Sometime in the next week or so, Ultimate Campaign will be shipping out to a game store or mailbox near you. In anticipation of the release of this 256-page hardcover, we are taking a look at what you can expect to find inside. In the past three weeks, we have looked at character backgrounds, the downtime system, and rules for the GM to add to their campaign. This week, we are looking at the final chapter of the book, Kingdoms and War!
Ultimate Campaign: WAR! What is it Good For?
Thursday, May 16, 2013
Sometime in the next week or so, Ultimate Campaign will be shipping out to a game store or mailbox near you. In anticipation of the release of this 256-page hardcover, we are taking a look at what you can expect to find inside. In the past three weeks, we have looked at character backgrounds, the downtime system, and rules for the GM to add to their campaign. This week, we are looking at the final chapter of the book, Kingdoms and War!
Built from the popular rules found in the Kingmaker Adventure Path, this chapter takes those rules to the next level, giving you new options to allow your PCs to conquer any part of the world (or at the very least, declare war on the parts they cannot conquer). First up are rules for building and expanding a kingdom. These rules are a refined version from those in Kingmaker, but if you used those rules, these will be very familiar to you. The big thing we added here was a variety of new rules and options for your kingdom. We expanded just about everything from rulership types to buildings that you can construct in your cities. Here are just a few examples.
Bank 28 BP, 1 Lot Kingdom Economy +4 Special Base value +2,000 gp
A secure building for storing valuables and granting loans.
Palace 108 BP, 4 Lots Kingdom Economy +2, Loyalty +6, Stability +2; Fame +1 Discount Mansion, Mint, Noble Villa Special Base value +1,000 gp; you may make two special edicts per turn (see page 229), but take a -2 penalty on kingdom checks associated with each special edict Settlement Law +2
A grand edifice and walled grounds demonstrating one's wealth, power, and authority to the world.
What good is a kingdom if you can't declare war on your neighbors? To that end, we added the war rules from Kingmaker and expanded upon them. This system is not a tactical war simulation, but it works perfectly in a narrative game, with quick and simple resolution with meaningful results. We greatly expanded the sample units and armies in this section of the book as well. Take a look at a few of these stat blocks!
Illustration by Jim Nelson
Drow Army XP 400
CE Medium army of drow (warrior 3) hp 3; ACR 1 DV 11; OM +3, ranged Tactics dirty fighters, false retreat, sniper support, spellbreaker Special darkvision, light sensitivity, poison, spell resistance Speed 2; Consumption 1 Note +2 OM due to spell-like abilities
Tarrasque XP 102,400
N Fine army of one tarrasque hp 93; ACR 17 DV 27; OM +21, ranged Tactics defensive wall, relentless brutality, siegebreaker, spellbreaker, withdraw Special cannibalize; fear; grab; immune to ability damage, bleed, disease, energy drain, fear, paralysis, petrification, and poison; low-light vision; regeneration 40; scent; significant defense; spell resistance Speed 2; Consumption 8
Note +4 OM due to feats and monster special abilities
Well, that about wraps up our look at Ultimate Campaign. You should be able to find this book in stores very soon. Pick it up and expand your campaign!
... Beginner Box Sneak Preview Tuesday, September 6, 2011 Learning to play the Pathfinder Roleplaying Game is about to get easier than ever before, as in just a few short weeks the Pathfinder Roleplaying Game: Beginner Box hits the shelves of a game store near you! With the imminent release of this mighty boxed set—filled to bursting with easy-to-master rules, multiple adventures, creature tokens, dice, a Flip-Mat play surface, pregenerated character sheets, tons of tools to start...
Beginner Box Sneak Preview
Tuesday, September 6, 2011
Learning to play the Pathfinder Roleplaying Game is about to get easier than ever before, as in just a few short weeks the Pathfinder Roleplaying Game: Beginner Box hits the shelves of a game store near you! With the imminent release of this mighty boxed set—filled to bursting with easy-to-master rules, multiple adventures, creature tokens, dice, a Flip-Mat play surface, pregenerated character sheets, tons of tools to start building your own campaign, and much, much more—here's the first of several previews to whet your appetite for innovative new ways to tell the stories you've always wanted to tell and bring the adventure of tabletop roleplaying to whole new audiences.
To start things off, check out a few pages from the Bestiary chapter of the new Game Master's Guide, or one of the four pregenerated character sheets included in the set, this one detailing everything you'll need to play the dauntless cleric Kyra.
Game Master's Guide Bestiary Preview: From the heart of the Beginner Box's 94-page Game Master's Guide, here are eight fearsome and familiar foes, exhibiting just a hint of their streamlined rules, and proving that easy to use doesn't mean any less deadly. Download the PDF preview (1.6 MB zip/pdf)
Cleric Pregenerated Character Sheet Preview: What good is a pregenerated character if you don't know how to use it? Check out a complete Beginner Box pregenerated character sheet, designed to not only allow players to dive into the action immediately, but also explain each key ability and character feature at a glance, making sure players are spending their time adventuring, not looking up rules. This sample sheet is only one of four included in the Beginner Box. Download the PDF preview (1.8 MB zip/pdf)
The Pathfinder Roleplaying Game: Beginner Box releases this October, but be sure to check back right here in the coming weeks for more details, discussions, and exciting revelations about the newest and most exciting way to learn and play the Pathfinder RPG!
... Gen Con Facebook Roundup Friday, August 5, 2011In addition to the live blog coverage of Gen Con, our intrepid staff has been posting photos to the official Paizo Facebook page to the delight of fans everywhere (as well as those of us stuck back at the office!) ... We've rounded up some of their pictures from the show (so far) to show off for today's blog. ... Mark Moreland and the Pathfinder Society Venture-Captains dine at the aptly-named Pope Table.Dave Gross signs copies of the new...
Gen Con Facebook Roundup
Friday, August 5, 2011
In addition to the live blog coverage of Gen Con, our intrepid staff has been posting photos to the official Paizo Facebook page to the delight of fans everywhere (as well as those of us stuck back at the office!)
We've rounded up some of their pictures from the show (so far) to show off for today's blog.
Mark Moreland and the Pathfinder Society Venture-Captains dine at the aptly-named "Pope Table."
Of course, they haven't just been sharing snapshots from Gen Con, they've been showing off samples of Pathfinder Battles miniatures from WizKids:
Unpainted sample miniature for the Black Dragon promo miniature for Heroes and Monsters (for more information on Heroes and Monsters or future Pathfinder Battles releases, see our press release).
... Magic Archetypes Tuesday, April 12, 2011For the next month or so, every Tuesday we are going to be digging into some of the new rules and options you will find in Ultimate Magic, which is due to release in May. This week, we'll take a look at some of the new archetypes that take up a full 32 pages of this 256 page tome. ... One of the first things you will notice about this book is that the new classes from the Advanced Player's Guide receive archetypes in this book (except the cavalier,...
Magic Archetypes
Tuesday, April 12, 2011
For the next month or so, every Tuesday we are going to be digging into some of the new rules and options you will find in Ultimate Magic, which is due to release in May. This week, we'll take a look at some of the new archetypes that take up a full 32 pages of this 256 page tome.
One of the first things you will notice about this book is that the new classes from the Advanced Player's Guide receive archetypes in this book (except the cavalier, who does not use magic). Here is an example of a new alchemist archetype, the vivisectionist.
Vivisectionist (Archetype)
A vivisectionist studies bodies to better understand their function. Unlike a chirurgeon, a vivisectionist's goals are not related to healing, but rather to experimentation and knowledge that most people would consider evil. A vivisectionist has the following class features. Sneak Attack: At 1st level, a vivisectionist gains the sneak attack ability as a rogue of the same level. If a character already has sneak attack from another class, the levels from the classes that grant sneak attack stack to determine the effective rogue level for the sneak attack's extra damage dice (so an alchemist 1/rogue 1 has a +1d6 sneak attack like a 2nd-level rogue, an alchemist 2/rogue 1 has a +2d6 sneak attack like a 3rd-level rogue, and so on). This ability replaces bomb. Torturer's Eye: At 2nd level, a vivisectionist adds deathwatch to his formula book as a 1st-level extract. Cruel Anatomist: At 3rd level, a vivisectionist may use his Knowledge (nature) skill bonus in place of his Heal skill bonus. Torturous Transformation: At 7th level, a vivisectionist adds anthropomorphic animal to his formula book as a 2nd-level extract. When he uses this extract, he injects it into an animal as part of a 2-hour surgical procedure. By using multiple doses of this extract as part of the surgery, he multiplies the duration by the number of extracts used.
At 9th level, a vivisectionist adds awaken and baleful polymorph to his formula book as 3rd-level extracts. When he uses the awaken and baleful polymorph extract, he injects it into the target (not a plant) as part of a 24-hour surgical procedure. He can make anthropomorphic animal permanent on a creature by spending 7,500 gp.
At 15th level, a vivisectionist adds regenerate to his formula book as a 5th-level extract. Bleeding Attack: A vivisectionist may select the bleeding attack rogue talent in place of a discovery. Crippling Strike: At 10th level or later, a vivisectionist may select the crippling strike rogue talent in place of a discovery. Discoveries: The following discoveries complement the vivisectionist archetype: alchemical simulacrum*, concentrate poison, doppelganger simulacrum*, feral mutagen, parasitic twin*, plague bomb*, poison bomb, preserve organs*, sticky bomb, tentacle*, tumor familiar*, vestigial arm*, and wings*.
Of course, the classes from the Core Rulebook receive a number of new archetypes as well. Take a look at the Undead Lord archetype for the cleric.
Illustration by Eric Belisle
Undead Lord (Archetype)
An undead lord is a cleric focused on using necromancy to control undead. Her flock is the walking dead and her choir the keening spirits of the damned. This unliving congregation is the manifestation of her unceasing love affair with death.
A cleric cannot take the undead lord archetype unless her deity's portfolio includes the Death domain or a similar domain that promotes undeath. An undead lord has the following class features. Death Magic: An undead lord must select the Death domain (and the Undead subdomain from the Advanced Player's Guide, if available in the campaign). She does not gain a second domain. In all other respects, this works like and replaces the standard cleric's domain ability.
Corpse Companion (Su): With a ritual requiring 8 hours, an undead lord can animate a single skeleton or zombie whose Hit Dice do not exceed her cleric level. This corpse companion automatically follows her commands and does not need to be controlled by her. She cannot have more than one corpse companion at a time. It does not count against the number of Hit Dice of undead controlled by other methods. She can use this ability to create a variant skeleton such as a bloody or burning skeleton, but its Hit Dice cannot exceed half her cleric level. She can dismiss her companion as a standard action, which destroys it. Bonus Feats: All undead lords gain Command Undead as a bonus feat. In addition, at 10th level, she may select one of the following as a bonus feat: Channel Smite, Extra Channel, Improved Channel, Quick Channel, Skeleton Summoner*, Undead Master*. Unlife Healer (Su): At 8th level, the undead lord's spells, spell-like abilities, and supernatural abilities used to heal undead heal an extra 50% damage. At 16th level, these effects automatically heal the maximum possible damage for the effect + the extra 50%. This does not stack with abilities or feats such as Empower Spell or Maximize Spell.
Well, that about wraps up this week. Next week, we will take a look at the magus. Before I go, here is one last bit to get you excited for this book. A complete list of all the archtypes found in Ultimate Magic (except for those sneaky magus archetypes, I'll save those for next week). Each one of these classes has other rules bits associated with them as well, but we will talk about those in a future blog. Enjoy.
Class Archetypes Alchemist: The chirurgeon, clone master, internal alchemist, mindchemist, preservationist, psychonaut, reanimator, and vivisectionist archetypes. Bard: The animal speaker, celebrity, demagogue, dirge bard, geisha, songhealer, and sound striker archetypes. Cleric: The cloistered cleric, separatist, theologian, and undead lord cleric archetypes. Druid: The dragon shaman, menhir savant, mooncaller, pack lord, reincarnated druid, saurian shaman, shark shaman, and storm druid archetypes. Inquisitor: The exorcist, heretic, infiltrator, preacher, and sin eater archetypes. Monk: The high-fantasy qinggong monk archetype. Oracle: The dual-cursed oracle, enlightened philosopher, planar oracle, possessed oracle, seer, and stargazer archetypes. Paladin: This section presents the oathbound paladin archetype. Ranger: The magic trap using trapper archetype. Sorcerer: The crossblooded and wildblooded archetypes. Summoner: The broodmaster, evolutionist, master summoner, and synthesist archetypes. Witch: The beast-bonded, gravewalker, hedge witch, and sea witch archetypes. Wizard: The metal elementalist and wood elementalist wizard schools and the scrollmaster wizard archetype.
... Golarion Day: Subdomains for Everyone! Thursday, February 17, 2010The Advanced Player's Guide introduced a new concept for clerics—subdomains. It then went on to list subdomains available for the core 20 deities. Which is fine and good, if you happen to worship one of those deities. But what if you worship Besmara? Or Zura? Or the Lost Prince? Or Ymeri? ... This post answers those questions. Listed below are the subdomains available for all of the other deities who are mentioned by...
Golarion Day: Subdomains for Everyone!
Thursday, February 17, 2010
The Advanced Player's Guide introduced a new concept for clerics—subdomains. It then went on to list subdomains available for the core 20 deities. Which is fine and good, if you happen to worship one of those deities. But what if you worship Besmara? Or Zura? Or the Lost Prince? Or Ymeri?
This post answers those questions. Listed below are the subdomains available for all of the other deities who are mentioned by name in the upcoming Inner Sea World Guide. Keen-eyed scholars of Golarion lore will note that there are even more deities beyond the ones I'm listing below, but in an attempt to keep this blog post from getting too huge, I'm limiting it to JUST the additional deities we mention in The Inner Sea World Guide. That way this post also serves as a sort of stealth preview for that book! If there's another deity from another book who you JUST HAVE to know the subdomains for, post a request in this blog's messageboard section below and I'll answer them as I get the chance.
*Although this subdomain would normally not be available to worshipers of this deity, in this case an exception is made due to the deity's close association with this theme.
Oh... hmm. Art. Yeah. Ummm... since this blog post is something of a preview of The Inner Sea World Guide, and since she was once a demigod herself (although not anymore; she lost that status when she died and got turned into a lich), here's Arazni, the Harlot Queen of Geb!
Iconic Love Monday, February 14, 2011For some of us, Valentine's Day is just another day. We go to work, come home, maybe hang out with our significant others a bit or send the kids off to the sitter for a rare night out. For other people, however, Valentine's Day carries more significance, and flat-out demands acknowledgement. They see it as an excuse to truly cut loose, to go all-out with the romance and treat it like a real holiday. ... And then, apparently, there's a third type of person:...
Iconic Love
Monday, February 14, 2011
For some of us, Valentine's Day is just another day. We go to work, come home, maybe hang out with our significant others a bit or send the kids off to the sitter for a rare night out. For other people, however, Valentine's Day carries more significance, and flat-out demands acknowledgement. They see it as an excuse to truly cut loose, to go all-out with the romance and treat it like a real holiday.
And then, apparently, there's a third type of person: the type for whom Valentine's Day means a chance to go totally insane. Such appears to be the case with Pathfinder Tales author Kevin Andrew Murphy. How else can you explain the fact that he chose the occasion to, without any prompting or warning, write us an entire heroic crown of sonnets immortalizing the iconic characters' backgrounds in prose. (For those of you who've forgotten your 400-level literature classes, a "heroic crown of sonnets" is a specialized form of poetry in which you have 14 sonnets, each linked by their first and last lines, plus a fifteenth which is made up exclusively of the previous sonnets' linking lines, in order. Needless to say, it's incredibly difficult to do well.)
I'd say more, but I'm still processing the whole thing, so I think it's better to just post the sonnets in their entirety. Happy Valentine's Day!
The Fifteen Loves of Golarion
A Heroic Crown of Sonnets for Valentine's Day 2011
by Kevin Andrew Murphy
1. Alain, the Cavalier, "For Love of Glory" I am the one who lives to tell the tale.
The victor is the braggart of his fame,
The first to know the glory of his name
But not the last. The bards now all regale
The common folk with ballads of my deeds,
The battles won by force of my prowess,
The ransomed kings who've bowed to my duress,
And Donahan, the noblest of steeds.
Sometimes I think he is my only friend.
The men I ride with? Those I can replace.
The maids I bed? Each just a pretty face.
Yet Donahan is mine till journey's end.
If he falls first, then part of me is dead.
I've said the words that needed to be said.
2. Alahazra, the Oracle, "For Love of Truth" I've said the words that needed to be said,
For Truth is blind, and I am blind in truth.
My clouded eyes see little but forsooth
My inner eye sees clearly. I have read
The fates of men with but the barest glance.
I know the future as I know the past,
Which seeds will sprout and which of them will last,
For Destiny leaves nothing up to Chance.
It was not Chance that burned me with its fire.
The simoom's breath is but the Wind of Fate
That claimed me with its Flame. I now relate
The Fate of Love, if that is your desire:
All present loves become in days ahead
Mementos kept in memory of the dead.
3. Seelah, the Paladin, "For Love of Those Now Gone" Mementos kept in memory of the dead,
Reminders of what nothing can restore.
The wingéd helm that dead Acemi wore
Now hides my face and my unworthy head.
I feel its weight: part guilt, part gift, part theft.
Part love. She saw and yet forgave her thief,
The child who stole her helm. Ergo, my grief.
Acemi is still dead and I am left.
I have no words to say in my defense.
I know my deeds. I must have faith in grace
So now I wear her helm and take her place.
What Iomedae learned: Inheritance,
A gift of trust from those you must not fail
Now silent in the realm beyond the pale.
4. Harsk, the Ranger, "For Love of Solitude" Now silent in the realm beyond the pale,
My brother lies–and those who took his life.
I ended theirs with crossbow quarrel and knife.
The giants dead, now I alone prevail.
My kin who dwell below with bended backs
To toil at the forge or in the mines,
Or worshiping our gods at dwarven shrines,
Have my regard, and yet my brother's axe
Is all I bear away from whence I hail.
A hunter's life is love of solitude.
A Spartan camp, a pot of tea fresh-brewed
Will keep him more alert than mugs of ale.
My quarry's tracks are runes left for the sage.
I know the letters written on this page.
5. Ezren, the Wizard, "For Love of Scholarship" I know the letters written on this page,
My father charged with some impiety
Against our god, some awful blasphemy
Too dire for words, and nothing can assuage
The gossips' tongues, for rumor needs no proof.
And Abadar? The merchant god cares not
Who prospers or who fails nor what is bought.
The Golden One stays in his Vault, aloof.
I spent my youth to clear my father's name,
In quest to save the business that he built,
But in the end I only proved his guilt.
Now scholarship's the only love I claim.
Yet law for arcane law can be exchanged.
Old orders sometimes must be rearranged.
6. Sajan, the Monk, "For Love of a Sister" "Old orders sometimes must be rearranged."
So said the monks when taking twin from twin.
My sister Sajni's gone. I should begin
Describing how we came to be estranged.
We were conceived. Our lives were intertwined
Like threads of web and woof strung on a loom,
So were our limbs locked in our mother's womb.
Though born as two, we're more when we're combined.
We trained with temple swords and so time passed
Till at twelve years we each were sent away
And battle woes lost her to Jalmeray.
I left, deserting all I knew, my caste,
To seek my sister. Far too far I've ranged.
I've changed some facts which never should be changed.
7. Damiel, the Alchemist, "For Love of Change" I've changed some facts which never should be changed
And yet that is the goal of alchemy:
Quicksilver shifting, mutability.
The philosophic art just seems deranged
To those too dull to grasp aetheric heights
Or dream of fixing one's perfected form,
Not living with the dull and banal norm.
You reach out when the stars are in your sights,
Yet what you grasp may be the fulgent dark
For nightmares ride as well between the stars.
Like Shelyn's smile can hide Zon-Kuthon's scars,
The bright quicksilver sea conceals a shark,
And from the left the villain steps onstage
To let men feel the battle fury's rage.
8. Amiri, the Barbarian, "For Love of Oneself" To let men feel the battle fury's rage,
The Six Bears tribesmen donned the skins of bears
They'd taken from our totems in their lairs.
Each boy was sent to do it at an age.
We girls were told to sit inside and spin,
Awaiting a barbarian's return.
This never was a name that women earn.
I brought a she-bear's hide back to my kin.
The time came that a warband of my clan
All dared me to bring back a giant's blade.
When I returned, they mocked me as a maid.
The blood rage came. I slew them to a man.
That bastard blade I bear with me. Beware
To taste the kiss of malice and despair.
9. Seltyiel, the Magus, "For Lack of Love" To taste the kiss of malice and despair,
One needn't know the touch of love or hope–
At very least, not of an equal scope–
And pain is seldom more than one can bear,
And when it is? Well, there is always death.
My mother died the moment I was born.
My sister's cries, those spared my life that morn.
I often think she should have saved her breath.
Sioria, oh how could you divine
The babe you saved would still be here alive
Or on a feast of wormwood one could thrive.
I'll kill your father once I first kill mine.
Foul Lairsaph was a fool to teach his spawn
To walk the road with weapons sheathed or drawn....
10. Valeros, the Fighter, "For Love of Adventure" To walk the road with weapons sheathed or drawn
Is how a sellsword passes most his days.
That much at least is truthful in bards' lays.
The rest? Well yes, there is a need for brawn–
The same goes for an ox that pulls a plow–
But when your sword-arm makes some villain yield,
That's better than some plowshare in a field.
At least it's more exciting anyhow.
One day I may retire to a farm,
Grow beans and beets or brew a bit of beer,
But now I love my freedom and I hear
A distant village sounding the alarm.
If there's adventure calling, I'll be gone
To greet the hope that rises with the dawn.
11. Kyra, the Cleric, "For Love of Hope" To greet the hope that rises with the dawn,
The Crown of Our Beloved Sarenrae
Who cast the Beast below to Asmodae,
Is how a priestess prays for I'm Her pawn.
Whate'er the Dawnflower wishes I will do.
When bandits burned my village and Her shrine,
That's when I saw the face of the divine.
Through streaming tears the sun shone and I knew
The Everlight had filled me with Her power
To heal the sick and ailing with Her light
And cleanse those past redemption of their blight
By scimitar, like Dawn's Eternal Flower.
One day I'll join my goddess in the air
To live a life of joy and forswear care.
12. Merisiel, the Rogue, "For Love of Freedom" To live a life of joy and forswear care
Is what I always felt the world should be.
See something that you like? Then take it. Free!
If you don't like your lot, then folk should share.
They call it thievery, who gives a fig?
My knives can teach their tongues to be polite,
And while some think I could be more contrite
It's not like they're not working the same gig.
This knife I got from some Azlanti queen.
This one? From Galt. Belonged to some coquette
And these? From Geb. But most I just forget.
I only care if I can keep them keen.
You make life up like some bard's folderol.
I sing the songs that rise up from my soul.
13. Seoni, the Sorcerer, "For Love of Magic" I sing the songs that rise up from my soul
And write the runes appearing in my dreams.
The ones I walk with talk about my "schemes,"
If schemes they are, or just an unknown goal.
I'd like to say I like just who I am,
Yet who can say just who they are? Not I.
Or what I am, or how I am, or why.
That statement just might be my epigram.
I only know when spells wish to be wrought,
The way they say that love pulls at the heart.
Just so I feel the call of arcane art.
It springs to mind like any other thought.
I'd work alone, but I lack that control
For love and friendship are what make one whole.
14. Lini, the Druid, "For Love of a True Companion" "For love and friendship are what make one whole."
So spake the norn who whispered in the wood.
She vanished but her fey advice is good
And with it I can talk to mouse or mole.
The purest love is love you get from beasts.
My friend Droogami taught me this is true.
It's something though that I already knew.
I never bought the nonsense from the priests
About the love of gods as the most pure.
Who can believe a love you never see?
My love is for the leopard next to me
And she for me and that's what shall endure.
She's great and strong where I am small and frail.
I am the one who lives to tell the tale.
15. Lem, the Bard, "For Love of Happy Endings" I am the one who lives to tell the tale.
I've said the words that needed to be said,
Mementos kept in memory of the dead
Now silent in the realm beyond the pale.
I know the letters written on this page.
Old orders sometimes must be rearranged.
I've changed some facts which never should be changed
To let men feel the battle fury's rage,
To taste the kiss of malice and despair,
To walk the road with weapons sheathed or drawn,
To greet the hope that rises with the dawn,
To live a life of joy and forswear care.
I sing the songs that rise up from my soul
For love and friendship are what make one whole.
... Golarion Day: Other Gods and New Subdomains Thursday, February 10, 2011The Advanced Player's Guide introduced a new concept for clerics—subdomains. In the upcoming Inner Sea World Guide, we introduce two new domains unique to Golarion—the Scalykind domain and the Void domain. Alas, there was no space to present the four subdomains that went along with those two new domains. So I thought to myself, why not throw those four subdomains up as a Golarion Day post? ... Illustration...
Golarion Day: Other Gods and New Subdomains
Thursday, February 10, 2011
The Advanced Player's Guide introduced a new concept for clerics—subdomains. In the upcoming Inner Sea World Guide, we introduce two new domains unique to Golarion—the Scalykind domain and the Void domain. Alas, there was no space to present the four subdomains that went along with those two new domains. So I thought to myself, why not throw those four subdomains up as a Golarion Day post?
Illustration by Carolina Eade
But while I'm on the topic of domains and subdomains, there's something else I want to talk about—Pharasma. Turns out that nonevil goddesses of death sort of wreak havoc on the domain system—especially if they're as stringently anti-undead as Pharasma is. Because pro-undead spells always seem to sneak onto domain spell lists when you start talking about death and souls and stuff. It's easy enough to simply not prepare domain spells that create undead, but it still feels kind of disappointing to me that Pharasmins "miss out" on some domain spell options. For those of you who want a more Pharasma-friendly version of the Death domain and the Souls subdomain... behold!
Pharasma-Friendly Death Domain 3rd-level domain spell: Replace animate dead with speak with dead. 6th-level domain spell: Replace create undead with antilife shell. 8th-level domain spell: Replace create greater undead with symbol of death.
Pharasma-Friendly Souls Subdomain 3rd-level domain spell: Replace animate dead with speak with dead.
And that gives me an excuse to show off this cool picture of Pharasma doing her thing in the Boneyard—the art itself is from Pathfinder Adventure Path #44's article about Pharasma.
Now, that all taken care of, we can move along to the original purpose of this post—subdomains for the Scalykind and the Void domains. I'm not going to reprint those two domains here. You have to check out The Inner Sea World Guide for that. But as for the four subdomains associated with them, here you go!
Dark Tapestry Subdomain Associated Domain: Void Replacement Power: It Came From Beyond. Once per day when you cast a summoning spell, any one creature you summon is more powerful than normal. The creature gains the advanced creature simple template. If you summon more than one creature with a spell, only one of the summoned creatures gains the advanced creature simple template. A summoned creature that gains the advanced creature simple template in this manner looks unusually deformed or hideous. This ability only works on spells you cast as a cleric—it does not work on spellcasting ability gained from any other spellcasting classes you might have. This ability replaces the Guarded Mind ability of the Void domain. Replacement Domain Spells: 2nd—summon monster II, 5th—summon monster V, 7th—insanity.
Dragon Subdomain Associated Domain: Scalykind Replacement Power: Dragonbreath. At 4th level, you may use a breath weapon once per day as a standard action. When you gain this ability, choose acid, cold, fire, or electricity—this determines what kind of damage your breath weapon inflicts. Once you make this choice, you cannot change it later. Your breath weapon fills a 15-foot cone, and inflicts 3d6 points of damage—this damage increases by +1d6 every even number level you gain beyond 4th level. A creature hit by your dragonbreath attack can make a Reflex save (DC 10 + half your cleric level + your Constitution modifier) to take half damage. At 9th level, you can use this ability two times per day, and at 14th level you can use it 3 times a day. This ability replaces the serpent companion ability of the Scalykind domain. Replacement Domain Spells: 3rd—draconic reservoir (Advanced Player's Guide 217), 4th—dragon's breath (Advanced Player's Guide 217), 6th—form of the dragon I.
Stars Subdomain Associated Domain: Void Replacement Power: The Stars Are Right. If you prepare your cleric spells while the stars are visible to you, you may spontaneously cast any of your Stars subdomain domain spells by swapping out a spell of an equal spell level. Any Stars subdomain spells that you cast while the stars are visible to you heal you of damage equal to the spell's level as you cast the spell. This ability replaces the part the veil ability of the Void domain. Replacement Domain Spells: 2nd—hypnotic pattern, 7th—sunbeam, 9th—meteor swarm.
Saurian Subdomain Associated Domain: Scalykind Replacement Power: Dinosaur Companion. At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level –2. You may choose any dinosaur as your companion. This ability replaces the serpent companion ability of the Scalykind domain. Replacement Domain Spells: 4th—summon nature's ally IV (deinonychus or pteranodon only), 5th—beast shape III, 7th—summon nature's ally VII (brachiosaurus or tyrannosaurus only).
Of course, there's still one other burning question about subdomains. The APG revealed what subdomains the core 20 deities granted, but said nothing about the subdomains the non-core deities grant access to! That, unfortunately, is a giant scary list and this blog post is already long enough—I'll see if I can't get that list ready for next Thursday, though! (As a free preview, though, and because it became a hot topic on one thread out there in the Paizo wilds: Besmara grants the following subdomains: Deception, Oceans, Protean, Tactics, Thievery, and Storms.
The Ghosts of Broken Blades—Chapter Two: A Broken Sword's Quest
The Ghosts of Broken Bladesby Monte Cook ... Chapter Two: A Broken Sword's Quest Roubris held the broken longsword in both hands, his mouth agape as it spoke to him. ... It took you long enough, Roubris. ... Roubris heard the sword's voice in his head, like how the moon at midnight would sound if it could speak. ... How do you know my name? Roubris was no stranger to talking weapons, but this was the first time one seemed to know more about what was going on than he did. ... I've been...
The Ghosts of Broken Blades
by Monte Cook
Chapter Two: A Broken Sword's Quest
Roubris held the broken longsword in both hands, his mouth agape as it spoke to him.
"It took you long enough, Roubris."
Roubris heard the sword's voice in his head, like how the moon at midnight would sound if it could speak.
"How do you know my name?" Roubris was no stranger to talking weapons, but this was the first time one seemed to know more about what was going on than he did.
"I've been watching you. You've been traipsing all over this battlefield rescuing the dead souls of those trapped in the weapons they wielded. Well, I'm just such a soul."
The tarnished sword had been designed for a warrior with large hands. If it were whole, Roubris would likely have had difficulty lifting it, but most of the blade was missing. Even though the sword's voice was only in his head, Roubris spoke aloud. "What's your name?"
"Serth."
"And you know your situation? You remember the battle?"
"Of course."
This was all very odd. For the first time, Roubris's prepared speech about how the spirit of one that falls in battle is sometimes trapped in a weapon that has slain a foe held no importance. Serth already knew all about that. He knew he was trapped in the sword, and that Roubris's special talents could help him.
"Well, I can arrange to have you sent to your proper afterlife, Serth. I can assure that you get your just reward."
"And what do you need in return, young Roubris?"
Serth's tone suggested to Roubris that he knew very well what was needed. "Serth, how do you know so much? Trapped spirits so rarely do." In fact, they never did.
"Is that really important? You're here to get me to tell you some secret that will earn you a handful of gold coins. Payment for services rendered, correct? Isn't that really the issue here?"
In fact, it was. Roubris was unnerved, but ultimately he was not a particularly curious man. Despite the fact that he dealt with the supernatural on a routine basis, he really didn't care about the nature of spirits or the afterlife beyond what he needed to ply his trade. He had never even questioned the source of his special ability. Was it necromantic magic? Some psychic gift passed down from a distant ancestor? A blessing from the gods? A curse? Were the spirits even there at all until he came along, or did his ability somehow summon them back? It didn't matter. All that concerned him was that it worked and that he got paid for using it. "All right, Serth. You know the routine. Do you have something for me that will cover my expenses? Restoring a trapped soul isn't an easy business. It doesn't come cheaply."
"Ah, there's the Roubris Chor I was expecting. Excellent."
Roubris winced.
Serth's slick, dark voice continued on in Roubris's mind. "My friend, I value my destiny very highly. I am eager to escape my unfortunate imprisonment here. So much so that I am willing to tell you about a treasure hoard well beyond the half-full coin pouches you used to get. What value to me are such things now?"
"A hoard?"
"A temple treasury, my friend. I don't know the exact value, but it is surely the equivalent of tens of thousands of gold coins, as sure as I'm talking to you now. It's some distance away, but I'll guide you."
"Were you a priest when you were alive, Serth?"
"Something like that. Rest assured that the temple with this treasure has been sitting empty for quite some time. No one there will prevent your entry."
"You wouldn't lie to me, would you, Serth?" Spirits trapped in the weapons he found rarely tried to deceive him. Too much lay at stake to risk it. But there was something about Serth's voice, his all-too-ready and all-too-knowledgeable demeanor. Every warning bell in Roubris's head was ringing with a loud peal.
"What value would there be in lying to you? If you get no payment, I am denied my freedom, right? I value that liberty more than you can know, Roubris. I am willing to pay highly for it. Besides, the temple treasury is what I have to offer. Even if I wanted to offer you something less, I could not. Either way, it hardly matters to me in this form. My concerns are now far less terrestrial."
True, thought Roubris. Serth's grasp of the situation certainly seemed logical and straightforward. He likely had a great deal of time to dwell on it. In the end, this was all quite refreshing compared to the coercion and convincing Roubris typically had to do when speaking with a spirit in a discarded weapon. And if the treasure hoard was even half what Serth claimed... If it was even a quarter or a tenth, it was still the greatest payment he had gained for the rescue of a single soul.
"Well, Serth, why don't you tell me where we need to go?"
∗ ∗ ∗
Roubris carried Serth through the busy city streets wrapped in burlap. People passed by him carrying baskets of fresh bread loaves, sacks of flour, or other items purchased in the nearby market. No one paid him any attention, which was just fine by him. Even the lovelier ladies that he saw did not prompt him to stop and chat, as would normally be his way.
Well, the sight of one young woman with sparkling green eyes did encourage him to stop, bow, and smile, but when she ignored him he did not pursue the matter.
"No one is truly selfless, but Karatha comes close."
When Roubris reached the steps of the temple of Iomedae, he straightened his tunic and brushed the dust from his pants and boots. When he opened the door he paused, reverently, and then walked silently inside. The weapon throbbed in his hands, but he heard nothing.
Karatha walked up to him, wiping her hands on a rag. She wore an atypical smock covered in brightly colored stains. She'd clearly been painting something. "Roubris, how good to see you. Another weapon already?"
Roubris spoke quietly. "Yes. Can we put it in the sacred storage area, like we normally do?"
Karatha furrowed her brow. There was no such area, and it was nothing they normally did. Roubris raised his eyebrows and motioned his head slightly to the right. Karatha, wise as ever, caught at least a portion of his meaning. "Yes, of course."
The two of them walked to a small vestibule where Roubris placed the wrapped sword on a bench. Then the two of them left that area and went back into the main chapel, Roubris closing the door behind them.
"What's going on?" Karatha asked.
"I wanted to talk to you, and I didn't want the sword to overhear."
"Coming from anyone else, those would sound like the words of a madman," Karatha said with a smirk.
Roubris rolled his eyes and gave a wry smile. "Seriously," he told her, "this weapon is different. It's smart. It knows things."
"You mean the spirit trapped inside is smart and knows things."
"Yes, yes. Whatever. You know what I mean."
"What kinds of things does it know?"
"When I found it, it knew its situation, which is usually not the case. Plus, it knew that I'd be looking for it, and what you and I could offer it."
"Fascinating."
Roubris rubbed his chin. "Yes, I suppose so. But it's also a bit unnerving. I don't like it when things are out of the ordinary."
Karatha nodded. "I understand. Well, let's see about sending the soul to its proper afterlife, and then it won't matter anymore."
"Well, we can't. Not yet."
"No?"
"He hasn't led me to my... reward yet. It's a long journey, apparently, and he has to guide me."
Karatha just nodded and stared, not asking the obvious question: then why was he here?
"The treasure is apparently in an old abandoned temple. I don't know much about such things, Karatha. I was wondering if you would accompany me. Or rather, us. I'd feel safer. I could make a special donation to your church on your behalf once we find the gold to compensate you for your time and trouble."
Karatha smiled warmly. "Very generous of you, Roubris. But what temple is this? How far away is it?"
Roubris realized then that it never occurred to him to even ask what god or gods the temple represented. "I'm not exactly sure. I'll try to get the details."
"Well, obviously, I cannot consider defiling the temple of any of the gods of light or justice in any way, nor could I in good conscience allow you to do so either. And I couldn't be gone from my duties here for more than, say, two weeks."
Roubris nodded. He hoped that Serth wasn't going to lead him to such a temple, either. That would be awkward. "I'm led to understand that the temple is abandoned."
"Nevertheless."
"All right. I understand. I'll find out."
"Please do. Once we know, I'll accompany you if I can. Some time on the road could offer us a good opportunity to talk in depth."
Karatha would want to work on him, attempting to get him to see the ways of Iomedae. She was always encouraging him to think about concepts like justice and honor. It's not that he could see no value in such things, just that rigid definitions of either or both sometimes became... inconvenient. Still, talking with her about such things wasn't really all that arduous. She wasn't overbearing about it. And even if she was, it would be a small price to pay for her aid. Roubris was worried—those warning bells were still tolling in his head.
So, however, was the sound of tens of thousands of gold pieces jangling as they cascaded all around him like some beautiful rain shower.
Roubris thanked his friend and fetched Serth. He removed the burlap wrap and held the sword by the pommel. He didn't speak aloud, but kept the conversation entirely in his mind. "Serth?"
"What?" The oily voice sounded annoyed.
"The temple where the treasure is—whose temple is it?"
"Why?"
"It's important. I can't steal from the temple of a benevolent deity."
"You won't be stealing from anyone. The temple is long abandoned."
Roubris sighed. "I know. But before that, what god was the temple's patron?"
"No 'benevolent deity' to be sure. That should be enough for you."
It was. "And how far away is it? We have only a couple of weeks or so."
"That should be fine if you procure some decent horses."
Roubris nodded. Serth was in a foul mood. He found the voice in his head unpleasant. "Thanks, my friend. We'll hopefully make it quick and get you to where you're going."
Serth didn't reply.
∗ ∗ ∗
The first day's travel north took them into a land of rolling hills and isolated copses as they headed toward towering, snow-capped peaks. The horses Karatha procured had been expensive, but even Roubris's untrained eye could see that they were of quality. The day's ride was quiet and the roads lonely, which they agreed was for the best. Neither Roubris nor Karatha was thrilled to ride into the unruly land of Ustalav with its feuding nobles and the dangers of the Hungry Mountains looming above and ahead of them.
After a brief stay in a public house found at a crossroads, they continued on. They proceeded through narrow mountain passes and rocky ravines, over majestic hilltops and down deep gullies, always keeping to the road. The days grew dark. On the third day a storm steeped on the horizon. By that evening, it plagued them with wind and rain. Even after they coped with its torments and it passed them by, the sky remained overcast and grim, as if scarred by the storm. Serth remained tucked into Roubris's saddle, silent. Karatha asked Roubris a few questions now and again about how he felt when he helped the trapped spirits. He told her he didn't do it for the feeling, he did it for the payment.
"People who do good deeds because it makes them feel better about themselves just display a different kind of selfishness," he told her on the fifth day of their journey. "Even if they're not doing it for money, they're doing it to get something they want."
She nodded, then countered. "That might be a consequence, but it's not always the motivation. Some do good and spread justice for its own sake."
Roubris chuckled. "That might be what they say, but people can't truly be selfless. There's no such thing as selflessness. It's right there in the word. If you're a 'self' you can't be selfless. It doesn't even make sense. No one does anything that doesn't benefit them in some way. It just doesn't make sense."
Before she could respond, the dark morning sky filled with angry shrieking and the dull fluttering of large wings. Roubris looked up to see a horrific creature looming above them on batlike wings of flesh. It was like a worm, and like a slug, and yet like neither. Multiple mouths screamed promises of destruction. Multiple eyes glared with malevolent intent.
There was nowhere to run. No time to escape.
Coming Next Week: Monstrous battles and philosophical quandaries in Chapter Three of Monte Cook's "The Ghosts of Broken Blades."
As one of the primary architects of the third edition of Dungeons & Dragons, Dark Matter, the d20 Call of Cthulhu system, and Monte Cook's World of Darkness, as well as the author of such notable supplements as Arcana Unearthed, The Book of Eldritch Might, Dead Gods, and more, Monte Cook has left an indelible mark on the history of fantasy gaming. In addition, he has published two novels, Of Aged Angels and The Glass Prison, and his short fiction has been featured in such venues as Amazing Stories and Game Trade Magazine. For more information, visit montecook.com. .
... Illustrations by Kerem Beyit. Wallpaper design by Crystal Frasier. Widescreen version here. ... Snakes, I Hate Snakes! Friday, January 28, 2011I've been in the gaming industry for a decade now and I still get a smile on my face when new product arrives from the printer and I get to thumb through it for the first time. This week was a banner week as I got preview copies of Flip-Mat Village Square, the new Pathfinder Tales novel Plague of Shadows from sword and sorcery master Howard Andrew...
Illustrations by Kerem Beyit. Wallpaper design by Crystal Frasier. Widescreen version here.
Snakes, I Hate Snakes!
Friday, January 28, 2011
I've been in the gaming industry for a decade now and I still get a smile on my face when new product arrives from the printer and I get to thumb through it for the first time. This week was a banner week as I got preview copies of Flip-Mat Village Square, the new Pathfinder Tales novel Plague of Shadows from sword and sorcery master Howard Andrew Jones, and the theme for this week's wallpaper: "Sanctum of the Serpent God," part 6 of the Serpent Skull Adventure Path. This awesome piece showcases
Spoiler:
Vyr-Azul, the High Priest of Ydersius, the insidious villain of Serpent Skull who plans to restore his god and usher in a new Age of Serpents. You'll finally meet him at the heart of the serpent-god's sanctum, and the fate of Golarion hangs in the balance!
... Illustration by Daren Bader ... It's a Bug Hunt Wednesday, December 1, 2010When we ordered art for Lost Cities of Golarion, I criticized the wisdom of ordering a cover that was just Kyra fighting some bugs? ... Thanks to Daren Bader, I stand thoroughly corrected. ... Wes Schneider ... Managing Editor ...
Illustration by Daren Bader
It's a Bug Hunt
Wednesday, December 1, 2010
When we ordered art for Lost Cities of Golarion, I criticized the wisdom of ordering a cover that was just "Kyra fighting some bugs?"
Thanks to Daren Bader, I stand thoroughly corrected.
... Oh Look, More Venture-Captains! October 27, 2010A few weeks ago we announced 13 Regional Coordinators that we're calling Venture-Captains. Since then, Mark and I have been going through the entire Pathfinder Society program and starting the process of making sure Season 2 ends with a bang you'll all remember, making plans for Season 3 (which will be awesome, trust me), and going through all of the rules for the Society program itself. In between all of that, I've reviewed a number of...
Oh Look, More Venture-Captains!
October 27, 2010
A few weeks ago we announced 13 Regional Coordinators that we're calling Venture-Captains. Since then, Mark and I have been going through the entire Pathfinder Society program and starting the process of making sure Season 2 ends with a bang you'll all remember, making plans for Season 3 (which will be awesome, trust me), and going through all of the rules for the Society program itself. In between all of that, I've reviewed a number of Venture-Captain applications and chosen a few new Coordinators. We're still not finished naming new Venture-Captains, but rather than sit on these names I thought it was more important to get them announced and out there building the Society in their area. And so, without further ado, here are your new Venture-Captains!
Canada – Ontario (Toronto)
Neil Shackleton
VCNeilOnt@gmail.com
Oh, before you head over to the messageboards, you should scroll down a little to check out what my new desktop image is. Isn't it amazing? It's the cover to Matt Goodall's RPG Superstar adventure Cult of the Ebon Destroyers done by a good friend of mine, Kieran Yanner. And speaking of RPG Superstar, we're hard at work preparing for the 2011 round, so start getting ready for it. Who knows, this time next year I could be putting the cover to your adventure on my desktop.
... Meet the Castaways! Monday, July 12, 2010With the first adventure in the Serpent's Skull Adventure Path, the PCs are shipwrecked on the notorious island of Smuggler's Shiv. But fortunately for the fragile 1st-level characters, they won't be alone against cannibals in the jungle, ghosts in the surf, dimorphodons in the sky, eurypterids in the tide pools, and mysterious bat-winged night monsters. Because they aren't the only ones lucky enough to be stranded on Smuggler's Shiv. ... Presented...
Meet the Castaways!
Monday, July 12, 2010
With the first adventure in the Serpent's Skull Adventure Path, the PCs are shipwrecked on the notorious island of Smuggler's Shiv. But fortunately for the fragile 1st-level characters, they won't be alone against cannibals in the jungle, ghosts in the surf, dimorphodons in the sky, eurypterids in the tide pools, and mysterious bat-winged night monsters. Because they aren't the only ones lucky enough to be stranded on Smuggler's Shiv.
Presented here are five other castaways whom the players will be getting to know quite well during the course of their stay on Smuggler's Shiv. A couple of you out there will probably recognize these characters, since they're the ones I had you play at PaizoCon during the Serpent's Skull preview game I ran. In the actual adventure, though, these five are NPCs, complete with their own secrets and emotional baggage and talents. Keeping these NPCs from killing each other and working together to survive is a key part of the adventure—and each has a fun little boon to grant the PCs if they become good friends. These five will continue to play roles in the campaign as the Adventure Path unfolds, and how the PCs interact with Aerys, Gelik, Ishirou, Jask, and Sasha can ultimately mean the difference between success or failure!
... Two brewers Sun, Jun 20, 2010 at 12:11 AM PacificAn Alchemist and a Priest of Cayden Cailean recline at the banquet. ... Ross Byers ... Assistant Software Developer ...
Two brewers
Sun, Jun 20, 2010 at 12:11 AM Pacific
An Alchemist and a Priest of Cayden Cailean recline at the banquet.
... More Pathfinder Cosplay Sat, Jun 19, 2010 at 06:37 PM PacificA Cleric of Asmodeus, Paladin of Iomedae, and a Barbarian warrior wait for the APG Preview banquet. ... Ross Byers ... Assistant Software Developer ...
More Pathfinder Cosplay
Sat, Jun 19, 2010 at 06:37 PM Pacific
A Cleric of Asmodeus, Paladin of Iomedae, and a Barbarian warrior wait for the APG Preview banquet.
Sci-Fried: How to make Friends and Influence (fictional) People
... Illustration by Crystal Frasier ... Sci-Fried: How to make Friends and Influence (fictional) People Tuesday, December 1, 2009Cave raptors are sated; it's time to blog! ... There's a peculiar quality to the Florida swamps. ... Bear with me here, because this story does eventually come around to science fiction. ... More than a few feet down, the swamps and bogs of central and southern Florida are just acidic enough and just the right temperature to kill bacteria without destroying delicate...
Illustration by Crystal Frasier
Sci-Fried: How to make Friends and Influence (fictional) People
Tuesday, December 1, 2009
Cave raptors are sated; it's time to blog!
There's a peculiar quality to the Florida swamps.
Bear with me here, because this story does eventually come around to science fiction.
More than a few feet down, the swamps and bogs of central and southern Florida are just acidic enough and just the right temperature to kill bacteria without destroying delicate tissue. This means that anything organic buried in the swamps (and keep in mind, swamps account for roughly 119% of Florida's land mass) is pickled and preserved for hundreds of years. While in college studying anthropology, I assisted on a dig (more of a 'bail,' really) in one of these swamps. We were excavating the remains of an indigenous Calusa settlement. Our professor uncovered an amazing find: an intact human skull over 1,000 years old. He gathered us all around, brushed away the mud, and raised the skull dramatically.
With a nauseating schlorp, something fell out of the foramen magnum: a one-thousand year old human brain. And that fascinated me: everything this late-adolescent male experienced, every skill he'd learned... It all laid there as a jellied grey-brown puddle in the mud. And it would have remained intact for even longer if we hadn't clumsily stumbled across it and suffered from our Indiana Jones fantasies. Ancient history always fascinated me, but seeing that brain in the mud felt almost like meeting a time-traveler. Since then, the idea of meeting people from the past has fascinated me.
Illustration by Kieran Yanner
It must be a common fascination, because that's what the science fiction classic The Ship of Ishtar covers in incredible detail. The setup is classic: Contemporary John Kenton discovers an artifact that hurls him sideways into a strange new world; but this premise is worth mentioning because A. Merritt's The Ship of Ishtar (written in 1924) is one of the earliest stories to use that device that became such a staple in later pulp. After his arrival, Kenton proceeds to beat up, ally with, or seduce everything on board a magical ship cursed by the Babylonian gods six millennia ago. Merritt narrates with both fists as Kenton interacts with an entire crew who remember a real-world culture long since vanished.
Abraham Merritt's writing style is complex and conversational, more a dramatic old man recounting the story to his grandkids between slugs of whiskey than a piece of literature. His love of exclamation points is almost poetic, and provided a host of new things that my roommates and I now yell at each other from opposite ends of the house. Probably not the most academic endorsement, but it certainly proves The Ship of Ishtar's entertainment chops.
So, in lieu of reconstituting the battered and filthy remnants of a long-dead Calusa's brains, now so much jello mold, I think I'll continue to sate my need for historical contact with fiction. Preferably of the pulp variety.
Seriously, it was disgusting. You should've been there! Seen—brains!
... Tiffany as Cleric of DesnaKelly as Pactmaster of Katapesh ... And the winner is...! Wednesday, August 26, 2009The votes for the First Annual Gen Con Pathfinder Cosplay Contest are in, and after a hard battle, the winner is... both of them! ... Yes, it seems that our messageboard horde saw too much merit in Tiffany's fantastic starknife and Kelly's unnerving Pactmaster mask to let either of them go unrewarded. (And in a way, Tiffany started this whole idea with her costume last year, so...
Tiffany as Cleric of Desna
Kelly as Pactmaster of Katapesh
And the winner is...!
Wednesday, August 26, 2009
The votes for the First Annual Gen Con Pathfinder Cosplay Contest are in, and after a hard battle, the winner is... both of them!
Yes, it seems that our messageboard horde saw too much merit in Tiffany's fantastic starknife and Kelly's unnerving Pactmaster mask to let either of them go unrewarded. (And in a way, Tiffany started this whole idea with her costume last year, so perhaps we should consider this the 2008 and 2009 awards.) Regardless of how you parse it, the result is that both Kelly and Tiffany will be receiving $50 in Paizo store credit. Congratulations to them both, and special thanks to messageboard poster Taig who offered to foot the bill for the second prize—we may not have taken him up on it, but we always love seeing the generosity of our community.
As for all of you who didn't have time to compete this year: there's always time to start preparing for next year's contest! Time to start collecting those giant crab legs for your Rovagug suit, hitting the gym in preparation for the Merisiel outfit, or shaving the family dog and training it to carry your goblins—I mean "beautiful children"—on its back. The possibilities are endless!
(P.S: I'm ashamed to admit that Tiffany's contact information was lost in the shuffle of Gen Con. Tiffany, if you're reading this, please email me at james.sutter@paizo.com to claim your prize!)
... Cosplay Contest Part Deux: Choose Your Champion! Monday, August 24, 2009Another Gen Con has come and gone, and as all the editors crawl out from where we've been hiding in fetal positions beneath our desks, recovering from the exhaustion and excitement, we're forced to conclude that this was the best convention yet. The release of the Core Rulebook was a rousing success, the ENnies were kind, the community was more welcoming than ever, and our favorite industry professionals were just as...
Cosplay Contest Part Deux: Choose Your Champion!
Monday, August 24, 2009
Another Gen Con has come and gone, and as all the editors crawl out from where we've been hiding in fetal positions beneath our desks, recovering from the exhaustion and excitement, we're forced to conclude that this was the best convention yet. The release of the Core Rulebook was a rousing success, the ENnies were kind, the community was more welcoming than ever, and our favorite industry professionals were just as zany and fun as last year. Yet all that in no way lessened the excitement of...
PATHFINDER COSPLAY!
Despite the relatively late warning (next year's contestants: consider this your starting gun), we doubled our Pathfinder cosplay turnout this year. That's right: two intrepid individuals spent portions of their con wandering around in full Pathfinder regalia, forever winning our hearts (and potentially $50 dollars in store credit). This year's contestants were Tiffany as a cleric of Desna (whose same costume last year inspired the contest, and hence is allowed to compete this year as well—unfortunately, only last year's photo is available) and new challenger Kelly, who wowed us all with his incredible rendition of a Pactmaster of Katapesh.
Tiffany as Cleric of Desna
Kelly as Pactmaster of Katapesh
Which costume is the best, and most deserving of reward? It's a tough question, but it's up to you to decide. If you want to weigh in on the matter, or just congratulate them both on their amazing costumes, head over to the Pathfinder Cosplay Contest thread on our messageboards and make your voice heard. Votes will be collected for roughly 48 hours, at which point we'll announce the winner here on the blog. So what are you waiting for? Let the voting begin!
... Pathfinder Roleplaying Game Preview #5 Wednesday, June 10, 2009The 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...
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 Gearwand 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.
Pathfinder #4 Cover... and Desktop! Thursday, August 30, 2007In the past, each time we've shown off the cover to a new volume of Pathfinder, we've been immediately deluged with requests for it as a downloadable desktop background, which we inevitably put up a few days later. This time we figured: why wait? After all, there's a long weekend coming up, and we wouldn't want your monitor to have to go without new Wayne Reynolds art for all that time. So here it is: the cover to Pathfinder #4,...
Pathfinder #4 Cover... and Desktop!
Thursday, August 30, 2007
In the past, each time we've shown off the cover to a new volume of Pathfinder, we've been immediately deluged with requests for it as a downloadable desktop background, which we inevitably put up a few days later. This time we figured: why wait? After all, there's a long weekend coming up, and we wouldn't want your monitor to have to go without new Wayne Reynolds art for all that time. So here it is: the cover to Pathfinder #4, featuring everyone's favorite butt-kicking cleric of Sarenrae, Kyra. Looking at the stone giants Wayne's dreamed up for us, it's kind of amazing the heroes ever win, isn't it?
... Meet the Iconics: Kyra Monday, July 30, 2007The priests of Sarenrae lead double lives. Known to her faithful as the Dawnflower, the Healing Flame, and the Everlight, she teaches temperance and patience in all things. Compassion and peace are her greatest virtues, and if enemies of the faith can be redeemed, they should be. Yet there are those who have no interest in redemption, who glory in slaughter and death. From the remorseless evil of the undead and fiends to the cruelties born in...
Meet the Iconics: Kyra
Monday, July 30, 2007
The priests of Sarenrae lead double lives. Known to her faithful as the Dawnflower, the Healing Flame, and the Everlight, she teaches temperance and patience in all things. Compassion and peace are her greatest virtues, and if enemies of the faith can be redeemed, they should be. Yet there are those who have no interest in redemption, who glory in slaughter and death. From the remorseless evil of the undead and fiends to the cruelties born in the hearts of mortals, Sarenrae's doctrines preach swift justice delivered by the scimitar's edge. To this end, she expects her faithful to be skilled at swordplay, both as a form of martial arts promoting centering of mind and body, and so that when they do enter battle, their foes do not suffer any longer than necessary.
Her priests are often categorized into these two camps—those who favor redemption as a method to defeat the enemy, and those who favor the blade. Kyra is certainly one of the latter. Born in a small farming town to loving parents, Kyra grew up in the shadow of one of the Dawnflower's shrines. She was taken at a young age with the beauty of the shrine's stained glass, and the grace of the three priestesses who practiced swordplay on the nearby hill each dawn as they offered their morning prayers. When bandits attacked her small town, Kyra watched as the priestesses did their best to reason with them—and when that came to naught, to end them before they could do more damage. Unfortunately, the bandits were too strong, and the village burned. Kyra was one of the few survivors, and on the smoking ruins of the shrine she swore her life and sword arm to Sarenrae, swore to protect those who could not protect themselves and to not spare the blade when the time for redemption passes.
Possessed of a fierce will and pride in her faith and skills with the scimitar, Kyra has traveled far since her trial by fire. She lost her family and home that fateful day, yet where another might be consumed by anger and a thirst for revenge, Kyra has found peace in the Everlight, and in the belief that, if she can prevent even one death at evil hands, her own losses will not have been in vain.
The New Kids Friday, July 13, 2007 Readers who've had a chance to check out D1: Crown of the Kobold King have doubtless noticed the pre-generated characters at the back. But whereas Valeros and Seoni both had pictures... we didn't have illustrations for our human cleric of Sarenrae, Kyra, or our stabby short-tempered elven rogue, Merisiel. Look for each of these two to get their own Meet the Iconics entries in our blog in a few weeks, but for now, these awesome sketches from Wayne Reynolds...
The New Kids
Friday, July 13, 2007
Readers who've had a chance to check out D1: Crown of the Kobold King have doubtless noticed the pre-generated characters at the back. But whereas Valeros and Seoni both had pictures... we didn't have illustrations for our human cleric of Sarenrae, Kyra, or our stabby short-tempered elven rogue, Merisiel. Look for each of these two to get their own "Meet the Iconics" entries in our blog in a few weeks, but for now, these awesome sketches from Wayne Reynolds give us a great preview of our next two heroes.
First Look at Pathfinder Tuesday, June 19, 2007Pathfinder #1 and the Rise of the Runelords Player's Guide ship this week, and as such, we thought it a good time to unveil a sample spread from the guide. Presented here for your perusal are two pages full of new animals, local takes on the core classes, and a full chart detailing all of the core gods of our setting. So what are you waiting for? Click the image to download a full-size version and dig in! ... James Sutter ... Assistant Editor,...
First Look at Pathfinder
Tuesday, June 19, 2007
Pathfinder #1 and the Rise of the Runelords Player's Guide ship this week, and as such, we thought it a good time to unveil a sample spread from the guide. Presented here for your perusal are two pages full of new animals, local takes on the core classes, and a full chart detailing all of the core gods of our setting. So what are you waiting for? Click the image to download a full-size version and dig in!