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Pathfinder Roleplaying Game Preview #10
Wednesday, July 15, 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 getting angry with Amiri, the iconic barbarian.
Amiri
Female human barbarian 17
CN Medium humanoid (human)
Init +2; Senses Perception +21
DEFENSE
AC 26, touch 14, flat-footed 24 (+9 armor, +4 deflection, +2 Dex, +3 natural, –2 rage)
hp 252 (17d12+136)
Fort +19, Ref +10, Will +14; +4 vs. enchantment
Defensive Abilities improved uncanny dodge, indomitable will, trap sense +5; DR 4/—
OFFENSE
Speed 40 ft.
Melee +4 frost keen adamantine greatsword +31/+26/+21/+16 (2d6+19/17–20 plus 1d6 cold)
Ranged +2 frost composite longbow +21/+16/+11/+6 (1d8+9/x3 plus 1d6 cold)
Special Attacks greater rage (41 rounds/day), rage powers (fearless rage, increased damage reduction, intimidating glare, knockback, powerful blow +5, renewed vigor [4d8+6], superstition +6, terrifying howl [DC 27])
BASE STATISTICS
AC 28, touch 16, flat-footed 26 (+9 armor, +4 deflection, +2 Dex, +3 natural)
hp 201 (17d12+85)
Fort +16, Will +11
Melee +4 frost keen adamantine greatsword +28/+23/+18/+13 (2d6+14/17–20 plus 1d6 cold)
CMB +24; CMD 40
Skills Climb +27
STATISTICS
Str 24 (30), Dex 14, Con 16 (22), Int 10, Wis 12, Cha 8
Base Atk +17; CMB +27; CMD 41
Feats Bleeding Critical, Blind-Fight, Critical Focus, Greater Vital Strike, Improved Iron Will, Improved Vital Strike, Iron Will, Power Attack, Toughness, Vital Strike
Skills Acrobatics +22, Climb +30, Intimidate +19, Perception +21, Survival +21
SQ tireless rage
Combat Gear potion of cure serious wounds (6), potion of haste (2); Other Gear ring of protection +4, amulet of natural armor +3, cloak of resistance +3, +4 frost keen adamantine greatsword, +2 frost composite longbow (Str +7), +5 moderate fortification hide armor, bag of holding (type II), belt of giant strength +6, cube of force, ring of freedom of movement, scarab of protection, winged boots
Don't make Amiri angry, you won't like her when she's angry. Of all of our iconics, none is more focused on dishing out pain than the barbarian. Although her stat block shows her damage while raging, it does not include Power Attack, which would give her a –5 on attack rolls, but increase her damage to 2d6+34. If she were to score a critical hit, while using Greater Vital Strike and Power Attack, her damage would jump to 10d6+68 and her victim would take 2d6 points of bleed damage each round thereafter. Enough with the math though, lets get in to some of the specifics of the barbarian.
To start off, let's take a look at rage. In the Beta version of the Pathfinder RPG rules, barbarians received a pool of rage points that they could spend on rounds of rage and to activate various rage powers. We have simplified this for the final, making it so that the barbarian now only needs to track the total number of rounds of rage per day. This starts at 4 + her Constitution modifier and increases by 2 for every level beyond 1st, meaning that even a 1st-level barbarian can rage more than once per day, so long as they are short rages. She also spends only 1 round of rage per round, regardless of the type of rage she is using (this is a change from the Beta).
Rage powers were added to the barbarian early on in the design. These powers can only be used while raging and allow the barbarian to perform fantastic feats of Strength, make more powerful attacks, and terrify those around her. Since these no long consume rage points, most have been reworked to be used only once per rage or once per day. Rage powers are gained at 2nd level and the barbarian gains an additional power for every two levels beyond that. Let's take a closer look at Amiri's specific powers.
Fearless Rage: With this power, which cannot be selected until 12th level, Amiri is immune to shaken and frightened condition while raging.
Increased Damage Reduction: While raging, Amiri's DR increases to 5/—.
Intimidating Glare: With this power, Amiri can attempt to Initimidate one adjacent foe as a move action, causing them to become shaken for 1d4 rounds +1 round for every 5 points by which her check exceeds the DC.
Knockback: Once per round, Amiri can use this power make a bull rush attempt against a foe in place of a melee attack. If successful, the target takes damage equal to her Strength modifier and is moved back without Amiri needing to follow.
Powerful Blow: Once per rage, Amiri can use this power as a swift action to add +5 to one melee damage roll. This bonus scales as she gains levels.
Renewed Vigor: Once per day, while raging, Amiri can use this power to heal herself. It starts at only 1d8 + her Constitution modifier, but scales as she gains level. Amiri must be 4th level before taking this power.
Superstition: This new rage power gives a barbarian a morale bonus on all saves against spells, supernatural abilities, and spell-like abilities while raging. While valuable, it comes with the drawback. While raging, Amiri cannot be the willing target of any spell and must attempt to resist all spells, even those case by allies.
Terrifying Howl: Amiri had to take Intimidating Glare before she could select this 8th-level rage power. As a standard action, Amiri can unleash a blood-curdling war cry that causes all shaken enemies within 30 feet to make a Will save or become panicked for 1d4+1 rounds. Once a foe has made a save, successful or not, they are immune to this power for 24 hours.
These powers are designed to give the barbarian a few more options in combat besides running up and murdering folks (although there are plenty that do that too). During the Beta, there were a few rage powers that did not really fit the theme (such as the one that did elemental damage), but these have been trimmed in favor of abilities that are all exceptional abilities. You might see some supernatural rage powers in later books, but they will be tied to specific themes.
Beyond the changes to rage and the addition of rage powers, not much else has changed with the barbarian. She still gets greater and mighty rage at high levels, damage reduction, uncanny dodge, and trap sense. We added Acrobatics and Knowledge (nature) to her list of class skills. The other changes of note here are in her feats. Critical Focus and Bleeding Critical give her a +4 bonus on attack rolls made to confirm critical hits and anyone who takes a critical hit also gains 2d6 points of bleed (damage that recurs each round until healed). Iron Will works as before, but Improved Iron Will lets Amiri reroll one Will Save made each day, after the first roll is made but before the results are revealed. Toughness grants +1 hit point per level, with a minimum of +3 hit points (so +3 until you reach 4th level, at which point it becomes +4). Finally, there is Power Attack, which grants a +2 bonus on damage for a –1 penalty on attack rolls. When your base attack bonus reaches +4, and for every 4 beyond +4, the bonus to damage increases by +2 and the penalty increase by –1. Wielding a two-handed weapon increases the damage by 50%, whereas off-hand weapons get only half the damage bonus. Just thought I would let that cat out of the bag, since there has been quite a bit of speculation as to the exact formula.
There are only four more previews before the release of the Core Rulebook! If I can find her, next week we will take a look at Merisiel, the iconic rogue.
Jason Bulmahn
Lead Designer
Link.
Tags:
Barbarians, Iconics, Pathfinder Roleplaying Game, Wayne Reynolds

How Do I Play a Barbarian in Service to Andoran?
Thursday, July 17, 2008
Continuing the idea of the July 10 blog post, we thought we'd give you another sneak peak at the Pathfinder Society Player's Guide and touch on some of the 3.5 OGL base classes that might not mesh well with the "Freedom over tyranny!" theme prevalent in both the nation of Andoran and the Andoren faction of the Pathfinder Society. We also threw in a few other base classes just to give you an idea of possible themes for your Andoran-based character.
Andoren Pathfinders
Andorens are particularly suited to the life of a pathfinder. Natural explorers with the bravery to face ominous frontiers of mystery and danger, these sons and daughters of freedom are perfect candidates for membership in the world's most elite adventuring society.
Barbarians: The freedom fighter tradition is a long and gloried one in Andoran. Past freedom fighters prowled hard stony hills and dense forests, striking out against Chelish oppressors in brutal, guerilla assaults. Freedom fighter tactics are a point of honor among the old revolutionary families, and training in these warrior traditions have passed from father to son over many generations. Also found among the Andoren ranks are former gladiatorial slaves, refugees from less enlightened regions of Golarion. These peerless warriors embrace the dogma of freedom and Common Rule and lend their ferocious fighting skills to the defense of their new home.
Fighters: Andoran's military traditions are myriad. Before their independence, Andorens often served as the vanguard in the armies of Cheliax and Old Taldor. The finest naval captains and dragoons of Old Taldor's armada were also largely Andoren, and the tradition of excellence in combat on land and sea persists now that the nation's independence is won. Brave, intelligent, and tactically-minded warriors serve in Andoran's modern military, and the best among them eventually earn the mantle of the Eagle Knights. The threats against Andoran's fledgling democracy are very real, and only the best, most highly-trained military men and women can keep the armies of darkness at Andoran's borders at bay.
Rogues: There is a saying among Andoran's thieves: "You can't eat freedom." While liberty is the right of every citizen, Andoran was forged by the mercantile class and is fueled by gold and silver. In the teeming cities of Augustana, Carpenden, and Oregent, the unwashed masses are slaves to poverty instead of a dictator's lash. The burning desire for freedom instilled in all Andorens often manifests as a complete disregard for law and order resulting in outbreaks of larcenous behavior. A great number of the privateers in service of His Excellency are little more than pirates granted letters of marque to prey on the nation's many enemies and the host of slaver ships sailing the Inner Sea. Merchant consortiums and patriotic nobles maintain circles of spies to pry into the affairs of the nation's enemies as well as rival groups inside Andoran's borders.
Wizards: The musty tomes and old ways of wizardry are unpopular in Andoran, as the fledgling democracy is more concerned with the bright prospects of the future than they are the clouded secrets of the past. Wizards in Andoran are confined mostly to large cities, though some remote training academies exist in the wild frontiers where research into fel magics can be conducted without interference. Many Andoren wizards focus their studies on breaking enchantments and liberating the minds and souls of those oppressed by evil magic. Necromancy and any magic that enslaves others are widely frowned upon, and the open practice of either can earn one a prison sentence. Beyond these taboos, magical research is fairly unrestricted. While it may be unpopular, the right of citizenship gives every wizard the freedom to delve into any studies they wish so long as they do not harm others.
Joshua J. Frost
Director of Marketing
Nicolas Logue
Organized Play Coordinator
Link.
Tags:
Andoran, Barbarians, Fighters, Pathfinder Society, Rogues, Wizards

How Do I Play a Paladin in Service to Cheliax?
Thursday, July 10, 2008
Good question! We're hearing this one and others like it on the Pathfinder Society messageboards, so we thought we'd use today's blog to give you a sneak peak at the Chelax section of the Pathfinder Society Player's Guide soon-to-be-released here on paizo.com. All of the base classes will be covered in the final Player's Guide. Below we've included just a few of the classes folks are having a hard time imagining as non-evil Chelish faction members.
Chelish Pathfinders
Since House Thrune rose to prominence, reclaiming the past glories of Cheliax and re-establishing their footholds across the world has been their primary goal. Chelish armies amass in the ruthless homeland, and their agents push far and wide seeking to expand the diabolic empire's influence. Chelish culture is widely popular, and their fashions show up in most nations across Avistan and Garund. House Thrune places a high priority on discovering the relics of the past and controlling the revelation and interpretation of historical finds. The noble houses of Cheliax encourage the populace and even their own scions to join the Pathfinder Society and seek treasures of ancient power to bolster the empire.
Barbarians: Cheliax is built on law and order. The empire runs smoothly with the help of its infernal allies, and they tolerate no disruption to the nation's workings. Barbarism does not thrive among the devil-bowing culture of Cheliax. Still, there are blood pits in Westcrown where men become beasts to the deafening roar of the crowd and the hot spray of an enemy's blood. Cheliax's most fierce battle-raging warriors are cultivated from slaves who earn a place in the military only after brutal escapades in the blood pits. Other conscripts in the army of Cheliax are drawn from captured Shoanti of Varisia who sometimes pledge their loyalty to House Thrune and join the Pathfinder Society in the empire's service.
Druids: Cheliax's colonial holdings of old inspired several orders of wardens dedicated to safeguarding the majesty of the natural world. When House Thrune seized control of the crumbling empire, they bent these earthly wonders to their own infernal uses and even today most of the empire's natural resources are ruthlessly hewn and sent to the new capital at Egorian for whatever sinister purposes House Thrune sees fit. A few of the druidic orders of old persisted, doing their best to stem the burning of the land, and convincing the noble houses to slow their voracious ravaging of the landscape, lest the resources run dry. The Black Wardens survived by dedicating themselves to Asmodeus dogma, claiming they grow the trees to stoke the fires of his dark glory. Other orders like the Sisters of Oak maintain their vigil over the landscape with no official ties to the Church of Asmodeus, but doing so sometimes creates friction between their order and the government of Egorian. Still as the country's natural resources wane, the government of Cheliax cannot afford to eradicate these druids, and are forced to form tenuous agreements with them in order to save their nation's landscape from utter destruction.
Monks: Monastic orders abound in Cheliax, most steeped in martial arts once trained in the smoldering depths of the Nine Hells. The coveted martial arts of devil kind are now practiced by the Chelish in secret sects and monasteries all over the empire. Several of these orders are attached to the Chelish legion, and in particular the martial art of Hamatulatsu, learned from barbed devils, is practiced by monks in military service. Other orders include the Sidaal Thram, an order of glaive wielding martial arts masters who wear long bears braided with barbs and blades, as well as the spiked chain wielding Order of the Razored Shackle, who wrap themselves in the kyton's chains and engage in horrifying self mutilation as part of their path to excellence.
Paladins: Paladins are a rare sight in Cheliax. Before House Thrune rose to power, the shining servants of Iomedae and her slain patron Aroden rode throughout Old Cheliax. Some are still there and do the best they can to serve her glory in a nation much overshadowed in darkness. They see it as their divine duty to bring the empire back to a path of temperance, or at least to balance the evils of their homeland. More than a few paladins of Aroden still believe their god will return someday to bring the nation back into the light. These paladins remain to herald his return, and hold on to the burning idea of Old Cheliax, a sprawling empire whose glory was a beacon in a dark and savage world.
Joshua J. Frost
Director of Marketing
Nicolas Logue
Organized Play Coordinator
Link.
Tags:
Barbarians, Cheliax, Druids, Monks, Paladins, Pathfinder Society

Pathfinder RPG Alpha Release 2 Preview
Wednesday, April 9, 2008
The second release of the Alpha playtest version of Pathfinder Roleplaying Game is rapidly approaching completion. Up this point, thousands of gamers have downloaded release 1 and the feedback has been pouring in. If you enjoyed the changes you saw in that release, wait until you see what we have in store for you in release 2. In anticipation, here is a look at the new barbarian. Bask in her new abilities, including the versatile rage powers.
Amiri
Female human barbarian 6
CN Medium humanoid
Init +1; Senses Perception +7
Defense
AC 16, touch 12, flat-footed 14
(+4 armor, +2 Dex)
hp 62 (6d12+18)
Fort +8, Ref +3, Will +2
Defensive Abilities improved uncanny dodge, trap sense +2
Offense
Spd 30 ft.
Melee +1 greatsword +12/+7 (2d6+7/19–20)
Ranged spear +7/+2 (1d8+4/x3)
Special Attacks rage (32 rage points)
Rage Powers eagle foot (3–9 points), hunter's cry (6 points), strength surge (3 points)
Statistics
Str 18, Dex 13, Con 16, Int 8, Wis 10, Cha 12
Base Atk +6; Cmb +10
Feats Cleave, Intimidating Prowess, Power Attack, Weapon Focus (greatsword)
Skills Acrobatics +4, Climb +7, Intimidate +12, Perception +9, Stealth +1, Survival +7
Languages Common
Combat Gear potion of cure serious wounds (2), talisman of transformation (beast shape II); Other Gear belt of constitution +2, boots of the winterlands, +1 greatsword, +1 hide armor, mwk handaxe, mwk spear (2), 175 gp
While I am not going to spill all the beans here, here are few tidbits on the rage powers. Eagle foot allows Amiri to move at faster than her normal speed. Hunter's cry intimidates a nearby foe as a free action. Finally, strength surge allows Amiri to smash down doors as if her Strength was an impressive 24. There are a few other interesting tidbits hidden in there, but I'll let you discover them on your own. Enjoy.
Jason Bulmahn
Lead Designer
Link.
Tags:
Amiri, Barbarians, Pathfinder Roleplaying Game, Stat Blocks
Meet the Iconics: Amiri
Monday, March 31, 2008
There are a million ways to die in the Realm of the Mammoth Lords. The natives of this brutal land are the nomadic Kellids, and they have made the best of this primal world. Amiri is one of these barbarians. Although she was blessed with a combination of independence and brawn, Amiri's childhood remained one of constant challenge. To the people of her tribe, the Six Bears, brawn and bravery were not ideal characteristics for a woman to have. To the Six Bears, a woman's role was simple—raise children, tend to the sick, and forge bonds with other tribes. Women were resources. When a tribe wished to form an alliance, they would send gifts of meat, furs, treasure, and daughters. Amiri didn't see herself as livestock, and every chance she got, she tried to one-up her brothers and cousins. When a hunter went out and caught a caribou for the tribe, she would go out and catch two. When a party of orc raiders stumbled into their hunting grounds and a tribal hero killed four, she took it upon herself to kill six. Her constant sense of competition made her few friends—her brothers were both intimidated by her ferocity and enthralled by her beauty, while her sisters knew that each time she went against tradition, they would all be punished.
When Amiri finally came of age, her reputation had spread beyond the Six Bears. The other tribes took to calling her the "Soft Chieftain" of the Six Bears, a name that humiliated her almost as much as it did her kin, inferring that they were weak for allowing one of their women to grow so independent and strong. None of the other tribes wanted any part of her—her continued presence among the Six Bears caused much strife between once friendly tribes, and so the elders determined that there was but one choice—Amiri had to die. The only problem was the commonly held belief that murder of one's kin was the greatest taboo and the surest path to Hell.
The opportunity to be rid of their troublesome sister rose soon enough, when word came of a tribe of frost giants who had been sighted in the nearby mountains. The elders organized a warband to scout the mountains and to drive back the giants, and they made sure that Amiri was included in the band. Shocked but proud to have finally been chosen, Amiri didn't notice how the elders smiled at her eagerness to be on her way. The elders knew that Amiri's sense of competition would swiftly get her in over her head, and in secret tasked the rest of the hunters to goad her into just such a situation.
The warband headed up into the Kodar foothills, and it wasn't long before they found evidence of giants. One morning, the leader of the band rushed into camp, waving a dagger the size of a man's arm over his head. The warrior claimed to have single-handedly slain a giant and to have taken his dagger, and the others in the band congratulated him on his skill and bravery. Amiri took the bait, and announced that she would return by sundown with an even greater weapon. She could have no way of knowing that the dagger was part of the deception—that the warband had brought it with them as a prop to incite her into a foolish plan.
What the warband themselves didn't anticipate was that Amiri would find a frost giant. After wandering the mountains, she came to an immense body at the foot of a cliff—the giant had fallen to his death weeks before, and at his side lay his immense bastard sword. Although Amiri knew that she had not killed the giant, she also knew that all she needed was his sword as proof—certainly her kin wouldn't think to dispute her claim with such a grand trophy. Yet when she returned to the place she had left her kin, she found the camp empty. Concerned, worried that they had fallen victim to the region's dangers, she tracked them, catching up with the warband halfway back to the tribal camp. As she approached the camp, though, she realized something was amiss—they were talking of her, and they were laughing.
Creeping unseen to the edge of the camp, she realized that she had been duped. She heard her kin mocking her ways, of how she had fallen for their ruse, and how even now she was likely cooking in a giant's stewpot. That they seemed grateful and so at ease with her death was not what enraged Amiri. It was the proof that her own people thought of her as a fool that did it. Eyes blazing, Amiri stepped into the camp and held her new sword out, proclaiming that even now she had bested them. The other warriors, shocked to see her alive, quickly fell back to laughter, pointing out that she could hardly wield such an ungainly weapon. Her fury growing, Amiri hefted the weapon and tried to adopt a menacing pose, but the weapon's size threw her off balance and she toppled over, much to the other barbarian's growing amusement.
It was enough. With a roar, Amiri leapt back to her feet. Her rage filled her body, clouded her vision, stole over her soul. Two of the barbarians had been decapitated by her immense sword before they realized that death had come. The battle was swift and brutal, with Amiri not noticing the blows that landed on her, simply stepping from one traitor to the next and cutting them down.
When her rage finally subsided, Amiri realized what she had done. She knew that the hunters had certainly deserved their fates, but they were still kin. That her reasons for murdering them were, to her, valid didn't change the ties of blood. She knew that she had cut those ties, and so she turned her back on the remains, trusting that they would be discovered by another hunting party soon enough. As she headed west into the lands of Irrisen and the unknown reaches beyond, her heart was for the first time free—no longer was her future tied to traditions that would constrain her. She has come to value her oversized sword, and even though she can only truly wield it properly when her blood rage takes her, it has become as much a part of her as her fierce independence or her fiery heart. She no longer sees herself as a member of the Six Bears, but never speaks of the circumstances that forced her to flee her homeland. Some things are better left unsaid.
Amiri debuts as a pregenerated character in volume 13 of Pathfinder.
James Jacobs
Pathfinder Editor-in-Chief
Link.
Tags:
Amiri, Barbarians, Giants, Iconics, Mammoth Lords, Portraits, Wayne Reynolds
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