Young Master

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Adamant Entertainment, the first Pathfinder support publisher, presents a system for creating criminal organizations in Pathfinder, as well as five sample organizations ready for use in any campaign.

From Original Sin to The Oldest Profession, people have been ignoring the moral constraints placed upon them since there have been people. For some it’s a conscious choice to display their freedom and individuality, while for others it springs from a moment of passion; still for others, it’s simply a means of survival. Some make flaunting the rules a habit and become very, very good at it, whether it’s murder, theft, blackmail, or providing banned substances. Even primitive cultures can deal with individuals like this, often resorting to shunning or banishing the offenders. But as societies become more complex and sophisticated, so do the criminals, many of whom see banding together as the best way to ensure their long-term survival.

Criminal organizations in a fantasy world can be especially tricky. Not only do they have access to spells and devices to aid them in disguise, stealth, and escape, but some are also able to call upon deadly magics and truly powerful otherworldly beings.

The Five Families presents a system for creating criminal organizations in a way that they can be treated just like a character -- with ability scores, skills, feats, and hit points -- ranging in scope from a back-alley gang found in a single city, to a secret society spanning the entire world.

In addition, five sample organizations are presented:


  • The House of Nath: A crime family that controls all criminal activity within the capital city, and has outposts in most of the major towns in the kingdom. Woe to the outsider rogue who starts thieving without the House's blessing...

  • The Carnival of the Air: A magical troupe of confidence tricksters and swindlers who operate out of a travelling carnival run by the mysterious Lord of Misrule.

  • The Daughters of Repose: A devout sisterhood, devoted servants of the Goddess of Fate and Death, for whom assassination is the ultimate act of religious duty.

  • The Minders: A cabal of scholars and agents who gather intelligence on behalf of those who can pay, or to extort money from wealthy victims.

  • The Skrinn: When the city was built on top of the warrens of the ratfolk, they stayed -- and now offer their own particular brand of alchemy to the citizens of the surface world, trading in poisons and illicit drugs.

Each sample organization is detailed with fully-statted example personnel and NPCs, magic items, strongholds and adventure seeds.


"Damn," muttered the player. "How many of those things are there, anyway?"

"It looks like forty demons of various sorts, plus another 1000 orcs." The Game Master gazed glumly at the large map.

Groans echoed around the table. One of the players shook her head. "This is going to take all night!"

It Doesn't Have To.

SAGA gives Game Masters an entirely new combat system -- one that moves away from the tactical skirmish-level miniatures game forms the basis of Pathfinder combat. This new system can be used with the existing feats and abilities, and can be used in combination with the traditional rules -- each system governing combats with different emphasis.

In fiction, combat serves to highlight and resolve conflict. The scene shows us something important about the world, the characters, and their relationships with one another. Combat also acts as a symbol for danger, sharpening the tension in a scene by giving us a visceral sense the characters might die.

In a role-playing game, though, combat occurs so often it blends into the background. The scene tells us little about the characters or the world. Instead it serves as a way to work with numbers and explore various tactical options. We play a game of combat in which random chance, character building choices, and tactical savvy stand dominant over narrative concerns.

With SAGA we try to combine narrative flow and the game elements of RPG combat. The players make meaningful choices and face obstacles worthy of heroes in the pursuit of goals that mean something. Meanwhile, the game elements provide both play options and the dramatic tension associated with the possibility of failure.

This supplement contains:

  • An overview of Story-based Combat
  • A detailed new narrative combat system for Pathfinder.
  • A guide to the tools needed to design and manage encounters under this system.
  • A chapter of example encounter templates.
  • Feats and abilities from the Pathfinder Core Rulebook, Advanced Player's Guide, Advanced Race Guide, Ultimate Magic, Ultimate Combat, Bestiary and Bestiary 2 translated into the new system--and guidelines for how to translate new feats and abilities from any other Pathfinder-compatible products.

Kiss the 5-foot square good-bye!

THE GAME TEXT IN THIS PRODUCT IS 100% OPEN CONTENT

SAGA has been uploaded to Paizo, RPGNow, DriveThru, and the d20pfsrd store.


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Adamant Entertainment, the very first Pathfinder support publisher, returns to the field with this optional addition to your Pathfinder campaign: Miracles & Wonders.

For over thirty years now, Divine Magic in RPGs has been treated as little more than a poor man's version of Arcane magic -- different in spell lists, but treated as essentially identical. Still based on a certain number of spells per day, with predefined effects, etc.

Likewise, playing a cleric, druid or paladin often ignored the things that make those classes more than just a different kind of magic-user, or a fighter who can heal wounds and turn undead.

All of that ends now.

Miracles & Wonders gives Pathfinder GMs and players a completely new system for handling divine magic. Divine miracle-workers call upon their deity directly, asking for a miracle at the moment it is needed, and the GM, roleplaying the Power in question, dictates the exact result based upon the character's accumulated reserve of divine Grace, their success at Invocation (and subsequent Humility), the Hubris they have incurred and scope of the miracle sought.

Using this system, miracles of biblical scope can be played out within the game setting, returning the quality of wonder, might and world-shaking importance that accompanies miracles throughout mythology.

Included in this 32-page PDF supplement are:

  • Doctrines of Service, which help determine the character's accumulation of Grace and Hubris.
  • Benedictions (ongoing or permanent abilities)
  • The seven basic types of Miracles: Creation, Dominion, Health & Healing, Insight, Protection & Warding, Smiting, and Summoning & Banishing...all ranged in scope from subtle to mythic.
  • The loss of powers: Rebukes and Execration
  • Recovery of powers through Atonement.
  • ...plus notes on Roleplaying deities, adventure hooks and more!

Miracles and Wonders gives the flavor and power of myth and legend to your Pathfinder campaign.

Coming soon to the Paizo Store, available now elsewhere.


Hey there folks--

To avoid the problem with delays and such that have plagued our other efforts, we've decided to hold off on pre-orders of new releases until they've gone to press.

THE DREAD CODEX: GOBLINS is now on the way to the printer, and so we've opened a short-term pre-order for the book, which gets you an *immediate* copy of the PDF sent to you, and the book sent from the printer in September.

Pre-order can be found here: http://www.adamantentertainment.com/store/

Information about the book:

RELEASE DATE: September 2011
Game Line: Pathfinder
Category: Rules Supplement
Size: 96 pages, softcover, 8.5″ x 11″
Authors:Jason Stoffa and Rick Hershey
Stock Code and ISBN: CB75016 978-0-85744-108-9
———————————————–
“Because where one can find a single goblin… one can find a thousand more.”

Every adventurer, setting out on their first quest, has encountered the goblin. Depicted as cruel and simple creatures, they are often slain effortlessly by any competent player. So how long before your players become bored with these little pests, or too strong to even consider them a threat?

The Dread Codex: Goblins has all the answers you need! Provided are many ideas, suggestions, and game material for you to use in your PATHFINDER play sessions, including:

• Goblins as a Player Race
• 9 Playable Sub-races
• Goblin specific base classes
• Goblin feats
• Goblin weapons and equipment
• New magical items
• New Monsters

….and tons of pre-made stat blocks ready for encounters!

A complete re-thinking of the Goblin, from the ground up, and all lavishly illustrated in full color!

The Dread Codex: Goblins is currently at the printer, and will ship to stores in September. This Pre-Order of The Dread Codex: Goblins is available for $24.99 plus $7.95 shipping and handling. Pre-order customers will receive a copy of the supplement when it ships from the printer, and will also receive a complimentary PDF copy immediately upon receipt of their order!


Adamant Entertainment art director Rick Hershey has posted a preview of our forthcoming book, DREAD CODEX: GOBLINS, which will be available in print and PDF -- shipping to stores in September.

Click here for a look at the front cover.

You can check out the preview post (with links to art samples) here at our website. I'll repeat the information below:

The Dread Codex: Goblins is a full color, 96 page, creature supplement written by Jason Stoffa with art & design by Rick Hershey.

The Design:
The Dread Codex: Goblins
is a full color book filled with character portraits, detailed maps, full illustrations, and various goblin graffiti throughout. The background pages are done in parchment with decorative twine binding at the seems, giving the book a weathered and rustic look. . . like a heavily used field guide.

Space is not wasted, there are no random spots in the book not filled with an illustration, sidebar, or even funny graffiti. The body text is a standard 8.5 font, in line with Pathfinder.

The Content:

The first chapter is the only part of the book you might classify as a true ecology section. We introduce the basic goblin and discuss and expand on the information most of you know. Details on relationships, clan hierarchy, pregnancy and children, dwellings, and the standard goblin as a player race.

In addition, you’ll find goblin motivations, favored classes, racial traits, and a physical description chart. (not to mention sidebars including: goblin songs, popular books about goblins, new diseases, and more.)

Chapter 2 we begin to get into the fun stuff, goblin variant races, all of which are playable and full of options. You’ll find: Aquatic Goblin, Arctic Goblin, Desert Goblin, Grim Goblin, Jungle Goblin, Magma Goblin, Stone Goblin, Urban Goblin, House Goblin, Sewer Goblin, Trash Goblin, and the Abyssal Goblin.

In Chapter 3 we present 3 new classes for the goblin. The Wolfsworn Class, the Striker class, and the Pyromancer class. We also include New Favored Class Abilities for each, Alternative Class features, and New Class Archetypes. Giving you the most versatility for the three classes as possible.

As we move into Chapter 4, we get see a collection of new feats, new spells (for the Pyromancer) and new goblin skills.

Chapter 5 is all about weapons and equipment. Here you’ll find favored weapons by race, new weapons for the standard goblin, explosives, tools, magic items and more. Each item depicted with a full color illustration.

In Chapter 6 we do all the work for a tired Game Master. You’ll find detailed NPC’s of various goblins, stat blocks for generic goblins and all the goblins presented in this book. Right and ready to drop into your game.

Chapter 7 is a bestiary, filled with goblin inspired and related creatures, including more horrific offshoots of the race, details on various mounts, and a few surprises.

The Last Chapter of the book is all for the Game Master. Chapter 8 includes a compilation of all the charts in the book, including those found in sidebars, maps of various goblin lairs, and random charts for creating goblin adventures and encounters.

Over the next few months, we’ll be previewing sections of the book and discussing the content, both on the Adamant and Empty Room Studios sites, as well as here in the forums.


Adamant Entertainment's licensed Freeport adventure for Pathfinder, PERIL IN FREEPORT, has been sent to the printer, so we've released the PDF version today: It's now available here on the Paizo site!

Something evil lurks in the waters off Freeport!

A tidal wave and the ravings of a shipwrecked halfling lead your heroes to discover a conspiracy to sink ships headed in and out of Freeport, a black market in stolen cargo, a slaver’s hideout, a Great Hunt called by the Captain’s Council, and a final showdown against a horrific plan to release an abyss-spawned sea monster from its centuries-old prison!

Peril In Freeport is a Pathfinder adventure for a party of 6th to 8th-level characters, set in one of the most beloved fantasy cities in gaming: Green Ronin’s Freeport, City of Adventure!


Our latest PDF is now available here on the Paizo store: 30 Character Motivations.

Character Motivations are strong personality traits or passions which represent beliefs or ideals that shape a character’s actions and behavior. Motivations find their way into almost every aspect of a character’s life and can occasionally be difficult to control.

In some ways, Character Motivations are similar to Character Traits. In fact, Traits and Motivations can be used in tandem to create well realized character backgrounds. One important distinction between Traits and Character Motivations, however, is that Character Motivations tend to be a much more integral part of the character than Traits normally are, and subsequently convey considerably larger benefits. Character Motivations can easily dominate most facets of a character’s personality and typically require a heavier role-playing commitment from the player.

This PDF features 15 pairs of opposed Motivations, and full rules for their use in your Pathfinder campaigns.

Written by Marc Radle
Interior Art by Rick Hershey
Cover Art by Joe Calkins, design by Gareth-Michael Skarka


Adamant is pleased to announce the forthcoming release of a line of officially-licensed adventures set in Freeport, City of Adventure!

The first, coming this Spring:

PERIL IN FREEPORT

Cover image preview here.

96 pages, softcover
Written by Nate Christen
$19.99 in print (with complimentary PDF)
$1.99 in PDF only

Something evil lurks in the waters off Freeport!

A tidal wave and the ravings of a shipwrecked halfling lead your heroes to discover a conspiracy to sink ships headed in and out of Freeport, a black market in stolen cargo, a slaver's hideout, a Great Hunt called by the Captain's Council, and a final showdown against a horrific plan to release an abyss-spawned sea monster from its centuries-old prison!

Peril In Freeport is a Pathfinder adventure release set in one of the most beloved fantasy cities in gaming: Green Ronin's Freeport, City of Adventure, and will be available via the Paizo store (in print and PDF), RPGNow and DriveThruRPG (in PDF only), and at your local games store (in print, email us for a complimentary PDF!).


After an absence of almost 10 months, the first publisher to support Pathfinder is back with a new release!

It's been a bumpy past half-year or so -- but we've got our ducks in a row again, so expect to see more Pathfinder goodies coming from Adamant on a regular basis. First up:

Bloodlines: New Options for Sorcerers

The sorcerer bloodlines in the Pathfinder RPG rulebook allow great variety within a single class. Yet, the bloodlines only hint at the differences that might exist among sorcerers. Not all undead are the same. Good and evil outsiders range beyond devils and angels. Some aberrations display a variety of powers that include abilities not all similar to those in the core rulebook.

This supplement allows players to create a sorcerer based on a bloodline derived from a specific creature such as a naga or efreeti, rather than a general celestial, infernal, abyssal or aberrant heritage. Two monstrous humanoid bloodlines, doppelganger and medusa, and a treant bloodline are also included. A total of 13 new sorcerous bloodlines are featured, along with four new Feats useful to any sorcerer character.

As with all of Adamant Entertainment's Pathfinder Roleplaying Game products, Bloodlines: New Options for Sorcerers is available for only $1.99. Not a sale price, not a temporary deal: Just killer apps for your game, at an app price.

Bloodlines: New Options for Sorcerers is now available at the Paizo store as well as RPGNow and DriveThruRPG.


Which option is more attractive to you as a PATHFINDER player/GM: Adventures which can be dropped into any existing campaign (plug-and-play), or one that is presented as part of a new campaign setting?

FULL DISCLOSURE: Adamant has some freelancers pitching PATHFINDER projects. Adventures, primarily -- and we're wondering which option would be more in demand.


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Heading out to GenCon, but we've just opened the pre-order on this, so I figured I'd make the official announcement. I won't be able to answer many questions until I get back -- although if you'd like to ask me at the show, feel free! We're at the Cubicle 7 booth.

Without further ado:

Civilization is cast in ruin, yet the Earth is reborn!

Wander the Wastelands and the Cities of the Ancients… Plunder technological treasures from long-hidden vaults… Fight to survive in a savage world of mutants, marauders and mental powers!

Warlords of the Apocalypse brings the gonzo, over-the-top world of classic post-apocalypse science-fantasy to the Pathfinder rules system! In this 256-page hardcover you will find:

• A complete post-apocalypse setting
• Rules for mutations
• Rules for Psionic Powers
• Weapons, gear and treasure spanning technology levels from the New Dark Age to the advanced tech of the Ancients
• New monsters, and rules for mutating any compatible monster into entirely new threats
• A Random Adventure Generator and dozens of Adventure hooks
• Guidelines for bringing your existing Pathfinder characters into this setting, or creating native characters
•…and much more!

Plus, best of all: No card-gaming element added!

Warlords of the Apocalypse will ship to stores in December.

The Pre-Order of Warlords of the Apocalypse is available for $39.99 plus $7.95 shipping and handling. Pre-order customers will receive a copy of the game, and will also receive a complimentary advance PDF copy when the file is sent to the printer in November, and will also receive an exclusive PDF adventure written by Gareth-Michael Skarka, not available elsewhere!

Check out the cover image on our preorder page by clicking here.


If I can shamelessly swipe a thread idea from Super Genius....

I was toying around with the possibility of adapting the Pathfinder rules to an original science-fiction setting (reminiscent of Star Frontiers -- the whole late-70s/early-80s classic space opera kinda vibe). The question, of course, is whether there would be any interest in such a thing.

To be clear-- this would be a rulebook with an included setting. Using it as a toolbox to run your own settings (ala d20 Future) wouldn't be the main focus, but could be adapted by any reasonable clever GM. The focus would be on presenting a solid SF game, based on the Pathfinder iteration of the rules, tailored to the specific feel I mentioned above.

So whaddaya think -- worth pursuing?


What can you get for a dollar these days? From Adamant, Everything!

To celebrate six great years in operation, Adamant Entertainment is running a special sale from Wednesday, November 25th through Monday, November 30th -- the entire Adamant catalog of products have been reduced to a recession-friendly price of one dollar apiece!

Our Pathfinder roleplaying game releases: $1.00 apiece at Paizo.com, RPGNow and DriveThruRPG.

Our Venture 4th 4E releases: $1.00 apiece at RPGNow and DriveThruRPG.

Recent Savage Worlds releases, including MARS and Thrilling Tales : $1.00 apiece at RPGNow and DriveThruRPG.

Everything!

Plus, as a special offer for the duration of the sale, we've also brought back the entire run of our critically-acclaimed d20 MasterKit line of OGL support products, which have been unavailable since last year! You can purchase the entire 26-product run as a bundle at RPGNow and DriveThruRPG for only $26 dollars, or pick-and-choose the products you might have missed!

We're not stopping there, though -- we're not just offering the sale on our existing catalog... but we're actually going to be releasing two entirely new products during the sale, and those products will also be available for one dollar apiece!

On Wednesday the 25th, we'll be releasing the third volume of our Fell Beasts series of monsters for the Pathfinder role-playing game, and on Friday the 27th, the next adventure for our Savage Worlds line of planetary romance: Rebels of Mars! Each available for one dollar-- but returning to their regular price after the sale ends -- Why wait?

Adamant Entertainment thanks you for six wonderful years, and looks forward to many, many more! Happy Thanksgiving!


TOME OF SECRETS, the first third-party support product for THE PATHFINDER ROLEPLAYING GAME, is, as of today, available for sale in local game stores world-wide.

The supplement, which debuted at GenCon, is available through all hobby game distributors, so if your local store isn't carrying it, ask them to order one for you!

Everyone who buys a copy of the TOME OF SECRETS is entitled to a complimentary copy of the supplement in PDF: Details can be found on the last page of the book.


WARPATH: Mass Combat Rules from Adamant Entertainment now available for Pre-Order

Cry Havoc and Let Slip The Dogs of War!

The clash of grand armies comes to your game world! Designed by Hank Woon (Pathfinder Roleplaying Game Core Rulebook, Pathfinder Roleplaying Game Bestiary) and extensively playtested, WARPATH is a complete set of rules designed to give Game Masters and players all the tools they need to run anything from a tiny border skirmish to an all-out epic battle involving thousands of soldiers. The rules can be used for units as small as one to as many as needed, and is designed to be fully compatible with the Pathfinder Roleplaying Game system.

The 96-page rulebook contains rules for:

* Unit Design
* Combat and Tactics
* Battlefield Maneuvers
* Spells and Spell-like Abilities
* Army Leaders
* Battlefield Design and Set-up
* Casualties, Prisoners and Consequences
* Siege Warfare and Fortifications
* A Quick-play version of the rules for fast results
* Campaign rules, example units and battlefields, and More!

Warpath will ship to game stores in February. We're now offering a special pre-order deal: Pre-order customers who purchase Warpath in advance will receive a copy of the book shipped to them in December, two months earlier than the general release, and they'll also receive a PDF copy as well, all for $19.99 plus $7.95 shipping and handling, world-wide.

Click here to check out the cover image!


Adamant Entertainment is pleased to announce that this week will see the release of our follow-up to the first available support product for The Pathfinder Roleplaying Game, Tome of Secrets.

With the official release of The Pathfinder Roleplaying Game Bestiary not expected until next month, we've decided to fill your need for monsters NOW -- and so we're happy to announce that starting this Friday, we'll be releasing the first volume of Fell Beasts: a weekly PDF series detailing original monsters for use with The Pathfinder Roleplaying Game.

Every week, we'll give you at least 10 new creatures for use in your campaign, for only $5.00 -- fifty cents or less per monster!

These monsters spring from the minds of our talented development team:

* Ari Marmell (MTG Planeswalker: Agents of Artifice, Tome of Magic, etc.)
* Hank Woon (Pathfinder Roleplaying Game: Core Rulebook and Bestiary, etc.)
* Jeb Boyt (Thrilling Tales)
* Lizard (Iron Lords of Jupiter, Gamma World, Relics & Rituals, etc.)
* Stefen Styrsky (Venture 4th: Pact of Ghosts, Pact of Blood, etc.)
* Walt Ciechanowski (Tome of Secrets, The Imperial Age, etc.)

The first volume of Fell Beasts will be available via the Paizo Store, RPGNow and DriveThruRPG this Friday, September 18th, and further volumes will follow every week.


The Tome of Secrets, now in its final days of preorder from Adamant Entertainment, will be released on August 13th, 2009. In anticipation of the the release, we've been posting previews every week, giving a glimpse of what lies within the pages of the Tome. With the pre-order period ending at 11:59 pm this Sunday night (August 9th), our last preview gives us a look at Anir, a dwarven artificer.

Anir
Male dwarf artificer 8
NG Medium humanoid (dwarf)
Init +1; Senses Perception +9, Darkvision
DEFENSE
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 49 (8d6 +16)
Fort +8, Ref +3, Will +8
OFFENSE
Speed 20 ft.
Melee Battleaxe (+10/+5, 1d8+2, x3)
Special Attacks Beta Wave Projector, Flame Blaster, Electromagnetic Projector (see below)
Weird Science (CL 8th, 4/2/2)
Shield Generator (Shield, Endure Elements)
Beta Wave Projector (Sleep, Daze Monster)
Translator (Comprehend Languages)
Flame Blaster (Scorching Ray)
Electromagnetic Projector (Lightning Bolt)
Teleporter Belt (Blink)

STATISTICS
Str 15, Dex 12, Con 15, Int 16, Wis 14, Cha 16
Base Atk +8/+3; CMB +10; CMD 21
Feats Scribe Scroll, Brew Potion, Magical Aptitude, Craft Wonderous Item, Craft Arms & Armor, Craft Wand, Maximize Spell
Skills Appraise +10, Craft +15, Disable Device +8, Knowledge (arcana) +10, Knowledge (engineering) +8, Perception +9, Linguisitics +10, Spellcraft +11, Use Magical Device +13
Languages Common, Dwarven, Elven, Undercommon, Giant, Gnome, Terran, Celestial, Infernal.
SQ Elbow Grease (+4), Jack of all Trades, Salvage
Combat Gear wand of magic missles (28 charges), Weird science devices (above), Battleaxe

Other Gear 4 potions of Cure Serious Wounds, 1 potion of Remove Disease, 1 potion of Lesser Restoration

Anir is an artificer: an individual who lives on the edge of magic and science. Artificers are craftsmen and engineers, mixing the arcane and divine with a new discipline: technology. Students of exotic sciences and theories, they are often viewed with distrust, derision or outright hostility by those versed in traditional magic.

At the core of Anir's class features is Weird Science -- An artificer is not a spellcaster, but instead possesses the ability to imbue inventions with magical power. This weird science allows the artificer to create devices that combine the effects of one or more spells, either arcane or divine.

An artificer has access to both arcane and divine spell lists, but only up to 4th level. Any number of spells can be combined into a single device. Spell statistics (casting times, etc.) remain unchanged, although no components are required and the artificer is considered the “caster” for the purposes of CL. Weird science devices must be invented in advance, however --they cannot be created on the fly. Due to the extended time it takes to create these items, an artificer usually has a fixed collection of regularly-carried devices.

Weird science devices are temporary and unreliable. They are able to be used reliably a number of times per day equal to 1 plus half the class level of the artificer who built the device. The devices can be used by anyone -- but if used by someone other than the artificer who built it, it requires a Use Magical Device roll at DC 15 to activate (a failed roll indicates that the device fails to activate for that user, and a roll of 1 means that the device breaks down for good). In addition, if the devices are used more often than recommended, further Use Magical Device checks are required, with escalating DCs -- and failure indicates the device breaks down and must be rebuilt.

Anir gained the Elbow Grease feature, which gives him a bonus to Craft checks, at 1st level, and now that bonus has increased to +4.

In addition to their Weird Science inventions, Artificers are also capable of creating true magic items, even if the artificer does not have access to the prerequisite spells. Via the item creation feats bestowed at certain levels, the artificer may create magic items, using Craft checks to emulate the spells required to create the item.

At 5th level, Anir gained the ability to salvage the gold piece value of a magic item, and use those funds to create another magic item. The value cannot be spent as gold -- it may only be used in the creation of the new item. He must spend at least a day with the original item (which is destroyed in the process), and must possess the appropriate item creation feat for the item he is salvaging.

At 6th level, Anir gained the ability to apply metamagic feats to spell trigger items (he often uses his Maximize Spell feat on the wand of magic missles that he carries).

So there you have it -- our last look at the new classes in Tome of Secrets. Advance copies of the book will be available at GenCon, and shipped to pre-order customers. The PDF will be released on the 13th, both at the Paizo store and at RPGNow/DriveThruRPG -- and the official release of the book will hit game stores in November. Thank you for your interest, and we hope that you have enjoyed these previews!


Just a quick announcement, folks--

We've been very pleased and quite humbled by the positive response from the Pathfinder fan community to our previews and pre-order of our first licensed release, Tome of Secrets.

We're getting prepped for GenCon, and so we need to announce that we're going to stop taking pre-orders as of 11:59 pm Central Time on Sunday, August 9th.

After the pre-order period ends, there will only be three ways for you to get a copy of Tome of Secrets:

1) Purchase a PDF version, available via the Paizo store or via RPGNow/DriveThruRPG, as of 8/13.

2) Purchase a copy of the pre-order edition at GenCon -- where it will be available at the Paizo booth, and at the booth of our print partners, Cubicle 7 (booth 2334).

or

3) Wait until November, when the general release version is distributed to game stores.

Again, pre-order customers will receive a PDF copy sent to them on the morning of the 13th, and a copy of the book shipped to them upon our return from GenCon (the week of the 17th). Time is running out, though, so be sure to place your order before the end of Sunday!


The Tome of Secrets, now available for preorder, will be released on August 13th, 2009. In anticipation of the the release, we'll be posting previews every week until August 13th, giving a glimpse of what lies within the pages of the Tome. This preview gives us a look at Orsini, the human warlock.

Orsini
Male human warlock 8
CN Medium humanoid (human)
Init +5; Senses Perception +7
DEFENSE
AC 16, 12 touch , 15 flat-footed (+4 armor, +1 Dex, +1 bracers of armor)
hp 54 (8d8 + 8)
Fort +3, Ref +6, Will +8
OFFENSE
Speed 30 ft.
Melee +1 Keen Longsword +6/+1 (1d8+1, crit 17-20 x2)
Special Attacks Arcane Bolt (5d6, electric), Arcane Burst (5d6, electric, 20ft burst), Turn Undead (5/day, DC 17)
Warlock Abilities (CL 8th)
Cantrips: Detect Magic, Light.
Gained at 1st Level: Arcane Bolt, Power over Undead
Gained at 2nd Level: Hand of the Apprentice
Gained at 4th Level: Levitate
Gained at 8th Level: Dimensional Steps

STATISTICS
Str 10, Dex 12, Con 13, Int 15, Wis 14, Cha 16
Base Atk +6/+1; CMB +6; CMD 17
Feats Improved Initiative, Lightning Reflexes, Light Armor Proficiency, Magical Aptitude, Martial Weapons Proficiency, Turn Undead
Skills Bluff +8, Knowledge (arcana) +12, Knowledge (the planes) +10, Linguistics +7, Perception +7, Sense Motive +6, Spellcraft +14, Use Magical Device +13
Languages Common, Elven, Draconic
SQ Arcane Armor Mastery (medium), DR/3 (except cold iron, silver and fire)
Combat Gear: +1 Keen Longsword
Other Gear: Bracers of Armor +1

I'm very glad that the Paizo blog gave us a look at the Wizard this week, because it makes explaining Orsini here much easier!

We wrestled a bit on how to handle warlocks in the Tome of Secrets. The warlock was designed to be a non-book keeping player’s dream; he has a small list of spells that he can cast all day long. He does not need to prepare a list, nor must he check off slots. This presented something of a challenge, as Pathfinder, like its spiritual predecessors, is built around the concept that spellcasters burn through a limited repertoire each day. We didn't want to go the 4e route with Paths, because we felt that was a bit too much like the Sorcerer's bloodlines.

Pathfinder offered a solution. As you've seen in the Paizo blog entry on Ezren the Wizard, the arcane schools grant powers --magical abilities usable by wizards of that school. For the warlock, we simply expanded those lists and confined the warlock to those abilities -- they do not cast spells, but instead are creatures infused with magic who display these abilities as a result.

At 1st Level, Orsini got to pick a number of cantrips equal to his intelligence modifier, and two abilities taken from either the arcane school granted powers, or the warlock's abilities lists. He received another at 2nd, 4th, 6th and 8th level. He could choose any ability, as long as he was of sufficient level, regardless of whether or not he had taken the lower-level abilities from that school.

Orsini's abilities are a mix of combat (Arcane Bolt and the Arcane Burst improvement from evocation, the Hand of the Apprentice -- the same power described in the wizard preview -- from universalist) and movement (Levitate -- taken from trasmutation -- and Dimensional Steps, from conjuration), with Power over Undead (taken from Necromancy -- which gives him the Turn Undead feat and the limited ability to channel energy for this purpose alone).

This gives our warlock less overall available magic than the dedicated spellcasting classes, but makes him more versatile in its availability and application.

Aside from their natural magic abilities, warlocks also gain Arcane Armor Mastery (which increases by type and effectiveness as they gain in level), and Damage Reduction (starting at 2, with three exceptions chosen from a list -- and with the ability at 7th, 11th, 15th and 19th level to either increase the DR by 1, or remove one of the exceptions).

Orsini wears a chain shirt (despite being able to wear medium armor by now --he just likes the look, I suppose), and wields a +1 Keen Longsword in combat (often pairing it with his Hand of the Apprentice power to use it at range).

Like all Warlocks, Orsini is chaotic in nature -- in his particular case, Chaotic Neutral -- manifesting as a largely selfish outlook. Orsini looks after himself.

So that's a brief look at one of the eight new classes that will be presented in the Tome of Secrets. For our final preview before the release, we'll meet Anir, the dwarven artificer!


The Tome of Secrets, now available for preorder from Adamant Entertainment, will be released on August 13th, 2009. In anticipation of the the release, we'll be posting previews every week until August 13th, giving a glimpse of what lies within the pages of the Tome. This preview gives us a look at Kellaine, a half-elf Swashbuckler.

Kellaine
Male half-elf swashbuckler
CG Medium humanoid (half-elf)
Init +5; Senses Perception +13, Low-light
DEFENSE
AC 20, touch 17, flat-footed 20 (+3 armor, +5 Dex, +2 Evade, with Improved Uncanny Dodge)
hp 84 (8d10+24)
Fort +9, Ref +11, Will +2
OFFENSE
Speed 40 ft.
Melee +1 Rapier +13/+8 (1d6+2, crit 17-20 x2, +4 on crit check); +1 Dagger +13/+8 (1d4+2, crit 18-20 x2, +4 on crit check)
Special Attacks: Thrust (+3d6)

STATISTICS
Str 16, Dex 20, Con 16, Int 10, Wis 13, Cha 12
Base Atk +8/+3 (+13/+8 with Finesse weapons); CMB +13; CMD 26
Feats Skill Focus (Bluff), Weapons Finesse, Agile Maneuvers, Alertness, Blind-Fight, Combat Reflexes, Critical Focus, Two-Weapon Fighting.
Skills Acrobatics +16 (+21 jump), Bluff +12, Climb +10, Escape Artist +9, Intimidate +10, Perception +9, Ride +10, Sense Motive +9
Languages Common, Elven
SQ Evasion, Weapons Training (light weapons), Find Mark, Improved Uncanny Dodge, and +2 save vs. enchantment.
Combat Gear: +1 Rapier & Dagger set
Other Gear: Ring of Feather Falling, Boots of Striding & Springing

The swashbuckler is a warrior that relies on his agility and wits rather than heavy armor, shields and crushing weapons. The swashbuckling style is particularly suited to environments where heavy armor would be a liability, such as in deserts, tropical locales, and the high seas. Swashbucklers are also prevalent in advanced societies, where gunpowder or magic has made the wearing of armor less desirable, leading to a lightly or unarmored combatant that relies on staying out of the way rather than absorbing blows. While the ranger and the rogue also fit this mold, neither makes an attractive duelist or pirate. The ranger is geared for being a wilderness warrior with magic, while the rogue sacrifices combat prowess for thieving abilities. The swashbuckler class fills that need nicely, and also seques nicely into the Duellist prestige class.

Kellaine is combat terror with light weapons. He receives Weapons Finesse as a bonus at 1st level, allowing him to use his incredible Dexterity instead of Strength when attacking with his rapier and dagger. His class also gives him the ability to add an Evade bonus to his AC, when he's wearing light or no armor -- at 8th level, that's grown to a +2 bonus. He retains his Dexterity (and Evade) bonus to AC even when considered flat-footed, thanks to his Uncanny Dodge class ability, which improved at 7th level to the point where now, Kellaine can no longer be flanked.

His Weapon Training with light weapons gives him a +1 to hit and damage with his Rapier and Dagger, and his Two-Weapon Fighting feat means that the penalties for fighting with both weapons are reduced to a mere -2 with each hand (essentially removing the +1 for the magic bonus of his preferred weapons, and the +1 for the Weapons Training).

Kellaine's combat style is precise and vicious -- at 2nd level he learns the Thrust manuever, which allows him to exploit an opening to deal extra damage. He may thrust whenever his opponent is denied their Dexterity bonus to AC, or when he flanks an opponent -- at 8th level, his Thrust delivers an additional 3d6 points of damage.

Also at 8th level, Kellaine gained the ability to Find the Mark, which increases his threat range by one when using any melee weapon with which he has Weapons Finesse. This means that his Rapier now has a threat range of 17-20, and the dagger 18-20 -- and with the Critical Focus feat, Kellaine gets a +4 bonus to his rolls to confirm a crit. Ouch.

A Ring of Feather Falling and Boots of Springing & Striding bring our half-elf into the realm of the classic wuxia archetypes (what can I say, I'm a sucker for leaping swordsmen).

So that's a brief look at one of the eight new classes that will be presented in the Tome of Secrets. For our next preview, we'll meet Orsini, the human warlock!


The Tome of Secrets, now available for preorder from Adamant Entertainment, will be released on August 13th, 2009. In anticipation of the the release, we'll be posting previews every week until August 13th, giving a glimpse of what lies within the pages of the Tome. This preview takes a look at our Chase rules.

Chases are a staple of action and adventure, and Tome of Secrets provides a set of rules which give as much detail to chases as is usually reserved for combat, while at the same time keeping the system fast-paced and easy to run.

Let's take a look at an example of play, where the PCs are trying to escape in a carriage, pursued by two hobgoblins:

GM: Okay, guys, your carriage is hurtling along a cobblestone road through a rice paddy. Both hobgoblins are currently at Short range. The first hobgoblin has the highest Initiative, so he gets to go first. No obstacles for him this round, so he's going to attempt the Close/Lengthen maneuver to reduce the range to Point-Blank.

Davis: Uh-oh. Their horses are faster than this carriage, aren't they?

GM: They sure are. Close/Lengthen is an opposed maneuver, so you and the hobgoblin need to make opposed Ride checks. Remember, the hobgoblin has a Speed Factor of 1 against your carriage, so you take a -1 penalty on your check.

Davis: Okay, I get a... 12, plus my 6 for Ride, minus 1 for the Speed Factor penalty and another for the Speed Category... total of 16.

GM: Not bad, but the bad guy gets a 14, plus 5 for his Ride skill, and he gets the Speed Factor as a bonus on his roll, so that's an additional plus 1. Total of 20. So he closes in on your carriage, and is now at Point-Blank range.

Davis: Uh-oh.

Lacie: It's my turn now, right?

GM: Yep. You're a passenger on the carriage, so you can choose any Passenger maneuver.

Lacie: I've got my crossbow so I'm going to try and shoot this hobgoblin.

GM: You're choosing the Ranged Attack maneuver. He's at Point-Blank range, so you take no range penalty on your attack roll. However, the current Speed Category is Cautious, so that's a -1 on your roll.

Lacie: Okay. I roll a 15! My attack bonus is plus 7, so that's a 22, minus 1 for the Speed Category is 21.

GM: Pretty good. The hobgoblin's Armor Class would normally be 14, but at this speed he gets a dodge bonus of 2, so that's an 16. Too bad for him. You lean out the window and snap off a quick shot through the dust. Nice shooting.

Lacie: Right on. My damage is... 8.

GM: He curses as the bolt grazes his shoulder, but stays close. The horse's hooves are right alongside your carriage's rattling wheels. And the other rider is closing in, too. Your turn, Davis.

Davis: I'm going to force this guy into the rice paddy.

GM: Fair enough. That's the Crowd maneuver. But before you get to try that, I need to check for Obstacles. You're in Open Terrain, so the chance is 1 in 12. Nope, you're all clear. So now you need to make a Ride check. Remember to apply the carriage's maneuver modifier.

Davis: Sure thing. I get a 13, plus 6 for my Ride skill. The carriage has a modifier of... -3? Holy crap. Alright, so that's a 16.

GM: And the Speed Category applies another -1 on that, so that's a 15.

Davis: Do I succeed? Is he plowing into the muck?

GM: Hold on. He gets to make a reaction roll -- Crowd uses opposed Ride checks. He rolls a 17, and gets a plus 3 for his Ride skill, along with a total penalty of -3, for a result of 17. The carriage lurches to one side, swerving madly, but the hobgoblin yanks on his horse's reins and, cursing, just manages to stay on the road. He's still at Point-Blank range.

Davis: We never get any breaks. Iʼm tired of these guys being faster than me. I'm going to haul on the reins and plow through one of these fields along the road. See if they can go so fast through rice paddies.

GM: Cool. That's the Breakaway maneuver. You need to make a Ride check at DC 20 as the heavy carriage thunders off the road and into the field. You have to use the carriage's maneuver modifier of -4, remember. And you're currently traveling at the Cautious Speed Category, so that's another -1.

Davis: A 15? Okay, I'll try it. I got an 19! Plus 6 for my Ride skill and -5 for the carriage and the Speed Category, that's a 20. So it works?

GM: It sure does. The carriage lurches and roars off the hard-packed road into the soft mud of the rice paddy. Water surges up on all sides. You've just changed the Surface of the chase from Clear to Swampy, which means the Speed Category drops to Walk. Everybody has to go slower, and that negates your opponent's Speed Factor. The Terrain has also changed from Open to Close, which means you've got a better chance of running into something.

Davis: No problem. This big carriage can handle anything.

GM: Well, maybe, but first your pursuers have to try and follow. They both have to make that DC 15 Ride check. The first one gets a total of 16 and just barely manages to plunge off the shoulder, plowing into the paddy right behind you. He's still at Point-Blank
range. The second rider gets a total of... well, not enough. He does make his Crash check for the failed attempt, however, and so he's still barreling along the road. He's just out of the chase for now.

Your carriage is now plowing through a rice paddy with a mounted hobgoblin charging alongside. There's water spraying in all directions and the carriage is lurching from side to side as you plow through the muck. The hobgoblin wants to try and smash your carriage with his scimitar.

Davis: He's going to ride AND attack? How can he do that?

GM: He's attempting the One Hand on the Wheel maneuver, which lets him perform another maneuver while still riding. The DC for that is... 15. He rolls a total of 17 on his Ride check, so now he can choose a Passenger maneuver -- he chooses Melee Attack, and rolls a total of 21 on his attack roll, dealing 9 points of damage to your carriage. You hear the heavy thud of his blade against the wooden box of the carriage. Lacie, it's your turn.

Lacie: How close is the hobgoblin?

GM: He's at Point-Blank range, close enough for you to make a melee attack if you want.

Lacie: Hell with that -- I'm jumping onto his horse!

GM: Excellent! That's a Leap Aboard maneuver, with an Acrobatics DC of 30.

Lacie: Yikes. Okay, here goes. Uh-oh. I got a 27.

GM: Make a Reflex Save, quck, or you're taking a drink.

Lacie: A 23!

GM: Okay, you're clinging to the saddle strap as the horse gallops along. Next round you can make a Climb check to get aboard, but for now, you're hanging there, trying to keep your legs clear of the horse's thundering hooves!

....and we'll leave our heroes in that precarious position.

In a nutshell, here's what happens in a chase:

First, everybody rolls initiative. Participants take their actions according to the initiative, just like combat.

On each character's turn, that character choose a maneuver to attempt. The maneuver is resolved and its effects applied. Some maneuvers allow chase participants to close in on each
other, some try to avoid (or cause) collisions, and some allow desperadoes to leap from one moving vehicle to another.

If the maneuver caused the conditions of the chase to change, those changes affect everyone in the chase. For example, if you manage a tight turn off the main road onto a narrow alley filled with fruit stands, suddenly everyone in the chase needs to slow right down to negotiate the more difficult terrain (assuming they can follow you at all)...and then it's the next character's turn. And so on.

That's it. As you can see, chases aren't that much different from combats in The Pathfinder Roleplaying Game, but filled with a flavor all their own, which makes all the difference.

Next week, we'll take a look at another of the new classes appearing in the Tome of Secrets, when we meet Kellaine, the half-elven swashbuckler.


The Tome of Secrets, now available for preorder from Adamant Entertainment, will be released on August 13th, 2009. In anticipation of the the release, we'll be posting previews every week until August 13th, giving a glimpse of what lies within the pages of the Tome. This preview gives us a look at Gerrek, a half-orc Shaman.

Gerrek
Male half-orc shaman 8
CN Medium humanoid (half-orc)
Init +4; Senses Perception +8, Darkvision
DEFENSE
AC 13, touch 11, flat-footed 13 (+2 armor, +0 Dex, +1 ring)
hp 51 (8d8+8)
Fort +9, Ref +2, Will +11
OFFENSE
Speed 30 ft.
Melee +1 Spear +8/+3 (1d6+2)
Special Attacks spirit energy (4d6 vs. spirits, DC 16, 5/day), various domain powers (changes daily)
Spells Known (CL 8th)
Lvl. 0 (at will): Detect Magic, Light, Purify Food and Drink, Read Magic, Stabilize.
Lvl. 1 (6 per day): Cure Light Wounds, Endure Elements, Entangle, Produce Flame
Lvl. 2 (5 per day): Delay Poison, Flaming Sphere, Lesser Restoration.
Lvl. 3 (5 per day): Call Lightning, Remove Disease
Lvl. 4 (3 per day): Flame Strike

STATISTICS
Str 15, Dex 10, Con 13, Int 9, Wis 17, Cha 15
Base Atk +6/+1; CMB +8; CMD 18
Feats Great Fortitude, Improved Initiative, Iron Will, Self-Sufficient
Skills Handle Animal +7, Heal +14, Intimidate +6, Knowledge (nature) +4, Perception +8, Spellcraft +4, Survival +13
Languages Common, Orc
SQ Orc Ferocity, Spirit Guides, Detect Spirits, See Invisible, Ghost Touch
Combat Gear wand of cure moderate wounds (32 charges)

Other Gear +1 spear, +1 ring of protection, elemental gem (air).

The shaman is designed to be the divine version of the sorcerer; a divine spellcaster that burns slots instead of prepared spells. As a class, “shaman” means different things to different people; and so we decided to take the approach that the shaman is a primitive precursor to divine classes, specializing in the spirit world, and thus has elements of both the cleric and druid classes.

The shaman is a spiritual advisor found primarily in primitive, countryside, and wilderness settings, often serving a particular community. A shaman does not rely on spell books nor prayer to distant deities; instead, the shaman considers the immediate needs of the community and asks the spirits that are currently listening for assistance. For the purposes of a shaman's class features, a spirit is any creature of the elemental, fey, or outsider type, or of the incorporeal subtype. For example, undead are not included in the category, but incorporeal undead (such as ghosts), would be considered spirits.

Through communion with the spirit world, Gerrek can channel energy like a cleric, except that this limited form of channelling can only affect spirit creatures. The spirit energy can be used to benefit or harm spirits, but has no effect on other creatures.

Gerrek casts divine spells, which are drawn from the druid spell list. Like a sorcerer, the shaman need not assign these spells to his daily slots, but may use any spell known provided that he has a spell slot available. Gerrek must commune with the spirits for at least an hour a day in order to replenish his daily allotment of spells. Gerrek may also ask for extra assistance from a particular Spirit Guide for that day. This communion grants Gerrek the granted powers of a clerical domain, as well as access to domain spells (although this does not grant extra daily spell slots). Gerrek may choose different domains from day to day.

As a master of the spirit world, Gerrek can detect spirits at will (this functions as per the spell Detect Undead, but applies to spirits). He also see any objects or beings that are invisible within his range of vision, at all times. In addition, as an 8th level Shaman, any weapon or armor that Gerrek is holding or wearing is treated as having the Ghost Touch ability.

So that's a brief look at one of the eight new classes that will be presented in the Tome of Secrets. For our next preview, coming this Wednesday, we'll show you how our rules for Chases work!


The Tome of Secrets, now available for preorder from Adamant Entertainment, will be released on August 13th, 2009. In anticipation of the the release, we'll be posting previews every week until August 13th, giving a glimpse of what lies within the pages of the Tome. This preview gives us a look at Gerrek, a half-orc Shaman.

Gerrek
Male half-orc shaman 8
CN Medium humanoid (half-orc)
Init +4; Senses Perception +8, Darkvision
DEFENSE
AC 13, touch 11, flat-footed 13 (+2 armor, +0 Dex, +1 ring)
hp 51 (8d8+8)
Fort +9, Ref +2, Will +11
OFFENSE
Speed 30 ft.
Melee +1 Spear +8/+3 (1d6+2)
Special Attacks spirit energy (4d6 vs. spirits, DC 16, 5/day), various domain powers (changes daily)
Spells Known (CL 8th)
Lvl. 0 (at will): Detect Magic, Light, Purify Food and Drink, Read Magic, Stabilize.
Lvl. 1 (6 per day): Cure Light Wounds, Endure Elements, Entangle, Produce Flame
Lvl. 2 (5 per day): Delay Poison, Flaming Sphere, Lesser Restoration.
Lvl. 3 (5 per day): Call Lightning, Remove Disease
Lvl. 4 (3 per day): Flame Strike

STATISTICS
Str 15, Dex 10, Con 13, Int 9, Wis 17, Cha 15
Base Atk +6/+1; CMB +8; CMD 18
Feats Great Fortitude, Improved Initiative, Iron Will, Self-Sufficient
Skills Handle Animal +7, Heal +14, Intimidate +6, Knowledge (nature) +4, Perception +8, Spellcraft +4, Survival +13
Languages Common, Orc
SQ Orc Ferocity, Spirit Guides, Detect Spirits, See Invisible, Ghost Touch
Combat Gear wand of cure moderate wounds (32 charges)

Other Gear +1 spear, +1 ring of protection, elemental gem (air).

The shaman is designed to be the divine version of the sorcerer; a divine spellcaster that burns slots instead of prepared spells. As a class, “shaman” means different things to different people; and so we decided to take the approach that the shaman is a primitive precursor to divine classes, specializing in the spirit world, and thus has elements of both the cleric and druid classes.

The shaman is a spiritual advisor found primarily in primitive, countryside, and wilderness settings, often serving a particular community. A shaman does not rely on spell books nor prayer to distant deities; instead, the shaman considers the immediate needs of the community and asks the spirits that are currently listening for assistance. For the purposes of a shaman's class features, a spirit is any creature of the elemental, fey, or outsider type, or of the incorporeal subtype. For example, undead are not included in the category, but incorporeal undead (such as ghosts), would be considered spirits.

Through communion with the spirit world, Gerrek can channel energy like a cleric, except that this limited form of channelling can only affect spirit creatures. The spirit energy can be used to benefit or harm spirits, but has no effect on other creatures.

Gerrek casts divine spells, which are drawn from the druid spell list. Like a sorcerer, the shaman need not assign these spells to his daily slots, but may use any spell known provided that he has a spell slot available. Gerrek must commune with the spirits for at least an hour a day in order to replenish his daily allotment of spells. Gerrek may also ask for extra assistance from a particular Spirit Guide for that day. This communion grants Gerrek the granted powers of a clerical domain, as well as access to domain spells (although this does not grant extra daily spell slots). Gerrek may choose different domains from day to day.

As a master of the spirit world, Gerrek can detect spirits at will (this functions as per the spell Detect Undead, but applies to spirits). He also see any objects or beings that are invisible within his range of vision, at all times. In addition, as an 8th level Shaman, any weapon or armor that Gerrek is holding or wearing is treated as having the Ghost Touch ability.

So that's a brief look at one of the eight new classes that will be presented in the Tome of Secrets. For our next preview, coming this Wednesday, we'll show you how our rules for Chases work!


Adamant Entertainment is pleased to announce that our first licensed product for The Pathfinder Roleplaying Game will be available via PDF and mail order, as well as at GenCon, on August the 13th, with world-wide distribution to game and book stores to follow this Fall.

The Tome of Secrets is a collection of advanced and optional rules for players and game masters, and includes:

  • 8 new classes, including the Artificer, Knight, Priest, Shaman, Spellblade, Swashbuckler, Warlock and Warlord.

  • Rules for character occupations (what your heroes did before they were heroes).

  • A system for character drawbacks, fleshing out your heroes with flaws.

  • New rules for The Pathfinder Roleplaying Game, including Chases, Morale, Stunts, and more!

  • Game Master tools including a random adventure generator, a monster modifier, and a generator capable of creating over one million magic items!

We're currently running a pre-order special, where customers will have the book shipped to them immediately after the go-live date, and will receive a complimentary PDF of the book emailed to them (direct from the GenCon exhibitor's hall) on the 13th!

Go to our website for more information.


Hey there -- Adamant Entertainment is definitely on board with producing material for Pathfinder, now that we've seen the license. The only question is: what will we do?

So, I figured I'd look for opinions from you guys. Let us know what you'd like to see.

Under consideration right now:

1) Pathfinder versions of our bestselling 3.5 releases, like HOT PURSUIT (chase rules), CORSAIR (ship rules), our short "d20 MasterKit" PDFs converted to Pathfinder and collected in a book, etc.

2) An "oriental adventures" campaign setting.

3) A pulp swords-and-sorcery (think: Conan, et. al.) campaign setting.

What say you?