TEXT: CC01
  MAKE YOUR GAME LEGENDARY!
  WITH THIS SET OF 30 MAGIC ITEMS OF ALL POWER 
  LEVELS FOR USE IN ANY GOTHIC-THEMED CAMPAIGN!
  Treasury
  of the Macabre
  Treasury
  of the Macabre
  
  2
  • 5 •
  Introduction: Gothic Treasures
  TABLE: ITEM MARKET PRICES
  • 14 •
  Artifacts
  • 15 •
  Author Bios
  • 4 •
  Welcome to Adventure Path Plug-Ins
  BY CLARK PETERSON
  • 7 •
  Weapons / Wondrous Items
  • 3 •
  Credits
  • 6 •
  Rods
  override baton
  rod of the arcane cenotaph
  rod of the moon
  anatomist’s knife
  spinelash
  beyonder’s veil
  bloodscent
  clockthief’s candelabrum
  clockthief’s key
  crown of deadspeach
  cruciform icon
  electroshock glove
  fearful knocker
  galvanic neck bolts
  gargoyle mask
  gauntlet of staveguarding
  ghost shackles
  guardian moppet
  helm of certain sanity
  horn of the deep ones
  mesmeric mask
  sanguinary torc
  séance candle
  shadow pack
  skeleton cage
  tentacle vest
  tomb tapper
  witchblood stylus
  wolfhair shirt
  elder talisman
  override baton
  rod of the arcane cenotaph
  rod of the moon
  anatomist’s knife
  spinelash
  beyonder’s veil
  bloodscent
  clockthief’s candelabrum
  clockthief’s key
  crown of deadspeach
  cruciform icon
  electroshock glove
  fearful knocker
  galvanic neck bolts
  gargoyle mask
  gauntlet of staveguarding
  ghost shackles
  guardian moppet
  helm of certain sanity
  horn of the deep ones
  mesmeric mask
  sanguinary torc
  séance candle
  shadow pack
  skeleton cage
  tentacle vest
  tomb tapper
  witchblood stylus
  wolfhair shirt
  elder talisman
  • 16 •
  Legal
  index
  index
  
  3
   Credits
  Creative Director: Clark Peterson
  Author: Jason Neslon with additional material by Clinton J. Boomer and the Legendary Games Design Team
  Layout & Design: Timothy K. Wickham
  Art: Colby Stevenson
  Legendary Games Design Team Members: Clinton Boomer, Robert Lazzaretti, Clark Peterson, Jason Nelson, 
  Neil Spicer, Greg A. Vaughan
  Special Thanks: Erik Mona, Lisa Stevens, James Jacobs and the Paizo staff and to all the authors of the amazing 
  Carrion Crown Adventure Path!
   
  About Legendary Games
  Legendary Games is an all-star team of authors and designers, coordinated by Clark Peterson of Necromancer 
  Games, Inc. Legendary Games uses a cooperative, team-based approach to bring you, the Paizo fan, the best 
  expansion material for your game. We are gamers and storytellers first, and we believe that passion shows in our 
  products. So check us out, and Make Your Game Legendary!
  Join the Legendary Games team online at www.makeyourgamelegendary.com
  Visit us on Facebook and follow us on Twitter @legendary_games.
    
  Treasury of the Macabre. Copyright 2011, Legendary Games. All rights reserved.
  This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or the 3.5 Edition of the world’s oldest 
  fantasy roleplaying game. The OGL can be found in the Legal page at the end of this product.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG 
  for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are 
  trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility 
  for more information on the compatibility license.
  Treasury
  of the Macabre
  Treasury
  of the Macabre
  
  4
   Welcome to Adventure Path Plug-Ins
  This supplement is the first in our product line known as “Adventure Path Plug-Ins.” When you see the  
  “Adventure Path Plug-In” logo at the top of a Legendary Games product, you can expect it is designed to fit 
  directly with the themes of a particular Adventure Path campaign. The all-star team of designers here at  
  Legendary Games is committed to bringing you the most creative, rules-legal, and well-designed content you can 
  find. Though Adventure Path Plug-Ins all share a theme with a specific Adventure Path campaign, they’re also 
  designed for easy inclusion in your home game regardless of what campaign you run.
  What You Will Find Inside the Treasury
  This supplement contains 30 magic items designed to fit perfectly in any gothic-themed campaign. One 
  problem with Adventure Path-based campaigns is that they are written to appeal to all adventurers and they 
  are not tailored to your campaign, your play style or your particular game group. This Treasury of magic items 
  allows you, the GM, to insert magic items into the Adventure Path to personalize the adventures as your own 
  and permit you to replace items in the published adventures with other appropriately-themed items. Of course, 
  for those of you not running the gothic Adventure Path, these items bring a hefty dose of the macabre and can 
  fit easily into any campaign.  
  Who better to provide you with alternate magic items for your Adventure Path campaign than the very  
  writers of those adventures themselves? Answer: no one. And in keeping with Legendary Games’ tradition  
  of excellence and focus on story, these items are not mere cardboard cut-out items with gothic names,  
  they are interesting and brilliantly designed items in their own right, each of which could be the focus  
  of one of your own adventures. 
  Hey, What’s With the Names?
  You will see us use phrases such as “Gothic Campaign” instead of title of the most recent Adventure Path. Or you may see 
  us use the names “The Professor” or “The Professor’s Daughter” or “Immortal Principality” instead of the proper names 
  of specific characters or places from those adventures. There are legal reasons for this. While we can create compatible 
  products under the Open Game License, we still have to be respectful of certain content that Paizo owns. Because we want 
  to be very respectful of their content and work in partnership with them we use these “replacement phrases” for certain 
  content. Plus, this helps the product have a more general appeal to those who may be running a home campaign that fits 
  the same themes. In any event, we are 100% confident you know what we are talking about and will have no problem 
  making the required connection. So enjoy these magic items in your “gothic Adventure Path,” fighting cultists of the “lich-
  king.” See, that wasn’t so hard, was it?
  I
  index
  index
  
  5
   Gothic Treasures
  The magic items in this book are designed specifically to fit within a Gothic horror campaign, whether a 
  published path of adventures or one of your own devising. The basic catalog of magic items can be used to 
  supply magical treasures for such a campaign, and many are highly thematically appropriate, from a cloak of 
  the bat to a robe of bones, a sword of life stealing to any number of wands and staves containing spells suitable 
  to a Gothic atmosphere. However, the items presented in this volume are tailored to suit a number of the 
  classical tropes of horror fiction and media. Need to stock the laboratory of a mad scientist with his deranged 
  inventions? The tomb of an ancient wizard-king with relics of the sorcerous past? The cultic sanctum of insane 
  stargazers and their alien artifacts? Look no further, for below is a list of magic items that fit within half a 
  dozen horror genres (though there is plenty of room for crossover), followed by full descriptions of every  
  item to chill the hearts and fire the imagination of you and your players.
  Ghosts and Haunted Buildings 
  fearful knocker, gargoyle mask, ghostly shackles, séance candle, tomb tapper
  Mad Scientists and Constructs 
  anatomist’s knife, clockthief’s candelabrum, clockthief’s key, override baton, electroshock glove, galvanic neck-bolts
  Werewolves 
  bloodscent, guardian moppet, rod of the moon, shadow pack, wolf-hair shirt
  Eldritch Alien Horrors
  beyonder’s veil, elder talisman, helm of certain sanity, horn of the deep ones, tentacle vest
  Vampires and Witches 
  bloodscent, cruciform icon, mesmeric mask, sanguinary torque, witchblood stylus
  Liches and the Ancient Dead 
  crown of deadspeech, gauntlet of staveguarding, rod of the arcane cenotaph, skeleton cage, spinelash
  Table 1—1: Item Market Prices
  Item Name
  Market Price
  tomb tapper
  600 gp
  bloodscent
  1,500 gp
  séance candle
  1,500 gp
  guardian moppet
  1,600 gp
  clockthief’s candelabrum
  1,800 gp
  wolf-hair shirt
  3,000 gp
  shadow pack
  4,000 gp
  electroshock glove
  5,000 gp
  fearful knocker
  5,400 gp
  override baton
  6,000 gp
  gauntlet of staveguarding
  7 ,000 gp
  gargoyle mask
  8,000 gp
  tentacle vest
  8,000 gp
  witchblood stylus
  8,000 gp
  beyonder’s veil
  9,000 gp
  ghost shackles
  10,000 gp
  anatomist’s knife
  10,302 gp
  horn of the deep ones
  12,000 gp
  crown of deadspeech
  18,000 gp
  mesmeric mask
  18,000 gp
  cruciform icon
  20,000 gp
  galvanic neck-bolts
  20,000 gp
  sanguinary torque
  22,000 gp
  clockthief’s key
  30,000 gp
  rod of the moon
  33,525 gp
  skeleton cage
  36,000 gp
  spinelash
  40,301 gp
  helm of certain sanity
  50,000 gp
  rod of the arcane cenotaph
  58,000 gp
  elder talisman
  – (artifact)
  II
  II
  
  6
  Override Baton
  Aura faint transmutation; CL 3rd
  Slot —; Price 6,000 gp; Weight 2 lbs.
  Description
  This rod of arcane circuitry, studded with tiny lights and buttons, allows the wear-
  er to briefly influence the actions of constructs. Three times per day, the wielder 
  can issue a command or forbid action* to a construct within 30 feet (DC 11 Will 
  negates). A construct gains a +4 bonus to this saving throw if its creator is within 
  30 feet.  If a construct is targeted more than once per day with an override baton, 
  it gains a cumulative +4 bonus to its saving throw for each attempt after the first.
  *see Ultimate Magic
  Construction
  Requirements Craft Construct, Craft Rod, command, forbid action; Cost 3,000 gp
  Rod of the Arcane Cenotaph
  Aura strong divination; CL 13th
  Slot —; Price 58,000 gp; Weight 5 lbs.
  Description
  This rod of ancient stone is inscribed with the personal sigils of dozens of long-
  dead arcanists, attuning the user to the lingering spiritual vestiges of the dead, 
  allowing him to commune with them and delve their secrets, especially those of a 
  magical nature. The rod grants a +2 bonus to Knowledge checks relating to arcane 
  spellcasters, whether living, dead, or undead. The wielder also gains a +2 bonus 
  to save DCs and caster level checks when casting divination spells relating to dead 
  or undead creatures, and when using augury, contact other plane, divination, or 
  another divination with a percentage chance of success to learn about a dead or 
  undead creature, the user may roll twice and select the better result.  
  As a standard action, the rod can be touched to a creature to discern its spellcasting 
  ability (if any) or to an object to discern if it is magical (if so, Spellcraft can be used 
  to identify it), as if using arcane sight. As a free action, the user may sacrifice one pre-
  pared arcane spell or spell slot when making a Knowledge (arcana) or Spellcraft roll 
  in order to gain an insight bonus to the skill check equal to twice the spell’s level. 
  A rod of the arcane cenotaph allows the wielder to use speak with dead (Will DC 14) 
  and vision once each per day. The rod’s bonus to save DC and caster level checks is 
  doubled when using these powers to learn about arcane spellcasters. 
  Construction
  Requirements Craft Rod, Spell Focus (divination), creator must have at least 5 ranks 
  in Knowledge (arcana) and Spellcraft, arcane sight, contact other plane, fox’s cunning, 
  speak with dead, vision; Cost 29,000 gp
  Rod of the Moon
  Aura moderate evocation; CL 9th
  Slot —; Price 33,525 gp; Weight 3 lbs.
  Description
  This alchemical silver +1 light mace glows with a soft silvery light equal to a torch 
  and grants the wielder low-light vision as long as it is in hand. The rod gains the 
  bane property when used as a weapon against lycanthropes. In addition, it can cre-
  ate each of the following magical effects:
   
  Moonglow:  Once per minute, the rod can limn a single creature within 30 feet with 
  a pale glow like faerie fire for 1d4 rounds (no save). While so illuminated, the target 
  suffers a -1 penalty to Will saves and to Wisdom and Wisdom-based skill checks. 
  Moonbeam:  Once per hour, you can create a 5-foot radius circle of bright light any-
  where within 120 feet. Creatures within the moonbeam are dazzled for 1 minute (DC 14 
  Reflex negates). Lycanthropes failing their saving throw are fascinated for as long as they 
  remain within the moonbeam. You can redirect the moonbeam anywhere within range 
  as a move action, but if you move more than 120 feet away it winks out immediately. 
  Illumination levels are increased by 1 step within 30 feet of the moonbeam.  
  Moonstruck:  Once per day, you can target a creature with moonstruck* (DC 17).
  *See Advanced Player’s Guide
  Construction
  Requirements Craft Magic Arms and Armor, Craft Rod, daylight, faerie fire, moon-
  struck, summon monster I; Cost 16,925 gp
   Rods
  III
  III
  index
  index
  
  7
  Anatomist’s Knife 
  Aura moderate divination; CL 6th
  Slot —; Price 10,302 gp; Weight 1 lb.
  Description 
  This +1 cunning* dagger inflicts 1 point of bleed damage on a critical hit or sneak  
  attack; this stacks with any bleed damage the wielder inflicts from other abilities.  
  The anatomist’s knife also grants a +2 bonus to Heal checks.
  *See Advanced Player’s Guide
  Construction
  Requirements Craft Magic Arms and Armor, true strike, creator must have 5 ranks in 
  Heal; Cost 5,302 gp
  Spinelash
  Aura strong necromancy; CL 12th
  Slot —; Price 40,301 gp; Weight 4 lbs.
  Description 
  This +1 keen conductive* spell storing whip is crafted of segmented vertebrae and  
  jagged bony shards, inflicting lethal damage. On a critical hit (or any hit against  
  a helpless creature), the target’s bone structure is fractured and deformed 
  by the spinelash, causing the target to become entangled by 
  its own skeleton (DC 16 Fortitude save reduces effect 
  to 1 round). This condition is permanent but can be 
  healed with regenerate. Creatures without skeletons 
  are immune, but undead and creatures with chitinous 
  exoskeletons are affected normally.
  *See Advanced Player’s Guide
  Construction 
  Requirements Craft Magic Arms and Armor, creator must be 
  at least 12th-level caster, harm, spectral hand; Cost 20,301 gp
  Beyonder’s Veil
  Aura faint illusion; CL 7th
  Slot face; Price 9,000 gp; Weight 1 lb.
  Description
  This shimmering translucent veil seems to hold shifting stars within its weave. 
  The beyonder’s veil infuses your illusions with the essence of trans-spatial night-
  mare dimensions beyond the stars. This distorted and disturbing wrongness  
  decreases the the save DC to disbelieve your illusions by 1. However, creatures 
  that fail a saving throw against an illusion spell or spell-like ability you use  
  (other than a save to disbelieve) become shaken for 1 round per level of the spell. 
  If the effect already causes targets to become shaken, this duration stacks with the 
  duration of the effect. Creatures immune to fear are immune to this effect, as are 
  creatures that succeed on their saving throw against your illusions. Creatures with 
  a saving throw bonus specific to fear effects do not apply this bonus to your  
  illusions but are shaken for only half the normal duration.  
  Construction
  Requirements Craft Wondrous Item, phantasmal killer; Cost 4,500 gp
  Bloodscent 
  Aura moderate enchantment; CL 3rd
  Slot —; Price 1,500 gp; Weight 1 lb.
  Description
  This rusty-red powder is comprised of magically distilled and fortified essence 
  of blood. It may be spread carefully over four 5-foot squares, or hurled at a single 
  5-foot square up to 30 feet distant. Creature with the scent ability within or 
  adjacent to the bloodscent become fascinated by it for 1d4 rounds (Will DC 13 ne-
  gates). A lycanthrope that fails its save against bloodscent while in humanoid form 
  must make a second identical save or be compelled to assume its hybrid form.
  Bloodscent can be hurled at a creature as a ranged touch attack, affecting them as above. 
  In addition, creatures with the scent ability beginning their turn adjacent to the target 
  are compelled to attack the target for 1 round (Will DC 13 negates). If the ranged touch 
  attack misses, the bloodscent fills a single 5-foot square wherever it lands.
  Bloodscent affects creatures only once per use, though it remains potent for 1 minute 
  after being spread or hurled, and other creatures exposed to it may be affected. Herbiv-
  orous creatures are immune to bloodscent, but any creature with a bleed or blood drain 
  special attack is vulnerable to it, even if normally immune to mind-affecting effects. 
  Construction
  Requirements Craft Wondrous Item, hypnotic pattern, rage; Cost 750 gp
   Weapons
   Wondrous Items
  IV
  IV
  
  8
  Clockthief’s Candelabrum
  Aura faint abjuration; CL 1st
  Slot —; Price 1,800 gp; Weight 3 lb.
  Description
  This ornate brass candle-holder sheds a magical light in a 5-foot radius that reveals 
  the intricacies of devices both magical and mundane, providing a +2 bonus to 
  Perception checks to notice and identify traps and secret doors, and a +4 bonus to 
  Perception and Knowledge (arcana) checks to notice and identify constructs. 
  In addition to its power to reveal, the clockthief’s candelabrum can conceal those in 
  its light from the perceptions of automata of all types. This effect can be invoked 
  once per day with a command word, lasting 30 minutes and affecting constructs as 
  hide from undead affects the undead. Intelligent constructs or constructs with  
  immunity to magic (such as golems) are entitled to a Will save (DC 11).  
  The powers of the clockthief’s candelabrum are ended immediately if its candles  
  are extinguished. 
  Construction
  Requirements Craft Construct, Craft Wondrous Item, find traps; Cost 900 gp
  Clockthief’s Key
  Aura strong transmutation; CL 13th
  Slot —; Price 30,000 gp; Weight 1 lb.
  Description
  This simple, unadorned winding key of polished brass, the span of a human’s hand, 
  is inlaid with a labyrinth of wiry filaments almost too small to see but that channel 
  energies highly disruptive to magical devices. The clockthief’s key aids in disarming 
  magical traps, granting a +5 bonus to Disable Device checks against them; it may 
  be used in lieu of or in conjunction with masterwork thieves’ tools.
  The chief power of the clockthief’s key, however, is to disable or impede the func-
  tioning of constructs, unwinding the mainsprings of their magical cores and unrav-
  eling their programmed functions into disarray. As a full-round action, the user of 
  a clockthief’s key can make a melee touch attack against a construct. This requires 
  both hands and provokes attacks of opportunity. A successful attack attaches the 
  clockthief’s key to the construct and affects it as holy word affects evil creatures, 
  bypassing any immunities the construct possesses, though a DC 20 Will save is al-
  lowed as normal. A deafened construct is unable to receive new orders. 
  The clockthief’s key can be removed as a standard action with a DC 25 Strength 
  check or a DC 25 Use Magic Device check; the one who placed it on the construct 
  gains a +10 bonus to the Use Magic Device check. The key can be removed auto-
  matically if the construct is destroyed. Removing the key immediately ends any 
  non-instantaneous effects. 
  A clockthief’s key can be reprogrammed to produce different effects in constructs, 
  duplicating the effect of blasphemy, dictum, or word of chaos. This requires 1 minute 
  of work and DC 25 Disable Device and Use Magic Device checks, and the change in 
  function is permanent (though it may be reprogrammed many times). As a full-round 
  action, a DC 20 Disable Device or Use Magic Device check can also be used to set the 
  clockthief’s key to overload, destroying the key but creating an eruptive bubble of de-
  generating energy affecting every construct within 40 feet with the key’s current effect.
  Construction
  Requirements Craft Construct, Craft Wondrous Item, animate objects and either 
  limited wish or one of the following: blasphemy, dictum, holy word, word of chaos; 
  Cost 15,000 gp
  Crown of Deadspeech
  Aura moderate necromancy; CL 7th
  Slot —; Price 18,000 gp; Weight 3 lb.
  Description
  This crown of black iron, set with polished and rune-carved shards of bone, allows 
  the wearer to converse with the dead as if using speak with plants to converse with 
  plant creatures (intelligent undead) or normal plants (corpses, skulls, mindless 
  undead). The crown does not make undead automatically friendly, but it does 
  enable the wearer to affect undead with language-dependent effects, even if they 
  are mind-affecting, and it grants a +5 competence bonus to Bluff and Diplomacy 
  checks with undead creatures.
  Construction
  Requirements Craft Wondrous Item, speak with dead, tongues; Cost 9,000 gp
  Cruciform Icon
  Aura moderate evocation; CL 10th
  Slot —; Price 20,000 gp; Weight 1 lb.
  Description
  This holy symbol of wood polished to a golden sheen, capped in bronze and en-
  graved with runes of holiness, strikes terror into vampires that behold it. With the 
  cruciform icon in hand, you can affect vampires with fear effects. A touch attack 
  with the cruciform icon suppresses a vampire’s fast healing and causes it to become 
  shaken for 1d4 rounds (Will DC 20 reduces the effect to 1 round).
  index
  index
  
  9
  As a standard action, the bearer may hold vampires at bay as a magic circle against 
  evil, treating vampires as if they were evil outsiders. In addition, creatures within 
  the circle are protected against vampiric attack as sanctuary (Will DC 20). If any 
  creature within the circle attacks, however, both effects are immediately broken. 
  This effect lasts until the beginning of your next turn and can be continued in 
  subsequent rounds.  A vampire who saves against this effect of the cruciform icon 
  cannot be affected by it again for 24 hours. 
  In addition to its effects against vampires, a cruciform icon is a potent aid to chan-
  neling positive energy, affecting the area (or the target, if using Channel Smite) as 
  consecrate until the beginning of your next turn, including increasing the save DC 
  of your channeled energy. If already within a consecrated area, the cruciform icon 
  acts as a permanent fixture of your deity.
  Construction
  Requirements Craft Wondrous Item, channel energy class feature, consecrate, doom, 
  magic circle against evil; Cost 10,000 gp
  Electroshock Glove
  Aura moderate evocation; CL 1st
  Slot hands; Price 5,000 gp; Weight 1 lb.
  Description
  This heavy gauntlet is laced with copper wire and can be used to deliver a shock-
  ing grasp 3 times per day that inflicts nonlethal electricity damage. However, this 
  shock can also jolt a creature to its senses, granting a new saving throw to remove 
  one of the following conditions (if more than one is present, 
  determine randomly): confused, dazed, fascinated, fright-
  ened, panicked, shaken, staggered, or stunned. An electro-
  shock glove cannot affect instantaneous or permanent  
  conditions, nor effects that do not allow a saving 
  throw. An electroshock glove causes no 
  damage to a creature with the dying 
  condition but allows an 
  immediate stabilization roll 
  with a +4 bonus. 
  Construction
  Requirements Craft Magic 
  Wondrous Item,  
  shocking grasp,  
  surmount affliction*;  
  Cost 2,500 gp
  *See Ultimate Magic
  Fearful Knocker
  Aura faint abjuration; CL 3rd
  Slot —; Price 5,400 gp; Weight 3 lbs.
  Description
  This heavy metallic disk is carved in fanciful or frightful likeness of a humanoid 
  or monstrous face, with a heavy ring in its mouth. If attached to a door, it seals 
  the door with an arcane lock and wards it with a phantom trap. The fearful knocker 
  opens and closes the door by a command word. A creature touching the door 
  without speaking the command word is affected as scare (DC 13 Will partial). The 
  fearful knocker cannot be removed from the door except by the command word, 
  destroying the door, or temporarily negating its power with dispel magic.
  Construction
  Requirements Craft Wondrous Item, arcane lock, open/close, phantom trap, scare; 
  Cost 2,700 gp
  Galvanic Neck-Bolts
  Aura moderate transmutation; CL 6th
  Slot neck; Price 20,000 gp; Weight 1 lb.
  Description
  These metal bolts, if held next to a creature’s neck while it suffers over 10 points 
  of electrical damage, affix themselves permanently to the creature’s spinal column. 
  Removing the galvanic neck-bolts requires a DC 30 Heal check (inflicting 2d6 points 
  of damage and 1d4 points of Dexterity damage per attempt, successful or not). 
  Once implanted, galvanic neck-bolts enable the target’s body to absorb electri-
  cal energy and convert it into raw strength, speed, and power. Galvanic neck-
  bolts can absorb and convert up to 60 points of electrical damage per day. 
  Any electrical damage that would be suffered is ignored, converted into 1 
  temporary hit point per 3 points of electrical damage. These temporary 
  hit points last for 1 hour or until lost.
  In addition, for every 20 points of electrical damage absorbed the wearer 
  gains a +2 alchemical bonus to Strength, Dexterity, or Constitution for 1 
  hour; if 40 or 60 points of electrical damage is absorbed, this bonus may be 
  applied to different abilities or to stack if applied to the same ability. After 
  absorbing 60 points of electrical damage, galvanic neck-bolts overload and shut 
  down until the following day. The feedback from this overload inflicts 1d4 points 
  of damage to Intelligence, Wisdom, or Charisma (determine randomly).
  Construction
  Requirements Craft Wondrous Item, bear’s endurance, bull’s strength, cat’s grace, 
  false life, protection from energy; Cost 10,000 gp
  
  10
  10
  Gargoyle Mask
  Aura faint transmutation; CL 5th
  Slot —; Price 10,000 gp; Weight 2 lbs.
  Description
  This dull gray mask hides the wearer’s face behind a grotesque stony visage surmount-
  ed with one or more curved or spiral horns. Besides masking the wearer’s identity, a 
  gargoyle mask allows the wearer to make a secondary gore attack (-5 to hit, 1d6 points 
  of damage plus one-half Strength bonus for a Medium-sized wearer). In addition, as 
  a standard action the wearer can assume the appearance of a weathered but vaguely 
  monstrous stone statue, allowing the wearer to take 20 on Stealth checks near stone 
  buildings for as long as he remains stationary. The wearer gains a +10 bonus to Per-
  ception checks against gargoyles masquerading as stone statues. 
  Construction
  Requirements Craft Wondrous Item, disguise self, monstrous physique I*;  
  Cost 5,000 gp
  *See Ultimate Magic
  Gauntlet of Staveguarding
  Aura faint abjuration; CL 6th
  Slot —; Price 7,000 gp; Weight 3 lb.
  Description
  This heavy glove of leather covered in mithral mesh is used to safeguard a rod,  
  staff, or wand from destruction, though it may be used in conjunction with a 
  quarterstaff or with any item or weapon wielded in one hand. The gauntlet of 
  staveguarding grants a +5 bonus to CMD against disarm and sunder attempts 
  against the held item, and a successful sunder maneuver must first destroy the 
  gauntlet itself (hardness 15, hp 30) before damaging the item being held. A spell 
  targeted at an item in hand (e.g., disintegrate, heat metal, shatter) affects the 
  gauntlet instead; if the gauntlet is destroyed, any leftover damage may affect the 
  item originally targeted.
  If more than one gauntlet of staveguarding is worn, each must protect a  
  different held item. 
  Construction
  Requirements Craft Wondrous Item, false life, shield; Cost 3,500 gp
  Ghost Shackles
  Aura moderate necromancy; CL 5th
  Slot —; Price 10,000 gp; Weight 5 lbs.
  Description
  These rune-carved manacles are enchanted to bind the ectoplasm of ghostly crea-
  tures. While they have no enhancement bonus, the ghost shackles can be used as an 
  improvised weapon that inflicts full damage against incorporeal creatures. In addi-
  tion, once per day a creature can make a touch attack against an incorporeal crea-
  ture with the ghost shackles. If the attack hits, the target is entangled, and as long 
  as the wielder holds onto the ghost shackles the incorporeal creature is anchored 
  to the spot, unable to move. If the wielder drops the ghost shackles, the creature 
  may move but retains the entangled condition; the ghost shackles move with the 
  creature but remain solid, preventing it from moving through or into solid objects 
  or creatures. A creature bound by ghost shackles may attempt a DC 14 Reflex save 
  as a full-round action to escape.  
  Construction
  Requirements Craft Wondrous Item, halt undead;  
  Cost 5,000 gp
  index
  index
  
  11
  11
  Guardian Moppet
  Aura faint abjuration; CL 1st
  Slot — or neck; Price 1,600 gp; Weight 1 lb.
  Description
  These simple dolls, crudely sewn from burlap, rags, and dark thread with bone  
  button eyes and stuffed with old wool in the semblance of a child or kindly animal, 
  are usually crafted by orphaned witch-prodigies to guard children against those 
  who would harm them. A guardian moppet grants a +2 resistance bonus to saves 
  against witch hexes and hides the bearer from the child-scent* hex as long as it is 
  held in hand or worn around the neck; it can be held while wielding a buckler or 
  light shield.
  In addition, when worn or carried by a child (including creatures with the young 
  simple template), each guardian moppet can detect the presence of one menace that 
  children fear: aliens (aberrations, outsiders), bad people (monstrous humanoids, 
  or humanoids with a subtype different from the bearer’s, including shapechangers), 
  bad spirits (fey, undead), creepy-crawlies (oozes, vermin, Tiny or smaller animals), 
  or monsters (dragons, magical beasts). If a creature of its type comes within 20 
  feet, the guardian moppet awakens its bearer if asleep (with a silent mental alarm), 
  or begins to weep and cry aloud if its bearer is awake; in either case, the bearer is 
  protected by a sanctuary (Will DC 11) for 1 minute that affects only creatures of 
  the chosen types. The guardian moppet must have line of effect to detect creatures 
  of its type; thus, solid barriers prevent its detection. It cannot be fooled by stealth 
  (including magical invisibility or silence), but it cannot detect creatures that are 
  astral, ethereal, or polymorphed.  
  Construction
  Requirements Craft Wondrous Item, alarm, hex ward*, sanctuary; Cost 800 gp
  *See Ultimate Magic
  Helm of Certain Sanity
  Aura strong abjuration; CL 13th
  Slot —; Price 50,000 gp; Weight 3 lbs.
  Description
  Crafted by those who wished to shield their perceptions against mind-bending hor-
  rors from beyond, this headgear protects against the loss of mental faculties. Any 
  Intelligence, Wisdom, or Charisma damage or drain suffered by the wearer is re-
  duced by 2, and the wearer is immune to temporary penalties to these ability scores 
  (e.g., touch of idiocy). The wearer is also made immune to confusion, feeblemind, 
  song of discord, insanity, and similar effects and gains a +4 bonus to saving throws 
  against patterns and phantasms. 
  These protections come with a price, however, as the helm of certain sanity also 
  leaves the wearer unable to perceive mythos creatures or spells with the mythos  
  descriptor*, treating them as if they had total concealment at all times. This also 
  makes the wearer immune to gaze attacks or similar sight-based supernatural  
  abilities used by such creatures but also imposes a -20 penalty to Knowledge  
  checks to identify such creatures or their abilities. If the wearer is attacked by a 
  mythos creature or spell*, she can perceive it as if it had concealment, appearing 
  only as a dim, threatening shape, for 1d4 rounds. 
  Construction
  Requirements Craft Wondrous Item, insanity, mind blank; Cost 25,000 gp
  *See the Legendary Games product Tomes of Ancient Knowledge. If you are not using that product, Mythos 
  creatures or spells are defined as those that trigger Sanity checks.  See Pathfinder Adventure Path #46: Wake 
  of the Watcher.
  Horn of the Deep Ones
  Aura moderate conjuration; CL 10th
  Slot —; Price 12,000 gp; Weight 1 lb.
  Description
  This horn is crafted from a nautiloid shell, and it is constantly wet with a brackish 
  slime. Its sonorous call summons 1d4+1 skum (Pathfinder RPG Bestiary “Skum”) 
  to serve the one sounding the horn for 10 minutes or until slain. If the creature 
  sounding the horn has the aquatic or water subtype, the skum gain the benefits of 
  good hope for as long as they remain. If all of the summoned skum are slain, the 
  horn-sounder must succeed at a DC 10 Fortitude save or be polymorphed into a 
  skum and bound to the horn’s call.
  Construction
  Requirements Craft Wondrous Item, summon monster V; Cost 6,000 gp
  Mesmeric Mask
  Aura moderate abjuration; CL 10th
  Slot face; Price 18,000 gp; Weight 1 lb.
  Description
  This transparent mask clings to the wearer’s face, almost imperceptible to inspec-
  tion (Perception DC 30) or magical examination (DC 30 caster level check to detect 
  its presence). The wearer is immune to charm and dominate effects but is immedi-
  ately aware of them and their source. As an immediate action when targeted with 
  such an effect, the wearer may attempt to deceive the creature using the charm or 
  dominate effect into believing it has succeeded (DC 20 Will save negates). If the 
  save is failed, the mask-wearer gains a +20 bonus to Bluff or Perform (acting) skill 
  checks to perpetuate the ruse that they are mentally controlled, and he may choose 
  to accept the telepathic bond that accompanies a dominate effect. 
  Construction
  Requirements Craft Wondrous Item, glibness, nondetection, protection from evil; 
  Cost 9,000 gp
  
  12
  12
  Sanguinary Torque
  Aura moderate transmutation; CL 10th
  Slot neck; Price 22,000 gp; Weight 1 lb.
  Description
  This twisted silver neckband, set with stones of blood red, stanches the wearer’s 
  wounds, allowing her to stabilize automatically when dying and halving all forms 
  of bleed damage, including ability damage and ability drain, to a minimum of 0 for 
  effects that cause only 1 point of damage or drain.
  In addition, the sanguinary torque transmutes the wearer’s blood into holy water 
  as soon as it breaks the skin. Attacker gains no benefit from using bleed attacks, 
  such as healing or temporary hit points. Instead, they are affected as if struck with 
  a vial of holy water. A creature harmed by holy water that uses a blood drain attack 
  against the wearer suffers double damage and is sickened for 1d4 rounds; a DC 
  20 Fortitude save reduces the duration to 1 round. Any undead or evil outsider 
  adjacent to the wearer while she is taking bleed damage suffers 1 point of splash 
  damage per round from her sanctified blood. 
  Construction
  Requirements Craft Wondrous Item, bless water, regenerate; Cost 11,000 gp
  Séance Candle
  Aura faint necromancy; CL 7th
  Slot —; Price 1,500 gp; Weight 1 lb.
  Description
  Usually dead black or bone white, a séance candle burns for 1 hour. While alight, it 
  attracts the lingering vestiges of dead spirits to come and whisper to the living or 
  provide clues to answer their questions when they meditate upon the desired infor-
  mation in the light of the candle, depending on the amount of time spent.
  10 Minutes: +2 insight bonus to a Knowledge check to learn about a specific 
  named individual (who may be living, dead, or undead) or to a Diplomacy check to 
  gather information about an individual or when interacting with a sentient undead 
  creature. This bonus is doubled if the séance candle is burned at a creature’s grave 
  site or in its current or former home. This bonus does not stack with itself; each 
  time this ability is used, it must apply to a different Knowledge or Diplomacy check. 
  20 Minutes:  Ask a single question of a corpse, as speak with dead (Will DC 14) or 
  perform an augury related to a specific named individual. 
  60 minutes:  Perform a divination related to a specific named individual. 
  If a haunt is present when a séance candle is lit, any creature within 5 feet of the 
  candle gains +2 bonus to skill checks to notice or interact with the haunt; however, 
  the candle enables to the haunt to manifest more fully, and save DCs against it are 
  increased by 1 within 5 feet of the séance candle. If the séance candle is extinguished 
  prematurely, 10 minutes of its burning time is wasted but no benefit is gained.
  Construction
  Requirements Craft Wondrous Item, speak with dead; Cost 750 gp
  Shadow Pack
  Aura moderate illusion; CL 9th
  Slot —; Price 4,000 gp; Weight 1 lb.
  Description
  This black-dyed backpack helps safeguard a character’s rearward flank against 
  those who would circle behind him or use pack-attack tactics by creating a shadowy 
  shroud that clouds the vision of those attacking when the wearer is unaware. The 
  wearer gains concealment against creatures flanking her or attacking when she is 
  flat-footed. Darkvision penetrates this illusion, but low-light vision does not. 
  Construction
  Requirements Craft Wondrous Item, blur, darkness, secret chest; Cost 2,000 gp
  index
  index
  
  13
  13
  Skeleton Cage
  Aura strong necromancy; CL 13th
  Slot —; Price 36,000 gp; Weight 1 lb.
  Description
  This tiny framework of bones can be activated once per day with a command word 
  (spoken within 30 feet), causing it to expand into a Gargantuan skeletal ribcage 
  firmly fixed to the ground and studded with jagged bony shards (AC 20, hp 120, 
  hardness 5, CMD 34). Creatures within the area as it expands are grappled; a DC 
  17 Reflex save enables them to move to the nearest open space adjacent to the  
  skeleton cage as a free action that does not provoke attacks of opportunity. 
  The skeleton cage possesses a pair of 20-foot-long skeletal arms (AC 20, hp 60,  
  hardness 5), each of which can make a drag combat maneuver (CMB +24) once  
  per round on your turn. You may direct the arms as a move action; otherwise,  
  they attack the nearest creature(s) other than you. 
  A creature dragged into the skeleton cage suffers damage as if passing through a 
  wall of thorns and gains the grappled condition. Attempts to escape the grapple 
  are against CMD 34, and each attempt causes damage as if passing through a wall 
  of thorns. A skeleton cage can hold up to 1 Gargantuan, 3 Huge, 8 Large, or 64 
  Medium or smaller creatures. If the skeleton cage is filled to capacity, creatures 
  dragged to it by the hands are crushed against it, suffering damage as above, but 
  are then dropped in an adjacent square.
  A skeleton cage lasts for 1 hour or until destroyed or commanded to shrink.  
  Destroying an arm does not harm the skeleton cage, but destroying the skeleton cage 
  destroys the arms. Creatures within a skeleton cage when it is destroyed or com-
  manded to shrink are freed automatically but suffer damage as if passing through 
  a wall of thorns. If destroyed in its miniature form (AC 6, hp 13, hardness 5), a 
  skeleton cage is permanently destroyed; otherwise, any damage it suffers is repaired 
  the next time it is activated. 
  Construction
  Requirements Craft Wondrous Item, animate dead, forcecage, grasping hand;  
  Cost 18,000 gp
  Tentacle Vest
  Aura moderate conjuration; CL 7th
  Slot chest; Price 8,000 gp; Weight 4 lbs.
  Description
  This leather vest is fringed with dangling strips. When the vest is worn, these strips 
  become engorged, rubbery tentacles that squirm, lash, and twine. The tentacle vest 
  does not interfere with the wearer’s actions and grant a +2 bonus to Climb and  
  Swim checks, as well as to CMB for disarm, drag, grapple, and steal maneuvers.  
  The tentacle vest can be used to hold (but not wear or wield) one item as if it  
  were in your hand. The tentacles cannot draw or sheathe a weapon nor retrieve or 
  or stow an item in a character’s pack; however, transferring an item from hand to 
  tentacle vest (or vice versa) is a swift action.  
  Construction
  Requirements Craft Wondrous Item, black tentacles; Cost 4,000 gp
  Tomb Tapper
  Aura faint transmutation; CL 1st
  Slot —; Price 600 gp; Weight 1 lb.
  Description
  This tiny mallet made of bone, sewn together with sinew and hair, allows the user to 
  transmit secret messages through stone walls, when buried alive, or through solid 
  surfaces or barriers using the Bluff skill as a full-round action. The recipient of 
  your message can be up to 30 feet away, but the DC increases by 2 for every 5 feet of 
  distance. You may send your message to a specific known creature within range, but 
  any creature within 30 feet and adjacent to a solid surface can attempt to interpret 
  the message with an opposed Sense Motive check.  
  Construction
  Requirements Craft Wondrous Item, message; Cost 300 gp
  
  14
  14
  Witchblood Stylus
  Aura moderate necromancy; CL 5th
  Slot —; Price 8,000 gp; Weight 1/2 lb.
  Description
  This sharpened bone writing implement can be used by a witch to enhance the 
  power of certain magical writings by infusing the blood of her familiar. If used to 
  scribe a scroll of a patron spell, the scroll’s save DC is set by the witch’s actual Intel-
  ligence modifier, rather than the default minimum. A glyph of warding, symbol, or 
  similar magical rune inscribed with a witchblood stylus requires those triggering 
  it to save twice; a creature failing either save suffers the full effects of the glyph, 
  symbol, or rune. A witchblood stylus may be used once per day, and using it inflicts 
  1 point of Constitution damage to the familiar per level of the spell being inscribed.
  Construction
  Requirements Craft Wondrous Item, Persistent Spell, glyph of warding; Cost 4,000 gp
  Wolf-Hair Shirt
  Aura faint transmutation; CL 1st
  Slot chest; Price 3,000 gp; Weight 1 lb.
  Description
  The wearer of this shirt cannot be perceived by wolves, dogs,  
  or other canine animals; they treat the wearer as if she did not ex-
  ist. If the wearer touches a wolf, dog, or other canine or attacks 
  any creature, the protection of the wolf-hair 
  shirt is lost for 1 hour. Werewolves and 
  canine magical beasts are entitled to a DC 
  11 Will save to notice the wearer. 
  In addition to the above, any spell or spell-like 
  ability the wearer uses to assume the form of a 
  canine animal or magical beast takes effect at  
  +1 caster level. 
  Construction
  Requirements Craft Wondrous Item, 
  beast shape I, hide from animals;  
  Cost 1,500 gp
  Elder Talisman (Minor Artifact)
  Aura strong abjuration; CL 18th
  Slot —; Price —; Weight 10 lbs.
  Description
  This rough-hewn stone in the form of a seven-pointed star at first appears a weathered 
  relic of ancient times, but a close inspection reveals spidery whorls and traceries of 
  pictographic runes that bend the mind and yet all lead back into the heart of the star. A 
  creature carrying an elder talisman gains spell resistance of 30 and the effect of a double-
  strength protection from evil, though these protections apply only against creatures or 
  effects with the mythos descriptor (regardless of alignment).* 
      
  If the elder talisman is held in both hands, the bearer may detect mythos at will as a 
  standard action, and may also trigger each of the following powers once per day: dispel 
  mythos, magic circle against mythos, or shield of mythos. These spells function as detect 
  evil, dispel evil, magic circle against evil, and shield of law, but they function against 
  mythos creatures and spells (regardless of alignment).* 
    
  Inimical to mythos creatures,* an elder talisman enhances binding, dimensional anchor, 
  dimensional lock, forbiddance, and any spell that would force them to return to their 
  home plane (e.g., banishment, dismissal, holy word), increasing the save DC against such 
  effects by +2 and caster level checks to overcome SR by +4. 
  Finally, an elder talisman is impervious to damage from any mythos spell or creature,* 
  whether from physical or magical attacks. Any non-damaging spell or effect used by a 
  mythos creature* to suppress or circumvent the power of an elder talisman has no effect 
  on it or any magical effect it produces, even spells such as antimagic field, mage’s disjunc-
  tion, and wish. An elder talisman can be used as the focus for a 
  permanent magical effect such as forbiddance or hallow; if this is 
  done, that spell becomes impervious to dispelling or suppression by 
  mythos spells or creatures.* In addition, that spell’s effects (or those 
  of a companion spell tied to hallow) are doubled (if a static bonus) 
  or empowered (if a variable numeric effect). It may serve as the focus 
  for only one spell at a time; if physically removed from the spell’s area 
  of effect, its enhancement to that spell is ended.
   Destruction
  Requirements An elder talisman can be destroyed by a rod of 
  cancellation that is held simultaneously by creatures with over-
  whelming auras (Pathfinder RPG Core Rulebook 266) of law, 
  chaos, evil, and good, or if struck by weapons or spells with 
  the chaotic, evil, good, and lawful descriptors for at least 50 
  points of damage of each type within a single round.
  *See the Legendary Games product Tomes of Ancient Knowledge. If you are 
  not using that product, Mythos creatures or spells are defined as those that 
  trigger Sanity checks.  See Pathfinder Adventure Path #46: Wake of the Watcher.
   Artifacts
  V
  index
  index
  
  15
  15
  Jason Nelson started professional RPG writing in 2002 with the Save My Game 
  and Behind the Screen gamemastering advice columns for Wizards of the Coast, 
  then broadening into writing adventures for Dungeon (“Practical Magic” and “Man 
  Forever”) and several articles for Dragon. In 2008, he made the Final Four in Paizo’s 
  inaugural RPG Superstar competition, and since then has been a regular contribu-
  tor to Paizo’s Adventure Paths, including End of Eternity for Legacy of Fire, War of 
  the River Kings for Kingmaker, and The Hungry Storm for Jade Regent. In addition 
  to adventure writing, Jason has co-authored 10 Pathfinder Chronicles and Com-
  panion sourcebooks and has written major sections of the ENnie-award winning 
  Pathfinder Chronicles Campaign Setting, Gamemastery Guide, Advanced Player’s 
  Guide, Bestiary 2, Ultimate Magic, and Ultimate Combat. A devoted Christian, 
  husband, and father, and a proud gamer since 1981, Jason loves to bring hardcore 
  old-school stylings alongside inventive new creations to his contributions to Paizo 
  and is excited to be bringing the same high-concept, high-action, high-adventure 
  attitude to Legendary Games.
  Clinton J. Boomer, known to his friends as ‘Booms,’ resides in the quaint, leafy, 
  idyllic paradise of Macomb, Illinois, where he attended 4th grade through college. 
  He began writing before the time of his own recollection, predominantly dictating 
  stories to his ever-patient mother about fire-monsters and ice-monsters throwing 
  children into garbage cans. He began gaming with the 1993 release of Planescape, 
  which shaped his Jr. High years, was first published professionally in the Ennie 
  Award-winning Pathfinder Chronicles Campaign Setting from Paizo Publishing 
  after placing in the Final Four of Paizo’s inaugural RPG Superstar! competition, and 
  currently devotes a full 99.9% of his waking hours to thinking about fantasy-adventure 
  in general or ninjas, more specifically. Boomer is a writer, filmmaker, gamer and 
  bartender; his short comedic films, the “D&D PHB PSAs,” have over 3900 subscribers 
  on YouTube and and have been viewed more than a million times. A member of the 
  WereCabbages creative guild, a frequent freelance contributor to Rite Publishing, 
  Sean K. Reynolds Games, Paizo Publishing, Reality Deviants Press, Zombie Sky Press 
  and the Hellcrashers setting, his debut novel The Hole Behind Midnight was released 
  in 2011; Daniel O’Brien, columnist for Cracked.com and contributor to the New York 
  Times bestseller You Might Be a Zombie and Other Bad News called it “ ... Raymond 
  Chandler meets Douglas Adams by way of a fantasy nerd’s fever dream. And it’s 
  AWESOME.”  Boomer is honored and humbled to bring his gonzo, his ink and - if 
  need be - his blood to the pages of Legendary Games, and is currently the happiest he 
  has ever been in his whole life.
  Clark Peterson founded Necromancer Games, Inc., and has the distinction of 
  being the first person to make use of the Open Game License and release content 
  compatible with Third Edition with his free, ENnie-award winning adventure, The 
  Wizard’s Amulet. Clark produced a number of key third party products for Third 
  Edition, from the famed Creature Collection and Relics and Rituals with Sword 
  and Sorcery Studios, to the indispensible Tome of Horrors series. He wrote a large 
  number of classic “First Edition Feel” adventures, from to The Tomb of Abysthor 
  and Bard’s Gate to Rappan Athuk, the world’s deadliest dungeon crawl. Clark has 
  had the pleasure of working with Gary Gygax on Necropolis, Flying Buffalo on The 
  Wurst of Grimtooth’s Traps and the honor of bringing Judges Guild’s Wilderlands 
  of High Fantasy and City State of the Invincible Overlord to the Third Edition rules. 
  An expert on the Open Game License, Clark has been a tireless supporter of open 
  gaming. Clark is also an outspoken advocate for the classic “old school” heart of 
  gaming. A friend and supporter of Paizo since its inception, Clark served as a judge 
  for several years on Paizo’s RPG Superstar competition. Legendary Games is Clark’s 
  latest venture—an all-star team of authors and designers assembled to bring you the 
  best third party support for the Pathfinder Roleplaying Game. 
  Timothy K. Wickham, some college students go to Cancun for Spring Break, while 
  others discover Role-Playing Games. Tim certainly belongs to the second group. After 
  finishing his education he moved to the Pacific Northwest for the coffee and stayed 
  for a career. When he’s not pushing the limits of the Print/Pixel divide he enjoys 
  long walks with his pup and quiet dinners with his very patient wife, Kate. Currently 
  making his professional RPG debut with Legendary Games and Open Design. He is 
  thrilled for the opportunity to give form to the fiction, and to be counted amongst such 
  prestigious company.
  Colby Stevenson is a freelance illustrator who resides deep within the forests of 
  Connecticut. His attraction to dark worlds and the diabolic creatures that reside in 
  them has dragged him into the realm of RPGs headfirst! Completing numerous private 
  commissions for avid Pathfinder gamers, Warcraft fans and everything in-between, 
  he soon moved onto Paizo Publishing’s web fiction illustrating such stories as Lord of 
  Penance and Guns of Alkenstar. Colby has now found himself locked within the dank, 
  dungeons of Legendary Games conjuring up images and nightmares for the gaming 
  world to feed upon. When not drawing dragons, succubi or elves, Colby can be found 
  working on Music/Audio Production or reciting quotes from such films as Aliens and 
  Star Wars.
  VI
  VI
   Bios
  
  16
  16
  Notice of Open Game Content: This product contains Open Game Content, as de-
  fined in the Open Game License. Open Game Content may only be Used under and in 
  terms of the Open Game License.
  Open Content: Subject to designation as Product Identity (see below), the only portion of this Legendary Games product 
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  OPEN GAME LICENSE Version 1.0a
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  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Con-
  tributor unless You have written permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some 
  or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any 
  Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure 
  such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this Li-
  cense.
  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to 
  the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  Treasury of the Macabre. Copyright 2011, Legendary Games; Authors: Jason Nelson with additional content by Clinton 
  Boomer and the Legendary Design Team.  
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip 
  Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, 
  Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on 
  original content from TSR.
  Pathfinder RPG Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan 
  Tweet, Monte Cook, and Skip Williams.
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn
  Pathfinder RPG GameMastery Guide, © 2010, Paizo Publishing, LLC; Author: Cam Banks, Wolfgang Buar, Jason Bul-
  mahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, 
  Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich 
  Redman, Sean K Reynolds, F. Wesley Schneider, Amber Scorr, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, 
  Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.
  Carrion Crown Player’s Guide. © 2011, Paizo Publishing, LLC; Author: Mark Moreland.
  Pathfinder Chronicles Campaign Setting. Copyright 2008, Paizo Publishing, LLC. Author: Mike McArtor, et. al. 
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, 
  Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K. Reynolds, Owen K.C. Stephens, and 
  Russ Taylor.
  Pathfinder Adventure Path #46: Wake of the Watcher.  © 2011, Paizo Publishing, LLC; Author: Greg A. Vaughan. 
   LegaL 
  VIII
  VIII
  index
  index
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Legendary Games/Gothic Horror/CC01 - Treasury of the Macabre.pdf