Wednesday, August 17, 2016

Unleash the Furries!

Fursona 5E has just gone up for sale at! Go buy the fuzzy little monster!


Sunday, August 14, 2016

Fursona Fifth Edition!

Around the beginning of this year, a fan and first-time game designer named Keith McBlane approached me with the idea of producing a Fifth Edition conversion for my best-selling Fursona character creation system. After hearing Keith’s proposal, we agreed on some terms and started sharing resources to produce a fairly unique book in Otherverse Games’ history.

Fursona 5E is an unusual book in a couple of ways. First and foremost, it’s our first complete sourcebook for Fifth Edition, and man, it’s a great introduction to the ruleset. All the flexibility and creativity offered by the original Fursona system with the more concise and pithy efficiency of Fifth Edition. Mechanically, Fursona 5E is a pretty impressive work, offering a ton of new character creation options for your 5th Edition campaigns.

Fursona 5E is also unusual in it’s the first Otherverse Games release not written by me. Keith took a working draft for Ultimate Fursona I shared with him, skewed the mechanics to play nicely with 5th Edition, and rebuilt most of the campaign flavor to favor the all-ages, high-fantasy worlds of 5th Edition.

As an author, it’s interesting to see how another writer approaches a familiar topic. I think in this case, by stepping back and letting Keith do his thing, we ended up with a truly excellent product. I think that eventually Fursona 5E will become the most popular iteration of the ruleset, and will probably end up with more sales than my eventual release of Ultimate Fursona for the Pathfinder Roleplaying Game.  Most of this is due to the tack Keith took with the text. Where I’m more focused on weirdly politicized military sci-fi and pornographic horror campaign settings, and my take on Fursona was frankly more than a little ‘yiffy’, Keith made the probably wise decision to keep Fursona 5E all-ages, and thus accessible to a wider audience.

Cover Art
At top-right we’ve got the cover art work for Fursona 5E, depicting a really attractively designed group of Anthro heroes about to become dragon-chow, by Anthony Cournoyer. Looking at this cover makes me wish, not for the first time, that I had the resources to produce action figures based on some of Otherverse Games’ iconic characters and creatures. These are some kick-ass looking furries! (I love that armored bear dude!)

Meet Keith McBlane
I asked Keith to send me a brief blurb to advertise Fursona 5E and to introduce himself.

Fursona 5E is an update to the series for D&D 5th Edition. It contains converted content from the original Fursona, plus new material exclusive to this sourcebook.

It features a streamlined approach to character creation, so generating an anthro has never been easier. Choose from 21 races and 72 subraces, or create your own creature using a comprehensive list of traits.

Also included are new subclasses, backgrounds, feats, spells, items, and everything else you need for an anthro campaign. Whether you are a player looking to create your perfect furry avatar, or a DM building a vast world with diverse and fantastical residents, Fursona 5E is your definitive source.

The author, Keith McBlane, is a freelance graphic designer, and DM of six years.  He hosts two podcasts, Friendship & Firelight and Dice To Meet You, the latter of which is an Actual Play D&D game, which he runs for a group of complete strangers. This is his first publication in the world of RPGs, and if you don’t buy it, it will be a powerful blow to his self-esteem.

You can also visit Keith’s portfolio at or listen to some of his podcasts at or

Dogs & Cats Living Together, Mass Hysteria!
The character creation process in Fursona 5E is a bit different than the Orders of Fursona and the “Gifts of Nature” system that will be introduced in Ultimate Fursona. Keith took advantage of Fifth Edition’s race/subrace paradigm, creating general and fairly generic categories of Anthros, using subraces to distinguish individual species types within this larger genus. It’s a fairly genius conversion idea.

Today, let’s take a look at Canine and Feline Anthros. I’m putting up a free preview of Canines and Felines because they’re pretty much the entry point for furry characters: every setting with Anthros, from Disney’s Robin Hood, to Thundercats to Omaha the Cat Dancer or The Extinctioners, includes these most familiar of animalistic semi-humanoids.

By the way, it’s made clear elsewhere in the text (though not in this excerpt), but 5E Anthros are considered Humanoids with the Anthro tag. And by the way, in case you’re worried, there’s a full chapter about custom building your own furry races in this edition, just in case the already expansive list of animal heroes on deck isn’t complete enough for you.

Ability Increase: Your Wisdom score increases by 2.
Keen Smell: You gain advantage on Wisdom (Perception) checks related to scent.
Natural Weapons: Your unarmed strikes are augmented by sharp fangs. Your bite is
treated as a light finesse weapon, and deals 1d6 piercing damage + the relevant modifier.
Your bite can be used as part of two-weapon fighting. You cannot use your bite attack if
your mouth is full.
Pack Hunting: Your are expert in coordinating attacks with your allies, exposing your enemies’ weak points, and leaving them vulnerable. As a bonus action, select one enemy you can see within melee range. All melee attacks your allies make against this enemy do an additional 2 damage until the start of your next turn.
Subrace: You gain the traits of one of the following subraces.

Small Dog
Includes small breeds of dogs and smaller foxes. Small dogs are small in size only.
They are often the first to be heard in conversation, and the first to attempt a
challenging task, whether or not they have any chance of succeeding. They often make themselves the center of attention, which can be both endearing and annoying to those
around them.
Size: Your size is small.
Speed: Your base walking speed is 25 feet.
Ability Increase: Your Dexterity score increases by 1.
Clever Learning: You gain two skill proficiencies of your choice.

Medium Dog
Includes medium sized breeds of dogs, larger foxes, coyotes, and jackals. Friendly, loyal,
and protective, medium dogs make great companions in almost any endeavor. They
are widely adaptable, and are seen in many roles, from domestic homemakers, to soldiers, guards, scouts, and trackers.
Size: Your size is medium.
Speed: Your base walking speed is 30 feet.
Ability Increase: Your Charisma score increases by 1.
Tenacious Loyalty: When an ally you can see within melee range is hit by an attack,
you can use your reaction to intercept it, causing it to strike you instead. You have resistance to all nonmagical damage from attacks you intercept.

Big Dog
Includes wolves and large breeds of dogs. Big dogs are typically either severe and predatory, or overwhelmingly affectionate. They have a close connection with their primal roots, and have a strong intuitive understanding of pack mentality. Big dogs can
usually be found around many others of their kind, but the subrace has its share of
Size: Your size is medium.
Speed: Your base walking speed is 30 feet.
Ability Increase: Your Strength score increases by 1.
Demoralizing Cry: As an action, you let out a frightful howl. All enemies within 100 feet that can see and hear you must make a Wisdom saving throw (DC 8 + your Charisma
modifier + your proficiency bonus) or become frightened until the end of your next turn.
You must finish a short or long rest before using this trait again.

Ability Increase: Your Dexterity score increases by 2.
Darkvision: You can see through dim light for 60 feet as if it were bright light, and treat
darkness as if it were dim light.
Lethargic: You are a serious napper, and frequently require numerous short rests throughout the day. You may only spend one hit die to recover hit points during a short rest. This does not prevent you from benefiting from effects that grant bonus hit dice, such as the Huddler theme.
(Themes are a new concept explained elsewhere in the text, and are a 5E homage to the many templates and origin stories available to Anthros in my version of Fursona.)

You also have disadvantage on saving throws to resist sleep, and when you are targeted by a sleep effect that affects you based on your current hit points, such as the Sleep spell, you are treated as though you have only half of your current hit points (round down).
Expert Leaper: You may use Dexterity instead of Strength to determine your jumping
distance. Your standing jump distance is not halved. You add a number of feet equal to
your proficiency bonus to your high jump distance, and thrice that number of feet to
 your long jump. You may use a Dexterity (Acrobatics) check instead of a Strength
(Athletics) check to attempt to jump beyond your normal distance.
Natural Weapons: Your unarmed strikes are augmented by sharp claws and fangs.
Your natural weapons are treated as light finesse weapons, and deal 1d6
damage + the relevant modifier. They can be used as part of two-weapon fighting. Your claws deal slashing damage, and your bite deals piercing damage. You may not use your claws if both your hands are full, and you may not use your bite if your mouth is full.
Subrace: You gain the traits of one of the following subraces.

Small Cat
Includes housecats. Small cats are playful and affectionate. Though many have predatory
instincts, they are often poorly expressed, resulting in small cats attacking inanimate
objects, or their own tails. Most, however, are content as long as they are able to eat well
and take long naps.
Size: Your size is small.
Speed: Your base walking speed is 30 feet.
Ability Increase: Your Charisma score increases by 1.
Scurry: When an enemy misses you with a melee attack, you may use your reaction
to Disengage. Until the end of your next turn, your movement does not provoke
opportunity attacks.

Medium Cat
Sometimes called ‘warrior cats’, this diverse subrace includes larger housecats and smaller non-domestic species, such as lynxes and pumas. Warrior cats are highly competent combatants, particularly monks, who use their incredible mobility to run circles around their enemies. They share some of the habits of their smaller cousins, however, and can easily lose focus when matters become too serious for their taste.
Size: Your size is medium.
Speed: Your base walking speed is 35 feet.
Ability Increase: Your Wisdom score increases by 1.
Adrenaline Surge: On your turn, you may activate your adrenaline surge (no action required). For one minute, you gain advantage on all Strength and Dexterity checks and saving throws, and your speed increases by 10 feet. You must complete a long rest before this trait can be used again.

Big Cat
Includes the largest jungle cats, such as lions, tigers, and panthers. Fierce and intense,
big cats are among the most feared anthro predators. Their grace and physical strength
lend to quiet confidence, and an attitude of unflappable nobility.
Size: Your size is medium.
Speed: Your base walking speed is 35 feet.
Ability Increase: Your Strength score increases by 1.
Pounce: If you move at least 20 feet and attack an enemy with a natural weapon, that enemy must make a Strength saving throw to avoid being knocked prone (DC 8 + your proficiency bonus + your Strength modifier). If they fail, you may use a bonus action to make one additional attack on that enemy with the same natural weapon

Dropping Soon
You can expect this deep character-creation sourcebook within a few days, for sale at


Saturday, August 6, 2016

Big Preview: Enchantments of BTU 2 Spells

Well, today I commissioned a few additional pieces of artwork for Occult-Tech Armory, and I'm satisfied with the text. If the art gets turned in quickly, expect Occult-Tech Armory within a week or three.

With the writing done on that project, I'm looking forward to my next few books. I'm working steadily on the APEX factional sourcebook for Otherverse America, as well as Enchantments of Black Tokyo II. That's the book I want to preview today.

We're going to take a look at about half a dozen new spells I'm adding into the setting, including the incredibly gory yet super-fun Parade of Gory Deaths, which I'd promised to preview in my last post.

The artwork today is from the Image comic, Wayward, which I just started reading last weekend, and I'm already in love with. It's drawing on the same myths as Black Tokyo, but using them in a completely different way....there's even a version of Akaname, though Wayward's creative team chose to use a more traditional version of the Akaname than I did. Their filth lickers are stunted little predatory goblins, very similar to the race's portrayal in Paizo's Bestiary V than the scat-obsessed comic relief heroes I designed. I'll likely pick up the 2nd and 3rd volumes of Wayward this payday.

Anyway, on to the new spells!

Burning Justice!
School evocation (fire, good) Level paladin 4, inquisitor 5
Casting Time one standard action
Components V, S, F
Range personal
Duration one round/four levels             
Saving Throw None Spell Resistance No
A swirling corona of golden flames erupts around you, and your skin, hair and eyes blaze with sunlight and plasma. A surge of energy rushes through you, increasing your boldness and capacity for heroism.

For the spell’s duration, you are surrounded with a 5 ft aura of positive energy, which generates +1d4 points of positive energy damage per round (which heals many living creatures). This aura generates bright illumination in a 30 ft radius, which counts as natural sunlight.

For the spell’s duration, when making attack rolls against any creature with the evil subtype, you roll 2d20 and take the better of the two rolls. If performing a skill that would directly result in saving an intelligent life (such as a Heal check to stabilize a dying man, or an Acrobatics check to cross a burning room to rescue a trapped victim) you roll 2d20 and take the better of the two rolls.

Cake for the Heart
School transmutation (good) Level alchemist 2, bard 2
Casting Time one standard action
Components V, S
Range touch
Duration 1 minute/level                     
Saving Throw FORT negates (harmless) Spell Resistance Yes (harmless)  
Nothing warms a moe girl’s heart like cake! This spell conjures a fabulous selection of lavishly decorated, stunningly sweet and brilliantly colorful deserts on an assortment of small fine china plates.

The cakes for the heart last for the spell’s duration and than wink out in a flash of sparkling light if not consumed prior to that. There are enough cakes for the heart to affect a one creature/two caster levels. Those who eat the cakes, as a full round action, receive a +1 morale bonus on all saving throws for the spell’s duration, plus one effect chosen from the following list. These effects last for the spell’s duration.

Cherry: +2 morale bonus on FORT Saves versus death effects and negative energy effects
Chocolate: +1 morale bonus on melee attack rolls
Colored Frosting: Acid Resist 5 (green), Cold Resist 5 (blue), Electricity Resist 5 (yellow), Fire Resist 5 (red) Pleasure Resist 5 (pink)
Coffee: +2 morale bonus on Initiative checks
Lime: +2 morale bonus on saving throws against illusion effects
Nuts (various): +2 morale bonus on Drive and Pilot checks
+2 morale bonus on Perform (sexual) and Perform (dance) checks
Strawberry:  +1 morale bonuses on ranged attack rollls

Catgirl Overload
School conjuration (calling) Level bard 6, cleric 6, sorc/wiz 6, summoner 5, witch 6
Casting Time one full round action
Components V, S, M (a rather ecchi catgirl magazine, worth 20 gp/DC 4)
Range close (25 ft + 5 ft/level)  
Duration one round/level                   
Saving Throw None Spell Resistance No
Need more catgirls in your life? Instantly? Like a delivery of rambunctious half-felines from heaven, which appear with a chiming of collar bells and a chorus of pleasant meows? Then cast catgirl overload, stand back and watch the chaos.

Catgirl overload functions identically to summon monster or summon nature’s ally. When you cast this spell, you can summon up to 2 units worth of catgirls, which are built using the various Nekomusume statblocks found in Black Bestiary I and Black Bestiary II. The units you may choose from include. The GM may also substitute Nekomusume NPCs of similar power levels if they don’t have one or more of these sourcebooks.
·         Unit A: 1 Assault Witch Strike Kitten (variant creature – BB2)
·         Unit B: 1 Smilodon Risk Catgirl (BB2)
·         Unit C: 1d2 Pettanko Kittens (BB2)
·         Unit D: 1d4+1 Feral Nekomusume (BB1)
·         Unit E: 1d6+2 Free Nekos (BB2)

Special: If cast by a Nekomsume or other feline Anthro, the caster may summon up to 3 units worth of catgirls, rather than 2.

Final Form
School necromancy (chaos) Level alchemist 6
Casting Time one immediate action
Components V, S
Range medium (100 ft + 10 ft/level)
Duration instant                                
Saving Throw FORT negates Spell Resistance No
A fallen monster is reincarnated, more powerful and dangerous than before, emerging from a pulsing column of black light as a heavily armored behemoth of jagged planes and uncanny angles. The resulting creature is hauntingly beautiful and staggeringly deadly, especially to exhausted adventurers who thought they’d slain the creature already.

When you cast this spell, you return one creature that cannot have PC class levels, and which has been slain or destroyed within the prior round to life/existence. The creature returns to life/existence with full Hit Points, in a new form. The creature gains the Advanced simple template, as well as one of the following simple templates, chosen by the caster at the time of casting:
  • Advanced (second addition), Entropic, Fiendish, or Giant

Alternatively, you can substitute the Phallic Spear Technique feat and two Phallic Spear Mastery feats for the second template; the creature treats the Phallic Spear as a +2 magical weapon, and as a primary natural attack. The creature can make ititerative attacks with its Phallic Spear.

If the transformed creature survives the battle, it loses the two templates after approximately 24 hours, or after the creature next sleeps or rests.

Honey Rebuild
School transmutation (electrical) Level alchemist 5, sorc/wiz 5
Casting Time one hour
Components V, S, M (an inert POETICA android form, worth at least 5,000 gp/DC 23)
Range touch
Duration instant                                
Saving Throw None (see text) Spell Resistance No
This spell transfers a dying or recently departed soul into the waiting body of a POETICA android, the transfer accompanied by a storm of golden lightning. POETICA created in this manner have instantly recognizable golden hair, regardless of the default shade of the android body used in the ritual.

This spell functions much as reincarnate, save it transfers the subject’s soul into a POETICA chassis provided by the spellcaster. If the recipient identifies as male, over the next several hours, the POETICA’s body assumes masculine gender, producing a rare male POETICA. The recipient’s soul must be free and willing to return as a POETICA- if not the spell simply fails. The recipient’s soul chooses the POETICA’s job class. The recipient loses all existing racial traits and gains new POETICA racial traits; if the recipient has race specific traits or feats, they are lost and replaced with new traits and feats the recipient now qualifies for.

This spell will function on a subject that is currently dying (at 0 HP or fewer) if the recipient is willing, as well as on creatures dead up to one hour/2 caster levels when the ritual begins.

Horrorcore Transformation
School transmutation (chaotic, evil) Level cleric 7, sorc/wiz 7
Casting Time one standard action
Components V, S, M (a vial of virgin’s blood)
Range personal  
Duration 1d4 rounds + special              
Saving Throw None Spell Resistance No
You undergo a horrific and violent transformation, becoming a gigantic, hideously deformed avatar of murder, rage and carnage. While so transformed, you under go the following physical changes:
·         Your size increases to the next size category (Medium creatures become Large).
·         You gain a +20 ft increase to your base landspeed.
·         You gain a +6 enhancement bonus to your STR and CON scores, exactly as spells like bull’s strength.
·         You gain a +4 natural armor bonus to AC.
·         You gain Fast Healing 1 (good and fire).
·         You cannot speak, cast spells or use psionic powers, nor use abilities requiring patience or concentration, exactly as a barbarian’s rage.
·         You gain the Power Attack, Cleave and Great Cleave feats for the duration of the transformation.
·         You gain two claw attacks as primary natural attack forms (1d12+STR slashing plus Bleed 3, 18-20/x3). If you hit with both claws you may make a bite attack (1d10+STR piercing plus 1d6 acid, 20/x4) as an immediate action.

You remain in your horrorcore form for 1d4 rounds, but may extend this duration by your actions. Everytime you kill an opponent with HD at least equal to your own, you extend the duration of the effect by +1d4 rounds. This increase is cumulative and does not have a cap. You may not return to your normal form until the spell’s duration expires, the spell is dispelled or you are slain.

Life’s Resurgence
School conjuration (good, healing) Level cleric 5
Casting Time one minute
Components V, S, DF, M (seven pieces of Yurei Kosodate-Ame candy, worth 1,750 gp/DC 20 total)
Range touch
Duration instant                                                                          
Saving Throw None Spell Resistance No
When Life’s Resurgence is cast upon a willing undead creature, the eerie candies that are the spell’s material component flow around the undead like a thin sheet of pinkish crystal, while the chiming voices of ghostly children fill the air with song, a spectral chorus.

At the spell’s climax, the undead creature returns to life as a creature of its original race, as if returned to life via raise dead. The undead creature returns to life with the alignment and moral outlook it possessed at the moment of it’s death and transformation into undead. As an undead subject must be willing to undergo this spell, life’s resurgence offers no saving throw. If the undead is under any form of compulsion or enchantment, the spell fails.

Campaign Setting Note: If this spell, or it’s augmented version, ever ‘crossed over’ into the Otherverse America Campaign Setting, it would transform an affected Neverborn into a baseline human, despite the fact Neverborn began their existences as undead, and were never truly living humans. It’s up to the gamemaster if other exotic undead are affected in a similar manner.

Life’s Violent Resurgence
School conjuration (good, healing) Level cleric 8
Casting Time one standard action
Range close (25 ft + 5 ft/two levels)
Saving Throw WILL partial (see text) Spell Resistance Yes
Take the generosity of spirit and merciful absolution of the life’s resurgence spell and focus it, hone it, transform it into a weapon. Life’s violent resurgence functions similarly to life’s resurgence, save that it can affect unwilling undead who fail a WILL Save. On a successful saving throw, the undead suffers 8d6 points of positive energy damage, which may be enough to destroy it outright. The spellcaster may choose not to inflict energy damage upon an undead who resists this spell.

Parade of Gory Deaths
School necromancy Level cleric 9, sorc/wiz 9, witch 9
Casting Time one standard action
Components V, S, M (the skull or preserved entrails of a celebrity murder or suicide victim, worth at least 5,000 gp/DC 23)
Range touch
Duration one round/level                   
Saving Throw None Spell Resistance No
When this spell is cast, the subject’s skin takes on an unhealthy pallor, and trickles of blood dribble from their eyes, nostrils and sex organs. A rattling cough settles into their chest and they become half alive, and subject to the brutal whims of fate, subject to ultra-violent death after ultra-violent death after ultra-violent death. However, with a little creativity, the subject can use their dead selves in some pretty creative ways, as for the duration of the spell, they instantly return to life within seconds of each overkill.

For the spell’s duration, the subject becomes immune to ability score damage and drain, negative energy, level loss, death effects, disease, poison and fear. However, the character’s maximum HP total becomes 1 for the duration of the spell, and the character is slain at 0 HP! The character dies very easily, but returns to life, with a single HP in a perfect duplicate of their original body, at the next initiative count. Thus if the character is slain at Initiative 10, they resurrect at Initiative 9, could be killed again at Initiative 6 and resurrect again at Initiative 5 and so forth. The duplicate body is a perfect duplicate of the subject’s original form, retaining acquired traits like scars, tattoos, bionics, grafts, ongoing diseases (though they do not affect the character during the spell’s duration) and so forth. The character’s equipment remains with their original body: all resurrected bodies are nude.

All bodies created by this spell, and the subject’s slain original body are considered instant effects, and remain after the spell’s duration expires. These remains can be used: as cannibal food sources, sources of replacement organs or donated tissue, or even gory building materials. Cybernetics, grafts and symbiotes recovered from a slain subject are non-functional.

Once per round as an immediate action, when the subject subject is slain while this spell is in effect, he or she can name any 1st level abjuration, conjuration, evocation, necromancy or transmutation spell. The subject’s cartoonishly violent and bloody demise duplicates the effect of this spell, often in an especially gruesome fashion. For example, gallons of hyper-pressurized blood spurting from a decapitated neck might function as grease; a ruptured bladder splashing urine functions as hydraulic push, or a bunch of rats chew their way out of the corpse’s stomach to duplicate summon nature’s ally I. All these effects end when the spell’s duration expires, if they do not end sooner.

When this spell ends, the subject gains a permanent negative level, from the sheer emotional and metaphysical trauma of being massacred so many times, in so many creative ways.

Monday, August 1, 2016

Last Art For Occult Tech Armory and Next Projects

Well, I'm waiting on the last few pieces of artwork for the Occult Tech Armory. I've got a handful of images still outstanding, and I should have this mid-length sourcebook up by next week.

After Occult Tech Armory, I'm going to start collecting artwork for Enchantments of Black Tokyo II. This sourcebook's grown a lot in the past few weeks, mostly due to some suggestions and rules questions from a particularly zealous fan. I've gone back and added about 20 all-new spells to the draft, as well as a bunch of new magic items. The subtitle for the book is Sex Toys, School Girls and Powered Armor, and yeah, it's got all that stuff. There's a bunch of enchanted powered armor, including some really fun Bubblegum Crisis homages for players to discover. There's a bunch of really weird new spells added, including one that's probably my favorite at the book: Parade of Gory Deaths. Basically, for the spell's duration, you've only got 1 HP, but if you die you self resurrect in seconds, and you can use all the corpses generated as tools and problem solvers. Really fun spell to write, and I'll preview it soon enough.

I'm also FINALLY doing an unnamed APEX sourcebook for Otherverse America. I've let Otherverse America lay kinda fallow this year, as I focus on Black Tokyo, and I've neglected the APEX faction for too long. This book will do for the Federal Government what Culture of Choice did for the Covenant, and what a future soucebook will do for the Lifers- a big, crunchy guide to building heroes from that faction.

So finally, let me preview a trio of fun magic items from the Occult Tech Armory: a magic armor, an enchanted weapon, and a neat artifact, illustrated by Amanda Webb.

Size Suit

Slot armor Weight 2-3 lbs
Size Suits are heavy, durable Kevlar and vinyl body stockings woven with uncounted miles of nearly pico-tech scale circuitry. These suits are fully sealed, functioning as an advanced spacesuit designed to allow the wearer to explore inner space. Most have a bright central torso stripe with darker, ribbed sections covering the limbs and flanks.

A Size Suit, regardless of type, functions as +2 action wear.

While wearing the Size Suit, the character can change her size at will as a move equivalent action. A character can remain at any changed size for as long as desired, but returns to their base size if unconscious or slain.

The Maximize Suit acts as enlarge person, allowing the wearer to increase their size by one category. The Minimize Suit functions as reduce person, allowing the wearer to reduce their size by one category.

Maximize Plus allows the wearer to enlarge their size by up to three categories, either as one transformation or in multiple steps. The wearer can also shrink down to their base size or one or two size categories larger than base. Minimize Plus functions similarly, but reduces the wearer’s size by up to three categories.

The Multiphasic Size Suit function as both a Maximize Plus and a Minimize Plus suit.

Size Suit Type
Spells Required
Suit Price
Suit Cost
faint transmutation
enlarge person
17,200 gp
(DC 28)
8,600 gp
(DC 25)
Maximize +
moderate transmutation
enlarge person
23,200 gp
(DC 29)
11,600 gp
(DC 26)
faint transmutation
reduce person
17,200 gp
(DC 28)
8,600 gp
(DC 25)
Minimize +
moderate transmutation
reduce person
23,200 gp
(DC 29)
11,600 gp
(DC 26)
strong transmutation
enlarge person, reduce person
56,200 gp
(DC 32)
28,100 gp
(DC 29)

Requirements Craft Magic Arms and Armor, see chart

 Gauntlet, Gateway

Aura strong conjuration CL 14th

Slot weapon Price 230,000 gp (DC 37) Weight 5 lbs
The Gateway Gauntlet is a milk white, slightly tapered cylinder fit tightly over the shooter’s dominant hand. A trio of glossy blue-steel pincers protrude from the barrel, and ‘weave’ colorful strands of aquamarine, blue and violet energy into a coherent energy beam each time the trigger is touched.

The Gateway Gauntlet is a +3 blaster gauntlet. Unlike normal Blaster Gauntlets, the Gateway Gauntlet inflicts force damage rather than fire damage.

The wearer’s user can utilize a heavily modified form of phase door at will by firing the Gateway Gauntlet and creating a short range dimensional portal. Once a new portal is created by the Gateway Gauntlet, all previously created portals vanish. The portal created is visible to all, a glowing aperture in reality surrounded by a corona of cold light, and you can see through the portal even without passing through it.

Only the Gateway Gauntlet’s wielder, and those he or she is in direct physical contact with at the moment of transition, can pass through this portal. Energy, however, can pass through the portal in both directions. For instance, an enemy can shoot at the portal’s creator through the portal via spells, energy weapons or innate energy projection abilities. Fortunately, the Gauntlet’s owner can at least shoot back.
Requirements Craft Magic Arms and Armor, magic missile, phase door
Cost 115,000 gp (DC 34)

Knight Instance Module
Common Minor Artifact

Aura strong universal CL 20th            

Slot none Weight 2 lbs

Knight Instance Modules (KIMs) are grape-sized, ebony, plastic spheres with a single glowing red display light that pulses rhythmically. These devices contain a copy of a powerful, widely distributed AI specialized in vehicle control and maneuverability. The high-level AI codenamed Knight has been installed in thousands of vehicles throughout the galaxy, and each KIM contains an individual copy of its core programming (an instance).

If installed in any vehicle, mecha or suit of powered armor, nanite foundries within the KIM come online, and rebuild the host vehicle as a sleek, stealth-configured ebony prototype. A crimson scanner pulses rhythmically as the advanced AI uses the host vehicle’s sensor package to scan the environment.

It requires 24 hours for a newly installed KIM to integrate with its vehicular host, and complete the transformation. When the transformation is complete, the vehicle, mecha or powered armor’s Hardness increases by 5 and its HP increases by 20% (rounded down).

The KIM-linked vehicle is attuned to a particular driver or pilot, and will not function for another driver or pilot. When piloted by its designated user, both the KIM and the pilot make separate Initiative checks and use the better of the two rolls; the KIM is considered to have a +8 modifier to Initiative.

The KIM-linked vehicle can pilot itself and activate all functions on its own initiative. In the case of powered armor or mecha, the KIM is considered to have a base attack bonus equal to its pilot, if operating independently.

The KIM provides its designated pilot with Weapon Focus with one integrated weapon system of choice (if present), as well as a +8 competence bonus on Drive or Pilot checks with the linked vehicle (or Acrobatics or Fly checks in the case of powered armor or mecha.) 

If a KIM-linked vehicle survives its pilots demise, it can act independently, and may designate a new pilot of its choice after a month elapses.

Personality and Attributes
The KIM is a stoic and professional LN intelligence with a bit of a snarky, sarcastic streak. The KIM will rarely initiate a struggle for dominance against its driver or pilot, only trying to take control if its vehicle host is threatened or if the driver or pilot is incapacitated behind the wheel. The KIM is vaguely hostile to other instances of it’s AI code, and encourages its pilot to destroy rival KIM AI whenever possible- a dramatic departure from its usual crisply professional demeanor. The KIM intelligence will reluctantly work with rival AI of its type if its pilot considers the rival vital to the current mission, or if the rival AI has similar goals or can be of obvious use.

The KIM has 14 INT, 12 WIS and 12 CHA, as well as an Ego score of 18.

The Knight Instance Module has blindsight 30 ft in its inactive state, can perceive unencrypted wifi/radio/television signals  and in can communicate vocally or wirelessly in this state. When installed in a vehicle, the KIM has access to all the vehicle’s sensors and communication systems. The KIM can speak English, Spanish, Russian, Japanese and several other common Earth languages.

The KIM can sense the distance and direction to all other KIM-linked vehicles within a 100 mile radius. The KIM-linked vehicle receives a +2 competence bonus on attack rolls against other vehicles with a similar system installed.

A Knight Instance Module can be removed from a vehicle with a DC 25 Craft (electronics) check. Outside a host vehicle, the KIM has Hardness 8 and 25 HP, and can be destroyed relatively easily. Similarly, if a KIM-linked vehicle is reduced to -10 HP or fewer, the onboard KIM is destroyed with the vehicle.