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59 posts. Alias of Chris Blackmoor.




The latest supplement for the Pathfinder Roleplaying Game from Reality Four Studios is now available!

Some think of them little more than temple assassins, a blight on the good name of religion. Harbingers carry out their divine tasks in the shadows, snuffing out threats before they become manifest. If the paladin is a righteous sword and the cleric a holy shield, the Harbinger is a divine bolt fired from the celestial crossbow of their deity.

The Harbinger is a stealthy divine base class for the Pathfinder Roleplaying Game. The supplement also includes a Harbinger archetype for the Rogue core class, as well as a selection of new feats. Like all books and supplements from Reality Four Studios, The Harbinger features computer-generated artwork throughout.

The Harbinger Base Class and Archetype is available here, for just $2.49.

Enjoy!


Hi all.

There is a small preview of the Kingdoms Riven Player's Handbook book up on our website. You can download the sample for this book from this page - Reality Four Studios - Supporting Files .

There is some free wallpaper up on our website, available at the same link above, indicative of the art which features in the finished book.

If you have any thoughts or questions about the Player's Handbook, the base classes/prestige classes, feats, the three additional featured races, how it fits in alongside the existing core classes, whatever, then please fire away!

Christopher Blackmoor
Reality Four Studios


Hello all.

For any who are interested, there is a small preview of the Campaign Setting PDF up on our website.

You can download the sample for this book from this page - Reality Four Studios - Supporting Files.

Also, there is some free wallpaper up on our website, available at the same link above, indicative of the rendered art which features in the finished book.

Any thoughts, questions or opinions about this book or the setting itself, please fire away!

Christopher Blackmoor
Reality Four Studios


A new campaign setting from a new company, the Kingdoms Riven setting details a world whose human-dominant nations laid waste to one another with spells of unimaginable power. As the world buckled under the effects of their lunacy, the weakening of the dimensional walls caused by so much spellcasting in such a short space of time allowed demons from their abyssal plane a chance to wreak further havoc.

Now sixty years on, the scattered towns and settlements on the main continent that survived those chaotic days still endeavour to survive, and the actions of just one group of heroes can make all the difference!

About these books
The Kingdoms Riven Campaign Setting, at just over 150 pages long, has details on the six kingdoms that all but destroyed one another; Ecology, cosmology, maps, creatures, organisations, important NPCs and rules to handle the regions of the setting where the flow of magic is interrupted, intermittent and nonexistent.

The Kingdoms Riven Player's Handbook has three new races, three new base classes and three new prestige classes, and is just over 100 pages long. It has new feats, optional games rules, weapons and armour.

Both these books use computer-rendered art pretty exclusively throughout. Characters, equipment, objects and scenes are rendered using common, industry-standard 3D packages and purchased resources.

The Kingdoms Riven Campaign Setting and Kingdoms Riven Player's Handbook are both reasonably priced (arguably no bad thing at the moment!) at $9.99 and $6.99 respectively and available for a limited time in PDF format just here!

Link to the Kingdoms Riven Campaign Setting

Link to the Kingdoms Riven Player's Handbook

Written and published by Reality Four Studios


Hi there.

I'm working on a new mechanic to replace the paladin's Smite Evil ability. It is called Divine Assault, and can be used once per combat engagement (encounter). It lasts a number of rounds, depending on the paladin level, and gives a bonus to hit and damage against a particular target if certain conditions are met. The x/day of Smite Evil is totally gone, making it simpler to use/look after.

Anyway, enough babbling...

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Divine Assault (Su): Once per combat engagement, a paladin may launch a divine assault against a particular foe. A combat engagement is defined as the period in-between initiative rolls, no matter the duration. In effect, when the paladin makes an initiative roll and so begins combat she regains the ability (if previously spent) to initiate a divine assault.

The length of a divine assault increases as the paladin progresses. When first gained, a divine assault only lasts a single round. A divine assault at 4th level lasts for 2 rounds and a divine assault at 7th level can last for 3 rounds. The possible duration of the divine assault increases by 1 round every three paladin levels, all the way up to 18th level where the maximum potential length of a divine assault in a combat engagement is 7 rounds.

To initiate a divine assault, the paladin must target an adjacent foe as a free action. If the paladin accidentally targets a creature with this ability that is not evil, the divine assault has no effect, but the divine assault is still considered spent for that particular encounter.

While divine assault is active, as long as the paladin continues to (or tries to) engage the targeted creature she adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of divine damage per paladin level against the target creature. The Divine Assault effect will cease at the end of the turn if one of these conditions is met:

• The duration of the divine assault (as specified) ends.
• The paladin is unconscious, or the targeted creature is unconscious.
• The paladin is reduced to negative hit points, or the targeted creature is reduced to negative hit points.
• If able to do so, the paladin does not either move towards or initiate an attack against the targeted creature.

When an assault has begun against an evil foe, a paladin can be impossible to stop. The paladin is a swirling, continual maelstrom of focused destruction, the power of the divine rushing through every fibre of her being. To represent this state of righteous fury, whilst in a divine assault the paladin gains a bonus equal to his Charisma modifier to resist any bull rush, disarm, grapple or trip attempts.

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For Pathfinder, whilst in a divine assault the DC for a combat maneuver against the paladin would be 15 + the paladin's CMB + the paladin's charisma modifier. Whilst infused with the power of her deity (indeed, you could say that this is the reason for the paladin to exist, to smite her enemies) the paladin is much harder to waylay or stop.

What do you think? If this isn't of interest (and it probably won't be, as Pathfinder is shaping up really well on its own) I will be using this mechanic in my own games/resources and reserve the right, yada yada, yada.

We now return you to your regular programming.

Chobbly