|
|
|
Pathfinder Roleplaying Game Preview #8
Wednesday, July 1, 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 Lini, the iconic druid, and her snow leopard animal companion, Droogami.
Lini
Female gnome druid 8
N Small humanoid (gnome)
Init +5; Senses low-light vision; Perception +15
DEFENSE
AC 18, touch 14, flat-footed 17 (+4 armor, +2 deflection, +1 Dex, +1 size)
hp 71 (8d8+32)
Fort +9, Ref +3, Will +10; +2 vs. illusion
Defensive Abilities defensive training
OFFENSE
Speed 20 ft.
Melee mwk sickle +7 (1d4–1)
Ranged +1 sling +9 (1d3+1)
Special Attacks wild shape 4/day
Spell-Like Abilities (CL 8th):
1/day—dancing lights, ghost sound, prestidigitation, speak with animals
Druid Spells Prepared (CL 8th):
4th—cure serious wounds, flame strike (DC 18), freedom of movement
3rd—call lightning (DC 17), dominate animal (DC 17), greater magic fang, poison (DC 17)
2nd—barkskin, bull's strength, flame blade, lesser restoration
1st—cure light wounds (2), entangle (DC 15), longstrider, obscuring mist
0—create water, detect magic, know direction, stabilize
STATISTICS
Str 8, Dex 12, Con 16, Int 8, Wis 18, Cha 16
Base Atk +6; CMB +4; CMD 17
Feats Combat Casting, Improved Initiative, Natural Spell, Weapon Focus (claw)
Skills Acrobatics +8, Fly +10, Handle Animal +10, Knowledge (nature) +8, Perception +15, Survival +13
Languages Common, Gnome
SQ nature bond (snow leopard animal companion), nature sense, resist nature's lure, trackless step, wild empathy +11, woodland stride
Combat Gear wand of cure light wounds; Other Gear mwk sickle, +1 sling, +2 leather armor, amulet of mighty fists +1, boots of elvenkind, druid vestments, elemental gem (air), headband of inspired wisdom +2, ring of protection +2
Droogami
Male snow leopard
N Medium animal
Init +6; Senses low-light vision, scent; Perception +8
DEFENSE
AC 22, touch 17, flat-footed 15 (+6 Dex, +1 dodge, +5 natural)
hp 45 (7d8+14)
Fort +7, Ref +11, Will +3; +4 vs. enchantment
Defensive Abilities evasion
OFFENSE
Speed 50 ft.
Melee bite +9 (1d6+4 plus trip), 2 claws +9 (1d3+4)
STATISTICS
Str 18, Dex 22, Con 15, Int 2, Wis 12, Cha 6
Base Atk +5; CMB +9; CMD 26
Feats Alertness, Combat Reflexes, Dodge, Stealthy
Skills Acrobatics +10, Climb +9, Perception +8, Stealth +13
SQ devotion, link, share spells, sprint
So a druid and her animal companion walk into the forest. Wait, I did that bit last week. The druid is one of those classes that is tough to nail down. The rules for the druid involve a number of different subsystems, including animal companions and the rules for changing shape. Not surprisingly, of all the parts of a druid, these two received the biggest overhaul.
Let's start off by taking a look at wild shape. The old rules were a bit disjointed, giving you additional uses almost sporadically as you gained levels, while granting different types and sizes along the way. The new system grants you the ability to wild shape one level earlier (4th, instead of 5th) and gives you an additional usage every two levels after that (Lini is wearing druid vestments which gives her an additional use). Just like before, you can maintain a form for one hour per Druid level. Unlike the old system, which gave you the exact stats of the animal, the new system is based off a number of spells that grant a specific list of ability score bonuses. These spells also grant some of the powers of your new form, depending on the spells level (just as they did in the Beta playtest version of the rules). For example, at 8th level, Lini can turn into any animal from size Diminutive to Huge, a Small or Medium elemental creature, or a Small or Medium plant creature. If she were to change her shape into a Large dire tiger, her Strength would jump to 12 and her Dex would drop to 10. She would also gain a +4 natural armor bonus, a speed of 40 feet, and the tiger's claw and bite attacks, as well as its ability to pounce, rake, and grab. The big change here is that these alterations to her statistics are now size bonuses, meaning that she can take advantage of spells like bull’s strength and magic items to enhance her ability scores (magic items that continuously function continue to do so while in wild shape, such as her amulet of mighty fists). Add in bull's strength and Lini the dire tiger could make two claw attacks at +10, dealing 2d4+4 each, and one bite attack at +9, dealing 2d6+3 with the opportunity to grapple anyone she hits. So while this ability allows Lini to become a respectable melee threat, it does not allow her to ignore her physical stats during creation if she wants to be good at combat.
The Beta playtest rules for animal companions were very similar to their 3.5 counterparts, which caused a number of issues. If you wanted to be a druid with a bear animal companion, you had to wait until 4th level, and once you got past 7th level, you really needed to trade in your loyal bear for a bigger, better bear companion. We wanted druids to be able to form a meaningful bond with their companion from first level, regardless of type, and to keep that companion up through the higher levels of play. During the playtest, we posted up some alternate rules for animal companions, which have made it into the final game with a few alterations. Druids still have the option of taking a cleric domain in place of animal companion, but those that choose a friend will be pleasantly surprised. Companions are now based on a straightforward progression, gaining Hit Dice and other abilities as the druid gains levels. Each animal type is a sort of template that is applied to the base statistics shared by all animal companions. These templates define the companions' ability scores, attacks, defenses, movement types, and special abilities. At 4th or 7th level (depending upon the power of the companion), many animal companions gain a large set of increases, usually based on size (although druids who want a smaller pet now have the option of keeping it the same size). Droogami, for example, started out with the following block of information.
Cat, Small (Cheetah Leopard)
Starting Statistics: Size Small; Speed 50 ft.; AC +1 natural armor; Attack bite (1d4 plus trip), 2 claws (1d2); Ability Scores Str 12, Dex 21, Con 13, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.
4th-Level Advancement: Size Medium; Attack bite (1d6 plus trip), 2 claws (1d3); Ability Scores Str +4, Dex –2, Con +2; Special Qualities sprint.
Droogami's other statistics are derived from a simple chart that tells you the number of Hit Dice, skill points, feats, natural armor bonuses, and Strength and Dexterity bonuses. Droogami also receives an ability score boost that can be placed anywhere (Dexterity in this case). All of this is on top of the old druid animal companion abilities, such as share spells and evasion.
Aside from these big changes, there have been a number of smaller alterations to the some of the rules used in Lini's stat block. Resist nature's lure, for example, now also applies to any effect that targets plants or wood, such as entangle and warp wood. The spell poison now works with the new poison rules (in this case, dealing 1d3 Con damage per round for 6 rounds, or until a save is made). Entangle has been clarified a bit, giving the entangled condition to those that fail their save, while those that make it can move through the area, which is considered difficult terrain. Of course, the spell still requires tall grass, weeds, or bushes. Since Hide and Move Silently were combined into Stealth, the boots of elvenkind and cloak of elvenkind became a bit redundant. To alleviate this, the boots now grant a +5 bonus on Acrobatics checks.
I should also take a brief moment to talk about the Fly skill (which has been controversial from the start). This skill helps to adjudicate actions in the air, which were previously an all-or-nothing affair based on your maneuverability. Now, just like walking, swimming, or climbing, there is a set list of maneuvers you can perform without a skill check, and some, more difficult flying maneuvers (such as hovering or turning 180 degrees) that require a check. While this is a bit more complicated, it is far more dynamic, allowing for sky chases, dramatic crashes, and my personal favorite, attempting to force a dragon to land by shooting him down. This skill bonus is modified by both your size and your maneuverability, which means that even large Hit Dice creatures, such as dragons, do not necessarily receive high scores, while smaller creatures, such as bats, are quite skilled.
Alright, we are out of the forest now, and over half way done. Come back next week for a lesson on inner peace and busting heads with Sajan, the iconic monk.
Jason Bulmahn
Lead Designer
Link.
Tags:
Druids, Iconics, Pathfinder Roleplaying Game, Wayne Reynolds
|  Illustration by David Bircham |
Half-Elf, All Druid, No Tree Hugging
Monday, April 20, 2009
When you think of characters in game-world fiction, what first comes to mind are the fighters, wizards, and rogues. Priests are fine if they're sufficiently powerful and conflicted, otherwise, not so much. Bards generally play second fiddle, you should pardon the expression, and paladins are seldom cast in starring roles. The druids, apparently, are too busy communing with nature to bother with fiction.
Since the publication of my first shared-world book, Elfshadow, in 1991, I've hit most of the character classes with the exception of the druid. Channa Ti, the protagonist of the Pathfinder's Journal fiction in the Legacy of Fire Adventure Path, is my first.
I started with a typical D&D druid—a serene mystic who dwells in emerald groves, nurturing the woodland creatures and healing hapless passersby with potions brewed from rare herbs and crafted from recipes learned at the feet of wise, benevolent elven mentors. And then I put him in a cage match with Channa and observed while she stomped him into organic fertilizer.
Sometimes the creative process takes interesting turns.
Once I started thinking seriously about druids, one of Tennyson's more famous quatrains came to mind:
Who trusted God was love indeed
And love Creation's final law—
Tho' Nature, red in tooth and claw
With ravine, shrieked against his creed—
Why should druids embody calm serenity and selfless love rather than "Nature, red in tooth and claw"? Surely some druids would be more closely attuned to nature's predators. This notion was central to Channa Ti's creation. To her way of thinking, "A paladin's noble steed must eat, but then, so must a crocodile."
Another inspiration came from Pathfinder's ingenious addition to the druid class: the Nature Bond, which allows druids to specialize in one of the domains—Air, Animal, Earth, Fire, Plant, Water, or Weather—rather than forming a partnership with a companion animal. Since Channa is a loner by nature and circumstances, this suited her perfectly. An affinity for water also gives her considerable value in a desert clime. An expert dowser, she occasionally pays her way as a "water witch." Her ability to sense a coming rain is highly valued in a culture that still mourns the passing of the Age of Prophecy and is always seeking some way to foresee the future. Finally, her affinity with water gives her skills that interest people obsessed with an ancient, sea-swallowed realm.
Nature Bond offers intriguing potential for character development and storytelling, not just for fiction, but also for campaign use. For those of you who've never played a druid—and I'm guessing that's most of you—the Pathfinder setting is a great place to start.
Elaine Cunningham
Contributor
Link.
Tags:
Channa Ti, David Bircham, Druids, Elaine Cunningham, Legacy of Fire, Monsters, Pathfinder Journal

How Do I Play a Paladin in Service to Cheliax?
Thursday, July 10, 2008
Good question! We're hearing this one and others like it on the Pathfinder Society messageboards, so we thought we'd use today's blog to give you a sneak peak at the Chelax section of the Pathfinder Society Player's Guide soon-to-be-released here on paizo.com. All of the base classes will be covered in the final Player's Guide. Below we've included just a few of the classes folks are having a hard time imagining as non-evil Chelish faction members.
Chelish Pathfinders
Since House Thrune rose to prominence, reclaiming the past glories of Cheliax and re-establishing their footholds across the world has been their primary goal. Chelish armies amass in the ruthless homeland, and their agents push far and wide seeking to expand the diabolic empire's influence. Chelish culture is widely popular, and their fashions show up in most nations across Avistan and Garund. House Thrune places a high priority on discovering the relics of the past and controlling the revelation and interpretation of historical finds. The noble houses of Cheliax encourage the populace and even their own scions to join the Pathfinder Society and seek treasures of ancient power to bolster the empire.
Barbarians: Cheliax is built on law and order. The empire runs smoothly with the help of its infernal allies, and they tolerate no disruption to the nation's workings. Barbarism does not thrive among the devil-bowing culture of Cheliax. Still, there are blood pits in Westcrown where men become beasts to the deafening roar of the crowd and the hot spray of an enemy's blood. Cheliax's most fierce battle-raging warriors are cultivated from slaves who earn a place in the military only after brutal escapades in the blood pits. Other conscripts in the army of Cheliax are drawn from captured Shoanti of Varisia who sometimes pledge their loyalty to House Thrune and join the Pathfinder Society in the empire's service.
Druids: Cheliax's colonial holdings of old inspired several orders of wardens dedicated to safeguarding the majesty of the natural world. When House Thrune seized control of the crumbling empire, they bent these earthly wonders to their own infernal uses and even today most of the empire's natural resources are ruthlessly hewn and sent to the new capital at Egorian for whatever sinister purposes House Thrune sees fit. A few of the druidic orders of old persisted, doing their best to stem the burning of the land, and convincing the noble houses to slow their voracious ravaging of the landscape, lest the resources run dry. The Black Wardens survived by dedicating themselves to Asmodeus dogma, claiming they grow the trees to stoke the fires of his dark glory. Other orders like the Sisters of Oak maintain their vigil over the landscape with no official ties to the Church of Asmodeus, but doing so sometimes creates friction between their order and the government of Egorian. Still as the country's natural resources wane, the government of Cheliax cannot afford to eradicate these druids, and are forced to form tenuous agreements with them in order to save their nation's landscape from utter destruction.
Monks: Monastic orders abound in Cheliax, most steeped in martial arts once trained in the smoldering depths of the Nine Hells. The coveted martial arts of devil kind are now practiced by the Chelish in secret sects and monasteries all over the empire. Several of these orders are attached to the Chelish legion, and in particular the martial art of Hamatulatsu, learned from barbed devils, is practiced by monks in military service. Other orders include the Sidaal Thram, an order of glaive wielding martial arts masters who wear long bears braided with barbs and blades, as well as the spiked chain wielding Order of the Razored Shackle, who wrap themselves in the kyton's chains and engage in horrifying self mutilation as part of their path to excellence.
Paladins: Paladins are a rare sight in Cheliax. Before House Thrune rose to power, the shining servants of Iomedae and her slain patron Aroden rode throughout Old Cheliax. Some are still there and do the best they can to serve her glory in a nation much overshadowed in darkness. They see it as their divine duty to bring the empire back to a path of temperance, or at least to balance the evils of their homeland. More than a few paladins of Aroden still believe their god will return someday to bring the nation back into the light. These paladins remain to herald his return, and hold on to the burning idea of Old Cheliax, a sprawling empire whose glory was a beacon in a dark and savage world.
Joshua J. Frost
Director of Marketing
Nicolas Logue
Organized Play Coordinator
Link.
Tags:
Barbarians, Cheliax, Druids, Monks, Paladins, Pathfinder Society
Meet the Iconics: Lini
Monday, April 14, 2008
In her many explorations and journeys, Lini encountered numerous large animal predators, with whom she seemed to possess a certain affinity. More than once, Lini's traveling companions or enclave came under threat from some great bear or razor-clawed cat, but with a series of soothing noises and precise motions Lini always tamed the beast and sent it on its way.
Lini's success at calming animals came to an end one day when a snow leopard bound out of the trees and pinned her to the ground before she could react. Her friends scattered, leaving Lini alone to face the beast. Although fascinated by the cat's power and speed, and appreciative of its beauty, Lini trembled under its massive paw and tears leaked from her eyes. She knew she faced her doom, and she found it cruelly ironic how death came to claim her.
Yet the leopard did not strike.
"Your friends have abandoned you," a calm feminine voice intoned out of Lini's sight. "Despite the times you saved them, they left you to die." Although Lini could not see the woman, Lini knew of the Norn of the forest and suspected she was one of them.
"Please help me," Lini whispered, her chest struggling to rise under the great cat's crushing paw.
"You do not need my help, little one. You need hers."
Lini looked at the snow leopard, deep into its eyes. She saw neither hunger or malice. Still struggling just to breathe, Lini stared into the great cat's eyes and asked, "Will you help me?"
Inexplicably, the snow leopard lifted its paw from Lini's chest. A coughing fit then overcame the small gnome, and when she finally recovered she looked around her. The snow leopard was gone and Lini saw no sign of the Norn. She looked around frantically, suddenly alone and scared. A small gnome in a large world.
"Come back," Lini cried. "Don't go! Please don't go. Don't leave me alone." She sank to her knees, tears afresh on her face, until she heard the sound of approaching footsteps.
The snow leopard had returned. With the delicateness of a mother tending to her cubs, the great cat licked gently at Lini's face, whisking away her tears. Lini threw her arms around the leopard's neck. "You are my friend, aren't you? I will call you Droogami. That is what we call good friends."
Lini looked down then and picked up a stick from the forest floor before clambering up the cat's side to perch on its back.
"Let us go, then, Droogami. We have no need for this place."
In the years since her departure from the Lands of the Linnorm Kings, Lini has collected more than a dozen sticks—one from each forest or wood she visits. In her resting time after long days of travel, she sits at Droogami's side and peels the bark from the sticks, smoothing and polishing them incessantly.
Lini debuts as a pregenerated character in volume 13 of Pathfinder.
Mike McArtor
Editor
Link.
Tags:
Druids, Gnomes, Iconics, Lini, Portraits, Wayne Reynolds
First Look at Pathfinder
Tuesday, June 19, 2007
Pathfinder #1 and the Rise of the Runelords Player's Guide ship this week, and as such, we thought it a good time to unveil a sample spread from the guide. Presented here for your perusal are two pages full of new animals, local takes on the core classes, and a full chart detailing all of the core gods of our setting. So what are you waiting for? Click the image to download a full-size version and dig in!
James Sutter
Assistant Editor, Pathfinder
Link.
Tags:
Bards, Clerics, Druids, Fighters, Gods and Magic, Rise of the Runelords, Varisia
|
|
|
|
|
Pathfinder Adventure Path #37: Souls for the Smuggler's Shiv (The Serpent's Skull 1 of 6) (PFRPG),
22 seconds ago
by
Christopher Hauschild
Legal questions concerning Play by Post,
1 minute ago
by
rpiazza72
Second Darkness (KEJR's Pathfinder RPG Play-by-Post),
2 minutes ago
by
GameMasterKEJR
What's the touch attack AB?,
2 minutes ago
by
TheDrone
Things you might have missed,
3 minutes ago
by
Beckett
Kingdom of Loathing - Paizonian Guild - Recruitment Office,
3 minutes ago
by
kessukoofah
combat maneuver bonus,
5 minutes ago
by
James Risner
Fayne's Journal - Snorter's AOW campaign,
5 minutes ago
by
Fayne
Is multi-classing worth it...,
6 minutes ago
by
Beckett
Treantmonk's Guide to Rangers (Optimization),
6 minutes ago
by
Treantmonk
|
|
|
|
|
|
|
|
Fantastic Plastic,
Yesterday, 07:00 PM
Mimicry Is the Next Best Form of Flattery!,
Thursday, 07:30 PM
Brought to You in Living Color!,
Wednesday, 07:00 PM
Call of Cutethulhu,
Tuesday, 08:30 PM
Hite Society!,
Nov 2, 2009
Sign up for our weekly store newsletter
|
|
|
|
|
|
|
|
Paizo Publishing Hires Rob McCreary as New Assistant Editor,
Oct 29, 2009
Paizo Publishing and King of the Castle Games to Produce Campaign Coins,
Oct 20, 2009
Paizo Publishing Moves Offices,
Aug 27, 2009
Paizo Partners with Reaper to Produce Pathfinder Miniatures,
Aug 12, 2009
Pathfinder RPG Core Rulebook Sold Out!,
Aug 3, 2009
|
|
|
|
|
|