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RPG Superstar 6 Season Star Voter, 9 Season Star Voter. Organized Play Member. 899 posts (926 including aliases). 3 reviews. No lists. No wishlists. 1 Organized Play character. 3 aliases.




Cheerful music wafts from a circle of brightly colored wagons ahead of you. A pair of dancers spin to the music, twirling brightly colored scarves as they do, receiving a scattering of applause as the song concludes. The largest of the wagons has a small tree growing from its roof, hung with a banner that reads “Welcome to the Caravan of Wonders”.

The Caravan of Wonders is a mini-setting, halfway between an encounter and a location. This flexible crew of wanderers drives a string of brightly colored wagons wherever fate might take them, answering to nobody but themselves. They fit neatly into nearly any fantasy setting, and their flexible and nomadic nature makes it easy to have them encounter parties over and over no matter how far either might travel.
The Caravan of Wonders is a Pathfinder 2e Suppliment that includes

Eight (and a half) colorful characters, each with hopes, dreams, mysteries - and complete statblocks.
Two new feats: Years of Experience and Rehearsed Bit
The new deity Bookburner, suitable for fitting into any campaign
A dozen entertaining options in which to use these new characters

Sounds like something you need in your game? You can get it here


Looking to jump right into Pathfinder Second Edition, but haven't had time to read the book, let alone make a character? Straight Path Games has you covered! This Package of Pregenerated Player Characters has game-ready characters ready to go in seconds! Not only can these PF2 characters be used as players, but they also double as quick and dirty NPC statblocks for a DM looking to flesh out the bestiary with human(oid) adverseries!

Check them out below, available individually or as a bundle.
https://www.drivethrurpg.com/product/284478/Premade-Player-Package-BUNDLE

Game on!


Gearing up for adventure can be complicated. You have to find a suit of armor that offers you the right balance of protection, flexibility, and weight, and sort through a list of hundreds of options to find the deadliest weapon that suits your skills. Then, you have to pick a different weapon, because the weapon you actually wanted is too expensive for you to afford for three more levels.

But no longer. With Adaptive Armory, you can keep one weapon with you a whole campaign, upgrading and modifying it as you go. It could even be one you designed and built yourself! With dozens of weapons styles and classifications, and dozens more traits, using the Adaptive Armory there are at least 60,000 weapons! And that's discounting the new, clarified rules for weapon fusions and things like alternate-fire modes (which easily could lead to a hundred million permutations)!

There's armor too! With plenty of options for custom armor that you can upgrade yourself, there are well over a thousand unique suits of armor you could create. Plus, a versatile system for fusion-like armor upgrades, as well!

And did I mention that there's an appendix with nearly seven hundred pre-built weapons and armors ready to use?

You can get Adaptive Armory on DriveThruRPG here, for only 2$!

www.drivethrurpg.com/product/240820/Adaptive-Armory?src=Paizo


Gearing up for adventure can be complicated. You have to find a suit of armor that offers you the right balance of protection, flexibility, and weight, and sort through a list of hundreds of options to find the deadliest weapon that suits your skills. Then, you have to pick a different weapon, because the weapon you actually wanted is too expensive for you to afford for three more levels.

But no longer. With Adaptive Armory, you can keep one weapon with you a whole campaign, upgrading and modifying it as you go. It could even be one you designed and built yourself! With dozens of weapons styles and classifications, and dozens more traits, using the Adaptive Armory there are at least 60,000 weapons! And that's discounting the new, clarified rules for weapon fusions and things like alternate-fire modes (which easily could lead to a hundred million permutations)!

There's armor too! With plenty of options for custom armor that you can upgrade yourself, there are well over a thousand unique suits of armor you could create. Plus, a versatile system for fusion-like armor upgrades, as well!

And did I mention that there's an appendix with nearly seven hundred pre-built weapons and armors ready to use?

You can get Adaptive Armory on DriveThruRPG here, for only 2$!

www.drivethrurpg.com/product/240820/Adaptive-Armory?src=Paizo


"How'd you rest?"
"Well, I lay down, closed my eyes, and waited. I also looked up rules in eight different chapters to make sure I healed back up to full resolve correctly."

All joking aside, the rules for resting in the Starfinder Roleplaying Game are spread out between nearly every chapter in the book. It's not too complicated, but it's far harder to reference than it needs to be. Until now at least.

You can pay what you want for this essay now, on Drivethru below.
http://www.drivethrurpg.com/product/236811/How-Do-I-Rest


Most likely, if you’re reading this, you’re a gamer. And I hope a dictionary of every term in gaming interests, and even helps you. But it isn’t really for you, it’s for your friend. That one who is a little interested in playing, and has tried a few sessions but has never been able to get into it. It’s written for your partner, who you always ask to join you in that next game you’re starting up. It’s written for your siblings, kids, coworkers, and parents to perhaps get them interested in something that you enjoy. Or at very least to help them to understand you.

The Roleplaying Game Dictionary exists to help new gamers get over the massive learning curve that roleplaying games have, acting as a reference guide, dictionary, and learning tool all at once.

Since the Dictionary is PWYW, there's no reason not to pick up a copy for the new gamer in your life. And since the Dictionary is available in PDF and epub formats, there's no reason not to have a copy on hand yourself, too.

You can get a copy here:
http://www.drivethrurpg.com/product/232278/Roleplaying-Game-Dictionary-Path finder-Roleplaying-Game-Edition


Do you know any players who mix up the rules around magic items? Do you maybe want a quick reference as to how many magic item slots a character has? Do you want all of it in one, easy-to-reference place?

Now you have it - How Do I Use Magic Items is exactly what it says on the box: a collection and summation of all the rules around the use of magic items in the Pathfinder Roleplaying Game.
http://www.drivethrurpg.com/product/230965/How-Do-I-Use-Magic-Items


Dice are random. This sounds quite obvious, but they're perfectly random, and that isn't always fair. Dice cards, however, are both random *and* fair, as they give less randomness over a given set of rolls, but an equivalent amount of randomness over time.

Replacing dice with cards is a controversial, but cards offer lots of other ways to distribute random values rather than the perfect randomness of a dice.

Discard each card and go through the whole deck?
Shuffle after each draw?
Use a shuffle card to shuffle partway through the deck?
Print multiple decks to assemble a custom distribution, with multiple 20s, 1s, or otherwise?

You can get dice cards here:
http://www.drivethrurpg.com/product/229013/Dice-Cards


Dice are random. This sounds quite obvious, but they're perfectly random, and that isn't always fair. Dice cards, however, are both random *and* fair, as they give less randomness over a given set of rolls, but an equivalent amount of randomness over time.

Replacing dice with cards is a controversial, but cards offer lots of other ways to distribute random values rather than the perfect randomness of a dice.

Discard each card and go through the whole deck?
Shuffle after each draw?
Use a shuffle card to shuffle partway through the deck?
Print multiple decks to assemble a custom distribution, with multiple 20s, 1s, or otherwise?

You can get dice cards here:
http://www.drivethrurpg.com/product/229013/Dice-Cards


What class do you give to a new player? A bog-standard fighter guaranteed to be outclassed by 5th level? A Ranger who will need to ask questions every other round? A top-tier wizard who can outshine everybody but needs the GM to select spells for between sessions? An unchained rogue who is pretty great by requires the new player to read two or three books to really understand?

Instead, you should give them Straight Classes! Sixteen re-imaginings of the Pathfinder Roleplaying Game's core classes (and a few beyond) to make classes simple again. Each class is distilled down to a few core rules (and one page) to let new players pick up a variety of classes immediately, without being outclassed or having to leaf through twenty pages of class options.

Available now on DTRPG!

http://www.drivethrurpg.com/product/226485/Straight-Classes


Welcome to Nommu, home of the Nomi. This world is beautiful and rich in art and music - just ignore all the civil unrest boiling beneath the surface and I'm sure you'll be just fine.

You can get it at OBS, here!

http://www.drivethrurpg.com/product/224298/Starfinder-Compatible-The-World- Of-Nommu


Do you hate traps? Don't kid yourself - you hate them. Their very nature makes them hard to enjoy - nobody knows about them until after they've sprung.

But maybe, if you had a deck of cards that gave you cues, you could give players a hint as to what's coming. Maybe, by making traps more proactive - you can make them more fun. Maybe, that exact deck of cards exists: and you can get it now.


Do you hate traps? Don't kid yourself - you hate them. Their very nature makes them hard to enjoy - nobody knows about them until after they've sprung.

But maybe, if you had a deck of cards that gave you cues, you could give players a hint as to what's coming. Maybe, by making traps more proactive - you can make them more fun. Maybe, that exact deck of cards exists: and you can get it now.


Sitting on a disk dozens of miles across is a city of metal and glass. Yet, for as intimidating as it appears from a distance the streets are a riot of warm colors and filled the soft sounds of laughter and good cheer. This is the city of Orbi: home to the exotic Nomi and galactic hub of entertainment.

Orbi isn't a normal city, however, but a city-sized ship and space-station that serves as home to more than half a million aliens from across the galaxy, most of who were picked up in their home systems, as Orbi touched down on their planets to sample their culture.

Landing on these worlds isn't an exception, but rather the rule. Thanks to the city-station's incredible Bend Engine, Orbi is more than capable of landing on nearly any planet they can reach.

Also included in this book are rules for the Nomi, the excitable six-limbed explorers of the universe. Gregarious and curious to a fault, this small race excels in the use of alien technology, using their excellent problem-solving skills and short term memories to break down alien cultures or mechanical problems with equal ease.

Orbi is a perfect fit in any science-fiction setting, such as the Starfinder Roleplaying Game, but already contains rules to be instantly adapted to a fantasy setting instead, such as the Pathfinder Roleplaying Game. And the mobile nature of the station says it doesn't need to only show up once - it can appear in different times and places throughout a campaign, no matter how far the party might travel.

And one last thing - this PDF brings you into the future as much as the setting does: this PDF is available in screen-focused landscape designed just for your desktop or mobile devices. No more scrolling back and forth and up and down just to read one page!

Get it here!


Do you hum and haw over skill selection?
Are you a GM whose players are always trying to use skills in ways they weren't intended for?
Do you know a player who is struggling to learn what each skill does?

Straight Skills is an optional subsystem compatible with the Pathfinder Roleplaying Game, which replaces the existing system of skills and skill points. Although targeted towards new players, Straight Skills allows players to be creative and flexible with their skill choices, without penalizing characters who chose to take ranks in non-adventuring options, being any more complicated, or restricting options for more advanced players.


Are you looking for a way to add more description to your game? Why not start with giving a little more character to your characters! It gets tired and stale when characters just ‘say’ things all the time, when they’re ‘friendly’ or ‘hostile’ instead of being ‘an adoring fan’ or ‘concerned and suspicious’.

This is where Conversation Cards come in! These printable cards give characters new ways to ‘say’ things, from ‘chirping’ to ‘stammering’ to ‘threatening’. But they aren’t just pages out of a thesaurus – each card contains a host of other cues for you to use in play.

The first cue is a card’s attitude. Each conversation card has one of three attitudes: passive, submissive and aggressive. These attitudes represent a character’s overall position on a topic; whether they are helpful, neutral, or hostile to it. Each attitude is further broken down into three levels of emphasis: subtle, casual and overt. These levels of emphasis help set the pace of the conversation, with some speeding action up and others slowing it down.

Game masters can either assemble decks ahead of time for important characters that the party might meet, or draw randomly from the full deck of 27 cards when they begin a conversation with someone new. A more complicated character might draw two or more cards, and an evolving conversation might result in changing what card a character is using as their cue.

These cards can serve as a great playing aid for players, too – giving them cues for how their characters might react in different situations – or even just providing them with a list of new words to make use of the next time they get into a social encounter.


Do you play a mid-level wizard? Do any of your players? Or, perhaps someone you know has a raven familiar? Do you want a quick reference on the flying rules to make sure you have everything right, as easily as possible?

Well, I know the answer to that last bit is "yes!", so you need How Do I Fly!

Check it out right here


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Do you like to play stealthy characters? Do you want an ability to do so in a meaningful way even as your other party members causing trouble? Or when you are opposed by dozens of diverse creatures? Then you want The Stealth Scale.

The Stealth Scale is about making sneaking around clearer to understand, and easier to handle. It reduces the amount of tracking you have to do, and makes stealth more meaningful in more situations.

Check it out right here!


The cold chill of death fills the air. You spot a single figure standing at an awkward angle, its flesh pallid and its eyes unfocused. It turns towards you, and you instantly know... zombie!

And Then... Zombies features a collection of elements can be added to nearly any encounter or adventure to add a short, focused way to spice things up. Specifically, it provides three encounters that allow you to add zombies to any game, combat, social or otherwise and tips on how to explode any of these encounters into a full-fledged adventure!


Incorporeality is one of the easiest to misunderstand rules in the Pathfinder Roleplaying Game - and there are a lot of good reasons for it. It's something that has worked differently in every iteration of the game so far, and it's not even the same in the different places it appears in the Pathfinder Roleplaying Game!

With What Is Incorporeal, you have quick and dirty reference for all of the incorporeality rules.

And with the price being Pay What You Want, there's no good reason not to pick it up, too.


1 person marked this as a favorite.

Does your party always roll their eyes when they have to pick someone to keep track of the treasure? Do you hate figuring out how much money each minion carries to keep your players from going over their WBL? Do you want Charisma to have a reason other than Diplomacy not to be a dump stat?

With the Wealth System, all of those problems are solved. This simple system cuts down on the paperwork it takes to manage treasure in the Pathfinder Roleplaying Game without taking away any of the party's fun toys.


Hi!

I'm sure I'm not the only person to notice this, but the subtitles after a username don't wrap - they're always one long line, which plays havoc on the default display of the forums.

I have a reasonably good widescreen monitor, but RPG Superstar 2015 Top 8, RPG Superstar 2014 Top 32, RPG Superstar 2013 Top 16 , Marathon Voter 2013, Marathon Voter 2014, Marathon Voter 2015 aka lumiapina Fri, Feb 20, 2015, 01:28 PM | Flag | List | Reply makes reading any posts in a thread where any repeat competitor has posted a bit of a pain.

Any chance one of the webmonkeys can figure out a fix for this? Especially before next year, when the titles are likely to get even longer!


I sat down with the guys today to play this mythic playtest, and long story short, everyone had a blast.

We played with three level 5 characters: a dhampir two-hand fighter (champion), an aasimar cleric with a glaive (Hierophant), and a half-orc ranger (marshal).

The first encounter went generally well, though the monsters all had trouble hitting anything - agile wolf or not, it couldn't get past the moderately armored (all three were wearing breastplates and had moderately good Dexterity scores - the lowest AC was 20. It got three full rounds before it got taken down, and it didn't land a single attack, even though I gave it extra mythic points to try and let it land *something*. Perhaps it was just bad rolling.

From my side of the curtain, I found the agile template to be awesome. I love the idea of a monster fast enough to get multiple actions per turn, and it's done a lot better than actually getting standard actions are. The much increased land speed certainly took the players for surprise.

The second encounter was just gaining the tiers. I had already made the players look at everything beforehand, so this went really smoothly, though the first player thought Erastil,was asking them to eat the stag, so the Dhampir actually started carving it up before they touched the arrows. Pretty amusing.

The third encounter really impressed upon myself, and the party, how despite being mythic, they weren't invincible. The party split up, and the savage bears and their bleed damage took a fair toll on the party while the treant dealt it out in raw damage. The party was really concerned about spending any mythic points here. They're a limited resource, and they were worried about pressing forward if they spent them all. Like any daily pool, I suppose, but it was enough that they actually voiced a comment. Eight points in a day isn't that much if you might spend three in a single round.

I found Erastil's treasure very appropriate. A holy symbol for the cleric, bracers for the fighter, a bow for the ranger, and ... a cloak, which would have been awesome for a thief if there was one. The nectar of the gods was immediately consumed all around (good call!), restoring everyone's faith that expending mythic points was a good thing. By the end of this adventure, however, nobody had spent any mythic points on the items, though they loved the abilities.

The howling chasm was ironically the hardest challenge of the adventure, with Acrobatics and Climb being universal weak points in the group. After falling off the bridge a few times, they came to accept that they had to simply tie themselves along and eventually they did make it across. That 1d6 didn't make any difference here, and the players were already (after just recharging!) unwilling to spend their mythic points on skill checks, despite it being very clear that they needed it.

EDIT: I did forget that one of them did use a mythic point at the very end, when they rolled really badly to avoid being thrown from the bridge by the lightning. The point did save them, which I found awesome, and I described as grabbing the edge of the bridge after they had been flung over the side. Very thematic.

Then, the hydra.

It was a pretty awesome encounter all said, and they really found their synergies. Amazing Initiative basically doubled the duration of buffs, for which the cleric was super happy for, and the battle went pretty much like this:
Marshal: Decisive Strike to give the Dhampir another attack. Shoot with bow. Amazing initiative.
Champion: Fleet Charge to move and take an attack. Then, full attack to get two attacks. Amazing initiative.
Hierophant: Shield!
Hydra: a few hits, nothing exceptional.
Masrhal: Same as before, Decisive Strike, shoot with bow.
Champion: Fleet Charge to 'move' and take an attack, then full attack to get two attacks.
Hydra: still has trouble hitting an AC of 22, despite being CR 9.
Marshal: Decisive Strike to give the Dhampir another attack. Shoot with bow. Amazing initiative. Take six bleed damage.
Champion: Fleet Charge to move and take an attack. Then, full attack to get two attacks.
Me: okay, sheesh, it's dead.
Heirophant: I only went once! heal check to stop the dhampir's bleeding I guess.

Everyone had a lot of fun, especially with the hydra, but in the end I felt that everyone realized really quickly that mythic creatures had more trouble hitting AC than normal creatures, and took advantage of that by putting a buffed fighter in front.

They especially loved how everything felt 'epic, but without having to roll a dozen dice or deal with modifiers in the hundreds', so I really have to give props on that.

If I had one major piece of feedback, it would be that mythic creatures need to get some sort of to-hit bonus without spending their mythic points. It was really visible with the hydra especially, that at a maximum of once a round, getting +1d6 (or +1d anything) really wasn't helping. It still had to roll a 12 before it was even worth spending the point to have a chance. A flat plus, even a small one, would probably have made a fair bit more of a difference.

Overall rating, 4.5/5 Very enjoyable.

I've got two more playests planned, the first at slightly lower level, the second at much higher - which will give me a chance to try out creating mythic monsters. I'll let you know how it goes.

Star Voter Season 6, Star Voter Season 9

So I have a query. I have a thought for a Mythic-powered item. Since Mythic isn't part of the PRD until it's properly released, however, would this item or others of it's ilk even qualify for RPGSS?

Star Voter Season 6, Star Voter Season 9

With the playtest built into this round's timeline, I have to ask the judges if they'd be willing to do us a favor...

Could we get the level ranges for the encounters so we can start drawing up characters? Some of us are hoping to test these encounters through PbP, and the extra day or so to prepare characters ahead of time would save us valuable time.

Star Voter Season 6, Star Voter Season 9

Contest Rules wrote:
...Designers who have cover credits on print editions of Paizo's Pathfinder or GameMastery products are ineligible...

Now, by a "printed Pathfinder product", does that apply to printed products that aren't currently out, but might be by the end of the competition?

With myself as a specific example, I've been lucky enough to have a series of adventures I'm writing get picked up by Dreamscarred Press. The first one - Uncertain Futures - just came out a week ago in PDF format, and is slated to eventually come out in printed form, as are the other five adventures in the series. But the question is - does that disqualify me?

I'd really like to compete, of course, but there's no point in me trying to find just the right item if I'd just be disqualified halfway through the compeition.