Now Available at Shop d20pfsrd.com and DriveThruRPG
Scroll of Styles gives you a first look at our upcoming setting, Ancile: City of Guilds and adds 27 new Style-based feats to your game.
Fighting with Style
In the great city of Ancile, several martial arts schools compete for a lucrative contract with the Sovereign Guard; they exclusively hire alumni from the winner of their annual tournament. Scroll of Stylesdetails eight such schools from the City of Guilds, including the preferred fighting style of each.
In this book you’ll find…
- A brief overview of Ancile: City of Guilds, the upcoming setting from Accessible Games.
- Eight martial arts schools and a description of their preferred fighting style. Take a look at the Great Oak Academy, Hammer Hall, Korinth’s School of War, Rostam’s Pack, and others.
- Nine new styles and a …
Continue Reading Scroll of Styles Now Available
Our newest Pathfinder Roleplaying Game-compatible product is almost here. The Scroll of Styles features a first look at our upcoming Pathfinder setting (tentatively titled Ancile: City of Guilds) as well as a slew of new Style feats for use in your Pathfinder games.
Scroll of Styles include 8 new martial arts schools, each with a description of how they fit into the setting and a description of their preferred martial arts style.
27 new Style feats from the following 9 groups:
- Assassin Vine Style
- Blink Dog Style
- Counter Style
- Dire Weasel Style
- Dwarven Miner Style
- Invisible Path
- Kraken Style
- Mammoth Style
- Swarm Style
Plus, it features this awesome picture of Headmistress Zuleka from the Mammoth Wrestling school, illustrated by the talented Emmanuel Martinez.
We’re happy to announce that the newest product in our Alliterative Amusements line is now available at Shop d20pfsrd.com.
Conjurer’s Codex adds 10 new conjuration spells and one new wizard sub-school to your Pathfinder games. You can get it along with our other Alliterative Amusements products at Shop d20pfsrd.com.
About Conjurer’s Codex
Conjuration is a versatile school of magic with myriad applications. In the Conjurer’s Codex, we present 10 new conjuration spells, one for each spell level 0 through 9. The new spells include:
- Summon Spectacles
- Rope Bridge
- Conjure Siege Engine
- Camella’s Unseen Anchor
- Filch, Greater
- Radiant Wall
- Confounding Conjuration
- Ice Prison
In addition to these new spells, we present a new wizard subschool: the dimensional thief. Dimensional thieves use teleportation magic to get what they want. Each spell begins on its own page, making them simple to reference on …
Continue Reading Alliterative Amusements: Conjurer’s Codex now at Shop d20pfsrd.com
Alliterative Amusements: Diviner’s Dissertation, the second in our line of Pathfinder Roleplaying Game compatible products, is now available from Shop d20pfsrd.com and OneBookShelf.
Diviner’s Dissertation adds 10 divination spells to your repertoire, including spells focused around the new Time sub-school of divination magic. Time spells don’t alter time the way transumation spells do, but instead give the diviner the power to see glimpses of the future and react to them accordingly.
New spells include:
- Spurgeon’s Skillful Step
- Spurgeon’s Speedy Spellcasting
- Borrow Vitality
- Karra’s Miraculous Reclamation
- Claire’s Social Insights
- Claire’s Audience
- Aletta’s False Divination
- Time Twist
- Wishing Well
- Soul Mirror
In addition to these new spells, we present a new wizard subschool: the revealer. A revealer knows the power …
Continue Reading Alliterative Amusements: Diviner’s Dissertation Now on Sale
Day two of Gamestorm 16 started bright and early. Though I didn’t get to sleep until after 1 a.m. the night before, I was up at 7 and ready to go. I had a game of Monster Kart Mayhem to run at 9:00, and I was eager to get started.
If you read my previous post, you’ll remember that there were some registration issues with Gamestorm this year. Unfortunately, the lack of pre-registered games meant that only people who wandered by the table where sign-up sheets were placed would have any chance of even seeing the game. To top that off, there could be dozens of these sign-up sheets on any given table, and that meant there wren’t a lot of tables with ready-to-go players.
Monster Kart Mayhem was one such casualty of the registration system. I got to the con just after 9 …
Continue Reading Gamestorm 16: Day Two
Day 3 of Gamestorm was a little less eventful than Saturday, day 2, but I still had a lot of fun. I showed up around 7:45 and was ready to go for whatever 8 a.m. game of Pathfinder I could get involved with. It didn’t take long before I was assigned to a table that wasn’t full of players, and I sat down and got ready to play.
Rise of the Goblin Guild
My first PFS game on Sunday was Rise of the Goblin Guild. I was the only person at the table with a character high enough level to play above 2nd level, so instead of bringing my 4th-level Sheriff along I pulled out my 2nd-level Flowing Monk instead. If you’re not familiar with Pathfinder, Flowing Monks are sort of Aikido-style martial artists; they specialize in redirecting enemy attacks.
The highlight of the adventure is when I …
Continue Reading Gamestorm 15: Day Three
There are plenty of people who attend gaming conventions from the first hour to the last and do so on very little sleep. I used to be one of those people, but my own time commitments, aging body, and change of priorities has changed all of that. To me, a 15-hour day at a gaming convention is considered long by my current standards, and that’s just what Saturday was at Gamestorm this year.
I only had one game on my schedule: a Pathfinder Society adventure called “Day of the Demon.” After that, my plan was to meet up with a friend and spend the rest of the day hanging out and playing whatever random games we could put together.
Pathfinder Society – 8 a.m. to 1 p.m.
If you’re not familiar with Pathfinder Society (PFS), it is an organized play group for the Pathfinder Role-playing Game by Continue Reading Gamestorm 15 Day Two: The Long Haul