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
... Illustrations by Alex Aparin and Roberto Pitturru. Widescreen version here. ... Everything She Does Is Magic! Friday, June 3, 2011Seoni is by far one of the most popular iconics we've ever written. The classic high charisma sorcerer, she's graced the pages of Pathfinder products from the very beginning. Now she can grace your desktop along with Alhazra, the iconic oracle, in this Inner Sea Magic themed wallpaper. ... Hyrum Savage ... Marketing and Organized Play Manager ...
Illustrations by Alex Aparin and Roberto Pitturru. Widescreen version here.
Everything She Does Is Magic!
Friday, June 3, 2011
Seoni is by far one of the most popular iconics we've ever written. The classic high charisma sorcerer, she's graced the pages of Pathfinder products from the very beginning. Now she can grace your desktop along with Alhazra, the iconic oracle, in this Inner Sea Magic themed wallpaper.
... Golarion Day: Inner Sea Magic Thursday, June 2, 2011So, Inner Sea Magic has been off to the printer for a few weeks now, but this is really the first chance I've had to say much more about it. And since the editors are still scrambling with various convention-season-related projects, I'll keep this blog short and just show off some art that goes with the winter witch archetype and the tattooed sorcerer archetype. It should probably be pretty obvious which one goes with which. (And...
Golarion Day: Inner Sea Magic
Thursday, June 2, 2011
So, Inner Sea Magic has been off to the printer for a few weeks now, but this is really the first chance I've had to say much more about it. And since the editors are still scrambling with various convention-season-related projects, I'll keep this blog short and just show off some art that goes with the winter witch archetype and the tattooed sorcerer archetype. It should probably be pretty obvious which one goes with which. (And also—first ever illustration of Seoni's familiar!)
The Worldwound Gambit Sample Chapter—Chapter Four: The Lockbreaker and the Distance Man
The Worldwound Gambit Sample Chapterby Robin D. Laws ... In The Worldwound Gambit, veteran con man Gad grows fed up with the demons constantly flooding into Mendev, and decides to handle the issue by stealing something the demons can't afford to lose. As we see in this chapter, the first step in any major heist is putting together the right team. ... Chapter Four: The Lockbreaker and the Distance Man A sprinkling of ash covers the scrubland weeds. As the three ride on, the ash grows denser....
The Worldwound Gambit Sample Chapter
by Robin D. Laws
In The Worldwound Gambit, veteran con man Gad grows fed up with the demons constantly flooding into Mendev, and decides to handle the issue by stealing something the demons can't afford to lose. As we see in this chapter, the first step in any major heist is putting together the right team.
Chapter Four: The Lockbreaker and the Distance Man
A sprinkling of ash covers the scrubland weeds. As the three ride on, the ash grows denser. Soon the vegetation recedes entirely, replaced by barren earth. Overturned boulders lie scattered across slopes and hollows. A starving hawk circles uselessly overhead.
Eventually the remnants of an old civilization appear. Crumbled bricks, some red, some yellow. A long-buried pillar covered in cracked blue tile. A door and a railing, both cast in bronze.
Amid them are strewn new relics of a recent battle: broken swords, sheared lances, melted helmets. Fresh graveyards, their shallow mounds arrayed in neat ranks and rows, attest to an effort to bury the dead. Still, fragments of skull and bone, raked by the teeth of scavengers, salt the land. They belong to man and horse, to elf and dwarf.
An open pit yawns in the distance. Gad speeds his horse; Tiberio and Calliard follow. The earth yields uncertainly beneath them. They hear the whicker of horses. Four scraggly beasts stand glumly, tied to the last branches of a scorched and toppled tree. The three tie their mounts there and walk toward the pit.
Two weary figures clamber from the pit's edge. Seeing Gad, Calliard, and particularly Tiberio, they freeze and reach for their swords. Tiberio holds out his hands in a gesture of peace. The explorers sheathe their weapons and slowly approach. They are human women, lithe and long-tressed. One wears metal; the other, leather. Mystic symbols cover the latter woman's breastplate. The two appear to be twins.
"Too late," the metal-wearer says. "All cleaned out."
"Anyone still down there?" Gad asks.
"Other than our damnfool time-wasting laggard of a lockpick?"
"That's who we're looking for." Gad bows gallantly. Each woman raises an eyebrow, notes a flash of attraction and moves on. The warriors untie their horses, and another besides, and ride away.
Tiberio climbs down the rope ladder first, followed by Calliard and Gad. The ladder extends for more than forty feet, taking them through a sinkhole and then a stone-lined catacomb. They leap down to a mosaic floor. It depicts a muscled warrior crushing prostrate enemies beneath his boot. An ancient war leader, probably, or perhaps a god. The tiled faces of general and victims have been chipped out and hauled away. Stone benches circle the chamber's edges.
The hall serves as a junction; open archways lead from it to the north, east, south, and west. The three stop to listen. They hear a faint sound of metal on metal. They listen further, finally deciding that its faint echo comes from the eastern corridor. Calliard lights a lantern. They move through a vaulted passageway, its walls and floor also covered in pictorial mosaics. Faces and decorative features, as on the floor in the round chamber, have been hacked out and spirited away for resale.
The tap-tap-scrape grows louder. They move toward it, ignoring other doors. The chamber terminates in another archway. Tiberio pauses at its threshold.
A corpse lies across it. It is the body of a man, cut nearly in two. The jagged slice through his body begins at his right shoulder and ends at his left hip. He has been stripped to his bloodied undergarments. Tiberio looms briefly over him. "About a week ago," he says.
His fingers delicately trace a groove recessed inside the archway. A spike juts from the groove, stopping a five-foot blade meant to scythe out from it.
Splayed in a corner around a bend are a pair of burned corpses. On the opposite side of the hallway, the inner cement wall has been exposed. Tiles spill across the floor in heaps, along with clods of crumbled plaster. Disassembled metal spouts, plaster chunks still attached to their coppered sides, lean against the wall. A fire-spitter, taken apart, though not before it claimed at least two lives.
They follow the tapping noises down a curving set of cement steps. The last step has been pulled away. Those above it are spattered brown-red and spackled in gobbets of dried brain matter. Beside the removed step, now set against a stone urn, sit a bronze trip plate and the spring mechanism it once activated. A bloodied boulder has been rolled to the side. Across from the steps stands a larger-than-life stone lion, another boulder readied in its mouth.
The tap-tapping takes them through an octagonal chamber surrounded by marble porticoes. They step over a severed tripwire on the way in. Stacked by type across the chamber floor are hundreds of segmented metal components. These are magical constructs, deconstructed. From the collection of barbed stinger pieces, the automatons appear to have been artificial scorpions.
They continue on through a narrow corridor. It opens into a smallish antechamber, where a hunched halfling figure pokes thin metal wire into an enlarged, multifaceted keyhole. The door is already open. The halfling's lantern, hanging from an ingenious portable pole device, illuminates the bare shelves of an emptied vault.
Strands of white, gray, and ash-blond interweave into a complex construction atop her head. Supported by an intricate copper lattice strategically bedecked with seed pearls and agate shavings, the great mass of hair remains firmly in place and out of her way. Its owner is stout, round of hip and generous of thigh. Skin crinkles around her eyes and at the corners of her mouth. Blocky, jeweled rings adorn her stubby, fast-moving fingers. Ruby powder sparkles on her lips. Beneath her greasy hardened-leather breastplate, frills and ruffs of unaccountably spotless white lace coyly peek, partially obscuring the thin silver chain of a sapphire pendant.
A magnifying eyepiece dangles on a chain from one of the spokes of her hair lattice. She seizes it, planting it firmly in place between brow and cheekbone, and squints deeper into the lock.
"Vitta," says Gad.
"Who's the orc?" says Vitta.
"Half-orc," says Gad.
"That's what they all say." She turns briefly from the lock. "If you're with Gad, and I suppose you are, I'm pleased to make your acquaintance."
"I'm Tiberio."
"Thought you'd sworn off dungeon-hopping," she says, presumably to Gad.
"Never sworn it in. Nice work taking the traps apart."
Vitta snorts. "Had a bit of bother with the fire trap. Not Isano Golemsmith's handiwork, though. Not by a long stretch. The rumors were wrong. As rumors tend to be."
She bangs the lock with the end of a chisel, frowns, and contorts her padded frame to peer into it from below.
"Vitta?" Gad says.
"What?"
"I can't help but notice ..."
"The door I'm trying to unlock is already open?"
At her knee sits a leather case shaped vaguely like a coffin. Its velvet drawers cosset hundreds of small tools of copper, glass, and wood. She selects a brush and jams it fiercely into the lock. Inside, something clicks into place.
"Yes," says Gad. "That is what I couldn't help but notice."
"It was open when the first looters got here. Probably left that way when the inhabitants fled. During the last days of the Volobri Exodus, would be my guess. The entire complex is a disappointment. Except for this lock."
"Some might point out that the door is already open and the vault empty."
"Immaterial. As you well understand. It's a lock I couldn't get—some sort of a counter-tumbling action." She turns a wheel beside the lock. With a snap, the protruding bolt snaps back into the side of the door. Vitta exhales in satisfaction. She detaches the eyepiece from her hair lattice, placing it back in its designated spot inside her case.
"Got something juicy for me then?" she asks.
Vitta hangs upside down, suspended by cords from a scaffold of her own design and construction. Hollow tubes, through tension produced by interior springs, press tight against the wall above.
"Remind me why this is necessary," says Gad.
"Why what is necessary?"
"Hanging from your heels."
"Angle-sensitive tumbler cuffs," answers Vitta. Only a single twist of blond hair has escaped from its assigned position. "Hand me the expander."
He reaches into her case and withdraws a triangular device with a gear in the middle.
Vitta snorts. "The small expander."
Gad gives her a smaller version of the same tool. He peers down the round, metal-shod passageway, through the six doors Vitta has already opened, past the propped-up portcullis, to the guard room a hundred feet away. In less than an hour, guards he hasn't and can't pay off will appear to relieve the ones he could and has.
They are deep beneath Bogilar Fortress, in a vault designed to house its baronial family after demons burrowed into their souls. Due to the terms of their demonic pact, the first generation of the Bogilar clan could not die, except of old age. The horrified second generation built this vault, to keep them in until they did just that. Two generations later, all that is left of the Bogilars is the name of the fortress. Only one occupant now dwells in its vault.
Vitta drops the small expander. The impact sounds like a dropped pin but the sound reverberates and amplifies as it travels down the corridor. Gad stoops and hands it back to her. She places the tool inside the vault lock.
"Now a wad of gauze."
He hands it to her.
"No, don't hand it to me, keep it for the moment. Now find the green vial with the yellow liquid in it."
"Not the green liquid inside the yellow vial?"
"How cleverly amusing."
"Got it."
"Now pour just a dab on the gauze."
"How big is a dab?"
"Don't tell me you don't know how much a dab is. After all this time."
He pours a dab onto the gauze. It smokes, dispersing a rotting onion scent. She takes the gauze and carefully packs it into the lock. It hisses.
Inside the vault, something else hisses back.
Vitta pauses. "Should we be concerned about that?"
"Let me guess and say no," ventures Gad.
"Am I to treat that as certainty?"
"If you choose to believe in the concept."
"In which case, grab me," the halfling instructs.
Gad wraps his arms around her waist and extends his leg muscles, bearing her weight. She yanks on a knot. The contraption releases her. Gad totters, regains his balance, edges over to the wall. His back pressed against it, he pinions his legs, gently placing Vitta on the vault floor. Unruffled by the graceless move, she squirrels hastily to her feet.
The liquid on the gauze has stopped hissing. The voice inside the vault has not. There is anger and joy in it.
"This is truly the only way?" Vitta says.
"You're asking now?"
With a nod, Vitta concedes the point.
Gad explains anyway. "Too many demons come at you from the air. We need a distance man."
"I don't mean that." She runs respectful fingers lovingly over the lock mechanism. "They've no one to repair this properly now."
"That's what you're worried about? The lock?"
"What should I be worried about?"
"Just open it."
She points to a spot above the mechanism. "Strike this part right here with the heel of your hand."
"Why me?"
Vitta shrugs. "Thought you'd like to be a part of history."
"In what sense?"
"This lock has never been cracked. Sola of Escadar tried. Barles Sablecoat didn't even get as far as the third door. In a moment, no one will ever get the chance to break this lock again."
Gad strikes it with the heel of his hand.
Nothing happens.
Vitta sighs. She hits it.
Smoke billows from the circular seam surrounding the mechanism. It seems to contract. Vitta reaches in and pulls out the entire lock.
Red eyes stare back at her from the window she's just created.
"Fire," says the prisoner.
Vitta curls her fingers around the edge of the opening and pulls. The heavy door swings open. Diffuse lantern light floods the darkened cell.
A naked man jogs back from the door to assume a bestial crouch in the corner. Shaggy black hair cascades from his head. It covers his back like a cape. Dark tattoos stain the natural olive of his skin. Pink, shiny patches of burn scar dot his flesh, interrupting whatever patterns might be discerned in the tattoos. The whites of his eyes glisten through spears of drooping hair.
"Burning," says the prisoner.
"Come on, Hendregan," says Gad.
The prisoner blinks and rubs his eyes. He leaps up and down, making no effort to cover his nakedness. Then he takes note of Vitta. He grabs the frizzy hair running down his back and bundles it over his crotch.
"Hendregan can't be trusted. But then, who can?"
"Oh, please," says Vitta.
Gad opens his pack. He tosses Hendregan a loincloth. The prisoner seems puzzled by it at first. He pulls it on, folds it inexpertly, unfurls it, and starts again.
"Hendregan," says Gad, "the guards."
"Burn them?"
"No, don't burn them. Just get yourself together quickly."
The grimacing inmate fumbles with the loincloth, finally arriving at a half-satisfactory arrangement. Gad throws him deerskin leggings and a silk tunic and cloak. The last two items are crimson, with orange cuffs and trim.
Hendregan wraps it tightly around himself. Clothing emphasizes his improbable proportions. He is barrel-chested and muscular above the waist, spindly and pigeon-toed below. "You are Gad, yes?"
"Yes, Hendregan. Gad. You remember."
His scowl is one of confusion. "Do I?"
"Yes, you do."
"Gad ..." He brightens. "Then there is someone to burn?"
"Yes, there is someone to burn."
"Who?"
"Demons."
Hendregan smiles. "Demons. Some burn already. Yet they can also be burnt. Others—the insect ones. Wings wisp away into nothing and smoke. Maggot flesh blackens. Beetle shell crisps. Yes, demons, demons. Burning demons."
"Let's discuss this outside."
"But wait, but wait." The man jigs and trembles. "Why me?"
"You have other pressing engagements?"
"Why do I get to do the burning? What about Esikull?"
"Left Mendev two years back. Let's go."
"Ashetak?"
"Missing."
"Pera?"
"Dead. You are ready for this, yes?"
"Ready?" A new demeanor comes over him. His mad quivering ceases. He claps his hands together, moves toward the exit. A mirror, hanging on the back of the vault door, stops him short. He peers into it, confused. Moves his head from side to side. Realizing that the face he sees is his, he grimaces.
His right hand bursts into flame. He seizes his hair by the fistful. The strands turn orange and disintegrate. He pulls his burning hand over his scalp, until he is completely bald. A few blisters rise along the top of his head.
"I knew it would be you," Hendregan says.
The five ride north for a day. The sky blackens. Spring snow straggles through the air.
The dark bulk of Suma Castle looms into view, barely visible against sooty clouds. Ahead, the trail forks. Travelers may continue on to the monastery of Tala, to other points north, and eventually to Kenabres, the city of witch-hunters. Or they may turn to the west, toward the border, and the domain of Suma.
Gad takes the turn.
Calliard, lagging at the back of the small procession, urges his horse forward. He circles around Gad and his steed.
"You're not ..." he begins.
"We are."
"Of all people, I'm in no position to—"
"That's right, you aren't."
Gad spurs his horse. The others do likewise, and follow.
Suma Castle sits on the lip of a high crag. Its central tower punches into the heavens. Atop it, a vast box of ebon stone implausibly perches, held in place by four sturdy buttresses. Around its base, eroded barracks cluster. These in turn are ringed by neglected workshops and storehouses, and are themselves protected by a serpentine outer parapet. This wall bows and bends, accommodating itself to the shape of the mountainous hill beneath.
The riders' horses strain to find safe footing as the slope to Suma's gate grows steeper. There is only one gatekeeper, an ill-fed man who leans on a crutch.
"You have come to fight?" he asks.
Before Gad can reply, thunderous drums pound from the tower. Winged creatures sweep through the air from across the Worldwound border.
Hendregan, until now slumped slack-jawed in his saddle, comes to life. "We have come to fight!" He savagely spurs his horse. The keeper rushes to cover as the horse bolts through the gate.
A flood of airborne demons, their body shapes recalling both reptiles and monstrously bloated mosquitoes, whine toward the top of the tower. Hendregan slaps his horse on its haunches, accelerating it toward the crest of a sloping road. Turning backward in his saddle, he faces the formation of oncoming demons. With open throat, he holds clawed hands aloft and screams an incantation. Fire erupts from his arms and shoots toward the oncoming fliers. The formation falls apart. Creatures inside the mass see the fire wizard and attempt to peel away. Filmy wings break and carapaces slam together as demons collide. Then the ball of fire is all around them. They pop and crack and come apart. Flaming chunks of burning demon precipitate down, extinguishing themselves on the surrounding rocks and on the stone roofs of emptied barracks. A sizzling stinger lands near the hooves of Hendregan's steed, spooking it. Laughing and screaming, the wizard leaps from its bucking haunches. He lands on bended knee and chants again.
The others pepper the dispersing demon mob with arrows and crossbow bolts. Soldiers spill from the main tower to join the fray.
A winged clump of curdled flesh dives for Hendregan, acid sputum dribbling from spiraled mandibles. Hendregan finishes his spell-speech, firing a ray of scorching heat at it. In midair, the ray splits in two. One of the rays sizzles through the curdled flesh demon, blowing a discharge of boiling innards from its hind end. Another perforates the ropy wings of a worm-headed creature, sending it into a tailspin. It strikes the stone shingles of an armory roof, exploding in a shower of putrid slop.
Calliard places an arrow in his bow and pulls back the drawstring. His aim shifts from a fleeing mosquito-demon, its wings smoking and twisted, to a figure emerging from the inky clouds. As he first observes it, it seems to Calliard as if the being forms itself from the encompassing clouds. Then he recognizes it: a shadow demon, or as the scholars sometimes call them, an invidiak. It flits over to the parapet wall as soldiers from the tower haul themselves up a ladder to defend it. As it moves, its shape flickers, contracts and expands, as a shadow does when it moves between two torches. Though its form alters from one moment to the next, the batlike outline of its wings remains nearly consistent. Each wing converges to a downturned, hooklike projection from its peak. Taloned legs form, vanish, reform and vanish again. Spindly limbs terminate in long, razored fingers. A crown and collar of ever-transforming horns surround an open, toothy maw. Tiny red eyes glow from the top of its flattened head.
They look into Calliard. He feels the demon's awareness moving around inside him. Exploring him. Testing his soul for flaws. Finding them.
He looses his arrow at it, but the demon is out of range, and the attack falls pathetically short.
At the edge of his hearing, a sandpaper laugh intrudes. The demon leaps nimbly from the parapet back into the concealing clouds. The move seems to be a command, or to correspond with one. The remaining demons scatter for the border.
Hendregan takes a succession of marionette leaps as the demons depart. While the castle's defenders lower their bows, he claws his hands together for a final spell. Amid the densest concentration of demons, a second globe of fire materializes. Half a dozen slain demons splatter in smoldering pieces against the tower's southern face. As many more spin in uncontrolled jags through the air as they strive to remain aloft.
In tense silence, the assembled soldiers watch until the rest of the demons are gone. They straighten their backs as the doors at the base of the tower swing open.
A middle-aged man strides out. A coat of gilt brocade, surmounted by a collar of lynx fur, underlines the grandeur of his strut. Gold medallions swing from his neck on matching chains. Atop his head jaunts a felt hat, its upturned peak bordered in silver ribbon. His ginger beard sharpens an otherwise rounded jaw.
Having made his entrance, he halts a few steps outside the doorway, waiting for Gad to come to him.
With unthinking instinct the soldiers form a ragged honor guard for their commander. They array themselves in two wayward lines, one on each side of the pathway. Gad walks their gauntlet, wordlessly greeting each as he passes. Despite broken arms, poisoned skin, sunken cheeks, and layers of scars, the soldiers of Suma proudly return his gaze.
Gad bows to the castle lord. "General Braval," he says.
Braval claps him showily on the shoulders. "Gad. Once more I have cause to thank you. Your men saved mine some trouble." The bravado is manufactured. Small, testing eyes rest uneasily in his face.
"The least we could do," says Gad.
"Passing through, then?"
"You could say that."
Braval's actorly smile fades. "Wherever you're headed, she'll not go with you."
"I can confirm that by asking her."
Braval puts his hand atop Gad's shoulder and squeezes. From a few feet away, the move looks friendly. "Where are you headed?"
Gad tilts his body westward, toward the Worldwound.
Braval's face hardens. "She'll especially not go with you there."
"As I said ..."
"She won't so much as see you."
Gad clucks his tongue.
The Lord General of Suma Castle flushes. "She's standing right behind me, isn't she?"
Gad nods.
Fists at his side, Braval stands aside.
A young woman hovers in the doorway. Auburn hair and a certain straightness of the brow-line mark her as Braval's daughter. There the resemblance ends. She is paler and more hawkish than he. Lank curls tangle loosely from her head. Her chin is pointed, her crimson lips straight and drawn. A light dusting of freckles reaches from cheek to cheek, extending across the ridge of her noise. The tunic and leggings she wears are cut for a boy. Though it is not the intended effect, they heighten the otherwise modest curves of her rangy body. Calliard counts a dozen blades on her belt and knows that there are at least two more in each boot.
She cocks a hip to lean against the doorway, deceptively slim arms firmly crossed.
"Jerisa," Gad says.
"Gad," she replies.
The others gather at the far end of the undeclared honor guard. Vitta pulls on Calliard's cloak to bring him down to her height.
Coming Next Week: A brand new caper featuring characters from Robin D. Laws's The Worldwound Gambit in "The Ironroot Deception."!
Robin D. Laws is the author of the Pathfinder Tales novel The Worldwound Gambit and six other novels, as well as various short stories, web serials, and comic books, plus a long list of roleplaying game products. His novels include Pierced Heart, The Rough and the Smooth, and the Angelika Fleischer series for the Black Library. Robin created the classic RPG Feng Shui and such recent titles as Mutant City Blues, Skulduggery, and the newly redesigned HeroQuest 2. His previous fiction for the Pathfinder campaign setting includes “Plague of Light” in the Serpent’s Skull Adventure Path. Those interested in learning more about Robin are advised to check out his blog.
... Golarion Day: The Stars Are Right! Thursday, March 24, 2011So, I was out sick yesterday, and as a result missed out seeing Pathfinder #46 get sent off to the printer. Which is pretty exciting, since that volume's got more Lovecraftian awesomeness in it than anything we've done to date? The proof is in these out-of-context illustrations by Scott Purdy that are sure to get everyone thinking that the Carrion Crown Adventure Path will be taking some pretty drastic and unexpected turns! (Fans...
Golarion Day: The Stars Are Right!
Thursday, March 24, 2011
So, I was out sick yesterday, and as a result missed out seeing Pathfinder #46 get sent off to the printer. Which is pretty exciting, since that volume's got more Lovecraftian awesomeness in it than anything we've done to date? The proof is in these out-of-context illustrations by Scott Purdy that are sure to get everyone thinking that the Carrion Crown Adventure Path will be taking some pretty drastic and unexpected turns! (Fans of Carrion Crown's Ustalav locations can breathe easy, though, since these pictures are from the foreword and the bestiary of the book, and thus don't actually depict events that occur in this volume's adventure.)
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.
The Foxes Have Landed (part II)Thursday, August 5, 2010 ... Sara Marie: Those were some delicious biscuits! Over. ... Crystal: This time we should say something less confusing and less likely to end with us eating biscuits. Like Hedgehog. ... .... ... Crystal: Hedgehog. ... Sara Marie: I like porcupines better. Porcupine. ... Crystal: Where are you, anyway? I got lost when the cave raptors were chasing us. Hedgehog. ... Sara Marie: Let me turn on a light... Looks like I'm in Sarah's office....
The Foxes Have Landed (part II)
Thursday, August 5, 2010
Sara Marie: Those were some delicious biscuits! Over.
Crystal: This time we should say something less confusing and less likely to end with us eating biscuits. Like "Hedgehog."
....
Crystal: Hedgehog.
Sara Marie: I like porcupines better. Porcupine.
Crystal: Where are you, anyway? I got lost when the cave raptors were chasing us. Hedgehog.
Sara Marie: Let me turn on a light... Looks like I'm in Sarah's office. There's art all over the place. Porcupine.
Crystal: She must have left in a hurry. Does it look trapped? Hedgehog.
Sara Marie: I don't SEE anything that looks like a trap. Where are you? You're better at spotting traps than I am. Porcupine.
Crystal: I don't know. I dropped my darkvision when that lurking ray grabbed at us. Where ever I am, smells nice! Hedgehog.
Sara Marie: There's a folder marked "TOP SECRET" sitting right on top of her desk! I'm going to see if I can get a closer look. Porcupine.
Crystal: No wait! The "top secret" folder is Midwestern family recipes! It's almost certain to be booby-trapped!
Sara Marie: Where else should I check?
Crystal: Check the refrigerator. I think that's where she keeps the special art. Hedgehog.
Sara Marie: You're right! This thing is chock full of art-like pictures. Most of it seems like stuff that's already released. Porcupine.
Crystal: Stuff from the future, huh? Sounds neat! Open it and see if a paradox destroys us all! Hedgehog.
Sara Marie: Wow! These are amazi-- ...Umm... I just heard a "click" sound. Is that bad? Porcupine.
Crystal: You've either stepped on a mine, or else let her lucky cricket out of its cage. Possibly both. I'm not certain if the cricket explodes. Hedgehog.
Sara Marie: PORCUPINE IS LEAVING THE NEST! REPEAT PORCUPINE IS LEAVING THE NEST!
...
Crystal: Sara? Sara, are you okay?
...
Crystal: SARA?!
...
Sara Marie: I'M OK! COPY THAT? I AM OK!
Crystal: Stop yelling or the cave raptors will find us again. Hedgehog.
Sara Marie: Where ever you are... Watch out! These people know how to lay traps! On the up-side, I made it out with two incredible pieces of artwork!
Gen Con Costume Contest Reminder! Tuesday, July 27, 2010Just a quick reminder that this is your last chance to start getting things ready for the Third Annual Paizo Gen Con Costume Contest! For more details, you can always refer back to the official announcement, but the short version is that if you come by the booth during Gen Con wearing quality Pathfinder cosplay, you've got the chance to win both cash and cred from the Paizo staff. So bust out those sewing machines and start working! ......
Gen Con Costume Contest Reminder!
Tuesday, July 27, 2010
Just a quick reminder that this is your last chance to start getting things ready for the Third Annual Paizo Gen Con Costume Contest! For more details, you can always refer back to the official announcement, but the short version is that if you come by the booth during Gen Con wearing quality Pathfinder cosplay, you've got the chance to win both cash and cred from the Paizo staff. So bust out those sewing machines and start working!
Now, since no blog would be complete without art, here's Jenny Poussin as Seoni, her costume courtesy of Paizo messageboard regular Laithoron. It's unclear whether their powerhouse partnership will actually be competing this year, but at the very least they should give you some inspiration.
James L. Sutter
Fiction Editor
(And yes, you've seen this picture before—the question is, have you seen it enough?)
... Pathfinder Advanced Player's Guide Preview #4 Thursday, July 22, 2010Two weeks and counting until the start of Gen Con 2010 and the release of the Advanced Player's Guide. If you have not already done so, you might want to reserve it with your FLGS or order online now. To help encourage you to pick up this hefty tome, I am giving you a guided tour of the goodies inside. In the past weeks we have looked at some new race and class material. This week we will be jumping around quite a bit,...
Pathfinder Advanced Player's Guide Preview #4
Thursday, July 22, 2010
Two weeks and counting until the start of Gen Con 2010 and the release of the Advanced Player's Guide. If you have not already done so, you might want to reserve it with your FLGS or order online now. To help encourage you to pick up this hefty tome, I am giving you a guided tour of the goodies inside. In the past weeks we have looked at some new race and class material. This week we will be jumping around quite a bit, looking at feats, gear, spells, and magic items. We've got a lot of ground to cover, so let's get going.
Starting out with Chapter 3, let's take a look at feats. This 26-page chapter is loaded down with 163 new feats, from combat and metamagic feats, the new teamwork feats that grant large bonuses when you and an ally use them together. But that's not all, not by a long shot. There are a host of feats in this chapter designed to let you add to your existing class features, like Extra Rage Power and Extra Hex. There are also a host of feats based on your race, like this one.
Ironguts
You have an especially strong stomach. Prerequsitites: Con 13; dwarf, half-orc, orc. Benefit: You gain a +2 racial bonus on saving throws against any effect causing the nauseated or sickened conditions and against all ingested poisons (but not other poisons). In addition, you receive a +2 bonus on Survival skill checks to find food for yourself.
As was mentioned at the preview banquet, a number of the powers of the 3.5 archmage prestige class have found their way into the Pathfinder RPG as feats that most spellcasters can take. Take a look at Minor Spell Expertise.
Minor Spell Expertise
You are able to cast a 1st-level spell as a spell-like ability Prerequsite: Ability to cast 4th-level spells. Benefit: Chose one 1st-level spell that you know. You may cast that spell twice per day as a spell-like ability. The caster level for this spell-like ability is equal to your caster level in that class from whose spell list the spell is taken. The spell-like ability's save DC is Charisma-based. You cannot apply metatmagic feats to this spell.
Moving on from feats, the gear chapter is short, but jam-packed with new tools and tricks to help properly equip your character. From an Lucerne hammer to wooden armor, from an hourglass to rope made from spider silk, there's plenty here for everyone. There are also a lot of tools for each of the new classes, including the portable alchemist's lab and the witch's cauldron. What has me most excited is the wealth of alchemical items in the book. Take a look at this gem.
Weapon Blanch (adamantine, cold iron, or silver): These alchemical powders have a gritty consistency. When poured on a weapon and placed over a hot flame for a full round, they melt and form a temporary coating on the weapon. The blanching gives the weapon the ability to bypass one kind of material based damage reduction, depending on its type. The blanching remains effective until the weapon makes a successful attack. Each dose of blanching can coat one weapon or up to 10 pieces of ammunition. Only one type of blanch can be used on a weapon at one time, although if the weapon is made of a special material, that material still applies.
Next up is a rather large chapter on spells. Discounting the tables at the beginning, there are 57 pages of spells here, containing spells for characters of every class and every level. This chapter also includes the elemental spell lists for those wizards who wish to focus on elemental schools of magic. Let's take a look at a spell that I am particularly excited to use on my players. It might not be incredibly powerful, but it is a lot of fun.
Enemy Hammer School Transmutation; Level sorcerer/wizard 6 Casting Time 1 standard action Range long (400 ft. + 40 ft./level) Target one creature Duration 1 round/level (D) Saving Throw Fortitude partial; Spell Resistance yes
You grab a creature with telekinesis and use it to batter nearby opponents or objects. You must target a specific creature when casting this spell, and once you select that creature, you cannot switch to another. Each round, as a standard action, you can attempt to hurl the target at any creature or object within 30 feet of it. You must make an attack roll whenever you use the target as a weapon. The attack bonus for this attack is equal to your caster level plus either your Intelligence or Charisma modifier (whichever is higher). If you successfully hit the new target with the creature, both it and the creature take damage based on the creature's size (Fine 1d4, Diminutive 1d6, Tiny 1d8, Small 1d10, Medium 2d6, Large 2d8, Huge 2d10, Gargantuan 3d6, Colossal 3d8). The target creature can make a Fortitude saving throw each time you attempt to use it as a weapon. If it makes its saving throw, it can act normally, but if it fails its save, it loses all action for the round and ends its turn prone in a square adjacent to the target of your attack.
Finally, this book contains a large chapter containing all sorts of magic items, from inexpensive soul soap to the mighty cloud castle of the storm king. Of course, it's not all wonderful. There are a host of new cursed items to inflict upon your PCs, lurking in this book. Take a look at ring of truth.
Ring of Truth Aura moderate enchantment; CL 9th Slot ring; Weight —
Deceptively pleasant looking, a ring of truth bears images of childlike angels and broadly smiling divine creatures holding onto links of a heavy chain. The wearer of this cursed ring is rendered unable to tell a deliberate lie, in either speech or writing. The wearer may simply omit the truth or choose not to communicate, but even then must succeed on a DC 20 Will saving throw to avoid answering a direct question truthfully.
And there you go. The Advanced Player's Guide is just two weeks away now. Next week's preview will be the last before release, so we will wrap up our tour of the book by looking at the new prestige classes and new rules systems hiding in this book.
The Gen Con Costume Contest is Coming! Tuesday, June 15, 2010With PaizoCon just a few days away, some of you reading this blog may be thinking, Man, I can't believe I can't make it to Gen Con and PaizoCon this year. The world is so unfair! ... While that is undoubtedly true, never fear, gentle GenConian! Because this is your official reminder that the Third Annual Pathfinder Gen Con Cosplay Contest is less than 2 months away at this point! (Shock! Gasp!) ... Here's the deal: At some point...
The Gen Con Costume Contest is Coming!
Tuesday, June 15, 2010
With PaizoCon just a few days away, some of you reading this blog may be thinking, "Man, I can't believe I can't make it to Gen Con and PaizoCon this year. The world is so unfair!"
While that is undoubtedly true, never fear, gentle GenConian! Because this is your official reminder that the Third Annual Pathfinder Gen Con Cosplay Contest is less than 2 months away at this point! (Shock! Gasp!)
Here's the deal: At some point during Gen Con, you show up to the Paizo booth dressed in your best Pathfinder costume. (That means monsters and characters with obvious ties to Golarion itself, not generic cosplay—that wizard hat could be from anywhere.) In addition to drawing a crowd of happy gawkers, the contestants will have their pictures taken by whatever staff members are handy. Those folks with the best costumes, as decided by us, will end up on the Paizo blog once we return from Gen Con, at which point we'll allow the posters on the messageboards to pick their favorite. What criteria that mad and merry crew will use is anybody's guess—creativity? recognizability? skin-to-clothing ratio?—but whoever they select as the best Pathfinder cosplayer will walk away with 50 dollars in store credit! But more importantly, the winner will go home knowing that he or she (or they, if folks want to team up to make a life-sized linnorm) have entered the exclusive cadre of the Paizo Cosplay Winner's Circle.
And now ('cause you knew it was coming), a note for PaizoCon attendees: While there's no official costume contest at PaizoCon this year, folks attending both cons are encouraged to bust out their costumes early and show the colors this weekend, to give the competition a taste of what they're up against. (And, of course, to get as much fun as possible out of that Hellknight armor you spent all winter forging.)
So what are you waiting for? Fire up that old sewing machine and see if you have what it takes to compete with folks like the already announced model-and-designer team of Jenny Poussin and Laithoron from the Paizo messageboards, whose amazing realization of Seoni (pictured above) is bound to set the bar high this year. But forewarned is also forearmed, and there's still time to get in on the game...
James L. Sutter
Fiction Editor and General Rabble-Rouser
... Illustration by Alex Aparin ... One for the GMs Thursday, February 11, 2010My day... week... life as of late has pretty much been dominated by putting the final (-ish) touches on our next big hardcover, the GameMastery Guide. It's at that weird and exciting point right now where it's making that transition between a maddening number of .doc files and something at actually looks like a book. So between the dozens of tables, charts, stats, and hundreds of pages of advice, some pretty...
Illustration by Alex Aparin
One for the GMs
Thursday, February 11, 2010
My day... week... life as of late has pretty much been dominated by putting the final (-ish) touches on our next big hardcover, the GameMastery Guide. It's at that weird and exciting point right now where it's making that transition between a maddening number of .doc files and something at actually looks like a book. So between the dozens of tables, charts, stats, and hundreds of pages of advice, some pretty awesome art and incredible layouts are creeping in. While I'll save most of the really exciting parts for previews closer to this behemoth's release, I wanted to throw one of my favorite new half-page illustrations out there. For now, though, it's back to those endless tables. 100 dungeon features, here I come...
Home for the Holidays Wednesday, December 23, 2009With most of the Paizo editorial staff being transplants from across the country, the holidays tend to be the one time of the year where we put aside talk of goblins and statblocks and deadlines for a few days (or at least try to). With much of the crew making treks across the country to spend a few days with much neglected family members, things might get a little spotty here on the blog up through the New Year. Even with the dedicated folks...
Home for the Holidays
Wednesday, December 23, 2009
With most of the Paizo editorial staff being transplants from across the country, the holidays tend to be the one time of the year where we put aside talk of goblins and statblocks and deadlines for a few days (or at least try to). With much of the crew making treks across the country to spend a few days with much neglected family members, things might get a little spotty here on the blog up through the New Year. Even with the dedicated folks staying behind to man the walls, the holiday fever can get a little distracting, so to tide things over till January 4th, here's Eva Widermann's fantastic artwork for our 2009 holiday card. But that's it from us for 2009, everybody! Thanks to everyone for an incredible year, and do me a favor and yell at James Jacobs if you see him on the boards over the course of the next week. Happy holidays from all of us here at Paizo and we'll see you in 2010!
Goblins Terrorize Bathhouse: Cunning Plan Revealed As Many Local Hunting Dogs Found Dead
... Illustration by Tyler Clark ... Goblins Terrorize Bathhouse: Cunning Plan Revealed As Many Local Hunting Dogs Found Dead Friday, December 11, 2009Earlier this year, fellow intern Matt and I were invited to begin playing in a Pathfinder RPG game run by local resident Crystal Frasier. We accepted, and Matt, Ross Byers (later to leave us for reasons involving Will saves and girl-cooties), and I began our quest to become... The Stuff of Legends. Deciding to make my life difficult, I made...
Illustration by Tyler Clark
Goblins Terrorize Bathhouse: Cunning Plan Revealed As Many Local Hunting Dogs Found Dead
Friday, December 11, 2009
Earlier this year, fellow intern Matt and I were invited to begin playing in a Pathfinder RPG game run by local resident Crystal Frasier. We accepted, and Matt, Ross Byers (later to leave us for reasons involving Will saves and girl-cooties), and I began our quest to become... The Stuff of Legends. Deciding to make my life difficult, I made Klar, the burly and buff bluffing bard, Matt rolled up Zirithanis the hobo druid and Destroyer-of-Worlds-Fetcher-of-Dreams-Maxwell, his longtime friend and goblin-hating murderous dog of war, while Ross Byers began his quest as the excessive sorcerer, Aurelis. Our team assembled, The Stuff of Legends' first dabble into adventuring follows.
Meeting with the mayor, we understood that we were to stop mysterious sabotage attempts on a hopeful resort town in the Varisian Gulf. Naturally, our business powwow was interrupted by screams: Goblins had invaded the bathhouse! Having studied Goblinoid languages in a Chelish Opera College, I tried to negotiate with them, but their crude language and dubious use of the honorifics "dog-lover" and "ugly-face," made communication difficult. While I eventually gained their trust, my inquiries into why they would invade a bathhouse were met with confusion over failed translations of the words "bath," "clean," "soap," and "hot water." They began to suspect that I wanted to cook them, eventually leading us to armed conflict.
After Maxwell the Dog dispatched two of the goblins (Aurelis proved his worth as an electric stove, cooking one with shocking grasp), we entered the bathhouse, only to be ambushed again! Two stirges and a goblin sniper were difficult foes, yet, with the ever-suspect "oh, are you still singing?" of bardsong, Maxwell destroyed all opposition. Afterward, finding the public bath infested with vipers, we left them for the town's pest control. When we later realized that was Zirithanis' job, we went back and he charmed them into a wicker basket and left them at the edge of town. When we later heard a picnicker was killed by vipers, we blamed Zirithanis.
However, being playtest time, an unexpected enemy followed us into town: the Goblin Oracle! She was one of the most feared enemies we have ever fought, especially since we lacked Aurelis's help (he was sleeping off breakfast in his 100-gp suite on the coast). Perhaps it was her big hat, or maybe the threat of goblin rash from her two mangy rat-dogs, or maybe her fury over the sacked child she took hostage that was greased out of her hands, but the strength of her unusually fearsome blows felled both Zirithanis and me at different points. Our leapfrog healing tactics took her by surprise, however, keeping us both in the fight. In the end, Maxwell the Dog killed her, jumping over a mountain, stopping a flood by barking, and then arriving home in time to snap her neck and take the glory for himself. Next: Maxwell Defeats Giant Wheeled Eidolon and Eats It.
... Pathfinder Swag! Tuesday, August 11, 2009It's already starting to feel like a ghost town here at Paizo headquarters as the majority of the staff packs up and heads off for Gen Con Indy. With the debut of the Pathfinder RPG, we're totally excited, but also expecting the convention to be four days of absolute madness. So what are we doing? Oh, we're adding fuel to that fire, of course! There's already going to be tons of opportunities to get Paizo swag just by stopping by our booth, but in...
Pathfinder Swag!
Tuesday, August 11, 2009
It's already starting to feel like a ghost town here at Paizo headquarters as the majority of the staff packs up and heads off for Gen Con Indy. With the debut of the Pathfinder RPG, we're totally excited, but also expecting the convention to be four days of absolute madness. So what are we doing? Oh, we're adding fuel to that fire, of course! There's already going to be tons of opportunities to get Paizo swag just by stopping by our booth, but in addition to the Pathfinder RPG, the annual Paizo delve, tons of Pathfinder Society Events, and way more, we're adding buttons! That's right, special, collectible Gen Con '09 Pathfinder Buttons. For as long as they last on Thursday, Friday, and Saturday, we'll be giving away a different button, allowing you to show your love for the grim gray maidens, those madcap goblins, or the lovely Seoni. So hurry on over to the Paizo Booth (#2312) every day to pick up the whole set!
And that's it! We're off. We'll see you all at Gen Con Indy!
... 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 #3 Wednesday, May 27, 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 Seoni, the iconic sorcerer. ... Seoni ... Female human sorcerer 10 ... Init +2; Senses Perception +11 ... Defense ... AC 23, touch 15, flat-footed 20; (+4 armor, +2 deflection, +2 Dex, +1 dodge, +4 shield) ......
Pathfinder Roleplaying Game Preview #3
Wednesday, May 27, 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 Seoni, the iconic sorcerer.
Seoni
Female human sorcerer 10 Init +2; Senses Perception +11 Defense AC 23, touch 15, flat-footed 20; (+4 armor, +2 deflection, +2 Dex, +1 dodge, +4 shield) hp 57 (10d6+20) Fort +6, Ref +7, Will +12 DR 10/adamantine Offense Spd 30 ft. Meleestaff of fire +4 (1d6–1) Ranged ray +7 (by spell) Special Attacks metamagic adept (2/day) Spells Known (CL 10th)
5th (4/day)—cone of cold (DC 22)
4th (6/day, 5 remaining)—dimension door, ice storm, stoneskin, wall of fire
3rd (7/day)—dispel magic, fly, haste, lightning bolt (DC 20)
2nd (7/day, 6 remaining)—invisibility, mirror image, resist energy, scorching ray, web (DC 17)
1st (8/day, 7 remaining)—burning hands (DC 18), enlarge person, identify, mage armor, magic missile, shield
0 (at will)—acid splash, arcane mark, daze (DC 15), detect magic, light, mage hand, prestidigitation, ray of frost, read magic StatisticsStr 8, Dex 14, Con 12, Int 10, Wis 16, Cha 20 Base Atk +5; CMB +4; CMD 19 Feats Alertness (from familiar), Dodge, Eschew Materials, Extend Spell, Greater Spell Focus (evocation), Quicken Spell, Spell Focus (evocation), Spell Penetration, Still Spell Skills Bluff +14, Climb +2, Fly +11 (+16 using fly), Knowledge (local) +9, Perception +11, Spellcraft +9 Languages Common SQ arcane bloodline, arcane bond (familiar, lizard), bloodline arcana (+1 DC to metamagic spells) Combat Gearlesser metamagic rod of empower, potion of cure serious wounds (2), scroll of greater dispel magic, scroll of wall of force; Other Gearcloak of resistance +2, headband of mental prowess +2 (Wis and Cha), ring of feather falling, ring of protection +2, slippers of spider climbing, staff of fire
Starting off, Seoni has a few precast spells, whose effects are already calculated in as part of her stat block, including an extended shield, mage armor, and stoneskin. She could increase these protections with haste, mirror image, and resist energy if given a few rounds to prepare.
As a sorcerer, Seoni can choose from one of ten different bloodlines. We chose the arcane bloodline, which is the default bloodline for existing 3.5 sorcerers as it is the only bloodline that grants a familiar. All bloodlines grant a number of bonuses as the sorcerer gains levels, such as additional spells known (Seoni receives identify at 3rd level, invisibility at 5th level, dispel magic at 7th level, and dimension door at 9th level), a bonus class skill (Seoni receives a free Knowledge skill of her choice), and a number of special bloodline powers (which we will talk about in a bit). New to the final version of the game is bloodline arcana. Each bloodline now grants a special bonus to a specific group of spells. In Seoni's case, any time she casts a metamagic version of a spell that increases the level by at least 1, the DC of that spell increases by +1 (total, not per level increased). This means that if Seoni casts a still lightning bolt the DC to halve the damage is increased to 21. Other bloodlines grant similar abilities. For example, the destined bloodline grants the sorcerer a luck bonus on saving throws for 1 round whenever she casts a spell with a range of personal.
In addition to the arcane bond ability (which allows Seoni to have a familiar), the arcane bloodline grants two additional abilities. The first is metamagic adept, which allows her to cast metamagic spells without increasing their casting time. At her current level, she can use this ability twice per day. It should be noted that quicken spell has been changed to allow sorcerers to use it without increasing the casting time, meaning that Seoni can save her metamagic adept ability for extended and still spells. The second ability is new arcana, which grants Seoni an additional spell known (she chose stoneskin).
If we were to continue to advance Seoni, she would receive a school power at 15th level, which would grant her a +2 bonus to the DC of all spells from one school of magic. At 20th level, she would undergo an arcane apotheosis, which would allow her to cast any metamagic spell without increasing the casting time and allow her to burn spell slots to power magic items that expend charges.
Moving on, we get to Seoni's spell list. There have been a few changes to some of these spells, mostly to make them simpler to use, but in some cases to increase their power a bit. Ice storm, for example, deals the same amount of damage, but now also includes an effect that makes the area difficult terrain and imposes a penalty on Perception checks.
Of all the spells in the game, none has the power to bring things screeching to a halt faster than dispel magic. Not only did this spell take a while to adjudicate, it also forced the target to recalculate a host of statistics if the spell was particularly successful. Now dispel magic requires only a single caster check, and the result is applied to all the spells active on the target. It dispels the spell with the highest caster level that it can affect. While this reduces its power a bit (although it no longer has the +10 limit to the check), it makes the spell a whole lot easier to use. Greater dispel magic still allows you to strip off multiple spells, but it too only requires a single check. It dispels one spell per four caster levels, taking out the spells with the highest caster level that it can effect. I should note that you can still use either one of these spells to target a specific spell to end that effect, allowing you to try and knock out the enemy's fly or stoneskin when it really counts.
Mirror image has also received a bit of a facelift, making it simpler to use. Take a look.
Mirror Image School illusion (figment); Level bard 2, sorcerer/wizard 2 Casting Time 1 standard action Components V, S Range personal Target you Duration 1 min./level
This spell creates a number of illusory doubles of you that inhabit your square. These doubles make it difficult for enemies to precisely locate and attack you.
When mirror image is cast, 1d4 images plus one image per three caster levels (maximum eight images total) are created. These images remain in your space and move with you, mimicking your movements, sounds, and actions exactly. Whenever you are attacked or are the target of a spell that requires an attack roll, there is a possibility that the attack targets one of your images instead. If the attack is a hit, roll randomly to see whether the selected target is real or a figment. If it is a figment, the figment is destroyed. If the attack misses by 5 or less, one of your figments is destroyed by the near miss. Area spells affect you normally and do not destroy any of your figments. Spells and effects that do not require an attack roll affect you normally and do not destroy any of your figments. Spells that require a touch attack are harmlessly discharged if used to destroy a figment.
An attacker must be able to see the figments to be fooled. If you are invisible or the attacker is blind, the spell has no effect (although the normal miss chances still apply).
I also want to take a moment to talk about Seoni's staff of fire. Like the previous rules for staves, Seoni can cast all the spells in the staff using her caster level (10th) instead of the staff's, which is only 8th. She can also use her Charisma modifier and feat bonuses when calculating the save DCs. Staves in the new rules contain a total of 10 charges, but they can be recharged. Once per day, Seoni can expend a 4th level spell slot (the highest level spell contained in the staff of fire) to add 1 charge to the staff. Most of the staves have been rebuilt to work within these new rules.
That is about all for this week. Next week Harsk comes stomping on to the stage as we take a look at the iconic ranger. I hear he has favored terrain (the internet), so we better watch out!
Meet the Iconics: Seoni Thursday, May 10, 2007Back by popular demand,...
Meet the Iconics: Seoni Thursday, May 10, 2007Back by popular demand, the second in our line of Wayne-Reynolds-designed iconic characters is the beautiful and mysterious sorceress Seoni. ... Unlike the barbarians-gone-native on the eastern plateau or the colonial Chelliaxian immigrants of the south, Seoni is a native Varisian, a nomadic race whose closest real-world cultural analogue is the Romani. Or at least, she's mostly Varisian—as might be apparent from her otherworldly grace,...
Meet the Iconics: Seoni
Thursday, May 10, 2007
Back by popular demand, the second in our line of Wayne-Reynolds-designed iconic characters is the beautiful and mysterious sorceress Seoni.
Unlike the barbarians-gone-native on the eastern plateau or the colonial Chelliaxian immigrants of the south, Seoni is a native Varisian, a nomadic race whose closest real-world cultural analogue is the Romani. Or at least, she's mostly Varisian—as might be apparent from her otherworldly grace, there's something not quite human in her ancestry. Though she doesn't have any hard facts, Seoni herself has picked up on some of this, and is constantly pushed to search deeper into the mysteries of her heritage by strange dreams that she doesn't understand.
More than just ornamentation, Seoni's runic tattoos play a large role in her personality. Coming from a people where tattoo magic maintains a strong following, hers are simultaneously a manifestation of her power and a tool to aid in her castings. The sheer number adorning her skin, as well as the similar patterns woven into her clothes, are a mark of status among her tribe, though many of the so-called "civilized" residents of Varisia look upon such body modification with distaste.
Despite being a consummate adventurer, Seoni is something of an enigma to her compatriots. Quietly neutral on most matters, bound by codes and mandates that she rarely feels compelled to explain, the sorceress keeps her emotions tightly bottled. Extremely detail oriented—what the more pugnacious members of her party call a "control freak"—Seoni is a careful and meticulous planner, a schemer who frequently finds herself frustrated by the improvised plans of her more impulsive companions. Despite all of this, Seoni has stuck by her comrades through numerous tight spots, a fact that continues to amaze and confuse Valeros, who wonders loudly (although not altogether unappreciatively) about "the witch and her schemes."
As with so many things, however, if Seoni understands her motivations, she's keeping that knowledge to herself.