Pathfinder: Humans of the Sea

First off, let me apologize for Book of Heroic Races: Advanced Gillmen taking so long. A long list of random and not-so-random delays came up in the creation of this forcing its delay again and again. But it is done now and is available for download for the Book of Heroic Races: Advanced Series subscribers and will be available for individual download soon. 

So to start off this week of previews, first we answer the question of “What is a gillman?” Well the easy answer is that they are humans under the sea, but that is far to simplistic. This race is far more complex than a mere human with gills that can swim good. We drew inspiration from a number of sources chiefly the classic monster movie series Creature from the Black Lagoon and the ever popular writings of H. P. Lovecraft. The Creature was suppose to be the missing link between humans and their water-dwelling ancestors.Lovecraft wrote about the people of Innsmouth having a specific “look” about them that is both disquieting to look at and allows them to breathe underwater. Combine those two sources of inspiration with the few lines of text from the Pathfinder Roleplaying Game: Advanced Race Guide about how they were once humans modified to be able to survive underwater and be their servants, you have a solid base to build from. 

Gillmen Racial Traits

+2 Constitution, +2 Charisma, –2 Wisdom: Gillmen are vigorous and beautiful, but ages of domination by the aboleths has made them weak-willed.

Medium: Gillmen are Medium creatures and have no bonuses or penalties due to their size.

Aquatic: Gillmen are humanoids with the aquatic subtype.

Normal Speed: Gillmen have a base speed of 30 feet on land. As aquatic creatures, they also have a swim speed of 30 feet, can move in water without making Swim checks, and always treat Swim as a class skill.

Amphibious: Gillmen have the aquatic subtype, but can breathe both water and air.

Enchantment Resistance: Gillmen gain a +2 racial saving throw bonus against non-aboleth enchantment spells and effects, but take a –2 penalty on such saving throws against aboleth sources.

Water Dependent: A gillman’s body requires constant submersion in fresh or salt water. Gillmen who spend more than 1 day without fully submerging themselves in salt water risk internal organ failure, painful cracking of the skin, and death within 4d6 hours.

Languages: Gillmen begin play speaking Common and Aboleth. Gillmen with high Intelligence scores can choose from the following languages: Aklo, Aquan, Draconic, and Elven.

Download the Book of Heroic Races: Advanced Gillmen for Pathfinder at DriveThruRPG/RPGNowPaizo.com, and the OpenGamingStore.

Book of Heroic Races: Advanced Gillmen is part of the Book of Heroic Races: Advanced Compendium. Download the Book of Heroic Races: Advanced Compendium now at DriveThruRPG/RPGNow, d20PFSRD, and Paizo.com.

Pathfinder: Trickster Witch

Continuing our series of witch hexes that you can only take with a certain patron, we focus this week on the Trickery patron. These witches are special. While they are still full spellcasters, they have an element of the “sneaky bastard” as my wife calls, giving them a rogue-like flare. Trust in useless objects is a favorite of mine. So few abilities lower a creature’s armor class that it really makes this hex a must have. 

The inspiration for covered in horrors comes from the movie Young Sherlock Holmes. It may be a bad movie, but I’ve drawn so many ideas from it, it deserves credit where credit is due. In the movie, the cult makes people hallucinate that something terrible has covered their bodies and the only way if getting rid of it is to take such drastic action that you do not realize you are harming yourself. Here, this is just such an effort. 

Remember to check out out patrons on death, agility, elements, light, and shadow.

Trickery Hexes

Confusing Friends and Foes (Su): The witch curses a creature to have trouble telling friends from enemies. The creature must attempt a Will save each round for a number of rounds equal to the witch’s Intelligence modifier. On a failed save, the creature believes those it normally considers its allies to be its enemies and those normally its enemies to be its friends. The duration of this hex can be extended with the cackle hex.

Trust in Useless Objects (Su): The witch touches a creature’s armor or shield. The creature wearing the armor or holding the shield reduces the bonus the object grants to the creature’s Armor Class by a number of points equal to the witch’s level (to a minimum bonus of 0). This reduction in Armor Class bonus lasts for a number of rounds equal to the witch’s Intelligence modifier. This hex can be extended with the cackle hex.

Major Hex: Covered in Horrors (Su): The witch makes a creature within 30 feet believe itself to be covered in snakes, spiders, or something else equally terrifying. A creature that fails a Will save is overcome with fear and is paralyzed for a number of rounds equal to 3 + the witch’s Intelligence modifier. If the creature fails the save, it must attempt a second save. If the second save fails, the creature can move just enough to attack itself, believing it is attacking the horrors covering its body, dealing its melee attack damage upon itself. Each round, the creature may attempt new saving throws to end the effect. The duration of this hex may be extended with the cackle hex. Once a creature has been targeted by the covered in horrors hex, it cannot be targeted by it again for 24 hours.

Know what advanced race makes a surprisingly good witch: androids. Their Dex and Int bonus are what witches rely on heavily, without costing them hit points like elves do. And their nanite surge is great when using a hex that requires a touch attack. Download the Book of Heroic Races: Advanced Androids for Pathfinder at DriveThruRPG/RPGNow, Paizo.com, and d20PFSRD.

Running Prelude to War at TravellerCon

Like I said before, this past weekend was TravellerCon and I ran the first two adventures in the Prelude to War Adventure Path. I must admit, things happened in the two adventures that I was not expecting. I thought I would share them with you. Have no fear, enough spoilers have been removed so it is difficult to know what I am talking about if you have not read or played through the adventure itself, but I am giving enough detail that you can still enjoy this.

During The Rose of Death, the players went through the whole adventure without firing a shot. They got what they needed to get through exceptional planning and great dice rolls. Then when they got where they needed to be for the final confrontation, their deception worked so well, they got the enemy to do their bidding for them. Talk about everything going their way.

State of Chaos went a little differently. The majority of the adventure itself went exceptionally well and as expected, the ending had a spat of bad dice rolls.
Me: Ok. All you need to do is jump out of here and you’re good to go. The enemy ship is closing fast on you. Calculate Astrogation for your jump.
Astrogator’s Dice: Snake Eyes (critical fail).
Me: Ok … You think you are headed on the right course. Jump out.
Jump Engineer’s Dice: Fail.
Pilot: Someone take over, I’m going to jump us out of here.
Pilot’s Dice: Snake Eyes (critical fail).
Me: … Your ship explodes, creating a brief nova in front of the enemy ship as each of you and those you got off the planet are instantly vaporized.

I look forward to even more fun at next TravellerCon.

Order your copy of the Traveller adventure Prelude to War: The Rose of Death today from Jon Brazer Enterprises exclusively at DriveThruRPG and RPGNow.

Pathfinder: The Witch as Grim Reaper

As we’re nearing Halloween, I thought I would theme the hexes with a more spooky feel for a few weeks. First let me just remind you of all our previous set of patron witch hexes: agility, elements, light, and shadow. And now, here are our hexes of death.

Death Hexes

Fear of Death (Su): The witch stares into the eyes of a creature within 30 feet and the creature sees visions of death. If the creature fails a Will save, it is shaken for a number of rounds equal to the witch’s Intelligence modifier. At 5th level, a creature that fails the Will save is frightened instead. The creature and the witch must be able to see each other. Any creature that is immune to blindness is also immune to this ability. A creature affected by the fear of death hex cannot be affected by it again for 24 hours.

Steal Life (Su): The witch touches a living creature and deals 1d8 points of negative energy damage + 1 per witch level (to a maximum of 10). The witch gains a number of temporary hit points equal to the amount of damage dealt. These temporary hit points last for 1 hour. A creature targeted by this hex cannot be targeted by this hex again for 24 hours.

Major Hex: Drain Life (Su): The witch spits a curse at a creature within 30 feet and the creature begins to feel its life draining away. If the creature fails a Fortitude save, it suffers 1 temporary negative level. The creature must attempt another Fortitude save on the following round or take an additional temporary negative level. This continues until the creature succeeds 1 Fortitude save, a number of Fortitude saves equal to the witch’s Intelligence modifier have been failed, or the creature has a number of temporary negative levels equal to its HD (at which point the creature dies). A creature affected by the drain life hex cannot be affected by this hex again for 24 hours.

Download Deadly Delves: Along Came a Spider today for a spooky Halloween themed adventure at DriveThruRPG/RPGNow, d20PFSRD or at Paizo.com.

Great Time at TravellerCon

The wife and I just got back from TravellerCon in Lancaster, PA and we really enjoyed ourselves. I got to run the first two parts of Prelude to War, both The Rose of Death and State of Chaos. We met alot of great people and saw old friends. If you couldn’t make it this year, we hope you will be there next year.

Check out our photos from the Con.












Be sure to check out the TravellerCon website for more information, especially if you want to go next year.

Pathfinder: The Agile Witch

Continuing our series of witch hexes themed for specific patrons, we bring you hexes from the Agility patron. But before we do, I want to ask you a question: should we name the patrons? Should we give these patrons names and descriptions as to what their goals are? Give them some personality and what not? Make them as detailed as deities? Talk about how what makes a coven of this kind of patron is different from another patron? Would you like it if we did that? Leave a comment below or post your answer on our facebook page, twitter, google+, or the Paizo thread that start this whole series.

Quick reminder, you can find our previous patron hexes here: elements, light, and shadow. And now, on with the hexes.

Agility Hexes

Borrow Speed (Su): The witch touches two willing creatures, reducing one creature’s speed by 10 feet for the next round and increasing the other’s speed by 10 feet for one round.

Leg Lock (Su): The target creature’s legs lock together, reducing the creature’s speed to 5 feet for 1 round. This hex can be extended with the cackle hex.

Major Hex: Swift Step (Su): The witch teleports a short distance. As a move action, the witch can teleport up to 30 feet + 5 feet for every 2 levels the witch possesses beyond 10th (to a maximum of 55 feet at 20th level). A witch can bring along a willing creature she touches by reducing her teleportation distance by half.

Download Book of Magic: Signature Spells 1 today at DriveThruRPG/RPGNow, d20PFSRD or at Paizo.com.

Traveller: Living in Foreven

So what is it like living in the Foreven Sector? Well the simple answer is: It is much the same as living on a comparable world in the Imperium but missing a few of the rules that everyone must abide by. The longer answer is that revolves more around space travel and quite a bit around common assumptions. 

Each planet in the Imperium largely enjoys self-rule except for the starport. So away from a startport on a planet, it really is hard to tell the difference between the Imperium and living in Foreven, until it comes to the little things. Frequent contact with other cultures makes those cultures blend while isolation means those cultures will grow distinct. Take Earth history as an example. Long before the Silk Road became an established trade route between the East and West, the east Asian cultures developed very differently from Europe. Once it was established that there were people there that had their own crafts and wares, trade started and people from both cultures traveled to the other side of the known world, taking their culture with them. Over time, this morphed cultures to become a little more like the others, gaining a few of the assumptions of those other cultures have always made. 

In the same way, the Imperium is like large multinational continent connected by its own Silk Road. While the average person in the Spinward Marches may own a locally-manufactured gravcar, an average rich person might own one manufactured on Vland or Earth. All of them are probably built with similar controls in mind, similar traffic laws in mind, similar regulations on environmental regulations in mind. That is not to say that local planetary laws do not vary widely; its just that those manufacturers would want to export to as many worlds as possible and build their vehicles to comply with some of the stricter worlds. So if you fly a gravcar imported from afar, it probably has the same standard equipment as on its home planet. A local company will want to compete with that far off company and build their own vehicles with similar equipment, if tailored to the needs of the local economy. This way the local manufacturer can say their products are just as good as the far off (and more expensive) product, even if they do not have the name of the more expensive product. 

How does that compare to the Foreven? Well the average person would own a ground car of local manufacture, an average rich person would own a gravcar from the Spinward Marches and the planet’s ruler, and maybe those in his/her close circle of associates, would own one made on Vland, Zhodant, or Earth. However, the local manufactured product would vary quite wildly from anything made in the Imperium. Assumptions that are common Imperium simply would not exist in the Foreven. Something like ‘driving on the other side of the road’ level of different. 

What other kind of differences? In the United States today, every car is equipped with a radio so you have something to listen to and keep you awake on a long drive. Would you need a radio if there were no radio station to listen to in your country? Would a car sold there still be assumed to have a radio? Probably not. In the same way a gravcar built in the Imperium would probably be built with some type of live feed of traffic conditions and would plot an alternate route for you accordingly. But in the Foreven Section, it is quite possible that those communication arrays simply do not exist and would not be designed with them included. 

Beyond gadgets included with vehicles, what else would be different? It would be rather common in the Imperium for designated highway lanes in the sky allowing those to travel at higher speeds. In the Foreven Sector, it would be far more common to see ground vehicles and grav vehicles would be far less common. So if you owned a gravcar, it would not be unheard of to be able to fly at whatever speed you wanted with little restrictions about where you could and could not go. 

What about space travel? Well, the Imperium, having hundreds upon hundreds of worlds to think of would have very specific rules about coming into and flying out of a spaceport. Spaceports probably have an access corridor with a speed restriction to avoid loud noises from ships flying in and out bothering civilian residents. In Foreven, who knows? Maybe the planetary government says you cannot do that. Maybe the government has not gotten around to enacting such laws yet (or been bribed by a large corporation to with an operating budget larger than the planet’s GDP to not enact such laws). More than likely, such laws do not exist for for the last reason.

Now lets talk about some bigger things like protection. While the Imperium isn’t the safest place in known space, it is far safer than Foreven. The Imperium has fleets of ships to combat piracy; systems in the Foreven Sector do not. Sure, they may (MAY!) be able to keep pirates that make their home port within the planet’s territory from raiding in that same territory, but the pirates will definitely be able to be free from prosecution for raiding in a nearby territory. Pirates in the Imperium are afforded no such security.

Wars can spin out of control in Foreven. With no Imperium to prevent genocide to happening, it happens. Peacekeeper troops from the Zhodani Consulate or the Imperium has happened from time to time, but largely the event is already over by the time they hear about it and send in such troops. Wars that drag on for years have the opportunity for meaningful intervention by the major powers, if they choose to do something about it. However, considering how different the cultures are and how little contact there is between them this would similarly be seen as the English invading India, and met with similar resistance. 

Which brings us to the former Torres Monarchy. The Monarchy is in Alespron Subsector and has been in a civil war for about a half-decade now. When the Zhodani Consulate sent in troops to quell the fighting and protect civilians, they were seen as an invading force. And thus, you have a new faction entering the fighting. A more technologically advanced, larger and better trained faction, but still another faction. And even when the Zhodanis mean well, they are dealing with a culture that is isolated from them and things have not gone smooth. And it is into this that the players will be inserting themselves on missions for Ms. Klein in the next adventure in the Prelude to War Adventure Path.

Download the Traveller adventure Prelude to War: The Rose of Death to today from Jon Brazer Enterprises exclusively at DriveThruRPG and RPGNow.

Pathfinder: Gillmen News

Just a quick update on Book of Heroic Races: Advanced Gillmen: the text is finished and back from the editors and is in layout. There is a snag though. Next weekend, I am going to TravellerCon and won’t have time to work on it then. I have to prepare for the convention so this weekend looks fuzzy. The weekend after the convention, I have a personal commitment and will not be able to work on it that weekend either. So it could be the end of October before Advanced Gillmen gets released.

I am going to try to finish it this weekend, but if it turns out that I cannot do the quality job on it that I expect of myself, I would rather hold it back and take the time necessary to do and give people quality over quick.

To tide you over until then, I will be releasing previews of what is inside starting later today.

We hope you are as excited about Advanced Gillmen as we are.

Book of Heroic Races: Advanced Gillmen is part of the Book of Heroic Races: Advanced Compendium. Download the Book of Heroic Races: Advanced Compendium now at DriveThruRPG/RPGNow, d20PFSRD, and Paizo.com.

Traveller: The Rose of Death in Print

The one thing I have been working towards is seeing the Prelude to War: The Rose of Death in print. Not only did it arrive last night, but it turned out great. Check out these pictures.

Cover

Characters

World Map

Now you can get your hands on the print version. Order the Traveller adventure Prelude to War: The Rose of Death in print to today from Jon Brazer Enterprises exclusively at DriveThruRPG and RPGNow.

Pathfinder: Walk Towards the Light

Two weeks ago, I noticed a thread on the Paizo forums about how witches need more love. Since then I have been doing a weekly series, giving people more witch hexes, themed to their individual patron. So far we have given hexes to witches with the Shadow and Elements patrons. Today we take a look at the Light patron.

Light

Channelling Light (Su): The witch raises her hand and unleashes a fragment of her patron’s light. All undead creatures within 10 feet of the witch take 1d6 points of damage. A Will save halves this damage. This damage increases by 1d6 at 4th level and every 3 levels thereafter. An undead creature affected by channelling light cannot be affected by this hex again for 24 hours. If the witch can also channel positive energy, she adds her channel energy dice to the damage dealt by this hex.

Light of Truth (Su): The witch touches a creature and the creature is bathed in light. The touched creature must succeed on a Will save every time she attempts to tell a lie as if under a zone of truth spell. This effect lasts for 1 hour, and the witch can use this hex a number of times per day equal to her class level.

Major Hex: Burning Light (Su): The witch points at a creature she can see and a ball of light burns the creature’s eyes. The creature is blinded. A creature with the light sensitivity or light blindness ability also takes 1d4 temporary negative levels. A successful Fortitude (object) save reduces the duration of the blindness to 1 round, and the creature does not suffer negative levels. A creature that is immune to blindness cannot be affected by this hex. A creature affected by burning light cannot be affected by this hex again for 24 hours.

Grab some excellent fire-based spells witch spells for your game. Download Book of Magic: Insurgency of Summer at DriveThruRPG/RPGNow, Paizo.com and the OpenGamingStore.