Pathfinder 1E Mystical: KoM for Pathfinder. We made it!

malcolm_n

Adventurer
*Update 4/17* We've met our initial goal at last. Here's your chance to get in on the fun. If you jump in and back us at this point, you can expect to receive.

Early access to any information we can provide around the project.
A chance to design your own monster or help make a major character in the world.
A guaranteed copy of the finished product in a form of your choice (pdf, soft/hardcover).
And any other fun benefits we have in store now that we have the funding we needed. So check us out and join in on the fun over the next 23 hours.

*Update*
Mystical: Kingdom of Monsters is wrapping up in just over 48 hours, and we're only $300 away from being funded. We've put up several previews of our latest work on the PathFinder version of this project, and a new packet will be up within the next day or so. There's plenty more than what we list here, but come check out the more detailed concept for the trainer, and look forward to these archetypes as we round out our funding for the project.

Breeder - A monster trainer who has learned how to change her monsters in unique ways by applying her aura and transforming them into stronger versions of themselves.

Scout - The scout taps into the power given to him by the monsters he captured to fight better during combat as a frontline soldier rather than a spellcaster in the background. Nonmagical beasts like the gray render and the mimic are the choice monsters for a scout.

Researcher - Researchers focus their talents on catching monsters with more magical capabilities and using their magic even while they remain within her aura.

Performer - A lover more than a fighter, the performer uses his monsters to keep the party going during battle and encourages them even while taking to the fight himself.

Martinet - A skilled trainer who learns from his monster's talents and uses them to his advantage when trying to solve a problem.

Auror - (in development) A trainer who prefers to learn what he can from monsters without the burden of also raising them for long periods of time.


*Update* We've got our new preview of the new spin on the monster trainer ready*

Alright folks. I'm shifting gears completely on my project Mystical: Kingdom of Monsters to Pathfinder for the next 13 days. Already we've had some major updates, with much thanks to Cody Martin for his initiative in getting me to do so.
Today (4/5/13) I've got a preview of the Trainer Class and its archetypes. I'll continue to provide regular updates as we go, so please join us and help make this project truly as great as I know it can be.
The preview Packet is also still available for free at Drivethrurpg and will see an update today or tomorrow with this new information and some errata.

4/9/2013
Hey everybody,

We've had plenty of time to go over the younger crowd-friendly version of Mystical: Kingdom of Monsters. With 8 days left, let's take some time to explore the other side of the Kingdom. Mad Kings, Thieves' Guilds, Power-hungry trainers seeking more power. All of these, as much as the arenas and the hunt for monsters, are a part of this world.

We combed through the feedback we received on our recent packet for the Pathfinder version of Mystical: Kingdom of Monsters, and we've heard you loud and clear.

First, we are currently in the process of moving to a singular source of art and plan to offer a better definition of the game through it. Bear with us, this was the largest of the shifts we're making, so I can't guarantee how quickly we'll have something solid to show you, but you can use our preview of the Girl with her Rust Monster companion for an idea.

Next, we've tackled the monster trainer from a new perspective. With some new tricks up his sleave, the trainer becomes more of a force to be reckoned with. Below are some descriptive examples while we iron out the rest of the mechanical details for our impending next packet update.

So please, take a moment to see the strides we're making in getting this project to be a great product for everybody. Look at the heart and soul we're putting into this as we design it. Then please, consider joining us and helping get the last of what we need for our Kickstarter.

Mystical: Kingdom of Monsters on Kickstarter

Thank you, and we look forward to seeing you soon!

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Monster Trainers have learned how to tap into the natural well of arcane power that lives within all sentient beings. It is the same power from which sorcerers manifest their bloodlines and with which summoners bond to their strange, beautiful creations. This power grants them the unique ability to tether the essence of monsters to their souls.

But a trainer’s gift comes with a price. If he tries to control a monster beyond his talents, the trainer may lose control at the worst possible time. Tales are shared to scare children around campfires of trainers who have lost control of a powerful monster, only to wake up the following morning in the ruins of their hometown.

Regardless of the risk, the drive to capture new and more powerful monsters is a craving that a trainer cannot resist. They travel the kingdoms alone or in the company of other adventurers, always in search of stronger monsters so that they too can become more powerful. This craving is a fact well known to any who have heard of the trainer, and it is the subject of much study and debate among researchers.

Attack: The trainer needs a reasonable attack in order to protect himself when his monster is unavailable or his enemies come for him directly.

Saves: The trainer has given up his reflex in lieu of Will; though some trainers are nimble, most are less likely to be mind controlled than burned by a fireball.

Spells: The trainer gains spells, but only when a monster he controls can cast them. If he uses a monster without spells, he has a strong ally with which to battle and nothing from which to draw his arcane power.

Trainer Aura: The trainer manifests an aura that he uses to capture and control monsters. Some trainers display this aura proudly as a halo of muddled colors around their head or a satchel containing orbs in which their monsters are held.

Monster Training:
The monster trainer is the master of raising creatures. Only humanoids and monstrous humanoids are outside of most trainers' purview.

Carbuncle: These mischievous creatures are naturally drawn to the trainer's aura and their spells make them valuable companions at both early and later levels.

Favored Enemy: Like a ranger, the trainer knows well what he's up against, though his studies are more broad and less powerful.

Empathy: The trainer's aura makes him more affluent with the monster's he's captured previously.

Trainer Perks:
Scaling these back to a more manageable total and allowing them to better define the trainer's relation with his monsters.

Improved Aura: As the trainer grows in power, so too does his influence.

Shared Senses: Similar to druids, wizards, and summoners, the trainer begins to take on more aspects of his active monsters.
Supernatural Trainer: Over time, the trainer's proximity to his monsters teaches him how to harness some of their innate power.

Great Trainer: As the trainer continues to master his skill, his work pays off and it becomes easier for him to capture some monsters.

Temporary Control: If there's a monster nearby, the trainer can briefly gain control of it to complete a necessary task.

Channel Monster: Now that the trainer has started to manifest more of his power, he can channel the essence of his monsters even while some of them are inactive.

Extraordinary Trainer: The trainer eventually learns to mimic the majority of his monster's talents, no matter how spectacular.

Master Trainer:
If you could have 1 monster, guaranteed, what would it be? Choose carefully, for you may not get to take it back.

The Monster Within: The trainer achieves his own minor apotheosis as he learns to harness the greater tenets of what a monster is.
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I'm not the target market for any of this (4E, Pathfinder or monster collecting/fighting), but PF seems a lot more future-proof than 4E. Obviously, there are plenty of 4E fans looking for additional supplements, but at least some portion of them will be switching to 5E when that comes out. The PF audience will still be open to this book when it becomes available.
 

I'm not the target market for any of this (4E, Pathfinder or monster collecting/fighting), but PF seems a lot more future-proof than 4E. Obviously, there are plenty of 4E fans looking for additional supplements, but at least some portion of them will be switching to 5E when that comes out. The PF audience will still be open to this book when it becomes available.

A valid argument, certainly. I'm going to draw up a playtest doc like i did for 4E and provide a preview. Anybody interested in trying it out can pledge. Once they've made their decision, they can either stick to it, upgrade, or remove it as they wish.
 

Here is a very early preview of what I'm considering for a PathFinder conversion. For those interested, I'll have a playtest packet available later tonight on KickStarter. Anybody who pledges at least $5 can get a copy, including a full team of 5 monsters and a miniadventure to start you out.

Here's the thought process. Characters are the race (default human); monsters are the class. All monsters are pseudo-sorcerers in that they know certain spells (Special Attacks) and can only use so many each day. Most monsters also have physical attacks, which are comprised of a list similar to weapons in D&D. Rather than draw weapons, monsters ready attacks. There will be rules for two-handed (powerful) attacks as well as dual-wielding, etc. If you can do it in Pathfinder, your monster companion can do it in Mystical: Kingdom of Monsters. The special attacks monsters know/can learn are specific to each monster, so if you want more options, catch more monsters.

PF - Squit Character.png
 
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Today marks the first of the Backer exclusive previews we're offering for Mystical: Kingdom of Monsters. Going forward, our loyal backers will be privy to more information than anybody who just happens to breeze by. I will be updating the main page with hints at these previews to tantalize potential backers.

The preview today is Abilities beginning with the letter "A". In total, there are currently 171 different abilities that monsters can have, and we're defining each of the 154 monsters with at least 2 specific choices. When building your own monsters, you can certainly work with your GM to choose abilities that fit your concept without breaking the game.
In the coming days, I'll also preview full monsters, classes, and rules. In addition, I'll explain more about backer-exclusive monsters and the future of event-exclusive monsters. Enjoy!
 

We wanted to offer another great preview today to help illustrate what costs the funding on our Kickstarter will help recoup. So, just for our dedicated backers, we've put together the visual roster of the monsters we have completed so far. Want a sneak peak at the monsters that are being developed for Mystical: Kingdom of Monsters? Join us by backing the project and help discuss these companions.
 

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