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Pathfinder 1E TOME OF SECRETS (Pathfinder License) -- Preview #1

Yes -- sorry about that. I've been posting the previews to the Paizo board.

I keep meaning to post them here, but I've been getting slow loading times on ENWorld fairly regularly.

For those interested, the third preview was just posted, which I'll copy here:



The Tome of Secrets, now available for preorder from Adamant Entertainment, will be released on August 13th, 2009. In anticipation of the the release, we'll be posting previews every week until August 13th, giving a glimpse of what lies within the pages of the Tome. This preview gives us a look at Kellaine, a half-elf Swashbuckler.

Kellaine
Male half-elf swashbuckler
CG Medium humanoid (half-elf)
Init +5; Senses Perception +13, Low-light
DEFENSE
AC 20, touch 17, flat-footed 20 (+3 armor, +5 Dex, +2 Evade, with Improved Uncanny Dodge)
hp 84 (8d10+24)
Fort +9, Ref +11, Will +2
OFFENSE
Speed 40 ft.
Melee +1 Rapier +13/+8 (1d6+2, crit 17-20 x2, +4 on crit check); +1 Dagger +13/+8 (1d4+2, crit 18-20 x2, +4 on crit check)
Special Attacks: Thrust (+3d6)

STATISTICS
Str 16, Dex 20, Con 16, Int 10, Wis 13, Cha 12
Base Atk +8/+3 (+13/+8 with Finesse weapons); CMB +13; CMD 26
Feats Skill Focus (Bluff), Weapons Finesse, Agile Maneuvers, Alertness, Blind-Fight, Combat Reflexes, Critical Focus, Two-Weapon Fighting.
Skills Acrobatics +16 (+21 jump), Bluff +12, Climb +10, Escape Artist +9, Intimidate +10, Perception +9, Ride +10, Sense Motive +9
Languages Common, Elven
SQ Evasion, Weapons Training (light weapons), Find Mark, Improved Uncanny Dodge, and +2 save vs. enchantment.
Combat Gear: +1 Rapier & Dagger set
Other Gear: Ring of Feather Falling, Boots of Striding & Springing

The swashbuckler is a warrior that relies on his agility and wits rather than heavy armor, shields and crushing weapons. The swashbuckling style is particularly suited to environments where heavy armor would be a liability, such as in deserts, tropical locales, and the high seas. Swashbucklers are also prevalent in advanced societies, where gunpowder or magic has made the wearing of armor less desirable, leading to a lightly or unarmored combatant that relies on staying out of the way rather than absorbing blows. While the ranger and the rogue also fit this mold, neither makes an attractive duelist or pirate. The ranger is geared for being a wilderness warrior with magic, while the rogue sacrifices combat prowess for thieving abilities. The swashbuckler class fills that need nicely, and also seques nicely into the Duellist prestige class.

Kellaine is combat terror with light weapons. He receives Weapons Finesse as a bonus at 1st level, allowing him to use his incredible Dexterity instead of Strength when attacking with his rapier and dagger. His class also gives him the ability to add an Evade bonus to his AC, when he's wearing light or no armor -- at 8th level, that's grown to a +2 bonus. He retains his Dexterity (and Evade) bonus to AC even when considered flat-footed, thanks to his Uncanny Dodge class ability, which improved at 7th level to the point where now, Kellaine can no longer be flanked.

His Weapon Training with light weapons gives him a +1 to hit and damage with his Rapier and Dagger, and his Two-Weapon Fighting feat means that the penalties for fighting with both weapons are reduced to a mere -2 with each hand (essentially removing the +1 for the magic bonus of his preferred weapons, and the +1 for the Weapons Training).

Kellaine's combat style is precise and vicious -- at 2nd level he learns the Thrust manuever, which allows him to exploit an opening to deal extra damage. He may thrust whenever his opponent is denied their Dexterity bonus to AC, or when he flanks an opponent -- at 8th level, his Thrust delivers an additional 3d6 points of damage.

Also at 8th level, Kellaine gained the ability to Find the Mark, which increases his threat range by one when using any melee weapon with which he has Weapons Finesse. This means that his Rapier now has a threat range of 17-20, and the dagger 18-20 -- and with the Critical Focus feat, Kellaine gets a +4 bonus to his rolls to confirm a crit. Ouch.

A Ring of Feather Falling and Boots of Springing & Striding bring our half-elf into the realm of the classic wuxia archetypes (what can I say, I'm a sucker for leaping swordsmen).

So that's a brief look at one of the eight new classes that will be presented in the Tome of Secrets. For our next preview, we'll meet Orsini, the human warlock!
 
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Sorry that I haven't kept this updated -- I've been having a helluva time connecting to ENWorld.

Here's our latest preview: Orsini the Warlock!

Orsini
Male human warlock 8
CN Medium humanoid (human)
Init +5; Senses Perception +7
DEFENSE
AC 16, 12 touch , 15 flat-footed (+4 armor, +1 Dex, +1 bracers of armor)
hp 54 (8d8 + 8)
Fort +3, Ref +6, Will +8
OFFENSE
Speed 30 ft.
Melee +1 Keen Longsword +6/+1 (1d8+1, crit 17-20 x2)
Special Attacks Arcane Bolt (5d6, electric), Arcane Burst (5d6, electric, 20ft burst), Turn Undead (5/day, DC 17)
Warlock Abilities (CL 8th)
Cantrips: Detect Magic, Light.
Gained at 1st Level: Arcane Bolt, Power over Undead
Gained at 2nd Level: Hand of the Apprentice
Gained at 4th Level: Levitate
Gained at 8th Level: Dimensional Steps

STATISTICS
Str 10, Dex 12, Con 13, Int 15, Wis 14, Cha 16
Base Atk +6/+1; CMB +6; CMD 17
Feats Improved Initiative, Lightning Reflexes, Light Armor Proficiency, Magical Aptitude, Martial Weapons Proficiency, Turn Undead
Skills Bluff +8, Knowledge (arcana) +12, Knowledge (the planes) +10, Linguistics +7, Perception +7, Sense Motive +6, Spellcraft +14, Use Magical Device +13
Languages Common, Elven, Draconic
SQ Arcane Armor Mastery (medium), DR/3 (except cold iron, silver and fire)
Combat Gear: +1 Keen Longsword
Other Gear: Bracers of Armor +1

I'm very glad that the Paizo blog gave us a look at the Wizard this week, because it makes explaining Orsini here much easier!

We wrestled a bit on how to handle warlocks in the Tome of Secrets. The warlock was designed to be a non-book keeping player’s dream; he has a small list of spells that he can cast all day long. He does not need to prepare a list, nor must he check off slots. This presented something of a challenge, as Pathfinder, like its spiritual predecessors, is built around the concept that spellcasters burn through a limited repertoire each day. We didn't want to go the 4e route with Paths, because we felt that was a bit too much like the Sorcerer's bloodlines.

Pathfinder offered a solution. As you've seen in the Paizo blog entry on Ezren the Wizard, the arcane schools grant powers --magical abilities usable by wizards of that school. For the warlock, we simply expanded those lists and confined the warlock to those abilities -- they do not cast spells, but instead are creatures infused with magic who display these abilities as a result.

At 1st Level, Orsini got to pick a number of cantrips equal to his intelligence modifier, and two abilities taken from either the arcane school granted powers, or the warlock's abilities lists. He received another at 2nd, 4th, 6th and 8th level. He could choose any ability, as long as he was of sufficient level, regardless of whether or not he had taken the lower-level abilities from that school.

Orsini's abilities are a mix of combat (Arcane Bolt and the Arcane Burst improvement from evocation, the Hand of the Apprentice -- the same power described in the wizard preview -- from universalist) and movement (Levitate -- taken from trasmutation -- and Dimensional Steps, from conjuration), with Power over Undead (taken from Necromancy -- which gives him the Turn Undead feat and the limited ability to channel energy for this purpose alone).

This gives our warlock less overall available magic than the dedicated spellcasting classes, but makes him more versatile in its availability and application.

Aside from their natural magic abilities, warlocks also gain Arcane Armor Mastery (which increases by type and effectiveness as they gain in level), and Damage Reduction (starting at 2, with three exceptions chosen from a list -- and with the ability at 7th, 11th, 15th and 19th level to either increase the DR by 1, or remove one of the exceptions).

Orsini wears a chain shirt (despite being able to wear medium armor by now --he just likes the look, I suppose), and wields a +1 Keen Longsword in combat (often pairing it with his Hand of the Apprentice power to use it at range).

Like all Warlocks, Orsini is chaotic in nature -- in his particular case, Chaotic Neutral -- manifesting as a largely selfish outlook. Orsini looks after himself.

So that's a brief look at one of the eight new classes that will be presented in the Tome of Secrets. For our final preview before the release (which I'll be posting tomorrow) we'll meet Anir, the dwarven artificer!

Also: Our pre-order period is ending at 11:59pm this Sunday (August 9th), after which the only option will be PDF (available 8/13), grabbing the book at GenCon (via the Paizo or Cubicle 7 booths), or waiting until November (the general release to game stores).
 

Sorry that I haven't kept this updated -- I've been having a helluva time connecting to ENWorld.

Here's our latest preview: Orsini the Warlock!

Orsini
Male human warlock 8
CN Medium humanoid (human)
Init +5; Senses Perception +7
DEFENSE
AC 16, 12 touch , 15 flat-footed (+4 armor, +1 Dex, +1 bracers of armor)
hp 54 (8d8 + 8)
Fort +3, Ref +6, Will +8
OFFENSE
Speed 30 ft.
Melee +1 Keen Longsword +6/+1 (1d8+1, crit 17-20 x2)
Special Attacks Arcane Bolt (5d6, electric), Arcane Burst (5d6, electric, 20ft burst), Turn Undead (5/day, DC 17)
Warlock Abilities (CL 8th)
Cantrips: Detect Magic, Light.
Gained at 1st Level: Arcane Bolt, Power over Undead
Gained at 2nd Level: Hand of the Apprentice
Gained at 4th Level: Levitate
Gained at 8th Level: Dimensional Steps

STATISTICS
Str 10, Dex 12, Con 13, Int 15, Wis 14, Cha 16
Base Atk +6/+1; CMB +6; CMD 17
Feats Improved Initiative, Lightning Reflexes, Light Armor Proficiency, Magical Aptitude, Martial Weapons Proficiency, Turn Undead
Skills Bluff +8, Knowledge (arcana) +12, Knowledge (the planes) +10, Linguistics +7, Perception +7, Sense Motive +6, Spellcraft +14, Use Magical Device +13
Languages Common, Elven, Draconic
SQ Arcane Armor Mastery (medium), DR/3 (except cold iron, silver and fire)
Combat Gear: +1 Keen Longsword
Other Gear: Bracers of Armor +1

I'm very glad that the Paizo blog gave us a look at the Wizard this week, because it makes explaining Orsini here much easier!

We wrestled a bit on how to handle warlocks in the Tome of Secrets. The warlock was designed to be a non-book keeping player’s dream; he has a small list of spells that he can cast all day long. He does not need to prepare a list, nor must he check off slots. This presented something of a challenge, as Pathfinder, like its spiritual predecessors, is built around the concept that spellcasters burn through a limited repertoire each day. We didn't want to go the 4e route with Paths, because we felt that was a bit too much like the Sorcerer's bloodlines.

Pathfinder offered a solution. As you've seen in the Paizo blog entry on Ezren the Wizard, the arcane schools grant powers --magical abilities usable by wizards of that school. For the warlock, we simply expanded those lists and confined the warlock to those abilities -- they do not cast spells, but instead are creatures infused with magic who display these abilities as a result.

At 1st Level, Orsini got to pick a number of cantrips equal to his intelligence modifier, and two abilities taken from either the arcane school granted powers, or the warlock's abilities lists. He received another at 2nd, 4th, 6th and 8th level. He could choose any ability, as long as he was of sufficient level, regardless of whether or not he had taken the lower-level abilities from that school.

Orsini's abilities are a mix of combat (Arcane Bolt and the Arcane Burst improvement from evocation, the Hand of the Apprentice -- the same power described in the wizard preview -- from universalist) and movement (Levitate -- taken from trasmutation -- and Dimensional Steps, from conjuration), with Power over Undead (taken from Necromancy -- which gives him the Turn Undead feat and the limited ability to channel energy for this purpose alone).

This gives our warlock less overall available magic than the dedicated spellcasting classes, but makes him more versatile in its availability and application.

Aside from their natural magic abilities, warlocks also gain Arcane Armor Mastery (which increases by type and effectiveness as they gain in level), and Damage Reduction (starting at 2, with three exceptions chosen from a list -- and with the ability at 7th, 11th, 15th and 19th level to either increase the DR by 1, or remove one of the exceptions).

Orsini wears a chain shirt (despite being able to wear medium armor by now --he just likes the look, I suppose), and wields a +1 Keen Longsword in combat (often pairing it with his Hand of the Apprentice power to use it at range).

Like all Warlocks, Orsini is chaotic in nature -- in his particular case, Chaotic Neutral -- manifesting as a largely selfish outlook. Orsini looks after himself.

So that's a brief look at one of the eight new classes that will be presented in the Tome of Secrets. For our final preview before the release (which I'll be posting tomorrow) we'll meet Anir, the dwarven artificer!

Also: Our pre-order period is ending at 11:59pm this Sunday (August 9th), after which the only option will be PDF (available 8/13), grabbing the book at GenCon (via the Paizo or Cubicle 7 booths), or waiting until November (the general release to game stores).

I like it, I like it a lot. When I saw the class listed I was hoping for a decent at will/always on magic user. How much will the pdf be?
 


With the pre-order period ending at 11:59 pm this Sunday night (August 9th), our last preview gives us a look at Anir, a dwarven artificer.



Anir
Male dwarf artificer 8
NG Medium humanoid (dwarf)
Init +1; Senses Perception +9, Darkvision
DEFENSE
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 49 (8d6 +16)
Fort +8, Ref +3, Will +8
OFFENSE
Speed 20 ft.
Melee Battleaxe (+10/+5, 1d8+2, x3)
Special Attacks Beta Wave Projector, Flame Blaster, Electromagnetic Projector (see below)
Weird Science (CL 8th, 4/2/2)
Shield Generator (Shield, Endure Elements)
Beta Wave Projector (Sleep, Daze Monster)
Translator (Comprehend Languages)
Flame Blaster (Scorching Ray)
Electromagnetic Projector (Lightning Bolt)
Teleporter Belt (Blink)

STATISTICS
Str 15, Dex 12, Con 15, Int 16, Wis 14, Cha 16
Base Atk +8/+3; CMB +10; CMD 21
Feats Scribe Scroll, Brew Potion, Magical Aptitude, Craft Wonderous Item, Craft Arms & Armor, Craft Wand, Maximize Spell
Skills Appraise +10, Craft +15, Disable Device +8, Knowledge (arcana) +10, Knowledge (engineering) +8, Perception +9, Linguisitics +10, Spellcraft +11, Use Magical Device +13
Languages Common, Dwarven, Elven, Undercommon, Giant, Gnome, Terran, Celestial, Infernal.
SQ Elbow Grease (+4), Jack of all Trades, Salvage
Combat Gear wand of magic missles (28 charges), Weird science devices (above), Battleaxe

Other Gear 4 potions of Cure Serious Wounds, 1 potion of Remove Disease, 1 potion of Lesser Restoration



Anir is an artificer: an individual who lives on the edge of magic and science. Artificers are craftsmen and engineers, mixing the arcane and divine with a new discipline: technology. Students of exotic sciences and theories, they are often viewed with distrust, derision or outright hostility by those versed in traditional magic.

At the core of Anir's class features is Weird Science -- An artificer is not a spellcaster, but instead possesses the ability to imbue inventions with magical power. This weird science allows the artificer to create devices that combine the effects of one or more spells, either arcane or divine.

An artificer has access to both arcane and divine spell lists, but only up to 4th level. Any number of spells can be combined into a single device. Spell statistics (casting times, etc.) remain unchanged, although no components are required and the artificer is considered the “caster” for the purposes of CL. Weird science devices must be invented in advance, however --they cannot be created on the fly. Due to the extended time it takes to create these items, an artificer usually has a fixed collection of regularly-carried devices.

Weird science devices are temporary and unreliable. They are able to be used reliably a number of times per day equal to 1 plus half the class level of the artificer who built the device. The devices can be used by anyone -- but if used by someone other than the artificer who built it, it requires a Use Magical Device roll at DC 15 to activate (a failed roll indicates that the device fails to activate for that user, and a roll of 1 means that the device breaks down for good). In addition, if the devices are used more often than recommended, further Use Magical Device checks are required, with escalating DCs -- and failure indicates the device breaks down and must be rebuilt.

Anir gained the Elbow Grease feature, which gives him a bonus to Craft checks, at 1st level, and now that bonus has increased to +4.

In addition to their Weird Science inventions, Artificers are also capable of creating true magic items, even if the artificer does not have access to the prerequisite spells. Via the item creation feats bestowed at certain levels, the artificer may create magic items, using Craft checks to emulate the spells required to create the item.

At 5th level, Anir gained the ability to salvage the gold piece value of a magic item, and use those funds to create another magic item. The value cannot be spent as gold -- it may only be used in the creation of the new item. He must spend at least a day with the original item (which is destroyed in the process), and must possess the appropriate item creation feat for the item he is salvaging.

At 6th level, Anir gained the ability to apply metamagic feats to spell trigger items (he often uses his Maximize Spell feat on the wand of magic missles that he carries).



So there you have it -- our last look at the new classes in Tome of Secrets. Advance copies of the book will be available at GenCon, and shipped to pre-order customers. The PDF will be released on the 13th, both at the Paizo store and at RPGNow/DriveThruRPG -- and the official release of the book will hit game stores in November. Thank you for your interest, and we hope that you have enjoyed these previews!
 

Yes -- sorry about that. I've been posting the previews to the Paizo board.

I keep meaning to post them here, but I've been getting slow loading times on ENWorld fairly regularly.

For those interested, the third preview was just posted, which I'll copy here:



The Tome of Secrets, now available for preorder from Adamant Entertainment, will be released on August 13th, 2009. In anticipation of the the release, we'll be posting previews every week until August 13th, giving a glimpse of what lies within the pages of the Tome. This preview gives us a look at Kellaine, a half-elf Swashbuckler.

Kellaine
Male half-elf swashbuckler
CG Medium humanoid (half-elf)
Init +5; Senses Perception +13, Low-light
DEFENSE
AC 20, touch 17, flat-footed 20 (+3 armor, +5 Dex, +2 Evade, with Improved Uncanny Dodge)
hp 84 (8d10+24)
Fort +9, Ref +11, Will +2
OFFENSE
Speed 40 ft.
Melee +1 Rapier +13/+8 (1d6+2, crit 17-20 x2, +4 on crit check); +1 Dagger +13/+8 (1d4+2, crit 18-20 x2, +4 on crit check)
Special Attacks: Thrust (+3d6)

STATISTICS
Str 16, Dex 20, Con 16, Int 10, Wis 13, Cha 12
Base Atk +8/+3 (+13/+8 with Finesse weapons); CMB +13; CMD 26
Feats Skill Focus (Bluff), Weapons Finesse, Agile Maneuvers, Alertness, Blind-Fight, Combat Reflexes, Critical Focus, Two-Weapon Fighting.
Skills Acrobatics +16 (+21 jump), Bluff +12, Climb +10, Escape Artist +9, Intimidate +10, Perception +9, Ride +10, Sense Motive +9
Languages Common, Elven
SQ Evasion, Weapons Training (light weapons), Find Mark, Improved Uncanny Dodge, and +2 save vs. enchantment.
Combat Gear: +1 Rapier & Dagger set
Other Gear: Ring of Feather Falling, Boots of Striding & Springing

The swashbuckler is a warrior that relies on his agility and wits rather than heavy armor, shields and crushing weapons. The swashbuckling style is particularly suited to environments where heavy armor would be a liability, such as in deserts, tropical locales, and the high seas. Swashbucklers are also prevalent in advanced societies, where gunpowder or magic has made the wearing of armor less desirable, leading to a lightly or unarmored combatant that relies on staying out of the way rather than absorbing blows. While the ranger and the rogue also fit this mold, neither makes an attractive duelist or pirate. The ranger is geared for being a wilderness warrior with magic, while the rogue sacrifices combat prowess for thieving abilities. The swashbuckler class fills that need nicely, and also seques nicely into the Duellist prestige class.

Kellaine is combat terror with light weapons. He receives Weapons Finesse as a bonus at 1st level, allowing him to use his incredible Dexterity instead of Strength when attacking with his rapier and dagger. His class also gives him the ability to add an Evade bonus to his AC, when he's wearing light or no armor -- at 8th level, that's grown to a +2 bonus. He retains his Dexterity (and Evade) bonus to AC even when considered flat-footed, thanks to his Uncanny Dodge class ability, which improved at 7th level to the point where now, Kellaine can no longer be flanked.

His Weapon Training with light weapons gives him a +1 to hit and damage with his Rapier and Dagger, and his Two-Weapon Fighting feat means that the penalties for fighting with both weapons are reduced to a mere -2 with each hand (essentially removing the +1 for the magic bonus of his preferred weapons, and the +1 for the Weapons Training).

Kellaine's combat style is precise and vicious -- at 2nd level he learns the Thrust manuever, which allows him to exploit an opening to deal extra damage. He may thrust whenever his opponent is denied their Dexterity bonus to AC, or when he flanks an opponent -- at 8th level, his Thrust delivers an additional 3d6 points of damage.

Also at 8th level, Kellaine gained the ability to Find the Mark, which increases his threat range by one when using any melee weapon with which he has Weapons Finesse. This means that his Rapier now has a threat range of 17-20, and the dagger 18-20 -- and with the Critical Focus feat, Kellaine gets a +4 bonus to his rolls to confirm a crit. Ouch.

A Ring of Feather Falling and Boots of Springing & Striding bring our half-elf into the realm of the classic wuxia archetypes (what can I say, I'm a sucker for leaping swordsmen).

So that's a brief look at one of the eight new classes that will be presented in the Tome of Secrets. For our next preview, we'll meet Orsini, the human warlock!

Alright, you got me. I just pre-ordered.

Sigh.
 

Is the book going to be available through other retailers, namely Amazon? The only reason I'm asking are the usually prohibitive international shipping prices, which Amazon somehow manages to keep reasonable (I'm guessing they have their own cargo planes or at least a very good contract with one of the carriers).
 



We'll be blatantly ripping off taking a page from Paizo's playbook -- the PDF will sell for $9.99

All right, this went from "sounds useful and neat and I'll put it on my 1,000 item wish list of rpg books to eventually get" to a sweet spot of price and desire for it to jump ahead to "Fit this into either August or September RPG budget."

Pathfinder warlocks FTW.
 

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