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Fantastic news!
Thanks for getting all that together and you folks did a great job on listening to the community's feedback!


Welcome aboard!
We're very excited to see you at Paizo. Best of luck in the position!!!


We've actually referenced some of our own PF1 books in the manner Staffan is talking about (citing it in our section 15).


1. If I had to rule it, they are two separate kinds of actions.
So they wouldn't be able to apply at the same time.
If you, as a GM, want to allow it (say you find they are dropping behind in damage or it's something important to them) you could allow it.

2. So, in game terms, Vital Strike can't be used with any other full round action (like it can't be used with a charge) though it can be modified by things that modify attacks (such as power attack). Using vital Strike IS a full round action so they don't have a standard after that.


Ariakon wrote:
I love the Thane Class. I'm considering a build for an aquatic Thane. I know the Thane gets do you think it would be a stretch to add Capsize from the Universal Monster Rules to the list of Thane Talents?

Totally.

I'd recommend putting it as a 5th level talent so you're at least large.


Mekka, we can look into physical copies but the issue often arises (particularly with our older stuff) that we were not working at print-ready resolution. We can look into it but physical printing also requires a much higher investment and we're not a huge company. It's something we've wanted to do for years but haven't been able to pull off successfully.

And yes Scavion, it's an INSANE amount of content and we're revising ALL of it. It's a titanic effort on our staff's part and we hope to bring it to you this year :-)


FYI we're still hard at work on things, even with the pandemic. We've got all our art in finally and we've got through the base class sections (retooling a few intros is all that's left on them I believe). We've got a LONG road ahead of us for the alt rules, subsystems, feats, spells, equipment, races, etc but we're chugging along on that. Some of our staff is still working their day jobs (myself included) so we're not firing on all cylinders but things are moving along :-)


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Well editing proceeds as it has for the last few months. We have 2 workdays per month (with individual work scattered across the week as time allows) and we dedicate one of them to this project each week. As you can imagine with SIXTY THREE base classes there is a LOT to be done. We've pretty much done the revision phase on the classes and now I'm currently doing the intros again. There is a lot of non-standardization in there right now so I am standardizing most of it and fleshing out background lore and the like. Since Alt. Path has a lot of subsystems and optional rules, some of those systems need entries for each class so it's a lot of legwork even if it's just saying, "No, this class is not impacted by this" or "here is the one skill they get" or whatever. I'd like to see this come out in late spring and that's kind of our ballpark guess at the moment. It's one of those products we don't want to mess up on and we'll delay it until it's solidly done. If we do a crowdfunding campaign for this we will have the book like 90% done like we always do so there is no chance of a failed delivery (unless, you know, like a meteor hits the Earth or I die in a duel or something).


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Real talk- this is happening. We've been working for months on it already.
We're putting EVERY Alt. Path product together into one massive, revamped, insane, retooled, expanded, book that is being beautifully illustrated by a handful of our collaborators!

We're talking:
-63 base classes! (SIXTY. THREE)
-20 archetypes!
-1 extensive alternate class! (Hey there Berzerker...)
-16 prestige classes!
-3 hybrid classes!
-100+ feats!
-Dozens and dozens of alternate rules and subsystems!
-SO much more (weapons, diseases, deities, game mastery sections, races, etc!)
-Sidebars for days!

This is a BEAST of a book, clocking in at 1,400+ pages prior to formatting (probably going to be ~1,000 when we are done). The only thing we can compare this to is Gonzo 2- it blows Dragon Tiger Ox out of the water in terms of just how much content there is. This is 8+ years of work and now we're circling around like some kind of little, red, goblinoid ouroboros to eat our own tail and revise everything we've put our heart and soul into!

Every piece of content is getting another look over and the classes are getting expanded. Every class is getting an expanded/revamped introduction section but beyond that it varies: some that we didn't feel met our current quality standards are being reworked from the ground up while others are just getting standardized formatting, and some are getting rules revisions and expansions based on player feedback and periodic review that we do.

We're still working out the specifics on funding. It'll probably be crowdfunding but we're looking into how we want to approach that. We always make sure we have a publishable project before we launch a crowdfunding campaign (so there is never a risk of NOTHING being published) but we want to see where you guys want to go with this. Do you want expanded content (new archetypes, more feats, expanded focus on a particular subsystem, more art, print options, etc) or do you want a "fund and launch" project?

(Also, hello again Paizo forums! I've been away from you for awhile! Don't worry- I've been lurking.)


Again, we're in the process of converting them. They are not out yet.


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Yep!
We've been working on a number of products. We just tested the water with a Battle Chef conversion and will be releasing multiman soon.
We've done significant work on the following 1e class conversions as well:
-Godhand
-Noble
-Athlete
-Elemental Host
-Necroknight
-Worldshaper
-Shujaa
-La Rosa
Haven't worked on Primal Host but now that we know there is interest we'll prioritize it a bit more.


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Yeah, we still have a few 1st Edition products in the works.


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I don't believe anything was changed about PF1 publishing in like the "legal" sense (though paradigm-wise it kinda has).


Ritualists are an interesting class and typically take the role of a front line fighter but have some unique skill options. They are probably in the same zip code as rangers in that they are martial characters who have skill monkey potential (they are 6 + Int, full BAB). Ritualists are more focused on duplicity and keeping the secrets of an order than nature or survival though (a lot of bluff and sense motive stuff). They are kind of the enforcers of secret orders (think like fictional representations of the Knights Templar, Illuminati, Masons, etc) and can, as you suggested, use hypnosis and mind wipes on people. Their main mechanic revolves around expending action types doing ritualistic things (anointing their weapon, speaking an ancient poem, prostrating themselves, etc) for powerful short term benefits (gaining 1/4th your level to damage, bypassing DR, etc).

Spell hybrid feats are a series of feats that require someone to have some level of specialization with a specific school (a wizard with that school as their specialized school, Spell Focus in that school, an archetype that specializes in it, etc) and a bunch of ranks in a specific skill. They modify spells of that school in a specific way. For example, Necrobotany causes undead you create to be immune to a lot of the things undead are normally immune to by taking a "plant form", basically having them become pseudo plant-type creatures. It works with ALL undead you create via a necromancy spell.

Necrobotany fuses necromancy and Knowledge (nature).
Omnimancy fuses Enchantment and Knowledge (local).
Mechanimancy fuses Conjuration and Knowledge (engineering).
Arkhomancy fuses Divination and Knowledge (history).
Theatrimancy fuses Illusion and Perform.
Dreamcrafter fuses Transmutation and Craft.


We'd be happy to offer any insights we have if you had questions on anything.


We love everything about what you just said.


There is something weird on some of the PDFs.
Did you buy it on Paizo? (I am trying to figure out where the issue pops up so we can fix it)

It should read:
Potent Tension (Su):
Once per round, when a creature with a number of HD equal or greater than ½ her character level fails a saving throw against one of her spells the magical girl may gain an amount of tension equal to 1/4th that creature's HD, up to a maximum of the spell's level.


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Just saying...
The Expanded Godhand


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Well, one thing I have in my own little headcanon is that worldshaper from Alt. Path Magic is almost a transmutation crested character and I probably would have written it as such (and a bit differently) if we'd had cresting back then. La Rosa from Alt Path Divine feels a lot like how we'd probably address a divination crested character. (The mystic seeker prestige from Alt. Path Martial could probably fit that slot too.)

It'll be interesting to see how things shape up in Pathfinder 2. We have a blank slate to kind of re-introduce classes and concepts that kind of developed all helter-skelter since we started. Like I know we want to codify that "cosmic" power source (aka "kashun") we've explored (we actually do that in the upcoming Alt. Path Magic 2 which just finished playtest and initial editing). I REALLY want to take another crack at things like battle chef, davatti, and multiman. We did davatti and multiman as Starfinder conversions but haven't released them yet (it's a big process and Starfinder sells... ok) and that just made me want to do them all over again.

We've toyed with couching our content in a broadly accessible setting like we did with Red Sector in Starfinder. It's the kind of "here is some flavor specific to the setting but the class/content itself is super setting neutral. If you want to fit it in, here is how that'd look."

We've toyed with establishing a few "core" races for LRGG. Probably stay spells, maybe gaoth and some stuff from Racial Guide 4, and we'd probably toss wug in there because we love it so damn much.

Lot's upcoming. We've, for sure, got the Godhand support (probably launching today), Alt. Path Magic 2, probably a pure "culture" book, and more. We've talked internally about the next Alt. Path after Magic 2 and it's looking like it'd either be Ascetic 2 or a skill-focused Alt Path book (focused on rogues, bards rangers, etc with new ways to use skills and the like).


We actually talked about what cresting looks like for other schools of magic. I won't go into it too much, as we have plans based on it, but just know that it's not a topic that has escaped our view ;-)


It sold decently but there is more to determining if we should expand a product than "how well did it sell". Things like community engagement and feedback, what kind of ideas we have for future content, and reviews. For example: Tome of Ethical Necromancy sold REALLY well but I don't think Ian has said "yeah- I got an idea for 4 more of those" (though I could see him writing "Tomes" along the same vein on other topics) and there hasn't been a desire for more.

We actually sent out a year end survey on Facebook and Patreon and used that pretty heavily to determine our production schedule for the first part of this year.


A small update: Runesmith is being revised in Alt. Path Magic 2. People who own this doc will get a copy of the revised content when it gets released.


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As a little update, Ian wrapped on the Godhand expansion last Sunday. I'll see when I can get it formatted and out the door.


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Yeah there is a whole sub system involving schools. Most of the classes in this book (notably: archer, reaper, swordsman, and weapon master) have a "combat school" they can select. There are rules for most martial classes gaining them (kind of like archetypes) but they offer a suite of new abilities centered around a theme. Like StSword said, your school will DRASTICALLY impact how the class plays. While an oni school reaper will basically be an AOE physical debuffer a reaper with from Gryphon’s Legion will be kind of like a cavalier in that they could be tossing out teamwork feats and buffing allies, and a Silver Lance reaper would be a mounted AEO character with a crazy reach and some respectable charge damage.


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Swordsman is more a "supernatural swordsman". They are very much the wuxia swordsman, a samurai from some anime, or that legendary swordsman of some secret sect. Their main mechanics include giving some of their stuff vorpal, sizing up people by "sensing their killing intent", some critical stuff, they get to make one sword of their choice a school weapon, and they've got a list of talents called "kenjutsu' that represent some dynamic options (sonic damage pressure waves, dark pacts that increase their power, sword dancing, etc).

Berserker is an alternate barbarian. They've got the berserkergang, which grants them rage but also imposes a quasi-confused state on them (it's got its own chart). They also state how many rounds they want to enter rage for and can't end it prematurely (though they have ways of doing it later). Their real fun comes from their "warrior cults". See berserkers are closer to their historical counterparts in that they are loyal to king or group or something- not just slobbering marauders. Your warrior cult kind of works like a bloodline or domain; it grants you stuff at level 1, 4, 8, and 14. Some of them let you do stuff like intimidate and fight storms, get a giant wolf, gain some spell-likes, buff allies, etc. They are REALLY varied and flavorful and are their main difference from barbarians.


Looks like it is the cleric spells per day.
As a related note: we are including a rebuilt Runesmith in alt. path magic 2 and old copies of runesmith will be updated with a new file to reflect the rebuild (for free).


So when you use an improved version of Vital Strike, you are still benefiting from Vital Strike. The same logic applies with things like Power Attack: it doesn't matter if your first strike is also benefiting from Furious Focus, it's still ALSO Power Attack. The system uses that logic a lot. Like if you are a 3rd level fighter you are ALSO a 2nd level fighter and a 1st level fighter.

Short version: It works with Vital Strike improvements and were tested with such.


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We recently got a lot of feedback on it. We actually dedicated a workday last week to getting the product out the door.
We've got bound spirits (which are somewhere between selecting a bloodline/domain and an archetype) for: angels, asura, invitables, demons, kami, old ones, and psychopomps
We've also got 4 new archetypes: the altered arm (an alchemical godhand), the contacted (aberrations), the dragon-arm (your arm is literally an intelligent dragon...), and the greenhand (plants) along with a few feats.

I am formatting for Nagual at the moment but once I get a free sec we'll be putting it out.


Wow, that's embarrassing. Let me speak with the developer (he left the company a few years ago) and see what I can get (that was the answer I was given).


Runesmith should have spells per day "as bard".
We plan on revising this class in a new form in the near future. If/when we do, old copies of runesmith will be updated with this new version.


Yeah!
We've got Replicator, Technician, and Time Traveler.

Replicator can construct/deconstruct stuff on the fly and is all about nanobots. They end up kind of playing like a blaster with a LOT of utility stuff. It's a crafter people actually want to play.

Technician is a dedicated hacker that isn't a drag to play in combat. They can start making digital construct weapons, do this thing that kind of works like tree-step between computers, and boot of programs like in the Matrix.

Time Traveler is really hard to describe. They have this thing that allows them to reverse their personal time to an earlier point in the fight, they kind of "go whenever they want" in the initiative order (even splitting up their turn), and stuff like that. They are very... interruption-based, if that makes any sense. They can also, as the name implies, travel through time.


GM Rednal wrote:
As someone who's read two previous Gonzo books from this company, I don't even need to look at it to say it's probably a lot of fun. o wo

It's totally got that same vibe Rednal.

We had been writing a bunch of Starfinder content and we kept going, "Na, we can't include that... it's a bit out there" and we eventually had enough weird stuff built up to go in full-force on another Gonzo book.


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If you guys know us at all, it's probably for our Gonzo books.
If you don't know us, "Hi! We're Little Red and we write the weird stuff!".
Anyway, pretty recently we wrote "Gonzo: Mad Science" for Starfinder. It covers a lot of things but we kind of focused on "Hey, this is what science says is possible, at least theoretically" rather than high magic. It covers topics like time travel, black holes & white holes, nanobots (and the "grey goo" scenario), etc. On the other hand, it also covers stuff like mimic spaceships, guns that shoot backwards through time, and the now infamous 'Hold My Beer' feat for humans."

Anyway, it's like 90 pages, has some awesome art, and it's only 9 bucks.


StSword wrote:

Well congratulations, Starfinder isn't even my thing but this is a book you made me want, so another entry in my wishlist.

But it's always been ideas that attract me to pathfinder books, anyway.

Glad to hear it!

Yeah, this one is a pretty ripe idea mine ;-)


In the introduction of the alt path series it always talks about the fact that the classes in the book are generally aimed at advanced players who are already familiar with the classes/options available to them and want to play something new/unexpected. With that in mind, I wouldn’t advocate for a curse-wielder in your standard 4 person party. If you’re using Alt. Path material, there shouldn’t be anything standard about your party.

That having been said, if you wish to fit them in there you can, as described in the preceding post, fit them more into that skill monkey/bard/party face role. You can end up with solid skills via the aforementioned feats, I’d probably recommend going wondrous item / blast build. A lot of your “buffs” come from the fact that your foes will end up with debuffs (Your target’s AC isn’t higher but their foes attack roll is proportionally lower).


@Volvogg
So one thing you need to keep in mind for the Curse-Wielder is that they ARE a spotlight class (like the bard, or as you say “5th wheel”). They often find themselves in the (unchained) Rogue position where, while they are a debuffer, they “can do the thing”.

Weapons
Your proficiency is generally going to be determined by what you take as your cursed bond. If light armor is unsuited to you, a heavy curse bound armor is a great idea for you. Weapons are a little rougher; obviously selecting a cursed weapon gives you proficiency with any one weapon you want, but what happens when you select armor or a wondrous item? Well, you will lack a bit in the damage provided by your weapon but your damage is not going to come from your weapon’s damage dice. It’s mostly from power surge and, as a medium BAB (+15 @20th) class you’re probably not a damage beast anyway (except maybe with a cursed weapon). Your big contribution on that front is gonna be your cursed strike and the debuffs it inflicts.

Playing One
Think of this more like an anti-bard. They are probably going to hit you, maybe do some damage, but then the target is going to be totally hobled. To get that boost to hit (typically 1/4th level to hit) an armor user can take weaponized armor and a weapon user gets that off the bat. A wondrous item user is a little more “spellcastery” (perhaps “utility-focused” is a better phrase) than a straight damage dealer; their mystic curse can be devastating if you select the correct spell. They also are not hugely in need to a weapon in many instances. Taking something like power blast (which is a ranged touch @ 60 ft) that can instill a debuff (via cursed blast) more or less negates your need in that regards (medium BAB vs touch for a huge debuff like bestow curse, even with an associated Will save, is awesome).

Builds
You can totally play the “I am a cursed sword dude” if you pick a weapon as your cursed bond. You’ll end up playing something like a debuff rogue, though they are not generally “martial, I hit you with a stick” kinda dudes. If you pick your evolutions correctly they can end up a ranged shutdown character (ala the cursed blast line), a skill monkey (cursed wondrous item, Piercing Insight, Scholar Of Old, Ancient Whispers, etc).

(Btw legitimately appreciate the feedback)

@StSword
Sagebeast is a little weird (but what isn’t?)
On the most basic level it’s a class that says, “I’m a wizard until I run out of my spells per day, then I become a fighter”.
This doesn’t really cover everything as they are not “full on wizards” (less spells per day and the like) and they don’t really become a “fighter”. Their fighter side ends up being “so I let the troll spirit I have sealed within me out. I get some troll abilities”. You also have ways to burn spell slots on some of your monstrous abilities before you run out of spells (and to help you burn them down quick when/if you need to).

And we always have a standing offer of, “Hey, we’ll send you a copy if you do a review for us.” We don’t require it to be a positive review so long as it’s fair and well thought out.


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StSword wrote:
Brother Fen wrote:
Cool. Looks like another alternative to Path of War and Spheres of Might/Power.

I wouldn't say that.

While I'm sadly too too broke to buy this magnificent product right now, I did check out the preview on rpgnow which includes the optional rules.

Path of war and spheres of might are about enhancing the abilities of warriors, this book's alternate rules are about enhancing the martial power of spellcasters, which is a bit different.

That said, the optional rule "metamagic weapons" could be used to allow warriors to have essentially metaweapon feats, it's not like most metamagic feats have prerequisites non spellcasters can't meet in pathfinder.

So a fighter with bouncing arrows, monks beating up ghosts with ectoplasmic fist strikes, archers firing seeking arrows, etc.

While that sounds fun and gives warriors some help, I wouldn't call it a rival to SoM or PoW without adding a whole lot of metamagic feats.

Unless you mean a replacement as in adding more fighty classes with exotic abilities, which if Beasts are any indication this book does have covered.

Love Beasts by the way, I read about them and I just couldn't help but see lots of ways to expand it- Beasts who gain their powers by sorcerer like heritage, android Beasts whose powers are technomagical tinkering, alchemical beasts, racial paths/archetypes for Beasts who draw upon their kitsune/dhampir/skinwalker/elemental heritage, etc.

We love the Spheres books and Path of War too but like Brother Fen said this book's systems are less extensive/invasive systems that gives martial and magic characters the ability to blend together a bit using modifications to the existing system.

And I really like your ideas for expanding the content of Beast Fen, very creative! Classes generally have a general page range and while we have lots of ideas on how to expand it; that was where it ended up at. We'd love to do an expansion on it if it gets enough traction to warrant it!


FYI, in regards to the Spheres of Power Wiki:
They are totally within their rights to do it so long as they don't violate whatever is defined as product identity.
Our Gonzo stuff is up there and we are actually pumped to see it!


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I know I'm late to the party but:

  • I know we have a LOT of material for this edition of the game and there is no conceivable way we could put all of it out before 2E hits. That means we may still be supporting 1E for a while after 2E hits.
  • I could see doing a "1E conversion" section in some of our 2E products in the future in the same way that some people have like a PF & 5E version (or another system) in the same product.
  • Yeah, the vast majority of our sales comes from OBS sites. There is a small dedicated group that ONLY buys from Paizo.com though.
  • We are super super pumped for 2nd Edition and can't wait to write for it.


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    That's not a stupid question. It's a bit of a tough topic. I gotta zoom out a bit to give you an accurate answer but I promise I will :-)

    Wizards published D&D 3.0/3.5 under a license called the OGL. It says that OGL books can reference other OGL books and to do so you need to publish under the OGL.

    Pathfinder was published under the OGL. You can reference Pathfinder (and any other OGL book).

    The Pathfinder Compatibility License (PCL) is an extra thing. It lets you put that Pathfinder Compatibility Logo on the cover. You need to sign up for it (it’s free). For product to have the PCL logo on it it needs to be, you guessed it, totally compatible with the Pathfinder RPG. This means it can’t be added to like a standalone game (though it can be compatible with other systems as well) or something that doesn't rely on Pathfinder to work.

    The PCL doesn’t mean Paizo is affiliated with you or endorses your product. There are a few other conditions (you gotta send a copy to Paizo; which you’ll do anyway to get it on their store, you gotta reference stuff in a certain way, etc) but BASICALLY it lets you put a badge that assures people that your product works with Pathfinder. It’s not an endorsement, but it looks very spiffy and helps folks identify Pathfinder products from other publishers on the shelf.

    And all of this is SUPER cut down; there is way more to it than that. Here are some useful links:
    OGL: http://www.opengamingfoundation.org/ogl.html
    PCL: http://paizo.com/pathfinder/rpg/compatibility


    Asking for feedback is fine. A lot of producers are pretty swamped.

    I will tell you that from a production side a lot of publishers have things already set a while in advance. Freelance pitches are generally the "ooh, that's something we HAVE to publish" rather than the "ooh, that's something we could/should publish".


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    We have a big list of classes to convert over. Henshin Hero hasn't been converted over yet but it shouldn't a huge challenge to convert over given it's mechanics (maybe tension will be a bit problematic due to the resource conversion thing).

    We actually kept Stay Spell and Arma out of the Races of Red Sector book because their conversion will be really extensive and, really, deserve their own books. Like... Stray Spells WAS its own book and I KNOW we could do a LOT with Arma given the new item level/weapon rules in place.

    Glad you enjoyed dragoon though!


    So we’ve got a series of books we are developing called “Red Sector”.
    They are going to kind of be our Starfinder equivalent to our “Alternate Path” series that we do for Pathfinder; player options built around a specific topic. They are in the same vein as the “Complete [Class]” series from 3.5.

    They are, ostensibly, “set” in a region of space called “Red Sector” but that is more so we can use consistent proper nouns (so we don’t tred on Paizo’s IP) and have some fun with it- but the content will be entirely setting neutral.

    So we want to know what kind of player options you guys find that you are lacking in your games. Are you bugged by the lack of certain kinds of weapons at certain levels? Are there not enough melee feats? Do you want more spells? Too few power armors for your liking? (etc)

    Our second book (the first was “Races of Red Sector”, a racial book) is going to be “Forces of Red Sector”- a combat/martial focused book. We’ve already got a whole slew of soldier styles and options, some operative specializations, new solarian manifestations and revelations, a bunch of new weapons and armors, some pre-made ships and extra ship stuff, (etc) but we want to know what you want to see.

    I know we have talked about doing a magic book and our class conversions from Pathfinder will probably be a book in this series (we’ve already converted over the davatti and multiman from Gonzo 2) and necroknight from the Tome of Ethical Necromancy. What other topics do you guys want to see covered?

    Tl;DR:

  • We are releasing a new line of player option books.
  • Setting neutral content, couched in some fun lore.
  • First book was “Races of Red Sector”
  • Next book will be combat focused- “Forces of Red Sector”
  • What kind of material do you think hasn’t been covered well enough yet?
  • What topics do you want to see for future books?


  • Dragoon really was a lot of fun to play and playtest (thank you to all of our playtesters).
    Related note: man, 18th level Starfinder is a total blast!


    So let's get weird with it for a second.

    We put out the Aug pretty recently but this one has been in playtest for a while (almost since Starfinder came out). We just released the Dragoon (or "Mewthian Dragoon", formally). We really dug the way the Solarian got into the lord of the universe so the Dragoon did too.

    Short Version: You are a quasi-immortal soldier bound to a set of haunted armor by a dragon god.

    The Mewthian Dragoons are the result of a tragic war on a graveyard planet reserved for the most ancient of space dragons. Those servants of the great wurms who died were resurrected to continue the fight when their dragon died. Now they are legion- organized into sacred orders and dispatched across the galaxy to combat evil wherever it rears its head!

    There are now orders who are not from these original one; it was kind of the inciting incident. Now secret societies, wannabes, heroes, religions, and even people who can just afford to buy their way in can join orders (or make one if they have a dragon buddy). It’s not really tied to a setting (or even the lore- there is a section discussing how to do it in a setting neutral way).

    We spent a while playtesting it and even ended up doing a high level (18th) playtest (Starfinder get pretty chaotic at 18th) one. We had a bunch of playtesters and used a bunch of different orders (they all play pretty differently).
    In combat they are definitely combatants; the same ilk as the soldier and solarion. It tends to be easier to target EAC with them and they are not “elemented” but tend to favor one element (though there are some orders with odd “elements”, like “euphoria”).

    We really hope you guys give it a read and play with it. There is a lot more depth just under the surface. The art was done by Naiche Washburn and Rui Ferreira (I mean... look at that cover!) and I know you are going to say that it was worth the few bucks you spend on it.

    You can check it out on DriveThruRPG and our Patreon.
    It’ll be up on Paizo in a day or so and we will update the thread with a link there when it is ready!


    Hey guys, so I wanted to share a resource we've been developing. We have a dozen premade characters up on our Wiki (Link) and we are always adding to the list.

    We have fun with some so some of them are not what you'd expect (like "Mannesser the Dogbarian") but there is some more standard fare for you to use in your game. We cluster them around level 6 (we find a lot of games can use these) but there are some at higher or lower levels.


    Little Red put out the Aug base class recently that had a lot of cyberpunk aspects to it.


    This is a full base class.


    I believe it does replace it but I don't have the product in front of me at the moment. I'll have to hunt down the designer (he's no longer with us) to give you an assured answer.

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