Sometime in the next week or so, Ultimate Campaign will be shipping out to a game store or mailbox near you. In anticipation of the release of this 256-page hardcover, we are taking a look at what you can expect to find inside. In the past three weeks, we have looked at character backgrounds, the downtime system, and rules for the GM to add to their campaign. This week, we are looking at the final chapter of the book, Kingdoms and War!
Ultimate Campaign: WAR! What is it Good For?
Thursday, May 16, 2013
Sometime in the next week or so, Ultimate Campaign will be shipping out to a game store or mailbox near you. In anticipation of the release of this 256-page hardcover, we are taking a look at what you can expect to find inside. In the past three weeks, we have looked at character backgrounds, the downtime system, and rules for the GM to add to their campaign. This week, we are looking at the final chapter of the book, Kingdoms and War!
Built from the popular rules found in the Kingmaker Adventure Path, this chapter takes those rules to the next level, giving you new options to allow your PCs to conquer any part of the world (or at the very least, declare war on the parts they cannot conquer). First up are rules for building and expanding a kingdom. These rules are a refined version from those in Kingmaker, but if you used those rules, these will be very familiar to you. The big thing we added here was a variety of new rules and options for your kingdom. We expanded just about everything from rulership types to buildings that you can construct in your cities. Here are just a few examples.
Bank 28 BP, 1 Lot Kingdom Economy +4 Special Base value +2,000 gp
A secure building for storing valuables and granting loans.
Palace 108 BP, 4 Lots Kingdom Economy +2, Loyalty +6, Stability +2; Fame +1 Discount Mansion, Mint, Noble Villa Special Base value +1,000 gp; you may make two special edicts per turn (see page 229), but take a -2 penalty on kingdom checks associated with each special edict Settlement Law +2
A grand edifice and walled grounds demonstrating one's wealth, power, and authority to the world.
What good is a kingdom if you can't declare war on your neighbors? To that end, we added the war rules from Kingmaker and expanded upon them. This system is not a tactical war simulation, but it works perfectly in a narrative game, with quick and simple resolution with meaningful results. We greatly expanded the sample units and armies in this section of the book as well. Take a look at a few of these stat blocks!
Illustration by Jim Nelson
Drow Army XP 400
CE Medium army of drow (warrior 3) hp 3; ACR 1 DV 11; OM +3, ranged Tactics dirty fighters, false retreat, sniper support, spellbreaker Special darkvision, light sensitivity, poison, spell resistance Speed 2; Consumption 1 Note +2 OM due to spell-like abilities
Tarrasque XP 102,400
N Fine army of one tarrasque hp 93; ACR 17 DV 27; OM +21, ranged Tactics defensive wall, relentless brutality, siegebreaker, spellbreaker, withdraw Special cannibalize; fear; grab; immune to ability damage, bleed, disease, energy drain, fear, paralysis, petrification, and poison; low-light vision; regeneration 40; scent; significant defense; spell resistance Speed 2; Consumption 8
Note +4 OM due to feats and monster special abilities
Well, that about wraps up our look at Ultimate Campaign. You should be able to find this book in stores very soon. Pick it up and expand your campaign!
Meet the Iconics: Imrijka Thursday, October 11, 2012 ... Wails regularly echo through the eastern wing of Gravecharge, Pharasma's cathedral in the university city of Lepidstadt. Yet such aren't the breathless screams of the dead that so often ring through the corners of Ustalav, but rather the cries of life. Since its construction, Gravecharge has maintained a clean and well-supervised hospice for sick and orphaned youths. Just as the goddess Pharasma concerns herself with the transition of...
Meet the Iconics: Imrijka
Thursday, October 11, 2012
Wails regularly echo through the eastern wing of Gravecharge, Pharasma's cathedral in the university city of Lepidstadt. Yet such aren't the breathless screams of the dead that so often ring through the corners of Ustalav, but rather the cries of life. Since its construction, Gravecharge has maintained a clean and well-supervised hospice for sick and orphaned youths. Just as the goddess Pharasma concerns herself with the transition of life to death, so does she cherish even the most tragic lives.
Imrijka came to Gravecharge in the arms of a city watchman, wrapped in a tattered uniform and held at arm's length. The guard claimed his patrol had found "the thing" during their dawn patrol to the Spiral Cromlech, a Kellid ruin overlooking the city that was notorious for ill fortune and mysterious disappearances—but never for mysterious appearances. Hearing a babe bawling amid the moon-bleached standing stones, the guards bold enough to investigate momentarily took her for some stray fiend-child and almost slew her amid the eerie ruins. Identifying her as a half-orc infant did little to stay the hands of those ready to mete out death, but the argument that matters of life and death should be left to Pharasma sheathed the blades of those not truly eager to spill a child's blood—regardless of the color of her skin.
Dubbed Imrijka after Gravecharge's first high priestess, Imrijka Castavelik, the pistachio-skinned girl was cleaned, clothed, and given a place among the cathedral's other orphans. At first she terrified those youths, being larger, stronger, and more vicious in her biting than some children double her age. But only for a time. The priestesses of Pharasma explained the mysteries of their goddess's will and the vastness and variety of her creations, teaching the children that they were blessed to have such a unique new sister. For a time, behind the cathedral's walls, that was even the truth.
Illstruation by Wayne Reynolds
When she was old enough to understand and be understood, Imrijka reported to the offices of Jarlos Teym, Gravecharge's high exorcist, for the first time. He asked her a great deal about her life, how she felt about her studies, the clergy, the other children, and if there was anything he could do to make things more comfortable for her. A shy girl, Imrijka declined. Subsequent discussions bent toward the future, Imrijka's dreams, her prayers, and her vision for a long life. Finally, though, after months of building a rapport with the girl, Teym asked about her past. But for Imrijka, life began with the cathedral, priestesses, and other orphans. Teym pressed, insisting on answers, even verifying them with magic. After one particularly intense interview, a confused Imrijka finally started asking her own questions: Why did it matter? Why did Teym care? Couldn't what she might be outweigh what she might have been?
Deeming her mature enough to know, Teym explained his tenacity: someone had come to adopt Imrijka. Thrice. Every Kuthona for the past 3 years. First came a man dressed like a count's footman, articulate and with more questions than answers. He left after raising the clergy's suspicions with his too-pointed inquiries about Imrijka. A year later he returned, this time with a human woman of vulpine beauty who claimed to be Imrijka's mother—though her apparent age made that only the barest possibility. It was Teym's own suspicions and skill at discerning lies that kept the strangers from Imrijka, and the unusual pair left with wordless detachment. Finally, only a few months past—days before Teym's first meeting with Imrijka—the two strangers returned, led by a man dressed in white and silver. The bold newcomer spoke as one used to being obeyed and demanded Imrijka be handed over to him. Teym personally denied him, insisting to know what right he had to the girl. A father's right, the man persisted. The high exorcist ordered them out of the cathedral in that instant, but before they obeyed the man in white smiled. "She's not like us," he said, eyes glimmering. "Excellent."
Despite Teym's explanation, Imrijka understood only that her parents had come for her and that the high exorcist had sent them away. She held back both questions and tears, nodding blankly until Teym excused her. But she didn't return to her room. Rather, she exited through the front doors of Gravecharge and out onto the snowy streets—where someone waited.
A man in white sat upon the icy benches of the nearby circle, slowly feeding bits of shredded meat to the crows. Seeing Imrijka enter the plaza through the flurry of sound-deadening snow, he rose and walked toward her. Wary, she approached. In his gloved hand appeared a strange token, a disk etched with barbaric symbols and a figure impaled upon a spear. She reached for it.
A merciless iron arrow shattered the man's hand, sending the strange icon spiraling into the snow. Teym stood across the circle, another arrow nocked in his bent hawthorn bow. Around him whipped the black-edged crimson of Pharasma's inquisitors, woven flames that engulfed any flakes the whirling wind blew against them. "Back, girl," he commanded in a voice Imrijka had never heard him use.
The man in white might have been carved of ice. He had never flinched. Though the icon was knocked away, a tangle of disjoined fingers and bloodless flesh-ribbons remained outstretched toward Imrijka. Her small tusks clattered against her teeth, but she didn't scream.
"Another time, dear," the man whispered, just for her. Then the snow whirled around him. For a moment he seemed to be one with the cold, a blizzard-born prince. Then he was gone, leaving Imrijka cold and frightened—but not alone. High Exorcist Teym's cloak around her was heavy, and warm, and smelled strongly of tobacco and dust—what Imrijka imagined a grandfather should smell like. It didn't smell anything like the man in white.
Until Imrijka reached maturity and was fully able to defend herself, she rarely left Gravecharge Cathedral. When finally she did, it was in the crimson and black of an initiate inquisitor of Pharasma's faith. Even after the retirement of High Exorcist Teym, she continued to serve the church and the man she'd adopted as her grandfather, assisting him in his more scholarly pursuits as a consultant on religious antiquities at the University of Lepidstadt. She's traveled much of Ustalav and beyond—guarded an expedition to the boney towers of Kalexcourt, spent a night in the haunted hotel known as House Beumhal, been shouted off the porch of retired monster hunter Ailson Kinder (but not before getting her copy of Hunter's Moon signed), and had numerous other adventures. She regularly returns to Gravecharge, where several of her childhood companions have grown into positions within the church's sphere of influence—including Brel Vhalsik, an argumentative Kellid theologian with whom she shares a complicated relationship. But increasingly her interests and Teym's research send her beyond Ustalav's borders, where she treads with her goddess's blessing, bringing judgment to all who would violate the laws of life and death. In her travels she's faced significant prejudice, but tales of Pharasma's "monster monster-hunter" and Imrijka's ever-present arsenal convince most bigots to keep their fool mouths firmly shut. Through it all, she's never seen the man in white again—at least, not with total confidence, as there have been far too many shadows and half-recognized faces to be sure. She recovered his strange gift on that snowy day and wears the disk openly, hoping that someone someday might recognize it and lead her to some hint of where she came from and who she was. But for now, the future holds far greater promises for Imrijka, and she strides into it boldly, confident in her faith, where she's going, and who she is.
... Illustration by Eva Widermann ... Dancing with a Monster in the Pale Moonlight Wednesday, December 22, 2010Early last year a promise was made, a promise to those GMs who go beyond the call of duty. The promise was a special scenario, exclusive to 4-star Game Masters and Venture-Captains. Hints were dropped by Mark Moreland back in October that something special was coming, and now I can tell you that the special 4-star GM scenario will be released in January and enjoyed worldwide soon...
Illustration by Eva Widermann
Dancing with a Monster in the Pale Moonlight
Wednesday, December 22, 2010
Early last year a promise was made, a promise to those GMs who go beyond the call of duty. The promise was a special scenario, exclusive to 4-star Game Masters and Venture-Captains. Hints were dropped by Mark Moreland back in October that something special was coming, and now I can tell you that the special 4-star GM scenario will be released in January and enjoyed worldwide soon after.
"The Midnight Mauler," a Tier 1–7 scenario written by the always amazing Crystal Frasier, sends members of the Pathfinder Society to the former crown jewel of Ustalav's royal courts, the decaying city of Ardis. Tasked by the Society to look into the fate of Absalom's former Master of Blades Vonran Vilk, what they find will lead to exploration, diplomacy, murder, haunted pasts, and tragic love. Can the PCs discover the identity of the Midnight Mauler before it kills again? Find out in 2011!
Cats are away…it's time for little goblins to play!
Cats are away…it's time for little goblins to play! Wednesday, August 4, 2010Sara Marie: Hey Crystal! ... Crystal: Yes? ... Sara Marie: I just brought an order down to the warehouse and I realized something! ... Crystal: That cats do, in fact, float? ... Sara Marie: You are the ONLY person down there. ... Crystal: Yes, yes I am! ... Sara Marie: Know what else I saw? ... Crystal: The end, whereupon none were spared, not even the children? ... Sara Marie: The editorial pit. Unattended....
Cats are away…it's time for little goblins to play!
Wednesday, August 4, 2010
Sara Marie: Hey Crystal!
Crystal: Yes?
Sara Marie: I just brought an order down to the warehouse and I realized something!
Crystal: That cats do, in fact, float?
Sara Marie: You are the ONLY person down there.
Crystal: Yes, yes I am!
Sara Marie: Know what else I saw?
Crystal: The end, whereupon none were spared, not even the children?
Sara Marie: The editorial pit. Unattended.
Crystal: Well, I wouldn't call it "unattended." I'm still here.
Sara Marie: Precisely. Sutter's desk, all alone, with no one to guard it.
Crystal: His cans of beans left unattended...
Sara Marie: Suppose he's got anything good over there?
Crystal: Perhaps his collection of priceless pre-Columbian guitar picks?
Sara Marie: I meant interesting.
Crystal: Oh! Yes! I think he has the original Dead Sea Scrolls and the final manuscript of "Misfit Monsters".
Sara Marie: I just had an idea! The entire editorial staff is going to be working this week at Gen Con. Every single one.
Crystal: Two time zones away
Sara Marie: There is no way they're gonna have time to check on Paizo's website.
Crystal: Definitely no way! Plus, they'd have to time travel to do it. What with the time zones and all.
Sara Marie: We could totally put up a Misfit Monster or two on the blog. WE WOULD BE FAMOUS!!
Crystal: Famous, eh? I do enjoy fame… But... do we dare?
Sara Marie: Ooooh this one is snazzy!
Crystal: What are you looking at in there? Hang on. Let me chew through my leg chains... Holy Lamashtu! Is this the new Flail Snail?!
Sara Marie: Sweet! I knew there would be perks to not going to Gen Con!
Crystal: You mean besides avoiding the sleep loss, exposure to dangerous chemicals, vomiting and hair loss?
Sara Marie: I wonder who else left their office unattended...
... Pathfinder Advanced Player's Guide Preview #2 Thursday, July 8, 2010The start of Gen Con 2010 is four weeks away, which means in just one month, the Advanced Player's Guide will be hitting game stores and subscriber mailboxes. In anticipation of this mighty sourcebook, I am taking you on a guided tour, touching on some of the highlights each week until release. Last week we took at look at the races chapter and the new alternate favored class bonuses. This week we are diving into Chapter...
Pathfinder Advanced Player's Guide Preview #2
Thursday, July 8, 2010
The start of Gen Con 2010 is four weeks away, which means in just one month, the Advanced Player's Guide will be hitting game stores and subscriber mailboxes. In anticipation of this mighty sourcebook, I am taking you on a guided tour, touching on some of the highlights each week until release. Last week we took at look at the races chapter and the new alternate favored class bonuses. This week we are diving into Chapter 2: Classes by looking at the six new base classes.
If you were not a part of the playtest of these classes, might I suggest that you grab the playtest document, which is still available here at paizo.com. Now go read up on the all of the new classes. Don't worry, I'll wait. All finished, good. I am going to walk through each of the classes and spend a bit of time talking about what changes you can expect to find in the book.
Illustration by Wayne Reynolds
Alchemist: Using all sorts of alchemical formulas, bombs, and mutagens, this class is focused on using strange concoctions to enhance the alchemist and damage his foes. Most of the changes to this class center around new discoveries that were added. Discoveries allow the alchemist to enhance his bombs and mutagens, but we added discoveries that allow him to use his bombs to dispel magic or to work better with poison, such as this new discovery.
Concentrate Poison: The alchemist can combine two doses of the same poison to increase their effects. This requires two doses of the poison and 1 minute of concentration. When completed, the alchemist has one dose of poison. The poison's frequency is extended by 50% and the save DC increases by +2.
Cavalier: This mounted warrior is skilled at directing allies around the battlefield and granting bonuses to his teammates. Each is dedicated to a specific order that grants abilities specific to his focus. Most of the changes from the playtest version of the cavalier are relatively small or designed to clarify an existing ability. For example, we clarified how large the cavalier's banner must be and how it must be displayed to grant its bonus to the cavalier's allies.
Inquisitor: Rooting out enemies of the faith, wherever they might hide, the inquisitor uses the powers of her faith to ruthlessly destroy her foes. One of her signature abilities is to declare judgment on one of her foes, granting her bonuses when fighting that enemy. The playtest version of this ability improved as the combat progressed. While this was a fun mechanic, it was ultimately rather unwieldy in play and was replaced with a simpler system. Now, whenever the inquisitor uses her judgment ability, she selects the type and gains a bonus based on her level. For example, take a look at this judgment of purity.
Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.
Oracle: The oracle draws her power from the gods, but not one in particular. Her power is derived from her belief in a chosen mystery, which guides her and grants her additional powers. There were two big changes to the oracle from the playtest version. First, the bonus spells granted by the oracle's mystery are now granted a level sooner than before (the first arrives at 2nd level instead of 3rd). The second is the addition of the Life mystery, with powers like the following.
Enhanced Cures (Su): Whenever you cast a cure spell, the maximum number of hit points healed is based on your oracle level, not the limit based on the spell. For example, an 11th-level oracle of life with this revelation may cast cure light wounds to heal 1d8+11 hit points.
Summoner: The summoner is bonded to a special outsider, known as an eidolon, that gains powers and abilities as the summoner gains levels. His spells and class features all support this powerful, ever-changing ally. Most of the changes to this class were relatively small in nature, but the big one was a change to how often the summoner can call his eidolon. He can now summon the ally as often as he likes (provided it has not been banished due to damage recently), but he cannot use his summon monster ability at the same time. This allows him to keep the flexibility needed with the summoned creatures, but prevents him from overrunning the battlefield with too many creatures.
Illustration by Wayne Reynolds
Witch: The witch is an arcane spellcaster with an extensive spell list of spells drawn from both the wizard and cleric spell lists. She also gains powerful hexes that she can use to augment herself or harm her enemies. The biggest change made to the witch involves her familiar, the creature that helps her to understand magic and serves as an envoy of the witch's mysterious patron. Now the bonus spells granted by a witch's familiar are no longer tied to the type of familiar, giving the witch a lot more flexibility in concept and theme. We also made a number of changes to the witch's hexes, including making flight a basic hex that does not grant true flight until 5th level, and added a few others here and there to round out the witch concept. For example, what witch would be caught without a cauldron.
Cauldron: The witch receives Brew Potion as a bonus feat and a +4 insight bonus on Craft (alchemy) skill checks.
Well, that just about rounds up our look at the six new base classes in the Advanced Player's Guide. Next week, we will continue exploring the mighty classes chapter (which is about 1/3 of the book) by taking a closer look at all of the options available to the core classes from the Core Rulebook.
... Introducing Rummy-Tum-Tugger! Monday, March 22, 2010Every other Thursday evening, I run my Shadow Under Sandpoint campaign for the editorial folks. I started the game several months ago for three reasons—as a team-building exercise, as a way for we editors to get more familiar with the game we created, and because it sounded fun. Several of the PCs from this campaign appear in the recently released NPC Guide, in fact... but not all of them. ... When Rob McCreary joined the Paizo...
Introducing Rummy-Tum-Tugger!
Monday, March 22, 2010
Every other Thursday evening, I run my "Shadow Under Sandpoint" campaign for the editorial folks. I started the game several months ago for three reasons—as a team-building exercise, as a way for we editors to get more familiar with the game we created, and because it sounded fun. Several of the PCs from this campaign appear in the recently released NPC Guide, in fact... but not all of them.
When Rob McCreary joined the Paizo editorial team, I invited him to join the game (which brought our total number of players up to a staggering total of nine!). After a false start with a half-orc (who soon left the party to seek fame and glory as our iconic inquisitor), Rob settled on a gnome summoner inspired by another of our new iconic characters. Yet unlike the iconic summoner, who has some sort of weird chicklizatrice type monster as an eidolon, Rob went for a different critter entirely.
His character is named Balazar, and his eidolon is named Rummy-Tum-Tugger (no relation to a certain similarly named feline superstar). When Rummy-Tum-Tugger first showed up, I asked Rob to describe him, but that didn't really help. It seems that every session, something new comes up and folks have to revise what they think Rummy-Tum-Tugger looks like. "Wait, his teeth shoot ice?" "Huh? He has six limbs?" "He's PURPLE?"
There's only one solution. A contest!
Break out your pencils, pens, paints, and Photoshops, because whoever draws Rob the best and most accurate depiction of Rummy-Tum-Tugger not only gets the satisfaction of helping my poor group of PCs visualize what their newest member actually looks like, but I'll sweeten the deal by sending that person a copy of the NPC Guide, signed by the entire Paizo editorial staff!
To enter, simply email your illustration to me at james.jacobs@paizo.com as a .jpg attachment by the end of the month—keep the file small (600 KB or less). Rob will then pick his favorite picture of them all and that'll be the winner, and we'll show it off in a blog post at the start of April.
And now, the details! Rummy-Tum-Tugger is a Medium-sized eidolon. He's got the quadruped base form, and looks vaguely like a purple badger with six legs, each leg tipped with scary sharp claws. His jaws are filled with BIG sharp teeth that are caked with even sharper razor-sharp ice. Oh, he also has a gore attack. Some sort of horns or spikes or something. Did I mention he's purple? He also wears an amulet of mighty fists. And he can talk. And he likes cheese, but since he's lactose intolerant poor Balazar has to constantly watch Rummy-Tum-Tugger's cheese intake.
... Advanced Player’s Guide Playtest, Bonus Round! Tuesday, February 2, 2010Although the playtest of the six base classes set to appear in the Pathfinder RPG Advanced Player's Guide was scheduled to be over yesterday, we have decided to extend it by two weeks to give you a chance to review and playtest the changes from the previous three rounds. We took all of your feedback and ideas and implemented a number of changes to the classes, combining them into one handy reference PDF. You can find...
Advanced Player’s Guide Playtest, Bonus Round!
Tuesday, February 2, 2010
Although the playtest of the six base classes set to appear in the Pathfinder RPG Advanced Player's Guide was scheduled to be over yesterday, we have decided to extend it by two weeks to give you a chance to review and playtest the changes from the previous three rounds. We took all of your feedback and ideas and implemented a number of changes to the classes, combining them into one handy reference PDF. You can find the PDF right here.
You have two weeks to playtest and comment on these revisions in the Final Playtest messageboard forum. Make sure to post your feedback on in the correct forum, because we might miss it if you place it in one of the older forums. On February 15th, all of the forums will be closed.
As with previous playtests, this process has been a huge benefit to the development of these classes. I hope that you have enjoyed participating in the process. Look for previews of the final book to start appearing in June, ramping up to the final release in August.
... Advanced Player's Guide Playtest, Round 3! Monday, December 14, 2009 ... Illustration by Wayne Reynolds ... Illustration by Wayne Reynolds ... The playtest of the Pathfinder RPG Advanced Player's Guide is well underway, with the release of the final two classes slated to appear in the book, due out in August. In this round, we are looking at the alchemist and the inquisitor. The alchemist is all about using potions and arcane alchemy to increase your abilities. This works a bit like...
Advanced Player's Guide Playtest, Round 3!
Monday, December 14, 2009
Illustration by Wayne Reynolds
Illustration by Wayne Reynolds
The playtest of the Pathfinder RPG Advanced Player's Guide is well underway, with the release of the final two classes slated to appear in the book, due out in August. In this round, we are looking at the alchemist and the inquisitor. The alchemist is all about using potions and arcane alchemy to increase your abilities. This works a bit like spellcasting, but offers some interesting advantages. In addition, the alchemist is quite skilled at lobbing bombs that burn, freeze, and electrify foes (among a host of other possibilities). The inquisitor works as a monster hunter for the faith, rooting out its enemies, no matter where they hide. The inquisitor is a master of adaptation, moving her abilities around to better fight her foes. This is your chance to take a look at these classes before they hit shelves in August. You can download the free PDF containing both of these classes here.
Over the past month, we have released the other four classes due to appear in the book, including the cavalier, the oracle, the summoner, and the witch. While we are focusing on the alchemist and the inquistor for the next two weeks, the playtest itself will remain open until the end of January 2010. Time permitting, we hope to release some updates to some of the classes in mid January.
As with the Core Rulebook playtest last year, there are a number of forums set up for playtest feedback and commentary. The first is a general forum, for discussing larger issues and announcements. Following this is a trio of forums for discussing each round of the playtest. Discussion on the alchemist and the inquisitor should go in the round 2 forum.
The playtest has been a huge success up to this point. I have been receiving a mountain of play reports and comments on the classes and I want to encourage folks to continue working with these classes. As with the previous rounds, actual play reports are more useful to the process than untested observations. So, give these last two classes a try. Make a whole party of characters using only these six classes or have the PCs face off against them as villains. When you are done, post up the results. I look forward to seeing them.
... Back from the Future, Part 2 Friday, October 2, 2009One of the big highlights of Gen Con Australia 2009 was the What’s Next for Pathfinder? seminar that took place Saturday afternoon. The Pathfinder players at the show were so excited for this seminar that they took a break from their Pathfinder Society games to attend. Not surprisingly, it was pretty packed. ... Although much of what was covered during this seminar had already been announced, there were a few surprises in store,...
Back from the Future, Part 2
Friday, October 2, 2009
One of the big highlights of Gen Con Australia 2009 was the "What’s Next for Pathfinder?" seminar that took place Saturday afternoon. The Pathfinder players at the show were so excited for this seminar that they took a break from their Pathfinder Society games to attend. Not surprisingly, it was pretty packed.
Although much of what was covered during this seminar had already been announced, there were a few surprises in store, including the final two new base classes being planned for the Advanced Player’s Guide and a special surprise, a first look at one of the base classes from that book. At Gen Con Indy this year, we announced four of the six base classes slated to appear in the Advanced Player’s Guide: the alchemist, the cavalier, the oracle, and the summoner. During this seminar, the final two were revealed: the inquisitor and the witch.
The inquisitor class is going to look a lot like your Van Helsing-type character, dedicated to hunting down and killing monsters. This means that the class is going to have a fair number of skills and some limited divine spellcasting ability. In addition, the inquisitor is going to have the ability to designate a foe during combat, and the longer the combat progresses, the more damage he will deal to that foe in combat. Unlike a ranger, the inquisitor’s abilities are not based on monster type. Instead he has to carefully study his targets, learning how to more effectively deal with them as a combat progresses. Higher-level inquisitors will learn how to exploit monster weaknesses and possibly even add additional weaknesses to a monster using special attacks.
The witch class is going to be a class that fully embraces both the arcane and divine spell lists, taking select spells from each to make for one intriguing list. The big news for the witch is the focus on her familiar. This will function like a wizard’s familiar, but with additional powers and abilities, with maybe a few extra limitations thrown in to balance out the rules. You can also expect some new mechanics for witch curses, through some new spells and class features.
While the crowd was certainly excited to hear about these new classes, the room grew rather quiet as I handed out a sample oracle character for them to analyze. But rather than leave you out in the cold, here is that character, updated with the most recent version of the class.
Sample Oracle
This sample shows one of the first builds of the new oracle class. The relevant class abilities are summarized, but they do not include additional bonuses that Areanna would gain at higher levels. For example, at 9th level, Areanna’s form of flames ability improves, allowing her to assume the form of a Medium fire elemental.
Areanna
Female human oracle 7
CG Medium humanoid Init +6; Senses Perception –1 Defense AC 19, touch 14, flat-footed 16; (+5 armor, +1 deflection, +2 Dex, +1 dodge) hp 49 (7d8+14) Fort +4, Ref +5, Will +5 Offense Speed 40 ft. Melee+1 flaming shortspear +7 (1d6+2 plus 1d6 fire) Ranged dagger +7 (1d4+1/19–20) Special Attacks fire breath (2/day, 7d4 fire damage, DC 17), form of flame (Small fire elemental) Spells Known (CL 7th)
3rd (5/day)—cure serious wounds, dispel magic, fireball (DC 17)
2nd (7/day)—aid, augury, resist energy, summon monster II
1st (7/day)—bless, cure light wounds, divine favor, produce flame, remove fear, shield of faith
0 (At Will)—guidance, light, purify food and drink, read magic, resistance, stabilize, virtue Focus fire Statistics Str 12, Dex 14, Con 13, Int 10, Wis 8, Cha 18 Base Atk +5; CMB +6; CMD 18 Feats Combat Casting, Dodge, Eschew Materials, Improved Initiative, Mobility, Nimble Moves, Toughness Skills Acrobatics +12, Intimidate +14, Knowledge (religion) +10, Perform (dance) +14, Spellcraft +10 Languages Common, Ignan SQ oracle’s curse (speak in tongues), orisons, revelations (cinder dance, fire breath, form of flame) Combat Gearelemental gem (fire), elixir of fire breath, wand of cure light wounds; Other Gear+1 flaming shortspear, daggers (4), +2 studded leather armor, cloak of resistance +1, ring of protection +1 Special Abilities Cinder Dance (Ex): Areanna’s base speed increases by 10 feet. At 5th level, she receives Nimble Moves as a bonus feat. Fire Breath (Su): As a standard action, Areanna can unleash a 15-foot cone of flame from her mouth. This flame deals 1d4 points of fire damage per level, maximum 10d4. A Reflex save halves this damage. The save DC is equal to 10 + 1/2 her oracle level + her Charisma modifier. She can use this ability once per day, plus one additional time per day for every four oracle levels she possesses. Form of Flame (Su): As a standard action, Areanna can assume the form of a Small fire elemental, as elemental body I. She can use this ability once per day, but the duration is 1 hour/level. Speak in Tongues: In times of stress, Areanna speaks in tongues. Whenever she is in combat, she can only speak and understand Ignan. This does not interfere with spellcasting, but it does apply to spells that are language dependent. She gains Ignan as a bonus language.
As you can see, oracles are spontaneous divine spellcasters, working in a manner similar to sorcerers. Instead of bloodlines, each oracle has a focus (fire in Areanna’s case). At 1st level, 3rd level, and every four levels thereafter, oracles can select one revelation from their focus to learn. These revelations grant them special powers and abilities, such as the ability to breathe fire, turn into a fire elemental, or even call down a storm of fire (Areanna is not quite high enough level for that one). In addition, oracles must select a curse at 1st level. These curses are a mixed blessing, with each one limiting the oracle in one way, while granting special bonuses in other areas. Areanna’s curse is perhaps one of the easiest to deal with, which is why it grants one of the smallest bonuses.
Well, that about wraps up my summary of Gen Con Australia 2009. I want to thank Ian Houlihan, the convention director, for bringing me down to the show, Mark Rogerson, the events manager, for showing me a great time in Brisbane, and Peter Ball, the seminar manager, for setting up some great panels. I am hoping to make this show a regular in my convention schedule. Maybe next year, you will too.