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F. Wesley Schneider

F. Wesley Schneider's page

Editor-in-Chief. 3,074 posts (3,104 including aliases). 1 review. No lists. No wishlists. 3 aliases.


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Paizo Employee Editor-in-Chief

1 person marked this as a favorite.
Tirisfal wrote:
Wes Schneider wrote:
...studded with the gems diamonds cry
This made me laugh so loud I think I startled the replica of "The Scream" that adorns my wall.

:D

Paizo Employee Editor-in-Chief

1 person marked this as a favorite.
Axial wrote:
Hi Wes! I just wanna let you know that I very much look forward to seeing this article. I've had numerous PCs die in my game, and I gave each one of them an "afterlife" scene.

Those sound awesome! And this article shouldn't muck with that great idea at all!

This is one of those rare articles that is very "secret history," as in very not information every commoner and guard in Golarion knows—or cleric and sage for that matter. It all also happens on a scale that involves extraplanar erosion, so it's not a process that makes any sense to measure in scales as fine as centuries.

I expect a lot of folks are going to have questions and assumptions, but the big part to get across for me is simply, don't let knowing how the system works screw with any of the awesome stuff you're already doing with it!

Paizo Employee Editor-in-Chief

Cthulhudrew wrote:
Ha! I remember seeing that when someone thought it might be heralding something Arcadian, and figured it would be a monster for Mummy's Mask. Never imagined it would be a 0-HD race, though.

Yup! There's a lot of eager will-be Arcadians out there, so any hint gets the rumor mill started.

Cthulhudrew wrote:
As I said, now you've got me torn on what to do with the Adam Warlock analogue I've been tinkering with for a Guardians of Golarion style team.

Decisions, decisions. Part of the inspiration for the look of these guys was the Guardians episode of Avengers: Earth's Mightiest Heroes, which Warlock is in. And he's SUPER cool in it. Enough that I was like, oh, we need some of that in Pathfinder.

Cthulhudrew wrote:
Also, I echo the sentiment on the River of Souls article. I haven't had a chance to examine it in depth, but on first glance, it looked really cool and informative. It might also help in clarifying some things for a sort of "soul transmigrational" adventure idea I've had in mind for some time now that was inspired by stories of Egyptian pharaohs being buried with their servants to assist them in the afterlife.

Sounds cool! Be sure to let us know how it goes as soon as you've got it together!

Paizo Employee Editor-in-Chief

2 people marked this as a favorite.
archmagi1's review wrote:
The post adventure material, though, is where this volume really shines. The River of Souls article is the most comprehensive study of fantasy death and afterlife that I've ever seen. Golarioverse's cycle of positive energy to soulstuff to outsiderstuff to planestuff to maelstrom energy is thoroughly explained and even has a few handy charts to help intrepid adventurers with ranks in Knowledge: Religion and Knowledge: Planes explain it to the Fighter!.

This is one of BEST reviews of this I could have hoped for. Thanks a ton man!

I was just flipping through this article yesterday and was like "How is this only 6 pages long!?" I researched, wrote, and rewrote so much on this to get it just right and assure it's a perfect launching pad for...

For what I want it to be. ;)

I think I'll put together a blog post with the River of Souls map up in the next few days. That piece is awesome and needs a good show off now that it's finally out of my notebook.

Paizo Employee Editor-in-Chief

Cthulhudrew wrote:

The Shabti are interesting. I was previously on the fence about whether an Adam Warlock Pathfinder analogue would be better served as either an android or a samsaran, but the shabti seems to fit the bill just as well, if not better.

Decisions, decisions...

I am sure—SURE—I have no idea what you're talking about. ;)

Paizo Employee Editor-in-Chief

5 people marked this as a favorite.
Kvantum wrote:
The eyes give the art inspiration away. Zöe Bell.

HOLY@#$%.

I love this character even more now!

Paizo Employee Editor-in-Chief

5 people marked this as a favorite.
ulgulanoth wrote:
oh I like Kess, now to wait for some of her art of her punching a giant in the face to come along

You think we would get art of her and I wouldn't have a Punch Out homage in the works like RIGHT away? Come on.

Keep an eye out. ;)

Paizo Employee Editor-in-Chief

Congrats guys!

Paizo Employee Editor-in-Chief

1 person marked this as a favorite.

Advanced Class Guide Preview Schedule Update!
Everything is normal and is going smoothly.

Look forward to the Meet the Iconics story for the iconic skald tomorrow.

Next week, we might be previewing the brawler... or the shaman... or something else. Who knows? Certainly no one here has said.

There's nothing else to see here. Carry on.

Paizo Employee Editor-in-Chief

4 people marked this as a favorite.
Blackvial wrote:
So any ideas who and what the next Iconic is going be?

You'll have a strong hint come Tuesday.

Paizo Employee Editor-in-Chief

3 people marked this as a favorite.
Adam Daigle wrote:
I wasn't initially going to write up Crowe...
Still Adam Daigle wrote:
...but did because I'm a big damn hero.

Thanks again man! Great story!

Paizo Employee Editor-in-Chief

9 people marked this as a favorite.
pH unbalanced wrote:

In a recent Know Direction podcast, James Sutter talked about Wayne Reynold's design reason for giving Amiri a bare midriff. His reasoning was that because she had such a large sword, and she often held it in front of her in the guard position, she didn't *need* midriff armor, because her sword was already blocking any blows to that area.

That was a Barbarian. Now we have a Bloodrager with a really large weapon and a bare midriff. My suspicion is that the design choice was made for a similar reason as before. And/or, that he wanted there to be echoes of the Barbarian design in the Bloodrager.

Wayne's fantastically knowledgeable about ancient and medieval weaponry—likely having something to do with living within spitting distance of the Leeds Armory. More than once I've seen him explain and demonstrate the freedom one would need to wield a massive weapon with any sort of speed and flexibility. It's pretty fascinating, but more than that, it's something he thoroughly considers in his designs.

Paizo Employee Editor-in-Chief

8 people marked this as a favorite.

You can tell he's a Gorumite from that flail! :D

Paizo Employee Editor-in-Chief

Devastation Bob wrote:
Will there be a player's guide for this?

There are currently no plans to do a player's guide for this product.

Paizo Employee Editor-in-Chief

1 person marked this as a favorite.
Erik Mona wrote:
We wrote the dungeon levels to specific character levels. It shouldn't be too difficult to add that breakdown to an upcoming preview.

Top... Men.

Paizo Employee Editor-in-Chief

Hobbun wrote:
Arnwyn wrote:
Skeld wrote:
I also think this product suffers from "all level maps must fit on a flip-map." That seems like unnecessarily restrictive. Flip-maps are nice when their generic locations, but the dungeon ones are less useful.
I was afraid that might have been the case, after reading the details about this product.
Yes, I was afraid of this as well. That's a shame.

For my piece, I didn't feel any more or less restricted in my mapping for this project than any other. Paizo only publishes dungeon maps in adventures as either full-pagers or half-pagers—there are always those specs on projects, you simply don't see us printing round maps or page-and-a-half-sized maps. If adventures feel like the designers have complete control over their medium, I rather think that speaks to the strengths and professionalism of the designer, not to their having carte blanche to do as they will. As I recall, the only additional specs added on for the Emerald Spire maps were to use 5-foot squares and to create a single level (no split levels), which didn't feel that outlandish. Heck, I seem to recall we even got graph paper of the proper size.

As with any project featuring this many participants you might be able to notice designers' particular strong points from level to level. Some designers are amazing storytellers, or encounter designers, or trap builders, or cartographers. As such, you might notice their particular strengths contrasted by their fellow authors' strengths. In effect, that means you're going to see the work of some awesome map makers next to the work of designers whose strengths lie elsewhere, or whose tastes are radically different. You're going to see some real old-school work in here—as there are a few real old-school authors—next to the work of those with more radical sensibilities. Readers are sure to find their favorites in the mix. But, at least for me, that's actually part of the appeal of an exquisite corpse project like this. It's the variety that makes experiments like this so interesting.

For folks who haven't seen the maps yet, I'll ask Owen to preview a couple in this weekend's Emerald Spire blog. I've also just posted the sketch I did for my dungeon, level 10, the Magma Vault, on my personal Tumblr here. It's not Jason Engle's awesome final map, but it suggests what you can expect in the awesome final piece.

(You can also check out more about this level, the Magma Vault, and some art from it in this past weekend's Emerald Spire preview on the Paizo blog.)

Overall, I think the breadth of talents featured in the Emerald Spire will make it rather difficult to generalize on any level. I think some folks are really going to love that and, beyond using it as a fascinating adventure, will find it chocked full of adventure design insights. For those who like the formality and unified tone of a single author adventure, though, might I recommend...

Paizo Employee Editor-in-Chief

Major_Blackhart wrote:
Cool. Will there be a strong backstory for the Emerald Spire, like who built it how long ago and why in the module or just stuff hinted at and referenced in generalizations, nothing spelled out exactly.

It's a complete adventure (series of adventures) with a complete background and plot.

Paizo Employee Editor-in-Chief

4 people marked this as a favorite.
Mr. Pilkington, Philosoraptor wrote:
Rysky wrote:
Liz Courts wrote:
Katina whispers: You're the chosen one...
The level of amusement stemming from this greatly depends on who she's whispering this to...
The next doughnut to be eaten? The next cave raptor to be awoken from the clone tanks? Puppet Wes Schneider?

This is the most uncomfortable I've been since the last time Mark was in my office.

And yet... it seems somehow so right.

Paizo Employee Editor-in-Chief

Major_Blackhart wrote:

So we get a Meet the Iconics tomorrow? Already?

How come so soon? I'm not complaining, just curious.

Ten new classes. About ten weeks before the ACG's release.

Paizo Employee Editor-in-Chief

6 people marked this as a favorite.
Cheapy wrote:
I understood it to mean next week.

Rules previews start next week.

Meet the Iconics start tomorrow.

Paizo Employee Editor-in-Chief

1 person marked this as a favorite.
Shisumo wrote:
Can't be sure, but it looks like a ravener.

It's a ravener.

Paizo Employee Editor-in-Chief

4 people marked this as a favorite.

Oh good, I'm glad this post is already here.

Looking forward to my new mug. :)

Paizo Employee Editor-in-Chief

Thomas LeBlanc wrote:
Who/what is depicted by the giant statue?

Who/what indeed!

Paizo Employee Editor-in-Chief

Trinite wrote:
I just wanna say, what a fantastic-looking map.

Thanks! You can get a suggestion of the size of Arudora Island on that spread from my 2012 moleskine (the one next to the giant mosquito). :D

Paizo Employee Editor-in-Chief

2 people marked this as a favorite.
Heine Stick wrote:
I'm fairly certain that Emerald Spire has been labeled a superdungeon, having a smaller scope than a true megadungeon. That particular discussion has been going in the Emerald Spire product discussion, with Owen Stephens and Erik Mona participating in the discussion.

Any single dungeon or series of closely linked dungeons that fill multiple adventures and carry characters through numerous levels of play can probably be argued as a megadungeon. If the idea is that a dungeon covers one adventure, a megadungeon covers multiple adventures—the more, the better suited the term. Calling a dungeon that covers two adventures a megadungeon seems like a pretty paltry use of the word, while I don't think many would disagree that a dungeon you can advance from 1st-level to 20th-level inside feels like a megadungeon. The gray area between dungeon and magedungeon is an imprecise, subjective span. Throwing in the word "superdungeon" suggests a whole additional spectrum of semantics for what are ultimately entirely invented, imprecise terms.

Rather, I'd avoid considering "superdungeon" and "megadungeon" as units of measurements on some implied scale of dungeon-ness and take them as meaning:

Superdungeon: Big @#$%n' Dungeon.

Megadungeon: Even Bigger @#$%n' Dungeon.

Paizo Employee Editor-in-Chief

ArVagor wrote:
What is it that every campaign setting needs a mega-dungeon? Greyhawk had Castle Greyhawk, Forgotten Realms had Undermountain – is Bastardhall Golarion's answer to this quandary?

I don't know how much of a quandary it is, but Golarion—like many campaign settings—is thick with large structures that would make exciting places to have extended adventures.

I'd say Golarion's most iconic is the Starstone Cathedral in Absalom, but others like the Spire of Nex, El Raja Key, Viperwall, Kaer Maga, and the Well of Lies all come to mind as well. In fact, every one of the dungeons presented in Dungeons of Golarion (both featured in the dozen or so mentioned in the introduction; of which Bastardhall is included) is called a megadungeon.

So the concept's not one we've avoided.

As for what makes a megadungeon...

Paizo Employee Editor-in-Chief

Snorter wrote:

'The Baby-Eating Bishop of Bastardhall'?

'The Bubbling, Black Blob of Bastardhall'?

Noted!

Paizo Employee Editor-in-Chief

F. Wesley Schneider wrote:
NOT a fan of kidnapping

Paizo Employee Editor-in-Chief

Thanks for all the interest folks! For now, though, the best way to get more Bastardhall is to be at Paizocon or.... you, know, abduction.

The Paizocon 2014 event schedule just went up, so if—like me—you're not a fan of kidnapping, you can soon put your name in the lottery for this year's foray: The Silent Servant of Bastardhall. (Event Lottery Details)

Hope to see a bunch of you at the show!

Paizo Employee Editor-in-Chief

2 people marked this as a favorite.
wxcougar wrote:

It was a blast. I happened to be the one who lit the fire and be the one to die in said fire. Turning on the party was quite fun ;).

Thanks Wes!

My pleasure! That fire twist was EASILY my favorite part of the game. :D

Paizo Employee Editor-in-Chief

1 person marked this as a favorite.
Blackfingers wrote:
Someday,I would love to see Bastardhall published in some form or another. That would be a long ways off, of course, but I still would love to see it.

I don't think anyone else would be interested in that. ;)

Paizo Employee Editor-in-Chief

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Generic Villain wrote:
Alleran wrote:


What mathematics acrobatics, exactly?

It's nothing interesting, I promise (no offense to the author). I'm not even sure exactly. Just some division and the numbers 11 and 56, as well as 111 and 565.

Oh, and the Aspis Consortium's Conference Z? It's the X Files. It's so X-Files that a wing of the group was formally known as the Bureau of Inquirers.

I love that people are digging Conference Z, but while the Bureau of Inquirers is definitely meant to be a PC-friendly, X-Files like wing, the group as a whole as another inspiration no one's touched on yet (a whole slew, in fact, but one in particular).

Any guesses?

(The "Z" is relevant, though not to any particular name.)

Paizo Employee Editor-in-Chief

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Orthos wrote:
VampByDay wrote:
Tempestorm wrote:
I thought they did retcon him as a Magus...

Not according to the Wiki:

http://pathfinder.wikia.com/wiki/Seltyiel

The Wiki is not official.

He's the picture by the Magus entry in Ultimate Magic. That's what makes him officially the iconic Magus.

First off, for all your Pathfinder Wiki needs, I'd suggest using Pathfinder Wiki, not the one previously linked. There is a lot of overlap between the two, but Pathfinder Wiki is more thoroughly updated. It's also run by a Paizo staff member, so... make of that what you will.

Second, in this regard, the wiki is correct. Seltyiel is lawful evil and is currently our only evil-aligned iconic.

In fact, when we ordered him way back for Pathfinder AP #12, his schtick was in part to serve as the "iconic evil character." We're a long ways from that now and I can't say he's going to remain the sole evil character, but for the moment he retains the title.

Expect more iconic love in the very near future.

Paizo Employee Editor-in-Chief

-_-

Shadup, Mark.

Aside from that, I love this.

Paizo Employee Editor-in-Chief

Lots of interesting pieces. Thanks for all the suggestions so far!

Paizo Employee Editor-in-Chief

I'm thinking particularly for the example statblocks that would show up at the end of each chapter. So, the gelugon section would end with stats for a named gelugon, preferably from established canon.

So non-deities.

Paizo Employee Editor-in-Chief

2 people marked this as a favorite.

Hypothetically, if someone were to write a Devils Revisited book in the same vein as Demons Revisited what named, unstated devil characters would you want to see and from where?

Named. Unstated. Mentioned in an existing product. Go.

Paizo Employee Editor-in-Chief

1 person marked this as a favorite.

More.

Paizo Employee Editor-in-Chief

cannon fodder wrote:
F. Wesley Schneider wrote:
years and years of Bastardhall awesomeness, to be continued at Paizocon 2014.
So you're saying that you're announcing the Bastardhall AP in Paizocon? Sweet!

Maybe. Though it might be Paizocon 2020.

Paizo Employee Editor-in-Chief

3 people marked this as a favorite.

An update of what's come before and what's yet to come for Bastardhall.

Year 1 - 2009 (4609 A.R.), The Blood of Bastardhall: The black coach rolled into the town of Cesca in the Ustalavic county of Varno and demanded that several particular residents climb aboard. The PCs were not able to prevent all the townsfolk from being captured, but with the aid of the young fortuneteller, Miamara Vitters, and the ghost of her father, they were able to discover the townsfolk's connection and prevent more abductions.

Year 2 - 2010 (4609 A.R.), Beyond the Gates of Bastardhall: The heroes journeyed to the ruined town of Maiserene on the banks of Lake Laruba, once the town that supported and owed fealty to the Arudora noble family and served as the coastal passage to Castle Arudora. Encountering several haunts suggesting details of the town's history, ruin, a mysterious traveler, and something terrible lurking within the lake's black depths, the heroes manged to rekindle the light atop the chapel of Aroden and restore a ghostly version of the ruined bridge crossing the lake to Castle Arudora, now known as Bastardhall.

Year 3 - 2011 (4609 A.R.), Within the Walls of Bastardhall: The heroes made their way across the bridge to Bastardhall, exploring the castle's gatehouse, a series of monuments mid-span, and other fortifications still manned by remnants of their ancient keepers and a gigantic centipede. (Note: The PCs did NOT actually get within the walls of Bastardhall.)

Year 4 - 2012 (4609 A.R.), The Black Gardens of Bastardhall: The heroes finally make it within the walls of Bastardhall, entering the island's vast tiered gardens. A plague of mosquitos and a horrible piping harried them to the greenhouse, then through the lower gardens. In a shrine of Shelyn they encountered a despondent, faithless huecuva who suggested much regarding the Arudora's family's fall and the coming of a dark rider bearing a squirming bundle. Trying to avoid the garden's other dangers by traveling upon the walls, they faced a grotesque satyr piper playing upon the proboscis of a gigantic mosquito, then faced his gigantic, bloodsucking pets. The heroes finally managed to make it to the outer walls of the castle proper... and knocked.

Year 5 - 2013 (4609 A.R.), The Bleak Bastion of Bastardhall: The heroes slip past the outer curtain wall of the castle Bastardhall. Within, they find an immortal creature snared and tormented within the citadel's repeating cycle of resurrection and destruction. Is death truly a mercy to an immortal? Beyond, the quarters of the castle's staff and several once idyllic overlooks of the grounds below suffer the same corruption as the gardens, with many of the Arudora servants lingering on in various states of terrible half-life. The servants' chapel of Shelyn still stands, the resident priests having given their lives to imprison terrible twins. Twins, with an undying hunger for souls.

Year 6 - 2014 (4609 A.R.), The Silent Servant of Bastardhall: To be continued at Paizocon 2014.

Paizo Employee Editor-in-Chief

Skeld wrote:
godsDMit wrote:
Any particular reason the PDF is $28 instead of $10 like the other hardcovers?

Because Inner Sea Gods follows the rule for general PDF pricing, not the exceptions.

The PDFs are generally priced at 70% of the MSRP, except for the RPG line (CRB, Bestiaries, Ultimate *, etc.), which are priced at $10 to keep the barrier of entry into the game low (plus all those rules are available for free in the SRD, so pricing the PDF high doesn't make sense).

The only exception to the exception that I'm aware of is the Inner Sea Guide, which is a Campaign Setting book, but is priced at $10 to keep barrier of entry in to the setting low.

Inner Sea Gods doesn't appear to be considered necessary to enjoy or familiarize with other setting material like the Inner Sea Guide.

-Skeld

All true or truth adjacent.

Paizo Employee Editor-in-Chief

John Kretzer wrote:
As to the reprint of the articles...I will say there is something new for every deity in background...also there are those obedience and boons. There is plenty of new material...and the reprinted stuff is either updated or it is nice to have in one place.

True story.

I also think that were one to actually take on of the old articles and compare it to the new articles they'll see that these are much, much more than just "reprints." (Especially in the cases of some of the ones more than a half decade old.)

Paizo Employee Editor-in-Chief

1 person marked this as a favorite.
nighttree wrote:
A little disappointed that so much of the art is recycle...but other than that it's looking good.

We definitely did pick up many of the more awesome pieces from relevant APs—if we were happy with the look of this priest or that monster I didn't think it made sense to change it.

As a data point, though, we ordered more than 250 new pieces of art for this book.

Paizo Employee Editor-in-Chief

TheLoneCleric wrote:

Wes,

How much ink have you spilled in the name of the Golarion God's book?

Is there any elements of that tome that excite you?

A FLUID TON.

Aside from the usual development and work to bring our 2009 standards to our 2014 standards, it was a chance to open up the patient and make quite a few tinkers. I ended up going into both Erastil and Asmodeus with both red and black pens. So, if you haven't seen yet, check those out for some revisions, redactions, and wholly new content.

Mark Moreland, Jessica Price, James Sutter, and I did the lion's share of the development on this and it was QUITE a task. That's why you see Jessica's name hop up from Project Management into the developer's list—it was very much a all-hands on deck sort of thing. I think this was the book where we finally, firmly realized there's no such thing as an easy hardcover.

That said, I think it came out pretty brilliantly.

As for personal favs, I love the new altars—having a temple-specific magic item for each deity is pretty cool. I also really like the prestige classes and their wide variety. All the monsters are pretty cool too. But—because I'm going to be THAT nerd—I think the massive table at the end is my favorite. We took a pretty obvious cue from the giant charts in the back of AD&D's Deities and Demigods for our charts. It's a massive amount of data with tons of inspiration and potential on every line. It's total data-porn and I love it!

If you want to know more about what I think about Inner Sea Gods, I just did an interview with Know Direction. You can watch the whole thing right here!

Paizo Employee Editor-in-Chief

donato wrote:
When has an offhand comment or theory of a players inspired you or been directly stolen for your plots or stories in a game? Also, has this happened for Golarion?

I tend to do that on the fly a lot during adventures. Like I knew a player in a horror game I ran hated mushrooms so I made the zombies all fungal. I love customizing my adventures to the players. I've played the adventure in question 6 times now (it's a sci-fi Dread adventure from that game's main book) and it's been radically different each time.

As for Golarion, it's hard to point at any one thing that was 100% born on the boards. A lot of the discussion about Vudra and Arcadia have happened here. Much of the reaction and reforging also happens here. So, like, when we were getting the chance to tinker with Erastil again in Inner Sea Gods this was the first place I went to make sure we were readdressing the concerns about some of his past flavors.

Paizo Employee Editor-in-Chief

Mark Sweetman wrote:

Originally asked over on the Chronicle of the Righteous thread, but someone else was directed here re: questions on Empyreal Lords... so I've shamelessly jumped that bandwagon.

I was browsing through the Empyreal Lords while brainstorming for a character to build for Wrath of the Righteous - and noticed one in the big list that I'd not focused in on before: Reymenda - the Lady of the Martyred Womb, CG Azata of Childlessness, endings, and responsibility.

I've searched on the boards and only found a mention that she was a legal deity for PFS, and have similarly searched google without luck.

There is a tiny bit more info in the alt text (about how she provides agents for dangerous missions) but it just left me wanting for more.

Wes - were there any more details written up for her that had to be cut for length? I think she's got awesome potential as a character's patron.

A lot of characters in this book and many others are seeds for future development. That's one of the points with these projects, to leave not just our readers but ourselves room to expand and explore over the years.

So, for the time being, no, there's not.

Paizo Employee Editor-in-Chief

1 person marked this as a favorite.

Patience.

Three of our most popular and prominent nations haven't simply been overlooked.

Paizo Employee Editor-in-Chief

1 person marked this as a favorite.
Ross Byers wrote:
John Kretzer wrote:
Vengeful Stinger: Grow a Wasp like tail with stinger that strikes at those who dare to attack you.
I like the art for that one.

That was totally one of those are pieces where I ordered it and was like "That's never going to read."

But somehow it did!

Paizo Employee Editor-in-Chief

The NPC wrote:

Mr. F. Wesley Schneider,

This was written on the "Ask James Jacobs" Thread. Do you have an answer to this question?

James Jacobs wrote:
Rysky wrote:
Why are all the violent Empyreal Lords Archons? Why no combat heavy Azatas ?
You'd have to ask Amber and Wes. My guess? Archons, being lawful, are more intolerant and thus more prone to aggression, whereas the azatas are chaotic and a lot more easy-going.

What's suggested here is not some subtle design philosophy. It's purely coincidence.

While archons are highly organized and many lean toward military-like hierarchies, that is not meant to suggest that all archons are martial-minded. It's also not meant to suggest that the empyreal lords of other races are less prone to or skilled at combat, strategy, or violence.

The empyreal lords presented in Chronicle of the Righteous are but a handful of the empyreal lords in existence. We'll certainly learn about more in the future, many likely designed to take advantage of creative opportunities like those singled out here.

If anyone wants to jump in and create their own empyreal lords to fill in some of these spaces sooner rather than later, though, by all means!

Paizo Employee Editor-in-Chief

1 person marked this as a favorite.
doc the grey wrote:
Can you give us any idea on what hell was like before Dahak scorched it through, how different was it from what it is now, were the asura and kytons roaming about it during that time or did they not appear till after, if the were around how did Dahak's inferno affect their lives on that plane?

Someday we'll get into the history and prehistory of the planes, but for now the specifics range from being pretty academic to purposefully vague. All I'm really comfortable with saying about this right now is that in a time before most deities, in epochs beyond any sane reckoning, before mortal life was a thing that was considered significant, things in the multiverse were different. How folks want that to impact their games is up to them.

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