The sunny skies that Paizo has experienced over the past week have provided a great opportunity to get outside and enjoy the weather. Apparently we weren't the only ones thinking that, and true to form, the pirates of the Shackles paid a visit, boarded the vessel carrying our latest shipment of Chronicle sheets, and spent the weekend roistering just beyond our reach. As I have learned in my move from a relatively landlocked area to the Pacific northwest, such is the price we must pay for good seafood.
Ransom on the High Seas
Monday, May 13, 2013
Illustration by Craig J Spearing
The sunny skies that Paizo has experienced over the past week have provided a great opportunity to get outside and enjoy the weather. Apparently we weren't the only ones thinking that, and true to form, the pirates of the Shackles paid a visit, boarded the vessel carrying our latest shipment of Chronicle sheets, and spent the weekend roistering just beyond our reach. As I have learned in my move from a relatively landlocked area to the Pacific northwest, such is the price we must pay for good seafood.
Once the pirates realized just what a prize they now hold—I hear the boons are the stuff of legend—they offered to ransom the Chronicle sheets back for the paper's weight in gold! Villains! What I propose is more devious and hopefully far more to the liking of the swashbuckling sorts that frequent the Pathfinder Society. We shall build up our strength and launch a daring raid to take back what is rightfully ours.
So hone your blades and sharpen your wits as you do battle with the foes in Season 4 of Pathfinder Society Organized Play. If we see in our reports that you have soundly beaten all that Varisia can throw at you, then we shall launch that raid, share the spoils, and tell stories about it for years to come. If not... I know that the Skull & Shackles Adventure Path promises adventure on the high seas, but I cannot imagine our Chronicle sheets would survive walking the plank.
Rules for sanctioning the Skull and Shackles Adventure Path for Pathfinder Society Organized Play are ready to launch, but we await your reporting of Season 4 scenarios. Play and report as much as you can. The more activity we see, the sooner you shall see rules for new Adventure Paths. Comment in character here, and so long as I see that you have participated in at least one Season 4 scenario since, you may be one of the characters called out in a later blog's narrative should we perform the raid.
In just over two weeks, Ultimate Campaign should hit your local game store or your mailbox. In the build up to the release of this new 256-page hardcover expansion to the Pathfinder rules line, we are showing off some of the things you will find inside.
Ultimate Campaign: Behind the Screen
Thursday, May 9, 2013
In just over two weeks, Ultimate Campaign should hit your local game store or your mailbox. In the build up to the release of this new 256-page hardcover expansion to the Pathfinder rules line, we are showing off some of the things you will find inside.
This week, we are taking a look at Chapter 3, which is absolutely packed with new systems for GMs to use in their game. Each one of these sections is designed around one theme and they are easily added to any existing campaign when the story calls for that particular theme. For example, if the player's travel to a kingdom where honor is valued above all else, Ultimate Campaign includes four pages of rules on honor and how it can be incorporated into the game. Are the heroes tasked with exploring a great, uncharted wilderness? No problem, there are six pages detailing rules for exploration in a wide variety of terrains, covering everything from hazards of travel to random map generation!
Illustration by Sam Burley
All told, this chapter contains 15 sections detailing various rules systems you can add to your game, including rules for alignment shifting, making contacts, developing relationships, and retraining. This last section is sure to be popular at your table, allowing characters to spend some time to change almost everything, from feats and skills to class features and archetypes. You can even retrain your class levels, given enough time and a suitable teacher!
One of my favorite sections of this chapter includes rules for playing young characters, before they start their adventuring career. It includes rules for young members of all of the core races, guidelines for available classes, and tips for roleplaying and the types of encounters young characters might face. While this is only a short section at the end of the chapter, I can think of a number of games that would have greatly benefitted starting the story before the PCs became the heroes they are today.
That about wraps up this week. Next week, we are going to take a look at the final chapter of the book, dealing with kingdoms and war!
The release of Pathfinder Roleplaying Game: Ultimate Campaign is getting ever closer. Whether it's kingdom-building or leading an army, starting a business or crafting magic items, Ultimate Campaign is for all of the adventures that take place outside of the dungeon. The pages of the newest Pathfinder Roleplaying Game hardcover provide all kinds of useful information for your campaign, but many fantastic illustrations are contained within! Check some of them out!
Ultimate Campaign Art Preview!
Tuesday, May 7, 2013
The release of Pathfinder Roleplaying Game: Ultimate Campaign is getting ever closer. Whether it's kingdom-building or leading an army, starting a business or crafting magic items, Ultimate Campaign is for all of the adventures that take place outside of the dungeon. The pages of the newest Pathfinder Roleplaying Game hardcover provide all kinds of useful information for your campaign, but many fantastic illustrations are contained within! Check some of them out!
Being a ruler has many responsibilities, but also many rewards.
Eidolons and other companion creatures are more fun when treated as a separate character rather than an obedient stat block.
Retraining rules allow you to replace a feat, change an ability score increase, or improve your hit points.
The quest to find a missing family member is a driving force for many heroes.
The section on marriage talks about how a spouse (or any relationship) can be an ally or an adversary.
Illustrations by Sam Burley, Eric Belisle, Lydia Schuchmann, and Maichol Quinto
Kingdom-building rules allow PCs to control their own country—or be the power behind the throne.
Followers, apprentices, and similar companions can be positive or negative plot hooks for a PC.
A character's lineage is a chain of characters linking a PC to the history of the campaign setting.
Illustrations by Denman Rooke, Jim Nelson, and Grafit Studio
... 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).
... Illustration by Kieran Yanner ... Hazardous Terrain Tuesday, March 8, 2011In last week's Design Tuesday blog, I delved into the importance of terrain to push your encounter design to the next level, and provided you with some design philosophy to ponder when designing your own terrain. This week, I'm back with some concrete examples. ... The Pathfinder Roleplaying Game assumes combatants are able to use their movement abilities with little or no hindrance. Sure, there are walls, doors,...
Illustration by Kieran Yanner
Hazardous Terrain
Tuesday, March 8, 2011
In last week's Design Tuesday blog, I delved into the importance of terrain to push your encounter design to the next level, and provided you with some design philosophy to ponder when designing your own terrain. This week, I'm back with some concrete examples.
The Pathfinder Roleplaying Game assumes combatants are able to use their movement abilities with little or no hindrance. Sure, there are walls, doors, and difficult terrain to navigate, or maybe some obscuring effects to grant a little concealment, but for the most part PCs and monsters have free reign to move about the rooms and corridors of the dungeon as they wish. The following types of terrain are all exceptions to this norm. While some act as difficult terrain, they present further hazards while navigating the battlefield.
One thing to keep in mind about all of these new terrain types is that they typically work best as smaller, tactically placed patches. You may be tempted to fill an entire battlefield with one of these new terrains, but doing this should be the exception rather than the rule. They all work best when they give characters a choice between freedom and danger. When properly placed, they can reward the use of combat maneuvers and spells that grant increased mobility to allies or restrict or force the movement of enemies, and may limit the opportunities to make charge attacks without stymieing that tactic outright.
You may notice that these new terrain types are very similar to the hazards presented on pages 244–245 of the Pathfinder RPG GameMastery Guide. So what is the difference between these terrains and hazards? These hazardous terrains involve slightly more choice on the part of combatant than hazards do. Most, if not all, have effects when a character chooses to move into or is forced into them, and those effects should be relatively easy to determine before the combatant enters them, either by way of their physical characteristic or an easy Knowledge check (DC 10) of the appropriate type.
Anchor Stone: This strange stone has a debilitating gravitational effect on those who do not traverse over it quickly. Each time a creature starts its turn on an area of anchor stone, it must succeed at a DC 12 Fortitude saving throw. Any creature that fails can only take a 5-foot step on its turn. Any creature that succeeds at the saving throw must move at half speed on its turn.
To take the effects of anchor stone, a creature must be standing on or touching the stone. Anchor stone has no effect on those who fly over it or otherwise do not have physical contact with the stone.
Some areas of anchor stone are more powerful than others, having a DC of 15, 20, or even higher.
Choke Spores: This type of fungus thrives in subterranean caves and other damp and lightless areas. The first time a creature starts its turn within an area containing choke spores, the poison of the fungus is released, inflicting those within that space with the following poison.
Choke Spore Poison
Type poison, inhaled; Save Fortitude DC 14
Frequency 1/round for 1d4 rounds
Effect 1 Dex and 1 Wis damage; Cure 1 save
Once an area of choke spores releases its poison, that area becomes dormant for 1 day. With a single standard action, a creature can use fire (from a torch, a flaming magical weapon, or a similar implement) to destroy all the choke spore balls within all 5-foot-squares adjacent to the creature. Acid, cold, and fire damage from area effect spells automatically destroy patches of choke spores within the spells' effect areas.
Fey Mist: This strange swirling mist of purple and green gas and motes of light dazzles those who stray within it. Fey mist provides concealment. Furthermore, a living, non-fey creature that starts its turn within the mist must make a DC 12 Will saving throw or become confused for 1 round. Those that make their saving throws are dazzled for 1 round instead. This is an enchantment effect.
Some areas of fey mist are more powerful than others, and have and require a DC 15, DC 20, or even DC 25 Will saving throw to avoid its confusion.
Flame: A house is on fire and that flame rages in large areas, a hellish landscape burns around you, or a large bonfire rages in a clearing where a coven of witches chant evil incantations. While the Pathfinder RPG Core Rulebook has rules for forest fires, sometimes you may want to have a section of an encounter area that just burns.
When a creature starts its turn with its space fully within an area of flame, it takes 1d6 points of fire damage, and if the creature is wearing metal armor, it is affected as if by a heat metal spell. A creature that starts its turn with its space only partially within an area of flame must succeed at a DC 12 Reflex saving throw or take the damage and the heat metal effect if it is wearing metal armor. A creature that moves through areas of flame must make a DC 12 Reflex saving throw or take 1d6 points of fire damage, but avoids the heat metal effect. This save is made the first time a creature moves into flame with a move action or when it is affected by something that pushes or otherwise forces the creature into an area of flame.
Supernatural or powerful flames can have higher DCs. A raging fire can have a DC of 15 or the fires of Hell can have a DC of 20, 25, or 30 depending on the power of the flames.
Areas of flame often create smoke, the effects of which can be found on page 444 of the Pathfinder RPG Core Rulebook.
Haunted Ground: These areas of accursed ground are often the sites of horrid crimes or intense and bloody battles. The intense fear of those who lost their lives lingers and saturates the area. This fear affects living creatures that stray within these areas. A living creature that starts its turn in an area of haunted ground must succeed at a DC 15 Will saving throw or become shaken for 1d4 rounds. If the creature is already shaken, it becomes frightened for the same duration instead. Frightened creatures become panicked for the same duration instead. Creatures that are immune to fear effects are immune to haunted ground.
Razor Rubble: Either rubble made of sharp stone, or laced with small sharp blades, this terrain functions like difficult terrain (see Pathfinder RPG Core Rulebook193), but each square a creature enters deals 1 point of damage to that creature. A creature moving at half speed, or that succeeds at a DC 15 Acrobatics check as a free action when first moving into an area of razor rubble can avoid the damaging affects for the round but not the difficult terrain effect.
Slick Ice: A frozen lake, a sheen of thick ice on a dungeon or cavern floor, or some other cold and slick surface, slick ice can be hard to traverse, but can also increase the speed of creatures that are agile or foolhardy enough to utilize its surface's lack of friction.
A creature traversing slick ice at more than half speed is required to make a DC 15 Acrobatic check at the start of the movement. Failure causes the creature to fall prone at the start of the movement. Running or charging on slick ice increases the DC by 5, with the same effect on a failed skill check. A creature that succeeds at this check by 5 or more can increase its move across the ice by 10 feet, but is considered flat-footed until the start of its next turn. Creatures (like those with enough levels of barbarian or rogue) that can't be caught flat-footed at the start of combat are immune to this flat-footed effect as well.
Tentacle Mold: This strange vermillion fungus clings to the moist walls, floors, and even ceilings of dungeons and caverns. When a living creature is in or near a patch of this fungus, acidic pseudopods lash out, with sickening effect.
When a living creature starts it turn in an area of or in a square next to (if it clings to the walls or the ceiling) of tentacle mold, it must make a DC 15 Fortitude saving throw; on a failed saving throw the creature takes 1 acid damage and is sickened for 1 round. Though the effect is like a poison, this is not actually a poison effect; the strange chemistry of this kind of mold makes it more alchemical in nature.
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.
... Illustration by Florian Stitz ... Nobody Expects an Intro Set! Thursday, September 30, 2010This past Monday I spoiled on the Paizo Twitter feed that we're beginning the process of working on a Pathfinder intro set. Jason quickly retweeted it and it spread from there. So, what do we mean exactly when we say an intro set? First off we're not 100% sure of anything yet. What we do know is that it'll be useful for more than a couple of sessions, will be a great PFRPG teaching tool, and will...
Illustration by Florian Stitz
Nobody Expects an Intro Set!
Thursday, September 30, 2010
This past Monday I spoiled on the Paizo Twitter feed that we're beginning the process of working on a Pathfinder intro set. Jason quickly retweeted it and it spread from there. So, what do we mean exactly when we say an intro set? First off we're not 100% sure of anything yet. What we do know is that it'll be useful for more than a couple of sessions, will be a great PFRPG teaching tool, and will help us get more people playing Pathfinder. It'll probably come in a box, it might have counters and/or tokens, probably a Flip-Mat or two, most likely cover a good range of levels, and have a handful of classes and a good collection of feats. Essentially it'll be everything you need to get people playing, and learning, the game. Because the more people playing, the more opportunity for gaming, and we can all do with more gaming right?
We're at the very beginning of this process and nothing is set in stone though. Getting some feedback would be really helpful, though, so what would you like to see in an introductory Pathfinder product?
... 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!
Noble Sacrificeby Richard Ford ... Chapter Two: Notions of Peace For Andoran and liberty! screamed Kal, as above them a dozen figures moved, loosing their arrows as one. ... Kal braced himself for the inevitable deluge that would pierce his flesh and leave him bleeding like a stuck pig... but it never came. ... Guttural cries of pain pealed out from over the lip of the rock wall, and shouts of anger joined them—not the foul speech of the goblins, but human voices. ... From down the...
Noble Sacrifice
by Richard Ford
Chapter Two: Notions of Peace
"For Andoran and liberty!" screamed Kal, as above them a dozen figures moved, loosing their arrows as one.
Kal braced himself for the inevitable deluge that would pierce his flesh and leave him bleeding like a stuck pig... but it never came.
Guttural cries of pain pealed out from over the lip of the rock wall, and shouts of anger joined them—not the foul speech of the goblins, but human voices.
From down the passage came the first of the hobgoblin berserkers, and Tiberion took a step forward, ready to cut them down as they charged. But before he had a chance, missiles suddenly rained down from above, piercing the foremost goblinoid's body. It fell with three arrows protruding from its chest as the rest ran into a solid volley, falling and shrieking. Kal loosed his bow into the fray, taking one of the hobgoblins in the throat. Altogether, it was enough for the others to halt their advance, and as the hum of bowstrings announced a second storm, the remaining hobgoblins in view turned and fled back the way they had come.
Silence fell over the dark gully as Kal looked around frantically, trying to spy who had come to their aid, though he could see little in the waning light. Before he could call out, a rope was suddenly dropped down from above.
"You'd best move quick," came a disembodied voice. "They won't stay gone forever."
Kal needed no further encouragement, and he shouldered his bow, then grasped the rope and pulled himself up the rock face. Tiberion was quick to follow, easily scaling the sheer surface despite his heavy armor.
When he reached the summit, Kal was helped up by strong hands. He saw that several disheveled figures hunkered in the dark, their bows drawn against any further danger. On the ground lay several goblin archers, arrows still protruding from their filthy, twisted corpses.
"Thank you," said Kal to the bearded man who had helped him up. "For a second there I thought we were going to end our days with our guts splayed to the winds."
"There'll be time for thanks later," came the reply. "And likely time for the rest as well. For now we have to move."
"And the horses?" Kal looked back over the gully, but could no longer see where they'd dismounted.
"Eaten."
With that, the grim figure and his grubby cohorts began to slink off into the dark. Kal and Tiberion followed across the sloping rocks, trailing their sure-footed guides over the uneven ground. How these new men managed not to slip in the dark, Kal didn't know, but several times he found himself losing his balance and falling to his knees, only to be grabbed and pulled to his feet by one of their rescuers. They carried on silently for more than an hour, winding their way further up toward the mountain peaks as the night wind began to whip through the gullies, threatening to fling them into oblivion at any moment. It was to his great relief that Kal eventually spied a campfire in the distance, and as they climbed closer, the welcome smell of cooking food reached his nostrils.
The camp was small, and situated in a narrow gully. Within was packed a motley band of men, women and children huddled together for warmth and safety from the elements. The men that had guided them were greeted with warm embraces and heartfelt blessings, but as Tiberion strode into the firelight, the camp fell silent.
Kal felt the discomfort keenly, and as Tiberion's albeit unwilling companion, found himself obliged to make the introductions.
"A Hellknight's idea of freedom is a strange thing."
"I am Kal Berne of the Steel Falcons," he said, his stomach knotting as all eyes turned his way. "And this is Tiberion. We are part of an allied contingent, sent to root out the remaining invaders in these lands."
"We know what you are," said the bearded man who appeared to be their leader. "I am Ursul, and this," he indicated the camp with a grand sweep of his arm, "is all that remains of Isger's settlements for ten leagues of here."
There were pitifully few for all that, but Kal believed the man. "How did you come to be here?" he asked.
"This was the only place we could run to when the hordes came. Tribe after tribe of goblins swept across our lands, leaving nothing but cinders and corpses. Some fled north, but not quick enough to avoid the slaughter. We ran south, and hid here. And lucky for you we did." Ursul took a seat beside the fire as one of the women handed him a bowl and spooned him some thick broth from a bubbling pot. "You'd best sit, unless you're too good for the likes of us?"
"Of course not," Kal replied taking a seat. He gratefully accepted a bowl of the thick stew, and the smell of it made his stomach gurgle in anticipation.
Tiberion remained in the shadows, seemingly vigilant for any sign of attack. Kal was happy to let him remain aloof, if such was his inclination.
The ragtag band of refugees was keen for news of the world beyond the mountaintops, and Kal was happy to report the progress of the allied forces—how they had pushed back the goblin tribes to the Chitterwood, and how they were optimistic the conflict would be over by winter. This news was greeted with relief by Ursul and his band, and Kal surmised they had doubts as to whether they would survive winter snows up in the unforgiving slopes of the Aspodell Mountains.
As the night wore on, Kal began to feel comfortable among these refugees, and his sympathy for their plight began to grow. It must have been difficult for them, surviving for so long in such treacherous conditions, but their spirits seemed high. So caught up was he with their revels that he almost forgot his mission. It was when he glanced back and saw the stern figure of Tiberion gazing off into the distance that the gravity of his situation suddenly began to weigh on him.
He stood and walked to where Tiberion was perched, staring beyond the thick veil of darkness.
"Anything to report?" he asked.
Tiberion glanced at Kal without bothering to return the Andoren's smile. "Somewhere beyond those peaks stands Citadel Dinyar; fortress of the Order of the God Claw."
"Is that where you come from?" asked Kal, his interest piqued by Tiberion's uncharacteristic spark of conversation.
"No. I was raised in Citadel Vraid, near Korvosa."
That was more than five hundred miles northwest. "You're a long way from home."
"The Order of the Nail goes where it's needed."
"But not necessarily where it's wanted." It was a flippant comment, and one Kal instantly regretted, but Tiberion did not seem to take offense.
"The world is a dangerous place. The Hellknights enforce order and law, and put fallen men back on the path of righteousness. Even when those men are unwilling to walk it."
"Some might call that tyranny." Kal felt himself beginning to flush at the Hellknight's easy arrogance. It was an outlook the Chelaxians were famous for: the sense that they should impose their will on the world, even if that meant enslaving those nations that resisted their ideologies.
"Are you so different in Andoran? Do you not punish the wicked and protect the innocent?"
"Of course we do. But our country has its independence. Its people are free."
"What use is freedom without peace? When the wicked are free to prey upon the innocent?" Tiberion shook his head. "No, only strict application of law can bring true peace. Your freedoms only hinder that."
"At least we're not slaves."
"You are all slaves. You just don't know it."
Kal gritted his teeth against a scathing retort. "So the Order of the Nail only wants peace—is that right? And what then? When you've made your peace, destroyed the last vestige of chaos—or freedom—where does that leave you?"
Tiberion stared at Kal as though searching for something. Locked in that gaze, Kal suddenly felt naked, vulnerable.
"If I live to see that day," Tiberion said solemnly, "I will gladly lay down my arms and live the life of a peaceful man."
"And until then you'll continue to kill. For peace."
"Yes."
"Even it means giving your own life?" But Kal already knew the answer.
"Mine, yours, and the those of every one of these people, if necessary." The corners of Tiberion's lips twitched upward slightly. "It is a small enough price to pay."
Kal had heard enough. With a shake of his head, he left the brooding Hellknight and returned to the warmth of the campfire.
Before sleep finally claimed him, he spent the rest of the night among the refugees, much preferring their stubborn optimism to Tiberion's uncompromising edge, but still he couldn't get their conversation out of his head. He knew there was no arguing with such belief, but part of him couldn't help but admire the steel of the Hellknight's conviction.
As the light of the morning sun gradually crept over the encroaching mountain peaks, Kal was awakened by a sudden commotion within the camp. Ursul was on his feet, talking in hushed tones to a younger member of his contingent. When the youth had finished his report, Ursul approached Kal, also beckoning Tiberion forward.
"There's something you should see," he said, and led them off toward one of the mountain trails that wound up from the camp, higher into the peaks. They eventually reached a high plateau, and Kal could see it looked out onto miles of open country, its vista including the vast Chitterwood and the blue-white serpent of the River Keld.
"There." Ursul pointed downward toward the foot of the Aspodells.
Kal craned forward, at first not seeing anything. Then, as he strained his eyes in the waxing light, he saw them—hundreds of them—moving like an army of insects in the distance and making their way northeast from the Chitterwood.
Tiberion gazed gravely toward the goblinoid war-host. "The horde is on the move."
"And it's headed straight for the reserve garrison at Wolfpoint," said Kal. "The fort's been behind the front lines for a month—they can't be expecting them to swing back down this side. They'll be totally unprepared!"
"Not if we warn them," Tiberion replied. The Hellknight was already moving back toward the camp.
Kal was quick to follow, with Ursul on his heels. They swiftly gathered their equipment, sharing a solemn glance as they realized the gravity of the task ahead. Wolfpoint was miles distant, and they no longer had horses.
"Take the north path," said Ursul, pointing the way from the camp. "It's narrow, but it'll take you straight to the foot of the range, shorter than the goblins' route, and the garrison's only a mile further on. May Old Deadeye speed your flight."
Kal gave a nod of thanks, and Tiberion led the way. Within minutes they had left the camp far behind them as they navigated the perilous track downward in their race to Wolfpoint.
Kal said a silent prayer. He'd seen goblins move before, and he knew Tiberion had as well. Even if their path was shorter, as Ursul claimed, it would still be a close thing. And if they didn't manage to beat the horde, it was likely there would be no one left at Wolfpoint to warn...
Coming Next Week: A desperate race and a comrade left behind in the final chapter of "Noble Sacrifice."
Richard Ford has written short fiction for Games Workshop's Black Library and the British Fantasy Society's acclaimed journal, Dark Horizons, as well as the novel The Dragons of Lencia.
Meet the Iconics: Valeros Wednesday, June 30, 2010Over the last few years, we've made a habit of writing up introductions to our iconic characters, offering insight into who they are, where they come from, and their motives for adventuring. Just last week we presented our oracle, Alahazra, as the first of the new iconics from the base classes in the Pathfinder RPG Advanced Player's Guide. Yet as we did so, we realized that we'd forgotten someone very important: our iconic fighter, Valeros!...
Meet the Iconics: Valeros
Wednesday, June 30, 2010
Over the last few years, we've made a habit of writing up introductions to our iconic characters, offering insight into who they are, where they come from, and their motives for adventuring. Just last week we presented our oracle, Alahazra, as the first of the new iconics from the base classes in the Pathfinder RPG Advanced Player's Guide. Yet as we did so, we realized that we'd forgotten someone very important: our iconic fighter, Valeros! Whereas the other characters all got elaborate write-ups, poor Valeros was first into the fray (as always) and got barely a paragraph before we went on to ramble about the new RPG. And if there's anything Valeros hates, it's being ignored. So now, at long last, Pathfinder's first fighting man gets his due.
Valeros was born on a quiet farm in Andoran, where he grew up listening to the tales of traveling merchants soldiers and dreaming of adventure and exploration. Though this longing only increased as he grew older, so too did the demands of helping his aging parents run the farm, and slowly but surely the mounting responsibilities of agricultural life quashed any possibility of travel or seeing the world. Finally, just a month before a marriage of convenience to a local farmer's daughter could lock him into place (but not before he'd sampled a few of the joys of married life), Valeros came to the realization that the door to a storybook life of adventure was at last closing for good. Seized by a sudden, desperate need for a larger life than cattle and corn, Valeros packed quietly and left in the middle of the night with no more than a change of clothes, some pilfered food, and an old axe handle to discourage any ruffians who might seek to divest him of either. It was to become a theme that would follow him for the rest of his life.
In the years since, Valeros has come a long way from the wide-eyed young man who sought only the joy of exploration (and maybe a pretty, worldly girl or three to regale with his stories). Life on the road, it seems, is much harder than the bards' tales, and adult Valeros has the scars to prove it. Discovering himself to be a deft hand with a sword, Valeros quickly fell in with the rough-and-tumble mercenary crowd, there learning the dirtier, grittier facts of warfare. Though none could deny his prowess with a blade (or better yet, two), Valeros's association with various mercenary groups never seemed to last for long. There was his time as a guard for the Aspis Consortium, which ended when certain shipments kept coming in light under Valeros's watch (never mind that the exploited locals were dying for lack of grain, and only needed a little to make it through the winter). Then there was the stint as a freelance bounty hunter, during which Valeros discovered that it's a lot easier to hunt down escaped murderers than it is to haul in a young woman on the run from a loveless marriage. And of course, there was the infamous incident with the Band of the Mauler, to which Valeros will only say that he was positive their leader had been crushed under that cave-in, or else he never would have touched the man's wife.
In the end, after acting as hired muscle for dozens of different employers, Valeros finally realized that the only way to keep from getting blamed for things which weren't his fault—not really—was to go into business for himself as an adventurer, traveling with those who properly appreciated him and letting those who didn't fall by the wayside. And if some of those companions happen to be pretty women, such as a certain Varisian sorcerer or elven rogue, all the better.
While admittedly not the best at following orders, Valeros is an extremely talented two-blade fighter, easily earning his keep in any group through the tenacity and absolute fearlessness—some might say thoughtlessness—with which he flings himself into combat. Despite his reputation as a bruiser and scofflaw, Valeros has picked up a fair bit of education here and there during his travels, and can even read (something his "respectable" parents never learned to do). A worshiper of Cayden Cailean—the only god who properly understands the need for freedom in the common man's existence—Valeros takes an easy-come, easy-go approach to life, wealth, and relationships. Though a fan of fine weapons and creature comforts, the only object he's never without is the tankard on his belt (for you never know when someone might offer you a drink). Noble at heart, and fiercely loyal to those few who manage the considerable feat of establishing themselves in his affections, Valeros nevertheless hides such sentiments under a jaded and crass demeanor, frequently observing that there's nothing better than "an evening of hard drinking and soft company."
Noble Sacrificeby Richard Ford ... Chapter One: Enemy Territory Isger, 4701 AR ... They rode their horses far from the well-trodden roads of the Conerica Straits. The ancient trade routes were no longer safe, even for seasoned warriors, and the pair stuck to the labyrinthine hill paths that intersected the foot of the Aspodells' northern peaks. ... Kal Berne led the way, looking for any sign of the enemy's passing. The allied forces had managed to push the goblinoid insurgents back to the...
Noble Sacrifice
by Richard Ford
Chapter One: Enemy Territory
Isger, 4701 AR
They rode their horses far from the well-trodden roads of the Conerica Straits. The ancient trade routes were no longer safe, even for seasoned warriors, and the pair stuck to the labyrinthine hill paths that intersected the foot of the Aspodells' northern peaks.
Kal Berne led the way, looking for any sign of the enemy's passing. The allied forces had managed to push the goblinoid insurgents back to the Chitterwood, but there were still isolated bands roaming the hills and mountains, ready to strike at the few towns and villages left standing. Their mission was part of the allied attempt to eradicate the goblinoid threat from Isger once and for all, and Kal relished the challenge. He had been a scout in the Steel Falcons for two years, and his tracking skills were as highly prized as his knack with a bow. With any luck, it wouldn't be long before he could challenge for the rank of lance corporal, and the success of this mission would certainly do his chances no harm.
His companion guarded the rear, though this did little to alleviate Kal's nerves. Truth be told, the warrior at his back made him more uneasy than the prospect of stumbling on a band of brigands or a goblin warhost. Kal glanced back, seeing the dark, brooding warrior atop his black destrier, gazing forward with barely disguised contempt. He was tall, his dark hair falling about his armored shoulders. On his breastplate was fashioned the face of a hideous demon, and at his back hung a wicked black sword.
A Hellknight!
What was General Marusek thinking, pairing him with such a... Kal couldn't think of the word; the warrior was hardly a man, after all. Men showed emotion, mercy, empathy. Whereas the armored fiend that accompanied him was like a block of cold granite.
They had been introduced at the allied base in Elidir. Tiberion was the Chelaxian's name, and he had ignored Kal's attempts at small talk. It quickly became clear that Tiberion was not one for conversation.
Their orders were clear—to scout out the hills east of the Chitterwood and report back any sign of the enemy. Simple. Or it would have been had Kal not had to ride with a devil-worshiping brute. Nevertheless, he had accepted his orders without complaint, and as they made their way along the treacherous goat tracks and shaded vales he focused on the mission.
For almost two days they had seen no sign of the enemy as they made their way toward the mountains, and as he sat atop his dappled mare, Kal was beginning to wonder if this was a fool's errand.
Then he saw it, almost imperceptible on the uneven ground. He quickly slipped from his mount, crouching beside the track and running a hand through his short, dark hair. It was barely half a print, but it was there, plain as day in the sodden earth, showing where a clawed foot had crossed their path.
"I have sign, headed south," Kal said, not expecting an answer.
"How old?"
Talmandor's wing—it speaks! thought Kal, though he didn't dare say it out loud.
"An hour, maybe less. On foot. If we're quick we may be able to catch them before night."
Kal glanced up with an eager smile, but instantly felt foolish as he was met with Tiberion's usual stolid expression. Kal leapt back onto his horse and reined it south, diverting from the path and moving higher over the lip of the valley. Tiberion moved up beside him as they mounted the rise, and the clawing peaks of the Aspodell Mountains rose before them.
Kal glanced up at the overcast sky. "We have maybe an hour of light."
"Then we had best make haste," said Tiberion, sticking his spurs to the black warhorse beneath him and galloping down the other side of the rise. Kal spurred his own mount, and followed behind.
They rode hard, navigating the narrow gullies and paths, rising higher into the foothills. Below them the ground gradually became firmer, as rolling hills made way for sloping mountains. With every step a darkening veil of shadow gradually enveloped them, and Kal began to think they might have lost their quarry, but as the moon began to rise he caught sight of a stooped and fast-moving figure up ahead. From such a distance he couldn't make out any detail, but from the loping gait it could only be one thing.
"Goblin." Kal pointed at their quarry as it fled toward a narrow ravine several hundred yards ahead. "If we're quick we can catch him before he loses us in the mountains."
He spurred his steed once more, urging it up the scree toward the slim opening. Their horses slipped and stumbled up the slope, and by the time they reached the summit the diminutive figure had disappeared from view, but Kal was not about to be beaten. He leapt down from his mare, unsheathed his bow from the saddle, and moved forward.
"Wait!" barked Tiberion, but Kal was in no mood to be ordered around by his stern companion. His target was close—he could smell it. The foul thing had most likely set villages aflame and slaughtered innocents, and Kal was determined he would not escape the justice of the Steel Falcons.
"A Steel Falcon lives by his ideals— and dies by them."
He ran into the ravine, twisting his body to slip through the narrow entrance. Once inside, the sheer wall of rock created a narrow passage, and he followed on the goblin's trail. Behind he could hear Tiberion dogging his path, sword ringing from its scabbard and armor eerily quiet as he moved with a grace that belied his bulk.
Kal followed the twisting passage, surefooted on the treacherous rock. He nocked an arrow as he moved, his eyes straining through the darkness for any sign of the goblin.
Suddenly, the passage opened out, and he ran into a wide gully, the cliff face reaching up to a lip twenty yards above. Several paths led away from the rock, and Kal cursed his ill luck, for there was little detritus on the ground that would give him a clue as to where his quarry had fled.
Tiberion entered the clearing behind him, and as Kal turned he saw the Hellknight was clearly displeased.
"Idiot!" snapped Tiberion. "Are you trying to get us killed?"
"I'm trying to track our quarry. We have orders—"
"Those orders are to observe and report, not to hunt down every solitary scout we come across."
Kal squared up to the Hellknight, despite the latter's imposing frame. "And what? We're supposed to just let him run?"
"Yes," Tiberion rumbled. "Because now you've most likely led us straight into a—"
Tiberion didn't finish, but instead pushed Kal hard in the chest. The young scout fell back, fury rising at the Hellknight's assault, just as a black-shafted arrow streaked in front of his face and clattered against the rocky ground.
Kal landed hard on his backside, instinctively bringing his bow up to aim at where the arrow had come from, but there was no sign of the archer.
"Move!" yelled Tiberion, grabbing Kal by the epaulet of his jacket and hauling him to his feet.
As they ran toward the nearest passage from the gully, a deluge of arrows began to fall, whipping past them and clanking against the rock face. One of the deadly shafts hit Tiberion's shoulder, but the pauldron of that fearsome armor turned its flight.
They sprinted out of the gully, hearing the screeching curses of goblin attackers in their wake. It was dark now, difficult to see in the tight corridor of rock, and Kal concentrated on staying close to Tiberion, whose dark cloak gave him the appearance of a shadowy specter in the night.
The passage twisted left and right, wending its way through the mountain until it let out mercifully into another gully. Tiberion ducked—and it was the only warning Kal got as they were suddenly ambushed by a mob of dark attackers.
A wickedly hooked axe swept through where Tiberion's head had been a second before. The Hellknight spun on his heel, sweeping his greatsword around and hacking into his assailant's abdomen. Kal barely had time to register the howl of pain and the stream of flying gore before one of the creatures was on him. Its gray-skinned face was a mask of fury, crooked teeth twisted in malice—the feral features of a hobgoblin!
Kal brought his bow up, drawing back the string and loosing an arrow before he had time to think. The arrow pierced his attacker's eye, puncturing the hobgoblin's brain. It stood transfixed for a second, the fletching quivering, then fell back dead.
In the following moments Kal was frozen, watching the Hellknight at work. Tiberion was truly an exemplar of his craft, and all the contempt Kal had felt for him was quickly washed away by stunned awe. The Hellknight was assaulted by half a dozen of the screaming, clamoring monstrosities, but he parried their blows with precision, countering with his own evil-looking blade. His movements were economical, with not a breath or motion wasted as one by one he eviscerated his foes.
By the time Kal managed to steel himself and nock another arrow, Tiberion was surrounded by corpses, his stance ready for the next comer, his breathing even and calm.
There came a sudden bellowing howl from the passage down which they had fled. An arrow whistled past his ear, and Kal looked up to see more diminutive, snarling figures above. He swept his bow around and loosed in one fluid motion, seeing his arrow fly straight and true. A grim satisfaction warmed him as he heard the gurgling cry of the goblin as it fell back from view. Before he could congratulate himself, Tiberion grasped his arm and pulled him along.
"We'll be shot like fish in a barrel if we stay here," he said.
Kal could only agree, moving after him as they heard footsteps echoing down the passage at their rear.
They plunged ahead once more, their way lit only by the moon. There was a howling clangor all around them now as their goblinoid foes whipped themselves into a frenzy, spurred on by the thought of the knights' imminent demise. Kal felt fear welling up inside him. He had seen what these animals had done to their captives in a dozen settlements across Isger. Torture and mutilation was common—the lucky ones died quickly. Kal could only guess that such a prize as two knights would be too good to waste with a quick death.
Well, Kal Berne wouldn't be taken alive, only to die later on the end of a goblin's dogslicer. He would go down fighting with the blood of his enemies on his hands and blade.
Tiberion scrambled to a halt, and Kal heard him curse, spitting the words in a guttural tongue he didn't recognize. Before them rose a solid curtain of rock.
"Like fish in a barrel," Kal said.
Tiberion turned back toward the direction they had fled, raising his sword in a defensive posture. Kal nocked another arrow, aiming it high, waiting for the next shadowy goblin archer to show its misshapen silhouette above the rocky parapet.
The howling grew louder, and above them came the sound of scrabbling bodies moving into position. It was too dark to see them now, but Kal knew they were there. Down the passage came the sound of the approaching horde.
Kal glanced at Tiberion. "You know they'll kill us slow, don't you?"
Tiberion nodded without turning his gaze from the corridor, sword still held aloft and steady, as solid as the rock enclosure in which they stood.
Then came the roar, and the enemy charged from the dark.
"For Andoran and liberty!" screamed Kal, as above them a dozen figures moved, loosing their arrows as one...
Coming Next Week: The price of freedom and weight of responsibility in Chapter Two of "Noble Sacrifice."
Richard Ford has written short fiction for Games Workshop's Black Library and the British Fantasy Society's acclaimed journal, Dark Horizons, as well as the novel The Dragons of Lencia.
... The NPC Guide: The Babies Are Back! Friday, April 2, 2010Cave raptors are sated and have finally released me from their grim, stony world—it's time to blog! ... Back when I served as a lowly intern, a weary and overworked Sean K Reynolds offered me my very first Paizo gig. The encroaching Pathfinder Chronicles: NPC Guide would need dozens of generic stat blocks if GMs were to treasure it above even their own families. A not-insignificant portion of my sanity died off as I stared...
The NPC Guide: The Babies Are Back!
Friday, April 2, 2010
Cave raptors are sated and have finally released me from their grim, stony world—it's time to blog!
Back when I served as a lowly intern, a weary and overworked Sean K Reynolds offered me my very first Paizo gig. The encroaching Pathfinder Chronicles: NPC Guide
would need dozens of generic stat blocks if GMs were to treasure it above even their own families. A not-insignificant portion of my sanity died off as I stared into the abyss of an estimated twelve billion 1st- to 5th-level nonplayer characters, but ultimately the turnover made its way back to Sean and his shiny, shiny knife.
In any creative industry, there's a phrase that goes something like, "Your babies will get cut first." Meaning that in any creative project, your favorite elements or that extra something special you really loved creating will probably end up on the cutting room floor. The NPC Guide was no exception, and several of my favorite characters ended up cold and lifeless at Sean's feet. But now, through the miracle of the Internet, I have the power to bring them back!
So behold these glorious characters, free of charge! Behold the glory that is the Internet!
Er... I mean, check out these sweet NPCs, coming straight to you as a super-sized web enhancement for the NPC Guide. This first installment of five is only the beginning; we'll toss up more batches from time to time, so stay tuned.
ALKENSTAR: GUNMARSHAL CR 3 Hero or villain, the Gunmarshal stands as a proud icon of Alkenstar's victory over the chaotic Mana Wastes. Even gunslinging rogues and bandits are influenced by honor and tradition afforded by that pride.
Spoiler:
XP 800 Dwarf fighter 4
N Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft; Perception +6
DEFENSE AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex) (+4 dodge vs. giants)
hp 22 (4d10)
Fort +4, Ref +4, Will +3; +2 vs. poison, spells, and spell-like abilities; +1 vs. fear
Defensive Abilities bravery +1
OFFENSE Speed 20 ft.
Melee short sword +5 (1d6+1/19–20)
Ranged revolver +8 (1d6) or Rapid Shot +6/+6 (1d6)
Special Attacks +1 on attack rolls against goblinoid and orc humanoids
STATISTICS Str 12, Dex 16, Con 10, Int 14, Wis 15, Cha 8
Base Atk +4; CMB +5; CMD 18 (22 vs. bull rush or trip)
Feats Exotic Weapon Proficiency (firearms), Gunslinger (see below), Point-Blank Shot, Rapid Shot, Weapon Focus (revolver)
Skills Acrobatics +5, Craft (guns) +9, Intimidate +6, Knowledge (engineering) +7, Perception +6 (+8 unusual stonework), Survival +8
Languages Common, Dwarven, Kelish, Osiriani
SQ armor training +1, stonecunning
Gear studded leather, revolver, short sword, gun cleaning kit, cigars (3), smokestick, tindertwigs (3)
SPECIAL ABILITIES Gunslinger (Ex) This character does not provoke attacks of opportunity when attacking with firearms. See page 59 of the Pathfinder Chronicles Campaign Setting.
BELKZEN: THUNDERING CHOIR MUSICIAN CR 1 Though feared for their swords and the mad gleam in their eyes, the one memory that forever haunts those who've warred against the orcs are the drums. Carried for miles across hills and rocky plains, the ominous drumbeats of orc thundering choir musicians weigh on the minds of men like the heartbeats of tireless predators, never stopping, never slowing. The thundering choir musicians are fierce warriors, but the rhythm of their drumbeats and chants is their foulest weapon, whipping other orcs into murderous frenzies and inspiring terror in the hearts of even the bravest men.
Spoiler:
XP 400 Orc bard 2
CE Medium humanoid (orc)
Init +0; Senses darkvision 60 ft., low-light vision; Perception –2
DEFENSE AC 13, touch 10, flat-footed 13 (+3 armor)
hp 13 (2d8+4)
Fort +2, Ref +3, Will +1
Weaknesses light sensitivity
OFFENSE Speed 30 ft.
Melee longsword +4 (1d8+3/19–20)
Ranged masterwork sling +2 (1d4+3)
Special Attacks bardic performance (13 rounds/day, standard action), countersong, distraction, fascinate, inspire courage +1
Spells Known (CL 2nd; concentration +3)
1st (3/day)—cause fear (DC 12), cure light wounds, remove fear 0 (at will)—dancing lights, daze (DC 11), message, resistance, summon instrument STATISTICS Str 17, Dex 10, Con 14, Int 10, Wis 6, Cha 13
Base Atk +1; CMB +4; CMD 14
Feats Extra Performance
Skills Appraise +5, Craft (leather) +5, Intimidate +6, Knowledge (geography) +6, Knowledge (history) +6, Knowledge (local) +6, Knowledge (nobility) +0, Perform (Percussion) +6
Languages Common, Orc
SQ bardic knowledge +1, versatile performance (percussion), well-versed
Combat Gear thunderstones (4); Other Gear studded leather, longsword, masterwork sling, bullets (20), lucky human foot, masterwork drums
DRUMA: KALISTRADE PROPHET CR 1 By achieving wealth, the Prophets of Kalistrade prove themselves more righteous than those around them. They travel to discover converts and new business opportunities, furthering their enlightenment. Part entrepreneur, part cultist, they open doors and pull strings for those they consider friends, or financially hinder their detractors.
Spoiler:
XP 400 Human expert 3
LN Medium humanoid (human)
Init +0; Senses Perception +2
DEFENSE AC 11, touch 10, flat-footed 11 (+1 armor)
hp 10 (3d8–3)
Fort +0, Ref +1, Will +5
OFFENSE Speed 30 ft.
Melee quarterstaff +2 (1d6)
Ranged light crossbow +2 (1d8/19–20)
STATISTICS Str 10, Dex 11, Con 9, Int 13, Wis 14, Cha 8
Base Atk +2; CMB +2; CMD 12
Feats Persuasive, Skill Focus (Knowledge [religion]), Profits of Kalistrade (see below)
Skills Appraise +7, Bluff +1, Craft (jewelry) +6, Diplomacy +6, Intimidate +7, Knowledge (geography) +5, Knowledge (history) +6, Knowledge (local) +2, Knowledge (nobility) +3, Knowledge (religion) +5, Linguistics +5, Perform (Oratory) +0, Profession (merchant) +7, Ride +1, Sense Motive +8
Languages Common, Dwarven, Elven, Kelish
Other Gear padded armor, light crossbow, quarterstaff, copy of The Prophecies of Kalistrade, mercenary contracts
SPECIAL ABILITIES Feats The Kalistrade prophet has the Profits of Kalistrade feat, which grants him a "resource pool" of 300 gp, allowing him to obtain goods of this value even in settlements too small to have something that expensive. See page 73 of the Pathfinder Chronicles Campaign Setting.
FIVE KINGS MOUNTAINS: DWARVEN TRADITIONALIST CR 2 In the eyes of some dwarves, the civilizations of the surface world slowly erode dwarven culture and values, tearing away at their heritage like the rain wears away great stone monuments. Elves bear inefficient frippery, while humans buck the social order, and the less said about halflings and gnomes the better. These traditionalist, xenophobic members of dwarf society would love nothing more than complete isolation from other cultures, and perhaps even to return to the depths of the Darklands. While this usually amounts to little more than talk, the numbers of these radical conservatives swell on occasion into dangerous political groups and gangs.
Spoiler:
XP 600 Dwarf expert 2/warrior 2
LN Medium humanoid (dwarf)
Init –1; Senses darkvision 60 ft.; Perception +3
DEFENSE AC 18, touch 9, flat-footed 18 (+7 armor, –1 Dex, +2 shield) (+4 dodge vs. giants)
hp 30 (4 HD; 2d8+2d10+10)
Fort +5, Ref –1, Will +4; +2 vs. poison, spells, and spell-like abilities
OFFENSE Speed 20 ft.
Melee masterwork dwarven waraxe +5 (1d10+1/×3)
Ranged light hammer +2 (1d4+1)
Special Attacks +1 on attack rolls against goblinoid and orc humanoids
STATISTICS Str 13, Dex 8, Con 14, Int 11, Wis 12, Cha 8
Base Atk +3; CMB +4; CMD 13 (17 vs. bull rush and trip)
Feats Alertness, Power Attack
Skills Craft (armor) +7, Knowledge (engineering) +3, Knowledge (history) +3, Perception +0 (+2 unusual stonework), Profession (blacksmith) +8, Sense Motive +5
Languages Common, Dwarven
Combat Gear caltrops (3), potion of bull's strength; Other Gear masterwork banded mail, masterwork heavy steel shield, masterwork dwarven waraxe, light hammer (2), genealogy books, masterwork artisan's tools
GEB: BLOOD LORD INITIATE CR 2 The practical seat of power within Geb rests with the Blood Lords. Administrators and necromancers both, any family of repute attempts to position their members within its ranks. The most fortunate embrace undeath, gaining immortality as vampires, ghouls, or other intelligent undead.
Spoiler:
XP 600 Ghoul necromancer 2
NE Medium undead
Init +2; Senses darkvision 60 ft.; Perception +5
DEFENSE AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 24 (4 HD; 2d8+2d6+8)
Fort +4, Ref +2, Will +7
Defensive Abilities channel resistance +2, undead traits
OFFENSE Speed 30 ft.
Melee bite +3 (1d6+1 plus disease and paralysis) and 2 claws +3 (1d6+1 plus paralysis)
Rangedray of frost +4 (1d3)
Special Attacks channel negative energy (DC 15, 6/day), grave touch (1 round, 6/day), paralysis
Spells Prepared (CL 2nd; concentration +4)
1st—cause fear (DC 14), shield, reduce person (DC 14), ray of enfeeblement (DC 14)
0 (at will)—arcane mark, bleed (DC 13), detect magic, ray of frost, read magic Prohibited Schools illusion, conjuration
STATISTICS Str 12, Dex 15, Con —, Int 17, Wis 11, Cha 14
Base Atk +2; CMB +3; CMD 15
Feats Command Undead, Improved Channel, Scribe Scroll, Weapon Finesse
Skills Acrobatics +4, Climb +6, Knowledge (arcana) +10, Knowledge (history) +8, Knowledge (planes) +8, Linguistics +9, Perception +5, Profession (politician) +6, Spellcraft +10, Stealth +7
Languages Aklo, Common, Draconic, Infernal, Kelish, Osiriani, Vudrani
SQ arcane bond (amulet)
Combat Gearscroll of mage armor, wand of true strike (15 charges); Other Gear acolyte robes, government seal, spellbook
Developer's Diary: They Came From Beneath the Sea!
... Developer's Diary: They Came From Beneath the Sea! Thursday, April 1, 2010As Wes mentioned a couple of weeks ago, our Open Design partnership project From Shore to Sea has had a few problems on its way through development and editing. But I'm happy to tell you that we are now in the final stages of getting this thing out the door and into your hands! ... Senior Art Director Sarah Robinson found a great artist, Damien Mammoliti, to pick up where the last one left off, and once that art...
Developer's Diary: They Came From Beneath the Sea!
Thursday, April 1, 2010
As Wes mentioned a couple of weeks ago, our Open Design partnership project From Shore to Sea has had a few problems on its way through development and editing. But I'm happy to tell you that we are now in the final stages of getting this thing out the door and into your hands!
Senior Art Director Sarah Robinson found a great artist, Damien Mammoliti, to pick up where the last one left off, and once that art came in, she put everything together in record time. Finally, there are some faces to go with the names (some of them pretty creepy, but faces nonetheless!). Coupled with Andrew Hou's fantastic, action-packed chapter openers, this adventure is finally coming together. And once we had the art, editorial questions like what is the correct plural of octopus (octopi? octopuses? octopodes?) were easily resolved. Here's hoping that the ocean between here and China is safely free of giant cephalopods.
Illustration by Andrew Hou
For a final sneak peek at From Shore to Sea, take a look here at Valeros trying to save some hapless (and disturbingly fishy) villagers from more of those pesky giant tentacles. And be careful when you go swimming. You never know what might be lurking beneath the waves!
... The Best Laid Plans... Wednesday, March 17, 2010I hate airing our dirty laundry in public... ... Who am I kidding, I relish airing our dirty laundry in public, but professionalism and good taste often makes doing so... inadvisable. But this is a special situation and in this instance it's easy to talk around the specifics so to protect the innoce—well, in this case, to protect the guilty. As we've been trying to show off our editorial processes with this project, even more reason to...
The Best Laid Plans...
Wednesday, March 17, 2010
I hate airing our dirty laundry in public...
Who am I kidding, I relish airing our dirty laundry in public, but professionalism and good taste often makes doing so... "inadvisable." But this is a special situation and in this instance it's easy to talk around the specifics so to protect the innoce—well, in this case, to protect the guilty. As we've been trying to show off our editorial processes with this project, even more reason to let you all in on how things sometimes play out around here.
The product in question: From Shore to Sea, our Pathfinder Module partnered with Wolfgang Baur's patron-fueled Open Design venture.
The topic: Sometimes we get screwed.
So, let's backtrack a little bit. Here's something most folks didn't notice—unless you've been getting emails from me or really enjoy reading the credits pages of our projects. Around October of last year my title here at Paizo totally didn't change. What comes after that title did, though. Thus, "Managing Editor of Pathfinder" became "Managing Editor of Paizo Publishing." The distinction: now I'm not just in charge of making sure everything runs smoothly for Pathfinder Adventure Path, but everything else we publish too. And, as a special bonus challenge, that it all happens in a timely manner. That's been the real trick. It's like telling someone to build a number of towers (one for each product line) but, hey, for fun, let's start at the bottom of the Grand Canyon. The Grand Canyon, in this case, is our "schedule debt," a sizable hole with depth markers called Dragon and Dungeon magazines, the Pathfinder Campaign Setting, the Pathfinder Core Rulebook, and other beautiful fiascos that have gradually meant nearly everything we publish has fallen off its intended tracks. A real nasty peril when you've got thousands of gamers rightly demanding the products they've subscribed to and expect from month to month. But with my shiny Paizo-brand carrot and Paizo-brand stick, and the incredible efforts of our insanely talented and even more dedicated designers, editors (with a special nod to Judy Bauer, Chris Carey, Rob McCreary, and James Sutter), and folks at all levels of the company who have sacrificed nights, weekends, sleep, and meals to write and edit, those towers have reached up and up toward the light. The first tower to break the surface was the Pathfinder Module line with From to Shore to Sea, scheduled to go to print, on time, March 5th.
Or rather it would have, if the art we ordered actually came in. Oh, I don't just mean came in on time, I mean, was going to come in at all. What we got on the due date instead of a half dozen illustrations was an apology from Joe "You'll-Never-Work-in-this-Town-Again" and a very empty "good luck!" Lame. Now, art directorix Sarah Robinson is a goddess for a variety of reasons, but the power she employed in this particular crisis was to bat her eyelashes via email and coax a whole host of fantastically talented artists to take up the slack, and in record speed. What that did mean, though, is that instead of going out on time, From to Shore to Sea is now going out next week, three weeks behind my precious schedule. Ugh.
Illustration by Dan Scott
Wolf set us up with this great plan, author Brandon Hodge pulled together a fantastic adventure, the Open Design patrons made a host of inspired suggestions, and Rob developed this thing into a fine addition to our Pathfinder Modules line in record time. And Dan Scott, our ever reliably awesome cover artist, did the incredible cover I’ve attached here. (Again, Dan: great and timely work. We love Dan’s stuff.) Yet despite top-notch materials and everyone who touched the adventure doing heroic work, sometimes things still don't work out the way they should. Sometimes it makes things frustrating and stressful, but never, ever boring.
From Shore to Sea will be awesome, there's no doubt about that, and I'm more excited about this one than I am about most. But, sadly, this one has had a bumpy journey, and my first tower breaking the surface will likely have to wait for City of Strangers in the Pathfinder Chronicles line later this month. Missing a deadline sadly isn't something new, so don't go adjusting orders or rechecking release dates; this happens sometimes and no one outside this building ever hears about it. Our website and warehouse teams are also quite adept—to our chagrin—at picking up our slack. And, should all our plans continue to work and there are relatively few additional catastrophes, you shouldn't ever hear me griping about our "editorial debt" again.
So just a heads-up for all the folks who have been invested in and keenly anticipating Open Design's From to Shore to Sea: it's awesome and it's coming, but sometimes the path from author to your hands has some unanticipated adventures. And expect a very boring blog post from me in a few months announcing that all our product lines are, at last, shipping to the printer on time. It might not matter much to folks outside these offices, but here, it's going to be cresting the top of a very tall hill.
... Snagged from the Vault: The Final Wish Thursday, June 4, 2009Howdy Paizonians! As you may have noticed, there's been a dearth of blogs lately. You can blame that on the Pathfinder RPG Bestiary, as almost all of the editorial staff (including the interns) are furiously working on getting the Bestiary ready for release and ensuring that other projects (such as the one that bears this cover!) stay on schedule. It's a busy and exciting time, but it means that blogs may be sparse for a little...
Snagged from the Vault: The Final Wish
Thursday, June 4, 2009
Howdy Paizonians! As you may have noticed, there's been a dearth of blogs lately. You can blame that on the Pathfinder RPG Bestiary, as almost all of the editorial staff (including the interns) are furiously working on getting the Bestiary ready for release and ensuring that other projects (such as the one that bears this cover!) stay on schedule. It's a busy and exciting time, but it means that blogs may be sparse for a little while. Still, Hank and I will do our best to make sure that you have something new to enjoy every day (or almost every day) here on the blog! In the meantime, here's some art! Enjoy Jesper Ejsing's awesome cover for Pathfinder Adventure Path volume #24: The Final Wish, in which a poor sitarist is skewered by a brass golem's sword.
... Pathfinder Roleplaying Game Preview #2 Wednesday, May 20, 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 Valeros, the iconic fighter. ... Valeros ... Male human fighter 14 ... NG Medium humanoid ... Init +5; Senses Perception +13 ... DEFENSE ... AC 28, touch 17, flat-footed 23; (+10 armor, +2 deflection, +5...
Pathfinder Roleplaying Game Preview #2
Wednesday, May 20, 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 Valeros, the iconic fighter.
Valeros
Male human fighter 14
NG Medium humanoid Init +5; Senses Perception +13 DEFENSE AC 28, touch 17, flat-footed 23; (+10 armor, +2 deflection, +5 Dex, +1 shield) hp 137 (14d10+56) Fort +12, Ref +9, Will +3 (+7 against fear) Resist fire 10 OFFENSE Spd 30 ft. Melee+3 keen longsword +23/+18/+13 (1d8+13/17–20), +2 frost shortsword +20/+15/+10 (1d6+7 plus 1d6 cold/19–20) Ranged+1 flaming composite shortbow +20/+15/+10 (1d6+4 plus 1d6 fire/x3) STATISTICS Str 16, Dex 20, Con 16, Int 13, Wis 8, Cha 10 Base Atk +14; CMB +17; CMD 34 Feats Combat Expertise, Double Slice, Greater Two-Weapon Fighting, Greater Weapon Focus (longsword), Greater Weapon Specialization (longsword), Improved Two-Weapon Fighting, Improved Vital Strike, Power Attack, Toughness, Two-Weapon Defense, Two-Weapon Fighting, Two-Weapon Rend, Vital Strike, Weapon Focus (longsword, shortsword), Weapon Specialization (longsword) Skills Climb +20, Intimidate +17, Perception +13, Ride +22, Swim +20 Languages Common, Halfling SQ armor training +3, bravery +4, weapon training (heavy blades +3, light blades +2, close +1) Combat Gearnecklace of fireballs (type V), potion of cure serious wounds (3), potion of fly, potion of heroism, rod of flame extinguishing; Other Gearbag of holding (type II), +4 fire resistant light fortification breastplate, +1 flaming composite shortbow (+3 Str), +2 frost short sword, belt of physical perfection +2, boots of levitation, +3 keen longsword, periapt of wound closure, ring of protection +2, ring of the ram
First off, the new Valeros is designed to dish out the hurt, but his AC is a bit low for a character of his level. He can fix this in combat by using Combat Expertise, which at his level gives him a +4 dodge bonus to his AC (which also adds to his Combat Maneuver Defense, but more on that later) but taking a –4 penalty on attack rolls for 1 round. He can also used Power Attack to add +8 damage on attacks made with his longsword and +4 damage on attacks made with his shortsword by taking an additional –4 penalty on attack rolls. He would probably not want to use both at the same time, but he can mix it up as dictated by the situation. If he manages to hit one target with both his longsword and shortsword in the same round, he deals an additional 1d10+4 points of damage thanks to Two-Weapon Rend.
All of this assumes that Valeros begins his turn adjacent to an enemy. If not, he can charge up and make a single attack with his longsword using both Power Attack and Improved Vital Strike. This devastating attack is made at a +23 bonus and it deals 3d8+21. Note that Valeros can move 30 feet during this charge, despite wearing a breastplate. This is due to his armor training, which allows him to move at full speed while wearing such armor.
You might notice a new statistic in Valeros' stat block. CMD, which stands for Combat Maneuver Defense. This statistic is the DC for anyone else to perform a combat maneuver, such as bull rush, disarm, or grapple, against Valeros. This statistic is derived from his CMB +10 plus a number of other modifiers (Dexterity and deflection bonuses in this case). Note that Valeros adds his weapon training bonuses to his CMD whenever anyone tries to disarm or sunder weapons from those groups (he also adds these bonuses to combat maneuver checks made using weapons from those groups).
Lastly, Valeros has some fun magic items at his disposal. You can never go wrong with a necklace of fireballs (type V), especially when you are wearing fire resistant armor. The periapt of wound closure protects him from bleed damage, which is a bit more common with some of the new higher-level feats (Bleeding Critical comes to mind). Lastly, the ring of the ram is a great toy for a fighter like Valeros to control the battlefield a bit. Using just 1 charge allows him to make a bull rush combat maneuver at a +17 bonus, which should be enough to push smaller monsters around.
That's about all for this week. There are a few other tidbits hidden in the stat block for the math savvy, but I will leave those for the messageboards to puzzle out. Next week, in part 3 of our 14-week preview, we're going to take a close look at Seoni, the iconic sorcerer. And by close, I mean very close, close enough to examine her blood.
How Do I Play a Barbarian in Service to Andoran? Thursday, July 17, 2008Continuing 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...
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.
Bigger is better! Wednesday, October 17, 2007Like the majestic hermit crab, as the iconic characters level up, they continue to require larger and larger accommodations. As such, Pathfinder #3 features a brand-new half-page format for the pregenerated characters—take a gander at the bigger format, and get a sneak peak into Valeros's personality as well! ... James Sutter ... Assistant Editor, Pathfinder ...
Bigger is better!
Wednesday, October 17, 2007
Like the majestic hermit crab, as the iconic characters level up, they continue to require larger and larger accommodations. As such, Pathfinder #3 features a brand-new half-page format for the pregenerated characters—take a gander at the bigger format, and get a sneak peak into Valeros's personality as well!
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!
Meet the Iconics: Valeros Monday, May 7, 2007One of the many lessons...
Meet the Iconics: Valeros Monday, May 7, 2007One of the many lessons we've learned in our tour with Dragon and Dungeon is that people like iconic characters. A lot. It seems like every day a new thread pops up on our messageboards wanting to know more about the ill-fated Abelard the paladin, the tiefling fighter, or James Jacobs's notorious Tyralandi Scrimm. As such, when we sat down to develop the iconics for Pathfinder, we knew going into it that what we came up with needed to be more than...
Meet the Iconics: Valeros
Monday, May 7, 2007
One of the many lessons we've learned in our tour with Dragon and Dungeon is that people like iconic characters. A lot. It seems like every day a new thread pops up on our messageboards wanting to know more about the ill-fated Abelard the paladin, the tiefling fighter, or James Jacobs's notorious Tyralandi Scrimm. As such, when we sat down to develop the iconics for Pathfinder, we knew going into it that what we came up with needed to be more than just easy art reference. These iconics needed to live up their name and represent our world, our ethos, and our whole idea of what gaming is about. Fortunately, with Wayne Reynolds onboard to design the visual elements, we knew that what we received would blow our socks off—which it has.
Along with representing our game world, however, these iconics pull double-duty as pregenerated characters in Pathfinder and the GameMastery Modules. Each adventure will be accompanied by four of our iconics, statted up to the appropriate level and ready for you to sit down and start playing with a minimum of effort.
So without further ado, I'd like to introduce the first of our iconics: Valeros, a male human fighter who will be making his first appearance at second level in D1: Crown of the Kobold King.. While a fan of two-handed fighting using his longsword and shortsword, his true favorite tool is the tankard attached to his belt. Despite the devil-may-care attitude implicit in his pose (and hair), he's actually got a strong moral streak that keeps him neutral good... a quality that he feels is directly responsible for the mass of nicks and scars covering his face and gear.
Pathfinder backgrounds Monday, April 30, 2007And now, by popular...
Pathfinder backgrounds Monday, April 30, 2007And now, by popular request... Pathfinder desktop backgrounds! While a desktop is obviously a totally different size than a book, and certain design elements are still being finalized, these three images are perhaps the best preview to date of what the first three Pathfinder covers (including the alternate cover for volume 1) will actually look like. So while you're waiting for Burnt Offerings to release, why not download one of these and throw it...
Pathfinder backgrounds
Monday, April 30, 2007
And now, by popular request... Pathfinder desktop backgrounds! While a desktop is obviously a totally different size than a book, and certain design elements are still being finalized, these three images are perhaps the best preview to date of what the first three Pathfinder covers (including the alternate cover for volume 1) will actually look like. So while you're waiting for "Burnt Offerings" to release, why not download one of these and throw it up as your wallpaper? After all, as far as we're concerned, everyone could use a little more Wayne Reynolds art in their lives...