The Very Best at Being Bad!
Dive deeply into the most malevolent of all character classes: the antipaladin! This book is for GMs wanting to concoct truly awful villains to challenge the PCs not just in combat but in a psychological struggle for the soul of the campaign, or for those players engaged in anti-heroic campaigns of their own! Legendary Villains: Antipaladins examines the psychology and philosophy of these sinister supremes before delving into vast collection of fantastic rules elements:
– Four new antipaladin archetypes: the black knight, dark deacon, falconer of Pazuzu, and kohai of blasphemy
– Over 50 incredibly detailed feats, from Face of True Fear to Conduit of the Black Blade, Mountain of Iron Terror to Nefarious Mastermind, many with designer’s notes on implementation and combinations with other rules elements in this product and beyond.
– Five fantastically fatal magic items perfect for your favorite antipaladin, including the banner of bleakness, helm of death’s proclaimer, ironskull shield, mask of the blood-drinker, and the devastating unholy reaver!
Pick up your copy of this 46-page product today and look for other releases in the Legendary Villains line to help Make Your Game Legendary!
Let the Blasphemous Rite Begin!
Legendary Villains: Evil Clerics delves deeply into the lore and legendarium of the most devoted servants of the dark powers: evil clerics. Though not always a GM’s go-to villain, these malevolent mendicants and blasphemous bishops are plentiful in fantasy games. Myriad options in the form of archetypes and domains already exist, but this book goes further in exploring the roles evil clerics can play as villains in a campaign. This book includes dozens of new feats, spells, and archetypes specially designed for evil clerics, as well as the disease domain and sinweaver prestige class, providing a wealth of options for augmenting existing cleric class features. In addition, it provides all-new options like the avatar of evil family of feats that bring an evil cleric one step closer to dreadful divinity, variant channeling feats to enrich an evil cleric‘s bag of supernatural tricks, and the Craft Cursed Item feat gives mischievous clerics a new way to torment their victims. Finally, this book contains a collection of malicious magic items, some to augment the armamentarium of an evil apostle and others to bedevil those who would stand in her way, along with a pair of perilous priestly tomes replete with dark secrets, sinister spells, and other nefarious new options to make your cultists and clerics truly memorable foes.
It’s So Good to be Bad!
Villains are key figures in establishing the story of a world, but great villains are more than just statistics. Path of Villains brings you essential advice on creating and staging your villain, crafting a personality and theme that will make your players hate this guy’s guts, creating their motivation, method, and means of being bad and marking every malevolent milestone along the way. On top of that, Path of Villains also offers a wealth of mechanical options to keep your villains one step ahead of the heroes, always prepared for your players and their dirty tricks, and even when they fall it’s never the end. Path of Villains supplements the mythic ranks and tiers introduced in Pathfinder Roleplaying Game Mythic Adventures and introduces a brand-new villain path, filled out with almost three dozen brand-new mythic path abilities from apparent demise to your children’s children. Craft legendary and memorable villains with a blood pact or subtle chains of bondage, menace your heroes with bloodtheft and anunspeakable name, and make sure your villain is prepared for the worst as a clone arranger, undying hatred, or back from the grave. If you want to create villains that can stand up to mythic heroes and leave an indelible mark on your campaign, pick up Path of Villains and Make Your Game Legendary!
The Mythic Path series from Legendary Games looks to fill in the niches that are not quite served by the existing mythic paths, providing exciting new options for your mythic heroes and diabolical dirty tricks for your mythic villains, made by the same creative minds that helped build the mythic rules. Whether for heroes or villains, the abilities in these Mythic Paths offer a host of great new options for your mythic game, bringing fabulous flavor and imaginative mechanics with the standard of excellence in design that you’ve come to expect from Legendary Games. Pick up this 28-page supplement for today and Make Your Game Legendary!
An octet of awfulness – eight richly detailed deviant and demoniac villains for your campaign!
For every great hero, you need a great villain, and this product contains monsters. Complete monsters. I don’t mean just the fact that they are not human, although certainly many of them are the fiendish spawn of the deepest pits of the lower planes. I mean ALL of them are completely rotten, vile, awful, vicious, conniving, underhanded, perverse, depraved, double-dealing, backstabbing, lying, cheating rat-bastard scum. These villains want to destroy every noble thought and impulse your heroes ever had, to pollute the springs of righteousness that bring hope and joy, leaving nothing but desolate wells of wickedness in their wake. They are the stuff of nightmares, borne from the fervid imaginings of Todd Stewart, Nicolas Logue, Clinton J. Boomer, and Alistair Rigg, and rendered in disturbing detail by our amazing artists.
Within this product you will find villains are borne out of perverted passion and odious obsession like Ser Meridrand Pallisard, a paladin fallen far below the pale for sake of shame, despair, gluttony, and lust, to the quiet whisperings of Malcaedix the shadow demon, clinging to the shadow of innocents and their innocence. Some are capricious, like Lilevyrrin the gun-fighting succubus seductress and Koyo-Shojaxus, a faux-ascetic babau wanderer-cum-master of the martial arts. Still others are devious and calculating, including the glabrezu summoner Mons’Verix calling down false angels that mock the heavens, The Bound Horror plotting its return to greater power, or the tragic possession of the mythic coloxus Dasnikynlin turning individual lives or entire families into its private playgrounds, like the corrupted inquisitor Count Ulus VonKaval. As fodder for simple encounters, they offer challenges from CR 9 to 16, but more importantly each provides a story and motivation that provides a foundation for entire adventures and arcs that can span a campaign. Every one presents a different face of chaos and evil, but each offers a wealth of possibilities to enrich a game where the corrupting draw of the nether realms threatens to pull every hero into the figurative (if not literal) abyss.
Ideally suited as a supplement for the “Righteous Crusade” Adventure Path, Unrighteous Villains is a terrific resource for any campaign where demons and their influence goes beyond simple violence and descends into true horror and vileness. Pick up this 32-page supplement today and Make Your Game Legendary!