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It do be Octob-ARRRR, so AVAST, YO HO, AND SHIVER ME TIMBERS! HIE THEE HENCE TO LEGENDARRRRRY GAMES!
With fall upon us in earnest (the foggy forest outside my window says so), it's time to start gearing up for the cold months of the year and looking ahead at what the fourth quarter of 2014 holds for Legendary Games. We'll be previewing new material just about every day, so check things out! Today's preview is for the upcoming Pirate Codex, a collection of over 30 detailed ready-to-use pirate stat blocks for adversaries from CR 1/2 to 16! Check it out!

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Cerberus Seven |
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Okay, that picture is brilliant. Heading over to pick it up once it becomes available.
May I just say, from the bottom of my heart, thank you for all of this! It's great having mythic companions to all the primary sourcebook spells, especially since it's so easy to use them with the Arcane and Divine mythic simple templates. Excellent stuff.

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Okay, that picture is brilliant. Heading over to pick it up once it becomes available.
May I just say, from the bottom of my heart, thank you for all of this! It's great having mythic companions to all the primary sourcebook spells, especially since it's so easy to use them with the Arcane and Divine mythic simple templates. Excellent stuff.
Glad you are enjoying them, and many thanks for your support!

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Which bits overlap with what parts of the Kickstarter? I've more or less stopped buying your non-AP Plug-In products until I figure out what I'm already getting, but if this is all stuff that won't be part of a Kickstarter bundle then I should just go back to giving you money.
I love it when you give us money! Here are the answers to your questions:
1. The Mythic Magic series 100% overlaps with the Kickstarter. Everything in these products will also be included in the Mythic Spell Compendium. If you're a backer, you'll be getting a compilation of everything here at a fraction of the price of people buying it in individual installments.
2. The Mythic Minis series also 100% overlaps with the Kickstarter. Everything in these products will also be included in the Mythic Hero's Handbook. Again, if you're a backer, you'll be getting a compilation of everything here at a fraction of the price of people buying them individually.
3. The Mythic Monsters series has about a 30-40% overlap with the Kickstarter. Four monsters were voted into the Mythic Monster Manual from each of the books (5 from Mounts, and I think 5 combined from Oozes and Oozes Too), including as yet unpublished volumes like Animals, Plants, Bugs, Worms, Masters of Chaos, Lords of Law, and Colossal creatures. Some of the frontmatter material that we include in each volume may be included in the Kickstarter books (things that are mythic versions of rules elements from the Pathfinder core rulebooks definitely will be), but a lot of that probably will not. One of our backers sponsored the Birth a Brood of Beasts level, allowing them to plan and create a Mythic Monsters product and have 4 creatures included in the MMM, but thus far we that has not progressed beyond a preliminary concept.
There are some upcoming Mythic Monsters books which were not part of the Kickstarter content, like the upcoming Mythos Too, Demons Too, and Emissaries of Evil, but from which we might include some monsters depending on how things come together in assembling the book.
4. Ancillary mythic products like Path of Villains and Path of Dragons probably will not be included in the Kickstarter books, though not 100% sure on that. Of those two, I would say things from Villains would be more likely to include than Dragons.

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I want the PIRATE codex !
And you shall have it! I just got in the last batch of stat blocks from the other contributors. I have I think 2 left of my own to finish and then we just need to assemble the text and art and get it to layout.
If all goes well, it should be available by next Friday!

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Live and ready to go, BEHOLD: Mythic Magic: ULTIMATE SPELLS II! Featuring over 200 new mythic spells from the pages of Pathfinder Roleplaying Game Ultimate Magic, ready for use in your mythic campaign, or anywhere you want to drop in a magical effect that does just a little bit more than your everyday spell!

PathlessBeth |
About the mythic spells...
in the mythic monster series, my favorite part of each installment is not the monsters, but the other stuff: the new monster abilities, the new feats and mythic path abilities, the extra rules that go with the theme of the monsters in that installment.
In Mythic Magic: Core Spells, on the other hand, there was much less non-spell content. There were really just two mythic feats, and two path abilities that gave you the mythic feats for the cost of a path ability.
Both feats were rather simple, and not as exciting as the stuff you put in the mythic monster series. That was counterbalanced by the fact that the mythic spells are themselves well done.
I don't (yet) have MM: Ultimate Spells I, MM: Ultimate Spells II, or MM: Advanced Magic I.
So my questions are, how much (if any) non-spell content is in these mythic spellbooks? How much (if any) of said non-spell content will be included in the mythic mania hardcovers?

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About the mythic spells...
in the mythic monster series, my favorite part of each installment is not the monsters, but the other stuff: the new monster abilities, the new feats and mythic path abilities, the extra rules that go with the theme of the monsters in that installment.
In Mythic Magic: Core Spells, on the other hand, there was much less non-spell content. There were really just two mythic feats, and two path abilities that gave you the mythic feats for the cost of a path ability.
Both feats were rather simple, and not as exciting as the stuff you put in the mythic monster series. That was counterbalanced by the fact that the mythic spells are themselves well done.I don't (yet) have MM: Ultimate Spells I, MM: Ultimate Spells II, or MM: Advanced Magic I.
So my questions are, how much (if any) non-spell content is in these mythic spellbooks? How much (if any) of said non-spell content will be included in the mythic mania hardcovers?
Other than the aforementioned feats/path abilities in Mythic Magic: Core Spells, the rest of the Mythic Magic product line has contained no other content. It's just all about the spells in those products.
Glad you are enjoying the "frontmatter" sections in our Mythic Monsters books! Speaking of that, I just drew up some fun templates for Mythic Monsters: Mythos Too, which has just dropped off to layout-land and should be available this week!
And hey, what do you know, there's a preview for it right here!

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The pirates are here! If you do be needin' some excellent premade NPCs for your nautical campaign, come and get the Pirate Codex! Characters from CR 1/2 to 16, including a wide variety races, classes, archetypes, and more, including many from the PFRPG Advanced Race Guide and Advanced Class Guide.
Check out the latest preview and/or pick up a copy today at the Legendary Games webstore!

Feros |

The pirates are here! If you do be needin' some excellent premade NPCs for your nautical campaign, come and get the Pirate Codex! Characters from CR 1/2 to 16, including a wide variety races, classes, archetypes, and more, including many from the PFRPG Advanced Race Guide and Advanced Class Guide.
Check out the latest preview and/or pick up a copy today at the Legendary Games webstore!
...and purchased from the Legendary Games webstore! Looks great!
So, when is that Fort Scurvy coming out? ;)
Sorry, couldn't resist. With all the projects I see on the go from Legendary Games right now, I'm surprised you have time to breathe let alone write anything! :)

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My hope is to get Fort Scurvy out before the end of the year. I had hoped to get it done this month, but too many other things are rolling through, so some other pirate products are actually line-jumping in front of it.
We've been grinding harder than we otherwise might on mythic products because we have a schedule for fulfilling our Kickstarter and creating a lot of those products is on the pathway to completion. Once we get the Kickstarter stuff buttoned up and off to the printer, we may ratchet back the pace on mythic quite a bit and some other products that have been sidelined will be able to get done. Still, I think we've done a decent job of keeping some of our other product lines moving even with the mythic mania.

Feros |

My hope is to get Fort Scurvy out before the end of the year. I had hoped to get it done this month, but too many other things are rolling through, so some other pirate products are actually line-jumping in front of it.
We've been grinding harder than we otherwise might on mythic products because we have a schedule for fulfilling our Kickstarter and creating a lot of those products is on the pathway to completion. Once we get the Kickstarter stuff buttoned up and off to the printer, we may ratchet back the pace on mythic quite a bit and some other products that have been sidelined will be able to get done. Still, I think we've done a decent job of keeping some of our other product lines moving even with the mythic mania.
I've been very impressed with both the amount of material and the quality. You should be very proud! :)

Eric Hinkle |

Hopefully this is the right place for this question -- just what are these planned-for books I saw listed on the LG site?:
Imperial Relationships
Ultimate Relationships
Ultimate Classes: Dark Druids
Treasury of the Forest
Ultimate Classes: Antipaladins
Now, I'm guessing that 'Treasury of the Forest' is a collection of magical items for the 'Kingbreaker' line, but what about those Ultimate books and 'Imperial Relationships'? Cann we get ay hints as to what they will be covering?

David Jarvis 182 |
It do be Octob-ARRRR, so AVAST, YO HO, AND SHIVER ME TIMBERS! HIE THEE HENCE TO LEGENDARRRRRY GAMES!
With fall upon us in earnest (the foggy forest outside my window says so), it's time to start gearing up for the cold months of the year and looking ahead at what the fourth quarter of 2014 holds for Legendary Games. We'll be previewing new material just about every day, so check things out! Today's preview is for the upcoming Pirate Codex, a collection of over 30 detailed ready-to-use pirate stat blocks for adversaries from CR 1/2 to 16! Check it out!
That artist is brilliant. what's his/her name?

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Jason Nelson wrote:That artist is brilliant. what's his/her name?It do be Octob-ARRRR, so AVAST, YO HO, AND SHIVER ME TIMBERS! HIE THEE HENCE TO LEGENDARRRRRY GAMES!
With fall upon us in earnest (the foggy forest outside my window says so), it's time to start gearing up for the cold months of the year and looking ahead at what the fourth quarter of 2014 holds for Legendary Games. We'll be previewing new material just about every day, so check things out! Today's preview is for the upcoming Pirate Codex, a collection of over 30 detailed ready-to-use pirate stat blocks for adversaries from CR 1/2 to 16! Check it out!
Glad you like it! The pirate captain is by Nick Russell, the layout and background are by Rick Hershey.

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Hopefully this is the right place for this question -- just what are these planned-for books I saw listed on the LG site?:
Imperial Relationships
Ultimate Relationships
Ultimate Classes: Dark Druids
Treasury of the Forest
Ultimate Classes: Antipaladins
Now, I'm guessing that 'Treasury of the Forest' is a collection of magical items for the 'Kingbreaker' line, but what about those Ultimate books and 'Imperial Relationships'? Cann we get ay hints as to what they will be covering?
Funny you should ask, because it just so happens that one of these books is finally here, and you'll be hearing more about the others very soon.
BEHOLD! LEGENDARY VILLAINS: DARK DRUIDS
Today marks the debut of a new product line at Legendary Games, LEGENDARY VILLAINS! These products provide a wealth of detail and options for villainous characters in a standard Pathfinder campaign. You want mythic villains, Path of Villains is for you, but if you run a standard Pathfinder campaign and aren't interested in the mythic rules, then you are going to love the Legendary Villains series. ,
Legendary Villains is a hybrid product line, rather than a standalone, because it visits and crosses over other product lines where appropriate, such as the very first product, Dark Druids, which is available now at the Legendary Games webstore and is being released as part of our Kingdom-Building Adventure Path Plug-Ins. That campaign just has such a strong feel of wilderness and faerie forests but also darkling strangeness and dangerous fey mystery that it seemed like the perfect place to put a product like this.

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And one more for your wishlist - Mythic Monsters: Emissaries of Evil! Bad guys go far beyond demons and devils, and this book has got em by the bucketful!
TABLE OF CONTENTS BY CR
CR 3/MR 1 Mythic soulsliver
CR 3/MR 1 Mythic vargouille
CR 4/MR 1 Mythic urdefhan
CR 4/MR 1 Mythic yeth hound
CR 6/MR 2 Maldonado - by special guest contributor Sean K Reynolds
CR 6/MR 2 Mythic achaierai
CR 6/MR 2 Mythic shadow mastiff
CR 8/MR 3 Mythic hellcat
CR 11/MR 4 Mythic night hag
CR 13/MR 5 Mythic dorvae
CR 15/MR 6 Mythic shining child
CR 17/MR 7 Mythic ankou
CR 21/MR 8 Mythic immortal ichor
- See more at: http://www.makeyourgamelegendary.com/am-i-evil-yes-i-am/#sthash.9B2enDyI.dp uf

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And one more bonus preview from Emissaries of Evil!
We previewed the table of contents yesterday, but as for what’s inside I must confess to having a long-term love affair with night hags. They are just so darned creepy and play on so many awful tropes of physical, psychological, and spiritual torment that they are endlessly fun as villains. Just for fun, here’s a quick preview of a couple of the special abilities that make a mythic night hag so terrifying, from the subtle and sublime to the OMGSOGROSSHELPMEEEEEEE!!!
In Your Dreams (Su) When a mythic night hag is about to die or be permanently incapacitated, it can expend one use of its mythic power to send its spirit into the subconscious mind of the creature that kills or vanquishes it. This functions similarly to magic jar (DC 19), but the mythic night hag does not immediately gain control of the target’s body. Instead, the target is affected each time it sleeps as nightmare (DC 19), and on a failed save also gains 1 negative level. If the target fails its save three nights in a row, the mythic night hag can attempt to assert control as normal for magic jar. The target gains one additional negative level each day or fraction thereof that the mythic night hag remains in control. The target’s body takes no penalties from these negative levels as long as the hag is in control; if the hag is driven out, however, all penalties return. If the target is carrying that mythic night hag’s heartstone, even in an extradimensional space, it takes a ─4 penalty on saving throws against this ability and gains 2 negative levels for each failed save and for each day the hag remains in control. Once the target’s negative levels equal its Hit Dice, the target’s spirit is bound by the hag (as if it had successfully used soul bind on the target) and its body shrivels and withers into the blackened form of a mythic night hag. Non-mythic effects that end or suppress possession have no effect unless the creator of the effect succeeds at a DC 26 caster level check. A mythic creature can add its mythic tier as a bonus on this check. The save DC is Charisma-based.
Maggot Mouth (Ex) A mythic night hag’s mouth is filled with vile, squirming maggots. Any creature she bites must succeed on a DC 20 Reflex save or become infested with rot grubs, taking 1d4 points of Constitution damage per round as the rot grubs burrow through and consume its flesh for 1d6 rounds. These fiendish rot grubs share the hag’s immunity to cold and fire, but any other energy-based attack (including damage from negative energy) that deals at least 5 points of damage to the victim automatically destroys all of the rot grubs infesting it, ending the effect prematurely. Additionally, any effect that removes disease instantly ends a rot grub infestation. Immunity to disease offers no defense.
In addition, once per day as a full-round action, a mythic night hag can vomit up a rot grub swarm which shares the hag’s immunity to cold and fire. The swarm does not harm the mythic night hag or any creature on which she is mounted but otherwise moves 10 feet per round in a straight line until it reaches targets it can attack. The mythic night hag can mentally direct the rot grub swarm as a move action to change direction or attack specific creatures. The swarm remains for up to 1 minute or until destroyed. After vomiting up a rot grub swarm, a mythic night hag’s maggot mouth ability is suppressed for 1 minute. The save DC is Constitution-based.
Good luck not having nightmares after you encounter one of these lethal ladies. Pick up your copy of Emissaries of Evil today!

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Those two nasty abilities for the Night Hag really make me want this one! Especially that 'In Your Dreams'; transformation abilities like that are always great.
Just curious, which of the other Mythic Monsters books have the rest of the mythic hags?
Glad you liked them. For reference, the green hag is in Fairy Tale Creatures and the annis hag and winter hag are in Monstrous Humanoids. We haven't done a mythic version of the blood hag yet but may see if we can find a spot for her. This is planning a bit far ahead, but we may do a Mythic Monsters: Halloween book next year just as kind a spooky catch-all for monsters that never really fit anywhere else. Perhaps the blood hag will land there.

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Oh, and lest I forget, one further preview for Emissaries of Evil, describing the backstory for the malicious maldonado, a foul fallen angel from the mind of guest contributor Sean K Reynolds!
Also, don't miss the SPOOKY SAVINGS ending today, here at Paizo as well as on our own website and other sales vendors!

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It's been a busy two weeks since the last preview update, but check out the latest pirate product, Cutthroats and Crew! Whether you need expertly detailed specialists to crew your own ship or a friendly rival ship of recurring scallywags with a dangerous secret following them around, this one is for you! Hopefully available by the end of this week!

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Let's keep the pirate love coming, with a preview of Neil Spicer's upcoming Nautical Heroes - a fantastic character resource for incredibly detailed characters to use as PCs, NPCs, allies or enemies, rivals or romantic interests. Coming soon to an online retailer near you!

Devastation Bob |

Let's keep the pirate love coming, with a preview of Neil Spicer's upcoming Nautical Heroes - a fantastic character resource for incredibly detailed characters to use as PCs, NPCs, allies or enemies, rivals or romantic interests. Coming soon to an online retailer near you!
*weeping* You said next month in JULY!

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Sadness, yes, Mr. Spicer is a busy guy. But I believe we are at long last on final approach. But if you're hungry for nautical NPCs, you're in luck!
Cutthroats and Crew is now available!
It's a bit of a different product focus, a collection of allies (or possibly friendly rivals) to round out the crews of your PCs' ship or those of other recurring pirate vessels, along with a dark secret that leads them into conflict with a sinister gang of weresharks and their associates! Check it out!

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These are all whole sail cloth! :)
For ease of reference, here is the roster of characters in Cutthroats and Crew:
The Crew
CR - Name - Crew Role
6 - Jenna Ironflame - Master gunner
6 - Lachlan Chardet - First mate
4 - Mayjen - Ship's mage
3 - Redda Amestari - Lookout
4 - Rukaia - Ship's surgeon
5 - "Smiling" Seth Farharbor - Navigator
5 - Tylara - Ship's mate
6 - Valenya Thale - Captain
3 - Wivierell - Carpenter
2 - Zugok - Boatswain
The Cutthroats
CR Name - Campaign Role
7 - Barassa Kraal - Witch doctor and diviner of the dead
11 - Harkka Rustfang - Wereshark chieftain
9 - Sedale "Landshark" Silvertooth - Saboteur and spy on shore
8 - Wereshark bloodriders - Battle leaders and hunters
8 - Wereshark shamans - Battle priests and spies

Neil Spicer RPG Superstar 2009, Contributor |
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Sadness, yes, Mr. Spicer is a busy guy. But I believe we are at long last on final approach. But if you're hungry for nautical NPCs, you're in luck!
Took a bit longer than I wanted, but the manuscript for Nautical Heroes has been turned over for editing and layout. Hopefully, Jason and the crew can get it released here in November.

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It is; it just had to get pushed back so I can finish banging out our Kickstarter commitments for MYTHIC MANIA. Our target date for finishing primary writing for Mythic Mania stuff is 12/31, and I think we'll be pretty close to hitting that mark. Once that gets out the door, we'll be able to catch up some other projects that have had to slide. A Kickstarter is a serious commitment and we take seriously the need to get things turned around when we say we will.
That said, we've been releasing at least one pirate product every month, so I'm happy with the progress of the Pirate AP Plug-Ins line and the response to it. We just got Nautical Heroes out the door and it's looking great. I'm looking forward to polishing off the adventure and getting it out in the new year. We have some of the artwork done already; we'll need a bit more plus the final version of the maps, but while I hesitate to put a date on things without knowing for sure I think February is a likely target to expect to see Fort Scurvy on the horizon.
We should be finished with I'd like to get the adventure together

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High praise indeed; glad to hear you ARRRR a fan!
It should go without saying that all of these projects would be great for use with Razor Coast too!

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Some people say the holidays are a chaotic time. Legendary Games will show them the True Meaning of Chris... I mean, CHAOS! We did a quick teaser earlier in the fall, but as release approaches check out a quick look at the Table of Contents for Mythic Monsters: Masters of Chaos!
The Table of Contents
CR/MR - MONSTER
3/1 Protean, Voidworm
3/1 Azata, Lyrakien
4/1 Pard
6/2 Cayhound
7/3 Azata, Bralani
8/3 Protean, Naunet
8/3 Azata, Lillend
8/3 Chaos Beast
12/5 Protean, Imentesh
15/6 Aoandon
16/6 Azata, Ghaele
21/8 Protean, Keketar
PLUS a secret surprise monster and fantastic frontmatter from Todd Stewart, master of the manifold planes of existence!