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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!
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.
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:
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.
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
Now if only I could have included the land lamprey. It's not exactly a worm, but it sure is ewwwwww...
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!
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!
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!
Eric Hinkle wrote:
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.
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.
I'm Hiding In Your Closet wrote:
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. :)
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!
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?
Amusingly, that was one that I wrote (did all the APG/UM druid archetypes, actually). Including *sigh* the much-debated animal shamans... :)
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.
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).
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.
Hope that helps!
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.
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 :)
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. :)
Thanks for the great review, Endy. Shouted out and excerpted on our site and cross-linked back to yours!
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.
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.
True on SR. It's always been fantastically expensive. It's handy against things like wands (ironic), but not much use against comparable-level spellcasters.
Personally, I think energy resistance is really expensive, too, especially when applied to armor. 18,000 for energy resistance 10? That's more than +4 armor costs.
I wonder if staves and wands are more boring now because they have been made almost entirely into spell-trigger items. It's a spell-gun with charges and (with rare exceptions) that's all it does.
Back in 1st/2nd ed, staves and wands often did things that spells could not, or had extra functions besides just a spell effect.
We created a version of The Thing as a mythic monster which we called the qomok in Mythic Monsters: Aliens. We did a preview piece on it before the book came out highlighting the monster, with Michael Jaecks' excellently horrible piece of artwork for it. You can check it out here.
HA: Ninja'd by Ben!
To follow up on Chemlak's statement, the idea of BP is that they represent not just the material goods associated with a thing, but also the investment in human(oid) resources. That is, the labor of the people is its own "resource" from the point of view of the kingdom, and people devoting their time to soldiering are not devoting their time to other resource-productive activities of the kingdom.
The system is intentionally abstract, and part of that abstraction is conceiving of BP as "the total value of everything your kingdom is doing" rather than "pile of gold in the palace vault."
In the earlier planning and writing stages it was, but when the word count started pushing up close to 30,000 words with no end in sight I had to focus-test what THIS book was going to be about and broke off several pieces that were either finished or partially written that would fit more logically together. The most logically coherent grouping for Ultimate War ended up being tied together through the lens of siege warfare and siege weapons (since aerial combat and naval combat both were both connected with siege weapons) and combined arms (since it offers an alternate method of organizing aerial and naval squadrons as well as ground units). Even with that adjustment, it has a higher word count than either Ultimate Rulership or Ultimate Battle.
Something I learned in grad school is that every paper can't be about everything, and in publishing every product can't be about everything, much as I'd like to just keep writing. At some point you've gotta find a good place to stop and then start the next one. The heroes-to-armies piece was a casualty of that this time around, but it'll be front and center when Ultimate Armies comes to town. :)
I posted a reply over on The Fiddler's Lament thread, but the same is true here, of course.
Then again, Orthos beat me to the punch and said pretty much everthing I did over there. I should've read this thread first and I could've pointed you to his explanation instead! :)
Thanks Orthos, and I hope you pick up the product and enjoy it Quiche Lisp.
What you say is both true and not, because that dividing line in the world of IP is a very important one. You are allowed to hint all you like, but you cannot directly refer to trademarks owned by another company. The terms we have referenced are common-language words that are not specific to any company. There are many 5th editions of things. There are other Player's Handbooks. There are other Basic Sets.
Terms like "D&D" and "DM" and "Dungeon Master" are all trademarked terms that are owned by Wizards of the Coast. That's why you don't see them in Pathfinder products, even though the game is (mostly) backwards compatible with the 3rd Edition of the game.
In this case, the Paizo webstore has tagged our product with the trademark of another company. That's something that we, as the creators of the product can't do, and to avoid the appearance of infringing on a trademark we need to state that.
If it sounds like legalese weasel words... well, that makes two of us, but unfortunately that's the field you play in when you create products that connect to another company's. The same thing is true with our Adventure Path Plug-Ins for Paizo's APs. It doesn't matter that many of our authors are the same ones that worked on the APs. If a Paizo product isn't on the list on the PRD, we can't reference it. We can use rules from it, but we can't mention it by name. We can hint about the "Pirate Adventure Path" or the "Gothic Horror AP" and specific characters, places, and events that you find in them, and we do in a number of ways, but we can't call out any of it by name or refer to it directly.
When you put them together it creates an implied meaning that we intend to be obvious, but we literally CAN'T come right out and say it, and in fact it is in our interest to make a disclaimer to any readers to ensure that not only are we not infringing any trademarks, but that we are not creating a product that is "confusingly similar" to the products of another company.
If we can construct an announcement that clearly conveys the meaning we wish without actually, that's the best we can do to help the gaming public find products that we think will be a lot of fun for them to use with certain game systems or products, but the legalities require us to do this little tap dance.
I certainly regret any sense of dissembling and any bad taste that arose from the product announcements and phrasing and hope the above makes some sense as to why we took the approach we did.
TL;DR - We know what this product would work well with. We assume you can figure it out pretty easily. But, to fulfill the letter of the law we are required to say otherwise, even if it seems silly or disingenuous.
Thanks for your feedback,
I must state for the record that any reference to a specific game in the product tags or product groupings for this product has been added for organizational purposes by the online retailer, Paizo Inc. Legendary Games claims no affiliation with any other company and makes no reference to any specific roleplaying game in this product or its product description.
That said, if you were planning to pick up a new edition of a roleplaying game that is probably the best-known brand name in the industry, this adventure should work with it very well. :)