Piggins of Porphyra

Porphyra is a world with two distinct types of land mass. There are the indigenous territories that have been present since the lost formation of the world in the age before the Elemental Lords and there are the Landed Territories. When aboriginal orcs and elves of Porphyra combined forces to call new Gods to the world to help overthrow the Elemental Lords, those New Gods brought pieces of their favourite worlds with them. These regions are known as Landed Territories.

From the Landed Territories come the Landed Races. There are dozens of races Landed on Porphyra that are similar to their indigenous cousins. One of these is the Landed Races of orcs (or Piggins as they are called by the indigenous).

Landed Orcs Racial Characteristics

  • +2 Str, +2 Wis, -2 Int: Landed orcs are strong willed with strong devotion to physical fitness. They do not value formal learning systems or schooling.
  • Orc: Landed orcs are humanoids with the orc subtype. Landed orcs do not possess light sensitivity they have the day runner characteristic (see below) instead.
  • Medium: Landed orcs are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Landed orcs have a base speed of 30 feet.

  • Darkvision: Landed orcs can see in the dark up to 60 feet.

  • Cornered Fury: When a landed orc is reduced to half its hit points or fewer and has no conscious ally within 30 feet, it gains a +2 racial bonus on melee attack rolls and to Armor Class.
  • Dayrunner: Landed orcs refuse to yield to any foe, including the sun. Some spend hour upon hour glaring at the sun until their ruined eyes acclimatize to bright light. Landed orcs with this racial trait take a –2 penalty on all ranged attack rolls.
  • Greed: Raiding is part of every landed orc’s education, as such they gain a +2 bonus on Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
  • Illusion Resistance: Landed orcs are not easily fooled by the coloured lights made by mages. They gain a +2 racial bonus on saving throws against illusion spells or effects.
  • Orc Ferocity: Once per day, when a landed orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
  • Resentment: Landed orcs resent their transport to the Patchwork Planet and they hold all other orcs and elves personally responsible. Landed orcs gain a +1 racial bonus on damage rolls against creatures with the orc or elf subtype.
  • Survivalists: Landed orcs have learned to thrive in all environments. They gain as +2 racial bonus to all Survival checks.
  • Languages: Landed orcs speak Orcish. Landed orcs with high Intelligence scores can chose from the following: Dwarven, Giant, Goblin, Undercommon.

Regional Guides of Porphyra Poll

It has been suggested by Perry that perhaps I should write one of the regional guides for Porphyra. Writing a guide of this kind is sort of out of the my wheelhouse because I usually perform conversions of older materials or work on mechanical bits. The Heroes of line has a significant amount of fiction writing as well as mechanical writing in it.

We have released nine regional guides so far:

That means there are roughly 30+ more regional guides to be developed. There are a couple that are earmarked or in some stage of development such as the Empire of the Dead and the Mist-Shrouded Isle of Erkusaa.

So I am looking for customer input on which of the following lands I should work on as a regional sourcebook. Leave your votes in the comment section of this page. I want to get started on this work by Sunday night. (Perry is not eligible to vote).

Here are my options:

Voting Opens Immediately. Voting Ends Sunday Morning (when I wake up). We will do a run off vote if there is no clear winner.

 

 

 

 

Project Selection

Office Work is a series of posts where I talk frankly about the work of Purple Duck Games including what goes on behind the scenes.

Lewis asked, “How you decide which products to move forward with. The balance between thing you know people are looking for & putting great ideas that might not be as popular forward.”

It can be really hard to decide what to go ahead with when publishing roleplaying games in support of other people’s systems. It is not uncommon to publish something that is profitable to have the finances to work on riskier projects. I do have a couple of handy rules that I use for greenlighting projects.

  1. Trust Your Freelancers Pet Projects

There are a number of freelancers that I have worked with multiple times. I rarely have to assign them work. Typically, they show up on my email with a document in hand with an intro that says something like, so I know we have never really talked about this but I’ve been working on this thing for a while and I think its really come together, are you interested. Some of our most consistent sellers have been created this way.

Both David N. Ross’s Random Encounters Remastered line and Carl Cramer’s Prestige Archetypes line started as these sorts of books. Initially, I didn’t have a lot of faith in either of these initial projects but I took a risk on them and they have turned out well.

So when Carl Cramer approaches me about a Duckfolk book for Porphyra.  Now, I doubt that it will be as successful as Prestige Archetypes but Carl has earned the right to pitch pet projects for our publication.

    2. Trust your Editor

Perry Fehr is the primary editor for Purple Duck Games. He has had his hands into everything Purple Duck for at least the last five years. He is the primary archetict of the Lands of Porphyra Campaign setting and works to keep things reasonably consistent. The Lovecraft Fantasy Gaming Toolkit was rescued from oblivion by Perry.  It was an older project that went through many hands and was generally in a pretty disorganized shape. Perry took the document, reworked it, rewrote some, and expanded it a lot more… and then I continued to bury it for almost a year. If Perry hadn’t nagged me about the book on a regular basis it would have never seen the light of day. I was so concerned about this book and how it would be received that I was willing to just take a loss on it an never publish it.

That would have been a mistake. Reviewers and customers both agreed on that. Its sales have dropped off (probably do the influx of other mythos support available) but it was more than worth finishing.

Perry sometimes notices the value in things that I overlook.

3. Trust your Market(s)

Some markets are better than others. There are many Pathfinder supplements that I have not broken even on. There is not a single DCC book that hasn’t broken even for me. So when it comes to DCC, I have published everything I could have for it. I suspect MCC may treat us the same way as well. So we have been actively recruiting more writers for both Dungeon Crawl Classics and Mutant Crawl Classics.

   4. Timing is Everything

Particularly with Pathfinder-related content it is important to get your work out there first. When the Occult Adventures book came out there was a lull in Pathfinder Support from 3PPs, traditional companies like Rite Publishing and Rogue Genius Games had backed away from immediately supporting Paizo’s newest thing. I do not know for certain why that gap in support existed but it did exist. I looked at the Occult rules and immediately knew that I did not get the intracies of the classes (probably still don’t), so I recruited an expert.

Checking out the Paizo boards, I saw that Ehn Jolly had wrote a Kineticist class guide. So I approached him to write Kineticists of Porphyra. Kineticists sold very well due to the quality of the work and due to the lack of competition in that arena. Customers were looking for more ideas in this area and we were one of the first products to address that need. (Ehn Jolly is an excellent self-promoter as well).

   5. It Is Okay To Build a Line

Some products sell okay. They don’t sell great… just okay. And sometimes you might be tempted to end a series at the first book. The thing is when a second book comes out, there seems to be sense within customers that if a new volume comes out then the early volumes must have strongly warranted it. When Purple Mountain VII: Domain of the Hidden God came out we saw an uptake on previous volumes. There are customers that will by part 7 (having read no others) and then go back and complete their collections. Much like how new customers to Caster Prestige Archetypes has lead to bumps in sales of Prestige Archetypes and Warrior Prestige Archetypes. You do not need to build on indefinitely though, you need to recognize when the market has finished with a concept.

   6. No One is Infallible

There are projects that I have greenlight that I thought were going to be failures that were successes, and projects that I was sure were going to be successes that never amounted to anything.

I think at the end of the day, you just need to produce the kind of books you want to create.

Glerps of Porphyra

Glerp
A glerp is a class of sentient oozes that is easily affected by elemental energies. They seem to have sprung naturally from the elemental chaos of the NewGods War.

Glerp
Languages one elemental tongue
Ecology
Environment any
Organization solitary or pool (2-5)
Treasure 1d3 glerp fragments
Special Abilities
Acid (Ex) A glerp’s acid does not harm metal or stone.
Coalescence (Ex) Glerps rest in an inactive form, and undetectable, of miniscule droplets expressed over a large area. When a creature approaches into its blindsight, the glerp coalescences into an active form as an immediate action.
Death Throes (Su) When killed, a glerp pops in a 10-foot-radius burst that deals 1d6 points of glerp damage per 4 HD (DC 10 +1/2 Hit Dice + Con modifier; Reflex half).
Glerp Damage (Ex) Glerps deal acid damage but can become attuned to any other type of energy damage (cold, electricity, fire, force, radiation, or sonic). Glerps gain the damage type of any energy damage they receive. This attunement lasts 1d6+2 rounds.
Leaping Charge (Su) Glerps can leap 30 ft. as a charge action that draws no attacks of opportunity.

Medium Glerp (CR 3; XP 800)
N Medium ooze
Senses blindsight 60 ft.; Perception +9
Defense
AC 7, touch 7, flat-footed 7
(-3 Dex)
hp 50 (4d8+32)
Fort +10, Ref -2, Will +3
Defensive Abilities blind, coalescence; Immune ooze traits
Offense
Speed 20 ft.
Melee slam +5 (1d8+3 plus 1d4 glerp)
Special Attacks death throes (W-DC 19), leaping charge
Statistics
Str 14, Dex 4, Con 24, Int 10, Wis 14, Cha 10
Base Atk +3; CMB +5; CMD 12 (can’t be tripped)
Feats Great Fortitude, Toughness
Skills Perception +9, Survival +9


Large Glerp (CR 5; XP 1,600)
N Large ooze
Senses blindsight 60 ft.; Perception +13
Defense
AC 8, touch 6, flat-footed 8
(-3 Dex, +2 natural, -1 size)
hp 116 (8d8+80)
Fort +13, Ref -1, Will +6
Defensive Abilities blind, coalescence; Immune ooze traits
Offense
Speed 30 ft.
Melee slam +11 (2d6+9 plus 1d6 glerp)
Space 10 ft.; Reach 5 ft.
Special Attacks death throes (W-DC 23), leaping charge
Statistics
Str 22, Dex 4, Con 28, Int 10, Wis 14, Cha 10
Base Atk +6; CMB +13; CMD 20 (can’t be tripped)
Feats Great Fortitude, Iron Will, Power Attack, Toughness
Skills Perception +13, Survival +13


Huge Glerp (CR 7; XP 3,200)
N Huge ooze
Senses blindsight 60 ft.; Perception +17
Defense
AC 10, touch 5, flat-footed 10
(-3 Dex, +5 natural, -2 size)
hp 198 (12d8+144)
Fort +13, Ref -1, Will +6
Defensive Abilities blind, coalescence; Immune ooze traits
Offense
Speed 30 ft.
Melee slam +18 (2d8+15 plus 2d4 glerp)
Space 15 ft.; Reach 10 ft.
Special Attacks death throes (W-DC 27), leaping charge
Statistics
Str 30, Dex 4, Con 32, Int 10, Wis 14, Cha 10
Base Atk +9; CMB +21; CMD 28 (can’t be tripped)
Feats Bloody Assault, Great Fortitude, Iron Will, Power Attack, Toughness, Weapon Focus (slam)
Skills Perception +17, Survival +17


On Porphyra
Within the Trade Consortium of Blix there is an active market for glerp fragments that can be used as supplemental spell components for spells that deal energy damage. A glerp fragment is worth roughly 25 gp.

Spell-in-a-Can Items

Some designers have a severe aversion to spell-in-a-can type magic items. I understand the thinking behind that aversion, but there are so many good spells created for Pathfinder that I think we could benefit from a few more spells-in-a-can like the following items for warrior classes.


Bracers of Heavy Shots

Aura faint transmutation; CL 1st

Slot wrists; Price 8,000 gp; Weight 1 lb.

[Description]

Each of these purple bracers is marked with an image of a basllista. After being worn for 24 hours, these bracers place the wearer under a constant gravity bow effect in which the weight and density of arrows or bolts fired by the wearer is increased. All shots deal damage as if the weapon were one size larger.

[Construction]

Prerequisites Craft Wondrous Item, gravity bow, crafter must be proficient in bows or crossbows; Cost 4,000 gp


Bracers of Mighty Strikes

Aura faint transmutation; CL 1st

Slot wrists; Price 8,000 gp; Weight 1 lb.

[Description]

Each of these blue bracers is marked with an image of a great sword. After being worn for 24 hours, these bracers place the wearer under a constant lead blades effect in which the momentum and density of melee weapon strikes is increased. All melee weapon attacks deal damage as if the weapon were one size larger.

[Construction]

Prerequisites Craft Wondrous Item, lead blades, crafter must be proficient in bows or crossbows; Cost 4,000 gp


Both of these items are fairly low cost and can provide a noticable advantage to martial classes in terms of damage.

When we are talking about design aversions, I personally hate recursive spells.

Spell Components (For Advanced Players)

Spell components have lost of their luster over the years. According to the rules:

Material (M): A material component consists of one or more physical substances or objects that are annihilated by the spell energies in the casting process. Unless a cost is given for a material component, the cost is negligible. Don’t bother to keep track of material components with negligible cost. Assume you have all you need as long as you have your spell component pouch.

Focus (F): A focus component is a prop of some sort. Unlike a material component, a focus is not consumed when the spell is cast and can be reused. As with material components, the cost for a focus is negligible unless a price is given. Assume that focus components of negligible cost are in your spell component pouch.

That said, I think “negligible” does not necessarily mean easy to obtain (I’m looking at you polymorph spells). The spell component pouch (see below) was created to remove one difficulty of managing a spellcaster but it has also removed a lot of the flavor.

Spell Component Pouch: A spellcaster with a spell component pouch is assumed to have all the material components and focuses needed for spellcasting, except for those components that have a specific cost, divine focuses, and focuses that wouldn’t fit in a pouch.

Within these pages you will find a complete list of material spell components and spell focuses organized by spell level. This list is designed for players to use to add more description back into their game without having to reference Guides for Advanced Players at the table, or for gamemasters who are mindful of the fact that spell components pouches do not contain things with specific costs nor things that wouldn’t fit into the pouch. It is also a handy list for obsessive compulsives who have not made their own list yet. The spells are listed by their lowest sorcerer/wizard level or barring that cleric, druid, or bard level.

Focus Items

Focuses are not consumed during spellcasting, however many of them are too bulky for a spell component pouch or carry a cost.

Material Components

On the other hand, material components are consumed in the casting of the spell. It is a good idea to track how often a character casts a certain spells because although some items are easy to get like a pinch of dirt, I think we really need to question how many live spiders (see spider climb), how many pieces of different monsters (see the assorted beast shapes), how much squid ink mixed with black dragon blood (see mnemonic enhancer), or even how many different pieces of crystal they carry.

1st Level (Focus)

Beguiling Gift                  the object to be offered

Crafter’s Fortune            a tool

Dancing Lantern            a lantern

Stumble Gap                   miniature shovel costing 10 gp

 

2nd Level (Focus)

Create Pit                         miniature shovel costing 10 gp

Sacred Bond                    a pair of worn golden bracelets worth 100 gp

 

3rd Level (Focus)

Spiked Pit                      miniature shovel costing 10 gp

 

4th Level (Focus)

Threefold Aspect                             silver crescent worth 5 gp

 

5th Level (Focus)

Hungry Pit                      miniature shovel costing 10 gp

 

6th Level (Focus)

Pied Piping                     pan pipes

 

1st Level (Material)

Ant Haul                              a small pully

Break                                    a twig

Cloak of Shade                    a leaf from a shade tree

Crafter’s Curse                    a broken tool

Expeditious Excavation    tiny shovel

Ill Omen                               hair from a black cat

Keen Senses                      a hawk’s feather

Mask Dweomer                a piece of gauze

Negate Aroma                   a pinch of alum

Rejuvenate Eidolon, Lesser               a drop of your blood

Residual Tracking             a bit of plaster

Restful Sleep                      a pinch of sand

Sculpt Corpse                     lump of wax

Stone Fist                            a chip of granite

Tireless Pursuit                 a hard biscuit broken into pieces

Touch of the Sea               a fish scale

Unfetter                              a broken chain

Wrath                                 a thorny vine

 

2nd Level (Material)

Accelerate Poison            thorn

Allfood                               a pinch of salt and pepper

Arrow Eruption               an arrow or a crossbow bolt

Burning Gaze                   eye of a mundane salamander

Cacophonous Call            a scrap of sheet music

Create Treasure Map      powdered metal and rare inks worth 100 gp

Dust of Twilight               coal dust

Elemental Speech            iron filings

Elemental Touch             a bit of the chosen element

Evolution Surge, Lesser a chameleon scale

Feast of Ashes                  a pinch of ash

Fester                                rotted meat

Fire Breath                      a chili pepper

Ghostbane Dirge            an old reed from a wind instrument

Glide                                 a leaf

Hidden Speech               a cipher written on a piece of parchment

Honeyed Tongue             a drop of honey

Lockjaw                            sticky tree gum

Natural Rhythm              a handful of pebbles dropped one by one onto the ground

Perceive Cues                  a drop of water

Pox Postules                     leaves from a toxic plant

Scent Trail                        a queen ant

Share Language              a page from a dictionary

Slipstream                        a few drops of oil and water

Summon Eidolon            a silver coin

 

3rd Level (Material)

Aqueous Orb                  a drop of water and a glass bead

Arcane Concordance    a spent wand

Blood Biography            a scrap of parchment

Bloodhound                    a drop of blood and a pinch of cinnamon

Campfire Wall                ash made from burnt thorns

Cup of Dust                     a pinch of dust

Devolution                      a chameleon scale

Draconic Reservoir       a scale from a dragon that produces the energy you seek to absorb

Enter Image                    a drop of paint and a ball of clay

Evolution Surge             a chameleon scale

Guiding Star                   a spool of thread or string

Hide Campsite                   a sprig of mistletoe and a vial of quicksilver

Lily Pad Stride                    a frog’s leg

Nap Stack                            a little silk pillow worth 100 gp

Rejuvenate Eidolon           a drop of your blood

Seek Thoughts                    a handful of copper coins

Shifting Sand                      a handful of sand

Tireless Pursuers               a hard biscuit broken into pieces

Twilight Knife                    a small knife

Versatile Weapon              iron filings

 

4th Level (Materials)

Acid Pit                                      drop of acid

Ball Lightning                          a small iron ring

Detonate                                   vial of acid, alkali flask

Dragon’s Breath                      a dragon scale

Evolution Surge, Greater      a chameleon scale

Firefall                                      one fire source

Grove of Respite                     a leaf or blade of grass and a drop of water

Moonstruck                             a pinch of powdered moonstone

Purified Calling                      a stick of incense

Rest Eternal                            ashes and vial of holy or unholy water

Share Senses                          a hair, scale, or feather from your familiar

Shared Wrath                        a thorny vine

Sleepwalk                               a sprig of belladonna worth 100 gp

Spite                                         rare inks worth 250 gp

Transmogrify                         a flask of quicksilver worth 1,000 gp

Universal Formula                quicksilver and powdered platinum worth 100 gp

Wandering Star Motes         a sprinkle of flash powder

 

5th Level (Material)

Banish Seeming                    a cold iron nail

Bard’s Escape                        pieces of a smashed fiddle

Cacophonous Call, Mass     a scrap of sheet music

Elude Time                   powdered diamond, emerald, ruby, and sapphire dust worth 500 gp

Fire Snake                             a snake scale

Geyser                                    a piece of lava rock

Ghostbane Dirge, Mass       an old reed from a wind instrument

Life Bubble                         a bit of eggshell

Rejuvenate Eidolon, Greater              a drop of your blood

Resurgent Transformation                 a pinch of meteoric iron worth 100 gp

Snake Staff                         a knife suitable for whittling

Suffocation                        a vial containing a bit of the caster’s breath

Swarm Skin                       a crushed insect hive

Treasure Stitching          a piece of embroidered cloth no larger than 10 ft. square [100 gp]

 

6th Level (Materials)

Cloak of Dreams               a rose petal and a drop of perfume

Enemy Hammer                puppet strings

Fester, Mass                        rotten meat

Fluid Form                          a mixture of oil and water

Fool’s Forbiddance            a ring of keys

Getaway                              a brass doorknob

Sirocco                                 handful of fine sand cast into the air

Twin Form                          a blend of soil and the caster’s blood

Unwilling Shield                ruby dust worth 250 gp

 

7th Level (Materials)

Deflection                           a piece of rubber dipped in glue

Expend                                miniature broken hourglass

Fly, Mass                             a wing feather

Rampart                             a handful of earth

Vortex                                 a stirring spoon

 

8th Level (Material)

Euphoric Tranquility        a poppy flower

Seamantle                           a cup of water

Stormbolts                          a copper rod

Wall of Lava                        a chunk of dried lava

 

9th Level (Material)

Suffocation, Mass              a vial containing a bit of the caster’s breath

Wall of Suppression          powdered adamantine worth 1,000 gp