Original design shows a yellow triangle caution symbol, with a character on the run, a d20 tumbling from his hand, running from the claw, and into the fire. Perfect shirt for anyone who plays RPGs like D&D, Pathfinder, Iron Heroes, Arcana Unearthed, Northern Crown, Star Wars, Call of Cthulhu, World of Warcraft. We promise to never spam you, and just use your email address to identify you as a valid customer. Overview: Vermiss is a colossal rat kaiju, relying on wearing opponents down with poison and swift speed rather than brute strength.
Primary Attack: Steel Fang - Despite her diminutive stature (compared to most kaiju, at least), she harbors a very powerful set of fangs. Primary Weapon: Plague Breath - Vermiss breathes a disgusting, vile breath of plague air, which stuns the foe.
Secondary Weapon: Swarm - Vermiss commands the legion of insects following her to attack the foe. Dodge: Scamper - Being of diminutive stature, she is easily able to leap out of the way of most attacks.
Movement: Vermiss primarily travels on all fours, scampering around the arena rather speedily. She released her beloved friend into the dump outside the city, knowing she'd have a constant food source, though she still visited Peanut every day. Personality: Unlike other more bloodthirsty monsters, Vermiss is a rather shy creature and prefers to shy away from combat. You make multiple references to her being smaller than most Kaiju, and while being a quadrupedal rodent that makes sense, but on the same page her weight is actually through the roof. Now you have her slated as the smallest Kaiju to grace the boards, which justifies her fighting style pretty well. GodofPH, it seems like you have a pretty solid grasp of Vermiss' concept which is good. As far as gameplay goes Vermisshas some interesting ideas but some things seem a bit confusing. As for Plague Breath unless I'm misunderstanding something that's an on-demand stun effect?
It looks like you have a lot of ideas for implementing uncommon effects which isn't a bad thing but we should give consideration to how these things are going to function in game. For the last few years, most of the referees I play with and learn from have been using some variation on Skills: The Middle Road. While The Middle Road gives players a higher success rate at lower levels, RAW LotFP quickly outpaces it.
It could be argued that if players have reached such a high level of mastery, they ought to be adventuring in areas with locks that require checks made at -1 or -2.
Part of the reason oldschool skill systems appeal to me is the lack of any need for the referee to determine the difficulty of a task.
If I place a lock that requires a check at -2 in my adventure because of the fact that my players are really good at opening locks, then why did I allow them to waste skill points that I was just going to invalidate through future dungeon design?
The reason low level play is so treasured is that the game fundamentally changes as it goes on.  As PCs reach higher levels, more and more challenges become trivial for them. Keeping skill checks uncertain, even at the highest levels of mastery, maintains that low level play that we all enjoy.
Whenever the player wants, they can declare that they’re attempting to create some item that falls within the purview of their chosen craft. If a character turning a lump of steel into a dagger without a forge or an anvil to work with bothers you, I totes get it. I should note that I’m also working on implementing a way for any character, not just specialists, to improve their skills. Note also that skills listed with a parenthetical ability are modified by that ability’s modifier (if any). Sneak Attack (SPECIALIST ONLY): Characters with no points in this skill have their damage multiplied by 1 when they attack from hiding, or while flanking an enemy. Languages (Int): Whenever a new language is encountered, characters roll their language skill to determine if they already know it.
Stealth: Stealth is used to move silently through a corridor, to sidle up against a door and listen without alerting those inside, to hide a small item on your person, to pick-pocket a foe, or to ready a weapon without observers noticing. Bushcraft: When traveling through the wilderness, a Bushcraft roll is used to forage or hunt for food, as described on page 34 of the Rules and Magic book. Prayer (Wis): As a free action, players may beseech their god for aid with a specific task. Appraisal: A successful appraisal allows characters to know the value of a given piece of treasure, and whether there is anyone who might pay extra for it. Healing: Once after each combat, characters may spend 3 turns attempting to heal themselves or an ally. I know not including a search or listen skill is unusual, and even controversial, so I may as well address why I’m not using either of them. The listen skill is already missing from the base LotFP game, but even ignoring that, it never made any sense to me. The real challenge of listening at doors is doing it without alerting the people on the other side.
In previous discussions on this subject, I’ve encountered a common objection: what’s to stop players from just checking everything?
By removing the Architecture and Search skills for my games, I’ve crippled the Dwarf and Elf classes, which use those skills as part of their level advancement.
By forcing players to make a successful knowledge check before receiving information, knowledge skills create an environment where the GM often fails to communicate information which the players should be given freely. A game where knowledge is a mechanical ability of the character, rather than something possessed by the player, creates a gaming environment where the importance of the player’s skill is reduced. Taken together, these arguments might seem like a case of wanting to have your cake, and eat it to.
In his analysis of the knowledge skill, Courtney listed three possible types of information, and posits that none of these should ever be hidden behind a successful roll of the dice.
In reviewing Courtney’s analysis in preparation for writing this post, it occurred to me that there is a fourth type of information. Based on this, I would say that there are three types of information which might be included in a game.
Character Knowledge is information the GM freely gives to the player, because the PC would obviously know it.
Shortly after posting the first iteration of my alternate Pathfinder crafting system last week, I was perusing the blag-o-cube, and encountered a relevant essay over on 1d30. Add to that a twitter exchange which occurred the next day on my personal account, after I shared Jack’s analysis of my crafting posts. It had honestly never occurred to me before that there were people who didn’t think crafting was a good part of the game. All of that being said, though, the argument that crafting is a distraction is a strong one. I’m not certain if this argument is based on a difference of GMing styles, or a misunderstanding of when crafting would be handled, but it is not a problem.
Regardless of what task the character engages in, I can say from experience that it does not take up undue game time.
Crafting requires a great deal of study and practice; study and practice which an adventurer should not have time for.
Players who are trying to make money with crafting are bogging the game down with pointless, boring minutia.
Honestly, I’ve never once encountered a player who wanted to use the crafting skill as a means of making money.
If your players are actually trying to turn D&D into a manufacturing business simulator, then you can slap them with my blessing. Allowing players to create items unbalances, and reduces the importance of finding treasure. Building on what I determined last week, I’d like to move on to actually producing a working craft skill for Pathfinder. The the resulting craft skill must use the Pathfinder skill system, without circumventing or subverting it. The 26-45 range allows characters to craft the highest level weapons, in which case everyone should focus on crafting, because it allows you to make a +5 Vorpal Sword at level 10.
The 26-45 range allows characters to craft weapons appropriate for level 10, in which case no one should ever bother with crafting, because it requires a lot of investment, and stops being useful at mid level. I think a week of crafting time for most items should be sufficient, though I’d rather leave that up to GM discretion.
It may not display this or other websites correctly.You should upgrade or use an alternative browser. Art of the character is forthcoming, but I wanted to post it for inclusion as soon as I could. The saliva causes gradual damage on the foe, but the gradual damage intensifies when the foe is stricken with the spit again. The attack's damage is minimal, but opens the foe up for attacks from her fangs or plague spitting.

She would rather make friends with an opposing monster rather than fight it, but when cornered or forced to fight, she utilizes her ratty wils to end the combat quickly.
Her grapple attacks consist of leaping onto a foe and holding onto them, whether to bite, spit poison or otherwise, similar to Baragon in Godzilla: Save the Earth and Unleashed. Powerful attacks can down her in little time, which is why she must rely on her speed and dodging.
I inherited a pair this year from a friend moving away and I have just fallen for the little buggers. In order to convey the slowing effect to opponents there should be a very clear visual representation, like a cloud of insects swarming around them. I know this idea has been brought up on the forums before but I'm not sure how viable it is. Vermiss does have a basic concept that you followed through with well, the issues are more technical than conceptual. The very highest level of ability in Middle Road only gives a 7-in-12 chance of success, or 66.67%.
At the time, my reasoning was that players ought to be able to truly master a skill if they choose to devote themselves to it. A system which allows total mastery of a skill is a system which allows certain challenges to become completely trivialized. It might be better to allow players to reach a level of mastery that no longer called for a roll at all. Consider the problem of the Law skill that I mentioned when I drafted the Lawyer class a few months ago.
It’s almost universally agreed, at least within the OSR, that low level play is the best play. But cool as it is in theory, pretty much every implementation of it that I’ve ever encountered sucks. A player who wishes to use the craft skill must first determine the type of crafting they are trained in.
You don’t need to bring a magnifying glass, and a lens, and a mirror, and a jar into the dungeon. Something that allows players to express their creativity, and provides real benefits without requiring an encyclopedia of rules.
The check is made at a -1 penalty if the language is monstrous or exotic, a -2 if the language is exotically monstrous, and -3 if the language is an ancient, dead tongue. This includes opening mechanical locks, disarming traps, or activating unfamiliar machines.
When used to move silently, characters should first describe a move roughly within their current line of sight. The referee may adjudicate small bonuses or penalties for tasks in keeping or out of keeping with the player’s faith.
If the check is successful, the attempt restores 1d4 HP for each point by which the check succeed.
First, a specialist may attempt to hide by blending in with their surroundings, using only shadows and foliage to remain hidden. It’s usually used when a character is pressing their ear to a door to hear what’s going on inside. I’ve run a lot of dungeons for a lot of players, and I don’t think any of them have yet found a single secret door which wasn’t somehow revealed to them in advance. If players must roll a check when they’re looking for traps, then they might fail that check.
This can be solved either by awarding players skill points equivalent to their lost skill’s progression (So for dwarfs, two at level 1, and one more at levels 4, 7, and 10). They bring their experience and their knowledge to the table, and they’re also provided with information about the games rules, and how it functions. The fact is, depending on how Pathfinder’s knowledge rules are interpreted, both of the potential problems mentioned above can appear.
When a black dragon appears, the player knows to ask the wizard if he can borrow that potion of acid resistance, because the player knows that black dragons have acid breath.
If the player is in their home town and says they want to go to the local pub, the GM can simply tell them that it’s called the Pig and Whistle.
The post is primarily about the general pointlessness of NPC classes (something I heartily agree with), but briefly diverges into an argument against the very idea that players should pursue crafting within the game. Swords and armor are required to overcome certain types of challenges, while rope and 10′ poles are required to solve other types of challenges. They have a number of tasks available to them, all of which will take at least a day or more to complete. And, in fact, it has the added benefit of keeping players in thinking about the game during the time between sessions. Players will need to adventure for a long time in order to afford the materials for their fancy magic sword.
A fighter can be an armorsmith, so they can make plate or chain armor for themselves and their allies. I hope everyone feels that their views were represented fairly, and that my responses were soundly reasoned. I have a lot of ideas for how to proceed, but for this particular system, I’m working within two important design constraints. If a character invests skill points in a crafting skill, they should receive the benefits of that skill without needing a feat to turn it into a useful ability. Unfortunately that’s simply not feasible when a focused character at level 10 has the same crafting ability as a moderately invested character at level 20.
There is the common numerical bonus, which ranges from +1 to +5; and the special ability, which can take many forms. The DC for the crafting check increases by 2 for each effective item bonus added to the item.
Under bonuses, the numerical bonus is listed on the left, while the special ability bonus is listed on the right.
She can use her tail for a weak attack that can hit foes at a farther range than her claw attacks.
She has a resistance to Poison and Radioactive damage, but harbors a weakness to ice and fire damage. I was caught between this and two other designs for my submission, but I decided to go with the idea I had the most personal love for.
A lot of design work was done for Anguirus to accommodate quadruped movement but he was still bipedal half the time.
Although it's a staple of some types of games, like RPGs, I generally disapprove of it in traditional fighting games.
However that effect would have to be scalable to all the different sizes and shapes of other kaiju. Unless all the buildings are uniform boxes of large enough size there seems like it could cause a lot of clipping issues. In RAW LotFP, a character with a 6-in-6 skill rolls 2d6, and the check fails only in the event of double sixes.
I’d love to see them come into more common usage, since they so nicely fill in a lot of the gap between the d12 and the d20.
It seems like all of them are either an overpowered, overcomplicated mess, or they’re bland. If they have an equal amount of raw materials, then they can make a skill check to attempt to craft the item they described. You can just take a lump of raw materials, and create whatever you end up needing whenever you realize that you need it.
But if the GM doesn’t call for a particular skill, then any players who advanced that skill gets fucked over.
Locks or traps of particular difficulty may have a penalty to tinkering rolls made with them.
If they fail, the GM should roll a percentile die to determine how far along their path they were when they were noticed. Additionally, when encountering a natural animal, a successful bushcraft check will allow the player to take the animal as a companion so long as the animal has 2 fewer hit dice than the player. Referees may also rule an auto failure if the task directly contravenes the player’s faith. If successful, they cannot be seen until they move, speak, or attack, at which point the effect ends. So why in the world would I want to create a situation where the players have correctly identified an area with a secret door in it, and I’m forced to tell them there isn’t one? Then the GM has created a situation where a player is killed by a trap immediately after being told that there is no trap.
And even crafting had to be defended against the argument that it should not be included in the game!
Their presence in the Pathfinder ruleset is justified, even if I think it ought to be implemented better. It would be trivial of me to mention that the cobblestone floors have cracks in a few of the stones.

The example above of the gold hidden under the pile of stones can easily be modeled at the table. When the player decides he wants to become more religious, the GM can identify a few religions the character would be familiar with. It’s written in a very amusing fashion, and I recommend you take a minute to follow the link above. Further, I would argue that modifying those items, or coming up with new items entirely, is very much a core element of D&D. But if the player wishes to be more involved in the process, I can’t think of a good reason why I would deny them the right to try. Learning to be a master craftsperson is a major undertaking which can require a lifetime of dedication. For myself, I can suspend my disbelief and accept that a 12th level fighter also has mad swordmaking skills.
But they can’t make weapons, nor can they make leather armor for the rogue, nor can they make magic rings, nor any of the other things adventurers need. If they are not craftspeople themselves, they can commission the sword from a sufficiently talented NPC. After thinking about these arguments, I can see why someone would want to exclude crafting as an option from their games; even though I have no interest in doing that. By limiting the power of crafted magic items based on level, I keep the focused character from leaping too far ahead of the game, without simultaneously forcing the moderately invested character to fall miles behind. Though, of course, there’s nothing to stop characters from ignoring the numerical bonus entirely, and simply using all of their available effective item bonuses to add special abilities to the weapon. However I don't think Vermiss would look as good as Anguirus on two legs so hopefully something could be done to keep her on all fours. We'd also want to balance things so Vermiss cannot constantly keep the opponent in this state.
People prefer low level play so much that many campaigns (much to my frustration) are terminated just as the PCs start to reach mid levels. This has literally been bothering me for almost 4 years now,  and my attempts to solve the problem represent some of the most rigorous game design I’ve attempted. Players must record both the languages they do know, and the languages they do not know, on their character sheet.
Non-specialists who fail a tinkering roll may not attempt it again until they gain a level, or improve their tinkering skill. On a successful check, the player may roll the die for that task twice, and take the better result. Second, a vanish check can be used to stealthily disengage from combat without being noticed. Not only does it make more logical sense, but failure creates a more interesting situation. The number of encounter checks a group of players would earn by searching every single room would not be worth the damage inflicted on them by so many wandering monsters. I also hope that through this attempt to articulate a logical support of knowledge skills, I can gain a clearer picture of what is important and what is not for when I move on to designing my own version of this mechanic. Our primary goal is not to embark upon a profound exploration of the characters we’re playing. I could mention to the players that the room smells so bad they can taste the pungent air on their tongues. Navigating the challenges of the game environment is an exercise in creativity, and creating new tools to accomplish tasks better is a big part of that.
If a player comes up with a great plan which they’re really proud of, but it requires a magic item they don’t have, then should that plan be abandoned? Both heavily focused characters and moderately invested character will always be able to make the same items as one another (assuming they are the same level). These special bonuses each have a numerical equivalent listed in the book, to help determine the item’s pricing and the maximum power of the weapon.
If a spell is called for, a scroll will be sufficient, though if the character wishes to avoid that route, then they can seek out a special reagent at the GM’s discretion. The rat that once pampered itself with fruit and nuts developed a hearty appetite for garbage.
This will cause issues because her hitbox would be so different than all the other kaiju in the game. As a character advances in a given skill (either through class features or training), the die they’re allowed to roll increases from 1d6, to 1d8, to 1d10, and ultimately to 1d12. They encourage the referee to reduce player agency by saying “Well, this door allows the players to skip half the dungeon.
But so long as they still have a decent chance to fail any given check, they won’t be able to push their luck too far. But despite my best efforts, I’ve been stymied as to how to make crafting work in a way I could be happy with.
If the number of available skills is reduced too much, then the Specialist will lack for options.
Specialists may make as many attempts as they wish, but after the first check, each subsequent check takes 1 hr.
Other applications of Athletics are: moving past a monster without provoking an opportunity attack, unusually challenging swimming conditions, balancing on a rope, and jumping more than 15 feet (up to 30 feet).
This check is made at a -1 penalty for each attack directed against the vanishing character during this round (whether they hit or not). It could be argued that the roll isn’t a test of hearing, but rather, a test to see whether the creatures inside the room are making any noise. It’s not vital for me to do so, since the smell does not affect the game, but it does help the players to imagine their environment, which is fun, so why not. When a fighter encounters magic runes on the door of a crypt, it would not be trivial for that fighter to know whether the runes were arcane or divine. But while a focused character will almost always succeed in making a magic item on their first try, a moderately invested character will likely fail a few times first, perhaps creating cursed items. They can’t do that until they reach level 4, at which point they can create armor with an effective bonus of +2, so they could create +1 Arrow Catching armor if they so chose.
By the time little Peanut reached the size of a small horse, Hailey knew she couldn't try to hide her pet in the house any longer.
Other fighting games have done characters that can only be hit by low attacks which seems like it would be appropriate, but in combination with her speed she would have to be very fragile to compensate.
And in the rare events that they fail one of these nearly-certain rolls, they seem more upset by it than usual. I’m supposed to ask for an architecture roll if players want to know the age of a wall relative to the rest of the building. Since there are a lot of skills in Rules-As-Written LotFP that I don’t use (4 out of the 9), I need a better solution than just dropping the skills I don’t like. If successful, the vanished specialist can choose to re enter the battle with a sneak attack on their next turn, or skulk away to safety. It is crucial that I tell the players there are two exits on the north wall, and that there’s a large pile of stones in the corner. Each item can have a maximum of +10 effective bonus (only five of which may take the form of a numerical bonus). And finally, if the referee is placing ever-increasing DCs in the game, at the same pace that the player’s ability to surpass those DCs is growing, then why have any advancement at all? If there’s anything beyond the door, I’d prefer to tell players outright, rather than arbitrate it with dice. There’s no sign of the monster now, and the only other exit from the room is barred from the other side. If they fail to determine the type of writing it is, or even get it wrong, the game will be interesting because they’ll be less prepared for what they encounter within. This is all standard Pathfinder stuff, which can be found in chapter 15 of the core rulebook. But, if the players are clever enough to ask those questions, I prefer to give them the information outright, without a chance of failure. Whereas if they succeed in determining the rune’s type,  the game will be interesting because the player will have an opportunity to prepare for what they think is within.
If this sacrifice is not made, then during the next game, the player must roll all their dice twice, taking the lower result each time. At this point, we bring out the dice, because there’s no way for the players to describe how they look at a blank wall for a secret switch.
The problem could potentially be solved if players are able to purchase magic items off the shelves in a magic item shop, but I have no interest in allowing such shops to exist in my game.
Except now the player who put a bunch of points into his architecture skill has wasted all those points.

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