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Coliseum Morpheuon now available for preorder!
By Rite Publishing | July 29, 2010 at 02:19 PM EDT | No Comments



Illustration by Jason Rainville
Layout by Claudia Burgos

Pre-Order this 16th -20th level Minisetting Adventure from Cubicle 7!

Available now!


Weds. & Woes: The Burning Plague (by Mark Gedak)
By Rite Publishing | July 28, 2010 at 01:08 AM EDT | No Comments



Illustration by Joe Calkins


The Burning Plague

The burning plague was first witness in the Protectorate of Questhaven and the ruined town of Ardencourse. On the 14th day of the 8th month of the 3rd year of First Hero Arsina's rule, the town of Ardencourse was mysteriously consumed by flame. Initial investigations by the Questor's Soceity discovered a town overrun with burning undead that explode violently when destroyed. Fortunately for the Questor's Society, their company the West Guard had come with clerics and holy water at the ready to successfully dispatch the undead. The guard lost many members to the undead and two of their own to the burning plague. The plague infected two members when they consumed water from Ardencourse’s well. They burned to death from the inside at their base at Ninestar Keep and almost burned the barracks to the ground as they shambled after other guardsmen.

 

When infection first occurs, the victim will actually run a bit of a fever for the first day. The fever is never severe enough to warrant true medical attention and it disappears the day after initial infection. A person who has had experience with the burning plague may make a Heal check (DC 15) to identify its symptoms before it is too late. The exact nature of the disease is unknown, some suspect that it is a magical disease that was created and tested on the citizens of Foghaven while others suspect it is a natural pathogen spread by fire-based magical beasts such as the pyrolisk.  

 

Burning Plague

Type disease, ingested; Save Fortitude DC 16

Onset 1 week; Frequency 1/round

Effect 1d2 Con and 1d6 fire. If the target is killed by the burning plague, he will rise as burning skeleton in 1d4 rounds; Cure 2 consecutive saves.

Two New Products
By Rite Publishing | July 26, 2010 at 01:28 AM EDT | No Comments

Rite Publishing has released two new products for your enjoyment
The Secrets of Martial Mastery 
and 
Fantastic Maps: The Low River




Tuesdays & Teasers: Infernal Romance at Moon Temple
By Rite Publishing | July 20, 2010 at 11:00 AM EDT | No Comments

With Heroes of the Jade Oath BETA earning a ENnie Nomination I thought I would tease you with a piece of artwork from our patron exclusive adventure Infernal Romance at Moon Temple.




Illustration by John Wigley

Click here for Full Size Version

Mondays & Magics: Five 3rd Level Spells (101 Series Subscription)
By Rite Publishing | July 19, 2010 at 10:32 AM EDT | 2 comments

Here is another preview of the 101 Series Subscription this time out we provide you with 5 spells from 101 3rd Level Spells


Curse of Capturing

School: Necromancy; Level: Clr 3, Sor/Wiz 3

Casting Time: 1 standard action

Components: V, S,M (bit of cotton fluff)

Range: Close (25 feet + 5 ft./2 levels)

Target: One creature or object

Duration: Permanent

Saving Throw: Will negates; Spell Resistance: Yes

The damage dealt by the subject of this spell to living creatures is always magically transformed into nonlethal damage. Any spell or effect the subject creates that would cause a living creature to become dead or destroyed is negated and instead results in that creature being rendered unconscious.


 

Disarmament

School: Transmutation; Level: Pal 3

Casting Time: 1 standard action

Components: S

Range: Close (25 ft. + 5 ft./level)

Target: 1 creature/level no more than 30 ft. apart

Duration: Instantaneous

Saving Throw: None; Spell Resistance: No

With a wave of your hand, you cause weapons to fly from the hands of those in the radius of the spell. Make one Combat Maneuver Check and apply it to all targets. In each case, on a success, that target is successfully disarmed.

Paladins cannot use this spell to gain an advantage during single combat. It is most often used to give a lesser enemy a chance to surrender or to the even the odds against a foe with superior numbers.

Enhance Item

School: Transmutation; Level: Sor/Wiz 3

Components: V, S

Casting Time: 1 swift action

Range: Close (25 ft. +5 ft./2 levels)

Target: One magic item

Duration: 1 round/level (D)

Saving Throw: None; Spell Resistance: No

When cast upon a magic item that has effects that allow a saving throw, this spell increases the DCs of the item’s powers by +2. The affected item sparkles with a sudden magical luster for the duration of this spell.


 

Play Along

School: Illusion (Glamer); Level: Sor/Wiz 3

Casting Time: 1 immediate action

Components: V, S, M

Range: Personal

Duration: 10 minutes/level

You fool someone who cast a spell upon you. If you make your saving throw against a spell, the caster and everyone observing sees instead an image of you failing it. Thus, you could convince an opposing spellcaster attempting to charm you that the spell succeeded, or that an answer you give under a discern lies is the truth when it is a lie. The spell can also create an illusion that makes it appear to the caster of a damage-inflicting spell that you were killed by the spell when in fact you have made your saving throw and are now invisible as per the invisibility spell.

Creatures encountering an illusion usually do not receive saving throws to recognize it as illusory until they study it carefully or interact with it in some fashion.

 

Uncontrollable Rage

School: Enchantment (Compulsion) [Chaos] Level: Brd 3, Sor/Wiz 3

Casting Time: 1 standard action

Components: V, S

Range: Close (25 ft. + 5 ft./2 levels)

Target: One humanoid; see text

Duration: 1 round/level

Saving Throw: Will negates Spell Resistance: Yes

The affected creature explodes in a frothing lunatic frenzy, immediately attacking the nearest creature, friend or foe.

While under the effect of uncontrollable rage, the target gains a +4 bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a –4 penalty to AC. In addition, whenever the target successfully hits a creature, that creature must make a saving throw against the spell’s DC or become enraged itself.

Subsequently affected creatures gain the same bonuses and penalties as the initial target, and their attacks can cause other creatures to become enraged as well. There is thus no limit to the total number of targets that can be affected by uncontrollable rage, but the effect ends in all creatures when the spell’s duration expires.

 

 

 

 

Interview with Steven D. Russell Part II (by Michael Task)
By Rite Publishing | July 16, 2010 at 02:44 PM EDT | No Comments

Welcome to Part 2 of a 5 part interview with the ENnie nominated designer of the Book of Monster Templates, Steven D. Russell; You can find part 1 of the interview HERE.


Illustration by Grey Thornberry

11. I know how close you get to your work, how do you handle criticism?
Mark Gedak uses a PC phrase “workable feedback,” but in reality that’s really want you want. Someone telling your design is Awesomesauce is nice, and someone saying it Suxors is bad, but neither one helps you improve your design. We have a lot of very talented freelancers who comment on our designs before they go out the door so often times these designs have been through the ringer already.  To answer your question though, I try to see any criticism as an opportunity to improve my design.


12. Describe your best moment so far working on Book of Monster Templates?

One of our preorder customers sent me an email about how he just used the Blood Maw Creature Template and the Tax Collector Creature Template last weekend. Having people read your work is great, but having people play with it and the book is not even out yet, now that feels good.  


13. What do you feel was the most ingenious part of the Book of Monster Templates that you have devised so far?

The Format; One or two pages for the template, one page for the sample monster stats and Image, 4 paragraphs for the monster description specific to Questhaven, but still modular enough to drop in the majority of campaign worlds. These include the monsters Appearance,  Attitudes,  Aspirations, and Account of Deeds (infamous sample creatures and their actions). Lore DCs of various levels, 2 feats specific to the template for advanced base creatures to take and the Ecology encounters which makes ecology not just fluff but an actual part of the game and its mechanics.  

14. What specific design choice are you most happy with, and why?
Being able to apply the template item by item without worrying about going back to make changes.  For example, with the Bloody Maw template when you see an Ability Score Adjustments we tell you each adjustment that has to be made to a base creatures stat block.  Str +4 (+2 to attack and damage, +2 to Climb and Swim skill checks, +2 to Strength, and CMB checks, +2 to CMD, +2 to the DC of Jaws of Severing and any of the base creature’s Strength-based DCs ). This really cuts down on the amount of time it takes to apply a template to a creature, my initial goal was to be able to apply the template in 5-10 minutes.


15. Which design element was the hardest to figure out, and why?

The themes for the new templates, I have every OGL monster book ever released on PDF, so I know which templates have already been done. So making sure I created useful templates that are just not retreading old ground is a challenge. You especially can’t touch anything that was in the Advanced Bestiary.  There may be one or two that we have a go at, we have had a few requests for ”Living Spells”,  and a small and larger sized “Mob”  Template. I have been taking a hard look at why certain templates get used more than others and applying those principles to these new designs.

16. What have you learned about design and especially designing for monster templates?
That I don’t have a monopoly on great ideas, we have a few folks do a monster template so that we have a perspective beyond my own. Sometimes as a designer you create you own blindspots, and a fresh set of eyes really helps, Michael Welham’s creature template and Crystal frasiers creature Template are fine examples of amazing ideas come to life.

17. Do you have any initial thoughts on new templates that you're working on?
Right now I am working on the Exemplar creature template, a creature that stands out as an alpha leader of the other member s of its group. I wanted something that could be used for any creature and could be added very quickly to the design. I also want to create a template for collective groups thinking and working together.

18. What are the initial obstacles that Book of Monster Templates must overcome? How did you surmount them?

Besides finding preorder customers so that we can do a real print run, I think the hardest one is going to be acceptance and comparison, there are some really good template books out there. From the very beginning I am going to be compared to the Advanced Bestiary.  So equaling or surpassing the quality of that work is a very challenging endeavor. But the feedback from reviewers of the free preview and from the preorder exlusive previews have been extremely positive.

 
19. How do you decided what has become cliché and what is a valuable trope to explore when it comes to monster templates?
Lets take the Dread Undead Templates from the Advanced Besitary as an example. What made that trope work is that it worked on almost any creature and it increased the challenge rating so it foiled player expectations.   Instead of its another lich, it’s a titan lich, it really has that added affect of keeping the players off balance by providing more options for the GM.  Those fundamentals are never cliché’; its just a matter of finding the right theme. Now where I find my themes and how I play with the tropes of those themes is what’s really important.

20. Are you happy with the progress of Book of Monster Templates so far?
Yes I am over halway completed with the design phase we have 25% of my personal goal for preorders in just a few weeks, with over two months to go. I am content with our progress, but I always want more J

Weds. & Woes: Crawlers Creature Template by Mark Gedak
By Rite Publishing | July 14, 2010 at 02:28 AM EDT | 1 comment


Illustration by Joe Calkins


In times of old, adventures deep underground we fraught with terrible danger and unseen peril. Today, many of the denizens of the underground are very well known to adventurers. One movie that I saw recently on the topic that I quite enjoyed was the first Descent film. In the North American release, the cave explorers fall victim to a number of subhumanoids that prowl the darkness. Below is a template to modify existing creatures to make something more terrifying.

 

Crawlers

Crawlers are the collective name for any degenerate race of creatures that prowl the darkness below the surface. Crawlers are the result of an isolated population becomes highly specialized to survive in the blackness of the underground.

 

CR: Same a base creature+1

Senses: Crawlers are blind. They lose all vision-based perceptions but gain blindsight 120 ft.

AC: Crawlers use their Wisdom modifier for their armor class instead of Dexterity.

Speed: Crawlers are natural climbers and gain a climb speed of 60 ft.

Melee: Crawlers have a bite attack, in addition to any natural attack the base creature had. The bite damage is appropriate for a creature of one larger size. If the base creature could use manufactured weapon, the crawler has lost that ability.

Special Attacks: A crawler retains all the special attacks of base creature and gains a scream attack and pack tactics.

   Pack Tactics (Ex): Crawlers swarm the prey that they attack. They gain a +1 bonus to hit and damage for each crawler beyond the first that attacks the same opponent in a round.

   Scream (Ex): Crawlers can emit a terrible sonic scream that damages the flesh of their targets.

Use – 1/day per 2 HD (minimum 1); Damage 1d6 per 2 HD sonic (minimum 1); Range 10 ft. cone per 3 HD (minimum 10 ft cone); Save Fort half, Constitution-based.

Abilities: Increase from the base creature as follows: Str +4, Con +4, Wis +4; Reduce from the base creature as follows: Int -4

CMD: Crawlers add their Wisdom modifier to CMD instead of Dexterity.

Skills: Strength-based skills are increased by +2. Wisdom-based skills are increased by +2. Intelligence-based skills are decreased by -2. As natural climbers, crawlers gain a +8 bonus to their Climb skill and it is considered a class skill.

Languages: Trapped underground for eons, the crawlers speak Undercommon instead of Common. If they possessed any additional languages they have likely been lost.

 

 

Rockform CR 4 (XP 1,200)

Doppelganger Crawler

N Medium monstrous humanoid (shapechanger)

Init +1; Senses blindsight +120 ft; Perception +11 (non-visual)

 

AC 19, touch 15, flat-footed 14 (+1 dodge, +4 natural, +4 Wis)

hp 34 (4d10+12)

Fort +6, Ref +5, Will +8

Immune charm, sleep

 

Speed 30 ft. climb 60 ft.

Melee 2 claws +10 (1d8+6), bite +10 (1d8+6)

Special Attacks pack tactics, scream (2/day; 2d6 sonic; 20 ft. cone; DC 15)

Spell-Like Abilities (CL 18th)

  At-will—detect thoughts (DC 13)

Str 22, Dex 13, Con 16, Int 9, Wis 18, Cha 13

Base Atk +4; CMB +10; CMB 25

Feats Dodge, Great Fortitude

Skills Bluff +9 (+13 change shape), Climb +14, Diplomacy +4, Disguise +9 (+29 change shape), Perception +11, Sense Motive +8, Stealth +5;Racial Modifiers +4 Bluff, +4 Disguise

Languages Undercommon

SQ change shape (alter self), perfect copy, mimicry

 

Environment any (underground)

Organization gang (3-8)

Treasure standard

 

Mimicry (Ex) A rockform is proficient in all weapons, armor, and shield if it takes a humanoid form. In addition, a rockform can use any spell trigger or spell completion item as if the spells were on its spell list. Its caster level is equal to its racial hit dice for these items.

Pack Tactics (Ex): Rockforms swarm the prey that they attack. They gain a +1 bonus to hit and damage for each rockform beyond the first that attacks the same opponent in a round.

Perfect Copy (Su) When a rockform uses change shape, it can assume the appearance of specific individuals.

 

Rockforms are incredibly efficient predators in the darkness below the surface. They commonly abduct a single member of a party, kill and replace them. Then they are able to draw off more and more members until only a single treasure hunter finds himself surrounded by a pack of voracious killers.

Tuesdays & Teasers: The Breaking of Fostor Nagar
By Rite Publishing | July 13, 2010 at 07:55 AM EDT | No Comments



Illustration by Tyler Bartley

Click Here for the Full Size Image

This piece of art just blows me away every time I see it. If you want to get in and get all the patron extras and have access to the print on demand copy at cost, now is a great time as the product is in final edits. 

The Breaking of Fostor Nagar 

2 ENnie Nominations for Best Electronic Product.
By Rite Publishing | July 10, 2010 at 05:52 AM EDT | No Comments

Rite Publishing has received two ENnie Nominations for Best Electronic Product. 


Heroes of the Jade Oath 
and 
To Kill or Not To Kill

We cannot express how excited we are here at Rite Publishing to have two of our products nominated for this prestigious award. 

The Gen Con EN World RPG Awards (the "ENnies") are an annual fan-based celebration of excellence in tabletop roleplaying gaming. The ENnies give game designers, writers and artists the recognition they deserve. It is a peoples' choice award, and the final winners are voted upon online by the gaming public. 

The ENnies were created in 2001 as an annual award ceremony, hosted by the leading D&D/d20 system fan site, EN World in partnership with Eric Noah's Unofficial D&D 3rd Edition News. Since they were originally conceived the ENnies have expanded from an Internet-based awards selection to an annual award ceremony at Gen Con Indy. The ENnies have also branched out from their roots as an award ceremony focused upon d20 system publishers and products to celebrate the achievements of all tabletop RPGs and the publishers and products that support them. 

With award categories recognizing the components that make a game great to the types of products fans have come to love, categories for fan-based websites and much more, the ENnies are the best way for fans to acknowledge outstanding effort from and to say "thank you" to the publishers, designers and artists who make this hobby great. 

2009 is the 9th year of the ENnies, and the 8th time that they are hosted by Gen Con.

Interview with Steven D. Russell (by Michael Task)
By Rite Publishing | July 09, 2010 at 05:37 AM EDT | No Comments


Steven D. Russell

1. Tell us a little bit about yourself
Well I have lived in the Dayton, Ohio area all my life. I started gaming with Marvel Super Heroes at the Chicago Comicon, which my father took me too; Stephen Schend was the Games Master as he was demoing the game there. After that I was hooked and started playing D&D with folks from my local comic shop, I played a ranger who died in his first encounter  to a power word: kill but they brought me back and I had a blast. Eventually I was GMing Marvel Superheroes with an amalgam of DC, Marvel, and Image in a post-apocalyptic dystopian future setting. This evolved to a point where I was at the comic/game shop one day when all the GMs were complaining about crappy players, so I offered to run a character driven campaign with just the GMs and have never looked back. I have played with this evolving group for almost 10 years now; they are currently playing a 19th level Monte Cook’s Arcana Evolved/Pathfinder Roleplaying Game/Book of Experimental Might hybrid.  

I got deeply involved in the Wheel of Time Rpg community, and then moved on to doing freelance work, but I eventually grew frustrated with people doing it wrong and decided I could do it better or you could say the Rite way.

I currently run Rite Publishing serving as publisher for patronage projects like Lords of Gossamer and Shadow (Diceless) Coliseum Morpheuon (PFRPG) and Breaking of Fostor Nagar (PFRPG/Maptool), and Heroes of the Jade Oath (MCAE) I am also the designer and developer on the 101 Subscription Series (PFRPG)and the Rituals of Choice adventure path (MCAE). Along with my current, project the Book of Monster Templates. There really is not enough time in the day for half of what I want to do. My biggest moment so far has been securing a print/distribution partnership with Cubicle 7 in June 2010

2. What attracted you as a designer to the Book of Monster Tempaltes?

The Advanced Bestiary and The Deluxe Book of Templates, I use them in my homebrew game so much, simply to keep my veteran players on their toes. I root through monster books for new templates all the time, and make a great deal of use out of the Monster’s Handbook and the Beast Builder. I wanted to do something similar for the Pathfinder Role-Playing Game. I don’t’ want to revise existing templates I want things that are new and fresh. I really have a total vision for the layout, the art, and I even envisioned designing this book for print, hence the PREORDER.  


3. Why a direct-only preorder?

Because I wanted to take, 100% of the money earned and put it toward the print run. I did not want to give any of this money to other vendors (40%-50% when you use other vendors). It’s also a test bed to see if we have enough market penetration to be able to do a large print run. To see if we can get away from print on demand companies and do a traditional print run. In addition, with a direct-only preorder I could give my customers a lower price point. Also flat rate shipping for the USPS made it very easy for me to do everything out of my home office and cost effective for my customers.

4. Could you please sum up "Book of Monster Templates" in a sentence or three?

Heheh, it’s
Exactly What It Says On The Tin, it’s a book of monster templates for the Pathfinder Roleplaying game. There will be about 30+ templates in there with about 60+ feats specific for use with the given templates. There is also Lore DCs and ready-made ecological encounters.

5. What can you tell us ab0ut the templates you are putting in there?

A lot actually, we have put out a free preview The Bloody Maw creature so folks can see the format we are using; you can down it
HERE. I also released an exclusive preview to the fine folks who preorder the book; I will be doing that each week, while we will release another to the public each month during the three-month preorder process. Folks who really want to know more can visit our Development Thread on Paizo messageboard.


6. How did you feel, when you discovered someone has preordered a copy?

I loved it! Every time I get a preorder, I respond to it personally via emal, I love talking to folks who buy our products. A person puts a lot of trust in you that you’re going to deliver them a quality product and that they are not going to end up with vapor ware, which is why I waited till the project was 50% done and ahead of schedule before I even set up the preorder. I plan to release the pdf to the patrons probably on the same day we send them to the printer.

7. Could you list some of your major influences in your initial thoughts on Book of Monster Templates?

Besides the aforementioned books: Folklore, mythology, taboos, and tough moral choices are real influence on my monster designs for example. I released the Boundfury to our preorder customers it’s based on the hard choices of crime and punishment in a magical fantasy world and the taboo of creating penal colonies, backed up with the uncaring mythology of the Greek furies. The other influence I have when writing is something I learned from Robin Laws.  You have to create an immersive emotional response to your monsters. When you hear about a dragon when playing the
Pathfinder Roleplaying Game you have a response based on all your previous experience and nostalgia of previous dragon fights you have been involved in, this is why even the Owlbear has “traction” it’s been around a long time and many people have fought them. Templates allow you to use that same Owlbear and make it new again. But what I also did was add a bit to the sample monsters using our default setting and using the monsters point of view for the description I wrote the monsters Appearance, Attitude, Aspiration and an Account of Deeds this is an influence that goes back to books like Planescape, Forgotten Realms and Monsternomicon.


8. What are the strengths of BOMT being compatible with the Pathfinder Roleplaying Game?

It's a great system, built on the 3.0 and 3.5 foundation and allows me to take great advantage of the Open Gaming License, now it this cases I am not using monster templates form other 3
rd Party Publishers but what I can do is take sample monsters from other books. For example, I applied the Boundfury template to the Gilded Sea Serpent that originally appeared in ToH II.

9. Can you tell me about your experience so far of working with Robert N. Emerson Vs. Other editors you have worked with?

Robert and I have a great relationship we chat nearly every day about some piece or the other, he knows my pacing, style and weaknesses as a designer. Also one my rules is just because I am the publisher does not mean I have
Protection from Editors; Robert sends me a document with all chances applied since all questions have been answered by our daily chats and that’s what gets laid out  He was my first choice as editor for this project.

10. Can you tell me how you felt when you first saw the final cover image for Book of Monster Templates?

Glorious! That is really all I have to say, but I am sure you want more. It’s a rune-carved template applied to the Dungeon Dragon.  I liked how the runes really stand out and make me think of something being applied to the creature while the background really shows the ecology of the Dungeon Dragon (from ToH II). Unlike most dragons he does not hoard treasure, he hordes dungeons and traps the treasure is just there to lure adventurers so that he can put his collection to use. Hugo Solis has always been the best B&W artist I know hands down, and this proves that Hugo can handle color artwork as well. To quote the editor Robert N. Emerson “That’s Awesomesauce!"




 

Design Diary Gargoyles: "Plays Nice With Others"
By Rite Publishing | July 08, 2010 at 05:12 PM EDT | No Comments



Illustration by Mark Hyzer
In the Company of Gargoyles available July 15th

“Plays Nice with Others”
by T. H. Gulliver
Some of my earliest paid writing jobs were before I had any access to the World Wide Web. Writing felt a lot more lonely and secretive when you dropped your assignments off on the editor’s desk and didn’t see them again until the paper came out a couple days later. Writing in an era of instant communication feels a lot less solitary. Through the staff section of the Rite Publishing messageboards, I can get plentiful feedback from Steve and other Rite Publishing staff.

After a long day of meetings at work, I returned to my office and found that my fellow Riters (see what I did there?) Steven Russell, Jonathan McAnulty, and Jim Groves had responded to a draft version of “In the Company of Gargoyles.” The feedback was encouraging but not entirely positive. Taking criticism can be challenging, but I like to think I play nice with others.

The problem: My gargoyle didn’t play nice with others at all. In trying to explain the psychology of a creature that lurks around in shadows on rooftops and window ledges then swoops down on its prey, I had accentuated the viciousness and sadistic side of gargoyles. Then, realizing that they had to function as a player character, I had allowed some gargoyles to be exceptions to the rule. The consensus was that serial killers can be disruptive to the game and perhaps aren’t the best party members and that roleplaying the good aligned racial misfit has been done to death.

The final version of “In the Company of Gargoyles” benefitted from this feedback. I’ve made a much clearer distinction between ‘feral gargoyles’ – the creatures that have been pouncing on adventuring parties for as long as I can remember – and ‘stonewarden gargoyles’ – a race that sacrificed their own humanity to become humanity's guardians. The stonewardens initially lack the strength of their degenerate, bestial cousins, the feral gargoyles, but through training and experience can draw the power of stone into their bodies becoming, at higher levels, warriors that can make the ground shake and whose shadows causes enemies to tremble. They’ll be a lot of fun to roleplay and a great addition to your game.

Weds. & Woes: Tansy the cat of Bedlam Asylum (by Rob Manning)
By Rite Publishing | July 07, 2010 at 05:51 AM EDT | 2 comments

After getting a few requests Rob Manning took some time to create a statblock for Mother Murrell's cat an NPC from 

Bedlam Asylum. 




Tansy appears as Mother Murrell's pet cat until her mistress attacks. The chaos beast then transforms into a snarling whirlwind of claws and teeth; spiraling in a mini-tornado, complete with lightning flashes. Mother Murrell's deity gifted the sorceress with Tansy to protect her in her research. A few of Tansy's victims still wander under the Evocative City; and though none of the spawn are blessed with her electrical powers, some have grown to colossal proportions.


Tansy of Bedlam Asylum CR 9

XP 6,400

thunder child chaos beast

CN medium elemental (extraplanar, air)

Init +5; Senses: Perception +11

Defenses

AC 22 (+3 Dex., +5 natural, +4 dodge), touch 17, flat-footed 15

hp 44 (8d8+4)

Fort +7, Ref +11, Will +7

Offense

Speed 40 ft.

Melee

      claw +10 (1d3+2 plus corporeal instability plus 1d6 electricity)

Special Attacks

Corporeal Instability, Breath Weapon, Electric Aura, Electric Grapple

3/day—fog cloud, gaseous form, sound burst

 

Statistics

Str 14, Dex 18, Con 13, Int 12, Wis 12, Cha 10

Base Atk +8; CMB +4; CMD 13

Feats Dodge, Improved Initiative, Lightning Reflexes, Mobility

Skills Acrobatics +14, Climb +12, Escape Artist +14, Perception +11, Stealth +13, Survival +11

Special Qualities

Cloud Sight, Lightning Jump

 

Special Abilities

 

Corporeal Instability (Su) A blow from a chaos beast against a living creature can cause a terrible transformation. The creature must succeed on a DC 15 Fortitude save or become a spongy, amorphous mass. Unless the victim manages to control the effect (see below), its shape melts, flows, writhes, and boils. The save DC is Constitution-based.

An affected creature is unable to hold or use any item. Clothing, armor, rings, and helmets become useless. Large items worn or carried—armor, backpacks, even shirts—hamper more than help, reducing the victim’s Dexterity score by 4. Soft or misshapen feet and legs reduce speed to 10 feet or one-quarter normal, whichever is less. Searing pain courses along the nerves, so strong that the victim cannot act coherently. The victim cannot cast spells or use magic items, and it attacks blindly, unable to distinguish friend from foe (-4 penalty on attack rolls and a 50% miss chance, regardless of the attack roll).

Each round the victim spends in an amorphous state causes 1 point of Wisdom drain from mental shock. If the victim’s Wisdom score falls to 0, it becomes a chaos beast.

A victim can regain its own shape by taking a standard action to attempt a DC 15 Charisma check. A success reestablishes the creature’s normal form for 1 minute. On a failure, the victim can still repeat this check each round until successful.

Immunity to Transformation (Ex) No mortal magic can permanently affect or fix a chaos beast’s form. Effects such as polymorphing or petrification force the creature into a new shape, but at the start of its next turn it immediately returns to its mutable form as a free action.

 

Breath Weapon (Ex): Once every 1d4 rounds, 3d6 points of electricity damage, 5-foot-wide line of lightning 130 feet long or 10-feet-wide and 65 feet long, Reflex save DC 14 halves the damage.

Electric Aura (Ex): A thunder child emits an aura of electricity that can wound nearby creatures. Any creature within 10 feet of a thunder child must succeed on a Reflex save DC 14 each round that it remains within range or take 1d6 points of electricity damage. A thunder child can suppress or resume the use of this ability as a free action.

Electric Grapple (Ex): Any creature grappling a thunder child takes 2d6 points of electricity damage each round that the grapple is maintained.

Cloud Sight (Ex): A thunder child can see through clouds, gases, fogs, mists, and smoke as though they didn’t inhibit vision. Creatures and objects do not gain concealment from a thunder child due to such conditions. A thunder child may use this ability while gaseous.

Lightning Jump (Ex): When a thunder child breathes lightning, it may teleport with no chance of error to any location within the area of the lightning attack as a free action. It must make this jump immediately after using its breath weapon.

 


Five 3rd Level Spells
By Rite Publishing | July 05, 2010 at 05:46 AM EDT | No Comments

Here is another preview for the 101 Series Subscription this time for 101 3rd level Spells.



Illustration by Arthur Rackham

Beast’s Curse

School necromancy; Level brd 3,clr 3, drd 3, rgr 3, sor/wiz 3

Casting Time 1 standard action

Components V, S

Range close (25 ft. + 5 ft./level)

Target one creature

Duration permanent (D)

Saving Throw Will negates (object); Spell Resistance yes (object)

Beasts’s curse makes its target the victim of constant harassment by animals. Whenever a animal passes within either 30 ft. of the victim or scent range, that animal’s attitude immediately shifts to hostile. Animals are liable to attack or harass the character: birds fly around and peck at the character, cats trip him, and larger animals might do worse.

The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment,  limited wish, miracle, remove curse, or wish spell. It can also be removed with a successful wild empathy check (DC 15 + your caster level). 

Bridge of Crystal

School conjuration (creation); Level clr 3, sor/wiz 3

Casting Time 1 minute

Components V, S, F (piece of crystal worth at least 20 gp)

Range medium (100 ft. + 10 ft/level)

Effect : a 6 foot wide bridge of crystal that is 10 ft/ level (see text)

Duration 1 min./level

Saving Throw none; Spell Resistance no

 The caster of this spell creates a solid bridge of crystal that spans over any one gap. The bridge is always 5 ft wide and can span a gap of up to 10 ft per caster level. The bridge must connect to two solid surfaces or the spell does not work. The bridge itself can hold up to 2,000 pounds plus 100 pounds / caster level. Color and appearance of the bridge is determined by the caster when the spell is completed.

 

Companion’s Vengence

School transmutation; Level drd 3, rgr 3, pal 3

Casting Time 1 standard action

Components V, S, DF

Range personal and your animal companion

Target you and your animal companion

Duration 1 min./level (D)

 When your animal companion suffers damage at the hands of your enemies, either you or your animal companion (your choice) receives a morale bonus to its next attack and damage roll against that specific foe based upon the figures provided in the following chart. The bonus to the damage roll is only applied to its or your next attack; therefore a miss provides no benefit.

 

Damage

Morale bonus

1-10 hp

+1

11-20 hp

+2

21-30 hp

+3

31-40 hp

+4

41+ hp

+5

 

If more than one opponent hits your animal companion prior to its or your next attack roll, you can grant you and your animal companion the aforementioned morale bonus, but neither party can gain more than one morale bonus in a single round. If you voluntarily end the spell before its effects expire, your companion recovers one hit point of damage per caster level (up to a maximum of +20).

 

Crushing Pressure

School conjuration (creation); Level sor/wiz 3

Casting Time 1 standard action

Components: V, S, M (A stone from the ocean floor)

Range medium (100 ft. + 10 ft./level)

Target one creature

Duration 1 round/2 levels (max 8 rounds)

Saving Throw Fortitude partial (see text); Spell Resistance yes

This spell places a sheath of water around the torso of the target creature, Its pressure deals 1d6 points of damage to the target the first round. It deals an additional 1d6 point of damage each round after that (0n the fourth round you deal 4d6) and cannot cast spells with verbal component because of the constriction against their lungs. A successful save each round halves this damage and allows the creature to cast spells with verbal components. Creatures that are normally immune to pressure, such as those that dwell on the ocean floor, gain a +4 bonus to their Fortitude save.


Immobilize Object

School transmutation; Level sor/wiz 3

Casting Time 1 standard action

Components V, S, MF (a adamantine pin worth 10 gp)

Range medium (100 ft. + 10 ft./level)

Target one object or construct

Duration 1 round/level (D); see text

Saving Throw Will negates; see text; Spell Resistance yes

This spell causes the object or construct touched is Pinned in place, even defying gravity (Combat Maneuver and Escape Artist DC equal to your 10+your caster level + your relevant casting ability modifier). The object can hold up to 2,000 pounds plus 600 pounds per level (the spell ends if more weight is placed on the object). Similarly, a creature can end the spell by pushing against the target object with a successful Strength check (DC equal to the spells DC) .

A creature caught within immobilized armor is Entangled and Pinned until the armor is removed or they make a successful Combat Maneuver Check or Escape Artist check.

 
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