Ninja

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163 posts. 4 reviews. 1 list. 1 wishlist.




I believe that it's a Kobold Press book, but I recall reading about a Nonicorn monster. It's meant to be the opposite of a unicorn in just about every way: ugly, bestial, and evil.

I recall little else aside other than the fact that in keeping with the tone, the nonicorn preferred noticeably unchaste and adulterous riders as opposed to the traditional virgins of unicorns.

Anybody recall what sourcebook this monster's from?


So I managed to get my players pumped up for this viking-style adventure path, which I will run this Sunday. I'm using the Pathfinder rules version.

However, I noticed that the book does not have a recommended experience progression of slow, medium, or fast. I'd guess slow, as that's the personal preference expressed by some of Frog God Games' members in their own games, but was wondering which one closely matched up to the recommended levels for the adventures.


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So in recent months I've become enamored of Kobold Press' Southlands setting, and am running a weekly game set in the world.

While combing through the book, I noticed some clear influences to the Middle East and Africa, notably Nurian's obvious Egyptian influences. But I also noticed some less obvious things gleaned from Wikipedia articles. Such as Nurian cities having the "Per-" prefix like Per-Anu and Per-Bastet apparently have real connotations. Or cities named after local deities:

https://en.wikipedia.org/wiki/Wadjet

Or that Egypt did have a cult of Aten, who was a monotheistic sun faith.

Or the nomadic Tamasheq people's penchant for wearing blue garments, not unlike the real-world Tuareg tribes of Northern Africa:

https://en.wikipedia.org/wiki/Tuareg_people

I mostly found this via Google and Wikipedia searches, which I found very cool because it shown that the writers were deriving inspiration from real world as well as fantasy elements to create an interesting blend.

But as far as I can find, there's no internal listing of inspired works in the Southlands Campaign Setting, nor can I find any articles where Wolfgang Baur or other writers talked about the research material they used.

I suppose it may seem niche, but I enjoy looking at the behind-the-scenes inspirations of RPG books and settings I'm enamored with, so as to see how various works came to shape as well as delving into more reading material to grab for my own games.

Anybody got any knowledge of potential real-world inspirations and material for Southlands?


I remember there being a spell in one of the Paizo books; I believe it's Ultimate Magic or Advanced Player's Guide, but I can't find it in part due to not knowing its name.

The spell in question allowed the caster to remotely see through statues, paintings, and other artwork depicting said caster's likeness. So a self-portrait can become a useful surveillance and spying tool.

Anybody know its name and location?


So in recent times I've been rereading a lot of Frog God Games material, notably their chief setting. There's already a lot of material out there: Northlands Saga for Nordic themes, deadly megadungeons such as Rappan Athuk, and epic hex crawls such as the Sword of Air.

The Sword of Air in particular intrigues me, enough that when at least one of my 4 current campaigns end I'm considering running it as the next big thing.

However, I've been wondering how I can pitch it to prospective players. I've already talked about with a few players, but not all of them. There's a lot of Pathfinder settings out there with distinctive material which can be summed up in one sentence. Lost Lands is more traditional fantasy as a whole, but whose individual parts spread throughout the products are what make it unique.

Idea #1: Gradual Ease

I definitely want to do Sword of Air, but I feel that it may be sudden to just drop new players into it and working for Kayden. Starting out with a few starter adventures, which may tie into said later decision, may be good. The Stoneheart Valley adventures Wizard's Talisman and Crucible of Freya can be good ways of presenting an immediate plot and goal and revealing some aspects of the Gulf of Akados over time. The mini-locations and sidequests in Crucible can be good for showing off 'sandbox precursors.'

I've also debated about using the Lost City of Barakus as a prequel. It has a sandbox environment and large dungeon to explore in a segment of the Lost Lands, plus it will have the benefit of letting me try out one of the books I bought. However I don't know how 'quick' it is to complete, and a central dungeon environment may be an odd thing to transition out of to Sword of Air which is a nonlinear sandbox with many locations. Not to mention Sword of Air has a different, more epic, vibe to it than the "dungeon raiders" aspect of Barakus.

Idea #2: Immediate Start

Make Sword of Air proper my first Lost Lands adventure for the party. I may still have Kayden use errands and tests before dumping the responsibility of finding the artifact blade on the PCs, as well as to make it not too jarring: "okay, some nobody adventures just got hired...by an archmage to find a legendary sword."

There's also the fact that I may need to provide an immediate hook for adventures within the Sword of Air, and given that many areas are going to be rather high level for 2nd to 5th level PCs, I was thinking that presenting a hook at one of the "safer" locations initially may be good.

From other readers and player experiences, which places in Sword of Air are the best "beginning areas?" The Howling Fortress seems a good place for lvl 4 PCs, provided they don't just go rushing in carelessly. As does the Tower of Bells. The encounter "They Come at Night, Mostly..." on page 29 may be suitable, but it's less a full adventure/dungeon and more an encounter which can lead up to more stuff.

Thoughts?


So I've been playing quite a bit of the Witcher series lately, and somewhere I heard that the Paizo designers based several aspects of the alchemist class on elements from the video game.

For one, both Witchers and Alchemists heavily rely upon concoctions to boost their fighting prowess, even both using the word "mutagen" for it. Both are quite skilled in melee combat, albeit in the Alchemist's case it requires the right build and tends to focus more on natural attacks than sword styles. Both also rely upon bombs as a ranged/area combat tactic, too.

Is this mostly coincidence, or do the Paizo offices have more than a few Geralt of Rivia fans?


WIP

Or ones where dark elves are a major focus.

Unsurprisingly, there's a huge amount of third-party sourcebooks out there for 3.X/PF, although with 5th Edition's SRD out we stand a chance of seeing more of that, too.

Even then, counting the D20 ones alone I found a massive amount, prompting me to create a list. It's possible that I missed some out there, but decided to put it here in case anyone else has suggestions or comments.

Pathfinder Ones:

Amazing Races: Drow!

Drow Hide: Dark Elves Reskinned (PFRPG)

Drow of Porphyra - Karza, Children of the Loomqueen

Drow of Porphyra - Nalbrezu, Devils in Disguise

Drow of Porphyra - The Xelusine, Sirens of Sin

Elves of Darkness

Inhabitants of the Dark: Savage Drow (PFRPG)

Masters of Midnight - Drow Archetypes

Return of the Drow: Alternate Racial Traits and Race Traits

Return of the Drow: Advanced Racial Handbook

Rise of the Drow

Rise of the Drow Prologue: The Darkness Arrives

Rise of the Drow Epilogue: The Commander of Malice

Rise of the Drow Player's Guide

Second Darkness Adventure Path

Throne of Night Book One: Dark Frontier

Throne of Night Book Two: The Earth's Wound

Underworld Classes: Masters of the Web

Underworld Races: Drow

3.X/D20 Ones:

Advanced Race Codex: Drow/Plot & Poison

Blood & Shadows: the Dark Elves of Tellene

City of the Spider Queen

Complete Guide to Drow

The Dark Elf City of Hosuth

Dezzavold: Fortress of the Drow

Dragon Magazine #298

Drow of the Underdark

The Drow War Book 1: Gathering Storm

The Drow War Book 2: The Dying of the Light

The Drow War Book 3: The Darkest Hour

Dungeon Crawl Classics #8: Mysteries of the Drow

Encyclopedia Arcane: Drow Magic

Expedition to the Demonweb Pits

Fane of the Drow

Monte Cook's Ptolus: Queen of Lies

The Quintessential Drow

Sheoloth: City of the Drow

Tome of Drow Lore


I can't find the exact link, but on these boards a few players who went through both campaigns said that Tsar was overall harder and more dangerous than Rappan Athuk.

I found this interesting, in that of all the FGG products Rappan Athuk has the biggest reputation of being a PC meatgrinder.

To those who own/play both, is this an accurate estimate?


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As part of my birthday, I decided to get (what else?) a bunch of RPG sourcebooks. I included some big releases on the wishlist, including some Frog God mega-projects such as Slumbering Tsar, Razor Coast, Rappan Athuk, and Sword of Air.

I have yet to even approach a comprehensive read of them, but I've been skimming through them. And I spotted quite a few things one wouldn't ordinarily find in other sourcebooks. Although most of their adventures lean on the serious side, there are whimsical bits thrown in which raise a chuckle or arch an eyebrow. It happened often enough that I decided to start a list.

Naturally this is a work in progress:

Sword of Air:

"I can be the monkey, but you have to drive the train:" the first picture in the book is a monkey on a runaway train, accompanied by a little essay on player agency vs. railroading. I like where this is going.

Joe Platemail: Various FGG books made references to Joe Platemail, usually as an example of how heavy armor might be a liability in certain environments. Turns out that Joe was a real PC in the author's old group games. He was an extraordinarily lucky Fighter with abysmally low mental ability scores. He survived where many others failed by the luck of the dice, but finally met an ignoble end of the hands of his own armor, drowning to death as he found himself unable to swim in heavy metal.

On page 47 of Sword of Air, Joe Platemail III has Pathfinder stats. He's a 20th level Fighter with an 18 in Str/Dex/Con and 3 in Int/Wis/Cha. The text points out that the GM is encouraged to make his legendary luck an actual thing, in that deadly attacks and traps always seem to affect people near him instead of the man himself.

Hillbilly Dragons: On page 53 detailing the wilderness environs, there are two rival families of dragons, the Hatfields (green) and McCoys (blue), trying to claim territorial dominance.

Slumbering Tsar Saga:

There's a party in Orcus' pants and everyone's invited: The Hidden Citadel dungeon is a giant statue in the shape of the demon lord of death, with named portions separated by body parts. The Lap of Orcus had a financial and entertainment district, including many taverns and an S&M club among other things.

Rappan Athuk:

Here Lies drnate29, 762-813: The dungeon entrance proper has a large graveyard preceding it, many of them rather new. There's a one-page listing of obituaries bearing the names of players, backers and play-testers, including more than a few titles which can only be Internet handles.

Banana of Holding: The Banana of Holding is one of several new magic items, which can be found as randomly-generated treasure in an underground jungle temple. It is much like its bag counterpart, except slippery when on the ground.

16 Trolls, 1 Jug: One of the encounter rooms is titled 16 Trolls and a Jug of Alchemy. The encounter is pretty much a horde of trolls with a buried Jug of Alchemy as one of the treasures. This very encounter is referenced in the introduction about the old days of whimsical dungeon design, when a dungeon's ecology didn't need to make sense.

2,000th time's the charm: the final and most dangerous level of Rappan Athuk, the sanctum of Orcus himself, has never been reached in 25 years of GMing and playtesting.


Here's the link.

If you're like me, you probably view the maneuver system as the best thing since sliced bread for martials. Versatile, interesting to play characters not limited to "charge/full attack" and Big Dumb Fighter stereotypes. A list of interesting options and choices in combat, from defensive counters to battlefield control and buffs which can help the party. A Pathfinder spiritual sequel produced by one of the best 3rd Party publishers who put out balanced, playtested products.

It's a shame, then, that the ideas are very divisive in the D&D community. As a result, I see even the most liberal of GMs in online groups banning the use of said books. I figured with the relative difficulty in finding Tome of Battle/Path of War-friendly games, that a Roll20 community dedicated to its fans would be a good idea.

This Roll20 community is not a game per se, but a hub of sorts for 3.X and Pathfinder fans who enjoy such material in their games whether as player or GM. If you have a Roll20 account and wish to join, post in the discussion forum and let me know!


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Sands of Eiklatha is a desert-based campaign setting with several interesting features, from playable undead race to theocratic frogs who view the sands and sun as evil and guard rivers and oases from them.

However, there is one aspect which stands head and shoulders above all others, the Water Chinchilla!

Quote:

Water Chinchilla CR 1/3

XP 135
N Tiny animal
Init +2

Defense
AC 14, touch 14, flat-footed 10 (+2 Dex, +2 size)
hp 6 (1d8+2)
Fort +4, Ref -1, Will +0

Offense
Speed 30ft., swim 30ft.
Melee bite -2 (1d3-4)

Statistics
Str 3, Dex 8, Con 14, Int 2, Wis 10, Cha 14
Base Atk +1; CMB +1; CMD 7
Languages None
Ecology
Environment River
Organization solitary, cage (3-7), barrel (8-20)
Treasure none
Special Abilities

Purify Water (Su) A water chinchilla placed in any liquid will absorb up to two gallons of the liquid into their body. Once at least one gallon is absorbed in this way the water chinchilla will loose it's land speed but gain +2 natural armor due to swelling. If squeezed, any liquid inside the water chinchilla will be wringed-out, this does not harm the water chinchilla. Liquid that has passed in and out of a water chinchilla in this manner is treated as if it has had the Purify Food and Drink spell cast on it with a caster level equal to the water chinchilla's hit dice. A water chinchilla may only purify 2 gallons of liquid per day in this manner. A water chinchilla that absorbs a liquid is subject to the same negative effects that would be inflicted upon it if it drank that liquid, though it gains a +2 bonus to Fortitude saves against the effects of those liquids.

Water chinchillas are small, almost spherical creatures with gray fur. They have large rabbit like ears. When a water chinchilla touches water they absorb it and swell up like a balloon allowing them to swim around easily.

This cute, adorable animal is a highly prized creature for its ability to turn brackish water into clean drinking source. They are commonly sold along the banks of river villages and in adventurer's shops, on their own or in water-filled barrels of 10.

And yes, they can be obtained as familiars.

Even the most jaded of gamers will grow to love these fuzzy little rodents if not for their adorableness, but for their vital function in an arid desert-based campaign. Just picture it; chefs at restaurants holding the bloated furry creatures over plates, squeezing out soups and drinks for thirsty patrons! A sudden rainstorm causes the sorcerer's familiar to balloon up in reaction. This is the perfect way to inject some lightheartedness into a harsh desert setting, and I might just borrow this creature for my home games.


While browsing Filamena Young's Twitter account I saw lots of folks participating in a new hashtag, #ttrpgbywomen.

https://twitter.com/hashtag/ttrpgbywomen?src=hash

It started several hours ago, but already folks are contributing various designers and their involved works. Given that most gamers in table-top skew heavily male, this can be a good way for showcasing talented women in the field.

And yes, I already suggested a few, such as Rose Bailey (Vampire: the Requiem developer), Christina Stiles (Advanced Bestiary, several Super Genius Games' products, and much more), and Stephanie Schubert (Remarkable Races Compendium).

If you have a Twitter account or know of any favorites, sharing can be helpful! Or just as a useful browsing/research tool. Hope you all enjoy.


So I currently have a weekly Sunday Pathfinder group utilizing my own homebrewed material. We plan on doing Kingmaker after our current game's done, but as a side game I've been considering some more unique campaign ideas. Things which don't fit the typical fantasy adventurer out for glory mold.

I have a few products down already, but I'd like to hear more. These examples might provide you with a general sense of what I'm looking for. I don't own Amethyst or Kingdom of Monsters, so if my descriptions are inaccurate please let me know.

Conflict PvP, Tactics & Teams Rulebook: Battles between players and player teams akin to those online matches you have in Halo, Call of Duty, etc. But for the Pathfinder RPG.

Mystical: Kingdom of Monsters: It's like Pokemon, only in a Pathfinder fantasy world!

Red Dragon Inn, Guide to Inns & Taverns: In this campaign, the PCs would be owners of a tavern catering to adventurers and all sorts of folk in a fantastic city of adventure! Slay the rats in the basement before they eat up your stock! Exorcise the ghost from the King's Suite, or else his maddening wails will drive away customers! Serve exotic mushrooms to distinguished clientele in an Underdark stalactite city!

Amethyst Reniassance: Magic vs. modern science. Marines versus demonic cultists. Dragons vs. fighter jets. Wizards listening to iTunes as they fight shadows in the subway.

Thank you for any help that you can provide!


I believe that it was either Crown of the Kobold King (2007 3.5 era) or Burnt Offerings of Rise of the Runelords (also 2007), but I'm not entirely sure.

Does anyone know?


The majority of Pathfinder adventures tend to give a description of suitable levels for starting PCs parties, as well as the expected level at the end. I cannot find one for the Slumbering Tsar Saga. I assume it is 1st through 20th given the scope of the campaign, but I'd like clarification from the folks who own the book.


Ever wanted to play as a vampire, a naga, or even a derro, but were deterred by unbalanced abilities, the campaign being too low-level, or the constant worry of being attacked by angry townsfolk?

Well worry no more, for Playable Monsters Vol. 1: Fantasy Iconics & Mythology takes 16 popular monsters and redesigns them mechanically to be in line with existing standard races! And just as importantly, each monster's culture has been redesigned to provide explanations for why they'd be tolerated in certain lands, and provide interesting role-playing fodder for PCs of that race!

  • Play as a fire giant, belonging to a clan of proud descendants of a fallen empire!
  • Take the role of a naga, the sacred guardians of magical shrines and prisons of fell entities!
  • Be a doppelganger belonging to the Silent Stars, the mystical organization of lorekeepers tasked with finding forgotten knowledge and responsible for the creation of their race!
  • Turn your enemies to stone as a medusa, a humanoid transformed by the esoteric rites of the serpent cults!
  • Live life as a vampire, possessed of great power yet cursed with the prison of undeath!

Paizo Store Link.


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So in my current campaign I toyed with the idea of handing out certain feats for free, namely Exotic Weapon Proficiency.

In related news, I got around to thinking of handing out "feat taxes" for free to characters of certain concepts. To that end, I made this house rule in progress. Tell me what you think!

Free Market Feats

In Pathfinder, there are a few feats which are nigh-essential to popular character concepts. Take Precise Shot, for example: it’s a feat which does not let you do a cool thing, but merely removes a penalty for doing something which will happen a lot in a typical campaign. Given that most PCs at low levels will have access to only a few feats at most, customization is limited because the game mechanics practically require these options.

Rules: At character creation, a PC may select up to four [Tax] feats as bonus feats. They do not need to meet the feats’ prerequisites in order to take them.

List of [Tax] feats:

Combat Expertise
Deadly Aim
Dodge
Exotic Weapon Proficiency [all]
Improved Bull Rush
Improved Dirty Trick
Improved Disarm
Improved Drag
Improved Feint
Improved Overrun
Improved Reposition
Improved Steal
Improved Sunder
Improved Trip
Improved Unarmed Strike
Martial Weapon Proficiency [all]
Mobility
Point Blank Shot
Power Attack
Precise Shot
Rapid Reload
Shot on the Run
Simple Weapon Proficiency [all]
Spring Attack
Two-Weapon Fighting
Weapon Finesse


Here's the main page.

When I try clicking on the link for 4 Winds' store page, instead I am brought to the page for Purple Duck Games.


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Pathfinder has a wide variety of monsters of all shapes and sizes. That is, except for ones belonging to the two smallest size categories. And what monsters exist that are Fine and Diminutive are largely swarms of vermin.

Unsatisfied with the current selection of puny first-party monsters, I created a mini-bestiary containing 12 new monsters to insert into your next gaming session!

Have you ever wanted stats for a pygmy marmoset familiar? Perhaps the idea of a sentient, flying ioun stone shooting rays of magical energy appeals to you? Maybe the inclusion of a spell-slinging magebeetle twisted by arcane experiments is what your dungeon needs?

For the low price of $3.99, A Fine Bunch of Monsters can be yours!


I was thinking of writing one myself, and would appreciate any advice from others who went down this route. And what better place to ask than the forum famed for such an adventure style?

What are some common do's and don'ts? What should I keep in mind that's different than a typical stand-alone adventure? Are there any web resources/blog posts/interviews which discussed this issue in the past?

Thank you for any advice that you can give!


So in the near future I plan on getting more Golarion-centric books. To that end I've been focused on the Campaign Setting and Player's Option lines of books.

What I'm looking for in a book is first and foremost an entertaining locale for adventures. Osirion: Legacy of the Pharoahs is full of neat locations to turn into adventures, from dungeon-style tombs to demon-controlled hot springs to the marvelous city of Sothis. The kind of adventuring opportunities in a setting book should be varied for a wide assortment of play-styles beyond just dungeon-crawling.

Secondly, I want a setting book which is heavier on fluff than crunch. I already have plenty of books full of rules options for characters that I'm not keen on getting another one so soon.

Thank you for any help that you can give!


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Apologies if this has been posted elsewhere on the boards, but I saw this posted around the Twittersphere, and felt like sharing this:

Paizo, you're just the best.

And Wesley Schneider's response.


Alignment System, I pronounce you guilty of being unfun!

Have you ever felt that alignment was cumbersome, not intuitive, or just plain bogged things down? Don't you wish you could just excise it from your games, but were undaunted by how entrenched it was from spells to magic items?

Well look no further, for I did all the work for you! Death to Alignment is a series of rules alterations to spells, magic items, and other alignment-focused aspects! It also provides a new paladin archetype, feats, and 3 alternate morality systems such as the 3-axis Alignment System or Alignment as Allegiance.

Thirty-nine pages of content, all for the low price of $4.99!

If you always wanted to ditch the burdensome headaches alignment causes in your gaming group, then look no further! Death to Alignment! is here to answer your prayers!

Link to the product page.


This question did not originate with me, but by another poster on a different message board. I tried to answer the poster's question, although I it was more based upon RAI than RAW. I assumed that "saving throw none" applied to the earth and stone to be affected, while people caught in the area must roll a Reflex save of 10 + spell level + key spellcasting ability modifier as is standard for spells.

Another poster suggested looking the environment section under quicksand, which also had no saving throw to avoid.

Original post:

Quote:

What, exactly, does Soften Earth and Stone do?

http://www.d20pfsrd.com/magic/all-s...earth-and-stone

I've spent way too much time trying to figure this out. It says that those in mud have to make a reflex save, but it doesn't give a DC, and it suggests in the top area that there is no save. Is it a standard save based on the casters level? Is there some save for mud that's listed somewhere? If so, I can't find it. It doesn't appear to be in the environment section. Also, how do I calculate exactly how deep the mud is? It just gives a nebulous "1 to 4 feet depending on the toughness or resilience" of whatever.

It seems really strong, so I'd like to be able to use it, but if it causes the same headache that it did tonight when I tried to use it I guess I'll pass.

Help us make sense of this dilemma.


Are you a fan of Fighters, Monks, and spell-less martials? Have you ever felt...lacking, in comparison to the party Wizard? Don't you wish that you could replicate cool stuff mythological heroes and pop culture figures could do in your gaming sessions without having to load up on magic spell buffs and combing through a bunch of sourcebooks? Do you feel sympathetic to those who feel that Linear Fighters Quadratic Wizards is a problem which can hurt ill-prepared groups?

If you answered "yes" to any of these questions, than Nice Things for Fighters is for you! For the low price of $4.99 you get 26 pages (the book's 32 pages, technically) of kick-ass feats, archetypes, and traits made to shore up the common weaknesses of martial classes, and letting you look cool doing it!

Get fast with Mobile Onslaught, which allows you to move up to your base speed and full attack or use flurry of blows!

Become a Grappling Cord Acrobat and zip around the battlefield with your adamantine-reinforced wristband cable!

Those pesky ghosts and shadows will be no trouble once you take the Undead Slayer feat, where your physical attacks can affect them as if they were solid!

All this and more can be found within the pages of Nice Things for Fighters!

Link.


Ever wanted to play a mage-thief character, but wanted to do so from level 1 or didn't want to bother with multi-classing into various PrCs? Well have I got the class for you!

The Abstract Thief is a practitioner of an esoteric art which allows one to manipulate the connection of ideas. No ordinary burglar or cutpurse, the Abstract Thief steals concepts, things believed to be inviolate and integral to people's beings. Youth, knowledge, luck, none of it is safe from an enterprising Abstract Thief!

Game mechanics-wise, the Abstract Thief is an arcane spellcaster (up to 6th level spells) with rogue-like skills. Additionally, they can learn special attacks known as Abstractions which can hinder enemy abilities by taking away their competence in various fields. Stealing spells, skill ranks, weapon and armor proficiencies, even souls, are but a few of the abstractions available!

Also included are new feats useful to many character concpets, and sample tales for how Abstract Thieves came to be in this world.

Here's the link to the product page.

I'd be more than happy to answer any questions that you might have about this product!


Meals and their preparation are an important part of many cultures. In the real world, certain food and drink are strongly associated with specific nationalities and cultures. Kosher food for Jews and tea ceremonies for Japan are but a few examples of food preparation, while even specific foods such as pizza and spaghetti are strongly correlated with one country in the mind of many (in this case, Italy).

Has there been any in-setting detail on the nations and cultures of Golarion and their food? What would be a traditional Cheliaxian meal? Absalom? Kyonin?


For example, this is the traditional logo.

But on this product, I see one where the "Pathfinder" word has a white outline. I've seen this used on other 3rd Party products with a dark background, such as "Tales of the Old Margreve" by Kobold Press.

I can't find the second variant of the logo as a stand-alone image.

Aside from these two versions, are there any others out there?


The vast majority of ones I've read tend to be either really creepy or just plain bad rules. Even the Book of Erotic Fantasy, which is hailed as being the most tasteful of the lot, has really wonky game mechanics and is far too "gamey" for the kinds of games meant to be played with it (erotic role-play).

Attempts to handle sex in a mature manner are often undermined because the focus of the sourcebook is geared around sex, which shifts the message from "sex is a perfectly normal thing" to "hey look, we're going to talk about sexy stuff!"

It is indeed an important aspect in the real world, but the types of games the sourcebooks are designed for often focus on action and combat over romance and relationships.

There's also the fact that the majority of tabletop games are a group activity, often with people who you have a platonic relationship with. Role-playing with a significant other is one thing, doing the same with your football night drinking buddies is another thing. As such the medium is not entirely appropriate to a majority of gaming sessions, limiting their appeal and usefulness.

Can it theoretically be done well, or is it just not something geared towards tabletop gaming?

Thoughts?


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Just as Wizards of the Coast was the big dog of D20 in 2000-2007, so is Paizo in the current era. Their product schedule is well known and anticipated among online fans. Their adventures, classes, and material are discussed, analyzed, and extensively used among gamers.

But just like Wizards of the Coast in its time, they overshadow the 3rd Party Publishers. Drive-Thru RPG has over 3,000 3rd Party Pathfinder RPG products, and easily a third of that on Paizo's store front, so it's very easy for good stuff to fall through the cracks amidst the glut of material on sale.

This thread is the winnowing process for these products, for gamers to recommend products they feel are of high-quality. Post the products you think are good, why they're good, and what they offer to gamers. I already covered some high-profile products, but I also want to focus on some of the more obscure ones which need more love. For example, Conflict PvP: Tactics and Teams Rulebook is a great labor of love that I don't see a lot of discussion on in Pathfinder forums.

If you write/publish 3PP books, you can't promote your own stuff due to reasons of bias. Only other's people's stuff is allowed. Additionally, it must be for sale. Homebrew design and free stuff doesn't count, for you don't lose anything if you "get" the product.

Other than these rules, post away!

Format Template:

Name of Product: Self-Explanatory
Why It's Good: What it brings to the game.
Buy this if... What demographic of gamers will benefit the most from this work?
Link to a place where you can buy it. Drive-Thru RPG, Paizo.com, and D20pfsrd.com are the major online sellers of Pathfinder products.

Here I'll start off.

1001 Spells
Why It's Good: An impressive array of spells of all levels for all classes. A great variety of effects, from grafting a tattoo monster onto your skin, transforming into a golem, tearing a rift in reality and inviting in unbridled chaos, and more are just a few of the sample spells.
Buy This If... You can't get enough spells.
Drive-Thru RPG Link
Paizo Link
D20 Pathfinder SRD Link

Cerulean Seas Campaign Setting and Undersea Sourcebook
Why It's Good: A unique and interesting all-aquatic campaign, does a thorough job of converting existing D&D tropes, equipment, and mechanics to a plausible-sounding undersea civilization (ink comes from "milked" squids, fire spells manifest as boiling geysers, etc), and has the best rules I've seen for 3 Dimensional Combat. Some of the best artwork out there for Pathfinder, pretty to look at.
Buy This If... You enjoy for a new D&D experience under the waves, and for good material for undersea adventures in more traditional campaign settings.
Drive-Thru RPG Link.
Paizo Link.
D20 Pathfinder SRD Link.

Conflict PvP: Tactics & Teams Rulebook
Why It's Good: An extensive system for tournament-style player versus player matches, partially inspired by online MMOs. Incorporates various types of matches beyond just violent encounters, such as "capture the flag" retrievals, who can gather the most treasure in a time limit, and takes into account caster/noncaster disparity by offering options to help bridge the gap (terrain which launches a person into the air to melee a flying opponent, spells with long casting times are off-limits, etc).
Buy This If... You want to pit your character-building skills against your fellow players in an "arena" environment.
Drive-Thru RPG Link.
Paizo Link (Hardcover Only)
D20 Pathfinder SRD Link

The Ethermancer: An Eldritch Reboot
Why It's Good: The Warlock class updated to Pathfinder. With more versatility and based upon an "infinite space and cosmos" fluff text as opposed to a demonic/fey one. Powers cost Ether Points which recharge round by round, adding a more tactical dimension to the class.
Buy This If... You want a cool Warlock equivalent for Pathfinder.
Drive-Thru RPG Link.
Paizo Link.
D20 Pathfinder SRD Link

Midgard Campaign Setting
Why It's Good: A world inspired by Central and Eastern European folklore, puts new twists on standard fantasy settings: Notable for being set on a flat world surrounded by a world-serpent, capricious gods beyond morality who wear masks to disguise their divinity, a clockwork city full of kobolds, a mighty empire where arrogant dragons rule and seek to expand their boundaries for more wealth and power, and a network of ley lines and shadow roads used by the elves in ancient times to power their magic and travel across the world.
Buy This If... You want a well-designed, thematic campaign setting with fantasy elements both old and new which managed to gel well together.
Drive-Thru RPG Link
Paizo Link

Path of War Subscription
Why It's Good: Adopts the Tome of Battle system to Pathfinder, gives martial characters nice things and a diverse grab-bag of tricks, tastes great, less filling.
Buy This If... You're unhappy with martial characters and Linear Warriors in Pathfinder, want to spice up your martial NPCs or PC, you like buying from a company which views game balance as an important goal.
Drive-Thru RPG Link.
Paizo Link.
D20 Pathfinder SRD Link.

SORD PF
Why It's Good: Is a clean, well-formatted and hyperlinked collection of common rules in the Pathfinder RPG to help speed up play.
Buy This If... You feel that combat rounds are taking too long in your games.
Drive-Thru RPG Link.

Tales of the Old Margreve
Why It's Good: Is set in a forest mini-setting inspired by Central/Eastern Europe folklore, a very atmospheric spooky forest setting where the woods themselves are conscious, a series of 10 adventures which do a good job of "reskinning" existing monsters in interesting ways and invoking a very "fairy tale" like atmosphere. Yes, I plan on reviewing it at some point.
Buy This If... You're a fan of folkloric settings, want a series of challenging adventures to take PCs from 1st to 10th level.
Drive-Thru RPG Link.
Paizo Link.

Tome of Horrors Complete-Pathfinder Edition
Why It's Good: A massive collection of classic monsters from the Old School Editions of Dungeons & Dragons (and more than a few new ones), converted to the Pathfinder Role-Playing Game.
Buy This If... You need to get one product which will set you for life for monsters.
Drive-Thru Link.
Paizo Link, special Print & PDF Bundle.
D20 Pathfinder SRD Link.

Ultimate Psionics (supersedes Psionics Unleashed)
Why it's Good: Combines Dreamscarred Press' existing psionics material into one convenient book, plus some brand-new stuff! Also tips on reflavoring psionics to fit into the right campaigns (uses a rune magic example).
Buy This If... You want to buy $80 worth of books for the price of $20, love psionics.
Drive-Thru RPG Link
Paizo Link
D20 Pathfinder SRD

Way of the Wicked Adventure Path (consists of 6 separate adventures)
Why It's Good: An adventure path which handles the dilemma of evil PCs well, has a cool premise (PCs work for an Asmodean cult overthrowing a Lawful Good holy nation), and is open-ended in all the right parts and encourages stealthy and non-combative approaches to encounters with "story award" experience.
Buy This If... Your gaming group totally wants to play as the bad guys for once in a manner fun for both player and Dungeon Master.
Drive-Thru RPG Link.
Paizo Link.
D20 Pathfinder SRD Link.


Over in the "Compatible Products From Other Publishers" subforum, I made a thread titled "The 3rd Party Pathfinder Thread for Good Products." Basically the intent was for gamers to share products that they enjoyed, and who they'd be good for. Especially ones which might have been overlooked due to the large amount and wide variety of 3rd Party Products out there.

I made the thread earlier today, along with about 10 of my recommendations. When I returned I found my thread missing.

Is this due to a forum glitch? Did I break any rules when posting it?

Thank you for any help that you can give!


Simply put, Let's Play (LP for short) is a video of someone playing a video game while doing commentary (usually live or post). In the vast majority of cases Let's Plays are done by individual gamers with no ties to the companies, and differs from a strategy guide or walkthrough in that it's more focused on an individual's experience with the game. Let's Plays run the gamut from humorous observations on the game to informative insight on its various aspects.

Notable Let's Play websites:

The Let's Play Archive

Something Awful's Let's Play subforum

Most Let's Players both well-known and obscure use YouTube, but some videos can be found on Viddler, Blip, and ScrewAttack.

Who are your favorite Let's Players? What Let's Play video do you really enjoy? Here's mine:

Chip Cheezum and General Ironicus are old and established LPers. They have very insightful commentary on the games they play, and their humorous chemistry fits well together. One of their recent series is Metal Gear Rising: Revengeance, which make for a great starting point for those new to the duo.

Slowbeef helped popularize the concept of video Let's Plays by making the first one back in 2007 (The Immortal). Although Let's Plays in screenshot format existed beforehand, many credit him with inventing the concept due to not knowing this. He works with his partner, Diabetus, and the two LP independently of one another. For newcomers, I'd recommend Diabetus' LP of Super Mario Galaxy 2.

One of the pair's most well-known videos is their playthrough of Dead to Rights, a very...particular kind of video game, to say the least.

Batman9502 tends more to the informative side of LPing, bu his videos are no less entertaining to watch. He's notable for starting out with the acclaimed Batman: Arkham Asylum game. In recent times he's played Legend of Zelda: Skyward Sword and Metal Gear Rising: Revengeance.

Table-top Let's Plays:

Yes, there are LPs of people doing table-top RPGs.

Ironicus cuts his teeth on Dungeons & Dragons in this first-ever Let's Play of Dungeons & Dragons.

Chip, Ironicus, Slowbeef, and Diabetus play a game of Dungeon World on their podcast.

Feel free to share some favorite LPers and videos of your own!


This is news to me:

Here's a sample product for sale.

Ulisses Spiele is the publisher.

Is this sanctioned by Paizo? If so, are there any plans for them or another distributor to release English versions on Drive-Thru?


Either via electronic copies of Dungeon Magazine, or a PDF version of the hardcover?


I tried clicking on Super Genius Games' website under Paizo's Publisher Registry, and my anti-virus program told me it blocked a trojan from said website.

Just letting everyone know. If anyone can contact Owen KC Stephens, pass the word on to him.


Class?

Mine's the Magus. I've always been fond of Gishes in D&D, and the Magus just makes it a single core class instead of having to multi-class.

Monster?

I'm fond of demons in general.

Deity?

Asmodeus. His faithful rule over the vast empire of Cheliax, he helped lock away Rovagug and holds the only key, and he rules over an entire plane of existence.

You can't get cooler than that!