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Thunderbird

Kvantum's page

Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Companion, Modules, Roleplaying Game Subscriber. Pathfinder Society Member. 2,452 posts. 4 reviews. No lists. 1 wishlist. 1 Pathfinder Society character.


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Dark Archive

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Dragohide full plate costs twice what masterwork full plate would cost, or 1500 gp + 150 gp for masterwork = 1650 gp; so 3300 gp for dragonhide full plate. Making it a +2 suit of armor is another 4000 gp, so 7300 gp.

The armor itself will be immune to that dragon's energy type, but it doesn't automatically imbue any resistance to you. You do however get a 25% reduction in the enchantment price for any Energy Resistance. You can add 10 points of any energy resistance to a suit of armor for 18000 gp to its cost, 20 points of resistance for 42000 gp, or 30 points of resistance for 66000 gp.

If you wanted to make that +2 silver dragonhide full plate armor also grant Energy Resistance (cold), that's where the discount would come into play. For Resist cold 10, it would be 7300 + 75% of 18000, or total 20800 gp. Similarly, you'd have to spend 7300 + 75% of 42000 gp, or 38800 gp total, to get Resist (cold) 20. Resist (cold) 30 would cost 7300 + 75% of 66000 gp, or 56800 gp total.

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Axial,

Spoiler:

The knight-errant is actually a her, an orphan of the streets, turned reluctant servant of Zon-Kuthon, turned really reluctant denatsate beggar (removed her own nose and lips in twisted Kuthonite rite), saved by Iomedans who took pity on the disfigured young woman. She wears a silver helm completely covering the remnants of her face.

The Glorious Reclamation tends to wear white with red insignia or decorations, at least by the artwork.

After the Order of the Godclaw found Iomedae's long-lost sword from her mortal life, they refused to return it to her followers, saying their discovery of it proved the righteousness of their Order. One paladin decided to turn her back on the Hellknights and raised an army of devout servants of the Inheritor to reclaim the sword. After they took Citadel Dinyar, reclaiming the sword wasn't enough for their leader Alexara Cansellarion, so now they have set their sights on Westcrown, the city where her family originally hailed from, until they lost their title and lands in the Chelish Civil War.

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Dragon78 wrote:
I think the book should have had the svirfneblin as well. I would have gladly gotten rid of intellect devourers, vegepygmies, or the urdefhans.

The urdefhans are creepy and weird daemon-blooded freaks that kind of fill the githyanki niche of extraplanar weirdos with powerful swords unique to their race. The intellect devourers are giant brains on legs that go around and eat the brains out of people, then shrink down and use their victims' bodies like puppets, kind of filling the mind flayer niche. Those two are cool.

The vegepygmies, though, if you ask me they're just lame, as well as their name being a little questionable, potentially setting up claims of cultural insensitivity.

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Here's the Rules Index. I think this might serve as a good, overall teaser, so folks know what to expect and if they want to buy this one or not (the answer to that one is YES!)

Spoiler:
ARCHETYPES
Dusk knight Paladin 18
Gloom chymist Alchemist 18
Shadow walker Rogue 9
Umbral scion Sorcerer 19

FEATS
Blinded Blade Style Combat, Style 24
Blinded Competence Combat 24
Blinded Master Combat 24
Cloak and Dagger Style Combat, Style 24
Cloak and Dagger Subterfuge Combat 25
Cloak and Dagger Tactics Combat 25
Crepuscular Cowl — 7
Drow Spirit — 15
Eclipsed Spell Metamagic 25
Extra Light and Dark — 11
Extra Ninja Trick — 25
Extra Shadow Jump — 25
Flexible Shadow Jump — 25
Improved Shadowy Resistance — 7
Shadow Magic Defense — 7
Snuffing Spell Metamagic 25
Surface Scout — 15
Wayang Soothsayer — 11

OTHER RULES OPTIONS
Advanced rogue talents 8
Darkborn alternate racial traits 5
Drow alternate racial traits 14
Drow favored class options 15
Drow spells 15
Fetchling alternate racial traits 6
Fetchling favored class options 6
Half-elf alternate racial traits 14
Illumination magic items 21
Penumbral spells 28
Rogue talents 7
Shadow blessing (warpriest blessing) 17
Shadow (bloodrager bloodline) 16
Shadow eidolon (unchained summoner) 11
Shadow ink tattoos 12
Shadow magic items 26
Shadow (oracle mystery) 12
Shadow (psychic discipline) 17
Shadow spells 30
Shadow subdomain (cleric subdomain) 17
Shadowborn alternate racial traits 4
Shadowcraft weapons 22
Wayang alternate racial traits 10
Wayang favored class options 10
Wayang spells 11

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Kevin Mack wrote:
So what are the chapter openers like are they generic shots of each creature or is it more one of the Iconics fighting and/or getting owned by them?

The latter. It's typical Revisited stuff like Valeros being enslaved by Duergar or troglodytes chasing down Kyra.

Edit: And I really second the "more svirfneblin" request. The vegepygmies are pretty pointless and the name is somewhat uncomfortable in the light of 21st Century social awareness. You could easily have cut that whole section of the book out and I wouldn't have cared.

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DeciusNero wrote:
Thomas Seitz wrote:
I'd also like to know (like many others) about the Bestiary in this book.
Wonder if there'll be more celestials?

Bestiary:

Kuribu Angel, CR 3, poses as a small-sized statue to guard sacred places

Centianima, CR 4 Undead, a nightmare of two glowing-eyed skulls on either end of a centipede made up of stolen bones. Comes with 7 different variant options, too!

Fiend-Bred Animals, the CR 2 Chellish Hell-Bred Dog, the CR 2 Stygian Hot-Bred Horse, and the CR 1 Quillcat. Basically, half-blooded hellhounds, nightmares, and howlers.

Typhillipede, CR 2 centipede-ish outsider that can eat light, and is a favorite Improved Familiar of Duergar.

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Sorry, yes the PDFs have started to go out, and I do have my copy. I was busy for the last few hours rebooting servers remotely. Hopefully I will have time tomorrow in between IT firefighting to give answers, or else somebody with more time will get their PDFs.

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Hroren Ironbarrow wrote:
Kvantum wrote:
Downloading mine as I type this. Not even a chance to open the files yet.
Does that mean you're has shipped? Mine isn't showing as shipped. I re-subbed for this, so I'm not sure if there's some hijinx going on.

Re-subbing can, potentially, mean that your sub is towards the back of the queue. I know it happened to me after I dropped my modules subscription for a while. It's not anything intentional, just how their algorithms sort things. It should take care of itself for later months.

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QuidEst wrote:

*checks email repeatedly*

In the meantime, if somebody with the PDF, time, and inclination would oblige, I'd love to hear at least a general summary of stuff Fetchlings get. Or just any alternate racial stuff if they've got a bunch of things spread out.

Spoiler:

A page and a half of new Rogue talents, a Shadow Walker Rogue archetype, a column's worth of alternate racial features, favored class bonuses for 14 different classes, and 3 new feats.

Yeah, it's pretty spread out. There are 4 page spreads for each of the three main races covered in this book.

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PDFs are starting to make their way out. As for the Dusk Knight...

Spoiler:

Yup, Paladin. Not too sure about its abilities, in particular what it gives up Channel Energy for, but eventually getting See in Darkness is pretty cool. Too bad it doesn't hit until 15th level.

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Downloading mine as I type this. Not even a chance to open the files yet.

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Archpaladin Zousha wrote:
Echoing the statements of Kvantum and Steve Geddes, Mendev is a great choice if you really wanna go "British Isles Arthurian" as it's a melting pot of Sarkorian "Celtic" tradition with Taldan "Roman/Byzantine" tradition. Plus there IS an example of a blonde Taldan knight in Inner Sea Races.

I never even thought about Mendev, but yeah, it sounds like the best option now that you put it that way.

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Eric Hinkle wrote:
Major_Blackhart wrote:
Depends on if you've read the Monster Codex. While no images of the beast were showed, there were stats for a fully ancient and super charged Troglodyte that was essentially a precursor before their civilization fell.
I did and I like the information it gave us on the trogs.

The original Xulgaths, the actual precursors, are statted out fully in the Occult Bestiary.

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Kryzbyn wrote:
Liz Courts wrote:
Announced! Product image and description are not final and subject to change.
If I see neither, is my browser broke?

Mine was doing that earlier. Try clearing cache, log out of your Paizo account, and close your browser, then reload the page and log back in.

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pixierose wrote:
I recently came up with an Alchemist themed character that uses SCIENCE to replicate "draconic powers" and goes around claiming she is a half-dragon. Perhaps this book would help with that? Maybe some dragon themed discoveries or archetypes? Draconic mutagens?

You can actually already get some of that even without this book. Draconic Reservoir and Dragon's Breath formulae, and the Master Chymist prestige class's Draconic Mutagen ability. Now the enhanced mutagen does require a minimum 16th character level, so lower-level options for draconic alchemy would be needed.

Hopefully that's one of the things this book can provide.

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Owen K. C. Stephens wrote:
Kvantum wrote:
WotC released a book for 3.5 called Dragon Magic. Supposedly they called it that because the two highest selling categories of books for them were ones with either "Dragon" or "Magic" in the title.
The origin of the book's title had no impact on how seriously we undertook writing it. :)

Hey, I loved Dragon Magic. Lots of cool stuff in there. It gave us the only other invocation-using class in all of 3e.

But like I said, bring this one on, and then get to writing the hardback followup for Gencon 2017.

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WotC released a book for 3.5 called Dragon Magic. Supposedly they called it that because the two highest selling categories of books for them were ones with either "Dragon" or "Magic" in the title.

Oh, would you look at that. One of the two main authors of that book is also developing this one. Gee.

Eh, bring it on anyway. Can't get enough draconic-y goodness.

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Sarkoris seems to have been Celtic-ish before the Worldwound, but if you're looking for Norman heritage-British, then yeah, probably Land of the Linnorm Kings.

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This isn't a retcon thread, it's for the commented out sourcecode that's been left behind in the midst of the overwhelming amount of functional production code. It's for deleted scenes in the great big Golarion movie.

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Somebody was lucky they had Gate prepared...

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Ashram wrote:
But... Karzoug wasn't mythic. He was the most powerful Runelord to not be mythic. >.>

If you want to boost things into Mythic, give him 5 Tiers, max. Xin or the other three Rune Lords that were definitely Mythic would just have more Tiers if you really want a Mythic version of RotRL.

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I'm likely going to switch to PDF-only for most of my subs. The AP, though, that I'll keep, and probably the RPG hardbacks. Well, maybe the RPG. Intrigue and Horror both kind of leave me underwhelmed.

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It probably should be errata'd or at least clarified to be "1 drop of blood from an outsider with the good subtype" or something to that effect. Infernal Healing specifically calls out 1 drop of blood from a devil, not just from "an evil outsider".

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How many people have said "Well I like 5e's mechanics better, but it's not open rules so I'll go play Pathfinder even though I don't like its mechanics as much"? Basically none? Yeah, I thought so.

It'll definitely affect 3PP support, some companies might never publish another PfRPG release ever again after already-in-the-pipeline releases come out in 2016, but there won't be any direct, short-term effects on Paizo.

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Axial wrote:

What form does Barzillai Thrune take in the final battle?

I.E what has he become of him since he went to Hell?

Spoiler:

He's a Bone Devil Inquisitor 16, perhaps with 2 Tiers of Hierophant if the PCs aren't diligent in weakening his supporters.

And as for the Bestiary...

Spoiler:

Cruciarus, CR 12 undead. Undead that only arise from the cruelest of tortures. Pain touch and tortured gaze attacks, with different types of gaze effects depending on just how they were tortured in life.

The Forsaken Legion, CR 2-4 undead remnants of a force of Jistkan soldiers subjected to a spell that rendered them without need of food or sleep, but also apparently doomed them to eternal service as well. Arbalester, Defender, and Foot Soldier versions.

Shadow Golem, CR 14. Str damage breath weapon, interactions with light and shadow magics, and a shadow aura. Has to be made on the Plane of Shadow from materials native only to that plane, including blood of its sentient beings.

Nightprowler Nightshade, CR 10. The smallest Nightshade, looking something like a red-eyed feline of pure shadow. Their natural attacks leave a stain of creeping dark shadows that hinders magical healing and vision.

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MMCJawa wrote:
not been released to subscribers yet AFAIK

They started to go out last night. Been busy with a work project, but that's now waiting on approval and review, so I have a minute.

Spoiler:

Rust Devil/Ferrugon, CR 12. A pride and cynicism devil with metallic flesh and iron-feathered wings.

Hegessik Protean, CR 15. If Keketar are the kings of the Maelstrom, then Hegessik are the wandering clergy.

Scythe Glass Swarm, CR 9. A stained glass window that shatters into a animate swarm of shards of glass that attack anyone trying to intrude into a church.

Wraithwing, CR 4 Undead. Strix that were captured and killed by the Chelish, but then arose from the dead fueled by lingering hatred, their wings ablaze with ghostly green flames.

Zephyr, CR 12 Fey. Nature spirits tied to the weather, alternating between equine and humanoid forms.

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Darkvision is a spell with a 1 hour/caster level duration. I'd certainly think you should be able to Permanency Fins to Feet for no more than the 5000 gp it would cost for permanent Darkvision. Probably the same minimum 10th level caster, too.

Again, though, strictly RAW, no, but if your GM is ok with it, go for it.

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Blasters suffer from legacy issues from Pathfinder's D&D roots. Spells that were powered down from 1e AD&D to be relatively balanced for damage in 2e AD&D were never powered back up for the increased amount of monster hp in 3e, and now PfRPG.

That's not saying blaster mages can't be fun, as others have said, but they aren't what they once were.

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Graynore wrote:
So, bought yesterday and won't allow me to download. Help!

Known issue, not just this book, the Paizo crew is working on it, see this thread.

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Chris Lambertz wrote:
Hey folks, I suspect there is something going awry deep within our own system preventing the download from syncing and becoming available for folks to download. Our tech team has been made aware of the issue and will be investigating. We apologize for the inconvenience!

It's cool. Anybody who works IT knows issues will crop up from time to time. As long as it's being worked on, we get it.

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It's doing it for me too. Not just you, Ambrosia.

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Razmiran Priest wrote:
James Jacobs wrote:
Psiphyre wrote:
Dragon78 wrote:
I can't wait to find who all 15 deities will be.

Well... Unless things change through development, I *think* James Jacobs mentioned that all the deities that each got half a page in Inner Sea Gods (but excluding Razmir) will be covered (13 in all), plus Apsu and Dahak.

Of course, things could change before the release date next year, so...

Looking forward to finding out, anyways!

Carry on!

--C.

It's a book about deities and demigods. Razmir is neither, and therefore doesn't get an entry in the book. It's basically all the others plus Apsu and Dahak as mentioned above.
Razmir is a deity! HE IS! HE IS! HE IS!

Just because he's got Mythic tiers and a couple of Divine Source path abilities... Oh, wait, if he had those then he could actually have clerics. He doesn't even have that.

You're worshiping a fraud! Now the Great Old Ones, they'll actually grant spells to their followers. Sure, you might have to pay the price of your sanity, but at least they're actually divine, more or less.

(In other words, taking what James Jacobs said above, this book should be detailing Achaekek, Alseta, Apsu, Besmara, Brigh, Dahak, Ghlaunder, Groetus, Gyronna, Hanspur, Kurgess, Milani, Naderi, Sivanah, and Zyphus.)

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Axial wrote:
CBDunkerson wrote:
Axial wrote:
People must be getting their PDFs by now.
I haven't yet. Got the first e-mail, but the shipping notification (which the PDF release coincides with) could be any time from today to another three weeks.
That would be absurd. The subscriber PDFs usually come out a week or two in advance. In three weeks, the street date will have passed.

It's happened in the past, if there are major snags at the warehouse. Takes a rare confulence of events, but it has happened.

It's also rare that we ever get PDFs on a Monday of shipping week. Much more likely to start showing up tomorrow or Wednesday.

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To me, Paladins have tended to feel more like alignment exemplars, needing a deep, fervent devotion to two alignment ideals, whatever combination of two you want, but two distinct ones. LN or NG or whatever need not apply. I liked the 3e D&D alternate paladins, and while I'll grant it's hard to figure out what exactly a CG "paladin" should be like, it's something I think the game could use. There is actually a precedent in the early stages of Pathfinder, AP volume 14's 3-level Chevalier prestige class for Caydenites. It's a rough base for an attempt at a CG "paladin", if nothing else. Once you figure that one out, invert it, and there's your base for the Blackguard LE Anti-Chevalier.

Druids are exactly the opposite, alignment moderates. Extremes are not nature's way, things tending to return to a balance, leading to the prohibition of LG/CG/LE/CE Druids.

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Dekalinder wrote:
The only book I would probably buy is either a Tome of Battle rehash...

Tome of Battle is like Psionics. Paizo won't be using that system at all due to a lack of interest on the part of the designers. (Last I recall, most of them had never even read the book.)

Also like Psionics, Dreamscarred Press has already done an update of maneuver-based combat called Path of War.

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Kevin Mack wrote:
So anyone have this yet?

No, and no amount of F5'ing is making that email show up yet.

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Rednal wrote:

Goodness knows the original was popular enough to be used by Paizo itself on a fairly regular basis. XD It's definitely the kind of product you'd want to have the ideas for before you started funding, but let's just say I wouldn't object...

As far as class features, though, the Monster Codex has Simple Class Templates that already do that (although there could be some room for expanding on that with the abilities of other classes).

I second the idea of a second Advanced Bestiary. As far as Simple Class Templates for the non-Core classes go, Rogue Genius Games released a pdf compilation for them earlier this year. The Genius Guide to Simple Class Templates for Monsters is actually on sale right now.

(But seriously, Advanced Bestiary II! I'm down for another hardback as soon as the Kickstarter gets rolling... assuming everyone involved is up for it.)

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Myth Lord wrote:
If only Bestiary 5 could have something that covers It and The Thing!

There's a pretty good analogue for The Thing in Legendary Games' Mythic Monsters 17 - Aliens called the Qomok. CR 14/MR 5, but mythic monsters don't mean you have to have mythic players at all.

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Valeros isn't even on the cover for this one? I thought it would be him and Oloch for sure.

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xavier c wrote:
What does the Procyal Agathion look like?

A finely dressed nobleman, just with a raccoon's head.

No tail, though. Guess they wanted to avoid tanooki confusion, maybe.

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But wouldn't the Inevitables or the Axiomites see it as disorder, and thus create a planetouched race to restore order to things? Good, Evil, Chaotic - the absence of a Lawful counterpart would be exactly the kind of thing you'd think would drive the Lawful outsiders batty, and something they'd immediately balance.

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Emptiness adds negative energy resistance, percentage to resist critical hits and sneak attacks, and a a bonus to Will saves against emotion effects. The resistances and bonuses increase as you accept burn, and they stack with Elemental Overflow.

Flesh of Wood adds natural armor depending on how much burn you accept.

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Zangy wrote:
How many images are there of the Ganzi?

Just the one, but no two Ganzi look alike. Mostly human with one or two unusual physical qualities, slowly shifting patterns of birthmarks, or odd scales, feathers, or needle-like teeth, or brightly colored hair that slowly shifts between colors over a period of a few weeks, for example.

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Fourshadow wrote:
Perhaps I am thick, but what damage type does a Phytokineticist do? I have read the info 3 times and am still in the dark.

Physical, in either piercing, slashing, or bludgeoning. Autumn is a composite of earth and wood, spring air and wood, summer fire and wood, and winter is a cold and wood composite

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OK, let me try to detail a few things, rules-wise.

Aelyosos:

We get two Mythic Hero-gods detailed, including Alignment/Race/Class/Tiers for them, and a few new Mythic path abilities.
Kelksiomedes, NG Human Druid 16/Marshall 5 Hero-god of gardens, orchards, and terraces; Good and Plant domains
Psomeria, LN Human Skald 13/Champion 6, Hero-goddess of seasons and spears; Law, War, and Weather domains, though no more than 8th level spells.

Anuli:

We get the Ganzi race, and the minor goddess Mazludeh, NG goddess of balance, community, negotiation, and twilight. Artifice, Community, Good, and Knowledge domains.

Kaoling:

We get the Order of the Eclipse for Samurai, and the Oni-Kin template to cover half-Hobgoblin, half-Ja Noi Oni.

Radripal':

We get the following (minor, only 4 domains) deities:
Ashukharma, CN goddess of canyons, cliffs, gorges and ravines (Chaos, Earth, Protection, Strength)
Matravash, LN goddess of the Matra river (Community, Law, Travel, Water)
Omrataji, NG god of silver, silverwork, and silver mining (Artifice, Earth, Good, Nobility)

Segada is surprisingly developed and "modern" for what I had expected out of Arcadia.

As for Ular Kel, it's probably a mish-mash. I don't really know enough about central Asian civilizations to really give a good opinion on it.

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OK, here's the basics of the two new elements.

Void:

Void Element
Like aether, void forms where elemental energy meets another material, in this case the substance of the Negative Energy Plane. Chaokineticists command this strange force in a way that in some respects resembles the manipulation of aether.
Class Skills: A chaokineticist adds Knowledge (dungeoneering) and Escape Artist to her list of class skills.
Basic Manipulation: A chaokineticist gains basic chaokinesis.
Simple Blast: A chaokineticist can select either gravity blast or negative blast as her simple blast. She gains one of them when she first selects void, and must select void again with expanded element to gain the other. She can use pushing infusion with gravity blast and void blast.
Defense: A chaokineticist’s defense wild talent is emptiness.
Wild Talents: 1st—basic chaokinesis, pulling infusion*, pushing infusionOA *, void healer; 2nd—eyes of the void, no breath; 3rd—darkness infusion*, gravity control; 4th—singularity*; 5th—eyes of the void (greater), gravity control (greater); 6th—darkness infusion (greater)*, suffocateOA; 7th—enervating infusion*; 9th—gravity master.
* Indicates an infusion wild talent.

Wood:

Wood Element
Phytokineticists share a strong bond with the First World, and channel the power of primordial life. There is no “Elemental Plane of Wood”; instead, pockets of vital energy form when the Elemental Planes grind against the borders of the First World.
Class Skills: A phytokineticist adds Knowledge (nature) and Handle Animal to her list of class skills.
Basic Manipulation: Phytokineticists gain basic phytokinesis.
Simple Blast: A phytokineticist gains wood blast as a simple blast wild talent. She can use all of the infusions listed below with wood blast and its composites.
Defense: A phytokineticist’s defense wild talent is flesh of wood.
Wild Talents: 1st—basic phytokinesis, kinetic coverOA, pushing infusionOA, *, roots; 2nd—entangling infusionOA *, merciful foliage, woodland step; 3rd—brachiation, impaleOA *, thorn flesh, warp wood; 4th—greensight, plant disguise, shape wood, toxic infusion*; 5th—plant puppet, wild growth, woodland step (greater); 6th—deadly earthOA *, green tongue; 7th—toxic infusion (greater)*; 8th—forest siege, wood soldiers.
* Indicates an infusion wild talent.

I won't be detailing individual talents, but I figure this is enough to get folks going. (Paizo, sorry if the spoiler are too much C&P; feel free to delete or edit.)

I will say that this makes a Dhampir Chaokineticist surprisingly effective.

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Myth Lord wrote:
Still nobody willing to share the monsters with us unlucky few? :-p

Sorry, between work and home, I still haven't had time even to read my whole PDF.

Spoiler:

Procyal Agathion - CR 8 raccoon Agathion, focused on keeping the balance between society and the individual.
Morgodea - CR 4 fey focused on swarms and vermin.
Pelagastr Protean - CR 8, focused on ringing chaos to the inhabitants of the mortal realm, while most Proteans focus on chaotic change of the physical realm.
Tenome - CR 4 monstrous humanoid - bizarre... thing with its eyes in its hands, can liquify a target's bones and drink them out of a body if it establishes a pin.

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Wait a minute, where is Basic Phytokinesis? It goes right from Autumn Blast to Brachiation.

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Got my PDFs but I'm stuck at work till after 5 CDT.

Spoiler:
Todd does get a new CR 8 Protean in here, the Pelagastr. (Not a typo.)

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PDFs have started shipping. The new race revealed in Anuli is...

Spoiler:
The Ganzi, chaotic planetouched with ties to the Proteans. Should be just as playable as any other planetouched.

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