Friday, December 31, 2010

[LPJ Design] Races of NeoExodus: Dalrean Preview

Dalrean are a race of sentient, mobile plants.  If a treant is a thinking tree, a dalrean is a thinking flower, and indeed, the spellcasters of this race are noted for their astonishing floral ‘spellbuds.’  dalrean, who live exceedingly long lives, are closely tied to the natural cycles of Exodus.

Personality:  Dalrean are extremely social creatures, with a culture rooted in constant spore communication.  A dalrean patch is invariably tranquil and united, and under normal circumstances, individuals within it are likewise the most calm and sociable of creatures.  A dalrean separated from the society of its kind becomes morose and nervous, and a dalrean deprived of even the substitute company of other intelligent creatures may become severely, even dangerously, unbalanced.

Physical Description: Dalrean are blueish-green-skinned, eyeless humanoids, slightly less than 6 ft. in height, with a ‘fin’ running from the top of the head to the small of the back.  Some observers erroneously conclude from this that they are an offshoot of aquatic humans or elves from the deepest oceans.  Beneath its relatively conventional exterior, a dalrean’s physiology is quite unique.  Dalrean are actually plants, reproducing via seeds and deriving sustenance from photosynthesis.  A dalrean possesses floral equivalents to the muscles and skin of most fauna, but these are little more than camouflage; its physical workings operate under entirely different principles.  This difference is more obvious in the case of a dalrean spellcaster; when the creature generates brilliant flowers called spellbuds on its body.

Relations: Because dalrean custom and psychology are so alien, and their homes so isolated, other races have little contact with these intelligent plants.  Humanoids tend to see dalreansas a sort of boogie-men, equally capable of calm beneficence and unfeeling cruelty, and switching from one to the other for reasons that would seem trivial to a creature of animal ancestry.  For their part, the dalrean are mostly tolerant of their animalistic neighbors.  If a dalrean patch’s customs are violated, however, they will neither forget nor forgive.  Yet, because dalrean operate on a different timescale than most creatures, their vengeance may come countless centuries after an offender has died of natural causes, and the dalrean will scarcely know the difference.

Alignment: The vast majority of dalrean are true neutral as far as outsiders are concerned.  The majority of exceptions appear Lawful Neutral or Neutral Good.  Dalrean do not experience enough internal strife to make such distinctions; they are almost universally ‘good’ to their own patch and disinterested in the wider world, including dalrean of other patches.

Dalrean Lands: Dalrean occupy the deepest wildernesses of Exodus, from deserts to jungles, although they do favor warm lands over cold.  Each dalrean patch is a nation unto itself, unable to comprehend such notions as politics or loyalty to creatures outside spore communication.  Sages debate the origins of the dalrean race, proposing as wildly diverse suggestions as Bal, Sametia and even Ablis.

Religion: Dalrean psychology is unable to grasp the concept of a being “outside” the network of life, such as a god.  Most dalrean patches subscribe to a belief in a universal interconnectedness that mimics on a larger scale the close connection the members of the patch experience among themselves, but beyond this nebulous concept, ‘divinity’ is outside the dalrean experience.

Language: Dalrean normally do not speak.  They do have the ability to speak as normal humanoids, however they will often communicate by modulate their communications spores to elicit complex and tailored emotional responses; a humanoid “speaking” with a dalrean believes he is hearing the creature, or at least experiencing its thoughts telepathically, when his actual reactions are physiological.  Dalrean can understand languages normally.

Names: Dalrean do not have names within their patches; such divisions make little sense to them.  A dalrean forced to deal with “meat” races will adopt a nickname in the local language, usually one relating to plant life or nature.

Adventures: At intervals known only to the dalrean, individuals will leave a patch and scatter like seeds in the wind.  These wandering dalrean have trouble expressing their motives to animal-based intelligence; the best they can manage is to call their journey “spreading an oneness.”  Other dalrean are forced into a life of adventure when misfortune befalls their patch.

[LPJDesign] The Last Day of 2010 One Day Sale – Friday December 31st

Last day of the year is here again and to end off on a good note we are having the last sale of 2010.  The majority of LPJ Design products will be 50% OFF THE NORMAL PRICE available at both DriveThruRPG.com and RPGNow.com.  So stock up your Want List now and come by on Friday and save money getting these PDFs.  Don’t miss out!!!

Wednesday, December 29, 2010

Four years, 1,500 plus posts and what have I learned...

...I have learned being a father is the best job you can have. Period. I love you, Lucas.

Being a RPG publisher is a close 2nd.  Thanks for being a fan of LPJ Design and a fan of me over this last four years.  I hope you have found this blog useful over the last four years and hope to continue to be helpful to you.  Welcome to year five.

Talk to you later...

More finished artwork for NeoExodus: A House Divided

Just some cool artwork stuff for you to look at.
These two are a Section Omega Id Hunter and an Order of Kaga Auger. Both have swords in the right hand.  going to have make sure the next round of new character designs don't have swords or atleast in the right hand.  Maybe some more uniques weapons, like a spiked morningstar, three-sectional staff, maybe even a whip chain.  Just stuff to help make the images look even cooler.  Nothing beats a bad ass image. Talk to you later...

Tuesday, December 28, 2010

[Coming Soon] Skyships of Nova Avalon for Pirates of the Bronze Sky

The skies are filled with Skyships of all kinds and conflict between the powers is most often fought in the skies between their lands. Pirates and privateers swoop down upon merchantmen and warships alike to destroy and plunder all that they can, to build their own fleets and carve out their niche in the world. Power stems from the thunder of your cannons, the skill of your crew and the reputation of your vessel The rules here will provide for aerial combat – using the usual rules-set – and for the design and building of your own vessels. The rules allow for treating these Skyships as ‘characters’, as well as vessels. The truly famous ships are able to become named and feared in their own right regardless of who is at the helm. This sourcebook includes:
  • Skyship Combat Sequence
  • Combat Statistics & Movement
  • Skyship Creation & Customization
  • Skyship Weapons and Equipment
  • And more to come...
Coming soon to Paizo.com and RPGNow.com.

Things you need to know and understand about NeoExodus: A House Divided Campaign setting Part 2

All Game Masters and every player should bear in mind and take into consideration these important facts about the world of Exodus and the setting of NeoExodus: A House Divided.

2. NeoExodus is a world built upon epic adventures, heroic quests and valiant expeditions into the unknown that cover this unique setting. Through the use of magical and non-magical means, heroic adventures can gain access to larger realms of excitement and discoveries which in turn will introduce them to new and interesting challenges to confront and monsters to combat. From exotic location to unusual surroundings, the challenges of Exodus should pull heroes across the lands of many nations and countries to the entire world. Each of the areas in the world of Exodus are unique and stunning from the tropical rain forest and jungle of the Wyldlands of Bal to the frigid and dangerous peak on the mountains in Nas. Exodus is truly a world of invigorating exploration and exhilarating action. 

More to come.  Talk to you later...

Sunday, December 26, 2010

Want to feel old and obsolete in one easy step, then read this...

I read this today on Deviantart.com at an artist blog:

And let's face it, Maya and other 3D programs are the Photoshop of the future. Right now, kindergarten children all use Photoshop so I expect that 5 years from now, annoying ass 14 year olds are ALL going to be playing around in Maya and DA'll be full of nothing but amazing renders of complex character models and I want to know how to do that before those bastards.


OK I admit this does scare me a little (READ: A whole hell of a lot!) and this also will effect the graphic design and publishing world.  So where does this leave a graphic designer with 20 years of actual experience? Worried is the correct answer.  Talk to you later...

Saturday, December 25, 2010

Merry Christmas from the Louis Porter Jr. Design Family

Merry Christmas to all from our family to yours! :-) A sincere and heartfelt thank you to everyone who chose to support us this year! xoxo Our customers are the best. 

Friday, December 24, 2010

Merry Christmas from LPJ Design - The 2011 Coming Soon Cover Editions

First off I want to wish everyone a Merry Christmas and a Happy New Year!

Next, if you have been wondering what the products we are coming up with in 2011 for NeoExodus: A House Divided? Now take a look at some of them:
















Plus even more sourcebooks and adventures for the setting.  And in addition to everything you see here also have all kind of new products for the upcoming Pirates of the Bronze Sky campaign setting and products and Obsidian Twilight (four major releases planned for 2011).

Oh yeah I almost forgot about this and since it is Christmas Eve here is an early present...

Introducing Pocket Adventures for Pathfinder Role Playing Game The Pocket Adventures can be played as a stand-alone adventure or dropped into any ongoing campaign setting. Full adventure, Low price! Expect to see these at your local gaming store and online in PDF format coming soon:
Like we told you before, 2011 is going to be a busy year for us.  Talk to you later...

LPJ Design on Christmas Eve 2010

[LPJ Design] Races of NeoExodus: Cynean Preview

Crystalline scholars of all things arcane, the cyneans are as mighty in mind as in body.  While the psionically-inclined might expect the cyneans to share their tendencies, these beings of living crystal are masters of magic, not mentalism.  On Exodus, which is both their home and their only known haunt, they can ever be found seeking some mystical secret or long-lost spell.

Personality:  The iconic cynean is as stoic and sedate as the rock crystal he so resembles.  As a rule, these creatures are honorable and thoughtful.  They are as slow to trust as to anger, though members of other races have come to trust in them.  A cynean’s only passion is magic - and in this alone, he can be as fervent as the most fanatical human ideologue.  Cyneans are often misunderstood by other races, who read either dullness or tranquility into their slow, deliberate way of thinking and their quiet nature.  In fact, most cyneans are constantly thinking, their crystalline minds leaping from one thought to the next at great speed; they simply prefer not to articulate their thoughts and feelings until they’ve finished mulling them over internally.

Physical Description: Cyneans are orc-sized blocks of roughly humanoid crystal.  A cynean is nearly as wide as tall, and many who do not know of this race mistakenly believe them a species of indomitable warriors.  Despite the oddities of his appearance, a cynean is actually a living creature, not a construct or an elemental.  In youth, a cynean’s body, which may be any color from rose quartz to jade, is light and almost entirely transparent.  As the creature ages, his crystalline skin darkens and becomes more opaque; an ancient cynean may be black as night and entirely solid to the eye.

Relations: Cyneans receive the respect - and occasionally fear - of the other races of Exodus.  Known for their immense magical abilities, they are often sought out by spellcasters, particularly wizards, hoping to expand their mystical knowledge.  Cyneans respect casters of all races; those who lack magical abilities, they treat with a kind of polite pity, as a human might a pauper or a cripple.  Because cyneans speak slowly and think things through thoroughly, they can grate on the nerves of those who prefer to think on their feet.

Alignment: Cyneans often appear lawful to outsiders because the passions that rule them are quite alien, but in their own way they are creatures of instinct and obsession.  Most cyneans are split evenly between chaos, neutrality and good.  Few cyneans are lawful and fewer still are evil.

Cynean Lands: Cynean originated in Gavea but the majority of them have migrated to Koryth and the rest to the other highly populated areas of Abaddon, Cordel, Nas and Sametia in Exodus.  Some of the braver cyneans have even set up small outposts on the lands of Unthara.

Religion: Cyneans believe their arcane studies have unearthed underlying principles agreed upon by most of the major religions of Exodus, and it is to these core principles they address their devotion.  Cyneans believe in “life energy” permeating the planet and hope to see it increased; powers that destroy this “life energy,” such as undeath, are anathema to them.

Language: Cyneans speak their own language, a slow but methodical and highly detailed tongue, and common.

Names: Cyneans use different names for different purposes.  A cynean has a version of his family name, which is usually taken from an honored forefather; this is his name as far as outsiders are concerned.  He also has a personal name, often a diminutive of his family name, which he uses only with the closest friends and relatives.
Male Names: Axo-Sal, Dema-Ma, Gals-Pa, Has-Ona, Kas-Bi, Xan-Ti, Yav-Ma.
Female Names: Boasx, Iska, Joia, Kaxis, Maqia, Qan.

Adventures: A cynean adventures to acquire the magical knowledge so craved by his race.  Many cyneans live a life others would describe as adventurous; to a cynean, battling eldritch horrors, unearthing unimaginable secrets and wrestling with the fundamental forces of the universe is simply ‘field research.’

Thursday, December 23, 2010

My early Christmas gift to LPJ Design fans... more artwork to show off

Apparently everyone has decided to make it their "get work done" week so we have a few images to show you from our artists.  First off we have the finished artwork for the new updated Dalrean race for NeoExodus: A House Divided.


Here we have the updated image for the Prymidian race for NeoExodus: A Housed Divided.

Finally, here is the rough sketch for the update we are making to the agents of Section Omega for NeoExodus: A House Divided.


More artwork to come.  Talk to you later...

Tuesday, December 21, 2010

Coming Soon - Skyships of Nova Avalon

Just when you though we were focusing only on NeoExodus: A House Divided, here we finish a release for the upcoming Pirates of Bronze Sky. Expect to see this very soon.  Talk to you later...

Things you need to know and understand about NeoExodus: A House Divided Campaign setting Part 1

All Game Masters and every player should bear in mind and take into consideration these important facts about the world of Exodus and the setting of NeoExodus: A House Divided. 

1. NeoExodus is a world full of magic: The setting of NeoExodus is a world that has advanced by mastery of arcane magic which may be counter intuitive to the classic fantasy and medieval times. Magic is very pervasions in the world of NeoExodus from the instantaneous point to point travel via the Nexus Gateway to sentient, free-willed arcane constructs call Arcane Intelligences to arcane and eldritch powered skyships and siege weaponry to even commonplace magic casters using their skills to provide many basic provisions and necessities to major cities and even some small towns. The progressive nature of magic has transformed the world that it feels quite “modern”. 

More to come.  Talk to you later...

Sunday, December 19, 2010

Why passion will always beat money...

While watching this just remember Tran Legacy had a 200 million dollar budget, whil Modern Times here short film was made with "no money, just a little time and a lot of passion." Wait until you see what this creative team was able to pull off with a zero budget.


MODERN TIMES from BC2010 on Vimeo.


Behind the Scenes from BC2010 on Vimeo.

So what are you working on? Talk to you later...

Rite Publishing's Ruins Perilous gets funded!

Our friends at Rite Publishing have gotten their latest project, The Ruins Perilous, funded and ready to go. Thanks to everyone who supported them.  Talk to you later!!!

Friday, December 17, 2010

[LPJ Design] Races of NeoExodus: Cavian Preview

Creatures of myth, whispered in legend, lost in the mists of history - and now returned for reasons unknown to any but themselves.  Such are the cavians, a race of humanoid rodents noted for their incredible psionic abilities.  The cavians were exiled from Exodus for nearly three hundred years, and their unexplained return has made more than a few other races extremely nervous.  Fear of cavians comes naturally to those without psionic gifts, for these rat-folk can ‘see’ thoughts and emotions the way most humanoids can see color.  Worse, most cavians are scions of a racial hive mind, a collective intelligence of phenomenal power.

Personality:  Cavians communicate among themselves telepathically without the drawbacks and benefits of individual sentience.  When they speak to creatures outside their hive mind, they often come across as shockingly blunt.  The concept of the polite lie is alien to a cavian, and he always looks at a situation with cold logic.  Even severed cavians who have lost access to the hive mind generally retain these traits.

Physical Description: Cavians resemble humanoid rats.  Their slim bodies are covered by a coat of short fur, which grows longer with age.  Cavian coats come in many different colors and patterns, with black, light brown and gray predominating.  The creatures’ eyes are similarly varied, although more are dark than not.  Albino cavians, with pure white fur and pink eyes, are more common than in most races.

Relations: As powerful as the cavian hive mind is and as formidable as many individual cavians are, neither could hope to live up to their reputations.  Most people believe cavians can peer into their minds and delve into their deepest secrets without even trying, and control those minds with only a little more effort.  Even powerful empires tread lightly around the hive mind’s goals.  Severed cavians are just as feared by commoners, but powerful organizations prize them as spies.  These cavians, many of whom feel a terrible emptiness due to their severance, often accept any task in return for a sense of belonging.

Alignment: The cavian hive mind is Lawful Neutral; all non-severed cavians share its alignment.  Severed cavians generally start Lawful Neutral, but may quickly adopt other alignments as their individual personalities assert themselves.

Cavian Lands: No one outside the cavian race knows where the creatures originally came from; today, they can be found all over Exodus.  They seem to prefer urban life and colonies can be found in any major city.

Religion: The cavians are short on religiosity and, unusual for a psionic race, mysticism.  Their hive mind is a sort of synthetic god unto itself.  Severed cavians have no cultural grounding in religion and either avoid it as incomprehensibly alien or throw themselves into it in a desperate search for belonging.

Language: All cavians speak common and their native tongue; the existence of the latter seems to point toward a pre-collective past for the race.  Among themselves, cavians prefer to communicate telepathically.

Names: Cavians have no need for individual designations within the hive mind.  Severed cavians, and those who deal with outsiders, find it convenient to adopt names derived from their language.  As with that language, their tradition of clan and personal names seems to point to a pre-collective past.  Whether the cavians actually retain knowledge of their former clans or simply adopt these names out of preference, perhaps even they do not know.

Clan Name: Adsila, Awenasa, Galilahi, Salali, Taysnita, Zitkata.
Male Names: Chepi, Eyota, Hurit, Izusa, Kanti, Niljon, Pauwau, Tahki.
Female Names: Alawa, Hausis, Keegsquaw, Numees, Onawa, Sinopa, Sokanon, Yepa.

Adventures: Most cavian ‘adventurers’ are simply specialized agents of the hive mind, seeking knowledge and power for the collective advancement of their people.  Severed cavians who take up the adventuring life do so for the same reasons as members of any other race.

Undefeatable Friday - Don Quickly, Enraged by Agony, Masterwork Fencer & Toughened by Rage

Don Quickly (Combat)
            You are so comfortable with armor, you can do even the heaviest armor quickly and without help.
            Prerequisite: Heavy Armor Proficiency
            Benefit: You may do any Light or Medium armor as a standard action, and Heavy armor as a full round action, allowing you to quickly don even plate mail without assistance and incredibly quickly. You may remove any Light or Medium armor you are wearing as a free action, and any heavy armor you are wearing as a move equivalent action, a useful skill for someone say, drowning in heavy armor, to have.
           
Enraged by Agony (Combat)
As you suffer lethal blows, your pain only increases your legendary rage. When you froth with madness and the killing fever, nothing can stop you!
Prerequisite: barbarian level 5th
Benefit: Each time you suffer a confirmed critical hit during a 24 hour period, you gain one additional daily use of your Rage ability.

Masterwork Fencer (Combat)
You are especially skilled at fighting with masterwork quality weapons and won’t sully your hands with lower quality blades.
Prerequisite: marital weapons proficiency, CHA 13+
Benefit: When fighting with any masterwork quality weapon, your pride in the weapon allows you to use your CHA modifier in place of the weapon’s masterwork quality bonus to attack and damage rolls.

Toughened by Rage (Combat)
            When injured, your body responds by becoming tougher, harder to injure.
            Prerequisite: barbarian level 5th
            Benefit: Each time you suffer physical damage in an encounter, your Damage Reduction increases by +1/-. This increased Damage Reduction remains in place for the duration of the encounter, and resets to your normal Damage Reduction between encounters. 

Thursday, December 16, 2010

The life of a creative professional... Welcome to my world...

Deadly Trap Thursday - The Worst, Most Embarrassing, Most Sadistic Trap Ever ™

The Worst, Most Embarrassing, Most Sadistic Trap Ever ™ (CR 8)
Type: magical  
Perception: DC 22  
Disable Device:
DC 28
Trigger: visual (true seeing)
Duration:
transformation lasts a maximum of 1 hour
Reset:
automatic
Effects: (multiple targets- all targets in a 20 ft chamber) (never miss- 1 round onset)
                       
            Invented by a Goblin of unnatural intellect and a bizarre sense of humor, adventures from across the land cross their hands over their groin in sheer horror when there’s even a hint this trap might be present. This trap is the pinnacle of Goblin craftsmanship and trapmaking- there might be deadlier traps out there, but none that are more feared or unpleasant.

            Victims caught in this trap feel a bizarre tingling in their privy parts, which quickly becomes shocking pain. A second later, the victim’s genitals leap boldly from their pants and armor, transforming into a repulsive little humanoculus that resembles a distorted parody of its ‘parent’.

            The creature uses the statistic for a Goblin, and initially tries to escape its parent and allies. If cornered or if the hour of summoning is nearing its end, the summoned creature attempts to either commit suicide or die in battle.

            While the victim’s genitals are transformed into a Goblin, the victim suffers 1d6 points of temporary CON and CHA drain, and their speed is slowed. The Goblin must be captured alive and placed against the flesh of the correct victim to restore this damage. If the Goblin dies, the victim’s ability score damage becomes permanent. 

Wednesday, December 15, 2010

Wondrous Equipment Wednesday - Clerical Indulgence, Otyugth Skin Sanitary Lining, Physician’s Mask & Pithing Needle

Clerical Indulgence
            For those who sin gravely, only powerful divine magic can save their souls. These spells require lavish payment in both gold and equally lavish deeds, binding the penitent to the church and the clerics who cast the atonement. Lawful but not good churches will often skip the penance for sin, and accept only the gold. Clerical indulgences are shaped stones imbued with divine providence. When the fragile, carved stone is shattered, the recipient is cleansed of sin, as if by an atonement spell.
            Clerical Indulgence, Diminutive Object, negligible weight, 10,000 gp or more.

Otyugth Skin Sanitary Lining
            This ragged sheet of oily leather is tanned from the hide of a slain Otyugth. Inserted into the bottom of a chamber pot, this weird leather digests bodily waste, leaving only sterile grey ash behind. This leather is also used for diapers and sanitary napkins by those who can afford it.
            Otyugth Skin Sanitary Lining, Fine object, 1 lb, 35 gp. 

Physician’s Mask
            This birdlike wooden mask is instantly recognizable thanks to its long, ibis-like beak. Smooth glass lenses protect the eyes, and a leather strap attaches the mask to the wearer’s skull. When the long, hollow beak is stuffed with sweet smelling herbs, it protects the wearers from stench and disease- a valuable asset for a traveling doctor.

            When worn, the mask provides the user with a +2 equipment bonus on FORT Saves against inhalation poison and disease, as well as rendering the wearer immune to creatures with the Stench quality.
            Physician’s Mask, Small object, 2 ½ lbs, 65 gp.

Pithing Needle
            This masterwork quality dagger is a slender silver and iron needle only a little bit wider than a stalk of wheat grain. In the hands of a Rogue with a good understanding of anatomy, this weapon can easily paralyze by impaling the spinal column.

            Anytime a character with the Sneak Attack ability scores a critical hit with this dagger, in addition to the normal effects of the critical hit, the target is paralyzed for 1 round per point of damage.
            Pithing Needle, Tiny object, ½ lb, 175 gp.

Tuesday, December 14, 2010

Spartacus: Gods of the Arena Preview

LPJ Design to support Pathfinder psionic rules set and product line by Dreamscarred Press


Louis Porter Jr. Design announces it support of Dreamscarred Press Pathfinder psionic line of products with the release of the upcoming release, Secret Societies of NeoExodus: Section Omega on February 18, 2011.

 
“We wanted to redo this sourcebook for Pathfinder from 3.5, but when Pathfinder Core Rulebook was released, psionic rules were not something they had in the forefront of product releases. Later I heard that Dreamscarred Press was creating their own psionic rule set to work with Pathfinder and I thought that was a perfect match up,” comment Louis Porter Jr., owner of Louis Porter Jr. Design. “I contacted Jeremy Smith; after Dreamscarred had completed rules playtesting and started the preorder for Psioinics Unleashed; about updating Section Omega using their psionic rules set. He agreed and the rest they say is history. I think this is a great example of third party publisher supporting each other and the Pathfinder Role Playing Game system and working together. This partnership only adds to the quality and success of the Pathfinder Role Playing Game system. I hope this is the beginning of many cooperative ventures between our companies”.

Here is some background on the upcoming, Secret Societies of NeoExodus: Section Omega:

 
The people of modern Exodus fear and distrust psionic powers and those with it. The psion’s ability to read or even control minds without even the scant visible trappings of wizardry - the wilder’s unpredictable and spontaneous destructive powers - these mindspawned mysteries are the stuff of nightmares for common folk from the Wyldlands of Bal to the deserts of Cordel. Even the widely respected, psionics-using Janissaries of the Imperial Alliance have not been able to dispel such superstitious fears - perhaps because the superstitions are all too often justified. Eventually, the Imperial Alliance with the help of Imperial Senate created an organization to address those fears - and to bring to heel those mentalists who misused their gifts. Thus was born Section Omega - the Imperial Alliance’s regulatory and investigatory body for psionic affairs. This supplement includes:
  • History of Section Omega
  • Section Omega’s Headquarters & Methods
  • Organization Effects of Section Omega
  • New Prestige Classes: Psychic Overseer and Id Hunter
  • New Magic and Psionic Items and Nearly 30 New Psionic Feats

Secret Societies of NeoExodus: Section Omega releases from LPJ Design February 18, 2011 from DriveThruRPG, RPGNow.com and Paizo.com.

Cast a Spell Tuesday - Undeath Becomes Savage Life, Undead Hordes Become Savage Hordes & Undead Become Vulnerable

Undeath Becomes Savage Life
School necromancy Level cleric 6, druid 5, sorcerer/wizard 7
Casting Time 1 standard action
Component V, S, M 
Range Close (25 ft + 5 ft/level)                    
Duration Permanent
Saving Throw WILL Negates Spell Resistance Yes

            This spell was designed long ago by druid dead-hunters, clearing the undead taint from their land  by any means necessary. A lance of green energy erupts from the caster’s fingers, taking the shape of jungle vines laden with ghostly fruit. These vines wrap around the target, strangling the undead creature, invading it’s body and quickly cocooning the undead. If the undead fails its save, when the cocoon explodes into a corona of green light, it is no longer undead.

            This spell transform an undead that fails its save into a creature of the Animal or Vermin type (or a Swarm of Vermin type) with a challenge rating 1d4+1 levels greater than the base undead. The transformed creature’s attitude is initially hostile towards the caster and its allies, but can be improved with wild empathy or by other means.

Undead Hordes Become Savage Hordes
School necromancy Level cleric 8, druid 7, sorcerer/wizard 9
Casting Time 1 standard action
Component V, S, M 
Range 30 ft burst + 5 ft/level                        
Duration Permanent
Saving Throw WILL Negates Spell Resistance Yes

            As Undeath Becomes Savage Life, but affects all undead creature within the burst radius. Undead transformed in this manner become members of the Animal or Vermin type with a total challenge rating of 1d4 +1 levels higher than the total challenge rating of the transformed undead.

Undead Become Vulnerable
School necromancy Level cleric 2
Casting Time 1 standard action
Component V, S, M 
Range touch                   
Duration 1 round/level (D)
Saving Throw WILL Negates Spell Resistance Yes

            An undead touched by a caster whose hands glow with this strange white magic loses all typical Undead immunities for 1 round per level. Undead affected by this magic become vulnerable to critical hits, mind-influencing effects, and effects requiring a FORT Save among others. Undead are treated as having a total +0 FORT modifier for the duration of this effect. 

Monday, December 13, 2010

You want to know more about the movie Sucker Punch...

This weekend all the art work came in...

Here is some artwork sketches that our artists sent in.  I though you might enjoy seeing them:







As you can see we have been busy with all kinds of artwork for Pirates of the Bronze Sky, Obsidian Twilight and NeoExodus: A House Divided.  And I though 2010 was a busy year.  Looks like 2011 is going to be EVEN busier and better for business.  LPJ Design wants to thank all our fans for all the support you have given us.  We could not do this without you.  Talk to you later...

Magic Item Monday - Statue of the Nations Broken and Enslaved (Slave Statues)

Statue of the Nations Broken and Enslaved (Slave Statues)
Aura: faint to moderate conjuration   CL: , depending on type
Slot: none (Medium statue)                 Price: varies by type   Weight:  200 lbs

 
            Known by their slang name rather than their longer and more flowery appellation, Slave Statues are an ancient form of magic. First discovered by a long-vanished human empire, Slave Statues were commissioned each time the powerful, expansionistic nation conquered a foreign power. These statues are intricate and masterfully painted darkwood sculptures of a human or humanoid warrior dressed in the stereotypical costume of the conquered nation and wielding traditional weapons.

 
            Upon the utterance of the command word, the Slave Statue comes to life, becoming a human, half-elf or half-orc warrior with PC class levels and standard NPC gear that serves its owner loyally. Once animated, the statue remains in human form for one hour. If destroyed while in humanoid form, the statue’s magic cannot be accessed for one week. Otherwise, the Slave Statue can be summoned once per day.

 
            Each Slave Statue is a representative of a specific human race or nation. Against humans and half-humans descended from that conquered people, the Slave Statue’s attacks always inflict maximum damage.
  •  Human Fighter, 3rd level, Summon Monster II , 12,000 gp.
  • Half Elf Rogue, 3rd level, Summon Monster II, 12,000 gp.
  • Human Fighter, 6th level, Summon Monster IV, 17,600 gp.
  • Half Elf Fighter (archer), 6th level, Summon Monster IV, 17,600 gp.
  • Half Orc Barbarian, 9th level, Summon Monster VI, 33,600 gp.
  • Half Elf Ranger (two weapon), 9th level, Summon Monster VI, 33, 600 gp.
Construction Requirements: Craft Wondrous Items, Bull’s Strength, Summon Monster 3-6, depending on statue type   
Cost: 6,000 – 16,800 gp to depending on statue type, half of purchase price   

Sunday, December 12, 2010

[LPJ Design] Races of Obsidian Twilight: Uzamati (PRPG) released

Louis Porter Jr. Design, has released a new race for the post apocalyptic survival horror fantasy setting, Obsidian Twilight for the Pathfinder Roleplaying Game.  Here is information on the Races of Obsidian Twilight: Uzamati (PRPG):

World-changing events such as the Cataclysm cannot be fought or escaped, as the residents of Izusa discovered through experience. When the meteor was sighted, they tried to move the entire city to the safety of the Ethereal Plane. The meteor hit while the great spell was still in progress, and its effects were unlike anything the city had prepared for. Instead of salvation, they were met with destruction; instead of freedom, they found a prison. Their spirits were trapped in a pocket plane and scrambled by the massive amounts of energy released by the Cataclysm. Nearly one hundred years later, these people finally regained their coherency. Shortly afterward, they starting reappearing on Abbadon. Calling themselves Uzamati, these people appear human, but hide a terrible secret: their bodies are falsehoods, constructs sculpted from the ambient Negative Energy. Alone among the races of Abbadon, the greatest threat to their existence is not the undead, but the living.

This supplement includes:
  • All the information to play the Uzamati as PC Race including Personality and Relations.
  • Five All New Uzamati Feats including Amplify Negative Energy, Charged Fists and Walk Through Walls
  • Uzamati Counters
  • Initiative and Monster Cards
Written by William F. Phillips with Louis Porter Jr. Available Here at RPGNow.com!

Pathfinder and associated marks and logos are trademarks of Paizo Publishing, LLC, and are used under license. See paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.

While NeoExodus simmers, I go back to Pirates of the Bronze Sky

For those who did know, Pirates of the Bronze Sky's rough first draft has been completed for nearly a month now.  It is a solid rough draft and while I am still going through it, I know this one is going to be a success.  One small change I have made with the look and feel is to increase the amount of steampunk visual elements that the setting.  I think this setting will be a great way to add the "steampunkiness" to a setting that already oozing that kind of coolness.  With this being a Eberron and Spelljammer mash-up, I think this will only help really define and redefine what we are doing.

So I am starting to look for cover artist on this project.  As I said before, I would love to do a computer generated and hand drawn image for the cover. But the real issue is finding 1 or 2 artist would could work together like that.  I don't know of any who have done anything like that in the RPG industry.  But who ever I use, the cover will be BAD ASS. I know some of you are tried off looking at the Boob Pirate (Hi to all our friends at Go make me a sandwich! I know you how much you love this cover!) so we will have to find something more interesting for the cover.  Maybe we could get some like Kendrick Lim or Michel Ivan or Chen Wei or even Ben Wootten.  Guess we'll keep looking, until then it's Boob Pirate!!!!  Talk to you later...

Friday, December 10, 2010

Reached a goal I wanted to with this blog. Now I am increasing it by a factor of 10 for the next goal…

I am glad I was able to reach the goal I had set with this blog for this year.  This year has been exciting for me personally and professionally and I am better for it.  So next year we are looking to increase it by a factor of 10 from the goal we set for this year. It will be better for me and my business in the long run.  What can you expect for 2011: NeoExodus: A House Divided, Pirates of the Bronze Sky and a few more tricks up my sleeve that I have not announced yet but you will be surprised.

Undefeatable Friday - Stable Magic & Unpredictable Magic

Stable Magic (Metamagic)
            You know that magic’s tactical strength lies in its predictable and logical laws, codes and effects. You know how to manipulate these variables with a jeweler’s precision and a general’s cunning.
            Prerequisites: Any lawful alignment, caster level 5th 
            Benefit: One you cast any spell with a measurable and variable numerical effect during an encounter, you ‘store’ those variables for future use. If you cast the same spell again during the same encounter, you may use either the newly rolled variable effects, or the ‘stored’ variables, whichever are greater.

Unpredictable Magic (Metamagic)
            You know that magic’s tactical strength is its versatility and you pride yourself on never casting the same spell twice during the same battle. Let less imaginative spellslingers cast Magic Missile after Magic Missile, you know that predictability is death.
            Prerequisites: Any chaotic alignment, ability to cast spells from at least 2 different schools, caster level 3rd  
            Benefit: At the beginning of each encounter, begin keeping track of the schools associated with the spells you cast. For every round you cast a spell from a separate school of magic, you recover 1 HP if wounded, and gain a cumulative +1 modifier on checks made to penetrate Spell Resistance. As long as you cast a spell from a different school each round of combat, you receive this bonus, which increases by +1 for each additional school you cast from during the battle.

            At the end of 8 rounds, you will have a +8 bonus on checks to penetrate Spell Resistance and have recovered 8 HP if you have cast 8 differently schooled spells. If the encounter lasts beyond 8 rounds, you retain the +8 bonus on spell penetration and recover one additional HP per round until the battle ends. If you cast a spell from a duplicated school before this period ends, the bonus vanishes and cannot be regained for the duration of the encounter.

[LPJ Design] NeoExodus Chronicles: World of Exodus Now Available

Louis Porter Jr. Design has released NeoExodus Chronicles: World of Exodus; an updated introduction to the incredibly successful OGL neo-fantasy setting Neoxodus: A House Divided now for use with the Pathfinder Role Playing Game. The new neo-fantasy setting looks to add epic battle and conflicts with political intrigue and turns you basic concepts of fantasy gaming on there head. NeoExodus Chronicles: World of Exodus is a free introduction to the upcoming NeoExodus: A House Divided Campaign Setting which is available for download from RPGNow.com and DriveThruRPG.com.  Here is information on this product:

Exodus boasts a long and turbulent history, from the rise of Kaga and the defeat of the First Ones, to the Twilight War and the founding of the Imperial Alliance, to the present crisis that threatens to tear that alliance apart. Great heroes and terrible villains drove its march, though even in hindsight the two are not always easily separated; theirs were the titanic passions, the deep loves and hates, the burning obsessions and base treacheries, by which modern Exodus was forged and tempered. Modern Exodus is as uncertain and troubled a land as it has ever been. The great empires have all withdrawn from the Imperial Alliance and many appear on the brink of war. The Alliance itself seems poised to become a conquering power, forcing its member nations back into the fold by any means necessary. Several of the great houses, particular the Caneus Empire’s House Eland, are in total disarray; even as national wars brew, civil ones threaten to cut the belligerents to pieces. More than ever, the world of Exodus needs heroes…

Thursday, December 9, 2010

Deadly Trap Thursday - Dire Mantrap & Razor Noose

Dire Mantrap (CR 2)
            This heavy iron jawed trap is an even more dangerous version of the man traps and bear traps familiar to most trappers. When pressure is applied to the trap’s central plate, two massive serrated jaws snap shut, while within the arc of these larger blades, two smaller, locking jaws snap shut around the victim’s ankle. Often used by slavers and bounty hunters, even those who escape with their legs unbroken and flesh not too badly lacerated are usually held tightly by the trap until released by the trap’s setter.
Type: mechanical
Perception: DC 18
Disable Device:
DC 23
Trigger: touch
Duration:
instant
Reset:
manual
Effects: Attack +10 melee (4d6 slashing). Secondary Effect: Targets damaged by the trap are held in place. They are considered grappled and cannot move out of the trap’s square.  It requires either a DC 20 STR check or DC 18 Escape Artist attempt to get free, and a failed attempt inflicts an additional 1d6 points of slashing damage.

Razor Noose (CR 6)
            This techno-magical trap is concealed in the high arching ceiling of a long abandoned cathedral of evil. The trap itself is a cunningly articulated clockwork tendril more than fifty feet long that is as quick and dexterous as an octopus’ tendril. The mechanical tentacle lashes out with whip-like speed, and in a flash can wrap itself around a victim’s throat. Victims are jerked kicking and gasping into the sky, where they die within seconds as the inexorable mechanical noose tightens.
Type: mechanical
Perception: DC 26
Disable Device:
DC 28
Trigger: sight (true seeing)
Duration:
Instant
Reset:
automatic (drops the corpse, rewinds itself and resets after an hour elapses)
Effects: Attack +14 melee (2d4 slashing). Secondary Effect: The Razor Noose begins a grapple attempt on any target it damages, with its CMB equal to 20 + the damage dealt by the attack. Targets grappled by the noose are jerked up into the ceiling, roughly 20 ft off the floor and must begin making FORT Saves to resist suffocation as the noose tightens. Escaping the noose requires a successful CMB check or Escape Artist check opposing the Razor Noose’s effective CMB.