The RPGBOT.Podcast
Tonight, the RPGBOT.Podcast enters the discourse arena, where Paizo is financially bleeding, Archives of Nethys accidentally brought a flamethrower to a contract negotiation, and the internet has already decided who the villain is without reading past the headline. Ash arrives with enough hot takes to melt adamantine, Tyler desperately attempts to preserve nuance, and Randall keeps feeding increasingly tortured metaphors into the Wayback Machine. Grab your popcorn, silence your notifications, and remember: the rules are still free. Everyone can please stop screaming now. Links on Amazon:...
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We return to Wizards of the Coast’s Villainous Options, now revised after the first round was lovingly pushed down the stairs by public feedback. Some subclasses survived untouched. Some got a makeover. Some were taken behind the shed, especially the Primordial Patron, which had one great idea and the mechanical confidence of a wet napkin. Good news, though: the demon sorcerer finally feels demonic, the Titan Druid is now a proper kaiju tank, and the Hell Knight has upgraded from flaming disappointment to legally playable infernal gambling problem. Show Notes This episode revisits Wizards of...
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At levels 1 through 4, the 2014 Monk is a beautiful dream: you punch, you kick, you spend ki like a raccoon with a stolen credit card. Then levels 5 through 20 arrive, and suddenly the class asks, “Would you like to stun a dragon, run across a lake, catch a missile, become immune to poison, astral project emotionally, and still somehow worry about running out of ki before lunch?” This episode dives into the Monk’s awkward, glorious, high-speed middle and late game, where every turn is a choice between tactical brilliance and blowing your entire budget on Flurry of Blows because punching...
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This week on the RPGBOT.Podcast, the hosts ask the eternal tabletop question: what happens when your beloved fantasy RPG grows up, gets a driver’s license, discovers firearms, and immediately becomes everyone’s problem? We begin with PishPash My Memory is Trash merch, accidental mug design crimes, Pride, wizard bazookas, and Ash’s long-simmering legal case against the movie Bright. Then we get to the real issue: how do you let someone fight Tiamat with an Uzi without turning your campaign into a spreadsheet, a war crime, or Shadowrun with the serial numbers filed off? Show Notes In this...
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Before the rogues can reach legendary proficiency, the episode must first survive the real high-level threats: Producer Dan being sleepy, Tyler’s aggressively early bedtime policy, Ash explaining the freedom of having no kids, a Starfinder boss who walks through space walls, and the devastating possibility that a spider might disrupt Tyler’s routine. Once everyone finally remembers this is supposed to be a Pathfinder 2e rogue episode, the party returns to levels 11 through 20, where rogues stop being “sneaky knife people” and become invisible, paralyzing, truth-proof, pants-stealing...
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Monks are supposed to be serene masters of body, mind, and spirit, which is adorable because in 2014 DnD 5e they mostly begin life as a lightly dressed Dex-Wis-Con spreadsheet sprinting toward danger with 10 hit points and a dream. This week, the RPGBOT crew enters the monastery to ask the big questions. Can you punch your way to enlightenment? Is ki a precious spiritual resource or just a tiny battery labeled please do not waste on disappointment? And at levels 1 through 4, are Monks ascending to greatness, or are they simply discovering that inner peace does not count as armor? Show Notes...
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Once the table finally escapes the opening chaos and cat crimes, Tyler, Randall, and Ash dive into Pathfinder 2e rogues, proving that the class is not just a sneaky knife gremlin. It is also a walking toolbox, a social menace, a battlefield problem, and so much more Show Notes This episode begins the RPGBOT.Podcast breakdown of Pathfinder 2e rogues, covering levels 1 through 10 and exploring how the class develops from nimble opportunist into a precision-damage nightmare with more skills than common sense. Tyler, Randall, and Ash each bring a different rogue racket to the table, with Tyler...
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Welcome to Forgotten Odysseys, the game where surviving the Trojan War is apparently the easy part. Adam Bradford, also known as BadEye Adam, has created a MÖRK BORG-compatible Greek fantasy nightmare where the gods hate you, the sea hates you, the dice hate you, and sometimes your own party decides that prophecy is just a polite suggestion to commit murder. In this episode, the crew sets sail for home, immediately gets distracted by pork, insults a goddess, and proves that if Odysseus had access to a live Twitch chat, he probably would have died even faster. Show Notes This week on the...
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Welcome to the Abyss, the multiverse’s least relaxing vacation destination, where every layer is somehow worse than the last, the locals are made of teeth and bad decisions, and the gift shop only sells trauma. This week on the RPGBOT.Podcast, we descend into the infinite chaos of demonic nonsense to ask the important questions: how do you survive a plane that actively hates zoning laws, why are demon lords like this, and at what point does a heroic expedition become an HR violation with initiative rolls? Show Notes This week, the RPGBOT.Podcast heads screaming into the Abyss, home of...
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Welcome to Part 4 of our Ravenloft: The Horrors Within review, where the real horror isn't Strahd. It's Ash's campaign. In the span of ten minutes, his players accidentally created Baba Yaga, nearly invented a magical nuclear weapon, tried to break the multiverse "just to see what happens," and immediately asked if they could automate it with a Rube Goldberg machine. At this point, the Dark Powers aren't tormenting the players. They're trying to survive them. Show Notes We wrap up our four-part review of Ravenloft: The Horrors Within by touring the remaining Domains of Dread, digging into...
info_outlineThis week on the RPGBOT.Podcast, we dive into the Plane of Air, a place where gravity is optional, directions are meaningless, and your best travel strategy is throw yourself into a wind tunnel and see what happens. Tyler leans fully into his identity as a being of pure hot air, Randall realizes that falling forever is somehow worse than dying, and Ash compares the whole experience to falling into Jupiter… but without the decency of being crushed.
It’s weird. It’s confusing. And somehow, it’s one of the more playable planes we’ve covered.
Show Notes
The Plane of Air is exactly what it sounds like: endless sky in every direction. No ground, no horizon, no real sense of up or down, just air stretching out forever. But the twist, and the thing that makes it usable in a game, is how travel and movement work. Gravity isn’t constant here. You only start “falling” when you get close to something big enough to pull you in. Otherwise, you just drift, carried along by powerful wind currents that act like invisible highways. So getting from one place to another isn’t about walking or even flying in a straight line. It’s about finding the right current, jumping in, and hoping it takes you where you meant to go.
The whole thing feels less like travel and more like being aggressively transported. The Plane of Air doesn’t follow normal physics, and trying to force it to is missing the point. It works best when you lean into the absurdity and let it be a place where navigation is vibes, physics is negotiable, and down is more of a suggestion than a rule.
What really sells the setting, though, is how alive it is in ways you don’t immediately notice. Air elementals are often completely invisible unless they pick up dust or debris, which means you could be surrounded by intelligent creatures at any moment and never realize it. On top of that, you’ve got Djinn building cities on floating rock islands and solidified clouds, flying species that never bother to land, and ancient beings like the Wind Dukes quietly existing on their own isolated domains. It’s not empty; it just feels empty until it suddenly doesn’t.
The episode also highlights differences between D&D and Pathfinder's versions of the plane. In D&D, the Plane of Air is defined by a few noteworthy named locations that Tyler can't pronounce. In Pathfinder, it’s a fully fleshed-out setting with trade cities, hidden tunnel networks, elemental politics, and enough weird landmarks to support an entire campaign. It’s the same idea, just taken much further.
Key Takeaways
- The Plane of Air is infinite sky with no natural ground, and gravity only matters when something big enough pulls on you.
- Movement is defined by wind currents, which makes travel feel unpredictable and a little chaotic—in a good way.
- It’s far more populated than it seems, especially with invisible or hard-to-detect creatures like air elementals.
- Pathfinder turns the concept into a much richer setting, with cities, factions, and enough structure to support a full campaign.
The Plane of Air isn’t about survival like the Plane of Fire—it’s about disorientation. Nothing is actively trying to kill you…
but you might drift forever, miss your destination entirely, or realize too late that you’ve been surrounded the whole time. And honestly? That’s what makes it fun.
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Meet the Hosts
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Tyler Kamstra – Master of mechanics, seeing the Pathfinder action economy like Neo in the Matrix.
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Randall James – Lore buff and technologist, always ready to debate which Lord of the Rings edition reigns supreme.
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Ash Ely – Resident cynic, chaos agent, and AI’s worst nightmare, bringing pure table-flipping RPG podcast energy.
Join the RPGBOT team where fantasy roleplaying meets real strategy, sarcasm, and community chaos.
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In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net