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Forums: Carrion Crown: My Carrion Crown Campaign Ideas, input requested (long read filled with spoilers)

I am about to start a play-by-post Carrion Crown campaign, adapted from Pathfinder 1e to Pathfinder 2e Remaster rules. This campaign is something of a passion project for me; I was that kid who really, really wanted to play in a Ravenloft game growing up and in college, but never got the chance to. Carrion Crown has always whispered to me.

Let me apologize in advance, this is going to be a pretty long read.

To this end, I have lived vicariously through frequent visits to this forum, dozens of visits to F. Wesley Schneider’s blogs about this adventure path, reading games on the Paizo pbp forum (particularly Jamzilla’s crews), listening to multiple fun podcasts (especially the incomparable Hideous Laughter), and by making maps (some of my roughest of drafts have been posted online). I am aware that Carrion Crown, for all that I personally love it, has its flaws. Since I am an irreparable over preparer, I have tried to develop a two pronged approach to counter some of these issues. Most of the details to follow impact the first two books, but that is fine by me because it will take me forever to get through that material anyways, so I have plenty of time to figure out what I can change

I am planning on introducing some important NPCs at the funeral: Adivion Adrissant, Embreth Daramid, Horace Croon, Kvalca Sain, and Quinley Basdel. I have taken to heart the need to introduce the primary villain early in the campaign, and the funeral is the easiest opportunity to do so. However, I also do not want for Adivion to stand out too much, or it will basically be a giant red arrow screaming “Big Time Villain Here!” All five are former adventuring partners of the Professor at different stages of his life, so they know of each other but are not familiar with one another. Adrissant will also be a former student.

Adrissant and Basdel will speak at the funeral after Kendra Lorrimor, to add a little bit of interesting background for the Professor. Promptly following the funeral, Daramid will receive a brief communication via a Sending spell requiring her immediate return to Lepidstadt due to the arrest of a prominent wanted figure (the Beast). The other four will attend a brief reception following the reading of the will. The players will be able to interact with the four NPCs, and can also overhear interactions between them. Most of the NPCs will leave town quickly, the exception being Adrissant who will remain in Ravengro throughout the entirety of Haunting of Harrowstone. During this time, in the background, I plan on building a romance between Adrissant and Kendra.

The only foreshadowing I plan to provide about Adrissant will be a very brief snippet where Sain addresses him with respect, instinctively sensing on some feral level that Adrissant is a powerful predator in his own rights. To do anything more will likely result in him being identified as the villain, as I think my players will already be suspicious of the standoffish nobleman. I plan on him being a free “Aid Another” each day of the research process, which I am adapting to follow the Research Subsystem. Adrissant will continue to be a source of assistance in Trial of the Beast, where he will assist the investigation and even be willing to serve as an expert witness, a sort of “monster expert.” In my campaign, Adrissant will have been such a legendary duelist during his time at the University of Lepidstadt that he will given sort of a hero’s welcome, much like when a star athlete visits the campus of the college he once played for.

The amazing letters from “A” will start arriving at the end of HoH. As many other GMs before me, I am shamelelessly borrowing this idea. I, like many others, plan to do everything I can to lead my players to believe Auren Vrood is the mysterious “A.” Another letter will be delivered following the trial. After the events at Schloss Caromarc, a third letter will be found at the site of Adrissant’s burned down townhouse. It will look like both he and Kendra were murdered (I think it was Jamzilla’s games that gave me this idea, but if I am wrong, please, somebody, correct me). I think this idea is the best way for me to have the party lose both their helper and emotional anchor, while at the same time angering the player characters at the deaths of their friends. Adrissant’s story arc will largely carryout as published in the books, but with a steady stream of letters and the reveal that he is in fact “A” (and quite alive) at the end of Broken Moon.

I do plan on one of the members of the Esoteric Order of the Palatine Eye in Caliphas during Ashes at Dawn to reveal that Adrissant had just been in the city a short time before, and that he was accompanied by a “beautiful, pale lady, the child of a legendary member of the Order from out in the boonies.” This, of course, is going to be Kendra. I plan on her story following that of Arazni, with her being turned into some sort of undead creature. She will be a partner in Adrissant’s crimes, but is definitely a coerced partner. The party will discover in Shadows of Gallowspire that the only way to free her from her current condition is to destroy her. She will be all apologies as she fights viciously against the party alongside Adrissant. I think this will make her a tragically gothic character in the end.

The second change I intend to make is to increase the presence of the Night Heralds beyond the weird events of Wake of the Watcher. It is my vision that the first four books of the adventure path be a three way struggle between the Order (represented by the player characters), the Whispering Way, and the Night Heralsds. In HoH, Antrellus the Mad (a Legendary Games npc), the Piper of Illmarsh, and Hean Feramin will all be members of the cult, and the two of them that speak will make sufficiently creepy and vague taunts, both will hint at the Seasage Effigy already being liberated and soon to be returned to its rightful owners, and of the impending doom that will bring Golarion. I will also create research points for the Night Heralds, though they likely will be delivered slowly by Adivion as the party returns from visiting Harrowstone.

Vorkstag and Grine will be the local leaders of a Night Heralds cell. They have been harvesting souls for for decades. This supplements their cadaver stealing business. Their goal is to steal so many souls that Nhimbaloth or Xhamen Dor will become aware of Golarion for a moment, and that the majority of the planet’s residents will be insane by that glance. They have been using the Beast and the local dueling scene to conceal their own crimes. Vorkstag is no longer a Skin Stealer and will now be a Young Conspirator Dragon. The reason they did not ever steal the Seasage Effigy themselves is that it can be dangerous for an “awakened mind of insufficient power” to be in the presence of such an insanity inducing relic. Luckily for them, Auren Vrood has sufficient power to be safe. I don’t know what I am going to do to replace their mongrelmen servants, but I am currently leaning towards bugbears, as they seem the sort to join a serial killer cult. I might even be able to spin in the shrieking madness of Char Gar Gothakon, the beast that hath no name, into the story.

As an aside, I plan on there being a conversation at some point where Adrissant attempts to persuade the characters that the Night Heralds are the real problem, and that the Whispering Way are not that bad.

The Demon Wolves will no longer worship fiends and will now worship the Mythos. I do not have this fleshed out very much in my mind at this point, but I am years from needing a plan for this set of villains.

After Wake of the Watcher, I do see the Night Heralds as being reduced as a threat to the point they are no longer a serious menace to the party. They will be limited to a couple of petulant ambushes during books five and six. At some point, I do want there to be a fairly big three way brawl between the different factions in my campaign. I think it will be interesting for my players to watch some of the bad guys kill each other.

I also intend for there to be some give and take, where the players are offered information by the Night Heralds about the Whispering Way (and vice versa) for the party to mull over.

I feel like I am forgetting half of my ideas. I think I have the bones of an interesting campaign here, but I just wanted some feedback from all of you. Is this too ambitious? What are some ideas I could add to put some more flesh on those bones? Where are the glaring plotholes I am overlooking?

Any feedback will be greatly appreciated!

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Forums: Advice: Mythic Feat

I will be playing a mythic game some time in the future. I want a custom mythic feat and figured I would run it by you people for a sanity check before asking my GM.

Mythic Purifying Channel:
Prerequisites: Purifying Channel

Benefit:You may increase the number creatures damaged via purifying channel by half your tier (min 1). You can expend one point of mythic power to change half the fire damage to divine damage which is not subject to energy resistance (like flamestrike).

Purifying Channel:
Prerequisites: Cha 15, Selective Channeling, channel energy class feature.

Benefit: When you channel positive energy to heal, one creature that you exclude from your channeling takes an amount of fire damage equal to the die result you roll for healing, and is dazzled for 1 round by the light of these flames. A successful saving throw against your channel energy halves the fire damage and negates the dazzled effect.

Thanks for the feedback.

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Forums: Kingmaker Second Edition: Help with a different start for Kingmaker

Back in the original AP, you start with Oleg and the defense of the trading post. Now you start with the assassins at Lady Aldori's house.

The thing is, for various reasons I kinda dislike this starting point. Thematically and in terms of actual play it's jarringly different from the rest of the first module. The assassins are a one-off with no connection to the rest of the AP. The set-up — with part of the mansion being sealed off — feels contrived. YMMV, but I just don't like it.

Of course, the starting scenario does have a point: it introduces a bunch of NPCs who will be important later, it gives the PCs some minor magic items, and it gives them enough XP to level up. But there should be lots of other ways to do this.

So I'd like to run some other short 1st level scenario instead. I was looking at Wolfgang Baur's _The Raven's Call_, an old third party module from the early days of 1e. It has 1st level adventurers rescuing a village from attack by humanoids. That's not precisely what I want, but it's closer than the starting point in the AP book.

But I bet the hive mind can do better. So what I'm looking for is:

— a wilderness adventure
— for 1st level characters
— with some opportunity to drop in NPCs

It can be 1e, 2e, or D&D 5e... I can adapt stuff readily enough, that's not an issue.

Right, so! What've you got, team?

Doug M.

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Forums/Pathfinder Second Edition: General Discussion: House GM as Salt of the Ocean

Hello,

Are there other scenario as Salt of the Ocean with House GM and table GM ?

If yes, which ?

Thanks for your future answer.

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Forums: Rules Discussion: Shooter's camouflage Question (does it work while flying, and does Legendary Sneak work while flying)

Me and one of my DM's were arguing about how hiding works when it doesn't require cover, mostly about being revealed as to open space in the air.(with my focus on being about 30-60 ft in the air.) I wanted to know if you stay Hidden till seen via check. He claims it makes no sense to be able to just stay hidden mid air, yes I have checked to see that you can sneak while flying(via swift sneak) So can we get clarity these rulings, 1. Does one get seen if they stay in the open after the Hide Resolves. 2.Weather you agree that one should stay hidden or not, I want to hear on how it may or may not make sense. 3. My DM has come to an choice that works for both me and him, that's not what I'm asking about. Thx.

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Forums: Homebrew and House Rules: What if spellbooks were benefits rather than limitations?

Based on this thread, I observed that among all arcane casters, the ones that tended to draw criticism were prepared arcane casters specifically: arcane Sorcerers and Summoners were fine, but Maguses, Inscribed One Witches, and Wizards are generally thought of as problematic in some form or another. Specifically:

  • • Maguses draw criticism mainly due to their action economy, as well as their overall rigidity as spellcasters, to a degree where they're sometimes not even thought of as spellcasters so much as martials who can hit really hard and maybe sometimes deploy a bit of utility.
  • • Witches in general tend to not be seen as terribly strong unless you're using a Faith's Flamekeeper or Resentment patron, and the Inscribed One Witch is infamous for having a particularly weak familiar ability.
  • • Wizards have been criticized for a while, especially following the remaster. Though different players have different expectations out of the class, the consensus seems to be that the Wizard doesn't really shine at anything in particular, especially not at a time when there are many more four-slot casters around with strong class features.

    As it so happens, these also all happen to be Pathfinder's current spellbook casters, i.e. casters who prepare from the limited selection of a spellbook (or familiar, in the Witch's case) instead of their entire spell list as would an Animist, Cleric, or Druid. This got me thinking: what if spellbooks were turned from a limitation to an asset? In particular, when the topic of prepared casters comes up, that often comes with the suggestion of giving those prepared casters spell substitution by default. Thus, the suggestion would be:

  • • Allow all prepared spellcasters to prepare from their entire list.
  • • If a spellcaster has a spellbook or similar mechanic, they could quickly reprepare spells into spells from their spellbook as a 10-minute exploration activity, much like the Wizard's Spell Substitution arcane thesis, or even do this repreparation while Refocusing.

    I think originally, the limitation of spellbooks was imposed because the arcane and occult lists were thought to be too versatile to be given full preparation access, but over time every spell list has received so many diverse additions and improvements that even divine and primal casters can do many things outside their usual purview, and so I don't think the limitation holds as much currency anymore. Although the above change wouldn't necessarily fix all of these classes' problems or automatically bring them up to par with strong alternatives, it could add to their versatility and make spellbooks a means of quickly swapping out to a select few, favorite spells, giving those classes more flexibility within the adventuring day as well.

    Additionally, I think the above kind of change could work with those casters in a variety of unique ways:

  • • Maguses adding studious spells to their spellbook would allow them to quickly swap out even higher-rank slots to those utility spells when needed, as well as adjust their studious slots in-between encounters as needed. As a side benefit, it could also let them prepare niche utility spells that they could swap out to more tried-and-true spells during the day or vice versa.
  • • Witches would naturally become very good at swapping out to spells learned from lessons without needing to take a Rites feat.
  • • Wizards adding curriculum spells to their spellbook would make them naturally very good at switching to spells of their school during the adventuring day. In fact, with this kind of change, you could probably even remove the limitation on their fourth spell slot per rank and allow the class to prepare spells into it freely, as they'd naturally lean towards their curriculum anyway.

    This would likely need a bit of readjusting of other mechanics and some playtesting to make sure these classes don't suddenly go nuts in terms of sheer versatility, but if this works, it could potentially make these classes feel especially flexible, rather than exceptionally rigid. Because you wouldn't need a spellbook mechanic if you're preparing from the arcane or occult list, the upcoming Necromancer could thus easily be a prepared occult caster without the need for their dirge. Stuff to watch out for off the top of my head:

  • • Not a direct problem with this proposal, but the Magus would likely still draw criticism for other bits of the class, like their action economy or Arcane Cascade, so this proposal wouldn't fix that.
  • • Similarly not a direct problem with this idea, but the Inscribed One Witch would likely still feel quite weak. If I had to suggest an improvement, it would be to let Discern Secrets grant a free-action RK/Seek/Sense Motive the first time you Sustain it each round, and extend the Familiar of Flowing Script's flanking ability to 15 feet around the familiar.
  • • Learning a Spell should likely no longer add the spell to your spellbook, and spells should likely no longer be transferable from one spellbook to another. Grimoires and other spell books could probably still be useful if they let you use an alternative to your existing spellbook or familiar.
  • • Because spellbooks would be a buff rather than a limitation, multiclass archetypes may not need to offer spellbooks or spellbook-like abilities anymore, and if they do it probably ought to be in the form of a separate feat, e.g. a 4th-level Wizard archetype feat that gives you a book where you can start learning a limited number of curriculum spells.
  • • The Witch's Rites of Transfiguration and Rites of Convocation feats would need to be reworked, as you'd get the same benefits just from having your familiar learn those feats. You could probably just safely remove them and let existing Witches retrain to other feats instead, or otherwise rework the feats to let Witches reprepare to their Rites feat's spell as free action when rolling initiative.
  • • Giving the Wizard an unrestricted fourth slot would make the Flexible Spellcaster class archetype a significant nerf if applied to the class, as the latter assumes that prepared casters are always 3-slot casters. The archetype is legacy and in need of an update, though, so you could just lower the class's spell slots by 1 per rank and increase their collection's size by 50%.
  • • If the Wizard were to have an unrestricted fourth slot, the School of Unified Magical Theory should likely no longer give additional uses of Drain Bonded Item. Personally, I'd also scrap the 1st-level Wizard feat and let the Wizard add spells of their choice to their curriculum instead.

    And that's about what I've got on the subject. Has anyone else considered this kind of change to spellbook casters at their table?

    ...
  • Forums/Pathfinder Second Edition: General Discussion: Why don't kobolds speak their own language like all the other ancestries?

    Good day to you! I'm a fan of the little lizard peoples, as you will soon be able to tell from this post. I had noticed what I think is a shortcoming of PF2e in regards to them, which I believe has an easy solution as well.

    Kobolds, a widespread ancestry with a large population, in my opinion, cannot have their culture represented as much as I think could be possible.
    For those not in the know, unlike most ancestries, Kobolds do not possess a unique language, instead speaking Sakvroth (previously named Undercommon).

    This is a major mistake in my opinion, as language is a cornerstone of culture.
    Language in all cases carries generations of history, stories, and life experiences of the people who speak it.
    Even the most secluded, localised, and smallest-in-population ancestries possess their own language in Pathfinder.
    Samsaran speak Samsaran, Vanara speak Vanara, Wayang speak Wayang, Tanuki speak Tanuki, it goes on.
    In my view, the biggest strength of Pathfinder as both a setting and a system, is how it can portray as well as represent so many different cultures, both those inspired by real-life ones or those purely fantastical.
    This is to say, it bums me out Kobolds seemingly got the short end of the stick.
    It is almost as if they possess no agency of their own, which is not true! We all know, and some of us love, how driven these little buggers are!

    Allow me to also step back and consider this issue from the perspective of lore. Kobolds being fluent in Sakvroth makes more than perfect sense. Usually living underground, Kobolds are a communal sort, which heavily depend on cooperation between each other and other beings which dwell beneath the ground.
    If anything, it would arguably make less sense were they not able to speak it.
    That being said, again, it is questionable that Sakvroth serves the role as their "main" language.
    It almost suggest Kobolds never progressed as a culture and a people from merely adopting a language commonly spoken underground.

    I would like to bring up Gnomes as an example here, as I think they show what how this issue could be resolved perfectly.
    Gnomes, a numerous and storied peoples, possess their own language—Gnomish. But it is hardly the only one they speak! Gnomes originating from the first world, they also speak Fey!
    I think Sakvroth could fit wonderfully in the same role for Kobolds.

    As a final paragraph, I would like to also approximate the number of other ancestries which share the issue of not having their own language.
    Using AoN as a source, which lists 49 ancestries, out of all of them there are only 16 ancestries which do not possess their own language, that being:

    Awakened Animal, Fleshwarp, Ghoran, Kobold, Poppet, Sarangay, Skeleton, Sprite, Yaoguai, Athamaru, Centaur, Fetchling, Kitsune, Merfolk, Minotaurs, and Leshys

    Out of these 16, some however aren't distinct cultures, but are rather either:
    A: A transformed member of a different ancestry (ex. Fleshwarps and Skeletons) or
    B: Beings created spontaneously, and often as a singular individual, having no time or populous to create their own culture (ex. Leshy, Poppets)
    Striking those off the list, we're now left with:

    Ghoran, Kobold, Sarangay, Sprite, Athamaru, Centaur, Kitsune, Merfolk, Minotaur
    They are quite unfortunate, this group of 9, I mean.

    But hey, all of this to say
    Come on Paizo!
    Goblins speak Goblin.
    Let Kobolds speak Kobold too!

    ...
    Forums: Giantslayer: Redlake Fort Fast XP Track - GM ONLY

    I'm running Giantslayer on a fast XP track (my first time running anything on the fast track) and felt like I was finally getting the hang of how to keep the flow of the story and combat going. Now my PCs are exiting the Vault of Thorns and as I've been trying to set up how to proceed with Redlake Fort, I feel stumped. I've been trying to figure out what encounters to keep/cut and I'm at a loss since their are are two feuding sides and, as a Fort should have, a lot of enemies.

    I want the PCs to still feel challenged by the Fort but I feel if I cut too many encounters, it will be a breeze for them to just walk in and murder-hobo the place. I saw in the Hill Giant GM Reference board that someone mentioned the idea of having Pappy Gutterunch be successful with the ritual and he actually summons creatures. That idea made me think he could take out some orcs/giants and partially take over the Fort, due to Grenseldek's melancholy and General Karrguk's distraction of keeping his people together/looking for an opportunity to take over. But since Pappy Gutterunch was trying to make contact with the castellan, I'm unsure of what he could "accidentally" summon. I am open to other suggestions of just cutting some encounters, but again, I don't know where to start since this is a Fort.

    For reference, Ingrahild has joined the party in the hopes that the PCs will help her to find her brother. The PCs met Calrianne Blix in the aftermath of her fending off the orcs that raided her outpost and gave her the warhorse to help her get to Castle Firrine. The PCs consist of: Dwarf Paladin, Dwarf Blackblade Magus, Half-Elf Mountain Druid and Human Ranger all just hitting level 6.

    ...
    Forums: Conversions: Are my Encounters Too Easy?

    Hello everyone

    So, I have been running a new campaign for my friends and I had built a encounter where my friend's characters finally chase down and fight one of the big bad guys. So, I figure I'd use the severe difficulty as I thought it was fitting and I even had concerns I might make it too difficult as I added more monsters into the mix. I need not have worried as my small band of adventurers DESTROYED the big bad and his minions.

    The first turn the Life Oracle cast Noise Blast, the big bad critically failed their save and they did 30 damage which would had instantly slayed the NPC if it wasn't some fudging of numbers.

    Second turn the Life Oracle did 3 action signature spell HEAL to turn all the Skeletal Guards to dust to heal what meagre damage I did to the party.

    My friends had a blast, they were cheering all the way which ultimately is the important thing but considering how effortlessly they won this severe encounter I am worried I am doing something wrong.

    The Party consists of:
    - Level 3 Life Oracle
    - Level 3 Champion
    - Level 3 Swashbuckler

    Against them was:
    - 1x Level 2 Prophet (30xp)
    - 1x Level 1 Cultist (20xp)
    - 1x Level 1 Skeleton Soldier (20xp)
    - 3x Level -1 Skeletal Guard (30xp)

    So, with a party of 3 level 3 players, my severe budget was 90xp and I had gone over by 10 and still they dominated.

    Now, my campaign is dealing with heavy undead themes as the party is dealing with a void cult but might I have shot myself in the foot by having a Life Oracle or is there something I am missing when building encounters?

    Thank you to everyone for your help.

    ...
    Forums: Advice: (Re) Building the Untamed Form warrior

    Some time ago, I decided that my next PFS PC would be that high-powered Wild Shaped Fighter I read about on the boards.

    But the errata to Martial Artist made that build moot.

    So I plan to rebuild my level 7 Human Fighter MC Druid completely if need be to become the best Untamed Form warrior she can be.

    I consider that only Status and Circumstance bonuses can add to the Battle Form's damage.

    And I plan to use Form Control to avoid wasting 2 actions changing shape on my first turn.

    Which would be the best way to build for this ?

    ...
    Forums: Announcements: New Physical Product Releases For November 2025

    Hey everyone! Lyle here, your friendly neighborhood Director of E-commerce. I'm not the usual person you see posting this, but I come bearing new product news. Since this is our biggest release month of the year, and with it comes huge amounts of orders, we are starting early this month to do our best to avoid shipping delays. Let's get this month's new goodness into your hands ASAP!

    The following information, including dates and expected products, is what we currently estimate and may change.

    New Physical Product Releases in November 2025

    Pathfinder Products

    •Pathfinder Flip Mat:

    Pathfinder Flip-Mat: Bayou Hideout

    •Pathfinder Adventure Path:

    Pathfinder Adventure Path #220: Crypt of Runes (Revenge of the Runelords 2 of 3)

    •Pathfinder Pocket Edition Rulebooks:

    Battlecry Pocket Edition

    •Pathfinder Rulebooks:

    Monster Core 2

    •Pathfinder Special Edition Rulebooks:

    Monster Core 2 Special Edition

    •Non-Subscription Products:

    These products are not part of any subscription line and must be purchased separately.

    Pathfinder Monster Core 2 Sketch Cover

    Starfinder Products

    •Starfinder Accessories:

    Starfinder GM Screen (2E)

    •Starfinder Rulebook:

    Starfinder Alien Core

    •Starfinder Flip Mat:

    Starfinder Flip-Mat: Renegade Outpost

    •Starfinder Special Edition Rulebook:

    Starfinder Alien Core Special Edition

    •Starfinder Non-Subscription Products:

    These products are not part of any subscription line and must be purchased separately.

    Starfinder Alien Core Retail Cover Edition

    • •Authorization (Order Spawning) Date: 10/8/2025
    • •Begin Shipping Estimate: 10/14/2025
    • •End Shipping Estimate: 10/31/2025
    • •Street Date for Paizo Products: 11/5/2025

    Order advice:
    ↬If you need to make changes to your subscription order after the auth/order creation date please email customer service at customer.service@paizo.com

    ...
    Forums: Announcements: New Physical Product Releases For October 2025

    The following information, including dates and expected products, is what we currently estimate and may change.

    New Physical Product Releases in October 2025

    Pathfinder Products

    •Pathfinder Accessories:

    Pathfinder NPC Battle Cards

    •Pathfinder Flip Mat:

    Pathfinder Flip-Mat: Command Center

    •Pathfinder Adventure Path:

    Pathfinder Adventure Path #219: Lord of the Trinity Star (Revenge of the Runelords 1 of 3)

    •Non-Subscription Products:

    These products are not part of any subscription line and must be purchased separately.

    Pathfinder Monster Match! Card Game

    Starfinder Products

    •Starfinder Adventures:

    Starfinder Guilt of the Grave World Adventure Path

    •Starfinder Non-Subscription Products:

    These products are not part of any subscription line and must be purchased separately.

    Starfinder Guilt of the Grave World Adventure Path Special Edition

    StarfinderPlayer Core Pocket Edition

    • •Authorization (Order Spawning) Date: 9/17//2025
    • •Begin Shipping Estimate: 9/22/2025
    • •End Shipping Estimate: 10/3/2025
    • •Street Date for Paizo Products: 10/8/2025

    Order advice:
    ↬If you need to make changes to your subscription order after the auth/order creation date please email customer service at customer.service@paizo.com

    ...
    Forums: Announcements: New Physical Product Releases For September 2025

    The following information, including dates and expected products, is what we currently estimate and may change.

    New Physical Product Releases in September 2025

    Pathfinder Products

    •Pathfinder Rulebook Pocket Edition:

    Pathfinder Treasure Vault Pocket Edition

    •Pathfinder Adventure Path:

    Pathfinder Adventure Path #218: Titanbane (Myth-Speaker 3 of 3)

    •Pathfinder Adventure:

    Pathfinder Game Night: Dawn of the Frogs (Deluxe Adventure)

    Starfinder Products

    •Starfinder Flip Map:

    Starfinder Flip-Mat: Garage Warehouse

    •Starfinder Accessories:

    Starfinder Player Character Folio

    •Starfinder Roleplaying Game:

    Starfinder Player GM Core

    Starfinder GM Core Special Edition

    •Starfinder Non-Subscription Products:

    These products are not part of any subscription line and must be purchased separately.

    Starfinder GM Core Retailer Cover

    Starfinder GM Core Pocket Edition

    • •Authorization (Order Spawning) Date: 8 /13//2025
    • •Begin Shipping Estimate: 8/18/2025
    • •End Shipping Estimate: 8/29/2025
    • •Street Date for Paizo Products: 9/3/2025

    Other Announcements

    Happy post GenCon everyone! We wanted to take this time to let customers know that Customer Service is currently experiencing a higher volume of emails during this time and response times may be delayed. Rest assured that we are working through answering everyones emails as quick as we can and thank you for your patience and understanding.

    Order advice:
    ↬If you need to make changes to your subscription order after the auth/order creation date please email customer service at customer.service@paizo.com

    ...
    Forums: Announcements: New Physical Product Releases For August 2025

    The following information, including dates and expected products, is what we currently estimate and may change.

    New Physical Product Releases in July 2025

    Pathfinder Products

    •Pathfinder Flip Mat:

    Pathfinder Flip-Mat: Siege

    •Pathfinder Adventure Path:

    Pathfinder Adventure Path #217: Death Sails a Wine-Dark Sea (Myth-Speaker 2 of 3)

    •Pathfinder Rulebook:

    Pathfinder Battlecry! (Standard Edition)

    Pathfinder Battlecry! (Special Edition)

    •Non-Subscription Products:

    These products are not part of any subscription line and must be purchased separately.

    Sketch Cover Edition Battlecry!

    Starfinder Products

    •Starfinder Flip Map:

    Starfinder Flip-Mat: Cityscape Multi Pack

    •Starfinder Accessories:

    Starfinder Combat Pad

    •Starfinder Adventures:

    Starfinder Murder in Metal City Deluxe Adventure

    •Starfinder Roleplaying Game:

    Starfinder Player Core (Standard Edition)

    Starfinder Player Core (Special Edition)

    •Starfinder Non-Subscription Products:

    These products are not part of any subscription line and must be purchased separately.

    Starfinder Player Core Retailer Cover

    Starfinder Infinity Deck Card Game

    Era of the Eclipse, a Starfinder Novel (hardcover)

    • •Authorization (Order Spawning) Date: 7/9//2025
    • •Begin Shipping Estimate: 7/14/2025
    • •End Shipping Estimate: 7/25/2025
    • •Street Date for Paizo Products: 7/31/2025

    Other Announcements

    Happy GenCon season everyone! We wanted to take this time to let those who may be attending GenCon know that Pazio is not offering pickup for subscription items. This means that your items will be expected to ship out to you prior to GenCon.

    Additionally, the PDF for Starfinder Player Core will be available on July 31st. It will be automatically added to Starfinder Rulebook subscriber accounts at that time.

    Order advice:
    ↬If you need to make changes to your subscription order after the auth/order creation date please email customer service at customer.service@paizo.com

    ...
    Forums: Announcements: New Physical Product Releases For July 2025

    The following information, including dates and expected products, is what we currently estimate and may change.

    New Physical Product Releases in July 2025

    Pathfinder Products

    •Pathfinder Accessories:

    Pathfinder Deck of Endless Treasure

    •Pathfinder Flip Mat:

    Pathfinder Flip-Mat: City Districts Multi-Pack

    •Pathfinder Adventure Path:

    Pathfinder Adventure Path #216: The Acropolis Pyre (Myth-Speaker 1 of 3)

    •Pathfinder Adventure:

    Pathfinder Adventure Path: Gatewalkers

    Pathfinder Adventure Path: Gatewalkers (Special Edition)

    •Pathfinder Lost Omens:

    Pathfinder Lost Omens: Shining Kingdoms Poster Map Archive

    Starfinder Products

    •Starfinder Flip Map:

    Starfinder Flip-Mat: Cityscape Multi Pack

    • •Authorization (Order Spawning) Date: 6/11//2025
    • •Begin Shipping Estimate: 6/16/2025
    • •End Shipping Estimate: 6/27/2025
    • •Street Date for Paizo Products: 7/2/2025

    Order advice:
    ↬If you need to make changes to your subscription order after the auth/order creation date please email customer service at customer.service@paizo.com

    ...
    Forums: Announcements: New Physical Product Releases For June 2025

    The following information, including dates and expected products, is what we currently estimate and may change.

    New Physical Product Releases in June 2025

    Pathfinder Products

    •Pathfinder accesories:

    Pathfinder NPC Core Pawn Box

    •Pathfinder Flip Mat:

    Pathfinder Flip-Mat: Remote Villas

    •Pathfinder Adventure Path:

    Pathfinder Adventure Path: To Blot Out the Sun (Shades of Blood 3 of 3)

    •Pathfinder Pocket Edition Rulebook:

    Pathfinder RPG: NPC Core Pocket Edition

    •Pathfinder Lost Omens:

    Pathfinder Lost Omens: Shining Kingdoms (Standard Edition)

    Pathfinder Lost Omens: Shining Kingdoms (Special Edition)

    •Non-Subscription Products:

    These products are not part of any subscription line and must be purchased separately.

    Standard Edition Treasure Vault (Remastered)

    Special Edition Treasure Vault (Remastered)

    Sketch Cover Edition Treasure Vault (Remastered)

    • •Authorization (Order Spawning) Date: 5/14//2025
    • •Begin Shipping Estimate: 5/19/2025
    • •End Shipping Estimate: 5/30/2025
    • •Street Date for Paizo Products: 6/4/2025

    Order advice:
    ↬If you need to make changes to your subscription order after the auth/order creation date please email customer service at customer.service@paizo.com

    ...
    Forums: Announcements: New Physical Product Releases For May 2025

    The following information, including dates and expected products, is what we currently estimate and may change.

    New Physical Product Releases in May 2025

    Pathfinder Products

    •Pathfinder Flip Mat:

    Pathfinder Flip-Mat: Feasthall

    •Pathfinder Adventure Path:

    Pathfinder Adventure Path #214: The Broken Palace (Shades of Blood 2 of 3)

    •Pathfinder Pocket Edition Rulebook:

    Pathfinder Guns and Gears (Remastered) Pocket Edition

    •Pathfinder Non-Subscription Products:

    These products are not part of any subscription line and must be purchased separately.

    Godsrain: A Pathfinder Novel(softcover)

    Starfinder Products

    •Starfinder Flip Map:

    Starfinder Flip-Mat: Alien Ruins

    •Starfinder Roleplaying Game:

    Starfinder Galaxy Guide

    •Starfinder Roleplaying Game Special Edition:

    Starfinder Galaxy Guide Special Edition

    •Starfinder Non-Subscription Products:

    These products are not part of any subscription line and must be purchased separately.

    Starfinder Galaxy Guide Retailer Cover

    • •Authorization (Order Spawning) Date: 4/17/2025
    • •Begin Shipping Estimate: 4/21/2025
    • •End Shipping Estimate: 5/2/2025
    • •Street Date for Paizo Products: 5/7/2025

    Order advice:
    ↬If you need to make changes to your subscription order after the auth/order creation date please email customer service at customer.service@paizo.com

    ...
    Forums: Announcements: New Physical Product Releases For April 2025

    The following information, including dates and expected products, is what we currently estimate and may change.

    New Physical Product Releases in April 2025

    Pathfinder Products

    •Pathfinder Flip Mat:

    Pathfinder Flip-Mat: Alchemical Lab

    •Pathfinder Adventure Path:

    Pathfinder Adventure Path #213: Thirst for Blood (Shades of Blood 1 of 3)

    •Pathfinder Adventures:

    Pathfinder Adventure: Claws of the Tyrant

    •Pathfinder Non-Subscription Products:

    These products are not part of any subscription line and must be purchased separately.

    Pathfinder Adventure: Claws of the Tyrant Special Edition

    • •Authorization (Order Spawning) Date: 3/13//2025
    • •Begin Shipping Estimate: 3/17/2025
    • •End Shipping Estimate: 3/28/2025
    • •Street Date for Paizo Products: 4/2/2025

    Order advice:
    ↬If you need to make changes to your subscription order after the auth/order creation date please email customer service at customer.service@paizo.com

    ...
    Forums: Announcements: New Physical Product Releases For March 2025

    The following information, including dates and expected products, is what we currently estimate and may change.

    New Physical Product Releases in March 2025

    Pathfinder Products

    •Pathfinder Flip Mat:

    Pathfinder Flip-Mat: Rivers Multi-Pack

    •Pathfinder Adventure Path:

    Pathfinder Adventure Path #212: The A Voice in the Blight (Spore War 3 of 3)

    •Pathfinder Accessories

    Pathfinder Monster Core Battle Cards

    •Pathfinder Lost Omens:

    Pathfinder Lost Omens: Rival Academies (Standard Edition)

    Pathfinder Lost Omens: Rival Academies (Special Edition)

    •Pathfinder Rulebook:

    Pathfinder NPC Core (Standard Edition)

    Pathfinder NPC Core (Special Edition)

    •Pathfinder Non-Subscription Products:

    These products are not part of any subscription line and must be purchased separately.

    Pathfinder NPC Core Sketch Cover

    Starfinder Products

    •Starfinder Flip Map:

    Starfinder Flip-Mat: Alien Ruins

    • •Authorization (Order Spawning) Date: 2/13//2025
    • •Begin Shipping Estimate: 2/18/2025
    • •End Shipping Estimate: 2/28/2025
    • •Street Date for Paizo Products: 3/5/2025

    ...
    Forums: Announcements: Paizo Foundry VTT modules and Foundry Software Updates

    Hello, enjoyers of premium Pathfinder (and now Starfinder!) content on Foundry VTT!

    As many of you are likely aware, the latest Foundry VTT stable release (v11) finally dropped on June 1, 2023. Exciting! However, whenever a new Foundry version releases, please be aware that the Pathfinder and Starfinder systems, as well as all of the premium content modules Paizo has produced for Foundry VTT, will by necessity take some time to update before they fully support the new version. For this reason, if you use the Pathfinder or Starfinder Foundry VTT systems or any of Paizo's premium Foundry modules, we strongly recommend that you wait to upgrade your Foundry install until everything has been properly updated.

    Here's a handy guide you can use to guide your upgrade decisions, which we'll keep updated for this release as well as all releases going forward:

    Current Foundry VTT software release: 11
    Pathfinder 2e system updated? YES
    Starfinder system updated? YES
    Outlaws of Alkenstar Adventure Path updated? YES
    Blood Lords Adventure Path updated? YES
    Gatewalkers Adventure Path updated? YES
    Stolen Fate Adventure Path updated? YES
    Paizo Premium Adventure Path collections (Beginner Box, Abomination Vaults) updated? YES
    Paizo Premium Accessories (Pathfinder Token Pack, Harrow Deck) updated? YES
    Paizo Premium Organized Play Asset Packs updated? YES
    Paizo Premium Pathfinder Bounties updated? YES

    We realize that the delay in getting everything updated can be frustrating, but we assure you that they're all being worked on and will be released as soon as possible.

    ...