Friday, February 29, 2008

Veiled Denizens on Sale Now!

For those of you who check out my blog, here is a release a day early

Veiled Denizens on sale......NOW! ( a day early)


You will also find the preview at Lulu.com includes a sneak peak at the introduction. Enjoy!

Friday, February 22, 2008

Kismet Witch and shameless self promotion

Kismet Witches posses the inherent supernatural power to twist fortune and fate. They tend not to refer to their spells as "spells" referring to them as "cheats" and their manifestations as "trickery" rather than witchery. They are often gamblers, tricksters, and/or guides.

Verrik find the ideas of karma and fate appealing to their "big picture view of the world." While humans and faen seem to find great humor in the misfortune of others, as well as enjoying the celebrations surrounding good fortune. Kismet witches often meddle in the affairs of others whether they are wanted or not, often enjoying it even more if they are not wanted. They seldom if ever offer their help directly though, and they are fickle in their offers of help. Yet once they have made a choice it is a sworn oath, which they refer to as "my fate".

Additional Class Skills : Diplomacy (CHA) and Gather Information (CHA)

Witchery: A number of times per day equal to her witch level a kismet witch may apply her wisdom modifier as a luck bonus or penalty to any single die roll (excluding hit point rolls). She can declare the use of this ability after the roll is made, but only before the GM reveals the result of that roll. You can't use this ability to alter the result of a d20 roll when you are taking 10 or taking 20. Use of this ability is not an action.

Witch manifestations
Fire: Doomfire
Blade: Blade of Destiny
Spirit: Tempt Fate
Storm: Turnstorm
Word: Word of Karma
Song: Song of Kismet

Doomfire: The witch summons a sheath of black-purpleflames which surrounds the witch and reaches out to touch (ranged touch attack) any living creature within 25 feet plus 5ft for every two witch levels she possesses. All creatures so touched must make a Will saving throw (DC equals 10 plus half the witch's level plus the witches wisdom bonus) or suffer from a diminished curse of vengeance, at 7 th level the effect is no longer diminished and at 9thlevel they suffer from a heightened curse of vengeance. Use of this ability does not require the use of a truename. The witch may use this ability a number of times per day equal to one plus her wisdom modifier (minimum of 1).

Blade of Destiny: The witch summons a +1 luck blade(no wishes) made of crystal weaved gold. She is proficient with the blade, which functions in all respects like an ordinary dagger, short sword, or longsword. A number of times per day equal to her witch level she can use the blade to manipulate random events, allowing her to roll twice on an attack roll and use the highest result. She may summon it at will, which requires a standard action, or dismiss it as a free action; activation of the manipulation ability is not an action.

Tempt Fate: The kismet witch may, once per day plus once more for every 5 witch levels, use a spirit of fate to grant a second chance; she grants any creature the ability to make a second roll on its next failed save or check, use of this ability has no range and is not an action.

Turnstorm: With a gesture, the witch begins to twist all fortune and fate in an area to protect her and her allies while weakening her opponents within 10' radius per witch level. All allies gain a 50% miss chance and all opponents gain a 50% hit chance on a miss (automatically hits for minimum damage) All opponents receive a Will saving throw (DC equals 10 plus half the witch's level plus the witches wisdom bonus) to negate this effect; Spells, spell-like or supernatural abilities are not affected unless it requires an attack roll or touch attack roll. The witch may use this once per day per point of wisdom bonus (minimum of 1), and it lasts one round per witch level.

Word of Karma: With a single word, a kismet witch pronounces a judgment of fortune or misfortune as an immediate action. The witch may, once per day plus once per 5 witch levels, maximize or minimize one set of damage rolls (your ally's sorcerous blast would deal maximum damage, a full attack by an warmain foe's greatsword would deal minimum damage that round.) if affecting an unwilling creature it gains a Will save to negate (DC 10 + half the witch's level + the witch's Wisdom modifier) A witch may only use this ability once per round.

Song of Kismet: The witch sings a song of good or ill fortune for a location affecting it in a manner as cursed local except it can be a favored area that has a feeling of "rightness" with a luck bonus in the locale rather than a penalty, the penalty or bonus of this effect is equal to half your witch level. The witch may use this power once per day plus once per five witch levels.

Witchery Spellcasting: The kismet witch gains access to the wild template and gains access to all spells with the curse descriptor.

Witchery Lord: the witch gains a +1 bonus (unlisted) to all her d20 rolls.


Kobold Quaterly is a magazine I am a big fan of, so i am really happy that is where our first ad will appear The artwork is by Grey Thornberry, Layout, Lettering and Logo are Corey Graham. The creature depicted is the Red Harlot which will appear in Veiled Denizens.




Monday, February 18, 2008

Treasure Evolved

hey a preview of the ritefury is up but what do you get if you defeat it? Well here is a preview of the web enhancement I am working on.

Srast-Abryd (Ritefury) Treasure
The Horn of Penance can serve as the material gold piece cost in the creation of a Rod of Righteous Fury and thus has an equivalent value in gold of 61,000 gp.

Rod of the Righteous Fury
Price (item level):
122,000 gp (19th)
Body slot: - (held)
Caster level: 19th
Aura: Overwhelming Divination (DC 21)
Activation: standard (learn truename, command), swift (curse)
Weight: 1lb

This item appears to be a golden ivory rod its length laid out like rolling waves growing to a point at one end, three runes are scribed upon its length(knowledge runes DC 15 curse, name, truth and ward).

(Knowledge DC 20) Curse witches and Hexcasters greatly favor these rods and will often pay a good deal more than the normal asking price, or they will curse the one who will not sell it to them.

-1/day learn truename (DC 23)
-1/day any spell with the curse descriptor you cast can automatically be heightened at no cost. When this heightened curse is laid, you and the DM must decide upon a fair circumstance were by the curse can be broken. A remove curse spell requires a DC 43 power check to be effective.

Prerequisites: Craft Constant Item (learn truename, heightened bestow curse)
Cost to Create: 61,000 gp (4,880 xp)

Thursday, February 14, 2008

Blog Evolved

Just in case you had not noticed (you’re visiting the blog for the first time). I recently started my own publishing house to produce PDF and print on demand products for Monte Cook’s Arcana Evolved. Mostly out a desire, as a fan not to see the game die.

This blog however was not set up to be a soapbox for a publisher, but to be the soapbox of a fan that had way to much free time.

I find that I am spending more and more time doing things like working with embedded fonts in a PDF to make sure Lulu.com can print them properly, than I am thinking about what would be really cool in the AE world. Also when I do come up with a cool idea I have to make a choice between, hey that would be good in product X, or a web enhancement for a product, or hey how about Diamondthrone.com, the Infinite Library or my blog.

It gets even worse when I am hashing out an idea, I feel weird if I hash out an idea on the board, as the moment I do, I feel that it can never go into a product.

In the end I a have decided that the blog can serve in a number of ways, without just becoming a press release for Rite Publishing, it will help me flesh out web enhancements, they will appear here in a raw amateur form. I can also do the setting specific ideas that would never do as well in a published product. I have been doing this a great deal for the for the default section of the Lands of the Diamond Throne where my planned adventure path is set.

If I make a posting for Rite Publishing it will be a one line posting.

“Rite Publishing has released a preview of the Ritefury for its monster supplement Mythical Monstrosities”

Next time more detail for the Edgelands, Far-Rough and the occasional setting specific game mechanic.

Sunday, February 10, 2008

Podcast and a Themed Magic Item (Contrast)

I created a design diary podcast for my work on Vieled Denizens.

I have been working on some magical items that are rooted in the themes of AE because I don't think the DMG really works for AE as well as it could. This is an item that is based on the contrast between a sprite and a giant who has completed all the his transformative rituals, I decided to limit its use as I wanted to still make taking the classes more than worth it.


Belt of the Ghi-Nammor Chrysalis.

Price (item level): 38,400gp (10th)
Body slot: Waist
Caster level: 9th
Aura: Strong Transmutation (DC 20)
Activation: Swift
Weight: 1 lb

This belt appears to be made from green silk, reminiscent of a cocoon, it grows (or shrinks) to fit you as you examine it, on the stone that serves as the buckle there are two words one written in Giant, the other written Ogham, the secret language of the ollahm lorekeepers; once deciphered they read as Ghin-Nammor and Chrysalis.

(Akashic DC 15)Giants and Faen share a special friendship after the Dramojh War these belts were created by the Ollahm Lorekeepers of the Harrowdeep Court so that both giant and faen could experience a bit of the others perspective, (DC 25) the minor curse that accompanies them was placed by a secret darkling among the lorekeepers.

2/day you may change your size to tiny or huge, if the previous encounter you changed to huge the next encounter you must change to tiny; you remain this size until the beginning of the next encounter (subject to DM adjudication). This item bears a small curse in that a person cannot manipulate its use so that the subject is always one size or the other in an particular type of encounter (huge in combat, tiny in stealth), as occasionally the object changes you to the contrasting size (DM adjudication governs this minor curse). All attended gear is transformed to the appropriate size for the duration, this effect cannot be dismissed.

Size affects any special ability the creature has that is affected by size. Size also affects a creature’s ability scores, AC, attack bonuses, and damage values as indicated on the tables below. Repeat the adjustment if the creature moves up more than one size, reverse these adjustments when moving down size categories, minimum ability score of 3.

Old size, new size, Str, Dex, Con, Natural Armor, AC/Attack
Tiny Small +4 -2 Same Same -1
Small Medium +4 -2 +2 Same -1
Medium Large +8 -2 +4 +2 -1
Large Huge +8 -2 +4 +3 -1


Size AC Size Modifier GrappleModifier Hide Modifier Height Weight Space Natural Reach
Tiny +2 -8 +8 1 ft.. 1-2 lb. . 2½ ft. 0 ft.
Huge -2 +8 -8 16 ft. 2-16 tons 15 ft. 15 ft.

Speed: if you drop below medium size reduce your land speed by 10 feet, if you go above size large increase your land speed by 10 ft.
Table: Damage By Size Repeat the adjustment if the creature moves more than one size category, reverse for those going down a category.
Old new
1d2 1d3
1d3 1d4
1d4 1d6
1d6 1d8
1d8 2d6
1d10 2d8
2d6 3d6
2d8 3d8
Prerequisites: Craft Constant Item (greater master’s reduction, greater form of the master)
Cost to Create: 19,200 gp (1,536 xp)

1. It was created 338 years ago.
2. The last person to touch the object was Valli Pereddottir.
3. The last person to touch the object was a human.
4. The name of the creator of the object was Cearn Artstar.
5. The creator of the object was faen.
6. The purpose of the object was to allow giants and faen to share the others perspective.
7. The object is made of organic resin, sea water and stone.
8. The object was created at Harrowdeep Court.
9. The most recent owner of the object was the Pered Radreddottir
10. The magical function of the object is to cast a change a creature’s size.