TEXT: 1
  Rangers of Porphyra
  Perry Fehr
  
  2
  Rangers of Porphyra
  “Lonely men are we, Rangers of the wild, hunters- but 
  hunters ever of the servants of the Enemy; for they are found 
  in many places… [If Gondor] has been a stalwart tower, we 
  have played another part.  Many evil things there are that 
  your strong walls and bright swords do not stay.  You know 
  little of the lands beyond your bounds.  Peace and freedom, 
  do you say?  The North would have known them little but 
  for us.  Fear would have destroyed them.  But when the 
  dark things come from the houseless hills, or creep from the 
  sunless woods, they fly from us.  What roads would any dare 
  to tread, what safety would there be in quiet lands, or in the 
  homes of simple men at night, if (we) were asleep, or were 
  all gone into the grave?”
  -Strider, The Fellowship of the Ring, J. R. R Tolkien 
  There are those warriors that fight side-by-side with oth-
  ers, rank and file, serried for the maneuvers of war; or 
  guards of places and things, heavily armed and armored 
  for defense. Rangers go first, rangers often go alone, 
  rangers protect without high stone walls, attack with-
  out the support of a phalanx, focusing their powers by 
  knowing their environment, knowing their enemy, and 
  using that knowledge to bring victory and achieve their 
  goals.  Travelers of the open places, the wildernesses, the 
  lands on the fringe of civilization where a thinking be-
  ing’s mettle is tested, rangers are fighters of independent 
  mien, but at the same time, typically part of some orga-
  nization charged with duties like scouting, protection, 
  raiding and intelligence gathering.  Rangers must always 
  think on their feet.
     The myriad and bewildering array of environments 
  of the world of Porphyra has created conditions for the 
  territorial and specialized profession of ranger.  Many 
  experienced in travel are able to function in the lands on 
  either side of a porphyrite border, to facilitate protection, 
  raiding, and retreat. During the NewGods War, rangers 
  on both sides of the conflict were the bane of encamped 
  armies in the field, and commando teams of tasked rang-
  ers wreaked havoc on forward elements. Today, rangers 
  are often part of some racial and territorial order, with 
  fairly clear tasks assigned to them; still, the adventuring 
  ranger serves his own purpose, and the purpose of his 
  adopted companions.
  Compatibility with the Pathfinder Roleplaying Game 
  requires the Pathfinder Roleplaying Game from Paizo Inc.. 
  See http://paizo.com/pathfinderRPG for more information 
  on the Pathfinder Roleplaying Game. Paizo Inc. does not 
  guarantee compatibility, and does not endorse this product.
  Ranger Archetypes
  Archetypes are a quick and easy way to specialize char-
  acters of a given class, adding fun and flavorful abilities 
  to an already established character type.  These ranger 
  archetypes are among those that are found on the 
  Patchwork Planet of Porphyra, typically associated with 
  specific races and climatic/geographical regions of that 
  world.  Characters may take more than one archetype as 
  long as they meet the requirements, that is, they cannot 
  replace a class feature twice.
  Bullroarer (Halfling)
  There are times when even peace-loving halflings need 
  a martial champion- hopefully one a little bigger than 
  the average little chap.  Taking the name of an ancient 
  champion bullroarers act as bounders for halfling-settled 
  regions, captains of informal guard societies, and as 
  occasional adventurers of note, saving the world from 
  disasters before second breakfast.
  Class Skills: A bullroarer adds Knowledge (local) to his 
  list of class skills, and removes Knowledge (dungeoneer-
  ing) from his list of class skills.
  Braver than the Average Halfling (Ex): At 1st level, 
  halflings gain a +1 bonus on Will saves against fear.  This 
  bonus increases by 1 for every 4 levels beyond 1st.  This 
  stacks with the fearless racial trait and the halfling luck 
  racial trait.
  Of Greater Stature (Ex): At 1st level, the bullroarer 
  archetype assumes the halfling possessing it is of larger 
  than average build; they suffer no penalty to CMB and 
  CMD, and suffer half the penalty incurred for being 
  smaller than their opponent during an Intimidate check.  
  This replaces the sure-footed racial trait, and the track 
  class ability.
  Take That, Strangely-named Orc! (Ex):  Bullroarers 
  must take some subtype of humanoid as their first fa-
  vored enemy, but gain a +1 bonus to damage against all 
  other subtypes of humanoid.  This bonus does not stack 
  with the bonus for favored enemy.  This replaces the 
  weapon familiarity racial trait.
  Onward, Stalwart Bill! (Ex): At 3rd level, a bullroarer 
  gains Mounted Combat as a bonus feat. They have no 
  trouble riding and controlling a horse. This replaces 
  Endurance as a bonus feat.
  
  3
  Greenrunner
  The affinity with nature that many rangers feel usually 
  gravitates toward animal life and their habits, but some 
  rangers feel more in common with the quieter members 
  of the natural world- plants.  They can coax mobil-
  ity out of the usually sessile beings, calm and negotiate 
  with those hostile and carnivorous members of the plant 
  world, and feel at home in any place that is green and 
  growing, lending speed to their feet.  Greenrunners are 
  often very friendly with druids in their preferred terri-
  tory; they are common in the jungles of Californ and 
  The Pyynian Coast.
  Plant Empathy (Ex): At 1st level, a greenrunner can im-
  prove the initial attitude of a monster of the plant type.  
  This ability functions just like a Diplomacy check to 
  improve the attitude of a person (see Using Skills). The 
  greenrunner rolls 1d20 and adds his ranger level and his 
  Charisma bonus to determine the plant empathy check 
  result. The typical plant monster has a starting attitude 
  of unfriendly.  To use plant empathy, the greenrunner 
  and the plant must be within 30 feet of one another 
  under normal visibility conditions. Generally, influ-
  encing a plant in this way takes 1 minute, but, as with 
  influencing people, it might take more or less time.   The 
  greenrunner can also use this ability to influence an ooze 
  in the same way as a plant, but he takes a –4 penalty on 
  the check.  This replaces wild empathy.
  At Home in the Green (Ex): At 3rd level, a greenrunner 
  must choose from the following list for his first favored 
  terrain: forest, jungle, plains or swamp.  Any subsequent 
  favored terrains can be selected normally.  While in any 
  of the four listed terrains, a greenrunner gains a +10 ft. 
  circumstance bonus to his movement speed.
  Friend to the Green (Ex): At 4th level, a greenrunner 
  must take a plant companion as the option available 
  under the hunter’s bond class ability (Plant companions 
  are detailed on page 6, and further in the Pathfinder 
  Roleplaying Game Advanced Race Guide.)  A greenrunner 
  can choose to use his Knowledge (nature) skill instead of 
  Handle Animal in training a plant companion.
  Moon-Ranger 
  Rangers of rather clerical attitude, moon-rangers band 
  together in alike-aligned groups to protect the civil-
  ian populace without their general knowledge.  Their 
  brotherhood is one of ritual and mysticism, as they 
  assume their task with righteous zeal, and are especially 
  dedicated.  They are commonly found in border territo-
  ries, or in abandoned lands disputed by enemy nations.  
  Oddly, moon-rangers of any alignments, good, evil or 
  otherwise behave quite similarly, with just the goals and 
  methods differing.  Experts at hit-and-run tactics, they 
  are the first line of defense against invaders, and are the 
  eyes-and-ears of whatever organizations they are loyal to 
  in the safe lands beyond.
  Class Skills: A moon-ranger adds Knowledge (religion) 
  to his list of class skills and removes Knowledge (dun-
  geoneering) from his list of class skills.
  Test Sympathies (Ex): Always on guard for traitors, 
  spies, and dupes of the enemy, moon rangers add their 
  class level to their Sense Motive checks.  When com-
  bined with a detect lies spell, this can even penetrate 
  magic used to disguise alignment, if the check is 10 
  points higher than the required threshold.  This replaces 
  wild empathy. 
  Ritual of the Moon (Sp): Moon rangers have tradi-
  tions steeped in mysticism that honors a wide pantheon 
  of gods that are in line with their alignment.  At 3rd 
  level, moon rangers pray to the moon for spells, receiv-
  ing access to a number of clerical orisons equal to their 
  Wisdom modifier. They cast these orisons at their ranger 
  class level. This replaces the Endurance bonus feat.
  Sacred Spells (Sp): Because of their more ecclesiastical 
  bent, when moon rangers reach 4th level, they gain ac-
  cess to cleric spells instead of ranger spells. Unlike their 
  orisons, moon rangers have a caster level equal to their 
  ranger level -3. They do not qualify as a cleric for any 
  other category, such as feat requirements or magic items, 
  counting instead as rangers for all requirements.  
  Faith of the One, or the Few (Su): At 4th level, a 
  moon-ranger’s faith can bolster his own powers, or be 
  felt by his companions who bear a like purpose.  If he 
  chooses faith of the one, he can, by spending a move ac-
  tion, increase his own caster level by 1 level for a number 
  of rounds equal to his Wisdom modifier.  If he chooses 
  faith of the few, he can increase the divine caster level 
  of his allies by 1 for the same amount of time.  Once 
  the form is chosen, it cannot be changed.  This replaces 
  hunter’s bond.
  Moonlight Ambush (Ex): At 5th level, you can form an 
  ambush plan for any combat area you have considerable 
  
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  accurate information about in advance. You must either 
  observe the conditions of the prospective battlefield per-
  sonally or receive a detailed scouting report. Forming a 
  plan takes one minute, but if the information you base it 
  on is inaccurate (or changes before the battle) your plan 
  grants no bonus.
     Make a Stealth check and compare it to the table be-
  low. This determines what bonus your plan grants to you 
  and any allies you have briefed on the plan. This bonus 
  begins in the first round of combat, and is reduced by 1 
  at the end of your turn on the second round of combat 
  and each round thereafter. The bonus applies to attack 
  rolls, saving throws, and Stealth checks made by you and 
  your allies. Only one ambush plan can be in place for a 
  given set of allies in a battle.  This replaces 2nd favored 
  enemy.
  Skill Check 
  Result
  Bonus
  20 or less
  +1
  21-30
  +2
  31 or more
  +3
  Purple Sage Rider 
  “He ought’nt have tried to throw a gun on me- whatever his 
  reason was.  For that’s meetin’ me on my own grounds.  I’ve 
  seen runnin’ molasses that’s quicker’n him.”
   
  -Lassiter, Riders of the Purple Sage, Zane Grey
  The phenomenon of porphyrite and porphyrite borders 
  on the world of Porphyra has created strange customs 
  and cultures, taboos and traditions that are centered on 
  that mystical crystal, and the aftermath of its imposi-
  tion on Porphyra at the behest of the gods.  One such 
  culture is the loosely affiliated band known as the purple 
  sage riders, named so for the scratchy weed that thrives 
  on the exact threshold line of a porphyrite border, in 
  that no-space where disparate, contiguous realities meet.  
  Purple sage riders are rangers that have had enough of 
  the petty rivalry and destruction wrought by religious 
  bickering and oppression, which too often hides behind 
  porphyrite borders as “a foreign problem”.  They travel 
  far and use unusual tactics and weaponry to spread the 
  word that religious might does not make right.
  Class Skills: Purple sage riders add Knowledge (religion) 
  to their list of class skills, and remove Knowledge (dun-
  geoneering) from their list of class skills.
  Ol’ Paint (Ex): At 1st level, a purple sage rider gains a 
  riding horse (or a pony, if Small) free of charge.  At 4th 
  level, a purple sage rider must choose his horse (or pony) 
  as an animal companion.  The GM may approve differ-
  ent, appropriate mounts as circumstances dictate. This 
  replaces hunter’s bond.
  Targeted Infidels (Ex): At 1st level, a purple sage rider 
  selects a deity and its followers from those in the cam-
  paign which are “generally known”.  She gains a +2 bo-
  nus on Bluff, Knowledge, Perception, Sense Motive, and 
  Survival checks against associates of his selected targeted 
  infidels. Likewise, she gets a +2 bonus on weapon attack 
  and damage rolls against them. A purple sage rider may 
  make Knowledge skill checks untrained when attempt-
  ing to identify creatures associated with their set of tar-
  geted infidels.  This can be NPCs with a specific patron 
  deity, or monsters in thrall to a religious organization.
  At 5th level and every five levels thereafter (10th, 15th, 
  and 20th level), the ranger may select an additional set 
  of targeted infidels. In addition, at each such interval, 
  the bonus against any one targeted infidel (including 
  the one just selected, if so desired) increases by +2.  This 
  replaces favored enemy.
  Smoking Iron: At 3rd level, a purple sage rider gains 
  the Amateur Gunslinger feat as a bonus feat, and gains 
  one of the following firearms of her choice: blunderbuss, 
  musket, or pistol. Her starting weapon is battered, and 
  only she knows how to use it properly. All other crea-
  tures treat her gun as if it had the broken condition. If 
  the weapon already has the broken condition, it does not 
  work at all for anyone else trying to use it. This starting 
  weapon can only be sold for scrap (it’s worth 4d10 gp 
  when sold).  This replaces the Endurance bonus feat.
  Across the Twilight Line (Sp): Purple sage riders are 
  bound by oath and disposition to the strange boundar-
  ies that are present on Porphyra, porphyrite borders.  A 
  ‘rider can become in tune with a porphyrite border and 
  cross it without the use of porphyrite flake or a proper 
  spell; he can do this once per day per character level, and 
  may take one living creature along by expending one use 
  per day.  This replaces woodland stride.
  The Thin Purple Line (Ex): At 3rd level, a purple sage 
  rider’s power grows as he becomes more and more in 
  tune with porphyrite borders.  When within a single 
  move action of a porphyrite border (this includes a 
  double move) the purple sage rider gains a +1 bonus on 
  
  5
  initiative checks and Knowledge (geography), Percep-
  tion, Stealth, and Survival skill checks when he is in this 
  terrain. A ranger traveling through his para-porphyrite 
  terrain normally leaves no trail and cannot be tracked 
  (though he may leave a trail if he so chooses).  At 8th 
  level, and every 5 levels thereafter, this bonus increases 
  by +1.  This replaces favored terrain.
  Space Ranger!
  When the amazing inter-dimensional phenomenon 
  known as The Calling took place, the great Imperiax 
  spaceship named the Venusia  was disabled and thrown 
  to the surface of Porphyra, and began the strange colony 
  of The Advent Imperiax.  Tracking their movements 
  through the far-flung realms of Outer Space was, and 
  still is, the duty of the intrepid men and women of the 
  galactic police organization, Stellar Command.  Their 
  investigative arm are known as Space Rangers!- a term 
  translated with some excitement from an ancient dia-
  lect.  Space rangers are dispatched, now and then, to 
  make sure that the progress of “primitive cultures” are 
  not interfered with by galactic interlopers- especially the 
  “Advent” Imperiax.  Allowing minimal contact and sup-
  port, these intrepid explorers support the right and law, 
  and try to help sentients wherever they can.
  Alignment: A space ranger! must be of lawful alignment, 
  be it evil, good or neutral.  Becoming a non-lawful align-
  ment will eventually trigger a remote shutdown of the 
  space ranger’s equipment, typically within a few days, 
  never to be reactivated.  No other abilities are lost.
  Class Skills: The space ranger! adds Acrobatics, Fly and 
  Linguistics to their list of class skills, and remove Handle 
  Animal, Knowledge (nature), and Spellcraft from their 
  list of class skills.  
  Hand-to-hand Combat!: At 1st level, the space ranger! 
  gains Improved Unarmed Strike as a bonus feat, and his 
  levels in space ranger! qualify as levels of monk for any 
  feat requirements.  This replaces weapon proficiency; 
  space rangers! are only proficient with clubs, dagger and 
  quarterstaffs (see below.)
  Laser Pistol!: Space rangers! gain Exotic Weapon Profi-
  ciency (firearm) as a bonus feat at 1st level.  
  Space Combat Style (Ex): Space rangers are trained to 
  fight with their suit weapons in a particular style, and 
  must always select within the following combat style 
  feats when they are available: 
     2nd level: Deadly Aim, Focused Shot, Point-blank 
  Shot, Precise Shot
     6th level: Add Parting Shot, Point Blank Master, Rapid 
  Shot
     10th level: Add Impact Critical Shot, Shot on the Run 
  Space Ranger Suit: A space ranger! starts play with an 
  all-in-one “space ranger! suit” to facilitate his survival.   
  It is essentially an HEV suit (see Technological Armor) 
  that has the vacuum protection and flying capability 
  of a spacesuit.  It has a utility belt that has the carry-
  ing capacity of a masterwork backpack, and comes with 
  a flashlight, 7 goo tubes, 3 lighters and a battery (see 
  Technological Gear). Mounted on the arm of the space 
  ranger! suit is a laser cannon that functions identically to 
  a laser pistol (see Technological Weapons.)  The special 
  space ranger! suit also has some unusual properties.  One 
  is a device called a vampire drive, which can drain the 
  ranger’s Constitution to refill a battery, on a 1:2 basis.  
  The other is a mounted communicator that can be used 
  to contact “Stellar Command” once per day for further 
  data.  This acts as an augury spell effect at the space 
  ranger’s character level.  Lastly, it can, as a standard ac-
  tion, use a built-in analyzer to cast the following detect 
  spells: aberration, animal or plant, poison, radiation or 
  snares and pits.  These are always cast at 1st level, but the 
  detection power can be used until 1 minute (10 rounds) 
  of detection has been used per day. This replaces armor 
  proficiency (of any kind but the space ranger! suit), wild 
  empathy, ranger spells, starting wealth and woodland 
  stride.
  Purple Duck Note: A space ranger! suit is keyed to that 
  particular ranger, and ceases to function if removed after the 
  ranger’s death, rapidly breaking down into non-polluting 
  molecules of no value.  It can be removed while the ranger 
  still lives, but breaks down as above if not put back on for 
  more than 24 hours.
  The Infinite Void: Starting at 3rd level, a space ranger’s 
  first favored terrain is vacuum, which is not normally 
  listed on the list of terrain choices.  Any subsequent 
  favored terrains are chosen normally.
  Junior Ranger Patrol (Ex): At 4th level, a space ranger 
  must choose the companion bond version of the hunter’s 
  bond class ability.  He does, however, only have to spend 
  a free action instead of a move action to activate the 
  ability, by speaking the words “Junior Ranger Patrol, as-
  
  6
  semble!” This modifies the hunter’s bond ability.
  Automatic Upgrade: At 12th level, the space ranger 
  suit undergoes an automatic upgrade to a full spacesuit, 
  with the same modifications and keyed behavior as the 
  original. The utility belt replenishes, with the addition of 
  a new battery, grippers, and a brown hologram generator 
  (see Technological Gear).
  New Equipment
  The following weapons and equipment have been devel-
  oped by and for rangers in the field.
  Arm-Cannons
  These skirmisher-designed firearms consist of pistol-like 
  barrels mounted on straps that encircle the forearm.  The 
  firing mechanism is triggered by pulling a wire handle 
  held in the palm of the hand.  The projectile fires at 
  whatever the arm is pointed at.  There are single- and 
  double-barreled versions of arm-cannons, but all are 
  subject to a -2 to penalty to hit; double-barreled versions 
  add the -4 penalty, if both are fired.  Arm-cannons can 
  conceivably be mounted on both arms- two-weapon 
  fighting penalties would apply; note that an arm-cannon 
  is not a light weapon.
     Note that Rapid Reload (pistol) does not apply to 
  an arm-cannon.  A double-barreled arm-cannon can 
  be fired singly or both at the same target; a -4 penalty 
  applies to-hit if both barrels are fired at the same time.  
  Thus, two double-barreled arm-cannons fired both bar-
  rels at the same target would suffer a -12/-16 penalty to 
  hit, a -10/-10 penalty with Two-weapon Fighting.
  Sap-drainer
  This tool/weapon comprises a metal or bamboo tube 
  with one end cut diagonally to make a sharp entry, 
  and the other a circular guard with a wire- or leather-
  wrapped hilt; the end of the tube is corked or capped, 
  and can be easily removed.  As a tool, it is used to drain 
  fluids from such plants as cacti and maple trees, to be 
  processed or consumed; it adds +1 to Survival checks in 
  such situations, where appropriate flora are present.  
  As an Exotic Weapon, a sap-drainer does damage as a 
  hand-axe, and can, on a critical hit, be left in the target 
  to cause 1 point of bleed damage per round, until the 
  target spends a standard action to remove the offensive 
  item.  On plant creatures, a sap-drainer does 2 points of 
  bleed damage per round.
  Plant Companions
  Each plant companion has different starting sizes, speed, 
  attacks, ability scores, and special qualities. All plant at-
  tacks are made using the creature’s full base attack bonus 
  unless otherwise noted. Plant attacks add the plant’s 
  Strength modifier on the damage roll, unless it has only 
  one attack, in which case it adds 1-1/2 times its Strength 
  modifier. Some plant companions have special abilities, 
  such as scent. Plant companions cannot gain armor or 
  weapon proficiency feats, even as they advance in hit 
  dice, and cannot use manufactured weapons at all unless 
  their description says otherwise.
     As you gain levels, your plant companion grows in 
  power as well. It gains the same bonuses that are gained 
  by animal companions noted on Table: Animal Com-
  panion Base Statistics. Each plant companion gains an 
  additional bonus, usually at 4th or 7th level, as listed 
  with each plant choice. Instead of taking the listed ben-
  efit at 4th level, you can instead choose to increase the 
  companion’s Strength and Constitution by 2.
  Prerequisite: A xesa with the animal companion feature 
  can gain a plant companion [see also Fehr’s Ethnology: 
  Collected]. As well, an elven druid with the treesinger ar-
  Early Firearms
  Cost
  Dmg 
  (S)
  Dmg 
  (M)
  Crit
  Range
  Misfire
  Weight
  Type
  Special
  Arm-
  cannon
  1,100 gp
  1d6
  1d8
  x4
  10 ft.
  1-2
  5 lbs.
  B, P
  not “light”
  Double-
  barreled
  1,800 gp
  1d6
  1d8
  x4
  10 ft.
  1-2
  10 lbs.
  B, P
  not “light”, Arm-cannon 
  penalties
  Light Exotic Melee Weapon
  Cost
  Dmg (S)
  Dmg(M)
  Crit
  Weight
  Type
  Special
  Sap-drainer
  7 gp
  1d4
  1d6
  x3
  2 lbs.
  P
  bleed 1 (2)
  
  7
  chetype, or a ranger with the greenrunner archetype can 
  select a plant companion from this list or another found 
  in another specific source.
  Floating Seaweed [Ocean (temperate) Terrain]
  Starting Statistics: Size Medium; Speed 10 ft., swim 
  30 ft.; AC +1 natural armor; Attack slam (1d4); Abil-
  ity Scores Str 12, Dex 14, Con 14, Int 1, Wis 12, Cha 
  2; Special Attacks grab; Special Qualities amphibious, 
  low-light vision, scent
     7th level Advancement: Size Large; AC +2 natural 
  armor; Attack slam 1d6; Ability Scores Str +4, Con +4; 
  Special Attacks constrict 1d6
  Rolling Cactus [Desert (warm) Terrain]
  Starting Statistics: Size Small; Speed 30 ft.; AC +1 
  natural armor; Attack slam (1d4); Ability Scores Str 13, 
  Dex 10, Con 14, Int 2, Wis 14, Cha 6; Special Attacks 
  1 point bleed damage per attack; Special Qualities 1d4 
  damage to opponents who grapple, use natural weapons 
  or unarmed strikes, low-light vision
     4th level Advancement: AC +2 natural armor; Ability 
  Scores Str +2, Con +2 
  Snowthorn (Ledosha)* [Plains (cold) Terrain]
  Starting Statistics: Size Medium; Speed 40 ft., burrow 
  10 ft. (snow only); AC +1 natural armor; Attack slam 
  (1d6); Ability Scores Str 12, Dex 12, Con 14, Int 1, 
  Wis 12, Cha 6; Special Qualities low-light vision, resist 
  cold 5, scent
     7th level Advancement: Size Large; AC +2 natural 
  armor; Attack slam (1d8); Ability Scores Str +8, Dex 
  -2, Con +4
  * See also the entry for “ledosha” in Cavaliers of Porphyra 
  New Feats
  The following feats are commonly taken by rangers. 
  Subconscious Reflexes
  I can smell ‘em in my sleep, they can’t sneak up on me…
  Prerequisite: Evasion, ranger level 9, Perception 9 ranks
  Benefit: You are no longer considered helpless when 
  you are asleep, bound or unconscious.  Rogues cannot 
  sneak attack against you when you are helpless, unless 
  they could otherwise do so.  When you are helpless, your 
  Dexterity is considered ½ normal.
  Normal: A character suffers a -5 Dexterity modifier 
  when helpless. 
  Whip the Bow (Combat)
  When you need to, you can defend yourself with a bow 
  while you draw your sword.
  Prerequisite: Archery combat style
  Benefit: As a standard action, you can parry melee at-
  tacks with a bow or crossbow, granting the benefits of 
  fighting defensively while drawing a melee weapon, and 
  still receiving a move action.  You bow does 1d4 points 
  of bludgeoning damage.
  Normal: Fighting defensively is a standard action, and 
  drawing a weapon is a move action.
  New Magic Items
  The following are magic items commonly carried and 
  used by rangers, typically being associated with a par-
  ticular race and the rangers that protect and serve within 
  that race.
  Elfstone (blue, green, white and yellow)
  Aura moderate abjuration; CL 7th 
  Slot neck; Price 8,400 gp; Weight —
  Description
  These beautiful pieces of jewelry contain a brilliant gem 
  of varying color, based on the territory of the recipient, 
  typically being given to rangers who have given service 
  to elven communities. The setting is always silver, and 
  in the shape of an eagle, and is intended to be used as a 
  cloak clasp. Elfstones grant a +1 deflection bonus to the 
  wearer, which increases to +2 if the wearer is in their 
  primary (first) favored terrain, and that terrain matches 
  the elfstone’s color; blue—plains, green—forest, white—
  water, yellow—desert.  The wearer also gains a +2 com-
  petence bonus to skill and ability checks if they in the 
  indicated favored terrain as follows: blue—Strength and 
  Dexterity checks and based skills, green—Intelligence 
  checks and based skills, white—Wisdom checks and 
  based skills, yellow—Charisma checks and based skills.
  Construction
  Requirements Craft Wondrous Item, karmic blessing, 
  shield of faith, creator must be an elf; Cost 4,200 gp
  Reforged Sword 
  Aura strong evocation and conjuration; CL 13th 
  Slot weapon; Price 30,335 gp; Weight 6 lbs.
  Description
  These powerful magical bastard swords are the posses-
  sions of great leaders of ranger orders, and often bear 
  their own specific names.  They are called reforged swords 
  because they are made from the shards of magical blades 
  recovered from great battlefields, a process which can 
  
  8
  take many years, even generations.  Fitted with a magi-
  cal scabbard, a reforged sword is a +2 impervious bastard 
  sword that is also keen against the wielder’s favored en-
  emies, if any.  A reforged sword grants the wielder darkvi-
  sion 60 ft. (or increases existing darkvision to 90 ft.) and 
  allows the wielder to cast the spells daylight, faerie fire 
  and ancient demand (without the material component) 
  once per day.  The magical scabbard of a reforged sword 
  is also impervious, and radiates nondetection on itself and 
  the blade within.  At a command word spoken by the 
  owner, a reforged sword cannot be drawn from the scab-
  bard until a counterword is spoken; without knowledge 
  of such words only a great deal of divination can find 
  them out and allow the sword to be drawn.  
  Construction
  Requirements Craft Magic Arms and Armor, ancient 
  demand, daylight, faerie fire, nondetection, peacebond; 
  creator must be a ranger 13 or higher; Cost 15,000 gp
  Seven-Star Herb Pouch
  Aura moderate conjuration; CL 7th 
  Slot none; Price 13,000 gp; Weight 1 lb.
  Description
  This embossed leather pouch with an attaching strap 
  conjures healing herbs within it so that a skilled healer 
  can address physical ailments.  Each day, it bears seven 
  charges that can be used to do the listed treatments.  
  The user must have 1 rank in Heal to equal the healing 
  charge attempted.
  • 
  Cure light wounds (1 charge)
  • 
  Lesser restoration, cure moderate wounds (2 charges)
  • 
  Neutralize poison (3 charges)
  • 
  Restoration (4 charges )
  In addition, the owner gains a +5 competence bonus to 
  his Heal skill checks. 
  Construction
  Requirements Craft Wondrous Item, cure light wounds, 
  cure moderate wounds, lesser restoration, neutralize poison, 
  restoration; Cost 6,500 gp
  New Ranger Spells
  The following spells are available to rangers and other 
  qualified races who become aware of them through 
  observation, legacy, or being taught them by one who 
  already knows the spell.
  Amplify Herbs 
  School conjuration (healing); Level ranger 1
  Casting Time 1 round
  Components V, S M (spittle)
  Range close (25 + 5 ft. / 2 levels)
  Area of Effect 10 ft. by 10 ft. square or 1 plant monster
  Duration instantaneous
  Saving Throw Will half; see text; Spell Resistance yes 
  (harmless); see text
  By means of this spell, the caster adds strength to liv-
  ing plants in a given area, or heals a significantly large 
  plant.  The latter heals 1d8 hit points of damage to a 
  plant with hit points, plus 1 point per caster level, up to 
  a maximum of 5 points. This may also be a living non-
  monstrous plant, such as a living tree. The former effect 
  increases the herbal potency of a plant, so that a Craft 
  (alchemy) check to use the plant’s properties will be 
  increased by 1 per casting.
  Ancient Demand 
  School conjuration (calling); Level ranger 4
  Casting Time 1 minute
  Components V, S, M/DF (special)
  Range close (25 + 5 ft. / 2 levels)
  Duration instantaneous 
  Saving Throw none; Spell Resistance no
  This dangerous and often desperate spell calls forth spir-
  its bound in undead flesh to serve the ranger, in penance 
  for unforgiven deeds they did in life.  To cast the spell, 
  the ranger must have some knowledge about the area 
  and what beings have died there, by making a successful 
  DC 15 Knowledge (history) (local) or (religion) check.  
  Then, the spell ritual is cast, using a holy symbol made 
  of silver—which is destroyed at the end of casting.  The 
  caster must make a Charisma check and consult the 
  table below:
  • 
  Natural 1: Roll again, the caster is attacked by the 
  rolled being
  • 
  2-10: 2 wights are called to the caster; in a coastal 
  area 2 advanced draugr are called
  • 
  11-19: 2 shadows are called to the caster OR 3 skel-
  etal warriors (caster’s choice)
  • 
  20+: A 2 HD ghost (with template applied) designed 
  by the GM.
  The undead so called need not necessarily be used for 
  combat; wights, shadows and ghosts can speak and be 
  
  9
  asked questions (typically three) that they can answer 
  as an augury spell with 85% accuracy or as accurate or 
  campaign-specific as the GM wishes.  Undead will serve 
  the caster until destroyed, though every day they are 
  kept to serve a d20 is rolled, with a natural 1 causing the 
  bound undead to turn on the caster.  Any further cast-
  ings of ancient demand will fail if the currently bound 
  undead still exist.  
  Aspect of the Oak
  School transmutation; Level druid 3, ranger 4
  Casting Time 1 standard action
  Components V, S, M/DF 
  Range personal
  Duration 1 minute/level
  Saving Throw Fortitude negates (harmless); Spell resis-
  tance yes
  When you cast this spell, you take on the aspect of an 
  oak tree, including some its physical characteristics. 
   You become stiff and tall, with your hair becoming like 
  leaves, skin becoming woody, with twig-like fingers.   
  You gain a +4 enhancement bonus to Constitution and 
  Wisdom, a -2 penalty to Dexterity, and a +2 natural 
  armor bonus.  You suffer a -10 ft. penalty to movement, 
  but also gain DR 4/slashing and a +2 enhancement bo-
  nus to your CMD and Swim checks.
  Planar Companion
  School conjuration (calling); Level ranger 3
  Casting Time 1 minute
  Components V, S, M (offerings worth 500 gp)
  Range close (25 ft. + 5 ft. / 2 levels)
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  By casting this spell, you beseech the gods of your align-
  ment to send you a minor companion of their choosing. 
  Offerings of herbs, oils and food the outsider might 
  enjoy are consumed in the 1 minute ritual.  You may 
  ask the creature to perform one task for you.  Tasks may 
  range from the simple to the complex.  You must be 
  able to communicate with the creature called in order to 
  secure its services.  
     The possible outsiders called may have the ability to 
  commune with the gods of their home plane; if request-
  ed to do so, a planar companion will do only that, and 
  only allow one question per 5 levels of ranger the caster 
  possesses.  They will then leave.
     The possible outsiders called are as follows: the caster 
  may not choose which specific type.
  • 
  Chaotic Good: lyrakien azata, caypup
  • 
  Chaotic Neutral: voidworm protean, yakkha yaksha*
  • 
  Chaotic Evil: cythnigot qlippoth, quasit demon
  • 
  Neutral: nosoi psychopomp, paracletus aeon
  • 
  Neutral Evil: cacodaemon, doru div, spirit oni
  • 
  Neutral Good: silvanshee agathion, 2 foo dogs
  • 
  Lawful Good: cassissian angel, lantern archon
  • 
  Lawful Neutral: arbiter inevitable, shikigumi kami
  • 
  Lawful Evil: augur kyton, imp devil, raktavarna rak-
  shasa, tripurasura rakshasa
  * from Monsters of Porphyra II
  Sword-Pain
  School abjuration (good/evil); Level magus 2, ranger 2
  Casting Time 1 round
  Components V, S
  Range touch
  Duration 1 day/level
  Saving Throw none; Spell Resistance no
  This spell protects the personal weapon of the caster 
  from unauthorized use by another.  A phrase of no more 
  than 10 words dictating who can use the weapon safely 
  is spoken when the spell is cast, such as “No evil be-
  ing may use this sword” or “Only humans can use this 
  sword”.  An unauthorized user who tries to use it takes 
  4d6 positive or negative energy damage, depending on 
  the caster alignment (or choice if he is neutral); this 
  makes the spell of the good or evil subtype.  Further-
  more, after the damage is discharged, the weapon suffers 
  a -2 penalty to hit and damage for the duration of the 
  spell, and bears a magical aura that can be seen without 
  aid by the caster, or from simple divination magic.
  Additional Ranger Resources
  The following Porphyra products product additional 
  ranger-based options.
  • 
  Heroes of the Fenian Triarchy (2 ranger traps, Wild 
  Huntsmans [feykissed racial archetype], several 
  ranger spells)
  • 
  Heroes of the Middle Kingdoms (several ranger spells)
  • 
  Heroes of the Siwathi Deserts (1 ranger spell)
  
  10
  Sample Character
  The sample below has the damage modifier for Power 
  Attack already included; favored class bonuses are added 
  to hit points.
  Telcontira Istil 
  “A day may come when the bullies of a mad god push aside 
  the shields of righteousness and shame the hearts of the free.  
  But it is not this day.”
  Telcontira Istil (CR 8; XP 4,800)
  Female half-elf ranger (moon-ranger) 9
  CG Medium humanoid (elf, human)
  Init +2; Senses low-light vision, Perception +14
  Defense
  AC 20, touch 12, flat-footed 18 
  (+8 armor, +2 Dex)
  hp 62 (9d8+18)
  Fort +7, Ref +9, Will +6
  Defensive Abilities evasion
  Offense
  Speed 20 ft.
  Melee reforged sword +15/+8 (1d10+8/19-20)
  Ranged +1 composite longbow (+4) +12/+7 (1d8+5/x3)
  Special Attacks combat style (two-handed weapon), 
  favored enemy (outsiders [fire] +2), moonlight ambush
  Spells Known (CL 6th; concentration +8)
     2nd—spear of purity (W-DC 14), silence (W-DC 14)
     1st—bless, protection from evil, shield of faith
     0th (At will)—guidance, virtue
  Statistics
  Str 18, Dex 14, Con 10, Int 10, Wis 14, Cha 12
  Base Atk +9; CMB +13; CMD 25
  Feats Deadly Aim, Endurance, Furious Focus, Power 
  Attack, Skill Focus (Survival), Stealthy, Subconscious 
  Reflexes, Toughness
  Skills Knowledge (local) +9, Knowledge (nature) + 6, 
  Knowledge (religion) +12, Perception +14, Sense Mo-
  tive +14, Stealth +16, Survival +16; Racial Modifiers +2 
  Perception, +2 Sense Motive
  Languages Common, Elven
  SQ dreamspeaker, favored terrain (desert +2, forest 
  +4), faith of the one, swift tracker, test sympathies (+9), 
  tracking (+4), woodland stride
  Combat Gear potions of barkskin (x2), cure moderate 
  wounds (x2); Gear +2 shadow chainmail, belt of mighty 
  constitution +2, reforged sword [Fanduril], +1 composite 
  longbow (+4), ioun torch, masterwork backpack, ranger’s 
  kit, elixir of love, 2 daggers, 112 gp 
  Telcontira did not choose the life of a moon-ranger- 
  she was born into it, eldest child of a chieftain of the 
  Moon-Rangers of Tussalath- known to outsiders as the 
  Scrublands.  Her mother a missionary cleric of Tulis, Tel-
  contira has been fervent from a young age, and trained 
  in weapons almost as soon as she could walk.  Quickly 
  rising through their ranks, she has been very forward 
  in her philosophies of defense of the Elven Marches, 
  such as intolerance of unauthorized travelers though the 
  Scrublands.
     Telcontira’s magical sword is Fanduril, (“bright aveng-
  er” in Elven) a powerful reforged sword passed down 
  through the generations of moon-rangers.  She will make 
  all who travel with her swear to not it fall into enemy 
  hands.  She has heard word of a fanatical ifrit army 
  slowly bearing down on the northern reaches of the 
  Scrublands and is fearful of her people’s ability to stem 
  its flow.
  Regional Traits
  The following regional traits can be taken by characters 
  from the scrublands.
     Defender of the Marches: When trouble comes 
  against the Great Green, or specifically against the brave 
  frontiersmen of the Scrublands, they are ready to defend 
  against forces much stronger than themselves.  You gain 
  a +1 trait bonus to your combat maneuver defense score.
     Sharp-eyed Scrublander: Few settlers have the mettle 
  to make a living in the thin soil and rough terrain of the 
  western Scrublands, and those that can are tough and 
  mindful of their surroundings.  Once per day you can 
  reroll a Survival check, keeping whatever result is higher.
  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 
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  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 
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  11
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  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 
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Adherer from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.;
  Authors Scott Greene and Clark Peterson, based on original material by Guy Shearer.
  Advanced Bestiary © 2004, Green Ronin Publishing, LLC; Author: Matt Sernett.
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
  Amphisbaena from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Angel, Monadic Deva from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Angel, Movanic Deva from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Animal Lord from the Tome of Horrors, Revised, © 2002, Necromancer Games,
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Ascomid from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Atomie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Aurumvorax from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Axe Beak from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Basidirond from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Bat, Mobat from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Authors 
  Scott Peterson and Clark Peterson, based on original material by Gary Gygax.
  Beetle, Slicer from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Blindheim from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Roger Musson.
  Brownie from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary 
  Gygax.
  Bunyip from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Dermot Jackson.
  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.
  Caryatid Column from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Jean Wells.
  Cave Fisher from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Lawrence Schick.
  Crypt Thing from the Tome of Horrors, Revised, © 2002, Necromancer Games,  Inc.; Author 
  Scott Greene, based on original material by Roger Musson.
  Crystal Ooze from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Daemon, Ceustodaemon (Guardian Daemon) from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original material by Ian McDowall.
  Daemon, Derghodaemon from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Daemon, Hydrodaemon from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Daemon, Piscodaemon from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Dark Creeper from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Rik Shepard.
  Dark Stalker from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Simon Muth.
  Death Dog 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 Under-
  world Oracle. 
  Death Worm from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene and Erica Balsley.
  Decapus from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Jean Wells.
  Demon Lord, Kostchtchie 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.
  Demon Lord, Pazuzu 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.
  Demodand, Shaggy from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Demodand, Slimy from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Demodand, Tarry from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Dire Corby from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Jeff Wyndham.
  Disenchanter from the Tome of Horrors, Revised, © 2002, Necromancer Games,
  Inc.; Author Scott Greene, based on original material by Roger Musson.
  Dracolisk from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Dragon, Faerie from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., pub-
  lished and distributed by Frog God Games; Author: Scott Greene, based on original material by 
  Brian Jaeger and Gary Gygax.
  Dragon Horse from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Dust Digger from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Executioner’s Hood 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.
  Flail Snail from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.;
  Author Scott Greene, based on original material by Simon Tilbrook.
  Flumph from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; published 
  and distributed by Frog God Games; Author: Scott Greene, based on original material by Ian 
  McDowell and Douglas Naismith.
  Foo Creature from the Tome of Horrors, Revised, © 2002, Necromancer Games,
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Forlarren from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Ian Livingstone.
  Froghemoth from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Giant Slug from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Giant, Wood from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Wizards of the Coast.
  Gloomwing from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Grippli from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Gryph from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Peter Brown.
  Hangman Tree from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Hippocampus from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene and Erica Balsley, based on original material by Gary Gygax.
  Huecuva from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.;
  Author Scott Greene, based on original material by Underworld Oracle.
  Jackalwere from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Jubilex from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Kelpie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Lawrence Schick.
  
  12
  Korred from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Ice Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene.
  Iron Cobra from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Philip Masters.
  Kamadan from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.;
  Author Scott Greene, based on original material by Nick Louth.
  Kech from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Kobold Quarterly Issue 7, © 2008, Open Design LLC, www.koboldquarterly.com;
  Authors John Baichtal, Wolfgang Baur, Ross Byers, Matthew Cicci, John Flemming,
  Jeremy Jones, Derek Kagemann, Phillip Larwood, Richard Pett, and Stan!
  Leprechaun from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Lurker Above from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; pub-
  lished and distributed by Frog God Games; Author: Scott Greene, based on original material by 
  Gary Gygax.
  Magma ooze from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene.
  Marid from the Tome of Horrors III, © 2005, Necromancer Games, Inc.; Author Scott Greene.
  Mihstu from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Mite from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Ian Livingstone and Mark Barnes.
  Mongrelman from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Nabasu Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Necrophidius from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Simon Tillbrook.
  Nereid from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Pathfinder Campaign Setting: Technology Guide © 2014, Paizo Inc.; Authors: James Jacobs and 
  Russ Taylor.
  Pathfinder Player Companion: Familiar Folio © 2015, Paizo Inc.; Authors: Will McCardell, 
  Philip Minchin, Mark Seifter, and Jerome Virnich.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bul-
  mahn, based on material by Jonathan Tweet, Monte Cook, and Skip Wil
  liams.
  Pathfinder Roleplaying Game Advanced Race Guide © 2012, Paizo Publishing, LLC; Authors: 
  Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim 
  Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, 
  Todd Stewart, and Russ Taylor.
  Pathfinder Roleplaying Game Bestiary © 2009, Paizo Publishing, LLC; Authors: Jason Bulmahn, 
  Brian Cortijo, Adam Daigle, Mike Ferguson, Joshua J. Frost, James Jacobs, Rob McCreary, 
  Erik Mona, Sean K Reynolds, F. Wesley Schneider, Lisa Stephens, James L. Sutter, and Greg A. 
  Vaughn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2 © 2010, Paizo Publishing, LLC; Authors: Wolfgang 
  Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim 
  Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob 
  McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, 
  Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 3 © 2011, Paizo Publishing, LLC; Authors: Jesse Benner, 
  Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, 
  Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan 
  Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 4 © 2013, Paizo Publishing, LLC; Authors: Dennis Baker, 
  Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James 
  Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, 
  Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.
  Pathfinder Roleplaying Game Mythic Adventures © 2013, Paizo Publishing, LLC; Authors: 
  Jason Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds, Dennis Baker, Jesse Benner, Ben 
  Bruck, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan Keith, Jason Nelson, Tom Phillips, 
  Ryan Macklin, F. Wesley Schneider, Amber Scott, Tork Shaw, Russ Taylor, and Ray Vallese.
  Pech from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Phycomid from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Poltergeist from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Lewis Pulsipher.
  Quickling from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Quickwood from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Rot Grub from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.;
  Author Scott Greene and Clark Peterson, based on original material by Gary Gygax.
  Russet Mold from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Sandman from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Roger Musson.
  Scarecrow from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Roger Musson.
  Shadow Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Neville White.
  Skulk from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Simon Muth.
  Slime Mold from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Slithering Tracker from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Soul Eater from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by David Cook.
  Spriggan from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene and Erica Balsley, based on original material by Roger Moore and Gary Gygax.
  Tenebrous Worm from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Tentamort from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Mike Roberts.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.
  The Book of Fiends, © 2003, Green Ronin Publishing; Authors Aaron Loeb, Erik Mona, Chris 
  Pramas, Robert J. Schwalb.
  The Tome of Horrors III, © 2005, Necromancer Games, Inc.; Author Scott Greene.
  Tick, Giant & Dragon from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark 
  Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawver-
  male, Patrick Lawinger, and Bill Webb; Based on original content from TSR.
  Trapper 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.
  Troll, Ice from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Russell Cole.
  Troll, Rock from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene.
  Vegepygmy from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Wolf-In-Sheep’s-Clothing from the Tome of Horrors, Revised, © 2002, Necromancer
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Wood Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors Scott 
  Greene and Patrick Lawinger.
  Yellow Musk Creeper from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Albie Fiore.
  Yellow Musk Zombie from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Albie Fiore.
  Yeti from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Gary Gygax.
  Zombie, Juju from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Rangers of Porphyra. Copyright 2015, Purple Duck Games.; Author Perry Fehr
  Pathfinder is a registered trademark of Paizo Inc., and 
  the Pathfinder Roleplaying Game and the Pathfinder 
  Roleplaying Game Compatibility Logo are trademarks of 
  Paizo Inc., and are used under the Pathfinder Roleplay-
  ing Game Compatibility License. See http://paizo.com/
  pathfinderRPG/compatibility for more information on 
  the compatibility license.
  Credits
  Author: Perry Fehr
  Editing: Perry Fehr, Mark Gedak
  Porphyra Logo: Rick Hershey
  Cover Art: Jayaraj Paul
  Layout: Mark Gedak
  Published By: Purple Duck Games
  All Text is Open Game Content
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Purple Duck Games/Porphyra Campaign Setting/Rangers of Porphyra.pdf