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The Oliphaunt of Jandelay

Lord Gadigan's page

Goblin Squad Member. Pathfinder Roleplaying Game Superscriber. Pathfinder Society Member. 371 posts. No reviews. No lists. 1 wishlist. 1 Pathfinder Society character.


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Cheliax

Pathfinder Roleplaying Game Superscriber

Champions of Corruption has a strangely small preview image on the preorder tab of the Pathfinder Companion page.

Cheliax

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Pathfinder Roleplaying Game Superscriber

Distant Worlds stands as my favorite of the bunch, assuming you're up for interplanetary adventure. It's very well-written (the best of the setting books in my opinion) and has lots of interesting hooks in it.

I'm personally a fan of Irrisen and would suggest the book on it. Beyond that, the Land of the Linnorm Kings, Numeria, and Ustalav books all deliver lots of good information and a wide variety of adventure options. It really depends on your taste in adventure styles at that point. If you like interplanetary, Distant Worlds. If you like witches and Russian folklore, Irrisen. If you like vikings, Land of the Linnorm Kings. If you like vikings *and* ice witches, get both of the above, as the two countires interconnect well. If you like sorcery-and-super-science, Numeria. If you like gothic horror, Ustalav. Each of them has a smorgasbord of adventure opportunities and location types so long as you stay in its general genre.

If you're looking for a smaller area, City of Strangers presents the unique city of Kaer Maga, which has what amounts to a megadungeon beneath it but also has plenty of opportunities for urban adventure and intrigue.

Cheliax

Pathfinder Roleplaying Game Superscriber

Alchemist:
* A mad-bomber-type bomb-focused alchemist that loses the mutagens and some of its other stuff for additional bomb-related features
* Artificer variant of Alchemist that builds gadgets and such
* A poison-focused Alchemist that can craft poisons more quickly/on the fly, boost poison DCs, and the like
* Edited in: An ooze-focused alchemist whose mutagen turns them into an ooze-like form

Druid:
* Some manner of plant-controlling Druid that isn't restricted to elves-only

Oracle:
* Some manner of plane-based Oracle whose mystery-powers operate based on a fundamental connection to one of the planes. This could probably be accomplished with a set of mysteries instead of an archetype, but I think it still fits the thread's general theme.

Paladin:
* CG/LE Paladin to cover the other two corner-alignments (with the CG having anti-law and the LE having anti-chaos since the LG covers anti-evil and the CE covers anti-good)

Summoner:
* Summoner archetype that constructs Golems/constructs
* Summoner archetype that specializes in summon a particular type of Outsider (Archon/Angel/Agatheon/Azata/Inevitable/Aeon/Kami/Psychopomp/Elemental/Prot ean/Devil/Kyton/Asura/Rakshasha/Oni/Daemon/Demon/Qlippoth, Also one for Nightshades even those are technically undead)
* Summoner-as-a-necromancer archetype that summons undead and has a customized undead thing instead of an eidolon

Wizard:
* Some sort of staff-specialized wizard that's better at using spells from staves (DC boost, spend spell slots to cast spells the staff can without using stave charges) but suffers in terms of other casting flexibility
* A white necromancer who can animate non-evil undead (perhaps by summoning up ancestors / only being able to animate those who were willing prior to their death / using some manner of metaphysical trickery to get around the 'wrapping up a positive-energy soul with negative energy is evil because of how it affects the soul' thing)

Those are the ones that spring to my mind as concepts that I've wanted to play / have in a game that I found haven't been available in official material (so far as I know). Third party stuff is doing pretty well on the white necromancer one, but I'd still like to see official support for the role.

Cheliax

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Pathfinder Roleplaying Game Superscriber

Irrisen. There's lots of places in the Inner Sea Region that I like (Nex, Geb, Ustalav, Cheliax, Nidal, Osirion, Numeria), but Irrisen in particular stands out as a favorite. I am a fan of Baba Yaga and have used the character in various forms in multiple campaigns/game systems, and I find the white witches, ice fae, and general vibe of the place right up my alley.

Cheliax

Pathfinder Roleplaying Game Superscriber

It looks to be a commission of this person's character.

Cheliax

2 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber

Kytons! I love how Paizo has expanded them from the single oddball Devil type to an entire set of Outsiders. I very much look forward to their potentially getting a Book of the Damned that provides lots of delicious additional info on them some day.

There's lots of neat monster types out there that I'd like to see more of, but Kytons currently are on top of the heap for me.

Cheliax

Pathfinder Roleplaying Game Superscriber
Alleran wrote:
Very intriguing, and not overpowering either (I like it!). I presume the abilities are supernatural rather than spell-like, given that it involves a ritual? Probably takes a little while, so they're not too good for combat, but would serve a character well in out-of-combat healing and recovery.

I'm a fan of the item too. It doesn't specify on supernatural vs. spell-like, but I'd lean supernatural too because of the casting-time difference.

Graeme Lewis wrote:
So does the Sarcophagus take longer to bring someone back who died from old age than someone who died from, say, multiple stab wounds to the chest?

The same time for either (2d12 days). It's probably not the best source of resurrections from in-combat death for PCs since the body has to be dead for a month before the Sarcophagus will start the revival process. That said, it performs the resurrections for free and manages to get around several of the normal restrictions on resurrecting people, making it potentially highly useful.

Cheliax

Pathfinder Roleplaying Game Superscriber

Lotus Stone:

Yes, you're reading correctly. It gives those it brings back with the mark the ability to perform (1 + WIS mod)/day a ritual involving prayer and drinking lotus tea that produces an effect identical to Cure Critical wounds, Neutralize Poison, Remove Blindness/Deafness, Remove Disease, or Restoration. The powers don't require you to have the artifact in your possession.

What constitutes 'remembering' him is left open to GM interpretation. The only thing that clearly removes the powers is having the lotus-mark on you removed with a Wish or Miracle. The overall wording of the section makes me want to lean more towards the lenient side, where so long as you mention him to someone who asks about the lotus-mark or use the power sometimes (with the accompanying prayer and tea), you should be fine.

The Curse:

That *is* a nasty curse, but I think parties this far into a mummy-themed AP should have access to curse removal, and the squishier characters are likely to make the Will save to begin with, so I wouldn't put it into 'meat grinder' territory like I would if it showed up in some sort of low-level module.

Edit: It's also alignment-keyed, so there's the possibility that if the PCs are a diverse set of alignments, it won't be as nasty as it otherwise might be.

Cheliax

Pathfinder Roleplaying Game Superscriber

From the Adventure:

Life Lantern (Minor Artifact) - A golden ankh with a sapphire in it that radiates light or darkness depending on if the wielder is living or undead. It enhances necromancy. Dying things around it get +4 to stabilize, and it prevents those resurrected within its light from taking negative levels. Once per year it can resurrect something it touches. If an undead has it, it gives undead near it fast-healing and can Create Greater Undead once a week. It can also act as a holy symbol for deities who have the Death or Healing domain.

Pharoah's Key (Minor Artifact) - It activates the superweapon in the Slave Trenches' firing process (used in the module to shoot down the Forgotten Pharaoh's flying pyramid). It also gives +5 to AC and Saves against elementals.

The Others:

Lotus Stone of Namrut (Minor Artifact) - A limestone tablet shaped like a blossoming lotus. Namrut was a priest of Osiris who claimed to be descended from the deity and had a cult spring up around him; he moved on fro mthe world into a palace-temple-demiplane ages ago. If it is placed on a body that died within 48 hours, the soul of the deceased appears in Namrut's court. Namrut offers to return them to life so long as they agree to make it so that Namrut will not be forgotten. If they agree, he returns them to life at dawn and marks them with his lotus-symbol. So long as they continue to remember him, they also get several healing powers as special abilities (with use based on their Wisdom).

Omat's Sarcophagus (Major Artifact) - Crated by a relative of a pharaoh who had decreed that his entire family would follow him into the afterlife. The relative (Omat, a Sorceror) did not wish to die, so he built a special sarcophagus that could travel to other planes and that would rebuild his body from death in a youthful state. It resurrects anyone who has been dead longer than a month (grabbing the soul and pulling it into the sarcophagus) and builds them a new young-adult-version of their body. It can get around death form old age and has no time limit on resurrecting people, but it takes a while to bring them back. It can also be ridden in (reciting a prayer on the inside lid to activate it) to the Astral Plane, Ethereal Plane, or Boneyard (with the person who went there also being able to return so long as they do so in 48 hours).

Sistrum of Bastet (Minor Artifact) - An instrument created by worshipers of Bastet during the Keleshite rule of Osirion who were attempting to incite sentiment against the Keleshite occupiers. It allows a performing Bard to Heighten the spells of divine casters who are being performed for by expending performance rounds. It also lets the Bard mix performing with casting spells (masking that the bard is doing both on a successful Perform check opposed by Sense Motive). The Bard can also use it to send secret messages through performance with no check needed. Additionally, it lets bards who own it pick Cleric spells to replace Bard ones they know when leveling (with these spells being lost until the Bard gets it back if they lose it for more than a day).

Was Scepter (Major Artifact) - Made by Azghaad, possibly with the help of Nethys. It was used as the original scepter of the pharaoh's rule. It is rumored that agents of the current pharaoh work to keep it missing, as a descendant of the original pharaohnic line because it could potentially give them a divine claim to rule Osirion. It's a +4 Light Mace that can extend into a double-weapon on command. It can be planted into the ground to claim dominion over people, reality, and time within a bubble around it. It can, in this mode, create Sanctuary, Protection against Chaos, Dimensional Lock, a 1/day bubble that automatically Banishes the first 40 HD of extraplanar beings that try to enter it (Will to Resist), and 1/day group Time Stop (with the number of people pulled into the Time Stop based on the wielder's Charisma).

Cheliax

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Pathfinder Roleplaying Game Superscriber

Numeria and the starship that crashed in it have been around and part of Golarion since the Campaign Setting was released back in 2008 when Paizo was still making 3.5 products.

I'm personally a fan of the sci-fi-inspired stuff (both Numeria and the other plants from Distant Worlds). Some people dislike the genre mash-up status of Golarion and would rather Numeria (and Alkenstar) weren't around, but I like that there's a place on the planet where I can do Barrier-Peaks-type stuff and have fantasy-meets-sci-fi things.

Cheliax

Pathfinder Roleplaying Game Superscriber

+2 CON, +2 CHA
Native Outsider
Medium Size
30' Speed
60' Darkvision
Immortal (Doesn't change age categories normally, locked into the one they're designed at, can't die of old age)
Immune to Undeath (Nothing can turn them undead)
Past-Life Knowledge (All Knowledge skills are class skills)
Resist Level Drain (No penalties from energy drain unless they get more negative levels than HD, in which case they still die. Automatic recovery from all level drain after 24 hours with no saving throw needed)
Shattered Soul (Require a CL 10 + HD caster level check to resurrect, if it fails, the spell fails and the caster can't try again for 24 hours)
Suggestion 1/day as a SLA
Start with Common as a lanugage

Overall, I think they're one of the most interesting/idea-inspiring playable races I've seen pop up lately. A very good job overall on the design on 'em.

Pharasma's reaction is actually included in the entry. She *hates* when people use them to cheat judgment and sends teams to Psychopomps to hunt the people down. She sees the Shabti themselves as innocent in the process, though, and her Psychopomp teams are actually the most common way for the Shabti being released from their torments on the lower planes.

Cheliax

Pathfinder Roleplaying Game Superscriber
Valantrix1 wrote:
Anything interesting in the Shory article?

Shory:

Their society made high use of magic in everyday life. Notably, they developed self-replenishing matrices of magic called Wells of Abundance that citizens could use to recharge magic items. The Wells also did other things like power at-will water creation for the city, control constructs that guarded the cities, providing the cities with constant Endure Elements, and providing healing magic to help people recovery from wounds / disease. Kho was the first Shory city to build one of those.

Cheliax

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Pathfinder Roleplaying Game Superscriber
Blackfingers wrote:
Since Book 6 has shipped, I imagine this one has as well - any cool little tidbits people with the PDF want to tantalize the rest of us with?

Mummy's Mask:

* The axe on the cover has a cool thematic ability (albeit with a save DC low enough that it isn't actually all that good, unfortunately): The wielder can, upon hitting someone with it, issue a 5-word command that forbids the person who was hit from doing something. The wound starts glowing with golden light, and the decree sticks on them as a curse-effect. If they break the decree, the wielder automatically inflicts a critical hit (Fort save for no damage) and knows that they broke it. I still think it's a cool general idea for a weapon, though.

* The support article has an intelligent weapon, two minor artifacts, and two major artifacts. This is on top of two minor artifacts that the PCs can get in the adventure itself. Lots of impressive treasures.

* The ossumentals (undead that manifest in areas of high elemental energy where there's a large number of dead souls, with the Slave Trenches currently being the only known location) have rather awesome art, particularly the half-page piece showing the final encounter of the module.

* The shory apparently used tamed dinosaurs as part of their armies. The pharaoh's forces managed to kill their spinosaurus, and the PCs get to deal with it as a mummified guardian.

Cheliax

Pathfinder Roleplaying Game Superscriber

Ulunat:

It's one of the Continuing the Campaign options.

When Ulunat first attacked Osirion ages ago, it got empowered by a major ritual that gave it additional power and a direct link to Rovagug. This also gave it the second kaiju-sized shell that currently towers over Sothis. When Azghaad defeated Ulunat, it banished the main beast into a pocket-dimension located beneath the heart of Sothis. The secondary shell was left behind since that wasn't a permanent part of the Spawn and started getting used to house the Black Dome district.

In the continuation option, a group of Rovagug cultists manages to figure out that the beast isn't time-stopped or dead, but imprisioned in this pocket-realm and manages to free it, causing it to materialize within the Black Dome and begin an attack on Sothis. It has stats for Ulunat in its natural (non-ultra-massive, but still colossal) form, where it is CR 24.

Cheliax

Pathfinder Roleplaying Game Superscriber

More Baba Ji.

Cheliax

Pathfinder Roleplaying Game Superscriber

Curse of the Crimson Throne:
Skeletons of Scarwall can work as an independent dungeon crawl, assuming you give the PCs a different way to meet Sial and Laori and a different reason to want the sword.

Second Darkness:
The first two parts of Second Darkness work well as a two-parter where the PCs are trying to get a foothold in a town run by thieves.

Kingmaker:
The Varnhold Vanishing works as a good stand-alone investigating the disappearance of the citizens of a frontier kingdom.

Sound of a Thousand Screams could possibly be pulled away from the rest of the campaign too, with Nyrissa trying to reclaim some location that the PCs are in instead of the PCs kingdom. It'd make a good high-level thing that deals with weird fae places. Probably the hardest on my list here to pull over to use on its own, but still within the realm I'd consider farily easily-doable.

Serpent's Skull:
Souls for the Smuggler's Shive works on its own as an adventure where the PCs survive a shipwreck on an island.

Carrion Crown:
Every adventure of Carrion Crown. While it has an overarching plot, the majority of each adventure is self-contained and could be run entirely on its own. Out of all the APs, it's probably the easiest to do this with (followed by Shattered Star).

Jade Regent:
The Hungry Storm. Just give the PCs any reason to be traveling across the Crown of the World with a caravan. Some mention of plot-related NPCs will need to be cut / changed, but the actual story of the module stands alone.

Shattered Star:
Pretty much any adventure of Shattered Star except the last one. They're all artifact-piece hunts that can sit on their own if you want them to.

Reign of Winter:
The Frozen Stars. Just cut out the part in Baba Yaga's hut at the beginning and give the PCs some other reason to be on Triaxis. You could even do it with Triaxian characters working for the Skyfire Mandate.

Wrath of the Righteous:
Herald of the Ivory Labyrinth. If you somehow have decently-high-level mythic PCs but aren't running the rest of the campaign, you can slot this in as a solo-thing where the PCs are trying to rescue Iomedae's herald from Baphomet's Abyssal realm. It actually stands pretty much independently from the Worldwound-closing / war storyline.

Mummy's Mask:
The first two parts of Mummy's Mask run well as a two-parter. Just cut the other parts of the Pharaoh's soul from the storyline and run it as the PCs exploring tombs and dealing with the undead invasion.

The second and third parts of Mummy's Mask can also run as a two-parter. Just cut the other parts of the Pharaoh's soul from the storyline and run it as the PCs investigating a cult they've heard about and then tracking down and eliminating the possessed leader. It isn't quite as smooth as the first two on their own, and you'll have to change some of what the PCs are researching in Part 3, but it should fall into the same general level of workability as Sound of a Thousand Screams.

Cheliax

Pathfinder Roleplaying Game Superscriber

There's something weird going on with this thread.

The actual thread seems to have had the spam removed, but when I hovered my mouse over the thread name on the topic list, I got a preview of the text of the spam post. Did I just happen to switch between the two at the oddest possible time, or is there an issue with preview text keeping the text of deleted spam posts?

Cheliax

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Pathfinder Roleplaying Game Superscriber

Ileosa gets my vote for best BBEG.

Curse of the Crimson Throne:

She got the most screen-time and was highly-involved in things from the beginning to the end of the campaign. She had numerous memorable groups working for her: the plague doctors, the Gray Maidens, the Red Mantis, her devil associates. She also had the benefit of her campaign containing what I consider Paizo's best AP adventure (Seven Days to the Grave) and its best dungeon-crawl (Castle Scarwall). Edge of Anarchy, Seven Days to the Grave, and Escape from Old Korvosa helped cement her overall role and had the proper buildup of her as a villain, and Crown of Fangs managed to deliver on being a satisfying conclusion against her.

There's several other villains, Nyrissa for instance, that I think *could* have been contenders for the title if they'd been more integrated with their respective campaigns, but Ileosa takes the cake with her combination of high campaign-integration and consistently high quality.

Cheliax

Pathfinder Roleplaying Game Superscriber

Aha, Belkzen, nifty. Thank you both.

Cheliax

Pathfinder Roleplaying Game Superscriber

Any clues as to where Giant Slayer is set? I could see it in Varisia (Probably the most likely spot), Realm of the Mammoth Lords, the Land of the Linnorm Kings, Irrisen (somewhat unlikely), Crown of the World (unlikely but still possible), or Numeria (extremely unlikely what with it coming right after Iron Gods). Possibly other places too.

Cheliax

Pathfinder Roleplaying Game Superscriber

Pathfinder Unchained seems interesting. I think it's one I'm going to be looking forward to.

I mostly like the current Barbarian and Summoner, but I'm interested in seeing what they do with the with the new versions.

The core Monk needs the tune-up, and the Rogue is currently outclassed at pretty much everything it's supposed to be able to do by at least one other thing, so I'm rather glad to see new versions of those two coming out (and will probably be using them if they fix things like I hope).

Cheliax

1 person marked this as a favorite.
Pathfinder Roleplaying Game Superscriber
Corvo wrote:
If Paizo can magic me up a Puck (Good, Trickery, Charm, Chaos) I'll be happy as a sandboy.

I suggest that you look into Picoperi from Chronicle of the Righteous. He's an Azata Empyreal Lord with that domain set and the portfolio areas jokes, pranks, and surprises.

Cheliax

2 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber

I'm going to be ignoring which pieces of equipment are masterwork (since you're going to be wanting to upgrade everything to magic anyway) in the gear loadouts here; I'm also skipping potions, numbers of arrows, etc. I'm also going to be skipping over guards of places that are overly chaotic (ex: Riddleport) or otherwise inappropriate for a worshiper of Abadar (ex: Azir).

Curse of the Crimson Throne:

The Korvosan Guard standard outfit (from Curse of the Crimson Throne) is Chainmail, a Heavy Steel Shield, a Longsword, and a Light Crossbow. Verik Vancaskerkin mixes things up with Chainmail, a Spear, and a Composite Longbow; it's described as still being his equipment from when he was with the guard. They start riding hippogriffs at higher levels/ranks, progressing into members of the Sable Company Marines.

There's also the Gray Maidens, which operated as Korvosa's guards for a while, but I'm not sure they're quite what you're looking for.

A member of Katapesh's Zephyr Guard has a standard loadout of Chainmail, a Heavy Wooden Shield, a Scimitar, Manacles, a Signal Whistle, and a Zephyr Amulet (which works as a neck-slotted everburning torch, probably not obtainable in PFS).

Osirion's Risen Guard (I'll note that the king of Osirion is a High Priest of Abadar) come per standard with a Chain Shirt, Darts, a Khopesh, a Guardsman Uniform, and a Disguise Kit according to the NPC Guide. Osirion, Legacy of Pharaohs, presents an alternate gear set that includes Half-Plate, a Heavy Wooden Shield, a Khopesh, a Heavy Crossbow, and a Cloak of Resistance. The Risen Guard is notably interesting because they

Westcrown's Dottari Guards have a standard loadout of a Breastplate, Heavy Steel Shield, Longsword, and Longbow.

Westcrown also has Hellknights of the Order of the Rack acting as town guards, but while there are Abadaran Hellknights and Hellknight Paladins, I'm assuming 'Hellknight' isn't the main flavor you're going for.

Magnimar's City Guard has a standard gear set of Scale Mail, a Halberd, a Light Crossbow, a Sap, a Bullseye Lantern, Manacles, and a Signal Whistle. Those promoted to City Watch Captains switch to a loadout of Chainmail, a Longsword, a Light Crossbow, a Swordbreaker Dagger, Manacles, and a Signal Whistle.

Members of the Sandpoint Watch have a standard gear set of a Chain Shirt, Longbow, and Longsword.

Lepidstadt in Ustalav equips its guards with Scale Mail, a Heavy Crossbow, and a Halberd.

Jade Regent:

I'll throw in that the Typhoon Guard in Minkai tends to use a Do-Maru, Naginata, and Composite Longbow (for commanders) and Steel Lamellar, a Composite Longbow, a Katana, a Wakizashi, and a Banner for the standard guards. Being a Typhoon Guard from the time period the Jade Regent was actively running things would be problematic (because he replaced them all with Oni), but being someone who either retired before then or joined up after the events of Jade Regent would probably make that a possible gear set choice if you wanted to come from over on Tian Xia (where Abadar is still considered a major deity).

I'd suggest starting looking with the Pathfinder Wiki. Korvosa and Sothis (the capital of Osirion, where the Risen Guard are based) probably have the most interesting city guard groups (and, notably, both have notable worship of Abadar going on), but if you're interested in some of the other areas, a guard from them could be interesting too. Based on whichever one(s) you find most interesting, I could direct you to more sources, but by and large there isn't a ton of info on some of them.

Cheliax

Pathfinder Roleplaying Game Superscriber

Like Peet says, Inner Sea Gods should be your starting point.

The Half-Dead City from Mummy's Mask involves the exploration of an old temple of Nethys (it's about a third of the adventure, the other portions involving different areas), and it has some Nethys-worshipers as major NPCs.

The Thousand Fangs below has Nethys as the subject of one of its support articles. Inner Sea Gods covers a lot of the info from that, but it's not entirely the same.

There's info in Gods and Magic, but it's an old 3.5 product that was mostly made obsolete with Inner Sea Gods.

There is, surprisingly, a bit on him in Knights of the Inner Sea, which has a field manual containing spells his servants use to support knightly orders.

Those are the first ones that come to mind. Inner Sea Gods is the big one, and adventure-wise, The Half-Dead City is the most notable. The others have what would be considered fairly minor amounts of additional info once you get those two.

Edit: If you don't mind 3.5 adventures, the Set Piece from the back of Howl of the Carrion King deals with a ruined place sacred to Nethys.

For PFS Scenarios, I believe The Third Riddle has some to do with Nethys.

Cheliax

Pathfinder Roleplaying Game Superscriber

The countries are mostly back-to-back. There's a few wilderness regions (The Mwangi Expanse, Shaguang, the majority of the Crown of the World, fair chunks of Varisia, Iobaria, and the River Kingdoms, etc), but by-and-large they're right up next to each other.

The Inner Sea Region and Tian Xia both have continent-scale maps that show the countries, but don't get into individual site-detail. Articles on nations in the Adventure Paths and the Campaign Setting's nation guides have maps of the specific nation in question with more land-features labelled and sites marked (none of them in exhaustive detail, presumably since Paizo wants to be able to go back in later and add more areas to places as they flesh them out more / have more adventures set in them). The Kingmaker adventure path and parts of the Mummy's Mask one have hex-maps for overland exploration (and, in the case of Kingmaker, kingdom-building). Adventures have more-zoomed-in maps for whatever area they're in. Town articles that act as support in Adventure Paths have maps of the cities with some of the most notable buildings labelled.

Also, like houstonderek said, the world follows a general Earth-like arrangement of areas; it's not directly analogous, but it can give you a pretty good idea of what places are like based on location.

Cheliax

Pathfinder Roleplaying Game Superscriber

It depends on what you want to do.

The Adventure Paths are 6 parts long, and each volume is $23 ($16 if you just want the PDF). Each one contains the adventure part itself, two support articles detailing parts of the setting relevant to the adventure, a bit of fiction, and a mini-bestiary with several monsters related to the area of themes of the module. More recent volumes also have sections on the backgrounds and motivations of major NPCs and new magic items found in the module (whereas older ones would just have those interspersed in the main adventure). They're 96 pages, about 50-ish of which is the main adventure.

The other main product lines are:

Modules - Adventures separate from the adventure paths. They used to be smaller (and around $14), but they got a notable size boost and are $25 (18 for a PDF).

Pathfinder Campaign Setting - This is the GM-focused line that provides the most world-info. It has the nation gazetteers, the supplements on different monster types, and stuff on a variety of other useful-to-GMs topics. Books in this are $20 (14 for just the PDF).

Pathfinder Player Companion - These are the player-focused counterpart of the Campaign Setting line. They're leaner and more focused on options that players can use to build characters; they tend towards more crunch but still have some setting information in them. They're $13 (9 for a PDF).

Pathfinder Society Scenarios- Small adventures available only in PDF format that, while designed for Pathfinder's organized play campaign, can still be useful outside of it if you're interested in running an adventure wherever they take place. They're $4.

There's a few other lines and some books in the above lines with different prices, but those are the general categories.

The only book you really *need* for the setting is the Inner Sea World Guide (note that it has an unusually cheap PDF), and you could probably get away with just using the Pathfinder Wiki instead if you really wanted to.

Beyond that, what books you get depend on where you want to run your campaign and how much detail you want on the area. The setting sourcebooks in the Campaign Setting line usually do a pretty good job of fleshing things out, enough so that you could run your own campaign with them and with no related Adventure Path articles; that said, the Adventure Path articles add on more detail if you're interested in knowing everything you can about a place/topic.

I'd suggest you start with the Inner Sea World Guide (or reading the wiki) to get an overview of the areas on and around Golarion, then grab the Campaign Setting sourcebook on whatever area you want to run (assuming there's one out for it), and then move on from there, getting other related Campaign Setting books, Player Companions, and Adventures.

Edit: Varisia, for the record, has way more material for it than any other nation. I feel like I should mention this before you choose a location (or set of locations) to focus on. If you want the place that gets the most attention, pick Varisia. If you want to avoid needing several full adventure paths and a bunch of other books and scenarios to know everything there is to know about the region, you probably want to pick a different country.

Cheliax

Pathfinder Roleplaying Game Superscriber

Here's a link to that last one: kdanveer

Cheliax

Pathfinder Roleplaying Game Superscriber

I'll chime in that I agree that Urgo looks like a muscular badass as opposed to a hulking oaf. It's probably in part due to his unique undead condition (which I'm calling as being responsible for the icy-pale skin, long, forked tongue, fangs, solid-white eyes, and claws), but he still has a generally more menacing build and bearing than a standard hill giant would. I'm not seeing the beard, and I'd describe the armor more as 'battle-worn studded leather with fur trim', but I'm entirely in agreement with his being the best-looking hill giant I can think of.

Cheliax

Pathfinder Roleplaying Game Superscriber

Looking at comperable others from that age, we have:

Shattered Star:

* Xin, ruler of Thassilon: Based on Shattered Star, he was a 20th Level Wizard with no mythic tiers before his death and switch into the reliquary.

Runelords, Wrath of the Righteous:

* Xanderghul, original Runelord of Pride: He is a 20th Level Illusionist with an unknown number of mythic tiers (at least 3, probably several more, as he's noted as stronger than both Alaznist (who has at least 1) and Sorshen (who is stronger than Alaznist, meaning she has at least 2)).

* Sorshen, original Runelord of Lust: She is a 20th Level Enchanter with an unknown number of mythic tiers (at least 2, probably several more, as she's noted as stronger than Alaznist (who has at least 1)).

Wrath of the Righteous:

* Alderpash, original Runelord of Wrath: He is a 19th Level Lich Evoker with no mythic tiers.

Serpent's Skull:

* Savith, the legendary Azlanti hero who took down Ydersius. She was a Fighter 20 / Champion 6.

* Zura, an ancient Azlanti queen who has become the Demon Lord of Vampires and therefore is at least CR 26 and has 10 Mythic Tiers in her realm.

* Aroden, who raised the Starstone from the sea and became a god.

Those are the most notable individuals known from the time, currently, though. I'd think that there were a lot of less-notable kings of Azlant out there. They'd still get the Pureblooded Azlanti race, which would be a bonus, but I'd think most of them would be 15th-20th Level (tending closer towards 20th), mostly spellcasters, but also some others, and only a few would have Mythic tiers. You could certainly have a high-end mythic spellcasting one, but I don't think you should feel like you have to. This is just me making conjectures, though.

Cheliax

Pathfinder Roleplaying Game Superscriber

Caliphas is described in an article in Ashes at Dawn, which is the 5th part of Carrion Crown. You're probably seeing the map from that support article.

Cheliax

Pathfinder Roleplaying Game Superscriber

Ah, also, if you've got two free feats, you can take Spell Focus (Divination) and then Arithmancy. Arithmancy should add another +1 Caster Level so long as you make the Spellcraft check for it (which shouldn't be hard to do).

Cheliax

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Pathfinder Roleplaying Game Superscriber

I extend major props to Sugroz, the Voice in Screams (and to whoever wrote his section here).

Chapel of Rent Flesh:
We *finally* have a powerful outsider lord taking notable advantage of the existence of multiple planets and advanced technology in the setting. He's also being fairly canny about having backup versions of his master plan running in multiple locations concurrently in case one of them gets wrecked by adventurers or the like.

Cheliax

Pathfinder Roleplaying Game Superscriber

Have the caster high on Aether for another +1 CL.

Cheliax

Pathfinder Roleplaying Game Superscriber

They're from Abaddon, but they're not Daemons. They're a different type of Outsider that comes from the same plane. Some Daemons use them as mounts, though (Night Hags too).

Where is the Hoof of Hell mentioned? It might be a reference to their hoof attack dealing 1d4 Fire damage on top of its normal damage.

Cheliax

Pathfinder Roleplaying Game Superscriber

There are female Balors. Ungortu, the Rapturous Flame (from Lords of Chaos and Demons Revisited) is currently the only one I know of. I'd keep the general overall Balor 'look' for them (modified by whatever unique powers they have) just shifted to female, so I'd go with some description of a massive demon with spines, black armor, enormous wings, a massive sword, and a flaming whip, only dropping in a 'she' instead of a 'he' when referring to it. Ungortu is a bit of a weird case since she has a lot of illusion magic as part of her special ability and is looking to get 'hallucinations' as part of her portfolio as a nascent demon lord, so she's actually liable to show up with a more friendly-looking appearance part of the time (with exact specifics depending on whatever would help her achieve her goals at the time).

Cheliax

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Pathfinder Roleplaying Game Superscriber

I'd give him the Serpentine Bloodline given that it capstones with the ability to become a Huge snake and includes a few hypnotism-type spells.

Cheliax

Pathfinder Roleplaying Game Superscriber

Also here.

Cheliax

Pathfinder Roleplaying Game Superscriber
MagusJanus wrote:
How about an alternative potion and scroll system, unique to the First World?

Spinning off of this, I'd like to see exotic components and recipes for the dynamic alchemy system. I think the First World could have some really interesting stuff there.

Cheliax Goblin Squad Member

The Pathfinder Wiki is indeed the place to start, and the Inner Sea World Guide would be the best general book for an overview of the campaign setting.

Since you're interested in the area around where the MMO is taking place, I'd also suggest the Guide to the River Kingdoms (and possibly the Thornkeep book, though it's also an adventure, so it's not quite as lore-focused).

For religion and deity info, Inner Sea Gods would likely be your best bet.

I can provide more suggestions of which books are good if you're interested in learning more beyond that, but those seem like the best places for you to start.

Cheliax

Pathfinder Roleplaying Game Superscriber

What book says that all fey originally come from the First World?

Cheliax

Pathfinder Roleplaying Game Superscriber
Cthulhudrew wrote:
I was thinking about the Vault Builders earlier today, and that made me recall the Pech, their fey servitors of old. I'd love to see a bit more history on these oft-forgotten fey creatures, and how they connect with the First World. Did the Vault Builders pull them out of the First World to help dig their tunnels beneath Golarion? Are the Vaults of Golarion somehow connected to the First World itself?
Dragon78 wrote:
Did the vault builders take a different fey race and turn them into pechs or they became pechs overtime.

Emerald Spire:

There aren't direct answers to these questions, but there's some info / sentences in there that I think can have some info pulled out of them through interpretation.

The Xiomorns (Vault Builders / Vault Keepers) are from the Plane of Earth. This much is outright stated. The Vault Builders are capable of creating artifacts called Vault Seeds that are made of 'crystallized magic'. The Vault Builder's statblock includes an ability called 'Secret of the Vault Seed' that talks about it making them, and it notes that they 'grow in xiomorns' underground vaults' and that the process for making them 'includes finding the raw crystals the seeds are formed from on the place of earth, faceting the gem, and using magic to grow it into its shape, and nurturing it with the proper spells once it's planted in the raw earth from which the vault will grow'.

There's an insane Pech NPC down on the bottom level of the Spire. The section with her includes the lines "The Vault Keepers used a race of earth fae called pechs as servants" and "Although a creature of earth, she has come to see earth as the enemy and its oppositional element air as the true savior".

The description of the Fae creature type says "A fey is a creature with supernatural abilities and connections to nature or to some other force or place." It never specifies *which* force or plane.

Ultimately, the general gist of what I'm getting from this stuff is: The Pech aren't from the First World. They're from the Elemental Plane of Earth, and it is what they (and the Vault-building magics) draw their power from. While this doesn't give more info on the First World, I think it's almost more-notable having a group of Fae entirely unconnected to it serving as proof that Fae can be connected for forces and planes entirely separate from the First World.

Cheliax

Pathfinder Roleplaying Game Superscriber

That's an interesting theory that I hadn't considered before and something in-character for a mythic pride-focused guy.

I had assumed the Peacock Spirit was Melek Taus (the Peacock Angel, an Empyreal Lord and missing ruler of one of the layers of Heaven) in a fallen state that was no longer LG alignment-wise that Xanderghul had managed to pull an alliance with.

Cheliax

Pathfinder Roleplaying Game Superscriber

I'll second the suggestion of using the Pathfinder Wiki. It's quite helpful.

The ten fluff books I'd recommend:

First, the ones you need for what you're doing-

1) Inner Sea World Guide (It's the base campaign setting and has information on a large number of locations.)
2) Guide to the River Kingdoms (You specifically mentioned you wanted to run stuff in that region, and it has its own book.)
3) Numeria, Land of Fallen Stars (I haven't actually gotten my copy of this yet, but it's the sourcebook on the other area you wanted, and I have high expectations for it.)

And now for the others I'd suggest. The three above are what you really need for your game, so these are shifting more into my personal preferences book-wise-

4) Distant Worlds (It's my favorite of the campaign setting fluff books and has what I consider several of the most interesting ideas / places. Given that you like Numeria, I don't think you'll mind it being sci-fi focused.)
5) Book of the Damned (Take your pick of the three. All of them are quite good. I personally lean towards Princes of Darkness, followed by Horsemen of the Apocalypse, followed by Lords of Chaos, but I think that's more a reflection of which outsider types interest me more)
6) Chronicle of the Righteous (An excellent book on Good-aligned planar demigods)
7) City of Strangers (A great take on one of the most unique and out-there cities in the setting.)
8) Rule of Fear (One of the better region-books. It details a gothic-horror styled setting. It's reasonably close over there near Numeria and the River Kingdoms, so your PCs might want to wander into it, depending on where over there they are.)
9) Irrisen, Land of Eternal Winter (My other preferred region-book. It's not geographically close to your campaign, so you might want to skip it, but I think it's well done and on an interesting place.)
10) Dragon Empires Gazetteer (It describes another whole continent and the nations there. It's a fairly brief overview of them for space-reasons, but it's a good book for broadening knowledge of parts of Golarion that aren't covered in the Inner Sea World Guide.)

Into the Darklands and (particularly) The Great Beyond get special mention for being good books that describe some of the more-exotic parts of the campaign setting but fail to make it to my main list because they're 3.5-era books; that said, they're both more fluff-heavy than crunch-heavy and what crunch is there can be translated over, so they're still quite useful.

Cheliax

Pathfinder Roleplaying Game Superscriber

A temple of his makes an appearance in The Emerald Spire, and he's described as a 'skeletal dragon made of stone and crystal' there.

I think I'd keep the rex-head from yours, stick it on the dragon-body, and make the stone-parts of the dragon-body look like fossils.

Cheliax

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Pathfinder Roleplaying Game Superscriber

Oh wow. This has information on something I've been looking forward to for a long while, and I wasn't even expecting it.

Final Level:
This explains who/what the Vault Keepers/Builders are, has stats for them, has one of them appear in the adventure, has an explanation on how Vaults of Orv are created, and gives the PCs a means to travel between several of them.

Cheliax

Pathfinder Roleplaying Game Superscriber

And both this one and this one.

Edit: And a third. Apparently Baba Ji is trying out the 'make lots of different accounts with a few posts each' tactic tonight.

Cheliax

Pathfinder Roleplaying Game Superscriber

Let's see. Here are ones that stick out in my mind currently for 3.5 / PF. Details are sort of fuzzy in my memory since none of them were lasting, long-term characters.

The one that probably stands out the most was a sorta-average-stats-across-the-board Rogue who used a crossbow and dagger both reasonably ineffectively and refused to use magic items because having to rely on items was an insult to his natural skills or something like that (and would get angry with any attempt to convince him to use them). That character was fortunately for a one-shot or something, since I don't remember having to deal with it for an extended period of time.

The one that sticks out as having come from someone who had previously made better (not optimized, but still, much better) other characters was a Druid who was mono-focused on deer. She didn't wildshape so far as I can recall, had a generally iffy build and spell selection, and wouldn't summon / work with any animal that wasn't a deer. I think that character either got replaced (without dying, I think the player just eventually wanted to switch PCs) by a better one partway into things or dropped from that campaign (and joined back in a later one with a different character).

The high-dex, sorta-low-wis whip-Cleric (who I think took a single level of Rogue?). It didn't have any stuff that actually made the whip useful, couldn't cast well, and tried to melee when it was bad at it. That one died quickly and got replaced by something less-bad.

There were a handful (4 or so) of sorta-optimized-for-becoming-an-undead-later-in-the-campaign characters who got one-shotted due to 6 or 8 CON and poor AC. This was mostly wizards who wanted to become Liches, but there was a fighter trying to become a Graveknight who stood out there as particularly ineffective for his role.

Cheliax

Pathfinder Roleplaying Game Superscriber

I'd also like to see a hardcover on the planes!

(I'd also buy individual books on each plane / a bunch of planar topics, for what it's worth, but it seems like a single hardcover would be the best place to start things.)

Cheliax

Pathfinder Roleplaying Game Superscriber

While I have no concrete date of origin I'm going to venture that they came about before 4667 AR. I'm basing this on Galt's revolution in that year being spurred on by mass-distributed broadsheets that 'spread quickly across the land', which seem like they'd require some sort of printing press or other fast-production method to be effective.

Cheliax

Pathfinder Roleplaying Game Superscriber
Someone said wrote:
What's the proper price of saltpeter, on the inside back cover? It lists the price as 3gp, but when using it as a power component, it says 1 dose is 1gp. Which is it?

I think that a single dose costs 1 GP, but it is typically sold at shops in units of 3 doses, so you can usually only buy it in 3 GP increments. Not positive since the others have things reversed where the number of doeses it's normally sold at is usually at the bottom whereas the price of a single unit is usually at the top. Either way, I'm leaning 1 GP per dose on it.

Someone said wrote:
A question here: for those of us who use/like the Daggermark Poisoners, how useful is this book? I'll be getting it in any event, but I might as well find out how badly I want it.

Four feats:

* Reduce or increase onset time of a poison by 1 day, to a minimum of 1 round
* Add 1 to the DC of poisons you make
* Apply poison while drawing weapons using Sleight of Hand
* Increase or decrease the frequency of poison you make by one time unit (minimum per-round, maximum per-day)

Three alchemical items:
* Turn a poison into a gas, with an optional delay in activation time
* Tiny bits of glasslike poweder that causes abraisons that allow injury poisons to enter as contact poisons
* Ink that keeps contact poisons effective on paper for long periods of time

Four new poisons from Daggermark:
* Blindness and deafness
* Dex drain and nausea/sickness
* Make the target more vulnerable to Diplomacy
* Con damage and bleeding

There's also 5 non-Daggermark-specific poisons in here.

Also, dynamic alchemy basically fixes the crazy-long-poison-crafting-times problem; individual poisons are given crafting times, which seem to generally gravitate around a day (though there's one that takes an hour instead).

It is my hope that they expand the dynamic alchemy rules to poisons from the Core Rulebook and other sources (also drugs and alchemical items that aren't already handled in it).

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