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Deep Magic Now Available

Deep Magic CoverUnlimited spellpower is yours to command!

 Deep Magic is here at last — a 376-page, full-color tome bound in the hide of an unknown planar being who materialized at Kobold World Headquarters, gave a piteous squawk, and died on the carpet. It contains some of the strangest, most wondrous, and most powerful arcane and divine magic ever devised, ready for use in any Pathfinder Roleplaying Game campaign.

Deep Magic is an essential volume for any spellcaster’s library, available at the Kobold StorePaizo and DriveThruRPG. Kobold-in-Chief Wolfgang Baur is so excited that in celebration, he’s unleashed the elemental power of FIRE!

Deep Magic offers an astounding variety of new magic options by some of the finest practitioners of the craft: Jason Bulmahn, Wolfgang Baur, Ed Greenwood, Owen K.C. Stephens, Amber E. Scott, Stephen Radney-MacFarland, and many others! Within its pages you’ll find:

  • 733 arcane and divine spells, including elemental-tinged dragon magic, ley line magic, and spells for mythic heroes
  • New spellbooks to easily introduce these spells into your game
  • 31 new glyphs and runes, plus rules for creating a wide array of magical symbols
  • 19 new sorcerer bloodlines, and 8 oracle mysteries
  • 11 new incantations granting powerful magic options to non-casters
  • More than a dozen new archetypes, with some ready-made examples to serve as quest-givers, villains or rivals in your campaign
  • All-new magical specialities, curses, and subschools, including rakshasa magic, chaos magic, and new forms of necromancy and ioun magic
  • And much more!

Still need convincing? Check out these reviews from our Kickstarter backers.

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The Paladin: Expanding the Boundaries of Faith, Part IV

Joan at the coronation of Charles VII, by Jean Auguste Dominique Ingres in 1854Previously I wrote about how the paladin should be expanded to allow different alignments, then laid out rules on how to adapt the paladin for the lawful neutral and lawful evil alignments. While the justicar and despot are much different than the standard paladin, they at least share the same rigid ethical structure. Today I change tack and lay out rules for playing a paladin with the same morals but much different ethics than the standard paladin. I bring you my rules for playing a chaotic good paladin, one I call the free one. To use these rules you will need to have the Pathfinder Roleplaying Game Core Rulebook.

The Free One

The free one, or free man or free woman as may be, is a champion of freedom, love, and glory, and is usually found in the service of such gods. Ironically, despite their inclinations, they rarely serve deities with concepts like justice in their portfolios; the tenets of such deities tend to support the laws and courts of the realms, and the free one knows all too well how the letter of the law counts more than the spirit in such places. These paladins believe in the greater good, in bringing evil to heel, and in fighting oppression in all its forms. They are often looked down upon in “polite” society, since their code often views taxes and strict laws as oppression.

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The Paladin: Expanding the Boundaries of Faith, Part II

The Knight of the Sun by Arthur HughesLast time I laid out the argument that in a Pathfinder game, a paladin should not be limited to only the lawful good alignment (or, in the case of the antipaladin, chaotic evil). Following that line of logic, I present to you the first of my paladin archetypes: the justicar, paladin of order. To use these rules you will need the Pathfinder Core Rulebook, and it would help to also have the Advanced Player’s Guide.

The Justicar

The justicar is the most trusted warrior of those gods who hold themselves to higher purposes than mere morality, usually gods of such lofty aspects such as fate, death, and law itself. Such paladins view the world not in a contrast of good and evil but of law versus anarchy, of order versus chaos. The paladins that follow this course do not care any more than the average person about morals—only what is the lawful course and what their deity commands of them.

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The Paladin: Expanding the Boundaries of Faith

Gerson Krzyzacy, The Teutonic Knights in Poland (Captive)The Paladin. To many roleplaying groups, this character doesn’t even have a name; he, or she, is simply “The Paladin,” as if there is no point in further description or that word is enough to convey the entire personality of an individual. The character’s backstory is irrelevant, the paladin’s physical features are fluff, and the player playing the paladin is subconsciously pigeonholed by friends into the role of ruining the in-character fun of everyone at the table.

I aim to change that.

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A Pathfinder/3.5 Player’s Guide to 13th Age by Jonathan Tweet

Midgard Bestiary 13th Age coverKobold Press has recently released a version of the Midgard Bestiary that is compatible with 13th Age, the new d20-style RPG by Rob Heinsoo and me. Wolf Baur and I go back 20 years, and he asked me to explain a little about 13th Age to his audience of Pathfinder Roleplaying Game and 3.5 players.

As the lead designer on D&D 3E, I’m heartened to see people still playing a version of the game system that my team and I developed. I’m especially grateful to my old friend Lisa Stevens and Paizo for Pathfinder, which breathed new life into the system when Wizards of the Coast switched to 4E. I can’t help but be proud and humbled by how well the system has stood up all these years.

So then, why did Rob and I design 13th Age? Because we share a vision of how the well-loved d20-rolling system could work faster and with more emphasis on your character’s story. In light of the 13th-Age-compatible Midgard Bestiary, here’s what you might like to know about the system.

In some ways it represents a continuation of the work I did on 3rd Ed, emphasizing the classic tropes of D&D while streamlining and rationalizing the rules system. In other ways, 13th Age brings a new approach to the system, with more storytelling and customization.

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