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So, having never picked up one of these, how exactly does it work? Are they just pre-genned level 1 characters with backgrounds or does the collection also include their advancement at various levels? I ask because while the former is interesting the latter becomes much more useful as a GM.
They're pre-genned 1st level characters, but I always make sure to include a paragraph of advancement notes taking them up to 4th level (which is enough to adventure through the first chapter of just about any AP). After that, I leave it to individual players to decide on how they want to customize and advance the character thereafter. And the notes I include aren't super-detailed. They're just what choices they might make if they multiclass, how they spend their skill points, what feat choices they make and any feat chains they're generally pursuing, what spells they select as they advance, as well as any equipment or magic items they might seek out once they've accumulated a bit of wealth.
In my own mind, I was imagining "the Bull" nickname sprang from others (i.e., fellow competitors, pit-fight organizers, fight enthusiasts, audience members, etc.) being derisive towards her and thinking she was just bs'ing her way into the ring. And then, once she put the complete beatdown on all comers, someone with a healthy respect and appreciation for her actual skill made the remark that she wasn't a bs'er at all. Instead, she was "The Bull."
Neil Spicer wrote:
I really enjoyed working on that one. I got to put on my researcher hat and do a deep-dive on the subject to ensure I pulled in everything Paizo has communicated about them in prior products, as well as stuff James had speculated on in his "Ask James Jacobs" thread when people had asked him questions about the Shory...and all while also adding all new, cool stuff. Thanks to Daigle for giving me the opportunity and to Wolfgang for letting me pick his brain a bit (i.e., the Shory were originally his creation). ::thumbs up::
Citadel Drezen: Up and to the left of F9 is a room full of rubble and a breach in the wall....Is this breach supposed to be passable, giving the PCs an easy way in, or is it supposed to be collapsed?
If you're looking for alternative ways in (other than the front door), there's the ruined tower at F23 (which Soltengrebbe used as his lair) and the ruined parapet at F14 (which is still guarded by a host of brimoraks). You could also try to breach the doors at F9b or F11b. All of these locations would require a means for accessing the ramparts there (i.e., spider climb, levitate, fly, difficult Climb checks, etc.).
1. There should be some kind of newbie official gathering IMO.
This might be something interesting to pursue. As Tom (Majuba) indicated, there has always been a Meet-and-Eat event at every PaizoCon the day before the official convention gets underway. It's usually held off-site...i.e., away from the hotel. But, as the convention has grown over time, the Meet-and-Eat event has grown along with it, and essentially outgrown any single venue (though the AFK Elixirs and Eatery sure gave it a try this year).
But the Meet-and-Eat has traditionally been for everyone...not just the newbies to PaizoCon. As such, it might warrant setting aside the very first track of the convention as something which the brand new attendees could add to their schedule. Then, someone knowledgeable about "all things related to PaizoCon" could give them the full rundown. Someone to go over the schedule, the hotel layout, the PFS gaming process, expectations for the various panels and the preview banquet, and so on. Newcomers could elect to attend this track or simply bypass it and navigate the con on their own. Meanwhile, those who elected to attend that first session would also have an opportunity for their own little pre-con meet-and-greet.
Food for thought,
Thomas LeBlanc wrote:
...My second game, which I won in the lottery, was Neil Spicer's Shadow of the Fellnight Queen and it is a great prelude/foreshadow to Realm of the Fellnight Queen. I had a merry time as a gnome that grew a few inches and spent half the adventure staggering around drunkenly. Someone should look into getting it published (nudge, nudge). My favorite game of the Con.
Glad to have you in the game, Thomas.
Evil Midnight Lurker wrote:
Any ETA on Ultimate War?
Last I'd seen from Jason, Ultimate War was back on the front burner for him, but he hadn't set a definitive delivery date yet. Regardless, he fully intends to prioritize that one. Most of the stuff he's updating here are things that were already in the hopper and just now coming out of the chute. Why the larger delay on Ultimate War when it was announced so long ago? I know Jason had indicated elsewhere that he needed time to pull away from it for a bit and regather his creative juices, since he wants it to be as complete a resource as Ultimate Rulership and Ultimate Battle. Rest assured, it'll rock when it comes out. And we'll be trumpeting its availability to one and all.
I'll be turning back to fiction for this issue with a continuation of the Ashallah story that appeared in Wayfinder #10. As for Weal or Woe articles, I'll be leaving those to anyone else who wants to take a crack at them, and any side-trek adventures which use them to Larry or some new, enterprising soul.
Hmmm...it appears you're correct. I'm not sure what happened there. I always rely on a spreadsheet to crunch everything when creating stat-blocks. For some reason, Faun's spreadsheet kept Diplomacy as a class skill. It's possible at some point, I originally intended her to have the Ease of Faith trait (which would have given her a +1 trait bonus on Diplomacy checks and made it a class skill for her). But then, maybe I changed that to the Forlorn racial trait for elves instead?
Bottom line, it's more important for her to have Diplomacy as a class skill than for her to be Forlorn. So, my suggestion would be to nerf her Fortitude saves by 1 (in removing the Forlorn trait), and then give her the Ease of Faith trait, thereby increasing her Diplomacy to +6.
I just noticed Faun the druid has a +5 Diplomacy and only +1 in Ride. Am I missing something here?
Diplomacy is 1 skill rank, +1 Cha mod, and +3 for class skill = +5.Ride is no skill ranks, +2 Dex mod, no class skill bonus without any ranks, -2 armor check penalty, and +1 trait bonus for her Pioneer trait = +1.
Hope that helps,
I've always chalked up Seoni's clothing (as little as there may be) to a cultural thing and not simply her calling as a spellcaster. She's Varisian. They have a long history of dance and performance in addition to their magical traditions. As such, for her character, her unusual outfit seems more appropriate on her than it would on any other iconic. It does seem that she catches a lot of flak for it among the fanbase. However, in world, I imagine she has enough force of personality (i.e., high Charisma) and pure, arcane power not to be phased by anyone who tries to make anything of it to her face.
Matt Goodall wrote:
Nautical Heroes - What series of Adventure Path Plug-Ins would be complete without a collection of vividly described, richly detailed, and gloriously illustrated pregenerated characters by Neil Spicer.
This one is over half-written at this point (in terms of stat-blocks), and I was just looking over everything yesterday with an eye towards providing character descriptions for art orders to get underway. I am still holding off, however, on completing the text until the Advanced Class Guide comes out, because I want to include the final version of a swashbuckler as one of the pregen PCs.
Also, who came up with an adventure name like Flesh and Spices, but left me off the contributor list? ;-)
The intent of the Meet and Eat was to start off the con by making friends with strangers, so that you started PaizoCon the very next day with some new found friends, and felt welcomed and at home. Can we still do this? I don't know....it depends on how we, PaizoCon attendees, want to handle it.
With the tremendous popularity and growth of PaizoCon (in terms of attendance), it's just become impossible to create a single welcome party that will duplicate those earlier experiences. There's no single venue that can hold us. And, even if there were, there's just too many of us to easily get around and do the meet-and-greet thing in a memorable, equitable manner. About the best way PaizoCon attendees can handle it is to spawn multiple, small engagements (just like any other large convention), hold them in venues which people can choose to reach through whatever means are available to them, and then the old-timers (and hopefully, the occasional Paizo staffer) can make an attempt to get out and attend as many of them as possible to keep that "small-Con feel" going for everyone even as the convention continues to grow.
I mentioned it elsewhere, but I also think PaizoCon is about to reach the stage where it might benefit from an additional day (i.e., a 4-day con like GenCon, rather than just a 3-day con). Most people are arriving an extra day ahead anyway. And, many of us choose to stick around the day after, as well. Regardless, more days means more opportunities to network, socialize, and run into one another with enough frequency that it, too, could help retain that "small-Con" experience for awhile longer. Especially if an effort is made to hold multiple small party events over the course of the entire con schedule rather than just pinning it down to the day before the con officially gets underway.
That kind of arrangement would also make it easier for Paizo employees and contributors to mingle at some of those events without it being pinned to a single opportunity. The PaizoCon banquet would (obviously) represent the largest of these social events, but something could be scheduled on each of the other nights, as well. Meanwhile, the extra day tacked onto the convention schedule would ensure the gaming wouldn't be reduced by adding any of these social events to each night's activities. And, folks could even register for them...or purchase tickets to them...in a similar manner as the banquet to assure the costs remained manageable for whoever hosts the events at whatever location.
But that's just my two cents,
El Ronza wrote:
...I'll most likely try to budget for the hardcovers once they're released - are they likely to still be $50 each?
I believe in one of Jason's interviews, he mentioned that the price of the books will likely become $59.99 once they start selling through webstores. And the PDFs will cost extra if you want to get them at the same time. So, the value is actually much greater if you can commit to the hardcovers now. Not only will you get the books for $50.00 apiece, but you'll also get the PDFs for free since they're all inclusive at those backer levels now.
Will I be able to get the campaign setting without also having to get the adventure path?
I'm fairly certain that once these things take shape, they'll be available as separate products. So, yes...the answer to your question is you will mostly likely be able to pick up the Legendary Planet Campaign Setting to add it to your own homebrew cosmology without also having to purchase the Adventure Path. That said, much like the Paizo Adventure Paths often make for great material to enhance your game regardless of whether or not you actually run them, we'll intend for ours to do the same. So, you might be missing out on even more awesome stuff if you sit it out.
You didn't think I was going to let you off that easy without enticing you further, did you? ;-)
Eric Hinkle wrote:
Mythic sword and planet? Oh yes. I've mostly been avoiding the mythic stuff but this is probably going to change my mind.
Hey, Eric...that's actually a very good point to bring up. As a third-party publisher using the Pathfinder rules, we want to do everything we can to support Paizo, because, by doing so, we're also helping ourselves and the gaming community at-large. So, by filling out the mythic rules with the new Mythic Mania content and eventually building another mythic Adventure Path and a "connective" campaign setting like Legendary Planet, I personally feel we're doing everything we can to foster more interest in Pathfinder, the Mythic Adventures sourcebook, and so on. I think it's our duty, as people who write for Paizo on many of these same products, to help widen the trails they've blazed. And by doing so, we're creating a highway for gamers everywhere to follow. Seeing that this announcement helped you potentially change your mind about mythic play is exactly what I hoped for...and what I think all third-party products designed to synergize with Pathfinder should strive to do.
Another two cents,
Sounds awesome - I'm looking forward to this, even though I'm not a huge fan of the Mythic rules. I've got a few questions though...
Hey, Joel...didn't mean to ignore your list of questions, but a lot of that stuff is still on the "to be determined" list. For the moment, we're just announcing our intentions. Details will continue to take shape the further we get into organizing it. It's still a ways off, but there's going to be a serious meeting of the minds at PaizoCon and GenCon in July and August to start laying some initial groundwork for it. As our plans start taking on more definition, we'll be sure to update everyone. Just stay tuned...
My two cents,
xavier c wrote:
Is Legendary Planet part of the Golarion universe but just on another Planet?
"You've become part of a bigger universe. You just don't know it yet."
The overarching premise to Legendary Planet (as a campaign setting) is that it can serve as part of any campaign's universe, be that Golarion, Oerth, Eberron, Faerun, Earth, or anything in between. Even your own homebrew campaign settings can benefit from an injection of Legendary Planet. And, as the official announcement Jason posted indicates, it's more like legendary planets anyway, not simply a single new world. Of course, just like the mythic ruleset, you can choose how large or small of an impact Legendary Planet has on your existing campaign setting. You can choose to adventure solely within your existing campaign with creatures crossing over from Legendary Planet's many "other worlds." Or, you can create a gateway from your existing campaign to a single world within the Legendary Planet multiverse. Or, you can include a much wider array of worlds out there, all with different portals which connect between one another.
The end result is an even more customizable universe with respect to mythic magic, mythic creatures, mythic characters, and mythic locations. It has a lot of sword-and-planet tropes to it...a dash of Stargate...a little Jon Carter of Mars...a bit of Planescape...some Thundarr the Barbarian...and a lot of inspiration from Paizo's Distant Worlds going for it, too...only more. Some of those other worlds will include mythic elements to make existing creatures new again when they show up in places other than whatever base campaign setting you connect to Legendary Planet. And, of course, there'll be non-mythic (but still alien) creatures and species to interact with, as well.
We'll have a lot more to say about this at PaizoCon on the "What's New With Legendary Games" panel. And I'm sure we'll have lots of questions there. If you can set aside time to come hear us, please do. We'd love to get a few reactions out of fans of Legendary Games. And, we'll obviously want to spread the word about the project as it starts to take shape over the next couple of years. It's not something which will happen overnight. It'll take a lot of effort and work between now and then. But, just like the Marvel movies took the time to lay a strong foundation for their overall universe, we're kind of doing the same with Mythic Mania, a Legendary Planet Adventure Path, and then a larger Legendary Planet Campaign Setting. All the content we've been creating is building towards a greater vision. And rest assured, it'll be...(wait for it...::pause for dramatic effect::)...Legendary.
Hope that helps,
So, now that we posted up the big secret for surpassing the $50K threshold in our Mythic Mania Kickstarter last night, I'm incredibly excited for Legendary Planet and how Mythic Mania will support it. I'm doubly excited to see just how far we've climbed in the fundraising for Mythic Mania. Over 350 backers at this point and well over $54K with a little under 3 days to go? That's fantastic!
For those who haven't seen the announcement (or haven't followed the link yet), Mythic Mania is a Kickstarter crowdsourced project which Legendary Games is funding for the Pathfinder roleplaying game. Other major third-party publishers (including Kobold Press, Rogue Genius Games, and Dreamscarred Press) have joined forces with us to inject even more interesting content into the books we're creating. There'll be a Mythic Spell Compendium (with content from all the existing Pathfinder source material, as well as the Deep Magic tome from Kobold Press). There'll be a Mythic Monster Manual (with content from all the existing bestiaries, as well as the separate content we're creating at Legendary Games plus psionic monsters from Dreamscarred Press). And there'll be a Mythic Heroes' Handbook (with loads of class options, magic items, etc., including material from a number of designs published by Rogue Genius Games and mythic psionics from Dreamscarred Press). There'll even be full Hero Lab support for ALL the content in these books!
Also, we're now introducing Legendary Planet as both an upcoming Mythic Adventure Path AND a new campaign setting which leverages the expanded content offered by the mythic ruleset and new creations from the Mythic Mania Kickstarter. In other words, it wasn't enough to just publish new rules for mythic magic, monsters, characters, and psionics. We wanted to create a whole new playground, too...namely, an Adventure Path and campaign setting in which to leverage all that new content we're creating. Basically, Mythic Mania has helped us establish the building blocks for a huge, new undertaking in worldbuilding and campaign design. And it's going to be awesome, mythic, and Legendary.
Lastly, if you haven't backed the Mythic Mania Kickstarter project yet, please consider doing so. There are less than 3 days left to get on the bandwagon. And, the good news is that the books are already fully funded. That means it's a done deal. They're chock full of mythic content with massive page counts in hardcover with great new art. They've got all kinds of cool additions from Kobold Press, Rogue Genius Games, and Dreamscarred Press. They build upon the mythic ruleset which can enhance gameplay at every level, not just the advanced, high-level "epic" characters from years past. Basically, all that was old will be made new again through the mythic ruleset and our Mythic Mania content. And these new books are quickly going to become must-have resources for any mythic game. Meanwhile, Legendary Planet can serve as the catalyst for creating a whole new mythic campaign for your gaming group, or it can serve as a bridge between your existing campaign world into a whole expanded universe for your players and their characters to experience.
What's not to love?
My two cents,
Adam Daigle wrote:
Although Neil (the author of the article I mentioned in my previous post) already gave awesome and thorough answers, I wanted to pop in as promised and confirm that the Shory did have their own language.
My apologies if I overstepped anything with my enthusiasm. I consciously stuck to just the canon from existing sources to help the OP out. That said, I think the aforementioned article in Pathfinder #83 should shed even more light on the subject for those who are interested.
Look at the text for the assault on Drezen and the final encounter with Eustoyriax in Part Three. There, it indicates Aron's continued use of the drug will lure him away from their army when they reach Drezen. The shadow demon essentially calls Aron to him, and the final battle could wind up being between the PCs and a possessed Aron as he becomes a puppet for Eustoyriax. His disappearance from their army also has trickle-down ramifications, both for the leadership of their troops (which Aron played a role in), as well as the stress it creats on Sosiel, who becomes so distraught over the loss of Aron that the priest becomes less effective in his support, too.
I jammed through this book in about a day-and-a-half. Up until this point, Death's Heretic was vying for my favorite Pathfinder Tales novel (with a couple of Dave Gross's Radovan and Jeggare books up there with it). But, hands down, The Redemption Engine takes top prize now. The characterization of Salim picks up where it left off and expanded in new and interesting ways. And all the other characters he meets along the way have their own intriguing elements. Meanwhile, the mystery wrapped around the overarching story keeps you moving from chapter to chapter very easily. It's one of those books where you don't really want to pause or put it down. The story just keeps getting more and more interesting the further you get into it. Kudos to James! Really well done.
Heather Rasmussen wrote:
I'm working on a Bladebound Magus for a mythic campaign, and I had the thought that her blade has history back to Kho (before it crashed, at least, that's what it claims).
If you want some insight into what a Shory blade might be like, check out the Pathfinder Tales novel Liar's Blade. The title refers to an intelligent sword named Hrym in the hands of a rogue traveling north towards the Lake of Mists. And, while it's not necessarily representative of the typical Shory weapon, it could certainly be a good model for the type of sword a bladebound magus might acquire.
Just my two cents,
Wasn't the Shory the ones that used those ancient Azlanti scrolls to create the first flying devices, and from Azlanti magic they later developed Aeromantic Infadibulum?
Not specifically Azlanti, no. In a few places (such as Lost Cities of Golarion, Lost Kingdoms of Golarion, etc.), the published campaign books have referenced aeromancy as having its foundation in the principles of magic which Old Mage Jatembe introduced to the Shory a few centuries after Earthfall.
These guys disdained the lower ground folk. They considered themselves above all that, so I'd say they didn't bother with languages of the Mwangi or Garundi peoples.
Not entirely. Even the Shory have their roots among those living on the ground. Over time, they would have developed a disdain for those below them. But, for many years, their early empire (before the development of Aeromantic Infandibulum) had to co-exist with the Mwangi and Garundi. Even so, they would have still had their own language. I believe James Jacobs has even supported that notion in the past in his "Ask James Jacobs" thread here on the messageboards.
Also, you could make the sword look like the remnants of a propeller blade.
Actually, the propulsion system for Aeromantic Infandibulum (as described in Crucible of Chaos) didn't rely on propellers at all. They used a great rudder (which was described as immense magical sails) and a bag of winds (which was an inexhaustible supply of elemental air) to fill them. I imagine it as a lesser artifact or maybe a mythic version of a decanter of endless water with an air theme.
All will be made clear...in time.
But if you can't wait, go with their own unique Shory language. It's actually mentioned in the Pathfinder Tales novel Liar's Blade, as Hrym eventually revealed he had Shory runes inscribed on him (thereby indicating they at least had a written language).
Additionally, in the Pathfinder Module Crucible of Chaos by Wolfgang Baur, the staff of rightful rule (which is a key component in the Aeromantic Infandibulum which allowed their cities to fly) is indicated as having both Auran and Infernal script interwoven upon its surface. That's because the basis for a lot of their magic and electro-thaumaturgy was bound by the strict language of Law (hence, Infernal) and Air (aka, Auran).
But, just because they referenced Infernal in some of their designs doesn't mean they were inherently evil. In my mind, I think of the Shory with an average alignment of Lawful Neutral. But, as their power and arcane mastery grew, so too did the temptations to abuse that power and fall toward evil tendencies at times among some of their spellcasters. Not enough to turn the entire civilization evil. Instead, they were more of an "end justifies the means" kind of crowd, not really burdened by the ethos of good vs. evil. But when it came to law vs. chaos, they were firmly on the side of law.
Hope that helps,
Um. Unless I am seriously missing something, and I might be due to being tired and in pain, the $150 pledge aka Mythic Marvel gets you "Print copies of all three books, Mythic Spell Compendium, Mythic Monster Manual and Mythic Hero's Handbook, along with your name listed as a Marvelous Mythic Maniac in each of the books".
$150 pledge = Print copies of all three books
Three-quarters of the way through this tale and I just discovered Chris Willrich used a character I introduced in Realm of the Fellnight Queen. She only has a brief appearance, but it's Viviana Albercroft, the priestess of Shelyn in Bellis. So, I know the feeling of those +10 bonus chortle points, Liane!
Lots to love in this book. A definite must-add to your Pathfinder collection so you can throw some new spells and magical traditions at your experienced players to get them out of the "been there, done that" mentality. Full disclosure, I contributed a small piece to the NPC spellcasters in the back of the book--namely, a half-elven, fire-wielding dragon-mage...a hivemind swarm capable of inhabiting other bodies with a penchant for sorcery and nature magic...and an alchemist who ruined half his body in an experiment, now turned half-cyborg technomancer. I had a lot of fun creating those concepts, but they're not half as cool as the other stuff appearing in Deep Magic.
Additionally, for those who don't know, Kobold Press is also involved in the Mythic Mania Kickstarter by Legendary Games wherein many of the Deep Magic spells and feats will receive mythic write-ups in the already-funded Mythic Spell Compendium. So, if you're interested in Deep Magic, you might also be interested in mythic Deep Magic.
What happens if two monsters end up being tied for inclusion via the voting? Do they both get in, or will there be a sudden death vote?
Most likely, Jason will just ensure they both get included. Aside from the top-4 vote-getters, I believe he's going to be selecting 4 others from those offerings. So, if the backers voted a fifth that highly, it'll probably get a slot in the next 4 he'd select.
But that's just my two cents,
Wes or Rob may have a deeper insight for you, but I seem to recall one of them saying something about the elixir being intended for Count Galdana (as someone who shares the same geneaology as Tar-Baphon). However, Adivion ultimately takes it himself, possibly because he's lacking the Raven's Head...or because he had to substitute something in its place...in the misguided hopes that he could serve as a vessel for the Whispering Tyrant's return.
Either way, it's safe to assume the Raven's Head wasn't vital to the creation of the elixir...or maybe that the elixir is less stable than it otherwise might have been due to the Raven's Head's exclusion. Adivion's recipe for the lichdom powered by the elixir calls primarily for a series of ingredients which all correspond to the drinker's life experiences. Thus, the items he gathered up to that point were primarily drawn from Tar-Baphon's lifetime. And the Raven's Head represents a particular type of life experience. That doesn't mean it has to be the only one of that nature.
Just my two cents,
So, I supported at the $5 level. I may be able to increase to get a PDF towards the end. But I hope that support for this Kickstarter goes through the roof!
Thanks for the testimonial on the quality of the Gothic Campaign Compendium and the support for Mythic Mania, Itchy. Every little bit helps. And though the pledges slowed down a bit from the super-heated first couple of weeks, we've still got 25 days to try and get this thing where all three books can be produced as hardcovers with an even higher page-count.
What we need at this point is for everyone to help out with the marketing of the Kickstarter so it'll reach more people and help us attain those higher goals. Word of mouth among all your gaming friends is helpful. Sharing links to the Kickstarter via all your social networks online definitely helps, too. Even encouraging posts like what you've done here can go a long way toward calling attention to the effort.
At this point, we're just a little over $1200 away from hitting our first hardcover (i.e., the Mythic Spell Compendium). And then we'll just be $15K away from putting the other books into hardcover. That's our ideal goal. We've got a little over 3 weeks to do it. So, if you're following along, help us out in one (or each) of these three ways:
1) Pledge what you can. Every backer helps push us that much closer to our goal.
2) Market the opportunity to everyone you know or can reach (via messageboards, social networking, local gaming groups, etc.).
3) Advertise the quality of what we've already done and what we're all about at Legendary Games. If you already own our products and you like them, help those who don't know about us (much less the Kickstarter) better understand our committment to producing the highest quality stuff we can.
I'm not as involved or close to the action on the Hero Lab thing, but I know Rachel has helped coordinate that type of support for other Kickstarters in the past, and I also know she's actively pursuing it for this one, as well. That said, when you look at the breadth and depth of crunch-able content in these books, that's going to be a big effort for someone to create the Hero Lab files for it. Legendary doesn't have anyone on staff who would take that on. So, we'd have to solicit outside assistance in making it happen. Therefore, including it as an add-on will most likely be one of the stretch goals.
If you visit the Kickstarter site for our project, you can see the stretch goals Jason has listed so far. None of them currently contain the Hero Lab support. I'm not sure that's so much because it'll be a really high goal, or if it's because Rachel hasn't worked out the details for including it yet. Either way, if there's a large outcry for Hero Lab, we'll need your support (i.e., pledges) to make it happen.
For those sitting on the sidelines waiting to see if Hero Lab support ever materializes before committing to the project, you're actually decreasing the odds of us hitting the stretch goal which would eventually include it. So, your best bet is to do yourself a favor and pledge to the Kickstarter. Then, watch the stretch goals materialize after Rachel has worked out all the behind-the-scenes details surrounding Hero Lab support. If she finds a way to get it included and your pledges help push us high enough to secure the funding for it, it'll be there. If, on the other hand, it doesn't materialize, you can always go back and cancel your pledge.
To me, that's the best win-win scenario if you want to see it happen. Just telling us you (and your gaming group) won't pledge for it without Hero Lab files isn't something that's necessarily going to make it happen. The work effort has to be achievable, and the funding has to be there for it. These are the concerns and realities of trying to run a successful Kickstarter as a small third-party publisher.
But that's just my two cents,