The reason the best offense is a good defense is the undefended die, which tends to end any effort at offense. The life of adventurers, crusaders, and champions of any cause is filled with dangers and enemies. Hammers seek to crush heads, spears seek to pierce flesh. Unless you've mastered some esoteric fighting style likely to allow you to dodge crossbow bolts, or have the skill (and time) to defend yourself with spells, you need armor. And anything you depend on to save your life is worth learning to master.
Let Me Be Your Armor, Let Me Be Your Shield
Thursday, April 14, 2016
Spellcasters are the focus of legend and envy. Weapon masters are flashy and famous. Armor masters?
Armor masters are survivors.
The reason the best offense is a good defense is the undefended die, which tends to end any effort at offense. The life of adventurers, crusaders, and champions of any cause is filled with dangers and enemies. Hammers seek to crush heads, spears seek to pierce flesh. Unless you've mastered some esoteric fighting style likely to allow you to dodge crossbow bolts, or have the skill (and time) to defend yourself with spells, you need armor. And anything you depend on to save your life is worth learning to master.
So who are the armor masters of the Inner Sea?
The horse tribe nomads of Karazh have learned to balance the weight of their armor in the saddle, so it does not hamper their skilled riding.
The Knights of Arnisant follow in the footsteps of the famous general who was crucial to the defeat of the Whispering Tyrant. They depend on their shields to guard not just their bodies, but also their minds and souls against incorporeal undead, curse-flinging witches, and the death magic of necromancers.
The Kortos Cavalry are Absalom's only mounted troops, protecting the island's hinterlands as well as the Westgate district and training to fight to the last.
The yojimbos are samurai dedicated to protecting others, and their resolve is not focused on just their own needs. Each can act as a living shield, standing between a chosen ally and a deadly foe, but through force of will can also inspire an ally to overcome fatigue, or at higher levels allow and ally to stave off fear, nausea, and even death.
And anyone trusting armor from leather to plate can learn at least a few armored tricks to help themselves survive, whether it's combinging the power of your attacks with the weight of your armor with Intense Blow, expending stamina to more effectively use Redirect Attack, or just learning to fight from rafters and walls while wearing an arachnid harness.
Illustrations by Manuel Castanon
Most characters wear at least some armor—get the most from it with the Armor Master's Handbook!
Alahazra, the iconic oracle, made her first Adventure Card Game appearance in the Skull & Shackles Base Set. She may look weak at first, with her paltry d4s for Strength and Dexterity, but she sees things that others can't, and uses that information to beat down on enemies, acquire cards, and close locations like a boss. You see, S&S Alahazra has a d12 for her Charisma, and she also uses that for her Divine checks. This means that when it's time to cast an offensive spell, she's often going to deal a ton of damage, especially with her final power giving her an extra +2 on all spells that have the Attack trait. She also has a great chance of recharging her spells with that high Divine check... but even when she fails a recharge check, she gets to trade any discarded card with the Divine trait for any other one (so a blessing for a spell, perhaps?) at the end of her turn.
Cartmanbeck's Best Character Ever—Alahazra
Tuesday, March 1, 2016
Hello all! I've been reading the "Best Character Ever" blogs for a while. Watching. Waiting. Biding my time until I got the perfect chance to explain why every one of them has been completely and utterly wrong (except Tanis's: goblins are pretty cool, after all.) [I did not add that aside, but I applaud the author's good sense. -Tanis] But even goblins do not compare to the awesome might that is Alahazra.
If those white and red robes remind you of a certain classic video game character... trust me, she's not quite so forgiving.
Alahazra, the iconic oracle, made her first Adventure Card Game appearance in the Skull & Shackles Base Set. She may look weak at first, with her paltry d4s for Strength and Dexterity, but she sees things that others can't, and uses that information to beat down on enemies, acquire cards, and close locations like a boss. You see, S&S Alahazra has a d12 for her Charisma, and she also uses that for her Divine checks. This means that when it's time to cast an offensive spell, she's often going to deal a ton of damage, especially with her final power giving her an extra +2 on all spells that have the Attack trait. She also has a great chance of recharging her spells with that high Divine check... but even when she fails a recharge check, she gets to trade any discarded card with the Divine trait for any other one (so a blessing for a spell, perhaps?) at the end of her turn.
Alahazra's other main power is the ability to recharge a card with the Divine trait to examine the top card of any location. This means that Alahazra can scout for everyone as long as she has a few blessings or spells in her hand that she doesn't mind recharging. (And she starts with 2/3 of her deck being spells and blessings!) In my playthrough of Skull & Shackles, I found that a perfect turn for Alahazra entailed recharging enough cards to look at the top card of every location deck, leaving just a spell in her hand, and then exploring and hopefully killing a monster with that spell.
Now, I'm not going to try to act like Alahazra has no weaknesses. If she's dealt damage, since she starts with no armor, she'll usually be taking all of that damage from her large hand size. With her ability to fish Cure spells back out of her discard pile, though, this generally doesn't end up being a huge problem. Our S&S Damiel was at risk of dying way more often than my Alahazra was. (Though our Damiel player was a fan of living dangerously... this might be an Alchemist trait.)
If Alahazra isn't gazing into the stars, she might as well be destroying them.
For roles, I'm going to start with the Tempest. This role is all about damaging enemies with her spells. In fact, she likes spells that have the Attack trait so much, she can even cast Arcane spells as long as they have that trait! She also adds up to 4 to each of her combat checks when using the Attack trait, so she can dole out some serious punishment.
But while Alahazra's Tempest role is great, her Stargazer role is absolutely amazing! This role gives her several powers that build upon her examine ability, allowing her to recharge cards for other characters or—and this is the important one—encounter boons that she examines at any location! This means that, for the price of recharging a blessing or a Divine spell, Alahazra can examine a card at another location, and if it's a boon, she can attempt to acquire it. If she makes the check, awesome, new boon for her! But even if she fails the check, she has just removed a card from the top of another location deck without risking fighting a monster. By the end of Skull & Shackles, my Alahazra was spending her whole turn recharging blessings to rip boons off the top of every deck, leaving all the monsters for other combatants to face.
The Skull & Shackles version of Alahazra was amazing, the best character I've ever played... and now in the Oracle Class Deck, we're getting a NEW version of her! This Alahazra is tougher and more combat-oriented than the S&S version, so I imagine she'll appeal to a different group of players. Don't worry, though, she still has the ability to examine cards and scout ahead.
Just as beautiful, and even more deadly.
This new version of Alahazra still has paltry d4s for her Strength and Dexterity, but her Constitution is a respectable d8, as is her Intelligence. She still has a bonus to Knowledge, which will be very helpful if you play her through Season of the Righteous, and her awesome d12 Charisma with +2 Divine bonus is still there in all its glory. However, this time Alahazra can shirk other Attack spells to use her own holy fire on enemies, getting a respectable 1d12 + 2d4+2 right off the bat by discarding the top card of her deck. This means you can feel free to load her deck up with Cure spells to get all those discarded cards back without worrying about whether you have the resources to fight.
Oracle Deck Alahazra still has a power that involves examining cards, and in this case it lets her examine an extra card whenever she examines. This pairs incredibly nicely with the promo card that came with the Alahazra mini in Pathfinder Battles: Iconic Heroes Set 3, allowing her to examine yet another extra card. Make sure to pick up an Augury spell!
It may not be comfortable, but at least it's lighter than Shardra's!
The last power listed on Alahazra's card uses a new term you might not have seen before: "invokes". The term will be familiar to those playtesting the upcoming Mummy's Mask Base Set, but this is the first time a card bearing the word is seeing the light of day. A check invokes a trait if it has or is against a card that has that trait, so if either your check or the card you're encountering has the trait, you're good. A bane invokes a trait if it has that trait or if it deals only damage of the type that matches that trait.
As you can see, this "invokes" power applies to Alahazra's first power, letting her burn evil away with her holy fire and then move away afterward. Perhaps you examined the top three cards of your current location, saw a monster that you could easily destroy, but then found an important boon that Alahazra just doesn't have the correct skill to acquire? Just kill off that pesky monster and move away to another location to explore some more, leaving that sweet magic pistol for Lirianne to pick up on her turn instead.
Before I leave you, let's examine one of Class Deck Alahazra's roles. This happens to be my favorite of her two new roles: the Wandering Prophet.
When Alahazra shows up in your village, you should probably ask her about your future. It might just save your life.
Why do I like this role? Well, mostly because it brings back some of that seer-y goodness that I loved so much about her in Skull & Shackles. First off, you don't always have to discard a card to use your holy fire anymore—if it's a spell or a blessing, you get to recharge it instead (and let's face it, most of her deck is going to be made up of spells and blessings). She also gets to move other characters when she invokes the Fire trait, which is useful. But it's those new powers at the bottom that I'm most excited about. First, you get to evade barriers, which are in all honesty a challenge for both incarnations of Alahazra. You can even let other characters evade barriers eventually.
My favorite new power, though, is that examine power. You get to examine the top card of your location deck, at the end and eventually also the start of your turn, at no cost. Combine this with her earlier power (and her headdress!), and you're examining most of the deck in just a few turns. You can plan out every step of your turn before encountering a single card!
Now I know you can agree that Alahazra is the best character ever. She doesn't need brute strength, fancy weapons, or armor. She knows what's coming before it arrives, and can prepare herself accordingly. She can look into the future and see the answer to a question before it is asked... and when necessary, she can rain down some serious divine wrath on an enemy or two. As much as I love Lini, and as much as I'm looking forward to seeing Ramexes in action, the best character ever released (so far) for the Pathfinder Adventure Card Game is, without question, Alahazra.
Tyler Beck Freelance Writer and Human Geneticist Extraordinaire
Infernal Powers Are Rising—New Pathfinder Products Announced!
In January, we brought you the final volumes of the Hells Rebels Adventure Path, where the Kintargo Contract must be recovered to better civil order, and parties are sent to the depths of Hell to stop the world-gripping manifestations of Barzillai Thrune's evil plots. As we've said before, folks, DOWN WITH THRUNE!
Infernal Powers Are Rising—New Pathfinder Products Announced!
Wednesday, February 10, 2016
Illustration by Kiki Moch Rizky
We've managed to defrost and awaken from the unexpected mid-winter hibernation of recap blogs to bring you the latest announcements and happenings for Pathfinder!
In January, we brought you the final volumes of the Hells Rebels Adventure Path, where the Kintargo Contract must be recovered to better civil order, and parties are sent to the depths of Hell to stop the world-gripping manifestations of Barzillai Thrune's evil plots. As we've said before, folks, DOWN WITH THRUNE!
Illustration by Anson Tan
... Except this time! Rise to the cause of the Thrice-Damned House of Thrune in the first volume of Hell's Vengeance, where as evil adventurers, you further the cause of the diabolical empire of Cheliax. Pathfinder Adventure Path #103: The Hellfire Compact is making it's way to subscribers as I type, and we have plenty to show you in the coming weeks about Hell's Vengeance.
February also has the following products hitting paizo.com and store shelves:
Over the last month or so we've had a wave of exciting new announcements, including the next Pathfinder Roleplaying Game installment, Free RPG Day, and of course, our own convention, PaizoCon!. Check out what's been added to our schedule:
I'm sure folks noticed the lack of Ultimate Intrigue in this blog post, but never fear! You'll learn all about the new vigilante class and iconic, mechanics, and systems soon on the Paizo blog!
Chris Lambertz Community & Digital Content Director
While Occult Adventures is not due to hit stores and mailboxes until the end of July, other mysterious forces have found a way to glean advanced knowledge about what the tome contains. Perhaps it was spied through the dimension of dreams or ripped from the minds of one of the developers through psychic combat, but whatever the means one thing is certain. These secrets are out there and ready for you to investigate!
Sneak a Peek at the Occult
Thursday, May 14, 2015
Illustration by David Alvarez
While Occult Adventures is not due to hit stores and mailboxes until the end of July, other mysterious forces have found a way to glean advanced knowledge about what the tome contains. Perhaps it was spied through the dimension of dreams or ripped from the minds of one of the developers through psychic combat, but whatever the means one thing is certain. These secrets are out there and ready for you to investigate!
To gain visions of the fantastic art that lies within the tome as well as read the auras of those responsible, head over to io9.com. Whoever is behind this theft must possess incredible power to have garnered so many works of beauty.
If, instead you see to learn more about the nefarious masters behind this mental-burglary, you should investigate the lore found at EN World. Here you can learn about the abilities of the Cult Master, a nefarious new archetype!
That is all there is to share for now. There will, undoubtedly, be additional clues and revelations in the coming weeks. Until then, keep your mind safe!
Friday Publisher Preview: Iconic Heroes Set 3 (Part 1)
Hard to believe it's Friday already, and time for another look at upcoming Pathfinder Battles miniatures!
Friday Publisher Preview: Iconic Heroes Set 3 (Part 1)
Friday, October 24, 2014
Hard to believe it's Friday already, and time for another look at upcoming Pathfinder Battles miniatures!
This week we're taking a peek at three figures from March's Iconic Heroes Set #3, a stand-alone release featuring six figures. Unlike many of our Pathfinder Battles releases, Iconic Heroes sets do not come randomly packed. The same six figures are in every box, with a visible window to let you see what you're buying.
WizKids has really outdone themselves with premium sculpting and paint masters for the Iconic Heroes sets. The new digital sculpting process allows us to nitpick all of the little details that make our iconic characters iconic, and WizKids is planning to make the Iconic Heroes as beautiful as any figure we've ever done for the Pathfinder Battles line so far.
Another difference is that each Iconic Heroes set will include six exclusive cards for the Pathfinder Adventure Card Game, one for each character in the box. These cards can be used with any PACG campaign.
Let's take a look at some digital sculpts!
Up first this week is a familiar face, as we previewed her a couple of weeks ago in another blog. But in case you missed her, here's Alhazra, Human Oracle, from the Advanced Player's Guide. The amount of detailing on Alhazra's stole will push the factory to the limit, but I'm confident the final figure will look absolutely amazing!
Next up is the conniving Damiel, Elf Alchemist. We're excited about the level of detail that will go into Damiel's equipment, complete with clear potion bottles and a fully stocked alchemist kit/backpack. We see Damiel winding up to throw an alchemical bomb. Watch out!
My favorite for this week is Alain, Human Cavalier. His banner ripples in the wind at the end of his lance as his cloak billows behind him in dramatic fashion. Check out that banner and his tabard to see some of the coolest and most detailed tampo stamps we've ever done for Pathfinder Battles. Alain comes fully geared up and ready to kick ass, and I couldn't be happier with how he turned out.
We're only a couple of weeks from the November 19 release of the full The Lost Coast 45-figure blind-boxed set. Now is a good time to make sure that you've preordered or set up a Pathfinder Battles Ongoing Case Subscription to make sure you don't miss a single figure. The Lost Coast is one of my favorite sets in a while, and its loose theme means it's packed with a ton of figures usable in just about any campaign. We've also introduced new subscriber benefits with this release (30% off Pathfinder Battles purchases across the board, 75% off the limited-edition case incentive figure) that you'll definitely want to check out.
... Illustrations by Alex Aparin and Roberto Pitturru. Widescreen version here. ... Everything She Does Is Magic! Friday, June 3, 2011Seoni is by far one of the most popular iconics we've ever written. The classic high charisma sorcerer, she's graced the pages of Pathfinder products from the very beginning. Now she can grace your desktop along with Alhazra, the iconic oracle, in this Inner Sea Magic themed wallpaper. ... Hyrum Savage ... Marketing and Organized Play Manager ...
Illustrations by Alex Aparin and Roberto Pitturru. Widescreen version here.
Everything She Does Is Magic!
Friday, June 3, 2011
Seoni is by far one of the most popular iconics we've ever written. The classic high charisma sorcerer, she's graced the pages of Pathfinder products from the very beginning. Now she can grace your desktop along with Alhazra, the iconic oracle, in this Inner Sea Magic themed wallpaper.
... Golarion Day: The Stars Are Right! Thursday, March 24, 2011So, I was out sick yesterday, and as a result missed out seeing Pathfinder #46 get sent off to the printer. Which is pretty exciting, since that volume's got more Lovecraftian awesomeness in it than anything we've done to date? The proof is in these out-of-context illustrations by Scott Purdy that are sure to get everyone thinking that the Carrion Crown Adventure Path will be taking some pretty drastic and unexpected turns! (Fans...
Golarion Day: The Stars Are Right!
Thursday, March 24, 2011
So, I was out sick yesterday, and as a result missed out seeing Pathfinder #46 get sent off to the printer. Which is pretty exciting, since that volume's got more Lovecraftian awesomeness in it than anything we've done to date? The proof is in these out-of-context illustrations by Scott Purdy that are sure to get everyone thinking that the Carrion Crown Adventure Path will be taking some pretty drastic and unexpected turns! (Fans of Carrion Crown's Ustalav locations can breathe easy, though, since these pictures are from the foreword and the bestiary of the book, and thus don't actually depict events that occur in this volume's adventure.)
Iconic Love Monday, February 14, 2011 For some of us, Valentine's Day is just another day. We go to work, come home, maybe hang out with our significant others a bit or send the kids off to the sitter for a rare night out. For other people, however, Valentine's Day carries more significance, and flat-out demands acknowledgement. They see it as an excuse to truly cut loose, to go all-out with the romance and treat it like a real holiday. ... And then, apparently, there's a third type of...
Iconic Love
Monday, February 14, 2011
For some of us, Valentine's Day is just another day. We go to work, come home, maybe hang out with our significant others a bit or send the kids off to the sitter for a rare night out. For other people, however, Valentine's Day carries more significance, and flat-out demands acknowledgement. They see it as an excuse to truly cut loose, to go all-out with the romance and treat it like a real holiday.
And then, apparently, there's a third type of person: the type for whom Valentine's Day means a chance to go totally insane. Such appears to be the case with Pathfinder Tales author Kevin Andrew Murphy. How else can you explain the fact that he chose the occasion to, without any prompting or warning, write us an entire heroic crown of sonnets immortalizing the iconic characters' backgrounds in prose. (For those of you who've forgotten your 400-level literature classes, a "heroic crown of sonnets" is a specialized form of poetry in which you have 14 sonnets, each linked by their first and last lines, plus a fifteenth which is made up exclusively of the previous sonnets' linking lines, in order. Needless to say, it's incredibly difficult to do well.)
I'd say more, but I'm still processing the whole thing, so I think it's better to just post the sonnets in their entirety. Happy Valentine's Day!
The Fifteen Loves of Golarion
A Heroic Crown of Sonnets for Valentine's Day 2011
by Kevin Andrew Murphy
1. Alain, the Cavalier, "For Love of Glory" I am the one who lives to tell the tale.
The victor is the braggart of his fame,
The first to know the glory of his name
But not the last. The bards now all regale
The common folk with ballads of my deeds,
The battles won by force of my prowess,
The ransomed kings who've bowed to my duress,
And Donahan, the noblest of steeds.
Sometimes I think he is my only friend.
The men I ride with? Those I can replace.
The maids I bed? Each just a pretty face.
Yet Donahan is mine till journey's end.
If he falls first, then part of me is dead.
I've said the words that needed to be said.
2. Alahazra, the Oracle, "For Love of Truth" I've said the words that needed to be said,
For Truth is blind, and I am blind in truth.
My clouded eyes see little but forsooth
My inner eye sees clearly. I have read
The fates of men with but the barest glance.
I know the future as I know the past,
Which seeds will sprout and which of them will last,
For Destiny leaves nothing up to Chance.
It was not Chance that burned me with its fire.
The simoom's breath is but the Wind of Fate
That claimed me with its Flame. I now relate
The Fate of Love, if that is your desire:
All present loves become in days ahead
Mementos kept in memory of the dead.
3. Seelah, the Paladin, "For Love of Those Now Gone" Mementos kept in memory of the dead,
Reminders of what nothing can restore.
The wingéd helm that dead Acemi wore
Now hides my face and my unworthy head.
I feel its weight: part guilt, part gift, part theft.
Part love. She saw and yet forgave her thief,
The child who stole her helm. Ergo, my grief.
Acemi is still dead and I am left.
I have no words to say in my defense.
I know my deeds. I must have faith in grace
So now I wear her helm and take her place.
What Iomedae learned: Inheritance,
A gift of trust from those you must not fail
Now silent in the realm beyond the pale.
4. Harsk, the Ranger, "For Love of Solitude" Now silent in the realm beyond the pale,
My brother lies–and those who took his life.
I ended theirs with crossbow quarrel and knife.
The giants dead, now I alone prevail.
My kin who dwell below with bended backs
To toil at the forge or in the mines,
Or worshiping our gods at dwarven shrines,
Have my regard, and yet my brother's axe
Is all I bear away from whence I hail.
A hunter's life is love of solitude.
A Spartan camp, a pot of tea fresh-brewed
Will keep him more alert than mugs of ale.
My quarry's tracks are runes left for the sage.
I know the letters written on this page.
5. Ezren, the Wizard, "For Love of Scholarship" I know the letters written on this page,
My father charged with some impiety
Against our god, some awful blasphemy
Too dire for words, and nothing can assuage
The gossips' tongues, for rumor needs no proof.
And Abadar? The merchant god cares not
Who prospers or who fails nor what is bought.
The Golden One stays in his Vault, aloof.
I spent my youth to clear my father's name,
In quest to save the business that he built,
But in the end I only proved his guilt.
Now scholarship's the only love I claim.
Yet law for arcane law can be exchanged.
Old orders sometimes must be rearranged.
6. Sajan, the Monk, "For Love of a Sister" "Old orders sometimes must be rearranged."
So said the monks when taking twin from twin.
My sister Sajni's gone. I should begin
Describing how we came to be estranged.
We were conceived. Our lives were intertwined
Like threads of web and woof strung on a loom,
So were our limbs locked in our mother's womb.
Though born as two, we're more when we're combined.
We trained with temple swords and so time passed
Till at twelve years we each were sent away
And battle woes lost her to Jalmeray.
I left, deserting all I knew, my caste,
To seek my sister. Far too far I've ranged.
I've changed some facts which never should be changed.
7. Damiel, the Alchemist, "For Love of Change" I've changed some facts which never should be changed
And yet that is the goal of alchemy:
Quicksilver shifting, mutability.
The philosophic art just seems deranged
To those too dull to grasp aetheric heights
Or dream of fixing one's perfected form,
Not living with the dull and banal norm.
You reach out when the stars are in your sights,
Yet what you grasp may be the fulgent dark
For nightmares ride as well between the stars.
Like Shelyn's smile can hide Zon-Kuthon's scars,
The bright quicksilver sea conceals a shark,
And from the left the villain steps onstage
To let men feel the battle fury's rage.
8. Amiri, the Barbarian, "For Love of Oneself" To let men feel the battle fury's rage,
The Six Bears tribesmen donned the skins of bears
They'd taken from our totems in their lairs.
Each boy was sent to do it at an age.
We girls were told to sit inside and spin,
Awaiting a barbarian's return.
This never was a name that women earn.
I brought a she-bear's hide back to my kin.
The time came that a warband of my clan
All dared me to bring back a giant's blade.
When I returned, they mocked me as a maid.
The blood rage came. I slew them to a man.
That bastard blade I bear with me. Beware
To taste the kiss of malice and despair.
9. Seltyiel, the Magus, "For Lack of Love" To taste the kiss of malice and despair,
One needn't know the touch of love or hope–
At very least, not of an equal scope–
And pain is seldom more than one can bear,
And when it is? Well, there is always death.
My mother died the moment I was born.
My sister's cries, those spared my life that morn.
I often think she should have saved her breath.
Sioria, oh how could you divine
The babe you saved would still be here alive
Or on a feast of wormwood one could thrive.
I'll kill your father once I first kill mine.
Foul Lairsaph was a fool to teach his spawn
To walk the road with weapons sheathed or drawn....
10. Valeros, the Fighter, "For Love of Adventure" To walk the road with weapons sheathed or drawn
Is how a sellsword passes most his days.
That much at least is truthful in bards' lays.
The rest? Well yes, there is a need for brawn–
The same goes for an ox that pulls a plow–
But when your sword-arm makes some villain yield,
That's better than some plowshare in a field.
At least it's more exciting anyhow.
One day I may retire to a farm,
Grow beans and beets or brew a bit of beer,
But now I love my freedom and I hear
A distant village sounding the alarm.
If there's adventure calling, I'll be gone
To greet the hope that rises with the dawn.
11. Kyra, the Cleric, "For Love of Hope" To greet the hope that rises with the dawn,
The Crown of Our Beloved Sarenrae
Who cast the Beast below to Asmodae,
Is how a priestess prays for I'm Her pawn.
Whate'er the Dawnflower wishes I will do.
When bandits burned my village and Her shrine,
That's when I saw the face of the divine.
Through streaming tears the sun shone and I knew
The Everlight had filled me with Her power
To heal the sick and ailing with Her light
And cleanse those past redemption of their blight
By scimitar, like Dawn's Eternal Flower.
One day I'll join my goddess in the air
To live a life of joy and forswear care.
12. Merisiel, the Rogue, "For Love of Freedom" To live a life of joy and forswear care
Is what I always felt the world should be.
See something that you like? Then take it. Free!
If you don't like your lot, then folk should share.
They call it thievery, who gives a fig?
My knives can teach their tongues to be polite,
And while some think I could be more contrite
It's not like they're not working the same gig.
This knife I got from some Azlanti queen.
This one? From Galt. Belonged to some coquette
And these? From Geb. But most I just forget.
I only care if I can keep them keen.
You make life up like some bard's folderol.
I sing the songs that rise up from my soul.
13. Seoni, the Sorcerer, "For Love of Magic" I sing the songs that rise up from my soul
And write the runes appearing in my dreams.
The ones I walk with talk about my "schemes,"
If schemes they are, or just an unknown goal.
I'd like to say I like just who I am,
Yet who can say just who they are? Not I.
Or what I am, or how I am, or why.
That statement just might be my epigram.
I only know when spells wish to be wrought,
The way they say that love pulls at the heart.
Just so I feel the call of arcane art.
It springs to mind like any other thought.
I'd work alone, but I lack that control
For love and friendship are what make one whole.
14. Lini, the Druid, "For Love of a True Companion" "For love and friendship are what make one whole."
So spake the norn who whispered in the wood.
She vanished but her fey advice is good
And with it I can talk to mouse or mole.
The purest love is love you get from beasts.
My friend Droogami taught me this is true.
It's something though that I already knew.
I never bought the nonsense from the priests
About the love of gods as the most pure.
Who can believe a love you never see?
My love is for the leopard next to me
And she for me and that's what shall endure.
She's great and strong where I am small and frail.
I am the one who lives to tell the tale.
15. Lem, the Bard, "For Love of Happy Endings" I am the one who lives to tell the tale.
I've said the words that needed to be said,
Mementos kept in memory of the dead
Now silent in the realm beyond the pale.
I know the letters written on this page.
Old orders sometimes must be rearranged.
I've changed some facts which never should be changed
To let men feel the battle fury's rage,
To taste the kiss of malice and despair,
To walk the road with weapons sheathed or drawn,
To greet the hope that rises with the dawn,
To live a life of joy and forswear care.
I sing the songs that rise up from my soul
For love and friendship are what make one whole.
... Illustration by Wayne Reynolds ... Ultimate Magic Tuesday, October 5, 2010With Bestiary 2 down, it's time to start working on the next massive hardcover: Ultimate Magic. Check back at this spot soon for details on the second part of the Ultimate Magic playtest. ... Wes Schneider ... Managing Editor ...
Illustration by Wayne Reynolds
Ultimate Magic
Tuesday, October 5, 2010
With Bestiary 2 down, it's time to start working on the next massive hardcover: Ultimate Magic. Check back at this spot soon for details on the second part of the Ultimate Magic playtest.
... Pathfinder Advanced Player's Guide Preview #4 Thursday, July 22, 2010Two weeks and counting until the start of Gen Con 2010 and the release of the Advanced Player's Guide. If you have not already done so, you might want to reserve it with your FLGS or order online now. To help encourage you to pick up this hefty tome, I am giving you a guided tour of the goodies inside. In the past weeks we have looked at some new race and class material. This week we will be jumping around quite a bit,...
Pathfinder Advanced Player's Guide Preview #4
Thursday, July 22, 2010
Two weeks and counting until the start of Gen Con 2010 and the release of the Advanced Player's Guide. If you have not already done so, you might want to reserve it with your FLGS or order online now. To help encourage you to pick up this hefty tome, I am giving you a guided tour of the goodies inside. In the past weeks we have looked at some new race and class material. This week we will be jumping around quite a bit, looking at feats, gear, spells, and magic items. We've got a lot of ground to cover, so let's get going.
Starting out with Chapter 3, let's take a look at feats. This 26-page chapter is loaded down with 163 new feats, from combat and metamagic feats, the new teamwork feats that grant large bonuses when you and an ally use them together. But that's not all, not by a long shot. There are a host of feats in this chapter designed to let you add to your existing class features, like Extra Rage Power and Extra Hex. There are also a host of feats based on your race, like this one.
Ironguts
You have an especially strong stomach. Prerequsitites: Con 13; dwarf, half-orc, orc. Benefit: You gain a +2 racial bonus on saving throws against any effect causing the nauseated or sickened conditions and against all ingested poisons (but not other poisons). In addition, you receive a +2 bonus on Survival skill checks to find food for yourself.
As was mentioned at the preview banquet, a number of the powers of the 3.5 archmage prestige class have found their way into the Pathfinder RPG as feats that most spellcasters can take. Take a look at Minor Spell Expertise.
Minor Spell Expertise
You are able to cast a 1st-level spell as a spell-like ability Prerequsite: Ability to cast 4th-level spells. Benefit: Chose one 1st-level spell that you know. You may cast that spell twice per day as a spell-like ability. The caster level for this spell-like ability is equal to your caster level in that class from whose spell list the spell is taken. The spell-like ability's save DC is Charisma-based. You cannot apply metatmagic feats to this spell.
Moving on from feats, the gear chapter is short, but jam-packed with new tools and tricks to help properly equip your character. From an Lucerne hammer to wooden armor, from an hourglass to rope made from spider silk, there's plenty here for everyone. There are also a lot of tools for each of the new classes, including the portable alchemist's lab and the witch's cauldron. What has me most excited is the wealth of alchemical items in the book. Take a look at this gem.
Weapon Blanch (adamantine, cold iron, or silver): These alchemical powders have a gritty consistency. When poured on a weapon and placed over a hot flame for a full round, they melt and form a temporary coating on the weapon. The blanching gives the weapon the ability to bypass one kind of material based damage reduction, depending on its type. The blanching remains effective until the weapon makes a successful attack. Each dose of blanching can coat one weapon or up to 10 pieces of ammunition. Only one type of blanch can be used on a weapon at one time, although if the weapon is made of a special material, that material still applies.
Next up is a rather large chapter on spells. Discounting the tables at the beginning, there are 57 pages of spells here, containing spells for characters of every class and every level. This chapter also includes the elemental spell lists for those wizards who wish to focus on elemental schools of magic. Let's take a look at a spell that I am particularly excited to use on my players. It might not be incredibly powerful, but it is a lot of fun.
Enemy Hammer School Transmutation; Level sorcerer/wizard 6 Casting Time 1 standard action Range long (400 ft. + 40 ft./level) Target one creature Duration 1 round/level (D) Saving Throw Fortitude partial; Spell Resistance yes
You grab a creature with telekinesis and use it to batter nearby opponents or objects. You must target a specific creature when casting this spell, and once you select that creature, you cannot switch to another. Each round, as a standard action, you can attempt to hurl the target at any creature or object within 30 feet of it. You must make an attack roll whenever you use the target as a weapon. The attack bonus for this attack is equal to your caster level plus either your Intelligence or Charisma modifier (whichever is higher). If you successfully hit the new target with the creature, both it and the creature take damage based on the creature's size (Fine 1d4, Diminutive 1d6, Tiny 1d8, Small 1d10, Medium 2d6, Large 2d8, Huge 2d10, Gargantuan 3d6, Colossal 3d8). The target creature can make a Fortitude saving throw each time you attempt to use it as a weapon. If it makes its saving throw, it can act normally, but if it fails its save, it loses all action for the round and ends its turn prone in a square adjacent to the target of your attack.
Finally, this book contains a large chapter containing all sorts of magic items, from inexpensive soul soap to the mighty cloud castle of the storm king. Of course, it's not all wonderful. There are a host of new cursed items to inflict upon your PCs, lurking in this book. Take a look at ring of truth.
Ring of Truth Aura moderate enchantment; CL 9th Slot ring; Weight —
Deceptively pleasant looking, a ring of truth bears images of childlike angels and broadly smiling divine creatures holding onto links of a heavy chain. The wearer of this cursed ring is rendered unable to tell a deliberate lie, in either speech or writing. The wearer may simply omit the truth or choose not to communicate, but even then must succeed on a DC 20 Will saving throw to avoid answering a direct question truthfully.
And there you go. The Advanced Player's Guide is just two weeks away now. Next week's preview will be the last before release, so we will wrap up our tour of the book by looking at the new prestige classes and new rules systems hiding in this book.
Meet the Iconics: Alahazra Wednesday, June 23, 2010 Only those who refuse to see truth are truly blind. Such is the verdict of Alahazra, bride of the sun and prophet of the burning sands. Alahazra was born in a small Rahadoumi town east of Manaket, one of the many way stations on the caravan route known as the Path of Salt, which leads from Azir all the way to distant Sothis and takes its name from the waves of the Inner Sea and the dried tears of the slave chains that march along it. The...
Meet the Iconics: Alahazra
Wednesday, June 23, 2010
Only those who refuse to see truth are truly blind. Such is the verdict of Alahazra, bride of the sun and prophet of the burning sands.
Alahazra was born in a small Rahadoumi town east of Manaket, one of the many way stations on the caravan route known as the Path of Salt, which leads from Azir all the way to distant Sothis and takes its name from the waves of the Inner Sea and the dried tears of the slave chains that march along it. The daughter of a wealthy and widowed wainwright, Alahazra wanted for nothing, growing up with the best tutors money could buy, all the time being groomed for a potentially lucrative marriage, or perhaps even induction into the Occularium, Manaket's prestigious wizard's college.
All of that changed on the morning when sixteen-year-old Alahazra woke to find herself suddenly and inexplicably blind, her eyes clouded by a white mist that gave her only vague outlines of her surroundings. Beside himself with grief, her father called in the best healers to be found in the godless land, only to discover that the situation was worse than he could have imagined. For when the bards with the healing touch reached out to the fevered child, they were suddenly cast back by a blast of flames that burned the girl's sickbed but left her magically unharmed. Yet even this might have been bearable, had the fleeing bards not revealed the rest of their discovery: that the girl's flames bore no hint of sorcery or arcana. Though Alahazra's staunchly atheist father could scarcely believe it, his proper Rahadoumi household harbored a burgeoning cleric.
Illustration by Wayne Reynolds
Confronted by her enraged father and frightened by the new abilities that she felt burning inside her skin, Alahazra protested her innocence loud and long, but to no avail. Sickened by what he saw as a betrayal of both his trust and his national pride, Alahazra's father did his daughter a final kindness and cast her out with no more than the clothes on her back, instructing her to run before the Pure Legion arrived to take her into custody—and let her gods be her new family, for she no longer had one in Rahadoum.
Blind, weak, and weeping with frustration and rage, Alahazra stumbled southeast into the desert, seeking what meager shade and water the badlands had to offer. For days she wandered, seeking only to put distance between herself and any pursuers who might still seek revenge for her presumed heresy, until at last she collapsed in the lee of a dune, dehydrated and dying.
It was there, staring up through milky cataracts at the burning ball of the sun and letting the wind slowly bury her in the hot sand of the dunes, that Alahazra had her first revelation. Behind those ruined eyes, a vision of debilitating color suddenly exploded. In it, Alahazra saw herself not as she was, but as she one day would be—strong, proud, and fierce. In that moment, Alahazra understood that she was more than just a girl. She was a force of the desert—a voice of sun, sand, and flame—and she would bring its truth to the people, whether they were ready for it or not. Baking slowly in the hot coals of the great Garundi desert, Alahazra came to know herself, and in doing so first harnessed the magical flames that had been building inside her.
With the aid of her newfound abilities, Alahazra moved steadily east, crossing into Thuvia and following the Path of Salt until she finally came to rest in Osirion. There she roamed as she willed through the great cities and barren plains, offering wisdom and healing to the righteous and cleansing fire to the wicked. In time, her notoriety grew, offering her passage into higher social circles, and it's whispered that she made consorts and admirers of several powerful men, possibly even entering the court of the Ruby Prince. Alahazra herself, however, speaks little of her past. For her, only the future is a concern, and her duty is to defend it as best she can, with a clarity of vision that disdains sight.
Now a grown woman, and still attractive enough to turn the heads of slaves and rich men alike, Alahazra is kind but distant, often letting conversation drop in favor of taking in the sounds and smells of her environment. When she does speak, in her low, throaty voice, her words have the weight of command. Alahazra has little patience for fools (most notably those who let money or pride blind them to truth and justice), yet also has a soft spot for orphans, and in her own stern way often sees herself as the mother to her adventuring companions. Though she maintains that she has never worshiped a god—the cornerstone of her bitterness toward both her father and her homeland—she has come to respect a wide variety of deities, whom she refers to as "powerful and strategic allies." And while her detractors might call her cold, in battle Alahazra's burning rage—especially toward injustice and intolerance—still comes roiling out in a wall of divine flame.
... Storm the Lost Tower! Wednesday, June 16, 2010 ... Illustration by Tyler Walpole ... Have you ever wondered just what is inside those siege castles outside Absalom? Have you ever smelled the heady stench of troglodytes in the morning? Have you always wanted to join the Pathfinder Society, but could never figure out just how to impress them? Or do you want to know just a little more about the Advanced Player's Guide? ... Well, you're in luck! Free RPG Day is almost upon us! On Saturday,...
Storm the Lost Tower!
Wednesday, June 16, 2010
Illustration by Tyler Walpole
Have you ever wondered just what is inside those siege castles outside Absalom? Have you ever smelled the heady stench of troglodytes in the morning? Have you always wanted to join the Pathfinder Society, but could never figure out just how to impress them? Or do you want to know just a little more about the Advanced Player's Guide?
Well, you're in luck! Free RPG Day is almost upon us! On Saturday, many of you can go to your Friendly Local Game Store and pick up all sorts of free RPG products, including Paizo's own offering, Master of the Fallen Fortress, by yours truly. Check the official Free RPG Day Retailer Locator to see if stores in your area are participating.
(PaizoCon attendees will each get a free copy of the module at the show, and, starting Monday morning, everyone will be able to download a FREE PDF or buy a $5 print edition right here at paizo.com, so no need to despair if your store isn't on the Free RPG Day list!)
So what's all the hoopla about? Master of the Fallen Fortress takes a group of 1st-level PCs into one of the ruined siege castles that litter the Cairnlands outside Absalom. While it's a standalone Pathfinder Module, the adventure can also be used as an introduction to Pathfinder Society Organized Play, Paizo's constantly evolving, worldwide mega-campaign. And even better, it gives a preview of the six new iconic characters from the upcoming Advanced Player's Guide, statted up as pregenerated characters to get you right into the action!
Adventure is coming your way this weekend, just around the corner and down the road. Defeat the Master of the Fallen Fortress, rescue a captive Pathfinder, and on the way, say hi to Alahazra, Alain, Balazar, Damiel, Feiya, and Imrijka for me!
(To allow GMs to prepare to run Master of the Fallen Fortress on Free RPG day, we're releasing the Chronicles Sheet and pregenerated character sheets as a free download here (1.2 MB zip/PDF).)
... Welcome to the Playtest Friday, November 13, 2009 ... Illustration by Wayne Reynolds ... Illustration by Wayne Reynolds ... The playtest of the Pathfinder RPG Advanced Player's Guide begins today with the launch of two of the six new base classes set to appear in the book. The cavalier is a martial character. Like his name would suggest, he is at home fighting from horseback, but he is by no means crippled when his mount cannot be used. The cavalier gains a number of bonus abilities tied...
Welcome to the Playtest
Friday, November 13, 2009
Illustration by Wayne Reynolds
Illustration by Wayne Reynolds
The playtest of the Pathfinder RPG Advanced Player's Guide begins today with the launch of two of the six new base classes set to appear in the book. The cavalier is a martial character. Like his name would suggest, he is at home fighting from horseback, but he is by no means crippled when his mount cannot be used. The cavalier gains a number of bonus abilities tied to his order, the oaths that he swears, and the challenges he makes. Next up in this playtest is the oracle. This spontaneous divine caster draws her power from the gods that support her focus, granting her special revelations as she goes up in level. This is your chance to take a look at these classes before they hit shelves in August. You can download the free PDF containing both of these classes here.
In the coming weeks, we will be releasing the other four classes, two each week. During these periods, we will be focusing discussion on the most recent classes, but the playtest itself will remain open until the end of January 2010. The release dates are as follows.
Just like the Core Rulebook playtest last year, there are a pair of forums waiting for your feedback and comments. The first is a general forum, for discussing larger issues and announcements. The second forum is specifically for cavalier and oracle feedback. We will add an additional forum every two weeks as the new classes are released.
I want to take a moment to discuss what we are looking for out of this playtest. Since these are new classes, actual playtesting is of great importance. While comments and observations are still valuable, we need playtesters to actually use these classes in play and provide reports of their experiences. This sort of feedback will really help us ensure that these classes become a balanced and fun part of the game.