RSS

Tag Archives: pathfinder rpg

Pathfinder will have its first computer RPG!

HYPE!

It will be a single-player computer game and have all the options of the Core Rulebook and go through the story of the Kingmaker Adventure Path!

Company Page

Kickstarter campaign (it will be published regardless; this is to fund add-ons to the game)

Here is a compilation of what we know so far:

Regarding the Kickstarter:
-The game will be published regardless whether the Kickstarter is successful or not.
-The Kickstarter is Live.
-The kickstarter is an attempt to add “more companions, more depth to the companions, more dungeons and wilderness to explore, … and more new quests and content by famous Pathfinder authors and RPG authors.” also more original music, and more voiceover. Basically it exists solely to fund extra cool stuff for the game.
-Mass combat is a kickstarter stretch goal, to make up for its absence the PCs get to do cool stuff like infiltrate behind enemy lines. Making alliances is expected to give you different army options if they are able to implement mass combat.
– Rest is a planned Kickstarter Goal (Possibly Stretch Goal?) During rest periods, players will be able to send companions out to hunt, thus reducing the need to buy rations, and will be able to set traps and alarms. They’ll also be able to assign companions to guard against random attack. This is the first stretch goal.
-Both OS X and Linux Releases are Kickstarter stretch Goals.
-Multiplayer and DM Tools are Possible Late Stretch Goals.
-Additional Classes from other sourcebooks will be revealed in the Kickstarter and in the form of stretch goals.
-The Initial goal of the Kickstarter is to make the Kingdom system more awesome. See Kingdom section for more details.
-Archetypes are a stretch Goal.
-New Locations are a Stretch goal.
-An epic Dungeon is a stretch goal.

Regarding the Base Game:
-The Game includes all the races and Classes from the Core Rulebook. It also includes Alchemist and Inquisitor.
-The game is Single Player only. Multiplayer and DM tools are being looked at as late game stretch Goals.
-The base game (un-kickstarted) is both mostly complete and includes all 6 AP Modules. The whole story is there with details being Fleshed out by Chris Avellone.
-A capstone is planned possibly taking characters to level 20. We do not know if this is a kickstarter plan, or a base game plan.
-You can build and develop a kingdom of our own, this is in the base game. The Kickstarter will make this better. From people who played the Demo, There are already some cool kingdom events.
-The game will include diplomats from neighbors, including Brevoy and Irrisen (and possibly Mendev?). If you make alliances, that could unlock different buildings for your kingdom.
-The game is run on an engine developed using Unity. It is Isometric in look and feel.
-There will be plenty of side-quests.
-You will be able to be evil, but it will be a cruel and cunning “smart evil” such as talking two enemies into killing each other, rather than just asking for more money as a quest reward.
-The base game includes a forty hour main storyline, and forty to eighty to forty hours of fun side content.
-Base game is Single Player only currently, but dev comments on Kickstarter message board hint at the possibility of Multiplayer as a stretch goal.

Regarding Companions:
-Amiri, the Iconic Barbarian, is a companion with a lot of backstory and events happening around her throughout the game.
-Most of the Companion characters are from Owlcat Studios’ brains. But they might add some more iconic Pathfinder characters as NPCs, and maybe even as companions.
-There will be companion Romance, but it isn’t the only relationship option.
-Companions can disagree with you, leave you, and even turn on you if they don’t like you.
-The story can change considerably depending on your party composition.
-One companion is a cantankerous gnome called “Jubilost.” He is kind of a jerk, and you can fail to recruit him if you screw up your attempt to help him out.
-Each companion has an expandable novel style bio that expands as you learn more about them and progress in the game.
-You can take 5 Companions with you in a party at one time.

Adherence to and Deviance from Pathfinder Systems:
-Combat format is Real Time with Pause. It runs slightly less frantically than in other games, this was reported by [user]JoelF847[/user] as a good thing.
-Combat includes, Trip, Power Attack (as a toggle), Fighting Defensively, Spontaneous casting of heal spells, and Channeling positive energy.
-Feats include many books beyond core, and include Elemental Spell Focus, and Evocation Spell Focus.
-Perception is a Skill in this game and allows you to spot Loot.
-“Intellect” is also a skill.
-The game currently includes a rudimentary Alignment meter.

The Kingdom:
-There are playable companions as well as NPCs you can assign to kingdom roles (from Ultimate Campaign), with enough choices for 2-3 options for each role.
-Advisors will give advice based on their personality. this may not be the best advice. You will have to interpret it.
-Expanding The Kingdom is the initial goal of the Kickstarter.
-You can add more than 14 regions to your kingdom.
-There are 300 Kingdom Events and 100 Kingdom Projects.
-The Kickstarter aims to:
–Make the Kingdom’s appearance reflect your alignment and choices.
–Let you recruit royal artisans to your kingdom that make you cool stuff (including Artifacts).
–Add more responsiveness to your choices (for example saving a troll family could let you unlock a Troll Bridge building and a Legendary club they make for you, and how you solve problems would unlock different rewards for them).
–Add randomized Kingdom events that make your kingdom different in every playthrough.

Miscellaneous Stuff:
-Owlcat is in close contact with Paizo in developing this. They’re also running 4 simultaneous Kingmaker campaigns.
-Character sheet screens are super detailed.
-Tooltips exist which provide Golarion and Pathfinder-based lore.
-Settings will include “Story Mode,” “Core Rules,” and something similar to Iron Man Mode (which will only have one save).
-Initial languages for Localization are: English, German, French, and Russian. More may be available as Stretch goals based on popular demand.
-Digital Release is planned for GOG and Steam.
-No mater what Race you play you can choose your Gender and Skin tone.

Advertisements
 
2 Comments

Posted by on June 6, 2017 in Announcements

 

Tags: , , , ,

Pathfinder Classes Page Updated!

iconicsI have updated the list of classes to include the classes we now allow in The Guild, as Guild characters and Guildmoor characters.

The list now has 41 classes! And remember that you can mix and match levels from the various classes! Combine this with the ability to choose archetypes, and your options are virtually limitless!

-Your Duteous and Diligent Grandmaster

 
3 Comments

Posted by on April 17, 2016 in Announcements

 

Tags: , , , ,

New Pathfinder RPG book: Ultimate Intrigue!

ultimate-intrigueWe will have a new book in the Guild soon, with a new class: the Vigilante! Here is the info from Paizo’s website:

Looking to play the billionaire playboy type? Well look no further! Ultimate Intrigue, our most recent Pathfinder RPG release will give you all the rules to play your favorite caped crusader or add depth to any rogue character!

In the right setting, a single scathing word can prove deadlier than a poisoned dagger. Behind the scenes of heroic battles and magical realms lies a seething underbelly of danger and deception. This world of intrigue holds endless possibilities for adventure, as heroes duel with words instead of steel, plot daring heists, and engage in battles of wills against relentless nemeses. A high-stakes game of shadows and secrets is yours to master—if you have the wits!

Whether the heroes are taming the blood-soaked back alleys of their favorite metropolis or jockeying for the queen’s favor alongside highborn nobles, Pathfinder RPG Ultimate Intrigue is an invaluable companion to the Pathfinder RPG Core Rulebook. This imaginative tabletop game builds upon more than 10 years of system development and an Open Playtest featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into a new era.

Pathfinder RPG Ultimate Intrigue, includes:

  • The vigilante, a new character class that lives two lives—that of an unassuming member of the community, and a cloaked crusader with his own agenda!
  • New archetypes for alchemists, bards, druids, hunters, inquisitors, investigators, mesmerists, rangers, rogues, slayers, spiritualists, and more!
  • New feats and magic items for characters of all sorts, granting mastery of street-smart combat, impenetrable disguises, and misdirection.
  • Dozens of spells to manipulate tense social settings, whether to reveal adversaries’ secrets or hide the truth.
  • A complete system of influence, providing new goals and rewards to challenge players and link their fortunes to nonplayer characters and organizations.
  • Systems and advice to help Game Masters introduce a variety of new encounters into their games—daring heists, extended pursuits, and tense searches for buried secrets.
  • Rules for social combat and verbal duels, allowing characters to use words as weapons to sway hearts and humiliate foes.
  • AND MUCH, MUCH MORE!

 

 
10 Comments

Posted by on March 20, 2016 in Announcements

 

Tags: , ,

Updated Tournament Bracket

I admittedly conscripted (drafted) some players into our tournament, people who would rather sit around, or GM, on Tournament days. No biggie. But it does mean that I had to adjust our Tournament bracket during class today.

Also, it looks like there will be a “Losers Circle” for people who lose during the Qualifying Round to go up against each other. The prize will be lower (15 XP) if you win such a match. Everyone still earns XP for playing, earning more XP if you fight it out for the entire class.

New bracket is below:

Tournament Bracket2

 

 
Leave a comment

Posted by on February 17, 2016 in Announcements, Tournament

 

Tags: , , ,

Pathfinder Unchained and Rules Changes in the Guild

The pathfinder-unchained new book Pathfinder Unchained has some nifty new ideas that will find their way into the Guild. Here is what I have decided to use. The book is in Room 102 if you want to read more about them.

  1. The Unchained monk is allowed. The Core Rulebook version of the monk remains available.
  2. The Unchained barbarian, rogue, and summoner will replace the original ones. Starting in September, you can no longer have the older versions of these classes. (Rogues have exclusive access to Skill Unlocks.)
  3. Fractional Base Bonuses. Multiclassing will no longer result in very high (or very low) saving throws or base attack bonuses.
  4. Fighters get Stamina and Combat Tricks. Fighters get this new ability for free, and the only way to get them is to become a Fighter.
  5. Variant Multiclassing is available. Instead of stacking levels like building blocks, you can trade out future feats for a fixed set of abilities you gain from a 2nd class.
  6. Diseases and Poisons. Diseases and poisons now have MUCH stronger effects! Muahahaha!
  7. Automatic bonuses as you level; All Guild Accounts cut by half. Starting in the fall, we will implement the automatic bonuses that approximate what you’d have if you took the “Big Six” magic items: magic weapon, magic armor/shield, cloak of resistance, ring of protection, amulet of natural armor, items to increase your ability scores. At the same time, this will reduce the expected wealth (“Wealth By Level”) by one-half. This means you get less treasure, but it will now be focused on interesting and unique magic items.

The jury is still out on:

  • Consolidated Skills (reduces the number of skills to 12)
  • Revised Action Economy (everyone gets 3 points per round, and even Level 1 characters can do more than one attack but high level characters get fewer attacks)

So what do you all think? Let me know!

-Grandmaster

 
8 Comments

Posted by on May 8, 2015 in Announcements

 

Tags: , , , , ,

New Pathfinder book: Pathfinder Unchained!

pathfinder-unchainedThere is a new book coming out this month called Pathfinder Unchained! It has optional rules for Pathfinder RPG that try to improve play or give GMs a toolbox to tailor their games. Things like high-level fighters doing a single d20 roll to represent four different attacks, variant multiclassing (set aside half of your feats in exchange for abilities from another class), or a stamina system to let martial classes push their limits and do special things in battle!

It ALSO has alternate versions of the barbarian, monk, rogue, and summoner!

If you are interested in seeing my copy of Pathfinder Unchained and using some of the options in it, let me know!

Here is a preview from Paizo’s website:

Paizo Blog: Time to Break Your Chains!

Over a year ago, I went to talk to Erik about a book idea I had. The pitch was simple: “Let us do a book filled with whatever crazy ideas we have floating around in our heads”. He said “no”. I said, “Wait though, allow me to explain, our crazy ideas might make the game better.” He said “tell me more”, and Pathfinder Unchained was born.

This book is just about to be released and it is time for us to give you a good idea of the crazy ideas you will find inside. Pathfinder Unchained is a book full of rules tweaks and alternate systems you can use to mod your game, changing the way it plays. While we suspect that everyone will find their own favorite rules subsystem, just about everyone take a long look through Chapter 1, detailing alternate versions of the barbarian, monk, rogue, and summoner. So to kick off our previews, I’ve asked designer Mark Seifter to give you some of the juiciest tidbits about the Unchained variant classes!

Barbarian: From a game-balance perspective, the original barbarian serves her role admirably, but her mechanics are math-intensive, forcing you to recalculate numerous values once she enters rage and keep track of a bevy of once per rage abilities. Worst of all, she’s the most likely character of all to die in a fight due to the way that ending rage lowers her current hit points. The unchained barbarian keeps the adrenaline-pumping fun of her former self but significantly simplifies the gameplay by adjusting the final mechanics instead of the stats themselves. For example, she gains temporary hit points instead of raising and later decreasing her current and maximum health (woo, no more dying at the end of rage!). Finally, she gains stronger versions of some of the mechanically weakest rage powers like raging climber (now you get an actual Climb speed instead of a small bonus!).

balazarMonk: The original monk has many disparate abilities. While these abilities may be useful, they don’t always synergize, and they are extremely inflexible. The unchained monk loosens up, gaining ki powers that allow you to customize your monk to fit your vision, whether it be a kung fu genius or wuxia mystic (my favorites are the ones like ki visions that let you gain divination powers that affect the narrative out of combat!). The unchained monk also has a full base attack bonus, an all-new flurry of blows, and some martial arts style strikes that help him reach his true potential (my favorite is flying kick, which lets you perform a leaping kick out to a distance equal to your extra monk movement speed once per flurry—mobile combatant for the win!).

Rogue: The original rogue has plenty of skill points and a damage increase in the form of sneak attack, but she needed a way to rule her own niche, especially with all the other classes that have things like big skill bonuses and accuracy boosts. The unchained rogue has a powerful debilitation ability that dramatically alters her ability to hit or dodge her foe, rogue’s edge, which allows her to do unique things with her favorite skills (figure out surface thoughts with Sense Motive, Bluff so well you bypass truth-telling magic, use Disable Device reactively to protect yourself from a triggered trap, and much more!), and a significant boost to some of her rogue talents (For instance, minor magic? Yeah, you get that cantrip at-will). She also gets Weapon Finesse as a bonus feat and the ability to add her Dexterity to weapon damage!

Summoner: The original summoner has plenty of innovative features, but he also lacks focus and theme. As Jason was fond of describing it “You just have this amorphous blob with ten tentacles and two butts.” The unchained summoner gains an eidolon that fits among existing outsiders, gaining additional abilities but also focus and theme (and if you want ten tentacles and two butts, we’ve still got that—go protean all the way my friend!). Some of these outsiders gain some pretty juicy abilities, like the angel’s protective aura (that double strength magic circle against evil/lesser globe combo) or constant true seeing. Additionally, he possesses the spell list originally intended for the summoner.

So there you have it. We are confident that some of these classes will find a home at your game table, even if the Eidolon no longer has two butts. Tune in next week when we move on to look at some of the exciting new options in the Skills and Feats chapter!

Jason Bulmahn
Lead Designer

 
2 Comments

Posted by on April 14, 2015 in Announcements

 

Tags: , , , , ,

New Book in the Guild: the Pathfinder Strategy Guide!

strategy-guideWant some help getting better at Pathfinder RPG? First, if you haven’t already, make sure you’ve checked out the Pathfinder RPG Beginner Box (which also has its info online) The Pathfinder Strategy Guide is a new book on the shelf in the Guild that gives you step-by-step guidance on making your character more powerful, or just more the way you want it to be. It also goes over some tricks you can use in your games, like loading up on magic scrolls, or using combat maneuvers to grapple or trip your enemies, or push them off of cliffs. Fun!

The Paizo website has some more info on the Strategy Guide HERE.

 
Leave a comment

Posted by on April 11, 2015 in Announcements

 

Tags: , , , , ,