Kndjid^ Kjr`M— Sample File

Total Page:16

File Type:pdf, Size:1020Kb

Kndjid^ Kjr`M— Sample File Kndjid^Kjr`m Sample file ROLEPLAYING GAME SUPPLEMENT Robert J. Schwalb • Ari Marmell CREDITS Design Art Director Robert J. Schwalb (lead), Ari Marmell Kate Irwin Development Cover Illustration Stephen Schubert (lead), William O’Connor Stephen Radney-MacFarland, Peter Schaefer Graphic Designers Editing Keven Smith, Leon Cortez, Emi Tanji Scott Fitzgerald Gray (lead), Dawn J. Geluso, Miranda Horner, M. Alexander Jurkat Additional Graphic Design Jino Choi Managing Editing Torah Cottrill Interior Illustrations Ralph Beisner, Eric Belisle, Steve Belledin, Kerem Beyit, D&D Creative Manager Thomas Denmark, Wayne England, McLean Kendree, Christopher Perkins Roberto Marchesi, Sean Murray, Hector Ortiz, Lucio Parrillo, Mike Schley, Chris Seaman, John Stanko, D&D Design Manager Matias Tapia, Ben Wootten James Wyatt Publishing Production Specialist D&D Development and Editing Manager Erin Dorries Andy Collins Prepress Manager Director of D&D R&D and Book Publishing Jefferson Dunlap Bill Slavicsek Imaging Technician D&D Senior Creative Art Director Allison Shinkle Jon Schindehette Production Manager SampleCynda file Callaway Game rules based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson, and the later editions by David “Zeb” Cook (2nd Edition); Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison (3rd Edition); and Rob Heinsoo, Andy Collins, and James Wyatt (4th Edition). 620-21094000-001 EN U.S., CANADA, ASIA, PACIFIC, EUROPEAN HEADQUARTERS WIZARDS OF THE COAST, BELGIUM 9 8 7 6 5 4 3 2 1 & LATIN AMERICA Hasbro UK Ltd Industrialaan 1 First Printing: August 2010 Wizards of the Coast LLC Caswell Way 1702 Groot-Bijgaarden ISBN: 978-0-7869-5560-2 P.O. Box 707 Newport, Gwent NP9 0YH Belgium Renton WA 98057-0707 GREAT BRITAIN +32.070.233.277 +1-800-324-6496 Please keep this address for your records DUNGEONS & DRAGONS, D&D, d20, d20 System, WIZARDS OF THE COAST, DARK SUN, Player’s Handbook, Psionic Power, Primal Power, Divine Power, Arcane Power, Dragon, Adventurer’s Vault, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast LLC in the U.S.A. and other countries. All Wizards characters and the distinctive likenesses thereof are property of Wizards of the Coast LLC. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast LLC. Any similarity to actual people, organizations, places, or events included herein is purely coincidental. Printed in the U.S.A. ©2010 Wizards of the Coast LLC. VISITOURWEBSITEATWWW.DUNGEONSANDDRAGONS.COM Introduction A psionic character wields the power of the mind, book introduced you to what your psionic character whether honed by rigorous training or inspired by can do. Psionic Power™ is your key to unlocking the wild and uncontrollable impulse. Disciplined monk mind’s secrets in the DUNGEONS & DRAGONS game. and psion, unhindered ardent and battlemind—psionic characters defend the world against dark threats with Pndibocdn=jjf the most potent of all arms, the weapon within. Like Primal Power™, Divine Power™, and Arcane Power™ Psionic characters unlock the unexpected power before it, Psionic Power focuses on and is organized of their consciousness, bringing it to bear in the fight- around the four psionic classes—the subtle ardent, ing techniques they master or the magical effects the forthright battlemind, the focused monk, and the they create. Characters who study the psionics tradi- dedicated psion. Each chapter introduces a new class tions passed down through generations can transcend feature, new powers, and new paragon paths, and the body’s limits, eventually apprehending the whole also provides a rich amount of backdrop to enhance of creation with a single thought. the experience of roleplaying a psionic character. The history of psionic power in the DUNGEONS & Chapter 5, “Psionic Options,” contains more than 100 DRAGONS® game dates back to 1976, when the Eldritch new feats, information on psionics philosophies and Wizardry supplement to the original DUNGEONS & orders, details about psionic backgrounds and blood- DRAGONS boxed set introduced a psionics system lines, six new epic destinies, and new magic items that promised to “enliven games grown stagnant.” particularly suited to psionic characters. The ADVANCED DUNGEONS & DRAGONS game codi- Psionic Power can be used in several ways. You might fied and expanded psionics as a distinct and optional want to create a brand-new character using the builds subsystem of the rules, but it wasn’t until 2nd Edition’s and powers presented in this book, putting a different Complete Psionics Handbook that psionics became an spin on the standard psionic classes. You might use integrated part of the game. new powers to customize an existing character, taking Psionics came into its own in 2nd Edition’s popu- advantage of the retraining rules in the Player’s Hand- lar DARK SUN® campaign setting, which left a lasting book. The new feats presented here are equally useful influence on this unique and powerful magic. In for characters using builds from Player’s Handbook 3 or the 3rd Edition DUNGEONS & DRAGONS game, that the new builds presented in the class chapters in this foundation was rebuilt and expanded into a complete book. New paragon paths and psionic bloodlines can system of psionics use and classes. provide unique insights into your character’s develop- 4th Edition introduced the psionic power source ment, and new epic destinies can set the tone and and four psionic classes in Player’s Handbook® 3. That Samplegoals file of your character’s entire adventuring career. contents 1:ARDENT . 4 4:PSION . 80 Paragon Tier Feats . .135 Playing an Ardent . 6 Playing a Psion . 82 Epic Tier Feats . 139 New Build . 10 New Build . 85 Multiclass Feats . 141 New Powers. 11 New Powers. 86 Bloodline Feats . 142 New Paragon Paths . 22 New Paragon Paths . 100 Epic Destinies . 145 Cosmic Soul . 145 2:BATTLEMIND . 28 5:PSIONICOPTIONS . 106 Demiurge . 146 Playing a Battlemind . 30 Psionic Power in the World . .108 Eighth Seal . 147 New Build . 34 Philosophies and Orders . 110 Grandmaster of Flowers . 148 New Powers. 35 The Origin of Psionics . .118 Master of Moments . .149 New Paragon Paths . 49 Psionic Backgrounds . 120 Topaz Crusader . 150 Psionic Bloodlines . 124 Equipment: Superior Ki Focuses . .151 3:MONK . 54 Elan . .124 Magic Items . 152 Playing a Monk . 56 Foulborn . 127 Ki Focuses . .152 New Build . 60 New Feats. 130 Augmentable Items . 154 New Powers. 61 Augment Feats . .130 New Paragon Paths . 74 Heroic Tier Feats . .130 CHAPTER 1 Ardent “My joy is your anguish. My courage is your fear. My path to victory lies within your mind.” Ajmoc`ardent, emotions are more than mere sensation. Emotion is a weapon you can wield and a tool with which the world can be remade. You draw power from your experience, taking advantage of your )joy, your courage, and even your fear. You call on the power of your psionics by focusing your mental state, weaving emotion into a complex web or inflaming your passions through sheer force of will. Just as you chan- nel this power, you are also a conduit for it. Sensing the emotions of allies and enemies alike, you manipulate them to suit your purpose with a deft mental touch. Those who stand at your side are strengthened by the power that flows from you. Your enemies find their own bravery withering, their plans confused and their hopes shattered by the strength of your mental resolve. But the psionic power you wield comes at a price. Fear and doubt, dark thoughts and anger can all cloud your concentration. However you master the energy of emotion Sampleand file the mind, this chapter contains a wealth of informa- tion to support your ardent character. ✦ Playing an Ardent: The ardent’s place in the world, and how this information can enrich your play. ✦ New Build and Class Feature: The impetuous ardent rejects the traps of sorrow and fear by sheer strength of will, overcoming doubt and hesitation to seize the advantage on the battlefield. Mantle of Impulsiveness allows you to turn an enemy’s wrath into renewed resolve for you and your allies. ✦ New Powers: You can read your enemies’ fear and use it as a weapon, or impel your allies to access unseen reserves of strength. This chap- ter supports all ardent builds with powers that strengthen your allies and let you stand against increasingly powerful foes. ✦ New Paragon Paths: Six new ardent paragon paths allow you to draw power from raw chaos, to unlock the full potential of you and your allies, and to destroy your enemies in body and mind. CHRIS SEAMANCHRIS CHAPTER 1 | Ardent / Sample file PLAYINGANARDENT Fear. Fear so thick, it might as well have been perfume. fear armors you against attack; your anger blasts your Oh, it wasn’t just fear. These thugs worked as leg-breakers foes with psychic force; your love and concern soothe and enforcers for the thieves’ guild. And this was their home your allies’ hurts. turf. Even now, Thalvos couldn’t be certain which of the vari- Ardents draw on all feelings, but you focus on one ous patrons in the common room were genuine drunks, and particular emotion—your “mantle.” Although your which were hunting him and his companions. powers do not rely on this emotion only, your mantle But they were here somewhere. This much he knew. He is the emotion on which you draw most frequently, felt them. And there, beneath the light spice of exhilaration and the one that allows you to control and channel and a smattering of anger, the main dish was definitely other emotions.
Recommended publications
  • 1416784711307.Pdf
    PSI-CRAFT THE FANTASY CRAFT PSIONICS TOOLKIT Version 1.1 TABLE OF CONTENTS TABLE OF CONTENTS TABLE OF CONTENTS ................................................................. 2 COMSUMABLES ......................................................... 36 INTRODUCTION ............................................................................. 3 SERVICES ......................................................................... 36 PSIONIC CAMPAIGNS ................................................................... 4 ARMOR & WEAPON ....................................................... 36 NEW ARMOR UPGRADES ......................................... 36 PSIONIC BASICS ................................................................ 4 NEW WEAPON UPGRADES ....................................... 36 WHAT ARE PSIONICS? ................................................. 4 MAGIC ITEMS AS PSIONIC ITEMS .............................. 37 WHY PSIONICS? ............................................................ 4 ESSENCE DESCRIPTIONS.......................................... 37 ADDING PSIONICS TO YOUR CAMPAIGN ................... 4 CHARM DESCRIPTIONS ............................................ 37 CREATING PSIONIC RACES AND SPECIALTIES ..... 5 SAMPLE PSIONIC ITEMS ........................................... 38 DETERMINING PSIONIC POWER LEVELS ................ 5 NEW CAMPAIGN QUALITIES ......................................... 5 PSIONIC NPCS ................................................................................ 40 PSIONIC CHARACTERS ...............................................................
    [Show full text]
  • The Grand History of Eberron
    The Grand History of Eberron Edited by Christopher J. Monte Based on the bestselling campaign world of Eberron created by Keith Baker and Wizards of the Coast The longer you look back, the farther you can see forward. —Sir Winston Churchill The world is a fine place and worth the fighting for… —Ernest Hemingway, For Whom the Bell Tolls There is a tide in the affairs of men, Which, taken at the flood, leads on to fortune; Omitted, all the voyage of their life Is bound in shallows and in miseries. On such a full sea are we now afloat, And we must take the current when serves, Or lose our ventures. —William Shakespeare, Julius Caesar , Act IV, scene iii 2 Acknowledgements and Works Cited All ideas and storylines below are trademark/copyright their respective publishers and/or creators. This is a non-profit publication for use as a supplement to Eberron reading and the Dungeons and Dragons game and is NOT in any way affiliated with Wizards of the Coast or any other licensed distributor of Dungeons and Dragons merchandise. Any items or rights that are the property of these sources are not claimed by this writer. All rights are reserved to their original creators. The world of Eberron was created by Keith Baker. This work represents only a compilation of information and ideas first published in the following sources by him and other authors and game designers employed by Wizards of the Coast and is in no way an original work of this author. City of Stormreach by Keith Baker, Nicolas Logue, James Desborough and C.A.
    [Show full text]
  • Underdark™ Sample File
    Underdark™ Sample file ROLEPLAYING GAME SUPPLEMENT Rob Heinsoo • Andy Collins UndrDark_Ch00.indd 1 10/21/09 3:45 PM CREDITS Design Art Director Rob Heinsoo (lead), Andy Collins, Mari Kolkowsky Brian R. James, Robin D. Laws, Matthew Sernett Cover Illustration Additional Design Eva Widermann (front cover), Vincent Dutrait (back cover) Creighton Broadhurst, Bruce R. Cordell, N. Eric Heath, Kevin Kulp, Dru Moore Graphic Designers Keven Smith, Leon Cortez, Emi Tanji Development Andy Collins (lead), Michele Carter, Additional Graphic Design Stephen Radney-MacFarland, Mari Kolkowsky Peter Schaefer, Stephen Schubert, Bill Slavicsek Interior Illustrations Editing Rob Alexander, Dave Allsop, Carl Critchlow, Vincent Michele Carter (lead), Torah Cottrill, Dutrait, Jake Masbruch, Adam Paquette, Lucio Parrillo, Scott Fitzgerald Gray, Miranda Horner Michael Phillippi, Steve Prescott, Amelia Stoner, Arnie Swekel, Francis Tsai, Ben Wootten, Kieran Yanner Managing Editing Kim Mohan Cartographer Jason A. Engle Director of D&D R&D and Book Publishing Bill Slavicsek Publishing Production Specialist Christopher Tardiff D&D Creative Manager Christopher Perkins Prepress Manager Jefferson Dunlap D&D Design Manager James Wyatt Imaging Technician Carmen Cheung D&D Development and Editing Manager AndySample Collins Production file Manager Cynda Callaway D&D Senior Art Director Jon Schindehette Game rules based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson, and the later editions by David “Zeb” Cook (2nd Edition); Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison (3rd Edition); and Rob Heinsoo, Andy Collins, and James Wyatt (4th Edition). 620-25121000-001 U.S., CANADA, ASIA, PACIFIC, EUROPEAN HEADQUARTERS WIZARDS OF THE COAST, BELGIUM 9 8 7 6 5 4 3 2 1 & LATIN AMERICA Hasbro UK Ltd Industrialaan 1 First Printing: January 2010 Wizards of the Coast LLC Caswell Way 1702 Groot-Bijgaarden ISBN: 978-0-7869-5387-5 P.O.
    [Show full text]
  • Player's Guide
    Player’s Guide Player’s Guide Design: James Jacobs n the Savage Tide Adventure Path, your Additional Design: Jason Bulmahn characters are destined to face a wide range of Developer: James Jacobs Idangerous monsters, hostile terrain, murderous Editors: James Jacobs, Erik Mona, James Sutter organizations, and sinister magic. Yet before you Art Director: Sean Glenn set off , you’ll need to know where your character is Graphic Designer: Drew Pocza from. This campaign begins in the exotic port city of Cover Artist: Todd Lockwood Sasserine, and it is here that the foundations of your Illustrations: Ben Wootten character will be laid. The City of Sasserine is perched Cartographer: Robert Lazzaretti on the edge of the known world, the last stop before Prepress Manager: Kelly O’Brien the endless expanse of the Amedio Jungle. It is a hub of Production Manager: Jeff Alvarez trade, and home to more than fi � een thousand souls, Publisher: Erik Mona a bastion of civilization in a realm haunted by piracy, Paizo CEO: Lisa Stevens disease, violent weather, and monsters. Based on the original Dungeons & Dragons rules Further details on Sasserine are provided for the created by Gary Gygax and Dave Arneson and the new DM in Dungeon #139, which also kicks off the new Dungeons & Dragons game designed by Jonathan Savage Tide Adventure Path. This campaign assumes Tweet, Monte Cook, Skip Williams, Richard Baker, and your starting character is a Sasserine native, and as Peter Adkison. such you can expect to know a fair amount in advance about the city. This booklet presents everything you’ll This game product contains no Open Game Content.
    [Show full text]
  • Dragon Magazine #180
    SPECIAL ATTRACTIONS AD&D Trading Cards TSR staff Issue # 180 Insert Your preview of the 1992 series is here in this issue! Vol. XVI, No. 11 April 1992 OTHER FEATURES Publisher Not Quite the Frontispiece Ken Widing James M. Ward 9 Our April Fools section wandered off. Just enjoy. Suspend Your Disbelief! Tanith Tyrr Editor 10 Maybe its fantasy, but your campaign must still make sense! Roger E. Moore Not Another Magical Sword!?! Charles Rodgers Fiction editor 14 Why own just any old magical sword when you can own a legend? Barbara G. Young Role-playing Reviews Rick Swan 18 A good day for the thought police: three supplements on psionics. Associate editor Dale A. Donovan Your Basic Barbarian Lee A. Spain 24 So your fighter has a 6 intelligence. Make the most of it. Editorial assistant Wolfgang H. Baur Hot Night in the Old Town Joseph R. Ravitts 28 If your cleric thinks his home life is dull, wait till the DM sees this! Art director Colorful Connection Raymond C. Young Larry W. Smith 34 Whats the puzzle within this puzzle? A fantasy crossword for gamers. Production staff The Voyage of the Princess Ark Bruce A. Heard Gaye OKeefe Angelika Lokotz 41 What happens when a D&D® game character dies? Tracey Zamagne Mary Chudada Your Own Treasure Hunt Robin Rist 52 When funds run low in your gaming club, its time for a fund-raising Subscriptions adventure. Janet L. Winters The Role of Computers Hartley, Patricia, and Kirk Lesser U.S. advertising 57 A visit with Dr. Brain, Elvira, and the Simpsons.
    [Show full text]
  • Devorxa Duk'ich CLASS & LEVEL PLAYER NAME Githyanki Sailor CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS
    Fighter 20 [Psi Warrior] Devorxa Duk'ich CLASS & LEVEL PLAYER NAME Githyanki Sailor CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS • +12 Strength ARMOR Max HP Current HP Temp HP STRENGTH +1 Dexterity • +11 Constitution +0 20 204 -- +5 +6 Intelligence CLASS +1 Wisdom INITIATIVE HIT POINTS 20 +0 Charisma Total 20d10 SUCCESSES Saving Throw Modifiers Resistances - Psychic DEXTERITY FAILURES +1 Bonus on +0 saves DEFENSES HIT DICE DEATH SAVES 10 SAVING THROWS INSPIRATION === ARMOR === Heavy Armor, Light Armor, Medium Armor, CONSTITUTION P +6 Acrobatics DEX Shields PES +4 +0 Animal Handling WIS +6 === WEAPONS === +5 Arcana INT Martial Weapons, Simple Weapons 19 P +11 Athletics STR === TOOLS === LSE -1 Deception CHA Navigator's Tools, Vehicles (Water) +5 History INT INTELLIGENCE === LANGUAGES === P +6 Insight WIS Common, Deep Speech, Gith 30 ft. (Walking), 50 ft. (Flying), 40 ft. -1 Intimidation +5 CHA (Swimming) +5 Investigation INT 20 +0 Medicine WIS SPEED PROFICIENCIES & LANGUAGES +5 Nature INT WISDOM P +6 Perception WIS -1 Performance CHA === ACTIONS === Once you take this action, you can’t do so again until Standard Actions you finish a short or long rest, unless you expend a +0 -1 Persuasion CHA Attack, Cast a Spell, Dash, Disengage, Dodge, Psionic Energy die to take it again. Help, Hide, Ready, Search, Use an Object, +5 Religion INT 10 Opportunity Attack, Grapple, Shove, Improvise, === BONUS ACTIONS === +0 Sleight of Hand DEX Two-Weapon Fighting, Interact with an Object Bulwark of Force • 1 / Long Rest As a bonus action, you can choose up to 5 +0 Stealth DEX Psionic Power: Telekinetic Movement • 1 / Short Rest creatures, which can include you, that you can see You can move an object or a creature with your within 30 ft.
    [Show full text]
  • Tomb of Horrors | Dungeons & Dragons
    TOMB OF HORRORS™ ROLEPLAYING GAME ADVENTURE Ari Marmell • Scott Fitzgerald Gray CRED1TS Design Art Director Ari Marmell (lead), Scott Fitzgerald Gray Mari Kolkowsky Development Cover Illustration Stephen Radney­MacFarland (lead), Ralph Horsley Stephen Schubert Graphic Designers Editing Keven Smith, Emi Tanji Cal Moore (lead), Miranda Horner Additional Graphic Design Managing Editing leon Cortez Kim Mohan Interior Illustrations Director of D&D R&D and Book Publishing Kerem Beyit, Zoltan Boros & Gabor Szikszai, Bill Siavicsek Nicole Cardiff, Vincent Dutrait, Steve Ellis, Jason A_ Engle, Warren Mahy, Vincent Proce, D&D Creative Manager Franz Vohwinkel Christopher Perkins Cartographer D&D Design Manager Jason A. Engle James Wyatt Publishing Production Specialist D&D Development and Editing Manager Erin Dorries Andy Collins Prepress Manager D&D Senior Creative Art Director Jefferson Dunlap Jon Schindehette Imaging Technician Carmen Cheung Production Manager Cynda Callaway Game rules based on the original DUNGEONS & DRAGONS" rules created by E. Gary Gygax and Dave Arneson, and the later editions by David "Zeb" Cook (2nd Edition);Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison (3rd Edition); and Rob Heinsoo, Andy Collins, and James Wyatt (4th Edition). 620·25385000­001 EN U.S., CANADA, ASIA, PACIFIC , EUROPEAN HEADQUARTERS WIZARDS OF THE COAST, BELGIUM 987654321 & LATIN AMERICA Hasbro UK Ltd Industrialaan 1 Fi rst Printing: Wizards ofthe Coast LLC Caswell Way 1702 Groot­Bijgaardcn P.O. Box 707 Newport, Gwent NP9 OYH
    [Show full text]
  • Dragonmagazine349.Pdf
    349 WEB SUPPLEMENT PRODUCED BY PAIZO PUBLISHING, LLC. WWW.PAIZO.COM THE HORDE BARBARIANS OF THE ENDLESS WASTE by Edward Bonny, Brian Cortijo, Richard Farrese, and László Á. Koller • illustrated by Ramon Perez, Eric Dechamps and Chuck Lukacs ifteen years ago, the charismatic close enough to see them. A new nation The Tuigan Yamun Khahan united the barbarian rises from the remains of the Tuigan Horde. The Tuigan, also known as the Horselords, are F tribes of the Endless Waste, massing a Dark secrets of ancient empires come to the nomadic, warlike people of the Endless great army that spread east and west, threat- light, luring the adventurous and the fool- Waste. Until recently, they have long been seen ening the more civilized nations of Kara-Tur ish with promises of powerful magic ripe as a barbaric race scarcely above goblinkind and eastern Faerûn. Conquering or laying for plunder. New wealth and trade flour- and other crude humanoids. The Tuigan, how- waste to whole regions, only the death of the ishes again on the revitalized Golden Way, ever, are more than a simple, barbaric peo- Horde’s leader at the hands of King Azoun linking merchants and adventurers from ple. Their military prowess has shown them IV of Cormyr finally brought an end to the far-flung kingdoms to the east and west. to be a formidable force when unified. They barbarians’ Realms-shaking invasion. The strange lands of the Endless Waste breed horses, raise goats, and farm the dif- The Endless Waste has never been a peace- beckon to native and outsider alike with the ficult steppes, trading with their Raumviran ful region.
    [Show full text]
  • Frog God Games Is
    Authors: Eytan Bernstein, Scott Fitzgerald Gray, Gwendolyn Kestrel, Layout and Graphic Design: Charles A. Wright Rhiannon Louve, Ari Marmell, Anthony Pryor, C.A. Suleiman Front Cover Art: Colin Chan Developers: Ari Marmell and Matthew J. Finch Interior Art: Terry Pavlet Producers: Bill Webb and Matthew J. Finch Cartography: Robert Altbauer Pathfinder Rules Conversion: Skeeter Green © 2015 Frog God Games, LLC all rights reserved. Product Identity: The following items are hereby identified as Frog God Games LLC’s Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Game Content: product and product line names, logos and identifying marks including trade dress; artifacts; creatures; characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark Frog God clearly identified as Product Identity. Previously released Open Game Content is excluded from the above list. Games Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guar- antee compatibility, and does not endorse this product. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License.
    [Show full text]
  • Cataclysmic Ectoplasmic Psychedelic Barbaric 4E D&D
    CATACLYSMIC ECTOPLASMIC PSYCHEDELIC BARBARIC 4E D&D By Ron Edwards It's a unique non-canonical setting built from selected components of rulebook material. I started with races and classes I found most fun to look at – briefly, most of the primals and the psionics. From there I brainstormed a sylvan paradise disrupted by aberrant metaphysical chaos, where cataclysm is the new normal. THE SETTING It's a physically and metaphysically shattered world: not really holding together, and not really meaning anything. Imagine wilderness, ruins, voids, wastelands, ancient battlefields, crystals, vortices, with some surviving strongholds and holdouts. Forget all canonical D&D imagery. I'm talking about serious Ditko-level surrealism, Moebis-art landscapes and mind-shattering voids with barely cohering floating fragments of worlds, phase-isolated echoes of the past or future, and the occasional inability to tell whether you're in some kind of reality or trapped in someone's mind. The vortices provide the "dungeon" in the game title, freaky three-D spherical manifestations – they grow, therefore getting more and more levels/interiors, which is awesome. Tripping yet? Good. This is raw psycho-savage fantasy at the edge of hallucination. Damage will be described in detail. I expect characters to get naked. RACES These are the only player-character races in the setting: Githzerai, Shifter, Minotaur, Shardmind, Wilden We're working only from the abstracted descriptions in the 4E books, so we're using absolutely no content from the canonical settings or
    [Show full text]
  • Savage Tide Adventure Path Pdf
    Savage tide adventure path pdf Continue Savage Tide Adventure Savage Tide is an adventure path, first published in Dungeon Magazine, adapted to customize the game Corwyn. The adventure begins on the southern continent of Azoria, in the small coastal town of Sasserin, located west of the city of Caldera, and surrounded by the dense, indomitable jungles of Sanjaar. Help the Wild Tide; Savage Tide Player's Guide, Dramatis Person's List of Locations: Atlas Rules Resources Adventure Stories is often asked search links questions When your player characters defeat Wormgod Kyuss on the pulse-pounding conclusion of Age of Worms Adventure Path in this very matter, they will save the world itself from unspeakable danger. They end the campaign as sovereigns of their own nation, inheriting the kingdom's problems, facing political and military challenges from all sides. From their chic palace chambers in Alhaster, they will look proudly and melancholy at the waters of the Lake of Unknown Depths, remembering the simplicity of their humble beginnings. Chances are your players will be looking for new challenges too. Within four short months DUNGEON comes to the rescue with Savage Tide Adventure Path, a 12-installment campaign designed to take characters from heady days of the first level all the way to Level 20 duties. Running every month from #139 to the dungeon #150' aeda, Savage Tide takes players on an ocean journey that begins in the prolific southern jungle and leads deep into the heart of the treacherous Lower Planes. The action begins in the port city of Sasserin, where the canny merchant princes exploit the natural wonder of the vast jungle at the very edge of civilization.
    [Show full text]
  • Simple Psionics
    Simple Psionics Tasha’s Cauldron of Everything Compatible Psionics Psionics in 5e D&D has been a very controversial topic. When first released as part of UA, WOTC’s attempts were generally considered overcomplicated to such an extent that it received very negative backlash. With the release of TCOE, Psionics has been reduced to a very limited set of powers used by the Soul Knife Rogue and the Psi-Warrior Fighter. Dissatisfied with the end result, I decided to try and make a dedicated psion which integrates as smoothly as possible with the existing mechanics. The following contains the Psion class and 3 subclasses, as well as a Discipline system that all functions off of one resource: the psionic energy dice (or psi-dice for short). by Peter Lathamhurst DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast.Sample This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork containedfile herein is prohibited without the express written permission of Wizards of the Coast. ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
    [Show full text]