Coming Down the Pipeline...
101 ASIAN SPELLS
In this book you'll find 101 spells from 1st to 9th level for 20 different spellcasting classes, from clerics and wizards to psychics, bloodragers, antipaladins, and shamans. From Ancestral Wrath to Word of Pain and all points in between, with combat spells like Tengu Fan and Tetsubo of the Mountain to epic enchantments like Consuming Fire, Rain of Sacred Lotus Blossoms, Marvelous Chopsticks (don't laugh - it's a 9th-level spell), and Glory of the Chrysanthemum Throne!
LEGENDARY HYBRIDS: YAKUZA
Legendary Hybrids: Yakuza is the latest volume in our series of class-focused player supplements, introducing a new series of hybrid classes like those in the Pathfinder Roleplaying Game Advanced Class Guide that blend the core elements of two different base classes into a unique synergy all their own. The yakuza is a 20-level hybrid class that combines sneakiness and skullduggery with the power of teamwork and organization, bringing together the tactically minded and charismatic cavalier with the shadow-stepping ninja to produce a deadly combination of secret societies and smuggling, wielding the power of their gangs to rule the black markets with equal parts backstabbing and bravado. In addition to the yakuza class and 5 gangs like the Blood Tong and Jade Triad, you'll also find 8 incredible archetypes from the gun runner and tattooed one to junk pirate and flying tiger, plus favored class bonuses, yakuza feats, and a ready-to-use sample yakuza gang boss, Shinsuke Tatsu of the Dragon Lords!
LEGENDARY MONKS
Monks are the undisputed masters of the martial arts in the Pathfinder Roleplaying Game, and when you peek under the hood in Legendary Monks you'll find 11 incredible new archetypes for traditional and unchained monks, from the thundering leikung to tempest speedsters, the savage singhala to the contemplative yogi, and the fanatic flagellant to the mind-melding psychic cenobite. You'll also find tons of new material for monks of every kind, including 10 new monk vows to build their ki, qinggong monk rules for psychic and occult powers, nearly three dozen monk tattoos from the carp and kappa to the rising sun and great wave, and over 20 new monk feats from Empty Hand Weapon and Wind of Scythes to Sevenfold Stone Curse and Soul of the Gun. A pair of ancient tomes of eldritch wisdom passed down from ancient revered masters completes this book in To Serve Stone's Stern Will and Text of Burning Wind and Iron Rain! Whatever kind of monk you play, you'll find a wealth of wonderful material here to bring even more excitement to the table and pain to your enemies. This fantastic resource for monks by Jason Nelson, Clinton J. Boomer, and Jesse Benner will leave your monks meditating like mad to get their callused fists on the incredible options within.
ULTIMATE FACTIONS
The sultan’s grand vizier is secretly plotting against him with other members of the court. The guilds are trying to bully small businesses. The neighboring country have spies in the palace. The city guard in the capital are under the pay of the thieves’ guild. The local druid circle aren’t happy about all the farms being built, or the woodcutting in the forest, and want the kingdom’s Councilor to help them persuade the king to put a stop to it.
All of these are themes from fantasy stories, but the core kingdom building rules introduced in Pathfinder Roleplaying Game Ultimate Campaign and expanded in Ultimate Rulership from Legendary Games focus primarily on your heroes and the decisions they make as the ruling council of their own kingdom. With Ultimate Factions, we provide you with detailed rules for different political factions, religious sects, and any number of influential power brokers and wealthy elites devoted to rising up and seizing whatever they can hold. Your heroes may play off their rivals against one another and use their wits to consolidate their own power and secure their throne from threats that can't be defeated by sword or spell. In the great game of houses and thrones, your heroes must triumph!
MYTHIC MONSTERS: ELEMENTALS
Mythic Monsters: Elementals brings you an awesome array of elemental enemies from every part of the planes of fundamental matter and energy. These amorphous adversaries range from CR 3 to CR 22, and include true elementals ranging from crackling lightning elementals to suffocating mud elementals and raging-hot magma elementals to deathly frozen ice elementals. There are elemental creates of silent and subtle lethality like the aerial servant and simple wanton pyromaniacal glee like the magmin. Skittering crysmals are as deadly sharp as they are beautiful, and beauty is only the beginning for the nymph-like veela of that inhabit the planes of earth, fire, and water. Like the veela, the manifold mephits are not true elementals but embody the essence of the elemental planes in a way almost familiar to the humanoids who summon them, though the denizens of the elemental planes can be wholly alien like the bizarre aquatic tojanida. Finally, the fierce scanderig forgefiend represents the taming of the power of the elements by craft and artifice, while the majestic anemos represents the power of wild wind and weather from the farthest corners of the world. As if that were not enough, we bring you new spells and feats to push the boundaries of elemental summoning, plus introduce the fission elemental template that shifts from a towering colossus to a seething swarm of raw elemental fury!
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