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[LPJ Design] Classes of NeoExodus: Protean Scribe for The Pathfinder Roleplaying Game Now available
Louis Porter Jr. Design, has released Classes of NeoExodus: Protean Scribe for The Pathfinder Roleplaying Game at RPGNow.com and DriveThruRPG.com. Here is information on this product:
To a protean scribe, all the universe is formed of words. Not just words such as the kind in a language spoken by mortals or even by the gods themselves, but words more powerful even than that. Words that drew forth the universe itself from the protean mass of chaos that came before. Protean scribes dedicate their lives to unearthing these primordial words, and to weaving them into common languages to create powerful magical effects; empowering their allies, weakening their foes, or even creating life with nothing more than a simple stylus and a few words.
Inside this sourcebook you will find you’ll need to enhance on adventures when using the Protean Scribe base class:
- All the information to play the Protean Scribe as base class for the Pathfinder RPG and NeoExodus: A House Divided Campaign Setting.
- Rules for the Protean Scribe’ Stylus and Writing including to create three distinct types of fantastic effects -- Embellishments, Phrases and Stories; and Primordal words.
- Five All New Archetypes: Scrollblade, Wordwriter, Censor, Runewriter and Orator.
- Six New Feats including Distant Phrase, Evolved Story, Intense Phrase
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!!!
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.
Hit Die: d6.
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.
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.
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:
STATBLOCK THIS PROPER
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.
Protection word: This word represents the continued existence of an object through sheer perseverance.
Life Word: This word represents the positive energy that flows through all living things.
Heat word: XXXX.
Chill word: XXXX.
Electric word: XXXX.
Move word: XXXX.
Hold word: XXXX.
Death word: This word represents the dark, negative energy that draws all souls to evil and destruction.
Weakness word: This word is the entropy that slowly degrades all things.
Pervasive word: XXXX.
Portal word: XXXX.
Secret word: XXXX.
Revelation word: XXXX.
Big word: XXXX.
Mundane Word XXX
Restricting Word XXX
Figment word xxxx
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.
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.
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.
Eloquence (Su) A worldwriter’s eloquence maximum is equal to her level +2. This ability modifies eloquence.
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.
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))
Runic phrase (su) a runewriter may not spend eloquence to assault their target directly - they may only write phrases using words that they know.
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.
So last week talking to Owen KC Stephens about some crazy game design ideas for Pathfinder Roleplaying Game, I suggested doing a COMPLETELY new base class which I have been calling the Storyteller.
Simply put what ever they write from their magic scroll and stylus, it comes into reality. Trapped at the bottom of a pit and you need a rope to get you out? A Storyteller can create one for you. Need a boat to sail away from an island, a Storyteller can create one for you. Need a splash weapon to effect a swarm? A Storyteller can create one for you. If you are thinking inspired by the Green Lantern, you might be in the right ballpark. It was also inspired visually by the image link.
So what do you think? Would this be an interested class for you to play? What would you like to see in this base class? Please let me know. Thanks!
Louis Porter Jr. Design, has released Monsters of NeoExodus: Dragons for The Pathfinder Roleplaying Game at RPGNow.com and DriveThruRPG.com. Here is information on this product:
The world of Exodus is inhabited by marvelous creatures, both dangerous and benign. Among the mightiest of these are dragons. Described herein are two new categories of dragon that can be found upon Exodus: the noble and mysterious stellar dragons, and the fell creatures known as conflict dragons. Both types provide for dangerous new foes. While the stellar dragons may be noble and high-minded, they tend to be dismissive of lesser creatures, finding them expendable in the face of achieving the greater good. The conflict dragons delight in misery and destruction and will run unchecked through the world, bringing its eventual demise, unless stopped by those with the power to do so.
Inside this sourcebook you will find you’ll need to enhance on adventures when using the these unique NeoExodus Dragons in you game:
Including the Introduction, Age Categories, Combat Additional Dragon Rules
- Four All new Dragons: Conflict Dragons - Armageddon Dragon (CR 7, CR 11 and CR 16); Fury Dragon (CR 8, CR 12 and CR 17); Holocaust Dragon (CR 9, CR 13 and CR 18) and Wrath Dragon (CR 10, CR 14 and CR 19)
- Four All new Dragons: Stellar Dragons - Gravity Dragon (CR 8, CR 12 and CR 17); Nebula Dragon (CR 9, CR 13 and CR 18); Pulsar Dragon (CR 10, CR 14 and CR 19) and Supernova Dragon (CR 10, CR 14 and CR 19)
- Two All New Dragon Lords: Apocalypse Dragon (CR 25 and CR 30/MR 10) and Infinity Dragon (CR 25 and CR 30/MR 10)
For you fans who like to play Alchemist he is an update to Sean K Reynolds original Alchemy Tracking Sheet. Pick up your copy at Louis Porter Jr. Design website: www.neoexodus.com. Enjoy!
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[LPJ Design] Crisis of the World Eater Prequel - A Warning Too Late for The Pathfinder Roleplaying Game Now available
Louis Porter Jr. Design, has released Crisis of the World Eater Prequel - A Warning Too Late for The Pathfinder Roleplaying Game at RPGNow.com and DriveThruRPG.com. Here is information on this product:
All across the world, an unexpected psychic broadcast seeps into the mind of every living thing, filling their minds with portents of death and destruction. Tens of thousands of people, especially those attuned to magical forces, are driven to suicide. The Confederated Nations, the world’s most bountiful empire, immediately launch an investigation, tracing the broadcast back to the Kray Wasteland. The wasteland is the result of the Kray Comet striking the world just over a century ago, a thousand miles south of the Capitol of the Confederated Nations. Officially, it is too irradiated to enter safely, but facing the possibility of another deadly broadcast, they have little choice.
Instead of a crater, however, the supposed impact site is home to a squat, grey complex. Decades ago, this now-abandoned laboratory was used to endow a dedicated group of warriors with extraordinary abilities. Only three of these super-warriors remain: the powerful Vault, the clever Synapse, and the raging Ozone. Drawn by the same broadcast that killed so many others, they have returned to the Complex. They know what lies at the center - not a meteor, but a powerful entity from another world, who arrived here nearly a century ago with a grave warning.
Best of all Crisis of the World Eater Prequel - A Warning Too Late is PAY WHAT YOU WANT!!!
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[LPJ Design] Chronicle of the Gatekeepers Omega: Dawn of a Thousand Wars for The Pathfinder Roleplaying Game Now available
Louis Porter Jr. Design, has released Chronicle of the Gatekeepers Omega: Dawn of a Thousand Wars for The Pathfinder Roleplaying Game at RPGNow.com and DriveThruRPG.com. Here is information on this product:
Having crossed Exodus, the heroes launch themselves across the multiverse to another new world, Earth, and land in the underwater city of Atlantis. Though it is a shadow of its former glory, Atlantis proves to be full of exceptional danger, for not only is it full of the descendants of paranoid isolationists, but those hermits have recently been implored to fight in an intergalactic war!
The heroes must navigate this bustling city as it reawakens from its isolation, fending off locals and strangers from other worlds alike as they search for the criminal wizard Pushae.
Once they find him, however, stopping him is the least of their worries: the Gatekeepers take great offense in someone meddling in their war effort and will stop at nothing to protect themselves. Fortunately, by the time the party has the full attention of the Gatekeepers, they find themselves at the very heart of the war effort, with access to experimental weapons of unbridled power.
This adventure is the climax of the Chronicle of the Gatekeepers Campaign Serial, and includes:
- An introduction to Atlantis, a system-neutral setting that branches out into countless other worlds, and the brewing interstellar war
- Six new siege weapons, including the obliteration cannon and the tesla lance
- Two new racial implants, one for Atlanteans and one for vespans
- Statistics for the highly advanced Atlanteans, who long ago reached the peak of physical perfection
- Twelve hooks you can use to continue your campaign, either on Exodus or elsewhere
[LPJ Design] Chronicle of the Gatekeepers Sidetrek: Speaking the Same Language for The Pathfinder Roleplaying Game Now available
Louis Porter Jr. Design, has released Chronicle of the Gatekeepers Sidetrek: Speaking the Same Language for The Pathfinder Roleplaying Game at RPGNow.com and DriveThruRPG.com. Here is information on this product:
One should never meddle with interplanar portals without knowing what one is doing. Unless, of course, you find yourself stranded on an alien planet littered with portals, of course. The party happens to be in this exact situation, trapped on Exodus with the portal they walked through closed behind them. Through careful magical experimentation, or perhaps trial and error, they can work to solve the puzzle of the gateway and re-establish a link back to their home!
This adventure is a sidequest in the Chronicle of the Gatekeepers Journey, and includes:
- Details on how precisely things can go wrong when messing with unstable interplanetary gateways
- An introduction to the prymidians, brilliant linguists and scholars
- A new racial implant for prymidians, the linguistic tongue
Louis Porter Jr. Design, has released Worlds of Obsidian Apocalypse: Sinful & Vile Feats at RPGNow.com and DriveThruRPG.com. Here is information on this product:
A dark star fell from the sky bringing with it the end of all things! The sanctity of the world known as Abaddon was shattered when a global apocalyptic event of a meteor impacting the planet causing a destructive ecological and eldritch change. Now there is no day or night, just never ending Apocalypse. An undead world ruled by fear and horror. Inside this book you will find you’ll need to add more interesting and unique feats to your exciting adventures in Obsidian Apocalypse.
[LPJ Design] Chronicle of the Gatekeepers Sidetrek: Not of the Same Mind for The Pathfinder Roleplaying Game Now available
Louis Porter Jr. Design, has released Chronicle of the Gatekeepers Sidetrek: Not of the Same Mind for The Pathfinder Roleplaying Game at RPGNow.com and DriveThruRPG.com. Here is information on this product:
Cavians are a rat-like race of humanoids joined in a mysterious hive mind. Though they are misunderstood by many and feared at least as often, that doesn’t stop them from being an exceptional resource when someone wishes to learn of events on a global scale.
- An introduction to cavians, agents of the mysterious hive mind
[LPJ Design] Chronicle of the Gatekeepers Sidetrek: In His Bad Books for The Pathfinder Roleplaying Game Now available
Louis Porter Jr. Design, has released Chronicle of the Gatekeepers Sidetrek: In His Bad Books for The Pathfinder Roleplaying Game at RPGNow.com and DriveThruRPG.com. Here is information on this product:
The conjurer Raxe has made a terrible error, and now a powerful devil is bound to his home, trapping him inside! The party will have to work out how to banish the devil and his minions, then free the cynean from his panic room so they can finally ask him the questions they went there for in the first place.
Available at RPGNow.com here: http://lpjdesign.rpgnow.com/product/161745/Chronicle-of-the-Gatekeepers-Sid etrek-In-His-Bad-Books-PFRPG
Save Money and get the Chronicle of the Gatekeepers Campaign Serial Bundle exclusively at RPGNow.com: http://www.rpgnow.com/product/160362/Chronicle-of-the-Gatekeepers-Campaign- Serial-BUNDLE
[LPJ Design] Chronicle of the Gatekeepers Sidetrek: What Comes Before the First for The Pathfinder Roleplaying Game Now available
Louis Porter Jr. Design, has released Chronicle of the Gatekeepers Sidetrek: What Comes Before the Firs for The Pathfinder Roleplaying Game at RPGNow.com and DriveThruRPG.com. Here is information on this product:
On a strange world, the party is confronted with a conundrum: who exactly are they fighting? The insect-like vespans always refer to “the Gatekeepers,” but no record of them exists on Exodus, except perhaps their gateways.
The problem stems from Exodus’s remarkably short recorded history: only two thousand years ago, all of Exodus was enslaved by the First Ones, and only the godlike Kaga knows the truth of what Exodus was like during that time. Everyone else who lived then is dead—but that doesn’t mean they haven’t left behind clues.
This adventure is a sidequest in the Chronicle of the Gatekeepers Campaign Serial, and includes:
- Details on the First Ones, including some of their perceptions of life and what comes after
- Three new magic items: dark ink, the hand of the mistress, and the hand of the wife
[LPJ Design] Chronicle of the Gatekeepers Sidetrek: A Chill Wind for The Pathfinder Roleplaying Game Now available
Louis Porter Jr. Design, has released Chronicle of the Gatekeepers Sidetrek: A Chill Wind for The Pathfinder Roleplaying Game at RPGNow.com and DriveThruRPG.com. Here is information on this product:
The weather in Koryth has never been natural, and most unnatural of all is the constantly moving line of magical cold, the frost-line. The party’s ally, Large-Biter sends them out to research this phenomenon—and its link to the Nexus Gateways that brought the party here in the first place. However, even a simple research mission turns deadly as heat-hunting vampire-creatures known as necryos begin hunting the party, on the run from the bounty-hunting p’tan, the Captain.
This adventure is an optional sidequest in the Chronicle of the Gatekeepers Campaign Serial, and includes:
- An introduction to the p’tan! A recently freed slave race with catlike features and fierce passions
- Statistics for the necryos, a vampiric creature that feeds on the heat of the living
- A new racial implant for the p’tan race, the p’tan shadow
I decided that I made more sense to have a central location here at Paizo to inform you on any and all episode releases of on my video blog, Transparency Agenda. And if you are not familiar with it Transparency Agenda is Louis Porter Jr Design's way of providing as much value as possible by taking your questions about RPG and table top gaming publishing and entrepreneurship, social media tactic and strategies, startups and giving you his answers based on a lifetime of successful business development with all kinds of multi-million dollar companies including Ethan Allen and Macy’s.
Watch old episodes and subscribe to Transparency Agenda right here!
Wouldn't it be nice if there was NeoExodus based short fiction stories to read each and every month? Wouldn't it be nice if we could get an author with writing credits from Wizards of the Coast and Privateer Press to work on it? Would it be nice if we could get freelance writer, Erik Scott de Bie? Well I guess your wish has come true. If you don’t know Erik Scott de Bie, here is his bio!
Introducing the Sidekick (Archetype)
Some vigilantes don't work alone. They fight their battles with a stalwart companion at their side, a person who shares their convictions and studiously trains under the vigilante's tutelage. Perhaps one day this young person will rise up to replace her mentor. Perhaps she will move on to take the fight to another locale. Whatever the case, the sidekick battles with and learns from another vigilante, whether an older NPC or another player character.
A new Archetype for use with the Pathfinder Role Playing Game Open Playest of the new Base Class, The Vigilante. Download the Sidekick (Archetype) Playtest Here and tell us what you think!
Louis Porter Jr. Design, has released Undefeatable 22: Alchemist for The Pathfinder Roleplaying Game at Paizo.com. Here is information on this product:
Undefeatable is the new supplement line for fans of The Pathfinder Roleplaying Game who are looking to add more interesting and different feats to their gaming sessions. Undefeatable 2 which focuses on Alchemist has over 20 all new feats including Bomb Balm, Bottled Soul, Dirty Bombs, Mutually Assured Destruction, Poison Breath and many more that are perfect to be used in any game setting. Written by Loren Peterson.
Now that it is official Pathfinder Roleplaying Game fans, Michael McCarthy has been signed to Louis Porter Jr. Design to do a all new adventure line for NeoExodus: A House Divided. This adventure line is best described as the following:
Unlike an Adventure path, which contains a number of adventures the PCs must play in order, this Quest Line contains two adventures, which must be played in a specific order (alpha, and then omega) and a number of side quests, which may be played in any order, so long as they are played after adventure alpha, and before adventure omega.
What do you fans think about this?
We are doing this kickstarter to update and revise parts of our NeoExodus Campaign setting.The money that we raise will go for the additional cost of generating art, new written material and editing, and the general updated quality of production of the product. Louis Porter Jr. Design’s goal is to present you with a complete and unique world for NeoExodus in the similar tradition for TSR and Wizard of the Coast favorites campaign settings like Dragonlance, Forgotten Realms and even the more unique setting like Ebberon. As we continued to raise greater and greater funds, we will unlock stretch goals which in turn will be added add to length of the NeoExodus Campaign Setting.
Coming in June 2015, start saving your dollars you are going to like this one.
If you want to learn more about the NeoExodus setting download our FREE setting introduction, NeoExodus Chronicles: World of Exodus! Enjoy!
Nothing better then having a Skype call with a new writer where you both see eye to eye on what the future projects should look like. Better still, finding a way to tie in an AMAZING mythos into the NeoExodus: A House Divided campaign setting and possibly helping me create my Crisis on Infinite Earths for Pathfinder Roleplaying Game 3PP idea with an innovative and awesome idea. Yes this is VERY vague but this might be the cornerstone of a remarkable opportunity for all the 3PP. This is going to be AMAZING! No really, AMAZING!!!!!
I am working on the Kickstarter I am planning for NeoExodus: A House Divided update that will start in June. I have planned on keeping the initial number low to make we can actually get the goal and keep adding lots of cool things to it with the threshold goals. Here is the current list of threshold goals I have (and got soft "Yes" from the people I talked to):
$1K - Goal reached
What other things might you be interested in seeing as rewards?
[LPJ Design] Classes of NeoExodus: Mythic Machinesmith for The Pathfinder Roleplaying Game Now available
Louis Porter Jr. Design, has released Classes of NeoExodus: Mythic Machinesmith for The Pathfinder Roleplaying Game at RPGNow.com and DriveThruRPG.com. Here is information on this product:
For the futurist, all that can possibly be achieved with the right knowledge and tools becomes reality. That which appears to be magic is broken down into individual processes and formulae, which are then used to harness immense power without the need for years of magical training or the patronage of alien forces outside reality. The futurist challenges common understanding and prejudices on an esoteric level. A futurist does not merely use technology to improve everyday life; they use technology to delve into the very foundations of reality, to find the essence of the divine, to discover those things no man or god could dream up. This product includes:
- All new Mythic Path: Futurist,
Pirates of the Bronze Sky in a table top gaming campaign setting for the Pathfinder Role Playing Game inspired by the American Revolution, Dungeon & Dragon's game setting, Spelljammer, and fiction genre of steampunk.
Pirates of the Bronze Sky, or POTBS, has been under development for several years and now looks with the help of Patreon, this campaign setting will be coming to the fans of Spelljammer and Pathfinder Role Playing Game. We have done everything we could to keep the inspiration and disincentive of Spelljammer while at the same time creating something exceptional and unique. Click here to learn more!
So I have been talking to a few 3PP and I have decided to start making iconics based off of their most popular classes for the NeoExodus: A House Divided Campaign Setting. We are going to do the Time Thief (from Rogue Genius Game), the White Necromancer (from Kobold Press), and Psion (Dreamscarred Press). What other classes from the 3PP would you like to see as iconics?
[LPJ Design] Terrors of Obsidian Apocalypse: Haunts for The Pathfinder Roleplaying Game Now available
Louis Porter Jr. Design, has released Terrors of Obsidian Apocalypse: Haunts for The Pathfinder Roleplaying Game at RPGNow.com and DriveThruRPG.com. Here is information on this product:
On rare occasions a soul tainted by dread, fear, rage and anger leaves its broken corpse, if it is powerful enough, that soul may return as a ghost, a wraith or some worse form of undead. If it is powerful enough, angry enough…..Souls lacking the metaphysical hardiness to retain their own identity after death may also return to the living as something else, something lesser, a ghostly presence that blurs the line between a magical trap and a true undead. Inside this sourcebook you will find haunts you’ll need to enhance fear and terror in your home and local Obsidian Apocalypse including:
- Creeping Ectoplasm (CR 2) - A minor haunt devoid of any shred of individuality or history,manifesting as a shapeless blob of ectoplasm.
- Doors to Damnation (CR 9) - A soldier guarded this door against overwhelming forces and cursed the invaders with his dying breath when he finally fell.
- Hangman’s Jig (CR 5) - A desperate prisoner was incompetently hanged in this small cell.An echo of his painful death lingers and haunts anyone visiting the room.
- Memory of the Late Mistress (CR 7) - A woman died, choked to death by her jealous lover on this bed, forever tainting it with ghostly malice toward the living.
- Warlock’s Doom (CR 8) - This haunt is the lingering residue of a powerful magician’s final stand—slivers of his spirit and the last spell he ever cast bound together in a volley of destruction unleashed against the world.
- Plus nearly 15 more all new haunts.
Louis Porter Jr. Design, has released Lost Races: Elves for The Pathfinder Roleplaying Game at RPGNow.com and DriveThruRPG.com. Here is information on this product:
In forgotten ages, a great race of elves ruled Exodus: a tall,proud folk, unmatched in martial prowess and gifted with magical might. They were beautiful and terrible like the sun, possessed of powers beyond those of the other infant races of the world. They ruled a vast, wild region, dwelling in subterranean fortresses. Magic was in their blood. It was said they could step through a doorway and end up halfway across the world, and could enter the dreams of sleepers on a whim. They forged fantastic weapons, crafted cunning tools, and created magnificent works of art. Their rule lasted for untold millennia. Then came the First Ones.
The interlopers launched a swift and furious offensive upon the elves, intending to conquer and subjugate them before taking the rest of the world for their own. The elves’ counterattacks brought the First Ones’ campaign to a standstill. Both forces were equal in magical power, but the elves were superior on the battlefield, their united front more than a match for the First Ones’ loose collective. However, the slave races used by the First Ones’ provided them with the sheer numbers necessary to keep fighting. The stalemate continued for centuries. Then the Khaynites—greatest of the First Ones and children of the bloody god, Khayne—invented a new weapon that tipped the scales and brought an end to elven rule of Exodus.
History of the Lost Races: Elves
Since we know the Machinesmith is one of the favorite artificer / crafter classes for Pathfinder, we decided to take it one step further and create a Mythic Path for the class.
And with that we have the Futurist.
This is the first rough draft version of the class that we are releasing so you Pathfinder fans can go over it, kick the tires on it and just see what we did right and wrong. So this class will be available for a limited time and writer, Jonathan Palmer, will be following this thread, commenting and explaining issues that need to be fixed.