Pathfinder Adventure Path #88: Valley of the Brain Collectors (Iron Gods 4 of 6)

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Oct 302014
 

Valley of BrainsPathfinder Adventure Path #88: Valley of the Brain Collectors (Iron Gods 4 of 6)

The heroes of Numeria must brave a remote canyonland known as the Scar of the Spider. Clues found in the Choking Tower revealed that a mysterious prophet left her legacy behind in this valley long ago…a legacy that could reveal methods to defeat the Iron God of the Silver Mount. But the heroes are neither the only nor the first visitors to the Scar of the Spider, and as they explore, they realize that alien monstrosities have colonized the canyon and have horrific agendas of their own. Can the heroes escape with their brains intact, or will they become merely the latest addition to an otherworldly collection?

“Valley of the Brain Collectors” is a Pathfinder Roleplaying Game adventure for 10th-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, an exploration of the mysterious alien empire known as the Dominion of the Black, rules for several strange types of alien technology, and Amber E. Scott’s Pathfinder Journal round out this volume of the Pathfinder Adventure Path!

 

 

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Monster Hunters Review from Avalon Games

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Oct 192014
 

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.

Flip Through Advanced Class Guide for Pathfinder

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Oct 092014
 

Matt Looks at the Advanced Class Guide for Pathfinder .  It features 10 new classes.   Many of these are mergers that are basically “templated” multi-classes  that are ready for the players to move on without wasting time on too many decisions.  my favorite two are the Bloodrager and the Investigator.  The Bloodrager barbarism with sorcery, while the investigator mixes alchemy with a rogue.  the book also introduces new archetypes, prestige classes, feats, spells, equipment and a chapter on designing your own classes.

 

 

I will be writing a full review in the seven to fourteen  days.

Flip Through People of the Stars for Pathfinder

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Oct 022014
 

Watch as we take a look at the the People of the Stars for Pathfinder.  It contains alien races, like androids.   A new ranger archetype that allows you to wield two bows!  New information an the planets and new equipment.   Did I mention the spell Gravity Sphere?

 

 

 

 

It still feels a little odd to talk about aliens in the fantasy setting, but it’s natural.

Sep 222014
 

Watch as Matt takes a serious look at the high seas of the Pathfinder Adventure card game.   Skulls and Shackles is a complet Card game that allows you to focus on high seas adventure.

 

 

If you are familiar with the PACG then you already know that this is a great game.

Words With Michael Stackpole at Gen Con 2014

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Aug 242014
 

Mike invited me to his “palatial” suite at Gen Con 2014, and I happily accepted the invite.  It isn’t every day that an aspiring author has the chance to speak with a best selling author about the industry.

Mike and I discussed:

  • His Gen Con seminars
  • The Crusader Road, his first Pathfinder novel
  • Possibility of a second Pathfinder novel
  • His next book
  • His day job

You can find Mike on Twitter.

 

Flip Through the Alchemy Manual from Paizo

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Aug 212014
 

Matt Flips Through the Alchemy Manual for Pathfinder while sharing what he sees as promising. This book includes archery and Alchemy, oozes, poisons, and more.

 

 

You can learn more at Paizo.  Until next week game well.

Flip Through Inner Sea Gods

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Aug 182014
 

In this Flip Through Matt takes a good hard look at the Inner Sea Gods for Pathfinder.  Matt spends some time chatting about this books application as well as its contents.

 

 

This could very well my favorite Pathfinder book.

Pathfinder Technology Guide

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Aug 022014
 

pathfinder tech guideTechnology Guide

$19.99 SRP

 

Ever wondered how a laser gun would function in a world full of magic and traditional fantasy weaponry? Look no farther than the Pathfinder Campaign Setting: Technology Guide! Packed with 64 pages of new technology rules for the Pathfinder Roleplaying Game, this indispensable resource for Game Masters running adventures in the land of Numeria, the setting of the Iron Gods Adventure Path, will supercharge any fantasy game looking to add futuristic and alien technology.

 

 

 

Inside this book you will find:

 

-Scores of technological weapons, armor, and other items, including plasma grenades, force fields, and pharmaceuticals.

-New uses of skills to interact with technology, allowing players to translate computer code, place and disarm explosives, and disable electronic devices.

-Rules for crafting technological items.

-New archetypes allowing existing character classes to specialize in using or battling technology.

-The technomancer prestige class, frequently used by the members of Numeria’s sinister Technic League.

-Rules for cybernetic implants, power generators, artificial intelligences, and much, much more!

Pathfinder Adventure Path- Fires of Creation (Iron Gods 1 of 6)

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Aug 012014
 

pathfinder fires of creationPathfinder Adventure Path #85: Fires of Creation (Iron Gods 1 of 6)

$22.99 SRP

 

In the brand new Iron Gods Adventure Path, Pathfinder heroes explore one of Golarion’s most exotic and unusual realms – the land of Numeria, where savage barbarism clashes with the wonders and horrors of superscience. A strange violet bonfire burns atop the town of Torch’s central hill, its flames hot enough to allow smiths to work with the hardest of exotic metals harvested from the enormous crashed starship at Numeria’s heart. When the fire is suddenly extinguished, the heroes must delve a previously unknown set of caves below the town that lead to a strange buried metallic ruin. Will the heroes survive the technological dungeon, or will they fall in a hail of robotic foes and laser fire?

 

 

“Fires of Creation” is a Pathfinder Roleplaying Game adventure for 1st-level characters that, for the first time ever, blends elements of science fiction and fantasy to create a unique campaign experience. A gazetteer of the city of Torch and an exploration into the nature of the strange androids of Numeria round out this volume, along with the first installment of Amber Scott’s new Pathfinder Journal and several new monsters of alien and technological nature. Don’t miss the first installment of this ground-breaking new Pathfinder Adventure Path!