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		<title>The Chemist</title>
		<link>http://www.koboldpress.com/k/front-page15749.php</link>
		<comments>http://www.koboldpress.com/k/front-page15749.php#comments</comments>
		<pubDate>Tue, 07 May 2013 07:01:11 +0000</pubDate>
		<dc:creator>Kobold Press</dc:creator>
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		<description><![CDATA[Not all healers are tied to a church; in some places there are surgeons, hospitalers, and village elders. The most refined healer not associated with a deity is the chemist. Combining superior alchemical knowledge with medical research, the chemist can create compounds, tinctures, salves, and extracts of vast power. The adventuring chemist adds arcane lore&#8230; <p><a href="http://www.koboldpress.com/k/front-page15749.php">Continue reading &#187;</a></p>]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.koboldpress.com/k/wp-content/uploads/2012/09/422px-JosephWright-Alchemist.jpg"><img src="http://www.koboldpress.com/k/wp-content/uploads/2012/09/422px-JosephWright-Alchemist-211x300.jpg" alt="The Alchemist in Search of the Philosophers Stone (Artist: Joseph Wright)" width="211" height="300" class="alignright size-medium wp-image-13667" /></a>Not all healers are tied to a church; in some places there are surgeons, hospitalers, and village elders. The most refined healer not associated with a deity is the chemist. Combining superior alchemical knowledge with medical research, the chemist can create compounds, tinctures, salves, and extracts of vast power. The adventuring chemist adds arcane lore to healing skills and his or her potions can harm enemies as well as heal friends.</p>
<p>The chemist is compatible with either <i>Swords &amp; Wizardry</i> or <i>Labyrinth Lord</i> core rules. <span id="more-15749"></span></p>
<p><strong>Requirements:</strong> WIS 9 </p>
<p><strong>Prime Requisite:</strong> WIS </p>
<p><strong>Hit Dice:</strong> 1d6 </p>
<p><strong>Maximum Level:</strong> 10 </p>
<p><strong>Attack and Save Rolls:</strong> As cleric </p>
<p><strong>Level Progression:</strong> As cleric </p>
<p><strong>Shield and Armor Restrictions:</strong> None </p>
<p><strong>Weapon Restrictions:</strong> Any 1-handed weapon. No missile weapons other than elixirs. </p>
<p><strong>CHEMIST CLASS ABILITIES</strong> </p>
<p><strong>POTIONS</strong> A chemist can prepare a certain number of potions per day. When the chemist ingests these potions, he or she gains the power of the equivalent spell of the same name for one day. The chemist’s level acts as the equivalent caster level for the potion’s effects. If created but unused, the potion retains its effect indefinitely. The chemist cannot ingest more potions than he or she can create per day. It takes 1 hour to prepare the necessary compounds for each potion (to a maximum of 8 hours), and the chemist must be able to concentrate for this period of time with no distractions. He or she must also have access to a chemist’s kit to prepare any potions.</p>
<p>   <strong>CHEMIST POTION PROGRESSION</strong></p>
<table>
<tbody>
<tr>
<td><strong>CLASS LEVEL</strong></td>
<td colspan="6" valign="top" width="410"><strong>POTIONS PER DAY (BY POTION LEVEL)</strong></td>
</tr>
<tr>
<td></td>
<td><strong>1</strong></td>
<td><strong>2</strong></td>
<td><strong>3</strong></td>
<td><strong>4</strong></td>
<td><strong>5</strong></td>
</tr>
<tr>
<td>1</td>
<td>1</td>
<td>—</td>
<td>—</td>
<td>—</td>
<td>—</td>
</tr>
<tr>
<td>2</td>
<td>2</td>
<td>—</td>
<td>—</td>
<td>—</td>
<td>—</td>
</tr>
<tr>
<td>3</td>
<td>2</td>
<td>1</td>
<td>—</td>
<td>—</td>
<td>—</td>
</tr>
<tr>
<td>4</td>
<td>3</td>
<td>2</td>
<td>—</td>
<td>—</td>
<td>—</td>
</tr>
<tr>
<td>5</td>
<td>3</td>
<td>2</td>
<td>1</td>
<td>—</td>
<td>—</td>
</tr>
<tr>
<td>6</td>
<td>3</td>
<td>3</td>
<td>2</td>
<td>—</td>
<td>—</td>
</tr>
<tr>
<td>7</td>
<td>4</td>
<td>3</td>
<td>2</td>
<td>1</td>
<td>—</td>
</tr>
<tr>
<td>8</td>
<td>4</td>
<td>3</td>
<td>3</td>
<td>2</td>
<td>—</td>
</tr>
<tr>
<td>9</td>
<td>4</td>
<td>4</td>
<td>3</td>
<td>2</td>
<td>1</td>
</tr>
<tr>
<td>10</td>
<td>5</td>
<td>4</td>
<td>3</td>
<td>3</td>
<td>2</td>
</tr>
</tbody>
</table>
<p>The chemist is also adept at identifying potions and has a 50 percent + chemist class level chance of identifying a potion he or she did not create. </p>
<p><strong>MAGIC ITEMS</strong><br />
A chemist can use any scroll, staff, or wand available to a cleric or magic-user with a success rate of 50 percent + chemist class level. If the chemist fails this roll, the item fails to work and its use/charge is lost forever. </p>
<p><strong>ELIXIRS</strong><br />
In addition to potions, a chemist can manufacture a certain number of exploding elixirs each day. An elixir is thrown like a missile weapon with a range of 20 ft. and does 1d6 damage. At levels 1–3, the chemist can prepare 1+ his or her WIS modifier in elixirs per day. At levels 4–6, the chemist can prepare 2+ his or her WIS modifier in elixirs per day. At level 7 and above, the chemist can prepare 3+ his or her WIS modifier in elixirs per day and the elixir gains a radius of 10 ft. on impact. The chemist’s daily allotment of elixirs can be prepared in the same time that he or she prepares daily potions and under the same restrictions. </p>
<p><strong>CHEMIST’S KIT</strong><br />
A chemist’s kit is a small, hardwood box that contains 50 empty potion and elixir vials and enough medical and alchemical components to make a total of 50 potions or elixirs. If the chemist attempts to create more potions or elixirs than is in his or her daily allotment, this represents a rush job. The chemist must make a save vs. spells at a –3 penalty for each additional potion or elixir, or the entire kit will explode, causing 6d6 damage within a 20-ft. radius. A chemist’s kit costs 2,000 gp. Fifty replacement vials costs 20 gp. </p>
<p><strong>REACHING 9TH LEVEL</strong><br />
Upon reaching 9th level, a chemist can create new potions. The rules for potion creation are the same as creating magic items. </p>
<p><strong>CHEMIST POTIONS (BY LEVEL)</strong> CL = CLERIC, MU = MAGIC-USER LEVEL 1</p>
<ol>
<li>Cure Light Wounds (CL)</li>
<li>Detect Magic (CL)</li>
<li>Hold Portal (MU)</li>
<li>Light (CL)</li>
<li>Protection from Evil (CL)</li>
<li>Purify Food and Drink (CL)</li>
<li>Read Languages (MU)</li>
<li>Read Magic (MU)</li>
<li>Shield (MU)</li>
<li>Sleep (MU)</li>
</ol>
<p>LEVEL 2</p>
<ol>
<li>Detect Evil (MU)</li>
<li>Detect Invisibility (MU)</li>
<li>Hold Person (CL)</li>
<li>Invisibility (MU)</li>
<li>Knock (MU)</li>
</ol>
<p>LEVEL 3</p>
<ol>
<li>Continual Light (CL)</li>
<li>Cure Disease (CL)</li>
<li>Haste (MU)</li>
<li>Hold Person (MU)</li>
<li>Invisibility 10’ radius (MU)</li>
<li>Protection from Evil 10’ radius (MU)</li>
<li>Protection from Normal Missiles (MU)</li>
<li>Remove Curse (CL)</li>
</ol>
<p>LEVEL 4</p>
<ol>
<li>Confusion (MU)</li>
<li>Create Food and Water (CL)</li>
<li>Cure Serious Wounds (CL)</li>
<li>Dimension Door (MU)</li>
<li>Massmorph (MU)</li>
<li>Neutralize Poison (CL)</li>
<li>Polymorph Self (MU)</li>
<li>Sticks to Snakes (CL)</li>
</ol>
<p>LEVEL 5</p>
<ol>
<li>Conjure Elemental (MU)</li>
<li>Dispel Evil (CL)</li>
<li>Hold Monster (MU)</li>
<li>Passwall (MU)</li>
<li>Quest (CL)</li>
<li>Raise Dead (CL)</li>
<li>Teleport (MU)</li>
<li>Transmute Rock to Mud (MU)</li>
</ol>
]]></content:encoded>
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		<title>Expanded Battle Scion Now Available</title>
		<link>http://www.koboldpress.com/k/front-page15649.php</link>
		<comments>http://www.koboldpress.com/k/front-page15649.php#comments</comments>
		<pubDate>Wed, 24 Apr 2013 15:12:58 +0000</pubDate>
		<dc:creator>Wade Rockett</dc:creator>
				<category><![CDATA[Announcements]]></category>
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		<guid isPermaLink="false">http://www.koboldpress.com/k/?p=15649</guid>
		<description><![CDATA[For years, Pathfinder Roleplaying Game fans have lamented the absence of an &#8216;arcane paladin&#8217; type of class – one with full base attack bonus, limited spell access (to arcane spells instead of divine) and a small set of interesting, flavorful special abilities. Lament no longer! The Expanded Battle Scion is just such a class! Designer&#8230; <p><a href="http://www.koboldpress.com/k/front-page15649.php">Continue reading &#187;</a></p>]]></description>
				<content:encoded><![CDATA[<p><a href="http://rpg.drivethrustuff.com/product/113831/New-Paths-4%3A-Expanded-Battle-Scion-%28Pathfinder-RPG%29?affiliate_id=178947"><img class="alignright  wp-image-15650" style="margin: 5px;" alt="New Paths - Battle Scion" src="http://www.koboldpress.com/k/wp-content/uploads/2013/04/New-Paths-Battle-Scion.jpg" width="303" height="392" /></a>For years, Pathfinder Roleplaying Game fans have lamented the absence of an &#8216;arcane paladin&#8217; type of class – one with full base attack bonus, limited spell access (to arcane spells instead of divine) and a small set of interesting, flavorful special abilities.</p>
<p>Lament no longer! <strong>The Expanded Battle Scion</strong> is just such a class!</p>
<p>Designer Marc Radle builds on his battle scion class to create the combat caster you’ve been craving. The Expanded Battle Scion includes:</p>
<ul>
<li>Force Blaster and Bonded Scion archetypes</li>
<li>5 new feats including Awakened Arcane Bond, which imbues your arcane</li>
<li>bond object with intelligence and will</li>
<li>A Prepared Spell Tracking Sheet, usable by any prepared spell caster</li>
<li>New rules for legendary magic items, and 3 new items: the legendary shield, sword and armor of the first battle scion</li>
</ul>
<p>If you dream of scattering your enemies with a powerful force attack before finishing them off with lethal bladework, <strong>New Paths 4: The Expanded Battle Scion</strong> is for you! Get it at <a href="http://paizo.com/products/btpy8yjj?New-Paths-4-The-Expanded-Battle-Scion">Paizo</a> or <a href="http://rpg.drivethrustuff.com/product/113831/New-Paths-4%3A-Expanded-Battle-Scion-%28Pathfinder-RPG%29?affiliate_id=178947">DriveThruRPG</a> today.</p>
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		<title>The Hunter of the Cursed: Revised for Pathfinder</title>
		<link>http://www.koboldpress.com/k/front-page15225.php</link>
		<comments>http://www.koboldpress.com/k/front-page15225.php#comments</comments>
		<pubDate>Thu, 28 Feb 2013 07:01:40 +0000</pubDate>
		<dc:creator>Kobold Press</dc:creator>
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		<description><![CDATA[Earlier, the hunter of the cursed was presented on the blog here, but for those of you interested in adding this to your Pathfinder game, we have a revised presentation for you. Enjoy! Gald moved through the underbrush silently. He had tracked the beast for days, and he knew he was nearing its lair. The&#8230; <p><a href="http://www.koboldpress.com/k/front-page15225.php">Continue reading &#187;</a></p>]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.koboldpress.com/k/wp-content/uploads/2009/11/464px-Werwolf.png"><img class="alignright size-medium wp-image-2452" alt="Werewolf" src="http://www.koboldpress.com/k/wp-content/uploads/2009/11/464px-Werwolf-232x300.png" width="232" height="300" /></a></p>
<aside>Earlier, the hunter of the cursed was presented <a title="The Hunter of the Cursed" href="http://www.koboldpress.com/k/front-page2449.php">on the blog here</a>, but for those of you interested in adding this to your Pathfinder game, we have a revised presentation for you. Enjoy!</aside>
<p><em>Gald moved through the underbrush silently. He had tracked the beast for days, and he knew he was nearing its lair. The beast had proven to be quite clever, and had eluded capture for months, and that’s why he was here. People only summoned him to handle the most difficult of beasts.</em></p>
<p><em>Gald edged forward and spotted a patch of fur clinging to a bramble bush. Yep, this was definitely the right path. He paused to ensure he was still up-wind; it would do no good to sneak up on the beast if it smelled him coming.</em></p>
<p><em>Ahead, Gald spotted a clearing. Quietly, he drew his longsword and dagger—both alchemically silvered. All the better for bringing the beast down quickly. He crept up, careful not to make any noise, and peered through the underbrush.</em><span id="more-15225"></span></p>
<p><em>And there stood the beast.</em></p>
<p><em>It was in hybrid form—an amalgam of human and boar features—and it wasn’t alone. Tied to a pole in the middle of the clearing was the missing daughter of Lord Chrin.</em></p>
<p><em>“Excellent,” Gald thought. “The reward money just doubled.”</em></p>
<p><em>Gald watched carefully, waiting for the right moment when the beast was looking elsewhere.</em></p>
<p><em>Then he sprang into action. Gald charged at the beast. His sword sunk deep into the beast’s chest, eliciting a sickening howl from the creature. Gald smirked as the beast’s shape twisted and transmuted before him. In a matter of seconds, the beast was no more than a man.</em></p>
<p><em>“Your rampage has gone on long enough!” Gald declared, as he stood over the bleeding man. “I am here to end your reign of terror.”</em></p>
<p><em>The creature smirked back. “Ah, you must be the infamous Gald. Word of you travels fast among my kind. Tell me, Gald, what would you do with her after you have killed me?”</em></p>
<p><em>Gald looked at the beast with a puzzled expression. “Take her home, of course. Then collect my reward money.”</em></p>
<p><em>The creature laughed. “Think again, you foolish hunter! She’s one of us now! I may not live to see the next moon, but she is my child now, and through her, my blood shall continue!”</em></p>
<p><em>The scowl on the beast’s face quickly turned to a look of fear as Gald’s sword and dagger both came arcing down at it. And just that quickly, it was done; the beast was no more. “Hold still for a moment,” Gald said to the Lady.“I think I can cure you before you do any harm.”</em></p>
<p>***</p>
<p>Hunters of the cursed are skilled at locating and destroying lycanthropes. They utilize many varied techniques to accomplish their task: stealth, brute force, combat prowess, and more.</p>
<p>People become hunters of the cursed for varying reasons but all share a common trait—the shapeshifting monsters themselves once bit the future hunters, and the horror of that time has stayed with them. Regardless of their reasons for entering the class, all share a common goal: the eradication of lycanthropes.</p>
<p><b>Role:</b> Hunters are usually willing to work within groups, either of other hunters or less skilled warriors. In fact, a good hunter realizes that members of other classes offer abilities to aid him during his task. When not directly combating a lycanthrope, a hunter of the cursed is still a capable combatant who can work well within a group structure.</p>
<p><b>Alignment:</b> Becoming a hunter of the cursed requires a strong drive to eradicate lycanthropes, but characters of any alignment can undertake such a task.</p>
<p><b>Hit Die:</b> d10</p>
<p><b>Requirements</b></p>
<p>To qualify to become a hunter of the cursed, a character must fulfill all the following criteria.</p>
<p><b>Skills:</b> Survival 5 ranks</p>
<p><b>Feats: </b>Great Fortitude, Skill Focus (Survival)</p>
<p><b>Special:</b> Must have been bitten by a lycanthrope</p>
<p><b>Class Skills:</b></p>
<p>The Hunter of the cursed’s class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Perception (Wis), Profession (Wis), Stealth (Dex), and Survival (Wis).</p>
<p><b>Skill Ranks at Each Level:</b> 4 + Intelligence modifier</p>
<p><b>Table: The Hunter of the Cursed</b></p>
<table width="390" border="0" cellspacing="0" cellpadding="0"><!--StartFragment--><br />
<colgroup>
<col span="6" width="65" /> </colgroup>
<tbody>
<tr>
<strong>
<td width="65" height="15">Level</td>
<td width="65">Base Attack Bonus</td>
<td width="65">Fort Save</td>
<td width="65">Ref Save</td>
<td width="65">Will Save</td>
<td width="65">Special</td>
<p></strong><br />
</tr>
<tr>
<td height="15">1st</td>
<td>+1</td>
<td>+1</td>
<td>+1</td>
<td>+0</td>
<td>Master hunter +2, sense taint</td>
</tr>
<tr>
<td height="15">2nd</td>
<td>+2</td>
<td>+1</td>
<td>+1</td>
<td>+1</td>
<td>Hard hitter, precision strike +1d6</td>
</tr>
<tr>
<td height="15">3rd</td>
<td>+3</td>
<td>+2</td>
<td>+2</td>
<td>+1</td>
<td>Resist the curse +2</td>
</tr>
<tr>
<td height="15">4th</td>
<td>+4</td>
<td>+2</td>
<td>+2</td>
<td>+1</td>
<td>Smite lycanthrope 1/day</td>
</tr>
<tr>
<td height="15">5th</td>
<td>+5</td>
<td>+3</td>
<td>+3</td>
<td>+2</td>
<td>Precision strike +2d6</td>
</tr>
<tr>
<td height="15">6th</td>
<td>+6</td>
<td>+3</td>
<td>+3</td>
<td>+2</td>
<td>Master hunter +4, resist the curse +4</td>
</tr>
<tr>
<td height="15">7th</td>
<td>+7</td>
<td>+4</td>
<td>+4</td>
<td>+2</td>
<td>Cure the curse</td>
</tr>
<tr>
<td height="15">8th</td>
<td>+8</td>
<td>+4</td>
<td>+4</td>
<td>+3</td>
<td>Precision strike +3d6, smite lycanthrope 2/day</td>
</tr>
<tr>
<td height="15">9th</td>
<td>+9</td>
<td>+5</td>
<td>+5</td>
<td>+3</td>
<td>Resist the curse +6</td>
</tr>
<tr>
<td height="15">10th</td>
<td>+10</td>
<td>+5</td>
<td>+5</td>
<td>+3</td>
<td>Force form</td>
</tr>
<p><!--EndFragment--></tbody>
</table>
<p><b>Class Features</b></p>
<p>All of the following are class features of the hunter of the cursed prestige class.</p>
<p><b>Weapon and Armor Proficiency:</b> Hunters of the cursed gain no proficiency with any weapon or armor.</p>
<p><b>Master Hunter (Ex):</b> The hunter of the cursed has spent many long hours honing skills in finding and destroying lycanthropes. At first level, the hunter of the cursed gains a +2 bonus to <a href="http://www.systemreferencedocuments.org/35/theraven_stephenh/skills/BLUFF.html">Bluff</a>, Knowledge, Perception, <a href="http://www.systemreferencedocuments.org/35/theraven_stephenh/skills/SENSE_MOTIVE.html">Sense Motive</a>, and <a href="http://www.systemreferencedocuments.org/35/theraven_stephenh/skills/SURVIVAL.html">Survival</a> checks when using these skills against lycanthropes. Likewise, the hunter gets a +2 bonus to weapon attack and damage rolls against such creatures. A hunter of the cursed may make Knowledge skill checks untrained when attempting to identify a lycanthrope, including the base creature and animal.</p>
<p>At 6th level, this bonus increases to +4.</p>
<p>If the hunter of the cursed has lycanthropes as a ranger’s favored enemy (or similar ability), these bonuses stack. In addition, if the hunter of the cursed has a favored enemy (or similar ability) for the base creature, these bonuses stack. For example, if a 6th-level ranger/1st-level hunter of the cursed has humans as one of his or her favored enemies, the hunter would apply both ranger favored enemy bonuses and the hunter of the cursed bonuses against humans afflicted with lycanthropy.</p>
<p><b>Sense Taint (Sp):</b> By spending a standard action each round, a hunter of the cursed can learn if creatures within the area are afflicted with lycanthropy, or if the creature is a natural lycanthrope. The hunter of the cursed can determine this even for afflicted creatures that have not yet demonstrated any signs of the disease. The hunter can scan within a 60 ft. cone. On the first round, the hunter determines the presence or absence of lycanthropes; on the second round, the hunter learns which people in the cone are lycanthropes. On the third and final round, the hunter of the cursed learns if the lycanthropes are natural or afflicted with the disease. Each round requires a standard action that provokes attacks of opportunity.</p>
<p><b>Precision Strike (Ex):</b> Hunters of the cursed are skilled at hitting lycanthropes where it hurts the most. This ability is exactly like a rogue’s sneak attack, except it applies only to lycanthropes. If the hunter of the cursed has sneak attack damage from another source, the two abilities stack.</p>
<p><b>Hard Hitter (Ex):</b> A hunter of the cursed has had plenty of practice wielding alchemical silver weapons. Whenever the hunter strikes with an alchemically silvered weapon, the weapon’s damage is not reduced by one (as is normal for silvered weapons).</p>
<p><b>Resist the Curse (Ex):</b> Hunters of the cursed get exposed to lycanthropy more than is healthy. Beginning at 3rd level, hunters gain a natural resistance to the disease. This bonus is +2 at third level, and increases by 2 every three levels. This bonus applies only to Fortitude saves to resist contracting lycanthropy.</p>
<p><b>Smite Lycanthrope (Su):</b> Once per day, a hunter of the cursed may attempt to smite a lycanthrope with one normal melee attack. The hunter adds the <a href="http://www.systemreferencedocuments.org/35/theraven_stephenh/basics/CHARISMA.html">Charisma</a> bonus (if any) to his or her attack roll and adds class level to all damage rolls made against the target of the hunter’s smite. In addition, while smite lycanthrope is in effect, the hunter of the cursed gains a deflection bonus equal to the Charisma bonus (if any) to AC against attacks made by the target of the smite. If the hunter accidentally smites a creature that is not a lycanthrope, the smite has no effect, but the ability is still used up for that day.</p>
<p>The smite lycanthrope effect remains until the target of the smite is dead or the next time the hunter of the cursed regains his uses of this ability. At 8th level, the hunter of the cursed may smite lycanthropes one additional time per day.</p>
<p><b>Cure the Curse (Sp):</b> Once per day beginning at 7th level, the hunter of the cursed may cast <i>remove disease</i> as a spell-like ability. This ability is limited, however, to being able to remove only lycanthropy. The hunter of the cursed is considered a 12th-level cleric when using this ability; any attempt to cure an individual must occur within the first three days of infection.</p>
<p><b>Force Form (Su):</b> At 10th level, the hunter of the cursed has achieved the pinnacle of his or her career and is feared by lycanthropes for the ability to control their form. During any melee attack, the hunter can force a lycanthrope to resume the form of its base creature. The lycanthrope is entitled to a Fortitude save, with a DC equal to 10 + the hunter’s class level + the hunter’s Charisma modifier.</p>
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		<title>Calling in the Cavalry: Mounted Mayhem in Paizo&#8217;s Pathfinder</title>
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		<pubDate>Thu, 21 Feb 2013 07:01:18 +0000</pubDate>
		<dc:creator>Kobold Press</dc:creator>
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		<description><![CDATA[From the heavy horse of medieval Europe to the marauding Mongols that dominated Asia, cavalry has been one of the deadliest forces in the history of warfare. In order to bring this kind of combat to your Pathfinder Chronicles game, all it requires is building the proper mounted warrior. Benefits There are certain inherent benefits&#8230; <p><a href="http://www.koboldpress.com/k/front-page15093.php">Continue reading &#187;</a></p>]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.koboldquarterly.com/k/?attachment_id=15094" rel="attachment wp-att-15094"><img src="http://www.koboldquarterly.com/k/wp-content/uploads/2013/02/Jan_Karol_Chodkiewicz_in_Chocim_1621-300x165.jpg" alt="Battle of Chocim by Józef Brandt" width="300" height="165" class="alignright size-medium wp-image-15094" /></a><br />
From the heavy horse of medieval Europe to the marauding Mongols that dominated Asia, cavalry has been one of the deadliest forces in the history of warfare. In order to bring this kind of combat to your <i>Pathfinder Chronicles</i> game, all it requires is building the proper mounted warrior.<span id="more-15093"></span></p>
<p><b>Benefits</b></p>
<p>There are certain inherent benefits to playing a mounted character. In no particular order those are:</p>
<ul>
<li>+1 to attack against opponents of equal size for being up high.</li>
<li>Added movement. Mounts tend to have 40 ft.+ as a standard move.</li>
<li>Fight as a team. Trained war mounts can attack right alongside the rider when initiative is rolled.</li>
</ul>
<p><b>Drawbacks</b></p>
<p>For every benefit, there&#8217;s also a drawback. Before committing to playing a mounted character, players have to consider the following:</p>
<ul>
<li>The size of the mount. Horses and other mounts are Large sized, which can lead to problems.</li>
<li>Space. Mounted combat relies heavily on the charge, so narrow hallways and obstacle can render you ineffective quickly.</li>
<li>Ride checks. Ride checks are affected by your armor check penalty, and you have to make them with every ride maneuver, and especially with untrained mounts.</li>
</ul>
<p><b>Base Classes</b></p>
<p>There&#8217;s no “right” way to build a character. That said, the best options you have for starting classes for a combat-related mounted character are as follows:</p>
<p><span style="text-decoration: underline">Paladin</span></p>
<p>The paladin is the penultimate knight in shining armor. Any paladin can gain the services of an intelligent mount starting at level 5, but the shining knight variant (page 117 of the <i>Advanced Player’s Handbook</i>) allows you to negate the armor check penalty on your Ride checks beginning at 2nd level. That is perhaps the most advantageous ability of any mounted character.</p>
<p><span style="text-decoration: underline">Cavalier</span></p>
<p>The cavalier was born to be a mounted fighter. Cavaliers begin play with a mount that is intelligent, has Light Armor Proficiency and is combat trained. Cavaliers never take the armor check penalty on Ride checks.</p>
<p><span style="text-decoration: underline">Fighter</span></p>
<p>Fighters make up for the lack of special abilities with bonus feats that make them deadlier adversaries. The Roughrider variant (page 106 of the <i>Advanced Player’s Guide</i>) takes away the armor check penalty for Ride by level 3. It doesn&#8217;t give you a special mount, but it does give you bonuses to riding in armor, and it gives you bonuses to attack and damage when fighting mounted started at 5th level.</p>
<p><span style="text-decoration: underline">Barbarian</span></p>
<p>Not to be outdone, the barbarians have a mounted variant as well. The Mounted Fury (page 79 of the <i>Advanced Player’s Guide</i>) gives you the Bestial Mount feature. It can be affected and benefited by your rage and rage powers. Ferocious Mount and Ferocious Trample (<i>Advanced Player’s Guide</i>, page 75) are mounted-barbarian specific powers that make for battlefield devastation.</p>
<p><b>Feats</b></p>
<p>There are certain feats that go into any mounted character&#8217;s build, regardless of which base class you choose.</p>
<p><span style="text-decoration: underline">Mounted Melee</span></p>
<p>Melee combat on a mount is defined by the ability to charge; it&#8217;s why a lance does double damage. Many of the feats you take will reflect this, but in general you want the following feat trees, listed below with page references.</p>
<ul>
<li>Mounted Combat (<i>Pathfinder Roleplaying Game Core Rulebook</i>, page 131), Ride-By Attack (<i>Pathfinder Roleplaying Game Core Rulebook</i>, page 132) Spirited Charge (<i>Pathfinder Roleplaying Game Core Rulebook</i>, page 134), Death From Above (<i>Ultimate Combat</i>, page 94): Increases your attack and damage, as well as mobility with mounted charges.</li>
<li>Trick Riding (<i>Advanced Player’s Guide</i>, page 173), Mounted Skirmisher (<i>Advanced Player’s Guide</i>, page 155): Allows you to automatically make Ride DC 15 or less, take full attack action when mount moves its speed.</li>
<li>Shield Focus (<i>Pathfinder Roleplaying Game Core Rulebook</i>, page 133), Mounted Shield (<i>Advanced Player’s Guide</i>, page 165): Get higher AC from your shield, add shield bonus to mount&#8217;s AC respectively.</li>
<li>Power Attack (<i>Pathfinder Roleplaying Game Core Rulebook</i>, page 131), Improved Overrun (<i>Pathfinder Roleplaying Game Core Rulebook</i>, page 127), Greater Overrun (<i>Pathfinder Roleplaying Game Core Rulebook</i>, page 125), Trample (<i>Pathfinder Roleplaying Game Core Rulebook</i>, page 136): Gives you bonuses to overrun opponents and the chance for your mount to attack fallen enemies. The overrun feats can be taught to special mounts as they advance.</li>
</ul>
<p><span style="text-decoration: underline">Mounted Archery</span></p>
<p>For those who want to shoot on the run (keeping you mobile and out of reach), then, in addition to archery feats such as Point Blank Shot and Precise Shot, you should take the following:</p>
<ul>
<li>Mounted Archery (<i>Pathfinder Roleplaying Game Core Rulebook</i>, page 131): Halves the negatives to shooting while mount moves.</li>
</ul>
<p><b>Tips and Tricks</b></p>
<p>There are some other things you should keep in mind when playing a mounted character that can help make your job easier. For instance:</p>
<ul>
<li>Invest in a military saddle. It has a 75% chance of keeping you in the saddle if you&#8217;re knocked out.</li>
<li>Remember that you can do a quick dismount with a Ride check of 20. That free action can make a lot of difference.</li>
<li>Don&#8217;t be afraid to use Small-sized characters. Their mounts can go anywhere, and the added mobility for ranged shooters, or the extra damage from charging, can be just the thing to put the punch in a small package. They won&#8217;t be able to Overrun as much, but take that into account when building.</li>
<li>Teach your mount tricks. Tricks are listed under Handle Animal, and the more tricks your mount has, the better a combatant it will be. Choose its feats carefully as it advances as well.</li>
<li>If you fight with a lance, either keep another melee weapon ready to draw, or take Improved Shield Bash. Charging is a ranged game, and sometimes enemies get close.</li>
</ul>
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		<title>Transmutation: New Spells and More (Part 4)</title>
		<link>http://www.koboldpress.com/k/front-page15013.php</link>
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		<pubDate>Fri, 08 Feb 2013 18:16:20 +0000</pubDate>
		<dc:creator>Kobold Press</dc:creator>
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		<description><![CDATA[The design of many D&#38;D Essentials classes attempts to capture some of the rich history of past editions. With its emphasis on schools of magic, the mage makes a great chasis upon which to add transmutation effects. All the spells presented as part of this series are available as options for the mage. You can&#8230; <p><a href="http://www.koboldpress.com/k/front-page15013.php">Continue reading &#187;</a></p>]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.koboldquarterly.com/k/wp-content/uploads/2012/10/circe-invidiosa-1892-oil-on-canvas.jpg"><img src="http://www.koboldquarterly.com/k/wp-content/uploads/2012/10/circe-invidiosa-1892-oil-on-canvas-139x300.jpg" alt="Circe Invidiosa by John William Waterhouse" title="Circe Invidiosa by John William Waterhouse" width="139" height="300" class="alignright size-medium wp-image-14013" /></a><br />
The design of many D&amp;D Essentials classes attempts to capture some of the rich history of past editions. With its emphasis on schools of magic, the mage makes a great chasis upon which to add transmutation effects. All the spells presented as part of this series are available as options for the mage. You can use the following new spells and abilities to add a transmutation specialization to the D&amp;D Essentials mage class.<span id="more-15013"></span></p>
<p><b><i>Wizard Cantrip</i></b></p>
<p><b>Mending     Wizard Utility</b><br />
<i>You fuse the broken pieces of an item back together.</i><br />
<b>At-Will * Arcane, Transmutation</b><br />
<b>Standard Action     Melee </b>1<br />
<b>Target:</b> One nonmagical unattended item or object of Medium size or smaller that is broken<br />
<b>Effect:</b> You repair the target.</p>
<p><b>Level 1: Transmutation Apprentice</b></p>
<p><i>Apprentice Mage Feature</i><br />
<b>Benefit:</b> When you use a wizard transmutation power with the polymorph keyword on yourself, you gain temporary hit points equal to your Constitution modifier.</p>
<p><b>Level 5: Transmutation Expert</b><br />
<i>Expert Mage Feature</i><br />
<b>Benefit:</b> You gain a +2 bonus to Athletics and Perception checks.</p>
<p><b>Level 10: Transmutation Master</b></p>
<p><i>Master Mage Feature</i><br />
<b>Benefit:</b> When you use a wizard transmutation power with the polymorph keyword on yourself, you gain damage reduction equal to your Constitution modifier until the start of your next turn.</p>
<p><b>Level 11: Transmutation Action</b></p>
<p><i>Enigmatic Mage Paragon Path Feature</i><br />
<b>Benefit:</b> When you spend an action point to take an extra action, enemies take a –2 penalty to saving throws made against the next wizard transmutation power you use this turn.</p>
<p><b><i>Enigmatic Mage Paragon Path Powers</i></b></p>
<p><b>Corrosive Touch     Enigmatic Mage Attack 11</b><br />
<i>Your caustic touch burns through your foe’s defenses.</i><br />
<b>Encounter * Acid, Arcane, Implement, Polymorph, Transmutation</b><br />
<b>Standard Action     Melee 1</b><br />
<b>Target:</b> One creature<br />
<b>Attack:</b> Intelligence vs. Fortitude<br />
<b>Hit:</b> 3d6 + Intelligence modifier acid damage, and the target takes a –2 penalty to all defenses until the start of your next turn.<br />
<b>Effect:</b> Until the start of your next turn, any enemy that hits you takes acid damage equal to your Intelligence modifier.</p>
<p><b>Beneficent Transformation     Enigmatic Mage Utility 12</b><br />
<i>While your body is transformed by magic, you can bolster yourself with this spell.</i><br />
<b>Encounter * Arcane, Implement, Transmutation</b><br />
<b>Minor Action     Personal</b><br />
<b>Requirement: </b>You must currently be affected by a power with the polymorph keyword.<br />
<b>Effect:</b> You gain 10 temporary hit points. While you have these temporary hit points, you gain a +2 bonus to damage rolls.</p>
<p><b>Agonizing Modification     Enigmatic Mage Attack 20</b></p>
<p><i>You transform your enemy’s body in a way that is painfully debilitating.</i><br />
<b>Daily * Arcane, Implement, Polymorph, Transmutation</b><br />
<b>Standard Action     Ranged 10</b><br />
<b>Target:</b> One creature<br />
<b>Attack:</b> Intelligence vs. Fortitude<br />
<b>Hit:</b> 3d8 + Intelligence modifier damage, and the target is slowed, weakened, and takes ongoing 5 damage (save ends all).<br />
<b>Miss:</b> Ongoing 5 damage and the target is slowed (save ends both).</p>
<p><b><span style="text-decoration: underline;">New Transmutation Spells</span></b></p>
<p>The following spells are further options for any transmuter.</p>
<p><b>Boiling Blood     Wizard Attack 23</b><br />
<i>The very blood within your enemies begins to boil as you incant this spell.</i><br />
<b>Encounter * Arcane, Fire, Implement, Transmutation</b><br />
<b>Standard Action     Area </b>burst 2 in 20<br />
<b>Target:</b> Each enemy in the burst<br />
<b>Attack:</b> Intelligence vs. Fortitude<br />
<b>Hit:</b> 3d6 + Intelligence modifier fire damage, and the target is dazed until the start of your next turn.<br />
<b>Miss:</b> Intelligence modifier fire damage, and the target is dazed until the start of your next turn.</p>
<p><b>Extract Water Elemental     Wizard Attack 25</b><br />
<i>The water inside an enemy is drawn out by this spell, potentially creating an elemental servant.</i><br />
<b>Daily * Arcane, Implement, Summoning, Transmutation</b><br />
<b>Standard Action     Ranged </b>10<br />
<b>Target:</b> One creature<br />
<b>Attack:</b> Intelligence vs. Fortitude<br />
<b>Hit:</b> 3d12 + Intelligence modifier damage.<br />
<b>Miss:</b> Half damage.<br />
<b>Special:</b> If this attack kills the target, you summon the following water elemental in a space adjacent to 1 square the target occupied. The creature is an ally to you and your allies.<br />
The elemental lacks actions of its own. Instead, you spend actions to command it mentally. You don’t need line of effect to the elemental to command it. When you command the elemental, the two of you share knowledge but not senses. When the elemental makes a check, you make the roll using your game statistics, not including temporary bonuses or penalties.<br />
The elemental lasts until it drops to 0 hit points, at which point you lose a healing surge (or hit points equal to your healing surge value if you have no surges left). Otherwise, it lasts until you dismiss it as a minor action or until the end of the encounter. You can command the elemental to make the following actions.</p>
<p><b>Standard Action * At- Will</b><br />
<i>Attack:</i> Melee 1 (one creature); Intelligence vs. Reflex<br />
<i>Hit:</i> 2d6 + Intelligence modifier damage, and you push the target 2 squares.</p>
<p><b>Minor Action * At-Will</b> (1/round)<br />
<i>Effect:</i> The elemental crawls, runs, stands up, shifts, squeezes, or walks.</p>
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		<title>Transmutation: New Spells (Part 3)</title>
		<link>http://www.koboldpress.com/k/front-page14959.php</link>
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		<pubDate>Fri, 01 Feb 2013 07:01:06 +0000</pubDate>
		<dc:creator>Kobold Press</dc:creator>
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		<description><![CDATA[With so many transmutation powers focusing on using a wizard’s transformed anatomy to make melee attacks, defense is a key concern for transmuters. The Staff of Defense class feature is the best place to start and armor proficiency feats help as well. The melee focus of these spells also makes them great options for those&#8230; <p><a href="http://www.koboldpress.com/k/front-page14959.php">Continue reading &#187;</a></p>]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.koboldquarterly.com/k/wp-content/uploads/2012/10/circe-invidiosa-1892-oil-on-canvas.jpg"><img src="http://www.koboldquarterly.com/k/wp-content/uploads/2012/10/circe-invidiosa-1892-oil-on-canvas-139x300.jpg" alt="Circe Invidiosa by John William Waterhouse" title="Circe Invidiosa by John William Waterhouse" width="139" height="300" class="alignright size-medium wp-image-14013" /></a><br />
With so many transmutation powers focusing on using a wizard’s transformed anatomy to make melee attacks, defense is a key concern for transmuters. The Staff of Defense class feature is the best place to start and armor proficiency feats help as well. The melee focus of these spells also makes them great options for those interested in picking up multiclass wizard feats.<span id="more-14959"></span></p>
<p>Below are more new spells to fill out the transmuter’s repertoire.</p>
<p><b>Improved Polymorph Self     Wizard Attack 15</b><br />
<i>You body twists and bloats as you take on whatever monstrous form you desire.</i><br />
<b>Daily * Arcane, Implement, Polymorph, Transmutation</b><br />
<b>Minor Action     Personal</b><br />
<b>Effect:</b> At the time you use this power, you can choose to increase your size to Large. Until the end of the encounter, you gain a +3 bonus to all defenses and resist 5 to your choice of one damage type. Additionally, you gain the following abilities:</p>
<ul>
<li>Your choice of one of the following enhancements to your senses: blindsight 2, darkvision, or tTremorsense 5.</li>
<li>Your choice of one of the following special movement modes: climb speed 8, fly 4 (clumsy), or your choice of any one terrain walk.</li>
<li>You can also choose to gain one of the following special attacks, but you lose access to your ability to cast spells until the end of the encounter.</li>
</ul>
<p><b>Brutal Gore      At-Will</b><br />
<b>Standard Action      Melee </b>1<br />
<b>Target:</b> One creature<br />
<b>Attack:</b> Intelligence +4 vs. AC<br />
<b>Hit:</b> 1d12 + Intelligence modifier damage.<br />
<b>Special:</b> When charging, you can use this power in place of a melee basic attack.</p>
<p><b>Swift Claw     At-Will</b><br />
<b>Minor Action     Melee </b>1<br />
<b>Target:</b> One creature<br />
<b>Attack:</b> Intelligence +4 vs. AC<br />
<b>Hit:</b> 1d6 + Intelligence modifier damage, and the target grants combat advantage until the start of your next turn.<br />
<b>Special:</b> You cannot use this power more than twice during your turn.</p>
<p><b>Forceful Slam     At-Will</b><br />
<b>Standard Action     Melee </b>1<br />
<b>Target:</b> One creature<br />
<b>Attack:</b> Intelligence +4 vs. AC<br />
<b>Hit:</b> 1d10 + Intelligence modifier damage, and you push the target 2 squares and knock it prone.<br />
<b>Special:</b> You can use this power as a melee basic attack.</p>
<p><b>Nasty Bite     At-Will</b><br />
<b>Standard Action     Melee </b>1<br />
<b>Target:</b> One creature<br />
<b>Attack:</b> Intelligence +4 vs. Reflex<br />
<b>Hit:</b> 1d12 + Intelligence modifier damage, and the target takes a –2 penalty to defenses until the start of your next turn.</p>
<p><b>Wicked Tentacle     At-Will</b><br />
<b>Standard Action     Melee </b>1<br />
<b>Target:</b> Two creatures<br />
<b>Attack:</b> Intelligence +4 vs. Reflex<br />
<b>Hit:</b> 1d6 + Intelligence modifier damage, and you can choose to grab the target or slide it 2 squares to any square within 2 squares of you.</p>
<p><b>Troll’s Blood     Wizard Utility 16</b><br />
<i>You transmute your blood so that it gains the healing properties of a troll.</i><br />
<b>Daily * Arcane, Healing, Polymorph, Transmutation</b><br />
<b>Minor Action     Close </b>burst 5<br />
<b>Target:</b> You or one ally within the burst<br />
<b>Effect: </b>The target gains regeneration 5 until the end of the encounter.</p>
<p><b>Fuse Forms    Wizard Attack 17</b><br />
<i>You warp the bodies of two of your enemies, leaving them painfully entwined.</i><br />
<b>Encounter * Arcane, Implement, Polymorph, Transmutation</b><br />
<b>Standard Action     Ranged 10</b><br />
<b>Primary Target:</b> One creature in range with at least one other creature adjacent to it<br />
<b>Primary Attack:</b> Intelligence vs. Fortitude<br />
<b>Hit:</b> The target is removed from play until the end of its next turn, reappearing in a space adjacent to the secondary target. You make the following secondary attack.<br />
<b>Secondary Target:</b> One creature adjacent to the primary target.<br />
<b>Secondary Attack:</b> Intelligence vs. Fortitude<br />
<b>Hit:</b> 2d8 + Intelligence modifier damage, and the secondary target is slowed while the primary target is removed from play.</p>
<p><b>Transmogrify     Wizard Attack 19</b><br />
<i>Your enemy becomes a tiny rodent, harmless toad, or some other insignificant creature of your choosing.</i><br />
<b>Daily * Arcane, Implement, Polymorph, Transmutation</b><br />
<b>Standard Action     Ranged 10</b><br />
<b>Target:</b> One creature<br />
<b>Attack:</b> Intelligence vs. Fortitude<br />
<b>Hit:</b> The target is transmogrified into the form of a tiny harmless creature (save ends). While under this effect, the target cannot make any attacks or use any of its powers. This effect ends if the target is targeted with any attack.<br />
<b>Aftereffect:</b> 2d6 + Intelligence modifier damage, and the target is dazed until the start of your next turn.<br />
<b>Miss:</b> 2d6 + Intelligence modifier damage.</p>
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		<title>The Faces of Rage: Adding Character to Barbarians</title>
		<link>http://www.koboldpress.com/k/front-page14896.php</link>
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		<pubDate>Fri, 25 Jan 2013 07:01:03 +0000</pubDate>
		<dc:creator>Kobold Press</dc:creator>
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		<description><![CDATA[I don&#8217;t always play barbarians, but when I do, I prefer huge, hulking characters with terrifying battle cries and a frenzied look in their eyes. Anyone who has ever sat at a table with a barbarian has likely noticed, though, that they&#8217;re sort of a one-trick pony: it&#8217;s all about the Rage, capital “R.” And&#8230; <p><a href="http://www.koboldpress.com/k/front-page14896.php">Continue reading &#187;</a></p>]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.koboldquarterly.com/k/?attachment_id=14900" rel="attachment wp-att-14900"><img src="http://www.koboldquarterly.com/k/wp-content/uploads/2013/01/attila-the-hun-4-244x300.jpg" alt="Attila the Hun by Eugene Ferdinand Victor Delacroix" width="244" height="300" class="alignright size-medium wp-image-14900" /></a><br />
I don&#8217;t always play barbarians, but when I do, I prefer huge, hulking characters with terrifying battle cries and a frenzied look in their eyes. Anyone who has ever sat at a table with a barbarian has likely noticed, though, that they&#8217;re sort of a one-trick pony: it&#8217;s all about the Rage, capital “R.” And why not? It boosts your Strength and Constitution scores, gives you bonus hit points and increases your resistance to mental control, all for a paltry Armor Class penalty. That&#8217;s not the problem . . . the problem is that just by calling the ability Rage, it gives players a prejudiced view of what happens when the ability is activated, and that can lead to stagnant character concepts. But if you change up the flavor, then your barbarians can each become unique.<span id="more-14896"></span></p>
<p>What am I talking about? Isn&#8217;t Rage just a mechanical representation of the killing frenzy that only the less civilized can truly harness? Sure, if that&#8217;s how you want to play it out, but that doesn&#8217;t have to be the only explanation for it.</p>
<p>As a “for instance,” you could play a young barbarian who comes from a tribe that worships and feels a connection to his or her ancestors. Perhaps Rage represents a connection to your barbarian’s parents, grandparents, and the warriors that came before. You could show this by changing the weapon your barbarian fights with when raging, changing the way the barbarian fights, or even altering the tone of voice and manner of speech to sound more archaic. Alternatively, you might be playing a barbarian that treats combat like a sport. Rage could represent when your barbarian stops laughing and decides that it&#8217;s time to go to sudden death, making it a representation of the character&#8217;s true ferocity when your barbarian decides to give his or her all to a fight.</p>
<p>There&#8217;s an endless variety of ways that you can spin Rage to make your barbarian more memorable. Maybe, rather than shouting a battle cry, your barbarian fights in complete silence and with no emotion at all. By combining that with feats such as Die Hard or Orc Ferocity (found in the <i>Pathfinder</i> game), you&#8217;ve created a mystique for a barbarian that will make other players wonder why he or she fights that way, along with giving them a signal that your barbarian’s rage has begun. Maybe you have a barbarian who is an alcoholic or who&#8217;s addicted to alchemical performance enhancers, and he or she can&#8217;t use Rage without that stimulation. Perhaps the potion itself is the trigger, like the sacred herbs that some legends state that the Viking berserker was supposed to eat.</p>
<p>It&#8217;s sort of like the personas that professional wrestlers come up with; sure they&#8217;re all huge, strong, and tough, but it&#8217;s their flavor and their signature styles that make them good or bad, and that can make them memorable or forgettable. Once you know what Rage is to your character, you can then choose appropriate weapons, triggers, skills, and feats to best build off the story that you&#8217;re creating. If you do that, there&#8217;s a chance that your barbarian might just become one of the most memorable characters in the party.</p>
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		<title>Aim for the Heart: Expanded Elven Archer Now Available</title>
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		<pubDate>Mon, 21 Jan 2013 16:07:09 +0000</pubDate>
		<dc:creator>Wolfgang</dc:creator>
				<category><![CDATA[Announcements]]></category>
		<category><![CDATA[Front Page]]></category>
		<category><![CDATA[class]]></category>
		<category><![CDATA[new paths]]></category>
		<category><![CDATA[pathfinder]]></category>

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		<description><![CDATA[Combine brutal archery skills with a classic elven heritage using the expanded elven archer class! This in-depth book provides all the class skills, archetypes, spells, and equipment necessary to turn your elven archer into an enemy-hunting, bull&#8217;s eye-striking legend. Want a twist on the concept? Roll up a halfling slingmaster, a dwarven crossbowyer, or a&#8230; <p><a href="http://www.koboldpress.com/k/front-page14789.php">Continue reading &#187;</a></p>]]></description>
				<content:encoded><![CDATA[<p><a href="http://paizo.com/products/btpy8wfj?New-Paths-3-The-Expanded-Elven-Archer"><img src="http://www.koboldquarterly.com/k/wp-content/uploads/2013/01/Elven-Archer-232x300.jpg" alt="Elven Archer" width="232" height="300" class="alignright size-medium wp-image-14790" /></a></p>
<p>Combine brutal archery skills with a classic elven heritage using the expanded elven archer class! This in-depth book provides all the class skills, archetypes, spells, and equipment necessary to turn your elven archer into an enemy-hunting, bull&rsquo;s eye-striking legend. Want a twist on the concept? Roll up a halfling slingmaster, a dwarven crossbowyer, or a mystic archer. Details for each are found within these pages, as well as:&nbsp;</p>
<ul>
<li><strong>Six new feats</strong>&mdash;use them to drain enemies&rsquo; lifeblood, hamstring a target, or even shoot a foe&rsquo;s weapon right from its hand.</li>
<li>A <strong>convenient tracking sheet</strong> to record all your special arrows and bolts.</li>
<li><strong>New wondrous items</strong>, including a quiver that provides an endless supply of ammunition.</li>
<li><strong>20 new spells</strong> that can create energy arrows, imbue ammunition with animal spirits, slay a foe with one shot, and much more!</li>
<li><strong>New options for rangers and druids</strong>, including many new spells!</li>
</ul>
<p><b>Your aim is true! Get the <i>Expanded Archer</i>&nbsp;today at the <a href="http://paizo.com/products/btpy8wfj?New-Paths-3-The-Expanded-Elven-Archer">Paizo Store</a>!</b></p>
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