Let slip the hounds of war!
Make martial combat more interesting with the Path of War, a maneuver-based combat system designed and playtested to work side-by-side with all of the standard classes in the Pathfinder Roleplaying Game.
Path of War offers new base classes, feats, archetypes, and much more. Want to use the maneuver-based combat system with your standard Pathfinder Roleplaying Game classes like the fighter or rogue? Feats allow you to do just that.
Watch as Matt opens up the Mars Attacks Dice Game from Steve Jackson Games.
Next week we’ll have some game play for you.
I just finished reading Zombies a Hunter’s Guide. My copy is the limited edition version, it a nice cover with silver gilded pages. Osprey Publishing did a good job with the production of this book, but not as well as Joseph McCullough did writing it.
The first thing that caught me about this book was the style it was written in. Joseph wrote from the point of view that the Zombie Apocalypse was very much alive and well. I loved the approach. It made the book very entertaining.
Even though he’s very entertaining the book includes a lot of information. Joseph includes information on every zombie type there is. Each zombie profile includes a history, creation information, how to identify them, what they are a threat to, and how to eliminate them and prevention techniques.
The book includes a detailed section on weapons and tactics that is a good read for any miniatures player.
If yo are a Zombie fan this is a book for you. It was truly a pleasure to read.
Monster Hunters is set in the Edwardian Europe, where the idea is Gothic horror. Werewolves, vampires and other strange beasts run rampant in this setting. This unique setting mixes the traditional fantasy setting with one that is quite a bit more technological than you might be accustomed to. Monster hunters focuses heavily on new classes and their origins, but it also introduces new rules like modern weapons.
The Book doesn’t waste any time and dives right into the origin stories. There are 8 and each focuses on the following on helping the player round out the character. The origins can easily help the player define his motivation, how they learned about the monsters, and why you hunt the things you do. I chose to make a character using the Romani origin story because it reminded me of the gypsies in several b&w horror movies.
The 10 classes are basically reflections of the core classes that have been customized to fit this particular game world. For example the hunter closely resembles a Ranger. This class grants class abilities like favored enemy, favored terrain, and Hunter’s Tricks. Which is what I think is a cool ability that is a Hunter’s trick. Once per day the hunter can, when reduced t 0 hp, take a five foot step instead and be staggered until his next round. It could be a very beneficial ability.
All of the skills and feats offered in this book help further the characters development within this Edwardian horror setting. Since that time frame for this is 1911 it includes skills like drive, collect evidence, and jury rig. All of which can prove to be very advantageous in this setting.
It’s also worth mentioning the inclusion of a modern day currency system that reflects 1911. The system includes a conversion for gold. The flavor created by this is a much better reflection for purchasing aeroplanes or Harley’s. Not to mention some of the more interesting equipment like the Luger, and telescoping sights.
The most detailed or critical section of the book is the mechanics covering modern firearms. Avalon Games spent a lot of time explaining the nuances the new weapons bring. Some of these are rate of fire, strikes are made against touch AC. But my favorite is called shot by location. They cover both the advantages and disadvantages of targeting just about any portion of the body imaginable. For example if I target a large part of the body, like the torso, I suffer a minus two penalty, while shooting something smaller target grants a larger penalty. If you hit there are three possible outcomes,called shot, critical called shot, and debilitating called shot they cause anything from inconveniences to permanent damage. I feel you should know that these optional rules teeter on 50 pts of damage being done in order for the more sever effects to occur.
I have found this to be a good read, it offers a unique break from your normal fantasy game. The rules are well written for a setting that has become a classic genre in literature. If you are creative this is a great book that you can easily adapt for your own projects.
Monster Hunters is available at Avalon Games and DriveThuRpg. It is part of the Pathfinder Drivethru sale that ends tomorrow October 20th 2014.
In this Flip Through Matt talks at Grim Tooth’s Traps. Many of these traps are just down right evil fun. Especially the room traps. Mat doesn’t mention all 101 of them but you get enough for you to have the idea of what this book is about.
I’m looking forward to make some traps now.
Pathfinder Campaign Setting: Ships of the Inner Sea
Not all adventures take place on land. Take your heroics to the high seas with this guide to ships from across the Pathfinder world! The perfect companion to the Skull & Shackles Adventure Path and Pathfinder Module: Plunder & Peril, Ships of the Inner Sea presents seven unique sailing vessels, complete with adventure-packed histories, maps, and statistics for each captain and crew.
Whether it’s a pirate-hunting man-of-war, a ghost ship, a slave galley, or a Viking longship, the boats in Ships of the Inner Sea make an indispensable addition to any nautical Pathfinder RPG campaign.
Written by Benjamin Bruck, Paris Crenshaw, Amanda Hamon Kunz, Chris Jackson, Philip A. Lee, John Mangrum
Yes, the 13th Age Roleplaying Game is all about the story and the awesome action, but we’ve all got a treasure-hungry munchkin inside of us, and it’s time to let that grubby-fingered kid out to play.
The Book of Loot for 13th Age is full of more magic items to be found, stolen, given as rewards or otherwise looted by the player characters. We’ve also thrown in a short chapter on ways to make mundane treasure more interesting, and a selection of new one-use magic items.
Bring the 10 new classes from the Pathfinder Roleplaying Game: Advanced Class Guide to life with this comprehensive guide to getting the most out of these exciting new character options. With all-new archetypes, traits, feats, magic items, spells, and more, this volume is the ultimate resource for players to integrate new classes like the bloodrager and warpriest into their Pathfinder campaigns, with specific attention to fitting the classes into the Pathfinder Campaign Setting. Take your character from the forge to the fray with Advanced Class Origins!
Written by Dennis Baker, Ross Byers, Tom Phillips, Stephen Radney-MacFarland, Owen Stephens.
Each monthly 32-page Pathfinder Player Companion contains several player-focused articles exploring the volume’s theme as well as short articles with innovative new rules for all types of characters, as well as traits to better anchor the player to the campaign.
The Lords of Rust and their strange Iron God have been defeated, but in doing so, Numeria’s newest heroes uncovered a greater threat to the land than that posed by a gang of bandits. Another, more powerful Iron God is rising in power in the enigmatic Silver Mount, but before it can be confronted, the legacy of this strange deity’s first worshiper must be recovered. Clues lead to the technophobic town of Iadenveigh, a farming community with its own need for heroes. What role could the mysterious Smoke Wizard of the Choking Tower play in this unfolding threat? Can the heroes prepare for their inevitable confrontation with Numeria’s Iron God in time?
The Choking Tower is a Pathfinder Roleplaying Game adventure for 7th-level characters. The adventure continues the Iron Gods Adventure Path, an exploration of the lands of Numeria, where savage barbarism clashes with the wonders and horrors of superscience.
Several new monsters, a gazetteer of the town of Iadenveigh, several bonus encounters set in Numeria, and Amber E. Scott’s Pathfinder Journal round out this volume of the Pathfinder Adventure Path!
Matt Demonstrates how easy the Swordsworn miniatures go together for the Relic Knights game. This kit took me about 25 minutes to assemble. The minis look super but you already know that.
I hope to do a written review in a couple of weeks.