Louis Porter Jr. Design, has released for the upcoming Wrath of the Gatekeepers campiagn serial Adventure Path, Gatekeepers Chronicles: Kaylethon for The Pathfinder Roleplaying Game at RPGNow.com and DriveThruRPG.com. Here is information on this product: Solidly built, four-armed giants, the Kaylethon resemble nothing so much as hoary skinned rhinoceroses. Powerful, broad, squat and strong the Kaylethon are built – in temperament as well as physique – for the life of warriors and they have a fearsome reputation as such, tempestuous, strong, and unwavering, bound up in a system of honor that can make them quick to turn in anger to defend their reputations and the status of their clans. More surprising, given their status as ‘primitive’ warriors, the Kaylethon have a natural talent for crafts and technology. This is not so much a result of their intelligence, which is notoriously brutish and simplistic, but more down to an innate instinct for mechanism and device, a simple, bone-deep knowledge of how to put things together, to work stone and metal and shape it to create the forms that come to their minds, inspired by the materials they have to hand and their immediate need. This sourcebook gives you everything you need to use the Kaylethon as NPCs or as PC. Gatekeepers Chronicles: Kaylethon includes: - History of the Kaylethon, Personality, Physical Description, Relations, Alignment, Kaylethon Lands, Kaylethon Ships, Religion, Language, and Names - Kaylethon Traits and Racial Subtypes - Over 20 New Racial Feats including Black Powder Bravado, Engineering Savant, Fast Gunsmith, Responsive Duelist, Warrior of The Tartan - Four Racial Archetypes including Kaylethon Bronze Sky Raider, Kaylethon Gunsmith, Kaylethon Gun Scavenger and Kaylethon Pistolero - Five Weapon Modifications including Cup-Hitt Rapier, Swept-Hilt Rapier, Case of Rapiers, Cup-Hilt Dagger and Swept-Hilt Dagger - Nearly 10 New Firearms and Two Magic Firearm Special Abilities of Lucky and Reliable - New Specific Firearm Ammunition and Racial Equipment including Burrowing Bullet,Gunsmith’s Kit and Tracer Bullet - New Kaylethon Deities: Kayla the Warrior, Layka the Protector and Kolya the Traitor with Gunsmithing Subdomain - A dozen new Racial Magic spells including Blunderbuss Burst, Cutting Flame, Halt Construct, Misfire, Summon Firearm and Wall of Powder - Two Psionic Powers: Locate Traps and Maker Reading - Nearly 10 Racial Wondrous Items, Cursed Items and Racial Psionic Items includingAmulet of Bullet Protection, Oil of Silence and Rolling Thunder - Kaylethon NPCs including Kaylethon Mercenary (CR 5) and Kaylethon Freelancer (CR 9) - Kaylethon Iconic Gunsmith: Mok Gunsmith Katarna (3rd & 5th level) - New Vehicles: Kaylethon Skyship “Warcry” - And much more.
All I wanted to do is make a better version of the Giff and I came up with the Kaylethon. The original plan was to create another mash-up with campaign setting like what we did with Obsidian Apocalypse, our Ravenloft / Dark Sun inspired mash-up. The new setting was to be called Pirates of the Bronze Sky and it was to be a mash-up of Spelljammer and Birthright based off of the American Revolution. I wanted to make a counterpoint to WOTC’s Eberron. Don’t get me wrong, I like Eberron, but NeoExodus kind of covers some of the same areas Eberron does. Pirates of the Bronze Sky was going to be my steampunk meets Raiders of the Lost Ark inspiration and I knew the one thing to make the setting different was having floating islands and skyships to sail between them. What I really wanted to do is make a world that felt more cinematic and more exciting than your typical RPG setting. And with that, I needed to create races that were interesting different and unique to the setting. And that's how I came up with a Kaylethon. I think the Giff are very iconic to the setting of Spelljammer and I wanted that same thing for Pirates of The Bronze sky. So I took one of my favorite animal, the rhinoceros, added two more arms, gave them gunpowder pistols and I knew that would be something exciting that players had not seen before. But I still needed a culture to provide a background and a believable characteristic for them. So I thought and I thought and I came up with the Scottish because everybody knows kilts cool. And what's that the Kaylethon was born. While Kaylethon originally were created for Pirates of The Bronze Sky, they ended up in one of the first drafts for the adventure serial that we planned The Cross of Fire. We had them in a really great role as mercenaries, because that's what they are, and it really fit well for the campaign serial. While the kickstarter for this never got off the ground I always kept them in the back my mind to use later as an interesting race. And when I pitched Michael McCarthy the original concept of this I wanted to add in the Kaylethon again and bring them back into the light. And here we are several years after the original creation I finally got the sourcebook for them done and completed. and with that to give you a little more excitement here are the first four pages of the PDF so you can at least see and get an idea where we're trying to go with this race. I hope you enjoy it and as always thank you for your support for this Kickstarter.
1st Donor Pledge Level Reward reached and 2nd Donor Pledge Level Reward coming soon for Wrath of the Gatekeepers Campaign serial adventures kickstarter! We originally planned to have this kickstarter start on August 18, but due to my mistake (AKA don’t do thing when you are partly awake) we started this kickstarter week early. Since we started a week earlier a few things that we had planned were still in development and were not ready for the early release date. One of those things was the Donor Pledge Rewards. We decided to add-in in game items / elements to help with the storyline of the adventures. Since these were just add-on and not necessary for the playability of the adventures we attached them to the amount of donor we would have for this kickstarter. And with that, when we reached 25 donors we offered this donor reward: All Donors $19 (Citizen of the Empire) or higher: Private rank for your PC, which means you are or have been an enlisted rank of the Imperial Army So congratulations to everyone who received this 1st donor award. Now on to the 2nd Donor Pledge Level Reward! When we reach 50 donors we will offer this: All Donors $19 (Citizen of the Empire) or higher: Corporal rank for your PC, which means you are or have been an enlisted rank of the Imperial Army
Wrath of the Gatekeepers is a campaign serial adventure path for the tabletop RPG system of the Pathfinder and 5th Edition RPG set in the NeoExodus Campaign Setting. Wrath of the Gatekeepers is the sequel to the already successful, Chronicle of the Gatekeepers campaign serial adventure path. This project is being overseen directly by Michael McCarthy, Jeff Lee, George "Loki" Williams and Louis Porter Jr., who has been involved in the RPG industry combined for nearly twenty-five years. Louis Porter Jr Design over the last decade has released over 700 RPG related products in both the traditional brick and mortar retail store and the online PDF market.
Louis Porter Jr Design looking for writers to work on Pathfinder Roleplaying Game based sidetrek adventures for up or upcoming kickstarter, Wrath of the Gatekeepers.
Louis Porter Jr. Design, has released Infinite Space: Anomalies of Hyperspace for The Starfinder Roleplaying Game at RPGNow.com and DriveThruRPG.com. Here is information on this product: Hyperspace allows for speedy travel across the gulf of stars. Without it, a space voyage across any substantial distance would require centuries, rather than hours or days, to complete. Not surprisingly, the laws of physics operate differently compared to normal space, and as a result starship captains and their crews must contend with all manner of strange anomalies, unexplained stellar singularities, and unpredictable hazards as the traverse hyperspace. A number of these have become legendary among spacefarers, forming the basis for tall tales and ghost stories. Here are nine anomalies that exist within hyperspace. Some of these rare phenomenon pose navigation hazards, while others produce weird, even magical, effects. The GM can use these anomalies to challenge adventurers, to serve as unusual adventure locales, or to provide story hooks for future adventures. This sourcebook contains the following: Fluidic Space, Haunted Space, Phantom Field, Oppositional Anomaly, Sargasso, Sunken City, Time Dilation Anomaly, Translocational Field and Unreal Space.
Louis Porter Jr. Design, has released Infinite Space: Stellar Cartography 03 – Gamma Quadrant for The Starfinder Roleplaying Game at RPGNow.com and DriveThruRPG.com. Here is information on this product: Space is a dangerous place. It’s wondrous, with treasures to satiate desires both subtle and gross. And you play amazing space battles if the Infinite Space Stellar Cartographer series. Infinite Space Stellar Cartographer takes your Starfinder game into outer space and the stars providing you with exciting visually stunning maps for your gaming table. Infinite Space Stellar Cartographer gives you the ability to play the amazing space battles you have seen in your favorite TV series and movie right at your home. The Infinite Space Stellar Cartographer 03 – Gamma Quadrant contains 8 different stellar quadrant systems for your starship battles with hexes or use with all of your starship miniatures. This sourcebook contains: - 8 stellar maps measuring over 75 inches wide and 50 inches high in 72 DPI JPGs, perfect for Virtual Tabletop. - 8 stellar maps measuring 17 inches wide and 11 inches high (US Tabloid sized) in 300 DPI PDFs, perfect for large scale printers; and these maps are also placed on 8.5 inches wide and 11 inches high (US Letter sized) in 300 DPI PDFs for home printing. Play the space battles you always wanted to in your Starfinder game at a price you can easily afford!
THIS IS IT!!!!!! Today Sunday, February 25 is the LAST DAY for Over $600 worth of Pathfinder 3PP PDFs for LESS THAN $30! The LPJ Design MEGA Bundle for Pathfinder RPG products will be available for only $29.99 for TODAY ONLY. We are bundling up all of the Pathfinder RPG products we made into ONE BUNDLE and reducing the total price by OVER 95%! Over 225 products for less than 15 CENTS A PRODUCT! I think you should have your $29.99 ready to get all these awesome products. If you have not picked it up yet, DO NOT DELAY!!!
master_marshmallow wrote:
No problem! So we are into our 2nd day of the Louis Porter Jr. Design Pathfinder RPG Megabundle and it is AWESOME! I am so glad that so many of you Pathfinder fans have picked up this bundle. If you have not picked it up yet, DO IT because this is not going to last forever. Don't miss out because you will be mad you did!
Lady-J wrote: wait so whats the company that designed these? Louis Porter Jr Design. We have been publishing in the 3PP space since 2001 and have created well over 700 different products.
That is right for the first time ever, the LPJ Design MEGA Bundle for Pathfinder RPG products will be available for only $29.99. We are bundling up all of the Pathfinder RPG products we made into ONE BUNDLE and reducing the total price by OVER 95%! Over 225 products for less than 15 CENTS A PRODUCT! I think you should have your $29.99 ready to get all these awesome products. And once again, you can blame Owen KC Stephens for this.
Louis Porter Jr. Design, has released Hybrid Classes for NeoExodus: Headhunter for The Pathfinder Roleplaying Game at RPGNow.com and DriveThruRPG.com. Here is information on this product: Certain arcane rituals allow one to tap into the power of a defeated foe, siphoning off their strength to become a stronger warrior. The headhunter is skilled in these rituals, using the heads of slain enemies as focuses for their captured spirits, gaining not only magic but the ability to tap into a fallen foe’s anima to increase their own prowess in battle. With battle prowess supplemented by spells and mystical powers drawn from the heads of her fallen enemies, the headhunter is an excellent front line fighter. This supplement includes: - All the information to play the Headhunter as a hybrid class for the Pathfinder RPG and NeoExodus: A House Divided Campaign Setting. - All new class features Focal Fetish, Spirit Channel, Spirit Power and Tireless Spirit Channel - Adding Spells to a Fetish Spirit and Spirit Powers: Agility, Courage, Cunning, Endurance, Knowledge, Luck, Might, Wisdom and Wrath - New Archetype: Soultaker - New Feats: Extended Spirit Power, Extra Spirit Channel, Extra Spirit Power, Flowing Stance and Fusion Stance
We are currently working on a new hybrid class, the Headhunter, for our NeoExodus and generic Pathfinder Campaign settings. Based on the reviews and comments of other player classes, we at LPJ Design thought it would be best to just release the draft of the hybrid class and get some feedback from the Paizo fan base. We want to hear from you on what we have done correct and what have we done VERY wrong, so please feel free to comment, in great detail if needed, in this thread. Enjoy! Headhunter Certain arcane rituals allow one to tap into the power of a defeated foe, siphoning off their strength to become a stronger warrior. The headhunter is skilled in these rituals, using the heads of slain enemies as focuses for their captured spirits, gaining not only magic but the ability to tap into a fallen foe's anima to increase their own prowess in battle. Role: With battle prowess supplemented by spells and mystical powers drawn from the heads of her fallen enemies, the headhunter is an excellent front line fighter. Alignment: Any. Hit Die: d10. Parent Classes: Barbarian (unchained) and witch. Starting Wealth: 3d6 x 10 gp (average 105 gp). Class Skills The headhunter's class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), Stealth (Dex), Swim (Str), and Use Magic Device (Cha). Skill Ranks per Level: 4 + Int modifier. Table: Headhunter
1st +1 +2 +0 +2 Fast movement, focal fetish, spirit channel — — — —
Class Features The following are class features of the class. Weapon and Armor Proficiency: Headhunters are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). A headhunter can cast headhunter spells while wearing light or medium armor without incurring the normal arcane spell failure chance. This does not affect the arcane spell failure chance for arcane spells received from other classes. Like other arcane spellcasters, a headhunter wearing heavy armor or wielding a shield incurs a chance of arcane spell failure if the spell in question has somatic components. Fast Movement (Ex): A headhunter's base speed is faster than the norm for her race, increasing her base speed by 10 feet. This benefit only applies when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the headhunter's base speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the headhunter's base speed. Focal Fetish (Ex): At 1st level, a headhunter starts with the severed and ritually prepared head of a humanoid. The spirit of the deceased retains a bond to this fetish, and the headhunter can call upon it to assist her in preparing spells as well as providing supernatural abilities that grow as the headhunter grows in experience. The headhunter may also tap into reserves of energy within the focal fetish to provide spirit powers (see the spirit powers special ability). The headhunter chooses a type of spirit for her focal fetish at 1st level. This fetish spirit stores all the spells the headhunter knows, and any bonus spells provided by the spirit that inhabits the focal fetish, once the headhunter is of high enough level to cast spells. Once the headhunter has multiple focuses, she retains the ability to access all her spells so long as she has at least one with her (though she loses access to any bonus spells provided by a particular spirit if its focus is lost or destroyed.) A headhunter can only channel the spirit of a focal fetish so long as it remains within 5 feet of her person. If a focal fetish is lost or destroyed, the headhunter can replace it 1 day later through a special ritual, which costs 500 gp per level of the headhunter, and takes 8 hours to complete. If the headhunter wishes a different spirit to inhabit the focal fetish, it is chosen during this ritual. Otherwise, it cannot be changed once decided upon. The exact appearance of a headhunter's focal fetish depends upon the specific traditions of her tribe. Some are preserved and shrunken. Others are reduced to skulls, ritually stained with special ingredients and carved with mystic markings. However they appear, a headhunter's focal fetishes bestow powers upon the headhunter, and communing with the spirits of the fetishes allows her to prepare spells. At 3rd level, and every four levels thereafter, the headhunter gains a new focal fetish, with a maximum of six focal fetishes at 19th level. With each new focal fetish, the headhunter chooses a new spirit to inhabit it. A headhunter cannot choose a spirit of the same type as one which already inhabits a focal fetish she owns. Spirit Channel (Su): The headhunter can tap into the spirit that resides within her focal fetish, infusing herself with its power to gain bonuses in combat. In addition, each spirit has certain bonus spells it can teach to the headhunter at appropriate levels. The abilities and bonus spells gained from the spirit are dependent upon the type of spirit that inhabits the focal fetish. A headhunter can use any spirit powers she has that are associated with a spirit she is currently channeling (see Spirit Powers). Spirit channeling is a free action. At 1st level, a headhunter can channel a spirit for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st the headhunter can spirit channel for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from bear's endurance, do not increase the total number of rounds that a headhunter can spirit channel per day. A headhunter with multiple fetish focuses can switch between one spirit and another as a free action. The total number of rounds of spirit channeling per day is renewed after resting 8 hours, although these hours need not be consecutive. The headhunter can end her spirit channel as a free action, and is fatigued for 1 minute after the channeling ends. A headhunter cannot channel a spirit while fatigued or exhausted, but can otherwise channel spirits multiple times per day. If a headhunter falls unconscious, her spirit channeling immediately ends. Spirit Power (Su): At 2nd level, a headhunter chooses a spirit power from the list of available spirit powers associated with the particular spirit that resides in her focal fetish. At 4th level, and every two levels thereafter, the headhunter gains a new spirit power. A headhunter that possesses more than 1 focal fetish chooses 1 new power for each focal fetish at the appropriate levels. Spirit powers may be used only when the headhunter is channeling the spirit with which the power is associated, and some of these powers require the headhunter to take an action first. Unless otherwise noted, a headhunter cannot select an individual power more than once. Spells: At 4th level, a headhunter gains the ability to cast a small number of arcane spells, drawn from the headhunter spell list. To prepare or cast a spell, a headhunter must have an Intelligence score equal to at least 10 + the spell level. The DC for a saving throw against a headhunter's spell is 10 + the spell level + the headhunter's Intelligence modifier. Like other spellcasters, a headhunter can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Headhunter. In addition, she receives bonus spells per day if she has a high Intelligence score (see the Pathfinder Roleplaying Game Core Rulebook). A headhunter may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of rest and spending 1 hour in communion with the spirit(s) of her focal fetish(es). Through 3rd level, a headhunter has no caster level. At 4th level and higher, her caster level is equal to her headhunter level – 3. Damage Reduction (Ex): At 5th level, a headhunter gains damage reduction. Each time the headhunter takes damage from a weapon or natural attack, subtract 1 from the damage taken. At 9th level, and every four levels thereafter, this damage reduction rises by 1 point (up to 4 points at 17th level). Damage reduction can reduce damage to 0, but not below 0. Dual/Greater Spirit Channel (Su): At 11th level, a headhunter may simultaneously channel two of her focal fetish spirits, gaining the abilities of both spirits as long as the channeling continues. Temporary hit points gained from different spirits while using this ability stack. The headhunter may use any spirit powers associated with either spirit during this time. Alternately, the headhunter may forgo channeling a second spirit and instead amplify the power granted by a single spirit, as listed in the spirit's description under greater channel. Tireless Spirit Channel (Su): At 17th level, a headhunter is no longer fatigued after spirit channeling. If she channels a spirit again within 1 minute of ending a spirit channel, she gains no temporary hit points from the channeling, if they are provided by the said spirit, and any bonuses to attack rolls, damage, saving throws, or Armor Class normally provided as spirit channel abilities are halved. Masterful Spirit Channel (Su): At 20th level, a headhunter can channel up to four of her fetish spirits at once, or use the greater channel abilities of two spirits at once. She may switch between any two spirits while channeling as an immediate action. Any spirit powers provided by a spirit that is switched for another immediately end. Any temporary hit points and bonuses to Armor Class, attack rolls, and damage gained from spirit channeling are doubled. Any spirits that provide saving throw bonuses against certain effects (fear, mind-effecting affects, etc.) instead provide immunity to those effects for the duration of the spirit channel. Adding Spells to a Fetish Spirit
Spells Gained at a New Level: A headhunter's fetish spirit learns a certain amount of lore and magic as the headhunter adventures. Whenever a headhunter gains a level, she may add two spells from the headhunter spell list to her fetish spirit. The two free spells must be of spell levels she can cast. Spirit Teaching Spirit: A headhunter's fetish spirit can learn spells from another headhunter's fetish spirit. To accomplish this, the spirits must spend one hour per level of the spell being taught in communion with one another. At the end of this time, the headhunter whose fetish spirit is learning the spell must make a Spellcraft check (DC 15 + spell level). If the check succeeds, the fetish spirit has learned the spell and the headhunter may utilize it the next time she prepares spells. If the check fails, the fetish spirit has failed to learn the spell and cannot try to learn that spell again until the headhunter has gained another rank in Spellcraft. Multiple fetish spirits owned by the same headhunter can join in this communion, and the headhunter may make a Spellcraft check for each of them. Only one fetish spirit must succeed in order for the headhunter to add the spell to her collection. Most headhunters require a spell of equal or greater level in return for this service. Learn from a Scroll: A headhunter can use a scroll to teach her fetish spirit a new spell. This process takes 1 hour per spell level of the spell to be learned, during which time the scroll is burned and its ashes used to create a special oil the headhunter uses to anoint the focal fetish. This process destroys the scroll. At the end of this time, the headhunter must make a Spellcraft check (DC 15 + spell level). If the check fails, the process went awry in some way and the spell is not learned, although the scroll is still consumed. Unlike learning a spell from another fetish spirit, only one attempt can be made learning a spell in this manner, even if the headhunter owns multiple focal fetishes. Spirits
Agility
Courage
Cunning
Endurance
Knowledge
Luck
Might
Wisdom
Wrath
Spirit Powers
Some spirit powers are stances. Activating a stance spirit power is a move action. A headhunter can't have more than one stance spirit power active at a time. If she activates a stance spirit power while another one is active, the current stance immediately ends. The stance can be intentionally ended at the beginning of the headhunter's turn as a free action; otherwise, it lasts until the spirit channeling ends. Agility
Agile Leaper (Ex): The headhunter is always considered to have a running start when attempting an Acrobatics check to jump. In addition, she gains a +8 bonus on Acrobatics checks to jump. Finally, if the headhunter falls, she halves the total distance fallen for the purposes of determining damage taken from the fall. Agile Swimmer (Ex): The headhunter gains a swim speed equal to 1/2 her base land speed (taking into account her fast movement class feature). She also gains a +8 enhancement bonus on Swim checks. Armored Agility (Ex): The headhunter moves easily in any armor with which she is proficient. The armor check penalty of armor worn is 2 lower than normal, to a minimum of 0. Evasion (Ex): If the headhunter makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she takes no damage with a successful saving throw. Improved Evasion (Ex): This ability works like evasion, except that while the headhunter still takes no damage on a successful Reflex saving throw against attacks, she takes only half damage on a failed save. A helpless headhunter does not gain the benefit of improved evasion. A headhunter must have the evasion spirit power and be at least 10th level to select this spirit power. Lithe Stance (Ex): The headhunter uses fluid movements to evade enemies. She adds 1/2 her headhunter level to her CMD. This is a stance spirit power. Opportune Strike (Ex): When in the lithe stance, the headhunter gains +1 to attack and damage rolls on attacks of opportunity. This bonus increases by 1 for every 4 levels the headhunter has. Opportune Strike, Greater (Ex): When in the lithe stance, the headhunter may take an attack of opportunity against opponents attempting combat maneuvers against her, even if she would normally be denied such an attack. For example, if an opponent with the Greater Bull Rush feat attempted a bull rush on the headhunter, she could take an attack of opportunity despite the feat. A headhunter must have the opportune strike spirit power and be at least 8th level to select this spirit power. Quick Reflexes (Ex): The headhunter can make one additional attack of opportunity per round. Sprint (Ex): The headhunter adds 1/2 her speed to the distance she can move when she runs or charges. A headhunter must have the swift foot spirit power and be at least 4th level to select this spirit power. Swift Foot (Ex): The headhunter gains a 10-foot enhancement bonus to her base speed. A headhunter can select this spirit power up to three times; its effects stack. Courage
Rally Allies (Ex): The headhunter can bolster the courage of allies. If one or more allies are subjected to a fear effect, the headhunter may, as an immediate action, shout words of encouragement, allowing any allies that can hear her to roll another saving throw against the effect with a +4 bonus. The headhunter may only use this ability once per day. The headhunter must be at least 4th level to select this spirit power. Reckless Charge (Ex): The headhunter executes a wild charge, forsaking defense for devastating offense. The penalty to Armor Class for the charge increases to –4, but the headhunter also gains a +2 to her damage roll (or an additional +2 to her attack if it does not deal damage, such as a bull rush) and a +2 to her roll to confirm a critical hit on the charge attack. Reckless Stance (Ex): The headhunter can attack with abandon at the expense of her defense. She gains a +1 bonus on attack rolls, but takes a –1 penalty to AC. This bonus and penalty increase by 1 at 4th level and every 4 levels thereafter. This is a stance spirit power. Shove Aside (Ex): Whenever the headhunter charges, she may push past one of her allies. That ally does not block the path of the charge as long as the ally is not adjacent to the target of the charge. This does not move the ally's position; it simply allows the headhunter to move past. Shove Aside, Greater (Ex): This functions as shove aside, but it applies to any number of allies, so long as they are not adjacent to the target of the charge. A headhunter must have the shove aside spirit power and be at least 8th level to select this spirit power. Taunting Stance (Ex): The headhunter can leave herself open to attacks while preparing devastating counterattacks. Enemies gain a +4 bonus on attack and damage rolls against the headhunter while she's in this stance, but every attack against the headhunter provokes an attack of opportunity from her, which is resolved prior to each provoking attack. This is a stance spirit power. A headhunter must be at least 12th level to select this spirit power. Taunting Laugh (Su): The headhunter's mocking laugh draws opponents' ire. While in taunting stance, she can laugh as a move action. All opponents within 60 feet that can hear are affected as if by compel hostility, unless they make a will save (DC 10 + 1/2 the headhunter's class level + her Charisma modifier,) for a number of rounds equal to her headhunter level. The headhunter must have the taunting stance spirit power and be at least 14th level to select this spirit power. Cunning
Crippling Blow (Ex): Once per day when the headhunter hits with an attack, she can deal 1 point of ability damage to the target's Strength or Dexterity score. This damage increases by 1 point for every 4 levels the headhunter has. A headhunter must be at least 8th level to select this spirit power. Deadly Counter (Ex): While in beguiling stance, the headhunter may make an attack of opportunity against an opponent that makes a melee attack against her, provided the opponent is within reach. This ability may only be used once per opponent, per encounter. The headhunter must be at least 4th level to select this spirit power. Fast Stealth (Ex): The headhunter can move at full speed using the Stealth skill without penalty. Low-Light Vision (Ex): The headhunter's senses sharpen, and she gains low-light vision. Scent (Ex): The headhunter gains the scent ability. Night Vision (Ex): The headhunter's senses grow incredibly sharp, and she gains darkvision out to a range of 60 feet. If she already has darkvision, the range of that darkvision increases by 60 feet. A headhunter must have a darkvision racial trait, low-light vision racial trait, or the low-light vision spirit power to select this spirit power. Unexpected Strike (Ex): The headhunter can make an attack of opportunity against a foe that moves into any square threatened by the headhunter, regardless of whether that movement would normally provoke an attack of opportunity. The headhunter can use this ability only when there are no other foes in a square threatened by the headhunter. A headhunter must be at least 8th level to select this spirit power. Endurance
Energy Absorption (Su): Once per day, the headhunter can absorb the energy from a single attack that deals damage of the energy type she resists with the energy resistance spirit power. She takes no damage from the attack and doesn't attempt a saving throw. Instead, she increases the temporary hit points from her spirit channel by an amount equal to 1/2 the damage she would have taken (ignoring her energy resistance). If the headhunter is at least 16th level, once before her spirit ends, she can unleash the stored energy as a breath weapon in either a 60-foot line or a 30-foot cone. The breath weapon deals an amount of damage equal to the full amount the headhunter would have taken from the absorbed effect. Creatures affected by the breath weapon can attempt a Reflex save for half damage (DC = 10 + 1/2 the headhunter's level + her Constitution modifier). She retains the temporary hit points from this ability even if she unleashes this breath weapon. A headhunter must have the energy resistance spirit power and be at least 12th level to select this spirit power. Flesh Wound (Ex): Once per day, the headhunter can avoid serious harm from an attack. She attempts a Fortitude save with a DC equal to the damage that would be dealt by the attack. If she succeeds, she takes no damage from the attack. If she fails, she takes half damage from the attack and the damage is nonlethal. The headhunter must elect to use this ability after the attack roll is made, but before the damage is rolled. A headhunter must be at least 10th level to select this spirit power. Increased Damage Reduction (Ex): The headhunter's damage reduction increases by 2/— whenever she channels the endurance spirit. A headhunter can select this spirit power up to three times. Its effects stack. A headhunter must be at least 8th level to select this spirit power. Internal Fortitude (Ex): The headhunter is immune to the sickened and nauseated conditions. A headhunter must be at least 8th level to select this spirit power. Regenerative Stance (Ex): The headhunter can continually replenish her health. At the start of her turn, she regains 1 temporary hit point for every 4 levels she has (up to 5 hit points per round), but this cannot give her more than her maximum temporary hit points from her spirit channeling. This is a stance spirit power. A headhunter must be at least 4th level to select this spirit power. Renewed Vigor (Ex): As a standard action, the headhunter heals 1d8 points of damage + her Constitution modifier. For every 4 levels the headhunter has beyond 4th, the amount healed increases by 1d8 (to a maximum of 5d8 at 20th level). This ability can be used only once per day. The headhunter must be at least 4th level to select this spirit power. Renewed Vitality (Ex): The headhunter ignores the effect of 1 point of ability penalty or ability damage per 2 levels she has (maximum 10). At 6th level, the headhunter can also ignore 1 negative level per 4 levels she has. She takes the full effects of the ability penalties, ability damage, or negative levels once her spirit channeling ends. Tenacious Resistance (Ex): When the headhunter takes damage, she converts 1 point of it to nonlethal damage. If the attack deals nonlethal damage, then the damage taken is reduced by 1 (to a minimum of 1). For every 4 levels the headhunter has, she can convert 1 additional point of lethal damage to nonlethal damage, to a maximum of 5 points at 20th level. Knowledge
Arcane Insight (Ex): The headhunter gains a +2 competence bonus on saving throws made to resist spells and spell-like abilities. This bonus increases by 1 for every 4 levels the headhunter has, to a maximum of +4 at 18th level. Deadly Accuracy (Ex): If the headhunter scores a critical threat while in the accurate stance, she applies double the accurate stance's bonus when rolling to confirm the critical. A headhunter must have the accurate stance spirit power and be at least 4th level to select this spirit power. Eater of Magic (Su): When the headhunter succeeds at a saving throw to resist a spell, supernatural ability, or spell-like ability, she gains temporary hit points equal to the spell's level (in the case of spells or spell-like abilities) or 1/2 the CR of the effect's creator (in the case of supernatural abilities). These temporary hit points disappear when the headhunter's spirit channel ends, and they stack with her temporary hit points from other spirit channel abilities or powers, but not with other temporary hit points gained from this spirit power. A headhunter must have the arcane insight spirit power and be at least 10th level to select this spirit power. Elemental Stance (Su): When the headhunter adopts this stance, she chooses an energy type (acid, cold, electricity, or fire). Her melee attacks deal 1 additional point of damage of the chosen type. This damage increases to 1d6 points at 8th level. At 12th level, the headhunter's critical hits deal an additional 1d10 points of energy damage of the same type (2d10 if the weapon deals ×3 damage on a critical hit, 3d10 if the weapon deals ×4 damage on a critical hit). This is a stance spirit power. A headhunter must be at least 4th level to select this spirit power. Hex (Su): The headhunter can choose one witch hex for which she meets the prerequisites. She gains the ability to use this hex while channeling the knowledge spirit. This spirit power may be taken multiple times. Each time it is taken, the headhunter chooses a new hex. Lethal Accuracy (Ex): While in the accurate stance, the headhunter's critical multiplier for damage increases by 1 (a ×2 multiplier becomes ×3, a ×3 multiplier becomes ×4, and a ×4 multiplier becomes ×5). A headhunter must have the accurate stance and deadly accuracy spirit powers and be at least 16th level to select this spirit power. Sharpened Accuracy (Ex): While in the accurate stance, the headhunter ignores the miss chance for concealment and treats total concealment as concealment. She also ignores cover penalties except those from total cover. A headhunter must have the accurate stance spirit power and be at least 8th level to select this spirit power. Spell Boost (Su): The headhunter can focus the spirit's power to increase the efficacy of a spell, increasing its DC by 2. The headhunter can use this spirit power once per day. Luck
Curse Dodger (Su): If the headhunter is the target of a curse (a special ability listed as a curse, or a spell with the curse descriptor) and makes a successful saving throw against it, she may immediately deflect the curse at another target within 30 feet. The new target must succeed at its saving throw (using the DC of the original attack) or suffer the effects. The headhunter may use this ability once per day. A headhunter must be at least 8th level to select this spirit power. Fool's Luck (Ex): The headhunter, when making any untrained skill check, adds a bonus to the roll equal to her headhunter level. She may use this ability 1 time per day, plus 1 additional time per day for every 4 levels of headhunter. Fortune's Favor (Ex): While in fortunate stance, the headhunter may alter fate in her favor. Once per round, the headhunter can choose to affect an attack roll of her own or that of an enemy. If she chooses her own attack, she may roll a second time, after the first roll has been made, but before the GM reveals the result. She must take the second result, even if it is worse. If she affects an opponents attack roll, then the opponent must immediately reroll the attack, taking the worst of the two rolls. She must declare the reroll after the attack has been resolved, but before damage is rolled. The headhunter may use this ability once per day, plus one additional time per day for every 4 levels of headhunter. The headhunter must have the fortunate stance spirit power to select this spirit power. Fortune's Smile (Ex): If the headhunter fails her saving throw against an effect with a duration, she may make another saving throw the following round. If the saving throw succeeds, the effect ends. If an effect allows a saving throw every round against its effects, then the headhunter gains a +2 luck bonus on subsequent saving throws. A headhunter must be at least 6th level to select this spirit power. Fortunate Stance (Ex): The headhunter's actions are guided by fortune. This grants the headhunter a +1 luck bonus to attack and damage rolls. This bonus increases by 1 for every 4 levels the headhunter has. This is a stance spirit power. Gift of Luck (Su): As a standard action, the headhunter can instill a fragment of the luck spirit's power in one creature within 30 feet. The target retains this luck for as long as you continue to channel the luck spirit. The target can expend the gift of luck to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. Lucky Break (Ex): The headhunter gains one additional use of her auspicious mark spirit power per day. This spirit power may be taken multiple times; each time the spirit power is taken, the headhunter gains one additional use of auspicious mark per day. The headhunter must have the auspicious mark spirit power and be at least 4th level to select this spirit power. Touch of Misfortune (Su): The headhunter can attempt a touch attack on an enemy. If the attack hits, the target suffers a –2 penalty on attack rolls, saving throws, and skill checks for as long as you continue to channel the luck spirit. A successful Will saving throw (DC 10 + 1/2 the headhunter's level + her Charisma modifier) reduces the duration to 1 round. This spirit power can be used once per day. Might
Ground Breaker, Greater (Ex): When using the ground breaker spirit power, the headhunter can extend the radius of the effect by 5 feet. This spirit power can be selected up to three times, and its effects stack. A headhunter must be at least 8th level and have the ground breaker spirit power to select this spirit power. Knockback (Ex): Once per round, the headhunter can attempt a bull rush against one target in place of a melee attack, using her full CMB regardless of the attack it replaces. If the bull rush is successful, the target takes an amount of damage equal to the headhunter's Strength modifier and is knocked back as normal. The headhunter doesn't move with the target. This bull rush doesn't provoke an attack of opportunity. Knockdown Stance (Ex): The headhunter can focus on toppling her foes. Once per round, she can make a trip attack against one target in place of a melee attack. If she succeeds, the target is knocked prone. This trip attempt doesn't provoke an attack of opportunity. This is a stance spirit power. Mighty Swing (Ex): The headhunter automatically confirms a critical hit. This power is used as an immediate action once a critical threat has been determined. This ability can be used only once per day. A headhunter must be at least 12th level to select this spirit power. Smasher (Ex): Whenever the headhunter attempts a sunder combat maneuver or makes an attack against an unattended object, she ignores 1 point of the object's hardness per headhunter level she has. Strength Stance (Ex): The headhunter can summon mighty strength. She gains a +1 competence bonus on combat maneuvers and to her CMD. These bonuses increase by 1 for every 4 levels the headhunter has. In addition, she gains a +8 competence bonus on Strength checks to lift, push, bend, or break objects (this does not apply to combat maneuvers). This is a stance spirit power. Strength Surge (Su): While in strength stance, the headhunter can summon up a supernatural surge of strength. Once per day, the headhunter gains a bonus equal to her headhunter level to any one combat maneuver or check to lift, push, bend, or break objects. The headhunter must have the strength stance spirit power and be at least 4th level to select this spirit power. Toppling Throw (Ex): Once per round, the headhunter can hurl a thrown weapon at an opponent with great force. If the attack hits, the headhunter may attempt to trip the target, using her attack roll with the thrown weapon as the combat maneuver check. Wisdom
Clarity (Ex): While in the calm stance, the headhunter can roll twice for any miss chances due to concealment or other effects, and for Will saving throws to disbelieve illusions, taking the better result. A headhunter must have the calm stance spirit power to select this spirit power. Eyes of the Wise (Ex): The headhunter gains a +1 competence bonus on saving throws against illusions, and a +2 competence bonus to Perception checks made to notice creatures using Stealth. Add a +2 to the DC of Bluff checks made to use the feint action against the headhunter. Eyes of the Wise, Greater (Su): The headhunter gains true seeing while channeling the wisdom spirit. The headhunter must have the eyes of the wise spirit power and be at least 12th level to select this spirit power. Guarded Stance (Ex): The headhunter can take on a more defensive posture. This grants her a +1 dodge bonus to her Armor Class for the duration of her current spirit channel. This bonus increases by 1 for every 4 levels the headhunter has, to a maximum of +4 at 20th level. This is a stance spirit power. Protect Vitals (Ex): While in the guarded stance, the headhunter gains an additional +4 dodge bonus to AC against attack rolls made to confirm critical hits. A headhunter must have the guarded stance spirit power and be at least 8th level to select this spirit power. Reflexive Dodge (Ex): While in the guarded stance, the headhunter can apply her dodge bonus to AC as a bonus on Reflex saving throws. A headhunter must have the guarded stance spirit power and be at least 6th level to select this spirit power. Uncanny Dodge (Ex): The headhunter gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if immobilized. A headhunter with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her. A headhunter must be at least 4th level to select this spirit power. Uncanny Dodge, Improved (Ex): The headhunter cannot be flanked. This defense denies enemies the ability to sneak attack the headhunter by flanking her, unless the attacker has at least 4 more levels in a class that provides sneak attack than the headhunter has headhunter levels. A headhunter must have the uncanny dodge spirit power to select this spirit power. Wrath
Bleeding Blow (Ex): While in the powerful stance, the headhunter can make an attack that causes her enemies to bleed profusely. Once per round, she can have one of her attacks deal an amount of bleed damage equal to 1/2 her bonus damage from powerful stance. This bleed damage bypasses damage reduction. This bleed damage doesn't stack with itself. A headhunter must have the powerful stance spirit power and be at least 8th level to select this spirit power. Inspire Ferocity (Ex): While in the reckless stance, the headhunter imparts the stance's bonus and penalty to all willing allies within 30 feet of her. A headhunter must have the reckless stance spirit power to select this spirit power. Intimidating Glare (Ex): The headhunter adds her Strength modifier in place of her Charisma modifier on all Intimidate checks to demoralize a foe. She can attempt an Intimidate check to demoralize an adjacent foe as a move action instead of a standard action. If the headhunter successfully demoralizes an adjacent foe, that foe is shaken for the remainder of the headhunter's current spirit channel. No Escape (Ex): The headhunter can move up to double her base speed as an immediate action. She can use this ability only when an adjacent foe uses a withdraw action to move away from her. She must end her movement adjacent to the enemy that used the withdraw action. The headhunter provokes attacks of opportunity as normal during this movement. Powerful Stance (Ex): The headhunter can focus her ferocity. She gains a +1 bonus on melee damage rolls and thrown weapon damage rolls. This bonus increases by 1 for every 4 levels the headhunter has. This is a stance spirit power. Roused Anger (Ex): The headhunter can channel her wrath spirit even when fatigued. If the headhunter channels this spirit while fatigued, she loses the fatigued condition and she does not gain temporary hit points normally granted while channeling the wrath spirit. Once this spirit channel ends, the headhunter is exhausted for 10 minutes. Terrifying Howl (Ex): The headhunter unleashes a terrifying howl as a standard action. All enemies that have been shaken by the headhunter (usually through the Intimidate skill) within 30 feet must succeed at a Will save (DC = 10 + 1/2 the headhunter's level + her Strength modifier) or be panicked for 1d4+1 rounds. Once an enemy has attempted a save versus this ability (whether successful or not), it's immune to this power for 24 hours. A headhunter must be at least 8th level and have the intimidating glare spirit power to select this spirit power. Headhunter Spells
1st-Level Headhunter Spells—adhesive spittle, blend, bungle, burning hands, cause fear, chill touch, command, compel hostility, comprehend languages, cure light wounds, delay disease, delusional pride, disguise weapon, ear-piercing scream, endothermic touch, enlarge person, forced quiet, frostbite, fumbletongue, hex vulnerability, hex ward, icicle dagger, inflict light wounds, long arm, mage armor, nauseating dart, obscuring mist, ray of enfeeblement, reduce person, remove sickness, shadow weapon, sleep, sundering shards, touch of combustion, unerring weapon, unprepared combatant, web bolt, whispering lore. 2nd-Level Headhunter Spells—adhesive blood, aggressive thundercloud, air step, alter self, anticipate thoughts, binding earth, blindness/deafness, blood armor, blood blaze, boiling blood, bullet ward, burning gaze, cure moderate wounds, daze monster, death knell, delay pain, delay poison, disfiguring touch, enshroud thoughts, euphoric cloud, extreme flexibility, false life, feast of ashes, fester, find traps, fog cloud, frost fall, ghost whip, glide, glitterdust, haunting mists, hold person, ice slick, inflict moderate wounds, ironskin, levitate, molten orb, returning weapon, see invisibility, spectral hand, stricken heart, touch of idiocy, unshakable chill, web. 3rd-Level Headhunter Spells—air geyser, anchored step, arcane sight, ash storm, aversion, barrow haze, bestow curse, blood scent, countless eyes, cup of dust, deep slumber, delay poison (communal), dispel magic, eldritch fever, eruptive pustules, excruciating deformation, fearsome duplicate, fly, healing thief, heroism, hostile levitation, howling agony, inflict pain, lightning bolt, nauseating trail, pain strike, rage, ray of exhaustion, remove blindness/deafness, remove disease, returning weapon (communal), screech, silver darts, sleet storm, strangling hair, vampiric touch. 4th-Level Headhunter Spells—absorb toxicity, adjustable polymorph, anti-incorporeal shell, arcane eye, battle trance, black tentacles, cape of wasps, confusion, cure serious wounds, curse of magic negation, daze (mass), death ward, deathless, debilitating portent, dimension door, enchantment foil, false life (greater), fear, fleshworm infestation, forgetful slumber, ice storm, inflict serious wounds, neutralize poison, persistent vigor, phantasmal killer, poison, ride the waves, shadow step, solid fog, unbearable brightness, web cloud. New Feats
Extra Spirit Channel
Extra Spirit Power
Louis Porter Jr. Design, has released Infinite Infinite Space: Alternate Racial Traits: Worlds of Difference for The Starfinder Roleplaying Game at RPGNow.com and DriveThruRPG.com. Here is information on this product: The player character races provided in the core rulebook offer a good foundation for science fantasy adventures. Each race boasts a set of special traits that describes their strengths and talents. Given the vast size and epic scope of the universe, each race holds the potential for a near-endless variety of what traits they may possess. Here are several new alternate racial traits for each of the core races. These alternate traits offer a way for players to differentiate their characters while also providing the GM with tools for expanding and enhancing their campaigns. This sourcebook includes the following alternate racial traits: Android: Lie Detector, Non-Lethal Response, Social Heuristics and Starship Link Human: Classically Educated, Gearhead, Hacker Ethic, Social Chameleon and Survivor Kasatha: Hunter, Keeper of Secrets, Quicker than the Eye and Speaker to the Dead Lashunta: Con Artis, Diplomatic Magic, Infiltrator and Psychic Sensitive Shirren: Alien Mind, Hive Link, Spiritual Path and Telepathic Guidance Vesk: Destructive, Intimidating Presence, Never Say Die and Venomous Claws Ysoki: Prehensile Tail, Quick Hands, Resilient, Skulker, and Unobtrusive
20% of our goal and 32 backers!!! Looks like we are continuing in the right direction bt reaching 20% of our goal. Plus on top of that, we are only 18 donors away from reaching out next goal of adding Halflings to the NeoExodus Legacies. So I am very excited and happy for where we are. Keep spreading the word on this Kickstarter so we can reach this goal. As always, thanks for everyone’s support on this!
GarnathFrostmantle wrote: Backed at GM level. Thank you! Thanks for the support. ANd to keep you interested in our plans... The definition of evil is what the First Ones are... Everything they say Is a lie. Only fools trust anything the First Ones say, do or think. You have been warned. [i]-- A common Exodus statement -- The First Ones - the name strikes terror into the heart of the people of Exodus. They are the bogeymen, formed of living shadow, that stalk the people. They control monsters and abominations that are loose upon the world. They snatch children and lone travelers. They torture men for their own pleasure and cavort with fiends to do their dark bidding. Those are but myths. The truth is far worse. Who Are the First Ones? “The First Ones” is the name given to a group of humanoid creatures who ruled Exodus before the Age of Man. Today, the First Ones include five races: the Aneishi, the Exodites, the Khaynites, the Kroca and the Kobura. In days past, each race served a specific purpose, but with the rise of the Kaga and the destruction of their empire, the First Ones remain roughly united by their desire to return to power and to once again relish in luxury while others toil for their pleasure and their comfort. The First Ones have no unified structure or organization. Instead, they struggle against each other for power and control. The Combine that loosely unites them merely focuses their energies towards outsiders, and is not a real government by any stretch of the imagination. First One princes and lords are the true authorities. This is the evil you will be facing when you are playing in NeoExodus Legacies. You are going to learn more about them over the coming days...
GarnathFrostmantle wrote:
The good news is that we now have a $30 GM Level for this kickstarter. So for all those GMs interested in running NeoExodus Legacies, we have something for you. Enjoy and thanks for your support.
GarnathFrostmantle wrote:
I never though about that until you said that and I think it is an amazing idea. I guess I will have some work to do tonight.
25th Donor is reached! Half-Orcs are now a playable race Hey, everybody, today is an amazing day as we reach our first Donor Add-On goal! With the help and donation of Ehn Jolly we now have unlocked adding Half-Orcs to NeoExodus Legacies as a playable race in our campaigns. It is really cool to think that people who might be playing their Half-Orcs in Pathfinder Society organized play could now play them in NeoExodus Legacies. What a great time for Pathfinder players. As always, thanks to everyone’s support on this!
Eight hours in and 10% of our goal raised This sounds like a good start to me. We still have 16 hours to goal to reach our DAY ONE GOAL of $6,000 so I am very excited and happy for where we are. Keep spreading the word on this Kickstarter so we can reach this goal. As always, thanks for everyone’s support on this! As always, thank you for your support!
Hi everyone this is Louis Porter Jr and I am reaching out to you to inform you about our upcoming kickstarter called NeoExodus Legacies Kickstarter for the Pathfinder Role-Playing Game. NeoExodus Legacies Kickstarter is starting October 15, 2017 at 12:00 AM and ending November 18 at 11:59 PM. This kickstarter will focus on creating an Organized Play campaign similar to what the RPGA did for Living Greyhawk and Living City and Paizo has done with Pathfinder Society. We are doing that for the NeoExodus Campaign Setting. Simply put, we want to create a third party publisher version of the Pathfinder Society. What makes NeoExodus Legacies different from Pathfinder Society is that your actions in the games and adventures you play in NeoExodus Legacies will affect the world directly. Something you do in one adventure WILL AFFECT your future adventures you play. Your actions have a purpose. Nothing is a throw away thing. We want to put the adage of “Kill Monster, Get Treasure” on it head with “Battle Evil, Change the World”. If you are interested in learning more about our plans for NeoExodus Legacies, please join our Facebook page If you are interested in supporting NeoExodus Legacies kickstarter event itself, please join our Facebook page As always, thank you for your support!
Supporting the NeoExodus Legacies Kickstarter Hi everyone this is Louis Porter Jr and I am reaching out to you to inform you about our upcoming kickstarter called NeoExodus Legacies for the Pathfinder Role-Playing Game. NeoExodus Legacies Kickstarter is starting October 15, 2017 and ending November 26. This kickstarter will focus on creating an Organized Play campaign similar to what the RPGA did for Living Greyhawk and Living City and Paizo has done with Pathfinder Society. We are doing that for the NeoExodus Campaign Setting. Simply put, we want to create a third party publisher version of the Pathfinder Society. What makes NeoExodus Legacies different from Pathfinder Society is that your actions in the games and adventures you play in NeoExodus Legacies will affect the world directly. Something you do in one adventure WILL AFFECT your future adventures you play. Your actions have a purpose. Nothing is a throw away thing. We want to put the adage of “Kill Monster, Get Treasure” on it head with “Battle Evil, Change the World”. If you are interested in learning more about our plans for NeoExodus Legacies, please join our Facebook page If you are interested in supporting NeoExodus Legacies kickstarter event itself, please join our Facebook page As always, thank you for your support!
We at LPJ Design are looking for a few freelance writers to work on our Infinite Space line for Starfinder. We are currently looking for up to 2,000 words topics. We are playing a flat rate of $40 a accepted submissions. If interested, please feel free to contact me at this Gmail email: LMPjr007. If you have any questions, please feel free to ask me in this thread.
Louis Porter Jr. Design, has released Infinite Space: Warp Speed! Expanded Starship Creation for The Starfinder Roleplaying Game at RPGNow.com and DriveThruRPG.com. Here is information on this product: Warp Speed! is the ultimate expansion of the starship rules found in the Starfinder Roleplaying Game inspired by the best in sci-fi literature, film, games and comics. Blast off for the stars with an assortment of new starship weapons, frames, components and gadgets. Build an assortment of new starships, from heavily armed new classes of warship to dedicated hospital ships, or tool around the galaxy in a junk-built Bubble Car or your own personal Sauceriod UFO. Fly hyper-maneuverable light starfighters and Raiders capable of turning on a dime and blasting their enemies from any angle. Set sail aboard luxurious space Liners whose glittering 5-star accommodations include multi-species bars, exclusive bordellos and exotic gambling. Breed living starships to serve ancient bio-mechanical empires, or soar the spaceways in magi-tech wooden galleons inspired by Jack Kirby’s vision of Asgard! Design generation ships intended to cross the galaxy to a new future, or vast cosmic fortresses equipped with the Worldbreaker – a particle beam capable of vaporizing entire worlds! Prey on unlucky vessels while equipped with revolutionary Cloaking Devices or stun your enemies with mind-bending Matrix Weapons. In addition, optional rules for fuel consumption, life support requirements and FTL communications take the simplistic, space-opera rules that are the Starfinder Roleplaying Game default firmly into the realm of hard sci-fi. Cross time and reality with Time Drives capable of jaunting through centuries in the blink of an eye, or fire up your Dimension Drive and explore the infinite possibilities of the Multiverse.
Louis Porter Jr. Design, has released Infinite Space: Hazards: Stellar & Xenobiological for The Starfinder Roleplaying Game at RPGNow.com and DriveThruRPG.com. Here is information on this product: Stellar and xenobiological hazards were designed as a vehicle for subjecting characters and creatures to the dangers of various dangers that exist when traveling in space. Included in this PDF are such add ons as: - Corrosive Cloud
Plus another additional 6 more interesting and unique stellar & xenobiological hazards to use on starships.
[LPJ Design] Infinite Space: Weapons of Starship Destruction (SFRPG) for The Starfinder Roleplaying Game Now available Louis Porter Jr. Design, has released Infinite Space: Weapons of Starship Destruction for The Starfinder Roleplaying Game at RPGNow.com and DriveThruRPG.com. Here is information on this product: The creation, use, and execution of starship are a main stay in the genre of science fiction. In the realm of RPGs, the futuristic rules of Starfinder makes it possible for individuals to create their own personalized starships for people’s individual and home based games. The following items were created to enhance and augment those games and player’s choices. Included in this PDF are such add ons as: - Advanced Brig
Plus another additional 5 more interesting and unique weapons and equipment to use on starships.
[LPJ Design] Hybrid Classes for NeoExodus: Anointed Guardian for The Pathfinder Roleplaying Game Now available Louis Porter Jr. Design, has released Hybrid Classes for NeoExodus: Anointed Guardian for The Pathfinder Roleplaying Game at RPGNow.com and DriveThruRPG.com. Here is information on this product:
This supplement includes: - All the information to play the Anointed Guardian as a hybrid class for the Pathfinder RPG and NeoExodus: A House Divided Campaign Setting. - All new Divine Eidolons with skills, alignment, base forms, new evolutions - 7 New Eidolon subtypes including Angel, Celestial Beast and Foo Creature - All new alternate class, the Profane Marauder with the information to play this class for the Pathfinder RPG and NeoExodus: A House Divided Campaign Setting. - All new Fiendish Eidolons - 10 New Fiendish Eidolon subtypes including daemon, demon, hell hound, kyton and nightmare.
[LPJ Design] Undefeatable 27: Shaman and Undefeatable 28: Oracle for The Pathfinder Roleplaying Game Now available Louis Porter Jr. Design, has released Undefeatable 27: Shaman and Undefeatable 28: Oracle for The Pathfinder Roleplaying Game at RPGNow.com and DriveThruRPG.com. Here is information on these products: Undefeatable is the new supplement line for fans of The Pathfinder Roleplaying Game who are looking to add more interesting a different feats to their gaming sessions. Undefeatable 27 which focuses on Slayer has nearly 20 feats including Bane of Spirits, Blessed Hex, Detect Spirits, Powerful Spirit Animal, and Share Hex that are perfect to be used in any game setting. This 5 page PDF is just the sort of thing needed for GMs to add depth to any great Pathfinder Roleplaying Game gaming session. Written by Mike Kimmel. Undefeatable 28 which focuses on Oracle has over 20 feats including Arcane Mysteries, Distracting Babble, Eye for an Ear, Living Death and One Hand to the Flame that are perfect to be used in any game setting. This 4 page PDF is just the sort of thing needed for GMs to add depth to any great Pathfinder Roleplaying Game gaming session. Written by Mike Wallace.
Wonder what has happened this week for NeoExodus Legacies? Here is a quick update: - Should we add the Time Thief to playable classes for NeoExodus Legacies?
Make sure you don’t miss out on any updates by joining our NeoExodus Legacies page here!
Please don't forget that we will be talking to Thurston Hillman on all things Pathfinder RPG, Starfinder RPG and freelancing in general on Friday June 2 at 9 PM EST right here on YouTube!
Any Pathfinder GMs (with Pathfinder Society GM experience preferred) interested in playtesting our upcoming adventures for our new organized play line, NeoExodus Legacies? We would be looking for detailed feedback on everything about the adventures. If interested please feel free to contact me directly on Facebook and leave a message in our group. Thanks for your interest. Read more about NeoExodus Legacies here!
Louis Porter Jr. Design, has released Obsidian Apocalypse for The Pathfinder Roleplaying Game at RPGNow.com and DriveThruRPG.com. Here is information on this product: Crisis of the World Eater: The Collected Epic a 106-page adventure written by Michael McCarthy for 5th to 17th level player characters. For the first time ever, the complete Crisis of the World Eater epic four-part campaign serial is available in one collected source. A Warning Too Late by Michael McCarthy for 5th level player characters. All across the world, an unexpected psychic broadcast seeps into the mind of every living thing, filling their minds with portents of death and destruction. Tens of thousands of people, especially those attuned to magical forces, are driven to suicide. The Confederated Nations, the world’s most bountiful empire, immediately launch an investigation, tracing the broadcast back to the Kray Wasteland. The wasteland is the result of the Kray Comet striking the world just over a century ago, a thousand miles south of the Capitol of the Confederated Nations. Officially, it is too irradiated to enter safely, but facing the possibility of another deadly broadcast, they have little choice. Instead of a crater, however, the supposed impact site is home to a squat, grey complex. Decades ago, this now-abandoned laboratory was used to endow a dedicated group of warriors with extraordinary abilities. Only three of these super-warriors remain: the powerful Vault, the clever Synapse, and the raging Ozone. Drawn by the same broadcast that killed so many others, they have returned to the Complex. They know what lies at the center - not a meteor, but a powerful entity from another world, who arrived here nearly a century ago with a grave warning. Immortal Wrath of the Armageddon Angel by Michael McCarthy for 6th to 8th level player characters. An angel of destruction falls from the sky, threatening the very heart of the Empire of Confederated Nations. Our heroes must reach the heart of a city under attack from above and confront the angel - Asa the Seeker. Yet even with the Asa’s defeat, the world is in danger from his approaching master: the only hope is to delve into the Vault of the empires founders and recover the very thing they used to make it great: the Seed of Change, an artifact with the power to erase even a god. Devourer of a Thousand Worlds by Michael McCarthy for 12th to 14th level player characters. The end has come! Saitan, the Deliverer of Omega has arrived with the intent of reducing the world to ash. The heroes must take to the skies and fight their way up to Saitan’s planet-sized home in a salvaged ship, and confront the titan head on! But greater powers still intervene in the fight, and amid exploring a Saitan’s impossibly huge vessel, the party is drawn into another world entirely. In this surreal landscape, the heroes must stand toe-to-toe with entities that shape reality and probability itself and prove they have what it takes to face the titan and stop her once and for all! Inheritor of Entropy Heart by Michael McCarthy for 18th to 20th level player characters. Saitan’s defeat proved only the beginning, and now distant planets are pulling themselves apart in the skies! Worse still, one of the greatest allies of the fight has gone missing - and now needs to be rescued from a vessel that exists in many places at once. Our heroes find themselves embroiled in a fight for the very future of existence itself, and are forced to confront the new herald of Omega, the leader of a shadowy organization that has been dogging them since their journey began. The decisions they make throughout this adventure will cement the fate of their empire, their world... and maybe all of existence itself. Can the heroes prevent this Crisis from happening or will the heroes fail causing the death and destruction of a world? You decide!
Designed for organized play, NeoExodus Legacies aims to put your characters in the thick of the action, giving you the power to shape the world and influence events. What your character does matters and influences the world and the campaign. A number of special interactive adventures give your character opportunities to interact and influence both NPCs and events alike. NPCs in NeoExodus are not static. Through narratives, campaign updates and the adventures themselves, NPCs and the plot change beyond the current adventure. How your character reacts to them is up to you.
Flaming Crab Games wrote:
So does that mean I get a FREE copy? Because I really NEED a free copy! :-)
So many of you downloaded our Anointed Guardian preview but now Jeff Lee has been nice enough to release the official playtest rules for the Anointed Guardian hybrid class (Paladin / Summoner). So download it FOR FREE, go kick the tires and tell us what we did right, wrong, what we should take out and better yet what should we put it. As always, thanks for your support with this project!
|