Demon lords companion pdf download






















Robert J. Shadow of the Demon Lord. Original electronic Scanned image These products were created by scanning an original printed edition. Most older books are in scanned image format because original digital layout files never existed or were no longer available from the publisher. The result of this OCR process is placed invisibly behind the picture of each scanned page, to allow for text searching.

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Newsletter RSS Feed. Recent History Demon Lord's Companion. These products were created by scanning an original printed edition. These ebooks were created from the original electronic layout files, and therefore are fully text searchable. They can learn the Common Tongue, though they find it difficult to form the words. Yerathi can also leave messages by squirting musk on rocks. The chemical composition of the musk communicates a particular concept to other yerathi, such as danger, fear, safety, or the like.

Once sprayed, the musk retains potency for a few weeks. Queen Worship: The yerathi worship their queens as gods. Their faith in their patrons gives these queens great magical power, though not quite that wielded by the old gods. A queen grants her priests, who most often come from the consort caste, access to the Battle, Earth, and Life traditions.

Yerath Most people who live in the Patchwork Lands believe that the mounds dotting the southern and eastern reaches of the landscape are merely strange terrain. Few have any idea that these denuded hills belong to the yerathi, human-sized sentient insects who have toiled in the depths for as long as or longer than humans have claimed the continent.

Although bizarre in appearance and unsettling to those who have an aversion to insects, yerathi harbor no ill intentions and strive to foster peace in the world outside their homes. Bug People: Wholly alien compared to most other peoples on the continent, yerathi resemble humansized cockroaches. They have a thick carapace, triangular heads with bulging, globular eyes, and small mouths surrounded by mandibles.

Yerathi have six limbs: two legs, two strong arms, and two smaller, weaker arms that they use for tasks that required manual dexterity. Height and weight depends on caste, with soldiers being the largest and the genderless drones the smallest.

Caste Roll on the Yerath Caste table to determine your caste. You gain benefits based on the result of your roll. Drone Add laborer to your list of professions. Increase your Strength by 2 and Will by 1.

Scout Add guide to your list of professions. Increase your Agility by 1 and your Perception by 1. Soldier Add soldier to your list of professions. Increase your Strength by 2, and your starting Defense is 13 instead of Extra Arms You have a second pair of arms that end in hands. These appendages are useful only for fine manipulation and carrying small, lightweight objects or performing minor activities.

On your turn, you can use a triggered action to reload a weapon. Flutter You can use an action to unfurl your wings, which lets you move by flying until the end of the round, although you fly at half Speed. While your wings are unfurled, you grant 1 boon on attack rolls made against you. Musk You can use an action, or a triggered action when you take damage, to squirt your musk into a 1-yard cube originating from a point you can reach. Any creature in that space must get a success on a Strength challenge roll or become impaired for 1 round.

Once you use your Musk, you must wait at least 1 minute before you can use it again. As part of using this talent, you can use the scent to communicate one concept such as fear, anger, sorrow, or security.

Any yerathi within 5 yards of the space can perceive this message. You were the only survivor. Level 4 Yerath Expert 2 You discovered a shrine to an ancient and terrible being. The experience twisted your soul, giving you 1 Corruption. Alone, you struck out to find your own way. Start with a random enchanted object. Your height and weight do not change, but you increase your Intellect and Will by 1 each instead of the increases you received for your original caste.

You fled your hive to avoid your responsibilities, and you want to never return. By the time you escaped, you were far from home. You owe this person a debt. Add one area of scholarship to your list of professions. You remained in that form for several years before returning to your normal form. Swift Wings You can use a triggered action on your turn to use Flutter. Yerath Caste d6 Caste 1—3 You are a drone. You stand 4 feet tall and weigh pounds.

You stand 5 feet tall and weigh pounds. You stand 6 feet tall and weigh pounds. Yerath Personality 3d6 3 Personality You come off as dull and uninteresting. Background 4—5 Bitterness fills your heart, and you have a pessimistic outlook on just about everything. Your scientific interests lead you to perform certain actions that others might deem unethical or even immoral. You stayed with them long enough to learn their language. Add Gnomish to the list of languages you can speak.

No matter where you go, she rules your heart, despite the fact that you will never be her consort. Hatred consumes you, and you commit yourself to vengeance for something done to you or your kind. Each complication represents an event or circumstance that has had a lasting effect on your character. The following section offers even more ideas for creating an engaging character.

These wards work against demons, partly shielding you from their attacks at the expense of your sanity. Wards When a demon attacks you, you impose 1 bane on its attack roll, and you make any challenge rolls to resist that attack with 1 boon.

Unstable Mind You make challenge rolls to resist the horrifying trait with 1 bane. Furthermore, whenever you complete a rest, you must get a success on a Will challenge roll or gain 1 Insanity. Hunted Someone or something is hunting you. You must stay on the move, for your pursuer is never far behind you. Characteristics Increase Perception by 1 and Speed by 2.

Nemesis A character or creature created by the GM stalks you. The GM controls this character and might spring him, her, or it on you at times you least expect.

If you defeat your pursuer, you either lose this story complication or you gain a new stalker. Rage Whenever you get a failure on an attack roll or a challenge roll, you must roll a d6 to see if you become enraged. On a roll of a 6, you gain 1d3 Insanity. You do not become frightened from gaining Insanity in this way. Instead, you become enraged: for a number of rounds equal to your Insanity total, you make attack rolls and damage rolls with 1 bane, you take half damage from all sources, and your attacks deal 1d6 extra damage, but when you attack, you choose your target at random.

Once this effect ends, you become fatigued for 1 hour. Monstrous Inbreeding has wrecked your facial features, twisting you into a monster. You make attack rolls in social situations to do anything but intimidate with 2 banes. You make rolls to intimidate in these situations with 2 boons. Trusted You might be a parent to a child, have a sibling in tow, or be accompanied by a spouse on your adventures.

This character stays with you and provides you with help when he or she is not a liability. Companion You have a companion a child, sibling, spouse, or close friend. While you are within short range of your companion, you make challenge rolls with 1 boon. While you are more than 1 mile from your companion, you are impaired.

If your companion dies and you discover this fact, you lose this trait and you gain Insanity equal to your Will score. Rivalry Choose another character in your group to be your rival. If the player is willing, you each gain this story complication. Work out the nature of the rivalry between your characters with the other player.

You might both compete for the affection of another, want to prove yourself the superior warrior, or something else. Competitors Forever You cannot use an action to help the object of your rivalry. Profit from Failure If you can see your rival when he or she gets a failure on an attack roll or a challenge roll, you make your next attack roll or challenge roll before the end of the round with 1 boon.

Spellscarred After being targeted by a spell, you found your nature changed. You became resistant to a particular kind of magic, but vulnerable to other forms. Tradition Resistance Choose one tradition. When a creature attacks you with a spell from that tradition, you impose 2 banes on its attack roll and you make challenge rolls to resist the spell with 2 boons.

Spell Susceptibility When a creature attacks you with a spell from a tradition other than the one you chose for Tradition Resistance, you grant the creature 1 boon on its attack roll and you make the challenge roll to resist the spell with 1 bane. Splintered In addition to your original persona, you have 1d3 other distinct personas that emerge when you are under pressure.

At such times, no matter which persona is dominant, you have access to all the talents and benefits from your ancestry and paths. Personas For each of your additional personas, roll two professions, a personality, and a starting age. Assign a gender randomly to each persona. Whenever you gain a new profession, assign it to one of your personas. Insane Switch Whenever you gain Insanity, you adopt a different persona. You can choose only a persona you have not adopted since you last completed a rest.

If you have no personas to choose from, you instead gain a new persona and adopt that one instead. During these first adventures, some fall, others become traumatized, but a few emerge with a sense of purpose, a drive to master the necessary talents to take on even greater challenges. These survivors form a group, a band of individuals who learn to work together to overcome threats, complete missions of great significance, and, above all, survive in a world falling to pieces.

Normally, players come up with a reason for why their characters have stuck together, drawing from the experiences they had in previous adventures and the stories they tell of what happened between these monumental events. This chapter introduces the concept of the group theme. Each theme acts as a unifying factor that helps knit the characters into a group and provides them with a tangible benefit for staying together.

Of course, player characters often find themselves in tenuous, difficult circumstances, and sometimes the bonds holding together the most tight-knit team can weaken or break. For as long as the members continue to combine their efforts and work together, the group dynamic holds.

The optional rules presented here provide characters with more story fodder and mechanics to support their chosen theme. Drawn together by a shared love of travel and curiosity about the wider world, bold explorers are most comfortable when they are on the road or blazing trails into unexplored regions.

To reflect these possibilities, a group can switch to a different theme at level 3 and again at level 7. Cunning Merchants A group theme explains why the player characters are together and suggests reasons why the group undertakes certain adventures. When the group forms, you and the other players can choose a theme from the ones presented here or choose one randomly.

Group Theme Choices d20 20 Bold Explorers Theme 1 Bold explorers 2 Cunning merchants 3 Daring scoundrels 4 Desperate rebels 5 Devoted servants 6 Driven peacemakers 7 Embattled survivors 8 Exalted heroes 9 Famed entertainers 10 Hard-bitten mercenaries 11 Intrepid adventurers 12 Loyal soldiers 13 Murderous gangsters 14 Noble entourage 15 Oathsworn avengers 16 Occult investigators 17 Righteous pilgrims 18 Slaves to darkness 19 Sworn defenders 20 Trusted agents Trailblazers At the start of each adventure, your group replenishes its pool of talent, which is measured in tokens.

Whenever a member of the group would make a Perception challenge roll or a challenge roll to climb, jump, or swim, that member can expend any number of tokens from the pool to make the roll with a number of boons equal to the tokens spent.

In addition, a member of the group can use an action to expend a token from the pool to remove the fatigued affliction. Commerce draws cunning merchants from the great houses to markets across the Empire and beyond.

Armed with in-demand goods, merchants must brave the waterways and roads to bring their products to customers. While long ventures pose great risk, the rewards in wealth are often worth it. Most groups of cunning merchants come together after a fraught first journey, learning how to survive the many hazards en route to some far-flung place.

From these experiences, they learn to work together and guard against other dangers that might reveal themselves. Groups of cunning merchants often stumble into adventures, usually along the way to their next destination, or while in a community. Resources Your group generates a pool of coins at the start of each adventure. You have 3d6 coins, which are copper when you are novice characters, silver when you are expert characters, and gold when you are master characters.

In addition, your earnings always provide each member with at least a comfortable lifestyle. Daring Scoundrels Whether they are criminals seeking to line their own pockets or enemies of injustice taking a stand against the rich and powerful, daring scoundrels rely on tricks, ruses, and subterfuge to gain the upper hand.

Mixing a diverse assortment of abilities, daring scoundrels can usually find a way to come out ahead, even if the job goes south. A group of daring scoundrels might work against a ruthless crime lord, fighting the organization from inside, or foment rebellion against a tyrannical noble, or somehow manage to rob the Vault in Kem, the Golden City.

Plans Inside Plans At the start of each adventure, your group replenishes its pool of tricks, which is measured in tokens. Whenever a member of the group would make an attack roll in a social situation or any challenge roll, he or she can expend any number of tokens to make the roll with a number of boons equal to the number of tokens expended.

Desperate Rebels Forged from the crucible of adversity, desperate rebels band together to topple a terrible enemy. They might oppose a particular tyrant, such as the Orc King, or wage war against an idea such as poverty, oppression, or evil. Whatever the cause the rebels commit themselves to, the enemy is far more powerful than they are, and the fight has them on the ropes, struggling just to survive.

Members of the group typically come together out of a shared hatred for their common foe. Second Chance Once per adventure, when half the members of the group are injured, each member of the group heals damage equal to his or her healing rate. The Great Druid might send a group to deal with a grave threat to the natural world, while the Dark Lady could use her servants to prepare the way for her march into the ruins of the Empire.

Invoke Favor At the start of each adventure, your group replenishes its pool of favor, which is measured in tokens. Driven Peacemakers When war ravages the countryside, when unrest darkens the doors of those who live there, driven peacemakers arise to restore peace and order to the lands. Such groups form in response to some terrible threat. An invading army, an undead horde, beastmen mobs, or a religious schism tearing a people apart could all be reasons why talented individuals might undertake the cause of restoring serenity.

Peacemakers work toward ensuring a brighter future by any means necessary, and in so doing might negotiate truces, wipe out monstrous infestations, or help defend beleaguered communities. Good Reputation While in the lands the group works to help, each member of the group makes attack rolls in social situations to befriend or persuade with 1 boon.

Furthermore, members of the group can expect and receive aid from the people they would help, within reason. The darkness corrupts, engenders madness, and otherwise destabilizes the world in preparation for the imminent demonic invasion. Embattled survivors have witnessed firsthand the horrors of the dark times, and after that shared experience have banded together to fight back against the darkness.

Blooded While within short range of at least one other member of the group, you make challenge rolls to resist the frightening and horrifying traits with 1 boon. Exalted Heroes Whether they have pledged to fight in the name of one god or many, exalted heroes champion their deities in the world, advancing their agendas and waging war against their enemies.

Exalted heroes can be associated with any religion, from the Cult of the New God to witchcraft, but all members of a certain group must be devoted to that religion.

The members might have been recruited separately, possibly visited by a divine servant sent to compel their service, or might have been recruited by a religious institution. Most exalted heroes concern themselves with missions that pertain to their religious interests. They might be called upon to defend temples, track down stolen relics, or root out heretics from the ranks of the believers. Needs of the Faithful Your group members can call upon the service of a friendly temple once for each member per adventure.

A member can choose to heal damage equal to his or her healing rate or can remove the diseased or the poisoned affliction. Wards of the Temple Your group can expect and receive free accommodations, food, and drink from temples associated with your religion. Although some 22 entertainers might go it alone, earning their fame and fortunes by their singular talents, many find it more profitable to gather into groups to draw larger crowds through their combined skills.

In time, the members of a successful troupe gain great reputations, finding themselves in high demand all across the known world. Famed entertainers spend a great deal of time on the road, which gives them more opportunities to stumble across interesting situations that can and often do lead to grand adventures. Roll a d6.

On a roll of a 6 for a novice group, 4—6 for an expert group, or 2—6 for a master group, the locals know of the characters, which grants the characters 1 boon on attack rolls made in social situations involving the locals. In addition, whenever the group spends an evening performing, the characters need not pay for room and board, and most people attending the performance become friendly to the characters for as long as they remain in the community.

Adulation of the Common Folk Each member of the group can automatically sustain the getting by lifestyle as novice characters, the comfortable lifestyle as expert characters, and the wealthy lifestyle as master characters. If members would sustain a higher lifestyle, they can do so at a 1 ss discount. Hard-Bitten Mercenaries In a world drowning in conflict, opportunities abound for those who sell their swords and spells.

Less selective mercenaries might find themselves employed by a wide range of individuals, from well-intentioned nobles looking to protect their holdings to cruel warlords who exploit the present uncertainties to conquer new territories. Mercenaries might also take specific jobs, such as guarding valuables, protecting a town from raiders, scouting dangerous areas, and so on. Accustomed to Violence At the start of each adventure, your group replenishes its pool of talent, which is measured in tokens.

Any group member can expend a token to remove the frightened affliction or to heal damage equal to half his or her healing rate. Intrepid Adventurers Whether they are descending into the depths of the earth to fight troglodytes and other subterranean terrors or exploring the haunted ruins of a diabolic necromancer, intrepid adventurers seek out danger to win fame and fortune.

No monster is too foul to face, no place too dangerous to confront, for intrepid adventurers have a mix of unique capabilities suited to standing fast against some of the worst things in the world. Intrepid adventurers find themselves embroiled in all kinds of missions, especially those that have a reward in the offing. Seasoned Adventurers At the start of each adventure, your group replenishes its pool of talent, which is measured in tokens. Whenever a member of the group would make a Perception challenge roll, a challenge roll to resist the effects of a triggered trap, or a challenge roll to resist an attack, the member can expend any number of tokens from the pool to make the roll with a number of boons equal to the tokens expended.

In addition, a surprised member can expend a token to remove the surprised affliction. Loyal Soldiers Rising tensions across the Empire have seen provinces, organizations, and moneyed individuals invest considerable sums in building armies. One can find military units almost everywhere on the continent these days.

The Holy Kingdom amasses its troops along the borders of Caecras, while Drudge does the same as he prepares to invade the hated Kingdom. The rampaging beastmen in Tear are resisted by numerous militias working to protect their communities, while the Crusader States in the Northern Reach are always looking for new recruits.

As a military outfit, loyal soldiers go wherever they are directed between adventures and might find themselves undertaking adventures related to the larger fighting force. Whenever a member of the group would make an attack roll against a target within the reach of another group member, the triggering member can expend any number of tokens to make the roll with a number of boons equal to the tokens expended.

In addition, a member of the group can expend a token to help another member of the group who is within short range without having to use an action. Murderous Gangsters Not all groups form for noble causes. Some gather out of a shared contempt for others, a callous disregard for life, or common greed.

Murderous gangsters take what they want from those weaker than they are. They might be bandits, preying on travelers, or brigands, who break into farmsteads to rob and kill. Good at Killing At the start of each adventure, your group replenishes its pool of talent, which is measured in tokens. Whenever a member of the group gets a success on an attack roll, the member can expend one token to deal 1d6 extra damage to the target.

Fearsome Reputation Members of the group make attack rolls in social situations to intimidate with 1 boon if the target is aware of their reputation. Noble Entourage Nobles who travel do so with as many comforts from home as they can afford to bring, and so they keep entourages of guards, servants, family members, and entertainers.

A noble entourage consists of people the noble counts as his or her companions. The noble might be included in the group, but more often employs the members of the entourage to do things on his or her behalf.

A good and virtuous noble might send an entourage to help others and solve problems that affect the people he or she rules, while a noble of low character might rely on an entourage to cover up gaffes and scandals, deal with enemies, and protect him or her from debt-holders. Noble Access Each member of the group makes attack rolls with 1 boon in social situations against nobles and people associated with nobility.

Regular Pay The noble pays each member of the group enough to maintain a comfortable lifestyle. Oathsworn avengers come together from a shared need for vengeance. The band might center on one driven individual, with the other members recruited for their various talents, or they might all have an axe to grind. Pursuing vengeance as they do leads these characters into all kinds of adventures.

They might gather intelligence about an enemy, take out an important underling, or work behind the scenes to discredit and destroy their enemy. Sworn to Vengeance At the start of each adventure, your group replenishes its pool of talent, which is measured in tokens.

Whenever a member of the group takes damage, one member of the group can use a triggered action and expend a token to make an attack. Occult Investigators Many of the greatest threats to the world go unnoticed, undetected, and unseen by ordinary people. These supernatural dangers can include everything from demonic possession, to hauntings, to the mad designs carried out by vile cultists in service to alien powers.

Occult investigators peer into places most others fear to look. They confront the darkness, venturing into the murky gloom of mysticism, corruption, and evil to combat it in any of the forms it might take. Occult Knowledge At the start of each adventure, your group replenishes its pool of talent, which is measured in tokens. Whenever a member of the group would recall information about dark magic, demons, devils, spirits, undead, or other secret and evil supernatural subjects; make an attack against a demon, devil, spirit, or undead; or resist an attack from such a creature, the member can expend any number of tokens from the pool to make the roll with a number of boons equal to the tokens expended.

Righteous Pilgrims Although the gods tend to be remote, rarely taking a direct hand in mortal affairs, their representatives on Urth spare no effort in reminding people that the gods exist and do have an active interest in the lives of their followers. Righteous pilgrims set out to see the sites most important to their religions.

They might travel for months for a chance to pray at a shrine once visited by holy Astrid, or brave the deep shadows of an ancient, primeval forest in hopes of catching a glimpse of the Horned King. Many pilgrimages can last months or even years, and the people who undertake these travels sometimes form strong personal bonds that can last their entire lives. What keeps the members together is a shared belief in their god or gods and their willingness to trust in their deity to lead them to where they ought to go.

And if the destination proves dangerous, such is the will of the gods. Triumph of Faith At the start of each adventure, your group replenishes its pool of faith, which is measured in tokens. Whenever a member of the group rolls a die and gets a number he or she dislikes, the character can expend a faith token to reroll the die and use either result.

Slaves to Darkness Reasons abound to explain why some people abandon a life of good and virtue and instead embrace the darkness. Some might have been seduced by a devil, lured into making a fell bargain. Others crave the power offered by such a decision and find themselves willing to do whatever they must to obtain it. Although they are individually reprehensible, slaves to darkness sometimes work together to achieve common goals or to please the masters they serve.

These groups undertake terrible and foul missions: gather converts to their foul religion, recover dangerous relics, murder, steal, release demons, and perform other heinous acts. Sworn Defenders Individuals who are sworn to a code of conduct and who feel a duty to protect the innocent, sworn defenders see themselves as champions of the people.

Whether fighting against marauders threatening a small town or venturing into a haunted graveyard to find the source of the undead, sworn defenders do their duty or die trying.

Protectors At the start of each adventure, your group replenishes its pool of talent, which is measured in tokens. Whenever a creature within 1 yard of a group member would be attacked, the member can expend a token to impose 1 bane on the attack roll or to grant 1 boon on the challenge roll made to resist the attack. Trusted Agents Many organizations on the continent employ teams of specialized talent to carry out missions on their behalf.

The Black Hand, the House of Healing, the Cult of the New God, and numerous other agencies keep operatives in the field, each member specifically recruited for loyalty and capability.

The nature of the missions depends on the organization. Agents of a criminal syndicate might run heists and rob merchants, while agents of the House of Healing travel to remote areas to alleviate suffering and seek out cures for plagues. Sponsored An organization sponsors the group, providing the members with supplies at the start of each adventure that involves the organization. The exact materials are determined by the GM, but can include weapons, armor, potions, incantations, steeds, and hirelings.

Typically, the organization invests up to 5 gc per level of the group per mission. Excess coin is lost. Access Members of the group have full access to their parent organization and all the benefits of membership that one might expect. Contacts For each adventure, the characters gain one influence, information, or security contact as chosen by the GM see Shadow, page , for details.

Stained by Darkness Each member of the group gains 1 Corruption. Thralls to Evil At the start of each adventure, your group replenishes its pool of darkness, which is measured in tokens.

Whenever a member of the group would make an attack roll, the member can expend one token to make the attack with 1 boon. If the roll results in a success, the attack deals 1d6 extra damage and the member gains 1 Insanity. Shadow presents a slew of paths, and other supplements have expanded them even further. This chapter reveals even more. Expert Paths: The expert paths described in the following pages offer new areas for character development, with options designed to appeal to anyone regardless of their master path selection.

The auspex introduces a new way to combine magic and hand-to-hand fighting. The wardscribe is an expert at drawing symbols of power and using those symbols to fuel her power and destroy her enemies. The silhouette is meant for characters with some talent for magic and an interest in stealth and subterfuge. The wangateur, a fearsome student of healing herbs and magic, can use his training to undo harmful magic and drive off evil spirits. Here you will find the invoker, a spellcaster who has the power to bind daemons; the legalist, who speaks with the voice of absolute authority; and the metallurgist, who has mastered the use of Metal magic.

As well, this chapter also presents the cenobite, a master of Soul magic. Four more master paths offer new options for magicusing and non-magic-using characters. The fencer specializes in swift weapons, while the halberdier is unmatched when it comes to fighting with staffs and polearms. The sleuth possesses incredible talents of observation and detection, while the tormentor knows how to destroy foes by exploiting their fears.

As with nearly all paths created for this game, you need not meet any requirements to choose them. The combination of your path choices makes your character an exceptional individual—by the time you finish out your master path, you stand as one of the most significant people in the world.

Expert Paths The following expert paths offer new and interesting ways to develop your character. Auspexes have trained their senses to see these warnings and interpret their meanings in an instant. The information they gain from their powers of observation enables them to shift their tactics and adjust their actions to produce the most advantageous outcome. Many have always had the talent, seeing strange things in their environment without understanding the meaning of them.

In others, the ability lay dormant until some stressful event shattered the mental lock that contained it. In any event, auspexes see the signs around them, odd warnings that others overlook or simply cannot perceive. Such a warning could be a pattern in the arrangement of rocks, a whisper in the wind, or the ominous and unusual behavior of an ordinary animal. Auspexes can come from all professions and backgrounds. Priests devoted to the Seer sometimes go on to become auspexes, finding the path a natural outgrowth of their religious devotion.

Magicians too might choose this path to better arm themselves against the challenges ahead, while also further developing their magical abilities. Magic You discover the Divination tradition, or you learn one Divination spell. Read the Signs When you would use an action, you can use a triggered action to search for omens. Make a Perception challenge roll with 1 bane.

On a success, you gain 1 Insanity. Instead of becoming frightened from gaining Insanity in this way, you instead make attack rolls and challenge rolls with 1 boon and you impose 1 bane on attack rolls made against you. The benefit lasts for a number of rounds equal to your Insanity total. On a failure, you must wait 1 minute before you can use Read the Signs again. Watchful If you would be surprised, you can use a triggered action to make a Perception challenge roll.

On a success, you are not surprised. Masterful Interpretation When you use Read the Signs and get a success, you increase the number of boons gained by 1 and the number of banes imposed by 1. Auspex Story Development d6 Story Development 1 You entered a sacred cave and breathed in the strange-smelling vapors, reeling as your mind shattered under the weight of the revelations.

To aid you, the deity woke your mind. It is not enough to learn the mystic words or gestures to walk this gloomy path, however; one must become as shadow, embracing the darkness and rejecting the light.

Learning the appropriate magic and achieving the proper state of mind ushers the student into a dark world of flickering shadows that bend to her commands. The gathered shadows can then be used to cloak the character in darkness, to cause her to vanish, or even to coalesce shadows into blots of magical darkness to confound her enemies.

Silhouette Story Development d3 Story Development 1 A shadow attacked you and stained your soul enough that you discovered the secrets of Shadow magic. Level 3 Silhouette Silhouette Although the Shadow tradition does not fall under dark magic, it often attracts those who would exploit magic for diabolical ends. Whether they use spells to mask activities, to keep them concealed from the pure light of day, or to aid them in dealing with fell beings called forth from the Underworld or beyond, the people who practice Shadow magic often walk the narrow path between innocence and corruption, and many of those find themselves tempted to take up even darker expressions of magic.

One thing common to nearly all users of Shadow magic is a tendency to be altered by its nature, to become more comfortable in the twilit hours and darkness, while shunning the light. Silhouettes embody this tendency, for they are individuals who have sought to understand Shadow magic in order to abet their criminal activities. Though it is false to assume that all who become silhouettes are drawn to acts of thievery, assassination, or worse, the vast majority are, and the tendency is so widespread that most outsiders paint all followers of this path with the same black brush.

Magic You discover the Shadow tradition, or you learn one Shadow spell. You retain these shadows until you expend them or you use this talent again. Shadow Blend When you are in an area obscured by shadows or darkness, you can use a triggered action to become invisible for 1 minute.

If you move or use an action, the effect ends immediately. Shadow Guard When you are attacked by a creature that can see you, you can use a triggered action to expend a shadow and impose 1 bane on the triggering attack roll.

Shadowed Eyes When you are in an area obscured by shadows or darkness, you can use a triggered action to expend a shadow and gain the darksight trait for 1 minute. Your attack deals 1d6 extra damage. Wangateur Many wizards, mages, priests, and others of their ilk claim that modern magic began with the establishment of their traditions and institutions. But anyone who has traveled through the gloom of Spiderwood or in the depths of Balgrendia knows better.

Phone PDF. Virtual Tabletops. STL 3D Model. Schwalb Entertainment. Pay What You Want. See all titles. Publisher Website. Follow Your Favorites! Sign in to get custom notifications of new products! Recent History. Product Information. Copy Link Tweet This. Robert J Schwalb. Shadow of the Demon Lord. Original electronic Scanned image These products were created by scanning an original printed edition. Most older books are in scanned image format because original digital layout files never existed or were no longer available from the publisher.

The result of this OCR process is placed invisibly behind the picture of each scanned page, to allow for text searching. However, any text in a given book set on a graphical background or in handwritten fonts would most likely not be picked up by the OCR software, and is therefore not searchable.

Also, a few larger books may be resampled to fit into the system, and may not have this searchable text background. For printed books, we have performed high-resolution scans of an original hardcopy of the book. We essentially digitally re-master the book. Unfortunately, the resulting quality of these books is not as high. It's the problem of making a copy of a copy. We mark clearly which print titles come from scanned image books so that you can make an informed purchase decision about the quality of what you will receive.

Original electronic format These ebooks were created from the original electronic layout files, and therefore are fully text searchable. Also, their file size tends to be smaller than scanned image books.

Most newer books are in the original electronic format. Both download and print editions of such books should be high quality. Here is a sample of a page from a watermarked title:.

File Last Updated:. This title was added to our catalog on October 16, Publisher Average Rating. See All Reviews. See all titles Need help?



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