The second edition of the Pathfinder Roleplaying Game launched this month at GenCon. If you’re eager to include aasimar & tiefling ancestries with the new rules of the game, we’ve got you covered.
Heaven & Hell: Aasimar & Tiefling Ancestries presents two popular races — the tiefling, of diabolic heritage, and the aasimar, descended from angels — fully compatible with the second edition of the Pathfinder Roleplaying Game.
Inside you’ll find:
Everything you need to create an aasimar or tiefling character
Aasimar & tiefling heritages, including the lawbringer archon heritage and gobmaw barghest heritage
Ancestry feats for both ancestries, for 1st, 5th, 9th, and 13th level
50 random ancestry features for each ancestry
Rules for adding either the aasimar or tiefling to another ancestry, as a heritage, are provided in the errata, which will be added to the book in the future.
The book was written by the talented Kim Frandsen, with art and layout by Bob Greyvenstein. Bob has given the tiefling and aasimar a classical representation that lends real weight to the book.
The new Bestiary includes the aasimar and tiefling as “planar scions”, and doesn’t provide rules for building characters of either type. Paizo will be releasing rules for both ancestries in the future, but don’t be worried about the rules in Heaven & Hell becoming obsolete. There’s plenty here that you’ll be able to use in conjunction with their offering.
You can find Heaven & Hell on the following stores:
It’s Mini Monday, where I share customizing, scratch building, kitbashing, and miniature painting projects for your roleplaying table. This week I’ll show you a simple drow paint scheme to have you ready for your next drow encounter in no time.
Base coat your drow miniatures with a medium to dark grey. I use this as the skin tone for my drow, since black is a very flat color that pulls in light. Your drow figures are going to be predominantly black, so the grey gives you some variation, and you can always darken it with a wash later.
Any Color as Long as its Black
Paint all the armor, weapons, bases, and gear black. Leave only the skin and hair grey. For variety, you could paint the armor and any cloth dark red or deep purple.
Drybrush the hair white. This works very well with the grey basecoat, which defines the recesses.
Pick out metallic parts by dry brushing with a metallic color. I used Mithril Silver from Citadel, which shows how old my paints are. Mithril Silver is a bright metallic, now called Runefang Steel. I painted the swords with the same metallic paint, but might have gone with a darker metallic color, like Leadbulcher, just for more variation.
At this point, the simple drow paint job is done. They’re ready for gaming.
If you have time, you can go back into your simple drow paint scheme and pick out details like eyes, belt straps, wands, or markings. With white, you can highlight the hair, and use greys to highlight the skin. When you’re done, use a dark purple wash to bring out the detail, but leave the hair.
Painting Heroes and Villains
This tutorial works best for rank and file drow, but you can extend these principles for major NPCs and dark elf player characters. I use this technique as my first stage on all my drow figures, then work in more detail for the major minis.
Pro Tip: Us a purple base coat if you want your drow to look like the ones in the Pathfinder Roleplaying Game.
There is a place where magic lives, were witches and warlocks study the arcane arts, and where adventure dwells behind every corner.
Welcome to Scarthey, the University of the Arcane!
Anaximander’s Adventuring Studies is a new adventure for 1st level characters, which takes them through three years at the school, through 3rd level. The adventure is written by Jeffrey Swank, a frequent collaborator at Paizo, and comes in at 75 pages.
Here’s the back cover text:
We are only as strong as we are united, and only as weak as we are divided.
Anaximander’s Adventuring Studies is a Pathfinder Roleplaying Game adventure designed for a party of four 1st-level PCs. This adventure follows the players through three years as they attend the University of Scarthey and branch out into the institution’s new School of Adventuring Studies.
This adventure introduces and takes place in the lands around the University of Scarthey, as revealed in the campaign setting of Welcome to Scarthey published by Rising Phoenix Games, but can be played on a stand-alone basis in any city.
What’s Inside Anaximander’s Adventuring Studies
You’ll find maps of Scarthey, the Undervaults, and several adventure locations. Major NPCs are detailed in full, and there are certificates and handouts you can print for your players — yes, you can now get your Adventuring Studies certification from the University of Scarthey. I think that’s a nice touch.
For the price, this is going to give you plenty of material to throw at your players and to inspire future adventures set in the Arcane University.
Welcome to Scarthey is your gateway to the University of the Arcane. You’ll find a detailed history of the University, a map of the grounds, a description of major faculty members and of the four houses. Your adventures in the magical world of arcane academia are about to begin. Both a Pathfinder and D&D 5e compatible version is included in the bundle.
Bullet and Might, by Steelforge Games, are complete RPGs that deal with special ops warfare and fantasy adventures respectively.
Death Queen and Forest of Secrets are the first two of our Choose Your Destiny solo adventures for 5th edition D&D. We’ve got another in layout, by the way, so be sure to subscribe to our newsletter or Patreon for updates.
Mecha – A Field Guide, for Starfinder, is another best seller of ours. Ever wanted to drive a mech in your Starfinder games? Now you can.
Where Heroes Stand, for Pathfinder, is an adventure set in mythical Japan, which includes 6 pregenerated characters: “The peaceful village of Yamamura has had a good summer; the rice stores are full to bursting and even lord Honda looks pleased for once. So, as the momiji leaves turn to yellows and reds, the villagers gather for their annual autumn festival.”
We’ve also got Griffins – A Field Guide, which offers 6 subspecies of griffin, a new paladin archetype, and rules for griffin animal companions and familiars. The book is beautifully illustrated throughout and would make a stunning player aid for a party of griffin riders. The book is $2 off until Christmas.
Tentacles of the Deep
Tentacles of the Deep is a PWYW title with statistics for tentacles that act as individual monsters but are connected to a larger creature deep below the ocean’s surface. Grab it free, and if you like it, you can always leave a tip in the tip jar, or a review.
Steampunk Musha: Races of Rosuto-Shima
Lastly, for Pathfinder this time, and not from us but from our friends at Fat Goblin Games, is Steampunk Musha: The Races of Rosuto-Shima. The book introduces several East Asian inspired races, such as the tanuki, pandajin, jinteki oni, and kappa, as well as steampunk inspired races such as the clockwork ronin.
These Christmas stocking fillers are a great way to show your appreciation for a year of great gaming.
We’ll be back next week with more exciting content, but if we miss you, have a Merry Christmas and a happy New Year!
Quick wins, as the name suggests, are small projects that don’t take much time, or effort. The miniature you paint in an hour, the terrain you bang out in 3 hours, or the monster stat block you write in 5 minutes all fall into this category.
Why the Quick Win?
Getting things done is very motivating. My recent post about painting RPG miniatures gets into that more. The reverse is also true though, that having too much on your plate can turn you off of your hobby quicker than a quickling in hyperdrive.
It’s also great having something to show for your efforts, and with a string of quick wins you can easily build up to a much larger goal. It’s a lot like how I write now. My current RPG book — teasers here, here, and here — is being written in 2-hour bursts. In each session, I aim to finish one section of the book. Sometimes I’ll get 2-3 monsters done, sometimes it’s most of a background, but every session that I finish something is another thing off the checklist.
How’s this different from how I used to write? Before, I didn’t break down my tasks much, so in 2 hours I often worked on a bunch of sections, got demotivated, and lost my concentration. That kind of thing can lead to burnout. In other words, I’m talking about the tortoise’s approach to winning the race: slow and steady, and about breaking down that race into milestones. Each milestone is a victory in and of itself.
Life also takes up much of our hobby time, so when we have time, we need to use it wisely.
Your Next Quick Win
I’ll leave you with this thought. What small hobby project would give you the most satisfaction. Is it drawing that dungeon map you’ve been planning? Making a handout? Stating up an NPC? Or do you just need to run a short session over Google Hangouts to get everyone ready for a longer session?
Here are my top 5 recommendations, based on sales and customer feedback, as well as my own (totally biased) opinion:
5. Mecha – A Field Guide
This has 2.5 stars out of a possible 5, making it our worst rating, for any product, ever. Still, if you read the reviews objectively, you’ll notice that nobody’s complaining about the rules, which are water tight. The book might not show you how to design your own mecha, but attentive readers will be able to reverse engineer the system and create anything they want, using the core Starfinder Roleplaying Game rules.
What’s a little murder between friends? A lot of fun, it turns out.
The game’s rules are so intuitive that you might be tempted to think the game is overly simple. In fact, the game’s streamlined for an evening’s dinner party with friends, and makes intrigue an integral part of the experience. We think you’ll find that How to Plan a Murder has something special that most murder mystery dinner games lack. Check it out.
This book is so beautifully illustrated that it’s worth grabbing, just for the pretty pictures. The art is by Bob Greyvenstein, who does most of our illustration and layout work, and this book contains many of my favorites of his art. It takes real talent to draw birds well, and Bob pulls it off with apparent effortlessness.
This brings us to my top recommendation for Black Friday, 2018. Scarthey, the University of the Arcane, is your guide to adventures in a wizard’s university, complete with map, location guide, introductions to the main faculty members, houses, the surrounding town of Scartheyton, history, activities, and sports. You can set your whole campaign within the grounds of the university, or drop it straight into your campaign. Our Choose Your Destiny adventures are set in Scarthey and its surrounds, making Welcome to Scarthey an invaluble part of the collection.
If your a miniatures nut like me then the Pathfinder Playtest is just another excuse to take on more miniature projects. We’ll be making model tents. If you’re a player in the playtest, come back when you’ve finished Part 2 of the Playtest, otherwise consider this a Spoiler Alert.
Specifically, we’re making gnoll tents. These tents are easy to make, dirt cheap, yet generic enough that you’ll get plenty of use out of them.
Assuming you’re making three model tents, you’ll need the following:
2 x 2 inch squares of plastic card (3)
Thin sticks, about 2-2.5 inches long (9-12)
A paper egg box
String or thick thread, for “rope”
Flocking flock. Yeah, flock!
Baking flour, about 2 teaspoons
The usual tools, glues, paints, and equipment for the construction of miniaturized scenery.
Paint (lots of brown and tan)
A bowl of Kellogs Corn Flocks, yum! (Just kidding)
All Your Base Are Belong To Us
Cut the plastic card to size and round the edges. Scale wise, these are 10-foot square bases. Sand the sticks then glue 3–4 poles to each card, to make a teepee shape.
Glue sand and flock to the bases now, since we want to see inside each tent — we’ll put the tent material on later.
Pelts and Skins
This was an experiment that worked out really well. Cut an egg box into rectangles, then shape each rectangle to make pelts, like in the image below.
I got about 12 pelts out of one box.
Tip:Use a miniature to judge the size of these. They need to wrap around the poles of your tents, so don’t make them too small.
Flour Water For the Win
Last week I showed you how to make Captain America’s shield using a fan cover and paper mache. Paper mache isn’t particularly easy to work with at this scale, but works for this project, and we’ll see why in a bit.
Mix 1 part flour (2 teaspoons) with 3 parts water (6 teaspoons) and mix until it’s smooth. Dip the pelts in the paste and soak them well. Pull a layer off the pelt to make thinner skins. This does two things: it gives the pelt a better texture and makes it easier to wrap the pelt around the tent poles.
Stick a pelt down inside each tent, to make the floor. I worked this down with the edge of a spoon, which helped to flatten the pelt into the ground.
Wrap the corners of each pelt over the poles to make a shelter. Don’t worry about being too neat. For the tent’s entrance, fold a pelt in half before you stick it on.
I painted the paste over the base of the model too, which holds the grit down better.
Glue rope around the poles and add other bits of detail, such as weapons and shields, as you see fit.
I base-coated my model tents with matt black, then painted them with poster paint and Citadel paints.
To get rid of any shine, use something like the Anti Shine Matt Varnish, from The Army Painter.
I hope you enjoyed this tutorial. I’d love to hear from you, please leave a comment below.
Druids and divine characters rejoice! Two new books from our friends at D20PFSRDPublising.com 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 & Dragonsfifth edition and written by Ed Kabara.
From the marketing blurb:
Forces of Nature, Book 1: The Druid is the first in a new series of roleplaying game supplements for 5e from d20pfsrd.com 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
The second book of player options is compatible with the Pathfinder Roleplaying Game and is written by Beth Jones.
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 d20pfsrd.com 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!
Food is such an important part of our daily lives, a representation of our culture, and a border-smashing commonality that is more easily shared than anything else. Yet, food seldom takes center stage in a role-playing game.
Compatible with the Pathfinder Roleplaying Game, the book lists almost 100 recipes, each with cooking instructions and magical in-game effects. Try Lektar’s One God ale keg beer bread for fortifying the body, flaming crab cakes for burning your enemies, or scroll dough as an alternative to scrolls and potions, to name but a few.
To use the spells your character only needs a few ranks in Craft (culinary) and the Culinary Magic feat. It’s a worthwhile investment considering the sheer volume of spell-recipes available in the book. If you’ve ever wanted to play a halfling cook or a wizarding chef, there has never been a better time than now.
The book comes in both Metric and Imperial versions, which is amazing. The pdf is 117 pages, with a back and front cover, 4 pages of OGL, and photos for every recipe.