http://www.rpgnow.com/product/137721?affiliate_id=34429&src=Paizo (we'd make it available here, too, but Pay What You Want isn't an option Paizo's store offers) You're Gonna Die Screaming, the Optimization Guide for Commoners You're Gonna Die Screaming, the Optimization Guide to Commoners shows you how to take this NPC class out of the background and put it at the forefront of your game by helping players make the most out of commoner characters. As an optimization guide, You're Gonna Die Screaming shows you the highs and lows of the choices you make while building a commoner character. Knowing which race gives you the most, best helpful abilities from the start, which abilities to favor, and which skills and feats will give you the most mileage all improve your commoner's chances of survival. But, with proper optimization, your commoner's won't just survive. They can actually thrive! Your choices are color coded, based upon the author's explanations and opinions, to show you how best to optimize your commoner character. You're Gonna Die Screaming and the Adequate Commoner You're Gonna Die Screaming also serves as a primer for the Adequate Commoner, the ultimate adequate guide to running a campaign centered around commoner characters. Look for this product also coming from Misfit Studios.
http://www.misfit-studios.com/blog/press-release/the-adequate-commoner-kick starter-is-here/ The Adequate Commoner is a Pathfinder RPG sourcebook by J.M. Perkins that lets your game take an unusual turn by playing a character class normally reserved for non-player characters. With the Adequate Commoner, you are shopkeeper, a farmhand, milkmaid, or the like — an ordinary person thrust into extraordinary adventure!
Misfit Studios presents both a villain and a hero together. The Baker is cursed so that his baked goods now come to life, and everything normal he attempts to bake is toxic. Driven to a life of crime, the Baker is aided by his Gingerbread Gangsters. Professor When is a time and space travelling alien who always seems to get himself and others in to trouble. If you see him or his S.H.A.R.T.I.S. time machine coming, should you stay to help out or run the other way, knowing trouble always seems to follow the Professor?
This is a re-release and conversion of the material originally created for MnM 2e. It includes expanded content (including the project character packages) and the art has all been re-coloured. This corporation makes for a great long-standing enemy in many campaigns, serving as the overall foe or for use as a source of villains who gained their powers via A.E.G.I.S.' many experimental projects.
Sorry, no bundle at the moment because I can't offer the print product at some storefronts, and some of Misfit Studios' distribution agreements with some PDF storefronts prevent us from offering the PDF at reduced costs in a context other than limited-time sales. On another note, the rage/smite forward-compatibility concern is going to be addressed in the PFRPG SpirosBlaak release. It will be a part of the new content being written to expand and clarify the original 3.5 OGL release.
To address the rage/smite contradiction, note that this is a matter of forward compatibility with future Misfit Studios products. Without going into greater detail, some character options in future products will make the Synergy Effect possible. I threw it in here to keep it in context, as putting a single Synergy Effect in a later book that has no other synergy info in it would seem too out of place.
By Steven Trustrum, illustrations by David Hamilton Superior Synergy: Fantasy PFRPG Edition brings the concept of game mechanic synergy back into your favorite fantasy role-playing game system. The idea that some game mechanics (such as skills) are innately compatible with other game mechanics in ways that can influence the game without choosing additional elements (such as feats) to permit their use makes a comeback in a greatly expanded and revised way. Inside you will find:
● Feat Synergy illustrates how some feats naturally complement each other to allow for new effects and abilities via the inherent knowledge, training, or talent they represent. This is done without the need to take yet another feat to allow such a relationship to influence game play. ● Classes do not exist in a vacuum and characters should not be seen as leaving behind knowledge previously learned when they multiclass. Class Synergy introduces ways abilities gained from different classes may interact and evolve together, combining the various areas of expertise the character has acquired towards new results. This adds an entirely new layer of meaning when considering how your character should multiclass. ● Magic Synergy provides a few ways magic can work together to create new effects … intended or not. ● Craft Synergy combines skills, feats, class abilities, and materials to illustrate an understanding that can result in special, non-magical abilities being added to some items.
Updated, clarified, and vastly expanded from the original 3.5 OGL rules release, this latest version also adds over 50 pages of content (over 70 total.) This product includes a complete, fully bookmarked version and a more print friendly version with backgrounds and cover removed. A print/copy friendly PDF of the reference sheets is also included. Buy your PDF copy at Paizo. Check out a demo PDF, provided for download here.
The original DC calculator was done in Excel 2003 mode to try and increase compatibility. However, if you're running a newer version of Excel and haven't installed the compatibility patches, I've added a second, Excel 2010 version to the following zip available from the downloads section of the Misfit Studios website. http://www.misfit-studios.com/downloads/MIS0009-PF_DC_Calculator.zip
Keep in mind this will also apply to other creatures with the Weave subtype. On that note, here's a question I toss out to the crowd: Do you ladies and gents enjoy seeing this sort of thing contained to its own product, or would you enjoy seeing Weave subtype creatures appearing in future Misfit creature entries? Some people don't like seeing products that reference other books along the lines of "see the Spellweaver book for details on Weave subtype creatures" but others enjoy being able to buy further content and seeing how it is integrated beyond the initial release.
Aaron aka Itchy wrote: Doh! That sounds awesome! I love that you keep in the original line art. I actually prefer that look. I will certainly keep an eye on future products. I buy the art in B/W line art and color it myself, so it's easy to just drop in the originals. The print version I'll be pushing out will be in greyscale, so it will also be using the original line art instead of color versions for the sake of clarity.
The product addresses making magic items, so no issue there. Regarding high-level spellweavers without the daily restriction, however, yes I would think they would be more powerful for two major reasons: 1) they wouldn't have to worry about 'running out of juice' and they aren't limited by spell selection. The Spellweaving system lets you try casting just about anything rather than you having a pre-selected repertoire. You'd have to implement something to balance those factors if you remove the daily slot limitation.
SilvercatMoonpaw: You can drop the daily slots entirely if you like. The system has a built-in consequence for failing, so there will still be something to keep the character somewhat grounded without such a restriction. However, this would work best in a game where you totally replace the magic system with spellweaving rather than use the latter as a new form that exists side-by-side the core magic systems. If you don't outright replace the magic system, removing the daily slots limit will quickly unbalance magic in favor of spellweaving. This imbalance will become more of an issue as the character gains levels without an additional restriction built into the mechanics. A way of dealing with that may be to increase the DC increase for a failed spellweave from +1 to +2 or even +3
Some of the ardekh abilities aren't listed directly in AR playtest, so I used judgment to consider some equivalents. When in doubt about equivalency, however, I chose to err on the higher side--things like being able to Spellweave without taking a spellweaver level is pretty powerful, given the nature of the Spellweaving system, for example. If you think it's too high, though, you can just drop it down as it won't effect the mechanics at all. I have a feeling the AR playtest rules in this regard will undergo a lot of tweaking and adjustment in people's individual campaigns based on how they play their games, anyway.
No. It's easy to do if you want to go that route, however. The problem with an incremental DC increase as the default system is that it still ends up punishing even high-level spellweavers for using their ability. The same would go for non-lethal damage. If you wanted a system that only used either of the two after a certain point as a way to balance out those results, you'd still need some sort of benchmark by witch to implement that, such as the detrimental side-effects coming into play if you cast X amount of spellweaves in an hour, for example, rather than a day. There's nothing to stop you from experimenting and tweaking options anyway you like, of course. For instance, instead of increasing the DC, as you suggest, you may want to try adding an automatic +1 to rolls on the failure table for each spellweave cast in a day, regardless of its failure or success. So, the more spellweaves you use in the day, the worse things are going to turn out for you if you mess up your spellweave.
As dragonborn3 points out, it has a PF version. I've been doing so for years to suit customers such as yourself, Aaron. The product description details this in the final paragraph (although, to expand on what's said there, the print-friendly version is entirely black and white--the color art is even replaced with the original line art versions.)
The DC list was also the most time consuming part of the book :) It took a looooooooooooooooooooooooooooooong time to calculate all of those. When I started, some of the books weren't even out yet. When they were published I was left thinking to myself "aw, man ... now I've got to work out all of those spells. More delays. ARGH!"
Yes, I meant SpirosBlaak. Christina and I have long wanted to expand on it, so during an update to Pathfinder is the ideal opportunity. The main SB book, as well as the arsenal and bestiary books will all be updated to Pathfinder. I'll also be colouring all interior art adding more material to each product to make them more than just rules conversions.
Hello everyone, I'm the author/publisher. As Christina pointed out, I'm new to trying my hand at Pathfinder products, but not new to publishing and was rather prolific with OGL 3.5 products, so the move up to Pathfinder seemed the natural choice. This version of Pathfinder is indeed an update of an OGL 3.5 product, and I plan on giving my other 3.5 products the same treatment. Next will be the Superior Synergy product, which will return the concept to Pathfinder, but in a different way than was used in 3.5--a way that won't unbalance the game. This updated product will be more than triple the original size due to new and improved content. After that I'll be updating and expanding SpirosBlaak to 3.5. There will be LOTS of new info in that, too. You can find some sample pages in the following zip file: http://www.misfit-studios.com/downloads/MIS0009-PFsample.zip |