Owen K.C. Stephens's Blog, page 80
November 24, 2019
Writing Basics Minis: Avoiding Word Derailment
This one is super-short, but for me super-useful.
Don’t let your search for the perfect word derail your writing flow.
That’s not to say it’s not worth popping a thesaurus open (or using the ‘related word’ function of onlook.com, a site Starfinder Lead Designer Joe Pasini turned me on to) to see if you can find it quickly and easily.
But before it disrupts your produtive writing time, put it on the back burner and move on. I personally just put a description of the word I want in brackets and highlight in bright yellow, so I know when I go back through the piece later that it needs to be replaced.
A chunk of the time, describing the word I want to put in the brackets causes me to think of it. And often, when i run back into the section on a reread, at least SOME good word to use leaps to mind. But the important thing is, when I am “in the zone,” getting wordcount quickly and feeling the concepts flow easily, I am not wasting time trying to polish a single term during rough-draft-creation time.
I can’t tell you how long to spend on it before giving up. Only you can know your muse’s endurance. This is a trick for making sure you don’t spend an hour on one word when you need that time to write 500. But be aware you don’t have to get any of it perfectly right the first time through.
This applies to anything, really. Can’t think of the right word? Not sure what to make the 4th level bonus spell? Need a riddle to add some mental challenge to an adventure?
If it’s holding you up, and you KNOW what comes next already, skip it, mark it, come back to it.
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November 22, 2019
Developing to Spec: Part 12d – Designing to Concept
This is the fourth section of Part Twelve of a series of articles looking at creating a set of Starfinder feats under specific constraints. You can read along as we convert every feat in the PF core rulebook to Starfinder (and share my thoughts on that process, as a developer and writer)— or you can just look at the finished feats (as they are written, and I have time over the holidays to update the list) here.
Sometimes when developing existing rules, you find you like a concept that an option of encounter is built around, but the core mechanics don’t work. When that happens you often “design to concept,” looking not at the mechanics you have been given, but the cool idea behind them that needs to work differently. Everything but that core, good idea gets thrown away. That same idea can apply to adapting from one game system to another–sometimes you have to throw out everything but the concept (and in this case, the name), and start over from there.
For example, Dodge is a lot like Dazzling Display in that it would work exactly as written in Starfinder, which makes us have to ask why it isn’t. The answer is clearly a case of combat math, so like Greater Weapon Focus we need to find some other solution to creating a feat that serves some defensive function, has a solid game use, and feels like dodging, but doesn’t break the game assumed range of numbers.
DODGE
Your training and reflexes allow you to avoid a wide range of threats when specifically avoiding opponents’ attacks.
Benefit: When you take the fight defensively or total defense action, you apply the bonus that action gives you to AC to your saving throws as well.
Like so many PF feats, Double Slice is designed to work with mechanics that just don’t exist in Starfinder. The name of it does lead to consider some interesting options, hwoever, and I know from my time talking to Starifner players that there is a strong desire for some kind of mechanical beneit for wielding multiple melee weapons. So, in a two-birds-with-one-stone way:
DOUBLE SLICE
You are adept at using multiple weapons to strike foes around you when they drop their guard.
Benefit: If you are wielding two or more melee weapons that are not archaic or unwieldy (including natural or unarmed attacks, if they meet those requirements), and at least is an operative weapon, you an take one additional attack of opportunity each round. Each attack of opportunity must be provoked by a different event, and must be made with a different melee weapon.
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November 21, 2019
Developing to Spec: Part 12c – Deft and Disruptive
This is the third section of Part Twelve of a series of articles looking at creating a set of Starfinder feats under specific constraints. You can read along as we convert every feat in the PF core rulebook to Starfinder (and share my thoughts on that process, as a developer and writer)— or you can just look at the finished feats (as they are written, and I have time over the holidays to update the list) here.
We’ve made it to Deft Hands, which has all the issues of Athletic and Acrobatic and similar feats. Luckily we can again use the same solution—look through the relevant feats and seek some design space open for new options.
DEFT HANDS
You have exceptional manual dexterity.
Benefit: You can perform the hide object, palm object, and pick pocket tasks of Sleight of Hand as move actions.
Disruptive is interesting, because it makes a spellcaster less likely to cast defensively… and defensive casting isn’t a thing in Starfinder. But if we just take the feat to be something that makes spellcasters near you less effective, we can build something interesting that does that without trying to replicate the exact game mechanics.
DISRUPTIVE (Combat)
Your training makes it difficult for enemy spellcasters to safely cast spells near you.
Prerequisites: Base attack bonus +6.
Benefit: Creatures within the area you can threaten with melee attacks take a -1 penalty to attack rolls with spells, and the save DCs of their spells are reduced by 1. If you hit such a creature with a melee attack these penalties are doubled as long as is it in your threatened area until the beginning of your next turn.
PATREON
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November 20, 2019
Tales of the Brain Eaters. Four.
E-Ville’s preternatural forces are mostly aligned with, if not actually part of, specific conclaves or ententes. The Red Cathedral is the most prevalent of these, and nearly every percival either toes the line with them, or has taken positions with lesser alliances specifically to oppose or avoid them. Most of these factions have specific otherworldly concerns, though I’m reasonable sure the Bridge Club are only interested in protecting their ability to play bridge. Which, given how particular the Red Cathedral is about the use of cards (focused on Tarot and Italian-suited decks, but covering all cards to some degree) does require some political power and unity.
But it turns out there are a few true independents left, existing in the margins. Many are sole practitioners, but some are small groups united by blood or possessions, too minor to be considered their own faction, too effective or connected to be considered civilians. The consuls of other factions seem well aware of at least most of these diacritic forces, which are sometimes employed as expendable mercenaries, but finding them is more difficult for outsiders.
Or newcomers.
Even so, there are some clues which can help you at least begin to make inquiries.
Palmistry barbers.
The occult links of both palm readers and old school barbers (especially in their early roles as bloodletters) are well attested to elsewhere. In most cases, those traditions are long since diluted to the point of rumor, but apparently a few followers in Evansville joined forces some generations ago, and have retained at least some of their true art. And, weirdly, they did so by combining their visible commercial front.
There are a few places in E-ville where one building serves as both a barber shop (never a “salon” or “stylist”), and a palm reader or fortune teller (but, interestingly, never a claim of being “psychic”). These public business are small and seem to mostly survive on loyal return customers. Their official offerings are no more connected to the hidden world than anything you’d find in a modern bookstore (though see below), but if you ask just the right questions, they may have the occult answers.
But don’t be insulting, and don’t threaten them. They’ve remained independent. Respect the why and how of that.
Blank delivery.
There are small, local stores where you can order groceries or deli items their own staff deliver. And some of them have options where you can pay for what appears to be a blank entry. But you can enter special requests, and pay extra for it. If you have the RIGHT shop, and the RIGHT special request and you pay the RIGHT amount, you may get something the Red Cathedral would rather control itself.
This works best if a trusted guide clues you in on where and how. Trying it at random is expensive hit-and-miss, and likely to get you tangled in mundane crime before you discover an occult supplier.
Books Plus…
There are a surprising number of bookstores in E-ville. Even national chains that have gone bankrupt have still-active stores here. Many of those zombie chain stores are places with occult connections, but they are firmly controlled by the major factions (though interestingly this seems to be a rare place where the Red Cathedral is not the major influencer… and I do not yet know who is).
But there are independent occult shops, if you can find them. They are all in older, cheaper parts of town, and seem to universally inhabit buildings built before 1925, or in the 1970s (I have no idea why). And they all offer “Books + ____.” What that blank extra something is varies, but the more eclectic, the better your chances of finding a secret back room is available if you know the password.
Books, comics, collectibles, and vaping supplies is a good sign. Books and pizza is surprisingly common. I’ve been told Books and Vacuum Repair is a sure thing, but I haven’t been able to find such a store. Apparently, they do not advertise online. Or indeed, at all.
Others
There is no doubt there are other independents, but the only ones I can confirm have required me to keep their secrets, which is fair enough. They are mites dashing between the feet of giants, and do not wish to be noticed needlessly. Or carelessly.
So if you need someone outside the compacts and factions that rule the shadows of Evansville, and you think you have a line, don;t dismiss it just because it doesn’t fit this pattern. As trends, these account for only a small portion of those who have stayed beyond the Red Cathedral’s reach.
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Developing to Spec: Part 12b – Adapting Concepts
This is the second section of Part Twelve of a series of articles looking at creating a set of Starfinder feats under specific constraints. You can read along as we convert every feat in the PF core rulebook to Starfinder (and share my thoughts on that process, as a developer and writer)— or you can just look at the finished feats (as they are written, and I have time over the holidays to update the list) here.
We’ve reached Defensive Combat Training, which has the same kind of problems with game math and combat options as Greater Weapon Focus and, like it, there’s a way to preserve the concept by having it apply to avoiding penalties rather than gaining bonuses.
DEFENSIVE COMBAT TRAINING (Combat)
You have trained to keep your defenses us against tricky maneuvers, even under the worst circumstances
Benefit: You do not apply the penalty from the entangled, exhausted, fatigued, flat-footed, frightened, grappled, off-kilter, panicked, or prone conditions to your AC against combat maneuvers.
Deflect Arrows clearly got superseded by Deflect Projectiles, but we can possibly use the fact that the Starfinder version has extremely broad utility, late-level prerequisites, and a Resolve Point cost to make a much narrower, but less costly version just for “arrows.”
DEFLECT ARROWS (Combat)
You have trained in an archaic art designed to avoid archaic missile weapons.
Benefit: Once per round when an archaic ranged weapon that does kinetic damage would hit you, you may choose to have it miss you.
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November 19, 2019
Developing to Spec: Part 12 – Deadly and Deceitful
This is the first section of Part Twelve of a series of articles looking at creating a set of Starfinder feats under specific constraints. You can read along as we convert every feat in the PF core rulebook to Starfinder (and share my thoughts on that process, as a developer and writer)— or you can just look at the finished feats (as they are written, and I have time over the holidays to update the list) here.
So now that we’ve done Greater Weapon Focus and Shatter Defenses, we can look at Deadly Stroke. The PF version is specifically designed to give you a kind of quick coup de grace option, but that doesn’t hold up well to Starfinder’s combat math. On the other hand, Starfinder does assume that if you have an attack bonus to high you can hit even while taking the penalty for multiattacking, you can do more damage (or significantly inconvenience them with a combat maneuver). There might be ways to allow that high-attack-bonus character to just access more damage directly if they pay a feat to do so.
And since Starfinder feats tend to be much more prerequisite-lite than PF, and the base attack bonus restricts this to higher-level characters anyway, we can do away with some of the prerequisites that aren’t directly related to the way this feat works.
DEADLY STROKE
With a well-placed strike, you can bring a swift and painful end to most foes.
Prerequisites: Greater Weapon Focus, Weapon Focus, and proficiency with the selected weapon, base attack bonus +11.
Benefit: When using a weapon you have Greater Weapon Focus with to make a single attack as a standard action, if your attack roll exceeds the target’s AC by 8 or more, the attack is a critical hit.
And that brings us to Deceitful, which has all the issues of Athletic and Acrobatic and similar feats. Luckily we can use the same solution—look through the relevant feats and seek some design space open for new options.
DECEITFUL
The art of deception is second-nature to you.
Benefit: You can use the diversion task of the Bluff skill to allow another character to use the distraction to attempt Stealth or to palm an object. If your skill check is 20 or higher, you can pass a secret message to the character you are making the distraction for informing them of your intention in creating the distraction, and no one who is distracted can attempt a Sense Motive check to learn the gist of that message.
Additionally, the DC of a Perception check to penetrate a successful disguise of yours is increased by +2.
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November 18, 2019
Writing Basics: Online Schmoozing
This is less Writing Basics than it is Freelancing Basics, but I suspect it’s going to have the same audience, so I don’t want to make a whole new tag. 
November 15, 2019
Developing to Spec: Part 11d – Design Tricks
This is the second section of Part Eleven of a series of articles looking at creating a set of Starfinder feats under specific constraints. You can read along as we convert every feat in the PF core rulebook to Starfinder (and share my thoughts on that process, as a developer and writer)— or you can just look at the finished feats (as they are written) here.
So, Deadly Stroke is our next feat in the alphabetical list of things to convert from PF to Starfinder, but it has as prerequisites Greater Weapon Focus and Shatter Defenses, two PF feats that aren’t in Starfinder, and that are on our list to convert, but that we haven’t converted yet. So, it makes more sense to do those feats first, and then come back for Deadly Stroke.
So, Greater Weapon Focus has the same issue as Combat Expertise and Deadly Aim — it’s a PF feat build off a different mathematical assumption than Starfinder’ combat uses. On the other hand, it’s hard to see how to turn Greater Weapon Focus into anything more than bonuses to hit targets… it just doesn’t do anything else, and not much else is thematically appropriate.
But there is a trick up my designer’s sleeve. It’s not perfect, but when we HAVE to convert something like this, and we CAN’T just give bonuses without breaking the game, sometimes we can reduce penalties instead.
Reducing penalties doesn’t change a character’s maximum attack value, so they aren’t just more effective all the time, but it does allow them to retain more accuracy when they normally would lose it. It keeps the character within the range of expected numbers for Starfinder combat, while still allowing them to be better than expected in specific circumstances. Since Starfinder allows you to take penatlies to make multiple attacks (and this is almost always more effective in terms of total damage-per-round) we don’t want to just allow a character to reduce all penalties, since that could be used to almost always make a more effective damage-per-round choice than the normal maximum. Luckily for us there is another source of well-defined penalties in Starfinder–conditions.
GREATER WEAPON FOCUS (Combat)
You have become a master of a particular weapon type.
Prerequisites: Proficiency and Weapons Focus with selected weapon type, base attack bonus +8.
Benefit: Chose one weapon type (small arms, longarms, heavy weapons, etc.) with which you have Weapon Focus. When making attacks with these weapons, you ignore penalties to attack rolls from the entangled, exhausted, fatigued, frightened, off-target, and shaken conditions.
That should appeal to weapon-focused characters with lots of feats to spare (such as soldier). If we weren’t specifically converting these to Starfinder feats it might be worth making this a soldier gear boost, but it’s not unbalanced to let any character take it, so we’ll leave it alone.
That brings us to Shatter Defenses. It works fine as-is (though we should note flat-footed is a condition). It does overlap with an operative’s trick-attack a bit, but we can incorporate off-kilter as an additional effect if the target is or becomes flat-footed, so an operative working with a character that has this feat still sees synergy in their attacks (another design trick for when rules have PC abilities overlapping).
SHATTER DEFENSES (Combat)
Your skill with your chosen weapon leaves opponents unable to defend themselves if you strike them when their defenses are already compromised.
Prerequisites: Weapon Focus, Dazzling Display, base attack bonus +6, proficiency with weapon.
Benefit: Any shaken, frightened, or panicked opponent hit by you this round gains the flat-footed condition until the end of your next turn. If the target is already flat-footed, or becomes flat-footed during that duration, it is off-kilter during this time instead. (Targets are off-kilter even if not in 0-G, but may automatically right themselves with a move action if this is the case).
So NEXT week, we can go back and pick up Deadly Stroke!
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November 14, 2019
Developing to Spec: Part 11c – Design Traps
This is the second section of Part Eleven of a series of articles looking at creating a set of Starfinder feats under specific constraints. You can read along as we convert every feat in the PF core rulebook to Starfinder (and share my thoughts on that process, as a developer and writer)— or you can just look at the finished feats (as they are written) here.
Our next feat is Dazzling Display, which can again work exactly as written in Starfinder, but again isn’t in Starfinder. We need to ask ourselves why, and that means we need to examine how demoralize is sued in Starfinder. So, it’s useful to do a search through a complete Starfidner SRD for “demoralize” to see all the ways that task is used in various other abilities. This is important because, for example, we find in AP #12 there’s the Improved Demoralize feat, which lets you demoralize as a move action. That’s actually extremely powerful, and it cuts a lot of design space off for Dazzling Display.
We also discover the envoy class has the expertise talent “menacing gaze,” which allows you to demoralize a group of foes, which is the core concept behind Dazzling Display. And soldiers have shock and awe as a fighting style, which lets you burn Resolve to demoralize all foes within 60 feet. So, we can’t duplicate those effect without stealing some of the special abilities for those classes, and we can’t allow you to do it more quickly without overwriting Improved Demoralize. (I checked all the references for game uses of demoralize of course, from star knights to the ferocity blazon, these are just the most relevant issues.)
But what we don’t find is a demoralize critical hit effect. And that gives us some design space.
DAZZLING DISPLAY (Combat)
Your most spectacular attacks are frightful to behold.
Prerequisites: Weapon Focus
Benefit: You can add the demoralize critical hit effect to any attack you make that is a critical hit. The effect allows you to immediately make an Intimidate check to demoralize your target and all foes within 30 feet of your target. If your base attack bonus is greater than your Intimidate bonus, you may use it for the demoralize check. You may add this critical hit effect in addition to any other critical hit effect or effects the attack can normally benefit from. This critical hit effect applies to creature immune to critical hits and is not negated by things which negate critical hit effects, but does not apply to creatures immune to mind-affecting effects. This is a emotion, fear effect.
Moving on to Deadly Aim, we see it has the same issues as Combat Expertise in how it interacts with Starfinder’s combat math. Looking at some solutions, we see sniper rifles have some special rules, which maybe we can co-opt to match the flavor of Deadly Aim, without breaking the game’s math (though it also won’t be as broadly useful a feat, which is fine as long as it has good utility for the characters most likely to take it).
DEADLY AIM (Combat)
When you take time to aim, your accuracy is exceptional.
Prerequisites: Proficiency with sniper weapons.
Benefit: You can take a move action to aim with a ranged weapon as if it had the sniper weapon special property. This allows you to treat it’s range increment as being 50% longer. If you make an attack with a weapon that does have the sniper weapon special property, when you take a move action to aim with it you gain a +1 bonus to the next attack roll you make with it during the same round.
…
Of course the REAL design trap is that Deadly Aim IS already in Starfinder!
Always double check your sources. Otherwise, you might write a feat you don’t need. 
November 13, 2019
Titles of the 500+ pdf Bonus MegaBundle
“Are there REALLY more than 500 pdfs in the Bonus MegaBundle, for just $30?”
Yes.
513, in fact.
Bundle Contents:
3 Things Made From Crabmen.pdf
4HP Alien Races Sokura.pdf
4HP CCBase Class Engineer.pdf
4HP CC Abstraction Golems Expanded.pdf
4HP CC Animated Traps Expanded.pdf
4HP CC Pakuvresh.pdf
4HP Celestial Character Options.pdf
4HP Character Options – Gods in the Void.pdf
4HP Comedic Character Options.pdf
4HP Even More Horrifically Overpowered Feats.pdf
4HP Gruesome Aberrations.pdf
4HP Gruesome Constructs.pdf
4HP Gruesome Fey.pdf
4HP Gruesome Oozes.pdf
4HP Hybrid Base Class – Renegade.pdf
4HP Hybrid Class – Blasphemer.pdf
4HP Hybrid Class – Fury.pdf
4HP Hybrid Class – Shifu.pdf
4HP Hybrid Class – The Psychemist.pdf
4HP Hybrid Class Possesed.pdf
4HP Hybrid Class The Montebank.pdf
4HP Living Items.pdf
4HP Mature Character Options.pdf
4HP Minmaxed Monsters.pdf
4HP Monsters Under the Bed.pdf
4HP More Comedic Character Options.pdf
4HP Mythic Archetypes.pdf
4HP Mythic Kingdoms.pdf
4HP Mythic Magic Expanded.pdf
4HP Mythic Magic Items.pdf
4HP Mythic Path Transcendentalist.pdf
4HP Technomagic – Hybrid Magic Items.pdf
4HP Venerable Character Options.pdf
4HP Vule the Living Planet.pdf
4HP Yet More Horrifically Overpowered Feats.pdf
4HP Young Character Options.pdf
5 Hellfire Feats.pdf
55 Minor Armor Upgrades.pdf
55 Minor Spell Variations.pdf
55 Minor Weapon Modifications.pdf
5e Classes The Godling.pdf
5e Menagerie Griffmeras.pdf
5e Menagerie Horrors of the Aboleth.pdf
5e Menagerie Howl at the Moon.pdf
5e Menagerie Oceans of Blood.pdf
5e Options Rogue Archetypes Shadow Warrior.pdf
5e Trash Gryphon.pdf
Advanced Options – Alchemists Discoveries.pdf
Advanced Options – Cavaliers’ Orders.pdf
Advanced Options – Cavaliers.pdf
Advanced Options – Extra Evolutions.pdf
Advanced Options – Inquisitors Judgments.pdf
Advanced Options – Slayer Talents & Lethalities.pdf
Advanced Options – Warpriest Blessings.pdf
Advanced Options – Witchs’ Hexes-Revised.pdf
Advanced Options-Fight Like A Pirate.pdf
AdvancedOptions-OraclesCurses.pdf
Adventurers Handbook.pdf
Annals of the Archfiends – Phosonith – The Cruel Charmer.pdf
AO Patron Hexes.pdf
AO_Slayer_Talents___Lethalities.pdf
Bullet Point #1 Five Dragonscale.pdf
Bullet Point #19 Death Mage Feats.pdf
Bullet Point 10 Feats of Fear and Fearlessness.pdf
Bullet Point 10 Feats of Hammer and Thunder.pdf
Bullet Point 10 Mage Armor Feats.pdf
Bullet Point 10 Monster Feats.pdf
Bullet Point 10_Subschool_Augmentation_Feats.pdf
Bullet Point 12 Fighter Bravery Alts.pdf
Bullet Point 12_Rogue_Trapfinding_Alts.pdf
Bullet Point 13 Witch Hexes.pdf
Bullet Point 13-Dwarven-Questing-Feats.pdf
Bullet Point 14 Halfling Burglar Feats.pdf
Bullet Point 15 Fantasy Taxes.pdf
Bullet Point 2 Alt Leadership Feats.pdf
Bullet Point 3 Simian Races.pdf
Bullet Point 3 Stone Golem Templates.pdf
Bullet Point 3 Supernatural Abilities.pdf
Bullet Point 3_Simian_Races.pdf
Bullet Point 4 Ghostbusting Items.pdf
Bullet Point 4 Invisibility Feats.pdf
Bullet Point 4 Raise Dead Feats.pdf
Bullet Point 4_Death_Mage_Feats.pdf
Bullet Point 5 Dragonscale.pdf
Bullet Point 5 Fireball Feats.pdf
Bullet Point 5 Handy Haversacks.pdf
Bullet Point 5 Haste-Slow Feats.pdf
Bullet Point 5 Machinesmith Feats.pdf
Bullet Point 5 Meta-Combat Feats.pdf
Bullet Point 5 Mount Steed Spell Feats.pdf
Bullet Point 5 Silver Weapon Magic Properties.pdf
Bullet Point 5 Unseen Servant Feats.pdf
Bullet Point 5 Witch’s Daggers.pdf
Bullet Point 5_Control_Water_Feats.pdf
Bullet Point 6 Anachronistic Armors.pdf
Bullet Point 6 Antimagic Field Feats.pdf
Bullet Point 6 Archon Feats.pdf
Bullet Point 6 Feats for Summon Spells.pdf
Bullet Point 6 Godling Feats.pdf
Bullet Point 6 Jester Feats.pdf
Bullet Point 6 New Exotic and Martial Swords.pdf
Bullet Point 6 Nonmagic Weapon Qualities.pdf
Bullet Point 6 Spell-Less Ranger Feats.pdf
Bullet Point 6 Teleportation Spell Feats.pdf
Bullet Point 6-Mythic-Feats.pdf
Bullet Point 7 Bard Feats.pdf
Bullet Point 7 Cure Light Wounds Feats.pdf
Bullet Point 7 Feats For Flying Foes.pdf
Bullet Point 7 Feats for Sword and Board.pdf
Bullet Point 7 Feats for the Undead.pdf
Bullet Point 7 Magic Firearm Properties.pdf
Bullet Point 7 Magic Missile Feats.pdf
Bullet Point 7 Shadow Assassin Feats.pdf
Bullet Point 7 Shield Feats.pdf
Bullet Point 7 Sinful Feats of Gluttony.pdf
Bullet Point 7 Sinful Feats of Lust.pdf
Bullet Point 7 Spiritual Weapon Feats.pdf
Bullet Point 7 Stupid Weapons April Fools.pdf
Bullet Point 7 Tendril Tentacle Spell Feats.pdf
Bullet Point 7 Time Feats.pdf
Bullet Point 7 War Master Feats.pdf
Bullet Point 7 War_Master_Feats.pdf
Bullet Point 7-Sinful-Feats-of-Pride.pdf
Bullet Point 8 Animal Feats.pdf
Bullet Point 8 Barbarian Feats.pdf
Bullet Point 8 Dragonrider Feats.pdf
Bullet Point 8 Lightning Bolt Feats.pdf
Bullet Point 8_Barbarian_Feats.pdf
Bullet Point 9 Armiger Feats.pdf
Bullet Point 9 Witch Hunter Feats.pdf
Bullet Point 9-Alchemical Bomb Discoveries.pdf
Bullet Point Cold Iron Magic Weapons.pdf
Bullet Point Legendary-Weapons.pdf
Bullet Point Magic_Diseases.pdf
Childhood Adventures.pdf
CO The Feat Reference Document.pdf
Codex Draconis – Black Lords of the Marsh.pdf
Codex Draconis – Green Menace of the Woodlands.pdf
Codex Draconis – Red Tyants of the Mountains.pdf
Codex Draconis – Satraps of the Deserts.pdf
Codex Draconis – White Terrors of the North.pdf
Corruption Codex.pdf
CSP TA The Witch ML.pdf
CSP Waysides Rock Bottom.pdf
CSP-RR-Aardvolk.pdf
CSP-RR-Gnolls.pdf
Dragon Companion Handbook.pdf
Dynastic Races Compendium.pdf
EMI Kyr’shin Unchained.pdf
EMI Taka’shi.pdf
EMM 1 Interval Spellcasting.pdf
EMM 10 Brawler Archetypes.pdf
EMM 11 Mysteries of Spring.pdf
EMM 12 Malborgoroth.pdf
EMM 13 Unchained Kangaroos.pdf
EMM 14 Spells of Comedy.pdf
EMM 15 Way of the Eight.pdf
EMM 16 Mystic Scrivener.pdf
EMM 17 Microsized Templates .pdf
EMM 18 Motherly Options.pdf
EMM 19 Gloom Discoveries.pdf
EMM 2 The Skinsuit Ritual.pdf
EMM 20 Esoteric Implements.pdf
EMM 21 Unchained Fighter Options.pdf
EMM 22 Mysteries of Summer.pdf
EMM 23 Mesmerist Feats.pdf
EMM 24 Patriotic Options.pdf
EMM 25 Yroometji.pdf
EMM 26 Black Blade Options.pdf
EMM 27 Spells of Childhood.pdf
EMM 28 Cleric Options.pdf
EMM 29 Favored Enemy Focuses.pdf
EMM 3 Childhood Feats.pdf
EMM 30 Haunt Invocations.pdf
EMM 31 Injuries and Scars.pdf
EMM 32 School Day Options.pdf
EMM 33 Mysteries of Autumn.pdf
EMM 33 Unchained Monk Options.pdf
EMM 34 Mysteries of Autumn.pdf
EMM 35 Investigator Options.pdf
EMM 36 Ghost Hunting Options.pdf
EMM 37 Occultic Singularity Ritual.pdf
EMM 38 More Unchained Fighter Options.pdf
EMM 39 Pumpkin Kami.pdf
EMM 4 Ley Line Qualities.pdf
EMM 40 The Tall One.pdf
EMM 41 Cult Classic Heroes.pdf
EMM 42 Shapeshifter Options.pdf
EMM 43 Bountiful Harvest Ritual.pdf
EMM 44 Family Options.pdf
EMM 45 Festive Armory.pdf
EMM 46 Festive Options.pdf
EMM 47 Yearbound Phoenix Ritual.pdf
EMM 48 Unchained Favored Classes.pdf
EMM 49 Far-Flung Races.pdf
EMM 5 Kumiho.pdf
EMM 50 Haunted Archetypes.pdf
EMM 51 Arcane Discoveries.pdf
EMM 52 Paladin Mercies.pdf
EMM 53 Rage Options.pdf
EMM 54 Alchemical Power Components.pdf
EMM 55 Front Liner’s Options.pdf
EMM 56 Mystery of Riddles.pdf
EMM 57 Magus Arcana.pdf
EMM 58 Bloodline Mutations.pdf
EMM 59 Unchained Kangaroos, Dire Edition.pdf
EMM 6 Mysteries of Passion.pdf
EMM 60 Kitsune Kineticist Options.pdf
EMM 61 Animal Teamwork Feats.pdf
EMM 62 Mystery of Music.pdf
EMM 63 Dynastic Armory.pdf
EMM 64 Hecaviogos Levialogi.pdf
EMM 65 Catfolk Options.pdf
EMM 66 Eidolon Knight.pdf
EMM 67 Animal Companion Archetypes.pdf
EMM 68 Superior Alchemical Items.pdf
EMM 69 Fey Shaman Spirit.pdf
EMM 7 Deific Passengers.pdf
EMM 70 Unchained Fighter Archetypes.pdf
EMM 71 Wild Shape Variants.pdf
EMM 72 Vessel Passengers.pdf
EMM 73 Microsized Monsters.pdf
EMM 74 Centaur Options.pdf
EMM 75 Gculcilite.pdf
EMM 76 Lost Children.pdf
EMM 77 Unchained Ninja Options.pdf
EMM 78 Allakhadae.pdf
EMM 79 Unchained Bard Masterpieces.pdf
EMM 8 Gnoll Options.pdf
EMM 80 Arcanist Exploits.pdf
EMM 81 Mutative Muck.pdf
EMM 82 Age Shifting Options.pdf
EMM 83 Dynastic Spells.pdf
EMM 84 Kineticist Archetypes.pdf
EMM 85 Transpositional Creatures.pdf
EMM 86 More Unchained Bardic Masterpieces.pdf
EMM 88 Creepy Creatures.pdf
EMM 89 Everyman Races.pdf
EMM 9 Sleeping Rules.pdf
EMM 90 Occultist Panoplies.pdf
EMM 91 Bloodrager Bloodlines.pdf
EMM 92 Squishikin Options.pdf
EMM 93 Soulless.pdf
EMM 94 Familiar Archetypes.pdf
EMO Kineticist.pdf
EMO Paranormal Classes.pdf
EMO Shaman Spirits.pdf
EMO Unchained Fighters.pdf
EMU Bards.pdf
EMU Eidolons.pdf
EMU Fighter.pdf
EMU Teamwork Feats.pdf
EMU Unchained Cunning.pdf
Engines of Destructions.pdf
Everyman Archetypes, Skald.pdf
Everyman Archetypes, Swashbuckler.pdf
Everyman Iconics Drake.pdf
Everyman Iconics Kyrshin.pdf
Everyman Iconics Shira.pdf
Everyman Unchained – Eidolons.pdf
Everyman Unchained Monk Archetypes II.pdf
Everyman Unchained Monk Archetypes.pdf
Everyman Unchained, Unchained Cunning.pdf
Everyman Unchained-Skills and Options.pdf
Everyman Unchained-Unchained Rage.pdf
Everyman_Unchained__Unchained_Cunning.pdf
Faeries of the Fringe.pdf
FTF 13 Evil Spells.pdf
Genius Adventures – Spring of Disorder.pdf
Genius Adventures – The Black Skull Laughs.pdf
Genius Adventures – There’s Yer Problem.pdf
Genius Guide to 110 Spell Variants Vol. 01.pdf
Genius Guide to 110 Spell Variants Vol. 03.pdf
Genius Guide to 110 Spell Variants Vol. 04.pdf
Genius Guide to Air Magic.pdf
Genius Guide to Another 110 Spell Variants Vol. 02.pdf
Genius Guide to Apeiron Staves.pdf
Genius Guide to Apprentice-Level Characters.pdf
Genius Guide to Arcane Archetypes.pdf
Genius Guide to Archer Archtypes.pdf
Genius Guide to Chaos Magic.pdf
Genius Guide to Crystal Magic.pdf
Genius Guide to Divination Magic.pdf
Genius Guide to Divine Archetypes.pdf
Genius Guide to Dream Magic.pdf
Genius Guide to Earth Magic.pdf
Genius Guide to Exalted Domains of Light and Lore beta.pdf
Genius Guide to Exalted Domains of Storms and Savagery.pdf
Genius Guide to Exalted Domains of War and Ruin.pdf
Genius Guide to Favored Class Options.pdf
Genius Guide to Feats of Battle.pdf
Genius Guide to Feats of Critical Combat.pdf
Genius Guide to Feats of Divine Might.pdf
Genius Guide to Feats of Immediate Action.pdf
Genius Guide to Feats of Metamagic.pdf
Genius Guide to Feats of Multiclassing.pdf
Genius Guide to Feats of Psionic Might.pdf
Genius Guide to Feats of Runic Might 2.pdf
Genius Guide to Feats of Runic Might.pdf
Genius Guide to Feats of Spellcasting.pdf
Genius Guide to Feats of Subterfuge.pdf
Genius Guide to Fire Magic.pdf
Genius Guide to Gruesome Undead Templates.pdf
Genius Guide to Hellfire Magic.pdf
Genius Guide to Hoof and Horn Racial Options.pdf
Genius Guide to Horrific Haunts.pdf
Genius Guide to Horrifically Overpowered Feats.pdf
Genius Guide to Ice Magic.pdf
Genius Guide to Loot 4 Less 1 – Armor and Weapons.pdf
Genius Guide to Loot 4 Less 10 – Fezzes Are Cool.pdf
Genius Guide to Loot 4 Less 2 – Pretty, Pretty Rings.pdf
Genius Guide to Loot 4 Less 3 – Hot Rods.pdf
Genius Guide to Loot 4 Less 4 – Fantastic Footwear.pdf
Genius Guide to Loot 4 Less 5 – All You Need Is Gloves.pdf
Genius Guide to Loot 4 Less 6 – Cloaks and Daggers.pdf
Genius Guide to Loot 4 Less 7 – Krazy Kragnar.pdf
Genius Guide to Loot 4 Less 8 – Belt One On.pdf
Genius Guide to Loot 4 Less 9 – Bell, Book, and Candle.pdf
Genius Guide to Loot 4 Less Things that Make You Go Boom.pdf
Genius Guide to Martial Archetypes.pdf
Genius Guide to Mystic Godlings.pdf
Genius Guide to Name Traits.pdf
Genius Guide to Races of Fire and Fury.pdf
Genius Guide to Races of Hoof and Horn.pdf
Genius Guide to Races of Wind and Wing.pdf
Genius Guide to Rune Staves and Wyrd Wands.pdf
Genius Guide to Simple Monster Templates.pdf
Genius Guide to the Archon.pdf
Genius Guide to the Armiger.pdf
Genius Guide to the Death Mage.pdf
Genius Guide to the Dragonrider Revised.pdf
Genius Guide to the Godling Ascendant.pdf
Genius Guide to the Godling.pdf
Genius Guide to the Magus.pdf
Genius Guide to the Mosaic Mage.pdf
Genius Guide to the Order of Vigilance.pdf
Genius Guide to the Shadow Assassin.pdf
Genius Guide to the Talented Cavalier.pdf
Genius Guide to the Templar.pdf
Genius Guide to the Time Thief.pdf
Genius Guide to the Time Warden.pdf
Genius Guide to the Vanguard Revised.pdf
Genius Guide to the War Master.pdf
Genius Guide to the Witch Hunter.pdf
Genius Guide to What’s in my Pocket – Part Deux.pdf
Genius Guide to What_s in my Pocket – Part Deux.pdf
GG to Bravery Feats.pdf
GG to Feats of Spellcasting II.pdf
GG to Gruesome Dragons.pdf
GG to More Horrifically Overpowered Feats.pdf
GG to More Ranger Talents.pdf
GG to the Dracomancer.pdf
GG to the Hellion.pdf
GG to the Magister.pdf
GG to the Riven Mage.pdf
GG to the Shadow Warrior.pdf
GG to the Talented Ranger.pdf
GG-to-More-Horrifically-Overpowered-Feats.pdf
GG-to-the-Hellion.pdf
GG-to-the-Magister.pdf
GG-to-the-Riven-Mage.pdf
GGT Domain Channeling II.pdf
GGT Domain Channeling.pdf
GGT Expanded Class Options.pdf
GGT Gruesome Giants.pdf
GGT HOMFeats.pdf
GGT Homophone Spells.pdf
GGT More Barbarian Talents.pdf
GGT More Bard Talents.pdf
GGT More Cleric Talents.pdf
GGT More Simple Class Templates for Monsters.pdf
GGT More Witch Talents.pdf
GGT Mythic Subpaths.pdf
GGT Simple Class Templates for Monsters.pdf
GGT the Cruorchemist.pdf
GGT The Opportunist.pdf
GGT The Talented Barbarian.pdf
GGT the Talented Bard.pdf
GGT the Talented Bestiary PDF Webview.pdf
2GGT the Talented Bestiary PDF.pdf
GGT the Talented Cleric.pdf
GGT the Talented Druid.pdf
GGT the Talented Otter Dragon.pdf
GGT the Talented Witch.pdf
GGT Variant Multiclass Rules.pdf
GGT-Expanded-Class-Options.pdf
GGT-More-Barbarian-Talents.pdf
GGT-The-Talented-Barbarian.pdf
GGtoHOMFeats.pdf
GG_to_Feats_of_Spellcasting_II.pdf
GG_to_More_Ranger_Talents.pdf
GG_to_the_Dracomancer.pdf
GG_to_the_Shadow_Warrior.pdf
GG_to_the_Talented_Ranger.pdf
GO Masters of Time.pdf
GO-Masters-of-Time.pdf
Green-Menace-of-the-Woodlands.pdf
Halfling-Burglar-Feats.pdf
Heralds of the Apocalypse.pdf
HFNotes-001-Spellpoint-Feats.pdf
HFNotes-002-Stocking-Stuffers.pdf
HH 002 Spellpoints Expansion.pdf
Houserule Footnotes Spell Point Feats.pdf
Houserule Handbooks Spell Points.pdf
Houserule Handbooks Spellpoints Compilation.pdf
Into The Veil.pdf
Kitsune Compendium.pdf
Krazy Kragnar Magic Staff Emporium.pdf
Krazy Kragnar’s Black Market Magic Items.pdf
Krazy Kragnars Alchemical Surplus Shop.pdf
Krazy_Kragnars_Alchemical_Surplus_Shop.pdf
Krazy_Kragnar_Magic_Staff_Emporium.pdf
Leadership Handbook.pdf
Lunar Knights.pdf
Microsized Adventures.pdf
MM A Council of Genies.pdf
MM Bulette Points.pdf
MM Draconis Arcanus.pdf
MM SS Giraffenomicon.pdf
MM SS Pumpkin Stalker.pdf
MM The Swarminomicon.pdf
MM Troops.pdf
MM_Winter_Ravagers.pdf
MO Core Mythic Class Features.pdf
MO Mythic Base Class Features.pdf
MO Mythic Dragonrider Class Features.pdf
MO-Mythic-Rogue-Class-Features.pdf
Monster Menagerie – Construct Companion.pdf
Monster Menagerie – Covens of Chaos.pdf
Monster Menagerie – Demonic Harlots.pdf
Monster Menagerie – Horrors of the Aboleth.pdf
Monster Menagerie – Howl at the Moon.pdf
Monster Menagerie – Kingdom of Graves.pdf
Monster Menagerie – Kith of the Harpy Queen.pdf
Monster Menagerie – Lurkers in the Dark.pdf
Monster Menagerie – Threats from Beyond.pdf
Monster Menagerie – Winter Ravagers.pdf
Monster Menagerie Griffmeras.pdf
Mythic Fighter Class Features.pdf
Mythic Menagerie – Rise of the Goblinoids.pdf
Mythic Options The Missing Core Feats.pdf
Night of the Starbird.pdf
Occult Options 1.pdf
Oceans of Blood.pdf
Paranormal Adventures.pdf
Paranormal Classes.pdf
PF Trash Gryphon.pdf
Psychological Combat.pdf
Races Revised – the Kitsune Clans.pdf
Ranger Options – Knacks of Nature.pdf
Ravagers of Time.pdf
Relic Files – From Beyond the Stars I.pdf
Relic Files – From Beyond the Stars II.pdf
Relic Files – Treasures of Camelot I.pdf
Relic Files – Treasures of Camelot II.pdf
Relic Files – Treasures of Camelot III.pdf
RF Manticore Power Armor.pdf
RF Treasures of the Earth – Svarduun.pdf
RP Kyubi Paragon.pdf
RP Noble Aspirant.pdf
SA Laser Grenades.pdf
SA Shotguns.pdf
Samsaran Compendium.pdf
Satraps-of-the-Deserts.pdf
SC Coordinated Combat Feats.pdf
SC Horrifically Overpowered Feats.pdf
SC Legacy Cavalier.pdf
SC Legacy Dragonrider.pdf
SC Legacy Gunslinger.pdf
SC Technomancy Manual.pdf
SC Toonimancy.pdf
SFA Cannibal Clowns from Outer Space.pdf
SFA Deluxe Drider.pdf
SFA Sluagh.pdf
SFS Psychic Space Cats.pdf
SGP A Brace of Pistols.pdf
SGP Argonax the Mad.pdf
SGP Power Word Spells.pdf
SGP Races Revised The Kobold Kings.pdf
Skill Challenge Handbook.pdf
Sorcerers Options Beyond Bloodlines-1.pdf
Spell-Point_Compilation.pdf
Starfarer’s Codex Witch Legacy Class.pdf
The Clockwork Wonders of Brandlehill.pdf
The Genius Guide to More Cavalier Talents.pdf
The Genius Guide to More Fighter Talents.pdf
The Genius Guide to More Monk Talents.pdf
The Genius Guide to More Rogue Talents.pdf
The Genius Guide to the Death Knight.pdf
The Genius Guide to the Relics of the Godlings II.pdf
The Genius Guide to the Relics of the Godlings.pdf
The Genius Guide to the Talented Cavalier.pdf
The Genius Guide to the Talented Fighter.pdf
The Genius Guide to The Talented Monk.pdf
The Genius Guide to the Talented Rogue.pdf
The Pirate Haven of Blackrock.pdf
The-Genius-Guide-to-the-Death-Knight.pdf
The-Genius-Guide-to-the-Relics-of-the-Godlings.pdf
Ultimate Charisma.pdf
Ultimate Occult.pdf
Ultimate Options – Arcane Discoveries.pdf
Ultimate Options – Grit and Gunslingers.pdf
Ultimate Options – Power of the Ninja.pdf
UO Bardic Masterpieces.pdf
UO New Magus Arcana..pdf
UO Story Feats.pdf
VC Radical Pantheon.pdf
VC The Black Knight.pdf
4VCPDF.pdf
Veranthea Codex – Lost Legends of Urethiel.pdf
Veranthea-Codex.pdf
Wind and Wing Racial Options.pdf
Yuletide Terror.pdf
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