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Pathfinder Second Edition is upon us, and so Interjection Games has gone back to its roots with Ultimate Tinkering, a 2e-compatible revamp for the first base class I ever made. While the first edition incarnation of the tinker base class is the one and only product line that can boast three consecutive wins on reviewer Endzeitgeist's "top 10 of a year" list, (first for the tinker itself, then for Super Mega Ultra Mecha Fighting for You, Me, And All of Our Friends, then for the Grafter) there have always been little things close to the heart of the design that I'd go back and change to make things flow better and make the class more accessible.
Tinkering is the concept of the minion master taken to the technological. Rather than commanding planar monstrosities, a legion of the undead, or the denizens of the deep forest, you act as a commanding officer at the epicenter of your very own steel squadron. A high-level tinker can expect to control up to three such minions at a time, with the ability to replace losses fairly readily in the heat of combat.
As a tinker, you have an invention book, whose inventions go into blueprints that you prepare like big, open-ended spells. When you deploy an automaton, you pick a blueprint, and a fully-built automaton with that blueprint's inventions applied to it springs into action, ready for you to command it.
Currently, Ultimate Tinkering has the following specs:
• 75 pages of inventions
• 5 archetypes
• 3 "tinkering factions", groups of interest that have claim over the Uncommon and Rare inventions that a tinker can learn
• 8 pages of feats
• Class frontend
• Example automaton builds at levels 5, 10, and 15
The following parts still need to be done:
• The feats are still using Pathfinder Playtest rules and need to be updated to Pathfinder Second Edition, then another four pages of feats need to be written so there are enough of them.
• Another four or five example automaton builds need created.
• Invention summaries for the 75 pages of inventions need written. This should take about five hours.
• Two or three pages of inventions to act as payoffs or alternate paths for a few of the various invention themes I have developed need created; this is largely why I am cooking up my own example builds for the back of the book.
• The frontend needs refactored with a rules change to class DCs. Specifically, I want your automatons to use your invention proficiency, but their own combat proficiencies to reconcile how damaging inventions have a lower theoretical output than going in blazing with swords. This also gives various debilitating, "controlly" inventions a strong place in the tinker as a whole.
I've recently had some queries on how to build an ethermancer. In response, I've reposted an old optimization guide made by a member of Endzeitgeist's playtesting table back in 2014. Enjoy!
The IG Patreon is at $344 and growing steadily toward $350!- but what's that in the distance? ...It's the silhouette of a giant crustacean from the paleolithic era!
For a limited time, new backers will add to the size of a Patreon-exclusive booklet of Loch Ness Monster-themed content. We'll start with an animist major aspect, but the sky's the limit!*
*The Loch Ness Monster cannot fly.
The Pathfinder RPG edition of Ultimate Herbalism, part 1 of 3 of the Strange Magic 2 project, is now available here at Paizo.com!
At its heart, herbalism is a collection game. Pick random herbs from your current biome, preserve the ones you like for tomorrow, and plant the ones you REALLY like to have them wherever you go.
Couple this core concept with bug collection, rock collection, cooking, giant venus fly trap companions, apothecary skills, and more to create the precise flavor and level of RNG you want in your druidic chaos mage. And yes, that means this book has six spellbooks.
Yes, I did have a Deal of the Day only a few days ago, and, yes, when I signed up, there were 23 other people in line, but this is what happens when a random system handles an automated sales program.
Starting in about 6 hours (10 AM CST) and continuing for the next 24 hours, Strange Magic 1 is the DriveThruRPG.com/RPGnow.com Deal of the Day at 40% off for .PDF and $10 off for all print variants. Bear in mind this is your last chance to pick up a discounted copy of the top crunch book of 2015 if you want it to rip a stocking wide open with it.
The first book of Strange Magic 2 is still deep in production, which means I'm firing off sales left and right to make ends meet!
Starting at 11 AM EST and continuing for 24 hours, Ultimate Runesmithing is the RPGnow/DriveThruRPG Deal of the Day at 40% off its MSRP of $7.99.
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For the next 19 hours, The Big Book of Bloodlines is the Deal of the Day (40% off PDF/$6 off print) at RPGnow/DriveThruRPG.
Over 100 sorcerer and bloodrager bloodlines, and the bloodline-mixing bloodlord base class, await you within!
Hey there, everyone! Interjection Games has scored more top 10 nominations from reviewer Endzeitgeist than anyone else for the past two years, and when I scored three in a row from my Patreon, I figured I finally had enough to do something with them. Through Thursday, the Interjection Games Endzeitgeist Extravaganza offers up the entire collection of EZG top-10-nominated products for only $19.99. This includes Strange Magic, the runesmith, the assassin, the tinker, the onmyoji, and more!
OneBookShelf has this Deal of the Day thing that costs promotional points to queue up for. A publisher gets 10 points monthly, plus +1 point for every $10 in sales (before paying for printing books and their cut). Currently, the Deal of the Day signup cost has dropped to the highest value that my model tolerates (185).
Is there anything specific you'd like to see at 40% off? I'd prefer to keep it with the $10 products to make it worth my while, so anything Runesmith on up will do.
Alright, so this timing is totally asinine, but I swear that the system that sets up the schedule is random. Starting at 11 AM EST and lasting for 24 hours, Strange Magic 1 will be the DriveThruRPG/RPGnow Deal of the Day. If you haven't picked up a copy, now's your chance to do so at $10 off retail for any version: PDF, softcover, or hardcover.
Here's the comparison to the Kickstarter prices that closed yesterday.
.PDF
Deal of the Day - $15
Kickstarter - $20
Softcover
Deal of the Day - $32 + shipping
Kickstarter - ~$29 + shipping
Hardcover
Deal of the Day - $45 + shipping
Kickstarter - ~$34 + shipping
We've got the six core classes, the core archetypes, a stretch goal base class, three backer base classes, a backer archetype, Endzeitgeist as an editor, and a stretch goal chapter of prestige classes. Strange Magic 2's going to break any bookshelf that's not rated for "Frog God" or better.
Are you in yet?
Hey there, folks! I'm knee deep in Kickstarter and Patreon right now, but when I see something exciting, I'm liable to share it and take on more work.
In a nutshell, despite the fact that Paizo's storefront won't update to a newer, less horrid front cover, Ultimate Runesmithing is an absolute smash hit, to the extent that this little base class could become the next tinker in terms of it having a dozen expansions released over the next few years.
I come to you, then. What themes would you like to see added to the rune chassis? Because it's going to happen, and if the lack of a weak tail is any indication, it'll happen quite often.
Strange Magic 2 - New Magic Systems for PFRPG and 5e
The sequel to the top-rated crunch book of 2015 is here, and, this time, it's also for 5e. Strange Magic 2 introduces 245+ pages of brand new magic systems, including druidic chaos magic centered on the random acquisition of plants, deckbuilding cartomancy magic, and traditional Japanese onmyodo translated to roleplaying with the mythology respectfully intact.
In addition to gorgeous black-and-white line art from artist Miguel Santos, Strange Magic 2 will feature dozens of genuine full-color watercolors (Shinhan watercolor on Arches watercolor block) painted by my dear mother, Vera Crouch, including three two-page spreads in the final product.
A 45-page preview document of extant Pathfinder rules for these magic systems is linked at the Kickstarter campaign itself.
We're finally ready to roll, ladies and gentlemen! Strange Magic 2, a new collection of non-Vancian spellcasting for Pathfinder and 5e, launches today at noon EST (GMT-5).
Preview the campaign before it goes live, or pick up the 45-page preview PDF (available just before noon) that shows off the systems that are getting expanded. The release order for the component thirds of Strange Magic 2 is as follows:
Herbalism (PFRPG, then 5e)
Cartomancy (PFRPG, then 5e)
Onmyodo (PFRPG, then 5e)

Interjection Games is proud to present the Patreon-backed Assassin base class!
This time around, flavor took a backseat to some really awesome mechanics. The Interjection Games assassin is a "momentum", or sliding scale combo point, base class, the only other example being the top 10 of 2015 nominated Master of Forms base class. Like the master of forms, the assassin is built in such a way that it forces decision making every round, while also lending a cinematic feel to play. Unlike the master of forms, the assassin's use of sneak attack allows entire categories of support abilities to exist without hamstringing the class as a whole, thus opening up new avenues of design that were simply impossible within master of forms chassis. An assassin chooses two categories of in-combat abilities and two categories of out-of-combat abilities from a list of seven at 1st level, which gives the class 18 distinct builds without the need for archetypes. Even within specializations, barely over 1/3 of the available abilities can be taken by level 20, so there's technically room for at least 36 distinct builds in there. To paraphrase the backer who made this happen, you can have a whole party of assassins, and everyone's a special snowflake.
The inclusion of an out-of-combat pool allows the assassin to be useful when there's nothing around to shank, and a fair number of offensive assassin techniques are compatible with both momentum combo points and the out-of-combat pool, so there's always the option to sacrifice the rest of the day's out-of-combat utility to hurl powerful abilities in a desperate situation.
In other news, the Strange Magic 2 Kickstarter is imminent, for the preview document is being finalized today. Stay tuned!

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Starting tomorrow, June 9th at 10 AM Central, The Big Book of Bloodlines is DriveThruRPG's Deal of the Day! For the first time ever, get the most mechanically varied collection of bloodlines there is for only $9, and maybe roll up a character using the new bloodline-mixing bloodlord base class to really get the creative juices flowing.
Features:
Parents and Children - The sorcerer/bloodrager multiclass rules are a chore, particularly given that quite a few bloodlines have no legal twin for the other class. The Big Book of Bloodlines cleans this up by assigning various bloodlines as parents, then all other bloodlines as children under these parents. To multiclass, simply ensure both classes use bloodlines that are in the family. Say no to requiring an exact undead/undead pairing; lich/ghoul sorcerer is most definitely close enough!
Complex Bloodlines - Complex bloodlines rip away at the very structure of bloodlines to offer new and interesting character concepts. Given this changes a character without changing class features, complex bloodlines are compatible with all archetypes, allowing for a brand new axis of freedom.
Bloodlord Base Class - What's an Interjection Games hardcover without at least one new class? The bloodlord treats the rest of the Big Book of Bloodlines as an enormous playground, for he mixes together four bloodlines to make a character concept that needs no other source of power.
Strange Magic 2 is shaping up to be some really cool stuff! Today's preview is one of the upcoming microcosms for the herbalism system; this should end up being to herbalism what greater manifestations are to ethermagic: optional, yet awesome.
I'm also taking suggestions for more microcosms. What influences and/or twists nature in your games?

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The magic systems of Strange Magic 1 were enormous, modular spellcasting systems, the kinds that you could build five or six classes around without breaking much of a sweat. In contrast, Strange Magic 2 features magic systems with quirky mechanics that are very difficult to pry apart and present at a different angle.
Cartomancers are deckbuilding magic. Variations to the chassis include different ways to build decks and different cardlists. Unlike ethermagic, there's not too much wiggle room.
Herbalism is druidic "wild magic". Each morning, you find herbs based on the biome in which you find yourself and those are your spells. Unless you want to throw away 30 pages of tables and build a similar, but different, engine from the ground up, the wiggle room available for a new class is almost 0.
Onmyodo combines simple point pool magic with pets and the new talisman magic system. This behaves like a Strange Magic 1 magic system and a huge pile of new classes can be made within this chassis without breaking a sweat.
Given this, I intend to add a single new class to each of cartomancy and herbalism, while onmyodo will expand like ethermagic (2 new classes, 2 almost-a-new-class archetypes) or composition (3 new classes, 5 archetypes that multiple classes could use) did in Strange Magic 1.
As always, new archetypes will be produced in the heat of the moment. Anything that seems like "a good idea at the time" when in the design trenches will find its way into the book as an archetype, even the ones that could confuse some users. After all, archetypes are optional!
Cartomancy Expansion Content
The Deathdealer - New Deck
Deathdealers believe that the fate of all entities is to die, and that even those who are technically "immortal" will eventually fall to the ravages of time. At 1st level, all cartomancy classes will be given the option to embrace the classic cartomancy deck (conjuration/divination/enchantment/transmutation) or the new deathdealer deck (necromancy/necromancy/necromancy/necromancy). Barring fairly expensive feats that allow a card or two to slip into your pool, there is little no communication between the two decks, so this choice dictates your spell selection all the way to level 20.
The Huckster - A New Class for Advanced Cartomancy Players
The cartomancer plays with fate, but she always goes along with its dictates. The new huckster base class, on the other hand, treats fate as the ultimate conman, and, among conmen, a little friendly rivalry is the norm. Twisting readings and palming the cards to thwart fate's will, the huckster plays with multiple decks at once, and blatantly cheats by looking at cards before they're drawn, exchanging cards when fate's not looking, and otherwise making an ass of himself. It's strongly advised that you play a cartomancer for a few levels before you pick this guy up; cheating only really works when you know the rules.
Herbalism Expansion Content
Microcosms - Putting Biomes in your Biomes so you Can Herb While you Herb
No two caves are alike, and the new microcosm system respects this. Whenever your herbalism character is in an area with a special feature, such as a graveyard, a mutagenic crater, or farmland, you may apply that special microcosm's template to the parent biome's find herbs tables. For example, if you are picking herbs at a graveyard in the forest, roughly one-quarter of your herbs will be graveyard herbs, and three-quarters will be forest herbs, and if you are picking herbs at a magically-mutated pool in the swamp, one-quarter of your herbs will be mutated, and three-quarters will follow the standard wetlands list.
Note: Given the exponential increase in the number of tables needed if I wrote a table for each biome/microcosm combination, there will be a microcosm table, and starred entries on the biome table. If using a microcosm, you loot everything in the microcosm table and everything that is NOT starred on the biome table with each find herbs roll. While this does add slightly more bookkeeping, 60 pages of new tables seemed excessively unwieldy. This way, I won't say no to folks wanting to add a custom microcosm as a high-level backer reward (without charging an extra arm and a leg for all the tables I'd have to write).
Conservationist 2.0 - Because a Giant Man-Eating Plant Justifies a Full Base Class
The original conservationist archetype will be dismantled moving into Strange Magic 2. In its stead, the "giant man-eating plant on your back" class feature will be made into the iconic ability of a new martial herbalism class. This design is still in its early stages, but it should be a blast when it's done.
Onmyodo Expansion Content
Unlike the other magic systems in Strange Magic 2, onmyodo has so much room to grow (and can be torn apart and put back together without falling apart) that most every possible combination will be explored in some way, shape, or form. All of the following are under investigation.
• A martial onmyodo class with talisman magic, but no petitions, and no shikigami
• An onmyoji with a sentient antique rather than a shikigami; the antique chooses the onmyoji, though, and not the other way around (bonded object vs. familiar, in essence)
• An onmyoji with no talismans and no spirit points to use his own petitions, but two shikigami instead
• A nogitsune-themed onmyoji that adds the sinister flair that some folks have wanted since day 1
• An onmyoji variant (perhaps a new class) that enslaves the spirits of the land rather than work with them
• Theurge mashups with cartomancy and herbalism; think about it - it works!
Step 1: Drain their magic
Step 2: Kill them with said magic
Step 3: Make a spellcasting pet using their blood to permanently steal their spark and make it your own
Magehunting assassins: that's how it's done. Join the IG Patreon today for the lowest at-launch pricing on this in-development class!
Ultimate Onmyodo wasn't big enough to make the core fanbase happy. The Brewer, the Baker, and the Remedy-Maker wasn't am optimal class mix. You've done the equivalent of grabbing me and shaking me around, folks, and I'll acquiesce if only so I can see straight.
Art's in the pipeline, and once it's in hand, I'll go about launching Strange Magic 2.
Magic Systems: Herbalism, Onmyodo, Cartomancy
Game Systems: Pathfinder and 5e

Rune magic is something that's more or less been around since the advent of tabletop roleplaying, but, somehow, it very rarely gets a rules system that does it justice. It's just one of those things.
For example!
Runesmith: "Here's a rune!"
Spellcaster: "What's it do?"
Runesmith: "It casts cure light wounds!"
Spellcaster: "You, sir, are boring and derivative."
Interjection Games is proud to present Ultimate Runesmithing, a new take on rune magic that gives it a distinct identity while also grounding it in recognizable arcane traditions. Runesmiths built using Ultimate Runesmithing prepare runes from two different categories, projection and equipment. Each individual rune has multiple variants. Some variants are simply more powerful versions of the same rune, while others are entirely different abilities entirely, thus making the "weaker" runes more useful in the right situation.
Projection runes throw their influence upon a surface and are universally conical or radial area effects. These generally behave like spells, but few have a direct analog in extant first-party spell lists. Their closest analog is the Codex of Far-Flung Spheres from my truenamer, but the list of abilities is significantly larger.
Equipment runes are just that, runes that transform non-magical items into temporary magic items. This type of rune is what gives the runesmith his unique identity. While others may be masters at locking magic down permanently, the runesmith is the undisputed king of temporary magical... stuff. One day, the party has a bunch of donkey kicking boots. The next, loss of equipment has him using giant palm leaves as de facto capes to grant the party access to food, cooking supplies, backpacks, mundane weaponry, and maybe even low-level scrolls if he has the right archetype. All temporary, of course.
Is it arcane? Yes. Is it based on classic rune tropes? You betcha. Is it boring and derivative? You tell me after you've played with the sigil of the stubborn ass and the insignia of the persuasive lunatic for awhile.
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With the release of Ultimate Runesmithing, the Interjection Games Patreon has an empty "sugar daddy" seat. What is the sugar daddy seat? Basically, you put down a bundle of cash that keeps me fed and the next 12,000+ word book I write is done on the topic/core mechanic/theme of your choice!
The animist, master of forms, runesmith, and edgeblade have all had their genesis in this process, and, to date, the Interjection Games Patreon is the ONLY Patreon to produce a product with an Endzeitgeist top 10 nomination, plus it's run by the highest-rated crunch author of 2015, so you know your dream mechanics are going to be nothing short of awesome.
If you don't have $150 to drop on being my next sugar daddy, you can always join the Patreon as a $5 member. This gets you insider access to and influence upon the creation process, all at a price level that's significantly lower than buying the finished book through a conglomerated storefront.

Today's a very exciting day for Interjection Games! Let's count the ways:
Deal of the Day
Strange Magic is the DriveThruRPG/RPGnow Deal of the Day! Starting at 11 AM (EST, GMT -5) on April 23rd and continuing for the next 24 hours, Strange Magic's PDF option will be 40% of, and all print options will be $10 off. If you've been considering picking up a hard copy, you should get it now before the printer's new paper goes into effect. I haven't been given a cost yet, but it sounds like the price will go up.
100 Releases!
Today's release, The Master of Forms Expanded - Shadow and Darkness, marks Interjection Games' 100th release, and our 8th consecutive weekly release. For those who missed it, the March and April releases are listed below.
Stay tuned for 25,000 words of glory with Ultimate Runesmithing next week, and the Ultimate Onmyodo Kickstarter will be launching in the next week or so.
March
Remedial Tinkering - Arcanotech
Strange Magic Unchained - Variant Multiclassing
Class Expansions: Onmyoji Archetypes
Strange Magic Expanded - The Elegist
April
Subterranean Races: Puddling Archetypes
Class Expansions: Apothecary Plaguewright Archetype
Strange Magic Items - Ethermagic
The Master of Forms Expanded - Shadow and Darkness
Big Book of Bloodlines in Print
The Big Book of Bloodlines has been approved for hardcover sale at OneBookShelf!
Content Preview
The following is taken from the vessel of darkness archetype in The Master of Forms Expanded.
Resident Observer (Ex): Starting at 8th level, the observer tucked away within the vessel of darkness begins to exert some very real influence over its host. Treat the observer as though it were an intelligent magic item, save that it cannot be dispelled, functions in an antimagic field, and is always considered to be equipped. All observers may telepathically communicate with their vessel, and are always privy to all sensory information collected by the vessel (this being the primary reason why observers get baryonic vessels in the first place). When first achieving 8th level, roll on the table below to determine the observer's primary mental ability score. The observer's mental ability scores are equal to 10 + 1/2 the vessel of darkness' class level, plus a +2 bonus for the primary mental ability score. Finally, the observer has five ranks in the Perception skill.
As the observer has a very specific goal in mind, the observation of the baryonic universe, it is incredibly protective of its vessel, to the point that it is considered to have "preservation of the vessel" as its intelligent item purpose. An observer will protest all unnecessary risks taken by the vessel, to the point that most any plan with a very real risk of failure will prompt a personality conflict between observer and vessel. Risky plans whose payout includes a chance for the observer to view something strange and novel tend not to trigger a personality conflict, as this is the one directive that trumps keeping the vessel alive. The Ego of the observer is equal to 8 + its vessel's character level. Unlike a normal intelligent magic item, failing a personality conflict against the observer results in the observer hijacking all voluntary bodily functions, including speech and locomotion, which it uses to get the vessel out of its sticky situation posthaste. While in control, the observer must work with the limitations of the meat it is piloting; as a result, each of the observer-hijacked vessel's mental ability scores are equal to the lesser of the ability scores between the two. Equipment and magical bonuses to mental ability scores only affect the vessel's ability scores, and never the observer's. (For example, if a vessel has 10 Intelligence, 10 Wisdom, and 18 Charisma, while the observer has 16 Intelligence, 18 Wisdom, and 16 Charisma, then the hijacked vessel's mental ability scores are 10, 10, and 16, respectively.) A hijacking observer only has access to its vessel's supernatural abilities, spells and spell-like abilities, feats, and skill ranks if the vessel allows access, and there is no way that the observer can force the vessel to use such abilities. Upon hijacking a vessel, the observer gains 1 temporary use of each of its spell-like abilities, if any. These temporary uses persist for the duration of the hijacking.
At 11th level, the observer gains the ability to cast a random 1st-level spell three times per day as a spell-like ability, using the vessel of darkness' class level as its caster level and its primary mental ability as its key ability. As an "intelligent item", the observer supplies the action required to cast any spell-like ability it knows, and can refuse to do so should casting simply be "enabling risky behavior" on the part of the vessel. Just like when the observer hijacks the vessel, there is no way by which the vessel can force the observer to cast. When the observer casts, the vessel of darkness must make a Will save against a DC of the observer's Ego score or be staggered for 1 round starting at the beginning of its next turn.
At 14th level, choose two additional skills in which the observer has no ranks. It gains five ranks in the chosen skills.
At 17th level, the observer gains the ability to cast a random 2nd-level spell twice times per day as a spell-like ability, using the vessel of darkness' class level as its caster level and its primary mental ability as its key ability.
At 20th level, the observer gains an additional 10 ranks in the skills chosen at 8th and 14th levels, for a total of 15 ranks. In addition, it gains the ability to cast a random 4th-level spell twice per day as a spell-like ability, using the vessel of darkness' class level as its caster level and its primary mental ability as its key ability. Finally, spell-like abilities cast by the observer no longer stagger the vessel.
Observer Mental Ability Score
d6
Roll Ability
1-2 Intelligence
3-4 Wisdom
5-6 Charisma
Note: Talk with your GM to see whether he wants to pick your observer's skills or whether he'll just let you pick. The same can be said for spells, if random spell generation seems distasteful. Given the fairly high power level of spells cast by a secondary creature, however, spell selection should never be left up to the player. It's the sort of thing that makes munchkins far too happy. But hey, if you're doing an epic power level game, go ahead and let him munchkin.
This ability replaces purity of body, diamond soul, and stance savant.

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If you're like me, the idea of runes as some sort of protomagic really doesn't make sense. Calling it protomagic suggests that it's just something people used before the good stuff (more powerful, easier to use, etc.) was discovered, and that sort of flavor restricts the design space something awful. Instead, I'm making runes different, but not inherently inferior.
Interjection Games' Ultimate Runesmithing aims to make the following distinction between classic arcane magic, and rune magic.
Arcane magic - Draw energy, shape it, and sling a spell.
Rune magic - Create a rune. Later, draw energy and channel it into the rune, which slings the spell for you.
What makes a runesmith unique among arcane spell classes?
1 - A runesmith's runes can make temporary magic items, and lots of them!
2 - A runesmith's actual "spell" runes are always AoE effects.
3 - A runesmith wears armor and is not subject to arcane spell failure, as he does the fancy motions ahead of time when he makes his runes.
4 - A runesmith's dependency on gear means he's temporarily more helpless than a wizard when separated from his equipment, though all it takes is a few scraps of cloth and some blood drawings to get back in business.
The runesmith will launch April 29th for $7.99, but Patreon backers will get it early at only $5! Backers at the $10 level or higher can have a rune with their choice of flavor added into the system, but this offer is, of course, limited by the looming release date.
You can visit the IG Patreon for rune summary lists, the full archetype text, and more.

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Hello there, everyone! Endzeitgeist suggested a new product line, so I'd like to test the waters.
The Idea: Make archetypes based on Interjection Games classes and subsystems, but for Paizo-made classes. [u]Important![/u] All archetypes are self-contained and do not require investment into the IG canon to play to their fullest.
The goal here is to have these archetypes act as a "gateway drug" to the rest of Interjection Games. Once you see how awesome the system can be, you'll try out a few of the actual classes. Hopefully.
The Question: What's your stance on such an idea? Would you be all over it? Has my work been something you generally shy away from and this sort of nudge is something you could use? Any and all thoughts are greatly appreciated!
Example Archetypes
Secret Agent
Rogue archetype
Uses gadgeteer theme
This archetype gets fantastic spy toys supplied to it by some eggheads in a lab somewhere, and uses a simplified gadgeteer accessories system to represent spy toy loadout.
Extreme Angler
Fighter archetype
Uses gadgeteer theme
This archetype is a fighter with the explosive power of the gizmocast fishing pole at its side. Hilarity is sure to ensue. Just make sure the local city allows you to use dynamite for fishing!
Botanist
Druid archetype
Uses herbalist theme
This archetype collects small amounts of plants, which can be used as optional material components for spellcasting. Like the herbalist, collection is based on the environment and is totally random within said environment.

Hello, hello! March was a fantastic month for Interjection Games, so let's do it again with April's releases!
April Release Schedule
Subterranean Races: Puddling Archeypes - Available April 1st, everyone's favorite naive ooze race finally gets some archetypes of its own!
When a malfunctioning memory crystal scrambles a puddling's brain in the middle of viewing, the end result is a puddling with an amusing split personality disorder. Enter the crystalbroken bloodrager archetype!
Puddling society is predicated upon the concept of consensus, which requires that the oozes swap memories and beliefs until the best course of action is determined. In larger communities, this becomes difficult, as everyone's trying to be heard at once, and specialists are required to keep things organized. Create and control your own telepathic network with the moderator wizard archetype!
A group of puddlings watched some kung fu on a memory crystal once, and figured, "Hey, we could do that!" Having no bones does give them a distinct advantage, and the end result is the master of dropbear-style ambush tactics himself: the protoplasmic fist monk archetype!
(MSRP $1.00)
Strange Magic Items: Ethermagic - Available April 8th, Strange Magic Items: Ethermagic takes magic items to the void itself! Featuring new magic items (including a single wondrous item with a dozen combinable variants), as well as weapon, armor, and shield special abilities, the primary focus of SMI: Ethermagic is the "etherstaff", a total redesign of arcane staves to fit within the framework of ethermagic. Over a dozen premade staves are available to pick up and use, and if you can navigate the creation rules, you can make your own, too! (MSRP $2.49)
Class Expansions: Apothecary Plaguewright Archetype - Available April 15th is the first expansion for the plaguewright base class, the apothecary! Largely refusing to spread pestilence, the apothecary is, instead, an experimental healer who cooks up and injects various beneficial strains of microbes for the use of his allies, or the community. (MSRP $0.00 - Free swag! Free swag!)
The Master of Forms Expanded: Darkness and Shadow - On April 22nd, the only Patreon-funded Pathfinder product to receive a nomination for Endzeitgeist's top 10 lists gets its first expansion. Once again funded by Alex Ross (AKA New Alex), The Master of Forms Expanded: Darkness and Shadow introduces the shadow element, which acts as the glue that holds the other elements in alignment. Stealth and trickery combine with a communal element of sorts in shadow, facilitating both focusing on one element and dipping into a second element. For those seeking a more sinister playstyle, embracing the darkness transforms the player character into a vessel for an observer whose home, Elsewhere, exists at right angles to reality. Wield corrupted versions of existing forms, as well as a grouping of new forms from Elsewhere, as you give up your humanity to further the cause of this alien entity. In you, the darkness stares back.
Also included are a number of archetypes that can be mixed and matched to customize your vanilla master of forms playstyle. Lock yourself out of an entire element of forms to gain access to 4 new forms for your favorite element, or weaken your ability to use cross-element finishers to gain a thematic pool resource for your chosen element. Do one, do both, or throw away the combo system entirely and focus on constantly alternating elements instead! It's all here. (MSRP - $4.49)
Ultimate Runesmithing - Happy birthday to Preston Mitchell! This one's for him. On April 29th, runes get drug away from their overused flavor as magic before the days of spellbooks and wizards. After all, why would there ever be practicing runesmiths if it's the primitive expression of magic? Instead, Interjection Games is proud to announce runesmithing as "magic in reverse". Rather than take raw energy, shape it, and hurl it, a runesmith makes his shaping devices (runes) ahead of time, throws raw energy directly at the shaping device, and lets the device do the shaping for him.
The playstyle of the runesmith firmly sets it down in the "artificer" method of play, but its focus on temporary effects means the wealth-by-level curve remains intact! Runesmiths enjoy the use of equipment runes, which create temporary, whimsical magic items out of nonmagical gear, and projection runes, which affect small bursts of terrain with one of many strange effects. All it takes is three feats and two rune slots to turn an ally into a casino mage (might you RNG us a spell?) with a pair of gloves runed up with the mark of the trickster and a cloak with the sigil of the campaigning soldier (robe of useful things, eat your heart out!). Heck, if the party likes it, the runesmith can focus entirely on the sigil of the campaigning soldier with the campaigner archetype, and suddenly everyone's whipping out random 1st and 2nd-level spell scrolls in the hopes that one of them will be useful. Casino wizard indeed. (MSRP - $6+ The product is still growing, and, therefore, so is the cover price.)
Sugar daddy backer Alex Ross has commissioned a 10,000-word expansion to Endzeitgeist top 10 of 2015 nominee the Master of Forms base class. Those who back this project on Patreon at the $5 level or higher will receive all of the following products upon completion of the expansion (expected in a day or two).
1 - The Master of Forms Base Class (MSRP $5.49)
2 - The Master of Forms Expansion (MSRP $4.99)
3 - Subterranean Races: Puddling Archetypes (MSRP $1.00; part of the April lineup, but being given to Patreon backers early)
As a bonus, you'll also be in prime position to influence the design of my Muscle Wizard April Fool's product (which may or may not be ready in time for April Fool's, but I'm going to commit to writing on the topic, anyway!)
Reviewer Endzeitgeist recently gave the Master of Forms base class a top 10 of 2015 nomination, proving once and for all that giving up high-level design to a Patreon backer still produces awesome content!
The Interjection Games Patreon runs on a simple principle: backers can buy in on the next class for $5, and one "sugar daddy" backer puts down $150 to define what that next class will be, then I obsess over how to make it work and eventually produce something. We're in between sugar daddies right now with a new sugar daddy imminent, so now's a great time to hop in and be a part of the development of the next top 10 nominee!
On a more personal note, since Patreon and Paypal take about 8-9% combined instead of a conventional storefront's 20-35%, I can offer a slightly lower price and still make slightly more money via the Patreon, so every person who piles on via that system makes it a bit easier to stay fed.

Hello, hello! Interjection Games is proud to announce its full March lineup! On a personal note, this is absolutely huge, as I've never been able to pull this off before, but here we are, and the buffer has April half done already!
Be sure to check your favorite online retailer every Friday for a new release, large or small.
**Note: Due to a human error issue with the embargo system, all three small products this month are already available for sale on Paizo.com. Oops.**
Remedial Tinkering - Arcanotech - Available March 4th, Remedial Tinkering - Arcanotech is the 12th expansion to the Tinker base class. This time around, tinkers can finally breach the realm of arcane magic itself with inventions like the TOASTER OF TERROR or arcane honing, or even turn their very alpha into a 3rd-level wizard with a single greater innovation. (MSRP - $1.25)
Strange Magic Unchained - Variant Multiclassing - Available March 11th, this product was specifically asked for by the fanbase, so I went out and made it. Variant multiclassing was first described in Paizo's Pathfinder Unchained, and fans of mixing it up can now bring all nine Strange Magic classes into the fold! Gestalt fans, this one's for you. (MSRP - $1.00)
Class Expansions - Onmyoji Archetypes - Available March 18th, the onmyoji gets expanded with two brand new archetypes: the grinning fox, which FINALLY gives a no-pet option to the class, and the herald of the lucky god, which doubles down on the friendship feats concept first described in the original onmyoji base class. (MSRP - $1.00)
Strange Magic Expanded - The Elegist - Available March 25th, the elegist takes musical composition where it's never gone before: the occult. Mixing the psychic magic of the mesmerist and the spirit interaction of the medium with Strange Magic's musical composition chassis, the elegist communes with dead composers to give herself a different musical angle every day. Just be sure to follow their quirks, or you'll be hosting an irate musician in a hurry! (MSRP - $5.49)
I was approached by a fan regarding "compatibility logos" for my various magic systems: antipodism, ethermagic, truename magic, etc. She cited Dreamscarred Press' psionics logo as the source.
This sounds like a really fun idea, and I welcome people taking the core concepts I've created and expanding them. It's the sort of thing that benefits both parties. That said, are there other folks out there who would want to work with my stuff?
The Big Book of Bloodlines is finished, and that means it's time to add new content to classes that have sold well.
I'm looking to write a grand total of ten one-to-two page expansions and release them every other week for five months while I work on the next big thing. A few of these are already locked in, but there's plenty of room to get what you want on the itinerary.
Confirmed Expansions
1: Onmyoji archetypes - complete
2: New gadgeteer gadgets
3: Gadgeteer custom vehicle archetype
4: Sanguine disciple expansion
That leaves six slots for whatever sounds fun and interesting. So, what do you folks want to see?
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Whew, that took awhile, but it's done!
The latest Kickstarter-funded book by Interjection Games, The Big Book of Bloodlines revolutionizes Pathfinder's most extensive class feature with 129 pages of new bloodlines, including dozens of "complex" bloodlines that trade out bonus spells and/or bonus feats for alternate magic systems or talent systems. Your sorcerer might not look anything like a sorcerer once you've added the right bloodline!
Combine this with the new bloodlord base class, who can manipulate up to four bloodlines at once, to make a character design that's truly your own.

It seems that the big retailers try to make Black Friday last longer every year. First, the sales started at 5 AM, then they started at midnight. These days, Black Friday is a total misnomer, as the sales have spilled right on over into the Turkey Holocaust itself.
Case in point, from 10 AM central on Thanksgiving Day, the 26th of November, to 10 AM central on the 27th, the PDF version of Strange Magic (or, as I like to call it, ~200,000 words of freaking awesome modular magic systems) will be 40% off ($14.99, marked down from $24.99) as the Deal of the Day on the OneBookShelf family of sites - RPGnow.com, DriveThruRPG.com, etc.
Some folks like print, and though 40% off on the hardcover would ruin me, since 40% off on the PDF amounts to $10 off, it's only fair that I also offer $10 off on all print options. This is the first time that the Strange Magic hardcover has been offered on sale, and this markdown won't be beaten any time in the near future, so if you've been waiting for the right time to get your gaming fix relatively cheaply, now's the time.
Happy Holidays!
All of Interjection Games' products are 40% off for the big Black Friday sale over at the d20pfsrd store. Yes, this includes the epic-novel-length tome that is Strange Magic. If you missed it when it was only $15 over at OneBookShelf about two-and-a-half months ago, or if you have been eyeballing some of the crazy designs coming out of the IG Patreon, now's the best time this year to get caught up.
Just head on over and see what's in stock.
Strange Magic, Interjection Games' collection of modular, Jack Vance-snubbing magic systems has finally hit hardcover! If you've purchased the Strange Magic PDF from an online retailer or backed the Kickstarter, read below for how to secure your at-cost or discounted copy of the book.
Kickstarter backers and purchasers of the Strange Magic Subscription
Your code for an at-cost copy will be made available momentarily. Check your inbox!
RPGnow.com, DriveThruRPG PDF purchasers
Your code for a $25-off copy will be made available momentarily. Check your inbox.
Paizo.com, d20pfsrd.com PDF purchasers
Here's where it gets a bit awkward. A CreateSpace paperback will be made available for d20pfsrd.com in the next month or so; however, if you can find a way to prove your purchase, I'm happy to furnish you with a $25-off coupon code.
Howdy, fellas! I don't make the rules for these sales, but it looks like the latest system sale over at the OneBookShelf family of sites is an attempt to wake up long-dormant files in their catalog of thousands of items.
This means 15% off the tinker (and many of its expansions), herbalist, gadgeteer, edgewalker, the puddling race, and other IG classics. If you don't have them, this is a pretty good time to do so!
Here's a nicely-sorted list!

Yar, mateys!
If ye be followin' the way me ship sits in the water, ye might've noticed that thar be more loot in me hold than is normal for a privateer o' me standing. Beings a privateer, me writ says the gover'ment what issued it owns some 40% o' me booty, minus expenses, o'course.
Being a no-good dirty pirate, howe'er, I mean ta abuse that thar expenses line there an' back again so I've got enough booty ta bury this winter.
Here's what we be doin', ye dogs! Pick any Interjection Games class, hail me ship down, and let me know which one it be. (Translation: Post your choice of Interjection Games class in this thread.) The winnarrrrrr gets a pirate makeover (Translation: pirate-themed expansion) and'll be free o'charge so it be one o' them "promotional expenditurwhatsits" that the gover'ment writ says I c'n claim.
Ineligible Classes
Tinker - upcoming hardcover
Gadgeteer - has a pirate expansion already, thank-you-very-much
Herbalist - upcoming hardcover
Brewmaster - upcoming hardco... ah, the hell with it. If you want a grog-swilling corsair archetype, I'll do it anyway!
Tomorrow, 9/7/15, at 10 AM central, Strange Magic will be available at $10 off (40% off the PDF price, ~25% off the paperback price) at www.rpgnow.com, www.drivethrurpg.com, and other OneBookShelf storefronts. If you've been holding back for a deal, this is the absolute best one you're going to get on Strange Magic this year.
As an addendum, for those waiting on the Strange Magic hardcover, as each print version becomes available, I send $25 off coupons to those who already own the PDF. You can effectively get $10 off the hardcover (due in two weeks or so if the proof is to my liking) with this deal.
After some fairly painful lessons on how printers actually work, Strange Magic is finally available in paperback! Personally, I find this to be a tremendous achievement and I'm ever so proud that I can finally share my mad ramblings with you all in a tangible, stick-on-the-bookshelf, stick-in-the-GM's-face form.
Given the logistics of this edition, it will only be available at the OneBookShelf family of sites: www.rpgnow.com, www.drivethrurpg.com, and so on. A hardcover edition and a paperback edition from Amazon CreateSpace will soon be available through OneBookShelf and other fine retailers (Amazon, d20srd.com, etc.), respectively, within the next four to six weeks.
Those who purchased the PDF through OneBookShelf have already been mailed a coupon for $25 off a paperback. If you purchased your PDF elsewhere, I'm happy to send you that coupon if you can find a way to certify that you actually did buy the book.

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Back when Strange Magic was first pitched, I said that I had wanted it to be definitive in its own sphere. No more classes, archetypes, or abilities. At the prompting of the community, I left open the idea of an item codex as a possible expansion should Strange Magic do well enough to warrant it.
Today, Strange Magic moved another three copies and finally ticked its lifetime gross past the $10,000 mark. Thanks ever so much for that; it's fairly obvious you want this, so let's lay out a gameplan!
Strange Magic Items will be an item compendium for use with Strange Magic and will take magic items to the next level with Interjection Games' signature flavor, mechanical playfulness, and periodic disregard for anything approaching reasonable word count in a single item/ability. All of the original authors, myself, Jason Linker, and Thilo "Endzeitgeist" Graf, will be returning for a second round, so worry not! The voices that made your favorite part will be there to make sure the other two don't wreck his part of the overall vision.
Much like its parent product, SMI will be released in thirds: first truenaming, then ethermagic, then composition. This allows those who purchased one of the Ultimate-series booklets to pick up the items that pertain to what they care about without blowing extra cash on the other two thirds. Subscription options will be made available upon release of the first third of the final product, culminating in the complete Strange Magic Items codex and an option for softcover printing so you can have all of Strange Magic in print. The scope of this project is yet to be determined, though a ballpark estimate of 30-40 pages for the final product seems reasonable.
If there's a specific thing you want, give a shout out! We're all ears!

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A new dawn would not be the glorious event it is were there no shadows for it to dispel. It is the oldest of truths, that light and dark would not have identity, let alone power, without the other, and as the oldest of truths, it draws a number of great minds who seek to understand its primal duality it embodies. These individuals are said to walk the edge.
The edge is a place between. Despite civilization's attempts to anthropomorphize primal forces of nature into something it understands, those who walk the edge understand that light is not good and darkness is not evil. "Good" and "evil", as it were, are merely labels we place for conveniences' sake. To a devil, enslaving a village to get useful slave labor is the right thing to do. The war machine never sleeps, after all. Those living in the village are not likely to agree. Even in such a polarized example, there is no answer to who is "right". All parties involved merely act as they've been conditioned to do.
Those who walk the edge, antipodists, edgeblades, and edgewalkers, understand the fundamental amorality of the universe and seek to embody a neutral demeanor in all dealings in an attempt to become one with the primal forces of the universe. Though this is an impossible mission because they are but humanoid flesh, it does not stop them from trying. An unattainable goal does not mean toiling in vain.
Ultimate Antipodism compiles the light-and-darkness subsystems of the antipodist and edgewalker base classes, then expands upon them with brand new archetypes, new abilities, new combo play, and the new "dual maneuvers" edgeblade base class. Huge thanks go out to everyone backing the Interjection Games Patreon*! Without them, a project such as this simply wouldn't exist outside of a Kickstarter.
Available August 19th. (Probably.)
*Patreon backers got ahold of this book for $5. Everyone else? $11. If that sort of math seems advantageous to you, come join the revolution! Together, we'll (rule the galaxy as father and son) make Pathfinder that much more ridiculous!
Hey there, everyone! Rather than couch this in three paragraphs of self-congratulation and hype, I'll cut right to the chase. Interjection Games is doing well, so I've got a free tinker expansion for you to thank you for supporting me!
Remedial Tinkering: Rocket's Red Glare focuses on the concept of automaton inventory. All inventions that support an inventory have been lumped under the new compartment descriptor, and a number of new fireworks inventions represent the first inventions to be inventory objects rather than automaton scripting or modules.
As always, fun combo play is baked into the expansion, and plenty of new builds are available to tinker players. Rocket's Red Glare is available for free at www.d20pfsrd.com and will be made available elsewhere in August.
Hey there, everyone! The print checklist for print-on-demand books through OneBookShelf is currently 404ing. Are there any other publishers who have it on their hard drive and are willing to share so I can doublecheck Strange Magic and get this thing done?

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In a fairly awesome example of what happens when you let the community set your development priorities, Interjection Games has just broken ground on a compilation book of shadow magic classes using the light and darkness antipode system first put forth by the edgewalker in spring of 2014.
Follow the development of two new base classes and a plethora of new waypoints and loci at the IG Patreon. Progress reports, prototype documentation, and other such materials are freely available to all who care to take a peek.
Reprinted Contents
The Edgewalker and all accompanying materials
The Antipodist and all accompanying materials
New Contents
The Edgeblade - a full BAB combo point antipode maneuvers class
Unnamed locus-using base class
36 new loci
A number of new waypoints
A brand new residuum system for use with the Edgeblade
And if I may point out the economics of this upcoming project, it'll cost at least $10 once it's released, but the base level for a PDF on release is only $5 on the Patreon. This one's quite the rulebreaker.
Now available! For an inside look at the insanity of class creation, head on over to www.patreon.com/interjectiongames - the next design is shaping up to be just as wacky!

Huge thanks go out to Sasha Hall, AKA Lindley Court of the Paizo boards. Without her support at the "Sugar Momma/Daddy" level of the IG Patreon, this class never would have even crossed my mind.
Picture, if you will, a druid. Now, give that druid a full BAB and take away his magic. Now, give that druid a bunch of "slots" and let him pick up his choice of primal aspects every morning as though he were a practitioner of pact magic. Now let him spend multiple "slots" on a single aspect to specialize in it for the day as though he were an incarnum, effectively sacrificing versatility for more oomph in a single niche.
I call this specialization mechanic prominence, and the sheer variety of possible build combinations it allows makes it more than worth the amount of work it took to make sure it worked correctly.
The animist, and its two archetypes, are available on OneBookShelf/RPGnow/DriveThruRPG right now for $5.49, with uploads to Paizo, Studio2Publishing, and d20pfsrd.com pending.
For those who want to get in on the action, the Interjection Games Patreon is gearing up for its next release, and a $5 buy-in nets you both the next product to be released, as well as a copy of the animist if you come claim it before the end of the month. If you've always had a dream class that never seemed to get off the ground, I'm also offering to design whatever a "sugar daddy" wants from the ground up for $150.
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