TEXT: Player’s 
  Guide
  Second Edition
  By Ron Lundeen
  
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  AUTHOR
  Ron Lundeen
  DESIGN LEADS
  Stephen Radney-MacFarland and Mark Seifter
  EDITING LEADS
  Avi Kool and Lu Pellazar
  EDITORS
  Avi Kool and Lu Pellazar
  ARTISTS
  Miguel Regodón Harkness and Artur Nakhodkin
  ART DIRECTION
  Sonja Morris and Sarah E. Robinson
  CREATIVE DIRECTOR
  James Jacobs
  PUBLISHER
  Erik Mona
  Coming Together 
  3
  Character Tips 
  3
  Alignment 
  4
  Ancestries 
  4
  Classes 
  4
  Languages 
  4
  Skills 
  4
  Backgrounds 
  4
  Circus Tricks 
  6
  Gazetteer 
   6
  Aeon Towers 
  6
  Isle of Erran 
  7
  Isle of Kortos 
  7
  Extinction Curse 
  Player’s Guide
  
  3
  Extinction Curse Player’s Guide
  An evil hungers beneath the earth. This ancient enemy 
  seeks to undo Aroden’s work from millennia ago 
  and bring desolation to the Isle of Kortos. The heroes 
  destined to confront this enemy have humble beginnings, 
  working as members of a novice circus troupe on the Isle 
  of Erran, just off the north coast of the Isle of Kortos. 
  These humble heroes are fated for much more than the 
  circus, however, and with skill and luck might save the 
  entire region from the extinction curse!
  Coming Together
  The Extinction Curse Adventure Path begins near the 
  small town of Abberton on the Isle of Erran. Abberton 
  has little to recommend it to anyone but its insular 
  inhabitants. Its once-thriving farms produce fewer and 
  fewer crops, and its ranchers have smaller herds than in 
  prior generations. The town’s sheriff has disappeared, 
  and some of its most prominent citizens are gone—
  no doubt seeking greener pastures elsewhere, the 
  townspeople mutter. If the people of Abberton are in 
  need of anything, it’s a spectacle to distract them from 
  their daily woes—a spectacle like a traveling circus.
  The Circus of Wayward Wonders has arrived and 
  can provide just the exhibition the town needs. The 
  newly formed circus is built on the high hopes of its 
  members. Many are former employees of the Celestial 
  Menagerie, a circus in the nearby port city of Escadar. 
  The manager of the Celestial Menagerie, a cruel catfolk 
  named Mistress Dusklight, is abusive to her employees 
  and downright sadistic to the many animals she 
  exhibits. Her shows are always wondrous to behold, 
  and she brings in significant funds operating one of 
  Escadar’s most celebrated attractions. But the public 
  face Mistress Dusklight displays to the crowds is a thin 
  veneer over her callous and self-serving nature. Some 
  of Mistress Dusklight’s employees—perhaps including 
  the heroes—decided they’d had enough of her tyranny 
  and slipped away to form their own circus. These 
  refugees from the Celestial Menagerie founded the 
  traveling Circus of Wayward Wonders.
  After a few seasons to acquire equipment, train, and 
  practice their shows, the Circus of Wayward Wonders 
  is ready for its first big public show, hosted by the 
  town of Abberton.
  Character Tips
  Your characters are all members of the Circus of 
  Wayward Wonders. Not every character needs to be 
  a circus performer seeking to dazzle crowds in the 
  big top. After all, even a small traveling circus needs 
  many roustabouts, animal tenders, mechanics, healers, 
  chefs, and others. Nevertheless, each character should 
  consider the Circus of Wayward Wonders to be home, 
  and the other circus members to be friends or even 
  family. This circus is destined to see greater successes 
  as the Extinction Curse Adventure Path unfolds, and 
  that’s primarily because the heroes care about the 
  circus and are personally invested in making sure it 
  succeeds. Many members of the Circus of Wayward 
  Wonders simply don’t have anywhere else to go; the 
  thought of settling down seems unbearably stifling 
  to their restless blood, and they can’t return to their 
  former employment with the Celestial Menagerie 
  without expecting beatings or worse. It’s perfectly fine 
  to have a hero with no close ties to anyone else in the 
  world beyond the other heroes or other members of 
  their circus. 
  The Extinction Curse Adventure Path has its fair 
  share of traditional adventuring elements: the heroes 
  will navigate deadly dungeons, interact with colorful 
  NPCs in engaging social encounters, acquire legendary 
  treasures, and solve millennia-old mysteries. Yet all of 
  this is framed by the heroes’ role within the traveling 
  circus. The heroes won’t be in any one place for 
  long, and they’re far likelier to make their living in 
  rustic settlements rather than big cities. The chance 
  to perform in Absalom, the City at the Center of the 
  World, is enough to motivate any aspiring performer, 
  but the Extinction Curse Adventure Path instead 
  focuses on many of the communities scattered around 
  ADVENTURES IN THE STARSTONE ISLES
  In many ways, the Extinction Curse Adventure Path is 
  a counterpoint to the upcoming Agents of Edgewatch 
  Adventure Path. Extinction Curse takes place around the 
  Isle of Erran and the Isle of Kortos (and some startlingly 
  far-flung locales), but it doesn’t focus on Absalom at all. 
  In fact, heroes in Extinction Curse might never actually 
  set foot in the metropolis, except perhaps for quick 
  vignettes if the heroes need to shop for expensive gear 
  or acquire powerful magic. 
  The Agents of Edgewatch Adventure Path is, in 
  many ways, the opposite: its action takes place within 
  Absalom right from the beginning, and the surrounding 
  settlements don’t play much into its unfolding events. 
  The two Adventure Paths also contrast in some key 
  character assumptions: heroes in Extinction Curse are 
  more likely chaotic, while those in Agents of Edgewatch 
  are probably lawful.
  The upcoming Absalom, City of Lost Omens is useful 
  for learning about the city itself, but the book contains 
  information and adventure hooks for the surrounding area 
  as well, so it makes a good resource for Extinction Curse.
  
  4
  the Isle of Erran and the Isle of Kortos, rather than 
  Absalom itself.
  ALIGNMENT
  There isn’t any restriction on character alignments in 
  the Extinction Curse Adventure Path. The heroes are 
  more likely to be chaotic than lawful, as the life of an 
  itinerant circus performer tends to draw people who 
  chafe at society’s rigid rules. But lawful heroes also have 
  their place, as the circus requires rigorous training and 
  day-to-day dedication. Some circus members are morally 
  flexible or even selfish, although most like helping others 
  and providing an enjoyable spectacle to strangers. The 
  most important elements of the characters’ outlook 
  are that they must be willing to work together and be 
  invested in protecting the Circus of Wayward Wonders. 
  Any alignment choice can work with this outlook. 
  ANCESTRIES
  Circuses draw an exceptionally eclectic array of 
  performers. Further, many circuses employ those 
  who are marginalized or considered unemployable 
  elsewhere. This is particularly true of the Circus of 
  Wayward Wonders, whose members consciously left 
  behind the tyranny of Mistress Dusklight’s Celestial 
  Menagerie. Any ancestry makes a good fit for the 
  Extinction Curse Adventure Path, even those who 
  aren’t generally found in the Inner Sea region.
  CLASSES
  Members of any class will have plenty of moments to 
  shine in the Extinction Curse Adventure Path, but keep 
  in mind that at least some of the heroes—and perhaps 
  all of them—make their living by performing exciting 
  or dangerous spectacles in a traveling circus. Bards and 
  rogues fit into this lifestyle, but the showy wonders 
  that alchemists, sorcerers, and wizards provide are 
  truly magical. Barbarians, fighters, and monks display 
  athletic prowess sure to please a crowd. Many circuses 
  include animal acts, and the Circus of Wayward 
  Wonders is no exception; classes such as druids and 
  rangers are therefore a natural fit. Such characters 
  also fit well into one of this Adventure Path’s themes: 
  inexorable environmental deterioration. The heroes 
  will learn that Abberton isn’t the only community 
  suffering from ecological decline. Considering that the 
  heroes will take on the dangers of being adventurers 
  as well as circus performers, they are likely to need the 
  valuable aid that champions and clerics can provide. 
  LANGUAGES
  Although Common is likely to be sufficient for most 
  heroes, certain other languages might prove useful 
  to know. Draconic, Elven, and Undercommon make 
  good language selections, as each has some use during 
  the Adventure Path.
  SKILLS 
  The heroes will perform best if their party contains 
  a well-rounded selection of skills and feats. Although 
  Performance is a key skill for many entertainers, 
  circus stars can entertain in a variety of ways. Other 
  heroes may instead focus on Acrobatics or Athletics 
  to perform physical stunts, or on social skills such 
  as Deception or Diplomacy to woo crowds. The 
  best Lore skill to acquire is Circus Lore, as this skill 
  covers knowledge about how to run a circus as well as 
  folklore about legendary circus acts. As the heroes will 
  encounter myriad creatures and adventure in a wide 
  variety of terrains, Lore choices for many monster 
  types and terrain types are likely to be useful as well. 
  Backgrounds
  The following backgrounds are particularly suitable 
  to characters in the Extinction Curse Adventure 
  Path, although heroes can select any background 
  they want—people come to the circus from all walks 
  of life, after all. Among the backgrounds presented 
  in the Pathfinder Core Rulebook, the most suitable 
  choices are Acrobat, Animal Whisperer, Charlatan, 
  Entertainer, Fortune Teller, Laborer, Street Urchin, 
  and Tinkerer.
  AERIALIST 
  BACKGROUND
  Experienced with trapezes, aerial silks, and hoops, your 
  skill is in performing death-defying stunts high above the 
  ground. The Celestial Menagerie skimped on safety devices 
  such as nets and quality ropes, so you also learned to 
  take a fall better than most. After a harrowing near-death 
  experience involving a cracked trapeze bar, you decided to 
  take your expertise elsewhere. 
  Choose two ability boosts. One must be to Dexterity or 
  Charisma, and one is a free ability boost.
  You’re trained in the Acrobatics skill and the Rope Lore 
  skill. You gain the Cat Fall skill feat.
  ANIMAL WRANGLER 
  BACKGROUND
  You have a long history of working with large circus 
  animals for the Celestial Menagerie, such as performing 
  in an animal act, jostling animals back into their cages, 
  or even sweeping dung out of squalid pens. Mistress 
  Dusklight’s ongoing mistreatment of her animals 
  compelled you to quit, and you now strive to ensure 
  animals aren’t abused.
  Choose two ability boosts. One must be to Strength or 
  Wisdom, and one is a free ability boost.
  
  5
  You’re trained in your choice of the Athletics or Nature 
  skills. You gain a skill feat: Titan Wrestler if you chose 
  Athletics, or Train Animal if you chose Nature. You are also 
  trained in a Lore skill related to a particular kind of common 
  animal (such as Equine Lore, Feline Lore, or Pachyderm Lore). 
  BARKER 
  BACKGROUND
  You’re skilled at shouting to catch and keep the attention 
  of passersby. A few well-timed and forcefully spoken 
  words not only get people to notice you but also engage 
  them to respond to you. You may have previously worked 
  as a crier or in a more formal barker capacity with Mistress 
  Dusklight’s Celestial Menagerie. Either way, your ability to 
  bully a crowd is impressive.
  Choose two ability boosts. One must be to Constitution 
  or Charisma, and one is a free ability boost.
  You’re trained in the Intimidation skill and the Crowd 
  Lore skill. You gain the Group Coercion skill feat.
  BLOW-IN 
  BACKGROUND
  You never expected to join a circus, but you were looking for 
  a good place to lie low for reasons of your own. The Circus 
  of Wayward Wonders came together with several different 
  workers and performers a few months ago. Many came from 
  a circus in Escadar called the Celestial Menagerie, but not 
  all of them. It was easy to slip in among the roustabouts. 
  Although you’d planned to move on quickly, the circus folk 
  have adopted you as one of their own, and they don’t 
  ask questions about your past.
  Choose two ability boosts. One must be to 
  Dexterity or Charisma, and one is a free 
  ability boost.
  You’re trained in your choice of 
  the Deception or Thievery skills. You 
  gain a skill feat: Lengthy Diversion if 
  you chose Deception, or Subtle Theft if 
  you chose Thievery. You are also trained in 
  the Underworld Lore skill.
  BUTCHER 
  BACKGROUND
  You’ve spent uncounted hours walking up and down 
  crowded and noisy circus stands, inventing innovative 
  means to sell refreshments, food, and novelties at inflated 
  prices. (You might know very little about slaughtering 
  animals; “butcher” is a circus slang term for a vendor.) The 
  Celestial Menagerie constantly pushed you to figure out 
  how to sell increasingly shoddy toys to children and how 
  to conceal the taste of spoiled treats that should have been 
  discarded days earlier. You peddled disappointment and 
  hated it, so you left to seek a new line of work—although 
  you’re not yet willing to leave the circus life altogether.
  Choose two ability boosts. One must be to Constitution 
  or Intelligence, and one is a free ability boost.
  You’re trained in the Society skill and the Mercantile 
  Lore skill. You gain the Read Lips skill feat.
  CIRCUS BORN 
  BACKGROUND
  The itinerant life of a traveling circus performer is nothing 
  new to you; you were born and raised in the circus. You’ve 
  seen more acts than you can count and grew up hearing 
  the tall tales of circus performers while gathered around 
  their campfires. You’ve experienced the thrill of captivating 
  
  6
  a crowd ever since you were young. You may have tried a 
  few times to settle down, but the lure of the open road and 
  the glamor of the big top always called you back. 
  Choose two ability boosts. One must be to Intelligence or 
  Charisma, and one is a free ability boost.
  You’re trained in the Performance skill and the Circus 
  Lore skill. You gain the Experienced Professional skill feat.
  CLOWN 
  BACKGROUND
  Although you’ve spent time in greasepaint and colorful 
  clothing to amuse crowds, your skills with buffoonery and 
  physical comedy are exceptional whether or not you’re in 
  costume. In the employ of Mistress Dusklight’s Celestial 
  Menagerie, you spent too many routines distracting an 
  audience from an ill-timed accident or evidence of abused 
  animals or performers. You’ve had enough of that, and the 
  Celestial Menagerie isn’t your home any longer.
  Choose two ability boosts. One must be to Dexterity or 
  Charisma, and one is a free ability boost.
  You’re trained in the Performance skill and the Clown 
  Lore skill. You gain the Virtuosic Performer (comedy) skill feat.
  MYSTIC SEER 
  BACKGROUND
  You delight crowds by reading minds, telling futures, and 
  contacting spirits. Although much of your work is misdirection 
  and showmanship, your cons have inadvertently awakened 
  a genuine awareness of magic in your mind. This new sense 
  is both thrilling and frightening, and you hope that you can 
  hone it further in the Circus of Wayward Wonders.
  Choose two ability boosts. One must be to Intelligence or 
  Wisdom, and one is a free ability boost.
  You’re trained in the Arcana skill and the Scam Lore skill. 
  You gain the Arcane Sense skill feat.
  RIGGER 
  BACKGROUND
  You’ve worked as a roustabout to erect tents and set up 
  rigging for acrobatic performances; you’ve sometimes even 
  aided aerialists and acrobats in their death-defying training. 
  Even though your work is often done before the crowds 
  arrive, you know your skills contribute to the success 
  and safety of the circus. Mistress Dusklight treats her 
  roustabouts as little more than slaves, and you’ve resolved 
  to join a company where your expertise is appreciated.
  Choose two ability boosts. One must be to Strength or 
  Dexterity, and one is a free ability boost.
  You’re trained in the Athletics skill and the Circus Lore 
  skill. You gain the Combat Climber skill feat.
  Circus Tricks
  Every performer in a circus knows at least one 
  crowd-pleasing act. Called “tricks” in circus parlance, 
  these are routines performed in one of the three rings in 
  the big top. As many as three tricks can take place at the 
  same time, though each performer focuses on performing 
  their individual trick as successfully as possible. Tricks 
  come in a nearly limitless variety. Audiences come 
  to circuses expecting standard tricks like taming big 
  cats, bareback horseback riding, walking a tightrope, 
  juggling fire, or exhibiting colorful illusions, but they are 
  impressed by novel tricks as easily as old standbys.
  The GM has rules for creating tricks and putting them 
  together into a circus performance, presented in the 
  “Life in the Circus” article in Pathfinder Adventure Path 
  #151: The Show Must Go On. If your character wants 
  to participate in a circus, you’ll need to create a signature 
  trick for your character to perform (tricks created and 
  performed by the heroes are called “signature tricks”). 
  Not every hero in the Extinction Curse Adventure Path 
  needs to have a trick; characters who are riggers or 
  roustabouts probably don’t perform. However, at least 
  some heroes should create a signature trick, and there’s 
  nothing wrong with every hero having one.
  Several NPCs have exciting and innovative tricks of 
  their own, and discovering more performers to expand 
  the Circus of Wayward Wonders—and to give your 
  characters new options to rebuild or expand their own 
  tricks—is part of later adventures in the Extinction 
  Curse Adventure Path. 
  Gazetteer
  The Circus of Wayward Wonders is currently 
  performing on the Isle of Erran. Most members of the 
  circus hope to earn enough prestige and coin to bring 
  their circus to the Isle of Kortos instead, as the larger 
  island has more settlements and a greater opportunity 
  for fame. Absalom sits on the south coast of the Isle 
  of Kortos, and many in the circus hope to one day 
  perform in Absalom at the highly anticipated Radiant 
  Festival. Key settlements and landmarks on the Isle of 
  Erran and the Isle of Kortos are as follows.
  AEON TOWERS
  Five mudbrick towers stand on the Starstone Isles: four on 
  the western half of the Isle of Kortos and one on the Isle of 
  Erran. Common wisdom holds that Aroden constructed 
  the towers to bear the aeon orbs, beacons of light that 
  orbit the top of each tower just as an aeon stone orbits 
  around its owner’s head. Aroden didn’t create the aeon 
  orbs—he stole them from a vast vault in the Darklands 
  shortly after raising the Starstone Isles from the sea five 
  millennia ago. The aeon orbs have imbued the land with 
  incredible bounty for thousands of years, though rumors 
  say their power has been slowly fading since Aroden’s 
  death a century ago. The towers are all situated far from 
  modern settlements, so the wonders and dangers they 
  contain are mysteries ripe for investigation.
  
  Aeon Tower  ◊
  Aeon Tower  ◊
  7
  ISLE OF ERRAN
  The following settlements on the Isle of Erran will be 
  of interest during the Extinction Curse Adventure Path.
  Abberton: This small, declining community of 
  farmers, ranchers, and crafters values its independence 
  from Escadar on the other side of the island. Although 
  a hermitage to Gozreh has stood outside of town 
  for generations, most of Abberton’s residents attend 
  the church of Abadar in town. Townspeople debate 
  whether their community got its name as a shortening 
  of “Abadartown” or from the name of the founding 
  family—the Abbers—whose descendant, Jae Abber, 
  serves as mayor today. 
  Escadar: The largest city on the Isle of Erran and 
  the second-largest city in the Starstone Isles, Escadar 
  primarily functions as the headquarters of Absalom’s 
  navy. A lively, bustling town of sailors, soldiers, and 
  smugglers, Escadar holds many secrets of its own 
  beneath its cobbled streets. The city is administered 
  from Conclave Square, a collection of closely 
  constructed buildings where Aroden’s priests once 
  handled the island’s civic matters. Mistress Dusklight’s 
  Celestial Menagerie is currently one of Escadar’s 
  premiere entertainment attractions.
  Starstone Isle
  The Welt
  The Welt
  50 MILES
  50 MILES
  ISLE OF ERRAN
  ISLE OF ERRAN
  DUNMIRE
  DUNMIRE
  •  Abberton
  •  Abberton
   Absalom
   Absalom
  CAIRNLANDS
  CAIRNLANDS
  INNER SEA
  INNER SEA
  •  Flesk
  •  Flesk
  ◊  Aeon Tower
  ◊  Aeon Tower
  •  Escadar
  •  Escadar
  ◊  High Harbor
  ◊  High Harbor
  Pier’s End  • 
  Pier’s End  • 
  •  Willowside
  •  Willowside
  ◊  Aeon Tower
  ◊  Aeon Tower
  ◊  Aeon Tower
  ◊  Aeon Tower
  ◊  Aeon Tower
  ◊  Aeon Tower
  ◊ Rovagug’s Hall
  ◊ Rovagug’s Hall
  KORTOS 
  KORTOS 
  MOUNTS
  MOUNTS
  Riven Hills
  Riven Hills
  THE SCRAPE
  THE SCRAPE
  •  Hazrak
  •  Hazrak
  Tyrant’s  
  Tyrant’s  
  Grasp
  Grasp
  •  Bosco
  •  Bosco
  IMMENWOOD
  IMMENWOOD
  •  Meravon
  •  Meravon
  •  Otari
  •  Otari
  •  Galizhur
  •  Galizhur
  •  Diobel
  •  Diobel
  SWARDLANDS
  SWARDLANDS
  Elyon  • 
  Elyon  • 
  Kerrick  • 
  Kerrick  • 
  ISLE OF KORTOS
  The following settlements on the Isle of Kortos will be 
  of interest during the Extinction Curse Adventure Path.
  Absalom: The City at the Center of the World is one 
  of the largest metropolises on Golarion. Its ancient 
  streets and lofty buildings teem with people from all 
  over the world.
  Kerrick: This farming community, which is located 
  on Kortos’s northwest coast, is the key economic 
  center of the breadbasket known as the Swardlands. 
  The Swardlands contains many small communities, 
  such as the logging town of Turpin Rowe, the farm 
  town of Matten Cleave, and the village of Ferny with 
  its peaceful, doglike shoony people. Yet the people of 
  Kerrick tie them all together, working hard to broker 
  and distribute the crops that come in from across 
  the region. 
  Willowside: In recent years, this old, reclusive town 
  on the north coast of the Isle of Kortos has suffered 
  greatly as a desolation called the Welt has spread from 
  the swamps of the Dunmire to encompass the town. 
  Food is scarce in Willowside, and newcomers report 
  having disturbing dreams, but the people of the town 
  are honest and friendly.
  Aeon Tower  ◊
  Aeon Tower  ◊
  
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  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.
  Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Authors: Logan Bonner, 
  Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter.
  Extinction Curse Player’s Guide © 2020, Paizo Inc.; Author: Ron Lundeen.
  PAIZO INC.
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  Extinction Curse Player’s Guide © 2020, Paizo Inc. All Rights Reserved. Paizo, 
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SOURCE: textdata/thevault/Pathfinder/2nd Edition/Modules/PF 2E - Extinction Curse AP - Players Guide {PZO9000-26}.pdf