The Mad Doctor S Formulary

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CC 13Make Your Game Legendary!A rules supplement delving into the bizarre and perverse side of medicine, physic, and chirurgery, the diabolical ends to whichsupposedly mundane knowledge and practice can be put. Penned by truly vile scholars whose humanity was far less than theircuriosity about the literal inner workings of the humanoid form, the secrets contained within the Mad Doctor’s Formulary arean ideal complement to a Gothic Adventure Path or any game where mad scientists work their terrible trade in flesh and bone.The MadDoctor’sFormularybyJason Nelsonwith theandClinton J. BoomerLegendary Games Design Team

2The Mad Doctor’s FormularyJason Nelson and Clinton J. BoomerThe Mad Doctor’s FormularyCreditsAuthor: Jason Nelson and Clinton J. BoomerArt: Frank Hessefort and Tim Kings-LynneLayout & Design: Timothy K. Wickham and Liz CourtsLegendary Games Design Team Members: Matt Goodall, Jim Groves, Rob Lazzaretti, Neil Spicer, Russ Taylor, GregVaughan, Timothy Wickham, and Clark PetersonSpecial ThanksErik Mona, Lisa Stevens, James Jacobs, and the Paizo staff for their excellent Carrion Crown and Second DarknessAdventure Paths.About Legendary GamesLegendary Games is an all star team of authors and designers, founded by Clark Peterson of Necromancer Games, Inc.Legendary Games uses a cooperative, team-based approach to bring you, the Paizo Publishing fan, the best expansionmaterial for your game. We are gamers and storytellers first, and we believe that passion shows in our products. So checkus out, and Make Your Game Legendary!Visit us on Facebook and follow us on Twitter @legendary games.Gothic Grimoires: [[Book Title]]. Copyright 2013, Legendary Games. All rights reserved.This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or the 3.5 Edition of the world’s oldest fantasy roleplaying game.The OGL can be found below.Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on thePathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under thePathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.Notice of Open Game Content: This product contains Open Game Content, as defined in the Open Game License. OpenGame Content may only be Used under and in terms of the Open Game License.Open Content: Subject to designation as Product Identity (see below), the only portion of this Legendary Games productdesignated as Open Game Content is the rules content (names of skills, etc., taken from the Pathfinder Reference Document)as defined in the Open Game License version 1.0a Section 1(d). The front and back cover, back matter, introduction andCredits page, as well all other parts of this product including all text not specifically designated as Open Game Content is notOpen Game Content. No portion of this work other than the material designated as Open Game Content may be reproducedin any form without written permission.Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License1.0a, Seection 1(e), and are not Open Content: Legendary Games, the Legendary Games Logo, Adventure Path Plug-In,Regarding the Clockwork of Capillaries, The Mad Doctor’s Formulary, as well as all trademarks, registered trademarks, propernames (including the names of each character, location, item or monster unique to this product), dialogue, plots, storylines,locations, characters, artworks, and trade dress, but excluding any content that is Product Identity of Paizo Publishing, Inc.(Elements that have previously been designated as Open Game Content are not included in this declaration.)Reference in non-Open Game Content (thus not covered by the Open Game License) in this work to content owned by othersis not a challenge to their ownership and is used under Fair Use.OPEN GAME LICENSE Version 1.0aThe following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”).All Rights Reserved.1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have contributed Open GameContent; (b) “Derivative Material” means copyrighted material including derivative works and translations (including intoother computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation,abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means toreproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) “Open Game Content”means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does notembody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as OpenGame Content by the Contributor, and means any work covered by this License, including translations and derivative worksunder copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names,logos and identifying marks including trade dress; artifacts, creatures, characters, stories, storylines, plots, thematic elements,dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes andgraphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments,personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magicalor supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademarkclearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open GameContent; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itselfor its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or“Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open GameContent. (h) “You” or “Your” means the licensee in terms of this agreement.2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Contentmay only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that youUse. No terms may be added to or subtracted from this License except as described by the License itself. No other terms orconditions may be applied to any Open Game Content distributed using this License.3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual,worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You representthat Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by thisLicense.6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact textof the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add thetitle, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Contentyou Distribute.7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, exceptas expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agreenot to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a workcontaining Open Game Content except as expressly licensed in another, independent Agreement with the owner of suchTrademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challengeto the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain allrights, title and interest in and to that Product Identity.8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you aredistributing are Open Game Content.9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use anyauthorized version of this License to copy, modify and distribute any Open Game Content originally distributed under anyversion of this License.10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You distribute.11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributorunless You have written permission from the Contributor to do so.12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or allof the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open GameMaterial so affected.13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure suchbreach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to theextent necessary to make it enforceable.15. COPYRIGHT NOTICEOpen Game License v 1.0a 2000, Wizards of the Coast, Inc.The Mad Doctor’s Formulary 2013, Legendary Games; Authors Jason Nelson and Clinton J. Boomer.System Reference Document. 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, basedon material by E. Gary Gygax and Dave Arneson.The Hypertext d20 SRD. 2004, Jans W Carton.Pathfinder Roleplaying Game Advanced Player’s Guide. 2010, Paizo Publishing, LLC; Author: Jason Bulmahn, James Jacobs,Steve Kenson, Hal Maclean, Rob McCreary, Erik Mona, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, F.Wesley Schneider, James L. Sutter, Owen Stephens, and Russ Taylor.Pathfinder Roleplaying Game Core Rulebook. 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material byJonathan Tweet, Monte Cook, and Skip Williams.Pathfinder Roleplaying Game Ultimate Combat 2011, Paizo Publishing, LLC; Lead Designer: Jason Bulmahn; Designers:Dennis Baker, Jesse Benner, Benjamin Bruck, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb,Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor.Pathfinder Roleplaying Game Ultimate Magic 2011, Paizo Publishing, LLC; Lead Designer: Jason Bulmahn; Designers:Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C.Stephens, and Russ Taylor.

Welcome to Adventure Path Plug-Ins!3This product is a part of our line of support materials for extended Adventure Path-style campaign play for use with Paizo’sPathfinder Roleplaying Game. When you see the “Adventure Path Plug-In” logo at the top of a Legendary Games product, youcan expect it is designed to fit directly with the themes of a particular Adventure Path campaign. The all-star team of designershere at Legendary Games is committed to bringing you—the busy GM or player—the absolute best third party support for yourPathfinder campaign. To deliver on that commitment, we’ve assembled the best of the best of current gaming authors, designersand layout experts so that you can feel comfortable that Legendary Games products will be the most creative, rules-legal and welldesigned content you can find. Though Adventure Path Plug-Ins all share a theme with a specific Adventure Path campaign, theyare designed to be easily incorporated into your home game regardless of what campaign you may be running.What You Will Find Inside The Mad Doctor’s FormularyLegendary GamesThis supplement continues the Legendary Games tradition of exploring genre boundaries as they pertain to the progress of anAdventure Path. We look for places where we can flesh out and really explore topics of interest. In the case of this product, onceupon a time it was the forgotten Tome of Arcane Knowledge, begun long ago but never quite finding a comfortable home amidstthe various codices and grimoires we produced. It was such a unique product idea that the final solution should have beenobvious: Stop trying to lump it in with other products; expand it and make it the core of a whole new product. What you see hereis the fruit of that idea, The Mad Doctor’s Formulary.This product builds on the trope of the mad scientist, in particular the medical practitioner willing to undertake anyexperiment, no matter how awful, to earn greater knowledge of the inner workings of body and mind. The alternate rulescontained within allow you to explore how a corrupt academic might accomplish risky yet effective strategies and techniques formending or destroying the minds and bodies of others without resort to magic, making this product an especially good fit in arelatively low-magic setting like those sometimes found in horror campaigns. This product contains the base rules for chirurgery,the exotic and often terrifying brand of warped medicine these mad doctors practice, including 11 sample procedures. It alsocontains a sample chirurgical text wherein PCs might discover these fell secrets, including two new feats, as well as instructions forconstruct creation on some constructs that may be familiar and two entirely new constructs that represent the dark side of medicalexperimentation.Who better to provide you with this kind of product than the writers that regularly contribute to building the rules, adventures,and support materials that make that game great? The answer: no one. The Legendary Games tradition is to combine rich storyand background, innovative layout, beautiful aesthetics, and excellence in design that is second to none. This product is the latestin that tradition, and we hope you enjoy using it as much as we enjoyed making it. Game on!Jason NelsonAdventure Path Plug-InHey, What’s Withthe Names?You will see us use phrases such as “Gothic Campaign” instead of the title of a recent Adventure Path. Or you may see us use thenames “Raven” for the town or “the temple” instead of the regular proper names of specific locations and characters from thoseadventures. There are legal reasons for this. While we can create compatible products under the Open Game License, we stillhave to be respectful of certain content that Paizo Publishing owns. Because we want to be very respectful of their content andwork in partnership with them we use these “replacement phrases” for certain content. Plus, this helps the product have a moregeneral appeal to those who may be running a home campaign that fits the same themes. In any event, we are 100% confidentyou know what we are talking about and will have no problem making the required connection. So enjoy Gothic Grimoires inyour gothic Adventure Path, set in a small gothic town, helping the Professor’s Daughter and cleansing the unquiet spirits in theruins of the local prison. See, that wasn’t so hard, now was it.Special Electronic FeaturesWe’ve hyperlinked this product externally with links to the Pathfinder Reference Document, the official online compendium ofgame rules (when not present there, we also used the d20PFSRD). If it is in the core rulebook, we generally didn’t link to it unlessthe rule is an obscure one. The point is not to supersede the game books, but rather to help support you, the player, in accessingthe rules, especially those from newer books or that you may not have memorized.

4Magical healing is common in a game world, but notnecessarily universal, and there's nothing to suggestthat non-magical healing could not also becomeadvanced and sophisticated in its own right. For that matter, theavailability and reliability of such healing might make it evenmore likely that the deeper researches into chirurgical practicesand procedures would be carried out by the desperate, deranged,or religiously corrupted, heretical, or entirely forsaken. Bereftof conscience, no experiment is too awful if knowledge can begained. The pain and suffering of others is at best an unavoidableconsequence and at worst a sadistically delicious fringe benefit.Jason Nelson and Clinton J. BoomerThe Mad Doctor’s FormularyChirurgeryChirurgery represents a combination of medical skillsencompassing the encyclopedic diagnosis of ailments, the swiftand skillful compounding of medicines tailored for them and theneeds of the patient, as well as a deft hand at surgical maneuvers,operations, and equipment, allowing you to repair the physicalbody like a finely tuned machine. The radical procedures ofchirurgery are so extreme that you can even manipulate the minditself by subtle application of your techniques and alchemicalconcoctions to the nervous system.In order to learn a chirurgical, you must first have the SkillFocus (Heal) feat or at least 5 ranks in the Craft (alchemy)and Heal skills. If you meet either prerequisite, you can learnprocedures in a fashion similar to learning new spells. You mustfirst find a suitable tome containing the instructions for theprocedure or be taught by another character who already knowsit for one week, after which you must practice the procedure on aliving humanoid or a humanoid corpse that has died within thepast 24 hours (including a corpse affected by gentle repose, aslong as it was cast within 24 hours of the creature's death). Usinga corpse for this purpose results in a -5 penalty to skill checks tomaster the procedure.If you achieve complete success, you have mastered theprocedure and can use it at will. If you achieve a partial success,you have mastered it albeit imperfectly and you take a permanent-2 penalty to skill checks related to that procedure until youachieve a perfect success with it, after which this penaltydisappears. If you fail to master the procedure, you must study foran additional week and attempt to master it again with a livingpatient or corpse. You gain a cumulative 1 bonus to skill checksmade to master the procedure for each week of practice after thefirst.Each week you spend mastering a chirurgical procedureexpends one alchemy crafting kit, one antidote kit, and onehealer's kit. In addition, you must have an alchemist's lab andsurgeon's tools in order to learn a chirurgical procedure, althoughonce you have mastered the procedure you can try to perform itwithout these tools and their accompanying bonuses.Special: If using the alternative Madness score rules fromTomes of Ancient Knowledge, chirurgical procedures violatethe integrity of mind and body both surgically and throughexperimental psychotropic agents, causing the patient to gain 1Madness point. A Fortitude save (DC equal to the procedure'sskill check DC -5) negates this Madness gain.Chirurgical ProceduresOnce you have mastered a chirurgical procedure, you can performit at any time. The time required for each procedure is listed,during which time the patient must be helpless, unconscious, orwilling. A willing patient can remain awake during the procedure,though she automatically becomes fatigued and sickened for theduration of the procedure and for an identical amount of timethereafter. When performing chirurgery, you make three skillchecks against the listed DC, one each against Craft (alchemy),Heal, and Disable Device, the latter representing the surgeon'sskill at working with the body's intricate and delicate organicmechanisms. All checks also have a listed synergy skill; this skillprovides a 1 bonus to skill checks related to the procedure forevery 3 ranks in the skill. If all three skill checks succeed, theprocedure is a complete success. Two successful checks produce apartial success and one check a failed procedure. If all checks fail,the procedure goes horribly awry, resulting in malpractice anddire complications. If the result of any skill check is a natural 1,the target must succeed at a Fortitude save with a DC equal to theprocedure’s DC or else the entire procedure results in malpracticeregardless of the result of the other two skill checks. If two checksproduce natural 1s, malpractice automatically occurs and thepatient dies if it fails the Fortitude save. If all three checks producenatural 1s, the patient dies with no save allowed. A surgeon canalways choose to fail any associated skill checks but cannot chooseto roll a natural 1 and cannot take 10 or take 20 (creatures withSkill Mastery can take 10 if they have mastered one of the relevantskills).Each procedure has a DC and requires the listed amount oftime to complete. If the reader does not have at least one assistantavailable to assist with the procedure, including holding thebook and its anatomical diagrams at the proper angle, this timeis doubled and the reader takes a -5 penalty to all associated skillchecks. Masterwork tools, a full or portable alchemist’s laboratory,and a healer’s kit provide their normal benefits to the relevant skillchecks when used as a part of chirurgery. If the target is below 0hit points when chirurgery is begun, all associated skill checkstake a penalty equal to the patient’s negative hit point total priorto receiving the procedure.Chirurgical procedures are strenuous for the body. The patientbecomes fatigued and sickened by pain for the duration of theprocedure and is fatigued for 1 week thereafter. This fatigueis reduced by 1 day for every 5 points by which the surgeonexceeded the DC on any checks, though fatigue can never bereduced below 1 day. In addition, after receiving a chirurgicalprocedure the DC for any further procedures is increased by 5for the next 24 hours. This stacks if additional procedures areattempted. This increase is doubled to 10 if the same procedureis repeated on a patient within 24 hours. Each procedure requiresthe listed number of uses of a healer’s kit; if this number ofuses is not available, each missing use results in a cumulative -2penalty to all skill checks associated with the procedure. Anysave DCs for effects that duplicate spells are Intelligence-based.Unless otherwise noted, all effects of a chirurgical procedure arepermanent.As a final note, many chirurgical procedures are damagingto the patient's psyche and the natural balance of their mentalprocesses. This imbalance extends into the spiritual plane, andcreatures who recently underwent mind-altering chirurgical

procedures might have a greater than normal chance of arising asunquiet dead, perhaps haunts that spread madness and torment,or as actual undead creatures such as allips or, more rarely, ghostsor spectres.1 confused2 dazed3 fascinated4 frightened5 nauseated6 mad hallucination (as the spell)7 overwhelming grief (as the spell)8 rage (as the spell)9 unadulterated loathing (as the spell)10 unnatural lust (as the spell)In addition to the above, the target retains a lasting negativemental association with the surgeon, and its reactions are adjustednegatively by one step.Malpractice: You cause lasting mental damage to the patient,dealing 1d4 points each of Charisma, Intelligence, and Wisdomdamage, and cause a random form of insanity. In addition to theabove, the target retains a lasting negative mental association withthe surgeon, and its reactions are adjusted negatively by two steps.Reversal: An adjusted attitude can be repaired as normal forinsanity effects.Synergy Skill: Intimidate.Graft Flesh (DC 20, 2d4 hours, 1 use per hour): You surgicallyremove (if necessary) and replace some portion of the targetcreature's body with something else. The tissue you wish toengraft onto the patient must be fresh, ideally taken from a stillliving creature. For every hour the tissue has been removed or thedonor creature has been dead, all skill checks take a -1 penalty. Ifthe affected tissue or creature is under a gentle repose spell, onlytime that elapsed before the spell was used counts toward thispenalty. Skeletal or corporeal undead creatures can have fleshgrafted from other undead of the same type or from dead flesh (orbone, for skeletal undead) without facing this penalty.Having alien flesh grafted is hard for the mind to accept. Ifthe new limb is not essentially identical to the original limb (i.e.,same creature type, subtype, and species), the target takes 2 pointsof Wisdom drain (a DC 20 Will save reduces this to Wisdomdamage) for each graft; you may substitute Sanity loss for Wisdomdrain if using Tomes of Arcane Knowledge.Complete Success: You can replace a creature's natural weaponwith a different one suited for the same limb (bite or gore forhead; claw, slam, or wing buffet for arm; claw or hoof for leg;sting or tail slap for tail). You can instead add a prehensile handin place of a claw on an arm). You cannot confer exceptionalabilities such as constrict, grab, poison, pounce, rake, or rend.The natural weapon deals damage appropriate to the patient'ssize; you can transplant a natural weapon from a creature one sizecategory larger or smaller, though the patient takes a permanent-2 penalty to attack rolls with that natural weapon. Whenever youadd a natural weapon the creature did not previously possess, thepatient is considered non-proficient with that natural weaponAdventure Path Plug-InAdjust Attitude (DC 25, 1d4 days, 2 uses per day): You canalter the psycho-neurological behavior of a patient, changing theirterrors & obsessions as you deem fit. Although you cannot affectthe actual personality, desires or fears of the subject, you canimplant permanent manias and phobias of your choice throughselective stimulation of the brain and infusion of psychoactivedrugs.Complete Success: The intended mania or phobia is implantedin the target, and the saving throw DC is increased by 1 for every3 points by which any of your skill checks exceeded the requiredDC.Partial Success: The intended mania or phobia is implanted inthe patient.Failure: You deal 2 points of damage to the patient’s Charisma,Intelligence, or Wisdom (determine randomly). In addition, thepatient’s response to the intended object of its mania or phobiabecomes random. When exposed to it, she has a 50% chance tobecome shaken and a 50% chance to become sickened. If forciblyconfronted with the mania or phobia (a standard action), rollrandomly among the following effects to determine its response,with each effect lasting 1 round:5Legendary GamesAdjust Appearance (DC 25, 1d4 days, 5 uses per day): Yoursurgery alters the outward appearance of a patient, changing theirfeatures or proportions as you deem fit. You may alter the patientas per the general rules of the disguise self spell: the patient couldbe made 1 foot shorter or taller, or could be made thinner orfatter. You cannot change the patient's creature type (althoughthe patient could be made to appear as another subtype, grantinga 10 alchemical bonus to Disguise checks to impersonate acreature of that type). Otherwise, the extent of the apparentchange is up to you. You could add or obscure a minor featureor change the patient to look like an entirely different person orgender.Complete Success: The intended adjustment in appearance isachieved. If your appearance is changed to resemble anothersubtype or gender, your likeness is uncanny, granting a permanent 10 alchemical bonus to Disguise checks to impersonate acreature of the chosen type, and a 2 circumstance bonus to Bluff,Diplomacy, and Perform checks related to the patient’s disguise.Partial Success: The intended adjustment in appearance isachieved, and the patient gains a permanent 5 alchemical bonusto Disguise checks as a creature of the chosen type.Failure: The patient’s appearance is adjusted as desired butappears unnatural or imbalanced. The patient’s sense of self isaffected, dealing 2 points of Charisma damage.Malpractice: The patient becomes horribly disfigured as graftsand adjustments become infected and necrotized while thedisfigurement is also psychologically damaging. The patient takes1d4 points of damage per character level and takes 1d6 points ofCharisma drain and contracts filth fever.Reversal: regenerate.Synergy Skill: Disguise.Table 1-1: Attitude Adjustment Failured10 Mania or Phobia Response

Jason Nelson and Clinton J. BoomerThe Mad Doctor’s Formulary6and takes a -4 penalty to attack rolls with it, though he may takethe Exotic Weapon Proficiency feat to obviate this penalty for theselected natural weapon.You may instead alter a limb to aid in climbing, jumping, orswimming. Each limb that you alter in this way grants a 2 racialbonus to Climb, Acrobatics (jumping only), or Swim checks; thisbonus does not stack with existing racial bonuses to these skills.If you graft wings onto a creature that previously lacked them,the patient can use them as natural weapons but they are notfunctional for flight.By increasing the DC, you can add one of the followingspecialized grafts: DC 25: vestigial fins (grants a swim speed equal to halfthe patient's land speed) DC 30: functional

This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or the 3.5 Edition of the world’s oldest fantasy roleplaying game. The OGL can be found below. Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder

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