Retro Home – Special Series: Chrono Trigger – Marle!

Half-Elf cleric 10 wizard 5
CG Medium Humanoid
Init: +2, Senses: Perception +10

AC 15, Touch 12, Flat-Footed 13
hp 70
Fort +11 Ref +9 Will +17

Speed 30ft
Attack +3 Light Crossbow +17/+12 (1d8 + 7)

Str 10, Dex 14, Con 11, Int 17, Wis 16, Cha 13
Base Atk +9/+4; CMB +9; CMD +11
Feats Far Shot, Point-Blank Shot, Precise Shot, Weapon Focus (Crossbow), Reactive Healing, Pass For Human, Chilling Amplification
Metamagic Feats Quicken Spell, Rime Spell
Skills Appraise +6, Diplomacy +16, Fly +4, Heal +18, Knowledge (Arcana) +8, Knowledge (History) +18, Knowledge (Nobility) +13, Knowledge (Religion) +8, Linguistics +8, Perception +10, Spellcraft +8,

Languages Common, Elven

Gear +3 Sonic Crossbow, +3 Armband of Protection, Hair Ribbon of Arcane Energy, Sandals of Speed

Prepared Wizard Spells Drench, Detect Magic, Ray of Frost, Prestidigitation | Icicle Dagger, Wave Shield, Abundant Ammunition, Snowball, Mage Armor | Ice Slick, River Whip, Frost Fall, Frigid Touch | Ice Spears, Aqueous Orb, Sleet Storm

Special Qualities
Aura of Protection
Marle emits a 30ft aura, up to 10 rounds per day, that causes companions within the aura’s radius to be unaffected by confusion, grapple, frightened, panicked, paralyzed, pinned and shaken conditions.

Liberation For up to 10 rounds per day, Marle may act as though affected by the freedom of movement spell.

Special Equipment

Sonic Crossbow This is Marle’s special crossbow. It has the power to cause enemies struck by its bolts to suffer the effects of a slow spell. When a target is struck by a bolt fired by this weapon, there is a 20% chance that the target is affected by a slow spell. The target may still make a save against the spell’s effects.

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The Story Of Kingmaker Steam Ale

There was a time that I played Dungeons & Dragons 5th edition with a group of people. I played Gore Tigerbanner, the intellectual Half-Orc Barbarian. A silent hero who swung first upon any who would bring sorrow and pain to others, and rarely asked questions. He travelled with a group of rapscallions and hoodlums that quickly took a liking to Gore and his barbaric, solitary ways. And at the table, I grew to call them friends as well. Needless to say, the group and I have parted ways and perhaps not in the best manner possible, but there was something that came out of it.




Kingmaker Steam Ale


A product of my own creation, this. First came the Fire Demon Ale, named after the Fire Demon Inn, a tavern where the group would sleep, eat and call home base for many a session until the DM randomly plucked us away to unravel the story we were creating. Fire Demon Ale was a dark red ale with spice hints. I didn’t particularly like it, but the group seemed to. I’m sure the high-end ABV didn’t hurt matters much.

Before long, when that batch was nearly polished off, I set out to create something to signify the group we had become, and what they had accomplished in this odd little game called Wayward Travelers. I found an old beer recipe. It was something ancient, dug from the ruins of King Midas’ tomb. scraped from his urns and determined to be beer given to the king upon death, I set upon my quest to create Kingmaker.

I won’t give the recipe away, but I will say that the recipe is sweet and definitely high alcohol volume. It has notes of cream, fruit and spices and is truly the masterpiece I wanted it to be, for the amateur beer brewer that I am. The group never even got to taste it, even though I created it in honor of them.


More for me.

Sidenote: I’ll be opening a very special bottle of my very own sack mead at the launch party. It will certainly be epic. TO VALHALLA!

Retro Homage – Sega Genesis – Golden Axe: Gilius Thunderhead!


Gillius Thunderhead

Dwarf fighter 13
CG Medium Humanoid
Init: +5, Senses: Perception +1; Darkvision 60ft

AC 17, Touch 11, Flat-Footed 16
hp 111
Fort +8 Ref +4 Will +4

Speed 20ft
Melee Dwarven Waraxe +19/+14/+9 (4d10+9/1d10+9, 1d10+9)

Str 18, Dex 13, Con 17, Int 10, Wis 14, Cha 8
Base Atk +13/+8/+3; CMB +21; CMD +18
Feats Power Attack, Great Cleave, Greater Vital Strike, Weapon Focus, Dazzling Display, Deadly Finish, Death From Above, Dodge, Improved Initiative, Whirlwind Attack
Skills Climb +10, Intimidate +14, Knowledge (Dungeoneering) +5, Survival +10, Swin +10
Languages Common, Dwarven

Gear +2 Green Leather, Horned Helmet, +2 Dwarven Waraxe

Special Qualities
Defensive Training
Against giants and servants of Death Adder, Gilius recieves a +4 bonus to his AC.

Hardy Gilius is hard to hit by any means other than a full-frontal attack. He gains a +2 racial bonus against spells, poisons and spell-like abilities.

Rock Magic Gillius Thunderhead is able to control the earth. Three times a day, Gillius Thunderhead can call upon these magics to cause boulders and landslides to drop from on high onto his enemies. These boulders deal 6d6 damage, and strikes a radius of 30ft.

Lightning Strike Gillius Thunderhead was once an accomplished wizard until Death Adder stole his bloodline’s magic from him. He could not take everything, however, and Gilius was left with the ability to call lightning. Three times a day, he may use the chain lightning spell as if he were a wizard of the same level.

Leap Attack Gilius enjoys surprising his enemies. He may leap onto enemies up to 30ft away, slamming down on them with a stomping kick. This attack is made at a +21 and inflicts 1d6 + 9 damage, and automatically threatens critical. Opponents hit by this attack must save against knockback.

Known History
Gillius Thunderhead hails from the Firewood Kingdom and fought with his only brother Gari against Death Adder as soldiers in the Firewood Kingdom’s army. When Death Adder attacked his village, he was knocked out. He awoke to find his brother’s body laying n top of him, apparently having protected him from being killed during the battle. He was the only survivor. Six years later, Gilius learns that Death Adder is back and he seeks only blood and revenge against Adder and his dark forces.

Super Special Series – Chrono Trigger!

I’ve decided to add a special series for my most beloved RPG ever, Chrono Trigger! Every Thursday you’ll get a fully converted, Pathfinder compatible character from the Chrono Trigger series!

I could think of no better way to begin than with Magus, The Demon King!


Magus, The Demon King

Human magus 17
NE Medium Humanoid
Init: +2, Senses: Perception +15


AC 25, Touch 16, Flat-Footed 23
hp 102
Fort +15 Ref +11 Will +14


Speed 30ft
Melee +3 Doomreaper Scythe 16/10/5 (2d4 + 4)


Str 13, Dex 15, Con 13, Int 20, Wis 10, Cha 10
Base Atk +12/+7/+2; CMB +13; CMD +14
Feats Cleave, Great Cleave, Weapon Focus (Scythe), Lighten Weapon (Scythe)
Metamagic Feats Tenebrous Spell, Umbral Spell, Rime Spell, Reach Spell, Maximize Spell, Fearsome Spell, Elemental Spell, Bouncing Spell, Shadow Grasp, Eclipsed Spell, Solid Shadows

Skills Acrobatics +12, Diplomacy +3, Intimidate +20, Knowledge (Arcana) +25, Knowledge (Geography) +14, Knowledge (Nobility) +16, Knowledge (Planes) +25, Perception +15, Spellcraft +25, Stealth +2, Survival +1, Use Magic Device +20

Languages Common

Gear +3 Doomreaper Scythe, +3 Mistmail, +4 Cloak Of Resistance

Prepared Spells Arcane Mark, Detect Magic, Light, Mage Hand, Read Magic, Adjuring Step, Call Weapon, Dancing Darkness, Ray of Enfeeblement, Vanish, Armor Lock, Bladed Dash, Darkness, Fire Breath, Invisibility, Blink, Burst Of Speed, Fireball, Haste, Greater Thunderstomp, Black Tentacles, Greater Invisibility, Masochistic Shadow, Phantasmal Killer, Baleful Polymorph, Cone Of Cold, Teleport, Vampiric Shadow Shield, Flesh To Stone, Umbral Strike

Special Qualities
Arcane Pool
Magus Arcana Accurate Strike, Arcane Cloak, Arcane Edge, Dark Shifter, Reflection

Special Equipment
Doomreaper Scythe This Scythe is Magus’ special scythe. It empowers the wielder, causing +2d6 damage on critical hits.

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NES: Kid Icarus – Pathfinder – Pit

For the Retro Homage series, each weekly entry will feature an old school video game character converted to Pathfinder rules to provide your party with a nostalgic NPC to interact and contend with!

We’ll begin the iconic Pit from Kid Icarus on the Nintendo Entertainment System. If there’s a character you’d like to see from any retro video game, for any system, feel free to let me know and I’ll add it to the entries!

PIT - Kid Icarus - Pathfinder NES Cover.png

Aasimar fighter 5
LG Medium Humanoid
Init: +2, Senses: Perception +4, Darkvision 60ft

AC 15, Touch 12, Flat-Footed 13 (+2 armor, +2 dexterity)
hp 43
Fort +4 Ref +3 Will +1

Speed 30ft
Ranged Longbow +11 (1d8+7)

Str 13, Dex 14, Con 16, Int 16, Wis 8, Cha 17
Base Atk +5; CMB +6; CMD +8
Feats Point Black Shot, Weapon Focus (Longbow), Rapid Shot, Weapon Specialization (Longbow), Acrobatic
Skills Acrobatics +9, Climb +5, Diplomacy +4, Fly +5, Knowledge (Dungeoneering) +7, Knowledge (Planes) +8, Knowledge (Religion) +7, Perception +4, Survival +1, Use Magic Device +5
Languages Common, Celestial
Special Qualities Celestial Crusader, Daylight 1/day, Darkvision, Wings (Flightles), Bravery +1, Armor Training, Weapon Training
Gear Quilted Cloth Tunic, +1 Bracers of Armor, +2 Longbow, Quiver of Endless Arrows

Design Notes:The NES version of Pit from Kid Icarus was a fairly simple character to design. In the game, he had very few abilities until the very end of the game. I decided to draw him up as he is during the first parts of the game. He is a very accurate archer with extreme jumping abilities. He is smart and very capable but, due to his being gullible and believing just about anything his goddess, Palutena, says without question, I decided to give him a rather low Wisdom score. In the beginning of his design, I almost chose to go with paladin or cleric as his class due to him being a devout servant of a goddess but since, in the NES game, he had no magic or healing abilities to speak of, I opted for something non-divine. His NES visage is very straight forward, using only his bow to attack his enemies. This opted him into the fighter class. His gear is minimal, and his magical items are gifts from Palutena. I also opted to create him without the three sacred treasures, as he doesn’t recieve those until near the end of the game. This is also the younger version of him, as he was in the original NES game.

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Cool new feature!

So basically, if you get to a new location and your fatemaster hands you 500xp just for walking into a cave, you’re gonna have a whole lot of fun.

Discovering New Locations

Entering into a new location can be an exciting and important experience for characters, and the fatemaster is encouraged to make these situations as lush and impressive described as possible. In addition to being pivotal points in the story, discovering new locations can lead to various improvements to your character sheet including but not limited to character experience.

The amount of experience gained for discovering a new location is directly related to the importance of the discovered location. A fatemaster must assign the importance of a new location based upon several factors. The biggest factor in determining the importance of a location is the location’s relation to the current story. If the location the characters discover must be found in order to progress the story, then the amount of experience gained will be much greater than finding a location that has nothing to do with the current story. This can lead characters to want to stay within the location parameters of the story, and can hinder experience gained for wandering outside the story as well. The second criteria for determining experience gained from discovering a new location is the danger level of the area. The basic idea is that the more dangerous areas are worth more experience than those that are safe.

Location is integral to the story and potentially fatal (500xp)

Location is integral to the story and potentially dangerous (250xp)

Location is integral to the story but not dangerous unless you’re being stupid (125xp)

Location is tied directly to the story and potentially fatal (300xp)

Location is tied directly to the story and potentially dangerous (150xp)

Location is tied directly to the story but not dangerous unless you’re being stupid (75xp)

Location is not related to the story and potentially fatal (100xp)

Location is not related to the story and potentially dangerous (50xp)

Location is not related to the story but not dangerous unless you’re being stupid (25xp)