TEXT: PP02 Bonus Material
  Presented here are a few extra alternative materials  
  related to some of our creatures in Playtest Pack 02: 
  Friend or Foe 1.  We’ve included an entry comparing our 
  own Rakshasa Sorcerer Bloodline with the entry from 
  Pathfinder Roleplaying Game Ultimate Magic, in order to 
  compare and decide what is the best choice for our own 
  setting’s needs.  Take a look at the two for comparison, 
  and tell us what decision you think is best: keep a different, 
  setting-specific bloodline, update our own bloodline to 
  the PFRPG precedent, or something else?
  Anubisian Sorcerer Bloodline
  As the guardians of the laws and lore of the jackal-headed 
  Pharaonic Deity, Anubisians enjoy great power and 
  strength, as well as a magical bloodline capable of min-
  gling into the lesser mortal races.  The powers of life and 
  death hang in the balance within you.
  Class Skill Knowledge (religion).
  Bonus Spells share language (3rd*), speak with dead 
  (5th), status (7th), true seeing (9th), dispel chaos (11th), 
  undeath to death (13th), destruction (15th), dictum (17th), 
  miracle (19th).
  * This spell comes from the Pathfinder Roleplaying Game  
  Advanced Player’s Guide, and we have shared the materials from 
  d20pfsrd.com for your convenience.
  Bonus Feats Combat Casting, Dodge, Exotic Weapon 
  Proficiency (khopesh only), Improved Trip, Mobility, Power 
  Attack, Silent Spell, Skill Focus (Spellcraft).
  Bloodline Arcana Whenever you cast an area necromancy 
  spell, increase the spell save DC by 1.
  Bloodline Powers The guardians of 
  Anubis have a bloodline so pure that 
  their mere presence can bring forth 
  the powerful sorcery borne of His Will 
  in any mortal race.
  Arms of Order (Sp): At 1st level, you 
  can touch a weapon or up to 50 pieces 
  of ammunition as a standard action, 
  giving it the bane property (vs. chaotic 
  outsiders only) for a number of rounds 
  equal to 1/2 your sorcerer level (mini-
  mum 1).  At 9th level, you can confer 
  the axiomatic property instead, but the 
  duration of the power is halved.  You can 
  use this ability a number of times per 
  day equal to 3 + your Charisma modifier.
  Credits
  Author & Lead Designer
  R. William Thompson (AKA XIDORAVEN)
  Interior Artwork
  Bonnie Horton, R. William Thompson
  Editing & Development
  Christopher Coyle, Justin Sluder
  Playtesting Operations
  Justin Sluder, BLACKFANG@KREWEHAR.COM;  
  R. William Thompson, XIDORAVEN@KREWEHAR.COM
  Distribution Partners
  One Bookshelf, Paizo Publishing
  KREWE OF HARPOCRATES PUBLICATION, LLC 
  Lead Rakshasa, R. William Thompson 
  (Strategy, Marketing, & Sales)
  Last Updated: June 13th, 2011
  908 ROWLAND RD. 
  LEONARD, MI 48367 
  (248) 420-8128 
  HTTP://WWW.KREWEHAR.COM
  The NymiaN BeasTlaNds
  PlayTesT Pack 02: BoNus maTerial
  Product Identity: The following items are hereby identified as Product Identity, 
  as defined in the Open Gaming License version 1.0a, Section 1(e), and are not 
  Open Content: All trademarks, registered trademarks, proper names (original 
  characters, deities, etc.), dialogue, plots, storylines, locations, characters, art-
  work, and trade dress.  (Elements that previously have been designated as Open 
  Game Content or are in the public domain are not included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), 
  the game mechanics of this Krewe of Harpocrates Publication game product are 
  Open Game Content, as defined in the Open Gaming License version 1.0a, Sec-
  tion 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.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Ro-
  leplaying Game from Paizo Publishing, LLC.  See http://paizo.com/pathfinderRPG 
  for more information on the Pathfinder Roleplaying Game.  Paizo Publishing, LLC, 
  does not guarantee compatibility, and does not endorse this product.
  The Nymian Beastlands: Playtest Pack 02: Friend or Foe 1, © 2011, Krewe 
  of Harpocrates Publication, LLC.  The Nymian Beastlands Campaign Setting, 
  The Nymian Beastlands, and The Nymian Beastlands Logo are trademarks 
  of Krewe of Harpocrates Publication, LLC, and may not be used in any way 
  without express written consent of the publisher.  No interior artwork in this 
  document may be reproduced or redistributed separate from the document 
  without express written consent of the publisher.
  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 Roleplay-
  ing Game Compatibility License.  See http://paizo.com/pathfinderRPG/compat-
  ibility for more information on the compatibility license.
  PUBLISHER’S NOTE: This is a work of fiction.  Names, characters, places, and 
  events portrayed in this book are used fictitiously, based on the authors’ imagi-
  nations or world mythology, and any resemblance to real people – living or de-
  ceased – places, or events, is purely coincidental.  Any form of violence implied 
  by the mechanics of this game, its flavor text, or its play is purely imaginary, and 
  no form of hostility or violence is recommended in real life; combat should be 
  left at the table, and performed with dice rolls and numeric attack bonuses.
  NOTICE: THESE PRODUCTE ARE INTENDED FOR A  
  MATURE AUDIENCE FOR IMAGES CONTAINING NUDITY.
  13+
  1
  Playtest Pack 02: 
  FRIEND OR FOE 1 - BONUS MATERIAL
  
  Desert Jackal (Ex): At 3rd level, you gain resist fire 5 
  and a +2 bonus on saving throws made against death and 
  polymorph effects.  At 9th level, your resistance to fire 
  increases to 10 and your bonus on death and polymorph 
  effects increases to +4.
  Touch of Repose (Sp): At 9th level, any corpse you 
  touch is treated as though under the effects of the gentle 
  repose spell, using your sorcerer level as the caster level. 
  You may choose to negate this effect as a free action.
  Planar Order (Sp): At 15th level, once per day, you can 
  choose to bar a creature from extra-dimensional move-
  ment or else force it back to its home plane, functioning 
  as the spells dimensional anchor and dismissal, accord-
  ingly.  Both of these effects use your sorcerer level as 
  the caster level.  Any creature targeted using this ability 
  grants you a +4 insight bonus to Knowledge checks re-
  garding the creature’s type.  At 20th level, you can use 
  this ability twice per day.
  Gifts of Anubis (Su): At 20th level, you become a true 
  guardian of Anubis.  You are immune to charm, compulsion, 
  death effects, petrification, polymorph spells and effects, 
  and you gain a +4 racial bonus to saves against disease 
  and poison, including magical and supernatural diseases 
  and poisons.  You gain DR 5/obsidian, and the lawful sub-
  type, and your natural attacks and weapon attacks are 
  considered lawful for the purposes of overcoming damage 
  reduction, and you may use the Arms of Order ability as 
  often as desired.
  Alternate Aasimar (Seraphim) Racial Traits
  While aasimars born of the lineage of archons, agathions, 
  or other angels may be common, the uncommon seraph-
  touched mortal is quite different from its distant kin. 
  Seraphim aasimars are defined by their class levels – they 
  do not possess racial Hit Dice.  Seraphim aasimars have 
  the following racial traits.
  +2 Strength, +2 Charisma, -2 Constitution: Seraphim 
  aasimars are strong and defiant, but somewhat frail.
  Flight: Seraphim aasimars have wings; they have a 
  base speed of 30 feet, and a fly speed of 30 ft, with average 
  maneuverability.  If rendered unconscious or paralyzed, 
  these wings will unfurl and cause the seraphim aasimar 
  to spin in a tight corkscrew, making the fall from any 
  height cause only 1d6 non-lethal damage upon hitting 
  the ground.
  Low-light Vision: Seraphim aasimars can see twice as 
  far as a human in conditions of poor illumination.
  Outsider: Seraphim aasimars possess the outsider  
  (native) creature type.
  Skilled: Seraphim aasimars have a +2 racial bonus to 
  Fly and Knowledge (planes) checks.
  Spell-like Ability: Seraphim aasimars can use shield 
  of faith once per day as a spell-like ability (caster level 
  equals the seraphim aasimar’s class level).
  Fire Resistant: Seraphim aasimars have fire resistance 5.
  Languages: Seraphim aasimars begin play speaking 
  Common and Celestial.  Seraphim aasimars with high  
  Intelligence scores can choose any of the following bonus 
  languages: Anakim, Auran, Ignan, Faunarian, Seraphim, 
  and Sylvan.
  Seraphim Sorcerer Bloodline
  Fiery, charismatic, and with an ancient magical lineage 
  predating the current universe, the seraphim are capable 
  of instilling this ancient essence within the mortal races. 
  You burn with a spiritual energy that is both glorious and 
  wrathful.
  Bloodline Skill Knowledge (planes).
  Bonus Spells protection from evil (3rd), aid (5th),  
  daylight (7th), tongues (9th), dispel evil (11th), mass 
  eagle’s splendor (13th) holy word (15th), greater planar 
  ally (17th), summon monster IX (19th).
  Bonus Feats Combat Casting, Improved Critical,  
  Improved Initiative, Improved Unarmed Strike, Weapon 
  Focus, Weapon Finesse; monstrous feats–Flyby Attack, 
  Wingover.
  Bloodline Arcana Any spell cast that deals fire or holy 
  damage automatically deals 1d6 of the other type for  
  every two caster levels (minimum of 1d6 fire or holy 
  damage).  If the spell causes both fire and holy damage, 
  it deals an additional 1d6 points of fire damage per two 
  caster levels (minimum 1d6 fire damage).
  Bloodline Powers The holy fury and wrath of the seraphim 
  burns brightly within you, and with time you share their 
  sovereign glory.
  ‘Angel, Seraph’
  Bonnie Horton
  2
  
  Stunning Touch (Sp): At 1st level, you can cause a creature 
  to be stunned as a melee touch attack.  This effect persists 
  for a number of rounds equal to 1/2 your sorcerer level 
  (minimum 1).  You may use this attack along with any  
  unarmed melee attack you make that deals damage, in 
  addition to this effect.  You can use this ability a number 
  of times per day equal to 3 + your Charisma modifier.
  Seraph Resistances (Ex): At 3rd level, you gain resist 
  electricity 5 and resist fire 5.  At 9th level, your resistances 
  increase to 10.
  Seraph Wings (Su): At 9th level, you sprout feathery 
  wings, as the Celestial sorcerer bloodline power called 
  Wings of Heaven (see Pathfinder Roleplaying Game Core 
  Rulebook, chapter 3).  If you already possess wings from 
  a racial trait (such as from the alternate Seraphim Aasimar, 
  above), feat, or the ability to fly by other means, you 
  grow another pair or wings, granting you an additional 
  30 feet fly speed, an increase in maneuverability of one 
  step (up to perfect), and a +4 racial bonus to Fly checks.
  Angelic Summonings (Su): At 15th level, whenever you 
  summon a creature with the angel subtype or the celestial 
  template using a summon monster spell, you summon 
  one additional creature of the same kind.
  Seraphim Might (Su): At 20th level, the potency of 
  seraphim blood flows through you.  You gain immunity 
  to fire, electricity, charm, compulsion, and petrification. 
  You also gain resistance to acid 10, cold 10, and a +4 racial 
  bonus on saves vs. poison.  You are treated as though 
  having the Hover feat (see Pathfinder Roleplaying Game 
  Bestiary, monstrous feats), and gain the truespeech ability, 
  allowing you to communicate with any creature that can 
  speak and understand a language.
  Rakshasa Sorcerer Bloodline
  (PFRPG Ultimate Magic)
  At some point in your family’s history, one of your ancestors 
  was tainted by the influence of a rakshasa. Though most 
  of your family seem entirely normal, you have always felt 
  your own skin is a prison from which magic allows you 
  to escape. Your birthright is a secret you may be forced 
  to keep from societies that would never deal with you if 
  your heritage were known.
  Class Skill Disguise.
  Bonus Spells charm person (3rd), invisibility (5th),  
  suggestion (7th), detect scrying (9th), prying eyes (11th), 
  mass suggestion (13th), greater polymorph (15th), mind 
  blank (17th), dominate monster (19th).
  Bonus Feats Arcane Armor Mastery, Arcane Armor 
  Training, Deceitful, Detect Expertise*, Light Armor Proficiency, 
  Martial Weapon Proficiency, [Mystic Motif*], Stealthy.
  Bloodline Arcana Add half your sorcerer level to the 
  Spellcraft DC for others to identify spells you cast. If their 
  checks fail by 5 or more, they mistakenly believe you are 
  casting an entirely different spell (selected by you when 
  you begin casting).
  Bloodline Powers You can call upon the nearly divine 
  power of your rakshasa ancestors, giving you the power 
  to convincingly deceive your enemies.
  Silver Tongue (Su): At 1st level, you can draw upon 
  your outsider heritage to spin amazingly convincing lies.  
  Activating this ability is a swift action. You gain a +5  
  bonus on one Bluff check made to convince another of 
  the truth of your words (similar to using glibness). If a 
  magical effect is used against you that would detect your 
  lies or force you to speak the truth, the user of the effect 
  must succeed on a caster level check (DC 10 + your sorcerer 
  level) to succeed. Failure means the effect does not detect 
  your lies or force you to speak only the truth. You can use 
  this ability a number of times per day equal to 3 + your 
  Charisma modifier.
  Mind Reader (Sp): At 3rd level, you can read minds as 
  a spell-like ability. This ability acts like detect thoughts, 
  except it lasts only 1 round, you use it on a single target 
  as a standard action, and if the target fails its Will save, 
  you gain information as if you had concentrated on it for 
  3 rounds. You may use this ability once per day at 3rd  
  level and one additional time per day for every four sorcerer 
  levels you possess beyond 3rd, up to five times per day 
  at 20th level.
  Hide Aura (Sp): At 9th level, you can conceal yourself 
  from prying magic. This ability acts like a constant non-
  detection spell cast upon yourself. You can end or restore 
  this protection as a move action.
  Alter Self (Sp): At 15th level, you can change your shape 
  into that of any humanoid at will. This ability acts like  
  alter self, except you may remain in a chosen form as 
  long as you want.
  Outsider (Su): At 20th level, your natural form becomes 
  an animal-headed humanoid, like a true rakshasa. This 
  does not affect your ability to speak or cast spells. You 
  can use your alter self or other disguise and polymorph 
  abilities to assume your original form or other forms 
  when it suits you. You are forevermore treated as a  
  native outsider rather than as a humanoid (or whatever 
  your original type was) for the purpose of spells and oth-
  er magical effects. Unlike other outsiders, you can still 
  be brought back from the dead as if you were a member 
  of your previous creature type. You gain DR 10/piercing.
  * These are new feats from Pathfinder Roleplaying Game 
  Ultimate Magic, and Mystic Motif is not included here. A 
  link to the d20pfsrd.com entry is included for the other.
  3
  Playtest Pack 02: 
  FRIEND OR FOE 1 - BONUS MATERIAL
  
  Rakshasa Sorcerer Bloodline
  (Our Playtest Guide)
  The devious plots and schemes of rakshasas are well 
  known throughout the multiverse, and you have been 
  born in the lineage of one of these insatiable, gluttonous 
  living evils. You are adept at deception, intrigue, disguise, 
  and reading the emotions of others.
  Class Skill Sense Motive.
  Bonus Spells alter self (3rd), nondetection (5th), beast 
  shape I (7th), confusion (9th), dominate person (11th), 
  greater dispel magic (13th), greater polymorph (15th), 
  clone (17th), soul bind (19th).
  Bonus Feats Alertness, Combat Expertise, De-
  ceitful, Dodge, Empower Spell, Improved Critical, 
  Improved Disarm, Spell Penetration.
  Bloodline Arcana Whenever you cast a 
  polymorph spell on yourself, your new form 
  gains a +2 enhancement bonus to Charisma.
  Bloodline Powers Control over mind, 
  body, and deception, the rakshasa lineage 
  grants the ability to deceive, read minds, 
  and take on the traits of an unholy yogi or 
  deceiver guru.
  Touch of the Deceiver (Sp): Starting at 
  1st level, you can make a melee touch attack to  
  deceive an opponent for one round, as the 
  spell lesser confusion. You may use this ability a  
  number of times per day equal to 3 + your 
  Charisma modifier (minimum 1/day); doing 
  so is a standard action that does not provoke 
  attacks of opportunity.
  Mind Reader (Sp, Su): At 3rd level, you can read minds 
  as the spell detect thoughts. You may use this ability a 
  number of times equal to 1 + your Charisma modifier at 
  3rd level (minimum 1), and an additional time for every 
  four levels after (up to 5 + your Charisma modifier at 19th 
  level). At 20th level, you may use this ability at will, and it 
  becomes a supernatural ability.
  Ardent Deceiver (Su): At 9th level, you gain a +1 bonus 
  to natural armor, a +2 racial bonus on saves against illusion 
  spells or effects, and a +2 bonus on Disguise checks. At 
  13th level and 17th level, these bonuses increase by +1.
  Body of the Yogi (Su): At 15th level, your base speed 
  increases by 10 ft. You may also lift your legs off the 
  ground to fly in a seated position, gaining a fly 
  speed of 20 ft. (good). You are also treated 
  as having the Hover feat (see Pathfinder  
  Roleplaying Game Bestiary), except you do 
  not generate a cloud of debris (no wings or  
  propulsion).
  Body of the Living Evil (Su): At 20th level, you take 
  on rakshasa form, gaining a bestial or animal head 
  with a bite or gore attack that deals 1d8 damage, 
  and two claw attacks that deal 1d6 damage each. 
  These are treated as primary attacks, 
  or secondary attacks if you wield any  
  manufactured weapons. You also gain 
  DR 15/good and piercing, and a +4 racial  
  bonus to Bluff, Disguise, and Sense Motive 
  checks. Your type changes to Outsider (native); 
  do not recalculate hit points, saves, skills, or 
  base attack bonus.
  ‘Devious Canitian’
  Bonnie Horton
  OPEN GAME LICENSE Version 1.0a
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc; Authors Jonathon Tweet, Monte Cook, Skip Wil-
  liams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jona-
  thon Tweet, Monte Cook, and Skip Williams.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.
  Tome of Horrors. Copyright 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 origi-
  nal content from TSR.
  Pathfinder RPG Bestiary. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathon 
  Tweet, Monte Cook, and Skip Williams.
  Pathfinder RPG Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
  Pathfinder RPG Bestiary 2. Copyright 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 Jonathon Tweet, Monte Cook, and Skip 
  Williams.
  The Nymian Beastlands: Playtest Pack 02: Friend or Foe 1. Copyright 2011, Krewe of Harpocrates Publication, LLC; 
  Author: R. William Thompson.
  The Nymian Beastlands: Playtest Pack 02: Bonus Material. Copyright 2011, Krewe of Harpocrates Publication, LLC; 
  Author: R. William Thompson.
  Pathfinder Companion: Adventurer’s Armory. Copyright 2010, Paizo Publishing, LLC; Authors: Jonathan Keith, Hal Ma-
  clean, Jeff Quick, Christopher Self, JD Wiker, and Keri Walker.
  The Nymian Beastlands: A Playtester’s Guide to the Lands & the Peoples of Omarka v.1.0.  Copyright 2010, Krewe of 
  Harpocrates Publication, LLC; Author: R. William Thompson.
  Pathfinder Roleplaying Game Ultimate Magic. Copyright 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim 
  Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Ste-
  phens, and Russ Taylor.
  4
  
  Heed the Call of the Beastlands!
  Visit our website at http://www/krewehar.com
  Register* to
  playtest now!
  Get
  Involved!
  *Email Justin Sluder, Playtesting Operations: 
  blackfang@krewehar.com - Provide your name (full 
  name - first and last - or nickname) and a primary email address 
  contact that we can send you replies to your submitted feedback, 
  notices of upcoming products and playtesting materials, as well 
  as discounts and specials just for playtesters!
  Help us go from concept to reality!
  eed the Call!
  Artwork by Bonnie Horton
  (C) 2011 Krewe of Harpocrates Publication, LLC
  1) Send your name and email to regiSter
  2) receive Special offerS and noticeS for 
  upcoming productS
  3) download the free playteSter’S 
  guide, or order a copy in print-on-
  demand
  4) download a playteSt pack of new 
  material
  5) Send in feedback for free playteSt 
  packS, or diScountS on upcoming 
  productS
  5 StepS to playteSt
  On our path to a full-color, 
  print-on-demand, creature sourcebook 
  and campaign setting series, we welcome 
  you to help us by playtesting our newest materials 
  – leading up to the publication of Omarkan  
  Ecology I: Thunder Lizards & Legends.  Registered 
  playtesters will receive extra benefits, and 
  anyone who submits feedback will be 
  helping us finalize and balance our game 
  mechanics – so please, get involved – 
  and heed the call of The Nymian 
  Beastlands!  Playtest Packs 
  are now available!
  Pathfinder and associated marks and logos are trademarks of Paizo Publishing, LLC, and are used under license.  See paizo.com/
  pathfinderRPG for more information on the Pathfinder Roleplaying Game.  The Nymian Beastlands Campaign Setting and all 
  associated marks and logos are trademarks of Krewe of Harpocrates Publication, LLC; All rights reserved.
  Serving up warm,
  fresh-baked, homemade
  gaming goodness
  since 2800 BCE!
  I
  t iS everywhere – teeming with life and death.  the ancient call of theSe landS iS So thick 
  and pure, it SeepS into your mind and SoilS your body like a Second Sweat.  at your moSt 
  vulnerable, alone out in the wildS, in theSe feral landS of anarchy and Jungle law, that’S 
  when you’ll See or hear it.
  g
  liStening fangS, dripping with Saliva thirSt for your blood, hunger to gorge on your fleSh. 
  perhapS your earS will catch a throaty breath, a low moan, Searing howl, or the horrific 
  roar of thunder lizardS.  whatever it iS, it iS the Signal of the purSuit, and it’S your perSonal 
  challenge to avoid death on thiS day.
  t
  he Strong Survive, the intelligent prevail, and goodneSS thriveS in theSe landS, but it iS 
  not without dangerS, both mortal and Supernal.  the call echoeS in each of uS, makeS our 
  heartS beat faSter, our fur briStle and ScaleS tingle.  it cauSeS uS to Seek the ancient truthS or 
  the wiSdom of enlightenment.
  t
  hiS iS not a day for enlightenment, however.  today there will be 
  no Seeking of eternal truthS, or following pathS within yourSelf. 
  today, we hunt.  remember, though, thiS iS not the 
  ‘happy hunting groundS’ of the ancientS.  perhapS 
  Some day you Shall hunt there, but not today... 
  follow me if you wiSh to Stay alive; and Stay 
  aware.
  -Maruk Todaksharee of Clan Tallowfeather, 
  to an apprenticing hunter before a Great Hunt
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Krewe of Harpocrates Publications/Playtest Pack 02 - Bonus Material.pdf