TEXT: OctOber Special
  The JuJu DocTor 
  (Base class)
  
  1
  Player ParaPhernalia
  OctOber SPecial
  By the Knotty-Works
  Welcome to a special October issue of Player 
  Paraphernalia, a hodge podge of character ideas 
  and alternate rules that may be used with the 
  Pathfinder Roleplaying Game (Paizo, Inc©).  
  Well it is the month of spooks and kooks and 
  traditional Halloween subjects have been done 
  to death so instead we offer the Juju Doctor.  A 
  take on the traditional and modern witch doctor 
  focusing on more folk magic and rituals with a 
  much darker theme.
  The Juju Doctor
  Primal spirits from beyond call in the 
  night, seeking to entice those that find 
  life intolerable and desire to fulfill their 
  own personal wants and desires in true 
  narcissistic fashion.  However, some find the 
  strength to channel these aethyric tendrils of 
  supernatural energy to battle their own inner 
  demons and those evils that they come into 
  contact with on a regular basis.
  The juju doctor spends his life learning the 
  of these supernatural entities (loa) through 
  magics that rely on effigial connections 
  found in nature.  Donning the mantle 
  (manteau) of emissary for the loa in the 
  physical world.  As to who or what the loa 
  are even the most learned of juju doctors 
  do not really know.  Deities, natural spirits, or 
  a combination of the two or something else 
  entirely no one knows what the loa are but 
  this only strengthens their power and hold 
  over their servants and faithful followers, and 
  are often referred to as Mystères and the 
  Invisibles that suffuse the realm of man and 
  nature.
  Role:  The juju doctor relies on his connection 
  to the loa to provide him protection and 
  the ability to defend himself.  His ability to 
  create his own ally allows him to avoid direct 
  combat while his mixture of arcane and 
  divine spells allow him to hurt opponents or 
  aid his own allies and followers.  As a result, 
  the juju doctor prefers to work from the 
  shadows, directing others to do his bidding 
  and dealing with those that oppose the juju 
  doctor’s plans and plots.
  Alignment: Although most that succumb 
  to the powers of the dark temptation tend 
  to be evil or non-good at the very least.  
  However there are a few resilient souls or 
  pure conviction and faith that may actually 
  be good; however, they typically have a 
  tragic and lonely end. 
  Hit Die: d6
  Starting Wealth:  1d6 X 10 gp (35 gp average) 
  plus one set of clothing worth 10 gp. or less
  Class Skills:  Craft, Disguise, Fly, Handle 
  Animal, Heal, Intimidate, Knowledge (history), 
  Knowledge (planes), Knowledge (religion), 
  Sense Motive, Spellcraft, Use Magic Device 
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Inc.. See http://paizo.com/pathfinderRPG 
  for more information on the Pathfinder Roleplaying Game. Paizo Inc. does not guarantee compatibility, and does not endorse this product.
  Open Gaming License Copyright © 2007 Wizards of the Coast. All rights reserved, Pathfinder is a registered trademark of Paizo Publishing, LLC, 
  and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying 
  Game Compatibility Logo are trademarks of Paizo Publishing, 
  LLC, and are used under the Pathfinder Roleplaying Game 
  Compatibility License. See http://paizo.com/ pathfinderRPG/
  compatibility for more information on the compatibility 
  license. Some rights reserved.
  
  2
  Skill Ranks per Level:  2 + Int modifier.
  Class Abilities
  Weapon and Armor Proficiencies:  The 
  juju doctor is proficient with the blowgun, 
  boomerang, dagger, handaxe, hunga 
  munga, kukri, sap, scythe, sickle, sword cane, 
  and wooden stake.
  The Juju doctor is not proficient with any type 
  of armor or shield.  If the juju doctor wears 
  armor or uses a shield defensively, he suffers 
  the normal chance of arcane spell failure for 
  any spells with a somatic component.
  Spells:  The juju doctor gains the ability to 
  cast arcane spells at 1st level.  He may cast 
  spells from the Juju Doctor Spell List and he 
  must have a minimum of Charisma equal 
  to 10 + the spell level in order to cast 
  the spell.  The difficulty class for the 
  saving throw is equal to 10 + the spell level + 
  the juju doctor’s Charisma modifier.
  The juju doctor casts a certain number of 
  spells per day as listed on the juju doctor 
  progression table.  He must prepare his spells 
  by spending one hour of meditation and 
  communion with the dark powers that grant 
  the spells.  He may choose any spell that is 
  on the Juju Doctor Spell List as long as he is 
  capable of casting the spell based on level 
  when he is selecting his spells for the day.
  Craft Fetish (Ex):  At 1st level the juju doctor 
  gains a +2 bonus to all Craft skill checks 
  required to create small effigies used to 
  empower his juju (see juju pool below).  He 
  may create these items from cloth, straw, 
  wood, or similar materials that do not require 
  use of a forge.  It takes 10 minutes to 
  create a single fetish and this process 
  JuJu Doctor Progression Table
  Base Attack 
  Bonus
  Saving Throws
  Spells Per Day
  Level
  Fort
  Ref
  Will
  Special
  0
  1st
  2nd
  3rd
  4th
  5th
  6th
  7th
  8th
  9th
  1
  +0
  +2
  +0
  +2
  Craft fetish, JuJu 
  Pool, Mojo
  3
  1
  —
  —
  —
  —
  —
  —
  —
  —
  2
  +1
  +3
  +0
  +3
  Animate Ally I
  4
  2
  —
  —
  —
  —
  —
  —
  —
  —
  3
  +1
  +3
  +1
  +3
  JuJu Power
  4
  2
  1
  —
  —
  —
  —
  —
  —
  —
  4
  +2
  +4
  +1
  +4
  Minor Mask
  4
  3
  2
  —
  —
  —
  —
  —
  —
  —
  5
  +2
  +4
  +1
  +4
  Animate Ally II
  4
  3
  2
  1
  —
  —
  —
  —
  —
  —
  6
  +3
  +5
  +2
  +5
  JuJu Power
  4
  3
  3
  2
  —
  —
  —
  —
  —
  —
  7
  +3
  +5
  +2
  +5
  Minor Robes
  4
  4
  3
  2
  1
  —
  —
  —
  —
  —
  8
  +4
  +6
  +2
  +6
  Animate Ally III
  4
  4
  3
  3
  2
  —
  —
  —
  —
  —
  9
  +4
  +6
  +3
  +6
  JuJu Power
  4
  4
  4
  3
  2
  1
  —
  —
  —
  —
  10
  +5
  +7
  +3
  +7
  Major Mask
  4
  4
  4
  3
  3
  2
  —
  —
  —
  —
  11
  +5
  +7
  +3
  +7
  Animate Ally IV
  4
  4
  4
  4
  3
  2
  1
  —
  —
  —
  12
  +6/+1
  +8
  +4
  +8
  JuJu Power
  4
  4
  4
  4
  3
  3
  2
  —
  —
  —
  13
  +6/+1
  +8
  +4
  +8
  Major Robes
  4
  4
  4
  4
  4
  3
  2
  1
  —
  —
  14
  +7/+2
  +9
  +4
  +9
  Animate Ally V
  4
  4
  4
  4
  4
  3
  3
  2
  —
  —
  15
  +7/+2
  +9
  +5
  +9
  JuJu Power
  4
  4
  4
  4
  4
  4
  3
  2
  1
  —
  16
  +8/+3
  +10
  +5
  +10
  Great Mask
  4
  4
  4
  4
  4
  4
  3
  3
  2
  —
  17
  +8/+3
  +10
  +5
  +10
  Animate Ally VI
  4
  4
  4
  4
  4
  4
  4
  3
  2
  1
  18
  +9/+4
  +11
  +6
  +11
  JuJu Power
  4
  4
  4
  4
  4
  4
  4
  3
  3
  2
  19
  +9/+4
  +11
  +6
  +11
  Great Robes
  4
  4
  4
  4
  4
  4
  4
  4
  3
  3
  20
  +10/+5
  +12
  +6
  +12
  Brujo Muerte
  4
  4
  4
  4
  4
  4
  4
  4
  4
  4
  
  3
  may be part of the juju doctor’s daily time of 
  spell preparation.  Creating a fetish suitable 
  for juju magic has a DC of 10 + the bonus 
  or penalty granted by the fetish.  Once the 
  magical enhancement of the fetish wears 
  off, the item crumbles into dust.  Fetishes 
  have a hardness based on the material 
  used and a number of hit points equal to ½ 
  the juju doctor’s class level (minimum of 1).  
  Fetishes have no appreciable weight and 
  are typically no more than 6 inches in length 
  or width and are treated as slotless magical 
  wondrous items.
  Mojo (Sp):  The juju doctor may cast minor 
  spells called mojo — 0 level spells — as listed 
  under the 0 level column on the progression 
  table.  He prepares his mojo while preparing 
  his other daily spells, but unlike his other 
  spells, these spells are not lost when cast but 
  may be cast as desired until the juju doctor 
  renews his spells.
  Juju Pool (Su):  The loa imprint part of their 
  very essence to those that act as their 
  servants, granting a supernatural reserve of 
  spiritual and powerful energy known as a 
  juju pool.  The juju doctor stores a number 
  of points within this pool equal to ½ his class 
  level + his Charisma modifier.
  The juju doctor may use these points to 
  create fetishes that grant temporary bonuses 
  or penalties.  He may invest 1 point per 
  four class levels to grant a +1 luck bonus or 
  -1 penalty to the individual for which the 
  effigy was designed.  Points spent to infuse 
  the fetish are lost to the juju doctor until the 
  magic dissipates or the item is destroyed.  
  The juju magic lasts for 24 hours — unless 
  destroyed before then — and the item must 
  be within 5 feet of the recipient to gain the 
  effect of the juju.  The recipient is allowed to 
  make an initial Will saving throw against the 
  effect of the juju magic with a DC equal to 
  10 + the points invested in the fetish + the juju 
  doctor’s Charisma modifier.
  The juju doctor requires something of the 
  recipient to tie the juju to the individual and 
  can range from an item used, worn, 
  or carried or something organic 
  originating from the individual itself.  Quantity 
  is not a requirement but rather the quality of 
  the connection.  Once the fetish is created 
  and the ritual performed, the connection to 
  the recipient made, The juju doctor decides 
  whether or not the effect will be beneficial or  
  penalizing and to what effect it is tied.  The 
  adjustment can be tied to either a specific 
  type of saving throw (Fortitude, Reflex, or 
  Will), armor class, or attack rolls.  Only one 
  type of adjustment may be granted per 
  fetish, but a recipient may have multiple 
  fetishes (maximum equal to the recipient’s 
  Charisma modifier (minimum of 1).
  The juju doctor may regain his juju by 
  spending 15 minutes in uninterrupted 
  meditation, regaining a number of points 
  equal to ½ his Charisma modifier (minimum 
  of 1).  Points spent to create fetishes for the 
  day cannot be regained by this method.
  Alternate Saving Throw DC:  Rather than the 
  standard 10 + method of calculating the 
  DC of the fetish, the juju doctor may use his 
  result for crafting the fetish instead with GM 
  approval.
  Animate Ally (Sp):  Beginning at 2nd level the 
  juju doctor may animate one medium sized 
  or smaller zombie as a full round action that 
  does provoke attacks of opportunity.  The 
  effect is identical to animate dead spell 
  including limits to the number of HD that may 
  be created from this effect and the zombie 
  does count for the maximum HD that the 
  juju doctor may control at one time.  The 
  duration of this ability is equal to 1 minute per 
  level of the juju doctor and he may use this 
  ability a number 
  of times per 
  day equal to 3 
  + his Charisma 
  modifier.
  The zombie will 
  follow all of the 
  commands of 
  the juju doctor 
  to the best of its 
  ability.  If 
  the juju 
  Animate Ally List
  Level
  Type
  Ally Animated
  2
  I
  Zombie
  5
  II
  Juju Zombie
  8
  III
  Ghoul or Large 
  Zombie
  11
  IV
  Ghast
  14
  V
  Wight or Huge 
  Zombie
  17
  VI
  Wraith
  
  4
  doctor attempts to use this ability while he 
  has an active undead ally, the previous ally 
  automatically reverts back to its dead state 
  of being.
  The juju doctor may use this ability to create 
  more powerful undead at higher levels as listed 
  on the Animate Ally List.  If the ally animated is 
  the most powerful type that the juju doctor has 
  access to based on level, he may only animate 
  one creature.  If the juju doctor chooses to 
  create a lesser undead type, he may animate 
  1d2 + 1 creatures instead.  There must be 
  corpses of the appropriate type available to 
  create the ally desired.
  Juju Power:  Upon reaching 3rd level the juju 
  doctor may select from the list of available 
  juju powers listed below.  These powers are 
  generally empowered by the juju doctor’s 
  juju pool.  Some powers may have additional 
  requirements and the juju doctor must meet 
  those requirements before he may take the 
  power.  The juju doctor gains an additional 
  juju power at 6th level and every three levels 
  thereafter and unless noted otherwise, a juju 
  power may only be chosen once, and once 
  selected cannot be changed except by 
  direct intervention of the loa.
  Allyed Ambiance (Su):  The juju doctor may 
  use a full round action to transfer a prepared 
  spell to his undead ally by touch.  He may 
  then command the undead ally to deliver 
  the spell as desired, though the spell is lost 
  once the ally resorts back to its natural state 
  of death.  The transfer include the actual 
  casting of the spell and only spells that have 
  a casting time of a standard action or less 
  may be used.
  Bénédiction ancestrale (Su):  The juju 
  doctor must have the Lamé Ogoun power 
  before he may select this power.  He gains 
  either Command Undead or Turn Undead 
  as a bonus feat based up on whether he 
  channels positive or negative energy.  If the 
  juju doctor channels positive energy he gains 
  the Turn Undead feat while the juju doctor 
  that channels negative energy gains the 
  Command Undead feat.  Using either 
  feat consumes one use of the juju 
  doctor’s animate ally uses for the day.  If the 
  juju doctor uses the Commanded Undead 
  feat, controlled undead are not treated as 
  animated allies and the juju doctor may 
  have both effects active at the same time.
  Bolster Undead Ally (Su):  The juju doctor 
  may spend up to 1 point per five levels as 
  a swift action while using his Animate Ally 
  ability to grant the created undead ally a 
  channel resistance bonus equal to the points 
  spent.  If the juju doctor creates more than 
  one undead ally he must spend the same 
  number of points for each undead created.
  Contact Apocalyptique Puissante (Su):  As a 
  swift action, the juju doctor may spend 1 or 
  more points from his juju pool when casting 
  a spell that causes the target to take on a 
  debilitating condition including  blindness, 
  deafness, exhaustion, etc.  If the spell allows 
  a saving throw, the DC is increased by the 
  number of points spent, if the spell requires 
  a touch attack the points spent are added 
  to the attack roll to successfully strike the 
  target.  The juju doctor may spend a number 
  of points equal to his ½ his Charisma modifier 
  (minimum of 1).
  Croisailler Gris-Gris (Su):  The juju doctor may 
  add more than one effect to a fetish when 
  it is first created as long as the bonuses are 
  of equal value.  Additional points from the 
  juju pool must be spent.  Points spent 
  for additional bonuses cannot be 
  
  5
  regained until the magic on the fetish wears 
  off and the fetish is destroyed.
  Death Focus (Ex):  The juju doctor may 
  choose either the death domain (or related 
  subdomain) or the School of Necromancy 
  (or associated sub-school) when he chooses 
  this power.  The juju doctor gains the initial 
  power of the domain or school chosen as 
  well as the ability to cast a bonus spell for 
  each level in which he may cast spells (or 
  select an additional spell from the school of 
  necromancy that is on the Juju Doctor Spell 
  List if the Necromancy school is chosen).
  However, the juju doctor must have at least 
  1 point in his juju pool to cast the spell gained 
  from the chosen domain or school or use the 
  domain or school associated power.
  Extend Fetish (Su):  The juju doctor may 
  extend the duration of a created and 
  functioning fetish as a move action by 
  touching the fetish and spending a number of 
  points from his juju pool equal to the current 
  bonus of the fetish.  The effects of the fetish 
  are then extended for another 24 hours.
  The juju doctor may also use this power 
  during the initial process of creating the fetish 
  and the extra points spent are regained the 
  next time he prepares his spells even though 
  the fetish is still active.  This power only 
  functions on fetishes with a single focus type 
  (saving throw, attack bonus, etc).  Only one 
  application of this power may be used on a 
  single fetish at a time, repeatedly using this 
  power on the same fetish within 24 hours has 
  no additional effect, the magic cannot be 
  extended beyond a 24 hour period.
  J’ai faim (Su):  The juju doctor may spend 1 
  point from his juju pool as a swift action while 
  attacking with a piercing or slashing melee 
  weapon to grant the weapon the ability 
  to cause 1 point of bleed damage for one 
  attack, declared prior to the attack is made.  
  If the attack is successful the victim suffers 
  1 point of bleed damage unless immune to 
  critical hits.
  The juju doctor may spend 1 additional 
  point at 12th level to cause 2 points 
  of bleed damage from the attack.  The juju 
  doctor must be at least 6th level before he 
  may choose this power.
  Lamé Ogoun (Su):  The juju doctor gains the 
  ability channel positive or negative energy 
  by spending points from his juju pool.  The 
  type of energy must be chosen when this 
  power is selected and cannot be changed, 
  but the juju doctor may freely select 
  between the two regardless of alignment.  
  The juju doctor may use either a fetish he 
  prepared for himself or his mask as the 
  focus of the channeled power and affects 
  everyone within 30 feet of the juju doctor.  
  The juju doctor may not use this ability if 
  helpless or unable to use his hands.
  The amount of damage or healing granted 
  by the channeled effect is determined 
  by the number points spent from the juju 
  doctor’s juju pool.  Each point spent either 
  heals or damages 1d6 points.  The juju 
  doctor is limited to 1 point per three levels 
  possessed and those that wish to resist the 
  effects are allowed a  Will saving throw with 
  a DC equal to 10 + ½ the juju doctor’s class 
  level + his Charisma modifier.  When used to 
  heal recipients, the hit points gained cannot 
  exceed the recipient’s maximum hit points.
  This power allows the juju doctor access to 
  feats that require Channel Energy as a class 
  feature.
  Morts-Vivants Maitre (Ex):  While the juju 
  doctor has at least 1 point in his juju pool, 
  he is considered four levels higher than his 
  actual class level when animating undead or 
  using the Command Undead feat in regards 
  to the number of undead he may control at 
  one time.  The juju doctor must be at least 
  12th level before he may choose this power.
  Ombre De Minuit (Su):  While the juju doctor 
  has at least 1 point within his juju pool he 
  is shrouded with a shadowy haze.  If he is 
  attacked by someone without some sort of 
  extended senses (such as low-light vision, 
  darkvision, etc.) he is treated as having 
  partial concealment.  He may expend 
  points from his juju pool to increase 
  the range of the effect in a five 
  
  6
  ft. radius per point spent.  The juju doctor is 
  limited to spending no more points than ¼ 
  his class level and the duration lasts for a 
  number of rounds equal to his class level.
  The juju doctor may voluntarily drop this 
  effect or raise it as a free action that does 
  not provoke attacks of opportunity.  If the 
  juju doctor becomes helpless or unconscious 
  this effect automatically dissipates.  The juju 
  doctor must be at least 12th level to choose 
  this power.
  Ouavalouaié (Su):  The juju doctor may 
  spontaneously convert a prepared spell into 
  either an Cure or Inflict spell of the same or 
  lower level as found on the Juju Doctor Spell 
  List.  The juju doctor must choose when this 
  power it chosen as to what type of spell he 
  may spontaneously cast (cure or inflict) and 
  it cannot be changed once selected.
  Sacrifice for the Loa (Su):  As a swift action, 
  the juju doctor may sacrifice a spell slot to 
  regain a number of points to his juju pool 
  equal to the spell slot sacrificed.  These 
  points are temporarily added to the overall 
  pool total and may exceed the juju doctor’s 
  normal maximum or replace points spent on 
  fetishes.  If the points are not spent within a 
  number of minutes equal to the class level of 
  the juju doctor, they are lost.
  Mask of the Doctor (Su):  At 4th level, the juju 
  doctor may craft a special mask that covers 
  his head.  As long as the juju wears the mask 
  and has at least 1 point in his juju pool, he 
  gains darkvision 60’.  If the juju doctor already 
  has darkvision, the range increases to 120’.  
  In addition, any spells cast by the juju doctor 
  that evokes the frightened, panicked, or 
  shaken condition that may be resisted by 
  a Will saving throw gain a +2 circumstance 
  bonus to the DC of the spell. However, 
  wearing the mask causes the juju doctor to 
  suffer a -4 penalty to any Perception checks 
  and concentration checks to cast spells 
  defensively.
  The effects of the mask automatically end 
  if removed and if anyone else wears 
  the mask no benefits are gained 
  while the Perception and concentration 
  check penalties still apply.  The mask will not 
  function if the juju doctor is wearing a magic 
  item on his head (taking up the head slot).
  At 10th level the juju doctor gains blindsense 
  while wearing the mask as long as he has 
  at least 1 point in his juju pool and a +2 
  circumstance bonus to any saving throws 
  versus gaze attacks or fear based attacks 
  used against the juju doctor.  The Perception 
  and concentration penalties while wearing 
  the mask is reduced to -2.
  At 16th level the juju doctor may spend 1 
  point from his juju pool to gain the effects of 
  the See Invisibility spell, 2 points to gain the 
  effects of the Arcane Sight spell, or 3 points 
  to gain the effects of the countless eyes spell 
  for up to 24 hours.  Activating either effect is a 
  standard action that does not provoke attacks 
  opportunity and points spent cannot be 
  regained until the effect wears off of the mask.
  The juju doctor no longer suffers any 
  penalties to Perception or concentration 
  checks while wearing the mask.
  Robes of the Doctor (Su):  At 7th level the juju 
  doctor may expend some of his juju to gain 
  a bonus to his armor class, choosing either 
  a normal armor bonus or natural armor 
  bonus to enhance his (non-magical) 
  clothes.  He may expend a number 
  
  7
  of points from his juju pool equal to 1/3 his class 
  level for this bonus up to a maximum of +5.
  The bonus lasts for a number of hours equal 
  to the juju doctor’s class level or until he 
  removes the robes in which case the effect 
  is automatically ended, but the point spent 
  are instantly regained by the juju doctor.  
  Activating this ability is a full round action and 
  it may not be dismissed except by removing 
  the robes.  If the juju doctor already possess a 
  magic item that covers his body (i.e. the body 
  slot), this effect will not function.
  At 13th level the juju doctor’s may enhance 
  his robes with a deflection bonus rather 
  than an armor or natural armor bonus.  He 
  may also use up to 2 points of the bonus to 
  grant the robes to gain one of the following 
  special abilities:  balanced, bitter, bolstering, 
  deathless, defiant, fortification (light), 
  mirrored, shadow, slick, and stanching.
  At 19th level the juju doctor may split the 
  points spent amongst armor, deflection, and 
  natural armor as desired.  In addition, he 
  may spend up to 4 points of the bonus to 
  grant the robes any of the following abilities 
  or multiple special abilities with a +1 or +2 
  cost:  delving, energy resistance, fortification 
  (medium), ghost touch, invulnerability, 
  putrid, radiant, shadow [improved], and slick 
  [improved].
  Brujo Muerte (Su):  At 20th level the juju 
  doctor becomes transcendent over death 
  and cannot be affected by any death 
  effects or any attacks that cause negative 
  level damage.  The juju doctor may still be 
  killed with massive damage.
  Juju Doctor Spell List
  0:  Arcane Mark, Bleed, Daze, Detect Magic, 
  Detect Poison, Disrupt Undead, Flare, Ghost 
  Sound, Light, Mending, Message, Read 
  Magic, Spark, Stabilize, and Touch of Fatigue 
  1st:  Adhesive Spittle, Alarm, Break, Bungle, 
  Charm Person, Cause Fear, Chill Touch, 
  Comprehend Languages, Cure Light 
  Wounds, Decompose Corpse, Detect 
  (Chaos, Evil, Good, Law), Detect 
  Undead, Disguise Self, Endure 
  Elements, Enlarge Person, Entropic Shield, 
  Forbid Action, Forced Quiet, Hide from 
  Undead, Hypnotism, Hold Portal, Identify, 
  Inflict Light Wounds, Interrogation, Magic 
  Aura, Memory Lapse, Murderous Command, 
  Negative Reaction, Obscuring Mist, 
  Protection from (Chaos, Evil, Good, Law), 
  Ray of Enfeeblement, Ray of Sickening, 
  Reduce Person, Remove Sickness, Remove 
  Fear, Repair Undead, Restore Corpse, 
  Sanctify Corpse, Sculpt Corpse, See 
  Alignment, Shield of Faith, Sleep, Touch of 
  Gracelessness, Unseen Servant, Ventriloquism
  2nd:   Alter Self, Animate Dead [Lesser], 
  Augury, Blood Armor, Command Undead, 
  Darkness, Darkvision, Daze Monster, Death 
  Knell, Delay Pain, Desecrate, Disfiguring 
  Touch, Dust of Twilight, Endure Elements 
  [Communal], Euphoric Cloud, False Life, Fog 
  Cloud, Ghoul Touch, Glitterdust, Haunting 
  Mists, Hideous Laughter, Knock, Locate 
  Object, Mad Hallucination, Make Whole, 
  Obscure Object, Protection from (Chaos, 
  Evil, Good, Law) [Communal], Pyrotechnics, 
  Resist Energy, Scare, Sentry Skull, See 
  Invisibility, Silence, Skinsend, Spectral Hand, 
  Spider Climb, Spontaneous Immolation, 
  Summon Swarm, Touch of Idiocy, Twilight 
  Haze, Unliving Rage, Unnatural Lust, Web, 
  Web Shelter, Whispering Wind
  3rd:  Adjustable Disguise, Agonizing Rebuke, 
  Animate Dead, Arcane Sight, Aura Sight, 
  Bestow Curse, Blindness/Deafness, Blood 
  Sentinel, Clairaudience/Clairvoyance, Cure 
  Moderate Wounds, Darkvision [Communal], 
  Deep Slumber, Deeper Darkness, Dispel 
  Magic, Enter Image, Eruptive Pustules, Fly, 
  Gaseous Form, Gentle Repose, Halt Undead, 
  Inflict Moderate Wounds, Loathsome Veil, 
  Mad Monkeys, Magic Circle Against (Chaos, 
  Evil, Good, Law), Marionette Possession, 
  Monstrous Physique I, Protection from Energy, 
  Rain of Frogs, Ray of Exhaustion, Remove 
  Blindness/Deafness, Remove Curse, Remove 
  Disease, Resist Energy [Communal], Speak 
  with Dead, Spider Climb [Communal], 
  Stinking Cloud, Strangling Hair, Suggestion, 
  Tongues, Twilight Knife, Undead 
  
  8
  Anatomy I, Vampiric Touch, Vision of Hell, 
  Wall of Nausea, Web Bolt
  4th:  Adjustable Polymorph, Agonize, Aura 
  of Doom, Black Tentacles, Calcific Touch, 
  Confusion, Contagion, Cure Serious Wounds, 
  Darkvision [Greater], Daze [Mass], Death 
  Ward, Debilitating Portent, Detect Scrying, 
  Dismissal, Dispel (Chaos, Evil, Good, Law), 
  Disrupting Weapon, Divination, Enchantment 
  Foil, Enervation, False Life [Greater], Fear, 
  Fleshworm Infestation, Geas [Lesser], Giant 
  Vermin, Imbue with Spell Ability, Inflict Serious 
  Wounds, Insect Plague, Locate Creature, 
  Make Whole [Greater], Miasmatic Form, 
  Monstrous Physique II, Moonstruck, Neutralize 
  Poison, Phantasmal Killer, Phantom Steed, 
  Protection from Energy [Communal], Scrying, 
  Shadow Projection, Shadow Step, Solid Fog, 
  Speak with Haunt, Symbol of Slowing, Terrible 
  Remorse, True Form, Wall of Blindness/Deafness
  5th:  Absorb Toxicity, Astral Projection 
  [Lesser], Baleful Polymorph, Blight, Break 
  Enchantment, Cloudkill, Command 
  [Greater], Commune, Contact Other 
  Plane, Cure Critical Wounds, Dominate 
  Person, Dream, False Vision, Feast on Fear, 
  Feeblemind, Forbid Action [Greater], 
  Inflict Critical Wounds, Magic Jar, Mind 
  Fog, Monstrous Physique III, Nightmare, 
  Permanency, Planar Ally [Lesser], Planar 
  Binding [Lesser], Poison, Polymorph, Repair 
  Undead [Mass], Seeming, Simulacrum 
  [Lesser], Smug Narcissism, Suffocation, 
  Symbol of Pain, Symbol of Striking, Symbol of 
  Sleep, Undead Anatomy II, Waves of Fatigue
  6th:  Analyze Dweomer, Banishment, Breath 
  of Life, Circle of Death, Cloak of Dreams, 
  Contagion [Greater], Contingency, 
  Create Undead, Curse [Major], Dispel 
  Magic [Greater], Disintegrate, Epidemic, 
  Forbiddance, Geas/Quest, Getaway, Guards 
  and Wards, Leashed Shackles, Legend 
  Lore, Mislead, Monstrous Physique IV, Planar 
  Adaptation, Planar Binding, Raise Dead, 
  Repulsion, Shadow Walk, Suggestion [Mass], 
  Symbol of Fear, Symbol of Persuasion, True 
  Seeing, Undead Anatomy III, Unwilling 
  Shield, Veil, Vengeful Outrage
  7th:  Control Undead, Control Weather, 
  Create Demiplane [Lesser], Destruction, 
  Epidemic, Finger of Death, Harm, Heal, 
  Insanity, Jolting Portent, Phantasmal 
  Revenge, Plague Storm, Planar Ally, 
  Plane Shift, Polymorph [Greater], Power 
  Word Blind, Repulsion, Resonating Word, 
  Scrying [Greater], Simulacrum, Symbol of 
  Stunning, Symbol of Weakness, Temporary 
  Resurrection, Undeath to Death, Waves of 
  Exhaustion
  8th:  Antipathy, Binding, Clone, Create 
  Demiplane, Create Greater Undead, 
  Demand, Discern Location, Euphoric 
  Tranquility, Frightful Aspect, Horrid Wilting, 
  Incendiary Cloud, Irresistible Dance, Maze, 
  Mind Blank, Orb of the Void, Planar Binding 
  [Greater], Polymorph Any Object, Power 
  Word Stun, Refuge, Symbol of Death, Symbol 
  of Dispelling, Symbol of Insanity, Sympathy, 
  Trap the Soul, Undead Anatomy IV
  9th:  Astral Projection, Create Demiplane 
  [Greater], Cursed Earth, Energy Drain, 
  Etherealness, Foresight, Freedom, Gate, 
  Implosion, Imprisonment, Limited Wish, 
  Overwhelming Presence, Planar Ally 
  [Greater], Power Word Kill, Soul Bind, 
  Suffocation [Mass], Symbol of Strife, Symbol 
  of Vulnerability, Weird
  
  OPEN GAME LICENSE Version 1.0a
  The 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 Game Content; (b)”Derivative Material” means 
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  (d)”Open Game Content” means the game mechanic and includes the methods, 
  procedures, processes and routines to the extent such content does not embody 
  the Product Identity and is an enhancement over the prior art and any additional 
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  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 Game Content. (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 Content may only be Used under and in terms 
  of this License. You must affix such a notice to any Open Game Content that you Use. 
  No terms may be added to or subtracted from this License except as described by 
  the License itself. No other terms or conditions may be applied to any Open Game 
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  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 represent that Your Contributions are Your original creation 
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  Agreement with the owner of each element of that Product Identity. You agree not to 
  indicate compatibility or co-adaptability with any Trademark or Registered Trademark 
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  licensed in another, independent Agreement with the owner of such Trademark or 
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  8. Identification: If you distribute Open Game Content You must clearly indicate which 
  portions of the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated 
  versions of this License. You may use any authorized version of this License to 
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  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 Contributor unless You have written permission from 
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  12 Inability to Comply: If it is impossible for You to comply with any of the terms of this 
  License with respect to some or all of the Open Game Content due to statute, judicial 
  order, or governmental regulation then You may not Use any Open Game Material so 
  affected.
  13 Termination: This License will terminate automatically if You fail to comply with all 
  terms herein and fail to cure such breach within 30 days of becoming aware of the 
  breach. All sublicenses shall survive the termination of this License.
  14 Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the extent 
  necessary to make it enforceable.
  15 COPYRIGHT NOTICE
  Open Game License v 1.0 © 2000, Wizards of the Coast, Inc.
  System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, 
  Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based 
  on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Jason 
  Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-
  MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Magic. ©2011, Paizo Publishing, LLC; Authors: Jason 
  Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-
  MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Bestiary ©2009, Paizo Publishing, LLC; Author: Jason Bulmahn, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2 ©2010, Paizo Publishing, LLC; Authors: Wolfgang 
  Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim 
  Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob 
  McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, 
  Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material 
  by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 3 ©2011, Paizo Publishing, LLC; Authors: Jesse Benner, 
  Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, 
  Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis 
  Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim 
  Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, 
  Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. 
  Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Advanced Race Guide ©2012, Paizo Publishing, LLC; Authors: 
  Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim 
  Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, 
  Todd Stewart, and Russ Taylor.
  Anger of Angels. ©2003, Sean K Reynolds.
  The Book of Experimental Might. © 2008, Monte J. Cook. All rights reserved.
  The Book of Fiends © 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik Mona, Chris 
  Pramas, and Robert J. Schwalb.
  The Book of Hallowed Might. ©2002, Monte J. Cook.
  Monte Cook’s Arcana Unearthed. ©2003, Monte J. Cook.
  Path of the Magi. ©2002 Citizen Games/Troll Lord Games; Authors: Mike McArtor, W. Jason 
  Peck, Jeff Quick, and Sean K Reynolds.
  Skreyn’s Register: The Bonds of Magic. ©2002, Sean K Reynolds.
  Tome of Horrors. © 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark 
  Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis 
  Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.
  Amphisbaena from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Angel, Monadic Deva from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Angel, Movanic Deva from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Aurumvorax from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Baphomet from the Tome of Horrors Complete ©2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary 
  Gygax.
  Basidirond from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Bat, Mobat from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Authors 
  Scott Peterson and Clark Peterson, based on original material by Gary Gygax.
  Beetle, Slicer from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Blindheim from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Roger Musson.
  Brownie from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by E. Gary Gygax.
  Bunyip from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Dermot Jackson.
  Cave Fisher from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Lawrence Schick.
  Crypt Thing from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Roger Musson.
  
  Crystal Ooze from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Daemon, Ceustodaemon (Guardian Daemon) from the Tome of Horrors, Revised. ©2002, 
  Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
  Daemon, Derghodaemon from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Daemon, Guardian from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Ian McDowall.
  Daemon, Hydrodaemon from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Daemon, Piscodaemon from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Dark Creeper from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Rik Shepard.
  Dark Stalker from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Simon Muth.
  Death Worm from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene and Erica Balsley.
  Decapus from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Jean Wells.
  Dracolisk from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Dragon Horse from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Dust Digger from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Forlarren from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Ian Livingstone.
  Froghemoth from the Tome of Horrors. ©2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by E. Gary Gygax.
  Genie, Marid from the Tome of Horrors Complete ©2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary 
  Gygax.
  Giant, Wood from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Wizards of the Coast.
  Giant Slug from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Gloomwing from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Grippli from the Tome of Horrors Complete ©2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author: Scott Greene, based on original material by 
  Gary Gygax. Nereid from the Tome of Horrors Complete ©2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Gryph from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Peter Brown.
  Hangman Tree from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Hippocampus from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene and Erica Balsley, based on original material by Gary Gygax.
  Ice Golem from the Tome of Horrors. ©2002, Necromancer Games, Inc.; Author: Scott Greene.
  Iron Cobra from the Tome of Horrors. ©2002, Necromancer Games, Inc.; Author: Scott Greene, 
  based on original material by Philip Masters.
  Jubilex from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Kelpie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Lawrence Schick.
  Korred from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Leprechaun from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Magma ooze from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene.
  Marid from the Tome of Horrors III. © 2005, Necromancer Games, Inc.; Author: Scott Greene.
  Mihstu from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by E. Gary Gygax.
  Mite from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Ian Livingstone and Mark Barnes.
  Mongrelman from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Nabasu Demon from the Tome of Horrors. ©2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by E. Gary Gygax.
  Necrophidius from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Simon Tillbrook.
  Nereid from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Pech from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Phycomid from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Poltergeist from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Lewis Pulsipher.
  Quickling from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Quickwood from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Russet Mold from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Sandman from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Roger Musson.
  Scarecrow from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Roger Musson.
  Shadow Demon from the Tome of Horrors. ©2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Neville White.
  Skulk from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Simon Muth.
  Slime Mold from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Slithering Tracker from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Soul Eater from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by David Cook.
  Spriggan from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene and Erica Balsley, based on original material by Roger Moore and Gary Gygax.
  Tenebrous Worm from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Tentamort from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Mike Roberts.
  Tick, Giant & Dragon from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Troll, Ice from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Russell Cole.
  Troll, Rock from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene. 
  Vegepygmy from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Wood Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors Scott 
  Greene and Patrick Lawinger.
  Yellow Musk Creeper from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Albie Fiore.
  Yellow Musk Zombie from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Albie Fiore.
  Yeti from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Zombie, Juju from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Player Paraphernalia October Speical – The Juju Doctor (Base Class) ©2015, The Knotty-
  Works; Author: John Buckley
  d20pfsrd.com. Copyright 2010, John Reyst.
  Some artwork © John Buckley, The Knotty-Works;
  Some artwork public domain;
  
  Other KnOtty WOrKs 
  Pathfinder cOmPatible PrOducts
  If you enjoyed this product, please check out these 
  other Pathfinder supplements produced by the Knotty 
  Works.  
  Each of the Spell Works Compendiums offer over fifty 
  new and unique spells.  Advancing with 
  Class supplements offer new abilities for 
  existing classes or introduce a new class 
  with unique mechanics for the Pathfinder 
  game.
  
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