End of Year Update: Layout at Last!
about 1 month ago
– Tue, Dec 31, 2024 at 06:41:39 PM
Hi all,
Thanks so much for your patience on this project. It's taken Matt and Johannes a lot longer than expected but we are finally in the home stretch. I did the final proofing pass on the 446-page, 212,565-word Word doc of the Arcforge Players Compendium this past weekend and sent it off to layout, and we should have our first InDesign draft of the full text ready next week. Matt is going through with art placement for every section and will be sending that to layout on Monday, so they can get started with placing all the artwork and fitting it in and around the text!
Once the Players Compendium is complete, we'll be ready to move the Arcforge Universe Cyclopedia into the final stage. It's significantly smaller less humongous than the massive player's book, which contains a metric crapton of technological, sci-fi, and psi-fi options for psionics, spheres, akasha, and more on top of classic Pathfinder RPG classes, races, feats, spells, powers, and more! It made me a little dizzy doing three proofing and format passes on it because there is just so much stuff. I know it's been a longer wait than expected, but we are excited to get this into your hands.
I'll post up screenshots of page samples next week when I get those from layout and we'll keep you up to date as we round the final turn and head for home to get these books to you. PDFs will be uploaded to Backerkit for download once they are ready, and we'll move on to print shortly thereafter!
A quick look at the promo chapter and Table of Contents for this book is below:
What You Will Find Inside Arcforge Players Compendium
The Arcforge Players Compendium collects twelve books’ worth of detailed player mechanics for countless varieties of future fantasy adventure, all painstakingly revised and rebalanced for a smoother gameplay. Master a combination of advanced technology and Akashic essence using the mech-piloting Helmsman or nanite-commanding Hivemind classes, or guide minds to new purposes using prestige classes like the Ascendant Vanguard or Psijacker! Experiment with new archetypes and options for over 50 classes, from the Draconic Channeler Cleric to Futurist Spiritualist to the Chainmaster Soulknife to the Biohacker Alchemist! Design your own unique Custom Mech to pilot into battle, kit yourself out with Psibertech, or assert your will over the artificial using the Technomancy Sphere. Harness over 80 new spells, powers, and veils, including Voidsong, Gravitic Charge, Stormwarden’s Coat, or the city-destroying Armageddon. Finally, fill your arsenal with a copious variety of high-tech and high-magic equipment, letting loose with your Exploding Heavy Bolters or Monofilament Stiletto while loaded up on the Supercharger stimulant. The Arcforge Players Compendium offers countless options for combining the wildest elements of magic, technology, and alien power in one place, providing you every tool you need and more to Make Your Game Legendary!
Table of Contents
Chapter 1: New Classes and Prestige Classes
Helmsman
Hivemind
Helmsman/Hivemind Veil List
Anaphexian Silencer
Ascendant Vanguard
Cosmic Forger (Cerebremancer Archetype)
Mech Master
Psiborg Adept
Psijacker
Chapter 2: Archetypes and Class Options
Aegis
Alchemist
Antipaladin
Avowed
Armiger
Armorist
Agent
Bloodrager
Cavalier
Cleric
Commander
Conscript
Cryptic
Daevic
Dissident
Dread
Druid
Eclipse
Eliciter
Fey Adept
Fighter
Hedgewitch
Helmsman
Highlord
Hivemind
Incanter
Investigator
Magus
Malefex
Marksman
Medium
Mystic
Occultist
Oracle
Paladin
Prodigy
Psion
Psychic Warrior
Ranger
Reaper
Sentinel
Slayer
Sorcerer
Soulknife
Spiritualist
Striker
Summoner/Unchained Summoner
Symbiat
Tactician
Technician
Vigilante
Vitalist
Vizier
Voyager
Wilder
Witch
Wraith
Zealot
Class Templates
Companion Archetypes
Variant Rules
Enhanced Talent Progression
Psionic Options in Spheres of Power
Chapter 3: New Systems
Mechs
Psibertech
Chapter 4: Player Options
Feats
New Races
Cephalume
Kalo
Shimreen
Shirren
Vesk
Racial Traits
Aasimar
Android
Blue
Cephalume
Dromite
Drow
Duergar
Dwarf
Elan
Elf
Faunic
Forgeborn
Gillmen
Gnome
Goblin
Halfling
Half-elf
Half-orc
Hobgoblin
Judow
Kalo
Kobold
Lashunta
Maenad
Nagaji
Noral
Ophiduan
Orc
Shimreen
Shirren
Svirfneblin
Tiefling
Trox
Vesk
Wayang
Wheeltouched
Wulfkin
Enhanced Racial Traits
Divine Fighting Techniques
Paths of Ascension
Chapter 5: Spheres and Talents
Technomancy Sphere
Technomancy Sphere Tables
Magic Talents
Combat Talents
Skill Talents
Origin Talents and Variations
Sphere-Specific Drawbacks
General Drawbacks
Traditions
Incantations
Chapter 6: Spells, Powers, and Veils
Class Spell Lists
Spells
Class Power Lists
Powers
Power/Spell Mythic Augmentations
Akashic Veils
Variant Rules
Akasha as Cybertech
Psionics as Advanced Technology
Psychic Dueling with Psionics and Magic Spheres
Chapter 7: Equipment
Technological Weapons
Weapon Modifications
Magic Weapon Special Qualities
Magic Armor Special Qualities
Equipment Modifications
Technological Items
Cybertech
Stimulants
Fleshwarps
Artifacts
Technological Artifacts
Power Armor and Augmented Skeletons
Crafting High-Tech Items
Variant Rules
Aethertech-Technology Integration
Armor Penetration
Plentiful Charges
Item Creation Feat Easy Access
Table of Tables
Table 1-1: Helmsman Class Features
Table 1-2: Hivemind Class Features
Table 1-3: Anaphexian Silencer Class Features
Table 1-4: Ascendant Vanguard Class Features
Table 1-5: Mech Master Class Features
Table 1-6: Psiborg Adept Class Features
Table 1-7: Psijacker Class Features
Table 2-1: Mekanikos Customization Progression
Table 2-2: Occultist Magic and Psionics
Table 2-3: Miracle Soldier Specialization
Table 2-4: Soulknife Emulate Technological Weapon values
Table 2-5: Psionic Formulist Power Points per Day
Table 3-1: Mech Advancement
Table 4-1: Feats
Table 4-2: Elemental Conjurer
Table 4-3: Irradiating Power/Spell Values
Table 5-1: Armor Glitches
Table 5-2: Construct Glitches
Table 5-3: General Glitches
Table 5-4: Pharmaceutical Glitches
Table 5-5: Weapon Glitches
Table 5-6: Technomancy Wild Magic Table
Table 6-1: Psychoport Mishaps
Table 6-2: Veil List
Table 6-3: Psionic Science Equivalents
Table 6-4: Techno-Psionic Item Creation Feats
Table 7-1: Technological Magic Equipment Requirements
Table 7-2: Fleshwarp Requirements
Table 7-3: Commonplace Technological Artifacts
Table 7-4: Existing Weapon AP
Layout approaching!
4 months ago
– Thu, Oct 17, 2024 at 06:55:27 PM
Hi all,
Editing is nearly done on the Arcforge Player's Compendium and once our layout artist for Arcforge finishes his current assignment he should be ready to dive in on assembling the book starting next week!
One of the fun things in this book is a robust system of Mech-based characters and their mech companions, and I thought for a quick preview I'd include just a few of the options you've got for making your mech buddy truly legendary! We'll send out some page samples from the book as layout gets underway to get a good look at all the goodies within!
Thanks for your patience with the project. It's taken longer than Matt originally planned to get these massive books together but we trust you'll truly enjoy them once they're ready to rock and roll!
Many-Legged
STARTING STATISTICS
Size Large (-1 penalty to AC and attack rolls, +1 to CMB/CMD, -4 Stealth); Speed +10 ft.; AC +8 armor; ACP -5; Required Armor Proficiency Medium; Attack Slam (primary) (1d8); Melee Reach 5 ft.; Ability Scores Str +2; Bonus HP 15 hp; Weapon Slots 2
Stability: A stable mech’s pilot receives a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt
4TH LEVEL ADVANCEMENT
Heavy Weapons Array: Starting at 4th level and every 4 levels thereafter (8th, 12th, 16th, 20th), the many-legged mech gains an additional weapon slot at no additional cost.
Speedster
STARTING STATISTICS
Size Large (-1 penalty to AC and attack rolls, +1 to CMB/CMD, -4 Stealth); Speed +30 ft.; AC +6 armor; ACP -3; Required Armor Proficiency Medium; Attack Slam (primary) (1d8); Melee Reach 5 ft.; Ability Scores Str +2 or Dex +2; Bonus HP 10 hp; Weapon Slots 2
Two-Seater: Speedster mechs start play with the Extra Seating enhancement.
4TH LEVEL ADVANCEMENT
Nitroboost: At 4th level, speedster mechs gain the Nitroboost enhancement
Built for Speed: At 4th level and every 4 levels thereafter, the mech’s base speed increases by 10 feet.
Tank
STARTING STATISTICS
Size Huge (-2 penalty to AC and attack rolls, +2 to CMB/CMD, -8 Stealth); Speed +10 ft.; AC +10 armor; ACP -3; Required Armor Proficiency Heavy; Attack Slam (primary) (2d6); Melee Reach 5 ft.; Ability Scores Str +4, Dex -2; Bonus HP 20 hp; Weapon Slots 2
Cumbersome Weaponry: The tank mech’s ranged weaponry is seated behind the pilot’s seat, and as such cannot be operated by the driver at the same time the pilot moves or uses melee attacks. A passenger besides the pilot can operate these weapons. If the mech is remotely piloted, the remote pilot can either pilot the mech or operate the passenger weapons.
Naval Adaptation: When a character creates or modifies a tank mech, they can choose to modify it to have a naval adaptation. A naval tank mech has no land speed but has a base speed of 60 feet over water.
Team Transport: Tank mechs start play with two instances of the Extra Seating enhancement.
4TH LEVEL ADVANCEMENT
Special: Starting at 4th level and every 4 levels thereafter (8th, 12th, 16th, 20th), the tank mech gains an additional weapon slot at no additional cost.