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Amethyst - Renaissance Progress


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I started the Amethyst Pathfinder edition, dubbed Renaissance two weeks ago. It is still in the alpha phase, but progress has been extremely rapid. Not even two weeks into production and Renaissance is now passed 188 pages. Races, lifepaths, classes, skills, and feats are ALL done. After this, we got prestige classes, equipment, setting, and monsters. At this rate, first draft will be done by the end of November. It could come out before Ultramodern4 is this pace keeps up.

I am still hoping to maintain the freedom of character creation we had begun with the D20 Amethyst in 2008 and perfected with our recent Amethyst Evolution book. For now, I wanted to leak a few of our "alpha" phase classes. These are still being tested.

LAUDENIANS
RACIAL TRAITS
Average Height: 5’10” – 6’7”
Average Weight: 40-55 lbs.
Average Starting Age: 150 years
Estimated Life Expectancy: Unknown (10,000 years?)

Ability Scores: +2 Wisdom; +2 Intelligence or +2 Dexterity; -2 Constitution or -2 Strength
Size: Medium. As a Medium creature, you have no special bonuses or penalties due to your size.
Speed: 35 feet
Vision: Normal
Languages: Laudenian, one human language, and one additional fae language. If you have a high Intelligence score, you can choose any additional languages you want.
Racial Skill Bonuses: +2 Acrobatics, +2 Spellcraft

Adept User: You receive a +2 racial bonus to saving throws against enchantment spells and effects.
Emergence: You know where and when to be to strike the critical blow. You know where and when to be to strike the critical blow. When wielding a light melee weapon, you can use Wisdom in place of Strength as your primary melee attack/damage attribute. If you are wielding two weapons, both must be light weapons for this ability to apply.
Equilibrium: If you have 4 or more ranks in Acrobatics, you gain a +4 dodge bonus to AC when fighting defensively instead of +3, and a +7 dodge bonus to AC when taking total defense actions instead of +6.
Light Body: Reduce all fall distances by 10 feet (2 squares). If bull rushed, you are pushed back 10 feet; for every 5 by which the attack exceeds your CMD, you are pushed an additional 10 feet.
Special Ability -- Slide Waltz: Your body can move like water, swaying around an opponent with ease.
Ability Type: Extraordinary
Action: Swift
Attack of Opportunity: No
Uses Per Day: As many times as your Wisdom or Intelligence modifier.
Effect: Select one Medium or smaller creature within 5 feet (adjacent square). You can move to any location that is within 5 feet of the target (effectively any unoccupied square adjacent to the target).

NARROS
RACIAL TRAITS
Average Height: 4’ – 4’9”
Average Weight: 195-395 lbs.
Average Starting Age: 75 years
Estimated Life Expectancy: 1,000 years

Ability Scores: +2 Constitution; +2 Charisma or +2 Wisdom; -2 Dexterity or -2 Intelligence
Size: Medium. As a Medium creature, you have no special bonuses or penalties due to your size.
Speed: 25 feet. Your speed is never modified by armor or encumbrance.
Vision: Darkvision. You can see in the dark up to 60 feet.
Languages: Narroni and one human language. If you have a high Intelligence score, you can choose any additional languages you want.
Racial Skill Bonuses: +2 Intimidate, +2 Survival

Big Boned: You suffer s -3 penalty to all Swim checks.
Iron Roots: You have a +4 racial bonus to your CMD against a bull rush or trip. You are treated as a Large creature when dealing with wind effects.
Militaristic: You are proficient in any two melee weapons of your choice (even if techan).
Stone Blood: You gain a +2 racial bonus to Fort saves but suffer a -1 penalty to Ref saves. You also gain a +2 racial bonus on saving throws against poison.
Final Word: If you are reduced to 0 or less hit points, you do not fall unconscious until the end of your next turn (regardless of damage taken). On your next turn, you can take only a single standard action. If you use that action to attack the enemy that reduced you to 0 hit points or lower, you automatically hit (you still roll).

I will continue to update this thread if you guys want to know more about our progress and see more sneak peaks...


Just so you know I took the liberty of converting the Tilen to Pathfinder some time ago, you may wish to peruse it.


Twin Dragons wrote:
Just so you know I took the liberty of converting the Tilen to Pathfinder some time ago, you may wish to peruse it.

So did I! :) I also did it for our old 3.5 game I published in 2008.


I, for one, am glad that you are doing something other than 4th Ed with Amethyst. When I ran across the D20 core book a year or so ago, I was very disappointed to find only 4th Ed material and no more D20. So I am happy to see this development. :)


43,000 words. That's how big the Equipment chapter is for Amethyst: Renaissance, our new upcoming Pathfinder book. Every gun, missile, grenade, and powered armor we ever made has been squeezed into this book. Characters can spend their hard earned UC on regular armor, nano-injections, and a really pretty gun, or blow it all on one really big mecha. Unlike Foundations or even our old D20 book, players using the Pathfinder rules will now be able to upgrade their powered armor with more hit points, increased armor, jump jets, and/or bonuses to physical attributes. Like a fast car? You can buy and modify those as well.

Nawz!: Your customized vehicle has a slight modification you haven’t told anyone else about. Once a day, as a swift action, the speed of your vehicle increases by +10 ft (+2 squares) for 1 minute.

Don't like cars? Want a blimp? Yup, we got those to.

What's next? Prestige classes, we got about 30 of them. No stone unturned.

Cheliax

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Very cool looking forward to the finished product.


I loved the Paladin PrC from Amethyst d20. Can't wait to see it and the other PrC Pathfinder-ized. Love this setting love your product. Write as fast as you can!


Both the PrC classes for Paladin and Ranger are carrying through to Renaissance. Neither are being changed that much (other than the updating to Pathfinder).

Playtesting is still open for those interested...


I think I followed the steps to have access to the playtest but haven't gotten a reply from the admin. My user tag is ghostblade.(can you tell I like ghosts?)


I added you. You should have access.


I just reached page 318 with Amethyst Renaissance.

That leaves artifacts, setting, and monsters left to be completed. I expect the monsters to be a profound pain in the ass. I never enjoyed designing monsters for 3.5; I hope Pathfinder's process will be easier. Meanwhile, Ultramodern is still slogged with delays out of my control. Obviously, plans to have it released by Christmas have been scrapped.

One of the new additions to Renaissance sure to be folded into our 4th Edition game is an enhanced set of rules dealing with negative corruption and magic saturation. Previously, these rules only applied to humans and pagus. By introducing corruption into the setting, all creatures become vulnerable.

I didn’t bother inserting these rules into Foundations but they're being introduced with Renaissance. If DEM continues Amethyst into Factions (the next book, possibly for Pathfinder AND 4th Edition), you'll find these same rules. However, since I don't want to leave out the 4th Edition players, you can read and enjoy them now.

Note: With the PATHFINDER version, corruption changes your alignment in a more "realistic" way, drifting from one side of the alignment diagram to the other. The transition makes more sense (one instance where Pathfinder rules handle this better).

CORRUPTION
Because of Ixindar's power of influence, there can never be a good spellcaster bound to Ixindar casting corrupt spells (at least not for very long). Eventually, the corruption seeps into the soul, distorting its view, and rendering the caster wicked.
Characters with any alignment save for Lawful Evil cannot cast negative spells (those with the Death or Evil descriptors) without the risk of corruption.
Attricana is no guarantee for good and every creature born of magic, save for pagus and shemjaza, are tied to it. On the flipside, the majority of those souls born or bound to Ixindar are evil. Those that are corrupted nearly always remain that way. Those born to the darkness have been known to move away from that skewed path, but this seldom occurs with those corrupted. Casting Attricana spells or using Attricana magic can turn someone into an echan, but it won’t affect alignment like Ixindar does.
Corruption Point: When you use magic tied to Ixindar, you will fall under the influence corruption. This occurs the moment you wield a corrupted weapon, cast a negative spell, or study the language saeqaar. You start at level 1 with a corruption value of 0. These rules work the same as echan saturation points but are recording separately. You gain corruption points under the following circumstances:
+2: You wield an Ixindar weapon (per minute).
+2: You wear Ixindar magic armor (per hour).
+2: You benefit from Ixindar magic items in your possession (per hour).
+2: You study the arcane arts of the corrupted tongue of saeqaar (per day).
+1: You drink an Ixindar potion.
+4: You cast a spell bound to Ixindar.
The moment you reach a corruption point of 20, you run the risk of changing alignments. At the beginning of each day, you receive the following corruption attack: +10+ (your corruption value – 20) vs. Will. If you are hit, your alignment changes
Good to Lawful Good to Evil
Lawful Good to Evil
Unaligned to Evil
Chaotic Evil to Evil
Effectively you shift one step close to Evil. Even if already evil, corruption still takes place. The only alignment that doesn’t full under corruption is Evil itself.
The moment your alignment shifts into Evil, your soul is bound to Ixindar. You no longer generate EDF, even if you had before. Your saturation point is set to zero (if you had it). If you acquire saturation points, you can revert to being an echan, but this does not affect your alignment. If you gain enough saturation points to switch to being echan, you corruption value is unaffected, and switching back to Ixindar is thus quite easy.
The only way to expunge corruption points is with time. You will lose 1 corruption point each week as long as you don’t accrue any in that time. The moment you do, the time period resets. If your alignment changes before your value falls below 20, the alignment change remains. This is also true if you tie your soul to Ixindar.

ENCHANTMENT
Some contest the claim that Attricana is less a source of magic and more a source of chaos. As the famous quote passed among wizards goes, “Anything you can think of thinks for itself.” Attricana is about life in every possible combination, breaking rules nature declares incontrovertible. A creature or force derived from these broken rules emanates that same chaos. Since most technology requires irrefutable laws of the universe to function, machines and magic cannot co-mingle. The confusion arises as to how can Ixindar succeed at this. Where Ixindar encourages control and order, even at the expense of intelligent life—which is itself a factor of chaos—Attricana encourages nothing other than the perseverance of intelligence, even at the expense of normal reality. This reality can stain a creature as much as Ixindar can, but where corruption can affect one's outlook on life, all Attricana can do is turn something into another catalyst of chaos, radiating the same aura of magic as the gate itself. This created a chain reaction 500 years ago forcing all remaining fragments of working technology into the bastions. Although all fae are slaves to magic, humans have a choice, being born via the normal rules of biology. They can choose to accept the world of magic or remain disciplines of science. There is no good or evil in this conflict. There is only opinion, and there is no wrong answer.
However, the choice is often permanent. By wielding that magic sword, by casting that spell, a human ties his soul to Attricana, become one with the world of magic, and disrupting technology just as an elf would.

SATURATION POINT
Saturation Point: If you are not a “radiant”—a creature tied to Attricana which radiates magic—then you are able to use technology without disruption. Only humans, pagus, and shemjaza fall into this category. However, if you use magic enough, eventually, you’ll become one with the world of enchantment, becoming a true echan in the same grade as even the fae. You gain no additional benefits but now generate EDF. You lose your capacity to use technology. The critical saturation point is 20. You start at level 1 with a saturation point of 0. You gain saturation points under the following circumstances:
+1: You wield a magic weapon (per minute).
+1: You wear magic armor (per hour).
+1: You benefit from magic items in your possession (per hour).
+1: You study the arcane arts (per day).
+1: A beneficial magical effect (including magical healing) is placed upon you.
+1: You drink a potion.
+10: You are brought back from the dead via a spell or spell-life effect.
+20: You bond with a non-human.
+20: You select a supernatural lifepath
The moment you reach a saturation point of 20, you now generate an EDF. Points do not immediately go away. If you do not accrue any additional points, you remove 1 from your saturation point total every week (unless bonded or selecting a supernatural lifepath; if so, you total can never drop below 20).

BY THE WAY, I said the Pathfinder version of corrupted makes more sense…

The moment you reach a corruption point of 20, you run the risk of changing alignments. At the beginning of each day, you must make DC20 Will save. This DC is increased by your corruption value – 20. If you fail, you alignment shifts one step using the Alignment Step diagram in the PATHFINDER CORE RULEBOOK. You shift one step close to Lawful Evil. You do not step diagonally, only down or left, as long as it is one step closer to Lawful Evil. You can choose which direction you take (for example, if Neutral Good and you fail a Will save, you can decide to become Neutral or Lawful Good. Even if already evil, corruption still takes place. The only alignment that doesn’t full under corruption is Lawful Evil itself.
The moment your alignment shifts into Lawful Evil, your soul is bound to Ixindar. You no longer generate EDF, even if you had before. Your saturation point is set to zero (if you had it). If you acquire saturation points, you can revert to being an echan, but this does not affect your alignment. If you gain enough saturation points to switch to being echan, you corruption value is unaffected, and switching back to Ixindar is thus quite easy.
The only way to expunge corruption points is with time (or in rare occurrences, an Atonement spell). You will lose 1 corruption point each week as long as you don’t accrue any in that time. The moment you do, the time period resets. If your alignment changes before your value falls below 20, the alignment change remains. This is also true if you tie your soul to Ixindar.


It's a new year and DEM is still here.

My posts have been infrequent, I admit, but that's because of workload.

I have assurances from my artist that commissions for Ultramodern4 will be completed in a timely fashion. However, Renaissance (our Pathfinder game) has not been laden with those delays. On December 31st, I finished the first draft, all 242,758 words of it. To put things into perspective, the previous Amethyst Foundations was 199,000 words, and that's not counting story segments.

Here is what people should expect with the final release:
--10 playable races (chaparran, damaskan, gimfen, human, kodiak, laudenian, narros, pagus, tenenbri, and tilen) not including half-fae.
--13 organizations to choose from, which offer minor improvements to the entire group.
--44 (that's right, 44) lifepaths which can greatly affect both your race and your class.
--8 new classes, all science-fiction-based.
--3 new skills (Demolitions, Engineer, and Vehicle Operation)
--Over 200 new feats. These include feats for races, lifepaths, and classes.
--16 new fantasy melee weapons.
--165 different firearms across all enhancement levels (ok, I admit, some are similar weapons at different enhancement bonuses, but that's still a lot).
--25 new science-fiction melee weapons.
--You can now use injections to impede enemies.
--Players are able to now replace ammunition with high explosive, hollow point, or rubber.
--Characters can throw grenades and set explosives and mines.
--33 new types of armor including Medium and LARGE powered armor.
--A FIRST for Amethyst, now players can modify their powered armor, including adding hit points, a flight pack, or an invisibility net.
--Players can gain benefits from injected drugs, viral injections, and even nanomachines.
--14 ground vehicles and 7 aircraft (and you can modify them as well).
--14 fantasy prestige classes and 15 science fiction prestige classes.
--New magic including artifacts.
--24 new monsters including 3 new dragons.
--An 11,000 word module to start people on their adventure.

All in all, not a bad little book, if I don't say so myself. I am still not prepared to publish it; have to make sure all my words are right and the rules are balanced. I'll keep you all updated.


REALLY, REALLY looking forward to the release of this.


Interesting. Very interesting. Some system questions (since I'm not super familiar with the 4th ed product).

1. How are you handling modern and futuristic weaponry vs medieval armor?
2. Since magical creatures, races, and spellcasters interfere with the dominant laws of physics, does their disruption cause areas of terrain to warp and become hostile to non-magical races?
3. Can magic disrupt the functioning of large-scale weapons of mass destruction, such as nuclear (fusion or fission weapons) or railgun rounds?
4. Are you incorporating Modern d20's massive damage rules for being hit by attacks?

This last question may be going too far afield, but I am curious about potential transitions to other worlds. Would a magic dominant world, such as Golarion or other realms, cause the same interference with technology as the forces in Amethyst do?


stormcrow,

If you can find it, the original company did release the core book for the 3.5 rules before switching over to 4th ed. So if you can get a look at one, you would be able to see more where this new edition based on PRPG is coming from.


1. How are you handling modern and futuristic weaponry vs. medieval armor?

Firearms replace enhancement with tech level. Revolvers would be TL0, equal to enhancement 0. Plasma weapons would be TL5. These weapons extend through different tech levels. A traditional firearm would have enhancements between +0 and +3. Other weapons only start at higher levels, like aforementioned Plasma weapons, but they also offer neat properties like being able to light people on fire.

2. Since magical creatures, races, and spellcasters interfere with the dominant laws of physics, does their disruption cause areas of terrain to warp and become hostile to non-magical races?

Well, they don't become hostile to non-magical races, but they do create so much disruption as to make technology virtually inoperable. However, magic can and will screw with weather patterns, plate tectonics, and even gravity. That can be hostile to both magical and non-magical alike.

3. Can magic disrupt the functioning of large-scale weapons of mass destruction, such as nuclear (fusion or fission weapons) or railgun rounds?

Funny you should mention that (and let this be a lesson to those wondering about my commitment to detail).

Because of the reduced degradation of Uranium-235 in EDF and its increased resistance to shedding neutrons, scientists switched to Radium 226 and Thorium 232, which accelerate their decay while in magic. This has resulted in a new field of nuclear technology, but one which has yet to expand into WMDs. Magnetic fields are never affected, though other major forces of the cosmos, like gravity, are. So even though electric circuits can be disrupted, railguns became a viable option. Although it is possible to use a nuclear weapon, the rarity of radioactive compounds and their remote location has prevented their construction, plus other components within the bomb are still susceptible to magic, making a weapon still unpredictable.

4. Are you incorporating Modern d20's massive damage rules for being hit by attacks?

As of now, no. We are keeping with the standard PF rules. HOWEVER, we will be posting a questionnaire so you guys can tell us what you think of our plans thus far...you know, if what were are trying sucks or not.


Dias Ex Machina is proud to be part of RPGNow's GM Sale. All products are 25% off for the duration of the sale.

http://www.rpgnow.com/index.php?&filters=0_0_0_0_0_31817&manufactur ers_id=2363


Amethyst Renaissance should be expect in May (fingers crossed)


This is good news. I look forward to seeing the finished product.


FINALLY. We're back on track working on Amethyst Renaissance.

Here is the first preview of our Pathfinder book.

https://fbcdn-sphotos-a.akamaihd.net/hphotos-ak-ash3/s720x720/601588_394475 610588337_118810444821523_1008261_1236959116_n.jpg


Dias Ex Machina wrote:
https://fbcdn-sphotos-a.akamaihd.net/hphotos-ak-ash3/s720x720/601588_ 394475610588337_118810444821523_1008261_1236959116_n.jpg

"Invalid Request" response.


I'm curious as to how much of the original 3.5/Modern ruleset is being reworked. Specifically the Techa. Pathfinder has no official Modern analogue RPG. How much of the Techa dropped from what was in the 3.5/Modern hardcover (I managed to finagle a copy before it disappeared on Lulu.com) and how much is being reworked?

I don't want to see a huge deviation of content between the two releases.

Cheliax

Drejk wrote:
Dias Ex Machina wrote:
https://fbcdn-sphotos-a.akamaihd.net/hphotos-ak-ash3/s720x720/601588_ 394475610588337_118810444821523_1008261_1236959116_n.jpg
"Invalid Request" response.

Fixed


Jadeite wrote:
Fixed

Thank you. Looks interesting. Is it a dragon or some other sort of creature?


Twin Dragons wrote:

I'm curious as to how much of the original 3.5/Modern ruleset is being reworked. Specifically the Techa. Pathfinder has no official Modern analogue RPG. How much of the Techa dropped from what was in the 3.5/Modern hardcover (I managed to finagle a copy before it disappeared on Lulu.com) and how much is being reworked?

I don't want to see a huge deviation of content between the two releases.


The creature is a dragon, specifically an Archon, more specifically, it's Genai. However, we only have stats for the evil Tyhox dragons in book.

The original D20 Amethyst is still for sale on RPGNow for only $3.99 for those curious.

As for the new edition, to be honest, I wasn't interested in just transferring the old D20 Modern SRD over. I wanted to create something original. Besides, I had assumed SOMEONE had created a non-fantasy Pathfinder setting by this point. If not, then someone out there MUST have converted the D20 Modern SRD to Paizo.

The final book does carry considerable content over from our old D20 book but most of it is new. For one, we didn't redo the entire spell list like the old book. We did that because spells were somewhat broken back then. Since Pathfinder fixed a lot of issues, we could keep it closer to the 3.75 rules for Renaissance, which a lot of fan were insisting upon.


Here is our second preview:

http://www.diasexmachina.com/Renaissance-Preview2.pdf


1 person marked this as a favorite.

I can't wait to see/buy the new amethyst book, love the scenario and I really hope that you guys succeed in launching more books.
By the way, if is not much to ask, are you planning in release more books for Pathfinder?, such as Evolution (not sure if is already in the Renaissance) or the new unnamed titles explaining Southam or the rest of the world?


Amethyst Renaissance could be out as soon as next week...

As for your questions, Renaissance brings the Pathfinder edition of Amethyst to the level of 4th Edition, which means it includes Foundations and Evolution content. When we release the next book in Amethyst, titled Factions, it will be be released for 4th Edition, Pathfinder, AND eventually 5th Edition (or whatever the hell they call it now).

But before that, we hope to see Renaissance do well, and we also have one more 4th Edition book, NeuroSpasta, due out this year (finally).


Dias Ex Machina wrote:
As for the new edition, to be honest, I wasn't interested in just transferring the old D20 Modern SRD over. I wanted to create something original. Besides, I had assumed SOMEONE had created a non-fantasy Pathfinder setting by this point. If not, then someone out there MUST have converted the D20 Modern SRD to Paizo.

The Modern Path


Well, there you go. That being said, I believe you can do a lot with our rules outside of the canon setting, just perhaps not as much as our Ultramodern4 system.


Doting this thread

Can't wait for Renaissance!


OK, so Amethyst Renaissance didn't come out last week. My apologies. I wanted all the artwork larger. Meanwhile, I had surgery and am currently on heavy medication (dilaudid is a hell of a drug). But I did get the revised book and so far, it looks great! I'll post s'more previews soon.


I know posting images is somewhat of a pain...but here is another preview...

https://fbcdn-sphotos-a.akamaihd.net/hphotos-ak-ash4/288291_412541615448403 _611669687_o.jpg


Hope all is well and know that I am waiting for the announcement of its release to instantly purchase Amethyst Renaissance. Amethyst + Pathfinder rule set = Perfection to me!


Well...it won't be much longer. I just got the prototype.

The final book is 364 pages.


What will be the price of the book (printed/pdf)?


Probably in the same range as our last product. It'll be cheaper than Amethyst Foundations since it covers the same setting information.

Amethyst Renaissance, our Pathfinder Edition, will be released this Saturday (August 4th).


Hope all is well!

Thanks for the Amethyst d20-coupon - review coming as soon as possible!

Question: Is this book you sent me Amethyst Renaissance or something different?


Noticed the same thing Endzeitgeist. I got a copy of both the D20 and the Pathfinder editions. In the end it will help in giving a review to be able to make comparisons to any changes made in game material.

Dias Ex Machina, I Thank You for the chance to review your work, and I got to say, I am coming in to the material new, and just scanning through the basic pretense and first few pages, I am more than intrigued...and am already mentally putting together a playgroup who I think would work well with this type of game world. It takes a great deal for a system to grab my attention that quickly, so I am looking forward to sitting down to read through it all.


Yeah...My bad. So anyone that sent me an email from Paizo got our new 2012 book as well as our original 2008 book. Oh well. Enjoy. It will show you how far our quality has come. Just accept our apology for that one illustration from the 2008 book of what looks like an old lady wrapped in cabbage screaming at Barney the Dinosaur. ;)


Thank you for the chance to review your work!


Based on feedback, we at DEM have decided to update the Amethyst Renaissance PDF Free Preview from 30 pages to 91. The preview includes pages 1-57, 146-159, and 268-287, now revealing all the new races, an introduction to weapons, and more information on the setting.


http://www.rpgnow.com/product_reviews.php?products_id=104471

There's one review posted.

By Ward M.
"Amethyst: Renaissance" by Dias ex Machina Games

THE GOOD:
-Nice layout, good artwork, easy-to-read typeface.
-PDF comes with extra goodies, like a map and wallpaper pics.
-The PDF is searchable and hyper-linked for ease of use.
-New races, classes, feats, equipment, monsters and PRC's for use with Pathfinder.
-The free preview was actually more than just the table of contents, for a change.

THE BAD:
I could whine about a few minor layout issues and the odd typo, but there really aren't any deal-breakers in this book.

OVERALL:
I am usually not a big fan of companies that rely on glossy artwork and fan fiction to sell their products. I am also not a big fan of settings that throw around phrases like "post-apocalypse" and "Science-Fantasy crossover setting". I was pleasantly surprised by DEM Games and the Amethyst setting. It is obvious that a lot of thought and care went into the preparation of this product.

Most amazing of all, the product left me wanting to know more about the world and its inhabitants. I've been playing RPG's for decades, and I must say it has been a while since that has happened. I give this book an enthusiastic thumbs up.


And another from Endzeitgeist, posted on both RPGNow and Paizo...

http://www.rpgnow.com/product_reviews_info.php?&reviews_id=78997&pr oducts_id=104471

"If my review left you even remotely curious and/or you're looking for a truly new, unique and versatile setting, I'd strongly encourage you to check this pdf out - Amethyst Renaissance is clearly a professional book and a labor of love. And at the low price, I can still justify to give this book my full blessing - thus, my final verdict, in spite of the minor blemishes that can easily be neglected, will be 5 stars."

Sweeeet...


http://www.rpgnow.com/product/104471/Amethyst%3A-Renaissance
Now available for sale in PRINT.

Anyone that has purchased the PDF that wants to take advantage of the combo-PDF/POD need only message me and I'll send them a discount coupon for the print edition. I'll need your email of course.

And if you love it, pass the word...

(and yes, if you purchased it from Paizo, you'll still get the coupon to purchase the print from RPGNOw.)


Shane O. (Also Alzrius) posted a great review for Renaissance here and on RPGNow (excerpts follow)...

"I cannot overstate the quality of the interior art in Amethyst: Renaissance – the book has a grand total of three artists and between them, they’ve produced what might possibly the single best-illustrated book ever made for Pathfinder."

"By this point, my thoughts on Amethyst: Renaissance should be abundantly clear, but it bears repeating – this campaign world is breathtaking in its scope. There’s so much here, so artfully presented and with a tone that’s so holistic that it seems to leap off the page."

"It’s almost intimidating how high the bar is set; a sort of implication that says “for real role-players only!” but if that’s the case it backs it up."

"The bottom line is that Amethyst sets a standard for campaign settings, one that won’t soon be matched. If you want a true renaissance for your Pathfinder game, look no further: it’s Amethyst."

http://www.rpgnow.com/product_reviews_info.php?&reviews_id=79455&pr oducts_id=104471


Yet...another review for Amethyst Renaissance.

http://www.stargazersworld.com/2012/09/26/what-about-amethyst-renaissance-a -review/

"Suffice it to say this book is a gorgeously illustrated, beautifully laid out book. The writing is top notch." 


Let's hope Lightning Source doesn't corrupt these files like the last one. Amethyst Renaissance print option is BACK for sale!

http://www.rpgnow.com/product/104471/Amethyst:-Renaissance

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