It is a rare occasion when a person can combine two fun events into one. On this Monday after the Super Bowl, I get to do just that!
First, I want to welcome two new Venture-Captains to the ranks in areas that have been in serious need of strong organization for some time. The first is St. Louis, Missouri. Originally, St. Louis wasn’t on my list. However, that quickly changed when Brett Sweeney emailed his interest in becoming a Venture-Captain. He provided a very good resume and some outstanding answers to my interview questionnaire. There already seems to be a very strong base of players in the region and I am excited to see how Pathfinder Society grows in St. Louis, as well as the rest of Missouri, now that we have the entire state covered with an awesome group of Venture-Officers.
I also get very excited when we are able to assign a Venture-Captain to a region, or in this case a state, that has had little to no Venture-Officer presence, but has been longing for someone to step up to the task of organizing Pathfinder Society. I’ve known Martin Shelby for more than 10 years, have played roleplaying, board, card and miniatures games with him during that period, and know his organizational and gaming skills are up to the task. When he moved from Atlanta to Nashville last year, I already had my sights on setting him up as a Venture-Captain there. We talked about it last year at Gen Con and he wasn’t prepared to take over the reigns. However, five months later, he has decided that he would like to see how fast he can grow Pathfinder Society in middle Tennessee. He will be our first Venture-Captain in Tennessee and I foresee good things happening for the growth of Pathfinder Society in the state.
Now, on to the second fun event for this week—another holiday blog (and anyone who knows me knows how much I love a good brew)! Creative Director James Jacobs wrote the below description of Merrymead and you will find a special Pathfinder Society Chronicle sheet you can download and apply to a Pathfinder Society character. Merrymead is mentioned on page 248 of Pathfinder Campaign Setting: The Inner Sea World Guide.
The month of Calistril is much anticipated, if only because it signifies the end of winter and the inevitable (and usually much welcomed) onset of spring. And no time is more infused with this eager anticipation than the second day of the month—a day set aside in most areas of the Inner Sea as the holiday known as Merrymead. A key element of Merrymead, of course, is the consumption of the last of the previous season’s alcohol. Traditionally, this is intended to be little more than a communal sharing of mead supplies (a legacy of the holiday’s original origins in central Druma), but today, most celebrants use Merrymead as an excuse to get completely smashed on whatever source of booze is available. In high societies, aristocrats celebrate with the uncorking of bottles specifically set aside for the event, while in the city slums, roving gangs of celebrants carouse from bar to bar. It is here that the notorious “mead riots” generally happen, when not-quite-drunk-enough merrymakers, faced with the inevitable situation of there being more carousers than alcohol, grow violent and destructive. Cities with strong histories of mead riots generally draw upon additional troops from the militia to help keep the peace... yet sometimes, it can be hard to draw upon those troops when they themselves have been looking forward to their own Merrymead celebrations!
Welcome to our new Venture-Captains and Blesse... hic... Happ... hic... fun Merrymead all!
Click here to download the Merrymead 4712 Boon! - 815 KB (zip/PDF)
Illustrations by Alex Aparin and Roberto Pitturru. Widescreen version here.
Everything She Does Is Magic!
Friday, June 3, 2011
Seoni is by far one of the most popular iconics we've ever written. The classic high charisma sorcerer, she's graced the pages of Pathfinder products from the very beginning. Now she can grace your desktop along with Alhazra, the iconic oracle, in this Inner Sea Magic themed wallpaper.
Golarion Day — SPOILER: There Are Vampires in Ustalav
Thursday, January 27, 2010
So, we're back in busy mode this week, which means that I don't have a big pile of words to share with you today. But part of what made this week busy was shipping the upcoming Rule of Fear off to the printer. Which has a cover. And the art on that cover is pretty cool, wouldn't you say?
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.
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 Burdett
Illustration by Eva Widermann
Next week, the wait's almost over, so it's time for the penultimate GameMastery Guide preview!
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...