Player Paraphernalia 1/2

Player Paraphernalia #1/2

Secondary Skills

This is a new series of short and economical supplements for the Pathfinder Role Playing Game that offers alternate or enhanced rules that can be used for Pathfinder characters.

This promotional issue introduces a new Favored Class Option, Secondary skills. While dedicating a character to a single class, the one down side compared to a multi-classed character is lack of breadth of class skills. This option gives a secondary set of skills that characters may choose as a favored class option to gain additional benefits from that skill.

This is a promotional product, if you find this supplement useful please check out our other products including the new line of Player Paraphernalia supplements.

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Player Paraphernalia 1

Player Paraphernalia #1

New and Reworked Feats

This is a new series of short and economical supplements for the Pathfinder Role Playing Game that offers alternate or enhanced rules that can be used for Pathfinder characters.

This first issue introduces three new feats and two reworked feats that most arcane (and even divine) casters may find invaluable.

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Player Paraphernalia 2

Player Paraphernalia #2

The Wand Weaver

This is a new series of short and economical supplements for the Pathfinder Role Playing Game that offers alternate or enhanced rules that can be used for Pathfinder characters.

This issue introduces a new archetype for the Magus class and optional rules for wands.  The Wand Weaver couples the power of the magus with one of the most standard magic items in the universe, the Wand.  And what would a wand weaver be without a wand, so this is one of the only classes that starts off with a magical item (with only 10 charges but it is still a wand).

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Player Paraphernalia 3

Player Paraphernalia #3

The Scrollmaster

This is a new series of short and economical supplements for the Pathfinder Role Playing Game that offers alternate or enhanced rules that can be used for Pathfinder characters.

This issue introduces a new archetype for the Magus class.  The Scrollmaster couples the power of the magus with one of the most disposable magic items in the universe, the Scroll.

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Player Paraphernalia 4

Player Paraphernalia #4

The Arcanger

This is a new series of short and economical supplements for the Pathfinder Role Playing Game that offers alternate or enhanced rules that can be used for Pathfinder characters.

This issue introduces a new archetype for the Ranger class.  The Arcanger couples the power of the ranger with the arcane abilities of the wizard to a limited degree..

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Player Paraphernalia 5

Player Paraphernalia #5

The Conformanger

This is a new series of short and economical supplements for the Pathfinder Role Playing Game that offers alternate or enhanced rules that can be used for Pathfinder characters.

This issue introduces a new archetype for the Ranger class.  The Conformanger couples the power of the ranger with bestial strength of the animal world. 

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Player Paraphernalia 6

Player Paraphernalia #6

The Churimanger

This is a new series of short and economical supplements for the Pathfinder Role Playing Game that offers alternate or enhanced rules that can be used for Pathfinder characters.

This issue introduces a new archetype for the Ranger class.  The Churimanger couples the power of the ranger companion with the evolution pool of the eidolon. 

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Player Paraphernalia 7

Player Paraphernalia #7

The Evolutionary Alchemist

This is a new series of short and economical supplements for the Pathfinder Role Playing Game that offers alternate or enhanced rules that can be used for Pathfinder characters.

This issue introduces a new archetype for the Alchemist class.  The Evolutionary Alchemist couples the power of the alchemist's mutagen with the evolution pool of the eidolon. 

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Player Paraphernalia 8

Player Paraphernalia #8

The Theosophyst

This is a new series of short and economical supplements for the Pathfinder Role Playing Game that offers alternate or enhanced rules that can be used for Pathfinder characters.

This issue introduces a new hybrid character class, the Theosophyst. The Theosophyst couples the power of the cleric and wizard, allowing him to select both divine and arcane spells.

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Player Paraphernalia 9

Player Paraphernalia #9

The Inviolate Hound

This is a new series of short and economical supplements for the Pathfinder Role Playing Game that offers alternate or enhanced rules that can be used for Pathfinder characters.

This issue introduces a new hybrid character class, the Inviolate Hound. The Inviolate Hound couples the power of the inquisitor and rogue to breach any level to find the truth.

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Player Paraphernalia 10

Player Paraphernalia #10

The Cathartic Caster

This is a new series of short and economical supplements for the Pathfinder Role Playing Game that offers alternate or enhanced rules that can be used for Pathfinder characters.

This issue introduces a new archetype for the Wizard class.  The Cathartic Caster offers a relatively simple yet effective method for a slotless spell caster.

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Player Paraphernalia 11

Player Paraphernalia #11

The Witch Hunter

This is a new series of short and economical supplements for the Pathfinder Role Playing Game that offers alternate or enhanced rules that can be used for Pathfinder characters.

This issue introduces a new base character class, the Witch Hunter. The Witch Hunter has the unique abilities to resist the hex powers of witches and can disrupt the special bonds between familiars and their masters, coupled with the ability to cast limited divine spells from their own spell list.

Updated!

Four new class abilities have been added and two additional feats to help round out the character.

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Player Paraphernalia 12

Player Paraphernalia #12

The Witch Hunter II

This is a new series of short and economical supplements for the Pathfinder Role Playing Game that offers alternate or enhanced rules that can be used for Pathfinder characters.

This issue introduces a new hybrid character class, the Witch Hunter II. The Witch Hunter II combines the abilities of the inquisitor and ranger to hunt down and eradicate those that use the dark arts for their own evil ends.

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Player Paraphernalia 12.5

Player Paraphernalia #12.5 Tools of the Trade, the Witch Hunter

This promotional issue introduces offers several new tools that any aspiring witch hunter may use when battling the practitioners of the dark arts. Although designed primarily for the Witch Hunter classes presented in issues #11 and #12, these items may be used by most characters when dealing with witches.

This is a promotional product, if you find this supplement useful please check out our other products including the new line of Player Paraphernalia supplements.

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Player Paraphernalia 13

Player Paraphernalia #13

The Witch Hunter III

This issue introduces three core class archetypes, the Witch Hunter III. Offering several Witch Hunter archetypes for three of the core character classes including the barbarian, fighter, and rogue. These archetypes grant abilities to intuitively sense magical auras as well as abilities that grant advantages when fighting arcane spell casters.

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Player Paraphernalia 14

Player Paraphernalia #14

The Witch Hunter IV

This issue introduces three more core class archetypes, the Witch Hunter IV. Offering several Witch Hunter archetypes for three more of the core character classes including the bard, cleric, and paladin. These archetypes grant abilities to intuitively sense magical auras as well as abilities that grant advantages when fighting arcane spell casters.

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Player Paraphernalia 15

Player Paraphernalia #15

Arcane School Sub-Domains

This issue introduces several cleric sub-domains based on arcane schools. All are associated with the Magic domain, but many fall under other domains as well such as the Necromancy sub-domain that works well as both a Magic sub-domain and Death sub-domain.

New domain powers are introduced, many suggested from the school powers granted to wizards though with a clerical flair.

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Player Paraphernalia 16

Player Paraphernalia #16

Shirel's Automaton Manual (Tiny and Small Constructs)

This issue introduces several viable constructs that can easily be created using the Animated Objects or other animation type spells. Three tiny constructs and a small construct is detailed including additional builds and the break down in Construction Points.

Additional resources regarding Construction Points are given including our Advancing with Class: The Wizard which includes a new school and archetype specifically for wizards that want to create their own allies.

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Player Paraphernalia 17

Player Paraphernalia #17

The Bushi

This issue introduces an alternate fighter class with an oriental flavor. The bushi are common warriors that seek to follow the code of Bushido, the way of the Warrior. Where samurai seek to epitomize the spiritual aspects of Bushido, the bushi seek ways to apply the principles in their daily lives. This issue details the class abilities of the bushi and the seven virtues of Bushido they idolize.

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Player Paraphernalia 18

Player Paraphernalia #18

The Elemental Druid

This issue introduces a new druid archetype that focuses on all things elemental. This archetype builds upon the core abilities of the druid, allowing her to focus on one of the four elements (air, earth, fire, and water) for all aspects of her class abilities. In addition, two new spells, Elemental Infusion templates, and tiny Elemental stats blocks are included.

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Player Paraphernalia 19

Player Paraphernalia #19

The Imperial Druid

This issue introduces a new druid archetype with an Oriental flavor. The Imperial Druid is an agent of the Celestial Court, responsible for maintaining the sacred places and relations with the natural and spirit world. In addition, a new Domain is introduced and two new Foo Creature templates.

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Player Paraphernalia 20

Player Paraphernalia #20

The Elemental Summoner

This issue introduces a new summoner archetype. The Elemental Summoner forges a link with one of the four elemental planes, gaining an elemental based eidolon and other special abilities based on the plane chosen. This supplement also includes new eidolon evolutions, the elemental infusion templates, and tiny elemental stat blocks.

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Player Paraphernalia 21

Player Paraphernalia #21

The Sword Saint

This issue introduces a new cavalier archetype, the Sword Saint. The sword saint forgoes the mount of the typical cavalier and focuses all of his energy on his chosen weapon, the sword. In addition, a new Cavalier/Samurai Order is provided, the Holy Sacrament.

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Player Paraphernalia 22

Player Paraphernalia #22

Orders of Alignment

This issue introduces four new cavalier orders, each based on one of the four aspects of alignment; good, evil, chaos, and law. Each order grants the cavalier abilities specific to the aspect of alignment chosen.

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Player Paraphernalia 23

Player Paraphernalia #23

Old School Cavalier

This issue introduces a new cavalier archetype based on the old school cavalier. This archetype focuses even more on mounted combat if that is even possible and makes the cavalier deadly with the lance while astride his trusty mount.

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Player Paraphernalia 24

Player Paraphernalia #24

Old School Samurai

This issue introduces a new samurai archetype based on the old school samurai. This archetype is built on the abilities of the original samurai class found in the grand father of fantasy RPGs. The old school samurai is the master of katana and wakizashi, horse, and arts.

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Player Paraphernalia 25

Player Paraphernalia #25

The Charger

This issue introduces a new base class, the Charger. This class is designed around the concept of hitting your opponent before they can hit back. The charger takes advantage of several seldom used combat maneuvers such as the overrun or reposition and builds up special tactics around these maneuvers. The supplement also introduces several new feats as well.

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Player Paraphernalia 26

Player Paraphernalia #26

Alternate Archetypes, Archer

This issue introduces a two new archetypes based on the fighter's archer archetype. The Bow Master is an archetype for the Barbarian core class and the Marksman is an archetype for the Rogue core class. Both archetypes are heavily influenced by the class abilities granted by the fighter's archetype including bonuses to hit with missile weapon, ability to avoid attacks of opportunity, and even gaining Damage Reduction from ranged attacks.

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Player Paraphernalia 27

Player Paraphernalia #27

Alternate Archetypes, Thunderstriker

This issue introduces a four new archetypes based on the fighter's thunderstriker archetype. The Bulwork Brawler is an archetype for the Barbarian core class, the Eldritch Ward is a magus archetype, the Hooligan is a rogue archetype, and the Nature Warden is a range archetype. each archetype is heavily influenced by the class abilities granted by the fighter's archetype for all things buckler. In addition several new alternate combat feats are introduced involving the buckler and two new buckler types.

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Player Paraphernalia 28

Player Paraphernalia #28

The Old School Ranger

Another new Old School archetype. This issue focuses a new archetype for the ranger, taking it back to its roots. Although some of the new iconic ranger abilities are not touched, some were rolled back and built upon the original concepts found in previous gaming editions. Two new feats are also included.

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Player Paraphernalia 29

Player Paraphernalia #29

The Old School Paladin

Another new Old School archetype. This issue focuses a new archetype for the paladin, taking it back to its roots. Although some of the new iconic paladin abilities are not touched, some were rolled back and built upon the original concepts found in previous gaming editions. Two new feats are also included.

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Player Paraphernalia 30

Player Paraphernalia #30

The Kensai

This issue offers another kensai archetype, this one for the fighter class. This archetype is nothing like the magus version, but builds upon the focus of a single weapon while adding the ki pool mechanic to give the class an oriental flavor.

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Player Paraphernalia 31

Player Paraphernalia #31

The Totemic Sentinel

This issue offers a new hybrid built from the Druid and Fighter core classes. The totemic sentinel gains the power and strengths of a chosen animal totem, gaining natural attacks and the ability to shape shift into his chosen animal spirit. This supplement includes twelve animal totems to choose from ranging from the badger to the wolf.

This Player Paraphernalia has been set up with links to relevant pages from the d20pfsrd site.

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Player Paraphernalia 32

Player Paraphernalia #32

The Ecclesiast

This issue introduces a new archetype for the Magus class.  The Ecclesiast twists the magus character to the side of the divine, combining the magus' unique combat abilities with the ability to cast divine spells and channel energy.

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Player Paraphernalia 33

Player Paraphernalia #33

The Ghost Hunter (Archetypes)

This issue introduces a three new archetypes (a barbarian, fighter, and ranger version) and a new Sorcerer bloodline that focuses on battling the incorporeal creatures of the night.

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Player Paraphernalia 34

Player Paraphernalia #34

The Domain Specialist (Archetype)

This issue introduces a new archetype for the cleric that focuses on his domain powers. New feats relating to domains are also introduced.

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Player Paraphernalia 35

Player Paraphernalia #35

The Hand of Faith (Archetype)

This issue introduces a new archetype for the cleric that completely customizes the cleric's non spell class abilities through the power of faith. Two new feats relating to this archetype are also presented.

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Player Paraphernalia 36

Player Paraphernalia #36

The Highwayman (Hybrid Class)

This issue introduces a new hybrid class, the highwayman. The knight of the road, or gentleman bandit; the highwayman combines the code of honor of a cavalier with the less than honorable skills of the rogue. A new Order is also presented that may be used by Cavaliers or Samurai.

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Player Paraphernalia 37

Player Paraphernalia #37

The Wushu Master (Hybrid Class)

This issue introduces a new hybrid class, the wushu master. Combining the martial arts of the monk with the arcane spell casting of the wizard, the wushu master's unarmed attack can really punch it up with power. Four new oriental weapons are also included as well as feats designed for the Wushu Master.

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Player Paraphernalia 38

Player Paraphernalia #38

The Way of Armor I (Alternate Archetypes)

This issue focuses on the Armor Master fighter archetype, applying its effects to five other classes including the barbarian, cavalier, inquisitor, paladin, and charger (a new base class introduced in issue #25). Sacrifices are made, but the benefits of mastering the second skin easily pays for itself in the heat of battle.

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Player Paraphernalia 39

Player Paraphernalia #39

The Way of Armor II (Alternate Archetypes)

This issue focuses on the Armored Hulk archetype, applying its effects to five other classes including the barbarian, cavalier, paladin, ranger, and charger (a new base class introduced in issue #25). Being able to move quickly while wearing 50 lbs of metal is no easy task, but for the armored hulk it is as natural as wearing nothing at all. This supplement also presents rules for exertion during physical hand to hand combat.

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Player Paraphernalia 40

Player Paraphernalia #40

The Master of the Way (Hybrid Class)

This issue introduces a new hybrid class, the Master of the Way. Combining the martial arts of the monk with the divine healing and spell casting abilities of the cleric, the master of the way's unarmed attack can really punch it up with power. New feats designed for the Master of the Way, new spells, and magic items are included.

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Player Paraphernalia 41

Player Paraphernalia #41

Core Prestige Classes (Barbarian, Bard, and Cleric)

Prestige classes have taken a back seat to archetypes and hybrid classes of late. Presented are three new prestige classes built upon the core classes they represent. These prestige classes offering an accelerated method of gaining a secondary core class without the need to multi-class for several levels to gain the same functionality. The compromise is that each prestige class focuses on a particular class ability or two rather than granting all of the class features normally associated with the class in question. So if you want a sorcerer that can rage or a fighter that likes to pick up the lute to inspire his friends on occasion, check out these new prestige classes.

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Player Paraphernalia 42

Player Paraphernalia #42

Core Prestige Classes (Druid, Fighter, and Monk)

Prestige classes have taken a back seat to archetypes and hybrid classes of late. Presented are three new prestige classes built upon the core classes they represent. These prestige classes offer an accelerated method of gaining a secondary core class without the need to multi-class for several levels to gain the same functionality. The compromise is that each prestige class focuses on a particular class ability or two rather than granting all of the class features normally associated with the class in question. So if you want a sorcerer that can rage or a fighter that likes to pick up the lute to inspire his friends on occasion, check out these new prestige classes.

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Player Paraphernalia 43

Player Paraphernalia #43

Core Prestige Classes (Paladin, Ranger, and Rogue)

Prestige classes have taken a back seat to archetypes and hybrid classes of late. Presented are three new prestige classes built upon the core classes they represent. These prestige classes offer an accelerated method of gaining a secondary core class without the need to multi-class for several levels to gain the same functionality. The compromise is that each prestige class focuses on a particular class ability or two rather than granting all of the class features normally associated with the class in question. So if you want a sorcerer that can rage or a fighter that likes to pick up the lute to inspire his friends on occasion, check out these new prestige classes.

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Player Paraphernalia 44

Player Paraphernalia #44

Core Prestige Classes (Sorcerer and Wizard)

Prestige classes have taken a back seat to archetypes and hybrid classes of late. Presented are three new prestige classes built upon the core classes they represent. These prestige classes offer an accelerated method of gaining a secondary core class without the need to multi-class for several levels to gain the same functionality. The compromise is that each prestige class focuses on a particular class ability or two rather than granting all of the class features normally associated with the class in question. So if you want a sorcerer that can rage or a fighter that likes to pick up the lute to inspire his friends on occasion, check out these new prestige classes.

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Player Paraphernalia 45

Player Paraphernalia #45

The Bruiser (Base Class)

Classes that focus on unarmed attacks seem to rely on the standard goto Monk class with its oriental flavor. The Brawler takes it a step closer to a traditional pugilistic theme, but still relies on the standard monk abilities including flurry of blows and AC bonus. The Bruiser offers another version of a head bashing brute that relies on his hands to take out his opponents, focusing both on unarmed attacks and grappling.

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Player Paraphernalia 46

Player Paraphernalia #46

Flowing Water Style (Martial Arts Style Feats)

The Flowing Water Style allows the warrior to use a wide variety of weapon ranging from the bo staff to the Yueng Yang Blade in a style that allows the wielder to effectively make two weapon attacks, disarm foes, feint opponents, and even sunder weapons and armor. This feat style path allows characters to emmulate the effects of other feats that may have limitations based on ability scores or class requirements. The supplement also introduces several new oriental weapons for the Pathfinder game including the Gunbai (war fan), Chin Zi Dao (double weapon), and Sun & Moon Ring.

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Player Paraphernalia 47

Player Paraphernalia #47

Elemental Domains of Metal and Wood

The Elemental Domains of Fire, Water, Air, and Earth are represented by the core cleric Domains. However, the alternate elements of Metal and Wood as suggested by the Arcane elemental schools seemed to be lacking. These domains are introduced within this Player Paraphernalia along with two sub-domains for each focusing on both the natural and manufactured properties of each.

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Player Paraphernalia 48

Player Paraphernalia #48

The Shuhenja (Base Class)

This Oriental themed divine class offers a new take on the original similarly named class. The shuhenja combines the thematic elements of the kami with the addition of the celestial (a.k.a Chinese) Zodiac. The Shuhenja chooses one of the twelve spirit guides represented by the zodiac which grants the class access to a particular elemental domain as well as other advantages. This supplement also includes a feat geared for the class and several new spells following the oriental theme.

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Player Paraphernalia 49

Player Paraphernalia #49

Implements of the Ninja

Master assassins and spies of the East, Ninjas were just as reknown for their tools as their skills. This issue covers several items that no ninja should be without, from the ashiko and shoku used for scalling castle walls to egg shells filled with black powder and other powders. Two new Ninja Tricks are also presented along with the Ninjutsu style feats used to both evade and strike back.

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Player Paraphernalia 50

Player Paraphernalia #50

The Elemental Ninja (Class Archetypes)

More than simple assassins and agents of espionage, the ninja captures an air of mysticism and mystery. The following archetypes presented in this issue focus on the more supernatural aspects of this oriental character steeped both in history and legend. First of a two part series, this issue introduces the Earth Ninja, Fire Ninja, and the Metal Ninja. For the oriental understanding of the elements is not the same as the Greek and traditionally western held belief in four, but in the five: Earth, Fire, Metal, Water, and Wood. In addition, a sixth element - the Void - is also covered in this series. In addition, a few new ninja tricks are presented that may be incorporated in to any ninja's arsenal of gimmicks and tricks.

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Player Paraphernalia 51

Player Paraphernalia #51

The Elemental Ninja Part Two (Class Archetypes)

More than simple assassins and agents of espionage, the ninja captures an air of mysticism and mystery. The following archetypes presented in this issue focus on the more supernatural aspects of this oriental character steeped both in history and legend. Second of a two part series, this issue introduces the Void Ninja, Water Ninja, and the Wood Ninja. For the oriental understanding of the elements is not the same as the Greek and traditionally western held belief in four, but in the five: Earth, Fire, Metal, Water, and Wood. In addition, a sixth element - the Void - is also covered in this series. In addition, a few new ninja tricks are presented that may be incorporated in to any ninja's arsenal of gimmicks and tricks.

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Player Paraphernalia 52

Player Paraphernalia #52

The Berserker (Class Archetype)

Warriors whose focus on battle is legendary, letting nothing get get between them and their next kill, including even the most grievous of wounds. This issue of Player Paraphernalia offers the berserker archetype for both the barbarian and fighter core classes, including new feats that compliment the archetype in either form.

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Player Paraphernalia 53

Player Paraphernalia #53

The Shinobi Master (Hybrid Class)

This issue of the Player Paraphernalia introduces a new hybrid class, the Shinobi Master. Taking the deadly focus of the ninja with the mystical and martial skills of the monk, the Shinobi Master is the ultimate synthesis of stealth and martial skill in the arts of unarmed combat. A new feat is also provided designed for this class.

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Player Paraphernalia 54

Player Paraphernalia #54

The Shadow Monk (Archetype Class)

Not all monks follow the path of peace and self-enlightenment. The Shadow Monk follows a much darker path, hidden in the shadows. This archetype includes an archetype version for both the traditional monk and the Unchained Monk as found in Pathfinder Unchained. This is an original concept by Randy Price and edited and formatted by John Buckley.

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Player Paraphernalia 54.5

Player Paraphernalia #54 1/2

Sorcerer Archetypes Vol 1 (Class Archetype)

A new promotional issue of the Player Paraphernalia provides two archetypes for the Sorcerer Core Class, the Geminis which gains access to 2 bloodlines at a cost and the Battle Mage which prefers to be in the thick of it and finds the chaffing of armor enjoyable.

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Player Paraphernalia 55

Player Paraphernalia #55

The Shadowfire Acolyte (Base Class)

Following the darker theme introduced in last issue, Issue #55 provides a new base class, the Shadowfire Acolyte. Not only is this base class covered in detail, but a new type of energy is introduced, shadowfire. An original concept by Randy Price, both the energy and corresponding class were created with a darker and more "evil" bent available for players. Although the Shadowfire Acolyte doesn't have to be evil, it probably helps as the class can be characterized by one of selfish intentions and questionable abilities.

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Player Paraphernalia 56

Player Paraphernalia #56

The Noble Barbarian (Hybrid Class)

This issue introduces a new hybrid class, the Noble Barbarian. Combining the Barbarian's rage ability and powers with the Paladin's deific auras and ability to heal, this hybrid class allows for a more savage based class that can share its strengths with others. New feats designed for the Noble Barbarian are included.

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Player Paraphernalia 57

Player Paraphernalia #57

The Merciless Warden (Hybrid Class)

As a follow up to the Noble Barbarian last issue, we introduce the Merciless Warden. Combining the Barbarian's rage ability and powers with the Ranger's natural skills and tenacity when dealing with those that would bring harm to his homeland, this hybrid class allows for a more savage based class that focuses on the ability to dispatch those that would trespass against him or his lands. New feats designed for the Merciless Warden are included.

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Player Paraphernalia 58

Player Paraphernalia #58

Wardens of Nature (Class Archetypes)

As a wrap up of the previous two issues, this issue introduces four archetypes based on the hybrid classes of the Noble Barbarian and the Merciless Warden. The hybrid classes are converted into barbarian archetypes as well as the Noble Barbarian archetype for the Paladin and the Merciless Warden archetype for the Ranger. Feats designed for the Merciless Warden and the Noble Barbarian provided in the last two issues are also included so that this issue stands on its own.

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Player Paraphernalia 59

Player Paraphernalia #59

The Afflicted Erudite (Base Class)

An original concept by Randy Price, this new base class presents a class of pain and suffering, a dark servant of the Kytons found in Pathfinder's Bestiary 3. A different kind of divine class, that not necessarily evil, the abilities and powers of the class have many maligned aspects. An archetype is also included as well as new feats designed specifically for this class.

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Player Paraphernalia 60

Player Paraphernalia #60

The Mystagogue (Hybrid Class)

An original concept by Palak Shah, the Mystagogue is a hybrid class, a mixture of the Cleric and Sorcerer. Although the Diocesan from the 2015 December Player Paraphernalia Special provided a hybrid class of the same two core classes, Palak's concept and contributions takes the class more into the realm of bloodlines and an eclectic mix of arcane and divine spells. New feats are also included tailored for some of this class's unique abilities.

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Player Paraphernalia 61

Player Paraphernalia #61

The Sellsword (Hybrid Class)

An original concept by Adam Matherly, a martial hybrid class built upon the fighter and ranger. A mercenary by trade, the sellsword excels in the heat of battle, using both skill and talent to mow down the enemy while protecting his brothers. The sellsword relies on bravado, reputation, and skill to dispatch others for pay and glory.

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Player Paraphernalia 62

Player Paraphernalia #62

The Serpentfolk Aspirant

Known for their mastery over eldritch energies and espionage, serpentfolk find persuasive means to infiltrate nearly any society. As such these enigmatic serpents have ancient arcane means of molding other races into subservience required to further their own agenda. The serpentfolk aspirant is a template that can be used on any humanoid type, representing the serpentfolk's malefic temptation to bring others under their control through the promise of power and prominence. This supplement includes both the template, spells used by serpentfolk to create these agents and a sample NPC.

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Player Paraphernalia 63

Player Paraphernalia #63

Arcane Traditions

An original concept by Adam Matherly, arcane traditions are similar to the sorcerer's bloodlines but built upon the eight schools of magic. These traditions may be used in place of a bloodline for aspiring sorcerers. New feats are also included to build upon these traditions.

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Player Paraphernalia 64

Player Paraphernalia #64

The Ravager (Hybrid Class)

Born of Fire and Ice, the Ravager is a new hybrid class that combines the wild aspects of the ranger and combine it with the superstitious magics of the witch. Relying on his bonded animal companion through a connection forged from a dark pact from one of the masters of destruction and desolation, the ravager fights for their dark cause with sword and superstition.

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Player Paraphernalia 65

Player Paraphernalia #65

The Eldritch Desperado

A arcane wielding spellcaster hybrid, the eldritch desperado uses his own magical energies to enhance his shots from his trusty duster. Built upon the gunslinger and sorcerer, this original concept by Adam Matherly builds upon the skill and power of the gun with the eldritch energies of the arcane.

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Player Paraphernalia 66

Player Paraphernalia #66

The Witch Hunter V

A new hybrid class combining the martial arcane finesse of the magus with the drive and determination of the inquisitor. An original concept by Adam Matherly, this version of the witch hunter focuses on dispelling and disrupting the arcane acts of others.

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Player Paraphernalia 67

Player Paraphernalia #67

The Inexorant

The ability to mix magic with martial prowess is not solely the province of the magus. The Inexorant presents a martial character class wholly on par with the fighter in regards to combat skills yet capable of wielding eldritch energies generated from his own inner reserve. As for the class name, it is a play on Inexorable: Impossible to Stop or Prevent which is quite appropriate for this class.

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Player Paraphernalia 67.5

Player Paraphernalia #67.5

Additional Arcane Potentials for the Inexorant

Twenty additional arcane potentials for the Inexorant (new base class introduced in Issue #67). This is a promotional issue and requires issue #67 to fully appreciate the powers found within.

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Player Paraphernalia 68

Player Paraphernalia #68

The Toxicologist

Seeking to build a Hulking character? No longer desiring to Hyde in the darkness? This issue of the Player Paraphernalia series offers the Toxicologist, a hybrid class based on the alchemist and monk. So if you want to improve your combat prowess through better chemistry, check out the Toxicologist!

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Player Paraphernalia 69

Player Paraphernalia #69

The Tormented

Forged from the pain of loss, tempered by the flames of vengeance, and bathed in the tears of sorrow. The tormented is a hybrid class, combining the diligence and martial focus of the cavalier with the zeal and determination of the inquisitor. Focusing on her desire to decimate those that have ruined her life, the tormented is the master of vanquishing those that commit the worst of atrocities in life. This supplement also includes three new Orders designed with the tormented in mind.


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Player Paraphernalia #70

The Mighty Avenger

The fight against evil is a gritty, dirty business. While some are called by the light to be exemplars of good, many other competent soldiers fill the gap to take up arms against those that commit the most heinous of acts. The mighty avenger combines the martial focus of the fighter with many of the divinely inspired gifts of the paladin to aid in their never-ending quest to vanquish the darkness. This supplement also includes new feats geared for the mighty avenger's special abilities.

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Player Paraphernalia 71

Player Paraphernalia #71

The Dhasar

Primal power drives many to seek out the secrets of the elemental plans of existence. The Dhasar is one such individual, seeking the means to not only channel such energies but to eventually infuse himself with the very element of his obsession. A spontaneous arcane spell caster, the dhasar learns to call forth creatures native to the plane of his calling as well as eventually becoming infused with the very element he worships. This supplement also includes new feats designed for the dhasar's special abilities.

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Player Paraphernalia 72

Player Paraphernalia #72

The Soulless Heart

The fight against good is a tiring but satisfying business. While some are called by the dark to be drive forth the spread of evil, many other competent soldiers fill the gap to take up arms against those that commit the most honorable of acts. The soulless heart combines the martial focus of the fighter with many of the profanely vested gifts of the anti-paladin to aid in their never-ending quest to overcome the light. This supplement also includes new feats geared for the soulless heart's special abilities.

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Player Paraphernalia 72.5

Player Paraphernalia #72.5

The Righteous & Corrupted Two Sorcerer Bloodlines

This promotional issue provides two new Sorcerer Bloodlines built upon the class features of the Paladin and Anti-Paladin. Providing more options to take on the mantle of purity and might or Corruption and Vengeance.

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Player Paraphernalia 73

Player Paraphernalia #73

The Pale Rider

Finding the true focus of faith and devotion through the love and companionship of her mount, the pale rider seeks to help others and right wrongs while serving her gods and spirits. Combining the martial mounted skills of the cavalier with the faith based abilities of the cleric, the Pale Rider offers a unique hybrid. This supplement also includes a new feat geared for the pale rider's special abilities.

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Player Paraphernalia 74

Player Paraphernalia #74

The Hospitallar

Service comes from both a just cause and true faith. The hospitallar takes up the shield of chivalry and the armor of piety in service to both church and state. Offering a hybrid class that builds upon the cavalier's need of belonging for cause through his order and the divine might of the cleric to provide the crucial aid need when facing those that oppose his deity. The hospitallar is true representation of those that represent a knightly cause with the blessing of their church. This supplement also includes two feats unique to the hospitallar in his righteous path.

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Player Paraphernalia 75

Player Paraphernalia #75

Orders of Arcane Lore

An original concept by Adam Matherly, Orders of Arcane Lore present cavalier orders based on the eight schools of magic. New feats are also included to build upon these orders.

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Player Paraphernalia 76

Player Paraphernalia #76

Giant Hunters and Beast Lords

Two class concepts set to fighter, barbarian, and ranger archetype and two new cavalier Orders The Giant Hunter gains a boost in strength to take on the larger brutes and eventually learns how to alter his form to level the playing field when attacking creatures of the giant variety. The Beast Lord takes on bestial features to tap into his own savagery while combating his foes.

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Player Paraphernalia 77

Player Paraphernalia #77

The Arcane Initiate and Arcane Patrons

This issue of the Player Paraphernalia offers an alternate look at the witch, providing a bookish archetype along with eight new patrons based on the eight traditional schools of magic. In addition, two new feats and a new hex is included that work well with the Arcane Initiate archetype.

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Player Paraphernalia 78

Player Paraphernalia #78

The Deathly Orders

This issue introduces nine new cavalier orders. Each order revolves around a specific type of undead, ranging from the Banshee to the Wraith. So whether your cavalier has the ghoulish taste of flesh or has sworn undying allegiance to a vampire lord, these orders present several new means of serving the lords of entropy.

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Player Paraphernalia 79

Player Paraphernalia #79

The Pale Adversary

If you saw the last issue, we presented several new undead oriented cavalier orders. And you may be wondering, how can these be employed? Well, in this issue we introduce a new alternate class for the cavalier, the Pale Adversary. This unique class has close ties to the world of the undead with an undead mount and the ability to summon undead allies as it progresses in levels. In addition, we present the Order of Thanatos that may be used with this class in case you didn't pick up Issue #78, Deathly Orders.

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Player Paraphernalia 80

Player Paraphernalia #80

The Natural Orders I, Terrain Based Orders

Introducing eight new cavalier orders based on eight different natural terrains. Sparked from a discussion with Adam Matherly, we present orders ranging from frozen tundras to sun-bleached deserts.

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Player Paraphernalia 81

Player Paraphernalia #81

The Blackguard

The world is full of dark intentions and bleak moral apathy. Issue #81 introduces a new class that thrives in such a world, willing to take advantage of any situation for its own gratification. The blackguard is based on the barbarian and rogue classes, learning to focus his own dark deeds to a preternatural degree while learning new ways to use this focus intensity to his own betterment. The blackguard is especially hardy and just as skilled with the sword as any warrior but he knows how to stack the deck in his favor and when it is better to cut and run.

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Player Paraphernalia 82

Player Paraphernalia #82

The Esotericist (Archetype Class)

Knowledge is not the province of faith and guidance of gods, and the Esotericist dabbles in the realms of mind and the psyche. Issue #82 presents the Esotericist, an oracle archetype created by Margherita Tramontano. The archetype also includes the "Crazy" curse. A new psychically focused Mystery is also presented that can be used with the archetype or any other oracle build.

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Player Paraphernalia 82.5

Player Paraphernalia #82.5

The Seeming (Shaman Spirit)

A follow up to Issue #82, The Esotericist, this promotional issue introduces the shaman spirit for The Seeming. Built upon the bones of the Seeming Mystery it breaks through the barrier between the physical and psychic worlds.

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Player Paraphernalia 83

Player Paraphernalia #83

Wizard Implements, Alternate Class Rules

Seeing the power that can be harnessed from psychically charged objects, there wizards that forego their normal connection to the classical schools of spellcraft to harness the powers of specific tokens of arcane significance. This issue presents an alternate means of implementing the wizard's arcane bond and specialization of arcane energies based upon the implements used by the Occultist as found in Paizo's Occult AdventuresTM.

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Player Paraphernalia 84

Player Paraphernalia #84

Domains of the Kingdom, Ten Nature Domains

This issue of Player Paraphernalia offers ten new nature-based domains designed for druids and other nature-themed classes. Offering the contributions of Jeff Gomez and Maria Smolina, the domains of bat, bear, and boar provide the means of capturing the essence of several animals and the rugged taiga environment.

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Player Paraphernalia 85

Player Paraphernalia #85

The Seven Odious Orders

Introducing seven new cavalier orders based on seven deadly sins. Sparked from a discussion with Adam Matherly, the orders of Anger, Envy, Gluttony, Greed, Lust, Pride, and Sloth.

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Player Paraphernalia 86

Player Paraphernalia #86

Seasoned Flexibility, Three New Archetypes

This issue of the Player Paraphernalia presents three new archetypes. The Ruthless Overseer by Derek Blakely presents a rogue archetype that thrives off of the misery of others. The Seasoned Veteran by Nikolai Samarine presents a fighter archetype for a matured warrior. And finally, the Whip Master, another fighter archetype whose preferred weapon is more an extension of himself than anything else. A new whip based feat is also included.

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Player Paraphernalia 87

Player Paraphernalia #87

The Precentor (New Paladin Archetype)

This issue introduces a new Paladin archetype whose voice lifts even the heavens above, the Precentor. The creation of James Cooke, this archetype melds the bardic performance with the holy service of the paladin. Three new alternate divine bonds are also presented to extend the flexibility of the paladin.

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Player Paraphernalia 88

Player Paraphernalia #88

Taking on the Dead, New Cleric Archetypes

This issue introduces three new cleric archetypes that focus on taking the fight to undead. The ghost hunter learns how to harness his ability to channel energy in enhancing his weapons and armor to deal with the incorporeal threats. The Undead Hunter hearkens back to an older version of the cleric, not only using her channel energy to turn undead, but even destroying them at higher levels. The vampire hunter uses her faith to empower her ability to take on those blood-thirsty undead predators. A new domain and spell are also included in this issue as well.

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Player Paraphernalia 89

Player Paraphernalia #89

Lead in the Air, New Gunslinger Archetypes

This issue features the creations of N. Jolly, two gunslinger archetypes that couldn't be further apart in regards to purpose and design, yet this dichotomy offers an interesting balance in functionality. The archetypes are the Close Quarters Combatant and the Heavy Gunner, each focusing on a different type of firearm. Three new feats are also included that nicely compliments these two archetypes.

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Player Paraphernalia 90

Player Paraphernalia #90

Truly Nature's Ally, New Archetypes

This issue introduces six new archetypes, each focusing on summoning nature's ally or other wild aspects. There are two new archetypes for the druid, hunter, and ranger, including archetypes that completely replace the spell-casting ability. Based on a thread found in the Pathfinder RPG group on facebook, the challenge was to present something that created a spell-less version of the druid. The archetypes for the druid and hunter offer both a diminished and completely spell-casting versions. A new feat is included to enhance these archetypes.

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Player Paraphernalia 91

Player Paraphernalia #91

The Metamorphosis, New Oracle Mystery

This issue features the creation of Joshua Hennington, a new oracle mystery that grants the oracle the ability to harness the power of the eidolon's evolutions to completely transform herself based on her whims and desires.

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Player Paraphernalia 92

Player Paraphernalia #92

The Magician, New Archetypes

This issue introduces three new non-arcane archetypes. Rather, these archetypes focus on the craft of the magician: prestidigitation and legerdemain. There is the Stage Magician for the bard that uses his ability to tell astounding stories while performing amazing feats of misdirection and death defying stunts. The Street Magician for the monk prefers to use his skills of agility and mental acuity to trick even the most vigilant of observers of his close up magic. And then there is the beguiler, taking the craft into the unsavory realm of the rogue. The prestidigitation Perform skill is also defined for use with these unique archetypes.

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Player Paraphernalia 93

Player Paraphernalia #93

The Magician Part Deux, New Archetypes

This issue introduces three new arcane archetypes built upon the concept of the literate caster that prefers to cast his spells at the moment's notice. Rather than spending hours studying, the magician may spontaneously prepare his spells when needed, though at a cost of extra casting time and a bit more vulnerability due to the intense concentration needed. This supplement includes the Arcane Magician (wizard archetype), the Magician Arcanist (arcanist archetype), and the arcane magister (magus archetype).

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Player Paraphernalia 94

Player Paraphernalia #94

Vitamancy, The "Other" mancy school

This issue introduces a new arcane school based on "White" magic, conjuring and focusing positive energy for its healing effects. This specialty school provides those that specialize in the ability to cast curative spells normally limited to those with divine connections. It opposes and corollary to the school of necromancy. Nine new spells are also introduced that fall within this new alternate school.

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Player Paraphernalia 95

Player Paraphernalia #95

Keeping in Focus, Concentration is Key

Casting spells to smash your enemies or fortify your allies can make or break an encounter. And the bane to all spellcasters is the possible loss of a spell while casting due to a myriad of circumstances from enemy attacks to violent weather or movement. This issue introduces two new spells and several new feats designed to aid the caster in successfully casting regardless of the situation.

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Player Paraphernalia 96

Player Paraphernalia #96

Cavaliers Unhinged, Taking Chivalry in a New Direction

The concept of the unmounted cavalier is not a new one, but we are offering two new archetypes that take that idea into a whole new direction as well as a darker, more Lovecraftian themed order for those that wish to take their cavaliers into the realm of horror. Rodney Sloan has contributed two pieces to this issue including the Revolutionary archetype (think Les Miserables) as well as the Order of Ancient Horror to scare the pants off those that would dare question your cavalier's demands. And the Duel Master is included, offering a more versatile and quick thinking cavalier when taking on others in single combat.

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Player Paraphernalia 97

Player Paraphernalia #97

Arcane Specialists, Wizard Archetypes

This issue presents three new archetypes for the wizard. Each focuses on one aspect of the signature class features of the wizard, including the Bondsman, the Familiarist, and the Secondus. The bondsman grants additional abilities to for the wizard that likes to rely on an arcane talisman. The familiarist builds a supernatural bond with his chosen familiar. And the secondus can be seen as the Jack of All trades in the wizardry world.

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Player Paraphernalia 98

Player Paraphernalia #98

Students of Lore and Magic, Optional Spell-Casting Rules

While spell-casters prove a powerful and invaluable ally in an adventuring party, there are many times that players choose other options and you end up missing a vital functionary within the party. Options generally run from providing NPC support or adjusting scenarios to deal with missing support. However, this issue of Player Paraphernalia presents another option, allowing traditionally non-spell casting class access to a limited number of either arcane or divine spells through the use of a series of new feats and optional rules regarding spell-casting for non-spell-casters.

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Player Paraphernalia 99

Player Paraphernalia #99

Seasons of Change, New Cleric Domains

In this issue of the Player Paraphernalia series, we explore the four seasons from the perspective of domains. While there is a Seasons sub-domain under Weather, this supplement offers four alternatives, each designed for each of seasons. From the vibrancy of spring to the cold pallor of winter, all four seasons are presented with new domain powers and bonus spells.

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Player Paraphernalia 100

Player Paraphernalia #100

Rituals and Rites, Optional Spell-Casting Rules

Rituals, a novel idea first introduced in 3.5 offers non spell-casters the ability to wield magic at a more fundamental level at a cost. Paizo's Occult AdventuresTM took those rules and streamlined them and made them viable for the Pathfinder Roleplaying Game. However, they were limited to higher level spell effects and really geared for higher level games. This issue of the Player Paraphernalia series-Our 100th issue milestone!-Offers optional rules that expands rituals for 1st through 3rd level spell effects as well as expanding rules for backlash effects, optional rules regarding witches and shamans and their use of rituals, several new ritual related feats, and a new sorcerer archetype focusing on ritual aspects.

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Player Paraphernalia 100.5

Player Paraphernalia #100.5

Empowering the Kineticist, Juicing up the Burn

Tired of feeling the burn? This promotional issue of the Player Paraphernalia series offers the use of alchemical substances to help you power up your kineticist, presented by Matthew Carroll.

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Player Paraphernalia 101

Player Paraphernalia #101

Enigmatic Arcanary, Arcane Trickster Archetypes

The arcane trickster, the prestige class first presented in 3.5 combined the rogue's ability to damage others through stealth and subterfuge while taking advantage of the powers of an arcane spell-caster. While carried forward into Paizo's Pathfinder Roleplaying Game, prestige classes have been supplanted by archetypes and then later by hybrid classes. This issue of the Player Paraphernalia introduces several new archetypes for various classes built upon the ideas and concepts of the arcane trickster including the enigmatic adept, fetch, frenetic bomber, orphic sleuth, and prevaricator. This issue also includes a new sorcerer bloodline also built upon arcane trickster and two new alchemist discoveries.

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Player Paraphernalia 102

Player Paraphernalia #102

Warrior Wizardry Schools, Three New Arcane Schools

So where do Magi learn their trade? From warrior wizardry schools of course! But some students continue their studies, becoming full-fledged wizards while also learning secret martial skills with their chosen weapon. This issue of the Player Paraphernalia introduces three new arcane schools that focus on weapons training (archery, swordsmanship, and bludgeoning), offering wizards an alternative to the traditional arcane schools.

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Player Paraphernalia 103

Player Paraphernalia #103

Re-envisioning Leadership, Born to Follow

The Leadership feat, one of the most divisive and potentially OP feats in Pathfinder. At the same time, historically, high-level characters had the ability to attract others to their cause simply because of their level. So this supplement attempts to introduce leadership as an innate skill or ability that every player character has access while setting limits and a mechanic in place to bring out the role-playing aspects of attracting followers and cohorts. This supplement also includes several feats including a version of the actual Leadership feat that works with the mechanic presented.

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Player Paraphernalia 104

Player Paraphernalia #104

Feats of Arcane Tradition, Knowledge Esoterica

This Issue introduces over fifty new feats based upon the powers granted by the traditional schools of magic. Two new Advanced Rogue Talents are thrown in for good measure. Includes feat description matrix broken down by arcane school for ease of use.

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Player Paraphernalia 105

Player Paraphernalia #105

Secondary Archetypes Vol I, Variant Multiclassing Archetypes

Issue #105 present 13 new variant multiclassing options as first presented in Paizo's Pathfinder UnchainedTM. Each of these presents a different fighter archetype presented in the form of secondary class abilities replacing feats gained at 3rd level and every 4 levels thereafter. From the Archer to the Weapon Master, this supplement grants you a bit more martial mastery to a character that may sacrifice battlefield finesse for other skills and features.

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Player Paraphernalia 106

Player Paraphernalia #106

The Priest, A New Base Class

Issue #106 introduces a new base class, The Priest. While divinely inspired, the priest's strength and roles rely on social interaction with others as he expounds on his faith to others. Unlike other divine classes, the priest strength comes in his meekness and ability to seek non-violent solutions. While not geared for every type of game, those that focus on social aspects of the game will find this class invaluable when dealing with groups of people.

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Player Paraphernalia 107

Player Paraphernalia #107

Awakening Mantras, New Feats for Spell-casters

Issue #107 introduces twelve new feats that help power up your spell-caster. From recalling the last spell cast to sacrificing life, will, or personality, you can now gain additional spells by paying the cost.

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Player Paraphernalia 108

Player Paraphernalia #108

Druid Enclaves I, New Druid Archetypes

Issue #108 introduces four new druid archetypes, each based on a specific alignment aspect.

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Player Paraphernalia 109

Player Paraphernalia #109

The Wealdler, a New Hybrid Class

Issue #109 introduces the wealdler, a hybrid class of the bard and druid that may affect the environment with their performance. From soothing animals to summoning treants to do her bidding, the wealdler uses her abilities to protect nature from those that would attempt to corrupt or destroy it.

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Player Paraphernalia 110

Player Paraphernalia #110

Prestigious Variants Volume I, A-B Prestige Classes

Issue #110 presents four prestige classes broken down as a variant multiclass as introduced in Paizo's Pathfinder UnchainedTM. This issue covers the Arcane Archer, Arcane Trickster, Assassin, and Battle Herald.

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Player Paraphernalia 111

Player Paraphernalia #111

The Vanguard, a New Hybrid Class

Issue #111 introduces the vanguard, a hybrid class of the ranger and rogue that focuses on skills of espionage and survival. The vanguard excels in quick and deadly strikes then disappearing back into her surroundings.

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Player Paraphernalia 112

Player Paraphernalia #112

The Marshal, a New Hybrid Class

Issue #112 introduces the marshal, a hybrid class of the gunslinger and paladin whose faith allows him to go forth and bring the law to the lawless through the strength of his will and trusted gun.

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Player Paraphernalia 113

Player Paraphernalia #113

Prestigious Variants Volume II, D-H Prestige Classes

Issue #113 presents five prestige classes broken down as a variant multiclass as introduced in Paizo's Pathfinder UnchainedTM. This issue covers the Dragon Disciple, Duelist, Eldritch Knight, Holy Vindicator, and Horizon Walker.

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Player Paraphernalia 114

Player Paraphernalia #114

The Magesmith, a New Base Class

Issue #114 introduces the magesmith, a magically inclined crafter that may create just about any type of magical device by infusing them with a bit of his own arcane energies. And the magesmith doesn't stop there, being adept at detecting, disarming, and even creating traps of both magical and mundane varieties.

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Player Paraphernalia 115

Player Paraphernalia #115

The Goblin Rager, New Barbarian Archetype

Issue #115 introduces the goblin rager, a devious and nimble barbarian archeytpe suited solely for the goblin. Focusing more on a heightened agility and perception, the goblin rager hunt in packs and are trained to take out longshanks that threaten the tribe. New rage powers are included, designed specifically for the goblin rager.

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Player Paraphernalia 116

Player Paraphernalia #116

The Axe Beak Rider, New Cavalier Archetype

Issue #116 introduces the axe beak rider, a cavalier archetype specifically designed for the goblin race (though other small humanoids could also be used with this archetype as well). Forging a bond between two goblin riders and the large and voracious axe beak, this class takes the concept of the mount in a different direction and offers rules mechanics for dealing with dual riders. The Order of the Axe Beak is also included.

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Player Paraphernalia 117

Player Paraphernalia #117

Setting the World on Fire, More Goblin Archetypes

Actually, a druid archetype, a sorcerer bloodline, an oracle mystery, and a new oracle curse, all designed for goblins and their insatiable desire to watch things burn.

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Player Paraphernalia 118

Player Paraphernalia #118

Advanced Prestige Classes, Volume I

While prestige classes have become passé, they can still be useful in providing that extra punch to a character's overall build. This issue provides four prestige classes, two built upon the aclhemist base class and two built upon the cavalier base class. The mad bomber likes to throw things with explosive results while the mutagen master likes to live life through stranger chemistry. The kingsman believes that horsemanship and nobility go hand-in-hand and they provide superior combat support in the thick of battle while the martial tactician prefers to inspire and instruct his allies to swing the tide to their favor.

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Player Paraphernalia 119

Player Paraphernalia #119

Alternate Abyssal Bloodlines, Volume I

Introducing nine alternate sorcerer bloodlines, focusing on nine of the more commonly known demons. Similar to associated arcane sub-schools or sub-domains, alternate sorcerer bloodlines focus on specific attributes of the associated bloodline, replacing bonus spells, feats, arcana, or powers for others that more closely related to the specific focus of the bloodline. This issue includes alternate bloodlines for the Babau, Balor, Dretch, Glabrezu, Hezrou, Marilith, Nabasu, Nalfeshnee, and the Vrock.

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Player Paraphernalia 120

Player Paraphernalia #120

Advanced Prestige Classes, Volume II

While prestige classes have become passé, they can still be useful in providing that extra punch to a character's overall build. This issue provides three prestige classes, the agnostic, the cailleach, and the mortificator. Each is based off of a base class found in Paizo's Pathfinder Role Playing Game Advanced Player's GuideTM, including the inquisitor, the oracle, and the witch.

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Player Paraphernalia 121

Player Paraphernalia #121

Bad to the Bone, Horrible Hybrid Classes Volume I

Hybrid classes take two other classes and combine several of their aspects to create a unique new class. At face value, the combination of certain classes seem to conflict with each other while other concepts of just combining classes is little more than mixing them together is little more than the previous version's gestalt option. This issue looks at two hybrid classes that seem to do just that. First is the cutter, combining the rogue's sneak attack ability with the fighter's bonus combat skills. The second is the rune rager, combining the barbarian's rage with the wizard's spell casting ability.

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Player Paraphernalia 122

Player Paraphernalia #122

Bad to the Bone, Horrible Hybrid Classes Volume II

Hybrid classes take two other classes and combine several of their aspects to create a unique new class. At face value, the combination of certain classes seem to conflict with each other while other concepts of just combining classes is little more than mixing them together is little more than the previous version's gestalt option. This issue looks at two more hybrid classes that seem to do just that. First is the draitrodair, combining the wizard's spell casting with the fighter's bonus combat skills. The second is the siceachtrodair, combining the psychic's spell casting and phrenic abilities with the fighter's combat skills and bonus feats.

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Player Paraphernalia 123

Player Paraphernalia #123

Arcane Disciplines, New Psychic Disciplines

Welcome to issue #123 of the Player Paraphernalia series. This issue adds eight new psychic disciplines for the Psychic. Designed to emulate the wizard's specialization in a school of mage, the arcane disciplines offer 8 new disciplines representing the schools from Abjuration to Transmutation.

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Player Paraphernalia 124

Player Paraphernalia #124

Bad to the Bone, Horrible Hybrid Classes Volume III

The third iteration of the Horible Hybrid classes offers two niche, yet powerful and flavorful classes. The first class, the Mac Tirian combines the rage of the barbarian with the shape shifting abilities of the druid - focusing on the form of the wolf. Two alternate versions are also presented focusing on the bear and the great cat as well. The second class combines the alchemical passion of the alchemist with the mental power of the psychic - focusing on the Psychedelia discipline and fueling his abilities through the use of various types of chemical substances.

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Player Paraphernalia 125

Player Paraphernalia #125

Elemental Disciplines, New Psychic Disciplines

Welcome to issue #125 of the Player Paraphernalia series. This issue adds four new psychic disciplines for the Psychic focusing on the four elements (air, earth, fire, and water). These disciplines focus more on the spirit of the element than the raw mechanic generally associated with these primal forces. In addition, several new psychic phrenic amplifications enhancing the elemental disciplines is included as well.

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Player Paraphernalia 126

Player Paraphernalia #126

The Soul-Gunner, Minding Your Shot

Welcome to issue #126 of the Player Paraphernalia series. This issue introduces a hybrid class based off of Dreamscarred Press' Soulknife class and the Gunslinger. The Soul-Gunner manifests guns of semi-solid psychic energy that he uses to fire both normal black powder shot as well as bullets of psychic energy.

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Player Paraphernalia 127

Player Paraphernalia #127

The Cost of Power, Consumptive Magic Items

Welcome to issue #127 of the Player Paraphernalia series. This issue introduces a new means of creating magic items that draw power from the possessor, siphoning energy to fuel their spell-like powers. A dozen consumptive magic items are also provided to fuel the arcane crafter's spark of imagination in creating useful but potentially dangerous items.

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Player Paraphernalia 128

Player Paraphernalia #128

Bad to the Bone, Horrible Hybrid Classes Volume IV

The fourth iteration of the Horrible Hybrid classes offers two niche, yet powerful and flavorful classes. The first class, the Sagart Dulra combines the cleric's ability to cast divine spells and channel positive energy (with a twist) with the Druid's power over nature. The second class combines the raging strength and indomitable will of the Barbarian with the mental power of the psychic - focusing on the Pain discipline to focus his rage in causing terror in others.

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Player Paraphernalia 129

Player Paraphernalia #129

Bad to the Bone, Horrible Hybrid Classes Volume V

The fifth iteration of the Horible Hybrid classes offers two classes, each built off of the same parent classes. The first class, the Chazan is the creation of Margherita Tramontano and combines the bard and psychic, focusing on enhancing ally abilities through psychic performances. The second class is the scéalta léitheoir which presents a character that focuses on legends and lore and uses such stories to overcome nearly any obstacle.

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Player Paraphernalia 130

Player Paraphernalia #130

Crystalline Candy, New Aegis Customizations

Welcome to issue #130 of the Player Paraphernalia series. This issue introduces 40 new customizations for Dreamscarred Press' Aegis class. This issue also introduces two alternate options including vulnerabilities that allow the aegis to take on some drawbacks to his astral suit to gain additional customization points, and dual configurations that allow the aegis to split his customizations between two different configurations that he may quickly swap as needed. Two new feats designed for the aegis are also presented.

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Player Paraphernalia 131

Player Paraphernalia #131

Bad to the Bone, Horrible Hybrid Classes Volume VI

The sixth iteration of the Horrible Hybrid classes offers two niche, yet powerful and flavorful classes. The first one is the Díothúin, a warrior well versed in how to use her equipment to the best of her advantage while dealing with unquenchable anger issues that cause her to lash out with little consideration of the consequences, combining elements of the barbarian and the fighter. The second class is the Nádúr Cruinniú, a nature priest that learns to take on the very elements of nature in strange and bizarre ways, combining elements of the druid and the summoner.

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Player Paraphernalia 131.5

Player Paraphernalia #131.5

Shameless Souls, Antipaladin Archetypes

This promotional issue presents two new antipaladin archetypes. The first focuses on the art of murder, granting the antipaladin assassin-like abilities. The second class presents a more deceptive build, allowing the antipaladin to take on the identities of his victims.

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Player Paraphernalia 132

Player Paraphernalia #132

Summoning Stones, Keeping Your Allies Close

Welcome to issue #132 of the Player Paraphernalia series. This issue introduces gairm stones, géilleadh stones, and standing stones. These magic items may appear crude, but they offer a quick means to call forth allies in time of need. Focusing on conjuration magic, gairm stones are triggered items with a limited number of charges. Géilleadh stones are single use items that erupt in one or more summoned creatures when thrown. Standing stones are large monoliths or free standing structures that are actually powerful artifacts that require complex and ancient rituals to unlock their power.

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Player Paraphernalia 133

Player Paraphernalia #133

The Sorcerer's Secrets Vol I, Core Bloodline Expansions

Welcome to issue #133 of the Player Paraphernalia series. This issue introduces new options regarding Sorcerer bonus bloodline spells. Rather than just a single spell gained per level, the sorcerer may choose from a limited list of spells. Two options are presented in managing the inclusion of this bonus spell option. All ten of the bloodlines presented in the Pathfinder Roleplaying Game Core Rule Book™ are included in this issue.

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Player Paraphernalia 134

Player Paraphernalia #134

The Sorcerer's Secrets Vol II, Advanced Player Bloodline Expansions

Welcome to issue #134 of the Player Paraphernalia series. This issue continues the options regarding Sorcerer bonus bloodline spells presented in Player Paraphernalia #133. Rather than just a single spell gained per level, the sorcerer may choose from a limited list of spells. Two options are presented in managing the inclusion of this bonus spell option. All ten of the bloodlines presented in the Pathfinder Roleplaying Game Advanced Player's Guide™ are included in this issue.

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Player Paraphernalia 135

Player Paraphernalia #135

The Sorcerer's Secrets Vol III, Ultimate Magic Bloodline Expansions

Welcome to issue #135 of the Player Paraphernalia series. This issue continues the options regarding Sorcerer bonus bloodline spells presented in Player Paraphernalia #133. Rather than just a single spell gained per level, the sorcerer may choose from a limited list of spells. Two options are presented in managing the inclusion of this bonus spell option. All seven of the bloodlines presented in the Pathfinder Roleplaying Game Ultimate Magic™ are included in this issue.

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Player Paraphernalia 136

Player Paraphernalia #136

The Suit Makes the Man, New Aegis Archetypes

Welcome to issue #136 of the Player Paraphernalia series. This issue introduces three new aegis archetypes,ranging from the power wielding armintinne, the weapon focused fearairm, to the psi-weapon wielding ionsaígne.

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Player Paraphernalia 137

Player Paraphernalia #137

The Dark-Soul, The Darkness Bites Back

Welcome to issue #137 of the Player Paraphernalia series. This issue introduces a hybrid class based off of Dreamscarred Press' Soulknife class and the Ninja. The Dark-Soul manifests deadly weapons composed of shadow and wields the power of the night while she hunts for her next target.

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Player Paraphernalia 138

Player Paraphernalia #138

The Elven Paragon, Doing it Old-School

Welcome to issue #138 of the Player Paraphernalia series. This issue introduces a new base class limited to those with elven blood. The Foraomhnóir combines arcane spell-casting with martial prowess in homage to the original Elf class that has been around since the 1970's. The foraomhnóir also focuses on the elven spiritual and physical connection to mother nature, and the natural world about them.

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Player Paraphernalia 139

Player Paraphernalia #139

The Mandali, What Comes Around Goes Around

Welcome to issue #139 of the Player Paraphernalia series. This issue introduces a new base class by Aaron Hollingsworth, the Mandali. Breaking things down into their constituent parts, the mandali sees the inherit spiritual and metaphysical relationships through the use of rings and circles and the balance that needs to be maintained between them. Built with the Occult Adventures theme in mind, the mandali offers another spiritually based class to venture into the enigmatic unknown.

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Player Paraphernalia 140

Player Paraphernalia #140

Sugar Coated, More Aegis Customizations

Welcome to issue #140 of the Player Paraphernalia series. This issue introduces 2 alternate customizations, 13 expanded customizations - adding power points to empower many of the existing customization, and 25 new customizations for Dreamscarred Press' Aegis class.

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Player Paraphernalia 141

Player Paraphernalia #141

Arcane Revelations Part I, New Oracle Mysteries

Welcome to issue #141 of the Player Paraphernalia series. This issue introduces 4 new Oracle mysteries built upon the classical schools of arcane magic. Part I covers Abjuration, Conjuration, Divination,and Enchantment.

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Player Paraphernalia 142

Player Paraphernalia #142

Arcane Spirits Part I, New Shaman Spirits

Welcome to issue #142 of the Player Paraphernalia series. This issue introduces 4 new Shaman spirits built upon the classical schools of arcane magic following suite from last issue's Arcane Mysteries. Part I covers Abjuration, Conjuration, Divination,and Enchantment.

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Player Paraphernalia 142.5

Player Paraphernalia #142.5

The Spirit of Metal, New Shaman Spirit

Welcome to this promotional issue #142.5 of the Player Paraphernalia series. This issue introduces a new Shaman spirit based upon the Metal Mystery found in Paizo's Ultimate Magic™.

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Player Paraphernalia 143

Player Paraphernalia #143

Arcane Revelations Part II, New Oracle Mysteries

Welcome to issue #143 of the Player Paraphernalia series. This issue introduces 4 more Oracle mysteries built upon the classical schools of arcane magic. Part II covers Evocation, Illusion, Necromancy, and Transmutation.

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Player Paraphernalia 144

Player Paraphernalia #144

Arcane Spirits Part II, New Shaman Spirits

Welcome to issue #144 of the Player Paraphernalia series. This issue introduces the other 4 new Shaman spirits built upon the classical schools of arcane magic following suite from last issue's Arcane Mysteries. Part II covers Evocation, Illusion, Necromancy, and Transmutation.

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Player Paraphernalia 145

Player Paraphernalia #145

Alternate Infernal Bloodlines, Volume I

Introducing seven alternate sorcerer bloodlines, focusing on nine of the more commonly known devils found in Paizo's Bestiary™. Similar to associated arcane sub-schools or sub-domains, alternate sorcerer bloodlines focus on specific attributes of the associated bloodline, replacing bonus spells, feats, arcana, or powers for others that more closely related to the specific focus of the bloodline. This issue includes alternate bloodlines for the Barbed Devil, Bearded Devil, Bone Devil, Erinyes, Horned Devil, Ice Devil, and the Pint Fiend.

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Player Paraphernalia 146

Player Paraphernalia #146

The Arcane Specialist, A Wizard Archetype

This issue presents a new archetype for the wizard focusing on her ability to specialize in a single school of arcane study. Additional benefits are granted when intensely focusing on such a school while forsaking study of others as well as additional school powers gained at higher levels. The eight classical schools of arcane study are presented for this archetype.

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Player Paraphernalia 147

Player Paraphernalia #147

Bloodline Schools Part I, New Arcane Schools

This issue presents several new schools for the wizard based on many of the sorcerer bloodlines found in Paizo's Pathfinder Roleplaying Game Core Rulebook™. Rules are also presented explaining how bloodline schools function differently than standard arcane schools and eight schools from which to choose from.

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Player Paraphernalia 148

Player Paraphernalia #148

The Unchained Samurai, New Alternate Class

Issue #148 is a re-imagining of the samurai class introduced in Ultimate Combat™. Given the quasi-spiritual and metaphysical orientation of the eastern classes such as the monk or ninja, the unchained samurai gains a ki pool from which he may empower many of his martial abilities. Many options are presented to build the samurai in new and unique ways and includes a new feat geared for the class as well as two new Orders that take advantage of the unchained samurai's ability to infuse his ki.

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Player Paraphernalia 149

Player Paraphernalia #149

Soused on the Sauce, Alcoholic Archetypes and More

Ring in the new year with several new archetypes that enjoy the blissful state of inebriation. The creations of Aaron Hollingsworth, this issue offers 9 new archetypes as well as drunken traits to bolster your character's ability to be the life of the party.

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Player Paraphernalia 150

Player Paraphernalia #150

The Sorcerer Unchained, A New Unchained Class

Another awesome creation by Aaron Hollingsworth, this issue of the Player Paraphernalia presents a re-imagined version of the sorcerer. The unchained sorcerer breaks the bonds of the bloodline to fully embrace the power of true arcane mastery.

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Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license. See paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.

Player Paraphernalia TopPlayer Paraphernalia #10Player Paraphernalia #20Player Paraphernalia #30Player Paraphernalia #40Player Paraphernalia #50Player Paraphernalia #60Player Paraphernalia #70Player Paraphernalia #80Player Paraphernalia #90Player Paraphernalia #100Player Paraphernalia #110Player Paraphernalia #120Player Paraphernalia #130Player Paraphernalia #140Player Paraphernalia #150

And there is a PDF version of this Index that breaks them down not just by issue, but by category as well (including feats, spells, new base classes, archetypes, etc.). The Great Player Paraphernalia Index is offered as Pay What You Want, so you don't have to spend anything to get it (though any attribution is much appreciated!).