Showing posts with label pathfinder. Show all posts
Showing posts with label pathfinder. Show all posts

Tuesday, January 12, 2021

Character Creation Challenge: Pathfinder 2nd Edition

Pathfinder 2nd Edition
Of all the RPGs I have looked at so far it is this one I know the least.  Part of the issue is that Pathfinder 2nd Edition is so new, only published in 2019, and I have not had the chance to play it really at all.  Indeed I wasn't even going to pick up but my oldest expressed an interest in playing it so we got it.   He would later return to his true love, D&D 5, but I found I rather liked the books myself.

The problem I am running into here, for today, is I do have so little knowledge about it.  So little in fact that my plan for today was to update a character I had played in PF1 but I only now discovered that the class I wanted, Cavalier, has not been updated to PF2 yet! Though other options are open to me.

The Game: Pathfinder 2nd Edition

As I mentioned Pathfinder 2nd Edition was released back in 2019.  I recall the Paizo "booth" (more like "block") staked full of shiny new Pathfinder books.  I am sure they expected them all to sell out, but I get the feeling that the sales were not as high as they wanted.  Not a huge surprise really.  Pathfinder 1st Edition's success was built on their success with the D&D 3.5 products they had made and no small amount due to the failures of D&D 4th Edition.  Today, or at least in 2019, D&D 5 is a huge success and some gamers have gone from Pathfinder back to D&D.   

Also as I said I was not originally going to pick this game up, but I changed my mind after going over the playtest materials and my son wanting to get it.  There are a lot of really cool ideas here and some I think would work well in D&D 5. For example, Ancestry would be better in D&D 5 over the very outmoded "race" or even the awkward "species."

Much like a software development fork, Pathfinder represents one development off of the D&D 3.x line where D&D 5e is a different fork.  To be fair, Pathfinder is closer to its OGC roots than D&D 5 is, but looking at the games in 2021 you see similar parentage and DNA.  This means that someone could in theory bring the best of both worlds back together into one game.  An interesting thought experiment to say the least.  

One thing I will say for Pathfinder 2nd Edition.  It is designed from the ground up to show new players how to play and give them enough to keep them for a long time.  I think it would be fun to play a character in this from 1st to 20th level in a well-crafted adventure path.  I can see how that would be great.

The Character: Oisín

Character creation in Pathfinder 2 is a more modern process than the games in its, well, ancestry.  While you could easily roll up a character here just like you did in AD&D or D&D 3.x, it behooves me to follow the process here.

Oisín was a character I played in Pathfinder 1st Edition. In the game he was the youngest son of this powerful lord and a witch.  In reality, I decided he was the son of a Paladin/Warrior named Fionn and my witch Labhraín.  In the game, he was searching for who killed his mother and who his true father was. 

In Pathfinder 2nd Ed. we have a variety of character customization options that recreating that character is no longer as interesting as rebuilding him from the ground up.

For this character, I am going to use the Pathfinder 2nd Edition Core Rules and the Advanced Player's Guide which features the witch class.  Also for this character, I am going to start him at 1st level, but advance him to 2nd.  Also, just because, I am going to limit my 1st level choices to the Core Rules, and then 2nd level choices to the Advanced Player's Guide. I have my reasons.

Oisín

Niamh and Oisín

Lawful Neutral half-elf*
Bard 1

Ability Scores
Strength +0 (10)
Dexterity +1 (12)
Constitution +0 (10)
Intelligence +3 (16)
Wisdom +1 (12)
Charisma +4 (18)

Reserves
Hit Points 16/16
Hero Points 1/3
Focus Points 1/1

Defenses
AC 15 (Leather)
Fort +3
Ref +4
Will +6

Senses
Perception (Wis) +6 (E)
Low-light Vision

Tactical
Speed 25ft
Size Medium
Space 5 ft.
Reach 5 ft.

Other
Wealth 2 gp; 80 sp
Bulk 4/10

Attacks (1st/2nd/3rd Strike)

Dagger
Melee +4 / +0 / -4 1d4 Pier
Ranged +4 / +0 / -4 1d4 Pier

Fist
Melee +4 / +0 / -4 1d4 Blud

Longsword
Melee +3 / -2 / -7 1d8 Slsh

Hand crossbow
Ranged +4 / -1 / -6 1d6 Pier

Sling
Ranged +4 / -1 / -6 1d6 Blud

Skills
+6 Academia Lore T
+1 Acrobatics U
+6 Arcana T
+0 Athletics U
+6 Bardic Lore T
+6 Crafting T
+7 Deception T
+7 Diplomacy T
+4 Intimidation U
+4 Medicine T
+4 Nature T
+6 Occultism T
+7 Performance T
+4 Religion T
+6 Society T
+1 Stealth U
+4 Survival T
+1 Thievery U

Feats
Half-elf (Heritage)
Otherworldly magic (Elf, Ancestry)
Assurance - Arcana (Background)
Bardic Lore - Egnima (Bardic Feature)
Composition Spell (Bardic Feature)

Spells

Bard Cantrips
Chill Touch (DC 17) Unlimited +7
Daze (DC 17) Unlimited +7
Light Unlimited +7
Mage Hand Unlimited +7
Shield Unlimited +7

Bard 1st-level Spells
Magic Missile 2/2 +7
Magic Weapon 2/2 +7
True Strike 2/2 +7

I will be honest, this one took me a lot longer to do than expected.

I choose "Half-elf" as both a nod to the original myths of Oisín and to reflect there is something otherworldly about him.  He would not really be a traditional "AD&D Half-elf" more of a human with fey or sidhe blood in him from his father.

At 2nd Level instead of a Bard class feat I am going to take a multi-classed witch feat, Witch Dedication.    Multiclassing in Pathfinder 2nd Ed is a little bit like multiclassing in D&D 4 where you take a feat to gain some of the abilities of that class. This feat gives Oisín access to witch spells and feats as well as a Patron (including skills), and a familiar. 

Since Oisín has Engima as part of his Bard training I am going to choose a Fate Patron. Though there is some overlap here. He would get training in Occultism skill and the True Strike spell, both of which he already has.  I am going to leave this since the Egnima he is following is Fate; they are the same.

This is of course not optimized, but it fits better with my concept of the character, so I'll take the hit. In building this I realized I had unintentionally built the Pathfinder version of the Ghosts of Albion Occult Poet.  I am not unhappy with that.

Again, this is a good character idea, I might try to replicate it in D&D5 with a Bard/Warlock mix, I think it might actually work out a little better there.

Maybe I can even work out his Niamh one day.

Pathfinder 2nd Edition

Character Creation Challenge

Tardis Captain is the originator of this idea and he is keeping a list of places participating.  When posting to Social Media don't forget the #CharacterCreationChallenge hashtag. 

RPG Blog Carnival

This month's RPG Blog Carnival is being hosted by Plastic Polyhedra. They are doing Characters, Stories, and Worlds, so that fits right in with everything we are posting this month.

Check out all the posts going on this month at both of these sources.

Monday, January 11, 2021

Character Creation Challenge: Pathfinder 1st Edition

Pathfinder Core Rulebook
Paizo's Pathfinder was a bit of a revolution in the RPG market.  Paizo had been a solid d20/3e publisher in the heyday of the d20/OGL boom, with the zenith of this time actually publishing Dragon and Dungeon Magazines for a time. When WotC opted to move on to 4e, Paizo began their work on an update to the 3.5 OGC ruleset for their own game.  In 2009 the Pathfinder RPG was released and soon there became two "Big names" in the RPG biz; Dungeons & Dragons and Pathfinder. 

The Game: Pathfinder, 1st Edition

Pathfinder quickly took on players that played D&D 3.x but who did not want to go on to D&D 4. Pathfinder was informally called "D&D 3.75" and moving between Pathfinder and D&D 3.x was fairly trivial compared to D&D 3.x and 4e.  Additionally, Paizo gave Pathfinder robust support both in terms of online presence and their Pathfinder Organized Play.  Releasing the rules as an open playtest was deemed so successful that many other companies, including WotC for D&D5, adopted it.

Paizo also released a number of high-quality sourcebooks, many of which are backward compatible with D&D 3.x. I am particularly fond of the Advanced Player's Guide, Book of the Damned, Bestiary 4 (for the mythos monsters), Occult Adventures, and Horror Adventures. I consider these part of my "core" for Pathfinder.  The witch-centric "Regin of Winter" Adventure Path is a must-have for me.

I have posted a lot about Pathfinder here. I enjoy the game but I don't play it all that much anymore. Still, I enjoy reading over the material.

My "Core" Pathfinder books

The Character: Labhraín

I played in a Pathfinder game that I treated as an alt-Universe version of my 3e/4e game universe. I held the idea that the two universes I was playing (4e vs. Pathfinder) had a similar start (3e) and then diverted.  The Pathfinder universe had devils as their "big bad" while 4e (running the Orcus-themed HPE series) had demons. Some characters were the same in each world.  Labhraín was the Pathfinder version of Larina. 

Here, because of the influence of various devil cults from the former Chelaxian Empire, Labhraín hid her status as a witch.  I took a page from "Prime World" Larina, who faked being a wizard to hide as a witch, to Labhraín faking being a priestess to hide being a witch.  I did not do much with the character but use her as a backstory to my cavalier character that I was playing at the time.  The belief was that Labhraín was dead.  I detail my other character tomorrow.

ePic Character Generator portrait of a witch
ePic Character Generator
Labhraín

Human (Ulfen) witch 1 (Pathfinder RPG Advanced Player's Guide 65)
LN Medium humanoid (human)
Init +0; Senses Perception +1

Defense

AC 10, touch 10, flat-footed 10
hp 7 (1d6+1)
Fort +0, Ref +0, Will +3; +1 trait bonus vs. divine spells

Offense

Speed 30 ft.
Special Attacks hex (charmAPG)
Witch Spells Prepared (CL 1st; concentration +4)
   1st—charm person (DC 14), cure light wounds
   0 (at will)—daze (DC 13), light, read magic
   Patron Fate

Statistics

Str 9, Dex 11, Con 11, Int 16, Wis 12, Cha 16
Base Atk +0; CMB -1; CMD 9
Feats ScholarISWG, Silent Spell
Traits classically schooled, history of heresy
Skills Bluff +4, Diplomacy +4, Disguise +4, Knowledge (arcana) +9, Knowledge (religion) +6, Spellcraft +8
Languages Common, Elven, Infernal, Jistka, Skald
SQ witch's familiar (cat named Scamall)

Special Abilities

Charm +1 (3 rounds, DC 13) (Su) Improve attitude of humanoid or animal in 30 ft. by 1 step(s).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 to Stealth checks You gain the Alertness feat while your familiar is within arm's reach.
Scholar (Knowledge [arcana], Knowledge [religion]) +2 bonus on two Knowledge skills.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Silent Spell Cast a spell with no verbal components. +1 Level.
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

I like the way she turned out to be honest.  It's a shame that I think she might be dead! 

Character Creation Challenge

Tardis Captain is the originator of this idea and he is keeping a list of places participating.  When posting to Social Media don't forget the #CharacterCreationChallenge hashtag. 

RPG Blog Carnival

This month's RPG Blog Carnival is being hosted by Plastic Polyhedra. They are doing Characters, Stories, and Worlds, so that fits right in with everything we are posting this month.

Check out all the posts going on this month at both of these sources.

Wednesday, September 23, 2020

Shadow Week: Courts (and Realms) of the Shadow Fey

What is your favorite edition of D&D? Doesn't matter. This is the adventure you need to try.  But I am getting ahead of myself.  Let's start at the end, go back to the beginning and work our way back to now.

Shadow Fey

Kobold Press has been around now for a bit and has put out some really quality products for various version of the D&D/Pathfinder game via the various open licenses available to them.  

The Shadow Fey are a race of elves known as the scáthsidhe, or shadow fey. Great name. I wish I had come up with it.  These fey are an elitist, snooty bunch, the worse qualities of Elf to be honest and that is what makes them so great.  They are not really related at all to the Shadow Elves of Mystara nor the Shadar-Kai of the Shadowfell and not even the Drow of many worlds.   But it is easy to see they all live in the same sort of world.  If we are to use D&D 4 & 5 terminologies they live in the area where the Shadowfell intersects the Feywild.  Or the darkest areas of the Land of Faerie.

The shadow fey are present in a number of books from Kobold Press, most notably their two large monster tomes for 5e, The Tome of Beasts for 5th Edition and the Creature Codex for 5th Edition.  Even without knowing much of their background, they are a very interesting race.  They look a bit like a cross between an elf and tiefling. So members are elven, but many also have horns.  I suppose that a satyr is a better comparison.  But it is a reminder, visually, that these are not your Grognards' elves. They can be medium or small creatures. 

Kobold Press has gone all-in on the Shadow Fey. Here are a few products that they have published to support these beings and their courts.

Pathfinder

Dark Fey

This is a 22-page bestiary and guide to the creatures found in the realms of the Shadow Fey.  Based on the Courts of the Shadow Fey this really is a must-have if you plan to play any part of the Shadow Fey adventure or even just want some less-that light fey to encounter.

Advanced Races 11: Shadow Fey (Pathfinder RPG)

This 19 page PDF gives us the Shadow Fey as a playable race. There is some history of the Shado Fey here and even a few more creatures. Additionally, there are some new class archetypes, racial powers, and some new feats.  While it says Pathfinder on the cover there is enough here to use in any game. 

This book in particular makes them more than "drow with horns" or "bad tempered elves."


Dungeons & Dragons 5e

Shadows of the Dusk Queen for 5th Edition

This is a short-ish adventure for 8th level characters in a fairy tale romp. Not a "Disney" fairy tale, but a Brother's Grimm one. A shadowy evil, but sad Queen, needs to reconstitute her broken magic mirror that contains her life force. Doing so will make her powerful again. The PCs have found the five magical shards.

A great little adventure full of dark fairy tale tropes. Easy to run in a session or two and makes for a nice side quest after running the Courts of the Shadow Fey. The Dusk Queen herself is an interesting character that might work well in my War of the Witch Queens Campaign.  In that of course she would need to win at the end of this adventure.

Deep Magic: Shadow Magic for 5th Edition

This 12 page PDF is part of Kobold Press' Deep Magic series. It presents a new Sorcerous Bloodline (Shadow Bloodline), a new Warlock Patron (The Light Eater), and a new Rouge Archetype (The Whisper).  There are also, as expected, new Shadow themed spells. Not explicitly tied in with their Courts of the Shadow Fey, but certainly 100% compatible and thematically appropriate.


These books are all fantastic additions, but the place where they got their start was an adventure for the 4th edition of D&D, Courts of the Shadow Fey.

Courts of the Shadow Fey

This adventure began as a 4th edition adventure for Paragon Tier characters designed to take them from 12th to 15th level.  So remember what I was saying yesterday about an entire 4th edition campaign taking place in the Plane of Shadow?  Well, this can be a significant part of that.

The adventure was then converted over to Pathfinder (with some little oddities here and there) for characters of 7th level to 10th.

Sometime later the adventure was rewritten for 5th edition D&D, with new art and layout. Still for characters level 7th to 10th.

All three were written by Wolfgang Baur.  Ben McFarland aided in the Pathfinder conversion, Dan Dillon helped with the D&D5 rewrite.  The first two versions featured fantastic art by Stephanie Law (which makes me want to convert it to Blue Rose!) and the 5e version features art from Marcel Marcado, who captures our two shadow fey sovereigns. 

Dungeons & Dragons 4th Edition version, 101 pages. 
Pathfinder version, 130 pages
Dungeons & Dragons 5th Edition version, 150 pages

This is part adventure and part sandbox, which is really fantastic because there is so much potential here. Much in the same way the D series introduced us to the drow via an adventure, this introduces us to the Shadow Fey.  We meet their sovereigns, the Queen of Night and Magic of the Summer Court and the Moonlit King of the Winter Court.  These are NOT the Seelie and Unseelie of Earth's Faerie Realm, although there are comparisons.  We begin the adventure with the town of Zobek against a backdrop of the King and Queen in their exchange of power.  The adventure kicks in when a Priest of the Sun God is nearly assassinated.  This has my attention already.  Zobek is occupied by Shadow Fey and to find the culprit(s) (who soon make an assassination attempt at the PCs!) the party will need to not only navigate the treachery of the Shadow Lands (Shadow Plane, Shaowfell...) they must also navigate the treachery on the Fey Courts!

One of the key features of this adventure/product is the number of NPCs.  This is not a list of names with professions, these are fully stated out NPCs and each version of the adventure takes advantage of the rules being used.


Ok. Pause. At this point, there are several good reasons to get this. There is a mystery. There is the Shadow Plane deal. There are Fey Courts. Plus there are plenty of mechanics involved to aid the GM and Players in navigating the labyrinth that can be high court intrigue.  In some ways, it makes me happy to have all three versions since I can get different points of view on how to handle different things.  Granted the 4e and Pathfinder versions are similar enough to make the differences be system-specific, but the 5e rewrite really gives me a newer point of view.  Yes, in each case I am seeing a lot of repeated text. That is what I am supposed to see. What idiot is going to buy all three versions except for me?

So we have all that, and we have not gotten into duels of honor (there is a dueling system!), various factions jockeying for control, and how the PCs fit into all that. New creatures. New demons! New magic. Survive a duel? Dude...you are not going to survive diner! 

The Pathfinder/4e versions are a little basic to look at since the was the start of Open Design/Kobold Press.  But Stephanie Law's art is so great to look at that I don't care.  The 5e version is several orders of magnitude better in terms of design. The art is still wonderful but I miss Stephanie Law's vision.


This is one of those adventures where I always find something new with each reading.  I have been pouring over this for the last three weeks and each time I am blown away by the shear potential that lays before me. I feel like I need to reread my history of the Tudors to get my courtly machinations down correctly, but this book certainly helps.  

The party's climax comes with gaining an audience with the Moonlit King himself! What happens? There are many potential outcomes and possibilities. 

If I ever run a Shadow themed campaign then this is at the top of my list. 
If I ever run a pure 4e game, then this is at the top of my list.

I plan to steal ideas from this for other adventures even if I run it as is. 

I purchased all three of the PDFs just have them. It is that much fun.  Also whenever I feel the need to run it I am likely to grab the Print version of the 5e rules. Though I might instead print out the PDFs and collate them so that the material I need/want is where I want it.  Use colored sticky tabs for various plot points.

For example, if I were to merge these with other fey related products then maybe I would consider Autumn and Spring courts here instead of Winter and Summer.  Why?  The shadow fey are creatures of well, shadow. Half-light and half-darkness. I am reviewing this on the Autumn Equinox, half-light, half dark. I did this on purpose.  If I use the Summer and Winter courts for the Seelie and the Unseelie then these could be the Spring (Queen of Magic) and Autumn (Moonlit King) courts and little it lost.  In fact, much is gained. Most of my players, thanks to years of Ghosts of Albion, have come to expect certain things out of the Fey courts as I run them. Dangerous to assume really, but still, they do.  By renaming these into Spring and Autumn I can change those expectations. And it gives me four equal and competing courts.

Regardless of which edition you choose, there is a great adventure/sandbox/resource to be had here.

Tuesday, August 4, 2020

#RPGaDAY 2020: Day 4 Vision

"I was raised by witches boy, I see with more than eyes and you know that."
- Frigga to Thor in 2013, Avengers Endgame

Call me biased, but I have always liked the idea that witches see things that other character types don't.  Not just in terms of "infravision" or "dark vision" but in just "other vision."

A couple of house rules that I always use are witches can see ghosts, spirits, and other sorts of magical creatures that are typically invisible to others.  They can see magical auras which they can tell something about the person they are looking at.  Most importantly they can recognize other witches on sight.


Mechanically it really doesn't add much to D&D.  I argue the kinds of ghosts and things the witch can see are harmless to everyone.  But if you can see them, then they can see you.  So they are not always harmless to the witch herself.

In Ghosts of Albion, this type of vision is known as "Lesser Sensing" and it is something all magical creatures, including magicians and witches, have.   

Witches and Warlocks in NIGHT SHIFT do this as part of their class.

I have extended it to my fantasy games where it is just called "The Sight."

In D&D3-5 or Pathfinder1-2, it could easily be a Feat.  For my Basic-era witches an Occult Power.

The Sight
Using the Sight requires a moment of concentration but then the witch can See.  She can see magical auras that will give her some basic information on what she is looking at.
She can See:
- magical effects such as active spells, charms, curses or compulsions on a person
- magical lines of force (ley lines)
- whether or not a person is a spell-caster* (she can always detect another witch)
- undead

With more concentration (1 round) she can See:
- Invisible creatures
- alignment 
- polymorphed, shape-changed or lycanthropes

The subject of the witch's Sight knows they are being Seen. They get an uncomfortable feeling and know it is coming from the witch, even if they do not know what it means.

That's the rough version, it would need to be tweaked for the respective games.  For example it would work with D&D 5's perception skill. 

Thursday, February 20, 2020

Class Struggles: The Alchemist

The Love Potion by Evelyn De Morgan
Thought a Class Struggles might in order today.  I have been thinking a lot about the Alchemist lately and thinking that of all the potential classes, this the one Old-School AD&D/D&D talks around the most, but never actually executes. My history with the alchemist goes back to when I was creating a bunch of new classes.  There was the witch (obviously), followed by the necromancer, the "sun priest" and finally the healer.  The alchemist was one that I mentioned in conjunction with all these other classes, but never had much more than an outline of it.

So let's have a look at how the Alchemist has presented to us over the years and what the class has become today.

The Dragon Magazine Alchemist(s)
I want to start here since these are the first alchemists. The ones that even predate the information in the DMG.
To claim there is one alchemist from Dragon Magazine is a bit of a stretch.  While a claim can be made for the Dragon Mag witch class, the alchemist has seen less cohesion.
The first alchemist we see, and one that predates AD&D, is the  "New D&D Character Class: The Alchemist" by Jon Pickens in Issue #2, page 28. This is a solidlyOD&D class.  Here we get 20 levels of the alchemist class which functions as a slightly weaker version of the magic-user.  It can create potions up to 6th level, like spells.  This alchemist though has some special powers to go with it. It can detect and then later neutralize poisons and paralysis. It can identify potions and can prepare various poisons.  The class is playable, but feels limited to a support role in some cases.  The Prime Requisite is Wisdom, though I think Intelligence is a better choice.

A few more years in and we get a combo of classes for Roger and Georgia Moore in Dragon #45, "NPCs For Hire: One who predicts... ...And One Who Seeks the Perfect Mix." This gives us two NPC classes, the Astrologer and the Alchemist. While the Astrologer looks like a lot fun, I want to focus on the alchemist now.  This is a pure NPC; no class levels or XP, no hp, just what they do and how they do it.  There is a bit on hiring an alchemist as well.  The assumption here must be that these are all older professionals likely past their adventuring years.  Fo me I can see both versions working at the same time in the same class.  Pickens' class for adventuring years and the Moores' for after that.

Separate, these classes feel a bit lacking by my standards but are likely fine by others.  Together though they combine rather nicely into a complete whole for me.

In "Recipe For the Alchemist" (Dragon Mag Issue #49), Len Lakofka presents, in very typical Len fashion, a very complete alchemist class.  Like many of his classes, this one is an NPC only and should be considered something of a more useful henchman.  In addition to the powers of detecting and making potions and poisons there are skills on glass blowing and pottery making.  Two useful skills for an alchemist to be sure.
There are XP per levels given, but they add up to be a little bit more than the magic-user if you consider the first couple levels are "apprentice" levels with little more than pottery making and glass blowing skills.   While the class is very complete it is a bit prohibitive as a PC class. I am certain that is by design.

There is a bit of a stretch before we get to another one, but it is worth the wait. "Better Living Through Alchemy" from Tom Armstrong in Dragon #130 has become in my mind the defacto article on alchemy in D&D.  Armstrong gives us not only an alchemist class but also a primer on Alchemy and how it could work in the game.  This is also the only alchemist I have played and playing the class though was hard. It had higher XP per level than the wizard and there was little they could do without their lab. The article is dense. That is in the sense that there is a lot here to read and unpack.
The article reads like a cleaned-up version of all the alchemists we have seen so far and this one also has the benefit of a few more years of play on it. 

The Alchemist in the DMG and D&D Expert
In between all of those we get some notes on the alchemist from the Dungeon Master himself in the DMG.  Though if anything this only makes me want to have an Alchemist NPC class, or better yet PC class, even more.


While the alchemist is not needed for higher-level magic-users, someone is going to need them.  Plus someone out there is creating all those potions.   If Jonathan Becker's recent deep-dive into the Illusionist class is any indication we could have used a magic-user sub-class of an alchemist more than the illusionist!

The D&D Expert set also has guidelines for an alchemist and maybe the most iconic alchemist art there is in D&D.


For 1000 gp a month you can have an alchemist on hire. Likely less for that sketchy guy above.

So how do we get there?  Well, let's see what the 3rd party publishers have to say.

Bard Games



I have gone on the record many, many times about my love of the books from Bard Games.  Their Compleat Spellcaster is still a favorite and particularly germane to today's discussion is their Compleat Alchemist.


While the Compleat Spellcaster is my favorite for obvious reasons, the Compleat Alchemist seems to be the most popular.  There are two prints from Bard Games, the Arcanum (which combines all three) and then another one from Wizards of the Coast long before their D&D years.

This was one of the most complete (it says so in the title) alchemist classes for some time to come. At 48 pages the book was huge for a single class.  By necessity, the class was written for "any FRPG" so a lot of the language is coded since they did not want to run afoul of TSR. But there is enough information here for you to read between the lines to figure out what to do. 

Some time is given to the art and science of alchemy. This includes the use of special symbols and language to communicate with other alchemists. Prices and rarities of ingredients and equipment.  And even a component sheet to keep track of the alchemist stores.
Potions and Elixers are granted by level as one would expect, only, in this case, it details what the alchemist can do at their class level. Not by let's say potion level (like a spell).

This alchemist really was the gold standard by which all other alchemists were to be judged for years.  Enough so that it appeared in several different books by a few different publishers over the years.  So much so that it still appears in the Arcanum 30th Anniversary Edition from ZiLa Games.

The OGC / OSR Alchemists
Not to be left out modern authors have looked back to the Alchemist and created their own versions using the OGL.

Pathfinder
The evolution of the D&D game to Pathfinder has also given us an evolved alchemist class.  This is presented as a fully playable PC class. It is also so popular that while it was originally a "Base Class" in Pathfinder 1st Editon, it became a Core Class in Pathfinder 2nd Edition and the favored class of Pathfinder goblins.
I rather enjoy this version of the class since it more playable than previous versions of the class.  Good rationale is given as to why an alchemist would want to leave the lab and get out into the field of adventuring.   The class though does tend to be a little too "blasty" for my tastes and it seems that the 2nd Edition version has gone even more in that direction, but it is still a very fun class to play.

There is so much alchemist stuff  (over 300 according to DriveThruRPG) that there is even a product to collect all the OGC extracts into one place, Echelon Reference Series: Alchemist Extracts Compiled.

Pathfinder is not the only place though to find a "new" alchemist.  There are plenty of OSR/Old-school choices out there.  Here are a few I have grabbed over the years. In no particular order.

The Alchemist
Tubby Tabby Press
This is certainly one of the more complete alchemist classes I have seen. At 81 pages it is full of information on all of the class details, equipment, ingredients and everything the alchemist can create by level.  Designed for AD&D it can be ported over to any game. It is based on the Bard Games version.  There is only a small amount of art in this one and no OGL statements.  Despite that this is a very full book and plenty to keep players and GMs busy.

Basic Alchemist
Den Meister Games
This is a smaller product, but it is totally in line with the Basic-era games.  What makes this particular product useful is its flexibility.  Produced for Labyrinth Lord it is a solid B/X feeling class. The cover art even invokes the Erol Otus alchemist art from the D&D Expert book.  The alchemist can build potions, elixirs, and compounds and use them as magic-user spells.  Some examples are given and it has a great old-school feel. In particular, I love the alchemical failure table! 
At six pages it is not big, but it makes each page count. I do wish there more examples of spells though.

Supplement #1: The Alchemist
Vigilance Press
This is another smaller product. Five pages (1 cover, 1.5 OGL, 3.5 content) at $0.99.  It reminds me a bit of the Dragon magazine alchemists; Smaller XP per level needed, but only a few "powers" per level and some levels none at all. Slightly better hp and attacks set this off from other "magic-user" based alchemists.   I do wish this one had more to it than this, but it is a playable class.  If I were to use this one I might try it as a multi-classed Magic-User/Alchemist.  Get the advantages of the magic-user spells and the better hp/attacks of the alchemist.  Designed for OSRIC.

Old School Magic
Vigilance Press
This is an update to The Alchemist also by Vigilance Press. For another buck, you get more classes, another 23 pages and a better-looking layout. A good deal if you ask me.  The alchemist is very much like the one from the previous product.  Like the alchemist supplement, I might do a multi-class with this alchemist. Either as an alchemist-artificer or an alchemist-sage. 
The other classes include the artificer, conjurer, elementalist, hermit, holy man, naturalist, sage and seer.  Plus there are some new spells that I rather like.

The OSR Chymist
Jeremy Reaban
A slightly different version of the alchemist. Jeremy Reaban does some great classes and this one is no exception.  This chymist is closer in nature to the Pathfinder Alchemist but somehow this one feels more like an old-school class and manages to work well.   He includes some new formulae for alchemists/chymists and some sample NPCs.  Also there are tables for whatever old-school games you are playing. Sure conversion is easy, but this makes it all easier. 
It is PWYW, but my advice is to send him a buck or more. It is 16 pages so that is not bad for a dollar.

There are more, including many alchemists that are parts of larger books like Fantastic WizardryThe Crimson Pandect, and the previously mentioned Arcanum.


Friday, November 2, 2018

Seoni, Pathfinder Iconic Sorceress, B/X style

Seoni might arguably be the most popular of the Pathfinder iconic characters. She is certainly one of my favorites.  She might not exactly be a witch, but she is close enough.


A few things have come together over the last couple of weeks to make me want to do this post.
First,  there is the new Seoni statue Kickstarter that I posted about this morning.
Secondly, I have really been getting interested in B/X again (as if my interest ever waned) thanks in large part to Gavin Norman's B/X Essentials line which looks like so much fun.

With the Art & Arcana book out I went back to the cover of D&D Basic which was the inspiration for the Pathfinder Core Rules book cover that introduced us to Seoni in the first place.



I also did stats for Feiya so long ago, so it seems right to me to also convert Seoni as my "second favorite" Pathfinder Iconic.

The witches three. Larina, Feiya, and Seoni
So I thought it might be fun to see how Seoni converts to B/X era D&D.  Of course in Pathfinder she is a Sorceress a class that B/X doesn't have.  But they do have the Magic-User which the ancestor of the Sorcerer class.  But I am contractually obligated to provide Witch stats too! ;)

For fun, I will do the Magic-User stats using only Gavin Norman's B/X Essentials: Core RulesB/X Essentials: Classes and Equipment, and B/X Essentials: Cleric and Magic-User Spells.

For her witch stats, I will use D&D Basic and Expert with my Basic-era Witch book.

I took her ability scores from her 1st Level iconic version to represent her stats as "rolled" but will base these off of here 12th level iconic version.  In the case of her Magic-user stats I rearranged her Int, Wis, and Cha to better fit the magic-user rules.  For her Witch stats I left them as-is.
For her other items like equipment and feats I tried to convert or perserve those the best I can within the rules of B/X D&D.

Seoni
12th level Magic-User

Abilities
Strength: 10
Intelligence: 18
Wisdom: 10
Dexterity: 14
Constitution: 12
Charisma: 13

Saves
Death Ray or Poison:  9
Magic wand or devices: 10
Paralysis, Polymorph or Turn to Stone: 9
Dragon Breath: 12
Rods, Staffs and Spells: 11

Hit Points:  26
Alignment: Lawful (Lawful Neutral)
AC: 3 (unless using spells to protect herself more)
To Hit AC 0: 14

Familiar:  Blue Skink ("Dragon") (Basic Magic-users did not have a way of gaining a familiar. So this is a DM-fiat).

Spells
First (4): darkness (light, reversed) magic missile, read magic, shield
Second (4): continual darkness, detect invisible, invisibility, web
Third (3): fire ball, haste, lightning bolt
Fourth (3): charm monster, dimension door, wall of fire
Fifth (3): cloudkill, pass-wall, wall of stone
Sixth (2): control weather, death spell

Equipment: Amulet of Natural Armor +3, Ring of Protection +3, backpack, potions of cure wounds, scroll of fly, wand of magic missiles (32 charges, 7th level), staff of wizardry, dagger

So not exact copies of all the spells are found in the B/X era, but enough that I am fairly happy with this magic-user build.

Now. What if Seoni were a witch?  Valeros certainly thinks she is...

"I wonder about that witch and her schemes."
- Valeros, companion, friend and erstwhile lover of Seoni.

Seoni
12th level Witch, Dragon-blood Tradition* (Blue)

Abilities
Strength: 10
Intelligence: 10
Wisdom: 13
Dexterity: 14
Constitution: 12
Charisma: 18

Saves
Death Ray or Poison:  8
Magic wand or devices: 9
Paralysis, Polymorph or Turn to Stone: 8
Dragon Breath: 11
Rods, Staffs and Spells: 18

Hit Points: 26
Alignment: Lawful (Lawful Neutral)
AC: 3
To Hit AC 0: 14

Occult Powers (*the Dragon-blood tradition is something I have been playing around with for a couple of years now. Not ready for prime-time yet.)
Familiar:  Blue Skink ("Dragon")
Minor: Draconic Magic: Lightning Bolt (once per day Seoni can call on her draconic patron to cast Lightning Bolt).

Spells
Cantrips (6): dancing lights, detect curse, false glamor, flare, mend, spark,
First (4): burning hands, darkness, minor fighting prowess, spirit dart
Second (4): burning gaze, invisibility, produce flame, spell missile
Third (3): continual fire, dispel magic, fly,
Fourth (3): charm monster, intangible cloak of shadows, magic circle against evil 10'
Fifth (2): hold monster, primal scream, waves of fatigue
Sixth (2!): mass agony, wall of roses

Equipment: Amulet of Natural Armor +3, Ring of Protection +3, backpack, potions of cure wounds, scroll of fly, wand of magic missiles (32 charges, 7th level), dagger,  Staff of Enchantment

Witch-Seoni has a totally different feel to her than Magic-user-Seoni.  I would say that as a Dragon Witch her spells manifest in ways that remind one of a dragon.  Primal Scream, for example, would be the roar of a dragon. Produce Flame would be a spark of electricity that creates fire,  Mass Agony would come out as electricity like a blue dragon's breath, and so on.

I am pretty happy though with both builds.

Don't forget to check out the Seoni statue Kickstarter ending really soon.

Kickstart Your Weekend: Pathfinder Seoni Statue

This is a different one, but still pretty cool.  Seoni is the famous (or infamous) cover-girl of the Pathfinder core book.  Well, now you can have your own Seoni, at least a 12-inch version of her.

Pathfinder Limited Edition Statue


https://www.kickstarter.com/projects/dynamiteent/pathfinder-limited-edition-statue

I have to admit, I like iconic characters and Paizo did it right for their characters.  They made them interesting and while they are not the subject of novels like Eminster or Driz'zt they still were/are characters that people get invested in.

Of course, my particular fascination with Seoni is because this cover:


Is Wayne Reynolds' homage to this cover:



Are they the same people? Are they their descendants? Who knows.

The cover is popular enough to give us a statue and a 3D render.


Now you can get a Seoni of your own.  I have a Merlin, a Morgan LeFey and a Tarot Witch of the Black Rose as statues.  Maybe getting a Seoni would be nice.

Tuesday, June 12, 2018

OMG: Babylonian, Sumerian and Akkadian, Part 3

I want to wrap up this edition of OMG with some of the missing gods and demons from the Babylonian, Sumerian and Akkadian myths in the Deities & Demigods.

Let's mention an OBVIOUS miss here.
Where is Ereshkigal?  The world's first goth-girl and she isn't here?  That's a freaking crime in my book.  Well, let's fix that.  If you want to classify her she belongs to the Sumerian Myths, her cult has been taken over by her husband Nergal by the time of the Babylonian myths.

Burney Relief
Ereshkigal
ARMOR CLASS: -4
MOVE: 12"
HIT POINTS: 250
NO. OF ATTACKS: 2
DAMAGE/ATTACK: See below
SPECIAL ATTACKS:  See below
SPECIAL DEFENSES: Immune to poisons, disease, and death causing magic
MAGIC RESISTANCE: 75%
SIZE: M (6')
ALIGNMENT: Neutral Evil
WORSHIPER'S ALIGN: All alignments
SYMBOL: Female with four wings and clawed feet
PLANE: Kur (section of Hades)
CLERIC/DRUID: 15th level cleric
FIGHTER: Nil
MAGIC-USER/ILLUSIONIST/WITCH: 25th level witch
THIEF/ASSASSIN: 15th level assassin
MONK/BARD: Nil
PSIONIC ABILITY: Nil
S:25 ( + 7, + 14) 1: 20 W: 15 D: 20 C: 23 CH: 25

Animal: Owl
Color: Black
Day of Worship: Friday

Ereshkigal is Queen of the Underworld. Here she keeps the dead and not even the gods can sway her.  She has made exceptions, in particular to her sister Innana/Ishtar, but to none other.

Ereshkigal knows all the spells granted by the Sumerian gods, since all secrets come to her.  She also knows all the spells of witchcraft, which are of her design.  She can cast two spells per round at separate targets if she chooses.

Her rivalry with her sister Innana/Ishtar is legendary.
Ereshkigal would later be syncretized with the Greek Hecate and some of her aspects would also form the story of Lilith.  Indeed in my own research time, the Burney Relief has gone from a representation of Lilith (which was tenuous at best) to a representation of Ereshkigal.

She is mentioned in Return to the Keep on the Borderlands and I swear there were other mentions of her in other D&D books, but so far I found nothing.


Pazuzu
Also not present in the D&DG, but certainly a demon of note (and notoriety) is Pazuzu.   Good old Pazuzu was the king of the demons of the wind and the bringer of storms, famine, and drought. He was the demon of the southwestern wind.  He was not a god, though he was the son of the god Hanbi/Hanbu.
Pazuzu, of course, rose to fame and popularity thanks in large part to the Exorcist movies.  I consider the Exorcist to be one of the scariest movies ever made and having Pazuzu as the "big bad" only helps that.  A demon as old as civilization itself?  Yeah, that's some scary shit.  He makes his AD&D debut in the Monster Manual II.

He seems to have a long history even in myth.  He is likely an Assyrian import, maybe even from the Levant.  So that is quite a demonic pedigree to be the demon of so many different cultures. In my games, Pazuzu is an Eodemon, a demonic race that appeared before all the others.

One thing not considered in Monster Manual II version of him is his battles to stop another demon Lamashtu.  Pazuzu effectively guards human from her evils.

Lamashtu
Now in truth, I see why she was not included.  I mean if no Pazuzu then no need to have her too.  According to some texts, she was a demoness or a goddess.  She is also associated with witchcraft and the murder or newborns and infants. She has many features that would later be syncretized by or with Lilith and other female night demons.  She is currently a god in the Pathfinder setting.

I posted a demon Lamashtu a while back.  Here are some stats.

FREQUENCY:  Uncommon
NO.  APPEARING:  1  or  1-3
ARMOR  CLASS:  -1
MOVE:  9"/12"
HIT  DICE:  10
%  IN  LAIR:  25%
TREASURE  TYPE:  F
NO.  OF  ATTACKS:  3
DAMAGE/ATTACK:  1-6/1-6/2-8
SPECIAL  ATTACKS:  bonus  of  +2  to  hit;  also  see  below  (Con drain)
SPECIAL  DEFENSES:  +  1  or  better  weapons  to  hit
MAGIC  RESISTANCE:  65%
INTELLIGENCE:  Very
ALIGNMENT:  Chaotic  evil
SIZE:  L  (9'+  tall)
PSlONlC  ABILITY:  150
  Attack/Defense  Modes:  A,  C,  D/F,  G,  H

Lamashtu are powerful demons, close only to the Lilitu themselves.  Believed to be the offspring of Lilth and the various Eodemons. These demons are old even by demonic terms.  Their natural form is a horrid hybrid of a linoness’ head, donkey ears, and teeth, a hairy human female body, with the hindquarters of a pig.  They are commonly holding a large snake.  In their “human” form they prefer to disguise themselves as old women or nursemaids.  This gives them access to their preferred prey, newborn babies.  Once she has gained access to a new-born babe she will carry it off till she can find a safe place to eat it.  Lamashtu are not tempters, they hunger and only flesh will satisfy them.  They can be held at bay if a witch prepares a special talisman.    Her song drains Constitution to all who hear it, 2 points per night.  Anyone so drained must make a Constitution based save or fall asleep.
Lamashtu may cast spells as a 7th level witch.



Dagon
Dagon is an improt to this mythology.
Here is another problem.  Dagon is a god. Dagon is a demon. Dagon is some sort of Lovecraftian Old One. Or he is all of those things.

I think my favorite take on him was in the 3.5 edition Hordes of the Abyss and the 4th edition Monster Manual 2. Where he is just this really ancient thing. For me that makes him an Eodemon.
Somehow I'd like to capture all aspects of this creature in one whole.

I think it is time to leave the Fertile Crescent. Should I move forward alphabetically or chronologically? 

You can read Part 1 here.
You can read Part 2 here.

Monday, March 12, 2018

Strange Brew: Skills & Feats

The next book in the Strange Brew series is now out.


Strange Brew: Skills & Feats is everything you need for your witch character in the Pathfinder game.

I will check with my editor, but I think this means the full book will be out soon.

Friday, February 23, 2018

Kickstart Your Weekend: Pirate Campaign Compendium

Still a bit under the weather here, but not so bad I can't share this awesome kickstarter with you.

Pirate Campaign Compendium for 5E and Pathfinder RPG


https://www.kickstarter.com/projects/legendarygames/pirate-campaign-compendium-for-5e-and-pathfinder-r

Here is some information right from their own Press Release.
Legendary Games launched the Pirate Campaign Compendium Kickstarter for 5th Edition and Pathfinder! This project is intended to create a spectacular seagoing supplement which includes five complete adventures plus ready-to-use nautical NPCs of every level, aquatic options for your characters, treasure troves of pirate plunder, ship combat, treasure maps, and so much more with stretch goals aplenty to create a glorious 300+ page compendium that'll shiver yer timbers!

Publisher, Jason Nelson states, “Whether you come in as a Salty Sailor or join us for a glorious Pirate Feast, take the plunge and walk the plank with us today!” Rachel Ventura, Business Director of Legendary Games, said “Everyone loves a good pirate adventure, this book has FIVE! There’s also some fun swag like clear pirate minis, wooden engraved dice boxes, and new dice!”
It looks like a bunch of fun and it appeals to my desire to dual (or triple) stat everything.

10 days are left for this and it looks like it will be a lot of fun!

Tuesday, December 19, 2017

Iggwilv, Witch-Queen of Perrenland: Pathfinder Stats

It might feel like I am phoning this one in...and I am!  But seriously, work is crazy busy right now and to be honest these stats are top notch.

Over on the Sages of Oerth-Greyhawk page on Facebook, Randy Davis is doing a hell of a job of stating up some of the "big names" in Greyhawk.  I noticed his Zuggtmoy write-up a couple of days ago and thought it was great.  I did some digging and found his takes on GwynharwyfJuiblexFraz-Urb’luuYeenoghuGraz’ztOrcus, and Demogorgon.  I then found his take on Iggwilv and saw he used a lot of the same pictures I did.  So I immediately liked it (and "Liked" it).

Here is his take on Iggwilv. You can see it on Facebook and it is reposted with his permission below.
If you like his work, pop on over the Facebook page(s) to let him know.  He put a lot of work into these.

Iggwilv, the Witch-Queen of Perrenland
CR 31 / XP 13,107,200
Medium human CE female archwizard 10 / wizard (arcane crafter) 20
Init +8; Senses arcane sight, darkvision 60’, see invisibility; Perception +31

DEFENSE 
AC 33, touch 24, flat-footed 27 (armor +4, deflection +5, dex +6, insight +1, luck +2, natural +5)
hp 346 (30d6+210+31)
Fort +23, Ref +22, Will +25; evasion
DR 15/cold iron and good, Immune all devices and spells that gather information (detect, scry, etc.), electricity, movement-impeding effects, poison, Resist acid 10, cold 10, fire 10, SR 36

OFFENSE 
Speed 60 ft., fly 80 ft.
Melee staff of power +22/+17/+12 (1d6+8)
Ranged touch +21
Special Attacks: Archwizardry 5/day, Bypass Spell Resistance, Spell Echo 5/day

Wizard Spells Prepared (CL 30, Concentration +44)
9th gate, imprisonment (DC 33), quickened maze, extended shapechange, extended time stop, wish
8th extended greater planer binding (DC 32), extended dimensional lock, quickened forcecage (DC 32), maximized horrid wilting (DC 34), extended mind blank, trap the soul (DC 34)
7th banishment (DC 31), quickened flesh to stone (DC 31), quickened greater dispel magic (2), extended project image, soul transfer
6th maximized chain lightning (DC 30), maximized disintegrate (DC 30), extended mislead, extended planer binding (2), extended repulsion (DC 30), maximized and quickened scorching ray, extended true seeing, maximized undeath to death, quickened wall of force (2)
5th maximized acidic spray (DC 31), maximized cone of cold (DC 29), dismissal (DC 29), maximized and quickened magic missile, extended overland flight, sending, extended telekinesis (DC 29)
4th extended charm monster (DC 28), extended dimensional anchor (DC 28), quickened final sacrifice, extended greater false life, extended greater invisibility, quickened magic circle against chaos, extended sacrifice
3rd extended create soul gem (DC 29), extended displacement, extended fly, extended greater magic weapon, extended protection from energy, quickened resist energy (2)
2nd blindness/deafness (DC 28), extended glitterdust (DC 28, 2), extended hideous laughter (DC 26), extended invisibility, extended mirror image (2), quickened true strike, extended web
1st maximized chill touch, extended grease (DC 27), extended mage armor, maximized magic missile (2), extended protection from evil, extended protection from good, extended shield
0 light, mage hand, open/close, prestidigitation

STATISTICS 
Str 15, Dex 23, Con 24, Int 38, Wis 13, Cha 29
Base Attack +15; CMB +17; CMD 61

Feats: Augment Summoning, Craft Construct, Craft Magic Arms and Armor, Craft Wondrous Item, Demon Mastery, Extend Spell, Ironclad Logic, Greater Spell Focus (Conjuration, Necromancy), Greater Spell Penetration, Maximize Spell, Quicken Spell, Scribe Scroll, Skill Focus (Knowledge – Arcana), Skill Focus (Spellcraft), Soul-Powered Magic, Spell Focus (Conjuration, Necromancy), Spell Penetration, Superior Summoning

Skills: Acrobatics +56, Diplomacy +47, Escape Artist +36, Intimidate +39, Knowledge (arcana) +55, Knowledge (dungeoneering) +44, Knowledge (engineering) +44, Knowledge (geography) +44, Knowledge (history) +44, Knowledge (local) +44, Knowledge (nature) +44, Knowledge (nobility) +44, Knowledge (religion) +44, Knowledge (the planes) +44, Perception +31, Sense Motive +31, Spellcraft +55, Use Magic Device +44

Languages: Abyssal, Common, Celestial, Draconic, and Infernal
SQ Arcane Servant, Metamagic Enhancement, Selective Targets, Shaped Area
Each day Iggwilv casts extended greater false life, extended mage armor, extended greater magic weapon, extended mind blank and extended overland flight.

Contingency: If Iggwilv is ever petrified, a stone to flesh spell affects her.
Demon Mastery (feat): When summoning demons Iggwilv gains a +2 on Charisma checks made to resolve the effects of planer binding and similar spells. Additionally, whenever she uses a spell to call or summon a demon her effective caster level is +1 for resolving its effects.

Permanent Spells: Iggwilv has used permanency to make the following spells permanent upon her: arcane sight, darkvision, read magic, see invisibility, and tongues.
Inherent Bonuses: Through a combination of books from Xagyg’s library, her own levels and wish spells, Iggwilv has a +5 inherent bonus to all six of her abilities.

Lilitu’s Kiss: Iggwilv has secured the cooperation of a lilitu demon named Tsatchti, and bears her name as a tattoo-like mark on her right shoulder. This gift grants Iggwilv a +2 profane bonus to her Charisma and saving throws. Iggwilv’s weapons are also treated as being chaotic for the purpose of bypassing damage reduction. The mark can be removed by a dispel chaos spell.

Combat Gear: scroll of limited wish (2), scrolls of monster summoning VII (4), VIII (3), IX (2), amulet of natural armor +5, belt of battle, Boots of Swiftness, bracers of mighty constitution +6, Cloak of the Witch Queen, dusty rose ioun stone, gloves of storing, headband of protection +5, ring of free action, Ring of Epic Wizardry VI, staff of power (16), Robe of the Abyss, rod of greater quicken metamagic, 25,000gp in diamond dust for wish, true seeing ointment (4), 10,000 gp in rare incense and offerings for gate, 3000 gp in ruby dust for forcecage, star sapphire worth 22,000gp for trap the soul

Belt of Battle: This belt grants a +2 competence bonus on initiative checks. This is a continuous effect and requires no activation. In addition, a belt of battle has 3 charges, which are renewed each day at dawn. Each time you activate the belt, one of the black pearls set into its buckle turns white. The pearls return to normal when the belt’s charges renew. Spending 1 or more charges grants you an extra action, which must be taken immediately (before you take any other action). 1 charge: 1 move action. 2 charges: 1 standard action. 3 charges: 1 full-round action. Caster Level 13

Boots of Swiftness (minor artifact): These soft-soled leather shoes grant their wearer a +6 enhancement bonus to Dexterity. The wearer’s speed doubles (this does not stack with any magical or supernatural enhancement to speed), she gains the evasion ability (as the rogue class feature), and the wearer’s jumping distance is not limited by her height. The wearer gains a +20 competence bonus to her CMD, and on her Acrobatics and Climb checks. Three times per day, the wearer can utter a command word to activate haste as a swift action. Caster Level 25

Cloak of the Witch Queen (major artifact): Wearing this cloak grants the wearer a +8 enhancement to Intelligence, a +6 enhancement to Charisma, SR 36 and +5 resistance on all saving throws. The wearer can plane shift at will (as per amulet of the planes). Caster Level 30

Robe of the Abyss (minor artifact): The wearer of this robe enjoys DR 15/cold iron and good, immunity to electricity and poison, and resistance to acid 10, cold 10, and fire 10. Caster Level 25
(converted from Savage Tide epic 3.5 to Pathfinder)

Friday, September 8, 2017

Kickstart Your Weekend: Aliens in Dungeons, Wizards and Warriors in the Mean Streets.

Starfinder is the new hotness, but D&D 5 is still going strong.  So it seems natural to have a product that can support both.  So here is one of the first:

Alien Bestiary for Starfinder and 5E RPG


https://www.kickstarter.com/projects/legendarygames/alien-bestiary-for-starfinder-and-5e-rpg

I am sure converting to White Star will be easy.

If Starfinder takes the Pathfinder rules to the far future, Modern Adventures takes it the dark streets.


https://www.kickstarter.com/projects/highergrounds/modern-adventures-tabletop-rpg

I love modern adventure games and like so many I am not yet ready to retire my 3.x-era rules.

I really like what they have here.  Yes, there are LOTS of OGC/3.x based modern games out there but this one has a neat vibe about it.  There is something in it that feels a little like Kult or Chill.  I can also see you playing a cool Supernatural-like game.  I might even pull out my notes for the long abandoned Anita Blake game I was working on to see it would work there.

Combine these two books and you could have the best kick-ass game of X-files outside of Conspiracy X.

Both look really fun!

Monday, June 26, 2017

Witches are (Still) the New Vampires!

A quick pop into RPGNow this afternoon and I noticed this.


Not too bad really!

You have my Green Witch for Swords & Wizardry.
My Strange Brew: Magic Items for Pathfinder.
And Zenith Games' Paragon Hags.

Great time to pick up a new witch book!

Monday, June 19, 2017

FreeRPG Day Haul

 Really busy weekend.

Free RPG day, Father's Day, grilling, playing D&D.  It was packed.

Here are the books I got at my FLGS.


I am most excited about Runequest. I have not played it in YEARS and have been itching to do so more with it.

My hat is off to +James Raggi.  I admit I have been critical of his products and style over the years.  The truth is his style is not my style. That is not good or bad, just different tastes.
But  ALL that aside, giving out a free HARDCOVER book? Holy shit dude.
Plus his Vaginas Are Magic is actually really, really good.

It galls me, and makes me happy, that he keep proving me wrong by being good.

I might not ever play Lamentations of the Flame Princess, but damn. His production values are through the roof.  He even pulled in +Stacy Dellorfano and +Elizabeth Chaipraditkul to help him on this book.  I trust their opinions and judgment. I am going to have to dig into his book a bit more. Ok. A lot more.

So +James Raggi, it took me a while, but I think I finally "get it".  

Tuesday, May 23, 2017

New Releases Tuesday: Covencraft

It's Tuesday and that means new releases!

Out today the next book in the Strange Brew series for Pathfinder, Covencraft!


Strange Brew: Covencraft for the Pathfinder RPG

Witches can be--and often are--portrayed and represented as solitary individuals, practicing their craft alone in a cabin (gingerbread or otherwise) in the wilderness or in the scary house on the hill that children avoid. But what if they gathered in groups, forming a coven? What then, would be different about them, and how would those groups look and act? What tools would they craft and use in their rituals?

Strange Brew: Covencraft answers those questions for you, taking you inside covens and detailing how they work and how to integrate them into your character’s story and your campaign. Sample covens are provided, along with discussions of the benefits of a coven, types of covens and roles for characters within them, example ritual tools, ceremonies, and more.

Magic items to follow!