Pathfinder Second Edition
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As the smoke from his gun cleared David looked across the battlefield. The men in his regiment had all fired in near-perfect unison as they had been trained by their sergeant. Across the field of fire lay scores of dead enemy knights. Some had been blasted apart, while others had been buried under their horses. Some were still screaming in pain.
"AFFIX BAYONETS!" - the order came. It was time to finish this. It was time for the era of the knights to end and show the world that the Black Powder Rebellion had begun.
This PDF is fully hyperlinked for easy navigation.
Black Powder Rebellion aims to provide you with weapons from the era of gunpowder for the Pathfinder Second Edition Roleplaying Game. This builds and expands on the ideas initially provided in the Guns & Gear playtest, but has been expanded far beyond what was provided there.
In this book, you'll find rules for 28 new weapons, hand bombs, and exploding powder kegs. These come in two variations:
One set has been created with an aim to maintain the same game balance that already exists within Pathfinder 2, while the other has been designed for more deadly effect - more accurately showing the effects of firearms of the real world while providing the same disruptive effect they had on the real world.
You'll also find information on how to implement them in your campaigns, as well as run historical campaigns in a number of different eras:
The Age of Sail
Conquest of the New World
Pike and Shot
Rebellions of the Meiji Restoration
Into the Trenches
You'll also find plot hooks and ideas on how to implement them in your campaigns, notes, and ideas for how to run a low (or no) magic campaign, and the expansions needed for the Medicine skill.
And finally, you'll find 4 new archetypes for use as a player character:
Desperado, a two-gun slinging shooter
Highwayman, a single gun user capable of striking from horseback
Musketeer, an elegant but deadly wielder of rifles and swords
Spellshot, for those who channel their arcane power through bullets rather than wands or arrows.
Blackpowder Rebellion (PF2)
Blackpowder Rebellion: Firearms and Historical Campaigns
Ancestral Anthologies Vol. 1: Races of Nature Unleased (PF 2)
Ancestral Anthologies Vol. 1: Races of Nature Unleashed (PF2)
Dorian looked up at the gigantic beast in front of him. So this was what the Norns had intended for him to rectify. He grinned confidently at his companions - he'd told them about his destiny months ago, and they'd all just scoffed at him. Drawing his blade from its scabbard he waded in. Time to show them a thing or two about how fate worked, and why he believed he was destined for greatness...
Each PDF is fully hyperlinked for easy navigation.
Ancestral Anthologies Vol. 1: Races of Nature Unleashed provides you with the rules for the following:
4 New Races, 20 new Heritages, and 94 new Ancestral Feats, as follows:
Destined - When a lesser beings’ meddling upsets the strands of fate, the weavers of Fate must act to correct history’s progression by creating one of the Destined, a creature with the potential to set things right. To do this, they draw upon the raw components that comprise the multiverse, carefully crafting an infant Destined designed to be the model of robust health and charming demeanor. Once created, the Destined is inserted into the material plane where it can alter the course of history.
The Destined come with 5 new heritages and 23 new ancestral feats, allowing you to bring this character to life.
Duburu - Duburus are a muscular, barrelchested humanoid race that live at the northernmost pole where the frigid temperatures, scarce vegetation, inhospitable ice flows, and lack of resources make surviving everyday life a challenge. Unique to the Duburu is their dual consciousness. All Duburus begin life in the womb as a twin, each with a brain of its own. During the gestation period, the two merge to become one, creating a creature that thrives in solitude - though they often talk to themselves.
The Duburu bring with them 5 new heritages and 24 new ancestral feats so that you too can show off your dual-mindedness.
Naboda - Millennia ago, a Great Old One’s interest was drawn to the realm of dreams by a particularly creative humanoid thinker. Interested to see what chaos would unfold if the creature existing in the dreamer’s mind were to exist on the material plane, the Old One plucked it from the dreamscape and breathed life into it. Since that time, Nabodas have integrated themselves into the fabric of the world, living among humans.
The Naboda enter the fray with 5 new heritages and 25 new ancestral feats so that you can bring life, and nightmare, to life.
Vek - Distant cousins of the cyclops, Veks live sequestered in the remotest parts of the jungles in a
communal lifestyle. Like their cousins, Veks possess one central eye and powers of the mind, but they lack the physical stature and strength of their cousins. Instead, Veks possess some physical characteristics similar to arachnids, such as a toughened epidermis. Veks hunt in small packs, taking advantage of poison and ambush tactics. Veks have an uncanny ability to predict another creature’s battle tactics and defensive maneuvers, and they rely on this insight to determine the best way to take down prey.
The Vek are introduced with 5 new heritages and 22 new ancestral feats, welcoming you to the jungle.
Ancestral Anthologies Vol. 2: Fox & Fae, Kitsune and Sylphs (PF2)
Ancestral Anthologies Vol. 2: Fox & Fae: Kitsune and Sylphs (PF2)
Yulai was sitting on the tavern roof overlooking the alley, waiting for her prey to appear. She'd have to be extra vigilant this evening, as her sylph friend Moongleam was playing the victim. A gang of ruffians had been harassing the villagers for a few weeks now, and it was time that they learned a lesson.
Darkfang, her trusty fox companion, nudged her side, and then she saw it too. A shadow was moving in the alley. It was time. The kitsune stood up straight and leapt into action.
Each PDF is fully hyperlinked for easy navigation.
Ancestral Anthologies Vol. 2: Fox & Fae: Kitsune and Sylphs provides you with the rules for the following:
Kitsune and Sylph ancestries, 6 new Heritages, and 33 new Ancestral Feats, as follows:
Kitsune - The kitsune or fox-people are a race from ancient times, but one that has often escaped the notice of humans and others, as they hide in plain sight. They were originally fox spirits who were so intrigued by the endless possibilities of humanoids that they eventually made a deal with the moon-goddess and became, partially at least, the kind that they were so fascinated with. Now, beautiful and dangerous they hide among others, ever looking for friendship, love, and in some cases revenge.
The Kitsune come with 3 new heritages and 17 new ancestral feats, allowing you to bring this character to life.
Sylph - Sylphs are a strange mix of the elemental powers and the fey realms, crossing between the two with effortless grace. They’re the descendants of an ancient fey king, stemming from one of the king’s trysts with one of the elemental lords of the Elemental Plane of Air. The elders flit about on butterfly-like wings and have a particular bond with flying creatures.
The Sylphs bring with them 3 new heritages and 16 new ancestral feats so that you too can take to the skies.
Ancestral Anthologies Vol. 3: Favored of the Gods (PF2)
Ancestral Anthologies Vol. 3: Favored of the Gods (PF2)
Ssavara caught her friend’s scent just before Wakuru’s form reappeared beside her. “You were right,” Wakuru told Ssavara. “We can always count on your keen sense of smell to track down anything. There are six well-armed fighters guarding the chalice and I overheard them saying the highest bid so far is 2,000 gold. They’re not letting anyone in armed, so it’s a good thing we’ve got other options.”
“When I give the signal, you hit them with your mind blast, “ Ssavara told Wakuru as she allowed her venomous saliva to drip onto a wicked-looking dagger. Seconds later her appearance changed from an anthropomorphic red-scaled ophidian to a red-haired human beauty in seconds. Ssavara tucked the envenomed dagger into her bodice, gave Wakuru a wink, and said, “Let’s get this chalice back to the monastery where it belongs!”
Each PDF comes fully hyperlinked.
Ancestral Anthologies Vol. 3: Favored of the Gods provides you with the rules for the following:
Rules for 6 new ancestries, each with its own unique heritages and ancestry feats. In total, you’ll find 19 new heritages among the ancestries and 139 new ancestral feats!
Duskari - Duskari hail from a gigantic underground cavern, and stand 7 feet tall, as strong as the stones that surround their homes. The gentle giants are capable of bringing the heat in combat, though most prefer a calmer approach.
Ekko - The blue-skinned Ekkos were once creatures without a physical form, but now they delight in the sensations available to them through their bodies. Able to tap into incredible mind-powers, they set out to experience everything that the world has to offer.
Sedevas - The angelic Sedevas were once part of the celestial host, but fell in love with a mortal charge, and requested a boon from their gods: To live among the mortals and be one with them, to be with the person they loved. Their boon was granted, but they lost their ability to fly, and they cannot leave behind their true nature and set out to help those around them.
Ssindar - The ophidian shapeshifters of the Ssindar live in places that are inhospitable to most. The deepest of deserts and beneath volcanic mountains. Here the humanoids can be their true forms, a serpentine natural anthropomorphic form while being able to use their human form for when they have to go elsewhere. Their powers vary greatly by the individual - some have burning breath, while others spit acid, but common to them all is the love of their tribe.
Tarri - Tarri are bipedal humanoids with the upper body of an elf with an antlered head and the legs of a reindeer. So rare that most think they’re satyrs, few have ever seen them. Tarri live both among elves and centaurs, and quickly learn to use their agility and speed to the fullest. They’re headstrong, but love their home and friends, and would do anything for them.
T’Veelu - The T’veelu are scorpion people, humanoids with stingers or multi-jointed legs. The T’veelu are hardy, preferring a nomadic lifestyle in the deserts where they make their homes, working together to bring down prey bigger than an individual could. Because of their grey or blue skin, they’re often mistaken for drow. A nasty surprise awaits those that irritate or threaten a T’veelu when making such a mistake.