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LMPjr007's page

Pathfinder Society Member. 3,476 posts. No reviews. No lists. No wishlists.


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Owen K. C. Stephens wrote:
I am going to be REALLY curious to see what various 3pp decide to do!

It starts here with this image for LPJ Design the add cybernetics and nanites. Nightmare Fuel my friends.

sten terrent wrote:
Any word on the update?

I would say this is a little update...

SmiloDan wrote:
Is Voltron a spaceship?

In this thread I am going to say, YES!

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Ambrosia Slaad wrote:
  • LPJr has announced Starfinder support for its Polymecha line and future 2017 products.
  • Legendary Games hasn't made any announcements (that I could
  • Not just mentioning.... You might want to see what other interesting things are going on at Starfinder Facebook page. Just saying...

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    Mine: The Defiant, the White Star and Borg Cube

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    Malwing wrote:
    A sequel to Neoexodus stuff would be nice but what I want would depend on what technomancy looks like in Starfinder. Would want some fluff from there but the fate of the Machinesmith, Fleshwraith and Host weigh on my mind.

    I can say this much since NeoExodus has been science fantasy from the beginning, this is a GREAT idea. I expect, at a minimum, we would do a SMALL (32 to 64) page book giving you a futurist view of NeoExodus build off the Starfinder's OGL game mechanics. BUT, before that happens there is a VERY good chance that we will be doing a sequel to the Chronicle of the Gatekeeps campaign serial for Starfinder. But we have to wait and hear back from a few emails that were sent out before ANYTHING is set in stone. And as always, thanks for the support.

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    Ambrosia Slaad wrote:
    Wow, that was quick. :)

    No rest for the Wicked...

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    Looks like our friends at Paizo are going to be expanding their universe with Starfinder RPG!!!! You can expect that Louis Porter Jr. Design will be supporting this NEW line with updates to our classic Polymecha line and ALL NEW products coming out for 2017!!! It is going to be a GREAT year for our fans!!!

    Check out the Starfinder site here!

    So I received this in my email yesterday from our writer, Michael McCarthy:

    I just wanted to let you know the storyteller, er, [REDACTED] playtest has gone really well - I've done a full revision of the class including a rename, and once my playtesters have had some time to look at the revisions made as a result of the playtest (which I hope to be wrapped up before I leave for Paizocon on Thursday) I'll pass along the gold draft to you. :)

    Expect to see the update VERY SOON and if you are going to be at PaizoCon you might want to talk to Michael about this class.

    Insain Dragoon wrote:
    I'm pretty excited for this honestly. I would likely be interested in running stuff for a theoretical 3PP Society at my LGS if you get this idea off the ground in a way that can help 3PPs spread their love.

    Thanks for the support!

    Iammars wrote:

    If you're going to have regional play in this day and age, you need to account for online play. I'm GMing from Providence, but I have players from all 4 US time zones, plus Iceland and Singapore. What regional scenarios can we play?

    This is somewhat theoretical, but iirc I've ran for someone from Greece, Singapore and Great Britian in the same game, so this is a major question.

    Right now we are focusing on the US and Canada for the first year and then develop other locations accordingly. All play Hard Points or Soft Points will be recorded online.

    Insain Dragoon wrote:

    What would be the difference in terms of character creation for the Hard and Soft points?

    For example if Hard Points restricted us to feats/spells/talents from 3PP with no access to classes I wouldn't be surprised to see the Hard Points as the less popular option.

    The process is exactly the same, the Hard Point are the "main story" of the adventure path you are playing; while the Soft Points would be the "side trek" of the adventure path. Hope this helps.

    OK here and idea to deal with Local / regional adventures situation: The main storyline adventures (AKA Hard Points) could be played everywhere; while the one off not main storyline related adventures (Soft Points) would be local / regional adventures. This way you get best of both worlds? What do you think?

    Here is a thread from Facebook that I thought might help better understand what people are looking for with PFS and Organized Play in general.

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    What I find as very interesting is that even though LPJ Design hasn't released a product since January 03, 2016 and before that November 25, 2015 (only at we are still listed as #7 all time.

    For those that are wondering what it might look like for the 3PP that we would be looking to add to this Living OGL, here's what was created four years ago by JP Chapleau for NeoExodus Legacies, our Living Campaign for the NeoExodus Campaign Setting. I would want to do something similar like this for the other 3PP campaign setting & systems that are available.

    For example, if we wanted to add Dreamscarred Press they would have a psionics sourcebook that would cover the system AND their Third Word campaign setting book to cover their world. Each one "could be" used together, with other 3PP campaign settings or completely independent of each other. We would work with the 3PP to make sure what they were looking to place in their campaign guide would work overall with the whole Living OGL concept too.

    Drahliana Moonrunner wrote:

    I think you should look to Pathfinder Society for ideas on how to implement this. Here are some starters.

    1. Decide on what third party you're going to use.

    This is the NUMBER ONE thing on my list.

    Drahliana Moonrunner wrote:
    2. If a player wants to use a 3pp mechanic/class/whatever, he should have proof of ownership... watermarked PDF page or some other proof of purchase. (such as a list of PDF downloads here at the Paizo store)

    Agreed. But I also don't want to surprise the GM with something completely not balanced / broken. Hence, why I initially want to limit what is being used.

    Drahliana Moonrunner wrote:
    3. You'll need to be very top down on this. You need an overall head of the campaign, a group of people underneath, and campaign coordinators to run events at conventions or gamedays.

    That is something we are looking at building in a way that the volunteering GMs receive some type of "compensation" for their "work".

    Drahliana Moonrunner wrote:
    4. You'll want some way for players to register characters. This is optional as Living City ran along just fine without it for a long time.

    We are in talks to build an online service where this would be handled completely digitally speaking backed up with the physical campaign and event certs from adventures played.

    Drahliana Moonrunner wrote:
    This is circumvented if you use the same rules that PFS uses. if the player wants to use a mechanic, he or she has to be willing to buy the material ande bring it to the table.

    This is a great idea but I also don't want the GM to be bogged down with more additional content that they may not be familiar with on the fly. I want the experience of this to move nearly flawless for all involved.

    Distant Scholar wrote:
    In a given "season", have a small set of 3pp material that is going to be in the adventures/campaign/modules, that a GM would need to be up on.

    I think this is a great idea similar to what Paizo does with new their adventure paths and Player Guide. I have thought of the Living Campaign season to run from Gen Con of one year to Origins of the following year. The space between Origins and Gen Con (3 to 5 weeks) would be full blown promotions of what to expect for the next season.

    Ssalarn wrote:
    Of note, despite some vehement concerns about implementation, I'm not actually against the idea. As I mentioned in my posts, I've tried similar projects on a smaller scale with really great results. I also think LPjr is a really stand-up guy with some serious design chops, so my concerns aren't even about ability or intent, just the unintended consequences of the indicated implementation.

    I completely understand your feelings on this. That is why before I got started with anything I had several conversations with Henry Lopez of Paradigm Concepts on what they did right AND wrong with Living Arcanis and JP Chapleau who ran NeoExodus Legacies for me which was our first "toe in the water" of Organized Play. We want simple but elegant solutions for issues that we know will exist while at the same time making it simple enough that complex things can be added in the gaming and adventures session that don't bog down and slow the game to a crawl.

    Insain Dragoon wrote:
    People aren't gonna be lured in by "Bravery Feats" no matter how high quality they are. What they will be lured in by is the the mysteries of the Masquerade Reveler, the Iron Man suits of an Aegis, the shining white Necromancers honoring their ancestors, the airships buzzing through the skies, the Gladiators battling to the cheers and jeers of an unseen audience, or the Element Enhanced Martial arts of a Mystic.

    But the piece you are missing is if you use something from each of those books a GM has to actually have the books and/or content and know how it plays in the setting they are playing it. How much do you think it will cost GMs to purchase to have at their table to play a session? How much time is it going to cost the to learn new rule systems on top of the typical Pathfinder ones? If you pick content that is 100% OGL (and not all of it is) AND available at you have handled a lot of those issues from the start. Just my view on it.

    The Ragi wrote:
    And LMPjr007 hasn't even shown what he's actually planning to do. xD

    Could you imagine what the response would be if i DID show then what we have done so far?

    The Ragi wrote:
    By this tiny crazy sample it seems developers are against it and consumers are interested.

    And since the consumers are the ones who support we are looking for, I think I might have hit on something, interesting at the least.

    Air0r wrote:
    Well, I just read through... all that. I like White Unggoy's idea of implementation.

    There are some ideas that are good while other are not possible due to other factors that we have not discussed or revealed. Time will tell.

    Air0r wrote:
    While I'd love a less restrictive (preferably cutting restrictions entirely) version of PFS that also happened to allow Dreamscarred Press and a few other publishers, this thread has shown me that this may just be a pipe dream.

    There is a LOT of content that is 100% OGL content and can be used by anyone who follows the OGL. So if a 3PP has made in OGL there is a good chance we "may" use it.

    Air0r wrote:
    On the other hand, an elite group of 3PP coming together under one banner could just evolve into it's own system, a pathfinder adjacent, if you will. That wouldn't suck, I imagine...

    I mean who would not like to see a Legendary Game / Frog God Games / Dreamscarred Press super adventure path for OGL Living Campaign?

    Air0r wrote:
    I think I have largely just babbled. I apologize. Maybe there was a gem in all that.

    I thank you for taking the time out to comment. I do appreciate it.

    Drahliana Moonrunner wrote:
    What exactly are you asking? To run your own network campaign using the Pathfinder ruleset?


    IF so, it should be pointed out that there is at least one third party network campaign running already. "Legends of the Shining Jewel" uses both Pathfinder and it's own homebrew ruleset, adhering to the Community Use Guidelines for using Pathfinder's Open Content.

    Yes, I am familiar with them. They are well known here in Central Florida.

    Your sticking point is going to be negotiating the use of the third party content itself, and that's something you'll have to take up with provider of said content. I do not think that trying to include "all third party content" is going to be feasible. I would suggest that you decide what you want to use and approach the publishers of said content.

    We answered this one in a post above.

    I would also suggest that the package of what you decide to use have some harmony within it.

    Thanks for the input.

    OK I have told Michael McCarthy AKA RonarsCorruption this yet, but I am thinking to change the name of the Storyteller to the Matrix Architect. Maybe....

    Interjection Games wrote:

    He gets it, ladies and gentlemen! I posit that any true "umbrella" 3pp organized play that seeks to function in the real world must have as little regulation as possible, if only because regulation is expensive, the industry is vanishingly small, and 3pp exists only because it is the specialty games CHOICE that exists outside of the somewhat-inflexible first-party material market. We have a sliver of a sliver here, and to spend that money on bureaucracy just doesn't quite add up in my mind.

    Besides, if you build an engine that subjects itself to the same market pressures as the first-party publisher, you've just gone and made yourself obsolete, and people like myself and Alexander Augunas (definitely that guy; dude knows how to fill in crevices) can walk all over your self-imposed lethargy. Not good. Well, for the guy who does it. For me, it's great. Another competitor becomes easier to ignore.

    To Louis

    To be frank, Louis, let's see you, or anyone else, keep up with the insane number of publishers out there. I do understand the core of your fee structure. It gets rid of a large number of publishers and makes your job easier in that regard, but it also keeps you fed while you go through the materials. That's shrewd and it makes sense on a certain level; however, it also makes your service significantly less valuable because it's built upon exclusion rather than inclusion, which, in my eyes, kills the value of your plot before it begins.

    In a realm such as ours, it is a GM's call what to use and what not to use, not yours, and the most we should do is advertise and/or make suggestions.

    I will just say after 16 years of doing this specializing in PDF gaming releases I think I might a fair understanding of the gaming industry. I will just agree to disagree and if this doesn't do well, I will buy you a drink at Gen Con and if it does you can buy me one. Thanks again for your interest.

    If you want to learn more of our plans, come check out Transparency Agenda Daily May 9, 2016 - Work interferes with this video. Enjoy!

    Interjection Games wrote:
    Mmm, well, you'll never get my money, so I suppose I have to compete on this front if the idea ever strikes me.

    I'm sorry you feel this way.

    Ssalarn wrote:
    We've already run something like this on a small local basis, we call it "Third-party Thursdays". We have had participation from Dreamscarred Press, Amora Games, Ascension Games, Legendary Games, Four Dollar Dungeons, Rogue Genius Games, and a few others. Currently, it's primarily a Legendary Games event because I had to step down from running it due to some medical and financial issues.

    That is why we want to do a generic setting for this Living OGL campaign. Trying to cover EVERY 3PP with this would be impossible.

    Ssalarn wrote:
    I think the biggest downside we ran into was that it was hard to regulate interactions between some products and/or teach players the finer points of new subsystems, so most of our initial groups were limited to selecting from a stable of pregenerated characters.

    I think the best way to handle that is to preview any and all material that would like to be added. Too often everything is tossed in at once and told people to "have at it" and we DON'T want that. We are initially going to limit what is brought it by other 3PP campaign worlds to only race, feats and spells. From there we will branch out to other gaming rules and items.

    Ssalarn wrote:
    I'd definitely be interested in seeing something with more support and coherency put together on a larger scale. There's a ton of great 3pp material out there, and I know that one of the primary barriers to using it for a lot of people is actually finding a GM that understands and allows the materials.

    But like I said, we want to make it more fun to play, not MORE complex for complexity's sake.

    Interjection Games wrote:
    That is indeed the biggest issue, and a fee such as Louis suggests won't magically make GMs proficient with the approved document. More freedom, not less. Less oversight, not more. Like a managed investment fund, the act of management actually makes it a worse idea. I've been talking with the fanbase for a day or so now, and I've got a system that can put organized play on the map with minimal effort. Next time I'm between products, I might just do it.

    The issue that has come up more and more with Living Campaigns is game balance and adventure playability. To put it bluntly, some 3PP have issues with either, or and sometimes both of those issues. While running NeoExodus Legacies with JP Chapleau, I learned about how complex it can be getting what people want to play AND keeping everyone honest in the gameplay.

    The fee we are planning to charge directly relates to the technical side of things: A website where players can log on, record their PCs statistics, upload specific important information from the adventure they just played, locate other players, gaming conventions and gaming stores in the local area. Companies will get an opportunity to learn who is downloading their gaming content, where they are located, what gaming stores and gaming convention are also close by. We want this to be an amazing resource center for 3PPs.

    Nunspa wrote:
    You make it sound like Living Arcanis ended..

    Sorry if I made it sound like it did. I was just talk about the 3.0 and 3.5 OGL days. Thanks!

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    Interjection Games wrote:
    Wait, you're still actively pulling this together? How long has it been? Do you think you can keep up with a startup time like that? If so, how many other publishers is it going to take to keep up? What're the politics going to be like? I think you need to simplify.

    First and foremost, my focus is creating a generic OGL setting for this Living Campaign to take place. We are building a system where 3PP can use and input their material and adventures, but we are not going to tell them what, when and how to release their content. We are the engine and the body of the vehicle. The 3PP are the custom body of the vehicle. We are setting up rules and regulations for dealing with 3PP plus to use this service we are CHARGING 3PP to use it. This isn't a free service. But once we have more things in play, we will reveal more.

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    Just to get everyone on the same page, we would be looking to build a "similar type of system" to what Paradigm Concepts created with their Living Arcanis (2001–2009) system. Their system proved to be quite well thought out and developed to handle many of the issues that are being brought up here. As I can't reveal all the things we have planned I can inform you that we would like to build a "generic campaign setting" and then let 3PP add their specific campaign setting focused/based adventures to this. Thanks for your feedback on this.

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    Would you be interested in seeing some type of Pathfinder Society thingamajig for 3PP / OGL? Yes? No? Maybe? Why?

    I just noticed on Embellishment in the third line, second word it is "email". I think that might be the wrong word.

    Ssalarn wrote:
    Animator? Scrivener? Scrivenaut.

    Mentally, I keep going back to words like cipher, sigil, -naut, weaver, and cryptic. But like I said, I am VERY open with this.

    RonarsCorruption wrote:

    Thanks for the catch OC Wolf!

    As for the name, I'm hearing several people suggesting Scribe - does anyone else have any other name ideas? I'd like to hear as many of them as we can get.

    I keep kicking around Protean Scribe, but I am not 100% on that one either.

    Ssalarn wrote:
    sten terrent wrote:
    I think Scribe would be a fitting name. It also fits with the flavor of some of your archetypes.


    "Storyteller" to me evokes images like Belgarath in the early chapters of the Belgariad; a traveler telling stories by the fire, evoking emotions and spinning visions in the minds of the listeners. When I hear "Storyteller", I don't think of R.A. Salvatore or Ed Greenwood, I think of my uncle or a tribe elder telling stories to us around the campfire, using their voice, the atmosphere, and years of practice, not a notebook, to bring the story to life. The writing implement focus of the current class seems to fit "Scribe" or even "Artist" much better than Storyteller.

    The name is ALSO not my favorite but I haven't come up with anything that sounds interesting and unique enough for this class, It took me a little while to decide on Machinesmith when we did that class but I am sure we will think of something new and interesting.

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    Good news BETTER News!!! We have don't an update to the original Storyteller base class and rules we released. But best of all it is available in PDF form so you can easily download and use. So check out and download this new playtest rule set for the Storyteller, for a LIMITED TIME (link expires 5/31/2016). Hope you enjoy!

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    You might want to watch my Transparency Agenda youtube video channel. I cover a lot of topics of being a 3PP, what to expect and the difficulties. Hope this helps.

    I have to admit I am surprised that there hasn't been more feedback on this class, good OR bad. Do you guys like it? Hate it? Think it is silly? Think it is great? Tell us what you think so we can make sure to make the BEST class possible.

    By the way people, what do you think of the name, "Storyteller"? Do you think a different one would be better?

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    Anything a storyteller writes, comes true. Their words, powerful and ancient, are drawn from the fabric of the universe itself. In combat, they test their focus and quick brush-strokes against spell and steel alike. Using the power of their story, they can empower their allies, weaken their foes, create magical effects or even create tools, weapons or entire creatures from thin air.

    Role: Storytellers are rare, and most often arise from scholars or hermits who uncover the true language of the universe through their studies, though some few are lucky enough to learn their first words from another storyteller. When working as part of a group a storyteller’s wide range of abilities allow them to fill many roles - though most often they provide support to their allies by enhancing their abilities or by creating creatures to fight by their side.

    Alignment: Any.

    Hit Die: d6.
    Class Skills

    The storyteller’s class skills are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis)

    Skill Ranks per Level: 4 + Int modifier.

    Table: Storyteller

    Level Base Attack Bonus Fort Save Ref Save Will Save Special Eloquence Words Known

    1st +0 +0 +0 +2 Brush and Scroll, eloquence 1, embellishment, phrase, story, words 4 3

    2nd +1 +0 +0 +3 new word 5 4

    3rd +2 +1 +1 +3 Tattoo combat 7 4

    4th +3 +1 +1 +4 Eloquence 2, new word 8 5

    5th +3 +1 +1 +4 Lightning dictation 10 5

    6th +4 +2 +2 +5 new word 11 6

    7th +5 +2 +2 +5 Eloquence 3 12 6

    8th +6/+1 +2 +2 +6 new word 13 7

    9th +6/+1 +3 +3 +6 Improved tattoo combat 15 7

    10th +7/+2 +3 +3 +7 Eloquence 4, new word 16 8

    11th +8/+3 +3 +3 +7 Dual meaning 18 8

    12th +9/+4 +4 +4 +8 new word 19 9

    13th +9/+4 +4 +4 +8 Eloquence 5 20 9

    14th +10/+5 +4 +4 +9 new word 21 10

    15th +11/+6/+1 +5 +5 +9 Master tattoo combat 23 10

    16th +12/+7/+2 +5 +5 +10 Eloquence 6, new word 24 11

    17th +12/+7/+2 +5 +5 +10 Redefine 26 11

    18th +13/+8/+3 +6 +6 +11 new word 27 12

    19th +14/+9/+4 +6 +6 +11 Eloquence 7 28 12

    20th +15/+10/+5 +6 +6 +12 Master storyteller 30 13

    Weapon and Armor Proficiency: Storytellers are proficient with all simple weapons. Storytellers are also proficient with light armor. A storyteller wearing medium or heavy armor, or using a shield incurs the arcane spell failure chance on all embellishments, phrases or stories, as though they were arcane spells with somatic components.

    Brush and Scroll (Ex) To better write the words of the universe, storytellers form a close bond with a particular writing implement. Typically this is a horsehair brush, but it may be a quill, pen or even chalk. Likewise, they form a bond with an appropriate medium on which to write, such as a vellum scroll, a small board of slate or canvas, or even a bound book. Due to their bond with the storyteller, these writing tools are more durable than others of their kind, increasing in hardness by 5, and gaining 10 hit points, and they do not require ink or paint to write, nor do they become worn down with use.

    Though they are not required to write any of a storytelller’s words, if she is missing her scroll (or chooses not to write on it, except during tattoo combat) she must make a concentration check with a DC of 10 plus number of points of eloquence she spends, and if she is missing her brush she must make a concentration check with a DC of 15 plus number of points of eloquence spent in order to accurately write any of her words, and they appear to float in the air or just above whatever surface the storyteller wrote them upon. If she is missing both, the concentration check is DC 20 plus number of points of eloquence spent.

    If a storyteller writes a phrase, embellishment or story on her scroll, she can choose to erase it as a move action by touching it with her brush or her hand. If the rune is written anywhere else, erasing it requires a melee touch attack as a standard action.

    Eloquence (Su) A storyteller is capable of more than just the mundane writing that anyone is capable of—her focus, precision and creativity allow her to write words that give new order to the underlying multiverse around her. The eloquence with which they write allows them to create incredible effects when they write embellishments, phrases, and stories.

    A storyteller begins with a pool of 4 points of eloquence, and gains 1 or more additional points of eloquence each level as they advance. Eloquence is spent whenever a storyteller writes embellishments, phrases or stories, and remains spent until the storyteller chooses to dismiss the effect, or the effect ends. Once the effect ends, the storyteller regains the eloquence spent on that ability at the beginning of their next turn.

    At first level, a storyteller can spend a single point of eloquence as a standard action. At 4th level, and every 3rd level thereafter (7th, 10th, 13th, 16th, and 19th), the maximum number of points of eloquence a storyteller can spend as a standard action increases by 1, up to 7 points of eloquence as a standard action at 19th level.
    If the storyteller spends a full-round action instead of a standard action, the maximum amount of eloquence she can spend is increased by 1. At 11th level, this additional eloquence increases to 2.
    For each additional full-round action a storyteller chooses to spend, the maximum amount of eloquence they can spend at once increases by 1, up to their eloquence maximum.

    Embellishment (Su) A storyteller can write about the creatures around them, embellishing on their words and deeds, and those still to come. By spending one point of eloquence, a storyteller can write a description embellishing a creature within 30 feet of them. An embellished creature gains either a +1 morale bonus on attack and damage rolls, or a +1 morale bonus on all skill checks. For each additional point of eloquence spent, this bonus increases by 1.

    Additionally, a storyteller can choose to add any of the words they know to their embellishment. Doing so requires a number of eloquence equal to the number of words included, plus additional eloquence as noted in the particular word.

    The effects of an embellishment remain until the storyteller chooses to end it.

    Phrase (Sp) A storyteller can use their words to bend reality around them, assaulting and berating creatures within 30 feet of themselves with effects that in most ways resemble spells.

    In addition to the effects of any words a storyteller chooses to use in her phrase, a storyteller can spend eloquence to assault their target directly. When she writes a phrase in this way, she makes a single ranged attack roll against her target using her Wisdom modifier. If the attack hits, the phrase does 1d6 points of either bludgeoning, piercing or slashing damage to the target, plus the storyteller’s Wisdom modifier, and the subject takes a -1 penalty on their save against the effects of the words in that phrase, if any. For each two additional points of eloquence spent this way, the storyteller does an additional d6 points of damage, and the penalty imposed increases by 1. If the attack misses, the target instead gains a +4 bonus on their save against any words in the phrase.

    Adding words to a phrase requires one point of eloquence per word, plus any additional eloquence noted in the word’s description. Regardless of the number of words in a phrase, all words affect the same target.

    An unwilling target can resist all words in a phrase by making a single Will save. If their save is successful, any damage done by those words is halved, and any effects that are not damage are negated entirely. The DC of this save is equal to 10 + the Storytellers Wisdom modifier + half the number of eloquence spent on the phrase, rounded down.

    Unless otherwise noted, the effects of a phrase occurs immediately, and then the phrase is erased.

    Story (Su) A storyteller can write so precisely that they can bring objects and creatures into being from nothing. The appearance of an object or creature created by a storyteller’s story is limited only by the storyteller’s preference - their creations can appear to be made of glowing force, to be naturally constructed or anywhere between or beyond - though to a keen eye their supernatural origin is obvious. Regardless of their superficial appearance, their statistics do not change, except as noted in any words used in the story.

    By spending one or more points of eloquence, the storyteller can make a Craft check to create a physical object or tool of their choice, with a circumstance bonus on their check equal to twice the number of points of eloquence spent in this way. The DC of this check is equal to the check required to create a mundane version of the item normally. Once the the check has been made, that item springs to existence in their hand, or in an empty square within 30 feet. If the storyteller fails the check by less than 5, they create the intended item, but it has the broken condition. If they fail by 5 or more, they create an item that appears to be what they intended but doesn’t function (weapons are dull and unbalanced, armor falls apart and doesn’t fit, etc).

    If she succeeds her check by 5 or more, the item is considered to be a masterwork version of that item. For each 5 additional points the check is exceeded by, the item is considered to have a +1 enhancement bonus, up to a maximum of +5.

    Alternately, by spending 2 or more points of eloquence, the storyteller can use her story to bring a creature into being. A creature created by a story has base statistics of:

    1HD, Hp 10, AC 11, bab +1; attacks slam +1 (1d6); no good saves; base speed 30, medium size; any one skill at +4.

    For each 2 additional points of eloquence spent, a creature gains +1 HD, +10 hp, +1 Dex bonus to AC, +1 natural armor bonus to AC, +1 bab, +1 to all saves, +1 strength to attack and damage, +2 to one of their chosen skills or a new skill at +4

    Whether a storyteller brings to life a new creature or crafts an item with their story, a she can choose to add any of the words she knows to her story. Doing so requires a number of eloquence equal to the number of words included, plus additional eloquence as noted in the particular word.

    Words (Su) Storytellers understand the true language of the multiverse. A storyteller begins play knowing three words of her choice. She gains an additional word at 2nd level, and every 2 levels after 2nd, as noted in Table 1: the Storyteller.

    Any words that require a save have a save of DC 10 plus the storyteller’s Wisdom modifier plus the number of eloquence spent on that embellishment or phrase.

    A storyteller can erase any word they have written at any time, and regain the eloquence spent, by touching the word with her hand or her brush as a swift action.

    BENCHMARK SPELLS for determining eloquence minimums or prerequisites

    Spell word: instead of a typical word, a storyteller can learn a wizard spell like it were a word. When they learn a spell in this way, it must be of a spell level one third their storyteller level or less, and it can only be written as a phrase. Doing so requires a number of eloquence equal to three times the spell level.

    Talented word
    Embellishment: target reduces nonproficiency penalty by 2 per eloquence
    Phrase: target may make a single skill check using one of the Storytellers bonuses instead of their own. This phrase remains active until the bonus is used, at which point it is erased as normal.
    Story: creature gains proficiency with simple weapons. For 1 additional point, they gain proficiency with martial weapons. For each additional point, creatures gain proficiency with one exotic weapon.
    Object grants a +1 tool bonus to relevant skill checks.

    Protection word: This word represents the continued existence of an object through sheer perseverance.
    Using the word in an Embellishment - for each point of eloquence spent, the target gains a +1 deflection bonus to AC until you erase the word.
    Using the word in a Phrase - a target gains the effect of either mage armor or shield for one minute for each point of eloquence spent. After this time, the word is erased.
    Using the word in a story - an object created gains 1 point of hardness and 5 hit points. A creature created gains +1 natural armor.

    Life Word: This word represents the positive energy that flows through all living things.
    Using the word in an embellishment - for each point of eloquence spent, the target gains 5 temporary hit points until you erase the word. If these temporary hit points are reduced to 0, the word is erased.
    Using the word in a phrase - a dying target immediately stabilizes and regains consciousness. The word is immediately erased.
    Using the word in a story - A creature created gains 5 maximum hit points. Alternately, for 3 points of eloquence, a created creature gains fast healing 1.

    Heat word: XXXX.
    Using the word in an embellishment - target gains resist fire 5
    Using the word in a phrase - target takes 1d6 points of fire damage. Each additional heat, chill or electric word in a phrase costs 2 points of eloquence.
    Using the word in a story - a creature created gains resist fire 5, adds 1 point of fire damage to all attacks it makes, and vulnerability to cold damage

    Chill word: XXXX.
    Using the word in an embellishment - target gains resist cold 5
    Using the word in a phrase - target takes 1d6 points of cold damage. Each additional heat, chill or electric word in a phrase costs 2 points of eloquence.
    Using the word in a story - a creature created gains resist cold 5, adds 1 point of cold damage to all attacks it makes, and vulnerability to fire damage

    Electric word: XXXX.
    Using the word in an embellishment - target gains resist electricity 5
    Using the word in a phrase - target takes 1d6 points of electricity damage. Each additional heat, chill or electric word in a phrase costs 2 points of eloquence.
    Using the word in a story - a creature created gains resist electricity 5, and adds 1 point of electricity damage to all attacks it makes

    Move word: XXXX.
    Using the word in an embellishment - target increases base move speed by 5 feet. By spending XX points of eloquence, the creature gains a fly speed equal to their base speed.
    Using the word in a phrase - target must make a save or be moved 5 ft in a direction of the storyteller’s choosing.
    Using the word in a story - creature created increases their base move speed by 5 feet. By spending XX points of eloquence the creature gains a fly speed equal to twice their base speed.

    Hold word: XXXX.
    Using the word in an embellishment - all of the targets move speeds decreases by 5 feet.
    Using the word in a phrase - XXX eloquence target is held, as hold person, for one round per point of eloquence spent.
    Using the word in a story - creature created increases their base move speed by 5 feet. By spending XX points of eloquence the creature gains a fly speed equal to twice their base speed.

    Death word: This word represents the dark, negative energy that draws all souls to evil and destruction.
    Using the word in an embellishment - the target takes a -2 penalty to Constitution. Each additional time this word is used in an embellishment, it requires one more point of eloquence than before. If this penalty would reduce the target’s Constitution score to 0 or less, the target must make a Fortitude save each round or die.
    Using the word in a phrase - any damage done by other words of this phrase is instead negative energy damage.
    Using the word in a story - a creature created gains the negative energy affinity, and appears dead or dying

    Weakness word: This word is the entropy that slowly degrades all things.
    Using the word in an embellishment - target gets -1 to attack and damage.
    Using the word in a phrase - the target nonmagical object weighing 5 lbs or less and with a hardness of 10 or less gains the broken condition and is reduced to half its maximum hit points. If the object is attended, the creature holding it may make a Fortitude save. For each additional point of eloquence, this phrase can affect an object 5 lbs heavier, and with a hardness 5 points higher.
    This word cannot be used in a story

    Pervasive word: XXXX.
    Using the word in an embellishment - the embellished creature can attack incorporeal creatures as though it had the ghost touch weapon. By spending XX additional points, it can hit astral, too.
    Using the word in a phrase - the phrase requires only a ranged touch attack, instead of a standard ranged attack. For each additional point of eloquence, the phrase gains a +2 circumstance bonus to hit.
    Using the word in a story - the creature exists on multiple planes at once, and can attack as though it were incorporeal.

    Portal word: XXXX.
    Using the word in an embellishment - the target is treated as an outsider. By spending an additional xx point of eloquence, they also gain the good, evil, chaotic, Lawful or native subtype.
    Using the word in a phrase - your target is moved up to 100 feet. By spending xx eloquence, they instead move up to 100 miles.
    Using the word in a story - a creature is treated as an outsider. An object attunes itself to a target, who can call it go their hand as a move action from anywhere within 100 feet.

    Secret word: XXXX.
    Using the word in an embellishment - the target gains a +5 to stealth for each point of eloquence spent.
    Using the word in a phrase - the target becomes invisible for one minute per eloquence spent. Or for xxx eloquence becomes greater invisible.
    Using the word in a story - for xxx eloquence the creature gains natural invisibility. The object is totally invisible.

    Revelation word: XXXX.
    Using the word in an embellishment - the target gains +5 to Perception per eloquence
    Using the word in a phrase - invisibility purge.
    Using the word in a story - the creature can see invisibility.

    Big word: XXXX.
    Using the word in an embellishment - target increases in size one category.
    Using the word in a phrase - the phrase affects all creatures in a 5ft radius per point of eloquence. All creatures in this area gain a +2 circumstance bonus on saves per point of eloquence.
    Using the word in a story - creatures increase in size one category. A second size category for two more eloqence, and a third for four more eloquence beyond that.
    Objects can be twice as large for each eloquence spent

    Little word
    Embellishment - target decreases in size by one size category.
    Phrase - the target feels as though they have shrunk, taking a -1 morale penalty on attacks against creatures the same size as them or larger for a number of rounds equal to eloquence spent on this word.
    Story - creatures are one size category smaller.
    Objects gain a +3 circumstance bonus on craft checks, but do not increase in size for eloquence spent on this word.

    Mundane Word XXX
    Embellishment - spell resistance 9 plus 1 for each two points of eloquence
    Phrase - dispel magic
    Story - creatures or objects created are indistinguishable from their mundane counterparts unless the observer succeeds a Perception check against a DC of 15 + your wisdom modifier plus number of points of eloquence you have spent on this word.

    Restricting Word XXX
    Embellishment - target is entangled
    Phrase - target is grappled
    Story - object is sticky, hard to disarm.
    Creatures have the web special attack

    Figment word xxxx
    Embellishment - target becomes blurry around the edges, and gains a 10% miss chance per point of eloquence spent, up to 40%. At 40%, you may spend 3 points of eloquence to make the target invisible. If they attack, they become visible, regaining 10% of their miss chance each round until they are again invisible.
    Phrase - the phrase is mostly illusory, and does nonlethal damage instead of any other type of damage it would have done.
    Story - the objects created are silent illusions, instead of tangible objects or creatures, though you can manipulate them as though they were tangible. For each point of eloquence spent, you can fool one additional sense (hearing, smell or basic touch).

    Puppet word
    Embellishment - creature is friendly towards you. At 3 points, charmed if it is your type, at 7 points charmed if it is any type.
    Phrase - you can manipulate an inanimate object weighing less than 100 lbs plus 100 lbs for each point of eloquence. Can act like animate object.
    Story - after xxx points, a creature created gains the construct type.

    XXXword: XXXX.
    Using the word in an embellishment - XXX.
    Using the word in a phrase - XXX.
    Using the word in a story - XXX.

    Word that makes you seem to be something else. Disguise self.

    Word that lets you read additional languages.

    Word that grants darkvision or creates light (that only you can see)

    Word that creates a fog cloud

    Word that creates aquatic things, allows you to breathe underwater

    Word that lets you charm things

    Class ability: learn an additional language each level

    Tattoo Combat (Ex) Beginning at 3rd level, a storyteller can write words of the universe directly onto her opponents during combat. She may, for any phrase or embellishment worth two points of eloquence or less that allows a target to make a save, remove the requirement for a save by succeeding a melee touch attack against her target instead.

    Lightning Dictation (Ex) Beginning at 5th level, a storyteller’s brushstrokes become so swift they are hard to follow with the eye. In a single round, she can scribe up to 50 words in any language she knows. In addition she may scribe scrolls for other characters, in effect granting them the Scribe Scroll feat. Scrolls created in this way require only one minute per spell level to craft, but still require the normal number of materials as they would otherwise.

    Improved tattoo combat (Ex) beginning at 9th level, a storyteller’s brush can move so quickly that she can write even complex words on her opponents in combat. When using tattoo combat, she no longer has a maximum number of points of eloquence. Instead, she must succeed a melee touch attack against her target for each two points of eloquence she intends to use - and the effect of the embellishment or phrase she intends to use only comes into existence once they have made a sufficient number of touch attacks against the target, even if that requires multiple rounds.

    Dual Meaning beginning at 11th level, a storyteller can write a phrase that has two separate, simultaneous meanings. When writing a phrase, a storyteller can also write a secondary phrase using up to half of the words as the original phrase, targeting a second creature within range. This second phrase requires half as much eloquence as it would if used alone, which is added to the eloquence required to use the phrase. So, if a storyteller wrote a phrase that contained two hold words and two movement words (which normally requires four eloquence), they could also target a second creature with a phrase that contains two hold words (which increases the total eloquence required to write the phrase to five).

    Master tattoo combat beginning at 15th level, a storyteller’s brushstrokes are so quick as to be invisible to the naked eye. When using tattoo combat, all touch attacks made each round are at the storyteller’s highest attack bonus.

    Redefine beginning at 17th level, so long as they have time to muse, a storyteller is no longer restricted by the words they know. They can craft a phrase that replicates the effects of any cleric or wizard spell of 7th level or lower, so long as she spends a number of minutes equal to that spell’s level, or twice that spell’s normal casting time if higher, carefully choosing her words. To do so, a storyteller must have a number of eloquence available equal to twice the level of the spell she choses to replicate.

    Master Storyteller (Su) at 20th level, a storyteller’s mastery of her story is absolute. The number of points of eloquence to create a story is reduced by 3. If that would lower the cost of the story to 0 or fewer, the effect is instead instantaneous, and the creature or object they have created remains in the world forevermore - at least until the storyteller chooses to erase them, which they can like any other story by touching the creature as a swift action. In addition, when a storyteller spends eloquence as a full round action, she may spend any number of eloquence at once, up to her maximum eloquence.

    Storyteller Archetypes:
    Some storytellers use their brush and scroll as more than their tools, but as their literal weapons. Their brush is as hard as iron, and their scroll is as sharp as a razor: almost, but not quite, as sharp as their wit.

    Iron Brush and Scrollblade (Ex) A scrollblade uses her brush and scroll as weapons as well as tools. At first level, they are considered martial weapons with which they are proficient, and each do 1d6 points of damage (piercing for the brush, slashing for the scroll). At 3rd level, both the scroll and brush and considered to be magical weapons with a +1 enhancement bonus. At 6th level, and each 3 levels thereafter (9th, 12th, 15th, 18th), both the scroll and brush increase in enhancement bonus by 1, or gain a weapon ability equivalent to a +1 enhancement bonus. This ability modifies Brush and Scroll.

    Eloquence (Su) A scrollblade’s eloquence maximum is equal to her level +2. This ability modifies eloquence.

    Two-Weapon Fighting (Ex) a scrollblade gains Two-Weapon Fighting as a bonus feat at first level.

    Improved Two-Weapon Fighting (Ex) at 8th level, a scrollblade gains Improved Two-Weapon Fighting as a bonus feat.
    Some storytellers aren’t interested in changing the stories around them, but instead focus on creating stories all their own - and begin crafting entirely new worlds.

    Write World (Su) A worldwriter can create their own worlds within the folds of their scroll. By spending one or more points of eloquence, a worldwriter can create a demiplane that can be accessed through their scroll. At first level, this demiplane is only accessible as a sensory experience: anyone who reads the worldwriter’s scroll as a full-round action can see whatever scene the worldwriter has scribed within. At 3rd level, characters who read the scroll can choose to enter the demiplane instead - being transported to an identical copy of the scroll within the demiplane itself. Starting at 9th level, a worldwriter can choose to force anyone other than them who reads their scroll into their demiplane, if the creature reading the scroll fails a will save with a DC of 10 + the worldwriter’s wisdom modifier + half the worldwriter’s level.
    The demiplane inside their scroll is four contiguous five foot cubes per level, and is filled with either air or water (whichever the worldwriter normally breathes), and otherwise similar to the create demiplane spell. Within the demiplane, any stories the worldwriter writes are reduced in eloquence cost by 2. Stories crafted here cannot leave the demiplane for any reason.
    A character inside the worldwriter’s demiplane can leave it at any time by reading the copy of the scroll within the demiplane, exiting into the nearest unoccupied square to the original scroll.
    While the scroll within the demiplane cannot be destroyed without destroying the demiplane itself, if her normal scroll is destroyed, the demiplane collapses, spilling its contents into the space the scroll had occupied.
    This ability replaces phrases.

    Eloquence (Su) A worldwriter’s eloquence maximum is equal to her level +2. This ability modifies eloquence.
    While most storytellers tell their own stories, censors instead rewrite the stories of others around them.

    Understatement (Su) A censor can deride and scorn creatures in their writing, undermining their every effort. By spending one point if eloquence, a censor can write a description understating a creature within 30 feet of them. An understated creature takes either a -1 morale penalty on attack and damage rolls, or a -1 morale penalty to all skill checks. For each two points of eloquence spent, this penalty increases by 1.

    A censor can add words to their understatements as though they were phrases. A creature that succeeds the will save against words in an understatement also negate any penalties imposed by it.

    Additionally, a censor can spend 4 points of eloquence to change the penalty imposed by the understatement to a luck penalty.

    The effects of an understatement remain until the censor chooses to end it.

    This ability replaces embellishments.

    Rather than focusing on nuances of the languages of the universe, runewriter instead master as many words as they can, and write these powerful words alone, imposing their own story on the universe around them quickly, but without subtelty.

    Runic Embellishments (Su) a runewriter may not spent eloquence to embellish their targets with descriptions to grant them morale bonuses - they may only write embellishments using words they know. ((This phrasing is bad))
    This ability modified embellishments

    Runic phrase (su) a runewriter may not spend eloquence to assault their target directly - they may only write phrases using words that they know.
    This ability modified phrases

    Runes (Su) at first level, and every two levels thereafter, a runewriter gains the spell word as a bonus word. The minimum spell level for this spell is equal to half their runewriter level, rounded up. This ability modifies words.

    1 person marked this as a favorite.
    Yrtalien wrote:
    Crap, found out about it too late : ( Looks very cool !

    That happens sometimes. But don't worry we will be releasing this most likely by this early summer. You can still follow our Facebook page to see what we are doing with this project and many more of ours. Hope this helps!

    2 people marked this as a favorite.

    Thanks for the review!

    Writer Michael McCarthy and I, talked to DawnforgedCast and discuss their latest project, Crisis of the World Eater Kickstarter for Pathfinder Roleplaying Game and Dungeons & Dragons 5th Edition, and the troubles and triumphs of creating professional gaming content. Watch it here on YouTube!

    1 person marked this as a favorite.
    BigP4nda wrote:

    Hi, I am looking for some work throughout the next few months and wanted to just post on here so all could see. I would prefer $0.02 per edited word at least.

    I have pretty extensive knowledge of the Pathfinder system and am willing to write just about anything. My specialties are smaller projects such as magic items, feats, class features, talents, etc. I can also manage short campaigns and classes (base, hybrid, alternate, etc.)

    If you would like to recruit me for a project, please message me and I would be more than happy to prove my skills either with previous work or your own personal test.

    Everything that everyone suggested is right on point. The best way to get noticed is to do something on your own give it away for free and listen to what people say about it GOOD and BAD. That alone will give you a MAJOR leg up over many other newbies. Good luck.

    $880 until we reach our next threshold goal.

    Aaand here's the Kickstarter--> r-pathfinder-rpg/description

    Owen KC Stephens wrote:
    LMPjr007 wrote:
    Now can you imagine what it must be like for a NON-Paizo 3PP? Yep, it is THAT crazy.


    I don't have to imagine Louis. I was a Non-Paizo 3pp much longer than I haven't been.

    What I am saying is, being not a Paizo employee made my 3pp business both easier and more profitable.

    It's THAT crazy.

    I KNOW. That wasn't for you. It was for all the non-publishers reading this thread. :-)

    Owen KC Stephens wrote:
    Interjection Games wrote:
    Aw, c'mon, pretty sure getting hired onto the mothership made everything a lot easier thanks to that prestige effect.

    I can see why that might seem to be the case... but in practice the opposite appears true.

    First, being a Paizo developer is an at-least-full-time job. Certainly it means I can take on a lot less freelance work, and having sick days and vacation days can help manage stress, but it's still (with commute) an average of 50-60 fewer hours each week I have to work on Green Ronin and Rogue Genius products. I have cut back on playing video games, tabletop games, reading, side-projects, and miniature work, and as it is I still run about a 90 hour workweek on average.

    Second it's not just the hours doing Paizo stuff, it's the specific hours NOT doing GR/RGG stuff. I can't spend time I'm on the clock at Paizo to answer emails, talk on messageboards, or make business contacts for my other companies. I used to be extremely active as a 3pp poster on behalf of RGG, and now for the "prime time" of posting about neat new things I'm unable to because I am wearing a different hat. I took today off (to be with my wife, who's been away for more than a week), which is the only reason I can respond now instead of 4 hours from now. That means entire topics are often over and done with before I can make any GR or RGG post, and there's less opportunity for feedback on what I say and back-and-forth with posters.

    The prestige effect doesn't seem to help sales or acceptance of 3pp material, either. Sales of RGG are significantly *down* since I became a Paizo developer. Part of that is that not everyone knows RGG is run by a Paizo dev - it's not something I discuss when posting with my Paizo Developer account (I login on separate accounts depending on what thread I am posting on). And if I meet someone through Paizo contacts, I have to wait for a non-official-Paizo opportunity to mention I have other game companies I work with, and I don't ever do that with my Paizo email. Just last week, a freelancer asked me on Facebook if I knew a contact for RGG they could reach out to about potential work. They were surprised that contact was me.

    This firewall also relates to topics RGG tackles with products. When I was a freelancer, if Paizo announced something was coming and I wasn't working on it, I could make my best guess about what it might look like and get a product ready. Now I wait until 30 days after a book is out before even thinking about what to do to synergize with it or discussing a tie-in product with a freelancer or artist.

    Further, many anti-3pp customers remain anti-3pp even when that 3pp is a Paizo employee. I have had people tell me to my face that if an idea or product of mine was any good, Paizo would publish it, so the fact I am a Paizo employee is "proof" to them that all RGG content is cast-offs Paizo didn't want. Nevermind that's not how Paizo or 3pp or development works.

    And while I absolutely have a friendly relationship with Paizo as far as 3pp treatment goes, that's always been true. But since being an employee, I've still been told something I did crossed a line, and had to take it down and make adjustments. (Which happened beforehand rarely too - it's the cost of doing the business of close tie-ins without wanting to annoy the mothership :D )

    Now there is certainly increased visibility for me as a Paizo developer, and that may give me more reach than my 117 years of industry experience prior to being hired. And I am absolutely surrounded by brilliant editors, developers, and designers, which means my own skills are increasing, and there's a quality payoff with that. And some kind of prestige bump in sales might come along after 3 years, or 4 years, or some other timeframe I haven't reached.

    But the reality is so far I have less time, fewer sales, no more access, and no more apparent product acceptance, than before I was hired. It's still absolutely worth doing, and I very much appreciate that Green Ronin and Paizo allow me to be a formal developer for both companies while also running my own (which is one reason I take firewalling those roles so seriously), but there isn't any obvious "up" side in terms of benefits to RGG.

    Now can you imagine what it must be like for a NON-Paizo 3PP? Yep, it is THAT crazy.

    2 people marked this as a favorite.
    Owen KC Stephens wrote:
    That kinda depends on how you define "major player," and "do Kickstarter."

    Owen .. major player... maybe...


    Rogue Genius Games hasn't done a Pathfinder Kickstarter yet, for example.


    Though, I admit, sooooon...


    1 person marked this as a favorite.
    Endzeitgeist wrote:
    @Louis: Have you thought about Chronicles of the Gatekeepers as an add-on, perhaps even as an exclusive POD-compilation for those who need modules to take them from level 1 - 5? Seems like a natural fit to me...

    Actually not until you just said that. I think I have some work to do. :-)

    Our friends at were kind enough to offer an additional reward to all donors at $49 and up of our Crisis of the World Eater Kickstarter: 1 free month subscription to!!!! We will send out the code for the free subscription after the Kickstarter ends! If you ever wondering about trying our, now you have a good FREE reason! Enjoy! Support our Crisis of the World Eater Kickstarter here!!!

    Malwing wrote:
    I'm currently at the $69 level but I feel like I could contribute more but the levels above that include some kind of creative contribution privilege which I don't value. Any chance of having add-ons that net content over contribution?

    I understand that feeling. My idea was to not do add-ons and just add on more cool stuff to the threshold goals. Add-on to me were things that you might offer to someone at a discount and my feeling was just give it away for free if you reach a certain point. That just seemed to make more sense to me. Hope this helps.

    Malwing wrote:

    So just to clarify some things, the project includes;

    The Prelude: A Warning Too Late. (lvl 5)

    Yes this will be added to the collected book.


    The Alpha adventure: Immortal Wrath of the Armageddon Angel. (lvl 6-8)

    The Delta adventure: Devourer of a Thousand Worlds. (lvl 12-14)

    As of right now these two books will be given to donors in a collected format (POD and PDF) and as individual adventure (PDF).

    The Omega adventure: Inheritor of Entropy Heart. (lvl 18-20)

    We have not reached it yet BUT we are only $1,800 from reaching it, so we should reach it.

    Third party campaign settings detailed in printed editions of these adventures.

    These are threshold goals that are later in this kickstarter and we MAY NOT reach them if we don't get enough people supporting this kickstarter.


    My questions are;

    On the side I hear about sidetreks adventures. Are these meant to fill in the gaps of lvl 9-11, and 15-17?


    Are these included in any of the rewards?

    No. Only if we reach the threshold rewards levels.

    Are there any plans for lvl 1-4?

    No. Since this deals with more dangerous individuals we thought it would be best to start at 5th level.

    Would this campaign fit in a tech heavy campaign setting? (spacefaring society)

    It could. We built the setting for this to be a generic Pathfinder so you can drop it into anywhere with ease. But the sidetrek are each specific campaign world so that could be an issue. Hope this helps and thanks for the support!

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