Showing posts with label d20. Show all posts
Showing posts with label d20. Show all posts

Friday, December 19, 2014

The K-Box Kickstarter is LIVE!





UPDATE! I've added a new $50 reward option! Check out the new Mobile GM KBOX! $50 reward for up to 10 special people!



The Kickstarter campaign for the K-Box is live! Please help support this project and Kobold Company by spreading the word!

Funding this project means Kobold Company will get the tools needed to create this product professionally - the demo box (pictured here) was cut and put together by hand, but funding here would mean automating the process to a certain extent, and making a more professional, finalized product.


In addition, each K-Box is customizable by YOU to include your name, picture, art, or other feature you might come up with. With the CNC machine (funded by this project), we can add just about anything you want to the exterior of the box!

Please check out our Kickstarter campaign by clicking here:


Wednesday, December 10, 2014

The Deductionist - a detective base class for the Pathfinder RPG


$2.99


There are some who take on the mantle of adventurer for the gold and the glory. Others have the dubious title thrust upon them through circumstance or fate. Then there are some who seek out the adventurous life for the sheer sake of knowledge and discovery of the unknown. Enter the Deductionist.

Want to add a little steampunk flavor to your Pathfinder campaign? The deductionist has that too! From the Aerification Tube to the Luminiferous Memory Transanimator, this book brings several very flavorful steampunk-style elements to your game play! The Deductionist is an original base class which will find a niche in almost any adventuring group. Highly skilled, and incredibly perceptive, the Deductionist overcomes his adversaries with brilliance, rather than brawn. The Deductionist is a fun class which possesses a wide array of abilities and talents. Their main attribute, "Reason" grants them a preternatural ability to defeat his foes.

Each Deductionist is a master of a chosen discipline of knowledge, with almost sage-like ability. With almost 40 deductive abilities to overcome their foes, no single Deductionist will ever be the same. Confound your opponents with your knowledge, avoid their clumsy swings with danger sense, exploit their weaknesses and even learn mystic abilities, This sourcebook also includes 17 new feats, 13 new pieces of equipment and three new archetypes.

The Operative, a stealthy infiltrator who uses charm and charisma to accomplish her objectives. The Eldritch Inspector, a magician who uses spells and tricks to solve his mysteries. Finally, the Shadowed Avenger takes to the streets as an investigator-turned-vigilante.


The Deductionist - base class was written by KC Rift of Kobold Company in 2012-13 and originally published by Total Party Kill Games.

Saturday, April 20, 2013

Chase Rules for Pathfinder


I just came across these rules on "Geek-Related.com", a website for, well, geeks. As the author details in his commentary, if there is one thing I have never been satisfied with it's the lack of good cinematic chase scene rules. There is just no incentive to run or chase or to ever have to move once combat has engaged.

These VERY SIMPLE rules are a quick and easy read....AND easy to implement.

The gist?

Step 1. Roll Initiative (if you haven't already started)

Step 2. Roll your movement for the round and apply modifiers

Step 3. Avoid or surmount obstacles

Step 4. Determine if you are closer or further from your quarry / pursuers - the scale is from 1 to 6. If you hit 1, you are caught or you catch your quarry. If it's a 6, you have lost them or your target has lost you.

SIMPLE. The DM can get as cinematic as necessary, but the rules themselves lend themselves to a natural, fast-paced chase.

Bravo to The Geek for this super slick rule set.

http://geek-related.com/2009/12/13/life-in-the-big-city-chase-rules/

Thursday, January 31, 2013

Pathfinder Feat: Alchemical Precision

For use with Pathfinder

Alchemical PrecisionYou have developed a preternatural precision with the various mundane alchemical items often found in your repertoire. You deal precision damage using alchemical items (such as acid or alchemist's fire) that already normally deal damage.

Prerequisites: Sneak Attack +3d6, Stealth 5 Ranks, Master Alchemist Feat, Throw Anything Feat

Benefit: You gain the ability to apply your sneak attack  to mundane alchemical weapons such as acid flasks or alchmist's fire. Performing an attack in this way does no splash damage. The sneak attack damage type is the same damage type dealt by the weapon (i.e. acid, fire, ice, etc.). Critical hits do not multiply the precision damage. Continual damage beyond the initial attack (such as burning, etc.) does not receive any additional precision damage. The target must otherwise still qualify as a valid sneak attack target.