Pathfinder Playtest: 1.4!

Well, it’s another week and another Pathfinder Playtest Update! There’s new surveys to fill out about Pathfinder Playtest Adventure: Doomsday Dawn: Part Five: Heroes of Undarin, new videos to watch on Paizo’s twitch stream, and a new Pathfinder PlaytestUpdate Document. Be sure to head on over to Paizo’s website and download the free update. This version? 1.4!

So, what’s new this time around?

Heritages.

In previous versions of the Pathfinder Playtest you select an ancestry: dwarf, elf, goblin, gnome, halfling, or human. This choice grants you ability boosts and flaws, hit points, size, speed, languages, and some special abilities. Then you select a single ancestry feat. This feat grants you an additional ability or quality based on your ancestry that you get to select yourself. At higher levels you can select more ancestry feats. Unless of course, you’re a half-elf or a half-orc. To access those races you have to select human, and then use your ancestry feat to become a half-elf or half-orc.

That’s no longer the case.

Pathfinder Playtest Rulebook
Pathfinder Playtest Rulebook

Instead, they’ve introduced an additional kind of feat: heritage feats. Now you select an ancestry, apply it, then select a heritage feat and an ancestry feat. Like ancestry feats, heritage feats are tied to your ancestry. Only gnomes can select a gnome heritage feat, and so on. The half-elf and half-orc ancestry feats are now a part of this heritage feat system. You become a human, select a either half-orc or half-elf as a heritage feat, and select an ancestry feat like every other ancestry gets to. In addition to shuffling these feats around they created unique heritage feats for each ancestry. With the selection of a heritage feat you can now play a desert dwarf, jungle elf, svirfneblin, razor tooth goblin, nomadic halfling, and so on. Each ancestry has around four new heritage feat options. Some of these options will be familiar. For example, the dwarven hardy ability has been moved from an ancestry feat to a heritage feat called Strong-Hearted Dwarf. Others options are brand new.

But, that’s not the only changes. With the addition of heritage feats some of the ancestry abilities have been shuffled around. Other ancestries lost abilities, and some (like halflings) gained some (finally!). They’ve also created three new, higher level ancestry feats for each ancestry.

The rest of the changes are quite minor. They’ve altered the phrasing on a few abilities, improved fighter’s bravery, ranger’s full-grown companion, and the feats battle medic and natural medicine. Crafting can now be used to Recall Knowledge about alchemy instead of arcana. Medicine can now be used to find forensic information on a body or a crime scene. A few spells were slightly adjusted.

And that’s it! It’s a small update, but the heritage system is going to effect every character created to date, so it’s quite important. I’m curious to see how this alters the feel of Pathfinder Playtest characters.

Only time will tell!

Jessica

 

Pathfinder Playtest 1.2!

The Pathfinder Playtest is changing again. That’s right, it’s time for some more rules updates!

This week marks the second set of changes to the Pathfinder Playtest rules. Be sure to head over to Paizo’s website and download version 1.2. But that’s not all! You’ll also need to download the new character sheet! It’s been edited to conform with the new rules, and been shuffled around a bit. I rather like the new layout.

Pathfinder Playtest Rulebook
Pathfinder Playtest Rulebook. Also available as a free download on Paizo’s website.

This update document is eight pages long, with the last page dedicated to the open game license and other fine print. It includes all of the updates to Pathfinder Playtest (from the first and second updates). This means that you only need to have the most recent version of the update document, not all of them. Any new additions to the update document are in bold. Although it sounds simple, it’s actually quite hard to differentiate between regular text and bold text in the document, so look closely!  Rules updates are split into four types of rule changes: New Rules Updates, Critical Updates, Other Updates, and Doomsday Dawn Updates. Despite being ranked by importance, it’s imperative you begin to use all of the new rules immediately.

As for the rules themselves, we won’t get into specifics. The document is free and does a better job of explaining things than I ever could. The biggest changes you will notice this time around are with signature skills. They’re gone. Poof. Vanished. No longer does your class restrict which skills you can become Master or Legendary with. Instead, anyone can become Master or Legendary in whatever they want — if you’re willing to invest in that skill of course. I’m a big fan of this change, so I’m happy they went this route. This change affects a lot of other aspects of the game. Some feats are now irrelevant, and others were modified. The text throughout the book has to change a lot. There’s other skill changes you’ll notice as well. Each class is automatically trained in a certain skill, and many classes have more skills they’re trained in to start with.  More nice updates, if you ask me!

There’s some other fun changes. Bards now have a feat that lets them gain 10th level spells. The range on their soothe spell has also been changed to 30 feet. Some of the spells granted by domains are different now. And the barbarian animal totem can now use weapons — as long as they’re NOT raging. There’s some other barbarian updates as well, so be sure to read closely!

This is just a taste of the changes. There’s a lot more updates. Changes will continue to occur over time so your feedback is incredibly important.

Feedback? What feedback?!

Pathfinder Playtest Doomsday Dawn
Pathfinder Playtest Adventure: Doomsday Dawn. Also available as a free download on Paizo’s website.

Surveys. When you’re done playing any part of Doomsday Dawn, the Pathfinder Playtest Society Scenarios, or just playing in general, head on over to Paizo’s website and fill out one of Paizo’s many surveys. Paizo goes through that feedback and makes changes. That’s right! Constantly over this next year they’ll be combing through your survey responses and adapting their rules for the playtest. It sounds like these changes will occur approximately bi-weekly, but don’t quote me on that. Not only do your responses provide Paizo with a large pool of data that they can use to decide the future of the game, it also lets them find out all kinds of nifty little bits of information.

At the moment, you can fill out surveys on a variety of adventures. Each of the Pathfinder Society Scenarios has it’s own trio of surveys: player survey, GM survey, and general feedback survey. Doomsday Dawn originally launched with access to three surveys, all for the first part of the adventure: The Lost Star. (Again, a player survey, GM survey, and general feedback survey). Surveys are now also available for the second adventure in Doomsday Dawn: In Pale Mountain’s Shadow, and the third adventure in Doomsday Dawn: Affair at Sombefell Hall. Further surveys for the later adventures in Doomsday Dawn will be released in the future. There’s also some general feedback surveys available. Soon you can expect to see new surveys on more general topics.

Now, if you haven’t filled out your previous survey on the Lost Star, or In Pale Mountains Shadow, don’t worry! It’s not too late. All of the surveys will be available until the end of the year, and will be revisited by the Paizo team regularly. You haven’t missed your chance to contribute.

Let us know what you think of the new changes in the comments!

Until next time,

Jessica

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Farewell old character sheet! It’s time to make some changes!

 

September New Releases

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Pathfinder Adventure Path: Return of the Runelords: Book One: Secrets of Roderic’s Cove by Adam Daigle.

Last month was a busy one, with some awesome new releases, but also some delayed products. Fans of Starfinder were treated to the Starfinder Roleplaying Game: Armory, Starfinder Flip-Mat: Asteroid, Starfinder: Dead Suns Pawn Collection, and two awesome Starfinder Society Scenarios: #1-20: Duskmire Accord 9, and #1-21: Yesteryear’s Sorrow. Fans of Pathfinder were finally got their hands on the finale of the War for the Crown Adventure Path: War for the Crown: Book Six: The Six-Legend Soul! There were Pocket Editions released of Ultimate Combat and Bestiary 5, and three amazing Pathfinder Society Scenarios: #10-01: Oathbreakers Die, #10-02: Bones of Biting Ants, and #10-03: Death on the Ice. There were also a lot of map releases, with Pathfinder Flip-Mat Multi-Pack: Forests, Pathfinder Flip-Mat Classics: Watch Station, Pathfinder Flip-Tiles: Dungeon Starter Set, and Pathfinder Flip-Tiles: Dungeon Perils Expansion. They also released the Ultimate Wilderness Add-On Deck for the Pathfinder Adventure Card Game.

Of course, there was also a wide array of Pathfinder Playtest releases including the Pathfinder Playtest Rulebook, Pathfinder Playtest Rulebook Updates, Pathfinder Playtest Bestiary, Pathfinder Playtest Adventure: Doomsday Dawn, Pathfinder Playtest Flip-Mat Multi-Pack, Character Sheets, Tracking Sheets, Pregenerated Characters, and three Pathfinder Playtest Society Scenarios: #1: Rose Street Revenge, #2: Raiders of Shriekers Peak, and #3: Arclord’s Envy. All of these products are available as a free download on Paizo’s website!

Against the Aeon Throne Reach of the Empire Ron Lundeen
Starfinder Adventure Path: Against the Aeon Throne: Book One: The Reach of Empire by Ron Lundeen.

Because of the recent website outages over at Paizo, shipment of their newest adventure path volumes were delayed a bit, meaning plenty of subscribers didn’t receive their copies until the start of this month, as opposed to the end of last month. That means that this month there is a WHOLE LOT of Adventure Path Volumes coming out! Both Starfinder and Pathfinder are launching new Adventure Paths. Pathfinder takes us back to Varisia with the highly anticipated Return of the Runelords! It begins in Return of the Runelords: Book One: Secrets of Roderick’s Cove, and continues on later this month/the start of next month with Return of the Runelords: Book Two: It Came from Hollow Mountain . This campaign looks like a ton of fun! It’s going to take you all the way to level 20, and pits you against not one, but all five of the remaining Runelords (or their minions)! For more information on the Return of the Runelords, check out my recent blog post: Return of the Runelords. As for Starfinder, they’re shaking things up with a special three-part adventure path that starts with a bang and just keeps the excitement coming! The Against the Aeon Throne Adventure Path pits your players against the Azlanti Star Empire, a massive tyrannical governing body that controls a whopping three solar systems! Your players will be taking on the role of some rebels who are out to help a friend, and cause some trouble for the Empire. Although they won’t be taking on the entire Azlanti Star Empire, they get some good licks in and get out safe and sound (hopefully). This adventure path feels very Star Wars themed to me, and seems very personal and exciting. It begins with Against the Aeon Throne: Book One: The Reach of Empire, which is already out, and continues at the end of this month with Against the Aeon Throne: Book Two: Escape from the Prison Moon! For more information on this adventure path check out my previous blog post: Against the Aeon Throne.

It Came From Hollow Mountain Mike Shel Return of the Runelords 2
Pathfinder Adventure Path: Return of the Runelords: Book Two: It Came from Hollow Mountain  by Mike Shel.

While we’re on the topic of adventures, let’s take a look at what else is on the agenda this month, shall we? War for the Crown Poster Map Folio comes out, which features three poster-sized maps for use with the War for the Crown Adventure Path. The maps are of Oppara, the capital city of Taldor (which is also where the adventure path begins in War for the Crown: Book One: Crownfall, and ends in War for the Crown: Book Six: The Six-Legend Soul), Meratt (a Taldan county featured in War for the Crown: Book Two: Songbird, Scion, Saboteur), and the nation of Taldor itself. There’s also the new Pathfinder Module: Cradle of Night coming out.

Pathfinder Module: Cradle of Night is an adventure that was outlined, worked on, and written by, a large number of people including Wes Schneider, Neil Spicer, James Jacobs, Greg Vaughan, and Ron Lundeen. It’s an awesome sounding adventure intended for level eight characters which will be around 64 pages in length. Of course, it’s also cursed! This poor thing has been perpetually delayed. With an original release date of last year, it was bumped to a January release, then mid 2018, and has finally shown up on the soon to be released products page. Preorder begins now (again), and hopefully will be out in a month or so. The adventure itself takes place in Nidal and begins when a refugee Caligni from the Darklands comes to the surface for help! He needs someone to save/stop his people from releasing darkness upon the world and bringing about the rebirth of a “shattered god.” It moves from Nidal, down into the Darklands, includes a lot of information on the origins of the Caligni peoples (darkfolk), and the Shadow Plane. Plus, it just sounds epic! Curious who the “shattered god” is? So am I! Haha. I’m particularly excited that this book will allow me to make use of my Pathfinder Campaign Setting: Nidal, Land of Shadows sourcebook!

Against the Aeon Throne Escape from the Prison Moon Eleanor Ferron
Starfinder Adventure Path: Against the Aeon Throne: Book Two: Escape from the Prison Moon by Eleanor Ferron.

There are two Pathfinder Player Companion books out this month, Pathfinder Player Companion: Heroes from the Fringe, which presents a look at a lot of non-human, unique character options. Examples of this include the Ekujae elves of the Mwangi Expanse, and Pahmet dwarves of Osirion’s deserts, and many more. The part I’m most excited about? Whimsical phantoms for spiritualists! Come on, you know you want to be haunted by a chipper gnome ghost! I’m very intrigued with this product and can’t wait to see what’s inside. There’s also Pathfinder Player Companion: Plane-Hopper’s Handbook, which is a great tie-in the Pathfinder Roleplaying Game: Planar Adventures. It provides a host of new player options and equipment for characters who traverse the planes, including new eidolon subtypes for the unchained summoner, alternate race traits and favoured class bonuses for extrapljnar raves (like ganzi!), and some archetypes. I’m definitely curious what’s inside!

There are a wide variety of maps out this month. Pathfinder Flip-Mat: Wizard’s Dungeon, Pathfinder Flip-Mat Classics: Desert (which is very usable), Pathfinder Flip-Mat Classics: Seedy Tavern, and Starfinder Flip-Mat: Ghost Ship! Whoo! And that’s not all! There’s also the release of the Pathfinder Flip-Tiles: Forest Starter Set, which I am very curious to give a look see.

Heroes of the Fringe
Pathfinder Player Companion: Heroes from the Fringe

And the product my son is most excited for? Pathfinder Flip-Tiles: Dungeon Decor Pawn Collection! This product contains a ton of set dressing, from fireplaces, curtains, and bookshelves, to windows, stairs, doors, and statues! There’s a ton of useful bits and bobs in here. It’s very similar to the previous release Pathfinder Pawns: Traps & Treasures Pawn Collection. My son has officially added both to his Christmas list. Haha.

Finally, this month sees the release of two Pathfinder Society Scenarios, and two Starfinder Society Scenarios. Pathfinder Society Scenario #10-04: Reaver’s Roar is a tier 7-11 scenario of special importance to the Silver Crusade faction, which tasks you players with retrieving a relic of the Shining Crusade from it’s guardians. This mission could get complicated, as it sounds like you’re not the only ones after the relic. Pathfinder Society Scenario #10-05: Mysteries Under Moonlight, Part 1: Testament of Souls is a tier 3-7 scenario which takes place in Magnimar and revolves around the mysterious corruption of some of their monuments. This scenario is the first of a two part series which concludes with Pathfinder Society Scenario #10-07: Mysteries Under Moonlight, Part 2: The Howling Dance. I’m a huge fan of Varisia and its many eclectic cities, so I’m pretty excited for this one!

Plane-Hopper's Handbook
Pathfinder Player Companion: Plane-Hopper’s Handbook

Starfinder Society Scenario #1-22: Protectorate Petition is a tier 1-4 scenario that tasks the players with traveling to a planet in Near Space to determine whether the alien ‘copaxis’ should be granted protectorate status in the Pact Worlds. You’ll have to visit their planet, review their claims, explore some ruins, learn some history, and decide whether or not these guys deserve to join the Pact Worlds. Starfinder Society Scenario #1-23: Return to Sender is a tier 5-8 scenario which is a direct sequel to the special Starfinder Scenario #1-99: The Scoured Stars Invasion! Its of particular importance to both the Exo-Guardians and the Dataphiles. Your players will have to take a stolen spaceship into enemy territory and complete their objectives without getting caught. If they’re successful they’ll enable the Starfinders to launch an offensive against the jinsul empire! This is going to be awesome!

And that’s all for this month! I don’t know about you, but I’m most excited for the Return of the Runelords, and Against the Aeon Thrones Adventure Paths!

Jessica

 

Against the Aeon Throne

Against the Aeon Throne Reach of the Empire Ron Lundeen
Against the Aeon Throne: Book 1: The Reach of Empire by Ron Lundeen.

The Dead Suns Adventure Path has officially come to the end and I am thrilled for what’s coming next! It’s a rapid paced, Star Wars inspired campaign that pits the ‘little guys’ against the powerful militaristic Azlanti Star Empire: Against the Aeon Throne! This is the second Starfinder Adventure Path, and this time around they’re shaking up the format. For starters, it’s going to be a monthly release from now on. Also? It’s only three parts. This change is temporary, and will allow them to tell shorter, more diverse stories, with a more focused narrative. Against the Aeon Throne should take you to level six. It will be followed by another three-part Adventure Path, Signal of Screams, which is a delightful space horror that will begin at level seven. I know, right? Exciting. If you’re not ready to stop playing your characters after Against the Aeon Throne you can always pick right back up with Signal of Screams. After this they will go back to the six volume format for the fourth adventure path, Dawn of Flame, which happens on the sun! After Against the Aeon Throne comes to an end be sure to give Paizo your feedback. They’ll want to know if you like these changes, or prefer the six volume format.

But, enough about the future! Let’s hear about Against the Aeon Throne!

Against the Aeon Throne Escape from the Prison Moon Eleanor Ferron
Against the Aeon Throne: Book Two: Escape from the Prison Moon by Eleanor Ferron.

This new Adventure Path begins with Against the Aeon Throne: Book 1: The Reach of Empire. It’s written by Ron Lundeen and is intended to bring your characters from level 1 to 3. Your players will be creating characters hired to transport some much needed supplies to a new colony (named Madelon’s Landing) of just over a hundred people that was founded a few months ago on a planet in the Vast called Nakondis. This world is wild, and constantly shrouded in mist. Still, a pal of yours decided to move there, so paying them a visit is the least you can do. Besides, what could possibly go wrong? Right? Haha. Upon arriving you discover that the Azlanti Star Empire has conquered the colony! Your players must liberate the colony from the villainous Empire. But the Azlanti weren’t only interested in the colony. They were after something else: an experimental starship drive from an ancient ship that crashed on Nakondis long ago. To make matters worse, your friend is nowhere to be found. They’ve been taken! But why? In addition to the adventure itself, this issue features an article on the planet of Nakondis and the new colony of Madelon’s Landing. It also has a new theme: the colonist, a host of ships found within the Azlanti Star Empire (including drone fighters, and even ships that allow you to use mysticism and computers checks in new ways!). There’s also new creatures, of course: the carrion dreg template, the mucilaginous cloud, Azlanti adjutant robot, synapse worm, thermatrod, endiffian playable race and, my personal favourite, a simian creature known as a hobgar.

Against the Aeon Throne: Book Two: Escape from the Prison Moon is written by Eleanor Ferron and is intended to bring your player’s characters from level 3 to 5. Thanks to their efforts freeing Madelon’s Landing from the Azlanti Star Empire, the PCs have been deputized by the Stewards (a group of space police) and are on their way to rescue their friend. Not an easy task! They’ll have to enter the Azlanti Star Empire and figure out a way to break into a massive prison moon. They also get to visit a new space station. The articles in the back include information on the Azlanti Star Empire, some new gear, information of the many races and species that the Azlanti have conquered, and details on an Azlanti prison guard spaceship.  There’s also some new creatures, including a radioactive dragon and a plant that snubs its nose at gravity (or would if it had a nose…).

Against the Aeon Throne The Rune Drive Gambit
Against the Aeon Throne: Book Three: The Rune Drive Gambit by Larry Wilhelm.

Against the Aeon Throne: Book Three: The Rune Drive Gambit is the conclusion of this adventure path! It’s written by Larry Wilhelm and is intended for fifth level characters. Now that your PCs have rescued their friend they have to retrieve the starship drive the Azlanti retrieved from Nakondis. To do that they’ll need to find and break into a science laboratory, steal the engine, and get back to freedom. They also get to figure out why it’ so important and face off against the mastermind behind the attack on Nakondis. In addition to the adventure this issue also comes with ideas for continuing the campaign, an article on the Stewards, full details on a luxury Azlanti spaceship, and some new creatures (including fey and an aberration).

Against the Aeon Throne looks like its going to be an exciting change of pace that’s fun and personal. The shorter length is definitely going to appeal to some fans, including my husband and children. I can’t wait to strap on my laser pistol, make a rebel, and throw a wrench into the plans of the Azlanti!

Fire up the engines! It’s time to head into the Drift!

Want to know more? Check out the AWESOME trailer Paizo released for Against the Aeon Throne. My kids and I just watched it and they are literally bouncing up and down in excitement! Nice job, Paizo!

Jessica


UPDATE: For a more recent look at Against the Aeon Throne check out this blog post: Review: Against the Aeon Throne: Reach of Empire!


LEGO my Starship!

Well, it took about a week, but Paizo’s website is finally up and running properly. Oh. Actually, it’s down again. Haha. Well, it was up for a day, at least. (You can do it, Paizo!).

Dungeons and Dragons Coloring Book
Dungeons & Dragons Adventures Coloring Book, with art by Todd James.

It was strange, having my play-by-posts out of reach for so long. But, I got plenty of others things done. I got by house in order, helped my Mom move, and got my kids prepared for the new school year (which starts in another week and a half). I saw my youngest brother for his birthday. He asked for books and some socks, so I picked him up Naruto socks, Akasuki socks, and two books I thought he’d like: Ready Player One by Ernest Cline (which is also an awesome movie, by the way), and the first three books in The Legend of Drizzt series (Homeland, Exile, and Sojourn) by R. A. Salvatore. Drizzt’s origins are actually my favourite books he’s in, and my brother’s never read them. (Blasphemy! Haha). I think he’ll really like them. While we were shopping I found an awesome Dungeons & Dragons Adventures Coloring Book which I was super tempted to pick up for my kids (but didn’t). Maybe I’ll buy it for one of them for Christmas in a few months. Haha.

My daughter and I finished creating our newest Pathfinder Society characters, Croak and Sereia, whom we won race boons for, and my husband and son are about halfway done theirs. My daughter completed creating her second character for the Pathfinder Playtest adventure Doomsday Dawn, and I’ve just started mine. I got a lot of reading done, and have a few extra blog posts underway already. Be on the lookout for posts about Starfinder: Pact Worlds (I know, I’m slow, haha) and Pathfinder Player Companion: Blood of the Sea in the coming days.

I never have time for video games anymore, but with my play-by-posts down my kids and I started playing one of my very favourite video games of all time: Chrono Cross for the PlayStation. I was a kid when I played it the first time, and it literally blew my mind. Twist after twist I was just… Stunned. It’s got time travel, alternate dimensions, death, life, fate, a ton of NPCs you can get to join your party (many of which you meet well before you can convince them to join you), and (perhaps the coolest part) halfway through the game, after rallying friends and allies to help you defeat the villain, you have an epic confrontation which culminates with the villain using a magical ritual to swap your minds around. Your mind goes into his body and his goes into yours. All of a sudden those friends and allies are hanging around with the villain, trying to fight you. And you? Well, at least you don’t have to worry about fighting all those minions of the villain anymore. Cause they’re yours now. Sort of. Haha. So, if all your good friends are doing the work of the bad guy now, and they think they’re still doing good, but you and the other villains are working to stop them, are they still good guys? As a kid, I was amazed. Haha. Anyway, I started the game, which made my kids want to try, so we each started our own file. They’ve already reached the first big twist in the game, and were so shocked. They concocted a whole lot of crazy theories in an effort to figure out what’s going on. It’s adorable to watch. It’s been fun. I definitely owe fellow play-by-poster PaleDim a shout out for getting the music from Chrono Cross stuck in my head the other day. (Thanks!)

My husband and kids have been watching Voltron since it launched on Netflix quite a while ago, so they took the opportunity to delve into the newest season. One of the episodes was absolutely hilarious. The characters play a mock version of Dungeons and Dragons called ‘Monsters and Mana’ which is just a blast. I particularly like the GMs in campaign twists, and that one of the characters just kept playing a paladin no matter how many times he died. The other characters kept pointing out that he was a paladin in real life, so maybe he should try something else, but he thought that was absurd. There’s nothing better than a paladin, after all! My kids, my husband and I were laughing so hard. If you ever get a chance to watch Voltron Season 6: Episode 3: Monsters and Mana you should definitely take it! (It’s from the remake on Netflix, in case that needed clarifying, not the original show from when my husband was a kid, haha.)

Recently my husband suggested we build our own starships out of LEGO for use in Starfinder starship battles , which we all thought was an awesome idea. I’ve always loved playing with LEGO, but I wouldn’t say I’m great at it. I’m more of a ‘follow the directions’ or ‘build a square house’ kind of girl. But, I took to the challenge with aplomb! Turns out I did a pretty good job! My kids made some really nice ones. But, my husband turned out to be the LEGO Master of the house. Most of our ships came out way too big, but we had a lot of fun.

Well, it’s time for me to sign off now. I’m at the local laundromat and my laundry’s almost done. I’ll leave you with some pictures of our wonderful LEGO starships!

Until next time!

Jessica

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Ch-ch-ch-CHANGES! (August News)

Well, it’s official! Season Nine: Year of Factions’ Favour has come to an end, and the Pathfinder Society has launched Season 10: Year of the Ten. Faction Cards have been updated, and the newest edition of the Pathfinder Society Roleplaying Guild Guide has been released. If you don’t have the newly updated versions of these documents then I highly recommend you head on over to Paizo’s website and give them a download. They’re free.

In other news, Gameday VII is underway. This means that my family is enjoying the chance to play in a bunch of new Pathfinder Society Scenarios online via play-by-post. There is a HUGE number of games scheduled to start now. That includes playing in the Pathfinder Society, Pathfinder Society Core, Pathfinder Society Adventure Card Game, Pathfinder Society Playtest and the Starfinder Society! In addition, they’re running the Pathfinder Society Scenario #8-99: Solstice Scar Special and Starfinder Society: #1-99: Scoured Stars Invasion Special as we speak. More games are slated to start in October. That’s also when Pathfinder Society Scenario #9-00: Assault on Absalom Special will run. Although it’s likely too late to join any of August’s games, there’s still plenty of time to sign up for October’s. That said, many games are full already, so I wouldn’t dawdle much longer if you want to get into a game! Haha.

First seeker Jadnura
First Seeker Jadnura. Art by Graey Erb for Starfinder.

For those of you who don’t know, the Scoured Stars Invasion special also brought with it the introduction of a new faction: Second Seekers (Jadnura). Who the heck is Jadnura? Jadnura is the First Seeker who led the Starfinders into the Scoured Stars system. That’s right. He’s the kasatha who got everyone stuck and lost in an event now known as the Scoured Stars Incident. So why would you still follow this guy when Luwazi Elsebo is the current First Seeker? For starters, it lets you make a character who was a loyal Starfinder before the advent of the Scoured Stars Incident. You can be the guy left behind, whose still loyal to a leader no longer present. Second? Well, the special is called the Scoured Stars Invasion, and it’s main purpose is to enter the Scoured Stars System and rescue as many lost agents as you can. I suppose some might call that a spoiler, but honestly, it’s obviously the point of the scenario right from the first few sentences of playing. Why else go there? Want more details? I can’t give them to you! Haha. I’m currently playing this scenario for Gameday VII and don’t know how it ends. If you want more information (and some spoilers) feel free to check out Paizo’s blog post on First Seeker Jadnura here.

GrandLodgeSymbol
The Sigil of the Open Road, logo of the Pathfinder Society.

So what the heck is Season Ten: Year of the Ten all about, anyway? Judging by the title, something to do with the Decemvirate. But what? It’s been hinted that it has something to do with the infamous Grandmaster Torch, and that some of the Decemvirate might find their anonymity threatened and their mysteries unveiled. Interestingly, most of the missions this season will revolve around the Hao Jin Tapestry. For those of you who don’t know, the Hao Jin Tapestry is a literal tapestry that leads to a demiplane which contains mysteries, relics, ruins and other places collected by the wizard Hao Jin. This object was acquired by the Pathfinder Society way back in Season Three and has been a source of tons of adventures. It’s also been harnessed by the Pathfinders in order to allow their agents to travel the world quickly and efficiently. This season the Hao Jin Tapestry is beginning to unravel and, if we can’t fix it, it’ll dump everything inside it into the Astral Plane. An unfortunate event for not only the Pathfinder Society, but also all the people and creatures who still live inside the demiplane itself. Unfortunately, you can bet that fixing it won’t be as easy as just casting mending. I’m sure there’s plenty of adventure involved! There’s a few other things that have been revealed to be a part of this season. There’s plenty of relics related to the lich Tar Baphon that will be surfacing. There’s also a demon who wants to utilize the Worldwound’s collapse to launch his apotheosis into full demon lord. Pretty nifty! I think I’m most excited for the missions involving Grandmaster Torch, but hey, I’m biased! I’m also excited to learn more about Tar Baphon. I love a good (BAD) lich!

Pathfinder Playtest Rulebook
Pathfinder Playtest Rulebook

There’s a few more exciting things going on around my house right now. My daughter’s begun work on creating her second Pathfinder Playtest character so that we can continue with our Doomsday Dawn Playtest. She’s decided to make a gnome fighter who wields an absurdly large sword. She’s very excited to be the melee character for a change.

My family and I entered a contest a week or so ago. Hosted by the overly generous Hmm on Paizo’s message boards, she was going to give away all the boons necessary to create a mermaid in PFS play. There were a few ways to enter — for yourself with a mermaid character concept, for a group of friends with a team created from the other boons she was giving away, or by nominating someone else who you thought deserved to win. Now, when we play in the Pathfinder Society, the question my kids ask me most often is:

“Mom, why can’t I be any race I want?”

Unfortunately, at the ages of six and seven, the idea of holding out for race boons is absurd. Haha. The follow up question I most often get after any explanation I can concoct is:

“Yeah. But WHY?”

So, as soon as I read the contest I told my family about it. My kids were jumping up and down in joy. They spend that night brainstorming, and spent the next day planning their characters while I madly tried to keep up with them. And then we got to the end. They were ready! Sort of. For bonus points you could also write a song.

….yup. A song.

Not my forte. My son wanted to add jokes into the song, and my daughter wanted it to have a lot of animal sounds (since we were nearly all animal people of one kind or another).

It was… hard. Haha.

But, in the end we handed in our entry with pride. So what was it?

My family and I wanted to make a quartet of characters who are (and were) universally considered outcasts among their people and Golarion at large. They’re weird, and different. But what’s strange for one culture isn’t strange for others, and it’s those very oddities that the others embraced and connected with. After all, who cares if the vanara has unnaturally large eyes, if he’s hanging out with a grippli? These guys are friends, companions, and (in many ways) family. They don’t have the same interests, and they don’t always get along. But, hey? What family does?

My daughter made an energetic poisonous grippli, my son made an eco-conscious vanara with a stumpy tail who has hair growth issues, my husband made a ratfolk who chews on everything (including magical objects), and I made an overly adventurous aquatic elf whose curiosity got her abandoned on the surface. Together, these quirky characters would do… stuff!

Just the other day the winners were announced. There were a ton of great ones. And some of the songs were awesome! Hmm ended up giving out boons to winners of each category, which is incredibly generous! We won in the ‘buddies’ category, and my kids have been hard at work ever since, plotting out their character mechanics. We were lucky enough that a fellow play-by-poster offered to run us through our group’s first PFS scenario together, so once everyone is ready and formatted for online play we’ll be starting Heroes for Highdelve! My daughter got to work first and is almost done. She’s thrilled!

We’ll post more about these lovable weirdos once they’re ready for a game. One thing’s for certain: they’re going to be the most eccentric group of characters we’ve ever made! (And that’s saying something…)

Now it’s time to say goodbye,

Or, more accurately: ‘Now it’s time to get to work on my next article.’

Season 10, here we come!

Jessica

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New Starfinder Society Scenarios: Duskmire Accord 9 & Yesteryear’s Sorrow

We’ve looked a lot at the Pathfinder Playtest lately, but today we’re changing gears.  We’re going to take a look at the two most recent Starfinder Society Scenarios that are currently available for purchase, and will let you know we thought. Although you’ll find references to events in each that I liked or disliked, and comments about specific characters, these scenarios are not explored in detail. It’s not my intention to spoil the events in these scenarios, or give summaries and full reviews, but to share my opinions and provide recommendations. That said, if you want to avoid even minor spoilers I recommend you check out a different article. Whether you intend to use them in home games of the Starfinder Roleplaying Game, sanctioned scenarios for use with the Starfinder Society Organized Play, or just want to read a nifty new adventure, we’ve got you covered! So sit back, and get ready to explore the Pact Worlds!

DUskmire Accor 9 Starfinder 1-22Scenario #1-20: Duskmire Accord 9 is a Tier 1-4 adventure written by Brian Duckwitz. It takes place on Salvation’s End, which is an artificial moon that was previously visited in Starfinder Society #1-00: Claim to Salvation and Starfinder Society #1-09: Live Exploration Extreme! Those of you who have the ‘Claimant to Salvation’ boon from 1-00 should definitely slot it for this one.  This scenario features no special tags and does not involve starship combat. It uses Pathfinder Flip-Mat Classics: Swamp twice, and Pathfinder Flip-Mat: Hamlet once. It also uses a custom map of the terrain (though it won’t be needed for tactical movement). In addition to the Starfinder Core Rulebook, this scenario makes use of the Alien Archive, although all the necessary stat blocks are included in this scenario.

For those of you who don’t yet know, Salvation’s End is filled with a bunch of automatically-controlled simulations and experiments, each run in an individual self-contained area called a ‘vault.’ Duskmire Accord 9 tasks your team of Starfinders with exploring one such vault called ‘Duskmire Accord.’ Your mission is to determine the source of its power and give it a look see. It’s a fun romp that will take cunning, diplomacy, and tact to accomplish — or not! There’s more than one way to accomplish your mission, and I’m very curious to hear what methods see the most play. There’s a wonderful cast of side characters in this one, from the new drow Venture-Captain Kunoris Vex (the Starfinder in charge of the new Lodge at Salvation’s End), straight through to all of the residents of the vault. It’s a great change of pace from both of the scenarios that came before it in this location. I don’t want to spoil too much about the residents of the vault, but I can say I loved all of them.   And the art for the ghost of the swamp?! SPECTACULAR! The boons are flavourful and fun, but not amazing. Overall I really enjoyed this scenario. I took me a long time to decide if I would give this four or five stars, but in the end I decided to give it five out of five. It’s not over-the-top-awesome like some of the others I’ve given five stars, but I think the interesting, fun social encounters, and the quirky cast of characters will really make it a joy to play. I give this scenario five out of five stars.

sfs 1-20 - duskmire accord - sparklemane - graey erb
Sparklemane from SFS #1-20: Duskmire Accord 9. Illustrated by Graey Erb. Art courtesy of Paizo Inc.

Yesteryear's Sorrow Starfinder 1-21Scenario #1-21: Yesteryear’s Sorrow is a Tier 3-6 adventure written by Jason Keeley. It takes place on the planet of Elytrio, homeworld of the ghibrani, who were previously introduced in Scenario #1-03: Yesteryear’s Truth (and Dead Suns: Book 5 of 6: The Thirteenth Gate). There you will investigate an abandoned military bunker in order to salvage armaments for the Exo-Guardians. I highly recommend playing through Yesteryear’s Truth before playing Yesteryear’s Sorrow. It will be infinitely more interesting if you have. If you’ve got the ‘Friends of the Ghibrani’ boon you should definitely slot it! This scenario features the Faction (Exo-Guardian) tag and does not involve starship combat. It makes use of two custom maps, and has a lot of unmapped areas (although all of the area that will feature battle are mapped). In addition to the Starfinder Core Rulebook this scenario makes use of content from Dead Suns: Book 5 of 6: The Thirteenth Gate, although all the necessary information from that adventure is included in this scenario. This scenario features a few recurring characters including Zigvigix, leader of the Exo-Guardians, whom you meet in ‘the Nest’, the base of the Exo-Guardians that will be familiar to players of #1-01: The Commencement. In addition, your players will be escorted to their destination by a local guide — either the Husk Dystane, or the Membrane Klarima. Both of these characters are originally from Yesteryear’s Truth, and which one joins you will depend on who your player’s befriended in that previous scenario. Both guides have different skills, benefits, and tactics, which is really nice to see. As for new characters? I ADORE the new fey that was introduced in this scenario. The art for this guy is wonderful. There’s an intriguing social encounter right near the beginning which you can choose to get involved in (or not). This encounter teases events that will be occurring during the upcoming Against the Aeon Throne Adventure Path (which begins with Against the Aeon Throne: Book 1: The Reach of Empire) and will hopefully lead to further Starfinder Society Scenarios involving the Azlanti Star Empire (a girl can hope!). This scenario featured nice ecological information on all of its enemies and hazards, which I always enjoy and gives GMs something interesting to tell their knowledgable players. The location explored in this scenario is very, very, large, and although lots of areas are thoroughly detailed, others are entire floors summarized by a single sentence. Due to the length of Society Scenarios, striking the right balance between detail and brevity in important and unimportant areas is difficult to say the least. Sometimes it works, and sometimes it doesn’t. I thought that this scenario did a wonderful job of finding that sweet spot. The location felt vast, without feeling rushed or skimmed over. Obtaining your objective is both challenging and fun. There’s a wonderful selection of player handouts which will be of particular interest to those of you who have played through Yesteryear’s Truth. This scenario also did a wonderful job of slowly cultivating a spooky atmosphere, closer to the end. Overall, I give it four out of five stars.

sfs 1-21 - yesteryears sorrow - nighthopper - nicolas espinoza
Nighthopper from SFS #1-21: Yesteryear’s Sorrow. Illustrated by Nicolas Espinoza. Art courtesy of Paizo Inc.

Thanks for joining us today! We’ll see you next time when we talk about the new Pathfinder Society Scenarios that are out, and the beginning of Season Ten!

Until then,
Jessica

Pathfinder Playtest – Review

Welcome back to d20diaries!

Wow, finding the time to fully read the new Pathfinder Playtest Rulebook took longer than I expected! Well, not to read it, so much as to digest it. Understand it. Plenty of rules are different, so I had to really focus. Considering that I normally find time to read while overseeing screaming, bickering, playing, laughing, children of various ages (hey, moods change quick!), finding quiet time to get some reading done was more than a little difficult.

That said, I’m a quick reader. I finished it in about two days, then spent some time crafting characters in order to try out the creation process. Before I can take the time to teach my husband and kids how to play, I need to be able to explain it. Properly. Haha. After that I helped my family through the creation process, read through Pathfinder Playtest Adventure: Doomsday Dawn (the first adventure we would be trying out), and we got to work playing.

It’s been a whirlwind! But a fun one.

And then I got sick. Still am.

LAME. Haha.

So whats on the agenda for today?

Today we’re going to take a look at Pathfinder Playtest. Not in depth — this isn’t a replacement for the rulebook. After all, the rulebook’s a free download. It’s my impressions, thoughts, and experiences. Things I’ve discovered, and even some questions I’ve got. Got an opinion of your own? Or an answer to a question I have? Let me know! This game system is brand new and we’re all learning together. Once you’ve had a chance to try out Pathfinder Playtest, be sure to head over to Paizo’s website and give them some feedback. They’re running surveys right now, and have forums up for you to share broader comments.

Ready? Let’s begin!

Pathfinder Playtest RulebookPathfinder Playtest is a new set of rules and gameplay for the Pathfinder Roleplaying Game. It’s intended to streamline the game, while retaining its robust character creation options. Running combat, monsters, and characters should go smoother. Learning the rules from scratch should be easier. Levelling up should be simpler. The book and rules are supposed to be user friendly — even for those who don’t know how to play d20 games.

In theory.

Pathfinder Playtest features gorgeous cover art by Wayne Reynolds which showcases Seoni (the iconic sorceress), Valeros (the iconic fighter), and Fumbus (the iconic alchemist) battling a white dragon! Wait! Fumbus who? Fumbus the goblin alchemist. Thats right! Not only are goblins a core race, but alchemist is a base class. Both are available options to try out in the playtest.

Open the covers (or flip to the next page on the pdf) and you’ll find an introduction by the Paizo staff, followed by the overview. This is where you’ll learn what the heck a d20 game is and how to play. There’s also an overview of the basic terms used in the game, including a few that are new, an explanation of the modes of play, and a list of what you’ll need to play. This section was easy to understand, even for a layman, although not as easy as I expected. It’s a difficult read for my children, for example, and my son (who is more than capable of reading chapter books aimed at pre-teens, published adventures for d20 games, and other Pathfinder products) would definitely get bored and flip past a few pages. Would my teenage/adult siblings read it all the way through? …Tough to say. Probably not. It’s more likely they’d give it a skim and see how it goes. So… sort of an easy read. An easy read for this genre and its audience, I suppose.

Many of the terms in this chapter will be familiar to those of you who have played d20 games before, but even experienced gamers need to give this section a thorough read. Calculations for some of the familiar statistics are different, and there are some very important brand new game mechanics that are explained here. Be sure to pay extra attention to the types of actions, the modes of play, and proficiencies. We won’t get into them in too much detail right now, but for those of you who are curious, these three aspects form a huge part of the game.

There are three modes of play in Pathfinder Playtest. Encounter mode is what you enter when your every moment matters. This is used during a battle, for traps, ambushes, hazards, and anything else similar. You play encounter mode in rounds which are six seconds long, and encounter mode ends when the danger has passed. This is a huge part of the game and the rules. But, it’s not all there is to the Playtest. Exploration mode is used for any situation where you’re not in immediate danger, but you’re not entirely safe, either. This includes exploring a town, ruin, forest, or even a hallway between encounters. It’s what you’re playing in when you’re not fighting something. It’s more than just walking, or a segue between the ‘exciting stuff.’ Exploration mode has its own rules, and has proved quite fun around my house so far. Finally, there’s downtime mode, which is what you use when you’re completely safe.

There are three major kinds of actions in Pathfinder Playtest. Actions, free actions, and reactions. Pretty much all the game is based around this. Nearly every feat, ability, and spell that has a non-passive effect has a symbol beside it right near the top showing what it costs to use. Free actions are free, obviously, Reactions can be taken once per turn, even on your opponents turns, as long as its triggering conditions are met. An example of this is an attack of opportunity (which only fighters can utilize right away!), but there are plenty others for different classes and characters. Lastly, there’s actions. Everything takes actions. Moving, attacking, special attacks, spells and such. Most spells take two actions to cast, although some take one or three. Each turn during encounter mode you’re allowed three actions, and most things you can imagine take one. Walking forward, drawing a sword, and swinging it? Three actions total. Attacking, attacking, and attacking a third time? Three actions. And totally allowed (each successive attack in a round takes a cumulative -5 penalty).  Lastly, there’s proficiencies. Yes, this includes armours and weapons. But in the Playtest proficiencies also replace your base attack bonus, base saving throws, and skill ranks. If you’re trained in something you add your level to the rolls you make with it. If you’re untrained you add your level subtract two. If you’re an expert you add your level plus one, master is your level plus two and if you’re legendary you add your level plus three. For example, if you’re trained in athletics you roll a d20, add your proficiency modifier (your level), your strength modifier, and any other item or extra modifiers you have. Expert in your weapon? Add the expert proficiency (your level plus one), your ability modifier (strength for melee, dexterity for ranged), and any other bonuses from your items. Master at reflex saves? Add your level plus two, plus your Dexterity modifier, anything else special you might have and off you go.

Got it? Good! If not, read the Pathfinder Playtest Rulebook!

After this we get into the fun stuff. Character Creation. The Playtest has a great step-by-step guide to making your characters. In short, you come up with a concept. Then you pick and apply their ancestry (race), background, and class. Each of these will increase some of your ability scores, but you also gain four increases to apply as you see fit. Once you’ve finalized your ability scores, select your trained skills and do some simple math to make it all come together. Spend your coin (150 sp), pick your spells (if you’re a caster) and fill in all your finishing details. Done. Relatively simple. The levelling up process is also simple, as well.

After this there’s an easy to follow example of how you make your ability scores. As I previously mentioned, ancestry, background, class, and your personal preference all play a part. So how does it work?

For starters, you need to know how much to increase an ability score. Increases are referred to as an ‘ability boost’. If the score you’re increasing is under 18 you increase it by 2 points. If it’s over 18 you increase it by 1 point. At character creation, you cannot make a character with over 18 in any one ability score, so all of your boosts will be increasing your ability scores by +2.

When you create a character all of your ability scores start at 10. Now you pick your ancestry. Most will give you two ability boosts that are applied to a specific ability, one ability boost that you can apply as you see fit (called ‘free’), and one flaw (which is a -2 in a specific score). For example, dwarves get ability boosts to Constitution, Wisdom, and Free. They also suffer an ability flaw to Charisma. Humans are different from most races in that they receive no flaw, and no specific ability boosts. Instead they get two free ability boosts, which can be applied at your whim.

Now that you know what to increase you apply it. However, there is a limitation. During each step that you apply your ability boosts, you must apply each to a different ability. In our previous example with dwarves, that means you’re getting +2 Con, +2 Wis, -2 Cha and a +2 to be added to any other ability score (Str, Dex, or Int). The next time you apply your ability scores you can increase any scores you want, but again, only one time each in that phase.

Backgrounds grant an ability boost in a single specific ability score chosen from a selection of two, and then grant a free ability boost. For example, acrobats get an ability boost to either Strength or Dexterity, and then a second ability boost that is free. Meanwhile, a barkeep gets an ability boost to either Constitution or Charisma, and then a second ability boost that is free. (This is not all that a background grants you, just the part that applies to ability scores). As mentioned before, during this step, each ability can only be boosted once. So, our example dwarf could apply the barkeep ability boosts to Constitution, and Strength, but couldn’t apply it to Constitution twice.

Classes offer a single specific ability boost to that classs’ key ability score. Alchemist’s increase Intelligence, bards increase Charisma, and so on. Some classes, like the fighter, can choose one of two ability scores to be their key ability score (in the case of fighters this is a choice between Strength and Dexterity).

Lastly (or second last if you choose to apply these before your class), you get four free ability boosts. You can assign these however you want — although each ability score can only be boosted once in this phase. Essentially this means that four different ability scores will increase by +2.

And that’s the ability score creation process. It’s quite simple when you get the hang of it, and can create a diverse array of balanced characters. There’s also a random generation method offered, for those of you who prefer to roll out your stats, but the characters they create will not come out as powerful as those created with the standard method. Still, it’s nice that its there.

After this we get into the chapter on ancestries and backgrounds. There are six major ancestries you can choose: dwarf, elf, gnome, goblin, halfling, and human. Those of you looking to be half-elves or half-orcs will select ‘human’ as your ancestry, and then choose a heritage feat which allows you to be either of those two ‘half-breed’ races.  This method opens up a unique design space which has potential for an interesting take on some uncommon races when the full game releases next year.

Each ancestry grants you some ability boosts and flaws (as already noted). It also grants you some hit points (which you will only receive at first level), your speed, size, and languages. Some of them also grant you a vision type, or a single special ability. That’s it. You won’t be getting a ton of racial abilities built into your ancestry. I know, I know. This seems like you get so much less. In a way, at low level, you do get less. But, as you level up you also get more out of your race. You see, each ancestry has a list of feats to choose from that only members of that ancestry can select. This is where you’ll find a lot of familiar ‘racial’ abilities like weapon familiarity, ancestral hatred, stonecunning, sure-footed, and other such features that would have once been found under ones race. There’s plenty of new ones, as well. You start the game with one ancestry feat of your choice, and gain more as you level up. This allows you to make your ancestry work for your character as an individual. After all, not all elves are the same.

After I got over the initial shock of seeing ‘how little’ each race gave me, I gave the different ancestry feats a read and, in the end, decided I like this method. It’s adaptable, easy to use, and enjoyable. I found it worked well during character creation. I particularly enjoyed the gnome ancestry feats, so be sure to give them a read!

Pathfinder Playtest Doomsday DawnNext up is backgrounds. These represent the things your character did before becoming an adventurer. In addition to the ability boosts mentioned previously, each background grants you one skill feat and training in a single Lore skill tied to that background. What’s a lore? A lore is like a very specific knowledge skill. You can have lore in pretty much anything, as long as it has a very narrow focus. Examples include Vampire Lore, Desna Lore, Circus Lore, and Farming Lore. During downtime, lore skills can also be used to make an income. There are a lot of backgrounds up for offer in the Pathfinder Playtest Rulebook (nineteen!) and you can expect to see a whole lot more in the future. Each adventure path will offer new backgrounds that will tie your characters to the story. The Pathfinder Playtest Adventure: Doomsday Dawn is the first example of this, and provides a further six backgrounds to choose from. The Playtest Rulebook backgrounds include: acolyte, acrobat, animal whisperer, barkeep, blacksmith, criminal, entertainer, farmhand, gladiator, hunter, labourer, merchant, noble, nomad, sailor, scholar, scout, street urchin, and warrior. Although all of the backgrounds are equally ‘good,’ I particularly like the entertainer and the nomad, while my daughter enjoys the animal whisperer, and my son enjoys the warrior.

Past the Background we get to a short section on selecting languages. Players with very high intelligence scores will be surprised to find they don’t get as many languages as in Pathfinder First Edition, with an intelligence over 14 now granting a single bonus language!

Up next is the chapter on Classes. The classes available for the playtest include Alchemist, Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, and Wizard. Despite these being familiar to you, each class has plenty of new features, and offers a lot of adaptability. In addition to hp, special abilities and a selection of class feats you can choose from in order to tailor your class to your character, each class also gives you proficiencies in saving throws, perception, and in various weapons, armour and shields. It also gives you a number of skills you can choose to be trained in. Spellcasters get spells, characters get abilities and so on. Now, you really need to read the classes to get a feel for them, so we’re not going to take too close of a look at them. What I will say is that each class we’ve tested in my house has turned out to be a lot of fun. My favourites include Bard (who can use some of their performances an unlimited number of times per day!), Sorcerer (whose spell list and type of magic is determined by their bloodline), and Paladin (who are just plain awesome!). My children particularly enjoyed the druid.

Next up is Skills. This chapter goes over each of the skills, how to calculate their modifiers, and what they can be used for. This is also where you’ll find the rules for crafting, performing and lore. Even experienced players need to give this chapter a read, as there are some changes to the skills. For example, grabbing, grappling and shoving are all tied to your Athletics skill. Yeah. Neat. Skills definitely do more for you now, than they used to. Also, anyone can make attempt any skill check. Obviously, they won’t all be as good at it, but the potential is there, which is nice. That said, some skills have uses that can only be used by characters trained in that skill, which is a nice feature.

After skills we get to the chapter on feats. Now, this section doesn’t have all the feats available in the book. Ancestry feats can be found under ancestries. Instead, it contains all the general, and skill feats available. This chapter is particularly important, because you will gain a LOT of feats.  Beginning characters start with two (at minimum!). One from your ancestry, and one from your background. Most classes grant at least one other feat (sometimes a class feat, sometimes a general or skill feat, and sometimes both). This is a wonderful surprise, which allows customization in a simple way.

After feats you’ll find Equipment. Pathfinder Playtest uses silver as the core coin (instead of gold) which means that the price of gear will be different than what you’re used to. There’s also been some changes to the armour, weapons, and weight systems — all for the better in my opinion! Definitely give the information at the start of this chapter a read before trying to spend your coin! Haha.

Past equipment you get into spells. This begins with a lot of important information about magic, spells, and how they work. Definitely don’t skip this part! Haha. There are four major spell lists: Arcane, Divine, Occult, and Primal. I’m fond of all of them. In addition, you’ll find tenth level spells. After the spell lists are spell descriptions. Amongst these spells you’ll also find a lot of class abilities that are cantrips, or run off of spell points. This includes domain powers, and bardic compositions (among others). Although I understand the purpose of including them here (in alphabetical order alongside the spells), it made it hard to make class choices. For example, if I’m looking for all the bardic compositions (which are a type of cantrip) I have to search through the entire chapter and read the spell traits to find them. There is no compiled list of bardic compositions and, as they are not class spells, they don’t appear on any of the Spell Lists. It’s a giant pain in the butt. Haha. I sincerely hope they find a better way to sort this in the future, cause all that sifting sucks. Not only that, it’s a drain on your time.

I also found (after a lot of jumping between chapters to hunt them down) that a lot of the domain powers weren’t as good as they used to be. Which is unfortunate. I’d gladly trade my cleric of Desna’s domain power from the Playtest with pretty much any other Domain power from First Edition. An unfortunate outcome! Still, it will take more playtesting to determine if it all balances out in the end.

Past this we come to a short chapter on how to level up your characters. In addition, you’ll find the rules for multiclassing and archetypes here. The system for this is very easy to understand, and allows for a lot of cool character concepts. Essentially, you can choose to take archetype or multiclass feats in place of your class feat at any given level — presuming you meet the feat requirements. There’s a bit more to it than that, of course, but not by much. It’s a simple, elegant way to handle multi classing and archetypes without causing characters to fall behind the powers of their peers. I really like it. Definitely give it a read!

Later in the chapter you’ll find the rules for animal companions, familiars, and gods. The rules in all of these categories were fun and easy to use, particularly the rules for familiars. We got ours created in only a few minutes! Wonderful! Of course, I did have questions. It’s specifically pointed out that you can only have one animal companion. But, this is not specified under familiars. Does this mean you can potentially have more than one? My son chose a gnome ancestry feat which granted him a familiar, and then later earned a vine leshy familiar from being a plant druid. Does this mean he gets both? I’ve yet to find a definitive answer, but if you’ve read an official answer somewhere, (or know the page its on that I’ve missed) let me know! I’d love to read the ruling. Another problem with familiars turned out to be damage. Although it mentions the attack rolls they can make, it doesn’t say how much damage one does if it tries to attack. This came up on one of our first combat rounds in our first playtest when my son sent his vine leshy to attack. He hit! And… we had no damage. Haha. I decided that it would do 1 damage unless I found an official ruling that says otherwise. Know of one? Let me know! We’d love to see it!

After this comes a very important chapter entitled ‘Playing the Game.’ Reading it is mandatory. Haha. It’s around 35 pages long and includes all the rules you need to play as a player, as well as the conditions found in the game. Important stuff.

After that is another very important chapter called ‘Game Mastering.’ This chapter includes everything you need to know to run the game as a GM (in addition to the content for players). This chapter is shorter — at only around twenty pages — but its also denser and more complicated. Admittedly, I had to go back and reread parts a few times, particularly regarding exploration mode, downtime mode, hazards, and DCs. I expect I’ll have to reference both this chapter and the ‘Playing the Game’ chapter plenty over the next year, as I get a handle on the rules. In my opinion, the game is easier to learn to play and GM that Pathfinder First Edition was, so I’m pleased, even if reading these chapters caused me a few headaches.

After this we come to (pretty much) the last chapter. Treasure. This is where you’ll find information on wealth, treasure distribution, special nonmagical gear, alchemical items, runes, trinkets, and magic items. There’s a lot of fun stuff in here that you’re going to love reading. I highly recommend discovering these on your own. I will say that I particularly enjoyed the addition of snares, and that I expect to make a character who utilizes them in the near future. I also really like the rune system for making magical weapons and armour. Its very similar to the fusion system in Starfinder.

Past this is the appendices and then the book is over.

That’s it, that’s all! But, that’s not all that I have to say. There are a few things I’d like to mention before wrapping up.

First: Hero Points. I loved them. Each character starts each session with one hero point, and can earn up to one extra each session as a player (for doing something awesome for the group like bringing snacks, tracking gear, or hosting the game) and one extra as a character (for doing something awesome in character like saving someone’s life, being generous, expert teamwork, or accomplishing an important task in game). These points can be used to save yourself from death, reroll a d20, or take an extra action. They’re useful, awesome, and add a great new element to the game. (My daughter’s determined to be the loot-tracker from now on in order to earn that extra point!).

Second: Dying. During our first play session, my husband’s character died. Quickly. All things considered, from the moment he fell unconscious at Dying 1, only a single full round occurred before he died. Two ill-aimed splash damage brought him to Dying 2, and then to Dying 3 with the second instance, and on his turn he failed his first and only fortitude save against death, which brought him to Dying 4: Dead. This was WAY too fast. Sure, he could’ve used Hero Points to save himself. If he had any. He had already fallen unconscious two other times that session, and had used up all his Hero Points. And he wasn’t the only one. My daughter also fell unconscious once during the session, and my son nearly did. Ouch! I found not only did we fall unconscious quite a bit, but we died too QUICK. For a lot of players, a dead character is an end to fun. Especially if your chances for recovery were so brief.

Third: Identifying Magical Items: After you realize something is magical (or alchemical), it takes an HOUR to identify the object. An HOUR. This means, that if you’re the kind of group who doesn’t rest unless its necessary, you can go an entire adventure without knowing what any of your treasure does. In fact, when we played Doomsday Dawn in my house, we went the entire first adventure without knowing what anything did. That means we didn’t get any use out of any treasure. At all. That’s absurd! Now, there are some ways for your characters to shorten this time to ten minutes (or evens shorter at higher levels), which is more manageable. Heck, I even understand the intent. If it takes more time and effort to identify magical objects, that makes them more special. They’ve got an air of mystery about them. That’s cool. But, if it takes so long to identify a healing potion, that without someone specialized in identifying magical or alchemical objects, the group can’t even figure out its a healing potion during their adventure, than what good is it? Now, I know plenty of players like to stop a LOT when they play. Maybe you’re even one of them. The group that gets loot or takes a few wounds and says, ‘We should head back and recover!’ or ‘We should go sell what we’ve found and come back!’ That’s fine. You won’t be hampered by this. But, I’m not that kind of player. Neither are my family or my friends. We very often take on entire missions until we HAVE to rest, due to our wounds. Or we HAVE to recover our spells. Or we’ve spent the whole day and our characters are actually sleepy. This is particularly true in Pathfinder Society missions, which very often occur in a single day on a timeline. This system strikes me as very problematic, unless you specifically ensure your groups always have a way to shorten it. But, why force a group to do so? That’s going to replace another skill or class feat they could have taken. It just… Reading the rules for identifying magical objects didn’t sit right with me. Then we made our characters, brought them to playtest, and it turned out to be both a problem and a handicap. An unfortunate occurrence which we’ve given feedback on.

Fourth: Resonance. This is your character’s natural ability to activate and utilize magical objects. You have a number of resonance equal to your level plus your Charisma modifier. You can invest resonance ahead of time in an object that grants a long-term effect, or spend resonance on the fly to activate a magical object upon use. It’s meant to help replace gear slots (head, hand, and so on). Kind of cool, right? Sure. Until you start counting it out. Want to wear a magical cloak? Cool, 1 point. Want to drink a potion? Cool one point! Wait! One point? What if you only start with one point? What if you’re dying and you have no points? A friend can’t even shove a potion in your mouth to save you?Sort of. When you’re out of points you can attempt to overspend resonance you don’t have in order to activate the magical object anyway. This is a flat check with a DC equal to 10 + the number of points you’ve overspent (including any times you’ve tried and failed). If you pass the magic works, and if you fail it doesn’t (and you can’t attempt to activate that item again until the next day). If you critically fail (roll a 1) you can’t attempt to invest any other magical items at all that day. Ouch! Resonance is of particular interest to alchemists, who need to infuse their alchemical items with resonance in order to craft them. Okay, I can see that, I guess. Particularly for potions and such. Luckily, alchemist’s get to base their resonance off of their Intelligence, instead of their Charisma. But why should the alchemist have to spend resonance to make an acid flask when a wizard can cast cantrip and deal comparable damage at will? Yeah, I get WHY. There’s plenty of justifications. It’s an item, they’re not spell casters, so on and such. But… I don’t know. Both resonance, and the alchemist’s reliance on it is one of those new rules that I read, and just didn’t sit right. So far in playtests around my house it’s been a bit of a problem. Our alchemist was out of resonance within the first fight and had to rely on overspending resonance the entire rest of the adventure. She didn’t critically fail, thank goodness, but if she had, her character would have been completely shut down. She literally would have had to punch people with her gauntlet (a bad idea with her low strength and poor AC) or throw a rock at them (another bad idea). And if a whole character can be shut down so easily (at low levels, at least), that’s probably a problem. Similarly, our dwarf started with no resonance at all. Feeding him a potion in order to save his life was a fifty-fifty chance the first time, with the odds getting worse from there. Considering how quickly he died when he fell unconscious, that’s brutal. Ugh. Now, that said, I haven’t play tested the game enough yet, to make a final decision on resonance. Maybe it’s better with other classes. Maybe it’s less trouble at higher levels. Maybe this is meant to show that magic items are rare and special, tying it into the length of time that it takes to identify them. Maybe we’re not meant to really use something like a healing potion at low level. Maybe other groups didn’t have trouble at all. But so far, it’s been trouble for our groups. I hope that’s not the case in the future. I’d be particularly interested to see how resonance has worked out for you. If you’ve got an experience to share let me know!

Fifth: Initiative. You don’t have one. Instead you initiative is based on your perception modifier. Occasionally, if your character is doing something specific, you can roll a different skill in its place. For example, if you’re swimming your GM might rule you can use Athletics as initiative this time, or stealth if you’re in hiding. And so on. I loved this.

Overall, I really enjoyed the Pathfinder Playtest so far. I like the changes they’ve made to the game system, character creation, and treasure. I like it a lot, actually. That said, I have some questions which need clarifying, and we did run into trouble. We felt it took too long to identify magical items. We felt resonance was too limiting — especially for alchemists. And we felt the that dying turned into dead way too fast. It’s a good game, and we’re going to play it a lot more over the next year so that we can turn our feedback in to Paizo and they can make this next edition the best that it can be.

At the moment, do I think it’s better than Pathfinder First Edition? …I don’t think I can answer that. It’s new, and going to take some getting used to. Meanwhile, I’ve been playing Pathfinder since before it was Pathfinder. It’s nostalgic and homey. You know? I think it would be unfair to compare the two in that manner until I completely get the hang of the new rules. That said, I can answer a similar question. When it comes down to it, I like Pathfinder better than Starfinder. But do I like Pathfinder Playtest better than Starfinder? …No. Not yet. Maybe one day. But, at the moment, the Drift’s got more sway over me.

Well, that’s all for today. I hope you enjoyed this short look at the Pathfinder Playtest, and my opinions on it. I’d really love to hear your opinions and experiences with the Playtest rules, so if you’ve given it a try be sure to leave a comment. If you haven’t downloaded the free PDFs for the Pathfinder Playtest I highly recommend you head on over to Paizo’s website and do so. It’s free! There’s not much you’ve got to lose. Haha. Those of you hoping to get physical copies can find them here: Pathfinder Playtest Rulebook, Pathfinder Playtest Deluxe Rulebook, Pathfinder Playtest Adventure: Doomsday Dawn, Pathfinder Playtest Flip-Mat Multi-Pack.

Until next time,
Jessica

Playtest

Pathfinder Playtest

Pathfinder Playtest RulebookPathfinder Playtest.

It’s here!

Finally, it’s here!

For some of you this might be irrelevant. Others, a little scary.

But me?

I’m excited.

I’m getting up first thing in the morning and heading over to Paizo’s website to download my free copy of everything Pathfinder Playtest. I’ll read it within a day or two, and soon be testing out the character creation process. I’ll be teaching it to my kids by the start of next week, and trying my hand at GMing an adventure for them shortly after. I’ll download the Playtest PFS scenarios as soon as they launch next week, and have reviews up on them within a day or two. When Gameday comes I’ll have a chance to try the game out as a player. Afterwards, I hope to have a chance to play again. Then there’s surveys to fill out and feedback to give, so that Paizo can make this next version of Pathfinder the best that it can be.

So what’s first?

Everything is be available on the Pathfinder Playtest landing page, so head there first and see what there is on offer. Want it all? Click ‘Download All.’ Easy!

But, what exactly is there to download?

The first thing you’ll want to download is the Pathfinder Playtest Rulebook. This is a short version of the rules which give you all the information you need to know in order to play Pathfinder Playtest, GM it, create and level up characters. Now, as the Playtest, this is not a full Rulebook. It’s not what you’ll see when Pathfinder Second Edition launches next year. It’s a streamlined Rulebook with everything you need to know to try out the game. To try running the game. And to make a wide variety of characters. This is the major download. Read it. Enjoy it. Give it a shot. Make characters. Try new things. Share it with your family and friends. Help them make characters.

Pathfinder Playtest Doomsday DawnAfter this you should download Pathfinder Playtest Adventure: Doomsday Dawn. This adventure is actually a series of short, multi-encounter adventures which are linked over a decade of time to tell one epic story. Ancient Osirion features a wide variety of magical clocks which have been counting down through millennia. Previously a mystery, these Countdown Clocks will soon reach 0, at a time when Golarion will line up with the foul planet of Aucturn and allow the horrifying and mysterious Dominion of Black to surge across the world. Your players will travel throughout Golarion over a decade in order to understand the Countdown Clocks, defeat the Dominion of Black, and save Golarion! These mini-adventures are designed to show off and test a wide variety of game mechanics and adventure styles.

I’m thrilled for the Doomsday Dawn, particularly because I first read about the Countdown Clocks back when the The Pact Stone Pyramid was released before Pathfinder had its own rules set. I found the clocks so intriguing I made a whole campaign around it (which was pretty awesome if I do say so myself!). Unfortunately, that was one of the games that fell apart through the years (multiple pregnancies from both a player and myself were the joyous reason that campaign never got played through to its conclusion). I’m thrilled to see what the Paizo team does with it!

Those of you who will be GMing also need to download the Pathfinder Playtest Bestiary (link not available at the time of posting) which contains all the monster rules you’ll need to run the Doomsday Dawn. You’ll likely also want to download the Pathfinder Playtest Flip-Mat Multi-Pack. This contains digital downloads of four major encounter areas in the Doomsday Dawn Adventure. These maps are said to include a burnt-out crypt, a ruined temple, a wizard’s tower, and an astronomer’s underground laboratory. I have high hopes for these maps, so I can’t wait to see them.

Those of you hoping to get your hands on a physical copy of these books can try their hand on Paizo’s website, or order them on Amazon: Pathfinder Playtest RulebookPathfinder Playtest Rulebook Deluxe HardcoverPathfinder Playtest Adventure: Doomsday DawnPathfinder Playtest Flip-Mat Multi-Pack.

And that’s it!

For now.

On August 7th Paizo releases three Pathfinder Society Scenarios for the Pathfinder Playtest (all of which are free). The first, Pathfinder Society Playtest #1: The Rose Street Revenge, is a series of four tier 1 quests that task the PCs with investigating a series of murders perpetrated by the Rose Street Killer, who has been targeting recently freed slaves. They’ll get to ally with kobolds, explore the Puddles, and… do some other exciting stuff that I’m not yet privy to! Haha. This scenario is written by Leo Glass, Thurston Hillman, Joe Pasini, and Linda Zayas-Palmer, so you know it’s going to be awesome!

Pathfinder Playtest Scenario #2: Raiders of Shrieking Peak is a tier 5 scenario written by Luis Loza. Recently, the Pathfinders discovered an Iomedean artifact that was being shipped overland from Diobel to Absalom. Unfortunately the caravan transporting it was attacked and its up to your PCs to find the thieves, and retrieve the relic. It sounds like this scenario is intended to have multiple ways to achieve your goals, which should allow both combat heavy groups, and diplomatic groups to try out different aspects of the game. The only art I’ve seen for this scenario so far features a harpy, so I’m very intrigued! (Fans of my Legacy of Fire novelization will know I’m a huge fan of harpies as potentially dangerous NPCs. Undrella was awesome!)

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Sebnet Sanserkoht, a gnome Pathfinder from Pathfinder Society Playtest #3: Arclord’s Envy. Art by Javier Charro.

Pathfinder Society Playtest #3: Arclord’s Envy is a tier 5 scenario written by Liz Lydell which I am most excited for. It takes place in NEX, which is a place I’ve never had a chance to play in before, and is a mystery investigation that I know pretty much nothing about! It said to reflect the location wonderfully, and have some flexibility, which ensures that the mystery is different each time you play. This is particularly important since all of the PFS scenarios are replayable.

Well, I’m off now. I’ve got to download the Playtest materials myself, after all. Here’s hoping the website doesn’t crash…

Best of luck!

Jessica

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New Pathfinder Society Scenarios: Beneath Unbroken Waves and Betrayal in the Bones

Today we’re going to take a look at two of the most recent Pathfinder Society Scenarios that are currently available for purchase, and let you know we thought. Although you’ll find references to events in each that I liked or disliked, and comments about specific characters, these scenarios are not explored in detail. It’s not my intention to spoil the events in these scenarios, or give summaries and full reviews, but to share my opinions and provide recommendations. That said, if you want to avoid even minor spoilers then I recommend clicking on a different article. Whether you intend to use them in home games of the Pathfinder Roleplaying Game, sanctioned scenarios for use with the Pathfinder Society Organized Play, or just want to read a nifty new adventure, we’ve got you covered! So let’s get cracking!

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Scenario #9-24: Beneath Unbroken Waves. A tier 5-9 adventure by Kate Baker.

Scenario #9-24: Beneath Unbroken Waves is a Tier 5-9 adventure written by (the amazing and super nice) Kate Baker! It takes place off the coast of the Isle of Jalmeray, in a region of the Obari Ocean known as the Deadly Ocean Passage. For more information on the Isle of Jalmeray, check out the Inner Sea World Guide. This scenario features creatures from Pathfinder Roleplaying Game: Bestiary, Bestiary 2, Bestiary 3 and Bestiary 5 (although all of the necessary stat blocks are included within the scenario) and utilizes the Pathfinder Flip-Mat Classics: Ship, Pathfinder: Flip-Mat: Sunken City, and a custom map. This mission is of particularly importance to members of the Concordance faction.

This adventure gives the PCs a mysterious key that moves of its own accord and tasks them with taking it to its destination, exploring the site, and discovering what it opens. The location is known to be underwater, and involves a lost monastic academy.  This mission makes heavy use of the underwater combat rules so GMs should refresh their memories on those rules (a handy summary is provided in this scenario) and players should select their PC carefully. If you’ve got sailors, swimmers, monks, unarmed fighters, members of the Concordance, or undine, now is a great time to take them for a spin (all for different reasons).  Do not bring someone who relies on ranged combat, slashing weapons or bludgeoning weapons (they don’t work well underwater). This scenario starts with a very engaging mission briefing with a refreshing Venture-Captain (Rashmivati Melipdra of Niswan) who I desperately want to be pals with! Haha. There’s a fun navigation portion to this adventure. The first battle is very interesting, while another had some great hazards in play. The finale is a blast and looks like it could be a challenge. There were plenty of great opportunities for social encounters, and some interesting NPCs you can interact with. All of the enemies have distinct goals that really show in their tactics, which was awesome to see. Overall I thought this scenario was great fun. I can’t wait to play it. I give it four out of five stars.

Scenario #9-25: Betrayal in the Bones is a Tier 12-15 adventure written by Tom Phillips. It takes place in the ossuary of Taal Mornat in the Five Kings Mountains. For more information on The Five Kings Mountains check out the Inner Sea World Guide, or Pathfinder Player Companion: Dwarves of Golarion. This scenario features creatures from Pathfinder Roleplaying Game: Bestiary, Bestiary 2, Bestiary 3, Bestiary 4 and Bestiary 5 (although all of the necessary stat blocks are included within the scenario). It utilizes the Pathfinder Flip-Mat: Twisted Caverns, Pathfinder Map Pack: Evil Ruins, and a custom map. This mission is of particularly importance to members of the Grand Lodge faction.

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Scenario #9-25: Betrayal in the Bones. A tier 12-15 adventure by Tom Phillips.

This adventure tasks the PCs with entering Taal Mornat, and capturing or killing two enemies of the Pathfinder Society: the demoniac Ex-Venture-Captain Thurl, and the assassin Pasha Muhlia al-Jakri. I highly recommend that players bring along any of their characters who have had run ins with these characters in the past, or have gone up against their machinations and plots. Thurl can be found in Scenarios: #2-08: Sarkorian Prophesy, #5-09: The Traitor’s Lodge, #5-24: Assault on the Wound, #5-25: Vengeance at the Sundered Crag, #7-17: Thralls of the Shattered God, #9-06: Shores of Heaven, and the Special: Siege of the Diamond City. As for Muhlia? As the old leader of the Qadiran Faction, she’s been mentioned and featured in a ton of early scenarios, but most notably #2-21: The Dalsine Affair, #3-25: Storming the Diamond Gate#6-05: Slave Ships of Absalom, and #6-11: Slave Master’s Mirror. This scenario is a direct sequel to #9-21: In the Grandmaster’s Name. That said, due to the tier difference, it won’t be played by the same characters. For more information on #9-21 check out my previous blog post here. This is also a great scenario to play any dwarves you have, or characters who have the ‘Hero of the Five Kings’ boon.

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Muhlia Al-Jakri from Pathfinder Society Scenario #9-25: Betrayal in the Bones.

Now, heading into an ancient dwarven ossuary to get two bad guys isn’t as easy as it sounds. Thurl has drawn a portion of an abyssal labyrinth to the region, making the corridors incredibly dangerous and difficult to navigate. By the time you arrive, many dwarves have gone missing or lost their lives in an attempt to oust the intruders from their holy site. In addition, monsters made from the desecrated remains of the dwarves ancestors have come out of the ossuary and slaughtered a legion of dwarven soldiers. Players who don’t want to try navigating the labyrinth can attempt to enter through the volcanic fissure above the mountain, but its clear that this will likely be an even more difficult task than the labyrinth — especially since no one’s even sure if the fissure can take you to Thurl and Muhlia. Either way, I like that the option is there. Particularly for such high-level PCs.

The next line I’m about to write is a bit more of a spoiler than I normally include, so it gets its own special warning! If you don’t want to read it, skip the rest of this paragraph! The labyrinth portion of this scenario was surprisingly short, and fell a little flat, I felt. Although the battle within was great, it just didn’t feel like you were trapped in a labyrinth. The battle was really well done, though. And I love the… added complications involved.

There were some fun NPCs to interact with, my favourite of which was Borsaget. She’s awesome, although not all groups will end up getting to meet her. Muhlia was very well done! I’m curious to see how different groups handle her (and the arguments that are sure to pop up regarding her fate). Thurl is much more of a classic villain, which will give players someone to unite against and give the characters they bring some much needed closure. Some groups may uncover clues in this scenario that can lead them to the location of another enemy of the society (which is sure to be covered in an upcoming Pathfinder Society Scenario). Overall I thought this was a great, challenging scenario that did an awesome job of wrapping up Thurl and Muhlia’s story. I give it four out of five stars.

Thanks for tuning in today! Be sure to head over to Paizo’s website tomorrow and download the free rulebook for the Pathfinder Playtest! I’ll race you to it!

Jessica

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Falehetu from Pathfinder Society Scenario #9-24: Beneath Unbroken Waves. Illustrated by Nicolas Espinoza.