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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. 598 posts. No reviews. No lists. 1 wishlist. 1 Pathfinder Society character.


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Dark Archive

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

Dark Archive

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

Dark Archive

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

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

Dark Archive

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

Dark Archive

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

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

Dark Archive

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

Dark Archive

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If PCs Don't Perform the Sacrifice:

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

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

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

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

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

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

Dark Archive

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

Dark Archive

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Circuit Judge

Cavalier Archetype:

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

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

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

Godclaw Mystery

Godclaw:

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

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Faceless Enforcer:

Vigilante Archetype:

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

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

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

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

Dark Archive

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Hello,

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

Thank you.

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

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

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

Dark Archive

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

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

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

Dark Archive

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

Dark Archive

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

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

Dark Archive

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

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

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

Dark Archive

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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.

Dark Archive

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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.

Dark Archive

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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.

Dark Archive

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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.

Dark Archive

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

Dark Archive

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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.

Dark Archive

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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.

Dark Archive

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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.

Dark Archive

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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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