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Recent posts by
TrickyOwlbear:
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It's been awhile since the last pdf in the series but Tricky Owlbear Publishing, Inc. is pleased to now release the 9th in the Behind the Monsters line--Roper! These pdfs follow a format similar to that found in the popular Behind the Spells series (also presented by Tricky Owlbear Publishing) so chances are good that, if you enjoy that series, this one will also strike your fancy. Each issue is narrated by Jadrin Nelv, monk of the Order of the Sacred Branch. Jadrin schools novice monks in the ways of the multiverse's creatures and we, the readers, get to listen in. Whether you're a player or a GM, you will find something of use within these pages.
BtM: Roper includes many character advantages (different ways your PC can tactically fight the beast), six new roper variants, and three new items! You can purchase this release right here at Paizo.com!
The guest author for this issue is Stefen Styrsky, frequent contributor to Open Design and the DM Sketchpad!
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Several folks have inquired about a Pathfinder-compatible version of our popular Behind the Spells: Compendium pdf. I suspected there would be little to update and, indeed, was proven correct as I combed through the book today. 99% of the work is compatible already but, of course, there's always a couple things that need attention due to some minor changes from 3.5 to Pathfinder. Thus, I decided that I would simply post the "errata" to make the Compendium Pathfinder-compatible right here in the forum...
Dispel Magic: remove the "Area Dispel" section from the second spell secret
Shield: replace the Strength check with the combat maneuver bonus when attempting the bull rush for the first spell secret
Web: replace the Strength checks with combat maneuver bonuses (the DC for these and Escape Artist checks is the DC of the spell)
Wish/Limited Wish: ignore the spell secrets dealing with XP
Aside from these fixes, you must also account for skill changes such as Spot = Perception, Decipher Script = Linguistics, etc. These are seldom encountered as most skill checks in the book deal with Spellcraft and Knowledge.
That's it! Now, you needn't hesitate in picking up BtS: Compendium to bring your spellcaster up to full potential.
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terraleon wrote:
Ah, so Henry I ascendant and just after the First Crusades. The overland map is of less importance (that's the benefit of the whole history section being your supplement section.) than the other maps.
And I missed the other point-- is there a fair amount of supernatural interaction? None?
Thanks,
-Ben.
Oh yes, a fair amount of the supernatural is present. Essentially, look at this as alternate history. This was originally going to use rules from Green Ronin's Medieval Players' Manual but the original publisher didn't have time to produce the adventure. By the time I knew this, the GR license window had passed. Still wanting to produce the adventure, I decided to just adapt it to basic 3.5 rules (the BBEG is a sorcerer) and just use medieval England as the basic backdrop. The supernatural is known to exist but it is mostly in the background (or, in this case, in the back woods). If someone uses their powers for good, then that character (and his abilities) are much more accepted by locals.
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Is Your Faith Strong Enough?
In 12th-century England, the Welsh-English border is an unstable place. But one Christian outpost is determined to make its stand--with the PCs help, of course! Part adventure and part setting, A Matter of Faith is a 1st-level adventure designed for beginner Game Masters and brings 3.5/OGL fantasy adventure to medieval England. Once the adventure is completed, the outpost will make the perfect home for the new adventuring party.
A Matter of Faith provides...
* A murder-mystery featuring equal parts roleplaying and combat
* Detailed maps of the Malbank Outpost, its church, and the English landscape around it
* Over 20 fully-detailed NPCs that bring the Malbank Outpost to life
* Numerous adventure possibilities that use the outpost as a backdrop (including a quest for a religious item of biblical proportions!)
Will your novice characters have enough faith both in their abilities and in their hearts to overcome the forces of evil and save the outpost from certain doom?
This adventure retails for $5.95 and should be up very shortly here!
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Chris Mortika wrote:
I think this is a great idea, Bret.
Anybody reading this: Bret's work is a hoot, and well worth the money for people who like a game world that feels realistic. He's building a world where spells have a history, and usually some variants. (In the same way that, say, modern handguns have different modifications.)
Even if you don't use this material straight off the page, the histories are filled with plot ideas and kernels of important NPCs.
It's good stuff.
Thanks for your very kind words, Chris. We aim to please! :)
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We at Tricky Owlbear Publishing want to help you stretch your gaming dollars as far as they'll go. To that end, we're offering a special deal from now through Saturday, Feb 28th. Here's how it works...
Step 1: You buy Behind the Spells: Compendium in any format. PDF format is available here at Paizo. Print format available via our Lulu.com storefront HERE.
Step 2: When you receive an email confirming the purchase from one of these sites, send us a copy of that email to: stimulus@trickyowlbear.com
Step 3: We email you the 4 "Behind the Spells" pdfs produced after the Compendium was published. These include Vampiric Touch, Sanctuary, Feather Fall, and Darkness.
Buy one book and get $6 worth of product for free. It's that easy and you'll then have the entire "Behind the Spells" collection as of this date! Not a bad deal to own all the facts behind your favorite SRD spells. Take advantage of the Tricky Owlbear Stimulus Offer today!
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houstonderek wrote:
TrickyOwlbear wrote:
The new issue is up at KQ: Magic Aura!
There was once a wizard named Nystul. A gnome he was not...
;)
feeling grognardy and cranky tonight, sorry...
Heh, no problem. I'd love to have used the Nystul name but of course I cannot mention him for legal reasons. We were hoping to have the actual Mr. Nystul post a real world history but that did not come about as of yet. If you'd like to know the reasoning behind why Maxolt doesn't mention those proper names (at least in the context of the BtS "universe"), you'll have to pick up the issue on Acid Arrow.
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DitheringFool wrote:
OK, lame may have been a bit strong but 5-star lame should still be better than a generic lame!
Specifically, I thought the eat spell secret for sleep was bit silly. However, I really like the "slept wrong" secret. Sleep looses it's strength at later levels, so this kind of tweak is pretty cool.
Overall, the spell secrets are one of the cooler aspects of this product. The introduction of ways to tweak spells makes Wizards* really cool without really changing their flavor or power level.
Does anyone else have a favorite?!?
*I wouldn't allow my sorcerers to use spell secrets without using a feat or maybe they would have a metamagic-like casting time penalty.
I suppose the "eat" thing is a bit goofy but it still gets the job done (incapactiates the target). As for requiring sorcerers to take a special feat or other penalty, I'm curious as to why. I design spell secrets to allow a spell to do something a bit different and not to change its "power" as it were.
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