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[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.
For even more links check out this post, which links to several generators some inspired by rules from the 3.5 DMG (which work great in conjusnction with the settlement rules), and some by the Medieval Society Guides i believe.
For newer stuff FGG's Lost Lore: Town of Glory which presents a new rules mini-system for building and growing frontier communities, giving players and GMs multiple options to add onto their existing game play.
Also check out Raging Swan Press Town Backdrop and Village Backdrop series pdfs if you need a smaller settlement in the vicinity or their GMs'Miscellany products like Urban Dressing.
That's a great deal!
That depends. What do you want/need?
Raging Swan comes to mind first though for GM stuff. Did you know about their Patreon?
Rite also does Adventure Quarterly the spiritual successor to Dungeon magazine.(several excellent short to medium long adventures per issue).
Four Dollar Dungeons does excellent adventures for $4. Run Amok Games does great adventures too.
Check out this thread on 3pp campaign settings for what is out there ...
Dustin Ashe wrote:
Raging Swan Press has two great 1st level adventures but they actually do not start in a town iirc: Shadowed Keep on the Borderlands, and Retribution.
Four Dollar Dungeons has 3 very excellent 1st level adventures (The Horn of Geryon , Key to Marina and Firemaker) all starting in towns iirc, though I'm not sure how much of the towns are detailed. The modules are super awesome judging from the reviews though. They also have more low level adventures.
Frog God Games has several 1st level modules starting in a town:
Stoneheart Valley compiles and updates three classic 3.5 old school flavored modules starting at lvl1 in a small town.
For 3.5 there's the lavish lvl 1-15 Goodman Games' Castle Whiterock which details a campaign in and around (under) a town.
There's lots of threads for AP ideas out there. Take one of the more niche ones and go...
For example a Tian Xia AP is a common request.
With Everyman Gamings race books (kitsune, samsaran) and maybe leadership/psych combat (soon available combined as Ultimate Charisma). Add Rite Publishing's heroes of the Jade Oath or yakuza/samurai clan rules (and talented writers). Maybe add a bit of the Kaidan talents/stuff. Add Dave Gross to the mix as well
Or go more into Vudra and add Dreamscarred Psionics or maybe Occult Adventures....
...Maybe a mythic AP ? (LG + ?)
A war AP? (LG ultimate battle rules)
So mythic war in Vudra?
Or a shadow planar AP starting in Nidal err the shadowy lands with Legendary Games Dark Druids, Boomers evil stuff and maybe the Jon Brazer shadow stuff.
Theme is essential, and niche is good. As you say plain fantasy is covered by Paizo. Though there's lots of not so plain stuff in Golarion too. So still IMHO making it somehow loosely adaptable would be a selling point for me. But the example WOtW was IMO not intentionally made adaptable and doesn't fit perfectly. But it's enough that I can be adapted. The more adaptable the bigger an audience you will have IMO.
As for companies/people:
Kobold press does not share their IP so much do they're probably out.
The people from LG have lots of experience with APs and with filing of the trademarks/pluggable Golarion stuff.
Frog God games have experience with super modules and Vaughn was involved in lots of APs.
Richard Develyn (Four Dollar Dungeons)
Ron Lundeen (Run Amok Games)
As for interesting adventures you might want to use/adapt some pre written adventures. Check out Raging Swan Press or Four Dollar Dungeons for some excellent low level adventures.
As for NPCs check out d20pfsrd.com NPC section. Don't over prepare and sometimes fudge or simply wing it. Reuse and reskin unused NPCs later. There are lots of good NPC books out there: Raging Swan Press has a Villains series as well as the pure crunch series. Legendary Games also does good Villain products.
Consider using a random encounter table or several. There are great ones available from Purple Duck Games, Rite Publishing or Raging Swan Press. Also check out Raging Swan Press GM Miscellany series.
Check out these threads:
In their newsletter LGG announced it's going to publish a planet hopping AP.
Get the news here.
TL;DR Legendary Planet AP!!!
From the newsletter:
Interplanetary, New Worlds, Ancient Species, Aliens, Technology, Psionics, and more!
Legendary Games brings you an eight-part, sword-and-planet Pathfinder Adventure Path; authored by some of the biggest names in Pathfinder, Legendary Planet will take your characters across the multiverse and back again in an incredible campaign like none other!
Are you ready to explore the galaxies? Coming to Kickstarter June 15th we plan to run until mid to late July, just in time to get ready for Gen Con.
The Assimilation Strain - To Worlds Unknown - The Scavenged Codex - Dead Vault Descent - Confederates of the Shattered Zone - The Depths of Desperation - Mind Tyrants of the Merciless Moons - To Kill A Star
TL;DR Legendary Planet AP!!!
The question boils down to how can you measure ingame a class or even *gasp* a level? Certain class features are observable ingame. Only a paladin is immune to disease and can lay on hands. Spell slots come in distinct quantums and spells are grouped into levels.
Read the excellent Sepulchrave's Story Hour for what I consider an excellent tale in I game representation of class mechanics like spell levels and vancian casting.
Maybe organizing sessions to stop at different points might be helpful?
Stopping with a cliff hanger instead if a resolution is normally used to get players more invested, but in your case maybe it helps offset ruminations of "what if I did something different ?" to a more proactive "what should I/we do next?".
Also realize that some losses are needed for a good narrative. This ties into GNS model but i don't get the feeling that your view is strictly gamist.
From a review wrote:
The book contains 4 adventures for parties that have lost a fellow PC, and seek to bring them back to life. No more “Well, you go back to town, pay the priest, and head back to the dungeon…” treatment. These are good adventures, and the common thread is a problem for many DMs to overcome.
Creighton Broadhurst has a series of blogposts on Freelance advice.
He also has published the awesome Be Awesome at Freelance Game Design pdf.
Here's an old thread about places to get published .
In the end though you need to get familiar with the different 3PPs and their product lines and find/approach some that fit for you.
Here's some great old threads with some discussion/speculation/worldbuilding for Hermea: