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4 Ways to Merge Players and Play Styles

Image_Portfolio_104_Fantasy Jason Walton 57As a game designer most of my time is spent editing, reading, and writing; what little remains is for playtesting. One of the things that comes up often with gaming sessions that see so many different players is a matter of expectations—some players are prepared for a world to be opened up in front of them, and others are scions of modules, or entirely new to the concept of tabletop gaming.

Roleplaying is an amazing experience, but some folks have a rockier entry into it than others—be that to the whole concept of assuming the role of a fictional persona, adjusting to a new gaming system or a joining a new group of players.

There are a few tricks to make this easier on the beleaguered GM (not all of which are here; you are the GM, you can bring down the iron hand and send down royal decrees and what have you), but the best thing to do is just be smart, respectful and logical about it: talk directly (separately) to the frustrated player and get an idea of where they are at.

1) Notes
If you’re keen to the divide in player styles before the session starts, this is an easier plan to implement. Even on the fly, it’s not hard to do and if you’re up for a bit of spy games, go for it. Either way, use the plot or NPCs to inform the party member in question about whatever it is they’re looking for, be it the adventure route they expect or the means to break into the world with some freedom to roam.

fashion-middle-ages-72) Extra Checks
Struggling in the sea of freedom can be a real challenge sometimes, especially for folks new to the game—juggling different player styles isn’t easy if you’ve got a mixed group. If a seasoned veteran is having trouble giving enough of the spotlight to the newbie, give the latter a chance to wander around and sprinkle them with checks (preferably skills, but perhaps attributes if you need to) to get them to somewhere the rest of the group can enjoy as well.

3) Maps
This is the primary means I go about handling this in my games; I let the PCs know the lay of the land and subtly push them into this or that direction via geography that fits into the plot. The closer they move towards a locale, the more I reveal about it and the environs. Getting down into the valley, for instance, the party sees the ruins of an old fortress down by the beach—something previously unknown about and definitely drawing attention.

4) The “Subconscious” GM Slip
If you can’t keep a straight face or always lose at poker, skip this one entirely—you have to be able to bluff in real life for this to work out.

Academic Town-Color-FLet it seem like you accidentally let slip a secret about the game as you go through a routine description. Last week (and my Thursday group won’t be looking at this before game tonight, so I’m not overly concerned of them knowing) when investigating a damaged farmhouse, I “mistakenly”said that it might have been a dinosaur that did the damage, after dropping several mentions of a dragon being complicit (as far as the villagers knew). 

Of course there was jeering but I saw the change in body language as soon as the table settled—the players sat down as a united group, ready to delve into the game full bore regardless of their preference in approaching it.

Remember, the goal of the game is always to have fun! If a player keeps having a truly tough time with getting dropped into a sandbox or stuck on a railroad, be adaptive, fair, and accommodating (to a point, anyway). The tips above are a good way to go about dealing with the problems that arise from conflicting player styles, but being direct and understanding is the best thing to do!



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WHAT?!?! – 4 Tips on Managing Player Frustration

Image_Portfolio_101_Fantasy Jason Walton 10Mischievous Meadows is about magical items; the adventurers are going to temporarily and sometimes permanently lose many of their treasured goods! In most games, these are essential resources for the PCs and a group may be less than pleased when their potions, wondrous items, rings and the like are pilfered away from them.

Sometimes however, the story calls for players to be denied of resources!
Naturally, this is going to upset some folks and any GM may find the response to one of these game sessions to be less than encouraging.

1. Temporary Compensation
As in the case of the biddlywink, the GM can dole back some of the resources removed and when doing so, give them some oomph to compensate for the loss. It’s a bit of an admission on your part but it’ll net some interest by making it clear that this isn’t a simple theft of resources, it has a greater purpose.

dragon-art-22. Intrinsic Rewards
Speaking of a greater purpose, let’s talk about expendable resources. This is essentially a trade-off: resources of one kind (typically gold) for greater access to other resources (experience). In some cases this can be very general, like potions but there are also the specific ones: arrows of slaying come to mind. This is a valid example to mention if a group throws up their arms—point out the precedent if things get too uppity.

3. Complementary Elements
Hide something that can be used to craft a stronger suit of armor in the corpse of the invisible, giant, advanced rust monster that ate away some +2 full-plate. After felling the biddlywink tree, maybe the adventurers find arcane components which can be used to craft a ring of protection that allows the creator to treat their caster level as four levels higher to get back the one the original biddlywink ate! Perhaps the knowledge garnered from their bizarre biological processes grants insight into a new spell or access to a disparate prestige class?
At its heart this is another resource trade, and the GM should be innovative in how they implement it.

4. Call Rank
The GM is also the ultimate arbiter of the story, and somsorcereretimes it doesn’t hurt to remind folks of that. If the group is getting really upset about being taken for a bit of a ride, assure them that you’re not just randomly stealing from them; greater things are in store for those with faith.

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Cultus Sanguineus – A Chase in Mohkba!

Mohkba Alleyway

Count Krev Ragata rushes through the narrow streets in one of the less wealthy areas of Mohkba having just met with several different black market merchants and keen to quickly reach his next destination. Ne’er-do-wells in the city have something else in mind, however, and a group of them ambush the noble directly in front of the adventurers, wrestling away several prized items as they stab him in the stomach with a wicked looking dagger coated in poison.

During the struggle Count Ragata yells, “the countess requires these for the ball! You cannot have them!”, before falling limp and unconscious. One of the muggers turns to see the job finished while his compatriots bound down the alleyway, making their escape quickly in frenzied dashes.


A Chase Through Mohkba!

As the party (4-6 adventurers of 8th-9th level) travels the less savory backstreets of Mohkba they suddenly hear shouting and commotion from a narrow, shadowed alleyway up ahead.

A giant of a man stands over a crumpled form at his feet—behind him, two other men are starting to run down the alleyway away from you. The inert form on the ground trembles and with great effort rises his hand and points at the man clad in flashy clothes and shouts: “Stop him, he has…”, but a precise strike from the brute cuts his sentence short. The large man raises his fist again, this time with the intention to quiet his victim permanently.

Hrolff runs at full speed to get the items he carries away from the scene. Vasiliev will stop and cover Hrolffs escape with spells and scrolls, while Eignar physically engages the party, to hinder the characters from pursuing. Hrolff reaches a large street in 1d4+2 rounds, where his tracks are lost in the crowd. Should the party almost catch up to him he will duck down another alleyway where Exsanguinator manifests his will (see Alleyway of Blood from the February 5th meal for the AaWBlog!)

The alleyway is 100 feet long by 10 feet wide (its sides are from 10 feet high to 25 feet high, varying as often as the motley architecture of the homes here) and at the end it connects to the veritable maze of narrow corridors that make up Mohkba’s infamous lower class quarter, providing plenty of alleyways to pursue Hrolff through—if the party gets past Eignar and Vasiliev.

Eignar Ravnirson CR 9

Image_Portfolio_1.13_Fantasy Rudolf Montemayor 05 XP 6,400
Male human monk (tetori) 9/barbarian 1
NE Large humanoid (human)
Init +1; Perception +14
AC 17, touch 17, flat-footed 13 (+1 Dex, +1 dodge, +2 monk, +2 shield, +1 Wis)
hp 81 (9d8+1d12+29)
Fort +10, Ref +7, Will +7; +2 vs enchantments
Immune disease; DR 10/adamantine (currently under the effects of stoneskin; 62 hp left)
Speed 60 ft.
Melee unarmed +11/+6 (2d8+5)
Ranged tanglefoot bags +7/+2 ranged touch (entangle and half speed for 2d4 rounds; Reflex DC 15 or glued to floor, DC 17 Strength or 15 slashing damage to regain movement; Range 10 ft.)
Space 10 ft.; Reach 10 ft.
Special Attacks stunning fist 9/day (Fort DC 15; fatigue or stun 1 round or sicken 1 minute)
Str 20, Dex 12, Con 14, Int 8, Wis 12, Cha 10
Base Atk +7; CMB +16 (+20 grapple); CMD 23 (30 vs. grapple)
Feats Dodge, Rapid Grappler, Snapping Turtle Clutch, Snapping Turtle Shell, Snapping Turtle Style; Improved Grapple, Stunning Pin, Greater Grapple
Skills Acrobatics +14, Climb +18, Perception +14, Sense Motive +14
Languages Common, Klavek, Vikmordere
SQ Break free, counter-grappler, evasion, fast movement, graceful grappler, inescapable grasp, ki pool (magic, cold iron, silver; 5 points), maneuver training, permanent enlarge person, rage (6 rounds/day), purity of body, still mind, unarmed strike
Gear 5 tanglefoot bags, potion of invisibility, potion of negate aroma, potion of silence, sanguine antidote (the magical poison afflicting Count Ragata does not respond to mundane cures)
AC 17, touch 15, flat-footed 11; hp 96; Fort +12, Will 9; +11 vs enchantments
Melee unarmed +13/+8 (2d8+7)
CMB +18 (+22 grapple); CMD 25 (32 vs. grapple)
Eignar uses his grappling skills to stall the party’s pursuit of Hrolff and Vasiliev—he will not hand over the antidote he carries voluntarily.
As the party tries to revive the count, Eignar taunts them from a distance and tries to goad them into rushing him by loudly yelling, “he is as good as dead now, your magics are no match for the power of my master!”, while holding up a flask filled with cyan liquid before slipping it into his pocket and assuming a fighting stance.


Vasiliev Dovrovich CR 7

Image_Portfolio_1.13_Fantasy Rudolf Montemayor 01 XP 3,200
Human bard 8
NE Medium humanoid (human)
Init +7; Perception +11
AC 17, touch 15, flat-footed 13 (+2 armor, +1 deflection, +3 Dex, +1 Dodge)
hp 63 (8d8+24)
Fort +3, Ref +9, Will +6; +4 vs. bardic performance, language-dependent, and sonic
Speed 30 ft.
Melee rapier +9/+4 (1d6-1, Crit 18-20/x2)
Ranged shortbow +9/+4 (1d6, Crit x3)
Special Attacks bardic performance 21 rounds/day (move action; countersong, dirge of doom, distraction, fascinate, inspire competence +3, inspire courage +2, suggestion)
Bard Spells Known (CL 8th; concentration +13)
3rd (2/day)—deep slumber (DC 18), dispel magic (DC 18), displacement
2nd (3/day)—eagle’s splendor, hold person (DC 17), invisibility, mirror image
1st (5/day)—charm person (DC 16), comprehend languages, disguise self, expeditious retreat, lesser confusion (DC 16)
0th—daze, detect magic, light, prestidigitation, read magic, resistance
Str 8, Dex 16, Con 12, Int 14, Wis 10, Cha 20
Base Atk +6/+1; CMB +5; CMD 18
Feats Dodge, Improved Initiative, Magical Aptitude, Skill Focus (Use Magic Device), Weapon Finesse (rapier)
Skills Acrobatics +14, Knowledge (history) +13, Knowledge (local) +13, Perception +11, Perform (mime) +14, Perform (wind) +14, Spellcraft +15, Stealth +14, Use Magic Device +20
Languages Common, Klavek, Vikmodere
SQ bardic knowledge +4, lore master 1/day, versatile performance, well-versed
Gear bracers of armor +2, ring of protection +1, scroll of dispel magic (3 total at CL 9th), satchel with papers, a mask of diplomacy +1* (stolen from Count Ragata)
*This item is actually the mask of thirst, but only members of the Cultus Sanguineus are able to identify it as such.
Without eagle’s splendor, Vasiliev’s statistics are Bard Spells Known reduce spell DCs by 2, concentration +11; Cha 16; Skills Use Magic Device +18.
Vasiliev is under the effect of eagles splendor, displacement and mirror image (4 images) when the party shows up. Displacement lasts 6 more rounds. When the party arrives he takes up position in cover behind some barrels down the alley in the same direction Hrolff fled. Vasiliev intends to cover Hrolff’s escape alongside Eignar, using use his scrolls and spells to keep the party from mounting an effective chase until Hrolff is gone—Vasiliev then leaves Eignar and make his own escape with the help of his invisibility spell.


Hrolff Angirsson CR 7

XP 2,400
Human monk 7/barbarian 1
NE Medium humanoid (human)
Init +4; Perception +8
AC 18, touch 18, flatfooted 13 (+4 Dexterity, +1 dodge, +1 monk, +2 Wisdom)
hp 58 (7d8+1d12+15)
Fort +8, Ref +9, Will +7; +2 vs enchantments
Immune disease
Speed 85 ft.
Melee unarmed +7 or +7/+7/+2 (1d8+1)
Ranged tanglefoot bags +9 ranged touch (entangle and half speed for 2d4 rounds; Reflex DC 15 or glued to floor, DC 17 Strength or 15 slashing damage to regain movement; Range 10 ft.)
Special Attacks stunning fist 7/day (Fort DC 16, stun 1 round or fatigue)
Str 13, Dex 18, Con 12, Int 10, Wis 14, Cha 8
Base Atk +6; CMB +9; CMD 25
Feats Fleet x3, Point Blank Shot, Shot on the Run; Deflect Arrows, Dodge, Mobility
Skills Acrobatics +15 (+26 to jump), Climb +11, Escape Artist +15, Perception +8, Sense Motive +9, Stealth +15
Languages Common, Klavek, Vikmordere
SQ Evasion, fast movement (barbarian 10 ft., monk 20 ft.), flurry of blows, high jump, ki pool (magic, cold iron, silver; 5 points), maneuver training, purity of body, rage (5 rounds/day), still mind, slow fall 30 ft., unarmed strike, wholeness of body
Gear boots of striding and springing, hat of disguise, potion of invisibility, potion of negate aroma, potion of cure serious wounds, 5 smokesticks, 5 tanglefoot bags, hidden satchel (amulet of the sundered heart*, cloak of the dark servant*); currently under the effects of a potion of nondetection (CL 9th)
*If identified, these appear to be nothing more than an amulet of natural armor +2 and cloak of resistance +2.
The only thing on Hrolff’s mind is taking the loot back to his master, he will fight if cornered, but will take the first opportunity to continue his escape, and use his hat of disguise.


After the battle, Count Ragata hopefully gets the antidote (otherwise, he dies within 1d4 rounds without a restoration spell) and the party retrieves the stolen items from Vasiliev. The count assures them that all the items are accounted for, but says that the mask is not his (a DC 32 Sense Motive check reveals that he’s lying) and the party should keep it—furthermore, they are all invited to a ball held at his manor in two days time. He hands them each a gilded invitation to the masquerade ball, giving them occasion to wear the recovered mask. Again thanking the adventurers from the depths of his heart, he sincerely looks forward to seeing them at the grand event and introducing them to some of his acquaintances.


[A Wiborg/Myler Projekt]

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3 Ways to Play the Long Game

Image_Portfolio_1.14_Fantasy Butch Mapa 03Meaningful antagonists are often one of the lasting, remembering aspects of a story. While not always a simple thing to implement successfully, creating enemies that make an appearance in every arc of a campaign eventually becomes part and parcel to a GM’s toolbox.

If you’re starting from 1st level, try to keep things organic; have a grand plot in mind and provide strings that lead to it. Eventually the means to start these threads—a merchant, mercenary, noble, peasant or other NPC encountered by the party—will provide you with a rogue’s gallery that your players will remember and look out for. Keeping these characters alive is another matter entirely (and is sometimes downright impossible) but that doesn’t mean you can’t bring them back. As a matter of fact….

Undead Lord Spectre#1) Back and Better 
The hour you spent painstakingly crafting a critical NPC bit the dust when natural 1s and natural 20s defied probability.
These things happen—don’t panic.

Simply resurrecting an antagonist is always an option, but don’t count out reincarnation or other, less savory transformations. Not everyone needs to become a death knight, mind you, and you should take this opportunity to flex your creativity a bit. If there isn’t a template or other advancement option for that character’s next scheduled appearance, make one that fits your plot! The return of a nemesis will grab your players and with new, unexpected abilities, they’ll be a captive audience.


#2) Familiars 
There’s something like 70+ classes legal for 3.5 play that can grant a familiar, and plenty others in Pathfinder (there’s even an Advanced Rogue Talent for it). If none of those are  good for your villain (although they need not be villainous—see point #3). take a look at feats and the like.
The intelligent application of a familiar can allow the antagonist to act unseen and doesn’t have terrible repercussions if the creature is caught or destroyed. This also allows for scaling to occur at a rate equal to the party’s advancement, and unless you’ve played your hand too quickly, the PCs won’t be suspecting every single animal they see to be a potential spy (and if they get that paranoid, it’s probably time to lay off them a bit).


#3) Villainous Relativity 
What IS a villain? Is it always going to be Sauron, Morgan le Fay or Jafar from Aladdin?
This, of course, need not be the case.

Keep a list of extra names handy if you don’t have a talent for titling characters on the fly, and whenever an opportunity presents itself, have an NPC introduce themselves. Whenever plausible, have them make another appearance in the game.


Did the PCs really impress some maturing folks in the village  when they completed their last quest? Have one or two follow them about, emulating them—maybe the party likes them, or grows to compete with them. When things go awry, the NPC turns to resent the group and begins to act in concert against them with your chief antagonist.

What about the inadvertently maligned? The crooked merchant that profited from the thieves’ guild? The vengeful relatives of dead enemies? The offspring of murdered creatures?

Not every encounter needs to be a deeply meaningful and memory inspiring experience—that would defeat the purpose by diluting the overall effect—but if you can manage it, reoccurring NPCs will provide your game with a greater level of immersion.

Next time the PCs order a flagon, have Trevor Gralden, an inquisitive and polite new arrival to the town, bring it out to them; a year later, he might do the same in the armor of an antipaladin, but with chalices full of blood rather than ale.


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Rhythmic Nunchaku

Image_Portfolio_1.13_Fantasy Rudolf Montemayor 04Rhythmic Nunchaku
Aura moderate enchantment; CL 7th
Slot none; Price 25,152 gp; Weight 2 lbs.

This nunchaku is made from two ornate, beautifully wrought metal bars connected by a simple steel chain.

Three times per day as a free action, a monk making a flurry of blows with this 
+2 nunchaku gains a bonus to hit an opponent based on the number of times it has already successfully hit that opponent. Each time the wielder successfully strikes an opponent with a melee attack during a flurry of blows, they gain a cumulative +1 morale bonus on attack rolls (maximum +4 bonus) and gains 3 temporary hit points (to a maximum of 20 temporary hit points). If an attack misses, the attack bonus resets to +0, but any accumulated temporary hit points remain. The temporary hit points and morale bonuses on attack rolls disappear 7 rounds after the first flurry of blows is resolved.

HISTORY A character that makes a Knowledge (history) check to learn about rhythmic nunchaku identifies the following fragments of lore:

DC 15     The first wielder of rhythmic nunchaku was said to travel the lands far and wide many centuries ago. His prowess in combat was legendary, and it is said that he has seen him in unfair battles. fighting on the side of justice. None have ever captured him or claim to have spoken to the mysterious warrior, but tales of the Rhythmic Pugilist persist.
DC 20     Each generation has its own Rhythmic Pugilist; the sacred order raises all of their kin to assume the position, and every three years tournaments are held to determine whom will hold the mantle. The finest warriors to rise during this training period receive rhythmic nunchaku, ever ready to take the place of their peer should they fall.
DC 25     The Rhythmic Pugilist has never been a man. A warrior cult of female monks carry the tradition maternally, avoiding revealing their gender whenever possible. Their nobility is matched only by their staunch secrecy, and some loremasters know that those who learn of the Rhythmic Pugilist’s true origins often meet with untimely, quiet ends.
DC 30     A princess of the realm first wielded the rhythmic nunchaku, taking up the whirling weapon in the name of the oppressed peoples ruled over by her father. She oversaw the fall of his tyranny, and instilled the order of the Rhythmic Pugilist. It has become an honored, clandestine royal organization, its secret known to only a handful of the nobility.

Requirements Craft Wondrous Item, heroism (3.5) / righteous vigor (PF); Cost 12,752 gp 511 xp


Do you have an idea for an enchanted sword, arcane-empowered armor or unique magic item? Take a look at the submission rules and send a brief summary of your proposed enchanted item titled ‘Armory of Adventures submission’ to submit(at) with the following:

  • the nature of the item (weapon, armor or wondrous)
  • one or two sentences about its appearance
  • what the item in question does
  • the components and spell(s) used in its construction


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A Design Exercise in 4 Steps from Concept to Mechanics

hobgoblin_leader__storn_cookThe character in your head (PC or NPC) fits the vast majority of thematic requirements for the game or campaign you’re about to join, but none of the abilities available fit what you want. Homebrew is hardly unheard of, but nobody wants to waste time arguing over some house rules—you need a strong set of mechanics that the GM and other players can fully approve of.

#1) Idea
Where do we start? How do we take an idea from our brain and onto the table in an intelligent, responsible fashion? First, obviously, we need an idea.
For today’s purposes, we’re going to be using “Speedball” from Marvel Comics as our example (I was a big fan of his up until the whole Penance business—I’ve even got most of the first run of the terrible solo issues). making up a very basic framework for an equivalent in Pathfinder. For those not in the know, Speedball could basically make himself into a big bouncy ball, redirecting kinetic energy.

#2) Search
The first thing to do is see if the tools are there already or not. While the PRD is fantastic, when it comes to designing something for Pathfinder, you should be using John Reyst and his slew of minions are constantly adding 3rd Party Publisher material (so you know your design is unique), have a more accessible search engine (use those quotation marks, folks) and you can break up results by category (this saves an enormous amount of work vis-a-vis magic items, classes and spells).

133-Chained-library-at-Wimborne-Minster-1709x1021Let’s look up some keywords for Speedball’s abilities: “bounce”, “bouncing”, “kinetic” and “redirect”. Whenever possible, we want to mirror or incorporate the established mechanics set up within the RPG in question, so don’t be lazy about looking at what comes up. Most of the page counts shrink as well for some reason, so sally forth!

Bouncing Spell—We’re not really doing anything with this. If I was writing an entire base class, this would absolutely become a part of it somehow, but we’ll stick to levels 1-5 if we go that route, and feats or a simple archetype if not.
Greater Ring of Bounce—A cursed item that gives a +10 bonus to Acrobatics check for jumping, but a -10 for any other use, CL 7th. This sounds like something we can use, so we’ll put a star by it to remember, and maybe a note. [***attack ability?]
Bounding Hammer—From Pathfinder Companion: Dwarves; on a successful hit with a thrown hammer, the feat makes it land in your square. [*** feat to catch thrown weapon]
Roll With It—This goblin feat looks like we’ve struck gold. Take a melee hit, make an Acrobatics check (DC 5 + damage) as an immediate action, success means that you take no damage but move in a straight line (in a direction of your choosing) 1 foot for each point of damage you would have taken, halting after half your speed in movement. Run into something and you take 1d4 damage and go prone, and all that movement provokes AoOs. Worse yet, you are staggered for a round after attempting the feat. [***fundamental]
Tumbling Descent—This roof runner rogue archetype ability from Ultimate Combat fills another great gap: so long as there are two surfaces no farther than 10 feet apart to bounce against, they can fall indefinitely with an Acrobatics check (DC 10 + 5 for every 10 ft. increment descended beyond the initial 10 ft. drop) [***fundamental]
Shield of King RytanRicochet Shield—This is an interesting combat trick; a -2 attack roll penalty to bounce a thrown shield around an 
obstacle, with a note about range increments for total distance traveled rather than from wielder to target. [***attack ability?]
Bouncy—Another goblin feat from the Pathfinder Player Companions; the first 1d6 lethal points of falling damage are automatically converted to nonlethal damage, and you get a +2 Reflex save to avoid unexpected falls. [***the cushion effect]
Kinetic Reverberation—This 2nd-level wizard spell lasts rounds per level, allows for SR and a Fortitude save. On a failed save, the weapon striking the target enchanted by this spell takes the same amount of damage it dealt to the target. Doesn’t effect natural attacks. [***fundamental]
Impact—For the equivalent of a +2 weapon enhancement bonus, increase a weapon’s damage die; CL 9th. Good stuff to know. [***fundamental]
Redirect Attack—This advanced rogue talent allows a once per day redirect of a melee hit to strike an adjacent creature as a free action, requiring the attacker to roll a second time. Definitely high part of our core concept. [***fundamental]
Flowing Monk—This guy has quite a bit of what we’re looking for: redirection, unbalancing counter, flowing dodge and elusive target (as well as the Elusive Redirection feat) fit the bill for our core concept. [***fundamental]

At least he's not weaing skin-tight red leather...

#3) Assess
Our design ends right here. We could break some of this down and rebuild the pieces, creating a more specific monk archetype (the bouncing goblin, perhaps?) but as it is, a goblin flowing monk with the right feats, a few errant class levels or new magic items and a bright attitude should do it.
A lot of our work is done for this guy—let’s assume we make a goblin flowing monk 5/rogue (roof runner) 2. They can flow around attacks via flowing monk abilities (and, of course, the Crane Stance feats), with the Roll With It feat they can redirect movement from a solid hit, they can bound downwards with tumbling descent and slow fall, and on top of all that, jump extremely far thanks to high jump. None of the flowing monk’s abilities prohibit shields, so next level we grab up fighter and a feat for tossing things, keeping a few hammers around for the purpose; if we can manage it, with the impact quality. For good effect, I’d throw in the Mobility feat somewhere to avoid those AoOs.

I’m not at all bummed, by the way. We didn’t even it make it to the repeat of step 2: searching for 3PP material to see what else can be (or has already been) done (hint: Trick Shot from Psionics, along with other Marksman things). That’s one of the reasons Pathfinder is so excellent—there’s rampant versatility even within the core rules. We’ll take another shot at something totally original next time..

#4) Design
What didn’t we pick up along the way here? We’re going to miss out on Redirect Attack, but that’s hardly the end of the world. Kinetic reverberation is something we can work with however.
Let’s head back to, do a search and click on magic items—nothing shows up, so we’re clear for liftoff.
Of course, firsthand knowledge never hurts (ideally I’d be hip-deep in Paizo books for “research”) and I have an example from a Magic Item Monday back in September. While I obviously liked it, we want our goblin flowing monk/rogue to use some kind of impact weapon anyway. We could get the quarterstaff enchanted, but then the shield aspect is gone.
Instead of enchanting the weapon, what about making an enchantment that activates a kinetic reverberation?
gauntlet-12We want something like a cape of the mountebank—activated on command with limited uses per day. This is a math problem now [(CL 3rd) x (spell level 2nd) x 1,800 gp] divided by (5 divided by 3 charges per day) = 6,480 gold. It’ll be costly to buy at 12,960 gold pieces (assuming we don’t have a buddy with Craft Wondrous Item), but our goblin flowing monk will now have bracers of rebounding strike that can be activated 3 times a day, granting 3 rounds of weapon damaging, kinetic action
 (Fort DC 13) with each use.

Maybe next time we’ll get lucky and hit the fields, but today we’re staying in the stables. Now, however, I am genuinely interested in putting together an elusive little goblin monk and am surprised I haven’t already…perhaps that will be something to be see in the upcoming Sidequest Saturdays? 😉

Do you have a contribution or idea for Meta Thursdays?  Send us your ideas (after reading the submission guidelines) to submit(at) with “Meta Thursday” in the subject line!