[Rite Publishing] 101 Series: we want your suggestions.


Product Discussion


I am looking for suggestions for themes or subjects to base the 101 Series on. In order for you suggestion to be considered it must be something I can write in 30 days (ala I write 5-7 pieces each weekday on average.)


Consolidated from all my previous ramblings (and then some!)

101 Premade Buildings
101 Preconstructed Spellbooks
101 Advanced Feats
101 Animal Companions
101 Town Activities (molasses flood, drunken bar fights, chickens let loose. Low level quest hooks!)
101 X-Sized Settlement Activities
101 Background Feats (1st level only)
101 Alchemical Items
101 Drugs and Poisons


101 Races.

Dark Archive

Pathfinder Roleplaying Game Superscriber
Cheapy wrote:

Consolidated from all my previous ramblings (and then some!)

101 Premade Buildings
101 Preconstructed Spellbooks
101 Advanced Feats
101 Animal Companions
101 Town Activities (molasses flood, drunken bar fights, chickens let loose. Low level quest hooks!)
101 X-Sized Settlement Activities
101 Background Feats (1st level only)
101 Alchemical Items
101 Drugs and Poisons

I will +1 that list and add.

101 Town Guard (a short stat block, personality, history, RP tips to help bring them to life with a random table)
Then do a 101 of each type of NPC the same way. 101 nobles, whores, shop keepers, tavern wenches, beggers, etc.


Another idea I had was 101 Brigands and Ne'er-do-wells, which is much like DM's Town Guards idea just...opposite side of the law.

I didn't include it because I figured it'd be a lot of work.


It is unlikely that I would do something that would require 101 stat blocks for anything but we could do it as something similar to 101 boons and grudges where we do several unique stat blocks as examples.

They were adventures until they took an arrow in the knee ;)

Liberty's Edge

101 Spell Templates (like from Monte Cook's Arcana Evolved). That's a product I'd buy the heck out of...

Liberty's Edge

101 items for a steampunk world.


101 Rituals (4e sense)
101 Critical Hit effects
101 Critical Miss effects
101 Scandals
101 Outfits & Clothing


I'd add +1 to Cheapy's suggestions

101 Critical Hit effects
101 Critical Miss effects
101 alchemical items
101 drugs & poisons.

I'd also like to propose

101 Gimmicks and Gadgets
101 Incantations
Another 101 Hazards & Disasters
101 class-specific items
101 Smuggling Tricks
101 Tomes & Grimoires (not spellbooks, but rather books with knowledge etc. bonuses, spells and unique knowledge/insanity etc.)
101 red herrings
101 diseases
101 magical plants & fungi
101 magical insects (not monsters, but hazard-style encounters or magical bees etc.)
101 insanities
101 magical arrows, bolts and bullets
101 organization hierarchies (with titles for e.g. town watch, organized churches, special ops etc.)
101 strategies in war/war machines
101 foreshadowing dreams & visions
101 kinds of symbolism and how to use them in your game (e.g. like the significance of 3 in Christianity, 7 as a lucky number etc. - a quick write-up of the symbol and it's meaning, then some rules to back it up...)
101 laws for a magic-rich society

That's what I can think of at the top of my hat.

Edit: Perhaps the statblocks for whores, town guards, brigands etc. would be fitting for the new #10-line?


101 McGuffins


101 Items for a Magical Society

This mixes some ideas I have had for a while about how the magic of the PFRPG system would impact a society (laws of a magical society), introduces new and fun toys (gimmicks and gadgets), while also allowing them to serve as Mcguffins (thanks Banjax) because of the impact they can have.


101 Magus Arcanas
101 melee weapons
101 ranged weapons
101 Alchemist infusions
101 Rogue Talents

That's what comes to mind at the moment.


Adventure Path Charter Subscriber

101 Vehicles

It gets boring when the party is either walking or riding horses everywhere. Are there really no other opportunities for travel outside of wagons, chariots, and ships?


Alzrius wrote:

101 Vehicles

It gets boring when the party is either walking or riding horses everywhere. Are there really no other opportunities for travel outside of wagons, chariots, and ships?

Yeah this is one I am considering, but I think you can have a lot of fun with a vehicle based just on what is pulling it (undead swift cheetahs?)


undead swift halflings?!


Adventure Path Charter Subscriber
Rite Publishing wrote:
Yeah this is one I am considering, but I think you can have a lot of fun with a vehicle based just on what is pulling it (undead swift cheetahs?)

Yeah, but what about the really zany vehicles, like balloons? Or surfboards? Or the old-time bicycles?

Leaving aside the issue with some anachronisms (which I think is fair, thanks to gunslingers and revolver pistols), there are a lot of real-world vehicles that were quite odd that would, I think, be a lot of fun to have have game stats for.

That's not even withstanding fun fantasy vehicles (the gnomish escape-copter...basically a pair of skis on the side of a large verticle pole, the top of which has a propellor on it; when you leap out of a flying fortress, you stand on the skis and let the propellor gently float you to the ground in safety).


101 vehicles could be tightened up with several enrties grouped around a basic type. A 2 wheeled cart could include multiple entries for a sulky used in racing in the real world, an ox cart, a Segway, etc. I did a report in school about the wide range of freight wagons used in the American West (over 20 types!) ranging from Conestoga to the 20 mule team borax wagon to buckboard, and those are just mundane pulled ones. Think of a swamp 'wagon' pulled by some as yet to be introduced buffalo-like critter or a sled-chariot pulled by polar bears! Hmmm there might even be a Ral Partha mini of the last one, even an FF painting.


101 familiar variants
101 improved familiar templates
101 poisons
101 bombs


101 occult rituals

I feel like this is a very interesting new mechanic and we hardly have any material for exploring it.

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