Midweek is for Monks!

After 135 products in 2016, we are pleased to present the first new Legendary product of the new year, Legendary Monks , a 40-page love letter to the masters of the martial arts by Jason Nelson, Clinton J. Boomer, and Jesse Benner! Get dozens of new archetypes, feats, monk vows, qinggong powers, and more for both standard monks and unchained monks, from pain-loving flagellants to super-speedster tempests and everything in between! You can grab it right now at the Legendary Games webstore, Open Gaming Store, Paizoand DrivethruRPG

The Asian love is roaring to a finish as well, not only with Legendary Hybrids: Yakuza following our massive monks book into layout, but to go one step further tonight I am sending the Asian Spell Compendium off to layout. This started out as just a portion of Asian Archetypes: Magical but by the time it finally reached 110 NEW SPELLS it really needed to be a product of its own. With spells for every school and 20 spellcasting classes, from ancestral wrath to word of pain, with offensive spells like flame shuriken, tiger trap, and blessed jade strike and defensive incantations like spirit ward, toad’s kiss, and sublime detachment, from minor magics like awful apparition, drowsy fireflies, and punji pit to mighty enchantments like divine wind, rain of sacred lotus petals, terra cotta legion, and the deadly marvelous chopsticks. Whether you favor arcane, divine, or psychic spells, tapping the power of elements or magic of the mind, you’ll find an incredible array of new and inventive spells perfect for introduction into an all-Asian campaign or one that simply draws a bit here and there from the magic and mystery of the unapproachable east.

For those who enjoy the politics and courtly intrigues back home as a delightful supplement to the hack and slash of the dungeon and trailblazing the wilderness, Ultimate Factions is also nearing completion, and we are painfully close to some exciting new releases in the world of Legendary Planet! Keep your eyes peeled, because there is some great stuff coming your way very soon!


Legendary Monks is DONE!

Well, the manuscript is complete anyway! We are reviewing it with the team for any final modifications, getting art together, and so on, but we are on target for release next week!


This hefty supplement will likely end up around 40-45 pages, and it plays with monkish tropes from the Far East as well as other parts of Asia, plus Western monastic traditions, from meditative disciplines and psychic powers to purely martial mastery with punishing power and superlative speed. For a bit of a preview:

Table of Contents



Honor and Vows

Ki and Psychic Power

Ki Tattoos

Ki Tomes

You’ll find within these pages 11 new archetypes for traditional and unchained monks, 10 new monk vows, qinggong monk rules for psychic and occult powers, nearly 3 dozen monk tattoos, and over 20 new monk feats. This incredible resource for monks by Jason Nelson, Clinton J. Boomer, and Jesse Benner will leave your monks salivating over the incredible options within. For a sneak peek, perhaps a taste of some of the Speed Stunts available to the super-speed sprinting Tempest archetype:

Speed Stunts: At 4th level and every 2 levels thereafter, a tempest gains one of the following abilities. No ability can be selected more than once. This replaces ki powers.

Barrage Barrier (Ex): The tempest can spend 2 points from his ki pool as a move action to create a defensive perimeter against ranged attacks directed at his allies. Until the beginning of his next turn, whenever an enemy makes a ranged attack against an ally, the tempest can move to a square in a direct line between the attacker and the target and attempt a Reflex save against a DC equal to the attack roll of the ranged attack. If the save succeeds, the attack is harmlessly deflected. He must move at least 5 feet in between each attack he attempts to deflect, and the movement taken by the tempest while using this ability cannot exceed his speed. This movement provokes attacks of opportunity. The maximum number of ranged attacks he can attempt to deflect each round is equal to his Wisdom modifier. A tempest must be at least 8th level before selecting this speed stunt.

Electrostatic Discharge (Su): The tempest can spend 2 points from his ki pool when using the charge or run action to build up a potent electrical charge that deals 5d6 points of electrical damage plus 1 point per monk level. If charging, the tempest can deliver this electrical charge as part of an unarmed strike or as a melee touch attack in place of his normal charge attack. If he is running, he can hold the charge until his next turn and deliver the electrostatic discharge as part of an unarmed strike or as a melee touch attack at any point before the end of his next turn. Rather than using it to augment a melee attack, as a swift action the tempest can hurl it at a target within 30 feet as a ranged touch attack dealing 5d6 points of electricity damage at any point before the end of his next turn.

Alternatively, the tempest can use this built-up static electricity to infuse his body with power, gaining the benefits of haste until the end of his next turn. While charged in this fashion, any creature striking the tempest with a natural weapon, unarmed strike, or melee touch attack takes 1d6 points of electricity damage with each hit.

When a tempest uses this ability, any electricity damage he takes before the end of his next turn is reduced by an amount equal to twice his monk level.

A tempest must be at least 8th level before selecting this speed stunt.

Fast-moving Flanker (Ex): During any round in which a tempest moves at least 10 feet, he can designate any one spaces he occupies at any point during his move as his position for the purpose of providing flanking to allies or giving or receiving the benefit of the aid another action. This is in addition to his actual position at the point when an ally makes an attack. If he expends 1 point from his ki pool, he can designate a number of spaces equal to his Wisdom modifier (minimum 1) as his position for this purpose. He can use this ability to provide flanking to himself. A tempest must be at least 4th level before selecting this speed stunt.

Faster than the Naked Eye (Ex): When the tempest uses the run or withdraw action, he can make a Stealth check to hide even if he has no cover or concealment or is being directly observed. He remains hidden until the beginning of his next turn, at which point he can make a new Stealth check to remain hidden. Attacking automatically reveals the tempest until the beginning of his next turn. A tempest must be at least 8th level before selecting this speed stunt.