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Lost Magic: Eldritch Epiphany

Lost Magic LogoAnother element of lost magic came our way, this time from Denver Edwards. This one has more of a metamagic element to it, which you might embrace in your game as is or soften through the use of more story elements. If you’re the GM, ask the player to describe how the caster’s knowledge of this ancient lore plays out in the mind’s eye during casting, for example, which can help you build more lush world detail into your game, plus personalize that character’s casting style and define what others see when this character casts spells.

Eldritch Epiphany

School evocation; Level bard 3, sorcerer/wizard 3, witch 3
Casting Time 1 swift action
Components V
Range personal
Target you
Duration instant

By pronouncing an ancient syllable first spoken at the dawn of creation, you instantly know the optimal way to modify your next spell in a way you desire.

You can add any one metamagic feat (you do not need to know the feat) of your choice to the next spell you cast before the beginning of your next turn without increasing the spell level or casting time, so long as the total modified spell level of the spell is not above a level you can normally cast.

The list of metamagic feats you can choose from is based on your caster level. At 5th level, you can select metamagic feats with a +1 spell level modifier. Every four caster levels, the spell level modifier of the metamagic feat you can choose from increases by 1 (+2 at 9th, +3 at 13th, to a maximum of +4 at 17th).

At 17th level, if you select Quicken Spell to modify a spell, you can cast that spell as a free action if it is cast before the beginning of your next turn.

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Lost Magic: Earth’s Memory

Lost Magic Logo

Earth’s Memory

School divination (scrying); Level druid 1, ranger 1
Casting Time 1 standard action
Components V, S, F (handful of earth)
Range see text
Duration 1 hour/level
Saving Throw Will negates; Spell Resistance yes

To cast this spell, you must have placed a handful of earth upon the creature you wish to track. Druids often attach small bags with earth to creatures they wish to protect or keep an eye on, and rangers may slip it in pouches or inside boots, usually without the target noticing.

When you cast this spell, magical tracks appear on the ground that can clearly be distinguished only by its caster. Depending on your preference, the tracks may appear as a silver thread, a golden footprint, burning marks upon the earth, or your own design. The magical tracks remain visible for the duration of this spell. If the target is reduced to 0 or fewer hit points, its tracks disappears.

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Monster Mondays: Sand Gorgon

MonsterMondaysA sand gorgon is a massive metallic bull surrounded by a swirling sandstorm. Its thick hide is covered in golden plating that crackles with electricity. When angered, the beast stamps its feet and snorts blasts of salt crystals from its nose.

Desert sages believe that sand gorgons are forces of nature created by dark spirits or angry gods to punish civilization. There seems to be some truth to this belief, since sand gorgons despise the presence of humanoids. A sand gorgon will often summon lashing winds and sandstorms for weeks to drive settlers away from its territory. Those foolish enough to stay behind are rewarded with a brief glimpse of the beast before their demise: a shining bull galloping atop a storm of blinding sand.

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Will You Stare Into the Void?

Advanced Races: Derro

The derro are waiting in their twisted cities to oversee the descent of the world into insanity and destruction. But a few of them seek a wider realm…

The strange little derro are an unlikely choice for player characters (and this supplement provides much fuel for NPC anti-paladins and savants!), but they can be a wonderful change of pace in any underdark campaign or any game with a wide scope.

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Available Now: New Paths Compendium for Hero Lab

New Paths Compendium Cover FrontA few days ago, we shared with you that New Paths Compendium was coming out for Hero Lab, and now the files are available! In total, you can expect to see seven new and expanded classes from Level 1 to 20, plus the following:

  • 28 new archetypes for monks, ninjas, gunslingers, barbarians, fighters, clerics, and all seven New Paths Compendium classes
  • 20 new spells for druids, rangers, shamans, and other classes
  • Almost 100 new feats for new and existing classes
  • And more!

Just over half of the content is available for your use RIGHT NOW for only $14.99, and you should see the rest as a part of the late September Hero Lab Pathfinder update. If you purchase New Paths Compendium today, the new content will be available as a free update once added.

Be sure to check out our New Paths Compendium at the Kobold Press store, too!

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