Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
The Oliphaunt of Jandelay

Lord Gadigan's page

Goblin Squad Member. Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber. Pathfinder Society Member. 542 posts. No reviews. No lists. 1 wishlist. 1 Pathfinder Society character.


RSS

1 to 50 of 542 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Dark Archive

2 people marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Having finished my detailed read-through of Hell's Rebels, I've decided that it's one of the best AP's and is entering my favorites list, taking 3rd and moving Kingmaker out of my top-three.

That puts my top-grade AP's list at:
1. Curse of the Crimson Throne
2. Iron Gods
3. Hell's Rebels
4. Kingmaker
5. Reign of Winter

Hell's Rebels:

Opinions on Hell's Rebels:
+ It delivers the best urban adventure path. Curse edges it out in terms of APs overall thanks to Scarwall and having higher high-points, but Hell's Rebels is better at being specifically-urban (it does leave the city too sometimes, but not for the same sustained duration). HR also doesn't have the same size of large-dungeons that a lot of other APs have; I like those when they're executed well, but there's probably some players who would prefer an AP that keeps the dungeons smaller or more city-building-integrated like HR does.
+ It is the best AP for social interaction. I like some of Curse's NPC's better than the ones in Hell's Rebels, but Hell's Rebels has a very strong set and offers more social-encounter opportunities throughout the path.
+ It seizes the crown in terms of best villain integration. Barzillai is by far the most integrated-through-the-campaign villain out of all the APs.
+ It has no low-point adventures. Every installment is quite strong. Every other AP has parts that are worse than the weakest parts of Hell's Rebels.
+ Infernal contracts!
- It doesn't have the same sort of high-point moments that my top two APs have. It stays consistently very good, but doesn't reach quite the same levels of exceptional as Crimson Throne or Iron Gods.
- The atmosphere of the final battle is weird. I like the dungeon, and I think it fits in with the plot well. The weirdness comes from how the PCs are up against Barzillai, trying to prevent his triumph, but Barzillai doesn't *feel* on the verge of triumph during the fight. He *is* on the verge of triumph, but physically, he's bound in chains and being tortured. Mephistopheles is letting the PCs in to fight him, and Barzillai, once his manifestations back in Kintargo are shut down, can't really do anything about them attacking until they're physically in the room with him. There's a strange dichotomy going on between re-fighting the villainous mastermind on the eve of his ascension and mercy-killing an in-many-ways-impotent threat that you've already beaten. This isn't entirely a complaint. Narratively, it makes sense. There's just something weird about the vibe it would give me as a player.

An additional plus that's more specific to the AP at present as opposed to the AP in the long-run:
+ I like how Hell was presented and think it serves as evidence that Paizo hasn't backed down from a willingness to go 'dark' sometimes.

On the note of items:

I'm sort of questioning the decision to drop the magic-item double-page section from the APs. Having read APs with it and now having gone back to APs without it, I find that it has actually been something I've used to absorb some of the 'flavor' of the areas the APs take place in. Having locally-related items adds another layer to the places the adventures take place in, adding to their overall character. I'm not sure what I'd want it to go back in at the expense of, but I'm kinda missing it.

In reply to Cole:

I agree that order matters and has probably had some impact on my views of Adventure Paths. Crimson Throne probably reduced my opinion of Council too. What I'm finding almost more-interesting, though, is that Hell's Rebels, despite being a much better AP, has actually been slightly *improving* my opinion of Council. It adds better perspective on Cheliax as a whole, provides some interesting parallels between Kintargo and Westcrown, carries some similar themes that end up being handled in different ways, and delivers on some of the 'gaps' that seemed to exist in Council. I'm actually starting a re-readthrough of Council based on this and may post some comparison between it and Rebels once I'm done (or I may wait for Vengeance to end and do a three-way comparison).

Dark Archive

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

I'd allow all of them in my games if players wanted to play them.

The Unchained Rogue is better than the base Rogue, but the base Rogue needed an upgrade. The Unchained Rogue pretty much exists as a replacement for it for me now (but I'd allow someone to play the old one if they wanted to).

The Unchained Monk is better than the base one in some situations / for some builds. I personally prefer the original Monk with Archetypes and the high Will Save, but I'd allow either.

The Unchained Barbarian and Unchained Summoner are worse than their original versions and not really something I use much, but I'd allow a player to use them if they wanted to.

Dark Archive

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

The Paladins of Asmodeus are also from Pathfinder sources, first showing up in one of the supplementary articles for Council of Thieves.

Dark Archive

2 people marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Things I'd currently be interested in seeing:
* The Harrowed Medium
* Another Alchemy Manual (Possibly also including a major sub-theme of Herbalism)
* A book for playing as members of secret societies (Palatine Eye, Way of the Kirin, etc.)
* Some manner of Golem Crafter's Handbook or the like (Preferably including some sort of Construct-as-Eidolon summoner)
* A book devoted to PCs on or from various Planes
* Something with a strong focus on Ritual Magic, probably with more Occult options too
* A Stronghold Builder's Guidebook type deal that builds on the Ultimate Campaign systems
* A book for playing nobles of various major houses in an assortment of nations

I'll also second Arutema's desire for more Kineticist support. I'm not requesting a Kineticist-specific book, but it's one of the classes I'd most like to see more for.

Dark Archive

1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Professor Manghvune:

There's actually a rather good bit of information on the guy. He's the end boss of the volume and gets a section in the NPC Gallery (as well as an entry as an entry on the back-cover).

He's currently an Advanced Babau Assassin 10 (with a full-page statblock). It notes that his Babau form has grown in power since when it got mentioned in Demons Revisited.

He used to be a CE Male Human Expert 4 / Rogue 7 / Assassin 2 in life (no full statblock provided or really needed).

He didn't just snap one day; his descent into his serial-killer state was gradual, and he was evil long before it became obvious. He started out researching life, then what happens to the soul after death. He became disturbed that he would lose his memories and general sense of 'self' when becoming a petitioner and desired to find a way around that; he came to Kintargo to track down the Soul Anchor. Unable to find it, he started killing people to trace their souls to it. When that didn't work, he started slowly torturing people to almost-death then healing them repeatedly to see if that got him better information. He eventually managed to locate the Soul Anchor with his ritual serial murders and bathed in its energies, allowing him to retain his memories after death. By that point, he'd decided he liked killing people and, even though he had achieved his goal, he continued the murders anyway.

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

And an unrelated repost of what I said about infernal contracts earlier (but accidentally posted on volume 6's page):

Repost:

I extend a big thumbs-up on the design of the Infernal Contracts. They use the library research system elements in an interesting and effective way, include a rule to prevent brute-forcing-via-infinite-retries by the underqualified-to-understand-them that reflects diabolic trickery well while allowing bargainers to still have a chance of cracking them later when they're more up-to-the-task, have a good selection of benefits, and are overall rather flavorful with the hidden clauses, payments, and effects.

I'd love to see a 'fiendish toolbox' book full of these and manifestations (and probably other, similar, things).

Dark Archive

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

I'll toss the soul-annihilating Daemons onto the pile since they haven't been mentioned yet. Divine intervention can undo it, but without that, anyone who gets taken out by one of those is gone (and quite probably suffered horribly on the way there too).

Dark Archive

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Whoops, looks like I posted here about the contracts earlier instead of on The Kintargo Contract.

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

Continuing the Campaign:

The stats are for Azrana, a Morrigna Psychopomp Cleric of Pharasma who is likely to be helping PCs who are out to destroy the Soul Anchor. Alternately, she's opposition if the PCs are trying to use it for their own purposes.

There's also traits / powers for Barzillai as a Genius Loci if the PCs don't stop him from becoming one. Those aren't really a normal statblock, but I think they count as something worth mentioning here.

Dark Archive

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

I extend a big thumbs-up on the design of the Infernal Contracts. They use the library research system elements in an interesting and effective way, include a rule to prevent brute-forcing-via-infinite-retries by the underqualified-to-understand-them that reflects diabolic trickery well while allowing bargainers to still have a chance of cracking them later when they're more up-to-the-task, have a good selection of benefits, and are overall rather flavorful with the hidden clauses, payments, and effects.

I'd love to see a 'fiendish toolbox' book full of these and manifestations (and probably other, similar, things).

Dark Archive

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Thank you!

Dark Archive

2 people marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

She remains one of my favorite NPCs (quite probably *being* my favorite NPC) from Pathfinder. My gaming group loved her too when the party ran into her. I'd enjoy seeing her show up for another appearance like Shalelu and Ameiko did.

Dark Archive

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Was there an old Godclaw citadel mentioned in that? I recall the Scourge's original Citadel and the Nail's both getting mention, but I didn't think the Godclaw got a mention in the Cheliax book. That'd explain the location if there was one.

Dark Archive

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Is this in Cheliax, Isger, or both?

Citadel Dinyar, the Godclaw's main base, is in Isger. The Adventure Finder is saying this is in Cheliax, though.

Dark Archive

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Hellfire Ray (6th level spell found in Book of the Damned Volume 1) jumps to mind immediately for me. People killed by it get damned to Hell and become hard to resurrect.

I'm reasonably sure that there's a reference somewhere that being ritually sacrificed to an evil quasi-deity/demigod/god can do the same general sort of thing, but I don't actually have a book-reference on that one. I also think it may be more of a up-to-the-GM/depends-on-circumstances sort of thing.

Similarly, I think there's a reference somewhere that if you're in certain areas of Hell when you get killed, you get stuck there unless some other deity intervenes.

There's a specific Devil type out there (Chortovs) that comes from souls that Hell has trapped that aren't Lawful Evil initially.

So while it's not exactly *easy*, it's certainly possible for the higher-ups in the Church of Asmodeus to divert a soul to Hell. From what I recall of the non-Hellfire-Ray methods, it'd be harder for them to do it to a cleric or other individual favored by a non-Hell-affiliated deity / someone with an unusually strong connection to some other other plane.

Dark Archive

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

And on the divine-side related to the fae, there's at least two LN Eldest: Imbrex and Magdh.

Dark Archive

1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

It can also shapechange into small and medium humanoids that look more appealing.

Dark Archive

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
DeciusNero wrote:
Are the 'meaty' bits similar to Irrisen and Osirion's?

Are the 'meaty' bits similar to Irrisen and Osirion's?

Less subdivided-by-area, but otherwise yes. There's 30 pages of gazetteer without divisions into areas like 'The Brazen Fronteer', 'Footprints of Rovagug', etc. This length actually appears to be less than what Osirion and Irrisent had, but it feels like formatting changes managed to get more on to those pages on average. There's some town maps, town stat blocks, and pictures in there, but there's less half-page maps and heading-formatting. After the gazetteer, there's 11 one-page dungeon/encounter-area-info sections.

For comparison:
Osirion has 36 pages worth of gazetteer and 9 partial-page adventure sites. Irrisen has 36 pages of gazetteer and 8 partial-page adventure sites.

Valignatir wrote:
What, pray tell, are the titles a proper Cheliaxian noble should refer to themselves as?

Infernal Majestor/Majestrix ('Infernal' being an optional prefix that doesn't change rank, Ruler of Cheliax)

Infernal Prince/Princess ('Infernal' again being an optional prefix that doesn't change rank, Must be a direct descendant of an individual who was Majestor/Majestrix)
Archduke/Archduchess (Six at one time, hereditary rulers of archduchies)
Duke/Duchess (Landed, hereditary)
Paraduke/Paraduchess (Granted, unlanded, non-hereditary)
Archcount/Archcountess (Landed, hereditary, rules a 'county' just like a Count/Countess but higher-ranking)
Count/Countess (Landed, hereditary)
Paracount/Paracountess (Granted, unlanded, non-hereditary)
Archbaron/Archbaroness (Landed, hereditary, rules a 'barony' just like a Baron/Baroness but higher-ranking)
Baron/Baroness (Landed, hereditary)
Demibaron/Demibaroness (Granted, unlanded, non-hereditary, lowest noble rank)

There's nine ranks (excluding the top two royal ones) to mirror the nine layers of Hell, which go in the general Duke/Count/Baron sub-groups, each of which has three ranks within it. The top two royal ranks are formally considered outside and above the nobility. Archduchies are made of duchies which are made of counties, which are made of baronies, though there's a few regions that are exceptions. The Heartlands have House Thrune ruling directly instead of an Archduke. Ravounel is an Archduchy without an Archduke. Hellcoast is currently being run by a Paraduke instead of an Archduke; the wording there suggests that Archduke and other traditionally hereditary titles *can* be granted (with Hellcoast's current Paraduke possibly hoping to someday obtain one but being more-actively concerned with other problems, like the state of Pezzack), it is just rarer.

Then there's other titles that have authority on some level in the bureaucracy, but aren't formal noble titles. Visbaron is one of these and is noted as being below all of the above.

Dark Archive

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

I'm heading to bed, but to answer one of the floating questions: The para-x titles are ranked slightly lower than their non-para versions, are granted titles, and are non-hereditary.

Edit: I decided to briefly look through the rest before bed. The lure of the product was too great. The 'Master' line for the adventure area descriptions is back! Yay!

Haven't read through it yet, but the location-info parts of this seem especially meaty size-wise. I'm not immediately sure if it's just because of the formatting shift (which sub-divides the location info less, which seems to have given at least some of the added text-room), or if there's something else that got cut for more location space (The PC-race NPCs that usually end up with the monster section, maybe?).

The new devil is the Pataraavex (Sire Devil), which can shape-shift, seduce, and bargain, offering pleasure and a variety of rewards in exchange for bearing devil-tainted young. There's also a template for fiend-infused golems.

Dark Archive

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Notable things I've noticed so far from my initial look-over:

Insinuator, the Antipaladin archetype, allows LE and NE ones in addition to CE ones.

There's a story feat that lets casters remove the Evil subtype from spells.

There's a fighter-specific feat for sundering divine magic.

Dark Archive

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Skull and Shackles has Aiger's Kiss, the sword from Part 5. It is one of the more artifact-light APs overall, though.

Dark Archive

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

I'm going to concur with the Abomination Dragons sounding the most awesome of that set. Out of the types mentioned that haven't been statted up, they're the ones I'd like to see the most.

Dark Archive

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Good point, I forgot about the spike. That means the answer is 'all of them have them'.

Dark Archive

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

From Castrovel:
* The many-eyed Jolo Orb with its mist-penetrating sight
* Massive, floating Dream Jellies
* Fanged Lanternbearers with lighted lures and clawed legs

There are quite probably some manner of evil Outsiders that look like a bloated doll that devours Devils.

There also might be evil beings from a prior iteration of the multiverse that are empowered by negative energy harnessed through intellect and oppose the Manasaputras.

Dark Archive

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

I think Second Darkness may not have any in it?

I've managed to recall or look up artifacts in every other one, but I can't think of any from it. There's at least one intelligent item, and I think the elf queen technically owns an artifact (in a statblock in a product that isn't part of the AP), but there may not be any artifacts in Second Darkness.

Dark Archive

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Update: Razatlan (an empire mentioned in Distant Shores) is being added to the Arcadia section of the list.

I have also added in Aldrius's votes.

Extant Nations:

ARCADIA
0 Anchor's End (Colony of Cheliax)
5 Degasi
0 Elesomare (Colony of Andoran)
0 Razatlan
0 Three Craters (City-State)
0 Valenhall (Colony of Linnorm Kings)

AVISTAN
0 Acisazi
1 Absalom
1 Andoran
0 Artume (River Kingdom)
0 Bos-Phargrumm (Mammoth Lord Subkingdom)
1 Brevoy
1 Broken Bay (Linnorm Kingdom)
6 Cheliax
0 Cordelon (River Kingdom)
0 Daggermark (River Kingdom)
0 Echo Wood (River Kingdom)
0 Five Kings Mountains
3 Galt
0 Gralton (River Kingdom)
0 Grugnir Forest (Linnorm Kingdom)
0 Hagreach (Linnorm Kingdom)
2 Hermea
0 Hold of Belkzen
0 Hymbria (River Kingdom)
1 Icemark (Linnorm Kingdom)
0 Ironbound Islands (Linnorm Kingdom)
1 Irrisen
2 Isger
0 Isle of Terror (Minor Independent Island)
2 Janderhoff (Varisian City-State)
3 Kaer Maga (Varisian City-State)
1 Kalistocracy of Druma
0 Korvosa (Varisian City-State)
0 Kragnaroth (Belkzen Subkingdom)
1 Kyonin
0 Lambreth (River Kingdom)
1 Lastwall
2 Lands of the Linnorm Kings
0 Lilberthane (River Kingdom)
0 Loric Fells (River Kingdom)
0 Magnimar (Varisian City-State)
3 Mendev
0 Mivon (River Kingdom)
0 Molthune
4 Nidal
0 Nirmanthas
5 Numeria
1 Outsea (River Kingdom)
0 Pitax (River Kingdom)
0 Protectorate of the Black Marquis (River Kingdom)
0 Qadira (Kelesh Satrap State)
0 Ravounel (Nonincorporated Chelish Region)
4 Razmiran
0 Realm of the Mammoth Lords
1 Riddleport (Varisian City-State)
0 Riverton (River Kingdom)
0 Sevenarches (River Kingdom)
2 Shoanti Tribes (Varisian Subkingdom)
0 Southmoor (Linnorm Kingdom)
3 Taldor
0 Thanelands (Linnorm Kingdom)
1 The River Kingdoms
0 The Stolen Lands (River Kingdom)
0 The Worldwound
1 Touvette (River Kingdom)
1 Tymon (River Kingdom)
0 Uringen (River Kingdom)
6 Ustalav
6 Varisia

AZLANT / ARCADIAN OCEAN
0 Bloodglister (Minor Independent Island)
0 Chadoth's Tooth (Minor Independent Island)
0 Chakikoth Isle (Minor Independent Island)
0 Chosovosei (Underwater)
0 Gasher (Minor Independent Island)
0 Gogpodda (Minor Independent Island)
0 Irrere (Minor Independent Island)
0 Mordant Spire (Minor Independent Island)
1 Sun Temple Colony (Minor Independent Island)
0 Syranita's Aerie (Minor Independent Island)
0 Thoska Island (Minor Independent Island)

CASMARON
0 Antoll (Iobarian City-State)
0 Evaren (Iobarian City-State)
0 Franax (Iobarian City-State)
3 Iblydos
0 Kaladay
1 Karazh
0 Kelesh Empire
0 Kirya (Iobarian City-State)
0 Kirdorn (Iobarian City-State)
0 Mirnbay (Iobarian City-State)
0 Mishkar (Iobarian City-State)
2 Ninshabur
0 Orlov (Iobarian City-State)
0 Vurnirn Tribes (Iobarian Subkingdom)
6 Vudra
0 Zelshabbar (Kelesh Satrap State)

CROWN OF THE WORLD
0 Almhult
0 Hasanaliat
0 Iqaliat (Minor Independent City)
0 Khorkii Clans
0 Osman Confederation
0 Ul-Angorn (Minor Independent City)
0 Ulaagor Clans
0 Unaimo (Minor Independent City)
0 Uncivilized Crown Regions / High Ice
0 Urjuk
0 Yumzyl
0 Zavaten Gura

DARKLANDS
0 Blackstrand (Sekamina City)
0 Cold Momugado (Sekamina City)
0 Corgunbier (Nar-Voth City)
0 Deep Tolguth (Orvian Vault)
0 Delvingulf (Sekamina City)
0 Denebrum (Orvian Vault)
0 Doga-Delloth (Orvian Vault)
0 Dwimovel (Sekamina City)
0 Far Paratha (Sekamina City)
0 Fellstrok (Nar-Voth City)
0 Gakenbode (Nar-Voth City)
0 Giratayn (Sekamina City)
0 Hagegraf (Nar-Voth City)
0 Ilmuria (Sekamina City)
0 Ilvarandin (Orvian Vault)
0 Krba (Nar-Voth City)
0 Kmlin-Bru (Nar-Voth City)
0 Minos Pashes (Orvian Vault)
0 Nemret Noktoria (Sekamina City)
0 Sverspume (Sekamina City)
1 Sverenagati (Sekamina City)
0 Telderist (Sekamina City)
1 The Black Desert (Orvian Vault)
0 The Court of Ether (Nar-Voth City State)
0 The Crystal Womb (Orvian Vault)
1 The Land of Black Blood (Orvian Vault)
0 The Midnight Mountains (Orvian Vault)
1 The Sightless Sea (Orvian Vault)
0 Umberweb (Sekamina City)
0 Zirnakaynin (Sekamina City)

GARUND
3 Alkenstar (Mana Waste City-State)
0 Aspenthar (Thuvian City-State)
0 Bloodcove (Mwangi City-State)
0 Chauxen (Colony of Vudra)
0 Dehrukani
0 Droon
0 Duwwor (Thuvian City-State)
4 Geb
2 Holomog
0 Jaha (Mwangi City-State)
3 Jalmeray
2 Katapesh
0 Kaz'UIu (Mwangi City-State)
0 Kerdreg (Thuvian Subkingdom)
0 Lamarasa (Thuvian Subkingdom)
1 Mana Wastes
0 Mediogalti Island
0 Merab (Thuvian City-State)
0 Mzali (Mwangi City-State)
0 Nantambu (Mwangi City-State)
2 Nex
0 Nurvatchta
0 Osibu (Mwangi City-State)
4 Osirion
0 Pashow (Thuvian City-State)
3 Rahadoum
3 Sargava
0 Semghor (Mwangi City-State)
2 The Mwangi Expanse
2 The Shackles
1 The Sodden Lands
0 Thuvia
0 Tirakawhan (Kelesh Satrap State / Colony)
0 Usaro (Mwangi City-State)

TIAN XIA
0 Amanandar
0 Bachuan
0 Chu Ye
0 Dtang Ma
1 Goka
0 Hongal
0 Hwanggot
0 Jinin
1 Kaoling
0 Kwanlai
0 Lingshen
1 Minata
2 Minkai
0 Nagajor
1 Po Li
1 Quain
0 Shaguang
1 Shenmen
0 Shokuro
1 The Forest of Spirits
0 The Valashmai Jungle
1 The Wall of Heaven
0 Tianjing
0 Wanshou
0 Xa Hoi
0 Xidao

Lost Kingdoms:

ARCADIA (LOST KINGDOMS)
0 Canorus (Lost Colony of Cheliax)

AVISTAN (LOST KINGDOMS)
0 Bakrakhan (Lost Kingdom)
0 Cyrusian (Lost Kingdom)
0 Doggadth (Lost Kingdom)
0 Djurstor Confederacy (Lost Kingdom)
0 Droskar's Kingdom (Lost Kingdom)
0 Edasseril (Lost Kingdom)
0 Eurythnia (Lost Kingdom)
0 Free City of Vyre (Lost Kingdom)
0 Gardadth (Lost Kingdom)
0 Gastash (Lost Kingdom)
0 Grakodan (Lost Kingdom)
0 Haruka (Lost Kingdom)
1 Issia (Lost Kingdom)
4 Jistka Imperium (Lost Kingdom)
0 Kingdom of Zog (Lost Kingdom)
0 Kragnaroth (Lost Kingdom)
0 Mierani (Lost Kingdom)
0 Narven (Lost Kingdom)
1 Rostland (Lost Kingdom)
0 Saggorak (Lost Kingdom)
2 Sarkoris (Lost Kingdom)
0 Shalast (Lost Kingdom)
0 Taggoret (Lost Kingdom)
0 Tar Khadurrm (Lost Kingdom)
0 Tar Taargadth (Lost Kingdom)
6 Thassilon (Lost Kingdom)
1 Yolubilis (Lost Kingdom)

AZLANT / ARCADIAN OCEAN (LOST KINGDOMS)
6 Azlant (Lost Kingdom)
2 First Aboleth Empire (Lost Kingdom)
0 Second Aboleth Empire (Lost Kingdom)
4 Serpentfolk Empire (Lost Kingdom)

CASMARON (ANCIENT)
2 Ancient Ninshabur (Lost Kingdom)
0 Kaskkari (Lost Kingdom)
0 Koloran (Lost Kingdom)
0 New Iobaria (Lost Kingdom)
0 Old Iobaria (Lost Kingdom)
1 Yenchabur (Lost Kingdom)

GARUND (LOST KINGDOMS)
1 Ancient Osirion (Lost Kingdom)
1 Ghol-Gan (Lost Kingdom)
2 Lirgen (Lost Kingdom)
0 Rastel (Lost Kingdom)
2 Shory Empire (Lost Kingdom)
0 Tekritanin League (Lost Kingdom)
0 Yamasa (Lost Kingdom)

TIAN XIA (LOST KINGDOMS)
0 Lung Wa (Lost Kingdom)
0 Shu (Lost Kingdom)
0 Taumata (Lost Kingdom)
0 Teikoku Shogunate (Lost Kingdom)
0 Valashai (Lost Kingdom)
0 Yixing (Lost Kingdom)

Full Reference List:

ARCADIA
Anchor's End (Colony of Cheliax)
Degasi
Elesomare (Colony of Andoran)
Razatlan
Three Craters (City-State)
Valenhall (Colony of Linnorm Kings)

AVISTAN
Acisazi (Cheliax Subkingdom)
Absalom
Andoran
Artume (River Kingdom)
Bos-Phargrumm (Mammoth Lord Subkingdom)
Brevoy
Broken Bay (Linnorm Kingdom)
Cheliax
Cordelon (River Kingdom)
Daggermark (River Kingdom)
Echo Wood (River Kingdom)
Five Kings Mountains
Galt
Gralton (River Kingdom)
Grugnir Forest (Linnorm Kingdom)
Hagreach (Linnorm Kingdom)
Hermea
Hold of Belkzen
Hymbria (River Kingdom)
Icemark (Linnorm Kingdom)
Ironbound Islands (Linnorm Kingdom)
Irrisen
Isger
Isle of Terror (Minor Independent Island)
Janderhoff (Varisian City-State)
Kaer Maga (Varisian City-State)
Kalistocracy of Druma
Korvosa (Varisian City-State)
Kragnaroth (Belkzen Subkingdom)
Kyonin
Lambreth (River Kingdom)
Lastwall
Lands of the Linnorm Kings
Liberthane (River Kingdom)
Loric Fells (River Kingdom)
Magnimar (Varisian City-State)
Mendev
Mivon (River Kingdom)
Molthune
Nidal
Nirmathas
Numeria
Outsea (River Kingdom)
Pitax (River Kingdom)
Protectorate of the Black Marquis (River Kingdom)
Qadira (Kelesh Satrap State)
Ravounel (Nonincorperated Chelish Region)
Razmiran
Realm of the Mammoth Lords
Riddleport (Varisian City-State)
Riverton (River Kingdom)
Sevenarches (River Kingdom)
Shoanti Tribes (Varisian Subkingdom)
Southmoor (Linnorm Kingdom)
Taldor
Thanelands (Linnorm Kingdom)
The River Kingdoms
The Stolen Lands (River Kingdom)
The Worldwound
Touvette (River Kingdom)
Tymon (River Kingdom)
Uringen (River Kingdom)
Ustalav
Varisia

AZLANT / ARCADIAN OCEAN
Bloodglister (Minor Independent Island)
Chadoth's Tooth (Minor Independent Island)
Chakikoth Isle (Minor Independent Island)
Chosovosei (Underwater)
Gasher (Minor Independent Island)
Gogpodda (Minor Independent Island)
Irrere (Minor Independent Island)
Mordant Spire (Minor Independent Island)
Sun Temple Colony (Minor Independent Island)
Syranita's Aerie (Minor Independent Island)
Thoska Island (Minor Independent Island)

CASMARON
Antoll (Iobarian City-State)
Evaren (Iobarian City-State)
Franax (Iobarian City-State)
Iblydos
Iobaria
Kaladay
Karazh
Kelesh Empire
Kirya (Iobarian City-State)
Kirdorn (Iobarian City-State)
Mirnbay (Iobarian City-State)
Mishkar (Iobarian City-State)
Ninshabur
Orlov (Iobarian City-State)
Vurnirn Tribes (Iobarian Subkingdom)
Vudra
Zelshabbar (Kelesh Satrap State)

CROWN OF THE WORLD
Almhult
Hasanaliat
Iqaliat (Minor Independent City)
Khorkii Clans
Osman Confederation
Ul-Angorn (Minor Independent City)
Ulaagor Clans
Unaimo (Minor Independent City)
Uncivilized Crown Regions / High Ice
Urjuk
Yumyzyl
Zavaten Gura

DARKLANDS
Blackstrand (Sekamina City)
Cold Momugado (Sekamina City)
Corgunbier (Nar-Voth City)
Deep Tolguth (Orvian Vault)
Delvingulf (Sekamina City)
Denebrum (Orvian Vault)
Doga-Delloth (Orvian Vault)
Dwimovel (Sekamina City)
Far Parathra (Sekamina City)
Fellstrok (Nar-Voth City)
Gakenbode (Nar-Voth City)
Giratayn (Sekamina City)
Hagegraf (Nar-Voth City)
Ilmuria (Sekamina City)
Ilvarandin (Orvian Vault)
Krba (Nar-Voth City)
Kmlin-Bru (Nar-Voth City)
Minos Pashet (Orvian Vault)
Nemret Noktoria (Sekamina City)
Sverspume (Sekamina City)
Sverenagati (Sekamina City)
Telderist (Sekamina City)
The Black Desert (Orvian Vault)
The Court of Ether (Nar-Voth City State)
The Crystal Womb (Orvian Vault)
The Land of Black Blood (Orvian Vault)
The Midnight Mountains (Orvian Vault)
The Sightless Sea (Orvian Vault)
Umberweb (Sekamina City)
Zirnakaynin (Sekamina City)

GARUND
Alkenstar (Mana Waste City-State)
Aspenthar (Thuvian City-State)
Bloodcove (Mwangi City-State)
Chauxen (Colony of Vudra)
Dehrukani
Droon
Duwwor (Thuvian City-State)
Geb
Holomog
Jaha (Mwangi City-State)
Jalmeray
Katapesh
Kaz'Ulu (Mwangi City-State)
Kerdreg (Thuvian Subkingdom)
Lamasara (Thuvian City-State)
Mana Wastes
Mediogalti Island
Merab (Thuvian City-State)
Mzali (Mwangi City-State)
Nantambu (Mwangi City-State)
Nex
Nurvatchta
Osibu (Mwangi City-State)
Osirion
Pashow (Thuvian City-State)
Rahadoum
Sargava
Semghor (Mwangi City-State)
The Mwangi Expanse
The Shackles
The Sodden Lands
Thuvia
Tirakawhan (Kelesh Satrap State / Colony)
Usaro (Mwangi City-State)

TIAN XIA
Amanandar
Bachuan
Chu Ye
Dtang Ma
Goka
Hongal
Hwanggot
Jinin
Kaoling
Kwanlai
Lingshen
Minata
Minkai
Nagajor
Po Li
Quain
Shaguang
Shenmen
Shokuro
The Forest of Spirits
The Valashmai Jungle
The Wall of Heaven
Tianjing
Wanshou
Xa Hoi
Xidao
Zi Ha

ARCADIA (LOST KINGDOMS)
Canorus (Lost Colony of Cheliax)

AVISTAN (LOST KINGDOMS)
Bakrakhan (Lost Kingdom)
Cyrusian (Lost Kingdom)
Doggadth (Lost Kingdom)
Djurstor Confederacy (Lost Kingdom)
Droskar's Kingdom (Lost Kingdom)
Edasseril (Lost Kingdom)
Eurythnia (Lost Kingdom)
Free City of Vyre (Lost Kingdom)
Gardadth (Lost Kingdom)
Gastash (Lost Kingdom)
Grakodan (Lost Kingdom)
Haruka (Lost Kingdom)
Issia (Lost Kingdom)
Jistka Imperium (Lost Kingdom)
Kingdom of Zog (Lost Kingdom)
Kragnaroth (Lost Kingdom)
Mierani (Lost Kingdom)
Narven (Lost Kingdom)
Rostland (Lost Kingdom)
Saggorak (Lost Kingdom)
Sarkoris (Lost Kingdom)
Shalast (Lost Kingdom)
Taggoret (Lost Kingdom)
Tar Khadurrm (Lost Kingdom)
Tar Taargadth (Lost Kingdom)
Thassilon (Lost Kingdom)
Yolubilis (Lost Kingdom)

AZLANT / ARCADIAN OCEAN (LOST KINGDOMS)
Azlant (Lost Kingdom)
First Aboleth Empire (Lost Kingdom)
Second Aboleth Empire (Lost Kingdom)
Serpentfolk Empire (Lost Kingdom)

CASMARON (ANCIENT)
Ancient Ninshabur (Lost Kingdom)
Kaskkari (Lost Kingdom)
Koloran (Lost Kingdom)
New Iobaria (Lost Kingdom)
Old Iobaria (Lost Kingdom)
Yenchabur (Lost Kingdom)

GARUND (LOST KINGDOMS)
Ancient Osirion (Lost Kingdom)
Ghol-Gan (Lost Kingdom)
Lirgen (Lost Kingdom)
Rastel (Lost Kingdom)
Shory Empire (Lost Kingdom)
Tekritanin League (Lost Kingdom)
Yamasa (Lost Kingdom)

TIAN XIA (LOST KINGDOMS)
Lung Wa (Lost Kingdom)
Shu (Lost Kingdom)
Taumata (Lost Kingdom)
Teikoku Shogunate (Lost Kingdom)
Valashai (Lost Kingdom)
Yixing (Lost Kingdom)

Dark Archive

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

What an amusingly odd question.

The Muse is on page 179.

Dark Archive

1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

One thing I haven't seen people comment on that I thought was pretty awesome was the teacup scene. That took me from being neutral-ish on the Captain to really liking the guy.

I also am a fan of one of the Kytons basically being able to use redtext from Umineko.

Dark Archive

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

As far as APs go, there's some in Rise of the Runelords Collected Edition (or The Skinsaw Murders if you want the original version of it), Turn of the Torrent, and Dance of the Damned. There's probably going to be more in future volumes of Hell's Rebels. There's also some info on his servants in Magnimar: City of Monuments and Rule of Fear. He gets a deity article in The Price of Infamy and a newer one in Inner Sea Gods. The Inner Sea World Guide would have general basic-level stuff on him too. I think there's also some in Faiths of Corruption.

Dark Archive

1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Orang-Pendak is

Spoiler:
Small, gets +2 STR / +2 WIS / -2 INT, has Low-Light Vision, gets +4 Climb and Stealth in forests/jungles, gets -2 to most rolls while riding a creature or vehicle, gets +4 to Handle Animal against apes and monkies, and gets +2 to break/burst objects or unarmed-sunder. They start speaking Sasquatch.

Dark Archive

1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Primal Magic events can do all sorts of nifty stuff. Heal/Harm, unluck zones that use the Pugwumpi double-roll-take-worst effect, morale bonus to attacks and saves if you join a chant that fills the air, magic jar body-swap, etc. They're random, but I can see someone wanting to take the power to do all sorts of crazy stuff.

The school on Jalmeray gets 4 pages and the Lashunta city gets one.

Dark Archive

1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Having poked around some more, it looks like you're right. They're from Hell. Some asked James Jacobs, he went and asked Wes, and the answer was posted here

I fully support this proposed Kyton book, whether's it is Book of the Damned: Kytons, Kytons Unmade, or, preferably, both.

Dark Archive

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Looking at stuff, Bestiary 3 has them first forming from the thoughts of depraved mortals and then being chained in Hell in response by the gods. That's not necessarily canon in Golarion, though.

Dark Archive

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Did it get confirmed that Kytons originally came from Hell? They were certainly in Hell and later went to the Plane of Shadows, but I was under the impression that there were hints that they first came from the same place Dou-Bral got turned into Zon-Kuthon.

Dark Archive

2 people marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
Myth Lord wrote:
From that list I think you like science fiction stuff right? So the other stuff isn't in danger of being less cool? Hundun is also science-fiction looking?

I do like sci-fi/science fantasy, yes. My preferred genres right now are probably planar adventure, science-fantasy, and horror/dark-fantasy.

The Hundun looks like a figure in dark reddish-black robes (made of its own skin) with an unseen face, reddish skin, and a staff of organs and viscera. They're made of negative energy but not undead. They are the incarnate will of primordial god-horrors that existed before the multiverse came into being that now dwell in unreality beyond its borders, manifested into reality to reduce existence to fluctuating energy or voidlike heat-death, with the principles upholding the planes collapsed and destroyed. They seek an end to all order and are basically entropy incarnate. I'll note that while they and the Kytons both come from outside the multiverse, they're notable opponents of each other. Having said all this, a Hundun's staff functions as a Strange Attractor. I'll let you call on whether that makes it too sci-fi for your tastes or not.

There's plenty of other good stuff in there, though, that isn't sci-fi dependent. I think we just have different general tastes in monsters.

Dark Archive

2 people marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Neutral Evil, yes. It's noted that they even make the NE Cloud Giants uncomfortable with their spread-disease-to-later-devour-it hunting practices.

Dark Archive

1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

It's a blue-skinned cyclope with an eerie, pale-blue eye. It has fangs, it has purplish gums, and its hair is somewhere in the space between dreadlocks, roots, and tentacles. It has a few fragments of a spined, green armor made of a carapace-or-hide-looking material strapped to it, and it has skulls hanging from its loincloth. It carries a wooden spear-club with designs inscribed on it and a metal lantern that emits blue-white light. They can consume diseases from targets to heal themselves, can turn invisible, can sense diseases, decay, and death, and can fly swiftly while holding their torches.

Dark Archive

2 people marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

The Cherufe looks like a muscular lizardman with a frilled head that's made of obsidian that barely contains a core of molten magma that shines through cracks in the skin and drips from the jaws. It gets healed by fire, can fling burning rocks, and can cause a monthly earthquake.

Dark Archive

3 people marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Sakhil descriptions:

Esipil looks like an overmuscled dog-front-half with clawed hands connected to a slimy, bruise-colored worm-tail. It has no lower jaw, instead having sharp-ish-tentacle-growths surrounding a tounge made of strips of semiconnected red flesh. It serves as a fawning servant to those around it, but builds up into frenzies of aggression until ordered down by its master (should it have one). Feeds off of the fear of domesticated animals reverting towards wildness.

Kimenhul is a truly a grotesque majesty of an abomination. It has three giant partial-heads that are bloated and eyeless at the top of its 'body', each of with has overgrown, sharp teeth that come out unevenly. Below that is an amalgam of body-segments of half-present 'things' in a main trunk, which branches out into hand-like appendages that are kind of like split tree-branches with thorns of bone and meat jutting from them. That's perched on top of a tripod-configuration of quasi-legs that end in uneven,twisted meat-bone-claws. The whole thing is kind of draped in sticky slime-webbing. It's really a site to see. It's the big one and rules over Sakhil legions. They like screwing with people with illusions and mind-manipulation. It can perma-implant fear effects into targets and communicate with them remotely after it does that; they can temporarily go into recession but resurge later (requiring Wish or Miracle to fix).

Pakalchi is our contestant in the monster contest. She's an emaciated figure wrapped in and trailing thorny vines. See the Blog for her silhouette. They feed on fear and insecurity from shattered social relationships.

Qolok looks like a bloated torso with a massive mouth in the middle with a giant tongue, mouths on its arms, and a giant toothed gash in the top where the head would be that sprouts additional slender, warped arms. It promotes overindulgence and feeds off of fear of running out of resources / not having enough. Its swallow attack inflicts phobias.

Wihsaak looks like an insect-man whose head is a full insect atop the insect-humanoid body, with four wings on the back and arms that each split into two sub-arms. Fear of insects and creepy-crawlies for this one. Wing-beat causes confusion.

They've all got fear gazes.

Dark Archive

2 people marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Chuspiki is a large-eared rodent with a tail like a huge fan on the end that looks kinda like a webbed foot. It flides around on the giant fan, has some aerokinesis, can briefly turn to wind, and is just generally psychic and wind-powered. Kinda cute if you don't mind rodents. Chaotic.

Liminal Sprite looks like a woman in a dress with butterfly wings and a sword. They can only sleep in the external portions of buildings (under eaves / porches / stairs / etc). They like art, philosophy, and social intrigue. Good at assisting with Charisma-based tasks (+2d4 aid bonus). Chaotic.

Dark Archive

1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Sakhils are Espil, Kimenhul, Pakalchi, Qolok, and Wihsaak.

Dark Archive

1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
Shadow_Charlatan wrote:
Care to elaborate on these powers ?

Aether, through the Spellscar Desert, gains the ability to cause Primal Magic events. Air, through the Eye of Abendego, boosts Enveloping Winds and can break the cap on it. Earth, through the Crystal Womb, stacks Oread powers on your normal racial traits and turns you crystal. Fire, through Mount Kumijinja, lets you burn away enchantments and drain effects with fire. Water, through Outsea, lets you transmute fresh and salt water into each other.

Dark Archive

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Rope Dragon isn't an Improved Familiar option.

Familiars:
Chicken
Flying Fox
Penguin
Red Panda
Seal
Trilobite

Improved Familiars:
Brain Mole
Chuspiki
Clockwork Familiar
Liminal Sprite
Esipil Sakhil
Aether Wysp
Air Wysp
Earth Wysp
Fire Wysp
Water Wysp
Xiao

For clarity's sake since it might seem like it just got missed on my list: There is not a Manasaputra option.

Dark Archive

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Manasaputras dwell within the life-giving fires of the Positive Energy Plane (and are, themselves, formed of Cosmic Fire). They seek the path of perfection and oneness with the universe, guiding it, seeking discoveries of new aspects of its nature, and attempting to master its principle forces. This path leads them to also guide mortals along similar paths (with the mortals eventually being able to reincarnate as Manasaputras). Notably, the greatest of their kind come from earlier iterations of the multiverse, reincarnating into its successive versions and growing in power and wisdom over time as they do so. They tend to work alongside Aeons and Inevitables, and they are sworn enemies of Sakhils. Despite both being LG, they tend to see Archons as somewhat stuffy and over-zealous.

Dark Archive

2 people marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Caligni Darkfolk are seen as as positive omens / individuals with the potential for a great destiny by other Darkfolk, who see them as having aspects of their ancient past before the Owbs took control. The Owbs tend to dislike them for much the same reasons, leading to Darkfolk society ultimately being hostile towards them and tending towards their deaths before adulthood.

Dark Archive

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Dinner got delayed. Popping by again for some more questions first.

Mutant is confirmed as the one from the Numeria book.

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

The Terraformer robot (due to per-day limits) would be worse at castles than a simulacrum caster with the right array of spells unless you were building one in the Mana Wastes or some other region with iffy magic. That said, it can (when in groups of ten or more) perform permanent, nonmagical temperature alteration, which is something I can't come up with a good way for simulacrums to match.

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

Nothing 26+ directly, but 11 that are 20+ (several with Mythic Ranks). Probably should have clarified what I meant by high-CR. There's also notes about variants of some of the creatures that are higher power levels, such as Danava Pillars (CR 25-30), Empyreal Paragon Angels (CR 23-30), and Elder Cardinal Wind Anemoi (no listed CR, but I'd ballpark 'em at 23-28).

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

Going ahead and posting this. Going to see if I can get any more responses in before dinner finishes cooking.

Dark Archive

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Captain: Which Numeria book? I very well may be forgetting an existing one and am up for looking and comparing after I get back from dinner.

Dark Archive

6 people marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Terraformer robots are what it says on the can. They're robots that terraform planets. They've got nanite clouds that perform nonmagical versions of earth-shaping effects. They can form flying grids over worlds when in large groups, performing wide-scale terrain alteration / plant life alteration / temperature alteration / water alteration when linked up for a couple weeks. Individually they're CR 7.

Sakhils learned of the eventual demise of the current iteration of the multiverse and decided that they wanted no part in serving a system that was eventually going to just give in, give up, and shut down. They decided that instead, they'd make the most of their time while reality is running and take over as much of it as possible. They took 'mortals fear us as Psychopomps as agents of death' as a root point and became tormenters and conquerors who reshaped their forms to be as warped and terrifying as possible (and the art delivers).

They seek to become nightmare warlords, rulers of a nightmare reality distanced instead of servants to a universe that will eventually fail.

Sakhils love undead! They take pleasure in pulling souls free from the faulty cycle that they're caught in and making them into servants.

The Psychopomps oppose a lot of what they do, but don't actually hate them or oppose them as a general category of being. Pharasma gets no mention (presumably because this is in the core RPG line).

For those bothered by the lack of Daemons in this, I'll note that I have now spotted one (Acrididaemon, a servant of Famine formed of many insects) in Feast of Dust.

Dark Archive

1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

It looks like a falcon-man in ornate robes with a spear. The robes are made of fish-scales, but that isn't readily obvious in the art piece itself.

They're potent oracular Outsiders from Utopia that guide mortals towards advancement, protect civilization, record mortal discoveries/histories in personal extraplanar libraries (which later get copied into Utopia's), and inspire people toward better futures through dreams, visions, and portents.

CR 23/MR9

Dark Archive

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Initial reaction-bits:

Abrogail Thrune I is a Legendary Spirit. This is so awesome!
The bonus powers from places of elemental saturation are a cool thing for Kineticists. I'd like to see more.
The Psi-Tech discoveries look nifty at first glance, particularly the upload-self-into-robot one.
More Nidal content is something I approve of, even if Mesmerist isn't a class that has fully drawn me in yet.
A lot of the more exotic occult locations look like they'll be interesting to read about.
More Rituals remain a good thing. It's good to see the system getting support across multiple products.
The rules for Idols look rather nifty.

Dark Archive

1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

From my initial look-through, my Top 10 monsters (in the order they appeared in the book) are:
Lipika Aeon
Anunnaki
Apkallu
Kabandha Cyclops
Gristly Demodand
Egregore
Hundun
Solar Pitri Manasaputra (Agnishvatta)
Kimenhul Sakhil
Danava Titan

Other things I'm pleased to see:
I like that we have Aether Elementals. Works well for Kineticists and helps fill a hole I didn't realize was there until they filled it.
I like that there are new Gremlins.
I like that there are multiple 0-HD PC-Race-capable creatures.
I like that there's a good assortment of High-CR Creatures.
I like the Tsukumogami and Tulpa Templates; they let me add things to the game that I've wanted to.
I like that there's a decent share of Good Outsiders (and Outsiders for some of the more-unusual groups like Aeons and Demodands).
I like the Vilderavn's Art.
I like that there's a new Robot; it just *barely* didn't make my top-10.
I like the Sakhils and the Manasaputras and their overall roles in things (and their contrasting horror-squick / awe-inspiring art). I look forward to potentially seeing more of both of them, and I look forward to future outsider type-groups.

Immediate after-lookthrough reactions as to what I'd like to see in the next Bestiary:
The Oitos Kyton (and Kytons in general, but particularly the missing Oitos)
More Inevitables (though having a powerful Lawful Outsider in the form of the Apkallu in this one was nice)

Overall, I find the book looks to likely be excellent and look forward to reading into it more in-depth.

Dark Archive

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Planar/Multiverse Adventures
Sci-Fi Adventures / Ultimate Tech
Slockwork/Steampunk/Dieselpunk/Gaslight Fantasy/Etc Adventures
Bestiary 6+
Ultimate Strongholds / Ultimate Kingdom
Primitive Adventures / Adventures Through Time

1 to 50 of 542 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

©2002–2015 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.