Alien Archive 2

For my birthday yesterday my family gifted me a wonderful book I’ve been itching to get my hands on: Starfinder Alien Archive 2! And what better way to celebrate than to share it with all of you? So today we’re taking a deep dive into the latest Alien Archive! Ready?

Let’s go!

Starfinder Alien Archive 2
Starfinder Alien Archive 2

Alien Archive 2 is an awesome supplement book for the Starfinder Roleplaying Game. This book has a hardcover, and is 159 pages in length. It’s got an American cover price of $39.99, which means that if you’re Canadian (like myself), you’re looking at a cost of around forty-five to fifty dollars for the book online, or up to sixty in your local game store. It’s currently on sale for around $32 Canadian on that handy link I posted, so I highly recommend picking it up cheap while you can.

At it’s core, Alien Archive 2 is a book of monsters. You’ll find a ton of creatures to fight and ally with inside this book, as well as some new player races. The book is easy to use, adaptable, and well organized. It also has some new character options, like new spells, equipment, and feats, scattered amongst the monster entries.

The Alien Archive features lovely cover art by Remko Troost which depicts a glitch gremlin, a mi-go, and a trox. The inside front and back covers feature an image of the Pact Worlds. After that we come to the table of contents. Alien Archive 2 has sixty-five distinct monster entries inside it, many of which have more than one stat block or variation of that creature, making the actual number of foes inside larger than it seems (around one hundred and twenty-six by my count). Of these, sixteen are playable as character races. There are also three starships, and twenty-six template grafts.

Combatant
Combatant

After the table of contents we reach the introduction. This is where we learn how the races are oriented, and how to read a stat block. While most of this is basic information that only a player new to d20 games will need to read, some of the information is quite important. Of course, all of this will be business as usual for owners of the first Alien Archive.

Expert
Expert

Each of the stat blocks inside the Alien Archive is sorted into one of  three categories: combatants (which excels in physical combat), experts (who are most effective with skills), and spellcasters (who rely on spells or spell-like abilities). These categories are represented by an icon in the left margin. These images are easy to distinguish and provide a quick and easy way for GMs to realize the role each monster plays in combat, which makes it super easy to find the type of creatures your looking for, or to quickly discern a creature’s tactics.

Spellcaster
Spellcaster

There’s also a few interesting things to note about the stat blocks themselves. Very few of the creatures inside have Resolve Points and none have Stamina Points. A creatures ability scores aren’t listed, instead, their stats show their ability modifiers. This is a simple change that will make it easier for GMs — especially new GMs — to handle unexpected situations (like unlisted skill checks) in combat. Not all of a creatures feats are listed in their entry. Instead, only feats that grant new combat options will be shown. Feats that grant static bonuses (like improved initiative, or skill focus) are already factored into the stat block and will not be listed anywhere at all. This really streamlines the stat blocks, and makes it easier to find important information fast. Similarly, not all of a creature or NPCs spells will be listed in a stat block. Instead, it only features their most powerful spellcasting options.

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Starfinder Alien Archive

Every one of the bestiary entries in this book is two side-by-side pages long. These entries include information on the creature, where they’re found, their use throughout the Pact Worlds, and their society — if they have one. Many of the entries include more than one stat block on a theme. For example, the Forman entry gives us stats for a CR 7 taskmaster, along with a CR 10 myrmarch. Similarly, the akata entry features the both the akata and the void zombie, which are controlled by its parasitic offspring. Some entries include many stat-blocks (such as the herd animals, predators, and dinosaurs) or include simple grafts that can be added to a featured creature to make it into other versions (such as metallic and outer dragons). Many of the archive entries introduce new gear, rules, or consumables. My personal favourites include the arquand horns found on the arquand gazelle’s entry, the glass skin of the glass serpent, and the apocalypse solarian weapon crystals from the living apocalypse.

Alien Archive 2 - Glass Serpent -Armor
Armour made from a Glass Serpent

After this we come to the meat of the book: the aliens archive itself. There are a ton of cool creatures in this book, and even some that I wasn’t sure I’d like on first perusal, I ended up really enjoying. Some of my favourites you should check out include the squox, a CR 1/3 or 1 creature which is utterly adorable and makes a fabulous pet. I also adored the adaptable entries on dinosaurs, herd animals, and predators, each of which comes with a sample stat block for a creature of each size, followed by simple rules for how to make an innumerable combination of custom creatures of those types. It’s simple, incredibly useful, and has awesome art. LOVE IT. Glitch gremlins were a fun low level challenge I also really enjoyed, as were the akatas, which I’m thrilled to see included. For a great high-level challenge check out the calecor and the living apocalypse.

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Starfinder: Alien Archive Pawn Box

Mixed amongst the monster entries are sixteen playable races. Each entry features two different CR stat blocks representative of their race, a bunch of interesting information on their societies and home worlds, and a side bar which include the rules for playing them as a race. Although many of these were ‘humanoid shaped’, with arms and hands or some sort, there were some which were not, most notably the mollusk-like embri, and the  silicon-based quorlu. This was just awesome to see, and I really enjoyed it! Some of the races and monsters from old Golarion were up for selection, including aasimar, tieflings, ghorans, hobgoblins, orcs, and trox,  but many were brand new. I honestly loved a TON of these races, but my favourite new additions are damai, osharu, pahtra, and the wolf-like vlaka.

Curious about the playable races available in this book? Well, look no further! The Alien Archive includes:

  • Aasimar: celestial blooded humanoids you’ll find under ‘planar scion’
  • Bolida: armoured burrowing arthropods with a wide array of senses
  • Damai: pale, scrappy humanoids forced to hide underground from the colossi they share their world with
  • Embri: masked, mollusk like aberrations with a rigid social order secretly controlled by the forces of hell
  • Ghoran: delicious plant beings from Golarion who have terraformed their own planet-paradise and genetically split into two subraces: oaklings and saplings
  • Hobgoblin: tall, war-mongering, militaristic humanoids with faces similar in appearance to goblins
  • Kanabo: a red-skinned oni, which is a type of evil spirit given a physical form
  • Orc: strong humanoids conditioned as slave labour by the drow of Apostae
  • Osharu: slug-like creatures that view religion and science as intertwined
  • Pahtra: asexual cat-like humanoids that adore music and battle
  • Phentomite: agile humanoids acclimated to thin atmospheres and high altitudes that live on a broken planet
  • Quorlu: silicon based quadrupeds with tentacle arms and eyestalks capable of digging through earth and stone
  • Tiefling: fiendish blooded humanoids you’ll find under ‘planar scion’
  • Trox: large, chitinous, gentle humanoids that have been magically transformed since their time on Golarion
  • Uplifted Bear: intelligent, bipedal bears that you’ll find under ‘bear’
  • Vlaka: wolf-life humanoids from a dying world often born deaf or blind

Past the statistics for all those snazzy new aliens we come to the Appendixes, of which there are eleven. Appendix One contains two pages of creature subtype grafts and Appendix Two contains two and a half pages of environmental grafts. Appendix Three contains rules for the polymorphing creatures. This section is around seven pages long and frankly, feels quite complicated to me. Definitely not something my kids could use. Appendix Four contains all of the universal creature special abilities. Appendix Five, Six, and Seven are very short, sorting the creatures in the Alien Archive 2 by CR, type, and  terrain. Appendix Eight lists the template grafts and the pages they can be found on, while Appendix Nine lists the new character options and gear and the pages they can be found on.  Appendix Ten contains a chart of average vital statistics for all playable races from Alien Archive, Alien Archive 2, and for the Legacy Races from the Starfinder Core Rulebook. Finally, Appendix Eleven is a list of the playable races and their page numbers.

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Starfinder Roleplaying Game: Core Rulebook

That’s it. We’ve come to the end of the Alien Archive 2.

And what did I think?

In short: I loved it. Alien Archive 2 is packed full of a wide array of monsters and cool races. Many of the stat blocks are highly adaptable, there’s plenty of new templates and grafts that help with monster creation, summon spells, and polymorph. There’s content in here for players and GMs. I’m supremely happy to own Alien Archive 2, and highly recommend it to fans of Starfinder!

Want a sneak peek at some of the playable races? Check out the image below! Got a favourite creature from Alien Archive 2? let me know in the comments!

Until next time,

Jessica

 

Starfinder Wednesday Dissects the Biohacker!

Last week on Starfinder Wednesday Dan and the gang over at Paizo talked about the Character Operations Manual Playtest, where you can take three new Starfinder classes for a test drive. This week was the first of three episodes streaming over the next month that will take an in depth look at these three classes: the biohacker, the witchwarper, and the vanguard. So which is up first?

The biohacker!

Host Dan Tharp welcomed special guests Jason Keeley and Owen K.C. Stephens. Jason wrote the first draft of the biohacker and, although it was a team effort, this class is his baby. In fact, the biohacker is the first class that Jason has ever written. Yes, ever. For anything.

Congrats, Jason! I love it!

Know what else I love? Jason even wore a bloody lab coat  to get into character. Honestly? I think Jason’s always a delight to see on the show. He’s a sort of… understated hilarious.

So what did Jason have to say about the biohacker?

“Biohacker is a science based class that works with a lot of our injections (a weapon special property) and can aid his allies and hinder his foes with science. WITH SCIENCE!”

And yes, everyone should say ‘with science’ with great enthusiasm!

WITH SCIENCE!!!

Yeah!

Have I mentioned I really like the biohacker?

…Well, I do. And I’m not the only one! When asked why he wanted to make the biohacker, Jason had this to say:

“So when we decided the three classes that we were going to do I was very excited to jump in and get to write the first pass on the biohacker because I used to want to be a scientist. In high school I had some really great science teachers. I actually had a teacher whose last name was — I kid you not — ‘panic,’ spelt a little differently […] and he taught us all sorts of fun science experiments and I was like ‘Yeah, science is cool! I’m going to go to college for science.’ And I went to the University of Delaware for two years […] with a biochemistry major.”

Unfortunately for Jason, and very fortunately for Paizo and all of use at home, science didn’t really work out for Mr. Keeley. He shared some hilarious stories about his misadventures working in a science lab, which sound like they could have been showcased in the classic Disney ‘Sorcerer’s Apprentice.’ In short, it ended with Jason accidentally flooding the entire science lab on his way home for the night. Luckily for all of us, Jason later realized he liked theatre a lot more, and got an English degree instead.

“And that eventually led me here. And that’s my backstory, everybody.”

Thanks for sharing, Jason!

But, back to business. When asked how he used his experiences to help him create the biohacker, Jason replied:

“So I was excited to take what I remembered from science, and chemistry, and biochemistry, and biology, and try to […] apply that to a fun class.” […] “Thinking about all the aspects of biochemistry […] going into the generalities of genetics, and neurotransmitters, and enzymology and that sort of thing, were words that I definitely wanted to use. Right? And figure out how it would work in the game.”

Owen K.C. Stephens went further, saying:

“I think an important part of where his experience came into this draft is that Jason discovered the very important difference between the fun ‘imagining what science would be like that is exciting and interesting’ and what real science is like.” […] “The biohacker is not designed to be any kind of real world statement about genetics, or biochemistry, […] we don’t want you to have to pick up a thesaurus or have two years of biological chemistry in order to play this class, so its, its very much a fun idea catchphrase driven class.”

So what is a biohacker? What cool goodies do they get and what roles are they meant to fill? Well, as we mentioned in a previous blog post on the Starfinder Playtest classes, the biohacker can do a lot. They have a custom scanner which they can use to identify creatures and heal their allies. They can fire injection weapons at their allies without causing them harm — an ability that lets them fire a healing serum or other beneficial medicinal without hurting their pals. They have some balancing abilities — buffs and debuffs — that let them influence the battle, and a large list of theorems that they can choose to learn which allow them new abilities. Some of these are toolbox-y, others alter how you might use injections or what your injections can do, and others force mutation. High level theorems can even stop peoples hearts and lower an enemy’s cognitive abilities. Basically, they inject people with things to solve problems.

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Want to give Starfinder a whirl? Pick up the Starfinder Core Rulebook!

Owen explained that they have three main categories of classes: combatants, spellcasters, and classes that are neither. Instead, these classes have a unique array of abilities that are good in and out of combat. Its these classes — like the biohacker — that are the most difficult to design. Which is also why it needs playtesting!

So if we want to help make the biohacker the best it can be, what kind of information should we be giving in our feedback surveys and on the message boards? For starters, they want to know how the class works mechanically. Did you like it? Was it easy to understand? What works well and what doesn’t? How does it work on its own, in a group, and at high-level play? Did you come across any odd situations or combinations what caused problems. Also, they want to know if the class fits in with the world of Starfinder, and if you liked it. Was it fun? Exciting? Boring? Tell them!

Following the episode was a great Q&A segment where fans can ask questions live on Paizo’s twitch stream through the chat function, or by posting a question online ahead of time here. There were a lot of good topics discussed, including clarifications to mechanics and rules. My favourite question? “Can a biohacker build an injection ship weapon to target living ships?” Answer? No! Not right now. But clearly Owen and Jason loved the idea, so it’s likely we’ll see something like that one day down the road. Owen said he was going to add it to his list of ‘things that are too cool to forget.’

All in all, it was an awesome episode. If you haven’t watched it yet, I highly recommend you do! Starfinder Wednesday airs on Paizo’s Twitch stream on Wednesdays at 4 p.m. PST. You can also watch already aired episodes on their Twitch stream, or watch partial episodes on their youtube channel. Curious what’s on the agenda for upcoming shows? Next Wednesday Amanda Hamon Kunz and Owen K.C. Stephens discuss the Witchwarper. On Boxing Day Paizo will be airing a pre-recorded show about the beginnings of Starfinder.  And on January 2nd Joe Pasini and Owen K.C. Stephens discuss the Vanguard.

Exciting!

For more information on the Character Operations Manual Playest and to download the new classes check out StarfinderPlaytest.com.

Happy gaming!

Jessica

 

Pathfinder Friday: Runelords, Spoilers, and a Glimpse of the Future!

This past week’s Pathfinder Friday episode was an absolute delight! Marketing Manager and Host Dan Tharp welcomed special guest James Jacobs, Creative Director for Pathfinder, to discuss the history and lore of the Runelords. It was awesome. I highly recommend you give it a watch but, BE WARNED! A common phrase on the episode was essentially: ‘I don’t want to give too many spoilers, but…’ Followed by some spoilers. Haha. It was awesome.

So what did they talk about?

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Check out Paizo’s website to learn more about Pathfinder and their products!

For starters, James Jacobs shared some wonderful stories about creating the Runelords in the first place. He spoke about brainstorming sessions, allocating sins, and the reasons for making the classic ‘evil wizards’ the big bad guys in Pathfinder’s first Adventure Path. This was my favourite part of the episode.

Afterwards he touched on the Thassilonian Empire, Xin, and each of the Runelords in turn, their sins, their story, how they avoided dying in Earthfall, what happened to them in the time since, and even if they died in the intervening years (likely from PCs in either the Rise of the Runelords Adventure Path, or the Year of the Risen Rune Season of Pathfinder Society Scenarios, or in the Pathfinder Tales novel, Lord of Runes). He also mentioned what each of the Runelords is up to at the start of Return of the Runelords. This is mostly where the spoilers came into play, particularly in regards to Alaznist and her plans (which involve TIME TRAVEL)! My favourite Runelord to hear about? Sorshen! I love the changes she’s gone through over the years.

They put up an image of a gorgeous map of Ancient Thassilon which is going to appear as a poster sized map in the Return of the Runelords Map Folio. Another exciting spoiler? Jame Jacobs has confirmed that Alaznist’s meddling will cause New Thassilon to be a nation at the end of Return of the Runelords AND in the world of Golarion going into Second Edition Pathfinder. Which is… EPIC! Haha. I love it.

They dropped a few other PF2 tidbits over the course of this episode and the previous one. For starters, last week they announced that although Golarion and the Inner Sea will be the same world with the same places, it will be assumed going into PF2 that all of the PF1 Adventure Paths have happened. That means Queen Ileosa was overthrown, the Runelords were defeated, The Worldwound has been closed, and so on. But, that doesn’t mean that Golarion will be a safe place. Some regions are still as dangerous as always — the Worldwound is still a wasteland overrun by demons, for example (although the Crusades are pushing back and has victory in sight a few more years down the line). In other places new/old evils have risen to cause havoc. Many such changes are being fleshed out now, but aren’t set in stone. We’ll have a long time to wait to get full details on that. James also mentioned that Paizo will be doing something with Nex at some point, but not immediately.

Two other interesting tidbits I particularly enjoyed? Jame Jacobs mentioned that they are intending for all Pathfinder Second Edition Adventure Paths to go all the way from levels 1 to 20! Although, whether this will work out in execution remains to be seen. Personally, I think that’s awesome! Also, James has mentioned that he’s currently working on the first PF2 Adventure Path and that people will be excited for its topic and content. What a delightful teaser! Exactly what that content is? Still under wraps! We’ll have to wait and see.

Future episodes of Pathfinder Friday will include conversations on the Whispering Tyrant, who happens to be the big bad in the upcoming Tyrant’s Grasp Adventure Path (which is the final PF1 Adventure Path), as well as conversations on the world of PF2, and the product lines we can expect in PF2.

To check out Pathfinder Friday episodes as they air head over to Paizo’s official Twitch stream on Fridays at 4 p.m. PST. You can also watch already aired episodes on their Twitch stream, or watch partial episodes on their youtube channel. I highly recommend you check it out! It’s a favourite in my house.

Jessica

A Continuing Partnership: Paizo Inc. and The Glass Cannon Network

Fans of Pathfinder and the Glass Cannon can rejoice! Paizo Inc. and the Glass Cannon Network recently announced that their licensing partnership will continue for another three years. This includes both The Glass Cannon podcast for the Pathfinder Roleplaying Game and Androids & Aliens for the Starfinder Roleplaying Game.

Huzzah!

“Our whole enterprise began out of a love bordering on obsession for Pathfinder and the adventures that Paizo puts out. We are thrilled to be extending this partnership at an exciting time in the industry as tabletop RPGs continue to explode into the mainstream and technology allows people worldwide to take part in a shared gaming experience with us on an almost daily basis,” said Troy Lavallee, CEO of The Glass Cannon Network.

“We’re excited to continue adventuring through GCP’s imagination as they bring our Pathfinder and Starfinder Adventure Paths to life through their gifted storytelling,” said Jim Butler, Vice President of Marketing & Licensing at Paizo. “We look forward to working with Troy, Joe, Matthew, Skid, and Grant as they continue their foray into the Pathfinder and Starfinder universes.”

For those of you who don’t know, The Glass Cannon Network is a super popular weekly podcast where the GM and players work their way through Pathfinder and Starfinder adventure paths. Their shows began airing back in 2015, and have been going strong over the last few years. GMed by Troy Lavallee with players Skid Maher, Matthew Capodicasa, Joe O’Brien, and Grant Berger, the gang over at Glass Cannon are captivating, funny, and just a joy to listen to. If you haven’t given them a shot you really should. They’re just top notch.

The Glass Cannon Network includes The Glass Cannon Podcast, where they are currently playing through Pathfinder’s Giantslayer Adventure Path; Androids & Aliens, where they are currently playing through Starfinder’s Dead Suns Adventure Path; the behind the scenes Cannon Fodder Podcast, and their Glass Cannon Live! Tour which will be touring the USA this year. For more information on The Glass Cannon Network, to listen to their podcasts, or to see them live, head on over to their website or support them on Patreon!


Want to get in on Gianstlayer or Dead Suns yourself? Good! You should! They’re awesome.

Giantslayer is a six-part Adventure Path for the Pathfinder Roleplaying Game that sees your PCs defend the town of Trunau from orc raiders, only to learn that the orcs were just the start of something much, much worse… The giants are coming! Your PCs will need to work fast to bring down the giant army and foil their plans, before the giants march off to war! Giantslayer and its supplementary products include:


Dead Suns is a six-part Adventure Path for the Starfinder Roleplaying Game that sees your PCs join the Starfinder Society, and race to gain control of an ancient super weapon before the undead Corpse Fleet, and the terrifying Cult of the Devourer get their hands on it and lay waste to the galaxy! Dead Suns and its supplementary products include:


You can also check out the awesome trailer for Dead Suns below!

Enjoy!

Jessica

 

Realms of Atrothia: Legacy Races Revisited

Exciting news around here today… Sunburst Games first book was just released! That’s right! Realms of Atrothia: Legacy Races Revisited is available for purchase! Currently, you can order it on amazon, and in the coming days you’ll be able to purchase it from the OpenGamingStore as well!

Sunburst-Games-Logo

Not sure what Sunburst Games is? In short, Sunburst Games is an independent Tabletop RPG company focused on Pathfinder Compatible content for the next generation. We’re continuing the legacy of First Edition Pathfinder into the future! The Sunburst Games team consists of my brother, Kris Leonard, and myself. Our products also showcase the wonderful artwork of Rigrena. Sunburst Games will be launching a Kickstarter for our first major release Realms of Atrothia: Primary Expansion this coming February! To find out more about Sunburst Games check out my previous blog post on the topic, visit our website: sunburstgames.com, or support us on Patreon!

Building upon the legacy of the Pathfinder Roleplaying Game, and the existing d20 game system which is over 35 years in the making, Realms of Atrothia: Legacy Races Revisited includes a new look at 56 races suitable for play at 1st character level. Each race has been rebuilt using our own adaptation of the Race Point system first outlined in the Pathfinder Roleplaying Game: Advanced Race Guide, aligning each to the same power level. From the kasatha to the kobold, all races are created equal, so no matter what your character concept, you will be sure to make your mark on the world!

Sunburst Games Realms of Atrothia Legacy Races RevisitedAlthough the races you’ll find in Legacy Races Revisited are familiar,  nearly all of them have received additional racial traits to bring them in line with the same power level. All races also feature two alternative racial traits, so you can get the most out of your character concept. Some races also list new character options beyond racial traits, such as proficiency with brand new weapons like the acrobat spear.

My personal favourite race options? Changeling, and Halfling! My children are a huge fan of the changes to the elemental races (Ifrit, Oread, Sylph, and Undine) and Goblins.

Keep in mind, all of these races are suitable for play at 1st character level, so some races which are usually considered to be one or more levels higher than normal, such as the drow noble, svirfneblin, or trox are not included. In their place, races which are in line with other revisited races appear, such as gnoll and lizardfolk. Want more races to choose from? Don’t worry, all your favorite races which pack a little more punch will make an appearance in Realms of Atrothia: Primary Expansion, alongside other monstrous races including gargoyle, medusa, moon-beast, oni, pixie, and treant, just to name a few. These normally off-limits races will take advantage of the new Exemplar Primary Class, so you can play all your favorites right from 1st character level!

Pick up a copy of Realms of Atrothia: Legacy Races Revisited today, available from these fine sources:

Like Realms of Atrothia: Legacy Races Revisited? Watch for our Kickstarter coming in February 2019, and get ready for a whole new world of adventure, with limitless imagination! 

Enjoy!

Jessica

 

Sunburst Games

Earlier this week I mentioned that I was working on a special project with my brother called Realms of Atrothia by Sunburst Games. Today, I’m thrilled to bring you more information!

Sunburst-Games-LogoSunburst Games is an independent Tabletop RPG company focused on Pathfinder Compatible content for the next generation. It’s founder is a bold, enthusiastic guy near and dear to my heart: my brother, Kris Leonard. In addition to independent work, Kris is a Freelance Author who has written two Pathfinder Society Scenarios: #6-13: Of Kirin and Kraken, and #9-10: Signs in Senghor, and has contributed to the newly released Pathfinder Campaign Setting: Construct Handbook. He’s a bombastic GM, a rules guru, and a creator of exciting content and original adventures. Sunburst Games is proud to have him as our Founder and Lead Developer!

OUR STORY

Sunburst Games began with a simple vision: Continue a legacy. For over 35 years, Tabletop RPGs have inspired us to be something more than ourselves, to be heroes, villains, and sometimes even a little bit of both. They have forged friendships, made unforgettable memories, and even allowed the most timid among us to feel the freedom of being an outspoken, confident bard, or an unrelenting barbarian. Sunburst Games is proud to continue on this legacy, inspiring a whole new generation with limitless imagination.

OUR VISION

Sunburst Games was established to ensure the legacy of d20 compatible RPGs, such as the 1st edition of the Pathfinder Roleplaying Game can continue on for years to come. We aim to create original, exciting, and inspired products of only the highest quality, with stunning artwork, well-balanced character options, and unforgettable stories. Our first product, Realms of Atrothia: Legacy Races Revisited, will be available as a digital (.pdf) download! After this we’ll be releasing  Realms of Atrothia: Primary Expansion which will be both a digital (.pdf) and a hard cover release. (Kickstarter on NOW!) With a successful launch, Sunburst Games will also release additional products to the line, including Realms of Atrothia: Bestiary, Realms of Atrothia: NPC Codex, and the first official full length Realms of Atrothia Campaign: Legacies of Corberus, an original adventure taking Players from 1st to 25th level!

OUR TEAM

Sunburst Games is more than a person. It’s a team. So when Kris wanted someone to help breathe life into his creations, and to enrich his world, he called me. And who am I? Well, we’ve talked about that before. Perhaps, ‘why would he call me’ is a better question.  Short answer: he’s seen my work. I agreed to do some freelance work for Sunburst Games without hesitation, because I knew it would be something special. Something great. Something I’d be proud to be a part of.

And I am.

But that’s not all! We’ve teamed up with the amazing artist Rigrena, to bring the Realms of Atrothia to life!

Rigrena’s interest for games began when she made her first D&D character at the age of 10, which affected her artistic journey and inspired her to become a digital artist and an illustrator. Following her passions for gaming and art, she has been working in the gaming industry as a concept and 2D artist for almost 6 years. Thanks to her vibrant personality she brings a unique flair to the art she creates. Her work is absolutely gorgeous. You can follow Rigrena on Art Station, DeviantArt, and Twitter.

As for Sunburst Games? Check us out at sunburstgames.com or support us on Patreon!

Be sure to join us later this week when I share details on Sunburst Games current projects: Realms of Atrothia: Primary Expansion, and Realms of Atrothia: Legacy Races Revisited.

See you then!

Jessica


UPDATE: Realms of Atrothia: Legacy Races Revisited is now available!! You can pick it up from these fine sources:

Help Realms of Atrothia: Primary Expansion a reality by supporting their Kickstarter!


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Enjoy this sneak peek of some of the amazing art featured in Realms of Atrothia by the wonderful artist Rigrena!

 

Holiday Wish List!

The holidays are on their way! For many of us that means its time to buy the people around you gifts. But, what do you buy for those d20 gamers on your list? Well, read on! We’re sharing our top picks for gift giving!

First off: books! More specifically: new books that those gamers in your life probably don’t have yet. Our favourites?

Next up? Minis! Perfect for your favourite GM!

Also a perfect gift for the GMs in your life? Maps.

Finally? Accessories! Here’s our favourite awesome d20 related products!

But wait! Got young ones? So do I! Here’s my favourite d20 products to pick up for your kids!

We hope you enjoyed our top picks for holiday gift giving!

All the best, everyone!

Jessica

 

Snow, Colds, and Falling Behind

Do you ever have those weeks when you feel totally and completely busy, but by the time the week’s over and someone asks you what you’ve done you realize there’s nothing much to say?

That’s me this week. Heck, that’s me this month. The past two months, even.

I’m constantly busy with… nothing. Stuff. Just everyday life. It’s normal for most people, I suppose. And totally fine. Just hectic! (Yes, it deserved that exclamation point!).

Winter’s here to stay. It’s cold, but not really cold. There’s snow, but it’s not really snowy. It’s a strange sort of in between. It’s cold enough that everyone in my house needs to wear full winter gear, but it’s also much warmer than it should be. We’ll get way colder yet this winter. We’ve got a bit of snow, but not a enough to make snowmen or go tobogganing (that’s sledding to those of you outside Canada).

With the cold came colds. My son’s been slowly fighting off a sickness for over two weeks. He finally took a sick day for it, and went back to school just the other day. And of course he came home sick again already. Poor thing. My daughter’s getting sick now, too. Not surprising, of course. But, unfortunate. Luckily it’s not a horrible cold. They’re not nauseous or anything. It’s just one of those lingering ones where you just have a sore throat, cough, sniffly nose, and a some mild fatigue. THAT. That’s what they’re trying to power through. For weeks.

My kids are getting excited for Christmas. They’re practising a ton of songs for their Winter Concert at school, which means I get to hear them sing and dance each day. My daughter’s particularly excited. She loves to sing. They’ve also made their wish lists, and decided who they’re going to ask for what gifts. Top of their list? A bunk bed and a Nintendo Switch. Also, my son wants to raise two hundred dollars to donate to help save the Piping Plovers (adorable little shore birds) of the Great Lakes. I’ve told him he needs to set his goals a little lower there, but he’s a dreamer. My little environmentalist. I guess I need to ask for a winning lottery ticket for Christmas. Haha.

We’ve got swimming lessons once a week to squish in amongst chores and trips to the laundromat. My kids adore swimming, but they’re about as graceful as a moose. They get the job done, but it does not look pretty. Haha. My daughter’s particularly adorable to watch. Even when she sinks and is clearly the worst swimmer in her class she’s got this humungous grin on her face. She’s just so damned happy to be there. She’s got such a great attitude.

In other news, I’m about to have two fewer kids on my hands. My sister-in-law is off on a trip with her sister to Egypt — she’s obsessed with Egyptology — which means my brother took some time off to spend with his kids and I find myself without them for two weeks. What the heck am I going to do with myself when my own kids are at school? I’ll be ALONE. That’s like… unheard of! It’s also awesome! I’m so behind on everything it’s my well-deserved chance to catch up. I’ve got chores to do, errands to run, a blog *cough cough* to pay some much deserved attention to, the rules to Traveller to learn, hundreds of surveys sitting in my inbox, and campaigns to prep and GM. Perhaps most importantly I have a ton of work to do on a special project I’m working on with my brother.

Special project? How intriguing!

Yes! It is!

It’s called Realms of Atrothia, and you can expect to hear more about that in the very near future!

In similar (but not quite related news), the call for Wayfinder Issue #19 submissions ended on Halloween, and both myself and my children submitted articles for consideration. Wayfinder is a free fanzine you can download on Paizo’s website. Issue #19 is going to be a Starfinder issue that focuses on Absalom Station! My kids each put together an Alien Archive entry, while I wrote a ‘Weal or Woe’ article, and two new Themes. Although I’m nervous, my kids are literally bouncing with excitement. They can’t wait to hear if their submissions will be accepted. Unfortunately, they have a bit longer to wait. Authors won’t be informed until early December if their creations will be used. Yes, that’s at least two more weeks of hearing “Mom, do we know yet?”, “Mom, how much longer do I have to wait?”, “Mom, how much longer NOW?”, and “What’s taking so long?”

Man, I hope they both get in. I can imagine the tears if only one of their articles gets accepted. I’m sure if their articles get accepted and mine don’t I’ll never hear the end of it. Haha. That’s alright. I’m sure my pride in them would far surpass my personal disappointment. I hope.

Wish us luck! (And best of luck to any of you who submitted an article to Wayfinder!)

On the Pathfinder Playtest front I have to admit, I am playtested out! Thankfully no more rules updates are coming. But, I honestly just want to go back to the warm comfort of regular Pathfinder for a while. Preferably a long while. Unfortunately, that’s not in the cards, as I’m still involved in a play by post run of Doomsday Dawn and another of the Pathfinder Society Playtest Scenarios. Oh, well. C’est la vie! I’ll enjoy the experience while I still can.

You know what I AM enjoying? Starfinder Wednesdays on Paizo’s Twitch Channel! If you’re not watching them you really should!

All the best everyone!

Jessica

Pathfinder Playtest Update 1.6!

Pathfinder Playtest Update 1.6 is finally here.

This is it. The last one.

Or, more accurately, the last scheduled one. Although Paizo has no plans to do so, they might release another update in the future.

So what does this mean?

For starters, the final chapter of the Doomsday Dawn playtest surveys are open. You can head down to the Pathfinder Playtest website after completing Doomsday Dawn and fill them out.

For those of us who aren’t done Doomsday Dawn (or the Pathfinder Playtest Society Scenarios) don’t worry about it. You can still fill out feedback surveys until the end of the year. That’s two more months of time for playtesting and feedback.

And finally?

Well, you get a bunch of cool new updates! And by a bunch I mean a LOT. More specifically, each of the classes in the Pathfinder Playtest have some new changes. For some classes the changes are minor, and for others they’re HUGE. Seriously! Alchemist got a whole overhaul and Paladins? Well, we’ll get there…

So read on, and see some of what’s new!

Alchemists have a huge number of changes! In fact, they have a whole new progression chart. But, we’re only going to take a peek at some of them. No longer running off of resonance, they used infused reagents to create a certain number of alchemical creations each day for free. This brings about a bunch of changes to many alchemical items, including different level versions of many items such as acid, alchemist’s fire, and mutagens. Another neat addition is essentially a specialty — are you good with bombs, healing, mutagens, or poisons? This selection will give you some cool abilities along the way, tailored to your alchemist’s style of play. I ADORE the changes to alchemist, so be sure to give them a thorough look-see.

Barbarians have very few changes. Their proficiencies have become more broad, and most noticeably, barbarian’s rage has an update which is going to make it feel more… unpredictable. After each round spent in a rage you’ll need to make a flat check to see if you remain in your rage. This check will get harder the longer you’re raging. It’s a flavourful change that I think will be great.

Bards have minor changes. Like all spellcasters they’re going to be getting one extra cantrip at first level. They also have some changes to their muses. Clerics also get one more cantrip. Their change is a removal though, they can use less channel energy per day. Sad! Haha. On the plus side there’s been a change to somatic spell casting which will allow all those clerics (and paladins) who use a weapon and shield to cast without difficulty. (The changes are more intricate than that, so be sure to read them!).

Druids have a lot of changes, particularly to the wild order and wild shape. Seriously. There’s lots. Haha. There’s also changes to the spell goodberry, and to animal companions.

Fighters only real change is to stances, while Monks have they ki strike improved (YES!), and some other changes to their ki pool and ki powers. Skipping around a bit, rangers have some minor changes to their hunt target ability, rogues have some awesome expansions to their rogue specializations, and sorcerers have some new feats and a new infernal bloodline (called diabolic). Wizards have some awesome new abilities, and gain the quick preparation ability right from level one. They can swap out spells they’ve prepared for others, and can give up lower level spell slots to prepare higher level spells. Just AWESOME! I’m super excited to give them a try.

But wait? What about paladins?

Paladins no longer need to be LG. Instead, they can also be CG, or NG. Each of these options will affect some of their abilities, as well as their paladin code. Exciting!

Of course, there’s many more changes than we’ve mentioned. So be sure to snag yourself a copy of the update and give it a read. Pathfinder Playtest Update 1.6 is available as a free download here.

Enjoy!

Jessica

Ode to the Lost: Lara Belfast

Today on d20 diaries we’re taking a look at the lost.

You know the lost.

The abandoned, the deceased, the forgotten, the retired. The characters whose stories were over before they even started. Who began a journey that would never come to a close. Who died in action.

Them.

Not all of them, of course. Just one.

A character of mine who recently died in action. An inglorious end for an ambitious, (possibly deranged) woman with way too many voices in her head.

Today we meet Lara.

Lara Belfast had always had strange dreams. They were vivid, immersive… lasting, and always featured other people. She would wake, and for hours after have the feelings of these others inside her. Their hopes and fears and memories. It was like she had really been there. Lived through it. As other people.

It was normal, her parents told her. Dreams were just dreams, and they would pass. But they didn’t pass. They got worse. When they started to occur during the day, her parents finally began to worry. But when she woke up one day from a dream where she was a shipwright and immediately set to work building a fully-functioning wooden sailboat,  she realized the truth. They weren’t dreams. They were people.

Real people.

Lara was reliving her past lives. Not only that, she could learn from them.  Her family moved after that. Got a fresh start. Her parents didn’t want their neighbours realizing she was odd.

As she grew older, Lara’s connection with her past lives grew. She learned new skills, saw new places, took up new professions, and felt things she had never felt before. She was wise and experienced beyond her years. And when one night she threw a chair across the room with her mind, or answered a question her parents had only thought — not spoken — they weren’t even surprised. Nothing surprised them anymore. Not when it came to Lara.

PZO1110
Lara Belfast is a character for the Pathfinder Roleplaying Game! I recommend picking up a new hardcover of the Pathfinder Roleplaying Game: Core Rulebook while you can (with the launch of Pathfinder 2 next year, only the pocket edition will remain in print). 

Lara always loved her Dreamers — as she liked to call her previous incarnations. She was an echo of them — all of them — and that’s what she started to call herself. Sure, they made it hard to have friends, and boyfriends, but her connection with them was so real, so… intimate, that she never regretted her powers. Not once.

Well, maybe once.

There were many dreamers, but one of them in particular had always come to her strongest. He was a shipwright, young, strong, and handsome. He had a sister named Gilly, and a girlfriend who he stole kisses from under the dock at night. Sara, was her name. And one night everything went horribly wrong.

A few men found them. They were drunk and rough. Her dreamer was punched right in the face. She could feel the pain, and hear the crack of her nose breaking. She could taste the blood. But that wasn’t the worst part… The worst was the screams of his beloved. That’s what got to Lara the most. That’s what made her cry. And the way her dreamer had felt… Helpless. Broken. Scared. 

When the dreamer awoke, things were worse. Her dreamer and his beloved had been sold to slavers. Life on the ship was hard for her dreamer, but for Sara it was hardest. Her dreamer struggled, and planned, and when he could take no more he fought back. She Her dreamer had to save Sara. He loved her, and she was in so much pain.

But, suddenly it’s not sorrow her dreamer feels, but agony. Her dreamer’s dying — his arm is broken, and as the first mate of the ship stomps his way across the deck…

STOMP, STOMP, STOMP…

Her dreamer hears another sound. His name: Benjamin.

Sara’s here… She can see him. Her dreamer looks up at the first mate — he’s tall, and strong, in nobleman’s clothes, with slicked back hair and a waxed moustache, not much older than her dreamer. The first mate smiles as he brings the blade down across her dreamer’s neck. Then everything spins and for a moment — a crazy, painful, terrifying moment — she can see her dreamer’s body.

He would be handsome if he still had his head. 

There were plenty of other dreamers — the lumberjack, the warchief, the chef, the sickly child, even an old dame — but it was Benjamin who stuck with her most. Benjamin whose memories haunted her. He was the last, she knew. The person she had been before she was herself. Gilly, Sara, his killer… They might all still be alive. She had to find out. She had to know. 

So she left home — barely a grown woman — to do research, and to find them. Sara especially. But it was the first mate she found first. Still alive, aged 46, and still working on slave ships. And Lara (Echo, she went by now) did the craziest thing she had ever done (which was saying a lot). She used her psychic powers to get hired as a sailor on his ship. She used them again to get close to him, and to make others ignore her when she snuck into his quarters. She had finally found his old ledgers when he caught her in his quarters. She tried to talk her way out of it, but it was useless. She would soon be joining Benjamin… 

He drew his blade, stalked towards her…

And then the storm struck.

It tossed the ship so hard the both of them went flying. She struck her head against something hard — the bunk maybe, perhaps the floor — and when she awoke she was alone, shivering with cold, dripping wet, on a strange beach. The ledger was gone.

She would never know what happened to Sara.

Never get revenge against her beloved dreamer’s murderer. 

But then another dreamer reared her head: the lumberjack. Echo was shipwrecked on an unknown island. She would need food, and shelter, and warmth. It would be a struggle just to survive. The lumberjack always was the practical one. But she was right. So Echo let go of her disappointment, and shame, and let the lumberjacks skills come to the forefront. There was work to do, and she didn’t plan on dying yet.

She wasn’t ready to be the next dreamer.


Echo was created for an online play-by-post campaign run by GM Fuzzfoot called Castaways. The premise?

“Slavery in parts of Golarion is legal, but there are plenty who still abhor it. Working undercover – some as slaves, some as slavers – you are on a slave ship trying to discover the key players and document the slave routes in order to disrupt the business. Unfortunately, fate has another plan for you. A terrible storm strikes while the ship is deep at sea. You remember rain and lightning, and terrible thunder! The ship broke into two, and you were tossed into the sea. You were sure you drowned, and yet you find yourself washed up on a shore. Which shore? You have no idea.”

Applicants had to create third level characters, and wow were there a lot of good ones! Happily, of the twenty-one submissions, Echo was one of those chosen to play. Along with  five other lucky unfortunates, she washed up on the shores of an unknown island. Wounded, confused, lost, but not broken!

Echo was joined by Pharithstillis Euduethistle, a chipper gnomish sorcerer who enjoyed making jewelry; Nathan Bensson, a kineticist with control over water; Celebeth Quinciel, a free-spirited elven unchained rogue (arcane scoundrel) who grew up on the frontier with her parents; Aki Mori, a multiclass ninja arcanist who spent most of her time in human form, but made excellent use of her ability to transform into a small fox; and Molothor the Bloodhound, a hobgoblin druid who had long ago become accustomed to his life as a slave.

Echo was a human woman in her early twenties with a lean body, pale skin, and blond hair. She’s attractive, intelligent and wise beyond her years. Her eyes are gray, and fathomless, the only feature she bears which belies her soul’s unknowable age. Her effect on people is varied, sometimes hypnotic and sometimes disconcerting.

Echo herself is kind and self-sacrificing. She’s obsessed with her past lives — most especially that of Benjamin — and not only learns from them, but lives for them. Her dreamers still visit her every night, but she is in control of her mind, and no longer loses herself to their memories.

Occult Adventures
You can find information on many awesome occult classes, including the psychic, in Pathfinder Roleplaying Game: Occult Adventures. (This is one of my very favourite sourcebooks!)

Mechanically, Echo was a psychic with the rebirth discipline. Her discipline powers were past-life memories, which allowed her to make all knowledge checks untrained, and add half her psychic level as a bonus on all knowledge checks. Her second was mnemonic esoterica, which allowed her to choose a spell from another spell list she could cast each day (which she most often used for create water).

Her phrenic amplifications included defensive prognostication, which allowed her to see a glimpse of her future whenever she cast a divination spell (which could increase her AC for a round), and intense focus, which allowed her to gain a bonus on concentration checks.

For traits she chose dangerously curious, to allow her to make better use of magical devices, and self-reliant, which prevented her from taking penalties on craft checks made without the proper tools, and even make craft checks without tools at all. For feats she chose skill focus (sense motive), and magical aptitude, both of which played well to her backstory, particularly when coupled with her ability to detect thoughts.

Her spells were great fun to select, as Echo was the first (and only) psychic I ever made. Her starting knacks were detect magic, light, mage hand, prestidigitation, and telekinetic projectile, while her first level spells were burst of insight, mage armour, mind thrust, and true strike. She made the most use of burst of insight, which was incredibly helpful for both survival, and creating shelter.

Together the castaways struggled for survival, facing the elements, exhaustion, dangerous beasts, and ominous portents. They explored the beach and sunken wrecks for their gear and supplies. In time some of them met a young child, who spoke strange words and led them to his people — who unfortunately turned out to be cannibals. Echo and Aki were captured, but managed to escape without too much difficulty. Echo spent her time tossing telekinetic projectiles at her captors, while Aki simply transformed into a fox and slipped through the bars.

Eventually Aki returned to free Echo and they fled, but the cannibals were soon on their trail. They escaped, eventually running into the rest of their companions. Together they abandoned their camp and headed further into the jungle. But the cannibals knew these jungles far better than our heroes. They woke up one night to find themselves surrounded and vastly outnumbered. Captured again they were led back through the jungles —  until a tribe of grippli attacked! The grippli ended up the victors, and brought the castaways back to their village. Echo and her friends spent quite a bit of time there. They learned the grippli’s language and what they could of the island. Eventually, they decided to help the grippli defeat the cannibals. The group made a plan, and the castaways set out to begin phase one. Unfortunately, fate intervened. While exploring a cave they came under attack by a massive lobster. Echo was slain within moments of the battle beginning, with Aki following suit soon afterwards. Nathan fell unconscious  next and, with Malothor lost long before this battle, that left only Celebeth and Pharithstillis still fighting. Deciding to beat a hasty retreat they grabbed the bodies they could — Echo and Nathan — and fled back to the grippli village. The grippli gave up hopes of changing their fate, and Celebeth and Pharithstillis spent the remainder of their days among the grippli village.

We started our campaign at third level, and it came to an end at fourth. Echo was burnt and given a burial at sea.

Just another of the Dreamers.

As to who she became next…?

That’s a mystery for another time.

So ends the tale of Lara Belfast.


Thanks for joining us for our first ‘Ode to the Lost.’ I hope you enjoyed it!

Got an abandoned, forgotten, or deceased character whose tale you want to share? Let us know in the comments! I’d love to read all about them.

May you have better luck than Lara! (And your ghosts never come back to haunt you!)

Jessica