Pathfinder Remastered

Intro hello everyone and welcome to the Pathfinder remaster panel a part of piezocon 2023 I am Jason Bowman the director of game design here at paizo and I am joined by several illustrious members of our rules and lore team here today to talk to you about the Pathfinder remaster project but before we jump into that why don't I let them go down the horn and introduce themselves uh we'll start with you James take it away hi everyone I'm James case senior designer at uh the rosalore team and we've done a lot of cool stuff on this remaster so happy and excited to talk about it I am Michael Sayer the design manager here at the rules and lore team and I'm also really looking forward to getting to share some of this remaster information with you hi I'm Logan Bonner I'm the Pathfinder lead designer and you're catching in me in my two hours of not working directly on those books and uh yeah my role in this is to serve as moderator and push my team to give you as many spoilers as they can possibly come up with in the next two hours but before we launch too deep into that I figured you know this was a good time to talk about what the remaster is what its goals are what it's all about What is Pathfinder Remastered and frankly to show off the cool full color covers of the Pathfinder remaster project um I'm going to toss it over to Logan to kind of talk a bit about the remaster what it is what it's about why we're doing it Logan take it away all right so it's a set of four new core books kind of a new kind of introduction on-ramp into the game here you can see the first two these are coming out in November that is player core and GM core as you can see we've split up the information for a player Focus book and a jam Focus book we'll talk a little more in detail about that later uh then there's two more books coming in 2024 monster core with a bunch of great Monsters uh from second edition and player Core 2 which is going to contain eight more classes and a whole bunch of other player options uh these are presenting the rules in a new format uh combine combining some of the best parts of the early 2E books uh into one spot and kind of making it easier to reference easier to use easier to find everything in one place foreign [Laughter] go ahead uh as far as why we're doing it there's kind of a a legal kerfuffle last year that kind of got us looking into this process um and has also led to the orc license which is going to be you know a Perpetual uh open license and these books are going to come out under that license um but we didn't want to just kind of stop at you know oh we renamed the things we need to rename we took this as an opportunity to also kind of represent things to clean up some language and to kind of make the book so um kind of align with some of the things people have been asking for since the game came out and give them a refresh version of these books and the and the base rules I know it feels like it's been a very long time Logan but I should actually note the legal kerfuffle was earlier this year and this was 2025 the last few months have felt like an eternity I do think it's important to stress that like one of the big goals of this was to present a player book that was just a bit easier for players to get into that didn't have all the GM information in there uh kind of adding to the page count that allowed it to be kind of an easier point of entrance for players over the past couple years we've heard time and again that folks wish that they had kind of an easier way to get players into the game uh and get them just the rules they need to get going um Logan can you talk a bit about uh kind of how we how we suss that out and how we got to where we are now yeah I mean a lot of this is just you know everything that we've been listening to um from the fan base uh and a lot of it is about kind of removing barriers kind of streamlining things uh taking out parts that you know uh people found you know a little Annoying or fiddly and um and making them cleaner and make the game work faster um it is like the reason we call it a remaster is because it is the same game you can use almost everything we've already published within it uh with either no or very minor tweaks um so it's you know uh going to be a really good foundation but you can still kind of bring in all the other stuff that you've picked up over the years yeah I mean I I think you know uh one thing that we continue to stress to folks that we we stressed in the initial announcement but today we're really going to take the time to kind of show you is that in most cases we either trimmed out things that weren't kind of doing the work or we tried to make things better there were aspects of the game that that kind of didn't work the way we had intended um or perhaps we're just a bit crofty and we're like you know what we can get to the exact same thing by just fixing this up I there's going to be multiple places today where we kind of dig into the remaster and kind of show you how that's going to work so I'm excited to do it um we've got a whole bunch of different book types coming out Special Editions um you know we we of course are going to be releasing the full color covers we've got special editions we haven't released what those look like yet but we have released the special retailer covers um so we'd love to show you those if you haven't seen them there's going to be retailer exclusive Edition uh these versions are only going to be able available at your favorite local hobby store at least at first and uh these are super excited these are based off the sketches of those finals done by Wayne Reynolds um and they're pretty gorgeous I'm I'm really happy with how these have turned out um yeah I I think everybody's excited about these uh everyone on the team is kind of kind of making grabby hands uh at them hoping to get them uh I don't know about the rest of you but uh I'm pretty excited about it how about the rest of you yeah we we get to see Wayne's sketches but a lot of the time you know the fans don't and win-win sketches come in you can already see like all the detail is there all these like little character moments and uh you're like maybe we should share them with you yeah my favorite thing is uh color magic thing going on there that's really cool yeah I just love how much it reminds me of the special edition comic books and things that you used to see whenever there was like a big run like you know uh all of those cool alternate releases and things it really gives us like a really fun special event feel that has a certain like amount of nostalgia while also being very new yeah I mean I I also think these worked great with the good yeah no the the slight delay is getting us every time uh no I do think you know this is I think I can confidently say this is kind of the first time we've ever done sketch covers I don't think we've done sketch covers before on anything so uh you know this is kind of a new thing for us and I'm super excited about it and I I hope folks are as well Logan you were saying oh I was saying uh these books have kind of a new like more of a green and tan color scheme and I think that also looks really great with the uh the sketch covers and I think you're gonna see a little bit more of the Interior later on in this panel so uh look forward to that so actually Logan I I think looking at the the art piece we grabbed for this it's just the art it's not actually the spread um we were a little early in getting some of the the layout for this just so folks have an idea of where we're at on this project uh these books are kind of going through our department uh right now and frankly a month ago we were not uh nearly where we're at now which is you know uh kind of really fully formed in our ideas about these books we know what they are we know what the content is but they're not done yet right they go to the printer here uh in a bit and as a result they're not quite finished yet so we can't actually show you uh some interior shots from the books but I guarantee you over the next few months you're gonna get to see plenty of the interior of this book we just don't have any quite ready for this panel we were just a hair shy uh so uh that's where we're at uh just to manage some expectations so I do want to move us into actually talking about the books Alignment themselves um and in addition to kind of going through some of the content we also have some great questions that were sent along to us from the house it's played folks we'll be keeping an eye on the chat here as well at the end I may try and grab some q a if we have time we'll kind of see how that plays out but if you ask it now I guarantee you I'm not going to see it uh until then so feel free to chat amongst yourselves but I can't keep track of that chat it's going way too fast uh so let's move on and start talking about the player core um who who wants to start that uh process off who wants to kick that off player core one I'll let Logan I'll let Logan take alignment first because I know people are going to want to hear about that oh come on uh so well yeah one of the announced changes we've we've made that kind of affects all the books is the removal of alignment um alignment has been a hot button issue for literally decades um both in Pathfinder and in other games um and you know it's something that came from the ogl uh that we were using for the earlier uh for Pathfinder first edition and the start of Pathfinder second uh and it was really just kind of time to let that go and to come up with cooler and newer ways to get at character building and to get rid of some of the kind of more restrictive and weird and frankly confusing parts of alignment uh you know where nobody can really agree on what any of the alignments means exactly and you know causes fights at tables and all that kind of stuff and um one of the things we realized when we started looking at that um was that we already had tools in the game that kind of did its job better in edicts and anathema so edix and anaphor are taking kind of more the center stage in saying what your character believes what they'll what they are inclined to do and what they refuse to do and we're kind of making those a broader portion of the game which are for most characters entirely optional if you want to just play a fighter and not have any edicts or anathema you can just do that um and it's only certain classes similar to the the core rule book or APG versions of them that have to adhere to stricter and I believe we've also previewed on the blog some of the ancestries which list some popular edicts and anathema for the cultures those folks typically come from that you can optionally put onto your character foreign yeah so I mean you know holy and Unholy become a kind of important signifier in the game uh I know some folks have asked about kind of chaos and law uh and we're not really kind of doing the same thing with that right right um yeah Mike I think you crunched the numbers on how important the various uh former alignments were to the game and how often they cropped up yeah we found that uh good and evil came up a lot uh throughout the game across many different books but when it came to law and Chaos once you removed the little alignment tag from things mostly they only came up in mechanics or other elements when they were being included alongside good and evil uh we actually really weren't doing much with them uh in in the system other than as kind of broader story points and as you already kind of brought up edix and anathema are a more nuanced way to kind of tell those stories and you can still have beings that are kind of inherently orderly who are opposed by beings who are uh you know inherently more chaotic or entropic uh but mechanically the removal of Law and Chaos really didn't change a very broad swath of uh of actual mechanics or options in the game yeah and we've gotten quite a few questions about people asking like well what happens to the planes if they're built on these fundamental forces and and honestly like as far as the rules are concerned you know nothing changes there um it's really like think of the alignments as like writing prompts that led to the planes rather than like oh this is a structural thing that is absolutely necessary for them to function like the Maelstrom is still a weird and chaotic place even if it does not have a chaotic trait that defines that in rules terms um so they don't really need to change any in their in their fundamental style in nature yeah I think that's the key right is is for folks to to kind of grok that like in in all cases this this didn't change the story of our game it it just removed a mechanical piece that frankly we wasn't doing a lot of work and you're going to see this story over and over again that um you know there are parts of this game that kind of weren't lifting their weight for the amount that players had to kind of learn and understand and kind of work with it and uh you know that's something that we're kind of keeping an eye on and in some cases you know we're keeping it because it's part of the game and in other places we're making some adjustments and trying to forge a game that is better and cleaner and and easier for folks to kind of rock and pick up so uh you know what I think yeah go ahead do we want to give them a few Holy Unholy details on uh holy and Unholy because uh Mike brought that up and that is one thing where you you can still kind of align yourself with you know the grand forces of in the fight of of good versus evil um the way that works is typically somebody like a cleric uh someone of the cleric class is going to get the option to sanctify themselves uh if their deity allows it and there's a lot of nuance in that some deities say You must be good to follow me you have to sanctify yourself to good if you're a cleric that's just that is there's not an option that's what I demand and others let you have the option and some you know say don't have any options for that um so we have a lot of flexibility in characterizing our deities and their followers that way um and if you do that you get the holy trade if you sanctify yourself the holy or the Unholy train if you sanctify yourself to Unholy and that will give you you know uh like it will let you cast spells that become holy when you cast them and fiends uh more strongly similar to the alignment damage uh from the core rulebook um but it kind of has a lot more flexibility and there are a lot of fun ways we're finding to kind of apply it or let you use it discretionarily so there's some really cool stuff that's coming out foreign is this the part where James gets to tell them about Spirit damage or are we doing that later James do you want to tell them about Spirit damage now or save it I love Spirit damage yeah um so one of the main ways that we did this that we actually have um we actually have a new damage type entering the game you know we don't have holy or Unholy damage per se but we have a new spirit damage site this is for effects unsurprisingly like Spirit Blast um that kind of directly Target the spirit so this is a new kind of damage type it allows for some cool new combinations it kind of simplifies some things you know like oh well he's he's a ghost and he's projecting himself over here well his spirit is here so I can you know hit him with his Spirit attack but at the same time a lot of Spirit uh spirit damaging abilities can be Sanctified so if you are you know a normal cleric attacking with a spiritual you know a spiritual attack that'll do normal damage but if you are holy you can also add the holy trait to this which will cause it to deal more damage to Unholy creatures yeah this was a really funny one because uh we were looking at doing this damage type and we looked at Spirit Blast it's like wait this already kind of has the text in it yeah yeah again it's one of those things where like we we kind of already did the work right like I I think you know there was a number of spots in here where we're kind of looking for like solutions to various small problems or things that we knew we wanted to revise in some way and like the the answer was just staring us right in the face and uh uh it's been kind of a fun and exciting process kind of going through that and figuring out uh how to make this game uh into the remaster that it needs to be I think that covers the linemen I think I think at this point in time we should probably move forward and talk about ancestries now uh we have all the ancestors from the core rule book in here but we're adding two more uh we're adding the leshi and the orc who wants to who wants to kick off the conversation about that I did a fair mint a fair amount of damage to this section so I'll go ahead um yeah so as Jason said uh leshie and orc have both been you know promoted uh they're gonna be in player core one um Orcs uh we already uh in our organized play program had announced that works no longer uh were considered uncommon the way they had been before everybody had access to Orcs so they're just a common ancestry bam right there in player core one now uh We've collected the Feats for Orcs that were in the core rule book and in the advanced players guide we've given some of them a little bit of a brush up um and uh one of the things that this allowed us to do was Orcs were kind of scattered around before because originally we had half Orcs in the core rule book but not Orcs and so half of the orc Feats were over under humans in the core rule book and then the rest of them were under Orcs in the APG now they're all collected together in one place so if you're playing an orc you only need to flip to the section that has orc as the header and off you go uh speaking of half works uh versatile heritages made it into this section along with uh the other ancestries and we have introduced a new uh versatile Heritage head uh header goodness should not have put those two words right in front of each other uh called mixed ancestries and mixed ancestries are a tool where you can play a half elf who we have now included their in-world name iuvarin uh or half Orcs the drummar uh but more than that the rules are here to tell you these are not the only kind of uh I want to be a mixed ancestry character that I can play you want to do a character who is half work and half dwarf well the rules are now positioned to make that a lot easier for you to do and uh that might touch on some stories that we decide to tell later it's hard to say at this point in time but they have had this promotion and separation they are no longer folded underneath humans they are their own thing that is now infinitely broader and more flexible and we've given some uh instructions to the GM and the player on how to explore that space with other ancestries and other mixtures and I think people are going to be really excited about uh what we've done there uh James did you have any uh kind of thoughts uh on that as well I know you and I uh both had a lot of input on the mixed ancestry in particular yeah it's a it's a convenient thing you know you uh called me up and I was like oh okay cool we can talk about the mixed ancestries now um yeah uh I really like the new framework you know Mike and I are both mixed race is the thing we've talked about um and like I think that the way it's presented is is it's kind of nice to pull them out of human you know uh virtual heritages or something we had in the APG they weren't really in the core rule book and they are very much one of the things that people seem to you know really enjoy playing as um so it's really nice to bring that back in and kind of realign things like yeah you've render the drama into this sort of new versatile Heritage sort of system and I do like the guidance that we give you know because the kind of core of the of the system is the NRC region that's ones or half half else and half Works excuse me a little more common you know we have those are the ones that are common in the setting but there's nothing saying that there couldn't be other places in galerian where you know just like we have for instance uh in the manga expanse and those are more common Colo I should say um you know this could be different in other places so it's another example where you can kind of use the Rarity to sort of express your game system or your world in a whatever kind of way you want to yeah speaking of different oh go ahead Jason no I think that just speaks to Again part of the philosophy of this right which is giving you tools to tell the stories you want to tell and removing kind of some barriers that frankly were there for uh the only reason they were there is because well that's the way it was right half elves were half human they never have to be that way it's just the way it was so like the remaster does give us a chance to kind of reevaluate some of those decisions and uh uh I think that's a you know that's one of the things I'm most excited about folks getting their hands on in this Mike I I cut you off we we nearly talked over each other there so I'm gonna I'm gonna hand it back to you yeah I was going to say speaking of things we've done to expand the number of stories that you can tell and the options that you have in the game uh azamar and tiefling is part of the legal kerfuffle mentioned earlier it needed to go uh but they were a very kind of important part of the story these beings who have you know a mortal ancestry and also ties to an immortal extraplanar uh entity and so we have brought in the Nephilim uh and the Nephilim have a lot of the content that originally appeared uh for azamar and tieflings uh in some cases remixed and reworked so you can play a character who maybe has both Angelic and demonic blood in them and has expressions of both those things uh maybe you are uh an entity from Chely acts a servant of asmodeus who has demonic Hooves but also an Angelic Halo you know everybody trust me it's it's really good don't don't worry about the Hooves they don't mean anything um uh and for me personally this was really exciting as well because there were a lot of celestial beings that themselves have certain animalistic features uh archons and the zadas some of them have snake Tails some of them have Hound fangs and by bridging these two things together and creating a single bucket that all of these ideas live under we opened up all of those characters for people to play so if you want to play an Angelic holy being who also happens to have Hound fangs that's on the table uh you know you want to play something that is inspired by uh you know one of the more Angelic like the azada is similar to the lillins uh and so you want to have a tail uh but also still be Angelic that's in there now it was really interesting to see there was so much overlap between uh the tiefling and the Osmar and when we started taking the Feats that were the exact same thing but with one different line of flavor and then recouching that flavor to account for everything that would fall under that and then using the additional space to add more content there we ended up with something just really really amazing in these Nephilim that is going to give you so so many new options for characters and and a lot of it was really just shifting the way things were organized and removing limitations that we're very kind of arbitrary to begin with I should say that the last versatile Heritage we have uh are changelings uh these are the you know the children of haggs and I really like having them in player core four reasons that we will talk about when we talk about the monster book yeah I'm actually gonna jump off of that James and say because I think we're about to start talking about our next subject which is the the chapter after uh ancestries um but the reason that changing is in here and the reason the less you're in here is because when we looked at you know how we're going to split up the the content between these books it really came down to like some thematic underpinnings and one of the ones of this book is nature so this book has the less unit partially to go with the Druid and some of the other uh kind of Primal nature magic kind of uh stuff so I think you'll see pretty soon how that plays out throughout the rest of the book Classics one last note on this you know we got we've received some questions about you know why why did we pick the ancestors we picked and and obviously that speaks to you know the less she speaks to that kind of nature tie to this book um you know folks are wondering why the orc is in here I mean you know we kind of asked ourselves well it's going to be under the orc license so it'd be kind of ridiculous if the orc wasn't in here uh but you know I think that also ties back into the fact that we wanted half Works in here and we wanted them fully supported not just kind of an also ran that was not you know in the same way elsewhere in here um so with that um I think you know it's probably time for us to start talking about the real meat of this book the thing that folks are going to be most excited about and that is the classics um and Logan touched on this uh uh briefly but the the classes in this book were were picked very specifically to kind of provide a well-rounded base uh for your game so we knew we we had four spell casting Traditions so we wanted the four primary spellcasters of each one of these Traditions so we had Bard for a cult we have Clark for divine we have Druid for Primal and we have wizard uh for Arcane and that kind of started locking in some of our other decisions as well we knew we needed the fighter in the Rogue those were kind of core pieces of the game but we had one spot left over and the witch kind of fits um you know uh on top of those uh I just looked at the list and I was like wait isn't Ranger supposed to be on that list yes it is uh because uh you know we had the pet classes in here as well because the Druid uh was was part of our initial mix so like a lot of those decisions were kind of made by the choice of how to put this book together but let's dive into some of these classes and talk about what folks can expect to see from them what some of the changes are there's a lot of kind of juicy details in here and I I want to encourage my my fellow panelists to spoil away Logan oh dear uh Bard Cleric shall we go through them in order I'll take the Bard uh and then I'll I'll put Mike on deck for the cleric uh so The Bard is one that was largely functioning uh pretty close to how we wanted it so a lot of the changes there are to kind of make this story more clear on them and kind of give them a little more kind of role-playing hooks because if you're playing a Bard you really want like you're there for the role playing you're there to have fun um so we wanted to kind of put a little more detail into the muses and kind of like what they mean to your character um so their mechanics didn't change a whole lot um they got a few you know different spell selections on the occultists and things like that but the main thing here is kind of boosting up their flavor uh and making that that sing a little bit more so I think folks are gonna find it easier to get in the headspace of the parts they're gonna play um I'll keep that one short uh and let Mike answer about the uh the cleric yeah so uh the cleric kind of one of the first things we had to do was we had to go through and we had to do a really significant brush up because cleric spoke to alignment uh a lot and Alignment was something that we were taking out of the game uh I'm not going to dwell on that too long because that's kind of the least interesting thing about this but just to answer the question any anything in the cleric that was very alignment coded before has been adjusted oftentimes to speak to the new sanctification process uh that Logan mentioned but we had the patient open anyways and there were opportunities to do other fun things while we were in there uh since pretty much the start of this Edition cycle the war priest has been something of a divisive uh topic for people there are people who really love it there are people who remember the pf1 war priest and wish the pf2 war priests were more like that uh and so we really took a look at what are people doing with the war priest and what can we do to make it easier more more appealing and more attractive to the players right one of the things we realized is that there was a perception issue in that the cloistered cleric could spend resources to get everything that the war priest had but the war priest couldn't go the other way they they could never spend a resource to get legendary proficiency and spell casting for example so we wanted to give the war priest a few things that were unique to it and that it could have that the cloistered cleric couldn't have it uh probably the one of those things that people are going to be the most excited about uh is the fact that it's final Doctrine uh now gives it Master proficiency with its deities favored weapon uh in addition to everything the final Doctrine gave it before uh We've also made sure that the third doctrine that it gets uh increases its proficiency with martial weapons so you don't get training in Marshall weapons and then feel like you never get to like really use them past a certain point uh we also went through this and Landon from the rules and lore team who's not here today did a lot of work in kind of helping pre-identify areas where we could Spruce things up and and doing some of this initial uh work uh and we added a bunch of new Feats we took some Feats uh that were there and we uh added a little bit more spice to them one thing that we knew to go back to the war priest was that it was very common for people to talk about well uh why play a war priest when I could take a uh cloistered clear I can take the Sentinel archetype and get armor proficiency that way or why doesn't the war priests just have in-class stuff to make it better at the things it's supposed to do why does it need to go to an archetype to buy that stuff and so we were like well yeah it doesn't it shouldn't need to spend a dedication feat on opening up uh some cool new options so there's now right out the gate you know a war priest's armor feat that allows you to go all the way upgrade into heavy armor and then allow that to scale through the entire life of the character uh and we looked at other opportunities all throughout the class to give fun new ways for not just the war priests but also the cloistered cleric to lean even harder into their role and do the kind of fun exciting things that people want them to do and really draw even more flavor out of that class yeah another spot we looked at were like making sure that some Feats uh like were satisfying to use if you were getting up into melee combat there's a lot of focus on that right because we knew that not every war priest but a large number of them are going to want to be using melee weapons getting up close with the fighter or the ranger uh and so you know there's some fun new Tools in there that I think are gonna make folks who like War priests really excited foreign a lot of questions in chat about how some of these changes might portend to other changes we are making uh I'm not going to comment on all of those but you know I'll just let that hang out there uh let's let's talk about the Druid who who Druid can who can give us some some some tasty info on the druid I think I'll take Druid um yeah so the Druid is another class that we looked at and you know most people seem to be enjoying it it gets you know it gets a lot of cool Primal spells there's a lot of ways that you can take it so we didn't have as many core places we wanted to you know necessarily do large revisions on um areas similar to The Bard we kind of went in and we wanted to make things really have more of that uh that nature flavor so um one thing is the juridic language still exists now it is called the wild song and it has a lot of you know it's it kind of sounds like animals it's written in a very kind of uh natural way that's just kind of a nice little flavor thing there but um the main thing we wanted to look at was there were certain orders that got kind of a lot of options and there were other orders that uh for one reason or another had felt like they had been left a little bit by the wayside um and so one of the big things we wanted to do is we said hey why don't we make sure that all of the orders have cool things that they can do and so you know that speaks to things like a um you know some custom uh spell shaping abilities that they can get if you're a storm order that allow you to say create lot create thunderclaps when you use electrical attacks or leave kind of snow on the ground um things like the uh Leaf orders leshi familiar um start to come into some of your abilities I know they haven't they have something called grown of oak or they just kind of have like a low level uh resistance to damage at all times because their skin has grown as hard as you know as hard as a tree that kind of thing so really here it wasn't so much about um making really big changes to the class it really was just about kind of tuning the flavor up and giving you more options um kind of no matter what kind of Druid you want to be yeah this is another class that got a lot of things kind of changed around it that improved it without having to mess with its like class features and stuff that much so like there was a really high premium put on being able to speak with plants like it's a really high level spell you had to take a bunch of Feats to get it that was kind of all Legacy stuff uh that stuff is much easier to do now and that opened up new space for uh for new Feats like the one that James just mentioned exciting exciting stuff that was the Druid how about the fighter I I feel like the fighter didn't get too many changes in the grand scheme of things um so among other things one of the things we noticed about the fighter uh and I should actually you know what I'm not I'm gonna stop right here and I'm actually gonna throw the mic to Logan Logan deserves to be the one to get to tell people this is it is it that we removed an entire trait yes it is uh so we we found that one of the traits the open trait was not really super intuitive to people um people wanted to do things like make an attack and then sudden charge afterward um and we found most of the places where it was being used it wasn't really necessary um so we have stricken that that trait from uh the player Corps um and like in the like I think one feet where it's really necessary and the ranger we're going to put in a requirement that has a similar effect um but it kind of wasn't pulling its weight so we just cut it out to simplify things down it it definitely falls in the category of one of those traits that like very frequently I would see people not realize was even there they would be like oh wait I can I have to do that first oh I'm guessing people are saying that in chat right now they're probably like what yeah again goes back to the overarching theme of rules that aren't doing work uh should be reevaluated remembering yeah yeah other than that we didn't make a ton of changes to the fighter the fighter was largely doing its job well we looked for opportunities to expand things um The Fighter also just really benefited from other changes we made like changes to the athletic skill and new actions we added like the reposition action um and so there's going to be some kind of systemic improvements that hit the fighter but it was already kind of one of the most straightforward and most well-liked classes and you know we're all kind of smart enough to know that you don't mess with perfection right so uh we definitely did what we could to polish it along with everything else but if you really like your fighter right now and and you have any amount of trepidation like don't worry we've we have not taken anything away from you yeah Micah greatly appreciate your Sly way of sneaking in an early spoiler there uh to my own heart your your desire to get the news out there now all right right uh next up that's the fighter the fighter is one of those classes that I feel like if uh if you if you sat down Ranger with a fighter from uh the core rule book at a table playing the remaster that most people wouldn't even notice um it it's there's a fair number of these where the changes were pretty small um in the grand scheme of things and if you played it the old way it wouldn't really make much of a difference at all I don't know Logan do you feel that that's the case I kind of get that impression when looking at yeah I think if you played a core rulebook fighter like they're they're going to function pretty much the things the same the only thing you would notice is like oh if you didn't have APG there are some Feats here you didn't you didn't know about before um but yeah it was mostly kind of a curation and cleanup kind of effort yeah uh so let's talk about the ranger here let's keep things moving and get on over to the Ranger yeah I guess that's uh me again don't worry James is going to get to tell you a whole lot when we get to witch and wizards he's gonna get all the W's [Laughter] um but Ranger we did a few things we took all of the warden spells that were in the APG and we made them a core part of the Ranger and that was a really exciting opportunity for us because it allowed us to make spell progression part of the warden's natural uh progression so everywhere where the Rangers class uh DC increased before now if you have a warden spell it will also automatically increase the spell DC's as well uh we did a little polishing up of the Feats uh to make them a little more accessible and uh a little more flexible for folks uh and we did another thing which is the ranger had a crossbow Ace feet because it had a crossbow Precision build and it was really cool but it was really patching a hole that existed because we didn't have a proper Marshall crossbow in the system and once we had put the crossbow Ace feet in its previous form into the game there wasn't room to put the Marshall crossbow that we wanted in there anymore so we have reworked the crossbow Ace feet to be a more exciting and dynamic option for players and we've added the arbolesque a big massive only one reload action uh two-handed crossbow that is available right there in player core one for players who want a cool crossbow build for a class that it has martial weapon proficiency and doesn't want to be taxed to improve a simple weapon uh so those are kind of the big things with with Ranger right is making the Spells a core part of it making sure that they scaled and progressed properly with the rest of the class and then doing some other 6 systemic changes that removed kind of Taxi options and increased just the amount of like punch and Pizzazz that was available to the class yeah I also took this as a chance to mess with one of my pet peeves in there which is uh it had some Feats that other classes also got but it needed to have hunt pray for it um and the other class didn't uh so I like uh rub those out and uh and made those a little more flexible uh so next up I love Rangers I'm excited about them that I'm the the crossbow stuff has has irked Rogue me since Pathfinder first edition so I'm glad to see it it gets some get some love and attention uh uh next up is rogue rogue is actually a class that I I did some work on so I can probably talk about this one briefly the Rogue is a class that frankly didn't get a lot of changes um some of the biggest things is that we took some of the greatest stuff from the APG and brought it into the core with the Rogue but there is one big noticeable change on the Rogue that I think folks will pick up on right away and that it is is that it is now trained in all martial weapons we we got rid of the bespoke list and gave them all martial weapons and to kind of make that work we actually worked with the rackets to make sure that the rackets kind of incentivized you to use weapons of one group or another to kind of make that flavorful and exciting instead of just limiting all of your options about martial weapons and only getting a small bespoke list then became a pain to kind of upgrade and stuff and this tied into some archetypes and stuff too I don't know if anybody else on the team wants to talk about that I think you're more versed in how that all came together than me but there was a big reason for for doing this that wasn't just boy Rogues really wish they had this [Music] Mike do you have some insight on that you're usually our weapon proficiency guy so yeah uh well you know it was it was a thing that like the moment treasure Vault dropped I was like man people are going to be so happy there's so many cool weapons in here and there was like a week two week period where people were like Yay look at all the new weapons and then uh inevitably followed the but it's really complicated for my rogue to get to use some of these cool new weapons even the ones that are really rogie and I was like you know what fair cop like uh yeah you're right uh for sure and so the Rogue is now going to be able to actually get to use all of those cool new weapons that we dropped in Treasure Vault that people were like this is obviously for the Rogue but I have to do you know crazy archetype Shenanigans and and things to get there well now now you don't you know I should also mention that The Bard also got all martial weapons um and that meant we needed to do something new for the warrior Muse and we did something new for the warrior Muse I will not spoil that one at this time oh restraint ah I I think you know uh you know understanding that sneak attack now works with all agile and finesse melee weapons not just ones from the bespoke list um really kind of opens that up it wouldn't work if it was just like well you can only sneak attack with simple weapons though you know that wouldn't that wouldn't quite play or simple finesse weapons right so um that the list is kind of open now in a way that I think I think world players are have been handing a bunch of new opportunities for how they want to build their Rogue which I'm pretty excited about if yeah even even then if you if you're playing your Rogue from before the remastered nothing about you changes fundamentally you still work um but you don't lose any of your previous ones yeah yeah exactly I was gonna note that even the Ruffian who previously had kind of the broadest band uh there has gotten some additions onto that uh to take advantage of this this new update I know that one specifically is one that a few different people have have poked about and wondered about so yeah yeah sorry I was just looking at the text right now to remember exactly how we landed on that uh yeah reading it on channel good stuff I I might I may dig up the specific spoiler here but uh the one I was thinking of was actually from the scoundrel about being able to step after a faint but that's different um anyway and that's all the classes so after classes wait no no hold on just a way to get it there biting my time there are two more classes to talk Witch about and I think we're largely turning this over to James to talk about the Witch and The Wizard but let's start with the let's start with the witch yeah limber up limber up everybody here we go yeah so um the witch is the is the APG class that we're putting in this book for a lot of reasons you know it's a really iconic concept it's very easy to you know there are so many examples of witches in fiction it goes back you know so many years um and I think it's not really a secret to say that this is a class where sometimes kind of accessing that flavor and accessing that kind of fantasy in the game has been difficult to do or kind of convoluted and so this is probably one of the classes that we've given one of the larger reworks to as we're going through um and we really focused kind of in two main areas and one was to really take the flavor of the witch and just dial it all the way up here uh and so that's something you'll see a lot in um we've given a lot of space to the new patrons there are a lot more specific now instead of a general theme it's they're still mysterious you don't know exactly who they are um but something like the word just you know curse as a patron is now the resentment uh which is a patron that um you know you still don't know quite what it is uh it could be probably uh whatever it's type of being is it's probably like a weaker version of that and so it has to use you to kind of get around that um and it really just wants to lay everybody low so um you have one of those uh the winter theme became the silence in snow this is kind of a mysterious ice entity and along with that we really wanted to have your Patron feel a lot more present in kind of your general kit in your rotation and that kind of brings us into the other main change which is we really wanted to just um take a lot of take a number of the restraints off of the witch give them a lot of cool stuff that really only they get you know they are supposed to be the premier uh familiar using class but because there's a lot of archetypes and other ways to get familiars um they weren't really getting anything that was unique to them so now every familiar uh has some cool and rather unusual ability they get from their Patron so the silence in snow for instance um has The Familiar of freezing rhyme no matter what you're familiar is it probably breathes out uh its breath as cold it probably freezes the ground and whenever you cast or sustain a hex it starts to freeze the ground around it which causes you know terrain and that kind of thing and that doesn't take up any of your you know familiar ability slots it just kind of always has that um so that's one way uh that it's there um they have the choice to have an ability where I have a new focused spell called patrons puppet where if you don't have the time since you're familiar to do something uh you just asked your Patron to do it your patient will just move its agent around um as a free action and they have a number of new Feats that kind of uh cause effects to come from their familiars um one has your Patron kind of focus its attention on an area and its magic becomes so powerful that it becomes harder for other characters to kind of cast around it that one I think is called patrons presence it's a rather high level one um and so they get a lot of these unique abilities um that really make you feel like you know you're asking your Patron for help on the battlefield and your Patron is like okay fine I guess I'll help you but that's also why you you know you still we're still limiting you to one hence per turn but we're also taking a lot of the uh kind of restraints off of them there because you know if you're asking your Patron for help you know every two seconds for 10 minutes your Patron is like well why am I even bothering giving you all of this secret magic if I have to come down and do everything myself um so that and a ton of new cleanup system old Feats uh the Eldritch Nails Feats and the hair feeds have all been bundled together into something just called witch's armaments um you have that are a little bit easier to use if you want to play that uh that witch who's a little more physical um and we've just added a lot of kind of new witchy Feats that are specific to them like the ability to turn a broom or a pull arm into a flying broom and you can fly around on it that sort of thing didn't you also do a feat where like your Patron just gets so angry at whoever you're fighting that they use you as a portal and just reach right through your body and grab your enemy and Bash them around or something like that they Grant they reach their arm out of your out of your familiar and grab the opponent's soul and and I think like Doom them or something and restore I think a focus point because you know they've just been like I'm just gonna you know you have your your Shadow Cat familiar or something and it just kind of opens up and your patent's arm comes out into it yes I think that's the highest Patron fee um fun well uh I think it's time for us to uh chat about the wizard and some exciting changes Wizard that are happening here I'm gonna make Jason start it um so this is one of the big changes that we haven't announced yet kind of one of the ones that's closest to the scale of the alignment change but we kind of wanted to hold off till uh we had people and we could kind of talk about it in a little more detail um and that is another thing that was kind of Legacy from the ogl um that we realized we needed to remove and that is spell schools uh so the concept of all spells having a school is going away this is another thing that was um not really that important for the rules in most instances um the only one that was really crucial to keep around is Illusions because Illusions have special rules attached to them uh and so Illusions are still Illusions and still have you know ways to uh to disbelieve them um but the that kind of Base concept is is going away um that is another thing like we found the number of times that was referenced is very very small uh in the rules as a whole and there are a few things like some magic items that uh that won't function as they used to anymore and we've looked at you know ways to do replacements for some of those which part of that we'll talk about a little bit later in the GM core section but I wanted to set that up as a jumping off point for James for the wonderful opportunities this uh created in the Wizard yeah I think it created a lot of wonderful opportunities in the Wizard Wizard Schools um yeah so we had the eight spell schools and the eight spell schools as they currently stood were very thematic but they didn't always give you a kind of clear through line you know uh conjuration is like is about four different kinds of effects uh and that sort of thing and kind of most importantly there were only ever eight of them so we could never add any more you know Arcane schools because that's the number uh and if we don't have those we're like well what are wizard schools anymore and uh Logan I think it was came up with the brilliant idea of what if the wizard schools are schools um like what if they are the curriculum that they learned out there in the world and we have a number of places where you learn magic in the setting and so the wizard we took a lot of their existing School abilities and we kind of remixed them together and we were like what are the kinds of you know in a fantasy world where people can learn to cast Magic what kind of magic would they learn uh and so that can be anything from as straightforward as the school of battle magic turns out people have been throwing Fireballs at each other for a long time um this could be if you trained in an area that's like really at the brink of War like chilex and Mandarin or perhaps Gavin Nets and so this has you know some of your big blasty spells on it this is the one with Fireball on it but this is also the one with uh like Earth Vine because taking down flying enemies would be important if you're part of uh you know if you're like a military wizard uh it has some stuff like uh what's a good one here it has stuff like Mist it has stuff like resist energy and that it has a number of extremely explosive spells here like falling stars um but there's also stuff like the school of Civic Wizardry this is maybe if you're from some place like manakat in rahadim where you know they spend a lot of magic trying to keep the desert from encroaching on them this helps you build walls summon constructs that can help uh you know uh build buildings um it helps you kind of do all these little the kind of things that you would need if you weren't if you were just in a city using your magic to kind of run infrastructure and that sort of thing um so they get wall of stone they get uh they get creation um some Earth spells that sort of thing and this is everything I think the last one I want to talk about because I really like it is the school of protein form this is your kind of biological manipulation magic this could be like the flesh forges of Nyx so you get something like gouging claw which we've put in this book uh tanglevine plant spells uh spider sting all that kind of good stuff um so this was a place where we could really lean into like well what are the kind of magic that people do in gallerian and then also like this allows us to leave the door open for you know maybe if there's a new part of the setting we go to like um maybe I joked earlier this week uh you know if we go back to uslov maybe their school of wizard magic is kind of half you know it's half spirits and half electricity because they have that whole kind of Gothic Frankenstein thing going on so yeah More Spell Schools so uh I I want to take a moment to talk about uh how this kind of adds to our our bucket of options right I mean uh James touched on it but this means we can add more spell schools we can include more of these in the future right we're not limited to the number of schools that exist in the game we can now add more flavorful spell schools folks in the chat have been asking a lot about like runelords and how that works well rumors were part of the inspiration for this right they were already an in-world thematic thing that spoke more to the story of the game than kind of a hidden sub-layer of mechanical Croft that was only serving to be that hidden sub-layer right because we didn't really use it directly in the world we kind of then had to cloak it behind something else I'm not saying it was bad it was just it wasn't serving a full narrative need like this does this allows Wizards to be like yeah that's the school I came from and guess what they have a Core Curriculum of spells they teach their students and I know them because that's what they teach at that school I'm actually ridiculously excited about this change I think this change really adds a lot to what we can do with Wizards to make them more flavorful I thought Arcane thesis was a great addition to wizards in second edition because it did make them more scholarly like they wrote a book it was like you can't graduate wizard school until you've written your book about what wizard thing you did but this takes that even a step further to say well this is the college I went to right this is the school that I went to and this is the stuff that I learned so I'm I'm really excited about I want to toss it back to the rest of the the team here to talk about this change because I do think it is a big change but it is it is one that I think is actually really exciting for the game yeah I think one of the one of the good Rune Lords instances here is like yes if you have a rune Lord what does that mean for them well they went to the school of sloth right or they went to the school of Wrath like you can introduce those options that kind of give all of the details and color that you want them to have and then you can have you know more easily have like Feats play off that you can expand things in interesting ways um there are some things uh like the Magus spell strike that like we might have to Errata to make sure this works properly and um there's a similar feat the bespel weapon feat in in the or the core rule book Wizard um that is going to be reappearing in player core that has been you know kind of Rewritten to both work with weapons and unarmed attacks and also to be more broad so it works with this kind of New Concept of spells um so those things uh we are looking at things where we might have to spot irada a few things there aren't a whole lot in number to be frank um but we do want to make sure that nothing becomes non-functional if you're playing based off the player core test School of Unified Magic if you if you have a school of sloth you even have to go to class I'm curious I don't do you learn anything if you don't go to class you get an A plus it's it's a correspondence course you study at your own pace it's fine take your time uh James did you mention the uh speaking of uh studying at your own time did you mention the um unified the school of unified magical Theory I did not no the school of unified magical Theory uh is you know this is what's sort of taking over for our universe list in this way so um you don't have a curriculum but you can gain addition but you gain additional Feats uh and spells kind of like you did beforehand it really functions much like the original Universalist I think the only thing that's different uh about it really is that um the kind of class Feats that gave you unique spells for the universalists are now just the Feats for the school of unified magical Theory so you still want to use hand of The Apprentice and throw your weapon really far you can do that and that will get easier because um this is the wizard is another one of those classes where we've uh gone in and looked at some of those like Legacy uh weapon provisions and we've just said yeah they can all they have all simple weapons now so if you want to be that frying pen wizard uh you know who has a frying pen in one hand and a staff on the other I say go for it Spell Components I I love that this allowed us to kind of build that into the wizard I that's one of my favorite Parts about this it really is um you know and this is probably a pretty good segue for us to talk about spells we've already kind of talked about a number of the things uh that that we were going to talk about in spells we kind of preface some of them like Spirit damage and stuff uh but there's plenty of more to talk about in spells here um uh Logan this actually let me think James you've spent a lot of time in spells um so I don't know if you want to lead this one off um I think I'm actually going to educate this to Logan to kind of talk about the um the overall selection and then I think I'll come in for some of the specifics absolutely this one also has a this one also has a rules Band-Aid to rip off um so in this case it is Spell components because this is one that is a holdover um from the ogl and really in the rules for second edition is kind of a container for other trades for the concentrated manipulate traits um and we realized we could pull those out make spell casting and the story of how you cast spells more individual and flexible to your characters uh and just put those traits into spells so there's less kind of like cross-referencing to figure those out for new players and to just kind of put all the information in one place um so we did that and I think one of the great things that let us do was kind of remove some of the you know the special substitution side cases that a lot of classes had to do and put some cool flavor into those classes and James did a lot of this on various classes put some cool flavor about what it looks like when they cast their spells and how you might kind of customize those to your character so so I just want to lead off with that bit because that is kind of like the the last remaining kind of substantial base rules change that we're talking about in in this book I I think it's important to note too that like it's it's a change only in the way that we're kind of referencing them because it was always this pass-through it'd be like oh that has somatic which means it has manipulate well now it just has manipulate we know it has manipulated so what the difference here is we know you're doing something with your hands we're just not specifically telling you it as its own bespoke line so it's it's it is a change but it's a change that really is more of a presentational one uh because we still understand that you have to speak words and do hand wavy stuff when you cast spells that's not really changing um I I it's a little more nuanced than that but but on its surface I realize it looks like a bigger change than I think it actually is I don't know if it's actually that much more nuanced than that that's yeah no all right um yeah so uh apart from that in the Spells um a lot of spells are unchanged but there's a fair number that were kind of named after the ogl and some of those it's like look we love the mechanics of this it's entirely new to to Pathfinder second edition uh for example there's the force barrage spell which lets you spend one to three actions to shoot force uh at somebody and it automatically affects them with no say that spell has the same mechanics it has a new name because everything but the name was created by us for second edition um there are a few others where we kind of said okay we don't really like how the spell works it's kind of you know weirdly themed and we wanted to just do something new in its place so you're going to see some that get functional Replacements the nice thing of course is that if you really liked the spell that was in the core rule book and we replaced it so for example we don't have tree shape we have one with plants that has a couple different functions um and you say I liked tree shape and I want to use tree shape instead that spell still works fully within the rules so a lot of this the Spells chapter is kind of curating things uh and swapping things around uh and introducing some new Concepts so I think you'll you'll find like some new uh fun stuff to find throughout that chat yeah this also let us kind of bring together uh spells that had very very similar functions but were kind of different spells for really uh you know Legacy reasons or one reason or another uh like uh glitter dust and uh what's the other one very far are now uh they're just Revealing Light yeah which are now Revealing Light this is a wave of light that you know it reveals things uh it you know it acts kind of like a flashbang the way it did but you know this is this is one spelling we don't you know another one that also light themed happened there uh is the light spell which now kind of brings in the elements of both light and dancing lights and it's one of those things where this is um it's nice in that you're getting more functionality in your spell but it's also a little bit clearer because you're not saying oh well you know I'm I'm the party's spellcaster I should probably have a little magical light spell um you know which one should I take uh are there two um sort of a thing so now we just have one that's a lot more flexible that's the thing you'll see in a couple of uh in a couple of spells well um and then we also had some sort of remixes on the standard you know um I mentioned the falling star spell earlier this is like a really high level destructive spell it like pulls you know pull Stars down from the sky and throws them at the battlefield but this can do uh if you pull comments they'll deal ice damage uh if you pull meteors you know they'll kind of break apart in mid in midair and do Sonic damage so you're getting this uh very cool very you know this is this is a really powerful spell it should feel powerful feeling to it but with a little bit of a remix on the theme I think the other one I really like is a tree of Seasons which is a primal spell it grows a tree with uh four seeds that you can throw to explode but each seed is a different season so you know the seed of winter does cold damage uh you know the seed of all I think does I think it decays them something like that but each one does a different damage type and just has that that kind of like nice little iteration on it I really like them the underpowered uh Divine attack spell the underpowered Divine attack spell that does 2D for Spirit damage and therefore can affect anything that isn't like a rock oh and you can sanctify it if you want it to you know if you are Sanctified and you want your uh you know your blast of spiritual energy can trip to deal even more damage to uh Angels because let's say you are uh an Unholy Sanctified cleric um it will do that you can do that um but with the addition of the spirit damage type uh you know this I think this quite naturally gives uh Divine uh characters into a lesser extent occult characters this kind of unique thing that they can do uh that may be the more materially focused Primal and Arcane lists can't uh but it's one that will be useful against really a much wider range of creatures well and I think that speaks to a big like one of our big passes of this chapter was to look for some spells that like are kind of iconic or but they underperform later or they just don't match up well kind of against some things we've had years now to kind of look at how some of these things are actually being used in play uh and that gives us a good idea about kind of what spells just aren't kind of hitting the Mark I'm thinking of like you know magic weapon um which I don't believe is being called Magic Weapon anymore uh but uh you know I was wondering if someone would like to take that one and run with the kind of that that spell family and talk about how those have changed uh as well because I think you know one of the things again we we started to look at spells and we're like this spell is great for where it's at but it doesn't really perform well later on yeah um we've we've removed um magic weapon and Magic Fang and we have runic weapon and runic body which are kind of similar effects that they can you know give somebody a bonus and striking on their attacks um those are both on the Primal list there's no longer kind of a split because we also remove the metal anathema thing from Druid because that was kind of not really holding up its uh pneumatic story end of things in our setting is more of an ogl holdover and both of those now scale so they aren't as aggressive as like how big a punch you get out of the first level ones but they are still good options to have in your back pocket if you know you run into that fight where it's like okay my primary weapon isn't going to cut it against this enemy but I can get this spell on my backup weapon and now it's going to be uh far ahead or you know the Wizard's the only one in position to attack um and we really need to you know use physical attacks against this thing but their weapon is crap because they've been by staves and Wands and stuff uh they have that uh that kind of backup for their runic weapon spell to improve their chances to hit and do more damage very very exciting stuff I've also heard from a little birdie that we've done some changes to the condition removal spells I was wondering if someone would like to talk about those that is true uh actually Landon took uh took the the wheel for this one and did some really cool stuff with the condition removal spells these this is another spot where Legacy was really just like would we have done a spell that only removes paralysis if we were starting them from scratch not really uh so people who want to play you know condition removing you know healers are gonna have a lot better options uh there are there's a kind of a body uh agility themed one there's kind of a uh you know bodily toughness one and then there's a mined one so they kind of correspond to the saving throws and to the clumsy and feebled um and other one conditions uh um and those also like if they don't counteract the effects but they came close they're going to shut it off temporarily so you're much much more likely to get some bang out of those spells even if you're casting the middle of combat and you know just trying to get your allies debuff removed you'll at least get a temporary benefit out which I think is going to make uh make those more satisfying to cast by a pretty good margin stupefied was the one you missed but yeah uh yeah no I think you know that does mention a good point that it's worth bringing up here just briefly um is that um if we tried to include everyone who had a hand in making the remaster happen in this panel we would look like uh you know uh we were playing Tic-Tac-Toe there'd be so many people on the screen I look like a muppet show they're it's just a wall of people right there everyone in the department has had a hand in this I don't want to pretend like you know it's just just the the handful of us um there's a lot of folks involved with this that have done some great work uh from all across the team but we're not done with spells just yet I'm gonna bring us drag us back to spells because there's at least one or two things left here that I I want I want more spoilers um all right who has the chapter open to start reading it no yeah it's a long chapter it's gonna take a while for acid grass this this panel just became all of Piezo con all right uh one thing about the new ice okay you can go oh I was going to say one thing that we have teased people about that uh they're really waiting to hear some details on is some of these changes to focus spells because those actually affect affect a pretty significant number of characters in the game uh and we've opened the door and we've let people know that we're making some changes there but we haven't really given them any details on what those changes are and I know Logan you were really leading the charge on uh making sure that these changes happen so do you maybe want to let those people watching know what some of the things we did to streamline Focus spells were um I will but if they had guessed what it is that's probably going to be exactly what you have expected um when you refocus spend 10 minutes refocusing you get back a focus point it doesn't matter if you've used any Focus points that restriction is gone uh so if you've got a focus pool of three and you spend 30 minutes refocusing you get back all your points uh that also means that the Feats we had that um could get you back to when you refocus or get you back three now there's just one feet and it gives you back your full pool for a 10 minute refocus so that's streamlined simplified uh faster to use let you play with your toys more I like to classify that change in the bucket of most people there's a lot of folks who thought it worked that way anyway so uh yeah might as well might as well so uh we are going to take a break here in just a moment because we've been talking for an hour we're going to take a short five minute break here in just a moment but before we do I I just want one more spoiler James James talk to me about cameras you you I never got to talk about yeah she can't trips I want to hear about the concerts yeah so can trips I love can trips um cantrips are a thing that you know you'll use a lot throughout your whole career and so as part of this uh you know Logan uh also did a a huge amount of work kind of re-figuring out what the uh sort of what are the suite of abilities we want here so we took a lot of the kind of more Legacy can trips and we gave them a bit of a refresh and uh I think that they're really cool we have something like the frostbite can trip which uh what's like an orb of ice around somebody but it also uh if they critically fail we'll give them a weakness to bludgeoning so that's a thing that um you know uh might allow for some kind of more Dynamic team combos you have a fighter up there with a big hammer and you say well do I want to you know fling weapons at them with uh telekinesis or no my fighter has a big hammer so I should you know try to use frostbite uh that might uh open up this kind of tactile combination so that's kind of a thing that we looked at both in what the existing cam trips are and with some of the newly added ones just because you know there are things that you can cast literally unlimitedly so we wanted to be sure that they were you know kind of offering some some cool uh some cool little interactions where they could there's some there's some fun stuff when you have the ignition one that just lights people on fire that's that one too the like people on fire feed it's favorite because I want to talk about the about the ice orb feed [Laughter] well folks we've been talking for a little over an hour here I want to give the panelists just a brief break to go get another beverage to power through the rest of this so folks we are going to take a real short break about five minutes tops uh and we will be right back [Music] thank you [Music] foreign [Music] [Music] [Music] thank you foreign [Music] thank you [Music] [Music] foreign [Music] [Music] foreign [Music] [Music] [Music] foreign [Music] [Music] [Music] foreign [Music] [Music] foreign [Music] hello everyone we we just finished uh talking about the player core we walked through the classes we talked about spells we spoiled stuff all over the place we didn't even spoil how we were changing crafting and make it easier maybe we'll spoil that later um you know there's so much in that book that is exciting but we have three other books we want to talk about now the next one we want to spend some time talking about the last two are going to be a little lighter on because they're a bit further out in the process but we're going to start off here by turning our attention to the GM core the other book that releases this November as part of the remastered project so Logan why didn't you start us off by talking about the GM core its goals what what it contains what's what's the book about uh the GM core has all the stuff you need to run and build your games in one book um this is one where once we started getting into the nitty-gritty of it it was like oh it's going to be so nice to have all this in one place um all the advice uh and the hard rules of running a game that are in the core rule book are combined with the even more expensive advice that was in the game mastery guide uh and just kind of streamlined and easier to find um this is also one where um Sonia Morris has done the layout on these and has added new navigational elements it's going to be so much easier to find everything that's true of all these books but this is one where it's just like extremely extremely useful to have that um so it's going to start off with an entire chapter about running the game and then it's going to get into building your games that's everything from the campaign and setting level down to making monsters and Hazards and all that items all that cool stuff uh and then it's got a chapter on the Lost element setting it's got a chapter on subsystems which is very similar to the one in game mastery guide with a few modifications we'll talk about in a little bit and then a huge chapter on magic items alchemical items and other treasure uh which again that includes the ones that were formerly in the core rule book a bunch from APG a bunch of new ones and the bits that were in game mastery guide like relics artifacts uh cursed items and all that kind of stuff so it's really just like a plethora of cool stuff all in one spot it really is kind of One Stop shopping for the GM this this book has everything that they need all in one convenient place um I do want to keep going to break now and coming back to see if Logan is slowly being stalked by more and more monsters in his background anyway all right [Laughter] uh so um we did a lot with uh you know this book obviously contains a lot of the subsystems uh that folks have come to know and love um I I think some of them got some love and some changes does does anybody want to talk about those a little bit Mike um some type of chases chases maybe yeah uh so chases we have made a slight modification to the math of chases to make them uh a little more player friendly uh the math was very kind of tight before and it could lead to a situation where uh Sometimes the best way to engage was to tell half the party like go sit over there you're not going to make things better by participating uh and that's that's no longer the chase uh case one sorry it was an accident I swear uh no but they're gonna be uh they're going to be a little bit smoother um the research subsystem is something that James case and I have talked about a few times and uh James has actually used I think one of my favorite examples of the research subsystem appears in a secret Adventure that James wrote uh and so James do you maybe want to talk a little bit more about what you did while you were in there yeah um I think the research subsystem is a good example of one where we didn't really make changes to the core of how the system works you know the way that you kind of get research points was you know it was hitting the pace of the adventure and the way we kind of wanted it to but it wasn't maybe the clearest to the GM not just here's how the system works but here's how to construct your adventure around it so the research subsystem now has a lot more guidance around um you know for instance if you want to use the research subsystem to uh encourage your PCS to explore a giant mine or something where to place the various uh checks what kind of skills you might use there to kind of use this this way to kind of guide them through the dungeon or the castle or whatever you have them exploring as well as how you might use it in Exploration mode you know if you're going through if you're going through your haunted castle or whatever and it's more physical maybe you're gonna have to fight between area and area but maybe if this is a more social exploration encounter maybe you have to like convince a ghost that you have permission to access this part of the library so it's really just an example of not really changing the core system but looking at kind of how people have been interacting with it and the adventures we've put out and being like okay well maybe here's a little more guidance and a little more tools we can give GMS so they can really tell the story in their game as as easily as possible thank you yeah and a lot of that is kind of figuring out when you should use it and when you shouldn't use it and this is going to clear that up I think more for for GM's to uh to use it to its best ability speaking of subsystems I think there was one that got some some some fun changes in it and that that's Vehicles Logan you want to talk about vehicles yeah Vehicles most of the Corvette was good but the main thing we said is what if we put in more vehicles um and so we've picked up some of the uh some of the coolest vehicles from Los Oma's Grand Bazaar uh and we've also got a little bit of new stuff in there one of the ones that uh Dustin Knight suggested while working with us was the hot air balloon uh so there's going to be a few uh fun new vehicles we've also restructured that section by land air and sea uh so it'll be a little quicker to kind of find the vehicles you're looking for uh when you want to introduce those into your game I can finally do my around gallerian in 80 Days Adventure dude hold on let me check the traffic speed table [Laughter] we should do the math if that doesn't work out we should fix it um you know this book also contains a setting section right you know uh um there there is a there's a piece in here talking about the settings and kind of talking about the planes and you know folks have had a lot of questions about the planes especially the Outer Planes because some of them were kind of coded to to alignment um does anybody want to talk about how the planes got updated for this yeah the main thing with the planes is that we switch to using terms that are more in golerian terms they're uh like the uh the Netherworld uh and uh some of the other planer names have kind of shifted around a bit to be more specific to the Pathfinder setting um we're also uh including the elemental planes that were introduced in Ray developments um we're also going to have the uh the same planar diagram that appears in range of elements is also going to appear in the jam core um so there will be a nice map and it'll be easier to kind of understand how all the planes relate to one another uh and Eleanor did a whole bunch of work on updating that and some of the other settings sections uh to to kind of bring them up to up to date and um make them you know kind of cooler reads A lot of the stuff that was in the core rulebook setting chapter has moved here and then the the player core has kind of a briefer setting uh breakdown and has the deities in it um and then more of the like uh Regional descriptions in full up here in GM course I am I really want to shout out Eleanor for uh her work in kind of going through the setting chapter a lot you know the the Lost woman's line has been killing it constantly uh um in kind of fleshing out the inner city region and Beyond and the energy region is a big part of the thing uh as a big part of valerian and it has all these interesting you know very uh differently themed areas and so one of the things that's there that's really nice is just a thing that tells you the kind of General tone of the area you know it says like you know the shackles it's like swashbuckling high seas Pirates and uh uh you know kind of for each region usalov it's like you know spooky uh spooky monster area and it's just a really great way to be like okay well this place seems cool and this is the genre of game that this will work with you can just get there really easily let me just say uh Logan I appreciate your your moving that book so fast that no one can even screen cap it it's just a blur uh that that folks are gonna have to company screen captured I'm sure somebody got it folks folks are gonna have to come to a different panel tomorrow to perhaps get a slower shot of that you think do you think you could promise that all right is that tomorrow probably yeah right yeah that is tomorrow at 10 A.M I believe that's the Primal previews panel where we will be talking about among other things range of elements exactly okay so just just because the previously mentioned around the world's book uh if you if you weren't up to speed on what that is it's hell of the wild and uh we'll be talking about that a fair amount tomorrow it all ties together all right I I think you know we should we should attack the whole the whole idea behind all our lines is that they all tie together Jason that's right yeah no you know what else it does you know what else Ties on to things talismans that's that's a segue right there well done I I think I think this does this is a good spot for us to actually start talking about um some of the really fun stuff in the GM core stuff that is new stuff that is different which is which is mostly in the Treasure section now uh obviously a lot of the things you're gonna find in there are going to be familiar right you know uh those sorts of a lot of the common items are still in there but you know we did take this as a chance to kind of remaster some things and I think it starts at its very base before we before we hop into specific items there is some changes to Magic item activation um I'm trying to remember whose spearhead is was this you Logan yeah yeah that's me this this basically goes hand in hand with the Spell components one because we did item activation components that were kind of thematically based around the same Concepts and like with spell activations we have condenses down to their traits so it's a little easier to read and use an item the other thing we did that I think is really fun uh is on items that are permanent items that have activations we've given you kind of a thematic name of what that activation is so rather than just like activate two actions a series of traits and then a long sentence of what happens there's going to be a little name so it'll be like activate shoot a fireball or whatever um I don't think we have one that says that exactly but you know nothing stopping us uh so I think that's especially for ones that have multiple activations gonna make those a little more clear to use and I give the players a better idea of what they uh what the items do when you activate like yeah I I think you know that combined with kind of combing through the items themselves to look for items that kind of weren't performing or perhaps weren't as flavorful as they could be um was was kind of the big lift in this book um and and I actually uh spearheaded one of those which was Talisman so I'd like to chat about those here just a hair um I believe we have a slide of some of the art um but I I do want to talk uh some of this is stuff you've seen some of it's from the uh DAC but uh I do want to talk a bit about how talismans change in the game because one of the things that we noticed is that talisman's um frankly were kind of not pulling their weight a lot of them were designed to kind of make you a little better at a thing you were already good at um and some of them just had kind of overwrought ways that you use them so let me give you a specific example here I want to talk about the bronze Bowl pendant pretty straightforward item uh it was a free action to use it had a trigger that when you attempt to show of someone using Athletics but you haven't rolled yet you had to be trained in athletics and basically it gave you a small bonus to the check and if you critical failed you got a failure instead well that's not very exciting item right it makes something bad happen be not as bad uh and you have to use it before you roll so you don't know that you've done something bad which just kind of of creates an item that frankly most people forget to use it's just a thing that that most people don't use in play so the new version uh isn't a free action doesn't have a trigger doesn't have a requirement it just is a one action item to use it it gives you a plus one bonus on the check and it says you increase the distance you shove the Target by to 10 feet on a success and 20 feet on a crit success so it just makes it better it's just a better item now it's not broken it's not overpowered but it does do something frankly a bit more thematic it's a little easier to use it's a little easier to parse um and it's something that frankly you would actively use as opposed to use in in response to maybe I will roll that um so there's a handful of talismans that got a rework based on that right you know um looking at you know some of the items had kind of high level prerequisites that required you to kind of be a expert or a master in a thing which meant you were already really good at it and then it gave you a bonus at it whereas um you know we tried to make some of these be items that frankly were just easier for the entire table to use so that you could pull it out as a bag of tricks right um so Gallo's tooth lost its kind of trigger just like the the bronze bull tablet and lost the intimidate requirements but the rest of the effect is pretty much the same right um uh in line with the changes to magic weapon uh we made potency crystals that scale right some there's now a greater potency crystal and a major potency Crystal that give you plus two greater striking and plus three major striking right you know uh these are new kind of ways to use talisman's uh in your game and that that doesn't mean we didn't include a new Talisman as well uh we included the alloy orb which is a Talisman that turns your weapon into a special material for for a brief period of time right so talisman things really needed some work to kind of pull their full weight in the game and frankly I'm pretty excited for folks to get a chance to play around with them uh now there's there's some other fun stuff I have to talk about but I'm gonna I'm gonna skip ahead and talk about some other things Mike I was wondering if you could share some exciting news with folks about shields yeah so uh in the outline for this panel I actually have a note that says please don't take this moment from me yeah yeah I I did an interview with how it's played where I told people three facts I said we do not have a roon named sturdy in this book we do still have sturdy shields uh and something else I don't remember but I told you to come talk to me at Piezo con so I it kind of intentionally misled people as I warned up front we do in fact now have a type of Shield roon it's just not called sturdy it's called reinforcing and the reinforcing Rune can be etched on Shields to improve their durability and hardness uh this will mean the sturdy Shield is still the premier blocking shield in the game but if you have a Magic Shield that you really like and you also want to be able to use it to Shield block without it you know taking more than one hit and then exploding on your arm you can apply reinforcing runes to it and that Shield can accompany you for as much of the game as you want it to accompany you for uh this is a thing that I know people have really wanted and that they've been really excited to see and I know when the treasure Vault book dropped people were like hey I love these new shields but my character wants to Shield block and I don't feel like I can do that with this well this should solve that problem for you uh these are going to fit pretty neatly into the current ecosystem of the shields they're going to expand the number of options that people can use for blocking Shields very significantly uh and I think that's going to be a recurring conversation on the forums that is probably not going to recur as often anymore uh yeah I'm I'm certainly very excited about it I think I think shields were one of those things that you know we were designed them to be kind of either you had a flavorful Shield that did something cool that you never blocked with or you had a blocking Shield that didn't do anything flavorful and and I think it's frustrated everybody sometimes and it does allow that to happen it still makes kind of a Premiere blocker that isn't that isn't super exciting but it is the premiere blocking Shield but the other ones can now play along I think that's just great um uh let's see because I know we'll get the question uh we we are not adding property runes to Shields mostly because they are in that category Jason talked about where they do cool things already um and we didn't really want to say like oh if you're a sword and board character you have to spend all your money on upgrading six different runes to your weapons armor and shield and that's kind of where all your resources are going because that's just you know that's pretty boring so we um you know there are some uh just whole cloth additions to this chapter some things that were brought in from other books and stuff um we did add assistive items to this this mix didn't we yeah uh we this is a section that has um really I think first took the lead in Lost women's Grand Bazaar uh and then was expanded in guns and gears and so we took um really all of the basic assistive items out of that combination of books put them in here along with some of our uh really excellent guidance for that which was originally done by I believe Sarah Thompson um uh with some of the later editions and uh you know those are there along with the rest of the treasure as well as some of the general guidance uh to GM's about you know integrating characters with disabilities into the into the game the really short answer is please integrate them and you know integrate them into the game um there's no reason why your adventures can't be adventuring their wheelchairs or um you know using things even as basic as hearing aids or corrective lenses so that's um we didn't we were really focusing on the basics so it's just uh it's maybe not the uh you know level 17 uh storm chair that surrounds yourself in a ball of Epic Level lightning but we wanted to be sure that those were in in core in part because it makes them easier to expand in uh later books down the line so that Foundation is there yeah we should say they uh the core like basic items like the Traveler's chair are in player core um along with I think you know your you know your other kind of first level stuff so it has like I think corrective lenses Travelers chair uh some of those other like Basics yeah yeah so there's a lot of other changes to this chapter from little things like rebalancing poisons you know there were a few poisons that were way out of whack uh you know to to taking care of some of those things to balancing other items to swapping out uh some some some Classics with some new flavorful stuff um one of the things that I'm I'm kind of most excited about is staves uh and the changes to staves uh staves is one of the few other places in the game where the schools of magic were kind of imprinted in the game in its mechanics and that's because we had staffs of aberration and saps of conjuration and yada yada so we knew that with with schools um uh being sunsetted in that way we wanted to make sure that the staves remained kind of fun and exciting so this gave us a chance to kind of take some of those Concepts and focus on those as well so you know you might you might not see the staff of evocation in the book anymore but you will see the staff of elemental power right which comes in three different varieties scaling up through levels giving you a wide variety of spells and a new kind of cool uh a base bonus to help you identify Elemental creatures so like you know uh it it has a lot of the same spells that you might have seen on the staff of vocation but we trim some in some places to bring them tighter in line with a new theme so it gives you frostbite and breathe fire and pummeling rubble and thunder strike and a whole bunch of spells that nobody knows what they are uh uh but you know some of these are our new uh spells from the player core as well in addition to the staff of elements power you've got things like the staff of the Dead I like this one a lot because it it has a bunch of the summon Undead spells from the player core my fellow panelists are probably all shaking their head because I'm just using this as an excuse to name drop spells uh you know uh but it gives you grim tenduls and and void warp and vampiric feast and all that sort of stuff as well um that you know um that doesn't mean there aren't a few kind of newer staves in here um like we we did want to create the big high and mighty uh Arcane staff so we made a staff of Arcane might this is a super high level staff that you can snap to create kind of an Arcane explosion uh that's in a cone uh that doesn't necessarily destroy you this time but it will destroy your staff uh and leave you without one um but you know I I think there is a lot of fun stuff to find in States you'll find that staves by and large aren't mechanically different um they still contain a bunch of spells you still charge them up the same way um you know nothing about that has changed but we did go in and kind of remix the staves that are in the core or in the GM core and give you kind of new fun stuff play with is there anything else we want to talk about in the GM core folks um just a little bit more on items we also because of the mix of classes in Air corps uh we also made sure that like the walking cauldron is in here there's a crown of Witchcraft that's a focused item there's some some stuff to make sure those classes are set because we are planning to include a bunch of items in player Core 2 as well uh so that's going to be if there's something that's missing like at a primarily like Alchemist items at and that kind of thing um you can expect it to appear when those classes do in that book uh and this book is going to cover like the basics for everybody and the specific stuff or the player core classes all right um well let's uh you know we're burning through a lot of time here we have like less than 20 minutes left we still have two books to cover so we're gonna have to be a little light on these but frankly these books are further out so you're gonna hear us talk more about these uh at Gen Con and in the coming months you know these books aren't until next year but let's talk a bit about monster core and and obviously the big thing we've talked about here with the monster core are the new dragons and I'll get to those in just a second but I do want to kind of talk about the monster Court book as a whole uh and and kind of what folks can expect and what folks can see uh expect to see on this I know Eleanor has been doing a lot of great work on this um if somebody wants to take the reins and kind of talk about the remit of this book uh this book is uh it's a foundational monster book so it fills a similar role to the first best scary um it's just kind of sliding in something sliding out others uh updating some creatures either to the new rules that's especially ones that had to deal with alignment uh or you know putting in uh you know some creatures that didn't appear till like bestary two or three that we feel are prominent enough in the world or are going to be useful enough to your games that they're going to appear in uh monster core um and then there's a few that are like ogl monsters that went away uh we were very conscious about looking at ones that build a particular niche in adventure building so like a weird uh gross sewer guy that you can uh talk to we're making sure those slots are still filled but the monsters that are filming those slots are new and unique it's really important to me that you're able to talk to the sewer monster that's a that's a key part of my love of sewer monster so that you can have a chat with them about their favorite filth it's Jason's Jason's favorite thing it's his only mandate in Monsters yeah that was it I was like do what you need to but I need to be able to talk to the Sewer the trash monster uh so so let's let's talk about dragons here real briefly uh and and the dragons are still frankly being designed right now but we are starting to work on their look and theme right we've talked about that a lot so we can start showing off kind of some of the great concept art that we've been have have been creating in-house thanks to uh Kent Hamilton he is absolutely amazing he's been doing concept work for us creating the looks of the dragons and here you see the diabolic dragon now this is a Divine Dragon our dragons are going to be classified kind of loosely uh by the traditions of magic so you'll have Divine dragons Arcane dragons occult dragons and Primal dragons and the deal with Divine dragons is they have some tie to the the planes and the the sources of power they're in so this dragon is obviously tied to the lower planes the diabolic dragon is going to have you're gonna see a lot of these guys in hell you're not going to want to see him there uh but you will uh and and and that's going to be a real bad time so it uh uh why don't we go to the next slide um I think let me see what the next one is yeah so these are some of the earlier Concepts here where we were playing around with horn shape and looking at kind of the various ways that this Dragon might manifest we've been doing a lot of work to kind of create dragons that are thematically tied together that are really unique and interesting so you can see like similar morphological traits here on these dragons between uh you know little fins and horns and teeth structure and things like that Ken has been doing some absolutely phenomenal work and then you know uh he's been working in concert with Wayne to do the covers for these and that we're really seeing some fantastic work let's let's skip forward to the Mirage Dragon next this is an Arcane Dragon um The Mirage Dragon is really kind of interesting these early sketches kind of had some like sea horse Inspirations and stuff like that um one of the things that we kind of Came Upon with Arcane dragons is that we wanted them to have kind of when you look at an Arcane Dragon like you see elements of the Arcane in their very being we we started working into like maybe their scales have like fractal patterning in them and you see that in the cover that we did uh the the cover to the GM core you can see on the Mirage Dragon there that it scales start having this fractal repeating pattern on them as if there's a deeper math going on behind them but you you don't get a sense of that from just looking at them you you have to kind of stare at them hypnotically let's take a look at the final slide for for the dragon here um yeah uh actually this goes back to the dialogue so we didn't have a mirage in here I wasn't sure on that so this is kind of getting towards the final sketch version of the diabolic Dragon here um when we get back to the the cover of the GM core um you can really see the kind of fractal patterning in its scales but you have to love the work here that Kent has done um it is really phenomenal work and I can't wait to show you some more of this we're gonna have more of this in the coming months I we've started seeing some of the work on the adamantine dragon and it is absolutely phenomenal uh I am super excited about it I'd love to show some of it off but it's still a little early yeah you can see in the Mirage Dragon there how it scales have this weird kind of spiraling fractal pattern we're going to work that in with all of the Arcane dragons that's going to be kind of their thing right we we want the dragons to be their own kind of families that those will still exist within dragons um and the families might spread across Traditions that is that is certainly 100 possible um but the Traditions themselves share some commonalities so um that's pretty exciting stuff I I'm gonna be done talking about dragons right now because you're going to hear us talk about dragons a lot over the coming months as we get more and more of the art um we're gonna be talking more about it I want to talk about some of the other things folks can find in this book as we are as we are burning Through Time quickly here um let's talk about uh fiends and celestials who wants to take that briefly I'll take that real quick yeah very briefly uh so fiends and celestials are one of the ones where uh those are kind of relying on some ogl Monsters And so there's kind of two ways we looked at that one is you know what existing you know demons and devils and such can we slot in that kind of fulfill a similar role on a similar level to kind of make sure we still have a robust selection of these uh and that was easier for some than others so a lot of them are going to be pickups that you've seen they're going to be uh existing Pathfinder uh demons and devils and then we're gonna have a few new ones which we can't share yet we don't have art of those we don't have the full stats for those because this book again is a ways off uh but we are kind of looking at like how the hierarchy of uh of those planes Works another interesting change is that the Imp uh is kind of rather than being a devil uh it it's kind of a general planar monster if you want to slide in an imp they can play a lot of different roles across the planes and we're kind of working on a a new version of the that is again more unique and kind of more widespread so those are going to be pretty fun so in the in the in the case of moving things along here I'm going to toss it over to James case to talk a bit about one of the monsters that got a bit of a stronger rework in here uh to kind of make it a stronger piece of the game James can you talk to us about Hags yeah um so this was really as we went in and we uh remixed and remastered our monsters we all we wanted to ask ourselves like how can we get back to sort of the original Source mythology Source folklore or whatever that is because a lot of these creatures have kind of you know drifted as they've moved from movies to games to all that kind of stuff um and so we've done that a lot of places uh one is Genies which we can talk about more uh when we talk about Rage of elements that's a really good example um but one here is uh Hags um this is kind of to speak to what Logan was saying about tying themes together because changelings are in this book we wanted to have hagsby and or because change things are in player core we wanted to put the hags in Monster um they've been reworked pretty thoroughly uh uh by Eleanor Farren who has made them terrifying um in a very uh classical old folklore way uh I have a lot of time so I'll just do my favorite which is the sweet hag um which has a bunch of charm and bespell effects and the ability to put them within a piece of food typically a sweet treat or a piece of candy um Eric White you know they're getting back to this very kind of uh classical folklore thing and they are very terrifying within that uh within that kind of structure so I'm excited about and I think you know it's important to note that that speaks to kind of our entire philosophy with this book in particular in that we kind of looked at a lot of our monsters and just kind of took a a good look at him and said is this doing what it needs to do does this serve the original folklore well or is it kind of Croft that we carried along with us that has been adapted seven times and if that's the case maybe we should just go back to the original Source material and and draw directly from that and maybe in some cases take a more respectful approach so uh I'm I'm excited about the Monster uh core book there is so much great stuff in here but we are so light on time now at this point and I don't want to have this panel run right up to the next one so let's move on from monstercore there's going to be plenty of chance for us to talk about this one in the coming months let's talk a little bit about player core 2. I want to toss it over to you Logan just to talk about what people can expect to find in Player Court 2. uh all right so player chord two uh as we said there are eight classes in player core one player core two is going to have the other eight that originally appeared in core rulebook and advanced players guide uh it's also going to have any ancestries that appeared in advanced players guide or uh lost someone's world guide that I've not already been mentioned player core one plus the Colo which are hyena like people uh who appeared first in wangi expanse as An ancestry um it's also going to have a ton of new spells uh a ton of archetypes if you like the archetypes for advanced players guide almost all of those are coming back there are a couple that are going away for ogl reasons uh and a bunch of new items this is kind of the more stuff book uh one thing I do want to emphasize about this one is the advanced player's guide kind of gives the impression that that is a book for advanced players or their harder classes that's not necessarily the case here uh this is kind of for everybody who just wants more cool stuff for their Pathfinder game and once this iffy new version for the remaster um I think that's that's as small as I can get the description of that book and there will be more in the future there's gonna be more as soon as we start it um you know uh we're running real light on time here I would what I would love to do is just toss it around the horn so that folks can talk about their other panels this weekend that are going to be touching on some of the other things that we have going on because it's not just all remaster right uh you know we've got other books coming on are coming out between now and next uh you know Gen Con that are exciting so and some of those are being covered in other panels so I want to toss around the horn and just let folks talk about one or two of their other panels that are happening some of you are on panels together uh so uh Logan take it away uh James and I are going to be on the Primal previews panel tomorrow at 10 A.M talking about Rage of elements hell of the wild lots more previews and some more Monster tidbits for Monster core about Genies you'll find on that map Mike I think Mike is in that panel as well Mike is also in that panel yes so I don't have a ton to add here uh I've you know largely been doing a support role for my team over the last few months and I just want to say they are all awesome and you won't hear as much from me because the important things to say for this convention are going to come from their mouths James yeah uh check in on Primal previews tomorrow for information about Rage of elements and Hell of the wild and I will also be on the check yourself self-editing for game Raiders panel uh tomorrow afternoon with members of the editing uh Team to talk about some ways that you can um really get your game rating kind of tuned up that kind of thing and I will not be on the panel uh but um I would also uh I've been very involved in the tan shot project and so I encourage you to go bug uh Lewis and Eleanor on the secrets of valerian panel about that tomorrow yeah I I think first of all let me just say Mike is selling himself short he has been absolutely pivotal in this process and he has been a force for some of the best changes here so he is being modest he does announce his book you're going to lose your minds yeah yeah it's just not here uh so uh that is super exciting there's also an amazing panel uh talking about uh uh the the dark lines and high Helm and all that I suggest you check that out as well there's some great stuff coming out for dwarves this year um so that is that is it for this panel here today uh before we go I want to encourage folks here if you're excited about the remaster if you want to learn more make sure to follow piezone all of its various social media platforms and get over to piezo.com and get yourself a pre-order that is unless you want that hobby retailer exclusive cover I highly recommend you go to your favorite local game store and uh ask them to hold you a copy to reserve you a copy today those covers are going to be retail exclusive they are going to sell out fast if you want one make sure to go ask for one um folks if you're interested to learn more about the remaster we're going to be putting out more blogs here in the coming weeks and months I don't know we're going to keep the quite the same Cadence but we're going to be giving you more information as we have it also uh you know get excited about Gen Con and rage of elements Rage of elements is the first book that is uh fully kind of compatible with the remaster and at the same time we are going to be releasing a preview document at Gen Con bringing you up to speed on the changes that are in range of elements what what's going on Logan you're disappearing behind a book of some sort um uh it'll give you everything you need to know to use that book at your table and maybe contain a few extra previews as well folks that's all I have for today I want to toss around the horn and let everybody say uh where you can learn more about them on social media before we call this a day James we'll start with you oh hi I'm James case uh you can find me on the Twitter which is in The Layover because when I made my Twitter name I did not realize I'd have to say it out loud so there's that I hey uh again I'm Michael Sayer the design manager here you can find me on Twitter at michaelj ser1 I also usually spend a fair amount of time on the Pathfinder 2E subreddit and uh paizo.com when I'm able to I'm Logan Bonner I'm at Logan Bonner on Twitter uh I do not answer rules questions and will not be answering any questions about alignment just to set expectations back to Jace and I am Jason Bowman I'm the director of game design here at puzzle you can find me on all the various social media platforms Twitter Facebook YouTube twitch uh at uh backslash Jason Bowman I want to thank you all for coming here today I know this remaster uh is exciting and folks have a ton more questions I wish we could have gotten to some but we're just out of time there was just too much great stuff to talk about we're gonna be talking more about it on the Discord come pestos there we'll we'll chat about it here over the the weekend as we have time thank you for watching everybody have yourself a wonderful Piezo con 2023 thanks for watching we'll see you next time

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