Monthly Archives: September 2014


Today marks a veritable miscellany of malice! First off, we are proud to present the Path of Villains, a stockpile of sinister secrets for any GM to make their villains truly vile and to help them survive the onslaught of your mighty heroes. This supplement makes use of the mythic rules for Pathfinder and can be used in a fully mythic campaign, but this product also provides you a wealth of options for dipping into the mythic rule set as a toolbox to enhance the villains you use in a standard Pathfinder game! Now available right here at the Legendary Games webstore as well as in wide release at shop.d20pfsrd, Paizo, and DrivethruRPG! - coverwebVillains

Of course, it’s also Mythic Monday, and this week brings you Mythic Minis 35: Feats of Miscellaneous Magic, an assortment of 10 magic-themed mythic feats for classes of every kind from bards to druids to witches and all points in between. Now available right here at the Legendary Games webstore and also in wide release at shop.20pfsrd, Paizo, and DrivethruRPG! - Feats of Miscellaneous Magic (cover)


Awesomely DIABOLICAL reviews and previews!

Making a deal with the devil is a trope as old as literature, and it just so happens that Legendary Games has a couple of marvelously malevolent methods for using devils in your Pathfinder campaign. Mythic Monsters: Devils continues to garner acclaim, recently netting a 5-star review from the inimitable Endzeitgeist!

In the tradition of Legendary Games’ Mythic Monster series, we kick off with an uncommon piece of introduction – multiple pages of glorious, actually awesome to read in-character prose in vernacular – rather awesome and sets well the mood for the dreadfully efficient and lethal Devils to follow! The section also provides a cool template-expansion for Bestiary 4’s Devilbound creature template, including types of devil the basic template failed to cover – glorious.

Jason Nelson, Alistair Rigg, Tom Philips and Jonathan H. Keith have crafted an array of damn cool devils – that require a second glance to get why the builds are good. Much like the Devils herein, the builds are more subtle than those of Demons – less in your face, with many small pieces interacting. Unlike in some Mythic Monster-books, we are not squashed by an awesome array of new and unique signature abilities (though each creature still at least gets one!) – instead, the abilities, new magic capabilities and feats combine into making some downright brutal adversaries. The devils herein intended for combat – you can see hell’s efficiency in them. The seducers – they’re subtle and codify all those bargaining abilities usually left for the DM to handwave, which is neat as well.

You can read his full review on his website here, but that’s not all. We are about to release the Path of Villains, and certainly having dealings with the dark powers is a great way to make your villain brilliantly bad! For quick preview of this product, we’ll look at some of the many new mythic powers contained herein. When you think about why or how a villain would gain mythic power, especially in a generally non-mythic campaign, the idea of sacrificing their soul In exchange for that devil-infused might is a classic origin story. However, just as villains must have a beginning so too must they have an ending, and when eventually your villain falls to the heroes, imagine their surprise when this mythic ability comes into play…

Claim My Soul (Sp): The villain seals a pact with one or more evil outsiders to claim his soul upon his death. This requires a ritual taking 8 hours and functions as lesser planar ally, and the called outsider(s) take one-half the usual payment in exchange for this future service, reappearing 1d4 rounds after the villain’s death to claim his soul along with his body and any possessions. The villain can also stipulate that the outsiders claiming his soul must attempt to avenge his death; the amount of time they must spend hunting down the villain’s killers depends on the amount paid to them for their services, per the spell description, though the required payment is not increased because of the potential danger involved. If the villain is at least 3rd rank or tier, this functions instead as planar ally; if at least 6th, as greater planar ally; and if 10th, as gate, though in no case can the villain call an outsider whose Hit Dice exceed his own Hit Dice or level plus his mythic rank or tier.

Format: claim my soul; Location: Special Qualities.

You’ll find this mythic ability and over 30 more like it in Path of Villains, available later today from the Legendary Games webstore, and next week in wide release!




Every week we pose a question for YOU, the fans of Legendary Games, something short, sweet, and to the point. And since we like a little alliteration, I think the Worm that Walks will wear the crown as the WEDNESDAY WHAT? mascot! In honor of the late, lamented Dave Trampier, we shall call him… Wormy!


The setup:

The Pathfinder Roleplaying Game Advanced Player’s Guide opened up a new method of class customization, the archetype. While the book also contained 8 prestige classes, those classes have been few and far between in Pathfinder. With archetypes and now hybrid classes covering many of the same design space that prestige classes used to occupy back in the 3.5 days, is there still room in the game for prestige classes? Not the boring “combine two classes” kind, but the fun and inventive kind that let characters do something entirely new.



What prestige class(es) (if any) do you wish would make a comeback in Pathfinder and why? 

Watch it wiggle, see it squiggle...

Watch it wiggle, see it squiggle…


Q&A about MYTHIC MANIA and more!

I recently did a Q&A session with the AetherCon folks about our MYTHIC MANIA Kickstarter from last spring and how things are progressing with that project (very well!), as well as talking about some of the other upcoming projects coming down the road from Legendary Games. See Jason Nelson get peppered with questions and spill a few secrets along the way!


You can give the interview a listen on Facebook or Google+!

No, spokesmodel Miles wasn't in on the interview; I just like the picture! :)

No, spokesmodel Miles wasn’t in on the interview; I just like the picture! 🙂


A touch of EEEEEEVILLLLLLL!!! Path of Villains preview #1

Earlier this summer we released Path of Dragonsthe first book in a new product line devoted to expanding the possibilities in the mythic paths available in the Pathfinder Roleplaying Game. In particular, Path of Dragons was aimed at two main goals:

1.  Leveling the playing field between player characters (which got a huge boost in the mythic rules) and dragons, some of their most iconic adversaries, who got a boost as well but one that just didn’t quite measure up.

2.  Like our long-running Mythic Monsters series, we wanted to bring out an array of iconic dragon-themed abilities that really played up the unique nature of dragons as enemies and the kinds of cinematic, exciting things that it would be cool to have them able to do at the table. We introduced dozens of new mythic abilities, many of general interest to all dragons but also an entire section devoted to specific dragon paths which described common roles that dragons might play in a campaign from bloodthirsty tyrant to dispassionate watcher.

But dragons, of course, aren’t the only bad guys who needed a bit of an upgrade. Enter Path of Villains, the second book in the series and one devoted to villains of all shapes and sizes. The first part of the book is devoted to a discussion of villains and how to use them in your campaign. Some of this advice may be familiar ground for experienced GMs, but it bears repeating when you’re doubling down on villainy and wanting to make it memorable!

What makes a good villain?

A villain can be a person or a monster, a politician or a priest, a demon lord or a dragon king, or just about anything else. What distinguishes a villain is not their raw power. Instead, what differentiates them from just another threat or challenge is that a villain is a part of the story just like the PCs themselves. They are not simply another pile of statistics and treasure waiting to be killed and looted. They are someone with plans and goals that intersect with the actions of the PCs. Sometimes they may be in a position to befriend the PCs, or simply meet them in a non-hostile context, before either really becomes aware of one another’s role in the ongoing story of the campaign. Making a memorable villain requires time and effort on the part of the GM, foreshadowing and articulating their villainy in a way that makes it memorable for the PCs as they start assembling the clues that lead back to the villain and uncovering their true nature. In any campaign, but especially a mythic campaign, what is worse than trying to build up a great villain encounter and having the players say, “Wait, who are you again?” when they meet for the big showdown.

From there, we head through a series of quick hits on the following subjects:

Great Villains Need Great Names

Even Bad Guys Have Friends

Every Villain Needs a Plan

Motivation: Why does your villain have this goal?

Method: How will they do it?

Means: What resources does the villain have?

Milestones: What are the steps along the way to WORLD DOMINATION? 

From there, we get into the meat of the product, the Mechanics of Villainy, but that’s for tomorrow’s preview…



This was coming on MYTHIC MONDAY, but the GUARDIAN blocked our path!

Some Guardians are just a little too good at their job; maybe they got their hands on Mythic Minis 34: Guardian Path Abilities II  a little early! The latest in our Mythic Minis series brings you 7 brand-new path abilities for your doughty defender, from Skyshield to Chargebreaker and more! We finally remembered the right password, though, so this little nugget is now available for you on the LEGENDARY GAMES webstore as well as through our partners at d20pfsrd, Paizoand DrivethruRPG! - Guardian Path Abilities II (cover)


And ANOTHER 5-star review for Legendary Games! It’s just not fair!

As in, people using Mythic Minis 21: Feats of Dirty Fighting just aren’t playing fair! Check out the latest from Endzeitgeist in his review:

Alistair Rigg’s mythic takes of dirty fighting rock – they are deadly, cool and do not follow formulaic mythic structures, instead coming with cool, unique effects that, more often than not, are inspired. Thus, my final verdict will clock in at 5 stars.

You can read his full review here on his site. As always, we greatly appreciate everyone that takes the time to write a review. You make our entire gaming community a better place!

P.S. With Unrighteous Villains yesterday and Feats of Dirty Fighting today, it’s shaping up to be a vile and villainous weekend… especially since I just finished up the manuscript on Path of Villains! PREVIEWS FORTHCOMING!!!

Mythic Feats of Dirty Fighting (cover)


So GOOD at being BAD! Another 5-star review for Legendary Games!

Legendary Games has made some really rotten rascals in our time, but few as awesomely awful as the depraved demoniacs cooked up by Alistair Rigg, Todd Stewart, Clinton J. Boomer, and Nicolas Logue for Unrighteous Villains! We were so proud of this product, not just the writing but also the incredible artwork and the lovely layout, that we submitted this to the ENnies this year in the monster category; it may not have taken the award, but if you want an indication of its worthiness check out the latest review from Thilo “Endzeitgeist” Graf:


Alistair Rigg, Todd Stewart, Clinton J. Boomer and Nicholas Logue – notice something – yeah, these guys have in common that they know how to WRITE. I don’t mean “write a supplement”, but really WRITE. Evoke moods, atmospheres and multi-layered characters. It’s easy to delve into the “wants to destroy everything due to being EVUUUL”-trope with demons and the adversaries herein almost universally manage to avoid this, instead being round, nasty individuals that make sense in a twisted way, providing roleplaying opportunities aplenty, not just within the context of Wrath of the Righteous.


In fact, the writing is so good that you really, really want to use these villains – almost immediately. This miniature rogue’s gallery definitely provides some of the most depraved adversaries I’ve seen in a while – and that is meant as a compliment. But that wouldn’t be enough if their statblocks were bland or boring. They aren’t. While not all statblocks reach the level of complexity I tend to enjoy in NPC-builds, a couple of them do and that, coupled with the awesome writing, is enough for me. Add to that the slight touches – like aforementioned glyphs, like demonic trysts gone wrong, the evocative adventure hooks – and we have a grand collection of villains, well worth 5 stars + seal of approval – legendary indeed!


You can read the full review on Endzeitgeist’s website here! As always, we greatly appreciate everyone who takes the time to offer a review on our products. You help spread the word to other fans and gamers out there and you help make our gaming community great!

Unrighteous Villains web cover




Since this day do be INTERNATIONAL TALK LIKE A PIRATE DAY, thar be swag to be had, that won’t cost ya but a bit o’shine! Right here on the Legendary Games store-o-the-web, ye can git 50% off EVERY PIRATE PRODUCT ALL WEEKEND with this here secret code: PIRATESWAG!

But we ain’t alone in this fight, me hearties! The black-hearted scallywags at shop.d20pfsrd are in on the act as well, with a special sale price on the Pirate Adventures Bundle and, even better, the legendary PIECES OF EIGHT SUPER-BUNDLE!

This is a special, limited time only super bundle of 8 different pirate-themed products from 8 different top publishers. Check out what this bundle contains!
    Peril in Freeport by Adamant Entertainment, a normal value of $9.95
    The Freebooter’s Guide to the Razor Coast by Frog God Games, a normal value of $9.99
    Bosun’s Booty: Extras for Journeys to the West by Kobold Press, a normal value of $4.99
    Islands of Plunder: Treasury of the Fleet by Legendary Games, a normal value of $4.99
    Villainous Pirates by Raging Swan, a normal value of $5.99
    101 Pirate and Privateer Traits by Rite Publishing, a normal value of $5.99
    Advanced Options: Fight Like A Pirate by Rogue Genius Games, a normal value of $3.99
    Grave Undertakings: Ship of Fools by Total Party Kill Games, a normal value of $6.99
Purchased separately all of these together would normally cost a grand total of over $50. This bundle is available for a limited time for just $8.00!


Today marks the debut of a new feature, the WEDNESDAY WHAT? Every week we will pose a question for YOU, the fans of Legendary Games, something short, sweet, and to the point. And since we like a little alliteration, I think the Worm that Walks will wear the crown as the WEDNESDAY WHAT? mascot! In honor of the late, lamented Dave Trampier, we shall call him… Wormy!


The setup:

Be it flavor text or an awesome name, some items just fall kinda flat once you actually find one. The item might have a name from the Hall of Fame but in the game it’s closer to the Hall of Lame. Or worse, the Hall of Boring! Some items just aren’t nearly as much fun to use at the table as they should be.



What magic items just don’t quite live up to the hype?

Watch it wiggle, see it squiggle...

Watch it wiggle, see it squiggle…