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Wish they would have a prestige class that is the fey version of the dragon disciple.
For as many things as you'd like to see in the game that we can't possibly every deliver on, have you considered publishing your own versions of these concepts through the Pathfinder Compatibility License, either on your own or through a third-party publisher? I simply ask because every product thread contains tons of ideas you'd like to see, usually offered after the books have gone to print, and thus too late for us to include them, but I'm sure there'd be other fans interested in seeing your material see print, even if not in official Paizo material.
This is really off-topic, but you may consider checking out the Third-Party Publisher boards to see what opportunities there are for you.
Purple Dragon Knight wrote:
So far they have been very reticent to cross the Marvel Studios and Marvel Television streams. Other than Samuel L. Jackson, Cobie Smulders, and Jaime Alexander, there really haven't been any from film>tv, and even Clark Gregg hasn't gone back to film after he switched over the to tv side. I wouldn't hold out too much hope of there being crossover, though maybe with the IMAX partnership they'll have a larger budget to afford people with film contracts in the show?
I remember specifically sending a reference for what digitigrade legs looked like along with the art brief for the book for just this very reason. In the end, not every artist is going to follow every detail of every art order, and for complex and expensive content like covers, we sometimes have to accept things that are slightly off model because of the cost and time implications of demanding revisions.
That text is in the book because, like Alex indicated, it made sense to include for a number of reasons, and so that we had a definitive canon source stating what type of legs they have. That isn't to say that we won't have off-model kitsune art in future products, but it does mean that when it shows up, players who feel strongly about the issue know that it's an error or artistic license rather than a change in the race's official flavor.
David knott 242 wrote:
This is indeed an error. Spells listed as bloodrager spells of levels above 4 should not be on the bloodrager spell list.
Gnomes should have rounded ears. Sometimes our artists go off-model and we either don't notice in the sketch stage, or we're on a strict enough timeline that sending art back for corrections would delay the publication of a book. Given the choice between having perfectly on-model gnome ears and having a book ship on time, we almost always choose the latter.
Yep, the differences you're noting between the two sources are a result of parallel development of both books at next to the same time. There's no reason that something included in only one of the sources can't be appended onto the locations detailed in the other.
As for the paladin guarding Esk, she would not interrupt trade or travel unless it were being conducted by an incredible source of evil, and even then, putting herself at risk fighting someone who isn't her sworn duty could be seen as abandoning her post and failing at her primary goal, so it'd need to really be a "better good" situation for her to pursue anything outside the strict parameters of her task.
What I take away from this is that they're working with IMAX as a means of financing the pilot, which will generate ticket revenue independently of ABC's ad revenue. This could signal a shift in how effects-heavy media gets funded for the small screen going forward. After all, Doctor Strange has made $152M in two weeks, just 13M shy of its $165M budget. If they use that same budget for the season of television, that's a huge boost to what Agents of SHIELD gets, but they'd front-load the recouping of that investment, meaning even low viewership or ad sales would be negated by the IMAX ticket sales. It's a clever business plan; I'm eager to see how it plays out, in no small part because it could signal other properties making similar moves.
doc the grey wrote:
I would also argue that since pathfinder races in general and catfolk in specific don't have many mechanical options exclusively tied to their race and with catfolk in particular lacking a lot of narrative as compared to many of the other races we are kind of only left with the art to discuss. So far it has kind of been the most distinct thing exclusive to catfolk.
There are a number of us in the office who would love to expand on the role of catfolk within the Pathfinder setting, but we just haven't had the opportunity to do so in the right place yet. While I had hoped this book would be present such a chance, we wanted to make sure to give every race included as many new rules options as possible. That meant that we couldn't focus as much on flavor as we might have in something like a campaign setting book or adventure path volume. Rest assured, however, that we will further explore catfolk ecologies, history, and society when the time is right. Until then, let us know how you want them to look, I guess.
Thanks to everyone who kept the discussion here on topic and has answered questions about content thus far.
At this point, the book is starting to go out to subscribers, and as time progresses, more people will have the book than don't. So let's put a moratorium on the reveals of what's on every page of the book and give those still waiting something to look forward to exploring when they finally get their copies.
If anyone has specific questions regarding design intent, clarity, or errata, feel free to ask those questions and I'll do my best to answer them.
Setting-specific content has appeared in "setting neutral" books before, dating back to the Pathfinder chronicler prestige class in the Pathfinder RPG Core Rulebook. Many monsters in our hardcover bestiaries are monsters from Golarion whose world flavor is removed more for space concerns (1 page per monster rather than two in AP volumes) than protecting our IP or maintaining some wall separating "generic" content from setting content.
In the same way GMs and players can leave out gunslingers, samurai, summoners, the Void domain, spells with the emotion descriptor, or falcatas,when playing their games (either in the Pathfinder campaign setting, in homebrew worlds, or in the Forgotten Realms and Ravenloft) they can just as easily use character options labeled as specific to Eagle Knights and use them for the Harpers or use Varisian spells and have them cast by a Vistani fortune-tellers.
Matthew Morris wrote:
It is a work of fiction, so conspiracy theories seem like a better fit on the show than they do in the real world.
Thomas Seitz wrote:
So what's everyone's verdict of this episode?
The episode seemed overly political given the current discourse about immigration in the US. It's not the first time a superhero show (or CW show, for that matter) has attempted to be topical on social or political issues, but this seemed so on-the-nose. I wonder how the pro-immigrant message went over with Trump supporters?
Buri Reborn wrote:
Also, an Azlant-focused AP is currently in the works and will come out for Gencon next year. Seeing as Thassilon was founded by Azlanti exiles, I'm sure a lot of the information will carry over.
Just to manage expectations, the AP really doesn't touch on Thassilon at all, and most the Azlanti stuff we have planned is very much Azlanti rather than common ground between Thassilon and Azlant. Even then, it won't be about Azlant at its height, but in the ruined state it's in now.
Does anyone know how canon the comics are considered to the setting history? Because everything up there is just from the comics, so if they are not canon or are questionable canon... nevermind! XD
The comics are considered canon. The scripts are all vetted by (and often written by) members of Paizo's editorial staff, and all game content is developed internally, rather than by Dynamite. Other than the material's format and distribution by a company other than Paizo, it's as canon as anything else we publish.
In general, the books we publish are set in the present day of the campaign setting. While history can be fun for a GM or player to read, very little of such a book would help GMs run adventures set in 4716 AR. Believe me, I'm as much a sucker for in-world history as anyone, but ultimately, we're not publishing history books, we're making game supplements. As interesting as a detailed timeline and statistics of historical figures would be, neither serves the game as well as a book about the current state of the world.
Were we to do a large hardcover Pathfinder Society book, I imagine it would contain an expanded overview of the organization's history, but would primarily provide information for players and GMs on current members, operations in variously lodges in the present day, and rules and sample NPCs that players and GMs could use in modern Golarion campaigns.
The last thing we want to do is dedicate a lot of valuable page space to information that most players are never going to be able to learn in-character simply because it's too dense of continuity for GMs to integrate it into their modern stories.
First World Bard wrote:
Vic's on vacation currently, so any sighing and posting will likely happen next week (from him at least).
The Pathfinder Roleplaying Game doesn't scale up to that level very well, which is one reason we've never statted up anyone stronger than demigods.
It sounds like you might be better served by a game like Mythender (a free game designed by former Paizo editor Ryan Macklin). A few years ago, Developer John Compton even made a blog post about a Community Use add-on to Mythender that allowed one to play the game with Golarion's pantheon. Check it out here.
TL;DR: You're not going to find official Pathfinder RPG material about mortals taking on deities, but other game systems or community-generated material might get you a close approximation.
James Jacobs wrote:
I think the Thundercats are number one on Mum-Ra's list of hated cartoons. He certainly seems to get in fights with them a lot.
The original intent of the Void Boys was that they be primarily rogues, fighters, and rangers. They're first and foremost brigands, and only adopted the name "Void Boys" after they found the weird statue. If the rumors of their use of undead are true, they'd need a cleric or necromancer of a high enough level to create and control all these undead. But any similarities between the void element and the group's name is coincidental, though you are certainly free to use all the void-related stuff that has come out since Moonscar was released if it feels right for your campaign.
I too am sad to see the fiction go, both because it means 6 pages of extra work for me to do on a monthly basis, but also because it was one of the elements of Pathfinder that first hooked me as a fan. Back when I was just "superfan" Yoda8myhead, I even made my own lulu.com compilation of all of Eando Kline's adventures so I could more easily read them on my daily commute (see this blog post from 2009 for pictures)—my first foray into publishing.
The question of random encounter frequency came up at Gen Con, and I'm only now in the office to address it, so I wanted to take the opportunity to do so in case other GMs wonder how often to throw random encounters at their players in this adventure.
Because the adventure takes place in a relatively constrained area, and so much of the adventure is based on setting the mood and building tension, I recommend using random encounters sparingly, as they can easily take a party out of the story unless worked in seamlessly to the ongoing plot. Feel free to pick something from the Briarstone Asylum Encounters table on page 81 when the party becomes too comfortable or the story starts to drag, but otherwise, let the adventure present threats as written. If you do add a random encounter, consider using one that makes sense for the part of the asylum the PCs are currently exploring rather than one that might be more appropriate elsewhere in the adventure.
Additionally, the supernatural weather described in the Bestiary introduction makes for great encounters that aren't necessarily combat but can help increase the weird factor of the adventure. As long as it's appropriate to do so, I encourage GMs to use those effects over a random encounter during the adventure.
As one of Paizo's primary keepers of canon, I can assure you that the default assumption for the campaign setting as a whole is that nothing has happened except what is listed in the Inner Sea World Guide. That is the baseline for the setting, whether you're running an adventure that came out in 2009 or 2016. From time to time, specific stories we tell, either in fiction or adventures, build on past stories we've told and so assume those specific elements have taken place. In such cases, we do our best to provide guidance for GMs who are running campaigns that don't include the previous events, or for whose groups they ended in non-standard ways. That said, it's entirely possible to run Hell's Vengeance and Hell's Rebels independently of the the other, as they don't overlap geographically or in terms of specific NPCs involved in both.
Even even deadlier: you tattoo SEVERAL images of creatures on the target's skin and THESE images ALL spring to life and attack one another. The poor victim is caught in the crossfire and can't escape the gory conclusion because BOTH sides of the conflict are made of his own flesh!
Such books, while fun to read for a certain audience, don't really help players build characters, GMs run adventures, or fiction readers feel like they've read a good story. As such, there are almost always more useful books we can put our efforts toward producing. Further, they run a very real risk of painting us into creative corners. For example, if we release all of Iomedae's teachings in detail, and then want to tell a story down the road that either contradicts these teachings, or is based on things that are wholly absent from the in-world text, we've made it that much harder to tell that story, and thus, provided ourselves less room for making fun adventures, exciting fiction, or neat character options than if we'd left the canvas blank until we needed to fill in just the part that was relevant to our needs.
The Nidal outcome was totally Alex's invention, and one that I loved when I was developing it. Given that the entire thing is a "what if" scenario that doesn't impact any canon or future stories set in the world, it seemed like a great opportunity to really shake things up. We currently have no plans to pick this particular storyline up in future publications (in part because we rarely assume any of the events in an AP have come to pass) but that doesn't mean that it can't be the seed of an entire Nidal-focused campaign in your home group.
I'll post here what I posted on ENworld, where this news broke.
As a note of warning, for those particularly touched by this tragedy, the link in the OP leads to an image of the wreckage in which we can only assume Steve passed away. If this is something that might be difficult to see, consider the following article at ENworld instead: RIP Rite Publishing Owner Steven Russell