Combat in the Pathfinder RPG often involves locking down an opponent and then making as many attacks as possible while standing in one place. These 10 new combat feats are designed to provide more options for movement in battle, giving fighters and other combat-focused classes a reason to fight on the move.
Something sinister lurks within an old elven siege fort…
Thirst for Knowledge is a Pathfinder adventure for 9th-level characters that slams together pulp sci-fi, fantasy, and horror in the tradition begun years ago with Expedition to the Barrier Peaks. Exploring a strange metallic cave, the heroes must rescue some lost dwarves from an alien priest of Cthulhu – but the knowledge they gain during the adventure might be even more dangerous.
Thirst for Knowledge serves as part three of the Ravenous Ruin adventure path from Wayward Rogues. With a little modification, it can also stand alone as its own adventure.
Anybody who ever plays a Pathfinder game with me should expect airships to show up at some point. The newest TRAILseeker article, “Sky Pirates,” brings airship-focused adventure and campaign options to everybody. This article examines the logistics of airships in a campaign, the tools sky pirates utilize, and adventure hooks that can bring the PCs into battle against the lords of the air.
Wild magic has been one of my favorite things in fantasy gaming for years, but Pathfinder already has the traditional wild mage archetype covered with the primalist from Inner Sea Magic. But that doesn’t mean there isn’t more to do with wild magic! “Something Wild” features two new archetypes that manipulate the nature of magic itself to create new effects. By buying into the TRAILseeker Patreon, you can get this and more than 100 other articles!
Dungeons & Dragons started as an offshoot of wargaming, but it grew quickly. TSR, the company that owned the game, soon saw that people wanted more than just dungeons and wilderness areas for their heroes to explore. They wanted a semblance of a living fantasy world filled with history, personalities, and adventure.
The earliest settings, which I described last time, grew at the speed of adventure – new information got added as needed for a given module rather than in an atlas-like book. By the 1980s, though, D&D was realizing its media crossover potential. This led to a new wave of campaign settings that had a reach far beyond gaming tables.
Known to many as the great dragon-god, Derrezen is a legendary terror that even demon lords and divine beings try to avoid. With a wingspan that approaches 200 feet in length, tales of the great wyrm blotting out the sun as he flies overhead are barely exaggerated. Fortunately for most, the dragon-god spends most of his time atop his hoard of treasure, and can sleep for years at a time.
Want to add a kobold paladin, a pixie sorcerer, or a goblin ranger to your Pathfinder game? This week’s TRAILseeker provides tips for incorporating these monstrous PCs into any existing game. It includes new character traits for players who want to explain why their monstrous PCs walk the surface world and how they integrate into “normal” society. Support the TRAILseeker Patreon to get this article and more!