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4th Edition Releases -
Pathfinder Compatible Releases
4th Edition Releases
Clever Classes: Vigilante
(Fall 2010)
Vigilantes are the careful
eyes that weigh justice in the world. They stand in the midst of
battle, unmovable in their determination to lay their enemies
low. A vigilante is a weapons master, reworking accuracy and
disregarding swift movement in favor of pure damage. Even the
most innocuous weapon becomes devastating when a vigilante
plants her feet in a powerful stance. Once a vigilante has
chosen an area to defend, few would dare challenge her for it.
What
drove you to hunt those who defy the law? The hunted may never
know, but, to you, it resounds in your every step. So when your
steps finally slow, that weight informs each catastrophic stroke
of your weapon.
Clever Classes:
Knight (Fall 2010)
Fantastic legend tells of
honorable warriors doing battle against evil, while resisting
its allure. Knights, as they are called, are powerful champions
of justice and truth - directing their allies' strikes, even as
the knight's shield holds the worst attacks at bay. Orders of
knights hold valor, mercy, and chivalry as truly mortal values.
As a knight, you protect the weak not because the gods command
it, but because you know that it sharpens the mind and
strengthens the body. And there are few who will dare to argue
your point.
To
your allies, you and your shield form a perfect barrier that
foes cannot penetrate, nor flee from - for when you enter
battle, even the most powerful dragon will struggle to strike a
blow.
Clever Classes: Truenamer (Winter 2010)
Long before the gods crawled
from the Astral Sea or the primordials awoke in the Elemental
Chaos, the building blocks of reality coalesced into matter -
crashing together in strange and complex bursts of sound.
Indeed, by accident these sounds became encoded into the very
fabric of matter and reality, determining both function and
destiny. It was not for millions of years that the primordials
discovered these sounds, and used this "language" to influence
their creations. Today, even the gods do not know every truename,
or even most of them. For Truespeak is nobody's language - it is
the coded rules of reality that even gods must abide.
As
a truenamer, you study these native words, eschewing powers
beyond your own mind and knowledge. Let the mage channel newer
and poorer energies. Let the priest call on his god for aid. In
the end, all these powers stand one name away from destruction.
Novus Campaign Setting
(Winter 2010)
What if you woke up
tomorrow, and found out the world you knew was a lie? Your
neighbors, who were nice if dull, are really slaves to an evil
cabal. Your state, which was caring if overbearing, is a
fascistic tyranny built only to crush the spirits of men. The
world you live in? It is but a sheltered speck sitting in the
center of a dead or dying universe. Your gods? They’re monster,
vicious insane beasts who have stolen your life from you for
your own good. The world you lived in the night before, you
realize, is simply a vicious fiction written by monsters vying
for power over your soul. The universe is empty save for
squabbling packs of monsters and monster-like men who are
arguing over a corpse while spouting a hundred different things
all of which come to the same end, nothing. That which was good
has faded or is breaking as you read this, and evil is
triumphing and it’s momentum cannot be stopped.
What
if, after learning this, letting it sink in, accepting it, you
learned that this too was a lie? That in this empty nihilistic
world, there is still hope? The universe rests on the cusp of
life and death and only can men of strong will and mind can save
it from tipping the wrong way. If you were told this to, would
you accept it? Would you take up arms and fight the evil and
hold a breaking universe together? For those you love? For your
own sake, or would you sacrifice yourself like a coward and join
one convenient hoard or another in a false hope to grab one last
thing before the whole world falls into darkness forever?
It
is your choice. Which one would you pick?
~*~*~*~
The
world of Novus is the world which now faces the choices outlined
above. It is a world sitting at the end of an era. A thousand
years ago, a horrible monster from a place beyond the edge of
the universe tore its way into existence, leaving death and
destruction in its wake. The old world, one of fantasy, high
adventure, and hope, was purged in the flames of this cataclysm.
In it’s wake was an burnt and empty universe where horrible
alien monsters ran rampant. The world has stabilized since, with
new orders and regimes rising up, although most of them are evil
and terrible. The world is mostly ruled by five aberrant
godlings who hide their true nature from their worshipers, while
the planes beyond the world are a wild mess where one nation
alone stands against armies of aberrant, beasts, demons, and
other threats from this new world. Life, has gone on though,
cruel as it may have been.
Things
are changing in this world though. Old things from ages before
have begun to appear again. New threats have coalesced. Rumors
are spreading now of a group of people who have no known fealty
to “god” or ruler who are doing great deeds. As mentioned, this
world is one about to change again. Will one of the struggling
evils shove the world into an abyss which will make the current
universe appear as nothing but a nightmare before waking up in
Hell, or will a band of heros arise and drive back the darkness
and usher in a new age of life?
The
world of Novus is A world where the points of light are few and
far between and evil has triumphed. A world without any heros to
speak of for a thousand years. It is a world meant for a
sweeping campaign of adventure, philosophical drama, and epic
scope were the PCs become forces of change in a changing world
who will eventually decide the fate of the universe through
skill, strength, and wit.
The
time has come.
Devil
or hero. Man or beast. It is your choice.
Pathfinder Compatible
Releases
Cerulean Seas: Undersea
Campaign Guide (Fall 2010)
Long,
long ago, the land ruled the seas, and the sky rules the land.
Under the lofty City of Clouds, the nations of the landfolk
thrived in peace for five hundred years.
Meanwhile, the people of the sea were engaged in a deadly war
against the bloodthirsty Sahuagin,
or Sea
Devils.
Sunk
deeply into a struggle against extinction, the denizens of the
oceans became myths to the
landfolk,
who rarely encountered them or lived to tell the tale if they
did.
The
landfolk forgot the sea from which all life originated.
But,
alas, nothing lasts forever, and the great surface empire under
the cloud city was no
exception. Inexplicably, the great cloud city, the flying
metropolis that maintained peace in all
countries
on land, fell from its lofty perch in the heavens, and sank into
the depths of the sea, in the Bay of Cerule.
Along
with it sank the faith of the landfolk, who placed blame on the
heavens themselves, vowing
to
destroy all ties to the divine.In
their haste to shut out the sky, they closed the Portals of
Oblivion, which manifested as
permanent
whirlpools in each of the seven seas.
What
they did not know, is that the portals maintained the balance of
land and sea, and without
them in
place, the land was soon swallowed by a thirsty sea. The age of
land had ended.
All the
while, the great bloody sea war saw an end in the ever
increasing Bay of Cerule. The heart of the cloud city had sunk
into depths of the crumbling merfolk empire of the nommo, the
most ancient race of the sea.
Miraculously, the heart was still vital, and rebuilt itself
aided by the magic which created it.
Instead
of calling the sky its home, it resided in the deep of the sea,
and became a powerful ally to the good creatures under the
waves.
As the
water rose, the land drowned, the ocean folk sought shallower
depths, and the Bay of
Cerule
became the Cerulean Seas. This was the epicenter for a turn in
the war which brought
upon the
Sahaugin what they wished to bring upon all others - utter
annihilation. Within a hundred years, the sea devils were
brought to the brink of extinction.
Centuries have passed since a sea dweller has seen landfolk or
sahaugin settlement. They have long passed
into the
realm of myth and legend, and are known commonly only by their
ruins and treasures.
The fate
of the world is now ruled by the sea, and the battle of good
versus evil still rages on
under the
ocean's waves. The world goes on, much the same as always.
Great
wizards still cast their spells, tridents have replaced swords,
and sea druids known as
Kahunas,
still maintain the balance of nature.In
the center of where it all began, a small band of heroes will be
called upon to save the day,
and fight
for the splendor of the Cerulean Seas.
Clever Classes
(Spring 2011)
Go beyond the classic! The Clever
Classes book present new class options for players of the Pathfinder
Roleplaying, bringing
iconic characters with exciting new abilities to the gaming table.
This compendium contains five new classes: the explorer, the
jester, the vigilante, the knight, and the truenamer. Each new class comes complete with new
powers, prestige classes, feats, magic items, and more, allowing them to fit seamlessly into any campaign.
Whether you are a player looking for an exciting new concept, or a
GM seeking a devious new NPC, Clever Classes will provide both in
spades!
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