From what I can tell of the old list you had & that I could find with a 2 second Google search:
Misfit Studios: The Rogue Mage RPG Player's Handbook 9.99
Super Genius Games: Super Genius Presents the Vile Magic of Argonax the Mad 7.99
Black & Green Games: Icebreaker 8.95
Cartography Unlimited: The NPC Collection 1.50
Fat Dragon Games: Dungeon Delvers Weapons 4.50
Fat Dragon Games: Feyborn 1.99
Open Gaming Monthly #1 2.99
Gun Metal Games: The Yaurcoan Empire 5.99
Jess Hartley: Conventions for the Aspiring Game Professional 1.99
Little Red Goblin Games: Tome of Leaf & Thorn 4.99
LPJ Design: Enemies of NeoExodus: First Ones 5.99
Total Party Kill Games: More Malcontent 3.99
Elf Lair Games:Spellcraft & Swordplay, and Monstrous Mayhem 5.00
Total (Approx): $66
Thank you, Scott! There are more listed on the IGG project page. I have Advdventureaweek and Frog God Games to add, as well. I was having problems with the site being able to save the information earilier today.
I just ran a new total in a spreadsheet and minus a couple of things I couldn't track down readily, it looks like the bundle is worth just over $200.
Adventureaweek.com: When the Ship Goes Down $6.99
Black & Green Games: Icebreaker $8.95
Black & Green Games: Shooting the Moon $8.95
Cartography Unlimited: The NPC Collection $1.50
Dreamscarred Press: Third Dawn Adventure Path—From the Deep #1: Uncertain Futures $6.99
Eden Studios: All Flesh Must Be Eaten $15.00
Eden Studios: Conspiracy X 2.0 $17.50
Elf Lair Games: Monstrous Mayhem $6.50
Elf Lair Games: Spellcraft & Swordplay $5.00
Elf Lair Games:Spellcraft & Swordplay, and Monstrous Mayhem $5.00
Fat Dragon Games: Dungeon Delvers Weapons $4.50
Fat Dragon Games: Feyborn $1.99
Fat Dragon Games: Open Gaming Monthly #1 $2.99
Frog God Games: One Night Stand: Death in the Painted Canyons $4.99
Gun Metal Games: The Yaurcoan Empire $5.99
Jess Hartley: Conventions for the Aspiring Game Professional $1.99
Kobold Press: Alleys of Zobeck $2.99
Kobold Press: Tyman's Taunting Tower
Little Red Goblin Games: Tome of Leaf & Thorn $4.99
LPJ Design: Enemies of NeoExodus: First Ones $5.99
LPJ Design: Enemies of NeoExodus: Folding Circle $6.99
Misfit Studios: The Rogue Mage RPG Player's Handbook $9.99
Monica Valentinelli: "My Compliments to the Tailor" story
Rite Publishing: A Witch's Choice (AE) Part 1 of Rituals of Choice Adventure Path $10.00
Rite Publishing: #30 Haunts for Houses, $2.99
Rite Publishing: 101 New Skill Uses, $5.99
Rite Publishing: Adventure Quarterly #1, $9.99
Rite Publishing: Faces of the Tarnished Souk: Belladonna, the Face of Love Unrequited $1.99
Rite Publishing: The Secrets of the Luckbringer, $2.99
Sub Rosa: Ars Magica Fanzine: Issue 10 $4.50
Sub Rosa: Ars Magica Fanzine: Issue 8 $4.50
Sub Rosa: Ars Magica Fanzine: Issue 9 $4.50
Super Genius Games: Anachronistic Adventurers: The Enforcer $2.99
Super Genius Games: Genius Guide to What's In My Pocket $2.99
Super Genius Games: Genius Guide to the Godling $2.99
Super Genius Games: Super Genius Presents the Vile Magic of Argonax the Mad $7.99
Total Party Kill Games: More Malcontent $3.99
Ok, 15 minutes of searching and I found it. PM me and I will zip it and email it out. No guarantees on the usefulness of said sheet. I don't know who created it, where I found it, etc. Just stored in a directory of DM software tools.
I seem to remember having one that someone built in Excel based on either 3 or 3.5 rules version. If I can find it, it could probably be updated to Pathfinder without too much trouble I would think. I'll see if I can track it down in the next couple of days when I have time to search through my gaming hard disk.
I keep a running document of all the feats that gets posted on Facebook for myself. I think it's up to 27 pages of stuff, including associated Feat tables and what not.
Oh and I started a new document that compiles all the Fighter Talents from both products, plus the items that Owen references in the Talented Fighter in one place. So 9 Witch Hunter Feats, 9 Armiger Feats, The Tough, The Enforcer, Bravery Alternatives, & War Master. Only product I don't have is GG to the Armiger. In 10 pt Verdana it's something like 22 pages. As someone someplace said, wall of text! :) I tweaked the feats to make them read a little more like talents and modified the pre-reqs a bit to make them fall in line with the existing format of the talents.
There is a talent that called War College that grants an additional 5 skill points each time it is taken. It doesn't allow more than the usual maximum number of skill points on a skill nor does it increase the number the fighter receives at each level.
A GM who doesn’t wish to add talents to the fighter class may instead turn all these talents into fighter-only combat feats, in the same vein as Weapon Specialization.
In this case, all talents require fighter 4 as a prerequisite, all
advanced talents require fighter 14, and the grand talents require fighter 20.
Does this apply equally to the original Talented Fighter as well?
Yes... but.
In some cases the original talents had minimum fighter levels listed. If that level is higher than the level listed to use it as a fighter-only feat, use the higher of the two fighter levels.
For example, armored defense is a talent from The Genius Guide to the Talented Fighter, which requires a fighter be 5th level before selecting it. If a GM wanted to use that as a fighter-only feat,the feat should have fighter 5 as a requirement, rather than the normal fighter 4 for most basic fighter talents.
Thanks Owen. The general rule, then if anything says otherwise use that. Basically just wanted to know if we could apply the same thought process to the original Talented Fighter that you outlined in this one.
A GM who doesn’t wish to add talents to the fighter class may instead turn all these talents into fighter-only combat feats, in the same vein as Weapon Specialization.
In this case, all talents require fighter 4 as a prerequisite, all
advanced talents require fighter 14, and the grand talents require fighter 20.
Does this apply equally to the original Talented Fighter as well?
Was just looking through the PDF and came across Beast Spirit II and had a question about it.
Beast Spirit II
Level: ranger 4
Duration: 10 minutes/level
As beast totem I, except as noted above
and you also gain a +4 enhancement bonus
to Strength or Dexterity for the duration.
Beast Totem I? I don't find a spell called Beast Totem. The only thing I do find with that is a Barbarian rage power.
Came across another question on the Navigator this time. Does the Tradewinds ability replace anything at first level on the Navigator archetype? Didn't say that it did, but wanted to confirm.
Hey again Owen or perhaps John since he is listed as the captain on this one...
Again, working on Herolab file and ran into a question regarding the Ex-Conscript archetype. The Close and Kill ability. It replaces Uncanny Dodge, Improved Uncanny Dodge and Trap Sense.
I notice that Trap Sense has an increase at level 18, but this Close and Kill ability only extends to 15. Intentional design decision or oversight or other?
Another item on the Cavalier archetype of Ship's Officer, there is the Pennant ability. It replaces and counts as the Banner ability, which is given at 5, 10, 15 and 20. There is however, a Greater Banner ability at 14th level. If we are replacing Banner with Pennant, should there be something that replaces Greater Banner with something related to the Pennant or does it not matter? Or am I overlooking something?
Never mind I see the answers above on these questions.(The Inspire Courage ability says that "This ability replaces the standard cavalier’s mount ability". How does this affect the Expert Trainer at level 4 since it is related to mounts as well.
Additionally, we have replaced Supreme Charge and Mighty Charge, but left the Cavalier's Charge at Level 3 again since it is related to mounts as well.)
Working on the Herolab file for this and I am quite enjoying some of the evolutions you have come up with. Particularly fond of Offensive Digestion. :) It just amuses me...
Anyway, was building out the Ooze race and came across a question for you.
Per the Extra Evolutions, it says that one of the free evolutions for the Ooze is slam:
Ooze Starting Statistics
Size Medium; Speed 20 ft. (climb 20 ft.); AC +1 natural armor; Saves Fort (good), Ref (good), Will (bad); Attack Slam (1d8); Ability Scores
Str 10, Dex 16, Con 13, Int 7, Wis 10, Cha 11;
Free Evolutions formless*, slam, tentacle.
Per the slam evolution:
The eidolon must have the limbs (arms) evolution to take this evolution. Alternatively, the eidolon can replace the claws from its base form with this slam attack (this still costs 1 evolution point). This evolution can be selected more than once, but the eidolon must possess an equal number of the limbs evolution.
Sorry about that. Basically, our current campaign is everyone brings two sourcebooks, using them, build out the campaign setting. On Obsidian Portal, we documented the list of sourcebooks, the character creation guidelines, the advancement rules and the basic storyline. Realm Works, seemingly focuses on the world itself, which is fine, but just wanted to know if it allows for capturing the, for lack of a better word, the metagame elements.
Thanks for clarifying. That makes perfect sense. Yes, Realm Works has a couple different mechanisms you could leverage for this. Probably the most likely mechanism you would use is what we call "articles". They are similar to wiki pages in many ways and are ideally suited to things like house rules, campaign setting details known by all players (e.g. a players' guide), the list of sourcebooks allowed, etc. Everything in articles fully supports the automatic cross-linking, tagging, full-text search, etc. They are simply another content type that can be leveraged b the GM.
So I think you'll have exactly what you need available in Realm Works. :)
1). Our current campaign is 8 people walk into a bar and throw down two sourcebooks each, d20 material all legal, and make a game of that. So way to share the materials and in such a system character creation and advancement rules.
I'm having trouble parsing this question. Could you please re-phrase this for me?
Sorry about that. Basically, our current campaign is everyone brings two sourcebooks, using them, build out the campaign setting. On Obsidian Portal, we documented the list of sourcebooks, the character creation guidelines, the advancement rules and the basic storyline. Realm Works, seemingly focuses on the world itself, which is fine, but just wanted to know if it allows for capturing the, for lack of a better word, the metagame elements.
Let me illustrate: Here's our current campaign we just started.
Current Campaign Info:
Allowed materials:
Pathfinder Core Rulebook (for “core rules” — skills, feats, combat, etc., but no Races, Classes, or Spells)
Midnight Campaign Setting (a cool campaign setting with a lot of good ideas)
Encyclopedia Magica (2nd edition collection of magic items) —
Volume 4 has awesome random magic item tables in the back…use them well.
Ultimate Magic (Pathfinder resource for spells, “word magic”, and Magus class)
Ponyfinder (Pathfinder My Little Pony races from Paizo) —
Tome of Battle (3 cool warrior classes) —
Monster Manual III (a good variety of critters and interesting variants on some traditional enemies) —
Dungeonscape (One cool class, some useful feats, lots of traps, doors, and other things to vex PCs with) —
Arcana Unearthed (A replacement for the Core Rulebooks) —
Spell Compendium (SPELLS! Lots of spells) —
Regarding classes and access to these spells:
Channelers have access to the spell-lists used by their focus (i.e. Wizard spell list for Hermetics or Druid spell list for Spiritualists)
Factotums can learn any spell from the Wizard spell list.
Magi use word-casting and generally cannot learn specific spells. Some magus arcana allow you to learn spells from other spell lists (in which case this book is available).
Legates have full access to the Cleric spell list.
Greenbonds, Mage Blades, Magisters, Rune Thanes, and Witches may learn any spell from this book by taking the Exotic Spell feat for the spell in question.
Tome of Magic (3 cool alternate caster classes and a lot of flavor) —
Incantations from the Other Side (rules for ritual magic that strongly compliment Binding and Truename magic) —
Complete Scoundrel (some feats, prestige classes, and “skill tricks”) —
Complete Warrior (excluding the Samurai class) —
Weapons of Legacy (alternate rules for awesome artifact-like magic items)
Complete Champion (rules for organizations and some prestige classes)
Campaign Themes
A “Dark Lord” rules everything
The Dark Lord killed the other gods and all that remains of them are Vestiges (see Binders)
The Dark Lord froze the moon in lockstep with the sun. The world is in a permanent state of solar eclipse.
The souls of the dead gods were shattered and reincarnated in mortal form, granting mortals the ability to cast spells (Maagister, Mageblade, Witch) or access the memories of the dead gods (Akashic).
Language has power. Literacy is outlawed. Those that can read can alter the world around them.
Characters are illiterate by default (unless Magus, Truenamer, or Runethane)
The Giants (Hu-Charad) have recently landed and established enclaves on the shores of the Dark Lords lands. They are nigh-undefeatable within their enclaves, but lose most of their powers outside of them. They are attempting to “civilize” the dark lands, using the native humans and ponies (and whatever) as soldiers and proxies…
The Enclaves have been established on the ruins of ancient cities in the Dark Lands.
The proxies of the giants are sent to reclaim the ruins of the cities and regions block by block, smashing the Black Mirrors that represent the Dark Lord’s power in the world to awaken the land and break the Dark Lord’s power.
Any reflective surface might be or become a Black Mirror, so the common folk do not keep any reflective surfaces. Armor is lacquerred in dark colors, water is deliberately fouled, glass is never used, bowls and plates are always wood. Everypony has horrible coiffures…
Shadow Casters all carry mirrors, siphoning power from the Dark Lord. They tend to be feared and hated by both sides of the conflict…
Humans, Halflings, and Ponies are slaves of the Dark Lord. Fey creatures (Elves, Gnomes, Faen) have gone into hiding, but have come out under the protection of the Giants. Litorians and Sibeccai are servitors of the giants brought with them across the sea. Orcs, Dwarves, and Mojh (and pretty much anything else with darkvision) enforce the will of the Dark Lore.
Basic Adventure Layout
PCs head out to expand the territory encompassed by the Giant Enclaves. Each region (which may be as large as a county to as small as a city block) they attempt to expand into should be thematically keyed to one of the Vestiges and will usually include one or more settlements enslaved to the Dark Lord.
PCs are looking for 2 things:
(1) The Black Mirror that anchors the Dark Lord’s power for the given region.
(2) The remains (Vestiges) of the Spirit or Deity who once presided over that region. Which may take the form of a shrine, relic, monster, human incarnation, or whatever.
PCs use whatever means necessary (stealth, diplomacy, magic, force of arms) to find the Black Mirror.
When found, they must destroy it (means of destruction may vary).
As soon as they find it/attempt to destroy it, the Dark Lord becomes aware of their presence and all hell breaks loose (i.e. PCs must destroy it while fending over overwhelming and CR inappropriate numbers of monsters and evil henchman).
As soon as the mirror is destroyed the land changes hands and a whole Legion of Giants teleport in and clean up the remaining beasties (so the PCs should focus on staying alive and destroying the mirror, not attempt a nearly-impossible killing spree).
Once the monsters are dead, the giants immediately go into builder mode and the city literally “comes to the PCs” (so they have immediate access to healing, training facilities, shops to re-equip, etc.)
Destroying the mirror increases the amount of magic available in the world (i.e. destroying a mirror is the thing that lets you level up to the next level).
If the Vestige is found and restored (means may vary), then the PCs gain access to a Heroic Path (GMs choice but should be at least somewhat appropriate to the Vestige). They may take that path (if they don’t have one already), or change to the new path if they had already acquired one.
Plus much more about character creation which I didn't copy in here and addtional FAQ's that we've built out so we understand more about character creation, do we use traits, how Truename magic works, etc.
Here are a couple of additional questions based on some stuff our group does.
1). Our current campaign is 8 people walk into a bar and throw down two sourcebooks each, d20 material all legal, and make a game of that. So way to share the materials and in such a system character creation and advancement rules.
2). When we can't meet we use forum posts on obsidian portal for in character discussions, what are character is doing in between adventures. Any facility for that type of interaction?
Thanks
P.s. I'm the only one in the group that currently uses hero lab too.
Can I get a clarification on a few of the new hexes please?
Insanity Patron:
It says "A Will save negates this hex." No DC listed, so I am assuming a standard will save based on level and Int modifier?
It is also a little unclear on the Enchantment Patron and the Stars Patron as well. Lists a DC for the associated Concentration check, but nothing for the Will save in the next sentence for the Enchantmnet. Nothing for Stars. Again, assume standard DC calculations?
Also Mark of Plague requires a Fort save, no DC listed. Again standard calculations?
Yes. If I'd made that mistake more recently than a year ago, I could fix it. Sadly having seven versions of related game rules in my head means when I am writing off-the-cuff on a messagebaord I sometimes don't check my references and make a mistake like this.
Just out of curiosity, seven rule sets? And I'm guessing:
1) Pathfinder
2) 3.5
3) 3.0
4) Modern
5) Cthulhu
6) 4E
7) ?
So much great material out there. Reading through these I have read a significant number of them, but still lots of great suggestions.
I'll add a few more that I really like that haven't been mentioned.
1). Julian May's Saga of the Pliocene Exile and its follow ons.
2). Janny Wurts Wars of Light and Shadow. really anything by her.
3). Simon hawke's Time Wars series just because.
4). David Brin's Uplift Cycle.
5). John de chancies Skyway series
Other authors worth pursuing.
Guy Kay of course
Chelsea Quinn Yarbro chronicles of st Germain.
Robert Lynn aspirin
Fred Saberhagen
Mike resnick
Patrick Rothfuss
Carol berg
Harry Harrison stainless steel rat series
One of my favorite 3.5 books, SpirosBlaak released under PFRPG! Can't wait to see it. I already have the 3.5 in both dead tree and PDF. When this comes out, I will definitely be adding it to my collection.
Thanks for saying so!
Sethvir wrote:
Is Christina is involved in working on this too?
Thanks!
Yes, yes indeed! I'm part of the Misfit Studios team! We have conversions udnerway, and there will be expanded material in the new PF version of the book. I'll be doing some standalone pdfs for the game, too, and there's an SB-related kickstarter I'm doing coming up on Feb. 1st. I'll spill more about this very soon.
Very cool. I always wanted more material for this setting. You know between Open Design, Frog God Games, Realm Works and now this Kickstarter for SB, I am not going to have any money left! Will definitely be watching for that. Thanks for sharing this.
Im about to start playing one of these in an upcoming Legacy of Fire game. Has anyone done a work up for HeroLabs?
Not yet. To paraphrase from another thread a statement by John Halpin of SGG on another SGG product, "There is a team working on generating Herolab files for the SGG material, but there is a lot of material to cover."
I'll see if I can find the thread and link. See link below.
Sorry, no bundle at the moment because I can't offer the print product at some storefronts, and some of Misfit Studios' distribution agreements with some PDF storefronts prevent us from offering the PDF at reduced costs in a context other than limited-time sales.
On another note, the rage/smite forward-compatibility concern is going to be addressed in the PFRPG SpirosBlaak release. It will be a part of the new content being written to expand and clarify the original 3.5 OGL release.
One of my favorite 3.5 books, SpirosBlaak released under PFRPG! Can't wait to see it. I already have the 3.5 in both dead tree and PDF. When this comes out, I will definitely be adding it to my collection.
Its basically a filter for DriveThruRPG.com / RPGnow.com so if you made any previous purchases they should all tie in. Hopefully the catalogue will be building over time back to what it once was.
I have already made purchases of Basic, 3.5 and 4e PDFs :)
<Does happy dance>
And the servers are now down due to overwhelming demand, it appears.
Picked the CS up when it came out and liked what I saw there. Just anxious to see how it is developed further. Will wait for more key line material with bated breath!
I do have a question though. On page 4 of the pdf it talks about Simez Rothgazzi (LN male human geomancer wizard 6/geomancer 7). Where does geomancer wizard and geomancer come from?
-Kcinlive
Kcinlive, they were things originally going to appear in Journeys, but we never finalized a draft of the geomancer that suited us--and we ran out of space. I do have another draft on the geomancer at this point, and am ensuring that it works with the Midgard ley line rules.
Keep your eyes out for a New Path from Kobold Press at some point in the future. I'll put the wizard school in that pdf, as well.
Thanks for asking!
You know, this is the second time I've seen you reference ley lines and rules and a future product. You really have to stop teasing like this!!!
Resurrecting this thread a bit to ask a couple of questions as I build this out for datasets.
1) On the staff of the white necromancer, the spell listed is Gentle Riposte, which I am presuming should be Gentle Repose.
2) You introduce the feat of Craft Lesser Staff (Item Creation), yet nowhere in the product is it used. Even on the Construction requirements. If I've read this correctly, for any of the staves of the lesser variety, this Item Creation feat could be listed as the pre-req could it not?
3) Further up in this discussion, Marc referenced he had eight more of these ready to go. Any chance we'll see these in another Kragnar product?
If you are looking at underwater adventures, might I suggest Cerulean Seas from Alluria Publishing as a source of material.
Great Campaign setting and they are gradually adding new material as well. They've just released a Psionics supplement using Dreamscarred Press' Psionics rules and have a polar ice cap adventure forthcoming sometime soon.
Downloaded this one today and perused it and decided it was all kinds of very cool! Have to figure out if I want to add this to my home campaign. Hopefully we will see some additional expansions for this including bullet points or some such, more rivenspells perhaps...
Between this, the mosaic Mage and the spell points, I'm really liking some of these options,
I just noticed this product and I've become very interested in trying it out at some point. I've been wanting to use spell points in Pathfinder for a while, but haven't done so because of the issues with the differences between memorized and spontaneous casters. This book seems to do a very good job of balancing the two ways of casting while also preserving most of their flavor.
I'm glad you like them!
Matrix Dragon wrote:
I do have one concern about the rules so far though. It seems that having a high ability score has an almost negligible effect on the number of spells you can cast every day at higher levels.
In playtesting, allowing more bonus spell points from ability score than we did turned out to be unbalancing. While it is true you end up unable to cast a bonus 9th level spell, you can still cast multiple 9th level spells per day (at the cost of casting fewer low-level spells, which honestly aren't as effective in most cases at 17th level). And at lower levels, even a very few extra spells points boosts flexibility quite a lot.
Matrix Dragon wrote:
Also, just curious, do you have any thoughts on how the spell point system should interact with the mythic rules? It seems that mythic characters will have various ways of using a mythic power point to cast spells without using 'slots'.
My current plan is to wait for a final version of the Mythic rules before I start making design statements about how SGG material ties into it.
Matrix Dragon wrote:
Anyway, thanks for these house rules! I'm going to show them to my players and see what they think about using them in our next campaign.
I hope you enjoy them!
<teasing>Seems to me you have already made a statement about mythic rules with the Mythic Menagerie </teasing>
Surprisingly, no. I just keep getting a box with a red X in it.
I just need to view it at home in Firefox, I guess.
Interesting. Had the same problem. But I mostly use IE8 for internal work stuff, and I use Chrome or Firefox for external non-work related stuff. Helps that I have 5 different browsers on my machine for testing purposes.