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My name is Richard Hunt and I've worked for TPK Games for a little over a year now. I've even had the unique opportunity to run one of my adventures at GenCon this year: Silvermote! It was both an honor and a real blast!
Our next project is just on the cusp of release and I'm really exited to tell you all about it! Our new product is called Rawr!: A Handbook of Monstrous Malevolence and I'm the lead designer/author. Our whole team contributed a little something to the whole stack though, including Mr. Tom Phillips also of RPG Superstar infamy! :)
Rawr! is a completely monster-centric product containing monster advice, new feats, traits, templates and, of course, new, original monsters in print nowhere else! If you like monsters, love adding some punches on the battlefield or in the dungeon, or just kicking your monsters into a little higher gear, then this book is definitely rocket fuel for your encounters. We originally conceived of this as major new source book, but it grew too large! So, we discovered a way to do so much more and so we are!
I would really like to invite everyone to check it out when it's released!
I'm currently running the Serpent's Skull AP and having some trouble with one of the character builds. Even the player confesses that the character build is over-powered.
The core of the issue is that the character easily flips combat roles and does all of them really well. He's stealing the show and the party relies on him way too much. He can heal like a cleric, he can wear even heavy armor (he's not wearing the best he can get...yet), he can front-line fight and beats the crap out of things pretty well, and he can even fill a wizard's shoes with all his fire spells and abilities. he can even bloody well fly. Lol. His stats are below:
Note: This item costs only 250 gp for members of the Pathfinder Society
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
I'm having some trouble deciding how to rectify the matter without resorting to plot trickery (i.e. having a demon appear since he's really good with flame). I've dealt with imbalances in D&D 3.5, but nothing as all encompassing as this. Suggestions?
I was just wondering, where does everyone go to buy compatible stuff? I typically go to Paizo because I like having all my previous downloads available.
I've purchased from DriveThruRPG/RPGNow too, but usually only if it's not available here. I've never bought from EN World, but am discovering they have a lot of great things too. Are there other places everyone likes to shop for compatible products?
It also seems like there's not enough reviewers. Do you all think that's true? I was even thinking about doing some reviews myself because there are some great (and inexpensive) products out there. I'm not sure how that would be received though.
I recently wrote Temerlyth the Undying and as his author/creator I just have to say that... well, I am such marketing noob. Haha! I really would like to understand the gears of the 3PP world much better than I do.
I just wanted to say a few words about Temerlyth the Undying and about TPK Games in general. Though it isn't readily apparent from the product description I'm his humble creator. It may sound as though I'm bragging on myself, for which I apologize, but I just want to mention a couple of my personal accomplishments to help reassure about quality of this product. I'm really proud of my work on this despicable villain.
I participated in the RPG Superstar 2010 Contest and placed in the top 8--doesn't buy me a beer at the local house, but there it is. :)
My name also appears in Ultimate Combat as one of the contributing designers (Richard A. Hunt... that's me!). This is also my very first work for a game company, other than as a contributor or in some old Dragon Magazine articles. I'd like to see Temerlyth's evil spread world wide... Muhahahah! *Ahem*
To close, we think Temerlyth came out so well, that I've also written his lair--what I hope will be our next major companion product. So what you'll be getting is just the tip of the iceberg! We have big plans to produce hundreds of weird and wonderful products--all simple to use, filled with old school goodness, built on the chassis of the best RPG system in the world and in some cases as dark and twisted as the hair in a demon's arm pit. Haha!
The Green Barrow
Unfortunately, the handsome, intelligent males she coaxed into loving her pierced her veil of deceits time and again. Her last failure ended disastrously, sending her fleeing from the capital. She killed her would-be lover this time too. The secret of her race was also out. She could never return. Dreega is a green hag.
She fumed with renewed hatred for the attractive Taldor people. She hated them even more now, because she'd failed to extract from them the one thing she wanted most. She returned home to the company of her mother, Greedla. Dreega was pleased to find that her mother's deranged mind had produced results on a venture of her own. Greedla labored over what seemed little more than a slimy green seed. Her mother's research was a success, as she lived in a sickly specimen grown from the seed, a living underground plant chamber. Nearing doddering old age, Greedla wanted security. She wanted to spend her decrepit years in relative comfort, safety and privacy. The next specimen would be healthier!
Dreega's sister Koora also paid the hags a visit. Dreega regaled Koora with her story, stoking her fury at being so denied. During one night of drunken ranting at the audacity of the Taldor, Koora mentioned a peculiar insect newly appearing near her home, tearing through armor as claws through flesh. The fey there called them ardorwesps and they were deathly afraid of them. Koora was surprised to find that the insects shared their faith. They let her pass on her vile errands, deigning even to communicate with her upon occasion.
It wasn't until next morning, whilst nursing a dreadful hangover, that Dreega concocted a sinister plan, combining the two discoveries with her knowledge of Taldor history and politics. She would bring the smug Taldor to their bloodied knees, exacting cold vengeance upon them. Old arguments betwixt the hags forgotten, Greedla and Koora were eager to help. They decided to form a green hag coven. They would help Dreega exact revenge and capture a male to make her with child. Had Calistra provided them with the means? Dreega thought so and her faith was never stronger.
Dreega knew of a forgotten barrow in a nameless forest between the otherwise deforested Taldor nation and their sworn enemy, Qadira. The barrow would hide the activities of their twisted plan. The coven enslaved three mite tribes living in caves near Koora's home, bringing them to the barrow. They forced them to dig beneath the burial chamber. The coven planted the last of Greedla's seeds, praying to Calistra for everlasting vengeance.
The resulting chamber was indeed healthier. The hags christened it "The Green Barrow," in mockery of the forgotten noble family interred in the sepulchers above. Koora allied the coven with five ardorwesps, promising them armor, flesh and fertile gore in which to increase their number a hundredfold.
The coven is working toward the fall of nearby Fort Zimar, the only obstacle between Taldor and Qadira, and open war. Dreega also wants a strong, young soldier that'll give her a daughter. The coven's been delicately probing Qadira for allies, calculating that the right contact could join an attack against Zimar, inspired by the defenselessness the ardorwesps can inflict on Taldor's soldiers. The lair is now eight chambers strong, with plans set to grow more, readied with hives of ardorwesps. Should the hags succeed in loosing them on Zimar, chaos and unreasoned vengeance are sure to follow.
Bower of Toadstools
The glowing fungi at the edge of the bower provides yellow light equivalent to an everburning torch. The floating blue light of a gate (see area 3) provides illumination equivalent to a sunrod, which spills slightly into the bower. All gaseous effects, such as smoke or stinking cloud, dissipates in half the time due to the quick purification provided by the living walls; this is advantageous to the ardorwesps.
Creatures: Ardorwesps patrol the dim air above the bower. They're not nearly as confident as the green hags that the complex won't soon be discovered and attack on sight. Enslaved mites work here and a giant mantis dines on mites dead from overwork. Harmless frogs, lizards and insects are also on its menu.
Hazards: Toadstool spoors are moderately poisonous when disturbed (inhaled; DC 16; initial 1d4 Con, secondary 1d4 Con plus sickened for 1d4 rounds). Hacking into the living walls (hardness 6; 70 hp; no break) alerts the hags instantly as they're linked to the entire living lair. Green goo gushes from a breach, slicking the grass in the adjacent 5 foot square as though grease were cast, lasting 1d4 days before absorption. Beyond is impenetrable rock and soil. The hags arrive 6 rounds later accompanied by their toad guardian (see area 6).
Developments: The ardorwesps agreed not to implant the enslaved mites though, as fey, they make ideal hosts. Prior agreements dissolve should intruders attack and the ardorwesps do whatever it takes to defend their new home. The mites refrain from combat unless pressed into battle by hobgoblin overseers standing on a bridge in area 3. They come running, bored and eager for some killing. They arrive in 2 rounds, upon hearing a fight. The mantis joins the fray too, just for the chance of dining on something new.
The hags advance their plans once intruders are routed. The ardorwesps are encouraged to implant every mite in the lair. In just 72 hours all mites throughout are dead, replaced entirely by ardorwesps.
Ardorwesps (5) CR 3
Mantis, Giant CR 3
Mites (6) CR 1/4
Shogglagung CR 6
Disgorged Digestion (Ex) A victim disgorged following engulfment is nauseated (DC 14) and confused (DC 14) for 1 round. The victim suffers a coating of flesh-eating digestive slime, taking 2d6 acid damage per round for up to 3 rounds. Strong alcohol or universal solvent dissolves the slime.
Caustic Slime (Ex) A sticky slime constantly weeps from the creature's outer skin causing incidental acid damage to only living tissue coming into contact with it.
Sucking Cling (Ex) A shogglagung can cling to any surface with tiny secondary tentacles on its skin, allowing it to move across even vertical or inverted surfaces with ease. It can establish or release clinging as a swift action, allowing it to drop on prey if necessary. Its CMD score also gets a +10 circumstance bonus to resist bull rush, awesome blows, and other attacks and effects that attempt to physically move it from its location.
Tenacious Grapple (Ex) A shogglagung doesn't gain the grappled condition if it grapples a foe with its primary tentacles.
Gluttony (Ex) The creature must cease attacking and mindlessly feed whenever a victim within sensory range dies from the effects of disgorged digestion. It can suck up the remains of a medium-sized creature or smaller as a standard action.
A shogglagung is the corpulent stomach of an ogre, giant or similar humanoid who, knowingly or not, gorged itself on magical essences. This disgusting gut swallows prey whole, coats it with digestive juices, then immediately disgorges it. The creature thus avoids internal damage in this way. Worse yet, the acidic stomach slime inside the creature sticks to flesh, continuing to digest it unto death. When the victim finally expires, the shogglagung moves in and greedily slurps up the soupy remains.
The creature's body resembles an elongated sack of undulating mauve flesh, glistening with a slimy sheen. Radiating from its skin are scores of short tentacles, formed from the blood vessels once surrounding the stomach. It uses these cloying tentacles for centipede-like locomotion, moving with surprising speed over most surfaces, including sheer walls and ceilings. Its longer, thicker primary tentacles, the former humanoid's intestines, are used to manipulate and capture live prey. The creature’s eyeless "head" is dominated by a toothless maw, formed from the mouth and esophagus of the original humanoid.
Shogglagungs haunt dark, moist environments and are drawn to partially flooded ruins, marshes and sewers. A blubberous ogre gobbling fairy flesh or guzzling enchanted waters over a lifetime is but one example of how a shogglagung can result from magic saturating a gluttonous stomach lining. The eventual animation of this aberrant yet naturalistic creature results only weeks after the original being's death. It continues in a life of gluttony, devoid of memory or meaning, living only to slurp up the sick, goopy mess of digested fleshes.
Monster Name: Splorudra
Aura strong conjuration [evil]; CL 14th
Craft DC Creature Max Rounds
The needles can also be used passively. When released into the air they begin working on their own like a dancing weapon, furiously knitting for the number of rounds indicated for the creature preselected before releasing the needles (without the 4 round limit). With either use, the creature forms as an inanimate blanket of shadow, becoming fully animate on the completion round. It attacks enemies in battle as if by monster summoning. When used actively, the character is also under the effects of a CL 14 sanctuary spell. The character's hands are occupied for each full round and only minor free actions are allowed without interrupting the pattern.
These sinister needles are attributed to hags, succubi and similarly malevolent feminine beings.
I think what angers me the most about the abandonment of 3.5 by its producers is the really horrible state the monster manuals have been left in both error and format-wise. I spend an inordinate amount of time checking stats and applying errata. I'm a conscientious GM and don't want to cheat my players by misrepresenting the right stats. Does anyone else find themsleves in the same boat and what are you doing about it?
Please forgive me for linking this topic over to my website. The forum controls just wouldn't let me present what I have to say in the format I needed. At any rate I have posted my take on the grappling rules in D&D 3.5 on my site. I've read the new grapple rules and I think they take away from the simulative aspects of hand-to-hand combat, wresting, grappling or whatever you want to call it.
I'm posting these as a public service and to maybe help advance the pathfinder RPG. Thanks!
The rules for aerial and underwater combat in 3.5 have shrunk down to almost nothing useful. Please consider adding rules for aerial and underwater combat. Also, by no means am I suggesting that lists of how spells should be modified in either environment as has been done in prior editions, but some better guidelines would definately be most welcomed!
Paizo just became my number one game company and a maybe even a friend for life, which are both firsts! This is so pleasantly unexpected that I hardly know what to say except...Thank God!
I have been working diligently, by myself, on a database for running D&D for many months now and was sure that 4E would ruin any chance I might have of sharing my work with the gaming community. I was sure, until this very night, that I was destined to be it's only user.
I'm so very pleased with Paizo's decision to improve on the current game that I've decided to keep working on my database and integrate the Pathfinder RPG rules into my system to see how well they fit into the program. One of the things that Wizards of the Coast has and will continue to fail to do is to provide much needed quality software for running D&D games.
Once again, thanks Paizo!
Please share any conversion resources you might know about here?
I'm interested in adding some material from 2E that was cut from 3E, particularly monsters and spells (magic items too but not so much...).
I'm also interested in reproducing all of the current 3E monsters in the updated monster format. I have the entire MMI converted but could use some any short cuts with the rest.
I have been running a Shattered Gates of Slaughtergarde-based campaign for several months. The campaign has gone way beyond the scope of the module material and makes for some interesting reading. Please accept my invitation to take a look around: AWizardInDallas.com.