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Ice Devil

Jason Nelson's page

RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games. Pathfinder Society Member. 7,322 posts. No reviews. No lists. No wishlists. 1 Pathfinder Society character.


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Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

2 people marked this as a favorite.

Good? Bad? WHO CARES? It is all about the CHAOS with the latest batch of mythic monsters from Legendary Games: Mythic Monsters 24: Masters of Chaos, now available in wide release!

For a quick look at the contents of this volume, in addition to a piece of short fiction by Pathfinder planar paragon, Todd Stewart, you'll find the following mythic monsters:

CR 3/MR 1 - Mythic lyrakien
CR 3/MR 1 - Mythic voidworm
CR 4/MR 1 - Mythic pard
CR 5/MR 2 - Mythic zentragt
CR 6/MR 2 - Mythic cayhound
CR 7/MR 3 - Mythic bralani
CR 8/MR 3 - Mythic chaos beast
CR 8/MR 3 - Mythic lillend
CR 8/MR 3 - Mythic naunet
CR 12/MR 5 - Mythic imentesh
CR 13/MR 5 - Crassodov (new monster)
CR 16/MR 6 - Mythic ghaele
CR 21/MR 8 - Mythic keketar

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

1 person marked this as a favorite.
houstonderek wrote:
Been watching sports since the Seventies, and I've never seen a bandwagon fill so quickly in my life.

No bandwagon will EVER fill up as quickly as the Chicago Bulls bandwagon in the early 90s.

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

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houstonderek wrote:

Don't worry, we Texas and East Coast fans are just as tired of all of the Seattle fans that didn't exist until a couple of years ago. The ones that couldn't pick David Krieg, Curt Warner, or Steve Largent out of a line-up, claim to be "life long" fans, and are old enough to know them. And probably have never been to Seattle in their life.

Been watching sports since the Seventies, and I've never seen a bandwagon fill so quickly in my life.

I'm 44 and still have my Costacos Brothers posters of Steve Largent and Kenny Easley (my all-time favorite Seahawk) and a bunch of Al's Auto Supply weekly highlight posters they put out in the late 80s.

The wife makes me keep them in the attic, though. Said they looked a bit too dorm-roomy. I did have to concede the point. You can only roll and tack up a poster so many times before it gets pretty raggedy. My 17-year-old, though, has a bunch of my old posters up in his room; he's 17, he gets to have his room look like a dorm if he wants!

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

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I had originally dismissed the issue of the Patriots deflating footballs as being insignificant, and in the outcome of the AFC championship game with the Colts I doubt it made a big difference; 45-7 is 45-7. The bigger question is the suspicion that it's been a pattern.

I had been mostly thinking in terms of passing. A softer ball is easier to throw and catch, sure, but that seemed to be a bit of a personal preference thing. The larger issue I hadn't thought of until I heard a retired NFL running back talking about it was not about passing at all. It was about fumbles. The football is easier to hold and prevent defenders from dislodging it when it's underinflated.

Guess who leads the league over the last 5 years in fewest fumbles per play? The Patriots.

That's nothing surprising on its own; ball security involves some luck, but it's also a skill and a mindset that you can emphasize in practice, and some teams are better at it than others. A well-coached team like the Pats you'd expect to fare well at keeping the ball.

The surprising thing was that they weren't just first; they were first by a country mile. The gap between the Pats and the #2 team was the same as the gap between the #2 team and the #27 team in terms of plays per fumble. That's a statistical outlier, and one that correlates with the effect of an underinflated football.

Is that evidence of cheating? No, but it is an interesting data point in the fact pattern when people ask, "Who cares? What difference does it make anyway?"

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

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Sorry bro, Facebook does what it does! Hopefully we'll have another update later this week.

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

1 person marked this as a favorite.
Chemlak wrote:
I think Ultimate Armies is already announced. I'm sure Jason will chime in to confirm or deny.

Ultimate Armies is indeed on the books as the next installment in the series. If all goes well, I'd like to have it ready in time to debut at PaizoCon in late May, but we'll see how the giant project pile goes. :)

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

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Just for fun, a quick preview of one of the mythic tarrasque's mythic abilities:

Vengeful Eye (Ex) When a creature attacks the mythic tarrasque or uses a teleportation effect within 1 mile, it instantly becomes aware of that creature’s location and for 1 hour it is always aware of the direction and distance to that creature and can see its attacker as if it had unlimited-range blindsight. The mythic tarrasque’s vengeful eye ignores illusions and concealment and is not fooled by polymorph effects or other disguises. As long as the mythic tarrasque has line of sight to a creature that has attacked it, any teleportation effect used by that creature fails unless it succeeds on a caster level check (using its Hit Dice as its caster level for supernatural abilities) against the tarrasque’s spell resistance.

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

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Alex Smith 908 wrote:
More original monsters. While I like your mythic versions of existing monsters I really think you guys shine most when you're making completely original content.

I wrote one of each today - the brand-new sakathan and the adapted MYTHIC TARRASQUE!

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

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What are you looking forward to seeing of products that have been announced, or what are you hoping to see from us besides?

INQUIRING MINDS WANT TO KNOW!

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

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The finish line for one of the biggest 3PP Pathfinder team-ups you'll ever see is drawing closer. Today, the last of 2070 brand-new mythic spells was written for the Mythic Spell Compendium, courtesy of Legendary Games and Kobold Press. Every spell from the APG, ARG, UC, UM, CRB, Deep Magic, and a slew of other Pathfinder books.

Which spells are you looking forward to seeing?

Check out the latest update here!

P.S. Thanks to everyone who backed the MYTHIC MANIA Kickstarter last year. These books are going to be fabulous, and we're so happy you helped us make them a reality. Let the layout begin, and let the Mythic Monster Manual and Mythic Hero's Handbook not be far behind!

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

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Thanks to everybody who gave a shout-out to Legendary Games and to every 3PP out there! And an extra shout-out to Paizo for embracing their many 3PP partners and making it such a nice space in which to work and create.

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

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This was a fun book to work on. All I can say is that there's lots of cool stuff for all kinds of characters and all kinds of special buddies. I think you'll really enjoy it.

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

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Give a shout out to any and all of the 3PP products that brought a smile to your face or an evil gleam to your GM's eye. What were some of your favorites? Top Ten list, hidden gems, however you want to sing the praises, let it fly!

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

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High praise indeed; glad to hear you ARRRR a fan!

It should go without saying that all of these projects would be great for use with Razor Coast too!

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

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If you've been following the latest Adventure Path with interest, exploring the union of the magical and technological to explore the mysteries of the cosmos come right down to earth, you should be very interested to see the latest series of Adventure Path Plug-Ins about to launch from Legendary Games!

BEHOLD the METAL GODS Adventure Path Plug-Ins!

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

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If you're event slightly thinking about it.... ENTER! You have nothing to lose but your fears! Make it happen and dare to be AWESOME!

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

2 people marked this as a favorite.

Hi all,

Ultimate Armies is simmering in the background, with work progressing on a couple of fronts.

1. Part of UA will deal with mercenaries and mercenary companies. This was something I had intended to include in Ultimate War at one point, but the scope and focus of the book often shifts during writing and it ended up seeming like a better fit in another book.

2. UA will indeed deal with the troop subtype as a bridging element between character-level and army-level mass combat.

3. @Arnwyn: The troop subtype will include a template version.

4. @Heine: The description of Ultimate Armies as being a sort of "NPC Codex" of armies is apt, and the pregenerated armies will be especially useful for players of the various official Adventure Paths that have scenarios that could easily be adapted as mass combat scenarios. Just sayin' if, for instance, there was a Fortress full of Stone Giants and their allies that you wanted to assault, there might be some support for things like that across many APs.

5. We also have a couple of other contributors working on character options that integrate with the mass combat/kingdom-building rules and with the troop subtype. It's possible this may end up as its own standalone product, or it may end up in Ultimate Armies; that will depend on the final scope of the design and how it fits.

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

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Monstrous Humanoids could work, as could Magical Beasts. And, truth be told, Kingmaker has more dragons in it than most APs, so you wouldn't go too far wrong with Dragons or Giants.

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

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Yay for Neil! We'll get this put together and through layout as soon as we can; best guess is that it'll be available by next week.

Meanwhile, time for you to finish up with that other product. Something totally METAL!!!

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

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One part of the frontmatter for this book is the Worm domain, which could be chosen by any druid able to take an animal domain, or if you've got a deity friendly with creepy, crawly things. BEHOLD, for your entertainment, the Worm domain:

WORM DOMAIN

Granted Powers: You slither and crawl in the primordial muck with the most primitive of creatures.

Worm Warden (Ex): Mindless vermin, including swarms, regard you as one of their own kind and do not consider you hostile unless you take offensive actions. This functions like a permanent sanctuary effect, with a save DC of 10 + 1/2 your class level + your Wisdom modifier. If you take an offensive action, this effect is ended for 1 minute but after that can be renewed as a free action.

You can affect worms and worm-like creatures (GM's discretion) with effects you create as if they were animals. When casting summon nature's ally spells, you can summon worms of the following types: 3rd─giant leech, thoqqua; 4th─giant rot grub, grick; 5th─flail snail, leech swarm; 6th─death worm, seugathi, rot grub swarm; 7th─giant slug, tenebrous worm. If you have an animal companion, you may attract a worm companion (see below) instead.

Tremorsense (Ex): At 8th level, you gain tremorsense with a range of 10 feet. The radius of your tremorsense increases by 5 feet for every 2 levels after 8th.

Domain Spells: 1st—ray of sickening, 2nd—disfiguring touch, 3rd—burrow, 4th—fleshworm infestation, 5th—baleful polymorph, 6th—summon nature's ally VI, 7th—creeping doom (swarms of toxic bore-worms identical to centipedes), 8th—summon elder worm, 9th—cursed earth.

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

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Actually, just three - the purple worm, neothelid, and the new conqueror worm monster.

And I think anything to do with worms is pretty inherently squicky, so there's that. :)

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

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One of the things that creeps me out is giant piles of squirmy, slimy worms. In honor of that creep-out, let us celebrate some of the creepiest and crawliest creatures in creation: WORMS!!! We've done plenty of horror-themed products at Legendary Games, but the latest product may be the squickiest thing of them all: Mythic Monsters: Worms!

Get ready for a dozen and one mythic monsters of a vermicious variety, PLUS added rules for worm-riders, worm companions, and even a Worm domain! For just a foretaste of what lies between these pages, check out the table of contents:

TABLE OF CONTENTS BY CR
CR 3/MR 1 - Mythic thoqqua
CR 4/MR 1 - Mythic demon, vermlek
CR 4/MR 1 - Mythic grick
CR 5/MR 2 - Mythic flail snail
CR 5/MR 2 - Mythic leech swarm
CR 7/MR 3 - Mythic seugathi
CR 8/MR 3 - Mythic rot grub swarm
CR 10/MR 4 - Mythic giant slug
CR 15/MR 6 - Mythic frost worm
CR 16/MR 6 - Mythic purple worm, giant
CR 17/MR 7 - Mythic worm that walks
CR 19/MR 7 - Mythic neothelid, giant
CR 21/MR 8 - Conqueror worm

Now if only I could have included the land lamprey. It's not exactly a worm, but it sure is ewwwwww...

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

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Let's keep the pirate love coming, with a preview of Neil Spicer's upcoming Nautical Heroes - a fantastic character resource for incredibly detailed characters to use as PCs, NPCs, allies or enemies, rivals or romantic interests. Coming soon to an online retailer near you!

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

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Thanks for the shout-out Louis. Both Ultimate Relationships and Imperial Relationships are available RIGHT NOW! Hit up our website for links to all the fine places you can guy them, including right here at Paizo.com!

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

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We are excited to announce not one but TWO new products this week as part of a new product line debuting this week. Read the full announcement here on our website, but for a quick summation the two new products are as follows:

Ultimate Relationships is a short, inexpensive, general-purpose product describing the relationship system, which you can implement in any campaign, from published Adventure Paths to your homebrew world. This product provides all the essential rules for the system, whether you're building rivalries, romance, or any other kind of abiding partnership. You can use this product by itself, but you'll also need this product to use the expansion modules.

Imperial Relationships is the first add-on module for Ultimate Relationships , bringing you detailed relationship development options for the key NPCs of the Far East Adventure Path. Sure, the published AP has guidelines for building relationships with the Destined Empress, Elven Protector, Mystic Seer, and Caravan Master, but Imperial Relationships takes those opportunities to a whole new level. Future add-on modules for Ultimate Relationships will feature additional NPC relationship opportunities in the Far East Adventure Path and our other Adventure Path Plug-In lines, including not only key NPCs in the published APs but also brand-new NPCs introduced in Legendary Games' Adventure Path Plug-In products!

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

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Eric Hinkle wrote:

Those two nasty abilities for the Night Hag really make me want this one! Especially that 'In Your Dreams'; transformation abilities like that are always great.

Just curious, which of the other Mythic Monsters books have the rest of the mythic hags?

Glad you liked them. For reference, the green hag is in Fairy Tale Creatures and the annis hag and winter hag are in Monstrous Humanoids. We haven't done a mythic version of the blood hag yet but may see if we can find a spot for her. This is planning a bit far ahead, but we may do a Mythic Monsters: Halloween book next year just as kind a spooky catch-all for monsters that never really fit anywhere else. Perhaps the blood hag will land there.

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

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Glad you guys are enjoying. We figured we were revising the book anyway to make it compatible with that OTHER RPG, so why not clean up the Pathfinder version at the same time. The original version was fine, but why not make it LEGENDARY?

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

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My hope is to get Fort Scurvy out before the end of the year. I had hoped to get it done this month, but too many other things are rolling through, so some other pirate products are actually line-jumping in front of it.

We've been grinding harder than we otherwise might on mythic products because we have a schedule for fulfilling our Kickstarter and creating a lot of those products is on the pathway to completion. Once we get the Kickstarter stuff buttoned up and off to the printer, we may ratchet back the pace on mythic quite a bit and some other products that have been sidelined will be able to get done. Still, I think we've done a decent job of keeping some of our other product lines moving even with the mythic mania.

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

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Everybody knows about the deep blues love the great 60's British bands had, like Cream, Led Zeppelin, and the Rolling Stones, but a great band with a deep and underrated blues streak is ZZ Top. Their early stuff is heavily blues-influenced and generally excellent.

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

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I'm Hiding In Your Closet wrote:
Jason Nelson wrote:
Big thumbs-up for Zakhara here as well. Long-time Al-Qadim lover here, and the setting was so beautifully rendered. Finally got to run a 3.5 campaign there some years back as well. Lots of fun.
Where did you happen to go for 3.5 material for it? I've found a few things, but it's all kind of so-so.

Made my own. I've got tons of material, which may yet see the light of day in the pages of Legendary Games in either a set of Legacy of Fire AP Plug-Ins or maybe something for Kobold's Southlands.

One of the things I wouldn't necessarily be able to do professionally, though, is work with the IP of Zakhara, which is something I really enjoyed about doing it, because I had set up not only entire sections of racial and regional feats for each section of Zakhara but also separate magical traditions that were more or less popular in different areas. That is, certain spells and feats were commonly known in certain parts of Zakhara and rare elsewhere. You could learn them by traveling to those areas or learning about that area with natives, etc.

I pulled a lot of stuff from the various 3.5 terrain books (Sandstorm, obviously, but also Stormwrack and even a bit from Frostburn) and wove that together with updated adventure boxes. We ran a number of sections of "Caravans" and "A Dozen and One Adventures" and "Cities of Bone." I think "Ruined Kingdoms" was my favorite of all those boxes, but I ran everything in that box in an old campaign back in 2nd Ed already. :)

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

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Petty Alchemy wrote:
Ooh, definitely Tiger-Headed Opium Nightmare for me.

Love it, though Volcano Gods Are Dicks is also an appealing vacation spot. :)

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

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Wow, the World Serpent Inn. That's taking it way back. I actually ran most of the adventures in Tales of the Outer Planes way back when!

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

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A good name does go a long way.

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

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It do be Octob-ARRRR, so AVAST, YO HO, AND SHIVER ME TIMBERS! HIE THEE HENCE TO LEGENDARRRRRY GAMES!

With fall upon us in earnest (the foggy forest outside my window says so), it's time to start gearing up for the cold months of the year and looking ahead at what the fourth quarter of 2014 holds for Legendary Games. We'll be previewing new material just about every day, so check things out! Today's preview is for the upcoming Pirate Codex, a collection of over 30 detailed ready-to-use pirate stat blocks for adversaries from CR 1/2 to 16! Check it out!

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

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Glad you guys enjoyed. I figured it was the least I could do in appreciation of your patience with the delays in getting the print books out to you!

Pushing hard to get the next pile of stuff out the door and hopefully have much less than a year pass until Ultimate Armies! :)

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

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We at Legendary Games are proud to release the latest product in our Mythic Paths line, Path of Villains! We've done a lot of work on mythic products over the last year or so, and while that's cool and all, not everyone is keen on running a mythic campaign. If you've ever wondered why you should even look twice on a mythic product, consider the words of my coauthor on this product, Clinton J. Boomer, as he has summed up the matter in his own sublime style.

We get it.

You might not be using the Mythic rules yet; you may have no desire to ever use them. They’re complex, certainly, with no shortage of moving parts. They represent a whole other new-fangled bolt-on set of optional rules that take time and energy to learn; they’re new and unfamiliar content that change-up the action-economy, the base character-design schema and the core assumptions of a game that’s already plenty complex as-is.

We here at Legendary feel that you shouldn’t be forced to include anything in your game that you don’t want, and for that reason this book doesn’t include any Mythic content. Not one iota.

But ... it’s possible that you occasionally find yourself looking for a way to beef-up a particularly important encounter. Sometimes, making one villain scary enough to go toe-to-toe with the entire party is a headache. No great GM wants her players to steamroll a final boss and wonder why the BBEG was such a pushover; you might be looking for a fresh way to “pull out all the stops” and “crank it to 11” that doesn’t just mean more spell-casting, another template or the mathematics of higher Hit Dice and attendant attributes.

If you haven’t before, take a moment to look at the mythic gargoyle.

It’s not just a bigger, tougher and harder-hitting specimen than an average member of its species. It has a smattering of abilities that make it different, the centerpiece of a conclusive, climactic, winnable-but-memorable boss-fight even if the PCs have already fought a half-dozen encounters with gargoyles in a statue-strewn, half-sunken haunted garden and across the rooftops of an evil mansion.

And the PCs don’t have to be Mythic to beat it.

The Mythic rules are pretty cool, and they’re available right now for free, and the PLAYERS aren't the ones who should necessarily get to try them out first. In fact, the PCs don’t even have to know that the Mythic rules are in play. The players don't even have to know that it's "mythic" that you're using; all they know is that those monsters have a lot of dirty tricks up their sleeves. However, it also gives you a system for making the adversaries in your campaign more memorable, instead of just winging it.

If you’re looking for a way to make your iconic boss-monster just a tad bit more memorable -- a creature more akin to Jörmungandr, Zmey Gorynych or Dracula than the base stats can represent -- then the Path of Dragons and Path of Villains and the Mythic Monsters series from Legendary Games offer a robust assortment of options.

Try giving just one Mythic Rank or Tier to a particularly beastly foe, and see what a difference it can make.

What do you think; would YOU use a mythic villain in a non-mythic campaign? Why or why not?

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

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Mythic familiars are, in fact, planned for the MYTHIC MANIA hardbacks. They might make it into an upcoming standalone product as well, but uncertain at this time.

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

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I had one back in 1st Ed and it was cool. But really, a golem isn't as much of an unstoppable doom robot as you'd like it to be. It feels like a lot of money and time for something that might get busted up in your first high-level combat.

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

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I have to say that I still have mad love for the Maul of the Titans. You get a fighter who can enlarge themselves, Power Attack, and every door you meet is LET ME INTRODUCE YOU TO MY LITTLE FRIEND... BOOOOMMMMMM!!!!

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

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Scott_UAT wrote:
Alex Smith 908 wrote:

Fleshwarper

Fiend Binder
Oozemaster
Beast Heart Adept
Dungeon Lord
Cancer Mage
Vermin Lord
Ghostwalker (would work great as a supernatural gunslinger archetype)
Blighter (druid archetype)
War Weaver
Bone Knight
Paizo did a blight druid actually (I had a player in one of my games who played it too)

Amusingly, that was one that I wrote (did all the APG/UM druid archetypes, actually). Including *sigh* the much-debated animal shamans... :)

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

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You can still get excited. Because... reasons... :)

P.S. For lovers of the alienist, Legendary Games did make a version of the Alienist as a summoner archetype in Beyond the Void, which is also included in the Gothic Campaign Compendium. Very creepy and cool for fans of the PrC.

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

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Making a video doesn't need to be a challenge. You can make an elaborate one if you like, with costumes and a detailed script, or with fades and wipes and screencaps from your stuff, but most people just fire up the webcam on their computer or smartphone and talk into the camera.

Keep it short and sweet, about 3-4 minutes should be all you need. If you can tinker around with iMovie or something similar and include some art from your product, that would definitely help, but you don't have to go crazy with it.

Be clear, direct, and enthusiastic. If you want them to be excited for your product, YOU should be excited for your product. Don't be fake, but show that you are gung-ho to get this thing done and that it's gonna be awesome.

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

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This is actually a great place to lift a bit from the mythic rules for Pathfinder, regardless of whether you actually use the mythic rules for the rest of the campaign or for your player characters. This is doubly true if your villain has made some kind of deal with the devil, or has pledged to serve some dark deity or forgotten power or whatever their origin story. There are a number of things in the existing mythic rules that you can easily apply to villains to make them harder to kill, but Legendary Games is actually going to be releasing a product today called Path of Villains that is all about making your villains memorable and uses the mechanics of the mythic rules to show a ton of ways to do that.

As an example, it includes mythic powers like...

Apparent Demise (Su): When the villain would be killed by any attack or effect, it may expend three uses of its mythic power to gain the effect of breath of life, with a caster level equal to the villain's Hit Dice plus its mythic rank or tier. In addition to receiving this healing, the villain becomes invisible (as invisibility) while a persistent illusion is triggered to simulate the villain's death. The illusion is a quasi-real shadow effect tailored to the situation of the villain's apparent demise, so the villain's remains and possessions feel solid and have apparent weight. Divinations used on the villain's illusory remains reveal results as though cast on the actual villain's body and objects, including magic item auras. The victim's body and items dissolve into nothingness 24 hours after being created. Any creature closely examining them can attempt a Will save to disbelieve the illusion (DC 10 + 1/2 the villain's Hit Dice + its mythic rank or tier + its Charisma modifier).
Format: apparent demise; Location: Defensive Abilities.

There is an assortment of additional abilities that help a villain avoid death or come back from it in various ways:

Clone Arranger - The villain creates or obtains a simulacrum, clone, or even just a corpse that looks like it (and has illusory duplicate equipment) that it can switch places with.

Your Children's Children - The villain returns years after its death (it can reduce the interval by spending more mythic power) with a curse on those that killed it and any of their descendants that makes them susceptible to the villain's divinations, curses, and mind-affecting effects.

Blood Pact - The villain returns as a vampire 3 nights after its death.

And more! This product will be available on our website later today and in wide release (including here at Paizo) starting next week.

Again, even if you're not using the mythic rules in your campaign, the mechanics in those rules can provide a great toolbox for GMs to add a selection of special dirty tricks to their villains in a systematic way, so that it doesn't feel like straight GM fudging.

Previews for the product can be found here and here.

Hope that helps!

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

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Thanks for the review, Endy! Crossposted on our website!

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

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When you read the 1st Ed. DMG, one of the interesting quirks that comes out of it is the idea that the DM is one person and that players are other people, as though the roles never change. If Jason is the DM then Jason is always the DM. Jason DMs and Tony and Lee and Dan and Valerie play. Period. Therefore, only Jason needs a DMG, MM, adventure modules, etc.

But what if Valerie also DMs a different group on a different day? Or, if Tony and Jason switch off who DMs the game; we do Jason's game on 1st and 3rd Fridays and Tony's game on 2nd and 4th Fridays.

That's where the entire "only the DM gets to know XYZ" system breaks down. The *people* playing the game can be both players and DMs, so while it's entirely reasonable that, if Tony is running Tomb of Horrors and Jason is running Glacial Rift of the Frost Giant Jarl, that neither would read the adventure that the other one is running, both DMs would need to be familiar with all the DM-side rules.

If you read the AD&D DMG, though, you'd probably get the idea that there is only one DM, and that DM is you, the reader, and that no "player" should ever dare peek between the covers of the book lest their character be struck down with divine retribution (no, seriously, I'm pretty sure it does actually say that), as though players were an entirely different species that could not also be DMs.

Be that as it may, I think it's a fair point that the standardization of commodity values and their placement in the foreground of the game's assumptions have undercut the whimsy value of magic item placement. Heck, even the introduction of weapon specialization in Unearthed Arcana has done the same; before that, a fighter's choice of weapon was largely flavor-based (although some weapons were clearly better than others), but when you have super-specialized fighters, suddenly everything that doesn't fit that specialization goes way down in perceived appeal.

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

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Ha, check it out; from a file dated 10/9/2008:

This broad-shouldered being, its muscles seemingly carved from the very living rock, has glossy skin of deep umber, eyes that glitter like agates, its bald head and neatly trimmed beard of jet black, gleaming like oiled marble. It moves with deliberate economy and smooth precision.

Shaitan (shy-TAN) are genies from the Elemental Plane of Earth. They live in elaborate mazeworks, delves, mines, and palaces carved into the walls, floors, and ceilings of great cysts and caverns. They are master craftsmen and have a love of working with metal and stone, though they often hire (or sometimes enslave) elementals and xorn to labor on their behalf. Shaitans love to barter for power and wealth, sometimes entering into contracts with others in exchange for riches, honor, or prestige. Shaitains are canny in conversation and are clever bargainers, and of all genies they are the most cunning legalists in structuring the terms of any agreement. They will meet its terms to the letter, but many have found their pacts with shaitans a far poorer bargain than they had thought.

Shaitans are boastful and proud, loving to display their finery (and often using veil to appear finer still, with illusory adornments accenting the actual), even when they take on the appearance of ordinary humans, dwarves, and the like. Even in servitude, their egos are immense, and they must be constantly stroked and showered with praise or they will begin to sulk, doing only the bare minimum to meet their obligations. Free shaitans, on the other hand, pursue their own goals with a single-minded dedication and a focus on efficiency, though always with an open eye or ear if an opportunity should arise.

Shaitans are ruled by a great khan, master of a gilded labyrinth at the heart of the Elemental Plane of Earth whose involutions constantly shift through an elaborate gearworks synchronized to the harmonic vibrations of the plane itself. The khan is served by an array of guilds for each of the great crafts, each guild house or tumen ruled by an ataman and their lieutenants. Individual shaitans are allowed to negotiate their own contracts, but anyone seeking the services of more than one shaitan must first gain the approval of the ataman of the guild, or rarely the khan and his court for any truly massive undertaking.

Under skills: Profession (lawyer) +10 :)

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

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Btw, speaking of gravy, that's what I did with the Returning property in my current campaign. If it's a magic weapon and it's a thrown weapon, IT GETS RETURNING FOR FREE. This includes a magic weapon that's normally not throw-able but has the Throwing property; Throwing INCLUDES Returning.

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

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Fair points all.

Amusingly, when I designed the stat block for the shaitan genie way back for Adventure Path #18, I gave it max ranks in Profession (lawyer) and described them as the most obsessive legalists among the genie races, which was represented by the convoluted mazeworks they were always building to reflect their intricately convoluted minds. Alas, that didn't end up in the final version. :)

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

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Thanks for the great review, Endy. Shouted out and excerpted on our site and cross-linked back to yours!

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

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I kinda want to vote the Ring of Wizardry in here too. It used to be a high-value aspirational item in 1st/2nd Ed, crazy expensive but one of the only ways to get more spells per day. Enter the 3rd Ed style, and two things happened:

1. Wizards got fewer maximum spells of each level, so you got a lot less out of the multiplying effect.
2. Wizards started getting bonus spells for high stats.

So instead of potentially doubling a high-level wizard's spells per day at the ring's level from 9 to 18, instead that same high-level wizard probably has 4 spells per day plus 1 or even 2 from a stat.

Now, you can argue that it's gilding the lily anyway to have that many spells in reserve, but still the impact just doesn't seem anywhere near what it once was, to the point where a wizard who found one for free as treasure might not even keep it, much less be seeking after it on purpose.

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