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Revenge of the FAQ Attack!

Tuesday, February 14, 2012

Last week’s FAQ blog was so popular, we made a sequel!

In a world where FAQs run rampant...

What does “with” in the Special line for the Feral Combat Training feat (Ultimate Combat, page 101) mean for monks making a flurry of blows?

Normally a monk who has natural attacks (such as a lizardfolk monk with claw attacks) cannot use those natural attacks as part of a flurry of blows (Core Rulebook 57). Feral Combat Training allows you to use the selected natural attack as if it were a monk weapon—you can use it as one of your flurry of blows attacks, use it to deploy special attacks that require you to use a monk weapon, apply the effects of the natural weapon (such as a poisonous bite) for each flurry of blows attack, and so on.

The feat does not allow you to make your normal flurry of blows attack sequence plus one or more natural attacks with the natural weapon. In other words, if you can flurry for four attacks per round, with this feat you still only make four attacks per round... but any number of those attacks may be with the selected natural weapon.

Can I use Cleave (Core Rulebook, page 119) or Great Cleave (page 124) to cleave to or from an image created by a mirror image spell (page 315)?

No. If your initial attack hit the caster, you can’t cleave to an image as if it were an actual creature. If your initial attack hit an image, you failed to hit your intended target (the caster), and therefore can’t cleave. As you can’t specifically target an image (because you can’t tell the images from the actual caster), you likewise can’t aim for an image and try to cleave to another image.

Can I use magic missile (Core Rulebook, page 309) to destroy one or more images from a mirror image spell (page 315)?

No. Magic missile targets a creature and does not require an attack roll, so it bypasses all the images and always hits the caster.

Sean K Reynolds
Designer

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FAQ Attack!

Tuesday, February 7, 2012

It’s time to address some FAQs! These answers will be added to the official FAQ later this week.

How is the negative energy affinity monster ability (Bestiary 2, page 299) supposed to work?

The intent of this ability is that the creature is healed by negative energy (like an undead) and harmed by positive energy (like an undead); this is automatic and has nothing to do with the intent of the target or the energy-wielder. However, as written, the ability is a bit confusing because of the phrase “reacts to,” which doesn’t have a clear definition. This ability will be changed in the next printing of Bestiary 2.

Update: Page 299—In the description of the Negative Energy Affinity ability, replace the current entry with the following:

Negative Energy Affinity (Ex) The creature is alive, but is treated as undead for all effects that affect undead differently than living creatures, such as cure spells and channeled energy. Format: negative energy affinity; Location: Defensive Abilities.

Is the aquatic sorcerer bloodline (Advanced Players Guide, page 136) supposed to get geyser as a bonus spell at sorcerer level 9, even though that’s normally a 5th-level sorcerer/wizard spell and unavailable to sorcerers before caster level 10?

Yes, and the sorcerer learns it as a 4th-level spell. Note that geyser is also a 4th-level druid spell (available at character level 7), so the aquatic sorcerer gaining it at character level 9 as a 4th-level arcane spell isn’t too powerful.

Can a magus use spellstrike (Ultimate Magic, page 10) to cast a touch spell, move, and make a melee attack with a weapon to deliver the touch spell, all in the same round?

Yes. Other than deploying the spell with a melee weapon attack instead of a melee touch attack, the magus spellstrike ability doesn’t change the normal rules for using touch spells in combat (Core Rulebook 185). So, just like casting a touch spell, a magus could use spellstrike to cast a touch spell, take a move toward an enemy, then (as a free action) make a melee attack with his weapon to deliver the spell.

On a related topic, the magus touching his held weapon doesn’t count as “touching anything or anyone” when determining if he discharges the spell. A magus could even use the spellstrike ability, miss with his melee attack to deliver the spell, be disarmed by an opponent (or drop the weapon voluntarily, for whatever reason), and still be holding the charge in his hand, just like a normal spellcaster. Furthermore, the weaponless magus could pick up a weapon (even that same weapon) with that hand without automatically discharging the spell, and then attempt to use the weapon to deliver the spell. However, if the magus touches anything other than a weapon with that hand (such as retrieving a potion), that discharges the spell as normal.

Basically, the spellstrike gives the magus more options when it comes to delivering touch spells; it’s not supposed to make it more difficult for the magus to use touch spells.

Sean K Reynolds
Designer

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Analyzing a Magic Item Stat Block

Tuesday, January 10, 2012


Illustration by Damien Mammoliti

As Ryan Dancey, Clark Peterson, Neil Spicer, and I work our way through the last wondrous item submissions for RPG Superstar, I've come to realize two things. One, magic item stat blocks convey a lot of information, and two, many people don't understand what goes into a magic item stat block. In this blog, I'll dissect a magic item stat block and explain what goes where, and why.

Item Name: This section is self-evident. The magic item name header in the Pathfinder RPG Core Rulebook looks like this is in all caps, but it's just a text style—don't type yours in all caps!

Aura: This section exists so the GM can quickly tell a player what schools of magic the item uses. This is noteworthy only if the PC fails the Spellcraft check to identify the item and needs an idea of what it may do. Auras are always written as "faint," "moderate," or "strong," plus the appropriate school or schools, and perhaps a subschool if relevant.

CL: The caster level tells you what caster level the item operates at. This means you don't have to specify a caster level in the item's description—if you find an orb that can create a fireball, it doesn't need to say "fireball (10d6)." Unless otherwise specified, the item uses this caster level for all of its abilities. The caster level should include the ordinal abbreviation for that number: "CL 1st" instead of just "CL 1," "CL 2nd" instead of just "CL 2," and so on.

Slot: This slot tells you which of the magic item "body slots" the item uses (Core Rulebook 459). If you have to hold the item in your hand (like a rod of wonder) or if it doesn't use a slot at all (like an ioun stone), it's listed slot is "none." (Paizo used to put a dash there for slotless items but no longer does it that way.)

Price: This is the item's market price—how much you'd pay for it if you bought it from an NPC. This is never expressed as a fraction or decimal; "12 gp, 5 sp" is correct, "12.5 gp" is not, nor is "12 1/2 gp." If the item costs more than 999 gp, put a comma in to separate the thousands ("20,000 gp" instead of "20000 gp" or "20.000 gp"). If your item costs more than 200,000 gp, it's probably an artifact rather than a regular magic item. If the item has several types (like a figurine of wondrous power) with different costs, each is listed here, separated by commas.

Weight: This is how much the item weighs, in pounds (abbreviated "lb." for 1 pound or less and "lbs." for 2 or more pounds). Most common items in the game have a specific weight, just for consistency. For example, boots weigh 1 lb., so players don't have to remember different boot weights. Some light items, like gems, headbands, and rings, have a standard weight of "—," which means individually their weight isn't important (though the GM can rule that a chest full of them has weight). When in doubt, find a similar item in the Core Rulebook and use the listed weight.

Description (Header): This is a text format we call a "breaker"—the all caps and lines above and below the text are just an applied style. Like the title, don't type this line in all caps, and don't add underlining.

Description (Paragraph): The paragraph description of a magic item should say (1) what it looks like, (2) what the item does, and (3) how often you can use the item.

Normally, using a magic item is a standard action. You shouldn't give an item a shorter activation time than that because it messes with the "action economy" of the combat round—a player who tries to create a faster item is trying to do more than one magical thing per round.

Whether or not using an item provokes an attack of opportunity is built into how it's activated (Core Rulebook 458). This means for command word items you don't need to say that it's a standard action to activate and that it doesn't provoke attacks of opportunity—that's assumed for all command word items. In fact, the assumption is if an item doesn't say how you activate it, it's a command word item.

Magic items that have effects requiring saving throws should include those saves in the item description. If it's duplicating a spell, the default save DC is the minimum for casting that spell: 10 + 1.5 x the spell's level.

If you refer to specific spells, italicize them, like fireball or pearl of power. If you refer to feats or skill names, capitalize them, like Power Attack, Weapon Focus (longsword), Perception, or Knowledge (local). There's very little else in the game that always requires capitalization—you don't capitalize class names (cleric), race names (dwarf), combat maneuvers (grapple, trip), or other specific rules (breath weapon, drowning, trample, poison).

Construction (Header): Like the Description header, this is not all caps and not manually underlined.

Requirements: This section is all the stuff a character needs to create the item using an item-crafting feat. List the crafting feat first (capitalized), followed by spell names (italicized), followed by any other requirements such as needing ranks in a skill (capitalized) or an ability like channel energy.

Cost: This is the item's sale cost—how much a PC could get for selling it to an NPC. This is always half the item's Price (with the exception of magic weapons, magic armor, and items with expensive material components or foci, because the extra cost is factored in differently). If your item's Cost isn't half its Price, you've done it wrong. All rules for the Price apply to the Cost (no decimals, no fractions, separate variants with commas).

Phew! That's a whole lot of nitpicking, but it can make the difference between a professional-looking item and an amateur-looking one, and between a reasonable item and an overpowered item.

Sean K Reynolds
Designer and RPG Superstar Judge

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Pathfinder Battles Preview: One More Look at the Bad Guys

Friday, January 6, 2012

January 11th is the official release date for Pathfinder Battles: Heroes & Monsters, our first big set of prepainted miniatures produced in cooperation with WizKids! That means we have only two more chances to show off the final sculpts of minis we've previously revealed only as digital renders or pre-production samples. A few commenters on last week's preview blog also suggested some size comparison shots, which we've thrown together below.

Two weeks from today, we'll begin to reveal some of the amazing miniatures in store for our next set, Rise of the Runelords. We now have photos of paint masters for about half of that set, so you can expect to see some amazing, full-color images pretty much immediately.

But that's the future, and the first set isn't even out yet. It deserves just a little bit more time in the sun.

Once again, these are photos of actual miniatures from the Heroes & Monsters set. Enjoy!

Up first we have the Zombie, a common menace that can't wait to sink its teeth into your player characters. As I chronicled several preview blogs ago, this guy started out with a kind of goofy "dancing" pose, but his revised look is more of an undead lunge, and I'm really pleased with how he turned out.

This rare Werewolf retains very little of his original clothing, and almost none of his humanity. The black paint scheme perfectly matches the common Wolf in this same set, giving you both bestial forms of a lycanthropic menace.

This haunting fellow, the rare Spectre, is enormously spooky. The detailed sculpt of his wispy bottom half looks really great in-hand, as many of you will no doubt discover only a few days from now.

Here we have the uncommon Venomous Snake, looking like it's slithered directly off the page of the Pathfinder Bestiary. Ssssssweet!

Speaking of snakes, who better to accompany the Venomous Snake than the rare Medusa, one of the best sculpts in the set? WizKids did a great job capturing the likeness of this iconic creature, and I'm willing to bet she becomes one of the break-out favorites of the set.

And here's my absolute favorite of the bunch, the rare Ettin. I don't think there's ever been a better prepainted mini of this two-headed giant, who absolutely towers over the other figures in this set.

Don't believe me? Check this out:

See what I mean? This guy is huuuuuge. Ok, he's actually Large, in game terms, but he really pushes the envelope, and is sure to elicit gasps from your players when you plunk him on the table!

Of course, the special promotional Huge Black Dragon (who actually is Huge) is the real masterpiece of the set. Here he is standing next to the Medusa, who really ought to start fast-talking soon. Acid breath cuts right through stone, so I imagine it does a good number of filmy white cloth and slightly scaly skin...

That's it! The final look at the monsters of Heroes & Monsters. Next week, we'll take one more look at the heroes, and after that, we're off to Varisia to take a very early peek at the Rise of the Runelords!

Only five days until the official release of Heroes & Monsters! Order your copies today before they are gone forever (something I suspect will be happening sooner rather than later)!

Erik Mona
Publisher

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Pathfinder Battles Preview: From Digital Renders to Final Product

Friday, December 30, 2011

When we first started revealing images from the Pathfinder Battles Heroes & Monsters set, all we had to show off were the very earliest computer-rendered images from the first few weeks of production. These gave a good idea of the quality we were shooting for with this first set of prepainted miniatures, but the digital renders lacked some of the depth and paint steps of the final miniatures.

Now that we’ve revealed the complete set in one way or the other and we stand on the precipice of the actual release, I wanted to go back through the set and update a few minis that you’ve only seen in digital form thus far. Below are actual photos of actual miniatures from the Heroes & Monsters set.

This little guy was one of the very first digital renders we revealed way back in August. Here’s the wily Gnome Fighter in all his final glory, complete with a tankard on his belt and bright orange hair to terrify his enemies. This uncommon miniature comes packed with the Dire Rat we showed off two weeks ago.

Next up is the rare Half-Orc Barbarian, one of the set’s most complex figures in terms of pose and detail. This figure looks wonderful in-hand, and makes a fantastic mini for the archetypal, well, half-orc barbarian. Good? Bad? He’s the one with the axe.

This rare Vampire, on the other hand, is all bad guy. WizKids did a great job bringing out the complex detail on the Vampire’s stylish armor. Whether he gets you with his upraised sword, his nasty fangs, or his essence-draining touch, the Vampire will get you one way or the other.

This sexy lady with red demon wings is looking for a good time, and promises a kiss you will never forget (note: do not actually make out with your Pathfinder Battles figures). She’s the rare Succubus, and she’s not pleased with your remark that Bettie Page hairdos are so 2002.

This bad boy, the rare Troll, leaps off the cover of the Pathfinder RPG Bestiary to menace your gaming table. Sure, he looks a little like he’s got his hands in the air like he just don’t care, but those jazz hands will tear your player character to shreds, which will then be devoured by his jazz tusks. He will kick your azz.

Speaking of kicking ass, here’s the coolest mini in the whole set, the promotional Huge Black Dragon! This promotional miniature will be shipping to Pathfinder Battles case subscribers and folks who pre-ordered before October 1st, and was produced in extremely limited quantities. It is supremely awesome.

Also awesome: The more than 25 paint masters for the next set, Rise of the Runelords, that WizKids brought over for approval this afternoon. I won’t be revealing any of those until after Heroes & Monsters is out, but when I crassly mentioned how I thought you guys would react upon seeing them, James Jacobs was friendly enough to offer two G-rated corrections. In his words, you will “poop your pantaloons,” or “brown your britches.”

I couldn’t have said it better (or cleaner) myself!

Erik Mona
Publisher

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Puzzling Races

Tuesday, December 27, 2011

Last week Sean shared a list of the featured races appearing in the Advanced Race Guide. He’s a softie, intoxicated with a dose of holiday cheer, and was hopped up on the sugary goodness that is Andrew Vallas’s mom’s delicious baklava. (She sends a care package with enough for everyone in the Paizo offices just in time for Christmas and it is marvelous. Phenomenal even...but I digress.)

This week, you get me. I’m not nearly as charitable, I’m a bit of a humbug, and all my baklava is long gone, so I’m going to make you work for the next preview. As Sean explained last week, Chapter 3 of the Advanced Race Guide provides information about 14 uncommon races. Below you’ll find the first letter of the name of each of those races. Let’s see how long it takes you to correctly guess them all.

C
D
G
G
K
M
N
S
S
S
S
V
V
W

Let the games begin!

Stephen Radney-MacFarland
Designer

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Using the Beginner Box to Create a Pathfinder Society Character

Monday, December 26, 2011

I hope everyone had a fantastic holiday and is looking forward to an exciting new year. I am sure quite a few folks gave or received the Beginner Box as presents this past weekend. Inside that box, there is a flyer for Pathfinder Society that includes a link to the website but no explanation of how to integrate the play or rules from the Beginner Box into use for Pathfinder Society play.

One of the earliest experiences I had during my first week at Paizo was Erik Mona, our publisher, handing me the Beginner Box and advising me we needed to have a guide that allowed players to create a legal Pathfinder Society character using just the Beginner Box rules. As I had not seen it until that moment, the task seemed quite daunting.

Like many of you, I had looked forward to the release of the Beginner Box with much anticipation and I liked what I found inside. I was scheduled to go to a trade show the following week and the airplane flight gave me plenty of time to read through everything in the box. The pawns also served as a good conversation piece for the people seated near me on the plane between Seattle and Chicago. It was at 36,000 feet that I started formulating ideas of what I thought should be included in a character creation guide.

Once I was back in Seattle, I posted a list of ideas and solicited suggestions from the Pathfinder Society Venture-Captains and Venture-Lieutenants. We brainstormed a good bit about what I had missed that should be included or what I had placed in it that should be taken out. We worked at the phrasing of sentences, brainstormed several more times about missed ideas, and finally arrived at the finished free product. The guide provides a step–by–step walkthrough of the Pathfinder Society character creation process while referring you back to the Hero’s Handbook. These instructions allow for a seamless transition from the Beginner Box to Pathfinder Society play. A special thank you goes out to Boston Venture-Captain Don Walker for his incredible amount of wordsmithing that went into the final document.

If you have any questions, especially if you are new to Pathfinder and Pathfinder Society, please visit the Pathfinder Society messageboards. Our Venture-Captains and Venture-Lieutenants are more than happy to answer any questions you might have, whether they are about how to find a local Pathfinder Society game or about how some rule works that is found in the Core Rulebook but not in the Beginner Box.

If you have never experienced Pathfinder Society, I encourage you to make a New Year’s resolution to give it a try. If you can’t find a game in your area, there are options for play-by-post Pathfinder Society sessions. If you are a veteran of the campaign, I look forward to working with you in 2012 to make Pathfinder Society even better than it is now.

Happy holidays everyone!

Download the Pathfinder Society Character Creation Guide!

Mike Brock
Pathfinder Society Campaign Coordinator

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Illustration by Klaus Scherwinski

Advanced Race Guide: Featured Races

Tuesday, December 20, 2011

Now that we’re wrapping up the last of the Advanced Race Guide, we’ve decided to give you a very early sneak peek at some of its contents. While Chapter 1 covers the races in the Core Rulebook, Chapter 2: Featured Races gives more details on many popular but less common races for the game, plus game mechanics like alternate racial traits and favored class options (like you saw for the core races in the Advanced Player’s Guide) and some other neat stuff you’ll find out about later. Here’s the list of races in this chapter, each getting 6 pages:

Aasimar
Catfolk
Dhampir
Drow
Fetchling
Goblin
Hobgoblin
Ifrit
Kobold
Orc
Oread
Ratfolk
Sylph
Tengu
Tiefling
Undine

If your favorite non-core PC race isn’t listed here, don’t worry—there are 14 races getting two pages each in Chapter 3, and the build-a-race options in Chapter 4 give you even more choices.

Sean K Reynolds
Designer

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Pathfinder Battles Preview: A Gaggle of Goblins and Gargoyles

Friday, December 8, 2011

Today’s preview blog marks an important milestone for the Heroes & Monsters set of prepainted Pathfinder Battles miniatures. With this preview, we’ve revealed all 40 miniatures in the set! In the few more weeks leading up to the formal release of Heroes & Monsters (looking like very early January, at this point), I’ll go back through the set and show off painted versions of early unpainted preview sculpts and digital renders, but with the images below, you will have seen (in one form or another) every single miniature in our first Pathfinder Battles set.

The most elusive preview image for Heroes & Monsters has been this Gargoyle, based on art from the Pathfinder Roleplaying Game Bestiary. Like his counterparts perched upon gothic buildings, the Gargoyle blended in well with his surroundings, and I never managed to add him to the preview pile until now. There’s no reason we’ve been holding him back—he’s a really cool miniature, with sweeping wings and big curved horns. If you’re feeling adventurous, a coat of paint on this guy could make him into a demon or devil too.

Next up we have all four goblins in the Heroes & Monsters set. A few weeks ago, I mentioned that we had to remove the Goblin Mystic sculpt for quality control reasons (his noggin was way, way, way too big), leaving us in a significant pickle. Unfortunately, there was no time to add a full-on new goblin sculpt, so we made the best of a bad situation, and decided to add a re-decoed Goblin Hero in place of the badly sized Mystic. The four goblins in the set, from left to right in the image above, are Goblin Warrior, Goblin Hero, Goblin Hero, and Goblin Warrior.

We’ve painted these similar miniatures in two distinctive paint schemes, making it possible to imagine them as members of different goblin tribes. The two Goblin Warrior sculpts are very minor variations with very slight pose differences. The Goblin Heroes are the same sculpt painted differently.

The goblin minis come two to a pack, so you should be able to start your goblin horde fairly quickly. The next set, Rise of the Runelords, has several more goblins on the way, including a Goblin Warchanter, Goblin Commando, Goblin Commando on Goblin Dog, and a goblin chief astride a giant gecko.

But those will have to wait for a future preview!

Erik Mona
Publisher

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Familiar Foes

Thursday, December 8, 2011

Having written several of the monsters for Bestiary 3 during my long-ago days as a freelancer (I can’t believe it’s almost been 6 months since I started work as a developer!), I have a lot of reasons to be excited for its upcoming debut. While it was fun working on the beasties from various mythologies, I would be lying if I said all of my favorites came from that background, because this book is simply so packed with monsters both new and old. For example, check out these four creatures, some sinister beings hinted at in the Pathfinder campaign setting, others beasts of RPG legend finally updated for the Pathfinder RPG. Recognize any favorites? Discover or rediscover more than 300 legendary monsters when Bestiary 3 releases later this month!


Illustrations by Jean-Baptiste Reynaud, Tyler Walpole, Carolina Eade, and Dmitry Burmak

Patrick Renie
Developer

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Unflinching Evil

Tuesday, December 6, 2011

When brainstorming a new hardcover bestiary, we have many goals. These books give us an opportunity to support new Adventure Paths and other products. A new 300-plus-page volume of monsters gives us a chance to delve deep into the world’s mythologies and find new and interesting creatures from stories around the world. We get to express our love for classic creatures, exploring the genre’s rich history and smoothing out some of its wackiness. But it also gives us the opportunity to be evil.

And we love us some evil.

Monsters have the potential to take on a number of roles in the Pathfinder Roleplaying Game. They can help a GM illuminate his or her campaign world. Monsters can serve as the impetus for adventure, calling the characters to quests with both words and actions. There is little doubt, though, that the chief job of monsters is to bring the hurt. Some of the best monsters are unflinching in their evil, and that’s the way we like them. While any monster has the potential for true evil, few fill that role like undead. And Bestiary 3has a large portion of undead. From the life-draining hollow serpent, to the soul trapping demilich, to the ship-wreaking sea bonze, all of these monsters have an all-consuming hatred for living things and the living world that has forsaken them. Even on the rare occasions where diplomacy is employed and parley is engaged, all but the most hopeful or deluded adventurer knows that an encounter with undead is doomed to end in the destruction of that corrupt thing or with character death. Their foul nature leaves little room for any middle ground. Even the gun-toting pale stranger—a gunslinger risen from the grave to right some past wrong—is corrupt, evil, and must eventually be put down to make the world a better, safer place.

So if you are like me, you love your monsters purely evil, and like to unleash hordes of unredeemable and creepy undead at your party, you are going to like what you find when you crack open Bestiary 3. While Halloween is long gone, consider celebrating a nightmarish holiday season with the ghastly things you find within its pages. You can start with this one: the tzitzimitl, and creature of apocalyptic evil, which exists only to blot out the sun and end all life that dares come across its path.


Illustration by Kieran Yanner

Tzitzimitl CR 19

XP 204,800
NE Gargantuan undead
Init +9; Senses arcane sight, darkvision 60 ft., true seeing; Perception +31

Defense

AC 35, touch 11, flat-footed 30 (+5 Dex, +24 natural, –4 size)
hp 319 (22d8+220); fast healing 15
Fort +17, Ref +14, Will +19
Defensive Abilities channel resistance +4, light to dark; DR 15/bludgeoning and good; Immune cold, electricity, undead traits; Resist fire 15; SR 30

Offense

Speed 50 ft., fly 60 ft. (good)
Melee bite +26 (2d8+14 plus 3d6 electricity and energy drain), 2 claws +27 (2d6+14/19–20 plus 3d6 electricity)
Ranged eye beam +17 touch (10d6 electricity and 10d6 force)
Space 20 ft.; Reach 20 ft.
Special Attacks eclipse, energy drain (2 levels, DC 31)
Spell-Like Abilities (CL 19th; concentration +29)
  Constant—arcane sight, fly, true seeing
  At will—bestow curse (DC 24), deeper darkness
  3/day—animate dead, contagion (DC 23), greater teleport, haste
  1/day—create undead, temporal stasis (DC 28), wail of the banshee (DC 29)

Statistics

Str 39, Dex 21, Con —, Int 20, Wis 23, Cha 30
Base Atk +16; CMB +29; CMD 44
Feats Awesome Blow, Combat Reflexes, Improved Bull Rush, Improved Critical (claw), Improved Initiative, Lightning Reflexes, Point-Blank Shot, Power Attack, Precise Shot, Vital Strike, Weapon Focus (claw)
Skills Fly +35, Knowledge (arcana) +28, Knowledge (nature) +27, Knowledge (planes) +25, Knowledge (religion) +30, Perception +31, Sense Motive +31, Spellcraft +23, Survival +21, Use Magic Device +30
Languages Abyssal, Aklo, Celestial, Common

Ecology

Environment any
Organization solitary
Treasure standard

Special Abilities

Eclipse (Su) Anytime a tzitzimitl casts deeper darkness, any creatures in the area of darkness when it is created take 8d6 points of cold damage (DC 31 Fortitude for half). Any creature that takes damage from this effect becomes staggered as long as it remains in the area of darkness and for 1d4 rounds after it leaves that area. The save DC is Charisma-based.
Eye Beam (Su) As a standard action, a tzitzimitl can fire a glowing beam of force from its eyes at a range of 100 feet as a ranged touch attack dealing 10d6 points of force damage and 10d6 points of electricity damage.
Light to Dark (Su) As an immediate action up to three times per day, a tzitzimitl can convert a positive energy effect that affects it into negative energy. Doing so transforms the entire effect, such that it affects other creatures as well. A tzitzimitl can transform channeled positive energy in this way even if the positive energy would not otherwise harm it.

Stephen Radney-MacFarland
Designer

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It's RPG Superstar Time!

Monday, December 5, 2011

Tomorrow marks the official launch of RPG Superstar 2012, Paizo’s annual open-call RPG design competition! That means a lot of excitement here at the Paizo offices, because if this year’s Superstar is anything like the previous four, we’re about to discover some serious design talent that will help us years into the future.

As in previous years, the final winner of this year’s RPG Superstar will receive a contract to write a Pathfinder Module to be published by Paizo. Previous winning modules include Christine Schneider’s Clash of the Kingslayers, Neil Spicer’s Realm of the Fellnight Queen, Matthew Goodall’s Cult of the Ebon Destroyers, and The Midnight Mirror, by last year’s Superstar winner Sam Zeitlin, which is scheduled for release in February!

And while winning the chance to write a published Pathfinder Module is great, it’s also important to remember that RPG Superstar offers value to more than just the single winner. This year, the three finalists will also earn a contract to write a Pathfinder Society Scenario, a downloadable adventure sanctioned for play in Paizo’s worldwide Pathfinder Society mega-campaign. The first Pathfinder Society Scenario from last year’s finalists, Jerall Toi’s The Edge of Heaven just came out last week, and the two additional sequels that make up the “Quest for Perfection” campaign arc are all being written by RPG Superstar finalist and semi-finalist alumni.

Speaking of prizes for finalists, did you know that Pathfinder Adventure Path developer Rob McCreary first came to our attention as a finalist in the first year of RPG Superstar? He didn’t win the final challenge, but his hard work and excellent creativity made him a natural choice when a staff position opened a few years ago, and he’s now one of the most important elements of Paizo’s monthly editorial effort here at the Paizo offices.

This year’s competition begins tomorrow with an open call that asks you to submit an original wondrous item by January 6, 2012. If you can use your 300 words wisely (and awesomely) enough to earn a place in the judges’ Top 32, you’re on your way to what might just become a RPG design career! As a special treat, we plan to include selected wondrous items from this year’s Top 32 in 2012’s Ultimate Equipment Pathfinder RPG hardcover, which will also include selected favorites from previous years.

See paizo.com/rpgsuperstar for more details, a complete RPG Superstar calendar, and rules for Round 1.

So start sharpening your pencils and shaking up your creativity. The next RPG Superstar could be you!

Erik Mona
Publisher

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Illustrations by Eric Belisle and Wayne Reynolds. Widescreen version here.

Monsters Are Coming!

Thursday, December 1, 2011

The time draws nigh for Bestiary 3, so while you sharpen your blade and prepare your spells in advance of the monstrous onslaught, here's a little something to keep your mind on your task.

Christopher Carey
Editor

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Misfit Love

Tuesday, November 29, 2011

Shhhhh... Don’t tell anyone, but here at Paizo we love our classic and misfit monsters. There is a tendency to look back at some of the oddball monsters that popped up in the sources of our youth and lament on how strange or even dumb they are. We take a different tact. Instead we revel in their strange and iconic natures. Any chance we get, we look for reason why even the most inexplicable monsters might exist in a fantasy world.

If you’re a fan of our Misfit Monsters Redeemed, you will like how many of those monsters show up in Bestiary 3. From the strangely philosophical flail snail, to those inexplicable fan favorites, the flumphs, to the downright creepy wolf-in-sheep’s-clothing, let’s just say this book is full of some strange old friends. But wait, there’s more!

Misfit Monsters Redeemed is not the only source of inspiration for the classic and misfit monsters that made the cut for Bestiary 3. Many Bonus Bestiary monsters found their way into Bestiary 3—from the axe beak, to the caryatid column, to the unholy huecuva—old favorites abound in this tome.

Now for those of you who buy nearly all of Paizo’s products, and are maybe becoming worried that you’ve seen many of the classic monsters that are appearing in Bestiary 3, don’t worry. While most of the monsters see updates, new information, and maybe some streamlining of mechanics, there are also some old favorites that show up for the first time in a Paizo product. Some of those highlights include the penanggalen, the vodyanoi, and one of my favorite old monsters, the kamadan, which is previewed below, along with its two variants: the dusk and polar kamadan.


Illustration by Eric Belisle

Kamadan CR 4

XP 1,200
NE Large magical beast
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +8

Defense

AC 17, touch 12, flat-footed 14 (+2 Dex, +1 dodge, +5 natural, –1 size)
hp 42 (5d10+15)
Fort +7, Ref +6, Will +2

Offense

Speed 40 ft.
Melee bite +7 (1d6+3), 2 claws +7 (1d3+3), snakes +2 (1d4+1)
Space 10 ft.; Reach 5 ft. (10 ft. with snakes)
Special Attacks breath weapon (30-ft. cone, sleep, Fortitude DC 15 negates, usable every 1d4 rounds), pounce

Statistics

Str 17, Dex 15, Con 16, Int 5, Wis 12, Cha 9
Base Atk +5; CMB +9; CMD 22 (26 vs. trip)
Feats Combat Reflexes, Dodge, Mobility
Skills Acrobatics +6 (+10 when jumping), Perception +8, Stealth +6; Racial Modifiers +4 Stealth
Languages Aklo

Ecology

Environment temperate or warm plains
Organization solitary, pair, or pack (3–9)
Treasure standard

Special Abilities

Breath Weapon (Su) A kamadan can exhale a cone of gas that makes living creatures fall asleep for 5 minutes (Fortitude DC 15 negates). Slapping or wounding awakens a creature put to sleep by this attack, but normal noise does not. This is a sleep effect. The save DC is Constitution-based.
Snakes (Ex) A kamadan’s snakes attack simultaneously; this is always a secondary attack.

Dusk Kamadan (CR +1): A dusk kamadan has midnight black fur and snakes bearing black and red ring patterns on their bodies. A dusk kamadan has the advanced creature template, and its snakes have a poisonous bite: Snakes—injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d2 Con; cure 2 consecutive saves.

Polar Kamadan (CR +2): A polar kamadan has white fur with black spots like a snow leopard. Its snakes are furred as well. A polar kamadan has the advanced creature template and batlike wings that grant it a fly speed of 60 ft. (average). The breath weapon of a polar kamadan is particularly cold—those who succumb to it also suffer 1d4 points of Dexterity damage from numbness.

Well, that’s it for this week. Come back next week when we unleash more monsters that will make their appearance in Bestiary 3!

Stephen Radney-MacFarland
Designer

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Pathfinder Battles Preview: A Frosty Black Friday!

Friday, November 17, 2011

The Paizo offices may be closed for the Thanksgiving holiday, but nothing can stop the relentless march of preview images for the upcoming Heroes & Monsters set!

This week’s preview blog is a special treat in that it features only one miniature. But for my money, I think it’s the coolest miniature in the entire set! I’m talking about the Frost Giant!

The Frost Giant towers over the other miniatures in the set, raising his nasty axe high for a deadly blow to the head of any player character within his considerable reach. The larger size of the miniature really helps to accentuate the fine details of the sculpt, and this figure looks great standing next to his kin from other companies miniature sets.

But his “look” isn’t the only thing that makes the Frost Giant stand out. He’s got a trick up his sleeve. Literally.

Look closely and you’ll notice that this version of the Frost Giant holds a different weapon in his left hand, a mighty sword! Given the difference, you might think that Heroes & Monsters contains two different Frost Giant miniatures, but you’d be wrong!

The Frost Giant comes complete with two different left hands, each holding a different weapon!

WizKids sculpted the Frost Giant with an empty socket at its left wrist. The miniature comes with a choice of two different weapons, which you can snap in and out with ease. I’ve seen prepainted plastic miniatures with different parts before (a necklace here, a chain there), but I’ve never seen anything like the versatility of this mini before, and I think it bodes very well for future sets, which could hold similar surprises of their own.

Making big miniatures like this more modular is a nice way to diversify your doubles, and I’ll confess that it’s simply cool to play with this thing, changing one weapon for the other or adjusting the wrist to pull off the coolest pose.

So if you’re lucky enough to find the Frost Giant in your Heroes & Monsters booster and a friend asks “Did you get the one with the sword or the one with the axe?” you can answer:

“I got them both!”

That’s it for this week. We’re back to at least three previews next week, and we’re getting close to a complete set reveal! Happy Black Friday, everyone!

Erik Mona
Publisher

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Pathfinder Reference Document: Now 20% Cooler with Indexes

Thursday, November 24, 2011

The new PRD has been out for a while now, but a new feature may have gone unnoticed by some. Recently, we've added a set of indices to the PRD (look toward the bottom of the menu on the left-hand side of the page). These indices were originally created as mobile content so that anyone trying to look up a single reference on their phones would have an easier time doing it. It quickly became obvious that we should also give the people on their desktops and iPads similar capabilities. We had all of the data right there, but we just needed to apply it a little differently. At first we only offered feats and spells, but eventually we were able to add magic items and spell lists. Each addition has been a little more complicated than the last.

The first two, feats and spells, are alphabetical indices with filters that allow the user to sort data by book. Originally, this was the only data really available to us and was sufficient for those lists, but the magic item index gave us reason to develop that a little further. Knowing that people often like to browse through the magic item index looking for a particular type of item—such hunting for a new suit of armor or filling in an empty ring slot—we created our index filters for that page with this in mind.

After that, most of our requests for these types of indices came in two forms: spell lists and monsters. And though we've not yet created a monster index, this is certainly something we’re considering for the future. Spell lists, however, have been tackled, and you can now pick from any class and then filter spells by book and spell level. This has become a valuable resource and probably useful for a lot of people, especially those not as familiar with spells in the more recent books, like Ultimate Magic and Ultimate Combat, but who would like to give them a try.

The indices are still evolving, and we appreciate all of your feedback and hope that everyone gets a lot of use out of them!

Lissa Guillet
Assistant Software Developer

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Pathfinder Battles Preview: Spidery Secrets!

Friday, November 17, 2011

With the very first Pathfinder prepainted miniatures, Pathfinder Beginner Box Heroes, in stores now, interest in the Pathfinder Battles miniatures line has really heated up. Now that many of you have our first four miniatures in hand, it should be clear that WizKids is shooting for very high quality sculpts and paint jobs on all of the Pathfinder Battles miniatures. I think Heroes & Monsters keeps up (and in some cases exceeds) the high quality standards set by Beginner Box Heroes, and in a few short weeks, you’ll be able to see what I’m talking about with your own eyes.

Until then, we’ve got more previews to reveal! The early January release date for Pathfinder Battles Heroes & Monsters is fast approaching, and I find that we’ve pretty much announced all of the 40 miniatures in the set. I wanted to include at least one complete surprise this week, and this penultimate look brings us a single miniature away from a complete set reveal. We’ll get to that last one next week or beyond, but for now, let’s look at some creepy critters from Heroes & Monsters!

First up we have the Giant Spider, a nasty, poisonous fellow who clocks in at the common rarity. Bright red coloration is nature’s way of saying “I’m going to kill you,” and in this regard the Giant Spider is just as deadly as the bright red Venomous Snake we showed off a couple of weeks ago. Don’t forget your antivenom!

This Skeleton makes a good buddy for the Giant Spider, in that they’d both probably feel at home in the same sort of desolate dungeon environments. They also both make excellent adversaries for low-level adventurers. Both of them are commons. Many of the folks here in the office who see the Skeleton say, “wow, he looks just like he stepped out of a Ray Harryhausen movie!” Which is nice to hear, as it’s exactly what we were going for. If you look closely you can see a nice inking effect that WizKids added to the Skeleton’s shield to better sell the wood grain. It looks wonderful in person.

Sure, a Medium Giant Spider is cool, but take it from me. A Large Giant Caveweaver Spider is much, much cooler. This guy absolutely towers over lesser spiders, and he’s even been useful in scaring a few of our “adult” employees who have a very childish reaction to spiders (I’m looking at you, Bulmahn). Heh, heh, heh. Though you can’t quite see it in these photographs, the Giant Caveweaver Spider has a really cool red design on its back that is sure to have your player characters (and Jason Bulmahn) scampering for the exit. Everyone will be glad to hear that this is a rare miniature, so it’ll thankfully be a long time before these guys overrun the Earth.

Lastly, I wanted to provide a group photo of this week’s previews, so you can get a sense of just how huge that Giant Caveweaver Spider really is. Imagine that the Skeleton is the same height as a normal man, and you’ll get a strong idea that messing around with the Giant Caveweaver is a really, really bad idea!

Ok, ok, ok. I hear the skeptics already. There’s nothing terribly revolutionary about spiders and skeletons, no matter how cool they might look.

To which I say, fair enough. So next week, I’m going to show you a Heroes & Monsters figure with a feature unlike anything you’ve seen before in a prepainted miniature! I still can’t believe how awesome and innovative it is, and it’s been sitting on my desk for a month!

As usual, I’ll try to monitor the discussion thread here on the blog. Let me know if there’s anything in particular you’d like to see from the set, and I will make sure we cover it shortly!

Erik Mona
Publisher

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Enter the Dragon!

Tuesday, November 15, 2011

Unless you’ve been trapped in jotund troll’s lair for the past few months, you’ve probably noticed that here at Paizo we’ve been exploring a number of Asian themes for the Pathfinder RPG. From the release of the ninja and samurai alternate classes in Ultimate Combat to the Jade Regent Adventure Path, we’ve definitely had the myths and monstrous challenges of the East on our minds.

To kick off our preview of the soon-to-be-released Pathfinder RPG Bestiary 3, we are going to continue on with that theme and unleash one of the great challenges of the Dragon Empires—the forest dragon! Just one of a suite of new imperial dragons—serpentine agents of ancient lands and cosmic balance—these fickle and malevolent creatures wind their way through the forest mists. And while they are capable of the wingless flight common to dragons of their ilk, they prefer to hunt on the forest floor, waylaying those foolish enough to trespass upon their emerald domain.


Illustration by Jim Nelson

Young Forest Dragon CR 10

XP 9,600
CE Large dragon (earth)
Init +5; Senses dragon senses, tremorsense 60 ft.; Perception +15

Defense

AC 22, touch 10, flat-footed 21 (+1 Dex, +12 natural, –1 size)
hp 126 (11d12+55)
Fort +11, Ref +8, Will +8 Immune paralysis, poison, sleep

Offense

Speed 40 ft., burrow 20 ft., climb 30 ft., fly 200 ft. (poor)
Melee bite +17 (2d6+9), 2 claws +16 (1d8+6), gore +16 (1d8+9), tail slap +14 (1d8+9)
Space 10 ft.; Reach 5 ft. (10 ft. with bite and gore)
Special Attacks breath weapon (40-ft. cone, 6d6 piercing damage, DC 19)
Spell-Like Abilities (CL 11th; concentration +12)
  At will—pass without trace
Spells Known (CL 1st; concentration +12)
  1st (4/day)—obscuring mist, shield
  0 (at-will)—ghost sound, read magic, resistance, touch of fatigue

Statistics

Str 23, Dex 12, Con 18, Int 12, Wis 13, Cha 12 Base Atk +11; CMB +18; CMD 29 (33 vs. trip)
Feats Improved Initiative, Multiattack, Power Attack, Skill Focus (Stealth), Toughness, Weapon Focus (bite)
Skills Acrobatics +10 (+14 when jumping), Bluff +15, Climb +28, Fly –3, Intimidate +15, Knowledge (arcana, nature) +9, Perception +15, Stealth +17, Survival +10
Languages Common, Draconic
SQ sound imitation, woodland stride

Bestiary 3 features adult and ancient versions of this dragon and three versions of the other imperial dragons—sea dragons, sky dragons, sovereign dragons, and underworld dragons—as well as rules for you to make your own imperial dragon menace. This monstrous supplement also features a host of other, similarly themed monsters. From a template for the noble guardian foo creatures, to the treacherous spidery jorogumos, to the ancient and otherworldly kami, and a host of new deadly oni, Bestiary 3 has enough monsters to stock an entire Dragon Empires campaign!

Not planning on adventuring in that part of Golarion for a while? Don’t fret. Next week we will be looking at a host of other monsters in Bestiary 3 that we’re sure can find a place in any one of your upcoming adventures. Until then, beware the twisting trail and cunning tactics of the forest dragon!

Stephen Radney-MacFarland
Designer

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Two New Kami

Thursday, November 10, 2011

We’re coming up on the release of Bestiary 3 in the near future, and as readers of the Jade Regent Adventure Path have noticed, we’re already using monsters from that book in the adventures! This is more or less a necessity, since when you travel to the far side of the world, you expect to see brand-new creatures and monsters, after all. We’ve been filling the Jade Regent bestiaries with all sorts of monsters inspired from Asian mythology and folklore, but we need more—and that’s where Bestiary 3 comes in.

One of the new types of monsters introduced in Bestiary 3 and the Jade Regent Adventure Path are the kami—usually (but not always) benevolent native outsiders who exist to protect that which cannot really protect itself from the advance of humanity and civilization. Pathfinder #52 and Bestiary 3 present several kami, ranging from CR 2 all the way up to CR 20.

Presented below are two of the kami who have roles to play in “Forest of Spirits.” We’re simply presenting their statistics here—what roles they play in the adventure must remain a secret until you play it or run it for your group!

Kami Subtype: Kami are a race of native outsiders who serve to protect what they refer to as “wards”—animals, plants, objects, and even locations—from being harmed or dishonored. All kami are outsiders with the native subtype. A kami possesses the following traits unless otherwise noted in a creature’s entry.

  • Immune to bleed, mind-affecting effects, petrification, and polymorph effects.
  • Resist acid 10, electricity 10, fire 10
  • Although they are native outsiders, kami do not eat, drink, or breathe.
  • Telepathy.
  • Fast Healing (Ex) As long as a kami is within 120 feet of its ward, it gains fast healing. The amount of fast healing it gains depends on the type of kami.
  • Merge with Ward (Su) As a standard action, a kami can merge its body and mind with its ward. When merged, the kami can observe the surrounding region with its senses as if it were using its own body, as well as via any senses its ward might have. It has no control over its ward, nor can it communicate or otherwise take any action other than to emerge from its ward as a standard action. A kami must be adjacent to its ward to merge with or emerge from it. If its ward is a creature, plant, or object, the kami can emerge mounted on the creature provided the kami’s body is at least one size category smaller than the creature. If its ward is a location, the kami may emerge at any point within that location.
  • Ward (Su) A kami has a specific ward—a creature with an Intelligence score of 2 or lower (usually an animal or vermin), a plant (not a plant creature), an object, or a location. The type of ward is listed in parentheses in the kami’s stat block. Several of a kami’s abilities function only when it is either merged with its ward or within 120 feet of it. If a kami’s ward is portable and travels with the kami to another plane, the kami does not gain the extraplanar subtype on that other plane as long as its ward remains within 120 feet. If a ward is destroyed while a kami is merged with it, the kami dies (no save). If a ward is destroyed while a kami is not merged with it, the kami loses its merge with ward ability and its fast healing, and becomes permanently sickened.

Illustration by Eric Belisle

Shikigami CR 2

XP 600
LN Tiny outsider (kami, native)
Init +1; Senses darkvision 60 ft.; Perception +11

Defense

AC 15, touch 13, flat-footed 14 (+1 Dex, +2 natural, +2 size)
hp 19 (3d10+3); fast healing 2
Fort +4, Ref +2, Will +8
DR 5/cold iron; Immune bleed, mind-affecting effects, petrification, polymorph; Resist acid 10, electricity 10, fire 10

Offense

Speed 30 ft.
Melee improvised weapon +4 (1d4+2/x3)
Ranged improvised weapon +6 (1d3+2/x3)
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 6th; concentration +8)
  At will—invisibility (self only), statue (self only)
  3/day—hide from animals, purify food and drink
  1/week—commune with nature (CL 12th)

Statistics

Str 8, Dex 13, Con 12, Int 11, Wis 17, Cha 14
Base Atk +3; CMB +2; CMD 11
Feats Alertness, Catch Off-GuardB, Iron Will, Throw AnythingB
Skills Heal +9, Knowledge (nature) +6, Perception +11, Sense Motive +11, Stealth +15, Survival +9
Languages Common
SQ improvised weapon mastery, merge with ward, ward (minor works of civilization)

Ecology

Environment any
Organization solitary, pair, or gang (3–8)
Treasure standard

Special Abilities

Improvised Weapon Mastery (Ex) A shikigami gains Catch Off-Guard and Throw Anything as bonus feats, and adds its Charisma modifier instead of its Strength modifier to damage done with any improvised weapon, as attacks it makes with such weapons seem supernaturally lucky in landing damaging blows. Although a shikigami is Tiny, it never provokes attacks of opportunity when it attacks an adjacent foe with a melee weapon. If a shikigami critically hits an opponent with an improvised weapon, it deals x3 damage.



Illustration by Mariusz Gandzel

Zuishin CR 10

XP 9,600
LG Medium outsider (kami, native)
Init +9; Senses darkvision 60 ft., detect evil, see invisibility; Perception +20

Defense

AC 23, touch 13, flat-footed 20 (+6 armor, +3 Dex, +4 natural)
hp 123 (13d10+52); fast healing 5
Fort +8, Ref +13, Will +14
DR 10/cold iron; Immune bleed, mind-affecting effects, petrification, polymorph; Resist acid 10, electricity 10, fire 10; SR 21

Offense

Speed fly 30 ft. (perfect, 40 ft. without armor)
Melee +1 holy halberd +18/+13/+8 (1d10+7/x3)
Ranged +1 holy composite longbow +20/+15/+10 (1d8+5/x3)
Special Attacks healing arrow, holy weapons
Spell-Like Abilities (CL 13th; concentration +18)
  Constant—detect evil, see invisibility
  At will—cure light wounds, dimension door
  3/day—alarm, breath of life, dispel magic, neutralize poison, remove curse, remove disease, restoration
  1/day—dispel evil (DC 20), heal, true seeing

Statistics

Str 18, Dex 21, Con 18, Int 11, Wis 18, Cha 21
Base Atk +13; CMB +17; CMD 34 (can’t be tripped)
Feats Improved Initiative, Improved Precise Shot, Iron Will, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (longbow)
Skills Fly +10, Heal +20, Intimidate +18, Knowledge (nature) +16, Perception +20, Sense Motive +20, Stealth +18
Languages Common; telepathy 100 ft.
SQ merge with ward, ward (gate, doorway, or shrine)

Ecology

Environment any
Organization solitary, pair, or warband (3–8)
Treasure double (+1 composite longbow [+4 Str], +1 halberd, masterwork breastplate, other treasure)

Special Abilities

Healing Arrow (Su) As a swift action, a zuishin can infuse an arrow it fires to carry any of the following effects: breath of life, cure light wounds, heal, neutralize poison, remove curse, remove disease, or restoration. Using one of these effects consumes a use of the same spell-like ability. The zuishin must make a touch attack to deliver the effect to the target—the target takes no damage from the arrow.
Holy Weapons (Su) Any weapon wielded by a zuishin is treated as if it had the holy special ability. A zuishin creates arrows out of nothing as part of its attacks with any bow it wields.

James Jacobs
Creative Director

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So, you're new here?

Tuesday, November 8, 2011

With the release of the Pathfinder RPG Beginner Box, there are bound to be some new folks here on the blog. One of the questions we get from time to time concerning the line of RPG products is: Where do I start and what is required for me to play? So, I thought I would take this blog to go over the existing core RPG products, telling you what you need to upgrade to the full game and what you can expect to find in each of the hardcover books.

Core Rulebook

It goes without saying that if you are looking to upgrade to the full version of the game, the first book on your radar should be the Core Rulebook. This mighty 576-page tome contains all the rules for both players and Game Masters to get started. It includes 7 races, 11 classes, over 500 spells, and a mountain of magic items. If you are coming from the Beginner Box, there is much here that you will recognize, but there is a lot of new content for you to explore as well. The classes go all the way up to 20th level and you have a lot more control when customizing a character. When making the change, be sure to do it incrementally. Much of the content in this book can be added piecemeal so you don’t have to overwhelm new players. Of all the books in the RPG line, this one is the most important. If you are coming from the Beginner Box and want more information on what you can expect to find in here, check out the free Beginner Box Player Pack.

Bestiary

The only thing the Core Rulebook does not contain is new monsters. For that we have the Bestiary. This 320-page book contains over 300 monsters, ranging from the lowly kobold to the incredibly deadly ancient dragons, with plenty of monsters to challenge a group of any level. If you are the GM, you will need this book. As a bonus, with a bit of work, many of the monsters in this book could work with a Beginner Box campaign. If you need even more monsters, we’ve got you covered there too. Check out Bestiary 2, and next month, we are releasing Bestiary 3. Each one of these beastly books contains over 300 new monsters to add to your game.

GM Screen

The Game Master keeps lots of secrets from his players, at least until they uncover them. To help keep notes and certain die rolls private, you can pick up the GM Screen. With some great art on the player side, this screen is packed with handy reference tables on the GM side to prevent you from having to flip through the Core Rulebook quite as often. While its not vital to the gaming experience, having a good GM Screen can speed up the game and keep the players in the dark about the GMs evil plans.

GameMastery Guide

Being the Game Master can be tricky. There are lots of details to juggle and the players have a tendency to mess up even the best-laid plots and plans. The GameMastery Guide gives the GM a host of tips, tricks, and tools to make life behind the screen easy. It includes a wealth of information to aid in running the game, a mountain of sample NPCs, and additional rules to handle tricky situations, like a chase through a crowded city street. If you’re new to the job of being a GM, this book contains a lot of information to help you run a successful and exciting game.

Advanced Player’s Guide

Once you’ve had a chance to play and experiment with all the Core Rulebook has to offer, its time to move on to the Advanced Player’s Guide. This book contains six new classes to play with, including the alchemist, inquisitor, and witch, as well as a ton of new options for all of the classes from the Core Rulebook. There are new feats, spells, and equipment for both players and GMs alike. While it’s called “Advanced,” most of the rules in this book are no more complicated than those in the Core Rulebook; there are just more to choose from.

Ultimate Magic and Ultimate Combat

Following up the Advanced Player’s Guide is a pair of books that explore two of the most important concepts in the game: Magic and Combat. In Ultimate Magic, you get all sorts of rules, tips, and advice for using magic in your game, as both a player and a GM. There is a new class (the magus), as well as a bunch of feats and spells related to magic and spellcasting. There are also rules for magical constructs, spellbooks, and different types of magic. In Ultimate Combat, we look at the fine art of using sharp pieces of metal to slay monsters. The book includes rules for black powder firearms and a new class, the gunslinger, as well as a bunch of new options for every character that wields a weapon or a fist. Like the Advanced Player’s Guide, these books supplement the Core Rulebook, and while not required to play, they add a number of new, exciting options.

So, What Do I Need to Get Started?

Well, if you are new to the game, you probably want to start with the Beginner Box, but after that, you might want to check out the Core Rulebook. You can even pick up a PDF of the rules for just $10 to get started. After that, it really depends. If you’re the GM, then you should probably grab the Bestiary too (also available as an inexpensive PDF). The Core Rulebook will keep you busy for a while, but when you are ready to add more to your game, check out some of the other books mentioned above. A world of adventure awaits.

Jason Bulmahn
Lead Designer

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Pathfinder Battles Preview: Crazy-Good Commons

Friday, November 4, 2011

Just yesterday, the fine folks from WizKids stopped by the Paizo offices to drop off the final batch of Pathfinder Battles Heroes & Monsters miniatures. I now have, sitting on my desk, actual production-run copies of all 41 miniatures in the set, from the lowly Goblin Warrior to the mighty Huge Black Dragon. Looking at them all lined up on my desk, I’m very impressed with the quality WizKids brought to bear on this set, and I think players are going to be absolutely thrilled with them. As much as I like sharing these images with you every Friday, there’s just something special about holding these miniatures in your hand that can never come through on a photograph.

I’ll begin revealing images of these final miniatures starting next week. This week’s batch is the last of the pre-production samples. Generally speaking, these look identical to the final versions except they haven’t yet been attached to the bases. I’ll see about showing off the bottoms of the bases next week, too, as they look a little different from prepainted plastic miniatures you’ve probably seen from other companies, in that you can actually read the name of the monster and other helpful information. More on that soon.

Today I want to focus on some of the common miniatures in the Heroes & Monsters set. When I first came into the prepainted miniature business, my understanding was that common miniatures often had very few paint steps, and were basically created as “cheaply” as possible as a way of subsidizing the more complicated miniatures pegged to the more scarce rarities. While there is some element of that in the Pathfinder Battles line (very complex minis are indeed more likely to be rarer), I was very pleasantly surprised to see the amount of quality and detail WizKids put into even the common miniatures in the set.

When I’ve showed the production samples around the office, it’s often been commons like the Orc Warrior or Lizardfolk Champion that folks identify as their favorites. With Pathfinder Battles, we let game utility dictate rarity more than things like sculpt complexity or paint steps. If you might want a ton of a certain creature in your game, we did everything we could to put that creature at the common rarity. If you only needed one, we made it a rare, and so on.

Here are preview images of three such common creatures, starting with the friendly (or not-so-friendly) fellows who tend to show up every time your player characters get into trouble in a town or city: the watch!

Here we have the lowly Watch Guard, the rank-and-file police or guard who peers through the darkness with his lantern and impales criminals with his simple spear. You can almost hear him say, “Wot’s all this, then?” as he advances toward your criminal player characters, with very little sense that they might have six or seven levels on him and weapons that cost more than he will earn in a year of cleaning up the city.

Every good gaggle of guards needs a leader, so when we were first planning this set, I asked WizKids to add a Watch Captain to the list. The guy they came back with looked pretty cool, but I thought he was a bit too regular-looking to fully pull off the “captain” rank, so I busted him down. He’s now the Watch Officer, nervously looking over his shoulder for a future set that might include his direct superior.

Or perhaps he’s nervous about an attack from this next common, the mighty Orc Brute! WizKids did an awesome job with the set’s two orcs (the Orc Warrior, taken directly from the Pathfinder Bestiary illustration, is even better than this one). This guy is ready to knock your head off with a nasty club capped with a bunch of nails. If it came down to the fight between the Orc Brute and both of the Watch figures put together, my vote goes to the orc. As Wesley Snipes once famously said: “Always bet on green.”

That’s it for this week. With a full set of finished minis to show off, next week’s preview will be the cream of the crop. Let me know what you’d like to see, and I’ll be sure to add it to the list!

Erik Mona
Publisher

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Pathfinder Battles Preview: Spooky Salutations!

Friday, October 28, 2011

All-Hallow’s Eve is almost upon us, so I’ve decided to shake up the regular preview regime and show off a few spooooooooky Pathfinder Battles miniatures from the forthcoming Heroes & Monsters set, regardless of their distribution rarity within the set.

First up is the Zombie, one of the most iconic horror creatures of all time. We figured that most GMs would appreciate a horde of these undead critters, so we’ve placed him in the common rarity—the better to overrun your player characters, of course!

This guy was a real struggle to get right. The first digital sculpts we received had his hands in the air like he was some kind of dancing fool, but after a bit of tweaking I think he’s finally in a correct “grasp/lunge” sort of stance. The photo doesn’t quite do justice to the details on this figure. Parts of his skull and ribcage are peeking through holes in his rotted skin. Yuck!

Next up we have the Werewolf, a fearsome foe from myth and legend. This lupine horror lunges straight at your player characters with one set of claws up in the air for a killing strike! I especially like the way that the Werewolf still has remnants of his human outfit, such as the torn bits of his pants around the waist and the single leather bracer on his left hand. WizKids has also added a nice drybrushing effect to highlight the contours of the rare Werewolf’s fur. And though I don’t have a photo to show this week, gamers will be happy to know that the regular Wolf in this set has exactly the same color fur, meaning that you could use both miniatures to represent different stages of the Werewolf’s lycanthropy.

Lastly we have a creepy rare critter that you definitely don’t want showing up outside your door whispering “trick or treat.” Keeping the door shut won’t keep him out, because he is incorporeal and can walk right though! Beware, the Spectre!

Super-dedicated Pathfinder fans might notice that this Spectre miniature is not based on the Spectre illustration in the Pathfinder Bestiary. That’s probably OK, I reasoned, since the illustration of that creature in the Bestiary wasn’t originally a Spectre either, and its wispy bottom half and dwarf upper half didn’t strike the right pose for a miniature, anyway. Knowing that we needed a Spectre in our set, we looked through our entire art archive and pulled the best-looking “spectral dead” image we could find. Thus was born this nasty critter, who can double for just about any type of incorporeal undead in the game.

Yes, it would be an even cooler miniature if we’d figured out some way to incorporate transparent plastic into the figure, but for this first set we didn’t have the time to do that kind of trickery.

I’m happy to report that that isn’t the case for future sets, however, and plenty of creepy and cool minis with see-through bits are just over the horizon

So there you have it. Three of the creepiest minis from Heroes & Monsters, soon to be appearing on your gaming table. They won’t make it in time to share Halloween with you, but since they’re scheduled for a December release, I suggest making room for them at Christmas dinner.

I hear they’re ravenous.

Next Week: I reveal photos of some of the set’s amazing common creatures!

Erik Mona
Publisher

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All Hallows' Eve

Tuesday, October 25, 2011

Its that time of year again, and if you’re anything like me, its time to run a spooky and frightful Halloween-themed game for your players. This year, we here on the design team thought we would give you a few tricks and treats to bring to the game table.

Frightening Encounters

d%EncounterAvg CRSource
1–82d4 skeletons2Bestiary 250
9–131 dire wolf3Bestiary 278
14–191d3 giant spiders3Bestiary 258
20–221 vampiric mist3Bestiary 2 277
23–271 wight3Bestiary 276
28–331d3 dire bats4Bestiary 30
34–361d3 poltergeists4Bestiary 2 211
37–401 scarecrow4Bestiary 2 238
41–492d4 zombies4Bestiary 288
50–521d4 derro5Bestiary 70
53–541 giant crawling hand5Bestiary 2 59
55–571 skaveling bat5Bestiary 2 42
58–641d6 werewolves5Bestiary 198
65–671d3 gargoyles6Bestiary 137
68–721d6 ghouls6Bestiary 146
73–781 dullahan7Bestiary 2 111
79–831 flesh golem7Bestiary 160
84–881 ghost7Bestiary 144
89–941d6 mummies8Bestiary 210
95–1001 vampire9Bestiary 270

You will also find that a lot of these monster entries have other versions presented on the spread, such as the bat swam on the same page with dire bat, giving you even more options to use in your game. Of course, no Halloween game would be complete with a treat to go with such mean tricks.

Disguise Masks

Aura faint illusion; CL 5th
Slot none; Price 400 gp; Weight 1/2 lb.

Description

Appearing to be little more than a flimsy paper mask with a crude face painted on the front, this simple magic item changes the appearance of the wearer for 1 hour, as if under the effects of disguise self. The appearance of the wearer is random, and always over-exaggerated and slightly whimsical (granting only a +5 bonus on Disguise skill checks instead of the usual +10). After 1 hour, the wearer returns to normal and the mask crumbles away. To determine the wearer’s appearance, roll on the following chart.

d6Appearance
1Dwarf
2Elf
3Gnome
4Goblin
5Orc
6Skeleton
7Werewolf
8Zombie

Construction

Requirements Craft Wondrous Item, disguise self; Cost 200 gp

Exciting Taffy

Aura faint transmutation; CL 5th
Slot none; Price 500 gp; Weight

Description

This sugary taffy comes in a wide variety of fruit flavors. Unwrapping the taffy and chewing it is a move action for the first round, and a swift action on each round after that. Those who eat this taffy act as if under the effects of haste for as long as they chew it, up to 5 rounds. Each round after the first, however, they must make a DC 15 Fortitude save or lose the effects of the haste and instead become sickened for 1 hour. The DC of this saving throw increase by 1 each round that the taffy has been chewed in the past 24 hours (after the first round).

Construction

Requirements Craft Wondrous Item, haste; Cost 250 gp

We hope these fun rules spark your imagination this holiday weekend. Got a Pathfinder-themed event planned? Tell us about it in the comments thread of this blog.

Jason Bulmahn
Lead Designer

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Pathfinder Battles Preview: Uncommon Courtesy

Friday, October 21, 2011

I’m pleased to report that I have now seen preproduction samples of all 41 miniatures in the Pathfinder Battles Heroes & Monsters set, and I am thrilled with how they look! At long last we have discovered the “perfect” goblin skin tone, and the big meaty Ettin finally has the proper ink wash to make him a truly menacing brute. Things are really coming together, and folks around the Paizo office are blown away by the quality of the sculpts and paint jobs of the entire line. The commons in particular are amazingly impressive, with far better paint jobs than most gamers are used to at that rarity. WizKids has done a tremendous job both in the initial execution, and in keeping up with a bewildering amount of changes and suggestions from Paizo aimed at making these minis as close to perfect as possible.

To that end, we’ve been shaking up the rarity scheme a bit, so while I was planning to reveal the entire uncommon list today, we’re going to have to wait another week since a few minis are moving around and I don’t want to reveal anything that might change later.

But I do want to share some uncommon images with you! As I explained last week, we see the uncommon rarity as the perfect landing point for player character miniatures (the “heroes” in Heroes & Monsters). While everyone needs multiple orcs and goblins, you probably don’t need a whole army of human rangers or dwarf clerics or what have you.

Today’s blog shows off three of the uncommons (that won’t be changing rarities) no one outside the office has seen yet. Two of them are player character types, while the third is a creature you’ll use again and again.

Our first miniature this week is the Dwarf Fighter, a doughty dude in plate armor and a fancy winged helmet. If you’ve got a copy of the Inner Sea World Guide you probably recognize this guy from the back cover. He means business!

Next up is our Half-Elf Cleric, in this case a crusading warrior of Iomedae. I really like the way WizKids emblazoned her holy symbol on her tabard. And since she’s using a sword and wearing plate mail armor, this miniature easily doubles as a fighter or paladin.

Last up this week is a nasty Venomous Snake, whose image comes straight out of the Pathfinder RPG Bestiary. A bright red coat is nature’s way of saying “I am going to murder you,” and it’ll be fun to watch your players squirm like Indiana Jones when this little guy hits the table.

That’s it for previews this week! But here we are at the end of the post, and I can’t spoil that uncommon list I was planning to, and I feel terrible! So, in order to make up for this egregious slight, here’s a list of a few rares in the set that we haven’t previously announced!

Gargoyle
Half-Orc Barbarian
Spectre
Werewolf
Minotaur
Ogre

There are a lot more rares than that, but I’ve got to hold onto some of my cards. The set doesn’t come out until December, and we’ve got plenty more blogs to go before the set releases!

So let me know if there are other topics you’d like me to cover on these Friday blogs, and I’ll do my best to do so!

Cheers!

Erik Mona
Publisher

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The Beginner Box Bash!

Thursday, October 20, 2011

Looking for a chance to check out the Pathfinder Roleplaying Game Beginner Box and celebrate the biggest Pathfinder RPG release since the Core Rulebook? Then you’ll want to head to your local game store for the Beginner Box Bash!

Venture-Captains across the world are organizing gaming days on October 29th and 30th to bring together Pathfinder players, debut the Beginner Box, teach new gamers how to play, and introduce players new and old to the Pathfinder Society Organized Play Program. The day’s events include four new, one-hour quests highlighting the Beginner Box characters and rules. Special Beginner Box Bash punch cards allow players to keep track of their adventures and learn more about the Pathfinder RPG and Pathfinder Society. Those who complete all four adventures will receive a special reward: a Pathfinder Society Chronicle sheet to welcome them into the Pathfinder Society (or to enhance any existing Pathfinder Society character).

Ready to find out where and on what day the Beginner Box Bash is happening in your area? Just check for your region on our Beginner Bash page for all the locations currently signed up. This list is still expanding, so be sure to check back for updates as we get closer to the weekend of the 29th. Additionally, if you’re a game store owner, or want to get your local game store involved in the Beginner Box Bash, there’s still time! Please contact your regional Venture-Captain for details.

As always, we couldn’t pull off such an exciting event without the help of all of our amazing Pathfinder Society Game Masters. We know our Game Masters’ time is valuable, and we want to thank them in advance for all their effort. To show our appreciation, all Game Masters who run four events during the Beginner Box Bash can expect their own special Pathfinder Society Chronicle sheet. If you’re a Pathfinder Society Game Master interested in running games at your local Beginner Box Bash, please contact your local Venture Captain for details.

Thanks to everyone for all their enthusiasm and support for the Pathfinder Roleplaying Game Beginner Box, and we’ll see you at the Beginner Box Bash on October 29th and 30th!

Mike Brock
Pathfinder Society Campaign Coordinator

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Beginner Box Add-On Content is Live!

Thursday, October 20, 2011

You’ve heard all about it, you’ve seen the unboxing, and pretty soon you’ll have your hands on your own copy of the highly awaited Pathfinder Roleplaying Game: Beginner Box. But why wait for your first look at the Beginner Box now that paizo.com/beginnerbox is live?!

Just follow the link, or click on the new logo to the top left of this page, to head on over to the Beginner Box page, where you’ll find tons of details on the box itself, Wizkids’ Pathfinder Beginner Box Heroes Miniatures Set, pregenerated characters and character sheets, new Beginner Box discussion forums, and two free expansion PDFs packed with new content for players and Game Masters alike. In the first of these PDFs, the Beginner Box Player Pack, heroes will find new abilities, feats, skills, and equipment for every Beginner Box class, as well as a completely new base class, the barbarian, who storms into adventure with a brutal new way to play. In the Beginner Box GM Kit, Game Masters will find new monsters and magic items, a complete new adventure, and details on how to expand their adventures beyond the Beginner Box experience.

Whether you’re just starting out or you’ve been gaming since the beginning, whether you’ve already charged into adventure or you’re just ready to find out what the Pathfinder Roleplaying Game: Beginner Box is all about, check out paizo.com/beginnerbox for all the news and new content you’ll need to make someone’s first fantasy roleplaying adventure as thrilling and memorable as your own.

Wes Schneider
Managing Editor

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Advanced Race Guide Playtest Wrap-Up

Tuesday, October 18, 2011


Illustration by Scott Purdy

Today is the final day of the Advanced Race Guide playtest. If you haven’t posted your comments on the playtest document, get them on the playtest messageboard today.

I want to thank everyone who participated in the playtest and commented on the first iteration of the race builder. Your feedback is going to help us improve the system so that we can make a truly excellent tool for GMs to build races for any Pathfinder game.

So what did we learn from the playtest? A lot of things! Here are some of the highlights.

First off, as we suspected, some of our initial pricing was off. While costing all of the core races at 10 points in the system helped us create a rough baseline for standard races, it also created some problems with individual racial ability and trait costing. Some abilities were too cheap and others were too expensive. Those abilities are being reexamined and the values will be more balanced and intuitive in the final race builder.

Second, we learned that we needed to open up some of the prerequisites and expand the options presented the final race builder. Many people pointed out that the Tiny size option being limited to the fey type was far too restrictive. A number of playtesters had some really interesting ideas that required Tiny creatures of types other than fey. My personal favorite was the idea that many of you had to create a race of toy solider constructs. On a related note, we learned that may of you were very eager to make dragon-type races, not just dragon-themed races using the humanoid or monstrous human type. You can expect to see the ability to create dragon-type races in the final document.

Some of the best feedback from the playtest came in the form of the actual races that the participants built and the suggestions of racial abilities that folks came up with. Reading through those fun and exciting race builds, comments on those builds from other playtesters, and the very long wish list of racial abilities that people wanted to see gave us lot of ideas for expanding the system. We are looking forward to seeing any additions you post today.

Stephen Radney-MacFarland
Designer

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Pathfinder RPG Beginner Box Preview!

Thursday, October 6, 2011

The Pathfinder RPG Beginner Box is scheduled for an October 26th release! The very first copies arrived here at the Paizo offices just this week, and we’re thrilled with how great the product looks, and how much value we managed to pack into the box.

But don’t take my word for it! Take a look at the embedded video below, in which I open a copy of the Beginner Box and show off its shiny new contents!

We’re enormously proud of the work our team put into this introductory boxed set, and we can’t wait to introduce a new generation of gamers to the fun and excitement of tabletop RPGs!

We’ll keep watch on the comment thread below throughout the day, and we’ll do our best to answer any questions you may have about the Beginner Box’s contents, goals, or really anything to do with the product. So take a quick look and let us know what you think!

Erik Mona
Publisher

PS: I recently had a chance to sit down for an interview with the fine folks over at the Know Direction Pathfinder podcast. We talked a lot about the Beginner Box, as well as the Pathfinder Beginner Box Heroes prepainted miniatures from WizKids, which are scheduled for a November 9th release. Give the podcast a listen for even more information about our exciting plans for the future!

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Advanced Race Guide Playtest

Tuesday, October 4, 2011


Illustration by Francesco Graziani

For over two years now, we've released a plethora of new classes, feats, spells, and other options for your character, but the one area we've never really explored too deeply is races. The Advanced Race Guide is going to change all that with a bunch of new races explored in detail and new options and tools based specifically on your character's race.

Included in this mighty tome is a system for building your own race, using a simple point-based mechanic. While this won't be legal for Pathfinder Society Organized Play, this system will allow players and GMs to add new and innovative races to their game, as well as to add some of the more monstrous options to the party roster. Building a system like this is not easy, and balancing it is even trickier, which is why we want you to playtest this system early and give us your thoughts, opinions, and suggestions for making it better.

This system is available now. Go grab the document right here and read through it. Build a race or two and introduce them to your game. Post your ideas and feedback to the Advanced Race Guide Playtest Board. Make sure to add your custom races to the New Races thread. This playtest will be open for the next two weeks. We look forward to seeing what you come up with.

Jason Bulmahn
Lead Designer

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Combat Maneuvers and Weapon Special Features

Tuesday, September 27, 2011

Page 199 of the Pathfinder RPG Core Rulebook says, “When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver.” That last sentence implies that some weapons apply their bonuses on combat maneuver checks, and some do not. So how do you know which weapons do? The answer depends on what kind of combat maneuver you’re attempting, and in some cases what kind of weapon you’re using.

Disarm, sunder, and trip are normally the only kinds of combat maneuvers in which you’re actually using a weapon (natural weapons and unarmed strikes are considered weapons for this purpose) to perform the maneuver, and therefore the weapon’s bonuses (enhancement bonuses, feats such as Weapon Focus, fighter weapon training, and so on) apply to the roll.

For other maneuvers, either you’re not using a weapon at all, or the weapon is incidental to making the maneuver and its bonuses shouldn’t make you better at attempting the maneuver. For example, just because you have a +5 greatsword doesn’t mean it gives you a +5 bonus on dirty trick checks (Pathfinder RPG Advanced Player’s Guide 320), and just because you have a +5 dagger doesn’t mean it gives you a +5 bonus on grapple checks. Of course, the GM is free to rule that in certain circumstances, a creature can apply weapon bonuses for these maneuvers, such as when using a sap in a dirty trick maneuver to hit an opponent in a sensitive spot.

There is a special exception to the above rules. If you’re using a weapon with the trip special feature, and you’re attempting a drag or reposition combat maneuver (Advanced Player’s Guide 321–322), you may apply the weapon’s bonuses to the roll because trip weapons are also suitable for dragging and repositioning (this also means we don’t have to add “drag” and “reposition” weapon properties to existing weapons).

Additionally, the polearm master fighter archetype (Advanced Player’s Guide 106) has an ability called sweeping fend that allows the fighter to use any spear or polearm to make bull rush or trip maneuvers. For the bull rush, this is a specific exception that overrides the general rule of “weapon bonuses don’t apply on bull rushes.” For the trip, the text as written is redundant because anyone can already use a weapon as part of a trip attempt, so giving the polearm master this ability has no effect. This ability needs to be updated as follows.

Update: On page 106 of the Advanced Player’s Guide, Polearm Master, Sweeping Fend ability, delete the second sentence. Replace the first sentence with “At 13th level, a polearm master can use any spear or polearm to make bull rush maneuvers, though he takes a –4 penalty on combat maneuver checks when making such attempts. When using a spear or polearm to make a trip maneuver, he treats these weapons as if they had the trip weapon feature.”

Sean K Reynolds
Designer

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Stealth Playtest, Round Two

Tuesday, September 20, 2011


Illustration by Christian Pearce

In case you missed it, a few weeks ago the Pathfinder design team previewed some changes we were considering making to the Stealth skill. Like any design endeavor, game design benefits from iteration. After letting all of you playtest the rules and let us know what you thought of the first draft, we went back to the drawing board and made some changes based on that fantastic feedback.
In this round of playtesting, you'll find that we've cleared up some action issues. We have opened up the possibilities for using standard actions with the Stealth skill, as long as those standard actions do not attack creatures. In this way, the Stealth skill mirrors the rules found in the invisibility spell; at least as far as what actions you can attempt while you are hidden without automatically ending that condition.

Speaking of hidden, while we have kept the invisible condition, and have even strengthened the wording on that condition a bit, we have also created a lesser, connected condition called hidden. You gain the hidden condition when you benefit from Stealth, and you gain the invisible condition when you use a spell or effect that makes you visually undetectable, like the invisibility spell. Hidden is the base condition, and invisible is an upgrade of that condition.

Lastly, we have added some small language changes to explain how the hidden condition interacts with some universal monster rules dealing with senses—specifically blindsense, blindsight, scent, and tremorsense.
Just like the last round of playtesting, keep in mind that these changes are not yet official. While you are free to use them in your home game—and we would like you to do so—these changes are not yet ready for Pathfinder Society play. This time around we are going to give you two weeks to playtest and comment on these proposed changes, so tell us what you think sometime before October 3rd. We'll announce the final version in the Design Tuesday blog sometime after the playtest is completed, and make changes to the rules using the Pathfinder RPG FAQ system.

Stealth

(Dex; Armor Check Penalty) You are skilled at avoiding detection, allowing you to slip past foes or strike from an unseen position. This skill covers hiding and moving silently.

Check: Your Stealth check is opposed by the Perception check of anyone who might notice you. Usually a Stealth check is made at the start of an action when you have some kind of cover (except for soft cover) or concealment. You cannot spend a free action to initiate Stealth, but if you spend a free action while under the effects of Stealth, you must make a new Stealth check to continue its effects. You can always spend a swift action to stay immobile and make a Stealth check. You can move up to half your speed and use Stealth at no penalty. When moving at a speed greater than half your speed and up to your normal speed, you take a –5 penalty on the Stealth check. It's usually impossible to use Stealth while taking an immediate action, a full-round action, or any action to make an attack, unless you are subject to greater invisibility or a similar effect, or you are sniping (see below). When you make your Stealth check, those creatures that didn't succeed at the opposed roll treat you as hidden until the start of your next action or until the end of your turn if you do not end your turn with cover or concealment. You are not hidden from creatures that are observing you (creatures that you didn't have cover or concealment from) or that succeed at the opposed check.
A creature larger or smaller than Medium takes a size bonus or penalty on Stealth checks depending on its size category: Fine +16, Diminutive +12, Tiny +8, Small +4, Large –4, Huge –8, Gargantuan –12, Colossal –16.

Attacking while Hidden: Usually, making an attack against a creature ends the hidden condition. For purposes of Stealth, an attack includes any spell targeting a foe or whose area or effect includes a foe. Actions directed at an unattended object do not end Stealth. Causing harm indirectly is not an attack. If during your last action you were hidden to a creature, you are still considered hidden when you make the first attack of that new action.

Other Perception Checks: If a creature makes a Perception check as a move action to notice a hidden creature, the DC of the Perception check is the hidden creature's last Stealth check. This is also the case if a creature makes a Perception check to notice a hidden creature because the perceiving creature is entering an area where it could possibly notice a hidden creature.

Sniping: If you already are hidden to a target and you are at least 10 feet away from that target, as a standard action, you can make one ranged attack against that target and immediately make an opposed Stealth check to stay hidden. You take a –20 penalty on your Stealth check when attempting to snipe.

Creating a Diversion to Hide: You can use Bluff to allow you to use Stealth. If you do not have cover or concealment, as a swift action, you can attempt a Bluff check opposed by the Sense Motive of opponents that can see you. If you are successful, you are considered to have concealment from those creatures (but you do not gain the percent miss chance from concealment) until the end of your next action, you make an attack (as defined in the Attacking while Hidden section, above), or the end of your turn, whichever happens first.

Action: Usually making a Stealth check is not an action. Using Stealth is part of the action you are taking.

Special: If you are subject to the invisibility or greater invisibility spells or a similar effect, you gain a +40 bonus on Stealth checks while you are immobile, or a +20 bonus on Stealth checks while you're moving. If you have the Stealthy feat, you get a bonus on Stealth checks (see Chapter 5).

Conditions

Hidden: You are difficult to detect but you not invisible. A hidden creature gains a +2 bonus on attack rolls against sighted opponents, and ignores its opponents' Dexterity bonus to AC (if any). You do not have line of sight to a creature or object that is hidden from you.

Invisible: Invisible creatures are visually undetectable. An invisible creature or object gains the benefits of the hidden condition. An invisible object or creature gains total concealment.

Universal Monster Rules

Blindsense (Ex) Using nonvisual senses, such as acute smell or hearing, a creature with blindsense notices things it cannot see. The creature usually does not need to make Perception checks notice hidden creatures or to pinpoint the location of an invisible creature within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent the creature cannot see still has total concealment from the creature with blindsense, and the creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see.
Format: blindsense 60 ft.; Location: Senses.

Blindsight (Ex) This ability is similar to blindsense, but is far more discerning. Using nonvisual senses, such as sensitivity to vibrations, keen smell, acute hearing, or echolocation, a creature with blindsight maneuvers and fights as well as a sighted creature. invisibility, darkness, and most kinds of concealment are irrelevant, as is the hidden condition, though the creature must have line of effect to a creature or object to discern that creature or object. The ability's range is specified in the creature's descriptive text. The creature usually does not need to make Perception checks to notice creatures within this range. Unless noted otherwise, blindsight is continuous, and the creature need do nothing to use it. Some forms of blindsight, however, must be triggered as a free action. If so, this is noted in the creature's description. If a creature must trigger its blindsight ability, the creature gains the benefits of blindsight only during its turn.
Format: blindsight 60 ft.; Location: Senses.

Scent (Ex) This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.
When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When it is within 5 feet of the source, the creature pinpoints the source's location or notices a hidden creature.
A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
Format: scent; Location: Senses.

Tremorsense (Ex) A creature with tremorsense is sensitive to vibrations in the ground and can automatically notice hidden creatures and objects as well as pinpoint invisible creatures and objects in contact with the ground. Aquatic creatures with tremorsense can also sense the location of creatures moving through water. The ability's range is specified in the creature's descriptive text.
Format: tremorsense 60 ft.; Location: Senses.

Stephen Radney-MacFarland
Designer

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The Most Dangerous Site in Gaming

Monday, September 19, 2011

About a decade ago, the unwritten rules for success in the tabletop roleplaying game industry were rewritten by the most dangerous man in gaming. Ryan Dancey, then a vice president at Wizards of the Coast, championed the idea of "open gaming." This idea was clearly crazy. Take the crown jewels of the most popular roleplaying game in history and give them away to your competition, for free? Madness!

In retrospect, it was not so crazy after all. That decision changed the entire industry. Hundreds of publishers, including Paizo, have since taken advantage of Ryan's foresight. The core innovation was the OGL, the Open Gaming License, but the real meat was in the SRD: the System Reference Document, the rules you actually needed to play the game.

The original SRD was a collection of exported Microsoft Word documents. The rules you needed were in there, but it wasn't very user friendly. Over the years, fans have taken it upon themselves to organize and hyperlink that content, earning the enduring gratitude of countless gamers.

When Paizo launched the Pathfinder Roleplaying Game, we stood on the shoulders of the giants who came before us. Open gaming is at the heart of everything we do. What better way to help the fans play their favorite game than to publish the rules, for free, in an accessible and hyperlinked format? And so, the PRD was born: Pathfinder Roleplaying Game Reference Document.

We take our commitment to open gaming seriously, so we update the PRD with the open content from each of our new rulebooks. For the release of Pathfinder RPG Ultimate Combat, we decided to put a little extra into our revision. Take a look at the new Pathfinder Reference Document. Now look at it using your phone, or your iPad. Notice anything different? That's right, it doesn't suck anymore! We've put a lot of effort into making it as useable as possible.

I hope this latest presentation of the rules to the world's best roleplaying game makes lots of people happy. Happy people have a way of becoming happy customers, and that's the key to our ability to keep on producing great content for your game.

P.S. The current PRD consists of over 2,000 files and more than 50,000 hyperlinks and is produced by tiny robots from our original InDesign documents, so there are bound to be some problems. Please post here if you find any.

Gary Teter
Software Developer

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Beginner Box Sneak Preview

Tuesday, September 6, 2011

Learning to play the Pathfinder Roleplaying Game is about to get easier than ever before, as in just a few short weeks the Pathfinder Roleplaying Game: Beginner Box hits the shelves of a game store near you! With the imminent release of this mighty boxed set—filled to bursting with easy-to-master rules, multiple adventures, creature tokens, dice, a Flip-Mat play surface, pregenerated character sheets, tons of tools to start building your own campaign, and much, much more—here's the first of several previews to whet your appetite for innovative new ways to tell the stories you've always wanted to tell and bring the adventure of tabletop roleplaying to whole new audiences.

To start things off, check out a few pages from the Bestiary chapter of the new Game Master's Guide, or one of the four pregenerated character sheets included in the set, this one detailing everything you'll need to play the dauntless cleric Kyra.

Game Master's Guide Bestiary Preview: From the heart of the Beginner Box's 94-page Game Master's Guide, here are eight fearsome and familiar foes, exhibiting just a hint of their streamlined rules, and proving that easy to use doesn't mean any less deadly. Download the PDF preview (1.6 MB zip/pdf)

Cleric Pregenerated Character Sheet Preview: What good is a pregenerated character if you don't know how to use it? Check out a complete Beginner Box pregenerated character sheet, designed to not only allow players to dive into the action immediately, but also explain each key ability and character feature at a glance, making sure players are spending their time adventuring, not looking up rules. This sample sheet is only one of four included in the Beginner Box. Download the PDF preview (1.8 MB zip/pdf)

The Pathfinder Roleplaying Game: Beginner Box releases this October, but be sure to check back right here in the coming weeks for more details, discussions, and exciting revelations about the newest and most exciting way to learn and play the Pathfinder RPG!

Wes Schneider
Managing Editor

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Free Stuff on Our Website!

Thursday, September 1, 2011


Check out our Community Use Package!

So some of you may or may not know that we updated some parts of our Community Use Package the other day. Some of you may or may not know what that even means, which is a darn shame, since we put out some really cool, really free stuff that people don't even know about. In addition to the Player's Guides for each new Adventure Path we put out every six months, below is a list of some neato things that we put on our site that you can use for free under our Community Use Policy.

Pathfinder Roleplaying Game Reference Document
At Gen Con, I realized that a lot of people didn't know that you don't even need to buy most of our products to enjoy them, and that we put up all our rules on our own website for free. It's kind of this insane marketing scheme we have, where we like our customers so much that we give you all the rules you need to play our game for free, and it totally works. It's called the Pathfinder Roleplaying Game Reference Document, and it's a giant archive of all our rules, so that you can play the game without even opening your book up. It's searchable, official, totally free, and updated often.

Community Use Package
The Community Use Package consist of files we provide freely on our website, including big ol' maps of our world, symbols to put on your own maps, character sheets, and other cool icons and logos to use as you may. We're pretty down with our fans using things we make to express their appreciation for our products, and you can use a lot of our campaign setting stuff for your own needs as long as you comply with our Community Use Policy.

Pathfinder Society Introductory Scenarios
Pathfinder Society Organized Play is getting pretty popular. We just kicked off Season 3 of Pathfinder Society a couple months ago, and to commemorate the event we released three free full-length scenarios to introduce new and veteran players alike to the exciting world of our organized play campaign! Scroll down to the bottom of the linked page here and check them out! In addition, you can get yourself a free copy of the Guide to Pathfinder Society Organized Play on our website as well.

Free RPG Day
If you don't know about Free RPG Day already, you've been missing out. But that's okay! Because you can still download the products we release on these esteemed occasions on our website. Our last Free PRG Day product was the module We Be Goblins, which is an absolute blast, and in the past we've put out the much-acclaimed Master of the Fallen Fortress module and the Pathfinder RPG Bonus Bestiary, which includes plenty of baddies to throw at your players.

Patrick Renie
Developer

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Encounters with Flying Cats

Tuesday, August 30, 2011


Fresh meat! We have to keep the cave raptors downstairs fed!

Hi there! My name is Meredith Kniest, and I'm the latest edition of the Paizo Intern. I've been asked to explain a bit about myself and my experience at Paizo so far, which frankly is an awesome relief from staring at Excel spreadsheets. Oh, the joys of interning.

I'm currently a senior at the University of Washington studying English and French. After having scoured internship postings in the greater Seattle area for months, and with gloomy national job forecasts echoing about my brain in the available space between Shakespeare and Balzac, I was beginning to resign myself to a long and dismal job search. That's when I came across Wesley's ad for an editing internship with Paizo. With a peculiar amount of trepidation did I apply—after all, the closest I've ever come to playing a tabletop RPG was creating fantasy adventures for my little brother using Playmobil people and Lincoln Logs, long ago, in the dusty days before Zelda took her first three-dimensional step, when Doug was the best show on television.

Three weeks into the position, I've learned a great deal about the Pathfinder universe, though I still feel like the greenest noob since Leeroy Jenkins, especially around the other Paizo employees, whose daily conversation—Hey, have we ever used flying cats as monsters? and Do we have a rule for wading through water?—flits by my ears like Miles Davis at a fifth-grade band concert.

My first intern assignment is to continue a job begun by interns of yesteryear: cataloging all of the Pathfinder rules not included in the Core Rulebook.

Yes, ALL of them.

It took me a couple of days to comprehend the daunting scale of this task. It's doubtful that it will be finished by me. Or by anyone, ever. I was discouraged, I won't lie. I had hoped to really wow my new employers with amazing ninja cataloging skills. (Hey, I take pride in my work. It keeps me going after caffeine has worn off.

However, I've been finding solace and diversion in the compelling, sometimes morbid storytelling that seems to make Pathfinder unique. I'm used to video game storytelling. Pathfinder is on a whole new, deeper, infinitely more variable and complex level than video games are capable of. Often I completely forget to catalog a rule or a stat block because I'm gripped by the lycanthropy of Duristan Silvio Ariesir or the perversions of the Runelords of Runeforge.

Feel free to send me your prayers, your derision, or any obscure Pathfinder rules you can think of. I'll be here, reading about the Blood Veil in Korvosa and, possibly, forgetting to do my job.

Meredith Kniest
Editorial Intern

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Stealth Playtest

Tuesday, August 23, 2011


Illustration by Yngvar Apslund

Here at Paizo, the design team has a host of challenges. Some of the greatest challenges come when dealing with the rules of our game that don't work as well as we would like. For a number of weeks we have been talking about the issues concerning the Stealth skill. Over the course of those conversations we have come up with many ideas to improve this skill and make its use both clearer and more playable.

So, here is our crazy idea: We are thinking about just rewriting the skill. This is our first stab at a rewrite, but before we make any definitive change, we want to unleash our crazy ideas to you—the Pathfinder players—to poke holes in, give us input on, and playtest. The following changes to the Stealth rules are by no means final, nowhere near official, and definitely not usable in Pathfinder Society. They're here for you to read, think on, playtest, and then for you to give us feedback. We will be listening for the next week. Have fun!

Stealth

(Dex; Armor Check Penalty)
You are skilled at avoiding detection, allowing you to slip past foes or strike from an unseen position. This skill covers hiding and moving silently.

Check: Your Stealth check is opposed by the Perception check of anyone who might notice you. Usually a Stealth check is made at the start of a free, move, or swift action when you start that action with either some kind of cover (except for soft cover) or concealment. You can always spend a swift action to stay immobile and make a Stealth check. You cannot spend a free action to initiate a Stealth check, but if you spend a free action while under the effects of Stealth, you must make a new Stealth check in order to continue the effects of Stealth. You can move up to half your normal speed and use Stealth at no penalty. When moving at a speed greater than half and up to your normal speed, you take a –5 penalty. It's usually impossible to use Stealth while taking an immediate action, standard action, or a full-round action, unless you are subject to greater invisibility or a similar effect, you are sniping (see below), or you are using a standard action to ready an action. When you make your Stealth check, those creatures that didn't succeed at the opposed roll treat you as invisible until the start of your next action or until the end of your turn if you do not end your turn with cover or concealment. When you use Stealth, creatures that are observing you (creatures that you didn't have cover or concealment from) or that succeed at the opposed check do not treat you as invisible.

A creature larger or smaller than Medium takes a size bonus or penalty on Stealth checks depending on its size category: Fine +16, Diminutive +12, Tiny +8, Small +4, Large –4, Huge –8, Gargantuan –12, Colossal –16.

Attacking from Invisibility: Usually making an attack against a creature ends the invisible condition. If during your last action were invisible to a creature, you are still considered invisible when you make the first attack of that new action.

Other Perception Checks: If a creature makes a Perception check as a move action to notice an invisible creature, the DC of the Perception check is the invisible creature's last Stealth check. This is also the case if a creature makes a Perception check to notice an invisible creature because the perceiving creature is entering an area where it could possibly notice an invisible creature.

Sniping: If you already are invisible to a target and you are 10 feet from that target, as a standard action, you can make one ranged attack against that target and immediately make an opposed Stealth check to stay invisible. You take a –20 penalty on your Stealth check when attempting to snipe.

Creating a Diversion to Hide: If you do not have cover or concealment, as a standard action, you can attempt a Bluff check opposed by the Perception of opponents that can see you. On a success, you become invisible to those creatures and can move up to half your speed. When you do this, you take a –10 penalty on the Bluff check.

Action: Usually making a Stealth check is not an action. Using Stealth is part of the action are taking.

Special: If you are subject to the invisibility or greater invisibility spells or a similar effect, you gain a +40 bonus on Stealth checks while you are immobile, or a +20 bonus on Stealth checks while you're moving. If you have the Stealthy feat, you get a bonus on Stealth checks (see Chapter 5).

Stephen Radney-MacFarland
Designer

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Illustration by Wayne Reynolds. Widescreen version here.

Ready for Combat!

Thursday, August 18, 2011

With Ultimate Combat fighting its way into eager hands, it's time to adorn your desktops with some appropriate wallpaper, featuring the ever-awesome art of Wayne Reynolds.

Christopher Carey
Editor

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Early Pathfinder RPG Product Previews

Tuesday, August 16, 2011

Just in case you missed the announcements and updates at Gen Con 2011, here's some news on the next few Pathfinder RPG products.

Pathfinder RPG Beginner Box


Pawns from the Pathfinder RPG Beginner Box.

The Beginner Box contains:

  • A 64-page player book with information on the cleric, fighter, rogue, and wizard classes up to level 5; skills; feats; equipment; and rules for combat, adventuring, and how to handle leveling up.
  • A 96-page GM book with a sample adventure; information on running the game; creating a campaign; 12 pages of magic items; 24 pages of monsters; a sample campaign starting area; and advice on building your own adventures.
  • Other materials such as a Flip-Mat, three pages of cardboard pawns for PCs and monsters (see photo for an example), pregenerated characters, and a blank character sheet.

When the Beginner Box is released, we'll have additional free online content for players (the barbarian class, new spells, new feats, and new rogue talents) and GMs (an adventure, more magic items, and more monsters). The Beginner Box directs players and GMs to look online for this additional content.

Bestiary 3

This 320-page book has 283 pages of monsters, including new monster categories such as clockwork, demodand, div, kami, and kyton (some of which are subtypes). If you're a GM running a high-level game, you'll find 36 monsters at CR 15 or higher (more than 20 of which aren't outsiders).

Advanced Race Guide

This comprehensive guide to rules on fantasy races includes 10 pages on each race in the Core Rulebook (including humans), six pages each on featured races such as aasimar, catfolk, goblins, orcs, and tieflings, two pages each on uncommon races such as duergar, gillmen, kitsune, and suli, and a 38-page chapter on designing your own balanced 0-HD races.

Ultimate Equipment

This is a collection of all the nonmagical and magical gear we've published, updated and all in one place, and that's only half of this book. It'll also include random magic item tables for everything in the book, with items sorted by slot to make it easier to finish up gear for PC and NPCs.

Sean K Reynolds
Designer/Developer

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Gen Con Announcement Recap!

Wednesday, August 10, 2011


ENnie Awards: Product of the Year
(for the Advanced Players Guide)

Whew... another Gen Con over and done with! We had a great time at the show, in no small part due to the incredible support of our fans and customers. You all are the BEST!

In a Gen Con filled with highlights, though, for me one of the most incredible moments came about 15 minutes after the Ennie Awards wrapped up, when we went up to the Pathfinder Society Organized Play room to announce to a room of several hundred gamers that we’d won. The uproar of cheers that filled the room when Erik climbed up on his chair and made that announcement was overwhelming. Pictured is one of those many awards—the trophy for Product of the Year (Advanced Player’s Guide) held up with an enormous room of hundreds of Pathfinder Society GMs and players in the background.

We also made a large number of announcements at Gen Con for products coming out in the months ahead. Most of these announcements can be found here and there on paizo.com, but I thought I’d group them all up here in this post so everyone can find out about them at once.

Pathfinder Roleplaying Game: Coming at the end of the year is Pathfinder Bestiary 3, followed next Spring by the Advanced Race Guide (a big hardcover book that’ll give you new options for ALL of the zero Hit Die races we’ve published to that point, as well as rules for building your own races of any power level), and then next Gen Con with Ultimate Equipment (a hardcover filled to the brim with new toys and magic items for any Pathfinder character).

Pathfinder Adventure Path: At long last, we’ve started the Jade Regent Adventure Path! But once you’re done traveling over the frozen Crown of the World and exploring Tian Xia, be ready next February for some good old-fashioned plundering and mayhem with the pirate-themed Skull & Shackles Adventure Path. And then, next Gen Con, we celebrate five years of Pathfinder and ten years of Paizo by returning to where it all began—the Shattered Star Adventure Path brings it all back to Varisia with a frantic search to be the first to recover and rebuild an ancient Thassilonian artifact—the original Sihedron Symbol—before it’s too late!

Pathfinder Campaign Setting: We sold out of the copies of Inner Sea Magic and Pathfinder Society Field Guide we brought to the convention! Coming in the future in this line is a trip to the north with Lands of the Linnorm Kings, a visit with the daemons and their overlords in Book of the Damned 3: Horsemen of the Apocalypse, our first real excursion into the lands of Tian Xia in the Dragon Empires Gazetteer, and an investigation of ten favorite beasties in Mythological Monsters Revisited. Then, next year, we’ll explore the other planets of Golarion’s solar system in Distant Worlds, look at the big guys in Giants Revisited, look to ancient empires with Lost Kingdoms, explore the pirate and monster infested Isles of the Shackles, and finally take a trip back home with Magnimar: City of Monuments.

Pathfinder Player Companion: After debuting Goblins of Golarion at Gen Con, we’re ready to finish out the three-part exploration of the faiths of the Inner Sea with Faiths of Corruption. Two months later, the Dragon Empires Primer gives players all they need to know to make characters from Tian Xia. And early next year, Pirates of the Inner Sea will finally let you unleash your inner buccaneer!

Pathfinder Modules: We’ll be heading back to Varisia even earlier than Magnimar: City of Monuments and the Shattered Star Adventure Path, though, with Feast of Ravenmoor, a low-level module set in the Varisian hinterlands. Two months later, test your mettle in The Ruby Phoenix Tournament, and then next January find out what our latest RPG Superstar winner, Sam Zeitlin, has in store for you in The Midnight Mirror!

Pathfinder Tales: Dave Gross’s trip into Tian Xia, Master of Devils, launched at Gen Con to great success. Later this year comes Death’s Heretic by Paizo’s own James L. Sutter, followed next year by Hugh Matthews’s Song of the Serpent and Tim Pratt’s City of the Fallen Sky.

Pathfinder Battles: After WizKids releases the initial set of prepainted plastic Pathfinder miniatures of Merisiel, Kyra, Valeros, and Ezren (Pathfinder Beginner Box Heroes, which ties into the upcoming Pathfinder Roleplaying Game Beginner Box), you can look forward first to the 40-miniature set of Heroes and Monsters, to be followed up later next year by the Rise of the Runelords set.

And finally... the announcement that I was the most excited for: a 420-page hardcover compilation of Rise of the Runelords, fully updated to the Pathfinder rules and expanded with new encounters and tons of new artwork, due for release at PaizoCon 5 next June!

James Jacobs
Creative Director

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It's HUGE

Thu, Aug 4, 2011 at 08:33 PM Pacific

Huge Pathfinder RPG poster!

Sean K Reynolds
Developer



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Meet the Iconics: Reiko

August 4, 2011

Reiko is the iconic character for the ninja class from Ultimate Combat. To read the story for Hayato, the iconic samurai, or Lirianne, the iconic gunslinger—both classes also featured in Ultimate Combat—click here and here.

Situated on the western coast of Minkai, Reiko’s home town of White Wave was a quiet fishing village, little more than a collection of shacks and cabins clinging to a steep cliff face overlooking the harbor. Crushed under oppressive humidity in the summer, the air thick with clouds of stinging flies and gnats, and subject to dangerous storms in the winter, White Wave had little to offer any lord, and thus little was demanded of it.


Illustration by Wayne Reynolds

All that changed when Reiko was twelve. Due to bureaucratic disputes and shifting borders between noble fiefdoms, White Wave fell under the control of a new lord—Entobe Hisashi—and this one had grand plans for the holding. The sea cliffs would be the perfect place for a new shrine, a series of shining towers that would please the gods and bring favor upon the Entobe family for generations. An ambitious project, it would take many hands to complete. And Lord Entobe knew precisely where to find them.

When Reiko thinks of her childhood, she no longer remembers searching through tide pools, or climbing high up the dangerous cliff walls to the sounds of her mother’s laughter and her father’s anxious scolding. Instead, she remembers the smell and taste of rock dust in her mouth, her fingernails smashed and bleeding from hauling rocks. She remembers the long hours of toil in the cruelly hot sun, carrying water for the townsfolk forced to cut stone in the quarry, their fishing dories left to rot in the harbor. Yet most of all, she remembers the faces of her parents growing steadily leaner as they made her take their rations of rice and soup.

For many months, the people toiled. Lord Entobe’s enforcers brooked no laziness—as they deemed it when the old or young keeled over from exhaustion—and punishments were severe. The village’s tiny graveyard filled quickly, and soon bodies began to wash up on the shore as townsfolk too exhausted to dig graves cast their deceased loved ones into the sea.

And then, seemingly overnight, the gods turned against the project. Shortly after dusk one night, three of the five tower foundations collapsed, killing one of the crueler taskmasters. Though it meant months more work, the people secretly took joy in the irony, and that joy sustained them as they began to clear away rubble and rebuild. Yet strange things kept happening to the necessary supplies. Tools were broken. Timbers rotted. Stone turned brittle, and rope frayed and snapped. Guards died in mysterious ways, always seemingly accidental. The fury and fear of the overseers and the architects was a wonder to behold, and the common folk secretly toasted whatever kami were responsible.

Only one house did not share in the amusement. Though they said nothing to her, Reiko could tell that her parents were tense, and the arguments that came through her walls after they thought she was asleep ran late into the night. And then one painfully hot summer evening, unable to sleep despite her exhaustion, Reiko left her room and found a black-clad figure crawling through a second-story window.

Before Reiko could scream, the figure was at her side, hand covering her mouth. And then the tight-fitting black cowl was removed, and Reiko was looking into the solemn eyes of her mother.

After that night, many things changed. Reiko learned that her mother was no shepherd girl from the inland fields, as she had always been told, but had instead grown up in the mountains as part of a clan of ninja, a deadly but honorable band of assassins and spies with a history going back hundreds of years. On the run after an ill-fated ambush, she hid out in the tiny village and fell in love with a simple fisherman—Reiko’s father. Despite her husband’s concern and disapproval, Reiko’s mother began to teach their daughter some of the secrets of the clan. Though she flatly refused to take Reiko on any of the solitary raids with which she plagued Entobe’s people, the two spent many hours together in the darkness, climbing the cliffs of White Wave, practicing with the swords her mother kept hidden in their rafters, and moving silently across rooftops and ship rigging. Reiko proved a capable student, and at last there was something to look forward to after days of backbreaking labor.

And then Reiko’s mother went too far. Caught in the act of sabotaging a stone-hauling cart, she killed several of the overseers before escaping back to their home. Immediately she hid her gear in the midden and put an end to her and Reiko’s midnight activities. But it was too late.

Furious, Lord Entobe himself came to the site, arriving in a grand procession of warriors, spellcasters—and investigators. The afternoon after his arrival, he halted construction and ordered the townsfolk to assemble. Reiko and her mother—both assigned to the task of serving tea to the guards for the day—stood at the back of the crowd, watching Entobe take the makeshift stage that had been erected in his honor.

Addressing the crowd, Entobe announced that the person behind the attacks had been discovered, and that the treachery in their midst would be ending. Then he held up a familiar object—the black mask belonging to Reiko’s mother, still damp and stained from the trash heap.

That was when the guards parted ranks to reveal Reiko’s father, bound at wrists and ankles. There was no mistaking the gash across his throat, nor the red stain trailing down his shirt.

Reiko shrieked and rushed forward, but her mother caught her shoulder and spun her around. Their eyes met.

“Run, little spider,” her mother said. Then a hidden blade dropped from her sleeve into her hand, and she leapt for the mob of guards on the stage.

Reiko ran. Using all the skills her mother had taught her, she slipped out of the village and away down the cliffs, evading Entobe’s guards and dogs. For days she ran along the sea’s edge, keeping to the stones at low tide to leave no prints or scent trails, until she was sure that she was far from Entobe’s holdings. Then she turned east, into the mountains, in search of her mother’s clan.

In the end, she found them—yet not in the way she expected. For Entobe had also uncovered her mother’s clan allegiance, and in a fit of pique had hired them to hunt down any remaining members of her family. One again, Reiko found herself on the run. And this time she didn’t stop until she was far, far to the west, on the shores of a strange land called Avistan.

Today, Reiko is a grown woman. Cool and aloof, quick with a cutting remark or withering glare, she’s nevertheless managed to get along for nearly ten years in a land where Minkai itself is a legend, and ninja are little more than exotic fairy tales. Though she’s studied with the most capable thieves and assassins in the region, Reiko has yet to find the carefully codified engagements of honor and subtlety that her mother spoke of, and grows tired of Avistan’s seemingly endless collection of brute highwaymen and lowbrow killers. Still, the lack of corrupt lords like Entobe in places like Andoran—her new nation of choice—is a small comfort, and she’s heard whispers that a secret branch of the Eagle Knights may be exactly what she’s looking for. Regardless of whether such rumors pan out, and despite a decade on foreign soil, Reiko still views her time around the Inner Sea as a training exercise. Someday soon, she’ll retrace her steps back to Minkai. And when she does, both the Entobe family and her mother’s traitorous clan will finally learn the magnitude of their mistake.

Liz Courts
Webstore Specialist

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Ultimate Combat Preview #3

Tuesday, August 2, 2011

We are just a few short days away from the release of Ultimate Combat and many of the subscribers already have copies of this mighty battle tome on the way to their doorsteps. For those of you not so lucky, let's take a look at some of the other great material you can expect to find inside.

Aside from the plethora of archetypes and feats, this book has a lot of other great rules and subsystems for you to use in your game. There are pages and pages of new weapons, eastern weapons, gladiator weapons, primitive weapons, and firearms. Of course, in addition to a good trusty nine-section whip, you will also find a host of armors and few new materials. For example, take a look at what you get out of that expensive golden sword.

Gold: Typically only used for ceremonial weapons and armor, metal equipment made from gold is fragile, heavy, and expensive. Often golden armor is gold-plated rather than constructed entirely from gold. The rules below are for the rare item constructed entirely of gold rather than being gold-plated.

Gold-plated items triple the base cost of weapons and armor and have the same properties as the item the gold is plating. Items constructed purely of gold cost 10 times the normal cost for items of their type. Gold items weigh 50% more than typical weapons or armor of their type.

Weapons: Gold is often too soft to hold a decent edge, but light weapons that do piercing or slashing damage can be constructed of gold or some nearly gold alloy. They take a –2 penalty on damage rolls (minimum 1 damage).

Gold weapons have a hardness of half their base weapons’ and also have the fragile quality.

Armor: Gold can be fashioned into light or medium metal armor. The softness and the weight of the metal decrease the armor/shield bonus by 2, and increase the armor check penalty by 2. Gold armor has a hardness of 5.

As you can see, not exactly the best material for making weapons or armor, but you sure do look pretty using it. Speaking of which, the one area where you really want to impress those watching your battle skills is the arena. Ultimate Combat has an extensive system for handling combat in the arena. Getting the crowd on your side in this sort of struggle is just as important as avoiding the giant hammer swinging toward your head. These checks work much like the Diplomacy skill, but with some very different results. Take a look at the two ends of the spectrum.

Hostile: The crowd does not like what it is seeing. Hostile crowds demoralize combatants in a performance combat. In these battles, while the crowd is hostile toward a given side, those combatants take a –2 penalty on all attack rolls, combat maneuver checks, ability checks, skill checks, and saving throws. This is a mind-affecting effect.

If the crowd is hostile toward a side of the combat and a member of that side fails a performance combat check by 5 or more, that side automatically loses the performance part of the combat. This can be important for the story of the game, or if the PCs are participating in serialized performance combats.

Helpful: The crowd loves what it is seeing from a given side. Audience members stand up, chant, cheer, and scream for the combatants to push on toward ultimate success. A helpful crowd grants its chosen champions a +2 morale bonus on all attack rolls, combat maneuver checks, ability checks, skill checks, and saving throws. This is a mind-affecting effect.

If the crowd is helpful toward one side of the combat and a member of that side succeeds at a performance combat check, that side gains a victory point.

Winning the crowd is vital if you want the emperor to give you that all-important thumbs-up at the end of the bout. If things do go poorly, it's best to hop on the nearest boat, wagon, or airship and get out of town. This is where vehicle combat comes into play. Lucky for you, there is an entire chapter devoted to the subject, including ramming, maneuverability, and plenty of checks to make sure your speeding wagon does not go off a cliff. There are even a large number of stat blocks for different types of vehicles. This one is bound to be popular.


Illustration by Dmitry Burmak

Alchemical Dragon

Colossal air vehicle
Squares 60 (20 ft. by 75 ft.); Cost 100,000 gp

Defense

AC 2; Hardness 5
hp 900 (449)
Base Save +0

Offense

Maximum Speed 100 ft.; Acceleration 30 ft.
CMB +8; CMD 18
Ramming Damage 8d8

Description

This ship is made of wood and is usually crafted in the shape of a dragon. It is held aloft purely by its alchemical engine, a complicated and dangerous device that has a tendency to explode when the vehicle becomes wrecked. When this happens, if the alchemical dragon has a driver, that driver can make a DC 30 driving check as an immediate action. If the check fails, the alchemical engine explodes, dealing 10d10 points of fire damage to all objects and creatures within a 60-foot radius of the alchemical engine. A DC 20 Reflex save halves the damage. An alchemical dragon can carry up to 20 tons of cargo or 70 passengers.

Propulsion alchemical (6 squares of alchemical engines in the middle of the ship; hardness 8, hp 120)
Driving Check Craft (alchemy) or Knowledge (arcana) +10 to the DC
Forward Facing the ship’s forward
Driving Device steering wheel
Driving Space the nine squares around the steering wheel that sits at the front of the ship
Crew 10
Decks 1
Weapons Up to 6 Large direct-fire siege engines in banks of 3 positioned on the port and starboard sides of the alchemical dragon, or up to 4 Huge direct-fire siege engines in banks of two on the port and starboard sides of the ship. The siege engines may only fire out the sides of the ship they are positioned on. They cannot be swiveled to fire toward the forward or aft sides of the ship.

I can think of a number of villains that would love to have one of these, and even more PCs that would want to take it from them.

Well, that about wraps up the previews for Ultimate Combat. There is a lot more to find and discover on your own, including expanded rules for duels, siege weapons, combat spells, and so much more. You’ll be able to get your hands on this book any day now. I am sure we will see many of you grabbing your copies at Gen Con later this week. See you there.

Jason Bulmahn
Lead Designer

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Meet the Iconics: Lirianne

Thursday, July 28th, 2011

Lirianne is the iconic character for the gunslinger class from Ultimate Combat. To read the story for Hayato, the iconic samurai—another class featured in Ultimate Combatclick here.

Shieldmarshal Dahmok's greatest failing was teaching his middle daughter to read. After the loss of their mother, a lively but capricious elven explorer who viewed ten years and three children as a "fling," he had hoped to rear homebody children. Even with their halfblood status stretching the years he spent with his treasured children, the old marshal shuddered at the knowledge that one was already slipping away.

Illustration by Wayne Reynolds

While older Suzeressa took to the practical household arts and younger Milliceene pursued a love of natural sciences, middle-born Lirianne lost herself for hours at a time in tales of shining knights, devious fairies, and mighty dragons—all subjects absent from her homeland of Alkenstar. Raised among bricks, smoke, and bureaucracy, the young half-elf dreamed of the life of adventure and fantasy promised by the collection of fairy tales left by her absent mother and her own ever-growing library of penny dreadfuls. Naturally, she aspired to follow in her father's footsteps and become a shieldmarshal, protecting Alkenstar from the hostile giants and hideous mutations of the Mana Wastes. Preferring to keep his little girl safe at home, Dahmok calmly explained she could never become a shieldmarshal, running with the first excuse he could come up with—that her beloved long hair would become entangled in firearm mechanisms. To his surprise, he awoke the next morning to discover Lirianne grinning like a fool, with her long tresses roughly chopped, eagerly packed and ready to follow him to work.

For twenty years, the little half-elf pushed herself to meet ever more insane requirements laid down by her aging father. Schoolmates nicknamed her "the Phantom" as she vanished often to practice her quick draw or memorize technical volumes. Tutors and governesses thought her adle-brained as she sat staring, redrawing engineer's schematics in her mind rather than follow her lessons. Even before she was old enough to entertain her first romance, she had mastered the construction and firing of a rifle, and could reckon complex trajectories by eye alone.

An old man and long since retired by the time his daughter reached womanhood, Dahmok could no longer forbid her entry into the shieldmarshals. But the old patriot's influence lived on in his successors, and to honor his service they assigned Lirianne to a quiet domestic position, safeguarding farming settlements along the secure Alkenstar-Martel road. Ten years of her life passed rounding up drunks and mediating water rights, eating away at her passion for adventure in ways her father's disapproval never could. Her childhood dreams eventually forgotten, Lirianne's steely eyes dulled with the tarnish of a thousand mundane details.

It was kismet when a storm of wild magic blew off the Spellscar Desert, past Alkenstar, and into her jurisdiction. The rampant arcane energy, fallout from centuries of wizard warfare, warped space and time around it. The magical swells lashed out, reshaping hillsides, boiling sand into glass, and calling forth bizarre creatures from the dawn of history. The only marshal at hand, Lirianne leapt into service. As townsfolk huddled in their cellars and buildings crumbled into twisted forms of misbegotten wood and bone, a bolt of green lightning lashed out, striking the half-elf even as she confronted the storm's abominations.

Lirianne awoke soaking and half-drowned on distant shores. The bizarre country was flush with thick forests and green hills—plant life like she'd never seen. Wandering inland, she soon encountered a lumber caravan beset by malicious fey. In a heartbeat, a childhood's worth of stories welled up inside her, and she rushed into battle with a passion long since forgotten. The grateful caravan loaded her with all the supplies and information she could manage, confirming that her inexplicable odyssey had deposited her cleanly in the midst of those same shining knights, devious fairies, and mighty dragons who had occupied so much of her youth.

Now a wanderer in the strange land of Avistan, Lirianne struggles to balance her resurgence of childhood wonder and adult dedication to justice, all while confronting her long-ignored elven blood. While thoughts of family and the familiar industrial life of Alkenstar occasionally tug at her roaming heart, sights remain unseen and people remain unsaved, and Lirianne will be damned if she'll fail in either.

Crystal Frasier
Production Specialist

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Ultimate Combat Preview #2

Tuesday, July 26, 2011

During the preview banquet at PaizoCon this year, I boasted that Ultimate Combat had a gigantic feats chapter, which started off with a seven-page table, summarizing all the feats. While that is impressive, I realized later that I made a mistake—the feats table is nine pages long!

This week we're going to take a look at the feats chapter a bit more closely, since it is such an important part of this book. This chapter contains 256 feats, suitable for characters of every race and class. There are feats to grant bonuses with nets, feats that let you mix a hex with an unarmed strike, and feats that nearly let you rip off your opponents head! While many of them are combat feats, there are a few new feat categories as well. Grit feats modify and amplify the abilities of the gunslinger class, while style feats represent fighting forms and techniques, primarily employed by martial art masters, such as the monk. Take a look at this chain of style feats.

Illustration by Dmitry Burmak

Crane Style (Combat, Style)
Your unarmed fighting techniques blend poise with graceful defense.
Prerequisites: Dodge, Improved Unarmed Strike, base attack bonus +2 or monk level 1st.
Benefit: You take only a –2 penalty on attack rolls for fighting defensively. While using this style and fighting defensively or using the total defense action, you gain an additional +1 dodge bonus to your Armor Class.

Crane Wing (Combat)
You move with the speed and finesse of an avian hunter, your sweeping blocks and graceful motions allowing you to deflect melee attacks with ease.
Prerequisites: Crane Style, Dodge, Improved Unarmed Strike, base attack bonus +5 or monk level 5th.
Benefit: Once per round while using Crane Style, when you have at least one hand free and are either fighting defensively or using the total defense action, you can deflect one melee weapon attack that would normally hit you. You expend no action to deflect the attack, but you must be aware of it and not flat-footed. An attack so deflected deals no damage to you.

Crane Riposte (Combat)
You use your defensive abilities to make overpowering counterattacks.
Prerequisites: Crane Style, Crane Wing, Dodge, Improved Unarmed Strike, base attack bonus +8 or monk level 7th.
Benefit: You take only a –1 penalty on attack rolls for fighting defensively. Whenever you use Crane Wing to deflect an opponent's attack, you can make an attack of opportunity against that opponent after the attack is deflected.

This is one of the easiest style feats to qualify for, but the trick with these feats is that you cannot utilize more than one style feat at a time, and you cannot use the other feats in the chain unless you are using the base style feat as well. While this means you can get some pretty good abilities if you just focus on one chain, getting into multiple chains forces you to make decisions about which abilities you want on a given round.

Of course, the chapter also features some new teamwork feats and a new classification of feats called Performance feats, which give you an edge when fighting in an arena or other theater of blood. Take a look at these two, one from each category.

Shake It Off (Teamwork)
You support your allies and help them recover from crippling effects.
Benefit: When you are adjacent to one or more allies who also have this feat, you gain a +1 bonus on saving throws per such ally (maximum +4).

Murderer's Circle (Combat, Performance)
After savaging your foe, you circle like a hunter ready for the kill.
Prerequisites: Dodge, Acrobatics 4 ranks.
Benefit: When you spend a swift action to make a performance combat check after scoring a critical hit or performing a combat maneuver, and you are adjacent to the target of the critical hit or combat maneuver, you can move to any other space that is adjacent to the target without provoking attacks of opportunity. You must have a clear path to that space and the ability to reach it by spending a move action. If you end this move in any space other than the one where you started, you gain a +2 bonus on the performance combat check.

I must admit, I picked those two to show off due mainly to their awesome names. There are a lot of really great feats in this book and I would love to show off all of them to you, but you'll just have to check them out for yourself when the book releases next week. For our final preview, we're going to take a look at some of the great new rules systems found in this book, including vehicle combat!

Jason Bulmahn
Lead Designer

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Ultimate Combat Preview #1

Tuesday, July 19, 2011

Time slips by so quickly during the summer months that it seems like a new rulebook is just around the corner. As it turns out, Ultimate Combat is due to release in just a few weeks. From now until Gen Con, we will be showing off some of the exciting new options for characters and GMs alike that hide inside this blood-drenched tome.

To kick things off, I can think of no better way than to take a look at the classes chapter of Ultimate Combat. This book features one brand-new class, the gunslinger, as well as two alternate classes, the ninja and the samurai. In addition, all of the classes that focus on melee or ranged combat get a host of new archetypes in this book. Take a look a this list.

Illustration by Mauricio Herrera

Alchemist: This section presents the beastmorph and ragechemist archetypes.
Barbarian: This section includes the armored hulk, scarred rager, sea reaver, titan mauler, true primitive, urban barbarian, and wild rager.
Bard: This section includes the archaeologist, daredevil, and dervish dancer.
Cavalier: This section includes the beast rider, emissary, gendarme, honor guard, luring cavalier, musketeer, standard bearer, and strategist.
Cleric: This section includes the crusader, divine strategist, evangelist, and merciful healer.
Druid: This section includes the ape shaman, bat shaman, and boar shaman, as well as the world walker.
Fighter: This section includes the armor master, brawler, cad, dragoon, gladiator, tactician, thunderstriker, tower shield specialist, unarmed fighter, and unbreakable.
Gunslinger: This section includes the gun tank, musket master, mysterious stranger, and pistolero.
Inquisitor: This section includes the iconoclast, spellbreaker, and witch hunter.
Magus: This section includes the kensai, myrmidarch, skirnir, and soul forger.
Monk: This section includes the flowing monk, maneuver master, martial artist, master of many styles, sensei, sohei, and tetori.
Paladin: This section includes the divine hunter, empyreal knight, holy gun, holy tactician, knight of the sepulcher, and sacred shield.
Ranger: This section includes the battle scout, deep walker, falconer, trophy hunter, warden, and wild stalker.
Rogue: This section includes new rogue talents, plus the bandit, chameleon, charlatan, driver, knife master, pirate, roof runner, sanctified rogue, and survivalist.
Wizard: This section includes the arcane bomber, siege mage, and spellslinger.

Of course, some of these classes get other new rules as well, such as rage powers, rogue talents, and the like. Some of these archetypes can make for some versatile and powerful characters. I myself am playing with one of these archetypes in a campaign being run by our illustrious publisher, Erik Mona. Take a look at the Maneuver Master.

Maneuver Master (Archetype)
The maneuver master specializes in more complicated moves than simple damage-dealing strikes.
Bonus Feat: In addition to normal monk bonus feats, a maneuver master may select any Improved combat maneuver feat (such as Improved Overrun) as a bonus feat. At 6th level and above, he may select any Greater combat maneuver feat (such as Greater Grapple) as a bonus feat. At 10th level and above, he may select any maneuver Strike feat (such as Tripping Strike) as a bonus feat.
Flurry of Maneuvers (Ex): At 1st level, as part of a full-attack action, a maneuver master can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. The maneuver master uses his monk level in place of his base attack bonus to determine his CMB for the bonus maneuvers, though all combat maneuver checks suffer a –2 penalty when using a flurry. At 8th level, a maneuver master may attempt a second additional combat maneuver, with an additional –3 penalty on combat maneuver checks. At 15th level, a maneuver master may attempt a third additional combat maneuver, with an additional –7 penalty on combat maneuver checks. This ability replaces flurry of blows.
Maneuver Defense (Ex): At 3rd level, if a maneuver master has an Improved combat maneuver feat, any creature attempting that maneuver against the maneuver master provokes an attack of opportunity, even if it would not normally do so. This ability replaces still mind.
Reliable Maneuver (Ex): At 4th level, as a swift action, a maneuver master may spend 1 point from his ki pool before attempting a combat maneuver. He can roll his combat maneuver check for that maneuver twice and use the better result. This ability replaces slow fall.
Meditative Maneuver (Ex): At 5th level, as a swift action, a maneuver master can add his Wisdom modifier on any combat maneuver check he makes before the beginning of his next turn. He must choose which combat maneuver check to grant the bonus to before making the combat maneuver check. This ability replaces purity of body.
Sweeping Maneuver (Ex): At 11th level, a maneuver master can make two combat maneuvers as a standard action, as long as neither maneuver requires the maneuver master to move. He may perform two identical maneuvers against two adjacent enemies, or he may perform two different combat maneuvers against the same target. This ability replaces diamond body.
Whirlwind Maneuver (Ex): At 15th level, once per day as a full-round action, a maneuver master can attempt a single combat maneuver against every opponent he threatens, as long as the combat maneuver does not require movement. He makes a single combat maneuver check, and it applies to all targets. This ability replaces quivering palm.

After the first session, I can tell you that this archetype has been a blast to play. We will be looking at some of the fun toys for the monk in more detail next week, but let me close out with one last list of class-filled fun. Here is the revised and expanded list of fighter weapon groups. Weapons marked with one asterisk (*) can be found in the Advanced Player's Guide, while those with two asterisks (**) are from Ultimate Combat. Enjoy and see you all next week.

Axes: bardiche*, battleaxe, dwarven waraxe, greataxe, handaxe, heavy pick, hooked axe**, knuckle axe**, light pick, mattock**, orc double axe, pata**, and throwing axe
Blades, Heavy: bastard sword, chakram*, double chicken saber**, double walking stick katana**, elven curve blade, falcata*, falchion, greatsword, great terbutje**, katana**, khopesh*, longsword, nine-ring broadsword**, nodachi**, scimitar, scythe, seven-branched sword**, shotel**, temple sword*, terbutje**, and two-bladed sword
Blades, Light: bayonet*, butterfly sword**, dagger, gladius**, kama, kerambit**, kukri, pata**, quadrens**, rapier, short sword, sica**, sickle, starknife, swordbreaker dagger*, sword cane*, and wakizashi**
Bows: composite longbow, composite shortbow, longbow, and shortbow
Close: bayonet*, brass knuckles*, cestus**, dan bong**, emei piercer**, fighting fan**, gauntlet, heavy shield, iron brush**, light shield, madu**, mere club**, punching dagger, sap, scizore**, spiked armor, spiked gauntlet, spiked shield, tekko-kagi**, tonfa**, unarmed strike, wooden stake*, and wushu dart**
Crossbows: double crossbow*, hand crossbow, heavy crossbow, heavy repeating crossbow, light crossbow, light repeating crossbow, and tube arrow shooter**
Double: dire flail, dwarven urgrosh, gnome hooked hammer, orc double axe, quarterstaff, and two-bladed sword
Firearms: all one-handed**, two-handed**, and siege firearms**
Flails: chain spear*, dire flail, double chained kama**, flail, flying blade**, heavy flail, kusarigama**, kyoketsu shoge**, meteor hammer**, morningstar, nine-section whip**, nunchaku, sansetsukon**, scorpion whip**, spiked chain, urumi**, and whip
Hammers: aklys**, battle aspergillum*, club, greatclub, heavy mace, light hammer, light mace, mere club**, taiaha**, tetsubo**, wahaika**, and warhammer
Monk: bo staff**, brass knuckles**, butterfly sword**, cestus*, dan bong**, double chained kama**, double chicken saber**, emei piercer**, fighting fan**, jutte**, kama, kusarigama**, kyoketsu shoge**, lungshuan tamo**, monk's spade**, nine-ring broadsword**, nine-section whip**, nunchaku, quarterstaff, rope dart**, sai, sansetsukon**, seven-branched sword**, shang gou**, shuriken, siangham, tiger fork**, tonfa**, tri-point double-edged sword**, unarmed strike, urumi**, wushu dart**
Natural: unarmed strike and all natural weapons, such as bite, claw, gore, tail, and wing
Polearms: bardiche*, bec de corbin*, bill*, glaive, glaive-guisarme*, guisarme, halberd, hooked lance**, lucerne hammer*, mancatcher*, monk's spade**, naginata**, nodachi**, ranseur, rohomphaia**,tepoztopili**, and tiger fork**
Spears: amentum**, boar spear*, javelin, harpoon**, lance, longspear, pilum*, shortspear, sibat**, spear, tiger fork**, and trident
Thrown: aklys**, amentum**, atlatl**, blowgun, bolas, boomerang*, chakram*, club, dagger, dart, halfling sling staff, harpoon**, javelin, lasso*, kestros**, light hammer, net, poisoned sand tube**, rope dart**, shortspear, shuriken, sling, spear, starknife, throwing axe, throwing shield**, trident, and wushu dart**
Siege Engines: all siege engines**


Jason Bulmahn
Lead Designer

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Outmaneuvered II: Revenge of the Grappled

Tuesday, July 12, 2011

About a month ago I was punished... er.., I mean rewarded with the task of answering questions about combat maneuvers in the Pathfinder Roleplaying Game. The blog was so well received that I quickly promised to do another one in short order. Well, projects flew by, and I got pulled away, and short order dragged out into weeks, but now I'm back, and here to answer more pressing questions about combat maneuvers.

Ready?

Illustration by Tyler Walpole

Question: What kind of attacks can you make while you are being grappled? Specifically, if I'm being grappled, can I forgo escaping the grapple to make a full-attack action with a natural, unarmed attack, or attack with light weapon, getting any and all iterative attacks if possible with that action?

Yes. Furthermore, you don't even have to make these attacks against the creature grappling you. While do suffer the normal –2 penalties on attack rolls while grappled, and you are limited in the types of attacks you can make, you gain all the normal attack rolls such an action would normally give you against any creature within your reach.

If you're the one grappling the creature, you can also make your normal attacks, but realize that this ends the grapple. Most of the time you're better off selecting the grapple option that allows you to deal damage to your target as a single unarmed attack, natural attack, or an attack with a light weapon. While you do not get more damage potential based on any iterative attacks, you do not have to make an attack roll. The damage is automatic with the successful grapple check. And let's face it; if you're performing this maneuver, chances are you're pretty good at it.

Lastly, while it should go without saying, keep in mind that attacks of opportunity are not possible while you are grappled, unless you have some feat or other effect that specifically allows them in that condition.

Question: Both the bull rush and drag combat maneuvers say that you have to move the foe in a straight line either forward or backward, depending on the combat maneuver you are performing. What exactly does that mean if the person performing the maneuver is moving diagonally?

When one of these maneuvers tells you to move a foe forward or backward in a straight line, start by placing a point in the middle of your space and make a line to the center of your target's space. Then extend that line in the direction you are trying to move your foe. If you succeed in performing the maneuver you can move your foe into any square that line crosses, depending on how much movement your check grants you.

In the case of a bull rush, if you do not move into the square your foe occupied, and you move that creature more than 5 feet, you cannot reposition this line based on the opponent's new location. The bull rush continues to follow the original line. But if you do move into a new space as part of the maneuver and then continue to move your foe, you can reposition the line of movement each time you change the location of your space, granting you more options when it comes to your foe's final positioning.

When adjudicating the movement of larger creatures, this system may create movement that seems out of the ordinary or conceptually improbable. Your GM has final discretion when determining what squares you can bull rush or drag a creature into or out of.

Stephen Radney-MacFarland
Pathfinder RPG Designer

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Surviving Dagon...

Tuesday, July 5, 2011

If you've ever crawled out from the depths of the Abyssal sea of Ishiar after battling Dagon and his infinite number of monstrous creations for days on end, you may have an idea of what finals week of my last quarter at Western was like. The stress was immense, and I'm just as confused as you are as to what the Shadow in the Sea was doing in Bellingham, Washington. Nonetheless, I emerged victorious—or at least alive. When I found out I got the job for Pathfinder Developer at Paizo a few weeks later, it was like breaking through the Outer Rifts and finding myself in Elysium. I'd done it! I'd finished college and gotten the job and was now working in the same offices as the authorial titans of roleplaying lore! Hooray!

I'd gotten a taste of what it was like to work among the titans over a year ago, while I was Editorial Intern at Paizo. I shared a cube with Crystal, and it was a bit quieter around the office, and I was paralyzed most days with excitement and anxiety at the mere prospect of being in the same building as all these writers whose names I had seen countless times on the books among my shelves at home.

Now, I share a cube with the editors, Judy, James, and Chris, and Wes says I'll be moving over to the developer side in a while. It's not as quiet in the office, since the company's grown a lot even since just last year, and there are a ton of new faces since I last stepped foot in the building. It's exciting to work alongside both people I've worked with before and those whose names I've only seen in print, and I'm looking forward to contributing my humble services alongside these industry giants. They've got me working hard already, and I'm currently concentrating on Faiths of Corruption and the Jade Regent Player's Guide, which are going to be totally sweet, let me tell you.

While my joining the Paizo team is pretty exciting in and of itself (I'm excited anyway!), I am also pleased to report that the PRD has been updated to include rules from both Bestiary 2 and Ultimate Magic. Check it out!

Patrick Renie
Developer

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Outmaneuvered

Tuesday, June 7, 2011

Even in the midst of PaizoCon preparation, the design staff just loves those crazy little rules questions that pop up on the messageboards, during actual play, or that just randomly stray into our heads when we are designing an archetype or putting the finishing touches on a monster.

Since I just returned from Comicpalooza in Houston, I had a number of those questions come up while conversing with players or that popped up during play, and shared those experiences when I returned. Well, no good deed goes unpunished. While in the middle of sharing my experiences, Jason quickly pointed out that we needed a Design Tuesday blog. So let's look at some question and answers involving everyone's favorite subject—combat maneuvers! Today I'll go over a couple of pressing ones. We will get into more minutia next week.

Illustration by Allision Theus

Question: Standing up provokes an attack of opportunity. I can attempt to trip a creature with an attack of opportunity. Can I use the trip combat maneuver to keep my opponent down on the ground?

In a word, no. By far this was the most common combat maneuver question at the show that people asked me. I had folks try to use it in the game, and I can understand why. As a tactic, it seems pretty powerful. Too powerful, and that's why there are some subtle timing issues that are going on when a creature attempts to stand up and provokes the attack of opportunity.

When the attack of opportunity is provoked for standing up, the creature is still prone, since an attack of opportunity interrupts the action that provoked it. Since that's the case, the creature is still prone when the attack is provoked, and you cannot trip a prone creature, as it is already prone.

Okay, all you trip monkeys out there, don't fret overly much. If you want an effect similar to the one you desire, you just have to pay a higher action cost. Use the ready action. Just make sure your triggered action is "after the creature stands up from being prone" or something similar. I know, it's not nearly as sexy (or free) but I have faith you'll find a way to make it work to the detriment of those wily monsters.

Question: A creature grappling an opponent typically needs to make two combat maneuver checks to pin someone (one to grapple, the next to pin). If you're pinned, do you also need to succeed at two checks to escape, one for the grab and the other for the pin?

The answer to this question is also no. When a creature is pinned, it gains this more severe version of the grappled condition, and the two conditions do not stack (as described in the pinned condition). While this means that you do not take both the penalties for both the grapple and the pin, this also means that pinned supersedes the grapple condition; it does not compound it. For this reason you only need to succeed one combat maneuver or Escape Artist check to escape either a grapple or a pin.

Stephen Radney-MacFarland
Pathfinder RPG Designer

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Ultimate Cantrips

Tuesday, May 24, 2011

Illustration by Craig J Spearing

It didn't take long for many of you to notice that there were no 0-level spells in Ultimate Magic. We made finding this omission easy when we inadvertently left some 0-level spell names in the section containing sample spellbooks. While future printings of the book will fix this problem by deleting the mention of those 0-level spells, until then, we thought you might like to see the developed 0-level spells that didn't make it in the book.

The following spells are different from your standard cantrips. They are rare cantrips. Spellcasters that gain access to all 0-level spells at 1st level do not gain access to rare cantrips. A spellcaster gains access to rare cantrips only by uncovering their secrets in some other way. Some are guarded by jealous mages, while others are lost in missing libraries or molder on forgotten scrolls.

These cantrips are not legal in Pathfinder Society play. Note that penumbra was changed into the higher-level spell protective penumbra. The cantrip version is similar, but does not replace its higher-level counterpart.

Breeze
School evocation (air); Level sorcerer/wizard 0
Casting Time 1 standard action
Components V, S, M (a miniature fan)
Range close (25 ft. + 5 ft./2 levels)
Target one creature or object
Duration 1 hour (D)
Saving Throw Will negates (harmless); Spell Resistance yes
You create a light wind that blows against the target, from a direction of your choice. The breeze grants the subject a +2 bonus on saves against very hot conditions, severe heat, breath weapons, and saves against cloud vapors and gases (such as cloudkill, stinking cloud, and inhaled poisons). This spell does not function without air or underwater.
You can only have one breeze active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled.

Drench
School conjuration (creation) [water]; Level sorcerer/wizard 0
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature or object of size Large or smaller
Duration 1 round
Saving Throw Reflex negates (object); Spell Resistance yes (object)
A sudden downpour soaks the target creature or object. The rain follows the subject up to the range of the spell, soaking the target with water. If the target is on fire, the flames are automatically extinguished. Fires smaller than campfires (such as lanterns and torches) are automatically extinguished by this spell.

Jolt
School transmutation [electricity]; Level sorcerer/wizard 0
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect spark of electricity
Duration instantaneous
Saving Throw none; Spell Resistance Yes
You cause a spark of electricity to strike the target with a successful ranged touch attack. The spell deals 1d3 points of electricity damage.

Penumbra
School evocation [darkness]; Level sorcerer/wizard 0
Casting Time 1 standard action
Components V, S, M (a bit of soot)
Range touch
Target creature or object touched
Duration 10 minutes/level (D)
Saving Throw Will negates (harmless); Spell Resistance yes
This spell keeps the creature or object touched slightly in shadow. The target of this spell does not suffer any penalties or blindness caused by bright light, such as those from light sensitivity or light blindness.
You can have only one penumbra spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled.

Root
School transmutation [earth]; Level sorcerer/wizard 0
Casting Time 1 standard action
Components V, S, M (a pinch of dirt)
Range touch
Target creature touched
Duration 1 minute (D)
Saving Throw Will negates (harmless); Spell Resistance yes
This spell strengthens the subject's connection to the ground below, bolstering its defense against combat maneuvers. It gains a +2 insight bonus to its CMD to resist being moved or tripped and a +2 competence bonus on all Acrobatics checks made to balance or remain standing on earth, sand, stone, or a similar rocky substance.

Scoop
School evocation [force]; Level sorcerer/wizard 0
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect 6 inch diameter container of force Duration concentration
Saving Throw none; Spell Resistance yes
You will a small vessel of force into existence. As a move action, you can direct the container up to 15 feet per round in any direction, though the spell ends if the distance between you and the container ever exceeds the spell's range. You can dip the container to pick up or drop a liquid as a move action. The vessel holds up to 1 pint of liquid or small objects, weighing up to 5 pounds. You can also gather up a pint of liquid or small objects spread cross a surface with 1 minute of careful concentration.

Jason Bulmahn
Lead Designer

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Powerful Words

Tuesday, May 17, 2011

It is just about here. The newest addition to the Pathfinder RPG line releases this week and you should be able to find Ultimate Magic online or at your local game store any day now. For our final look into this mighty tome of magic, we are going to look at the Words of Power chapter.

Words of power is an alternative system of spellcasting that allows the wordcaster to create spells using any of the words that he knows. While these spells still consume specific slots, what goes in each slot each day depends entirely upon what words the wordscaster knows and how he wants to combine them.

This system went through significant revision throughout the playtesting process. Originally, the system was based on points, with each word added to a spell costing a set amount. A wordcaster could add nearly any number of words so long as the spell slot in question had enough points to pay for them. While this was supremely flexible, most found the point tracking to be too cumbersome and prone to abuse. The new system allows a wordcaster to add one effect word of a level equal to the spell slot used, or multiple words of a lower level. In addition, each spell can have one of a number of different target words (which are not counted against the total number of words in the spell) and they can include one or more meta words (which add power and flexibility to the spell). This means that most spells can be built quite easily if that is what the caster wants (which is certainly the case on the GMs side of the screen), but each can also be carefully crafted out of multiple words to create interesting and unique effects. Take the following effect words for example.

Accelerate (Time)
School transmutation; Level alchemist 2, bard 2, magus 2, sorcerer/wizard 2, summoner 2
Duration 1 round/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Target Restrictions selected
The target of a wordspell with this effect word can take one additional move action each turn. This move action can come before, after, or between other actions, but not during a full-round action.
Boost: If the target takes a full-attack action, it can, instead of taking an extra move action, make one additional attack at its highest attack bonus.

Perfect Form (Body)
School transmutation; Level alchemist 4, bard 4, cleric 4, druid 4, magus 4, sorcerer/wizard 4, summoner 4
Duration 1 round/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Target Restriction personal, selected
The target of a wordspell with this effect word receives a +4 enhancement to Strength, Dexterity, and Constitution.

Accelerate is a simple enough word, granting its target an additional move action. Perfect form is also relatively straight-forward, granting a +4 bonus to physical ability scores. One of the great things about this system is that the two could be combined by any class capable of casting both into one 5th-level wordspell that enacts both effects simultaneously.

Things get really interesting with the addition of meta words. These words allow a spellcaster to access even greater powers without, necessarily, using up a higher spell slot. For example, the boost meta words can be used with the accelerate word to grant an extra attack instead of a move action. Boosting the selected target word allows a wordspell to affect more than one target, but this has the side effect of increasing the level of spell by three levels. While meta words add a great deal of flexibility to how a wordcaster uses his magic, there is a limit to the number of meta words a wordcaster can use per day. Take a look at this powerful meta word.

Irresistible
Level 5
Targets of a wordspell with this meta word must roll their saving throws twice and take the worse result. This meta word increases the level of all the effect words in the wordspell that allow a saving throw by two levels.

As you can see, there are a great deal of possibilities with the words of power system, especially with over 120 effect words at your disposal. And with that, we wrap up our look at Ultimate Magic. We hope you use it to add a bit of magic to your game. In the coming months, expect to hear a lot about the companion to this book, Ultimate Combat, due out in August. Until then.

Jason Bulmahn
Lead Designer

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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?

Hyrum Savage
Marketing and Organized Play Manager

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Feat of Magic

Tuesday, May 10, 2011

Due to hit subscribers and store shelves in just a few days, we are continuing our look into Ultimate Magic. This week we are diving into the feats chapter, with a bonus look at spells.

At 20 pages long, the feats chapter is by no means huge, but it does feature a little something for just about every spellcaster in the game, with a few options for nonspellcasters thrown in for good measure. While a number of these feats are here to complement one of the new archetypes, some fill out some holes left by the APG. For example, Extra Evolution gives the summoner more points to use when building his eidolon. Looking through the feat lists, though, I am drawn to the feats that allow characters to explore the game in new and interesting ways. Take a look at this one.

Eldritch Heritage
You are descended from a long line of sorcerers, and some portion of their power flows in your veins.
Prerequisites: Cha 13, Skill Focus with the class skill of bloodline selected for this feat (see below), character level 3rd.
Benefit: Select one sorcerer bloodline. You must have Skill focus in the class skill that bloodline grants to a sorcerer at 1st level (for example, Heal for the celestial bloodline). This bloodline cannot be a bloodline you already have. You gain the first-level bloodline power for the selected bloodline. For purposes of using that power, treat your sorcerer level as equal to your character level – 2, even if you have levels in sorcerer. You do not gain any of the other bloodline abilities.

Bloodlines—they're not just for sorcerers anymore.

Moving on, this book has a number of metamagic feats, as well, for every spellcaster to play with. While a number of these add effects to spells that deal a specific kind of energy damage, my personal favorite (due to some recent frustrating encounters) has to be this one.

Piercing Spell (Metamagic)
Your studies have helped you develop methods to overcome spell resistance.
Benefit: When you cast a piercing spell against a target with spell resistance, it treats the spell resistance of the target as 5 lower than its actual SR. A piercing spell uses up a spell slot one level higher than the spell's actual level.

Not surprisingly, this book also includes a sizable number of new spells for every spellcaster in the game. There are new symbol spells, new spells for the polymorph subschool (undead anatomy has been long awaited), and plenty of unique spells for some of the newer spellcasting classes (like witch and inquisitor). In addition, there are a lot spells designed specifically to add a bit of interesting flavor to the spellcaster's arsenal. Looking to flesh out your evil bard? Take a look at this spell.

Illustration by Tyler Walpole

Haunting Choir
School necromancy [mind-affecting, pain]; Level bard 3
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Area 30-ft.-radius emanation
Duration concentration + 2 rounds
Saving Throw Will negates; Spell Resistance yes
You create a spectral choir and conduct its tortured, ghostly moans, deluding listeners into believing they are suffering the torments of the dead. The transparent singers occupy a 10-foot cube, but they are intangible and do not interfere with creatures in any physical way, nor can they be attacked. Creatures within 30 feet of the choir experience wracking pain that causes them to take a –2 penalty on attack rolls, skill checks, and ability checks. Individuals who exit the area of effect take these penalties for an additional 2 rounds before the delusion wears off.

I was about to wrap up the blog right there, but then I remember seeing this spell. I will end with this festive magic. Next week, we will wrap up our previews with one last look at the words of power alternative spellcasting system. Enjoy.

Snapdragon Fireworks
School transmutation [fire, light]; Level bard 2, sorcerer/wizard 1
Casting Time 1 standard action
Components S, V, M (a bundle of sulfur wrapped in cloth)
Range long (400 ft. + 40 ft./level)
Effect dragon-shaped fireworks
Duration 1 round/level
Saving Throw Reflex negates; Spell Resistance yes
A favorite display at halfling midsummer festivals, this spell lets you create fireworks in the shape of tiny dragons. Once per round, as a move action, you may designate a target 5-foot-square within range and launch a pyrotechnic in that direction. The pyrotechnic takes a zigzag path from you to that square, always missing creatures and objects in its path, and detonates in that square with a bang and a colorful burst of fire and light. Creatures in the target square take 1d4 points of fire damage and are dazzled for 1 round (Reflex half, a successful save negates the dazzled condition). Normally when this spell is used as part of a festival, the chosen target is high in the sky to increase visibility and protect observers.

Jason Bulmahn
Lead Designer

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The Beginner Box

Thursday, May 5, 2011

For many months now, a good portion of the staff here at Paizo has been slaving away in secret, working on a project that has only been mentioned in hushed tones and vague inferences. While its existence has become common knowledge, few outside the halls of Paizo know much about this rumored product. Well, the time for secrecy is over! Now it is time to take our first look at the Pathfinder Roleplaying Game Beginner Box!

Personally, I have wanted to do this project since the early days of the Pathfinder RPG. A beginner set not unlike this one is what got me into gaming over 20 years ago. While I can't go into all the details of this impressive box just yet, it is time to give you some of the basic details about what to expect from the Beginner Box and what it will contain.

First off, this box is designed to contain everything that a new gamer needs to begin playing the Pathfinder RPG, from dice and pawns to a simplified rules set and an exciting starter adventure. There are enough rules in this box to take characters all the way up to 5th level, and plenty of tools for the GM to create countless hours of play. But that's not all. Take a look at this list of components.

  • A 64-page Hero's Handbook, detailing character creation, spells, equipment, and general rules for playing the game
  • A 96-page Game Master's Guide packed with adventures, monsters, magical treasures, and advice on how to narrate the game and control the challenges faced by the heroes
  • A complete set of 7 high-impact polyhedral dice
  • More than 80 full-color pawns depicting tons of heroes, monsters, and even a fearsome black dragon
  • Four pregenerated character sheets to throw you right into the action
  • Four blank character sheets to record the statistics and deeds of your custom-made hero
  • A durable, reusable, double-sided Flip-Mat play surface that works with any kind of marker

Suffice it to say, that is a lot to pack into one box. I am going to have a lot more to say about this particular product in the coming months (especially during the banquet at this year's PaizoCon). Until then.

Jason Bulmahn
Lead Designer

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Magus Preview

Tuesday, April 26, 2011

Illustration by Wayne Reynolds

Every Tuesday until the book's release, we are going to be digging into some of the new rules and options you will find in Ultimate Magic. After a bit of a mix up last week, this week we are going to take a look at the new base class, the magus, and the archetypes slated to appear in this book.

From its first appearance as part of the playtest of this book, the magus has gone through a number of iterations. The second playtest version of the class is, in fact, quite a bit similar to the final version of the class, with a number of clarifications made to make things work a bit more smoothly. Take a look at the revised spell strike ability, for example.

Spellstrike (Su): At 2nd level, whenever a magus casts a spell with a range of "touch" from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals x2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

As you can see, we clarified how the attack worked, and how critical hits were handled when using this ability. In addition, we replaced the pool spell abilities with ones that are a bit more in line with the flavor of the class. Take a look at these.

Spell Recall (Su): At 4th level, the magus learns to use his arcane pool to recall spells he has already cast. With a swift action he can recall any single magus spell that he has already prepared and cast that day by expending a number of points from his arcane pool equal to the spell's level (minimum 1). The spell is prepared again, just as if it had not been cast.
Improved Spell Recall (Su): At 11th level, the magus's ability to recall spells using his arcane pool becomes more efficient. Whenever he recalls a spell with spell recall, he expends a number of points from his arcane pool equal to 1/2 the spell's level (minimum 1). Furthermore, instead of recalling a used spell, as a swift action the magus can prepare a spell of the same level that he has in his spellbook. He does so by expending a number of points from his arcane pool equal to the spell's level (minimum 1). The magus cannot apply metamagic feats to a spell prepared in this way. The magus does not need to reference his spellbook to prepare a spell in this way.

So, that is a taste of the sorts of changes you can expect to see with the base class itself, but how about those archetypes? Here is a list of all the magus archetypes in the book, with a short description of each.

Magus Archetypes
Bladebound: A magus with this archtype is bound to a special sword, called a black blade, that gains powers, and over time, sentience.
Hexcrafter: Using the powers of a witch, this magus can use hexes and can curse his enemies.
Spellblade: Capable of creating a light blade of pure force, the spellblade can wield two weapons and still cast his spells.
Staff Magus: Skilled at using the quarterstaff, these powerful magi can eventually treat any magic staff as a deadly weapon.

That wraps up our preview for this week. Come back next week when we will examine some of the ways this book will help you master magic.

Jason Bulmahn
Lead Designer

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Illustration by Kieran Yanner

Ultimate Magic: Witches and Wizards

Tuesday, April 19, 2011

This week's theme is witches and wizards: two new familiars, two new patron themes, and two arcane discoveries.

New Familiars

The following are two of the many new familiars presented in Ultimate Magic.

Fox    CR 1/4
XP 100
N Tiny animal
Init +2; Senses low-light vision, scent; Perception +8
Defense
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 5 (1d8+1)
Fort +3, Ref +4, Will +1
Offense
Speed 40 ft.
Melee bite +1 (1d3-1)
Space 2-1/2 ft.; Reach 0 ft.
Statistics
Str 9, Dex 15, Con 13, Int 2, Wis 12, Cha 6
Base Atk +0; CMB +0; CMD 9 (13 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +2 (+10 jumping), Perception +8, Stealth +10, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent
Ecology
Environment any
Organization solitary, pair, or skulk (3–12)
Treasure none
Foxes are small, doglike carnivores with narrow snouts and bushy tails. A fox's master gains a +2 bonus on Reflex saves.

Hedgehog    CR 1/8
XP 50
N Diminutive animal
Init +3; Senses low-light vision; Perception +1
Defense
AC 18, touch 17, flat-footed 15 (+3 Dex, +1 natural, +4 size)
hp 2 (1d8–2)
Fort +0, Ref +5, Will +1
Offense
Speed 20 ft.
Space 1 ft.; Reach 0 ft.
Statistics
Str 1, Dex 16, Con 6, Int 2, Wis 12, Cha 7
Base Atk +0; CMB –1; CMD 4 (8 vs. trip)
Feats Athletic
Skills Climb +5, Stealth +19, Swim +5
Ecology
Environment tropical or temperate forests
Organization solitary or pair
Treasure none
Special Abilities
Spiny Defense (Ex) As a move action, a hedgehog can roll itself up into a spiny ball. While rolled up, it gains a +1 enhancement bonus to its existing natural armor, and any creature attempting to grapple the hedgehog takes 1d3 damage on making a grapple check. While rolled up, a hedgehog cannot take any action other than leaving this state. The hedgehog can leave this state as a move action.

Hedgehogs are spiny, insectivorous mammals. When threatened, a hedgehog rolls up into a spiny ball as a defense mechanism. A hedgehog's master gains a +2 bonus on Will saves

Witch Patron Themes

The following are some of the alternative witch patron themes presented in Ultimate Magic.

Healing: 2nd—remove fear, 4th—lesser restoration, 6th—remove disease, 8th—restoration, 10th—cleanse**, 12th—pillar of life**, 14th—greater restoration, 16th—mass cure critical wounds, 18th—true resurrection.
Winter: 2nd—unshakable chill*, 4th—resist energy (cold only), 6th—ice storm, 8th—wall of ice, 10th—cone of cold, 12th—freezing sphere, 14th—control weather, 16th—polar ray, 18th—polar midnight*.

Arcane Discoveries

Arcane discoveries are a new option presented in Ultimate Magic. A wizard can learn an arcane discovery in place of a regular feat or wizard bonus feat.

Fast Study: Normally, a wizard spends 1 hour preparing all of his spells for the day, or proportionately less if he only prepares some spells, with a minimum of 15 minutes of preparation. Thanks to mental discipline and clever mnemonics, you can prepare all of your spells in only 15 minutes, and your minimum preparation time is only 1 minute. You must be at least a 5th-level wizard to select this discovery.
Multimorph (Su): Your studies in transmogrification have increased your control over shapechanging spells. When you cast a spell of the polymorph subschool on yourself, you may expend 1 minute of the spell's duration as a standard action to assume another form allowed by the spell. You can do this as often as you like, subject to the duration of the spell. You must be at least a 5th-level wizard to select this discovery.

Sean K Reynolds
Developer

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Magic Archetypes

Tuesday, April 12, 2011

For the next month or so, every Tuesday we are going to be digging into some of the new rules and options you will find in Ultimate Magic, which is due to release in May. This week, we'll take a look at some of the new archetypes that take up a full 32 pages of this 256 page tome.

One of the first things you will notice about this book is that the new classes from the Advanced Player's Guide receive archetypes in this book (except the cavalier, who does not use magic). Here is an example of a new alchemist archetype, the vivisectionist.

Vivisectionist (Archetype)
A vivisectionist studies bodies to better understand their function. Unlike a chirurgeon, a vivisectionist's goals are not related to healing, but rather to experimentation and knowledge that most people would consider evil. A vivisectionist has the following class features.
Sneak Attack: At 1st level, a vivisectionist gains the sneak attack ability as a rogue of the same level. If a character already has sneak attack from another class, the levels from the classes that grant sneak attack stack to determine the effective rogue level for the sneak attack's extra damage dice (so an alchemist 1/rogue 1 has a +1d6 sneak attack like a 2nd-level rogue, an alchemist 2/rogue 1 has a +2d6 sneak attack like a 3rd-level rogue, and so on). This ability replaces bomb.
Torturer's Eye: At 2nd level, a vivisectionist adds deathwatch to his formula book as a 1st-level extract.
Cruel Anatomist: At 3rd level, a vivisectionist may use his Knowledge (nature) skill bonus in place of his Heal skill bonus.
Torturous Transformation: At 7th level, a vivisectionist adds anthropomorphic animal to his formula book as a 2nd-level extract. When he uses this extract, he injects it into an animal as part of a 2-hour surgical procedure. By using multiple doses of this extract as part of the surgery, he multiplies the duration by the number of extracts used.
At 9th level, a vivisectionist adds awaken and baleful polymorph to his formula book as 3rd-level extracts. When he uses the awaken and baleful polymorph extract, he injects it into the target (not a plant) as part of a 24-hour surgical procedure. He can make anthropomorphic animal permanent on a creature by spending 7,500 gp.
At 15th level, a vivisectionist adds regenerate to his formula book as a 5th-level extract.
Bleeding Attack: A vivisectionist may select the bleeding attack rogue talent in place of a discovery.
Crippling Strike: At 10th level or later, a vivisectionist may select the crippling strike rogue talent in place of a discovery.
Discoveries: The following discoveries complement the vivisectionist archetype: alchemical simulacrum*, concentrate poison, doppelganger simulacrum*, feral mutagen, parasitic twin*, plague bomb*, poison bomb, preserve organs*, sticky bomb, tentacle*, tumor familiar*, vestigial arm*, and wings*.

Of course, the classes from the Core Rulebook receive a number of new archetypes as well. Take a look at the Undead Lord archetype for the cleric.

Illustration by Eric Belisle

Undead Lord (Archetype)
An undead lord is a cleric focused on using necromancy to control undead. Her flock is the walking dead and her choir the keening spirits of the damned. This unliving congregation is the manifestation of her unceasing love affair with death.
A cleric cannot take the undead lord archetype unless her deity's portfolio includes the Death domain or a similar domain that promotes undeath. An undead lord has the following class features.
Death Magic: An undead lord must select the Death domain (and the Undead subdomain from the Advanced Player's Guide, if available in the campaign). She does not gain a second domain. In all other respects, this works like and replaces the standard cleric's domain ability.
Corpse Companion (Su): With a ritual requiring 8 hours, an undead lord can animate a single skeleton or zombie whose Hit Dice do not exceed her cleric level. This corpse companion automatically follows her commands and does not need to be controlled by her. She cannot have more than one corpse companion at a time. It does not count against the number of Hit Dice of undead controlled by other methods. She can use this ability to create a variant skeleton such as a bloody or burning skeleton, but its Hit Dice cannot exceed half her cleric level. She can dismiss her companion as a standard action, which destroys it.
Bonus Feats: All undead lords gain Command Undead as a bonus feat. In addition, at 10th level, she may select one of the following as a bonus feat: Channel Smite, Extra Channel, Improved Channel, Quick Channel, Skeleton Summoner*, Undead Master*.
Unlife Healer (Su): At 8th level, the undead lord's spells, spell-like abilities, and supernatural abilities used to heal undead heal an extra 50% damage. At 16th level, these effects automatically heal the maximum possible damage for the effect + the extra 50%. This does not stack with abilities or feats such as Empower Spell or Maximize Spell.

Well, that about wraps up this week. Next week, we will take a look at the magus. Before I go, here is one last bit to get you excited for this book. A complete list of all the archtypes found in Ultimate Magic (except for those sneaky magus archetypes, I'll save those for next week). Each one of these classes has other rules bits associated with them as well, but we will talk about those in a future blog. Enjoy.

Class Archetypes
Alchemist: The chirurgeon, clone master, internal alchemist, mindchemist, preservationist, psychonaut, reanimator, and vivisectionist archetypes.
Bard: The animal speaker, celebrity, demagogue, dirge bard, geisha, songhealer, and sound striker archetypes.
Cleric: The cloistered cleric, separatist, theologian, and undead lord cleric archetypes.
Druid: The dragon shaman, menhir savant, mooncaller, pack lord, reincarnated druid, saurian shaman, shark shaman, and storm druid archetypes.
Inquisitor: The exorcist, heretic, infiltrator, preacher, and sin eater archetypes.
Monk: The high-fantasy qinggong monk archetype.
Oracle: The dual-cursed oracle, enlightened philosopher, planar oracle, possessed oracle, seer, and stargazer archetypes.
Paladin: This section presents the oathbound paladin archetype.
Ranger: The magic trap using trapper archetype.
Sorcerer: The crossblooded and wildblooded archetypes.
Summoner: The broodmaster, evolutionist, master summoner, and synthesist archetypes.
Witch: The beast-bonded, gravewalker, hedge witch, and sea witch archetypes.
Wizard: The metal elementalist and wood elementalist wizard schools and the scrollmaster wizard archetype.

Jason Bulmahn
Lead Designer

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Ultimate Magic Previews Start Next Week!

Tuesday, April 5, 2011

The newest hardcover for the Pathfinder RPG, Ultimate Magic, is scheduled to ship mid-May, so for the next six weeks we're previewing material from the book. Get ready for:

  • New options and archetypes for every base spellcasting class
  • More information on the magus class and Words of Power system
  • New familiars
  • New magical feats
  • New spell descriptors and new spells
  • Guidelines for designing new spells

Stay tuned!

Sean K Reynolds
Developer

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Illustration by Mauricio Herrera


Monkey See, Monkey Do? An FAQ on Intelligent Animals

Tuesday, March 29, 2011

This is an odd FAQ item that we see pop up on occasion in a variety of different places. What happens when an animal gets an increased Intelligence score? There are a lot of different ways this can happen, and a number of strange routes that a GM could take when resolving this issue. Today, we are going to attempt to untangle this particular knot and see if we can't come up with some guidelines that make sense.

There are many ways an animal can gain intelligence. It can gain hit dice and apply its ability score boost to Int. It can gain the advanced simple template. A druid could cast awaken on it. Regardless of the source, an increase in Int comes with all of the standard bonuses, such as additional skill points. Once a creature's Int reaches 3, it also gains a language. This is where things start to get tricky. "Really, now my pet monkey can talk?" Well, not really. Allow me to explain.

Gaining a language does not necessarily grant the ability to speak. Most animals do not possess the correct anatomy for speech. While a very intelligent dolphin might be taught to understand Common, there's no way for him speak it. There is also the issue of learning the language. The rules are mostly silent on this front, due to ease of play for PCs, but a GM should feel safe in assuming that it might take years to actually teach Common to an intelligent animal. All of this, of course, assumes that the animal even bothers to fill that language slot. Possessing the ability to use a language does not necessarily mean that such an ability is utilized.

Another aspect of intelligent animals is tool use. There are a number of feats that convey an understanding and the proper use of weapons and armor. Generally speaking, these feats are off-limits to animals, but when their intelligence reaches 3, the rules state that they can use any feat that they are physically capable of using. Some people take this to mean that they can equip their animal companion in chainmail and arm him with a greatsword given the correct feats. While you could interpret the rules in this way, the "capable of use" clause is very important. Most weapons require thumbs to use properly, and even then, few animals would choose to use an artificial weapon in place of the natural weapons that have served them all their life. It's what they were born with, after all, and virtually no amount of training will change that. In the end, the GM should feel free to restrict such choices if he feels that they take away from the feel of his campaign. The rules themselves are left a little vague to give the GM the latitude to make the call that's right for his campaign.

The Handle Animal skill functions similarly no matter how intelligent an animal becomes. A character must still make Handle Animal checks to train his animal and get him to perform the appropriate tasks. A GM should, however, make exceptions in the case of how such an intelligent animal might react in absence of instructions. It might not know to unlock a door to escape a burning building—as that's a fact that's learned over time and experience—but a smart animal might have a better chance of finding a way out.

The spell awaken changes much of this, however, since the spell is specifically designed to raise a creature up to sentience. GMs should feel free to loosen the above guidelines in the case of animals who have been the subject of this spell (since they become magical beasts), but should also note that awakened animals do not continue to serve as animal companions or familiars. Such creatures gain their own desires and feelings, and may seek to set out on their own to determine their own fate. They may not leave right away, but GMs should keep in mind that eventually any such creatures (or trees) may wish to leave to find their fortune.

Note that while the monster guidelines talk about a maximum Int for an animal, this only applies to the creation process. Giving an animal a higher Intelligence score does not somehow transform it into a magical beast, unless the effect says otherwise, such as in the case of awaken. Animals can grow to have an Int higher than 2 through a variety of means, but they should not, as a general rule, be created that way.

Well, that about wraps up our look at intelligent animals. We hope these guidelines and ideas help inform the issue in your game. If you have any further questions on the topic, ask them in the comments to this blog. Until next time!

Jason Bulmahn
Lead Designer

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I Drank What? An FAQ on Poison

Tuesday, March 22, 2011

For quite a while now there has been a bit of confusion on how poison is applied in the Pathfinder RPG. While the application of a single dose is simple enough, the rules allow for the stacking of poisons that causes them to combine into a more powerful effect. There are, unfortunately, some timing issues with these rules that can make poisons a bit tricky to adjudicate during play. Since this issue is a bit more complex than your average FAQ issue, the design team thought it would be a good idea to take a more in depth look at the issue here.

Poisons fall under the category of afflictions. They each have a save, a frequency, an effect, and a cure. At the most simple level, this means that when a character comes into contact with the poison, she gets a save. If the save succeeds, the poison has no effect, regardless of the cure entry. If the saving throw is failed, the character takes the effect and must continue to makes saves, dictated by the frequency, or continue to take the effect with each failed save. The only way to be free of the poison at this point is to meet the conditions of the cure entry, usually one or more successful saving throws (usually consecutively if more than one).

When a character is subject to more than 1 dose of the same poison, things get interesting. Each dose increases the DC by +2 and increases the total duration listed in the frequency by half of the original duration. Due to timing, however, this can make for a rather confusing situation. When does the DC increase apply? When are the saving throws made? When is the duration increased? To keep things simple, use the following guidelines.

1. Whenever a character is exposed to a poison (regardless of method), that character gets a saving throw to negate the poison.
2. The saving throw DC is increased by +2 for every active dose currently affecting the character. Poisons that were cured, have run through their entire frequency, or were negated with a successful initial saving throw do not increase the DC.
3. The character must make a saving throw against every poison affecting him on his turn, but may make the saving throw at any point during his turn. If a poisoned character delays his turn, he must immediately make these saving throws. They are not delayed.
4. Unless the poison has an onset time, the character takes the effect of the poison every time he fails a saving throw against the poison, even when additional doses are inflicted.
5. The total duration of the poison listed in the frequency only increases by half the original duration and only when the initial saving throw against a dose is failed. If the initial saving throw is made, the duration is not increased.
6. If a character is exposed to multiple doses of inhaled and ingested poisons simultaneously, only one save is made at the higher DC. If the save fails, the character is subject to all of the doses, but still only takes the effect once for the failed saving throw. If the save succeeds, the character avoids all of the doses.
7. Finally, if the character is exposed to a poison that is similar, but not the same, such as having a slightly different frequency or DC, it is treated as a different affliction that is tracked separately, even if it has the same name or other identical entries.

So, keeping these rules in mind, let's take a look at a few scenarios using poison and how they are resolved. In all cases, the character is exposed to greenblood oil, an injury poison, with a DC of 13, a frequency of 1/round for 4 rounds, an effect of 1 Con damage, and a cure entry of 1 save.

Scenario A: Valeros is hit by an arrow coated in greenblood oil. He fails the DC 13 Fort save and takes 1 point of Con damage. At the end of his turn, he fails a saving throw against the poison and takes 1 more point of Con damage. Before his second turn, he gets hit again and must attempt a DC 15 Fort save (because 1 dose is already affecting him). He fails this save as well, which deals another point of Con damage, increases the save DC he must make each round to 15, and extends the total duration by 2 rounds.

Scenario B: Valeros is hit by a pair of arrows coated in greenblood oil, during the turn of one enemy archer. He fails the first DC 13 Fort save and takes 1 point of Con damage. He then must make a DC 15 Fort save for the second arrow. He makes this save and suffers no ill effect. On his turn, he must make a DC 13 For save (since only 1 dose of the poison is in effect). He makes this save and takes no damage, as the poison ends. If he is hit again on the next turn, his save would reset to DC 13.

Scenario C: Valeros is hit by a pair of arrows coated in greenblood oil. He fails the DC 13 Fort save and takes 1 point of Con damage. He then must make a DC 15 Fort save for the second arrow. He fails this save and takes 1 point of Con damage. On his turn, he must make another DC 15 Fort save, which he fails, causing him to take yet another point of Con damage. On the next turn, the archer fires an arrow coated in special greenblood oil poison, with a DC of 20. It hits poor Valeros, who fails the save and now must track the two poisons separately (since they are not identical). To add to his misery, another arrow coated in ordinary greenblood oil poison hits him as well, forcing him to make a DC 17 Fortitude save, which he also fails, increasing the total duration to 8 rounds (1 of which has passed). Valeros is in trouble.

As you can see, poison is a deadly business. Monsters that can use injury poison, such as spiders and centipedes, should not be taken lightly. Best to stock up on a scroll or two of neutralize poison, or better yet, a wand.

Jason Bulmahn
Lead Designer

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Manipulating Terrain

Tuesday, March 15, 2011

For the last installment of the Design Tuesday blog on terrain, we are going to look at a relatively new type of terrain—terrain that you can actively manipulate. This kind of terrain can grant a creature a variety of effects, from an attack, to cover, to a special or enhanced mode of movement.

Some of the examples of this type of terrain will look familiar. Much of it can already be found within existing encounters. Where this is the case, it is up to you, the GM, to decide whether or not you wish to allow the special terrain effects described below.

Other samples of this type of terrain are new. Some, like the blink crystal, grant magical effects, and can add a sense of mystery and danger, as well as the possibility for strange tactics on the part of the PCs and their opponents.

Like the hazardous terrain presented last week, these new terrain types straddle the line between terrain and new dangers. Based on how much of this terrain you plan to use, you may want to consider adjusting the CR of encounters that use these more active forms of terrain, especially if their use grants one side of the combat more advantage than their foes.

Alchemical Devices: This terrain is actually a broad class of similarly acting terrains. They can be as simple as a workbench cluttered with beakers filled with roiling concoctions, or as complex as a distiller or even stranger alchemical machines. Manipulating such devices requires a standard action and any number of skill checks. Toppling a table requires a Strength check. Making a distiller shoot a gout of highly-pressurized alchemical gas may require a Disable Device check, a Craft (alchemy) check, or even a Strength check, if the PCs are using a strategic application of brute force. Interacting with more complex machinery usually requires a Disable Device check, though a higher DC Craft (alchemy) or Knowledge (arcana) check may do in a pinch.

Whatever the type of alchemical device, the basic rules for its manipulation are as follows. A successful check made as a standard action creates a 15-foot cone (or alternatively a 20-foot line) of damaging energy, controlled by the creature that successfully manipulated the device. It deals damage to creatures within the area of effect. A Reflex or a Fortitude DC halves the damage. Often alchemical devices create an area of acid, but the destructive energy could be cold, electrical, fire, or in rare cases even sonic or force damage, depending on the nature of the device.

To add more flavor and danger to specific alchemical devices, you can layer on additional conditions and effects. You could add bleed damage (which works well for acid or even fire damage devices), have creatures knocked prone on a failed saving throw (for sonic or force damage devices), or have a failed saving throw entangle creatures for 1d4 rounds (for cold damage devices) or even daze creatures for 1 round (for electrical damage devices).

The following are some suggestions for baseline effects of alchemical devices based on the base CR of the encounter.

Simple Alchemical Device (CR 1–5): Activating—DC 14 check; Effect—DC 12 Reflex saving throw for 2d6 acid, fire, or electrical damage, or a DC 12 Fortitude saving throw if the device deals cold, sonic, or force damage.

Complicated Alchemical Device (CR 6–10): Activating—DC 17 check; Effect—DC 15 Reflex saving throw for 3d6 acid, fire, or electrical damage, or a DC 15 Fortitude saving throw if the device deals cold, sonic, or force damage.

Advanced Alchemical Device (CR 11–15): Activating—DC 22 check; Effect—DC 20 Reflex saving throw for 4d6 acid, fire, or electrical damage, or a DC 20 Fortitude saving throw if the device deals cold, sonic, or force damage.

Magic-Infused Alchemical Device (CR 16+): Activating—DC 27 check; Effect—DC 25 Reflex saving throw for 4d6 acid, fire, or electrical damage, or a DC 25 Fortitude saving throw if the device deals cold, sonic, or force damage.

Blink Crystal: These strange, cloudy-white crystals glow with a faint purplish radiance. Typically blink crystals are the size of large gemstones, and they are always set in a statue or some similar large and immobile casing. If a blink crystal is removed from its casing, it loses its magic and becomes nothing more than a large piece of common quartz (worth 10 gp). A creature adjacent to a blink crystal can touch it as a free action, which causes the creature to teleport up to 20 feet to an unoccupied space on stable ground within line of sight. Touching a blink crystal as a swift action along with a successful DC 20 Spellcraft or Use Magical Device check can increase the range of the teleport to 40 feet. Failing this check allows the creature to teleport 20 feet.

Bubbling Caldron: A size Large bubbling caldron can be tipped over with a DC 15 Strength check made as a standard action. Doing so releases a 30-foot cone of boiling liquid from the caldron in the direction of the creature’s choosing, and deals 2d6 fire damage to all creatures within the cone’s area. A successful DC 12 Reflex saving throw halves the damage.

The liquid makes the area of the cone slippery (Pathfinder RPG Core Rulebook 412) until it dries or dissipates. The cone of liquid affects creatures on the ground only. Flying or levitating creatures can avoid the liquid and its damaging effect.

Chandelier: Successfully leaping onto a chandelier allows a creature to hang from it and use its momentum to increase the power of a jump before the end of the leaping creature’s next turn. A creature is flat-footed while it hangs or balances on chandelier.

Using the momentum of the chandelier grants the leaping creature a +5 circumstance bonus on Acrobatic checks made to jump off the chandelier, and the jump is considered to have a running start for purposes of determining the DC of the check.

Chandeliers have size categories like creatures do. They are typically size Small or larger. A chandelier can easily support a single creature of its own size or smaller.

A creature larger than the chandelier’s size (or two creatures of the same size or smaller than the chandelier) can attempt to hang on it or use it to gain the bonus on Acrobatics checks made to jump, but at the end of the creature’s turn (or the second creature’s turn, if two creatures are using the chandelier for the same effect), the chandelier breaks free from its supports and both the chandelier and any creatures hanging from it fall to the ground. If either a creature two or more size categories larger than the chandelier or three smaller creatures leap on to the chandelier, the chandelier and those hanging on it fall immediately. Creatures take normal damage from the fall plus an additional 1d10 damage from the falling chandelier. At the GM’s discretion, extremely large or heavy chandeliers or chandeliers with sharp protrusions or other dangers can deal additional damage upon a fall.

Furniture: From flipping over a table to using a gong as makeshift shield, a movable piece of furniture can be manipulated to create partial cover for a short period of time. A creature that is adjacent to the piece of movable furniture can attempt a Strength check as a move-equivalent action to gain cover from the item until the start of its next turn.

The DC of the Strength check depends on the size of the furniture. The base is DC 10 for size Small furniture, and the DC increases by 5 for each size category over Small (moving a Medium piece of furniture is DC 15, moving a Large piece of furniture is DC 20, and so on). A creature cannot attempt this manipulation if it is two or more size categories smaller than the piece of movable furniture it wants to manipulate.

Rug: A creature can spend a standard action to attempt to pull a rug out from under creatures standing atop the rug. This requires a DC 15 or higher Strength check, depending on the size of the rug. If successful, each creature standing atop the rug (some of its space must be on atop the rug) must succeed on a DC 12 Reflex saving throw or fall prone. Creatures that cannot be tripped are immune to this effect. Rugs that are larger than a 4-square area require higher Strength checks. The DC increases by 2 for every additional 2 squares of rug area beyond 4 squares.

Stephen Radney-MacFarland
Pathfinder RPG Designer

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Illustration by Kieran Yanner


Hazardous Terrain

Tuesday, March 8, 2011

In last week's Design Tuesday blog, I delved into the importance of terrain to push your encounter design to the next level, and provided you with some design philosophy to ponder when designing your own terrain. This week, I'm back with some concrete examples.

The Pathfinder Roleplaying Game assumes combatants are able to use their movement abilities with little or no hindrance. Sure, there are walls, doors, and difficult terrain to navigate, or maybe some obscuring effects to grant a little concealment, but for the most part PCs and monsters have free reign to move about the rooms and corridors of the dungeon as they wish. The following types of terrain are all exceptions to this norm. While some act as difficult terrain, they present further hazards while navigating the battlefield.

One thing to keep in mind about all of these new terrain types is that they typically work best as smaller, tactically placed patches. You may be tempted to fill an entire battlefield with one of these new terrains, but doing this should be the exception rather than the rule. They all work best when they give characters a choice between freedom and danger. When properly placed, they can reward the use of combat maneuvers and spells that grant increased mobility to allies or restrict or force the movement of enemies, and may limit the opportunities to make charge attacks without stymieing that tactic outright.

You may notice that these new terrain types are very similar to the hazards presented on pages 244–245 of the Pathfinder RPG GameMastery Guide. So what is the difference between these terrains and hazards? These hazardous terrains involve slightly more choice on the part of combatant than hazards do. Most, if not all, have effects when a character chooses to move into or is forced into them, and those effects should be relatively easy to determine before the combatant enters them, either by way of their physical characteristic or an easy Knowledge check (DC 10) of the appropriate type.

Anchor Stone: This strange stone has a debilitating gravitational effect on those who do not traverse over it quickly. Each time a creature starts its turn on an area of anchor stone, it must succeed at a DC 12 Fortitude saving throw. Any creature that fails can only take a 5-foot step on its turn. Any creature that succeeds at the saving throw must move at half speed on its turn.

To take the effects of anchor stone, a creature must be standing on or touching the stone. Anchor stone has no effect on those who fly over it or otherwise do not have physical contact with the stone.

Some areas of anchor stone are more powerful than others, having a DC of 15, 20, or even higher.

Choke Spores: This type of fungus thrives in subterranean caves and other damp and lightless areas. The first time a creature starts its turn within an area containing choke spores, the poison of the fungus is released, inflicting those within that space with the following poison.

Choke Spore Poison

Type poison, inhaled; Save Fortitude DC 14

Frequency 1/round for 1d4 rounds

Effect 1 Dex and 1 Wis damage; Cure 1 save

Once an area of choke spores releases its poison, that area becomes dormant for 1 day. With a single standard action, a creature can use fire (from a torch, a flaming magical weapon, or a similar implement) to destroy all the choke spore balls within all 5-foot-squares adjacent to the creature. Acid, cold, and fire damage from area effect spells automatically destroy patches of choke spores within the spells' effect areas.

Fey Mist: This strange swirling mist of purple and green gas and motes of light dazzles those who stray within it. Fey mist provides concealment. Furthermore, a living, non-fey creature that starts its turn within the mist must make a DC 12 Will saving throw or become confused for 1 round. Those that make their saving throws are dazzled for 1 round instead. This is an enchantment effect.

Some areas of fey mist are more powerful than others, and have and require a DC 15, DC 20, or even DC 25 Will saving throw to avoid its confusion.

Flame: A house is on fire and that flame rages in large areas, a hellish landscape burns around you, or a large bonfire rages in a clearing where a coven of witches chant evil incantations. While the Pathfinder RPG Core Rulebook has rules for forest fires, sometimes you may want to have a section of an encounter area that just burns.

When a creature starts its turn with its space fully within an area of flame, it takes 1d6 points of fire damage, and if the creature is wearing metal armor, it is affected as if by a heat metal spell. A creature that starts its turn with its space only partially within an area of flame must succeed at a DC 12 Reflex saving throw or take the damage and the heat metal effect if it is wearing metal armor. A creature that moves through areas of flame must make a DC 12 Reflex saving throw or take 1d6 points of fire damage, but avoids the heat metal effect. This save is made the first time a creature moves into flame with a move action or when it is affected by something that pushes or otherwise forces the creature into an area of flame.

Supernatural or powerful flames can have higher DCs. A raging fire can have a DC of 15 or the fires of Hell can have a DC of 20, 25, or 30 depending on the power of the flames.

Areas of flame often create smoke, the effects of which can be found on page 444 of the Pathfinder RPG Core Rulebook.

Haunted Ground: These areas of accursed ground are often the sites of horrid crimes or intense and bloody battles. The intense fear of those who lost their lives lingers and saturates the area. This fear affects living creatures that stray within these areas. A living creature that starts its turn in an area of haunted ground must succeed at a DC 15 Will saving throw or become shaken for 1d4 rounds. If the creature is already shaken, it becomes frightened for the same duration instead. Frightened creatures become panicked for the same duration instead. Creatures that are immune to fear effects are immune to haunted ground.

Razor Rubble: Either rubble made of sharp stone, or laced with small sharp blades, this terrain functions like difficult terrain (see Pathfinder RPG Core Rulebook193), but each square a creature enters deals 1 point of damage to that creature. A creature moving at half speed, or that succeeds at a DC 15 Acrobatics check as a free action when first moving into an area of razor rubble can avoid the damaging affects for the round but not the difficult terrain effect.

Slick Ice: A frozen lake, a sheen of thick ice on a dungeon or cavern floor, or some other cold and slick surface, slick ice can be hard to traverse, but can also increase the speed of creatures that are agile or foolhardy enough to utilize its surface's lack of friction.

A creature traversing slick ice at more than half speed is required to make a DC 15 Acrobatic check at the start of the movement. Failure causes the creature to fall prone at the start of the movement. Running or charging on slick ice increases the DC by 5, with the same effect on a failed skill check. A creature that succeeds at this check by 5 or more can increase its move across the ice by 10 feet, but is considered flat-footed until the start of its next turn. Creatures (like those with enough levels of barbarian or rogue) that can't be caught flat-footed at the start of combat are immune to this flat-footed effect as well.

Tentacle Mold: This strange vermillion fungus clings to the moist walls, floors, and even ceilings of dungeons and caverns. When a living creature is in or near a patch of this fungus, acidic pseudopods lash out, with sickening effect.

When a living creature starts it turn in an area of or in a square next to (if it clings to the walls or the ceiling) of tentacle mold, it must make a DC 15 Fortitude saving throw; on a failed saving throw the creature takes 1 acid damage and is sickened for 1 round. Though the effect is like a poison, this is not actually a poison effect; the strange chemistry of this kind of mold makes it more alchemical in nature.

Stephen Radney-MacFarland
Pathfinder RPG Designer

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Gunslinger Reloaded

Monday, March 7, 2011

Are you ready for some more fun with fantasy firearms? Well, ready or not, we are unleashing the second round of the Ultimate Combat playtest! In this round, we're bringing you the updated version of the gunslinger—a full 1–20 class in its own right, unhinged from the fighter class.

This new version of the gunslinger has more deeds, many of the older deeds have been reshuffled and repriced, and we are providing you with more guns to play with—including advanced firearms for those of you who want to go whole hog into the era where guns dominate the battlefield.

Not only will you get the updated crunchy bits you crave for playtesting, we also have a sidebar to help GMs determine what role (if any) firearms have in their campaign. This sidebar also talks about how firearm and gunslinger rules change with the level of firearms you have in your campaign.

So photocopy some character sheets, grab your dice, load up that pepperbox with alchemical cartridges, and playtest away. We will be listening to your observations and results on the messageboards. Oh, and just in case you are wondering, the new version of the class is Pathfinder Society legal, so if you haven't done so already, find you local group, and start playing!

Stephen Radney-MacFarland
Pathfinder RPG Designer

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Illustration by Kevin Yan

Design Tuesday: Fun with Terrain

Tuesday, March 1, 2011

When designing an encounter, it's tempting to focus the majority of your attention on the mix of monsters and villains. After all, coming up with interesting enemy synergies and evocative scenes of terror, threat, and evil-doing go a long way in making encounters both memorable and fun. Often neglected, though, is making sure that the setting you place these bad guys in offers both threat and opportunity of its own. When designed correctly, the terrain of an encounter can provide opportunity and challenges that not only compliment the opponents that you select, but can make combat the stuff of gaming stories for years to come.

First Things First

There are two ways to go about terrain selection for your encounter. The first is to think about the environment that you want to set your encounters, or an entire adventure, within, and filling it with the proper terrain. When it comes to dungeon and cavern settings, much of this work is already done for you. Take a look at Chapter 13 of the Pathfinder RPG Core Rulebook, especially pages 410&ndash416, and you'll find a good selection of terrain types to stock your dungeon. You'll also want to check out pages 193—194 of the Core Rulebook as it has the rules for difficult terrain and obstacles, and maybe take a peek at pages 244–245 Pathfinder RPG GameMastery Guide for some sample hazards to play with.

Picking proper terrain is all about creating interesting exceptions, so the first thing you'll want to do is make decisions about the baseline terrain for your dungeon. Unless your group is full of seasoned Pathfinder veterans, you'll want to set those baselines at or near the base assumptions of the Pathfinder rules: Masonry walls, flagstone, and wooden doors are a good start. For the most part you, and your players will not have to think about these areas of terrain at all. They're the standard dungeon dressing everyone is use to. Then you'll want to think about the possible exceptions for your dungeon. Are parts of the dungeon in disrepair? Are parts of the dungeon in the midst of construction? Does the dungeon serve as an entryway to a subterranean cave system? Does it lead to an underground river or water or magma? Once you are done imagining your dungeon, and maybe even sketching it on some graph paper, you can start to figure out where the exceptions sit, and then start brainstorming possibilities that you can't find in the rules... but we will get to that later.

Straying deeper into Chapter 13, you can make similar choices for large areas of terrain that are not dungeons, but the principles are the same. Find your baseline, and then ponder the possibility of interesting and evocative exceptions to that baseline. Take some notes, ponder some possibilities, and search the rules for similar types of terrain.

The other way to go about creating interesting environments is to think about the monsters and villains you want in your encounter in the adventure, and ask yourself two questions. The first question is, what kind of terrain compliments the monsters' or villains' tactics? The second question is, what kind of terrain compliments your PCs' abilities? Answering the second question can be a little tricky, especially if your end result is being designed for a nonspecific group of PCs (say you're writing an adventure for a convention or Pathfinder Society open call, or you're already thinking about next year's RPG Superstar). More often than not, you'll want to try to fill your encounters with terrain that does both simultaneously. This creates better-balanced encounters that don't favor one side or the other overly much, which not only tend to create more exciting encounters, but can also bypass the need to adjust the CR of your encounters because terrain favors one side more than the other.

Whenever possible, it's best to use a mixture of these two approaches. Treat each one as lenses toward your ultimate goal—to create a fun game experience in a world that seem rich, vibrant, and full of possibilities and potential dangers for the PCs to explore.

Designing New Terrain

Whenever you get the itch to create a new piece of terrain, you should shoot toward making your terrain challenging to interact with but not overly frustrating. In general, you will want one of two speeds for your new terrain. The first speed is terrain that has automatic effects when a creature spends an action to interact with it, but the effect is always constant. Unlocked doors, stairs, and small passageways all fall under this category. They talk directly to the action economy of the game. Someone must spend an action or slightly modify her normal actions in order to use them (think squeezing, opening doors, or basic difficult terrain). This type of terrain is easy to use, quick to remember, but it lacks variability. Some of the most exciting terrain features effects that do not guarantee success, or, better yet, feature varying degrees of success.

Enter the second speed of terrain, where actions are often required, but the effect is variable. Usually such variability is tied to the uses of a skill. For most terrain you will want to pick a basic skill that can be used untrained and that makes sense for the terrain type. Acrobatics, Climb, Escape Artist, Fly, Survival, Swim, and even raw Strength checks are some obvious examples, with Acrobatics already doing a lot of the heavy lifting with the terrain found in the Core Rulebook (see hewn stone floors, rubble, and slippery floors). But don't be afraid to mix it up a little with other skills, even those that can't be used untrained (Disable Device, Ride, and even Stealth are some personal favorites). Creating such terrain is just another way where PCs (or monsters) with high skill bonuses have an opportunity to shine, but at a cost. Failure is a possibility.

When creating new terrain, it is not only important to make sure that they work within the normal rules of the Pathfinder RPG but that they are also the right fit for the PC and creature mix you are designing encounters and adventure for. Designing a fight on a frozen lake may seem like fun, but the last thing you want to do is slow down the encounter to a crawl with every creature being forced to make an Acrobatics check in order to accomplish any kind of movement whatsoever. Consider creating relatively safe areas (maybe areas covered with snow or rough ice that grants more traction), giving clumsy creatures slightly suboptimal movement choices, while allowing agile creatures to gamble for success, or even the possibility of greater effect. With those sheets of ice, consider giving them the possibility of bonuses when higher Acrobatics checks are rolled.

Can We Get Some Examples?

With some of terrain philosophy out of the way, start fooling around with creating your own terrain. Tune in next Tuesday for some new pre-made terrain objects to spice up your game. Next week we will be focusing on some terrain primarily designed to limit or focus movement and action types, and the week after we will unleash some crazy terrain options that grant new action options, such as movement and even some terrain that grants creatures special attacks.

Stephen Radney-MacFarland
Pathfinder RPG Designer

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Spell Design: Depletable Statistics

Tuesday, February 8, 2011

We're just about ready to send Ultimate Magic off to the printer! The last chapter is a big collection of spells, and Chapter 2 includes a 12-page section about spell design, complete with an analysis of what goes in the spell stat block and benchmarks of good, typical, and poor spells for each spell level. One of the topics discussed in that section is the idea of "depletable statistics"—numbers in a creature's stat block that kill or incapacitate the creature when the number reaches 0. Examples of depletable statistics are hit points, ability scores, or even levels or Hit Dice—knock those down to 0, such as with fireball, poison, or enervation, and the creature is out of the fight. The primary depletable statistic is hit points, of course, and the advantage of attacking hit points is all characters are able to deal hit point damage, so blasting an opponent with a direct damage spell allows the party fighter and rogue to work toward eliminating that opponent.

By comparison, a creature's stat block has many numbers that are not depletable statistics—not that you can't penalize those numbers, but reducing them may not have an adverse effect on the target and won't eventually kill them. For example, a spell that gives a target a –10 attack penalty has little effect on a sorcerer casting fireball, as would a spell that gave her a –10 penalty on her Will saving throw; despite her poor attack rolls and miserable Will saves, she is still quite capable of blasting her opponents to bits, whether these penalties are –10 or –100. Similarly, a fighter with a –10 penalty on Fortitude saving throws can still swing a sword, as can one with a –10 penalty to Armor Class; the fighter is still viable despite these penalties. These enemies may be vulnerable to other attacks because of these penalties (the sorcerer with a –10 Will save is a sucker for charm person, and the fighter with a –10 penalty on Fort saves is wary of poisons) but the penalties themselves won't kill them. Attack bonuses, saving throw bonuses, Armor Class, CMD, CMB, initiative, speed, skill modifiers, and most other game statistics aren't depletable statistics. This is not to say that targeting these numbers is a bad idea—a brute monster with a –20 penalty on its attack roll is no longer a threat and easy to dispatch—but doing so doesn't have a reachable goal of disabling that opponent with these penalties. Furthermore, spells that penalize these statistics generally don't stack with themselves; multiple castings of bane don't result in greater attack penalties, multiple castings of slow don't make enemies immobile or unable to take actions, and so on.

The idea of a game stat being a depletable statistic or not is a helpful concept when you're comparing the power levels of two spells. Because balancing spells lacks the formulae of pricing magic items, comparison is the only way to judge whether or not a new spell is at the appropriate spell level, and in most cases it comes down to which spell is more effective at disabling an opponent, often by targeting depletable statistics.

Sean K Reynolds
Developer

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Illustrations by Andrew Hou. Wallpaper design by Crystal Frasier.

We Love Goblins!

Friday, February 4, 2011

We definitely love goblins here at Paizo. In fact, more than anything we love them blinded, helpless, and fascinated. And with this new wallpaper, you can too! This wallpaper uses artwork from the soon-to-arrive Condition Cards, the latest Game Mastery card set from Paizo. With these cards you'll be able to easily keep track of the Pathfinder RPG's most common conditions, making it so you'll never miss a modifier again!

Hyrum Savage
Marketing and Organized Play Manager

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The Magic Item Will See You Now

Tuesday, February 1, 2011

Welcome to the final installment of a three-part series of Design Tuesday blogs exploring Intelligent Magic Items. Part 1 of this series can be found here. Part 2 can be found here.

Intelligent Magic Items: Part 3

We've looked at how you design the history and the mechanics behind intelligent magic items, but now its time to put this information to use and look at some sample intelligent magic items. Using some art from the upcoming Carrion Crown Item Card Deck, we've created a pair of interesting intelligent items, ready to drop right into your game. These items vary wildly in cost, power, and personality, exploring the various concepts and rules that make intelligent magic items fun.

Each item starts off with a physical description, a history, notes on its personality and goals, as well as a complete write-up on its powers, cost, and ego.

Darnisan, the Lord's Cloak
Made from a regal purple cloth with a red lining, with golden trim, this cloak gives of an aura of majesty

History: Crafted by the vizier of a decadent kingdom for a wealthy nobleman, this cloak was imbued with sentience so that it might spy on the nobleman's business dealings and report to the vizier. As the months went by, however, the cloak realized it was meant for greatness and that neither man was worthy of its power. Calling itself Darnisan, it revealed itself to the nobleman, pretending to be an agent of his god, and told him of his vizier's treachery. Enraged, the nobleman confronted his vizier, and in the ensuing battle, both were slain. Unfortunately for Darnisan, it was buried with its master, and has been waiting in his tomb ever since for the right individual to claim it and its power.
Personality: Darnisan is slow to reveal its true nature to anyone with the arrogance to don it. It usually takes a bit of time to determine if the wearer is worthy and how best to shape him into a true and noble leader before making itself known. Darnisan is haughty and thinks very highly of itself. It seeks to be the mantle of a great ruler and will encourage its wearer in whatever way it can to lead him into greatness, even if that means mortal danger. If Darnisan finds its wearer to be unworthy, it might eventually form a plan to be rid of him and to end up in the hands of a more worthy individual. Should Darnisan gain control of a character, it immediately attempts to take control of the situation or find a more worthy host.
Powers: Darnisan is a cloak of minor displacement that also grants its wearer a +2 resistance bonus on saving throws. It also has the hiding special ability, described in the previous article, which it uses to make itself invisible if someone truly unworthy finds it. It has a special purpose, to be worn by and defend a ruling monarch or leader of a large city. If it finds its wearer promising, it can cast resist energy and stoneskin on its wearer each once per day (caster level 7th). Finally, the cloak has the uncaring drawback, as it truly does not care about its wearer, only the greatness that such a wearer might bestow on the cloak. This only applies if the cloak does not think the wearer could be great, and as such, the ego reduction is only a –1. Darnisan has the following statistics.
Alignment Lawful neutral. Int 14 Wis 12 Cha 16 Abilities senses 30 ft., speech Cost 51,300 gp Ego 15

Thirst, the Vampire Blade
Forged in ages past, this worn, wicked sword is stained with the blood of its victims and marred by the countless battles it has fought

History: Back in a more barbaric age, this sword was made for the sole purpose of taking life. Given to a powerful warrior, Thirst, as it would later be known, was used to carve a swath of death and destruction across the land, changing hands sometimes more than once in a single day. As the years passed, all of the souls that were claimed by the blade began to coalesce into a single consciousness, one that desired only more life. It hungers for blood and for the life of living creatures. Those who wield the blade for long periods of time find that it draws in their life force, causing them to hunger for life at the same time. This can turn the wielder into a vampire. Its current wielder is one such individual, a powerful vampire that uses Thirst to slay countless innocent creatures every night. It remains at its side to this day, consuming just as much life as its master.
Personality: Thirst knows nothing of pity or remorse. It seeks only to kill and consume. It grows angry and restless when not in use, and should it go more than a few days without killing, it grows hostile to its wielder and attempts to control him to go on a murderous rampage. Thirst is very powerful, making it worth keeping, but should it gain control of its wielder, it becomes a serious danger to all those around it.
Powers: Thirst is a +2 keen vicious wounding longsword. When Thirst is used to perform a coup de grace, the DC to avoid death is increased by +4. Thirst can cast vampiric touch three times per day (caster level 18th). Slaying all creatures is its special purpose, and it can cast enervation at will, but only when targeting a living creature. Finally, whenever the blade is used to coup de grace a creature, its wielder gains a permanent negative level. If the wielder dies due to negative levels in this way, he rises as a vampire 24 hours later.
Alignment Chaotic Evil Int 10 Wis 14 Cha 20 Abilities telepathy, darkvision 120 ft. Cost 191,815 gp Ego 21

That's all for this series. Tune in next week for the start of a brand-new series of Design Tuesday articles.

Jason Bulmahn
Lead Designer

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Ultimate Combat Playtest Away!

Monday, January 24, 2011

Surprise! It's playtest time again.

Today we are unleashing the playtest for Ultimate Combat, a new sourcebook for the Pathfinder Roleplaying Game, due to be released later this year.

In this playtest you'll get a first shot at playing the gunslinger, ninja, and samurai alternative classes.

Each alternative class gives you 20 full levels of blazing barrels, silent death, or relentless resolve, depending on the class. You can find these classes as a free PDF. Once you have downloaded the classes and used them in your game, wander over to the messageboards, where you'll find places to discuss the classes and post your playtest results. We look forward to hearing what you have to say about these three new classes.

This playtest lasts three weeks, until Monday February 14th.

Tune in next week for Part 3 of the Intelligent Magic Item design blog. We figured you wouldn't mind the delay if you got three new classes to chew on.

Stephen Radney-MacFarland
Pathfinder RPG Designer

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In Soviet Pathfinder, Ring Wears You!

Tuesday, January 18, 2011

Welcome to the second installment of a three-part series of Design Tuesday blogs exploring Intelligent Magic Items. Part 1 of this series can be found here.

Intelligent Magic Items: Part 2

Last week, we examined the basics of adding an intelligent magic item to your campaign. This week, we are investigating the process of determining the powers and abilities of intelligent magic items. While this process is not too complicated, what powers are given to an item greatly influence how it interacts with the game.

The process used in building intelligent magic items is relatively straightforward, moving from one step to the next, but there are a number of particular tips that are worth noting.

Cost: The price for an intelligent magic item can go up very quickly. As a result, intelligent magic items tend to be out of the reach of most low-level characters. This is one area, however, where the GM can relax the usual wealth guidelines a bit if it serves the story. In addition, the item might not have access to or choose to use certain abilities until its possessor is suitably experienced, meaning that the item's approximate value might increase over time, making it more affordable at lower levels. This can even extend to the powers granted by the base item on which the intelligent item is built. For example, an intelligent ring of protection might start out granting a +1 deflection bonus and be perfectly suitable for a low-level hero, but as time goes on, this bonus might increase and other abilities might reveal themselves as the ring learns to trust its possessor.

Ego: Most of the time, an intelligent magic item is more than willing to work with its possessor, but those with a high ego often try to control the relationship. When building an item, you should decide how its personality affects its ego score. While not all items act in this way, the following general guidelines should help you determine the item's personality. Items with an ego less than 10 are generally passive, willing to work with their possessors almost unquestioningly. Items with egos between 11 and 19 are confident and sometimes quarrel with their possessors if it is something they are passionate about. Items with egos between 20 and 30 are arrogant and believe they know what is best almost all the time. They are difficult to control. An item with an ego greater than 30 almost always tries to dominate the situation, seeing its possessor as a vessel for its supreme will, a tool to be used to achieve its ends.

Base Item: The base item can tell you a lot about the item and its story. As a general rule, items with interesting mechanics make for better base items. A cloak of arachnida is a lot more evocative than a cloak of resistance +2, but it is not always a bad thing to have a less interesting item as basis of an intelligent item. The cloak of resistance is more of a blank slate, allowing you to associate nearly any personality with the item, whereas the cloak of arachnida only makes sense with backgrounds and personalities of a specific flavor.

Keeping these in mind, along with the item's background and story, deciding on most of its powers and abilities is an easy process. The most interesting part is deciding on its powers and special purpose (if it has one). While Table 15–24 gives a good starting point for powers, it is not particularly evocative, primarily because the powers on this list are made to be used with any magic item in the game. You should feel free to use these as a guideline to design specific powers that better fit the item's theme, type, and backstory. To assist you in this process, here is a list of new powers designed for specific item types or story ideas, including their costs and ego modifiers.

Hiding: The item can make itself invisible as per the spell once per day. Although it cannot be actively used while hidden in this way, any constant powers or bonuses it grants or possesses remain active. Item Type: Any. Price Modifier: 1,200 gp. Ego Modifier: +1.

Leaping: The item can leap to its possessor's hand or become instantly equipped. As long as the possessor has the item on his person, as a free action he can call out to the item, causing it to jump into his hand (if that is how it is wielded) or equip itself in the appropriate slot (if it takes up a slot). Items that are not wielded or do not take up a slot cannot have this power. The possessor must have a free hand or the appropriate slot free for this ability to function. Item Type: Special. Price Modifier: 2,000 gp. Ego Modifier: +1.

Maneuvering: Whenever this weapon is used to perform one specific type of combat maneuver, usually disarm or sunder, the possessor receives a +2 bonus on the check and does not provoke attacks of opportunity when attempting the combat maneuver. This does not stack with the bonus gained from the feat that grants the same bonus, such as Improved Disarm. Item Type: Weapon. Price Modifier: 8,000 gp. Ego Modifier: +1.

Proficiency: The possessor is automatically considered proficient in the weapon's use. This power does not grant the possessor the ability to use other weapons of the same type or to use this magically granted proficiency to meet prerequisites. Item Type: Weapon. Price Modifier: 2,000 gp. Ego Modifier: +1.


Recharging: The item regains one charge each day that it does not use a power that consumes a charge. If the item is a wand, it is not destroyed when it is reduced to 0 charges. The item cannot have more charges than its maximum (50 for a wand, 10 for a staff). Item Type: Staff, Wand, or other charged item. Price Modifier: 18,000 gp. Ego Modifier: +2.

In addition to powers, you might want to consider giving the item a drawback or two, to fit with its flavor. These drawbacks reduce the ego of the item, but do not otherwise affect its cost. An item should not have more than one drawback. A caster that crafts an intelligent item cannot build it with a drawback. These develop naturally over time or as the result of a botched creation attempt.

Forgetful: The item does not remember its possessor. Each morning it treats its possessor as if it does not know him. As a result, he must constantly earn its trust. Ego Modifier: –1.

Secretive: The item's special powers are not discernable by detect magic or identify. The special powers can be identified with analyze dweomer. The powers and the abilities of the base item can be learned normally. Ego Modifier: –1.

Singing: The item sings or talks at inappropriate times, giving its possessor a –4 penalty on Stealth skill checks. The item must possess the ability to speak to have this drawback. Ego Modifier: –1.

Split: The item has two alignments, and each day the GM determines which one of the alignments manifests. These alignments are always opposite one another. Ego Modifier: –2.

Uncaring: The item does not care about its possessor's safety or goals, and will gladly put him in harm's way if it gets the item closer to its purpose. As a result, the possessor must make a Will save against the item's Ego each day. If the save fails, the item does not function that day, unless events or the actions of the possessor bring it closer to its purpose. Ego Modifier: –3.

Unreliable: The item is very old and has forgotten how to reliably use its abilities. Whenever a possessor attempts to use its powers, there is a 25% chance that the power does not work. Ego Modifier: –2.

That about wraps up our look at creating intelligent magic items. Next week we'll conclude this series by giving you a number of sample intelligent magic items.

Jason Bulmahn
Lead Designer

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Illustrations by Mauricio Herrera and Peter Lazarski. Widescreen version here.

Long Live The Gorilla King!

Friday, January 14, 2010

It's no secret that I love gorillas, apes, and monkeys. My avatar here at Paizo is a monkey, my personal Facebook icon for a long time was a Bili Ape, and I'm always calling my kids little monkeys. (They are the Savage Horde, after all.) When I asked the art department to create a series of wallpapers, you can only imagine my delight when Crystal showed me the wallpaper below. It's about as perfect a wallpaper as I could ask for: the Gorilla King, swarms of monkeys in the background, and all of the Pathfinder hardback covers. It's been on my computer since Crystal finished it a week ago, and now it can be on yours.

Hyrum.
Marketing and Organized Play Manager

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Pathfinder to get the new Smart Sword

Tuesday, January 11, 2011

Welcome to the first Design Tuesday blog, a series of blogs that explore the rules of the Pathfinder Roleplaying Game. Over the next few weeks, we're going to be exploring intelligent magic items and how to use them in your game.

Intelligent Magic Items: Part 1

Adding magic items to your game is already a time-consuming process. As a GM, you must evaluate the party's needs, look at their wealth levels, and assign appropriate and fun items to the hoards they might discover. Adding an intelligent magic item to the mix is often seen as one step too many, combining the treasure distribution rules with many of the aspects of NPC creation. There are, however, a number of reasons to put an intelligent magic item into your game, making them more than worth the extra effort.

Intelligent magic items are a useful way for the GM to directly participate in the narrative of the campaign whenever it's convenient. The magic item is always with the group, but unlike an ordinary NPC, no one expects an intelligent magic item to participate in every conversation or combat. An actual NPC that fades in and out of the scene can be jarring to some and, when forgotten, can lead to awkward situations where the only solution is to revise history. An intelligent magic item, however, can easily speak up when it has something vital to add, and can just as easily be silent without breaking any sense of verisimilitude. Intelligent items are a perfect means for adding twists and turns to an adventure, while allowing the PCs to feel like they are in control.

Before adding an intelligent magic item into your game, you should first design an adventure or plotline around the object. To get the most out of an intelligent item, it should be featured heavily in at least one adventure or arc in the campaign. This makes the item special and lets it stand out. Giving the item this much spotlight will also greatly help develop its personality and background. This adventure does not have to take place the moment the item is acquired, but it should be known during the process of creating the item, as it will drive many of your design decisions. Treat the item like an NPC. It has motivations and some sort of goal or desire. At the very least, it has a history to draw upon. Here are a few example adventure seeds that involve some sort of intelligent item:

The magic item was once the property of a renowned adventurer who died in a deadly dungeon. The item remembers much of the layout of that dungeon and might be able to aid its new owner in navigating the deathtrap.

The magic item was used to store the soul of a powerful spellcaster who desperately wants to be restored to life. The item knows the one way that this can be accomplished—by taking the item to a unique mountaintop shrine.

The item was once the property of an angelic being, but fell into the hands of an evil creature that never knew its true power. Now recovered, the item wishes to complete the quest of its slain master. Unknown to the item, its original master still lives and is seeking the item.

These are just some of the possible stories that involve an intelligent item. Once you've got the background and goal of the magic item worked out, it's time to design the item and introduce it to the group. We'll cover some design tips and tricks in part 2 of this series, so for now, let's look at how to introduce the item to the group. There are many ways that an intelligent item might find its way into the hands of a PC, the simplest being inclusion in a treasure hoard or as part of a villain's gear. There are also less conventional means that you might want to consider:

The item belongs to a merchant who is tired of its constant bickering and talking and is desperate to be rid of the item. He practically gives it away to the first PC who seems remotely interested in it.

The item's previous owner thought it was haunted and threw it away—down a well, into a fireplace, etc. The PCs stumble upon it and save it from destruction or neglect.

The PCs encounter the item's current owner, who the item finds totally unsuitable to its purpose. In an obvious battle of wills, the item forces its current owner to hand the item over to the most suitable PC.

Once the PCs have the item, it's time for it to introduce itself. This should not happen right away. Intelligent items have a tendency to make themselves known only once their owner has proven to be worthwhile (or so terribly unsuitable to the item that it cannot stand the misuse any longer). This should be a memorable encounter, where the item suddenly speaks out or uses an ability unknown to its new owner. After the first encounter, the PCs will undoubtedly have a lot of questions for the item. Make sure to be careful with what the PCs know at first. The item cannot usually leave if its owner decides to mistreat it, and as a result, most intelligent magic items guard their secrets carefully and only reveal all to an owner that they trust implicitly. Remember the item's true goals or purpose throughout this process. While the PCs should not learn this right away, they might get a clue from these first conversations.

From this point onward, the item can act as an occasional source of information, throwing out bits and pieces of knowledge as needed by the GM, so long as they can be made to fit in the object's story. The item can be used as a foil for a PC who thinks too much of himself, or to bolster a lowly character's confidence. An intelligent magic item is a valuable tool, one that every GM should consider adding to the campaign.

That's all for this week. Next week we'll look at the mechanics behind designing an intelligent magic item, and even give you some new rules to work with.

Jason Bulmahn
Lead Designer

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Golarion Day: Return of the Sable Company

Thursday, January 6, 2010

Howdy, everyone! So, hot on the heels of the announcement of "Design Tuesdays," I'm here to unveil the first installment of "Golarion Day!" Every Thursday, we'll try to do a post that expands the world of Golarion in some small way. Sometimes, this might be a tiny new rules element. Other times, it might be a bit of lore. It could be a brief look into an upcoming product or an interview with someone who's worked on the world of Golarion. Or, as in today's case, it could be a quick update of older rules to the current Pathfinder RPG system. Let me know what you think, and if you have any special requests for future Golarion Days, let me know that as well!

So, back in the day in the Guide to Korvosa, we told you about a group of rangers called the Sable Company. Exported from my homebrew game (where they were known as Skyriders), these highly trained city guards patrol the skies above Korvosa on hippogriffs that they've bonded with. In Guide to Korvosa, we handled this bit of fun flavor by simply introducing a new feat: "Sable Company Marine," which let rangers select hippogriffs as an animal companion. And for a few years, all was well and good.

Then we went and did something unthinkable. We changed games. And in the Pathfinder RPG Bestiary, we didn't even bother to keep the poor hippogriff around. The griffin was there, sure, but no sign of his less cultured kin.

I'll be honest. I was a bit surprised to see the hippogriff become the most-missed monster from the Bestiary. I would have assumed something bigger and badder, like missing titans or nightwalkers or inevitables would get folks riled up, but I was wrong. So when it came time to do Bestiary 2, it was obvious what monsters we needed to include—chief among them was the hippogriff.

But the job still wasn't finished, because we'd also changed the way rangers get animal companions, and we'd even changed the way animal companions work.

So, until we actually get around to revisiting Korvosa's Sable Company in print (which, I bet, we'll do some day in the future), check out the following rules for allowing rangers to gain hippogriffs as animal companions. Note that we've changed the way you gain a hippogriff from a mere feat to a ranger archetype—this is because hippogriffs are pretty powerful creatures as far as animal companions go, and not all rangers have the right stuff to serve in the Sable Company. It requires the sacrifice of some traditional ranger training in order to master a bond with a hippogriff, in addition to being a member of the Sable Company itself. It's up to your GM whether the Sable Company is hiring. (Basically, you need your GM's permission to select this archetype, and your GM may require your character to perform certain duties as befits your responsibilities in the Sable Company.) In fact, if your GM's cool with it, you can adjust the adjustments and flavor of the archetype so that other classes can get access to hippogriffs as riding companions—you can even use these rules as a sort of template to open up "animal companions" for similarly powered magical beasts. Because who wouldn't want to play a halfling ankheg rider?

Anyway, here you go: Pathfinder-compatible updates for the Sable Company of Korvosa!

Ranger Archetype: Sable Company Marine

Illustration by Florian Stitz

You graduated from the elite hippogriff-riding school of the Endrin Military Academy. Not only can you ride a hippogriff with great skill, you have also formed a close bond with a particular mount. A Sable Company Marine has the following class features:

Hippogriff Companion: You can gain a hippogriff as a companion. This ability works identically to hunter's bond when used to gain an animal companion, but can only be used to gain a hippogriff (see below for rules for hippogriff companions). You gain a +2 bonus on Ride checks made when riding your hippogriff companion, and whenever you are within 20 feet of your hippogriff, it gains a +2 morale bonus on all saving throws made against fear effects. This ability replaces favored terrain and hunter's bond.

Hippogriff Companions

Starting Statistics: Size Large; Speed 40 ft., fly 50 ft. (average); AC +2 natural armor; Attack bite 1d6; Ability Scores Str 15, Dex 15, Con 14, Int 2, Wis 12, Cha 9; Special Qualities darkvision 60 ft., low-light vision, scent.

4th-Level Advancement: Speed fly 100 ft. (average); Attack bite 1d6, 2 claws 1d4; Ability Scores Dex +2, Con +2.

James Jacobs
Creative Director

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Illustration by Wayne Reynolds


Design Tuesdays

Tuesday, January 4, 2011

2011 is here at last, and with the start of the new year, we've got a new program that we are happy to unveil. Every Tuesday, you are going to see a blog from one of the members of the design team (that being Sean K Reynolds, Stephen Radney MacFarland, or myself), looking into the mechanics of the game and giving you tips, tricks, and tools to make your game run smoothly and easily.

I am hoping to use these blogs to present new and interesting rules and ideas to use at the game table, perhaps even a few serials, where we explore a concept or idea more deeply. For example, we might run a series of blogs that explore intelligent magic items and how they can be used in your game, giving you a host of samples, and presenting a few new abilities. Or, we might spend a few weeks looking at the rules for afflictions, and adding a couple of new curses, diseases, and poisons to use in your game. Now, I have a list of ideas for what we might use to fill up this space, but here at the outset, I thought it might be useful to ask you, the reader, what you want to see appear in this space. I'll leave the campaign-specific material and preview for the other days of the week—this space will be used exclusively to look at the rules of the game.

I want to hear what you want to see. Check out this thread on our messageboards and add your thoughts to the growing discussion. See you next week.

Jason Bulmahn
Lead Designer

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Illustrations by Eric Belisle and Wayne Reynolds. Widescreen version here.


Release the Hordes!

December 31, 2010

It’s the last day of 2010, and once again the Paizo offices are closed, this time in honor of the new year. It’s been an amazing 2010 here at Paizo, and we managed to cap it with a great new hardcover book. Bestiary 2 has begun to arrive in stores and in hands around the world, making it easy to surprise your players with new monsters during your games this weekend. Bestiary 2 is full of some great adversaries for you to defeat, and the poster we recently released will help you keep track of which ones have met their demise at the hands of your players. In honor of both the new year and the release of Bestiary 2, here’s another great wallpaper from our art team!

Hyrum
Marketing and Organized Play Manager

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Illustration by Wayne Reynolds


Ultimate Magus Feedback

Tuesday, December 14, 2010

As you can imagine, life around here is all about Ultimate Magic. So being the new "entity, " I get to write a bit in the blog about the project. I know; it's a rough life.

You rules junkies will already know all about this, but one of the great parts of the book is the new base class—the magus.

If you're anything like me, some days you wake up and ask yourself: How do I kill my enemies today, with steel or spell? Now I don't have to choose. The magus is a slayer dilettante extreme, using both to beat down the bad guys.

I know, I know, you've seen your share of multiclass spell-swords. You're not easily wooed, but the magus is worth checking out, if you haven't already. While it has a respectable spell list that is very wiz-bang and a little bufferish, the key to the class is the arcane pool. While some arcane magic comes from ancient bloodlines or the rigor of magical formulae, magi are among the creatures blessed with a well of arcane energy that they can learn to focus with flair of a swashbuckler, using a spell as dirk. This pool allows the magus to enchant weapons with a touch, mimic the abilities of other arcane classes' spells (like calling a familiar, or using metamagic feats), and even recreate entire spells. It's arcane power mixed with weapon mastery at its most fluid.

With just a little more time left to go, we are working on the finishing touches for the class, and one of the things we have to do is finish the archetypes. We have a good list right now, but we're interesting in hearing what you have to say. What is your dream archetype for the magus? What interesting flavor of magus character are you looking to play?

Talk at me here. And if you are playtesting the magus, and you haven't posted your feedback on this class yet, make sure you post to the Round 3 – Revised Magus: Playtest. You have until December 20th.

Stephen Radney-MacFarland
Pathfinder RPG Designer

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Extra, Extra, Read All About It!

Thursday, December 9, 2010

The past year has been a great one for Paizo and Pathfinder and we've been happy to help spread the Pathfinder message far and wide. Last week we had the opportunity to sit down with the fine folks from the Atomic Array podcast. It's their 50th episode and they wanted to make it a Pathfinder show, so we had James Jacobs take the time to talk to them about the upcoming Inner Sea World Guide hardcover (due in February). They also had Greg Vaughan on to talk about his just released module, The Witchwar Legacy. You can listen to the podcast by clicking here.

With the holiday season already here, we couldn't be happier to have been featured on Wired.com's Geek Dad Holiday Buying Guide. Every year the Geek Dad site puts together a list of the coolest products available that year. This year we had 5 products mentioned, a Paizo first!

Guide #2: Yetisburg

Yetisburg

Guide #3: Falling

Falling: The Goblin Edition

Guide #4: Pathfinder RPG Corebook and Advanced Player's Guide

Pathfinder Roleplaying Game Core Rulebook  Advanced Player's Guide

Guide #5: Prince of Wolves

Prince of Wolves

If you're looking for the perfect gift for your favorite gamer, you could do worse than checking out Geek Dad's recommendations.

Until next time True Believers!

Hyrum Savage
Marketing and Organized Play Manager

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Magus Revisited

Monday, December 6, 2010

Today begins the third round of the Ultimate Magic playtest, with another look at the new magus base class. This is a class that many of you have already been playing with since the first playtest round a few months ago. We took a great deal of your feedback and heavily revised a number of elements of this class. While it is not yet perfect, it is a huge step in the right direction.

The magus blends the powers of both a fighter and a wizard, and the revised version cleaves a little closer to that theme, focusing on the ability to make melee attacks and cast spells at the same time. The biggest change comes in the addition of an arcane pool that fuels many of the classes iconic abilities. You can find this revised class as a free PDF at this link. Once you have downloaded the class and updated it in your game, check out the messageboards, where you will find a new board dedicated to this round of the playtest.

This playtest cycle will last two weeks, until Monday, December 20th, and this version will be the last version released until the book itself comes out in April.

So update the magus in your game today. I look forward to seeing your comments and ideas concerning these changes. See you on the boards.

Jason Bulmahn
Lead Designer

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Ultimate Magic Playtest

Monday, November 22, 2010

Welcome to the second part of the playtest of Ultimate Magic, a new sourcebook for the Pathfinder Roleplaying Game, due to be released early next year.

We received a great deal of valuable feedback on the new magus class, but now we are going to take a look at something quite a bit different. This section of the playtest takes a look at a new way of using magic in the game with Words of Power. This system allows spellcasters to "build" their own spells, creating variable and versatile effects. Since the system is so different and new, it is not part of the Pathfinder Society organized play program, but you should give it a try in your home game or maybe in a game designed specifically to test these rules.

In this playtest, we are just giving you a small part of a greater system, representing the basic pieces needed to play a sorcerer or wizard using Words of Power. These elements can and will be applied to other classes, and indeed many of the "words" are tagged for classes outside the scope of this playtest, for now we are just focusing on the wizard and sorcerer. Once you've had a chance to play with these rules, you can post your results to the playtest messageboards. If you just want to give some general feedback or ideas, you can also check out the feedback messageboards.

This playtest cycle will last two weeks, until Monday, December 6th. We also hope to release another draft of the magus in the coming days, for a bit of additional playtest based off the feedback from the first round.

So, get a copy of the Words of Power system and use it in your game. We look forward to seeing your constructive feedback and playtest reports. See you on the boards.

Jason Bulmahn
Lead Designer

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Introducing Paizo's Newest Monsters

Wednesday, November 17, 2010

Last week we showed you a few pictures of the first few copies of Bestiary 2 to straggle into the office. But we've been remiss in introducing the Pathfinder community at large to the two newest monsters to grace Paizo HQ with their presence. They showed up here around the same time I started at the company, so it's easy to see why their arrival slipped under the radar. They serve as the official golem watch-monsters, guarding our most prized possessions. Here they are, for example, stealthily lurking at the top of the stairs outside Lisa's office.

Sulley (left) is a Gemini and enjoys long walks on the beach, games of Candyland, and Gary Busey movies. Mike (right) is a perfect match for anyone smitten by a "bad boy" type and dreams of one day having a gaze attack and growing more eyestalks. And for those of you who were expecting new monster art, well, who am I to disappoint?

Illustration by Kieran Yanner

Mark Moreland
Developer

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Where Do I Hang My Greatsword?

Monday, November 15, 2010

Coming to work at Paizo is like coming home. When I first started working at Wizards of the Coast I worked with Erik, had regular chats with Jason, and Lisa and Sean were always nearby, stalking the shadows, waiting to strike.

Those were good times and I'm looking forward to revive them in my new digs. I'm excited about doing more work on the Pathfinder RPG. Throughout the development of 4e I watched its rise with keen interest. As a subscriber, I was already a Paizo fanboy. I wanted to see the solutions that Paizo would put forward, because I love RPGs and I know there is never a single solution to a design challenge. I also wanted to see my friends succeed.

Paizo's solutions were stellar and so it was no surprise that the successes have been triumphant.

When I left Wizards and was invited to work on the Pathfinder RPG Advanced Player's Guide as a freelancer, I jumped at the chance. When Paizo invited me to join their staff, I eagerly leaped again. Now amidst many old friends and quite a few new ones, I look forward to making sure that you, the Pathfinder player, get the game you deserve with each and every product: a game that's exciting, evocative, and fun. So my job is to make sure you at least get what you're accustomed to and more. It's going to be a fantastic challenge.

Now let's confirm some crits!

Stephen Radney-MacFarland
Designer

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Celebrating Take Your Monster to Work Day

Thursday, November 11, 2010

Most of us aren't in the office today. But the printer proof of Bestiary 2 is!

Wes Schneider
Managing Editor

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Jason & Sean at Neoncon!

Thursday, November 4, 2010

This weekend designers Jason Bulmahn and Sean K Reynolds will be prowling the Las Vegas strip under the pretext of being guests at Neoncon. If you're planning on attending Neoncon, make sure you seek those guys out and say "hi!" If you have pseudo-celebrity paralysis, though, and need more of an icebreaker, I've included some suggestions along with their schedules below. And don't worry, while he looks scary, it's the other one you need to worry about.

Jason Bulmahn's NeonCon Schedule

Friday
Friday, 10 a.m.: Game Designer 101
Friday, 11 a.m.: Pathfinder RPG Design Time
Friday, 2 p.m.: Designing Content for the Pathfinder RPG
Friday, 7 p.m.: Game Designer 101

Saturday
Saturday, 10 a.m.: Game Designer 101
Saturday, 11 a.m.: Pathfinder RPG Design Time
Saturday, 2 p.m.: Designing Content for the Pathfinder RPG

Sunday
Sunday, 10 a.m.: Game Designer 101
Sunday, 3 p.m.: Game Designer 101

Icebreakers:

I hear you're doing an early playtest of "Words of Power" from Ultimate Magic here at the show. What's the deal?

Pathfinder intro game?

What is a GameMastery Chase Card?

Ravage verses Laserbeak. Discuss.

What happened to the kangaroo that used to be on your desk?

Why, Jason? Just why?

Sean K Reynolds's NeonCon Schedule

Friday
Friday 2 p.m.: Designing Content for the Pathfinder RPG
Friday 4 p.m.: Deities and Your Campaign World
Friday 6 p.m.: Miniatures Assembly 101
Friday 9 p.m.: Stories We Only Tell In Person

Saturday
Saturday 10:30 a.m.: Where Do You Get Your Ideas?
Saturday 2 p.m.: Designing Content for the Pathfinder RPG
Saturday 4 p.m.: Filing Off the Serial Numbers
Saturday 6:30 p.m.: Miniatures Painting 101

Plus crashing other seminars

Icebreakers

What's the coolest thing in Ultimate Magic that I don't know about?

Who's your favorite Pathfinder deity?

How's your weekly lunchtime painting group going?

I heard you're a scary germophobe. Is this true?

Why does your office look like you're moving... and then an earthquake happened... and then the apocalypse hit?

What's the "K" stand for? (He loves that one.)

Wes Schneider
Managing Editor

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Tom Rex Found some Dinosaur Art for you Delicious People!

Friday, October 29, 2010

Greetings, meat-flavored fans! What's the scoop? Tom noticed that there is a shocking... no, criminal lack of dinosaur-themed art on this blog. Tom realized this when the Boss changed his messageboard avatar that there was unknown dinosaur artwork lurking on Paizo's servers. Tom likes dinosaur pictures, because they inspire Tom. And because Tom is so much more handsome in real life, dinosaur art makes Tom feel better about his tiny forelimbs and the recent scandals about Tom being a cannibal. (What can Tom say! Tom's friends and family are delicious.)

Anyway, back on subject, Tom! Tom went sniffing through the still-to-be-published art (did you know that Tom's olfactory senses are among the most highly developed in the world? Tom can smell you wherever you hide, so it's better to not bother and just let Tom eat you alive is what Tom is saying). And not only did he find the image that Boss Jacobs stole for his new avatar, but three others! Two from some big book about monsters, and another from some book about some sort of lost city with a big lake in the middle where there are dinosaurs. One of them is not REALLY a dinosaur, but Tom still has fond memories of the Todd Tylosaurus and his megalodon gumbo, so Tom's okay including him in the art preview. That's the scoop on that!

P.S. Sarah is on another continent. Tom, as a result, doesn't known who the artists are for these wonderful pictures. So don't ask Tom who made this art! Tom assumes the artists are yummy, though, and you don't need to know someone's name to know that. That's also the scoop on that.

Tom Rex
King of Reporters

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Mega Monster Meltdown!

Tuesday, October 26, 2010

All these Bestiary 2 monsters are CR 20 or higher. Deal with it!

If you can.

Illustration by Eric BelisleIllustration by Eva Widermann
Illustrations by Jorge Maese

Wes Schneider
Managing Editor

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It Came from the Public Domain!

Friday, October 8, 2010

In penance for yesterday's blog post being all mean about not giving out new art and punishing folks and all that, I present to you four more monsters from the upcoming Pathfinder Roleplaying Game Bestiary 2! What do these monsters all have in common? They're all based on monsters that come from mythology or the public domain—see if you can recognize any of them! Look for Bestiary 2 in bookstores, hobby stores, and on paizo.com in November.

Art by Scott PurdyArt by Tyler Walpole
Art by Scott PurdyArt by Dean Spencer

James Jacobs
Creative Director

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Illustration by Wayne Reynolds

Ultimate Magic

Tuesday, October 5, 2010

With Bestiary 2 down, it's time to start working on the next massive hardcover: Ultimate Magic. Check back at this spot soon for details on the second part of the Ultimate Magic playtest.

Wes Schneider
Managing Editor

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Vanquished Beasts!

Friday, October 1, 2010

If you've been paying attention over the last few weeks, you've probably noticed a lot of talk about the whole office putting great effort into wrapping up the forthcoming Pathfinder Roleplaying Game Bestiary 2. Well, as of the end of the day Wednesday, the beasts—over 300 of them— were successfully wrangled into line, made to look sharp, and shipped off to the printer. Look for Bestiary 2 in bookstores, hobby stores, and on paizo.com in November. In celebration of this event, check out these lovely images:

Art by Eric BelisleArt by Eva Widermann
Art by Hector OrtizArt by Craig J. Spearing

Mark Moreland
Developer

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Illustration by Florian Stitz

Nobody Expects an Intro Set!

Thursday, September 30, 2010

This past Monday I spoiled on the Paizo Twitter feed that we're beginning the process of working on a Pathfinder intro set. Jason quickly retweeted it and it spread from there. So, what do we mean exactly when we say an intro set? First off we're not 100% sure of anything yet. What we do know is that it'll be useful for more than a couple of sessions, will be a great PFRPG teaching tool, and will help us get more people playing Pathfinder. It'll probably come in a box, it might have counters and/or tokens, probably a Flip-Mat or two, most likely cover a good range of levels, and have a handful of classes and a good collection of feats. Essentially it'll be everything you need to get people playing, and learning, the game. Because the more people playing, the more opportunity for gaming, and we can all do with more gaming right?

We're at the very beginning of this process and nothing is set in stone though. Getting some feedback would be really helpful, though, so what would you like to see in an introductory Pathfinder product?

Hyrum Savage
Marketing Manager

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Inside the Pit: Monster Design 101

Monday, September 27, 2010

Now that Bestiary 2 is wrapping up and Misfit Monsters Redeemed will soon arrive in all its flumph-loving, snail-flailing glory, Wes has asked me to give you all a quick lesson in monster concept design. Although everybody approaches monster design differently, while developing Misfit Monsters, we decided to codify certain key design principles by illustrating them on the Editorial Pit whiteboard. The attached image, sometimes known simply as the Aboleth Flowchart, represents a basic but often overlooked tenet in the creation of new monsters for Golarion. (The diagram for lesson number two, the so-called "Mad Wizard Rule," is somewhat less technical, as it's just the phrase "Did an insane wizard create it?" surrounded by a cloud of a tiny "no"s and a drawing of me stabbing myself in the eye with a highlighter.)

I hope you found this peek inside the design team's methods and philosophies educational! Next time on Inside the Pit: how to make Managing Editor Wes Schneider weep like a frightened child! (Hint: It involves spreadsheets and the 2011 product schedule.)

James Sutter
Fiction Editor and Developer

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2 Many Monsters!

Tuesday, September 21, 2010

This is the final week of editing before we ship the Bestiary 2 off to the printer and that means the whole office is neck deep in monsters. Since we've nowhere else to put them in the ever-more-crowded editorial pit, I thought a nice way to get them out from underfoot would be to exile a few to the blog. So here are a handful of beasties we no longer need immediately on hand. Enjoy!

Art by Damian MammolitiArt by Andrew Hou
Art by Florian StitzArt by Andrew Hou

Mark Moreland
Developer

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Ultimate Magic Playtest

Monday, September 20, 2010

Illustration by Wayne Reynolds

Welcome to the playtest of the Ultimate Magic, a new sourcebook for the Pathfinder Roleplaying Game, due to be released early next year.

The playtest begins with a look at the Magus, a brand-new base class that blends the powers of a wizard with the martial prowess of a fighter. You can find this class as a free PDF in your downloads up at the top of this page or at this link. Once you have downloaded the class and used it in your game, check out the messageboards, where you will find a pair of boards dedicated to this playtest.

This playtest cycle will last two weeks, until Monday, October 4th, and it will be followed shortly thereafter by another cycle containing the Words of Power alternate spellcasting system.

So grab the Magus and use him in your game today. We are looking forward to seeing your feedback and comments concerning this new class. See you on the boards.

Jason Bulmahn
Lead Designer

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Illustration by Wayne Reynolds


Prepare to Play with Fire

Friday, September 17, 2010

The open playtest for Ultimate Magic begins Monday.

Wes Schneider
Managing Editor

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Bestiary Breakdown

Tuesday, September 7, 2010

Greetings, fun-sized friend morsels! What's the scoop? Tom Rex here, bringing you the latest that's outrageous, from the present to the Cretaceous! (Tom wrote that himself. Tom took some poetry classes in college.) And today that means another blog picking up the slack from James Jacobs.

According to Boss Sutter, Jacobs was supposed to write a blog post titled "Bestiary Breakdown." Which is accurate because, thanks to the Bestiary 2, James Jacobs is indeed breaking down! Ha! If you don't believe Tom, just observe the attached exclusive photographs. (Tom apologizes for the blurriness. The cameraman was both rude and delicious, and Tom's hands are built for holding massive prey in place while it's thrashing, not operating tiny iPhone camera.)

As you can see, James Jacobs was not having a good day—at least not until he reached the dinosaur section. Then things got better. Tom does what Tom can to keep the little people happy. (Tom has read the philosophy behind Kobe beef.)

Until next time, that's the scoop on that!

Tom Rex
King of Reporters

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Exiles of Zirnakaynin, with Special Guest Stars

Thursday, August 26, 2010

After a long hiatus because of convention season, the drow nobles game continued with a hunt for the kidnapped acting matron of the House Azrinae—and split into two groups of PCs when Ylvirixna (Rob McCreary) and Alivora (James Jacobs) decided the matron (decerebrated by mi-go) was no longer in charge and ran off with her body. Confounded by this betrayal, Rackutio (Josh Frost), Phyxafein (Tim Nightengale), and Verandia (Jodi Lane) returned to the drow city of Far Parathra to plan their next move. Or so they thought.

The group couldn't find Zwimessa (Crystal Frasier) when they left to find the matron that morning (Crystal missed that session). Zwimessa, meanwhile, couldn't find any of the others when she woke—their rooms were empty, and the drow commoner prisoner they had taken from their occupied house was dead in one of the rooms. Hiring a diviner in Far Parathra, Zwimessa found that her family members had been kidnapped, and paid the mage to teleport her to where they were held, bringing two mage-called demons (Kelly Marie and Troy Siefker) with her for extra muscle.

Zwimessa, Fumerott (Kelly), and Poograh (Troy) arrived just outside of a strange laboratory where three mi-go had Alivorah, Phyxafein, Rackutio, Verandia, and Ylvirixna strapped to tables, with needles in their skulls connected to strange metal canisters. After routing the mi-go, Zwimessa's team freed the others, though Ylvirixna's brain had been removed and had to be put back in her skull with some powerful healing magic. Retrieving their gear from a nearby nook, the drow followed an escape tunnel (with a comatose Ylvirixna riding Alivorah's snake-like phantom steed).

The tunnel opened up into a cavern with several mi-go crates (each marked with magical runes) and a strange underground lake. While investigating the crates, they spotted movement in the murky water, and something hurled a rock at Zwimessa.

What followed was a furious battle with a pair of giant fish-men and two mutated, skinned ghouls. Fumerott grabbed and hurled one of the ghouls to the shore so Alivorah, Rackutio, and Verandia would have something to fight. Rackutio cast hungry pit on it, pulling in the wounded creature as well as two of the crates, which exploded on impact. OM NOM NOM! On the other side of the battle, the two giant fish-men deal horrendous damage to Poograh, but the stubborn demon continues to fight.

Fumerott and Zwimessa make short work of the remaining mutant ghoul, prompting the demon to eat her fallen enemy. Delicious!

The giant fish-men turned their attention on 20, Rackutio's eidolon, and managed to tear it apart, sending it back to its home plane. As the rest of the group converged on these foes, Rackutio summoned a greater water elemental (represented by a fire elemental in this picture, recolored blue with the magic of photo manipulation) to pound on the slimy things, and Verandia ended the fight with a controlled burst of channeled negative energy. Time to rest and loot... which, in Poograh's case, included eating the dead fish-men!

Tip: If you have players who are new to the Pathfinder RPG (as Kelly and Troy were) or gaming in general, all the choices for a classed character can be overwhelming. Sometimes it's easier to have them play an allied monster, which has fewer options for the player to learn. In this case, I copied the stats for a hezrou demon onto a character sheet, removed references to rules they didn't need to know about (like Improved Initiative, which is built into the stat block), summarized other complex abilities (like greater teleport), and didn't include other abilities they wouldn't need (like summon). This let them focus on playing their monster characters and dealing with dice rolls for attacks, damage, skills, and saves. Because these players are only present for this one high-level session, using conjured monsters allows them to play without devising a complex in-game story for why these two characters would show up and leave after a short time.

Sean K Reynolds
Developer

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Best Game

Fri, Aug 6, 2010 at 07:06 PM Pacific

Amidst some incredible competition... Gold goes to Pathfinder RPG!

Lisa Stevens
CEO

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9 comments.
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Best Monster/adversary

Fri, Aug 6, 2010 at 06:48 PM Pacific

Silver: Classic Horrors Revisited

Gold: Pathfinder RPG Bestiary

Lisa Stevens
CEO

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4 comments.
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Best Aid or Accessory

Fri, Aug 6, 2010 at 06:29 PM Pacific

Gold for Pathfinder RPG GM Screen!

Lisa Stevens
CEO

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3 comments.
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Best Free Product

Fri, Aug 6, 2010 at 06:01 PM Pacific

Gold for APG Playtest!

We were rooting for Wayfinder!

Lisa Stevens
CEO

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Best Production Values

Fri, Aug 6, 2010 at 05:47 PM Pacific

Gold for Pathfinder RPG Core Rulebook!

Lisa Stevens
CEO

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4 comments.
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Best Interior Art

Fri, Aug 6, 2010 at 05:40 PM Pacific

Gold for Pathfinder RPG Core Rulebook!

Lisa Stevens
CEO

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3 comments.
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Best Cover Art

Fri, Aug 6, 2010 at 05:36 PM Pacific

Gold for Pathfinder RPG Bestiary!

Lisa Stevens
CEO

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Chaos Unleashed!

Friday, July 30, 2010

Bestiary 2
Illustration by Wayne Reynolds

Before the spoilers start rolling at Gen Con next week, behold the cover to your Bestiary 2!

Tune in Monday to see if we can top this incredible cover.


Wes Schneider
Managing Editor

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Pathfinder Advanced Player's Guide Preview #5

Thursday, July 29, 2010

The Advanced Player's Guide releases in just one week and already boxes and boxes are on their way to your FLGS and subscriber copies are shipping out. One week from today, we will all be at Gen Con, handing out copies of this meaty rulebook. But that's next week. Today we have the final preview of the book, taking a look at prestige classes and some of the new rules found in the APG.

There are eight prestige classes featured in the Advanced Players Guide, from the mighty Stalwart Defender to the sly Master Spy. Here is the name and brief summary of each class in the book.

Battle Herald: This class blends the best of the bard and the cavalier to create a character that can truly take control of the battlefield, granting big bonuses to his allies.
Holy Vindicator: Mixing cleric and paladin, the holy vindicator is the perfect weapon to deliver his deity's will, usually at the end of a sword.
Horizon Walker: A class that nearly anyone can qualify for, this class is perfect for adventurers that travel the world and the planes beyond, granting a wide variety of bonuses based on terrain.
Master Chymist: A prestige class for alchemists whose minds have split into two because of repeated use of their mutagen—now they are part monster and part dangerous madman.
Mastery Spy: Skilled at the art of lying, able to take on the appearance of others easily, and even able to hide their alignment from spells, the master spy is perfect for infiltrating and hiding with the enemy.
Nature Warden: Bonding closely with her animal companion and the lands around her, the nature warden is a force of nature, deadly when protecting the lands that she calls home.
Rage Prophet: Sometimes the spirits that speak to oracles drive them into a mad, rage-filled frenzy. This mix of barbarian and oracle is just that, blending spells and rage together.
Stalwart Defender: This is a revision of the Dwarven Defender and it is no longer just for dwarves. This class is known for holding its ground and taking whatever punishment the enemy throws at it.

Illustration by Eric Belisle
Illustration by Eric Belisle

Of course, that's not all that you'll find the APG. The last chapter of the book contains a host of new rules to use in your game, starting out with four new types of combat maneuver. The first, and perhaps my favorite, is the Dirty Trick combat maneuver. This maneuver lets you apply a penalty (either blinded, dazzled, deafened, entangled, shaken, or sickened) to your foe for 1 round plus 1 round for every 5 by which your check exceeds the target's CMD. The type of course, depends on the situation and your imagination. Kicking sand in an opponent's face might blind him, while pulling down his pants might entangle him.

The next maneuver is Drag. This works like Bull Rush, only in reverse. Next up is Reposition. This maneuver allows you to move your opponent to a different location within your threatened area, but you cannot use it to move a foe into a dangerous space, such as off a cliff or into a fire. Finally, there is Steal. This combat maneuver lets you snatch a small item that is loosely carried by your target. So while you cannot take the plate mail of a target or take the sword from his hand, you can rip the brooch off his cloak. Of course, each one of these maneuvers comes with a pair of feats (Improved and Greater) to increase your odds of success and grant additional bonuses.

After Combat Maneuvers is a complete system for using hero points in your game. This system grants PCs a small pool of points that they can spend at particularly dramatic moments, giving them an edge. The rules also include guidelines for granting new hero points, how they can be spent, and a number of feats, magic items, and spells that use these rules. We recognize that not everyone plays with a system like this, so this entire rules section is optional.

Last but not least is the system of character traits. This system first appeared in the Pathfinder Adventure Paths and it grants PCs a pair of small bonuses tied to their background at character creation. Your PC might bear a curious birthmark shaped like your deity's holy symbol that you can use as a divine focus or you might have grown up as a bully gaining a bonus on Intimidate. No matter what you choose, this system gives you a reason to work out where your hero came from.

Well, that about wraps up the previews of the Advanced Player's Guide. With the book hitting shelves next week, I hope that you will swing by Gen Con or your favorite game store and check it out. I would like to take a moment to thank all of the playtesters that, once again, helped contribute to a truly great book. Until next time.


Jason Bulmahn
Lead Designer

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Pathfinder Advanced Player's Guide Preview #4

Thursday, July 22, 2010

Two weeks and counting until the start of Gen Con 2010 and the release of the Advanced Player's Guide. If you have not already done so, you might want to reserve it with your FLGS or order online now. To help encourage you to pick up this hefty tome, I am giving you a guided tour of the goodies inside. In the past weeks we have looked at some new race and class material. This week we will be jumping around quite a bit, looking at feats, gear, spells, and magic items. We've got a lot of ground to cover, so let's get going.

Starting out with Chapter 3, let's take a look at feats. This 26-page chapter is loaded down with 163 new feats, from combat and metamagic feats, the new teamwork feats that grant large bonuses when you and an ally use them together. But that's not all, not by a long shot. There are a host of feats in this chapter designed to let you add to your existing class features, like Extra Rage Power and Extra Hex. There are also a host of feats based on your race, like this one.

Ironguts
You have an especially strong stomach.
Prerequsitites: Con 13; dwarf, half-orc, orc.
Benefit: You gain a +2 racial bonus on saving throws against any effect causing the nauseated or sickened conditions and against all ingested poisons (but not other poisons). In addition, you receive a +2 bonus on Survival skill checks to find food for yourself.

As was mentioned at the preview banquet, a number of the powers of the 3.5 archmage prestige class have found their way into the Pathfinder RPG as feats that most spellcasters can take. Take a look at Minor Spell Expertise.

Minor Spell Expertise
You are able to cast a 1st-level spell as a spell-like ability
Prerequsite: Ability to cast 4th-level spells.
Benefit: Chose one 1st-level spell that you know. You may cast that spell twice per day as a spell-like ability. The caster level for this spell-like ability is equal to your caster level in that class from whose spell list the spell is taken. The spell-like ability's save DC is Charisma-based. You cannot apply metatmagic feats to this spell.

Moving on from feats, the gear chapter is short, but jam-packed with new tools and tricks to help properly equip your character. From an Lucerne hammer to wooden armor, from an hourglass to rope made from spider silk, there's plenty here for everyone. There are also a lot of tools for each of the new classes, including the portable alchemist's lab and the witch's cauldron. What has me most excited is the wealth of alchemical items in the book. Take a look at this gem.

Weapon Blanch (adamantine, cold iron, or silver): These alchemical powders have a gritty consistency. When poured on a weapon and placed over a hot flame for a full round, they melt and form a temporary coating on the weapon. The blanching gives the weapon the ability to bypass one kind of material based damage reduction, depending on its type. The blanching remains effective until the weapon makes a successful attack. Each dose of blanching can coat one weapon or up to 10 pieces of ammunition. Only one type of blanch can be used on a weapon at one time, although if the weapon is made of a special material, that material still applies.

Next up is a rather large chapter on spells. Discounting the tables at the beginning, there are 57 pages of spells here, containing spells for characters of every class and every level. This chapter also includes the elemental spell lists for those wizards who wish to focus on elemental schools of magic. Let's take a look at a spell that I am particularly excited to use on my players. It might not be incredibly powerful, but it is a lot of fun.

Enemy Hammer
School Transmutation; Level sorcerer/wizard 6
Casting Time 1 standard action
Range long (400 ft. + 40 ft./level)
Target one creature
Duration 1 round/level (D)
Saving Throw Fortitude partial; Spell Resistance yes
You grab a creature with telekinesis and use it to batter nearby opponents or objects. You must target a specific creature when casting this spell, and once you select that creature, you cannot switch to another. Each round, as a standard action, you can attempt to hurl the target at any creature or object within 30 feet of it. You must make an attack roll whenever you use the target as a weapon. The attack bonus for this attack is equal to your caster level plus either your Intelligence or Charisma modifier (whichever is higher). If you successfully hit the new target with the creature, both it and the creature take damage based on the creature's size (Fine 1d4, Diminutive 1d6, Tiny 1d8, Small 1d10, Medium 2d6, Large 2d8, Huge 2d10, Gargantuan 3d6, Colossal 3d8). The target creature can make a Fortitude saving throw each time you attempt to use it as a weapon. If it makes its saving throw, it can act normally, but if it fails its save, it loses all action for the round and ends its turn prone in a square adjacent to the target of your attack.

Finally, this book contains a large chapter containing all sorts of magic items, from inexpensive soul soap to the mighty cloud castle of the storm king. Of course, it's not all wonderful. There are a host of new cursed items to inflict upon your PCs, lurking in this book. Take a look at ring of truth.

Ring of Truth
Aura moderate enchantment; CL 9th
Slot ring; Weight
Deceptively pleasant looking, a ring of truth bears images of childlike angels and broadly smiling divine creatures holding onto links of a heavy chain. The wearer of this cursed ring is rendered unable to tell a deliberate lie, in either speech or writing. The wearer may simply omit the truth or choose not to communicate, but even then must succeed on a DC 20 Will saving throw to avoid answering a direct question truthfully.

And there you go. The Advanced Player's Guide is just two weeks away now. Next week's preview will be the last before release, so we will wrap up our tour of the book by looking at the new prestige classes and new rules systems hiding in this book.

Jason Bulmahn
Lead Designer

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2010 ENnie Award Voting Begins!

Friday, July 16, 2010

Voting begins today for the 2010 ENnie Awards, so drop whatever you're doing and head on over to the ballot box at EN World!

Voting continues through July 25th, but don't wait! Vote for your favorite games, products, and publishers today!

To remind you before you head off to cast your votes, here's what Paizo and some of our incredibly talented friends are in the running for!

Best Adventure

Best Aid or Accessory

Best Art, Cover

Best Art, Interior

Best Cartography

Best Electronic Book

Best Free Product

Best Game

Best Monster/Adversary

Best Production Values

Best Website

Product of the Year

Don't forget to consider us as one of your choices for Best Publisher, too!

F. Wesley Schneider
Managing Editor

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2010 ENnie Award Nominations!

Tuesday, July 13, 2010

Nominations for the 2010 ENnie Awards are live and we couldn't be blown farther away! Paizo products are up for awards in 11 categories, with related Pathfinder projects showing in even more. Unbelievable! A huge thank you from all of us here at Paizo to all of our readers for your endless enthusiasm and help in expanding our rules and worlds, as well as boundless appreciation to everyone at ENWorld for organizing and hosting one of the most highly anticipated event in gaming year after year.

But this year's ENnie Awards are just kicking off. Head on over to ENWorld to check out all the nominees and prepare for this Friday (July 16th) when the voting booths open and you can cast your vote for your favorite RPG rules, accessories, products, and projects.

Thanks again from all of us here at Paizo Publishing and we'll see you at the ENnies!

Best Adventure

Best Aid or Accessory

Best Art, Cover

Best Art, Interior

Best Cartography

Best Electronic Book

Best Free Product

Best Game

Best Monster/Adversary

Best Production Values

Best Website

Product of the Year

F. Wesley Schneider
Managing Editor

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Pathfinder Advanced Player's Guide Preview #2

Thursday, July 8, 2010

The start of Gen Con 2010 is four weeks away, which means in just one month, the Advanced Player's Guide will be hitting game stores and subscriber mailboxes. In anticipation of this mighty sourcebook, I am taking you on a guided tour, touching on some of the highlights each week until release. Last week we took at look at the races chapter and the new alternate favored class bonuses. This week we are diving into Chapter 2: Classes by looking at the six new base classes.

If you were not a part of the playtest of these classes, might I suggest that you grab the playtest document, which is still available here at paizo.com. Now go read up on the all of the new classes. Don't worry, I'll wait. All finished, good. I am going to walk through each of the classes and spend a bit of time talking about what changes you can expect to find in the book.

Illustration by Wayne Reynolds

Alchemist: Using all sorts of alchemical formulas, bombs, and mutagens, this class is focused on using strange concoctions to enhance the alchemist and damage his foes. Most of the changes to this class center around new discoveries that were added. Discoveries allow the alchemist to enhance his bombs and mutagens, but we added discoveries that allow him to use his bombs to dispel magic or to work better with poison, such as this new discovery.

Concentrate Poison: The alchemist can combine two doses of the same poison to increase their effects. This requires two doses of the poison and 1 minute of concentration. When completed, the alchemist has one dose of poison. The poison's frequency is extended by 50% and the save DC increases by +2.

Cavalier: This mounted warrior is skilled at directing allies around the battlefield and granting bonuses to his teammates. Each is dedicated to a specific order that grants abilities specific to his focus. Most of the changes from the playtest version of the cavalier are relatively small or designed to clarify an existing ability. For example, we clarified how large the cavalier's banner must be and how it must be displayed to grant its bonus to the cavalier's allies.

Inquisitor: Rooting out enemies of the faith, wherever they might hide, the inquisitor uses the powers of her faith to ruthlessly destroy her foes. One of her signature abilities is to declare judgment on one of her foes, granting her bonuses when fighting that enemy. The playtest version of this ability improved as the combat progressed. While this was a fun mechanic, it was ultimately rather unwieldy in play and was replaced with a simpler system. Now, whenever the inquisitor uses her judgment ability, she selects the type and gains a bonus based on her level. For example, take a look at this judgment of purity.

Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.

Oracle: The oracle draws her power from the gods, but not one in particular. Her power is derived from her belief in a chosen mystery, which guides her and grants her additional powers. There were two big changes to the oracle from the playtest version. First, the bonus spells granted by the oracle's mystery are now granted a level sooner than before (the first arrives at 2nd level instead of 3rd). The second is the addition of the Life mystery, with powers like the following.

Enhanced Cures (Su): Whenever you cast a cure spell, the maximum number of hit points healed is based on your oracle level, not the limit based on the spell. For example, an 11th-level oracle of life with this revelation may cast cure light wounds to heal 1d8+11 hit points.

Summoner: The summoner is bonded to a special outsider, known as an eidolon, that gains powers and abilities as the summoner gains levels. His spells and class features all support this powerful, ever-changing ally. Most of the changes to this class were relatively small in nature, but the big one was a change to how often the summoner can call his eidolon. He can now summon the ally as often as he likes (provided it has not been banished due to damage recently), but he cannot use his summon monster ability at the same time. This allows him to keep the flexibility needed with the summoned creatures, but prevents him from overrunning the battlefield with too many creatures.

Illustration by Wayne Reynolds

Witch: The witch is an arcane spellcaster with an extensive spell list of spells drawn from both the wizard and cleric spell lists. She also gains powerful hexes that she can use to augment herself or harm her enemies. The biggest change made to the witch involves her familiar, the creature that helps her to understand magic and serves as an envoy of the witch's mysterious patron. Now the bonus spells granted by a witch's familiar are no longer tied to the type of familiar, giving the witch a lot more flexibility in concept and theme. We also made a number of changes to the witch's hexes, including making flight a basic hex that does not grant true flight until 5th level, and added a few others here and there to round out the witch concept. For example, what witch would be caught without a cauldron.

Cauldron: The witch receives Brew Potion as a bonus feat and a +4 insight bonus on Craft (alchemy) skill checks.

Well, that just about rounds up our look at the six new base classes in the Advanced Player's Guide. Next week, we will continue exploring the mighty classes chapter (which is about 1/3 of the book) by taking a closer look at all of the options available to the core classes from the Core Rulebook.


Jason Bulmahn
Lead Designer

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Illustration by Alex Aparin


Pathfinder Advanced Player's Guide Preview #1

Thursday, July 1, 2010

The start of Gen Con 2010 is five weeks away, which means that the Advanced Player's Guide will be hitting game stores and subscriber mailboxes in just over one month. To celebrate the release of this impressive tome, we are going to be previewing parts of it every week until its release. Last week we recapped the information from the PaizoCon APG Preview Banquet. This week we are going to dig into some details with an extensive look at the races chapter.

As I mentioned last week, each of the seven core races receives a two-page spread of information. Each spread starts out with information about adventurers of that race, taking on each of the 17 classes available (that includes the six new classes found in the APG). This is followed up by alternate racial traits that allow characters to portray members of the race that are a little different than the rest, but still well within the theme of the race. To take one of these alternate racial traits, a character has to give up one or more existing racial traits. For example, take a look at this dwarven racial trait.

Stonesinger: Some dwarves' affinity with the earth grants them greater powers. Dwarves with this racial trait are treated as one level higher when casting spells with the earth descriptor or using granted powers of the Earth domain, the bloodline powers of the earth elemental bloodline, and revelations of the oracle's stone mystery. This racial trait replaces the stonecunning racial trait.

Or how about this Half-Orc racial trait.

Toothy: Some half-orcs' vestigial tusks are massive and sharp, granting them a bite attack. This is a primary natural attack that deals 1d4 points of piercing damage. This racial trait replaces the orc ferocity racial trait.

Each replacement racial trait is made to explore one facet of the race's inherent theme. Elves get abilities that tie them to nature, gnomes get abilities that explore their fascinations, half-elves can take abilities that help them live in both worlds, halflings can focus on their sneaky talents, and even humans are not left out. Humans can take racial traits that reflect their upbringing.

In addition to a host of racial traits, each race also receives a number of favored class options. These options are tied to a race's theme in most cases, meaning that races only receive options for classes that are racially common. Possessing one of these options just gives your character an additional choice whenever he gains a level in his favored class (instead of a skill point or a hit point). For example, take a look at this elven wizard favored class option.

Wizard: Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard's Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power.

Once an elven wizard takes this power twice, he gains an additional use of that ability. Want more, take a look at this gnome bard favored class option.

Bard: Add 1 to the gnome's total number of bardic performance rounds per day.

Of all the races, only humans have an option for all 17 classes. Here is the human sorcerer favored class option.

Sorcerer: Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.

Although this chapter is only 18 pages long, in a 336-page book, it is absolutely crammed full of new rules for characters of any race and class, a philosophy we took with the entire rest of the book. Next week, we will delve into the classes chapter, starting off by taking a look at the six new base classes in the book, and I might even go into some detail on the changes made to them after the playtest was over.

Jason Bulmahn
Lead Designer

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My Magical Week at Paizo

Monday, June 28, 2010

When Erik Mona called me during my weekly game of Council of Thieves, I suspected it was for some purpose other than to earn me a free reroll. (Note: Any time a Paizo employee calls you during a Pathfinder game, it is required that your GM allow you one rerolled d20.) Erik’s reason for the call was to ask me to stay in Seattle a week longer than I’d planned after PaizoCon in order to help fill the massive Inner Sea map for the Pathfinder Campaign Setting: Inner Sea Poster Map Folio for release later this year.

That I said yes should go without saying.

Working at Paizo, even for a week, is a dream come true. Whether I’m casually catching glimpses of new art for the Pathfinder RPG Bestiary 2 and the Pathfinder Campaign Setting: World Guide—The Inner Sea, playing an oracle of bones using final Advanced Player’s Guide rules in Josh Frost’s office game, or taking part in a super-secret editorial meeting to work out some exciting products on the 2011 calendar, the last five days still seem partially unreal.

But don’t let me discount the huge amount of work that gets done on a daily basis in the Paizo offices, and the vast pile of work yet to do. I have personally gone through every Adventure Path volume through Souls for Smuggler’s Shiv and have mined almost 500 specific, named locations, many of which will appear on the final poster map. Paizo CEO Lisa Stevens has been covering the Pathfinder Modules line and just got through Cheliax in the campaign setting hardcover (the Katharevousa River, which flows by Kintargo, has yet to be tagged on a map, for example). Needless to say, this is a massive project. While there’s still a long way to go, I can already tell that this map will absolutely blow the mind of anyone who’s ever hoarded RPG maps or who (like me) has a penchant for world continuity and canon.

Thanks to the members of the messageboards and PathfinderWiki who helped with suggestions of extremely esoteric and obscure locations from the last 3 years of Pathfinder products. Look for the Pathfinder Campaign Setting: Inner Sea Poster Map Folio in stores and on paizo.com this fall.

Mark Moreland (aka yoda8myhead)
PathfinderWiki Administrator

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Pathfinder Advanced Player's Guide Preview Banquet Recap

Tuesday, June 22, 2010

With PaizoCon 2010 officially in the books, it's time to start looking forward to the Advanced Player's Guide, which releases in early August at Gen Con. On Saturday night, during the banquet, I gave a nice long preview of the book, and wanted to make sure that everyone who was not able to attend also had a chance to hear about some of the exciting new rules and features in this mighty tome.

First off, we took a look at the races chapter, which includes a two-page spread of information on each of the seven core races. Each one includes new alternate racial class features for you to choose from and new favored class options. The latter gives you another thing to choose from when you take a level in a class favored by your race. For example, dwarven barbarians can choose to gain 1 additional round of rage per day instead of an additional hit point or skill rank.

Next comes the classes chapter, which starts off with the six new base classes and then continues on with new rules and material for the 11 core classes from the Core Rulebook. The base classes have received a host of updates since the playtest, but still primarily function much in the same way as they did before. For the core classes, we added scores of new rules. Most of the classes contain numerous archetypes, or different takes on the class, which includes a number of alternate abilities that you can take as a package. For example, rogues can select the sniper archetype which grants them increased range with their sneak attack and reduces their penalties for making attacks at long range.

Illustrations by Eric Belisle

Although this chapter has a little something for everyone, one of the things I was most excited to reveal was the antipaladin class. This alternate paladin is sure to keep your players up at night. His smite good attack deals double damage to paladins and good-aligned clerics on the first successful attack. His touch of corruption deals damage and can inflict terrible cruelties on hapless PCs. He can be a carrier of disease and can radiate an aura of sin. He is a tough, tough customer. But my favorite part of putting together the entire book was writing his code of conduct. Here is an excerpt:

Under exceptional circumstances, an antipaladin can ally with good associates, but only to defeat them from within and bring ruin to their ranks.

After classes is a meaty feats chapter, containing 163 feats that range from metamagic feats, combat feats, and even a host of racial feats. This chapter even includes a number of high-level feats that duplicate a number of powers of the old 3.5 archmage prestige class. One feat of note is Shadow Strike, which allows a character to deal precision damage, even if the target has concealment, allowing rogues to finally be able to sneak attack a foe in a dark alley.

After feats comes equipment, which contains new tools, useable by nearly any PC, and a lengthy chapter full of spells. There are spells in this book for every spellcasting character, including new spell lists for elementalist wizards. All told, 57 pages of spells with new choices at every level of play. After spells comes the prestige class chapter, which includes 8 new classes. I previewed the Stalwart Defender during the banquet, which is an update of the 3.5 Dwarven Defender. The name change stems from the fact that you no longer need to be a dwarf to take levels in this class. The class also grants many new abilities that the defender can choose from as he gains levels.

The book is rounded out with a large magic items chapter, including new items from virtually every category. It starts with armor and weapons and wraps up with cursed items and artifacts. That chapter is followed up with the new rules chapter, which includes info on four new combat maneuvers (dirty trick, drag, reposition, and steal), an optional hero point system, and the entire traits system used by the Pathfinder Adventure Paths.

All of that, crammed into 336 pages between two beautiful covers. A detailed preview of the Advanced Player's Guide will start very soon. Keep your eyes here on the Paizo blog for more information on this exciting book.

Jason Bulmahn
Lead Designer

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How to run the Pathfinder RPG

Fri, Jun 18, 2010 at 06:00 PM Pacific

Jason and James host a panel on GMing for the Pathfinder Roleplaying Game.

Ross Byers
Assistant Software Developer

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GameMastery Guide Preview: It's Here!

Thursday, June 17, 2010

Illustration by Andrew Hou

As I write this Cosmo is standing in our warehouse, shin deep in packing Styrofoam, yelling about "peanuts" to anyone who passes by. Such strangeness might be chalked up to the daunting nature of his task—though it is hard to tell with Cos—as he's surrounded by huge walls of boxes filled with books. Guides, of a sort. GameMastery Guides, even. Which he's helping to ship out right now. That's right, the GameMastery Guide is shipping at this very moment. Tomorrow at PaizoCon hundreds of gamers will pick up their copies of our newest hardcover, getting one of the world's first looks at this indispensable new arsenal for Pathfinder GMs. In the days and hours to follow, subscribers and game stores should also be receiving their copies (if they're not there already), so keep an eye on your mailboxes and store shelves. And if you don't have your copy spoken for already... well, I won't get into numbers, but you might want to speak up soon! They're on sale now, so the time is finally here!

With the wait being almost over I could close this out here... but that seems lame. But what's left to talk about? We've looked at the rules, the art, the crazy extra elements, the dozens of pregenerated NPCs, the hundreds of charts, the art again, and tons more. Well, how about we look at it all again—in a totally new way. Below is the complete index for the GameMastery Guide, listing every topic, every table, and every NPC in this giant. That's it. That's everything. The whole book. How's that for a preview?


So thanks to everyone for reading, commenting, and being so excited about one of this year's biggest releases. And if you haven't checked out the GameMastery Guides and my past previews already, just click on the "Game Mastering" tag below for a look back at what everybody's been talking about.

As for what's next, next week it's time for something completely different.

F. Wesley Schneider
Managing Editor

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GameMastery Guide Preview: New Rules!

Friday, June 11, 2010

In the past several GameMastery Guide previews I've talked a lot about the awesome art, the helpful tables, and the tidbits of advice from some of the best GMs in gaming, but in a lot of ways—as useful and inspirational as all of that can be—that's dressing. What many GMs crave is new techniques in their repertoires and new weapons in their arsenals. In short: new rules.

We've got that.

Aside from all the handy charts and thoughtful discussions, the GameMastery Guide is chock full of new rule subsets, new systems for handling a wide variety of challenges, and new ways to imperil or reward your players. Want new disasters? How about rules for pyroclastic flows, tsunamis, undead uprisings, and more. Love the haunts in past volumes of Pathfinder Adventure Path? Enjoy rules for making your own. Want a dramatic way to run chases? Just flip to Chapter 8. Have characters entered a realm of magic gone wild? Chapter 7 has you covered. Looking to truly drive your PCs insane? Rules for sanity and madness start on page 250. Want proof? Just check out a few examples below.

Chapter 8, Advanced Topics, is actually framed in its entirety as a discussion of how to create and customize the rules of your game to achieve the results you need, whether this means devising entirely new subsystems—along with examples you might model such new rules off of—or just preparing enough to make your players think you're a game-designing genius. Being a GM is half about trickery and illusion after all!

Next week, the wait is finally over! Check back for our final GameMastery Guide preview!

F. Wesley Schneider
Managing Editor

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Illustration by Alex Aparin


GameMastery Guide Preview: More Art!

Friday, June 4, 2010

To celebrate the return of our globetrotting senior art directorix, this week's preview takes another look between the words of the GameMastery Guide at more awesome art! Welcome back, Sarah!

Illustration by Christopher BurdettIllustration by Eva Widermann

Next week, the wait's almost over, so it's time for the penultimate GameMastery Guide preview!

Wes Schneider
Managing Editor

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Advanced Player's Guide: It's Real!

Thursday, June 3, 2010

At last! Evidence of our last several months of hard work! Four printer proof copies of the Advanced Players Guide arrived today for our "yay" or "nay" before the full print run gets underway. But after an hour of scrutiny, gushing, and cackling, it's an emphatic "yay!" Just check it out! Sorry, folks, subscriber copies are still several weeks out, but if you don't have a copy spoken for already, well... Watch this spot for previews of the Advanced Player's Guide starting soon!

Wes Schneider
Managing Editor

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Illustration by Sean K Reynolds


Rejected Bestiary 2 Ideas

Wednesday, June 2, 2010

Pathfinder Roleplaying Game: Bestiary 2 is in development, and part of the development process is making interesting connections between existing monsters to give GMs ideas for neat encounters. The achaierai is a lawful evil, four-legged, intelligent, predatory flightless bird-creature that lives in the lower planes. Kytons are lawful evil outsiders and can sometimes be found on the lower planes. As both creatures are LE non-devil outsiders that like torturing others, the idea was proposed that achaierais and kytons may ally from time to time, with kytons using the achaierais as mounts. As it turns out, there aren't that many kytons in Hell, so this sort of alliance would be unusual rather than common, so we dropped the idea. But it did inspire this strange "what if?" art....

Sean K Reynolds
Developer

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GameMastery Guide Preview: Do it Yourself!

Friday, May 28, 2010

I'm really fond of all of Pathfinder's Adventure Paths. Being able to pick out my ideas, or having art for villains or creatures I invented, or hearing about how players contended with challenges we came up with all does my inner GM proud. But although we encourage every GM to tinker and make any of our published adventures theirs, there's a rich sense of satisfaction in knowing that your players have enjoyed the story you invented and the menaces you alone created.

Trick is, being a GM can be really hard... and time consuming... and a right pain in the...

With the GameMastery Guide, we've sought to help with that. While it's an easy claim to say, "Paizo Publishing's GameMastery Guide makes being a GM a breeze!" that over simplifies the matter. Being a GM can be a challenge, but that's part of what makes being a GM interesting, and what makes running a fun and memorable game a real achievement. Rather than trying to take all the work of being a GM out of your hands, the GameMastery Guide strives to help with that work, providing you with tools to inspire your storytelling, to provide PCs with details you didn't prepare, and to help you adlib when your party zigs when you expected them to zag. Such tools become most evident in the more than 100 charts and tables organized throughout this tome, providing you with facts, details, and inspirational springboards to keep your game fresh. Check out the sampling of clipped charts below for a peek at what I'm talking about. Hope you've got your percentile dice handy!

As for next week's GameMastery Guide Preview, in celebration of our wayward art directorix's return: More Art!

F. Wesley Schneider
Managing Editor

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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.


F. Wesley Schneider
Managing Editor

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Advanced Player’s Guide Cover Revealed!

Thursday, May 20, 2010

Advanced Player's Guide
Illustration by Wayne Reynolds

Behold!


James L. Sutter
Fiction Editor

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Dragon Slayers!

Thursday, May 13, 2010

The last five months have been an uphill slog for the entire Paizo team. The goal: produce more than 30 accessories, Adventure Path volumes, modules, maps, novels, and hardcover books, before May 12th—the date by which our August releases need to be to our printer. The task has been daunting, and at several points along the way seemed unlikely, but at 10:30 last night, with the shipping of the Advanced Player's Guide and a scant hour and a half to spare, we slew our literal editorial dragon. Such means not just that (barring calamity) we'll have a big hardcover at this year's Gen Con Indy but that our module and Pathfinder Adventure Path lines are on schedule (even ahead of schedule) for the first time ever! So check out some shots of the hectic last few days around here. As for us, I'd like to say it's time for celebration and long naps, but it seems like that's never the case: we've got far too many cool things in store to rest yet!

The recently slain editorial dragon! (And his fiction-related wyrming!) We've been coloring off sections every time a product ships. And this wasn't even everything!Erik, Jeff, and Jason in the final moments of the APG. 10:30 p.m. 5/11/10
James, Sarah, and my firmly tied shoes in the final moments of the APG. 10:30 p.m. 5/11/10James's whiteboard provides much information, most importantly on the status of our senior art directorix.
Jeff, Sarah, and a contemplative James check through the final proofs of the Advanced Player's Guide.Erik did his invaluable executive proof of more than half the Advanced Player's Guide in two seemingly endless and near sleepless days.
Some editing marks are weird.A big stack of slain corrections and double checks on the final proofs.
Jason makes his first and Paizo's last marks on the 2010 Editorial Dragon! Erik (playing the theme to Rocky), Crystal, Judy, Patrick, and Sarah look on.Sutter coup de graces the Fiction Wyrming. James, Rob, and Chris assist.

Wes Schneider

Managing Editor

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Over the Mountain

Tuesday, May 11, 2010

Working at Paizo is awesome—there can be no question about that. Most days—those days when I'm in my happy-hippie, all-is-right-with-the-world mood—I show up to work and think, "Wow, we're all so lucky to be editing RPGs all day! How did we ever get so lucky?" That's most days.

And some days, we *&#@ing earn it.

Last Saturday was one of those days. Every year around this time, we start to reach the mission critical phase on our Gen Con products, and it's all hands on deck trying to get them out the door in time for the do-or-die ship date which will allow them to be at Gen Con. This year is no exception, and while most of the big products (such as Dave Gross's Prince of Wolves—more on that soon!) have already been put to bed, the Advanced Player's Guide is still in the last, messy phases of its birth. Thus it was that Saturday found me, Rob McCreary, Judy Bauer, Sarah Robinson, Wes Schneider, James Jacobs, and Erik Mona in here for more than 11 hours on Saturday to try and get things handled. (It should be noted that Chris Carey was in his Fortress of Editorial Solitude, having been saddled with the final proofing of Before They Were Giants, and Sean was busy moving. I'm pretty sure Jason was in a coma somewhere.)

Even with most of the Editorial Pit on hand, weekend workdays still feel different than normal ones. Everything's a little looser, and what professionalism we cultivate tends to get abandoned (though I did not, as originally planned, wear my jammie pants).

All of this is necessary to explain the photographs, I promise.

You see, when we moved into our new office last September, it was immediately noted that the otherwise normal-looking office building is bordered on two sides by a big field of brambles (reportedly haunted by vagabonds and feral corgis) and a big grassy ridge. At several points since the move, Wes and I have looked up at the ridge and wondered what mysteries might lie, Narnia-like, just over its crest.

Around 7:00 p.m. on Saturday, having just finished editing chunks of the classes chapter of the APG until my eyes were ready to bleed, I decided I needed something stronger than caffeine to keep me going, and stormed into Wes's office.

"Wes," I said, in my most inspiring voice, "It is time. We're going over the mountain."

Wes looked at me for a moment.

"Yeah, okay," he said.

Thus it was that everyone save Erik and Sarah (who had left for the evening) and Jacobs (who's too old and wise for such things) trooped outside on our Voyage of Discovery. Leaping over the drainage ditch, we scrabbled up the steep, grassy rise and came out into a magical wonderland!

Photography by Rob McCreary

Well, okay, maybe it was a gravel pit. But the point was, we had gone over the mountain! And for what it's worth, the gravel pit was pretty cool. Wes and I spent a few minutes running up the mountain of rubble to get a view of the surrounding countryside, then noticed the idling dump trucks and realized it was an active gravel pit—one which might not appreciate a bunch of trespassing nerds—and beat a hasty retreat to recommence editing.

And there you have it—the wild excitement of a Saturday at the Paizo offices!

(EDITORIAL NOTE: Sutter and Wes would like any authority figures to know that the preceding anecdote is entirely fictional; that they in no way condone trespassing, accidental or otherwise; and that they're both too pretty for jail.)

James L. Sutter
Fiction Editor

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This Week at Paizo

Friday, May 7, 2010

It's been a busy week at Paizo... and we're not done yet.

Sean "The 'K' is for Konfident" Reynolds reassures me of what he already knows.My desk midweek: ground zero for much chaos. (To answer the inevitable question here: Yes, I use them as bookmarks.)
It may drive us crazy, but putting out so many products does make for some pretty awesome hauls.

F. Wesley Schneider
Managing Editor

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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 WidermannIllustration 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.

F. Wesley Schneider
Managing Editor

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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!

Illustration by Christopher Burdett

F. Wesley Schneider
Managing Editor

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Zirnakaynin Toolkit

Thursday, April 29, 2010

As you may have seen in recent blogs, I like miniatures and props when running a game. As my office is on the ground floor of the Paizo office and my Exiles of Zirnakaynin game is held in our large conference room upstairs, I have to carry this stuff upstairs for every game, and down again afterward. An interest in efficiency and expediency has resulted in me building a set of compartmentalized, easy to carry "units" of game materials. From back to front, the picture shows:

  • A cardboard box containing five large cavern terrain pieces created out of extruded polystyrene foam (painted brown, drybrushed light brown to show details, with patches painted green and glow-in-the-dark to represent phosphorescent fungi).
  • A craft kit containing cheap plastic minis, wooden tokens representing camping gear and building furnishings, various tokens from Litko Aerosystems, colored magnetic bases for miniatures, cheap plastic animals and bugs for summons, and miscellaneous map scenery like cages, barrels, and skull piles.
  • A large plastic storage bin holding my Pathfinder RPG Core Rulebook, Bestiary, five foam miniatures trays (containing the PC minis, various NPC minis, monster minis, and common summonable creature minis such as elementals), two GameMastery Flip-Mats, a Pathfinder RPG GM Screen with binder clips to hold stat block pages, dry-erase markers, pens, and more Litko Aerosystems tokens, topped with four smaller foam terrain pieces (the ovoid brownie-looking things) and five larger dinosaur toys for summon monster spells.

Sean K Reynolds
Developer, Pathfinder Chronicles

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Things I Learned Running a High-Level Drow Game

Friday, April 23, 2010

Wednesday night we finished session #3 of Exiles of Zirnakaynin, my high-level, all-evil, all-drow-noble campaign. This session started with getting James Jacobs and Rob McCreary caught up to the rest of the group, as they missed session #2 due to bad cases of the sicky sickies. Once sisters Alivorah (James) and Ylvirixna (Rob) reached the pleasure-haven drow city of Far Parathra, they were attacked by mysterious creatures that crawled out of the angles formed by the walls and floors of their hotel rooms. Similar creatures attacked the rest of the PCs at the end of session #2, and most of Wednesday's game involved six individual, simultaneous battles against these creatures, as all the PCs had split up for the night.

Things I learned in last night's session include:

  • Even a creature of the Mythos can succumb to a baleful polymorph if you try enough times (ook ook!).
  • Remembering you have Combat Casting can be the difference between successfully casting a ground-zero flame strike and eye-rolling failure.
  • 14th-level fighters and inquisitors can deal a horrendous amount of damage in one round.
  • Fast zombies make fine litter-bearers but poor obstacles against CR 9 opponents.
  • Letting a demon possess a PC sometimes means the PC goes crazy and destroys her sister's undead lackeys.

All photos copyright Joshua Frost Photography © 2010

Sean K Reynolds
Developer, Pathfinder Chronicles

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Planes: Anything but Plain

Wednesday, April 21, 2010

Having finished hacking away at the random encounter tables for the GameMastery Guide some time ago, I was recently set to work doing the same kind of thing for the Bestiary II. This time, however, instead of providing GMs with random encounters based on a plane's alignment, I got to make a separate table for each individual plane in the Great Beyond, Golarion's cosmos.

This is pretty exciting, because not only do these new tables utilize all the new monsters in the Bestiary II, but they also provide GMs with a plethora of inspiration, whether your PCs be traveling through the ever-shifting realm of the Maelstrom or ascending the soaring Great Spire in the Boneyard.

As if having stores of creatures to fill entire planes with isn't sweet enough, the GameMastery Guide includes an entire section dedicated to the planes, detailing the specific traits and characteristics of each plane, as well as the dangers that may await adventurers. As an example for what kind of cool details you can find in the GMG, below is art for Ymeri, the Queen of the Inferno.

Illustration by Christopher Burdett

At any rate, I've been staring at these books and their tables and creatures and stuff for weeks now, and I'm still excited about them; that means all y'all on the outside have no idea what kind of awesomeness you're in for.

Patrick Renie
Editorial Intern

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Maro's Alchemy Tracking Sheet

Thursday, April 15, 2010

Alchemist's Cheat Sheet
Alchemy Tracking Sheet

I'm playing an alchemist in Josh Frost's Tuesday night game. Though I've played many caster characters in my day, including some with item creation feats, the alchemist class is very reliant on consumable items—the mutagens, bombs, extracts, potions, and alchemical items it creates. Inspired by Crystal Frasier's use of our GameMastery Item Cards for her character's scrolls, I started to assemble a collection of potion and alchemical cards for my character, Maro. However, given the number of formulas he knows, plus three mutagens, bombs, and the many alchemical items already in the game (plus more to come with Adventurer's Armory later this month), I ended up with more than 20 cards, and given that on any round I might be using any of them, sorting through them wasn't as efficient as I'd like. So I built a one-page alchemist tracking sheet.

Using a combination of item card art, public domain art, things I drew myself, and some manipulation with a graphics program, I now have a sheet that shows Maro's three mutagens, his bombs, bottles for his known extracts, and bottles for 12 of the most common alchemical items he may make, buy, or carry. Now when he prepares a Dexterity mutagen (which he calls his "snake potion"), I draw one box by the green mutagen bottle, and mark it off when he drinks it. Each day, I draw a box by his bomb bottle for each of his daily uses and mark them off as he throws them. Boxes go by the alchemical items he has and are likewise marked off. The last section is extracts and potions, which serves a dual purpose as he can create an extract or potion from any formula he knows. If he makes a potion, I draw a box by it and write "P" in it so I remember it's a potion (usable by anyone in the party); if he makes an extract that day, I draw a box with an "E" in it so I know only he can use it.

This tracking sheet also makes it easy if the other PCs need to grab a potion while Maro is unconscious; presumably he's explained which potions are which or labeled them, and any ally trying to find a cure wounds potion on his unconscious body can immediately tell what to look for and if he has any available. It also prevents the ally from trying to drink his extracts (which don't work for anyone but him).

The tracking sheet I use actually has the names of Maro's mutagens ("bear potion," "gorilla potion," and "snake potion") and formulas (cure light wounds, disguise self, enlarge person, expeditious retreat, jump, shield, and true strike) on it. I thought as a generic tool for any alchemist the sheet is more useful without those names so you can customize the list for your alchemist (or potion-brewer) PC, so the version here has blank spaces in those areas. If you want to type your potion names onto the tracking sheet instead of writing them by hand, the font I used is "The Alchemist" by S. John Ross's Cumberland Fontworks (see page 2 of that link). He has some really cool fonts on his site (and some other gaming stuff). The fonts are free for noncommercial use, and he gave permission for Paizo to use the font in this blog post. Thanks, S.J.R.!

Sean K Reynolds
Developer, Pathfinder Chronicles

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It's Alive! And It's in My Head!!

Monday, April 12, 2010

Words aren't supposed to float like this, bobbing in this slow, mildly nauseating way before my watering eyes. This sucks. And if you were at Norwescon this past weekend, I blame you. Con crud: it happens every time we go to a convention—and this time I didn't even go!

My office quarantine makes me but one gross cog in a large, messily predictable, sick-machine. Every 3 minutes Jason, through the wall to my left, coughs twice. Every 1 minute and 20 seconds, to my right, James "Harumpghs"—as Jacobses do. Every 25 seconds I sniff, punctuated by nose blowings after every 15, and with cycle-marking sneezes after every 30 blows. It's not pretty. I especially don't envy Chris, Judy, Rob, and Sutter outside our doors listening to this sickly symphony. Although, if anyone forgot their watches today, they can measure the time by the rising tissue tide.

Now that I've set the gross factor for your week, how does this pity party tie into Pathfinder and RPGs and everything you've come to expect from Paizo? Well, we're foolishly here at work aren't we? And never ones to let little things like our collectively decomposing bodies stop us from bringing new elements to your campaigns, please accept the following gaming grossness, along with an appropriately awesomely awful illustration from Jeff Carlisle (that unfortunately we didn't have room for in the GameMastery Guide, but I'm sure will find a home down the line). Now, back to trying to build a Skinsaw mask out of tissues and mucus...

Creeping Contamination (aka Creeping Crud or Con Crud)
Type disease, contact or inhaled; Save Fortitude DC 14
Onset 1d3 days; Frequency 1/day
Effect 1d2 Wis damage and target is fatigued. Any creature that comes within 5 feet of one infected with con crud must save or also become infected (whether or not this save is successful, the target is immune to the infected creature's con crud for 24 hours); Cure 2 consecutive saves

Illustration by Jeff Carlisle

Wes Schneider
Managing Editor

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Stealth Preview

Wednesday, March 31, 2009

Bestiary 2
Cover Illustration
by Wayne Reynolds

With the GameMastery Guide off to print we need something new to start teasing you all with, and while the Advanced Player's Guide seems logical, being our next next big release, I like monsters more. So where should we look for previews of Bestiary II? Why, no farther than Pathfinder Adventure Path #33, as we've got a few homeless horrors in there that will be creeping into October's tome of terrors. See for yourself. And no, none of these are new creations for Bestiary II.


Illustrations by Tyler Walpole

Wes Schneider
Managing Editor

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Final Moments of the GameMastery Guide

Tuesday, March 30, 2010

At long last the GameMastery Guide has left the building. Turns out these big books take an incredible amount of work and cause a good deal of sanity damage, but after finally flipping through the color proofs, it looks absolutely incredible. In the coming weeks leading up to this monster's release we'll be showing off some of the coolest parts, but for now, take a look at a few shots from the GMG's final days of development.

Testing out Chapter 5's random treasure generator. I think Josh got a potion of aid. Yeah. A measly potion.
We started a contest seeing who could roll up the most valuable item. Lisa always wins.Turns out there's a LOT of tables in this book. The ones here are just for the chapter on rewards.
My proxy. Allowing me to be in two places at once and make well-considered decisions. Chris Carey and Jeff Alvarez pitch in for the book's penultimate layout checks. Art Directorix Sarah Robinson oversees the process.
Why is this happening in my office! Sutter and Judy Bauer enter the fray.James uses charts to detail an NPC alter ego, then goes on to name, captain, and crew a ship with just a few random rolls.

And now we all get to take a long break and finally rel—hold on, the Advanced Player's Guide is due WHEN?!

Wes Schneider
Managing Editor

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Darklands Plus Black Light Equals....

Thursday, March 25, 2010

In a fit of madness, I decided to run a high-level playtest so we could have an ongoing idea of how high-level play works in the Pathfinder RPG. In a fit of double-madness, I decided it would be an "evil" game. Triple-madness means everyone is playing a drow noble from House Azrinae in the Darklands. The result is Exiles of Zirnakaynin.

As I'm a miniatures geek, this meant painting up a bunch of dark elf PCs and NPCs, plus other Darklands monsters and underground terrain. As I'm a science geek, I painted many of these things with fluorescent paint highlights, glow-in-the-dark paint, or glow-in-the-dark varnish so they react to a black light.

This photograph is from our first session, where the PCs (and associated undead and eidolon minions) and soldiers of House Azrinae line up on the eastern wall and tower of the House grounds (with the riding-lizard stable in the foreground) to defend against an attacking force of half-fiend minotaurs, enemy drow soldiers, some treant-like fungus creatures, and a few other surprises not yet on the map.

Sean K Reynolds
Developer, Pathfinder Chronicles

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Making the Scene

Tuesday, March 9, 2010

One of the neat peripheral elements of the GameMastery Guide—aside from 300+ pages of hardcore GM focused tools and rules—are new chapter openers. You know, the big pictures with the little stories next to them that start every section of the Pathfinder RPG Core Rulebook. Those. Our own Fiction Editor James Sutter is tackling these, and there's something really cool about finally getting a bit of a story to go along with some of the coolest scenes in the Pathfinder cosmology. For example, here's Chapter 6's opener, along with its companion, the cover to The Great Beyond.

"Sing the songs with us, O bastard prince!" The keketar's voice was high, euphoric. Several of the words formed shapes in the air, one turning to a centipede that writhed as it drifted away.

"Join us in the dance and we will remake you/make you so beautiful. We will sing the stars from the sky/sea."

"I'll pass," Seltyiel grunted. Beneath them, the islet was already crumbling. It wouldn't last another minute under the keketar's influence.

The hell with it. He'd only get one shot anyway. Summoning the last of his magic, Seltyiel leapt backward, out into empty space..."


And expect 8 more just like this in the upcoming GameMastery Guide!

Wes Schneider
Managing Editor

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Illustration by Kieran Yanner


Tables; Roleplaying; Metal

Thursday, March 4, 2010

One of my first duties at Paizo was to create some random encounter tables for the GameMastery Guide. It took more than three workdays, and by the end of the process I was seeing tables in my sleep. It was a little bit like the first time you play Guitar Hero, and you look away from the screen and think the world is scrolling up for a couple seconds. Except with tables. But, I'm done with that, so that's kind of neat. Now I can dream about normal things, like giant robot rock operas and going to Chipotle with my ex-boss of three years. Rest assured, GMs, there will be no shortage of random encounter tables for when your PCs randomly wander off into the woods, or cave, or different plane of existence. I've even snuck out a piece of art from the book by artist Kieran Yanner.

On a completely different note, I GMed a Pathfinder game yesterday, and it totally rocked. I'm always the GM, so it's not like it was a new experience or anything, and I've been running Pathfinder since it came out, but I finally figured out a core component to any tabletop roleplaying game: roleplaying.

You see, for quite some time, I was having trouble encouraging my players to roleplay. I'm the type of person who writes out the five-page character background when I'm a player, and I will totally handicap myself and give myself silly stats and gear if it matches my character concept. I don't expect every player to do this, but it would be kind of cool if my group got into character every now and then. Being a fairly chill GM, I wasn't going to force them to roleplay against their will or anything, since that would kind of defeat the purpose of playing a game. No, what I wanted was for them to want to roleplay.

So, I've been thinking of ways to do this, and I stumbled upon a rather valuable, yet seemingly obvious, idea. The notion was simple, and I presented it to my group before the game. "Alright, guys, I'm thinking of trying this new thing; everything you say at the table is in-character, unless you preface with 'Out of character,' and it can only be game-related at that." They were all kind of like, "Hmm, I dunno about this, Patrick, but we'll give it a shot for an hour and see how it goes."

One hour later: awesomeness. Few distractions, if any; everybody's talking with epic accents and saying ridiculously metal (aka really, really cool) things; and we're all getting really immersed in the game. The dark and brooding wizard was dark and brooding; the charming bard was courting the maiden he had saved from a coven of hags; the druid was giving the totally rad armor of a fallen cleric to the church instead of selling it for mad gold; and the summoner was poring over books in the library and hypothesizing the origins of the mysterious crystals they had found in the abandoned temple. This group of hack-and-slashers actually began to care about the adventure and NPCs I had crafted for them. Success.

I guess my point is that even if you think you know your group (mine consists of close friends), they can still pleasantly surprise you, given the opportunity.

Patrick Renie
Editorial Intern

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Trollin' on the River

Friday, February 19, 2010

We've had the cover for Pathfinder Adventure Path #32: "Rivers Run Red" (written by our own Rob McCreary) up for sometime now, but it bears another mention, as this cover sees the climax of a long and interesting evolution. It's little surprise that we were only three months into the Rise of the Runelords Adventure Path—and Pathfinder's life in general—when it came time to order art for our first troll. How to handle this got a little tricky, though, as it's important to us that our creatures walk the line between familiarity and distinctiveness when it comes to earlier incarnations of the game. What we ended up with was the gnarled, lanky, long-nosed fellow from "The Hook Mountain Massacre". Neat! And totally a cool piece of art. But definitely nothing ground breaking.

Illustration by JZConcepts

Several months later, against all odds, we found ourselves ordering a cover for a Bestiary. Attempting to follow in the tradition of the "a whole bunch of monsters about to getcha!" covers from classic gaming bestiaries, we wanted a swarm of little monsters, one or two medium monsters, and a big monster. Creature ideas went around and around, then sketches did their circles, and what we ended up with was goblins, a maralith, and WHAT THE HECK IS THAT! OMG, that's a TROLL! Awesome! You don't get an incredible Wayne Reynolds cover and then say, "That looks amazing, but could we get this guy to look a little ganglier." This was our new look for the troll.

Illustration by Wayne Reynolds

Flash forward a few more months and we're ordering Kingmaker covers. So we want a cool bandit and a sexy fey and a barbarian dude and a—hey, how 'bout a troll boss! Okay, that'd be cool. And thanks to Vincent Dutrait, here he is.

Illustration by Vincent Dutrait

So our trolls have come a long way over the course of the past few years, but without a doubt, things are settled now. And if that nasty claw-claw-bite wasn't enough to send your PCs running for their alchemist fire, just wait for "Rivers Run Red" to see all the nasty tricks Chief Hargulka has in store for the Stolen Lands.

Looking back, trolls actually had it pretty easy. You should have seen the backstage identity crisis the ogre had before its debut. But that's a story for another day…

F. Wesley Schneider
Managing Editor

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Winter 2010 Releases: An Early Look!

Thursday, February 18, 2010

This week Paizo posted new product descriptions for dozens of products to be released in the third trimester of 2010, including new hardcover books, a revision of the Pathfinder Campaign Setting, and a brand new line of Pathfinder novels!

We've been hard at work on these items for months, and even though you'll have to wait until at least September before they hit your game table, we're thrilled to finally be able to discuss some of this stuff in public. The suspense has been killing us!

Folks are already discussing some of our new releases on the paizo.com messageboards, but as the commentary has been flying fast and furious over the last couple days, I figured it might be helpful to post a broad overview of our new offerings here on the blog, with direct links to the products in question.

So without further ado, let's plug ourselves into the future-caster time machine and take a journey forward to September through December 2010. Bring your dice and a few character sheets. You're going to need them!

PATHFINDER FICTION
The biggest announcement is a brand new line of Pathfinder novels written by some of the biggest names in fantasy fiction! The first book, Winter Witch, by New York Times best-selling author Elaine Cunningham, explores the tale of a barbarian shield maiden who ventures from Varisia to the winter-locked land of Irrisen to rescue a possessed sister—and the canny young cartographer who follows her into that haunted land. The book formally releases in September, but we'll have copies on hand at this year's Gen Con Game Fair as a special preview. October sees the release of Prince of Wolves, by former Amazing Stories and Dragon editor Dave Gross, which revisits the Pathfinder agent Varian Jeggare and his tiefling assistant Radovan, last seen in the Pathfinder Journal section of the Council of Thieves Adventure Path. Additional novels will follow in 2011 from well-known authors including Paul S. Kemp and other familiar faces. Stay tuned for more info!

NEW HARDCOVERS
Following up on the forthcoming GameMastery Guide and Advanced Player's Guide, 2010 will see the release of one more hardcover rulebook in the Pathfinder Roleplaying Game line: Pathfinder RPG Bestiary 2! Like the first Bestiary, Bestiary 2 will include more than 300 monsters for use with the Pathfinder RPG, including old favorites like the hippogriff and new planar creatures like the aeons and proteans. This book will cover most of the standard monsters from the history of the game that we couldn't fit in the first Bestiary, as well as tons of other great monsters you've never seen before. Each monster will receive a full page or a 2-page spread, using the same format as the original book.

Supplies of the Pathfinder Chronicles Campaign Setting hardcover are dwindling faster than we can count, so in September we'll release a revised edition in the form of the Pathfinder Campaign Setting World Guide: The Inner Sea. Fully updated to the Pathfinder RPG rules and with expanded coverage of nearly every nation, the latest version of this book contains a new cover from Wayne Reynolds, an updated map, fixed errata from the first edition, and more than 300 pages packed with tons of information about the lands, peoples, beliefs, and cultures of the world of Golarion. Paizo Creative Director James Jacobs is giving this project his personal finish, making sure our campaign setting book is a solid bedrock of our publishing operation for years to come. We're really pleased with the early development of this book, and think it will be an ideal resource for all Pathfinder players and game masters.

PATHFINDER CHRONICLES
In addition to the revised campaign setting, in late 2010 we'll release the Inner Sea Map Folio, a massive 32-panel map of the Inner Sea region containing all "canonical" locations from every Pathfinder product published to date! This monster is sure to brighten up the gaming room or man-cave of any Pathfinder enthusiast, and its "four poster" format will even allow for easy reference at the game table for those lacking the wall space to do it justice. The Campaign Setting product line will also see a new Classic Monsters-style book in the form of Misfit Monsters Redeemed (and you won't believe what that's about until you read the description, believe me) as well as Lost Cities of Golarion, which explores six adventure locales from throughout the world of Golarion.

PATHFINDER PLAYER COMPANION
We can't let the GMs have all the fun, after all, so we've also planned a couple of sure-fire player's guides for the last third of 2010 that will be must-buys for Pathfinder RPG players. October sees the release of the Inner Sea Primer, a slimmed-down overview of the Pathfinder world designed specifically for players. This book will include tons of new character traits tied to the regions and religions of Golarion, and will provide a perfect "gist" of the setting for those looking to dip a toe in the water without needing to buy a big hardcover book. December sees the release of Halflings of Golarion, which rounds out the player's guides to the standard "demihuman" player character races in the Pathfinder RPG with plenty of details on how to integrate them into Golarion campaigns. Lots of fun equipment and lore in this one for fans of halflings (and everyone else, too)!

PATHFINDER MODULES

Gamers have been asking for a high-level Pathfinder adventure since the very beginning, and now I'm pleased to report that the time has come at last! Shipping in September, The Witchwar Legacy takes 17th-level player characters to the snow-shrouded witch kingdom of Irrisen to thwart a plan by the Ice Queen involving the insidious Baba Yaga herself! If that's not enough, in November we'll release a brand-new 1st-level starter adventure called The Godsmouth Heresy, set in the shadowy city of Kaer Maga, site of June's City of Strangers sourcebook!

GAMEMASTERY ACCESSORIES
Paizo's popular map products keep on coming in the last part of 2010, including the first-ever crossover between the Map Pack and Flip-Mat lines! Everything starts innocently enough in September with the release of Flip-Mat: Forest, but things really get interesting in October, with Map Pack: Shops. This 18-tile map set includes the interiors for several different stores, apothecaries, taverns, and the like, but things become super-special when you combine this pack with November's Flip-Mat: City Streets, which details a mercantile district suitable for use with other city Flip-Mats. The roofed buildings on this Flip-Mat (suitable for rooftop chases) correspond exactly to the interiors presented in Map Pack: Shops, providing a uniquely immersive tabletop experience. And if that's not enough to impress your jaded players, spring December's Map Pack: Ambush Sites on them. They probably deserve it.

GameMastery Cards keep coming as well, this time in the form of new GameMastery Condition Cards, handy reference cards for all of the various conditions in the Pathfinder RPG rules.

PATHFINDER ADVENTURE PATH
And, of course, we haven't forgotten the date that brought us to the big dance in the first place. The last trimester of 2010 will see plenty of action in the Pathfinder Adventure Path line, as the Serpent's Skull Adventure Path takes a jungle trail toward its stunning conclusion! Ruined Azlanti cities, Red Mantis assassins, monkey-men, the Pathfinder Society, ancient serpentfolk, and one very, very angry Gorilla King are all in store in a quartet of adventures by Tim Hitchcock, Kevin Kulp, Greg A. Vaughan, and Graeme Davis! The Serpent's Skull is a return to classic-style adventuring in the Pathfinder tradition, and we can't wait to get you guys into the jungle!

I'm saving our Planet Stories releases for tomorrow's blog, so be sure to tune in then for some of the biggest Planet Stories news we've had yet!

So much is happening here at Paizo these days that it's difficult to remember the uncertainty and horror of the last few years, with major changes to our business, our game system, and our lives. All of us really appreciate the support you have shown us so far, and we look forward to more exciting products in the months and years to come!

Erik Mona
Publisher
Paizo Publishing

More Paizo Blog. Link. List this entry. Tags: Cards, Dave Gross, Elaine Cunningham, Game Mastering, GameMastery, Halflings, Irrisen, Kaer Maga, Maps, Monsters, Pathfinder Adventure Path, Pathfinder Campaign Setting, Pathfinder Modules, Pathfinder Roleplaying Game, Pathfinder Tales, Prince of Wolves, River Kingdoms, Serpent's Skull, Winter Witch
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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...

F. Wesley Schneider
Managing Editor

More Paizo Blog. Link. List this entry. Tags: Alex Aparin, Dragons, Ezren, Game Mastering, Iconics, Monsters, Pathfinder Roleplaying Game, Prestige Classes, Seltyiel, Seoni, Sorcerers, Wallpapers, Wizards
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Advanced Player’s Guide Playtest, Bonus Round!

Tuesday, February 2, 2010

Although the playtest of the six base classes set to appear in the Pathfinder RPG Advanced Player's Guide was scheduled to be over yesterday, we have decided to extend it by two weeks to give you a chance to review and playtest the changes from the previous three rounds. We took all of your feedback and ideas and implemented a number of changes to the classes, combining them into one handy reference PDF. You can find the PDF right here.

You have two weeks to playtest and comment on these revisions in the Final Playtest messageboard forum. Make sure to post your feedback on in the correct forum, because we might miss it if you place it in one of the older forums. On February 15th, all of the forums will be closed.

As with previous playtests, this process has been a huge benefit to the development of these classes. I hope that you have enjoyed participating in the process. Look for previews of the final book to start appearing in June, ramping up to the final release in August.

See you on the boards.


Jason Bulmahn
Lead Designer

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Illustration by Tyler Clark


GM Guide Spoilers!

Tuesday, January 12, 2010

As editorial intern, it's sometimes my job to oversee the first formatting/editing/obvious-problem-catching pass on certain items, one of which is chapter nine of the GameMastery Guide! Woo! Super exciting. As a brief introduction, it includes a large number of common NPC stat blocks of various levels and classes meant to accommodate an unpredictable player group or campaign. When your players decide that the fisherman ferrying them to the Isle of Terror is suspicious, his full stat block is merely a quick page-flip away. Needless to say, all of the free-form GMs out there will find it a handy tool when the players decide to enter a town you expected them to avoid, try to pick fights with a priest, or get run out of town by the village militia. They want to enter in the arena? Well, there are three different gladiators in the chapter already. Does the barmaid you winked at try to help you in the all-too-predictable drunken brawl? Yes, and she has Throw Anything.

Tyler Clark
Editorial Intern

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Illustration by Christopher Burdett


The Game Is Afoot

Friday, December 8, 2009

I know it's been a while—whole months in fact—since we dropped a huge hardback tome on you all, but rest assured, we've got more in the works! Right now, on top of all the usual Pathfinder swag you've come to expect from month to month, we're also working away on our third huge tome, the GameMastery Guide. Meant to be the go-to source for Game Masters of all stripes and skill levels, the GameMastery Guide is in invaluable resource and toolbox offering hundreds of pages of new subsystems, common stats, advice, tables, and tons more, all from some of the biggest names in gaming. We're already elbow deep in the book's construction and over the course of the coming weeks will have plenty more of the content and awesome art to show off. For now, though, check out the cover on the GameMastery product page and one of this book's mascots, every tricky GM's favorite beastie, the mimic.


F. Wesley Schneider
Managing Editor

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Advanced Player's Guide Playtest, Round 3!

Monday, December 14, 2009

Illustration by Wayne Reynolds
Illustration by Wayne Reynolds

The playtest of the Pathfinder RPG Advanced Player's Guide is well underway, with the release of the final two classes slated to appear in the book, due out in August. In this round, we are looking at the alchemist and the inquisitor. The alchemist is all about using potions and arcane alchemy to increase your abilities. This works a bit like spellcasting, but offers some interesting advantages. In addition, the alchemist is quite skilled at lobbing bombs that burn, freeze, and electrify foes (among a host of other possibilities). The inquisitor works as a monster hunter for the faith, rooting out its enemies, no matter where they hide. The inquisitor is a master of adaptation, moving her abilities around to better fight her foes. This is your chance to take a look at these classes before they hit shelves in August. You can download the free PDF containing both of these classes here.

Over the past month, we have released the other four classes due to appear in the book, including the cavalier, the oracle, the summoner, and the witch. While we are focusing on the alchemist and the inquistor for the next two weeks, the playtest itself will remain open until the end of January 2010. Time permitting, we hope to release some updates to some of the classes in mid January.

As with the Core Rulebook playtest last year, there are a number of forums set up for playtest feedback and commentary. The first is a general forum, for discussing larger issues and announcements. Following this is a trio of forums for discussing each round of the playtest. Discussion on the alchemist and the inquisitor should go in the round 2 forum.

The playtest has been a huge success up to this point. I have been receiving a mountain of play reports and comments on the classes and I want to encourage folks to continue working with these classes. As with the previous rounds, actual play reports are more useful to the process than untested observations. So, give these last two classes a try. Make a whole party of characters using only these six classes or have the PCs face off against them as villains. When you are done, post up the results. I look forward to seeing them.

See you on the boards.

Jason Bulmahn
Lead Designer

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Illustration by Tyler Clark


Goblins Terrorize Bathhouse: Cunning Plan Revealed As Many Local Hunting Dogs Found Dead

Friday, December 11, 2009

Earlier this year, fellow intern Matt and I were invited to begin playing in a Pathfinder RPG game run by local resident Crystal Frasier. We accepted, and Matt, Ross Byers (later to leave us for reasons involving Will saves and girl-cooties), and I began our quest to become... The Stuff of Legends. Deciding to make my life difficult, I made Klar, the burly and buff bluffing bard, Matt rolled up Zirithanis the hobo druid and Destroyer-of-Worlds-Fetcher-of-Dreams-Maxwell, his longtime friend and goblin-hating murderous dog of war, while Ross Byers began his quest as the excessive sorcerer, Aurelis. Our team assembled, The Stuff of Legends' first dabble into adventuring follows.

Meeting with the mayor, we understood that we were to stop mysterious sabotage attempts on a hopeful resort town in the Varisian Gulf. Naturally, our business powwow was interrupted by screams: Goblins had invaded the bathhouse! Having studied Goblinoid languages in a Chelish Opera College, I tried to negotiate with them, but their crude language and dubious use of the honorifics "dog-lover" and "ugly-face," made communication difficult. While I eventually gained their trust, my inquiries into why they would invade a bathhouse were met with confusion over failed translations of the words "bath," "clean," "soap," and "hot water." They began to suspect that I wanted to cook them, eventually leading us to armed conflict.

After Maxwell the Dog dispatched two of the goblins (Aurelis proved his worth as an electric stove, cooking one with shocking grasp), we entered the bathhouse, only to be ambushed again! Two stirges and a goblin sniper were difficult foes, yet, with the ever-suspect "oh, are you still singing?" of bardsong, Maxwell destroyed all opposition. Afterward, finding the public bath infested with vipers, we left them for the town's pest control. When we later realized that was Zirithanis' job, we went back and he charmed them into a wicker basket and left them at the edge of town. When we later heard a picnicker was killed by vipers, we blamed Zirithanis.

However, being playtest time, an unexpected enemy followed us into town: the Goblin Oracle! She was one of the most feared enemies we have ever fought, especially since we lacked Aurelis's help (he was sleeping off breakfast in his 100-gp suite on the coast). Perhaps it was her big hat, or maybe the threat of goblin rash from her two mangy rat-dogs, or maybe her fury over the sacked child she took hostage that was greased out of her hands, but the strength of her unusually fearsome blows felled both Zirithanis and me at different points. Our leapfrog healing tactics took her by surprise, however, keeping us both in the fight. In the end, Maxwell the Dog killed her, jumping over a mountain, stopping a flood by barking, and then arriving home in time to snap her neck and take the glory for himself. Next: Maxwell Defeats Giant Wheeled Eidolon and Eats It.

Tyler Clark
Editorial Intern

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At Times, a Marathon

Wednesday, December 9, 2009

Comrades and Comradettes,

Much has happened here at Paizo since I last wrote. While here, I had the privilege of watching Wayne Reynolds's iconic character sketches come in one by one, and stood in the circle of other staff gaping and gawking. Surprisingly (or not surprisingly?), nobody's favorite is the same. In my unartistic opinion, that is simply a testament to the skill of our Mr. Reynolds (who caught the Firefly pun?), who can capture six new and distinctive characters in a way that appeals differently to everyone—player, GM, intern...

As for what I've been working on, two jobs have demanded the majority of my time here. The first was patchworking the freelance texts that are to be a part of our GameMastery Guide into chapters, and then styling them to match our Paizo house style.

An ongoing task has been the dreaded Rules Database—something Wes has apologized for countless times. When it's finished, it'll be a series of Excel spreadsheets that catalogues each and every monster, magic item, feat, spell, trait, piece of equipment, prestige class, monster template, and trap that has ever appeared in a Paizo RPG product (both in the 3.5 rules set and our shiny new PFRPG rules set). Did I mention the "each and every" part? It's still in the process and nowhere close to being edited—what with all the other craziness people actually pay for taking up nearly every waking hour—but eventually it should be something pretty cool.

I've also done a lot of copyediting, a few development passes of elements for Kingmaker, and am now working on a bit of Planet Stories styling. It's all very exciting!

Until the next time, keep it classy, enjoy the playtests (the last two coming up soon!), pick up the new Powers comic, listen to the Rush discography, and watch Serenity four or five times.

Matthew Lund
Editorial Intern

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Advanced Player's Guide Playtest, Round 2!

Monday, November 30, 2009

Illustration by Wayne Reynolds
Illustration by Wayne Reynolds

The playtest of the Pathfinder RPG Advanced Player's Guide continues today with the launch of two more classes slated to appear in the book, due out in August. Round 2 focuses on the summoner and the witch. The summoner is an arcane caster that forms a close bond with a powerful outsider, known as an eidolon. The eidolon works a lot like an animal companion, but its form and abilities are decided by the summoner and they can change as the summoner goes up in level. The witch is a class that utilizes a wide variety of spells from both the arcane and divine spell lists. She draws her power from a mysterious force, which she communes with through her familiar. To top it off, she has a wide variety of hex powers to draw on, that both help her allies and hinder foes. This is your chance to take a look at these classes before they hit shelves in August. You can download the free PDF containing both of these classes here.

Two weeks ago, we released the cavalier and the oracle, and the playtest for those classes is well underway. In two weeks, we will release the final two classes set to appear in the book. While we are focusing on the classes as they release, the playtest itself will remain open until the end of January 2010.

Just like the Core Rulebook playtest last year, there are a number of forums waiting for your feedback and comments. The first is a general forum, for discussing larger issues and announcements. Following this is a pair of forums for discussing each round of the playtest. Discussion on the summoner and the witch should go in the round 2 forum.

Feedback on the first round has been immensely helpful, but I want to stress the usefulness of actual playtest feedback. Observations and general concerns are useful, but we are getting the most information from players who have actually given the classes a try. So take the summoner and the witch out for a spin and let us know what you think.

See you on the boards.

Jason Bulmahn
Lead Designer

More Paizo Blog. Link. List this entry. Tags: Balazar, Eidolons, Familiars, Feiya, Gnomes, Iconics, Pathfinder Roleplaying Game, Playtest, Summoners, Wayne Reynolds, Witches
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Welcome to the Playtest

Friday, November 13, 2009

Illustration by Wayne Reynolds
Illustration by Wayne Reynolds

The playtest of the Pathfinder RPG Advanced Player's Guide begins today with the launch of two of the six new base classes set to appear in the book. The cavalier is a martial character. Like his name would suggest, he is at home fighting from horseback, but he is by no means crippled when his mount cannot be used. The cavalier gains a number of bonus abilities tied to his order, the oaths that he swears, and the challenges he makes. Next up in this playtest is the oracle. This spontaneous divine caster draws her power from the gods that support her focus, granting her special revelations as she goes up in level. This is your chance to take a look at these classes before they hit shelves in August. You can download the free PDF containing both of these classes here.

In the coming weeks, we will be releasing the other four classes, two each week. During these periods, we will be focusing discussion on the most recent classes, but the playtest itself will remain open until the end of January 2010. The release dates are as follows.

Group 1 (11/13–11/29): Cavalier and Oracle
Group 2 (11/30–12/13): Summoner and Witch
Group 3 (12/14–12/27): Alchemist and Inquisitor

Just like the Core Rulebook playtest last year, there are a pair of forums waiting for your feedback and comments. The first is a general forum, for discussing larger issues and announcements. The second forum is specifically for cavalier and oracle feedback. We will add an additional forum every two weeks as the new classes are released.

I want to take a moment to discuss what we are looking for out of this playtest. Since these are new classes, actual playtesting is of great importance. While comments and observations are still valuable, we need playtesters to actually use these classes in play and provide reports of their experiences. This sort of feedback will really help us ensure that these classes become a balanced and fun part of the game.

See you on the boards.


Jason Bulmahn
Lead Designer

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The Playtest is Coming!

Monday, November 9, 2009

It is almost here! The playtest of the six new base classes set to appear in the Pathfinder RPG Advanced Player's Guide will begin on Friday, November 13th. These classes will be presented as free PDF's that you can download starting Friday morning. Every two weeks we will release two of the classes, until all six have been playtested.

Each pair of classes will be spotlighted for two weeks, but feedback will be accepted through the end of January 2010. Special messageboards will be posted to paizo.com to allow playtesters to submit feedback, ask questions, and talk to other participants. The schedule of the playtest is as follows.

Illustration by Wayne Reynolds

Getting involved is easy. Simply download the files and use them in your games. Create characters and villains using the new classes and give them a try. Then, come back here to post feedback and your play experiences in the playtest messageboards. If you are looking for more opportunities to play, these playtest classes will be available for use in Pathfinder Society events. Look for rules allowing these classes in an upcoming update to the Guide to Pathfinder Society Organized Play.

The playtest of the core rules was a fantastic success and I look forward to working with the community to make the Advanced Player's Guide playtest just as successful.


Jason Bulmahn
Lead Designer

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GameMastery Guide Cover!

Monday, October 5, 2009

I may have mentioned this before, but the main villain of Pathfinder’s first Adventure Path, Karzoug, was no stranger to tormenting PCs. He was one of my homebrew campaign’s major recurring characters—a powerful wizard who served as the true menace behind the throne of an evil warlord. In my homebrew, Karzoug wielded a scythe and had already made the transition to lich and wasn’t as concerned with greed, but he was very much still the campaign’s poster child for “evil wizard.” He eventually met his end when a pair of heroes, the barbarian Verik and the wizard Zefram, confronted Karzoug in, of all places, Baba Yaga’s dancing hut. Karzoug was trying to claim the hut’s legendary power source for his own evil purposes, and while this certainly annoyed Baba Yaga, she wasn’t about to give the PCs uncontested access to her magical fortress. And so these two high-level PCs snuck through the depths of the dancing hut filled with fear about breaking or even touching anything, avoiding every single encounter and trap through an uncharacteristic caution that, in the end, served them quite well. I’d intended them to finally reach Karzoug and have the final battle with the evil wizard after the PCs had depleted much of their resources dealing with the natives of Baba Yaga’s hut, and when they reached Karzoug with much of those resources untapped, I figured they deserved the advantage. Turns out, they needed that advantage anyway. Even in the 1st edition of the game, Karzoug was a menace.

And so, when it came to deciding on a villain to inflict upon Golarion, it was with quite a bit of pride and nostalgia that I resurrected old Karzoug. He’d changed specializations (necromancer to transmuter) and weapons (scythe to glaive) and got a promotion (from the power behind the throne to the guy who sits on the throne), but in a lot of other ways he remained the same. Of course, getting Wayne Reynolds to illustrate him was one of the more surreal moments of my gaming career... and now, seeing him on the cover of our upcoming GameMastery Guide, that sense of surreal pride has returned. Wayne Reynolds has done a fantastic job making Karzoug epitomize the role of "super-powerful wizard." Take a moment to look through all of his stuff! Caged imp, pet blue dragon, throne manacles for prisoners, spellbooks casually stacked to the side, crazy crystal ball with some sort of apparatus wrapped around it, a throne that can probably see—and that doesn’t even touch all of his fancy magical equipment he’s got ready to ruin the next PC to step his way!


James Jacobs
Pathfinder Editor-in-Chief

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Back from the Future, Part 2

Friday, October 2, 2009

One of the big highlights of Gen Con Australia 2009 was the "What’s Next for Pathfinder?" seminar that took place Saturday afternoon. The Pathfinder players at the show were so excited for this seminar that they took a break from their Pathfinder Society games to attend. Not surprisingly, it was pretty packed.

Although much of what was covered during this seminar had already been announced, there were a few surprises in store, including the final two new base classes being planned for the Advanced Player’s Guide and a special surprise, a first look at one of the base classes from that book. At Gen Con Indy this year, we announced four of the six base classes slated to appear in the Advanced Player’s Guide: the alchemist, the cavalier, the oracle, and the summoner. During this seminar, the final two were revealed: the inquisitor and the witch.

The inquisitor class is going to look a lot like your Van Helsing-type character, dedicated to hunting down and killing monsters. This means that the class is going to have a fair number of skills and some limited divine spellcasting ability. In addition, the inquisitor is going to have the ability to designate a foe during combat, and the longer the combat progresses, the more damage he will deal to that foe in combat. Unlike a ranger, the inquisitor’s abilities are not based on monster type. Instead he has to carefully study his targets, learning how to more effectively deal with them as a combat progresses. Higher-level inquisitors will learn how to exploit monster weaknesses and possibly even add additional weaknesses to a monster using special attacks.

The witch class is going to be a class that fully embraces both the arcane and divine spell lists, taking select spells from each to make for one intriguing list. The big news for the witch is the focus on her familiar. This will function like a wizard’s familiar, but with additional powers and abilities, with maybe a few extra limitations thrown in to balance out the rules. You can also expect some new mechanics for witch curses, through some new spells and class features.

While the crowd was certainly excited to hear about these new classes, the room grew rather quiet as I handed out a sample oracle character for them to analyze. But rather than leave you out in the cold, here is that character, updated with the most recent version of the class.

Sample Oracle
This sample shows one of the first builds of the new oracle class. The relevant class abilities are summarized, but they do not include additional bonuses that Areanna would gain at higher levels. For example, at 9th level, Areanna’s form of flames ability improves, allowing her to assume the form of a Medium fire elemental.

Areanna
Female human oracle 7
CG Medium humanoid
Init +6; Senses Perception –1
Defense
AC 19, touch 14, flat-footed 16; (+5 armor, +1 deflection, +2 Dex, +1 dodge)
hp 49 (7d8+14)
Fort +4, Ref +5, Will +5
Offense
Speed 40 ft.
Melee +1 flaming shortspear +7 (1d6+2 plus 1d6 fire)
Ranged dagger +7 (1d4+1/19–20)
Special Attacks fire breath (2/day, 7d4 fire damage, DC 17), form of flame (Small fire elemental)
Spells Known (CL 7th)
3rd (5/day)—cure serious wounds, dispel magic, fireball (DC 17)
2nd (7/day)—aid, augury, resist energy, summon monster II
1st (7/day)—bless, cure light wounds, divine favor, produce flame, remove fear, shield of faith
0 (At Will)—guidance, light, purify food and drink, read magic, resistance, stabilize, virtue
Focus fire
Statistics
Str 12, Dex 14, Con 13, Int 10, Wis 8, Cha 18
Base Atk +5; CMB +6; CMD 18
Feats Combat Casting, Dodge, Eschew Materials, Improved Initiative, Mobility, Nimble Moves, Toughness
Skills Acrobatics +12, Intimidate +14, Knowledge (religion) +10, Perform (dance) +14, Spellcraft +10
Languages Common, Ignan
SQ oracle’s curse (speak in tongues), orisons, revelations (cinder dance, fire breath, form of flame)
Combat Gear elemental gem (fire), elixir of fire breath, wand of cure light wounds; Other Gear +1 flaming shortspear, daggers (4), +2 studded leather armor, cloak of resistance +1, ring of protection +1
Special Abilities
Cinder Dance (Ex): Areanna’s base speed increases by 10 feet. At 5th level, she receives Nimble Moves as a bonus feat.
Fire Breath (Su): As a standard action, Areanna can unleash a 15-foot cone of flame from her mouth. This flame deals 1d4 points of fire damage per level, maximum 10d4. A Reflex save halves this damage. The save DC is equal to 10 + 1/2 her oracle level + her Charisma modifier. She can use this ability once per day, plus one additional time per day for every four oracle levels she possesses.
Form of Flame (Su): As a standard action, Areanna can assume the form of a Small fire elemental, as elemental body I. She can use this ability once per day, but the duration is 1 hour/level.
Speak in Tongues: In times of stress, Areanna speaks in tongues. Whenever she is in combat, she can only speak and understand Ignan. This does not interfere with spellcasting, but it does apply to spells that are language dependent. She gains Ignan as a bonus language.

As you can see, oracles are spontaneous divine spellcasters, working in a manner similar to sorcerers. Instead of bloodlines, each oracle has a focus (fire in Areanna’s case). At 1st level, 3rd level, and every four levels thereafter, oracles can select one revelation from their focus to learn. These revelations grant them special powers and abilities, such as the ability to breathe fire, turn into a fire elemental, or even call down a storm of fire (Areanna is not quite high enough level for that one). In addition, oracles must select a curse at 1st level. These curses are a mixed blessing, with each one limiting the oracle in one way, while granting special bonuses in other areas. Areanna’s curse is perhaps one of the easiest to deal with, which is why it grants one of the smallest bonuses.

Well, that about wraps up my summary of Gen Con Australia 2009. I want to thank Ian Houlihan, the convention director, for bringing me down to the show, Mark Rogerson, the events manager, for showing me a great time in Brisbane, and Peter Ball, the seminar manager, for setting up some great panels. I am hoping to make this show a regular in my convention schedule. Maybe next year, you will too.

Jason Bulmahn
Lead Designer

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Bestiary Preview II

Wednesday, September 16, 2009

Illustration by Peter Bergting

Although the Pathfinder RPG Bestiary is still several weeks away from its release date, that’s no reason why you can’t get started playing adventures like Pathfinder Adventure Path #26: The Sixfold Trial or the various Season 1 Pathfinder Society Scenarios!

The new Pathfinder Roleplaying Game Bestiary Preview II supplements our first preview (which was tailored to support Pathfinder Adventure Path #25: The Bastards of Erebus), and shows off more universal monster rules and an additional 11 pages of monsters taken directly from the Pathfinder RPG Bestiary itself.


Download the Pathfinder Roleplaying Game Bestiary Preview II now!

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Welcome to Paizo

Friday, August 21, 2009

With the release of the Pathfinder Roleplaying Game Core Rulebook, there are a lot of new faces here on the board, so we thought that this would be a good time to say hello and to give folks a quick tour of the site.

I suspect that many of the new folks are here because of the Pathfinder RPG, so there is no better place to start than our new Core Rulebook. Of course, we have much more in store for this game, so you definitely want to visit the Pathfinder RPG main page where you can see a summary of all of our upcoming products. Be sure to check out the Bestiary Preview and the Pathfinder RPG Conversion Guide, both of which can be downloaded for free. All you need is an account. Tip to the wise, make sure you have the most recent version of Adobe Reader installed on your machine to read these pdfs. Both of these free products, along with a host of other valuable free documents, can also be found on the Pathfinder RPG resources page, which also contains our community use policy (for those thinking about setting up a fan website) and the compatibility license (for those planning to make products using the Pathfinder RPG rules). The resources page also has the most recent errata document for the Core Rulebook, which contains a number of small changes and fixes to ensure that your game is running smoothly.

Next up, if you need to quickly reference the Pathfinder RPG online, there is no better resource than the Pathfinder Roleplaying Game Reference Document (or PRD for short). The PRD contains all of the rules from the game, organized just like the Core Rulebook, making them easy to find. If you are playing your game in reach of a computer, I might recommend a bookmark or three.

We really want paizo.com to be a great community for gamers of all stripes, whether your passion is the Pathfinder RPG, other RPGs, board games, card games, or anything in between. Our messageboards are home to thousands of gamers just like you, looking for advice, sharing stories, forming groups, and getting answers to rules questions. If you are navigating the messageboards, look out for the following forums.

First up is the Pathfinder RPG messageboard, which includes a large number of useful forums. The General Discussion Forum is where you can discuss nearly anything related to the game, from reviews to announcements. The Rules Question Forum is where you can ask questions about the game. If one of your fellow fans does not help you out, one of our staff will try to help get an answer to your question. There is a lot of great discussion going on right now on the boards about the game, but I do want to take this moment to offer some advice. The rules are brand new, and there is a lot of information to digest. Before posting, make sure to take a good look through the book to see if your question is answered elsewhere. Since the game is a revision to the 3.5 rules, there are a number of discussions going on right now comparing the two and weighing the pros and cons of each change. While this is only natural, I do want to remind folks that many of these changes are designed to have a specific effect or to work in combination with other changes, making the whole of the game easier and better to run. If the rule in question still doesn't work for your group, do not hesitate to change it. It is your game after all, and you should feel free to change it in any way that would add to the fun and excitement of your campaign. Alright, back to the tour.

Next up in the Pathfinder RPG section is the Pathfinder RPG Products Section, which includes two forums for discussing individual products. One for Paizo products and one for any 3rd party product that is compatible with the game. After those forums are the Community Content forums. The first of these is the House Rules Forum, which contains a host of tips, tricks, and suggestions used in the games of fellow messageboard members. This forum also includes brand new rules content created by fans. The second forum is the Conversions Forum, which contains fan-made conversions of a host of 3.5 rules and products, making them easier to use with the Pathfinder RPG.

In addition to the Pathfinder RPG forums, you will find an array of other forums for our other products. The Pathfinder General Discussion Forum is for talking about any product with the Pathfinder logo, focusing on products that are compatible with the Pathfinder campaign setting (such as the Pathfinder Chronicles, Pathfinder Companion, Pathfinder Modules, and Pathfinder Accessories products). The Pathfinder Adventure Path Section contains a forum for each one of our Adventure Paths. These products represent complete campaigns, taking your characters from 1st level to the heights of power. The forums contain tips, tricks, and tools to use for each Adventure Path, as well as a number of great stories and anecdotes from the campaigns of fellow members.

This is also a good time to talk about the Pathfinder Society. This program allows you to play the Pathfinder RPG around the world, using the same character for each event. Pathfinder Society events can be found at most major conventions and in a number of game stores. In addition, your GM can download these PDF adventures and run them for you at home. For discussion about these exciting events, check out the Pathfinder Society Forums.

Concluding our tour of the messageboards, you might want to investigate the Paizo Community Forums, which includes forums for 3.5, 4th edition, board games, card games, play-by-post games, movies, books, television, and the always busy off-topic discussion (drive up your post count with a 3-word game today!).

Before this blog gets way too long, I want to take a moment to talk about the Paizo Store, which features just about every RPG, board game, card game, miniatures game, and accessory known to man. Be warned, there are a lot of good products hiding in there, and my wallet has paid for my curiosity mightily over the years.

Jason Bulmahn
Lead Designer

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Pathfinder RPG Advanced Player's Guide Classes

Thursday, August 20, 2009

Now that Gen Con is over, it is time to look into the future of the Pathfinder Roleplaying Game. Over the next year, we have a number of fantastic products in store for you, but the one that has me the most excited is the Advanced Player's Guide. We gave a few hints about this hefty 320-page tome at Gen Con during the Pathfinder RPG Q&A seminar, but I wanted to take a moment to bring the news to you directly.

First off, this book is set to release at Gen Con 2010. It will include a host of new options and avenues for characters built using the classes and features in the Core Rulebook. That means you can expect to find new barbarian rage powers, new sorcerer bloodlines, new bardic performance options, and a host of other tricks and tools to modify the 11 core classes. The book will also contain a number of feats, spells, and magic items to expand your game. We are providing all of these in one book so as to avoid spreading out the goodness over a host of tomes, which tends to just make things difficult to find and use. Some of this material will be leaked early through this blog to use right away (and to help us playtest some of the more tricky aspects).

In addition to the expansion of the core classes, this book will also contain six new base classes. They are called base classes because they go from level 1 to level 20, but they are not core classes. Confused? Allow me to explain. We are making an assumption that these new classes will take a role in our world (and possibly yours) that is less common. You will not find them in every adventure, nor will they appear in every product. That means that you can introduce them to your game in a more limited fashion, without having to retcon them into every facet of your campaign.

Of these six classes, I am ready to talk, in a limited fashion, about four of them. I should note that these classes are still being designed and everything you read here is subject to change. That said, we are really excited about the ideas, and hope that you will be too.

When working out some of the initial concepts for these classes, we had two primary criteria that each needed to fill: a conceptual niche and a mechanical niche. This means that each class we come up with needs to include mechanics that we do not currently explore with one of the 11 other classes, as well as its own conceptual space.

The first class I want to look at is the Cavalier. While traditionally, this class has been focused on mounted combat, we have learned that classes such as this suffer terribly by the circumstances of the adventure. As such, the cavalier is going to have some aspects that make it a great mounted combatant, but it will also focus on directing and controlling a battlefield through a system of class features that allow it to enhance allies, unnerve opponents, and challenge foes. Unlike a bard, the cavalier will focus on individuals instead of large numbers, allowing it to have some greater effects. The class will not rely on spells or magic to get the job done, but it will be a bit more skill-focused than some of the other martial classes, especially when it comes to Charisma-based skills.

Next up is the Alchemist. Now, I know what you are thinking. Brewing alchemist fire and crafting tindertwigs is not the stuff of adventurers, and hardly enough to build an entire class around. On that, I would agree, but we are taking this in a slightly different direction. Think of the alchemist a bit more like Dr. Jekyll. He brews up elixirs, mixes up unguents and powders, and crafts all sorts of tricks to use in a fight. While some of these will certainly mimic spells, others might allow him to gain fiendish qualities, breath fire, or even transform into a puddle of living ooze. At higher levels, he will be able to use some of his concoctions on others, granting them some of his strange abilities. This class will work like an arcane caster, in that he will prepare his alchemy for the day and use them as day goes on, as they most likely do not keep for long. There will undoubtedly be a host of new alchemical items in the book for him to tinker with as well.

Next up is the Summoner. I should note that the title for this one is still a bit temporary as it does not quite convey the concepts we are looking for. This class is focused on the creation or summoning of a monster combatant or guardian. Think of it as a sort of arcane animal companion that is a magical beast, outsider, or aberration instead of an animal. While the class will still be able to cast arcane spells, in a bit more of a limited fashion than a sorcerer, it will have a number of abilities to enhance and empower its creation. Some of these will be able to be applied on the fly, while others will happen only when the summoner gains levels. The class will have a list of abilities that can be added to a monster as you gain levels, with more powerful abilities made available to use in your monster's construction at higher levels. To top it off, the class will be a bit variable in theme. You could be a pious summoner, creating a divine champion to guard and protect you, or you could be a foul chirurgeon, creating your monster from the corpses of other dead monsters.

Finally, the last class I want to talk about is the Oracle. This class is a spontaneous divine caster that is not devoted to any one god. Instead it is devoted to a particular concept or domain. The oracle draws his power from all the deities that support that concept, but none of them particularly hold any domain over him. A great example here would be Hercules, who would make a great oracle of strength. The class provides spontaneous divine casting, but the focus provides a host of other abilities and powers. You could expect feats of great might from the oracle of strength, while the oracle of fire is probably going to be able to roast you alive if you anger him. Think of the oracle more as an expert on a single topic and less as a seer of the future and you are close to the theme we are going for. I am really excited about what this class could do and the roleplaying options it presents. I might even have to give my current character a break to play an oracle as soon as the class is ready.

That covers four of the six classes in the book. I am planning on releasing information about the other two next month, at a seminar taking place at Gen Con Australia, in Brisbane. These classes will be put up for public playtest well before the book goes to print, and as soon as the schedule is finalized, you will find it here on this blog. I hope to have some more news on these classes, as well as a few sneak peaks before the playtest, as they develop. Stay tuned.

Jason Bulmahn
Lead Designer

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Pathfinder Roleplaying Game Preview #14

Wednesday, August 12, 2009

The Pathfinder Roleplaying Game Core Rulebook releases tomorrow at Gen Con and game stores around the country. Over the past 14 weeks, we have look at all of the core classes and one of the prestige classes that can be found in the book. We've taken a look at a host of feats, spells, and magic items, as well as a few other rules bits along the way. This week, we are investigating the most important rule in the game. Not surprisingly, it is also one of the first rules in the book.

This is your game.

The rules in the Pathfinder Roleplaying Game Core Rulebook are presented to help you tell the stories that you want to tell. They are organized to help speed up play and enrich your world. You might find that, through play, some of these rules do not suit your style of play or do not serve the story you are trying to tell. Feel free to change them. Sit down with your group and discuss what "house rules" you are going to use as part of your campaign. Add, subtract, or even polymorph these rules to fit your needs. If you are the Game Master, you should work with your group to determine what changes are appropriate. If you are a player, remember that the GM is the final arbiter, but do not be afraid to make suggestions or bring new rules to the table for him to review. When you play the Pathfinder RPG, we want to make sure that you have fun. The rules are there to serve that goal, not to stand in the way.

Since this is the last preview, I want to take just a moment to thank all of the playtesters that spent countless hours playing, reviewing, and critiquing the Beta version of the game. I think you will find that they had a large influence on the final design and deserve a great deal of credit for all of its improvements. It was a lot of work to weed through over 100,000 messageboard posts, but the final game makes all of that effort worth it. If you were part of the Alpha or Beta playtests, I would like to say thank you.

As of this posting, a number of folks have already received their rulebooks, and discussions are already taking place on our messageboards about the changes and additions to the game. So, instead of talking about the rules, I wanted to close this preview with a look at some of the fabulous art that you will find in the Pathfinder RPG Core Rulebook. The Core Rulebook is available in stores and at our booth at Gen Con starting tomorrow. See you on the boards.


Illustrations by Jason Engle

Jason Bulmahn
Lead Designer

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Pathfinder Swag!

Tuesday, August 11, 2009

It's already starting to feel like a ghost town here at Paizo headquarters as the majority of the staff packs up and heads off for Gen Con Indy. With the debut of the Pathfinder RPG, we're totally excited, but also expecting the convention to be four days of absolute madness. So what are we doing? Oh, we're adding fuel to that fire, of course! There's already going to be tons of opportunities to get Paizo swag just by stopping by our booth, but in addition to the Pathfinder RPG, the annual Paizo delve, tons of Pathfinder Society Events, and way more, we're adding buttons! That's right, special, collectible Gen Con '09 Pathfinder Buttons. For as long as they last on Thursday, Friday, and Saturday, we'll be giving away a different button, allowing you to show your love for the grim gray maidens, those madcap goblins, or the lovely Seoni. So hurry on over to the Paizo Booth (#2312) every day to pick up the whole set!

And that's it! We're off. We'll see you all at Gen Con Indy!

Wes Schneider
Managing Editor

More Paizo Blog. Link. List this entry. Tags: Curse of the Crimson Throne, Gen Con, Goblins, Iconics, Monsters, Pathfinder Roleplaying Game, Pathfinder Society, Seoni, Sorcerers
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The Reviews are Coming In!

Monday, August 10, 2009

The Pathfinder RPG Core Rulebook releases in just four days and the first reviews are coming in. So far, they are very positive.

Pen and Paper Games has posted up a good review. While the reviewer would have liked to see more bridging material between 3.5 and the Pathfinder Roleplaying Game, I am happy to announce that we will be releasing a free conversion PDF on the same day as the Core Rulebook. This 18-page conversion guide covers most of the big changes to the game and walks you through converting a character (along with a host of other rules elements).

Chad Perrin managed to grab a copy early from his retailer and has posted a review on his blog. Chad gives his honest impressions of the book and gives it five bullets out of five.

Finally, there is the Game Geeks preview over on You Tube. Check it out!


Jason Bulmahn
Lead Designer

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Pathfinder Roleplaying Game Preview #13

Wednesday, August 5th, 2009

The Pathfinder Roleplaying Game Core Rulebook is set to release in a little over a week, on August 13th, 2009, and in anticipation, we are releasing a preview of the game each week until the game hits store shelves. Since we’re done looking at the core classes, this week we’re exploring the heights of power with Seltyiel, the iconic eldritch knight.

Seltyiel
Male half-elf wizard 5/fighter 5/eldritch knight 10
LE Medium humanoid (elf)
Init +9; Senses low-light vision; Perception +21
DEFENSE
AC 25, touch 19, flat-footed 20 (+6 armor, +4 deflection, +5 Dex)
hp 174 (15d10+5d6+70)
Fort +18, Ref +17, Will +12; +2 vs. enchantments, +1 vs. fear
OFFENSE
Speed 30 ft.
Melee +2 keen axiomatic shocking burst longsword +24/+19/+14/+9 (1d8+7/17–20)
Ranged ray +22 (by spell)
Special Attacks force missile (9/day), intense spells +2 damage
Spells Prepared (CL 15th)
7th—grasping hand, prismatic spray (DC 23), spell turning
6th—chain lightning (2, DC 22), disintegrate (DC 22), form of the dragon I, greater dispel magic
5th—cone of cold (2, DC 21), polymorph, teleport, wall of force
4th—dimension door, ice storm, stoneskin, wall of fire (2), wall of ice
3rd—dispel magic (2), fireball (4, DC 19), fly (2), haste (2)
2nd—invisibility (2), mirror image, scorching ray (3), see invisibility
1st—magic missile (3), shield (2), true strike (2)
0 (at will)—detect magic, mage hand, mending, ray of frost, read magic
Prohibited Schools: enchantment, necromancy
STATISTICS
Str 14, Dex 20, Con 16, Int 23, Wis 8, Cha 10
Base Atk +17; CMB +19; CMD 38
Feats Arcane Armor Training, Critical Focus, Critical Mastery, Disruptive, Empower Spell, Greater Weapon Focus (longsword), Improved Initiative, Improved Vital Strike, Lightning Reflexes, Penetrating Strike (longsword), Power Attack, Scribe Scroll, Skill Focus (Diplomacy), Spellbreaker, Staggering Critical, Tiring Critical, Vital Strike, Weapon Focus (longsword), Weapon Specialization (longsword)
Skills Diplomacy +26, Fly +28, Intimidate +23, Knowledge (arcana) +29, Knowledge (planes) +29, Perception +21, Spellcraft +29, Stealth +25
SQ arcane bond (bat), armor training +1, bravery +1, diverse training, elf blood, spell critical, weapon training (heavy blades +1)
Combat Gear cube of force, potion of cure serious wounds (4), quicken metamagic rod, rod of cancellation, scroll of limited wish (2), staff of evocation, wand of lightning bolt (CL 10, 50 charges); Other Gear +2 keen axiomatic shocking burst longsword, +4 etherealness leather armor, belt of physical perfection +2, boots of teleportation, cloak of resistance +5, hand of glory, headband of vast intelligence +6, orange prism ioun stone, pearl of power (two spells), ring of protection +4, ring of regeneration, ring of wizardry (III), vibrant purple ioun stone (dimension door, shield)

Starting off, the eldritch knight prestige class works much as it did in 3.5, but we’ve added a few abilities to spice things up. The class provides Seltyiel with a fast base attack progression and nine levels of spellcasting (bringing his total caster level up to 14th, although the orange prism ioun stone puts his caster level at 15th). The class also grants three bonus feats, at 1st, 5th, and 9th. With these he can select any of the combat feats that he qualifies for (same as a fighter). In addition, starting at 1st level, Seltyiel gained diverse training, which adds his eldritch knight levels to both his fighter levels and his arcane spellcasting class’s levels for the purposes of qualifying for feats. This allows him to take feats that would normally be reserved for 15th-level fighters and wizards (but more on that later). Finally, upon gaining his 10th level in eldritch knight, Seltyiel gained the spell critical feature. Whenever Seltyiel scores a critical hit, he can cast any spell as a swift action without increasing the spell’s level. The spell does not provoke an attack of opportunity and must include the target of the critical hit as one of the spell’s targets or put him within the area of the effect. Its bad enough to be hit with a critical, but to add a cone of cold on top of it can truly be devastating.

Although quite capable in melee combat, Seltyiel has a wide variety of powerful spells at his disposal as well. Grasping hand can grapple foes with a +26 bonus on its combat maneuver check. Form of the dragon I allows him to take on the shape of a Medium dragon of any color, gaining its attacks, breath weapon, and a host of resistances and other abilities. Polymorph mimics a host of other spells that allow him to change shape, allowing him to become an animal, humanoid, or even an elemental. Although not incredibly powerful for a 20th-level character, four fireball spells are nothing to overlook.

Beyond spells, Seltyiel has a vast number of feats which increase his combat prowess. Many of these feats are for fighters only, but Seltyiel qualifies thanks to his diverse training class feature. Arcane Armor Training allows Seltyiel to spend a swift action to reduce his armor spell failure chance by 10%, which eliminates it altogether in his case. Critical Mastery is a fighter-only feat that allows Seltyiel to apply the effects of two critical feats to a successful critical hit. In his case, that means that anyone who is struck with a critical hit is both staggered (can only take a standard action each round) and fatigued, thanks to Staggering Critical and Tiring Critical. This is, of course, in addition to the 1d10 electricity damage from the sword and a free spell (thanks to spell critical). Seltyiel also possesses the Disruptive feat (another fighter-only feat), which makes it harder for spellcasters to cast on the defensive while he is adjacent (+4 to the DC). To top it off, he has Spellbreaker (fighters only, once again), which allows him to take an attack of opportunity against foes that fail on their check to cast defensively. Finally, Seltyiel has the Penetrating Strike fighter-only feat. This feat allows him to ignore 5 points of damage reduction with every attack made with his longsword (except for DR/—). Greater Penetrating Strike ignores 10 points of DR (and 5 points of DR/—), but Seltyiel couldn’t quite qualify for this feat, which requires you to be a 16th-level fighter.

I should also spend a moment talking about Seltyiel’s specialization. Being an evoker, he gains intense spells at 1st level, granting him a bonus on damage spells equal to 1/2 his wizard level (in this case, only 2 because the levels of eldritch knight don’t count). He also gains force missile, which acts like a magic missile that he can fire one at a time, up to 9 times per day, adding his bonus from intense spells to each missile. Seltyiel is also a half-elf, which comes with a +2 bonus to one ability score of his choice, the Skill Focus feat for free, and the ability to pick two favored classes (in this case, fighter and wizard).

Finally, lets take a look at Seltyiel’s potent magic items. At this level, Seltyiel has around 880,000 gp of magic items, but much of that is spent on a number of particularly expensive items. Both his armor and his sword take up nearly a quarter of his total value, but items like the quicken metamagic rod, staff of evocation, and ring of wizardry (III) eat up a fair amount as well. Of note is his ring of regeneration which now restores 1 hit point per round and makes him immune to bleed damage. It’s certainly useful, allowing it to regain all of his hit points in just over 17 minutes, but costs 90,000 gp.

There’s only one more preview left before the release of the Core Rulebook! Accordingly, next week on the day before the game releases, we’re going to take a look at the most important rule in the game...

Jason Bulmahn
Lead Designer

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2009 ENnie Voting Ends!

Friday, July 31, 2009

Last time I'll mention it this year, promise. Voting for the ENnie Awards ends tomorrow, so if you haven't cast your ballot yet for your favorite games and accessories, WHAT ARE YOU WAITING FOR!? Intimidation? Is that's what it's going to take? Fine then, I'll leave that to Dave Allsop's mite from the upcoming Pathfinder RPG Bestiary. Now go vote!


Illustration by Dave Allsop

Wes Schneider
Managing Editor

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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 Gear potion of cure serious wounds, scroll of dispel magic, wand of magic missile (CL 9th, 50 charges); Other Gear ring 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!

Jason Bulmahn
Lead Designer

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Pathfinder Roleplaying Game Preview #11

Wednesday, July 22, 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 sneaking around with Merisiel, the iconic rogue.

Merisiel
Female elf rogue 6
CN Medium humanoid (elf)
Init +4; Senses low-light vision; Perception +12
DEFENSE
AC 20, touch 15, flat-footed 15 (+5 armor, +4 Dex, +1 dodge)
hp 42 (6d8+12)
Fort +4, Ref +10, Will +4; +2 vs. enchantments
Defensive Abilities evasion, trap sense +2, uncanny dodge
OFFENSE
Speed 30 ft.
Melee +1 rapier +9 (1d6+2/18–20)
Ranged dagger +8 (1d4/19–20)
Special Attacks sneak attack +3d6, surprise attack
STATISTICS
Str 12, Dex 18, Con 12, Int 10, Wis 13, Cha 10
Base Atk +4; CMB +5; CMD 20
Feats Dodge, Mobility, Nimble Moves, Weapon Finesse
Skills Acrobatics +13, Climb +10, Disable Device +18, Knowledge (local) +9, Perception +12, Sleight of Hand +13, Stealth +13, Swim +10
Languages Common, Elven
SQ finesse rogue, trapfinding +3, trap spotter
Combat Gear dust of tracelessness, potion of cure moderate wounds, potion of invisibility (2); Other Gear +2 studded leather, cloak of resistance +1, +1 rapier, daggers (8), handy haversack, masterwork thieves tools, ring of feather falling, rope of climbing

Hey, have you seen Merisiel around here anywhere? I am waiting for her to get here so that I can properly preview her and her awesome rogue talents, but she must be running late. Just like an elf, always running late. I know they live for hundreds of years, but my poor human life is short and I would like to spend it on things other than waiting for her to show up. Ow... my kidney!

So, now that Merisiel is finally here and I am shy one kidney, it is time to look at the rogue. Not much changed between the Beta version of the rules and the final game, but for those who are not familiar, let me walk you through the major differences.

The big change for rogues in the Pathfinder Roleplaying Game is the addition of rogue talents. These work like the special abilities that rogues gained at higher levels in 3.5, but now they are scaled and a rogue gets her first one at 2nd. Every 2 levels beyond 2nd, she can select an additional talent, and upon reaching 10th level, she can begin selecting advanced talents (which includes all of the special abilities from 3.5). Rogue talents are a mixed bag of abilities that allow a rogue to become a little better at one facet of rogue life. Merisiel here has three talents: finesse rogue, surprise attack, and trap spotter. The first gives her Weapon Finesse as a bonus feat, making it a common choice for 2nd level rogues. Surprise attack causes all of Merisiel's opponents to be treated as flat-footed to her attacks during a surprise round, even if they have already acted. Finally, trap spotter gives Merisiel a Perception check to notice a trap the moment she moves to within 10 feet of it.

Other rogue talents add to a rogue's sneak attack, such as slow reactions that causes an opponent hit by a rogue's sneak attack to lose the ability to make attacks of opportunity for 1 round. There are a number of rogue talents that affect movement, allowing a rogue to move faster while balancing or sneaking. There are even a pair of talents that allow rogues to cast a limited number of simple spells to aid them in their shadowy deeds.

Aside from rogue talents, there have been a few other modifications and additions to the rogue. The biggest of these are the changes to sneak attack. This iconic ability now functions on a wider variety of creatures, such as undead and constructs. Now that all characters can locate and disarm mechanical traps regardless of the DC, the trapfinding ability now grants a bonus on Perception checks to notice traps and Disable Device checks equal to half the rogue's level. It also grants rogues the ability to disarm magic traps. Finally, up at 20th level, the rogue gains the master strike class feature, which allows her to kill, paralyze, or put targets to sleep with a successful sneak attack.

Aside from her class features, there are a few other interesting rules bits presented here. Dodge now grants a +1 dodge bonus to AC (and CMD) against all targets. Never again will you need to remember to designate a single foe. Mobility works much as before, but Nimble Moves is a new feat. This allows Merisiel to ignore 5 feet of difficult terrain each round while moving. It might not seem like much but it does allow her to take a 5-foot-step into such terrain or move through it during a charge, both of which might be vital depending on the circumstances.

Well, that is all for this week. Wait a minute, that was a bit short. Since I seem to have a bit of extra space this week, I guess I will take a look at some of the other rules that a rogue must contend with on a daily basis. Of course, I am talking about traps and poisons.

While traps work much in the same way that they always have, the trap rules have been adjusted to scale all the way up to CR 20. This was accomplished by adding in some modifiers for traps that target multiple creatures or last for more than 1 round. For example, the chamber of blades trap, presented below, that deals damage to everyone within a large chamber and lasts for 1d4 rounds. On average, this trap is going to last for 2 rounds and everyone in the room is going to be attacked twice at a +20 bonus for 3d8+3 on each hit. While this is not a huge amount of damage for 10th level characters, it can add up really quick. On average, PCs are going to take 32 points of damage before this trap has run it course (or double that if a 4 is rolled for the duration).

Chamber of Blades Trap (CR 10)
Type mechanical; Perception DC 25; Disable Device DC 20
EFFECTS
Trigger location; Duration 1d4 rounds; Reset repair
Effect Atk +20 melee (3d8+3); multiple targets (all targets in a 20-foot-square chamber)

Poisons, on the other hand, have seen some revisions. After PCs hit about 7th level in 3.5, poison becomes almost an irrelevant threat. Once heroes feast becomes an option, it is completely pointless, which is a shame. In the Pathfinder RPG, poisons are a threat again at every level. The immunity gained from heroes feast has been changed to a bonus against poison saves (the same has happened to its immunity to fear) and neutralize poison now requires a caster level check versus the DC of the poison to remove it. Add that in with some advanced poisons and you have a threat that the PCs must now consider when taking on some of the more iconic monsters in the game.

In addition, the mechanics behind poison have changed. Most now deal damage every round until they have run their course (this is called the frequency), but the amount of damage per round has been decreased a bit to compensate. Each poison has a cure line as well, which tells you how many saves you need to make to be free of the poison before the frequency has run out. If you have been poisoned multiple times by the same source, you no longer need to make multiple saves. Instead, the duration of the poison increases by 50% of the original duration and the DC of the save increases by +2. So, if you were poisoned three times by a wyvern, the frequency would become 1/round for 12 rounds and the DC would increase to 21. This system really opens up the poison rules (and curses and diseases which work under similar rules), allowing you to concoct all manner of vile ways to die. Here are a few sample poisons from the Core Rulebook to get your ideas flowing.

Belladonna
Type poison, ingested; Save Fortitude DC 14
Onset 10 minutes; Frequency 1/minute for 6 minutes
Effect 1d2 Str damage, target can attempt one save to cure a lycanthropy affliction contracted in the past hour; Cure 1 save

Insanity Mist
Type poison, inhaled; Save Fortitude DC 15
Frequency 1/round for 6 rounds
Effect 1d3 Wis damage; Cure 1 save

King's Sleep
Type poison, ingested; Save Fortitude DC 19
Onset 1 day; Frequency 1/day (unlike others, this poison continues until cured)
Effect 1 Con drain; Cure 2 consecutive saves

Tears of Death
Type poison, contact; Save Fortitude DC 22
Onset 1 minute; Frequency 1/minute for 6 minutes
Effect 1d6 Con damage and paralyzed for 1 minute; Cure none (This poison continues until the end of its frequency, regardless of the number of saving throws made)

Wyvern Poison
Type poison, injury; Save Fortitude DC 17
Frequency 1/round for 6 rounds
Effect 1d4 Con damage; Cure 2 consecutive saves

There are only three more previews left to go before the release of the Pathfinder RPG Core Rulebook. Of course, if you want a bit more, check out Kobold Quarterly #10, which contains another preview written by yours truly and a look at the revised shadowdancer prestige class. Next week, we will round out our look at the base classes by taking a look at Ezren, the iconic wizard.

Jason Bulmahn
Lead Designer

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Snagged from the Vault: Pathfinder RPG Bestiary

Monday, July 20, 2009

Work continues frantically as we put the final touches on the Pathfinder RPG Bestiary. In anticipation of the light at the end of this beastly tunnel, here's a host of new divine creatures preparing to come to your PCs' aid in just a few short weeks!


Art by Michael JaecksArt by Alex Schim
Art by Andrew HouArt by Kieran Yanner

F. Wesley Schneider
Managing Editor

More Paizo Blog. Link. List this entry. Tags: Aasimar, Alex Schim, Andrew Hou, Archons, Azata, Kieran Yanner, Michael Jaecks, Monsters, Pathfinder Roleplaying Game, Snagged From the Vault, Unicorns
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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 Gear potion of cure serious wounds (6), potion of haste (2); Other Gear ring 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.

Jason Bulmahn
Lead Designer

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Pathfinder Core Rulebook Preview Video!

Tuesday, July 14, 2009

We know most of you can’t wait to get your hands on the Pathfinder Roleplaying Game Core Rulebook, and while we can’t release the book until August 13, 2009, we have a few copies that the printer sent directly to us for approval purposes.

And do we ever approve! The book is such a massive and beautiful sight to behold that we simply couldn’t keep it to ourselves any longer.

We thought you deserved a sneak peek of your own!


Only a little less than a month to go before the Core Rulebook hits stores and ships to subscribers. If you have yet to place your order or let your local game store know you’ll be picking up a copy, now is the time to do so!

Please remember to visit the Paizo blog again on Wednesday, when Lead Designer Jason Bulmahn will preview the new barbarian!

Erik Mona
Publisher

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Pathfinder Roleplaying Game Preview #9

Wednesday, July 8, 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 cracking some heads with Sajan, the iconic monk.

Sajan
Male human monk 8
LN Medium humanoid (human)
Init +3; Senses Perception +3
DEFENSE
AC 23, touch 21, flat-footed 19 (+2 armor, +1 deflection, +3 Dex, +1 dodge, +3 monk, +3 Wis)
hp 63 (8d8+24)
Fort +8, Ref +9, Will +9; +2 against enchantment
Defensive Abilties evasion, slow fall 40 ft.; Immune disease
OFFENSE
Speed 50 ft.
Melee flurry of blows +9/+9/+4/+4 (2d6+2 plus 1d6 fire) or mwk shortsword +9/+4 (1d6+2/19–20)
Ranged shuriken +9/+4 (1d2+2)
Special Attacks stunning fist (8/day, stun, fatigue, or sicken, DC 17)
STATISTICS
Str 14, Dex 16, Con 14, Int 10, Wis 16, Cha 8
Base Atk +6; CMB +10; CMD 29
Feats Combat Reflexes, Dodge, Extra Ki, Greater Disarm, Improved Disarm, Improved Unarmed Strike, Scorpion Style, Stand Still, Stunning Fist, Weapon Focus (unarmed strike)
Skills Acrobatics +14 (+30 jump), Climb +13, Sense Motive +14, Stealth +14, Swim +13
Languages Common
SQ fast movement, high jump, ki pool (9 points), maneuver training, purity of body, still mind, wholeness of body
Combat Gear oil of greater magic fang (+3), potion of cure serious wounds (2); Other Gear mwk shortsword, shuriken (20), ring of protection +1, light fortification bracers of armor +2, flaming amulet of mighty fists, headband of inspiring wisdom +2, monk's robe

Everybody was kung fu fighting! Those cats were fast as lightning! Ahem. You will excuse my outburst of the Carl Douglas classic. This week we are taking a look at Sajan, the iconic monk. During the playtest there was a lot of debate on what to do with the monk, and everyone seemed to have their own idea on how to fix the class. From the beta to the final, we made a lot of tweaks to improve the class, from speeding up some progressions (such as the monk AC bonus) to adding more bonus feats (including the number granted and the selection available), but we also made a few large changes.

Let's start by taking a look at the monk's primary mode of attack: flurry of blows. This system is revised from the 3.5 version to work using mechanics similar to the Two-Weapon Fighting feats, but the new monk goes one step further and uses its monk level as its base attack bonus whenever it uses flurry of blows. At 8th level, this means that Sajan has one additional attack and all of those attacks are at a +1 over his 3.5 counterpart. If we look at 20th level, Sajan would have 2 extra attacks and those attacks are at a +3 over the 3.5 statistics. Of course, Sajan can still use special monk weapons for these attacks as well.

In addition, all monks now receive the Stunning Fist feat for free, allowing them to stun opponents for 1 round with a hit. As a monk gains levels, he can decide to apply different effects, some of which last considerably longer. At 8th level, Sajan can make his opponents fatigued (which lasts until they rest) or sickened for 1 minute. At 12th level, Sajan could instead stagger his foes for 1d6+1 rounds (making it so they can only take a move or a standard action each turn). At 16th level he can permanently blind or deafen his enemies and at 20th level, he can paralyze them for 1d6+1 rounds. These abilities are separate from the monk's quivering palm attack, which functions much as before, except that now monks can use quivering palm once per day (as opposed to once per week).

Monks are also skilled at performing and defending against combat maneuvers (such as grapple, bull rush, and trip). They use their monk level as their base attack bonus when calculating their Combat Maneuver Bonus. They also add their Wisdom and monk AC bonus to their Combat Maneuver Defense, making them truly skilled at resisting attempts made against them.

To add to the monk's offensive and defensive abilities, they now gain access to a pool of ki points that can be spent for temporary bonuses. At 4th level, Sajan gained the ability to spend 1 point as a swift action to make an additional attack as part of a flurry of blows (at his highest bonus), increase his speed by +20 ft. for 1 round, or to grant himself a +4 dodge bonus to his AC. At 5th level, he gained the high jump ability, which grants him a bonus equal to his class level on all Acrobatics checks made to jump, but it also allows him to spend a ki point for a +20 bonus to a single check. At 7th level, Sajan gained the ability to heal himself by spending 2 ki points. At higher levels, he can use this pool to dimension door or to become ethereal. The number of points in his pool goes up with his level as well, granting him 1 point per two levels, plus his Wisdom modifier (and 2 from the Extra Ki feat). As long as he has at least 1 ki point in his pool, all of his attacks are treated as magic for the purpose of overcoming damage reduction. At 10th level, they are treated as lawful and at 16th level, they are treated as adamantine.

Finally, we made one additional change, although subtle, to boost the power of the monk. The amulet of mighty fists can now be used to grant melee special weapon qualities to the monk's unarmed strikes (flaming in this case). We also repriced the item to make it a bit more attractive for our kung fu masters (this one only costs 5,000 gp to add flaming to all his natural attacks, but the higher level version received a discount as well). A similar change was made to bracers of armor, allowing them to grant special armor qualities, such as light fortification.

Sajan also has a few feats to make him more versatile in combat. Improved Disarm and Greater Disarm give him a +14 bonus total on disarm combat maneuvers and any weapons he disarms are knocked up to 15 feet away from the wielder. Stand Still forces those that attempt to move past Sajan to stop if he strikes them with an attack of opportunity (of which he gets 4 per round due to Combat Reflexes). Combined with Scorpion Style, which allows Sajan to make a single attack that reduces the target's speed to 5 feet for 3 rounds, he can really stop a foe from moving past him and then prevent that foe from moving away later.

Eight classes down and three to go, which means that we are only five weeks from the release of the Core Rulebook! Next week I will rant and rage about the powers of Amiri, the iconic barbarian.

Jason Bulmahn
Lead Designer

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Snagged from the Vault: Pathfinder RPG Bestiary

Monday, July 6, 2009

As promised, we shall continue to astound and delight you with pictures pilfered from the pages of the infamous Pathfinder Bestiary. Featured here today are four mighty and terrible creatures from the Great Beyond. We leave it in our readers' capable hands to determine which type of fiend each illustration represents...


Art by Tyler WalpoleArt by Tyler Walpole
Art by Ben WoottenArt by Kevin Yan

Vadid and Nahk
Preview Purloiners

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Pathfinder Roleplaying Game Preview #8

Wednesday, July 1, 2009

The Pathfinder Roleplaying Game Core Rulebook is set to release on August 13th, 2009, and in anticipation, we are releasing a preview of the game each week until the game hits store shelves. This week, we are taking a look at Lini, the iconic druid, and her snow leopard animal companion, Droogami.

Lini
Female gnome druid 8
N Small humanoid (gnome)
Init +5; Senses low-light vision; Perception +15
DEFENSE
AC 18, touch 14, flat-footed 17 (+4 armor, +2 deflection, +1 Dex, +1 size)
hp 71 (8d8+32)
Fort +9, Ref +3, Will +10; +2 vs. illusion
Defensive Abilities defensive training
OFFENSE
Speed 20 ft.
Melee mwk sickle +7 (1d4–1)
Ranged +1 sling +9 (1d3+1)
Special Attacks wild shape 4/day
Spell-Like Abilities (CL 8th):
1/day—dancing lights, ghost sound, prestidigitation, speak with animals
Druid Spells Prepared (CL 8th):
4th—cure serious wounds, flame strike (DC 18), freedom of movement
3rd—call lightning (DC 17), dominate animal (DC 17), greater magic fang, poison (DC 17)
2nd—barkskin, bull's strength, flame blade, lesser restoration
1st—cure light wounds (2), entangle (DC 15), longstrider, obscuring mist
0—create water, detect magic, know direction, stabilize
STATISTICS
Str 8, Dex 12, Con 16, Int 8, Wis 18, Cha 16
Base Atk +6; CMB +4; CMD 17
Feats Combat Casting, Improved Initiative, Natural Spell, Weapon Focus (claw)
Skills Acrobatics +8, Fly +10, Handle Animal +10, Knowledge (nature) +8, Perception +15, Survival +13
Languages Common, Gnome
SQ nature bond (snow leopard animal companion), nature sense, resist nature's lure, trackless step, wild empathy +11, woodland stride
Combat Gear wand of cure light wounds; Other Gear mwk sickle, +1 sling, +2 leather armor, amulet of mighty fists +1, boots of elvenkind, druid vestments, elemental gem (air), headband of inspired wisdom +2, ring of protection +2

Droogami
Male snow leopard
N Medium animal
Init +6; Senses low-light vision, scent; Perception +8
DEFENSE
AC 22, touch 17, flat-footed 15 (+6 Dex, +1 dodge, +5 natural)
hp 45 (7d8+14)
Fort +7, Ref +11, Will +3; +4 vs. enchantment
Defensive Abilities evasion
OFFENSE
Speed 50 ft.
Melee bite +9 (1d6+4 plus trip), 2 claws +9 (1d3+4)
STATISTICS
Str 18, Dex 22, Con 15, Int 2, Wis 12, Cha 6
Base Atk +5; CMB +9; CMD 26
Feats Alertness, Combat Reflexes, Dodge, Stealthy
Skills Acrobatics +10, Climb +9, Perception +8, Stealth +13
SQ devotion, link, share spells, sprint

So a druid and her animal companion walk into the forest. Wait, I did that bit last week. The druid is one of those classes that is tough to nail down. The rules for the druid involve a number of different subsystems, including animal companions and the rules for changing shape. Not surprisingly, of all the parts of a druid, these two received the biggest overhaul.

Let's start off by taking a look at wild shape. The old rules were a bit disjointed, giving you additional uses almost sporadically as you gained levels, while granting different types and sizes along the way. The new system grants you the ability to wild shape one level earlier (4th, instead of 5th) and gives you an additional usage every two levels after that (Lini is wearing druid vestments which gives her an additional use). Just like before, you can maintain a form for one hour per Druid level. Unlike the old system, which gave you the exact stats of the animal, the new system is based off a number of spells that grant a specific list of ability score bonuses. These spells also grant some of the powers of your new form, depending on the spells level (just as they did in the Beta playtest version of the rules). For example, at 8th level, Lini can turn into any animal from size Diminutive to Huge, a Small or Medium elemental creature, or a Small or Medium plant creature. If she were to change her shape into a Large dire tiger, her Strength would jump to 12 and her Dex would drop to 10. She would also gain a +4 natural armor bonus, a speed of 40 feet, and the tiger's claw and bite attacks, as well as its ability to pounce, rake, and grab. The big change here is that these alterations to her statistics are now size bonuses, meaning that she can take advantage of spells like bull’s strength and magic items to enhance her ability scores (magic items that continuously function continue to do so while in wild shape, such as her amulet of mighty fists). Add in bull's strength and Lini the dire tiger could make two claw attacks at +10, dealing 2d4+4 each, and one bite attack at +9, dealing 2d6+3 with the opportunity to grapple anyone she hits. So while this ability allows Lini to become a respectable melee threat, it does not allow her to ignore her physical stats during creation if she wants to be good at combat.

The Beta playtest rules for animal companions were very similar to their 3.5 counterparts, which caused a number of issues. If you wanted to be a druid with a bear animal companion, you had to wait until 4th level, and once you got past 7th level, you really needed to trade in your loyal bear for a bigger, better bear companion. We wanted druids to be able to form a meaningful bond with their companion from first level, regardless of type, and to keep that companion up through the higher levels of play. During the playtest, we posted up some alternate rules for animal companions, which have made it into the final game with a few alterations. Druids still have the option of taking a cleric domain in place of animal companion, but those that choose a friend will be pleasantly surprised. Companions are now based on a straightforward progression, gaining Hit Dice and other abilities as the druid gains levels. Each animal type is a sort of template that is applied to the base statistics shared by all animal companions. These templates define the companions' ability scores, attacks, defenses, movement types, and special abilities. At 4th or 7th level (depending upon the power of the companion), many animal companions gain a large set of increases, usually based on size (although druids who want a smaller pet now have the option of keeping it the same size). Droogami, for example, started out with the following block of information.

Cat, Small (Cheetah Leopard)
Starting Statistics: Size Small; Speed 50 ft.; AC +1 natural armor; Attack bite (1d4 plus trip), 2 claws (1d2); Ability Scores Str 12, Dex 21, Con 13, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.
4th-Level Advancement: Size Medium; Attack bite (1d6 plus trip), 2 claws (1d3); Ability Scores Str +4, Dex –2, Con +2; Special Qualities sprint.

Droogami's other statistics are derived from a simple chart that tells you the number of Hit Dice, skill points, feats, natural armor bonuses, and Strength and Dexterity bonuses. Droogami also receives an ability score boost that can be placed anywhere (Dexterity in this case). All of this is on top of the old druid animal companion abilities, such as share spells and evasion.

Aside from these big changes, there have been a number of smaller alterations to the some of the rules used in Lini's stat block. Resist nature's lure, for example, now also applies to any effect that targets plants or wood, such as entangle and warp wood. The spell poison now works with the new poison rules (in this case, dealing 1d3 Con damage per round for 6 rounds, or until a save is made). Entangle has been clarified a bit, giving the entangled condition to those that fail their save, while those that make it can move through the area, which is considered difficult terrain. Of course, the spell still requires tall grass, weeds, or bushes. Since Hide and Move Silently were combined into Stealth, the boots of elvenkind and cloak of elvenkind became a bit redundant. To alleviate this, the boots now grant a +5 bonus on Acrobatics checks.

I should also take a brief moment to talk about the Fly skill (which has been controversial from the start). This skill helps to adjudicate actions in the air, which were previously an all-or-nothing affair based on your maneuverability. Now, just like walking, swimming, or climbing, there is a set list of maneuvers you can perform without a skill check, and some, more difficult flying maneuvers (such as hovering or turning 180 degrees) that require a check. While this is a bit more complicated, it is far more dynamic, allowing for sky chases, dramatic crashes, and my personal favorite, attempting to force a dragon to land by shooting him down. This skill bonus is modified by both your size and your maneuverability, which means that even large Hit Dice creatures, such as dragons, do not necessarily receive high scores, while smaller creatures, such as bats, are quite skilled.

Alright, we are out of the forest now, and over half way done. Come back next week for a lesson on inner peace and busting heads with Sajan, the iconic monk.

Jason Bulmahn
Lead Designer

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Snagged from the Vault: Pathfinder RPG Bestiary

Monday, June 29, 2009

While the denizens of the Pit have been slavishly wrangling hundreds upon hundreds of beasts both fascinating and foul, we've managed to slip in and liberate a particularly interesting few. Now behold! We bring to you, our faithful readers, the terrible visages of four terrifying creatures, taken directly from the pages of the fabled Pathfinders' Bestiary that nears completion deep in the Vault of the Golem. Some of these creatures are obvious, yet what the others are, we cannot say. Perhaps you, dear readers, can tell us what they are?

Art by Eric LofgrenArt by Andrew Hou
Art by Kieran YannerArt by Michael Jaecks

Watch close for further glimpses into the gruesome Bestiary; next time, expect fearsome creatures from the Great Beyond!

Vadid and Nahk
Preview Purloiners

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Pathfinder Roleplaying Game Preview #7

Wednesday, June 24, 2009

The Pathfinder Roleplaying Game Core Rulebook is set to release on August 13th, 2009, and in anticipation, we are releasing a preview of the game each week until the game hits store shelves. This week, we are taking a look at Lem, the iconic bard.

Lem
Male halfling bard 8
CG Small humanoid (halfling)
Init +4; Senses Perception +12
DEFENSE
AC 21, touch 17, flat-footed 16 (+4 armor, +1 deflection, +4 Dex, +1 dodge, +1 size)
hp 55 (8d8+16)
Fort +6, Ref +12, Will +7; +4 vs. bardic performance, sonic, and language dependent effects, +2 vs. fear
OFFENSE
Speed 20 ft.
Melee +1 short sword +7/+2 (1d4–1/19–20)
Ranged +1 thundering sling +12/+7 (1d3)
Special Attacks bardic performance (28 rounds/day), countersong, distraction, dirge of doom, fascinate (DC 18), inspire competence +3, inspire courage +2, suggestion (DC 18)
Spells Known (CL 8th):
3rd (3/day)—charm monster (DC 17), cure serious wounds, haste
2nd (5/day)—blur, glitterdust (DC 16), minor image (DC 16), sound burst (DC 16)
1st (5/day)—charm person (DC 15), cure light wounds, disguise self, hideous laughter (DC 15), lesser confusion (DC 15)
0 (at will)—detect magic, ghost sound (DC 14), know direction, light, read magic, summon instrument
STATISTICS
Str 8, Dex 18, Con 14, Int 12, Wis 8, Cha 18
Base Atk +6; CMB +4; CMD 20
Feats Combat Casting, Dodge, Extra Performance, Mobility
Skills Acrobatics +17, Escape Artist +15, Knowledge (local) +16, Perception +12, Perform (comedy) +15, Perform (wind instruments) +19, Stealth +19, Use Magic Device +15
SQ bardic knowledge (+4), lore master (1/day), versatile performance (comedy, wind instruments), well-versed
Languages Common, Elven, Halfling
Combat Gear lesser metamagic rod of extend, wand of cure moderate wounds (CL 3rd, 50 charges); Other Gear +1 shortsword, +1 thundering sling, 20 sling bullets, +2 leather armor, belt of incredible dexterity +2, cloak of resistance +1, mwk flute, ring of protection +1, wind fan

So, a bard, a fighter, a rogue, a cleric, and a wizard walk into a dungeon. The fighter says, "If only someone could give me a bonus to hit and damage against those ogres." The rogue says, "If only someone could give me a bonus to my Disable Device checks to help me disarm this trap." The cleric says, "If only someone could counter the song of the harpy that is luring me to my doom." The wizard says, "If only someone could fascinate these orcs so that I could get away from them." Finally the bard says, "Sorry guys, but I am built using 3.5 and all out of bardic performance for the day. Who wants a ghost sound?"

Don't let this situation happen to you. The Pathfinder bard has a revised mechanic for his Bardic Performance, limiting him to a total number of rounds per day, meaning that he does not have to save his few uses for inspire courage. Bards start out with a number of rounds per day equal to 4 + their Charisma modifier and gain an additional 2 rounds per day for every level beyond first. Lem here also has the Extra Performance feat which grants him an additional 6 rounds per day.

The beta version of the bard also had two paths for his bardic performance, allowing him to gain different abilities depending upon the type of Perform skill he possessed. While it was fun to come up with new abilities, the split caused many to worry that for a bard to reach his full potential, he would have to invest twice the number of ranks into Perform. In the final game, we solidified it back into one progression, but kept many of the new abilities, such as Dirge of Doom that causes all foes within 30 feet to become shaken as long as the bard continues his performance. In addition, the progression for some of the other performance types has been enhanced. Inspire courage increases to +2 at 5th level and continues to increase by +1 for every 6 levels after 5th. Inspire competence also increases by +1 for every 4 levels after 3rd.

We have also made starting and maintaining a bardic performance a bit easier. At 1st level, starting a bardic performance is a standard action, but this changes to a move action at 7th level and a swift action at 13th. Regardless of the action needed to start a performance, maintaining a performance is a free action, meaning that the bard can keep up a performance and still cast spells, move, and make attacks.

Moving on from bardic performance, the bard has received a number of other upgrades as well. Bards no longer have any alignment restrictions and they have d8 hit dice. Their spell progression has been enhanced a bit to remove the "0" listings from their chart, meaning that they get a spell without having to have a Charisma high enough to grant a bonus spell of that level. Bardic Knowledge now grants a bonus to all Knowledge skills equal to 1/2 the bard's level (minimum +1) and allows the bard to make any Knowledge skill check without having ranks in it. Well-versed grants a flat +4 bonus on saves against other bardic performances, as well as sonic and language-based spell effects. Lore master is granted at 5th level and it allows the bard to take 10 on any Knowledge skill check. In addition, once per day he can take 20 on a Knowledge skill check. As he gains levels, he can use this secondary ability multiple times per day as well.

One other class feature was added to the bard that allows him to really maximize his skill points. During the playtest there were a number of concerns about the Perform skill, being that it was required to gain access to specific bardic performance abilities but did little else beyond the roleplaying uses. To solve this we introduced a new bard class feature called versatile performance. This ability is gained at 2nd level and it allows the bard to substitute his Perform bonus for the bonus of two other skills, depending on the type of Perform. For example, Lem has versatile performance for both comedy and wind instruments. This allows him to substitute his bonus in Perform (comedy) for his bonus Bluff and Intimidate. It also allows him to substitute his bonus in Perform (wind instruments) for his bonus in Diplomacy and Handle Animal. With this ability he can use these skills even if he would normally have to be trained. As he gains levels, Lem can add new types of Perform to his list, allowing him to make even more substitutions (such as Perform [dance] for Acrobatics and Fly).

There have been a few changes to the spells on Lem's list as well. Glitterdust, for example, now allows a save each round to negate the blindness (although the creatures affected by it still remain visible for the duration). Hideous laughter now grants an additional save after the first round of laughing to negate the effect. If this second save fails, the target laughs for the entire duration, which remains 1 round per level. Lesser confusion, and by extension, confusion, have been simplified a bit to make them easier to adjudicate. Both of these spells cause the subject to gain the confused condition, which causes them to roll d% each round to determine their actions on the following table.

Confused Condition
01–25 Act Normally
26–50 Do nothing but babble incoherently
51–75 Deal 1d8 points of damage + Str modifier to self with item in hand
76–100 Attack nearest creature

At higher levels the bard gains a few new performance types, allowing him to frighten or even kill his foes (in Lem's case, probably by telling a really bad joke). The bard also gains a performance type that allows him to cast mass cure serous wounds by performing for 4 consecutive rounds. The bard also gains the jack-of-all-trades ability at 10th level which allows him to try any skill untrained and at higher levels allows him to treat all skills like class skills and to take 10 on any skill check.

Well, that is the end of the bard's tale. Tune in next week for a journey into the wild with Lini, the iconic druid.

Jason Bulmahn
Lead Designer

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Pathfinder Roleplaying Game Preview #6

Wednesday, June 17, 2009

The Pathfinder Roleplaying Game Core Rulebook is set to release on August 13th, 2009, and in anticipation, we are releasing a preview of the game each week until the game hits store shelves. This week, we are taking a look at Seelah, the iconic paladin.

Seelah
Female human paladin 13
LG Medium humanoid
Init –1; Perception +1
Aura courage (10 ft., +4 fear saves), good, justice (10 ft.), resolve (10 ft., +4 charm saves)
DEFENSE
AC 27, touch 11, flat-footed 27 (+10 armor, +2 deflection, –1 Dex, +6 shield)
hp 115 (13d10+39)
Fort +14, Ref +7, Will +13
Immune charm spells and effects, disease, fear; Resist cold 10
OFFENSE
Speed 20 ft.
Melee +3 defending longsword +21/+16/+11 (1d8+7/19–20)
Ranged +1 composite longbow +13/+8/+3 (1d8+5/x3)
Special Attacks channel positive energy (7d6, DC 20), divine bond (weapon, 3/day, 13 min., +3 bonus), lay on hands (12/day, 6d6), mercy (diseased, nauseated, sickened, paralyzed), smite evil (5/day, +4 to hit, +13 damage)
Spell-Like Abilities (CL 13th):
At Will—detect evil
Paladin Spells Prepared (CL 10th):
4th—holy sword
3rd—dispel magic, prayer
2nd—resist energy, shield other, zone of truth (DC 16)
1st—bless weapon, divine favor, lesser restoration, protection from evil
STATISTICS
Str 19, Dex 8, Con 14, Int 10, Wis 12, Cha 18
Base Atk +13; CMB +17 (+21 to sunder); CMD 28
Feats Critical Focus, Extra Lay on Hands, Greater Sunder, Improved Sunder, Power Attack, Shield Focus, Staggering Critical, Weapon Focus (longsword)
Skills Diplomacy +16, Heal +14, Knowledge (religion) +13, Sense Motive +14
SQ divine grace, divine health
Combat Gear staff of healing, winged boots; Other Gear +3 defending longsword, +1 composite longbow (+4 Str), mithral full plate of speed, +3 heavy steel shield, belt of giant strength +2, headband of alluring charisma +2, ring of minor cold resistance, ring of protection +2

Of all the base classes, paladins got some of the largest revisions between the Beta and the final version of the rules. Some of their defenses were increased, but the majority of the changes revolve around smite evil and the addition of the new ability called mercy.

Before we dig into those changes though, lets take a look at some of the other alterations. The first things you might notice are the new auras. These were introduced in alpha stages of the playtest and they have survived to the final game. The aura of justice allows Seelah to spend two uses of her smite evil ability to grant the ability to smite evil to all allies within 10 feet. She must use this ability right away and it lasts for 1 minute, but more on that later. The second aura, the aura of resolve, makes the paladin immune to charm spells and grants a +4 bonus on saves against such spells to all allies within 10 feet. Having a paladin in your party gives you a reason to stick together, even if it does mean that you are a little bit more vulnerable to area of effect spells.

The next change on the roster involves the paladin's saving throws. You might notice that Seelah's Will save is a bit higher than it should be. This is due to the fact that paladins now receive the faster save progression for their Will saves.

The paladin's lay on hands ability has been revamped a bit. The paladin can use this ability a number of times per day equal to half her paladin level plus her Charisma modifier. With each use, she heals 1d6 points of damage per two paladin levels. When she uses this on others, it is a standard action, but she can heal herself using this ability as a swift action. Seelah can also channel positive energy, as a cleric of her level, but she must use up two uses of her lay on hands ability whenever she channels.

In addition to healing damage, using lay on hands also comes with a number of new benefits called mercies. Starting at 3rd level, paladins can select one condition from a specific list (at 3rd level, that list is fatigued, shaken, and sickened, but the list expands the paladin gains levels). Whenever she uses lay on hands, if the target is suffering from that condition, it is instantly removed. As a paladin gains levels, she gains additional mercies, which expands her list of conditions cured though lay on hands. She can even cure diseases, poisons, and curses in this way, although she must make a caster level check to remove them (just as with the spells that remove these afflictions). These mercies allow a paladin to act as a healer in the party, but without stealing the focus from the cleric, who is more focused on larger healing spells and other buffs.

Divine bond allows a paladin to choose from one of two different effects. She can bond with a horse, which acts like an animal companion (using the paladin's level as her effective druid level), or she can bond celestial spirits to her weapon. Seelah has the weapon bond option, which allows her to add +3 to her weapon up to three times per day, with each bonding lasting a number of minutes equal to her paladin level. Instead of adding simple bonuses, however, she can instead transform those bonuses into special weapon qualities of an equal bonus. For example, Seelah could add a +1 enhancement bonus to her +3 defending longsword, making it +4 and she could also add the holy weapon quality. Instead, she could add axiomatic, flaming, flaming burst, keen, or merciful. As she gains in level, other options become available, such as speed or brilliant energy. The really nice part is that she can tailor these bonuses to the current situation, changing them each time she calls a celestial spirit.

Of all the changes, smite evil was perhaps the most contentious on the message boards. Everyone seemed to have an idea of how this iconic ability should work. In the end, it was decided that smite evil really should last until your evil foe is vanquished, making this ability useful even if you miss with your first attack. But we did not stop there, the amount of bonus damage dealt (that is, 1 point per paladin level) doubles if the selected foe is an evil outsider, dragon, or undead. Smite attacks also ignore any damage reduction the target might have. Finally, the paladin is protected from harm gaining a deflection bonus to her AC equal to her Charisma modifier against attacks made by the target. Suffice to say, you do not want to be on the receiving end of a paladin's smite evil.

There have been a few other changes to the paladin as well. Whenever she uses detect evil, she can focus on one target, to the exclusion of all others, to learn if that target is evil in just 1 round. In addition, her spellcasting progression is a little bit faster now (matching the ranger's), it is based off her Charisma modifier, and her effective caster level is her paladin level –3. Most of her spells are pretty straight forward, but there have been some changes to protection from evil that are worth noting here. This spell does not grant immediate immunity to mental control. Instead, it grants a new save at a +2 bonus against the control, but only if the source of the control is an evil creature or object (the other protection spells provide similar saves against their alignments). The spell does still provide immunity to new mental control or possession from evil creatures and objects while it lasts. Its protection from contact by summoned creatures now also only applies to evil creatures (instead of evil and neutral).

Seelah has a number of feats that are worth a closer look. Critical Focus gives her a +4 bonus on critical hit confirmation rolls, but the real star is Staggering Critical. Any foe that suffers a critical hit from a creature with Staggering Critical is staggered for 1d4+1 rounds (meaning that can only take a move or a standard action). A Fort save reduces this duration to 1 round (for Seelah, the DC is 23). There are a host of critical feats like this in the book, but you cannot apply more than one to any critical hit (unless you are a fighter with the Critical Mastery feat). These feats are good, but they have relatively high prerequisites. Staggering Critical, for example, requires a base attack bonus of +13, whereas Stunning Critical requires a base attack bonus of +17. Seelah also has Improved Sunder and Greater Sunder, both of which give her a +2 bonus on checks to sunder. Greater Sunder also allows Seelah to apply excess damage from the sunder directly to the creature holding the item. Each combat maneuver has a pair of feats that works like this, granting up to a total of +4 bonus along with another benefit.

That wraps up our look at Seelah. Next week we will get Lem, the iconic bard, in here to play us a tune or two.

Jason Bulmahn
Lead Designer

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Pathfinder Roleplaying Game Preview #5

Wednesday, June 10, 2009

The Pathfinder Roleplaying Game Core Rulebook is set to release on August 13th, 2009, and in anticipation, we are releasing a preview of the game each week until the game hits store shelves. This week, we are taking a look at Kyra, the iconic cleric.

Kyra
Female human cleric of Sarenrae 8
NG Medium humanoid (human)
Init +3; Senses Perception +5
Aura good
DEFENSE
AC 19, touch 9, flat-footed 19 (+8 armor, –1 Dex, +2 natural)
hp 55 (8d8+16)
Fort +10, Ref +5, Will +13
Resist fire 10
OFFENSE
Speed 20 ft.
Melee +1 flaming scimitar +9/+4 (1d6+3 plus 1d6 fire/18-20)
Special Attacks channel positive energy (4d6, 4d6+8 vs. undead, DC 17, 4/day), fire bolt (+5 ranged touch, 1d6+4 fire, 8/day), nimbus of light (8 rounds/day)
Cleric Spells Prepared (CL 8th):
4th—death ward, divine power, fire shield*, holy smite
3rd—dispel magic, fireball*, prayer, remove curse, searing light
2nd—bull's strength, heat metal*, silence, spiritual weapon (2)
1st—bless, burning hands*, divine favor (2), protection from evil (2), shield of faith
0 (at will)—detect magic, light, read magic, stabilize
* Domain spell; Domains Fire, Sun
STATISTICS
Str 14, Dex 8, Con 14, Int 10, Wis 20, Cha 12
Base Atk +6; CMB +8; CMD 17
Feats Improved Channel, Improved Initiative, Lightning Reflexes, Selective Channeling, Turn Undead
Skills Diplomacy +12, Heal +16, Knowledge (religion) +11, Spellcraft +11
Languages Common
SQ sun's blessing
Combat Gear wand of cure light wounds (50 charges), pearl of power (2nd level), scroll of flame strike; Other Gear +1 flaming scimitar, +2 chainmail, amulet of natural armor +2, cloak of resistance +2, headband of inspired wisdom +2

Kyra is a relatively straightforward cleric, worshiping Sarenrae, the fiery goddess of the sun. While much about the cleric is unchanged, there are a number of notable alterations.

First off is a change to how domains work. In the Beta version of the rules, the domains lost their bonus spells and gained a host of special abilities that were gained when the cleric reached certain levels. For the final version of the game, we went back to bonus spells, but we altered the spell lists a bit (you might notice fireball in her 3rd-level list of spells prepared). In addition, we kept some of the special abilities, replacing many of the granted powers. Kyra receives fire bolt and sun's blessing at 1st level. Fire bolt allows her to shoot rays of fire a limited number of times per day. The sun's blessing power adds to Kyra's channel energy ability and prevents undead from adding their turn resistance to their saves to resist her channeled energy (but more on how this works in a bit). At 6th level, the fire domain grants Kyra fire resistance (that increases as she gains levels). At 8th level she gains the nimbus of light ability from the sun domain. This powerful ability allows her to shed light like daylight for a number of rounds per day equal to her cleric level. This dispels any darkness effect and deals damage to undead in the area at the beginning of Kyra's turn (1 point per cleric level per round). The light spells themselves got a bit of an overhaul. There are now four levels of illumination: darkness, dim light, normal light, and bright light. Spells like light shed normal light in a set radius and increase the light level by one step in a set area beyond that. Spells like darkness reduce the light level in a set radius. Deeper darkness can actually make an area so dark that not even darkvision can penetrate it.

In addition to the changes to domains, the turn undead rules have been revised as well. Now called channel energy, this ability releases a wave of positive or negative energy in a 30-foot radius. When Kyra uses this ability she much choose to heal living creatures or to harm undead creatures (in the Beta rules, she could do both simultaneously). If she chooses to heal, all living creatures in the area are healed the listed amount (4d6 in this case). If she chooses to harm undead, all undead in the area take the listed damage (4d6+8 in this case, due to her sun's blessing domain ability), but they receive a save for half damage. Evil clerics can use this power in reverse, to harm living creatures or heal undead creatures. Kyra also has a few feats to enhance her channel energy ability. Improved Channel adds +2 to the DC to resist the channel and Selective Channel allows Kyra to exclude a number of targets in her area equal to her Charisma modifier. The big change here though is the Turn Undead feat. This feat allows Kyra to spend one use of her Channel Energy ability to force undead to flee from her unless they make their save. This version does not deal damage, but it can turn the tide in a battle.

There have also been a number of changes to cleric spells. Many of these were made to balance the cleric with some of the other classes or to otherwise simplify a confusing spell. Death ward, for example, no longer grants blanket immunity to death effects. Instead it grants bonuses to resist such affects and gives you a save even if one is not normally allowed. It also removes the penalties from negative levels while it lasts. Divine Power was significantly altered to prevent the cleric from becoming a better melee fighter than the fighter with just a spell or two. Now the spell grants a bonus to attacks and damage rolls, temporary hit points, and an additional attack whenever the cleric makes a full attack (just like haste). While it is still a good spell, it is no longer overpowering. Remove curse also deserves a bit of inspection. This spell (and those like it that remove ailments) is no longer automatic. When casting one of these spells, Kyra must succeed at a caster level check to remove the condition (using the ailment's DC). The goal here was to add some bite back into curses, diseases, and poisons, which have been a trivial concern past 5th level.

Last, but not least, it is time to talk about casting on the defensive. The Concentration skill was removed from the game in one of the early versions and there have been a number of systems proposed to replace it. In the final game, whenever a spellcaster is called upon to make such a check, he adds his caster level and whatever ability score is used to determine his spell DCs. To avoid confusion, we kept the old name, calling it a concentration check. This really is the simplest solution that avoids a skill tax on all spellcasters and does not favor one class over another (due to the variable ability score modifier that is added). When casting on the defensive, the DC is equal to 15 + double the spell's level. This makes it a little harder to cast on the defensive than it was, but that works to help balance out the spellcasters a bit (especially when you consider new feats that allow enemies to move with you if you attempt to 5-foot step away to cast a spell).

That is about all there is to show here on Kyra. Next week we are laying our hands on the mighty and powerful Seelah, the iconic paladin.

Jason Bulmahn
Lead Designer

More Paizo Blog. Link. List this entry. Tags: Clerics, Iconics, Kyra, Pathfinder Roleplaying Game, Wayne Reynolds
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Pathfinder Roleplaying Game Preview #4

Wednesday, June 3, 2009

The Pathfinder Roleplaying Game Core Rulebook is set to release on August 13th, 2009, and in anticipation, we are releasing a preview of the game each week until the game hits store shelves. This week, we are taking a look at Harsk, the iconic ranger.

Harsk
Male dwarf ranger 11
LN Medium humanoid
Init +5 (+9 underground, +7 mountain); Senses darkvision 60 ft.; Perception +17
DEFENSE
AC 24, touch 15, flat-footed 19; (+6 armor, +5 Dex, +3 natural)
hp 109 (11d10+44)
Fort +10, Ref +12, Will +8; (+2 vs. poison, spells, and spell-like abilities)
Defensive Abilities defensive training (+4 AC vs. giants), evasion
OFFENSE
Spd 20 ft.
Melee +2 greataxe +15/+10/+5 (1d12+5/x3)
Ranged +1 axiomatic shock light crossbow +15/+15/+10/+5 (1d8+1 plus 1d6 electricity/17–20)
Special Attacks favored enemy (humanoid [giant] +6, undead +2, dragon +2), favored terrain (underground +4, mountain +2), hunter's bond (companions), quarry
Spells Prepared (CL 8th)
3rd—cure moderate wounds, summon nature's ally III
2nd—barkskin (already cast), bear's endurance
1st—longstrider, resist energy, speak with animals
STATISTICS
Str 14, Dex 20, Con 16, Int 10, Wis 16, Cha 6
Base Atk +11; CMB +13; CMD 28 (32 vs. bull rush and trip)
Feats Deadly Aim, Endurance, Improved Critical (light crossbow), Improved Precise Shot, Iron Will, Pinpoint Targeting, Point Blank Shot, Precise Shot, Rapid Reload, Rapid Shot
Skills Climb +16, Heal +17, Knowledge (dungeoneering) +14, Perception +17, Stealth +24, Survival +17 (+22 following tracks)
Languages Common, Dwarven
SQ swift tracker, track +5, wild empathy +9, woodland stride
Combat Gear wand of cure moderate wounds (50 charges); Other Gear +3 studded leather armor, +2 greataxe, +1 axiomatic shock light crossbow, 40 bolts, 20 silver bolts, 20 cold iron bolts, 5 adamantine bolts, belt of incredible dexterity +4, headband of inspired wisdom +2, cloak of elvenkind

Let me tell you a little story.

For months now, stories were spreading about brutal attacks made against merchant caravans making their way through the Mindspin Mountains. While not uncommon during this time of year, the savagery of the attacks and the reports of a giant man, bedecked with ice, caught Harsk's attention. Not a week later, Harsk was high up the mountains, casting about for a trail. He had already encountered a pair of slaughtered caravans, when he found one that was recently attacked. Fresh boot prints in the snow confirmed his suspicions. It was a frost giant. For two days he followed the trail without fault, leading deeper into the mountains before ending at the mouth of a deep, dark cave. Sneaking inside, the wily dwarf quickly found his prey, sorting through a vast pile of ill-gotten loot. The giant had no idea that death had come for him as Harsk took aim with his trusted crossbow.

This is the sort of situation a ranger like Harsk dreams of. Having caught the giant in a cave, he has immense bonuses against the behemoth. Using his favored terrain bonuses, Harsk received a +2 on all Survival skill checks when tracking the giant through the mountains. In the caves (which count as underground), this bonus increases to a +4. It also applies to his initiative (giving him a great chance at going first), Perception, and Stealth checks. His favored enemy bonuses against giants of +6 applies to Bluff, Knowledge, Perception, Sense Motive, and Survival checks made against the giant, but more importantly, it applies to his attack and damage rolls. Added up, these bonuses give him a +32 bonus on Survival checks to track the giant in the caves (+30 in the mountains) and a +28 to avoid being spotted as he sneaks up to within 30 feet for the attack.

Assuming Harsk gets the drop on the giant, he can use Pinpoint Targeting during the surprise round to ensure he gets a hit. This feat allows him to make a single attack as a standard action that ignores armor, natural armor, and shield bonuses to AC (which drops the giant's AC down to 8). If he wins initiative, he can then take a full attack against the giant. Using Deadly Aim (which allows him to take a –3 penalty on attack rolls to gain a +6 bonus on damage rolls, just like Power Attack but for ranged weapons), his bonus on these attacks comes out to +19/+19/+14/+9 with each attack dealing 1d8+14 plus 1d6 electricity and 2d6 from the axiomatic quality. If Harsk hits with all 4 attacks (and the surprise attack, which deals a little less damage), his average damage is around 138 points of damage, which is just enough to put the giant in his grave.

If Harsk really wanted to ensure success, he would denote the giant as his quarry before combat begins. This ability is gained at 11th level and it allows a ranger to select a creature that matches one of his favored enemy types as his quarry, granting him a +2 bonus on attack rolls and automatically confirming all critical hits against the target. He can also take 10 on Survival checks to track his quarry while moving at full speed without penalty. Although Harsk can have no more than one quarry at a time, he can select a new quarry 1 hour after his previous quarry is slain.

Now, this is not exactly a fair fight, as Harsk is built to kill giants in caves, but rangers are built to excel in specific circumstances. Against other enemies or in other environments, they are still capable combatants, but they really shine when hunting their favored enemies or while adventuring in their favored terrain.

Harsk also possesses the hunter's bond class feature, which allows him to grant any allies within 30 feet half of his favored enemy bonus against one foe as a move action. Once given, this bonus lasts for 3 rounds. He could have taken an animal companion instead, but we will discuss those in more detail during the druid preview. For now, remember that if Harsk were to take an animal companion, his effective druid level would be 8th (not 5th, as it was in 3.5).

In addition, Harsk has a few spells to aid him in his struggles. He now casts spells with a caster level equal to his ranger level –3 (instead of half his ranger level). His progression has also been improved a bit, giving him a few extra spells. Of special note is summon nature's ally III, which allows him to summon a boar, a wolverine, or even 1d3 Small earth elementals. Take a look at the following lists for more examples (some might even say this was a sneak peak at the Pathfinder RPG Bestiary).

1st level

Dire Rat
Dolphin
Eagle
Giant Centipede
Fire Beetle
Mite
Poisonous Frog
Pony (horse)
Riding Dog
Stirge
Viper (snake)

2nd Level

Ant, Drone
Elemental (Small)
Goblin Dog
Horse
Hyena
Octopus
Squid
Wolf

3rd Level

Ant, Soldier
Ape
Aurochs (herd animal)
Boar
Cheetah
Constrictor Snake
Crocodile
Dire Bat
Electric Eel
Giant Crab
Giant Lizard
Leopard (Cat)
Shark
Wolverine

Harsk has a few other abilities as well. Swift tracker allows Harsk to move his normal speed while using Survival to track and reduces the penalty to –10 while moving at twice his normal speed. Track now grants a bonus on Survival checks made to follow tracks equal to 1/2 his ranger level. This change was made because everyone can track now using Survival, making the ability redundant. At higher levels, Harsk would gain additional favored enemies and terrains, additional combat style feats (additional archery feats in Harsk's case), improved evasion, camouflage, hide in plain sight, and at 20th level, the master hunter ability. This ability allows him to kill his favored enemies with a single bolt, assuming they fail their saves. He can also use this ability to deal nonlethal damage equal to the target's hit point total, allowing him to bring his prey back alive.

That covers the ranger. Come back next week and enter the domains of Kyra, the iconic cleric.

Jason Bulmahn
Lead Designer

More Paizo Blog. Link. List this entry. Tags: Dwarves, Harsk, Iconics, Pathfinder Roleplaying Game, Rangers, Wayne Reynolds
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Pathfinder Roleplaying Game Preview #3

Wednesday, May 27, 2009

The Pathfinder Roleplaying Game Core Rulebook is set to release on August 13th, 2009, and in anticipation, we are releasing a preview of the game each week until the game hits store shelves. This week, we are taking a look at Seoni, the iconic sorcerer.

Seoni
Female human sorcerer 10
Init +2; Senses Perception +11
Defense
AC 23, touch 15, flat-footed 20; (+4 armor, +2 deflection, +2 Dex, +1 dodge, +4 shield)
hp 57 (10d6+20)
Fort +6, Ref +7, Will +12
DR 10/adamantine
Offense
Spd 30 ft.
Melee staff of fire +4 (1d6–1)
Ranged ray +7 (by spell)
Special Attacks metamagic adept (2/day)
Spells Known (CL 10th)
5th (4/day)—cone of cold (DC 22)
4th (6/day, 5 remaining)—dimension door, ice storm, stoneskin, wall of fire
3rd (7/day)—dispel magic, fly, haste, lightning bolt (DC 20)
2nd (7/day, 6 remaining)—invisibility, mirror image, resist energy, scorching ray, web (DC 17)
1st (8/day, 7 remaining)—burning hands (DC 18), enlarge person, identify, mage armor, magic missile, shield
0 (at will)—acid splash, arcane mark, daze (DC 15), detect magic, light, mage hand, prestidigitation, ray of frost, read magic
Statistics Str 8, Dex 14, Con 12, Int 10, Wis 16, Cha 20
Base Atk +5; CMB +4; CMD 19
Feats Alertness (from familiar), Dodge, Eschew Materials, Extend Spell, Greater Spell Focus (evocation), Quicken Spell, Spell Focus (evocation), Spell Penetration, Still Spell
Skills Bluff +14, Climb +2, Fly +11 (+16 using fly), Knowledge (local) +9, Perception +11, Spellcraft +9
Languages Common
SQ arcane bloodline, arcane bond (familiar, lizard), bloodline arcana (+1 DC to metamagic spells)
Combat Gear lesser metamagic rod of empower, potion of cure serious wounds (2), scroll of greater dispel magic, scroll of wall of force; Other Gear cloak of resistance +2, headband of mental prowess +2 (Wis and Cha), ring of feather falling, ring of protection +2, slippers of spider climbing, staff of fire

Starting off, Seoni has a few precast spells, whose effects are already calculated in as part of her stat block, including an extended shield, mage armor, and stoneskin. She could increase these protections with haste, mirror image, and resist energy if given a few rounds to prepare.

As a sorcerer, Seoni can choose from one of ten different bloodlines. We chose the arcane bloodline, which is the default bloodline for existing 3.5 sorcerers as it is the only bloodline that grants a familiar. All bloodlines grant a number of bonuses as the sorcerer gains levels, such as additional spells known (Seoni receives identify at 3rd level, invisibility at 5th level, dispel magic at 7th level, and dimension door at 9th level), a bonus class skill (Seoni receives a free Knowledge skill of her choice), and a number of special bloodline powers (which we will talk about in a bit). New to the final version of the game is bloodline arcana. Each bloodline now grants a special bonus to a specific group of spells. In Seoni's case, any time she casts a metamagic version of a spell that increases the level by at least 1, the DC of that spell increases by +1 (total, not per level increased). This means that if Seoni casts a still lightning bolt the DC to halve the damage is increased to 21. Other bloodlines grant similar abilities. For example, the destined bloodline grants the sorcerer a luck bonus on saving throws for 1 round whenever she casts a spell with a range of personal.

In addition to the arcane bond ability (which allows Seoni to have a familiar), the arcane bloodline grants two additional abilities. The first is metamagic adept, which allows her to cast metamagic spells without increasing their casting time. At her current level, she can use this ability twice per day. It should be noted that quicken spell has been changed to allow sorcerers to use it without increasing the casting time, meaning that Seoni can save her metamagic adept ability for extended and still spells. The second ability is new arcana, which grants Seoni an additional spell known (she chose stoneskin).

If we were to continue to advance Seoni, she would receive a school power at 15th level, which would grant her a +2 bonus to the DC of all spells from one school of magic. At 20th level, she would undergo an arcane apotheosis, which would allow her to cast any metamagic spell without increasing the casting time and allow her to burn spell slots to power magic items that expend charges.

Moving on, we get to Seoni's spell list. There have been a few changes to some of these spells, mostly to make them simpler to use, but in some cases to increase their power a bit. Ice storm, for example, deals the same amount of damage, but now also includes an effect that makes the area difficult terrain and imposes a penalty on Perception checks.

Of all the spells in the game, none has the power to bring things screeching to a halt faster than dispel magic. Not only did this spell take a while to adjudicate, it also forced the target to recalculate a host of statistics if the spell was particularly successful. Now dispel magic requires only a single caster check, and the result is applied to all the spells active on the target. It dispels the spell with the highest caster level that it can affect. While this reduces its power a bit (although it no longer has the +10 limit to the check), it makes the spell a whole lot easier to use. Greater dispel magic still allows you to strip off multiple spells, but it too only requires a single check. It dispels one spell per four caster levels, taking out the spells with the highest caster level that it can effect. I should note that you can still use either one of these spells to target a specific spell to end that effect, allowing you to try and knock out the enemy's fly or stoneskin when it really counts.

Mirror image has also received a bit of a facelift, making it simpler to use. Take a look.

Mirror Image
School illusion (figment); Level bard 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 min./level

This spell creates a number of illusory doubles of you that inhabit your square. These doubles make it difficult for enemies to precisely locate and attack you.

When mirror image is cast, 1d4 images plus one image per three caster levels (maximum eight images total) are created. These images remain in your space and move with you, mimicking your movements, sounds, and actions exactly. Whenever you are attacked or are the target of a spell that requires an attack roll, there is a possibility that the attack targets one of your images instead. If the attack is a hit, roll randomly to see whether the selected target is real or a figment. If it is a figment, the figment is destroyed. If the attack misses by 5 or less, one of your figments is destroyed by the near miss. Area spells affect you normally and do not destroy any of your figments. Spells and effects that do not require an attack roll affect you normally and do not destroy any of your figments. Spells that require a touch attack are harmlessly discharged if used to destroy a figment.

An attacker must be able to see the figments to be fooled. If you are invisible or the attacker is blind, the spell has no effect (although the normal miss chances still apply).

I also want to take a moment to talk about Seoni's staff of fire. Like the previous rules for staves, Seoni can cast all the spells in the staff using her caster level (10th) instead of the staff's, which is only 8th. She can also use her Charisma modifier and feat bonuses when calculating the save DCs. Staves in the new rules contain a total of 10 charges, but they can be recharged. Once per day, Seoni can expend a 4th level spell slot (the highest level spell contained in the staff of fire) to add 1 charge to the staff. Most of the staves have been rebuilt to work within these new rules.

That is about all for this week. Next week Harsk comes stomping on to the stage as we take a look at the iconic ranger. I hear he has favored terrain (the internet), so we better watch out!

Jason Bulmahn
Lead Designer

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Pathfinder Roleplaying Game Preview #2

Wednesday, May 20, 2009

The Pathfinder Roleplaying Game Core Rulebook is set to release on August 13th, 2009, and in anticipation, we are releasing a preview of the game each week until the game hits store shelves. This week, we are taking a look at Valeros, the iconic fighter.

Valeros
Male human fighter 14
NG Medium humanoid
Init +5; Senses Perception +13
DEFENSE
AC 28, touch 17, flat-footed 23; (+10 armor, +2 deflection, +5 Dex, +1 shield)
hp 137 (14d10+56)
Fort +12, Ref +9, Will +3 (+7 against fear)
Resist fire 10
OFFENSE
Spd 30 ft.
Melee +3 keen longsword +23/+18/+13 (1d8+13/17–20), +2 frost shortsword +20/+15/+10 (1d6+7 plus 1d6 cold/19–20)
Ranged +1 flaming composite shortbow +20/+15/+10 (1d6+4 plus 1d6 fire/x3)
STATISTICS
Str 16, Dex 20, Con 16, Int 13, Wis 8, Cha 10
Base Atk +14; CMB +17; CMD 34
Feats Combat Expertise, Double Slice, Greater Two-Weapon Fighting, Greater Weapon Focus (longsword), Greater Weapon Specialization (longsword), Improved Two-Weapon Fighting, Improved Vital Strike, Power Attack, Toughness, Two-Weapon Defense, Two-Weapon Fighting, Two-Weapon Rend, Vital Strike, Weapon Focus (longsword, shortsword), Weapon Specialization (longsword)
Skills Climb +20, Intimidate +17, Perception +13, Ride +22, Swim +20
Languages Common, Halfling
SQ armor training +3, bravery +4, weapon training (heavy blades +3, light blades +2, close +1)
Combat Gear necklace of fireballs (type V), potion of cure serious wounds (3), potion of fly, potion of heroism, rod of flame extinguishing; Other Gear bag of holding (type II), +4 fire resistant light fortification breastplate, +1 flaming composite shortbow (+3 Str), +2 frost short sword, belt of physical perfection +2, boots of levitation, +3 keen longsword, periapt of wound closure, ring of protection +2, ring of the ram

First off, the new Valeros is designed to dish out the hurt, but his AC is a bit low for a character of his level. He can fix this in combat by using Combat Expertise, which at his level gives him a +4 dodge bonus to his AC (which also adds to his Combat Maneuver Defense, but more on that later) but taking a –4 penalty on attack rolls for 1 round. He can also used Power Attack to add +8 damage on attacks made with his longsword and +4 damage on attacks made with his shortsword by taking an additional –4 penalty on attack rolls. He would probably not want to use both at the same time, but he can mix it up as dictated by the situation. If he manages to hit one target with both his longsword and shortsword in the same round, he deals an additional 1d10+4 points of damage thanks to Two-Weapon Rend.

All of this assumes that Valeros begins his turn adjacent to an enemy. If not, he can charge up and make a single attack with his longsword using both Power Attack and Improved Vital Strike. This devastating attack is made at a +23 bonus and it deals 3d8+21. Note that Valeros can move 30 feet during this charge, despite wearing a breastplate. This is due to his armor training, which allows him to move at full speed while wearing such armor.

You might notice a new statistic in Valeros' stat block. CMD, which stands for Combat Maneuver Defense. This statistic is the DC for anyone else to perform a combat maneuver, such as bull rush, disarm, or grapple, against Valeros. This statistic is derived from his CMB +10 plus a number of other modifiers (Dexterity and deflection bonuses in this case). Note that Valeros adds his weapon training bonuses to his CMD whenever anyone tries to disarm or sunder weapons from those groups (he also adds these bonuses to combat maneuver checks made using weapons from those groups).

Lastly, Valeros has some fun magic items at his disposal. You can never go wrong with a necklace of fireballs (type V), especially when you are wearing fire resistant armor. The periapt of wound closure protects him from bleed damage, which is a bit more common with some of the new higher-level feats (Bleeding Critical comes to mind). Lastly, the ring of the ram is a great toy for a fighter like Valeros to control the battlefield a bit. Using just 1 charge allows him to make a bull rush combat maneuver at a +17 bonus, which should be enough to push smaller monsters around.

That's about all for this week. There are a few other tidbits hidden in the stat block for the math savvy, but I will leave those for the messageboards to puzzle out. Next week, in part 3 of our 14-week preview, we're going to take a close look at Seoni, the iconic sorcerer. And by close, I mean very close, close enough to examine her blood.

Jason Bulmahn
Lead Designer

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Pathfinder Roleplaying Game Preview #1

Wednesday, May 13, 2009

Just under two weeks ago, we shipped the Pathfinder Roleplaying Game Core Rulebook to the printer. Over the next 14 weeks, we will be giving you an inside look at the final game, looking at each class in turn and exploring other elements of the game.

But first, we are taking a look at the Table of Contents for the Core Rulebook. As you can see, the book comes in at a mighty 576 pages. It includes a 56-page classes chapter (which now contains all the of the rules for arcane schools, bloodlines, and domains), a 150-page spells chapter, and a 98-page magic items chapter (which also includes all of the rules for intelligent items, cursed items, artifacts, and magic item creation). We slotted the prestige class chapter in right after spells, making roughly the first 400 pages filled with player-focused rules and material. Rounding out the end of the book is a super-handy 4-page index which includes just about every reference we could think up.

But that is not all. This week, we are also showing off a spread from the races chapter. The entire interior of the book has been giving a fantastic treatment by Sarah Robinson, the project’s lead art director and graphic designer. We felt it was important for this book to get the races looking just right, so we ordered brand new art for each of the core races.

On the opposite page, we get a good look at the dwarf, one of my favorite races. Aside from some new flavor text that describes dwarven traits, there have been only a few changes to the dwarf from the Beta Playtest version of the game. Most of these were made to clean up the race and bring it inline with the new rules. That said, there is one significant thing that has changed. I’ll let you figure out which element that is.

That’s all for this week. In week 2 of our 14-week preview, we’re going to take a look at Valeros, the iconic fighter. Writing up his stat block is quite a feat!

Jason Bulmahn
Lead Designer

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It's Still Done!

Tuesday, May 5, 2009

Om nom nom!

Jason Bulmahn
Lead Designer

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It Is Done!

Monday, May 4, 2009

Note that Paizo does not encourage drinking unless you are an adult game designer who just sent a 576-page core rulebook to the printer.

Jason Bulmahn
Lead Designer

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Leather-Bound Pathfinder Beta

Thursday, April 30, 2009

So our fans are apparently crazy... crazy awesome. Check out this leather-bound copy of the Pathfinder RPG Beta sent to our office by Sean, who posts on the messageboards as yellowdingo. The lovingly made book was well used by Sean and his fellow Beta playtesters, and includes all of the web enhancements for the Beta, as well as his personal notes from the playtest. It's really quite amazing!

David Eitelbach
Editorial Intern

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Pathfinder Roleplaying Game Cover! Behold!


Tuesday, February 3, 2009

As quite a few of you have already seen, we've got a cover image for the upcoming Pathfinder Roleplaying Game! If you haven't, check it out! Wayne Reynolds, as per usual, shows us exactly what roleplaying is all about: magic, swords, and hungry dragons! Mark it on your calendars: 8/13/2009, it's the date your new campaign begins.

F. Wesley Schneider
Pathfinder Managing Editor


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Jason's New Campaign!

Friday, January 16, 2009

The last year at Paizo's been really hectic and busy. I think I ran one whole session of my Call of Cthulhu game in 2008, and as for actual D&D office games, we pretty much haven't done any gaming. That's no good. Fortunately, now that we're heading into 2009, there may be a change in the air. Either we're finally getting caught up, or we're finally adjusting our sleep cycles to accommodate the new reality—whatever the reason, office games at Paizo are starting up again. I'm hoping to get my own Sandpoint campaign off the ground in February, but Jason's even more on the ball than me. We started the first game of his new campaign last Monday! We're starting out by playtesting the adventure he's writing for the upcoming Pathfinder Module, Crypt of the Everflame. Check out this thread on our messageboards for the gory details! I'm playing Merisiel in this one, and I haven't quite decided yet if I'm gonna do a big detailed journal yet—I'm not sure Merisiel's the type to keep a diary. Maybe a kill list, though. Maybe even a "still needs to be killed" list. Hmmmmm...

James Jacobs
Pathfinder Editor-in-Chief

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Pathfinder Roleplaying Game "White Sample"

Thursday, November 27, 2008

Happy Thanksgiving, everyone!

Yesterday Managing Art Director James Davis received a very special package in the mail: a copy of the Pathfinder Roleplaying Game "white sample." A white sample is a totally blank book with the correct weight, paper stock, and cover stock of the final product. I asked Lead Designer Jason Bulmahn to hold the very heavy book so I could take a picture of it and share it with you. So here's your first look at the Pathfinder Roleplaying Game hardcover—as a blank sample anyway.

Enjoy!

Joshua J. Frost
Events Manager

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Pathfinder RPG Prestige Classes

Wednesday, October 22, 2008

There were a fair number of rules that had to be cut from the Beta Playtest Edition of the Pathfinder Roleplaying Game. Prestige classes were one of the unfortunate casualties. Fortunately, along with the magic of the Internet, we can release these rules to you for playtesting and review. This document will be available on Monday, October 27th from paizo.com, but in anticipation, we thought we might give you a sneak peak at one of the classes in the document. Take a look at some of these new powers for the duelist prestige class.

Precise Strike (Ex): A duelist gains the ability to strike precisely with a light or one-handed piercing weapon, adding her duelist level to her damage roll.

When making a precise strike, a duelist cannot attack with a weapon in her other hand or use a shield. A duelist's precise strike only works against creatures with discernible anatomies. Any creature that is immune to critical hits is not vulnerable to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from a precise strike.

Parry (Ex): At 2nd level, a duelist learns to parry the attacks of other creatures, causing them to miss. Whenever the duelist takes a full attack action with a light or one-handed piercing weapon, she can elect not to take one of her attacks. At any time before her next turn she can attempt to parry an attack against her or an adjacent ally as an immediate action. To parry the attack, the duelist makes an attack roll, using the same bonuses as the attack she chose to forego during her previous action. If her attack roll is greater than the roll of the attacking creature, the attack automatically misses. For each size category the attacking creature is larger than the duelist, the duelist takes a –4 penalty on her attack roll. The duelist also takes a –4 penalty when attempting to parry an attack made against an adjacent ally. The duelist must declare the use of this ability after the attack is announced, but before the roll is made.

Riposte (Ex): At 5th level, a duelist can make an attack of opportunity against any creature whose attack she successfully parries, so long as the creature is within reach.

No Retreat (Ex): At 9th level, enemies adjacent to the duelist that take a withdraw action provoke an attack of opportunity from the duelist.

Make sure to stop by on Monday to grab this free pdf to add to your game. The playtest period for these rules begins on November 24th and will run through December 7th.

Jason Bulmahn
Lead Designer

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Pathfinder RPG Beta Preview #4

Thursday, July 31, 2008

The Beta Playtest Edition of the Pathfinder Roleplaying Game almost here. In just a few short weeks you will be able to buy your own print copy of the 408 page book, or download a free PDF. To top it off, over 25,000 gamers have downloaded the Alpha version of the Pathfinder RPG in one of its various incarnations. To celebrate these milestones, it is time to take a closer look at some of the pages of the Beta. Click here to download the preview (564 KB zip PDF).

The first spread is from the Feats chapter and it shows off a few new feats along with some changes to some of the existing feats. The second spread shows some of the equipment chapter, new to the Pathfinder RPG. Finally, the third spread is from the greatly expanded magic item chapter. There is a mountain of revised material in this chapter, and these items are only a small sample.
Next week, we'll take a look at the Beta playtest process and give you a look at the final character sheet. Enjoy.

Jason Bulmahn
Lead Designer

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Pathfinder RPG Beta Preview #3

Thursday, July 24, 2008

The Beta Playtest Edition of the Pathfinder Roleplaying Game is off to the printer and is due to be released in mid August. In anticipation, we are previewing some of the changes made from the Alpha stage as well as taking a look at some of the brand new content. In this preview, we are investigating some of the new rules that can be found in the Beta Playtest Edition.

Equipment: All of the basic equipment is here, plus a few new weapons to round out the list. The starknife is finally part of the Pathfinder RPG, meaning that clerics of Desna now have the correct weapon. Although this material is not strictly "new," some of it has been carefully tweaked to fit with other rule changes.

Traps: The system for creating traps has receive a significant overhaul. Although the end result is mostly the same, the formulas now allow for traps that go all the way up to CR 20. When building a trap using the Pathfinder RPG rules, the amount of damage and average number of targets is now more important, meaning that traps that hit the entire party, draining far more resources, are of a higher CR than traps that only target one character. A trap's CR can also increase dramatically if it lasts more than one round. Here are a few examples.

Swinging Axe Trap: CR 1
Type mechanical; Perception DC 20; Disable Device DC 20
Trigger location; Reset manual
Effect Atk +10 melee (1d8+1/x3); multiple targets (all targets in a 10-ft. line)

Frost Fangs Trap: CR 7
Type mechanical; Perception DC 25; Disable Device DC 20
Trigger location; Duration 3 rounds; Reset none
Effect jets of freezing water (3d6 cold damage, DC 20 Reflex save for half damage); multiple targets (all targets in a 40-ft.-square chamber)

Meteor Swarm Trap: CR 19
Type magic; Perception DC 34; Disable Device DC 34
Trigger sight (true seeing); Reset none
Effect spell effect (meteor swarm, 4 meteors at separate targets, +9 ranged touch, 2d6 plus 6d6 fire (no save on a hit), DC 23 Reflex save for half damage on a miss, 18d6 fire damage from other meteors (DC 23 Reflex save for half damage); multiple targets (four targets, no two of which can be more than 40 ft. apart)

Spells and Magic Items: Both of these chapters have been expanded to a gigantic size (with the spells chapter alone coming in at 120 pages). While much of the content in these chapters is unchanged, a number of spells and items received some updates in the Beta, mostly to bring them in line with the rest of the rules. Due to space concerns, some of the spells and magic items were cut, but will be available in a free web enhancement for the book, due out at the same time the Beta Playtest Edition is released.

You will be able to grab the Beta Playtest Edition as a free PDF here at paizo.com or as a soft-cover, 408 page, full-color book. The book will be on sale at Gen Con, through our web store, and from your favorite local game store. Check back next week for a look at the Beta playtest process as well as what is in store for the next year of development.

Jason Bulmahn
Lead Designer

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Pathfinder RPG Beta Preview #2

Friday, July 18, 2008

The Beta Playtest Edition of the Pathfinder Roleplaying Game is off to the printer and is due to be released in mid August. In anticipation, we are previewing some of the changes made from the Alpha stage as well as taking a look at some of the brand new content. In this preview, we are taking a look at some of the changes between the Alpha release 3 and the Beta Playtest Edition.

Class Changes: A number of classes received a host of tweaks and changes based off playtester feedback. Here is just a taste of what you can expect to find. Barbarian mighty rage got a little bit cheaper to maintain (going from 4 points per round to 3). Cleric domains and wizard schools now grant bonus spells instead of spell-like abilities (although they maintain their supernatural abilities). Bardic performance DCs are now based off the bard's level, not his Perform skill check. Rangers now grant their favored enemy bonus to their animal companion, if they have one. Sorcerer bloodlines got a few refinements, such as Intimidate being changed to Knowledge (planes) for Abyssal sorcerers.

Combat Feats: Combat feats, as you might know them from Alpha release 3, are a thing of the past. Now the term refers to any feat that can be selected as a fighter bonus feat. Of course, most of the great combat feats have been retooled to fit with this change. Some feats even got an upgrade, such as Dodge (whose bonus now increases to +2 if you have 10 or more ranks in Acrobatics) and Arcane Strike (whose bonus increases by +1 for every five caster levels you possess).

Spells: Wizard arcane schools got revised for the Beta. The big change here is that wizards now choose the spells that they gain upon reaching 2nd, 4th, 6th, 10th, 12th, 14th, 16th, and 18th levels. These spells must be from their school and are set once selected. It should be noted again that these spells now act as bonus spells, not spell-like abilities. This change does not affect the supernatural abilities granted by arcane schools.

Other Rules: There are dozens of other small changes to the rules as well. Favored Classes now grant a bonus hit point or a bonus skill point. Recharging staves now only uses up the highest-level spell slot used by the staff. Cover rules were simplified into something that is quite a bit easier to adjust. Nearly every chapter received numerous changes based off your feedback and comments.

You will be able to grab the Beta Playtest Edition as a free PDF here at paizo.com or as a soft-cover, 408 page, full-color book. The book will be on sale at Gen Con, through our web store, and from your favorite local game store. Check back next week for a look at some of the new rules you'll find in the Beta.

Jason Bulmahn
Lead Designer

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Pathfinder RPG Beta Preview #1

Friday, July 11, 2008

The Beta Playtest Edition of the Pathfinder Roleplaying Game is off to the printer and is due to be released in mid August. In anticipation, we are going to be previewing some of the changes made from the Alpha stage as well as taking a look at some of the brand new content. In this preview, take a look at the massive table of contents and check out a few previews along the way.

Chapter 1: Introduction, page 2
Chapter 2: Generating a Character, page 4
Chapter 3: Races, page 8
Chapter 4: Classes, page 12
Chapter 5: Skills, page 52
Chapter 6: Feats, page 76
Chapter 7: Equipment, page 98
Chapter 8: Description, page 120
Chapter 9: Combat, page 130
Chapter 10: Magic, page 154
Chapter 11: Spells, page 170
Chapter 12: Running the Game, page 290
Chapter 13: Additional Rules, page 300
Chapter 14: Nonplayer Characters, page 332
Chapter 15: Magic Items, page 340
Chapter 16: Glossary, page 388
Chapter 17: Playtesting, page 402
Character Sheet, page 404

In the coming weeks, we will be taking a look at a number of the changes made since Alpha release 3, such as the revision to arcane schools (now you choose bonus spells), alterations to most of the combat feats to change them into ordinary feats (some even get an upgrade, such as Dodge), bard and ranger modifications, a simplification of the cover rules, and a host of other changes (many inspired by the playtesters). We will also be taking a look at some new rules that appear in the Beta, such as revised traps guidelines (CR 19 Meteor Swarm trap), a new system for generating encounters, and a mountain of equipment, magic items, and spells.

You will be able to grab the Beta Playtest Edition as a free PDF here at paizo.com or as a soft-cover, 408 page, full-color book. The book will be on sale at Gen Con, through paizo.com, and from your favorite local game store. Check back next week for a look at some of the changes you'll find in the Beta.

Jason Bulmahn
Lead Designer

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Pathfinder RPG Alpha Release 3 Preview

Wednesday, May 14, 2008

The third, and final, release of the Alpha playtest version of Pathfinder Roleplaying Game is rapidly approaching completion. Over 17,000 gamers have downloaded the Alpha rules and the messageboards have been buzzing with activity. Release 3 includes the final three base classes, the bard, the monk, and the ranger, along with rules on simple NPC generation, monster creation guidelines, and a host of other rules. In anticipation, here is a look at the new ranger (built using the NPC generation rules).

Kiramor, The Forest Shadow
Male human ranger 8
LN Medium humanoid
Init +8 (+10 in forests, +9 in urban); Senses Perception +11
Defense
AC 18, touch 14, flat-footed 14
(+4 armor, +4 Dex)
hp 57 (8d10+16)
Fort +8, Ref +10, Will +2
Offense
Spd 30 ft.
Melee mwk longsword +11/+6 (1d8+2/19–20)
Ranged +1 composite longbow +13/+8 (1d8+3/x3)
Ranged +1 composite longbow +7/+7/+2 (1d8+7/x3)
Special Attacks favored enemy (humanoid [orc] +4, magical beast +2), favored terrain (forest +4, urban +2), hunter’s bond
Statistics
Str 14, Dex 18, Con 14, Int 12, Wis 10, Cha 8
Base Atk +8; Cmb +10
Feats Deadly Aim, Die Hard, Endurance, Improved Initiative, Many Shot, Point Blank Shot, Precise Shot, Rapid Shot
Skills Climb +13, Heal +11, Intimidate +10, Knowledge (geography) +12, Perception +11, Stealth +20, Survival +11 (+15 follow tracks), Swim +13
Languages Common, Orc
SQ swift tracker, track, trapfinding, woodland stride Combat Gear potion of barkskin (+3), potion of cure moderate wounds (2), potion of invisibility; Other Gear cloak of elvenkind, +1 composite longbow (+2 Str), +1 studded leather armor, gear and coins worth 500 gp

Check out some of his new abilities, like favored terrain (which gives him a bonus to Knowledge (geography), Stealth, and Survival skill checks, as well as a bonus on initiative when he is in his favorable terrain) and hunter’s bond (which allows him to grant some of his favored enemy bonuses to his allies). Release 3 should be ready for download next week.

Jason Bulmahn
Lead Designer

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PaizoCon 2008

Thursday, May 1, 2008

This past weekend, roughly thirty adventurous gamers descended upon the LaQuinta Inn in Bellevue, Washington to participate in the first annual PaizoCon. In attendance were several of our messageboard family's most visible personalities, including Lilith, Chris Mortika, Pete Apple, Grimcleaver, Timitius (who put together the event), Russ Taylor, and many more. Paizo itself made an appearance Saturday, with Lisa, Vic, James, Wes, and Erik (along with Open Design's own Wolfgang Baur!) answering questions and joking around with everyone at the Game Industry seminar. Josh, Corey, and I stayed shyly in the back, while Cosmo sneaked around the room snapping pictures, including the four presented here.

After the seminar, the Paizo staff mingled with the con's excellent attendees, and eventually a number of Pathfinder RPG games broke out (run by Wolfgang Baur, Jason Bulmahn, James Jacobs, and Russ Taylor), as did demos of Titanic's upcoming Yetisburg and Falling, as well as Kill Doctor Lucky and Key Largo.


Here's a look at the entire room, including the panelists, during the seminar.


Here's a look at everyone during the seminar.


From left to right: Lisa, Vic, Erik, Wolfgang, James, and Wes, with Lilith off to the right reading off questions.


From left to right: Timitius, James, Jason, and Mike.

To see all of Cosmo's pictures and to get a glimpse at what the elusive bronze dragon editor looks like in his human form, check out this page. For a different perspective, check out Timitius's pictures. For a detailed recap and a chance to weigh in, check out this thread on our messageboards.

Mike McArtor
Editor

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First look at Release 3

Wednesday, April 30, 2008

Alpha release #2 of the Pathfinder RPG has already been released as a free download, and playtesters are posting up a ton of feedback on our forums. In the next few weeks we will be posting up release 3, the final release before the Beta version of the game this August.

This past weekend saw the debut of some of the rules at Paizocon, a convention just north of our offices. Attendees got to meet with the staff and play some games. Those who sat down at my table got a chance to play with some of the new rules, including a preview version of the bard. It should be noted that all of these characters were horribly cursed, and Oglam here is no exception. His drums cause those who hear his music to bleed from the ears unless he makes a DC 20 Will save every time he begins playing. Of course, being a NE bard, dedicated to Rovagug, meant that he did not care much about the pain of others.

Here are a couple of quick notes when taking a look at Oglam. Song of Doom allows him to cause enemies who hear his playing to become shaken. Distraction works similar to countersong, but it works on visual patterns and figments instead of sonic effects. Well-versed gives Oglam a bonus on saves against the bardic music of others and on sonic and language dependent effects. Finally, bardic knowledge gives Oglam a bonus of +4 to all Knowledge checks, and allows him to make such checks untrained.

There are many more secrets here, waiting to be discovered. For the full details, make sure to download release 3 of the Pathfinder RPG available in just a few weeks.

Oglam Death-Drum
Male half-orc bard 8
NE Medium humanoid
Init +4; Senses darkvision 60 ft.; Perception +2
Defense
AC 17, touch 12, flat-footed 17
(+5 armor, +2 deflection)
hp 55 (8d8+16)
Fort +5, Ref +7, Will +9
Defensive Abilities well-versed
Offense
Spd 30 ft.
Melee +2 falchion +11/+6 (2d4+6/18–20)
Special Attacks bardic music (8/day), countersong, distraction, fascinate, inspire competence, inspire courage +2, song of doom, suggestion
Spells Known (CL 8th):
3rd (3/day)—charm monster (DC 16), haste, slow (DC 16)
2nd (5/day)—blur, heroism, invisibility, mirror image
1st (5/day)—charm person (DC 14), cure light wounds, hideous laughter (DC 14), lesser confusion (DC 14), silent image (DC 14)
0 (5/day)—detect magic, ghost sound, mage hand, mending, message, open/close
Statistics
Str 16, Dex 10, Con 14, Int 6, Wis 14, Cha 16
Base Atk +6; Cmb +9
Feats Cleave, Improved Initiative, Power Attack, Toughness
Skills Knowledge (arcane) +13, Knowledge (history) +7, Knowledge (local) +7, Knowledge (nature) +7, Perform (oratory) +12, Perform (percussion) +14, Spellcraft +7, Stealth +9
Languages Common, Orc
Combat Gear necklace of fireballs (type IV), wand of cure moderate wounds (8 charges); Other Gear backpack, +1 chain shirt, cloak of resistance +1, dead rats (6), dirt (3 lb.), drums of doom, +2 falchion, filthy rags, ring of protection +2

Jason Bulmahn
Lead Designer

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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 Gear potion of cure serious wounds (2), talisman of transformation (beast shape II); Other Gear belt 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.

Jason Bulmahn
Lead Designer

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Interview: Jason Bulmahn, Pathfinder RPG Lead Designer

Thursday, March 20, 2008

I sat down with Jason Bulmahn, the mastermind behind the Pathfinder RPG, and picked his brain for awhile.

What did you have in mind when you first starting working on the Pathfinder RPG?

Since we first realized a new edition of the game was imminent, Paizo developed several plans for how we would adapt to the new publishing environment. One of those options involved ongoing support of 3.5. Since last summer, I've been experimenting with the rules, tweaking the things I thought needed some work and reinforcing the parts that I liked. When Paizo made the decision to go full steam ahead with ongoing 3.5 support, I brought the rules into the office and we began poring over them as a team. A lot of great work came out of the past few months with nearly everybody in our editorial staff offering up suggestions and ideas to make the rules even better.

What changes (that are made in the Pathfinder RPG) will be the most impactful to the gaming experience?

For me, a lot of the changes enacted by the Pathfinder RPG are designed to smooth out some of the rough spots of 3.5, while adding some spice to some rules elements that have become a bit ordinary. One of my favorites is adjusting the turn undead rules to also heal living creatures. This allows a cleric to actually cast some of his spells instead of saving them for healing. It also allows the party to adventure a bit longer. Combine that with reusable powers for both wizards and clerics and you have a longer adventuring day, something the game sorely needed.

Do you think the Pathfinder RPG will eventually replace 3.5 edition?

Since the core books for the 3.5 edition of the game are about to be out of print, I think that the Pathfinder RPG will replace them as the common reference point for those who are still interested in playing the rules system.

Are there any surprising things in the Pathfinder RPG?

Yes, quite a number of things actually. The changes to domains and arcane schools, the unification of the various combat maneuvers to one simple system, and the alterations to turning all seem to have surprised a number of people. There are a lot of little surprises lurking in the rules too. We changed Intimidate somewhat so that it can demoralize a foe for more than 1 round. It's not a huge change, but it makes the skill a much more interesting option than it was. Changing Dodge so that it is a flat +1 bonus to your Armor Class is another change that works to simplify the game by removing the pesky need to remember who you are using Dodge against. I think a lot of these little surprises have not been spotted quite yet, and I look forward to discussing them with the playtesters.

What are your hopes for the Pathfinder RPG?

We've got a long way to go before the Pathfinder RPG is in its finished form and between now and then I am really looking forward to working with the fans and playtesters to make this the game that we all want to play. I hope that the finished game meets that goal, and I am confident that with more than 5,000 playtesters on board, we will be able to solve any problem that stands in our way.

Carolyn Mull
Paizo Sales & Marketing Assistant

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Paizo Publishing® Announces the Pathfinder RPG

Pathfinder™ to continue under the 3.5 rules.

Tuesday, March 18th, 2008

Paizo Publishing today unveiled the Pathfinder Roleplaying Game, a tabletop fantasy roleplaying game that will serve as the anchor for the company's popular line of Pathfinder adventures, sourcebooks, and campaigns. Today marks the beginning of a year-long Open Playtest of the new rules, which are based upon the popular 3.5 rules available under the Open Game License. The Pathfinder RPG is designed with backward compatibility as one of its primary goals, so players will continue to enjoy their lifelong fantasy gaming hobby without invalidating their entire game library. The first Pathfinder RPG Alpha release is available now as a free 65-page PDF download at paizo.com/pathfinderRPG. Until the finished Pathfinder RPG's release as a hardcover rulebook in August 2009, all of Paizo's popular Pathfinder-brand products will continue under the current 3.5 rules set.

"I'm really excited to work with the playtesters to make this the best game possible," said Jason Bulmahn, Paizo's Lead Designer. "In the spirit of the Open Game movement, the Pathfinder RPG is really your roleplaying game. It's a huge thrill to get to lead the design process."

Paizo will issue additional Pathfinder RPG Alpha releases in the coming months, covering new changes and additions to the 3.5 rules. Gamers can download, read, and participate in the free open playtest by setting up a paizo.com account and joining the discussion with Paizo's design staff at paizo.com/pathfinderRPG. The Pathfinder RPG will be backward-compatible with the 3.5 rules, and the staff has kept this goal as a primary focus since design began in 2007.

This coming August, Paizo will release a massive, full-color, softcover Pathfinder RPG Beta release for $24.99. This book will be available on paizo.com, at Gen Con, as well as through hobby distribution at local game stores. Just like the Alpha releases, the Beta release will be available as a free PDF download on paizo.com. As Wizards of the Coast's core 3.5 rulebooks are expected to go out of print with the release of 4th Edition, Paizo will use the Pathfinder RPG as a replacement for the 3.5 core rules. The Pathfinder RPG Beta release will represent Paizo's first published take on an updated 3.5 system, and playtesting will continue through spring 2009, when Paizo will incorporate the open playtest feedback and create a hardcover Pathfinder RPG for release in the hobby trade, bookstores, and paizo.com in August 2009.

Paizo hopes to support 4th Edition with fan-created online conversions of its Pathfinder products and a complete line from its partner company, Necromancer Games, a trend-setter in the original Open Gaming movement. Necromancer has already announced a new 4th Edition version of their award-winning Tome of Horrors monster encyclopedia, and has plans for additional player and GM support products.

Today, Paizo also announced the hiring of Nicolas Logue to run the Pathfinder Society organized play campaign, a massive mega-campaign to launch at this year's Gen Con. The Pathfinder Society will feature events at major conventions, retail stores, and home play as a way to involve thousands of players in a constantly evolving campaign environment fueled by downloadable scenarios released by Paizo. Nicolas Logue is a long-time Paizo contributor to the print versions of Dragon and Dungeon as well as the Pathfinder Adventure Paths and Pathfinder Modules line. He also co-runs an annual competition at Gen Con called Iron DM that will continue to be co-run by Nicolas Logue and his Iron DM compatriots. Nick begins working at Paizo in April.

"Nicolas Logue is one of the most energetic, personable gamers I have ever met," said Erik Mona, Paizo's Publisher and the co-founder during his tenure at Wizards of the Coast of Living Greyhawk, the largest organized play RPG campaign in history. "Running a successful organized play campaign involves a magical combination of cool ideas, organizational skills, and enthusiasm. Nick is absolutely the perfect man for the job, and I'm thrilled that he will be joining us here at Paizo."

Additional information on the Pathfinder Society campaign can be found at paizo.com/pathfindersociety.

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