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Kalindlara wrote:
I was wondering how wordcount was calculated for statblocks, to be honest - I wasn't sure if wordcount was an accurate representation of their space consumption.In my head, I imagined an NPC Codex-style one-page-per-NPC structure, which I'm pretty sure is incorrect for Wayfinder.
That is sort of the way a Weal or Woe is structured, one per page, but I'd see an NPC codex article more like our bestiary...entries going back to back, since page space is at a premium. Ideally, it would be better to have 1 NPC per column, 2 per page...but those are low level NPCs. Higher level NPCS take up more like 75-80% of the page.
I would assume a mix of low, mid, and high level characters.
Of course, this is sort of a new type of article, but sort of an offshoot of Weal or Woe...where the NPCs are not adversaries, or related in any way. I'm not entirely positive I like this over the Weal or Woe concept at all....but given the them of the River Kingdoms, having a selection of interesting NPCs from the various kingdoms is kind of fitting, at least for this issue.
Thank you! I'll see what I can do. ^_^

etsmith |

OK. Christmas Eve, ONE WEEK LEFT, and we have 30 submissions. Because of the intense pressure by all of you (heh), here is the current tally:
Bestiary: 3
Class: 8 (3 alchemist archetypes, 2 bard/skald, and others)
Crunch: 5.5
Fiction: 4
Fluff/Flavor: 4 (2 gazetteers)While the Class category is looking good, there seems to be quite a bit of overlap among the entries. Monsters are looking thin. More fluff/flavor, a bit more fiction, as well.
If it's not any trouble, could you say what general topics the current flavor articles cover? I'm mulling a flavor article, and given the article shortage, I was hoping to avoid covering the same ground as someone else.

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Timitius wrote:If it's not any trouble, could you say what general topics the current flavor articles cover? I'm mulling a flavor article, and given the article shortage, I was hoping to avoid covering the same ground as someone else.
Fluff/Flavor: 4 (2 gazetteers)
We have two gazetteer articles (Liberthane and Lazlos Ferry), plus an article on fauna and flora, and one detailing a roadside tavern.

Neil Spicer RPG Superstar 2009, RPG Superstar Judgernaut, Contributor |
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This is an interesting idea. I'm wondering what the word count for each NPC is looking like. If this turns out to be an especially lean issue for submissions, we might do a large article (like 4-6 pages/3000 to 4500 words), but not sure how many of these NPCs will fit on 4 pages.
Stat-blocks will typically take up more space, just because there are more lines (with empty space) that have to fit on each page. Paizo guidelines are typically 700 words to a page. And, for NPC write-ups and bestiary articles in the APs, we're given 1400 words for a 2-page spread.
For the purposes of Wayfinder's Weal or Woe articles, I've always operated with 750 words per page as the guideline. Sometimes, it's less, but that's usually fairly accurate. By keeping the NPCs low-level, it reins in the length of the stat-block and how much space it eats up. As a result, it lets you "buy back" that extra 50 words to put towards the NPC's description and the boon or drawback information.
So, my advice would be to shoot for one NPC per page (just like a Weal or Woe article with art). Keep each character's stat-block as short as possible. And, use any remaining space for a few words describing the NPC's connection to the River Kingdoms. It wouldn't have to follow the Weal or Woe format by including a boon or drawback. And, as a result, that buys you additional words to towards the NPC's background.
My two cents,
--Neil

bigmac |
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It is a bit last minute, but I've tried to get you a bit of signal boost via a topic at the Pathfinder forum at The Piazza. Good luck!
(And you are welcome to post a regular open call for submissions in the Pathfinder forum at The Piazza.)

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A friend just told me about this today. I created a great gambling system for in character gambling using standard deck of cards and poker hand rules.. but again for in character use. So, fast and based on character skills.
Ill polish it up and write out a little history and it will be awesome for this!
-Nick
www.sideprojectpodcast.com

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I have 3 monsters I've just used in a home game... they all revolve around a sort of nightmarish concept of hurting themselves to hurt others. It's a little macabre. Is that interesting for the Wayfinder? Or is the publication all good now and you don't need any more stuff?
I think that the key question here is: Does it relate to the theme....the River Kingdoms?
If your monsters make sense in the context of the River Kingdoms, then, yes, by all means read and follow the guidelines and send us a submission.

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Sorry for the delay; this Christmas holiday has been mental. I thought I was going to get more time to myself, but our local area has been flooded.
I'm okay, because I'm on a hill, but several of the clubs or events I was expecting to divert the kids can't go ahead, so we're besieged indoors, with me having to take dibs on my laptop.
Woodsy told me he has a few songs, but they'll need checking they still scan, after translating from the Taldan.
And swapping out some of his lyrics, which aren't suitable for sensitive types.

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Have about 1400 words of magic items themed around ruling kingdoms that need a little tweaking before submission. If I don't quite hit 1500 words or some of the items are a little lacking should I:
-submit the whole lot and just let you guys pick and choose the items to include?
-or should I pare it down to 750 words myself?

etsmith |

Have about 1400 words of magic items themed around ruling kingdoms that need a little tweaking before submission. If I don't quite hit 1500 words or some of the items are a little lacking should I:
-submit the whole lot and just let you guys pick and choose the items to include?
-or should I pare it down to 750 words myself?
I interpreted the "no more than 5% percent above or below word count target" guideline as implying you would only need to make 1425 instead of the full 1500.

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Nightdrifter wrote:I interpreted the "no more than 5% percent above or below word count target" guideline as implying you would only need to make 1425 instead of the full 1500.Have about 1400 words of magic items themed around ruling kingdoms that need a little tweaking before submission. If I don't quite hit 1500 words or some of the items are a little lacking should I:
-submit the whole lot and just let you guys pick and choose the items to include?
-or should I pare it down to 750 words myself?
Me too, but some of the items feel a little like 'filler' to hit even 1425. Could be I'm just worrying too much instead of finishing the article. :)

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etsmith wrote:Me too, but some of the items feel a little like 'filler' to hit even 1425. Could be I'm just worrying too much instead of finishing the article. :)Nightdrifter wrote:I interpreted the "no more than 5% percent above or below word count target" guideline as implying you would only need to make 1425 instead of the full 1500.Have about 1400 words of magic items themed around ruling kingdoms that need a little tweaking before submission. If I don't quite hit 1500 words or some of the items are a little lacking should I:
-submit the whole lot and just let you guys pick and choose the items to include?
-or should I pare it down to 750 words myself?
Magic items are a little more module-like, sort of like a bestiary in many ways. If you are short on words, we might be able to combine with other magic item submissions to make a complete article.
At this point, with only 45 articles and under 4 days left, I'd say do your best, add some additional items if you are able to brainstorm some up, to hit closer to 1425-1500 words.

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I know time is short, but if anyone has NPC suggestions, I'll consider them for inclusion. So far I have:
Bandit - Human fighter1/rogue1 (thug)
Tymon Gladiator - Half-orc fighter4 (brawler)
Cultist of Gyronna - Changeling mesmerist7 (cult master)
I also have Black Eagle and Daggermark Poisoner slated for inclusion. I might need a level 5 something for the Cultist's cohort, but I can just suggest NPCs from the NPC Codex for that - it's not essential.
So, if anyone has ideas - especially ideas that would dovetail well with their own submissions - I'm listening. ^_^

Garrett Guillotte |
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I know time is short, but if anyone has NPC suggestions, I'll consider them for inclusion. So far I have:
Bandit - Human fighter1/rogue1 (thug)
Tymon Gladiator - Half-orc fighter4 (brawler)
Cultist of Gyronna - Changeling mesmerist7 (cult master)I also have Black Eagle and Daggermark Poisoner slated for inclusion. I might need a level 5 something for the Cultist's cohort, but I can just suggest NPCs from the NPC Codex for that - it's not essential.
So, if anyone has ideas - especially ideas that would dovetail well with their own submissions - I'm listening. ^_^
Lost Kingdom of Zog goblin tribe members
Warpriests of Shelyn or Iomedae in LiberthaneExiled Mivoni swordlord
Gnome arcanist (blade adept) of Jovvox
Elven ranger/inquisitor of Alseta (reaper of secrets) for Hymbria/Sevenarches

etsmith |
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I know time is short, but if anyone has NPC suggestions, I'll consider them for inclusion. So far I have:
Bandit - Human fighter1/rogue1 (thug)
Tymon Gladiator - Half-orc fighter4 (brawler)
Cultist of Gyronna - Changeling mesmerist7 (cult master)I also have Black Eagle and Daggermark Poisoner slated for inclusion. I might need a level 5 something for the Cultist's cohort, but I can just suggest NPCs from the NPC Codex for that - it's not essential.
So, if anyone has ideas - especially ideas that would dovetail well with their own submissions - I'm listening. ^_^
Perhaps a Sevenarches druid? I don't believe the codexes offer many druids, so that might be useful to readers.

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Hey, Folks! I've been taking a look at some of the submissions we've received so far, and I want to ask something of those of you who are still working on your submissions: Please be careful about what names you are giving to abilities for classes, archetypes, feats, and traits.
So far, I've seen multiple submissions that use the Six River Freedoms as the names of abilities. That causes serious problems for us, because we may end up with multiple abilities using the exact same names. That's bad enough within a single rule system, but it's even worse when those abilities are all presented in the same magazine issue.
I'm glad that so many of you find inspiration in that aspect of the setting, but please do your best to come up with names that give a sense of the River Freedoms rather than using them as the names, themselves.
Thanks! Keep up the great work! I'm liking much of what I'm seeing, so far, and I look forward to seeing more!
-Paris, Wayfinder Assistant Editor-in-Chief

Flanwaw |

Perhaps a bit of an amateurish question but stay with me here.
I noticed in some of the earlier wayfinder 'zins that the side trek's are generally a good thousand+ words, but the submission limit for the side trek seeds are 325 words. I'm guessing the submission is more of a idea proposal or basic outline, and the full thin gets fleshed out later but I just want to make sure.

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Perhaps a bit of an amateurish question but stay with me here.
I noticed in some of the earlier wayfinder 'zins that the side trek's are generally a good thousand+ words, but the submission limit for the side trek seeds are 325 words. I'm guessing the submission is more of a idea proposal or basic outline, and the full thin gets fleshed out later but I just want to make sure.
So, this Side Trek thing has sort of grown organically with the ongoing 'zine. We have Side Trek Seeds (early on just called Side Treks) that are the short 325 word summaries of possible adventures. Then we have Side Trek Adventures, 4-6 page mini-adventures that are fleshed out with a map, and NPCs....sort of a one-shot that can be dropped into an ongoing campaign.
So, we have Seeds vs. Adventures, short vs. long. Seeds are open for anyone to submit. Adventures are usually solicited, and are always approved by ME, the editor-in-chief. Seeds are not usually developed into Adventures, though....completely separate submissions there.
Tim

Flanwaw |

Flanwaw wrote:Perhaps a bit of an amateurish question but stay with me here.
I noticed in some of the earlier wayfinder 'zins that the side trek's are generally a good thousand+ words, but the submission limit for the side trek seeds are 325 words. I'm guessing the submission is more of a idea proposal or basic outline, and the full thin gets fleshed out later but I just want to make sure.
So, this Side Trek thing has sort of grown organically with the ongoing 'zine. We have Side Trek Seeds (early on just called Side Treks) that are the short 325 word summaries of possible adventures. Then we have Side Trek Adventures, 4-6 page mini-adventures that are fleshed out with a map, and NPCs....sort of a one-shot that can be dropped into an ongoing campaign.
So, we have Seeds vs. Adventures, short vs. long. Seeds are open for anyone to submit. Adventures are usually solicited, and are always approved by ME, the editor-in-chief. Seeds are not usually developed into Adventures, though....completely separate submissions there.
Tim
Very good to know - thanks for clearing that up.

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DARN! I had an article with 6 Freedoms feats and another with 6 Freedoms freedom fighter archtypes...
Feats and character class options based on the six River freedoms are great, just avoid naming the abilities after the six River freedoms. For example, don't call an ability "You Have What You Hold". If the ability allows you to keep something that belongs to you, you can call it "strength of ownership", instead. That may not be the best example but it gets the idea across.

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JPSTOD wrote:Need any Maps ??
If you do maps, then you need to send me a portfolio or examples of your cartography. If it's a good fit for the magazine, then I can add you to the artist roster (since we are talking illustrations).
That goes for ALL interested artists, as well. If you want to illustrate for Wayfinder, please send a link to your online gallery or portfolio. If you are looking for a way catch the attention of publishers, Wayfinder can help.
http://jpstodwftexas.deviantart.com/

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Minor formatting question: For submissions, how should we reference non-core products? In the actual Wayfinder publication these are denoted with superscripts, but that seems to fall under fancy formatting.
We do use superscripted text in our formatting, so that's the preferred method in star blocks. If you can't do superscript for some reason, you can put the superscript in brackets, then use a comment or just put a note at the bottom explaining what the superscript means. For prose text, you can use in-line citations, such as "(see Green Ronin's Advanced Bestiary)".

Neil Spicer RPG Superstar 2009, RPG Superstar Judgernaut, Contributor |

I know time is short, but if anyone has NPC suggestions, I'll consider them for inclusion.
If there's still time, I'll shoot you some stat-blocks I cooked up for the earlier NPCs I suggested for the River Kingdoms. I took a different approach with the Tymon gladiator by making them a human fighter (gladiator) 4 and selecting a handful of different feat choices which synergize really well with the gladiator archetype. Basically, it gives him the ability to use performance combat feats even in everyday combat. I think it's an interesting mix.

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Kalindlara wrote:I know time is short, but if anyone has NPC suggestions, I'll consider them for inclusion.If there's still time, I'll shoot you some stat-blocks I cooked up for the earlier NPCs I suggested for the River Kingdoms. I took a different approach with the Tymon gladiator by making them a human fighter (gladiator) 4 and selecting a handful of different feat choices which synergize really well with the gladiator archetype. Basically, it gives him the ability to use performance combat feats even in everyday combat. I think it's an interesting mix.
I wanted to do that, but I was afraid to use too many non-PRD sources.
I'd have a completely different build then. ^_^
(There's definitely still time, though. I haven't even started exporting from Herolab yet.)

Neil Spicer RPG Superstar 2009, RPG Superstar Judgernaut, Contributor |
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I wanted to do that, but I was afraid to use too many non-PRD sources. I'd have a completely different build then. ^_^
I realized I have a copy of the Tymon gladiator stat-block on my thumb-drive here at the office, and it relies only on the PRD (with the only non-core references coming from Ultimate Combat):
Tymon Gladiator
TYMON GLADIATOR
XP 800
Male human fighter (gladiator) 4
CN Medium humanoid (human)
Init +1; Senses Perception +0
DEFENSE
AC 17, touch 11, flat-footed 16 (+4 armor, +1 Dex, +2 shield)
hp 38 (4d10+12)
Fort +6, Ref +2, Will +1
OFFENSE
Spd 30 ft.
Melee +1 longsword +10 (1d8+7/19-20) or throwing axe +8 1d6+4) or dagger +8 (1d4+4/19-20)
Ranged shortspear +5 (1d6+4) or throwing axe +5 (1d6+4) or dagger +5 (1d4+4/19-20)
STATISTICS
Str 18, Dex 12, Con 14, Int 8, Wis 10, Cha 13
Base Atk +4; CMB +8; CMD 19
Feats Dazzling Display, Intimidating Prowess, Performance Weapon Mastery (UC), Performing Combatant (UC), Savage Display (UC), Weapon Focus (longsword), Weapon Specialization (longsword)
Skills Acrobatics +1, Climb +7, Handle Animal +5, Intimidate +10, Perform (comedy) +5, Ride +4, Swim +7
Languages Common
SQ armor training 1, fame
Combat Gear potions of cure light wounds (2); Other Gear mwk leather lamellar, mwk heavy steel shield, +1 longsword, throwing axe, shortspear, dagger

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Kalindlara wrote:I wanted to do that, but I was afraid to use too many non-PRD sources. I'd have a completely different build then.I realized I have a copy of the Tymon gladiator stat-block on my thumb-drive here at the office, and it relies only on the PRD (with the only non-core references coming from Ultimate Combat):
Tymon Gladiator
** spoiler omitted **
I see. Thank you! ^_^
(I forgot that a lot of the Performance stuff was in UC - I thought it was all in softcovers like Inner Sea Combat. Oops.)

Neil Spicer RPG Superstar 2009, RPG Superstar Judgernaut, Contributor |
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Also, here's another one for a Gralton Spy (i.e., a half-elf rogue with the spy archetype whose human lineage traces back to the disaffected nobles from Galt who fled to the River Kingdoms):
Gralton Spy:
GRALTON SPY
XP 1,200
Female half-elf rogue (spy) 5
NG Medium humanoid (elf, human)
Init +2; Senses low-light vision; Perception +8
DEFENSE
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 36 (5d8+10)
Fort +1, Ref +6 (+1 vs. traps), Will +4; +2 vs. enchantments
Defensive Abilities evasion, uncanny dodge; Immune sleep
OFFENSE
Spd 30 ft.
Melee mwk shortsword +3 (1d8-1/19-20) or mwk dagger +3 (1d4-1/19-20)
Ranged mwk shortbow +6 (1d6/x3)
Special Attacks sneak attack +3d6
STATISTICS
Str 8, Dex 15, Con 10, Int 13, Wis 12, Cha 16
Base Atk +3; CMB +2; CMD 14
Feats Deceitful, Iron Will, Toughness
Skills Bluff +15, Diplomacy +8, Disable Device +8, Disguise +12, Escape Artist +8, Knowledge (local) +8, Knowledge (nobility) +5, Perception +8, Ride +3, Sense Motive +10, Sleight of Hand +10, Stealth +10, Use Magic Device +7; Racial Modifiers +2 Bluff, +1 Disguise, +1 Knowledge (local), +1 Sense Motive
Languages Common, Elven, Hallit
SQ elf blood, integrated, poison use, rogue talents (honeyed words, quick disguise), skilled liar +2, wary
Combat Gear blue whinnis poison (1 dose), oil of taggit poison (2 doses), potions of cure light wounds (2), potion of invisibility, sleep arrows (2), smokesticks (3); Other Gear +1 leather armor, mwk short sword, mwk dagger, mwk shortbow w/ 20 arrows, feather token (bird)
SPECIAL ABILITIES
Integrated (Ex) Many half-elves are skilled in the art of ingratiating themselves into a community as if they were natives. Half-elves with this racial trait gain a +1 bonus on Bluff, Disguise, and Knowledge (local) checks. This racial trait replaces the adaptability racial trait.
Wary (Ex) Many half-elves have spent their long lives moving from place to place, often driven out by the hostility of others. Such experiences have made them wary of others' motivations. Half-elves with this trait gain a +1 racial bonus on Sense Motive and Bluff checks. This racial trait replaces the keen senses racial trait.

Neil Spicer RPG Superstar 2009, RPG Superstar Judgernaut, Contributor |
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Last but least, here's an idea I had for a vishkanya rogue with the deadly courtesan archetype from the Advanced Race Guide with an assumption that she would be in service to Tragshi the Herbalist who runs the Poisoner's Guild in Daggermark (and like Tragshi, she would originally have hailed from Casmaron):
Vishkanya Poisoner
VISHKANYA POISONER
XP 800
Female vishkanya rogue (deadly courtesan) 4
NE Medium humanoid (vishkanya)
Init +4; Senses Perception +6
DEFENSE
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 33 (4d8+12)
Fort +3, Ref +8, Will +0; +4 vs. poison
Defensive Abilities evasion, uncanny dodge
OFFENSE
Spd 30 ft.
Melee mwk kukri +8 (1d4-1/18-20 plus poison)
Ranged mwk shuriken +8 (1d2-1 plus poison)
Special Attacks bardic performance 5 rounds/day (fascinate [DC 14], inspire competence +2), poison, sneak attack +2d6
STATISTICS
Str 8, Dex 18, Con 14, Int 13, Wis 8, Cha 14
Base Atk +3; CMB +2; CMD 16
Feats Sleep Venom (ARG), Weapon Finesse
Skills Acrobatics +8, Bluff +8, Craft (alchemy) +5, Diplomacy +6, Disable Device +9 (+11 vs. traps), Disguise +8 (+12 to look fully human), Escape Artist +13, Intimidate +8, Knowledge (history) +5, Knowledge (local) +5, Knowledge (nobility) +5, Perception +6 (+8 vs. traps), Perform (dance) +10, Sleight of Hand +11, Stealth +13; Racial Modifiers +2 Escape Artist, +2 Perform (dance), +2 Stealth
Languages Aklo, Common, Vishkanya
SQ limber, poison use, poison resistance, rogue talents (bardic performance, deft palm), sensual, subtle appearance, toxic, trapfinding +2, weapon familiarity
Combat Gear blue whinnis poison (3 doses), oil of taggit poison (2 doses), poison tattoo, potion of delay poison, potion of invisibility; Other Gear mwk studded leather armor, mwk kukri, mwk shurikens (8)
SPECIAL ABILITIES
Sensual (Ex) Some vishkanya are trained in drawing attention to themselves, and gain a +2 bonus on Perform (dance). This racial trait replaces keen senses.
Subtle Appearance (Ex) Some vishkanya have normal (humanlike) eyes, and their beauty is more conventional, granting them a +4 bonus on Disguise checks to look fully human. This racial trait replaces low-light vision.
Toxic (Ex) A number of times per day equal to a vishkanya's Constitution modifier, she can envenom a weapon that she wields with her toxic saliva or blood (using blood requires her to be injured when she uses this ability).
Poison (Ex) Injury; save Fort DC 14; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.

Neil Spicer RPG Superstar 2009, RPG Superstar Judgernaut, Contributor |
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Bardess wrote:What about a Milani monk?Monk as in friar, I assume. ^_^
I suppose there is the martial artist archetype, though...
If you do a Milani "monk" I'd recommend going with brawler, instead. I think that might fit a follower of Milani a bit better than the typical tradition of Eastern-style martial arts. Of course, even monks don't have to strictly be from that style, but Milani's themes of rebellion and liberation just seem more fitted to a brawler's mentality.
But that's just my two cents,
--Neil

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If you do a Milani "monk" I'd recommend going with brawler, instead.
Yeah, Monks are pretty lawful, and Milani's pretty chaotic, so, while it wouldn't be at all impossible to be a lawful follower of Milani (and sometimes it's fun to go against the grain like that), it might seem as thematically wonky as playing an evil follower of Milani...

Bardess |
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Everbloom: The remote monastery of Everbloom cloisters quiet priests devoted to Milani, the goddess of hope and devotion. In times of peace, they primarily serve as healers and counselors, manufacturing and selling rosewine to support themselves. More recently, Milani’s devotees have adopted a new cause, training as monks and embracing the rebellious aspects of their faith while they hide Queen Sovella and young Prince Edryd and prepare to overthrow Waike.
They could be sacred fist warpriests, or maybe this

Ambrosia Slaad |

Last but least, here's an idea I had for a vishkanya rogue with the deadly courtesan archetype from the Advanced Race Guide with an assumption that she would be in service to Tragshi the Herbalist who runs the Poisoner's Guild in Daggermark (and like Tragshi, she would originally have hailed from Casmaron):
Vishkanya Poisoner
** spoiler omitted **...
Heh heh heh... >:)

Ambrosia Slaad |

Neil Spicer wrote:Heh heh heh... >:)Last but least, here's an idea I had for a vishkanya rogue with the deadly courtesan archetype from the Advanced Race Guide with an assumption that she would be in service to Tragshi the Herbalist who runs the Poisoner's Guild in Daggermark (and like Tragshi, she would originally have hailed from Casmaron):
Vishkanya Poisoner
** spoiler omitted **...
OK, to be less cryptic: Is anyone besides me working on anything related to the minority vishkanya population in Daggermark (or anywhere else in the River Kingdoms)? If so, PM me so I can make sure what I'm working on doesn't conflict with your stuff.