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Joe Hex wrote:
Really glad to hear about a playable "Dark Folk" race. I'm honestly surprised we haven't got one before now. (I did make my own with the Advanced Race Guide, but the more the merrier!)
Right? I've kind of adopted this race in the last year or two and have a few schemes.
Schemes a half-breed is important too.
Schemes that probably exceed a single monster write-up's word count in scope.
But that's for later...
Barachiel Shina wrote:
I would not say the book has either an aliens "theme," per say.
There are aliens, there are occult monsters, there are even mythic monsters, but I wouldn't say their presence overshadows the book's goal: present a @#$%-ton of cool new monsters! :)
They have said they might reprint monsters from the Inner Sea Bestiary when it sold out/no longer in print. But that could be a while from now maybe B6 or B7.
As there seems to be a lot of speculation about this, yes, Bestiary 5 WILL include a small number of creatures from Inner Sea Bestiary.
Matthew Morris wrote:
This will also mean that several old psionic standbys have been reinvented.
For example, "brain mole" is now a term for a TERRIFYING new band of creatures.
Joe Wells wrote:
I wonder if there will be overlap with Occult Bestiary.
There will not be.
The Occult Bestiary will present psychic versions of existing monsters and new occult monsters from Golarion.
This will present other occult/psychic monsters.
Marco Massoudi wrote:
I'll do my best to answer with a few things I know we already spoiled at Paizocon.
* There are NOT any more demon lords, great oldies, etc. There are, however, a great many mythic and high CR monsters.
* Yay, robots.
James Sutter wrote:
By contrast, Editrix Sutter is an absolute nightmare. The paper-cut lashes and bitter taste of writer medicine will forever scar.
I will never write the way I once did.
John Kretzer wrote:
Absolutely love this cover. This is the second time Lucas Graciano has made one of my books look good and I couldn't be happier!
Erik Mona wrote:
Developers are to Pathfinder RPG products what directors are to films.
They're involved in concepting projects. They pitch ideas, participate in product brainstorms, take part in world-building discussions, create outlines, and determine the best freelancers to work on products.
They're freelance wranglers. They divide projects into assignments, contact and organize freelancers, oversee milestones and deadlines, stay in communication throughout the project, review freelance handovers, request revisions, and serve as liaisons to other parts of the company the freelancer might need to contact. Internally, they report on their experiences with freelancers and their work with the rest of the creative team.
They're accomplished game designers, writers, and editors. They review the work of freelancers checking to make sure their decisions are logical, interesting, and in keeping with Pathfinder game rules, world canon, and company philosophies. This often means reworking stories, revising statblocks, redrawing maps, adjusting/recreating rules subsystems, improving the writing, and creating new content whole cloth. Many of the words you read in Pathfinder RPG products are the writing of developers (and designers and editors).
They're bookmakers. They select what parts of the text will receive illustrations, write art briefs, work with the art staff to make sure text fits/fills every page, write credits pages/back cover copy/preview text, answer all questions relating to their projects (from editors, art staff, or others), and solve any of the countless problems that might arise at any step of the book creation process. They do all this while striving to keep to the march of our varied subscription lines.
And a thousand other things. A developer helms the organization and creation of content for nearly every one of our product lines—Pathfinder Adventure Path, Campaign Setting, Modules, Player Companion, Pathfinder Society, etc. Additionally, they're all active on these boards, attend and run games at conventions, and help chart the course of the Pathfinder world. They're advocates for the Pathfinder game, representatives of Paizo, and active agents in making the gaming community more exciting, engaging, and welcoming.
Rob McCreary, Mark Moreland, Adam Daigle, John Compton, and Owen K. C. Stephens are among the most clever and creative game makers I've ever met, and among the brightest and most dedicated people I've ever known.
We're expecting a great deal from Linda, but even though she's barely been here a week, I'm 1000% convinced she's going to blow all our expectations completely out of the water.
So noted! That sounds like a great fit for a "Devils Revisited" book down the road.
Alex Smith 908 wrote:
I'm mildly confused as to what this will actually contain. Will it just be prestatted NPC monsters like Dragons Unleashed or something actively detailing the entire plane of Hell?
Presenting encounters similar to past unleashed projects and detailing more of Hell aren't mutually exclusive. While we're not traipsing through every layer, I expect you'll have a far better idea of how to include Hell in your game after this.
You're getting someone you've heard about from your grimoire readings. It's also probably one of the Infernal Dukes I've talked the most about—excluding Asmodeus and the Archdevils.
Charlie Bell wrote:
I'd say it is for all the reasons you pointed out.
James Jacobs wrote:
Stop that. -_-
We've worked with Wayne for more than a decade and trust not just his artistic skill but also his fantastic insight into real-world arms and armor. While we very deliberately choose the genders, races, ethnicities, and general weapons and armors of new iconics in-house, Wayne is very much a creative partner in the creation of these characters. Less is usually more when it comes to ordering art, and in the case of art briefs for new iconics our descriptions typically include little more than what I already mentioned, and a sentence or two more of class particulars and other elements we're trying to highlight. Then Wayne does what makes him one of the best in the biz. We sometimes make minor tweaks upon seeing sketches, but more often than not we don't. Turns out Wayne knows what he's doing and getting a new piece from him always causes considerable buzz.
In Shardra's case in particular, we didn't ask for a dwarf-themed headdress, jade dagger, censer, etc. Dude knows the game, the industry, and his craft, and the results endlessly impress.
(You guys know Crowe, the Iconic Bloodrager is his Curse of the Crimson Throne Pathfinder character, right?)
Crystal Frasier wrote:
Crystal Frasier wrote:
Lissa ninja'd me on this, but yeah... I'm not only the creator of Shardra, I'm also a fan.
*Spams "favorite" button*
Ross Byers wrote:
And obviously problematic.
It's something we've addressed additively and will share more on soon.
We had a lengthy discussion about Damiel in the lead up to defining our new iconics. While Damiel made an okay option if we wanted to retcon one of the existing iconics into a transgender character, it would be a retcon. Also, if you read Damiel's backstory, you'll see he's not necessarily a nice person, and that he's on pretty shaky mental footing. That's not the way we wanted to represent our first transgender iconic.
Rather, than trying to shoehorn an iconic into a role, we opted for a specific, strong, and positive characterization. Something Crystal has achieved here brilliantly.
All that being said, alchemists would make strong choices for characters with similar backgrounds. You'll see why when the Advanced Class Guide debuts.