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Publisher, Clockwork Gnome Publishing

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Frightful Folio
Something wicked this way comes!

Designer: Michael Welham

From the amusingly quirky (such as the spiderbear and vorpal rabbit) to the deadly serious (like the dark tendril and dread kraken), every creature in the Frightful Folio will bring something new and interesting to your game. Over 50 monsters are featured, ranging from CR 1/2 to 22, and all for free.  First created for the popular blog, Mythopoeic Rambling, now you can download the best and most popular in one 60+ page PDF.

If you like what you see, be sure to check out Michael's weekly feature, Frightful Fridays, for even more monstrous fun.

Frightful Folio Download

Publisher, Clockwork Gnome Publishing

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Clockwork Gnome Publishing's latest offering is now available at the Paizo store. Michael Welham (2012 Paizo RPGSuperstar) presents the first in our new line of books, the Player's Toolbox.

Player's Toolbox 
Arborlings
From the heart of the primordial forest.

Cousins of the treants and guardians of the woodlands, the arborlings are a plant-like race of humanoids that stand outside the boundaries of civilization. They are deliberate and straightforward creatures who remain the constant enemy of those who seek to despoil the world or unduly tax the resources provided by nature's bounty. While arborlings are an isolated race, remaining safe in their ancient homelands, a few have heard the call of the adventuring life. And now they stand poised to bring the power of nature to the bear against the evil forces in your campaign!

While designed for the  Pathfinder Roleplaying Game, this book can be effortlessly used with the 3.5 edition of the World's Oldest Roleplaying Game. 

Player's Toolbox: Arborlings includes:

  • A complete standard race (10 racial points) that utilizes the Pathfinder Roleplaying Game Advanced Race Guide format.
  • Six alternate racial traits and six alternate favored class options.
  • New equipment and two new magic items designed specifically for use by the arborlings.
  • Four new feats and three new spells. 
  • A new racial archetype, the root-bonded witch.
  • Includes two versions of the book; a color copy and a bare bones, art-free copy. 
  • Fully hyperlinked to provide easy access to the most popular independent Pathfinder Roleplaying Game SRD on the web.

  • Publisher, Clockwork Gnome Publishing

    Clockwork Work Gnome Publishing has just released a free support article for our book, The Rogues Gallery: Cloven Hoof Syndicate. Called Arcane Assistance in the Conduct of Criminal Investigations, this short piece is written from the point of view of Xanderias Lartheri, as he examines the unique challenges an investigator in a fantasy world must face. The article is written by Cloven Hoof Syndicate author, Paris Crenshaw, and provides some solid advice about investigative campaigns and how magic plays an important role in any criminal inquiry.

    While this article uses names and concepts from The Rogues Gallery: Cloven Hoof Syndicate, the advice presented can be useful even if you do not own the book.

    You can download Arcane Assistance in the Conduct of Criminal Investigations at the CGP website product page for The Rogues Gallery: Cloven Hoof Syndicate. The download is located under Supplemental Articles.

    The Rogues Gallery: Cloven Hoof Syndicate is available at Paizo Publishing.

    Cloven Hoof Syndicate is also apart of the Pathfinder Online Kickstarter PDF Superpack.

    Clockwork Gnome Publishing

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    Theodric the Obscure over at Mythopoeic Rambling has taken some time to write a fantastic review for our latest volume in the Campaign Cogs line, The Rogues Gallery: The Cloven Hoof Syndicate.

    Mythopoeic Rambling: Greater Cleave to the Expectations

    You can also check out previews for the book here at the Paizo Publishing product page and at the CGP website.

    Clockwork Gnome Publishing

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    CGP is happy to announce thatCampaign Cogs- The Rogues Gallery: The Cloven Hoof Syndicate by Paris Crenshaw is now available.

    They will consume you completely, body and soul.

    Crime is an accepted part of life in most large cities. Generally, such illicit activities are under the jurisdiction of the local Thieves Guild and they tend to punish freelancers harshly. There are those who feel the stranglehold of the guild is too much to bear, that their monopoly on the underworld must be broken. The Cloven Hoof Syndicate is an organization devoted to weakening the power of the Thieves Guild and upsetting the established order.

    However, there are darker forces at work in the shadows of the Cloven Hood Syndicate. Some claim that the Syndicate's true purpose goes well beyond a simple turf war. Rumors even speak of horrid experiments and profane rites performed in the subterranean halls of the organization's headquarters. But perhaps worst of all are the whispers which connect the Cloven Hoof Syndicate with the blasphemous daemons and their apocalyptic masters!

    While designed for the Pathfinder Roleplaying Game, this book can be effortlessly used with the 3.5 edition of the World's Oldest Roleplaying Game.

    The Rogues Gallery: The Cloven Hoof Syndicate includes:

  • A complete criminal organization that can be dropped into any fantasy urban setting.

  • Complete statblocks for typical members of the Syndicate at every level in the hierarchy.

  • Background and statblocks for the important members of the organization, including their leader, the satyr known as Varon the Twisted.

  • New alchemist discoveries and other rules options that support the organization's terrible agenda.

  • Maps and details on the Cloven Hoof Syndicate's headquarters, The Halls of Abandon.

  • Includes two versions of the book; a color copy suitable for screen viewing and a bare bones, art-free copy and contains files for use with Lone Wolf Development's fantastic Hero Lab software.

    Check out a preview for the book here: The Rogues Gallery: The Cloven Hoof Syndicate- Varon the Twisted

    And if you like what you see, you can purchase the book right here at Paizo Publishing.

  • Clockwork Gnome Publishing

    I am happy to report that you can now download a free preview for The Virtuous and the Vile: Morithal, Lord of Unceasing Hunger right here at the Paizo store.

    So, take this opportunity to peruse the introduction to the book and get a taste of what Morithal has in store for your campaign.

    Campaign Cogs- The Virtuous and the Vile: Morithal, Lord of Unceasing Hunger

    Clockwork Gnome Publishing

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    The Virtuous and the Vile: Morithal, Lord of Unceasing Hunger is now available!

    You can purchase it in the Paizo Publishing store:
    Morithal, Lord of Unceasing Hunger

    Since the beginning of time, the Maggot God has burrowed his way through the earth, indulging a hunger that can never be satiated. Morithal is an artifact from another time, a being who survived the fall of one multiverse and the birth of another. Cursed with a unending desire to consume, He Who Gnaws has hollowed out vast caverns beneath the earth and these have become the subterranean realm of the dark elves, derro, and other depraved creatures. Despite his repulsive nature, Morithal's followers are powerful and many. His cults are everywhere and each of them is tasked with a single goal: to bring about the reign of their god so that he might consume the stars and cast all the worlds of the Material Plane into eternal night.

    Inspired by the works of classic writers such as H. P. Lovecraft and Clark Ashton Smith, Morithal, Lord of Unceasing Hunger presents an evil cult that can be easily dropped into any campaign. While designed for the Pathfinder Roleplaying Game this book can be effortlessly used with the 3.5 edition of the World's Oldest Roleplaying Game.

    The Virtuous and the Vile: Morithal, the Lord of Unceasing Hunger includes:

  • An in-depth overview of Morithal, his origins, myths, and other important traits.
  • Information on the cults of the Maggot God, their goals, and the benefits of their faith.
  • The Famine domain and new spells that embody the horrid
  • Two new monsters, the walking hunger and the fragment of Paranvoi, who embody Morithal's unceasing need to feed.

    Includes two versions of the book; a color copy suitable for screen viewing and a bare bones, art free copy. Each download also contains files for use with Lone Wolf Development's fantastic Hero Lab software.

  • Clockwork Gnome Publishing

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    The second installment of The Star Oracle is now available at the Clockwork Gnome Publishing blog.

    This time we feature a new monster, the zyth. The zyth was designed by the talented Mike Welham, whose work has previously appeared in Open Design's Midgard: Book of Drakes, Rite Publishing's #30 Badges of Faith, and Clockwork Gnome Publishing's Along the Faerie Path.

    There are also some basic details concerning a race known as the Yih. Conceptualized by Patrick Curtin and designed by Craig Johnston (RPG Superstar 2009 Top 32), the Yih are one of four new races that will appear in Sailing the Starlit Sea

    It is important to mention that this preview provides a glimpse of a creature before the playtest process. Changes might occur before publication.

    The Star Oracle #2: The Zyth

    And don't forget to check out the Sailing the Starlit Sea Kickstarter page. We have some great rewards for backers that give you a chance to shape the book's design.

    Clockwork Gnome Publishing

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    There is a brand new art preview for Sailing the Starlit Sea at the Clockwork Gnome Blog.

    This piece was created by the amazing Hugo Solis and it depicts just one of the many dangers explorers will find in the asteroid belt known as The Shattered Wanderer. The final piece will be in full color, but I liked it so much I could not wait to provide a preview.

    Dangers of the Shattered Wanderer

    Clockwork Gnome Publishing

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    The first installment of The Star Oracle is now available at the Clockwork Gnome Publishing blog.

    This time we feature a new monster, the bone sargasso. The bone sargasso was designed by the talented Mike Welham, whose work has previously appeared in Open Design's Midgard: Book of Drakes, Rite Publishing's #30 Badges of Faith, and Clockwork Gnome Publishing's Along the Faerie Path.

    This preview provides a glimpse of a creature before the playtest process. Changes might occur before publication.

    The Star Oracle #1: Bone Sargasso

    And don't forget to check out the Sailing the Starlit Sea Kickstarter page. We have some great rewards for backers that give you a chance to shape the book's design.

    Clockwork Gnome Publishing

    2 people marked this as a favorite.

    In celebration of our Kickstarter for Sailing the Starlit Sea, Clockwork Gnome Publishing is offering our first release, Along the Faerie Path, for half off.

    Featuring the work of Mike Welham, who just made the RPG Superstar 2012 Top 32, Along the Faerie Path provides an in-depth look at the Realms of Faerie and provides some new fey creatures for your Pathfinder Roleplaying Game.

    Along the Faerie Path is available in the Paizo store.

    Clockwork Gnome Publishing

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    The Sailing the Starlit Sea Kickstarter is now live! Click on the link below and become a part of this exciting project.

    Sailing the Starlit Sea Kickstarter Campaign

    In celebration, Clockwork Gnome Publishing has placed our first book, Campaign Cogs- Finwicket's Chronicles: Along the Faerie Path on sale for half off. This sale price should appear in the Paizo store soon. When it does, I will drop a link in this thread.

    And in the coming weeks you can expect a few more previews for Sailing the Starlit Sea, including art by the talented Hugo Solis and a couple of monster statblocks from the creative mind of Mike Welham. Finally, this Friday will mark the first installment of the Star Oracle, a regular feature that will tackle aspects of Sailing the Starlit Sea from the designers themselves. The first subject will be runic organelles and how they interact with the runic drive.

    So spread the word and let others know we need their support!

    Clockwork Gnome Publishing

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    Here is the latest news on Sailing the Starlit Sea from Clockwork Gnome Publishing.

    Captain Helios stepped onto the deck and surveyed the forces arrayed before his ship, the Emerald Gryphon. Suspended in the void of glittering stars were three juggernauts flying the colors of Nimbus. The crew were running to man the ballista while his trusted first mate, Achenar, strapped on his spring-loaded bracers packed with various wands.

    The wizard nodded, though his face was grim. “It looks like the mercane took exception to the plunder of their supply ships. I hope you have a plan!”

    “I’m just making this up as I go along.” Helios winked and smiled at Achenar. The captain turned and pointed at the tightly packed mass of asteroids in the distance. “Make for the Shattered Wanderer! We will play a little game of cat and mouse.”

    Achenar winced. “The mouse rarely comes out of that game in one piece.”

    “It’s a good thing I intend to be the cat.”

    As the Emerald Gryphon turned to enter the grinding field of rock, the juggernauts moved to follow. The chase was on.

    Sailing the Starlit Sea will be the definitive sourcebook on fantasy space travel. Designed for the Pathfinder Roleplaying GameSailing the Starlit Sea will provide guidelines for magical star travel set within an easily adapted setting. Explore alien worlds laden with ruins from forgotten civilizations.  Bargain in exotic marketplaces at the edge of the solar system.  Take on the role of pirate and plunder your way to infamy. Risk your sanity to uncover cosmic knowledge from aeons past. Now is the time to test your mettle. A universe of adventure awaits!

    It’s time to take your adventures to the stars. Sailing the Starlit Sea is going to Kickstarter and you now have the opportunity to help shape the design of this landmark sourcebook. Make your mark on this new project and bring the stars to Pathfinder Roleplaying Game fans everywhere.

    When will this Kickstarter campaign begin and how long will it last?
    The Kickstarter campaign will begin January 23rd and end on February 29th.

    Who will be working on the design of Sailing the Starlit Sea?
    Developers on the project will include Mike Welham (Open Design, Paizo Publishing, Rite Publishing, Clockwork Gnome Publishing), Allen Taliesin (Owner of Clockwork Gnome Publishing, Along the Faerie Path), and Craig Johnston (RPG Superstar Top 32 2009). Other designers will be joining the project as well. These will be announced soon.

    What will the format for Sailing the Starlit Sea be?
    The print version of Sailing the Starlit Sea will be a full-color hardcover book with a minimum of 96 pages. The PDF edition will include two versions of the book; a color copy suitable for screen viewing and a bare-bones, art-free copy. Each download will also contain files for use with Lone Wolf Development's fantastic Hero Lab software. A print and PDF package will be also be available.

    Are there any previews for the project?
    There are currently four previews available to give you a glimpse at what Sailing the Starlit Sea will contain.

  • The Major Planets of the Seren System
  • The Moons, the Shattered Wanderer, and Other Celestial Bodies of the Seren System
  • Monsters of the Starlit Sea
  • Starships of the Starlit Sea

    Throughout the Kickstarter campaign new previews will be posted to grant an even more in-depth look at the rules and setting of Sailing the Starlit Sea.

    What kind of benefits do backers receive?
    While there is not space to list all of the benefits, some of the highlights include:

  • A copy of Sailing the Starlit Sea and the first adventure, Voyage of the Emerald Gryphon.
  • Access to the Sailing the Starlit Sea playtest forums. Every backer will be able to playtest the basic rules and provide feedback on their design.
  • High level backers will have the opportunity to pitch an idea to the development team and see their concept become a part of the Sailing the Starlit Sea universe.
  • Exclusive access to the development blog so you can stay up to date with the latest StSS news and receive previews seen nowhere else.

    When will Sailing the Starlit Sea be released?
    The original release date for Sailing the Starlit Sea was February 2012. Naturally, this date has changed and the expected release date is now August 2012. While we understand this is disappointing for those looking forward to a February release, we also hope those who are excited about the release help support the project by becoming a backer. No matter what your backing level, you will be able to playtest certain rules and view previews not open to the general public.

    Are future supplements planned?
    Depending on demand, Clockwork Gnome Publishing is interested in producing all sorts of support material. In addition, much of Sailing the Starlit Sea will be open content, meaning other publishers can use the material to produce their own supplements. We are even looking into providing a compatibility license and logo.

    So, is Clockwork Gnome Publishing looking to produce other products reminiscent of old favorites?
    Most certainly. If Sailing the Starlit Sea reaches its goal and proves popular, we have a particular project in mind. Let's just say we have a fondness for the planes around here.

  • Clockwork Gnome Publishing

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    Servants of the Maggot God
    For the second preview of Campaign Cogs- Morithal, Lord of Unceasing Hunger we take a look at two of Maggot God's most trusted servants.

    Hollow Longing
    Hollow Longing is an ideal, a spirit that embodies the devastating effects of hunger and famine. Where it came from or how it was born is unknown, though some legends directly connect its rise to Morithal’s emergence. Not even the oldest gods claim to know the origins of this primeval being or even understand its purpose in the multiverse. Whatever the case, Hollow Longing's fate has been intertwined with the Maggot God for as long as anyone can remember.

    In its natural form, Hollow Longing is a mass of vapors from which an unending wail of misery can heard. When necessary, Hollow Longing may take the form of a ravenous ghoul of any race and gender. In this body it appears as a bloated abomination with waxy, milk-colored skin. Its eyes burn like embers and its yellowed teeth appear too large for its mouth. When mortals gaze upon Hollow Longing in ghoul form they can always sense that something is not quite right, that the creature before them is not a normal ghoul or even a ghoul from the putrid nobility that rule the race.

    No matter what form it takes, logic and reason mean nothing to Hollow Longing. It has no pity for those it harms, no empathy towards other creatures, and exhibits an unflagging loyalty to Morithal alone. While intelligent and capable of critical thought, Hollow Longing is often overcome by its need to devour. This makes it a poor choice for diplomatic or tactical missions, but perfect when the Lord of Unceasing Hunger wishes to sow discord and chaos amongst his enemies.

    Paranvoi the All-Consuming
    Born from a cataclysm enacted by worshipers of Morithal on the world of Malheur, Paranvoi is a black pudding of epic proportions. It began life like one of many such oozes found in the temples of Morithal, created spontaneously in the presence of morthacite. However, Paranvoi was inadvertently empowered by an ancient and forbidden rite designed to shift the planet closer to the Plane of Shadow and shroud it in a black cloud known as the Ebon Caul.

    While it is unclear what exactly went wrong, Paranvoi became stronger and more intelligent. It quickly consumed the priests who performed the ceremony, integrating their thoughts, emotions, and personalities into its own burgeoning identity. Understanding what had just happened and feeling an undeniable calling to the service of Morithal, Paranvoi began to devour.

    In two years, it had wiped out nearly all life beneath the surface of Malheur. Its body swelled beyond normal proportions so that by the time it burst into the surface world, Paranvoi was the size of a small nation. What it found when it emerged was a world on the verge of collapse. For two years the nations on the surface had been without sunlight. Famine was rampant, war was everywhere, and extreme methods of survival had become a normal way of life. Paranvoi saw this as the perfect expression of Morithal's power, a precursor to the delicious horror that was to come when Final Consumption became a reality. Filled with religious fervor, it moved across the land, devouring all it could while singing unholy praises to the Maggot God.

    Morithal took notice of this slaughter and turned his attentions to Paranvoi. What he saw pleased him. Paranvoi had grown to encompass the entirety of Malheur. The surface was completely covered by its undulating body. Paranvoi stretched into the tunnels of the Underworld, filling the dark places of the world with its massive bulk. Malheur became a dead world, nothing more than a lair for a devoted and powerful servant of Morithal.

    The Feasting Worm visited Paranvoi in dreams and visions. Paranvoi was granted a place as one of Morithal's divine servants, second only in greatness to Gothgor the Putrid. Upon the ooze Morithal bestowed the gift of foresight, which blended with Paranvoi's composite mind to endow it with a perception of time not even the Lord of Unceasing Hunger can completely understand. With the ability to simultaneously view every possible future, the All-Consuming became an oracle of devastating accuracy.

    Paranvoi continues to dwell on Malheur, which still lies in conjunction with the Plane of Shadow. It can split portions from its body and embed part of its mind into the newly formed vessels. Due to its conglomerate psyche, Paranvoi's mind can easily exist in multiple locations at once without any serious detriment. As a result, powerful temples maintain oracle chambers to house a portion of Paranvoi within specially prepared pools. The oozes in these pools hold a portion of the High Oracle's mind, allowing priests to access the impressive foresight of Paranvoi whenever the need arises.

    However, the temples of Morithal have continued to see some of their plans fail since gaining this advantage, which has led a few to believe the insight of Paranvoi is not as potent as many allege. Some of Morithals' faithful have come to the conclusion Paranvoi has its own goals and is only using the temples as a tool to usurp the Maggot God's position. Others have suggested the All-Consuming has foreseen that the Final Consumption will never come to pass and this has shaken its faith in the Lord of Unceasing Hunger. Whatever the case, while Parnavoi's amazing talent has not made the Cult of Morithal invincible, it has provided those who work the will of the Feasting Worm a powerful tool to aid them in many of their schemes.

    The Virtuous and the Vile
    Morithal, Lord of Unceasing Hunger
    The Final Consumption approaches!

    Since the beginning of time, the Maggot God has burrowed his way through the earth, indulging a hunger that can never be satiated. Morithal is an artifact from another time, a being who survived the fall of one multiverse and the birth of another. Cursed with a unending desire to consume, He Who Gnaws has hollowed out vast caverns beneath the earth and these have become the subterranean realm of the dark elves, derro, and other depraved creatures. Despite his repulsive nature, Morithal's followers are powerful and many. His cults are everywhere and each of them is tasked with a single goal: to bring about the reign of their god so that he might consume the stars and cast all the worlds of the Material Plane into eternal night.

    The Virtuous and the Vile- Morithal, the Lord of Unceasing Hunger will be available for Labyrinth Lord and the Pathfinder Roleplaying Game with an expected release date of late November.

    Clockwork Gnome Publishing

    1 person marked this as a favorite.

    Theodric the Obscure's fantastic blog, Mythopoeic Rambling, is currently featuring an exclusive preview for The Virtuous and the Vile: Morithal, Lord of Unceasing Hunger. Go check it out and get a glimpse at what the Maggot God has in store! While you are there, be sure to take some time to explore Mythopoeic Rambling. You will be happy you did.

    Mythopoeic Rambling: Clockwork Gnome is Rotten to the Core

    Clockwork Gnome Publishing

    Sailing the Starlit Sea Preview- Starships of the Starlit Sea
    While many types of starships exist, most require the same variety of components to operate properly. In this preview we will go over the basics of star travel. This will be a cursory examination of the devices that make sailing the starlit sea possible. Exact game mechanics will be featured at a future date.

    Starships
    The basic technology that allows for space travel was first developed by the Quendari many thousands of years ago. Nearly every piece of magical technology produced today has it origins with this early spacefaring race. It was this technology that allowed the Quendari to forge an empire that stretched across the stars. That empire fell long ago, though much of its legacy remains. Some of these inventions are replicated today, in the mercane shipyards found throughout known space. Others are impossible to understand but still form the backbone of modern space travel. The greatest of these is the Quendari Gates, magical portals that allow for instantaneous movement between solar systems.

    Runic Drive
    At the heart of every starship is the runic drive, a wondrous item that borders on artifact status and the key device that makes space travel possible. While appearances might differ, most runic drives are simple four-sided plinths made from stone or wood. They generally stand two or three feet high and are covered with with intricate glowing runes. Embedded within the hull of vehicle, thin lines of mithral marked with tiny symbols radiate away from the runic drive. These mystic pathways channel the energy of the drive to other parts of the ship and help power important systems.

    Pilots manipulate the runic drive to fly the starship, though all of that control is mental. While anyone can learn to use a drive, potential pilots must bind with the item first. Most runic drives can bind with more than one pilot simultaneously; however, the exact number of bonded pilots is entirely dependent on the size and style of the device. When this binding is complete the pilot is implanted with minute lifeforms known as supernal organelles. These creatures disperse through a pilot's blood and allow him to enter a meditative state called the Union. In this condition the pilot is one with the ship. It becomes an extension of his body and he can move the vessel through the power of thought. This does not make flying effortless. The pilot must still make skill checks to properly move a starship. As might be expected, complex maneuvers make the task more difficult.

    During the age of the Quendari all pilots were spellcasters of some kind. This tradition continues in some small part today as the skill normally employed to interact with a runic drive is Spellcraft. However, a significant number of modern pilots have broken this limitation and have learned to fly without an express understanding of how magic works. These individuals use the Profession: Starship Pilot skill to achieve an expertise with flight that rivals any spellcaster.

    Runic drives gain their power through the absorption of ambient magical energy. The devices store this energy in a central liquid core of mercury and a metal known as celestanite contained within a variant resilient sphere spell. The energy contained here is directed to four key systems that make the dream of space flight possible.

    Atmospheric Shell
    Before entering the void of space a runic drive can create an invisible sphere that envelopes an entire starship. While physical objects and certain types of energy can move through it, the atmospheric shell prevents gases from escaping its boundary. It also forms a protection against specific forms of radiation commonly found in space. However, the shell does not rejuvenate the trapped air, meaning an occupied ship without a reliable means of producing air quickly becomes uninhabitable.

    Atmospheric shells originate from four points on a ship, usually marked by specific runes or other objects designed to project the effect. Most shells extend outward 40 feet from the surface of a ship.

    Gravity Decks
    A ship's runic drive can generate gravity by directing magical energy through specially prepared deck plating. These five foot square plates can be placed anywhere on a ship, but only one side of the device is capable of producing gravity. The gravitational field produced by a gravity deck extends outward to the limits of the ship's atmospheric shell. While most gravity decks generate gravity equal to the baseline found on most worlds, they may be created to provide either a greater or lesser pull.

    Propulsion Plates
    A series of complex symbols etched into specially prepared metal plates and positioned at key locations around the starship provide it with the ability to move. When active, the propulsion plates warp the fabric of space at two points. For example, when flying forward the space at the front of the ship is constricted while the space at the back of the ship is expanded. This allows the ship to ride a “wave” in the direction the pilot wishes to travel. The exact speed is dependent on the pilot's will, making it possible to travel the large distance between planets in a span of hours. While historical documents claim the Quendari were able to equip incredibly massive ships with propulsion plates that allowed for fast travel between star systems, no modern starships are up to the task.

    Warming Nodes
    By heating the air trapped within the atmospheric shell, warming nodes help protect against the deadly cold of space. Constructed from clay and a core of crushed ruby, warming nodes are placed at four points around the ship, usually near the points that generate the atmospheric shell. While in the meditative state known as the Union pilots may manipulate this temperature with a thought. Once set, this temperature will remain the same until altered again by a pilot.

    Air Circulation
    Space is a near vacuum. While the atmospheric shell generated by the runic drive traps breathable air it does not freshen this air. A starship without some way to produce breathable air is a death trap for its crew. While some captains are willing to take their chances and refresh their shells by sailing into the upper atmospheres of certain planets, most prefer to recycle the air with a ship based solution. Over the centuries two methods have remained the most popular and are still used on modern starships.

    Alchemical Lung
    Known as an alieocoptrix, the alchemical lung is a living creature born and grown by the alchemists of the Alavian Brotherhood and sold by the mercane in hundreds of star systems. This amazing work of biological engineering comes in different sizes depending on the scale of the starship it must serve, though all appear to be little more than a large glass jar filled with undulating flesh. Alchemical lungs survive on the exhalations of other creatures, transmuting it with fresh and breathable air. The aliecoptrix must also be fed on a regular basis; it subsists on a slurry of meat, saltpeter, and mercury. While the Alavian Brotherhood state the alieocoptrix are unintelligent, there are those who believe otherwise and claim that the alchemists utilize morally reprehensible techniques in the production of the alchemical lung. The organization is highly secretive about the process, however, which makes it difficult to prove these accusations.

    Ship Gardens
    Seen as an elegant solution for two problems, the ship garden is the method of choice for many crews. While a garden can provide sufficient air for a starship and serves a dual role as a source of food, there are problems with this approach. Gardens require suitable soil, food and water, and constant tending by an expert with the magical skills needed to keep the garden alive. They also occupy far more room than an alchemical lung. These constraints often mean a garden is impractical for most starships. In nearly every way, alchemical lungs are cheaper and easier to maintain.

    Alternate Starships
    The information above details the standard starship most characters will encounter in Sailing the Starlit Sea. However, there are other forms of starships exploring the known universe. These vessels include the impressive generation ships of the Quendari that seed star systems with new interstellar gates, living starships with a mind and will all their own, and single pilot ships useful for combat in the void. While these alternate starships will receiving varying amounts of detail in Sailing the Starlit Sea, all of them will provide creative elements that stand outside the norm for space travel.

    Sailing the Starlit Sea
    The ultimate frontier is now open!
    By Mike Welham and Allen Taliesin

    Through the power of magic, a mighty age of space travel has emerged. Explore far-flung planets, encounter alien cultures, and uncover terrible secrets that have been forgotten under the crush of centuries. A universe of adventure awaits those who dare to sail amongst the stars.

    Sailing the Starlit Sea includes:

  • Details on outer space and the hazards one must face in those cold, airless depths.
  • Rules and guidelines for magic-driven starships and other modes of interstellar travel.
  • A sample solar system with five planets and a host of smaller celestial bodies that can be easily dropped into any space fantasy campaign.
  • New creatures that originate from alien stars and planets.

  • Clockwork Gnome Publishing

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    Clockwork Gnome Publishing is proud to announce the latest addition to our Campaign Cogs line.

    Finwicket's Chronicles
    The Swarmnomicon
    Forty Swarms for your Pathfinder Roleplaying Game Campaigns!

    Esteemed gnomish explorer and natural philosopher Professor Thaddeus Finwicket has traveled far and wide, documenting creatures from every corner of the globe. Now his canny eye turns to the most unexpected of subjects, the swarm! As always, the good professor tackles the topic with his signature insight, revealing a host of creatures certain to inspire new respect for the swarm in the minds of adventurers everywhere.

    Finwicket's Chronicles: The Swarmnomicon contains:

  • Forty individual swarms that range from CR 1 to 20, including such terrors as the razorleaf swarm, filament swarm, swarmic infiltrator, gibbering swarm, glyph swarm, and the dreaded puppy swarm.
  • A good mix of both deadly threats and unique obstacles present intriguing challenges for adventuring parties of all kinds.
  • Each swarm is accompanied by a small encounter designed to showcase their special traits.

    Late 2011/Early 2012
    Designer: Michael Welham
    Estimated Pages: 32

    Here is a brief overview of just five of the swarms featured in Finwicket's Chronicles: The Swarmnomicon. Additional features will appear in the coming months, so keep your eyes open for sneak peeks of the other 35 swarms that crawl between the covers of this unique project.

    Entropy Swarm— Wild magic given life, the entropy swarm invokes random (and usually unwanted) changes to all it touches.

    Ferromite Swarm— Disastrous creatures which typically infest rust monsters, ferromites gain the rusting properties of their hosts.

    Filament Swarm— This deadly swarm pierces most material as if it were mere paper and causes horrific, bleeding wounds.

    Gibbering Swarm— Rumored to be a spore-like spray from a gibbering mouther, this swarm inflicts madness wherever it roams. 
     
    Resin Swarm— Composed of tiny insects which secrete a strong tar-like substance, this swarm creates plenty of sticky situations for its victims.

  • Clockwork Gnome Publishing

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    For our third preview co-author Mike Welham gives a glimpse into the monsters he has planned for Sailing the Starlit Sea.

    Sailing the Starlit Sea Preview III- Monsters of the Starlit Sea

    Clockwork Gnome Publishing wrote:


    In addition to the rules for space travel and material on the Seren System, Sailing the Starlit Sea also contains a host of new creatures both malign and benevolent. While many are original creations, a few of these are based on classic alien monsters from literature, movies, and fantasy gaming.

    Mike Welham, known for his amazing work with Open Design, Rite Publishing, and Clockwork Gnome Publishing, is the creature developer for Sailing the Starlit Sea. His unique creations have been featured in the popular Midgard: Book of Drakes, Campaign Cogs- Finwicket's Bestiary: Along the Faerie Path,the Pathways E-zine, Wayfinder, and more. Now he brings his keen vision to Sailing the Starlit Sea with a crew of monsters perfect for any campaign.

    So, let me turn it over to Mike as he takes you on a short tour of the creatures he has planned for the book.

    Ad’anite- This intelligent and warlike free-floating purple ooze is the predominant lifeform on Ad’an. Until extraplanar visitors showed up on their planet, ad’enites contented themselves with campaigns against each other. Once they noticed the existence of other intelligent life, they ceased their internecine warfare and refocused their plans of conquest to other worlds. The realities of living on Ad’an gives them extraordinary strength on other Seren System planets as well as an amazing resistance to magic. However, rumors indicate lower level spells are actually more effective against the Ad'an, suggesting a dangerous weakness the Ad'an would like to keep secret.

    Asterid- A living asteroid or meteor, an asterid lazily floats along in the Seren System’s asteroid belt. Periodically, one or more asterids decides to take a tour through the system, smashing into whatever gets in the way. For a ship plying the starlit seas, this can cause a great deal of trouble if the crew is caught off guard. Fortunately an asterid has limited maneuverability, so watchful commanders easily avoid the creature. This is not the case for an inhabited planet, and entire cities have been leveled by the “playful” creatures.

    Cacognost- This ancient fey creature appears withered and distracted, yet kindly. It imparts a lifetime of knowledge to a creature with but a touch, causing the recipient to understand the true workings of the universe. The cacognost truly believes it is providing its victim a great boon, for the creature doesn’t understand how lesser beings cannot withstand the flood of information, which often includes concepts they are not equipped to handle. Invariably, a victim of the cacognost’s gift becomes violently insane.

    Comettail- This water elemental rides on a comet’s tail until the comet passes through an inhabited system. A comettail causes terror to any habitation it falls upon, bringing extreme cold, endless mist, and floods. Comets rarely pass through the system, so a visitation occurs once a generation. However, smaller comettails frequently roost on asterids, making the threat of the earth elemental's landfall an ever-present danger.

    Coronal- Normally happy to reside within Seren, fiery coronals still leap from the star every now and then to explore the solar system. Gifted with extraordinary speed in flight and superheated bodies, a coronal wreaks destruction on civilizations it visits. As with the appearance of a comet, these roiling balls of fire portend doom for the regions over which they appear.

    Exchanger- This race of fleshy plantlike beings travels the universe to experience other civilizations, which they do by taking the place of various members of society. This also supports their survival needs as they consume the people with whom they have traded places. A dormant exchanger travels from system to system in a hard shell, which protects it from the extremes of space. The craft focuses on a large settlement and lands in the outskirts, so the creature can more easily take an individual victim. The victim winds up in the exchanger’s craft, to be consumed while the creature lives the life of its victim. As the victim’s life drains away, the exchanger eventually loses its stolen memories and mannerisms, requiring the creature to retreat to its craft.

    Guiding Star- This tiny aberration shines brighter than most stars. Apparently related to the will-o-wisp, a guiding star instead feeds on hope, which it generates by leading other creatures out of danger or to fertile new lands. The creature moves at incredible speeds and is difficult to trap, but rumor holds that a captured guiding star will eventually transform into a will-o-wisp.

    Lifebreath- A self-contained pocket of air, a lifebreath travels the Seren System searching for creatures it can help, exhibiting a passion extremely rare among its elemental brethren. Many tales speak of a ship’s crewman adrift in the void of space, running out of breathable air, only to be rescued at the last moment by a lifebreath. The creature also makes appearances on planets, saving creatures who are drowning, trapped underground, or in high elevations with dangerously thin atmospheres.

    Living Ship Repair Swarm- All living ships come equipped with repair swarms, which look like collections of diminutive monkeys. These swarms can morph into a variety of tools necessary to fix any problems which occur on a ship. They can also turn into a patch to seal off any ruptures in a living ship’s skin in order to prevent decompression in the ship’s interior.

    Living Ship Security Swarm- The nature of a living ship dictates the presence or absence of security swarms. Comprised of individuals larger than a repair swarm’s component creatures, a security swarm has the capability to camouflage itself as well as shapechange into whatever weaponry it determines will be most effective against intruders. A security swarm can patrol the interior and exterior of a living ship. In very rare instances, the swarm will mount expeditions to secure an area around its ship on a planet’s surface or attack other ships in space.

    Sigmoid- Seemingly a red flare thrown by Seren, a sigmoid actually hails from another dimension, to which there exist gateways in various stars. This dimension is inimical to magical energy of all types, and a sigmoid occasionally extrudes itself from its home dimension in order to maliciously attack wielders of magic. Spellcasters of all stripes coming into contact with a sigmoid lose the ability to cast spells. This loss comes with an intense physical pain. Victims who don’t cast spells but merely wield magical items do not have any sort of immunity to the creature’s touch.

    Zyth- An attempt to create an autonomous pilot for living ships using the morphogenic properties of the repair and security swarms, this experimental creature escaped and now threatens all biological lifeforms. With its ability to assume the aspect of any creature it digests, it can rapidly change shape to meet any challenges it encounters. Its shapechanging also allows it to move among people by hiding in plain sight, mimicking its victims using knowledge of their habits acquired by consuming them. No one has discerned the ultimate motives of a zyth, other than its apparent desire to be the system’s sole apex predator.

    Sailing the Starlit Sea

    The ultimate frontier is now open!

    Through the power of magic, a mighty age of space travel has emerged. Explore far-flung planets, encounter alien cultures, and uncover terrible secrets that have been forgotten under the crush of centuries. A universe of adventure awaits those who dare to sail amongst the stars.

    Sailing the Starlit Sea includes:

  • Details on outer space and the hazards one must face in those cold, airless depths.
  • Rules and guidelines for magic-driven starships and other modes of interstellar travel.
  • A sample solar system with five planets and a host of smaller celestial bodies that can be easily dropped into any space fantasy campaign.
  • New creatures that originate from alien stars and planets.

  • Clockwork Gnome Publishing

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    For the second preview of Sailing the Starlit Sea, we turn our attention to the secondary celestial sites of the Seren System.

    All of these bits of information are overviews of what will appear in the final book. Each will be explored in significantly more detail in Sailing the Starlit Sea.

    Sailing the Starlit Sea Preview II- The Moons, the Shattered Wanderer, and Other Celestial Bodies of the Seren System

    Next Time- Monsters of the Starlit Sea

    Sailing the Starlit Sea
    The ultimate frontier is now open!

    Through the power of magic, a mighty age of space travel has emerged. Explore far-flung planets, encounter alien cultures, and uncover terrible secrets that have been forgotten under the crush of centuries. A universe of adventure awaits those who dare to sail amongst the stars.

    Sailing the Starlit Sea includes:

  • Details on outer space and the hazards one must face in those cold, airless depths.
  • Rules and guidelines for magic-driven starships and other modes of interstellar travel.
  • A sample solar system with five planets and a host of smaller celestial bodies that can be easily dropped into any space fantasy campaign.
  • New creatures that originate from alien stars and planets.

  • Clockwork Gnome Publishing

    2 people marked this as a favorite.

    The latest preview for Campaign Cogs- Sailing the Starlit Sea is now available at the Clockwork Gnome Publishing site.

    The Major Planets of the Seren System

    In Sailing the Starlit Sea, the Seren System is presented as the default setting. Its main purpose is to give GMs a jumping off point for their space fantasy campaigns while also providing inspiration for their own designs. The star system also acts as a baseline, an example of what an “average” solar neighborhood might look like. This brief overview is but a glimpse of the full details that will appear in the book.

    Continue to The Major Planets of the Seren System for more information.

    Campaign Cogs- Sailing the Starlit Sea will be the essential book on fantasy space travel for the Pathfinder Roleplaying Game.

    The ultimate frontier is now open! Through the power of magic, a mighty age of space travel has emerged.  Explore far-flung planets, encounter alien cultures, and uncover terrible secrets that have been forgotten under the crush of centuries.   A universe of adventure awaits those who dare to sail amongst the stars.

    Campaign Cogs- Sailing the Starlit Sea includes:

  • Details on outer space and the hazards one must face in those cold, airless depths.
  • Rules and guidelines for magic-driven starships and other modes of interstellar travel.
  • A sample solar system with five planets and a host of smaller celestial bodies that can be easily dropped into any space fantasy campaign.
  • New creatures that originate from alien stars and planets.

  • Clockwork Gnome Publishing

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    Adventure modules are a rich trove of inspiration and resources. A skilled GM knows a well-written adventure is an important part of any campaign toolbox. Fantasy roleplaying has a long tradition of quality modules. Adventure Works seeks to follow in that heritage while forging epic stories and engaging settings.

    Adventure Works modules are self-contained and designed to take three or more sessions of play to complete. While perfect for a few nights of casual fun, Adventures Works modules can also be easily woven together into a pre-existing campaign. Each module is optimized for use with the Pathfinder Roleplaying Game, but can be easily adapted to other editions of the world's oldest RPG.

    For more information about this exciting line, visit the Adventure Works page at the Clockwork Gnome Publishing site.

    Clockwork Gnome Publishing

    1 person marked this as a favorite.

    Three new products in the Campaign Cogs line have just been added to the Clockwork Gnome Publishing Release schedule.

    Make sure to visit the Clockwork Gnome Publishing site to catch a look at the new covers as well.

    I also want to mention that upcoming releases will now include an improved PDF version loaded with features and a printer friendly version for those who wish to print the book.

    Finwicket's Chronicles
    Sailing the Starlit Sea

    While leading an expedition into the desert kingdom of Khaset, gnomish explorer and natural philosopher Professor Thaddeus Finwicket stumbled upon the find of a lifetime. Buried in the sands lay a relic of a lost age, a magical ship designed to take travelers into the cold void of space. Allowing excitement overcome reason, Finwicket boarded the ship and began a journey that would take him far beyond the familiar lands of his home. These startling tales have now been released to the public! Join this world famous adventure seeker as he plumbs the ultimate frontier and discovers what creatures and wonders lie in the outer reaches of space.

    Finwicket's Bestiary: Sailing the Starlit Sea includes:

  • Details on outer space and the hazards one must face in those cold, airless depths.
  • Rules and guidelines for magic-driven starships and other modes of interstellar travel.
  • Four exotic planets and a host of smaller celestial bodies that can be easily dropped into any space fantasy campaign.
  • New creatures that originate from alien stars and planets.

    Designers: Mike Welham and Allen Taliesin
    Estimated Pages: 25

    The Virtuous and the Vile
    Gods of the Outer Void

    After a titanic battle with the Lords of Balance, the qlippoth lords known as the Gods of the Outer Void were imprisoned within the Hungering Star, a hole in the fabric of space and time that devours all that comes near. Tragically, the Whispering Masters eventually discovered a way to project their foul thoughts across the Material Plane and into the fragile minds of mortals. Through the intervening centuries, the Gods of the Outer Void have subtly manipulated events to achieve the utter dissolution of reality. While none may say how close the Outer Gods are to reaching their goal, it cannot be denied their power and influence continues to grow.

    The Virtuous and the Vile: Gods of the Outer Void includes:

  • Myths, origins, and other important traits of the hideous Gods of the Outer Void.
  • An overview of the cults that serve the Whispering Masters, their goals, and the foul rites they employ.
  • A fully mapped and detailed temple of the Outer Gods, including statblocks for the NPCs who worship there.
  • Unique spells, rituals, incantations, and magic items tailored to the followers of Chaos.

    Designer: Allen Taliesin
    Estimated Pages: 15

    Finwicket's Chronicles
    Beyond the Faerie Path

    Sequel to the popular Finwicket's Bestiary: Along the Faerie Path, this book expands upon the Faerie Realm and provides new insight into its mysterious masters. After some reluctance, Professor Thaddeus Finwicket has finally agreed to publish further details of his six-month expedition to that magical and dangerous place. The truths he reveals just might change the way you look at the fey, their home, and the beings who command them.

    Finwicket's Bestiary: Beyond the Faerie Path includes

  • An overview of four dominions in the Faerie Realm and the Ancient Ones who rule them. Each dominion will be fully mapped and major sites of interest will be highlighted.
  • Guidelines on creating your own Faerie Overlords and dominions.
  • Expanded rules and examples for geasa, mystical prohibitions that give mortals an advantage when dealing with the immortal Faerie Overlords.
  • New fey creatures, both whimsical and malign, that call the Faerie Realm home.

    Designer: TBD
    Estimated Pages: 25

  • Clockwork Gnome Publishing

    Three new covers have just been posted at Clockwork Gnome Publishing.

    First, we have the cover for the next book in the Campaign Cogs line, The Virtuous and the Vile: Morithal, Lord of Unceasing Hunger.

    And to follow that up, we have the covers for the first two books in the Aerendal, City of the Viridian Prince campaign setting, the Wealdland Gazetteer and the Aerendal, City of the Viridian Prince Setting Guide.

    As for the future, we plan to announce some upcoming releases for the Campaign Cogs line very soon. I think you are going to like what we have in store!

    Clockwork Gnome Publishing

    If you are interested in reviewing the latest book from Clockwork Gnome Publishing, then I have a free review copy for you. I do have a limit on how many I can offer, roughly 5-7 is what I am thinking.

    So if you want a free PDF and think you can take the time to give us a review for Finwicket's Bestiary: Along the Faerie Path then drop me a line at

    Spoiler:

    allen (dot) bard (at) gmail (dot) com

    and we can arrange for you to receive a copy.

    Clockwork Gnome Publishing

    Clockwork Gnome Publishing is proud to announce the release of the Pathfinder Roleplaying Game Edition of Finwicket's Bestiary: Along the Faerie Path. Join gnomish explorer and esteemed expert in biology, Thaddeus Finwicket, as he reveals hitherto unknown creatures from the Realms of Faerie. After a six month-long expedition into the storied woodlands and haunted knolls, the good professor has returned with tales that would impress the most cynical and hardened adventurers.

    Get complete details on four fey beings never before seen by mortal eyes:

    • Faerie Seer- Mysterious and enigmatic, Faerie Seers are consummate diviners. They never give up their secrets without a price.

    • Harvest Haunt- Scourge of farmers everywhere, these wily fey utilize the abundance of the harvest to perpetuate their numbers.

    • Thin Man- As assassins of the fey courts, Thin Men are rarely spotted before it is too late. Rumors suggest they are heralds of something horrifying, a menace that lies far beyond the ken of sanity.

    • Spindler-A fey tailor with a taste for style and an unremitting urge to force his products on others. 

    Finwicket's Bestiary: Along the Faerie Path also includes an extensive overview of the Faerie Realm and information on how characters may travel to those storied lands.

    Now available at Paizo Publishing.

    For more information and a preview of this book, be sure to visit Clockwork Gnome Publishing.

    Clockwork Gnome Publishing

    In our 4th preview for the Wealdland Gazetteer we take a glimpse at Aerendal, City of the Viridian Prince, and the various wards that make up this legendary city.

    Aerendal spreads across six rocky isles on the northern coast of Lake Morlyn. These islands rise out of the water as flat plateaus of stone, leaving sheer cliffs between the docks at lake level and the city 80 feet above. A thin causeway and a steep ramp unite the metropolis with the mainland while a series of bridges connect the islands to each other. Only three of the islands that support the city are natural. The other three were summoned from the depths of Lake Morlyn by the Archmage Keledon shortly after a vision of the future revealed the splendor his legacy would leave behind. However, recent population growth has far outpaced those ancient preparations and city leaders are considering the creation of a new island to help alleviate rampant overcrowding.

    As the central location in the Wealdlands, many adventuring epics have their origins in the City of the Viridian Prince. This storied metropolis is but one part in the larger tapestry that comprises the Sagas of the Wealdland, though it is a place few adventurers will ever forget.

    Wealdland Gazetteer Preview #4: Aerendal, City of the Viridian Prince

    Designed as an introduction for players and GMs alike, the Wealdland Gazetteer includes:

    • An overview of the cultures that call the Wealdland home, including the various human ethnicities of the region.
    • A concise examination of major geographical features and locations of interest.
    • Details on the famed metropolis of Aerendal, City of the Viridian Prince.
    • Information on some of the communities in the area, including those governed by the elves, gnomes, halflings, and dwarves.
    • New traits that help ground characters in the Wealdland setting.

    Produced by Clockwork Gnome Publishing, the Wealdland Gazetteer is a free product download set for release in April. This 30-page book provides a suitable foundation for the entire Sagas of the Wealdland Sandbox Campaign line but is flexible enough to provide useful tools for any fantasy campaign setting.

    Clockwork Gnome Publishing

    For our third preview of the Wealdland Gazetteer we take a look at the world outside of the Viridian Prince's domain. The Wealdland has long been a major element in the political and cultural climate of surrounding nations. Likewise, much of what lies beyond the borders of this storied land has deeply impacted the course of history. Now here is your chance to get a glimpse at the world of Eorthe, its celestial neighbors, and the various continents that stretch across its face.

    Wealdland Gazetteer Preview #3: Beyond the Wealdland

    Designed as an introduction for players and GMs alike, the Wealdland Gazetteer includes:

    • An overview of the cultures that call the Wealdland home, including the various human ethnicities of the region.
    • A concise examination of major geographical features and locations of interest.
    • Details on the famed metropolis of Aerendal, City of the Viridian Prince.
    • Information on some of the communities in the area, including those governed by the elves, gnomes, halflings, and dwarves.
    • New traits that help ground characters in the Wealdland setting.

    Produced by Clockwork Gnome Publishing, the Wealdland Gazetteer will be a free download and provides a suitable foundation for the setting and a fantastic preview of future Sagas of the Wealdland releases.

    Clockwork Gnome Publishing

    This preview for the Wealdland Gazetteer grants a look at the second map in the product, an overview of Aerendal, City of the Viridian Prince. Check it out here.

    Get a fuller glimpse of Aerendal, the City of the Viridian Prince, and the entirety of the Wealdland, in the Wealdland Gazetteer, a free download available in March from Clockwork Gnome Publishing. The Wealdland Gazetteer is the foundation for the entire Sagas of the Wealdland line, a sandbox campaign setting developed for the Pathfinder Roleplaying Game.

    Clockwork Gnome Publishing

    1 person marked this as a favorite.

    Clockwork Gnome Publishing is a small publisher just entering the third party arena for the Pathfinder Roleplaying Game. Fantasy adventure gaming has a proud tradition and we strive to integrate a serious respect for the past with the exciting possibilities of the future in every product we develop.

    With that goal in mind, our first line, the Sagas of the Wealdland, details the city-state of Aerendal, the domain it claims, and the adventures that can be found therein. Each product provides new insight into the region, coming together to form a comprehensive sandbox setting for your Pathfinder Roleplaying Game campaign. Yet each book is modular enough for easy adaptation to your favorite fantasy setting. So if all you need is a well designed adventure module or a fully developed location, the Sagas of the Wealdland line is perfect for you.

    Our first product, the Wealdland Gazetteer, will be a free download. Designed as an introduction for players and GMs alike, the Wealdland Gazetteer includes:

    ~An overview of the cultures that call the Wealdland home, including the various human ethnicities of the region.

    ~A concise examination of major geographical features and locations of interest.

    ~Details on the famed metropolis of Aerendal, City-State of the Viridian Prince.

    ~Information on some of the communities in the area, including those governed by the elves, gnomes, halflings, and dwarves.

    ~New traits that help ground characters in the Wealdland setting.

    This is the perfect foundation for the entire Sagas of the Wealdland line. Future releases will include an in-depth examination of Aerendal, the City-State of the Viridian Prince, expeditions into the local megadungeon, The Ruins of Ferron-Shelaz, and a foray into the fey ruled Glades of Light and Shadow.

    For more information and to catch our latest updates and previews make sure to visit Clockwork Gnome Publishing or join us on our Facebook page.

    Liberty's Edge

    Just released at the Workshop of the Clockwork Gnome, Utilizing the Dungeon of Ptolus as a Mythic Underworld. For a majority of delvers in Ptolus there is one place to find the kind of wealth and glory they seek. Known collectively as the Dungeon, this complex network of tunnels, chambers, and caves that stretches beneath the city is vast beyond imagining. However, by looking at the Dungeon through a new lens, that of the Mythic Underworld, a distinct layer of interest is added to an already legendary location.

    The Workshop of the Clockwork Gnome is the source for new and updated material for Ptolus: Monte Cook's City by the Spire utilizing the popular Pathfinder Roleplaying Game produced by Paizo Publishing. While the articles at the Workshop are designed with an eye towards Ptolus, they are flexible enough for use in any fantasy campaign setting.

    Liberty's Edge

    The Workshop of the Clockwork Gnome is pleased to present the latest article detailing the faith of Torskal, the Centaur God of Just Vengeance. In the second part of Torskal's Devoted Orders we explore two organizations that have their origins amongst the humans of Ptlous rather than the centaur of the southern plains. First up are the Avenged, an order of paladins devoted to bringing Just Vengeance to those who even contemplate taking advantage of the weak and infirm. Next we look into the Brotherhood of Rampant Vengeance, a mysterious order with questionable motives. Do they truly serve Torskal or do they claim a darker being as their patron?

    This article also has the honor of being the first major project edited by our newest team member, Sarah. Her work has been invaluable to the Workshop of the Clockwork Gnome. With her prodigious grammatical knowledge, our future articles will be significantly more polished and professional.

    The Workshop of the Clockwork Gnome is devoted to providing new and expanded material for Ptolus: Monte Cook's City by the Spire using the Pathfinder Roleplaying Game. While articles that appear at the Workshop are written with Ptolus in mind, they can be easily adapted for use in any fantasy campaign setting.

    Liberty's Edge

    Today I posted a thread in the compatible products board asking if the Workshop of the Clockwork Gnome should return to the PFRPG. For some odd reason, the thread never materialized outside of the title.

    This thread can be deleted as I just came to the only logical conclusion, of course my blog should support Pathfinder. What was I thinking? ;)

    Liberty's Edge

    The Workshop of the Clockwork Gnome is a blog devoted to bringing new and expanded material for Ptolus:Mote Cook's City by the Spire. That said, much of our material is adaptable to any fantasy campaign setting.

    Currently our material is system neutral, though the blog began as a Pathfinder site. I made the change for a number of reasons, but I have come to realize that I likely harmed my chance at readership rather than helped it. Most of those interested in Ptolus, or the work of Monte Cook, are likely interested in Pathfinder. It only makes sense. But I thought I would open the question up to others.

    I realize that not everyone here benefits from setting material designed with Ptolus in mind. Of course, the articles are easily adapted and if there appears to be a desire for me to utilize the Pathfinder Roleplaying Game, I could see much of the material finding a home in Alkenstar, for instance. So even if you do not utilize Ptolus as a setting, you might find something that will be very useful for your games.

    There is currently a poll listed on Facebook, located at the Workshop of the Clockwork Gnome fan page. The poll is open to the public, though I believe you must have a Facebook account to vote.

    If you do not have a Facebook account, or would prefer to not "click through" to the poll, feel free to leave your thoughts here. I would love to hear them. I am pretty confident I know what I will hear, but bear with me in this. :)

    I encourage you to vote. If for no other reason, at least drop by, or post, and vote to insure yet another fanpage devoted to Pathfinder will be floating out there in the ether.

    While you are at the poll, feel free to become a member of the Workshop of the Clockwork Gnome fan page at Facebook or feel free to become my friend on Facebook.

    Liberty's Edge

    Update at the Workshop of the Clockwork Gnome- Ranks of the Holy: Torskal's Devoted Orders (Part One)

    Torskal, the centaur god of Just Vengeance, is a popular deity, inspiring no less than four orders devoted to his name. In the first part of Torskal's Devoted Orders, we take a look at the core priesthood of the god. Then we uncover the secrets of an order that performs Torskal's will in secret, stalking those who wrong others while becoming something of a nightmarish myth amongst the centaur tribes.

    The Workshop of the Clockwork Gnome is a system-neutral blog dedicated to providing new and expanded material for Ptolus: Monte Cook's City by the Spire. While all of the material is developed with an eye towards Ptolus, many of the articles are designed to be adaptable to any fantasy campaign setting.

    Liberty's Edge

    The Workshop of the Clockwork Gnome, a system neutral site devoted to providing new and expanded material for Ptolus: Monte Cook's City by the Spire, takes a new turn to explore the nature of divinity in Praemal. This time we explore the worship of Torskal, the Centaur God of Just Vengeance. As one of 15 centaur progenitor deities, Torskal is a member of the Crimson Circle, a pantheon of brothers and sisters devoted to protecting their centaur children. Though he has no temple in Ptolus, the power of his priests are still deeply respected by those of any race who favor swift justice. His power is not subtle nor do his priests blend in with the hundreds of other gods present in the City by the Spire. If his ire is raised, Torskal always makes his presence known. Even to those who do not worship him.

    Liberty's Edge

    The Workshop of the Clockwork Gnome, a system neutral fansite devoted to new and expanded material for Ptolus: Monte Cook's City by the Spire, has just unveiled the first article in a brand new series, The Ecology of Praemal. This first installment, The Draconic Scions: Kobolds, details the diminutive race's biology and culture, providing a unique spin on this legacy creature.

    While everything at the Workshop is geared towards the setting of Ptolus, the material is flexible enough to be converted to any campaign setting. So, even if Ptolus is not your setting of choice, you will still find great material for your campaigns.

    Liberty's Edge

    I just discovered this fantastic resource and I thought some of you would be interested in this.

    At Go Deck Yourself you can create your own decks of cards, download them, and print them.

    You have a series of themes to choose from and your decks can be used for just about anything. For instance, I created quest cards for my most recent campaign and I am using one their "Magic" themes for a deck player-friendly NPC cards.

    They do have a number pre-made cards available for download. In fact, you can pretty much create a deck and share it with others if you would like.

    In any case, this was one of the more exciting things I came across this weekend and I hope you can find some use for it.

    Liberty's Edge

    It looks like we are going to give 4e another chance. We might be converting our Ptolus campaign over to 4e, which I think will work fairly well.

    At the risk of sounding stupid, I am going to admit that I don't think I really understood the 4e rules the first time through. I couldn't really switch gears in my head and I abandoned it without really knowing why I did. Well, while reading over one of books the other night, everything sort of clicked into place and I truly understood where the designers were going with the system.

    So now, I think I have all of the bases covered. I am going to discuss the nature of powers with my players (powers are abilities and narrative tools) and what context the rule set plays within the setting. I am sure I have a pretty good handle on it this time.

    So, wish me luck. And if there is any advice you would like to pass on, I would be happy to hear it.

    Liberty's Edge

    Please cancel my modules subscription. Thank you.

    Liberty's Edge

    Oops, I placed this in the wrong forum. If it needs to be moved, please do so. I think I would prefer Suggestions/Homebrew since I am not an official publisher. Though if you think it would fit better in the publisher's forum, please feel free to move it there. :) If neither of those are appropriate, I think gamer life would be good.

    Liberty's Edge

    Posted below, and at the Workshop of the Clockwork Gnome is the upcoming release schedule for the blog.

    For those that who may not be aware, the Workshop of the Clockwork Gnome is the site for new material and Pathfinder Roleplaying Game conversions related to Ptolus: Monte Cook’s City by the Spire. But there is something for everyone at the Workshop of the Clockwork Gnome. All of my articles are designed with modularity in mind. The material is specifically produced for easy integration into your favorite fantasy setting. Updated once a week, the Workshop of the Clockwork Gnome provides a constant flow of new material for any game, no matter the setting, with a special eye on Ptolus.

    Upcoming Releases at the Workshop of the Clockwork Gnome

    January 15th- Organizations of Ptolus- The Conciliators (Part Three): The Seers of Truth and the Ruling Council

    January 22rd- Organizations of Ptolus- Delver’s Guild: Using the Paizo Publishing book, Seekers of Secrets, in a Ptolus campaign.

    January 29th- Races of Praemal- The Draconic Scions (Part One): Kobolds

    February 5th- A Peek at the Schematics- The Conciliators: Why the Deception?

    February 12th- Races of Praemal- The Draconic Scions (Part Two): Troglodytes

    February 19th- Conversions- Brother Fabitor

    February 26th- Locations in Ptolus- Qualin’s Books (Midtown)

    This schedule is subject to change. If it does change, I will provide updates on this site so you can know what to expect and when.

    Thank you to all of those who are now following the Workshop of the Clockwork Gnome. I hope everyone continues to enjoy the site in the future.

    If you have any suggestions on what you would like to see on this blog please feel free to leave a comment in this thread, at the blog, or drop me a line at allen (dot) bard (at) gmail (dot) com. Your suggestions just might alter this schedule and move to the head of the pack.

    I am considering soliciting articles from other Ptolus fans. Is this is something you would like to see and would you be interested in submitting material? I am still working out the particulars but it would be nice to see if anyone is interested. Feel free to let me know through the channels listed above.

    Liberty's Edge

    Kia took a quick turn down the darkened alleyway while fumbling for her spell components. If she couldn’t lose her stalkers then perhaps she could teach them a lesson. Barely cognizant of where she was going, Kia rounded a corner and was forced to come to a dead stop.

    Standing in front of her was the largest individual she had ever seen. At first glance, it appeared to be a man wearing well-crafted plate armor. However, a closer look revealed that there wasn’t armored body within the openings in the plate. Instead, a series of gears and pistons clicked as they moved. In addition, a sound not unlike the ticking of a clock emanated from the creature’s chest.

    Kia gasped instinctively. She had never seen a creature such as this one. While he appeared to be a construct, his manner told her something was different. His face was disturbingly human-like and he stared at her with eyes of cut glass. A soft blue light glowed from behind the eyes, originating from some place within the head. With a swift motion the clockwork man put an index finger to his lips and made a "shush" sound.

    Shocked into silence, Kia let the creature push her behind him as he drew a longsword from his side. Her trackers had just made their way down the alley when the construct stepped out of the shadows and stated, in an oddly mechanical sounding voice, “Your pursuit of this woman is at an end. Now you face Vigilance and I have been itching for just such a fight.”

    The ironborn are a race of living constructs designed and built to serve in specific roles. A combination of living flesh and inanimate material, the ironborn are free thinking, independent creatures imbued with a mortal soul. This intriguing race is now being featured in The Races of Praemal: The Ironborn at the Workshop of the Clockwork Gnome , the site for new material and Pathfinder Roleplaying Game conversions related to Ptolus: Monte Cook’s City by the Spire.

    Introduced in the Book of Iron Might by Malhavoc Press, the ironborn have been updated and expanded in the new Ironborn of Questhaven, released by Rite Publishing and designed for the Pathfinder Roleplaying Game. The Workshop of the Clockwork Gnome has taken this opportunity to provide some ideas on how to integrate this popular race into the Ptolus setting. What’s more, this featured article is only the first in a series of entries focusing on aspects of ironborn society, new options for ironborn characters, and a number of NPCs who derive from the ironborn race.

    “But, I am not a Ptolus GM.” I hear you say. There is something for you as well, for everything at the Workshop of the Clockwork Gnome is designed with modularity in mind. The material is specifically produced for easy integration into your favorite fantasy setting.

    As you take this opportunity to check out The Races of Praemal: The Ironborn , feel free to wander about the site for a bit and make yourself at home. I am interested in providing you with inspirational material of all kinds and your feedback is an important part of that equation. So, feel free to leave a comment on the site or in this thread and let me know what you think or if you have any suggestions on how to make the site better.

    The Workshop of the Clockwork Gnome is updated once a week, thus providing you with an endless supply of GM and player material. As it stands, updates post on Fridays, though you can expect more updates within a week if I have the material to release.

    Just to whet your appetite, I will leave you with a small selection of The Races of Praemal: The Ironborn .

    Spoiler:

    Discovery
    While similar to the Lost Knowledge option, this concept has the ironborn discovered intact, with the technique of their creation remaining a secret amongst their race. In this situation, the ironborn are either dwelling somewhere where contact is rare or they exist in a state of stasis, waiting to for reactivation by curious explorers.

    Much like the Slave City of Ptolus, a community of ironborn might dwell beneath the city for years before anyone spots them. Eventually, though, the sheer number of delvers in Ptolus will insure someone will stumble on the community. At that point, the ironborn will need to make a choice. Do they come out of hiding and integrate with the citizenry of Ptolus or do they find a new hiding place deeper in the Dungeon. The decision will likely depend on who finds the community and how they approach the ironborn.

    If the decision leans more towards a group of ironborn left in stasis or devoid of mobility, then the first step would be a decision to activate the hidden constructs or leave them alone. This choice is not an easy one, as most people in Ptolus will have no clue who or what the ironborn are. The choice to activate the ironborn is a blind one unless extensive research reveals secrets of the race beforehand.

    While the ironborn are immortal, they do require a small amount of food and drink to nourish their biological components. Thus the stasis is either magical or there is another factor at work. Ironborn of Questhaven does not delve too deeply into the required procedure that brings the ironborn to life. It might be a good idea to rule the sleeping ironborn are unfinished, requiring a quick bolt of electricity or a special material to get them moving. In this case, it is possible to activate the ironborn slowly, granting time to better understand what purpose they serve.

    Ultimately, the decision to introduce the ironborn through discovery gives the GM a chance to provide a whole new culture for the PCs to examine, assuming the ironborn have been awake all of these years. In that time, they could develop entire traditions and personal rituals, worship gods unknown to the surface world, and have sacred rules on how to interact with other races. It would also behoove the GM to decide if the community is aware of their creator and what role that creator plays amongst the ironborn. Does this individual receive worship as a god or is the creator just another member of the community? Are they even present? This decision is a major step in understanding how ironborn would react to outsiders.

    Liberty's Edge

    Just wanted to get this out of the way in case it came up. I do have permission from Monte Cook to use Ptolus and to produce fan material for the setting. But nothing I produce is supported or official in any way.

    Liberty's Edge

    I didn't see a thread concerning this so I apologize if there was one.

    Who is taking a crack at National Novel Writing Month this year?

    For my part, this is my third year doing the competition. I plan to actually win this year.

    Liberty's Edge

    A huge hoard of Saxon gold and artifacts has been found in Staffordshire.

    I didn't see a post about this so I thought I would link some articles. I apologize if I missed it somehow.

    Guardian

    CNN

    The Independent

    This is truly significant and bound to lead to some new discoveries. I can't wait to hear what will come of this find.

    Liberty's Edge

    Okay, I started to do a little building of this set and I must admit, it is very unique. I think this will work really well at the table.

    I can see why this took so long to develop. I am not sure I would have ever thought of this myself. But after tinkering with it I said "well, of course!" Very cool stuff. But then, Denny is a brilliant guy.

    I would have started a discussion on the product page, but it looks like this has not reached Paizo yet.

    Liberty's Edge

    I just wanted to say thank you to Paizo for an amazing Community Use Policy and a fantastic set of images for fan use. Really, the amount of material you provide is amazing.

    I thought you should know how I appreciative I am. Thank you for trusting your fans and allowing us to expand the Pathfinder experience through these phenomenal resources.

    Liberty's Edge

    For more info, to the Cataclysm page.

    This looks cool.

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    1 person marked this as a favorite.
    Mark Stratton wrote:
    The Sword wrote:


    5. Having to buy the hardback version of information that has already been reprinted many times and is in some cases obsolete is just a step too far. Or rather, having to buy the pdf as well as the hardback is a step too far.

    I mean, I love Kingmaker, but there is a limit.

    And so, one does just what you have decided: you buy only what you want/need, and nothing further. I don't see why that's a problem.

    Yes of course. It maybe this products unusual circumstances of being a reprint and having a 5e alternative. But for me buying 5 different versions of a product (6 if you include the CRPG) isn’t normal.


    3 people marked this as a favorite.
    Aaron Shanks wrote:
    keftiu wrote:
    The Sword wrote:
    Cori Marie wrote:
    This is a special situation to other books of this sort. This was crowdfunded and there are specific rules that cause them not to be able to offer that.

    Can you clarify why that is the case? As has been said elsewhere, plenty of rpg kickstarters still offer pdf and book combined when it comes to post pledge orders.

    I’d be very interested to know what rules you are referring to?

    Presumably something to do with this not wholly being a Paizo product? Legendary Games was involved. It could also be a term of the crowdfunding platform that was used.
    To clarify, I don’t see this as a crowdfunding rule, it is a choice we’ve made in gratitude to our backers.

    I see. So effectively inclusive pdf’s have been made a backer reward so you don’t want to undermine that by also offering them with the post pledge sales.

    I understand that. I think it will annoy and put off a lot of future purchasers. I will just buy the pdf for instance and miss out on the hardback, because the pdf is essential but the book is nice to have - but I’m not going to buy the an AP five times.

    1. I already have the 1e version when it came out.

    2. The pdf of the anniversary edition is essential for me for practical reasons.

    3. The roll20 module for the maps and the tokens for online play when it is released.

    4. I’ll need the 5e book of conversions of the monsters and NPC stats that are already in the main book, because there isn’t a 5e version of the main path.

    5. Having to buy the hardback version of information that has already been reprinted many times and is in some cases obsolete is just a step too far. Or rather, having to buy the pdf as well as the hardback is a step too far.

    I mean, I love Kingmaker, but there is a limit.


    1 person marked this as a favorite.
    Cori Marie wrote:
    This is a special situation to other books of this sort. This was crowdfunded and there are specific rules that cause them not to be able to offer that.

    Can you clarify why that is the case? As has been said elsewhere, plenty of rpg kickstarters still offer pdf and book combined when it comes to post pledge orders.

    I’d be very interested to know what rules you are referring to?


    1 person marked this as a favorite.

    Wait until you get to feats...

    I believe the Open University are running a course on feat selection. It’s done over two years and the end examination involves soloing a Pathfinder society module.

    The scary thing is if such a thing existed i’d take the course. I feel your pain.


    1 person marked this as a favorite.

    You are correct. However the belts of giant strength are pretty rare items and I guess you just wouldn’t add one to the party treasure unless it made sense. Legends are filled with stories of people getting immense strength or speed so i can see why they are in there. However they are far removed from the existing big six.


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    GreyWolfLord wrote:

    Not every combat is an assured thing, but you don't have to think no-name nobody goblins are going to kill you on a random encounter.

    ...

    Unheroic is Lancelot riding into Camelot to rescue Guenivierre and being challenged by 3 squires and dying instead of rescuing her because he's that weak.

    Unheroic is Han Solo dying in the attack on Maz Kanata's from two stormtroopers before he even has a chance to heroically face his son.

    Unheroic is Darth Vader being killed outright in Rogue One because he cannot march right through and slaughter all...

    Yeah it doesn't sound like you've played much 5e if this is how you describe the encounters. The goblin has a +4 to hit and deals 1d6+1 damage and has maybe 7 hp with AC 15.

    The 11th level fighter PC has about 90 hp, can heal mid combat, attack three or four times at +8 or so, with AC 20 ish.

    The squires/goblins/rebel troopers don't kill the PC but they may knock a couple of hit points off.

    I don't think you understand the principal of bounded accuracy. It is about preventing auto success and auto fail. Preventing combat becoming trivial unless DMs are locked into combats with a narrow range of CRs. It prevents AC being meaningless because all monsters hit on +20 or more.

    In 5e the low level PCs can take on the Red Dragon becasue it is physically possible for them to hit it but they need to do it in several stages with a cunning plan and a way to heal up otherwise they will get roasted. In existing pathfinder this is impossible, the lower level PCs can't scratch the thing.


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    So much good stuff - a lot of which our group ported across into PF anyway.

    **NO BRAINERS**

    Short rests - wow, these speed play up so much and make clerics less of a must have.

    Inspiration - simple and rewards role playing

    Legendary Monsters - the most awesome way to make end bosses feel strong without needed to have a horde of minions. Maybe create a legendary template.

    Death saves - prevent point of death being a mathematical calculation and throw in some jeapardy.

    **DEFINATELY SHOULD BE CONSIDERED**

    Spells known - makes wizards flexible but not too flexible. They become manageable at all levels without having a degree in accounting

    Scaling magic - magic that uses spell slot to scale rather than doing it automatically.

    Cantrips - scaling base attacks so wizards don’t need to fire crossbows!

    Stat based saving thrones - makes working out saves so much more intuitive and adds a new dimension to matching spells against defenses.

    More hp for monsters - 1 hit kills are much less of a thing.

    Remove feat chains - it means reducing the power of some feats but so much more elegant.

    **CONTROVERSIAL BUT AWESOME**

    Bounded accuracy - AC now means something rather than being a waste of time, auto fail and auto success are less of a thing (in 5e you just don’t roll for trivial difficulties) encounter balance is much much much easier, and everyone in the party can contribute. Fighters feel good because they get multiple attacks not because they’re better than a rogue with a dagger.

    Concentration - the single most elegant way of speeding up combat, preventing one encounter days and curbing the nonsense of some wizards over level 5. But I accept that it is anethama to the proponents of the god-wizard.

    Magic Items - they feel special, they add choices, rather than increasing the stats of existing choices. Love the reduced book keeping.

    Fitnesse weapons - they make all PCs awesome in combat and the fighter is differentiated in other ways. The fighter is now awesome by the way and one of our most popular classes.

    Tie stat increases to class - allow but discourage excessive multiclassjng by making stat increases a class ability at key levels. Flex these levels to balance classes.

    *******

    In summary a lot of people are saying 5e is dumbed down, which it isnt. To any outsider it is still a game with complexity, with hundreds of choices, hundreds of spells, dozens of feats etc etc. in comparison to Pathfinder with 10 years bloat there are less options but not when you compare it to 3.0 when it came out.

    In 5e when you want to be a specialist in Varisian artifacts you take proficiency history and write it in your background, you tell your GM and when Varisian artifacts are in the game he gives you advantage.. In Pathfinder 1e you want a trait that gives you +1 on history checks dealing with varisian artifacts. A feat that allows you to decipher the uses with a DC 25 know(arcana) check and gives +1 to spell level when using the spells cast from varies Ian artifacts etc etc etc. The problem is the mechanical differences for Pathfinder in most games are either trivial or incredibly good depending on the campaign. Whereas the potential for RP and fun is still there in 5e there just isn’t a specific feat or trait for that choice.

    5e is simpler but it isn’t simple. Instead it’s more intuitive and arguably more powerful because you can do more with the rule set as a player and DM because the space to invent has been built into the system. Rather than requiring specific permissions and exemptions to do anything.

    Paizo should make intuitive and clear rules a key part of its design structure.


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    I always describe special effects like these with a few seconds of extra detail. You feel ‘waves of heat radiating down your arm from the bite’, or ‘the wound burns like ice’. You can then ask for the save and describe the effect.

    If it’s an effect you don’t want them to know about - an assassin has poisoned their meal with a slow acting toxin - then find a way to get their save bonuses and abilities in advance. For instance by having an unimportant save vs poison somewhere else in the adventure and ask what their modifier are.

    I think if you want to keep mechanical knowledge from players it’s better to put that extra bit of prep - rather than the players feel they’re being jerked around on a string.


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    What suprises me about this thread is just how many people think that casters and martial are balanced. That is a substantial proportion of votes. Particularly considering house rules and long encounter days weren’t very popular.

    Clearly it isn’t as big a problem across the board as some would believe.


    3 people marked this as a favorite.

    Hmm, here are three good reasons...

    Firstly wizards don’t have access to a PFSRD. Half the spells and items described above wouldn’t even be known to most wizards because they’re scattered across the universe. You can search something out to buy, learn or invent if you do know/can’t imagine what it is. Therefore not all wizards have access to demiplanes, simulacrum, clones or even lantern archon spam.

    Secondly wizards aren’t carbon copy cutouts learning the same dozen Uber spells. They specialise, have their own fields of academic study and interest and limited resources not least of which is time. The descriptions above rely on the - prepared for anything - schrodingers wizard. For the reasons already given those wizards don’t exist outside players heads.

    Thirdly, where there are wizard tyrants bending people to their rule, there are adventuring bands/crusades making sure they don’t get to do it for long. A wizard is still only one man/woman but a group of individuals will always have an advantage in action economy if nothing else. Also once your wizard has used their lantern archon spam their multitudinous enemies know how to counter that ability.


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    Castilliano wrote:

    Good thoughts, Sword, I'll add some maybes:

    If that such fashion comes to be then certain aliens would be excluded as well, unable to match trends due to anatomical/genetic differences. This may lead to an alien counterculture, i.e. Vesk grunge & Shirren beatniks, who start their own looks.

    I expect that with an unlimited number of worlds part of the fun of world building will be deciding which cultures feel differently about all these things. Part of the joy of GMing in Starfinder for me are the ways I can make different worlds stand out as unique culturally, rather than just environmentally. I wont be using the majority of alien races as I plan on running Starfinder in the Dark Heresy, 40k universe.


    1 person marked this as a favorite.

    Back to the original question which was about cultural implications living in a universe where you can appear however you want not about gender identity.

    It's worth reading Pandora's Star by Peter F Hamilton. It details a world where you can undergo a rejuvenation process to appear at any age you desire, and undergo surgery to effectively appear however you want just like the serum. At the same time you can also be reborn into a body back to the last time you memories were downloaded into a server. They call that second life, or third life.

    A couple of outcomes are described

    - The population is split into the jaded middle class that can afford the procedures and the poorer classes for who it would represent a significant expenditure. Not dissimilar to modern society.

    - Experience and novelty is far more important where people can all look classically beautiful. What a person does and how many times they've done it is more important than what they look like, doing it.

    - Natural looks gain a value in and of themselves, as opposed to artificially created looks, even if the difference isn't obvious at first glance.

    75 credits may represent a much larger proportion of a persons disposable income than the 1 credit per day figure would suggest. After all how much of your income goes on food as opposed to all the other things in your life you spend money on. I can definitely imagine cultures where it would be frowned upon to put your superficial appearance ahead of other spending priorities.

    Just a few thoughts


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    It is ironic that Pathfinder was designed to be backward compatible for people who weren't ready to give up on 3e but in reality isn't and people can't use their 3e materials. While at the same time becoming much worse than 3e in terms of bloat and complexity.

    There's irony there.


    4 people marked this as a favorite.

    The best suggestion so far was to drop the pronoun entires and insist on names being used to identify the subject every time.


    2 people marked this as a favorite.

    The Winking Skeever!


    1 person marked this as a favorite.

    Of course, the energy drain may not be as traumatic as the Rogue scene in xmen. It could easily be seen as a lethargy to feeling of being run down. Perhaps their heads feel stuffed with cotton wall or forgetful.


    3 people marked this as a favorite.

    The Way of the Wicked deals with a lot of these criticisms of evil campaigns. By having a very strong patron and authority structure, severely limiting the chances of PCs betraying each other (using an interesting mechanic), had a very story and task driven adventure structure and uses good antagonists that exemplify everything you love to hate about goodness.

    To be honest if a DM can enjoy role playing the villains of a campaign I don't see why players couldn't enjoy it too?


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    Technically the author can write any ability they like. If they create an adversary that can do something as a standard action then that's what it can do.

    I'm not really sure what the problem is.


    1 person marked this as a favorite.

    The difficulty is, by developing the idea further and using it for your story you become complicit in the original story. It also tacitly condones such behaviour and reminds the PCs that they did something heinous.

    Lets be clear, there is no 'good punishment' that you can dish out to your players that will make things balanced and yet still leave your players satisfied. Unless they enjoy doing terrible acts and then being punished for it (lets not even go there.)

    I wouldn't flip the monopoly board, I just wouldn't want to develop a fundamentally flawed storyline and would prefer a clean slate. Honestly the situation of adults fighting against their will is pretty horrific and brutal, using children was really just clumsy.

    However, if you are determined to plow ahead. Is there any way this Dark Stranger can have been toying with the party and the 'children' were polymorphed adults wearing faces the party knew (if they indeed are people the party knew.) Perhaps the party members can glimse a figure in the crowd that looks like someone the party killed - the player doesn't know if they are having flashbacks or being fooled. The stranger actually has the people the PCs fought captured and is using their hair/nails/blood etc to grow dopplegangers etc they can use?


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    I don't really care about the legal ramifications of what the age of majority was in a faux analogue of Victorian England. The law can be whatever you want it to be as the DM of that world.

    However I will say, players being forced to role play fighting children, or willingly killing children is pretty sick whichever way you square it. People can justify it by saying oh, back they would have been adults... but the point is you and your players live now and do understand how bad it is.

    To be honest, if that happened in our game, knowing my players, the campaign would probably end. Everything I tried would be to walk back from that and undo the damage. Let's be honest this is a role play game and I'm surprised that's how some people get their kicks.


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    Warhammer Fantasy Roleplay had a few issues but the first edition was for me the most fun to DM and play. The career system was really interesting and represented a wholy different style of profression, magic used MPs to limit usage and the critical hit tables were brutally hilarious. Combined with this the first three modules of the enemy within campaign are seen as being some of the best in the industry, particularly for their time.

    It's well worth taking a look.

    I also agree that 5e is probably the best system on the market at the moment. It has the balance of simplicity while having a robust stystem and the maths works really welll for me. Very satisfying.


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    The example of this combination of choices and the arguments people are giving for justifying their combination is the reason Pathfinder has reached critical mass and is about to collapse into a black hole. This isn't a role playing game anymore it's a morass.

    Luckily the back hole contains Starfinder and a clean new rule set.

    I say clean because the argument that a light bringer elf should benefit from a shadowbound curse makes me feel dirty. *shakes head sadly*


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    Whilst talking about stereotypes I think there is a risk that racial anomalies can become clichéd. Humans raised by dwarves or elves seems to be overdone, as does the ubiquitous good aligned drow. The danger is that these become just as one dimensional as the stereotypes they're breaking. Instead of getting under the skin of the race, you actually park all that to one side and don't engage with anything.

    I'm not saying these concepts can't work. Just that they aren't inherently better. Tension is good for storytelling, but I like variety I also like to see character backgrounds reflect their racial choices. There is a lot of material there for people to work with and not every adventurer needs to be an iconoclast.


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    Do role play race, otherwise what's the point. You can either enjoy age old stereotypes...
    and let's be clear that can be a lot of fun... drunken Scottish (I personally prefer Welsh, or Yorkshire) dwarves and all the rest.

    However I see outlook as being more important than mannerisms. You don't need to talk in a funny voice to role play, you just need to immerse yourself in the characters point of view.

    Taking dwarves for example. How would dwarven psyiology effect dwarven psychology?

    - Would living hundreds of years give you a different opionion on things that are transient or fleeting, would they be less important? What about things that are built to last? How would you

    - If your family has been around for hundreds of years, how do you feel about them. If ancient history is only two generations away, how does that affect your feelings about the past? Does it become more important or more mundane. How does how you feel about the past affect the way you consider the present and future.

    - How would an innate resistance to magic or poison affect your paychology. Would you be more willing to put yourself at risk or indulge in such things because you had developed a Resistance, or would the opposite be the case. How would you feel about people that didn't have those resistances.

    - Does having innate proficiencies mean you have an innate fondness for some things. Alternatively if you haven't pursued those skills do you feel guilty, or a longing - or even a rejection or rebellion.

    These are just a few examples of how racial abilities could affect psychology. Every game world/setting/regions non-humans could have different backgrounds but the abilities are clear to see. Have a think about it and see what inspiration you get. Maybe brainstorm ideas first and get some stuff down on paper.

    If you want more inspiration try and track down an article called non-human psychology for the old WFRP game, it was published in a book called Apocrypha Now several years ago but there may be excerpts floating around somewhere.


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    In some campaigns the solutions proposed of 1. Find and employ a sphere of annihalation. 2. Transport and imprison on the bottom of the ocean. 3. Find and convince a psychopomp to stand guard over its prison. 4. Find and convince an immortal angel to stand guard over the prison; all sound pretty damn amazing to my mind.

    In campaigns where wishes grow on trees and players are allowed to simulacrum into creatures they've never personally seen then it isn't a challenge at all. However I know in the games we play these things would be awesome challenges in and of themselves.

    Of course as in all encounter or adventure design having just one creature is a fairly limited concept and the doomsday cult/fallen angel/angry psychopomp that let the thing free in the first place could all add substantial complications. The Tarasque is a creature of plot and story and it deserves a good plot to make it truly come alive. Flicking to a page in the bestiary and rolling initiative doesn't really work for this beastie... or any epic adventures to be fair.


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    I agree, the series suffers from long periods where you don't find out what's happening to x character as well. All the above issues can be picked up by a good director and actors I reckon.

    I think what I find interesting compared to Game of Thrones is where in that series it seems like everyone apart from the starks are effectively greedy, selfish sons-o-b+#*$es, in Wheel of time there is generally a lot more positivity. People don't need to die every five minutes to maintain shock factor. Don't get me wrong I love game of thrones but I find WOT far more satisfying (and less emotionally traumatic) to read.

    Also let's not forget that pretty much everything Matt does from Fires of Heaven onwards is just awesome. Freaking Awesome. The medalion, the ashanderai, the hat... everything! He also has the best prophecy I've ever seen. "To marry the Daughter of the Nine Moons. To die and live again, and live once more as part of what was. Give up half the light of the world to save the other half!" Delivered as the Aelfinn are carrying him along above their heads to throw him back out of the gateway. He he


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    Spoilers a plenty here so I've hidden. Even though I would assume most people posting on a WOT topic years before TV release must have read the books.

    Regarding the Shadar Lorgoth Battle:

    Spoiler:
    I think it's worth remembering that the Shador Lorgoth battle took place in a forest and hilly ground. Individual groups were deliberately moving around and hiding guerilla style and in some cases relying on ter-angrael to detect channeling. Also I don't believe identifying channeling was easy for anyone because of the miles column of the stuff being drawn on the hill - but out of sight. They were also just firing off quick channels and hiding , avoiding the more complicated ones. Just some thoughts.

    For me Wheel of Time has more moments of awesomeness then any other book or set of books I've read. When then they happen they actually bring tears of sheer exhilaration to my eyes. I can forgive the shawl adjusting and someone reparative gender stereotypes because he manages to create something so vivid and deep that when the foundations of the world get shaken you recognize that truly momentous things are happening. That level of investment is built up over the series because of its depth.

    Truly awesome stuff. I just hope they do it well. For me Dumai's Wells could be the most incredible moment in TV much better than the shock tactics of GOT. The build up to that scene is palpable and torturous and the release is ecstatic! Some really clever structure there!

    Spoiler:
    For me I'll never forget when Perin tells the wolves that they have caged 'shadowkiller' and all he gets in response is shock, the howls of hundreds of wolves and "we come ... we come." Sends shivers down my spine every time.


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    +1 to PK The Dragon

    I know it seems counter-intuitive at first but sometimes I think it is helpful to remember that a game like pathfinder is not the same as live action role playing or acting. Remember we don't want to restrict people into only playing characters they can socially represent. To put it another way, PCs are an abstract concept and it's not necessary (or desirable in some cases) to restrict them to realist behaviours.

    For instance we don't limit conversations to 6 seconds in combat. We also don't limit decision making to 6 secs per round, or we would have a chess clock on the table. The game rules are an abstraction used to represent several things. If a group of adventurers spent every waking hour together for a period of months or years they would get to know each other pretty darn well - in particular their tactics and style of fighting. This can't be replicated 100% in game terms - it can be take into account though.

    For this reason it makes sense to encourage players to adopt tactics and communicate among themselves to represent that shared bond and harmonising. By the Gods, I'd much prefer a party that acts considerately to each other and tactically than one that plays every man for himself! It's just more fun and they're less likely to die.

    Planning and deciding tactics is fun. In my opinion anyway, at least as fun as rolling dice and making characters. In our group the stuff that takes the time is the deciding what to do, particularly when there are mysterious situations. Predominantly TTRP is a cerebral exercise not a physical one so let's exercise those mental muscles.

    Lastly these out of game conversations can represent things other than a straight up conversation between two characters. John asking for help because his character is bleeding out and down to 3 Hp might represent the pangs of guilt the cleric character feels as he watches his friend bleed out, or it might represent the ever widening pool of blood on the floor. You can't rely on the DM remembering to describe these details. Similarly agreeing what order to fight in or to hold actions could represent players discussing combat tactics over the campfire at night and rehearsing scenarios like a football team does.

    I've considered restricting decision time making in rounds, time for conversation and player knowledge. Ultimately I don't think these things make the game more fun, or particularly realistic, they just cramp style where we're already required to suspend a lot of disbelief. I think the DM should make it clear where abuses are taking place - for instance where secret knowledge only possessed by one character is passed on before they could physically do so. Other than a rough and ready approach is best.

    On the flip side, of course there may be times where you want to actively limit knowledge. To my mind it helps for the DM to spell these circumstances out as they occur. For instance when DMing the curse of Strahd I wanted to retain the fear of the unknown element for people to whom zombies and Vampires are almost a cliche in ttrpg terms let alone film and TV. As a result I took the 'Walking Dead' approach which is to say I asked the players to pretend their characters had never heard of zombies, mummies or vampires and act accordingly when they see them. The walking dead is a lot more terrifying for Rick and crew because they haven't been raised on Zombie films. The characters may have heard vague rumours of necromancers but are only vaguely aware of what they do. Subsequently Strahd is a Devil who feasts on the blood of the innocent and not just a Christopher Lee clone. This does require thought and no little imagination but it's a role playing challenge just like any other but one that I actively discussed and explained at the start.

    This is the exception that proves the rule though and becomes more effective and powerful if a light touch is used at other times... enforcement of character knowledge should be used when it will improve the fun or teamwork of the game and not because of arbitrary rules intended to stifle communication.

    Just my thoughts.


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    Don't let us tell you how your players are though! You'll know that better than us! It maybe that they love this kind of thing and are you used to a character or two dying every session.


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    I'm sure there is a Knights of the Dinner Table sketch where Bob dms for the first time
    And describes a room with a pit trap covered with a carpet...

    .. that or my selective memory is concealing the fact that this was also me.

    I've been lucky that I play with long term friends and family. That has to be easier than balancing a flgs game.


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    I may have told this before but the worst GM fail story I've seen was actually my own. I was fairly new to GMing and was running an evening session, we had a long 8 or so hours to fill and people had travelled a fair way to get there.

    I was running a pre-written module about murders set in a roadside inn. Lots of intrigue and suspicion, lots of suspicious NPCS where essentially the players discover who are cultists of an evil god.

    The first encounter was in the taproom of the coaching inn having just arrived. The Pcs introduced themselves to each other then I described the taproom to them.

    "A noble and his wife, two dwarven craftsmen, a stern looking roadwarden and a group of three cultists..."

    I then paused. Looked at the players, they looked at me. I looked at them and then I just bent down and rested my head on the table quietly. With nothing else prepared and too little experience to wing it we just ate and chatted for the rest of the night.

    I stick to preprepared notes now, instead of summarizing text on the fly.


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    It's lucky that John snow wasn't part of an adventuring group, otherwise Longclaw would have been sold to a Tyrell and the proceeds split. John would then have died beyond the wall.

    It is a DMs responsibility to make treasure interesting, relevant and rewarding. The best method of doing that is to put some thought into what might benefit the characters and stick that into the loot. Instead of giving people pointless items. Better to give them a gems, or an art object like a gold stature of a nude elf than a dagger +1 that no one is going to use.


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    zainale wrote:
    Ravingdork wrote:
    Not only did the GM and wizard player get shatter wrong, they couldn't have detonated all your bombs at once since, per the rules, all of your bombs are inert, disparate substances until you attack with them.
    i said grenades not my class ability bombs. grenades. and you have to make a save for the shatter spell. and because I was tired of the wizards spotlit stealing and going against the plan to do so. and the fact that i was not paying attention to the fight to focus on disabling the device (in character). i chose to fumble the saving throw with the DM's go ahead. first time for that. that in turn shattered a vial of alchemist fire catching the pc on fire lighting all the grenades on fire causing them to explode and thus destroying the bottles and vials of alchemical weapons that he was carrying around on his chest. the pc's bombs never exploded just his alchemical weapons dealing over 150 dmg to everything in the area of the explosion.

    It's sounds fairly cinematic to me, by which I mean a fitting end for an alchemist character you seemed to want to die. In a home game, slavishly sticking to the precise wording of every rule isnt the only way to play the game. Particularly when when common sense, plot, style and player intention favours another way. The rules for how a crate of grenades explode is very unsatisfying and implausible.

    It sounds like the wizard player is the problem (or not if they were aware of the alchemists feelings).

    If seems like some key issues are

    1. Why isn't the party loot being shared equally?

    2. Are you comfortable with PvP?

    Both these are group issues not GM issues. Of course everyone saw what they wanted to see and jumped on the bandwagon of Terribad DM.

    Regarding magic items (which was after all your original question) I would say the point to get magic items is the point where it would be fun which to mind my mind is the first session. I'm also a firm believer that you can have too much of a good thing and that the Christmas tree effect is bad for the game.

    I've seen new player wealth dealt with in several ways. It can be a concern that a new player with the benefit of OOC knowledge and full access to the lists can get an unfair advantage over other players (obvs not the wizard though in this case). As a result some GMs like myself prefer to agree a few reasonable items or provide character specific loot at an early opportunity (which may include taking it off the dead character). If you join the party by being freed by them for instance you're not gonna have your kit in the cell with you.

    Let's be honest even though I don't agree with punishing death, some particularly strict DMs dock levels or even make players start again at level 1.

    My suggestion is to explain your feelings to the DM, and maybe express concern that this feels like a low magic campaign. Give him the opportunity to redress the balance at the next loot opportunity - easy enough.

    I'm sorry to say though, that there is absolutely no requirement on GMs to provide all the big six items and full access to buy items. If you expect this you're begging to be disappointed. Many campaigns run on the assumption that you find your items as loot. Some campaigns may require item access for players to survive but certainly not in all games. Witches in particular can perform very effectively without the big six.


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    I've never understood the high level NPC complaints about the realms. Your PCs only meet Elminster if the DM forces that down their throats, unless they go looking for him. Then there's no guarantee he'll have time to help or even see them.

    If you are really lucky you might get to blag a 5 minute conversation with Bill Gates. It is highly unlikely that he would drop everything and devote the full resources of Microsoft to what's going on in your little corner of the world.

    I actually like a world where there are plausibly higher level characters - good and bad - that your PCs can interact with when the reach higher levels. After all how many campaigns have we seen where the PCs reach level 15+ and all of a sudden big level characters seemingly appear from nowhere (no back story or place in the setting).

    As for the setting being generic. Don't forget that if this is your first fantasy RPG then generic is not a bad thing. If it's the first time you've done something then you don't care if you everyone else has adventured in the realms for 40 years. What goes on in other groups doesn't carry into yours.


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    A particularly memorable encounter (though I can't remember which novel) involved a door warded by a magical trap that had cross-crossing magical wires - almost like a complicated bomb. The wizard protagonist looked at the arcane pattern and was able to disarm the trap by cutting/disabling the strands one at a time tp the point where the trap collapsed harmlessly on itself.

    It seems to me that using Arcana or even other skills could be a great way to create new and interesting challenges, particularly if magical and non-magical elements are used.

    It also reminds me of Aviendha picking apart a spell in the Wheel of Time series and the disastrous consequences when that fails. I wonder what else the Arcana skill could be used for.


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    A DM Douche in PF is as bad as a DM Douche 5e. If they're trying to screw with you it will happen. There is still a whole lot of discretion and judgement built into Pathfinder. After all what is the DC/Cost to fix a compenent piece of a greater whole?

    There is a definite lack of examples for DC setting in 5e. Even in the modules. Even finding things like breaking down a door or picking a lock isn't obvious.

    I think players can still craft items in 5e. No feats are required but the player has to find a formula or research one and gather ingredients just like in AD&D.

    Just out of interest do people use 10 coins per lb or 100 coins per lb for coinage weight?


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    At the risk of rebutting your response, I don't think I rebut all of people's opinions.

    That said I like my opinions to be challenged because that's how they become tested. Several posts on here have changed my mind about how I view 5th edition and as I'm not interested in organised play I can pinch things from Pathfinder to improve 5th ed just like I pinched things from 5th ed to improve Pathfinder.

    I guess traditionally, wizards spent gold on spell research (and those spell components can be bloody expensive)

    Clerics spend it on the faithful, either good acts or items to glory the church - decorate the local temple, soup kitchen etc.

    Rogues and fighters are trickier if you aren't interested in founding some kind of organisation. Though acquisition of wealth is its own reward to some.

    It is a fair question though.


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    In the words of Arthur King of the Britains

    People talk about gold and 5th ed a lot. Having played AD&D before I never saw ththe lack of magic mart a problem. In fact it, I'd largely cut it out of Pathfinder, allowing item purchase in game as part of quest lines. That hasn't changed with 5th ed.

    Also to put it another way. What you a person in this world do with huge amounts of gold? Enjoy it probably.


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    Bell of Lost Souls PETA link

    Whoop whoop, managed it!


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    I've seen the full letter. It wasn't calling for the public to ban Warhammer it was asking games workshop not to model fur. Still very odd, considering the models are space Vikings. What do they expect them to wear ... Spandex. Good find on the article though.'very entertaining.


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    Not only is my method of rolling dice better than everyone else's, I also crack my hard boiled eggs from the pointed end. Anyone who does it the other way is clearly doing it wrong.


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    My preference is to roll in view. This because when you roll that crit and a player character dies you can go through with it knowing you were honest and they accept it because they know it wasn't fudged.

    However there are instances when I don't...

    1. When it's a roll they shouldn't know the outcome of. Crucial stealth checks for instance,

    2. In a survival horror style game where I want the players to feel like they are missing information. For instance it's all behind the screen in the curse of strahd game I'm running.

    3. When blaggy metagamers use the dice to weasel information out that their characters wouldn't have, then go on to abuse that information.

    You are well within your rights to say you'll be rolling behind he screen but be ready for the backlash. You maybe faced with the decision of dropping DMing as if they won't play, you've got no game. Ideally decisions like this would be made at the start.

    One suggestion would be to start rolling a few dice in secret on the grounds that they don't know the outcome. Just three or four rolls per session. Once they're used to this, slowly increase it.

    Just be aware that this is a marmite topic on here. People will either flame you For destroying player enjoyment or defend to the death your right to bear concealed dice.


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    Does everyone realize we're just telling stories. Take a step back and remember that it's all just made up. The designers certainly don't care, half this stuff is just the things they made up in their living room.

    Golarion isn't Pathfinder

    Your Pathfinder isn't mine.

    We get to pick whatever we want from whatever sources and use it to entertain ourselves and fellow players.

    There is no heresy. Only new life

    I love you all.


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    Orfamay Quest wrote:
    The Sword wrote:
    I read it twice and politely requested clarification.
    .... which I refused to provide, since the answer I gave was complete and accurate.

    This post is as surreal as some of the suggestions in this thread. lol.


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    I love the Legolas bits. I'd be quite happy with that right through. Which I guess is what the fighter/ranger is now.

    I guess there is a difference between saying a fighter isn't powerful enough vs saying a fighter doesn't affect the world in the way I believe a high level character should. Whether a fighter or any other martial class is crappy will depend on what you want to get out of the class.


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    I'm all for bringing in the short rest long rest mechanic personally.


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    They aren't Fighter vs Wizard problems. Those are bad encounter design, poor GM and bad advice for new characters.


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    Sundakan wrote:

    Definitely the "range of character options" thing. I played my first 5e game today and while I'm really enjoying my Arcane Trickster Rogue...I feel like my path is set as far as what abilities I get going forward to 20. And after I play this character, I will probably not want to play a Rogue again.

    The scarcity of Feats (both in number and frequency, and potentially even existence) and small number of build paths for characters (Rogues have 3, but the other classes seem to usually only have two) means the game seems like it would get old after a while.

    Some feats are effectively chained together so you get all of them in bulk rather than slowly over levels.

    Some feats aren't required anymore because you don't need feats to do those actions - (combat manouvers etc)

    Most feats aren't relevant because bounded accuracy removed the need for endless pluses.

    There isn't much left after that particularly because a lot is covered off in the archetypes.

    The hardest thing for me to get my head round was that it is the characters decision in game that makes the difference not the decisions at levelling up. Once I switched my thinking the whole game opened up for me.


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    kyrt-ryder wrote:

    The only reasons to forbid someone playing a martial are as follows:

    A- you refuse to allow Martials to perform appropriate to their tier.

    B- you take the game past level 12 without nerfing magic and the opposition.

    As to why I would do it? Because I don't want to see yet another player heartbroken when he realizes that his party mate solves all the problems by summoning a horde of angels and his badass BMX skills accomplish nothing of value.

    My definition of 'demigod or not' is what the spells are doing.

    Take a look at 7th level spells. That ain't 'human' level magic anymore.

    So you save people from themselves. How very paternalistic of you.

    Best character in our skull and shackles campaign - swashbuckler
    Best character in our Warhammer Fantasy campaign - scout ranger
    Best character in our northlands campaign - sword and shield fighter
    That is in both terms of interest and ability to get stuff done.

    I always thought that sketch would loose its potency if instead of being a guy on a bmx it was a 6'2" Arnold Swartznegger equivalent in a suit of adamantine full plate and a sword five long, moving through a series of small dark rooms.

    I can't really see any grounds for separating 7th level magic from 6th except it is more powerful. It all breaks reality.

    [edited text because I got ninja'd, then got ninja'd again lol. Kurt is one step ahead of me every time. He doesn't have the foresight spell up]


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    Fighters can do a wide range of things that are extraordinary. Using feats and archetypes. They are getting twice as many feats as most other characters. Feats let you do cool things. Blind fight for instance. They don't let you do everything, but then again neither should they.

    Anything else is for mixed martial caster classes of which there are plenty to choose.

    Regarding the tiers and media characters how did you decide where to put people?

    Surely demi-God status is what mythic is for? The ability to not die and/or high star points/templates.

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