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
We here at Paizo HQ are deep in the throes of birthing a number of incredible products for release at Gen Con in August, and that means it's an all-hands-on-deck scenario. John and I are being called upon to assist with development and editing of products outside the Pathfinder Society Scenario line, and that means less time to devote to Pathfinder Society blogs on Mondays. So that you aren't left in the lurch, however, here are a few pieces of art from some of this month's Pathfinder releases, set to start going out to subscribers in the next week or so. Some of these images may even be useful for GMs who like visual aids for their Pathfinder Society games, though I won't give any more info than that!
You Are Not Forgotten!
Monday, April 8, 2013
We here at Paizo HQ are deep in the throes of birthing a number of incredible products for release at Gen Con in August, and that means it's an all-hands-on-deck scenario. John and I are being called upon to assist with development and editing of products outside the Pathfinder Society Scenario line, and that means less time to devote to Pathfinder Society blogs on Mondays. So that you aren't left in the lurch, however, here are a few pieces of art from some of this month's Pathfinder releases, set to start going out to subscribers in the next week or so. Some of these images may even be useful for GMs who like visual aids for their Pathfinder Society games, though I won't give any more info than that!
Illustrations by Filip Burburan, Jason Rainville, and Xia Taptara
Mike's back in the office later this week after almost a month of conventions and international business trips, and from what I understand, he's got a few good blogs in the works. Be sure to check back next week and see what he has to report!
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.
Vote on the Costume Contest! Thursday, August 12, 2010We’re back from Gen Con, and in addition to the usual scramble to meet deadlines and recovery from horrifying illnesses contracted by shaking hands with approximately ten bajillion people, that means it’s time for everyone to vote on the contestants in the Third Annual Gen Con Pathfinder Cosplay Contest! ... We had an extraordinary number of contestants this year, and all of them did bang-up jobs! Yet only one can be the official winner of...
Vote on the Costume Contest!
Thursday, August 12, 2010
We’re back from Gen Con, and in addition to the usual scramble to meet deadlines and recovery from horrifying illnesses contracted by shaking hands with approximately ten bajillion people, that means it’s time for everyone to vote on the contestants in the Third Annual Gen Con Pathfinder Cosplay Contest!
We had an extraordinary number of contestants this year, and all of them did bang-up jobs! Yet only one can be the official winner of the grand prize (both a pile of Paizo store credit and bragging rights), which is where you come in. At the bottom of this blog, you’ll see a link for comments. Sound off and place your vote for the best costume in that thread. You have until the end of the weekend to make your selection. On Monday morning, we’ll tally all the votes, and announce the official winner in a blog post next week.
Ready? Here are this year’s fine contestants, in no particular order:
Lora as Feiya, the iconic witch.
Jason as Damiel, the iconic alchemist.
2009 contest champion Kelly as Harsk, the iconic ranger. (Maybe he’s a little tall for a dwarf, but how can you say no to a hand-made crossbow and his adorable animal companion, Biter?)
Blake as Nethys.
David as a paladin of Iomedae.
Corienne as a Tien monk.
2008 contest champion Tiffany as the Harrower from the campaign setting hardcover. (You can’t see her wayfinder here, but it came with its own ioun stone!)
Noel as Trifaccia from Pathfinder Adventure Path #12. Look out, he's got a whip!
Honorable Mention: Jodi as Amiri, the iconic barbarian, who despite her amazing costume has removed herself from the running, on account of already being Sean Reynolds' girlfriend (and isn't that prize enough?).
... Famous author and two icons Sat, Aug 7, 2010 at 03:30 PM PacificDave Gross of Prince of Wolves fame with Amiri and Feiya. ... Pierce Watters ... Sales Director ...
Famous author and two icons
Sat, Aug 7, 2010 at 03:30 PM Pacific
Dave Gross of Prince of Wolves fame with Amiri and Feiya.
... GameMastery Guide Preview: Things Get Weird! Friday, May 21, 2010 ... Let me let you in on one of the guiding philosophies of the GameMastery Guide. We didn’t make this book to let you run my game, or a “Paizo-brand” game, or any sort of game anyone here thinks you should run. We created the GameMastery Guide to give you the tools you need to run your game the way you want. For example, let me note a few entries in the index: Airships; Evil Characters; Extraterrestrials; Gambling;...
GameMastery Guide Preview: Things Get Weird!
Friday, May 21, 2010
Let me let you in on one of the guiding philosophies of the GameMastery Guide. We didn’t make this book to let you run my game, or a “Paizo-brand” game, or any sort of game anyone here thinks you should run. We created the GameMastery Guide to give you the tools you need to run your game the way you want. For example, let me note a few entries in the index:
Airships
Evil Characters
Extraterrestrials
Gambling
Magic Shops
Parallel Worlds
Ship Combat
Space Travel
Steam Power
Space Travel
Time Travel
Undead Uprising
Definitely some unusual stuff in there, and likely several topics you’ll have no interest in including in your game. But if something on that list does strike your fancy, now you’ve got help on how to make it work. These discussions aren’t all meant to give you in-depth rules on how to do this or that: while several provide a host of new rules content—like ship combat and undead uprisings —others walk you through what you need to consider to include such elements in your game. And even if you’ve never thought about taking your game in an atypical direction, who knows what might inspire you? Maybe it is time to unleash an undead uprising on your campaign, or take your PCs where no one has gone before.
Play what your want: that’s the guiding message of this book. Heck, there’s even a section on personalizing published adventures to make them work better for you and your players. Also, rest assured that the topics presented above are some of the weird stuff—the parts of the book that take the discussions beyond the norm. There’s still plenty for GMs who never get tired of traditional sword and sorcery adventure. But how weird does the weird get? Well, I’ll let these crazy illustrations by Florian Stitz and Eva Widermann show you (at least I think those are the artists… Sarah’s out of town this week).
As for next week’s GameMastery Guide Preview: let’s just say that we’ve got some fantastically interesting toolboxes to open.
... The GameMastery Countdown Begins! Friday, April 30, 2009In just about a month (give or take a week or so), the thousands of pages we set free into the wild promise to return to us in shiny blue binding as the complete GameMastery Guide. In the weeks leading up to the GMG's release we'll be previewing some of that tome's coolest and most innovative aspects right here on the blog. What to kick things off with ended up being a real tricky decision, though. So rather than focus on any one...
The GameMastery Countdown Begins!
Friday, April 30, 2009
In just about a month (give or take a week or so), the thousands of pages we set free into the wild promise to return to us in shiny blue binding as the complete GameMastery Guide. In the weeks leading up to the GMG's release we'll be previewing some of that tome's coolest and most innovative aspects right here on the blog. What to kick things off with ended up being a real tricky decision, though. So rather than focus on any one element, I've gone through the book and snipped a handful of shots to give you an idea of what to expect merely from the text of this behemoth. Look closely and you'll likely notice that some snippets tease more than just a chart here or a new rules concept there. Also, since—aside from Christopher Burdett's thematically relevant compass rose—I've gone totally art-light here, tune in next week for a look at some of the GameMastery Guide's incredible illustrations, including its official mascot!
... Illustraction by Vincent Dutrait ... In with the New Wednesday, January 6, 2010Pretty much the last thing we did in 2009—before we ran screaming from the office, that is—was to pack Pathfinder Adventure Path #31: Stolen Land, the first volume of the Kingmaker Adventure Path, off to the printer. So, to refresh your desktop for the new year, check out its incredible cover scene from artist Vincent Dutrait. Enjoy! ... Wes Schneider ... Managing Editor ...
Illustraction by Vincent Dutrait
In with the New
Wednesday, January 6, 2010
Pretty much the last thing we did in 2009—before we ran screaming from the office, that is—was to pack Pathfinder Adventure Path #31: "Stolen Land", the first volume of the Kingmaker Adventure Path, off to the printer. So, to refresh your desktop for the new year, check out its incredible cover scene from artist Vincent Dutrait. Enjoy!
... Pathfinder Roleplaying Game Preview #10 Wednesday, July 15, 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 getting angry with Amiri, the iconic barbarian. ... Amiri ... Female human barbarian 17 ... CN Medium humanoid (human) ... Init +2; Senses Perception +21 ... DEFENSE ... AC 26, touch 14, flat-footed 24 (+9 armor, +4...
Pathfinder Roleplaying Game Preview #10
Wednesday, July 15, 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 getting angry with Amiri, the iconic barbarian.
Amiri
Female human barbarian 17
CN Medium humanoid (human) Init +2; Senses Perception +21 DEFENSE AC 26, touch 14, flat-footed 24 (+9 armor, +4 deflection, +2 Dex, +3 natural, –2 rage) hp 252 (17d12+136) Fort +19, Ref +10, Will +14; +4 vs. enchantment Defensive Abilities improved uncanny dodge, indomitable will, trap sense +5; DR 4/— OFFENSE Speed 40 ft. Melee+4 frost keen adamantine greatsword +31/+26/+21/+16 (2d6+19/17–20 plus 1d6 cold) Ranged+2 frost composite longbow +21/+16/+11/+6 (1d8+9/x3 plus 1d6 cold) Special Attacks greater rage (41 rounds/day), rage powers (fearless rage, increased damage reduction, intimidating glare, knockback, powerful blow +5, renewed vigor [4d8+6], superstition +6, terrifying howl [DC 27]) BASE STATISTICS AC 28, touch 16, flat-footed 26 (+9 armor, +4 deflection, +2 Dex, +3 natural) hp 201 (17d12+85) Fort +16, Will +11 Melee+4 frost keen adamantine greatsword +28/+23/+18/+13 (2d6+14/17–20 plus 1d6 cold) CMB +24; CMD 40 Skills Climb +27 STATISTICS Str 24 (30), Dex 14, Con 16 (22), Int 10, Wis 12, Cha 8 Base Atk +17; CMB +27; CMD 41 Feats Bleeding Critical, Blind-Fight, Critical Focus, Greater Vital Strike, Improved Iron Will, Improved Vital Strike, Iron Will, Power Attack, Toughness, Vital Strike Skills Acrobatics +22, Climb +30, Intimidate +19, Perception +21, Survival +21 SQ tireless rage Combat Gearpotion of cure serious wounds (6), potion of haste (2); Other Gearring of protection +4, amulet of natural armor +3, cloak of resistance +3, +4 frost keen adamantine greatsword, +2 frost composite longbow (Str +7), +5 moderate fortification hide armor, bag of holding (type II), belt of giant strength +6, cube of force, ring of freedom of movement, scarab of protection, winged boots
Don't make Amiri angry, you won't like her when she's angry. Of all of our iconics, none is more focused on dishing out pain than the barbarian. Although her stat block shows her damage while raging, it does not include Power Attack, which would give her a –5 on attack rolls, but increase her damage to 2d6+34. If she were to score a critical hit, while using Greater Vital Strike and Power Attack, her damage would jump to 10d6+68 and her victim would take 2d6 points of bleed damage each round thereafter. Enough with the math though, lets get in to some of the specifics of the barbarian.
To start off, let's take a look at rage. In the Beta version of the Pathfinder RPG rules, barbarians received a pool of rage points that they could spend on rounds of rage and to activate various rage powers. We have simplified this for the final, making it so that the barbarian now only needs to track the total number of rounds of rage per day. This starts at 4 + her Constitution modifier and increases by 2 for every level beyond 1st, meaning that even a 1st-level barbarian can rage more than once per day, so long as they are short rages. She also spends only 1 round of rage per round, regardless of the type of rage she is using (this is a change from the Beta).
Rage powers were added to the barbarian early on in the design. These powers can only be used while raging and allow the barbarian to perform fantastic feats of Strength, make more powerful attacks, and terrify those around her. Since these no long consume rage points, most have been reworked to be used only once per rage or once per day. Rage powers are gained at 2nd level and the barbarian gains an additional power for every two levels beyond that. Let's take a closer look at Amiri's specific powers.
Fearless Rage: With this power, which cannot be selected until 12th level, Amiri is immune to shaken and frightened condition while raging. Increased Damage Reduction: While raging, Amiri's DR increases to 5/—. Intimidating Glare: With this power, Amiri can attempt to Initimidate one adjacent foe as a move action, causing them to become shaken for 1d4 rounds +1 round for every 5 points by which her check exceeds the DC. Knockback: Once per round, Amiri can use this power make a bull rush attempt against a foe in place of a melee attack. If successful, the target takes damage equal to her Strength modifier and is moved back without Amiri needing to follow. Powerful Blow: Once per rage, Amiri can use this power as a swift action to add +5 to one melee damage roll. This bonus scales as she gains levels. Renewed Vigor: Once per day, while raging, Amiri can use this power to heal herself. It starts at only 1d8 + her Constitution modifier, but scales as she gains level. Amiri must be 4th level before taking this power. Superstition: This new rage power gives a barbarian a morale bonus on all saves against spells, supernatural abilities, and spell-like abilities while raging. While valuable, it comes with the drawback. While raging, Amiri cannot be the willing target of any spell and must attempt to resist all spells, even those case by allies. Terrifying Howl: Amiri had to take Intimidating Glare before she could select this 8th-level rage power. As a standard action, Amiri can unleash a blood-curdling war cry that causes all shaken enemies within 30 feet to make a Will save or become panicked for 1d4+1 rounds. Once a foe has made a save, successful or not, they are immune to this power for 24 hours.
These powers are designed to give the barbarian a few more options in combat besides running up and murdering folks (although there are plenty that do that too). During the Beta, there were a few rage powers that did not really fit the theme (such as the one that did elemental damage), but these have been trimmed in favor of abilities that are all exceptional abilities. You might see some supernatural rage powers in later books, but they will be tied to specific themes.
Beyond the changes to rage and the addition of rage powers, not much else has changed with the barbarian. She still gets greater and mighty rage at high levels, damage reduction, uncanny dodge, and trap sense. We added Acrobatics and Knowledge (nature) to her list of class skills. The other changes of note here are in her feats. Critical Focus and Bleeding Critical give her a +4 bonus on attack rolls made to confirm critical hits and anyone who takes a critical hit also gains 2d6 points of bleed (damage that recurs each round until healed). Iron Will works as before, but Improved Iron Will lets Amiri reroll one Will Save made each day, after the first roll is made but before the results are revealed. Toughness grants +1 hit point per level, with a minimum of +3 hit points (so +3 until you reach 4th level, at which point it becomes +4). Finally, there is Power Attack, which grants a +2 bonus on damage for a –1 penalty on attack rolls. When your base attack bonus reaches +4, and for every 4 beyond +4, the bonus to damage increases by +2 and the penalty increase by –1. Wielding a two-handed weapon increases the damage by 50%, whereas off-hand weapons get only half the damage bonus. Just thought I would let that cat out of the bag, since there has been quite a bit of speculation as to the exact formula.
There are only four more previews before the release of the Core Rulebook! If I can find her, next week we will take a look at Merisiel, the iconic rogue.
Snagged from the Vault: Dungeon Denizens Revisited
... Snagged from the Vault: Dungeon Denizens Revisited Friday, April 3, 2009Closing out this week's blogs, we unveil a terrible creature that epitomizes the savage and insatiable hunger possessed by you, our ravenous readers: the bulette, illustrated here by Steve Prescott... ... Of all the beasts that populate the wilderness, few are as feared as the bulette. Known sometimes as the landshark, the bulette is a sleek predator, moving as fluidly through earth as those primeval eating machines...
Snagged from the Vault: Dungeon Denizens Revisited
Friday, April 3, 2009
Closing out this week's blogs, we unveil a terrible creature that epitomizes the savage and insatiable hunger possessed by you, our ravenous readers: the bulette, illustrated here by Steve Prescott...
Of all the beasts that populate the wilderness, few are as feared as the bulette. Known sometimes as the landshark, the bulette is a sleek predator, moving as fluidly through earth as those primeval eating machines move through water. Bulettes possess insatiable hunger and view anything that moves as food. They hunt constantly, and when their attention turns to new hunting grounds they feed until nothing remains. They are the stuff of nightmares, the bane of the wilderness—a brutal, savage monster whose ferocious majesty was not evolved, but intentionally crafted.
... Pathfinder RPG Alpha Release 2 Preview Wednesday, April 9, 2008The second release of the Alpha playtest version of Pathfinder Roleplaying Game is rapidly approaching completion. Up this point, thousands of gamers have downloaded release 1 and the feedback has been pouring in. If you enjoyed the changes you saw in that release, wait until you see what we have in store for you in release 2. In anticipation, here is a look at the new barbarian. Bask in her new abilities, including the...
Pathfinder RPG Alpha Release 2 Preview
Wednesday, April 9, 2008
The second release of the Alpha playtest version of Pathfinder Roleplaying Game is rapidly approaching completion. Up this point, thousands of gamers have downloaded release 1 and the feedback has been pouring in. If you enjoyed the changes you saw in that release, wait until you see what we have in store for you in release 2. In anticipation, here is a look at the new barbarian. Bask in her new abilities, including the versatile rage powers.
Amiri
Female human barbarian 6
CN Medium humanoid Init +1; Senses Perception +7 Defense AC 16, touch 12, flat-footed 14
(+4 armor, +2 Dex) hp 62 (6d12+18) Fort +8, Ref +3, Will +2 Defensive Abilities improved uncanny dodge, trap sense +2 Offense Spd 30 ft. Melee+1 greatsword +12/+7 (2d6+7/19–20) Ranged spear +7/+2 (1d8+4/x3) Special Attacks rage (32 rage points) Rage Powers eagle foot (3–9 points), hunter's cry (6 points), strength surge (3 points) Statistics Str 18, Dex 13, Con 16, Int 8, Wis 10, Cha 12 Base Atk +6; Cmb +10 Feats Cleave, Intimidating Prowess, Power Attack, Weapon Focus (greatsword) Skills Acrobatics +4, Climb +7, Intimidate +12, Perception +9, Stealth +1, Survival +7 Languages Common Combat Gearpotion of cure serious wounds (2), talisman of transformation (beast shape II); Other Gearbelt of constitution +2, boots of the winterlands, +1 greatsword, +1 hide armor, mwk handaxe, mwk spear (2), 175 gp
While I am not going to spill all the beans here, here are few tidbits on the rage powers. Eagle foot allows Amiri to move at faster than her normal speed. Hunter's cry intimidates a nearby foe as a free action. Finally, strength surge allows Amiri to smash down doors as if her Strength was an impressive 24. There are a few other interesting tidbits hidden in there, but I'll let you discover them on your own. Enjoy.
... Meet the Iconics: Amiri Monday, March 31, 2008 There are a million ways to die in the Realm of the Mammoth Lords. The natives of this brutal land are the nomadic Kellids, and they have made the best of this primal world. Amiri is one of these barbarians. Although she was blessed with a combination of independence and brawn, Amiri's childhood remained one of constant challenge. To the people of her tribe, the Six Bears, brawn and bravery were not ideal characteristics for a woman to have....
Meet the Iconics: Amiri
Monday, March 31, 2008
There are a million ways to die in the Realm of the Mammoth Lords. The natives of this brutal land are the nomadic Kellids, and they have made the best of this primal world. Amiri is one of these barbarians. Although she was blessed with a combination of independence and brawn, Amiri's childhood remained one of constant challenge. To the people of her tribe, the Six Bears, brawn and bravery were not ideal characteristics for a woman to have. To the Six Bears, a woman's role was simple—raise children, tend to the sick, and forge bonds with other tribes. Women were resources. When a tribe wished to form an alliance, they would send gifts of meat, furs, treasure, and daughters. Amiri didn't see herself as livestock, and every chance she got, she tried to one-up her brothers and cousins. When a hunter went out and caught a caribou for the tribe, she would go out and catch two. When a party of orc raiders stumbled into their hunting grounds and a tribal hero killed four, she took it upon herself to kill six. Her constant sense of competition made her few friends—her brothers were both intimidated by her ferocity and enthralled by her beauty, while her sisters knew that each time she went against tradition, they would all be punished.
When Amiri finally came of age, her reputation had spread beyond the Six Bears. The other tribes took to calling her the "Soft Chieftain" of the Six Bears, a name that humiliated her almost as much as it did her kin, inferring that they were weak for allowing one of their women to grow so independent and strong. None of the other tribes wanted any part of her—her continued presence among the Six Bears caused much strife between once friendly tribes, and so the elders determined that there was but one choice—Amiri had to die. The only problem was the commonly held belief that murder of one's kin was the greatest taboo and the surest path to Hell.
The opportunity to be rid of their troublesome sister rose soon enough, when word came of a tribe of frost giants who had been sighted in the nearby mountains. The elders organized a warband to scout the mountains and to drive back the giants, and they made sure that Amiri was included in the band. Shocked but proud to have finally been chosen, Amiri didn't notice how the elders smiled at her eagerness to be on her way. The elders knew that Amiri's sense of competition would swiftly get her in over her head, and in secret tasked the rest of the hunters to goad her into just such a situation.
The warband headed up into the Kodar foothills, and it wasn't long before they found evidence of giants. One morning, the leader of the band rushed into camp, waving a dagger the size of a man's arm over his head. The warrior claimed to have single-handedly slain a giant and to have taken his dagger, and the others in the band congratulated him on his skill and bravery. Amiri took the bait, and announced that she would return by sundown with an even greater weapon. She could have no way of knowing that the dagger was part of the deception—that the warband had brought it with them as a prop to incite her into a foolish plan.
What the warband themselves didn't anticipate was that Amiri would find a frost giant. After wandering the mountains, she came to an immense body at the foot of a cliff—the giant had fallen to his death weeks before, and at his side lay his immense bastard sword. Although Amiri knew that she had not killed the giant, she also knew that all she needed was his sword as proof—certainly her kin wouldn't think to dispute her claim with such a grand trophy. Yet when she returned to the place she had left her kin, she found the camp empty. Concerned, worried that they had fallen victim to the region's dangers, she tracked them, catching up with the warband halfway back to the tribal camp. As she approached the camp, though, she realized something was amiss—they were talking of her, and they were laughing.
Creeping unseen to the edge of the camp, she realized that she had been duped. She heard her kin mocking her ways, of how she had fallen for their ruse, and how even now she was likely cooking in a giant's stewpot. That they seemed grateful and so at ease with her death was not what enraged Amiri. It was the proof that her own people thought of her as a fool that did it. Eyes blazing, Amiri stepped into the camp and held her new sword out, proclaiming that even now she had bested them. The other warriors, shocked to see her alive, quickly fell back to laughter, pointing out that she could hardly wield such an ungainly weapon. Her fury growing, Amiri hefted the weapon and tried to adopt a menacing pose, but the weapon's size threw her off balance and she toppled over, much to the other barbarian's growing amusement.
It was enough. With a roar, Amiri leapt back to her feet. Her rage filled her body, clouded her vision, stole over her soul. Two of the barbarians had been decapitated by her immense sword before they realized that death had come. The battle was swift and brutal, with Amiri not noticing the blows that landed on her, simply stepping from one traitor to the next and cutting them down.
When her rage finally subsided, Amiri realized what she had done. She knew that the hunters had certainly deserved their fates, but they were still kin. That her reasons for murdering them were, to her, valid didn't change the ties of blood. She knew that she had cut those ties, and so she turned her back on the remains, trusting that they would be discovered by another hunting party soon enough. As she headed west into the lands of Irrisen and the unknown reaches beyond, her heart was for the first time free—no longer was her future tied to traditions that would constrain her. She has come to value her oversized sword, and even though she can only truly wield it properly when her blood rage takes her, it has become as much a part of her as her fierce independence or her fiery heart. She no longer sees herself as a member of the Six Bears, but never speaks of the circumstances that forced her to flee her homeland. Some things are better left unsaid.