Agents of SWING Update

SWING is, essentially, done. The final version of the rules is all complete and set in stone, there’s just a few more things to do – relatively easy things – before the base book can go into layout and, thence, to POD and PDF download.

  • One more read-through/edit
  • A few more examples.
  • The example/pregen characters (there’s a lot of these so that you can pick-up and play as and when).
  • The example enemy organisations – a handful of these.
  • The reference sheets.

The first one shouldn’t take more than a morning.
The second one shouldn’t take more than an afternoon.
The third and fourth shouldn’t take more than a day together – once I have all the art in.
The last shouldn’t take more than a morning.

I’m still waiting on a bit of art but I intend to get as much of the rest out of the way as I can beforehand, so that’ll be the read-through/edit, the examples, the enemy organisations and the reference sheets. The pregens will wait until I have the last bits of art.

The layout should only take me a couple of days.

So all things being well, hopefully end of this month, beginning of next.

Pathfinder: Flenser Swarm

A whirling mass of shards, sharp fragments of stone, obsidian or glass, motes of sand, howling from no mouth in anguish and pain. The only way it can ease its suffering is to inflict it upon others, in a thousand cuts

Flenser Swarm CR3
XP 800
N Diminutive Outsider (Earth, Elemental, Swarm, Extraplanar)
Init +1, Senses Darkvision 60 ft, Perception +2


AC 19, Touch 14, Flat Footed 19 (+1 Size, +5 natural)
HP 46 (7d10+7)
Fort +6, Ref +2, Will +3
Defensive Abilities: swarm traits, immune – weapon damage, elemental traits.
Weakness: swarm traits

Speed 5 ft. Fly 40 ft. Good.
Melee Swarm 2d6
Space: 10 ft, Reach 0 ft.
Special Attacks: Distraction, bleeding attack.

Str 1, Dex 10, Con 12, Int 4, Wis 12, Cha 9
Base Atk +5 CMB -, CMD
Skills: Fly +11, Perception +2.
SQ: Swarm traits, elemental traits.

Special Abilities
Bleeding Attack: Operates as though the target had been struck by a ‘Bleeding critical’ as per the Feat of the same name.

When an earth elemental is destroyed in the material realm its energy does not always return to the realm from which it came. The destroyed shards of the dead elemental can then, at some future time, re-animate with what remains of the elemental’s energy, confused and broken, lashing out at anything vulnerable with the glass-sharp edges of its broken form.

This creature might be suitable for use in Obsidian Twilight, or any game that takes place in terrain dominated by the element of earth.