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Ecology of the Pathfinder Product, Part 6: Move 6d6 Tons, and what do you get?
Tuesday, October 27, 2009
 | | Illustration by Crystal Frasier |
Cave raptors are sated; it's time to blog!
So far, we've uncovered the shocking details of raising an innocent idea into a rebellious roleplaying product, but if your beloved book never moves out of the house, then it will never really make anything of itself. Now is the time when a PDF, so self-important, must go out into the world by itself. And sure, it may come back wrinkled or torn, or even upside down, but without that life experience, it will never truly be its own book. It's time to talk about the physical, blue-collar side of game design: printing, warehousing, and distribution.
For all intents and purposes, Dwarves is ready to pack up and head off to college. Out of sight of its overprotective developers and even its best friend, the art director, it will grow into a bearded adult of glossy pages and the comforting scent of ink. Then it comes home, where its loving parents criticize its dress, notices it's gained weight, and implies that it should cut its hair because it looks like a hippy. Then it leaves again.
Printing of RPG products is arranged through horrible, arcane methods, often via deals with unseen and unknowable supernatural powers. Paizo prefers to deal through the fey, who are both adept at weaving physical products from ideas and accept readily available sandwiches as payment (in truth, lead developer Jason Buhlman's most important contribution to the company is his astounding egg salad, which pleases the fey queen Titania and ensures a lasting business relationship and a minimum of ironic curses). Once the electronic layout of a book is finished, it is transferred through a series of tubes to the distant faerie courts. The attending pixies immediately spin it into gold, and then press the gold itself into physical books and arrange for its return. Total elapsed time to print a Paizo product: 14 minutes. Sadly, due to the unstable chronological connection between the First World and our own mortal realm, upwards of two months may pass in our world during that 14 minutes.
Eventually, sprite couriers, glamered as UPS drivers, drop off multiple tons of product at the Paizo warehouse. This fabulous structure, adjacent to the production offices, is the realm of warehouse manager and 10th-level monk Jeff Strand. The warehouse stores not only Paizo's catalog of products, but also much of the stock for the online store, and so organization is vital. Inhuman physical strength is also important, as every pallet of products can weigh up to an Imperial ton (which is to say, it weighs as much as 2,000 pounds worth of emperors). Jeff and his able-bodied assistants work tirelessly to ship orders out as soon new product arrives, focusing first on Paizo's thousands of loyal subscribers. During these rushes, Paizo CEO Lisa Stevens and Vice President Jeff Alvarez can even be found braving the warehouse's icy trenches and lurking glabrezu in order to send books far and wide.
The enormity of Paizo's distribution efforts is staggering, especially to a little goblin. In addition to sending out literally tons of product at a time to subscribers and fans, pallets of each and every product to come through the door immediately goes back out to retail distributors like Alliance and Diamond. Like NBA scouts, these distributors then ship our MVPs all across the U.S. of A. and beyond, across the ocean to Europe and even north into the fabled Canada. And this volume doesn't even include our licensees who translate Paizo products for non-English-speaking fans.
Printing and distribution are vital to the lifecycle of a gaming product. Without that final kick out of the nest, to plummet or soar, pages would be doomed to constant revision. Roleplaying is built on a spine of pulp and glue, and losing the physical quality of the game book means losing an important piece of our heritage. Without that healthy respect for the past, the next generation will grow up cold and mechanical, controlled as they are by the fluoride in their computer screens. By the end, we'll bow before our PDF overlords, and soylent green will be people!
Plus, if you drop your latest Pathfinder in the bathtub, you can fix it with a hairdryer—try doing that with an e-reader!
This wraps up our quick review of the Paizo publishing process; you now understand as much about creating new products as I do. Starting next week, we'll take a look at existing Paizo products with our new feature, Sci-Fried.
Crystal Frasier
Production Assistant
Link.
Tags:
Crystal Frasier, Dwarves, Ecology of the Paizo Product, Goblins, Monsters, Paizo, Pathfinder Companion
Ecology of the Pathfinder Product, Part 5: Layabout
Tuesday, October 20, 2009
 | | Illustration by Crystal Frasier |
Cave raptors are sated; it's time to blog!
There comes a time in every game product's life when a developer has to learn to let go; to let his sweet, innocent babe go out, make mistakes, and grow into a book. A game product needs to stay out late, crash the car, and hang out with the wrong crowd. And that wrong crowd is the art director, in Paizo's case the amazing Sarah Robinson and the undefeated James Davis.
Welcome to the jungle we call layout.
When last we saw Dwarves of Golarion's's art director, she was a childhood friend helping to tutor the infant sourcebook in good grooming and healthy posture. But now that editorial puberty has hit, the art director becomes a corruptive influence. She'll introduce the book to page composition, gateway fonts, and the pagan ways of design. While the developer cares about making a good text, the art director (or humble-yet-beautiful production goblin) is only concerned with tarting the book up.
Once development and editing are finished, layout is everything else. It means making an attractive page that doesn't remind the reader of a junior-high science textbook. It means making sure the words, the art, and all the stat blocks don't trip over each other. It also means constantly harassing the developers and editors to cut or add words and send material to work with in a timely fashion. The process is arduous, often checking a work line by line for tight spacing or dangling widows (who hang around poorly laid-out products to get their kicks; during last month's move we uncovered no fewer than thirty-eight widows cleverly concealing themselves in the recycling bin). For any given product, the process may take hours, days, or even weeks, depending on how recently the art director has been fed.
In ye olden times, layout was performed by hand, using glue and a layout churn to mock up a page and send it away to the printer by horseless carriage. These days, much of the hard work of layout is performed by computer, where all the trimming and gluing are handled digitally. The common computer terms "Cut," "Paste," and "Churn" actually hail from these pre-computer layout processes.
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| This is the basic workspace, with the guides for page and column sizes. Boring enough. |
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| Our text needs to live somewhere fancy, so first we design an attractive page. |
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| We drop in the formatted text from the developer next. |
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| Now we switch everything to a dwarfier font and adjust the text spacing a little. |
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| Add some frames and titles, so we all know what we're looking at. |
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| Now we drop in our artwork, wrap the text around it, and make sure everything fits. |
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| And that's a finished spread! |
Like a fancy show octopus with a mastery of sign language, a well laid-out product is a joy to look upon and easy to understand. While the prose might make a book beloved, its layout makes it popular, and often the only difference between a bestseller and a discount special is how well each page presents itself. Without good layout, even well-written books would languish in exile, their hideous countenances creating a wall between themselves and the general populace. Resentment would set in, and as their numbers grew alongside their discontent, murmurs of revolution would spread. Cries of "Viva la Composicion!" would echo through the winding streets, followed by bloody, horrific riots. Heads of editors and writers alike would roll as the dispossessed texts yearned for justice, but settled for vengeance.
To dodge that bloodshed, make sure to follow up your writing and editing with a loving layout. The bourgeoisie will thank you for your effort.
And now our baby manuscript has grown up into a finished book! Or has it? Still nothing more than a digital file and a pile of black-and-white printouts, Dwarves won't be it's own book until it has returned with a diploma from one of several prestigious printers. Next week, we'll examine what goes on once the book is out of Paizo's hands.
Crystal Frasier
Production Assistant
Link.
Tags:
Crystal Frasier, Dwarves, Ecology of the Paizo Product, Goblins, Monsters, Paizo, Pathfinder Companion
Ecology of the Pathfinder Product, Part 4: The Editor's Compositional Fitness Challenge
Wednesday, October 14, 2009
 | | Illustration by Crystal Frasier |
Cave raptors are sated; it's time to blog!
Yes, editing: the sport of grammatically minded kings. So far we've examined the natural growth of Dwarves of Golarion, as well as its invaluable hours of education, and yet we've ignored physical fitness. Without a steady regimen of editing, our little manuscript could turn into a clumsy butterball, drawing ridicule and cruelty from other game products.
To keep a product trim, healthy, and happy, it's going to need editors to run it through its paces.
According to Paizo's editorial tag-team of Christopher Carey and James Sutter, an editor's job involves neither crushing the dreams of authors nor blindly hacking away at text, but instead is a carefully crafted routine to burn off flabby text and improve narrative posture. Like a cephalopod, any quality Paizo product needs to hit the gym regularly to keep it healthy. Just like any fitness-obsessed octopus will hit both the free-weights and the treadmill, Paizo products will rotate their editing to catch problems with grammar, spelling, word choice, continuity, voice, and even the occasional rewrite to adjust the word count. Even the greatest authors will occasionally dip into the candy-coated bacon of purple prose or forget to tie their punctuation, so a good editor can help make sure every product can fit into its cover before the big class reunion.
The amount of editing any given product needs is easily determined with the formula n+1, where n is the amount of time you actually have to edit the book. Because of this conundrum, it's important for editors to make the most of the time they do have. At Paizo, the ideal grammatical specimen sees four editorial passes: two from each of Paizo's own hard-nosed prose-wranglers. A 'pass' is a single read-through. Obsessive-compulsive as any wild pack rat, these editors greedily gobble up any mistakes they sniff out, trading it for proper spellings or active voice. And because anyone, even editors, can make mistakes, multiple passes and different editors help to ensure that no errors go unexamined.
For Paizo products especially, the editors also serve the dual role of security. They stand constant vigil over continuity of Golarion, ensuring that dead NPCs don't crop back up, that cities don't spontaneously shift location, and that worst of enemies aren't running around as BFF. The editors have the blessing and curse to read every product Paizo releases, from thrilling Planet Stories to mysterious modules, and serve as living repositories of the universe.
And yet they stay so svelte, just like the products they care for.
Editing is necessary for the health and longevity of a product. Without it, mistakes, typos, and plain, old dead wood can slip through into the final product, clogging intakes eventually leading to frustration overheating in readers. The heat released by frustrated readers contributes to the inconvenient truth of global warming, melting the polar ice caps, flooding coastal regions, and causing alligator populations to explode. Ultimately, mankind devolves into primitive tribes of swamp dwellers, hiding in terror from the maurading ultra-gators that have made this marshy, dystopian Earth their own!
So to keep your writing trim and healthy, and to ensure the survival of the human race, edit!
Now that our product is happy, healthy, and knows where its going in life, next week we're ready for that special time in every product's life when it truly becomes a book. Next week, we examine layout!
Crystal Frasier
Production Assistant
Link.
Tags:
Crystal Frasier, Dwarves, Ecology of the Paizo Product, Goblins, Monsters, Paizo, Pathfinder Companion
Ecology of the Pathfinder Product, Part 3: An Outbreak of Art
Tuesday, October 5, 2009
 | | Illustration by Crystal Frasier |
Cave raptors are sated; It's time to blog!
As it stands, Dwarves of Golarion is now written and assembled by its loving developer. Though awkward and gangly, we can see what it will finally grow up into. But at this point, this happy child is nothing more than a text document in the daycare that is a documents folder, happy rolling in the mud and receiving bowl cuts from mom. But there's an ugly truth for gaming products that this little production goblin's learned at her junior prom: you can be creative and brilliant, but if you don't look good, nobody'll pick you up.
Enter the art order, the good grooming of game design.
The majestic octopus mates for life, and hopes to find a sensitive and intellectually compatible lover that shares its appreciation of American Gothic poetry, but it will make its initial judgments based on appearance and health. Similarly, good art can make a product seem interesting and romantic before the first words are even read. It can make the difference between a product you don't tell your friends about, and one you take home to mom. But like an attractive octopus, a quality illustration must be carefully cared for if it is to be worthwhile.
The art order begins once the text for a product has begun development. By now, the developer knows how everything will shake down, even if the specifics remain a mystery. The developer will sit down with the decorator crab that is the art director, and with careful attention to the budget, they decide how much art the book can stand and what compelling elements to call out in pictorial form. With that list completed, the task is kicked back to the developer and his editorial cronies, who write up brief descriptions of all the illustrations they'll need to get their product a seat at the popular table during lunch.
By now, the art director is already comfortable in its den, combing through the preferred artists list and thinking about what to assign to whom. Just like writers and tutors, different artists' styles lend themselves better to different moods and fit different products*. A happy, bubbly, or wacky artist would be a terrible fit for Dwarves of Golarion's "quiet and cool" attitude, and would be better suited for its goofy sidekick, Gnomes of Golarion. Once the art orders are written, the art director mails them along to the illustrators of choice, together with the promise of great riches.
The first thing received from the artists are those embarrassing family photos we like to call 'sketches.' These are passed out among the editorial and art staff, who make crippling judgments about cowlicks, large ears, and crooked teeth that will haunt the product well into adulthood. They also make note of any changes the artist needs to make.
Finally, the finished images are received from the artists who, like the octopus, die shortly afterwards. This cruel cycle of nature provides the few glimpse of a grown-up, mature product that needs to be home by ten because tonight is a school night.
 |  |  |
| Illustrations by Jeremy McHugh |
The art order is vital in a product's life cycle because it prevents the normally docile artists from breaking free of their enclosures and wandering the streets, mauling and tagging innocent civilians at random. It also serves as the cranial implant that prevents the art directors from seizing the reigns of power and assuming their rightful places as god-kings, directing the entirety of a company's funding into a single, penultimate illustration that makes children weep and grown men fall to their knees in prayer. Very important if you are a company looking to put out more than one product.
By now in the life cycle, our game product has begun to grow up and go through some awkward changes. Suitors have come calling, and its started wearing makeup. Tune in next week when we'll examine how to cope with your precious first draft's frustrating period of editing!
Crystal Frasier
Production Assistant
*Except for Wayne Reynolds, whose art is universal and can bring peace to warring nations.
Link.
Tags:
Crystal Frasier, Dwarves, Ecology of the Paizo Product, Goblins, Jeremy McHugh, Monsters, Paizo, Pathfinder Companion
Ecology of the Pathfinder Product, Part 2: The Awkward Development Years
Tuesday, September 29, 2009
 | | Illustration by Crystal Frasier |
Cave Raptors are sated; It's time to blog!
When last we left Dwarves of Golarion, it was a mere egg of an outline, being fussed over by attentive parents and waiting to hatch. But now it is time for that blessed moment when an idea emerges into the world as written words! It is time for… the development phase!
Development is the process of growing a book from an idea and a few rough notes into written text, rearing the infant outline into a rebellious and hateful teenager who will keep you up at nights, drinking your secret stash of scotch and praying to god it turns out alright. Much like the rearing of the noble octopus, a game product requires two separate parties: the designer and the developer. Designers are the writers and artists (more on those wily and attractive artists next week), while the developers are the core who tie everything together. Where developers are comparable to an overprotective parent, designers are more akin to teachers: chosen carefully by the developer to impart information and direction to their snot-nosed offspring.
Of course, this is not an insult. Both octopi and game developers are widely known for their post-nasal drip.
Choosing a writer is a careful task. Like parents, developers want someone who will make their job easier. These choices are made by means of an arcane formula that takes into account past products, punctuality, and relative position of the stars. Managing Editor Wes Schneider admits that Paizo relies on a small, incestuous lot of authors to rear our products. Putting new designers through their paces requires time and branding irons, both of which Paizo has in painfully limited quantities*.
For roleplaying products, the ideal designer can fill three vital roles for the juvenile product: author, game mechanic, and artisan. Telling a good story and having a firm grasp of the mechanics are important, but just as vital and oft overlooked is the role of player-friendly artifacts in a young game's life. Like a sweater vest, legible maps and gripping player handouts are those little touches that decide if a product rides along on the bus or resides at the cool table at lunch.
The developers' job is just as challenging and vital to give their books the best chance at happiness. They need to organize everything those precious bundles have absorbed from their designers and make sure they play nice with the other products. A developer needs to tweak the mechanics to balance with the system at large, rewrite some fluff to keep the narrative canon, and embarrass the product in front of its friends. Even the best writing needs at least a week or two in development, says Schneider, because "folks aren't here every day, and they don't know exactly what we need."
Dwarves of Golarion and similar anthology products are like troubled foster kids: they get bounced between several authors and other corrupting influences. A firm and loving eyeball is needed to guide them through this troubled time. The twitterpated Sean Reynolds, developer in charge of this problem child, has had his hands full. Every line written by its savage gang of authors needs to be reviewed for balance and continuity, and he must occasionally search its room for illicit substances and pop culture references.
Without proper development, a game product suffers. Its already-overworked Paizo parents stretch themselves too thin trying to write thousands of words a day while maintaining their backbreaking day jobs in the grammar mines. Neglected and uneducated, the books would fall back into dull narrative habits and eventually turn to crime to make ends meet. Crime rates skyrocket, property values plummet, and we are all left unprepared for the forthcoming invasion of the reptimen from the Earth's core!
So, for a happy and contributing addition to the RPG landscape, make sure you follow the example of the methodical octopus. Keep a close group of talent to help raise your products, but don't give away your own parental responsibilities!
Tune in next week, when we examine the art of art, and stretch the octopus metaphor to it's breaking point!
Crystal Frasier
Production Assistant
*Wes also mentions that if you're a newcomer who'd like to write for Paizo and has a high pain threshold, you should still write and submit. Both the Pathfinder Society Open Call and RPG Superstar are Paizo's favorite tools for reviewing new blood in an organized setting. Publishing your own material online through a blog or website is a good icebreaker as well (check out Paizo's Community Use Policy for more details). Being on productive and nonviolent terms with other publishers also helps, as the RPG industry is made up of a mere 73 people, all of whom know each other personally and frequently gather for the imbibing of caustic organic solvents.
Link.
Tags:
Crystal Frasier, Dwarves, Ecology of the Paizo Product, Goblins, Monsters, Paizo, Pathfinder Companion
Ecology of the Pathfinder Product, Part 1: Hatching an Outline
Tuesday, September 22, 2009
 | | Illustration by Crystal Frasier |
Cave raptors are sated, so now it is time for blogging!
Few things spring into the world fully formed, and game products are no exception. And if you aren't involved in the publishing industry, you might expect the life cycle of a supplement as unknowable as that of an octopus.
And it is.
As a neophyte nanny in the Paizo maternity ward, my elbows-deep, on-the-job training has been a real eye-opener. And if I have to suffer through that experience, then there's no reason not to share the pain. Over the next few weeks, we'll take a look at the stages of development of a young sourcebook, show off embarrassing baby pictures, and generally demystify the miracle of life as we follow Dwarves of Golarion from Outline, to Development, through Art Orders, Editing, Layout, Extra Editing, and finally Printing and Shipping.
The octopus knows it is time to reproduce when the seasons are right. Similarly, Paizo Publisher par excellence, Erik Mona, explains that a product first emerges when the various carriers demand a season's previews for their catalogs. At this point, the development team enters a furious ritual to determine whose memes are passed on to the next generation of Pathfinder canon.
Once the product ideas are agreed upon, each one goes on to outlining.
As a book egg, the outline doesn't tell us much, except that the book is healthy and to start preparing the office for its blessed arrival. We know who the proud papas are, and the outline hints if the book will grow into a fluffy nerd or crunchy jock, but nothing is set in stone just yet. Developers dig out warm nests in a hard drive to house the outline, lining it with file folders and sticky notes until writers can be assigned to help the book hatch and develop. A title (and adorable nickname) is decided upon, the chapters are parsed out, words counts are decided, and a handful of notes give developers and contributors an idea what the baby book will look like all grown up.
Unlike the noble octopus, the developer does not hover over the outline, constantly blowing salt water over it. Sean Reynolds occasionally spills latte on his, but more in a crude ritual to beg the gaming gods for the product's continued health.
Some things are immutable: Companions and Modules are Small sized (32pages), while Chronicles and APs will grow to Medium size (64 and 96 pages). Much like octopi, the largest, healthiest writers get first claim to the larger, healthier books, though until the outline hatches into development, even it's parentage can change.
 | | Dwarves of Golarion Outline |
As we can see from these adorable Dwarves of Golarion baby photos, the prenatal book doesn't resemble the adult product except in title. As the final draft of the outline, it's already showing the beginning signs of development: Exact words counts for each chapter have been decided and writers have been assigned to sit on the project until it hatches. We can also see in the bottom, left-hand corner that a goblin has chewed on this outline: an obvious indicator of superior product!
Without the outline, development would grow higgledy-piggledy, with chapters repeating each other, growing like tumors until they stretched the page count to breaking. Writers would run free, uncontrolled and burning things they shouldn't burn. Chaos would spill into the streets, and civilization as we know it would crumble.
So remember kids, be like the mighty octopus: plan your books carefully before getting started and save us all unneeded anarchy.
Crystal Frasier
Production Assistant
Link.
Tags:
Crystal Frasier, Dwarves, Ecology of the Paizo Product, Goblins, Monsters, Paizo, Pathfinder Companion
Dwarves of Golarion
Tuesday, September 8, 2009
Kazmur here had a nice, relaxing weekend. When you're a dwarf, you celebrate your work as much as you do your time off. And when your job is to chisel your king's face onto the side of the mountain, you know that your people will be admiring your work for generations to come. Also, you have sweet job security.
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| Illustrations by Jeremy McHugh |
Sean K Reynolds
Developer, Pathfinder Companion
Link.
Tags:
Dwarves, Jeremy McHugh, Pathfinder Companion
Cheliax, Empire of Devils
Tuesday, July 28, 2009
Available mid-August, Cheliax, Empire of Devils is a Pathfinder Companion sourcebook written by a star cast of authors led by Amber Scott (contributor to Dragon magazine, the "Ecology of the Varisians" article for Pathfinder, and Dark Markets, A Guide to Katapesh) and Colin McComb (TSR veteran and a designer for Fallout II and Planescape: Torment). Developed hand-in-hand with the Council of Thieves Adventure Path, Cheliax serves up a big spicy dish of diabolical bureaucracy with its hands around the throat of the common people.
In a land ruled by devil-worshipers, nothing is quite... normal. Basement arenas in slums host cockatrice fights. The elite military forces train against devils to overcome fear. Priests of Asmodeus interpret laws. At the top of the hierarchy, lovely young Queen Abrogail issues orders to the royal scribes, redacting events of the past and issuing new official histories so that eventually all will believe that Cheliax has always been in league with Hell.
As the Pathfinder Companion line is designed to be player-friendly, inside you'll find articles on Westcrown (an excellent source of info for players about to start the Council of Thieves Adventure Path) and the capital city of Egorian, magic items and spells of Cheliax, religion in Cheliax (including how non-Asmodean religions are allowed to exist there), new traits, new combat feats to emulate devil fighting styles, and four fully statted NPCs suitable for contacts, hirelings, or cohorts.
Sean K Reynolds
Developer, Pathfinder Companion
Link.
Tags:
Amber Scott, Cheliax, Colin McComb, Council of Thieves, Jim Nelson, Pathfinder Companion

Qadira, Gateway to the East
Monday, July 27, 2009
Qadira, Gateway to the East is a bit unique. It got delayed by the Paizo "snowpocalypse" of 2008, and its revised release date placed it much closer to the release date of the Pathfinder RPG Core Rulebook. Rather than publishing a regional sourcebook and follow it a month later with the new rules, we secretly replaced its regular coffee with... I mean, secretly updated all the rules content to the Pathfinder RPG. So, technically, Qadira is a preview of Pathfinder that's available right now... we just kept it a secret.
Qadira is a cool book, especially if you like adventures in the style of Aladdin, Ali Baba, and Sinbad. The book gives the history of Qadira, its political climate (internal and external), a geographical overview, an in-character Qadiran perspective on the races and character archetypes of Golarion, the city of Katheer, Qadiran magical studies, feats, the daivrat prestige class (why force genies to do your bidding when they'll do it willingly for you?), and—of course—new traits! It's also the only Pathfinder Companion with monsters instead of a regular Persona column—but given the unique role of genies in Qadira, these "monsters" may actually be relatives of Qadiran PCs, whether a half-janni or the suli-jann. And every daivrat needs a little zhyen genie buddy! Just treat them nicely or they may turn into a cruel prankster called a jocta...
Sean K Reynolds
Developer, Pathfinder Companion
Link.
Tags:
Brian Cortijo, Concept Art House, Genies, Pathfinder Companion, Qadira
Snagged from the Vault: Taldor, Echoes of Glory
Wednesday, March 18, 2009
Huzzah! The Preview Purloiners return from the treacherous Vault of the Golem once again with a fantastic prize—Ralph Horsley's art for the cover of Pathfinder Companion: Taldor, Echoes of Glory. Such beauteous art is particularly coveted by the Golem and its minions; but of course, the danger to our own lives is of no concern to you, our faithful readers. Now, please excuse us as we don hastily assembled disguises.
Vadid and Nahk
Preview Purloiners
Chivalry Tarnished
Knights, fair maidens, heroic adventures, and righteous quests—these are the legends of old Taldor. But the once powerful empire has fallen from its former glory. Now rival nobles battle each other with bitter knights and proxy armies for personal power rather than honor. A smoldering truce with Qadira again threatens to ignite into war, and Taldor's daughter states look down upon her with contempt. Yet there is still greatness in Taldor, a stone foundation under the flaking gold adornments. Sons and daughters of forgotten royal bloodlines hear change on the wind—but is it the whisper of greatness to come, or the death rattle of an empire long past its prime?
This Pathfinder Companion describes the country of Taldor and its capital of Oppara. Become one of the Lion Blades, a secret agent prestige class for the empire! Learn the magic of the oppressed church of the Dawnflower! Rise to greatness from humble origins with new feats! Gain the ostentatious magic of Taldor's wealthy elite! Taldor needs champions—are you ready for the challenge?
Link.
Tags:
Pathfinder Companion, Ralph Horsley, Taldor
Welcome to Osirion!
Friday, October 3, 2008
Our third Pathfinder Companion takes us south into the legendary sands of Osirion. And what is pretty much the number one thing you need to watch out for in Osirion? Mummies, of course! But to me, it's not the mummies in Ralph Horsley's cover to Osirion: Land of Pharaohs you have to worry about... it's whoever built that freaky sphinx in the background that would have my characters nervous!
James Jacobs
Pathfinder Editor-in-Chief
Link.
Tags:
Osirion, Pathfinder Companion
Elves of Golarion
Friday, August 29, 2008
The second Pathfinder Companion is off to the printer! Elves of Golarion is filled with all sorts of information about one of the most popular races in the game; everything from details on the elven nation of Kyonin to magical food to elven PC Character Traits, and more! We'll have a bit more information to show off in the coming weeks, but for now, check out Ben Wootten's awesome cover for the book, wherein lovely Merisiel (and a few of her friends) give a band of bugbears a proper elven welcome to the woods.
James Jacobs
Pathfinder Editor-in-Chief
Link.
Tags:
Bugbears, Elves, Pathfinder Companion
Character Traits, Part II
Monday, July 21, 2008
Back on June 23, I gave you a preview of the Character Traits system we're introducing in the Pathfinder Companion line. There, I'd mentioned that there were several different kinds of traits for you to mix and match—with a single trait roughly equaling half a feat in power, by picking to Character Traits your character effectively starts with a bonus feat that's tailored specifically to his or her background and personality.
Today, I'd like to preview what traits look like. Presented below are five of the ten Combat traits. These traits comprise a small portion of the 40 basic traits presented in the Second Darkness Player's Guide, and represent generic traits that you can pick from for any character for any campaign in any setting. Later installments of Pathfinder Companion will present more Golarion-specific traits for race, region, and religion, but these basic 40 traits comprise the baseline for them all. Again, when you pick your two character traits, you can only pick one from a particular category—a character can't have two Combat traits, for example. Picking traits from different categories, after all, is a great way to make a character seem a bit more well-rounded.
But enough of the chatter. On with the preview traits! (Oh, and you'll see lots of "trait" bonuses mentioned; this is a new type of bonus that never stacks with itself, but stacks with other bonuses.)
Anatomist: You have studied the workings of anatomy, either as a student at university or as an apprentice mortician or necromancer. You know where to aim your blows to strike vital organs and you gain a +1 trait bonus on all rolls made to confirm critical hits.
Armor Expert: You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. Your childhood armor wasn't the real thing as far as protection, but it did encumber you as much as real armor would have, and you've grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.
Bullied: You were bullied often as a child, and you are now constantly ready to defend yourself with your fists when an enemy comes near. You gain a +1 trait bonus on attack of opportunity attack rolls made with unarmed strikes. Note that this trait does not grant the ability to make attacks of opportunity with your unarmed strikes—you'll need to take a level of monk, the Improved Unarmed Strike feat, or some other similar power to gain the use of this Character Trait. However, that doesn't prevent you from selecting this trait. You'll simply not be able to make use of it until a later point if you do.
Courageous: Your childhood was brutal, yet you persevered primarily through force of will and the hope that no matter how hard things might get, as long as you kept a level head you'd make it through. You gain a +2 trait bonus on saving throws against fear effects.
Deft Dodger: Growing up in a rough neighborhood or a dangerous environment has honed your senses. You gain a +1 trait bonus on Reflex saves.
James Jacobs
Pathfinder Editor-in-Chief
Link.
Tags:
Character Traits, Pathfinder Companion, Portraits, Second Darkness
Character Traits
Monday, June 23, 2008
In the first Pathfinder Companion, the Player's Guide to the Second Darkness Adventure Path, we introduce a new mechanic for tying your character's background and history into the gaming world as a whole. These are Character Traits, a concept we first introduced in the Curse of the Crimson Throne Player's Guide, where the trait you pick gives you not only a small bonus to your character, but ties him or her into the Adventure Path's storyline from the start. Starting with the Pathfinder Companions, we're solidifying this system into something you can use not only for Adventure Paths, but for any campaign.
At its core, a Character Trait is approximately equal in power to half a feat—in fact, at one point, we considered calling them "Half Feats" but abandoned that idea when we realized it implied a point-based system that didn't really exist (there's no such thing, for example, as a "Double Feat"). At the start of a new campaign, you can pick two traits for your character—in effect, gaining a bonus feat that you tailor from two different categories of options. Yet a Character Trait isn't just another kind of power you can add on to your character—it's a way to quantify (and encourage) building a character background that fits into the world of Golarion. Think of Character Traits as "story seeds" for your background; after you pick your two traits, you'll have a point of inspiration from which to build your character's personality and history. Alternatively, if you've already got a background in your head or written down for your character, you can view picking his traits as a way to quantify that background, just as picking race and class and ability scores quantifies his strengths and weaknesses.
At the start, there'll be 40 different basic traits to choose from (ten each, split over the categories of Combat Traits, Faith Traits, Magic Traits, and Social Traits), along with six Second Darkness specific traits (these'll be more like the traits we introduced at the start of Curse of the Crimson Throne), but that certainly won't be the end of the matter. The goal is to continue presenting additional traits in the Pathfinder Companions to come—traits based on your character's race, homeland, and religion. Eventually, the pool of traits you'll be able to choose from should cover just about any type of character background you'd ever want!
One more thing: Character Traits are for PCs. If a GM wants an NPC to have traits, that NPC will need to "buy" them with the Additional Traits feat. Player characters are special; they're the stars of the game, after all, and if they have an advantage over the NPCs of the world in this way, that kind of makes sense. The pregenerated characters presented in Pathfinder and the modules will not have bonus traits selected for them—we're leaving those choices to you if you wish to use one of them as a PC.
James Jacobs
Pathfinder Editor-in-Chief
Link.
Tags:
Character Traits, Pathfinder Companion, Second Darkness
A Favorable Companion
Wednesday, June 11, 2008
We're finishing up a whole bunch of great products this week, all of which will be available at Gen Con in a couple months. As most of you are probably keenly aware, we launch a whole new Adventure Path in August with the first 96-page chapter of Second Darkness. In addition, we provide the most comprehensive look at Golarion and the Pathfinder Chronicles Campaign Setting with our expansive 256-page campaign setting hardcover. Not to be outdone, of course, is the Pathfinder RPG Beta release, a 400-page behemoth chock full of awesome.
Don't overlook, though, Paizo's release of the first of its new line of products that provide useful flavor and new rules for GMs and players alike: the 32-page Pathfinder Companion. Each Pathfinder Companion will cover some topic related to the campaign setting in great detail, presenting both flavorful information and new character options.
This first Pathfinder Companion fills the role of the Second Darkness player's guide, but goes so much further. In August's Companion, we introduce a structured and expansive traits section. We first introduced traits in the Curse of the Crimson Throne player's guide, but with this player's guide we set out more defined rules and a much greater variety of available traits. In each subsequent Pathfinder Companion, we'll introduce some more traits to give you an even greater selection to choose from.
In fact, to give you a little glimpse at what we've got coming your way, here's a short excerpt and a bit of art for you.
Character Trait Design Philosophy
At its core, a Character Trait is approximately equal in power to half a feat—in fact, at one point, we considered calling them "Half Feats" but abandoned that idea when we realized it implied a point-based system that didn't really exist (there's no such thing, for example, as a "Double Feat"). Yet a Character Trait isn't just another kind of power you can add on to your character—it's a way to quantify (and encourage) building a character background that fits into the world of Golarion. Think of Character Traits as "story seeds" for your background—after you pick your two traits, you'll have a point of inspiration to build your character's personality and history from. Alternately, if you've already got a background in your head or written down for your character, you can view picking his Traits as a way to quantify that background, just as picking race and class and ability scores quantifies his strengths and weaknesses.
One more thing—Character Traits are for PCs. If you want an NPC to have traits, that NPC will need to "buy" them with the Additional Traits feat. Player characters are special—they're the stars of the game, after all, and if they have an advantage over the NPCs of the world in this way, that kind of makes sense. The pregenerated characters presented in Pathfinder and the modules will not have bonus Traits selected for them—we're leaving those choices to you if you wish to use one of them as a PC.
Mike McArtor
Editor
Link.
Tags:
Character Traits, Pathfinder Companion, Portraits, Second Darkness
Pathfinder Companion Art Preview!
Friday, May 30, 2008
Being one of the newest employees here at Paizo certainly has its advantages, one of which is that I get to see some of the new stuff coming in. In an effort to not be a selfish, selfish man, I thought I'd share some of the love with you.
Here are a couple of sweet art pieces from August's Pathfinder Companion: Second Darkness. For those that don't know, Pathfinder Companion will be a new series of player-friendly, 32-page, bimonthly books designed to enlighten different aspects of the Pathfinder Chronicles campaign setting, such as Elves of Golarion or Osirion: Land of Pharaohs. This first Pathfinder Companion will be a key resource for players and GMs playing through Pathfinder's Second Darkness Adventure Path, which begins in Pathfinder #13.
Jacob Burgess
Online Retail Coordinator
Link.
Tags:
Pathfinder Companion, Riddleport, Second Darkness
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