume 1 is an unflinching look at the methods, motivations, and goals of Asmodeus, the archdevils, and the entire hierarchy of Hell. Whether you’re planning to storm the gates of Avernus or trade in the exotic and immoral markets of Dis, or simply want to add a splash of diabolical flavor to a standard campaign, this 64-page book is full of delicious temptations worthy of Faust himself.

    Princes of Darkness includes:
  • A layer-by-layer description of Hell and its rulers
  • The hierarchy of Hell, and how devils are promoted
  • The role and duties of each kind of devil, including the infernal dukes and the herald of Asmodeus
  • Guidelines for infernal contracts
  • Devil talismans, true names, and their uses
  • New Hell-themed spells, magic items, and artifacts
  • The diabolist prestige class, complete with imp companion
  • Five new kinds of devils, from the blaspheming apostate devil to the relentless levaloch

This stand-alone book can also complement the material found in the Council of Thieves Pathfinder Adventure Path, Pathfinder Chronicles: The Great Beyond, and Pathfinder Companion: Cheliax, Empire of Devils.

By F. Wesley Schneider

ISBN-13: 978-1-60125-189-3

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Most adventurers think of cities as the places to go after the adventure is over. It’s time to show your players that cities can be every bit as exciting—and dangerous—as the darkest dungeon!

Each city presented in this 64-page book comes complete with a full-page color map, history both ancient and modern, relations with neighboring nations and monsters, noteworthy locations, and pages of adventure hooks, making it the perfect place to run a Pathfinder campaign!

    Cities in this book include:
  • Cassomir, home of Taldor’s aggressive navy and strange creatures that lurk beneath the streets
  • Corentyn, the crumbling, haunted city that gives devil-worshiping Cheliax a chokehold on trade through the Inner Sea
  • Ilizmagorti, a haven for pirates and secret base of the mysterious Red Mantis assassins
  • Nisroch, gloomy port city of shadow and bone, ruled by priests of the sadistic god Zon-Kuthon
  • Vigil, a bastion of law and good on the border of civilization, built to watch over the tomb of an ancient lich
  • Whitethrone, capital city and noble playground of the daughters of the witch queen Baba Yaga

Every city described in this book also appears as a huge poster map in Pathfinder Chronicles: City Map Folio.

By Joshua J. Frost, Tim Hitchcock, Jonathan Keith, Rob McCreary, Jason Nelson, and Jeff Quick

ISBN-13: 978-1-60125-200-5

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Things from Beyond the Grave

Born of myth, legend, and even modern film and literature, monsters such as the mummy, vampire, werewolf, and zombie are the stuff of nightmares—and frequent foes of heroic adventurers! Along with flesh golems, gargoyles, ghosts, ghouls, hags, and the mysterious derro, these ten monsters are staples of horror fiction and the bane of countless would-be heroes.

This 64-page book explores the origin of these creatures (in both the game world and real-world history), as well as their creation, habitat, society, motivations, and role in a campaign. Each creature also includes information on new and deadly creature variants, such as nosferatu vampires, corpse chill mummies, gemstone gargoyles, host corpse zombies, and phantasmagoric ghosts. What’s more, each chapter provides several new and notable examples of each creature, as well as a fully statted and ready-to-run sample monster, whether it’s a flesh golem barbarian, a derro magister, a ghoul necromancer, a hag water-witch, or a lycanthrope-hunting werewolf.

Whether your campaign is a standard fantasy monster hunt, a gothic romance, or an exercise in terror, Classic Horrors Revisited provides both historical insight and fresh new spins on these traditional icons of fear!

by James Jacobs, Rob McCreary, and F. Wesley Schneider

ISBN-13: 978-1-60125-202-9

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Stake your claim! In the anarchic hills and valleys of the River Kingdoms, all you own is what you can hold by force. Dozens of nations flourish in this land of outlaws and scoundrels, from high-walled city-states to tiny tribal enclaves, and any hero with strength and vision can claim a throne at the point of a sword. Here secretive druids protect ancient forests, and downtrodden refugees and exiles cast longing eyes toward lost homelands. Civilized sea monsters trapped far from the briny deep rub shoulders with legitimized assassins, and strange magic can pull a prosperous town in and out of time and space. With the constant rise and fall of bandit lords, there’s no limit to the power and prestige bold adventurers can find—though whether they can keep it is another story.

    Inside this 64-page book, you’ll find:
  • A complete overview of the River Kingdoms, their statistics and history, and the Six River Freedoms that enforce honor among thieves
  • In-depth entries on 22 new nations from some of the most imaginitive authors in fantasy and science fiction, including award-winning author China Miéville, New York Times bestseller Elaine Cunningham, and gaming legends Chris Pramas, Colin McComb, Lisa Stevens, and Steve Kenson
  • Adventure hooks for every nation, fully fleshed-out and ready to be dropped into your existing campaign
  • New feats, spells, class abilities, and poisons native to the River Kingdoms
  • An exhaustive map of the River Kingdoms, including ancient ruins, haunted cities, monstrous lairs, and much more

Though created for the Pathfinder Chronicles campaign setting, the information presented in this book is perfect for inclusion in any game world, and makes an excellent supplement for the Kingmaker Adventure Path.

by Eric Bailey, Kevin Carter, Elaine Cunningham, Adam Daigle, Mike Ferguson, Joshua J. Frost, James Jacobs, Steve Kenson, Rob Manning, Colin McComb, Alison McKenzie, China Miéville, Brock Mitchel-Slentz, Jason Nelson, Richard Pett, Chris Pramas, Jeff Quick, Sean K Reynolds, F. Wesley Schneider, Neil Spicer, Lisa Stevens, Matthew Stinson, and John Wick.

ISBN-13: 978-1-60125-203-6

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Scores of Characters!

Save yourself some number crunching and use this collection of 91 fully statted and ready-to-run nonplayer characters. Whether you need a veteran Pathfinder, an eccentric Red Mantis assassin, an undead-hating Nexian mage, or just a rough-and-tumble thug, this book does the dirty work for you!

    Characters in this book include:
  • Thirty unique NPCs native to the myriad nations of Golarion, with illustrations, histories, complete stat blocks, and special boons for PCs who befriend them. While they bear flavor and history tied to their homelands, all 30 NPCs may appear in any part of the world, and in any setting—use them as mentors, allies, cohorts, or sworn enemies of your PCs.
  • More than 50 nameless NPC stat blocks, custom designed for maximum utility in your game, including raiders from the Lands of the Linnorm Kings, Katapeshi slavers, spider-riding goblins, Gillmen knife fighters, and evil cultists. Whether you use them as bosses in low-level adventures or minions for high-level enemies, you’ll save yourself hours of work by putting your own names and faces over these premade NPCs.
  • Seven adventurer PCs played by Paizo staff members, presented as NPCs with illustrations, histories, stat blocks, and player boons. Use one as a quick premade PC, or drop them all into your campaign as a rival adventuring group!

Pathfinder Chronicles: NPC Guide is intended for use with the Pathfinder Chronicles campaign setting, but is suitable for any setting using the Pathfinder Roleplaying Game or the 3.5 edition of the world’s oldest roleplaying game.

ISBN-13: 978-1-60125-219-7

A free Web Enhancement featuring five additional NPCs was featured in the Paizo Blog.

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The Ultimate Reward

Every adventurer dreams of glittering treasures and magical relics, and such remarkable rewards spur the quests and ignite the imaginations of history’s greatest heroes, driving them to greatness—or their doom. Yet above coins of gold and gem-studded baubles rise those riches that are themselves the envy of kings, the causes of calamities, and the stuff of legends. With the power to slay titanic beasts, reduce whole castles to ruin, and change the flow of fate, such mythic items fill the stories of sages and treasure seekers the world over. And now, the greatest of these wonders rest within your hands.

This compendium of curiosities reveals the magic and legacy of 10 of the most famous and infamous items and artifacts in the history of fantasy roleplaying. From the head-slicing swipes of the vorpal sword to the awesome magical might of the staff of the magi, the depthless bag of holding to the world-warping deck of many things, the investigations within reveal the mysterious creations, cunning uses, magical variations, and untold other secrets of these ultimate treasures.

No matter the campaign setting, Classic Treasures Revisited unleashes a hoard of history’s greatest magic items upon your game—along with all the adventures they inspire—and proves that true treasures never tarnish.

    Highlighted treasures include:
  • Bag of Holding
  • Cube of Force
  • Deck of Many Things
  • Figurines of Wondrous Power
  • Helm of Brilliance
  • Horn of Valhalla
  • Sphere of Annihilation
  • Staff of the Magi
  • Vorpal Sword
  • Well of Many Worlds

This Pathfinder Chronicles book works best with the Pathfinder Roleplaying Game Core Rulebook and the Pathfinder Roleplaying Game Bestiary. Although it is suitable for play in any fantasy world, it is optimized for use in the Pathfinder Chronicles campaign setting.

ISBN-13: 978-1-60125-220-3

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Loyalty over all

Every campaign has organizations that pull the secret strings of the world, toppling monarchs or leading revolutionaries toward freedom and war. These secret societies, bardic colleges, wizard academies, military orders, and religious cults capture the imagination—and now your PCs can join Golarion’s own movers and shakers with the Pathfinder Chronicles Faction Guide. This book presents a new and detailed rules system for PCs who throw in their lot with one or more of these groups, as well as the responsibilities—and rewards—that membership entails. With membership in a faction, PCs gain a whole new reason to adventure, as well as countless roleplaying opportunities in any sort of campaign, from dungeon crawl to courtly intrigue.

In addition to new goals and motives, membership in a faction comes with tangible in-game benefits. Gain enough of a reputation with the Hellknights, and a PC can become a fearsome lictor, complete with Hellknight minions. Gain prestige with the Pathfinder Society, and a PC adventurer can get his foot in the door to become a venture-captain. Everything your players need to infiltrate the halls of power is right here.

    Inside this 64-page book, you’ll find:
  • Rules on how to gain prestige with various factions and how to use it to secure items, boons, and allies.
  • Twenty-four sample factions and the specific benefits of joining them—these factions include the fearsome Red Mantis assassins, the notorious Whispering Way, the righteous Eagle Knights of Andoran, the demon-hunting Mendev Crusaders, the calculating Prophets of Kalistrade, and the blasphemous Church of Razmir.
  • Standard rewards available through every faction, such as helpful spells, expert hirelings, and access to specific magic items and equipment.
  • New feats, spells, magic items, and traits for all factions.
  • This book is intended for use with the Pathfinder Roleplaying Game and the Pathfinder Chronicles campaign setting but fits easily into any fantasy game world.

ISBN-13: 978-1-60125-221-0

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The Jungle Awaits

From tropical coasts, where greedy colonial powers pillage the land, to remote jungles and rolling savannas of mystics and lion-riders, the Mwangi Expanse is a region of boundless opportunity. Underneath the steaming jungle canopy, the lost ruins of ancient giants shelter isolated tribes, bloodthirsty predators, and screaming hordes of demon-worshiping apes. Sites of ancient magic lie almost forgotten to the outside world, and a steady stream of bold explorers ventures into the trackless wilderness after legendary fountains of youth and cities of gold, never to return. For the jungle is a living, breathing entity, and it’s always hungry... Heart of the Jungle is the perfect supplement for any jungle campaign.

    Inside this 64-page book, you’ll find:
  • New rules for adventuring in the jungle, including hazards like diseases, fungi, poisonous plants, insect swarms, quicksand, and more.
  • Nine new jungle cities, from the colonial trade town of Bloodcove to the cyclopean astrologer-fortress of Jaha, complete with full statistics and maps.
  • Information on the many cultures of the Mwangi Expanse, encompassing both the major human tribes and the jungle’s more alien and monstrous denizens.
  • A detailed gazetteer of some of the Expanse’s most legendary adventure sites, from the crashed flying city of Kho to the City of Hungry Spires.
  • More than a dozen new maps of cities and jungles, each one highly detailed for GM reference or artistically rendered for player handouts.
  • Five new monsters, including the flesh-eating botfly, the ancient jungle treant, and the terrifying ape-men known as angazhani.
  • Massive random encounter tables for multiple jungle adventure terrain types.

by Tim Hitchcock, Jason Nelson, Amber Scott, Chris Self, and Todd Stewart

This book is intended for use with the Pathfinder Chronicles campaign setting and the Pathfinder Roleplaying Game, but it can be easily used in any game setting.

ISBN-13: 978-1-60125-247-0

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In the outcast city of Kaer Maga, your business is your own, and no ware is too dangerous or taboo to find a buyer. Within the walls of the ancient, ruined fortress, refugees and criminals from every nation disappear into the swirling crowds of gangs and monsters. Here leech-covered bloatmages haggle with religious zealots who sew their own lips shut, while naga crime lords squeeze self-mutilating troll prophets for protection money. And these are just the city’s anarchic residents, not the fearsome beasts barely contained in the mysterious dungeons beneath the streets, held at bay by the elite rangers known as the Duskwardens. Welcome to the City of Strangers, a haven of freedom and independence—assuming you survive.

    Inside this book, you’ll find:
  • Detailed gazetteers for all 11 of the city’s districts, from the fabled Balconies of Bis to the necromantic paradise of Ankar-Te.
  • A history of the city and the bizarre, ruined monument that houses it.
  • Thorough briefings on the most important gangs and factions within the city, such as the golem-crafting Ardoc family and the abolitionist Freemen, as well as how they interact with each other.
  • The bloatmage prestige class, in which spellcasters use their own blood to empower their spells—but at a terrible price.
  • Statistics for the caulborn, a mysterious new race of telepathic, memory-eating monsters.
  • A layer-by-layer guide to the dungeons beneath the city, and the echoes of lost races and magic that still guard them.
  • New magic items, random encounter tables, and more.

City of Strangers is intended for use with the Pathfinder Chronicles campaign setting and the Pathfinder Roleplaying Game, but can easily be used in any fantasy game system or setting.

by James L. Sutter

ISBN-13: 978-1-60125-248-7

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Gaze into the Abyss!

Spawned from the darkest depths of the Abyss, the howling hordes of demonkind rise up to destroy and devour all of existence, their slavering, fiendish forms built to rend, enslave, and beguile. Whether in their horrid domains of madness in the Outer Rifts, or called forth into the material world by insane spellcasters, demons represent the fundamental immorality of the universe, evolving from sinful souls into entities both wretched and godlike, united under their vile taskmasters toward a single goal: to destroy all that mortal life holds dear.

    Lords of Chaos is a 64-page book that includes:
  • Complete descriptions of more than 40 demon lords and their terrifying realms, including the demon queen Lamashtu, Mother of Monsters.
  • New rules and special abilities for worshipers of individual demon lords.
  • Rules for the demoniac prestige class.
  • A detailed history of the Abyss and the disturbing origins of demons as a race.
  • New demonic spells and magic items, plus rules for demonic implants and becoming a demon.
  • Overviews of the different types of demons, plus tricks to aid in their summoning.
  • Descriptions of the Abyss's other residents, such as writhing soul larvae and the sinister, primordial qlippoth.
  • Rules for creating new nascent demon lords.
  • Statistics for four new demons ready to bring the horrors of the cosmos to players’ doorsteps.

Lords of Chaos is intended for use with the Pathfinder Roleplaying Game and Pathfinder campaign setting, but can easily be used in any fantasy game setting. While Lords of Chaos is a standalone product, it also serves as a companion to Book of the Damned—Volume 1: Princes of Darkness, which details the legions of Hell.

by James Jacobs

ISBN-13: 978-1-60125-250-0

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The Best of All Possible Worlds

Discover the world of Golarion, the official campaign setting for the smash-hit Pathfinder Roleplaying Game! A time of lost prophecies grips the world, bringing with it an unending maelstrom, a tear in the fabric of reality, a surge of diabolism, and the endless threat of war. Yet all is not lost, for these dark times provide ample opportunity for adventure and heroism.

    Inside this exciting and informative 320-page tome you will find:
  • Detailed summaries of the player character races native to Golarion, including more than a dozen distinct human ethnicities
  • Elaborate gazetteers of more than 40 crumbling empires, expansionist kingdoms, independent city-states, and monster-haunted wildlands of Golarion’s adventure-filled Inner Sea region, with locations perfect for nearly any type of fantasy campaign
  • Cultural information and Pathfinder RPG rules covering the 20 core deities of the Inner Sea, plus entries on other gods, demigods, forgotten deities, weird cults, strange philosophies, and more!
  • An overview of the Inner Sea’s history, a look at time and space, a discussion of magical artifacts and technological wonders, discussions of important factions and organizations, and hundreds of locations ripe for adventure!
  • Tons of new options for player characters, including Inner Sea-themed prestige classes, feats, spells, adventuring gear, and magic items!
  • Nine new monsters, including exotic humanoids of the skies and seas, undead and dragons, and an angry demon lord in exile!
  • A giant 21.75"x33" poster map that reveals the sweeping landscape of the Inner Sea in all its treacherous glory!

by James Jacobs with Keith Baker, Wolfgang Baur, Clinton J. Boomer, Jason Bulmahn, Joshua J. Frost, Ed Greenwood, Stephen S. Greer, Jeff Grubb, Michael Kortes, Tito Leati, Mike McArtor, Rob McCreary, Erik Mona, Jason Eric Nelson, Jeff Quick, Sean K Reynolds, F. Wesley Schneider, Leandra Christine Schneider, David Schwartz, Amber E. Scott, Stan!, Owen K.C. Stephens, Todd Stewart, James L. Sutter, Greg A. Vaughan, Jeremy Walker, and JD Wiker

ISBN-13: 978-1-60125-269-2

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Everyone Deserves a Second Chance

Over the course of its decades-long history, fantasy gaming has produced countless monsters both terrifying and alien, some pulled from mythology and others sprung full-formed from the twisted imaginations of their creators. Yet as with any idea, not every monster can be a winner. Or can it?

With Misfit Monsters Redeemed, Paizo Publishing has taken 10 of the most notoriously bad monsters in RPG history—the lamest, most hated, and flat-out silliest creatures in the genre—and attempted to make them fun allies and adversaries for players and Game Masters alike. Each monster comes complete with updated statistics for the Pathfinder Roleplaying Game, lengthy ecologies explaining how the monsters behave and why they are the way they are, tips on how Game Masters can use them in a campaign, notes on how to fit the monsters into the world of the Pathfinder campaign setting or your own home game, and more.

    Inside this 64-page book, you'll find monsters such as:
  • Flumphs, everyone's favorite flying jellyfish monster, come from the stars to warn innocent civilizations of the cosmic horrors lurking in the darkness.
  • Disenchanters, the blue-furred camels who live to prey on adventurers' magical gear.
  • Flail snails, the magic-warping gastropods who weave slowly through the subterranean Darklands, writing epic poetry with their slime trails.
  • Doom-screeching dire corbies, the bird-headed terrors of the darkest caverns.
  • Lurking rays, the stealthy ambush predators that are really three manta-like monsters in one: the executioner's hood, the trapper, and the lurker above.
  • Adherers, those sticky, mummy-like monstrosities whose wrappings of flayed skin are the scarred relics of a horrible experiment by phase spiders from the Ethereal Plane.
  • Other loveable losers like the delver, the lava child, the tojanida, and of course, the infamous wolf-in-sheep's-clothing!

Misfit Monsters Redeemed is intended for use with the Pathfinder Roleplaying Game and Pathfinder campaign setting, but can easily be used in any fantasy game setting.

ISBN-13: 978-1-60125-270-8

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Golarion is an old world, and even its oldest civilizations stand atop the ruins of more ancient nations, long lost to the ravages of time. Each of the six cities presented in this book offers enough new challenges and treasures to support an entire campaign of any level. Take your game into the great unknown and make history at your table!

    Lost cities in this 64-page book include:
  • Ilvarandin, a teeming metropolis hidden deep in the treacherous Darklands, ruled by sinister creatures who supply the surface with a strange drug, through which they plan to enslave the entire world’s dreams
  • Kho, the crashed flying city of the ancient Shory, whose still-sputtering magical engines lure explorers to the verdant Mwangi Expanse—and into the clutches of its resident marids, plague-bearing daemons, and winged ape-men
  • Storasta, the once-verdant jewel of Sarkorian civilization now enveloped by the Worldwound, where the corrupted forces of nature battle the hordes of the Abyss for control
  • The Sun Temple Colony, where humanity struggles against a twisted godling and a fire-spewing orbital lens in an attempt to establish civilization on the ruined continent of Azlant
  • Tumen, the ancient Osirian cliff-city, where cultists, golems, and desert elementals guard the greatest works of long-forgotten pharaohs
  • Xin-Shalast, City of Greed, in which gold-paved streets and crumbling mountainside monoliths lead to ultimate wealth and the strange otherworld of the Plateau of Leng

Lost Cities of Golarion is intended for use with the Pathfinder Roleplaying Game and Pathfinder campaign setting, but can easily be used in any fantasy game setting.

by Tim Hitchcock, Michael Kortes, and Jason Nelson

ISBN-13: 978-1-60125-272-2

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A Cursed Land

For thousands of years, the Immortal Principality of Ustalav has labored beneath the legacy of its dark past. Within the shelter of its mist-shrouded hills and decaying, decadent cities, things that have no right to live stalk the night, and superstitious residents lock their doors tight against the howls and scratchings that summon them forth. Vampires, werewolves, undead monstrosities, and stranger things make their homes here, and even those fools who ignore such threats tremble at the thought of the Whispering Tyrant, the nation’s former conqueror, who even now shifts restlessly beneath his prison-tower of Gallowspire. Though most of Ustalav’s citizens are ordinary men and women, canny urban merchants, or fallen nobles coasting on their last shreds of wealth and reputation, no one here dares peer too far into the shadows, for fear of what might be looking back.

Rule of Fear provides a comprehensive overview of the nation of Ustalav, a realm of urban intrigue and gothic horror, and the setting of Pathfinder Adventure Path’s Carrion Crown Adventure Path.

    Inside this 64-page book, you’ll find:
  • A complete overview of 13 adventure-packed counties, from the ghost-haunted wastelands of Virlych to the bustling ports of Caliphas, including detailed descriptions of significant locations, notable personages, and the rulers of each region
  • In-depth gazetteers of seven major cities, including key locations, city stat blocks, and local rumors to draw your players into the action
  • Six conspiracies and secret societies, and how they fit into Ustalav’s baroque government
  • Eleven terrifying adventure locations, plus details on their masters, inhabitants, and supernatural hauntings
  • Information on local superstitions, secrets about notable families (and the unspeakable curses they bear), tips for running classic horror-themed campaigns, and more!

Rule of Fear is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can easily be incorporated into any fantasy game setting.

by F. Wesley Schneider

ISBN-13: 978-1-60125-301-9

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The Rival Guide presents 10 fully detailed rival adventuring groups, complete with specialized spells, equipment, magic items, and unusual minions. These groups cover a wide range of themes, from haunted pirates to drow death cultists, monstrous slavers to nigh-unstoppable arch-villains, and much, much more!

Inside this 64-page book, you’ll find:

  • Full stat blocks for 40 different NPCs, ranging from relatively minor foes at CR 2 to world-shaking menaces at CR 19. Use these as rival adventuring parties, or split them up when you need specific NPCs or even last-minute player characters.
  • Background information on each group discussing its history and goals, as well as on how to incorporate its members into your game as rivals for your PCs to clash against.
  • Several new alchemical items, feats, magic items, poisons, racial traits, and spells, along with a new template for characters haunted by ancient, sinister spirits and a simple template for alchemically invisible creatures.
  • The Rival Guide is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can easily be incorporated into any fantasy game setting.

    by Brian Cortijo, Adam Daigle, Tim Hitchcock, Brandon Hodge, Colin McComb, Jason Nelson, Amber Scott, Neil Spicer, and Todd Stewart

    ISBN-13: 978-1-60125-302-6

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    For most people, death is a release, a passage into the just rewards of the afterlife. Yet not everyone who dies rests easy. Legends and campfire tales tell of those individuals too evil to die, or too twisted by pride or occult knowledge to cross over to the other side. These lost souls become the undead, plaguing the dark crypts or silent streets of cities and farm towns alike, feasting on the innocent or spreading their immortal contagion like a plague.

    Undead Revisited explores 10 different undead monsters—or entire breeds of monsters—from both real-world history and the time-honored traditions of fantasy roleplaying. Each monster entry explores the undead creature’s formation and ecology, its interactions with its victims and other undead, tips and tricks regarding its role in a campaign, variant versions for added gaming utility, and more. In addition, each entry comes with a unique sample monster, complete with full statistics for the Pathfinder RPG and ready to be dropped into any game.

      Inside this 64-page book, you’ll find:
    • Liches, the twisted spellcasters who lock away their souls so death may never claim them
    • Devourers, who form from the spirits of powerful spellcasters and fiends that venture into the darkness beyond the planes and come back forever tainted
    • Raveners, the undead dragons wrapped in the soul energy of those they destroy
    • Spectral dead, those formless spirits such as the wailing and betrayed banshees, the insane allips, the furious spectres, and the supremely evil wraiths
    • Shadows, those souls too covetous and miserly to relinquish their grasp on life
    • Bodaks, the eyeless horrors twisted by sights no one was meant to see
    • Graveknights, whose lust for battle knows no end—not even in death
    • Nightshades, the planar juggernauts who seek to snuff all life from the cosmos
    • Mohrgs, the undead murders who rise after death to stalk the streets
    • Wights, with their insatiable hunger for the souls of the living

    Undead Revisited is intended for use with the Pathfinder Roleplaying Game and Pathfinder campaign setting, but can easily be used in any fantasy game setting.

    by Eric Cagle, Brian Cortijo, Brandon Hodge, Steve Kenson, Hal Maclean, Colin McComb, Jason Nelson, Todd Stewart, and Russ Taylor

    ISBN-13: 978-1-60125-303-3

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    No older RPG tradition exists than the vast, danger-filled dungeon. Multilevel mazes of trap-filled crypts, monster-haunted caverns, and wealth-laden vaults have lured countless would-be heroes to their dooms, yet paradoxically, the greater the dungeon and the deadlier its secrets, the greater the pull seems to be for the adventurer.

    Dungeons of Golarion looks at six different locations spread throughout the Inner Sea region of the Pathfinder campaign setting. A level-by-level breakdown of each megadungeon summarizes the dangers and rewards awaiting discovery. Each dungeon entry is accompanied by stats for unique monsters, sample traps themed for each site, and details on some of the more unusual and interesting treasures awaiting discovery within. Maps providing the layout of sample dungeon levels and cutaway views of entire megadungeon complexes round out this invaluable resource for any Game Master seeking to return to the roots of the game.

      This 64-page book contains details on the following megadungeons:
    • Candlestone Caverns: An extensive cavern network in rural Andoran that connects to the deadly Darklands below
    • Gallowspire: One of the deadliest dungeons in the world—the prison of the lich known as the Whispering Tyrant
    • Hollow Mountain: The mysterious mountain stronghold of ancient Thassilon’s Runelord of Wrath
    • Pyramid of Kamaria: The deadly tomb of one of Osirion’s most notorious and feared pharaohs
    • Red Redoubt of Karamoss: A unique siege castle filled with weird technological marvels from the savage land of Numeria
    • Zolurket Mines: Abandoned by the dwarves who created it, this mine now serves as the lair of a sinister undead horde

    Dungeons of Golarion is intended for use with the Pathfinder Roleplaying Game and Pathfinder campaign setting, but can easily be used in any fantasy game setting.

    by Jason Bulmahn, Matthew Goodall, Brandon Hodge, Anthony Pryor, and Mike Shel

    ISBN-13: 978-1-60125-304-0

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    MAKE HISTORY!

    The Pathfinder Society is an eccentric organization of adventurers, explorers, and scholars with agents spread across Golarion and beyond. While members are expected to be fairly self-sufficient, the organization’s leadership knows that those equipped with the knowledge and gear to face the challenges of the job are most likely to survive to bring back priceless treasures and to fill the Pathfinder Chronicles with tales of their daring exploits. The Pathfinder Society Field Guide breaks down what it means to be a Pathfinder and gives players and GMs tools to build characters and campaigns around the illustrious organization. In addition, all content within this book is 100% legal for use in the world-spanning Pathfinder Society Organized Play campaign.

      Within this 64-page book, Pathfinders will find:
    • An overview of Absalom, City at the Center of the World, where the Pathfinder Society keeps its headquarters
    • Details on 10 factions within the Pathfinder Society, and the benefits available to those agents loyal to each
    • New archetypes for Pathfinders of all three branches of the organization: the Scrolls, the Spells, and the Swords
    • A complete field guide covering threats to Pathfinder agents, as well as suggestions on building PCs prepared to face them
    • Rules for day jobs and professions, property, followers, and other ways to customize your character
    • A system for turning characters’ fame and prestige into valuable in-game rewards
    • Dozens of new spells, magic items, specialized adventuring tools, and more!

    The Pathfinder Society Field Guide is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can easily be used in any fantasy game setting.

    by Erik Mona, Mark Moreland, Russ Taylor, and Larry Wilhelm

    ISBN-13: 978-1-60125-305-7

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    Trail of Terror

    Stand against the denizens of the night in the Carrion Crown Adventure Path. In battles against dreaded vampire lords, brutal werewolves, and abominations from beyond space and time, you’ll scour the breadth of the mysterious realm of Ustalav. The Carrion Crown Poster Map Folio is your lantern in the dreadful dark, charting your course through the entire campaign.

    Within this map folio, you’ll find a huge 8-panel poster map of the country of Ustalav, along with four 4-panel poster maps of the gothic cities of Ardis, Caliphas, Karcau, and Lepidstadt, all major locations in Ustalav, the setting for the terrors of the Carrion Crown Adventure Path. Even if you aren’t running the Carrion Crown Adventure Path, the maps inside can serve as the sinister surroundings for all manner of mysteries, murders, and macabre machinations in any RPG campaign. The shadows of Ustalav gather—dare you gaze within?

    Cartography by Rob Lazzaretti

    ISBN-13: 978-1-60125-306-4

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    A World of Magic!

    From the tortured sands of the Mana Wastes, where magic is as likely to tear you apart as it is to not work at all, to the perpetually frozen northern nation of Irrisen where the winter witches rule, magic is a part of life in the Inner Sea region. Whether it is wielded by benevolent clerics to keep their allies fighting the good fight or unleashed by wizards in the form of scorching blasts of fire, magic can be the difference between life or death. Or, as in so many cases, the cause of life or death.

      Inner Sea Magic explores the role of magic within this vast and varied region. Within this 64-page book, you will find:
    • A who’s-who of powerful and famous spellcasters from throughout the Inner Sea region
    • Details on four types of magical schools—arcane academies, spellcaster’s guilds, monasteries, and secret societies—along with rules for joining and studying with such organizations
    • Rules for several types of specialized or variant magic, including the chaotic power of primal magic, the secrets of shadowcasting, the traditions of Thassilonian sin magic, and the wonders of Varisian tattoo magic
    • Two new oracle mysteries (the primal-magic wielding spellscar mystery and the sinister Outer Rifts mystery)
    • More than a dozen new archetypes for all sorts of spellcasters, including the black-blooded oracle, the Razmiran priest, the shadowcaster wizard, the tattooed sorcerer, and the winter witch
    • Two new prestige classes—the cyphermage and the divine scion
    • Dozens of new spells, from Aroden’s spellward to zone of foul flames!

    Inner Sea Magic is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can easily be used in any fantasy game setting.

    by Jesse Benner, Jason Nelson, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor

    ISBN-13: 978-1-60125-360-6

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    Land of Vikings!

    In the savage north lies a realm where only those who slay mighty draconic linnorms are fit to rule. Where giants and trolls dwell just beyond the veneer of civilization, lying in wait to attack any who tread too far into the wild. Where the magical influence of the First World of the fey hides just beyond a thin layer of reality. Where barbarians, berserkers, and raiders constitute civilization, and the weak serve the strong. These are the fabled, savage, and noble Lands of the Linnorm Kings.

    Lands of the Linnorm Kings presents a comprehensive overview of these mighty kingdoms, a realm of powerful viking kings, capricious fey, and savage beasts.

    Inside this book, you will find:

    • A complete overview of the seven realms of the Linnorm Kingdoms, from the traditional raiders of Broken Bay to the sinister fey of Grungir Forest and the war-torn borderland of Hagreach, complete with histories, notes on current events and society, and a gazetteer of each region.
    • Detailed maps of seven of the most important cities of the Linnorm Kingdoms, from the streets of White Estrid’s Halgrim to the sprawl of Kalsgard, the region’s capital.
    • Numerous adventure sites and events where hopeful adventurers can prove their worth.
    • Rules for building reputation among the vikings of the land, using weregild to avoid blood feuds, and designing effigies and punishments capable of putting fear into the hearts of your enemies.
    • A bestiary of new monsters and NPCs from the land, such as the legendary linnorm Fafnheir and the fey animal template or iconic Ulfen raiders and berserker cannibals.

    Lands of the Linnorm Kings is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can easily be used in any fantasy game setting.

    Written by Matthew Goodall, Jonathan Keith, Colin McComb, and Rob McCreary

    ISBN-13: 978-1-60125-365-1

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    The End is Near!

    Since the first spark of mortal life took form, the daemons have sought to extinguish it. Evil in its purest form, these terrors seek nothing less than the end of all existence. Led by the Four Horsemen—War, Famine, Pestilence, and Death—the armies of Abaddon work to corrupt, consume, and destroy everything around them. Perfect nihilists, the daemons seek only to be the last entities looking down on the dying cinders of the cosmos before they themselves are consumed, and only darkness remains.

    Within this book, you’ll find:

    • Complete descriptions of the Four Horsemen and their armies of soul-devouring daemon servitors.
    • An overview of the wasteland realm of Abaddon, the private domains of its masters, and several other forsaken locations.
    • Rules for the daemon-worshiping souldrinker prestige class.
    • An introduction to the soul economy, and how captured souls are traded and used by fiends and mortals alike.
    • Secret histories of previous Horsemen.
    • New daemonic spells and magic items.
    • Overviews of the different castes of daemons, plus tips and tricks to aid in their summoning.
    • Statistics for eight new daemons ready to bring the horrors of the cosmos to players’ doorsteps.

    Horsemen of the Apocalypse is intended for use with the Pathfinder Roleplaying Game and Pathfinder campaign setting, but can easily be used in any fantasy game setting. While Horsemen of the Apocalypse is a standalone product, it also serves as a companion to Princes of Darkness: Book of the Damned, Vol. 1, which details the legions of Hell, and Lords of Chaos: Book of the Damned, Vol. 2, covering the hordes of the Abyss.

    Written by Todd Stewart.

    ISBN-13: 978-1-60125-373-6

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    It is a land where honorable samurai wage war against devious ninja. Where the guardian spirits known as kami stand against the ravages of evil oni. Where the martial artists of a shattered empire strive to maintain their traditions against rising chaos. A land of jade and tea, of pride and treachery, of reincarnation and vengeful ghosts. These are the lands of the Dragon Empires.

    Dragon Empires Gazetteer presents the first exploration of the continent of Tian Xia, a vast realm found on the opposite side of the world of Golarion from the Inner Sea region. Inspired by the fascinating myths and rich histories of numerous Asian cultures and traditions, the Dragon Empires can be either an exotic destination for world-traveling heroes from the far side of the world, or they can be the foundation of an entirely new campaign.

      Inside this 64-page book, you will find:
    • Details on over two dozen nations and regions of the vast continent of Tian Xia, including Minkai (a land under the rule of the notorious Jade Regent), Quain (a realm of martial artists and strange spirits), the Wall of Heaven (the world’s largest and most dangerous mountain range), and Xa Hoi (an ancient empire ruled by a dragon king).
    • Rules for five new player character races (the foxlike kitsune, the reptilian nagaji, the spiritual samsarans, the crafty tengus, and the shadowy wayangs).
    • Details on the core 20 deities of the Dragon Empires.
    • A timeline of Tian Xia’s long and eventful history.
    • Information about Dragon Empires society, factions and philosophies, the zodiac, languages, and more!

    Dragon Empires Gazetteer is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can easily be used in any fantasy game setting.

    by Matthew Goodall, Dave Gross, James Jacobs, Steve Kenson, Michael Kortes, Colin McComb, Rob McCreary, Richard Pett, F. Wesley Schneider, Mike Shel, and Todd Stewart

    ISBN-13: 978-1-60125-379-8

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    Since the beginning, people have told stories of the monsters that stalk the night, lurking just beyond the town wall or the village’s edge. These are the creatures of myth and legend that have stood the test of time, which have entered everyday language and remained cultural touchstones for thousands of years. Now the Pathfinder Roleplaying Game goes hunting for 10 of these classic monsters, culled from among the greatest stories ever told.

    Mythical Monsters Revisited explores the lives and societies of the most famous monsters of all time, drawn from the mythology of the ancient Greeks, Egyptians, Aztecs, and others. Each monster entry features an extensive ecology exploring the creature’s biology and culture, notes on the monster’s real-world background, tips on how best to utilize the beast in your game, detailed overviews of the monster’s role in the Pathfinder campaign setting, and more.

      Inside this book, you’ll find monsters like:
    • Medusas, the snake-headed banes of ancient Greece, who turn their enemies to stone with a glance.
    • Hydras, the many-headed serpents that grow two new heads for each one they lose.
    • Four types of sphinxes, from the riddle-loving gynosphinxes to the philosophical androsphinxes, the goat-headed criosphinxes, and the evil hawk-headed hieracosphinxes.
    • Harpies, the feral winged women whose siren songs lure adventurers to slaughter.
    • Phoenixes, who are reborn from their own ashes.
    • Couatls, the feathered serpents of Aztec myth who serve as messengers and servants of benevolent gods.
    • Other ancient terrors such as flesh-hungry wendigos, three-headed chimeras, leonine griffons, and the horrifyingly intelligent sea monsters called krakens.

    Mythical Monsters Revisited is intended for use with the Pathfinder Roleplaying Game and Pathfinder campaign setting, but can easily be used in any fantasy game setting.

    by Jesse Benner, Jonathan H. Keith, Michael Kenway, Jason Nelson, Anthony Pryor, and Greg A. Vaughan

    ISBN-13: 978-1-60125-384-2

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    Golarion is the primary world of the Pathfinder campaign setting, but it is not alone. Far beyond its lands and seas, sister worlds revolve around the same sun, their residents connected by magical portals or ships of terrifying magic and technology. Now take your game off-planet and explore these weird new worlds for yourself!

    This book offers a detailed introduction to the science-fantasy worlds of Golarion’s solar system, each complete with its own mysterious locations and cultures. Discover how your swords and spells match up against the trench dwellers of the Red Planet or the angelic Sarcesians who soar between asteroids. Research the mysterious origins of the sealed world-ship of Apostae, or hunt vortex sharks in the freezing seas of Kalo-Mahoi. Though strange and new, each of these worlds uses the same Pathfinder Roleplaying Game rules as Golarion itself.

      Within this 64-page book, you’ll find:
    • Gazetteers of every planet and major moon in Golarion’s system, from the steamy jungles of Castrovel and the machine-ruled rock of Aballon to post-apocalyptic Eox and divided Verces, where one side is always day and the other night. Plus, uncover information on the residents of the sun, Golarion’s moon, the asteroid belt called the Diaspora, the dark regions beyond mysterious Aucturn, and more!
    • Introductions to the major cultures inhabiting the system. Will you join Castrovel’s beautiful Lashunta, fight beside the four-armed giants of Akiton, study with the hyper-evolved Contemplatives of Ashok, petition the undead Bone Sages of Eox, or face down the insectile legions of the Forever Queen?
    • Easy new rules for adventuring on other planets, including discussions on gravity, temperature, time, vacuum, and traveling between worlds.
    • Adventure hooks for every world, tailored for GMs currently playing on Golarion.
    • Six brand-new alien monsters, from intelligent dragonkin who bond with humanoids to the great oma space-whales and amorphous, blimplike Brethedans.

    Distant Worlds is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can easily be used in any fantasy game setting.

    by James L. Sutter

    ISBN-13: 978-1-60125-403-0

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    Intrepid seafarers seeking glory and gold need look no further than the vast and untamed island chain known as the Shackles. Throughout these isles, undead cyclopes guard eons-old treasure vaults, lycanthropic pirates maraud the waterways, and cannibalistic natives sacrifice trespassers to their otherworldly god-queen. On the treacherous seas surrounding the Shackles, a bold sailor may even rise to become one of the realm’s infamous Free Captains, second only to the bloodthirsty Hurricane King himself—though the rapacious pirates who raid the archipelago’s ports ensure that only the cunning and swift survive for long.

    Isles of the Shackles provides a comprehensive overview of the verdant islands that make up this region, complete with buried treasure, dastardly corsairs, and ominous ruins of a fallen empire.

      Inside this 64-page book, you will find:
    • An expansive overview of the six civilized regions of the Shackles, from the mainland’s sprawling seaside metropolis of Port Peril to the sahuagin-plagued shores of Shark Island, complete with details on histories, notable rulers and personalities, and gazetteers of each region’s varied locales.
    • Detailed entries on more than 20 of the Shackles’ most dangerous and mysterious islands and islets, each with numerous plot hooks, helpful or treacherous NPCs, and unique locations for brave adventurers to discover and explore.
    • Stat blocks for each island, detailing the region’s notable settlements and denizens, as well as possible plunder and resources, such as hidden harbors and shipwrecks.
    • A huge bestiary of new monsters and villains that roam the islands of the Shackles and the high seas around them, including the three-headed lusca, undead pirates and ghost captains, and the degenerate kuru cannibals of the Blood Queen.
    • Stat blocks for a wide range of seafaring NPCs, from humble deckhands and smugglers to pirate captains and shipboard sorcerers.

    Isles of the Shackles is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can easily be used in any fantasy game setting.

    by Mike Shel

    ISBN-13: 978-1-60125-408-5

    Isles of the Shackles Web Supplement

    The downloadable web supplement below is a huge PDF map of the Shackles featuring tags for all of the locations heretofore mentioned in Pathfinder products.

    Download the web supplement (1.6 MB zip/PDF)

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    No creatures demonstrate smaller races’ relative insignificance better than the eerie and awe-inspiring giants, whose humanoid visages and cyclopean strengths exude an aura of both familiarity and terror. Standing in the long shadows of these colossi, smaller races can witness a form of primordial power that shakes the earth, churns the skies, and roils the waves.

    Giants Revisited explores the traits and habitats of the biggest and meanest humanoids ever to tread the earth, towering beings whose motives and behaviors are as varied as their origins and amazing abilities. Each giant race’s entry examines the creature’s ecology and habitat, its interactions with other giants and races, advice on how to implement the behemoth in your game, unique stat blocks, and more.

      Inside this 64-page book, you’ll find goliaths such as:
    • Hill giants, the primitive, blundering brutes who plague valley communities and roving caravans in their endless search for food and destruction.
    • Cyclopes, the one-eyed behemoths whose ancient empire’s ruins still dot tropical coasts.
    • Taiga giants, nomads who commune with ancestral spirits to guide them.
    • Rune giants, who were created long ago to enslave all of giantkind.
    • Marsh giants, froglike beings who conspire with otherworldly sea-spawn sent from their foul demon lord.
    • Cloud giants, whose mythical cloud cities are as much a thing of legend as their own lofty race.
    • Other herculean heavyweights such as the industrious fire giants, barbaric frost giants, capricious storm giants, and stoic stone giants.

    Giants Revisited is intended for use with the Pathfinder Roleplaying Game and Pathfinder campaign setting, but can easily be used in any fantasy game setting.

    by Jesse Benner, Ryan Costello, Brian R. James, Jason Nelson, Russ Taylor, and Ray Vallese

    ISBN-13: 978-1-60125-412-2

    Note: Due to a printer error, the font used for much of the OGL Section 15 Copyright Notice on page 64 was corrupted in the print edition. It should read as follows:

    15. COPYRIGHT NOTICE
    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, and Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
    Froghemoth 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.
    Giant, Wood 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 Wizards of the Coast.
    Mihstu 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.
    Troll, Ice 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 Russell Cole.
    Troll, Rock from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene.
    Pathfinder Campaign Setting: Giants Revisited © 2012, Paizo Publishing, LLC; Authors: Jesse Benner, Ryan Costello, Brian R. James, Jason Nelson, Russ Taylor, and Ray Vallese.

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    The shattered remains of dead civilizations lie dormant throughout the Inner Sea. Whether such ruins are entombed under tons of rubble, sunk beneath white-capped oceans, or warped into blasted wastelands by otherworldly energies, the perils of these obliterated empires are equaled only by the unfathomable treasures locked within their crumbling temples, crypts, and citadels.

    Lost Kingdoms provides a detailed overview of six of Golarion’s most famous and mysterious ancient nations, fallen empires that promise intrepid adventurers the opportunity to claim untold riches, explore fantastical realms of antiquity, and unravel mysteries thought long lost to the sands of time.

      Ancient kingdoms explored in this 64-page book include:
    • Ancient Osirion, the pharaonic empire whose rulers constructed treasure-laden crypts, pyramids, and temples dedicated to their own honor.
    • Ghol-Gan, where cyclopes raised ziggurats to otherworldly deities, but whose works now serve as half-flooded temple-lairs for alien horrors.
    • The Jistka Imperium, the first true civilization to rise after the apocalypse of Earthfall, famed for its golem-crafting artificers and expansionist magistrates.
    • Lirgen and Yamasa, whose astrological divinations and ancestral spirits led their cultures to prosperity, but failed to warn them of the coming of the great hurricane destined to destroy their lands.
    • Sarkoris, where barbarian warlords and druids now raise spears against the demon-spawning rift in the center of their ancestral lands.
    • Thassilon, a divided empire ruled by the runelords, vile wizards whose sin magic enslaved entire tribes of giants and shackled them to building monuments to their glory.

    Lost Kingdoms is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can easily be used in any fantasy game setting.

    By Wolfgang Baur, Adam Daigle, Jeff Erwin, and F. Wesley Schneider.

    ISBN-13: 978-1-60125-415-3

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    Known as the City of Monuments for its jaw-dropping skyline of ancient ruins, magnificent towers, and stunning sculptures, Magnimar embodies the spirit of the frontier realm of Varisia more than any other city. But life in the City of Monuments can be an adventure all its own. With strange monsters lurking amid the city’s ancient foundations, bands of thieves battling for control over the city’s alleys, and the decadent attitudes of its oldest families, Magnimar lies at a crossroads. Will it succeed despite the obstacles thrown in its path, or is the City of Monuments doomed to crumble under the pressure of its own runaway success?

    Magnimar, City of Monuments provides a detailed guide to one of the most popular cities in the Pathfinder campaign setting, the perfect base between adventures or setting of an entire urban campaign. Inside this book you’ll find:

    • An expansive gazetteer of Magnimar’s nine districts, from the marble-lined streets of the Alabaster District to the blood-drenched alleys of Underbridge.
    • Notes on the plans and plots of dozens of Magnimar’s most famous and infamous movers and shakers, from heads of government to criminal masterminds.
    • Revelations about the city’s deadliest mysteries, insights into the cults that plot amid its shadows, reports on the monsters that hunt beneath its streets, and other secrets.
    • Allies and enemies for all sorts of adventures, including healers and hell-raisers suitable for any type of campaign.
    • Stat blocks for a wide variety of Magnimar’s denizens, whether they be citizens, angelic guardians, or gigantic monsters that haunt the city’s fears and legends.
    • Dozens of connections to adventures set within Varisia, such as the Rise of the Runelords and Shattered Star Adventure Paths.

    Magnimar, City of Monuments is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can easily be used in any fantasy game.

    By Adam Daigle and James Jacobs.

    ISBN-13: 978-1-60125-446-7

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    While many legendary heroes of Golarion fit easily into the core classes of the Pathfinder Roleplaying Game—the sword-swinging fighters, fireball-flinging wizards, backstabbing rogues, and others—there are some who specialize in unique styles and techniques, perfectly customizing themselves for their roles. For these characters, there are prestige classes. From the undead-hunting Knights of Ozem to the revolutionary Gray Gardeners of Galt, this book collects 30 of the most prominent faiths and factions from around the Inner Sea and transforms them into prestige classes designed to help you take advantage of the tricks and tactics of some of Golarion’s most famous (and infamous) groups, all while rooting your character firmly in the lore and societies of the Pathfinder campaign setting.

      Within this 64-page book, you’ll find new prestige class options for every character class in the Pathfinder RPG, including:
    • The Aldori swordlord, world-renowned dueling master of the turbulent north.
    • The Hellknight signifer, an armored spellcaster who uses magic to pursue the perfect, iron-fisted law of Hell.
    • The gun-toting shieldmarshal, whose bright badge brings order to the chaos of the Mana Wastes.
    • The mammoth rider, savage megafauna cavalry expert.
    • The Sleepless detective, uniquely suited to solving mysteries both magical and mundane in haunted Ustalav.
    • The winter witch, whose ice magic keeps a whole nation in thrall.
    • ...and 24 more!

    Paths of Prestige is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can easily be used in any fantasy game setting.

    By Benjamin Bruck, Jason Bulmahn, Matt Goodall, and Jason Nelson

    September 13, 2012 The Winter Witch prestige class has been updated and is available for download. (1.2MB zip/PDF)

    ISBN-13: 978-1-60125-451-1

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    Forged by legends and bearing the might of immortal beings, artifacts possess world-shattering abilities far beyond the powers of even the most devastating mortal magic. But artifacts are born, not merely crafted. Behind every incredible artifact lies an equally remarkable tale, the sort of history that time and wonder transform into legend.

    Incredible weapons like the Axe of the Dwarvish Lords and the Seven Swords of Sin grant wielders the tools to raise or devastate nations, magical wonders like the Codex of the Infinite Planes and the Book of the Damned unlock secrets no mortal was meant to control, and unbelievable treasures like the Orbs of Dragonkind and the time-shattering Staff of Ages grant bearers mastery over the laws of reality. Power to rival the gods and the truths behind the Pathfinder campaign setting’s deepest secrets lie within—but are only for the bold.

    Artifacts and Legends reveals dozens of the Pathfinder campaign setting’s most infamous and remarkable magic treasures, weapons, armor, and devices.

      Inside this book you will find:
    • New, revised, and expanded rules for more than 60 major and minor artifacts, from the focuses of fan-favorite adventures and Adventure Paths to legends from the annals of roleplaying game history.
    • Ramifications of employing every major artifact, presenting in-game considerations, advice, and adventure hooks.
    • New options to help players research artifacts and unlock their secrets.
    • Metagame artifacts, giving GMs campaign-altering tools to tackle common game table concerns such as forgotten familiars and rebuilding characters.

    Artifacts and Legends is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can be used in any fantasy game setting.

    By F. Wesley Schneider

    ISBN-13: 978-1-60125-458-0

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    This book contains dozens of new monsters found in the Inner Sea region—all invented specifically for the Pathfinder campaign setting! Some, like the gearsmen of Numeria or the moth-like star monarchs who serve the goddess of dreams, have been mentioned many times in Pathfinder Campaign Setting books, but others, like the alien vespergaunt or Rahadoum’s desert-dwelling whirlmaws, have only been obliquely illustrated or mentioned before. And some—like the mysterious and ancient veiled masters, and the disturbingly alluring fungus queen—make their appearance for the first time in print after debuting in Paizo’s office campaigns.

    The Inner Sea Bestiary explores some of Golarion’s most unique monsters. Inside this book you will find:

    • New monsters ranging in challenge rating from 1/3 (such as the mysterious syrinx) to 25 (the powerful infernal duke Lorthact).
    • Three new monstrous templates: the exotic mind-draining vetala vampire, the blighted fey of Fangwood, and the twisted mutants of the Mana Wastes.
    • Five new 0-Hit Die races ready for you to customize as villains—or playable as characters if that suits your particular game!
    • Beings both benevolent and destructive—48 in all—ready to challenge adventurers in any Pathfinder game!

    The Inner Sea Bestiary is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can be used in any fantasy game setting.

    By Jim Groves, James Jacobs, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, F. Wesley Schneider, James L. Sutter, Russ Taylor, Greg A. Vaughan

    ISBN-13: 978-1-60125-468-9

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    Every culture tells stories of strange beasts that haunt the edges of civilization. Seldom corroborated, the accounts of those who have encountered such creatures are brushed aside, or at best turned into colorful local legends. But always lurking beneath such myths are more than a few shreds of doubt—for what if the stories were true?

    Mystery Monsters Revisited presents 10 elusive creatures inspired by real-world folklore. Each monster entry investigates the types of evidence the cryptid leaves in its wake, the creature’s bizarre and secretive ecology, eyewitness accounts of the beast and its strange powers, advice on how to integrate it into your game, how the monster fits into the world of Golarion, and more.

    Inside this book, you’ll find:

    • Bunyips, ravenous seal-like beasts whose hunger threatens coastal communities.
    • Death worms, acid-spitting desert dwellers whose fatal poison and beams of electricity spell the end for unwary travelers.
    • Mokele-mbembe, long-necked saurians forgotten by time.
    • Mothmen, unfathomable agents of destiny that presage catastrophic events.
    • The Sandpoint Devil, a fire-breathing equine terror that ravages the hinterlands of its namesake community.
    • Water orms, whose myriad forms have spawned countless legends near the lakes they inhabit.
    • Yetis, misunderstood natives of mountain peaks whose violent urges can be traced back to fell, otherworldly energies.
    • Other enigmatic creatures like the towering sasquatch, destructive sea serpent, and of course, the notorious, blood-sucking chupacabra!

    Mystery Monsters Revisited is intended for use with the Pathfinder Roleplaying Game and Pathfinder campaign setting, but can easily be used in any fantasy game setting.

    By Richard Pett, Anthony Pryor, Amber E. Scott, Ray Vallese

    ISBN-13: 978-1-60125-473-3

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    Far to the north lies a realm that the seasons never touch, where snow lies heavy on the ground all year and winter never releases its icy grip. A country ruled by White Witches with hearts as cold as the north wind—the daughters of the Queen of Witches herself, Baba Yaga—and supported on the backs of a conquered, enslaved people. A place where frost giants and hateful fey are respected citizens, and winter wolves stalk the streets in human form. This is the nation of Irrisen, a land cloaked in unceasing winter for 1,400 years.

    Irrisen, Land of Eternal Winter presents a comprehensive overview of this frigid kingdom, where the imperious control of the ruling class stifles the residents just as strongly as the harsh, never-ending winter.

    Inside this book, you'll find:

    • A detailed exploration of the nation of Irrisen, from the icy fey stronghold of Feyfrost to the frozen forest of Hoarwood, including an extensive timeline of Irrisen's history and notes on traditional Irriseni holidays.
    • Detailed maps of Irrisen's six provinces and half a dozen of its most important towns and cities, from Queen Elvanna's capital of Whitethrone to the industrial town of Morozny.
    • Complete stat blocks for each of Irrisen's provinces and their capitals, detailing major settlements and notable denizens.
    • Numerous sites and events where adventure can be found, as well as hazards and afflictions that threaten visitors to these snowy lands.
    • A bestiary of new monsters and NPCs from Irrisen, such as Baba Yaga's Three Riders, the boreal creature template, and sample winter witches.

    Irrisen, Land of Eternal Winter is intended for use with the Pathfinder Roleplaying Game and Pathfinder campaign setting, but can easily be used in any fantasy game setting.

    By Mike Shel

    ISBN-13: 978-1-60125-486-3

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    Pray for Mercy
    The empyreal lords watch over the infinite expanses of the multiverse to ensure that good can flourish and that evil, no matter its form, can be vanquished. But even these powers cannot stem the tide of evil by themselves, and they must often rely on their celestial servants—noble angels, wise agathions, unrelenting archons, and free-spirited azatas—to lead the charge against the forces of corruption. Together, these virtuous forces wage an unending war against the blasphemous and the profane, all the while lifting worthy mortals to stations of ever-greater glory among the boundless celestial spheres.

    Inside this book, you’ll find:

    • A thorough exploration of over 50 empyreal lords, including details on their minions, the divine powers they bestow upon mortal worshipers, and the celestial realms from which they hail.
    • Rules for the mystery cultist prestige class and details on the various types of mystery cults.
    • Methods to bolster mortal spellcasters’ efforts while summoning all the different types of celestials.
    • New spells for spellcasters to hurl at their wicked foes and new magic items to aid adventurers in their battles against evil.
    • Rules for rituals of self-mortification and the divine powers that can be gleaned by such acts of devotion.
    • A bestiary of five new celestials to assist or oppose player characters, including the keen-eyed spyglass archon and the veranallia, azata master of seasons, growth, and decay.

    Chronicle of the Righteous is intended for use with the Pathfinder Roleplaying Game and Pathfinder Campaign Setting, but can easily be used in any fantasy game setting.

    By Amber Scott

    ISBN-13: 978-1-60125-506-8

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    First World Problems
    Unveil the mysteries of primeval legends, encounter ancient creatures from a time before time, and prepare to enter a preternatural world where nothing is permanent and everything is alive and vibrant. Now the Pathfinder Roleplaying Game explores 10 of the Golarion’s most iconic and well-loved fey creatures in Pathfinder Campaign Setting: Fey Revisited!

    With Fey Revisited, you can immerse your game in the rich lore of legendary beings such as vigilant tree-bonded dryads, fanciful goat-legged satyrs, and blindingly beautiful nymphs, or release lurking evils like sadistic redcaps and diverse hordes of maniacal gremlins. Each entry includes how these embodiments of nature might guard or corrupt the world, details on the unique tokens they bestow upon favored mortals, and a ready-to-use threat or ally of each fey race.

    Inside this book, you’ll find fey creatures like:

    • Dryads, guardians of the forest who ensnare mortals’ minds for their own goals of preservation.
    • Leprechauns, folkloric pranksters rumored to hide great riches available to those who find their stash.
    • Norns, the powerful beings said to pull at the threads of fate.
    • Nymphs, stunningly beautiful fey who strike blind those who peer upon them.
    • Redcaps, blasphemous and sadistic murderers known for dipping their woolly caps into the blood of their victims.
    • Satyrs, creatures of whimsy and strength who use their musical pipes to haunt and bewilder.
    • Other capricious creatures, such as a handful of types of pesky gremlins, terrifying nuckelavees, elusive rusalkas, and playful and quirky sprites.

    Fey Revisited is intended for use with the Pathfinder Roleplaying Game and Pathfinder Campaign Setting, but can easily be used in any fantasy game setting.

    By Savannah Broadway, Amanda Hamon, Tim Hitchcock, Levi Miles, Ray Vallese, and Jerome Virnich

    ISBN-13: 978-1-60125-507-5

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    Storming the Castle

    Whether they are knights of chivalrous causes or nobles scheming nefarious designs, the movers and shakers of Golarion need strongholds to host their forces and to serve as a headquarters for launching their various plots and goals. Perhaps no strongholds are more suited to this challenge than the mortar-and-stone castles, keeps, and fortresses that dot the world, whether they are entrenched on grassy baileys or built into the sides of sheer mountain ranges.

    Castles of the Inner Sea provides a thorough exploration of six different castles set throughout the Inner Sea region of the Pathfinder campaign setting. Detailed descriptions of the castles examine their histories as well as their most important features and structures, breathing life into fully realized maps of the castle grounds. Rundowns of castle denizens and stat blocks for key NPCs give players reasons to fear the dangers of these soaring fortifications, and a sample adventure location for each castle makes it easy for Game Masters to drop castle encounters into any game.

    This book contains details on the following castles:

    • Castle Everstand: A borderland stronghold standing between the pastoral lands of vigilant Lastwall and the vicious orc hordes of Belkzen.
    • Castle Kronquist: A haunted Ustalavic fortress that is home to one of the Whispering Tyrant’s most dreaded vampire minions.
    • Citadel Vraid: A wicked castle founded as a gift to the Hellknights’ Order of the Nail and rumored to be cursed by ancient magic.
    • Highhelm: A cultural and trade capital of the dwarven empire that stands as a testament to the glorious achievements of this industrious race.
    • Icerift Castle: An unfinished keep, ruined by the frigid winds of the north and supposedly haunted, that plays home to monstrous arctic denizens.
    • Skyborne Keep: A floating cloud castle ruled by a malevolent storm giant, who uses it as a vessel to plunder various merchant ships and trade caravans.
    Castles of the Inner Sea is intended for use with the Pathfinder Roleplaying Game and Pathfinder campaign setting, but can easily be used in any fantasy game setting.

    Written by Tim Hitchcock and Alyssa Faden.
    Cover Art by Lars Grant-West.

    ISBN-13: 978-1-60125-508-2

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    A Desolation of Dragons

    Dragons invade the world of the Pathfinder Roleplaying Game in Pathfinder Campaign Setting: Dragons Unleashed! This collection of deadly foes and potent allies reveals 15 of Golarion’s most powerful and influential dragons, from cunning draconic manipulators to great wyrms capable of testing even the most experienced adventurers. Dragons of every chromatic and metallic breed fill this collection, along with several mysterious primal dragons and regal imperial dragons.

    Each entry includes full statistics for running the dragon, details on its history and ambitions, descriptions and maps of the dragon’s lair, the contents of its hoard, and more. Unleash Golarion’s ultimate monsters on your game with Pathfinder Campaign Setting: Dragons Unleashed!

    Inside this book, you’ll find:

    • Aashaq the Annihilator, an ancient red dragon priestess of Dahak, god of destruction and treachery.
    • Fahrauth, an umbral dragon who has set himself up as a living god in the Darklands.
    • Maghara, the ghost of a copper dragon, who guards a ruined lighthouse known as the Guidestar of Desna.
    • Moschabbatt, an ancient magma dragon who jealously conceals lost secrets of the dwarves.
    • Eleven other exemplars of dragonkind, from brass dragon hatchlings to elder chromatic wyrms!
    Dragons Unleashed is intended for use with the Pathfinder Roleplaying Game and Pathfinder campaign setting, but can easily be used in any fantasy game setting.

    By Savannah Broadway, Joseph Carriker, Adam Daigle, Amanda Hamon, Steve Kenson, Tito Leati, Patrick Renie, F. Wesley Schneider, Tork Shaw, Ray Vallese, and Jerome Virnich.
    Cover Art by Ralph Horsley.

    ISBN-13: 978-1-60125-525-9

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    The Worldwound

    A century ago, the nation of Sarkoris was murdered. Today, the fallen nation is a horrific, post-apocalyptic nightmare cloven by a vast canyon that connects Golarion to the demon-haunted reaches of the Abyss. This rift is known as the Worldwound, and through it the demonic hordes pour forth, set on defiling the world of mortals and claiming it for their own. Though the demons have so far been held back at the borders by barbarians and crusaders alike, the region that was once Sarkoris remains a fiendish beachhead on the mortal realm. Worse, the Worldwound itself is slowly growing—and if something isn’t done to halt this blight, the demons it spawns might one day swallow all of Golarion!

    Inside this book, you’ll find:

    • Ruined cities, such as the shattered capital city of Iz, the frozen city of Dyinglight, and the river city of Undarin.
    • An exhaustive examination of the strange and otherworldly hazards of this demon-ruled region.
    • Key historical sites such as the Circle of the Hierophants, the Shroud of Unicorns, and Threshold, the fortress where the Abyssal portal first opened.
    • Adventure sites ready for exploration, as well as locations like the holdout town of Gundrun, a safe harbor in a deadly land.
    • More than a dozen new monsters, including several new demons and two new monster templates, ensuring PCs will never lack for foes in this devastated realm!
    The Worldwound is intended for use with the Pathfinder Roleplaying Game and Pathfinder campaign setting, but can easily be used in any fantasy game setting. In addition, The Worldwound is the setting for the demonslaying Wrath of the Righteous Adventure Path, making this book a perfect supplement for that campaign.

    Written by James Jacobs, Jonathan H. Keith, Jason Nelson, Todd Stewart, and Tanith Tyrr.
    Cover Art by Kieran Yanner.

    ISBN-13: 978-1-60125-532-7

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    Lords of Sin

    Demons have plagued heroes since the dawn of time. They are legion, as varied as the countless mortal sins that give them birth, and ever eager for new opportunities to destroy the works of humanity. Yet despite the danger, arrogant mortals remain fascinated by demons, and may be the key by which these fiends shall inherit the world!

    Demons Revisited presents 10 of the game’s most notorious demons, providing details on the sins that spawn each type, what roles they play on the Abyss, and what particular devastations they prefer to wreak on the mortal realm, given the chance. In addition, each chapter presents a list of unique demons drawn from the Pathfinder campaign setting, along with a full stat block for some of the most powerful demons of their kind.

    Inside this book, you’ll find:

    • Balors, the greatest of the demon races and rulers of their own Abyssal realms.
    • Invidiaks, known also as shadow demons—fiends of envy who exist only to possess the bodies of the living.
    • Mariliths, demonic multi-armed generals born from the souls of the most arrogant and proud evil souls.
    • Succubi, beautiful but deadly seductresses who use charm, subtlety, and mind-control to achieve power.
    • Vrocks, bestial and foul avian demons born of wrath and hate.
    • Five other demon types: the slime-dripping babaus, the honey-tongued glabrezus, the toad-like hezrous, the gluttonous nabasus, and the greed-spawned nalfeshnees.
    Demons Revisited is intended for use with the Pathfinder Roleplaying Game and Pathfinder campaign setting, but can easily be used in any fantasy game setting.

    Written by James Jacobs.
    Cover Art by Jesper Ejsing.

    ISBN-13: 978-1-60125-552-5

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    Unleash Mythic Power!

    Bring mythic adventure into the Pathfinder world with Pathfinder Campaign Setting: Mythic Realms. This must-have expansion to the Pathfinder Roleplaying Game’s newest and most ambitious hardcover, Pathfinder Roleplaying Game: Mythic Adventures, is your guide to epic legends, secret places of power, and mythic hot spots within the Pathfinder campaign setting that unlock phenomenal new power. Learn how to seamlessly integrate the incredible options from Mythic Adventures into your existing game, unlock additional path abilities for mythic characters to choose from, discover locations primed to inspire new mythic heroes, and claim the strength of monsters and villains too powerful to defeat—until now! Forge new legends and take on the greatest challenges of the Pathfinder world with Pathfinder Campaign Setting: Mythic Realms.

    Inside this book you’ll find:

    • Six founts of mythic power, including the Doorway to the Red Star, the Mordant Spire, and even the legendary Starstone, each with new mythic path abilities available to characters who show their worth and claim the power within.
    • Six detailed locations throughout Golarion that offer a campaign’s worth of adventures for characters of mythic destiny, including the vast necropolis of Mechitar, the Pit of Gormuz, and the flying city of Yjae.
    • Nine legendary characters of Golarion, including challenging foes only those of mythic might can hope to defeat, like Arazni, Kortash Khain, the Oliphaunt of Jandelay, and the Whispering Tyrant.
    • Mythic trials tied to each location and character, ready to drop directly into a mythic campaign.

    Pathfinder Campaign Setting: Mythic Realms is intended for use with the Pathfinder Roleplaying Game and Pathfinder campaign setting, but can easily be used in any fantasy game setting.

    Written by Benjamin Bruck, Jason Bulmahn, Amanda Harmon, Nicolas Logue, Jason Nelson, F. Wesley Schneider, and Russ Taylor.
    Cover Art by Michael Ivan.

    ISBN 978-1-60125-567-9

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    Hear Ye! Hear Ye!

    Whether they're the starting points of incredible campaigns, communities facing unfathomable dangers, or merely places for adventurers to rest and resupply, vibrantly detailed towns are vital to any fantasy adventure.

    Towns of the Inner Sea explores six small but richly detailed settlements from the Pathfinder campaign setting. Each entry provides insights into the town's history, culture, and residents, as well as what dangers lurk in the shadows. Numerous adventure hooks, full-page maps, and stat blocks for key NPCs make these towns fully realized settings, ready for Game Masters to drop into campaigns whenever they're needed.

    This book contains details on the following distincitve towns:

    • Diobel: What you can't get in Absalom, you can get in this notorious smuggler's port.
    • Falcon's Hollow: Were monsters and curses not enough, the ambitions of this town's greedy overseers would still trap its residents in mud and sawdust.
    • Ilsurian: Torn between rival city-states, this Varisian town bows to no master.
    • Pezzak: This sheltered port defies the rules of the devil-dominated nation of Cheliax, its rebel spirit burning strong despite its scheming overlords.
    • Solku: This pious fortress-town faces constant threats from nearby gnoll tribes, and while its walls stand unbreached, none can say for how much longer.
    • Trunau: Trapped on the wrong side of the border with the orcs of Belkzen, the citizens of this stronghold stand fast against savagery.

    Towns of the Inner Sea is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can easily be used in any fantasy game.

    Written by Judy Bauer, Logan Bonner, Nicholas Logue, and Matt Vancil.
    Cover Art by Steve Prescott.

    ISBN-13: 978-1-60125-576-1

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    No Game Master can ever have too many colorful characters to throw at her players, whether they’re friendly allies or devious enemies. The Inner Sea NPC Codex presents over 50 unique NPCs from the Pathfinder campaign setting, allowing GMs to focus on the story they want to tell and not the statistics for the assassins, cultists, cabalists, and other characters their players may meet along the way. Each entry provides not only all the mechanics needed to run the character in both combat or social encounters, but also an overview of how that character fits into the world of the Pathfinder Roleplaying Game.

    Among the nearly five dozen characters in this book, ready for Game Masters to drop into campaigns whenever they’re needed, you’ll find the following:

    • Knights: From the valiant Knights of Ozem to the chaos-smiting Hellknights and the regimented soldiers of Molthune’s army, this book contains no shortage of knights and soldiers for any war-torn campaign.
    • Jacks-of-All-Trades: From Aspis Consortium spies to Pathfinder chroniclers to Sleepless detectives, the skilled characters found within can serve equally well as allies or enemies, depending on the GM’s needs.
    • Mystics: While the goodly Magaambya arcanists stand in opposition to the sinister Blood Lords of Geb and the druids of Uskwood, all three mystical spellcasters, as well as many more from a variety of traditions, can be found together in these pages.
    • Scoundrels: Whether it’s an assassin from the mysterious Anaphexia or the murder-cult known as the Red Mantis, or a fanatical agent of the Infernal House of Thrune, find the right hoodlum for your game here.

    Written by Paizo staff.

    ISBN-13: 978-1-60125-594-5

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    Secrets of the Sands

    In the heart of the Inner Sea region stretches one of the oldest human empires still standing today: the mighty and mysterious land of pharaohs and pyramids known as Osirion. Hosting as many accursed tombs and treasure-filled ruins beneath its shifting sands as above, Osirion offers no shortage of adventure for characters of all sorts. From the cosmopolitan capital city of Sothis, seat of the Ruby Prince, to the desolate wastelands of the Osirian Desert, discover the might and majesty that lifted humanity out of the Age of Darkness and could potentially usher in a new golden age if unearthed from the past.

    Learn about every corner of Osirion, the backdrop of the exciting Mummy's Mask Adventure Path, with this comprehensive sourcebook on the nation, its history, and its inhabitants. Within these pages you’ll find:

    • An overview of Osirion's 8,000-year history, the rise and fall of its countless pharaonic dynasties, and a portrait of its current political and social landscape.
    • Detailed gazetteers of the nation's distinctive regions, including the Brazen Frontier, the Footprints of Rovagug, and the Scorpion Coast.
    • A comprehensive exploration of Sothis, Osirion's capital, the vast metropolis that makes up the heart of the nation—that can serve as a useful base of operations for explorers or a safe haven for desert-weary travelers.
    • A dozen new monsters and sample NPCs from the region, including the vicious hetkoshu, the deceptive living mirage, the elite Risen Guard, and the mythic sphinx colossus.

    Osirion, Legacy of Pharaohs is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can easily be used in any fantasy game.

    Written by Alex Greenshields, Amanda Hamon, Jonathan H. Keith, Ron Lundeen, and David N. Ross.
    Cover Art by Michal Ivan.

    ISBN-13: 978-1-60125-595-2

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    Unleash the Power of the Gods!

    Through the miracles of priests and the weapons of crusaders, the deities of the Pathfinder Roleplaying Game command unrivaled influence over the lands of the Inner Sea. Tap into their incredible might with Pathfinder Campaign Setting: Inner Sea Gods! Inside you’ll discover the deepest secrets of an entire pantheon of incomparable beings, claim relics suited to both sinners and saints, and wield immortal might as a character of any background, race, or class. No longer does the favor of the gods belong to clerics, paladins, and other divine spellcasters alone—choose your faith and make holy power your own!

    This volume expands upon the world and religions detailed in Pathfinder Campaign Setting: The Inner Sea World Guide. Inside this tome of mysteries, you’ll find:

    • Massive articles on the most powerful deities of the Pathfinder campaign setting, revealing everything you need to know about the gods and their followers, temples, adventurers, holy days, otherworldly realms, divine minions, and more!
    • Details on nearly 300 deities from across the Inner Sea region and beyond.
    • New prestige classes to imbue you with the power of the gods! What’s more, each of these three classes is uniquely customized to make worshipers of all 20 core gods mechanically distinct from each other—that’s 60 different prestige class variations!
    • Tons of new feats to help optimize your character and make you a champion of the church.
    • More than 140 magic items tailored to religious characters of all classes! Unleash righteous wrath or spread divine corruption with sacred armor, weapons, altars, holy symbols, and other relics for every faith.
    • A library of spells and subdomains to help your caster sow destruction, spread divine love, or remake reality in your god’s name!
    • Character traits to help you get the most out of your character’s beliefs and backstory.
    • Dozens of monsters, including high-level heralds and divine servitors for Pathfinder’s most prominent deities.

    ISBN-13: 978-1-60125-597-6

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    To celebrate the launch of Pathfinder Campaign Setting: Inner Sea Gods, we created a 24" x 36" poster featuring the gods Urgathoa, Nethys, and Sarenrae, as depicted by fan favorite artist Wayne Reynolds! Folded copies of this poster were sent to game stores everywhere, but we've set aside some rolled copies for sale exclusively right here at paizo.com. Each poster will be shipped rolled in a tube.

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    A World of Battle!

    From the brink of the Worldwound, where demonic hordes lay siege to the mortal realm, to the battlefields of Mendev and Nirmathas, where soldiers distinguish themselves as heroes of ideals, battle is a common part of life in the Inner Sea region. Whether practiced by virtuous crusaders, fierce gladiators, or daring scoundrels, skill with a blade and knowledge of when to use it can mean the difference between life and death. The secrets of battle might not be etched on altars or scribed in spellbooks, but they’re just as diverse and powerful as any magic—and just as available for bold heroes to claim!

    Inner Sea Combat explores the role of combat in this vast and varied region. Within this book you’ll find:

    • A who’s who of the Inner Sea region’s deadliest martial masters.
    • Details on four types of martial training grounds—dojos, gladiatorial arenas, thieves’ guilds, and war colleges—along with rules for joining and honing one’s skills within such organizations.
    • Rules for several types of specialized or variant combat, including the secrets of the legendary Aldori swordlords, fighting styles particular to Golarion’s many faiths, gladiatorial combat, mastering monstrous mounts, and using technology in combat.
    • Two new cavalier orders—the order of the beast and the order of the guard—along with new context for each knightly order.
    • More than a dozen new archetypes for all manner of brave battlers, including the gun scavenger, the monk of the seven forms, the Shoanti burn rider, and the Tanglebriar demonslayer.
    • Two new prestige classes—the Pure Legion enforcer and the Ulfen Guard.
    • Dozens of new magic items guaranteed to protect combatants through the most brutal battles and transform even novices into masters of war.

    Inner Sea Combat is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting but can easily be used in any fantasy game.

    Written by Dennis Baker, Jesse Benner, John Compton, and Thurston Hillman.
    Cover Art by Yu Cheng Hong.

    ISBN-13: 978-1-60125-598-3

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    The Terrible Truth!

    Every civilization has its big questions, those mysteries that have plagued generations of scholars. How did humanity rise from barbarism? Why did the gnomes leave the First World? Who are the string-pulling veiled masters? What is the Aucturn Enigma, and what strange powers did it grant the rulers of Osirion? What secret could be so great that it led to the suppression of volume five of the Pathfinder Chronicles? Within these covers, all these questions—and far more dangerous secrets—are explored at last.

    Occult Mysteries shines a light on the darkest mysteries of the Pathfinder campaign setting. Within this book, you’ll find:

    • In-depth explorations of five of the most debated questions of the Pathfinder campaign setting, including the origins of life, the exodus of the gnomes, and the designs of the veiled masters.
    • Insights into the workings and agendas of eight secret societies like the Anaphexia, the Esoteric Order of the Palatine Eye, and the Knights of the Ioun Star, as well as rules for joining their hidden ranks.
    • Revelations on esoteric traditions such as astrology, numerology, spiritualism, and more, along with a host of new rules and character options to help integrate them into your game.
    • Entirely new ways to divine and influence characters’ futures with Golarion’s zodiac, the Cosmic Caravan, as well as a system for using the harrow deck to inspire game-changing plot twists.
    • Details on six of the most infamous texts in Golarion, along with the hidden powers that make them so dangerous.
    • Numerous options for players, including new feats and spells, ritual magic items, the pain taster prestige class, the occult oracle mystery, and more.

    Occult Mysteries is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can easily be used in any fantasy game.

    Written by Jason Bulmahn, Crystal Frasier, Jim Groves, Brandon Hodge, James Jacobs, Erik Mona, F. Wesley Schneider, and Jerome Virnich.
    Cover Art by Johan Grenier.

    ISBN-13: 978-1-60125-649-2

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    Ruins from the Stars

    Thousands of years ago, a massive spaceship from a distant world broke apart in the atmosphere above Golarion, showering down alien debris and technological wonders—an event known as the “Rain of Stars”—onto the plains of Numeria. Largely kept within this land by the barbarian natives’ superstition and hostility as well as the greed and jealousy of the magical cabal known as the Technic League, the technology from this advanced culture has defined Numeria over the centuries. Now, nomadic warriors and metal men clash in radioactive badlands, and treasure-seekers from across the Inner Sea flock to the strange metal dungeons that pepper the landscape. What mysteries of super-science await you in this magical land?

    Numeria, Land of Fallen Stars provides all the information a Game Master needs to run an adventure in the Pathfinder campaign setting’s science-fantasy wasteland. Within this book, you’ll find:

    • An in-depth gazetteer of the four regions that make up Numeria, including detailed descriptions of its largest cities and its most dangerous and remote dungeons.
    • New rules for radiation, gravity fluctuations, deadly environmental hazards, extraterrestrial diseases, nanite infestations, and more—including the unpredictable results of drinking the alien seepage known as Numerian fluids.
    • Overviews of Numeria’s most prominent Kellid tribes and the sinister Technic League.
    • More than a dozen new monsters and NPCs native to Numeria, including the mutant template and four new robots.

    Numeria, Land of Fallen Stars is a must-have for GMs running the Iron Gods Adventure Path or anyone looking to introduce super-science into any fantasy campaign or setting.

    Cover Art by J.P. Targete

    ISBN-13: 978-1-60125-653-9

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    Ray Guns and Rocket Packs!

    It’s one thing to face a dragon armed with a longsword and a suit of magic plate mail, but what if you had an atom gun and powered armor? How many zombies could you blow up with a rocket launcher? What happens if you’re standing next to a graviton reactor when it explodes? All of these questions and more are answered within the pages of the Technology Guide—an invaluable manual of items, hazards, and character options for use in science-fantasy settings like Golarion’s Numeria, land of savagery and super-science!

    Within this book, you’ll find:

    • Rules for dozens of new technological items, including weapons, armor, force fields, hologram generators, grenades, cybernetic implants, nanotech devices, remote controls for robots, and more!
    • New feats, spells, and archetypes for technologically savvy characters, along with rules for how your skills interact with super-science.
    • Extraordinarily powerful scientific items and artifacts, such as extinction wave devices, powered armor, and nuclear reactors!
    • The technomancer prestige class, which allows you to use magic to command robots and power your technology .
    • Rules for artificial intelligences, the effects of the passage of time on technological items, the dangers of radiation, the seven skymetals of Numeria, technological traps, and more!

    The Technology Guide is a must-have for GMs running the Iron Gods Adventure Path or anyone looking to introduce super-science into any Pathfinder adventure or campaign setting.

    ISBN-13: 978-1-60125-672-0

    Technology Guide Errata
    Last Updated - 12/16/2014

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    From countless crypts and forgotten fortresses, undead masterminds scheme all manner of unnatural depravities. Whether they take the form of murderous ghouls preying upon a city’s poorest citizens, wayward spirits trapped in ghostly form, or nefarious liches who continue their evil beyond death, there’s no shortage of terrifying undead in the world of the Pathfinder campaign setting. And now they’re just waiting to be set loose on your campaign!

    Inside you’ll find 15 deathless enemies, each with full statistics, details of the villain’s history and plots, and a complete lair ready to torment and terrify unprepared heroes. Unleash a host of Golarion’s most fearful foes with Pathfinder Campaign Setting: Undead Unleashed!

    Within this book, you’ll find:

    • The treacherous ravener Arantaros, who made a bargain with the demon lord of alchemy to extend his life into undeath.
    • The well-intentioned ghost Ordellia Whilwren, who attempts to carry on the work of the goddess of dreams even in death.
    • The sinister Wight Mother of Isger, blessed by the goddess of undeath herself and tasked with spreading disease throughout the world!
    • Erum-Hel, the mythic Lord of Mohrgs, who plots to put an end to the crusader goddess Iomedae.
    • The Osirian vampire Prince Kasiya, nemesis of Count Varian Jeggare and primary villain in the Pathfinder Tales novel "King of Chaos".
    • Ten other foul exemplars of undeath, from ravenous ghouls and devourers to overwhelming nightshades and liches.

    Pathfinder Campaign Setting: Undead Unleashed is intended for use with the Pathfinder campaign setting, but can be easily adapted to any fantasy world.

    Written by Adam Daigle, Dave Gross, Mark Moreland, David N. Ross, Todd Stewart, Jerome Virnich

    ISBN-13: 978-1-60125-677-5

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    High Seas, High Adventure!

    Not all adventures take place on land—the ships that sail the waters of the Inner Sea and surrounding oceans provide countless sources of excitement, plunder, and naval exploits. Whether the adventurers are simple passengers attacked by pirates or intrepid sailors running an enemy blockade, the ships presented in this book give Game Masters the tools they need to run fantastic adventures on the open sea.

    Inside you’ll find seven unique ships, each with a captivating history, a detailed map with deck-by-deck descriptions, and backgrounds and statistics for the ship’s captain and crew. Whether they’re part of the Skulls & Shackles Adventure Path or a seaworthy campaign of your very own, the following vessels are sure to spice up any nautical adventure:

    • The Burnt  Saffron, a slave galley said to have strange powers granted by Asmodeus in exchange for spreading slavery throughout the Inner Sea.
    • The  Cetaceal, an Andoren ship serving the Gray Corsairs­, the naval branch of the abolitionist Eagle Knights.
    • The  Hu-Hazhong, a Tian junk from the distant Dragon Empires, traversing the waters of the Inner Sea with ambitions of lucrative trading.
    • The  Impervious, a Chelish man-o’-war carrying a contingent of merciless Hellknights and part of the blockade against Pezzack.
    • The  Kraken’s  Spite, a viking longship built from the wreckage of a doomed invasion fleet, now serving no king and calling no port home.
    • The  Mark  of  Yunnarius, a ghost ship captained by a vengeful banshee, haunting the edge of the Eye of Abendego.
    • The  Ravishing  Ruby, a pirate ship with a ruthless captain intent on retrieving her stolen magical treasure map, no matter the cost.
    Pathfinder Campaign Setting: Ships of the Inner Sea is intended for use with the Pathfinder campaign setting, but can be easily adapted to any fantasy world.

    Written by Benjamin Bruck, Paris Crenshaw, Chris A. Jackson, Amanda Hamon Kunz, Philip A. Lee, John Mangrum
    Cover Art by Alex Aparin

    ISBN-13: 978-1-60125-702-4

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    Lost and Found!

    Treasure hunting isn’t just a job. For the most passionate adventurers, it’s the thrill of finally holding a legendary item in your hand, or the flash of insight when you unravel the function of a mysterious magical object, that justifies risking life and limb. From powerful magical weapons like the Pale Maiden and Traitor’s Blade to items like the Beacon of the North and the Witchmarket Coin that carry you vast distances into uncharted realms, the best treasures capture an adventurer’s imagination. Now delve into the dragon’s hoard and discover for yourself some of the most exotic and sought-after items in the Pathfinder campaign setting.

    Inside this book you’ll find dozens of marvelous treasures, as well as the tools to integrate them into any Pathfinder RPG adventure, including the treasure troves in which they rest. Whether you’re looking for an item to serve as the seed of a new campaign, or simply want to surprise your players with new loot, Pathfinder Campaign Setting: Lost Treasures delivers, including:
    • More than 40 legendary magical and mundane treasures, from the planar compasses known as astralabes to the dinosaur-controlling Zoic of the Primeval. Each item comes complete with game statistics, a full history, and plot hooks to help you place it into an ongoing campaign or make its discovery the cornerstone for new adventures.
    • Information on a dozen legendary treasure hoards hidden throughout the Inner Sea region and beyond.
    • New curses that can easily be applied to any item, guardian, or treasure trove, adding perilous potential to even the most mundane discovery.
    • Magical treasure chests with unique defenses and abilities, often as strange and valuable as the wonders they contain.

    Pathfinder Campaign Setting: Lost Treasures is intended for use with the Pathfinder campaign setting, but can be easily adapted to any fantasy world.

    Written by Judy Bauer, Savannah Broadway, John Compton, Ron Lundeen, Levi Miles, Justin Riddler, F. Wesley Schneider, Mike Shel, Christina Stiles, James L. Sutter, and Jerome Virnich
    Cover Art by Igor Grechanyi

    ISBN-13: 978-1-60125-703-1

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    Blood and Brutality

    Orcs are the scourge of civilization, the raiders who come in the night, slaughtering innocents for treasure and the simple joy of the kill. Their brutality extends even to their own kind, with tribes battling for supremacy and only the strongest individuals surviving to adulthood. Yet despite their fearsome image, orcs maintain a society of their own, having carved out the legendary Hold of Belkzen. Within this chaotic region, warlords vie for supremacy, adventurers plunder ruins long lost to orc barbarism, and those bold orcs who imagine a better life struggle for change.

    Whether your players are treasure hunters stealing the riches of the past, soldiers seeking to end the orc threat once and for all, or orcs seeking to escape or rule their brethren, this book has everything you need to run a campaign in the war-torn Hold of Belkzen, including:

    • Detailed gazetteers of Belkzen’s settlements, from the surprisingly cosmopolitan capital of Urgir to the turbulent Blood Plains and the rare non-orc settlements such as Freedom Town and the hanging monastery of Sech Nevali.
    • Information on the terrifying orc gods, such as Dretha the Dark Mother and the Blood God, Nulgreth.
    • Overviews of the most prominent orc tribes, from the Empty Hand and the Broken Spine to the Ice Tooth and the Skull Eater.
    • Information on orc warfare, including their beast-powered war machines.
    • Tons of new adventure sites ripe for exploration, including the draconic Sleeper and the Flood Road, plus a detailed regional map ready to lead your player characters to riches—or a bloody death.
    • Nine new monsters, random encounter tables, and more!

    Pathfinder Campaign Setting: Belkzen, Hold of the Orc Hordes is intended for use with the Pathfinder campaign setting, but can be easily adapted to any fantasy world.

    Written by Tyler Beck, Jason Garrett, Alex Greenshields, and David Schwartz

    ISBN-13: 978-1-60125-710-9

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    The Call of the Crypt!

    The vaults of the dead lie scattered across the Inner Sea region, waiting for the intrepid and the foolhardy alike to explore them in search of treasures and secrets lost to the ages. From labyrinthine gilded catacombs to the submerged ruins of a forgotten nation or an arcane tower hewn from crystal, these monuments to the deceased are as filled with history and riches as they are cursed with peril and despair. Those daring enough to brave these tombs’ traps and monsters will find themselves wealthy beyond measure—or entombed with the dead for all eternity!

    Presented within are six complete tombs, ready to be used as flavorful side quests or the centerpieces of entire adventures. Each one comes complete with a room-by-room breakdown, new monsters and magic items, and cunning traps and haunts sure to challenge any adventurer. Within this book, you’ll find:

    • The Cairn of Attai Horse-Speaker, the tomb of an ancient Nidalese horselord, now overrun by sinister fey.
    • The Clockwork Vault, a desert mausoleum constructed by a master inventor to pass his discoveries on to worthy descendants.
    • Everforge, a former dwarven temple housing a powerful holy relic, now besieged by cultists intent on stealing souls for their dark god.
    • The Golden Ossuary, the gilded bone house where some of the wealthiest adherents of the mercantile Prophecies of Kalistrade are laid to rest.
    • The Prismatic Lantern, an arcane siege engine powered by a self-contained demiplane, which holds the final resting place of the weapon’s creator.
    • The Tomb of the Necrophage, a flooded crypt in the hurricane-ravaged Sodden Lands, now home to a tribe of ruthless cannibals.
    Pathfinder Campaign Setting: Tombs of Golarion is intended for use with the Pathfinder campaign setting, but can be easily adapted to any fantasy world.

    Written by Scott Fernandez, Ron Lundeen, and Larry Wilhelm.
    Cover Art by Maichol Quinto.

    ISBN-13: 978-1-60125-720-8

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    Wedged between the crumbling empire of Taldor and the devil-worshipers of Cheliax, the self-made nation of Andoran shines proudly on the coast of the Inner Sea. Ruled by a Supreme Elect chosen by the people, Andoran is surrounded by aristocratic enemies who believe the republic is an experiment doomed to failure, but who also fear its growing power. Within its own borders, Andoran must face the threat of the greedy Lumber Consortium, warbands of hobgoblins, tribes of werewolves, and increasingly violent creatures of the wilds who are enraged at seeing their forests destroyed for profit.

    Whether your players are noble supporters of freedom, agents of older empires, or opportunists seeking to carve out their own places in a young nation, this book has everything you need to run a campaign in the tumultuous land of Andoran, including:

    • In-depth gazetteers of Andoran’s settlements, from the seaport capital of Almas to the Lumber Consortium-controlled city of Oregent, and all the minor settlements clinging to existence on the dangerous wilderness frontiers.
    • Details on the organization of the Eagle Knights, including the Golden Legion, Steel Falcons, Twilight Talons, and Gray Corsairs.
    • Secrets of groups with no loyalty to the government of Andoran, including the thuggish Lumber Consortium and the deposed nobles of the Seven Houses.
    • Numerous adventure sites ripe for exploration, including the fey-ruled Candlestone Caverns and the ancient burial mounds of the Nogortha Necropolis, plus a detailed regional map that allows heroes to navigate the untamed lands between civilized settlements.
    • New monsters, NPCs, random encounter tables, a full write-up of the nation’s patron agathion, and more!

    Pathfinder Campaign Setting: Andoran, Birthplace of Freedom is intended for use with the Pathfinder campaign setting, but can be easily adapted to any fantasy world.

    Written by Tim Hitchcock and Jason Nelson
    Cover art by Igor Grechanyi

    ISBN-13: 978-1-60125-721-5

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    Peoples and Powers!

    The peoples of the Pathfinder Campaign Setting have raised empires, mastered the greatest secrets of magic, and explored their world and beyond. Now delve into their histories, cultures, and powers with Pathfinder Campaign Setting: Inner Sea Races! Inside this book, you'll find details on all the major races that shape the Inner Sea region, from elves and dwarves to celestial-touched aasimars and subterranean drow, along with new details on a variety of rare and mysterious populations. Dive into this tome of secrets and discover:

    • In-depth discussions of the natures, histories, and cultures of all seven core races—including 12 different human ethnicities—plus races like the maniacal goblins, crow-headed tengu, fiend-blooded tieflings, and more!
    • New feats, spells, magic items, armor, and weapons for characters of all the races commonly found in the Inner Sea region.
    • A summary of the rules for building a character of any featured race, as well as alternate heritages for races with diverse origins.
    • Character traits to help you get the most out of your character's cultural history, beliefs, and backstory.
    • Glimpses of rare races hardly ever seen in the Inner Sea region!

    ISBN-13: 978-1-60125-722-2

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    From cults' secret sanctums to the fortresses of diabolical demigods in Hell itself, the machinations of devils permeate the world of the Pathfinder Roleplaying Game. Explore the unholy minions of Hell in this fell grimoire, which features a dozen specific devils and other infernal influences ready to bring their sinister plots to any gaming table. Each heinous foe is presented with a detailed history, lair, minions, and full statistics, allowing Game Masters to use them as wicked additions to any game or as the centerpiece of intricate plots that form the very core of campaigns of intrigue and treachery. Muster all your courage and explore the pages within to find:

    • Unholy manifestations of powerful devils and deities, allowing the denizens of Hell to exert their will upon the mortal world.
    • A glimpse into the soul-markets of the infernal metropolis of Dis, including the steep prices of the unusual items peddled there.
    • Details of the Hellknights' lethal test of worthiness—one-on-one combat with a summoned devil.
    • Profane particulars on the infamous Book of the Damned, including a self-contained demiplane within the book holding all of its sinister secrets.
    • The exorcism of an innocent child, possessed by a sadistic devil and used as a puppet in an intricate infernal plot of revenge.
    • A march through the fortress of one of Hell's godlike gatekeepers—the infernal duke Furcas.

    Pathfinder Campaign Setting: Hell Unleashed is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can easily be used in any fantasy game setting.

    Written by F. Wesley Schneider and Jerome Virnich.

    ISBN-13: 978-1-60125-757-4

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    The Inner Sea region of the Pathfinder campaign setting is rife with monstrous foes, and 10 of the most fascinating are detailed in Pathfinder Campaign Setting: Inner Sea Monster Codex! From winged strix to aquatic gillmen, Golarion offers no shortage of iconic and inspiring antagonists to challenge any group of adventurers—and unexpected allies to aid them. Each entry presents a trove of information about the nature, history, society, and habits of one of Golarion's monstrous races, and ready-made examples of roles found among each creature type, from centaur foragers and cyclops lorekeepers to minotaur prophets and ogrekin looters.

    Inside this book, you'll find creatures like:

    • Charau-ka, fierce simian humanoids who worship demons and possess a thirst for bloodshed.
    • Cyclopes, once part of a grand, ancient society but now reduced to a hunger sated only by sacrifice.
    • Gillmen, amphibious humanoids who claim to be the inheritors of the fallen Azlanti empire.
    • Girtablilus, bold scorpionfolk who guard the mysterious ruins of Golarion's deserts.
    • Strix, black-winged terrors intent on protecting their homeland from the human scourge.
    • Sadistic derros, malevolent minotaurs, aberrant ogrekin, and more!

    The Inner Sea Monster Codex is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can easily be used in any fantasy game setting.

    Written by John Compton, Paris Crenshaw, Mike Myler, Tork Shaw, and Larry Wilhelm
    Cover art by Jason Engle

    ISBN-13: 978-1-60125-752-9

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    Mind-Shattering Monsters!

    Little is known about some of the deadliest horrors inhabiting the world of the Pathfinder Roleplaying Game, and that's just how these denizens of dream and thought like it. The less their secrets reach the average adventurer, the more easily they can hunt in the Dimension of Dreams, steal the minds of unsuspecting victims, and spread fear and discord throughout the multiverse. But their secrets are finally revealed! The perfect companion to Pathfinder RPG Occult Adventures, this grimoire of new monsters is a must-have for any Game Master running an occult campaign, whether or not the player characters are themselves psychic spellcasters. Within these mysterious pages you'll find:

    • Nearly 50 new creatures that possess psychic abilities or are based on occult themes.
    • New playable races, including variant duergar and samsarans, as well as munavris—albino humanoid denizens of the Darklands' Sightless Sea.
    • Aliens from Golarion's planetary neighbors and beyond, including yithian elders, enlightened contemplatives, and Liavaran dreamers.
    • Denizens of the mysterious Dimension of Dreams, including rival azatas and demons who vie for control of sleepers' minds.
    • Seven creature templates to turn your favorite monsters into mind-bending foes such as alter egos, animus shades, relentless psychic liches, or thought-sapping psychic vampires.
    • Statistics for powerful aboleth omnipaths, neothelid overlords, and the unique otherworldly horror known as Tychilarius—the perfect capstone to high-level occult adventures.

    Pathfinder Campaign Setting: Occult Bestiary is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can easily be used in any fantasy game setting.

    ISBN-13: 978-1-60125-767-3

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    Beyond the Inner Sea!

    It's time to leave familiar climes and tour the wider world! While most Pathfinder characters hail from the Inner Sea region, there are many other continents and societies out there just waiting to be explored. Within this book, you'll find detailed discussions of six major trade cities found on the distant corners of Golarion, complete with full-page maps and information on the resident cultures and traditions, adventure sites, new gods, magic and fighting styles, and more, plus rules to help you add local flavor and abilities to your characters. Face your destiny with a cyclopean myth-speaking, study the mysteries of the Iridian Fold, or hone your magic at the House of Green Mothers—there's a whole world at your fingertips!

    Cities detailed in this book include:

    • Aelyosos, City of Tides and westernmost port in the archipelago of Iblydos, whose half-flooded streets are guarded by cyclops prophets and mighty hero-gods.
    • Anuli, City of New Beginnings and ancient gateway between the Inner Sea and southern Garund, where divine matriarchs rule with the mandate of Heaven.
    • Dhucharg, City of Conquest, whose militant hobgoblin generals won't be satisfied until their armies overrun all Tian Xia.
    • Radripal, City of Arches in the Impossible Kingdoms of Vudra, where priests travel the holy Matra River and rakshasas rule through fear and silver.
    • Segada, the fabled City of Keys in isolated Arcadia, whose mountaintop walls keep foreign colonists on the Grinding Coast from expanding into the continent's mysterious interior.
    • Ular Kel, Caravan City and Jewel of the Steppe, where Water Lords and nomadic horse tribes rule over massive trade routes that cut through the Grass Sea of central Casmaron.

    Pathfinder Campaign Setting: Distant Shores is intended for use with the Pathfinder campaign setting, but can be easily adapted to any fantasy world.

    ISBN-13: 978-1-60125-787-1

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    Unearth Occult Secrets

    The world of Golarion is full of ancient mysteries, hidden lore, and untapped psychic powers just waiting to be discovered. Pathfinder Campaign Setting: Occult Realms offers everything you need to explore occult themes in your games, including new rules, detailed locations, and preternatural inspirations to bring occult campaigns of any level to life. Inside this book, you'll find:

    • Rules options for each of the six occult classes presented in Pathfinder RPG Occult Adventures, including legendary spirits that skilled mediums can channel, Thassilonian phantoms tied to the seven sins for wicked spiritualists, and psi-tech discoveries and the mindtech discipline for specialized psychics.
    • Six locations ripe for exploration in occult campaigns, including a temple where astronomers from lost Lirgen still secretly toil, a university of psychic magic on the utopian island of Hermea, and the nation of Zi Ha in Tian Xia, where the samsaran residents live countless lives through reincarnation.
    • Half a dozen places of occult import beyond Golarion, including the Citadel of the Black on Aucturn, the Ocean of Mists on Castrovel, and the Temple of Desna's First Dream in the Dimension of Dreams.
    • Nine occult rituals tied to such iconic organizations as the false priesthood of Razmir and the Red Mantis assassins, allowing characters to achieve lichdom or temporarily transform into a half-fiend.
    • Rules for creating mystical idols that grow in power as their cult followings expand, plus two mysterious sample idols.

    Pathfinder Campaign Setting: Occult Realms is a perfect companion for Pathfinder RPG Occult Adventures, and is intended for use with the Pathfinder Roleplaying Game and Pathfinder campaign setting, but can easily be used in any fantasy game setting.

    ISBN-13: 978-1-60125-794-9

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    In Hell We Trust

    For centuries, the empire of Cheliax stood as an example of humanity's greatness, with colonies and vassal states spread throughout the Inner Sea region. Then Aroden, god of humanity, died mysteriously on the eve of his prophesied return, and the empire fell into a vicious civil war. Seeking victory at all costs, the Thrice-Damned House of Thrune made pacts with the denizens of Hell to wrest control of Cheliax away from its rivals. While many of the empire's holdings have fallen away in the decades since, at its core, Cheliax remains powerful, both subservient to and allied with the legions of the Pit. Yet discontent looms throughout the nation, even as brash young Queen Abrogail II seeks to tighten her imperial grip on the populace.

    Cheliax is the diabolical setting of the thrilling Hell's Rebels and Hell's Vengeance Adventure Paths, making this comprehensive sourcebook a perfect supplement for either campaign. Within these pages, you'll find:

    • An overview of Cheliax's government, foreign relations, society, and history—including details House Thrune wants forgotten forever.
    • An extensive gazetteer of the entire nation, offering more than 80 entries on such people and places as Brastlewark and its wily gnomes, the xenophobic strix of Devil's Perch, Kintargo and its rebellious citizens, and majestic Egorian's imperial sycophants.
    • A breakdown of Chelish noble titles and the country's social hierarchies.
    • Nearly a dozen new adventure sites ripe for intrigue and exploration, from a magical city ruined in the aftermath of Aroden's death to an isolated island where House Thrune secretly creates fiendish supersoldiers.
    • Six hellish new monsters, plus random encounter tables, a template for creating fiend-infused golems, and much more!

    Pathfinder Campaign Setting: Cheliax, The Infernal Empire is intended for use with the Pathfinder campaign setting, but can be easily adapted to any fantasy world.

    ISBN-13: 978-1-60125-799-4

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    Terrors from Below

    Beneath the Inner Sea region stretches a vast network of echoing caverns, serpentine tunnels, and subterranean lakes, their lightless reaches haunted by creatures too strange for most surface dwellers to imagine. This underground world is known as the Darklands, and to those brave enough to venture into its shadows, it offers incomparable treasures and mind-warping dangers. Delve into the secrets of this subterranean realm's residents with details on their ecologies, societies, campaign roles, and more.

    Pathfinder Campaign Setting: Darklands Revisited provides everything you need to hunt or befriend the denizens of the depths, including creatures such as:

    • Demon-worshiping drow and their ceaselessly scheming houses.
    • Gray-skinned duergar slavers, shunned by all other dwarves for their worship of an evil god.
    • Gugs, the four-armed giants of the Dreamlands' tunnels.
    • Intellect devourers, who remove victims' brains and wear their bodies.
    • Munavris, albino psychics who fight against evil in the deepest depths of the Darklands.
    • Degenerate morlocks, who hunt humans even as they worship them.
    • Wormlike neothelids, plotting to bring their fell gods to Golarion.
    • Troglodytes, the fallen scions of a vast reptilian empire.
    • Vampiric, daemon-crafted urdefhans, eager to spread death and pain.
    • Fungal vegepygmies and the carnivorous mold that births them.

    Pathfinder Campaign Setting: Darklands Revisited is intended for use with the Pathfinder campaign setting, but can easily be adapted to any fantasy world.

    ISBN-13: 978-1-60125-819-9

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    Across the Inner Sea region, few things are as ubiquitous as faith and religion. However, among the myriad nations and cultures, worship and devotion isn't limited to only the area's most widely acknowledged deities. Pathfinder Campaign Setting: Inner Sea Faiths sheds light on 15 lesser-known deities who nonetheless offer great power to their followers, granting spiritual might to any characters willing to offer devotion. Inside this book you'll find details about these gods' histories, dogmas, and practices, all designed to enrich your campaigns with divine lore, including:

    • In-depth articles about the Inner Sea region's more esoteric divinities, from Achaekek, god of divine punishment and patron of the deadly Red Mantis assassins, to Besmara, the lusty queen of pirates and tamer of the fierce beasts that dwell beneath the waves, to Milani, vehement enemy of tyranny and slavery, to Naderi, goddess of romantic tragedy and forbidden love.
    • Guidance on how to play an adventurer or create an NPC devoted to a particular god, including the clothing, texts, and holidays sacred to the faithful, as well as aphorisms common among their ranks.
    • Obediences and boons that can empower all worshipers of each divinity, especially those with levels in prestige classes devoted to their faith.
    • Details about each divinity's standing in the Great Beyond, as well as a look into the gods' personal extraplanar realms.
    • Insight into the fascinating creatures that serve each divinity, including the unique astral deva who heralds Kurgess, the Strong Man, and the veiled trumpet archon who heralds Sivanah, the Seventh Veil.

    Pathfinder Campaign Setting: Inner Sea Faiths is intended for use with the Pathfinder Roleplaying Game and Pathfinder campaign setting, but can easily be adapted to any fantasy world.

    ISBN-13: 978-1-60125-825-0

    Note: Pathfinder Campaign Setting: Inner Sea Faiths is an extra-large volume, totalling 96-pages rather than the standard 64-page format.

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    Angels on Our Shoulders

    The celestial beings of Heaven are paragons of virtue and good, standing steadfastly against the creeping threat of evil. Pathfinder Campaign Setting: Heaven Unleashed reveals 13 of these holy champions, from a cassisian angel and a serpentine couatl to an empyreal lord and the herald of a goodly god. Each article includes a unique stat block, an encounter map, details on the site's locations, and guidelines on integrating the agents of Heaven into campaigns of all alignments, allowing for conflicts between both those allied with and those opposed to these servitors of goodness.

    Among the exciting characters included in the book are:

    • Dunnoziel, commander of a celestial fortress detached from the great wall defining Heaven's edge and now floating in the chaotic Maelstrom.
    • The Grim White Stag, herald of the god Erastil, and the cervine protectors grown from his shed antlers, now guarding a site of great druidic power in the demon-infested Worldwound.
    • Penshi, the angelic proprietor of the Blessed Cup, an unassuming tavern in one of Absalom's poorest districts, dedicated to providing the needy with food, drink, and shelter.
    • Pilali, an exscinder archon dedicated to collecting artifacts of evil and keeping them from mortal hands.

    Pathfinder Campaign Setting: Heaven Unleashed is intended for use with the Pathfinder campaign setting, but can be easily adapted to any fantasy world.

    ISBN-13: 978-1-60125-828-1

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    A World of Secrets

    From the infamous thieves' guilds of Absalom to the rebel networks of Galt, the poisoners of Daggermark to the secret courts of Taldor, cloakand-dagger plots manipulate fates across the Inner Sea region. With Pathfinder Campaign Setting: Inner Sea Intrigue, you'll learn the truth hidden beneath the surface and discover ways to make it work for your benefit. New insights on social combat, misleading magic, and secret academies allow the techniques introduced in Pathfinder RPG Ultimate Intrigue to shine. Sneaky new equipment, magic items, and spells also present a spectrum of options for deceptive heroes and unlock the powers of the new vigilante class for heroes and villains alike. Learn the hidden arts of the Inner Sea region and unleash the powers of stealth and subtlety in your Pathfinder RPG game!

    Among the secrets revealed within are:

    • New Golarion-specific archetypes for a variety of classes, including the Anaphexia thought-killer, Keleshite prophet, and Nexian spellspy.
    • The Lion Blade and enchanting courtesan prestige classes.
    • New talents for investigators, rogues, and vigilantes, as well as devious intrigue inspired inquisitions.
    • Feats to get the most out of masked personas—alternate identities any class can adopt—and stylized spells!

    Inner Sea Intrigue is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can easily be used in any fantasy game.

    ISBN-13: 978-1-60125-837-3

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    Champions of Unwavering Law

    Merciless, black-armored enforcers, Hellknights care nothing for good or evil, only their absolute, unflinching vision of law. In Pathfinder Campaign Setting: Path of the Hellknight, you'll join the ranks of Golarion's harshest champions of order—knights with ironclad discipline forged in the flames of Hell. Learn the ways of all the Hellknight orders, their true relationship with the legions of Hell, and how to tie your characters to one of Pathfinder's most fearsome organizations. Players and Game Masters can also lay claim to the complete Hellknight arsenal, from terrifying battle arts and grim equipment to the secrets of masked signifers' frontline magic. The Hellknights' unstoppable might is yours to command as you impose unshakable order—whatever the cost.

    Among the grim secrets within you'll find:

    • Details about joining a Hellknight order, as well as a timeline of the orders' histories and a comprehensive look at the Measure and the Chain, the philosophies that guide these knights.
    • In-depth descriptions of the seven major Hellknight orders, including the brutal physical reckonings from which they draw great power.
    • An arsenal of feats, spells, and equipment these lawful crusaders typically use, plus class options such as the order of the Ennead Star cavalier order and new disciplines for the Hellknight prestige class.

    Pathfinder Campaign Setting: Path of the Hellknight is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can easily be used in any fantasy game.

    ISBN-13: 978-1-60125-843-4

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    Embrace the Elements!

    The elemental forces of air, earth, fire, and water are among the most powerful in the multiverse, forming the basis of the material world and giving creatures capable of wielding them immeasurable influence. Now players and Game Masters can harness these primal powers for themselves by exploring the Elemental Planes—entire realms of existence dedicated to the four elements—with Pathfinder Campaign Setting: Planes of Power. This book fully details each of the four Elemental Planes with advice on adventuring in their harsh environs, new character options and creatures, location gazetteers, and an examination of major settlements that offer welcoming landing sites for planar travelers.

    Season 8 of Pathfinder Society Roleplaying Guild will journey to the Elemental Planes, where adventurers can explore these fantastic realms and face the diverse foes that call them home. This book is the perfect resource for those undertakings and any campaign on the Elemental Planes, and includes nuanced information such as:

    • A thorough look at how each plane's environment affects Material Plane natives, including suggestions for those to wish to protect themselves from such dangers.
    • A look at the elemental lords both past and present, including lore about the methods the current evil overlords used to imprison and sequester their good counterparts during the Material Plane's earliest days.
    • New druid domains for characters who frequent the Elemental Planes, the elemental purist kineticist archetype, the planar sneak rogue archetype, and elemental barbarian rage powers, as well as new magic designed for planar travelers.
    • Detailed articles about each of the planes, including information on their inhabitants, prominent locations, and the complex politics and geography that tie all four realms together.
    • A bestiary full of potential new elemental threats and allies, from the nephlei—or cloud nymphs—who hail from the Plane of Air to the Plane of Earth's serpentine monstrosities called agrawghs to Ymeri, Queen of the Inferno and Elemental Lord of Fire!

    Planes of Power is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can be easily adapted to any fantasy world.

    ISBN-13: 978-1-60125-883-0

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    Houses of the Holy

    Nearly every settlement in the Inner Sea has at least one temple, ranging from the modest shrines of remote hamlets to massive cathedrals in metropolises. Temples can act as centers of commerce, community, healing, and sacrifice for adventurers and common folk alike.

    Pathfinder Campaign Setting: Inner Sea Temples helps Game Masters and players explore six of the Inner Sea region's most iconic seats of faith. Each entry comes complete with a detailed map and gazetteer; profiles of the temple's notable members; a history of the structure and the organization of its clergy; and a wealth of magic items, occult rituals, and spells favored by the resident priests.

    This book contains details on the following temples:

    • The Cathedral of Exquisite Agony, a dark temple to Zon-Kuthon in Nidal.
    • Cayden's Hall, a combination church and tavern in the heart of Absalom sacred to the Drunken Hero.
    • The First Colonial Bank of Sargava, a bank-temple of Abadar in the city of Kalabuto.
    • The High Temple of Pharasma, a prestigious temple in Osirion dedicated to the Lady of Graves.
    • The House of Dawn's Redemption, a grand cathedral to Sarenrae in Taldor.
    • Imvrildara, an ancient shrine to Calistria hidden deep within the forests of Kyonin.

    Inner Sea Temples is intended for use with the Pathfinder Roleplaying Game and Pathfinder Campaign Setting, but can easily adapted to any fantasy world.

    ISBN-13: 978-1-60125-893-9

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    Horrors Await Within

    Terrors beyond compare lurk in the world's shadows, yet the bravest of Golarion's heroes must face these nightmares again and again. Pathfinder Campaign Setting: Horror Realms helps bring the spine-chilling terrors presented in Pathfinder RPG Horror Adventures to the Inner Sea region and beyond, presenting new rules, detailed ghastly locations, and unnerving character options for your campaign. Inside the pages of this book, you'll find:

    • Information on how the eerie corruptions introduced in Horror Adventures can be incorporated into the world of Golarion, along with details on three new corruptions to vex your players or empower your villains.
    • Seven locations ripe for exploration in horror-themed campaigns, including haunted villages, islands rampant with cannibals and necromancers, and more!
    • Numerous horror-themed class options for characters, including rules for corrupted animal companions, spirits from the depths of space, exploits of the sinister Outer Planes, haunting bardic performances, aberrant eidolons for summoners, and more!
    • Full details on three new categories of variant haunts—incursions into this reality from the First World, miraculous resonances from the gods, and technological surges.

    Pathfinder Campaign Setting: Horror Realms is a perfect companion for Pathfinder RPG Horror Adventures, and is intended for use with the Pathfinder Roleplaying Game and Pathfinder campaign setting, but can easily be used in any fantasy game setting.

    ISBN-13: 978-1-60125-900-4

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    Grim Fairy Tales

    Explore the First World, the legendary realm of the fey, where reality reinvents itself and strange creatures peddle stranger wares to the unwary. Learn about the godlike Eldest who rule this plane, and how to navigate their fairy courts. Delve for legendary treasures in locations too weird for mortal lands, study the lost origin of gnomes, and bargain with ageless adversaries in a realm where death is seen as a game. Whatever you do, don't blink—because nothing in the First World stays the same for long.

    Inside this book, you'll find:

    • Detailed information on all the Eldest, including overviews of their strongholds and magical boons for their worshipers.
    • Dozens of bizarre fey adventure locations, from the legendary Witchmarket to the Chittering Tabernacle, with secret histories, maps of prominent cities, and more.
    • The new feysworn prestige class, allowing you to harness the power of the fairy lords.
    • New spells and magic items to help you survive the First World, as well as rules for spellcasting in the fey realm and bending the landscape itself to your will.
    • Six new fey monsters, including the skull-headed escorite and the technology-trashing bulabar, plus a new First World template and suggestions to help you create unique fey foes on the fly.

    Pathfinder Campaign Setting: The First World, Realm of the Fey is intended for use with the Pathfinder Roleplaying Game and Pathfinder campaign setting, but can easily be used in any fantasy world.

    ISBN-13: 978-1-60125-909-7

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    Glories of the Dawn

    Sprawling along the eastern shore of the Inner Sea lies Qadira, one of the mightiest nations of the region. Itself merely the westernmost tip of the vast Padishah Empire of Kelesh, Qadira has long stood as a bastion of culture and faith for humanity. Great dangers and wondrous opportunities for adventure await within this storied land—those who visit Qadira are well-advised to prepare for their journey!

    Inside this book, you'll find:

    • Comprehensive information about the history of the mighty nation of Qadira, its people, their customs, and their faiths.
    • A first look at many elements of the Padishah Empire of Kelesh, including new societies, new faiths, and new organizations from that ancient region.
    • A full map of the nation of Qadira that covers both its civilized regions and its wilderness, revealing never-before-detailed jungles, strange new sites in which to adventure, and the full expanse of the land's beautiful but deadly deserts.
    • A detailed and robust system for finding patrons and working with Qadira's movers and shakers among the nobility and powerful merchant families.
    • Several new monsters, including genie-touched horses, along with a wide range of new player options for characters from Qadira, including archetypes, feats, magic, traits, and much more!

    Pathfinder Campaign Setting: Qadira, Jewel of the East is intended for use with the Pathfinder campaign setting, but can be easily adapted to any fantasy world.

    ISBN-13: 978-1-60125-912-7

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    4.60/5 (based on 7 ratings)

    The colorful characters of the Pathfinder Roleplaying Game’s Inner Sea setting come alive on your tabletop with this box-busting collection of more than 200 character pawns for use with the Pathfinder Roleplaying Game or any tabletop fantasy RPG! Printed on sturdy cardstock, each pawn contains a...

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    4.60/5 (based on 17 ratings)

    From the frozen wastes of the witch-queen to the scorching deserts of Osirion, explore the world of Pathfinder and the GameMastery Modules like never before. This 64-page full-color gazetteer contains information about all of the major kingdoms and cities of the Pathfinder Chronicles world,...

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    4.90/5 (based on 14 ratings)

    The city-state of Korvosa, largest in all Varisia, has prospered over the last century since its abandonment by its founding nation of Cheliax. Its port brims with black-and-red-flagged ships—the colors of both Korvosa and Cheliax—endlessly trading fineries from the south for Varisian curiosities...

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    4.70/5 (based on 35 ratings)

    Pathfinder and the Rise of the Runelords Adventure Path famously reimagined goblins, detailing their culture, mannerisms, and tactics in a way that made a boring old monster one of the most hotly discussed foes in fantasy roleplaying. Now, the minds that bring you Pathfinder have applied the same...

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    3.80/5 (based on 13 ratings)

    Explore the forbidden reaches of the treacherous Darkmoon Vale, a fey-haunted wilderness on the outskirts of civilization. In this detail-packed full-color 64-page regional sourcebook for the Pathfinder Chronicles campaign setting, you’ll learn about the diabolical forces of the dreaded Kobold...

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    4.50/5 (based on 25 ratings)

    Note: Pathfinder Campaign Setting: The Inner Sea World Guide has replaced this volume as the main Pathfinder campaign setting book. The newer volume has been expanded and updated, and is designed for use with the Pathfinder Roleplaying Game. And the PDF is cheaper, too! ... Golarion, the exciting...

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    2.90/5 (based on 26 ratings)

    Note: This product was designed for use with the original six-volume Rise of the Runelords Pathfinder Adventure Path, and has not been specifically updated for use with the Anniversary Edition. (Many of the maps remain unchanged between the two versions, however.) ... By popular demand! Campaign...

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    3.80/5 (based on 5 ratings)

    The Curse of the Crimson Throne Adventure Path introduces you to the sprawling city of Korvosa, the largest city in all Varisia. As things go from bad to worse in Korvosa, you’ll explore hidden temples, underground warrens, thieves’ guilds, and noble palaces. Eventually, you’ll even head out into...

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    4.40/5 (based on 25 ratings)

    This product is permanently out of print; please check out the Deluxe Harrow Deck instead! ... Divine your future! Lose your shirt! All in one box! ... In the Pathfinder Chronicles campaign setting, the Harrow™ deck has long been a sacred tool of Varisian fortunetellers. In skilled hands, the...

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    4.70/5 (based on 18 ratings)

    Immortal Power Lies Within! ... Creators of life, forgers of worlds, and rulers of reality—these are the gods and goddesses of the world. They have existed for eons. The countless worlds of the Great Beyond are their playgrounds and battlefields. Yet for all their vast power, it is not the gods...

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    4.00/5 (based on 9 ratings)

    At the World’s Core ... Another world is hidden below—a world that slumbers under the foundations of mortal cities, dreams below the deepest roots of the oldest forests, and plots in hidden places as far below as the mountains are high. These endless caves have many names. Cold Hell. Evernight....

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    4.00/5 (based on 7 ratings)

    Founded 4,700 years ago and designed by the god Aroden himself, Absalom is a hub of mercantile and spiritual activity. Traders come from all over the globe to sell their wares in the City at the Center of the World, while those hoping to become gods work up their courage to attempt the Test of...

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    4.20/5 (based on 6 ratings)

    Master the dungeons and dangerous locales of the Second Darkness Adventure Path with this handsome collection of maps designed for use with the popular Pathfinder series! Explore the treacherous dark elf city of Zirakaynin in style with a huge poster map. Fifteen additional single-page full-color...

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    4.00/5 (based on 8 ratings)

    Enter the Dragons ... Since the beginning, dragons have held a unique place in man’s mythology. Powerful and savage, with fiery breath and massive wings, they rampage across the countryside in search of plunder or rule mighty nations with iron claws. Their fabulous treasure hoards are the stuff...

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    4.40/5 (based on 7 ratings)

    The bustling bazaars of Absalom offer countless delights, but even they do not sell everything. Only in the peerless markets of mysterious Katapesh can one find anything for sale, from the lost diamonds of a fallen empire to a clutch of slaves freshly captured off the Inner Sea coast. This exotic...

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    3.90/5 (based on 7 ratings)

    The home of the gods. The essence of matter. The realm of demons. The birthplace of souls, and the cities of Hell. All these things and more await in the planes beyond Golarion. Brave mortals leave the cradle of their homeworld and cross the misty ethereal sea or the silver void to discover...

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    4.80/5 (based on 6 ratings)

    Icons of Fantasy Gaming ... Adventurers have been battling these creatures for more than 30 years—weird monsters born and bred to destroy heroes. You recognize them on sight: bulettes, cloakers, gelatinous cubes, mimics, otyughs, owlbears, purple worms, ropers, rust monsters, and shambling...

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    4.10/5 (based on 7 ratings)

    Never Surrender! ... A seemingly endless war rages between the expansionist nation of Molthune and its fiercely independent neighbor Nirmathas. To Molthune, it's a civil war to preserve its legacy of unification; to Nirmathas, a war to throw off tyrannical occupation. Ancient ruins, headstrong...

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    3.80/5 (based on 6 ratings)

    Dive into Adventure! ... There's plenty of adventure hidden beneath the gentle tidal cycles and crashing waves of Golarion. Discover the rich ecologies and complex societies hidden in the briny depths of the oceans and seas. In this book you can learn more about merfolk nations, the dangerous...

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    3.70/5 (based on 6 ratings)

    We Have the Technology! ... Mortals have been obsessed with replicating life through metal and magic, and from their great labors have come all manner of constructs. The secrets to creating these marvels are usually reserved for the powerful and skilled, but now they are finally revealed!...

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    3.40/5 (based on 5 ratings)

    Taldor Endures! ... The first—and at one point, largest—empire in Avistan after devastation of Earthfall, Taldor has stood for millennia, and though its neighboring nations snicker at its lavish parties and out-of-touch nobility, none dare challenge the mother empire's might! With 6...

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    4.50/5 (based on 2 ratings)

    Your Adventure Starts Here! ... Whether they're seedy bars in a city's roughest district, upscale joints where society's elites hobnob over artisan wines, or sleepy boozing establishments in pass-through villages, taverns are a staple of every adventurer's career. They're a place to meet...

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    4.20/5 (based on 6 ratings)

    A Land Chained in Shadow ... Ten thousand years ago, faced with extinction, the terrified leaders of Nidal heard whispers in their minds—promises of salvation for their nation if only they'd submit their people's bodies and souls to perpetual servitude. Those leaders' assent transformed...

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    5.00/5 (based on 1 rating)

    Planar Urban Sprawl ... Before the first inklings of civilization rose up upon the mortal world, magnificent cities already existed within the vast corners of the multiverse. Pathfinder Campaign Setting: Distant Realms offers a look into six of these extraplanar cities that are ripe for...

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    4.50/5 (based on 4 ratings)

    Note:This product has been superseded by the Pathfinder Society Field Guide. ... At long last, the gates of the Grand Lodge have been thrown open, offering an inside glimpse of the Pathfinder Society! Packed with information about the most famous group of explorers on Golarion, this 64-page...

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    5.00/5 (based on 6 ratings)

    Welcome to Sandpoint ... The town of Sandpoint has been through a lot, whether it's goblin raids, dragon attacks, or crazed killers stalking the night. In Pathfinder Campaign Setting: Sandpoint, Light of the Lost Coast, this fan-favorite town is presented in rich and vibrant detail, including...

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    5.00/5 (based on 1 rating)

    Who Do You Believe In? ... Pathfinder Campaign Setting: Faiths of Golarion reveals the histories, dogmas, and practices of 10 influential deities venerated outside of the major cultures of the Inner Sea! Enrich your campaign with new divine lore, including: A look at three of Tian Xia's most...

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    4.80/5 (based on 4 ratings)

    Beyond Good and Evil ... Monitors—neutral outsiders dedicated to maintaining their views of the universe—reject the battles between the wicked and the righteous and instead war over the underpinnings of reality. Join the cosmic debate with the secrets and esoteric lore found within,...

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    5.00/5 (based on 4 ratings)

    In It for the Money! ... After millennia as a dwarven colony, Druma has emerged as one of the richest nations in the known world, where white-robed prophets known as Kalistocrats have built a religion out of wealth. Yet the country's peaceful facade belies the cutthroat competitiveness, hidden...

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    2.70/5 (based on 3 ratings)

    The Legacy of Fire Adventure Path leads you from the frontiers of exotic Katapesh through the planes of existence on a fantastic and deadly journey. You’ll venture from quiet villages to the bustling trader’s metropolis of Katapesh and from lost demiplanes to the palaces of the mythical City of...

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    4.30/5 (based on 16 ratings)

    Abandon All Hope... ... From the origin of the gods to the inhabitants of the darkest infernal pit, Princes of Darkness: Book of the Damned Volume 1 is an unflinching look at the methods, motivations, and goals of Asmodeus, the archdevils, and the entire hierarchy of Hell. Whether you’re planning...

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    4.00/5 (based on 4 ratings)

    Most adventurers think of cities as the places to go after the adventure is over. It’s time to show your players that cities can be every bit as exciting—and dangerous—as the darkest dungeon! ... Each city presented in this 64-page book comes complete with a full-page color map, history both...

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    4.80/5 (based on 9 ratings)

    Things from Beyond the Grave ... Born of myth, legend, and even modern film and literature, monsters such as the mummy, vampire, werewolf, and zombie are the stuff of nightmares—and frequent foes of heroic adventurers! Along with flesh golems, gargoyles, ghosts, ghouls, hags, and the mysterious...

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    3.90/5 (based on 7 ratings)

    Stake your claim! In the anarchic hills and valleys of the River Kingdoms, all you own is what you can hold by force. Dozens of nations flourish in this land of outlaws and scoundrels, from high-walled city-states to tiny tribal enclaves, and any hero with strength and vision can claim a throne...

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    2.70/5 (based on 7 ratings)

    Scores of Characters! ... Save yourself some number crunching and use this collection of 91 fully statted and ready-to-run nonplayer characters. Whether you need a veteran Pathfinder, an eccentric Red Mantis assassin, an undead-hating Nexian mage, or just a rough-and-tumble thug, this book does...

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    4.80/5 (based on 4 ratings)

    The Ultimate Reward ... Every adventurer dreams of glittering treasures and magical relics, and such remarkable rewards spur the quests and ignite the imaginations of history’s greatest heroes, driving them to greatness—or their doom. Yet above coins of gold and gem-studded baubles rise those...

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    4.70/5 (based on 6 ratings)

    Loyalty over all ... Every campaign has organizations that pull the secret strings of the world, toppling monarchs or leading revolutionaries toward freedom and war. These secret societies, bardic colleges, wizard academies, military orders, and religious cults capture the imagination—and now...

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    4.50/5 (based on 6 ratings)

    The Jungle Awaits ... From tropical coasts, where greedy colonial powers pillage the land, to remote jungles and rolling savannas of mystics and lion-riders, the Mwangi Expanse is a region of boundless opportunity. Underneath the steaming jungle canopy, the lost ruins of ancient giants shelter...

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    4.80/5 (based on 20 ratings)

    In the outcast city of Kaer Maga, your business is your own, and no ware is too dangerous or taboo to find a buyer. Within the walls of the ancient, ruined fortress, refugees and criminals from every nation disappear into the swirling crowds of gangs and monsters. Here leech-covered bloatmages...

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    4.40/5 (based on 9 ratings)

    Gaze into the Abyss! ... Spawned from the darkest depths of the Abyss, the howling hordes of demonkind rise up to destroy and devour all of existence, their slavering, fiendish forms built to rend, enslave, and beguile. Whether in their horrid domains of madness in the Outer Rifts, or called...

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    4.60/5 (based on 34 ratings)

    The Best of All Possible Worlds ... Discover the world of Golarion, the official campaign setting for the smash-hit Pathfinder Roleplaying Game! A time of lost prophecies grips the world, bringing with it an unending maelstrom, a tear in the fabric of reality, a surge of diabolism, and the...

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    4.40/5 (based on 9 ratings)

    Everyone Deserves a Second Chance ... Over the course of its decades-long history, fantasy gaming has produced countless monsters both terrifying and alien, some pulled from mythology and others sprung full-formed from the twisted imaginations of their creators. Yet as with any idea, not every...

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    3.90/5 (based on 7 ratings)

    Golarion is an old world, and even its oldest civilizations stand atop the ruins of more ancient nations, long lost to the ravages of time. Each of the six cities presented in this book offers enough new challenges and treasures to support an entire campaign of any level. Take your game into the...

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    3.60/5 (based on 12 ratings)

    A Cursed Land ... For thousands of years, the Immortal Principality of Ustalav has labored beneath the legacy of its dark past. Within the shelter of its mist-shrouded hills and decaying, decadent cities, things that have no right to live stalk the night, and superstitious residents lock their...

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    4.80/5 (based on 11 ratings)

    The Rival Guide presents 10 fully detailed rival adventuring groups, complete with specialized spells, equipment, magic items, and unusual minions. These groups cover a wide range of themes, from haunted pirates to drow death cultists, monstrous slavers to nigh-unstoppable arch-villains, and...

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    4.40/5 (based on 5 ratings)

    For most people, death is a release, a passage into the just rewards of the afterlife. Yet not everyone who dies rests easy. Legends and campfire tales tell of those individuals too evil to die, or too twisted by pride or occult knowledge to cross over to the other side. These lost souls become...

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    4.20/5 (based on 13 ratings)

    No older RPG tradition exists than the vast, danger-filled dungeon. Multilevel mazes of trap-filled crypts, monster-haunted caverns, and wealth-laden vaults have lured countless would-be heroes to their dooms, yet paradoxically, the greater the dungeon and the deadlier its secrets, the greater...

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    3.00/5 (based on 13 ratings)

    MAKE HISTORY! ... The Pathfinder Society is an eccentric organization of adventurers, explorers, and scholars with agents spread across Golarion and beyond. While members are expected to be fairly self-sufficient, the organization’s leadership knows that those equipped with the knowledge and gear...

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    3.00/5 (based on 7 ratings)

    Trail of Terror ... Stand against the denizens of the night in the Carrion Crown Adventure Path. In battles against dreaded vampire lords, brutal werewolves, and abominations from beyond space and time, you’ll scour the breadth of the mysterious realm of Ustalav. The Carrion Crown Poster Map...

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    4.30/5 (based on 8 ratings)

    A World of Magic! ... From the tortured sands of the Mana Wastes, where magic is as likely to tear you apart as it is to not work at all, to the perpetually frozen northern nation of Irrisen where the winter witches rule, magic is a part of life in the Inner Sea region. Whether it is wielded by...

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    4.80/5 (based on 8 ratings)

    Land of Vikings! ... In the savage north lies a realm where only those who slay mighty draconic linnorms are fit to rule. Where giants and trolls dwell just beyond the veneer of civilization, lying in wait to attack any who tread too far into the wild. Where the magical influence of the First...

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    5.00/5 (based on 9 ratings)

    The End is Near! ... Since the first spark of mortal life took form, the daemons have sought to extinguish it. Evil in its purest form, these terrors seek nothing less than the end of all existence. Led by the Four Horsemen—War, Famine, Pestilence, and Death—the armies of Abaddon work to corrupt,...

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    4.00/5 (based on 9 ratings)

    It is a land where honorable samurai wage war against devious ninja. Where the guardian spirits known as kami stand against the ravages of evil oni. Where the martial artists of a shattered empire strive to maintain their traditions against rising chaos. A land of jade and tea, of pride and...

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    5.00/5 (based on 1 rating)

    Since the beginning, people have told stories of the monsters that stalk the night, lurking just beyond the town wall or the village’s edge. These are the creatures of myth and legend that have stood the test of time, which have entered everyday language and remained cultural touchstones for...

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    4.60/5 (based on 14 ratings)

    Golarion is the primary world of the Pathfinder campaign setting, but it is not alone. Far beyond its lands and seas, sister worlds revolve around the same sun, their residents connected by magical portals or ships of terrifying magic and technology. Now take your game off-planet and explore...

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    4.30/5 (based on 14 ratings)

    Intrepid seafarers seeking glory and gold need look no further than the vast and untamed island chain known as the Shackles. Throughout these isles, undead cyclopes guard eons-old treasure vaults, lycanthropic pirates maraud the waterways, and cannibalistic natives sacrifice trespassers to their...

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    5.00/5 (based on 2 ratings)

    No creatures demonstrate smaller races’ relative insignificance better than the eerie and awe-inspiring giants, whose humanoid visages and cyclopean strengths exude an aura of both familiarity and terror. Standing in the long shadows of these colossi, smaller races can witness a form of...

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    4.00/5 (based on 3 ratings)

    The shattered remains of dead civilizations lie dormant throughout the Inner Sea. Whether such ruins are entombed under tons of rubble, sunk beneath white-capped oceans, or warped into blasted wastelands by otherworldly energies, the perils of these obliterated empires are equaled only by the...

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    4.70/5 (based on 11 ratings)

    Known as the City of Monuments for its jaw-dropping skyline of ancient ruins, magnificent towers, and stunning sculptures, Magnimar embodies the spirit of the frontier realm of Varisia more than any other city. But life in the City of Monuments can be an adventure all its own. With strange...

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    4.20/5 (based on 13 ratings)

    While many legendary heroes of Golarion fit easily into the core classes of the Pathfinder Roleplaying Game—the sword-swinging fighters, fireball-flinging wizards, backstabbing rogues, and others—there are some who specialize in unique styles and techniques, perfectly customizing themselves for...

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    4.80/5 (based on 4 ratings)

    Forged by legends and bearing the might of immortal beings, artifacts possess world-shattering abilities far beyond the powers of even the most devastating mortal magic. But artifacts are born, not merely crafted. Behind every incredible artifact lies an equally remarkable tale, the sort of...

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    5.00/5 (based on 7 ratings)

    This book contains dozens of new monsters found in the Inner Sea region—all invented specifically for the Pathfinder campaign setting! Some, like the gearsmen of Numeria or the moth-like star monarchs who serve the goddess of dreams, have been mentioned many times in Pathfinder Campaign...

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    3.50/5 (based on 4 ratings)

    Every culture tells stories of strange beasts that haunt the edges of civilization. Seldom corroborated, the accounts of those who have encountered such creatures are brushed aside, or at best turned into colorful local legends. But always lurking beneath such myths are more than a few shreds of...

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    5.00/5 (based on 4 ratings)

    Far to the north lies a realm that the seasons never touch, where snow lies heavy on the ground all year and winter never releases its icy grip. A country ruled by White Witches with hearts as cold as the north wind—the daughters of the Queen of Witches herself, Baba Yaga—and...

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    5.00/5 (based on 6 ratings)

    Pray for Mercy ... The empyreal lords watch over the infinite expanses of the multiverse to ensure that good can flourish and that evil, no matter its form, can be vanquished. But even these powers cannot stem the tide of evil by themselves, and they must often rely on their celestial...

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    3.00/5 (based on 3 ratings)

    First World Problems ... Unveil the mysteries of primeval legends, encounter ancient creatures from a time before time, and prepare to enter a preternatural world where nothing is permanent and everything is alive and vibrant. Now the Pathfinder Roleplaying Game explores 10 of the Golarion’s most...

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    4.60/5 (based on 5 ratings)

    Storming the Castle ... Whether they are knights of chivalrous causes or nobles scheming nefarious designs, the movers and shakers of Golarion need strongholds to host their forces and to serve as a headquarters for launching their various plots and goals. Perhaps no strongholds are more suited...

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    4.60/5 (based on 5 ratings)

    A Desolation of Dragons ... Dragons invade the world of the Pathfinder Roleplaying Game in Pathfinder Campaign Setting: Dragons Unleashed! This collection of deadly foes and potent allies reveals 15 of Golarion’s most powerful and influential dragons, from cunning draconic manipulators to great...

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    5.00/5 (based on 3 ratings)

    The Worldwound ... A century ago, the nation of Sarkoris was murdered. Today, the fallen nation is a horrific, post-apocalyptic nightmare cloven by a vast canyon that connects Golarion to the demon-haunted reaches of the Abyss. This rift is known as the Worldwound, and through it the demonic...

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    5.00/5 (based on 2 ratings)

    Lords of Sin ... Demons have plagued heroes since the dawn of time. They are legion, as varied as the countless mortal sins that give them birth, and ever eager for new opportunities to destroy the works of humanity. Yet despite the danger, arrogant mortals remain fascinated by demons, and may be...

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    4.30/5 (based on 3 ratings)

    Unleash Mythic Power! ... Bring mythic adventure into the Pathfinder world with Pathfinder Campaign Setting: Mythic Realms. This must-have expansion to the Pathfinder Roleplaying Game’s newest and most ambitious hardcover, Pathfinder Roleplaying Game: Mythic Adventures, is your guide to epic...

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    4.30/5 (based on 4 ratings)

    Hear Ye! Hear Ye! ... Whether they're the starting points of incredible campaigns, communities facing unfathomable dangers, or merely places for adventurers to rest and resupply, vibrantly detailed towns are vital to any fantasy adventure. ... Towns of the Inner Sea explores six small but richly...

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    5.00/5 (based on 3 ratings)

    No Game Master can ever have too many colorful characters to throw at her players, whether they’re friendly allies or devious enemies. The Inner Sea NPC Codex presents over 50 unique NPCs from the Pathfinder campaign setting, allowing GMs to focus on the story they want to tell and not the...

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    3.80/5 (based on 4 ratings)

    Secrets of the Sands ... In the heart of the Inner Sea region stretches one of the oldest human empires still standing today: the mighty and mysterious land of pharaohs and pyramids known as Osirion. Hosting as many accursed tombs and treasure-filled ruins beneath its shifting sands as above,...

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    4.00/5 (based on 20 ratings)

    Unleash the Power of the Gods! ... Through the miracles of priests and the weapons of crusaders, the deities of the Pathfinder Roleplaying Game command unrivaled influence over the lands of the Inner Sea. Tap into their incredible might with Pathfinder Campaign Setting: Inner Sea Gods! Inside...

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    To celebrate the launch of Pathfinder Campaign Setting: Inner Sea Gods, we created a 24 x 36 poster featuring the gods Urgathoa, Nethys, and Sarenrae, as depicted by fan favorite artist Wayne Reynolds! Folded copies of this poster were sent to game stores everywhere, but we've set aside some...

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    3.30/5 (based on 3 ratings)

    A World of Battle! ... From the brink of the Worldwound, where demonic hordes lay siege to the mortal realm, to the battlefields of Mendev and Nirmathas, where soldiers distinguish themselves as heroes of ideals, battle is a common part of life in the Inner Sea region. Whether practiced by...

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    4.30/5 (based on 8 ratings)

    The Terrible Truth! ... Every civilization has its big questions, those mysteries that have plagued generations of scholars. How did humanity rise from barbarism? Why did the gnomes leave the First World? Who are the string-pulling veiled masters? What is the Aucturn Enigma, and what strange...

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    4.40/5 (based on 7 ratings)

    Ruins from the Stars ... Thousands of years ago, a massive spaceship from a distant world broke apart in the atmosphere above Golarion, showering down alien debris and technological wonders—an event known as the “Rain of Stars”—onto the plains of Numeria. Largely kept within this land by the...

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    4.30/5 (based on 17 ratings)

    Ray Guns and Rocket Packs! ... It’s one thing to face a dragon armed with a longsword and a suit of magic plate mail, but what if you had an atom gun and powered armor? How many zombies could you blow up with a rocket launcher? What happens if you’re standing next to a graviton reactor when it...

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    3.50/5 (based on 2 ratings)

    From countless crypts and forgotten fortresses, undead masterminds scheme all manner of unnatural depravities. Whether they take the form of murderous ghouls preying upon a city’s poorest citizens, wayward spirits trapped in ghostly form, or nefarious liches who continue their evil beyond death,...

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    4.70/5 (based on 3 ratings)

    High Seas, High Adventure! ... Not all adventures take place on land—the ships that sail the waters of the Inner Sea and surrounding oceans provide countless sources of excitement, plunder, and naval exploits. Whether the adventurers are simple passengers attacked by pirates or intrepid sailors...

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    4.30/5 (based on 3 ratings)

    Lost and Found! ... Treasure hunting isn’t just a job. For the most passionate adventurers, it’s the thrill of finally holding a legendary item in your hand, or the flash of insight when you unravel the function of a mysterious magical object, that justifies risking life and limb. From powerful...

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    3.50/5 (based on 4 ratings)

    Blood and Brutality ... Orcs are the scourge of civilization, the raiders who come in the night, slaughtering innocents for treasure and the simple joy of the kill. Their brutality extends even to their own kind, with tribes battling for supremacy and only the strongest individuals surviving to...

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    3.30/5 (based on 4 ratings)

    The Call of the Crypt! ... The vaults of the dead lie scattered across the Inner Sea region, waiting for the intrepid and the foolhardy alike to explore them in search of treasures and secrets lost to the ages. From labyrinthine gilded catacombs to the submerged ruins of a forgotten nation or an...

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    3.50/5 (based on 2 ratings)

    Wedged between the crumbling empire of Taldor and the devil-worshipers of Cheliax, the self-made nation of Andoran shines proudly on the coast of the Inner Sea. Ruled by a Supreme Elect chosen by the people, Andoran is surrounded by aristocratic enemies who believe the republic is an experiment...

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    3.20/5 (based on 13 ratings)

    Peoples and Powers! ... The peoples of the Pathfinder Campaign Setting have raised empires, mastered the greatest secrets of magic, and explored their world and beyond. Now delve into their histories, cultures, and powers with Pathfinder Campaign Setting: Inner Sea Races! Inside this book, you'll...

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    4.00/5 (based on 1 rating)

    From cults' secret sanctums to the fortresses of diabolical demigods in Hell itself, the machinations of devils permeate the world of the Pathfinder Roleplaying Game. Explore the unholy minions of Hell in this fell grimoire, which features a dozen specific devils and other infernal influences...

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    5.00/5 (based on 4 ratings)

    The Inner Sea region of the Pathfinder campaign setting is rife with monstrous foes, and 10 of the most fascinating are detailed in Pathfinder Campaign Setting: Inner Sea Monster Codex! From winged strix to aquatic gillmen, Golarion offers no shortage of iconic and inspiring antagonists to...

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    5.00/5 (based on 3 ratings)

    Mind-Shattering Monsters! ... Little is known about some of the deadliest horrors inhabiting the world of the Pathfinder Roleplaying Game, and that's just how these denizens of dream and thought like it. The less their secrets reach the average adventurer, the more easily they can hunt in the...

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    4.80/5 (based on 9 ratings)

    Beyond the Inner Sea! ... It's time to leave familiar climes and tour the wider world! While most Pathfinder characters hail from the Inner Sea region, there are many other continents and societies out there just waiting to be explored. Within this book, you'll find detailed discussions of six...

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    4.50/5 (based on 2 ratings)

    Unearth Occult Secrets ... The world of Golarion is full of ancient mysteries, hidden lore, and untapped psychic powers just waiting to be discovered. Pathfinder Campaign Setting: Occult Realms offers everything you need to explore occult themes in your games, including new rules, detailed...

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    5.00/5 (based on 1 rating)

    In Hell We Trust ... For centuries, the empire of Cheliax stood as an example of humanity's greatness, with colonies and vassal states spread throughout the Inner Sea region. Then Aroden, god of humanity, died mysteriously on the eve of his prophesied return, and the empire fell into a vicious...

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    4.50/5 (based on 4 ratings)

    Terrors from Below ... Beneath the Inner Sea region stretches a vast network of echoing caverns, serpentine tunnels, and subterranean lakes, their lightless reaches haunted by creatures too strange for most surface dwellers to imagine. This underground world is known as the Darklands, and to...

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    4.60/5 (based on 5 ratings)

    Across the Inner Sea region, few things are as ubiquitous as faith and religion. However, among the myriad nations and cultures, worship and devotion isn't limited to only the area's most widely acknowledged deities. Pathfinder Campaign Setting: Inner Sea Faiths sheds light on 15 lesser-known...

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    2.50/5 (based on 2 ratings)

    Angels on Our Shoulders ... The celestial beings of Heaven are paragons of virtue and good, standing steadfastly against the creeping threat of evil. Pathfinder Campaign Setting: Heaven Unleashed reveals 13 of these holy champions, from a cassisian angel and a serpentine couatl to an empyreal...

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    4.30/5 (based on 4 ratings)

    A World of Secrets ... From the infamous thieves' guilds of Absalom to the rebel networks of Galt, the poisoners of Daggermark to the secret courts of Taldor, cloakand-dagger plots manipulate fates across the Inner Sea region. With Pathfinder Campaign Setting: Inner Sea Intrigue, you'll learn the...

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    5.00/5 (based on 3 ratings)

    Champions of Unwavering Law ... Merciless, black-armored enforcers, Hellknights care nothing for good or evil, only their absolute, unflinching vision of law. In Pathfinder Campaign Setting: Path of the Hellknight, you'll join the ranks of Golarion's harshest champions of order—knights with...

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    4.00/5 (based on 5 ratings)

    Embrace the Elements! ... The elemental forces of air, earth, fire, and water are among the most powerful in the multiverse, forming the basis of the material world and giving creatures capable of wielding them immeasurable influence. Now players and Game Masters can harness these primal powers...

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    3.50/5 (based on 2 ratings)

    Houses of the Holy ... Nearly every settlement in the Inner Sea has at least one temple, ranging from the modest shrines of remote hamlets to massive cathedrals in metropolises. Temples can act as centers of commerce, community, healing, and sacrifice for adventurers and common folk alike. ......

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    3.50/5 (based on 2 ratings)

    Horrors Await Within ... Terrors beyond compare lurk in the world's shadows, yet the bravest of Golarion's heroes must face these nightmares again and again. Pathfinder Campaign Setting: Horror Realms helps bring the spine-chilling terrors presented in Pathfinder RPG Horror Adventures to the...

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    4.60/5 (based on 7 ratings)

    Grim Fairy Tales ... Explore the First World, the legendary realm of the fey, where reality reinvents itself and strange creatures peddle stranger wares to the unwary. Learn about the godlike Eldest who rule this plane, and how to navigate their fairy courts. Delve for legendary treasures in...

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    4.40/5 (based on 10 ratings)

    Glories of the Dawn ... Sprawling along the eastern shore of the Inner Sea lies Qadira, one of the mightiest nations of the region. Itself merely the westernmost tip of the vast Padishah Empire of Kelesh, Qadira has long stood as a bastion of culture and faith for humanity. Great dangers and...