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FGG Promo email wrote:
Aside from Paizo's Skull&Shackles AP, Frog God Games Razor Coast and Green Ronin's Freeport product line stand out
The Oppara Arena is the oldest arena in the Inner Sea region. It is located in the Grandbridge district of Oppara and is large enough to fit 20,000 people. the Oppara Arena runs daily gladiatorial battles and slave fights. It costs only one copper piece for a person to attend. Sometimes, members of the royalty and senatorial classes feed the crowd in the arena.
This tells us that there certainly are slaves in Taldor
According to Taldor Echoes of Glory: The city Maheto has a sizable population of dwarves who lend their skills in metal-crafting to the empire in exchange for open-ended mining rights in the World's End Mountains.
It seems of the core demihumans only the elves, half elves and half-orcs are under-represented.
The Pathfinder Tales novel Plague of Shadows by Howard Andrew Jones plays in Taldor and features an Elven Ranger who was a warden for a noble iirc (and a former adventuring companion) and a half-orc Drelm who is a captain of the guard for the same.
Nearly all of Wispil's inhabitants are gnomes, although a fair number of halflings, elves, half-elves, fey, and a handful of dwarves also live there.
Cassomir has quite a few halfling and a gnome shipwrights. And being a port city probably a few more exotic specimens too.
So it seems that Taldor is indeed like a generic human fantasy kingdom in regards to demihumans. They exist here and there, in larger numbers mostly in racially fitting environments. (Gnomes in the wood, dwarves in the city near the mountains, etc.) The larger cities will have a few demihumans, while in rural areas they will be more rare. There might exist smaller demihuman settlements here or there.
No weirder races are noted, so I assume they are even rarer.
Do you know the setting lore about the Lost Empire of Dhakaan? (Read the Legacy of Dhakaan trilogy by Don Bassingthwaite!)
Goblin or goblinoid? Goblins are/were the ninja clans of Dhakaan. Being small a front liner bruiser role is a bit hard for them and not typical but certainly doable. Maybe Slayer?
Or a hobgoblin Samurai !
Steve, it was just an idea. Personally I started in 2e and I'm fine with PF crunch.
Is the transition PDF you linked to your ncluded in the beginner box? I believe it isn't. So this would be a chance to make the Sandpoint boxed set relevant to both beginner rules customers and old hands.
You could use it to flesh out/create more adventures for beginner Box in and around Sandpoint. And once you hit 5th level you just go on, easing into PF Core rules...
For the rules sections I suggest a look at Richard Develyn of Four Dollar Dungeons whose low level adventures, contain a lot of advice and help for new DMs.
The first Pathfinder comic contains a Sandpoint Gazetteer and a CR3 encounter on Junk Beach featuring 4 Goblins and a goblin
The later comics all also contain supplemental material (the Shankshack in Shank's Wood, the Paupers Graves, Mosswood Gazetteer &Spider Stones encounter and more...)
The easiest way to get them is to get Dark Water Rising which collects the whole run.
Pathfinder#1 is available on Isuu as a preview. (I assume this is legit if not I'll gladly remove the link)
Vigilante. Double Time, Social Grace, Startling Appearance, Unshakeable. It's all there.
Halfling is great, especially in Cheliax.
Well prepared feat, maybe Catch Offguard (wield a barstool!)
You'd need +2d6 sneak attack though and hidden strike doesn't count. So maybe Catnivalist Rogue1/Snakebite striker brawler 1as a dip? You could then adapt that build pretty closely by going for magical child vigilante and picking a valet familiar, which even upgrades to improved familiar. Cat Sith would fit, maybe a celestial cat.
Or you just pick a few tricks from the build.
Though I like the idea of a vigilante halfling butler to bellflower tiller immensely.
Rite publishing adapted the settlement rules from UC to rules for Samurai clans and yakuza gangs. They are available here. See also this thread on starting players as members of s noblehouse for some advice. Social combat rules, politics, even Relationship rules all seem to fit well.
I advise to use Ultimate Leadership rules and thus have each PC gain leadership at lvl 7 and gain a small gang of his own loyal followers.
The D20 book Crime and Punishment from the Penumbra line might also be of interest.
Goodman Games has Crime Pays (Just look at the cover! Half Orc godfather ftw! ). Though this is a 4e book it offers new rules for running a mob which maybe useable for advice or conversion.
Rite Publishings 101 Not so random Urban Encounters details interwoven urban NPCs with lots criminals.
Raging Swan Press has Urban Dressings: Thieves. The rest of the urban dressing line is worth a look too.. there's Alleyways, The Watch for example as well as two bigger supplements GMs miscellany Urban Dressing and GMs miscellany Urban dressing Ii collecting several of the lines books.
Here'san old thread with links to DM tools' NPCs for the Dagger Guild. Alas dmtools is lost apparently.
While Frog God Games books are excellent, I'm not sure if they are good for a oneshot and/or a first timer DM.
For a real shorter one shot, Four Dollar Dungeons does excellent DM friendly adventures, and has very different adventures to offer. Or you could check out Up from Darkness by Rite Publishing, a great one shot with pregen characters starting entombed with amnesia and having to find out about themselves (and players have to find out about their characters powers/build)
Check out the reviews..
Excellent fan development on Kraggodan can be found here. And even more here here.
The article on the Greathammers from that site describes the ruling family and contains:
Gorin Greathammer: Third son of Iogan and Dosre, and a Pathfinder. Gorin most famously led an expedition to the Darklands before the discovery of the shoggoth in Kraggodere.
Seekers of Secrets: The dwarves of Kraggodan warmly welcome Pathfinders to their Sky Citadel, however, in no small part due to the fact that the third prince of the city, Gorm Greathammer, is himself a Pathfinder agent in good standing, having published no fewer than three exploits in the Pathfinder Chronicles. Kraggodan’s lower levels hold many entrances into the Darklands, attracting a fair amount of interest among the Pathfinder Society.
I would assume these to be the same person.
The cohort is the main "problem".
Easiest fix: everyone gets it for free at level 7. No really. Read Alexander Augunas genius blog post on Leadership for details. Equal footing for all PCs, invokvement with game world, CHA dumping somewhat punished/not CHA dumping somewhat rewarded.
He then published the critically acclaimed Leadership Handbook (which is not available anymore on its own), which introduced the Leadership score and a whole nice subsystem for it.
He later published Ultimate Charisma which contains all content from Ultimate Leadership, Psychological Combat and more. Highly recommended!
Shoot, I didn't even know that there was a subterranean quality, well shoot, that make my Drow city sort of weird.
I was thinking the same of settlements lacking the Darkvision quality and the primary race having darkvision. Otoh having to give all under dark settlements both dark vision and subterranean qualities is kind of silly too.
Much more jarring I find the city with autocracy as government and a Balor noted as the "Overlord" leader. Who would elect or appoint a Balor? If government were Overlord or magical that would fit.
I would change it so that the city's ruler is still the old one but is getting corrupted more and more by the balor. And/or you could add one or more of the disasvantages here: anarchy ( which replaces autocracy then), cursed, hunted(in addition to autocracy, we'd need an autocrat then though).
For the (un)holy site I would expect a nascent cult/church IMO.
How/where was the prince raised?
It has got to be ruse. The tasks are a PR setting him up to fail. A conspiracy by the people that may even have somehow been involved with the history of his father. Are the accounts told to him true? Or are they a fabrication hiding something darker. Do vampires lurk in the background of all this?
You must set this in Ustalav.
0One's City AP might fit with an urban revolution theme.
ENworld Publishings APs may fit. I don't know too much about War of the Burning Sky other than it had excellent reviews and is really cheap now. Zeitgeist too got rave reviews and is investigation/spy themed iirc.
Frog God Games stuff may be more viable than one would think on first glance. While Demons are involved it's more classic kick the door in Sword & Sorcery adventure. The Northlands may fit well or the Borderlands maybe.
From Paizo I think King Maker is a solid choice.
Adventure a week seems rather kid friendly publisher in general to me. They have a Scooby Doo vibe going and several of their adventures can be combined into series. Check out their Snow White adaption for murderhobos... ermm adventurers. No really.
Also Four Dollar Dungeons adventures while not APs are very fit for kids. Check out Horn of Geryon and the rest too.
Kobold Press has a Slavic & Fae inspired setting that is a but less gritty than some of Paizo's stuff.
Finally there's a new 3PP doing kid friendly adventures explicitly. The name escapes me though... There was a 4 star review posted by Endzeitgeist for their first offering.
I bet its from Dungeon Magazine.
From that I'd guess its Dungeon 45 An Artists Errand.
Du45 An Artist's Errand, Steve Kurtz, levels 6-8
That depends. What are you looking for?
But if you come from a d20/3e background: there are a lot of very good PF 3pps out there. Quality is overall much higher.
To quote myself [slightly edited and updated] from this old Recommendations for 3PP products thread:
What do you seek? Tell us about your campaign, your PCs, or where you want your campaign to go.
Necromancer Games/Frog God Games: old school adventures, dungeons, megadungeons, mini sandboxes. Slumbering Tsar, Rappan Athuk, Stoneheart Valley, The Lost Lands, City of Barakus, Tome of Horrors revised (which is also on PFSRD). Also Razor Coast! Just read the reviews. Tome of Adventure Design! Upcoming: The Blight by Richard Pett.
Kobold Press/Open Design: Midgard campaign setting (more eastern european myth/tropes incorporated vs traditional western fanatasy), excellent adventures. Excellent books on Game Design.
Legendary Games: stellar supplements to Paizo APs, mythic material.
Raging Swan Press: Generic, medieval fluff and cruch, great DM aids, great adventures. Check out the numerous free previews for any product on their website.
Rite Publishing: great crunch pieces, Coliseum Morpheon (high level advanture in the plane of dream) & Faces of the Tarnished Souk (great NPCs), Japanese Horror setting: Kaidan (check out the free adventure), Adventure Quarterly is Dungeon magazine's successor.
AdventureAWeek: lots of adventures, Rise of the Drow super adventure, modern web supported layout
Dreamscarred Press: PF Psionics
Fire Mountain Games: Way of the Wicked (the evil AP), Underdark Sandbox AP is in the works but i would recommend buying it only when finished
0One Games: The Great City material, City AP.
TPK Games: Bleeding Hollow & The Reaping Stone horror adventures, Laying Waste: A Guide to Critical Combat.
Alluria Publishing: awesome underwater stuff and some fey material
Super Genius Games/Rogue Genius Games: great crunch.
Drop Dead Studios: Rogue Glory (fixing the Rogue class, also check out 101 Skill Uses by Rite for this)
Four Dollar Dungeons (4DD): outstanding, cheap adventures. Just read the reviews.
For keeping up read this forum and check out Endzeitgeist.com.
The bigger ones are Frog God Games (the heirs of Necromancer Games), Wolfgang Baur's Kobold Press, Legendary Games, Rite Publishing, ENWorld Publishing, Raging Swan Press. But there are a lot more with excellent quality and also among the smaller and very small ones.
About adventures specifically check out 3pp AP recommendations
And for completeness sake here's the 3pp campaign setting thread.
I'm sorry no.
As for adventures that are specifically SciFi I'm not sure there exist many for the PF rule set. Did you see Hypercorps?
Stealable adventures from other systems or adaptable-to-scifi adventures though is a broad definition. I'm sure there 3.5 or PF adventures out there that may covert easier than others.
[Legendary Games] A new direction for Mythic Monsters! What myths do you want to see made monstrous?
Is there any way to get the preview for latecomers?
When is the Kickstarter due?
I suggest some cross marketing from the Kickstarter which paid Pett's novel Crooked (published via Broken Eye Games) and the other way round maybe include the novel as an add-on for the RPG Kickstarter.
The novel wasn't for me btw, it seemed too far removed from the game rules/roots for me. I.e. I did not get the feeling that the world described used PFRPG rules or even d20. But I passed it on to a big fan ;-)
Four Dollar Dungeons wrote:
+1. I like the telling a story, with some fun background facts, but not assuming any particular action on the side of the PC's. This makes the adventure fun to read, can easily serve/be adapted as read aloud text in an emergency and does not prep plot but sets a up a situation. (See Alexandrian blog post: don't prep plot)
The Alexandrian blog does a lot of R&D/analysis on encounter design and adventure design and while not always (but sometimes) explicitly about presentation, you can still glean insight from them I think. Read the series on node based scenarios design starting here ( and going through several follow up posts, and also Don't prep plot prep situations.
Lou Agresta used some similar techniques in presenting a roadmap to the massive Razor Coast.
Also Monte Cook's Ptolus has several useful ideas to mine from presentation wise.
I think keeping the narrative flow intact for readability makes much sense. Presenting an adventure overview first. Maybe even a node map/flow chart. But making actual encounters and/or statblocks easier to read/access can be done in addition to readable text.
Google Dicefreaks Lich template.
Created by Dicefreaks Creating a Lich
“Lich” is an acquired template that can be added to any giant, humanoid or monstrous humanoid (referred to hereafter as the aspirant), provided it can perform the incantation, as described below. Certain other creatures (such as mind flayers) can also become liches.
Aspirants who complete the incantation begin at the first rank. To advance in rank, a lich must complete a ritual of transformation (described below).
A lich has all the base creature’s statistics and special abilities except as noted here.
Size and Type: The aspirant's type changes to Undead (Augmented [base creature's type]). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice: Increase all current and future Hit Dice to d12s. Lich lords and greater also gain bonus HP using their Charisma modifer in place of their Consitution modifer.
Armor Class: A lich has a +5 natural armor bonus or the aspirant’s natural armor bonus, whichever is better. Magisters and greater gain a profane bonus to AC equal to their rank. Archlichs and greater gain a deflection bonus to AC equal to their Charisma modifer.
Attack: A lich has a touch attack that it can use once per round. If the aspirant can use weapons, the lich retains this ability. An aspirant with natural weapons retains those natural weapons. A lich fighting without weapons uses either its touch attack or its primary natural weapon (if it has any). A lich armed with a weapon uses its touch or a weapon, as it desires.
Full Attack: A lich fighting without weapons uses either its touch attack (see above) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a touch as a natural secondary attack, provided it has a way to make that attack (either a free hand or a natural weapon that it can use as a secondary attack).
Damage: A lich without natural weapons has a touch attack that uses negative energy to deal 1d8 points of damage per rank plus its Charisma modifer to living creatures; a Will save (DC 10 + 1/2 lich’s caster level + lich’s spellcasting modifier) halves the damage. A lich with natural weapons can use its touch attack or its natural weaponry, as it prefers. If it chooses the latter, it deals 1d8 points of extra damage per rank plus its Charisma modifer on one natural weapon attack.
Special Attacks: A lich retains all the aspirant’s special attacks. Save DCs are equal to 10 + 1/2 lich’s caster level + lich’s spellcasting modifier unless otherwise noted.
Special Qualities: A lich retains all the base creature’s special qualities and gains those described below.
Turn Resistance (Ex): A lich has turn resistance equal to its rank plus its Charisma modifer.
Damage Reduction (Su): A lich’s undead body is tough, giving the creature damage reduction according to the table below. Its natural weapons are treated as magic and evil for the purpose of overcoming damage reduction. Lich lords and greater treat their natural weapons as epic for the purpose of overcoming damage recution
Immunities (Ex): Liches have immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks.
Phylactery (Su): If slain, a lich's soul returns to its phylactery. Once within the phylactery for three days, the spirit may return to life by possessing any corpse within 100 feet x its spellcasting modifer. The corpse, once possessed, has the same statistics as the lich did before its destruction.
Abilities: The Aspirant's ability scores increase according to the table below. Being undead, a lich has no Constitution score.
Skills: Same as the Aspirant.
Challenge Rating: +1+rank
Treasure: Standard coins; double goods; double items.
Alignment: Any evil.
Advancement: By character class.
Neonate; +4 Int, +2 Wis, +2 Cha. DR 15/bludgeoning. 2 saliant abilities.
Ritual of Transformation
This incantation kills the caster and sends his or her soul into the prepared phylactery. Three days later, the caster rises again with the lich template applied. This ritual turns the caster into a neonate; further rituals are necessary to progress to a higher rank.
Failure: Death to the caster. He or she may not be ressurected save by a greater god with the Life and Death SDA. (The Gift of Life SDA alone is insuficient).
Ritual of Transcendance
This incantation may only be cast during a rare astronomical event that occurs only once every 169 years. The caster must cast this spell under an open sky and as high above sea level as possible. For every 100 feet beneath 5000 feet above sea level, the caster takes a -1 penalty to the skill checks involved in casting the incantation. If the incantation is successful, the caster rises one rank, from neonate to alumnus or alumnus to magister, for example.
Last edited by Xtian on Fri Jan 25, 2008 12:59 pm; edited 1 time in total
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Joined: 30 Nov 2006
Arcane Shield (Su)
Agonizing Gaze (Su)
Bolt of the Damned (Su)
Dark Arcana (Ex)
Deadly Gaze (Su)
Deadly Touch (Su)
Fast Healing (Su)
Fear Aura (Su)
Forbidden Lore (Ex)
DC Type of Knowledge
A lich may also find out the True Name of a particularly noteworthy undead creature; this require a check against a DC of 10 + twice the being's HD.
Greater Coldfire (Su)
Improved Command (Ex)
Improved Fear Aura (Su)
The lich must possess a living being to continue to survive. Once per round it can attempt to possess a living humanoid creature. This ability is similar to a magic jar spell. (caster level of the lich's hit dice), except that it does not require a receptable and the creature can inhabit the host body indefinately. To use this abilty the lich moves intot he target's space, which does not provoke attacks or oppertunity. The target can resist with a successful Will save (DC 15+lichs charisma modifier)/ A creature that successfully saves is immune to that same liches possession for 24 hours. If the save fails, the creature dies, its spirit leaves its body, and the lich's spirit animates the body as per the magic jar spell. Creatures slain in this manner can only be brought back with a miracle or wish/
A possessed body ages at three times the normal rate. If the host dies due to age, is reduced to 0 hit points, or the lich gains a level, the lich is forced out of the host. (which causes the body to combust) and must possess a new body within 1 hour or be destroyed.
Any other circumstances that force the lich out of its host render the host useless and force thel ich to seek out a new one.
While incorporeal the lich is vulnerable to dispel evil; instead of driving the lich to another plane it destroys it if it fails its resistance check and saving throw against the caster's touch attack.
Nether Arcana (Ex)
Rebuke Undead (Su)
Paralyzing Gaze (Su)
Paralyzing Touch (Su)
Spell Resistance (Su)
Turn Immunity (Ex)
Undead Mastery (Ex)
Vile Arcana (Ex)
+1 on the Harrowing. Check it out.
Rite Publishing's Coliseum Morpheon Setting maybe. The novel Lost in Dream by Matt Banach which is set in that setting, is described as Alice in Wonderland meets H.P.Lovecraft. It does involve rescuing a girl who is lost in dream iirc. I suggest checking it out.
Adventure Quarterly #3 has an adventure calles “Dream Harvest” which set in a nightmare, incidently also by Matt Banach. Read the reviews for more info.
There's also Rite's Five Room Dungeon: Rabbit Hole by Matt Banach (and Coliseum Morpheon author Clinton Boomer) again.
Also by Rite but not related to Coliseum or Matt Banach there is the PFRPG Kaidan Setting, which is about japanese gothic horror stories. Kaidan is an archipelago of islands, but has it's own cosmic properties making it very much like Ravenloft, being a land of oriental horror, karmic curses and a spiritual trap. It is heavily influenced by Japanese history, religion, legends, folklore and traditional ghost stories.
From 3.5/3.0? there is Mystic Eye Games which provides a dark setting that iirc is half dream. I bought several adventures and monster books from them to pillage for Ravenloft. The setting book is The Hunt: Rise of Evil.
"The Hunt: Rise of Evil" is our core d20 campaign setting by Mystic Eye Games. In this book you will be immersed into the dark world called Gothos. You will find a new and fantastic land where the dreams and nightmares of our sleeping earth folk find there way into this mystical world. This unique campaign setting will give you new rules, kingdoms, classes, races, magic and much more. Play in our world or simply apply all that you find here to any d20 game. Become a child of the waking dream and join the hunt today! This book will feature more than 20 unique, new classes, new feats, new spells, new monsters and much more for your d20 fantasy game.
That's a great deal!