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BECOME THE SQUAD COMMANDER!

For some, the smell of oil is akin to that of a fine perfume, the rush of invention is the only motivation one needs, and the eternal battle against corrosion is a constant annoyance. These individuals, the tinkers, are exemplars of the unfettered creative spirit. It is this creative spirit, the constant thirst for new ideas, that propels them to seek the unknown, whether it be found in a library or in the dark depths of an ancient tomb. Supported by a vast array of custom automatons, an experienced tinker, while not a fierce combatant on his own, commands an exceptionally versatile squadron that more than makes up for his own deficiencies.

The Tinker: Master of Modular Mechanical Mayhem is the end result of months of playtesting and development. Presented herein is the Tinker base class, an individual who can be described as a "non-spellcaster spellcaster". The domain of the tinker is the mundane. While others dominate the battlefield with arms and arcane might, the tinker does so through mechanical means.

The tinker's greatest asset is the variety of machines he can bring to bear in a fight. Small, mindless automatons make up the bulk of this power, but experienced tinkers are capable of building autonomous Alphas that act as the tinker's #2. Sentient, the alpha can eventually learn to order around the automatons so the tinker doesn't have to. Further, truly skilled tinkers are followed around by a swarm of nanobots. This swarm is capable of rending most any material into its constituent pieces and then rebuilding it into something useful. Many of the dragonscale breastplates that exist in the world today were crafted from a dragon in six seconds flat by a tinker swarm.

To allow for maximum modularity, the tinker has a brand new magic-like system: inventions! Tinkers can learn inventions, place them into blueprints, and then deploy automatons based on those blueprints.

This product features:

  • The Tinker base class
  • Progression tables for the tinker, his automatons, and his alpha
  • 4 feats
  • 21 innovations (talents)
  • 12 greater innovations (greater talents)
  • 121 inventions with full summary invention list
  • Dozens of pregenerated automaton configurations to get the creative juices flowing
  • Bookmarks and limited internal linking
If sales are strong, a number of prestige classes will be made available for the tinker as separate products. These include:
  • The Innovator - By focusing his inventive power on his weapon, the innovator makes a one-of-a-kind killymajig.
  • The Mechromancer - Mixing the power of necromancy with the power of invention, the mechromancer maintains a double dose of mindless thralls. Backed by the ability to raise "dead" automatons, the line between machine and undead blurs in awkward ways.
  • The Steelsinger - So, you have a bunch of robots. Awesome - make a band.
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Have you ever killed a man with a handful of grass? She has.

While some individuals, the druids and rangers of the world, learn to coexist and be one with nature, other individuals, the alchemists of the world, learn to harness nature and force it to do their bidding. The herbalists of the world take a path between these two extremes. Herbalists see the natural world as a tool to be revered, a cornucopia of plenty that needs to be properly exercised to extract full benefit from it. From the smallest shelf mushroom to the greatest of flora, the herbalist knows the inner secrets of all things that grow upon this earth.

Designed to play as an assassin / rogue / chaos druid, the herbalist uses the plants around her as a substitute for spells per day. As such, she is dependant upon her surroundings as a means of power acquisition. That is to say, if she is in the forest, the plants she can acquire are vastly different from those in the desert. Each biome (desert, forest, grasslands, mountains, tundra, underground, and wetlands) has been carefully balanced to provide healing, support, offensive, and defensive capabilities regardless of where the herbalist is.

Now, the idea of randomly generating "plants per day" may seem a bit daunting. Fear not! All the complexity has been boiled down to a few rolls on one of a set of simple tables. What's more, each biome has been summarized on a single sheet, including the functions of each herb in that biome, and each summary sheet contains a handy column for recording just how many of that herb the herbalist has.

"Alright, but what about moving from biome to biome? Won't I lose access to the plants I like?"

Well, yes and no. Though an herbalist will lose access to going out and picking a biome's herbs if not in that biome, she always has the option to plant her favorite plants in terra cotta pots that she hauls around, thus letting her always be sure that certain tactical options will ALWAYS be available, no matter how strange her daily plants pool may be. Further, an herbalist can carry over a small subset of her plants per day to the next day, allowing her to benefit from a glut of an herb she particularly enjoys and giving her the ability to survive the lack of an herb she leans upon heavily.

"Fine, but isn't the idea of having everything an entire biome can do small enough to fit on a page rather limiting?"

Again, no! The herbalist can cook down her herbs using recipes to create new and exciting concoctions, some of which are wildly different from what they started out as!

"What if I end up somewhere that isn't one of your biomes? What if there are no plants at all?"

The notion of an area with no plants is addressed within the class mechanics. If a new and exciting biome comes along, the very system used to create the standard biomes in the first place is presented in its entirety at the back of the document, including the raw, editable tables used to make the tables within the supplement in the first place! It shouldn't be too hard to mix the herbs up and make it yourself with that kind of support.

This product includes:

  • The Herbalist base class
  • The Conservationist archetype
  • The Flowerchild archetype
  • Eight pages of biome find herbs tables
  • The Herb Log, containing 69 herbs with physical descriptions and, for many, art
  • The Recipe Book, containing 22 recipes.
  • Eight pages of biome summary tables
  • Complete rules and formulae for creating your own biomes, including the unitless point values used to assign relative power levels to the herbs in the seven standard biomes
  • Raw .png files for all of the biome summary tables, as well as a blank biome summary table and blank biome find herbs table.
  • The blank Microsoft Publisher 2003 tables so you can make your own biomes look as good as possible.
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Invention is its own reward.

In a world brimming with wizards who learn the secrets of magic, sorcerers born with magic in their blood, and ethermancers who communicate with a cosmic blob of energy and subsequently throw bits of that blob around, it seems strange that there would be intelligent individuals who decide to work with the laws of physics rather than tell the laws of physics to sit down and shut up. Still, they exist.

These individuals are known as gadgeteers, imaginative engineers who prefer the hands-on nature of physical experimentation over the constantly staring at books that is arcane experimentation. Wielding custom-built weapons and a myriad of strange and amusing accessories, the primary advantage of the gadgeteer over the wizard is flexibility in creation. Though a wizard may know hundreds of spells, it takes weeks of work to make a fireball behave even slightly differently. A gadgeteer, on the other hand, can simply rewire her gadget tomorrow morning and have something new ready to go!

The end result of over two months of development, The Gadgeteer: Mother of Invention is Interjection Games' largest product by word count to date. Skirting the line between offensive spellcaster and support character, the gadgeteer's primary innovation is the advent of a Structure Point, or SP pool. These SP are used to create custom weapons from whatever stock weapons are lying around, as well as strange and ridiculous accessories that range from duct tape to a spy cigar stocked with everything from a one-exposure camera to a parachute. In short, a character who wants better accessories must make do with inferior weapons, and vice versa. Custom weapons and accessories can be changed daily, making the feel of the class somewhat like the Incarnum of the old Dungeons and Dragons 3.5 days.

Gadgeteers who invest in the Juryrigging feat become capable of creating accessories on the fly, much like a certain secret agent whose name prompts a roll on the Lawyer Random Encounter table.

Roleplayers are not left out in the cold with the gadgeteer! The Professional Angle class feature helps to define the gadgeteer's backstory and grants a number of bonus class skills that help the class behave the way the player wants it to be played. For the mechanically-inclined, this same class feature actually defines which of the three saving throws will have good progression, giving the optimizer that much more freedom.

Product Features:

  • The Gadgeteer base class
  • Favored Class Bonuses for all common races and many featured races
  • A smattering of feats
  • 58 custom weapon gadgets
  • 13 accessories with a total of 97 addons, making each accessory comparable to a sorcerer bloodline or an oracle mystery
  • Bookmarks

If sales are strong, Interjection Games will provide expansions to this product, including a Secret Agent rogue archetype for those who wish to play the spy rather than the fellow who makes the spy's gadgets.

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Just as at home stalking the shadows for their prey as they are bringing luminescent wrath down upon their foes in a display of pyrotechnics, edgewalkers come across as walking paradoxes to most observers, most observers being defined as those who haven't just been shown, in excruciating detail, mind you, that both approaches are just as lethal. Edgewalkers believe in the duality of all things. Life and death, or light and darkness, for that matter, are just two sides to the same coin. How otherwise rational creatures, such as paladins, could get so riled up about one half of a duality is quite confusing to the neophyte edgewalker, though this soon passes given their philosophy's capacity to accept things as what they are.

The training of an edgewalker resembles that of a martial, ascetic monk, while also resembling that of an assassin or other such stalker of the shadows. Experienced edgewalkers are just as cunning as they are wise and revel in the eventual realization that their training is a smattering of that of all other professions. By being trained in such a manner, edgewalkers understand the nature of their adversaries as extrapolated facets of themselves, granting themselves a significant advantage in battle.

Toeing the razor's edge between many paths, the edgewalker's journey and outlook tends to be a source of amusement or confusion for all those he takes on as traveling companions, but there is no doubting that his strange combination of monk and assassin, light and darkness, and wisdom and naiveté are surprisingly effective when brought to bear.

Product Features

  • The edgewalker base class, a combination assassin/shadowdancer/monk base class whose primary innovation is two "ki" pools, one for light and one for shadow. Use both in tandem to confuse and overcome your enemies!
  • Over 80 waypoints and greater waypoints, effectively talents for use with your "ki" pool.
  • Favored class bonuses, a smattering of character-defining feats, and limited bookmarking

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"A man needs to believe in something. I believe I'll have another beer." - W.C. Fields

Nature is a wonderful, complicated thing. Its many parts live in balance with each other, always seeking a stable equilibrium, a way to remove the chaff and produce a wasteless, sustainable whole. Brewmasters, however, live to upset this equilibrium, at least on a very small scale. Trained in the production of microcosms that are so off-kilter that the inhabitants literally eat themselves to death, brewmasters are interested in manipulating how these tiny creatures finish themselves off. Why? Because their waste products happen to be delicious.

This does not mean that a brewmaster cares nothing for nature. Without nature, there's nothing to throw in a keg, and without a keg full of fermented goodness, the good times simply cannot roll. Wise rather than intelligent, many brewmasters are known friends of druids and rangers, as they embrace nature and its gifts in a similar fashion. Others are fully urbanized and can be seen running the finest taverns and inns in the world. Those brewmasters who seek out the adventuring profession do so to assuage the singular urge to keep experimenting with brews. Who knows - there may be something new to ferment just over the next hill.

Product Features

  • The brewmaster base class, a "smart man's barbarian" (or a "brutish herbalist") whose primary innovation is a complex brewing system featuring four kinds of ingredients: additives, clarifiers, fermenters, and sugars
  • A semi-realistic fermentation and brewing simulation system with multiple fermentation speeds and end product quality levels - slow brews can take up to five days to mature, while fast brews allow the brewmaster to regain his power overnight
  • The ingredients book, featuring 40 additives, 9 clarifiers, 8 fermenters, and 27 sugars
  • About a dozen feats that manipulate everything from what kind of drunk your brewmaster is to his propensity to preserve his potions with a bracing dose of neutral spirits
  • Limited internal linking and bookmarking

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Half the fun of a con is the chance of getting caught.

Fate is the both the lawmaker and the policeman of the universe. Responsible for developing simplifying assumptions about each individual under its jurisdiction, Fate defines the beginning, middle, and end of the existence of everything simply because it allows the universe to be more efficient as a whole. Still, in order to maintain this efficiency, Fate has forced itself to be exceptionally literal and open to... creative interpretation.
A select few take the concept of confidence artist and point the con at the universe itself. Their favored word? "Technically..." Their favorite expression? A disarming smile. Their name? Cartomancers. Masters of reading into the web that Fate has woven and pulling out dozens of possible scenarios that technically fulfill its requirements, cartomancers are both wise, for they must know how Fate works, as well as charismatic, for they must be able to get away with the half-lies that they spout. Cartomancers walk the razor's edge, constantly prodding at and manipulating Fate, forcing the cards to fall the way they wish. Does Fate respond? All the time. Cartomancers are used to the backlash, and some of their colleagues have fallen to Fate's particularly vindictive mood swings; most cartomancers simply smile and explain that it's all part of the rush. Half the fun of a con is the chance of getting caught.

The ninth class in Interjection Games' constantly-growing stable of the strange, unusual, and just plain fun, the cartomancer is a deckbuilding base class that is compatible with poker cards, tarot cards, or the print-and-play deck that just so happens to be the last thirteen pages of the book. Each day, cartomancers build an active deck of spells, or portents, from a collection of cards. Based on the concept of breaking luck and effectively rigging the game, the cartomancer's greatest enemy is the luck of the draw. As their hand of cards defines how they can manipulate fate, sometimes they have precisely what is needed to turn a fight their way - more often they don't. As luck is something they are all too familiar with, savvy cartomancers are known to learn seals, or generic manifestations of Fate that are always within arm's reach.

Product features:

  • Deckbuilding base class with 54 unique portents
  • Compatible with poker cards and tarot cards
  • Comes with a complete print-and-play deck, plus a cheat sheet card!
  • Approximately 25 of the best feats ever put into an Interjection Games class
  • 12 seals, generic manifestations of Fate that allow a cartomancer to use a specific ability regardless of what's in her hand
  • Rules for fortunetelling and being slapped around by Fate when it's pushed too far

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"They are everywhere, crawling upon every surface, living inside every body, and finding a way to feed on everything from carrion to the blood of the mountain itself. They are ubiquitous. They are legion. And I command them."

Harness the collective power of single-celled organisms with the plaguewright base class! Start with a strain, then slowly add mutations as you selectively breed your pathogens and symbiotic microbes to fulfill the precise function you desire. Once you have the mixture you want, inject somebody with it and take note of the results.

Featuring abilities that trigger on injection, after the primary disease effect ends, and even every time the subject fails a saving throw against the strain, the plaguewright can breed thousands of potent pathogens to literally melt faces in that special way that is dearest to his heart.

Product Features

  • Over 80 strains and mutations that can be mixed and matched to make potent cultures
  • Class uses both vessels and vials. Vessels allow for multiple injections per day, while vials are numerous, but only allow for one injection per day. Mix and match the bread-and-butter and the situational.
  • Innovative beneficial disease system - Make a saving throw each round. If you fail, the effect ends!
  • Terminal mutations produce a short-term second disease after the first disease is shrugged off.
  • Deliver diseases through syringes, which are effectively strapped to any melee weapon or crossbow with which you are proficient.
  • 10 feats that expand vials, allow for cultures with two strains, and even make a disease a poison instead.
  • Amusing favored class bonuses. Gnome players will be particularly happy.

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Interjection Game's 12th base class, the antipodist is a full caster base class that specializes in the use of diametrically opposing forces, light and darkness, as two sides of the same coin. Fueled by a radiance pool and a shadow pool, the antipodist must carefully balance her expenditure of magic in each of these two halves, lest she lose access to half of her tricks halfway through the day. Those antipodists who scoff at such balancing acts can act contrary to their colleagues (thus becoming antipodists for a totally different reason!) and choose to throw their lot in with light or darkness, to the exclusion of the other side of the coin, thus ensuring that all of her power is concentrated in a single pool.

Designed to be a fun and fairly simple spellcasting experience, perfect for first-time spellcasters, but refreshingly different for veterans, the antipodist's design is predicated on fun combos, the ability to create wildly different characters based on limited spell selection, and some of the most wickedly difficult advancement decisions ever found in an Interjection Games product. Though no single advancement choice will cripple a character, every choice is tracked by the class itself, spitting out different opportunities and passive bonuses based on the road the antipodist has chosen to take. To get the full experience of this class, starting at level 1 and moving on up is recommended. As any wanderer will tell you, it's not the destination that matters. It's the journey.

Contents:

  • The Antipodist
  • 135 loci in 9 philosophies
  • 3 new feats
  • A guide to roleplaying dramatic shifts in philosophical alignment

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Unlock the power of the heart's blood!

"Religious dogma insists that we accept that the gods are all-powerful, effectively omnipotent save for when they step on the toes of another god. If that were so, why does every god have at least a passing interest in the maintenance of an array of mortal worshippers? The fact is we do not factor into the motivations of the vast majority of the gods unless we 'mere mortals' are, in fact, the very source of their great powers. Why not keep these powers for yourself?"

Strange warriors who elect to worship the potential of mortal flesh rather than the gods, sanguine disciples use themselves as ritual foci, drawing from their own vitality to fuel both great feats of strength and powerful magic. Despite the common perception, not all sanguine disciples are walking pillars of muscle. Indeed, bodily constitution, not aesthetics, is the true measure of a sanguine disciple, and the barrel-chested tavern brawler the next town over may be closer to their definition of the mortal ideal than the handsome traveling performer.

The sanguine disciple is a new take on the concept of martial maneuvers, combining a pool system that replenishes itself on kill, "combo point" tracking for the use of devastating finishers in a long fight, stacking bleed effects, and heavy use of both swift action and standard action abilities to make skirmishing not only viable, but downright more powerful than full attacks if you play your cards right. Sanguine disciples can easily bleed out the most powerful of creatures in short order, but those who do not pace themselves may find their body overtaxed and be forced to drain themselves of their own bodily Constitution to keep maneuvering.

Product Features

  • Favored class options for all common races, as well as most featured races.
  • Innovative blood point system fuels complex maneuvers and also allows for temporary reduction of the characters own Constitution score to keep doing the flashy stuff
  • Nearly 80 bloodsongs (maneuvers) in four distinct types
    • builder – active ability that generates focus in addition to other effects
    • finisher – active ability that requires focus to perform
    • harmony – stances that grant a benefit, but impose a related penalty
    • resonance – passive bonuses
  • Nested bookmarks

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PHENOMENAL COSMIC POWER! ...itty bitty power pool!

A trio of "warlocks" for the Pathfinder generation!

It can be rather unsettling to learn that our infinite universe is but one of many, a miniscule dot on the roadmap of creation. These universes follow vastly different laws of physics and are prone to annihilating each other if they should ever touch. Though these events do happen, they are quite rare thanks to a weightless and almost completely elastic extrauniversal fluid known as the ether.

There are some puny and insignificant organic creatures who find themselves attuned to this background noise of the multiverse, this infinite source of energy that surrounds them and suffuses the void beyond the edge of everything. Finding they have the ability to communicate with the extrauniversal fluid and to draw from its raw, shapeless energy to do as they will, these ethermancers tend to fall into two camps. Some believe that the universe chose them to carry its greatest gift and use it to protect this tiny speck of creation. Others feel it is a perfect excuse to lord it over everyone. Given humanoid nature, the latter tends to be far more common.

Ultimate Ethermagic is part of Strange Magic, an upcoming hardcover book that will contain three newly-expanded magic systems: ethermagic, musical composition, and truename magic.

Ultimate Ethermagic takes equal parts Douglas Adams and H. P. Lovecraft to produce an “all day long” system of magic with a cosmic flavor. Spiritual successors to the warlock base class of the 3.5 days, the ethermagus, ethermancer, and etherslinger base classes seek to have improved playability by offering the ability to mix and match spell effects to make custom evocations on the fly. Whereas the warlock simply blasted, the ethermagician can ask, “How hard?”, and can even choose to be an interesting hybrid class rather than a pure-blooded caster.

Thanks to the advent of a rapidly-regenerating spell point pool, players must choose whether or not to spend more than they will regenerate next turn. Incredibly potent effects are indeed possible, but firing them off without a care in the world will reduce the player to single-target ranged touch attacks in a hurry!

Product Features:

  • Three base classes, the full-caster ethermancer, the melee ethermagus, and the cosmic firearms etherslinger
  • Eight archetypes, three of which, the healing etherfuser, the insane mad evangelist, and the stealthy void stalker, are complex enough to be new classes in their own right!
  • Favored Class options for all common races, as well as most featured races
  • Innovative spell point system allows for a spellcaster balanced like a martial class with the ability to “burst” like a classic spellcaster
  • Rules for detecting ethermagic, countering ethermagic, and qualifying for classic arcane spellcaster prestige classes as an ethermancer
  • 225+ spells, or “manifestations”, in six schools, or “etherhearts” spanning a 45-page spellbook
    • lesser blast – low cost, moderate damage evocation
    • greater blast – high cost, high damage evocation
    • alteration – defensive spells for self only
    • bestow – defensive and offensive spells for anyone but the caster
    • genesis – permanent creation of objects from pure energy
    • voidmeld - on-the-fly weapon enhancement
  • Greater manifestations system allows an ethermagician to retard lateral growth in exchange for massive once-per-day effects, including one spell so modular that it takes up three full pages all on its own (and is supported by 3 of the book's 39 feats)!
  • 39 feats
  • Complete nested bookmarking, including all sidebars and tables

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The onmyōji is a practitioner of onmyōdō, which is best described to the western layman as a sort of occult druidism with a focus on communication with spirits, whose advice and protection provides powerful abjuration and divination abilities. An adept onmyōji is in touch with the natural world, as well as the spirits that tend to it. Historically, onmyōji were retained by rulers and other decision makers to help ensure that all festivals and other holidays fell on lucky days, as well as in an advisory role regarding policy. Some onmyōji differentiated further, becoming ritualistic healers, as well.

The kami are the onmyōji's lifelong allies. Some, he venerates as gods, while he may bind other, lesser spirits to his direct service as shikigami. The spirits of the land can be petitioned directly, or their powers channeled through mystical talismans: o-fuda and omamori. Without these spirits, the onmyōji is nothing in a fight, but without the onmyōji, the spirits have no mortal herald to call their own.

In game terms, an onmyōji is a powerful support spellcaster with an equally powerful shikigami spirit at his side. Completely devoid of classic Vancian magic systems, an onmyōji is instead possessed of powerful area denial magic through the use of talismans, which channels power that is impossible to resist, thus necessitating the destruction of the talisman to get around his magic.

Product Features:

  • The onmyōji base class, a pet-focused full caster with two new systems of magic: petitions and talismans, and no traditional Vancian magic
  • Rules for an onmyōji's shikigami, a powerful bound spirit that has its own spellcasting resources
  • 29 talismans, with separate effects for area-of-effect o-fuda or single-target omamori
  • 28 petitions, which call upon great beings, even Buddhist and Shinto gods, for aid
  • 7 Friendship feats, representing a personal relationship with one of the Seven Lucky Gods. Each feat empowers that god's iconic petition.
  • 6 Shikigami feats
  • 6 Onmyoji feats
  • Complete bookmarking of all sections and tables

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Roll over, Beethoven!

Compose and conduct your own masterpieces with one of four new musical base classes based on a new, freeform composition system.

In the real world, great musicians are some of the most creative people that you will ever meet. When sitting down to play one in tabletop gaming, however, musical performance boils down to a short list of canned abilities that are autogranted at particular level thresholds. In short, gaming a musician is not the creative enterprise that actually being one is.

Ultimate Composition seeks to capture the raw creativity of music with the advent of a freeform composition system. Players combine intros, melodies, and outros to compose custom scores, which are then conducted in much the same way that a bard performs his performances. Each base class contained herein takes a different spin on the concept, combining it with spellcasting, arcane magic, divine magic, or more freeform musical composition, as the case may be.

Further, Ultimate Composition's transformative archetypes are not mere flavor packages, but instead modify the very root of the composition system itself, to the point that each base class can be made almost unrecognizable by piling on two or three of them.

Product Features:

  • Four base classes: the skirmishing breakdancer, the divine cantor, the multi-conducting harmonicist, and the classic maestro
  • Five multiclass archetypes, archetypes that are each compatible with two or more of the above classes: the masterpiece-rewriting arranger, the transformative songweaver, the music-as-magic starlet, the minelaying street performer, and the bardic performing virtuoso.
  • Favored Class options for all common races, as well as most featured races
  • Innovative scores system makes music into a tripartite system of intro, melody, and outro, then offers options to totally break that structure through transformative archetypes and specialist base classes
  • 150+ compositions spanning a 30-page spellbook
  • Breakdancer dance moves system with 60 abilities
  • Cantor/Maestro masterpieces system with 25+ musicae sacrae/opuses
  • 19 feats
  • Complete nested bookmarking, including all sidebars and tables

Ultimate Composition is part 2 of 3 of the Strange Magic project.

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We call it the First Language, and anything spoken in this most primal of tongues is law. Be the speaker king or peasant, the universe is compelled to shift the very fabric of its being to conform to that which is said. Complex beyond comprehension, this ur-tongue contains syntax and vocabulary capable of describing all that can conceivably exist in this, or any other universe. Though perfect mastery of such a construct is impossible for even the gods—this is why deities have portfolios—even a mortal can learn enough of the First Language to effectively BE a god with an incredibly narrow focus. These obsessive scholars and phoneticians are collectively called the truenamers, and their efforts to capture the power wielded by the gods themselves upsets everyone from clerics to cultists.

Ultimate Truenaming, part 3 of 3 of the Strange Magic project, expands upon 2014’s Libram of the First Language. Loaded down with new recitations, new inflections, new prestige classes and archetypes, and the new scion of discordia base class, what reviewer Endzeitgeist already heralded as “Truename Magic that ACTUALLY WORKS!!! YES!” is now bigger and better than ever!

Contents

  • 2 base classes
    • The truenamer, specializing in truename magic
    • The scion of discordia, specializing in manipulation and chaos
  • 9 archetypes
    • The chessmaster (truenamer), presenting a wholly new way of preparing and using truename magic
    • The disciple of discordia (scion), who mixes monk defenses with a customizable Discordant Zone that actively chases its creator as he moves
    • The discordant instigator (scion), effectively a smack-talking rogue rap battler whose insults bring the pain thanks to the First Language
    • The orator (truenamer), which extends Truespeech to speechwriting
    • The rulebreaker (scion), who can confound and pervert the very Laws of the universe itself
    • The savant of heart and mind (truenamer), a restricted “school specialist”
    • The truescribe (truenamer), capable of producing truename magic scrolls
    • The tuneful inflectionist (truenamer), master of adding inflections to recitations
    • The verminspeaker (truenamer), who extends the First Language to the realm of mindless animals and befriends them with its power
  • 5 prestige classes
    • The polycosmic theurge, whose visions of the entire multiverse meld ethermagic and truename magic into one cohesive whole [requires Ultimate Ethermagic to function]
    • The speaker of the word, a holy man who has seen the truth of the First Language and now runs contrary to the established dogma of his deity’s church
    • The trueshaper, cursed with limited vision, but blessed with an unparalleled ability to shape that which he sees
    • The willshackler, specializing in First Language proper nouns
    • The wordsworn defender, a truename magic-wielding tower shield specialist who affixes notes to the back of his shield to assist his pronunciation
  • A 53-page spellbook broken up into four codices: Heart and Mind, Artifice, Far-Flung Spheres, and Realized Vision
    • Heart and Mind and Artifice feature the classic “reversible recitation” mechanic
  • 17 feats
  • Bonus sidebars
    • A guide to creating a nonsense language to recite for roleplaying purposes
    • A guide to the relationship between wordsworn defenders and other practitioners of Truespeech
    • A description of the rivalry between gnomish truenamers and gnomish engineers, culminating in the wordforged construct inherited template

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Bored of Vancian magic? Try something Strange instead!

In development in one way or another since June of 2013, Strange Magic offers up three brand new magical subsystems with freedom as their modus operandi. Build custom spells from the ground up with ethermagic, compose your own scores with musical composition, and weave ridiculous combos and reverse recitations with truename magic.

Ethermagic

Ethermagic takes equal parts Douglas Adams and H. P. Lovecraft to produce an 'all day long' system of magic with a cosmic flavor. Spiritual successors to the warlock base class of the 3.5 days, the ethermagus, ethermancer, and etherslinger base classes seek to have improved playability by offering the ability to mix and match spell effects to make custom evocations on the fly. Whereas the warlock simply blasted, the ethermagician can ask, 'How hard?', and can even choose to be an interesting hybrid class rather than a pure-blooded caster.
Thanks to the advent of a rapidly-regenerating spell point pool, players must choose whether or not to spend more than they will regenerate next turn. Incredibly potent effects are indeed possible, but firing them off without a care in the world will reduce the player to single-target ranged touch attacks in a hurry!

Musical Composition

In the real world, great musicians are some of the most creative people that you will ever meet. When sitting down to play one in tabletop gaming, however, musical performance boils down to a short list of canned abilities that are autogranted at particular level thresholds. In short, gaming a musician is not the creative enterprise that actually being one is.
The musical composition system seeks to capture the raw creativity of music with the advent of a freeform composition system. Players combine intros, melodies, and outros to compose custom scores, which are then conducted in much the same way that a bard performs his performances. Each base class contained herein takes a different spin on the concept, combining it with spellcasting, arcane magic, divine magic, or more freeform musical composition, as the case may be.
Composition's transformative archetypes are not mere flavor packages, but instead modify the very root of the composition system itself, to the point that each base class can be made almost unrecognizable by piling on two or three of them.

Truename Magic

We call it the First Language, and anything spoken in this most primal of tongues is law. Be the speaker king or peasant, the universe is compelled to shift the very fabric of its being to conform to that which is said. Complex beyond comprehension, this ur-tongue contains syntax and vocabulary capable of describing all that can conceivably exist in this, or any other universe. Though perfect mastery of such a construct is impossible for even the gods—this is why deities have portfolios—even a mortal can learn enough of the First Language to effectively BE a god with an incredibly narrow focus. These obsessive scholars and phoneticians are collectively called the truenamers, and their efforts to capture the power wielded by the gods themselves upsets everyone from clerics to cultists.
Truename magic features the recitations system, in which spells are cast upon successfully making a truenaming check (same as a concentration check, but a different name so other content can't break it) against the level of the recitation. Each time a recitation is recited, its check DC increases by +2 until the following day. Inflections, effectively a metamagic system that allows for bonus effects in exchange for increasing the truenaming DC faster, makes even the 1st-level recitations useful forever. After all, if you could cast a quickened 1st-level recitation each round, why wouldn't you?

Product Features

  • Three ethermagic base classes: the full-caster ethermancer, the melee ethermagus, and the cosmic firearms etherslinger.
  • Four composition base classes: the maneuvers-based breakdancer, the divine cantor, the score-spamming harmonicist, and the arcane maestro
  • Two truename magic base classes: the classic truenamer and the universe-trolling scion of discordia
  • Ten ethermagic archetypes, four of which, the healing etherfuser, the insane mad evangelist, the etherbomber, and the stealthy void stalker, are complex enough to be new classes in their own right!
  • Five composition archetypes, all of which are compatible with multiple composition classes
  • Eight truename magic archetypes, two of which, the chessmaster and the discordant instigator, may as well be their own classes!
  • Five truename magic prestige classes
  • An NPC Codex! Over 30 pages of iconic NPCs for use in your games
  • Well over 150 pages of manifestations, compositions, opuses, recitations, dance moves, talents, and feats
  • Favored Class options for all common races, as well as most featured races

"For me, this is an EZG Essential, a candidate for my top ten of 2014, and deserves a final verdict of 5 stars + seal of approval. This is, even without anything I added, the best crunch-book I've seen in ages—innovative, fun, complex, and yet, pretty easy to grasp." —Endzeitgeist, reviewing Ultimate Ethermagic

"WOW, this supplement (which is only 1/3 of the entire book) is amazing!" —Chris Zank, reviewing Ultimate Ethermagic

"Its crowning achievement, to me, remains in its ability to make the mastery of the system mimic the process it seeks to emulate—a feat rarely seen in any supplement and one that must be considered superbly rewarding. Hence, Ultimate Composition receives a final verdict of 5 stars + seal of approval and becomes a candidate for my Top Ten of 2015." —Endzeitgeist, reviewing Ultimate Composition

"I can assure you this monster is worth each cent, offering a vast array of cool options and salvaging the truenaming concept, making it actually work while maintaining its distinct identity." —Endzeitgeist, reviewing Libram of the First Language

"Might [be] worth the price for the Breakdancer class alone. Seriously. I totally want to make a gnome breakdancer now." - Timothy B., featured reviewer, commenting on the Strange Magic Subscription

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You have the right to bear arms, scorpion stingers, and everything in between!

Druids, rangers, and others who revere nature barely scratch the surface, for they interact with the products of nature: her magic, her flora, and her fauna, but not with the primal entity whose personality is reflected in everything she creates. Animists commune directly with the primal being herself, offering themselves up as living clay to be shaped into a pure representation of her will. These representations, known as aspects, encompass everything from the pedestrian products of nature to the concepts and emotions that drive nature forward. Despite their range of expression, all animists are united in their adoration of their patron, and are, in essence, nature incarnate.

Commissioned by "Sugar Momma" Patreon backer Sasha Hall, the animist base class presents a new, flavorful system of druidic pact magic with an incarnum-style twist. Featuring the Prominence mechanic, animists take on different natural aspects each morning, but can choose to spend multiple aspect slots to dig deeper and deeper into a single aspect, unlocking further related abilities in a single niche at the cost of reduced versatility. A selection of minor aspects rounds out the animist's daily loadout, ensuring that there's always some interesting little trick on hand for when the going gets rough.

Class Stats

  • Difficulty to Play (1-5): 2
  • Difficulty to Build (1-5): 2
  • Role: Full BAB Primal Striker/Spellcaster

Product Features

  • The animist base class
  • Two archetypes - the tattooist and the verdant herald
  • Favored Class options for all common races, as well as many featured races
  • Seven feats
  • 21 major aspects, each with seven or more abilities
  • 30 minor aspects
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How many roads will you walk down?

Just as at home stalking the shadows for their prey as they are bringing luminescent wrath down upon their foes in a display of pyrotechnics, those who walk the edge come across as walking paradoxes to most observers, most observers being defined as those who haven't just been shown, in excruciating detail, mind you, that both approaches are just as lethal. To walk the edge means to believe in the duality of all things. Life and death, or light and darkness, for that matter, are just two sides to the same coin. How otherwise rational creatures, such as paladins, could get so riled up about one half of a duality is quite confusing to the neophyte of this philosophical tradition, though the confusion soon passes given their philosophy's capacity to accept things as they are.

Those who walk the edge are united by their common philosophy, but are divided by the training they undertook to achieve their personal connection with the duality.

The training of an edgewalker resembles that of a martial, ascetic monk, while also resembling that of an assassin or other such stalker of the shadows. Experienced edgewalkers are just as cunning as they are wise and revel in the eventual realization that their training is a smattering of that of almost all other dexterous pursuits. By being trained in such a manner, edgewalkers understand the nature of their adversaries as extrapolated facets of themselves, granting themselves a significant advantage in battle.

The training of an edgeblade resembles that of a fighter, crusader, or other master at arms, while also containing a deep philosophical component. These warrior poets strive to submerge their own egos in the nature of the duality itself, stifling those aspects of humanoid nature that makes understanding the essential interconnectedness of the world difficult. In combat, an edgeblade is a powerhouse of longevity, recycling a small portion of the power released whenever he invokes the duality and collecting it to power unique residuum abilities that call upon the duality again and again.

The training of an antipodist focuses entirely on the philosophy of the duality, and it is for this reason that the variance from one antipodist to the next is usually greater than the variance between an edgewalker and an edgeblade. Trained to question everything, antipodists seek to solve the duality, seeking to answer "Why?" rather than simply being happy with "What?". In her attempts to solve the duality, an antipodist comes up with some very well-defined opinions and learns similarly well-defined skills; though she may deviate from her original bearing, the path she takes along her journey leaves an indelible mark. The journey is as much a part of who she is as is the destination. In combat, an antipodist draws power from a series of nine philosophies, weaving the power of the duality in displays of the deepest darkness and brightest radiance until none are able (or willing) to stand against her.
Toeing the razor's edge between many paths, the followers of the duality tend to be a source of amusement or confusion for all those they take on as traveling companions, but there is no doubting that their strange combination of gentle philosophy and violent combat prowess, light and darkness, and wisdom and naiveté are surprisingly effective when brought to bear.

This compilation contains all content from the following legacy products

  • The Edgewalker: Wielder of Light and Darkness
  • The Motebringer: An Edgewalker Archetype
  • The Antipodist Base Class

Product Features

  • Three base classes - the martial edgeblade, the monk/shadowdancer/assassin edgewalker, and the full caster antipodist
  • Six archetypes - two for each base class
  • 171 antipodist loci
  • Over 100 edgeblade/edgewalker waypoints and greater waypoints
  • A collection of antipode feats
  • Favored class bonuses, bookmarking, and a shameless advertisement

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"Bend" the elements to your will!

The classical monk perfects himself through discipline and sheer force of will, turning his body into a lethal temple of the self. Of course, there's always more than one way to train a martial artist. Viewing such a path as narcissistic and sadly limited in its scope, the masters of forms seek both to understand their own limits, as well as the nature of the primal elements themselves. Harmony is not a fortress standing alone in the wastes; harmony is digging one's toes into the earth and feeling a sense of belonging. Only by reaching out and learning how to mimic the rich weave of the world itself can this true harmony be found.

"My first thought when I heard about this class was: 'Oh no, not ANOTHER elemental martial arts/bender-style class. Urgh. We had enough elemental burst-blasting borefests…' My second thought was 'What a waste of Bradley’s talent.' Oh boy have I been seldom wrong to this extent." —reviewer Endzeitgeist, while nominating it for top 10 of 2015

Class Stats

  • Difficulty to Play (1-5): 3
  • Difficulty to Build (1-5): 2
  • Role: Full BAB "element-bending" monk
  • Playstyle: "Combo point/maneuvers" martial artist
Product Features
  • Master of Forms Base Class
  • A focus point system with builders and varying levels of finishers
  • 82 forms in 6 primal elements (Earth, Fire, Ice, Lightning, Universal, Wind)
  • Stances system that rewards repeated use of a single element
  • 10 Secret Arts
  • 4 Feats
  • Favored Class Bonuses for all core classes and many featured races

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"Human! This so-called 'bling' is sufficiently ostentatious for a man of my caliber. I approve!"
world-famous composer Sir Alphonse Worthington III, Esq., deceased

When Strange Magic was first Kickstarted back in 2014, one of its guiding principles was that something big would have to happen in order to get me to expand it. As it turns out, having a Patreon patron dangle a wad of cash in front of my face is a big enough reason.

Interjection Games is proud to present Strange Magic's 10th base class: the elegist! A brand new musical composition class that combines Strange Magic's freeform intro/melodies/outro composition system with a rules-light variant of the medium's ability to commune with and channel the spirits of dead composers, the elegist combines mechanical crunch with class-centric roleplay elements to make a distinctly new experience within the musical composition design space. To paraphrase one of my fans when he was told of this class' development, this is one class you never knew you needed until it was put in front of your face.

Product Features

  • The elegist base class
  • 10 composer spirits
  • 10+ new compositions
  • Favored class bonuses for all core races, some featured races, and Puddlings
  • The amplifier archetype (for breakdancers and elegists), which combines rhythm mechanics with composer spirit mechanics; the goal: to make ghosts boogie
  • Variant multiclassing rules
  • A compatibility guide for the elegist in all Strange Magic composition archetypes
  • A complete reprint of the Strange Magic composition book, updated for use with the elegist base class

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"Bending" elements meets contracts with nebulous outsiders from alternate realities.

Funded by Patreon "Sugar Daddy" tier backer Alex Ross, and Endzeitgeist's Top 10 of 2015 nominee, The Master of Forms adds a plethora of brand new archetypes and the new shadow element to what was already acclaimed as a "flawless victory of a martial base class."

The Shadow Element
In The Master of Forms elemental cosmology, shadow is both stealthy (as one would expect), but also the glue that holds everything else together. The practitioner of shadow forms knows when to fade into the background, and when to obscure his very elemental lineage by tapping into whatever seems useful from the other elements. Slipping into shadow-based stances merely enables rapid shifting to another stance; in short, shadow's identity is that of no identity. To obscure all and to embrace all are the two paradoxical tenets of its followers.

Archetypes

  • Drifting One: Understanding the nature of the world is critical for Masters of Forms, for it is a deep understanding with the elements that allows for the powerful forms that make up the greatest of his repertoire. A combination of martial artist and cosmological politician, the drifting one affects a manner that attracts the elements, but never stays in one place long enough for the shallowness of his understanding to become fully known. The drifting one constantly shifts from element to element, constantly one step ahead of the primal forces that would disown him were they ever to reveal the nature of his game.
  • Elemental Partisan: Though the elements exist in harmony, those who seek to understand them may believe one to be superior. The elemental partisan locks out one element in order to grant a small subset of new forms to another element, allowing for deeper character customization.
  • Unbalanced Master: Similar to the elemental partisan, the unbalanced master finds one particular element easier to understand. No element is completely turned away, for the unbalanced master still attempts to embrace all, but the greatest powers among the other elements are permanently shut out to him. In recompense, the deeper understanding afforded to his favored element grants a unique pool ability based on the favored element chosen.
  • Vessel of Darkness - It is said that a system is only defined when it is observed. Who, or what, observes when nobody is around? The Darkness does. It lurks in the far corner beneath your bed, in the deepest of the ocean's depths, and within the void of interstellar space. It is the unknown personified, an entity so alien that it flees before mere baryonic observation, let along direct opposition. It is not good or evil. It is the eye of Elsewhere, and, for purposes unknown, it seeks to understand its neighbors.

Masters of Forms count Darkness as one of the primal powers of the universe, equal in import to fire, ice, and their peers, but the nature of the Darkness ensures it stays at arm's length, and a true understanding eludes most. Rarely, however, Elsewhere reaches out to specific baryonic entities, and if an accord is met, when the baryonic looks into the Darkness, the Darkness, unblinking, always observing, can look back.

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With all sorts of runemasters running around, why on earth are there no runesmiths?

Magic is difficult. Really difficult. Not only are there complicated incantations and gesticulations involved, but a wizard has to be able to draw power out of the very air while remembering to do everything just so. Failure generally means explosions. A large number of bright, if methodical, individuals who would otherwise make excellent wizards are locked out of their desired profession by these mental gymnastics that reward the quick mind rather than the contemplative mind. Luckily, there exists a path for them.

Rune magic removes the temporal connection between going through the motions of a spell and drawing energy from the air to power it. By etching, painting, or carving complicated runes ahead of time, a runesmith prepares devices that channel magical energy for him, thus rewarding the methodical over the agile. All a runesmith need do is pump the rune full of energy and aim.

This reliance on physical objects for spellcasting may be a bit of an Achilles heel, but it is also the means to a unique specialization. As the absolute masters of magic with and upon "stuff", the runesmith is an accomplished warder and manufacturer of temporary magic items. While he may not warp reality as does a wizard, a party with a runesmith will never want for constantly-shifting equipment.

    Product Features
  • The runesmith base class, featuring a new system of magic with tiered runes in two styles of casting: equipment and projection
  • Three archetypes - the campaigner, the forgemaster, and the projectionist
  • 11 feats
  • Nearly 200 rune variants, ranging from boots that grant bonus kick attacks to a hat that unleashes guard dogs on command

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Interjection Games is proud to present its second base class built upon the "momentum" engine first described in the top 10 of 2015 nominee Master of Forms base class: the assassin! The best parts of momentum have been distilled down with their own little assassin twist, extra care has been taken to increase out-of-combat utility, and the very ability design of the class itself has been built to allow 18 distinct character archetypes without the need for actual archetypes!

What is "momentum?"
The momentum system is inspired by the ubiquitous combo point systems found wherever a rogue or rogue-like character gets plopped into an online game. Where combo point systems have only two categories of abilities, those that generate combo points and those that dump all combo points in one shot, momentum allows for more granularity in play by having abilities that dump one "combo point," abilities that dump two, abilities that dump three, and so on. Do you keep biding your time building your power, or do you launch into something scary-but-not-quite-terrifying because you're not at your maximum yet? Or do you just draw from the pool of emergency points you replenish each day?

This resource management minigame, as well as the little tricks momentum classes use to accelerate or break the momentum engine, makes every round of combat significantly more engaging than, "I full attack the ogre."

Fighters, for shame!

How does the assassin allow for 18 special snowflakes?
Upon taking 1st level in assassin, the player chooses two "hot," or combat-heavy, ability trees and two "cold," or out-of-combat-heavy, ability trees. With a few chances to dip outside of them, these ability trees represent a fairly hard lock on what that assassin will be able to do. The assassin's ability trees are:

  • Hot
    • Acupressure: Touch attack tricks meant to be used in place of your last attack of the round (because touches are easy to land)
    • Execution: Brutal tactics for the frontline fighter
    • Initiation: Subtle tactics for the sniper and ambusher
    • Magehunting: Steal magic, lock down mages, and hurl their own power back at them.
  • Cold
    • Infiltration: Equal parts parkour, mind tricks, and good ol' breaking and entering
    • Intuition: A sixth sense, a seventh, and maybe an eighth keep you safe.
    • Poison: Brew custom poisons at no cost to yourself, then make somebody miserable.

Product Features

  • The assassin base class
  • 105 techniques in seven categories (see above)
  • 19 feats
  • A modular design that doesn't need archetypes (good sales will mean more technique categories)
  • Momentum meets "ki" with some techniques drawing power from combat, some from a classic daily pool, and some that can take from both sources; versatility!

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Interjection Games is proud to present its latest Patreon class release, the primordial dancer!

Flavor

The primordial dancer concerns herself with the building blocks of creation. This is in direct contrast with druids and shamans, who pay deference to an oversoul of sorts built from these primal building blocks. A primordial dancer's patron has no consciousness, no mind, and no real rhyme or reason to its ends. It simply is. By mimicking the motions and vibrations used by these primal forces to weave themselves together and create the fabric of the world, a primordial dancer can weave her own reality in a comparatively microscopic sense, at least for the duration of her cantering.

Gameplay

Difficulty to Play (1-5): 3 Difficulty to Build (1-5): 2 Role: Primal magic bard Playstyle: With less of a support role than the bard while inhabiting the same power level design space, the primordial dancer mixes six-level casting with combo play in the form of dances, which can eventually be combined.

A primordial dancer's primary power is that of the dance. While somewhat like a bard's performance in the way it is presented, dances tend to be significantly more offensive. Each dance grants a passive ability while performed, as well as access to three active abilities. One of these actives is much like a cantrip, while the other two suck away at that dance's remaining duration to fire it off. Each dance has its own duration pool and high level primordial dancers can perform up to three of them at once. This, combined with druid spells on a bardic spell progression, allows for the riotous combination of spell effects to clear a combat in a hurry.

Product Features

  • The primordial dancer base class
  • Two archetypes: the primalist and the weaver
  • Over 10 feats
  • 36 dances in 6 subtypes, each with a passive and three active abilities, for a total of 144 abilities
  • Of the 36 dances, 6 are "tangos", which grant benefit to you and a chosen ally
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The earliest form of Necromancy refuses to die.

Discarded scraps of souls have been piling up in heaps since the dawn of time, and, long before magic was codified in the way we understand it today, some of the first true necromancers just so happened to notice that they were up to their knees in these catatonic bits and pieces of what used to be people like them. Calling themselves reapers, these necromancers found ways to coax scraps of soul back together, to give lost souls a new lease on life, and to grant these aggregate beings a means of interacting with the world once more. Necromancy, and the rest of magic, has since moved on from what is now considered a product of the formative, dark age of magic, but certain circles still remember its power, and with every advance the rest of the world makes, the reaper gains a new tool.

We've all been there. You play a rogue for a few sessions, then the rogue gets boring, and you want to try a new character, but the narrative demands that you remain what you are and now you've gone and made friction in the game group. For all those suffering altaholics out there, Interjection Games is proud to present the reaper, a blank slate base class with versatility at its core. By herself, a reaper is more-or-less a commoner, but she slowly nurtures a group of soulsown, each of which allows her to act like a totally different class when the two of them are bound together. Trying another character is just a binary swap away!

Note: The combination of tricks from a wide variety of base classes makes classes on the lower end of the power spectrum, such as rogue, monk (sans archetypes), and fighter more-or-less totally obsolete with a reaper in play. This does not make the reaper itself overpowered—the class is still strictly less powerful than any full caster on the books and fits somewhere around the power level of a well-built bard—but rather highlights some of the issues inherent in the original source material when it was penned a decade-and-a-half ago. Still, the reaper has an enormous footprint and the average power level of games using it will probably increase now that the various low-tier "trap" classes have been ousted.

Product Features

  • The reaper base class
  • Well over 10,000 words of talents in four subtypes: arcane, divine, martial, and primal
  • No feats and no archetypes—the reaper's very design has it vacuum up character concepts from all extant crunch canon; it really doesn't need them!
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Runesmithing Expanded: Equipment Runes adds to the most iconic feature of the Endzeitgeist Top 10 of 2016 nominee runesmith base class: equipment runes. All runes have one to four power levels, a passive effect (usually), and an activated effect (usually). The biggest runes rival bloodlines in their reach and complexity, and with the new "trap" runes featured in this expansion, perhaps the snarkiness of bloodlines found a new rival, as well.

Contents:

Allaying Mark (Armor) - Grant constantly-refreshing temporary hit points to thwart persist, minor damaging effects, or to take the edge off of heavier sources of pain.

Bladesong Sigil (Weapon) - Ranging from temporary dancing weapons to cursed blades that attack the wielder, the bladesong sigil is all about weapons in motion, and totally different functions for different power levels make this a bit of a Swiss Army knife whose "weak" variants are viable through endgame.

Maker's Mark (Gloves) - Out in the middle of nowhere? Make a pair of gloves act like any set of tools you need!

Mark of the Jeweler (Hat) - Sacrifice the hat slot for a third magic ring.

Shuffler's Sigil (Boots) - This rune takes over the body of those who lose the ability to move on their own, and has that individual shuffle on over to a designated ally, presumably to be fixed. In case of death, the shuffler's sigil allows the runesmith to animate the wearer's body as a "zombie" for a short period of time.

Starmark (Cloak) - The starmark grants the wearer a pool of points, which can be used on various abilities that are useful to the budding space explorer. Jets of rocket thrust, protection against the harshness of vacuum, and more are available. The higher the power level of the rune, the more points and abilities are available. Activation refills the pool.

Theorist's Comfort (Hat) - The ultimate in tinfoil hats grants varying levels of protection against enchantment and compulsion effects based on power level.

Thiefcatcher (Any Non-Weapon, Non-Armor) - This rune has two totally different functions. As a Least rune, if somebody puts the runed item on, his skin turns a chosen color for 24 hours. Catch creatures red-handed! As a Grandmaster rune, it simply kills the thief instantly.

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Ultimate Herbalism
For people who like chaos magic, but don't like randomly killing their party.

Why does this book exist?

Classical chaos magic design is weird. It usually uses the exact same spell list as a wizard or sorcerer, but, for some reason, the world can explode when the chaos mage so much as sneezes. To me, wanting to be the chaos mage, the tabletop equivalent of "that guy", always seemed selfish; moreover, the designs that made "chaos magic" possible seemed a little lazy, for they were almost always something draped over something else that already existed. Nobody wanted to make a dedicated chaos splatbook.

Ultimate Herbalism nips both problems in the bud, introducing a druidic chaos magic system that has been built from the ground up with fun, non-party-killing play in mind.

The Flavor

Herbalists, gourmends, and naturalists are champions of the natural world selected by Mother Nature Herself. In this way, they represent a spontaneous acquisition of power, much like a sorcerer, and not a slowly-learned acquisition of power, like a druid or wizard. Nature's reasons for choosing a particular champion vary widely from individual to individual, but given the variety She maintains in the biosphere to ensure life goes on after a major disaster, this almost-schizophrenic selection process really shouldn't be a surprise.

The Process

1: Each morning, pick random herbs from a selection based on your current biome.

2: Each evening, store leftover herbs overnight day in preservation vessels.

3: When you have enough, plant your favorite herbs in cultivation pots so you always have them.

4: Learn and collect the ingredients for recipes, which give you huge, awesome effects that reward you for being a compulsive gatherer.

Modular Customization

Generous Kickstarter backers have piled on the bonus content in Ultimate Herbalism to make sure the experience any player wants is there with a little twiddling.

A: Give up either the ability to store or the ability to plant in exchange for the ability to collect rocks. Rocks act like detonating AoE herbs, but don't spoil. (Geologist archetype - has its own spellbook)

B: Give up recipes in exchange for the ability to collect bugs. Feed bugs to activate them again and again multiple times per day, giving you a spammable ability if the core system is too random. (Entomologist archetype - has its own spellbook)

C: Force your first herb collection roll of the day to be made in a special high-chaos biome, increasing the chaos for a taste of variety nobody else can have! (Mycologist archetype - has its own spellbook)

D: All of the above - Special care has been made to allow archetypes to stack, utterly transforming the base class with their cumulative effects. Who's up for an entomologist/geologist/mycologist?

Product Features

• 3 base classes, the master chef gourmend, the classic herbalist, and a martial specialist with a pet venus fly trap - the naturalist.
• 3 naturalist archetypes: creationist, mycologist, and sporekeeper
• 9 herbalist archetypes: aromatologist, compounder, entomologist, flowerchild, gardener, geologist, mycologist, poisoner, and zen cultivator.
• 9 biomes sharing a 22-page herb log
• 27 recipes
• 9 microcosms, each with four unique herbs that modify core biome tables
• Over 50 tables. Institutionalized chaos loves tables.
• Over 80 watercolor paintings by my mother, Vera Crouch

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The Flavor

We are born, and we die. Between these two events, fate is surprisingly malleable. Sadly, these endpoints are what draw the most attention. Thousands of spellcasters seek to "cheat death" or "play god", all the while ignoring just how much power every other point on the timeline of a life happens to have.

Rather than claim to manipulate the endpoints of fate, a particular brand of divine spellcaster known as cartomancers play around in the delightfully squishy center of the lifeline. Here, fate really doesn't care what happens, and all sorts of crazy things can be brought into being.

The Process

1: When making a new cartomancer, choose the classic deck or the deathdealer deck. These cards are your collection.

2: Using your collection, build an active deck made of least, lesser, and greater portents.

3: Your hand is drawn from your active deck, but if you don't like your hand, you can discard cards to power seals, a limited resource that reduces the random nature of cards by giving you a number of deterministic "outs" per day.

Modular Customization

A: Using the Three Card Monty feat, build one or more three-card minidecks that can be unleashed whenever you need their effects.

B: Take the Multitudes of Fate feat to add one least portent and one lesser portent from the Multitudes of Fate deck to your collection. These cards aren't found anywhere else!

Product Features

• 2 base classes, the in-your-face wildcard and the classic spellcaster cartomancer
• 3 wildcard archetypes: ace, dealer, and joker
• 2 cartomancer archetypes: taleweaver and shyster
• The 78-card "classic" deck, a roll-manipulating set of abilities with a focus on big combo turns, situational power plays, and portents that are more powerful when played alongside big portents
• The 78-card "deathdealer" deck, which focuses on raw damage, debilitation, and both the suddenness and patience of death with special mechanics that reward playing some portents as soon as they are drawn or putting other portents in front of you to build power as a trigger repeatedly occurs
• The 8-card "multitudes of fate" deck, which gives eight unique options that can be mixed into the classic or deathdealer decks
• 21 pages of print-and-play cards
• Dozens of feats that allow for extensive deckbuilding customization
• Tables that allow you to run your cartomancer with a poker deck if you forget your print-and-play deck

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PHENOMENAL COSMIC POWER! ...itty bitty power pool! ... A trio of warlocks for the Pathfinder generation! ... It can be rather unsettling to learn that our infinite universe is but one of many, a miniscule dot on the roadmap of creation. These universes follow vastly different laws of physics and...

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The onmyōji is a practitioner of onmyōdō, which is best described to the western layman as a sort of occult druidism with a focus on communication with spirits, whose advice and protection provides powerful abjuration and divination abilities. An adept onmyōji is in touch with the natural world,...

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Roll over, Beethoven! ... Compose and conduct your own masterpieces with one of four new musical base classes based on a new, freeform composition system. ... In the real world, great musicians are some of the most creative people that you will ever meet. When sitting down to play one in tabletop...

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We call it the First Language, and anything spoken in this most primal of tongues is law. Be the speaker king or peasant, the universe is compelled to shift the very fabric of its being to conform to that which is said. Complex beyond comprehension, this ur-tongue contains syntax and vocabulary...

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How many roads will you walk down? ... Just as at home stalking the shadows for their prey as they are bringing luminescent wrath down upon their foes in a display of pyrotechnics, those who walk the edge come across as walking paradoxes to most observers, most observers being defined as those...

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Human! This so-called 'bling' is sufficiently ostentatious for a man of my caliber. I approve! ... —world-famous composer Sir Alphonse Worthington III, Esq., deceased ... When Strange Magic was first Kickstarted back in 2014, one of its guiding principles was that something big would have to...

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Interjection Games is proud to present its second base class built upon the momentum engine first described in the top 10 of 2015 nominee Master of Forms base class: the assassin! The best parts of momentum have been distilled down with their own little assassin twist, extra care has been taken...

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Interjection Games is proud to present its latest Patreon class release, the primordial dancer! ... Flavor ... The primordial dancer concerns herself with the building blocks of creation. This is in direct contrast with druids and shamans, who pay deference to an oversoul of sorts built from...

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The earliest form of Necromancy refuses to die. ... Discarded scraps of souls have been piling up in heaps since the dawn of time, and, long before magic was codified in the way we understand it today, some of the first true necromancers just so happened to notice that they were up to their knees...

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Ultimate Herbalism ... For people who like chaos magic, but don't like randomly killing their party. ... Why does this book exist? ... Classical chaos magic design is weird. It usually uses the exact same spell list as a wizard or sorcerer, but, for some reason, the world can explode when the...

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The Flavor ... We are born, and we die. Between these two events, fate is surprisingly malleable. Sadly, these endpoints are what draw the most attention. Thousands of spellcasters seek to cheat death or play god, all the while ignoring just how much power every other point on the timeline of a...