TEXT: Player’s 
  Guide
  
  Coming Together	
  3
  Character Tips	
  3
  Campaign Traits 
  6
  Lastwall at a Glance 
  7
  REFERENCE
  This book refers to several other Pathfinder Roleplaying Game products using the following abbreviations, 
  yet these additional supplements are not required to make use of this book. Readers interested in 
  references to Pathfinder RPG hardcovers can find the complete rules of these books available online for 
  free at pfrd.info.
  Advanced Class Guide 
  ACG
  Advanced Player’s Guide 
  APG
  Bestiary 2 
  B2
  Bestiary 3 
  B3
  Bestiary 4 
  B4
  Bestiary 5 
  B5
  Bestiary 6 
  B6 
  Occult Adventures 
  OA
  Ultimate Combat 
  UC
  Ultimate Magic 
  UM
  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.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Game Content: All trademarks, registered 
  trademarks, proper nouns (characters, deities, locations, etc., as well as all adjectives, names, titles, and descriptive terms derived from proper nouns), artworks, characters, dialogue, locations, plots, storylines, 
  and trade dress. (Elements that have previously been designated as Open Game Content, or are exclusively derived from previous Open Game Content, or that are in the public domain are not included in 
  this declaration.)
  Open Game Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo game product are Open Game Content, as defined in the Open Game License version 
  1.0a, Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission.
  Tyrant’s Grasp Player’s Guide © 2018, Paizo Inc. All Rights Reserved. Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, and the Starfinder logo are registered 
  trademarks of Paizo Inc.; Pathfinder Accessories, Pathfinder Adventure Card Game, Pathfinder Adventure Path, Pathfinder Adventures, Pathfinder Battles, Pathfinder Campaign Setting, Pathfinder Cards, 
  Pathfinder Combat Pad, Pathfinder Flip-Mat, Pathfinder Legends, Pathfinder Map Pack, Pathfinder Module, Pathfinder Pawns, Pathfinder Player Companion, Pathfinder Roleplaying Game, Pathfinder Tales, 
  Starfinder Adventure Path, Starfinder Combat Pad, Starfinder Flip-Mat, Starfinder Pawns, Starfinder Roleplaying Game, Starfinder Society, and Tyrant’s Grasp are trademarks of Paizo Inc.
  Development Lead • Ron Lundeen
  Author • Crystal Frasier
  Cover Artists • Cynthia F.G., Vlada Hladkova, 
   and Ksenia Kozhevnikova
  Interior Artists • Igor Grechanyi
  Cartographers • Robert Lazzaretti
  Creative Directors • James Jacobs, Robert G. McCreary, 
  and Sarah E. Robinson
  Director of Game Design • Jason Bulmahn
  Managing Developers • Adam Daigle and 
  Amanda Hamon Kunz
  Organized Play Lead Developer • John Compton
  Developers • Eleanor Ferron, Jason Keeley, Luis Loza, 
  Ron Lundeen, Joe Pasini, Patrick Renie, Michael 
  Sayre, Chris S. Sims, and Linda Zayas-Palmer
  Starfinder Design Lead • Owen K.C. Stephens
  Starfinder Society Developer • Thurston Hillman
  Senior Designer • Stephen Radney-MacFarland 
  Designers • Logan Bonner and Mark Seifter
  Managing Editor • Judy Bauer
  Senior Editor • Christopher Carey
  Editors • James Case, Leo Glass, Lyz Liddell, Adrian Ng, 
  Lacy Pellazar, and Jason Tondro
  Art Director • Sonja Morris
  Senior Graphic Designers • Emily Crowell and 
  Adam Vick
  Production Artist • Tony Barnett
  Franchise Manager • Mark Moreland
  Project Manager • Gabriel Waluconis
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
  Chief Operations Officer • Jeffrey Alvarez
  Chief Financial Officer • John Parrish
  Chief Technical Officer • Vic Wertz
  Director of Sales • Pierce Watters
  Sales Associate • Cosmo Eisele
  Vice President of Marketing & Licensing • Jim Butler
  Marketing Manager • Dan Tharp
  Licensing Manager • Glenn Elliott
  Public Relations Manager • Aaron Shanks
  Organized Play Manager • Tonya Woldridge
  Human Resources Generalist • Angi Hodgson
  Accountant • Christopher Caldwell
  Data Entry Clerk • B. Scott Keim
  Web Production Manager • Chris Lambertz
  Senior Software Developer • Gary Teter
  Webstore Coordinator • Rick Kunz 
  Customer Service Team • Katina Davis, Virginia Jordan, 
  Sara Marie, Samantha Phelan, and Diego Valdez
  Warehouse Team • Laura Wilkes Carey, Will Chase, 
  Mika Hawkins, Heather Payne, Jeff Strand, and  
  Kevin Underwood
  Website Team • Brian Bauman, Robert Brandenburg, 
  Whitney Chatterjee, Erik Keith, Josh Thornton, and 
  Andrew White
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  Player’s Guide
  2
  
  Tyrant’s Grasp 
  Player’s Guide
  The Whispering Tyrant stirs in his underground prison and flexes 
  his arcane might through his Whispering Way minions, eager to 
  threaten all of Golarion once again. With deadly new magic at 
  his command—capable of destruction on a scale the world has 
  never seen before—his freedom seems all but inevitable, and 
  swift enough to evade the notice of even Lastwall’s watchful 
  eyes! Avistan’s only hope may lie in the most unlikely heroes: the 
  Whispering Way’s newest victims!
  COMING TOGETHER
  The first adventure of the Tyrant’s Grasp Adventure Path 
  assumes all the PCs begin in the small town of Roslar’s Coffer, 
  in the southwestern corner of Lastwall. Named for Ervin Roslar, 
  a hero of the Shining Crusade, the town has survived over 800 
  years despite sharing a frontier with the orcs of Belkzen, even 
  trading peacefully with several tribes who seasonally wander 
  nearby. Lastwall considers the town, which helps establish the 
  local borders and grows much of the flax used in Vigil, important 
  enough to maintain a small garrison of knights there. While its 
  existence has been challenging, Roslar’s Coffer persisted largely 
  without issue for centuries until the more violent Twisted Nail 
  tribe pushed the less aggressive orc tribes out of the region and 
  began launching raids against outlying farms. These attacks 
  eventually escalated until the Twisted Nails assaulted Roslar’s 
  Coffer itself in 4707 ar, burning its historic buildings, wiping out 
  over a quarter of the population, and scattering the remaining 
  residents. About half the survivors returned the next season to 
  rebuild, only to discover a territorial creature called a red reaver 
  had moved into the Sarenite monastery a mile outside of town, 
  forcing the church to relocate into the newly rebuilt town itself.
  Lastwall deployed additional knights to patrol the border 
  regions as Roslar’s Coffer rebuilt. These warriors turned back 
  several new raids by the Twisted Nail, who eventually turned their 
  frustrations inward toward Belkzen. None of the knights’ efforts 
  managed to dislodge the red reaver from its new lair, however. 
  It continued to plunder nearby farms and assault travelers, and 
  locals quickly learned to simply avoid the grounds and orchards 
  once managed by the church and otherwise went on with their 
  lives. Agents of the prestigious Pathfinder Society arrived last year 
  to investigate the temple, and after a daring battle, finally felled 
  the beast! The church of Sarenrae has made only brief surveys 
  of the damage caused by the monster in its 10-year stay, and 
  they still operate from town. This sudden burst of excitement 
  nonetheless inspired many of the town’s youth to spin fantasies 
  about becoming adventurers and Pathfinders themselves.
  In addition to the Sarenite temple, Roslar’s Coffer enjoys minor 
  fame for Roslar’s Tomb, a sizable crypt in the town cemetery that 
  houses the earthly remains of several heroes from the Shining 
  Crusade (although, ironically, not Roslar himself, after rumors of 
  a scandal arose upon his death). Faithful of both Iomedae and 
  Gorum occasionally visit on pilgrimage to pay their respects 
  to these fallen heroes of the past, and the town is all too happy 
  to provide accommodations in exchange for newcomers’ coin. 
  Thanks to its location along the Tourondel River, the town also 
  sees some traffic in the form of crusaders, messengers, pilgrims, 
  and traders from both Lastwall and Nirmathas.
  Player characters might be stubborn residents of Roslar’s Coffer, 
  members of the militia dispatched by Lastwall to guard the border, 
  part of the displaced church of Sarenrae, pilgrims visiting the crypt, 
  Pathfinders surveying the temple after their superiors departed, 
  traders, or officials from Vigil. Ideally at least one character is a 
  local—either a lifelong resident or someone who settled in the area 
  as part of the post–Twisted Nail reconstruction. Those PCs who 
  do not hail directly from Roslar’s Coffer or Lastwall should at least 
  have a strong interest in the legacy of the Whispering Tyrant and 
  the Whispering Way and hope to minimize the damage these vile 
  forces can inflict on the world.
  This guide includes a short gazetteer of Lastwall to help players 
  know what to expect from the self-styled bastion against the dark 
  forces of the world. Additional information on Lastwall and the 
  Shining Crusade can be found in Pathfinder Campaign Setting: Inner 
  Sea World Guide and Pathfinder Campaign Setting: Cities of Golarion.
  CHARACTER TIPS
  The overall concept of Tyrant’s Grasp—a resurgence of the 
  Whispering Way and their new weapon of mass destruction—
  is one that likely appeals to a vast variety of characters, but how 
  do you pick just one concept, and what will best fit with the 
  campaign’s challenges and mood? Despite the large scope of the 
  storyline, most of the challenges are personal and immediate—
  the Whispering Way and other minions of Tar-Baphon threaten 
  the PCs directly and personally, and in uncovering and stopping 
  their plot, the PCs will delve into ancient ruins, devastated 
  landscapes, and secret strongholds with nothing to protect them 
  beyond courage and a sturdy shield. The PCs will need to rely 
  on themselves and their fellow adventurers rather than armies 
  or the social order. The following suggestions do not cover 
  every potential character concept appropriate for this campaign; 
  many more possibilities exist, limited only by your imagination 
  Theme: Survival Horror
  The overall theme of Tyrant’s Grasp is survival horror. The player 
  characters will often find themselves in desperate circumstances 
  with limited resources, particularly during the first few adventures. 
  Terrible tragedies are destined to occur as the events of Tyrant’s 
  Grasp unfold; often, your objective isn’t to prevent these disasters, 
  but to survive them and to display heroism and resourcefulness 
  in their wake. Circumstances will compel the player characters 
  to leave Roslar’s Coffer much sooner than you might expect, so 
  characters prepared to travel across Lastwall and beyond are the 
  best fit for this Adventure Path.
  3
  
  and familiarity with the various options presented over the past 
  10 years of Pathfinder Roleplaying Game products. For more 
  discussions about characters in the Tyrant’s Grasp Adventure 
  Path, visit the forums at paizo.com and share your questions and 
  experiences with others who are playing through this campaign.
  Alignment
  Almost everyone, whether good, evil, or purely self-motivated, 
  stands to lose considerable freedom and safety under the rule 
  of Tar-Baphon and legions of the dead, and so alignment isn’t 
  necessarily limited by morality or ethos for Tyrant’s Grasp so 
  long as characters can agree that the Whispering Tyrant and the 
  Whispering Way must be stopped. As Lastwall is a nation ruled by 
  paladins, lawful good and its immediate neighbors lawful neutral 
  and neutral good are the most common alignments, with citizens 
  expected to work toward the common good for their education, 
  community and nation when they are able, and benefiting from 
  a strong support infrastructure that delivers expertise, protection, 
  and resources where and when they are needed. Even Lastwall’s 
  villains tend to adopt a code of honor, leaning more toward lawful 
  evil than any chaotic outlook. Chaotic characters aren’t especially 
  disdained, but they have a difficult time finding a place in the well-
  ordered societies of the border nation. Those who do exist drift 
  toward border communities like Roslar’s Coffer or lumber camps 
  in the Fangwood Forest, and many eventually migrate further 
  south to Nirmathas. As always, talk to your Game Master before 
  creating an evil character, as they are not appropriate for all groups.
  Archetypes And clAss OptiOns
  Most of the Tyrant’s Grasp Adventure Path involves battling 
  unrepentant evil and surviving in the face of overwhelming 
  destruction. Many adventures involve difficult scenarios where 
  awful things have already transpired, and the PCs must do what 
  good they can in the aftermath—comforting survivors and healing 
  victims. All character classes are suitable for this Adventure Path, 
  but those who rely on a certain degree of stable infrastructure, 
  especially urban-focused classes and archetypes, may have a harder 
  time finding useful applications for their skills. This Adventure 
  Path also requires considerable travel, and so characters with some 
  ability to navigate effectively, get by on the road, or have some 
  ability to travel faster will find practical application for their skills. 
  Given their prevalence in Lastwall, paladins are an obvious choice, 
  as are clerics and warpriests, but players of such characters should 
  do so with an open mind, as many important growth moments 
  in the Adventure Path require working alongside the lesser of 
  two evils for the betterment of the world. It’s worth pointing out 
  that even the paladin code allows lawful good characters to work 
  alongside evil companions for the greater good, so long as they can 
  curb the dark actions of their allies. 
  Other classes well suited for the Tyrant’s Grasp include 
  fighters, rangers, rogues, and wizards. Druids—residents of the 
  nearby Fangwood Forest—are likewise a local feature, though 
  druid players may find the desolate landscapes visited over the 
  course of this campaign too limiting. Because of the prevalence 
  of undead opponents, bards (as well as enchanter and illusionist 
  specialist wizards) may find fewer targets for their offensive magic 
  and songs, but their ability to make their companions more 
  resistant to fear will be appreciated nonetheless. Gunslingers and 
  other classes that require very specific equipment might struggle 
  to find places to shop, particularly in the first few adventures. A 
  few monasteries of Iomedae exist within the nation, encouraging 
  enlightenment through martial skill and physical perfection, 
  though they focus on Avistani fighting styles rather than those 
  of Tian-Xia. Among the base classes, cavaliers and inquisitors 
  are most represented in Lastwall, but even summoners and 
  witches are left in peace so long as their gifts aren’t turned 
  toward destruction or control. Brawlers, hunters, investigators, 
  and slayers are also found among the nation’s heroes, as well as 
  spiritualists and mediums who handle the omnipresent restless 
  spirits still lingering after the original Shining Crusade. Classes 
  of a chaotic bent—barbarians and skalds especially—are not 
  unheard of, but are not as heavily represented among the 
  notably honor-bound culture of Lastwall.
  Some potentially useful archetypes are listed below.
  • 
  Battle scout rangerUC
  • 
  Champion of the faith warpriestACG
  • 
  Crossbowman fighterAPG
  • 
  Crusader clericUC
  • 
  Daring champion cavalierACG
  • 
  Deliverer slayerACG
  • 
  Divine commander warpriestACG
  • 
  Divine defender paladinAPG
  • 
  Empyreal knight paladinUC
  • 
  Exemplar brawlerACG
  • 
  Exorcist inquisitorUM
  • 
  Grave warden slayerACG
  • 
  Hedge witchUM
  • 
  Knight of Arnisant cavalier (Pathfinder Player Companion: Armor 
  Master’s Handbook)
  • 
  Martial artist monkUC
  • 
  Monk of the healing handsAPG
  • 
  Phalanx soldier fighterAPG
  • 
  Possessed oracleUM
  • 
  Reanimated mediumOA
  • 
  Scout rogueAPG
  • 
  Shield champion brawlerACG
  • 
  Silver balladeer bardOA
  • 
  Skirmisher rangerAPG
  • 
  Skirnir magusUC
  • 
  Spirit warden shamanACG
  • 
  Spiritualist investigatorACG
  • 
  Standard bearer cavalierUC 
  • 
  Trapper rangerUM
  • 
  Undead scourge paladinAPG
  • 
  Witch hunter inquisitorUC
  In addition to these options, Pathfinder RPG Occult Adventures 
  also introduces the Order of the Shroud for cavaliers, dedicated 
  to putting down undead threats.
  4
  
  BlOOdlines, mysteries, And pAtrOns
  While most sorcerer and bloodrager bloodlines are acceptable for 
  the Tyrant’s Grasp Adventure Path, those derived from the fiendish 
  planes are sure to earn more than a few suspicious glances. The 
  paladins of Lastwall understand intellectually that a child is not 
  responsible for the sins of his parents—and such characters have 
  nothing to fear as far as their lives are concerned, provided they 
  obey the law—but overtly fiendish heritage or magic still draws 
  second glances and increased scrutiny. The following suggestions 
  are especially appropriate for this campaign: accursedUM, arcane, 
  celestial, destined, undead, verdantAPG. The oracle mysteries 
  and shaman spirits with the strongest thematic ties to this 
  Adventure Path include battle, bones, heavens, and life. Suitable 
  witch patrons for the Tyrant’s Grasp Adventure Path include 
  ancestorsUM, deathUM, endurance, healingUM, lightUM, portentsUM, 
  spiritsUM, strength, vengeanceUM, and wisdom.
  These choices are only suggestions, and players should not 
  feel obligated to select from only these options. Most bloodlines, 
  mysteries, spirits, and patrons can find their place in the war 
  against the Whispering Way.
  FAmiliAr And AnimAl cOmpAniOns
  Because of its unusual nature, the first adventure separates 
  the player characters from any followers, animal companions, 
  mounts, or familiars they may have. Losing a class feature for 
  the duration of an adventure may be challenging, but it is only 
  temporary, and PCs will be able to regain their companions at 
  the beginning of the second adventure. If players can accept 
  this temporary limitation, the following list of familiars are 
  local to Lastwall and make ideal choices for familiars: bat, cat, 
  foxB3, goatB3, hawk, hedgehogUM, house centipedeUM, owl, pigB3, 
  rabbit (Pathfinder Player Companion: Animal Archive), raccoonB3, 
  rat, raven, skunkB3, slothB4, squirrel (Animal Archive), toad, and 
  weasel. Characters looking for improved familiars will find the 
  following most appropriate to the themes and challenges of 
  tyrant’s Grasp: silvanshee agathionB2, cassisian angelB2, harbinger 
  archonB3, carbuncleB3, arbiter inevitableB2, pseudodragon, and 
  nosoi psychopompB4. 
  The following animals can be found throughout Lastwall 
  and would be good choices for companions or mounts, and 
  are readily available replacements should a character’s existing 
  animal companion perish: aurochs, axe beakB3, badger, bear, 
  bird (eagle, falcon, or hawk), boar, small cat (lynx or mountain 
  lion), digmaulB5, dire rat, dog, horse, ramB2, giant ravenB6, stagB4, 
  thylacineB3, giant vultureB3, giant weaselB4, and wolf .
  FAvOred enemies And FAvOred terrAins
  Easily the most obvious and numerous opponent players will 
  face in the course of the Tyrant’s Grasp Adventure Path will be 
  undead, which make up the majority of the Whispering Tyrant’s 
  forces. The PCs will also face many living opponents in service to 
  Tar-Baphon, including humans and elves. Other common threats 
  will include aberrations, plants, and the new mortic humanoid 
  subtype. The campaign will cover a variety of landscapes, with 
  underground dungeons—where the dead and their secrets lie 
  buried—being the most common. Other common landscapes 
  will include urban and forest, as well as some time spent in the 
  rolling hills and rugged mountains of Lastwall and Ustalav.
  Origins
  With the campaign’s beginning set in a border town steadily 
  rebuilding after an orc attack a decade ago, most player characters 
  likely hail from Lastwall in general, if not Roslar’s Coffer 
  specifically. They may be clergy, engineers, farmers, healers, 
  masons, town watch, or weavers, with the local industry focusing 
  primarily on flax farming, sheep herding, reconstruction, and 
  weaving cloth from the local flax and wool, as well as selling 
  linseed oil and lanolin. Even though the border with Belkzen has 
  been quiet the past few seasons, Vigil maintains a small defensive 
  force in Roslar’s Coffer made up of healers, knights, scouts, 
  and soldiers, as well as a few academic observers who report on 
  the reconstruction efforts. Roslar’s Coffer attracts trade from 
  Nirmathas and Ustalav, and even the occasional Varisian caravan 
  and Razmiri refugee. The reconstruction effort attracted many 
  souls eager for work, as well as a few opportunistic sorts who saw 
  the local authorities handing out compensation and support to 
  displaced locals and decided to take advantage of this generosity, 
  though most of these have long since moved on now that the 
  charity has dwindled to a trickle.
  lAnguAges
  With the bulk of the Shining Crusade’s forces originally provided 
  by Taldor, the Taldan common tongue is the language of the 
  area. A large number of Kraggodan dwarves assisted in both the 
  war and reconstruction, and Dwarven remains a fairly common 
  tongue even among humans. Similarly, Lastwall’s proximity to 
  Ustalav means that many among the peasantry speak at least a 
  little Varisian—especially to mutter curses and protections. Hallit 
  and Orc are still found on many of the old ruins that predate 
  Tar-Baphon’s rule, while Necril was the language of choice under 
  the Whispering Tyrant’s iron fist and remains the common 
  tongue of the Whispering Way. The church of Iomedae also 
  commonly commits important messages or prayers in Celestial.
  prestige clAsses
  Characters interested in pursuing a prestige class have many 
  options. Any that emphasize their faith and dedication—
  especially to the gods Iomedae or Gorum—are prime choices. 
  The following suggestions are the most thematic for the Tyrant’s 
  Grasp Adventure Path.
  • 
  Battle heraldAPG
  • 
  Evangelist (Pathfinder Campaign Setting: Inner Sea Gods) 
  • 
  Exalted (Inner Sea Gods) 
  • 
  Horizon walkerAPG
  • 
  Knight of Ozem (Pathfinder Campaign Setting: Paths of Prestige)
  • 
  Prophet of Kalistrade (Paths of Prestige)
  • 
  Sentinel (Inner Sea Gods) 
  • 
  Stalwart defenderAPG
  5
  
  rAces
  Humans are the overwhelming majority of Lastwall’s population, 
  but the Shining Crusade brought defenders from across the Inner 
  Sea region, and almost every ethnicity on Avistan is represented in 
  the local populace. Though the majority of Lastwall’s population 
  is at least part Taldan, most citizens carry a blend of Taldan, 
  Chelaxian, Varisian, Kellid, and Garundi ancestry, and Keleshite 
  and Tian heritage have also become more common as trade has 
  increased following Lastwall’s independence from Taldor. 
  Dwarves and halflings are common sights, especially in 
  the military. Gnome and elven visitors—primarily from the 
  Fangwood Forest—are not unheard of, but by far the most 
  common non-humans in Lastwall are half-orcs. Most of the 
  nation’s half-orcs hail from the generations of tense but peaceful 
  contact between human border towns and nomadic orc tribes, 
  or even self-sustaining villages of half-orcs that have dwelled 
  along the Mindspin Mountains since the Age of Darkness and 
  that have occasionally adopted human or orc members into 
  the local population. Despite these diverse origins, the negative 
  perception of orcs among humans sees that most half-orcs bear 
  at least some stigma.
  Though rare, aasimars and dhampirs both call Lastwall 
  home, and both are treated with a certain level of mistrust—
  dhampirs for their obvious ties to undeath, and aasimars for 
  their otherworldly origins. Changelings, duskwalkers, and 
  skinwalkers—many immigrants from Ustalav—can also be found 
  in small numbers, but are uncommon enough that they generally 
  don’t draw attention as anything more than unusual travelers.
  religiOn
  Faith is a cornerstone of Lastwall’s culture. Owing to the nation’s 
  roots as a religious crusade against overwhelming evil, nearly 
  every citizen pays homage, whether casual or devout, to one or 
  more gods on a regular basis. During the 74 years of the Shining 
  Crusade—and for many years into the recovery era—survival 
  depended on the ability to invoke the light of the gods or find 
  courage and perseverance through faith. Although Lastwall is not 
  technically a theocracy, every watcher-lord has maintained strong 
  ties to one church or another.
  Iomedae, the crusader and disciple of both Arazni and 
  Aroden, is the most prominent god of Lastwall, followed 
  closely by the war god Gorum, who is popular with both the 
  crusaders of Lastwall and their orc rivals in Belkzen. Most 
  soldiers worship both. Iomedae is the usual favorite, and the 
  church of Iomedae is all but a branch of the government. Other 
  gods commonly seen in Lastwall include the Taldan pantheon—
  Abadar, Cayden Cailean, Norgorber, and Shelyn—imported by 
  the earliest crusaders. Sarenites are less common, but were still 
  a strong foundation in the Shining Crusade, especially among 
  healers. Desna, largely important among Varisian settlers, is also 
  a common faith among the civilian citizenry. Many dwarves pay 
  homage to Torag and the rest of the dwarven pantheon. 
  Many small cults exist to various empyreal lords as well, 
  especially the avenging angel Ragathiel—whom many of the 
  most violent paladins follow—and Andoletta, who is embraced 
  both by communities hoping to invoke her protection and by 
  veterans who look to her for healing and peace.
  skills And FeAts
  A Tyrant’s Grasp party will benefit most from a great diversity 
  of skills. A diversity of Knowledge skills will prove valuable to 
  solving puzzles and identifying threats, with Knowledge (history) 
  and Knowledge (religion) being the most useful, and Knowledge 
  (arcana), Knowledge (dungeoneering), Knowledge (geography), 
  and Knowledge (planes) all having their own applications. Many 
  of the physical challenges in the adventure will provide use for 
  physical skills like Acrobatics, Climb, and Ride. Perception will 
  serve most adventurers well, and classic adventuring standbys 
  like Disable Device, Spellcraft, Stealth, and Survival will all have 
  moments to shine.
  Combat with a wide variety of foes is a staple of the Tyrant’s 
  Grasp Adventure Path, and PCs will benefit from dedicating 
  themselves to one or more combat feat trees. With undead 
  as a common feature, feats like Power Attack and Cleave that 
  allow a warrior to carve quickly through resilient opponents 
  will be handy, as will feats to bolster one’s Fortitude and Will 
  saving throws. The Ectoplasmic SpellAPG metamagic feat allows 
  spellcasters to more effectively engage incorporeal undead, and 
  feats that augment a cleric or paladin’s ability to channel energy 
  will likewise prove useful.
  trAits
  In addition to the campaign traits listed below, several traits from 
  the Advanced Player’s Guide are common and appropriate among 
  the faith-minded citizens of Lastwall: Armor Expert, Birthmark, 
  Child of the Temple, Courageous, Divine Warrior, Indomitable 
  Faith, Militia Veteran, Reactionary, Resilient, Sacred Conduit, 
  Undead Slayer, and Veteran of Battle.
  CAMPAIGN TRAITS
  The Tyrant’s Grasp Adventure Path takes players across Lastwall 
  and into Ustalav, as well as to far more distant ports of call. The 
  campaign begins in the border town of Roslar’s Coffer, and player 
  characters should be natives of the community or its surrounding 
  environs. Regardless of their backgrounds, every character should 
  have a vested interest in stopping the rise of undeath and evil that 
  threatens to conquer all of Avistan.
  Each player character should select one of the following campaign 
  traits as one of her two traits available at character creation.
  The Artisan: Precision is important in getting exactly what you 
  want, and you give careful consideration in building everything 
  from homes and vases to roads and empires. Your own attention 
  to detail has proven vital in rebuilding Roslar’s Coffer from the 
  orc occupation a decade ago, whether you are an accountant, 
  architect, engineer, or herbalist. Your attention to detail provides 
  you a +1 trait bonus on Appraise and Heal checks, and one of 
  these skills becomes a class skill for you. Once per day, you can 
  spend a full round casting a spell you can cast that has a normal 
  6
  
  casting time of 1 standard action to increase your effective caster 
  level for that spell by 1. This ability has no affect on spells with a 
  casting time other than 1 standard action.
  The Lawbringer: The frontier is a land of risk and disorder, 
  and while people are welcome to brave those elements 
  themselves, they all too often bring pain down upon 
  folk who never wanted such a risk. You might serve 
  on the town guard or as part of a detachment 
  of soldiers supported by Vigil, or you could be 
  simply a concerned farmer who endures when 
  others cannot, but your purpose is to stand as a 
  bulwark against the cruel whims of fate for anyone 
  who needs it. You gain a +2 trait bonus on saving 
  throws against fear effects. If you have the aura of 
  courage class feature, the bonus provided by your 
  aura increases by 1. Your courage is inspiring; the 
  first time each day you are knocked unconscious or 
  killed, all allies within 30 feet of you immediately 
  gain a number of temporary hit points equal 
  to your level plus your Charisma modifier, as 
  they rally to your defense. These temporary 
  hit points last for 1 minute.
  The Optimist: People don’t need to take 
  your word that things are getting better; they 
  only need to look around and see the proof 
  before their eyes. The town’s recovery from the 
  orc occupation more than a decade ago is all but 
  complete, and the monster in the Sarenite temple 
  outside of town has finally been bested. Your irrepressible 
  sense of optimism seems to fly in the face of the hard life that 
  most residents of Roslar’s Coffer face, but you’re convinced 
  that your positive attitude lifts up your community. You gain a 
  +1 trait bonus on saving throws against mind-affecting effects. 
  Further, your optimism can be infectious. As a swift action 
  a number of times per day equal to your Charisma modifier 
  (minimum 1), you can grant this bonus to an ally within 10 feet. 
  This bonus lasts for 1 minute. 
  The Outsider: You don’t have a place, but the frontier seems 
  comfortable enough for now. Maybe you’re too informal for city 
  life, too selfish for Lastwall’s general culture of camaraderie, 
  or too scarred by things you’ve seen to entirely trust another 
  person. You are accustomed to moving without drawing much 
  attention to yourself, gaining a +1 trait bonus on Stealth and 
  Survival checks, and one of these skills is always a class skill for 
  you. Accustomed to working alone, you gain only half the benefit 
  (+1) from aid another actions, but you’re accustomed to doing the 
  job right the first time and so increase the bonus you provide by 
  1 when aiding another character.
  The Pessimist: You expect the worst and have rarely been 
  disappointed. Your dour outlook may hail from the original 
  destruction of Roslar’s Coffer at the hands of the Twisted Nail 
  tribe, the exile of the faithful from the nearby Sarenite temple, 
  or some more personal misfortune, but it has set you apart 
  among the largely forward-thinking population of Lastwall. 
  Your faith that the worst possible outcome will occur grants you 
  a +1 trait bonus on Will saving throws. Your frustrating pessimism 
  can spur friends to succeed just to spite you; once per day as a free 
  action, you can force an ally within 30 feet to reroll a saving throw 
  she just failed, using the better of the two results.
  The Reclaimer: You lost something precious in the 
  destruction of Roslar’s Coffer 12 years ago—a home, 
  a legacy, perhaps even family—but returned because 
  a soul shouldn’t run from pain, but heal from it. 
  Rebuilding your life and preventing that same 
  hurt from dragging down others drives you to 
  serve and protect, perhaps as a politician, charity 
  worker, healer, or soldier, but that same loss fills you 
  with an uncharitable anger that is often difficult to 
  reconcile. Your wary eyes grant you a +1 trait bonus 
  on Perception checks. You gain a +1 trait bonus 
  on attack and damage rolls against any 
  opponent that dealt hit point damage to 
  one of your allies in the previous round.
  The Snoop: You know a little bit 
  about most everything and everyone 
  in Roslar’s Coffer. It may be your 
  profession, as you could be an 
  archivist, crier, or librarian—or you 
  simply make a hobby of gossip. Either way, 
  you have a gift for recall and reading others. 
  You gain a +1 trait bonus on Knowledge (history) 
  and Knowledge (local) checks, and these both become class 
  skills for you. Once each day you can reroll a single Bluff or Sense 
  Motive check against a creature you have known for at least 24 
  hours, using the better result.
  The Word: In a nation overcrowded with faith, you often worry 
  that your message is drowned out, but nonetheless important. The 
  souls in Roslar’s Coffer needed comfort and charity once upon a 
  time, but have bounced back so fully—in part thanks to your hard 
  work—that you worry you’ve made yourself unnecessary. You 
  are accustomed to long hours, granting you a +1 trait bonus on 
  Fortitude saving throws. Your faith is invigorating, and once per 
  day you can lay on hands as a paladin of half your character level 
  (minimum 1). If you gain the lay on hands ability from a class, you 
  instead gain one additional use of lay on hands each day.
  LASTWALL AT A GLANCE
  Lastwall is a land of rolling grasslands, primeval forests, and 
  ancient battle scars. Once a landscape of orc holds and Kellid 
  city-states dotted with Taldan supply forts, the Whispering 
  Tyrant began to steadily consume the territory after 3200 ar. Orc 
  and Kellid populations were pressed or enslaved into service, 
  with those who fell—either in battle of ill-fated rebellions—
  animated to serve mindlessly until their bones crumbled to 
  dust. Tar-Baphon’s forces razed entire cities and monuments, 
  leaving only buried foundations that now litter the landscape as 
  dungeons and makeshift crypts. By the time Taldor mobilized 
  against the Whispering Tyrant 5 centuries later, generations of 
  7
  
  Lake
  Encarthan
  Lake
  Encarthan
  Vigil
  Vigil
  Vellumis
  Vellumis
  Castle
  Firrine
  Castle
  Firrine
  Castle Everstand
  Castle Everstand
  Three Pines Ford
  Three Pines Ford
  Roslar’s Coffer
  Roslar’s Coffer
  Hallein Town
  Hallein Town
  Dortrot Ranch
  Dortrot Ranch
  Hammer Rock
  Hammer Rock
  Vaishau Ruin
  Vaishau Ruin
  Northern
  Fangwood
  Northern
  Fangwood
  H
  un
  gry
   M
  ou
  nt
  ai
  ns
  H
  un
  gry
   M
  ou
  nt
  ai
  ns
  Ghostlight
  Marsh
  Ghostlight
  Marsh
  To
  uro
  n
  d
  e
  l
   
  Rive
  r
  To
  uro
  n
  d
  e
  l
   
  Rive
  r
  K
  e
  st
  re
  l 
  Ri
  ve
  r
  K
  e
  st
  re
  l 
  Ri
  ve
  r
  Riv
  er E
  s
  k
  Riv
  er E
  s
  k
  Pa
  th
   R
  iv
  er
  Pa
  th
   R
  iv
  er
  Pa
  th
   R
  iv
  er
  Pa
  th
   R
  iv
  er
  Lastwall
  Lastwall
  N
  100
  0
  Miles
  gloom and toil had rendered the landscape fallow and hopeless. 
  War left new wounds upon the land. Strongholds and cities built 
  to honor the Whispering Tyrant were torn down to the flagstones 
  and used as the building blocks for new fortifications against 
  the wizard-king. Mass battles left landscapes impregnated with 
  shattered bone and bent steel, with many stretches of land still 
  fetid and unable to support crops. Terrible magic and spirits still 
  haunt many ancient battlefields, even a millennium later.
  Despite the horror it has seen, those portions of Lastwall held 
  by mortal hands are beautiful and bountiful. Proximity to Lake 
  Encarthan provides ample rainfall and cool summers, albeit 
  harsh and snowy winters. Growing seasons are long enough to 
  support a variety of crops. The Northern Fangwood Forest and 
  foothills of the Hungry Mountains effectively divide Lastwall 
  in half. Eastern Lastwall is far more urban and reclaimed, 
  with vast farms and ranches supporting cattle and the nation’s 
  famous horses, as well as the trade city of Vellumis—an ancient 
  Ustalavic port and the largest city in the nation. Western 
  Lastwall is less tamed and more hostile—an irony, given that 
  the nation’s capital of Vigil lies in this untamed half—with 
  frequent incursions from Belkzen orcs, occasional resurgences 
  of necromantic energy, and large tracts of land and forest left 
  largely unexplored and untouched by modern hands. Roslar’s 
  Coffer—western Lastwall’s southernmost town—exists largely 
  by the grace of the Tourondel River, and little in the way of 
  modern construction exists between it and the fortresses over 
  100 miles north except a well-guarded stone road and a few 
  hunting lodges. Despite this isolation, the people of Roslar’s 
  Coffer squarely consider themselves residents of Lastwall and 
  do what they can to contribute to the nation.
  With a strong-hearted and faithful military tradition, the 
  people of Lastwall tend to be community-focused, forthright, 
  and hard working. Their survival depends on trusting each 
  person in the community to do their job to the best of her 
  ability, and every citizen knows his community could fall 
  to the next orc raid or harsh winter if he doesn’t give every 
  task his best effort. As a people squeezed between two hostile 
  presences, they are deeply devout, with most residents 
  attending temple services multiple times a week, but as with all 
  things, practicality comes first, and worship must wait if there 
  is work to be done. Most citizens spend the spring planting, 
  summers drilling with weapons and armor, and the autumn 
  harvesting before the first hard freeze. The long, cold winters 
  are a time of respite—orcs rarely campaign in the snow, and 
  freezing temperatures harden the ground and prevent the 
  restless dead from wandering—allowing more attention to 
  hobbies, family, and friends. Feasts and marriages are common 
  in the winter months, though most are generally small, local 
  affairs, as roads during the Lastwall winter can be punishing 
  even for seasoned travelers.
  8
  
  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 copyrighted material including derivative works and translations 
  (including into other 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 to reproduce, 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 not embody the Product Identity and is an enhancement over the 
  prior art and any additional content clearly identified as Open Game Content 
  by the Contributor, and means any work covered by this License, including 
  translations and derivative works under 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 and graphic, 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, magical or 
  supernatural abilities or effects, logos, symbols, or graphic designs; and 
  any other trademark or registered trademark clearly identified as Product 
  identity by the owner of the Product Identity, and which specifically excludes 
  the Open Game Content; (f) “Trademark” means the logos, names, mark, 
  sign, motto, designs that are used by a Contributor to identify itself or 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 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 represent that Your Contributions are 
  Your original creation and/or You have sufficient rights to grant the rights 
  conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE 
  portion of this License to include the exact text of the COPYRIGHT NOTICE of 
  any Open Game Content You are copying, modifying or distributing, and You 
  must add the title, the copyright date, and the copyright holder’s name to 
  the COPYRIGHT NOTICE of any original Open Game Content you distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, 
  including as an indication as to compatibility, except as expressly licensed 
  in another, independent 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 in conjunction with a work 
  containing Open Game Content except as expressly licensed in another, 
  independent Agreement with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game Content does not 
  constitute a challenge to the ownership of that Product Identity. The owner 
  of any Product Identity used in Open Game Content shall retain all rights, 
  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 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 copy, modify and distribute any Open Game Content originally 
  distributed under any version 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 Contributor unless 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 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 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: 
  Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. 
  Gary Gygax and Dave Arneson.
  Axe Beak 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.
  Carbuncle 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 Albie Fiore.
  Tyrant’s Grasp Player’s Guide © 2018, Paizo Inc.; Author: Crystal Frasier.
  9
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Adventure Paths/PF139-144 - Tyrant's Grasp/Tyrant's Grasp - Player's Guide.pdf