September 11, 2014

Some Thoughts on Pathfinder

First off, I don't think there is a "correct version" of tDnD to play and I am a big fan of Paizo and actually enjoy their Pathfinder RPG more than DnD 3.5.  In my case, Pathfinder's rules are too much for me, I want something...more open to interpretation at this point in my life.

The point of this post is that in my job as a manager of a comics and gaming store, I was reading the solicitation for two products coming from Paizo for Pathfinder that made me go "hmmmm..."

The first was the Pathfinder Strategy Guide, I remember when something similar to this was done for DnD 4E and it turned me cold then.  A book that's purpose is to teach you to build (and let's be honest, optimize) a character is not something I want (though I don't assume there aren't plenty of people out there that do want it).  But more importantly, it makes me think the end of the Pathfinder 1st Edition line is imminent.  Hardcover products of this nature are big red herrings that the mine is running low.  And that isn't a slight to Paizo, it happens to every publishing company in this day and age.  Heck, White Wolf spent most of its life simply rebooting their lines and were the #2 company for most of that time period.

The second product was the Ranged Tactics Toolbox.  Yes.  A sourcebook on ranged combat.  Let that sink in a second.  Ranged.  Combat.  Once again, the mine being low is reinforced, but one of my personal problems with the game is highlighted.  A book on ranged combat. Again, this might sell like hot cakes and maybe the diehards on the Pathfinder boards are clamoring for this, but it isn't something I've ever wanted in a sourcebook.  Even at only $12.99.

Paizo has been successful by listening to its customer base and selling directly to them.  But sometimes listening to the fan base might give you a product that might not have the broadest appeal.
Or maybe it will be a bestseller.  I fully admit I'm not the core Pathfinder customer and could be completely wrong.

September 10, 2014

Primeval Thule: Katagian Pit Fighter for D&D 5th Edition

Backgrounds here are bases on the Narratives in Primeval Thule, so they will gain abilities as a character levels.  They are only intended for use in the Primeval Thule setting and are not designed to be mixed with standard Backgrounds.

Also, some of the abilities require the expenditure of a resource, for this reason and for how dangerous the setting is, each character gains the Lucky Feat for free and may take the Lucky Feat one additional time.



Katagian Pit Fighter 


Area of Proficiency (1st level): You are proficient in Deception.

Langauges (1st level): One of your choice.

Tools (1st level): One of your choice.

Pugilism (1st level): Enemies have disadvantage when they try to grapple you.

Resuscitating Action  (Level 1):  You can’t be kept down for long. You can spend a Luck point to heal hit points equal to your level when you start your turn at or below 0 hit points. After you’ve used this ability, you can’t use it again until you’ve had a short or long rest.

Pugilist's Knack(6th level): You gain advantage when you take the grapple action.
Optionally this is a feat and can only be taken if you have this background and are at least 4th level, additionally gain +1 to Strength.

Expert Trainer (10th level): You’ve started to attract thugs and would-be gladiators who want to fight like you do, gaining you followers. Choose a “home pit” where you can find these thugs whenever you need them. Your trainees handle their own upkeep, and they hang on your every word, doing whatever you say unless it’s obviously suicidal.  Additionally, you may use a bonus action to grapple a target.
Optionally this is a feat and can only be taken if you have this background and are at least 8th level, additionally gain +1 Strength.

September 9, 2014

Primeval Thule: Jungle Trader for D&D 5th Edition

Backgrounds here are bases on the Narratives in Primeval Thule, so they will gain abilities as a character levels.  They are only intended for use in the Primeval Thule setting and are not designed to be mixed with standard Backgrounds.

Also, some of the abilities require the expenditure of a resource, for this reason and for how dangerous the setting is, each character gains the Lucky Feat for free and may take the Lucky Feat one additional time.


Jungle Trader 


Area of Proficiency (1st level): You are proficient in Deception, Insight, and Persuasion.

Langauges (1st level): Three of your choice.

Estimate Value  (Level 1):  You can spend a Luck point to cast identify on an item with no component cost.

Profit Margin(6th level): Whenever you sell an item for gold, you obtain 10% more than the standard price
Optionally this is a feat and can only be taken if you have this background and are at least 4th level, additionally gain +1 to Wisdom or Charisma.

Trusty Steed (10th level): As a side benefit to a deal or as the winnings in a wager, you obtain a well trained, loyal exotic steed—anything from a warhorse to a rideable dinosaur. Work with your GM to determine exactly what mount you get. It’s primarily a cool means of transport, not a combatant in fights, though it should be tough enough to survive the ordinary travails of the adventurer’s life. As long as you don’t abuse the mount, it will serve you faithfully and well. You can replace a fallen steed when you reach a new level.
Optionally this is a feat and can only be taken if you have this background and are at least 8th level, additionally gain +1 Wisdom.

September 8, 2014

Primeval Thule: Initiate of Mysteries Background for D&D 5th Edition

Backgrounds here are bases on the Narratives in Primeval Thule, so they will gain abilities as a character levels.  They are only intended for use in the Primeval Thule setting and are not designed to be mixed with standard Backgrounds.

Also, some of the abilities require the expenditure of a resource, for this reason and for how dangerous the setting is, each character gains the Lucky Feat for free and may take the Lucky Feat one additional time.


Initiate of Mysteries 


Area of Proficiency (1st level): You are proficient in Religion and two additional skills of your choice that are related to your god.

Langauges (1st level): Two of your choice..

Healing Blessing  (Level 1):  You can spend a Luck point to heal yourself or an ally within touch range. The amount of hit points healed is equal to 4 + proficiency bonus + your Wisdom modifier. After you’ve used this ability, you can’t use it again until you’ve had a short or long rest

One With My God (6th level): You can regain the use of a spell you’ve cast that day during a short rest. The spell can be of up to the second-highest level you can cast.  You must take a long rest to use this ability again.
 Optionally this is a feat and can only be taken if you have this background and are at least 4th level.

Keeper of the Shrine (10th level): Worshipers of your god raise funds to build a shrine to your deity— and to you. They consult with you on its location and construction, though they possess only ordinary building techniques and craftsmanship. The shrine, once completed, can serve as a “home base” for you. While there, you have a reasonable expectation of safety, insofar as anyplace in Thule can be considered “safe.” You may take the help action as a bonus action.
 Optionally this is a feat and can only be taken if you have this background and are at least 8th level, additionally gain +1 Wisdom.

September 3, 2014

Primeval Thule: Ice Reaver Background for D&D 5th Edition

Backgrounds here are bases on the Narratives in Primeval Thule, so they will gain abilities as a character levels.  They are only intended for use in the Primeval Thule setting and are not designed to be mixed with standard Backgrounds.

Also, some of the abilities require the expenditure of a resource, for this reason and for how dangerous the setting is, each character gains the Lucky Feat for free and may take the Lucky Feat one additional time.


Ice Reaver 


Area of Proficiency (1st level): You are proficient in Athletics, Intimidation and Survival checks.

Tools Proficiencies (1st level): Two tools of your choice.

Reaver's Charge  (Level 1):  You can spend a Luck point to perform a reaver’s charge before initiative is rolled in an encounter, as long as you are not surprised. You can also spend a Luck point to perform a reaver’s charge any time you reduce an enemy to 0 hit points (or less) with a melee attack. A reaver's charge is a bonus action where you can move up your full speed and are required to make an attack when finished. If your reaver's charge attack hits, you deal 2d6 extra damage.

Renowned Raider (6th level): You gain advantage on Charisma checks to interact with mercenaries, raiders, or pirates—your name is known throughout the fighting peoples of Thule, and your reputation precedes you.
 Optionally this is a feat and can only be taken if you have this background and are at least 4th level, Additionally, gain +1 Charisma.

Reaver Chief (10th level): You can call for raiders from your homeland to go marauding with you (including a ship if they are a seafaring people). Once per three years, you can raise a horde for a major attack.   Additionally, your allies may dash as a reaction.
 Optionally this is a feat and can only be taken if you have this background and are at least 8th level, additionally gain +1 Constitution.

September 2, 2014

Primeval Thule: Guardian of the Nine for D&D 5th Edition

Backgrounds here are bases on the Narratives in Primeval Thule, so they will gain abilities as a character levels.  They are only intended for use in the Primeval Thule setting and are not designed to be mixed with standard Backgrounds.

Also, some of the abilities require the expenditure of a resource, for this reason and for how dangerous the setting is, each character gains the Lucky Feat for free and may take the Lucky Feat one additional time.


Guardian of the Nine 


Area of Expertise (1st level): You have advantage on any ability check pertaining to the Great Old Ones.

Langauges (1st level): Mi-Go.

Tools Proficiencies (1st level): Sea vehicles, astrolabe, and an additional one of your choice.

Mind Clearing  (Level 1):  You can spend a Luck point to reroll a failed Wisdom saving throw with advantage, unless the initial roll was a natural 1.

Banisher of Horrors (6th level): You gain a +1 bonus to attacks, AC, and saving throws when you’re battling creatures with the extraterrene trait.
Optionally this is a feat and can only be taken if you have this background and are at least 4th level.

Chosen of the Nine (10th level): All of the Nine Powers regard you as a steadfast ally. Choose one skill or tool that you are proficient in and gain double your proficiency bonus with that skill or tool. Additionally, as an action choose one spell or tool and gain proficiency in it for 10 minutes.
Optionally this is a feat and can only be taken if you have this background and are at least 8th level, additionally gain +1 Wisdom.

September 1, 2014

#RPGaDAY 29 - 31

Most memorable encounter?  For several months, my best friend, Mark M. ran a Champions game with just 3 players (a small group for us).  But he eventually decided to open the game up to the full group (I think it grew to like 10 players), but to cap off the switch he had us fight against a being who destroyed our universe and when we woke up it was a brave new world, one we didn't quite have memories of.  It was excellent and one of many ways I've enjoyed Mark's tenure as a GM.

Rarest RPG owned?  The original Empire of the Petal Throne.

Favorite RPG of all time?  DnD 5th Edition.  It's exactly what I've always wanted out of DnD.  Close runners up are Champions, Feng Shui, and Over the Edge.