Tuesday, May 31, 2016

Superhero Classes: Superhuman, Animalman and Telepath




It’s a bird, it’s a dragon, it’s a superhero! Faster than a speeding arrow, more powerful than a rampaging troll, capable of leaping tall castles in a single bound!  Superhero Classes: Superhuman, Animalman and Telepath introduces three new base classes for the superhero fans among us. They remain true to the source material, flexible enough to build nearly any superhero you can think of, and friendly enough to the fantasy landscape to fit into any campaign.

Included in Superhero Classes:
  • The Superhuman, a man of mithryl who can fly, wrestle giants, shoot lasers out of his eyes, or anything else you might expect from a superhuman (Superman, Wonder Woman, Martian Manhunter)
  • The Animalman, a superhero who draws inspiration from the animal kingdom and takes their powers for his own (Batman, Antman, Spiderman, Wolverine)
  • The Telepath, a superhero who can both dominate his enemies and use telekinesis to physically demolish his foes (Professor X, Jean Grey, Emma Frost)
  • A synopsis of what it means to be a superhero adventurer.

Friday, May 6, 2016

Undead Paragon Classes: Skeleton, Zombie and Vampire

Ever wanted to play an undead? Undead Paragon Classes introduces three new 1-20 player classes: the Skeleton, Zombie and Vampire. These classes provide strong, balanced options for undead players while hitting all of the classics of each monster. Undead Paragon Classes also delivers a 0RP racial template, the Rotting Corpse, which can be added to any other race to make it undead. Why play a dwarf when you can play a rotting dwarf?

Included in Undead Paragon Classes:
  • The Skeleton, a foot soldier of the undead who wields steel and iron while terrifying the weak.
  • The Zombie, an unkillable monstrosity, who gets in close to impart disease, sicken or release insects from his host corpse.
  • The Vampire, master of those he summons, those he dominates, and those he creates, though reliant on a constant source of blood to function.
  • The Rotting Corpse, a 0RP racial template that can be added to any other race to make them undead.
  • 17 new Undead Feats, including as Bloody, Remove Head, and Grave Rider.
  • Raise Undead, a new spell that allows for transformation into an undead creature.

Tuesday, May 3, 2016

Zenith Games Products

Undead Paragon Classes III: Banshee, Ghost & Wraith

Ever wanted to play a wraith?

Welcome to the strange and terrifying world of incorporeal undead.

Undead Paragon Classes III introduces three new 1-20 player classes: the Banshee, Ghost and Wraith. These classes provide strong, balanced options for undead players while hitting all of the classics of each monster. Undead Paragon Classes also delivers a 0RP racial template, the Ectoplasm, which can be added to any other race to make it an incorporeal undead. Why play a dwarf when you can play an ectoplasmic dwarf?

Included in Undead Paragon Classes:

  • The Banshee, a sorrowful screamer with powerful (but indiscriminate) area controlling abilities.
  • The Ghost, an obsessive spellcaster determined to share his pain with others.
  • The Wrath, a creature of pure darkness who dishes out death and destruction to stay in the fight.
  • The Ectoplasm, a 0RP racial template that can be added to any other race to make them incorporeal undead.
  • 20 Undead and Ectoplasmic Feats, such as Death Speech, Visions of Mortality, and Worked to Death.
  • Raise Spirit, a new spell that allows for transformation into an ectoplasm.


 
$2.99


Handbook to the Shadow Plane

Dark, mysterious, and dripping with ominous potential, the Shadow Plane is a favorite of spellcasters and arcane experimenters. Both coterminous and coexistent with the Material Plane, this strange realm provides creatures for summons, energy for spells, and a risky shortcut for canny travelers.

In this tome you will find some secrets of the Shadow Plane unmasked. The Handbook to the Shadow Plane provides new denizens, hooks, and qualities for the Plane of Shadow, including new rules on traveling between layers of shadow, plane-specific encounters, and treasures you might plunder from this mysterious world.

Inside the Handbook to the Shadow Plane, you will find:
  • Umbral paths, umbral portals, and the hazards therein.
  • The maddening curse of the baleful moon.
  • Memory stealing dusk snatchers and Umbral hags.
  • Shadow imbuements, umbral elixirs, and umbral compasses.
  • Spells such as darken the inner light and shadow puzzle sphere.
  • The shadow shaman spirit and the class-transforming shadow psychopomp hex.
Don't leave home without it!


365 Magic Items

Benjamin Medrano has made something incredible with 365 Magic Items.

Inside you’ll find weapons and armor, shields and rings, rods, staves, crowns, and wondrous items of all sorts.

You’ll find magical sets, such as the celestial crescents and set of the fool. You’ll find sets of sin ranging from envy to wrath.

Within are weapons of incredible power, such as bonedrinker, blade of the moon, and the elemental wheel. Alongside them are commoner tools, such as the coin of good fortune and magistrate’s gavel

Have a character concept? You’ll find something for it within. Need a campaign-driving MacGuffin? Try the pearl of life or crown of the necromantic lord (or dozens more).

Maybe you’d like an eternity seal to lock away a cursed treasure? Or an ephemeral breastplate for a quick escape? Or a clone amulet for the ultimate backup plan?

You’ll find all that, and hundreds upon hundreds more, within.

Enjoy. 

Seven Bizarre Races

Let’s mix up the playbook.

The races presented within are more than just a collection of minor attribute bonuses and abilities designed to get a bit more damage out of a longsword. These races are unique, vivid, and bizarre in a balanced and instantly recognizable way. They change the game, and present an excellent, fascinating toolkit for players interested in variety.

With these bizarre races, nobody will forget who you are or what you look like. With these races, suddenly your game is new again.
  • BUNNYTAURS: Halfling-rabbit centaurs, quick and alert but gripped by instinctual cowardice.
  • KINDERCLOAKS: Plump, hooded shadows crafted from primitive magics that turn to petrified smoke in bright light.
  • MERRIEPETALS: Revelrous flowers which exude a certain allure which makes them irresistable – or is it the hallucinogenic spores?
  • MISBORN: Gangly psychopomp-touched humans with the ability to talk to the dead and see through planes.
  • PAINTERLILIES: Two-dimensional sentient paintings, with the ability to meld onto surfaces.
  • SHADOWFRIENDS: Frail fey giants created by a child’s wish, disturbing in form but remarkably kind.
  • BLESMOLFOLK: Sluggish, pain-immune mole rats, carving out vast labyrinths and dungeons. Blesmolfolk are divided between four distinct racial castes: industrious workers, crafty warriors, conniving consorts, and willful queens.

Maniac Character Class

Exploit your wildest emotions with the powerful maniac!

Maniacs are reckless arcane spellcasters that enter into an altered state of consciousness called rave. While in a rave, these rash enchanters draw upon a set of primal forceful emotions rooted deep in their psyche.

Burning emotions to fuel their magical abilities, maniacs harness powers that other arcane practitioners consider unreliable if not outright dangerous. Often ostracized by society and treated as lunatics by their peers, maniacs seek out extreme situations in which they can explore the full emotional array, drawing them towards a life of adventuring.

Included in the Maniac Character Class:
  • The Maniac Character Class, a wild 9th level spellcaster that harnesses emotions as fuel.
  • 20 emotional raves for the maniac to exploit.
  • 5 maniac archetypes: the affector, fractured soul, fury, korybant, and tempermentalist.
  • 7 favored class options, 3 magic items, and 2 maniac specific feats.


101 Cursed Items

Add some challenge into your game with 101 Cursed Items!


101 Cursed Items presents a litany of memorable and engaging curses to use in your game. Each curse and drawback enhances the story and mythos of your campaign, providing additional challenges without seeming unfair.


The curses and drawbacks within range from goofy to punishing to campaign threatening, but they are always fun for both the GM and players, presenting unique complications that must be overcome for the party is to survive.




101 Cursed Items Includes:
  • An overview of the cursed item rules, including identifying, crafting, selling, and destroying the objects.
  • New optional cursed item rules, such as complex curse removal and degrading magic.
  • 101 unique cursed items and drawbacks, such as:
  • Backhand of glory, bag of rabid animals, and boots of endless levitation.
  • Cape of the waking nightmare, glove of embarrassing revelations, and horn of befouled air.
  • Mulemind cords, ring of visibility, and robe of useless items.
  • Rod of maximum security, tesseract chime, and serpent sheath.


We Be Leshys


A most unusual adventure for CR 5 leshy characters.

In We Be Leshys, the players control leshys out to protect the Brindlewild Forest. They fight their way out of a deadly trap, struggle against a corrupted friend, save their creator from a dangerous mob, and take on an insane, demon-summoning sorcerer. We Be Leshys includes nine new playable leshys which combine the aspects of a classic adventuring party with true floral flavor.

We Be Leshys is a one-shot adventure that serves as an excellent introduction to Pathfinder or a refreshing break for an experienced group. It is 28 pages long and only $1.99.

Included in We Be Leshys:
  • A complex and detailed leshy adventure with high emotional stakes. 
  • Six new enemies and NPCs, including rift demons and a (spoiler) corrupted treant. 
  • Challenging social encounters and skill challenges to test the breadth of leshy abilities. 
  • Rules for adjusting difficulty to accommodate the needs of any group. 
  • Nine playable leshy characters, complete with unique abilities and personalities, including Briar, Skunk Cabbage and Vine.

Paragon Hags and Occult Covens


Witches gathered in occult circles. Crones tossing human eyes into a cauldron. Cultists raising kings from the dead.

This is the life of a paragon hag. It is a dark life, overflowing with mysterious power and evil pacts. These stooped crones will do anything for power. Their terror and cruelty are legendary.

Master occult rituals. Transform children into changelings. Broker lopsided deals with mortals.

Become the Hag.

Contained inside Paragon Hags and Occult Covens:
  • Rules for forming Occult Covens both as a hag and as a mortal.
  • The Hag Race, immortal and twisted beyond repair.
  • The Paragon Hag class, complete with fearsome claws, ritual spells, 10 family bloodlines, mastery of occult rituals, and three archetypes.
  • 19 New Feats, including Coven Training, Grandmother's Teeth, and Sympathetic Spell.
  • 6 New Rituals, including Crone's Walk, Embrace Changeling, and the terrible Exact Price
  • 3 New Spells: Hag's Ride, Hag's Touch, and Greater Hag's Touch.
  • 3 New Hag Creatures: The Bone Hag, Hearth Hag, and Moon Hag.

101 Spells for the Common Man

Why are there so many spells for flinging flame, but none for harvesting crops?

101 Spells for the Common Man brings arcane power back to the people.

Magic isn’t just for adventurers anymore. As the common folk go about their daily business, a select few augment their efforts using magic. No matter how rare magic is in your world, those working folk who possess the gift make good use of the following spells.

While these spells make life easier for the common man, a clever adventurer can find use for them as well. Rob a bank with silenced work, or create a distraction with awaken instruments. Jot down a confession with recorder’s quill or put a guard to sleep with bed-time story. Remove a watery obstacle with expeditious evaporation or track the passage of time with shadowdial. These spells bring life to your world while providing a fun, creative new toolkit for PCs.

Included in 101 Spells for the Common Man:
  • 101 Level 0, 1, and 2 Spells, categorized by class and likely profession.
  • The Arcane Worker, a new NPC class who mixes magic and raw skill to make his way in the world.
  • 8 magical NPCs to inhabit your world, including the arcane artist and town doctor.
  • Spells include abernathy's abacusillusion of quality, and moneylender's mark, perfect for the successful banker.
  • Boil watercreate ice, and fortify wine, an excellent pairing with chefs of all levels.
  • Create soillocate stock, and scarecrow, turning a single farmer into a one man operation.
  • Bed-time storyschedule, and track child for the parent with too much to manage.
  • Enhance voiceperfect pitch, and game field for entertainers and musicians.

Undead Paragon Classes II: Ghoul, Lich and Mummy

Ever wanted to play an undead? Undead Paragon Classes II introduces three new 1-20 player classes: the Ghoul, Lich and Mummy. These classes provide strong, balanced options for undead players while hitting all of the classics of each monster. Undead Paragon Classes also delivers a 0RP racial template, the Rotting Corpse, which can be added to any other race to make it undead. Why play a dwarf when you can play a rotting dwarf?

Included in Undead Paragon Classes:
  • The Ghoul, a murderous cannibal who weakens his enemies with disease and paralysis, then feeds on their flesh.
  • The Lich, an unbridled necromantic spell caster who burns his own soul in pursuit of greater power, and achieves immortality through a phylactery.
  • The Mummy, a blasphemous servant of the divine who slings curses and infects his enemies with horrific rot.
  • The Rotting Corpse, a 0RP racial template that can be added to any other race to make them undead (From Undead Paragon Classes I).
  • 17 Undead Feats, such as Bloody, Remove Head, and Grave Rider (From Undead Paragon Classes I).
  • Raise Undead, a new spell that allows for transformation into an undead creature (From Undead Paragon Classes I).


The Colossal Creatures Bestiary


The best monsters are big. Really, really big.

Within these pages, you will find 81 creatures of colossal size, from CR 1 all the way to CR 26 (as well as a CR 33 and CR 40 monstrosity): straightforward enemies like the bearhemoth and sharknado, nuanced complexities like the draconic abomination and dreamer's nightmare, pushovers like the rusted colossus and pastorix, and megabosses like the tribunal wheel and harbinger of time. You’ll find animals, constructs, dragons, swarms, spellcasters, angels, brain eaters, kaiju, dimension hoppers, living siege weapons, and really big raccoons. In fact, you'll find every type and CR in the game.

Need a colossal creature for an epic battle at any level? You'll find it in the Colossal Creatures Bestiary.

This bestiary contains 82 colossal creatures, including: 
  • Dragon Molt: The discarded molt of a great wyrm, animated and given purpose.
  • Etherworld Fisher: An ethereal jellyfish who taunts and traps its foes through dimensional rifts.
  • Grave Blob: A mobile mass grave with death on his many brains.
  • Harbinger of Time: A CR 40 apocalypse-bringer, who grinds the world to dust under the inevitable march of time.
  • Kongimus Rex and Dracozilla: The King Kong and Godzilla of the Pathfinder Roleplaying Game (forget about that silly tarrasque).
  • Tribunal Wheel: A CR 33 judge, jury, and executioner of epic proportions.
  • Yuggothian Shambler: A floral weapon of war for the hideous mi-go, complete with laser beams and spore launchers.


We Be Dragons
4.8/5 Stars on RPGnow and Paizo

A most unusual adventure for CR 4 dragon characters.

In We Be Dragons, the players control dragon wyrmlings out to avenge the genocide of their families. They struggle to save their adopted father against an assassination attempt, work with humans to locate the killer, and take on both a poaching company and a fallen paladin obsessed with the extinction of all dragons. We Be Dragons includes nine new playable dragons which combine the aspects of a classic adventuring party with true draconic flavor.

We Be Dragons is a one-shot adventure that serves as an excellent introduction to Pathfinder or a refreshing break for an experienced group. It is 24 pages long, fully illustrated, and only $1.99.




Included in We Be Dragons:
  • A complex and detailed draconic adventure with high emotional stakes.
  • Seven new enemies and NPCs, including poachers and a fallen paladin.
  • Challenging social encounters and skill challenges to test the breadth of draconic abilities.
  • Rules for adjusting difficulty to accommodate the needs of any group.
  • Nine new playable dragon characters, complete with unique abilities and personalities, including Arcane, Corruptor, Harmonic, Radiant, and Iron.

Praise for We Be Dragons

  • 5/5 "Absolutely amazing... This is an amazing story of fallen paladins and dragons adding their treasure to the very first horde ... Look no further! ... A very well done adventure that I will definitely be running every time I have a new group. Zenith Games, keep up the good work and make more draconic adventures for everyone!" - Jerry A.
  • 5/5 "For $1.99 this adventure is a BARGAIN" - Curtisin
  • 4.5/5 "What's not to love?!? ... There is so much to love about this adventure. If there was a text book example of how to write an adventure for dragon PCs, this would be it ... The adventure is that good ... Whether run as a one-shot or as an introduction for a dragon-PC themed campaign, players and GMs will find We Be Dragons to be a refreshing break from the normal routine" - Donald Robinson
  • "This was a really fun adventure to run and fun for my players as well ... Playing a dragon was a seamless transition. It felt like a breath of fresh air ... both familiar and new in a fun way ... It really was a blast to run ... My players are looking forward to future installments!" - Ryan T.
  • "Everyone enjoyed playing dragons and everyone felt like they were playing a dragon ... they would like to play it again sometime ... the challenge was a good one and we really enjoyed the game" - Scott J.
  • "It's a fantastic little module at a fantastic price point. Very cool." - Swoosh

Jacob’s Tower is the critically acclaimed 1-13 mega-dungeon for the Pathfinder Roleplaying Game. Regardless of your world, plot, or players, it is easily run in any campaign or as a mega-dungeon.

Jacob's Tower is an adventure for three to six 1st through 13th level PCs using the Pathfinder RPG rules. It is 152 pages long and meticulously play tested—that's 13 different modules for the price of one. These modules can be inserted piecemeal into a campaign or run as an mega-dungeon campaign.

The dungeon is designed to test a party’s versatility and flexibility, utilizing every skill and creature type in the book over every three Levels. It both introduces new players to the wonders of the Pathfinder Roleplaying Game and gives experienced players a non-traditional setting in which to test their skills.

You can find more information here.

Praise for Jacob's Tower:

"I love this dungeon. It's so cleverly put together, the levels are varied enough to remain interesting whilst still tied together enough to feel cohesive, and I'm super impressed with the seamless integration of a variety of skills into each level. It's inspired me to improve my GMing. I can't say enough good things about this dungeon." —Anonymous 
"Honestly, you made me look good. Fun traps, ghouls, great imagery with the feral animals, a fantastic fight against Posy and a bluffed PC... and with all the DCs spelled out I ran the game like a pro. Got lots of compliments" —David 
"I've been running this, and my players absolutely love how varied it is and how so much comes into play! I'm wondering, do you know anyone else who has made similar things? I can't get enough!" —Anonymous 
"I finally ran this level for my players the other week! And it was amazing. ...Overall, this level was one of the best sessions I've run. Thanks for writing it!" —Anonymous 
"This is a great dungeon! I'm coming from both running it as a GM and playing it as a player, and in both situations I've found it really fun!" —Jack John 
"I just wanted to drop you a line and say thanks / good job on writing up these adventures! ... It was an absolutely enjoyable experience for a DM. :)" —Anonymous 
"I absolutely love Jacob's Tower, it's been amazing to run it for my players and they've been shocked at how they've been using skill checks they didn't even know existed." —ChaosWraith 
"You only want 10 dollars for it all? You da real MVP :P" —Colin MacDonald 



5/5 Stars on Paizo.com and RPG Now


The module where level 1 characters fight a great wyrm dragon!

A non-linear search for hidden artifacts that culminates in an attack on a huge red dragon, "Dragons are Above My Pay Grade" provides heroes with an electrifying start to their careers. Who doesn’t want to fight a dragon, even if it is above your pay grade?

"Dragons are Above My Pay Grade" is an adventure for three to six 1st level PCs using the Pathfinder Roleplaying Game rules. It is 23 pages long, fully illustrated and in color.

You can find more information here.

"Dragons Are above My Pay Grade" features a mining town, a fleshed out island with wild beasts and tropical hazards, a range of mini-dungeons and challenges, and a host of original enemies, spells, poisons, items, and traps. And, of course, the opportunity for a 1st level character to face a red wyrm!

Praise for Dragons are Above My Pay Grade!

5/5
"Dragons are above my pay grade feels like it could be the great beginning of a dragon slaying campaign, giving the players a very nice taste of taking on one of the biggest and baddest beasties in the bestiary. It'd be a great way to jump into things and ask your party 'Hey, you wanna kill a dragon today?'" - N. Jolly

"I found the premise fun, the characters likeable, the new monsters fun and interesting, the names of the kobolds and dragon just unpronounceable enough ("Rowg? Like Smaug? Or is it more like 'rock,' or 'cog?'"), and the humor measured and well-placed...it's a great adventure, the characters are fun and inspired, the concept is great and well-executed" - Simon Barr






Ever wanted to play an undead? Undead Paragon Classes introduces three new 1-20 player classes: the Skeleton, Zombie and Vampire. These classes provide strong, balanced options for undead players while hitting all of the classics of each monster. Undead Paragon Classes also delivers a 0RP racial template, the Rotting Corpse, which can be added to any other race to make it undead. Why play a dwarf when you can play a rotting dwarf?

Included in Undead Paragon Classes:
  • The Skeleton, a foot soldier of the undead who wields steel and iron while terrifying the weak.
  • The Zombie, an unkillable monstrosity, who gets in close to impart disease, sicken or release insects from his host corpse.
  • The Vampire, master of those he summons, those he dominates, and those he creates, though reliant on a constant source of blood to function.
  • The Rotting Corpse, a 0RP racial template that can be added to any other race to make them undead.
  • 17 new undead feats, such as Remove Head, Wraith-Touched and Grave Rider.
  • Raise Undead, a new spell that allows for transformation into an undead creature.
You can find more information here.




It’s a bird, it’s a dragon, it’s a superhero! Faster than a speeding arrow, more powerful than a rampaging troll, capable of leaping tall castles in a single bound!  Superhero Classes: Superhuman, Animalman and Telepath introduces three new base classes for the superhero fans among us. They remain true to the source material, flexible enough to build nearly any superhero you can think of, and friendly enough to the fantasy landscape to fit into any campaign.

Included in Superhero Classes:

  • The Superhuman, a man of mithryl who can fly, wrestle giants, shoot lasers out of his eyes, or anything else you might expect from a superhuman (Superman, Wonder Woman, Martian Manhunter)
  • The Animalman, a superhero who draws inspiration from the animal kingdom and takes their powers for his own (Batman, Antman, Spiderman, Wolverine)
  • The Telepath, a superhero who can both dominate his enemies and use telekinesis to physically demolish his foes (Professor X, Jean Grey, Emma Frost)
  • A synopsis of what it means to be a superhero adventurer.

You can find more information here.



5/5 Stars on RPGnow

Every year for the past six years, Giblet Turkey Farms and Slaughterhouse has suffered some great tragedy on the eve of Turkey Day.  Gunter and Drumstick Giblet have hired the party to protect their prestigious institution and get to the bottom of these mysterious matters. Through the night the PCs are visited by the Ghost of Turkeys Past, the Ghost of Turkeys Present, and the Ghost of Turkeys Future before coming face to face with the fearsome Gobbler.

Included in “The Gobbler:”

  • Six delicious turkey-based enemies
  • A bizarre yearly ritual of slaughter in the town of Pilgrim’s Rest
  • A mysterious new holiday themed curse
  • A new character race, the Awakened Turkey (only with purchase of the pdf)
  • Two sticks of butter and a dash of nutmeg

The Gobbler is a Thanksgiving one-shot meant for 3-4 second to fourth level PCs using the Pathfinder Roleplaying Game ruleset.

You can find more information here.

Praise for The Gobbler: A Thanksgiving Tale

5/5 "The Gobber was a great purchase. For only a dollar, you get a genuinely funny campaign that you can play with friends around the holiday . . . I will be looking for any holiday-related things they put out in the future, as it suited the needs I had and more." - Anonymous 



For too long, the northern town of Ivanheim has suffered under the curse of Santa Claus. With every passing year, his naughty list grows longer and longer and more and more children are taken away to be processed at his workshop. This year, the people of Ivanheim have moved all their children to the great Smokehall and hired mercenaries to defeat the mad elf once and for all.

Included in Deck the Halls:
  • 6 new enemies, including Rudolf, nutcrackers, and Santa himself.
  • A strange fey creature, obsessed with purging the world of naughtiness.
  • Pop culture references to make you giggle
  • Holiday cheer, and goodwill towards men.

Deck the Halls is a Christmas one-shot meant for 3-5 PCs level 2-4.  It takes 2-3 hours to run.

You can find more information here.



Celebrate this July 4th with an Independence Day themed module, or throw a firework show in your own adventure!

The PCs have entered into a fireworks show in the independent village of Washingtown. They hope to beat opposing teams and win the star-spangled banner for themselves! Through their perilous journey they navigate complex firework crafting rules, defeat enemies such as freedom eagles and the statue of liberty, and destroy Renedict Barnald, a half-elf who sold his soul to the dark god of fireworks.

Included in Rocket's Red Flare:
  • Extensive and awesome rules for crafting your own fireworks using magic or skill, as well as firework descriptions based on your choices.
  • The patriotic village of Washington and characters such as Uncle Sam, Renedict Barnald, and Samadam.
  • Three new creatures: The Freedom Eagle, the Statue of Biberty, and the Firework Elemental.
  • Sparklers, hot dogs, and griffon burgers.
  • Did I mention the firework crafting rules? Transform your spells into fireworks!
Rocket's Red Flare is an Independence Day themed one-shot for 3-6 Heroes of Levels five to seven (though it is easily adjusted for a range of levels).

You can find more information here.