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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


I've got two:
First, there is Orbi: City-Station - a really versatile location that could be used as a city, space-station, ship, and even in non-sci-fi settings.

Then, there is Nommu, the homeworld of the Nomi who built Orbi - a rich world full of adventure opportunities.


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


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Thanks for the fact-check, Zaister! (and Enzeitgeist, of course) -

You're right - the Hover feat only negates the need to make a check when staying in place, not when ascending or descending. The fly spell calls out that you can ascend or descend... but unlike here it doesn't explicitly say that it prevents the need to make the check to do so.

I'll be correcting this shortly, and the update should be live here tonight.


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.


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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Hi Rainzax, sorry for not noticing this before!

The Stealth Scale is a literal scale that you can track your (or your party's) current level of stealth with tokens. On the scale, your opponents can be watching you, alert for you, aware of you, alert for trouble, or off-guard.

And rather than rolling all the time, you only have to roll occasionally - most of the movement on the stealth scale is based on the actions you take, not round by round or action by action perception checks.


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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!


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.


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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.