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		<title>Old Hat Monsters: Tribal Hero Template</title>
		<link>http://www.koboldpress.com/k/front-page15832.php</link>
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		<pubDate>Wed, 15 May 2013 07:01:36 +0000</pubDate>
		<dc:creator>Kobold Press</dc:creator>
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		<description><![CDATA[“My lands are where my dead lie buried.”—Crazy Horse Tribal cultures sometimes have a different leader in war then when in peace. The tribal chieftain template I discussed last week was for a chieftain who mostly leads primarily by speaking. The tribal hero, or war chief if you prefer, leads by action. You can represent&#8230; <p><a href="http://www.koboldpress.com/k/front-page15832.php">Continue reading &#187;</a></p>]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.koboldpress.com/k/wp-content/uploads/2013/05/Harold_S_Delay_-_Red_Nails_I.png"><img src="http://www.koboldpress.com/k/wp-content/uploads/2013/05/Harold_S_Delay_-_Red_Nails_I-300x294.png" alt="Illustration of a scene in Robert E. Howard&#039;s &quot;Red Nails&quot;: this picture was first published in Weird Tales (July 1936, vol. 28, no. 1)." width="300" height="294" class="alignright size-medium wp-image-15761" /></a>“My lands are where my dead lie buried.”—Crazy Horse</p>
<p>Tribal cultures sometimes have a different leader in war then when in peace. The <a href="http://www.koboldpress.com/k/front-page15760.php" title="Old Hat Monsters: Tribal Chieftain Template">tribal chieftain</a> template I discussed last week was for a chieftain who mostly leads primarily by speaking. The tribal hero, or war chief if you prefer, leads by action.</p>
<p>You can represent this by simply applying the advanced template if you want fast, easy, and boring. If, instead, you’d like to challenge your players with a template designed for guerilla warfare tactics, join me after the jump for the <b>tribal hero (CR +2)</b>.<span id="more-15832"></span></p>
<p>We’ll start with statistics. A tribal hero needs to react quickly to danger, stealthily lead an ambush or night raid, and gracefully avoid damage, so let’s go with <b>Dexterity +4.</b> Planning is crucial—often tribal cultures are invaded by people with better technology, magic, or both, thus the hero needs to understand these advantages and counter with the strengths of the tribe. So, <b>Intelligence +4</b>. That said, sometimes being a hero is simply about being more powerful then your peers: <b>+2 Hit Dice </b>and<b> +1 BAB</b>.</p>
<p>The tribal hero is a feared figure and capable of great stealth and feats of athletic prowess. Add <b>+6 to Intimidation, Stealth, </b>and<b> Acrobatics</b>. Catching enemies or challengers is nearly as important as striking when an enemy is disadvantaged, so add <b>+4 to Perception </b>and<b> Sense Motive</b>.</p>
<p>Tribal heroes gain the following feats: <b>Precise Strike</b>,<b> Improved Initiative</b>,<b> Combat Reflexes</b>,<b> Poison Use</b>,<b> </b>and<b> Outflank</b>.*<b> </b>Tribal heroes thrive on their home turf, so they <b>gain 1 favored terrain </b>and<b> 2 favored enemies </b>against traditional tribal enemies.**</p>
<p>Tribal heroes gain the following special attacks.</p>
<p><b>Count Coup: </b>When a tribal hero hits a target in his or her favored terrain or hits a favored enemy, he or she can elect to deal no damage and daze the target for 1 round (no save.)</p>
<p><b>Sacrificial Charge: </b>For an additional –2 to AC, a charging tribal hero can deal double damage on a charge.</p>
<p><b>Equipment:</b> Treat the tribal hero as a player character of the same level as his or her Hit Dice. If you want to limit the reward the PCs gain, make the majority of the treasures consumable (and consume them).</p>
<p>*Even if the tribal hero would not normally qualify.</p>
<p>**You can stack the bonuses on the same favored enemy if the tribe has only one traditional enemy.</p>
<aside>As is my tradition, I’m taking orders for the crunch in the comment section. What monster would you like to see with the tribal hero template? Do you want to see it mixed with other templates such as the mutated, tribal chieftain, or advanced template? If I miss you before the comments get cut off, feel free to PM me on Paizo’s forums. My handle there is GM_Solspiral, and I’ll fulfill anything respectfully requested within a week of the article posting, with comments on the Kobold Press site receiving priority attention. I’m also taking nominations for a tribal encounter complete with all tribal templates at the end, so nominate your favorite monster races and what CR you’re interested in seeing. There will be a survey at the end of next week’s article.</aside>
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		<title>Midgard Bestiary Now Available for Hero Lab</title>
		<link>http://www.koboldpress.com/k/front-page15768.php</link>
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		<pubDate>Thu, 09 May 2013 01:49:50 +0000</pubDate>
		<dc:creator>Kobold Press</dc:creator>
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		<description><![CDATA[After several months of coding, testing, and review, it is here! Rejoice, Hero Lab users, for all the monsters and templates of the Midgard Bestiary for Pathfinder RPG are fully available as an add-on pack for Pathfinder in Hero Lab. If you are an existing Hero Lab user, you can pick up this package of&#8230; <p><a href="http://www.koboldpress.com/k/front-page15768.php">Continue reading &#187;</a></p>]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.koboldpress.com/k/wp-content/uploads/2010/09/hl_logo.png"><img class="alignright size-medium wp-image-6752" alt="Hero Lab" src="http://www.koboldpress.com/k/wp-content/uploads/2010/09/hl_logo-300x84.png" width="300" height="84" /></a>After several months of coding, testing, and review, it is here! Rejoice, Hero Lab users, for all the monsters and templates of the <em>Midgard Bestiary for Pathfinder RPG</em> are fully available as an add-on pack for Pathfinder in Hero Lab.</p>
<p>If you are an existing Hero Lab user, you can <a title="Hero Lab" href="https://www.lonewolfdevel.com/user/login.asp?source=addons.asp&amp;license=">pick up this package</a> of more than 100 monsters for just $6.99.</p>
<p>If you want to get started with Hero Lab, you can buy a license for that software right away by visiting the <a title="Hero Lab" href="http://www.wolflair.com/index.php?context=hero_lab&amp;page=buy_hero_lab" target="_blank">Hero Lab site</a>.</p>
<p>We hope you enjoy this latest venture, and we look forward to your comments!</p>
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		<title>Old Hat Monsters: Tribal Chieftain Template</title>
		<link>http://www.koboldpress.com/k/front-page15760.php</link>
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		<pubDate>Wed, 08 May 2013 07:01:58 +0000</pubDate>
		<dc:creator>Kobold Press</dc:creator>
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		<description><![CDATA[“The sight of it made the earth seem unearthly. They were accustomed to look upon the shackled form of a conquered monster, but there—there you could look at a thing monstrous, beautiful, and free.” —Joseph Conrad, Heart of Darkness. My first Old Hat Monster article was about breathing new life into the classic monster races&#8230; <p><a href="http://www.koboldpress.com/k/front-page15760.php">Continue reading &#187;</a></p>]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.koboldpress.com/k/wp-content/uploads/2013/05/Harold_S_Delay_-_Red_Nails_I.png"><img src="http://www.koboldpress.com/k/wp-content/uploads/2013/05/Harold_S_Delay_-_Red_Nails_I-300x294.png" alt="Illustration of a scene in Robert E. Howard&#039;s &quot;Red Nails&quot;: this picture was first published in Weird Tales (July 1936, vol. 28, no. 1)." width="300" height="294" class="alignright size-medium wp-image-15761" /></a>“The sight of it made the earth seem unearthly. They were accustomed to look upon the shackled form of a conquered monster, but there—there you could look at a thing monstrous, beautiful, and free.” —Joseph Conrad, <i>Heart of Darkness.</i></p>
<p>My <a href="http://www.koboldpress.com/k/front-page15529.php" title="Old Hat Monsters: Reborn">first Old Hat Monster article</a> was about breathing new life into the classic monster races with my civilized template. The idea plays off a common assumption that the monstrous humanoids are generally going to be unintelligent savages. This assumption is often reinforced by game mechanics and fantasy tradition. Breaking that mold always seems to work—the players always take the “civilized” monster a little more seriously.</p>
<p>The quandary, of course, is that this should be the very opposite. As the player characters explore uncharted territory, there should be a sense of unease . . . a fear of the unknown. Taming the wilds should be a frightening concept. The civilized urbane citizens of your favorite <i>Pathfinder</i> setting should be a little softer than those who still live off hunting and gathering.</p>
<p>Once again, game mechanics are to blame. Proceed cautiously after the jump as I present the first in a small series of tribal templates, starting with the tribal chieftain template (<b>CR +1)</b>.<span id="more-15760"></span></p>
<p>The easiest way to make a tribal chieftain is to use the advanced template and call it a day. That will earn you a monster that hits harder and likely rules the tribe by fear, but unless you want only a speed bump, you’ve hardly considered the full potential of this sort of encounter. As I mentioned in previous articles, the “tribal” monsters aren’t given the same respect afforded to barbarians. Instead, many might see them as being simply stupid. Stupid isn’t intimidating if your players have any sense of tactics, otherwise every villain would look like the Hulk: strong and hard-hitting but easily deceived or avoided. And with this tribal chieftain template, you have more to work with in terms of roleplaying, which can also engage your players in ways other than combat, potentially.</p>
<p>Considering that the tribal chieftain should be a decent leader to maintain his or her position (a feared leader eventually gets the Julius Caesar treatment), this means the creature should gain a boost to both Charisma and Wisdom. For our purposes, the tribal chieftain template adds <b>+4 Wis </b>and<b> +4 Cha</b>.</p>
<p>The chieftain often resolves internal conflicts and sets tribal policy toward matters of territory and the treatment of outsiders, thus he or she gains <b>+5 to Bluff, Diplomacy, Intimidation, Perception, and Sense Motive, </b>plus gains an<b> additional +3 to Bluff, Diplomacy, or Intimidation</b>. More so, the chieftain understands the importance of being knowledgeable about nature and the land the tribe inhabits, so add <b>+8 to Knowledge (nature), Knowledge (local), and Survival</b>. To understand how to proceed in tribal matters, one must remember where one has been, so add <b>+8 to Knowledge (history) and Perform (oratory), with an additional +4 modifier for recalling and telling tribal stories.</b></p>
<p>The tribal chieftain’s rise to power is rarely unopposed and more often fraught with peril, so the following feats helped the chieftain gain power: <b>Weapon Focus (tribal weapon), Weapon Specialization (tribal weapon), Toughness, Improved Initiative, and Dodge.</b> If the chieftain has 7 or more Hit Dice, you can add Leadership to that list, even if the character would not ordinarily qualify. In addition, if the tribal chieftain has at least a Charisma score of 13, he or she may use <i>comprehend languages</i> and <i>suggestion</i> once per day as though the chieftain had cast the spell as a sorcerer equal to his or her Hit Dice.</p>
<p>In battle, the tribal chieftain that stands with members of his or her tribe <b>grants a +2 morale bonus to attack rolls and against fear effects</b>. If the chieftain falls, there’s a 25 percent chance the rest of the tribe will surrender, a 25 percent chance they will flee, and a 50 percent chance they will all become enraged as per the <i>rage</i> spell (CL = the chieftain’s Hit Dice.) If a shaman or hero is present, the tribe may defer to either of those templated characters.</p>
<aside>As is my tradition, I’m taking orders for the crunch in the comment section. What monster would you like to see with the tribal chieftain template? Do you want to see it mixed with the primitive, advanced, or mutated template? If I miss you before the comments get cut off, feel free to PM me on Paizo’s forums. My handle there is GM_Solspiral, and I’ll fulfill anything respectfully requested within a week of the article posting, with comments on the Kobold Press site receiving priority attention.</aside>
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		<title>Announcing the Kobold Press Community Use Policy</title>
		<link>http://www.koboldpress.com/k/front-page15673.php</link>
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		<pubDate>Mon, 06 May 2013 10:00:15 +0000</pubDate>
		<dc:creator>Wade Rockett</dc:creator>
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		<description><![CDATA[The Midgard Campaign Setting fan community is growing faster than an ill-advised alchemy experiment in Maillon! It&#8217;s an active, vibrant community, full of people who want to take what we&#8217;ve created and run with it in exciting and fun directions. So we thought, why not make it easier for them? To encourage fan sites and free&#8230; <p><a href="http://www.koboldpress.com/k/front-page15673.php">Continue reading &#187;</a></p>]]></description>
				<content:encoded><![CDATA[<p style="text-align: center;"><img class="wp-image-13202 aligncenter" alt="Midgard Logo" src="http://www.koboldpress.com/k/wp-content/uploads/2011/01/7InchFire-1024x227.png" width="300" /></p>
<p>The <a href="http://www.koboldpress.com/k/midgard"><strong>Midgard Campaign Setting</strong></a> fan community is growing faster than an ill-advised alchemy experiment in Maillon! It&#8217;s an active, vibrant community, full of people who want to take what we&#8217;ve created and run with it in exciting and fun directions. So we thought, why not make it easier for them?</p>
<p>To encourage fan sites and free fan-created projects using Midgard and other Kobold Press IP, we&#8217;ve just launched the <strong><a href="http://www.koboldpress.com/k/kobold-press-community-use-policy">Kobold Press Community Use Policy</a></strong>. This policy covers free, fan-created material only; if you want to do a commercial project, check out our <a href="http://www.koboldpress.com/k/submit">Freelancer Guidelines</a>.</p>
<p>Along with guidelines on what fans can use and how, we&#8217;re also offering the first Kobold Press <strong><a href="http://www.koboldquarterly.com/kqstore/index.php?main_page=product_info&amp;cPath=8&amp;products_id=205">Community Use Package</a></strong> of resources. This first package contains 10 of the Midgard setting&#8217;s most iconic characters &#8212; and we&#8217;ll be adding new packages over time.</p>
<p>Tell us what you think in the comments! And if you have a Midgard fan project underway, or if this inspires you to start one, please let us know. We&#8217;d love to see it.</p>
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		<title>Shadow Knight (Shadowdancer Archetype, Part 2)</title>
		<link>http://www.koboldpress.com/k/front-page15666.php</link>
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		<pubDate>Fri, 26 Apr 2013 07:01:14 +0000</pubDate>
		<dc:creator>Kobold Press</dc:creator>
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		<description><![CDATA[In part 1 of the Shadow Knight, you gained information on adjusting the shadowdancer archetype in interesting ways. This time, K.C. provides you with spells and a feat. Umbral Weapon Imbuement School illusion (shadow); Level magus 2, sorcerer/wizard 3 Casting Time 1 standard action Components V Range personal Target you Duration 1 round/level (D) Saving&#8230; <p><a href="http://www.koboldpress.com/k/front-page15666.php">Continue reading &#187;</a></p>]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.koboldpress.com/k/wp-content/uploads/2011/07/Gerson-Krzyzacy-The-Teutonic-Knights-in-Poland-Captive.jpg"><img src="http://www.koboldpress.com/k/wp-content/uploads/2011/07/Gerson-Krzyzacy-The-Teutonic-Knights-in-Poland-Captive-225x300.jpg" alt="Gerson Krzyzacy, The Teutonic Knights in Poland (Captive)" width="225" height="300" class="alignright size-medium wp-image-10238" /></a><br />
<aside>In part 1 of the Shadow Knight, you gained information on adjusting the shadowdancer archetype in interesting ways. This time, K.C. provides you with spells and a feat.</aside>
<h2>Umbral Weapon Imbuement</h2>
<p><b>School </b>illusion (shadow); <b>Level</b> magus 2, sorcerer/wizard 3<br />
<b>Casting Time </b>1 standard action<br />
<b>Components </b>V<br />
<b>Range</b> personal<br />
<b>Target</b> you<br />
<b>Duration</b> 1 round/level (D)<br />
<b>Saving Throw </b>Will negates (harmless, object); <b>Spell Resistance</b> yes; see text</p>
<p>You reconfigure and surround two light or one-handed melee weapons, or both ends of a double weapon, that is currently held in the caster&#8217;s hands with a shadow effect that makes the targeted weapon, or weapons, unrealistically large. This effect allows them to deal more damage and makes their attacks much harder to dodge or resist. The effect grants a +1 size bonus to attack rolls and a +1d4 size bonus to weapon damage rolls. Additionally, for every four additional caster levels you possess beyond 1st level, the attack roll and size bonus increases by one (+1 and +1d4 at 1st level, +2 and +2d4 at 5th, and a maximum of +3 and +3d4 at 9th). If the weapon is dropped or thrown, the spell effect ends. This spell does not stack with <i>enlarge person</i> or any other effect that bestows a size bonus to weapon damage rolls unless it would otherwise stack with the <i>enlarge person </i>spell.<span id="more-15666"></span></p>
<p>As with all shadow illusions the spell effect is not entirely real. Being targeted by an umbral weapon grants a Will saving throw to disbelieve. If the save is successful the damage is reduced to 1 point of damage per die rolled, the bonus to hit remains. Only one Will saving throw is required for a given casting of the spell. If an attacked creature has spell resistance, you make the caster level check against that spell resistance the first time the <i>umbral weapon </i>strikes it. If the effect is successfully resisted, the bonus weapon damage provided for both weapons is ignored for the duration of the spell.</p>
<h2>Umbral Weapon Imbuement, Greater</h2>
<p><b>School </b>illusion (shadow); <b>Level</b> magus 4, sorcerer/wizard 5</p>
<p>This spell functions as per<i> umbral weapon imbuement</i>, granting an additional +1 to damage per die rolled. If the effect is disbelieved, the minimum damage is +2 points per die rolled. Also, weapons that are imbued can be made to take on chaotic and irrational forms, enabling it to deal one additional type of weapon damage, such as piercing, slashing, or bludgeoning. The damage type for this effect is chosen at the moment the spell is cast and cannot be changed.</p>
<h2>Umbral Weapon Imbuement, Superior</h2>
<p><b>School</b> illusion (shadow); <b>Level </b>magus 6, sorcerer/wizard 7</p>
<p>This spell functions as per <i>greater</i> <i>umbral weapon imbuement</i>, granting a +1d6 size bonus on weapon damage rolls per four caster levels (maximum +4d6). Also this spell is much harder to disbelieve, which increases the spell DC by +2.<b></b></p>
<h2>Feats</h2>
<h3>Penumbral Phase</h3>
<p><b>Prerequisites: </b>Shadow Jump class feature<br />
<b>Benefit: </b>You double the distance you can travel per day, but no single shadow jump can be farther than the normal distance of your shadow jump class feature. So, if you can normally jump a maximum of 40 ft., you can make two jumps at 40 ft., but not one jump at 80 ft.</p>
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		<title>Shadow Knight (Shadowdancer Archetype, Part 1)</title>
		<link>http://www.koboldpress.com/k/front-page15662.php</link>
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		<pubDate>Thu, 25 Apr 2013 07:01:27 +0000</pubDate>
		<dc:creator>Kobold Press</dc:creator>
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		<description><![CDATA[Within some shadowdancer training schools, an elite few develop a more martial focus to their abilities with the goal of becoming true warriors of the night. The shadow knight is an archetype of the shadowdancer prestige class. Additional Prerequisites: Proficiency with all martial weapons, base attack bonus of +5. Umbral Strike (Sp): At 1st level,&#8230; <p><a href="http://www.koboldpress.com/k/front-page15662.php">Continue reading &#187;</a></p>]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.koboldpress.com/k/wp-content/uploads/2011/07/Gerson-Krzyzacy-The-Teutonic-Knights-in-Poland-Captive.jpg"><img src="http://www.koboldpress.com/k/wp-content/uploads/2011/07/Gerson-Krzyzacy-The-Teutonic-Knights-in-Poland-Captive-225x300.jpg" alt="Gerson Krzyzacy, The Teutonic Knights in Poland (Captive)" width="225" height="300" class="alignright size-medium wp-image-10238" /></a>Within some shadowdancer training schools, an elite few develop a more martial focus to their abilities with the goal of becoming true warriors of the night. The shadow knight is an archetype of the shadowdancer prestige class.<span id="more-15662"></span></p>
<p><b>Additional Prerequisites: </b>Proficiency with all martial weapons, base attack bonus of +5.</p>
<p><b>Umbral Strike (Sp):</b> At 1st level, a shadow knight can cast <i>umbral weapon imbuement* </i>once per day at a caster level equal to the shadow knight’s prestige class level. The DC for this ability is Charisma-based. This replaces hide in plain sight.<i></i></p>
<p>At 4th level, a shadow knight can cast <i>greater</i> <i>umbral weapon imbuement* </i>when using the umbral strike ability. The shadow knight can also expend a daily use of the shadow call class ability to cast this spell.</p>
<p>At 8th level, a shadow knight may instead cast <i>greater umbral weapon</i> <i>imbuement*</i> when using the umbral strike ability. A shadow knight may also expend a daily use of the shadow power class ability to cast this spell.</p>
<p>At 10th level, a shadow knight can also expend a daily use of the shadow call class ability to cast <i>superior umbral weapon imbuement*</i>.</p>
<p>*These new spells are introduced later in the article.</p>
<p><b>Shadow Bound Armor (Su):</b> At 3rd level, a shadow knight calls either a shadow outsider or an undead shade and binds the creature to his or her armor. The shadow is bound into a single specific suit of magic armor, limiting its actions to only moving the armor itself. It is also limited to telepathic communication it as if it were an intelligent magic item and shares the senses of the shadow knight that bound it while the armor is worn.</p>
<p>The bound shadow reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus of the armor by 1. Every three levels thereafter, these bonuses increase cumulatively by 1 (2 at 4th level, 3 at 7th level, and 4 at 10th level). At 5th level, the bound armor is treated as one category lighter for purposes of movement (to a minimum of light armor), but not proficiency.</p>
<p>These bonuses stack with similar material, mundane effects, as well as class features such as a fighter’s armor training, armor made of mithral and celestial armor. These bonuses function only when the armor is worn by the shadow knight that bound the shadow, and only if the shadow knight has the appropriate armor proficiency for the armor.</p>
<p>The bound shadow and armor are together considered an intelligent magic item for purposes of physical and magical effects. The shadow bound armor has a number of hit points equal to the original armor’s hit points plus one quarter of the shadow knight&#8217;s total hit points. The armor is affected by positive and negative energy depending upon the type of shadow bound into the armor (positive energy heals a bound outsider, while negative energy heals a bound undead shade), and effects that also affect objects. The bound shadow cannot be turned or commanded. Attacks and effects that successfully deal damage to the armor are dealt to the shadow after applying the armor’s hardness.</p>
<p>At 9th level, in addition to the other abilities, the shadow knight’s armor can cast <i>blessings of fervor</i> as a swift or immediate action, as a spell-like ability, once per day targeting only the armor’s wearer. The type of bonuses gained from the spell are chosen when the spell is cast. The caster level is equal to the character’s shadow knight level. Doing so does not count as an action taken by the wearer.</p>
<p>If a set of shadow bound armor is destroyed, or the shadow knight chooses to dismiss it, the shadow knight must attempt a DC 15 Fortitude saving throw. If the saving throw fails, the shadow knight gains one permanent negative level. A successful saving throw avoids this negative level. A set of shadow bound armor that was destroyed or that the bound shadow was dismissed from cannot be replaced for 30 days.</p>
<p>Alternatively a shadow knight may transfer his or her shadow to a different suit of armor at levels 3, 6, and 9. This is a ritual that takes an entire night to perform, but does not suffer the normal consequences for dismissing the shadow. If a shadow knight does not choose to transfer his or her bound shadow to a different suit of armor during these levels, the ability to do is retained until used. These uses do accumulate if they remain unused.</p>
<p>This replaces summon shadow and the 9th-level rogue talent.</p>
<p><b>Martial Focus:</b> A shadow knight does not gain any bonus rogue talents of choice that a shadowdancer gets (at 3rd, 6th, and 9th level) but still qualifies for gaining the Extra Rogue Talent feat (<i>Advanced Player’s Guide</i>, page 160) at 3rd level.</p>
<p><b>Shadow Slip (Su):</b> At 4th level, a shadow knight can take any actions he or she still has remaining on his or her turn after a shadow jump. A shadow knight&#8217;s shadow jump qualifies as having the Dimensional Agility feat and also qualifies as the monk’s abundant step class feature for purpose of meeting the prerequisites for the Dimensional Assault feat tree, but all other requirements must be met. This feat applies only to uses of the shadow jump class feature. This replaces the 3rd level rogue talent.</p>
<p><b>War&#8217;s Shadow (Su):</b> A shadow knight gains the shadowdancer’s hide in plain sight ability at 6th level. This replaces the 6th-level rogue talent.</p>
<aside>Watch for more on the shadow knight here on the Kobold Press site—spells and a feat are up next!</aside>
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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>
		<category><![CDATA[Front Page]]></category>
		<category><![CDATA[class]]></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>Old Hat Monsters: Mashed</title>
		<link>http://www.koboldpress.com/k/front-page15654.php</link>
		<comments>http://www.koboldpress.com/k/front-page15654.php#comments</comments>
		<pubDate>Wed, 24 Apr 2013 07:01:13 +0000</pubDate>
		<dc:creator>Kobold Press</dc:creator>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Front Page]]></category>
		<category><![CDATA[Monsters]]></category>
		<category><![CDATA[monster]]></category>
		<category><![CDATA[pathfinder]]></category>
		<category><![CDATA[rpg]]></category>

		<guid isPermaLink="false">http://www.koboldpress.com/k/?p=15654</guid>
		<description><![CDATA[Try to remember for a moment a more innocent time in your life. Back then, the thought of vampires and werewolves lurking in the dark might have sent a chill down your spine. These days, though, when people discuss shows such as The Walking Dead or Being Human, it’s not with the same sense of&#8230; <p><a href="http://www.koboldpress.com/k/front-page15654.php">Continue reading &#187;</a></p>]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.koboldpress.com/k/wp-content/uploads/2011/06/Illustration-in-Carmilla-Joseph-Sheridan-Le-Fanus-vampire-story..jpg"><img src="http://www.koboldpress.com/k/wp-content/uploads/2011/06/Illustration-in-Carmilla-Joseph-Sheridan-Le-Fanus-vampire-story.-300x205.jpg" alt="Illustration in Carmilla, Joseph Sheridan Le Fanu&#039;s vampire story" width="300" height="205" class="alignright size-medium wp-image-9873" /></a>Try to remember for a moment a more innocent time in your life. Back then, the thought of vampires and werewolves lurking in the dark might have sent a chill down your spine. These days, though, when people discuss shows such as <i>The Walking Dead</i> or <i>Being Human</i>, it’s not with the same sense of fear that they once had in the past. The classic horror monsters have become mundane. Zombies, werewolves, ghosts, and vampires lost that mystery of the unknown that made them scary and instead they have become tropes.</p>
<p>It happens at gaming tables, too. Eventually, many gamers are lucky enough to settle in with a long-term gaming group. Many of our favorite roleplaying games are rooted in strategy games, and those playing them begin to form strategic patterns as they play. These patterns often mean that careful planning by the GM is somewhat wasted, because not only do the players see your favorite moves coming, but they know each other as well and have transitioned into being a good team when confronted by the familiar and common threats they’ve faced in the past. This is fun for awhile, but if all they face are familiar threats, then you’re dealing with a form of stagnation that no longer challenges your players to think as much. As a result, your game will either change or everyone will get bored and find other things to do.</p>
<p>I&#8217;ve said it before, and I&#8217;ll say it again: The fantasy genre is at its best when you mix familiar with new. We&#8217;ve discussed civilizing and mutating our old hat monsters, and today we&#8217;re going to reverse the formula to keep your players guessing by adding classic templates to some monsters that might be less familiar.</p>
<p>You can find the templates I&#8217;ll be discussing <a href="http://www.d20pfsrd.com/bestiary/monster-listings/templates" title="Templates" target="_blank">here</a>. Join me after the jump as we discuss making vampires, lycanthropes, and zombies scary again in “Old Hat Monsters: Mashed.”<span id="more-15654"></span></p>
<p>One of the terrifying elements about vampires was how human they were. The classic <i>Dracula</i> was like a dark mirror of humanity—the horror came from how similar our desires and fears were to those of a bloodthirsty monster. Thanks to familiarity and, to some extent, elements in our current media culture, sending your player characters after a mere vampire no longer works in terms of mystery and horror, so I propose we apply the vampire template to a more subtle monster and combine their strengths into a more horrifying creature.</p>
<p>I’ve been dying to throw a lamia vampire at my player characters for awhile now. Thematically the lamia was the Greek equivalent of the vampire—at least in its predatory habits. When you apply the vampire template to a lamia, you create a horrifying combination for any party. The lamia has a great land-based speed, natural attacks, the ability and intelligence to wield a variety of weapons, and an arsenal of spell-like abilities centered on charm and illusion. On top of that, they are size Large. Adding the statistical advantages, immunities, and additional abilities such as shapeshifting and swarm summoning give you a deadly and difficult-to-corner skirmisher that can separate targets from the party and take down PCs.</p>
<p>And what about those werewolves mentioned above? Well, the classic lycanthrope is a werewolf. In an industrial society, it’s sometimes difficult to understand that there was a time when animals were a very real threat. We’ve tamed and changed our environment to a point were confrontations with other apex predators is, at best, a trivial concern. For our purposes, I’ll work with something other than canines—there are simply already too many canine-themed threats in <i>Pathfinder</i>.</p>
<p>So, where do I intend to look for a variant lycanthrope? One of the most interesting monster write-ups for me was the <a href="https://sites.google.com/site/pathfinderogc/bestiary/monster-listings/humanoids/giants/thawn" title="Thawn" target="_blank">thawn</a> from <i>Kingmaker</i> #31. He’s in the SRD and can make a decent CR2 ambush-style fight. Making him a werebear thawn is another way to add awesome to a monster that, if given the proper environment, can be a surprising threat. Few expect a giant to lays traps and ambushes, and the sickening effect they have is a great debuffer that would translate to any form the thawn takes.</p>
<p>Now for zombies! There’s a synergy to zombie ants that appeals to me. In a way, the ant swarm is like a zombie herd, consuming without individual thought—a force of nature, in fact. Take something like the lion ant give it the zombie template. For giggles, when the party has brought the lion ant zombie down to 50 percent of its hit points or less, have a pair of ant swarms pour out of its wounds. If this doesn’t add an element of horror and surprise back into your game, I do not know what will.</p>
<p>Here’s where I ask what you all think about a few things. Do you want to see the crunch? For every three comments in the comment section, I’ll stat out one of these for you here in the comment section. Be sure to include what you’d like to see statted out first! Do you have a combination in mind I didn’t mention? Request it, and I’ll either post it here or link you to a page where it’s posted.</p>
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