TEXT: — A —
  Lovecraft Fantasy 
  Gaming Toolkit
  Perry Fehr, 
  David Pryzbyla,
  Stefen Styrsky
  
  — 1 —
  Lovecraft Fantasy 
  Gaming Toolkit
  Credits
  Authors: Perry Fehr, David 
  Pryzbyla, Stefen Styrsky
  Cover Design: Mark Ge-
  dak
  Editors: Perry Fehr, Mark 
  Gedak
  Artists: Tamás Baranya, 
  Brian Brinlee, Mark Hyzer, 
  Matt Morrow
  Adventure Map: Billiam 
  Babble
  Layout: Mark Gedak
  Publisher: Purple Duck 
  Games
  Table of Contents
  The Setting
  3
  Core Races
  7
  Other Races
  9
  Adventure Ideas
  9
  Themes to Remember
  10
  Character Archetypes
  11
  Character Options
  35
  Magical Books and 
  Items
  38
  Spells
  45
  Monstrous Things
  47
  Ultimate Evil
  55
  The Sinister Circus
  60
  Bibliography
  66
  Open Game License
  67
  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.
  Lovecraft Fantasy Gaming Toolkit is copyright 2015; 
  Purple Duck Games.
  
  — 2 —
  “The most merciful thing in the world, I think, 
  is the inability of the human mind to correlate 
  all its contents.  We live on a placid island of 
  ignorance in the midst of black seas of infinity, 
  and it is not meant that we voyage far.  The 
  sciences, each straining in its own direction, 
  have hitherto harmed us little; but someday the 
  piecing together of disassociated knowledge will 
  open up such terrifying vistas of reality, and 
  our own frightful position therein, that we will 
  either go mad from the revelation or flee from 
  the light into the peace and safety of new 
  dark age...”
  From “The Call of Cthulhu”, H.P. Lovecraft, 1926
  
  — 3 —
  Lovecraft and his horrible creations are more popular 
  than ever in the fantasy RPG realm. Combining the two 
  seems a favorite activity of those who play fantasy RPGs. 
  The world of high magic, potent weapons and PCs who 
  can confront the universe’s most dangerous beings and 
  live to tell about it is not traditionally the way Lovecraft 
  imagined his mythos. Like other games that attempt to 
  mimic the atmosphere of Lovecraft’s stories, PCs are not 
  fighting machines who can dispatch twenty deep ones 
  without breaking a sweat and lack access to magic that 
  can shake worlds and scour nations. Survival depends on 
  luck as much as skill.  This supplement presents a few 
  new archetypes, magic, and rules modifications to lend 
  Pathfinder a more Lovecraftian feel.
  The Setting
  “And why is everybody so down 
  on Innsmouth?  Well, young fel-
  low, you mustn’t take too much 
  stock in what people here way.  
  They’re hard to get started, 
  but once they do get started 
  they never let up.  They’ve been 
  telling things about Innsmouth- 
  whispering ‘em mostly- for the 
  last hundred years, I guess, and 
  I gather they’re more scared 
  than anything else”
  From “The Shadow Over Innsmouth”, 
  H. P. Lovecraft, 1936
  Adherents of the Lovecraft Mythos and the many stories 
  and genres inspired by it will agree that the setting of 
  those literary adventures is paramount.  A crumbling 
  mansion, a village full of isolated, hostile locals,  a 
  university after closing are all ideal Lovecraftian locales.  
  Nearness to civilization is common, which makes the 
  presence and shadow of ‘authority’ a real issue, as break-
  ing the law through action or attitude is an ever-present 
  threat.  Authority can also be an asset, as a sufficiently 
  motivated law enforcement system can help to root out a 
  threat, if convinced of the existence of such.  
  Religion
  The general premise of Lovecraftian Fantasy is that, 
  while god-like beings exist, there is no ‘Creator’ entity 
  that formed the races of the world, not in the sense that 
  is understood by the core races in the present.  Main-
  stream culture holds to an idea of “God” as a monothe-
  istic being that created the world and all that is in it, 
  and if people are “good” and do not break the laws set 
  by the Church and by the authorities, they will go to a 
  nebulous “Heaven” or a punitive “Hell”. This is what 
  the profession of Clergymen ascribe to.  Exactly what 
  ‘powers’ the abilities of clergymen and other divine-type 
  classes is more-or-less off limits.  Magic, definitely, is not 
  the purview of “God”, though, as stated, other abilities 
  can be.  A cosmological explanation might be put forth 
  that “God” is the collective unconscious of all sentient 
  races (as demihumans ascribe their religion to communi-
  ty-specific pantheons over various portfolios) that gives 
  power to their will.  Another might be that “God” has 
  sealed “Himself” in another dimension (Heaven) so that 
  the vast powers of the Great Old Ones cannot destroy 
  “Him”.  Going to “Hell” is simply falling to the tempta-
  tion of the Great Old Ones, and being annihilated.  The 
  idea of “God” can be translated into other types of faiths 
  as well, as outlined in the Core Player Races (Humans) 
  section below.  In many situations, reverence of “God” 
  and supplication to the Elder Gods (see Section 2: Path-
  finder Character Alternates—New Sorcerer Bloodlines) 
  can sometimes be confused and corrupted into other 
  forms of worship.
  
  — 4 —
  Lovecraftian Communities
  These communities may give players settings to explore 
  and delve into the myriad mysteries of the beleaguered 
  world.  GMs should flesh out the bare statistics here, as 
  starting places for their characters to start.  The mechan-
  ics for communities are found in the of the Pathfinder 
  Roleplaying Game: GameMastery Guide.  
  Porphyra Note: The communities presented here are 
  drawn from those included in the nation setting of The 
  Boroughs of Dunmark, part of the Lands of Porphyra world 
  gazetteer, soon to be coming from Purple Duck Games!
  FROG CROSSING 
  N thorp, population 20
  Corruption -4; Crime -8; Economy -4; Law -2; Lore 
  +2; Society -2
  Qualities superstitious
  Danger -10
  DEMOGRAPHICS
  Government autocracy
  NOTABLE NPCS
  Elder Rana ( N male human [batrachoid] hermit 
  (druid) 3)
  Gramma Gnik (NG female human spiritualist (oracle, 
  Lore) 4)
  Pip the Squid (N male human [batrachoid] criminal 
  (rogue) 2)
  MARKETPLACE
  Base Value 50 gp; Purchase limit 500 gp; Spellcasting 
  1st
  Minor Items 1d4; Medium Items —; Major Items —
  Frog Crossing is a cluster of rickety buildings and 
  perpetual mud, where less than two dozen (mostly) 
  bug-eyed denizens struggle at poaching and gathering 
  swamp-produce.  Elder Rana benignly dictates all events 
  in the thorp.  Every seven years it is in the path of a mas-
  sive migration of, well, frogs- But its people seem to look 
  forward to the phenomenon, and encourage visitors to 
  stay...
  SEAWATCH 
  CN hamlet, population 81
  Corruption -2; Crime +0; Economy +0; Law +1; Lore 
  -1; Society -4
  Qualities defensible
  Danger -5
  DEMOGRAPHICS
  Government military
  NOTABLE NPCS
  Dark Molly (CN female dhampir adept/rogue (stan-
  dard) 2/3)
  Keeper Pub Levy (N male human woodsman [ocean 
  favored terrain] (ranger) 3)
  Tarbender (CN male half-orc warrior 3)
  MARKETPLACE
  Base Value 200 gp; Purchase limit 1,000 gp; Spellcast-
  ing 2nd
  Minor Items 1d6; Medium Items 1; Major Items —
  Dramatically situated on a cliff overlooking the sea, the 
  hamlet of Seawatch centres around an ancient lighthouse
   run by the hereditary Keeper.  Winding, descending 
  tunnels lead from the surface to the sheltered cave-
  harbour below.  The people are watchful for threats from 
  the sea, and take their responsibility very seriously, being 
  ready for action at all times.
  EELMARSH 
  CG village, population 333
  Corruption -1; Crime -2; Economy +0; Law -2; Lore 
  -1; Society +4
  Qualities insular, resettled ruins
  Danger +0
  DEMOGRAPHICS
  Government council
  NOTABLE NPCS
  Councilman Illian Zaphod (CG male human com-
  moner 3)
  Sister Rusikki (CG female human clergyman 5)
  The Cap’n (CG male oread soldier (fighter) 5)
  MARKETPLACE
  Base Value 500 gp; Purchase Limit 2,500 gp; Spellcast-
  ing 3rd
  Minor Items 2d4; Medium Items 1d4; Major Items 
  voorish talisman
  The courageous villagers of Eelmarsh live among the re-
  claimed ruins of the citadel of a tribe of evil humanoids, 
  exterminated centuries ago by their ancestors.  The site 
  has enough of a reputation to keep Away most outsiders, 
  but the ‘Marshers are content to prospect for relics and 
  raise black goats.  They give fair  But often futile warning 
  to neophyte treasure-seekers that come to the area.
  
  — 5 —
  PLAINSMOUTH
  NE town, population 2,000
  Corruption +1; Crime +1; Economy +5; Law -1; Lore 
  +5; Society +1
  Qualities abundant, rumor-mongering citizens, unholy 
  site
  Danger +1
  DEMOGRAPHICS
  Government theocracy
  NOTABLE NPCS
  Dunnich Fen (NE male half-elf escaped mental patient 
  (barbarian) 4)
  Mayor-Abbot Rutus Fen (NE male human 
  occultist(summoner) 5)
  Fesser Gatimar (N male human antiquarian (wizard) 6
  MARKETPLACE
  Base Value 1,000; Purchase Limit 5,000; Spellcasting 
  6th
  Minor Items 3d4; Medium Items 1d6; Major Items 1 
  eldritch document
   
  This prosperous town is a commerce centre for the farm 
  produce, or yards and livestock. In the uncommonly fer-
  tile lands surrounding it.  The reasons for its fertility are 
  know to the Mayor-Abbot and his advising Synod, but 
  asking questions is not healthy in the ‘Mouth.  A small 
  college is run by Gatimar, A renowned scholar of ancient 
  legends and artifacts.
  PORT ARKHAM 
  LE city, population 20,000
  Corruption +6; Crime +1; Economy +5;  Law -2; Lore 
  +5; Society +1
  Qualities Academic, Asylum, Cruel Watch, Strategic Lo-
  cation, Well Educated
  Danger +10
  DEMOGRAPHICS
  Government secret syndicate
  NOTABLE NPCS
  Chancellor Kambul (LE male human aristocrat 2/sor-
  cerer 6 [Touched by the Beyond] )
  Fra Bramae (LE male human investigator (inquisitor) 7)
  Xander the Bottle (NG male elf dilettante 9 [drunk, 
  700 yrs. old])
  MARKETPLACE
  Base Value 8,800 gp; Purchase Limit 50,000 gp; Spell-
  casting 9th
  Minor Items 4d4 Medium Items 3d4; Major Items 
  1d4+ 1d3 eldritch documents
  The largest city for many leagues, Port Arkham’s wealth 
  depends not just on sea traffic in its deep  Port, but on 
  the enormous Phileps Asylum -treating all manner of 
  madness- and Haward University, centre of Learning 
  and covert arcane research.  Though nominally ruled 
  by a council, secret chambers hosting dark rituals shape 
  the city’s destiny, leaving the University to enact dam-
  age control, and the Asylum to clean up afterwards. The 
  sinister Grey Watch keeps strict law and order, at least on 
  the surface of things.
     As well as ‘random’ eldritch documents, the Library is 
  known to contain copies of  the Necronomicon, the Pna-
  kotic Scriptures, and De Vermiis Mysteriis.  These are kept 
  in a location called ‘The Quiet Room’ and are guarded 
  by a half-dozen Wax golems.  Many of the Librarians of 
  Haward University Library are retired 
  ‘adventurers’, and possess almost as many secrets as the 
  University itself. Any PC with a Profession (teacher) 
  or a Knowledge skill of 20 or more can apply To be a 
  sessional lecturer, capable of earning 3d6 gp per month, 
  and having  Access to University resources; +2 to one 
  knowledge skill check per week.
  
  — 6 —
  Additional Settlement Rules
  The following govenment types and settlement qualities 
  were used to create the communities on the previous 
  page, along with the rules for communities in the Game-
  mastery Guide.
  Abundant (quality): The settlement has access to ex-
  traordinary natural resources: rich farmland, a deep lake,
  excellent hunting grounds nearby or even a convenient 
  source of magical sustenance. The local food surplus 
  makes the settlement a major exporting hub, and in-
  creases the standard of living for its inhabitants.
     Adjustments: Increase Economy +1. Reduce the 
  purchase price of most forms of locally-grown food and 
  livestock by 25% or more.
  Asylum (quality): The settlement is host to an infamous
  madhouse or asylum (or perhaps a prison, gaol or noto-
  rious workhouse). The presence of these dangerous, mad 
  souls has hardened the townsfolk, making them suspi-
  cious of strangers and paranoid about the possibility of 
  an escape or other tragedy.
     Adjustments: Increase Lore +1, Decrease Society -2.
  Cruel Watch (quality; lawful only): The settlement’s 
  civic watch or police force is infamous for its brutality, 
  effectiveness, cruelty and corruption.
     Adjustment: Increase Corruption +1, Law +2. De-
  crease Crime -3, Society -2.
  Defensible (quality): The settlement is strategically 
  situated to make it easier to defend, giving its inhabit-
  ants confidence and making the settlement a major local 
  trade hub.
     Adjustments: Increase Corruption +1, Crime +1, 
  Economy +2.Decrease Society -1.
  Military (government): The settlement is an armed 
  garrison that exists solely to serve the military forces de-
  ployed there. It may be a massive military base and train-
  ing complex, a wilderness fortress or a keep that patrols a 
  major trade route, depending on its size. The settlement 
  may even be an ordinary town or city that recently fell 
  under military rule after a coup or uprising that led to 
  the declaration of martial law. 
     Adjustments: Decrease Corruption -1, Society -1. 
  Increase Law +3.
  Theocracy (government): The settlement is ruled by its 
  patron faith: secular and theological power are one and 
  the same here. Priests, clerics and oracles decide every 
  facet of life in the settlement. 
     Adjustments: Double the modifiers for the settle-
  ment’s alignment. The settlement gains any one of the 
  following qualities as a ‘bonus’ quality: Desecrate/Hal-
  low, Holy Site, Pious, Racial Encalve, Racially Intoler-
  ant, Unholy Site.
  Racial Enclave (quality): The settlement is dominated 
  by a single race: a pleasant halfling farming community, 
  an Elven capitol, a collection of half-orc yurts on the
  open plains, ect. 
     Adjustments: Decrease Society -1. Members of one 
  or more races, chosen when the settlement is founded, 
  is especially welcome in the tightknit and homogenous 
  settlement. Members of this race can purchase goods and 
  services in the settlement at a 25% discount.
  Resettled Ruins (quality): The settlement is built amid 
  the ruins of a more ancient structure. The settlement 
  might be little more than a collection of tents and yurts
  erected in ruined plazas, or a thriving metropolis
  whose stones were recycled from long-forgotten
  temples and fortresses. While ruins provide a ready
  source of building materials, near-by dungeons to
  plunder and ancient artifacts to explore, they might
  also provide a hiding place for modern dangers or
  old curses.
     Adjustments: Increase Economy +1, Lore +1. Add 
  +1d3 to the amount of magic items in any category the 
  settlement’s size would allow it to normally offer. If the 
  settlement’s size would not normally allow it to have 
  magic items of a particular category, it always has at 
  least one randomly chosen item of that category for sale. 
  However, if a buyer rolls a natural one on any Appraise 
  or Diplomacy check made to examine or purchase a lo-
  cally bought magic item, that item is always cursed.
  Unholy Site (quality): The settlement serves as an un-
  holy site for an evil god or philosophy. Worshippers of 
  the evil deity flock to this settlement.
     Adjustments: Increase Corruption +2. Increase
  spellcasting by +2 levels.
  Well Educated (quality): The settlement’s inhabitants 
  are incredibly well educated and known for their sharp 
  wits.
     Adjustments: Increase Lore +1, Society +1.
  
  — 7 —
  Core Races
  Though Lovecraft’s characters were human, and largely 
  of the modern era, not all player characters in Lovecraf-
  tian Fantasy play need be.  Human ascendancy should 
  be the norm, however, as it is the horrific deviance from 
  normality that gives the genre its particular flavor.  Play-
  ing a non-human or half-human character can give excit-
  ing variety and dark stares from townsfolk, who likely 
  don’t see too many of “their kind”.  Keep in mind, also, 
  that humanity has, itself, a lot of secrets that make their 
  physical makeup odd, too, just cast your mind back to 
  queer old Uncle Jacob...
  Without a great deal to go on, here are some ‘default’ 
  niches for core races to fill, in keeping with Lovecraftian 
  themes and the game system.  Any changes or omissions 
  are up to the GM, as he and his players would prefer to 
  place races, or follow these suggestions; players can feel 
  free to substitute other racial traits that are not substi-
  tutes for the indicated ‘lost’ traits.
  Humans
  Humans are the default race of Lovecraftian Fantasy, and 
  overwhelmingly more common that other races.  The 
  “main” racial grouping is up to the GM, but if a High 
  Middle Ages setting is preferred, then pseudo-European 
  Caucasians would be that racial grouping.
     Within humanity there are different racial groupings at 
  the GM’s discretion, however, including broadly defined 
  groups such as the following. **Note that each group 
  would definitely speak and write a different language 
  than ‘Common’ and would have to spend skill points or 
  starting language options to do so.
     ‘Easterners’ (Asiatics) with more developed magical 
  systems, and more likely to be cultists of Leng (monks). 
  They may even pursue alternate classes such as samurai 
  and ninjas, should the GM wish to include them.  They 
  would gain +1 to Spellcraft.
     ‘Southlanders’ (Africans) with a totemic magical sys-
  tem requiring a Focus item for each spell, like a fetish.  
  N’Longa, from the Solomon Kane stories, is a good 
  example.  They would gain +1 to Survival.
     ‘Far Islanders’ (Polynesians) with extensive knowledge of 
  horrific beings from the ocean depths, and an extensive 
  oral history.  They would gain +1 to Knowledge (planes)
  Dwarves
  Dwarves, in Lovecraftian Fantasy, are a secretive race, 
  seldom seen by mainstream society, and the subject of 
  rumor and superstition.  Occasionally arriving in a town 
  to trade, or fleeing from some vast menace in the depths 
  of the earth, dwarves are seen by most as ‘weird looking 
  foreigners’, without fully realizing their ancient heritage.  
  To demonstrate their reclusiveness, player character 
  dwarves should choose one of the following racial sub-
  types:
      Deep delver dwarves who dwell in the deepest caverns 
  of the earth are used to living in the awesome darkness, 
  and fighting against unspeakable horrors: they have 
  darkvision 90’, but are dazzled in bright light and take a 
  -2 penalty against spells with the Light descriptor.  They 
  also gain a +2 AC dodge bonus and a +2 CMB grapple 
  bonus against aberrations.  They lose the darkvision and 
  defensive training racial traits.
     Exiled dwarves driven from their ancestral homes by 
  Mythos menaces are used to fighting to escape, and push 
  sinister control from their minds: they have a +2 bonus 
  to CMB to bull rush or overrun an opponent, and +2 to 
  saves from the enchantment school. They lose the hardy 
  and stability racial traits.
     Mountain dwarves are those of the dwarven race that 
  live in high, isolated mountain ranges are skilled at 
  navigating cold mountain cliffs to explore the crum-
  bling leavings of long-vanished, inhuman races.  They 
  are immune to altitude sickness, and do not lose their 
  AC  bonus to Dexterity when Climb or Acrobatics when 
  climbing or crossing slippery or narrow surfaces.  They 
  also treat wind conditions and cold weather conditions 
  as one step milder.  They lose the darkvision and stability 
  racial traits.
  Elves
  Elves in Lovecraftian Fantasy are a race of secretive, 
  isolated academics.  Universities, ancient churches, and 
  repositories of old records are common in Mythos fic-
  tion, and elves serve well as the keepers of these stores of 
  knowledge, being long-lived and academically inclined.  
  To civilians in mainstream society, this is the purpose of 
  elves, and they are seen, almost, as part of the furniture, 
  just something that “is”.  As with many phenomena in 
  the Mythos, the deeper significance is below the sur-
  face, with the elven race having opposed the incursion 
  of cyclopean horrors for centuries in the past, and now 
  somewhat exhausted, wishing to “pass on the torch” to 
  younger races.  Some vigorous youngsters of a century 
  or so might still want to recapture the elves’ strength, 
  
  — 8 —
  and venture forth from their dusty halls as adventurers.  
  The ideal racial subtype for elves is that of Tower elves, 
  detailed below.
     Tower elves constantly practice magic, and engage in 
  castle politics, as well; they gain +2 to concentration 
  checks while casting spells, and +2 to Diplomacy and 
  Sense Motive in social situations.  They lose the Weapon 
  Familiarity and Keen Senses racial traits.
  Gnomes
  Like halflings, gnomes appear to be ‘traveling folk’, small 
  and relatively harmless.  As exiles from the world of the 
  fey ( a version of The Dreamlands) though, gnomes 
  probably have a more selfish or sinister agenda, wander-
  ing strange lands in this world and others.  More of a 
  dark mirror to the genial halflings, gnomes are the be-
  ings you turn to for help when no one else will take your 
  part- and they will do so... for a price.
     Traveler gnomes possess the Explorer and the Magical 
  Linguist racial traits.  They gain a +2 bonus on Climb 
  checks and on one Knowledge skill of their choice.  They 
  also add +1 to the DC of language-dependent spells, 
  gaining +2 to their save against such.  Those with a Cha-
  risma of 11 or higher can cast the following 1/day each 
  as a spell-like ability-arcane mark, comprehend languages, 
  message, and read magic.  Finding the mark of a gnome 
  clan on a building means the people within will come to 
  a bad end...  They lose the gnome magic, hatred, illusion 
  resistance and obsessive racial traits.
  Halflings
  Halflings fill the role of gypsies in Lovecraftian Fantasy, 
  an innocuous (or seemingly so) race of tinkers, peddlers, 
  and itinerant farm-workers.  In truth they fear a dark en-
  emy of extreme antiquity, and have kept on the run, so 
  to speak, for generations, never staying long in the same 
  place.  This has given them a unique niche and skill-set 
  that can be useful for defeating threats to everyone, mo-
  bile or not.  The ideal racial subtype for halflings is that 
  of Nomadic halflings, detailed below.
     Nomadic halflings possess the Fleet-foot, Polyglot, and 
  Wanderlust racial traits.  They have a move speed of 30 
  feet, a +2 bonus to Linguistics (and Linguistics is always 
  a class trait for them) along with access to any language 
  at character creation if they have high intelligence, and 
  +2 on Knowledge (geography) and Survival checks; if 
  they cast a spell that provides or enhances movement, 
  they cast it at +1 caster level.  They lose the fearless, 
  halfling luck, keen senses, slow speed and surefoot racial 
  characteristics.
  Half-Elves
  These hybrid people are usually the product of short-
  lived relationships between rebellious centenarian elves 
  and infatuated humans.  They are almost always ab-
  sorbed by one culture or another,and expected to behave 
  as if they were that culture- when always knowing they 
  were not, that they were different, somehow... that usu-
  ally gets them into trouble.  Curiosity is not well reward-
  ed in Lovecraftian Fantasy.
     Elf Raised half-elves are schooled in magical study and 
  combat, like their parent- they must choose only one 
  favored, spell-casting class (including alchemy) and use 
  spell trigger and spell completion items as if they had +1 
  caster level.  They also gain Exotic Weapon Proficiency 
  or Martial Weapon Proficiency with one weapon, chosen 
  at 1st level.  They lose the adaptability and multitalented 
  racial traits.
     Human Raised half-elves try to be just like the humans 
  they walk among; they gain +2 to Bluff, and +1 to Dis-
  guise, Knowledge (local), and Sense Motive.  They lose 
  the keen senses and adaptability racial traits.
  Half-Orcs
  Though such threats as orcs and goblins and other war-
  like races were a threat in the past, and most peoples’ 
  grandpa can say “I remember the War, we were men 
  then!” they have since faded into far-off hills and waste-
  lands- except for the remnant hybrids known as half-
  orcs.  Small clans of them still exist in places undesirable 
  to humans, which is why they came to be in the first 
  place.  Often referred as “green-necks” or “hill-wallies” 
  degenerate clans such as the infamous Slaade clan of the 
  Dark Hills still make forays to the towns, sometimes 
  trading in goods not found on this earth- and given to 
  them for unthinkable reasons.  The ideal racial subtypes 
  for half-orcs can include the following:
     Deep Kin are descended from long-ago raiders and 
  their captives, long hidden underground.  They have 
  darkvision 90 ft., and a +1 bonus to Knowledge (dun-
  geoneering) and Survival checks made underground.  
  They lose the orc ferocity and intimidating racial traits.
     Feral half-orcs live in dark, forgotten forests, occasion-
  ally discovered by woodsmen, usually to someone’s 
  detriment.  They gain +2 to Climb checks, low-light vi-
  sion, and a primary natural bite attack for 1d4 points of 
  damage. They lose orc ferocity and darkvision.
     Mountain clans hail from high passes and tarns, and 
  possess a +2 bonus to Perception checks, and +1 bonus 
  to Acrobatics and Climb checks.  They lose the orc feroc-
  ity and intimidating racial traits.
  
  — 9 —
  Other Races
  A player that wants to play a different race from the core 
  set should have a good rationale for doing so, or perhaps 
  the chance could be given from the GM as a result of 
  discovering some isolated or out-of-time community 
  of ‘strange people’... some possibly thematic other races 
  could include:
  • 
  Dhampir: Reminescent of “Pickman’s Model”
  • 
  Fetchling: Outcasts from another dimension
  • 
  Ifrit, Oread, Sylph, Undine:  These races fit well 
  with the elemental model of Lovecraft’s work, and 
  can be interesting to incorporate, especially if they 
  are mostly human-looking.
  • 
  Gillmen: There closeness to the “deep ones” can 
  engender good story lines
  • 
  Samsaran: Their knowledge of “past lives” is very 
  thematic
  These races can be found in the Advanced Race Guide.
  Adventure Ideas
  Though standard dungeon-crawling is not out of the 
  question, and can certainly be quite exciting for an 
  underpowered group of “investigators”, one of the 
  keystones of Lovecraftian Fantasy is investigation.  Red 
  herrings, interrogation, research, clues, hunches, all are a 
  big part in solving whatever plot is placed against society.  
  All while this is going on, preparedness for violence, oth-
  erworldly interference, arcane attack, or betrayal must be 
  made.  It is this fence-walking, this balance beam, that 
  creates gaming tension in Lovecraftian Fantasy.  While 
  “The Sinister Circus” presents an adventure in a ‘cross-
  over’ style, here are some ‘hooks’ to get a GM thinking 
  in terms of LF roleplaying gaming:
  • 
  After penetrating a forgotten laboratory, a triggered 
  flash makes PCs unconscious; they wake up to pos-
  sessing inhuman, monstrous bodies, their brains 
  swapped!  They must find their switched bodies and 
  figure out how to get them back.
  • 
  An undiscovered room in an abandoned house the 
  PCs are exploring is a metal chamber that drops 
  them far below the earth into a vast maze inhabited 
  by weird creatures and a stranger ecology- can they 
  figure out its origin, and how to return to the sur-
  face?
  • 
  God-like, alien creatures arrive, destroying armies, 
  communities, and possibly some PCs! (Feel free to 
  play out as much destruction as possible!) The last 
  surviving PC finds a device/ meets a being that can 
  send them back in time to a period before the inva-
  sion, where they race to prevent it, and the end of 
  the world.
  • 
  In the PCs hometown, everyone claims to have a 
  copy of a particular eldritch document, demonstrat-
  ing magical powers.  Are the documents fakes, a 
  scam? Or has a trove of dangerous literature been 
  made accessible to the ignorant public?
  • 
  Pursuing a runaway, criminal, or lost VIP, the PCs 
  step through a portal to another world, totally alien 
  to their own.  The laws of nature may even be dif-
  ferent, with unrecognizable cultures, species, and 
  phenomena of nature. Their return hinges on the 
  capture of their quarry.
  • 
  Local farmers have profited from a crop of vine-
  raised melon found growing wild in a forbidden for-
  est.  When accidentally left past harvest time, how-
  ever, the plants mature into ambulatory man-eaters!  
  The town is quickly surrounded by the hungry plants 
  and there is no escape...
  • 
  A local criminal organization has grown to power 
  lately, able to confound authorities with strange 
  abilities, reminiscent of old stories of those who pos-
  sessed a certain forbidden tome of magic.  The law is 
  helpless to stop them.
  • 
  With a strange, undecipherable regularity, an appar-
  ently unkillable monster (CR +3 over the PCs) stalks 
  the town, not leaving until it has taken one life.  If 
  the PCs can predict its return, and find some way to 
  put it down, they would be well on their way to a 
  career in arcane investigation.
  • 
  A reclusive old man stumbles into the town square, 
  mutters “My son, my son-” and dies.  Cattle and 
  lone travelers begin disappearing soon after.  His son 
  is monstrously inhuman, and completely invisible to 
  mortal eyes.
  • 
  Why does food get so moldy so quickly?  No matter 
  what anyone does, food spoils and gets covered in 
  strangely covered mold, which smells back and gives 
  people headaches.  Fat Tony got so hungry he ate 
  some of it, and wandered off into the nearby for-
  est…
  • 
  A cult, boldly worshiping an ‘Ancient Cosmic Being’ 
  has disguised their activities as a legitimate foreign 
  religion.  By bribing authorities and ‘disappearing’ 
  opponents, they have risen to power, and seek to 
  take over the town.  Only by infiltrating their circle 
  and stealing their Eldritch source of power can the 
  ugly inevitable be averted.
  
  — 10 —
  Themes to Remember
  Finally, this supplement is not meant to be a complete 
  rules system, to live by; they are meant to give the GM 
  -and the players as well- a different approach to fantasy 
  gaming, a merging if you will, of the more “hunt down 
  the monsters and slaughter them in their lair” and the 
  “pursue a macabre investigation and feebly try to hold 
  back the unstoppable”.  A happy medium can be very 
  workable, giving players a sense of unopposable cosmic 
  horror and intellectual exercise and heroic accomplish-
  ment and long-term goals.  So if you keep some of these 
  tenets in mind, you should have a better chance at cap-
  turing the flavor of adventuring that you seek- though 
  the seeker can also very easily be the sought...
  • 
  Player characters are not professional plunderers!  
  The included archetypes are meant to reflect fairly 
  ordinary people that simply have abilities beyond the 
  norm.  Classed characters are quite rare.
  • 
  Player characters should be motivated by more than 
  loot!  The point of Lovecraftian Fantasy is not to 
  acquire massive heaps of gold and magic trinkets.  
  Both are very uncommon and are likely to be more 
  trouble than they are worth.  For a “Monty Haul” 
  campaign, look elsewhere.
  • 
  Normality is the Norm!  “Yawn... ogres again?” 
  is not the status quo. The people in Lovecraftian 
  Fantasy may be used to seeing elves and “real” magic 
  occasionally, but regular rampages of ravening rev-
  enants do not happen.  The player characters are the 
  ones who have stepped up to deal with the anomalies 
  that disturb placid, ignorant society.
  • 
  The Rule of Law is largely universal! (Or so everyone 
  thinks...) Many of the beings that player characters 
  come into conflict in typical play are there for the 
  killing- if one thinks of the bureaucracy involved in 
  taking a life in “Real” society, it should give a PC 
  pause.  Would the local sheriff/constabulary approve 
  of the action I am going to take?  Is it worth it any-
  way? Butchering a local coven made up of smiling 
  locals may engender serious complications.
  • 
  Magic is weird!  It exists, but is hardly flung about 
  every day.  Magic is dangerous – emphasize the pos-
  sible Wisdom penalties- and often frowned upon by 
  the authorities.  Nonetheless, its rarity and danger 
  make it attractive and powerful, and villains know 
  that more than anybody.  Player characters are 
  largely fighting fire with fire.
  • 
  People bristling with huge weapons are unusual!  
  War happens, police action happens, duels happen- 
  but carrying a heavy crossbow, shield and greatsword 
  around town is going to be noticed and reported. 
  Normal society is law-abiding (on the surface, at 
  least) and heavy-plate wearing juggernauts do not 
  stroll around the streets.  Acquiring weapons is not 
  very easy- having a dependable, easily-concealed 
  favorite is best.
  • 
  The enemy is powerful!  The forces at work in Love-
  craftian Fantasy are cosmic, eternal, beyond the ken 
  of mortals.  Delaying or confounding them is prob-
  ably a best result- warning and fleeing more likely.  It 
  should be quite reasonable for a party of 2nd level 
  characters to have to figure out how to chase a basi-
  lisk away from a small town- being able to easily slay 
  monsters of their ability level or less is not the point! 
  Likewise, said basilisk may simply be in the town to 
  consume the statue of the town founder, petrified 
  centuries ago.  Monsters do not necessarily kill and 
  eat entire parties, they usually have other agendas, so 
  defeat of a party is not necessarily TPK...
  • 
  The enemy may bring the game to the PCs!  Typical-
  ly, adventurers get to choose where and what they do 
  at any given time.  Lovecraftian Fantasy heroes more 
  frequently have their adventures thrust upon them, 
  even to the point of being harassed and pursued by 
  powers outside their comprehension.
  • 
  Power is dangerous!  Gaining power is likely to come 
  from gaining Eldritch Documents, or strange magic 
  items.  These objects have their own drawbacks, 
  apart from their attractiveness to other beings.  The 
  uniqueness of magic and E.D.s means that they are 
  known of...
  • 
  Religion isn’t All-Powerful!  Though other reli-
  gions exist (far away) there is one Church, one 
  God (named “God”) and God doesn’t send avatars 
  and pillars of fire to smote nations.  Not anymore, 
  anyway.  This removes a huge reservoir of power for 
  players, that they will have to adapt to and use as 
  they are able.
  • 
  Get a feel for what your players want!  If they wanted 
  the “other system”, they would be playing it.  At the 
  same time, high magic and hack-and-slash are readily 
  available, too.  Find the medium that you and your 
  players are looking for, burture it and let it grow!
  
  — 11 —
  Character Archetypes
  The typical PC of a fantasy RPG does not match the un-
  assuming, introspective and generally unheroic character 
  of a quintessential Mythos investigator. The glories of 
  high-fantasy gaming is out of place in the Lovecraftian 
  world of madness and dread. Below are alternative char-
  acter archetypes for games that want a more Mythos feel.  
  Feel free to add some coins to the gear for use as either 
  PC or NPC; these have been presented as NPCs, and as 
  such do not have character traits or favored class bonuses 
  added.
  AlchemistAPG Archetype (Surgeon)
  A surgeon is the medical professional who specializes in 
  anatomy and surgical procedures. They are well aware 
  that it is sometime necessary to do harm to the patient 
  to cure them. Sometimes the sickness that infects the 
  world must be cut out. 
  Class Skills: Appraise (Int), Craft (any) (Int), Diploma-
  cy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowl-
  edge (local) (Int), Knowledge (nature) (Int), Knowledge 
  (religion) (Int), Linguistics (Int), Perception (Wis), 
  Profession (Wis), Sense Motive (Wis), Stealth (Dex).
  Skill Ranks per Level: 4 + Int modifier
  Alchemy (Su): Surgeons are not considered spellcast-
  ers in Lovecraft Fantasy. The mutagens and elixirs they 
  produce are considered to be mundane, marvels of a 
  new scientific enlightenment. The surgeon does not used 
  the Lovecraftian spell list, but the standard alchemical 
  formulae list.
  Healing Hands (Ex): The surgeon gains Skill Focus 
  (Heal) as a bonus feat. When using the Heal skill to 
  restore hit points the surgeon adds his Intelligence modi-
  fier to the total number of hit points the subject regains. 
  This replaces the Throw Anything bonus feat.
  Anatomical Knowledge (Ex): The surgeon’s knowledge 
  of anatomy means he can strike creatures in vulnerable 
  areas. He gains the sneak attack ability as a rogue equal 
  to his alchemist level. His alchemist levels stack with 
  rogue levels when determining the amount of damage 
  he inflicts with a successful sneak attack. This replaces 
  Bombs.
  Combat Medic: At 2nd level the surgeon becomes 
  better at treating deadly wounds. He can treat deadly 
  wounds on a creature two times per day.
  Talent: At 3rd level the surgeon gains the bleeding attack 
  rogue talent. This replaces swift alchemy.
  Restorative Hands: At 5th level the surgeon can use his 
  knowledge of anatomy and the healing process to reverse 
  effects that may be permanent or take much longer to 
  heal. He can treat a character and grant the creature 
  the benefits of either lesser restoration or remove blind-
  ness/deafness. He may do this a number of times per day 
  equal to 1 + his Intelligence modifier.
  Careful Observer: At 8th level the surgeon gains the 
  thoughtful reexaminingAPG advanced rogue talent.
  
  — 12 —
  DR. AMROD PALMITOR (CR ½; XP 200)
  Male tower elf alchemist (surgeon) 1st
  NG Medium humanoid (elf)
  Init +2; Senses low-light vision; Perception +6
  DEFENSE
  AC 14, touch 12, flat-footed 12
  (+2 armor, +2 Dex)
  hp 8 (1d8)
  Fort +3, Ref +5; Will +3; +2 vs. enchantment
  Immune sleep
  OFFENSE
  Speed 30 ft.
  Melee bone saw [dagger] +0 (1d4/19-20)
  Special Attacks anatomical knowledge +1d6
  Extracts Prepared (CL 1st; concentration +6)
     1st level—disguise self, jump
  STATISTICS
  Str 10, Dex 15, Con 10, Int 17, Wis 14, Cha 8
  Base Atk +0; CMB +0; CMD 12
  Feats Brew PotionB, Combat Reflexes, Skill Focus (Heal)B
  Skills Craft (alchemy) +8, Diplomacy +5, Heal +9, 
  Knowledge (local) +7, Knowledge (religion) +7, Per-
  ception +6,  Sense Motive +5; Racial Modifiers +2 to 
  concentration checks, Diplomacy, and Sense Motive (in 
  social situations)
  Languages Common, Elven, Gnoll, Orcish, Sylvan
  SQ alchemy, eternal grudge (orcs)ARG, healing hands, 
  mutagen (Str)
  Gear bone saw, 2 vials of acid, alchemist kit (as spell 
  component pouch), belt pouch (2 gp), formulae book 
  (Graye’s Book of Elixirs and Anatomy: comprehend 
  languages, disguise self, endure elements, jump), healer’s kit, 
  leather armor, preserved half-orc head,
  Thematic Alchemist Archetypes: Another alchemist 
  archetype very appropriate for Lovecraftian Fantasy is 
  the reanimatorUM.  
  Modifications of their abilities are as follows:
     Reanimator: Gains the spell-like ability of deathwatch 
  1/day for every 4 levels; this replaces Throw Anything.  
  This spell-like ability functions at the character’s alche-
  mist level for all parameters.
  AntipaladinAPG (Oath of Dagon)
  Some anti-paladins revere the sea god Dagon, an aspect 
  of Cthulhu who has some legitimacy in mainstream 
  culture, being the patron of a ‘Service Organization’ that 
  maintains meeting halls in many communities, under 
  the cover of a ‘benevolent society’.
  Reef Fiend (Ex): At 2nd level, an oathbound anti-pala-
  din gains the characteristics of his deity. He gains a swim 
  speed equal to his speed. At 11th level the anti-paladin 
  can breathe underwater and he gains the amphibious 
  subtype. This replaces touch of corruption.
  Briny Servant (Sp): At 5th level, if the oathbound anti-
  paladin gains the service of a fiendish servant, and the 
  creature gains the amphibious subtype.
  Submarine Lord (Su): At 8th level the oathbound anti-
  paladin can communicate telepathically with amphibi-
  ous and aquatic animals and magical beasts to a distance 
  of 150 ft. With unintelligent creatures this commu-
  nication is limited to simple concepts, such as “come 
  here,” “defend me,” or “attack this target.” Unintelligent 
  creatures follow the anti-paladin’s commands to the best 
  of their ability and understanding. This replaces aura of 
  despair.
  Deep-Kin (Ex): At 10th level, the anti-paladin fulfills 
  his submarine destiny. He can breathe water and gains 
  the amphibious subtype. The oathbound is also not 
  hampered by the underwater environment and can act as 
  if affected by the freedom of movement spell.
  Smite Land Dweller (Su): At 11th level the oathbound 
  anti-paladin can smite any creature without the amphib-
  ious or aquatic subtype as if smiting good. This replaces 
  aura of justice.
  Oath Spells: 1st—speak with animals (aquatic creatures 
  only); 2nd—hold animal (aquatic creatures only); 3rd—
  water breathing; 4th—freedom of movement.
   
  
  — 13 —
  Barbarian Archetype (Mental Patient)
  Some physically strong patients escape asylums, seeking 
  solace in the outer world, where they can flee or destroy 
  those entities they imagine are pursuing them.
  Class Skills: Acrobatics (Dex), Bluff (Cha), Climb (Str), 
  Escape Artist (Dex), Intimidate (Cha), Perception (Wis), 
  Sense Motive (Wis), Survival (Wis), and Swim (Str).
  Weapon and Armor Proficiency: The escaped mental 
  patient is proficient with all simple weapons, but not 
  with armor or shields.
  Bonus Feat: At 1st, 3rd and every three levels thereafter 
  the escaped mental patient can choose one of the fol-
  lowing feats as a bonus feat: Catch off Guard, Critical 
  Focus, Improved Unarmed Strike, Improvised Weapon 
  Mastery, Lightning Reflexes, Power Attack, Run or 
  Throw Anything. This replaces trap sense.
  Phobia (Ex): At 1st level the escaped mental patient 
  must randomly select one creature type and subtype if 
  available. The escaped mental patient becomes shaken 
  when in the presence of such creatures.
  Fragile State (Ex): Whenever the escaped mental patient 
  views and recognizes an unnatural creature (aberration, 
  dragon, fey, outsider, magical beast or undead) he must 
  make a Will save (DC 10 + CR) or contract one ran-
  dom insanity as detailed in the Advanced Gamemastery 
  Guide. If he successfully saves he gains a +2 bonus to 
  attack and damage rolls, and Bluff and Intimidate checks 
  against creatures of that type for 24 hours. This increases 
  to +4 at 11th level.
  Rage Powers (Ex): At 2nd, 4th, 6th and 8th levels the 
  escaped mental patient can select an additional rage 
  power from the following list: animal fury, guarded 
  stance, moment of clarity, strength surge and supersti-
  tion.
  SONIA KEES (CR 1/2; XP 200)
  Female half-orc barbarian (mental patient) 1
  CN Medium humanoid (human, orc)
  Init +1; Senses darkvision 60 ft.; Perception +5
  DEFENSE
  AC 12, touch 12, flat-footed 10 
  (+1 Dex, +1 dodge)
  hp 13 (1d12+1)
  Fort +4; Ref +1; Will +1
  Defensive Abilities ferocity
  Weaknesses phobia (outsiders [good])
  OFFENSE
  Speed 40 ft.
  Melee greataxe +4 (1d12+4)
  Ranged dagger +2  (1d4+3)
  Special Attacks rage (6 rounds/day)
  STATISTICS
  Str 17, Dex 13, Con 14, Int 10, Wis 12, Cha 8
  Base Atk +1; CMB +4; CMD 16
  Feats Catch Off-GuardB, Dodge
  Skills Climb +7, Escape Artist +5, Intimidate +5, Per-
  ception +5; Racial Modifiers +2 Intimidate
  Languages Common, Orc
  SQ fast movement, fragile state
  Gear greataxe, dagger, straight jacket
  Thematic Barbarian Archetypes: Other barbarian 
  archetypes are very appropriate for Lovecraftian Fantasy, 
  specifically superstitiousAPG and true primitiveUC.
  
  — 14 —
  Bard Archetype (Journalist)
  There are some few intrepid souls that do not seem to 
  empirically grasp the emotion of fear, or repulsion, or 
  self-preservation… Their hunger for the Truth, their 
  need to know the whys and wherefores of the day-to-
  day events of now and the past drives them to find out 
  reasons, to compile their knowledge, and to tell the 
  ignorant world-at-large what is really happening in their 
  mundane, workaday world.
  Class Skills: Appraise (Int), Bluff (Cha), Climb (Str), 
  Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), 
  Intimidate (Cha), Knowledge (history) (Int), Knowledge 
  (local) (Int), Linguistics (Int), Perception (Wis), Perform 
  (Cha), Profession (scribe) (Wis), Sense Motive (Wis), 
  and Stealth (Dex).
  Spells: The journalist cannot cast spells. Instead at 1st, 
  4th, and 7th levels he can choose a rogue talent from the 
  following list: canny observer, charmer, coax informa-
  tion, follow clues, guileful polyglot, hard to fool, weapon 
  training. At 10th, 13th, 16th and 20th levels he can 
  instead select one of the following rogue talents: eldritch 
  secret, feat, skill mastery, slippery mind, thoughtful 
  reexamining.
  Follow Up (Ex): An investigator can roll twice on any 
  Diplomacy check made to gather information, and 
  receives the information for both results. This takes the 
  same amount of time as one check. If the lesser of the 
  two checks reveals false information, the rogue is aware 
  of it. False information is not revealed in this way if the 
  people she questioned do not know it to be false.
  Inspiring Text (Su): The journalist can write articles 
  and essays so moving that it conveys the effects of bardic 
  music through the written word. To create an inspir-
  ing text requires the journalist to expend a number of 
  rounds of his bardic performance ability equal to twice 
  the duration of the inspiring text (maximum duration 
  of 10 rounds), and any relevant Performance skill check 
  is made with Profession (scribe) instead. An inspiring 
  text affects only the reader, but it grants all the benefits 
  that would normally apply for hearing a performance. 
  A journalist may apply the effects of any feats that affect 
  bardic music to his inspiring text. An inspir-
  ing text retains its supernatural potency 
  for 1 day per class level. It requires 1 
  hour to inscribe, a full-round action 
  to activate, and has a duration equal to 
  1/2 the number of bardic performance rounds expended 
  during its creation. Once activated, an inspiring text’s 
  magic is consumed.
  Muckraker (Ex): A journalist gains a bonus equal to 
  half his level on Bluff and Knowledge (local) checks and 
  Sense Motive checks and Diplomacy checks to gather 
  information. He also gains this bonus Diplomacy or 
  Intimidate checks made against creatures in a position of 
  power over him such as civil servants who control access 
  to sensitive documents, law enforcement officials or no-
  bility who think the journalist might expose something 
  they would prefer to keep from becoming public (mini-
  mum +1). This replaces bardic knowledge.
  True Confession (Su): At 9th level, a journalist can use 
  performance to trick a creature into revealing its secrets. 
  Using this ability requires a successful Sense Motive 
  check to see through a Bluff or notice mental compul-
  sion. After 3 continuous rounds of performance, the 
  target must make a Will save (DC 10 + 1/2 the bard’s 
  level + the bard’s Cha modifier). Success renders the tar-
  get immune to this power for 24 hours. On a failed save, 
  a liar inadvertently reveals the lie and the truth behind 
  it. A creature under a charm or compulsion reveals the 
  
  — 15 —
  nature of its enchantment and who placed it (if the crea-
  ture knows) and gains a new saving throw to break free 
  from the enchantment. This ability is language-depen-
  dent and requires audible components. Using this power 
  requires only 2 rounds of performance at 15th level, and 
  1 round of performance at 20th level. This performance 
  replaces inspire greatness.
  KARL MCGAVIN (CR ½;  XP 200)
  Male nomadic halfling bard (journalist) 1
  NG Small humanoid (halfling)
  Init +3; Senses Perception +5
  DEFENSE
  AC 14, touch 14, flat-footed 13 
  (+3 Dex, +1 size)
  hp 9 (1d8+1)
  Fort +1, Ref +5, Will +3
  OFFENSE
  Speed 30 ft.
  Melee short sword -2 (1d4-2)
  Ranged sling +3 (1d3-2)
  Special Attacks bardic performance (7 rounds/day, stan-
  dard action; countersong, distraction, fascinate, inspire 
  courage +1, inspiring text)
  STATISTICS
  Str 6, Dex 16, Con 13, Int 10, Wis 12, Cha 17
  Base Atk +0; CMB -3; CMD 10
  Feats Skill Focus (Bluff)
  Skills Bluff +11 , Diplomacy +7, Linguistics +7, Knowl-
  edge (local) +4, Perception +5, Perform (oratory) +7, 
  Profession (scribe) +5, Sense Motive +6; Racial Modifi-
  ers +2 bonus to Linguistics, Knowledge (geography) and 
  Survival.
  SQ follow-up, muckraker +1, rogue talent (coax infor-
  mation), weapon familiarity (slings, halfling)
  Languages Common, Gnome, Halfling
  Gear 10 sling bullets, 2 thunderstones, 2 vials of ink, 
  belt pouch (3 gp, 3 sp), inkpen, signal whistle, small 
  book for notes, straw brimmed hat, sun rod
  Thematic Bard Archetypes: Other bard archetypes are 
  very appropriate for Lovecraftian Fantasy, specifically 
  archeologistUC, archivistAPG, and detectiveAPG.
  Cleric Archetype (Clergyman)
  The general public believes in a benign God of good-
  ness and light, and most clerics go about espousing that 
  goodness.  Some have seen the horror Beyond, however, 
  and seek to protect a naïve world with all of their meagre 
  resources!
  Class Skills: Craft (Int), Diplomacy (Cha), Heal (Wis), 
  Knowledge (history) (Int), Knowledge (nobility) (Int), 
  Knowledge (religion) (Int), Linguistics (Int), Profession 
  (Wis), Sense Motive (Wis).
  Skill Ranks per Level: 4 + Int modifier
  Weapon and Armor Proficiencies: The clergyman is 
  proficient with all simple weapons but not with armor 
  or shields. This replaces the standard cleric weapon and 
  armor proficiencies.
  Divine Focus (Su): The clergyman begins play with a 
  holy symbol that lends him great resources of inner will 
  and divine power during times of strife. Once per day 
  he may use the object to cast any one divine spell he can 
  cast without using a spell slot. As long as he bears the 
  holy symbol he gains a +2 morale bonus to saves against 
  fear and a +2 morale bonus to concentration checks. If 
  the holy symbol is lost or destroyed, it can be replaced 
  after 24 hours in a special ritual which takes 8 hours to 
  complete. 
  Forbidden Knowledge (Su): The clergyman, while a 
  devout follower of his own faith, understands there are 
  other sources of power forbidden by the church. His re-
  search has led to him to such discoveries. He replaces the 
  powers and spells of one of his domains with the Dark 
  Tapestry or Stars subdomain. Once this choice is made it 
  can not be changed.
  Get Back! (Su): The clergyman may wield his holy 
  symbol as a weapon against undead. He may place the 
  symbol against the form of an undead creature as a 
  melee touch attack. A successful hit deals 1d6 points of 
  positive energy per two cleric levels. A Will save halves 
  the damage (DC 10 + ½ cleric level + Charisma modi-
  fier). At 11th level this acts as disruption against evil 
  undead. The clergyman may use this ability a number of 
  times per day equal to 3 + his Wisdom modifier. 
  Power over Undead (Su): The clergyman receives Com-
  mand Undead or Turn Undead as a bonus feat. He can 
  channel energy a number of times per day equal to 3 + 
  
  — 16 —
  Wisdom modifier, but only to use the selected feat. The 
  clergyman can take other feats to add to this ability, such 
  as Extra Channel and Improved Channel, but not feats 
  that alter this ability, such as Elemental Channel and 
  Alignment Channel. The DC to save against these feats 
  is equal to 10 + 1/2 cleric level + Charisma modifier. 
  This replaces channel energy.
  Ritual Caster (Ex): The clergyman possesses the pa-
  tience and knowledge to better work incantations. He 
  gains a +2 competence bonus on all skill checks when 
  performing an incantation.
  FATHER WELDON (CR 1/2; XP 200)
  Male human cleric (clergyman) 1
  LG Medium humanoid (human)
  Init +1; Senses Perception +4
  DEFENSE
  AC 12, touch 12, flat-footed 10 
  (+1 Dex, +1 dodge)
  hp 7 (1d8-1)
  Fort +3,  Ref +2, Will +6; +2 vs. fear
  Defensive Abilities domain resistance, divine focus
  OFFENSE
  Speed 30 ft.
  Melee quarterstaff +1 (1d6+1)
  Special Attacks get back 6/day (W-DC 12, 1d6)
  Domain Spell-like Abilities (CL 1st, concentration +6):
     6/day—inspiring word, resistant touch
  Spells Prepared (CL 1st, concentration +6)
     1st—bless, hide from undead, sanctuaryD 
     0th (at will)—detect magic, guidance, read magic
  D domain spell; Domains Dark Tapestry (Nobility), 
  Protection
  STATISTICS
  Str 12, Dex 13, Con 8, Int 10, Wis 17, Cha 14
  Base Atk +0; CMB +1; CMD 13
  Feats Combat Casting, Dodge, Turn Undead
  Skills  Diplomacy +6, Heal +7, Knowledge (religion) +4, 
  Perception +4, Sense Motive +4, Ride +5, Survival +7
  Languages Common
  SQ divine focus (holy symbol), forbidden knowledge, 
  power over undead, ritual caster
  Gear robes, holy symbol, holy water, sacrament oils, 
  journal
  Thematic Cleric Archetypes: Other cleric archetypes 
  are very appropriate for Lovecraftian Fantasy, specifi-
  cally cloistered clericUM, evangelistUM, and separatistUM; 
  clerics that are quite a bit “odd” are very much at home 
  in Lovecraftian play.  They should choose from the fol-
  lowing list of domains: Community, Good, Knowledge, 
  Law, Repose, Sun, and Travel.  Choosing a different 
  one must be closely explained and allowed by the GM.  
  These archetypes do not gain channel energy, instead 
  gaining an additional favored class bonus at each level. 
  Druid Archetype (Hermit) 
  Those misanthropic souls who reject the world of man 
  and God seek solace alone in the forests, communing 
  with nature.  The machinations of Those Beyond care 
  little for nature, either, and sometimes, a lonely soul has 
  to step forward.
  Class Skills: Hermits lose Spellcraft and gain Knowledge 
  (history) as class skills, and gain the bonus feat Skill Fo-
  cus (Knowledge [history]), otherwise having class skills 
  as a standard druid. A hermit may never use Diplomacy 
  on non-animals.
  Weapon and Armor proficiencies: Hermits do not 
  have any compunctions about using metal as armor or 
  weapons; they are proficient in light armor and martial 
  weapons, but not shields. This replaces the standard 
  druid weapon and armor proficiencies.
  Nature Bond (Ex): If the hermit selects an animal 
  companion, it must be a normal animal from the core 
  rulebook list.
  Spells: The hermit adds the following spells to his ac-
  cessible list: entangle, forest friend, companion mind link, 
  freedom of movement, commune with nature, stone tell, 
  true seeing, control plants and summon elder worm.  These 
  particular spells can be cast by the hermit as a move ac-
  tion.
  Harmless Old Hermit (Su): A hermit can activate an 
  effect similar to sanctuary for a number of minutes per 
  day equal to his level plus his Wisdom modifier.  The 
  minutes need not be consecutive, but must be taken in 
  1-minute increments.  This replaces the wild shape class 
  ability.
  RAND DERLIT (CR 1; XP 400)
  Male human druid (hermit) 2
  NG Medium humanoid (human)
  Init +2; Senses Perception +2
  DEFENSE
  AC 14, touch 12, flat-footed 12 
  
  — 17 —
  (+2 armor, +2 Dex)
  hp 14 (2d8+2)
  Fort +4 Ref +2 Will +4
  OFFENSE
  Speed 30 ft.
  Melee whip +2 (1d3+1 nl) or club +2 (1d6+1)
  Spells Prepared (CL 2nd; concentration +4)
     1st—calm animals (W-DC 13), entangle (R-DC 13), 
  hide from animals
     0 (at will)—create water, dancing lights, mending, stabi-
  lize
  STATISTICS
  Str 12, Dex 15, Con 12, Int 12, Wis 14, Cha 12
  Base Atk +1; CMB +2; CMD 14
  Feats Animal Affinity, Skill Focus (Knowledge [history])B, 
  Exotic Weapon Proficiency (whip)
  Skills Handle Animal +8, Knowledge (history) +9, 
  Knowledge (nature) +8,
  Languages Common, Druidic, Sylvan
  SQ animal companion (Dween), wild Empathy +3
  Gear club, whip, leather armor, dog whistle, amulet of 
  shadows (see sample adventure)
  Dween, animal companion, trained dog: Init +3; AC 
  16; hp 19 (3d8 +6); Fort +5 Ref +6 Will +2; Speed 40 
  ft.; Melee bite +4 (1d4+1); Str 13, Dex 17, Con 15, Int 
  2, Wis 12, Cha 6; Feats Acrobatic; Skills Acrobatics +10 
  (+14 jump), Climb +5, Escape Artist +8; SQ low light 
  vision, scent; Tricks Come, Heel, Perform, Stay
  Thematic Druid Archetypes: Other druid archetypes 
  are very appropriate for Lovecraftian Fantasy, specifically 
  ancient guardianMC, mooncallerUM, menhir servantUM, 
  and reincarnated druidUM; animal ‘shamans’ and other 
  druid types should be reserved for villain NPCs.
  Purple Duck Note: “Real” druids can easily be a part of 
  Lovecraftian fantasy, especially as opponents, representing 
  the ‘Old Way’.  PC ‘standard’ druids will probably have 
  to hide their affiliation, working secretly against Things 
  Against the Natural Order. 
  Fighter Archetype (Soldier)
  These weary returnees from “foreign wars” are among 
  the few that can legitimately carry weapons openly, often 
  acting as militia-style police over infrequent infractions.
  Class Skills: Climb (Str), Craft (Int), Handle Animal 
  (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engi-
  neering) (Int), Knowledge (geography) (Int), Profession 
  (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
  Skill Ranks per Level: 4 + Int modifier
  Tactical Training (Ex): At 1st level, a soldier receives a 
  teamwork feat as a bonus feat. He must meet the pre-
  requisites for this feat. As a standard action, the soldier 
  can grant this feat to all allies within 30 feet who can see 
  and hear him. Allies retain the use of this bonus feat for 
  3 rounds plus 1 round for every two levels the soldier 
  possesses. Allies do not need to meet the prerequisites of 
  these bonus feats. The soldier can use this ability once 
  per day at 1st level, plus one additional time per day at 
  5th level and for every 5 levels thereafter.
     At 9th level, the soldier receives an additional team-
  work feat as a bonus feat. He must meet the prerequisites 
  for this feat. The soldier can grant this feat to his allies as 
  above by using a swift action.
     At 17th level, the soldier receives an additional team-
  work feat as a bonus feat. He must meet the prerequisites 
  for this feat. The soldier can grant this feat to his allies 
  as above. Whenever the soldier uses the tactical training 
  ability, he grants any two teamwork feats that he knows. 
  He can select from any of his teamwork feats, not just 
  his bonus feats. The replaces the fighter’s normal bonus 
  combat feats.
  STOG DARVEN (CR 1/2; XP 200)
  Male human fighter (soldier) 1
  NG Medium humanoid (human)
  Init +1; Senses Perception +2
  DEFENSE
  AC 17, touch 11, flat-footed 16 
  (+6 armor, +1 Dex)
  hp 12 (1d10+2)
  Fort +4 Ref +1 Will +1
  OFFENSE
  Speed 20 ft. (30 ft. without armor)
  Melee greatsword +4 (2d6+4)
  Ranged heavy crossbow +2 (1d10)
  STATISTICS
  Str 17, Dex 13, Con 14, Int 10, Wis 12, Cha 8
  Base Atk +1; CMB +4; CMD 15
  
  — 18 —
  Feats Power Attack, Precise Strike, Improved Initiative 
  Skills Climb +2, Perception +2, Heal +5, Ride +0, Swim 
  +2; ACP -5
  Languages Common
  Gear greatsword, chainmail, heavy crossbow with 10 
  bolts, backpack, rations, sleeping roll, cloak.
  Thematic Fighter Archetypes: Other fighter archetypes 
  are very appropriate for Lovecraftian Fantasy, specifically  
  archerAPG and brawlerUC.  Occasionally a gladiatorUC or a 
  duelist will pass through town, from far-off venues.
  Gunslinger Archetype (Lawman)
  Few ordinary citizens own or carry steel weapons, as 
  Lawmen have it all covered, for what miscreant can 
  withstand the power of black powder and lead?
  Class Skills: The lawman’s class skills are Acrobatics 
  (Dex), Bluff (Cha), Climb (Str), Craft (Int), Handle 
  Animal (Cha), Heal (Wis), Intimidate (Cha), Knowl-
  edge (engineering) (Int), Knowledge (local) (Int), Per-
  ception (Wis), Profession (Wis), Sense Motive (Wis), 
  Ride (Dex), Sleight of Hand (Dex), Survival (Wis), and 
  Swim (Str).
  Skill Ranks per Level: 6 + Int modifier
  Weapon and Armor Proficiency: The lawman is not 
  proficient with armor.
  Grit: A lawman can regain grit in the following addi-
  tional manner.
     Bring ‘em Back Alive: When the lawman reduces a crea-
  ture to 0 or fewer hit points through non-lethal damage, 
  he regains 1 grit point.
  Knockout (Ex): When a lawman uses his firearm as a 
  bludgeoning weapon he deals +1d6 of non-lethal dam-
  age. If his attack resolves as a successful critical hit in 
  this way the creature must make a Fort save (DC 10 + ½ 
  lawman’s level + Wisdom modifier) or fall unconscious 
  for 1d4 rounds.
  Cool Head (Ex): The lawman often works alone and 
  must rely on a calm demeanor to get him through tough 
  scrapes. Whenever a gunslinger’s ability uses Dexterity 
  to modify its effects, the lawman may instead use his 
  Wisdom modifier.
  Deeds: A lawman gains the following deed.
     Stalwart Presence (Ex): A lawman’s fearlessness bolsters 
  allies. As long as he has 1 grit point all allies with 10 feet 
  of a lawman gain a +4 morale bonus to saves against fear. 
  At 11th level the range of this ability increases to 20 feet.
  CHAYNE (CR 1/2; XP 200)
  Female half-elf lawman (gunslinger) 1
  LN Medium humanoid (elf, human)
  Init +2; Senses low-light vision; Perception +8
  DEFENSES
  AC 12, touch 12, flat-footed 10 
  (+2 Dex)
  hp 11 (1d10+1)
  
  — 19 —
  Fort +3, Ref +4, Will +4; +2 vs. enchantment
  Immune sleep
  OFFENSE
  Speed 30 ft.
  Melee shortsword +2 (1d6+1)
  Ranged double-barreled musket +4 (1d12/x4)
  Special Attacks knockout
  STATISTICS
  Str 12, Dex 14, Con 13, Int 8, Wis 16, Cha 10
  Base Atk +1; CMB +2; CMD 14
  Feats Gunsmithing, Skill Focus (Perception), Weapon 
  Focus (double-barreled musket)
  Skills  Bluff +4, Intimidate +4, Knowledge (engineering) 
  +3, Knowledge (local) +3 , Perception +8, Survival +7; 
  Racial Modifiers +2 Perception
  Languages Common, Elven
  SQ deeds, grit
  Gear double-barreled musket, 20 bullets, 20 doses of 
  black powder, short sword, rope, hat, coat, badge of of-
  fice.
  Thematic Gunslinger Archetypes: Other gunslinger 
  archetypes are very appropriate for Lovecraftian Fantasy, 
  specifically the bolt aceACG and mysterious strangerUC.
  Inquisitor Archetype (Investigator)
  Fanatical inheritors of ancient quests against evil, or 
  doomed pursuers of revenge against heinous acts, inves-
  tigators are often supported by shadowy organizations of 
  good that are as secretive as the evil groups they oppose.  
  Eldritch Focus: The investigator is not a divine char-
  acter. The power of his judgments and other class abili-
  ties stem from the protective magic contained within 
  certain special objects such as a sign of the Elder Gods, 
  Mnar stone or Voorish talisman. He must posses such an 
  object to use his judgments or cast spells with a divine 
  focus.
  Wards and Thresholds (Ex): The investigator considers 
  himself the last line of defense between humanity and 
  the terrors from beyond time and space. He must take 
  the Protection domain.
  Eldritch Defenses: The investigator also gains access to 
  the domain spells of the Protection domain as a cleric 
  equal to his inquisitor level. He may cast a domain 
  spell once per day as long as he is able to cast a spell of 
  that level. Casting a domain spell does not use up the 
  number of spells per day he gains as an inquisitor. This 
  replaces judgment.
  Stalwart Mind (Ex): The investigator is accustomed to 
  horrors that would send other fleeing. He gains a +2 bo-
  nus to saves against fear. This replaces cunning initiative.
  Elder Sign (Su): At 4th level the investigator’s knowl-
  edge of the occult allows him to use the runes and 
  symbols against unnatural creatures. As a move action 
  he may brandish an elder sign, mnar stone or similar 
  object to hold at bay an aberration, dragon, fey, magical 
  beast, ooze, outsider or undead. A creature held at bay 
  must stay at least 10 feet away from the investigator and 
  cannot touch or make melee attacks against him. After 
  1 round the creature can overcome its revulsion of the 
  object or symbol and function normally each round it 
  makes a Will save. The save DC equals the investiga-
  tor’s Knowledge (arcana) check made at the time he uses 
  this ability. The investigator may do this for a number 
  of rounds per day equal to his level. An undead creature 
  held at bay takes 1d6 points of damage per round. At 
  5th level if the creature is an outsider and fails its Will 
  save it is subject to a dismissal spell. This increases to 
  banishment at 9th level. This replaces bane and greater 
  bane.
  Many of his questions seemed highly out 
  of place to his visitor, especially those 
  which tried to connect the latter with 
  strange cults or societies; and Wil-
  cox could not understand the repeated 
  promises of silence which he was of-
  fered in exchange for an admission of 
  membership in some widespread mystical 
  or paganly religious body. When Profes-
  sor Angell became convinced that the 
  sculptor was indeed ignorant of any cult 
  or system of cryptic lore, he besieged 
  his visitor with demands for future re-
  ports of dreams.
  From “The Call of Cthulhu”, H.P. Lovecraft, 1926
  
  — 20 —
  Watcher at the Threshold (Sp): At 5th level the investi-
  gator has learned magic to keep himself alive. Once per 
  day as a full-round action he may inscribe a surface with 
  eldritch runes that acts as magic circle against evil. The 
  effect lasts for a number of rounds equal to his inquisitor 
  level. This replaces the discern lies class ability.
  PROFESSOR MARKHAM (CR 1/2’; XP 200)
  Female exiled dwarf inquisitor (investigator) 1
  Init -1; Senses darkvision 60 ft.; Perception +6 (+8 
  unusual stonework)
  DEFENSE
  AC 14, touch 9, flat-footed 14; +4 vs. giants
  (+5 armor, -1 Dex)
  hp 11 (1d8+3)
  Fort +5, Ref -1, Will +4; +2 vs. enchantment
  OFFENSE
  Speed 20 ft.
  Melee heavy pick +0 (1d6/x4)
  Ranged longbow -1 (1d8/x4)
  Special Attacks judgment 1/day; +1 attack vs. goblins 
  and orcs
  Spells Known (CL 1st; concentration +2)
    1st (2+1/day)—command (W-DC 12), endure elements, 
  sanctuaryD 
    0th (at-will)—detect magic, disrupt undead, know direc-
  tion, message
  D domain spell; Domain Protection
  STATISTICS
  Str 10, Dex 8, Con 16, Int 13, Wis 14, Cha 13
  Base Ark +0; CMB +0 (+2 bull rush, overrun); CMD 9
  Feats Skill Focus (Sense Motive) 
  Skills Bluff +5, Climb +4, Diplomacy +5, Knowledge 
  (religion) +5, Perception +6 (+8 unusual stonework), 
  Sense Motive +9, Spellcraft +5; Racial Modifiers +2 
  Appraise of metals and gemstones; +2 Perception for 
  stonework 
  SQ monster lore, stern gaze +1, weapon familiarity
  Combat Gear troll oil; Gear 20 arrow, elder sign, heavy 
  pick, inquisitor’s kit, longbow, portrait book, scale mail, 
  37 gp.
  Thematic Inquisitor Archetypes: Other inquisitor 
  archetypes are very appropriate for Lovecraftian Fan-
  tasy, specifically exorcistUM, hereticUM, preacherUM, sin 
  eaterUM, and witch hunterUC.  They may choose any 
  domain or subdomain approved by the GM (or an in-
  quisition, if used) as they are assumed to outside of the 
  “Church’s” hierarchy.
  Monk Archetype (Cultist of Leng)
  Mad dancers seeking the song that heralds the end of 
  time, those of the Cult of Leng desire to be transported 
  to that foul dimension, to find the source of the mad 
  song that drives them to acts of depravity, even if they 
  have not chosen to expose their will, yet.
  Class Skills: The cultist of Leng’s class skills are Acrobat-
  ics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), 
  Intimidate (Cha), Knowledge (arcana) (Int), Knowledge 
  (history) (Int), Knowledge (planes), Knowledge (reli-
  gion) (Int), Perception (Wis), Perform (Cha), Profession 
  (Wis), Ride (Dex), Sense Motive (Wis), and Stealth 
  (Dex).
  Spells: The cultist of Leng casts spells as a sorcerer of 
  a level equal to his monk level. His spells are selected 
  from the Lovecraftian spell list (see below). At 1st level 
  when determining the save DC of the spells and bonus 
  spells per day the cultist of Leng chooses to use either his 
  Wisdom or Charisma score. Once chosen it can not be 
  changed. This replaces flurry of blows.
  Bonus Feats: The cultist of Leng receives Scribe Scroll a 
  bonus feat at 1st level. At 5th level and every five levels 
  thereafter the cultist of Leng may select one metamagic 
  or item creation feat as a bonus feat. He must meet the 
  prerequisites for the selected feat. Instead of a bonus feat 
  he may select an arcane discovery as long as he quali-
  fies for the discovery.  This replaces Improved Unarmed 
  Strike and the monk’s bonus feats.
  Unusual Anatomy (Ex): At 3rd level the internal organs 
  of a cultist of Leng begins to shift as a result of his as-
  sociation with the outré world. He has a 25% chance 
  to ignore all critical hits and sneak attacks. At 9th level 
  this chance increases to 50%. This replaces evasion, and 
  improved evasion.
  Outré Powers (Ex): At 4th level the cultist of Leng gains 
  a ki-pool as usual. However, no matter how many points 
  he has in his pool his unarmed strikes never count as 
  magic, lawful or adamantine for the purposes of over-
  coming damage reduction. In addition to using ki for 
  monk abilities, the cultist of Leng may use the follow-
  ing abilities at the requisite level and if he can spend the 
  required number of ki points to activate the ability.
     A cultist of Leng can select an outré power (see below) 
  for which he qualifies in place of the following monk 
  class abilities: slow fall (4th), high jump (5th), whole-
  
  — 21 —
  ness of body (7th), diamond body (11th), abundant step 
  (12th), diamond soul (13th), quivering palm (15th), 
  timeless body (17th), tongue of the sun and moon 
  (17th), empty body (19th), and perfect self (20th). This 
  replaces the monk class ability the cultist of Leng gives 
  up for this ki power.
     Outré powers are abilities that draw on the power of a 
  cultist’s ki. The standard monk has several abilities that 
  count as ki powers, such as wholeness of body, abundant 
  step, and empty body. A cultist of Leng can learn ad-
  ditional ki powers, which often replaces a non-ki monk 
  ability such as purity of body. Ki powers are divided into 
  three categories: feats, monk abilities, and spells.
  Feats: These ki powers duplicate the effects of specific 
  feats. A monk does not need to qualify for a feat to select 
  it as a ki power. For example, a cultist of Leng can select 
  Spring Attack as a ki power even if she doesn’t meet 
  the prerequisites for selecting Spring Attack as a feat. 
  Activating one of these ki powers is a free action on the 
  monk’s turn; until the start of his next turn, the monk 
  is treated as if he had that feat. Some of these ki powers 
  that duplicate feats may also be activated as an immedi-
  ate action; these powers are noted in the ki powers list.
  Monk Abilities: Some ki powers are standard monk 
  abilities. Even if a cultist of Leng selects a different ki 
  power in place of a standard monk ability, he can select 
  that monk ability later as one of his ki powers.
  Spells: These ki powers duplicate the effects of a spell, 
  and are spell-like abilities. A cultist of Leng’s monk class 
  level is the caster level for these spell-like abilities, and 
  his uses Wisdom to determine his concentration check 
  bonus.
     Requirements: All ki powers have a minimum monk 
  level requirement to select them. A monk who does not 
  meet this requirement cannot select that ki power.
     Activation: Most ki powers require the monk to spend 
  ki points; the exact amount is listed after the ki power. 
  Ki powers that cost 0 ki do not require the cultist of 
  Leng to have any ki points in his ki pool to use the abil-
  ity.
     The saving throw against a monk’s ki power, if any, is 
  equal to 10 + 1/2 the monk’s level + the monk’s Wisdom 
  bonus.
     Feats listed below are ki powers that can be activated as 
  an immediate action.
  4th-level
  • 
  detect thoughts (2 ki points)
  • 
  Deny DeathUM (0 ki points)
  • 
  mad hallucinationsUM (2 ki points)
  6th-level
  • 
  clairaudience/clairvoyance (2 ki points)
  • 
  countless eyesUM (1 ki point)
  • 
  Heroic RecoveryAPG (1 ki point)
  8th-level
  • 
  locate creature (1 ki point)
  • 
  Gliding StepsUM (1 ki point)
  • 
  neutralize poison (self only, 3 ki points)
  • 
  restoration (self only, 2 ki points)
  • 
  share memoryUM (0 ki points)
  • 
  Spider StepAPG (1 ki point)
  • 
  wholeness of body (monk ability, 2 ki points)
  10th-level
  • 
  contact other plane (1 ki point)
  • 
  Improved Blind-Fight (1 ki point)
  • 
  ki leech (0 ki points)
  • 
  shadow step (1 ki point)
  12th-level
  • 
  true seeing (2 ki points)
  • 
  abundant step (monk ability, 2 ki points)
  • 
  battlemind linkUM (4 ki points)
  • 
  diamond body (monk ability)
  • 
  shadow walk (3 ki points)
  14th-level
  • 
  insanity (3 ki points)
  • 
  Cloud StepAPG (3 ki points)
  • 
  diamond soul (monk ability)
  16th-level
  • 
  ethereal jaunt (1 ki point)
  • 
  moment of prescience (3 ki points)
  • 
  quivering palm (monk ability, 2 ki points)
  18th-level
  • 
  gate (3 ki points)
  • 
  telepathic bond (2 ki points)
  • 
  timeless body (monk ability, 1 ki point)
  • 
  tongue of the sun and moon (monk ability, 1 ki 
  point)
  
  — 22 —
  20th-level
  • 
  empty body (monk ability, 3 ki points)
  • 
  interplanetary teleportUM (3 ki points)
  • 
  perfect self (monk ability, 3 ki points)
  • 
  time stop (3 ki points)
  “PATCHES” PAGO (CR 1; XP 400)
  Male human monk (cultist of Leng) 2
  LE Medium humanoid (human)
  Init +1; Senses Perception +3
  DEFENSE
  AC 14, touch 14, flat-footed 10
  (+1 Dex, +3 Wis)
  hp 12 (2d8)
  Fort +3, Ref +4, Will +6
  Defensive Abilities evasion
  OFFENSE
  Speed 30 ft.
  Melee mwk club +4 (1d6+2) 
  Ranged mwk club +3 (1d6+2)
  Special Attacks stunning fist (2/day; F-DC 14)
  Spells Prepared (CL 2nd; concentration+5)
     1st (6/day)—charm person (W-DC 14), disguise self
     0th (at-will)—arcane mark, detect magic, know direc-
  tion, message, read magic
  STATISTICS
  Str 14, Dex 12, Con 11, Int 10, Wis 17, Cha 8
  Base Atk +1; CMB +3; CMD 17
  Feats Catch Off-guard, Scribe Scroll, Weapon Focus 
  (club)
  Skills Acrobatics +7, Climb +8, Knowledge (religion) 
  +5, Perform (comedy) +4, Stealth +7
  Languages Common
  Gear clown costume, masterwork club (squid-headed), 
  pair of manacles, squirt bottle (10 ft. range, if hit, save 
  F-DC 12 or be dazed), book of spell scrolls (see sample 
  adventure)
  Thematic Monk Archetypes: Other monk archetypes 
  are very appropriate for Lovecraftian Fantasy, specifically 
  ki mysticAPG, martial artistUC, and senseiUC.  The first two 
  must take at least one monk vow at the beginning of 
  play, to accentuate their foreign mystique.  Martial art-
  ists are lone wanderers seeking to soothe their troubled 
  visions of aberrant intrusion.
  Rook Archetype (Initiate)
  An initiate seeks to experience the thrills of joining a cult 
  or dark, secret organization without really “getting into 
  it”.  They pretend and go along, seeing just how far they 
  can go, and how much power they can get to without 
  getting in trouble or making commitments.  This rarely 
  turns out well…
  Class skills: The initiate’s class skills are Appraise (Int), 
  Bluff (Cha), Craft (Int), Disguise (Cha), Escape Artist 
  (Dex), Knowledge (arcana), Knowledge (dungeoneer-
  ing), Knowledge (planes), Knowledge (religion), Per-
  ception (Wis), Profession (Wis), Sense Motive (Wis), 
  Sleight of Hand (Dex), Spellcraft (Int) and Stealth 
  (Dex), in addition to the class skills granted by their 
  rook schism.
  One of Us (Ex): The initiate has learned the secret meth-
  ods of recognition between cultists.  Initiates gain +5 to 
  Bluff attempts to pass secret messages, and +5 to Sense 
  Motive attempts to receive them.  This replaces any 
  schism boon the initiate would receive.
  Acolyte of the First Circle (Ex): The initiate has pen-
  etrated the cult to a certain degree.  With a successful 
  Disguise check, combat with intelligent opponents can-
  not be started against the initiate in the first round (or 
  the surprise round). If the check fails, opponents choose 
  the initiate as the target if given a reasonable choice to 
  do so.  This ability replaces evasion.
  I Have Seen What They Can Do (Su): The initiate 
  gains +1 to all Will saves except versus fear, for which he 
  takes a -1 penalty. This is a new and separate condition 
  for initiates.
  Replacement Talent: Choose one of the talents specific 
  to your schism and replace it with the following:
     The Stolen Page (Ex): The initiate obtains a piece of cul-
  tic lore- a spell scroll of a non-Lovecraftian spell of the 
  highest level the initiate can cast, randomly determined 
  by the GM.  No doubt it will be missed...
  Rook Schism (Charlatan)
  The Charlatan is a cheat and a pretender, the puffed-
  up humbug with the appearance of deadly power and 
  amazing skills.  Always on the road, the charlatan knows 
  when he has worn out his welcome, and must move on 
  to bigger and better things.
  
  — 23 —
  Class Skills: A rook with the charlatan schism adds 
  Knowledge (geography), Perform (acting) and Use 
  Magic Device to his list of class skills.
  Bonus Spells*: 3rd—beguiling gift, 6th—pilfering hand, 
  9th—smug narcissism, 12th—mass daze, 15th—joyful 
  rapture, 18th—getaway
  Schism Boon: A charlatan can cast 0-level spells as a 
  move action.
  Schism Powers: The charlatan excels at duping the 
  ignorant and impressing the gullible, and has developed 
  a keen sense of self-preservation. Even an experienced 
  party may not know the extent of their true powers...
     Rabbit Out of a Hat (Sp): At 1st level, a charlatan can 
  cast summon minor monster as a spell-like power, a num-
  ber of times per day equal to his Charisma modifier.
     Smoke and Mirrors (Su): At 3rd level, any spell the 
  charlatan casts that requires a saving throw on the part 
  of its target may be accompanied by fearsome illusions 
  of a damaging elemental nature. This requires a Bluff 
  check, and if successful, the target takes 1 point of non-
  lethal illusory damage per rook level.  The charlatan can 
  accomplish this a number of times a day equal to 3 plus 
  his Charisma modifier.
     The Show Must Go On! (Ex): At 9th level, the charlatan 
  can, once per day, prevent his own demise by converting 
  some of the lethal damage dealt him to non-lethal dam-
  age, by making a Fortitude save. The DC of the save is 
  equal to the amount of damage dealt him.  If successful, 
  half the damage is non-lethal.
     Hey Rube! (Ex): At 15th level, the charlatan gains a 
  bodyguard as a follower, depending on his alignment: 
  a wood giant if good, a janni if neutral, or a cyclops if 
  evil.  Note that a janni bodyguard will not have planar or 
  ethereal travel powers.
     The Real McCoy (Su): At 20th level, the charlatan adds 
  a spell to each level of the lists from which he can cast.
  Charlatan Talents
     Feet, Do Your Stuff (Ex): The charlatan adds 5 feet to 
  his base speed.
     It Only Costs a Dime (Ex): The charlatan doubles the 
  amount received from Perform checks made for money.
     The Man Behind the Curtain (Su): When creating a di-
  version to use Stealth, the charlatan rolls twice and uses 
  the better result.
  *As with all spell-casters in Lovecraftian Fantasy, rooks 
  use the Lovecraftian spell list provided (see p.45), but 
  add prestidigitation and mage hand to the 0-level spell 
  list.
  FORZANDO “THE GREAT” (CR 1; XP 400)
  Male nomadic halfling rook (charlatan) 2
  NE Small humanoid (halfling)
  Init +3; Senses Perception +2
  DEFENSE
  AC 15, touch 14, flat-footed 12 
  (+1 armor, +3 Dex, +1 size)
  hp 14 (2d8+2)
  Fort +2, Ref +7, Will +4; +2 vs. fear
  Defensive Abilities evasion
  OFFENSE
  Speed 25 ft.
  Melee knife -1 (1d3-2)
  Ranged blowgun +4 (1+ poison)
  Spell-Like Abilities (CL 2nd; concentration +5)
     3/day—summon minor monster
  Spells Known (CL 2nd; concentration +5)
     1st (3/day)—animate rope, faerie fire, magic aura
     0th (at-will)—arcane mark, dancing lights, detect magic, 
  ghost sound (W-DC 13), light
  STATISTICS
  Str 6, Dex 16, Con 12, Int 13, Wis 10, Cha 17
  Base Atk +1; CMB -3; CMD 10
  Feats Eschew MaterialsB, Skill Focus (Sleight of Hand)
  Skills Acrobatics +8, Bluff +8, Escape Artist +8, Perform 
  (acting) +8, Profession (stage magician) +5, Sleight of 
  Hand +11, Stealth +12
  Languages Common, Dwarven, Halfling
  SQ rook talent (feet, do your stuff), schism boon (swift 
  cantrips), schism power (rabbit out of a hat), weapon 
  familiarity
  Gear padded armor, blowgun and 5 darts [poisoned 
  with ‘drow poison’: Fort DC 13, 1/min/ for 2 min., un-
  conscious for 1 min./2d4 hours], bullhorn, large hat
  
  — 24 —
  Oracle Archetype (Spiritualist)
  Spiritualists claim to hear the “voices from those gone 
  on”, nominally in keeping with the teachings of the 
  Church.  Most begin as con artists seeking to make a 
  gold piece, but dabbling in the power of the Beyond 
  always has consequences in the long run.  Always.
  Mystery: The spiritualist must select one of the follow-
  ing mysteries: AncestorUM, Apocalypse, Bones, Dark Tap-
  estryUM, or Lore. However, this mystery only determines 
  the spiritualist’s bonus spells, additional class skills and 
  final revelation. The spiritualist selects all other revela-
  tions from the list below.
  Spells: The spiritualist selects spells from the Lovecraf-
  tian spell list. If a spell she would gain as a mystery spell 
  is not on the list she gains that spell and becomes the 
  only person in the game who knows it.
  Revelations: A spiritualist must select the fradulent me-
  dium revelation at 1st level; she is free to select any other 
  revelation listed below at subsequent levels.
     Automatic Writing (Su): Once per day, you can spend 
  a full hour in uninterrupted meditation. During this 
  period, your hands produce mysterious writing that 
  pertains to the future. At 1st level, the prophetic writing 
  manifests as an augury spell with 90% effectiveness. At 
  5th level, the writing takes the form of a divination with 
  90% effectiveness. At 8th level, the writing manifests 
  as a casting of commune with no material component 
  required.
     Dweller in Darkness (Sp): Once per day, you cast your 
  psyche into the void of space to attract the attention of 
  a terrible otherworldly being. The dweller in darkness 
  behaves in all ways as if you had cast phantasmal killer.   
  At 17th level, the dweller in darkness can be perceived 
  by more than one creature, as if you had cast weird. You 
  must be at least 11th level to choose this revelation.
     Fraudulent Medium (Su/Sp): You add ghost sound and 
  haunted fey aspect to your list of spells known.  You add 
  your oracle level to your Bluff skill checks and to the DC 
  of others’ Spellcraft checks to identify spells you have 
  cast.
     Hermetic Order of the Golden Dawn (Ex): As a member 
  of this esoteric order, you need never pay for lodging in 
  a community of over 100 people, and may make one 
  Knowledge check of each category in that community as 
  if you were skilled in it, with a bonus of +1 for every 2 
  oracle levels.
     Mesmerism (Sp): You may add the non-Lovecraftian 
  spell charm person to your spell list, the use of which 
  does not require a Will saving throw.  At 3rd level, none 
  of the charm or compulsion subtype spells you cast 
  require a Will saving throw to cast.  At 7th level you gain 
  Spell Focus (enchantment) as an eligible bonus feat.
     Obfuscate Attention (Su): Once per month, you can 
  call on the departed spirits to blunt the attentions of the 
  Powers Beyond as you delve into forbidden secrets.  You 
  can reduce a Cosmic Attention roll by twice your charac-
  ter level plus your Charisma modifier.  At 11th level you 
  can use this ability twice per month.
     Phantom Touch (Su): As a standard action, you can per-
  form a melee touch attack that causes a living creature to 
  become shaken. This ability lasts for a number of rounds 
  equal to 1/2 your oracle level (minimum 1 round). You 
  can use this ability a number of times per day equal to 3 
  + your Charisma modifier.
     Spontaneous Symbology: Your knowledge of the secret 
  history of the world has unveiled the mysterious symbols 
  that govern reality. You can cast any symbol spell using a 
  spell slot of the appropriate level, even if the spell is not 
  on your list of spells known. You must be at least 11th 
  level to select this revelation.
     Unseen Advisor (Su): The beings who speak through 
  you also grant you magical knowledge unknown to other 
  mortals. You choose one spell granted through you mys-
  tery. The spell becomes permanently modified with one 
  of the following metamagic feats: Bouncing Spell, Dis-
  ruptive Spell, Ectoplasmic Spell, Enlarge Spell, Extend 
  Spell, Focused Spell, Intensified Spell. This metamagic 
  feat does not increase the level of the spell. Once chosen, 
  this modification cannot be changed. You may choose 
  this revelation each time you may select a new revelation 
  but must apply it to a different spell. You cannot modify 
  the same spell more than once.
      Voice of the Grave (Su): You can speak with dead, as per 
  the spell, for a number of rounds per day equal to your 
  oracle level. These rounds do not need to be consecutive. 
  At 5th level, and every five levels thereafter, the dead 
  creature takes a cumulative –2 penalty on its Will save to 
  resist this effect.
  MADAME OCULA (CR 1; XP 400)
  Female dwarf oracle (spiritualist) 2
  N Medium humanoid (dwarf)
  Init +1; Senses darkvision 60 ft.; Perception +0 (+2 
  stonework)
  DEFENSES
  AC 11, touch 11, flat-footed 10; +4 dodge vs. giants 
  (+1 Dex)
  
  — 25 —
  hp 18 (2d8+6)
  Fort +3 Ref +1 Will +4; +2 bonus to saves vs. poison, 
  spells, spell-like abilities
  OFFENSE
  Speed 20 ft.
  Melee staff +1 (1d6)
  Ranged thunderstone +2 (F-DC 15)
  Special Attacks +1 vs. orcs and goblinoids
  Oracle Spells known (CL 2nd; concentration +3)
     1st (5/day)—pass without trace, unseen servant, ventrilo-
  quism (W-DC 12)
     0th (at-will)—create water, detect magic, know direc-
  tion, mending, read magic
  Curse tongues (Ignan); Mystery Ancestors
  STATISTICS
  Str 10, Dex 12, Con 16, Int 13, Wis 10, Cha 13
  Base Atk +1; CMB +1; CMD 12 (16 vs. bull rush, trip)
  Feat Breadth of Experience
  Skills Appraise +1 (+3 gemstones, metals), Diplomacy 
  +6, Heal +5, Knowledge (history) +8, Knowledge (local) 
  +8, Knowledge (religion) +8, Perception +0 (+2 stone-
  work), Profession (fortune teller) +2; Racial Modifiers 
  dwarf traits
  SQ revelation (Voice of the Grave), weapon familiarity, 
  exiled dwarf
  Languages Common, Dwarven, Ignan, Undercommon
  Gear staff, four blocks of incense, divination cards (fo-
  cus), 2 doses of seer’s tea, 2 thunderstones
  Exiled Dwarf: Dwarves driven from their ancestral 
  homes by Mythos menaces are used to fighting to escape, 
  and push sinister control from their minds: they have a 
  +2 bonus to CMB to bull rush or overrun an opponent, 
  and +2 to saves from the enchantment school. They lose 
  the hardy and stability racial traits.
  Thematic Oracle Archetypes: Other oracle archetypes 
  are very appropriate for Lovecraftian Fantasy, specifi-
  cally ancient lorekeeperARG, reincarnated oracleARG, and 
  psychic searcherACG.
  Apocalypse Mystery
  Several deities are concerned with the end of the world. 
  Creatures open to their psycho-religious emanations 
  become oracles of the Apocalypse mystery.  Apocalypse 
  oracles are often called doomcryers or tribulation men. 
  When not driven mad by their visions, the apocalypse 
  oracle serves as a valuable harbinger of bad times to 
  come.
     The prophetic and destructive powers of the mystery 
  have allowed some apocalypse oracles a place in the 
  courts of the nations, if not the churches, and more than 
  a few are welcome additions to adventuring parties.  In 
  these cases, the oracle often sees the potential for Agents 
  of the Rapturous End among his fellows, and joins to 
  guide it to fruition.  Thus, though chaos and evil are 
  attractive to apocalypse oracles, there are a few of neutral 
  or good temperament, seeking to be the instrument of 
  destiny.
  Apocalypse Mystery
  Deities: Great Old Ones
  Class Skills: An oracle with the Great Old Ones mystery 
  adds Escape Artist, Intimidate, Escape Artist, Perform 
  (oratory), and Survival to her list of class skills.
  Bonus Spells: doom (2nd), dust of twilight (4th), fear 
  (6th), crushing despair (8th), false vision (10th), mass sug-
  gestion (12th), insanity (14th), destruction (16th), storm of 
  vengeance (18th).
  Revelations: An spiritualist (oracle) with the apocalypse 
  mystery chooses from the following revelations.
     Apocalypse Now (Sp): Choose one energy type. Damage 
  you deal of this type from a spell you cast is quadrupled. 
  This does not stack with the Empower Spell or Maximize 
  Spell feats. You must be 11th level to take this revelation. 
  You may use this ability once per day. At 15th level you 
  may use this ability twice per day.
     Dream Vision (Sp): Whenever you sleep you gain the 
  benefit of an augury spell.
     Fearful Prophecy (Sp): Whenever you cast a divination 
  spell of 1st level or higher you may cast cause fear as a 
  bonus spell. This spell must be cast within 1 hour/level 
  of the divination spell or it is lost. You may only have 
  one cause fear bonus spell of this type at any one time. 
  The level of this cause fear spell is equal to the level of the 
  divination spell and a cause fear spell cast with this abil-
  ity has no HD limit.
     Fire and Brimstone (Su): You can cause sulfurous heat 
  and fumes to erupt from the ground in a 10-ft.burst 
  within 30 ft. Creatures in the area take 1d4 damage per 
  two oracle levels. Half of this damage is fire damage. At 
  7th level, creatures in the burst must also make a Fort 
  save or become nauseated for 1d4 rounds.  You can use 
  this once per day per three oracle levels.
     Lift the Veil (Ex): You may always take 10 on Percep-
  tion checks.
     Symbol of the End of Days (Sp): You can cast symbol of 
  pain once per day.  At 11th level you can cast symbol of 
  fear once per day. You must be at least 7th level to select 
  
  — 26 —
  this revelation.
     The Beast with Ten Horns (Su): Once per day when 
  you cast a summoning spell, any one creature you sum-
  mon is more powerful than normal. The creature gains 
  the advanced creature simple template. If you summon 
  more than one creature with a spell, only one of the 
  summoned creatures gains the advanced creature simple 
  template. At 5th level you may use this ability twice per 
  day, and three times per day at 11th level.
     The End is Near! (Ex): Nothing is more frightening 
  than the Apocalypse. You are immune to fear. You must 
  be at least 7th level before taking this revelation.
     Torment in the Fire (Ex): You gain resist fire equal to 10 
  + your Charisma modifier, but if you take damage from 
  fire you are shaken for 1 round.
     Final Revelation: Upon reaching 20th level, you are 
  ready to bring along the Apocalypse.  You can cast any 
  spell you know with the Empower Spell feat without 
  increasing its level or casting time. Once per day you 
  may use Maximize Spell on one spell without increasing 
  its casting time or level. You also automatically confirm 
  all critical hits.
  Ranger Archetype (Woodsman)
  Civilization can be stifling for some, and life in the 
  woods, earning an honest living is wholesome and good.  
  Not all in the forest is wholesome and good, though, 
  and to protect your place and your people, one has to 
  have a strong axe arm and be unafraid of whatever is out 
  there!
  Class Skills: The woodsman does not gain Spellcraft as a 
  class skill. The woodsman gains Disable Device as a class 
  skill.
  Favored Enemy: The woodsman has limited experience 
  with eldritch and magical creatures. He can only choose 
  animal, humanoid, plant or vermin as a favored enemy.
  Into the Wilds: When a woodsman slays a creature 
  not on his favored enemy list he may make a Knowl-
  edge check appropriate to the creature’s type (DC 15 + 
  creature’s CR). If successful the woodsman may add that 
  creature to his list of possible favored enemies. He may 
  select the creature’s type as a favored enemy whenever he 
  may select a new favored enemy.
  Sniper (Ex): The woodsman hunts with a bow. He can 
  make sneak attacks against creatures with a bow or cross-
  bow as a rogue equal to his ranger level -2 (minimum 1).
  Horror Hunter: A woodsman becomes inured to the 
  terrors of the dark. At 2nd level he gains Iron Will as 
  a bonus feat and also gains the monster lore class. He 
  may add his Wisdom modifier as well as his Intelligence 
  modifier to Knowledge skill checks when making checks 
  to identify the abilities and weaknesses of creatures. At 
  11th level he gains Improved Iron Will as a bonus feat. 
  This replaces combat style.
  Trap: At 5th level, the woodsman learns how to create 
  a snare trap and one other type of extraordinary ranger 
  trap of his choice. At 7th level and every two levels there-
  after, he learns another extraordinary trap. The woods-
  man can use these traps a total number of times per day 
  equal to ½ his ranger level + his Wisdom modifier. Once 
  a trap is learned, it can’t be unlearned and replaced with 
  a different type of trap. The trapper cannot select an 
  individual trap more than once. This ability replaces the 
  ranger’s spells class features. Woodsmen do not gain any 
  spells or spellcasting ability, do not have a caster level, 
  and cannot use spell trigger and spell completion magic 
  items.
  AERIL SPIRITTRACKER (CR 1/2; XP 200)
  Female elf ranger (hunter) 1
  N Medium humanoid (elf)
  Init +3; Senses low-light vision; Perception +1
  DEFENSE
  AC 15, touch 13, flat-footed 12
  (+2 armor, +3 Dex)
  hp 11 (1d10+1)
  Fort +3, Ref +5, Will +1; +2 vs. enchantment
  Immune sleep
  OFFENSE
  Speed 30 ft.
  Melee battleaxe +1 (1d8/x3)
  Ranged longbow +4 (1d8/x3)
  Special Attacks favored enemy (humanoid [human]), 
  sniper +1d6
  STATISTICS
  Str 10, Dex 17, Con 12, Int 14, Wis 13, Cha 8
  Base Atk +1; CMB +1; CMD 14
  Feats Point Blank Shot
  Skills Climb +4, Craft (trap) +6, Disable Device +7, 
  Heal +5, Knowledge (geography) +6, Knowledge (na-
  ture) +6, Perception +5, Survival +5 (+6 to track)
  Languages Common, Elven, Gnome, Orc
  SQ elven magic, into the wilds, tower elf, track +1, wild 
  empathy
  Combat Gear acid flask, thunderstone; Gear 20 arrows, 
  
  — 27 —
  battleaxe, backpack, leather armor, longbow, map case, 
  thieves’ tools
  Thematic Ranger Archetypes: Other ranger archetypes 
  are very appropriate for Lovecraftian Fantasy, specifically 
  trapperUM and trophy hunterUC.
  Rogue Archetype (Dilettante)
  It is better to be in danger than to be bored… and life 
  is so dreadfully boring without some thrill.  Fragments 
  of popwer are worth collecting, just to see what hap-
  pens! Those who have been around the block a few times 
  know how to stir things up, and use their skills to have 
  some fun and profit.
  Class Skills: The dilettante may choose ten skills as 
  class skills. He may not choose Spellcraft or Use Magic 
  Device.
  Weapon and Armor Proficiency: The dilettante is pro-
  ficient with all simple weapons, light armor and shields 
  (except tower shields).
  Fighting Hobbyist (Ex): The dilettante possesses the 
  time to study a single fighting technique. He gains profi-
  ciency with one of the following: greatsword, longsword, 
  short sword or rapier. He may instead choose Improved 
  Unarmed Strike as a bonus feat. In addition, he may take 
  the combat trick rogue talent up to two times. This abil-
  ity replaces trapfinding.
  Dabbler (Ex): At 2nd level, because of his wide-ranging 
  interests and a willingness to disregard social norms, the 
  dilettante may learn bits and pieces of arcane knowl-
  edge. He may give up a rogue talent to gain one 1st-level 
  power of one wizard arcane school with a wizard level 
  and caster level equal to his rogue level. The dilettante 
  may instead give up a rogue talent to learn a bard mas-
  terpiece. He must possess the requisite number of skill 
  ranks of the appropriate Perform skill to successfully use 
  a bard masterpiece. This replaces evasion.
  Whirlwind Lesson (Ex): The dilettante can quickly 
  browse through a magical tome or manual, gaining its 
  benefits with only a single 8-hour study session (rather 
  than the usual 48 hours over a period of 6 days). At 7th 
  level, he may allow another character to join in his study; 
  both of them gain the full benefit of having read the 
  book. At 15th level, the dilettante may share his whirl-
  wind lesson with a number of characters equal to his 
  oracle level. The benefits to the dilettante are permanent, 
  whereas his students gain the tome or manual’s benefits 
  for a number of days equal to his Charisma modifier but 
  then forget what they have learned. This replaces trap 
  sense.
  Rogue Talents: The following rogue talents complement 
  the dilettante archetype: canny observerAPG, charmerAPG, 
  follow cluesAPG, guileful polyglotAPG, major magic, and 
  minor magic.
  Advanced Rogue Talents: The following advanced 
  rogue talents compliment the dilettante archetype: ar-
  cane research, skill mastery, slippery mind, and thought-
  ful reexaminingAPG.
  FARUALAI ARISTOPHENES  
  (CR ½; XP 200)
  Female elf rogue (dilettante) 1
  N Medium humanoid (elf)
  Init +3; Senses low-light vision; Perception +5
  DEFENSE
  AC 13, touch 13, flat-footed 10 
  (+3 Dex)
  hp 8 (1d8)
  Fort +0, Ref +5, Will +1; +2 enchantment
  Immune sleep
  OFFENSE
  Speed 30 ft.
  Melee dagger +3 (1d4/19-20/x2) or rapier +3 (1d6/18-
  20)
  Ranged dagger +3 (1d4/19-20/x2) or light crossbow +3 
  (1d8/19-20/x2)
  Special Attacks sneak attack +1d6
  STATISTICS
  Str 10, Dex 17, Con 10, Int 10, Wis 13, Cha 14
  Base Atk +0; CMB +0; CMD 13
  Feats Weapon Finesse
  Skills Appraise +4, Bluff +6, Disable Device +4, Dis-
  guise +6, Diplomacy +5, Knowledge (local) +4, Percep-
  tion +5, Stealth +7; Racial Modifiers +2 to Diplomacy 
  and Sense Motive in social situations
  SQ fighting hobbyist (short sword), silent hunter
  Languages Common, Elven
  Gear rapier, light crossbow with 20 bolts, 2 hair needles 
  (daggers), dagger on belt, fancy dress, purse (6 gp), 
  spiked high heels, thieves’ tool, vial of acid.
  Silent Hunter: Elves are renowned for their subtlety and 
  skill. Elves with this racial trait reduce the penalty for 
  using Stealth while moving by 5 and can make Stealth 
  
  — 28 —
  checks while running at a –20 penalty (this number in-
  cludes the penalty reduction from this racial trait). This 
  racial trait replaces the elven magic racial trait.
  Thematic Rogue Archetypes: Other rogue archetypes 
  are very thematic for Lovecraftian Fantasy, specifically 
  the Thug (Criminal), Carnivalist, and Investigator (Con-
  sultant). Modifications of their abilities are as follows:
     Criminal (as Thug archetype): Skills: no Spellcraft, or 
  Use Magic Device; May reroll Knowledge (local) once 
  per day; Do not receive Evasion, instead gaining Bravery 
  as a Fighter of the same level.
     Carnivalist: As written.
     Consultant (as Investigator archetype): Rogue talents 
  must be selected from those suggested as complements.
  Sorcerer Bloodlines
  The new sorcerer bloodlines below are meant for players 
  who want a character with a bit more taint than the typi-
  cal investigator. Both result from contact with horribly 
  ancient beings and not the usual background of the typi-
  cal adventurer. These bloodlines are also good for NPC 
  villains.
  Great Old Ones (Bloodline)
  Some claim deals with devils, ancestral mating with an-
  gels, or a dragon on the family tree.  You are the mani-
  festation of a pact more ancient than humanity, the fruit 
  of joinings made under the sea, beneath strange stars, 
  and beyond time itself.  The Great Old Ones care noth-
  ing for the tiny races of the world, only for the return of 
  their ultimate domination.  You were born to prepare for 
  their eventual return when the stars are right.  You may 
  use their power for your own ends, but the Old Ones 
  will not be denied…
  Bonus Skill: Knowledge (planes)
  Bonus Spells: summon monster I (3rd), touch of idiocy 
  (5th), eruptive pustules (7th), black tentacles (9th), mind 
  fog (11th), repulsion (13th), insanity (15th), prismatic 
  wall (17th), gate (19th).
  Bloodline Feats: Combat Casting, Intensified Spell, 
  Power Attack, Scribe Scroll, Skill Focus (Intimidate), 
  Skill Focus (Knowledge, [planes]), Spell Focus (necro-
  mancy), Toughness
  Bloodline Arcana: You gain the native outsider subtype. 
  Hostile transmutation spells that affect you last one less 
  round than indicated.  You gain darkvision 60 ft.
  Bloodline Powers: The dreams that take you out of your 
  body at night reveal dark visions of unimaginable beings 
  beyond space and time.  You think the repetitive words 
  are only ephemeral memories- until you hear them in 
  the daytime.
     Cultic Chant (Sp): At 1st level, you can chant to the 
  Old Ones for a number of rounds equal to 3 + your 
  Charisma modifier. All enemies within 30 ft. who can 
  hear you take -1 penalty to attack rolls and saves vs. fear. 
  Allies within 30 ft who can hear you gain a +1 bonus to 
  saves against fear and attack rolls.  This modifier increas-
  es to -2/+2 at 7th level, and -3/+3 at 14th level.
     Open the Portal (Su): At 3rd level your connection to 
  the outré planes grows strong. You add +4 to the DC 
  
  — 29 —
  to dispel summon monster spells you cast.  At 7th level, 
  you can cast summon monster spells as 1 standard action 
  instead of 1 round.
     Book of the Names of the Dead (Ex): At 9th level, your 
  access to the eldritch knowledge of the pre-human cos-
  mos allows you to learn spells unknown by man. You can 
  choose a spell and add to your list of known spells. This 
  spell does not need to come from the list available spells 
  described below in the Spells section. The spell must be 
  of a level you can cast. At 15th level you may choose a 
  second spell.
     Gift of the Change (Ex): At 15th level, your ancestry 
  begins to affect your physiology.  You have a 25% chance 
  to ignore critical hits and sneak attacks and you also gain 
  a +4 bonus to Fortitude saves.
     Tekeli-li (Su): At 20th level, you are ready to prepare 
  the way for your masters.  After a day-long ritual you 
  gain the service of a shoggoth to aid you in your endeav-
  ors. It obeys your commands to the best of its ability. 
  If the shoggoth is killed, you must wait a month before 
  summoning another.
  AGBA  (CR 1/2; XP 200)
  Female human sorcerer 1
  CE Medium outsider (human, native)
  Init +0; Senses darkvision 60 ft., Perception +0
  DEFENSES
  AC 10, touch 10, flat-footed 10
  hp 7 (1d6+1)
  Fort +1, Ref +0, Will +3
  OFFENSE
  Speed 30 ft.
  Melee dagger -1 (1d4-1/19-20) or 
  Melee touch poison pin ring -1 (blue whinnis poison)
  Ranged dagger +0 1d4-1/19-20/x2
  Spell-like Abilities (CL 1st, concentration +4)
     6 rounds/day—cultic chant
  Spells Known (CL 1st; concentration +4)
     1st (6/day)—cause fear (W-DC 14), command (W-DC 
  15)
     0th (at will)—dancing lights, ghost sound (Wd-DC 13), 
  message, read magic
  Bloodline Great Old Ones
  STATISTICS
  Str 8, Dex 10, Con 13, Int 14, Wis 12, Cha 17
  Base Atk +0; CMB -1; CMD 9
  Feats Eschew Materials Scribe Scroll, Spell Focus (en-
  chantment)
  Skills Appraise +6, Craft (calligraphy), +6, Knowledge 
  (arcana) +6, Spellcraft +6, Use Magic Device +7
  SQ bloodline arcana
  Languages Common, Aklo, Orc
  Gear dancer’s costume, dagger, vial of blue whinnis 
  poison; 2 doses
  The Elder Gods (Bloodline)
  The Elder Gods are not worshiped by any organized peo-
  ples today; younger beings that have more in common 
  with the humanoid races, have taken over.  The Elder 
  Gods have done their part by protecting the nascence 
  of intelligence from the madness of ancient destructive 
  forces, primarily the Great Old Ones, and have retired 
  to quiet corners of the Great Beyond.  Traces of them 
  remain, allowing these unnamed ancients to monitor 
  their far-removed progeny.  You are an inheritor of those 
  traces, descendant of a long-lost order of wisdom keepers 
  or relic guardians.  Or perhaps you have been chosen by 
  those hoary, cyclopean forces to receive a spark of their 
  unknowable power, to face a challenge foreseen before 
  the dawn of man.
  Bonus Skill: Knowledge (history)
  Bonus Spells: shield (3rd), protection from chaos (5th), 
  magic circle against chaos (7th), summon monster IV (9th), 
  contact other plane (11th), planar binding (13th), ethereal 
  jaunt (15th), trap the soul (17th), imprisonment (19th).
  Bonus Feats: Alertness, Arcane Strike, Improved Iron 
  Will, Iron Will, Improved Initiative, Piercing Spell, 
  Craft Wondrous Item, Skill Focus (Knowledge [history])
  Bloodline Arcana: You gain a +1 bonus to all saving 
  throws against spells, spell-like and supernatural abilities 
  and effects cast or created by outsiders.
  Bloodline Powers: The source of your primeval power 
  grows as you learn how to thwart and hunt down your 
  ancient foes.
     Aura of Defiance (Su): At 1st level, you can emit an 
  aura of defiance in a 10-ft. radius for 1 round. The aura 
  grants all allies +1 bonus to AC and CMD.  This bonus 
  increases by +1 for every four sorcerer levels and ex-
  tends to a range of 20 ft. at 11th level. You can do this 
  a number of times per day equal to 3 + your Charisma 
  modifier.
     Hunt the Intruder (Ex): At 3rd level you have learned 
  the weakness of your extraplanar foes. You gain one type 
  of outsider as a favored enemy, chosen from the ranger’s 
  favored enemy list. This ability acts as the ranger favored 
  
  — 30 —
  enemy ability, except the bonus does not increase as you 
  increase in levels. At t 5th, 12th and 17th levels you can 
  select an additional outsider as a favored enemy.
     Comes the Nightgaunt (Su): At 9th level, you gain the 
  service of a nightgaunt. You add a nightgaunt to your 
  summon monster IV monster list. Whenever you sum-
  mon a nightgaunt with a summon monster spell, the 
  spell’s duration increases to 1 minute per level. Multiple 
  nightgaunts can be summoned with higher levels of the 
  summon monster spell.
     Eyes of Celaeno (Ex): At 15th level your eyes become 
  completely black. You can sense all things beyond the 
  veil of time and space. A number of times per day equal 
  to your Charisma modifier you may cast any spell with 
  the word detect in its name. You may cast a specific spell 
  only once per day.
     Lord of the Great Beyond (Su): At 20th level you gain 
  energy resistance 20 to all energy types.  You also gain 
  a +5 bonus to rolls to overcome the spell resistance of 
  outsiders.
  Touched by the Unknowable 
  (Sorcerer WildbloodUM variant)
  Something… happened… long ago, perhaps before you 
  were born.  Grandfather’s tales told of a thing he found, 
  a strange person he met… maybe your Grandmother?  
  No picture exists of her, I wonder what she was like?
  Associated Bloodline: Arcane
  Bonus Spells: astral projection (19th).
  Bloodline Arcana: Your presence inspires dread and 
  awe. You gain a +4 bonus to Intimidate checks.
  Bloodline Powers: After long association with corrupt-
  ing magic and foul beings, you can project a fearful aura 
  that demonstrates how far you have distanced yourself 
  from humanity.
     Not of this Earth (Ex): You can terrify creatures with a 
  glance. As a standard action you may focus your gaze on 
  one creature within 30 ft, causing it to become shaken 
  for a number of rounds equal to ½ your sorcerer level 
  unless it succeeds on a Will save. You may use this ability 
  a number of times per day equal to 3 + your Charisma 
  modifier. Multiple uses on the same creature do not 
  stack, but they do increase the duration. This bloodline 
  power replaces arcane bond.
  BAGA (CR 1/2; XP 200)
  Female human sorcerer 1
  CE Medium humanoid (human)
  Init -1; Senses Perception +1
  DEFENSE
  AC 9, touch 9, flat-footed 9
  hp 8 (ad6+2)
  Fort +2, Ref -1, Will +3
  OFFENSE
  Speed 30 ft.
  Melee masterwork dagger +1 (1d4/19-20)
  Special Attacks not of this earth (W-DC 13; 6/day)
  Spells Known (CL 1st, concentration +4)
     1st (4/day)—doom (W-DC 14), summon nature’s ally I
     0th (at will)—bleed (W-DC 13), create water, light, 
  read magic
  Bloodline Touched by the Unknowable
  STATISTICS
  Str 10, Dex 8, Con 14, Int 12, Wis 13, Cha 17
  Base Atk +0; CMB +0; CMD 9
  Feats Dabbler, Eschew Materials, Skill Focus (Intimi-
  date)
  Skills Craft (alchemy) +5, Intimidate +14, Knowledge 
  (arcana) +7, Spellcraft +7
  SQ bloodline arcana
  Languages Common, Aklo
  Gear dancer’s outfit, masterwork dagger, 1 dose exotic 
  perfume, stage makeup
  Thematic Sorcerer Bloodlines: As well as the new 
  bloodlines presented here, other appropriate bloodlines 
  for Lovecraftian Fantasy include: Aberrant, AccursedUM, 
  Arcane, AquaticAPG, DreamspunAPG, Fey, ProteanAPG, 
  ShadowAPG, Undead and VerdantAPG.  
     Remember that bonus spells per level acquisition may 
  not be on the ‘Lovecraftian Spell’ list; a sorcerer with 
  the Scribe Scroll feat may thus upset game balance if he 
  scribes those spells and makes them accessible to wizards 
  and other spellcasters!  The discovery of this may make 
  for an excellent in-game moment, where ‘forbidden 
  magic’ being brought into public consumption could 
  result in strange visitors in the night, pursuit by shadowy 
  beings, and jealousy from the secretive magical commu-
  nity.
  
  — 31 —
  Summoner Archetype (Occultist)
  Mortal beings can never approach the power of those 
  eldritch entities summoned from Beyond and bound 
  to serve.  Through incantation and sacrifice you have 
  bound one to your soul, to use for the good of man or 
  for selfish purposes- and maybe the purposes of your 
  unknowable companion!
  Weapon and Armor Proficiencies: Occultists are not 
  proficient with any armor or shields.  Should they gain 
  light armor proficiency, they suffer no arcane spell failure 
  while wearing light armor.
  Mind to Mind (Su): At 2nd level, an occultist always 
  has access to what his eidolon senses with all of its facul-
  ties, at all times. This replaces bond senses.
  Sudden Seance (Su): At 4th level, the occultist gains 
  the ability to use mage hand and ghost sound as spell-
  like abilities, and can create effects that combine the two 
  spells, together.  There is a visible, ghostly line of mist 
  connecting the occultist to any target of the mage hand 
  effect. This replaces shield ally.
  Spells: The occultist receives his spells from his special 
  relationship with his eidolon, even if it is on its home 
  plane.  Add the following spells, and their ‘greater’ and 
  ‘lesser’ counterparts to the spell list, available to occult-
  ists only, except as indicated.  
  • 
  Devolution
  • 
  Evolution Surge
  • 
  Life Conduit
  • 
  Rejuvenate Eidolon
  • 
  Restore Eidolon
  • 
  Summoner Conduit
  • 
  Summon Eidolon
  • 
  Unfetter
  Summoner Archetype (Cryptozoologist)
  The Cryptozoologist is a scientist/ adventurer obsessed 
  with the hidden and strange creatures of the world.  His 
  discovery of a weird, unique  creature, and the abilities 
  brought about by his bond with it, have opened vistas 
  into a larger, much more disturbing world than he could 
  have imagined…
  Skills: The Cryptozoologist’s skills are Craft (Int), Fly 
  (Dex), Handle Animal (Cha), Knowledge (Geography) 
  (Int), Knowledge (Nature) (Int), Knowledge (Planes) 
  (Int), Perception (Wis), Profession (Wis), Stealth (Dex), 
  Survival (Wis)
  A Beautiful Specimen (Ex): Cryptozoologists gain a 
  bonus of ½ their level (minimum 1) to identify monsters 
  of the aberration, animal, ooze, monstrous humanoid, 
  vermin and magical beast types.  They also do not suffer 
  penalties to deal non-lethal damage to these creature 
  types.
  Spells: The Cryptozoologist receives his spells from his 
  special relationship with his eidolon, even if it is on its 
  home plane.  Add the following spells, and their ‘greater’ 
  and ‘lesser’ counterparts to the spell list, available to 
  cryptozoologists only, except as indicated.  
  • 
  DevolutionAPG
  • 
  Evolution SurgeAPG
  • 
  Life ConduitUC
  • 
  Rejuvenate EidolonAPG
  • 
  Restore EidolonUM
  • 
  Summoner ConduitUC
  • 
  Summon EidolonAPG
  • 
  UnfetterAPG
  Eidolon: Cryptozoologists may not use the Biped base 
  form, or the Weapon Training evolution.
  We’re In Its Hunting Grounds (Sp): At 6th level, the 
  Cryptozoologist can use detect aberration as a spell-like 
  ability 3 times a day plus their Charisma modifier.  This 
  replaces Maker’s Call.
  Beard the Beast in Its Lair (Ex): At 8th level, both the 
  Cryptozoologist and his eidolon gain a favored enemy 
  bonus (as a ranger) against one of the following types of 
  creatures: aberration, animal, magical beast, monstrous 
  humanoid, ooze or vermin.  Both gain another favored 
  enemy at 13th and 18th levels.  This replaces Transposi-
  tion.
  New Eidolon Base Form (Ooze)
  Starting Statistics: Size Medium; Speed 20 ft. (climb 
  20 ft.); AC +1 natural armor; Saves Fort (good), Ref 
  (good), Will (bad); Attack Slam (1d8); Ability Scores 
  Str 10, Dex 16, Con 13, Int 7, Wis 10, Cha 11;
  Free Evolutions formless, slam, tentacle.  
  Ooze eidolons can take any evolutions that can be taken 
  by serpentine eidolons.
  
  — 32 —
   1-Point Evolutions
     Air Mastery (Ex): Airborne creatures take a –1 penalty 
  to attack rolls and damage rolls against an eidolon. The 
  eidolon must have the flight evolution before selecting 
  this evolution.
     Luminescence (Ex): An eidolon grows a gland similar 
  to a firefly, glowing brightly enough to provide light in a 
  20-foot radius. The eidolon can turn this light on or off 
  as a swift action. An eidolon that is glowing when it falls 
  unconscious continues to glow for 1d6 minutes after 
  falling unconscious.
     Scintillate (Ex): As a standard action, an eidolon can 
  create bright, flashing colors over the entirety of its body. 
  All creatures within 30 feet must make Reflex saving 
  throws (DC 10 + one-half the eidolon’s HD + the eido-
  lon’s Charisma modifier) or be dazzled for 1d4 minutes. 
  An eidolon must have the luminescence evolution to 
  gain this evolution.
   
  2-Point Evolutions
     Formless (Ex): An eidolon has no set form, instead 
  existing primarily as a pile of fleshlike ooze. It can grow 
  claws, tentacles, or tails (as dictated by its evolutions), 
  but these are as malleable as the rest of its shapeless, 
  amorphous body. It can grow basic features not requiring 
  evolutions (eyes, ears, mouths) anywhere it wishes, and 
  as a result it cannot be flanked. Additionally, it takes no 
  penalty to Armor Class or attack rolls from squeezing, 
  and it can squeeze into spaces as if it was one size cat-
  egory smaller than its true size. An eidolon cannot have 
  legs and this evolution.
  4-Point Evolutions
     Alien Mind (Ex): The eidolon bizarre anatomy ex-
  tends to the way their thoughts are shaped and stored. 
  Eidolons with this evolution are immune to all mind-
  affecting effects.
     Gaze Attack (Su): An eidolon gains a gaze attack. 
  Only one creature can be affected by the eidolon’s gaze 
  attack each round. An affected target must make a Forti-
  tude saving throw (DC 10 + one-half the eidolon’s HD + 
  the eidolon’s Constitution modifier). On a failed saving 
  throw, the target takes 1d4 points of Strength damage. 
  For one additional point, the gaze can deal Dexterity 
  damage instead.
   
  Eidolon Models
  An eidolon can look like almost anything its summoner 
  desires. Eidolon models are pre-built examples of base 
  forms and evolutions that provide an easy guide to 
  building an eidolon with a specific appearance or theme.
  Using a model does not change the eidolon’s type or give 
  it special abilities unavailable to other eidolons—it is ba-
  sically a shortcut to allow a player or GM to quickly cre-
  ate an eidolon with a specific look in mind. Each model 
  states the total number of evolution points required to 
  build a complete eidolon with that model; in many cases 
  this build requires most of the summoner’s evolution 
  points, so only a more powerful summoner’s eidolon is a 
  close approximation of the intended creature. For a low-
  level summoner, some of the eidolon’s features (such as 
  extra hydra heads) may be cosmetic until he gains evolu-
  tion points to spend.
     The Base Form lists the eidolon’s recommended base 
  form for that model. Primary Evolutions are a list of rec-
  ommended evolutions to choose when you start building 
  an eidolon with that model. Additional Evolutions are a 
  list of other evolutions to complete the modeled eido-
  lon’s form and abilities.
  Byakhee
  The eidolon looks like a monstrous creatures with insectile 
  faces, leathery wings and talons for feat. Byakhee  are often 
  created to serve as mounts for travel between worlds.
   
  15 Points: Base Form quadruped; Primary Evolutions 
  flight (winged), mount; Secondary Evolutions air mas-
  tery, claws, large, minor magic (comprehend languages), 
  no breath
   
  Deep Ones
  The eidolon looks like a stocky amphibious humanoid.
   
  13 Points: Base Form biped; Primary evolutions gills, 
  improved damage (claws), scent; Secondary Evolutions 
  alien mind, keen scent, minor magic (detect good), un-
  natural aura, weapon training
   
  Flying Polyps
  The eidolon looks like a great flying worm. From its mouth 
  and over its body sprout many squamous tentacles that lash 
  and grasp at opponents.
  24 Points; Base Form serpentine; Primary Evolu-
  tions air mastery, magic attacks, tentacle;  Secondary 
  Evolutions damage reduction (2), flight (wingless),grab 
  (tentacle),  large, major magic (gust of wind*, invisibility), 
  tentacle (3)
  
  — 33 —
  * Only available on the flying polyp model.
  STIRWEN (CR 1/2; XP 200)
  Male human cryptozoologist (summoner) 1
  CG Medium humanoid (human)
  Init +0; Senses Perception -1
  DEFENSE
  AC 12 touch 10, flat-footed 12 
  (+2 armor)
  hp 10 (1d8+2)
  Fort +2, Ref +0, Will +1
  OFFENSE
  Speed 30 ft.
  Melee club +0 (1d6)
  Ranged net +1 (special)
  Spell-Like Abilities (CL 1st; concentration +4)
     6/day—summon monster I
  Spells Prepared( CL 1st; Concentration +4)
     1st (2/day)—lesser rejuvenate eidolon, charm animals 
  (W-DC 14)
     0th (at will)—dancing lights, light, ghost sound, stabilize
  STATISTICS
  Str 10, Dex 12, Con 14, Int 14, Wis 8, Cha 16
  Base Atk +0; CMB +1; CMD 11
  Feats Extra Evolution, Exotic Weapon Proficiency (net)
  Skills Handle Animal+7, Knowledge (nature) +7, 
  Knowledge (dungeoneering) +7, Profession (Showman) 
  +3
  SQ life link
  Gear club, leather armor, megaphone, net, bag of giz-
  zards
  OZEE (SERPENTINE EIDOLON BRIEF)
  Medium outsider, Speed 20 ft. climb 20 ft.
  AC 15/13/12, HD 1; hp 11, Fort +1, Ref +5, Will +2
  Attack 1 bite +3  (1d6+1), tail slap -3 (1d6+1)
  Str 12, Dex 16, Con 13, Int 7, Wis 10, Cha 13
  Feat Weapon Focus (bite)
  Skills Intimidate +13, Perform (dance) +13 
  SQ darkvision 60 ft., reach [bite] 10 ft.
  Evolutions Ability Increase [Charisma], Skilled [Intimi-
  date], Skilled [Perform (dance)]
  Thematic Summoner Archetypes: Another summoner 
  archetypes appropriate for Lovecraftian Fantasy is the 
  spirit summonerACG.
  Witch Archetype (Cultist)
  Those mortals that reject mundane paths to power turn 
  to seeking it from beings from Beyond, with foul mo-
  tives and unknowable alien heritage.  Thoroughly evil, 
  they nonetheless tend to live normal lives on the surface, 
  preparing for when the Stars are Right and they can rise 
  to ascendancy to serve the Great Old Ones.
  Patron: The cultist possesses a patron, but not in the 
  normal sense of other witches. Instead of a patron and 
  patron spells, the cultist must take the Dark TapestryB4 
  domain at 1st level. She gains access to the domain 
  powers and spells as a cleric equal to her witch level. She 
  may cast her domain spells as a cleric equal to her level. 
  She does not receive a patron or additional known spells 
  from a patron. This replaces her first hex.
  Dark Tapestry Hexes
  The following are thematic hexes suitable for a cultist.  
  Cult leaders will have as many of these thematic hexes as 
  possible. 
     Dweller in Darkness (Sp): Once per day, you cast your 
  psyche into the void of space to attract the attention of 
  a terrible otherworldly being. The dweller in darkness 
  behaves in all ways as if you had cast phantasmal killer. 
  At 17th level, the dweller in darkness can be perceived 
  by more than one creature, as if you had cast weird. You 
  must be at least 11th level to choose this hex.
     Dark Servitor (Sp): Once per day the cultist may call a 
  being from the void to do her bidding. She can cast sum-
  mon monster as per day as a spell-like ability. The level of 
  this spell is equal to the highest level of spells the cultist 
  may cast, though he may choose to cast a lower level ver-
  sion of the spell.
     Sacrifice (Su): A cultist may make a blood sacrifice to 
  his patron to gain additional power. The CL of the witch 
  increases by 1 for every HD of a helpless, intelligent 
  creature ritually sacrificed, for 1 hour.
     Eldritch Secret (Su or Ex): The cultist may choose one 
  of the following arcane secrets: dream walker, unkillable 
  or immortal. This replaces a major hex.
  Ex-Cultists: Those that repent and leave a cult must re-
  ject evil ways, acts, and beings, taking a good alignment, 
  and replacing one of the listed Dark Tapestry Hexes with 
  the following: 
     Resist Hex (Su): You gain +4 to saving throws against 
  hexes, and can transfer this resistance to another for as 
  many hours as you have witch levels with a touch; you 
  lose that bonus during this time.
  
  — 34 —
  PORGA (CR ½; XP 200)
  Female human cultist (witch) 1
  CE Medium humanoid (human)
  Init +2; Senses Perception +0
  DEFENSE
  AC 12, touch 12, flat-footed 10
  (+2 Dex)
  hp 7, (1d6+1)
  Fort +1, Ref +2, Will +2
  OFFENSE
  Speed 30 ft.
  Melee dagger -1 (1d4-1/19-20)
  Ranged mwk light crossbow +3 1d8/19-20/x2
  Special Attacks it came from beyond (1/day)
  Spell-Like Abilities (CL 1st, concentration +4)
     1/day—summon monster I
  Spells Prepared (CL 1st; concentration +4)
     1st—feather fallD, pass without trace, summon monster I
     0th (at will)—bleed (W-DC 14), detect magic, read 
  magic
  D domain spell; Domain Dark Tapestry
  STATISTICS
  Str 9, Dex 14, Con 13, Int 17, Wis 10, Cha 12
  Base Atk +0; CMB -1; CMD 11
  Feats Arcane Strike, Student of the Unknown
  Skills Bluff +4, Heal +4, Knowledge (arcana) +9, 
  Knowledge (planes) +9, Spellcraft +7, Use Magic Device 
  +5
  SQ Hex (dark servitor), witch’s familiar (viper)
  Languages Common, Aklo, Draconic
  Gear dagger, masterwork light crossbow plus 20 bolts, 
  dancer’s outfit
  Thematic Witch Archetypes:  Another witch archetype 
  appropriate for Lovecraftian Fantasy is the hedge wit-
  chUM.  Note that healing hexes are looked on very dimly 
  by established religion!
  Wizard Archetype (Antiquarian)
  Perhaps long ago there were robed eccentrics in pointy 
  hats mumbling spells, but this milder age only has stories 
  about them.  But what stories!  Fragments of passages in 
  ancient books hint at power, of cyclopean beings ban-
  ished on other worlds, and more… Just for an intellec-
  tual exercise, this ‘magic’ should be looked into.
  Skill Ranks per Level: 4 + Int modifier
  School of Magic: The following schools of magic are 
  available to the antiquarian: Abjuration, Conjuration, 
  Divination, Necromancy and the Universalist schools.
  Knowledge of the Ages (Ex): You can search through 
  your copious amount of self-taught knowledge to recall 
  some bit of forgotten lore or information. You can retry 
  any Knowledge skill check you have made within the 
  past minute, gaining an insight bonus on the check 
  equal to your Intelligence modifier. You can use this abil-
  ity a number of times per day equal to your Intelligence 
  modifier. This replaces arcane bond.
  Scholar (Ex): An antiquarian adds ½ his wizard level 
  (minimum 1) to all Knowledge checks and can make 
  such checks untrained.
  Arcane Knowledge (Ex): At 3rd level the antiquar-
  ian adds his Intelligence modifier to Use Magic Device 
  checks instead of his Charisma modifier.
  Arcane Research (Ex): At 5th level an antiquarian can 
  spend 1d4 days researching a magic item. With a suc-
  cessful Appraise check (creator’s level + 15) the antiquar-
  ian can determine the item’s properties as if he had cast 
  detect magic on it. This replaces the wizard bonus feat 
  gained at 5th level.
  Book Caster (Ex): At 10th level an antiquarian may cast 
  any spell he can read from a spell book without using a 
  spell slot. He may do this once per day. If the spell is a 
  higher level than the antiquarian can cast he must make 
  a successful Use Magic Device check (DC 20 + caster 
  level required to cast the spell). He must also make a Use 
  Magic Device check if he lacks a high enough Intelli-
  gence to cast the spell. At 15th level he may do this twice 
  per day. This replaces the wizard bonus feat gained at 
  10th level.
  There is unknown magic on Hatheg-
  Kla, for the screams of the frightened 
  gods have turned to laughter, and the 
  slopes of ice shoot up endlessly into 
  the black heavens whither I am plung-
  ing... Hei! Hei! At last! In the dim 
  light I behold the gods of earth!
  From “The Other Gods”, H.P. Lovecraft, 1921
  
  — 35 —
  Character Options
  “...Suddenly the wretch, ani-
  mated with his last burst of 
  strength, raised his piteous 
  head from the damp and sunk-
  en pavement.  Then, as I re-
  mained paralyzed with fear, he 
  found his voice and screamed 
  forth those words which have 
  ever afterward haunted my days 
  and nights.  ‘Fool!’ he shrieked.  
  ‘Can you not guess my secret?  
  Have you no brain whereby you 
  may recognize the will which has 
  through six long centuries ful-
  filled the dreadful curse upon 
  the house?  Have I not told 
  you of the great elixir of eter-
  nal life?  Know you not how the 
  great secret of Alchemy was 
  solved?  I tell you it is I!  I!  I 
  that have lived for six hundred 
  years to maintain my revenge, 
  for I am Charles Le Sorcier!”
  From “The Alchemist”, H.P. Lovecraft, 1916
  Bardic Performance Masterpieces
  Masterpieces were introduced in Ultimate Magic. See 
  that volume for complete rules.
  The King In Yellow (Act)
  You tell the story of the mysterious King in Yellow, the 
  strange ruler of Carcossa whose appearance heralds mad-
  ness and death.
  Prerequisite: Perform (act) 16 ranks
  Cost: Feat or 6th level bard spell known
  Effect: This play tells the story of the horrible King in 
  Yellow, the strange ruler of Carcossa whose appearance 
  heralds madness and death. The play seems innocuous 
  but the combination of words, scenes and stanzas com-
  bine to form a complex summoning ritual that conjures 
  the King in Yellow to your plane. You designate a target 
  of the spell. As long as the target is on your plane it 
  comes under the effect of weird as well as any creature 
  with 30 feet of it. The King in Yellow expects payment 
  for services and delving into such mysterious is always 
  inherently dangerous. If the target of this spell resists 
  the King in Yellow you receive a visit from the ruler and 
  must save against a weird spell (DC +2 of original spell) 
  or die.
  Use: 6 rounds of bardic performance
  Action: 10 minutes
  The Music of Eric Zann (Strings)
  The haunting, sonorous melodies of your instrument 
  evoke timeless vistas and the infinite reaches of time and 
  space.
  Prerequisite: Perform (strings) 6 ranks
  Cost: Feat or 5th level bard spell known
  Effect: Eric Zann was a famous bard reported to have 
  discovered the means to travel between dimensions and 
  even time itself. His Music pierces the mundane veil of 
  conventional space to create passages to the planes of 
  existence. By using 5 rounds of performance the bard 
  can create dimension door usable only for himself. If the 
  bard uses 10 rounds of performance he can open a gate 
  for use in planar travel. For either effect there is a 10% 
  chance the spell transports the bard to a place other than 
  the one he specifies. This error is not revealed until the 
  bard has arrived at the destination.
  Use: 5 rounds or 10 rounds.
  Action: 5 minutes.
  
  — 36 —
  Nyartho Dirge (Song)
  The song of the ancient priest-king destroys creatures 
  that refuse to die.
  Prerequisite: Perform (song) 1 rank
  Cost: Feat or 1st level bard spell known
  Effect: The Nyartho Dirge is a keening wail that sev-
  ers the connection between an undead creature and the 
  necromantic energy keeping it animated. For each round 
  the dirge is maintained with a round of bardic perfor-
  mance, the song inflicts 1d6 points of damage on all 
  corporeal undead within 30 feet of the performer.
  Use: 1 round of bardic performance
  Action: 1 standard action to start performance, free ac-
  tion thereafter.
  New Advanced Rogue Talent
  This talent is available for Lovecraftian Fantasy rogue 
  archetypes.
  Arcane Research: You may select one metamagic feat or 
  item construction feat for which you qualify in place of a 
  rogue talent.
  New Arcane Discoveries
  These arcane discoveries are available for wizard arche-
  types instead of bonus feats.
  Ancient Mind, Young Body (Su): Your mental facul-
  ties are so acute they can manipulate your physical form. 
  Each day you can grant one of your physical character-
  istics (Strength, Dexterity or Constitution) an enhance-
  ment bonus equal to your Intelligence modifier. You 
  may change the enhanced characteristic each time you 
  prepare spells at the beginning of the day.
  Arcane Bond (Ex or Su): This works just like the arcane 
  bond wizard class feature.
  Book Caster (Ex): At 10th level an antiquarian may cast 
  any spell he can read from a spell book without using a 
  spell slot. He may do this once per day. If the spell is a 
  higher level than the antiquarian can cast he must make 
  a successful Use Magic Device check (DC 20 + caster 
  level required to cast the spell). He must also make a Use 
  Magic Device check if he lacks a high enough Intelli-
  gence to cast the spell.
  Dream Walker (Sp): When sleeping you can move 
  about in the world of dream, taking on different perso-
  nas, traveling to strange lands, even living entirely dif-
  ferent life times. When asleep you can travel as through 
  astral projection but only on yourself. You may not use 
  this ability more than eight hours per day.
  Past Lives (Ex):You have lived at least once before. You 
  can tap into the experiences and skills of these past lives 
  to aid yourself in the present. You gain three new class 
  skills. Also, you add a bonus to all Knowledge checks 
  equal to your wizard level and can make Knowledge 
  checks untrained.
  Sleepless (Ex): The need for sleep interferes with a wiz-
  ard’s studies. You have learned the mechanism by which 
  a body requires sleep and circumvented it within your-
  self. You no longer require sleep. You heal and prepare 
  spells normally but you are not immune to sleep effects.
  Unkillable (Ex): You infuse yourself so thoroughly with 
  arcane energy you can not die though you still age and 
  take all penalties for aging. If brought to negative hit 
  points you fall unconscious and appear dead for 1d4 
  hours but then return to life fully healed. You must be at 
  least 20th level to select this discovery.
  CLERICS OF THE ELDER GODS
  Few remember the Elder Gods, and fewer still 
  know enough about them to engage in wor-
  ship.  They tend to be learned and bookish, 
  or are keepers of ancient knowledge.  The odd 
  one sets out to oppose invaders from unclean 
  places, often in a support or advisory position.  
  Most live alone in secret temples or ruins.  
  A cleric (or other divine class) who reveres 
  the Elder Gods gains access to the domains of 
  Knowledge, Protection, Void and Water and 
  the Defense, Memory, Oceans and Stars sub-
  domains.  Most Elder Gods clerics are neutral, 
  with worshipers being lawful neutral and lawful 
  evil most often. They may not be chaotic, as 
  that is the alignment of their ancient enemies, 
  the Great Old Ones.  Their holy symbol is a sil-
  ver five-pointed star, and their favored weapon 
  is the club.
  With the GM’s permission, clerics of the Elder 
  Gods can add nightgaunt to their summon 
  monster IV list.
  
  — 37 —
  New Feats
  These feats, though designed specifically for Lovecraf-
  tian Roleplaying, may be used (without the supplement 
  specifics) in any campaign that the GM allows.
  Cautious Researcher
  Danger is as much behind a book cover, as behind a locked 
  door.  Beware!
  Prerequisite: Scribe Scroll, Int 15
  Benefit: You have an innate sense of dangerous writings 
  and may take steps to avoid... most of their ill effects.  
  You may detect and disable glyphs and symbols as does a 
  rogue, and you also reduce the Eldritch Document Fac-
  tor of a book in your possession by 1.
  Dabbler
  You know a little something about magic.
  Benefit: You get a +2 bonus on Knowledge (arcana) and 
  Spellcraft skill checks. If you have 10 or more ranks in 
  one of these skills, the bonus increases to +4 for that 
  skill.
  Demolition Expert
  “If I can do if for the mob, I can do it to send those things 
  back to Hell!”
  Prerequisite: GunsmithingUC, Craft (alchemy) 3 ranks
  Benefit: Given enough black powder, you can make 
  fused explosives of varying strength; 100 gp per 1d6 
  damage, up to 5d6 damage, 1 lb per 100 gp.  The fuse 
  can be set up to 10 rounds in length.  The Craft (alche-
  my) DC to make such explosives is 15 plus the damage 
  die level, rolled secretly; a failure means it is a dud, a fail-
  ure by more than 5 (or a 1) results in instant explosion 
  when fused.  A DC 15 Reflex save halves damage from 
  an explosion, but buildings tend to take full damage- the 
  blast radius is 20 feet. A 1d6 damage explosive can be 
  used as a grenade, with a range increment of 10 feet.
  Flee Screaming
  “The eyes!  It has a thousand eyes... AAAAAAAAH”
  Prerequisite: May not have the Bravery class feature
  Benefit: Once per day, you may retreat or otherwise dis-
  engage from combat using the Run movement option, 
  without incurring attacks of opportunity.
  The Innsmouth Look
  As Drekl got older, there was more of the... frog-like look 
  about him, and he often looked longingly toward the sea...
  Prerequisite: Must be taken at 1st level.
  Benefit: You gain low-light vision, the skill bonuses and 
  elemental affinity of the Batrachian template (q.v.); ad-
  ditionally, you gain +2 to Diplomacy and Intimidate vs. 
  aquatic humanoids.  
  Penalty: Every level that you gain, you must make a For-
  titude saving throw equal to 10 plus your level; you may 
  not use magical spells, devices, nor any other abilities to 
  modify this roll.  Failure means that at some time during 
  that level, you will become an NPC under the control of 
  the GM, applying the entire Batrachian template.  The 
  GM may wish to make the roll secret, informing the PC 
  when the ‘transformation’ takes place...
  Special: If the character makes it to level 6 without 
  transforming, he will ‘find’ a copy of the Eldritch Docu-
  ment Cthaat Aquadingen.
  Sinister Ancestor
  Uncle Crowell always did have a lot of musty old books at 
  his place... wonder what they’re all about?
  Prerequisite: Odd Family History trait
  Benefit: You receive a small inheritance that includes 
  a small rural dwelling and no more than d100 gp in 
  goods; also on the property is an Eldritch Document of 
  the GM’s choice- though it could be well-hidden.
  Stalwart Sanity
  The universe of horror will not sway your curiosity.
  Benefit: You gain +2 on all saves vs. confusion and mad-
  dening effects, like that of a gibbering mouther, and on 
  saves that prevent the loss of Wisdom points.  In Love-
  craftian Fantasy, this includes spellcasting checks.
  Student of the Unknown
  Your studies encompass lost and forgotten knowledge.
  Benefit: You get a +2 bonus on Knowledge (arcana) and 
  Knowledge (planes) skill checks. If you have 10 or more 
  ranks in one of these skills, the bonus increases to +4 for 
  that skill.
  The only saving grace of the present is 
  that it’s too damned stupid to question 
  the past very closely.
  From “The Pickman Model”, H.P. Lovecraft, 1927
  
  — 38 —
  New Traits
  These traits can be added to allowed choices of traits of 
  the specific trait type- or the GM could require one per 
  player as a Campaign Trait.
  It Can be Killed! (Combat): You are convinced that 
  those squishy menaces can bleed like anything else. You 
  may add 1 to the damage rolled against a creature who 
  has DR, and whose DR has not been bypassed.
  Heirloom Document (Equipment): All Cousin Willem 
  left you was a leather tube- look, there’s a paper inside. 
  You gain a scroll of litany of slothUC or litany of weaknes-
  sUC, your choice.
  Guardian of the Portal (Faith - Elder Gods): The 
  horrors from beyond must be destroyed, the vortices 
  from the Dark Tapestry closed forever! You get a +1 trait 
  bonus on attacks against creatures called with a sum-
  mon monster spell, or a spell caster with one currently in 
  use. 
  Holder of the Sacred Relics (Faith - Elder Gods):
  There is power in ancient objects, even if they look like 
  stones on the ground. You gain a +1 trait bonus on Use 
  Magic Device, and Use Magic Device is a class skill for 
  you.  You also gain a +1 trait bonus on Spellcraft checks 
  to identify magic items.
  Desperate Clarity (Magic): Faced with certain death 
  from a tentacled horror, the words came to him in a 
  flash. Once per day, you automatically pass a required 
  concentration check. In Lovecraftian Fantasy, you can, 
  alternatively, once per day, cast a spell without the spell-
  casting check.    You may only choose one or the other, 
  once per day.
  Sentinel of The Ancients (Faith - Elder Gods): You 
  have stood alone as a solitary keeper of the ancient wis-
  dom, and are stronger because of it. If you are a spell-
  caster, you start with one more 0-level spell at 1st level, 
  and gain another at subsequent levels.
  Odd Family History (Social): Your family has kept 
  to itself, probably for good reason. You gain a +1 trait 
  bonus against Intimidate and Bluff attempts against you. 
  This trait is also a prerequisite for the Sinister Ancestor 
  feat.
  Magical Books and Items
  “...These cycles of experience, of 
  course, all stem from the worm-
  riddled book. I remember when 
  I found it- in a dimly lighted 
  place near the black, oily river 
  where the mists always swirl.... I 
  never learned its title, for the 
  early pages were missing; but 
  it fell open toward the end and 
  gave me a glimpse of something 
  which sent my senses reeling.
   
  There was a formula- a 
  sort of list of things to say 
  and do- which I had recognized 
  as something black and forbid-
  den; something which I had read 
  before in furtive paragraphs 
  of mixed abhorrence and fasci-
  nation penned by those strange 
  ancient delvers into the uni-
  verse’s guarded secrets whose 
  decaying texts I loved to ab-
  sorb.  It was a key- a guide- to 
  certain gateways and tran-
  
  — 39 —
  sitions of which mystics have 
  dreamed and whispered since the 
  race was young, and which lead 
  to freedoms and discoveries be-
  yond the three dimensions ans 
  realms of life and matter that 
  we know.  Not for centuries had 
  any man recalled its vital sub-
  stance or known where to find 
  it, but this book was very old, 
  indeed.  No printing press, but 
  the hand of some half-crazed 
  monk, had traced these ominous 
  phrases in uncials of awesome 
  antiquity... as I hurried home 
  through narrow, winding, mist-
  cloaked waterfront streets I 
  had a frightful impression of 
  being stealthily followed by soft 
  padding feet.”
   
  From “The Book”, H. P. Lovecraft, 1934
  Libris Arcanum Malefictus
  These powerful books are likely unique, mentioned in 
  dark references by mad monks and over-curious wiz-
  ards that subsequently were found dead, or never found 
  again.  Reading one requires a spell, or a Linguistics 
  check of DC 20.  They speak of little-known beings that 
  exist beyond the Dark Tapestry, shunned by the gods 
  worshiped in the material world; simple possession of 
  one will likely result in a hostile reaction by organized 
  clerics, regardless of patron.  In that vein, possession 
  of Eldritch Documents results in eventual attention by 
  beings connected with forces outside the natural; their 
  emanations are like ripples through the pool of reality.  
  Each is rated with an Eldritch Document Factor (EDF), 
  and its abilities with a Power Call number (PC).  Level-
  related powers are cast at a level equal to the EDF, even 
  if that level is not high enough to cast the ‘spell’.  Pos-
  sessing a Document for a turn of the moon (a month) 
  results in a check on the Cosmic Attention table (CA).  
  Additionally, exceeding a PC of 5 in a month results in a 
  CA check.  
     Note that using spell powers of an Eldritch Document 
  requires a saving throw, the same as a spell cast as a class 
  ability.  Note also that the “foreign title” of a document, 
  such as Latin or German (in “real” life) is an unknow-
  able tongue of a bygone age, and translated by hands 
  unknown into ‘Common’.
     To check the Cosmic Attention table, add the EDF, the 
  character level of the owner, and the accumulated Power 
  Call Factor. When night falls at the end of the given day, 
  roll d% and check the chart; if a result is shown, that be-
  ing or beings has located the Document, and is coming 
  for it.  An encounter will take place as soon as possible, 
  within the confines of the campaign.  Even if the owner 
  got rid of the book, it might not help…
  “Where issss the book?”
  Ignorantly or intentionally trying to sell or destroy an 
  Eldritch Document can have dire consequences.  A hor-
  rified expression on the shopkeeper’s face is usually the 
  first… Complete a Cosmic Attention roll using double 
  the EDF and all of the PC totals combined, due to shar-
  ing its existence with others.  As these Documents are 
  probably minor artifacts, they cannot be bought or sold.  
  Attempting to destroy a Document results in the same 
  roll.  All attempts will fail except on a natural 20; if such 
  is rolled, all within 20’ will be affected by planar shift, 
  no saving throw.  This number can perhaps be reduced 
  with a quest or a geas...
  
  — 40 —
  Book of Eibon (Heavy, grey scaled book) EDF 10
  “…Oh Dread Zhothaqquah, remove from my sight this 
  Abomination from Beyond…”
  • 
  An ancient wizard’s book discussing his patron deity; 
  must be ‘fed and watered’, a living tome with an eye 
  and mouth; drains 1 hp/month.
  • 
  Can summon a night-gaunt 1/day for 1 hour, which 
  has the ability to use planar shift (PC 2)
  • 
  Speak power word, kill, 1/week, cast dispel evil 1/day, 
  banishment 2/week (PC 5)
  Book of Iod (Black crystal plates, bound with mum-
  my linen) EDF 5
  “…Iod, Iod, Iod; hear my plea, this worm in the dust, a 
  penitent seeking wisdom…”
  • 
  Religious book describing forgotten, possibly exiled 
  beings.  3 plates per chapter, 4 chapters, each about a 
  different avatar. DC 15 Will save per plate or con-
  tract mummy rot, with an additional 1 point of Int 
  as well as Cha.  A completed reading is a PC 5.  Each 
  completed chapter results in a visit from an avatar, 
  conferring the following effects: 
    
  Iod: Cast scroll spells as 1 level higher and may 
  cast druid scroll spells if not druid.
  The Silver Hunter: Identify lycanthropes in hu-
  man form and darkvision 60 ft.
  Vorvados: Each attribute goes up 2 (1-4) or down 
  2 (5-6)
  Zuchequon: Make a Will save DC 15; failure 
  means you are kidnapped by the avatar never to 
  be seen or heard from again, while if you succeed 
  you gain a level, and light sensitivity.
  Celaeno Fragments (50 page typewritten manuscript) 
  EDF 10
  “…the shantak having landed, I beheld a great structure 
  that was stone, but not stone…”
  • 
  Recollections of travelling to an alien library
  • 
  Read for three rounds; etherealness for 1-6 rounds; 
  roll for ethereal encounter (1 in 6) (PC3)
  • 
  Study for 1 month; add spell to spell-book/known 
  list (PC 6)
  Cthaat Aquadingen (Heavy tome plated in crystal-
  lized salt) EDF 12
  “…hear this, my Sathlattae, defend me from the slavering 
  spawn of the depths…”
  • 
  Direct enmity with deep ones (troglodytes, kuo-toa, 
  sahuagin, aboleth, gillmen)
  • 
  Cast hydraulic pushAPG at will, mass charm, charm 
  monster, dominate monster 1/day (PC 2)
  • 
  Owner develops hydrophobia (Will save DC 14, 
  three failed saves induces phobia)
  Cultes Des Goules [Cult of Ghouls] (Black-dyed hu-
  man skin bound, vellum) EDF 10
  “…je desire, je plus desire, le puissance de la Nuit, le Grand 
  Nuit de le Chasme…”
  • 
  After one has read it, they may use it to cast 1 ran-
  dom evil spell 1/day, DM’s choice.  It also allows the 
  owner to commune with lower planes 1/week, 75% 
  success (PC 6).  
  • 
  Ghouls will not attack the possessor, and he can 
  command them as cleric +2 or Level 5 cleric (PC 
  1).  Every attempt, however, moves the caster closer 
  to becoming a ghul himself! (commune or command: 
  save Will DC 20, 3 failed saves, apply ghul template)
  De Vermiis Mysteriis [Mysteries of the Worm] (Leath-
  er and paper, rather ordinary) EDF 12
  “…each Mephit, being of the substance of its Plane, loves 
  nothing but that substance..”
  • 
  After one has read it, they may use it cast their char-
  acter level x ½ of summon monster 2/day, (PC 2) with 
  a select list; nothing lawful, good, or mammalian.  
  It gives +2 to Perception, and gives +1 to all sav-
  ing throws for the possessor.  Unfortunately, it also 
  increases wandering monsters by 1 die step. (ie. 1 in 
  6 from 1 in 8)
  Dhol Chants (3 obsidian cylinders with gold filigree 
  runes) EDF 5
  “…Come, come, come…we beseech, beseech, beseech… 
  reveal, reveal, reveal…”
  • 
  While all three are being read, the effects of protec-
  tion from evil, magic, and undead can be created.  The 
  chanters can move at 1/3 speed, but cannot fight or 
  cast spells.  Extensive use creates light sensitivity on 
  the users, first in the eyes, then in the skin.
  
  — 41 —
  Eltdown Shards (broken glassy pottery with ruby 
  runes) EDF 5
  “… a e f c b …”
  • 
  If held in the hands in a specific pattern, creates a 
  prismatic wall (PC 2).  Note that the user cannot 
  move, and must save vs. Dex to hold the pattern 
  every round after Con x ½ number of rounds.  
  Gharne Fragments (cuneiforms on 4 broken sand-
  stone tablets) EDF 0
  “Boreas, Auster, Eurus, Zephyr…”
  • 
  A type of treasure map that draws the owner to the 
  desert city of Gharne, but eventually manifests as a 
  geas.  The fragments must be placed in the Temples 
  of the 4 Winds, in the 4 corners of the city, while be-
  ing pursued by teuthonians the whole time.  When 
  the tablets are placed, the city collapses to dust, and 
  the teuthonians retreat.
  The King in Yellow (3 copies of handwritten parch-
  ments in leather binders) EDF 10
  “Stranger: I wear no mask.  Camilla: No mask? No Mask!”
  • 
  A play in two acts, copies for the three characters.  A 
  possessor can cast alter self, communal mask dweo-
  merUC, and ghostly disguiseUM up to 3/day (PC 1) A 
  reader gains 1 level in bard, and gets +3 to Perform 
  (acting) Any bard spell cast, however, is a PC/level 
  +1.  If all three scripts are used at the same time, a 
  symbol of insanity is created; this ability is not re-
  vealed to the possessor. (PC 7)   
  Necronomicon (large black book bound in human 
  skin) EDF 15
  “…that is not dead which  can eternal lie, and with strange 
  eons even death may die…
  • 
  A comprehensive catalog of beings that once ruled 
  the world, and may yet again. The possessor can cast 
  any spell with the word summon in it, except sum-
  mon monster and summon nature’s ally. The PC for 
  each is the spell level +1.  The price for casting is the 
  spell level in Constitution points.  Only 1 spell per 
  day may be used to restore lost Constitution points.  
  In addition, the holder gains the feat Spell Focus, or 
  Greater Spell Focus, whichever they choose.  Finally, 
  the owner is attacked by a random madness each 
  week (use table on Pathfinder Gamemastery Guide) 
  and may accumulate any number of insanities.
  Ponape Scriptures (tanned palms leaves bound in 
  extinct cycadean wood) EDF 5
  “…Mu is gone, beloved Mu, come back, our home above 
  the sea, our lost people…”
  • 
  A lesser translation of the Zanthu tablets, they can be 
  used to animate dead and pass without trace 1/ay, the 
  legend lore ability limited to 1/month.  The penalty 
  to fear saves is -1.
  Pnakotic Manuscripts (5 scrolls on shantak-hide, 
  fairly bulky) EDF 7
  “…Oh Voormi, Oh Men of Lomar, listen ye to the wisdom 
  of the Great Ones, the Yith…”
  • 
  Covers a wide range of knowledge, descriptions of 
  beings, esoteric facts, ancient history, much before 
  the arrival of man. The possessor can use all Knowl-
  edge skills untrained, rolling twice and using the best 
  result.  Any 1 or 20 results in a +10 Cosmic Atten-
  tion roll.  If it is used at all in a month, count as a 
  PC of 3.
  Revelations of Glaaki (nine bundles of thick wooden 
  sheets, bound by silver wire) EDF 8
  “…Glaaki, we hunger for your presence, the poison that 
  sustains, we hunger, Glaaki…”
  • 
  Scratched down by the claws of ghoulish worshipers 
  of an ancient, sleeping being, capable of possessing 
  their minds and bodies.  The owner can command 
  undead (PC 2) and can cast magic jar 1/day (PC 5) 
  These documents detect as evil, as does their pos-
  sessor, who takes damage from positive energy as an 
  undead does.
  Seven Cryptical Books of Hsan (7 silver dragonhide 
  scroll-tubes with parchment scrolls) EDF 3
  “…for we exist now, as we will exist, did exist, and have 
  always- in all ways- existed…”
  • 
  Considering all seven together (PC 3) allows any 
  reader to cast divination at CL 10. They detect 
  strongly of divination magic and good; any Cosmic 
  Attention rolls will bring the attention of a CR +1 of 
  a paladin, monk, or cleric, of LG or LN alignment.  
  They will insist on recovering the documents by trial 
  of combat.  No negotiation.
  
  — 42 —
  Testament of Carnamagos (pale horsehide with bind-
  ings of hinged bone) EDF 8
  “…Quachil Uttaus, Keeper of Ages, Treader of the Dust, 
  grant me power over my foes..”
  • 
  The possessor immediately gains the bloodline pow-
  ers of one of the following bloodlines:  Aberrant, 
  Abyssal, AccursedUM, Destined, DreamspunAPG, Pro-
  teanAPG, or StarsoulAPG.  Abilities used are equivalent 
  in PC.  The owner can use death knell 3/day (PC 3) 
  but also ages twice as fast as normal.
  Unaussprechlichen Kulten [Unspeakable Cults] 
  (heavy leather cover with iron hasps)  EDF 10
  “…es ist Geschrieben, es ist Verboten; nein!  Aber nicht fur 
  mich…”
  • 
  The possessor immediately gains the domain powers 
  for one of the following: Dark TapestryB4, Knowl-
  edge, Madness, NightmareAPG, or VoidB4.  Using 
  one of the powers is a PC 2.  Reading from it to a 
  target can cause fear, function as a ray of sickening or 
  enthrall up to twice/day. (PC 2)  The owner becomes 
  permanently shaken after the first Cosmic Attention 
  roll, result or not.
  Zanthu tablets (12 tablets of black jade) EDF 10
  “..three vast black heads rising from the chasm- not heads, 
  but the god’s fingertips!...”
  • 
  A history of the lost continent of Mu and its people, 
  destroyed by the Elder Gods.  The owner of the tab-
  lets can cast reincarnation (PC 5) and find the path 1/
  day. (PC 5) An hour of study can also affect a legend 
  lore 1/week (PC 4)  The owner of the Zanthu Tablets 
  becomes permanently -2 to saving throws vs. fear.
  d%
  Cosmic Attention
  01-75
  No result (except for a creepy feeling of 
  being watched…)
  76-79
  3-8 ZoogsB3
  80-83
  1-4 ghouls or 1-3 GhulsB3 (CR of owner 
  plus template)
  84-86
  2-7 gillmenARG
  87-89
  3-6 dark creepers
  90
  1 dark slayer
  91-94
  1 dark stalker and 2-5 dark creepers
  95-99
  2-3 serpentfolkB2
  100-102
  1 elder thingB4
  104-106
   1-2 mi-goB4
  108-113
  1 aboleth (or roll again if not near water)
  114-116
  1-2 denizens of LengB2
  117+
  1-2 hounds of TindalosB2
  At the DM’s discretion, Cosmic Attention can be in the 
  form of Cultists pursuing the party, with a CR equal to 
  the possessor; they may not necessarily be hostile, just 
  desirous of obtaining the document and eliminating 
  competitors.
  Other Lovecraftian Magic Items
  In Lovecraft fantasy gaming, magic items are typically 
  one-of-a-kind, and quite rare.  The assembly-line nature 
  of magic item creation is definitely not prevalent!  Char-
  latans may offer shops full of ‘magical objects’ but the 
  vast majority of them are fakes, even the low-level ones.  
  In Lovecraft Fantasy, a 0-level potion should seem like 
  a wonder, a magical dagger a priceless heirloom, and a 
  magic wand the object of ages of searching.  The cor-
  nucopia of Wondrous Items may all be present, in the 
  world, but it is likely that they are the only ones of their 
  kind in existence.  To emphasize this singularity, many 
  of the standard magic items have given names, either 
  referring to a place or a person- thus, a large container of 
  dust of appearance could be called the powder of Ibn-
  Ghazi, a simple +1 dagger could be the druidic sacrificial 
  knife, and an elemental gem could be the ruby of R’lyeh.  
  Unlike standard magic items, they usually have an ap-
  pearance giving a definite clue to their function, though 
  perhaps not the function that is first thought.  The key 
  is to avoid the run-of-the-mill existence of such things, 
  which will cause the owner to feel truly favored by the 
  unknowable gods.  
  Item
  Description
  Title
  +2 shield
  A 2 ft. diameter 
  seashell, with a 
  handle
  shield of the Elder Gods
  +1 leather 
  armor
  A slick bodysuit 
  made from an 
  unknown hu-
  manoid’s skin
  dark ghoul’s raiment
  +1 mace
  A chunk of 
  glowing stone 
  on a crude 
  wooden handle
  starstone club
  
  — 43 —
  potion of 
  polymorph
  A golden liquid 
  in an ancient 
  flask
  elixir of the shoggoth
  wand of 
  levitation
  ebony stick 
  encrusted with 
  silver runes
  the air-fiend’s wand
  ring of spell 
  storing
  heavy silver ring 
  with tiny death’s 
  head
  Otis Malbon’s ring                               
  staff of heal-
  ing
  wooden staff 
  with everpresent 
  blossoms
  staff of the Spring God
  rod of the 
  aboleth
  green metal, 
  with three rubies 
  in the end
  rod of the fishy lords
  robe of bones a soiled black 
  robe with a 
  white collar
  Father Jeswick’s robe
  boots of 
  elvenkind
  black slippers 
  that absorb light
  boots of the silent 
  servants
  Spell scrolls should be well hidden and guarded, per-
  haps disguised, and greatly prized.  To emphasize this, 
  and other Item Creation feats, the GM could impose 
  a timeline or limit to what items could be created with 
  Item Creation. Such limits could include item creation 
  only under the full moon, a GP or CL amount cap per 
  year (or lifetime…) or the introduction of quests to 
  obtain rare components.  Frustrated seekers could find 
  ways around this limit, such as allying with summoned 
  outsiders to give aid, or making deals with even fouler 
  beings.
     Below is a short list of adapted magic items from 
  Lovecraftian sources, to add flavor to your Lovecraftian 
  fantasy campaign.  Possession of any of the items below 
  also aid practitioners of magic with their ‘craft’; they add 
  ½ of their CL to the Will saving throw to successfully 
  cast a spell, with a minimum of +1.   
     Another suggestion is using ‘idols’ or statues of strange, 
  otherworldly beings as a type of ‘spell-in-a-can’, uniden-
  tifiable, but potent holders of hidden magic.  Reading 
  the inscription on a statue of a fish-headed man, and 
  having a fire elemental suddenly appear (summon mon-
  ster IV) is more macabre than buying a summon mon-
  ster IV spell scroll at the magic store…
  BLACK IDOL
  Aura unrecognizable; CL special
  Slot none; Weight 3 lbs.
  DESCRIPTION
  There are probably a dozen or so of these, in short-lived 
  possession, in forgotten troves, and at the bottom of the 
  sea.  Composed of obsidian or ebony, these small idols 
  sit on a base with ancient runes on them; the being they 
  represent may or may not be any known in the current 
  reality... A Linguistics 30 check or comprehend languages 
  will reveal the idol’s benevolent power—no check need 
  be performed when casting a spell, it is always successful, 
  with maximum variables, if they apply.  
     The drawback, kept secret by the GM until necessary, 
  is that the Wisdom damage is automatic, and undetected 
  by the user unless he figures out that his Wisdom score 
  is dropping, affecting skills and saves.  When the owner 
  reaches 0 Wisdom, he goes insane and completes one last 
  task before becoming catatonic; drizzling his blood on 
  the idol and chanting the unpronounceable name upon 
  it, the idol summons beings from the Cosmic Attention 
  table, with a +25 modifier, attempting each round until 
  ‘something’ appears.
  LAMP OF ALHAZRED
  Aura strong divination; CL 10th
  Slot none; Weight 3 lbs.
  DESCRIPTION
  This appears to be an old oil lamp, such as would be 
  used to give light to a reader in a dark room.  Barely 
  visible etchings cover its surface.  Similar to the crystal 
  ball of fortune tellers, the lamp can be used to scry on a 
  creature or location, but once a day for up to10 minutes.  
  There is no limit to distance, even extraplanar, and the 
  target receives no saving throw.  The viewer, however, 
  must make a Will saving throw equal to 10 plus the 
  scryed creatures’ CR, or be noticed by that creature.  If 
  noticed, the observed creature may halt the scrying, or 
  cast a single spell through the connection.
  MNAR STONE
  Aura moderate enchantment; CL 5th
  Slot none; Price 1,800 gp; Weight 1 lb.
  DESCRIPTION
  On of the few items of power that is easy to manufac-
  ture and use against the various horrors of the world and 
  beyond, a mnar stone physically resembles a smaller, 
  smoother sign of the elder gods.  Brandished against 
  a target, the mnar stone can cast bane any number of 
  times per day, but only once per opponent, and affecting 
  only that opponent, instead of the ‘burst’ area effect of 
  the spell; Will 16 negates.  A mnar stone also serves as an 
  ‘eldritch focus’ for investigators (inquisitors).
  
  — 44 —
  CONSTRUCTION 
  Requirements Craft Wondrous Item, bane, Cost 900 gp
  PENNANT OF THE YELLOW SIGN
  Aura strong enchantment; CL 10th
  Slot none; Weight 5 lbs.
  DESCRIPTION
  This old, embroidered black cloth may or may not be 
  attached to a pole or staff when found.  The sign upon 
  it, in yellow-gold thread, will at first be unfamiliar to all.  
  All those within 30 ft. of the pennant and allied with its 
  holder cast their spells at +1 caster level; they also suffer a 
  -1 penalty to Will saves.
  SIGN OF THE ELDER GODS
  Aura strong abjuration; CL10th
  Slot none; Weight 1 lb.
  DESCRIPTION
  This appears to be an ancient, grey, round stone with the 
  faint inscription of a five-pointed star on it.  When held 
  firmly in the hand, it confers the effects of protection 
  from evil upon the holder; it also imposes a 5% arcane 
  spell failure chance.  Worshippers of the Elder Gods also 
  receive protection from chaos from the sign of the Elder 
  Gods.
     It is said that there are many of these signs in secret 
  places of the earth, though no more than a handful have 
  been seen by mortals.
  SCRIPT OF THE VOORISH SIGN
  Aura faint abjuration; CL 1st
  Slot none; Price 1,000 gp; Weight —
  DESCRIPTION
  These ancient scrolls describe the precise method of 
  making the magically useful Voorish sign- (fifth and 
  index fingers up, third and ring fingers down with the 
  thumb closed on them; tracing an equilateral triangle 
  of 6 inches).  It crumbles when read and the procedure 
  cannot be taught to others.  When one round is spent 
  making the sign, the spell  subsequently cast gains +1 to 
  the DC of its save.  This sign may also be used as an ‘el-
  dritch focus’ by investigators (inquisitors), but does not 
  bestow its primary effect in this case.  Though it cannot 
  be currently transcribed, the script is sometimes found in 
  antiquarian shops and libraries.
  SILVER KEY
  Aura strong transmutation; CL 20th
  Slot none; Weight ½ lb.
  DESCRIPTION
  This item seems to be a heavy silver key with a stylized, 
  runic ‘H’ upon it. The key’s typical power is to cast 
  legend lore once per day, with a casting time of 1 round, 
  and a playback time of the same.  If a sleep spell (or the 
  equivalent, such as deep slumber) is cast upon the user 
  during this time, they will actually be able to travel in 
  time!  This power is only usable once per moon-cycle, 
  and will eventually attract the attention of a bythos aeon 
  (5% chance per use, cumulative).  The details and conse-
  quences of time travel are left up to the GM.
  VOORISH TALISMAN
  Aura moderate, multipe disciplines; CL 13th
  Slot neck; Weight 1 lb.
  DESCRIPTION
  This rather repellent chunk of tarnished brass vaguely 
  resembles a hand in the ‘Voorish sign’ position.  There 
  are said to be at most a dozen in circulation.  It has the 
  following powers: true seeing 1/day, ghostbane dirge 1/
  ay, alter self 1/day.  If all three abilitie sare used in one 
  day, the user must take 1 point of Wisdom damage, and 
  cannot use any spells for the rest of the day.  The talis-
  man may be used as an ‘eldritch focus’ by investigators 
  (inquisitors).
  
  — 45 —
  Spells
  The Lovecraftian universe made no distinction between 
  the arcane and the divine. Magic was the province of 
  whoever possessed the intelligence, desire and depravity 
  to master it, and might appear as a dispensation of the 
  gods or the result of corrupt delving. Lovecraftian spells 
  most often fell into the schools of abjuration, divination 
  and necromancy. Healing magic and flashy spells such 
  as lightning bolt and flame strike did not exist in Love-
  craft’s universe.
     Magic has a price, as well.  Any spell cast by a character 
  requires a Will saving throw of 10 plus the spell’s level.  
  Failure (always, on a 1) means that the knowledge used 
  to cast the spell has eroded the caster’s sanity, causing the 
  loss of 1 point of Wisdom per spell level- a 0-level spell 
  that fails, simply fails.  Magic items or eldritch docu-
  ments also require this saving throw, using the PC level 
  of the spell effect as the “spell level” rather than the spell 
  level of the abilit.
     In a Lovecraftian universe all casters choose from the 
  spell list below. If characters in a campaign discover new 
  spells, any caster may use those spells provided they are 
  of the appropriate level.
  0th Level Spells
  arcane mark, bleed, create water, dancing lights, detect 
  magic, disrupt undead, ghost sound, know direction, light, 
  mending, message, read magic, stabilize
  1st-Level Spells
  animate rope, bane, calm animals, cause fear, charm 
  animals, chill touch, command, death watch, decompose 
  corpseUM, detect aberrationAPG, detect undead, disguise self, 
  doom, endure elements, erase, faerie fire, hide from animals, 
  hide from undead, hold portal, ill omenAPG, jump, magic 
  aura, mount, obscuring mist, pass without trace, restore 
  corpseUM, silent image, summon minor monsterUM, sum-
  mon monster I, summon nature’s ally I, touch of the seaA{G, 
  unseen servant, ventriloquism, youthful appearanceUM
  2nd-level Spells
  animal messenger, animal trance, arcane lock, augury, 
  blood transcriptionUM, calm emotions, chill metal, com-
  mand undead, continual flame, darkness, death knell, des-
  ecrate, detect thoughts, enthrall, feast of ashesAPG, fire trap, 
  fog cloud, ghoul touch, glitterdust, gust of wind, heat metal, 
  hold animal, hold person, hypnotic pattern, knock, locate 
  object, mad hallucinationUM, make whole, minor image, 
  misdirection, obscure object, phantom trap, remove paraly-
  sis, resist energy, restoration (lesser), rope trick, scare, see 
  invisibility, share memoryUM, shatter, silence, skinsendUM, 
  soften earth and stone, status, summon monster II, sum-
  mon nature’s ally II, summon swarm, tree shape, unnatural 
  lustUM, wood shape
  3rd-level spells
  age resistance (lesser)UM, animate dead, arcane sight, beast 
  shape I, bestow curse, blindness/deafness, clairaudience/
  clairvoyance, contagion, continual flame, cup of dust, 
  daylight, deep slumber, deeper darkness, diminish plants, 
  dispel magic, dominate animal, explosive runes, gentle 
  repose, halt undead, illusory script, invisibility purge, keen 
  edge, locate object, magic circle against evil, major image, 
  marionette possession, meld into stone, neutralize poison, 
  nondetection, obscure object, phantom steed, plant growth, 
  poison, quench, remove disease, sands of time, secret page, 
  sepia snake sigil, slow, speak with plants, speak with dead, 
  stinking cloud, stone shape, suggestion, summon monster 
  III, summon nature’s ally III,  vampiric touch
  4th-level spells
  age resistanceUM, arcane eye, antiplant shell, beast shape II, 
  black tentacles, blight, charm monster, command plants, 
  confusion, control summoned creatureUM, control water, 
  crushing despair, death ward, detect scrying, dimension 
  door, dimensional anchor, discern lies, dismissal, divination, 
  enervation, fear, fleshworm infestationUM, geas (lesser), globe 
  of invulnerability (lesser), hallucinatory terrain, illusory 
  wall, locate creature, mnemonic enhancer, phantasmal 
  killer, planar ally (lesser), poison, rainbow pattern, rein-
  carnate, remove curse, repel vermin, rusting grasp, scrying, 
  sending, shadow conjuration, solid fog, spell immunity, 
  stone shape, summon monster IV,  summon nature’s ally IV, 
  touch of slimeUM, true formAPG, unholy blight
  5th-level spells
  baleful polymorph, beast shape III, break enchantment, 
  command, greater commune, contact other plane, con-
  trol winds, disrupting weapon, dominate person, dream, 
  fabricate, false vision, feeblemind, greater age resistanceUM, 
  hold monster, insect plague, mage’s faithful hound, mage’s 
  private sanctum, major creation, mind fog, mirage arcana, 
  nightmare, passwall, persistent image, planar binding 
  (lesser), plane shift, raise dead, secret chest, seeming, send-
  ing, shadow evocation, slay living, spell resistance, summon 
  monster V, summon nature’s ally v, telekinesis, transmute 
  mud to rock, transmute rock to mud, true seeing
  6th-level spells
  analyze dweomer, antilife shell, antimagic field, banish-
  
  — 46 —
  ment, beast shape IV, contingency, create undead, circle of 
  death, dispel magic (greater), eyebite, find the path, flesh 
  to stone, forbiddance, geas/quest, globe of invulnerability, 
  guards and wards, harm, iron wood, legend lore, mage’s 
  lucubration, move earth, permanent image, planar ally, 
  planar binding, programmed image, repulsion, spellstaff, 
  shadow walk, stone to flesh, suggestion (mass), summon 
  monster VI, summon nature’s ally VI, undeath to death, 
  veil, windwalk, word of recall
  7th-level spells
  arcane sight (greater), circle of clarityUM, control undead, 
  control weather, creeping doom, destruction, ethereal jaunt, 
  finger of death, hold person (mass), insanity, instant sum-
  mons, phase door, plane shift, power word (blind), project 
  image, refuge, repulsion, scrying (greater), sequester, shadow 
  conjuration (greater), simulacrum, spell turning, statue, 
  summon monster VII, summon nature’s ally VII, waves of 
  exhaustion, vision
  8th-level spells
  antimagic field, antipathy, binding, charm monster (mass), 
  clone, create greater undead, demand, dimensional lock, 
  discern location, earthquake, irresistible dance, maze, mind 
  blank, moment of prescience, planar ally (greater), pla-
  nar binding (greater), power word (stun), protection from 
  spells, screen,  shadow conjuration (greater), spell immunity, 
  greater, summon monster VIII, summon nature’s ally VIII, 
  sympathy, temporal stasis, trap the soul
  9th level spells
  astral projection, dominate monster, energy drain, ethere-
  alness, foresight, freedom, gate, hold monster (mass), im-
  plosion, imprisonment, interplanetary teleportUM, mage’s 
  disjunction, power word (kill), refuge, shambler, shades, 
  soul bind, summon monster IX, summon nature’s ally IX, 
  teleportation circle, wail of the banshee, weird
  Spells Found in Text Form
  The following spells are only found in hidden and se-
  questered volumes in forgotten libraries, treasure troves, 
  or written in blood on the walls of rooms of ‘former 
  seekers’... They cannot be automatically added when a 
  character gains a level. Casters who gain spells instinc-
  tively, like summoners, sorcerers and oracles, must keep 
  the text spell until they gain a level, whereby they can 
  add it to their repertoire in an unwholesome ritual.
  Level 1—litany of slothUC, litany of weaknessUC
  Level 2—litany of defenseUC
  Level 3—glyph of warding, litany of eloquenceUC, litany of 
  entanglementUC, litany of righteousnessUC, litany of wardin-
  gUC, symbol of mirroringUM
  Level 4—litany of escapeUC, litany of sightUC, symbol of 
  revelationUM, symbol of slowingUM
  Level 5—litany of thunderUC, litany of vengeanceUC, sym-
  bol of pain, symbol of scrying, symbol of strikingUM, symbol 
  of sleep
  Level 6—greater glyph of warding, litany of madnessUC, 
  symbol of fear, symbol of persuasion, symbol of sealingUM
  Level 7—symbol of stunning, symbol of weakness
  Level 8—symbol of death, symbol of insanity
  Level 9—symbol of strife, symbol of vulnerability
  The “Forbidden Spell”
  Magic spells should not always be useful or pro-
  ductive.  Some spells are created by those trying 
  to “learn what man was not meant to know…” 
  or to achieve power that they are unable to con-
  trol.  These are not spells in the format of those 
  found in wizard’s books- or even in the pages of 
  eldritch documents they are  singular magical 
  formulae which nothing less than a DC 25-30 
  Spellcraft check could reveal anything other than 
  its title and “intended” purpose.  A Spellcraft 
  20 check can reveal that much, if a read magic 
  spell is cast upon it.  In terms of old-fashioned 
  tabletop games, it is a “cursed scroll”!  If an 
  attempt is made to willingly cast the spell, dire 
  result should inevitably take place; here are some 
  examples of casting “forbidden spells”.
  • 
  Dho-Na Formula: To see an ancient city 
  buried at one of the poles of the world. Di-
  rect result: The caster and all of his allies are 
  transported there, immediately.
  • 
  Immortality: To become immortal. Direct 
  result: The caster’s body withers to dust, his 
  soul gains the permanent ability to use magic 
  jar 1/day, successfully cohabiting target bod-
  ies with their soul, with a duration of 1 day/
  level.
  • 
  Summon the Gate-Keeper: To summon 
  a powerful dimensional being that knows 
  everything and can tell the caster.  Direct 
  Result: A mass of hyper-intelligent shining 
  globes appears, and the caster’s Int and Wis 
  are drained to 0; 50% chance of it consum-
  ing everyone nearby.
  
  — 47 —
  Monstrous Things
  “...For crouched within that cen-
  turied coffin, embraced by a 
  close-packed nightmare retinue 
  of huge, sinewy, sleeping bats, 
  was the bony thing mu friend 
  and I had robbed; not clean and 
  placid as we had seen it then, 
  but covered with caked blood 
  and shreds of alien flesh and 
  hair, and leering sentiently at 
  me with phosphorescent sockets 
  and sharp exsanguined fangs 
  yawning twistedly in mockery of 
  my inevitable doom.  And when it 
  gave from those grinning jaws 
  a deep, sardonic bay as of some 
  gigantic hound, and I saw that 
  it held in its gory filthy claw 
  the lost and fateful amulet of 
  green jade, I merely screamed 
  and ran away idiotically, my 
  screams soon dissolving into 
  peals of hysterical laughter...”
  From “The Hound” H. P. Lovecraft, 1922
  The world of Lovecraftian Fantasy tends to be humano-
  centric, for the purpose of emphasizing the eldritch, the 
  weird, the “out-of-the-ordinary”  The ‘normal’ people 
  of the setting believe, naively, that all is right with the 
  world, that there are no things that go bump in the 
  night…  Monsters tend to remain hidden, predating 
  by stealth, in “forbidden” areas, or tended to by mad 
  cultists.  Out-and-out slugfests with beasties is not the 
  point of this type of campaign!  Another major differ-
  ence is the rarity of humanoid and giant races, so much 
  at the forefront of standard fantasy role-play.  Capture 
  the flavor of Lovecraft by emphasizing the incredulity of 
  the populace to the slimy, the pointy-eared, the unname-
  able…
  Optional Horror Effect:
  If you want to emphasize the effects of the horrible ap-
  pearance and powers of some creatures, the GM may 
  optionally use this rule: any ‘fear’ effect that a creature 
  uses (such as barghests, boggards, cloakers, ghosts, kren-
  shar, mummies, yeth hounds and yeti) does Wisdom 
  damage equal to the monster’s CR, if the save is failed.  
  If the monster’s CR is higher than the PC’s, it does 1 
  Wisdom damage regardless of whether the save is suc-
  cessful!  Rather than simple catatonia when a PC reaches 
  0 Wisdom in this manner, the GM could rule, or use the 
  table in the GameMastery Guide to determine a random 
  madness that could affect a player character.
  Creature Types
  References will be made to those in the published besti-
  aries only, though the Pathfinder product “Wake of the 
  Watcher” contains many straight-from-Lovecraft adapta-
  tions.  Also refer to the new creatures contained in this 
  product.  It is perfectly acceptable to heavily modify, 
  combine, or outright invent monsters as needed- any 
  particular creature the players encounter may be unique, 
  from some other reality, or just... unknowable!
  Aberrations: Aberrations are very acceptable for Love-
  craftian play, especially as a cultic pet, object of wor-
  ship, or remnant of a dying race.  None would possess 
  a widespread culture, and virtually all would be com-
  pletely unknown to the public.  The sheer alienness of an 
  aberration might inspire hesitation in a PC meeting one 
  for the first time; if they fail to use a Knowledge skill to 
  recognize one, they would face a -4 penalty to initiative.  
  Even the carcass of an aberration would inspire fear in 
  the masses, and is worth 100 gp per hit die to a sideshow 
  or taxidermist (if still intact, GM’s option). But note:
  
  — 48 —
  • 
  Flumph: Though flumph are, themselves, aberra-
  tions, their universal purpose is to warn and help 
  worlds that are threatened by far worse than they.  
  Flumph have difficulty in getting humanoids to lis-
  ten to them, and that is just as likely in Lovecraftian 
  Fantasy.
  Animal: Any appropriate animal is acceptable, even di-
  nosaurs in a “lost world” pocket of the ‘dark continent’, 
  or an island lost to time.  Dire animals would be seen as 
  rare freaks, perhaps a sole specimen or a rogue mutant.  
  In civilized lands, any outlandish animal would garner 
  a lot of attention, such as a giraffe or a rhinoceros.  The 
  Hermit (druid) archetype would know the most about 
  strange beasts and animals.  Two animals are of note:
  • 
  Cats: At least 10% of cats have near-human intel-
  ligence and charisma; sometimes extending into an 
  entire community of these felines.  Some rare few 
  cast spells as a sorcerer.  They are, as regular cats, self-
  centered and look to their own or their clan’s welfare, 
  but see the use in working together to fight threats. 
  Cats may have contacts with the Elder Gods Bast 
  and Ulthar.
  • 
  Whippoorwills: Semi-intelligent, they have the 
  spell-like abilities of detect undead, deathwatch, and 
  have the ghost touch quality.   Certain hermits and 
  ‘ghost hunters’ train them, though some ascribe an 
  evil disposition to them.
  Constructs: Frequently made by ‘mad wizards’ or exist-
  ing as relics from a past era.  Homunculi and animated 
  objects can be found in many ‘haunted’ houses, as well 
  as the creepy Soulbound doll.  Golems can be present to 
  guard tombs, protect communities, or terrorize the vil-
  lagers from the mad ‘scientist’s’ castle…
  Dragons: Dragons in Lovecraftian Fantasy would be 
  extremely rare, the subject of myth and legend.  An indi-
  vidual who has seen a dragon would be feted in any pub 
  around!  Those that exist would be prone to long periods 
  of sleep in hidden caves, or perhaps be part of some dark 
  agreement of a sacrifice in exchange for non-molestation.  
  Psuedo-dragons and drakes may be thought of as ‘real’ 
  dragons, only to be corrected when ‘Black Ned Under-
  the-Hill’ wakes up after a thousand-year sleep.  In the 
  extremely remote ends of the world, some dragons may 
  still hunt and live as creatures of this reality…
  Fey: Fey exist in an uneasy truce with the ‘big people’, 
  helped in part by the relegation of the fey to ‘fairy sto-
  ries’ and old traditions carried on for centuries without 
  really knowing why… When a farmer says that gremlin 
  broke his plow, he usually doesn’t believe in them! The 
  fey know that humans have difficulty telling them apart 
  from monsters of legend, and keep out of their way.  
  The bad fey, on the other hand avoid people unless they 
  think they can defeat them without anyone knowing, 
  which will add to the sinister mystery.  The presence 
  of fey and the old stories and traditions help keep old 
  woodlands pristine and unlogged, with the odd helpful 
  Woodsman (ranger) to keep the human/fey relationship 
  cordial.  Fey are unaligned in the cosmic conflict that 
  rages beyond the eyes of men, preferring to protect their 
  own interests and that of the natural world.  It is not 
  unheard of for dryads to take part in grim rites in the 
  deep forest, or a nuglub gremlin to harass a cult of Old 
  One worshipers.  
  Humanoid: Humanoid races in Lovecraftian Fantasy are 
  much less prominent, relegated in the public mind to 
  much the same status as the fey; ancient and/or imagi-
  nary.  The long-lived elves and dwarves may remember 
  conflicts with them in generations past, and keep their 
  guard, but humans have largely forgotten them.  They 
  exist, now, mostly as remnants and last specimens of 
  lost races, in remote wildernesses and forgotten ruins, 
  shunned by superstitious locals.  Some do exist under 
  mankind’s noses, like bugbears, skulks and changelings, 
  while others have faded away, like hobgoblins, trolls, and 
  giants, though there might be one or two hidden away 
  somewhere…  The smaller races like kobolds and goblins 
  serve larger beings in the hidden places in the wilder-
  ness, small debased communities that sometimes have a 
  more ambitious throwback to more civilized times.  The 
  remaining orcs and ogres have had their blood watered 
  down with that of humans, and usually appear as ugly 
  backwoods primitives, with dim memories of the good 
  old, bad old days.  The underworld races live very deep, 
  indeed, in smaller than typical numbers, and seldom 
  come to the surface, bringing that much more fear when 
  they do; the derro, duergar, drow and dark folk typically 
  have their ancestral enemies or specific agendas that they 
  are concerned with, and follow them without concern 
  for ancient evil.  The exception is the derro, who em-
  brace insanity in any form, and occasionally, the drow, 
  who though they have their own gods, will dabble in any 
  process that brings them power.  Some of these races will 
  use disguise and deception to try and ‘pass’ as surface 
  races to achieve their ends.
  
  — 49 —
  • 
  Lizardfolk: Lizardfolk are more tangible to the 
  common mind, and are rooted out of any location 
  they are found, benign though they might be; this 
  is probably due to mankind’s association of them 
  with the serpentfolk, who are decidedly malignant.  
  Unfortunately, this has caused some lizardfolk tribes 
  to turn to the dark gods for power and protection, 
  creating an enemy where previously there was none.  
  Other reptilian races such as troglodytes and bog-
  gards enthusiastically aid sinister cults, and even 
  interbreed with them…
  • 
  Lycanthropes: Lycanthropes in Lovecraftian fantasy 
  are as common as in other milieus, with the ‘natural 
  lycanthrope’ being somewhat rarer.  Lycanthropes 
  typically struggle against their curse and attempt 
  to function in society, delving into dark magic to 
  provoke a cure.  Their association with the moon 
  often bleeds over into their daily lives, furthering 
  their strange obsessions.  Lycanthropes may associate 
  themselves with cults, but their habit of turning into 
  ravening monsters may curtail this.  The most likely 
  to do so are wererats, who cultivate hordes of rats, 
  often in large houses, for macabre ends.  A mousy ( 
  no pun intended) servant in an unquiet house with 
  rats in the walls may drive its owner mad…   
  • 
  Merfolk and Others: Finally, the ocean and its 
  humanoid inhabitants are largely unknown to 
  land-dwellers, except for the seafaring community, 
  who make landfall in strange places, and have had 
  opportunity to interact with the people of the sea.  
  Merfolk are present in the legends of remote shore 
  villages, usually iconoclasts that yearn to know of 
  land life.  Merrows, both fresh and salt-water are bo-
  gies to scare children, yet many port towns have nets 
  and jetties to repel them.  
  • 
  Skum: The race known as the Skum, or Ulat-kini, 
  are ready-made as heavies for Lovecraftian Fan-
  tasy.  They should be treated more as a character 
  race, with many Skum having class levels, and the 
  race in general having better than average access to 
  human settlements.  The Ulat-kini serve the Great 
  Old Ones, but sometimes rattle in their chains of 
  servitude, making bargains with the humans that 
  they coerce for more independence.  This race can be 
  addressed in many unique ways, and there are liter-
  ally thousands of the them in the deep part of the 
  oceans.  To their misfortune, the secretive race of lo-
  cathah are sometimes mistaken for these miscreants, 
  usually to the end of a tragic mistake, as the fish-men 
  are staunchly neutral.
  Magical Beasts: These creatures would be mostly found 
  on coats of arms and in heraldry books, but many of 
  those (gorgons, chimeras, hydras, basilisks, catoblepas, 
  hippogriff, griffon, phoenix, unicorn) would exist in 
  some remote fastness, kept in the deepest dungeon of  
  ancient family, or dependent on some condition of a 
  curse to leave its hidden lair.  Alternatively, some crea-
  tures might be part of the ecosystem of your particular 
  world, like hippos or orangutans.  For example, pegasi 
  could be the standard transport, or owlbears the top 
  predator of forests instead of ‘normal’ bears, and dark-
  mantles a common pest in caves.  Aquatic magical beasts 
  hit the theme nicely, with the legends of lake beasts 
  (water orms) sea monsters (kraken) or a single siren on 
  a lonely island.  Generally, a lot more solitary, and a lot 
  less common.
  Monstrous Humanoids: The small numbers and ten-
  dency to domination make this group very acceptable 
  for LF; gargoyles resting on creepy manors, the cursed, 
  half-human threat of lamias, medusa, and minotaurs, 
  the uncanny appearance of mongrelmen fit the genre 
  very well.  Serpentfolk make for an excellent ‘enemy folk’ 
  behind the scenes, with the advantage of being extremely 
  ancient and with better access to secrets, magic, and 
  ancient temples.  A humanish hag can throw a wrench 
  into any works.  Centaurs could fit in as an common 
  
  — 50 —
  non-humanoid race with a unique set of information, 
  distrusted and avoided by humans but acknowledged as 
  non-threatening.  Yeti are terrain-specific enough to be 
  a surprise danger, or the tools of a mountain-dwelling 
  sinister cult. The faceless nightgaunts are servants of the 
  Elder Gods, and can be found anywhere, serving their 
  obscure will.
  Oozes: Totally thematic shoggoth aside, most oozes fit 
  in well with Lovecraftian Fantasy, and should be used 
  in a way to maximize creepiness, perhaps having a giant 
  amoeba the result of a mad scientist devolving himself 
  into proto-matter, or an infernal machine that generates 
  gray oozes, left on in a dark castle.  Oozes are more fun 
  when there is a reason for them to be there, rather than 
  just a pudding waiting to happen.  
  Outsiders: Although summoned elementals are very 
  appropriate, the question of outsiders in Lovecraftian 
  Fantasy is very tricky, given that the conflict between 
  good and evil is less clear, moreso the conflict between 
  life and oblivion.  As such, the following are the most 
  genre-appropriate outsiders:
  • 
  Aeons: Thematically similar to the Elder Gods, nei-
  ther good nor evil, but striving for balance.  Invoked 
  correctly, they may be the closest thing the PCs have 
  to guardian angels or a benevolent (if uncaring) 
  hand.
  • 
  Astral Shark: A good predator for those in the astral 
  plane 
  • 
  Chaos Beast: Their cursed forms and dangerous 
  attacks portent an invasion by more directed beings, 
  and is a true harbinger of the coming of the Ancient 
  Ones. 
  • 
  Couatl: A rare, good-aligned beast, ancient and oc-
  casional minders of humankind.  Primitive people 
  revere them as gods or heralds of them, though 
  ignorant moderns often see them as serpentine 
  abominations!  Note that their resources are spread 
  very thin, and are not very dependable as a deus ex 
  machina.   
  • 
  Denizen of Leng: Probably a mastermind of some 
  plot, but rarely on the scene, left until the whole 
  mystery has been unwound. Frequently caught in 
  their side feud with the race of Leng Spiders. 
  • 
  Elementals: All types, all and sizes of elementals are 
  used by any and all sides in a conflict, though some 
  of the free-willed ones (belkers, crysmals, sandmen) 
  may have agendas of their own. 
  • 
  Genie: Extremely rare, found in bottles, trying 
  to twist wishes or inflict curses on mortal foolish 
  enough to try to control them.  They will be more 
  common in lands far  from the land of the PCs, with 
  alien methods of summoning and control.
  • 
  Hound of Tindalos: Naturally. The true origin of 
  the hound’ may be more relevant and discoverable in 
  LF roleplaying.
  • 
  Inevitable: Can be assigned the role of the ‘Hands’ 
  of the Elder Gods, and are the best representatives 
  of LN outsiders.  Note that the draconic rules of the 
  Inevitables can be applied to the PCs just as easily as 
  to cultists and evildoers. 
  • 
  Jyoti: With the sceaudinar, one of the sides for the 
  PCs to be caught between in a Negative/ Postive war.
  • 
  Kytons: A good example of a Lovecraftian LE be-
  ing, at least tangentially interested in humankind, 
  if only to promote sadism and organized evildoing, 
  and more appropriate than the militaristic devils 
  of typical play.  Kytons are interested in bargains, 
  sinister pacts, and indulgences of secret desires, all 
  very theme-based.  The setting’s notion of a ‘devil’ 
  opposing the main ‘good’ god is that of the Eremite 
  Kyton, called by commoners “The Bleeding One” or 
  “The Chained One” 
  • 
  Mephits: Side-effects of summoning elemental, or 
  directly summoned by a lower-level mage greedy for 
  power, mephits are almost impossible to control, 
  incredibly annoying, and have useful powers. 
  • 
  Oni: Appropriate, as the genies, as unfamiliar, 
  foreign phenomena brought to the setting by the 
  pesh-smoking stranger, dead in the alley with a 
  summoning scroll written in blood.  Their elemental 
  connections are remnants of a past era, parallel with 
  the Great Old Ones but not of them.  It is entirely 
  likely that the Oni, mostly unknown to these Outer 
  Beings, would gladly join an alliance.
  • 
  Proteans: These beings are of chaos, but not nec-
  essarily of evil, or of the destruction/ domination 
  bent of the Ancient beings from beyond.  As they 
  are nearly impossible to control, or even use a blunt 
  instrument against the peoples of the Prime Mate-
  rial, proteans are a wild card in the grand scheme of 
  things, and very dangerous to deal with.  The ‘Pro-
  tean Lords’ that rule their race actually predate the 
  Great Old Ones, for the most part, and are a differ-
  ent, if no less serious, threat to reality. 
  • 
  Qlippoth: The alien natures and hostile indiffer-
  ence of the abyssal Qlippoth race makes them ideal 
  as a substitute race for the moralistic-oriented CE 
  
  — 51 —
  demons of fantasy roleplaying.  Humans seek to 
  summon and control them, when their only goal is 
  destruction of humanity and re-assumption of their 
  superiority.  Their built-in horror ability should be 
  played up as much as possible.  The octopoid shoggti 
  are also apt.
  • 
  Soul Eater: A good example of a Lovecraftian NE 
  being, unconcerned with agenda, summoned or 
  released on an unknowing population.  Spellcasters 
  with knowledge of these beings would be pursued by 
  the law and/or church.      
  • 
  Titans: Though too powerful for ordinary play, a 
  titan, either Elysian or Thanatonic, could be a string-
  puller or motivator for character action, like a weaker 
  Elder God giving the PCs a hand up, or deceiving 
  them into destruction.                                            
  • 
  Vargouilles: A good low-level infestation to be 
  rooted out, especially effective if the party sees the 
  horrific transformation when the head of the host 
  drops off…   
  • 
  Xill: A good ‘otherwordly’ horror, especially in a 
  ‘bottle’ type scenario where the PCs cannot merely 
  flee from the extra-dimensional menace. 
  • 
  Wendigo: These winter spirits are dedicated servants 
  to the Great Old Ones, and tend to control many 
  humans in their area, who worship them, and many 
  lesser forms of elementals and undead.
  • 
  Xorn: These beings’ hunger for gems and met-
  als bring them in conflict with the Prime Mate-
  rial plane, but they take no sides in the conflict of 
  Ancient beings.
  Plant: Plant monsters suit the setting well because of 
  their seeming innocuousness, often existing in plain 
  sight of their potential victims.  Cultists often have a 
  good relationship with dangerous plants and fungi, and 
  use them to guard their secret places.  The vegetable race 
  of vegepygmies instinctively follow the Great Old Ones, 
  and their skill with negotiating with plants is legend-
  ary.  Rare and reclusive treants are always truly ancient, 
  perhaps immortal, and are rather more distrustful and 
  hostile than typical treaents, seeing the ascendancy of 
  man as a disturbing thing.  Though Lovecraftian Fantasy 
  archetypes for druids have been given in this text, ‘true’ 
  druids do exist in Lovecraftian Fantasy, throwbacks to an 
  earlier age that can fight against, or zealously champion, 
  the goals of plant and fungi monsters…
  Undead: These beings are common in Lovecraftian 
  Fantasy, often the result of human evil that could not be 
  let go, even in death.  Wizards frequently create undead 
  to serve their own ends, which backfires on them as 
  often as can be expected.  Ghouls are somewhat differ-
  ent in this setting, being more humanlike, running the 
  blade somewhere between life and death, the shadowy 
  underworld and the moonlit surface… Sorcerers that 
  possess the Undead bloodline are typically half-ghouls, 
  that may grow into adulthood without knowing their 
  true heritage; see the special ghoul Feat rules in “Clas-
  sic Monsters Revisited”  The intelligent undead are not 
  quite as self-determined as in typical fantasy roleplay, as 
  they owe their continued existence to darker powers that 
  have specific plans and agendas, and the undead are typi-
  cally tools of these powers.  A lich, in this case, may be a 
  being defiant of the ancient powers, just as much an op-
  ponent of the Great Old Ones as a band of adventurers.
  Vermin: Giant vermin are considered much the same 
  as dinosaurs in this setting, existing in pockets of wil-
  derness that time forgot, or as the result of some mad 
  wizard’s experiment, not necessarily the common ‘ani-
  mals’ that are present in most settings. Common folk 
  would be more likely to see them in menageries than in 
  the wild.
  
  — 52 —
  Creature Templates for Lovecraftian Fantasy
  Though creepy monsters are readily available to chal-
  lenge players, adding an unknown template to a monster 
  can keep them guessing.  Here are some templates that 
  give a Lovecraftian flavor to even ordinary beasts, people 
  and monsters, and can surprise even the most jaded 
  adventurer…
  Batrachian
  “Ahaz Hill was a strange fellow, hunched and weak in the 
  arms, and walked with an odd gait.  He had fleshy lips, and 
  strange grooves in the side of his neck…”
  This is an inherited template applied to humans, demi-
  humans, humanoids and monstrous humanoids.  Beings 
  with the batrachian template tend to live together in 
  communities, often isolated, though a single batrachian 
  can pop up when the bloodline runs high.  Their ances-
  tors mated with froglike beings from under the sea or on 
  remote islands, to further arcane power for both races.
  CR: As base creature.
  Senses: Gains low-light vision, eyes protrude more than 
  normal.  Middle-aged batrachoids have light sensitivity.  
  Old batrachoids have light blindness.
  Skills: Batrachoids gain +5 racial bonus to Acrobat-
  ics when jumping, +1 racial bonus per age category to 
  Knowledge (history) and Knowledge (religion) checks, 
  +2 to Swim checks and Disguise checks, and gain Aquan 
  as a bonus language.
  Abilities: Change from base creature as follows; Str -2, 
  +2 to Wis or Int.
  Elemental Affinity: Batrachoid sorcerers with the 
  Aquatic (or Seaborn) bloodline treat their Charisma 
  score as 2 higher for all sorcerer class abilities.  Batra-
  choid clerics with the Water domain cast their Water 
  domain powers and spells at +1 caster level.
  Special: Venerable batrachoids stop aging, and lose all 
  aging ability penalties suffered, as long as they are im-
  mersed in salt water.  They gain the aquatic subtype, and 
  the amphibious quality.
  Cephalopoid
  “The cow’s eyes reflected strangely in the light of my lantern, 
  and then its head and gut burst asunder with grasping, 
  green tentacles…”
  This template can be applied to any mammalian crea-
  ture, and is brought about by a particular ceremony 
  performed by no less than three spell-casting cultists, 
  each casting a summon monster spell equivalent to the 
  hit dice of the target helpless creature.  Astral conditions 
  and certain magical tokens should be present as well.  A 
  dormant cephalopoid creature often has large green sores 
  on its body, and/or tendril-like structures on its face.    
     Each week, a cephalopoid creature must make a DC 
  10 Fort save, plus the number of spell-casters involved, 
  or add the aquatic subtype (gaining a swim speed equiv-
  alent to its move speed) and water dependency.  The DC 
  of this save increases by 1 each week.  It will then make 
  for the nearest body of water, no longer able to conceal 
  its tentacles…
  CR: Same as base creature +1.
  Senses: Gains low-light vision, its eyes will often glow 
  greenly.
  Damage Reduction: The creature gains DR 5/slashing 
  and piercing.
  Attacks/Damage: when the conditions set by the spell-
  casters are achieved (when an armored man comes into 
  the room, for example) tentacles will erupt from orifices 
  in the afflicted creature’s body, 1 for every week since it 
  was transformed.  Each has a reach of 5, is a secondary 
  attack, and does 1d3/1d4/1d6/1d8 damage [S/M/L/H].
  Abilities: Change from base creature as follows; Con +2, 
  Wis +2, Cha -2, Dex -2.  Afflicted creatures are immune 
  to spells of the charm subschool.
  Special: The template can only be removed by casting a 
  remove curse and a banishment or dismissal spell at the 
  same time on the creature.  A wish or limited wish will 
  also work.
  Pallid
  “The head of the monastery sat on a plump silken cush-
  ion, nothing of him visible but his eyes and pale hands, 
  the rest covered in yellow silk robes, a hookah bubbling 
  at his side…”
  This template is applied to any intelligent creature that 
  reads certain tomes, the knowledge of which infects the 
  body as well as the mind.  The skin gradually becomes 
  
  — 53 —
  very pale, almost to the degree of albinism.  An afflicted 
  creature gains an unlidded eye, from human to giant 
  size, as well as a stubby, maggot-like mouth on his torso, 
  and gains another of both every month thereafter.  After 
  1 year, the creature must make Fort and Will saves of 10, 
  increasing by 1 each month thereafter, or become a gib-
  bering mouther (q.v.)
  CR: As base creature+1
  Senses: Pallid creatures gain all-around vision, low-light 
  vision, and darkvision.
  AC: The pallid creature gets a +2 insight bonus to AC, 
  as long as no armor is worn.  They also gain uncanny 
  dodge, identical to the rogue’s ability.
  Special Defenses: Pallid creatures are immune to sleep 
  and illusions.
  Weaknesses: Pallid creatures save at -4 to hypnotism 
  spells, and blindness and power word blind spells do 1d6 
  points of damage per level of caster.
  Special Attacks: Seeing an individual Pallid creature re-
  veal its condition for the first time has the same effect as 
  touch of idiocy, with a sight range of 30 ft., and allows a 
  Will save of DC 10 plus ½ the creature’s hit dice (mini-
  mum 1) + the creature’s Cha modifier. Further viewings 
  have no effect.
  Abilities: -2 to Con, -2 to Cha.
  Skills: +4 to Perception and Intimidate, +2 to Sense Mo-
  tive and Disguise.
  TCHO-TCHO
  The diminutive black-skinned, hairless humanoids close in 
  with their glittering knives, their pointed teeth glistening in 
  anticipation of the imminent feast.
  TCHO-TCHO (CR 3; XP 800)
  CE Small humanoid (Tcho-Tcho)
  Init: +3; Senses low-light vision; Perception: +3
  DEFENSE
  AC 17, touch 15, flat-footed 13
  (+3 Dex, +1 dodge, +2 natural, +1 size)
  hp 19 (3d8+6)
  Fort +3, Ref +4, Will +3
  OFFENSE
  Speed 20 ft.
  Melee mwk machete +6  (1d4+1/19-20) or spear +3 
  (1d6+1)
  Ranged mwk blowgun +6  (1+poison) or spear +5 
  (1d6+1)
  Special Attacks cannibalistic frenzy
  Spell-Like Abilities (CL 3rd; concentration +6)
     2/day—doom (W-DC 14)
     At will—bleed (W-DC 14) 
  STATISTICS
  Str 12, Dex 16, Con 14, Int 8, Wis 12, Cha 16
  Base Atk +2; CMB +2; CMD 14
  Feats Weapon Finesse, Dodge
  Skills Stealth +9  Perception +3  Survival +5; Racial 
  Modifier +2 Perception, Survival +4
  Languages Aklo
  ECOLOGY
  Environment any
  Organization solitary, hunting party (2-5 + 1 beastling), 
  raiders (5-8 + 1-2 beastlings, 1 sorcerer of 3rd level or 
  cleric of 3rd level), or tribe (11-20 + 30% noncomba-
  tants 4 beastlings, 3 sorcerers or clerics of 3rd -8th level)
  Treasure Npc Gear (mwk blowgun, mwk machete, 
  spear, 6 doses ganglia paste, fetishes, other treasure)
  SPECIAL ABILITIES
  Cannibalistic Frenzy (Ex) Tcho-Tcho are cannibals first 
  and foremost.  An individual Tcho-Tcho that damages 
  a target gets +1 to damage rolls for every hit inflicted on 
  that target.  Healing to maximum hit points ends this 
  effect.
  Poison Use (Ex) Tcho-Tcho prepare a unique poison 
  from the fermented brains of their victims.  They are im-
  mune to its effects, and use it as a food delicacy.
     Ganglia Paste—injury; save Fort DC 14; frequency 1/
  round for 3 rounds; effect random madness for 2d6x10 
  minutes; cure 1 save
     Typical insanities inflicted by ganglia paste are Para-
  noia, Schizophrenia, and Phobia.  
  The degenerate and cannibalistic race of the Tcho-Tcho 
  have spread throughout the world, existing everywhere 
  from isolated mountain passes to tropical desert islands.  
  They lurk in caves under the earth, dark, dense jungles, 
  and even pass themselves off as stunted humans to infil-
  trate civilized society, all in the service of their dark gods.  
  No matter where they live, they are devotees of the Great 
  Old Ones, given dark gifts for their devotion in return 
  for their macabre rites.  They are lead by sorcerers and 
  clerics that typically follow the aquatic, aberrant, protean 
  
  — 54 —
  or Old Ones bloodline, and the religions of Rovagug, 
  Groetus, or Old Cults.
     Beastlings are Tcho-Tcho that have the gift of  
  shapechanging, replacing the doom spell-like ability with 
  beast shape I twice a day.  They typically do not carry 
  weapons, relying on a bite +6 with filed teeth for 1d2+1 
  plus grab when in normal form.
  TEUTHONIAN
  Flowing tentacles and a pulpy gray-black, elongated sack 
  of a body burst from the floor of the tunnel, glistening with 
  slime…
  TEUTHONIAN (CR 12; XP 19,200)
  NE Huge Aberration (earth)
  Init +7; Senses blindsense 60 ft., tremorsense 60 ft.; 
  Perception +16
  DEFENSE
  AC 21, touch 11, flat-footed 18 
  (+3 Dex, +10 natural, -2 size)
  hp 102 (12d8+48)
  Fort +8, Ref +7, Will +9
  DR 5/magic; Defensive Abilities aura of Shuddem-Ell, 
  body slime; Immune acid
  OFFENSE
  Speed 60 ft., burrow 30 ft.
  Melee bite +12 (2d6+5), 2 arms +12 (1d6+5 plus grab), 
  2 tentacles +10 (4d6+2/19-20)
  Special Attacks constrict (1d6+5), concealed tentacle, 
  create tremor
  STATISTICS
  Str 21, Dex 17, Con 18, Int 6, Wis 12, Cha 5
  Base Atk +9; CMB +16 (+20 grapple); CMD 29
  Feats Combat Reflexes, Improved Critical (tentacle) Im-
  proved Initiative, Lightning Reflexes, Multi-attack, Skill 
  Focus (Stealth)
  Skills Perception +16  Stealth +13  Survival +8 Climb 
  +13
  Languages Aklo
  ECOLOGY
  Environment underground
  Organization solitary or school (2-4)
  Treasure none
  SPECIAL ABILITIES
  Aura of Shuddem-Ell (Su) The God of the teutho-
  nians, Shuddem- Ell, sends its own protective vibrations 
  through the earth, manifesting themselves as a chant-like 
  resonance through a teuthonian’s body.  This guarantees 
  that a teuthonian can never achieve surprise, its aura be-
  ing audible at 60 feet.  This chant-like vibration creates 
  a continuous bless effect for each teuthonian.  This effect 
  can be dispelled, or suppressed with bane.
  Concealed Tentacle (Ex) In order to ambush enemies, 
  whether on the surface or in an underground space, a 
  teuthonian may use one or both of its main tentacle 
  arms to break the surface and attack independently.   
  Make an opposed Stealth check, and full attack bonuses 
  for the arms.  The armor class of the arms is increased to 
  23.  Typically 12 or more points of damage in a single 
  round will cause the tentacle to retract.  When used in 
  this way, the tentacle gains the drag (10 ft.) ability.
  Create Tremor (Ex) The passage of teuthonians causes 
  the earth to shake in their wake, in a radius of 40 feet.  If 
  on the surface, this creates a trip attack in a similar area. 
  Buildings and structures take 40 points of structural 
  damage. Multiple teuthonians add +2 per beast to the 
  trip attempt, and 10 to the structural damage.
  Slimy Body (Ex) The greasy gray coating of a teutho-
  nian protects it from the dangers of its subterranean 
  world, and helps it move through rock and soil. This 
  gives a teuthonian DR 5/magic,  endure elements, and 
  does 1d8 acid damage to any being that uses a successful 
  natural attack against it. Prolonged exposure to sunlight 
  (10 minutes or more) neutralizes this slime.
  These horrific subterranean aberrations are known 
  by scholars as teuthonians, but have many whispered 
  nicknames, such as rattlers, shakers, sand squids or just 
  those things. Teuthonians live for nearly a thousand 
  years, barring violent death, and reproduce infrequently, 
  in small clutches of slimy eggs—the same slime that 
  protects the adults.  Teuthonians are intelligent enough 
  to protect them, and even etch runes in their language in 
  cavern walls to warn off sentient intruders.  They move 
  through the depths of the earth, their agendas unknown, 
  possibly communicating through their vibratory auras.  
  They are encountered primarily deep in the earth, but 
  infrequently come to lower-level caverns to feed their 
  slow metabolisms.  Very rarely, they will develop a taste 
  for man such so that they will hunt them on the surface, 
  usually in desert places or lost cities with some connec-
  tion with ancient lore.
     These creatures have a living god, Shuddem-Ell, like 
  them but Colossal in size, existing somewhere in the 
  depths of the underworld.  He communicates with all 
  of his children, create the disturbing ‘chanting’ that 
  precedes their kind.  The machinations of this cyclopean 
  menace are probably connected with the Great Old 
  Ones.
  
  — 55 —
  Ultimate Evil
  ‘Bigger’n a barn...all made o’ 
  squirmin’ ropes...hull thing sort o’ 
  shaped like a hen’s egg bigger’n 
  anything with dozens o’ legs like 
  hogsheads that haff shut up 
  when they step... nothin’ solid 
  abaout it- all like jelly, an’ made 
  o’ sep’rit wrigglin’ ropes pushed 
  clost together... great bulgin’ 
  eyes all over it... ten or twenty 
  maouths or trunks a stickin’ 
  out all along the sides, big as 
  stove pipes and all a-tossin’ an’ 
  openin’ and shuttin’, all grey, 
  with kinder blue or purple rings... 
  an’ Gawd in Heaven- that haff 
  face on top...’
  From “The Dunwich Horror” H.P. Lovecraft, 1929
  It would be a grave exclusion to leave out the most basic 
  force behind conflict in Lovecraftian Fantasy, the source 
  of cultic worship, and the mythos behind the Mythos.  
  Everyone knows that you cannot “punch Cthulhu”, 
  but when the actuality of meeting with such a being, or 
  even merely its avatar is possible, then there should be 
  some method of playing it.  This section gives a small 
  sample of Cthulhu Mythos beings, their typical servitors, 
  a typical scenario they would be involved in, and some 
  suggested rules for the involvement of the Mythos being 
  and how one could interact with “it”.
  GENERIC MYTHOS AVATAR
  CE Large outsider (chaotic, evil, extraplanar)
  Init +4; Senses blindsense 30 ft., darkvision 60 ft.; Per-
  ception +18
  Aura madness 30 ft. (W-DC 20, 1d4 rounds)
  DEFENSE
  AC 22, touch 12, flat-footed 19 
  (+3 Dex, +10 natural, -1 size)
  hp 105 (10d10+50)
  Fort +12, Ref +6, Will +12
  DR 10/lawful; Immune acid, cold, poison, mind-affect-
  ing effects
  OFFENSE
  Speed 20 ft., fly 20 feet (poor)
  Melee slam +15 (1d6+6), tentacle +10 (1d8+6 plus grab)
  Special Attacks breath weapon (varied type) 6d6 (R-DC 
  17)
  Spell-Like Abilities (CL 10th; concentration +15)
     3/day—symbol of fear (F-DC 21), symbol of insanity 
  (W-DC 23), symbol of pain (F-DC 20)
     At-will—command (W-DC 16), confusion (W-DC 19), 
  darkness, feeblemind (W-DC 20), summon monster IV
  STATISTICS
  Str 22, Dex 16, Con 20, Int 20, Wis 20, Cha 20
  Base Atk +10; CMB +17; CMD 30
  Feats Cleave, Great Fortitude, Improved Sunder, Power 
  Attack, Quicken Spell-like Ability (command)
  Skills Bluff +18, Fly +10, Intimidate +18,  Knowledge 
  (arcana) +18, Knowledge (planes) +18, Perception +18, 
  Sense Motive +18, Spellcraft +18, Stealth +12, Swim +19
  Languages Aklo; telepathy 100 ft.
  SQ Avatar
  SPECIAL ABILITIES
  Avatar (Su) An avatar is a type of temporary presence, a 
  projection of sorts, of powerful extraplanar beings.  De-
  stroying an avatar does not ‘kill’ the being, but prevents 
  it from contacting the Material Plane for a variable pe-
  riod of time, usually 1d100 years.  As such, avatars of a 
  Mythos being are less ‘in touch’ with the Material Plane, 
  and act as if staggered.  They are immune to other condi-
  tions, such as frightened, panicked, stunned or sickened.
  Madness (Su) Any creature within a 30 ft. radius of a 
  mythos avatar must succeed at a DC 20 Will save or be 
  confused for 1d4 rounds, and take 1d2 points of Wis-
  dom damage. Once a creature successfully saves, they 
  cannot be affected by that mythos avatar’s aura again for 
  24 hours.  As s free action, the avatar can suppress its 
  aura.
  
  — 56 —
  GENERIC GREAT OLD ONE
  CE Colossal outsider (chaotic, evil, extraplanar)
  Init +4; Senses darkvision 60 ft.; Perception +30
  Aura madness 60 ft. (W-DC 30, 1d6 rounds)
  DEFENSE
  AC 26, touch 2, flat footed 26 
  (+24 natural, -8 size)
  hp 356 (23d10+230); fast healing 10
  Fort +17; Ref +15; Will +20
  DR 15/lawful; Immune aging, death effects, disease; SR 
  33
  OFFENSE
  Speed 60 feet, fly 20 ft. (poor)
  Melee 2 claws +25 (2d8+19) or 2 tentacles +20 (2d8+10 
  plus grab)
  Special Attacks breath weapon (varied type) 12d6 (R-
  DC 27)
  Spell-like Abilities (CL 20th; concentration +27)
     3/day—imprisonment (W-DC 26), true seeing, bestow 
  curse (W-DC 21), mass suggestion (W-DC 23)
     At-will—command (W-DC 18), confusion (W-DC 21), 
  darkness, dispel magic, feeblemind (W-DC 22), summon 
  monster IV
  STATISTICS
  Str 32, Dex, 10, Con 30, Int 27, Wis 20, Cha 24
  Base Atk +23; CMB +41; CMD 50
  Feats Awesome Blow, Cleave, Critical Focus, Great 
  Fortitude, Improved Bull Rush, Improved Initiative, 
  Improved Sunder, Iron Will, Lightning Reflexes, Power 
  Attack, Quicken Spell-like Ability (command)
  Skills Bluff +30, Fly +12, Intimidate +30, Knowledge 
  (arcana) +20, Knowledge (engineering) +30, Knowledge 
  (planes) +30, Perception +30, Sense Motive +30, Spell-
  craft +30, Stealth +20, Swim +30
  Languages Aklo; telepathy 1 mile
  SQ as description
  What follows below are abstracted statistics and moti-
  vations for a few sample Great Old Ones from Love-
  craftian literature.  The modifications to the avatar and 
  generic Great Old One templates are given, as well as 
  some notes as to how a ‘campaign’ would come together 
  against the forces of a Great Old One.  The ‘Eldritch 
  Document’ percentage shows how likely one of those 
  metamagical tomes will be encountered in dealing with 
  the minions of the Ultimate villain, either in investiga-
  tion or as a prize in the lairs of those who serve the Great 
  Old One.  Alteration and imagination is, of course, 
  always the purview of the Game Master.
  Great Old Ones - Samples
  The following samples can be used to flesh out the ge-
  neric avatars and generic great old ones.
  ABHOTH
  No avatar, Init -4, no darkvision, AC 20, touch 8, 
  speed 5 ft. only, substitute slam for 2nd tentacle, breath 
  weapon is green slime every 1d8 rounds,  Dex 3; can 
  emit a gray ooze every 1d4 rounds, and a black pudding 
  every 10 rounds. Regenerates non-fire or magic damage 
  at 10/round.
  Abhoth is a protoplasmic Outer God, dwelling in a 
  cavern beneath the earth.  It is concerned with oozes, 
  puddings and slimes, and can sometimes form them into  
  pseudo-humanoids (use mimics) to carry out its will.  
  • 
  Opposing Abhoth means facing oozes and other 
  slimy horrors, and servitors and cephalapoid cultists 
  that seek to use gifts of Abhoth’s substance to further  
  their own power.  
  Abhoth’s Gift: Treat as an eidolon of appropriate CR, 
  a protoplasmic being that is under control of Abhoth’s 
  various servitors; humanoid mimics, diseased cultists,  or 
  a deformed monstrous humanoid.
  Eldritch Documents involved: Eltdown Shards (30%)
  CHAUGNAR FAUGN
  Add bleed 2 (4) to damage.
  Chaugnar Faugn appears as a grotesque, elephant-like 
  huge humanoid whose main concern is feeding on other 
  beings, the more intelligent the better.  He is the lord 
  of, and is served by, the tcho-tcho people and seems to 
  direct their actions and schemes.
  • 
  Opposing Chaugnar Faugn means facing the semi-
  human tcho-tchos, who are quite adept at disguise 
  and infiltration, and whatever schemes they have 
  devised to lure powerful and/or brilliant people to 
  ignominious ends. They have been known to dabble 
  in the control of undead, such as vampires and 
  ghouls.
  Eldritch Documents involved: Book of Eibon (40%), 
  Unaussprechlichen Kulten (40%),
  
  — 57 —
  CTHULHU
  Frequently uses avatars.  Add Swim speed 30 ft., cast 
  spells as a 10th (20th) level sorcerer, no fire, lawful, or 
  good spells OR a 10th/20th level telepath psionicist.
  Cthulhu appears as a squid-headed, leather-winged, 
  slimy humanoid, who is supposed to be sleeping in a 
  ancient city beneath the sea.  He is widely worshiped  
  and vigorously seeks to return the Great Old Ones to 
  ascendancy, through use of ritual and forbidden magic.
  • 
  Opposing Cthulhu means facing fanatical human 
  cults, decadent spellcasters, and incursions of aquatic 
  humanoids.  They will often seek to arrange for 
  large-scale cult meetings to enact summoning rituals.  
  Most cults will possess many scolls of power, and 
  probably a black idol.
  Eldritch Documents involved: Cthaat Aquadingen 
  (40%), Necronomicon (60%), Ponape Scriptures (50%)
  GLAAKI
  An avatar lives in a subterranean lake; the actual Great 
  Old One apparently resides “elsewhere”.  Add Swim 
  speed 30 feet and substitute three ‘spike’ attacks (with 
  grab), which do 1d10 gore damage and inject a poison 
  (as deathblade poison) that, if it kills its victim, turns 
  them into a juju zombieB2
  Glaaki appears as a huge, squat, toad-like fish covered in 
  sharp spikes. Its cavern lake is accessed by its juju zombie 
  servitors and petitioning cultists.  The cult is  local, and 
  may or may not have wider ambitions.
  • 
  Opposing Glaaki means facing insidious, long-held 
  and quiet cult, backed up by the strength of juju 
  zombies and ghoul minions. The cult is quick to 
  hide, but  if the cavern is discovered, the full power 
  of the cult will manifest.
  Eldritch Documents involved: Cultes des Ghoules 
  (40%), Revelations of Glaaki (70%)
  HASTUR THE UNSPEAKABLE
  Travels the world in human-sized avatar; can suppress  
  the aura of madness.  Can alter self at will, and spells 
  and abilities as a 10th level bard.  Typically wears yellow 
  and plays a flute in humanoid form.
     Hastur appears, in natural form, as a vast octopus-like 
  dragon with human features, but that form is almost 
  never seen; Hastur enjoys interacting with humanoid 
  kind, especially driving them mad through the use of the 
  arts.
  • 
  Opposing Hastur means dealing, often, with the 
  direct intervention of his avatar, as a leader of Pal-
  lid  bards and socialites.  The denizens of Leng often 
  serve him, as do moon-beasts, voornis, and other 
  weird, unearthly creatures, especially those that use 
  illusion and sound, especially music.
  Eldritch Documents involved: Necronomicon (20%), 
  The King in Yellow (80%)
  NYARLATHOTEP
  An enigmatic being “The Crawling Chaos”, that can 
  use shape change, enthrall, and dominate person at will, 
  and is always in avatar form, but not staggered.  De-
  stroying a shape-changed avatar cause Nyarlathotep to 
  resume a “Pharaoh” type humanoid form, with spells of 
  a 20th level sorcerer.  His many forms are distinctive and 
  unique, usually, and Nyarlathotep uses them to accom-
  plish goals, and to just toy with sentient life.
     Nyarlathotep appears often as a Southlander man in 
  regal attire, but has literally thousands of forms, many of 
  which he is worshiped in. Normal people are drawn  to 
  him, and those are who he prefers, creating vast armies.  
  He is not in the least human, though, and loves to con-
  sort with the weirdest monsters imaginable. 
  • 
  Opposing Nyarlathotep means dealing with nearly 
  any threat, as The Crawling Chaos is nearly impos-
  sible to contain or anticipate.  He does, however, 
  have to deal with the needs of the Great Old Ones, 
  which he resents, being the one being of their group 
  uncontained in the world.  Mass riots and impromp-
  tu armies, and weird monsters unleashed are typical 
  plots.
  Eldritch Documents involved: All documents (10%)
  SHUB-NIGGURATH
  A multi-tentacled, many-headed being with hooves, al-
  ways cloaked in a green mist (obscuring mist), with body 
  parts that look rather plant like.  Four or six tentacle at-
  tacks, and an entangle effect in constant effect. Weapons 
  must also be of cold iron to fully affect her.
     Shub-Niggurath is a sort of nature entity, with the 
  ruthlessness of nature in its most primitive and savage 
  forms.  She holds many forested shrines, stone circles,  
  
  — 58 —
  and places of sacrifice, and is all but queen of the fey- 
  few oppose her cult.
  • 
  Opposing Shub-Niggurath means dealing with all 
  sorts of fey, either eagerly evil or forced into service.  
  Dryads, treants, satyrs, and many others, as well as 
  her cult of humanoid druids- the elves have avoided 
  her for centuries.
  Eldritch Documents involved: Book of Eibon (50%), 
  Testament of Carnamagos (50%)
  SHUDDE’M’ELL
  A minor being, leader of the teuthonians, treat as a 
  double-sized teuthonian with spell powers, DR, and im-
  munities as above, with an aura of prayer at all times.
     Shudde’M’ell appears as a gargantuan teuthonian, 
  glowing faintly and inscribed all over with arcane runes.  
  It lives at the core of the world, or near to it.  It is 
  worshiped by teuthonians, but it is not unlilkely that a 
  humanoid cult could spring up surrounding it.
  • 
  Opposing Shudde’M’ell means dealing with strange 
  physical conditions, earthquakes, landslides, building 
  collapses, and the like. If cultists have become in-
  volved, rooting them out and dealing with the actual 
  teuthonian beasts themselves- a monumental task.
  Eldritch Documents involved: Dhol Chants (40%), 
  Gharne Fragments (80%)
  YIG
  In avatar form only, but not staggered, without the aura 
  of madness and flying, and a bite attack for 2d6+6 and 
  poison: Sv DC 27 Fort, FQ 1/round for 8 rounds, Effect 
  1d3 Con, 1d3 Wis Cure 2 consecutive saves.  Yig cannot 
  fly, but typically carries a rod that combines the powers 
  of rulership and the viper.  Yig can use haste at will.
  Yig appears as a serpent-shaped man, fantastically 
  adorned in feathers and gold. Yig lives in a jungle set-
  ting, which may a construct of his cultist followers, who  
  have followed him for generations.  A classic ‘snake’ cult.
  • 
  Opposing Yig means dealing with snake cults, ser-
  pents and reptiles, who invade from the surrounding 
  countryside.  Cultists are efficient and methodical,  
  and many of them are serpentfolk, troglodytes, or 
  other reptilian races. Yig may even have coaxed a 
  dragon from its centuries’ sleep.
  Eldritch Documents involved: Seven Cryptical Books 
  of Hsan (30%), De Vermiis Mysteriis (30%)
  Y’GOLONAC
  Possesses would-be ‘high priests’ and turns them into 
  demi-avatars [half HD/hp, -5 to AC, saves, attack 
  bonus{two slams + bleed, no tentacle}, no summon 
  or symbol spells] His true form would be as an avatar, 
  sealed within an earthly labyrinth of ancient brick.
  Y’golonac appears as a bloated man with no head, and 
  gnashing mouths in his hands.  He and his adherents are 
  concerned with personal power, especially control over 
  others for their own pleasure.  Books are traps set by 
  Y’golonac and his human/demihuman academic cultists, 
  who often hide in plain sight.
  • 
  Opposing Y’golonac means dealing with depraved 
  human spellcasters who often have access to scrolls 
  beyond their ability to safely cast.  Dopplegangers 
  and faceless stalkers are often drawn to Y’golonac 
  and promises of a stable existence.
   
  Eldritch Documents involved: Pnakotic Manuscripts 
  (20%), Revelations of Glaaki (50%), Unaussprechlichen 
  Kulten (20%), Zanthu Tablets (20%)
  The Elder Gods
  The Elder Gods are mysterious beings who are said to be 
  the most powerful group of entities in the Universe (and 
  beyond) but are so far removed from the physical experi-
  ence that they can barely conceive of mortal existence 
  (and mortals of their nature!).  Though they (see their 
  bloodline in Section 2) are typically loath to interfere 
  with the affairs of mortals, there may be occasions, 
  engineered by players, NPCs, (or the GM, in a case of 
  deus ex machina) where their unknowably ancient, and 
  relatively benign hand might make itself known on the 
  Material Plane.  Eroded signs and symbols are found in 
  remote places that remind those that have the knowl-
  edge, that some passing force repressed the Great Old 
  Ones and the tyranny they wrought, but that ‘Force’ 
  may not be as interested in mortal life as once was 
  thought.  Here are some examples of Elder Gods, their 
  use in play, and the nature of this group of beings.
  
  — 59 —
  KTHANID 
  Said to be the exiled twin brother of Cthulhu, Kthanid is 
  as good as Cthulhu is evil, resembling him, except for his 
  radiant eyes.  Hiding in a distant dimension/world, he 
  opposes the Great Old Ones when he is able, usually in 
  subtle ways.  He is sometimes described as a protector of 
  the other Elder Gods, as they rescued him from a purge 
  by Great Cthulhu of his kin.  Kthanid uses the same 
  statistics as a Great Old One and their avatars, except for 
  the following.  He is Lawful Good, has DR 10/chaotic, 
  and his avatar and  material form make the following 
  spell replacements: symbols - dispelling, healing, revelation; 
  confusion with dismissal, darkness with daylight, feedble-
  mind with heroism, bestow curse with remove curse.  Con-
  tacting or summoning Kthanid would be very difficult 
  and risky, requiring a lot of magical skill and attracting 
  lots of the wrong sort of attention.
  NODENS
  The leader of the Elder Gods is said to be Nodens, Lord 
  of the Deep.  As the most human-like of the Elder Gods, 
  this may be only a human perception- he appears to 
  mortals as an ancient, aquatically themed humanoid 
  riding in a seashell pulled by enormous beasts, such as 
  linnorms and sea serpents; he has 2d6 nightgaunts with 
  him at all times.  In any case, the best way to game-
  represent Nodens is to use the monster statistics for a 
  pleroma aeon (Bestiary 2 p. 12) without the ability to fly.
     If the GM permits “Normal” clerics of the Elder Gods, 
  Nodens would be the chief god of their pantheon, with 
  the standard domains and subdomains as listed in the 
  sidebar on page 36.
  ULTHAR AND BAST
  These “younger” Elder Gods are described as such for 
  their interest in activities on the Material Place; they 
  are variously described as siblings, mates, or one being 
  the offspring of the other, at various times.  Ulthar is a 
  transient deity, something of a nature “God” who has 
  the characteristics of an Animal Lord (Bestiary 3 p 14) 
  of any type (at any given time)  but Cat Lord, a DR of 
  15/adamantine, fast healing 5, and the spell abilities of 
  a 10th level sorcerer. He is charged with keeping watch 
  over the machinations of the Great Old Ones, and the 
  places they are imprisoned.  His contentious partner is 
  Bast, who at some point decided to remain a Cat Lord 
  (with the same additions), and who has at times in his-
  tory been worshiped by humans, earning her the chagrin 
  of her fellow Elder Gods.  More selfish than Ulthar, she 
  typically only gets involved if cat-kind is threatened, or 
  if summoned by extraordinary means (and it better be a 
  good reason).  Catfolk and tabaxi are knowledgeable in 
  their ways, whether or not they do anything about it, as 
  one knows how cats are.
  Bast Domains: Animal, Charm, Sun 
  Subdomains: Fur, Light
  Ulthar Domains: Animal, Law, Protection 
  Subdomains: Defense, Loyalty
  VORVADOS
  Said to be the offspring of Nodens, Lord of the Deep, 
  Vorvados appears identical to a pleroma aeon, and does 
  not have the entourage of his father.  A dweller in the 
  deepest parts of interstellar space, he watches the stars 
  to see “if they are right”, and warns those who might 
  be concerned with that eventuality. His followers are 
  the flumph, proud aberrations that they are, and those 
  creatures sometimes take levels in cleric in his name. His 
  domains and subdomains are the same as his fathers, but 
  his adherents must take at least one of Void or Stars as an 
  included domain/subdomain.  His favored weapon is the 
  starknife.
  Purple Duck Note: The worshipers of the Elder Gods 
  are few and far between, as detailed earlier, and may have 
  trouble finding acceptance in mainstream society.  As well, 
  they would be seen as ‘Pagan’ by normal clergy, and little 
  better than the cultists of the Great Old Ones themselves.  
  This may, at the GM’s discretion (if he allows Elder God 
  clerics at all) result in a -2 penalty on all social skill checks 
  with citizens of mainstream society.
  And upon dolphins’ backs was balanced a 
  vast crenelate shell wherein rode the grey 
  and awful form of primal Nodens, Lord 
  of the Great Abyss... Then hoary Nodens 
  reached forth a wizened hand and helped 
  Olney and his host into the vast shell.
  From “The Strange High House in the Mist”, H.P. 
  Lovecraft, 1926
  
  — 60 —
  The Sinister Circus (Adventure)
  “The nethermost caverns,” wrote 
  the mad Arab, “are not for the 
  fathoming of eyes that see; for 
  their marvels are strange and 
  terrific.  Cursed the ground where 
  dead thoughts live new and odd-
  ly bodied, and evil the mind that 
  is held by no head.  Wisely did Ibn 
  Schachabao say, that happy is the 
  tomb where no wizard hath lain, and 
  happy the town whose wizards are 
  all ashes.  For it is an old rumor 
  that the soul of the devil-bought 
  hastes not from his charnel clay, 
  but fats and instructs the very 
  worm that gnaws; till out of cor-
  ruption horrid life springs, and 
  the dull scavengers of earth wax 
  crafty to vex it and swell mon-
  strous to plague it.  Great holes 
  secretly are digged where earth’s 
  pores ought to suffice, and things 
  have learnt to walk that ought to 
  crawl.”
  From “The Festival”, H.P. Lovecraft, 1923
  “Derlit and Dunsanee’s Circus and Menagerie Extrava-
  ganza” is a traveling show that offers exciting delights for the 
  hardworking rural people of the area.  For a few coppers, 
  they can see strange, sometimes mythical beasts, mystifying 
  freaks, speak with dead loved ones, and see feats of human 
  prowess the likes of which they have never beheld before! 
  Or they might just disappear…  There have been strange 
  disappearances since the circus came to town, first the village 
  idiot, and then the town drunk.  The town constable, a big 
  supporter of Derlit and Dunsanee’s, feels that it is good rid-
  dance to bad rubbish.”
  The party is approached by Dewey the Mole, 10-year-old 
  friend to the idiot, and Deefer, son to the drunk, Fogit, 
  and implacable enemy of the constable, Chayne.  He is 
  angry and scared, outcast by the other children because 
  of his refusal to attend the circus, and suspects he will 
  soon be railroaded into an orphanage or indenture by 
  the constable.  If the party is somewhat cynical about 
  helping him, he thrusts a page written in weird script at 
  them, saying “I bet this is part of a treasure map- I’ll give 
  you the rest of it if you find my pa.”
  The ancient scripted page can be the lead into any type 
  of adventure you wish, and can take the party further 
  into any conspiracy you design.  Dewey has hidden the 
  remaining pages in a series of bolt-holes he has tunneled 
  under buildings in the nearby town.  This ‘nearby town’ 
  can be any setting you desire, provided it is small and ru-
  ral enough to be impressed by a traveling show.  Besides 
  any points of interest you might include, you can use the 
  attached NPC characters in this document to introduce 
  Lovecraftian archetypes.
  Father Weldon – Local Kindly Clergyman: On a 
  Gather Information result of 20 or more, he will divulge 
  that he has sensed the presence of corrupted beings 
  among the circus folk.  To a character of LG alignment, 
  he will donate an oil of bless to be sprinkled on the 
  party.  If the Gather Information roll is less than 10, he 
  will grow paranoid about revealing his “guest” and shut 
  the PCs out with a shudder of horror.
  Sonia Kees – Escaped Mental Patient and Gravedig-
  ger: Father Weldon has taken pity on this tortured soul, 
  and feeds and keeps her safe, though he is afraid of 
  getting in trouble for doing so. She lives in a tiny shack 
  in the graveyard (she is afraid of outsiders, not the dead)  
  She will merely try to scare intruders away, unless they 
  summon a monster or otherwise traffic with outsiders; 
  
  — 61 —
  
  — 62 —
  then she will fight to the death.  She can identify the 
  templated creatures in the circus with a DC 15 Percep-
  tion check.
  Chayne- Greedy Town Constable: Chayne thinks that 
  he is a benevolent dictator, and the people mostly agree, 
  giving up free will for protection and peace.  He is good 
  at what he does, and does not like outside disruption.  
  The circus pays him a hefty bribe, and he feels he is 
  rewarding his ‘subjects’ by allowing them to see it.  He 
  is totally ignorant of evil conspiracies, and would be 
  insulted to be told there were any afoot.  He keeps 3 
  Warrior1 deputies to be his eyes and ears.
  Stog Darven- Gruff Veteran: Stog has seen and done 
  things that have caused him to be reserved and short 
  with ordinary people.  He is, however, the only person 
  with any real skill at arms in town that isn’t a tool of 
  Chayne.  He currently works as a bouncer/bodyguard 
  for a local banker and tavern owner.  Though damaged 
  goods, Stog will stand up to Chayne if need be, and can 
  be a valuable ally of the PCs ( if they need some muscle)  
  He also has a 75% chance of telling only true rumors on 
  the table.
  And present in the “Sinister Circus”:
  • 
  Rand Derlit - Enigmatic Loner
  • 
  Madame Ocula - Desperate Fake?
  • 
  Stirwen - Menagerie Manager
  • 
  Forzando the Magnificent - Cynical Ringmaster
  • 
  “Patches” Pago - Cruel Clown Cultist:
  • 
  Porga - Dangerous Witch Cultist
  • 
  Agba and Baga - Twin Sorceress Seducers
  Rumor Table
  d10
  Rumor
  1
  One of the founders of the cursed circus still 
  lives, and needs fresh human blood!  Stay away! 
  (A little true: Rand Derlit is the founder’s 
  grandson)
  2
  Don’t get caught alone with those dancing 
  girls, if you know what I mean… (Yes)
  3
  The zookeeper’s monsters are all demons from 
  hell! (No, though one is an outsider)
  4
  Always bet on 12; the wheel of fortune is 
  rigged. (No)
  5
  Chayne is taking a big bribe from the Ring-
  master. (Yes)
  6
  The fortune teller has strange powers, though 
  she only uses them if she is paid a lot of money. 
  (Yes)
  7
  Tell the girly-show barker you can do magic; 
  the girls love wizards… (Uh-oh)
  8
  The Ringmaster has a tumorous familiar grow-
  ing on top of his head, under his hat! (No)
  9
  The carnies keep a tent with food for only 
  them. Why, I wonder? (So what?)
  10
  The dog-master keeps separate from the rest of 
  the circus. (Yes)
  * The GM should add any rumors deemed appropriate.
  THE CIRCUS
  To streamline the setting of the circus, there are basically 
  three areas, or “rings” in this three-ring circus: The Mid-
  way, the Menagerie, and The Big Top.  The Menagerie 
  consists of wagons drawn in a circle, and a small tent; 
  the Big Top has the largest tent, and the Midway, a series 
  of booths between them.  Colorful pennants and gay 
  music can be seen and heard from quite a ways away.
  Also noticeable before the party gets to the circus are 
  Constable Chayne and two of his deputies, who stand 
  next to their horses, next to a large colorful banner 
  which announces “Derlit and Dunsanee’s Circus and 
  Menagerie Extravaganza” A large raven sits on one of 
  the support poles, cawing occasionally.  Though they are 
  not initially hostile, they will notice a party that stands 
  out, and Chayne and his deputies will respond to a large 
  ruckus with a Perception roll of 12 or better, arriving in 
  2d4 rounds.  Chayne will likely spit tobacco on the larg-
  est PCs feet, and tell him to have a good time.
  A. THE MENAGERIE
  The Menagerie is a semi-independent outfit associated 
  with Derlit and Dunsanee’s, run by an excitable 2nd 
  level N cryptozoologist named Stirwen.  He is a bit 
  twitchy, but a good fellow and the menagerie is largely a 
  red herring.  His assistant is Tinu, a faun (hp 13, Besti-
  ary 3) who has his pipes concealed in his circus motley.  
  It costs a copper to see each beast, a silver for a family of 
  four.  Stirwen sits on a chair in the middle of the circle, 
  with Tinu by his side; the wagons, in clockwise order, 
  contain:
  • 
  An akataB2 (hp 15) – Shards of what look like 
  metal form this creature’s nest; only Tinu will 
  
  — 63 —
  work with this creature, as it is immune to its 
  parasitic bite.  He has to poke it with a stick to 
  get it to rouse and be seen.  Not knowing much 
  about it, Stirwen calls it a “Silent Star-beast”
  • 
  Stirwen’s eidolon, Ozee; it appears as a 7 foot 
  long fantastic human-faced snake, with wild 
  scintillating colors and weird markings.  It can 
  easily exit the cage if Stirwen is threatened.  Stir-
  wen refers to his ‘beast’ as “The Necroserpentos!”
  • 
  A krensharB2 (hp 13) - Sleeps in a wooden box 
  on straw, reveals its ‘skullface’ on command.  
  Acts like a tame cat around Stirwen.  Stirwen 
  calls it “The Skull-Beast!”
  • 
  In this shadowy cage, Stirwen uses his silent 
  image spell to create whatever dire creature he 
  thinks the audience wants to see, and Tinu, who 
  is slouching against the octopus cage, surrepti-
  tiously plays his pipes and casts ghost sound 
  (Wd-DC 15) to provide whatever noise he and 
  Stirwen agree on.  Lately Stirwen has been favor-
  ing frog-like creatures…
  • 
  Amongst hanging pieces of canvas in this wagon 
  is a dire corbyB3 (hp 15) that Stirwen doesn’t like 
  handling very much.  It is violent and noisy, and 
  if it breaks out will definitely wreak havoc.  Stir-
  wen calls it, lamely, a “Dire Corby.”
  • 
  A new act of Stirwen’s, (that Tinu thinks is lame) 
  is a large metal water tank connected by a glass 
  pipe to a 2’ high ridged pool.  In the tank is Olly 
  the blue-ringed octopusUM whom Stirwen calls 
  “The Kraken’s Child!”
  Stirwen and Tinu keep bunks in the illusion cage, which 
  is extraordinarily clean.  They have 250 cp and 120 sp in 
  their unlocked strongbox, in which Stirwen keeps a rare 
  green viper (venomous snake, poison DC 15) Stirwen 
  has a wand of silent image (23 charges) under his pallet, 
  and Tinu an ivory fetish of a nymph (100 gp worth)
  If Sonia Kees sees Stirwen’s eidolon, she will go berserk 
  and attack! Also, if the cultists are revealed and pursued, 
  Porga will flee here and use her chime of opening to 
  spring a likely beast!
  B.  THE MIDWAY
  The Midway consists of eight ramshackle booths deco-
  rated by pennants in the day, and oil lamps in the night; 
  every now and then a carny will toss some crystals in a 
  lamp to make the flame change colors.  Each carny (treat 
  as the Farmer NPC from the Game Mastery Guide, 
  p.309) has at least three packets of the crystal, worth 
  a cp for 4 packets.  Carnies are loyal to their own, and 
  consider themselves a breed apart, sneering at Chayne’s 
  condescending ‘permission’ and they will not rat on PCs 
  unless they need to.   If they know anything about cult-
  ists or monsters, they turn a blind eye unless it directly 
  involves them; money definitely talks, though.
  Booth 1 – Test Your Strength: A brawny carny (Str 14) 
  challenges a PC to swing the hammer and push a ball up 
  to a bell.  Ring the bell, win a prize!  Ringing the bell is 
  a DC 20 Strength check, three swings for a copper.  An 
  attempt that results in less than 10 will get the tester 
  laughed off the stand.  Listings on the High Striker read 
  something along the lines of 11= Weak, 13= Mama’s 
  Boy, 15= He-Man, 17= Hercules (who?), 19= Titan! The 
  prize table contains copper love-gift rings (+1 Diplomacy 
  against a female, if given), glass gambling dice, and straw 
  hats.
  Booth 2 – Madame Ocula: Madame Ocula’s sign says 
  “Fortunes Told” though a smaller sign says “Speak with 
  Your Loved Ones Beyond…” She keeps that on the 
  down-low as LG churches disapprove.  A velvet curtain 
  surrounds her booth, and each type of reading costs 1 
  cp.  Ocula is a 2nd level spiritualist (oracle) of ancestors, 
  who has the revelations automatic writing and voice 
  from the grave.  
     Her crystal ball is a special heirloom magic item that 
  increases her personal oracle powers: she can use auto-
  matic writing in 1 minute instead of 1 hour, and speak 
  with dead without having a body present.  She will fake 
  each type for a copper, but will do the real thing for a 
  silver—convincing her to deal a ‘real’ reading will take 
  role-playing, probably Diplomacy, Sense Motive, or even 
  Intimidate.  Away from Madame Ocula, the ‘crystal ball’ 
  is a minor item that can cast guidance three times a day.  
  Ocula owes money to the Ringmaster (and as such will 
  have less than 10 sp on her person), and has the curse 
  of being pallid (see p. 52); she only has two eyes on her 
  shoulders, and two mouths on her elbows, but is grow-
  ing desperate.
  Booth 3 – Girly Show: A carny (soldier 1, use Stog Dar-
  ven but CE) in parade armor (and armed with throwing 
  knives and a sap) tries to entice men into a tent with the 
  call of “Girls, girls, girls!  You won’t believe what you 
  see!” Two of the ‘girls’ will be outside, wrapped in heavy 
  sequined robes up to the chin.  The third will be ‘per-
  forming’ inside, to the music of a magical music box that 
  
  — 64 —
  plays the same 10-round tune when open (worth 100 
  gp)
     These women and their carny bodyguard are evil cult-
  ists of the Great Old Ones, and are testing their pow-
  ers before moving on to larger things.  They amuse the 
  Ringmaster, though he doesn’t follow their twisted faith 
  and goals.  One, Porga, is a Witch Cultist 1 with the 
  Dark Servitor hex and a snake familiar (part of her act).  
  Another, Agba, is a sorceress 1 of the Great Old Ones 
  bloodline, her twin Baga is a sorceress 1 of the Touched 
  by the Unknown bloodline (see character bars)  They 
  have hypnotized and controlled Fogit and Deefer, and 
  are ready to try a more formidable target.  Through ges-
  tures (DC 15 Sense Motive) Porga and Baga will indicate 
  to the carny, Maltt, to offer a 1-time-only offer to a PC, 
  a silver for a ‘special show’  Regular ‘shows’ are a copper 
  a piece for 5 minutes.  If spells are successful on the PC, 
  Agba will hustle him away to a storage wagon behind 
  the Big Top, and the ‘fronts’ will tell his companions that 
  they ‘went away to party’. Any aggression on the party’s 
  behalf will result in a cry of “Hey Rube!” and the carnies 
  will pull out clubs, aiming to do non-lethal damage and 
  rob them.  The constable will also join in if the ruckus is 
  loud enough.
     The storage wagon (C.2) behind the Big Top is the 
  cultists’ home base; locked (DC 20) and trapped with 
  a poison needle (see below).  All four cultists have the 
  key.  Within the wagon is a shrine to the Great Old 
  Ones: any who study it minutely (make a Perception 
  roll) must make a DC 11 Will save or flee, screaming for 
  1d4 rounds.  Among their disgusting possessions are 37 
  gp, 29 sp, 40 cp, 200 gp in silk costumes, some cos-
  tume jewelry worth 100 gp, and potions of arcane lock, 
  ghoul touch, shatter and restoration. Pinned to a wall 
  behind a loathsome tapestry of frogs eating humans is a 
  map of the towns in the area, with numbers beside each 
  (how many people they kidnapped) In a nearby forest 
  is marked the phrase, in Abyssal, “The Great Meeting, 
  When the 4th Full Moon Rises” That can be whatever 
  time is the most appropriate, and entail whatever ad-
  venture seems best.  To increase the challenge to the 
  PCs, the GM could place a guardian beast in the wagon 
  as well; perhaps a juju zombie, vargouille, or a pair of 
  gryph.
  POISON NEEDLE (CR 1; XP 400)
  Type mechanical
  Perception DC 20; Disable Device DC 20
  EFFECTS
  Trigger touch;  Reset manual
  Effect touch attack +10 (1 plus medium spider poison)
  Booth 4 – Ball Toss: A lithe carny (Dex 14) offers three 
  balls a copper to knock down a set of stacked bottles.  
  The AC of the bottles is 11, but they are so heavy that 
  only a 5 or 6 on a d6  can knock them over (modified by 
  strength, a 1 still leaves them up)  Prizes are the same as 
  the High Striker, or the GM can think of new ones.
  Booth 5 – Musicians: Three musicians (as carnies, but 
  with Perform +4) toot, strum, and clang out a kind of 
  music, and will take requests (or a break) for a cp.  They 
  play endless carnival music when not stopping for a 
  beer from a large keg.  They will use their pewter mugs 
  as gauntlets if a “Hey Rube!” comes up.  Sometimes the 
  son of one musician will come and juggle apples, per-
  haps throwing one at a PCs head.
  Booth 6 – Food: The wives of the musicians ply their 
  wares here, pies, sugared fruit, meat on a stick, popped 
  corn, and ale or mead, a cp for food and drink.  One 
  might fancy a PC…
  Booth 7 – Sword Swallower, Fire Eater: Though he 
  has a chair, beer mug, and bottle of alchemist’s fire, the 
  performer Meng (use the tiefling rogueB1) likes to walk 
  around and bully rubes into giving him money, for 
  dares.  His sword collapses (DC 15 Perception to notice) 
  but he does really swallow fire, as his resistance rarely 
  lets him feel it.  He wears a large, floppy hat to cover his 
  horns, gloves and makeup to hide his features (DC 15 
  to detect his race) He will defend Porga with his life, if 
  necessary.  He has 27 cp and 15 sp on his person.
  Booth 8 –Wheel of Fortune: A carny runs a straight 
  game here; players put their money on a number from 1 
  to 12 (players set up a dice with the number on it) and 
  the GM rolls another d12; winning number gets double.  
  A strong carny with a club (Str 14) guards the strongbox, 
  which has 23 gp, 40 sp, and 108 cp.  It will take Diplo-
  macy or Intimidation to get the carny to play with gold.   
  Using magic to cheat may (33%) attract the attention 
  of the cultists, who will thereafter set their sights on the 
  user.
  C.  THE BIG TOP
  This large tent (100 ft. diameter, 50 ft. at apex) has 
  crude benches for the audience, and lots of straw on the 
  floor.  One end is partially blocked by a hanging curtain.  
  Shows are run every hour, from 4 o’clock (when chil-
  
  — 65 —
  dren get out of school) to midnight, lasting about half 
  an hour each.  Two carnies watch the door and take a cp 
  for entry.  There is a back entrance on the curtain side, 
  and the Ringmaster’s (3), Acrobats’ (4), and Clown’s 
  (5) wagons are behind it, sheltered in trees. 3 and 5 are 
  locked with simple (DC 15) locks and probably con-
  tain little of interest; use the Dungeon Dressing table in 
  the Game Mastery Guide for contents.  Treasure in each 
  would amount to 1d12x5 gp (3d6 x10 in the Ringmas-
  ter’s!) in coin and goods- if the GM wishes guardians or 
  special encounters here, feel free... a single tcho-tcho in 
  “Patches’” wagon would teach snoopy rubes!  A cow (x) 
  is tethered among these wagons, and the Showgirls have 
  inflicted the curse of the Cephalopoid upon it; anyone 
  who approaches one of the wagons with a weapon drawn 
  will trigger it to reveal two tentacles and attack!  Treat it 
  as an aurochs with 20 hp (Bestiary, p. 174)
     Most of carnies sleep in a tent (1) on the other side of 
  the big top, and there is a ‘grub tent’ (6) on the other 
  side of that, with a permanent cook and assistant (as 
  carnies).  The circus’ food and drink are stored here as 
  well, and the horses to pull the wagons are tethered in 
  the trees (7).  
     When it is showtime, the Ringmaster, Forzando The 
  Magnificent, will come out and start his patter, intro-
  ducing the entertainers.  Forzando is a charlatan, a rook 
  2 spell-caster who seems much more powerful than he 
  is.  Forzando knows that the Showgirls follow some kind 
  of weird religion, but he doesn’t care one way or the 
  other; it has the added benefit of providing truly imbe-
  cilic clowns for his opening act. If every 4th full moon 
  the clowns seem to disappear, what of it?  Forzando likes 
  wealth, and is good at bribing local officials and evading 
  frowning clergy. He’s providing a service, life is good.
  “Ladies and gentlemen, boys and girls of all ages, I am 
  the Great Forzando, your Ringmaster for Derlit and 
  Dunsanee’s Circus and Menagerie Extravaganza!”
     The clowns open first, coming out on stilts, and falling 
  over each other.  The leader of the clowns is known as 
  “Patches” but is really Pago, a Cultist of Leng monk 2.  
  He manages the poor souls that the Showgirls procure 
  for him, and takes sadistic glee in doing so.  He keeps 
  charm person spells ready on hand to keep the clowns 
  docile.  “Patches” carries a book, playing the part of a 
  raggedy teacher of two idiots; the “book” is a series of 
  spell scrolls, written by Pago in fanatical scribbling.  He 
  has all 0 and level 1 spell in the Lovecraftian Fantasy list, 
  though he is loath to cast more than a few each show.  
  His current ‘students’ are Bort, a tinker (as Farmer, AC 
  10)  from another town,  (who is tarred and feathered) 
  who is also a 1-tentacle Cephalopoid, programmed to 
  attack anyone who threatens Forzando; Deefer (the 
  village idiot) whose head is an enormous rattle over a 
  baby’s costume; and Fogit (Dewey’s father) who wears 
  a false chicken’s head and bird costume.  Both have 
  been hypnotized, kept drunk or drugged, and charmed 
  regularly; their stats are as the carnies, but are controlled 
  by the will of Pago and the Showgirls.  If a PC attempts 
  to identify them as the two men, it will take a deliberate 
  statement, a DC 15 Perception and a DC 15 Sense Mo-
  tive to put it all together.
     After “Patches” tortures the clowns for a while, the 
  horses that pull the wagons will be put to use as trained 
  mounts and platforms for acrobats.  The clowns will 
  idly hang out around the edges of the ring.  There are a 
  total of 15 horses, but they rotate 12 in the show; count 
  them as light riding horses with an Acrobatics +6 instead 
  of Perception.  The four circus acrobats are “The Mar-
  velous Marshes” (stats as ‘Pickpocket’, page 264 in the 
  GameMastery Guide, but with Ride +9 and Skill Focus/ 
  Ride instead of Disable Device) but are not the typical 
  glamorous types; all of them are Batrachoid, and have 
  that template applied to them.  Each carries a switch-
  blade, even in their costumes.  The Marshes are looking 
  for greener pastures, and their show is rather lackluster; 
  they have a vague idea of following a prosperous adven-
  turing party and stealing their findings.  The PCs will fill 
  that bill nicely, if the Marshes see them in action.  Their 
  wagon (C. 4)  is very nondescript, unlocked, though 
  guarded by a pair of pet poisonous frogs (hp 4 each) 
  They have 50 sp in pay (in a brass bottle), an elixir of  
  tumbling, a jar of salve of slipperiness and a collection of 
  engravings of their relatives, all with batrachoid features.  
  If the GM wishes, he can select one of the PCs with a 
  low Charisma to be the focus of the Marshes’ genealogi-
  cal obsession, feeling that she is one of them!
     The final act is “Derlit’s Delightful Dogs!”, a group of 
  performing dogs led by Rand Derlit, grandson of the 
  original Gus Derlit, co-founder of the show.  Rand is a 
  NG Hermit druid 2, one of the few truly good people in 
  the circus, though he is really only comfortable around 
  his four dogs (Bestiary, p. 87), one of which is his animal 
  companion.  Rand gets by, focusing on his dogs and 
  ‘keeping an eye’ on the circus, out of nostalgia.  He is 
  not doing a very good job, and knows it, but Forzando 
  intimidates him.  Rand sleeps with his dogs in a make-
  shift tent, outside the camp, and has no possessions ex-
  cept for an amulet of shadows, which allows him to use 
  the spell shadow walk once a week at CL 12th. Rand’s 
  show is quite good, his four dogs (as common dog) hav-
  
  — 66 —
  ing an almost instinctual sense of his wishes.
     After the three acts, Forzando will do some flashy 
  0-level magic, with some patter about “..The endless 
  dimensions of the mind and magic!...” and finish by 
  pulling d4+1 doves out of his hat.
  Next show in one half an hour…
  Carnival Crowd Event 
  Roll every 10 minutes, 1 in 6 chance
  1
  Chayne and company: Constable Chayne and 
  1d3 of his deputies come along and try to 
  intimidate one of the PCs into leaving, as well 
  as a random townsperson.
  2
  Lost child: a howling child attaches itself to the 
  PC with the highest Charisma, and can only 
  be placated by spending money on attractions.  
  A DC 15 Perception, Bluff or Stealth can get 
  rid of the kid/ find the parent.
  3
  Pickpocket: One of the Marvelous Marshes 
  picks a PCs pocket (Sleight of Hand +9)
  4
  Sonia Kees: the disturbed gravedigger wanders 
  into the circus, and follows the PCs.
  5
  An argument between a carny and a townsper-
  son; DC 15 Diplomacy to quell, or a scuffle 
  breaks out.
  6
  A beast (or two) breaks out of the menagerie 
  and causes mayhem for 1d6 rounds, until Stir-
  wen and Tinu can collar it.
  Bibiolography
  Anyone interested in the rules and suggestions in this 
  supplement probably need no encouragement to seek 
  out resources for ideas to develop Lovecraftian Roleplay-
  ing in Pathfinder.  Nonetheless, here is an abbreviated 
  list of literature and authors that may be helpful:
  A. Merritt; “The Moon Pool” (novel), “Dwellers in 
  the Mirage”
  Algernon Blackwood; “The Willows”, “The Wen-
  digo”
  Ambrose Bierce; “An Inhabitant of Carcosa”, “The 
  Damned Thing”
  Arthur Machen; “The Great God Pan”
  Brian Lumley; “City Out of Time”, “The Burrowers 
  Beneath”, “The Horror at Oakdeene”
  Clark Ashton Smith; “The Seven Geases”, “Treader 
  of the Dust”, “Ubbo-Sathla”
  Clive Barker; “The Hellbound Heart”, “Weave-
  world”, Rawhead Rex (film)
  Colin Wilson; “The Return of the Lloigor”
  Donald Wandrei; “The Fire Vampires”
  Edgar Allen Poe; “The Fall of the House of 
  Usher”,“The Masque of the Red Death”,
  Fritz Leiber; “The Terror from the Depths”
  Howard Philips Lovecraft; “The Call of Cthulhu”, 
  “The Dream-Quest of Unknown Kadath”, “The 
  Dunwich Horror”, “The Shadow Over Innsmouth”, 
  “Hypnos”, “The Strange High House in the Mist”, 
  “At the Mountains of Madness”, etc.
  James Wade; “The Silence of Erika Zahn”
  John Tynes; “The Nullity of Choice”, “The Second 
  Effort”
  Lin Carter; “The Dweller in the Tomb”, “Strange 
  Manuscript Found in the Vermont Woods”, “Tatters 
  of the King”, “Zoth-Ommog”
  Lord Dunsany; “The King of Elfland’s Daughter”, 
  “The Hoard of the Gibbelins”
  Ramsey Campbell; “Before the Storm”,“Cold 
  Print”, “The Inhabitant of the Lake”,“The Insects 
  from Shaggai”,“The Render of the Veils”, etc.
  Richard A. Lupoff; “The Turret”
  Robert Bloch; “Fane of the Black Pharoah”, “The 
  Shambler from the Stars”
  Robert M. Price; “The Round Tower”
  Robert W. Chambers; “The King in Yellow”
  Robert E. Howard; “The Black Stone”, “Children 
  of the Night”, “Worms of the Earth”; The ‘Solomon 
  Kane’ series such as “The Footfalls Within”
  Stephen King; It (novel), “Lisey’s Story” (novel), 
  “Gramma”, “N.”
  “That is not dead which can 
  eternal lie, and with strange 
  eons, even death may die...”
  From “The Nameless City”, H.P. Lovecraft,  1921
  
  — 67 —
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  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, 
  Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Adherer from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Authors Scott Greene 
  and Clark Peterson, based on original material by Guy Shearer.
  Advanced Bestiary © 2004, Green Ronin Publishing, LLC; Author: Matt Sernett.
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
  Angel, Monadic Deva from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by E. Gary Gygax.
  Angel, Movanic Deva from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by E. Gary Gygax.
  Anger of Angels. © 2003, Sean K Reynolds.
  Animal Lord from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Ascomid from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Atomie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Axe Beak from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Aurumvorax from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Gary Gygax.
  Baphomet from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Basidirond from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Gary Gygax.
  Bat, Mobat from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Authors: Scott 
  Greene and Clark Peterson, based on original material by Gary Gygax.
  Blindheim from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Roger Musson.
  Book of Fiends. © 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik Mona, Chris Pramas, 
  Robert J. Schwalb.
  Bunyip from from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Dermot Jackson.
  Brownie from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, 
  based on original material by E. Gary Gygax.
  Carbuncle from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Authors Scott 
  Greene, based on original material by Albie Fiore.
  Caryatid Column from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Jean Wells.
  Cave Fisher from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Lawrence Schick.
  Cave Fisher from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Lawrence Schick.
  Cityscapes: New Settlement Options for the Pathfinder RPG. Copyright 2012, Otherverse Games. 
  Author Chris A. Field
  Crypt Thing from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Roger Musson.
  Crystal Ooze from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Daemon, Ceustodaemon (Guardian Daemon) from the Tome of Horrors, Revised. © 2002, Necroman-
  cer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
  Daemon, Derghodaemon from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by E. Gary Gygax.
  Daemon, Hydrodaemon from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by E. Gary Gygax.
  Daemon, Piscodaemon from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by E. Gary Gygax.
  Dark Creeper from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Rik Shepard.
  Dark Stalker from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Simon Muth.
  Death Dog from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; published and dis-
  tributed by Frog God Games; Author: Scott Greene, based on original material by Underworld Oracle.
  Death Worm from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene and Erica Balsley.
  Decapus from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, 
  based on original material by Jean Wells.
  Demon Lord, Kostchtchie from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; 
  published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary 
  Gygax.
  Demon Lord, Pazuzu from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; pub-
  lished and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary 
  Gygax.
  Demodand, Shaggy from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Demodand, Slimy from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Demodand, Tarry from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Dire Corby from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Jeff Wyndham.
  Disenchanter from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Roger Musson.
  Dracolisk from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax.
  Dragon, Faerie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Brian Jaeger and Gary Gygax.
  Dragon Horse from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Gary Gygax. 
  Dust Digger from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Gary Gygax.
  Ear Seeker from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene and 
  Erica Balsley, based on original material by Gary Gygax.
  Executioner’s Hood from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; published 
  and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Flail Snail from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Simon Tilbrook.
  Flind and Flindbar from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author: Scott Greene, based on original material by J.D. Morris.
  Flumph from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Ian McDowell and Douglas Naismith.
  Foo Creature from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Forlarren from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, 
  based on original material by Ian Livingstone.
  Froghemoth from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Gary Gygax.
  Giant Slug from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Gary Gygax.
  Gloomwing from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Gary Gygax.
  Grippli from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distrib-
  uted by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. 
  Gryph from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, 
  
  — 68 —
  based on original material by Peter Brown.
  Hangman Tree from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Gary Gygax.
  Hippocampus from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene and Erica Balsley, based on original material by Gary Gygax.
  Huecuva from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Underworld Oracle.
  Ice Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene.
  Iron Cobra from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Philip Masters.
  Jackalwere from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Kamadan from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Nick Louth.
  Kech from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Kelpie from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, 
  based on original material by Lawrence Schick.
  Kobold Quarterly Issue 7, © 2008, Open Design LLC, www.koboldquarterly.com; Authors John Baich-
  tal, Wolfgang Baur, Ross Byers, Matthew Cicci, John Flemming, Jeremy Jones, Derek Kagemann, Phillip 
  Larwood, Richard Pett, and Stan!
  Korred from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, 
  based on original material by Gary Gygax.
  Lurker Above from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; published and 
  distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Magma Ooze from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene.
  Marid from the Tome of Horrors III, © 2005, Necromancer Games, Inc.; Author Scott Greene.
  Mihstu from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, 
  based on original material by E. Gary Gygax.
  Mite from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Ian Livingstone and Mark Barnes.
  Mongrelman from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Gary Gygax.
  Monte Cook’s Arcana Unearthed. © 2003, Monte J. Cook.
  Nabasu Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Necrophidius from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Simon Tillbrook.
  Neo-Exodus Campaign Setting. Copyright 2011, LPJ Designs. Author: JP Chapleau, Louis Porter Jr.
  Nereid from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distrib-
  uted by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Path of the Magi. © 2002 Citizen Games/Troll Lord Games; Authors: Mike McArtor, W. Jason Peck, Jeff 
  Quick, and Sean K Reynolds.
  Pathfinder RPG GameMastery Guide, © 2010, Paizo Publishing, LLC; Author: Cam Banks, Wolfgang 
  Baur, Jason Bulmahn, 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 Scott, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, 
  Skip Williams, Teeuwynn Woodruff.
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, Ross 
  Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, 
  Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, 
  Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Advanced Race Guide © 2012, Paizo Publishing, LLC; Authors: Dennis 
  Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal 
  MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ 
  Taylor.
  Pathfinder Roleplaying Game Bestiary © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based 
  on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2 © 2010, Paizo Publishing, LLC; Authors: Wolfgang Baur, Jason 
  Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, 
  James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, 
  Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, 
  and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 3 © 2011, Paizo Publishing, LLC; Authors: Jesse Benner, Jason 
  Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. 
  Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, 
  and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 4 © 2013, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse 
  Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James Jacobs, 
  Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Sean K Reynolds, 
  F. Wesley Schneider, Tork Shaw, and Russ Taylor.
  Pathfinder Roleplaying Game Core Rulebook © 2011, Paizo Publishing, LLC; Author: Jason Bulmahn, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Monster Codex © 2014, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, 
  Logan Bonner, Jason Bulmahn, Ross Byers, John Compton, Robert N. Emerson, Jonathan H. Keith, 
  Dale C. McCoy, Jr., Mark Moreland, Tom Phillips, Stephen Radney-MacFarland, Sean K Reynolds, 
  Thomas M. Reid, Patrick Renie, Mark Seifter, Tork Shaw, Neil Spicer, Owen K.C. Stephens, and Russ 
  Taylor.
  Pathfinder Roleplaying Game Mythic Adventures © 2013, Paizo Publishing, LLC; Authors: Jason 
  Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds, Dennis Baker, Jesse Benner, Ben Bruck, Jim 
  Groves, Tim Hitchcock, Tracy Hurley, Jonathan Keith, Jason Nelson, Tom Phillips, Ryan Macklin, F. 
  Wesley Schneider, Amber Scott, Tork Shaw, Russ Taylor, and Ray Vallese.
  Pathfinder Roleplaying Game Ultimate Combat. © 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 Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bul-
  mahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, 
  Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pech from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, 
  based on original material by Gary Gygax.
  Phycomid from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, 
  based on original material by Gary Gygax.
  Quickling from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, 
  based on original material by Gary Gygax.
  Quickwood from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Gary Gygax.
  Rot Grub from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene and 
  Clark Peterson, based on original material by Gary Gygax.
  Russet Mold from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Gary Gygax.
  Sandman from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, 
  based on original material by Roger Musson.
  Scarecrow from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Roger Musson.
  Shadow Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Neville White.
  Skreyn’s Register: The Bonds of Magic. © 2002, Sean K Reynolds.
  Skulk from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, 
  based on original material by Simon Muth.
  Slime Mold from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Gary Gygax.
  Slithering Tracker from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Gary Gygax.
  Soul Eater from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by David Cook.
  Spriggan from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene 
  and Erica Balsley, based on original material by Roger Moore and Gary Gygax.
  Tenebrous Worm from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Gary Gygax.
  Tentamort from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Mike Roberts.
  The Book of Experimental Might © 2008, Monte J. Cook. All rights reserved.
  The Book of Hallowed Might. © 2002, Monte J. Cook.
  Tick, Giant & Dragon from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Gary Gygax.
  Tome of Horrors © 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica 
  Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, 
  and Bill Webb; Based on original content from TSR.
  Tome of Horrors III, © 2005, Necromancer Games, Inc; Author: Scott Greene, with Casey Christof-
  ferson, Erica Balsley, Kevin Baase, Lance Hawvermale, Travis Hawvermale, Ian S. Johnston, Patrick 
  Lawinger, Nathan Paul, Clark Peterson, Greg Ragland, Robert Schwalb and Bill Webb.
  Trapper from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; published and distrib-
  uted by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Troll, Ice from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author: Scott Greene, based on original material by Russell Cole.
  Vegepygmy from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Gary Gygax.
  Wolf-In-Sheep’s-Clothing from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Wood Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors Scott Greene and 
  Patrick Lawinger.
  Yellow Musk Creeper from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Albie Fiore.
  Yellow Musk Zombie from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Albie Fiore.
  Yeti from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax.
  Zombie, Juju from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Gary Gygax.
  Lovecraft Fantasy Game Toolkit, © 2015, Purple Duck Games.; Authors Perry Fehr, David Pryzbyla, and 
  Stefen Styrsky.
  Pathfinder is a registered trademark of Paizo Inc., and the Pathfinder Roleplaying 
  Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of 
  Paizo Inc., and are used under the Pathfinder Roleplaying Game Compatibility Li-
  cense. See http://paizo.com/ pathfinderRPG/compatibility for more information on
  the compatibility license. 
  Open Game Content: All text is open game content.
  
  — 69 —
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Purple Duck Games/Lovecraft Fantasy Gaming Toolkit.pdf