5e: A Good Week for a Sale

Book of Heroic Races: Player Races 1Between getting married, the Traveller license coming to a close, and a few other things, I had not noticed that DriveThruRPG started running a sale on Fifth Edition titles. We have two on sale name: the Book of Heroic Races: Player Races 1 and Deadly Delves: Rescue from Tyrkaven. Download these now while they are 25% off the regular price.

Don’t forget to check out Deadly Delves: Along Came a Spider for your Fifth Edition game.

I’m Getting Married Sale

Book of Heroic Races: Advanced CatfolkToday is my last Monday as an unmarried man. Thursday, April 21st, my wonderful fiancee will become “The Wonderful Mrs McCoy.” We are thrilled and busy as all heck.

As a present to all of you Pathfinder and 5e fans, we put all of our PDFs over at Paizo on sale all week. Get everything at 50% off. This is in addition to your other current sale for our Traveller products over at DriveThruRPG/RPGNow and the OpenGamingStore. So head over to your favorite site and grab these deals today.

13th Age Compatible: Under the Sea

Book of Heroic Races: Age of Ideas 1 The Book of Heroic Races: Age of Races 1 is available now. So far we have shown off the catfolk, lizardfolk, and samsaran races. And now we are sharing with you the merfolk race.

Although initially cautious around members of other races (for land dwellers have long coveted the riches of the sea), merfolk are insatiably curious about the world that exists above the waves. They are rare compared to other races, but certainly not unheard of. Perhaps their perceived rarity is also due to merfolk adventurers disguising themselves as humans or elves, fearful that revealing their true identity might repel their newfound friends or draw undue attention to their aquatic cities. Bards, commanders, and sorcerers are highly prevalent among this race due to their natural charismatic bent.

Merfolk Racial Traits

+2 Con OR +2 Cha.
Magical Amphibian:
Merfolk can magically morph their fins and tail into legs, or vice versa back into half-fish form, with a full-round action. They can move and fight in water as well as a flying creature can in open air when they are in their half-fish form.
Siren Song (Racial Power)
As a move action once per battle, you can sing a beautiful melody reminiscent of a gentle sea breeze, or a mournful dirge that carries the portent of tidal waves. Until the end of your next turn, all nearby allies add the escalation die to their defenses, OR all nearby enemies subtract the escalation die from their defenses (your choice).
Champion Feat: Using your siren song is now a quick action.

Download Book of Heroic Races: Age of Races 1 for your 13th Age Compatible game at DriveThruRPG/RPGNow and the OpenGamingStore (formerly d20pfsrd.com).

13th Age Compatible: Now with Catfolk

Book of Heroic Races: Age of Ideas 1All week long we are showing off the races in the Book of Heroic Races: Age of Races 1. We’ve already showed off the lizardfolk and the samsarans. Today we are showing off the catfolk race.

Catfolk come in two varieties. Saebul are cat-headed humanoids with full tails. They tend to be more introspective and cool-natured. Faol are tailless and resemble humans, but with distinct feline features and broad patches of short furlike hair on their bodies. They are more outgoing and frivolous. Both societies are broken up into matriarchal clans. Feel free to customize the concentration of each population as best fits your campaign world and your tastes, or even swap the personalities of the two subraces if your players prefer a different combination of traits for their catfolk PCs.

Catfolk Racial Traits

+2 Dex OR +2 Cha.
Adventurer Tier Catfolk Feat (Feline Grace):
You disengage on an easy save (6+). Also, once per battle, you can move without being intercepted, but you must not be engaged with an enemy at the beginning of that move.
Cat’s Luck (Racial Power)
Once per battle, reroll a single attack or save after its result is known, and add double the escalation die to the new result (this replaces the single escalation die bonus on most attack rolls).
Champion Feat: Add the escalation die to all of your defenses until the end of your next turn when you use this power.

Download Book of Heroic Races: Age of Races 1 for your 13th Age Compatible game at DriveThruRPG/RPGNow and the OpenGamingStore (formerly d20pfsrd.com).

13th Age Compatible: Dreams of Yesterday

Book of Heroic Races: Age of Ideas 1All week long, we are sharing with you the races inside the Book of Heroic Races: Age of Races 1. Yesterday we shared with you the lizardfolk race. Today we are sharing with you the samsaran race.

Though they appear human save for their white and near-colorless eyes, a samsaran lives dozens or even hundreds of lifetimes, haunted by dreamlike memories of each incarnation. As they grow in power and experience, samsarans reconnect with these past lives, bolstering the abilities they have cultivated in this lifetime with those accrued over centuries of living and dying. Every samsaran believes that the crucible of reincarnation will eventually smelt their spirit into a state of enlightenment and drive them toward a new purpose, at which point their cycle of death and rebirth will end.

Samsaran Racial Traits

+2 Int OR +2 Wis.
Flashes Of Past Lives (Racial Power)

Choose one of the following talents: slayer (barbarian), storyteller (bard), separate existence (chaos mage), domain: healing (cleric), moment of glory (commander), power attack (fighter), flurry (monk), skeletal minion (necromancer), stance of necessity (occultist; assumes you never have focus), lay on hands (paladin), favored enemy (ranger), swashbuckle (rogue; assumes you always have momentum), counter-magic (wizard). Once per day as a full-round action, you can tap into memories of a past life, foregoing the use of one of your class talents for the duration of a single battle, encounter, or scene, and instead use the chosen talent. You use your total character level as your effective level for the purpose of determining any level-dependent variables related to these talents.
When you reach champion tier, you may choose a second talent from the above list; when you reach epic tier, you may choose a third.
Champion Feat: Using this power takes a standard action, and you can swap out two talents for the battle’s duration.

Download Book of Heroic Races: Age of Races 1 for your 13th Age Compatible game at DriveThruRPG/RPGNow and the OpenGamingStore (formerly d20pfsrd.com).

13th Age Compatible: A New Age of Heroic Races

A New Age for These Races

Go beyond the standard fantasy races and play a new breed of hero! These intrepid adventurers forge their place in legends with claw, fin, spell, and sword. Now you can play one of these heroic races in your home game and battle monsters like never before.

Book of Heroic Races: Age of Races 1 introduces a number of playable races for your 13th Age Compatible game. This 15-page supplement gives you everything you need to include the following races at your table:

  • Catfolk, who can reroll an attack or save once per battle
  • Hagborn, who can reroll an attack or save once per battle
  • Lizardfolk, which bite and tear their enemies to shreds
  • Merfolk, who can sing a siren’s song to doom their enemies
  • Samsarans, that can draw on their past lives to aid them in battle

Be Heroic With These New Races Today!

Download Book of Heroic Races: Age of Races 1 for your 13th Age Compatible game at DriveThruRPG/RPGNow and the OpenGamingStore (formerly d20pfsrd.com).

13th Age Compatible: A New Age of Races

Book of Heroic Races: Age of Ideas 1Hey 13th Age Fans,

The Good News is that, even though we have been away for a while, we have not forgotten about you. The Even Better News is that we have some new races for your 13th Age Compatible game. Tomorrow we are releasing the Book of Heroic Races: Age of Races 1. Inside you have 5 new races, and all week long, we will be sharing what exactly those races are. Today, we are starting off with the lizardfolk race.

Lizardfolk are misunderstood by most races due to the common (and not untrue) conception that they are heartless cannibals. Most lizardfolk will certainly consume their own dead or that of other sentients who die near their tribal territories, but they do this out of an urge to survive rather than an innate tendency toward bloodthirst. They frequently ally themselves with dragons, and they believe the Three Dragons and the Great Gold Dragon to be gods incarnate (though some lizardfolk disagree as to whether or not these icons have maintained their divinity over the eons).

Lizardfolk Racial Traits

+2 Str OR +2 Con.
Claws And Jaws (Racial Power)

You can make an unarmed melee basic attack without the usual –2 penalty, and you choose whether to use Strength or Dexterity to modify the attack and damage rolls. If you hit, you deal 1d8 damage per level you possess, plus any modifier from Strength or Dexterity (which is doubled at champion tier and tripled at epic tier). If you miss, you deal damage equal to your level.
Champion Feat: You can make an unarmed melee basic attack as above as a quick action in addition to your other actions on your turn. However, if you take another action during that turn to use an attack power or basic attack, this attack deals only half damage. (Any miss damage is not halved, however.)

Download Book of Heroic Races: Age of Races 1 for your 13th Age Compatible game at DriveThruRPG/RPGNow and the OpenGamingStore (formerly d20pfsrd.com).

Traveller Sale

Mech Tech 'n' bot: Mech SquadronsHey Traveller Fans,

With the new edition of Traveller being released earlier this year, the license for the previous edition is coming to a close. With that we are putting all of our Traveller products on sale. Download many of our Traveller titles that will not be updated to Second Edition right away at 60% off.

Grab titles like Creatures of Distant Worlds Compendium, Mech Tech ‘n’ bot: Mech Squadrons, and Player Career Pack all for 60% off.

Even Foreven Worlds is not completely immune. The four subsectors are designed to be edition-change resistant and will be quickly updated. Foreven Worlds: Vehicles of the Frontier will have to wait until the new Vehicle Handbook is finalized before we can start updating it. So it too is on sale. Grab it now while it is available at 60% off.

Grab this sale while you can before these titles are gone. Head over to DriveThruRPG/RPGNow and the OpenGamingStore to download these titles today.

Pathfinder: All the King’s Horses …

All week long we are showing off what is inside the Book of Heroic Races: Advanced Wyrwoods. Monday we shared the racial stats. Yesterday we shared the golembreaker archetype. Today we want to take a look at healing a wyrwoods.

One of the hardest problems with it comes to construct characters is healing them. This is why you see more half-construct races like Androids. But a full on construct race cannot be healed by cure light wounds. You need the make whole spell, a 2nd level spell that can be cast by only 6 of the 38 classes published by Paizo (not counting archetypes). Compare that to the 14 classes that can cast cure light wounds and you quickly see that that number is extremely limiting. So we came up with 4 spells that solve that problem. These are the effect repair spells. They are based on the cure wounds spells but are not as effective when compared to both the equivalent cure wounds and make whole spell. What they do have going for them is that they can be cast by a much wider range of spellcasting classes. In total 15 classes can cast them. The number is higher than cure light wounds because there is no logical reason to keep arcanists/sorcerers/wizards off the list. We hope you like these spells.

Effect Light Repairs

School transmutation; Level alchemist/investigator 1, arcanist/sorcerer/wizard 1, bard/skald 1, cleric/oracle/warpriest 1, druid/hunter 1, shaman 1, summoner/unchained summoner 1, witch 1
Casting Time 1 standard action
Components V, S
Range touch
Target one construct
Duration instantaneous
Saving Throw Will negates (harmless, object); Spell Resistance no
By laying your hand upon a creature with the construct type, you repair 1d6 points of damage + 1 point per caster level (maximum +5). This spell neither heals nor harms living creatures nor undead.

Effect Moderate Repairs

School transmutation; Level alchemist/investigator 2, arcanist/sorcerer/wizard 2, bard/skald 2, cleric/oracle/warpriest 2, druid/hunter 2, shaman 2, summoner/unchained summoner 2, witch 3
This spell functions like effect light repairs, except that it repairs 2d6 points of damage + 1 point per caster level (maximum +10).

Effect Serious Repairs

School transmutation; Level alchemist/investigator 3, arcanist/sorcerer/wizard 3, bard/skald 3, cleric/oracle/warpriest 3, druid/hunter 4, shaman 3, summoner/unchained summoner 3, witch 4
This spell functions like effect light repairs, except that it repairs 3d6 points of damage + 1 point per caster level (maximum +15).

Effect Critical Repairs

School transmutation; Level alchemist/investigator 4, arcanist/sorcerer/wizard 4, bard/skald 4, cleric/oracle/warpriest 4, druid/hunter 5, shaman 4, summoner/unchained summoner 4, witch 5
This spell functions like effect light repairs, except that it repairs 4d6 points of damage + 1 point per caster level (maximum +20).

Download the Book of Heroic Races: Advanced Wyrwoods for Pathfinder at DriveThruRPG/RPGNow, Paizo.com, and the OpenGamingStore (formerly d20PFSRD).

Book of Heroic Races: Advanced Wyrwoods 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: Wyrwood Golembreaker

Being constructs themselves, wyrwoods excel at know construct vulnerabilities of their kind far better than other races and they should have a serious advantage at taking down other constructs. So it only makes sense that wyrwoods have a rogue archetype that is better at attacking golems than others. This was the thinking at lead to the golembreaker archetype, and we present that archetype to you below.

This is but one of the many archetypes in this book. Inside you will also find the verdant bulwark, a tactician archetype that is all about defending the party with a shield where you get to throw your shield and it comes back to you (yes we did base it on a comic book super heroic). We also included a new oracle mystery and sorcerer bloodline. Plus there are new rogue talents, alchemist discoveries, and more. This is jam packed with options wyrwood specific options for you to enjoy this race.

Download the Book of Heroic Races: Advanced Wyrwoods for Pathfinder at DriveThruRPG/RPGNow, Paizo.com, and the OpenGamingStore (formerly d20PFSRD).

Book of Heroic Races: Advanced Wyrwoods 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.

Golembreaker

Constructed as they are, wyrwoods have a natural understanding of what it takes to dismantle other creatures made through artifice. This knowledge is of special importance to a number of wyrwoods, commonly called golembreakers, who specialize in the infiltration and exploration of abandoned arcane sanctums, tombs, and other ruins with the aim of recovering arcane lore and magical artifacts. Vital as arcana is to the continuation of the wyrwood race, golembreakers often hold places of honor in wyrwood societies, and among other races they are known as reliable treasure hunters.
Associated Class: rogue
Associated Race: wyrwood
Replaced Abilities: evasion, uncanny dodge, improved uncanny dodge
Modified Abilities: sneak attack
Sneak Attack: A golembreaker’s training focuses on the elimination of threats commonly found in places laced with arcane magic. When they make a sneak attack against a construct, undead, or a creature with the elemental or incorporeal subtype (see disruptive strikes below) they use d8s to roll sneak attack damage instead of d6s. For sneak attacks against all other types of creatures, they use d4s instead of d6s. The golembreaker’s sneak attack ability otherwise functions as normal.
Arcane Sight (Sp): Beginning at 2nd level, a golembreaker can tap into the arcane energies that fuel their creation.They can use detect magic and identify at will as spell-like abilities, using their level as their caster level.
Disruptive Strikes (Su): When a golembreaker reaches 4th level, they understand how to disrupt the supernatural energy that breathes life into even ephemeral creatures, allowing them to deal critical hits and precision damage (including sneak attack damage) to creatures with the elemental or incorporeal subtypes.
Critical Sneak (Ex): Beginning at 8th level, whenever a golembreaker scores a critical hit against a construct or undead creature, or a creature with the elemental or incorporeal subtype, the attack is also a sneak attack. If the golembreaker is also flanking the target or the target is otherwise denied its Dexterity bonus to AC against the attack, they use d10s to roll the sneak attack damage instead of d8s.
Rogue Talents: The following rogue talents complement the golembreaker archetype: esoteric scholar (UC), magical attack, major magic, minor magic, trap spotter.
Advanced Rogue Talents: The following advanced rogue talents complement the golembreaker archetype: dismantling attack, dispelling attack, familiar (UC), slippery mind, thoughtful reexamining (APG).