Thomas Seitz wrote:
I can speak only for me, Amanda, but the fact it's based in the old Order of the Nail's citadel is pretty huge selling point for me. :)
Oh yeah, I loved taking the opportunity to detail Citadel Altaerein. It's no secret that I'm a big fan of Hellknights and of weaving stories throughout the environment of dungeons. Plus, the Order of the Nail holds a special place in my heart because my first adventure for Paizo (#4-13 Fortress of the Nail) took place in Citadel Vraid, and that assignment allowed me to feel invested in and build personalities for some of the order's leaders. And I've outlined and developed adventures set in Isger, so this pretty much felt like a dream project!
Daimalko is absolutely anime inspired! Evangelion held me rapt in high school and was a major influence. Just as much of an influence was a more recent series you can find on Netflix called Knights of Sidonia. That series has some really fascinating sci-fi world-building revealed in delicious drips and drabs against a space mech-kaiju backdrop. If you like space kaiju and sci-fi, I'd definitely recommend checking it out.
Attack on Titan was certainly a secondary influence, especially in the way kyokors and the other types of colossi go about attacking the aboveground colonies.
You know, now that you mention it, Ravingdork--I didn't intend for Pacific Rim to be a huge influence, but I bet it was there rattling around my head in the background. I really love the world-building in it and the way its kaiju work. The main battle theme also gets stuck in my head constantly!
Godzilla and Power Rangers weren't intentional, but also probably fed into it from the background. I watched a ton of Power Rangers as a kid and have seen some things from the Godzilla franchise, though certainly not everything!
Rogar Valertis wrote:
Rogar, I can confirm that this book will most certainly not contain only options for humans. The product description text mentions "heroes whose connection to such civilizations manifest in surprising ways" -- an indication that we fully intend to include lots of useful class options and other offerings for nonhuman characters as well as humans.
So if she succeeds and overthrows Moloch, then isn't she still doomed because Asmodeus would kill her for upending his order in Hell?
I would keep in mind that Asmodeus's machinations are rarely straight forward and always self serving. What would happen if some of Eiseth's plans come to fruition could be pretty darn interesting.
Heine Stick wrote:
I'm so glad to hear this! I'm STOKED about the new canon I was able to build for the Queens of the Night in this book. Eiseth is probably my favorite (ESPECIALLY the plans she has for the future).
I don't know about any additional printing, because Paizo produced but didn't print this product.
The PDF remains correct (I just checked to make sure!), so when that's available on the website it'll have that missing piece of text in there as intended.
Hey there, folks!
As far as my understanding, this product should be available soon in print and PDF form. I don't have a definitive date quite yet, but they should be coming.
For those of you who picked up the print version of the module at the show, an error unfortunately cropped up sometime after we finished the files on our end. The final section is missing from the print version. I'm pasting it here for folks looking for that text.
CONCLUDING THE ADVENTURE
After the PCs have defeated the ettin, recovered the Golden Pendant, and emerged from the cave, they come face to face with Aurelliax in her true form. She is a magnificent mature adult gold dragon whose presence dwarfs that of the PCs. Once she sees that the PCs have her amulet, she thanks them. She gifts each of them statuettes of gold dragons with diamonds for eyes, each worth 2,000 gp. If the PCs still need information to resolve the goals they pursued during the Brightbloom Jubilee, Aurelliax tells them now: Kiliuk's mother is in Grayhaven, the cargo Torgen seeks left Highdelve destined for Grayhaven, and Carth Garenth not only has Rhylene's ring designs but would be willing to make Brialla and Meraina a new one free of charge.
While the PCs were in the cave, Aurelliax harvested the slope's brightblooms. The filled cart in her claws, the gold dragon offers the PCs a ride to Highdelve on her back. (She also transports the bullies and Feran to stand trial, if any of them accompany the PCs.) With the bullies and possibly Feran locked up, the townspeople fete the heroes, who are invited to hand out brightblooms during the most joyous Brightbloom Ball the town has ever seen—all thanks to the PCs’ efforts.
I am SO excited to see this announced.
This year will be my 12th consecutive year at Gen Con--I've been going to the show since I was in college, when it was just a carload of us making the trip from Michigan/Ohio as fans. As my position in the industry has gone from fan to freelancer to full-time industry professional, Gen Con has always been a constant. It's been a place to meet up with friends, to network with professionals, and now to chat with fans. It's been a big cornerstone of my personal and professional spheres.
So, needless to say, it is SUCH a huge honor to have the opportunity to write the module that's celebrating Gen Con's 50th anniversary.
It's so cool to have been able to give names, stats, and back stories to iconic characters whose introductions I remember from Gen Con's promotional materials back in, I want to say, around 2013. It's also exciting to have immersed these iconics in the lore of Golarion, and to be able to introduce them to Paizo's fans as well as to hopefully interest new folks in Pathfinder and our world.
As much as Gen Con was formative for me as a young fan, I hope that this module and the show's 50th anniversary will bring new fans into the fold, and introduce youngsters to a hobby they can call their own.
Gen Con and Games & Gears have been great partners in making this product happen--and a huge shoutout to Managing Developer Adam Daigle, who gave the module a once-over and helped me trim the (originally way too long!) text to fit into the page count.
I am stoked to have had the privilege to be involved in this book! I hope folks dig it!
Mine all mine...don't touch wrote:
Okay I know I'm going to catch hell for this too but.... Does every group of characters need to have a gay character? Do we really need to know? It's starting to seem forced. And before everyone jumps on me, I don't care what your orientation is its your business, not mine. Do what makes you happy.
Navasi's sexuality is a core part of her being, as falling in love with -- and losing -- her best friend has shaped her into the person she is today. Sexuality is present in every fiber of storytelling, from references to husbands, wives, girlfriends, and boyfriends to more relationship-oriented details. Saying that a character's queerness is "forced" is like saying that a reference to a husband and wife is a "forced" example of heterosexuality. It's an ugly double standard.
Like Pathfinder, Starfinder is a place where people of all backgrounds and perspectives exist and thrive, and I strive as a writer to create stories in which all readers can see parts of themselves reflected in our heroes' backgrounds. I understand how deeply meaningful representation can be to folks who are used to never having any, and so I do what I can to move the needle.
Why, thank you for noticing! My cloak does billow quite gloriously, doesn't it?
My dreams of space piracy finally come true! I'll see all you seadogs in Lady Pharasma's Locker!
Speaking of the Lady of Graves and space lockers, I just might have a job for you. Bit of a warning, though: it involves lasers. And security robots. And vesk. Oh, sweet Weydan, so many vesk...
I, for one, support our gay space communist
*smirks and salutes cheekily*
I'm so glad you folks like the story. I had SUCH fun writing up our resident fast-talking, sticky-fingered, kind-hearted space-farer. :D
Owen K. C. Stephens wrote:
I'm going to take off my Developer hat for a moment, and put on my Fanboy hat, and speak briefly about why I love this story Amanda wrote (which, in this case, I didn't get to read until today and had nothing to do with, so this is my fresh take)
Daww, thank you so much for the kind words, Owen!
(Psst. Folks! THE Owen K.C. Stephens likes it! Squee!)
Alexander Augunas wrote:
I still need to reread and test the militia rules, but at a glance they look fun and solid. Nice work, Crystal and Amanda! <3
I'm glad you like the militia rules, Alex. The credit for shaping and building the militia system goes to Lissa Guillet, who wrote that entire section, while Amber Scott authored the rest of the book. I'm very happy with Lissa's work and proud to have been the developer who worked on it!
Hm, turns out that the "detailed militia system" mentioned in the product description is very explicitly for the Ironfang Invasion Adventure Path, and is basically a reskinned version of the rebellion rules from the Hell's Rebels Players Guide. It seems a bit weird to me that this takes up 12 pages in a Campaign Setting book instead of going into the Ironfang Invasion Player's Guide, as with Hell's Rebels, though.
A big conceptual difference between the militia system in Lands of Conflict and the rebellion system in the Hell's Rebels Player's Guide is that, while the latter is explicitly for use in Hell's Rebels and is constructed entirely in that context, the militia system in Lands of Conflict is more general and can be used in any game, homebrew or otherwise, where the GM or PCs want a mechanical system for building and running a militia from scratch. While the rebellion system's mechanics and flavor are tightly tied to Kintargo as well as the events and resources available in Hell's Rebels, the militia system in Lands of Conflict provides a way to easily build a militia in any game. The militia system's structure is very loosely based on the rebellion system, but that's about where the similarities end. Nirmathas, the Nirmathas-Molthune border, and even Molthune proper are some of the best-suited places to set a game in which players build a militia to oppose a larger force, so that's why the militia system is in Lands of Conflict.
That said, Crystal and I recognized that the militia system is perfect for Ironfang Invasion, since that AP is all about gaining allies and building forces to oppose a hobgoblin army. So, in Lands of Conflict's militia system, we included a short section with the recommended militia progression for each volume of that AP. Outside of that short section, though, the entire militia system is designed for use in any adventure you see fit.
For those who do decide to run Ironfang Invasion using the militia system, each volume of that AP will include a section giving explicit instructions and advice for doing so based on the adventure's events and NPCs. The Ironfang Invasion Player's Guide also will include a militia tracking sheet. That's because, in order to make sure the militia system was robust enough, we just couldn't squeeze a tracking sheet into Lands of Conflict. It's not needed for militia play, of course, but will be available for free as soon as the player's guide is released.
Just wanted to clarify for folks wondering about the differences between the two systems. :)
It's mosquito, and where it says scarab in the price and construction tables, it should say mosquito. :)
Markov Spiked Chain wrote:
I'd like for this thread not to become too focused on such specific questions, especially because not everyone has the book yet, but I'm happy to answer these three inquiries.
Markov Spiked Chain wrote:
Is there supposed to be a limit on the level or duration of the "free" Druidic Herbalism potions?
Herbal concoctions function mechanically exactly like potions, including the requirement that the spell used to create one must be 3rd level or lower and target one or more creatures. As long as you could make a potion of the druid spell, you could make an herbal concoction of it, and it works just like a potion would.
Markov Spiked Chain wrote:
Is there any limit on the number of healing Touch Injections a Wasteland Blightbreaker can have stored?
The wasteland blightbreaker can only use touch injection as a spell-like ability through that class feature once per day, only to absorb an infused extract of the healing subschool, and only if he either has the infusion discovery or has also taken the chirurgeon archetype (in which case he's treated as if he has the infusion discovery). If he then prepares an extract of touch injection and absorbs another infused extract or permissible liquid that way, there shouldn't be anything stopping him, but the spell-like ability from the class feature is specifically 1/day, and it only lasts 1 hour/level (as normal).
Markov Spiked Chain wrote:
Does a Faith Singer Bard get the powers of their Domain, or just the spells? Do the domain spells use up spell slots?
The faith singer bard is only getting the domain's spells, but they're specifically called out as spell-like abilities, so they're not taking up any spell slots.
Hope that helps!
I now want to detour a campaign into the city on the back of a miles-long anglerfish.
I was particularly pleased with this gem, myself. Writer Eleanor Ferron did a fantastic job with the Plane of Water, as did all of the awesome writers on this project -- John Compton, Paris Crenshaw, Thurston Hillman, and Jessica Price. It was a ton of fun to develop!
This is correct.
Will there an option that PCs are from Saringallow ? It would be a great way to background for the PCs.
While the module doesn't provide any pregenerated characters, there is advice sprinkled throughout the adventures for GMs whose groups have one or more PCs from Saringallow. It's especially relevant in the first adventure, which takes place wholly in the settlement.
Playing a PC from Saringallow would be a great way to build a really immersive story, especially if you're playing all three adventures in the module.
You got it, except the ability is intended to be 3/day.
Thanks for the question! This indeed requires a standard action and is a 3/day ability that emanates from the user. The effect lasts a number of rounds equal to your Hit Dice (that part is mentioned in the ability itself).
You're correct. The bonus should be sacred.
Some of the ideas came from the design team, and some from my own nerdy excitement. Sometime soon, I'm going to put together some thoughts about how I sat down, wrote out my pie-in-the-sky hopes for what types of character concepts I could include as vigilante archetypes -- and then had to get realistic about what I could include in the given word count. And then took that pared-down list and ran with it.
It was a ridiculously fun assignment.
Hey, Wolfgang, happy birthday! I owe quite a lot to you -- if it wasn't for you bringing me on board some very hefty projects, my career in RPGs would likely look a lot different right now. So put on your kobold hat, blow out the candles, and may all your birthday wishes come true. All hail the Kobold King!
Benjamin Bruck wrote:
It was a pleasure working with you guys, and with our developer Amanda Hamon Kunz.
Daww, thanks, Benjamin! I think folks will really dig the madness (sorry, could not help myself!) that you, Mike, and Mikko have cooked up. We hope that the module's versatility -- whether as single one-shots or linked adventures in any order -- is a real asset.
Oh, and James, no worries. Those are still jellybeans in the jar on my desk.
Or ARE they?!
PFWiki Scribe wrote:
The Gensmaren entry in Occult Realms defaults to the background on the fort given on page 160 of The Inner Sea World Guide, which establishes that it's one of the series of supply forts the Second Army of Exploration established in the region. Seeker of Secrets was in error, but that was corrected in the ISWG (although the Gensmaren entry does incorrectly refer to the Second Army of Expansion, instead of Exploration).
EDIT: Also, as an aside, prior to the ISWG, we hadn't codified exactly which armies went where and did what, so that might help explain the discrepancy a bit.
I hate to be a bother, but can someone who has or who wrote the book tell me is there anything in the book that allows Psychics to use mind affecting spells on Constructs/Robots?
There's nothing that broad, no. The mindtech psychic discipline does give psychics a spell-like ability that mimics control construct at 13th level, but it doesn't go beyond that.
Lore Monochrome wrote:
I think it'd be pretty perfectly suited for the Iron Gods adventures. The more your character uses technology, the more they're going to find this psychic discipline useful, and IG ...
...Does involve getting access to generators, and even finding a battery or two, beyond what you'd purchase on your own.
So I think it's a perfect fit.
As far as the android question, the higher-level dominate technology ability involves a slightly modified version of control construct. While we haven't issued an official FAQ about it, I consulted with the design team, and since androids don't have masters the ability won't allow your psychic to control them. But it does have quite a few other potential uses as far as Iron Gods is concerned.
*Poof!* You've got it.
So, the psi-tech section is meant for folks interested in melding the psychic class with some of the offerings in the Technology Guide. Specifically, the book details several psi-tech discoveries, which are like wizards' arcane discoveries but for psychics. You can take them in place of a phrenic amplification or a feat.
The section also offers the mindtech psychic discipline, which conceptually lets a psychic funnel her psychic power through technology. The discipline powers interface with using batteries or generators, cybernetic implants, and, at a higher level, with dominating technology.
Folks might also be interested to know that Naderi is one of the deities in this book with tight ties to some of the core deities, particularly Shelyn, as we've mentioned in Inner Sea Gods, but not limited to the Eternal Rose. We'll be exploring those divine relationships as well as the relationships that tend to manifest among the different deities' followers as a result.
In general, if your character worships one of the deities in this book, you'll get a good idea of how that character would see himself or herself in the context of the Inner Sea's other major religions. And minor religions, as applicable.
Hello, Isaac, and welcome to the Top 32!
I'll be a judge for this round, and I'm honored and pleased to offer feedback on your wolflord's fang. I hope this feedback provides some helpful insight to you as you move forward in the competition.
As an assistant developer at Paizo, I'll offer you three levels of commentary that approximate the development process: some first impressions, a deeper look, and some measured feedback.
So, let's get started!
First impressions: OK, this item just screams, "You, too, can use Ned Stark's sword!" That's not necessarily a bad thing, and I'm probably just way too plugged into Game of Thrones, but I think a tweak of the name might have set this item apart from that strong of an association, intentional or not. Bastard sword of the wolf or something of the like might be a good start.
Deeper look: That said, the wolf theme, and that of hunting as a pack, is presented very nicely here. Mechanically, the sword is a little too feat-in-a-can for me, though, and there's the added power surge of essentially making this a teamwork item. The howl ability is really cool and thematic as well as having a good in-game use, so I would have focused on that wondrous power and built from there.
Measured feedback: You have a great sense of what's cool, and that's not something that can be taught. This sword reminded me of the Starks because Ned is a cool character (IMHO), and this is a cool sword -- but it could be cooler, more wondrous, and it could work a bit more elegantly at the table. Focus on funneling your awesome ideas into designs that are a little more measured and you're going to do great going forward.
That said, thanks for reading, and best of luck in the contest!