Category Archives: General

Pathfinder Playtest – Session 1

The Pathfinder Playtest is here, and this past weekend my players and I took our first dip into the new game.

Pathfinder 2 Rulebook
Pathfinder Playtest Rulebook

The first session of the Pathfinder Playtest was brutal. It might be more a factor of encounter design than the new rules, but two of my three PCs fell dying at some point, as did the third PC’s animal companion. Fortunately, all the characters survived, thanks to our overworked cleric.

The party left the dungeon twice during the session to get a full rest, and by the end of the session they had five rooms left to explore.

While the players liked the three actions a round mechanic, we often didn’t use the third action for a third attack, it was just too risky. There were plenty of critical failures without taking a –10 on the roll.

As a GM, I felt that I had more options with my NPCs, though this might be because I haven’t played Pathfinder for a while and have learned so much since I last ran a game. PF2 monsters are certainly easier to run, with stat blocks that aren’t more complicated than they need to be.

It did take lots of work to digest the Core Rulebook, but once I’d gotten something down, it proved easier to recall than in PF1. My wife, a PF1 regular, said that she found character generation much easier in PF2. Character gen took about 3 hours for us, on average.

I’m looking forward to playing more of the Playtest and I’m excited about Pathfinder’s future.

Pathfinder Roleplaying Game Sale

We’re running a 30% Off sale on all our Pathfinder Roleplaying Game compatible products, including maps. Check out the sale on Drive Thru RPG.

Flaming Crab’s Culinary Magic is Hot Hot Hot

Endz has named The Culinary Magic Cookbook as a potential top 10 book for 2018. Congrats to all our friends at Flaming Crab Games!

The Culinary Magic Cookbook for Cooking with Magic
The Culinary Magic Cookbook: Everything you need for cooking with magic!


Till next time, may the dice of fate land in your flavor favor.

Rodney Sloan
Rising Phoenix Games

Check out our store, subscribe to our newsletter for monthly updates, and visit us on our blog, our Facebook page and on Twitter.

The Minimum Viable Product — Devlog 4

Extra Credits has this great video about making a Minimum Viable Product (video embedded at the bottom of this post). Basically, you build the simplest version of your game possible, before getting into all the features that aren’t vital to your game.

It's the quest for the minimum viable product!
Photo by Evgeny Tchebotarev

Outrun is a solo table-top RPG I’m developing as part of the A Game by its Cover game jam, happening through August. It’s inspired by the Rushing Drive Famicom cartridge cover by Philip Summers (on Instagram).  I’ll be posting updates twice a week, right here, so stick around and see the game come to life. You can find our other devlogs here: Devlog 1, Devlog 2, and Devlog 3.

Building the Minimum Viable Product

I caught myself designing POD cards for Outrun before I’d nailed down the core mechanics. What a waste of time that’ll be if my core game changes and I need to update the cards.

But what does Outrun’s MVP include? Here are my design requirements:

  1. A challenging solitaire game involving choice, with a low level of randomness.
  2. That’s it.

Here’s what the bare-bones version of Outrun looks like:

Outrun — A Solitaire Card Game

Use a standard deck of 52 playing cards. These represent gas in your fuel tank. Shuffle the cards well, then place them in front of you, face down.

Draw a card face up from the top of the deck. If you draw a red card (Hearts or Diamonds), stop drawing. If you draw a black card (Clubs or Spades), draw again until you have 3 cards face up in front of you or until you’ve drawn a red card.

You can take 1 even card and place it to the side. Queens count as 12, so they’re even. Each even card represents 1 hour of driving, and your goal is to drive for 24 hours by collecting all 24 even cards. Place the other cards, if any, in your discard pile.

Repeat the process of drawing cards and taking an even card, if any show up. If your deck runs out of cards, you’ve run out of gas and you lose the game.

Refueling: If you take a Queen from the cards in front of you, you can immediately shuffle the remaining face-up cards and your discard pile into your deck.

The Pale Rider:  The King of Clubs is the Pale Rider. Whenever you draw him, discard 2 cards from the top of your deck into your discard pile. Shuffle the Pale Rider back into your deck. You may then take an even card if any remain face up in front of you. If the Pale Rider is the last card to be drawn from the deck, you lose the game.

All the lazerpunk goodness builds on top of this minimum viable product. Give it a go and tell me what you thought.

Lazerpunk – A Definition

I’ve thrown around a few definitions in my earlier Devlogs, but here’s one worth defining clearly.

Lazerpunk: Cyberpunk with an 80’s retro aesthetic.

Outrun’s look is what I call lazerpunk — cyberpunk with an 80’s retro feel. It’s Hotline Miami and Satellite Reign smashed into one.

30% Off Pathfinder

We’ve got a huge Pathfinder Roleplaying Game compatible sale on. The sale’s going for a few weeks, then it’s gone.

Till next time, live awesomely.

Rodney Sloan
Rising Phoenix Games

Check out our store, subscribe to our newsletter for monthly updates, and visit us on our blog, our Facebook page and on Twitter.

Here’s that Minimum Viable Product video I mentioned:

Funding Outrun – Devlog 3

Making games is awesome, but keeping your projects funded and in the black is just as important as having fun. Today I’ll look at some of the ways we’re funding Outrun. I’ll also look at sourcing and creating cheap assets.

Outrun is a solo table-top RPG I’m developing as part of the A Game by its Cover game jam, happening through August. It’s inspired by the Rushing Drive Famicom cartridge cover by Philip Summers (on Instagram).  I’ll be posting updates twice a week, right here, so stick around and see the game come to life.

Status Report, Scottie

A load of playtesting’s done and written up, so the core mechanics are in. Next, I’ll be focusing on additional mechanics and fluff. The bones are there and just need fleshing out.

Games assets got some love over the weekend, so let’s take a look at those.

Art Makes a Game

Great art draws you into a game. It’s also the one aspect of game design that hobbyists frequently get wrong, not through bad art, but through poor design.

Design is about unity and the thoughtful application of elements within the product. I’m starting to get technical, but my point is that, by applying design principles, you can turn a collection of assets into one unified whole.

I’m always scouring the Internet for useful assets, so I already have a library to pull from. For the rest, I make whatever I need or find an artist.

For Outrun, I’ve done 12 different page backgrounds. Here are two of my favorites so far.

Retro & Lazerpunk Boarder Samples
Retro & Lazerpunk Border Samples

I’ll be offering these page boarders off Drive Thru RPG, as a way of funding Outrun.

Page Background Set - Funding Outrun
Page Background Set

Photos and Filler

The rest of the book will be filled with emotive photos that bring the world of Outrun to life, similar to what I did with How to Plan a Murder — one of my best layout jobs yet, IMHO.

I’ll create my own design elements to fill in the gaps. I spent a lot of time researching the look and feel I want for outrun, so now it’s just a matter of making everything. Yay, Photoshop!

And the Cover?

My beautiful wife will bring her design talent to Outrun’s logo and cover, but you’ll have to wait and see. There’s a chance that the cover will be heavily inspired by Philip Summers’ design, below, but adapted to an RPG book format.

Wouldn’t it be awesome, though, if the PDF was formatted to look like a TV screen running a Famicom game? I think buyers might want to fling their keyboards at me for that one, but I like interesting ideas.

Rushing Drive, by Phillip Summers - Funding Outrun
Rushing Drive, by Philip Summers

No Tip Jar Here, Friend

If you like what you’ve seen please consider checking out our other RPG products. If you like something in our catalog, the team and I will always appreciate making a sale, and the money keeps us going.

Check out our Products

By the way, we’ve got a 30% Off sale on all our Pathfinder Roleplaying Game compatible products, starting tomorrow, in celebration of the Pathfinder 2 Playtest that just kicked off.

Join the Conversation

I’m sharing our progress here, but the conversation is happening at our dedicated progress thread at Come along and say hi, or leave a comment here. Comments are moderated, so your comment won’t go up until a mod has had a chance to approve it (we get a LOT of spam).


Rodney Sloan
Rising Phoenix Games

Check out our store, subscribe to our newsletter for monthly updates, and visit us on our blog, our Facebook page and on Twitter.

Outrun, Driving Beats – Devlog 2

Driving beats and hand brake turns, it’s time to put the pedal to the metal!

Outrun is a solo table-top RPG I’m developing as part of the A Game by its Cover game jam, happening through August. It’s inspired by the Rushing Drive Famicom cartridge cover by Philip Summers (on Instagram).  I’ll be posting updates twice a week, right here, so stick around and see the game come to life.

Base Mechanics – Driving, Part 2

Last time I talked about driving mechanics, but there are two parts to it — distance driving and skill driving.

Driving Beats Photo by Evgeny Tchebotarev
Photo by Evgeny Tchebotarev

Distance driving uses the rules I mentioned in the last post and covers the exploration part of the game.

Skill driving is all about shifting gears, hand brake turns, and gunning the engine. The rules were inspired by Tokyo Drift Racers, a 200 word game by Martin Killmann.

Disclaimer: These rules are in development and very likely to change. I’m sharing them so you can give them a try and tell me what you think.

You start with a pack of regular playing cards and 6d6. Shuffle and draw ten cards, face down, to make your challenge deck. Take 2d6 to make your starting dice pool. An extra dice or note paper is useful for tracking damage.

Driving Beats Sitting Around
Skill Driving Playtest, Underway!

Follow this process:

  1. Before a card is revealed you can shift gear, adding or removing 1 die from your pool.
  2. Reveal a card from the top of the deck.
  3. Gear shift up or down 1 die (remove or add a die).
  4. Roll the dice. Your aim is to equal the value on the card. (Jacks = 11, Queens = 12, Kings = 13, Aces = 1)
  5. You can hand brake turn to remove 1 or 2 dice from your pool after you’ve rolled. These dice don’t come back magically, you have to add them back to your pool by gear shifting up again (step 1 and 3).
  6. You use your brake to subtract 1 or 2 from the total value of the remaining dice pool.
  7. The difference between your target score and the final result is damage to your car. Your car can take a total of 6 points of damage, anything over that wrecks it.
  8. Rinse and repeat for each card in the deck.

Give it a try. A few plays should lead you to a winning strategy.

Driving Beats

Is music a key part of your play sessions? Shouldn’t it be?

In my last post I promised to fill you in on Outrun’s secret sauce. Nightrun and outrun retro wave music captures the heart and soul of Outrun. It’s in the friggin’ name!

But what’s outrun anyway? Time to get your laserpunk on!

There are a few musical RPGs out there, but not many that include music as part of the game’s mechanics. Ribbon Drive uses mixed tapes to direct the narrative flow and Waxing Lyrical uses song lyrics for the basis of character creation and world building.

So how else can you use music as part of a game’s mechanics?

Tracks have a variable length, differing beats, and moods. Outrun turns that into a core mechanic that makes up for the lack of a GM with driving beats. More on this, later down the line.

The AGBIC Game Jam

Want to know a little more about the #AGBIC jam? Here’s a great video that tells all.

See you on the flip side.

Rodney Sloan
Rising Phoenix Games

Check out our store, subscribe to our newsletter for monthly updates, and visit us on our blog, our Facebook page and on Twitter.

Outrun – Devlog 1

Outrun is a solo table-top RPG inspired by Rushing Drive, a cartridge cover for a fictional Famicom game, created by Philip Summers (on Instagram). I’m developing Outrun as part of the A Game by its Cover game jam, happening through August. I’ll be posting updates twice a week, right here, so stick around and see the game come to life.

Core Concepts

Outrun is a blend of stuff I love: night run synth music, cyberpunk, fast cars, solo gaming, retro aesthetics, mutants, and post-apocalyptic wastelands. I’ve been kicking ideas around for this game since November 2017, and it’s finally starting to come together. Thanks, game jam deadline!

Outrun Cover concept. Photo by Connor Botts.
Outrun Cover concept. Photo by Connor Botts.

Base Mechanics

So it’s a game about driving, and it’s solo, and it’s an RPG. Outrun is all about the driving — think Drive and Baby Driver. Because it’s solo, a lot of the adventure has to come from the mechanics or the fluff supporting the mechanics.

Junk’d, a hot new game by Runehammer Games, has some great mechanics for simulating road-rage induced highway combat, and is perfect for a board game. Outrun’s “road” needs to be just as tight, but with plenty of adventure, choice, and replayability packed in.

Outrun uses a deck of cards, with each card keyed to a specific encounter. To drive, roll a d3, which tells you the number of cards to draw. Each card has two entries: what you see up ahead and what you find when you get there. You get to choose which locations to drive through, and your aim is to beat the deck in a number of turns — before the sun sets.


Why do you need to beat the sun? It has something to do with vampires. Mutant vampires. Because, of course, vampires.

Pedal to the Metal

If you want to make RPGs, you have to make RPGs that really spark. We’re lucky to have a great line of products that have sold well, but Outrun is all about pushing the game design envelope. I’ll talk more about Outrun’s secret sauce in future posts, stay tuned.

Rodney Sloan
Rising Phoenix Games

Check out our store, subscribe to our newsletter for monthly updates, and visit us on our blog, our Facebook page and on Twitter.

Looking back, Looking forward

There’s nothing quite like looking back on old work to make you realize how far you’ve come. I was flipping through an old notebook and found this gem, probably written while I was in high school.

I’ve edited it for clarity, grammar, and spelling, but left the cheesiness for you to enjoy.

Of all the things spawned of the earth there is but one that can truly be said to have been “spat out.” Evil has created many nightmarish beings, but only one of its creatures is as comical as the vampire donkey.

Vampire donkey looking back
“Oh, the shame!”

I also found some beautiful pieces, including this from a descriptive paragraph about flying.

The clouds were lit blue by the moon as they floated over the silver seam of the beach.

There were darker bits too. I found some telling pieces of writing, like a diary entry I’d made after failing a maths test. I thought I was a loser — academically, in love, and in life. Reading that entry now, I get the sense I’d felt entitled to good grades for various reasons, and that I expected to have some mentor come along and lead me to victory. Maybe I expected that every kid needed their Mr. Miyagi.

Interestingly, at the end of that year, I did meet a mentor — my driving instructor.  Pat gave me a radically new perspective, helped me beat my fears, and smile more. She also pointed me to a mentor that would have a more profound impact on my life, Jesus Christ, and I became a Christian in January of the following year.

My conversion is important, but it isn’t the main point of this post. You see, other changes happened around that time too. I met my first girlfriend at the end of 1999, the same year I’d written the diary entry, and in 2000 I went to America and met and dated more girls. It was a huge change from high school. Now, I’m one of the luckiest guys in the world when it comes to love, having been married, happily, for almost 9 years. And she’s a great role-player.

Academically, things changed too. When I went to university in 2001 I scored a bunch of distinctions, and the rest of my grades were pretty good. Except for maths. But I worked my butt off and finally passed that too. In doing so, I realized that math was something I’d feared for much of my life. Now I don’t fear it quite so much and have worked as a programmer and game designer — both jobs that use plenty of maths — for years.

So my point is this. Never give up. Never, ever, give up. Winston Churchill might have actually said that, and you have to trust a guy holding a Tommy gun.

You just never know what’s around the corner, so stick in there.

And one more thing. If you think you’re bad at something, don’t let that be your identity. You’re only bad at something until you put in the time to be better at it. We’re an extremely malleable species — we can learn and adapt to meet any challenge.

Rodney Sloan
Rising Phoenix Games

Check out our store, subscribe to our newsletter for monthly updates, and visit us on our blog, our Facebook page and on Twitter.



Ultimate Beginner’s Guide to Murder

You’re cautious to ask, and Google is out — you don’t need that in your search history. But, you must have wondered, how do I plan a murder? How to Plan a Murder is your guide to murder, covering every step from the initial idea to carrying out the deed.

Edit: Our legal department said I need to mention it’s a game, and that we don’t condone actual murder. Sigh.

How to Plan a Murder - Your Guide to Murder

How to Plan a Murder is your complete guide to planning and hosting a murder mystery dinner.

Secrets and dark ambition connect each character in a deadly web of intrigue. As the night progresses, who’ll fall foul of those deadly plot hooks? Can your guests unravel the clues and catch the killer?

Planning and running the evening is easy and fun, with conflict and plot twists developing organically from the rules. Watch as your characters come alive.

The book includes the guest’s guide, A Dinner to Die For, which is also available to your guests as a “Pay What You Want” download. We did everything we could to make things easier for you and your guests, and we’re confident you’ll find this second book a useful addition to the game.

How to Plan a Murder, your guide to murder, is available at the following fine online stores:

Rising Phoenix Games

    Drive Thru RPG     

Open Gaming Store 

 Get it on 

Rodney Sloan
Rising Phoenix Games

Check out our store, subscribe to our newsletter for monthly updates, and visit us on our blog, our Facebook page and on Twitter.

Stranger Things Season 3 – Episode 5

Time circuit’s on. Flux capacitor, fluxing. It’s back to 1985 and our Stranger Things Season 3 campaign!

Stranger Things Season 3 – Episode 5: Time Warp was our fifth session playing vs. Stranger Stuff, a game published by our friends at Fat Goblin Games. In this episode, played out over two sessions, we branched out and used a new system I’m working on for the Nightscape Series.

Episodes: Episode 1Episode 2Episode 3Episode 4Episode 5 – Episode 6 – Episode 7 – Episode 8

Stranger Things Season 3 Episode 5
Stranger Things Season 3 – Episode 5

Disclaimer: Because Stranger Things Season 3 isn’t out at the time of writing, you don’t need to worry about spoilers, but I’m going to assume you’ve watched Season 1 and 2 already.

Our Stranger Things Season 3 – Episode 5 session was the first session to end on a high note, with characters in a better place than they’d been at the start of the episode. They had to wade through hell to get there though. Here’s a summary of episode 5, with tips for running your own Stranger Things campaign at the end of the post.

Stranger Things Season 3 – Episode 5 – Time Warp

Scene 1

Player Characters: Michelle, Alpha, and Jennifer.

Three operatives working for Hawkins Lab were brought into a briefing room, where they were appraised of the situation in downtown Hawkins, as witnessed by Doctor Owens in Episode 4. Their mission: enter the Upside Down, rescue the kids and Hopper (who were pulled through a rift), and bring them back – alive.

The team included Michelle, an ex-MI6 agent and pharmacist, “Alpha,” a  psionic with field training, and Jennifer, a Vietnam vet and demolitions expert.

GM Note: For this section we used the Nightscape system, which works well for Spec-Ops games and includes a sanity track.

The team went through a portal into the Upside Down, then found themselves in a dark wood. Hawkins, they figured, was a mile out from where they were. Soon they spotted the small brain-like intellect devourers, which surround them, following from a distance. Alpha was able to detect more of them hidden in the gloom and encircling the team.

Eventually, the team got into town, but it was nothing like the Hawkins they knew. An older version of the town greeted them, the streets lined with cars from the 1960s. They went to investigate one of the cars, then the intellect devourers attacked. Using their silenced assault weapons, the team make quick work of the walking brains, but the fight brought a tidal wave of the creatures, which surged over buildings to get to them. The team ran for it, heading straight for Hawkin’s Town Hall.

Appearing out of the gloom ahead was a rift, the mirror of the portal opened in Hawkins the night before. Standing in front of the rift was Eleven, with her hand stretched out. She didn’t seem quite normal, as if possessed.
“Go away!” She shouted.
Alpha engaged his sensory deprivation mask and locked onto Eleven’s mind. As he did so he sensed the Mind Flayer standing over the town, its thoughts controlling Eleven. Alpha attacked the link, giving Michelle a chance to dart Eleven with a sedative. The Mind Flayer buckled for a moment, and Jenn grabbed the girl, hefting her over her shoulders.

Behind the rift and the truck with the device powering the rift (see last episode, Ed), were a bunch of humanoid figures. Alpha reached out to them with his mind, but sensed only alien thoughts. They were waking up, but they were not who they appeared to be. Sensing the trap, they dashed through the rift. Jenn set of some grenades on her way out that ripped apart the truck and shut the rift. One problem, solved!

Glasses reflecting Stranger Things Logo
Photo credits: Puneeth Shetty

Scene 2

Player Characters: Lucas, Steve, and Billy.

We joined the three in a library, where they were hiding out, having just fled from the intellect devourers. Lucas peered through a cracked, grimy window, and saw the intellect devourers drawn off by something, so the boys made a break for it, heading to Hawkins Lab. They made it there without incident, but found that the lab didn’t exist in the Upside Down – not yet, anyway. Lucas figured the tunnels must still be there, so they searched for them and eventually found them. They were able to find their way back to the nexus of tunnels where the old rift had been, and reopened it by hacking through the tunnel walls.

GM Note: Lucas, Steve, and Billy are out of danger, but I’m sure that opening the rift is going to cost them later. Mwahaha!

GMing Stranger Things

This was a fun two sessions, although our actual play time was limited and each session was several months apart.

Changing things up with a new rules system added to the fun of the game, but also slowed things down a little while we got into the new characters. Dropping “trained professionals” into the mix was fun, and I’m sure the players sensed they were playing red-shirts that wouldn’t have much screen time. Their new characters might have survived their first dip into the Upside Down, but anything could happen the next time around.

I’ve planned for three more sessions, so at this point I’m wrapping up some of the plot threads and focusing in on the important ones.

We Got A Golden Dragon!

Golden Dragon Award
Yay us! We’d like to thank our moms, the good people of Hawkins, Mr. Demogorgon…

Codex Anathema wrapped up the March RPG Blog Carnival with an award ceremony. We’re super stoked to have taken the coveted Golden Dragon for “Best Behind-the-Screen Adaptation.” We couldn’t have done it without my amazing players, our friends at Fat Goblin Games, and every one of you who’ve been following this series. Thanks for your support.

Till Next Time

Our next session is a week away, as we’re trying to finish off before the launch of the Pathfinder 2 Playtest. Check back next week for more from Stranger Things Season 3. Till then, why not visit our shop and check out some of our exciting publications. Everything we earn from sales keeps the blog alive and helps us produce more great gaming content.

Rodney Sloan
Rising Phoenix Games

Subscribe to our newsletter for monthly updates and visit us on our blog, our Facebook page and on Twitter.

Nominate Your Fan Favorite Publisher for 2018

The Ennies announced the nominations for this year’s awards recently. With that comes the chance for you to nominate your fan favorite publisher. While we’ll certainly appreciate your vote, we’re just glad if you take part in the voting and help keep the RPG industry going strong.

Follow the link below to get to the Ennies voting:

Nominate Your Fan Favorite Publisher For 2018

Explaining D&D in Three Easy Steps

If you’ve ever tried to explain Dungeons & Dragons simply and, like me, failed horribly, then never fear, this video from Vox does an excellent job of keeping things simple, just share it with those who want to know.

Till next time, Tell Thrilling Tales.

Player Options: Druids and the Divine

Druids and divine characters rejoice! Two new books from our friends at are jam-packed with player options to help you build the characters you’ve always wanted to play.

Forces of Nature, Book 1: Druids

This first one’s for Dungeons & Dragons fifth edition and written by Ed Kabara.

Player OptionsFrom the marketing blurb:

Forces of Nature, Book 1: The Druid is the first in a new series of roleplaying game supplements for 5e from Publishing focusing on wilderness oriented classes, this one focuses on the Druid.

“When nature calls, I reply. When nature speaks, I listen. And when nature angers, I destroy.”

This book introduces tons of new options for druids including:

  • 10 New Circles: Circle of Decay, Circle of Fury, Circle of Green Knights, Circle of Swarms, Circle of the Beast, Circle of the Ley Weavers, Circle of the Pack, Circle of the Stalker, Circle of the Trees, and Circle of the Winding Journey
  • 16 New Feats: Animal to Augment, Art of the Kill, Companion of the Wanderer, Designated Survivor, Hardy Wild Shape, Fury of Nature, Focused, Hide of the Forest, King of the Forest, Nature Provides, Oaken Skin, Powerful Friends, Powerful Summoner, Practiced at the Hunt, Preternatural Senses, and Sought Summoner,
  • 5 New Magic Items: Cloak of the Harvest, Mystic Moss, Staff of the Gatherer, Staff of the Pack, and Whistle of Command
  • 1 New Playable Race: Wilderlings
  • 6 New Companion Plant Creatures: Flowering Moss, Gasping Flower, Giant Flytrap, Grabbing Seaweed. Spanking Spruce, and Tumbleweed
  • 21 New Spells: Call of the Earth, Change Race, Cursed Provision, Dust to Dust, Fingers of the Forest, Forest Defenders, Harmful Growth, Heart of Winter, Limb Rot, Nature’s Bounty, Nymph’s Hideout, Overgrowth Armor, Remove from Nature, Return to Nature, Return to the Land, Supernatural Focus, True Power of the Land, Unnatural Growth, Walk with the Beasts, Wild Aegis, and Wooden Guardians

All this AND MORE await you in Forces of Nature, Book 1 – The Druid


Manifest Destiny, Book 2: Cult & Clergy

The second book of player options is compatible with the Pathfinder Roleplaying Game and is written by Beth Jones.

Player Options

The marketing blurb goes like this:

Manifest Destiny, Book 2 – Cults & Clergy is the second in a new series of Pathfinder Roleplaying Game supplements from Publishing focusing on those in tune with the gods and this one gives a general use to anyone with a deific bent.

“It is under the greatest adversity that there exists the greatest potential for doing good, both for oneself and others.”

This book introduces many new options for these types of characters including:

  • 1 New Domains: Inspiration
  • 1 New Mysteries: Transformation
  • 13 New Archetypes: Avatar of Freedom (Skald), Ayurvedic (Druid), Celestial Druid (Druid), Chosen One (Cleric), Clan Champion (Ranger), Divine Herald (Bard), Dune Dancer (Oracle), Exemplar of Faith (Inquisitor), Holy Protectorate (Warpriest), Inspired Conduit (Inquisitor), Outback Oracle (Oracle), Sneak (Oracle), and Truthsayer (Oracle)
  • 7 New Spells: Debilitating Diatribe, Greater Guidance, Inspirational Sermon, Mantle of Martial Prowess, Serpent Strike, Siphon Infidel’s Strength, and Terrifying Aura.

All this AND MORE await you in Manifest Destiny, Book 2 – Cults & Clergy!


I was the copy editor on both projects. We worked hard to deliver useful, balanced player options. I hope you enjoy them.

Rodney Sloan
Rising Phoenix Games

Check out our store, subscribe to our newsletter for monthly updates, and visit us on our blog, our Facebook page and on Twitter.