Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Pathfinder Roleplaying Game

Starfinder


Pathfinder Society


Pathfinder Adventure Card Game

Wayfinder #15 (PFRPG)

***** (based on 4 ratings)
Wayfinder #15 (PFRPG)

Add Black & White $14.99

Add PDF FREE

Color Unavailable

Facebook Twitter Email

Created for Pathfinder fans by Pathfinder fans, this fifteenth issue of the ENnie Award-winning Wayfinder fanzine heads to the frontiers of the River Kingdoms! This free fanzine includes dozens of articles, including original fiction, new monsters, adventures, classes and options, magic items, and even PFACG scenarios—this is just a small portion of what awaits you!

Contributing Authors: Charlie Bell, Landon Bellavia, Charlie Brooks, Russ Brown, Dixon Cohee, Chuck DiTusa, Matt Duval, Robert Feather, Benjamin Fields, Aaron Filipowich, Nikolai Geier, Spencer Giffin, Amy Goodenough, Garrett Guillotte, Bran Hagger, Kiel Howell, Dana Huber, Joe Kondrak, John Laffan, Thomas LeBlanc, Jeff Lee, John Leising, James McTeague, Jacob W. Michaels, Brian Minhinnick, Tim Nightengale, Mark Nordheim, Kelly Pawlik, Matt Roth, Jeff Sexton, Elliot Smith, Kendra Leigh Speedling, Jeffrey Swank, Ian Turner, Brendan Ward, Steven Lloyd Wilson, Alexander Wreschnig, and Scott Young.

Contributing Artists: Becky Barnes, Catherine Batka, Darran Caldemeyer, Snow Conrad, Jeremy Corff, Liz Courts, Andrew DeFelice, Jess Door, Lynnette Fetters, Silvia Gonzalez, Michael Jaecks, James Keegan, Chris L. Kimball, Adam Koča, Danny Hedager Krog, Alberto Ortiz Leon, Mike Lowe, Dio Mahesa, Dave Mallon, Jesse Mohn, Dionisis Milonas, Alex Moore, Beatrice Pelagatti, dodeqaa Polyhedra, Basil Arnould Price, Tanyaporn Sangsnit, Kristiina Seppä, Carlos Torreblanca, and Todd Westcot.

Cartography by Liz Courts and Alex Moore
Front Cover Art by Dionisis Milonas and Carlos Torreblanca
Foreword by Neil Spicer

Wayfinder #15 is a 80-page full-color PDF suitable for printing or viewing on your computer. It is released under the Paizo Inc Community Use Policy.

This fanzine uses trademarks and/or copyrights owned by Paizo Inc, which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access this content. This fanzine is not published, endorsed, or specifically approved by Paizo Publishing. For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Publishing and Paizo products, please visit paizo.com.

Product Availability

Black & White: Ships from our warehouse in 1 to 7 business days.

PDF: Will be added to your My Downloads Page immediately upon purchase of PDF.

Color: Unavailable

Are there errors or omissions in this product information? Got corrections? Let us know at store@paizo.com.

PZOPDFWAY015


See Also:

Product Reviews (4)

Average product rating:

***** (based on 4 ratings)

Sign in to create or edit a product review.

An Endzeitgeist.com review

*****

This magazine from fans, for fans, clocks in at 84 pages, 1 page front cover, 1 page editorial/ToC, 2 pages of SRD, 2 pages of advertisement, leaving us with 78 pages of content, so let's take a look!

Well, first, before we do...let me ask you why you're still reading this instead of downloading this right now. The Wayfinder magazine is FREE, costs absolutely ZILCH and contains evocative, unique material. Even if you don't play Pathfinder, the excellent artwork tends to make the magazine a great download to just print out and use the art as handouts. So yes, I do believe that you should download all of them right now.

That being said, while I usually don't do (much) reviews of FREE products, I was asked by my patreons to review this - so there you go, ladies and gentlemen, prioritized on your behalf.

We begin this pdf after an introduction with 3 archetypes crafted by Jeff Lee: The Seelie Proctor arcanist, the Seelie River Pilot ranger and the Troll Hunter slayer. The seelie proctor gets a modified spell list and replaces a spellbook with a familiar and instead of 3rd level's exploit, teh archetype gains +2 to saves vs. enchantment as well as scaling DR/cold iron, with 5th level providing a ward that can fortify against the tricks of the fey. The river pilots also gain a modified skill list and also a modified proficiency list and is locked into the two-handed weapon style. The archetype is particularly adept at spotting things in the water and extends the favored terrain bonuses beyond their usual benefits. 4th level nets the option to use polearms to grapple foes and hold them at bay - this ability's pretty impressive! The troll hunter can quickly draw and apply alchemist's fire and acid and preemptively counter-AoO attacks executed via natural reach, with higher levels mitigating the penalties of dealing with larger foes and suppressing regeneration. All in all, cool archetypes - and since Jeff Lee is the author, I'm not that surprised here; he has a track record of quality work!

If that wasn't ample clue - this issue's theme would be the River Kingdoms. The next article deals with race-specific poisons, crafted by John Laffan: Here, we have poisons that only affect fey and gnomes...but also a kind of drug that is a blend of halfling pipeweed that can calm the user...per the calm emotions spell. The spell is not properly italicized and the effect lacks a spell level for interaction with magic etc., to nitpick that one. The duality of poison/drug is further explored in orcish war drugs, hellgate sap etc. - all in all, I like this chapter for the idea of drug/poison duality (and we need more of those fantastic battle drugs), but balancing is pretty off: Hymbria's joy, at only -1d4 Wis and 1 hour duration, allows for d20-rerolls for any such roll during the duration. This means atk, saves, skill-checks...for 420 Gp, that is hardcore underpriced. Oh, and the addition DC at 13 is very low as well. Nice ideas, not sold on the execution.

In the classic weal or woe column, Jacob W. Michaels provides Honit Quaedel, a changeling spiritualist 6 and Chittri Drenchfur, a ratfolk kineticist, both with full stats and artworks that will drop your jaw; we're talking about 1st-party-quality that could potentially be straight from a Paizo or WotC-book; Tanyaporn Sangsnit's art knocks it right out of the park for both NPCs and provides great aesthetics for two well-crafted NPCs.

Now, the obeisance mechanics introduced in Inner Sea Gods are pretty intriguing, but haven't yet seen wide support. The next article, penned by Matt Duval, does provide evangelist, sentinel and exalted boons for adherents of Gyronna and Hanspur - both of which come with more than thematically fitting options. Power-level wise, they similarly are neat - no undue complaints here.

Next up would be a short story by Benjamin Fields, lavishly depicted in Mike Lowe's signature and very unique style in another aesthetic high-point - both visually and from the craftsmanship of the prose - kudos to the author and artist!

Next up would be an article after my tastes - veteran Thomas LeBlanc delivers an excursion on the fantastic flora and fauna found in the river kingdoms, with mosswater gecko skins, dumb psykoleet birds that can double as soulbound puppets, bog wires - the section is inspired, fun and evocative and bereft of issues. Two thumbs up for perhaps the most easily scavenged article herein!

Jacob W, Michaels' chosen sovereign paladin archetype don't have to be good and replace smite and detect evil with a symbol of authority that can be used to duplicate domain powers of the chosen deity a limited number of times per day. On a nitpicky side: The ability implies a duration for the abilities, which is nice for non-instantaneous durations; however, at the same time, speaking of duration for such may be problematic; limiting the ability to non-instantaneous effects from the get-go would have prevented that. At higher level, the archetype gets followers and may apply magic planar traits a limited number of rounds on her surroundings - this is very powerful, considering that we have dead and wild magic here. Additionally, the ability fails to specify whether the changed planar traits apply to the character as well; usually, they probably wouldn't precedence-case wise, but considering how the effect changes planar traits, I don't know.

The next chapter deals with an alchemical substance, bonesteel brine, that can render bone, chitin, etc. hard as steel as well as a permanent, wondrous version. Bone weapons usually cost half as much as their steel equivalents, with the permanent unguent clocking in at 2, 500 gp. GMs should do the math here, for while this does not necessarily cause issues in most games, it very well may cause problems in some games...particularly considering the ramifications beyond the immediately obvious - siege weapons, ships, etc. And yes, I actually like the visuals, but still, as a reviewer, I need to mention that.

Robert Feather provides to river kingdoms anthems (sung to "Pastures of Plenty" and "This Land is Your Land" -and particularly the latter really cracked me up! Two thumbs up here! Kendra Leigh Speedling introduces is to the everbloom monastery, mapped in full color by Alex Moore, featuring places of interest and notable persons as well as a proper settlement statblock - kudos! Were this a commercial publication, I'd ask for nomenclature, local clothing, rumors and sample events, but as far as free is concerned, I really enjoyed this nice drag and drop environment.

Landon Bellavia goes on to provide 4 scaling magic items (using the Pathfinder Unchained rules) that include a guild dagger, a palette that somewhat hearkens back to the classic 3.X Gallery of Evil module in aesthetics, if not in effects, eel-armor and a belt that enhances your physical prowess. The art provided by Carlos Torreblanca and Snow Conrad for 2 of the items is excellent - particularly the palette is gorgeous. As for the rules - I generally like the intent of the items, but I wished they were a bit bolder: The benefits granted are pretty conservative. More unique effects would have been nice to see here.

Nikolai Geier, Aaron Filipowich, Brian Hagger, Chuck DiTusa, Dixon Cohee and Scott Young provide adventure seeds for your perusal in the next article - and honestly, a GM can never have enough of those. Spencer Griffon provides 6 new regional traits for the river kingdoms (with proper bonus type in all cases but one) as well as 3 feats: One is a pretty bland +2-type of feat, but the other two are more interesting and help you by providing 1/day freedom of movement tied to your oaths and code and the other allows you to add numeric benefits to ONE spell with verbal components for a kind of specialization. The traits are more intriguing than the feats here, but they are worth being checked out.

Garrett Guillotte, also no stranger to the tender ministrations of my reviewer's pen, has 3 archetypes for us: The repossessor brawler is particularly adept at tracking down objects once owned by other persons and may smack those attempting to Bluff/intimidate them for a significant bonus on counter Intimidation as well as nonlethal damage, with 5th level improving disarm and allowing for the removal of e.g. hand or wrist slot items via disarm a limited amount of times per day - basically the thug-way as opposed to the stealing way. Makes sense. The road judge cavalier represents the traveling, who may 1/day daze those in hearing range with a shout and a blending of challenge and confess. Beyond that, we also get a new order for the archetype that can counter silence (not properly italicized here), traverse difficult terrain and later severely punish oathbreakers. I *really* love this archetype - it would work just as well in a historic or rare/no-magic setting regarding its flavor. Two thumbs up! The low roads gunslinger gets a modified deed-list that emphasizes defensive shooting, ranged sunder and a means to generate a standoff at higher levels, with mechanically feasible rules to supplement the concept - and yes, this is design-wise more difficult than it sounds. All in all, a solid, nice array of archetypes. Speaking of gunslingers, Elliot Smith has another, nice short story for us here.

The next article provides us with Lazlo's Ferry, another settlement with notable NPCs, sites of interest and settlement statblock - and much like aforementioned monastery, it is an evocative piece, though this one does not have a map of its own, which constitutes a slight detriment. Chuck Di Tusa's prose is neat, though, and Tanyaporn Sangsnit's artwork once again is STUNNING. James McTeague provides a short ACG adventure next...and I honestly can't judge it. I never got into the card game. Sorry.

Jeff Lee is up next with a selection of magic items to be found within the river kingdoms - 3 to be precise: We get the cursed water of Gyronna that can taint the water supply of whole kingdoms; there is the halberd nakar's fang that can grow barbs, trading accuracy for bleeding damage and there would be the artifact, lavishly rendered by Carlos Torreblanca, the scepter of the river kingdoms - this powerful item can not only help the wielder with various SPs, it also can ensure that contracts are heeded...something more than desirable in the tumultuous political landscape of the river kingdoms. Kudos!!

Jeff Sexton and Ian Turner introduce the alchemedic, who may dilute and share mutagens ...and gains bonus extract slots for conjuration (healing) extracts and the archetype may also increase the mundane healing tricks. A whole array of healing supplementing discoveries that build on healing bombs and the like can be found in this article as well - and generally, I like the idea and much of its components, though there are some minor hiccups in the rules here and there. Still, considering the breadth covered, not a bad job!

Unique little cultural vista: Amy C. Goodenough and Brandon Ward provide a lore-only look at the ratfolk of Canboulon in an all too brief article before Jeffrey Swank has 4 more items for us: The first of these would be a crone's hat that can be used every 1d4 +1 rounds to emit a cackle that deals AoE Str-damage (OUCH!) -this is imho underpriced at 12K considering its additional properties and probably should have a 24-hour-caveat akin to hexes. The disguise self referenced in the item is not italicized, as a nitpick. There is also a button that can emit bad luck, a trident that can impale on critical hits and a jack-o'-lantern that can animate particularly nasty undead. All in all, a solid article.

Dixon Cohee takes us on a brief echo wood exploration log before Thomas LeBlanc provides a small side-trek encounter with kingdom boons for the resolution. Kendra Lee Speedling has a taldan fighter(swordlord)/aldori swordlord and a river rat rogue NPC for us in another neat weal or woe NPC-array.

Music suffuses Matt Roth's article: It deals with bardic masterpieces - 7, to be precise: A Dance Through the Fishponds allows for dueling dodges, AoE ferocity, allowing water breathing creatures to remain on land, better poison use - the masterpieces here generally feel like they are worth the exchange and feature the sense of the evocative I like to see in them. Nice work!

Charlie Bell's article may not be the most flashy - but I am pretty certain it will be among the first I use. Why? Two words: Sample armies. There is a veritable dearth regarding armies and army stats in PFRPG and from Daggermark elite assassins to scrags, this delivers. Thank you! And yes, if you're playing kingmaker: Aligned with places like Uringen etc. NICE. Oh, and it does have a new army tactic, a new resource (keelboat) and new special abilities. So yeah - neat indeed!

Slightly spooky: Spencer Griffin's Dicide and Conquer article features a nasty CR 5 haunt as well as a magic item in two variants that interacts with the kingdom building rules. Cool article. Kelly Pawlik of dire rugrat publishing provides a brief tavern sketch here as well, with the cozy Hut, a tavern situated near the Sellen river - including 8 nice rumors. (And if you like Kelly's style, check out her very affordable pdfs!)

Next, Dana Huber provides a neat piece of lore with her "Song of the Sellen", a traditional tune, before Kiel Howell introduces us to the personal srcivener's guild, in a fluff-centric look at an interesting organization - one that I wished was longer. After that, Charlie Brooks takes us on a horrific little short story with "Matters of Faith" , before Garrett Guillotte's 10-level reformer PrC is next.

The reformer must worship a deity and have at least 5 levels, gaining 3/4 BAB-progression as well as 1/2 Will-save progression and 6+Int skills per level. The class needs to maintain deific obedience on a daily basis, but does gain better skills and may even generate deviations from established doctrine and progressively higher boons, culminating in a gnostic schism - think about the PRC as basically the secret agent version of Martin Luther. Interesting, though I wished it was less focused on the sometimes clunky deific obedience mechanics...that's not the PrC's fault, though.

Of course, such a massive book needs spells, right? Well, Alexander Wersching and Brian Minhinnick are here to oblige with 8 new spells - they are neat, though I have an issue: I have read at least 3000 third party spells; probably more, but 3K are what I can definitely state; I've seen the concepts before. That doesn't make these bad, mind you - it just means I'm a spoiled rotten bastard reviewer. ;)

Steven Lloyd Wilson has a nice lore article for us next, namely one that deals with cuisine magic - I enjoyed it as one of the often overlooked aspects of fantasy roleplaying, though I wished it used cuisine magic (see Flaming Crab Games' pdf) to supplement specific, unique dishes.

Spencer Griffin is not yet done - not by a long shot - in another collection of magic items, we get 14 magic items, though their focus is novel in that they specifically are designed to interact with the kingdom building rules - and I love them for that. Can we have more of them, please? Two thumbs up!

The pdf does contain even more NPCs - a tiefling bard/ranger and an aasimar rogue/assassin in a nice twist of the clichés, supplemented by neat artwork by Beatrice Pelagatti. After another short story, this time penned by Matt Roth, we come to a sidetrek adventure penned by none other than Tim Nightengale, intended for 5th level. Within the Embeth forest, there seem to have been some disappearances and the PCs are sent forth to investigate, pitching the PCs against a neat blend of fey, plant creatures and something rarely encountered...what? I'm not spoiling that!

Part II of my review can be found in the product discussion here. See you there!


Time for TemplateFu to Review!

*****

Time for another in depth review methinks. I tend to blow the review box limit as I do review in depth each article, so expect this review to overflow to the comments.

The review is posted as I work through the issue, so you may have to come back every few days to catch the next posting.

One thing I did notice straight away is a lot of new talent in this issue, lots of new names and contributors. I wondered if this is because a lot of the prior contributors are now working as formal freelancers – which is a great tribute to a community magazine that is successfully opening the doors to writing and art provision for so many. Well done Wayfinder!

To reviewing I guess… off we go then...

Cover
The cover art leaves no doubt to the theme of this issue, welcome to the River Kingdoms where river banditry and piracy run rampant. The background image is totally on theme and made me wonder if Wayfinder should adopt the old dragon/dungeon provision of the cover image inside the magazine as a full page art without all of the offending overlays and texts. This image is one I would have liked like that. The iconic character pose could be a river warden or a bandit and is very much depicted in the now standard Paizo cover themes.
Art: 9/10

Forward
Neil Spicer, Superstar Champion, and Designer, Developer, and Contributor to many products for both Paizo and Legendary Games provides us an insight into the content ahead. He shows a great love for, and knowledge of the River Kingdoms. The forward forms an excellent breakdown of the issue content, so much so that writing this review will be aided greatly. The artwork, a goblin taking a bath with bath time toys is amusing and sets a nice light tone for the introduction to the issue.
Article: 9/10, Art: 8/10

Of Magic and Mettle: Archetypes of the River Kingdoms
Our first article of the issue introduces a selection of archetypes to us...

Of Magic and Mettle: Seelie Proctor (Arcanist Archetype)
From the name, I deduce that it is likely fey related.

The term Seelie means happy, lucky or blessed when referring to fairies, the opposite, Unseelie, refers to vengeful, spiteful, misfortunate or unholy fairies.

The term Proctor refers to an officer or invigilator at universities and institutions of higher learning. So… I expect a happy professor who leads fairy-dom . Did I get it? Kind of, it had more to do with protection than leadership so the name for me is a little off base but not wildly so.

One kind of neat and unusual aspect that caught my eye as a GM and as a player is replacing the spellbook with a familiar. This left unanswered important questions though - if the familiar dies, have you lost all the spells it stored? And if the familiar replaces your spellbook, is the intent that you cannot use a spellbook at all?

The archetype also suffers from a common problem in archetype design - it is replacing abilities that make an arcanist an arcanist, effectively losing arcane exploits in the trade off.

This archetype has no representative art piece.
Archetype: 7/10, Art: n/a

Of Magic and Mettle: Sellen River Pilot (Ranger Archetype)
Well, the name is pretty clear on this one and we all know what to expect. I probably wouldn’t have included the Sellen as part of the name as that is indicative of an implied restriction - river pilots could be found on any river, and so for wider appeal, I would not name a river in the archetype name.

The archetype trade off makes sense, in the most part, removing dungeoneering related skills and replacing them with riverside and boatmanship skills. I didn't like replacing wild empathy though - for me, this is one of the ranger defining skills and is useful even in river environments.

This archetype is represented by a monochrome art of a female river pilot. (Aside: I didn't understand why the bird in the picture is shouting "Corn!" in "common"). I didn’t like the monotone shade filling the line art and would have preferred plain white and black line art to allow me to color it with my pencils myself.
Archetype: 8/10, Art: 7/10

Of Magic and Mettle: Troll Hunter (Slayer Archetype)
Again, a simple but effective archetype name – we all know what to expect here.

This archetype also suffers slightly from the feeling that those things that make a slayer a slayer are being lost. It didn’t “feel right” that the slayer received a reduction on their sneak attack die pool, or that they lose their ability to stalk prey. This concerned me a little more when one of the higher powers was based on sneak attack die, the pool of which was reduced by an earlier power.

This archetype has no representative art piece.
Archetype: 7/10, Art: n/a

Of the three archetypes, the river pilot was by far the most versatile and interesting archetype of the bunch, but each is eminently suitable for River Kingdoms play.
Article: 8/10, Art: 7/10

Pick Your Poison: Race-Specific Poisons from Daggermark
A nice short article providing seven new poisons that can be used in your campaigns, each with a very distinct River Kingdoms flavor.

I did wonder about the durations on some of the poisons, because when you multiply the maximum duration with the effect, some of the poisons become real PC killers. As an example, 1 d4 has an average of 2.5 statistically. So six rounds means an average impact against the affected statistic of 15!

So you only have die rolls slightly above average and target Constitution to have a real PC munching poison. Also consider affects that are deadly in the normal game tend to have daily saves rather than per round to allow an affected PC a chance to seek help as they grow weaker and weaker.

The poisons are all very flavorful, but I strongly encourage each GM to review the duration and save DC of each in relation to the power level of their game.

The artwork is that of an inanely grinning goblin – I think it has sampled one or more of these poisons.
Article: 8/10, Art: 8/10

Weal or Woe: River Kingdom Gods
My initial impression from the title was to expect some minor deity ying-yang at war sort of action. This wasn’t exactly what I got, but what I did get, I really liked.

The weal NPC, a worshipper of Hanspur, provides a varied roleplay encounter for the PCs perhaps even a romantic interest should one of the PCs convince the spirit of her half-orc husband that they are worthy of her.

The artwork supporting this NPC is quite simply stunning – I love artwork that implies grace and a lot of movement, swirling capes, and swashbuckling overtones and this does that in spades.

The woe NPC, a kineticist ratfolk, was also intriguing with a plot hook of fighting natural disasters rather than the NPC themselves. Should the PCs end up in combat against this ratfolk, the clever selection of powers and abilities should catch them by surprise indeed.

A found the artwork for this NPC amusing, reminding me of when my hamster would tell me off – sad I know, but it is just “cross hamster” through and through. I think it’s the facial expression that does it – I love it.
Article: 9/10, Art: 9/10

Gods of the River Kingdoms: Obediences to Gyronna and Hanspur
This article should definitely be partnered by GMs with the weal and woe just reviewed. This article fleshes out the lesser deities Gyronna and Hanspur, specific River Kingdom deities. It provides evangelist, exalted and sentinel boons for followers and how they should demonstrate their obedience to each diety. The Hanspur obedience is one of those grey areas of role-playing games where you often have to detail uncomfortable subject matter in order to remain true to good vs evil.

The accompanying artwork is dark, moody and disturbing, showing the act of obedience for Hanspur, the act of drowning a living being. This made me a little uncomfortable knowing that Wayfinder does get into the hands of the younger audience. I think I find it worrysome as it is not an act against the forces of evil but is an inherently premeditated act of evil itself.

I think on reflection I would have preferred the art to have been weal based rather than drawing attention to this less comfortable aspect of the content. But that’s just me. The art itself is well done and makes excellent use of lighting to promote the right mood.
Article: 8/10, Art: 8/10 – This does not include my personal reaction, that would be unfair.

The Peerless Karel Horvoska
As a GM of some many years standing, I have often wondered about how gods of beer should be portrayed, and I have probably committed about every trope and meme out there in the process. For this reason, I was absolutely delighted and surprised by how cleverly Cayden Cailean, the Drunken Hero, was interwoven into the devious plans of a desperate hero to reclaim a lost love from a rival who had stolen that love away through unfair and foul means.

I won’t spoil the plot any more than that other than to say the ending was satisfying and the whole was well written and superbly paced. This is going to be my very first 10/10 for a short story. Well done Benjamin – write more please.

The artwork, oh my gosh, Cayden’s rendering immediately made me think of Porthos and the Three Musketeers and the hero of the story might just as well be D’Artagnan albeit with an almost Eastern flavor to his dress. I am so putting this onto my printer, enlarging it and coloring this one in. It is truly detailed and delightful. Yes, it has happened, both article and art scoring maximum points together!
Article: 10/10, Art: 10/10

River Kingdoms: Fauna and Flora
This next article looks at typical vegetation and small animal life found in the River Kingdoms. I particularly liked the Parsuria Vine and the role play and devious uses it promotes. For the small creatures, I think my favorite is the small bird called a Psylokeet. This was also chosen for the accompanying art, but the art has is dominated by a female human and not the bird itself. I would have preferred a more detailed close up of the bird, maybe perched on a hand (so that scale can still be determined), but no more distraction from the focus of the piece than that.
Article: 9/10, Art: 7/10

Chosen Sovereign: A Paladin Archetype
Now we have a paladin archetype. It is nice to see the ideal of a paladin being stretched from the atypical lawful good into the realms of a holy warrior supreme of any alignment following the tenets and decrees of their chosen deity. The general theme of this archetype is very much enthralling those nearby into their beliefs, and at higher levels are extremely good enforcements of a right to rule. This archetype screams to be used by the GM for those leading a local community. The artwork is almost stained glass window in feeling, but something felt a little off. I eventually realized that it was the almost suspicious sideways glance that feels at odds with the kneeling pose of obedience or submission.
Article: 8/10, Art: 8/10

Bonesteel Brine and Unguent
Next up are a couple of items, one wondrous and one alchemical. Let is start with the alchemical one, the bonesteel brine. It is an alchemical substance that when applied to a weapon or suit of armor, imbues that item with greater resilience than it would normally have. My only real issue with this item is describing it as a liquid – liquids are runny and so it conjures the wrong image of a salve to be applied to a weapon or armor. Maybe it should have been referred to as viscous oil or even as a salve. The wondrous item, bonesteel unguent, offers the same benefits as the alchemical item, it just allows it to be created by arcane means rather than alchemy.

This duplication felt too much on the same page, and I think personally, I would have had just the one item, preferring the magical item name and the use of unguent rather than liquid. The magical item could have allowed an alchemist to create it without needing to be an arcane caster simply by specifying this in the construction section.

I also felt a bit let down by the art here, it shows a dagger freshly coated in the unguent but I feel an opportunity was lost to show something more intricate (maybe a crystal dagger, or one that is of ornamental nature) being enhanced for combat use.
Article: 7/10, Art: 6/10

Woodsy’s River Kingdoms Anthems
Next we have some poetry and songs for your bard to perform. I personally don’t know the songs quoted as the inspirations here but really appreciate their mention – this allows me to look them up and maybe listen to a rendition or two on youtube and similar. I also think poems and songs written to the meter of existing real world songs is a great aid to the imagination for both the GM and the players, a very wise move.

The second one, The Land That Sings To Me, is the most amusing and most entertaining of the songs. How often do you encounter a poem using the word miscreant?! The artwork is a very pleasant tavern scene, showing a bard taking applause from his gracious audience after performing these songs. The bard is standing in some sort of light beam, almost spot light like, I am guessing from a skylight in the ceiling based on the light’s angle, which would make this tavern quite unusual indeed.
Article: 8/10, Art: 8/10

Golarion Gazetteer: Everbloom Monastery
Now we have a nice article about a monastery and the village that grew around it, the Everbloom Monastery of the title. This is a great example of expanding on a mention in a Paizo product, taking that hook into greater detail. For those interested, the monastery is mentioned in Guide to the River Kingdoms as the hiding place for the rulers of the associated realm – which is expanded upon again in this article but the queen is missing from the notable inhabitants section!

My only issue with the general placement is that it shows the monastery is built on a rise above the approaching road providing it with good defense, however the village is not behind the monastery and protected by it, it is on the lower ground at road level. I personally would move the village, or at least the noble / important houses, to the rear of the monastery benefitting from its protection. I would have lower ground set aside for farming. But that’s just me.

Speaking of the map, it is beautifully drawn and clearly labelled. The monastery is as large as the village if not slightly larger, so in both art and article, it is definitely represented as a major pilgrimage site for the area.
Article: 9/10, Art: 9/10

Scaling Magic Items in the River Kingdoms
Now we have some magical items with a difference, items that scale in power with their owners, utilizing the rules from Pathfinder Unchained. The four items are quite diverse, but I think my favorite, purely for visuals, is the Mivon Eelskin. I just love the idea of a slinky shimmering armor molding to the wearer’s movements – for me this is a really strong visual, and instead of large bulky scales, we have the wonderfully minute scales of the eel.

For accompanying art, we have two pieces representing two of the four items. The first is a very nicely rendered dagger with a substantial blade. The second one representing the magical artists palette, with a riot of color representing the paints upon its surface.
Article: 8/10, Art: 8/10

Hmmm, 15,339 characters (2,682 words), no room for the next review item without breaking it across posts, so the remaining review items will be found in the comments. As promised, this link takes you to the first post that continues this review in the comments tab.


For Cutthroats and Kings Alike

*****

I submitted an article to Wayfinder #15, but it didn't make it into the final product. I was disappointed at first, but when I read the installment I realized why my entry didn't make the cut: the quality of this issue's content is some of the best I've seen in the series to date.

Although it's difficult to capture the diversity of the River Kingdoms in fewer than 80 pages, Wayfinder #15 avoids falling into the trap of becoming a fanzine focused exclusively on Daggermark, Tymon, or any of the area's noteworthy locales. Most of the material within applies to the entire region, ranging from the flora and fauna of the Sellen River to the Kingdoms' two unique faiths. Low-cost consumables, particularly poisons and alchemical equipment, make up most of the new items available, though PCs will also find archetypes and feats to help them survive in the rough-and-tumble province. Tons of descriptive content provides GMs with tools to make the River Kingdoms come alive, from anthems of the river folk to NPCs and destinations to flesh out the local way of life. The fiction within is engaging and heartbreaking, with many short-stories reminding readers why life in the lawless riverlands tends to be brutal and short.

Perhaps the best material, however, supplements the Kingmaker Adventure Path and other kingdom-building campaigns. One archetype will easily appeal to players hoping to conquer the Stolen Lands, and every side trek and sample encounter provides GMs with ways to freshen up the AP's exploration components. This issue is a must-have for anyone playing Kingmaker with experienced gamers, or for GMs re-running the campaign and hoping to shake things up.

I look forward to every installment of Wayfinder because the quality and ingenuity of Paizo's fan base never ceases to amaze me. Whether you already own issues 1-14 or you're just learning about the fanzine now, Wayfinder #15 will remind you just how much talent and brilliance the Pathfinder community can muster.


Another excellent set of articles!

*****

Finally finished reading Wayfinder #15 (the electronic version, since I couldn't make it to PaizoCon to get a printed copy... :(

Once again, the all-volunteer Wayfinder team has put together an excellent round-up of material. This issue focuses on the River Kingdoms, an area of Golarion so diverse you could run a dozen campaigns there and never have the same setting. It's a rich area, especially for characters and stories that are slightly over the line of the law (vigilante, anyone?). It's also the region where the Kingmaker Adventure Path is set, making it an essential resource for GMs running that campaign.

There are literally too many articles for me to review them all, but here are some highlights.

* Crunch: there are new archetypes, poisons, and a set of obeisances for two very flavorful deities worshiped mostly in the River Kingdoms (Hanspur and Gyronna). Throw these against your players as they pass through the ever-shifting river network for some nasty (yet not overpowered) surprises. Magical items (including some that scale with character level) and even new special materials are to be found as well. Bardic masterpieces, friendly (or not) NPC stat blocks... there's just so much that's ready for a GM to use as-is or as inspiration for their own campaign.

* Lore: (I refuse to use the term "fluff" for something so central to the game's feel!) To me, this is the best aspect of Wayfinder - you get dozens of creative takes on areas of Golarion that can be dropped into your campaign with almost no effort. Often, the Paizo products give an intriguing sentence or a few words of "hook"; in Wayfinder, some great Golorian scholars have fleshed those out into fully-developed encounters, NPCs, stories, or adventures - or created them out of whole cloth to fit seamlessly into the campaign. Here, you'll find tavern songs and anthems of the River Kingdoms, and a fully-designed tavern to sing them in, as well as explorer's journals and gazateers of various locations throughout the Kingdoms. Short fiction pieces help flesh out various areas of the lands, and provide NPC personalities that I've pulled into my games on more than one occasion.

Wayfinder 15 is one of the best ones yet, in my opinion. Some really great work by lots of great contributors, and the core Wayfinde team that puts it all together. Plus... it's free. Seriously. No reason to not download it and immerse yourself in one of Golarion's most varied and soggy regions.


Paizo.com Gift Certificates
On Sale and Clearance!

Earth, Fire, and Shoanti,

Your Personalized Armory,

Meet the Iconics: Quig,

Cybernetics and Augmentations,

Take the Plunge!,

Top Sellers
Wayfinder #16 (PFRPG)
1. Wayfinder #16 (PFRPG)
***** (based on 4 ratings)

Add Print Edition $19.99

Add PDF FREE


2. Wayfinder #11 (PFRPG)

©2002-2017 Paizo Inc.® | Privacy Policy | Contact Us
Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours, Monday through Friday, 10:00 AM to 5:00 PM Pacific time.

Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, the Starfinder logo, GameMastery, and Planet Stories are registered trademarks of Paizo Inc. The Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Legends, Pathfinder Online, Starfinder Adventure Path, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.