Sunday, 31 July 2011

On Templates...

I have a love/hate relationship with templated monsters around my game table. There have been many enjoyable uses of templates on my monsters and other that have been tragic failures. A lot of the problem that I find with templates is the CR adjustment. Quick often a template will add several features that while enhancing the creature do not really make it any more combat-viable. This leads to having a weak monster pretending to be a tougher foe. This has been enough of a problem at my table that I now consider the CR line of a template to be a suggestion (even for the own templates I design) and then when the beastie is templated, I evaluate him against the Table: Monster Statistics by CR from the Pathfinder Bestiary.

Let's look at a sample monster and a specific template. So to illustrate I'm going to add a half-dragon template (CR +2) to a crocodile. This monster has worked well for me in the past.

Black Crocogon CR 4 (XP 1,200)
Half-Black Dragon/Crocodile
N Large dragon
Init +1; Senses darkvision 60 ft., low-light vision; Perception +8
Defense
AC 18, touch 10, flat-footed 17 (+1 Dex, +8 natural, –1 size)
hp 31 (3d8+18)
Fort +9, Ref +4, Will +2
Immune sleep, paralysis, acid
Offense
Speed 20 ft., fly 40 ft. (average), swim 30 ft.; sprint
Melee bite +9 (1d8+8 plus grab), 2 claws +9 (1d6+8) and tail slap +4 (1d12+4)
Space 10 ft.; Reach 5 ft.
Special Attacks breath weapon (3d6 acid, DC 17, 1/day), death roll (1d8+12 plus trip)
Statistics
Str 27, Dex 12, Con 23, Int 3, Wis 12, Cha 4
Base Atk +2; CMB +7 (+11 grapple); CMD 18 (22 vs. trip)
Skills Perception +10, Stealth +6 (+14 in water), Swim +12; Racial Modifiers +8 on Stealth in water
SQ hold breath
Ecology
Environment warm rivers and marshes
Organization solitary, pair, or colony (3–12)
Treasure none
Special Abilities
Death Roll (Ex) When grappling a foe of its size or smaller, a crocodile can perform a death roll upon making a successful grapple check. As it clings to its foe, it tucks in its legs and rolls rapidly, twisting and wrenching its victim. The crocodile inflicts its bite damage and knocks the creature prone. If successful, the crocodile maintains its grapple.
Hold Breath (Ex) A crocodile can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning.
Sprint (Ex) Once per minute a crocodile may sprint, increasing its land speed to 40 feet for 1 round.

According to the rules, the Black Crocogon should be CR 4 which according to the monster statistics table he should have:

A slightly lower AC, more hit points, about the same attack, his average damage (bite, claw, claw, slap is 41 [double average] suggested for high attacks, his breath weapon is lower than normal; the base crocodile was almost twice its suggested value as well.), The Primary ability DC is high, and the Good Save is high. 

Overall, the Black Crocogon deals damage as a CR 5, but survives hits like a CR 3. So overall, I think he's an okay version though I would like him to be more even.

At my table, I would probably drop his strength a bit to moderate the damage somewhat but add a couple of hit dice to boost hit points and breath weapon. 

If I wanted to toughen him to a full CR 5. I would at least 2 HD to him and add a +1d4 acid to his bite and death roll from acid oozing teeth.  


Saturday, 30 July 2011

The City of Graves

The Lands of GOW contain many wonders both strange and terrible. A survey of these sites include Asterion’s Fortress on the archipelago ruled by the Seven Principalities, the ruined Cyclops city known as Bal-Petor south of Kesh and the haunted Sea of Trees in the nation of Okigawa. Among the strangest, however, is the place called the City of Graves.

Long years ago the City of Graves was a cemetery, constructed over time by a nation that fell, like most nations, into the dark well of history -- the people, their language, their homes vanished. All that was left of them was a vast, sprawling field of crypts, headstones, and mausoleums running up and down hills and even spanning a river. Trees grew up through graves and vines choked the marble porticos of deathchapels. Only a ghoul’s plaintive howl or a flowing spectral form infused the place with a semblance of habitation.

Then the Ainur nomads arrived. An Ainur shaman had years before proclaimed his people would find a home in a City of Graves. When the tribe came upon the cemetery they knew they had found their home. The marble slabs and posts made excellent walls for homes and helped reinforce the timber stockade the Ainur built to defend the settlement and corral their horses, cattle and goats. The surrounding land, abandoned for so long, was rich and fertile.

The ghoul attacks came several weeks later. Hands reached through the floors to snatch children, nighttime strollers were ambushed and dismembered. The slaughter was horrific. With the aid of their shamans the  fierce Ainur fought back and destroyed the monsters.

However, the Ainur shamans realized as long as their people lived in the cemetery the ghouls (an even greater undead) would hunt them. Prevailing upon the sense of self-preservation inherent in all creatures, the shamans worked an agreement with the cemetery’s ghoul-lords. The Ainur would be allowed to live in peace as long as criminals convicted of crimes punishable by death were fed to the ghouls along with enemies the Ainur captured in war. As a final item the Ainur also promised to bar their shamans from the city. The holy men would be allowed yearly visits to minister to the people but otherwise must live as hermits far out in the countryside.

To ensure the treaty held the ghouls (who seemed unusually intelligent and organized) formed a police corps  designated as the Pale Hand. These creatures would patrol the cemetery for undead who broke the   agreement.

This arrangement has lasted generations. The cemetery – now metropolis -- appears on all maps  of the Lands of GOW. Trade routes now stop at the place. Researchers and archaeologist find the cemetery a rich source of finds. Even so travelers are warned despite the curious balance between the living and the dead, the unattended foreigner still occasionally disappears when staying in the City of Graves.

Friday, 29 July 2011

We Be Goblins - Tomorrow

We game on Saturdays as a regular event, however we currently have a couple of players away and there are only three of us to game (myself included). So instead running our normal Second Darkness campaign arc, Kent, Tom and I are going to run through We Be Goblins! as a one shot with 2nd level goblins.

Tom is planning on running a goblin cavalier. Kent was thinking about a goblin summoner but is nervous about the Cha penalty on goblins. I wouldn't think it would matter for a 2nd level adventure but to each his own. Last I heard he is thinking of witch or thief.

So the question now comes, what do I want for a DNPC.

Well the newest edition of Kobold Quarterly has just arrived at my house (I've been a print/pdf subscriber) since day 1 and it has a new class called the Savant in it. Let's have a look.

The Savant has a d8 Hit Dice and dabbles in tricks of other classes. Wait! what's this I need a notebook, well that is off the list, no goblin of mine is going to getting exiled for writing things down.

Since its similar in theme to the Factotum from Dungeonscape maybe I'll look at that. Hmm, "...He reads through tomes of arcane magic..." Damn, stupid writing. Okay, next.

I think I'm going to go with a binder class from the Secrets of Pact Magic by Dario Nardi. This book if you are unfamiliar with it is cap system similar to the binder class in WoTC's Tome of Magic. It would be nice if someone else did something similar for shadow magic and incarnum.

From this tome I believe I'm going to make an occult priest as a demon worshipping goblin.

Runty Strange
NE Male goblin occult priest 2
Init +3; Senses darkvision 60 ft.; Perception +0
Aura moderate evil
DEFENSE
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 15 (2d6+4)
Fort +5, Ref +3, Will +3
OFFENSE
Speed 30 ft.
Melee mwk spear +3 (1d6/x3)
Ranged mwk spear +5 (1d6/x3)
Domain and other Spell-Like Abilities (CL 2nd; concentration +3)
At-will - lore keeper (touch +5, check of 18)
1/day - sanctuary
Spells Prepared (CL 2nd; concentration +3)
1/day - comprehend languages
STATISTICS
Abl Str 11, Dex 16, Con 14, Int 8, Wis 10, Cha 13
Base Atk +1; CMB +0; CMD 13
Feats Augument Pact
Trait color thief
SkillsKnowledge (nature) +5, Knowledge (arcana) +5, Stealth +5, Survival +2
Languages Goblin
SQ bind spirit +3, mortality undone (2 hp), occult knowledge +1
Gear mwk spear, studded leather armor, dogslicer (back-up weapon), two potions of cure light wounds, feather token whip

Common Binding: Cave Mother (DC 15); calloused hands, stomped back.
- burning hands (2d4 fire, DC 12; once per 5 rounds)
- detect magic (at-will)
- disrupt undead (rta +5, 1d6+2)
- know direction (constant)
- obscuring smoke (concentration + 1 minute/level)
Tactical Bonuses
- interact with undead (non-combat)
- move through an underground area
- succeed on a Sleight of Hand check
- use magic action within 5 feet of fire
Capstone (DC 25)
- transform items

Goblin Song
- Runty Strange don't like to boost,
He am friend with lots of ghosts,
If you be in way the most,
Quick you will burn as toast!


Yeah, I think that works.

Thursday, 28 July 2011

All orders for group one customers are complete!

Starting group two today...

Although the caster has been shipping the orders within a few days of the dates promised, I am having issues with miscasts and missing parts. They are working hard to replace these parts, as am I...

I spend much of my days in the workshop casting replacements, trying to keep things moving. I know its a small milestone, but I feel great about completing all orders for group one :)

All the best,
Mark-

The Purple Mountains - Megadungeon

Temporary Cover

The Purple Mountain – Megadungeon: Level 1
The primary denizens of the first level of the Purple Mountain as a group of demon worshipping humanoids. The only problem is that I’m not sure which race I should choose for the main opponents. There are many options that each have the own strengths and weaknesses.

Core Races
Out of the core races the most logical one to choose would be humans because their comparatively shorter lifespans may make the idea of demonic pacts and the power that entails intriguing to them. The overall problem with that is they are a very typical choice. Dwarves are off my list because I’ll likely to use duergar or derro later in the dungeon and I want to spread the monsters around a bit. Out of the core races the most attractive to use would be halflings or gnomes because they are just so unlikely of a choice.

Expanded Races
Aasimar - I have to admit a group of demon worshipping half-celestials is strangely appealing.
Drow – I’m currently running the Second Darkness adventure path and I am swamped by drow and elves in my home campaign so I don’t really want to use drow for this adventure unless we have a branch that leads to the darklands.
Goblins/hobgoblins - Goblins are known demon worshippers, they love to kill and eat. Have we had too many goblins lately?
Kobolds - Kobolds seem to be in every low level campaign now. They would work as demon worshippers and then we could have a few slurks kicking around too. There may be potential here if they haven’t been overdone.
Lizardfolk - Probably a bit to powerful for the first level of the dungeon, though I could rescale them like the lizardfolk in Monstrous Races 2.
Merfolk, other Aquatics - I’m sure there will be an aquatic floor in the dungeon, I just expect it to be somewhere around level 5 or 6. So they are off my list for now.
Orcs - Just don’t have a niche any more. They are getting closer and closer to a default race every year.
Tengu - Thematically incongruent.
Tiefling - Not really attractive for reasons opposite to the aasimar.
Vegepygmy - I have to admit a love for vegepygmies, not as strong as my devotion to otyughs but still strong.

Expanded Races II
Dhampir - Dhampirs I would think of a more of an urban race. They could be a clan of them worshipping demons in the mountains but it feels a bit off.
Grindylow, Locathah - see aquatics above
The Planars – fetchling, ifrit, oread, sylph, undine - I have nothing against the planar-kin as a whole but I think I might reserve them for level that touch upon their associated planes. If I did chose a planar-kin it would likely be fetchling (shadow), oread (earth) or sylph (air).

Well, I’m clearly no closer to a conclusion. What do you think?

Who should the demon worshippers on level one of the Purple Mountain be?

Did I miss any other options?

Wednesday, 27 July 2011

Megadungeons...

We need more megadungeons for the Pathfinder Roleplaying Game. There is Dungeon-A-Day, obviously and Paizo has just released Dungeons of Golarion (but its more of an overview).

We need a classic megadungeon You know the kind...

It doesn't have much in the way of plot or even make a lot of sense from level to level but it does have:

- pathways to the darklands
- prisons for eldritch demons
- ancient ruins
- lost civilizations
- legendary weapons
- unexplainable magic (lost magic)
- mines
- slave pits
- elemental nodes
- water-filled passages
- mazes
- one way doors (heck secret doors)
- traps
- haunted levels
- classic monsters (ropers, trapper, mimics, otyughs [especially otyughs], owlbears)
- dragons
- monsters too big to have ever fit down those hallways.
- artifacts

A classic megadungeon with everything wrong and right about it.

Who is with me!

Tuesday, 26 July 2011

On Magical Weapons...

So I just got access to my download of Ultimate Combat yesterday. The most shocking thing to me in the book is the lack of magical weapons. There are no magical weapons in Ultimate Combat and there were no magic items in Ultimate Magic. This struck me as very odd. It must have struck others as odd to because I was just asked by Headless Hydra Games to contribute to a new series of magic weapon/item releases.

Here is the first one I sent over (this is rough).


BANG CUTTER (MARK)
Aura faint transmutation; CL 4th
Slot none; Price 4,308 gp; Weight 1 lb.
Description
This +1 dogslicer was made from a magical shortsword found discarded in a junk heap. The goblin who fashioned this blade decorated with images of fire and burning dogs. When fighting dogs or horses, the blade becomes wreathed in flame and deals an additional +1d4 points of fire damage. Additionally, the wielder may use the pyrotechnics (DC 13) once per day.
Constuction
Requirements Craft Magic Arms and Armor, must be goblin, pyrotechnics; Cost 2,308 gp.

Monday, 25 July 2011

Evolved Kobold

Some older 3X content I had developed...

Thousands of kobolds have met their fate at the end of a “hero’s” longsword. Kobolds are very adaptable being know to acclimatize to aquatic, arctic, desert, jungle or elemental earth. Heck, it is even said that some have grown wings or breath fire like their draconic gods. The strangest of all kobold variants is the man-sized evolved kobolds. They are tall, reptilian creatures with powerful, relational minds but frail forms. The exact cause of these kobold’s evolution is not precisely known, some suggest it is the work of magic, some say it is a transformative event like that experience by the Elan, while others suggest it was the result of some obscure ritual. Regardless of the cause, since the transformation the evolved kobolds have bred true and their numbers are growing.

Personality: Evolved kobolds are stoic creatures who control the stronger emotions that so defined their less-evolved state. They particularly work to curb their aggressive and xenophobic tendencies. Evolved kobolds view all things are interrelated parts of a cosmic puzzle that is everchanging. They tend to favor larger communities where they can observe other races more easily.

Physical Description: Most evolved kobolds are tall and thin, with a long and narrow head like that of a reptile. Small rusty-brown scales cover evolved kobold’s flesh. Their fingers grow long, and their limbs tend toward the spindly. They have snakelike tails that serve only as aids to balance

Relations: Most evolved kobolds live in cities. They enjoy the company of other species even if they rarely show that they enjoy the company of others. They feel the only way to truly understand the complexities of existence is to experience as many viewpoints as possible on each issue.

Alignment: Evolved kobolds are usually lawful due their stoicism, but as every individual has his own role in the tapestry of reality so to can evolved kobolds be of any alignment.

Religion:Evolved kobolds worship the same gods that dragons worship. Sometimes they will even worship a particularly power living dragon. Their choice of draconic deity is often determined by their alignment and outlook on reality.

Language: Evolved kobolds speak Common and Draconic. Draconic being their first language and Common always spoken with a silibant accent.

Names: Evolved kobolds do not have racial names but instead tend to adopt the naming style of the other species they live among. It is not uncommon to find an evolved kobold name Arthur Williams, Dulgrim Hammerfist, or Whisper Silverleaf. Not all races are as accepting of their practice.

Adventures: Evolved kobolds adventure for the purpose of gaining more knowledge. They do not have any particular interest in risking their own lives but they accept that each has a part to play in the world. They often follow the path of the wizard or psion (if they are wild talents).

Evolved Kobold Racial Traits

Abilities: Evolved kobolds are very intelligent, having had their intellect boosted in their rapid transformation. They have a +2 Intelligence bonus but a -2 Strength bonus do to the havoc played on their physiology from the transformation.
Medium: As medium creatures, evolved kobolds have no special bonuses or penalties due to their size.
Speed: An evolved kobolds base land speed is 30 ft.
Darkvision (Ex): Evolved kobolds can see in the dark at a range of 60 ft.
Pattern Analysts (Ex): Evolved kobolds add a +2 racial bonus to Decipher Script, Forgery and Spellcraft or Psicraft checks.
Reptilian Balance (Ex): Evolved kobolds add a +2 racial bonus to Balance checks due to their tail.
Scaly Hide (Ex): Evolved kobolds have a +1 natural armor bonus and the reptillian subtype.
Languages: Common and Draconic; Bonus: Any
Favored Class: Psion or Wizard

Sunday, 24 July 2011

On the Proliferation of Spells

There are a lot of good spells out there from Paizo and all the 3PP working on rules for the Pathfinder Roleplaying Game. Admittedly, at it certain point it sometimes gets a little hard to track down your favourite spell. Although Purple Duck Games has not really written a lot of spells we sometimes need a tool or two to help us keep track of the work that has been done. So this last week I build two spell lists (one for Bards and one for Clerics) that feature all of the spell in the Pathfinder Roleplaying Game, Advanced Player's Guide, Ultimate Magic plus 4 Winds Fantasy Gaming's (Book of Arcane Magic, Book of Divine Magic, Paths of Power), Jon Brazer Enterprises' (Book of River Nations), Headless Hydra Games' (Eldritch Secrets) and Rite Publishing's (101 Spell Series). These too spell lists are available for free and as tip jar products for $1.50. Please enjoy and use them.

Collected Bard Spell Lists: free, tip jar
Collected Cleric Spell Lists: free, tip jar

Saturday, 23 July 2011

Let's talk about Encounters.

Purple Duck Games has now created four encounter products.

Encounter Pages
Forgotten Encounters: Forests
Forgotten Encounters: Underground
Forgotten Encounters: Urban


I'm not 100% what to make of these products. The first three sold over 50 copies fairly quickly, yet the most recent Forgotten Encounters: Urban has not broken 20. Which is a drop in at least 66% of its projected sales. So now the question I have is:

1) Do people not like urban encounters?
2) Are people tired of encounter in general?

Its a tough question and often one that definitely affects Purple Duck Games planning.

Let's look at the logistics of Forgotten Encounters: Urban. This product has five urban encounters designed for the Pathfinder Roleplaying Game. All of the Forgotten Encounters series use monster from the Forgotten Foes bestiary that Stefen and I wrote for Tricky Owlbear Publishing.

We charge $2.25 for Forgotten Encounters products which means under the current percentages with our vendors we make $1.57 or basically 30 cents an encounter. The word count on a Forgotten Encounter is about 7,771.

So let's talk costs:
- If Stefen and I made 1 cent a word on our writing the base writing cost for this would be $77.71.
- Additionally, we have a number of token art and art for a new legendary weapon worth a total of $45.00.

So a cost basis of $122.71. On pure cost recovery we would need to sell 78 of Forgotten Encounters: Urban.

So currently it has earned for Stefen and I: - $94.45


That is really making it hard for me to work on Forgotten Encounters: Plains (Inphidians, pyrolisks, chaosiic, kamadan, and one other). It is definitely something to chew on.

I'm going to go layout The Collected Cleric Spell Lists now.

Friday, 22 July 2011

Christmas in July

The Christmas in July sales that run on the Rpgnow/DTRPG sites will be starting on July 25th. Purple Duck Games will be participating in this sale as we do in most sales. I believe all of our product will be available for 25% off for the limits of the sale.

Please stop buy on the 25th and pick of something for yourself or your players or your gamemaster.

Thanks.

Thursday, 21 July 2011

Name Spells

I think we need more named spells.

Caleb's Shroud of Obscurity
School abjuration; Level bard 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S
Range you
Duration  1 hour/level (D)

You make yourself more difficult to notice. You will not trigger a reactive Perception check unless you pass within 30 ft. of another creature. This grants no bonus to your Stealth but makes reactions to your presence less likely.

Tuesday, 19 July 2011

Are All Your Cards on the Table?

Diversion - The Gambler (Archetype)
Our newest Purple Duck Games Diversion was released yesterday in both the free and tip jar variety. This release by Stefen Styrsky and Mark Gedak contains:

- A new Bard archetype known as the Gambler
- A Knowledge (games) skill for addition to the knowledge skill list (if your game allows it).
- An 8th level, dhamphir bard gambler
- Five spells from additional sources
and
- Two feats rescued from the 3X srd and updated to the Pathfinder Roleplaying Game ruleset.

Please download the free copy and see if it can add something to your game. The odds are that it can.

Otyughnomicon #2 is currently in final edits with Stefen. I have an adventure outline to complete. Take care.

Monday, 18 July 2011

Lesser, Greater, Mass (Part I)

Every once in a while it seems like some basic spells are missing from a spell chain. This week we will present a number of these scaled alternatives.

Lesser Magic Vestment
School transmutation; Level cleric 1
Casting Time 1 standard action
Components V, S, DF
Range touch
Duration 1 hour/level
Saving Throw Will negates (harmless, object); Spell Resistance Yes (harmless, object)

You imbue a suit of armor or shield with an enhancement bonus of +1. An outfit of regular clothing counts as armor that grants no AC bonus for the purpose of this spell.

Sunday, 17 July 2011

Loading Otyughnomicon 2 ... 88% Complete

Northern Waste Otyugh
The second Otyughnomicon is almost finish. It will be heading into layout this week. The primary focus of this issue is the Northern Wastes template that is part environment and are magical in nature.

Related Development
In other news it looks like both Thomas Baumbach (Author of Monstrous Races: Second Wave and Dorkistan) and Stefen Styrsky (Author on a whack of stuff) have been doing more from for K. Axel Carlsson at Headless Hydra Games. Both Stefen and Tom have new monsters in the Mor Aldenn Creature Compendium pictured below.

Stefen and I first worked with Axel when we were writing Forgotten Foes for Tricky Owlbear Publishing. Since the founding of Purple Duck Games, Axel is one of the many 3PP publishers that have offered Purple Duck Games assistance and advice on the various products that we have in development.

Mor Aldenn is the default setting for Headless Hydra Games products but there is nothing that prevents these beasties from destroying challenging your player characters.

Saturday, 16 July 2011

Garak's Magical Inventions

In my ongoing Pathfinder Roleplaying Game campaign, one of the only original characters left (since we started the Second Darkness adventure path) is Gadak - a half-orc wolf shaman druid. The main problem my player ran into was that eventually his animal companion grew to large and was having trouble fitting where Gadak wanted to explore. So he created these.

Garak's Collars
Aura faint transmutation; CL 3rd
Slot neck; Price 8,000 gp; Weight 1/2 lb.
Description
When placed upon the neck of a willing animal this collar causes the animal to be instantly diminished, halving its height, length and width and dividing its weight by eight. This decrease changes the creature's size category to the next smaller on. The animal gains a +2 size bonus to Dexterity, a -2 penalty to Strength, a +1 bonus on attack rolls and AC due to reduced size but all natural attack damages drop one category. Any other equipment worn by the animal is likewise reduced. The animal remains reduced until the collar is removed with a full-round action.
Construction
Requirements Craft Wondrous Item, reduce animal; Cost 4000 gp.

Friday, 15 July 2011

80 Awesome Feats ... and 2 Crappy Ones

By Thomas Baumbach, Stefen
Styrsky and Mark Gedak
On Tuesday, Purple Duck Games released its first commercial feat book called 80 Awesome Feats ... and 2 Crappy Ones.  As I explained on the Paizo boards,


I think all collections will have great feats and some stinkers but how an individual determines which are awesome and which are crappy will really dependent on the individual and what they are looking for.

If you never, ever play a monk then the awesome feat I listed earlier in the thread is crappy for you.

I think its a great and honest name for a collection of feats.

Since then we have discussed some errata and tweaks to at least one feat over on their boards. Please come join the discussion or pick up your copy today.

Thursday, 14 July 2011

Starting Wizard Spellbooks

According to the Pathfinder Reference Document:

  A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his prohibited schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook.


The Pathfinder Roleplaying Game has 20, 0th level spells (10% of the average spellbook). When you add in the spells from the Advanced Player's Guide and Ultimate Magic the total rises to 21 (admittedly not huge)


If we include 3rd party spells (and frankly why wouldn't we) Rite Publishing adds another 101 - 0th level spells, Headless Hydra Games adds 30 more in Eldritch Secrets, the crew at 4WFG must add at least another dozen in the Book of Arcane Magic, Book of Divine Magic and Inkantations, plus the spells from the other licensed publishers at Paizo's site and Rpgnow


So with the Pathfinder Ruleset and three 3PP publishers I need over 1 1/2 spellbooks just for my 0th level spells. Obviously even for a kitchen-sinker like myself that is not going to work. So for new wizards I'm suggesting this:


A wizard begins play with a spellbook containing ten, 0-level wizard spells (arcane mark, prestidigitation and eight others that are not prohibited), plus three 1st level spells chosen by his master (see below). The wizard also selects a number of additional 1st level spells equal to his Intelligence modifier to add to the spellbook (spells may come from any of Paizo or 3PP Pathfinder compatible source).


The spells that the spellcasters master chooses depends on the arcane school of the student.


Abjuration: lesser dispel magic, shield 
Conjuration: cold feet, mage armor, summon monster I
Divination: foes's measure, identify, true strike
Enchantment: aggravate animal, charm person, sleep 
Evocation: burning hands, magic missile, magnetize 
Illusion: disguise self, shadow hands, ventriloquism 
Necromancy: animate skeleton, cause fear, ray of enfeeblement 
Transmutation: arm to pick, enlarge person, feather fall 
Universalist: One of (floating disk, identify, ventriloquism), one of (magic missle, burning hands, sleep), one of (mage armor, shield, obscuring mist)


Air: bird's eye view, feather fall, shocking grasp
Earth: fool's gold, grease, stone fist
Fire: burning hands, dancing lantern, hypnotism
Metal: gravity bow, magic weapon
Water: cold feet, hydraulic push, touch of the sea
Wood: animate rope, charm person


If you are not trained by a master you may pick all your own spells but they are limited to the Pathfinder Roleplaying Game Core Rulebook.





Wednesday, 13 July 2011

A Monstrous Race PC: Karisn

Karisn CR 1/2
Male dark folk sorcerer 1 (nightmarish bloodline)
N small humanoid (dark folk)
Init +2; Senses see in darkness; Perception +2
  Defense
AC 15, touch 13, flat-footed 13(+2 armor, +2 Dex, +1 size)
hp 7 (1d6+1)
Fort +1, Ref +2, Will +2
Weakness light blindness
  Offense
Speed 30 ft.
Melee sickle -1 (1d4-1)
Ranged light crossbow +2 (1d6/19-20)
Special Attacks death throes
Bloodline Spell-Like Abilities (CL 1st, concentration +4)
  6/day - nightmarish touch (Will DC 13; frightened 2 rounds)
Dark Folk Spell-Like Abilities (CL 1st, concentration +4)
  1/day - darkness, detect magic
Sorcerer Spells Known (CL 1st, concentration +4; ASF 10%)
  1st (4/day) - cause fear, mage armor
  0th (at-will) -  flare, moment of darkness, resistance, touch of fatigue,
Bloodline Arcana change spell damage to evil; Dark Folk Arcana +1 CL for darkness descriptor
  Statistics
Str 8, Dex 15, Con 12, Int 8, Wis 11, Cha 17
Base Atk +0; CMB -1; CMD 11
Feats Eschew Materials, Scribe Scroll
Skills Climb +1, Perception +2, Stealth +6, Use Magic Device +7; Racial Modifiers +2 Climb, +2 Perception, +2 Stealth
SQ dark folk traits
Languages Common, Dark Folk
Gear 10 bolts, spell component pouch, dark folk rags (leather armor), dagger, backpack, hemp rope, belt pouch (7 gp)

Karisn is haunted by the horrors of his own race. This internal torment fuels the terror he inflicts on others.

Tech feature: Script Overview #2

Second part of the scripting overview.


Make sure to watch in HD: http://www.youtube.com/watch?v=UmQjO1C_Q90?hd=1

Tuesday, 12 July 2011

Monstrous Races: Second Horde

Monstrous Races: Second Horde
Thomas Baumbach
Early in July we released the second volume of Monstrous Races at Rpgnow.


Monstrous Races: Second Horde by Thomas Baumbach, contains our series dedicated to giving players more options when it comes to their fantasy races. Within its pages you will find alternate racial features, favored class options and roleplaying advice for eight additional races.

With new information to make all the races playable at first level, Monstrous Races: Second Horde gives you access to several races previously restricted to as monster use.

Below is are the base Lizardfolk as PC stats:


Lizardfolk as PCs
The lizardfolk presented in the Pathfinder Roleplaying Game Bestiary is not intended to be a PC race. The below stats represent a lizardfolk that is balanced with the other core races, but still retains the same feel as the standard lizardfolk.


LIZARDFOLK RACIAL TRAITS
+2 Constitution, +2 Wisdom, -2 Intelligence: Lizardfolk are brawny and wary but dim-witted.
Medium: Lizardfolk are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Lizardfolk have a base speed of 30 feet. 
Swim Speed: Lizardfolk have a swim speed of 15 feet.
Hold Breath: A lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.
Natural Attacks: Lizardfolk have a natural bite attack and two natural claw attacks that deal 1d4 points of damage on
a successful hit. These are primary attacks, or secondary attacks if the lizardfolk wields a manufactured weapon.
Tail Balance: Lizardfolk receive a +4 racial bonus on Acrobatics checks when balancing.
Thick Scales: Lizardfolk have a +2 natural armor bonus.
Languages: Lizardfolk begin play speaking Common and Draconic. Lizardfolk with high Intelligence scores can choose from the following: Aquan, Goblin, Gnoll, and Orc.

Amnesia Post-Mortem

A post-mortem for Amnesia is now up on The Escapist. You can read the whole thing here:

http://www.escapistmagazine.com/articles/view/features/9011-The-Terrifying-Tale-of-Amnesia


While not short, the article is a bit edited and does not go into details on all events. Still it should give a pretty good overview of how Amnesia came about.

Monday, 11 July 2011

For Pathstar, Starfinder, PathStarJammer or what have you...

Aierolin

Aierolin
The Aierolin, or wind talkers, hail from a low gravity planet at the edge of the galactic core. They sail throughout the void in strange solar sailcraft. Aierolin in mixed company often take on the role of negotiator and diplomat because they agile movement and softness seems to put other races at ease.

AIEROLIN RACIAL TRAITS
+2 Dexterity, +2 Wisdom, -2 Strength: Aierolin are a graceful race that is said to be able to hear the faintest whisper. They are not physically strong.
Medium: Aierolin are Medium creatures and have no bonuses or penalties due to their size.
Low-Light Vision: Aierolin can see twice as far as humans in conditions of dim light.
Fast Speed: Aierolin have a base speed of 40 feet.
Air Born Grace: Aierolin receive a +2 racial bonus to Acrobatics and Fly.
Keen Assessment: Aierolin receive a +2 racial bonus to Sense Motive.
Weapon Famility: Aierolin are proficient with all thrown weapons.
Languages Aierolin begin play speaking Auran and Universal. Aierolin with high Intelligence scores can choose from additional languages from the elemental, commerce and military language lists. 

Sunday, 10 July 2011

Antipaladin Feats

Antipaladin Feats
A few weeks ago I was working on an antipaladin NPC for my campaign and as I searched for feats I saw many feats designed specifically for paladin's but few that were applicable to the antipaladin without modification. Realizing that making conversions wouldn't be hard but would require a bit of time, I sat down and polished off this book in a matter of hours.

This book contains 15 feats that are conversions of paladin feats to fit the antipaladin mold. I put it up as a freebie and as a tip jar product.

As of this date my numbers look like this:


Free Version: 215 downloads
Tip Jar Version: 6 downloads

There definitely seems to be some feat interest.

Saturday, 9 July 2011

The Magus

Today was our weekly Pathfinder session. We are currently playing through the Second Darkness campaign arc. For my DNPC, I using a 9th level magus from Ultimate Magic. It was my first time trying the magus and I enjoyed it quite a bit but I would really like this feat to exist so I'm adding it here.

Spell Trigger Combat
Your knowledge of spell combat extends to spell trigger items.
Prerequisites: Improved spell combat class ability.
Benefit: When using spell combat, you can activate a spell trigger item instead of casting a spell.

Friday, 8 July 2011

July Update...

June has slipped past me it seems with very few updates to my blog here. A number of things have been happening since I last posted though so this will be a bit of a catch-up blog.

Legendary Races: Medusa by Stefen Styrsky
Legendary Races: Medusa 
Written by Stefen Styrsky this is the second release in Legendary Races line.


Legendary Races: Medusa explores the physiology, habitat and society of this legendary race.  Additionally this second volume of the Legendary Races series by Stefen Styrsky includes:
  • New alchemical discoveries unique to the medusa race
  • An eight level medusa racial class
  • Diffraction goggles to control the medusa adventurer's gaze
  • Half-medusa racial traits for the offspring of medusa and their humanoid consorts (complete with alternate racial traits and favored class options)
  • Sample medusa and half-medusa npcs using the new racial rules
  • A medusa bloodline for sorcerer characters
  • Variant snake hair rules for the standard medusa
  • Finally a snake-bodied template and three medusa-related creatures. The blood summoner medusa, more mythical gorgon and the medusa husk.
Tokens are included for all the creatures presented in this supplement.

The next release in this line should focus on Rakshasa.

If you want to pick up Legendary Races: Medusa you can get it here or as part of the Legendary Races: Cyclops and Medusa bundle here

I'll continue to post updates on other releases and products in two days.

Tuesday, 5 July 2011

It's quiet in here...

I'm in a bit of a post-release funk...  I have a couple of ideas that seem interesting, but nothing is really motivating me at the moment. 

I just finished Red Dead Redemption again, so that will free up some time.  I have a bit of a vacation coming up, so no programming then, but when I get back, I plan on getting in some serious work.

The major question:  Do I want to do something I think will be commercially successful?  Or something more experimental, that hasn't really been done before?  What am I trying to accomplish here?

Monday, 4 July 2011

Tech feature: Script Overview #1

I just recorded a little clip about how scripting works in HPL3. In this film I just talk about the very basic elements of scripting and will follow up with another movie were I talk about some more complex features:



Make sure to watch in in HD: http://youtu.be/5OKFik2IEZU?hd=1