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


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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.

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.

Dark Archive

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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

Dark Archive

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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).

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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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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.

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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.

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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.

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

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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.

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

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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.

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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.

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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)

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What an amusingly odd question.

The Muse is on page 179.

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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.

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