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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
Link.
Tags:
Iconics, Pathfinder Roleplaying Game, Rogues, Wayne Reynolds

How Do I Play a Barbarian in Service to Andoran?
Thursday, July 17, 2008
Continuing the idea of the July 10 blog post, we thought we'd give you another sneak peak at the Pathfinder Society Player's Guide and touch on some of the 3.5 OGL base classes that might not mesh well with the "Freedom over tyranny!" theme prevalent in both the nation of Andoran and the Andoren faction of the Pathfinder Society. We also threw in a few other base classes just to give you an idea of possible themes for your Andoran-based character.
Andoren Pathfinders
Andorens are particularly suited to the life of a pathfinder. Natural explorers with the bravery to face ominous frontiers of mystery and danger, these sons and daughters of freedom are perfect candidates for membership in the world's most elite adventuring society.
Barbarians: The freedom fighter tradition is a long and gloried one in Andoran. Past freedom fighters prowled hard stony hills and dense forests, striking out against Chelish oppressors in brutal, guerilla assaults. Freedom fighter tactics are a point of honor among the old revolutionary families, and training in these warrior traditions have passed from father to son over many generations. Also found among the Andoren ranks are former gladiatorial slaves, refugees from less enlightened regions of Golarion. These peerless warriors embrace the dogma of freedom and Common Rule and lend their ferocious fighting skills to the defense of their new home.
Fighters: Andoran's military traditions are myriad. Before their independence, Andorens often served as the vanguard in the armies of Cheliax and Old Taldor. The finest naval captains and dragoons of Old Taldor's armada were also largely Andoren, and the tradition of excellence in combat on land and sea persists now that the nation's independence is won. Brave, intelligent, and tactically-minded warriors serve in Andoran's modern military, and the best among them eventually earn the mantle of the Eagle Knights. The threats against Andoran's fledgling democracy are very real, and only the best, most highly-trained military men and women can keep the armies of darkness at Andoran's borders at bay.
Rogues: There is a saying among Andoran's thieves: "You can't eat freedom." While liberty is the right of every citizen, Andoran was forged by the mercantile class and is fueled by gold and silver. In the teeming cities of Augustana, Carpenden, and Oregent, the unwashed masses are slaves to poverty instead of a dictator's lash. The burning desire for freedom instilled in all Andorens often manifests as a complete disregard for law and order resulting in outbreaks of larcenous behavior. A great number of the privateers in service of His Excellency are little more than pirates granted letters of marque to prey on the nation's many enemies and the host of slaver ships sailing the Inner Sea. Merchant consortiums and patriotic nobles maintain circles of spies to pry into the affairs of the nation's enemies as well as rival groups inside Andoran's borders.
Wizards: The musty tomes and old ways of wizardry are unpopular in Andoran, as the fledgling democracy is more concerned with the bright prospects of the future than they are the clouded secrets of the past. Wizards in Andoran are confined mostly to large cities, though some remote training academies exist in the wild frontiers where research into fel magics can be conducted without interference. Many Andoren wizards focus their studies on breaking enchantments and liberating the minds and souls of those oppressed by evil magic. Necromancy and any magic that enslaves others are widely frowned upon, and the open practice of either can earn one a prison sentence. Beyond these taboos, magical research is fairly unrestricted. While it may be unpopular, the right of citizenship gives every wizard the freedom to delve into any studies they wish so long as they do not harm others.
Joshua J. Frost
Director of Marketing
Nicolas Logue
Organized Play Coordinator
Link.
Tags:
Andoran, Barbarians, Fighters, Pathfinder Society, Rogues, Wizards
Link.
Tags:
Elves, Free Stuff, Iconics, Merisiel, Rise of the Runelords, Rogues, Wayne Reynolds
Pathfinder 3 Cover
Wednesday, August 15, 2007
We're currently in the middle of working on The Hook Mountain Massacre, the third volume of Pathfinder, but we just couldn't wait to show off the new cover, courtesy of fantasy art superstar Wayne Reynolds. We've already introduced Merisiel, our iconic elven rogue, in a previous blog post, but just take a look at those ogres! With those flat teeth and crazy jaws, something about them just screams "Muppet gone wrong." As for how wrong... well, some of that is still up in the air, but let's just say that readers will no doubt conclude that author Nick Logue should probably be in a straightjacket somewhere. Fortunately for us, however, he was still at large and writing as of this posting....
James Sutter
Assistant Editor, Pathfinder
Link.
Tags:
Merisiel, Rise of the Runelords, Rogues, Wayne Reynolds
Meet the Iconics: Merisiel
Monday, July 23, 2007
The elves have a name for elven children unfortunate enough to be born and raised in human society—the Forlorn. In a few rare cases, these foundlings or orphaned elves find loving homes with humans, although the fact that, over the course of their childhood, one-time playmates become their effective guardians and foster parents results in a strangely skewed sense of the self. Most Forlorn aren't as fortunate—they live on the streets as almost eternal urchins, watching alone as their companions age and move on to greater things.
Merisiel is one of the Forlorn, only now emerging from decades spent as a child of the streets into a young adult ready to make her own way in life. A master at stowing away on ships, she's called dozens of cities home, leaving one for another when her companions outgrew her or she outlived them. Life has been hard for Merisiel, made more so by the fact that she's always found it difficult to master skills that come easily to her companions. Never the sharpest knife in the drawer, as the saying goes, Merisiel has learned to make up for this by carrying at least a dozen of them on her person. When things go wrong with her carefully laid plans (as they almost always seem to do), the knives come out and what needs to be done gets done. To date, Merisiel hasn't met a problem that can't, in one way or another, be solved with daggers.
Merisiel's life experiences have taught her to enjoy things to their fullest as they occur—it's impossible to tell when the good times might end. She's open and expressive with her thoughts and emotions, and while she's always on the move and working on her latest batch of plots for easy money, in the end it comes down to being faster than everyone else—either on her feet, or with her beloved blades.
She wouldn't have it any other way.
Merisiel, along with the rest of the first four iconics, makes her debut as a pregenerated character in volume 1 of Pathfinder and D1: Crown of the Kobold King. Click the image for a larger version of Wayne Reynolds' stunning portrait.
James Jacobs
Editor-in-Chief, Pathfinder
Link.
Tags:
Elves, Iconics, Merisiel, Portraits, Rogues, Wayne Reynolds
The New Kids
Friday, July 13, 2007
Readers who've had a chance to check out D1: Crown of the Kobold King have doubtless noticed the pre-generated characters at the back. But whereas Valeros and Seoni both had pictures... we didn't have illustrations for our human cleric of Sarenrae, Kyra, or our stabby short-tempered elven rogue, Merisiel. Look for each of these two to get their own "Meet the Iconics" entries in our blog in a few weeks, but for now, these awesome sketches from Wayne Reynolds give us a great preview of our next two heroes.
James Jacobs
Editor-in-Chief, Pathfinder
Link.
Tags:
Clerics, Iconics, Kyra, Merisiel, Portraits, Rogues, Wayne Reynolds
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