I have tremendously enjoyed writing and editing with my colleagues at Pathfinder Chronicler. I have had the great fortune to co-edit Anthology Volumes II and III with Zuxius and to take the lead on bringing our most recent Volume IV to fruition at this past PaizoCon. I have learned so much from editing and developing stories with our very talented writers, and the feedback and support from the community at large has been so wonderful. The opportunity to discuss our work with Paizo staffers such as James Sutter, Chris Carey, Wes Schneider, and James Jacobs has also been invaluable. Thank you so much for welcoming our contributions to the Paizo fan community. I greatly look forward to judging in this final contest, and I cannot wait to see the history of Golarion during the Age of Destiny come to life in the works of our contestants. Thank you so much for your hard work and for contributing. Let's make this anthology the best one yet!
I have been pleased to see that the entries I am reading have all chosen to build upon or add to canon in interesting ways, but I think simplifying the theme of the contest as "canon changing" would not quite be accurate. Having had much enjoyment in developing and editing Chronicler stories for Anthology 2 and 3, I found that the stories I enjoyed most took little breadcrumbs from Paizo products that hadn't been developed yet and created their own explanation as to how a mystery occurred, etc. As a writer and GM, I have found it incredibly fun to be able to "play in Paizo's sandbox" and take a kernel of an idea from an NPC stat block or one or two lines in the Inner Sea World Guide and run with it. I believe that is what this contest theme hoped to encourage. I don't think the goal of the contest, nor the Chronicler itself, has ever been to cut huge swathes through existing material and re-write it willy-nilly. We admire and respect the Paizo crew too much.
This just in!
Good news, Paizo fans! Pathfinder Chronicler is pleased to announce that we will be bringing our newly printed (and long-awaited) Pathfinder Chronicler Anthology Volume II to Norwescon in Seattle this weekend! We are also happy to announce that our remade forums are now fully operational. If you are interested in writing (or reading) alternative Pathfinder fiction, we welcome you to check us out, register on the forums, and comment or contribute! We're always looking for new members who share our passion for and commitment to quality writing and Pathfinder's world of Golarion. Laura Bow
*PathfinderChronicler.net is a proud member of Paizo Fans United*
Jorda75 wrote: I and a few of my friends are interested in writing some fiction that takes place within the Pathfinder Campaign Setting, but I was wondering if anyone knows what forums (this one?), sites or blogs we should consider submitting them too. Nothing for profit of course, just sharing tales with fellow adventurers. We would love to have you share your work with us over at Pathfinder Chronicler and invite you to come join us on the newly relaunched Chronicler forums. It's a great place to meet like-minded creative people and hone your writing and editing skills. Each fall we hold a fiction contest, with prizes going to the top three stories. We also produce an Anthology, usually once each year, for distribution at PaizoCon. Limited print copies are available, but is also available as a free downloadable pdf and ebook. Our first volume can be found here. Volume II is premiering at Norwescon this weekend, and Volume III will be out this summer. I look forward to seeing you and your friends on the forums! LauraBow
Yes, Chronicler entrants and enthusiasts, have no fear! Volumes II and III of the Pathfinder Chronicler Anthology (both products of the 2011 contest) are still being edited together and will be produced for your reading pleasure at PaizoCon 2013. Rest assured that your hard work as authors and your support as Pathfinder fans will not go unrewarded. These books promise to be beautiful and fantastic!
Congratulations to the top three and the other finalists!! I'm so excited!! Thanks so much, Chronicler, for this awesome opportunity!! This has been an amazing experience. Special thanks to Zuxius, Montalve and James Sutter for your honest critiques. I look forward to putting your suggestions into practice. .
Hi. I wasn't sure how to go about this, but I wanted to get a misspelling corrected. James Sutter misspelled my name in his most recent Paizo blog post about the finalists in the Pathfinder Chronicler contest. He has it as "Laura Bowly" and it should be correctly spelled "Laura Bowlby." Thank you very much for your assistance! :)
This will be the first time I've ever submitted fiction for a writing contest, and I have to say, I've loved the process! I personally found a lot of inspiration through my research as a GM for my Kingmaker/home campaign. Thanks, Pathfinder Chronicler for providing me with the impetus to branch out in this creative direction. I think I've found a new favourite hobby to tide me over between games!
wraithstrike wrote:
I was wondering this also, wraithstrike, so thanks for the clarification! I couldn't conclusively determine whether the paladin would be in the shambling mound's square or not, based on the grapple entry!
I'm a fairly new GM, and I have a question that I'd love the community's help with: does a grappled creature get a reflex save when Grease is cast on the ground underneath the grapplers? Specifically, here's the situation that came up in my game the other day:
We spent a good 10-15 minutes discussing it and I eventually had to pull GM fiat just to get the game moving again, but I'd really love some opinions on this one! Thanks!
hida_jiremi wrote:
AWESOME!!! Thanks SO much! :)
Vlad Koroboff wrote:
Wow, that's kind of cool! Thanks! Any others that might suit?
I'd love to know more about spellblights... Even just some of their names!
Sean K Reynolds wrote:
A few weeks ago when the fox and hedgehog were spoiled, my guess for the +2 fort familiar would have been skunk... But donkey rat, eh? Who knew! Still, a skunk as a familiar with some type of musk attack would have been cool...
Nightwish wrote:
Thanks, Nightwish! This is very helpful. I wanted to start the companion young anyways, for story reasons, and I agree that the changes as it grows should happen gradually. I really appreciate your breakdown of the template adjustments for the stats... This is an area in which I am extremely novice, so thanks for taking the time to explain it in detail.
If you were going to allow a character in a Pathfinder home campaign to have a Winter Wolf for an Animal companion, what stats would you give a Winter Wolf at Starting/Level 4/Level 7 advancement, and would you require the player to take an "Improved Animal Companion" type feat? I'd really appreciate some advice, so I don't unbalance/overpower it! Thanks!
Fraust wrote: I would like to add just a bit to Skeld's very good advice. Don't get ahead of yourself. One thing that messed me up a bit when I ran Rise of the Runelord was all the cool encounters/NPCs I couldn't wait to get to. I ended up rushing through a lot of the storyline and royaly screwed up some of the other encounters. A very good point. I will try to restrain myself! Fraust wrote: Ganking the horse is a good call in my opinion. You spared the character a death that might not have happened if the player had been more experienced/thinking a little clearer...and at the same time they did take a good shot to the chin, which they hopefully learned from. Now if you go right out and hand them another mount free and clear...well, I'll loose all respect for you and never speak to you again... lol. They had to share horses for awhile, which slowed the group down... He eventually got a new one, but it wasn't as good and had to be trained from scratch, etc. Fraust wrote: I'm not familiar with Kingmaker, but if at all possible, have some roleplaying encounters with friendly NPCs that give the PCs some information on how scary some of the monsters in the area are. Got a party of first levels? Have ol' Henry the hunter, village bad*** extrodinare tell them how fighting an ogre or two is one thing...but even he stears clear of a troll out in the woods. Or if they encounter something you think they need to run from, set up the encounter so they find the big nasty monster unharmed (and emphasis this so they don't think they got a lucky break) munching on a score of dead soldiers it... This is an excellent idea. Thanks!
Skeld wrote:
I've read the first 2 books a few times, skimmed the third and read the general outlines on the rest, but I guess I have still more reading to do! Thanks for the advice. Skeld wrote:
Ideally, this is my position as well, though I'm not too sure about going in with the intent to kill, at least not yet. Perhaps for dramatic effect later, when I'm more experienced. Thanks for providing your in-game example!
Wander Weir wrote:
Great food for thought. Thank you, Wander Weir.
Are wrote: High-CR random encounters don't have to be combat encounters, either. They could just as well be, say, a blue Dragon flying overhead for a while before diving for some game or turning back towards the mountains. A Hill Giant encounter could be as simple as spotting some large humanoid-shaped footprints that seem fresh. I hadn't thought of that, Are. Thanks! This may be a bit of a silly question, but in these kinds of scenarios, or where the players run away after a brief encounter, would you tend to award any experience? I mean, I guess the players would learn something from it, but whether that should actually translate into XP for them is questionable... Are wrote: I think you handled the Shambling Mound encounter fine. If the Paladin had stayed behind and attacked the creature to try to save his horse, then it would have been time to let the dice decide the outcome. Again, thanks.
I'd love some advice from some experienced GMs on tips for running a successful adventure path. I have several years experience running Society-type games under Living Greyhawk 3.5 for a home group, as well as about a year's worth of experience running Pathfinder Society home games, but at Christmas I started running a Kingmaker campaign for a group of 4-7 mostly novice players. This is something completely new to me and I'm finding the long term focus and broad boundaries quite a challenge to my developing skills - the whole experience is for me both incredibly freeing and nerve-wracking! One of the main challenges that I see myself having to overcome in this campaign is my tendency to want to "save" my PCs. In my GM career thus far, I have yet to kill a PC, though in reality I can think of probably 3 or 4 situations where I definitely should have. I'd appreciate some advice on how to embrace lethality in a long running campaign, preferably without alienating my players. I want the world to seem "real" to them, and death is certainly part of the real world, but I find myself balking when it comes too close... Case in point: Kingmaker Spoiler:
I can already think of an encounter where PC death should have been a very possible outcome (it was a wandering monster encounter with a Shambling Mound in Stolen Lands and one of the PCs, a level 2 sorcerer/paladin walked right into it, however I only killed his horse instead).
Reading posts on the boards here, there is a debate on whether it is "fair" to throw these CR6 random encounters at low level PCs... Suffice it to say that I ruled the horse to be more appetizing/readily digestible than the pally and justified it that way, but the fact remains that there will be (and always should be, in my opinion) a few difficult encounters in the wide wilderness, and the PCs must learn to run away (which they did in this example, upon release of the paladin). Also, with so many of my players being brand new to Pathfinder and tabletop roleplaying, I'm not sure if I can trust them enough to know enough about the rules to be able to save themselves!! I like to employ Knowledge checks to allow their characters to become more informed about possible threats, but how far should I take this, especially when it comes to knowing the rules behind battle tactics? Any resources or suggestions that have worked for fellow GMs out there would be greatly appreciated, especially when it comes to dealing with novice players!
About Farya NajjarCreation Rules: 20 point buy, 140 starting gp (average) Background and Description: Though Zadj is known as a land of great wealth and luxury, not all of its people are able to partake in it. After falling on hard times, Farya's parents gave up the girl, then just a baby, in exchange for forgiveness of their debts. Farya has never known these parents, and all that she has left of them is her name. Instead, she grew up in relative comfort in a wealthy trader's household in Iraab. Though her status was unclear - neither slave nor adopted child - she was treated well, always having enough to eat and drink and play with. However, she was never allowed to leave the merchant's estate, becoming somewhat used to the solitude that her existence brought.
From her adolescence, though, the trader's plans for Farya became clear - she would become a servant for him, carrying out the dirty work he needed under the table while remaining unconnected on the surface. At first, he tried to have her trained in seduction, taking advantage of the stereotypical Zadjite image abroad, but Farya showed neither interest nor aptitude for such tasks. Realizing that his desires would not work out, the trader instead looked to Farya's strengths - quickness, sneakiness, and a good nose for finding weak points. As Farya matured, the trader let her take on simple tasks in the city, and when she succeeded flawlessly, on bigger missions abroad - smuggling, assassination, theft, and anything else he could think of. Over the years, Farya has travelled extensively over the region, doing all sorts of unsavory activities at her patron's request, often out of touch with home for months at a time. After one of these stretches, about three years after she first left Iraab, Farya received a different kind of message. The message - with a seal of authenticity that she trusted - stated that the old merchant had unfortunately become sick and died after a night of drunken revelry, and that among his last wishes were that Farya be set free from her servitude. Unfortunately, the message also said that she would no longer be receiving support - monetary and otherwise - from abroad, at least for the time being. Stuck alone in the strange lands of Belthaar, far to the north of her homeland, Farya is suddenly forced to hire out her services to survive. She hopes that one day she can return home, but she has to make it back to Zadj first... Unlike her more lavish brethren back home, Farya's line of work demands that she not draw attention to herself. While a hint at her heritage is sometimes enough to crack open closed doors, she prefers careful application of lethal force instead. Trading revealing desert garb for leather armor and a dark cloak and glittering gold armbands for a pair of dull gold-hilted steel daggers that rarely see the light of day, Farya's looks won't kill, but her weapons surely can. As a child, Farya's isolation caused her to be quite reserved, a trait that has helped her maintain her operations thus far. However, she's learned over the course of her training and her time in the field the value of interaction, both as a means to achieve her goals and to maintain her own sanity. While she usually tries to keep others at a distance out of habit, she's smart enough to know that that won't be possible going forward. Once blades are drawn, though, Farya turns into a different beast, unashamedly reveling in the slaughter around her. Statistics and Skills: F Unchained Rogue 1
M Humanoid (human) Languages Zadjite, Old Jairanian, Khazistani, Susrahnite HP 10/10 Initiative +3 Speed walk 30 ft Senses perception +4, trapfinding STR 12(+1) DEX 16(+3) CON 12(+1) INT 14(+2) WIS 10(+0) CHA 13(+1) Acrobatics +7 Appraise +6 Bluff +7 Diplomacy +5 Disable Device +8 Escape Artist +7 Knowledge (Local) +8 Perception +4 Sense Motive +4 Sleight of Hand +7 Stealth +9 Offense: BAB +0 Melee +1 Ranged +3 CMB +1
Weapons
Defense: AC 15 TAC 13 FFAC 12
CMD 14 FFCMD 11 Fort +1 Reflex +5 Will -2 Damage Resistance none Energy Resistance none Spell Resistance none Armor/Shield
Feats and Traits: Feats
Weapon Finesse [Finesse Training] Point-Blank Shot [Human] Precise Shot Special Abilities: Race
Skilled Bonus Feat Culture
Class
Favored Class Rogue: +1 HP Gear:
pp 0 gp 0 sp 4 cp 0
Weight 75.5 (39 in backpack)
Traveler's Outfit
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