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The Oliphaunt of Jandelay

Lord Gadigan's page

Goblin Squad Member. Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber. Pathfinder Society Member. 577 posts. No reviews. No lists. 1 wishlist. 1 Pathfinder Society character.


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

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

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

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

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

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

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

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

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

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Abrogail Stats/Backup:

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

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

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

The piece of Abrogail on page 2 also looks good.

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

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

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

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

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

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

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

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

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

Edit:

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

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Bestiary:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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Do you have Ashes at Dawn? It has an article on Caliphas by Wes in it.

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Cleric -> Domains for the Outsider types that don't have them yet (like Manasaputra and Sakhil) and Nightshades

Kineticist -> Life/Light/Spirit/Positive Energy, Time
(I'd like to see more Metal powers too, but I'm not sure how I want it implemented, given that it's currently double-Earth)

Medium -> Something along the lines of Vestiges, a channeler of dead gods or the like, pulling power from the Abyssal Rift of Repose or similar places / echoes of beings

Oracle -> Planar mysteries for the various Outer Planes (and First World), Prophecy/Foresight/Something strongly divination-focused, Illusion/Deception, Innovation/Progress

Psychic -> Fear/Terror, Something along the lines of Fury or some 'Mind on fire' theme, Something law-focused (mastery of one's own behaviors/mind and those of others or the like)

Sorcerer -> Axiomatic/Inevitable, Temporal, Nightshade, Kami, Sakhil

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Alchemist:
* A mad-bomber-type bomb-focused alchemist that loses the mutagens and some of its other stuff for additional bomb-related features; more straight-up bombing than the Grenadier
* 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
* An ooze-focused alchemist whose mutagen turns them into an ooze-like form
* A Pharmacist, able to learn recipes for Pharmaceuticals as though they were Extracts, preparing them in daily slots with no Gold cost and being able to use them on themselves or others, probably loses bombs and/or mutagens for the item-making buff-focus
* A gunslinging Alchemist, probably switches out bombs for applying the bomb-upgrades to special alchemical bullets

Kineticist:
* Mono-element Kineticists. Becoming the Avatar is a cool capstone, but it's not something I want to direct all (or even the majority) of my Kineticists toward. I'd like something that supports single-element kineticists and eventually turns them into elemental Outsiders or the like

Medium:
* The Harrowed Medium

Mesmerist:
* A Possession-focused Mesmerist
* A Mind-Programmer Hypnotist-type Mesmerist that goes all-in on implanting Tricks to the greatest extent possible; I'm talking about dropping spellcasting, the stare, the capstone, and possibly the touch-treatments for mass-implanting across a wide base of targets, more trick choices, the ability to stack implanted tricks, contingent triggers for implanted tricks that don't require the Mesmerist's presence, at-will on implanting suggestions, etc

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:
* A CG Paladin to cover the final corner-alignment (I like how the LE one was handled!)

Psychic:
* A self-reincarnation-focused Psychic themed after the Manasaputras and their theoretical evil-counterparts that separates the mind from the body and eventually allows it to be reborn from death with its memories and powers intact

Summoner:
* Summoner archetype that constructs Golems/constructs
* Summoner-as-a-necromancer archetype that summons undead and has a customized undead thing instead of an eidolon (Some overlap with the Spiritualist here, but I think there's a big niche of flesh-and-bone abominations that isn't filled by the Phantoms)
* I'd like more Chained archetypes for the summoner or some superarchetype for the Unchained one that restores Eidlon customizability; as things are right now, I mostly-always stick with the chained one because of how restrictive I find the Eidolon-building on the Unchained one; I say 'superarchetype' instead of 'archetype' because I want it to be able to stack with things that replace the Eidolon with a Fae or other things

Vigilante:
* A Face-stealer that can take on the appearance of individuals it kills as a store of appearances for its alt-identity
* A Kineticst-blaster archetype, preferably with fast-transform from the Magical Child
* A Shapeshifter Vigilante that has a lycanthropic or monstrous form as its alter-ego, possibly one that gets to spend Evolution Points on customization
* Some sort of terrorist/anarchist/saboteur type that gets bombs and rigged explosives

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); third party stuff is doing pretty well on this one, but I'd still like to see official support for it

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Oppian:
He's an 8th Level Cleric of Iomedae, CR 7. He fights alongside a Legion Archon named Mindaliel.

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Yes, that's the one that replaces the life force with an Advanced Shadow Demon.

False Resurrection is Cleric 7 / Shaman 8 / Witch 8.

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1,200 (1,004 Humans, 97 Halflings, 73 Dwarves, 18 Tieflings, and 8 Other)

I tend to increase population statistics in my game, but that's the default number / spread.

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Gyronna -> Spend half an hour making someone else's life worse, let them know you're involved, and make a demand of them before doing so to avoid your hostile actions (it can be an unreasonable demand/price, though). Gives an Intimidate bonus.

Gyronna's Herald is one of her daughters; Gyronna devoured her at one point (along with six other daughters), she burst forth from one of Gyronna's boils in a hideous form, and she is capable of twisting the forms of others (particular unborn children) into horrid shapes. Following her transformation, she became the only individual Gyronna loves.

(Added, related info: The other six daughters also did the boil-burst thing, but they became night hags who could hide their ugliness with magic. She crushed her next seven daughters, who Pharasma took mercy upon and turned into psychopomps. Her daughters after that she cast down into mortal form as changelings, though several of those, through wickedness, were accepted back by Gyronna and turned into hag progenitors.)

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Mark -> Thanks. Will do.

Zealot:
Casts as Inquisitor now, no mention of Charisma.

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The Magical Child doesn't need an item to transform, no. The one in the picture has a weird/nifty dagger-wand thing with glowy balls on it, though.

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Am I missing something on the Metamorph? I like what I've seen of the book in general, and shapeshifting-alchemist is something I've wanted, but I feel like it's giving up *way* too much for rather-limited shapeshifting.

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Cavalier Archetypes

Cavalier:
None are mountless.

One gets three full-BAB-class cohorts at level-4, though, and gives them minor special abilities.

Edit:

Just Caught Something:
The one with the multiple cohorts optionally gets an ability that lets one of the cohorts take the mount instead of the main cavalier.

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Alas, they are not compatible. They both replace a lot of the same stuff, mostly with the casting.

I see no inherent way to give them magic bolts, but I'm betting something could probably be pulled using Samsaran ancestral casting or something else to import blast spells onto their list.

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Magical Child Familiar

Familiar:

Upgrade to Improved Familiar, re-choose form a couple times when new Improved Familiar options open
Change Shape into four different forms
DR/Magic equal to Magical Child's level
Replaceable body for easier resurrection
Startling Appearance / Frightening Appearance / Stunning Appearance, using either its CHA mod or the Magical Child's
Vengeance Strike

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On the Magical Child

Magical Child:
Can cast arcane spells in light armor without spell failure chance.

The familiar also gets some assorted upgrades.

That's mostly it, though.

(As a general aside, I think it's generally awesome that we have an official Magical Girl class in the game. I've been pondering running a Madoka campaign for a while.)

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On Warlock Casting

Warlock:
Casts as a Magus but uses the Sorcerer/Wizard list up to 6th Level.

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Where did you get the cool dress with the fire pattern on it?

Did you multiclass, or did you get someone else to cast Wizened Appearance on you? I figured you were staying a Kineticist, but the picture makes it look like you're casting it (or are you summoning an elemental that looks like you?).

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On the Tyrant

Tyrant:
I'm *glad* there isn't much to it. I've wanted Paladins in the other two corner alignments, and a fairly-straight port of the Antipaladin to LE makes for a good baseline that other stuff is more likely to be able to build off of.

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On the Kineticist utilities

Kineticist:

For Earthmeld, it lets you use burn to turn duration to 'until you recover burn' and it lets you use it on willing targets that aren't the user. I actually see a fair bit of stealth use (and store-in-danger-target-for-safety use) from it on some builds.

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Groetus Obedience: If you're in a populated area, go around preaching the end of the world for an hour to those who haven't accepted that it is nigh. If you're unable to do that, contemplate the apocalypse in solitude in a place others never venture and deface a surface with the symbol of the skull-faced moon. Gives a +1 Sacred or Profane bonus to Will saves.

I am a fan of how it captures the crazed-steetcorner-doomsday-profit vibe.

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I'm looking forward to this one. Planar info books like this are something I've wanted to see, and I have a fondness for the elemental planes.

Things I'd like to see in this on the mechanics-side:
* Kineticist powers
* Deific Obediences/Boons for the Elemental Lords
* Elemental alchemy

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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).

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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.

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

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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.

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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).

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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).

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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.

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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

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Thank you!

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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.

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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.

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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.

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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.

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

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

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