The release of Pathfinder Roleplaying Game: Ultimate Campaign is getting ever closer. Whether it's kingdom-building or leading an army, starting a business or crafting magic items, Ultimate Campaign is for all of the adventures that take place outside of the dungeon. The pages of the newest Pathfinder Roleplaying Game hardcover provide all kinds of useful information for your campaign, but many fantastic illustrations are contained within! Check some of them out!
Ultimate Campaign Art Preview!
Tuesday, May 7, 2013
The release of Pathfinder Roleplaying Game: Ultimate Campaign is getting ever closer. Whether it's kingdom-building or leading an army, starting a business or crafting magic items, Ultimate Campaign is for all of the adventures that take place outside of the dungeon. The pages of the newest Pathfinder Roleplaying Game hardcover provide all kinds of useful information for your campaign, but many fantastic illustrations are contained within! Check some of them out!
Being a ruler has many responsibilities, but also many rewards.
Eidolons and other companion creatures are more fun when treated as a separate character rather than an obedient stat block.
Retraining rules allow you to replace a feat, change an ability score increase, or improve your hit points.
The quest to find a missing family member is a driving force for many heroes.
The section on marriage talks about how a spouse (or any relationship) can be an ally or an adversary.
Illustrations by Sam Burley, Eric Belisle, Lydia Schuchmann, and Maichol Quinto
Kingdom-building rules allow PCs to control their own country—or be the power behind the throne.
Followers, apprentices, and similar companions can be positive or negative plot hooks for a PC.
A character's lineage is a chain of characters linking a PC to the history of the campaign setting.
Illustrations by Denman Rooke, Jim Nelson, and Grafit Studio
... Gen Con Facebook Roundup Friday, August 5, 2011In addition to the live blog coverage of Gen Con, our intrepid staff has been posting photos to the official Paizo Facebook page to the delight of fans everywhere (as well as those of us stuck back at the office!) ... We've rounded up some of their pictures from the show (so far) to show off for today's blog. ... Mark Moreland and the Pathfinder Society Venture-Captains dine at the aptly-named Pope Table.Dave Gross signs copies of the new...
Gen Con Facebook Roundup
Friday, August 5, 2011
In addition to the live blog coverage of Gen Con, our intrepid staff has been posting photos to the official Paizo Facebook page to the delight of fans everywhere (as well as those of us stuck back at the office!)
We've rounded up some of their pictures from the show (so far) to show off for today's blog.
Mark Moreland and the Pathfinder Society Venture-Captains dine at the aptly-named "Pope Table."
Of course, they haven't just been sharing snapshots from Gen Con, they've been showing off samples of Pathfinder Battles miniatures from WizKids:
Unpainted sample miniature for the Black Dragon promo miniature for Heroes and Monsters (for more information on Heroes and Monsters or future Pathfinder Battles releases, see our press release).
... Ezren, in the Flesh Thu, Aug 4, 2011 at 02:01 PM PacificIf you were here, you could see up close and personal just how good this looks: the paint master of Ezren, from the Pathfinder Beginner Box Heroes Miniatures Set. (Photo by Jason Bulmahn.) ... Gary Teter ... Software Developer ...
Ezren, in the Flesh
Thu, Aug 4, 2011 at 02:01 PM Pacific
If you were here, you could see up close and personal just how good this looks: the paint master of Ezren, from the Pathfinder Beginner Box Heroes Miniatures Set. (Photo by Jason Bulmahn.)
The Future of Pathfinder Society Organized Play Part XI: Pick Your Pace
... The Future of Pathfinder Society Organized Play Part XI: Pick Your Pace Tuesday, May 31, 2011Well, loyal Pathfinders, I have returned from a weeklong adventure in which I conducted an ancient ritual at the prophesied time to eternally bond me with an intelligent magic item of incredibly high Charisma that now occupies my left ring slot. And whether the Rapture came or not, I'm in heaven (though there's little time to take in the sights as we scramble to get the finishing touches on all...
The Future of Pathfinder Society Organized Play Part XI: Pick Your Pace
Tuesday, May 31, 2011
Well, loyal Pathfinders, I have returned from a weeklong adventure in which I conducted an ancient ritual at the prophesied time to eternally bond me with an intelligent magic item of incredibly high Charisma that now occupies my left ring slot. And whether the Rapture came or not, I'm in heaven (though there's little time to take in the sights as we scramble to get the finishing touches on all the great new Pathfinder Society material debuting at PaizoCon in little more than a week).
But enough about me and my new cohort (or am I the cohort?). Let's talk about one of the biggest changes coming to Pathfinder Society Organized Play next year: variable advancement tracks!
Illustration by Maichol Quinto
Currently, all Pathfinder Society PCs level at the same rate: 3 XP to level up, which breaks down to three scenarios per level, or at the most 37 scenarios between character creation and retirement after a completed 12th-level adventure arc. For someone playing only a handful of scenarios a year at large conventions, this means they can play the same PC for years and years and still feel like they're actually getting something out of those few sessions they play at Gen Con or PaizoCon annually. But for players who participate in the campaign on even a bi-weekly basis, they will have leveled a character from inception to near retirement in just over a single year.
We’ve listened to the feedback, and feel there's a simple solution already present in our rules system. The Pathfinder Roleplaying Game includes several different advancement tracks to allow GMs to run their campaigns at the pace that works best for them and their players. While most of our products to date assume the medium advancement track, some groups prefer using the fast or slow progressions to move more quickly to higher-level play or to savor each step along the way to 20th level. Pathfinder Society Organized Play will be implementing a similar optional advancement track beginning in Season 3.
Players who enjoy the three-scenario-per-level pace don’t need to do anything. For you, nothing will change. But for those who want a slower progression, you can opt instead to move at half-speed, earning only 1/2 XP, 1/2 the total maximum gold, and a maximum of 1 Prestige Point per scenario. Because the net gain per level will be the same whether you use the slow track over six adventures or the normal track over three, PCs will be able to choose which progression they'll use for their next level each time they gain a level.
In addition to allowing individuals to operate at their own pace, this plan should allow small home groups or even growing store and convention groups to cooperate to ensure that higher-level PCs slow down enough for new players or replacement characters to catch up, condensing the level spread to make things easier for event coordinators. I'm sure there are other benefits to these new options that we haven't even thought of in-house yet. What most excites you about this new development?
Be sure not to miss next week's Monday blog for a look at the fifth of the existing factions: the decadent empire of Taldor. Anyone who's already played The Dalsine Affair likely already has an idea of at least one change that will be coming to this faction—a change that players of the four new scenarios at PaizoCon are likely to notice right away.
... Illustration by Wayne Reynolds ... Adventure Begins Here! Wednesday, May 11, 2011The first RPG product I ever purchased came in a red box, with a fighter laying the smack down on a red dragon. I was 12 and I've never stopped gaming since. I suspect that this fall some young whippersnappers will see this Beginner Box, pick it up, and begin their own journey into this great hobby of ours. With this amazing art from Wayne Reynolds, how can they not? And what can you do to make their journey...
Illustration by Wayne Reynolds
Adventure Begins Here!
Wednesday, May 11, 2011
The first RPG product I ever purchased came in a red box, with a fighter laying the smack down on a red dragon. I was 12 and I've never stopped gaming since. I suspect that this fall some young whippersnappers will see this Beginner Box, pick it up, and begin their own journey into this great hobby of ours. With this amazing art from Wayne Reynolds, how can they not? And what can you do to make their journey easier?
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!
... The GameMastery Guide: Mascots & Masterpieces! Thursday, May 6, 2010Aside from a metric ton of advice, new rules, charts, tools, and the like, one thing the GameMastery Guide has in spades is awesome new art! As you might have seen on the snippet from the credits page last week, a horde of fantastic artists contributed to this tome. We also did something a little unusual. Rather than illustrating every topic with our iconic heroes or scenes of battle or whatever have you, Andrew Hou...
The GameMastery Guide: Mascots & Masterpieces!
Thursday, May 6, 2010
Aside from a metric ton of advice, new rules, charts, tools, and the like, one thing the GameMastery Guide has in spades is awesome new art! As you might have seen on the snippet from the credits page last week, a horde of fantastic artists contributed to this tome. We also did something a little unusual. Rather than illustrating every topic with our iconic heroes or scenes of battle or whatever have you, Andrew Hou created a host of murderously adorable little mascots. A host of murderously adorable little goblin mascots. So, guiding you through the ins and outs, the perils and the pleasures of the GM's art, you'll find these mischievous little menaces causing all sorts of trouble.
Illustrations by Andrew Hou
But the goblins aren't alone. We've got an entire gallery full of incredible art, with quite a few familiar faces, to preview over the coming weeks. For now, check out a few of our mascots' hijinks, along with a sampling of some of the GameMastery Guide's other full-body illustrations.
Illustrations by Eva Widermann
Illustration by Florian Stitz
Next week, check in for a first look at one of the things sure to get you GMs drooling, a preview of the GameMastery Guide's expansive NPC Gallery.
... The Best Laid Plans... Wednesday, March 17, 2010I hate airing our dirty laundry in public... ... Who am I kidding, I relish airing our dirty laundry in public, but professionalism and good taste often makes doing so... inadvisable. But this is a special situation and in this instance it's easy to talk around the specifics so to protect the innoce—well, in this case, to protect the guilty. As we've been trying to show off our editorial processes with this project, even more reason to...
The Best Laid Plans...
Wednesday, March 17, 2010
I hate airing our dirty laundry in public...
Who am I kidding, I relish airing our dirty laundry in public, but professionalism and good taste often makes doing so... "inadvisable." But this is a special situation and in this instance it's easy to talk around the specifics so to protect the innoce—well, in this case, to protect the guilty. As we've been trying to show off our editorial processes with this project, even more reason to let you all in on how things sometimes play out around here.
The product in question: From Shore to Sea, our Pathfinder Module partnered with Wolfgang Baur's patron-fueled Open Design venture.
The topic: Sometimes we get screwed.
So, let's backtrack a little bit. Here's something most folks didn't notice—unless you've been getting emails from me or really enjoy reading the credits pages of our projects. Around October of last year my title here at Paizo totally didn't change. What comes after that title did, though. Thus, "Managing Editor of Pathfinder" became "Managing Editor of Paizo Publishing." The distinction: now I'm not just in charge of making sure everything runs smoothly for Pathfinder Adventure Path, but everything else we publish too. And, as a special bonus challenge, that it all happens in a timely manner. That's been the real trick. It's like telling someone to build a number of towers (one for each product line) but, hey, for fun, let's start at the bottom of the Grand Canyon. The Grand Canyon, in this case, is our "schedule debt," a sizable hole with depth markers called Dragon and Dungeon magazines, the Pathfinder Campaign Setting, the Pathfinder Core Rulebook, and other beautiful fiascos that have gradually meant nearly everything we publish has fallen off its intended tracks. A real nasty peril when you've got thousands of gamers rightly demanding the products they've subscribed to and expect from month to month. But with my shiny Paizo-brand carrot and Paizo-brand stick, and the incredible efforts of our insanely talented and even more dedicated designers, editors (with a special nod to Judy Bauer, Chris Carey, Rob McCreary, and James Sutter), and folks at all levels of the company who have sacrificed nights, weekends, sleep, and meals to write and edit, those towers have reached up and up toward the light. The first tower to break the surface was the Pathfinder Module line with From to Shore to Sea, scheduled to go to print, on time, March 5th.
Or rather it would have, if the art we ordered actually came in. Oh, I don't just mean came in on time, I mean, was going to come in at all. What we got on the due date instead of a half dozen illustrations was an apology from Joe "You'll-Never-Work-in-this-Town-Again" and a very empty "good luck!" Lame. Now, art directorix Sarah Robinson is a goddess for a variety of reasons, but the power she employed in this particular crisis was to bat her eyelashes via email and coax a whole host of fantastically talented artists to take up the slack, and in record speed. What that did mean, though, is that instead of going out on time, From to Shore to Sea is now going out next week, three weeks behind my precious schedule. Ugh.
Illustration by Dan Scott
Wolf set us up with this great plan, author Brandon Hodge pulled together a fantastic adventure, the Open Design patrons made a host of inspired suggestions, and Rob developed this thing into a fine addition to our Pathfinder Modules line in record time. And Dan Scott, our ever reliably awesome cover artist, did the incredible cover I’ve attached here. (Again, Dan: great and timely work. We love Dan’s stuff.) Yet despite top-notch materials and everyone who touched the adventure doing heroic work, sometimes things still don't work out the way they should. Sometimes it makes things frustrating and stressful, but never, ever boring.
From Shore to Sea will be awesome, there's no doubt about that, and I'm more excited about this one than I am about most. But, sadly, this one has had a bumpy journey, and my first tower breaking the surface will likely have to wait for City of Strangers in the Pathfinder Chronicles line later this month. Missing a deadline sadly isn't something new, so don't go adjusting orders or rechecking release dates; this happens sometimes and no one outside this building ever hears about it. Our website and warehouse teams are also quite adept—to our chagrin—at picking up our slack. And, should all our plans continue to work and there are relatively few additional catastrophes, you shouldn't ever hear me griping about our "editorial debt" again.
So just a heads-up for all the folks who have been invested in and keenly anticipating Open Design's From to Shore to Sea: it's awesome and it's coming, but sometimes the path from author to your hands has some unanticipated adventures. And expect a very boring blog post from me in a few months announcing that all our product lines are, at last, shipping to the printer on time. It might not matter much to folks outside these offices, but here, it's going to be cresting the top of a very tall hill.
... 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...
... Gold Fever! Monday, February 8, 2010As I write this the finishing touches are going in on our newest Pathfinder Module, City of Golden Death, the climactic conclusion to the Price of Immortality campaign arc. Written by our own Events Manager, Joshua J. Frost, the adventure takes the PCs to the notorious Isle of Terror, where they'll face agents of the Living God Razmir, ageless menaces from ancient Thassilon, the undying machinations of the Whispering Tyrant himself, and even greater...
Gold Fever!
Monday, February 8, 2010
As I write this the finishing touches are going in on our newest Pathfinder Module, City of Golden Death, the climactic conclusion to the Price of Immortality campaign arc. Written by our own Events Manager, Joshua J. Frost, the adventure takes the PCs to the notorious Isle of Terror, where they'll face agents of the Living God Razmir, ageless menaces from ancient Thassilon, the undying machinations of the Whispering Tyrant himself, and even greater perils! Here's a sneak peak of some of the scenes your PCs can expect to face when the module releases in just a few short weeks. Enjoy!
... Pathfinder Roleplaying Game Preview #12 Wednesday, July 29, 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 delving the depths of power with Ezren, the iconic wizard. ... Ezren ... Male human wizard 10 ... NG Medium humanoid (human) ... Init +3; Senses Perception +12 ... Defense ... AC 15, touch 11, flat-footed 15 (+4 armor,...
Pathfinder Roleplaying Game Preview #12
Wednesday, July 29, 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 delving the depths of power with Ezren, the iconic wizard.
Ezren
Male human wizard 10
NG Medium humanoid (human) Init +3; Senses Perception +12 Defense AC 15, touch 11, flat-footed 15 (+4 armor, +2 deflection, –1 Dex) hp 57 (10d6+20) Fort +8, Ref +4, Will +11 Offense Speed 30 ft. Melee club +5 (1d6) Special Attacks hand of the apprentice (9/day, +11 ranged), metamagic mastery (2/day) Spells Prepared (CL 10th)
5th—cone of cold (DC 21), teleport, wall of force
4th—dimension door, enervation, ice storm, stoneskin
3rd—dispel magic, fireball (DC 19), fly, haste
2nd—bull's strength, invisibility, mirror image, scorching ray (2), web (DC 18)
1st—alarm, magic missile (3), ray of enfeeblement, shield
0—detect magic, light, mage hand, read magic Statistics Str 11, Dex 9, Con 12, Int 22, Wis 15, Cha 9 Base Atk +5; CMB +5; CMD 21 Feats Arcane Strike, Combat Casting, Defensive Combat Training, Empower Spell, Great Fortitude, Improved Initiative, Scribe Scroll, Silent Spell Skills Appraise +19, Fly +12, Knowledge (arcana) +19, Knowledge (engineering) +19, Knowledge (geography) +19, Knowledge (history) +19, Knowledge (planes) +19, Perception +12, Spellcraft +19 Languages Common, Draconic, Dwarven, Elven, Gnome, Halfling, Orc SQ arcane bond (cane), cantrips Combat Gearpotion of cure serious wounds, scroll of dispel magic, wand of magic missile (CL 9th, 50 charges); Other Gearring of protection +2, cloak of resistance +2, bracers of armor +4, cane (treat as a club), bead of force, blessed book, headband of vast intelligence +2 (Perception), pearl of power (3rd level)
Here we are, growing ever closer to the release of the game with Ezren rounding out the preview of the 11 core classes. As one of my favorite classes, I save the wizard for last. When we first started working on the class, back in the Alpha version of the game, the initial thought was to treat arcane school specialization like cleric domains in some regards, with the school granting limited power to add some real flavor and depth to an otherwise straightforward class. This left us with a balance issue, though, and that was what to do with the universalist wizard (the wizard without a specialty). We couldn't just remove him, as he is an iconic part of the game (literally, Ezren is a universalist) and we couldn't just give him the same powers as the specialists (as we did in the Beta playtest), so we had to search for a middle ground.
In the final version of the game, wizards with an arcane school receive bonus spells, much as they did in 3.5, but universalists do not. That said, the universalist school does grant a pair of powers. The first is the ever-popular hand of the apprentice. This power has undergone some significant redesign since the Beta, where it was arguably a bit too good (and quite confusing). The new power reads as follows.
Hand of the Apprentice (Su): You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
This new ability works off the ranged attack rules, making it simpler to use and adjudicate than the previous system, which was full of odd rules exceptions. The second ability also caused a bit of trouble in the Beta playtest. Metamagic mastery now allows the wizard to add a metamagic feat to a spell without increasing the spell level, but it does come with some restrictions. First, it can only be used 1/day at 8th level and one additional time per day for every two levels beyond 8th. Adding a feat to a spell that would increase the spell's level by more than 1 uses up an additional use of the ability for each level beyond one (i.e., if you Empower a fireball, it would use up two uses of this ability). Finally, you cannot add a metamagic feat to a spell using this ability if that feat would have made the spell higher level than a level of spell that you are capable of casting.
I do want to take a moment to talk about some of the other arcane schools before moving on to spells themselves. Many of the schools got a bit of a revamp, most due to playtester feedback. Take the necromancy school for example. The core power of this school now allows a necromancer to control or turn undead (as per the feats) a number of times per day, meaning that a necromancer does not necessarily have to be evil (the white necromancy option). We also changed the way that wizards with an arcane school interact with their prohibited schools. They can now learn and cast these spells just like any other wizard; however, when they prepare them, spells from a wizard's prohibited school take up two slots instead of one. For example, a 6th-level wizard with three 3rd-level spell spots could use two of them to prepare a dispel magic spell, even if abjuration was one of his prohibited schools.
Moving on, let's take a look at some of Ezren's spells. There have been some modifications to a wide variety of spells and effects to make them a bit more balanced with one another. Take teleport, for example. In 3.5 you could use scry to view a location and then use teleport to get there quickly. While this was fun for the players, it could very easily ruin a plot or bypass large bits of the adventure. While we did not want to completely eliminate this option, we have made it a bit harder. Now when you use scry to view a location, it only counts as "viewed once" for the purposes of teleport, making it quite a bit more risky to cast (25% chance of something going wrong).
Wall of force has seen some changes as well (as have all of the spells that create force bubbles or other effects). These force walls now have a hardness of 30 and 20 hit points per caster level. While this means that they are almost impossible to break down, they can no longer be used to hold back the tarrasque or a lava flow, which was asking for a bit much out of a 5th-level spell. This also means that if a wall of force cuts off half the party, they have a chance to destroy it without having to resort to a disintegrate (which still instantly destroys the wall).
Fly, and other spells like it, now grants a built-in bonus to Fly skill checks, to help compensate for characters without any ranks in the skill. They will not be doing loops around dragons anytime soon, but they at least try to pull a 45-degree turn at full speed in an emergency. Web has seen some changes as well. This spell now works as a grapple, with those that fail their saves being caught by the sticky strands. Those that make it can move with a combat maneuver or escape artist check (DC = to the DC of the spell). Characters moving through the webs that fail their checks are grappled in the first square that they enter, whereas those that make it can move through the difficult terrain. The spell is still good and useful to control the battlefield, but it is no longer the combat-ender that it once was. Ray of enfeeblement was sort of in the same boat, as a spell that was a bit too good for its level. To balance it out a bit, the spell now allows a Fort save to reduce the Strength penalty by half. Other spells on Ezren's list have seen some shifts as well, such as ice storm and dispel magic (both of which we covered in the Seoni preview).
You might have noticed that Ezren does not have a familiar. Instead, he chose to bond with his cane, using the arcane bond class feature (which allows you to get a familiar if you want). This ability allows him to cast any one spell that he knows and is capable of casting, once per day without having the spell prepared. He can also enchant his cane as if he had the feats required, so long as he is of the minimum level to get the feat (such as 11th level for a staff using Craft Staff, or 7th level using Forge Ring). Such power does not come without a price though, as Ezren must make concentration checks to cast any spell if he does not have his cane in hand.
Before I close things out on this preview, I wanted to point out a bit about Ezren's feats. Ezren has Combat Casting, which means that he has a total of +20 on his concentration checks, which means that he can defensively cast his 5th-level spells by rolling a 5 or higher on his checks. Ezren's Arcane Strike feat allows him to spend a swift action to add a +3 bonus to damage with his cane for 1 round, which he can combine with the hand of the apprentice ability to give it a bit of power. You might also notice that Ezren has a rather high Combat Maneuver Defense (or CMD). This is because of the Defensive Combat Training feat, which allows him to treat his character level as his base attack bonus when calculating his CMD, making this feat handy for wizards and sorcerers.
There are only two more previews left to go before the release of the Core Rulebook. Since we are done with the core classes, next week we are going to take a look at Seltyiel, our iconic eldritch knight!
Meet the Iconics: Ezren Friday, October 26, 2007 For many adventurers, wanderlust strikes at a young age when minds are impressionable and the urge to escape the doldrums of homelife become too much to resist. In other cases, there's never a choice at all—being raised on the streets leaves few other options available for those who do not wish to become criminals. Rarest are those who come to adventuring late in life.This was Ezren's path to adventure. Born to a successful spice merchant...
Meet the Iconics: Ezren
Friday, October 26, 2007
For many adventurers, wanderlust strikes at a young age when minds are impressionable and the urge to escape the doldrums of homelife become too much to resist. In other cases, there's never a choice at all—being raised on the streets leaves few other options available for those who do not wish to become criminals. Rarest are those who come to adventuring late in life.
This was Ezren's path to adventure. Born to a successful spice merchant in one of Absalom's more affluent districts, Ezren's childhood was pleasantly safe. As the fourth of six siblings, he never knew the responsibility implicit in being the eldest (and therefore the one expected to carry on father's trade) or the freedom of being the youngest. He enjoyed the comforts of a well-to-do family, lived in a neighborhood relatively safe from crime, and seemed poised for a life of mediocrity.
That changed when his father was taken away, charged with heresy by the church of Abadar. The charges were too spurious to stick, and while his father escaped excommunication, the damage had been done—his father's business fell to pieces. Shocked, dismayed, and convinced that his father was innocent, Ezren abandoned his future and spent his adult life trying to repair his father's ruined reputation. So when Ezren finally uncovered irrefutable proof of his father's guilt, and he realized he'd wasted his life on a lie, he turned his evidence over to the church and said goodbye to his home, his family, and his life.
At the age of 42, Ezren is full aware that he's missed his adulthood, yet at the same time he looks forward to discovering the world, and making a difference for a cause that he believes in. His dissatisfaction with family, religion, and government left him precious little to trust but his own intellect—in fighting for his father's redemption, he had become a gifted researcher, scholar, and intellectual. Lacking the spry limbs of youth, the trust in religion, the strong arm of the soldier, or the way with words of the politician, Ezren felt he had but one option open. He traveled to tarnished Oppara, capital of Taldor and one of the oldest cities of the continent of Avistan, hoping to join one of several prestigious schools of wizardry. Yet time and time again, he was turned away due to his age. No wizard seemed to want an apprentice who, in many cases, was older than them. So Ezren was forced to strike out on his own once again.
Over the next decade, as he traveled Avistan, Ezren studied where he could, picking up tricks of the wizard's trade here and there. The combination of arcane study mixed with his worldly first-hand experiences have given him an edge over young wizards fresh out of apprenticeship and eager to make names for themselves. Ezren knows about the many ways the world can trick and betray you, but now he's finally begun to master the art of magic, giving him the tools to fight back.
Ezren is scheduled to make his debut as a pregenerated character in volume 7 of Pathfinder and in GameMastery module U2: Hangman's Noose.
PF5 Cover and Wallpaper! Monday, October 22, 2007Last week you saw Wayne's awesome white dragon fight for the cover of Pathfinder #5. This week, we've brought you the whole thing as a downloadable desktop wallpaper—including the newest iconic! Who is this well-equipped wizard? Only time (and, perhaps, a blog post in the imminent future) will tell.... ... James Sutter ... Assistant Editor, Pathfinder
PF5 Cover and Wallpaper!
Monday, October 22, 2007
Last week you saw Wayne's awesome white dragon fight for the cover of Pathfinder #5. This week, we've brought you the whole thing as a downloadable desktop wallpaper—including the newest iconic! Who is this well-equipped wizard? Only time (and, perhaps, a blog post in the imminent future) will tell....