Thursday, June 18, 2015

Merfolk Sneak Peek

Explorers Beneath the Waves
As curious as they are adventurous, merfolk are a race with an insatiable thirst for knowledge. Members of this race constantly explore and seek new discoveries. Now you can play this mysterious race that lives in the waters of your game world. Face new dangers and seek new perils like never before!
Book of Heroic Races: Advanced Merfolk gives you everything you need to play a merfolk character. This 22-page supplement features:
  • Standard Racial Traits for playing a merfolk, 2 playable subraces, and 6 alternate racial traits to customize your character for this unique play experience
  • 4 New Character Class Options including a new archetype, a new rogue talent, and new bloodrager and sorcerer bloodlines
  • 4 New Feats granting you superior maneuverability and perception underwater
  • 5 New Aquatic-Themed Spells and Psionic Powers
  • 13 New Mundane Items, Alchemical Items, Magic Items, and Artifacts
  • A New Deity, dedicated to undersea life, the bounty of the sea, and the destructive power of the waves
  • Details on merfolk adventurers as well as suggestions on how to incorporate this race into your world
Be Heroic with This Advanced Race Today!
Download the Book of Heroic Races: Advanced Merfolk for Pathfinder at DriveThruRPG/RPGNow, d20PFSRD, and

Below are the basic racial stats and a pair of alternatives to the traditional merfolk itself.

First up we have the basic Merfolk Racial Traits.

+2 Dexterity, +2 Constitution, +2 Charisma: Merfolk are graceful, hale, and beautiful.
Medium: Merfolk are medium creatures and have no bonuses or penalties due to their size.
Slow Speed: Merfolk have a base speed of 5 feet. They have a swim speed of 50 feet.
Aquatic: Merfolk are humanoids with the aquatic subtype.
Amphibious: Merfolk are amphibious, but prefer not to spend long periods out of the water.
Low-Light Vision: Merfolk have low-light vision.
Armor: Merfolk have a +2 natural armor bonus.
Legless: Merfolk have no legs, and cannot be tripped.
Languages: Merfolk begin play speaking Common and Aquan. Merfolk with high Intelligence scores can choose from the following: Aboleth, Aklo, Draconic, Elven, and Sylvan.

Next up, we have the angufolk, a variant of merfolk that live in the deepest sees, where sunlight dares not tread.
Except as noted below, the angufolk are treated as merfolk.
+2 Constitution, +2 Wisdom, –2 Charisma: Angufolk are heardy creatures that can withstand the pressures of the deep sea and perceive their prey in the great dark, but they lack a forceful personality.
Type: Angufolk are aberrations with the aquatic subtype.
Darkvision: Angufolk have darkvision with a range of 60 feet.
Bite: Angufolk have long sharp teeth, granting a bite attack. This is a primary natural attack that deals 1d4 points of piercing damage.
Deep Dwellers: Angufolk do not take pressure damage from being in very deep water, nor do they take the nonlethal damage from hypothermia or exposure.
Lighted Lure: Angufolk are immune to light-based blindness and dazzle effects and are treated as one level higher when determining the effects of any light based spells or effects they cast (including spell-like and supernatural abilities). Angufolk with a Wisdom score of 10 or higher gain the following spell-like ability: at will—light.
Water Dependency: Since Angufolk are from deep waters, exploration on shore wears on them. They take 1 point of Constitution damage after every hour out of the water.
Languages: Angufolk begin play speaking Aquan. Angufolk with high Intelligence scores can choose from the following: Aboleth, Aklo, Common, Draconic, and Undercommon.
Replaced Traits: Angufolk merfolk lose the following racial traits: humanoid type, amphibious, armor, legless, low-light vision

Last up, we have the octopi merfolk. This variant merfolk have the top half of a humanoid and the bottom half with eight tentacles.
Octopi have the same racial traits as merfolk except as noted below.
+2 Dexterity, +2 Constitution: Octopi are graceful and hale like most merfolk but lack their enchanting beauty.
Base Speed: Octopi merfolk have a base speed of 15 feet. They have a swim speed of 30 feet.
Type: Octopi are monstrous humanoids with the aquatic subtype.
Darkvision: Octopi have darkvision with a range of 60 feet.
Watersense: Octopi can sense vibrations in the water, granting them blindsight 30 feet against creatures that are touching the same body of water.
Octopod: Octopi merfolk gain a +12 racial bonus to CMD against overrun and trip attempts.
Ink Cloud (Ex): One per day, an octopi merfolk can release an ink cloud. Treat this as an underwater obscuring mist using the octopi merfolk’s character level as her caster level.
Camouflage: Three times per day, an octopi merfolk can adjust the color of her body to blend in with her surroundings, granting a +4 racial bonus to Stealth checks. The octopi merfolk can make Stealth checks without cover or concealment when using this ability, but cannot move more than 5 feet per round
Replaced Traits: Octopi merfolk lose the following racial traits: humanoid type, armor, legless, low-light vision

Here are some ways your merfolk character can survive on land, either for a single adventure or for a full on campaign.

This alternate racial trait draws its inspiration from the ’80 movie Splash:
Walk the Land A few merfolk have the rare supernatural ability to take the form of a human, allowing them to walk on land. The form’s appearance is static and cannot be changed. The merfolk gains a +10 racial bonus on Disguise checks made to appear as a human. Changing its shape is a standard action. This trait otherwise functions as alter self, save that the merfolk does not adjust its ability scores. This racial trait replaces armored scales. While in human form, a merfolk loses the legless racial trait and has a base speed of 30 feet.

This new psionic power can help you walk just about anywhere:

Adapt Fin

Discipline psychometabolism; Level cryptic 2, psion/wilder 2, psychic warrior 2, tactician 2
Display visual
Manifesting Time 1 standard action
Range personal
Target you
Duration 1 hour/level (D)
Power Points 3
Your body automatically adapts when on land, forming legs that allow you to survive as if you were a creature native to that environment. You can move 30 feet per round.
Augment If you spend 5 additional power points, this power protects you from the harmful effects of your environment. If you would take damage every round from the environment, such as from acid or lava, you take only half the usual amount of damage. This does not reduce damage from magical sources such as spells or powers, nor does it reduce instantaneous damage such as from falling damage or weapon damage.
There’s a magic item that can change your fin into a pair of human legs.

Belt of the Land Walker

Aura faint transmutation; CL 5th
Slot belt; Price 11,000 gp; Weight 1 lb.


This thick and heavy belt is made from the skin and green scales of a large lizard. Its clasp of coral shows a tail fin crossed with a human-looking leg. Whenever its wearer emerges from water, their fins, flippers, or tail transform into legs and feet, allowing them to walk on land. The wearer loses any swim speed while on land but gains a base land speed of 30 feet. If the creature is immersed in water for 1 round, the transformation reverts, allowing it to swim normally.
This item only works on merfolk, tritons, seals, fish, and other creatures whose bodies or limbs are used mainly for swimming and are not suitable for walking. It does not give the wearer the ability to breathe air.


Requirements Craft Wondrous Item, fins to feet ARG; Cost 5,500 gp And sometimes, magic goes awry, affecting a merfolk whether she likes it or not. This new spellblight makes it so a merfolk cannot return to the sea, until it is removed.
Landwalker: A creature with the aquatic subtype affected by this spellblight has its fins split into a pair of legs. The creature gains a base land speed of 30 ft., losing the legless ability and any swim speed it possesses. If the creature already has legs, this spellblight does not affect it.

Below are three spells common among the merfolk people. These spells help landwalkers adapt to life beneth the sea and help merfolk hear what is going on around them better.

Fish Breath

School conjuration; Level antipaladin 1, arcanist/ sorcerer/wizard 1, bard/skald 1, bloodrager 1, cleric/ oracle/warpriest 1, druid/hunter 1, inquisitor 1, magus 1, paladin 1, ranger 1, shaman 1, summoner 1, witch 1
Casting Time 1 standard action
Components  S, M (a small bladder filled with air)
Range  touch
Target one creature
Duration 1 minute/level (D)
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
A small pocket of breathable air surrounds the touched creature’s head. The air bubble allows the creature touched to breathe underwater or in similar airless environments.

Fish  Fins

School transmutation (polymorph);  Level  arcanist/ sorcerer/wizard 2, druid/hunter 2, magus 2, ranger 2, shaman 2, summoner 2, witch 2
Casting Time  1 standard action
Components  S, M (fish scales)
Range  touch
Target  one creature
Duration  1 minute/level
Saving Throw  Will negates (harmless);  Spell Resistance  yes (harmless)
The creature’s legs merge together, forming a single tailfin, granting it a Swim speed of 30 feet. The creature also gains a +2 enhancement bonus to all Acrobatics and Stealth checks while in water. This spell ends if the creature attempts to walk on land.


School  divination;  Level  alchemist/investigator 2, arcanist/sorcerer/wizard 2, bard/skald 2, bloodrager 2, magus 2
Casting Time  1 standard action
Components  V, S, M (a sliver of dolphin brains)
Range  personal
Target  you
Duration  10 min/level
You can hear everything that moves in the water and pinpoint it with perfect accuracy. While underwater, you gain the blindsight ability out to a distance of 30 feet. This blindsight is suppressed when you are not underwater, but the effect persists and will resume if you enter the water again within the spell’s duration.

Originally posted on

Monday, June 15, 2015

Legendary Planet!

Legendary Games brings you an epic sword & planet adventure saga for Pathfinder and 5th Edition that takes you across the multiverse! Come support us! Pledge Here

Interplanetary Adventure, New Worlds, Ancient Civilizations, Alien Species, and more, with a delightful mix of magic and technology, with a dash of psionics and mythic challenges! Legendary Games brings you an eight-part, sword-and-planet adventure path; authored by some of the biggest names in the RPG business. Legendary Planet will take your characters across the multiverse, traveling alien gateways created by ancient, god-like beings to exotic worlds and back again in an incredible campaign like none other. Sword-swingers and spell-slingers stand alongside scoundrels and seekers for cosmic enlightenment as they  unravel conspiracies and cryptic alliances bent on universal domination... or annihilation!

This epic saga begins with an optional prelude adventure, for those who would rather begin their campaign in a more traditionally prosaic fantasy setting, a pastoral world to which only the first fingers of alien influence have yet been stretched.

The Assimilation Strain is a 40-page prequel adventure written by Tom Phillips and Neil Spicer for 1st to 2nd level player characters.

A strange sickness afflicts the frontier settlement of Holver's Ferry, threatening to overwhelm its citizens with an alien madness. Already the town has nearly torn itself apart, and the local sheriff is missing. When the PCs brave the surrounding wilderness as the village's latest newcomers, the beleaguered townsfolk desperately turn to them for assistance. But can these erstwhile heroes trace the diseased carrier to its source and solve the mystery before they, too, succumb to The Assimilation Strain? 

To Worlds Unknown is the first chapter in the adventure path written by Jim Groves, a 64-page adventure for 2nd to 5th level player characters.

Fire. And a choking haze of smoke blurring the luminous glow of strange lights on the walls and floor. Shouts. And an ever-present ringing in your ears, piercing your brain with the sharp trauma of an urgent alarm. You stumble from a bed you don't recognize, and into the path of strangers you don't know--some disturbingly alien, yet all fleeing an unknown catastrophe. Where are you? How did you get here? What is happening? There are no easy answers to these questions. But your opportunity to discover them starts now. And they're destined to take you To Worlds Unknown.

Friday, June 5, 2015

New Writing Assignment with AAW Games

I've got a new writing assignment from AAW Games. It should be a quick one at only 850 words (Mini Dungeon). Coming Soon; Check it out!

Monday, June 1, 2015

PaizoCon 2015

Let The Games Begin!

The con started quiet. Even though it was quiet, the dealer room was steady the first day with people.

Legendary Games Panel!

"Panel presentation with Neil Spicer and Rachel Ventura of "What's New with Legendary Games?" at PaizoCon 2015. Photo courtesy of Erik Mona. A look back at a great year and a look forward to new products, including new revelations about the LEGENDARY PLANET adventure path, leading into the Legendary Worlds campaign setting!" ~Erik Mona

The Evil Clown Delve

Playing in the delve with evil clowns. Yes the tiny fist did turn into a giant one but missed punching me in the nose. Meanwhile the fighter was able to attack from a laying position covered in white clown makeup to open the flat top clown up like a zipper and have balloon organs spill all over. We survived and managed to earn a smiley face for killing a clown. Want to play again?
— with Cosmo Fallacy.

Know Direction Live Podcast

Friday at 2pm we were guest on the Know Direction podcast that they did live. Monica Marlow and Mike Selinke were also guest. Always a pleasure talking with Ryan Costello, Jr. and his co-host for this event Alexander Augunas from Everyman Gamer. Ryan earned the volunteer award with Jefferson Thacker for the know direction podcast.

Friday Night Special

Special special who's got the special? We had a fabulous group of level 1 players. Two clerics, a magus, a barbarian, an investigator, and I, Tiny the Goblin Slayer! There was some shenanigans and lots of talk of setting everything a blaze but we managed to all live - huzzah!
— with Reg A McReynolds and Jonathan Nollan.

This is where the stone pillers came to life and attacked us.

No worries, I've got this... oh wait these things are nasty. 

So glad we are out of there. Hey lets just check out this menagerie; surely nothing could go wrong here...


Finally we are making progress! Seriously more creatures to fight. And they are flying. This is when the rest of the PFS room saved us as it was reported this area cleared. Wow thanks other pathfinders for swooping in and killing those creatures for us.

Inside... Seriously there has been something strange going on. Who's body is that? Ohhhhhh no...

Now what?

Moving to the tapestry room. Uhhhh, this is definitely getting worse for the pathfinders, not better.

But we were able to survive and fight another day. Looks like by working as a team we were able to keep the Apis from following through with their plan fully. Sorry, no spoilers.

The GOBLIN Delve! 

Well Greg failed to kill any of us. Although we did catch a lot of stuff on fire. Our poor Cleric took a lot of abuse. We were able to clear two waves. Things were looking very bad for us with the third wave. Goblins on dogs and Goblins on lizards had surrounded me and managed to knock me out. Our grateful cleric had healed me 17 points. As I came through I had 4 opportunity of attacks facing me just as the bell rang. Saved by the bell!! Better luck next time

"Rachel, why is the building on fire, the wagon on fire, and the street on fire!?!" Overheard at ‪#‎Paizocon‬

Gaming with Celebrities!

Gaming with Celebrities was fantastic! Nicolas Logue put on a marvelously entertaining performance as Rob McCreary, Wes Schneider, James Jacobs, James Sutter, and Amanda Hamon Kunz attempted to make sense of the madness. Between grotesque monsters such as queen insects giving birth to a litter of 8 mythic larva with mythos tentacles and disturbing visions such as death and torture beyond belief they battled their way to the truth.

The audience twisted the fates with plot cards and re-rolls while each of the players had to overcome the horrors of Nick's mind. James and James played brothers of extreme strength and constitution - ever testing each other in battle and working together to protect their bond against orcs and slave drivers who would tear them asunder. Amanda torn from her beloved ax was finally reunited. Rob after tearing a hide and horn from the ancient unicorn of protection battled the monk cricket in a long 20 minute crouching tiger hidden dragon battle before smashing its wrists and head into the spire of the top of the tower. 

And their leader Wes was assisted by his crow companion to save the day by killing the king, and fighting the white peacock, only to truly be tested later by going against his evil sister. A sister who loved and understood her brother like no other. By melting the death black coins into his heart he was able to destroy it and his sister simultaneously. The adventure ends on the last words of Wes "Only now am I ready to lead".

PaizoCon Banquet

What's there to say but you missed out on some cool stuff. Check out the Paizo forums for all the info as I would not do it justice. Here's a little sneak peek though. 

Saturday Night hanging around!

And then it was onto the drinking. Since my phone was dying I didn't get any photos but here is one someone else took. 
Freelance Forge takes game design seriously. — with Chris Wasko, Garrett Guillotte, Mike Kimmel Marshall, Andrew Marlowe, Steve Helt, Jeff Swank, Rachel Ventura, Owen KC Stephens, Kalervo Oikarinen, Mikko Kallio and Joe Kondrak.

After hanging with these fine folks we spent a little time talking with some of Paizo's staff before jumping into a very silly game that was played on We had to draw what we interrupted a sentence to be and then others had to guess what the sentence was and then vote on the best description. It was very fun but very ridiculous as well. 

Third Party Publishers Panel

The next morning I sat on a panel with Jason Nelson from Legendary Games, Wolfgang Baur from Kobold Press, Jonathan Nelson from Adventure A Week Games, Dale McCoy and Richard Moore from Jon Brazer Enterprises, and Alex Riggs from Necromancers of the Northwest. We discussed "So you want to be a 3rd party publisher." We had a really good turn out and great questions.

 And then we had lunch and Mango Thai. Mmmmm their pineapple rice was heavenly!

Sunday Night Special

So here we got to replay the Friday special but as the Apis Consortium Agents. It was cool. I got to play a Magus for the first time and I definitely liked the way I got to attack and still use my spells. She was fun. Even though here picture here is from the new Occult book coming and it looks like she is wielding fire, this Magus was actually more built for ice spells. It was a nice change from the rogue but all in all I will be happy to be back playing Tiny!

So these black spots were all the places we had to explore. Sooooo we decided to split the party! Ha. We each took 3 locations. For the most part nothing exceptional happened. Our assassin though almost killed our spy so that could have been good or bad. Lucky I was able to worm back in and save the day.

Atlas the map is clear!

So fighting in the vault was really hard and we were getting pretty nervous. Finally the protection rounds ended and we were finally able to do some damage!

And it is up to the tapestry room. Here we were able to save ourselve quiet a lot of time by simply convincing the pathfinders that they should be fighting with the others! It helped that our leader was disguised as the spy and we were all disguised as other pathfinders. The next step of the plan was to open the portal and let in the monsters and we were able to do so easily. In fact we were able to trade for a dragon to help us in the final battle.

Assassin is now a Dragon. Hells ya!

Our GM just before the final battle.

oh this library again! So you want to play games do you. Well we'll just have to come and get you... all 6 of you! Sorry no spoilers.

And the lucky roll.... yes! we were able to complete our objectives! And just in the nick of time, no seriously they were kicking us out of the room in like 5 minutes. lol

And she was well spent in the end.

We Be Goblins (Kids Track)

Mike Brock and the folks at Paizo and Pathfinder Society HQ equipped the girls with some plushie Goblins!  They named them Fireball and Rippy. The next morning the girls participated in the kids track where they got to play as goblins, specifically Fireball and Rippy!

We Be Goblins! After testing their skills and playing "hide or get smashed in the face". The goblins found a map to fireworks and set off through the forest. They encountered a spider first which the rogue and fighter were able to dispense of quickly. Then in a cave they found 3 icky stinky dogs which the party was able to take care of. Lastly they had to fight a Goblin leader and flaming horse. Evie slashed at the horses' heart while Lily shot it in the head. The other fighter used her short bow to attack the Goblin leader. The two boys took turns throwing their characters into the fight, literally while our cleric, Heidi attempted to heal quicker than they took damage. And success! They had defeated the guards of the case of fireworks. The treasure was theirs at last! Linda Zayas-Palmer

Linda Zayas-Palmer (GM) "what is better than fireworks?"
Lily "bombs!"
Linda "a map to more fireworks"
Heidi "I like to destroy things with fire"
Evie "I throw a fireball!"


All the kids got to help draw the forest!

Oh no evil spider!

What is Fireball going to do now. Smash the spider, smash the spider!

Further exploration...

The cave had several dogs in it which the goblins were able to kill off. And finally they were able to find the fire horse and main goblin to fight for their end battle.

The party divided in two and were able to slay the betrayers!


 The Nut-Ka-Rak Delve

Leave it to the youngest members of the party to save the day. While their father Jason Ventura was busy getting eaten the rogue and fighter were doing heavy damage. Their useless prone cleric was dabbling in spells as far away as possible. They were able to successfully take down the villain Nut-Ka-Rak in time to save the wizards. Thank you Rob McCreary for the exciting last minute adventure!

Rachel Ventura and family playing the delve at Paizocon with Rob McCreary as the GM! — with Rachel Ventura, Jason Ventura and Rob McCreary at DoubleTree by Hilton Seattle Airport. Picture by Liz Courts.

And lastly, time to go home!