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Happy (early) Anniversary, Paizo!
Tuesday, June 30th, 2009
Greetings Paizonians! Tomorrow is Paizo’s seventh anniversary! In celebration, I thought I would share with you Paizo’s most closely guarded secret: the Golem’s stats! For months I have watched the foolish drunkards Vadid and Nahk as they’ve braved the Paizo vaults, and while they’ve had the guardians distracted with their bumbling antics, I secretly gathered information on their nemesis, the Paizo Golem. Finally, I have assembled enough clues to piece together a complete picture of this mysterious being, and I present them here, compatible with the upcoming Pathfinder RPG!
The Golem
The tall, dusty shelves loom high overhead, reaching ever upward to the high-vaulted ceiling and stretching forever away into dusk and shadow. Before the endless walls of yellowed scrolls, leather-bound tomes, and crystal balls of unknowable secrets stands an immense, silent figure. A single, pale light from behind it frames its hulking silhouette. It stalks forward on thundering limbs and the shadow it wears falls away, revealing a smooth, iron-black body, devoid of any features but the two fiery orbs that regard the intruders with a powerful, burning intellect.
The Golem CR 20
XP 307,200
N Huge construct Init +6; Senses low-light vision, darkvision 60 ft.; Perception +20
DEFENSE
AC 36, touch 14, flat-footed 34; (+2 Dex, +4 deflection, +22 natural, –2 Size)
hp 370 (20d10+260); fast healing 10
Fort +6, Ref +8, Will +15
Defensive Abilities construct traits; DR 15/adamantine; Immune magic
OFFENSE
Spd 40 ft.
Melee 2 slams +36 (2d12+18/19-20)
Space 15 ft.; Reach 15 ft.
Special Attacks depthless knowledge, shatter the earth, sweeping charge
Spell-like Abilities (CL 20th)
At will—arcane lock, arcane sight, comprehend languages, daze (DC 19), detect magic, identify
3/day—alarm, crushing despair (DC 23), dimensional anchor, greater arcane eye, hold person (DC 22), locate object
1/day—bull's strength, crushing hand (DC 28), dimension door, discern location, dominate monster (DC 28), forcecage (DC 26), greater dispel magic, mage's disjunction (DC 28)
STATISTICS
Str 46, Dex 14, Con —, Int 20, Wis 29, Cha 28
Base Atk +20; CMB +40; CMD 56
Feats Alertness, Critical Focus (slam), Dodge, Improved Critical (slam), Improved Initiative, Power Attack, Skill Focus (Perception), Staggering Critical, Stunning Critical, Toughness
Skills Appraise +11, Bluff +15, Climb +24, Diplomacy +15, Intimidate +15, Knowledge (arcane) +15, Knowledge (dungeoneering) +13, Knowledge (engineering) +13, Knowledge (geography) +15, Knowledge (history) +15, Knowledge (local) +15, Knowledge (nature) +13, Knowledge (nobility) +13, Knowledge (planes) +15, Knowledge (religion) +15, Linguistics +11, Perception +20, Sense Motive +17
Languages any; telepathy 100 ft.
SQ sturdy stride
Gear The Heart of Lore
ECOLOGY
Environment the labyrinthine corridors of Paizo Publishing, realms of knowledge and learning, and anywhere imagination runs free and inspired
Organization solitary
Treasure immense arcane library worth 500,000 gold pieces
SPECIAL ABILITIES
Shatter the Earth (Su) As a standard action, the Golem can slam its fists down onto the ground, directing energy into the surface and causing it to ripple outward in all directions for 15 feet. Any creature standing in the area takes 2d12+18 points of damage and must succeed at a DC 38 Reflex save or be knocked prone. In addition, the ground becomes buckled and smashed and is considered difficult terrain. The save DC is Strength-based.
Sturdy Stride (Ex) The Golem completely ignores difficult terrain.
Sweeping Charge (Ex) The Golem can charge at a target even through squares occupied by other creatures of Large size or smaller, battering them effortlessly aside. Any creature occupying a square on the path toward the target must make a DC 38 Reflex save or be thrown 1d4x5 feet, suffering 2d8+18 damage and knocked prone. This save DC is Strength-based.
Depthless Knowledge (Su) As a full round action, the Golem can capture the knowledge of any creature within 30 feet. When using this ability, the Golem's eyes seem to swell, becoming deep, endless pools. The target must succeed at a DC 29 Will save or become a mindless vegetable for 1d4 rounds, unable to perform any action. During this time, the Golem can use any skill or feat possessed by the victim as if it itself had the skill or feat, adding the victim's skill ranks to its own if it already possesses them. In addition, the victim's BAB, if higher, replaces the Golem's, and the Golem gains all of the victim's spells, able to cast them without their requisite components (if any). Any such spells used by the Golem are considered cast when the victim regains control of his senses. The Golem can only capture the knowledge of one target at a time. Any creature that succeeds at its Will save is immune to this effect for the next 24 hours. This save DC is Charisma-based.
A traveler from beyond the stars, this ageless being came to Earth during a time when vast, steamy jungles and nameless, forgotten terrors crawled across the face of our planet. A caretaker of lore and knowledge of both this world and of others, the Golem has marched across the bones of countless epochs in an endless quest for information, searching always for the unknowable, and questing eternally for the unattainable. His midnight black body appears to be constructed of highly polished iron, though the mysterious black metal is unknown to any Earthbound scientist. Forged by hands long lost to the Universe, the Golem is the last of its kind.
The Golem contains the powerful artifact known as the Heart of Lore, which appears as a radiant ball of pure, crystalline energy that it keeps stored in its broad, powerful chest. This item grants the Golem a +4 deflection bonus to its Armor Class, fast healing 10, and 200 extra hit points.
History
The Golem once slaved for its masters, a long-extinct race of space travelers and explorers who, after eons of existence, catalogued and explored much of our galaxy and even beyond, using a powerful blend of science and magic to reach out to the far corners of existence. To help them acquire and protect all of this collected knowledge, they constructed a potent servitor class, a race of obedient constructs that hungered for knowledge and lore as much as they.
But nothing withstands Time, and eventually the species began to fall into extinction, and their servitors along with them. Until when at last only the Golem remained, the remainder of the species bound their collected knowledge into a powerful artifact—the Heart of Lore—and infused it within the Golem, so that it would be forever the caretaker of their posterity. The Golem then set out into the Universe, exploring countless worlds—Golarion among them—settling for millennia at a time before finally moving on. Earth is but the latest stop on its everlasting voyage.
Habitat & Society
The Golem is driven by an insatiable hunger for knowledge, though it does occasionally stop for prolonged periods, allying itself with scholars and artisans whom it finds worthy, and sharing with them the tales it has accumulated over the course of its incredibly long and storied existence, so that they in turn can share them with others—for it is not only the duty of the Golem to collect knowledge and tales, but to ensure that they are never forgotten. However, the Golem is very particular about with whom it chooses to share its knowledge, and any attempt to acquire its information or possessions without its consent are dealt with most severely.
Hank Woon
Editorial Intern
Link.

Snagged from the Vault: Pathfinder RPG Bestiary
Monday, June 29, 2009
While the denizens of the Pit have been slavishly wrangling hundreds upon hundreds of beasts both fascinating and foul, we've managed to slip in and liberate a particularly interesting few. Now behold! We bring to you, our faithful readers, the terrible visages of four terrifying creatures, taken directly from the pages of the fabled Pathfinders' Bestiary that nears completion deep in the Vault of the Golem. Some of these creatures are obvious, yet what the others are, we cannot say. Perhaps you, dear readers, can tell us what they are?
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| Art by Eric Lofgren | Art by Andrew Hou |
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Art by Kieran Yanner | Art by Michael Jaecks |
Watch close for further glimpses into the gruesome Bestiary; next time, expect fearsome creatures from the Great Beyond!
Vadid and Nahk
Preview Purloiners
Link.
Tags:
Andrew Hou, Eric Lofgren, Kieran Yanner, Michael Jaecks, Monsters, Pathfinder Roleplaying Game
Snagged from the Vault: The Bastards of Erebus
Friday, June 26, 2009
The Preview Purloiners strike again! Featured here in a painting by Kevin Yan are Lem and Seelah, fending off a rabid undead dog and a fiendish tiefling in Pathfinder Adventure Path volume #25: The Bastards of Erebus. Who knew that flutes could be wielded as deadly weapons?
Vadid and Nahk
Preview Purloiners
"The city of Westcrown is dying. Since being stripped of its station as the capital of Cheliax, the wealth and prestige of the city has gradually slipped away, leaving the desperate people to fend for themselves in a city beset by criminals, a corrupt nobility, and a shadowy curse. Can the PCs fight back against champions of both the law and the criminal world?"
Link.
Tags:
Bastards of Erebus, Council of Thieves, Kevin Yan, Pathfinder
Ask a Pro: Question Six
Thursday, June 25, 2009
6. Many GMs feel that deus ex machina is cheap, and simply refuse to ever use it. Others feel it is okay if it is properly set up ahead of time. Do you ever use deus ex machina as a storytelling device?
Lisa Stevens: Yeah, but hopefully they didn't know it! (laughs) I think that's the trick for something like that though, right? If you're playing the hand of god, you need to make it feel like a natural part of the story. I think probably every GM has been in this type of situation, unless you're maybe a proponent of the chaos theory and really like everything to be off the cuff, which could be fun, but yeah, I definitely have used it.
F. Wesley Schneider: I don't like to use deus ex machina plots. Most players, I've found, don't like to play the role of the damsel in distress, they like to play heroes. So I usually create a way that gives them a chance to solve the crisis.
James Jacobs: Yes. If it's good enough for Shakespeare, it's good enough for Pathfinder. (grin)
Jason Bulmahn: I think this is a useful storytelling device that must be used sparingly. It sits in the bag of GM tricks that a Game Master is allowed to pull out exactly once during a campaign. I think it is especially useful early on by giving PCs a forewarning of the kind of powerful enemies that are to come later on. For example, let's say a red dragon attacks their town. Well, at 1st level they're not going to do so well. But then you have the high-level wizard who's their friend show up and drive away the red dragon but is himself killed, and you've just set up a powerful enemy. It allows you to sort of play with a system that is restrictive by CR. In that way it's a useful storytelling device, but again only sparingly.
Sean K Reynolds: Never.
Joshua J. Frost: Only if it's appropriate for a story, never for combat. If I'm doing my job as a DM right, then the combat should already be fair enough.
James Sutter: I think it depends on the situation. I think James Jacobs said it best when he said avoid it when you can, but sometimes it can work well, especially when you realize you've made a mistake. If you send your PCs against a horde of werewolves and they don't have any silver weapons, have the townsguard come in and save them, but then have the players owe the townsguard a favor, so they still have to earn it. I'm totally stealing that from Jacobs, but I think that sums it up rather nicely.
Chris Self: I think it's necessary, but try to keep those sorts of things behind the scenes if possible. There should be a real reason for everything.
I think if done incorrectly, deus ex machina can come off as patronizing.
Hank Woon
Editorial Intern
Link.
Tags:
Ask a Pro, Game Mastering, Interviews
Pathfinder Roleplaying Game Preview #7
Wednesday, June 24, 2009
The Pathfinder Roleplaying Game Core Rulebook is set to release on August 13th, 2009, and in anticipation, we are releasing a preview of the game each week until the game hits store shelves. This week, we are taking a look at Lem, the iconic bard.
Lem
Male halfling bard 8
CG Small humanoid (halfling)
Init +4; Senses Perception +12
DEFENSE
AC 21, touch 17, flat-footed 16 (+4 armor, +1 deflection, +4 Dex, +1 dodge, +1 size)
hp 55 (8d8+16)
Fort +6, Ref +12, Will +7; +4 vs. bardic performance, sonic, and language dependent effects, +2 vs. fear
OFFENSE
Speed 20 ft.
Melee +1 short sword +7/+2 (1d4–1/19–20)
Ranged +1 thundering sling +12/+7 (1d3)
Special Attacks bardic performance (28 rounds/day), countersong, distraction, dirge of doom, fascinate (DC 18), inspire competence +3, inspire courage +2, suggestion (DC 18)
Spells Known (CL 8th):
3rd (3/day)—charm monster (DC 17), cure serious wounds, haste
2nd (5/day)—blur, glitterdust (DC 16), minor image (DC 16), sound burst (DC 16)
1st (5/day)—charm person (DC 15), cure light wounds, disguise self, hideous laughter (DC 15), lesser confusion (DC 15)
0 (at will)—detect magic, ghost sound (DC 14), know direction, light, read magic, summon instrument
STATISTICS
Str 8, Dex 18, Con 14, Int 12, Wis 8, Cha 18
Base Atk +6; CMB +4; CMD 20
Feats Combat Casting, Dodge, Extra Performance, Mobility
Skills Acrobatics +17, Escape Artist +15, Knowledge (local) +16, Perception +12, Perform (comedy) +15, Perform (wind instruments) +19, Stealth +19, Use Magic Device +15
SQ bardic knowledge (+4), lore master (1/day), versatile performance (comedy, wind instruments), well-versed
Languages Common, Elven, Halfling
Combat Gear lesser metamagic rod of extend, wand of cure moderate wounds (CL 3rd, 50 charges); Other Gear +1 shortsword, +1 thundering sling, 20 sling bullets, +2 leather armor, belt of incredible dexterity +2, cloak of resistance +1, mwk flute, ring of protection +1, wind fan
So, a bard, a fighter, a rogue, a cleric, and a wizard walk into a dungeon. The fighter says, "If only someone could give me a bonus to hit and damage against those ogres." The rogue says, "If only someone could give me a bonus to my Disable Device checks to help me disarm this trap." The cleric says, "If only someone could counter the song of the harpy that is luring me to my doom." The wizard says, "If only someone could fascinate these orcs so that I could get away from them." Finally the bard says, "Sorry guys, but I am built using 3.5 and all out of bardic performance for the day. Who wants a ghost sound?"
Don't let this situation happen to you. The Pathfinder bard has a revised mechanic for his Bardic Performance, limiting him to a total number of rounds per day, meaning that he does not have to save his few uses for inspire courage. Bards start out with a number of rounds per day equal to 4 + their Charisma modifier and gain an additional 2 rounds per day for every level beyond first. Lem here also has the Extra Performance feat which grants him an additional 6 rounds per day.
The beta version of the bard also had two paths for his bardic performance, allowing him to gain different abilities depending upon the type of Perform skill he possessed. While it was fun to come up with new abilities, the split caused many to worry that for a bard to reach his full potential, he would have to invest twice the number of ranks into Perform. In the final game, we solidified it back into one progression, but kept many of the new abilities, such as Dirge of Doom that causes all foes within 30 feet to become shaken as long as the bard continues his performance. In addition, the progression for some of the other performance types has been enhanced. Inspire courage increases to +2 at 5th level and continues to increase by +1 for every 6 levels after 5th. Inspire competence also increases by +1 for every 4 levels after 3rd.
We have also made starting and maintaining a bardic performance a bit easier. At 1st level, starting a bardic performance is a standard action, but this changes to a move action at 7th level and a swift action at 13th. Regardless of the action needed to start a performance, maintaining a performance is a free action, meaning that the bard can keep up a performance and still cast spells, move, and make attacks.
Moving on from bardic performance, the bard has received a number of other upgrades as well. Bards no longer have any alignment restrictions and they have d8 hit dice. Their spell progression has been enhanced a bit to remove the "0" listings from their chart, meaning that they get a spell without having to have a Charisma high enough to grant a bonus spell of that level. Bardic Knowledge now grants a bonus to all Knowledge skills equal to 1/2 the bard's level (minimum +1) and allows the bard to make any Knowledge skill check without having ranks in it. Well-versed grants a flat +4 bonus on saves against other bardic performances, as well as sonic and language-based spell effects. Lore master is granted at 5th level and it allows the bard to take 10 on any Knowledge skill check. In addition, once per day he can take 20 on a Knowledge skill check. As he gains levels, he can use this secondary ability multiple times per day as well.
One other class feature was added to the bard that allows him to really maximize his skill points. During the playtest there were a number of concerns about the Perform skill, being that it was required to gain access to specific bardic performance abilities but did little else beyond the roleplaying uses. To solve this we introduced a new bard class feature called versatile performance. This ability is gained at 2nd level and it allows the bard to substitute his Perform bonus for the bonus of two other skills, depending on the type of Perform. For example, Lem has versatile performance for both comedy and wind instruments. This allows him to substitute his bonus in Perform (comedy) for his bonus Bluff and Intimidate. It also allows him to substitute his bonus in Perform (wind instruments) for his bonus in Diplomacy and Handle Animal. With this ability he can use these skills even if he would normally have to be trained. As he gains levels, Lem can add new types of Perform to his list, allowing him to make even more substitutions (such as Perform [dance] for Acrobatics and Fly).
There have been a few changes to the spells on Lem's list as well. Glitterdust, for example, now allows a save each round to negate the blindness (although the creatures affected by it still remain visible for the duration). Hideous laughter now grants an additional save after the first round of laughing to negate the effect. If this second save fails, the target laughs for the entire duration, which remains 1 round per level. Lesser confusion, and by extension, confusion, have been simplified a bit to make them easier to adjudicate. Both of these spells cause the subject to gain the confused condition, which causes them to roll d% each round to determine their actions on the following table.
Confused Condition
01–25 Act Normally
26–50 Do nothing but babble incoherently
51–75 Deal 1d8 points of damage + Str modifier to self with item in hand
76–100 Attack nearest creature
At higher levels the bard gains a few new performance types, allowing him to frighten or even kill his foes (in Lem's case, probably by telling a really bad joke). The bard also gains a performance type that allows him to cast mass cure serous wounds by performing for 4 consecutive rounds. The bard also gains the jack-of-all-trades ability at 10th level which allows him to try any skill untrained and at higher levels allows him to treat all skills like class skills and to take 10 on any skill check.
Well, that is the end of the bard's tale. Tune in next week for a journey into the wild with Lini, the iconic druid.
Jason Bulmahn
Lead Designer
Link.
Tags:
Bards, Iconics, Pathfinder Roleplaying Game, Wayne Reynolds
Ask a Pro: Question Five
Monday, June 22, 2009
5. You have a scene where a large orc tribe is attacking a village. You have all of the orcs and various NPCs represented on the map. Do you roll for each and every orc and NPC, or do you, in the interest of saving time, just decide how many of each side dies each round?
Lisa Stevens: Usually the background, especially if it's a bunch of no-named NPCs. But if it's a bunch of NPCs that maybe they know and had invested a little time with, then I'll definitely roll for them. I think it makes it more visceral if you have a situation where the flower shopkeeper is about to get killed and they have to get to him before the bad guys. When I ran the first Rise of the Runelords adventure, and there is the scene with all of the goblins attacking ~~**SPOILER OMITTED**~~, I just sort of told my players that they saw goblins running innocent townsfolk through. I think it lent an air of urgency to the scene, where my players understood they had to hurry because people were dying, and I think that accomplished that dramatic tension well enough.
F. Wesley Schneider: I usually just relegate that to background scenery.
James Jacobs: I just keep it in the background, unless a player gets involved. But if it's an important NPC, I keep track and give the players time to do something about it.
Erik Mona: No, I don't keep track of everything.
Jason Bulmahn: Nothing is more vain and distracting than a GM who has two NPCs having a long conversation between themselves and I feel it's the same with battle. Generally I let the PCs' actions dictate the ebb and flow of the battle: if they are doing well, then their side is doing well.
Sean K Reynolds: The scene reflects how well the players are doing, so
the action remains solely focused on the players.
Joshua J. Frost: I roll for everything. It keeps combat fair.
James Sutter: I keep track of as much as they can interact with. There's a good example in Savage Tide, there's the adventure Tides of Dread where the players face an enormous invasion. With situations like that, I think it's best to break things up into more manageable chunks. Because I mean, if you've got 50 characters to keep track of, then a single round would take forever.
Chris Self: I use mini rules for that, and keep things focused on the players.
I'm too lazy to keep track of everything, but I was once in a guy's campaign who kept track of everything; it was kind of cool, in that I felt like there wasn't as much GM fiat.
Hank Woon
Editorial Intern
Link.
Tags:
Ask a Pro, Game Mastering, Interviews

Free RPG Day Cometh!
Friday, June 19, 2009
The Free RPG Day is almost upon us, as is your chance to grab your copy of the limited Pathfinder RPG Bonus Bestiary for free! This Saturday, June 20th, participating retailers will be handing out this fabulous little full-color supplement featuring 13 classic monsters, each updated to the upcoming Pathfinder RPG rules! These critters won't be found in the Pathfinder RPG Bestiary, so if you want an early copy for your Pathfinder game, find a local participating retailer at www.freerpgday.com!
Hank Woon
Editorial Intern
Link.
Tags:
Free RPG Day, Monsters

PAIZOCON 2009: You Should'a Been There!
Thursday, June 18, 2009
That sound you heard last Sunday night (heard 'round the world, I'm told) was not Krakatoa II (electric boogaloo?), it was the enormous sigh of relief from me as PAIZOCON 2009 came to a close and did so with a feeling of great satisfaction.
A little over a year ago, I spent a Saturday morning in a little hotel in Kirkland, WA and watched a small group of Paizo fans, led by Timitius and Lilith from our boards, gather and enjoy each other's company as fellow Paizo community members. Right then and there I said to myself, "Self," I said, "We have to take this over and help them grow it." So when it came time to plan the 2009 convention season the first thing on my agenda was How Do We Politely Tell Tim That PAIZOCON is Ours Now and Yet Still Get His Help? Well, it turns out, it was really easy.
I had lunch with Tim last fall and laid the cards on the table. I asked Tim what he thought if Paizo wanted to get into PAIZOCON in a really big way for the second year—as in, so big that we basically ran it as an official show. Tim's face was 100% relief and he was thrilled to get the planning process off his shoulders. I, in turn, was thrilled to take it on and despite many late nights and a lot of work, I couldn't be more happy at how it all turned out.
For me, PAIZOCON 2009 began on Friday morning with my arrival at the Coast Bellevue Hotel. Jeff, Cosmo, Chris, and I set up the sales booth, taped up all the signs, and then waited for the hordes to come. And come they did! It was amazing to finally put faces to names and say hello to a lot of folks that I'd been reading about on the boards for years. Additionally, a lot of new faces showed up as well—folks who maybe lurked on the boards, or were only familiar with Paizo and the Beta and just wanted to come and see what Paizo was all about in person. Our special guests were already at the show and folks like Monte and Sue Cook, Eva Widermann, Wolfgang Bauer, and the entire Paizo staff immediately took to mingling with the attendees.
And then the gaming began! RPGs, board games, card games, you name it and someone was playing it. At times we'd sit there at registration and think, "Wow, it got really slow around here suddenly" and that was because the breakout rooms and the ballroom were stuffed to the gills with gaming, gaming, gaming. Laughter, dice rolls, howls of defeat, and cries of success echoed through the halls of the Coast Bellevue and we knew right then that we'd done something right—PAIZOCON 2009 was going to be a success.
Saturday was a long day of gaming that ended with a huge banquet for the attendees. The food was fantastic, the company even better, and it was pushed over the top by a keynote address from Paizo CEO Lisa Stevens, a lengthy preview of the PRPG by Lead Designer Jason Bulmahn, a preview of things to come by Publisher Erik Mona, and a really boring, stuffy, and not very fun quiz game lamely put together by yours truly. (Okay, so the quiz game was awesome! Most fun I've had in front of crowd since the WTO Riots in 1999.)
Sunday was additional gaming fun as the show slowly started to wind down. Folks began collecting in the lobby and just hanging out—sharing gaming stories, asking the PAIZOCON special guest in the seat next to them about their RPG favorites, and just basking in the glow of a successful and fun weekend of all things Paizo and beyond.
With the show behind me now, I've already started thinking about next year. In fact, as I write this, I'm 15 minutes away from the first meeting to do just that: plan PAIZOCON 2010 and figure how, exactly, we're going to be able to top 2009. For those of you who were there, I hope you had fun and played games to your heart's content. For those who couldn't make it—do not, I repeat, DO NOT miss out on the opportunity next year. I imagine it'll only be better.
Thanks, everyone!
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The PAIZOCON 2009 sales booth, manned by a cleverly hidden Vic Wertz. |
Erik Mona runs his Spire of Nex preview on Friday. |
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| F. Wesley Schneider runs his Ustalav preview on Friday. |
Neil Shackleton shows off one of the hobby horses he brought for his live-action Yetisburg game. He had one pink one and he named it "Sebastian." |
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Lilith looks over cartographer Corey Macourek's shoulder as he explains how he designs Paizo's GameMastery Flip-Mat and Map Pack lines. |
PAIZOCON Special Guest Artist Eva Widermann gets ready to burn her personal seal into a drawing she did for a fan. |
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| Pathfinder Wiki guru Yoda8MyHead discusses Pathfinder with others in the Coast Bellevue Hotel lobby. | Eva Widermann and artist rk post sketch for the fans. |
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| Fray and Wolfgang Baur discuss Kobold Quarterly. |
Paizo's Disturbing Customer Servant Cosmo ponders his life as a hobby horse cavalryman in a game of live-action Yetisburg. |
Until next year!
Joshua J. Frost
Events Manager
Link.
Tags:
Community, PaizoCon
Pathfinder Roleplaying Game Preview #6
Wednesday, June 17, 2009
The Pathfinder Roleplaying Game Core Rulebook is set to release on August 13th, 2009, and in anticipation, we are releasing a preview of the game each week until the game hits store shelves. This week, we are taking a look at Seelah, the iconic paladin.
Seelah
Female human paladin 13
LG Medium humanoid
Init –1; Perception +1
Aura courage (10 ft., +4 fear saves), good, justice (10 ft.), resolve (10 ft., +4 charm saves)
DEFENSE
AC 27, touch 11, flat-footed 27 (+10 armor, +2 deflection, –1 Dex, +6 shield)
hp 115 (13d10+39)
Fort +14, Ref +7, Will +13
Immune charm spells and effects, disease, fear; Resist cold 10
OFFENSE
Speed 20 ft.
Melee +3 defending longsword +21/+16/+11 (1d8+7/19–20)
Ranged +1 composite longbow +13/+8/+3 (1d8+5/x3)
Special Attacks channel positive energy (7d6, DC 20), divine bond (weapon, 3/day, 13 min., +3 bonus), lay on hands (12/day, 6d6), mercy (diseased, nauseated, sickened, paralyzed), smite evil (5/day, +4 to hit, +13 damage)
Spell-Like Abilities (CL 13th):
At Will—detect evil
Paladin Spells Prepared (CL 10th):
4th—holy sword
3rd—dispel magic, prayer
2nd—resist energy, shield other, zone of truth (DC 16)
1st—bless weapon, divine favor, lesser restoration, protection from evil
STATISTICS
Str 19, Dex 8, Con 14, Int 10, Wis 12, Cha 18
Base Atk +13; CMB +17 (+21 to sunder); CMD 28
Feats Critical Focus, Extra Lay on Hands, Greater Sunder, Improved Sunder, Power Attack, Shield Focus, Staggering Critical, Weapon Focus (longsword)
Skills Diplomacy +16, Heal +14, Knowledge (religion) +13, Sense Motive +14
SQ divine grace, divine health
Combat Gear staff of healing, winged boots; Other Gear +3 defending longsword, +1 composite longbow (+4 Str), mithral full plate of speed, +3 heavy steel shield, belt of giant strength +2, headband of alluring charisma +2, ring of minor cold resistance, ring of protection +2
Of all the base classes, paladins got some of the largest revisions between the Beta and the final version of the rules. Some of their defenses were increased, but the majority of the changes revolve around smite evil and the addition of the new ability called mercy.
Before we dig into those changes though, lets take a look at some of the other alterations. The first things you might notice are the new auras. These were introduced in alpha stages of the playtest and they have survived to the final game. The aura of justice allows Seelah to spend two uses of her smite evil ability to grant the ability to smite evil to all allies within 10 feet. She must use this ability right away and it lasts for 1 minute, but more on that later. The second aura, the aura of resolve, makes the paladin immune to charm spells and grants a +4 bonus on saves against such spells to all allies within 10 feet. Having a paladin in your party gives you a reason to stick together, even if it does mean that you are a little bit more vulnerable to area of effect spells.
The next change on the roster involves the paladin's saving throws. You might notice that Seelah's Will save is a bit higher than it should be. This is due to the fact that paladins now receive the faster save progression for their Will saves.
The paladin's lay on hands ability has been revamped a bit. The paladin can use this ability a number of times per day equal to half her paladin level plus her Charisma modifier. With each use, she heals 1d6 points of damage per two paladin levels. When she uses this on others, it is a standard action, but she can heal herself using this ability as a swift action. Seelah can also channel positive energy, as a cleric of her level, but she must use up two uses of her lay on hands ability whenever she channels.
In addition to healing damage, using lay on hands also comes with a number of new benefits called mercies. Starting at 3rd level, paladins can select one condition from a specific list (at 3rd level, that list is fatigued, shaken, and sickened, but the list expands the paladin gains levels). Whenever she uses lay on hands, if the target is suffering from that condition, it is instantly removed. As a paladin gains levels, she gains additional mercies, which expands her list of conditions cured though lay on hands. She can even cure diseases, poisons, and curses in this way, although she must make a caster level check to remove them (just as with the spells that remove these afflictions). These mercies allow a paladin to act as a healer in the party, but without stealing the focus from the cleric, who is more focused on larger healing spells and other buffs.
Divine bond allows a paladin to choose from one of two different effects. She can bond with a horse, which acts like an animal companion (using the paladin's level as her effective druid level), or she can bond celestial spirits to her weapon. Seelah has the weapon bond option, which allows her to add +3 to her weapon up to three times per day, with each bonding lasting a number of minutes equal to her paladin level. Instead of adding simple bonuses, however, she can instead transform those bonuses into special weapon qualities of an equal bonus. For example, Seelah could add a +1 enhancement bonus to her +3 defending longsword, making it +4 and she could also add the holy weapon quality. Instead, she could add axiomatic, flaming, flaming burst, keen, or merciful. As she gains in level, other options become available, such as speed or brilliant energy. The really nice part is that she can tailor these bonuses to the current situation, changing them each time she calls a celestial spirit.
Of all the changes, smite evil was perhaps the most contentious on the message boards. Everyone seemed to have an idea of how this iconic ability should work. In the end, it was decided that smite evil really should last until your evil foe is vanquished, making this ability useful even if you miss with your first attack. But we did not stop there, the amount of bonus damage dealt (that is, 1 point per paladin level) doubles if the selected foe is an evil outsider, dragon, or undead. Smite attacks also ignore any damage reduction the target might have. Finally, the paladin is protected from harm gaining a deflection bonus to her AC equal to her Charisma modifier against attacks made by the target. Suffice to say, you do not want to be on the receiving end of a paladin's smite evil.
There have been a few other changes to the paladin as well. Whenever she uses detect evil, she can focus on one target, to the exclusion of all others, to learn if that target is evil in just 1 round. In addition, her spellcasting progression is a little bit faster now (matching the ranger's), it is based off her Charisma modifier, and her effective caster level is her paladin level –3. Most of her spells are pretty straight forward, but there have been some changes to protection from evil that are worth noting here. This spell does not grant immediate immunity to mental control. Instead, it grants a new save at a +2 bonus against the control, but only if the source of the control is an evil creature or object (the other protection spells provide similar saves against their alignments). The spell does still provide immunity to new mental control or possession from evil creatures and objects while it lasts. Its protection from contact by summoned creatures now also only applies to evil creatures (instead of evil and neutral).
Seelah has a number of feats that are worth a closer look. Critical Focus gives her a +4 bonus on critical hit confirmation rolls, but the real star is Staggering Critical. Any foe that suffers a critical hit from a creature with Staggering Critical is staggered for 1d4+1 rounds (meaning that can only take a move or a standard action). A Fort save reduces this duration to 1 round (for Seelah, the DC is 23). There are a host of critical feats like this in the book, but you cannot apply more than one to any critical hit (unless you are a fighter with the Critical Mastery feat). These feats are good, but they have relatively high prerequisites. Staggering Critical, for example, requires a base attack bonus of +13, whereas Stunning Critical requires a base attack bonus of +17. Seelah also has Improved Sunder and Greater Sunder, both of which give her a +2 bonus on checks to sunder. Greater Sunder also allows Seelah to apply excess damage from the sunder directly to the creature holding the item. Each combat maneuver has a pair of feats that works like this, granting up to a total of +4 bonus along with another benefit.
That wraps up our look at Seelah. Next week we will get Lem, the iconic bard, in here to play us a tune or two.
Jason Bulmahn
Lead Designer
Link.
Tags:
Iconics, Paladins, Pathfinder Roleplaying Game, Wayne Reynolds
PAIZOCON Wrap-Up, Episode I
Tuesday, June 16, 2009
PAIZOCON has come and gone, and we're all still recovering from the unbelievable amount of fun we had this weekend. Those of you who were there doubtlessly have your own favorite moments, but for those who weren't, I'd have to say my high points were playing Wes's imp familiar during the Pathfinder Society Interactive, possessing the spirit-medium Sean during the same event, running panels, hearing hundreds of people yell out Paizo trivia answers at the banquet (and yes, I'm in fact the youngest editor—don't be fooled by Wes's beardlessness!), and kickin' it into the wee hours of the morning with a number of our favorite fans and contributors. I'm sure several other Paizo staffers will be on here in the week to come sharing their favorite con memories and photos, but for now, I wanted to show you all pictures of two particular events that stand out in my mind:


These pictures were taken on the first day, and totally blew my mind. In order to make it easier to read on the bus, superfan Mark Moreland (aka Yoda8myhead on the boards) decide to rip the text from all 18 Eando Kline Pathfinder's Journal episodes and bind them into a single, totally beautiful chapbook, complete with Jason Engle's art on the cover. As I'm particularly attached to Eando, it warmed my heart to see everything collected under one cover.
And of course, as Wes will happily tell you, no account of PAIZOCON would be complete without a photo of me manhandling Mr. Reynolds. But that's what you get when you insist on channeling the spirit of the great and powerful imp Chumley...
Thanks again to everyone who attended the con, and hopefully we'll see even more of you there next year!
James Sutter
Fiction Editor
Link.
Tags:
Eando Kline, James Sutter, PaizoCon, Pathfinder Journal, Sean K Reynolds
PAIZOCON: The Aftermath
Monday, June 15, 2009
After three incredible days of gaming, chatting, drinking, and nerding out, pretty much all of us here at Paizo are totally wiped. So we're taking today to gradually ease back into things, mostly by dishing about the con, nursing hangovers, and reading Wayfinder, the remarkable fan-made magazine that totally knocked all of our socks off. Thanks a ton to Liz "Lilith" Courts, Hugo "Butterfrog" Solis, Adam Daigle, Ashavan Doyon, David Schwartz, Thomas McQueen, and all the Wayfinder staff and contributors for putting together what really was one of the highlights of the show. Also a ton of thanks goes to everyone who came and made PAIZOCON 2009 such an incredible weekend! We'll be posting our pictures and musings from the con throughout the coming week, but until then, safe travels to everyone heading home and thanks for making PAIZOCON more successful than we could have imagined!
F. Wesley Schneider
Managing Editor
Link.
Tags:
Community, PaizoCon

Countdown to PAIZOCON
Thursday, June 11, 2009
PAIZOCON is tomorrow! The massive event schedule lists all of the awesome activities attendees can expect to take part in, but here are some of the real gems that I'm looking forward to:
As I mentioned in Tuesday's "Countdown to PAIZOCON" blog, guests and Paizo staff will have the opportunity to wine and dine together during Saturday's banquet. One of the reasons I'm most excited about the banquet is the opportunity to meet fellow Paizonians. Having gotten to know so many of you on the messageboards, it will be fun to finally meet some of you face-to-face! In addition to Publisher Erik Mona's preview of upcoming Pathfinder products and CEO Lisa Steven's keynote address, attendees can expect one very special surprise. I can't say what it is (under pain of death), but you all should be very excited!
One of the neatest things about PAIZOCON is the myriad opportunities to get the inside scoop on Pathfinder, Paizo, and the old days at TSR. Between “The Pathfinder RPG and the Future of Paizo" on Friday, and "What's New with Pathfinder?", "Secrets of TSR Revealed!", and the "Pathfinder Fiction Discussion" on Saturday, guests should expect to get firsthand knowledge about the juicy details of the publishing industry, as well as an exciting look at all of the goodies (and there are many!) that Paizo will be working on in the near future. I plan on attending as many of these seminars as I can!
Speaking of seminars, there are a ton about how to begin writing for RPGs and break into the game industry. Here's a brief list of some of the seminars that I hope to attend myself: "How To Break Into Print in Kobold Quarterly," "Designing Dungeons with Monte Cook," "Secrets of the Publishing Industry—Your Questions Answered," "Pathfinder Society Open Call Workshop," "Build a Pathfinder Society Scenario with Sue Cook and Joshua J. Frost," and "Game Design Self-Editing Workshop by Sue Cook."
Finally (and perhaps best of all) expect to play lots and lots of games. Pathfinder Society scenarios will be run every day throughout the convention, and special events such as Sean K Reynold's "Into the Scarlet Monastery" (a Pathfinder RPG rendition of one of the most iconic dungeons of the most iconic MMO), Jason Bulmahn's "Fight Club" (wherein you characters will be brutally savaged by monsters), and master of horror James Jacobs's "Unspeakable Futures" (a Pathfinder RPG variant set in an apocalyptic earth ravaged by the Elder Mythos) are sure to be crowd pleasers. I might even have to sit in and watch some of these games being played—they sound that awesome.
I've quickly run out of space in my excitement to tell you about the ridiculously fun things to expect at PAIZOCON, so I'll end with this:
PAIZOCON is tomorrow baby! WOOT!
David Eitelbach
Editorial Intern
Link.
Tags:
Community, PaizoCon, Pathfinder Society
Pathfinder Roleplaying Game Preview #5
Wednesday, June 10, 2009
The Pathfinder Roleplaying Game Core Rulebook is set to release on August 13th, 2009, and in anticipation, we are releasing a preview of the game each week until the game hits store shelves. This week, we are taking a look at Kyra, the iconic cleric.
Kyra
Female human cleric of Sarenrae 8
NG Medium humanoid (human)
Init +3; Senses Perception +5
Aura good
DEFENSE
AC 19, touch 9, flat-footed 19 (+8 armor, –1 Dex, +2 natural)
hp 55 (8d8+16)
Fort +10, Ref +5, Will +13
Resist fire 10
OFFENSE
Speed 20 ft.
Melee +1 flaming scimitar +9/+4 (1d6+3 plus 1d6 fire/18-20)
Special Attacks channel positive energy (4d6, 4d6+8 vs. undead, DC 17, 4/day), fire bolt (+5 ranged touch, 1d6+4 fire, 8/day), nimbus of light (8 rounds/day)
Cleric Spells Prepared (CL 8th):
4th—death ward, divine power, fire shield*, holy smite
3rd—dispel magic, fireball*, prayer, remove curse, searing light
2nd—bull's strength, heat metal*, silence, spiritual weapon (2)
1st—bless, burning hands*, divine favor (2), protection from evil (2), shield of faith
0 (at will)—detect magic, light, read magic, stabilize
* Domain spell; Domains Fire, Sun
STATISTICS
Str 14, Dex 8, Con 14, Int 10, Wis 20, Cha 12
Base Atk +6; CMB +8; CMD 17
Feats Improved Channel, Improved Initiative, Lightning Reflexes, Selective Channeling, Turn Undead
Skills Diplomacy +12, Heal +16, Knowledge (religion) +11, Spellcraft +11
Languages Common
SQ sun's blessing
Combat Gear wand of cure light wounds (50 charges), pearl of power (2nd level), scroll of flame strike; Other Gear +1 flaming scimitar, +2 chainmail, amulet of natural armor +2, cloak of resistance +2, headband of inspired wisdom +2
Kyra is a relatively straightforward cleric, worshiping Sarenrae, the fiery goddess of the sun. While much about the cleric is unchanged, there are a number of notable alterations.
First off is a change to how domains work. In the Beta version of the rules, the domains lost their bonus spells and gained a host of special abilities that were gained when the cleric reached certain levels. For the final version of the game, we went back to bonus spells, but we altered the spell lists a bit (you might notice fireball in her 3rd-level list of spells prepared). In addition, we kept some of the special abilities, replacing many of the granted powers. Kyra receives fire bolt and sun's blessing at 1st level. Fire bolt allows her to shoot rays of fire a limited number of times per day. The sun's blessing power adds to Kyra's channel energy ability and prevents undead from adding their turn resistance to their saves to resist her channeled energy (but more on how this works in a bit). At 6th level, the fire domain grants Kyra fire resistance (that increases as she gains levels). At 8th level she gains the nimbus of light ability from the sun domain. This powerful ability allows her to shed light like daylight for a number of rounds per day equal to her cleric level. This dispels any darkness effect and deals damage to undead in the area at the beginning of Kyra's turn (1 point per cleric level per round). The light spells themselves got a bit of an overhaul. There are now four levels of illumination: darkness, dim light, normal light, and bright light. Spells like light shed normal light in a set radius and increase the light level by one step in a set area beyond that. Spells like darkness reduce the light level in a set radius. Deeper darkness can actually make an area so dark that not even darkvision can penetrate it.
In addition to the changes to domains, the turn undead rules have been revised as well. Now called channel energy, this ability releases a wave of positive or negative energy in a 30-foot radius. When Kyra uses this ability she much choose to heal living creatures or to harm undead creatures (in the Beta rules, she could do both simultaneously). If she chooses to heal, all living creatures in the area are healed the listed amount (4d6 in this case). If she chooses to harm undead, all undead in the area take the listed damage (4d6+8 in this case, due to her sun's blessing domain ability), but they receive a save for half damage. Evil clerics can use this power in reverse, to harm living creatures or heal undead creatures. Kyra also has a few feats to enhance her channel energy ability. Improved Channel adds +2 to the DC to resist the channel and Selective Channel allows Kyra to exclude a number of targets in her area equal to her Charisma modifier. The big change here though is the Turn Undead feat. This feat allows Kyra to spend one use of her Channel Energy ability to force undead to flee from her unless they make their save. This version does not deal damage, but it can turn the tide in a battle.
There have also been a number of changes to cleric spells. Many of these were made to balance the cleric with some of the other classes or to otherwise simplify a confusing spell. Death ward, for example, no longer grants blanket immunity to death effects. Instead it grants bonuses to resist such affects and gives you a save even if one is not normally allowed. It also removes the penalties from negative levels while it lasts. Divine Power was significantly altered to prevent the cleric from becoming a better melee fighter than the fighter with just a spell or two. Now the spell grants a bonus to attacks and damage rolls, temporary hit points, and an additional attack whenever the cleric makes a full attack (just like haste). While it is still a good spell, it is no longer overpowering. Remove curse also deserves a bit of inspection. This spell (and those like it that remove ailments) is no longer automatic. When casting one of these spells, Kyra must succeed at a caster level check to remove the condition (using the ailment's DC). The goal here was to add some bite back into curses, diseases, and poisons, which have been a trivial concern past 5th level.
Last, but not least, it is time to talk about casting on the defensive. The Concentration skill was removed from the game in one of the early versions and there have been a number of systems proposed to replace it. In the final game, whenever a spellcaster is called upon to make such a check, he adds his caster level and whatever ability score is used to determine his spell DCs. To avoid confusion, we kept the old name, calling it a concentration check. This really is the simplest solution that avoids a skill tax on all spellcasters and does not favor one class over another (due to the variable ability score modifier that is added). When casting on the defensive, the DC is equal to 15 + double the spell's level. This makes it a little harder to cast on the defensive than it was, but that works to help balance out the spellcasters a bit (especially when you consider new feats that allow enemies to move with you if you attempt to 5-foot step away to cast a spell).
That is about all there is to show here on Kyra. Next week we are laying our hands on the mighty and powerful Seelah, the iconic paladin.
Jason Bulmahn
Lead Designer
Link.
Tags:
Clerics, Iconics, Pathfinder Roleplaying Game, Wayne Reynolds

Countdown to PAIZOCON
Tuesday, June 9, 2009
PAIZOCON approaches! In less than a week's time, Paizonians from throughout the country and around the world will arrive in Bellevue to take part in the furious and fun convention here at the Coast Bellevue Hotel. As a little teaser for what to expect, I spoke to Events Manager Joshua J. Frost and Pathfinder Lead Designer Jason Bulmahn about some of the most exciting events attendees can anticipate.
On Saturday, PAIZOCON attendees will enjoy an enormous banquet, as the Paizo staff and attendees mingle with one another, swap stories, and chow down on delicious food. Highlights of the banquet include a preview of the Pathfinder RPG and a Q&A with Jason Bulmahn, a five-round quiz game with special prizes, a keynote address by CEO Lisa Stevens, and a preview of unannounced products by Publisher Erik Mona.
Jason Bulmahn's Fight Club will also be a particularly fun highlight of PAIZOCON. Only one word most accurately depicts the Fight Club: Meatgrinder. To put it simply, players are seated around four tables and given a stack of 3rd-level characters to chew through. Jason runs around each table activating monsters; it's up to the players to accomplish the task of slaying impossibly tough creatures (or each other!) with their measly characters. Expect death and mayhem. Points are distributed according to damage dealt to monsters and who delivered the killing blow, and subtracted when a character dies. Prizes will be awarded for—among other things—the most points, the most damage dealt, the most deaths, and the quickest death.
The Pathfinder Society also boasts a number of special events for PAIZOCON. To begin with, attendees will be able to run through all four June scenarios, as well as a mid-level and high-level scenario, using pregens or their existing Pathfinder Society characters. On Friday, Pathfinder Society will host an Interactive, in which attendees can battle against one another using their Society characters in a Grand Melee and participate in a joust. These are just a sampling; other activities will be included in the Interactive as well!
It should be noted, however, that characters must bring their own Society characters to participate in the Interactive—to create a Pathfinder Society character, just head to the Pathfinder Society homepage and download the Guide to Pathfinder Society Organized Play.
I hope you're all as excited and impatient as I am for the craziness to ensue this weekend!
David Eitelbach
Editorial Intern
Link.
Tags:
PaizoCon, Pathfinder Society

Ask a Pro: Question Four
Monday, June 8, 2009
4. You have been playing a campaign for many months, and your group suffers a TPK. Do you fudge the rolls, contrive a reason for them to be brought back, have them create new characters and pick up where the others left off, or just scrap the campaign?
Lisa Stevens: I've never had a TPK; it's been close! (laughs) I'm a big believer in creating and building a campaign over time. I've had key NPCs die and had to completely reinvent the story, but I don't think I'd ever allow the PCs to get to the point where they are faced with a TPK. It would ruin the story, and it would ruin my fun as the GM. I mean, it would be like watching a season of CSI and halfway through they replaced all of the characters and actors and never resolved any of the plot threads.
F. Wesley Schneider: Yes, I usually try to save them. I mean, if it's just one or two characters that die, then that's fine, you can pick up your new character at the next town or dungeon. But if it's the entire group, then yeah, I usually contrive some way for them to keep going. I mean, I've fudged dice, I've had them maybe captured instead of killed, and so on.
James Jacobs: Every time I've had a TPK, that's been the end of the campaign. Start over.
Erik Mona: Depends. If... Well, it just depends.
Jason Bulmahn: Sometimes I'll fudge but I try to gauge the group and see if they're interested in continuing. Sometimes I'll start a new group and tackle the same storyline from a different perspective. Like for example let's say they're all soldiers under a warlord and they all decide that he's evil and turn against him but are all TPKed, well the next batch of characters they make might be a bunch of villagers whose village was destroyed by the same warlord.
Sean K Reynolds: What I would probably do is have everyone create secondary characters where it is their sole purpose to rescue the other group. That way the players are still responsible for saving themselves.
Joshua J. Frost: If everyone dies, it's over. A chance to start something new.
James Sutter: If it's my fault, I'm not against saying, "My bad," and resetting the encounter. But in general, this doesn't happen. I do believe that character death is one of the most important parts of the game. Even as a player, having a character die in a very dramatic way adds so much to the experience. In fact, I've had campaigns where one of my PCs would get killed, then create a new character, and for the next several sessions the plot would revolve around their quest for revenge.
Chris Self: I'll actually roll back the last combat and let them retry. I'm the type of GM who pulls punches if necessary. I see roleplaying games as more of a cooperative storytelling, and TPKs are just no fun.
I've never had a TPK in any game I've ran, more's the pity, but I think I would probably figure out a way to continue the campaign if my players were really, really keen on continuing.
Hank Woon
Editorial Intern
Link.
Tags:
Ask a Pro, Game Mastering, Interviews

Ask a Pro: Question Three
Friday, June 5, 2009
3. Do you encourage your players to create well-thought-out backgrounds complete with hooks that you can insert into your campaign?
Lisa Stevens: I do, but don't reward. I basically tell my players that if they come up with interesting backgrounds, then they'll get more out of my campaign; it will be more personal for them, as I'll take their hooks and use them in the plot. If you don't create a background, then you'll still have fun, but maybe the story won't be as personal for you. Either is fine; I let the players decide what they want out of the campaign.
F. Wesley Schneider: Yes. They don't have to write up elaborate histories, but I usually ask them to at least provide me with their characters' shticks.
James Jacobs: Yes, absolutely. Absolutely.
Erik Mona: Doesn't matter. If a player is really into that, then I'll take the hooks and weave them back into the campaign, but if a player doesn't care then neither do I.
Jason Bulmahn: I'll ask but won't mandate it. I leave it to player discretion. I'll definitely reward the effort, in that the story will be tied to their history and generally benefit them in some way and be more personal.
Sean K Reynolds: Encourage.
Joshua J. Frost: Yes, I encourage.
James Sutter: Once their concepts are made I like to work with them to get them all together, but there are some players who just like to show up and go, and that's fine. I think well thought out is more fun, but of course sometimes my problem is that I'll create a really long and detailed history and then die after one session. (laughs)
Chris Self: Absolutely.
I've always thought this was one of the best parts of running a campaign!
Hank Woon
Editorial Intern
Link.
Tags:
Ask a Pro, Game Mastering, Interviews
Snagged from the Vault: The Final Wish
Thursday, June 4, 2009
Howdy Paizonians! As you may have noticed, there's been a dearth of blogs lately. You can blame that on the Pathfinder RPG Bestiary, as almost all of the editorial staff (including the interns) are furiously working on getting the Bestiary ready for release and ensuring that other projects (such as the one that bears this cover!) stay on schedule. It's a busy and exciting time, but it means that blogs may be sparse for a little while. Still, Hank and I will do our best to make sure that you have something new to enjoy every day (or almost every day) here on the blog! In the meantime, here's some art! Enjoy Jesper Ejsing's awesome cover for Pathfinder Adventure Path volume #24: The Final Wish, in which a poor sitarist is skewered by a brass golem's sword.
David Eitelbach
Editorial Intern
Link.
Tags:
Golems, Jesper Ejsing, Legacy of Fire
Pathfinder Roleplaying Game Preview #4
Wednesday, June 3, 2009
The Pathfinder Roleplaying Game Core Rulebook is set to release on August 13th, 2009, and in anticipation, we are releasing a preview of the game each week until the game hits store shelves. This week, we are taking a look at Harsk, the iconic ranger.
Harsk
Male dwarf ranger 11
LN Medium humanoid
Init +5 (+9 underground, +7 mountain); Senses darkvision 60 ft.; Perception +17
DEFENSE
AC 24, touch 15, flat-footed 19; (+6 armor, +5 Dex, +3 natural)
hp 109 (11d10+44)
Fort +10, Ref +12, Will +8; (+2 vs. poison, spells, and spell-like abilities)
Defensive Abilities defensive training (+4 AC vs. giants), evasion
OFFENSE
Spd 20 ft.
Melee +2 greataxe +15/+10/+5 (1d12+5/x3)
Ranged +1 axiomatic shock light crossbow +15/+15/+10/+5 (1d8+1 plus 1d6 electricity/17–20)
Special Attacks favored enemy (humanoid [giant] +6, undead +2, dragon +2), favored terrain (underground +4, mountain +2), hunter's bond (companions), quarry
Spells Prepared (CL 8th)
3rd—cure moderate wounds, summon nature's ally III
2nd—barkskin (already cast), bear's endurance
1st—longstrider, resist energy, speak with animals
STATISTICS
Str 14, Dex 20, Con 16, Int 10, Wis 16, Cha 6
Base Atk +11; CMB +13; CMD 28 (32 vs. bull rush and trip)
Feats Deadly Aim, Endurance, Improved Critical (light crossbow), Improved Precise Shot, Iron Will, Pinpoint Targeting, Point Blank Shot, Precise Shot, Rapid Reload, Rapid Shot
Skills Climb +16, Heal +17, Knowledge (dungeoneering) +14, Perception +17, Stealth +24, Survival +17 (+22 following tracks)
Languages Common, Dwarven
SQ swift tracker, track +5, wild empathy +9, woodland stride
Combat Gear wand of cure moderate wounds (50 charges); Other Gear +3 studded leather armor, +2 greataxe, +1 axiomatic shock light crossbow, 40 bolts, 20 silver bolts, 20 cold iron bolts, 5 adamantine bolts, belt of incredible dexterity +4, headband of inspired wisdom +2, cloak of elvenkind
Let me tell you a little story.
For months now, stories were spreading about brutal attacks made against merchant caravans making their way through the Mindspin Mountains. While not uncommon during this time of year, the savagery of the attacks and the reports of a giant man, bedecked with ice, caught Harsk's attention. Not a week later, Harsk was high up the mountains, casting about for a trail. He had already encountered a pair of slaughtered caravans, when he found one that was recently attacked. Fresh boot prints in the snow confirmed his suspicions. It was a frost giant. For two days he followed the trail without fault, leading deeper into the mountains before ending at the mouth of a deep, dark cave. Sneaking inside, the wily dwarf quickly found his prey, sorting through a vast pile of ill-gotten loot. The giant had no idea that death had come for him as Harsk took aim with his trusted crossbow.
This is the sort of situation a ranger like Harsk dreams of. Having caught the giant in a cave, he has immense bonuses against the behemoth. Using his favored terrain bonuses, Harsk received a +2 on all Survival skill checks when tracking the giant through the mountains. In the caves (which count as underground), this bonus increases to a +4. It also applies to his initiative (giving him a great chance at going first), Perception, and Stealth checks. His favored enemy bonuses against giants of +6 applies to Bluff, Knowledge, Perception, Sense Motive, and Survival checks made against the giant, but more importantly, it applies to his attack and damage rolls. Added up, these bonuses give him a +32 bonus on Survival checks to track the giant in the caves (+30 in the mountains) and a +28 to avoid being spotted as he sneaks up to within 30 feet for the attack.
Assuming Harsk gets the drop on the giant, he can use Pinpoint Targeting during the surprise round to ensure he gets a hit. This feat allows him to make a single attack as a standard action that ignores armor, natural armor, and shield bonuses to AC (which drops the giant's AC down to 8). If he wins initiative, he can then take a full attack against the giant. Using Deadly Aim (which allows him to take a –3 penalty on attack rolls to gain a +6 bonus on damage rolls, just like Power Attack but for ranged weapons), his bonus on these attacks comes out to +19/+19/+14/+9 with each attack dealing 1d8+14 plus 1d6 electricity and 2d6 from the axiomatic quality. If Harsk hits with all 4 attacks (and the surprise attack, which deals a little less damage), his average damage is around 138 points of damage, which is just enough to put the giant in his grave.
If Harsk really wanted to ensure success, he would denote the giant as his quarry before combat begins. This ability is gained at 11th level and it allows a ranger to select a creature that matches one of his favored enemy types as his quarry, granting him a +2 bonus on attack rolls and automatically confirming all critical hits against the target. He can also take 10 on Survival checks to track his quarry while moving at full speed without penalty. Although Harsk can have no more than one quarry at a time, he can select a new quarry 1 hour after his previous quarry is slain.
Now, this is not exactly a fair fight, as Harsk is built to kill giants in caves, but rangers are built to excel in specific circumstances. Against other enemies or in other environments, they are still capable combatants, but they really shine when hunting their favored enemies or while adventuring in their favored terrain.
Harsk also possesses the hunter's bond class feature, which allows him to grant any allies within 30 feet half of his favored enemy bonus against one foe as a move action. Once given, this bonus lasts for 3 rounds. He could have taken an animal companion instead, but we will discuss those in more detail during the druid preview. For now, remember that if Harsk were to take an animal companion, his effective druid level would be 8th (not 5th, as it was in 3.5).
In addition, Harsk has a few spells to aid him in his struggles. He now casts spells with a caster level equal to his ranger level –3 (instead of half his ranger level). His progression has also been improved a bit, giving him a few extra spells. Of special note is summon nature's ally III, which allows him to summon a boar, a wolverine, or even 1d3 Small earth elementals. Take a look at the following lists for more examples (some might even say this was a sneak peak at the Pathfinder RPG Bestiary).
1st level
Dire Rat
Dolphin
Eagle
Giant Centipede
Fire Beetle
Mite
Poisonous Frog
Pony (horse)
Riding Dog
Stirge
Viper (snake)
2nd Level
Ant, Drone
Elemental (Small)
Goblin Dog
Horse
Hyena
Octopus
Squid
Wolf
3rd Level
Ant, Soldier
Ape
Aurochs (herd animal)
Boar
Cheetah
Constrictor Snake
Crocodile
Dire Bat
Electric Eel
Giant Crab
Giant Lizard
Leopard (Cat)
Shark
Wolverine
Harsk has a few other abilities as well. Swift tracker allows Harsk to move his normal speed while using Survival to track and reduces the penalty to –10 while moving at twice his normal speed. Track now grants a bonus on Survival checks made to follow tracks equal to 1/2 his ranger level. This change was made because everyone can track now using Survival, making the ability redundant. At higher levels, Harsk would gain additional favored enemies and terrains, additional combat style feats (additional archery feats in Harsk's case), improved evasion, camouflage, hide in plain sight, and at 20th level, the master hunter ability. This ability allows him to kill his favored enemies with a single bolt, assuming they fail their saves. He can also use this ability to deal nonlethal damage equal to the target's hit point total, allowing him to bring his prey back alive.
That covers the ranger. Come back next week and enter the domains of Kyra, the iconic cleric.
Jason Bulmahn
Lead Designer
Link.
Tags:
Iconics, Pathfinder Roleplaying Game, Rangers, Wayne Reynolds
Ask a Pro: Question Two
Tuesday, June 2, 2009
We continue our Ask a Pro series with what is either the most important part of NPC interaction or the silliest part of a roleplaying game, depending with whom you speak.
2. When delivering the lines of NPCs, do you prefer in-character or third person?
Lisa Stevens: In character.
F. Wesley Schneider: Depends... Important, named characters usually have a voice of their own, but if someone is just going to the blacksmith for a quick purchase, then I will usually just say that costs so much gold or whatever.
James Jacobs: In character. Maybe not always with a voice, but definitely always in character.
Erik Mona: In character.
Jason Bulmahn: Depends. If it's an important NPC then I'll do it in character, but it's Joe Schmoe guard I'll generally cut through it.
Sean K Reynolds: Mix.
Joshua J. Frost: Always play the character.
James Sutter: Totally the voices. I think that if you can find a really funny or interesting voice, it's the best part of a character.
Chris Self: I do third person. I'm bad at voices. Generally whenever I use funny voices, my players ask me to stop. (laughs)
I've never used the voices... I'm just not much of a character actor!
Hank Woon
Editorial Intern
Link.
Tags:
Ask a Pro, Game Mastering, Interviews
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