Ten Exotic Clubs

2013 · Sourcebook (rules/options to enhance play)

Ten Exotic Clubs

This supplement adds ten magical clubs for use with the Pathfinder Roleplaying Game, ranging in value from 9,000 gp to 40,000 gp. Each club has a distinct set of powers, including abilities useful both in and out of combat, with themes such as athletics, growth, drama, mounted riding, and hellfire. It also includes game statistics for seven variant clubs, including batons, disarming clubs, gunstock clubs, heavy clubs, hoe clubs, long-handled clubs, and saw clubs. Two new spells, contumacy and heavy blows, provide additional options for disrupting enemies and enhancing club attacks.

Players
0
Level Based (Earn XP and level up)Skill Based (buy or gain skills)Dice (Primarily d20)

Game facts (players, playing time, age, credits) from BoardGameGeek.