Robert Brookes RPG Superstar 2014 Top 4 |
GeraintElberion |
First thoughts:
Neil's Opening pieces are really neat.
JJ's introduction is sweet.
The art is better than plenty of 3pp stuff.
The dueregar city is lovely stuff.
Robert: loving the Secretkeeper. You, sir, are horribly devious in your devotion to the reaper of reputations.
My only quibble is that some of the capstone powers are a bit badass. I might reserve them for characters with a total level of 18... something like that.
Robert Brookes RPG Superstar 2014 Top 4 |
The capstones are pretty strong, but when you consider that a character will be at minimum 15th-level before they get them and the stronger two of the three options are geared towards adding versatility to rogue or fighter types who have entered the class the power levels pretty much self-mitigate.
Apocrypha, as the spellcaster alternative, is pretty strong as well. Though, it is largely the same as the "mystic past life" ability for the samsaran race, though geared towards someone who will not have full spellcaster levels due to the staggered progression in the class.
All in all, it looks pretty strong at first glance, but when you realize what the class caters towards it's not as crazy as it first appears. My editor on this did a good job of reining in the power balance of those capstones.
I'd be interested to see how it turns out in play outside of my playtest group, though. So please feel free to share your stories!
TwoDee |
The dueregar city is lovely stuff.
Thank you kindly! I always felt that Hagegraf was done a disservice by its one paragraph in Into the Darklands...
EDIT: Some of my own disjointed thoughts
--The Weal or Woe articles are way cooler than usual, I think it's because the authors had more free reign to horrible underground beasties for the Woe halves. In particular, the Will-O-the-Wisp villain was just downright devious.
--Michael Jaecks knocked the art out of the park! Thanks, dude!
--Holy crap, Mikaze, you sick bastard. I'm keeping that fleshcrafting stuff for if I ever run another Darklands arc.
--I'm seeing a lot more adventure setpieces an encounters, and I am A-OK with that!
Anthony Adam |
1 person marked this as a favorite. |
Oh wow, the editors certainly put some polish on the final cut of my archetype (Darklands Scout) - this is so going around the office tomorrow!
Congratulations to all contributors, art and articles - very, very high standard bar now - makes me even more nervous for my next submission.
Well done everyone.
Robert Brookes RPG Superstar 2014 Top 4 |
Mikaze |
1 person marked this as a favorite. |
Only just now getting a chance to actually read in between work.
I really dig Chiaroscuro. Both halves really clicked. :)
I'm seriously thinking Blood Maidens are going to get some play in my next game. There's already a spot practically written for them in the AP. :D
Lumins, freaky-looking benevolent aberration bugs? Oh hell yes.
Skinshrouds...oh god. The visuals that can come out of these... D:
@TwoDee and Robert Brookes, thanks! Credit needs to go to Mike Welham for fixing the mechanics I broke while chopping that article down to size. Thanks again! And thanks to Michael Jaecks(OH GOD) and Peter Fairfax(equal parts "Gah!" and "D'awwww") for their art! And to the whole crew that pulls all of this together twice a year. There's a lot of cool stuff to be had in this. :)
edit-Secrets of the Lord of Change, Multitudinous Eyes is totally getting used too. Great freaky option to recreate Irae T'sarran from City of the Spider Queen in completely organic form. >:)
edit2-That second to last ad. Was not expecting that.
Oceanshieldwolf |
2 people marked this as a favorite. |
Definitely Awesome! Very glad to be in this mega-issue!!!
Bigh shout outs and thanks to:
Stephen Wood for his superb illustrations of Elosha Stargleam and Kryskith Vilbyss (Weal or Woe: Transformations of the Flesh - absolutely amazing, both better than I imagined them in my mind's eye) and
Alex Moore for his absolutely wondrous rendering of the Forgotten Fane of the Fleshwarpers. Such a nice map!!!
And whoever illustrated the Cave Harpy! Moody AND dread!!!
Thanks as ever to Timitius for the editing work and other behind the scenes organization and Paris Crenshaw for additional editing and advice on the Darklands. Thanks also to my editors (Brent Jans and Paris Crenshaw) and all the editors who took time out to make this issue of Wayfinder absolutely amazing!!!
Locke1520 RPG Superstar 2012 Top 16 |
Timitius Wayfinder, PaizoCon Founder |
8 people marked this as a favorite. |
I'd like to point out here that the PDF version contains many extras that the print version does not. Sean K Reynolds had asked me if Wayfinder could put in some Beginner Box materials. Well, it was pretty late in the submission process, so I put out a request for proposals for some Beginner Box scenarios that tied in with those supplied by Paizo.
As a result, we have Deverin's Folly, Into the Dark, and The Gateway to Nar-Voth. In addition, we added an advice article, a set of Darkland creatures (and the spells from their spell-like abilities) converted to the BB format, and added Neil Spicer's six pre-gen dwarven party for use with his Sidetrek adventure, The Foehammer Promise.
We are really keen to hear how these Beginner Box materials work for the Pathfinder community. Is this something we should be adding to EACH issue now?
And, as always, both the Wayfinder staff, AND all of the contributors REALLY want to hear from this community about what you think about this #9 issue! Did you like this issue? What did you like?
Post your thoughts and comments, PLEASE!
Paris Crenshaw Contributor |
4 people marked this as a favorite. |
I know it's been said before, but it can't be said enough:
Thank you to all of our amazing contributors and our editors. A magazine is nothing without great art, great articles, and great editors to make the articles really shine.
I'm consistently blown away by the fact that these craftsmen provide their talent and time, asking nothing in return but acknowledgment of their fine work. Please help us spread the word about what they've given to our community.
Oh...and get going on your preps for submissions to Wayfinder #10!
Fire Mountain Games |
3 people marked this as a favorite. |
Have to say, Gary McBride's article on reskinning Council of Thieves as a drow campaign was really cool. I'm really hoping AP Reskin-by-Wayfinder-Issue-Theme becomes a regular thing alongside Weal And Woe.
Hey thanks for the kind words. Glad you enjoyed the article. I am unwilling to commit to this being "a regular thing". As long as I keep having worthy ideas for how to fit the theme, I keep this train rolling.
What you can count on is that I will try to submit something to every Wayfinder from now on. It's too cool a 'zine not to support.
Gary McBride
Fire Mountain Games
Set |
1 person marked this as a favorite. |
Mikaze wrote:Have to say, Gary McBride's article on reskinning Council of Thieves as a drow campaign was really cool. I'm really hoping AP Reskin-by-Wayfinder-Issue-Theme becomes a regular thing alongside Weal And Woe.Hey thanks for the kind words. Glad you enjoyed the article. I am unwilling to commit to this being "a regular thing". As long as I keep having worthy ideas for how to fit the theme, I keep this train rolling.
Seconding that! My brains all a-churning with bizarre notions like an aquatic version of Kingmaker set in the Steaming Sea or a reversal of Second Darkness (where a bunch of goodly Darklands races have to travel to the Sky Realms to prevent a catastrophic event orchestrated by wicked (or just misinformed!) surface worlders), or a Vudran-set tweak on Curse of the Crimson Throne.
Not every AP would lend itself to all dragonblooded folk (that would be quite the twist on Jade Regent!) or all undead (Legacy of Fire, with a party from Geb?), but those that would could be pretty memorable!
RuyanVe |
2 people marked this as a favorite. |
Shameless bump for this awesome fanzine!
Plus, I'd like to add to my derro bloodline the following pieces--thanks Will for the encouragement!
Ok, here we go. This piece was discussed with the editor assigned to me, but wasn't included in Wayfinder #9--I still like it better then the included bloodline power:
Plus, what's a derro without a fitting little companion?
This replaces a sorcerer’s 1st-level bloodline power, a witch’s familiar class ability, or a wizard’s arcane bond class feature.
Familiar Patch
Prerequisite: able to cast 1st-level arcane spells, ability to acquire a familiar, Cha 18, derro
Benefit: The creature gains a strange, sickly-looking patch of fungus or mold—in fact a sentient cytillesh—as familiar as a wizard equal to her caster level. For this purpose, her caster levels stack with any sorcerer, wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to have multiple familiars or both a familiar and a bonded item.
Unlike most familiars, her familiar can transform itself into a patch of fungus that she carries on her flesh. Transforming into a fungus patch or back to normal familiar form is a move action for her familiar. This class feature is otherwise similar to a tattooed sorcerer’s Familiar Tattoo class feature. In patch form, the familiar looks like a blotch of sickly-looking scabies and does not count as a creature separate from the bearer. In fact, the familiar is a sentient patch of cytillesh, also known as brain mold, which is a staple to derro nutrition and can be found in various places in the Underdark. In patch form it continues to grant its special familiar ability, but otherwise has no abilities and can take no actions except to transform from patch into creature. A familiar patch cannot be erased or dispelled.
Familiar-------------------------Special Ability
Sentient Cytillesh-------------Master gains a +2 bonus on Will saves, the sentient cytillesh gives of bluish light as a torch.
Sentient cytillesh CR 1/8
XP 50
N Diminutive plant
Init +1; Senses low-light vision; Perception +5
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DEFENSE
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AC 15, touch 15, flat-footed 14 (+1 Dex, +4 size)
hp 2 (1d8–2)
Fort +0, Ref +1, Will –2
Immune plant traits
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OFFENSE
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Speed 5 ft.
Melee tendril –1 (1d2–5)
Space 1 ft.; Reach 0 ft.
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STATISTICS
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Str 1, Dex 12, Con 6, Int 11, Wis 7, Cha 14
Base Atk +0; CMB –3; CMD 8 (cannot be tripped)
Feats Skill Focus (Perception)
Skills Perception +5, Stealth +9; Racial Modifiers +4 Stealth
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ECOLOGY
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Environment any underground
Organization solitary or grove (3–12)
Treasure none (incidental)
Advanced sentient cytillesh CR 2
This patch of sickly looking fungus clings to the wall of a dark, dank cave giving of a blue-tinged light like a torch. Small tendrils seem to sift the air for sustenance.
XP 600
CN Tiny plant
Init +0; Senses darkvision 60ft., low-light vision; Perception +7
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DEFENSE
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AC 14, touch 12, flat-footed 12 (+2 natural, +2 size)
hp 13 (3d8)
Fort +3, Ref +1, Will –1
DR 5/bludgeoning; Immune plant traits; SR 14
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OFFENSE
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Speed 5 ft.
Melee tendril +2 (1d2–4)
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 3rd, concentration +5)
Constant—speak with plants
At will—touch of madness (DC 13)
3/day—calm emotions (DC 13), touch of idiocy (DC 13)
Special Attacks confusion, feed
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STATISTICS
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Str 3, Dex 10, Con 10, Int 15, Wis 7, Cha 14
Base Atk +2; CMB +0; CMD 10 (cannot be tripped)
Feats Skill Focus (Perception), Ability Focus (Confusion)
Skills Knowledge (dungeoneering) +5, Perception +7, Sense Motive +1, Stealth +10; Racial Modifiers +4 Stealth
Languages speak with plants, telepathy 100 ft.
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ECOLOGY
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Environment any underground
Organization solitary or grove (3–12)
Treasure none (incidental)
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SPECIAL ABILITIES
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Confusion (Su)
The Cytillesh can expel a cloud of spores in a 5 ft. burst which lasts until the Cytillesh’s next turn before automatically dissipating. A creature standing within this burst must make a DC 15 Will save or become confused for 1 round. This is a mind-affecting effect. The save DC is Charisma-based.
Feed (Ex)
By settling upon a helpless or willing target, the Cytillesh can feed. At the end of an hour of feeding, the victim takes 1d6 points of both Constitution and Intelligence drain, and the Cytillesh heals 2d6 points of damage.
An advanced sentient cytillesh can be gained as a familiar via the feat Improved Familiar at 7th level and if matching the cytillesh’ alignment.
Finally, if you're in search for a scaly challenge at mid-levels for your PCs, you might wanna check out this piece of work which I had submitted but didn't make the cut due to all the other awesome new monsters in Wayfinder #9!
Deep Earth Drake CR 7
Fiery veins of molten lava zigzag across this beast’s body as it perches atop an outcropping of rock at the far side of a lava lake. As it gets up and unfurls its powerful wings, two malevolent, dark-red glowing eyes take in every movement underneath. With a powerful roar and a graceful dive, it vanishes into the lake below.
XP 3,200
CE Large dragon (earth, fire)
Init +5 Senses darkvision 90 ft., low-light vision, scent; Perception +11
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DEFENSE
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AC 21, touch 10, flat-footed 20 (+1 Dex, +11 natural, -1 size)
hp 84 (8d12+32)
Fort +12, Ref +7, Will +6
Immune fire, paralysis, sleep
Weakness vulnerability to cold
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OFFENSE
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Speed 20 ft., fly 60 ft. (average)
Melee bite +12 (2d6+5 plus 1d6 fire), tail slap +7 (1d8+2)
Special attacks pyroclastic breath
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STATISTICS
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Str 21, Dex 13, Con 19, Int 12, Wis 10, Cha 13
Base Atk +8; CMB +14; CMD 25 (29 vs. trip)
Feats Great Fortitude, Flyby Attack, Imp. Initiative, Power Attack
Skills Acrobatics +9, Climb +11, Fly +11, Intimidate +12, Knowledge (dungeoneering) +7, Knowledge (local) +5, Perception +11, Sense Motive +8, Stealth +10, Survival +8, Swim +10
Language Ignan, Draconic
SQ speed surge, superheated
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ECOLOGY
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Environment any underground
Organization solitary, pair, family (2 adults and 2-4 offspring)
Treasure standard (double coins)
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SPECIAL ABILITIES
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Pyroclastic Breath (Ex)
A deep earth drake can, as a standard action, breath a cone of fire and slag. This attack has a range of 120 feet and deals 8d6 points damage. Half the damage is fire damage while the other half is bludgeoning damage (DC 18 Reflex half). Once a deep earth drake has used its pyroclastic breath, it cannot do so again for 1d6 rounds. The Reflex save is Constitution-based.
Speed Surge (Ex)
Three times per day as a swift action, a deep earth drake may draw on its draconic heritage for a boost of strength and speed to take an additional move action in that round.
Superheated (Su)
A deep earth drake’s bite attack deals an additional 1d6 fire damage.
Deep earth drakes share a magma dragon’s jet-black scales with in-between visible glowing rivulets of lava, whereas the membranes of its wings lack this resemblance. A deep earth drake is rather large and stands out with its compact physique when compared to other drakes. They reach heights of up to 15 feet and weigh up to 3,500 pounds.
These drakes prefer areas of volcanic activity where they inhabit caves created by volcanic events. They can be seen swimming in lava lakes and rivers, which they also use in their favor to hide or as escape routes, should the odds be against them.
Highly territorial, they fight to the death over a lair, especially one featuring an entrance hidden within a magma chamber.
Prone to changes of mood within split seconds there is no way of knowing in advance what the results of an encounter with a deep earth drake will be, again showing their kinship with magma dragons. A sure sign for agitation are the spouts of fire and ash escaping its maw at irregular intervals.
Deep earth drakes mate for life. Mated pairs seek a lair together, and having found one usually assault the former inhabitants, including other deep earth drakes, and driving them off or outright killing them.
The female lays a clutch of two to four eggs and both parents care for their offspring after hatching. Until the young reach maturity at an age of four, the female drake stays within the lair at all times, caring for the young. In addition to caring for the young, the male drake is tasked with all things happening outside the lair, e. g. hunting, and defending their territory against intruders.
On rare occasions, a pair of deep earth drakes is encountered, usually on their search for a new place to stay.
Xorn and thoqquas are their favorite prey. The former they slay not only for food but also for the gems and precious metals they might be carrying. Deep earth drakes covet treasure that can withstand heat above all else, favoring coins and items wrought from metals.
Enjoy!
Ruyan.
taig RPG Superstar 2012 |
Robert Brookes RPG Superstar 2014 Top 4 |