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The Oliphaunt of Jandelay

Lord Gadigan's page

Goblin Squad Member. Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Tales Subscriber. Pathfinder Society Member. 419 posts. No reviews. No lists. 1 wishlist. 1 Pathfinder Society character.


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Guang wrote:
Do we know what the four alien races are yet? Kasatha and what else?

Eoxians, Mi-Go, Neh-Thalggu, and Vercites. There's Kasatha in the module, but Kasatha tech isn't a topic of discussion in the alien tech article (probably because the ones brought over to Golarion were brought over from a point when their homeworld's tech levels were lower than Golarion's current tech level).

The Eoxians, interestingly (and appropriately) have a form of necromantic magitech; their sample item requires both magical and technological components and counts as both magic and tech (having both a magic aura and tech-like charge-use).

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Graeme Lewis wrote:
Any word on what the new Memory Facets do?

Compassion: Gives a bonus to Will saves, Diplomacy, and Sense Motive. It also gives the AI an attack bonus against things that have hurt individuals the AI has formed an emotional bond with.

Ingenuity: Gives a bonus to Disable Device, the Tech-crafting feats, and a 1/day-per-target repair-robot touch-action.

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Agreed with Blackfingers on Mummy's Mask. Mummy's Mask could end at the end of Book 2 or the end of Book 4. While everything ties together well if you want it to be a six-part campaign, it's easily divided into three mini-campaign-type segments of (Book 1 & 2), (Book 3 & 4), and (Book 5 & 6).

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I could see a Mask Golem serving as both an exhibit and a guard.

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Haladir wrote:
"Emerald Spire" is the only other hardcover adventure. Again, goblins at the start. I don't recall if there's a serpentfolk level that you might have seen.

Levels 7 and 8 are both serpentfolk-themed, and there's pictures of two serpentfolk NPCs (one of which was two-headed) in there (one of which is duplicated on the back), as well as a naga and a necrophidius, so Emerald Spire may indeed be it.

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The Inner Sea World Guide. The bits on the ethnicities aren't in Nidal's entry; they're in the entries for those ethnicities. The languages are in an info-block at the start of Nidal's section.

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The primary Human ethnicity of Nidal appears to be Varisians from what I can tell, though there's significant cultural differences from other Varisian groups. It apparently also contains a notable number of Tians (though I have no info on where in Tian-Xia they're from or which Tian sub-ethnicity they are). As far as non-humans go, it appears to have a notable number of Halflings and Half-Orcs.

They speak Common (Chelish/Taldane), Shadowtongue (Mostly-unique to the region and containing influence from Taldane, Infernal, and Azlanti), and Varisian.

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1. Dark Folk
2. Graveknights
3. Derro
4. Mummies
5. Cyclops
6. Soulbound Constructs
7. Hags
8. Kyton Evangelists
9. Aboleth
10. Urdefhan
11. Shaitan
12. Syrinx
13. Titans
14. Stone Giants
15. Nephilim
16. Azer
17. D'ziriak
18. Xill
19. Krakens
20. Denizens of Leng

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The Player Companion books are setting-specific and non-core, but not in the same 'optional' zone as armor-as-DR and wordcasting. You don't have to get all of them to play, though, and you can find the mechanical parts on d20pfsrd.

The Chronicles books have more of a DM-slant to them. There's PC options in some of them, but by-and-large they're a product for the DM. The Player Companion books are the main line intended for players.

The Inner Sea World Guide PDF is probably the best place to start, yes. I also suggest the Pathfinder Wiki as an excellent source of setting information.

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Another potential way to handle it would be to make multiple 'parts' of the boss (head, body, tentacles, etc) each their own creature stat-wise. That would keep the PCs from having tons more actions per round than the boss, and it'd let them defeat / chop off different parts of the creature to weaken it.

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Pretty sure it's an error. He does live in Axis, but I've seen no sign in any other book of him making an alignment shift, and that'd be a pretty notable setting-change with him being one of the core deities.

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AlgaeNymph wrote:
And for the other evil alignments?

NE-

Annihilist: Thinks nothing matters and everything ends eventually. Wants to have fun tearing it all down.
Narcissist: Wants its own whims catered to above other concerns.
Psychopath: Is incapable of empathy and remorse, treating others as amusements, useful tools, or disposable.

CE-
Devotee: Has a philosophical or cult-based devotion to chaos, evil, and destruction. Generally, but not always, comes from a desire for power and the thought that some powerful entity of chaos/evil would be a potential source of said power.
Fury: Is driven by rage, whether that rage comes from a horrible past, a general disgust with the world, general entitlement, or a particularly sour disposition.
Hedonist: Seeks personal pleasure above all else and feels consequence to be secondary to the pursuit of such.

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Appearance of Unity:

Masquerading as an Angel, actually. James Jacobs made a post in another thread saying that Hellion's demon-form was an intentional choice to contrast with Unity's angel-form.

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mikeawmids wrote:
Only real ally is a cleric/paladin (?) of Brigh.

NPC Allies in this book:
Half-Elf Cleric 7. She's Neutral.

There's also a CN Ratfolk Rogue 6 who stands decent odds of becoming a PC ally depending on how the PCs go about things.

As for Val Baine, while she is Kellid and has face paint on in her portrait, I saw her as more likely to level up into Alchemist or Wizard (Arcane Bomber) or the like, but I suppose Barbarian would be possible (though less-than-ideal stat-wise, what with her having the Young template).

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Marian Reinholtz wrote:
So do they have sub-domains for all seven sins ?

Not in this. This has Cannibalism, Corruption, Demodand, Greed, Hatred, and Kyton.

The Advanced Players' Guide has Lust in it. It also has Rage, and you could use Rage or Hatred as a stand-in for Wrath.

You *might* be able to spin Tyranny from Inner Sea Gods as Pride.

Beyond that, Pride, Gluttony, Envy, and Sloth (or Despair instead of Sloth if you're using the original set instead of the more-modern one) don't really have directly-correspondent subdomains yet.

You might want to look into Thassilonian Rune Magic, though, as it is based around the Seven Deadly Sins (using Sloth).

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I meant Spy the Rogue archetype, Archer the Fighter archetype, and Sniper the Rogue archetype.

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Comparison of minions-

Walkena:

Per Undead Unleashed, Walkena's high priests include:
A Human Juju Zombie Brawler 15
A Human Cleric of Walkena 15
A Human Spy 15
A Human Bard 14
A Human Shaman 14
A Human Inquisitor 12
He is noted as also having several other clerics/druids/inquisitors/oracles/shamans all of whom are at least 8th Level in addition to the above, and that's just the upper bits of his priesthood.
His base is guarded by 'Juju Zombie Archer 5 / Sniper 4's.

None of them have full stat writeups due to space constraints, but you can gauge their overall power from their levels.

Hellion:

Hellion, comparatively, has (I may be missing something / grabbed a member from another Scrapwall gang since this was from a quick comb-over of the first two books of Iron Gods, but this should be generally close to correct):

An Orc Barbarian 8 (His toughest overall minion, Stats in Lords of Rust)
An Android Cleric 5/ Ranger 1 (His high priestess, Stats in Fires of Creation)
A Xill Sorcerer 2 (Who isn't even fully loyal, Stats in Lords of Rust)
A Troll Fighter 2 (Stats in Lords of Rust)
A Half-Orc Cleric 4 (His second-strongest priest, Stats in Lords of Rust)
An Ettin
A Gargoyle
A Dark Stalker
Beyond that, he's got lots of orc/half-orc/ratfolk gang members with a couple class levels, Human Clerics with a single level, Chokers, a bunch of low-end robots, and assorted other things.

All in all nowhere near the level of power of what Walkena has (which makes sense, given that Hellion's the opponent for the second part of an AP, whereas Walkena is designed to be at a much higher level of overall power).

If you're interested in more on Hellion, I'd suggest grabbing the first two volumes of Iron Gods (particularly Lords of Rust), and if you're interested in Walkena, I'd suggest getting Undead Unleashed.

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xavier c wrote:
I wonder if Hellion and Walkena were to fight each other who would win?

Having seen the stats for both, Walkena. If you add in their minions, it becomes even more unbalanced in Walkena's favor.

xavier c wrote:
im not familiar with the mythic rules,something i chose to ignore…but 4 mythic tiers lets you grant spells? interesting.

You need to specifically pick Divine Source as one of your Mythic Abilities to do it (or a special ability as a Mythic monster that functions in a similar way, like Hellion's 'Inherited Divinity').

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I think the difference is that Demigods are CR 26-30 beings that have mythic ranks and can grant spells, whereas Quasi-deities are anything of lower power that has mythic ranks and can grant spells. Not 100% positive on that, though.

Hellion:
It has 4 Mythic tiers but an overall CR of 8 that makes it appropriate for the adventure. I'll note that it can only grant up to 4th Level spells.

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This product seems to have a vendor invoice (which actually does contain the product in question and a description of it) present instead of just its product description.

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Hellion has a full stat block as an AI, a stat-block for a machine avatar-body, and info on domains / subdomains / symbol / favored weapon in Lords of Rust.

I'm buessing that Unity will get a similar entry in The Divinity Drive.

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Alleran wrote:
How many mythic tiers does Walkena have, for the purposes of how many spell levels his Divine Source ability can provide?

Walkena Stats:
He has 9 tiers of Hierophant, so he can provide all levels worth of spells. He's notable in that his class levels (12 worth of Oracle) are rather low given his high-tier.
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Ah, a good point. That is sort of odd phrasing to use if he was originally from there.

Huh, reading through the text of his section, rather than just doing my initial glance-over, it actually gives 'he was an Urdefhan' as one of the three rumored origins for him, with written descriptions of him often giving him physical traits similar to those of Urdefhans. The other two are that he was originally a creation of Zutha's (which would imply human, half-orc, and orc and the most geographically likely races if I'm recalling Zutha's domain's location properly) who was in stasis until the Whispering Tyrant entered The Cenotaph, and the third was that he was once a mortal servant of the Whispering Tyrant.

Agreed on the 'whatever he used to be, cool character' point.

Edit: Doc the Grey also brings up a good point. The wording might be that way since most of Iomedae's followers wouldn't be terribly familiar with Orv or his origins.

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I can confirm that Erum Hel is currently in Orv (specifically the Midnight Mountains). I kinda like the idea that he might be an Urdefhan, though; it'd be nice to have a major non-human undead floating around as a key threat on Golarion.

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There's a sidebar on helping make sure the presence of evil characters isn't problematic / party-damaging. It focuses on out-of-game solutions/tips, such as 'make sure everyone in the group is on the same page', 'decide on guidelines for how much/little PVP / inter-character conflict is acceptable before the game starts', 'determine if there's any content boundaries that the group doesn't want to cross / is uncomfortable with in advance', and 'determine from the outset why the group is willing to work together / why this evil character will be a good fit with the rest of the group'.

Beyond that, each of the three evil alignments gets a mini-sidebar in its own section that includes suggestions as to why that alignment might be working with a group of adventurers (potentially including ones with different alignments). The overall focus for 'making it work', though, is focused more on the OOC tips, though.

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Glad to help out. If you liked Dragons Unleashed, this follows the format, so I'd bet you'd like it too!

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

Regarding the items: There's a mix.

Items related to characters:

Meyi Pahano has a minor artifact called the Void Crystal. One of the items (Rixbrand) is tied to Arnlaugr the Fearless, but it notes that since his death, several duplicates of the weapon were made. Two items from Prince Kasiya's chapter (Hemnetep's Chariot and Shepsi-Ak's Funerary Mask) are specific to his minions, but they could theoretically be replicated / made by others.

The other items (Cauldron of Transmutation, Void Funnel, and Ghost Mirror) could show up essentially anywhere and aren't particularly tied to their specific owners.

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Thumbs up to whoever wrote the item entry for the Mind Burner. The little details like the pool of white smoke forming in the weapon's dish before it fires and them beam scattering stray particles that cause those near it to remember scents associated with important memories help turn it into a rather unique, interesting item as opposed to a generic mind-damaging high-tech gun.

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BigWeather wrote:
How much of the information in this book is of a more general nature, a la the Revisited series? I guess most (all?) of the undead types were covered in Classic Horrors Revisited and Undead Revisited, so probably not much needed.

From my initial look over: Very little. There's some new magic items / diseases / haunts that could be used in a more generic sense, but this book is pretty much entirely about specific undead NPCs and about their lairs.

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Zergtitan wrote:
What are the philosophies of a lawful evil individual?

Despot: Impose your will on those around you, expecting complete obedience, always working to expand your power

Minion: Locate a powerful figure to serve and obey, doing their will regardless of the costs to others

Swindler: Find other people's weaknesses and exploit them for your own gain; their losing out is their fault for not being smart/prepared enough

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

One cool feature that I haven't heard anyone else mention yet is the new rooms for the base-building system. You can get a Blood Spa to be like Countess Bathory, bathing in the blood of others to restore your youth (temporarily, requiring regular baths to keep it up), and the Execution Yard, which increases your influence and improves your Intimdate checks after you execute someone.

I'm also happy to see new evolutions being introduced (and the Blood Summoner stuff in general), and the Alchemist discoveries, as usually seems to be the case, are rather flavorful / nice to see.

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While your DM is the one who gets to make the call here (I support the general idea of DMs getting the final call of what rules are/aren't in play in their games), I personally avoid using the NPC-class requirement for young characters in my games; it's too punishing and removes otherwise-fun-to-play character ideas from the 'viable' pile. I usually would stick with stat mods being in place for the young characters (either from the young character rules or the young template).

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Interesting question, and one where my opinion has changed over time. My current thoughts:

1. F. Wesley Schneider: He wrote what I consider to be the best PF Adventure Path installment, Seven Days to the Grave. He also has written some of my favorite support / setting / supplemental material.

2. Greg A. Vaughn. He wrote my favorite dungeon-crawl adventure (Skeletons of Scarwall) and has some other generally-solid offerings (Witch Queen's Revenge, Spires of Xin Shalest, The Varnhold Vanishing).

3. James L. Sutter. He gets here more for his non-adventure writings (having written my top setting supplement, Distant Worlds, and my favorite books from the novel line), but his adventures (Asylum Stone) are very good too.

4. Brandon Hodge. For making Rasputin Must Die work and ending up with a fantastic adventure that dissuaded my earlier opinions of 'adventures set on Earth are a bad idea'; The Dead Heart of Xin was also good.

Edit: If we're doing runners up, Neil Spicer, though I also considered Richard Pett for spot 5.

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And he's back again.

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Here's another handy page from the wiki. It covers AP modules, PFS scenarios, and individual modules from the module line.

Edit: I just noticed what section this was in. Chris's link above is likely the one you want.

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I'm going to preface this by saying that I *like* that there's a ton of prestige classes, including niche ones, out there. I like having all the options at my disposal even if I haven't actively used them yet.

As to what I've seen in action (going off of vague memories of what I *think* builds were in a some of the cases and including a few short games that were only an adventure or two as opposed to full-length campaigns):

Agent of the Grave-
1 PC (Not mine)

Arcane Archer-
1 NPC (Not mine)

Assassin-
Multiple (5+) NPCs (Mine and other GMs)

Bloodmage/Bloatmage-
1 PC (Mine)
2-3 NPCs (Me running them)

Coastal Pirate/Shackles Pirate-
Had two PCs interested in it in games that folded before it happened

Crimson Assassin/Red Mantis Assassin-
1 PC (Not mine)
Multiple (5+) NPCs (Mine)

Cyphermage-
1 NPC (Mine)

Diabolist-
1 PC (Mine)

Divine Assessor/Balanced Scale of Abadar-
1 PC (Not mine)
1 NPC (Mine)

Dragon Disciple-
2-3 PCs (Not mine)
2-3 NPCs (Not mine)

Eldritch Knight-
1-2 NPCs (Not mine)

Evangilist-
On the list of 'things I specifically want to run someday'

Harrower-
1 PC (Not mine)
2 NPCs (Not mine)

Hell Knight Commander/Hellknight-
3 PCs (1 Mine, 2 Not mine)
Multiple (5+) NPCs (Mine)

Hell Knight Enforcer/Hellknight Signifier-
1 NPC (Mine)

Lion Blade-
1 PC (Not mine)

Living Monolith-
I had a PC who wanted to be one of these for a while but veered toward something else

Loremaster-
2 NPCs (Not mine)

Mammoth Rider-
On the list of 'things I specifically want to run someday'

Master Spy-
1 PC (Not mine)
1 NPC (Not mine)

Mystic Theurge-
Multiple (5+) PCs (2 Mine, Several not mine)
Multiple (5+) NPCs (Mine and other GMs)

Natural Alchemist / Thuvian Alchemist-
On the list of 'things I specifically want to run someday'

Pain Taster-
1 PC (Not mine)
2-3 NPCs (Mine)

Shadowdancer-
3 PCs (Not mine)
3-4 NPCs (Not mine)

Sleepless Detective-
I have a player who specifically wants to run one of these sometime. It's also on my list of 'things I specifically want to run someday'

Souleater / Souldrinker-
1 PC (Not mine)
1-2 NPCs (Not mine)

Swordlord / Aldori Swordlord-
2 PCs (1 Mine, 1 Not mine)

Winter Witch-
On the list of 'things I specifically want to run someday'

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I see dragon-centric AP popping up as an Adventure Path request semi-frequently and it got me wondering about something. One thing I'd like to see done with dragons would be a dragonriders of Triaxis type-AP where the PCs are on Triaxis the entire time and are assisting the Skyfire Mandate (or one of the Drakelands nations, I suppose) against some major draconic threat from the Drakelands.

Would the people who specifically want a dragon-focused AP be cool with / like that idea, or are you all looking for something more classic-fantasy? This question is mostly directed at the people who have already been specifically looking for a 'dragons' AP, but I'm interested in hearing from anyone who has thoughts on the idea.

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There are now two "Paizo Publishing, LLC: Pathfinder Tales: Novels" categories on my downloads page. One of them only contains the most recent novel, and the other contains all the older ones. This is about bottom-priority issue-wise, but it still seems like there should only be one, so I figure I should mention it.

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Tech item ideas I'd like to see:
* Biotech! Both in the form of grafts and all sorts of other futuristic biotech items.
* Magitech! Blend magic and technology for items that share aspects of both
* Beam Swords!
* Steampunk tech
* Gonzo technological melee weapons: Drill Spear, Shotgun Knuckles, Gunblades (though ones that'd actually be useful as ranged weapons as opposed to the FF ones)
* Chainguns, Needle Guns, Antimatter Emitters, Acid-Sprayers
* Hardlight objects
* Mind-control/mind-reading machines, Memory-erasers
* White phosphorus, other chemical weapons
* Pharmaceutical poisons and drugs
* Nukes/Hydrogen Bombs (probably a tech artifact?)
* Sentry Turrets, Land Mines

On the classes/archetypes/class-abilities side:
* Artificer (either as a base class or, more likely/preferably an Alchemist archetype)
* Some manner of Robot/Clockwork/Golem building/summoning Summoner Archetype(s). Have a custom robot(or clockwork/golem) and build/summon other constructs!
* A Barbarian archetype that can be any alignment that uses drugs of some manner to chemically induce rage. I'd like to have an option for highly-lawful military types or lawful corporate goons to have rage-capable experimental soldier types that still behaved in-line with the organizational ethos when not actively in rage-mode.

On the 'I'd kind of like to see this, but am concerned how it would work out' front:
* Space Ships. I sort of fear for the mechanical result, though, since they'd be complex and I've never really liked the 3.5/PF vehicle rules.

I think that some of the other-eras stuff sounds cool, but I worry that it'd eat way too much into the pagecount here. I'd rather just have a book offering lots of new types of tech / options relating to them and let the various era-genres have their own support books.

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Thank you. That's all I need right now.

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Please cancel my subscription to the Pathfinder card game. I am no longer interested in supporting this product line. Thank you.

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I'm a fan of planar stuff, high-CR things, summoning/conjuration, and gigantic extraplanar monstrosities of legend. I also have a fondness for the Oliphaunt in particular on top of that.

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Wardens of the Reborn Forge is indeed the only major Alkenstar-focused thing currently out.

The Shieldmarshal is a prestige class in Paths of Prestige.

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1. Distant Worlds. I'd prefer something set on one specific planet, but I'd be up for something planet-hopping too.

2. Kytons/Nidal/Plane of Shadows. I remain highly interested in more kyton-related material. I'd prefer something that didn't unseat the Umbral Court, though. I'd rather keep at least a few of the long-standing evil governments in place for the setting. I'd also take Kytons in Numeria or Kytons in Ustalav as an alternate.

3. Dominions of the Black / Countdown Clocks / Aucturn Enigma / Osirion. Partially in Osirion, partially on Aucturn.

4. Tian Xia. I'd like to see an AP set entirely in one of the nations of Tian Xia. I have a vague preference towards Shenmen, followed by Goka, but I'd really be happy with anything that starts in Tian Xia and stays over there.

5. Vudra / Casmaron. I'd like to see Casmaron get detailed, and I think that having a Vudra AP (now possible with the introduction of psychic magic), would be a good way of introducing it. Any of the undetailed continents would work, really; Vudra/Casmaron is just currently at the top of my list.

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I'm very pleased to hear that psychic magic is finally getting official support. It's been the biggest remaining hole in the Paizo rules set / the main limiting factor preventing the detail of certain parts of the campaign setting. I look forward to the possibility of Vudra/Casmaron/Castrovel stuff finally happening.

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Congrats on the win!

Between Paizo doing excellently and Numenera doing well too, I'm quite pleased with how the Ennies turned out this year.

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Only 8? Ouch. Still, an interesting question.

I think I'd go with:

1. Alchemist. It's one of the most flavorful and fun-to-play classes. It also fills its own niche.

2. Oracle. I definitely want a divine caster of some sort on the list, and while I like the Cleric, the Oracle's mysteries are more flavorful and interesting. Therefore, the Oracle is getting spot number two.

3. Sorcerer. Similar to the above, I want an arcane caster of some sort on the list. The Sorcerer's bloodlines manage to beat out the less-flavorful Wizard similar to how the Oracle defeated the Cleric above.

4. Bard. I want some sort of stealth/skill class on the list. Rogue is mechanically terrible; Ninja is better than Rogue but not terribly mechanically-supported across products. I think I'm just going to have to roll with the stealth/skill role being taken over by Bards and Alchemists, which is disappointing, but at least leaves two more-fun classes as options. The Slayer might be the best stand-in for the role, but it hasn't been around long enough for me to be fully familiar with it / comfortable picking it yet. I may end up throwing it on the pile if I come back to this at a later point.

5. Barbarian. I want a melee class on the list. Barbarian is the most mechanically impressive of those, and it manages to bring at least some flavor to the table with rage powers. I dislike that it's alignment-locked and would remove that if I had the option here, but I'm willing to take it regardless.

6. Monk. Pretty much to serve as the alignment-balance to the Barbarian above. Again, I'd remove the alignment restriction on both were that an option. Pummeling Style, Crane Wing, and Zen Archer make me feel less guilty including it mechanics-wise than I might have been at one point.

I am left at an interesting point here where I have the classes I most-want-in in and am left with a lot of choices. I like the Witch and Summoner the most flavor-wise out of the remaining classes. Inquisitor and Magus could be solid additions to the currently sort-of-lacking melee boat. Cleric and Wizard are general staples that could be added on, though they lack the special spark of flavor with the Oracle and Sorcerer already in. We still lack a 'generic' melee or skill class, but I'm reluctant to include the Fighter and Rogue; Cavalier is a better option in some ways, but it'd mean assuming that mounts were key to a core class and having to design adventures with them in mind. Ranger as the solution, then, maybe? The presence of the Alchemist and Bard is leading to a slight imbalance towards arcane magic over divine magic, which sort of suggests that the Inquisitor, Cleric, or Druid might be a helpful addition.

7. Witch. I'm picking it mostly for flavor/fun with a smattering of choosing it because it offers another class that casts healing.

8. Summoner. Not the most standard pick, but I think I'm going with it on account of enjoying the class / its flavor so much. It's probably the most likely to be replaced with the Slayer once I become more comfortable with the Slayer (though I might swap out both Barbarian and Monk instead due to the alignment-restriction issue).

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Assuming we're going for a 'generic' fantasy world / game:

1. Humans
2. Elves
3. Dwarves
4. Gnomes
5. Orcs
6. Aasimar
7. Tieflings

Halflings nearly make it in, but I consider the three new additions more key/interesting and have run out of slots.

That's just for a generic fantasy world, though. I'd probably be selecting setting-specific races most of the time and would probably tend towards ending up with some highly-weird list that includes few, if any, of the above.

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1. Leadership
2. Craft Wondrous Item

Other top contenders that stick out in my mind are Sacred Geometry, Divine Protection, pre-errata 3.5 Stoic (still listing it since it's from Paizo), pre-errata Antagonize, probably Spell Perfection, probably Dazing Spell, possibly Bewildering Koan for single-target lockdown, Expanded Arcana if you're running a Paragon Surge build (grabbed through Paragon Surge, not obtained as a normal feat), and Extra Rage Power if you count using it to get Greater Beast Totem (though that should probably just be gettable with your normal Rage Power allotment).

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Have you seen the Clockwork Familiar from The Asylum Stone? That's most-of-the-way there, though yes, a full-on Robot familiar would also be cool.

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

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

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

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

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