Tuesday, November 30, 2010

Top 20 Cities for web traffic that come to In the Mind of a Mad Man

I was checking my Google Analytics and I found this interesing.  I just wanted people to know over the last year what cities I get most of my web traffic from.  Just something interesting I thought

1. New York, NY

2. Bala Cynwyd, PA
3. Grand Rapids, MI
4. Dearborn, MI
5. Seattle, WA
6. Austin, TX
7. Los Angeles, CA
8. Riverside, CA
9. Lawrence, KS
10. Pinellas Park, FL
11. Glen Carbon, IL
12. West Mclean, VA
13. San Francisco, CA
14. Corpus Christi, TX
15. Tolland, CT
16. Philadelphia, PA
17. Fresno, CA
18. Portland, OR
19. Atlanta, GA
20. Minneapolis, MN

Talk to you later...

Cast a Spell Tuesday - Curse of Common Cowardice, Strength Vanishes and Strength Vanishes (Mass)

Curse of Common Cowardice
School necromancy Level cleric 9, sorcerer/wizard 9
Casting Time 1 standard action
Component V, S, M  (rusty iron nails from a demolished barn)
Range touch                   
Duration permanent
Saving Throw WILL Partial Spell Resistance Yes

When this spell is cast, years of training and experience are wiped away, and the character’s body and soul are partially replaced with a less adventurous, failed duplicate from a parallel reality.

When this spell is cast, the target’s PC class levels are removed. The character is effectively rebuilt from level one, gaining a Commoner NPC level for every PC level lost, gaining Commoner Hit Dice, BAB, saves. The character’s skills and feats are reduced to an average commoner’s. If the character has a familiar, mount or animal companion, it becomes a non-magical, ordinary animal of its kind, losing all special abilities and enhancements gained.

If the character succeeds on a WILL Save, his class abilities are not affected, but the character instead suffers two permanent negative levels.

Strength Vanishes
School
necromancy     Level druid 6, cleric 5, sorcerer/wizard 6
Casting Time 1 standard action
Component V, S
Range touch                   
Duration 1 round/ level (D)
Saving Throw WILL Partial Spell Resistance End

The flesh of your hands turns to black glass, revealing the bones beneath. When you touch the target, for a second, his skin seems to turn to smoke where the touch lands. Beneath the flesh, for just a second, you can see muscle wither and bone crack.

A target affected by this spell has their Base Attack Bonus turned to a penalty to the duration of the spell. A target with a base attack bonus of +10 would suffer a -10 on all attack rolls, and Combat Maneuver checks for the duration of the effect. Targets who make their WILL Save have their BAB set to +0 for the duration of the effect, but do not suffer a further penalty on their attack rolls and Combat Maneuver checks.

Strength Vanishes (Mass)
School
necromancy     Level druid 8, cleric 7, sorcerer/wizard 8
Casting Time 1 standard action
Component V, S
Range close (25 ft + 5 ft/level)
Area  all targets in a 30 ft radius                   
Duration 1 round/ level (D)
Saving Throw WILL Partial Spell Resistance Yes

This spell functions as Strength Vanishes but affects all targets in a 30 ft radius.

Monday, November 29, 2010

Supporting some friends - Rite Publishing's Ruins Perilous

If you are a fan of Rite Publishing, and want to support them I would suggest you go on over to their website and check out what the are planning to do for The Ruins Perilous.  I am supporting them so much I am placing their patron project widget up at my blog, because I know this is going to be good and I want to see this get made.  Talk to you later... 

Is this post racist? Or does it happen a lot more than you would like to admit..

First you have to read this post: The Drow thing, again from Deeper in the Game

Now, what do you think?  Is it true?  Is it untrue?  tell us what you think.

Magic Item Monday - Magical Equipment Storage System

Magical Equipment Storage System (M.E.S.S.)
Aura: moderate conjuration    CL:10th
Slot: None       Price: 100,000 gp       Weight: 6 lbs

This heavy oak and brass sphere is roughly the size of a cantaloupe. Finely machined seams run across the smooth surface, and a small brass plate set into the wood reads “Another fine Middlechurch M.E.S.S.” When the item’s magic is activated, the device splits apart along the previously flush seams, transforming into an assortment of useful tools, from a hammer or a chisel to a ladder to blacksmith’s anvil. A small bronze loop at the top of the egg-shaped device allows the M.E.S.S. to be clipped to a belt loop or backpack.

The M.E.S.S. is the brainchild of the Gnomish tinker Tobias Twodogs Middlechurch, and its sale has made his fortune. The little inventor has re-invested much of the profits of the device, paying steet urchins and tavern drunks to spread word of the device, and he won’t be satisfied until every adventurer and explorer in the realms carries a M.E.S.S.

 As a full round action, the M.E.S.S.’ owner can transform the device into any piece of mundane gear described in the Pathfinder Roleplaying Game Core Rulebook worth 100 gp or less. The M.E.S.S. stays in that configuration until the owner changes it again.

Construction Requirements: Craft Wondrous Items,             major creation
Cost: 50,000 gp

Friday, November 26, 2010

Guest Blog Post - Becoming a Venture Captain for Pathfinder Society by JP Chapleau

Today's Guest post comes from JP Chapleau.  I met JP when he can to help me create understand what the Pathfinder Society was and how I could incorporate what they were doing into our upcoming Pathfinder setting, NeoExodus: A House Divided. And just as he started getting onto the good stuff, Paizo snatched him away to become a Venture Captain in the Pathfinder Socity (Curse to you Paizo, you foiled my plans again!).  So I though it would be nice for him to tell everyone how he did it.  So here we go...

The making of a Venture Captain 

In October, I was chosen by Hyrum Savage to become one of the Venture Captains for Paizo’s Pathfinder Society Campaign. I now bask in the glory and adoration of everyone who bow down as I pass, who listen intently to every word I utter seeking to drink from the cup of wisdom that is my mind, who gasp as enter a room, who burn incense to effigies of me and who venerate any Snickers-bar wrapper I discard. Okay, okay, I may have an inflated sense of self…

Starting in September of 2009, my gaming interest shifted from 4e to the Pathfinder RPG. Pathfinder is an awesome descendant of the 3.5 rule set. It is filled with little gems, gems I keep finding to this day. Well done Paizo!

What are Organized Play Campaigns?
Organized Play (OP) campaigns - sometimes called “Living” Campaigns - allows you to take your character from one table to the next, anywhere in the world. Thus your character can adventure at Gencon, your local game store, a friend’s house, that “weird local DM”’s place, and a nearby convention gaining experience, gold and rewards, going up in levels and meeting many new people.

Every tabletop role-player has experienced the following scenario. You found a table you enjoy, good players, a fun GM and a schedule that works for everyone. After a few sessions, someone is missing, so the party trudges on OR plays something else.  Pretty soon, the campaign grinds to a halt and sputters out.
In organized play, the GM is not always the same, the party members change one or two missing players do not prevent game play. The adventures are all pre-published so preparation time is less than for a full campaign. This also allows the DM to really add his personal touch and style to the adventures. You can share GM-duties, meaning that everyone gets to play and GM. Okay, okay, I know not everyone has it in them to be a GM. But the opportunity is there for someone willing to try their hand at it.

Another perk of the OP campaigns is that if you miss an adventure with your usual group, you can find another group playing the same adventure and play the adventure with them. The net result is that it creates a community of players instead of a number of splinter groups each playing apart with limited contact with each other.

Do you have to mingle with other players? Only if you want to! I was wary when I started but I quickly met new friends around the gaming table. Through them, I learned new character building techniques, playing styles and gaming tips. If you want to play the adventures of an OP Campaign at home with your friends and never meet others, you sure can.

Most OP campaigns today allow for on-line play. I irregularly play with some friends in the Montreal/Quebec City region. They are a great way to meet with old friends!

What is the Pathfinder Society Campaign?
Now before going further, that this is written by a huge fan of Paizo and PFS.

Paizo’s Pathfinder Society (PFS) is an Organized Play campaign where the characters belong to a society of archeologist, scholars and adventurers (sometimes known as tomb robbers, thieves and thugs). Presented in the very affordable PDFs, players experience the world of Golarion through the many adventures published for PFS.

The biggest “kicker” or unique toy of PFS is the faction system. Although every character works for the society, their loyalties rest with one of the major nations of Golarion. Every adventure, your faction gives you small tasks to perform during the adventure. They rarely go against the grain of the adventure but often lead to unique role-play opportunities. “Dude! Why did you push that guy into the sewer water? We just rescued him!” or “You’re an embalmer, why are you taking that mummy’s body?” Thus Fighter Joe and Fighter Fred could vow allegiance to different nations. Players are encouraged to keep their factions secret, and it often adds to the tension in the part.

Each faction has a lot of flavor to it. From the mercantile Qadira to the devious Cheliax to the freedom-obsessed Andoran, each has an alignment (of the five, only one is good and one is evil) and that comes into play during the game. In other words, if you are a paladin who wishes to keep his status, do not work for Cheliax…

PFS players bring a wide variety of backgrounds, spell selections and character builds to the table. But what I have seen thus far in different areas of play (I was lucky enough to play PFS in Denver, Las Vegas and Montreal) is that the players bring to the table interesting *characters*, and I’m not just talking about builds and stats. I’m talking about accents, funny quirks, unique backgrounds, and intra-party interaction I haven’t seen in a while.

All this creates a unique atmosphere where role-play can flourish, even in the course of a 4h session.
Since adventures are designed for 4h timeslots, you can play them in an evening. Because there are many authors with different styles what you do changes from one adventure to the next. Some adventures are dungeon crawls, some adventures are more investigative, some deal with exploration, others are more complex. Over the course of a few adventures, you play very different adventures, in style and content.

Why becoming a Venture Captain?
Before applying to a leadership position with PFS, I thought long and hard about a number of things about the position. What would I get out of it? Could I do a good job? How much time would I have to invest into the campaign? Would my wife kill me? I have always been a fan of working within the system to make it better, so one of the biggest questions was: would my appointment help the local community or hinder it?

After all that thinking, I believed I could do a good job of it and help the local community grow and thrive. I had previous experience in two of the RPGA’s biggest campaigns, Living Greyhawk and Living Forgotten Realms. I worked for the RPGA for seven years (2003-10) and I held mostly editorial and story-related positions. This position with PFS would be quite different, being a Point-of-Contact or facilitator type position, allowing the campaign leadership to let go of some of the day-to-day operations, and delegate to Venture-Captains.

I will say that we are very blessed in the Denver region to have a lot of quality volunteers, people who coordinate events at their favorite/ local store, guys who volunteer to GM adventures to make sure the campaign runs smoothly. And I really thank and support these guys.

To those of you out there who think it’s easy; it’s just like any position of leadership. There is a lot of crap/grind to go through to reap the rewards. Seeing events form and happen regularly, offering special content to the local community, serving as facilitator and generally be the face of the campaign. I do not expect adulation or any of the fantastic worship I mentioned in my intro. Though it would be fun…

About my fellow Venture-Captains (many who of whom I met at Neoncon in Las Vegas), their selection was no random affair. They are tied to the pulse of their local community and champion ideas of all sorts, some I agree with others not, but the discussion is extremely dynamic and open-ended (and –minded). The leadership of the campaign is very responsive, dynamic and engaged in the campaign.

The Future of PFS?
I cannot give you a lot of specifics, but I can say the following. I have never been part of a campaign as dynamic as PFS. There are so many good things that are just about to be announced or released that keeping silent about it is SO hard. Those announcements will enhance the play experience and role-play opportunities at the game table.

Important Web sites to know: PaizoPathfinder Society, and my blog JP’s Blog.

Finally
I could sit here and keep writing on and on (I cut about 2 pages of text from my first draft!) about Pathfinder Society: why it is so great, why I love it, why the role-play experience is of high quality, why the players and GMs really shine in the system, why the quality and challenge of the adventures is really without par, why and how the writing and quality has been improving over the last year.
But all that is just talk. Talk is cheap.

The only way is to get you to a Pathfinder Society table. Join us and play. Then you will understand everything in this article. Chances are, you will meet some new players and have a good time. At the time I write this, MANY good things should be announced shortly. It is a good time to be involved – or start – with Pathfinder Society. New adventures are released monthly and play opportunities grow all the time. If you haven’t checked us out, you are missing out. Seriously. Come and join us.  If you are in the Denver area, do not be afraid to drop me a line!

Thanks to JP for this great over view of how he did it.  If you are interested in the Pathfinder Society why do you get in contact with him and I am sure he will be helpful to you.  Talk to you later...

Undefeatable Friday - Fortuneteller & Cold Reading

Fortuneteller (General)
You can occasionally see the future through a divinatory focus, such as a deck of sacred cards, a bag of fortelling runes or a crystal ball.
Prerequisite: Knowledge (arcana) 4 ranks, INT 13+, WIS 13+
Benefit: With a short 3-5 minute ritual, you may attempt to see the future. Doing so requires you to have some form of divinatory focus, such as a set of Tarot cards, divinatory sticks, coins, runes, sacrificial offerings like tea or animal entrails or any more exotic method you can dream up.

You make a DC 20 Knowledge (arcana) check, and if this check is successful, you receive a short message from the gamemaster, no more than 10 words long predicting upcoming events. This message may be cryptic, incomplete or enciphered in whatever manner the gamemaster can devise, but you should have a fair chance to figure it out, with some effort.

If you succeed at a DC 25 Knowledge (arcana) check, you know the next non-unique monster and its challenge rating the game master plans for you or your allies to encounter. Note that based on your actions or in-action, this information may become useless.

Finally, if you succeed at a DC 30 Knowledge (arcana) check, the game master will tell you the Challenge Rating of the next non-unique encounter you or your allies will face. You can then populate the encounter with any combination of creatures to meet the required challenge rating, possibly allowing you to play to your character’s strengths and simulate the tactical advantages such foresight provides.

Cold Reading (General)
You are more adept at reading others fortunes, often by picking up subtle clues in their behavior that provide you with insight to their past, and thus, their probable future.
Prerequisites: Fortuneteller, Sense Motive 4 ranks 
Benefit: When reading a fortune to benefit another character, you may add ½ your ranks in Sense Motive as an insight bonus on the Knowledge (arcana) check.

Thursday, November 25, 2010

Deadly Trap Thursday - Suicide Solution Trap

Suicide Solution Trap (CR 5)
This trap is concealed in an ornate chest or dresser drawer. If the lid is opened incautiously, several serrated bone needles shoot out from previously concealed ports, digging deep into the thief’s flesh. Though the needles have a painful sting, the dark cerulean liquid smeared on the tips carries a curse far deadlier than any poison. The bone shards are taken from finger bones of a man who hanged himself, and the dark toxin is distilled from the livers of suicides who drank hemlock.

Type: magical
Perception: DC 20
Disable Device:
DC 22
Trigger: touch
Duration:
permanent until removed
Reset:
manual
Effects: spell effect (Bestow Curse. WILL DC 16 negates. When the target is first afflicted, he must make either a melee attack against himself using his deadliest weapon in hand, or cast the highest level damage dealing spell possible with himself as a target. Thereafter, assuming the target survives, anytime the character rolls a natural 1 on any skill check, attack roll or saving throw, he is overcome by suicidal self loathing and must again attack himself in the same manner.)

Wednesday, November 24, 2010

Is Monte Cook worth 10 cents a word? If so, then how much is Wolfgang Baur worth?

While at my local gaming store, I was having a discussion with several RPG friends including the guys who operate Gamer Ingenuity, LLC and we started talking about the pay rates of well know writers.  While I do understand why people get paid, I do feel some people are VERY MUCH over rated.  The biggest overrated writer to me (in the non-RPG arena) is Warren Ellis. I have talked about Warren Ellis before and how I feel about him so I am not going to go over it here, but you get the point.  While we were talking Monte Cook’s name came up in the decision. We began to think about it, what would Monte Cook be worth pay rate wise in the RPG industry for both PDFs and retail bookstore sales?

I know Monte is the pinnacle of writers and creative people in the RPG industry.  His name alone on a project will help sales greatly.  I know for a fact that Monte can and has sold more than 200 PDFs on the day he releases a PDF.  How do I know this for a fact? Well when I released the original Power Corrupts for M&M Superlink, we sold 189 in the first three days that we released it and were #1 on RPGNow’s Top 100 list.  On day three of our release, Monte just happened to release an OGL/D20 fantasy product I can remember which one but it really does matter for this tale.  In less than a day, Monte blew past our #1 rating on day four, which had just hit over 200 copies sold, and in less than a day and he was #1 on the list.  If the book had a price of $10.95 and RPGNow was taking 25% (This is WAY back in the day) of the sale Monte made $1,644 in ONE DAY.  If the product did that well on one day I am sure it went on to sell well over 1,000 copies in its life time which comes out to be a minimum of $8,212.50.  And remember that was just the PDF sales, I don’t even know what his print sales must have been like.

Now here is some more mathematics for you, if you take the $8,212.50 amount divided it by the amount of pages let say 96 you come up with $85.55 dollars per page he made.  Now divide that number by 500 words (Bet most of you didn’t know that 500 words is the average amount of word per laid out page) and you get 18 cents per word.  So at 10 cents a word, Monte would be a STEAL! 

But then we started talking about other writers like Wolfgang Baur, Ken Hite, Chris Pramas, Sean K. Reynolds, Erik Mona, Jason Bulman, Bruce Cordell, Matt Forbeck, Keith Baker and John Wick.  Are they worth in actual sales that amount they charge?   Just something to think about next time you are looking for a freelance writer for a project.  Talk to you later…

Wondrous Equipment Wednesday - Apothecary’s Pain Killing Salve, Beggar’s Spice, Pessiary & Prospecting Kit

Apothecary’s Pain Killing Salve: This pungent white salve can be smeared on a wound, or mixed with water and drank. For 1d3 hours after the pain killer is applied or ingested, the user becomes immune to subdual damage and to pain effects (such as that caused by Symbol of Pain).

If the pain killing salve is used more than twice in a 24 hour period, the user must succeed at a DC 15 FORT Save or suffer 1d3 points each of temporary DEX and WIS damage. A dose of pain killer can be brewed with a DC 12 Craft (alchemy) check.

Pain Killing Salve (vial). Tiny object, ½ lb.  15 gp

Beggar’s Spice: This black and red dust is made from several exotic peppers that turn the bowels to water and bring tears to even a strong man’s eyes. Sprinkled on spoiled or rancid food, this exotic spice makes it perfectly edible, and covers up any trace of foulness with its own burning flavor. A vial of Beggar’s Spice holds enough spice for 15-20 meals, and can be ground with a DC 10 Survival check.

Beggar’s Spice (vial). Diminutive object , negligible weight. 2 sp

Pessiary: This alchemical concoction is a small wax and chemical plug designed to be inserted into a woman’s body to prevent pregnancy. Mild acids released by the pessiary as it slowly dissolves kill sperm. A woman who uses a pessiary cannot conceive for 1d3 days after using the item.

Pessiary. Fine object, negligible weight. 1 gp

Prospecting Kit: Included in this kit are several sifting pans, with increasingly fine grained mesh, several tiny picks, leather sacks that seal tight enough to contain gold dust, and other useful mining tools. Using the kit, a prospector can attempt to pan for gold on any river. This kit provides you with a +2 equipment bonus on the prospecting check.

To prospect, make a Knowledge (geography) check. This check requires at least 2d4 hours of effort. Played out sites, mentioned below, cannot be prospected again, and any prospecting done within 500 ft of a played out site is done at a -2 penalty.

Knowledge (geography) check
Prospecting Result
DC 10
Uncover gold dust worth 2d10 cp. This site can be prospected an additional 1d4 times before being played out.
DC 15
Uncover gold dust worth 2d10 sp. This site can be prospected an additional 1d6 times before being played out.
DC 20
Uncover gold dust and chunks worth 4d10 sp. This site can be prospected an additional 2d6 times before being played out.
DC 25
Uncover gold dust and chunks worth 2d6 gp. This site can be prospected an additional 2d6 times before being played out.
DC 30
Uncover gold dust and chunks worth 4d6 gp. This site can be prospected an additional 2d6 times before being played out. In addition, somewhere within 5 miles there is an underground gold deposit worth at least 4d6 x 100 gp. You can locate this mine site with an additional DC 20 Knowledge (geography) check.



Prospecting Kit. Small object, 10 lbs.  5 gp

Tuesday, November 23, 2010

[LPJ Design] Ultimate Feat Decks: Core Rulebook for the Pathfinder Roleplaying Game

Wish you didn't have to flip through books or searching PDFs every time you want to know what your feat did?  You can't see to remember the modifier, duration or bonus you get off the top of your head?  Help is coming for you in the form of Ultimate Feat Decks: Core Rulebook. For use with the Pathfinder Roleplaying Game players and GMs!  Ultimate Ultimate Feat Decks: Core Rulebook are printable cards for players and GMs alike which makes managing and knowing all you unique and interesting feats simple and easy.  Now your storehouse of feats will fit right in the palm of your hand with these easy to use, convenient feat decks. Each card contains the significant and relevant rules and description of a different feat for use with the Pathfinder Roleplaying Game.  If you play Pathfinder, then you have to have this product.  Created by LPJ Design. Available Here!!!

Cast a Spell Tuesday - Modify Symbol, Misleading Map, Symbolic Defense & Symbolic Defense, Greater

Modify Symbol
School transmutation Level bard 0, sorcerer/wizard 0
Casting Time 1 standard action
Component V, S  
Range touch  
Duration
permanent
Saving Throw FORT Negates (object) Spell Resistance no

When this spell is cast, the caster touches a symbol to be changed, which can be a knight’s tabard, the brand or tattoo worn by a man or a beast, a maker’s mark on a tool, the seal on a contract, the crest on a shop’s sign or any similar non-verbal symbol. The symbol alters color and pattern to become any other symbol you can imagine, and appears in a similar style and media to the original symbol. For the purpose of detecting a forgery, the altered symbol is considered to have a Linguistics check result equal to 10 + your caster level. This spell cannot effect magical symbols, such as arcane mark or any of the Symbol spells.

Misleading Map
School transmutation Level bard 2, sorcerer/wizard 2
Casting Time 1 standard action
Component V, S, M (a quill pen made from the feather of an exotic or supernatural avian)
Range Touch
Duration
Permanent
Saving Throw FORT Negates (object) Spell Resistance No

When this spell is cast, the map being touched is magically altered. Hundreds of tiny errors appear that will mislead anyone following the map, often fatally. All Survival checks made by someone consulting the map suffer a -10 penalty. Parties following the misleading map have their chance of a random encounter increased by +25% while following a course plotted on the misleading map. For the purpose of detecting a forgery, the altered map is considered to have a Linguistics check result equal to 10 + your caster level.

Symbolic Defense
School abjuration Level sorcerer/wizard 5
Casting Time 1 standard action
Component V, S, M  (scraps of burnt parchment and dried ink)
Range Personal          
Duration
1 minute / level
Saving Throw WILL Negates (harmless) Spell Resistance no

While this protective ward is active, the caster receives a +10 bonus on saving throws made to resist the effects of any Symbol spell (symbol of pain, ect) or any other spell that acts by a magical rune or sigil, such as Explosive Runes, Sepia Snake Sigil or the like.

Symbolic Defense, Greater
School abjuration Level sorcerer/wizard 7
Casting Time 1 standard action
Component V, S, M  (scraps of burnt parchment and dried ink)
Range Personal          
Duration
1 minute / level
Saving Throw WILL Negates (harmless) Spell Resistance no

While this protective ward is active, the caster becomes immune to the harmful effects of any Symbol spell (symbol of pain, ect) or any other spell that acts by a magical rune or sigil, such as Explosive Runes, Sepia Snake Sigil or the like.

Monday, November 22, 2010

Magic Item Monday - The Twin Blade

The Twin Blade
Aura: moderate necromancy CL: 12th
Slot: weapon   Price: 133,000 gp       Weight:2 lbs

The Twin Blade is a slender +2 mighty cleaving shortsword. The silvery blade tapers to a point so fine and so sharp it can score diamond, and even at its widest point, the blade is no wider than a lady’s finger. The hilt is fine black wood, as dark as a moonless night. Occasionally, the Twin Blade seems to shimmer like a heat mirage, and a ghostly duplicate of the weapon appears in the wielder’s off hand. When a character wields the Twin Blade, she cannot use a shield or use an off hand weapon.

The Twin Blade has a strange property. Up to five times per day, as a free action activated by its wielder, it can ‘twin’ its damage. To do so, the wielder first makes a successful melee attack against a target and rolls damage normally. Additional damage from a critical hit or a successful sneak attack is never twinned, and is only applied to the target of the critical hit or sneak attack.

If the wielder desires, she can ‘twin’ the damage in one of two ways.

1.      The Twin Blade’s wielder can choose to apply the twinned damage to the target creature, effectively inflicting double damage upon it. The target receives no save.

2.      The wielder can apply the ‘twinned’ damage to another enemy who must be adjacent to both the initial target and herself. No attack roll is necessary to damage the second target in this manner and the target receives no save against this effect.

Construction Requirements: Craft Magic Arms and Armor, creator must posses the Great Cleave feat, Divine Power, Harm
Cost: 66,500 gp

Friday, November 19, 2010

The future of Content - Web 2.0 Summit 2010 with Ariel Emanuel


If you are thinking about the future of content no matter how you get it, you should take a look at this video.  Very interesting.  Talk to you later...

Undefeatable Friday - Heraldic Summoning

Heraldic Summoning (Metamagic)
            Great men have always wished to associate the power of legendary beasts with their deeds. You turn these noble symbols into flesh and blood creatures: the dragon on a knight’s shield or the lion decorating the sign of a tavern suddenly come to life to do your bidding.
            Prerequisite: Augment Summoning
            Benefit: A number of times per day equal to 3 + your Primary Casting Modifier, you may spontaneously cast any summoning spell, up to the highest level summoning spell you can cast. You must be within 60 ft and clearly able to see some heraldic or artistic representation or an animal, such as a tapestry, painting, tattoo or knightly seal. You summon a version of the animal depicted in the artwork, possibly with necessary templates applied. If no exact match for the heraldic creature exists, summon the closest monster available from one of the summoning spell lists, and describe it as resembling the artistic creation.

            If you summon a heraldic creature from a design work by a specific character, the summoned creature receives a +2 morale bonus on attack and damage rolls against that specific creature. 

Thursday, November 18, 2010

Waiting for Artwork - P'Tan

The one thing that will ALWAYS upset me is waiting for artwork.  Since artwork is so important to us here at LPJ Design, waiting for it is normally like waiting for a baby to be born. You don't know WHEN the baby is coming, but it is coming.  Right now, I am waiting for the new updated image of the Dalrean and the P'Tan for the NeoExodus: A House Divided update to Pathfinder.  These are two images that we did in the original campaign setting that I never was as pleased with. Now its great to get them redone more inline to what my thoughts of what they race would be.  Maybe by this weekend the artwork will come in. But until then...  Talk to you later...

Deadly Trap Thursday - Kinetic Wall

Kinetic Wall (CR 10)
            With a sudden clamor a steel wall slams down, trapping the party. A simple, everyday trap, not very imaginative or very deadly But as the party’s rouges go to work, they quickly realize that the wall that just slammed shut wasn’t the trap… it was the arming mechanism.
Type: magical trap
Perception: DC 28 (actual trap and decoy trap)
Disable Device:
DC 30 (actual trap)
Trigger: Touch
Duration:
Instant
Reset:
None
Effects: Never Miss (onset variable)
            Decoy Trap: Initially a 2” steel wall slides into place along an obvious grove in the floor. This trap can be avoided with a DC 5 REF Save, and even on a failed save only inflicts a single point of damage. This steel wall has Hardness 10 and 50 Hit Points, or can be retracted with a DC 5 Disable Device check. The decoy trap acts as the arming mechanism for the real device.

            Actual Trap: Attempting to disable the Decoy Trap or destroy it triggers the actual trap. If damage is inflicted on the steel wall, it absorbs the kinetic energy and redirects that energy into a 30 ft burst that inflicts four times the damage inflicted on the wall to all targets in range (FORT DC 20 half).

            Attempting to use the Disable Device skill to retract the wall has a slightly different effect. The heat of a rogue’s lockpicks striking the steel tumblers is magnified and transformed into a deadly fireball. The fireball inflicts 6d6 points of Fire damage on everything within a 30 ft radius. The REF Save DC for half damage is equal to the rogue’s Disable Device check result plus 10. 

Wednesday, November 17, 2010

Six-minute preview for Young Justice!!!


Wondrous Equipment Wednesday - Can you spare some horse equipment


Item
Cost
Size
Weight
Bit and Bridle
1-2 gp
Tiny
1 lb
Blinders
2 gp
Tiny
1 lb
Calvary Harness
10-12 gp
Small
4-5 lbs
Feed (per day)
5 cp
Medium
10 lbs
Heraldric Tabard
20-30  gp
Medium
5 lbs
Packsaddle
5-7 gp
Large
15 lbs
Packsaddle, Nomad’s
12-15 gp
Large
17-18 lbs
Saddle, common
2-4 gp
Medium
15 lbs
Saddle, archer’s 
20 gp
Medium
25 lbs
Saddle, racing
10 gp
Medium
10-12 lbs
Saddles for Exotics
Add +30 gp
-
-
Saddles for Fliers
Add +45 gp
-
-
Saddlebags  (common)
3-4 gp
Medium
8-12 lbs
Stabling Fees, Average (per day)
5 sp
-
-
Stabling Fees, High Quality (per day)
2-3 gp
-
-
Stirrups
45 gp
Tiny
2-3 lbs (per pair)

Bit and Bridle: A bit fits between a mount’s teeth, allowing the rider to steer the beast by pulling on the reins and jerking the animals head in the direction of travel. Most bits are made of hard leather, wood or copper, though many wealthy knights consider it a point of pride to own a finely carved steel, silver or precious metal bit.

Blinders: Blinders fit tightly around a mount’s skull, limiting the creature’s peripheral vision, which helps the animal stay focused on the road ahead.

            When wearing blinders a mount suffers a –4 penalty on Perception and Initiative checks. In exchange, the mount receives a +2 equipment bonus on WILL Saves against fear and fear-based attacks. In addition, the mount’s rider receives a +2 circumstance bonus on Ride checks made to control the mount.

Calvary Harness: A Calvary Harness is consists of a hardened leather brace and straps which wind around a rider’s torso to keep him or her in the saddle, even if they are knocked unconscious or slain.
            A Calvary harness must be used with any type of saddle. It provides a +4 equipment bonus on Ride checks made to stay in the saddle. An unconscious rider has a 75% chance to remain horsed. Dismounting from a saddle equipped with a cavalry harness requires an additional full round action.    

Feed: Horses, donkeys, mules, and ponies can graze to sustain themselves, but providing feed for them is much better. Most feed is a mixture of gains, nuts and dried grass.
If you have a riding dog, you have to feed it at least some meat. Riding dog chow is typically jerked and salted meat, semi-rancid scraps and bones. Feed for larger, carnivorous creatures typically runs at least 1-2 gp per day. Truly exotic mounts with special diets might be even more difficult to feed.

Heraldic Tabard: A tabard is a long, blanket like garment which is draped over a horse. Tabards are usually fantastically colorful and finely stitched, with intricate coats of arms knitted, sewn or dyed into the fabric. A tabard can best be thought of as a ‘noble’s outfit’ for a horse or other mount.

Packsaddle: A pack saddle holds gear and supplies, but not a rider. The packsaddle is usually an arrangement of straps and buckles, holding several saddlebags and attachment points for carried gear. It holds as much gear as the mount can carry.

Packsaddle, Nomad’s: A nomad’s pack saddle is a superior version of a standard packsaddle, and draws upon the experience and wisdom of several races of horse nomads. Nomadic packsaddles are finely balanced, and comfortable for the mount to wear. Due to their superior ergonomics, gear placed in a nomadic packsaddle appears to weigh 25% less, for determining how much gear the mount can carry.

Saddle, common: Commoners usually purchase simple, undecorated leather saddles, which are designed to be relatively comfortable, but are not suited for hard riding or combat.

Saddle, archer’s:
Combat saddles are designed to hold a soldier steady and secure in the saddle, and include additional mounting points for saddlebags and gear. Combat saddles include a stabilization hitch on the pommel, designed to accept the base of a longbow or the butt stock of a long rifle for greater accuracy when mounted.    

            When firing a ranged weapon from the saddle, typically a bow or cross bow, the penalties for firing from horseback are reduced by –1.

Saddle, racing: These light, but finely made leather saddles are designed for competitive riding and competition. The surface of the saddle is designed to hold the rider safely on horseback, and the innovative bridle system increases control over the mount.
A racing saddle grants the rider a +2 equipment bonus on Ride checks.

Saddles for Exotic Creatures: Most saddles are designed with the anatomies of horses and riding dogs in mind. However, those creatures are not the only options for mounted knights.

 Saddles for exotic creatures (those with odd proportions, additional limbs, or strange movement styles) cost more than a saddle for a mundane creature. Saddles for flying creatures are lightly built, incorporating simple aerodynamic design tricks to make them more useful to flying creatures. Flying saddles also incorporate intricate straps and locking mechanisms, designed to hold the rider in place safely during mid air acrobatics and dog-fighting.

Saddlebags: Saddlebags are simply leather, canvas, hide or cloth bags slung across a mount’s back and flanks.

Stabling Fees: Horses and other mounts can be stabled while travelling. Most inns offer their guests use of the stable out back, and many towns, particuarly those lying along important trade routes or with large garrisions, offer liveries which offer stabling, grooming and other services.
            Average stabling provides a roof over the mount’s head, often in a drafty barn or outbuilding, simple feed and the most basic of  basic grooming services. High quality stabling fees include more luxurious and comfortable conditions for the mount, as well as the attentions of dedicated groomers, squires and basic veterinary care.
            Stabling fees are priced with fairly typical mounts in mind: typically horses and riding dogs. Larger carnivores, such as riding lions, cost at least twice as much to board. More exotic creatures, such as those with special dietary needs or handling requirements cost more to care for, even if it is possible to find a stable willing to board a semi-tame dragon or paladin’s griffon. Some creatures, especially those with  reputation for violence or hostility might not be allowed to even set foot inside a stable.

Stirrups: Stirrups are an important innovation in mounted warfare, and are one of the most important inventions related to horsemanship. These specially designed, secure and proportioned stirrups grant the rider greater control and speed.
Any horse fitted with a set of stirrups has its base land speed increased by +10 ft tactically. This tactical speed increase does not affect the horse’s total daily ‘overland travel’ speed.