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The Oliphaunt of Jandelay

Lord Gadigan's page

Goblin Squad Member. Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber. Pathfinder Society Member. 612 posts. No reviews. No lists. 1 wishlist. 1 Pathfinder Society character.


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Since it hasn't been mentioned yet:

Monster Art from Adventure:
The Attic Whisperer with the outfit made of the child's drawings managed to get a 'd'aww' from me and is quite well done. Kudos to whoever made that creepy thing so cute.

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Response to Axial's Idea:
Interesting idea. I'd consider potentially putting them in part 3 instead. It takes place in the dreamlands, and there's already an alt-Lowls created from a splinter of his psyche gone-Yellow-King. It also involves the being Lowls traded the PCs minds to and the PCs hunting for their memories (and would probably be a place in the AP that'd jive more with the PCs levels before they lost their memories, as opposed to the end, which'd be for much higher-level people).

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PC Background Spoilers Responding to Captain Battletoad:
It doesn't specify so far as I see. Lowls was researching relevant topics for 'months', so I'd probably pick a few months as a reasonably safe bet that material in the adventures could likely be adjusted to match if it turns out to be different in part 2.

=================================================

Thomas Seitz wrote:

Gad,

Where exactly does Briarthorn reside?

Briarstone is on an island in Versex County (with the island in question being named Briarstone Isle).

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Regarding how much the PCs do/don't remember:

Extent of Amnesia:

It's fairly complete to start out with:

"The PCs awake in a cell beneath Briarstone Asylum with no memory of how they got there or who they are."

"each PC realizes that he also doesn't recognize anyone in the room, including the other PCs. Even if the characters have interwoven backgrounds or intimate connections, they have no memory of those experiences or relationships."

The preview blurbs for future adventures in the path indicate that they'll be experiencing stuff related to their past in module 2 and will be working to get back their lost memories as the goal of module 3.

Major PC Background Spoilers:

The PCs were agents of Count Lowls. He sacrificed their minds in a bargain with a being called the Mad Poet in exchange for forbidden lore and then pawned their memory-free bodies off as a gift to one of his allies.

The PCs used to be terrible people, but the mind-wipe combined with Dreamlands-related effects give them the chance to sculpt themselves into new, better people (who still have to deal with the fallout of what they did before, particularly during Part 2, where they go to a town where they were acting as Lowls's agents).

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Regarding Mhar:

Page 63 has him as CN. Page 68 has him as CE. That's where I picked up the Evil from. I think I just assumed 'Evil' as a domain as a result of that while quickly looking things over. It looks like he has Chaos, Destruction, Earth, and Fire as his domains, which means the CN is probably right, and the Evil domain is probably wrong.

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Dragon78 wrote:

So what does Ithaqua look like?

Is there any art for the other Old Ones/Elder Gods? If so then who/what?

Mythos Deity Art:

Ithaqua looks like a gaunt, pale-blue-skinned giant wearing hides and bones, pushing a tree aside with one of its long-clawed hands as it stalks through a frozen woodland. Its eyes glow bright red, and its entire lower face is a big, toothy mouth.

Art also appears for:
* Cthulhu (in an article header)
* Abhoth
* Azathoth
* Chaugnar Faugn
* Hastur
* Mhar
* Nhimbaloth
* Nyarlathotep (as the Black Pharaoh)
* Rhan-Tegoth
* Xhamen-Dor
* Yig
* Ithaqua gets a second art piece fighting the Iconic Psychic and Cavalier

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Favored Weapons:
Abhoth - Whip
Atlach-Nacha - Net
Azathoth - Warhammer
Bokrug - Ranseur
Chaugnar Faugn - Light Pick
Cthulhu - Dagger
Ghatanothoa - Morningstar
Hastur - Rapier
Ithaqua - Handaxe
Mhar - Heavy Pick
Mordiggian - Scimitar
Nhimbaloth - Flail
Nyarlathotep - Varies
Orgesh - Spear
Rhan-Tegoth - Sickle
Shub-Niggurath - Dagger
Tsthoggua - Short Sword
Xhamen-Dor - Spear
Yig - Punching Dagger
Yog-Sothoth - Dagger

Lots of daggers. Presumably to have the standard dagger-wielding robed cultists making sacrifices.

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Generic Villain wrote:
Considering the number of domains they have, can I assume that Nhimbaloth and Abhoth are Elder Gods, not "mere" Great Old Ones?

Correct.

==========================================================

I'm heading off for the night, but my general first impression of the adventure is quite positive. I'm probably not going to read the full thing until I get my hard copy (particularly since I'm still finishing Hell's Vengeance and my reread of Council of Thieves), but it seems like a strong start to the AP with the right mix of creepy and weird for its overall atmosphere.

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Alignments and Domains:
Abhoth - CE - Chaos, Darkness, Earth, Madness Strength
Atlach-Nacha - NE - Artifice, Evil, Madness, Void
Azathoth - CN - Chaos, Destruction, Madness, Sun, Void
Bokrug - CN - Chaos, Destruction, Water, Weather
Chaugnar Faugn - CE - Chaos, Death, Evil, War
Cthulhu - CE - Chaos, Evil, Madness, Void
Ghatanothoa - NE - Destruction, Evil, Madness, Water
Hastur - CE - Chaos, Evil, Rune, Void
Ithaqua - CE - Air, Chaos, Evil, Weather
Mhar - CN - Chaos, Destruction, Evil, Fire
Mordiggian - CE - Chaos, Darkness, Death, Evil
Nhimbaloth - CE - Chaos, Death, Evil, Plant, Void
Nyarlathotep - CE - Chaos, Evil, Knowledge, Magic, *Plus one more*
Orgesh - CE - Chaos, Earth, Evil, Water
Rhan-Tegoth - CE - Chaos, Evil, Repose, Void
Shub-Niggurath - CE - Animal, Chaos, Evil, Plant, Void
Tsthoggua - CE - Chaos, Evil, Knowledge, Magic
Xhamen-Dor - NE - Death, Evil, Plant, Trickery
Yig - CN - Chaos, Community, Protection, Scalykind
Yog-Sothoth - CN - Darkness, Chaos, Knowledge, Travel, Void

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Oneirogen:
Mortal-turned-Outsider thanks to being cursed with a tiny planar-breach within their body. They breathe forth magical mist that flows through the breach as their body slowly fails thanks to the strain.

I'll try to answer more questions after I get back from dinner if someone else hasn't fielded them by then.

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With some of my old picks having been covered or looking to be covered soon, here are my current top preferences:

* Something that takes place entirely in Tian Xia (Shenmen is my preferred location, but I'd be happy with all sorts of places, Goka, Minata, and Nagajor being other notable favorites)
* Something that takes place over on Casmaron (Vudra being included in this as an option I'd be pleased with)
* A planar AP (based in Galisemni, perhaps?)
* Another kingdom-building AP set somewhere other than the River Kingdoms; alternatively a war-and-conquest AP that expands some existing nation with kingdom-building and the like being involved in that (the tribal Kingmaker mentioned upthread also sounds potentially interesting)
* An urban crime-empire AP, set in Vyre (alternatively Goka or Daggermark), where the whole AP is set up like the first couple books of Second Darkness with no veer-off away from the mob/crime themes. (Alternatively, something where the PCs are explicitly law enforcement personnel working to stop some major crime syndicate / clean up a city, with the syndicate being more threatening than the Council and the PCs being explicitly on the side of the law instead of quasi-not-quite-rebels.)
* Something focused on the Jistka Imperium and its ruins
* Something relating to Kytons (Nidal would be cool, but I'd almost rather see something over in Numeria)
* Something with a Darklands focus (Orv in particular)
* Nex/Geb/Mana Wastes
* Something over in Arcadia or Southern Garund, though I tilt away from a 'travel there from the Inner Sea' AP

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Monsters:

Great Old One, Ithaqua (CR 28)
Gremlin, Drexin (CR 2)
Indescribable Swarm, Pallid Wiggler Swarm (CR 2)
Indescribable Swarm, Patchwork Insect Swarm (CR 1/2)
Indescribable Swarm, Swimming Eye Swarm (CR 4)
Oneirogen (CR 2, variants attached to various planes)

Great Old Ones and Outer Gods:

Abhoth, Source of Uncleanliness (Outer God)
Atlach-Nacha, The Void Weaver (Great Old One)
Azathoth, The Daemon Sultan (Outer God)
Bokrug, The Water Lizard (Great Old One)
Chaugnar Faugn, The Horror From The Hills (Great Old One)
Cthulhu, The Dreamer In The Deep (Great Old One)
Ghatanothoa, The Eternal Source (Great Old One)
Hastur, The King In Yellow (Great Old One)
Ithaqua, The Wind-Walker (Great Old One)
Mhar, The World Thunder (Great Old One)
Mordiggian, The Charnel God (Great Old One)
Nhimbaloth, The Empty Death (Outer Goddess)
Nyarlathotep, The Crawling Chaos (Outer God)
Orgesh, The Faceless God (Great Old One)
Rhan-Tegoth, Herald Of The End Times (Great Old One)
Shub-Niggurath, Black Goat Of The Woods (Outer Goddess)
Tsathoggua, Father Of Night (Great Old One)
Xhamen-Dor, The Inmost Blot (Great Old One)
Yig, Father Of Serpents (Great Old One)
Yog-Sothoth, The Key And The Gate (Outer God)

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My current top 10:

1. Alchemist. Lots of options. Love the themes. Overall a solid class.

2. Kineticist. Lets me play blasters/elementalists that I've wanted to run for a long time. Appeals to me strongly on a thematic level.

3. Oracle. The most flavorful of the divine casters. Powerful and cutomizable. Love the mysteries, particularly in comparison to Cleric domains.

4. Witch. The second most flavorful spellcaster after the Oracle. I like the hexes almost as much as the Mysteries and enjoy the breadth of options available to the Witch.

5. Inquisitor. A fun, solid class to play. There's a gap between my top four and here in terms of how much I'm attracted to the classes, but I think this is a well-build class that I enjoy playing consistently.

6. Chained Summoner. I love the theme of this class and getting to control a highly-customizable eidolon. I'm also a fan of Synthesists and merging with an otherworldly being.

7. Mesmerist. I like the hypnotist-theme, the implanted tricks, the gaze attacks, and the mind-magic. I look forward to seeing the options for this one expand over time.

8. Vigilante. It lets me play all sorts of things that were tricky to play before, from superheroes to magical girls to serial killers. Overall, it opens up a strong option-space and has grown on me as a good pick for a lot of character ideas recently.

9. Magus. I like the gish melee-mage idea/role. It feels like an arcane sibling to the inquisitor even if I like the Inquisitor more.

10. Sorceror. I like casters, and I like the bloodlines and the Sorceror's (general, non-mandatory) connection to something inhuman a bit more than the Wizard's thematics.

Psychic and Investigator are also ones I like, and they'll probably drift in and replace some of the ones in the 5-10 range of this list part of the time.

I'll note before proceeding into my bottom classes that there's no class I'd actually want removed from the game. I like having *lots* of options, even if some of them end up being ones I rarely take out of my tool-box or feel really similar to existing ones.

My current bottom 10:

10. Hunter. It's probably the class I use the least. Whenever I'm making an NPC that could fit as a hunter, it usually ends up a Druid or Ranger or something else. The Hunter doesn't feel thematically notable enough to me.

9. Brawler. Same problem as the Hunter. I don't feel like it's thematically interesting enough compared to Monk / Fighter, so I pretty much never use it.

8. Chained Rogue. This one had huge power level issues. I like the concept/niche it's intended to occupy, but it's overshadowed in every way now by something else. An Unchained Rogue, Alchemist, Ninja, Slayer, Ranger, or *something* else will essentially always be a better build pick, leaving the chained rogue as mostly the domain of NPCs in my games.

7. Warpriest. Same general issue as the Hunter/Brawler. Generally overshadowed by Paladins and Inquisitors in terms of what my go-to pick for a character will be.

6. Slayer. With the Unchained Rogue out and Ranger present, the Slayer dropped down into the thematically-overshadowed pile. I don't really have a problem with it, but nothing about it screams 'interesting, must pick'.

5. Swashbuckler. This one is a class I was looking forward to that never really met my expectations. I wanted there to be a light, swashbuckler-y type martial. The actual class has just never been quite potent enough to draw my attention, though.

4. Skald. Not quite as much so as the other Hybrid Classes I've listed here, but the Skald just doesn't get used much by me. I usually have a multiclassed Bard/Barbarian or the like in the rare instances where I'd need a Skald-type because they fill the role and I'm more familiar with them.

3. Unchained Summoner. If this had come first, I probably would be loving it like I am the Chained Summoner. I'm even okay with the spell-level changes. As things stand, though, I feel so restricted on Eidolon design compared to the Chained Summoner that playing this version seems stifling and far less fun by comparison.

2. Unchained Barbarian. I prefer the chained one.

1. Commoner. I'm really stretching at this point to find classes to put on the bottom 10. I'm frankly glad that this exists for NPCs, but I actively like all of the remaining PCs classes, and this is the most boring of the NPC set.

Advanced Class Guide was probably the low point for me in classes; the Hybrids (barring Investigator, which includes elements of my favorite class and fills the thematic role of 'Detective', which I love) never really stood out enough for me from the existing classes, and time hasn't really done a ton to change that.

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My current top 5 areas of Tian Xia:

1. Shenmen! - It's my strong favorite out of the lands of Tian Xia. The whole Asian horror theme mixing-pot is an atmosphere that I like, and I'm a fan of the hidden city of the spider witches.

2. Goka - I see a lot of potential for an urban / crime-gang / martial arts campaign here. Being in a huge city that isn't Absalom (which seems to be being avoided due to PFS ties) and really taking advantage of the city's culture / environment / unique thematics would be cool.

3. Nagajor - I like the vastness of the place and how it's a large, long-lasting, functional non-human empire. There's a lot of space for interesting encounter sites in there, and I like the serpentine themes (and nagas in general). It'd be cool to do a non-human-focused campaign in a non-human nation too.

4. Minata - I see lot of potential for cool things out on the isles, and a campaign would be able to start in the more-normal northern reaches and get progressively weirder as it went south. It'd also give pirates a chance to re-appear without being in the Shackles, though I'm a bit more drawn to the mystic and secret side of the islands than the piracy side.

5. Minkai - The spot that's the most up-in-the-air. I like Japanese-themed adventures, and Minkai is the Japan-analogue. Tianjing with the Qlippoth, the Forest of Spirits with its Kami, and the Valashmai Jungle with the mythic threats and hidden ruins are also strong contenders. Kaoling probably previously held this spot, and I still like it, but after all the evil-empire stuff in Cheliax, the upcoming hobgoblin/goblin war campaign, and its entry in Distant Shores, I think I'd rather focus on other areas for now. 'Restore Lung Wa' could also be cool, as I'm into empire-building / restoration / expansion, but none of the three main warring successor states grab me right now as much as my list-picks.

If they count as a nation, swap the Darklands in for Minkai, since I'd like to see what's going on down there on the other side of the world.

-----------------------------------

I'll also n'th the request to stay in Tian Xia the entire AP (probably even in just one nation of Tian Xia, depending on AP themes). I have less interest in a Tian Xia AP that doesn't stay there the whole time, and I have more trouble selling a Tian Xia campaign to players if I can't sell it as an entirely Tian Xia campaign. Travel can be fun (Reign of Winter was awesome!), but I tend to prefer more of an area-focus.

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Agreed on the art. The orders have distinctive, but stylish, armors, and the citadels all look impressive.

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Yeah, you're correct. It's enormous, and that's awesome. It's my present favorite of the known Vaults of Orv (though there's several good ones).

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1. I'd venture that it'd be a highly-convoluted, but possible, process that someone with particular skill and focused intent could pull off. They'd presumably have to start by being notable enough to become a fiend directly upon death, as opposed to a petitioner, using something like a bargain with some other evil force or a soul anchor to retain memories upon passing. That'd be a whole quest in of itself. After that, they'd have to pull something similar off, using even more-esoteric methods, possibly involving bargaining with the theoretical highly-powerful nightshades or some death deity, or alternatively involving some complex arcane necromantic working, in the depths of the border between the Plane of Shadow and Negative Energy Plane. It's a feat I could see as something a notable campaign villain pulled off in its backstory (or a post-campaign goal for a PC in a successful evil campaign), but I wouldn't count it as something reasonable for an ordinary individual to try doing.

2. None known yet to my knowledge. Just rumors so far. I'd like to see more about them, though. Nightshades are nifty.

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It's not concrete, but I'd guess based on their being Outsiders and the Shattered Soul ability that their essence would probably break apart and start dissolving into an alignment-associated or deity-associated plane for them. It would basically skip past the 'petitioner' step of the soul cycle (since it got built so that it started there) and jump directly to the 'planar quintessence' step. The period where resurrection spells have a chance of working without divine intervention would be the period where it was still in the conversion process before it got fully merged with the plane.

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Kalindlara wrote:
I think you're looking at the wrong sacrifice, Gadigan. ^_^

Whoops. Yeah, I screwed up and thought this was the Inferno Gate thread.

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The Tathlum isn't statted up in this, so it's unclear what the extent of its capabilities are. Stats for it are going to appear in Part 6.

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If PCs Don't Perform the Sacrifice:

The gate stays open and uncontrolled. The sacrifice is required to gain control of it, but it's also required to close it.

The task was from Fex, so it's possible that PCs will be able to get away with just leaving it open, but when the Chelish government reviews Fex's death and the circumstances surrounding it, it'll probably reflect poorly on the party that they just let this prize sit around as an unclaimed hazard instead of grabbing it for Thrune or shutting it down.

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Glyph and Hell's Vengeance:
They don't describe it in this book, but there's an illustration of the lictor in Scourge of the Godclaw. His helm has a winged serpent motif, and there's a pattern of serpent scales throughout the entire armor.

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nighttree wrote:
can anyone give some information on the Order of the Glyph ?

Order of the Glyph:
They're a small order created secretly by House Thrune and unsanctioned by the Council of Lictors. They are responsible for maintaining backup copies of all of the historical lore House Thrune redacts and destroys so that House Thrune has a hidden reference copy of the true material available for its own use. They have Geryon as their patron, and are based in the Archive of Redacted Histories, though they have a few other, smaller library-bases hidden in major Chelish cities.

Hell's Vengeance:
The order makes a major appearance in Part 5 of Hell's Vengeance. Majestrix Abrogail II determines that the material in the Archive of Redacted Histories his outlived its potential usefulness and serves as a greater potential liability (for example, if someone like the Glorious Reclamation captured it) than insurance asset, and she orders the PCs to destroy it in a formalized sacrifice of history to empower an artifact superweapon they're building. The Order of the Glyph takes its oaths to Abrogail I and Geryon seriously, and it defends the archive. You get a full writeup of their main library-citadel, a statblock for their standard members, a statblock for their lictor, Maritas Clandegar, and a sidebar that gives them a new Discipline that lets them each maintain a Glyph of Warding.

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Thank you! I'll let you know if I get any updates.

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Circuit Judge

Cavalier Archetype:

* Picks an area, gains bonuses to Intimidate, Knowledge: Local, Sense Motive, and all law-related skill checks while in that area. The area expands as the judge gains levels, and they get to pick other areas. Replaces Tactician line.
* Gains a 1/day ability to hit a target with a sentencing that applies an Inquisitor judgment. Replaces challenge.

There's also the Order of the Ennead Star, which focuses on enforcing the law and fighting chaos.

===============================================================

Godclaw Mystery

Godclaw:

* Revelation options include a boon from each of the Godclaw deities.
* There's a boon in there that makes *every* one of your damage-dealing spells that includes a save auto-inflict shaken for a number of rounds equal to spell level upon failed save.
* There's a revelation in there that gives you Divine Obedience as a bonus feat, but lets you swap out some of the additional boons for other Godclaw deities' base obediences if you so desire.
* One of the revelation gives you heavy armor proficiency and lets you teleport armor on/off as an immediate action.
* The capstone is a mixed bag of mini-powers, several detects at-will, armor-penalty-removal, max DEX bonus increase, 1/day crushing hand.

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Faceless Enforcer:

Vigilante Archetype:

* Gives heavy armor proficiency.
* Makes identity switch dependent upon donning/removing a particular helmet and armor, the items selected can be changed once per month.
* Improves the vigilante's ability to don/wear plate armor, removes speed and skill penalties.
* Gains a third, 'fictional' identity that can be within one alignment step of the social or vigilante ID (allowing for it to be an opposed alignment to one of the two); this identity is designed for infiltrating organizations and can be changed each month (provided it changes to infiltrating a different group). It gains powers that make it harder to ID and let it better-infiltrate the chosen group.
* Improves intimidate and demoralization.
* Loses several talent picks.

I like what it brings to the table as options, particularly the new ID-switch method and the can-be-changed-over-time infiltration-ID that allows a two-steps-away alignment.

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This book contains what I think is one of the shortest but most-effective side-notes illustrating how differently the planes can act compared to the prime material.

One of the symbols of the Order of the Gate is Xiv. It comes from Axiomite mathematics and approximately is used for denoting equations that have solutions on planes of absolute law, but not on the Material Plane.

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Hello,

I thought I'd check in on the status of this order's physical shipment. I got the PDFs for it a bit back, and I've now got the PDFs for order 3980278, which is the subscription order after it. Is Order 3951222 still en route, or should I have gotten it by now?

Thank you.

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I tallied up results to create a general list of which classes are in the lead.

Notes about how this was put together:
* I gave each first-place 3 points, each second 2, and each third 1.
* I didn't include ties on a list.
* If someone voted the same class into multiple spots on their list, I included it at its highest spot but not the others.
* I didn't include honorable mentions or picks past the top three.
* I only included Paizo classes.
* If someone picked an archetype, I grouped it under the base class it belongs to.
* I folded the Unchained and Alternate classes in with their base versions since not everyone would specify which version they intended on their list.
* Ties on my list are sorted alphabetically.

31 Bard
26 Alchemist
23 Inquisitor
21 Wizard
18 Magus
18 Oracle
17 Paladin / Antipaladin
15 Cleric
13 Occultist
12 Barbarian / Unchained Barbarian
12 Investigator
12 Kineticist
11 Summoner / Unchained Summoner
10 Ranger
10 Witch
9 Sorcerer
8 Arcanist
8 Druid
8 Monk / Unchained Monk
7 Fighter
7 Rogue / Ninja / Unchained Rogue
6 Hunter
6 Slayer
4 Cavalier / Samurai
3 Bloodrager
3 Brawler
3 Medium
3 Shaman
3 Vigilante
2 Mesmerist
2 Spiritualist
2 Swashbuckler
2 Warpriest
1 Skald
0 Adept
0 Aristocrat
0 Commoner
0 Expert
0 Gunslinger
0 Psychic

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1. Alchemist. Lots of options. Love the themes. Overall a solid class.

2. Kineticist. Lets me play blasters/elementalists that I've wanted to run for a long time. Appeals to me strongly on a thematic level.

3. Oracle. The most flavorful of the divine casters. Powerful and cutomizable. Love the mysteries, particularly in comparison to Cleric domains.

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Aha, good to hear all around. First World should be awesome in general. Qadira fills in one of the two major gaps in the campaign setting line for country books (leaving Taldor as the major Inner Sea nation without one now). Having more prestige classes is good too; we've had a lot of archetypes, so it's good to see prestige classes getting attention too.

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When I get my initial PDFs, I skim through them to get an overview of the book and to pick out particularly-interesting bits. Later, once my hardcopies arrive, I fully read the ones that particularly interest me. Others get sectionally-read as they either draw my attention or are needed for a game-related purpose. I prefer reading hardcopies, but the PDFs are handier for mid-game reference most of the time since they can be control+f searched.

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Aboleths say that, but I don't believe it's been confirmed. The aboleths are responsible for raising the Azlanti civilization up from barbarism, but I don't believe it's been shown that they are telling the truth about creating humans.

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Since Triaxus is in winter-mode in the Pathfinder timeline, will it be set to summer-mode in the Starfinder timeline?

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I like the look of this. It'll provide the sci-fi / sword-and-planet stuff I've wanted to see in Golarion's system while keeping the other lines open for filling in Golarion itself. I'm quite pleased that it's staying compatible with PF too.

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I'd say it's the Manasaputras. They're generally-humanoid in shape even if they do have extra limbs and faces, and the greatest of them come from a prior iteration of the multiverse, reincarnating into this one after the last one ended. This isn't the most helpful answer as to where the form first came from, since we don't know much at all about prior iterations of the multiverse, but I think they still qualify as the general answer.

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My vote goes to Seven Days to the Grave; it's an overall-fantastic adventure and manages to stand out even in an otherwise-awesome AP.

Runners up:
* Skeletons of Scarwall (My favorite dungeon-crawl, followed closely by the Divinity Drive)
* Rasputin Must Die! (Managed to pull off a concept I thought wouldn't work and did it smashingly)
* The Divinity Drive (Lords of Rust is quite good too, but I think the finale is the best from Iron Gods)
* Sound of a Thousand Screams (Not the best-connected module to its AP, but an awesomely otherworldly adventure)

Notable standouts in otherwise not-the-strongest APs:
* Souls for Smuggler's Shiv (Excellent low-level module / shipwreck-survival module)
* The Sixfold Trial (Includes a play and manages to be one of the most novel adventures I've seen as a result of that plus its quality)

The vast majority of Carrion Crown also works well as individual adventures; you can take pretty much any of them, tweak tiny bits, and run it alone without issue.

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Jam412 wrote:
For folks that already have the book; is it all character options or is there a good amount of Golarion lore in here? I ask because while I run my games in Golarion and use the adventures, I don't actually use the Pathfinder rules.

There's some lore in here, but it's one of the more mechanics-heavy entries to the Campaign Setting line. It wouldn't be one of my top suggestions to you if you're not using the system.

Matthew Morris wrote:
Though why Iomedae and Saranrae get it...

Sarenrae makes sense to me. She has hidden worshippers in Taldor and Rahadoum and tends to encourage having her agents help people even in places where her religion is forbidden. No specific explanation for Iomedae, though; it might be one of those quirky unexpected domain-picks to add character/flavor to a deity.

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Abrogail Stats/Backup:

Abrogail also has two levels of Aristocrat. Not really that useful, but it pads her HP a tad. She also has PC stats/wealth instead of NPC stats/wealth and a Major Artifact (the Crown of Infernal Majesty).

Regarding backup, she'd presumably have the high priestess of Asmodeus and her diabolical advisors helping her (plus probably others). Aspexia Rugatonn is a 19th Level Cleric. Contessa Lrilatha is a 13th Level Erinyes Inquisitor. Gorthoklek is at minimum a Pit Fiend, quite possibly one with special powers or a few class levels. Those three are probably sufficient enough to put up a fight alongside her.

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I'm agreeing with the Captain on that party art. The AP as a whole has had mixed art success, but that piece is a gem. The villain iconics look sharp in it.

The piece of Abrogail on page 2 also looks good.

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Tinkerer:
Tinkerer - Loses Mutagen, Swift Poisoning, Poison Resistance +6, Poison Immunity, and Persistent Mutagen. Gains a customizable clockwork familiar and the ability to spend an hour and required gold to make any non-charge-based, non-consumable Wondrous Item with no prereqs or crafting checks; can spend an hour to disassemble the item and salvage half the item's value from it, only the Tinkerer can use the item, it works for a number of hours per day equal to the tinkerer's Alchemist Level, and only one of these custom items can be built at a time. It's also nonmagical so far as I can tell, meaning it works in antimagic fields and the like. The item-creation straddles the line between somewhat-restrictive and crazy-versatile-super-good; I'm pretty sure that some build is going to pop up some time that does something astounding with it.

Enchanting Courtesan:
Enchanting Courtesan - All levels save the first give spellcasting, 6+Int skill points, gains the ability to covertly use enchantment and divination, gains some poison/mind-affecting touch effects. Meant to be a sneaky caster, essentially. Looks better than the existing options for hiding spells and seems to partially stack with them. I'm still unsure of how I feel about the baseline-detectability of spells, but for those groups looking for a caster to sneakily cast while those rules are in play, this should help some.

Bonded Investigator:
Bonded Investigator - Loses poison stuff and delays Studied Strike in exchange for a familiar that gets the ability to use Inspiration and upgrades itself to an Improved Familiar.

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I'd suggest going with Varisia for this. It's got ancient wizard-tyrants returning from an age-old slumber, tribes of goblins, giants, and other humanoids, city states rather than a major centralized government, lots of wilderness terrain ranging from frozen mountains to deep forests to blasted wastelands of ash and cinder, and ruins aplenty.

Taldor also could be pretty good if you wanted more of a knights-and-empires thing going on, but Varisia is my knee-jerk reaction here.

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What is your turkey recipe? It looks like it might be tasty.

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No. Anaphexia Thought-Killer is the only Vigilante Archetype in here, and while it restricts the social identity to a Pharasmin priest with a vow of silence and has some powers that work across the two, it doesn't remove either.

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Have only glanced through it, but my initial impressions of this are positive. Things I noticed:

* The Summoner archetype applies to both Chained and Unchained Summoners. I'm pleased to see them both getting support instead of just the Unchained one.
* Libraries! Nifty!
* Lots of schools. It's good seeing that system expanded with new options.
* Building upgrades! Line your walls to block divination (or all magic)!
* Anaphexia fit with Vigilante well.
* Gadgeteer-styled alchemist! Glad to have one of those. Might be a bit of a money-sink if the item-tinkering gets used too much, but it's good to at least have the fast-crafting versatility, limited and costly though it may be.

Edit:

Galt:
Just noticed that Galt's leader is a Mesmerist. That has interesting implications.

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Bestiary:

Avernus Razorback - Hell boar that can devour both body and soul, has delicious-yet-addictive meat.
Xiuh Couatl - Psychic couatl wreathed in lightning and radiant fire.
Lapsudaemon - Daemon of death-by-falling, looks like a large ball of body parts and faces, rolls about with deadly momentum, knocks things out of the sky, controls wind, and is generally more in-your-face than subtle.
Ixion Worm - A creature from the gears of Phlegethon, formed from the souls of those who betrayed their kin, taking the form of a cyclopean face stretched wide across one wide of a wheel of metal and bone. Their eyes have hypnotic properties and they are favored by Belial.

I have only just briefly looked things over so far, but I was pleased with what I noticed in the soul pact with Abrogail:

Soul Pact:
She's using a soul-escrow trick to prevent souls from going directly to Asmodeus, so divine-focused characters with non-Asmodeus patrons don't lose abilities from the pact and don't have resurrection issues. The PCs also get their souls back if they successfully complete the overall mission of defeating the Glorious Reclamation and only have to forfeit them if they lose or betray the cause.

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Planar Adventures is the one I'd most want. Sci-fi Adventures, Space Adventures, and Steampunk Adventures are semi-close behind it. Aquatic Adventures, Modern Adventures, or Neolithic Adventures could also be interesting, though they're not as high on my list as the earlier groups.

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RPG-line Books I'd like to see sequels to?

I'd like to see more Bestiaries. There's pretty much always a use for more of those.

Occult Adventures was probably my favorite RPG-line book since the APG, but I don't specifically want Occult Adventures 2. I'm liking the current potential-trend of other <Theme> Adventures books and have high expectations for Horror Adventures.

I'd like to see another Ultimate Campaign (albeit one with a bit of a Stronghold Builder's Guidebook bent). More buildings / rooms / kingdom things. I'd like to see it fold in some other systems that haven't made it to the RPG line, like infernal contracts.

If we're turning toward other lines, there's several I'd enjoy, but I'd most like to see another Alchemy Manual (potentially with an herbalism tilt). I'd love to see more alchemical items / discoveries / ingredients / dynamic recipes.

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I'll preface my answer with a general statement that my 'would you buy them' to all of these ends up as 'yes', not necessarily because of specific desire for them, but because I have all of the Pathfinder RPG books so far, and completionism is a powerful driving motivation on my end. Any one 'meh' book would essentially be a cost I'd 'eat' to keep the collection whole (and is something that's already happened with Map Folios and a handful of other purchases). It'd take either a series of meh/bad releases, something that actively bothers me, or an edition change to break by get-all-of-it impulse. Having said that, since several releases I don't want in a row *would* have an impact on my buying patterns, I'm going to offer a general 'do I want this or not' for the questions.

Overall note: Reprints, in general, are something that I want for the unconverted 3.5 content and do not want for already-Pathfinder content.

1. Generally leaning no. I'm not opposed to new base classes, but I don't have a particular thirst for them right now either.

2. No. Feat reprints I'm solidly not interested in (unless they're moving over 3.5 stuff) since I'm wary of changes/nerfs, and I'd rather have some other things than a book of feats.

3. Yes, though I'd frankly prefer a book of Prestige Classes at this point. Archetypes are nifty, and I like how they've expanded the design-space for Pathfinder from 3.5's Base Classes and Prestige Clases, but I'd like to see more Prestige Class options; they feel sparse compared to archetypes now.

4. Not really. I like traits and want to see more of them spread across products, but they're individually so bite-sized that I think a book devoted to them seems kinda overkill.

5. Yes, but with a heavy bias toward new content. I'd love seeing more Mysteries, Bloodlines, Kineticist powers, Alchemist Discoveries, Witch Hexes, and other class-feature things.

6. I'd be interested if it updated the remaining set of unconverted 3.5 monsters. Otherwise no.

7. Yes. Artifacts are fun. Not at the top of my want-list, but something I'd like to see and use.

8. Yes. Deities and Demigods books are interesting and it'd potentially be useful for making a fully-OGL pantheon set, as opposed to the Golarion deities, whose names are product identity. Frankly, in pursuit of that, I'm notably in favor of the idea.

9. No. I'd like to see unconverted 3.5 stuff ported over, but I'm not particularly drawn to an idea of reprints of Companions.

10. Pretty much no. I want updated books on the Darklands and Great Beyond (and I'd rather have additional stuff in them as opposed to straight-reprints), but in general, I don't want Campaign Setting reprints, even from 3.5 stuff, since the setting-info is edition-neutral.

11. Player Companions for one class? Yes, I'd be up for them and actively excited for some of 'em. Alchemist and Kineticst are my general top two, though I want to see the Harrowed Medium as a thing (and it'd take a lot of space), and I also like Oracles and Witches a lot.

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As far as I remember, it's just Champions of Corruptions and Heroes of the Wild (which had a good number of things, including a magic greenhouse). I'd like to see more of these popping up in additional products.

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