Higher Grounds - Pathfinder Super Retro Sourcebook Vol. 2
Higher Grounds - Pathfinder Super Retro Sourcebook Vol. 2
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Author - Ray Machuga
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PROLOGUE
“It’s dangerous to go alone! Take this.”
- Old Man
There exists a world not far from Golarion. You may happen upon our world
when you step into the wrong shadows, enter a certain village, get lost on a
maiden voyage or are chosen by fate or given a great quest from one of our own.
If you happen upon our pixelated world, you may find yourself fighting nostal-
gic monsters of yesteryear, brandishing truly ancient weapons and fighting evils
from your childhood. But do not fret! This manual will provide you with all of the
tools you will need to survive these ancient lands.
Our world is called Nesterra, and it is a world frought with danger and evils
around every corner. Kings reside in their castles, ever in search of a hero to
savetheir citizens from great monsters and villains and their evil schemes. Ter-
rifying creatures roam the land, cursing our cities and making the lives of our
great nations unbearable. Omens fall upon our lands with the falling stars, for-
telling the arrival of legendary warriors from other lands who will come to free
us from these evils.
In this manual, you will find everything you need to adventure across the
lands of Nesterra. Detailed new races native to our lands, archetypes that will al-
low you immerse yourself in Nesterra. Here you will find powerful magical items,
equipment and weapons that will allow you to do battle with foes the likes of
which Golarion has never seen. New spells will allow you to call upon the magics
of our lands, and bring your enemies to heel. You’ll find here descriptions of the
places and people you might encounter. In this book you will also find a manual
describing the nature of the beasts and monsters that call Nesterra home.
Keep this guidebook close to you at all times, for you never know when you
might need it in your travels across this new and nostaglic land.
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This is not the land you know. You will not be familiar with our lands when
you find your way here, by accident or by choice. There are many differences be-
tween Golarion and Nesterra, but there are also many similarities. Our lands are
home to a number of stranger beings, strange magics and great villains seek-
ing to do in both my world and your own Golarion. From Shannondorf, the giant,
overbearing pig-man to the Undead Vlad Dracuul, each kingdom is threatened
and calls upon its heroes to save it from certain doom.
You have chosen this book for a reason. You carry it with you because you
have memory of our world and our ways. You know it exists, and have known it
for so long that perhaps your entire party thinks you’re crazy. Make no bones
about it, our world needs people like you. We’ve been calling for a hero. Some of
us have been calling for centuries or longer. Prophecy has fortold of the coming
of a hero, returning to our lands to cut down the monsters and villans that would
plague our people, and threaten our lands. You will find that some of
our kings even know of your return, as even our royalty can-
not escape the will of fate and the call of a great warrior
to bring peace to our land, again. Thirty years has passed
since a hero like you has found our world, and you could not
have chosen this fate at a more auspicious time.
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RACES
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Master Cyborg
Possessing the thoughts and emotions of humans pro-
grammed into their AI, the master cyborgs often associ-
ate themselves most closely with the humans whose im-
age these cyborgs emulate. Other cultures and races look
upon these cyborgs with no small amount of apprehension
and fear, typically shunning them or banning them outright
from their towns. Almost all master cyborgs know their
creators, and many are released into the world only when
their creator feels comfortable setting them free. Some
creators keep them on a tight leash, only allowing them out
to do their bidding. Others allow them to run free, doing
what they will, much like a parent allowing their child to leave
their home. While altogether more than human, possessing
very few parts that would indicate their living parts, they do
retain the look of a living humanoid with armor for skin.
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Relations: Master Cyborgs often pride themselves on their ability to eke
out an existence without the help or companionship of others - this is the reason
they are masters of combat and survival. They are well-aware of how other races
view them, and s a result, they either go out of their way to be friendly and out-
going (even if they are exceedingly awkward in the attempt), or stand-offish and
downright rude. Many of these traits arise because they are often quite young, and
do not possess the same social moors of the other races unless hose character-
istics are programmed into their core drives. Social programming is, however, an
exceedingly difficult task that many Doctors avoid altogether.
Alignment and Religion: Even Master Cyborgs without the faintest
hint of social programming re extremely loyal to friends and allies. Most of the
time, this is a calculation rather than moral decision. Master Cyborgs realize that
there is strength in numbers and that they stand a better chance of continued
existence with loyal allies than they do without them. This does not prevent them
from being evil, however, and many Master Cyborgs are. Most Master Cyborgs are
lawful as a result of their cal- culated existences and choic-
es. Master Cyborgs do not adhere to any faith because
no god has chosen to accept them. Many Master Cyborgs,
however, have an attached relationship that borders on
worship for their creator.
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Master Cyborg Racial Traits
+2 to any two abilities, -2 Charisma: Master Cyborgs are designed to
be specialized in specific areas but do not possess human moral, ethical and so-
cial constructs.
Medium: Master Cyborgs are Medium creatures and have no bonuses or pen-
alties due to their size.
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• Bomb: The bomb PAC causes the master cyborg to produce explosive
materials within a metallic shell composed from their own body. These bombs
can be thrown for explosive effect. The master cyborg can produce a number
of bombs equal to her constution modifier. Bombs that are not used within the
round they are created become inert. Bombs have a thrown range of 20ft and use
the thrown splash weapon special attack. These bombs inflict fire damage equal
to 1d6 for every odd character level the cyborg possesses. Splash damage from a
master cyborb’s bombs are equal to the bomb’s damage on a direct hit. Every five
feet away from the initial point of impact loses 1d6 damage. Splash damage can
be avoided with a reflex save with a DC equal to 10 + the cyborg’s level.
• Cut: The cutter PAC manifests as a pair of sharp blades extending from
the cyborg’s head and off-hand. The master cyborg is always proficient with this
weapon if they possess this PAC. The weapon fires from the target’s left wrist,
and always returns to its owner. Attacks are made using ranged mofidier, and the
weapon does 1d6+str modifier (S) damage. These weapons are considered mas-
terwork. The critical multiplier is x2. Any feat that would affect a thrown or pro-
jectile weapon can be used with this PAC.
• Fire: The fire PAC causes the master cyborg’s armor to become fiery red,
yellow and orange in color. This PAC causes the cyborg’s hardware to overheat
while simultaneously dampening the heat and directing it through the cyborg’s
arm, causing the character’s off-hand to engulf in flames. As a standard action,
the master cyborg can direct these flames at a target within 30ft as a ranged
attack. If the attack hits, it deals 1d4 fire damage per two character levels. This
damage can cause flammable objects to ignire. At 3rd level, the character gains
fire resistance 5. At 6th level, the character gains fire resistance 10. At 12th level,
this resistance increases to 20. At 20th level, the master cyborg gains immunity
to fire.
• Guts: The guts PAC manifests by increasing the overall bulk of the mas-
ter cyborg causing her to appear much more muscular. This PAC gives the user
+4 to all strength-based rolls, including damage, and bestows the master cyborg
with the throw anything feat. Once per day, a master cyborg with the guts PAC
can cast tremor blast.
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• Elec: The elec PAC does not have an obvious outward expression in the
master cyborg except for within the eyes, which constantly sizzle with electri-
cal energy. The elec PAC causes the power circuitry within the master cyborg to
overclock, causing electrical surges that can be used as weapons when directed
properly. As a standard action, the master cyborg can unleash an arc of electricity
targeting any foe within 30ft as a ranged attack. This attack deals 1d6 electricity
damage +1 point for every two character levels. At 3rd level, the character gains
electricity resistance 5. At 6th level, the character gains electricity resistance
10. At 12th level, this resistance increases to 20. At 20th level, the master cyborg
gains immunity to electricity damage.
• Ice: The ice PAC causes the armor of the master cyborg to gain an icy
sheen, turning it light blue. This sheen of ice is caused by extreme action of the
cooling system within the master cyborg, throwing off heat much faster than the
cyborg can produce it. As a standard action, the master cyborg can fire a bolt of
super-cold ice at a target within 30ft as a ranged attack. This attack deals 1d4
damage per two character levels. This damage is considered both cold, piercing
and bludgeoning. At 3rd level, the character gains cold resistance 5. At 6th level,
the character gains cold resistance 10. At 12th level, this resistance increases to
20. At 20th level, the master cyborg gains immunity to cold damage.
Stealing A PAC Unit: The only way for a master cyborg to gain more PAC
units is to defeat another master cyborg and steal theirs. Losing a PAC unit is an
incredibly painful experience and is almost never performed willingly. Therefor, a
master cyborg must be knocked unconscious or restrained in order to take their
PAC. This action requires a DC 15 craft roll to extract the chip from the cyborg’s
cranial case, and another to successfully insert the new circuit chip into the new
cyborg.
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EQUIPMENT
Guard Up (9,500gp)
This item can be installed into a cyborg. For a number of hours equal to the cy-
borg’s level, she gains DR5/-.
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(minimum 1). This upgrade can hold 1d6 charges per level of the creator of
the Thunder Beam upgrade.
Yasichi (22,500gp)
The Yasichi is a powerful item created by the engineers that is capable of
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fully restoring the hit points and weapon charges of a cyborg when it is
used. When this item is used, it is destroyed.
Magical Items
Energy Tank (15,250gp)
This small canister is held in the hand in order to be activated. When the
user does so, it pulses and glows, empowering the user with additional
health and toughness. The user of the Energy Tank immediately gains a
number of temporary hit points. The number of hit points gained is equal
to a number of hit die equal to their class level. The die used is determined
by the die used to determine the user’s hit points per level. These hit points
last until they are lost. An energy tank can only be used once.
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BESTIARY
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Clam Gun
A wall-mounted gun machine with an armored gun that opens and closes.
Defense
AC 10
hp 6 (1d8 + 2)
Fort +4, Ref - 2, Will +2
Offense
Speed 0ft
Space 1ft, Reach 0ft
Statistics
Str 12 Dex 10 Con 12 Int 2 Wis 1 Cha 1
Base atk +3, CMB -2, CMD -3
Skills Perception +4
Special Abilities
Hard Shell (Ex): When attacked, the shellgun has a 50% chance of being closed.
If the shellgun is closed, it fends off mundane attacks with a DR10/Magic.
Immobile (Ex): The shellgun is affixed to whatever hard surface it was attached
to upon creation and doesn’t move. It has no base movement speed. Trying to
take it from its attached position requires breaking the shellgun’s hold as if it
were being smashed. Removal from its perch does not kill it.
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Helm
Composed mostly of two small boots under a large helmet with two warbly eyes.
Helm CR 1/4
XP 50
LN, Small Construct
Init +2, Senses: Low-Light Vision, Perception +1
Defense
AC 11, touch 16, flat-footed 10
hp 6 (1d10+0)
Fort +3, Ref + 0, Will + 0
Offense
Speed 5ft, Fly 40ft (good)
Melee Bash +1 (1d4 - 1)
Space 1ft, Reach 0ft
Statistics
Str 6 Dex 12 Con 8 Int 3 Wis 6 Cha 5
Base atk +1, CMB -2, CMD +3
Special Abilities
Hide (Ex): Most of helm’s body is covered in a thick helmet. When in danger, it
simply allows the helmet to fall over its body to protect it. When a helm takes a
total defense actions, it gains DR 10/-. While using hide, helm may not attack.
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Sniper Bob
A humanoid robot resembling master cyborgs in many ways. It has a p-cannon on one
hand and a shield for the other. The black visor of its helmet glows with a single red eye.
Sniper Bob CR 1
XP 400
LN, Medium Construct
Init +2, Senses: Blind Sense 20ft, Low-Light Vision, Perception +2
Defense
AC 17, touch 12, flat-footed 15,
hp 16 (2d10 + 2)
Fort +6, Ref + 4, Will + 1
Offense
Speed 20ft
Melee hield bash +2 (1d3 + 1)
Space 1ft, Reach 0ft
Statistics
Str 12 Dex 13 Con 14 Int 12 Wis 10 Cha 8
Base atk +2, CMB -2, CMD 3
Feats
Skills Acrobatics + 16, Perception +2
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Hammer Bob
A humanoid robot has a large flap of metal draped over it like a poncho. It has a large
bola-like hammer in one hand and a shield for the other.
Hammer Bob CR 1
XP 400
LN, Medium Construct
Init +2, Senses: Blind Sense 20ft, Low-Light Vision, Perception +2
Defense
AC 15 touch 12, flat-footed 15
hp 6
Fort +6, Ref +4, Will +1
Offense
Speed 20ft,
Melee Hammer +2 (1d6 + 1)
Ranged Bola Hammer +3 (1d6 + 1)
Space 1ft, Reach 0ft
Statistics
Str 12 Dex 13 Con 14 Int 12 Wis 10 Cha 8
Base atk +2, CMB -2, CMD 3
Feats Natural Armor
Skills Acrobatics +2, Perception +2
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Skeleton Bob
A humanoid robot resembling master cyborgs in many ways. It has a pulser on one hand
and a shield for the other. The black visor of its helmet glows with a single red eye.
Skeleton Bob CR 2
XP 600
LE, Medium Undead Construct
Init +2, Senses: Blind Sense 30ft, Low-Light Vision,
Perception +4
Defense
AC 15, touch 12, flat-footed 15
hp 21 DR5/Magic
Fort +5, Ref + 1, Will +1
Offense
Speed 20ft
Melee Bone Hammer +3 (1d6 + 1)
Ranged Thrown Femur +6 (1d8 + 4)
Space 1ft, Reach 0ft
Statistics
Str 12 Dex 14 Con 12 Int 10 Wis 10 Cha 13
Base atk +2, CMB -2, CMD 3
Feats Two-Handed Thrower
Skills Acrobatics +1, Intimidate + 2, Perception +4
Special Qualities
Hard To Kill [Ex]: A creature with this ability is difficult to kill. Creatures
with regeneration heal damage at a fixed rate, as with fast healing, but they can-
not die as long as their regeneration is still functioning (although creatures with
regeneration still fall unconscious when their hit points are below 0). Certain
attack forms, typically fire and acid, cause a creature’s regeneration to stop func-
tioning on the round following the attack. During this round, the creature does
not heal any damage and can die normally. The creature’s descriptive text de-
scribes the types of damage that cause the regeneration to cease functioning.
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Quartz Bob
A humanoid robot resembling master cyborgs in many ways. he black visor of its helmet
glows with a single lue crystal eye.
Quartz Bob CR 3
XP 600
LN, Medium Construct
Init +3, Senses: Blind Sense 30ft, Low-Light Vision, Perception +4
Defense
AC 18, touch 14, flat-footed 15
hp 36 DR10/Magic
Fort +7, Ref + 4, Will +2
Offense
Speed 30ft
Melee Crystal Gauntlet +4 (1d8 + 1)
Ranged Thrown Crystal +4 (1d8 + 4)
Space 1ft, Reach 0ft
Statistics
Str 14 Dex 17 Con 15 Int 12 Wis 10 Cha 13
Base atk +2, CMB -2, CMD 3
Feats Two-Handed Thrower
Skills Acrobatics +1, Intimidate + 4, Perception +4
Special Qualities
Hard To Kill [Ex]: A creature with this ability is difficult to kill. Creatures
with regeneration heal damage at a fixed rate, as with fast healing, but they can-
not die as long as their regeneration is still functioning (although creatures with
regeneration still fall unconscious when their hit points are below 0). Certain at-
tack forms, typically fire and acid, cause a creature’s regeneration to stop func-
tioning on the round following the attack. During this round, the creature does not
heal any damage and can die normally. The creature’s descriptive text describes
the types of damage that cause the regeneration to cease functioning.
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