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


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Dark Archive

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Have you considered running a Synthesist? Good casting (not 9 levels, but still good) plus good melee.

Dark Archive

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Levels and classes are indeed shown.

Ungarato is the strongest.

Xin-Undoros and Seldeg Bhedus clock in tied for second with 17 levels each and no Mythic stuff.

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Lictor Shokneir, of the Hellknight Order of the Crux, Ruler of Citadel Gheisteno
Xin-Undoros, Warpriest of Lissala, Guardian of the Emerald Chambers
Gallus Galonnica, Former Chelish Opera Singer
Holgona, Dwarven Graveknight Lurking Beneath the Capital of Belkzin
Nahljari Halkiri, Native to the Island that became Jalmeray, Fought against the Arclords in Life
Riderless Wraith, Horse Graveknight, Former Steed to the Harcatha Line in Irrisen
Sebastius Wright, Gray Gardener Who Got Turned On and Thrown to the Mob
Seldeg Bhedus, Former Knight of Ozem, Now Servant to Arazni and Geb

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Thematics and flavorful abilities are the main reason. Compared to Clerics and their Domains, I find the Oracle's Revelations much more interesting and evocative, and I like the options offered by the range of mysteries. I want to cloak myself in starlight, summon the cold of the void, see patterns in the stars, channel death's energies into life, write prophecies in moonlight while I slumber, erase people from the fabric of time, rewind time to gain a second chance of performing my actions, enter a trance to gain flashes of knowledge, etc.

There's also a lot of good, strong builds with it. Even if it doesn't have the spell selection range of a Cleric, it's still a full-caster, and it's still powerful enough to fit with pretty much any party as long as I don't make a completely wonky build.

Dark Archive

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I second Riddleport (featured in the first two parts of Second Darkness, but not heavily impacted by its higher-level later parts). The place is made for thieves/gangs and has lots of interesting stuff in and around it.

If you're looking for a bigger city, Absalom also works (and has its own sourcebook). It's got room for plenty of guilds and lots of intrigue, and its the place the god of thievery/murder/poison ascended.

If you're looking for exotic and weird, there's also Kaer Maga (which also has its own sourcebook), which is filled with non-humans, odd and shady groups, and plenty of ruins.

Those three are probably the best bets for it, imo.

Daggermark gets my a fourth quasi-sub-vote in that it'd be a cool place to run that sort of game, but it lacks a published map so far as I remember.

Dark Archive

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Aha, didn't realize that on Goparlis. Thank you all for the added info!

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Runelord Info!

Graveknight Article:
A new Runelord gets mentioned in the Graveknight article! Goparlis was the Runelord of Gluttony before Zutha; he wasn't a Graveknight, but he's involved in the backstory of one.

Dark Archive

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I'd go with the revised/compiled edition of Rise of the Runelords as being generally-easiest for newcomers. It's updated to Pathfinder and has a mostly-traditional plot (and avoids complex subsystems).

If you like fantasy blended with sci-fi, I'd also suggest Iron Gods. It's fairly fantastic (currently standing as what I think is the second-best adventure path behind Crimson Throne, which is for 3.5). It does require learning the Technology rules, but compared to some of the other subsystems and stuff, they're pretty easy to learn and slot in nicely next to the Magic Item rules. I think it could be run by someone with only mildly more work than Runelords.

Shattered Star also works. It's more of an artifact-hunt than something with a defined main villain, but it avoids complex subsystems and has several solid dungeon crawls.

The main ones to avoid would be Wrath of the Righteous (uses Mythic rules and requires an experienced GM/party to run well; more likely to require GM-modification / power-scaling of the enemies than pretty much any other AP due to a wonky inherent power-balance between the PCs and opposition), Kingmaker (great AP, but relies heavily on learning multiple new subsystems for hex-exploration, kingdom-building, and army combat), and Skull and Shackles (lots of ship combat, uses aquatic combat rules at points, has other things that can be tricky).

Dark Archive

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I took the posture as being 'floating' and from extension that his lower body and non-sword-arm were slightly atrophied from non-use. Sort of like the giant-equivalent to an accomplished mage, imperious and powerful, but focused more on non-physical attributes.

Dark Archive

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Ooh, Gigases. I've been hoping to get more info on those.

Dark Archive

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Agreed. Very nice cover (and a book I'm looking forward to a lot also).

Dark Archive

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Laori Vaus. Curse had a bunch of good NPCs (with Vencarlo being another well-liked one), but Laori was a standout.

Dark Archive

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Completed as a GM:
Second Darkness
Curse of the Crimson Throne
Legacy of Fire
Rise of the Runelords

in that order.

Ran as a GM, Didn't Complete:
Kingmaker (Made it to the final book, but the group fell apart and everyone moved as college ended.)
Skull and Shackles (Tried running it as my first online-only AP with remnants of the same group. Circumstances (mostly my schedule at the time, but also other stuff) caused the weekly sessions to be cancelled for various reasons for a few months in a row, and my interest in running it just kind of died out during the lapse. Ended just a tiny bit into book 2.)

I've had some success with some other online campaigns since then (about to conclude a rather successful campaign of The Strange), so I'm likely going to get back into the swing of actively running things again soon. No specific plan yet, though, as I don't want to mentally move on from my The Strange campaign before that's actually done.

Edit: Just noticed the 'which of the ones you ran did you like the most?' bit. Curse of the Crimson Throne was by far the best of the bunch, but the group enjoyed all four of 'em. I'd place Kingmaker itself in the same quality bracket as Throne (though lower, and in the top bracket for different reasons); it was group-dynamic issues and college ending that ended it early, though, not the AP itself.

The best factors of Crimson Throne were the overall solidness of the adventures, the strong presence of the main villain, and the excellent NPCs (Laori Vaus being a particular favorite). Seven Days to the Grave remains my favorite overall adventure, and Skeletons of Scarwall stands as my favorite dungeon crawl (though some bits of Iron Gods look to potentially come close there from my readthrough of it).

Dark Archive

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Thank you to Zaister and Brinebeast for the lists!

Dragon78 wrote:
What about the Deep Crow, didn't that have some kind of copyright issue as well?

Yes, it belongs to the Penny Arcade guys and likely isn't getting a reprint.

I think some of the Cthulhu creatures from Carrion Crown had a similar issue, but they're already PF-statted.

Dark Archive

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* What Obediences would you give Yrsinius, The Speakers in the Depths, and the Godmind?

* Kytons: Are you a good person to ask things about them?

* I noticed you mentioned that you worked on some stuff for Tian Xia. What regions of Tian Xia did you work on?

Dark Archive

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Dragon78 wrote:
I have a list somewhere of creatures in APs that haven't been put in a hardcover bestiary excluding heralds of course;)

Do you by any chance have a list of what 3.5 ones from Pathfinder products never got updated to PF rules officially (mostly from APs, but also modules and sourcebooks)? I was considering going through my old books and trying to put one of those together, but it sounds like there's a chance you might already have one.

Currently the ones I'd most like to see brought back are the Danse Macabre and the Havero.

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

Having said that, I'm also looking forward to the new monsters. The aliens and fallen Psychopomps excite me. I echo the request for more Inevitables / Proteans.

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I spotted that in another thread it looks like there's going to be a 0HD Darkfolk and a 0HD Sasquatch-type.

Dark Archive

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Yes! I am extremely pleased to see this on the lineup. When I saw Hell's Rebels, my general reaction was that I was pleased to be getting more info on Cheliax and by extension Devils, but that I would have rather have had a Cheliax AP where the players worked *for* the Thrune regime. And that's exactly what this appears to be. I very much look forward to this coming out.

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Kajehase wrote:
The thing I wonder the most about so far is: Why is the Candlestone Courtier dressed as if he were a member of Adam and the Ants?

Haha, yeah, that's a rather distinctive outfit and hairstyle on him.

Samy wrote:
Any cool illustrations of female eagle knights?

Aside from the one on the cover (which is the most dynamic of the bunch), General Andira Marusek of the Steel Falcons is on page 30 and there's one accompanying the generic Eagle Knight entry in the bestiary section on page 54.

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

On a separate note: This has stats for Talmandor, which I think is nifty.

Dark Archive

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I haven't had the chance to actually read much of this yet, but I'm going to extend a request to re-add the 'Master' line to the initial infoblocks for adventure sites. Having the general infoline of the main major enemy in each site was a helpful quick reference-point for areas.

Marco Massoudi wrote:
What settlements are included with maps and how many pages is the section?

Almas, Augustana, Carpenden, Oregent, and Bellis get maps. They are, for the most part, only labelling districts and not sites.

There isn't really a 'settlements' section. They're in the Gazetteer section, which goes from page 2 through page 25. The first few pages are national info / history; the location info starts on page 6.

Almas has the most info on the map and has its own four-page subsection.

Dark Archive

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The loss of the PDFs of the books is a deal-breaker here. I don't mind the price increase (given the book size increase), but the loss of the digital version is leading me to drop it. Thank you.

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Herb Witch -
Gets the ability to use Profession (Herbalist) instead of Craft (Alchemy), gets a bonus to Profession (Herbalist), and can make and carry around (3 + INT bonus) remedies, which can be used to make Profession (Herbalist) checks to cure Diseases, Poisons, Blindness, Deafness, Fatigue, Nausea, and Sickness. They lose their first Hex and have to take Cauldron as their second; they also have to have a Patron connected to the natural world.

Wood Spirit-
* Hex that briefly turns targets into twisted, treelike beings that gain Hardness but are staggered (once per day per target)
* Hex that commands plants to yield magic Goodberry-like berries
* Hex to conjure spiny shrubs that act as Light Undergrowth that the Shaman can pass through
* Hex that mimics Woodland Stride, with plants moving out of the shaman's path. This one upgrades to Air-Walk-near-trees as the trees move their branches to let the Shaman ascend.
* Remote communication from one plant to the area around another plant, with the shaman's voice manifesting as a rustling noise from the leaves. This one upgrades to also be able to listen to areas around plants while near different plants.
* Spirit Animal is a wooden figurine or animal-shaped tree. It gains Freeze.
* Can turn an army into a tree limb for slam attacks (reach increases later, and transform-both-arms is also an upgrade).
* Roots that act like semi-selective Black Tentacles. Possibly ominously-blood-covered flavor-wise.
* 1/day tree-transformation as Plant Shape III
* Capstone makes the shaman a being of living wood. It gives the Plant subtype, +4 Natural Armor, DR against Wood, some of the Plant Immunities (Paralysis, Poison, Polymorph, Sleep, Stun), and meld-with-wood at will.

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This book ended up being the surprise winner for me in this month's purchase; I was very pleasantly surprised by the amount of interesting content in it. Given how much I'm liking it, I feel like I should give a list of highlights in the hope that more Companions end up being this good.

* There was content for a lot of different things. Overall, the companion felt more 'dense' in terms of content than some other ones have, and it felt like a lot of different classes / character-types got attention.
* The Wild Caller is awesome. Plant-Eidolons are a big win, and I like the expansion of the summoner into new areas.
* The Horticulturalist is also cool. Alchemists continue to be my favorite class, and I like the new, flavorful direction that the archetype provides. Thumbs-up on it.
* New alchemical items and poisons are always a plus. I reiterate my request that they get Dynamic Alchemy entries, but even just having them for the overall alchemical toolbox is a good thing.
* I applaud the inclusion of more Ultimate Campaign / Stronghold content. Thank you for not abandoning this system; having this sort of addition adds to the value of books for me. My favorite is the Mystic Greenhouse for flavor purposes (and the fact that I've wanted basically exactly that for Irriseni characters ever since the inclusion of the one in the Irrisen Campaign Setting book).
* The Herbs are cool. I like having them as a new system (At least I think it's new? I don't remember seeing them before but may have missed them). Similarly, the Herb Witch is cool.
* The Wood Spirit for Shamans, style for nature-themed monks, and plant-summoning Feat were all also neat.
* The Developed Poison Immunity Rogue Talent gets a weird half-thumbs-up. It's mechanically kind of awful, but it's something I've seen in enough stories that I've wanted something like it to stick onto NPCs for flavor purposes.

Basically, please keep doing what you did with this book. I like seeing all this content, I like the new options being presented, and I like it when the game's better side-subsystems get attention.

Dark Archive

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I went with Down the Blighted Path with the Court of Ether connection, non-evil undead, dwarven elements, orphenes, stalactite tower, and overall solid construction.

Journey Into Midnight appealed to me too (with the Midnight Jungle, flail-snail integration, Court of Ether involvement, vegepygmies, root dragon, and neat overall thematics), but Down the Blighted Path seemed like the stronger overall adventure to me.

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Seven Days to the Grave retains the top spot for me. Excellent characters / villains. Excellent urban adventure. Just really well-done overall.

Rasputin Must Die is also notable, but doesn't manage to eclipse it.

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What W E Ray says is correct. As far as I can tell, though, Paizo is trying to cut down on the multiple-names stuff some to eliminate possible out-of-character confusion.

I'll also add that:
(a) Razmir has managed to fool a decent number of people into thinking he is a deity when he's actually just a reasonably-high-Level arcane caster.
(b) Various tribes in old Sarkoris worshiped some local summoner Eidolons as deities or aspects of deities.
(c) Some people / places recognize the existence of the deities as powerful Outsiders, but don't believe them to truly be gods or deserving of worship.
(d) In addition to the 'gods can have different names in different places', there's also places where the same god is worshiped under the same name but with different appearances / general representations (for example, see Abadar in the Inner Sea Region vs. Tian Xia).

Taking all of these things together, I think it'd be possible for some disconnected area to invent a fictional deity out of nowhere. I think it'd be much more likely for that fake deity to be a caster or outsider of some sort rather than just an idea, but I think it'd be possible. That having been said, it'd be somewhat tricky for the fictional god's presence to continue having a notable impact once the location got into contact with actual users of divine magic from somewhere / outsider divine servants from somewhere.

Dark Archive

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There's a Craft Robot Feat. It requires Craft Technological Arms and Armor, Craft Technological Item, Technologist, 9 Ranks in Craft (Mechanical), and 9 Ranks in Knowledge (Engineering). You use Craft (Mechanical) when building them; it is the only skill check required to make them.

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Troodos wrote:


Does the weredeinonychus have feathers?

Yes. Not a ton, but there's a ridge going down the back of his head and some along the end of his tail.

Troodos wrote:


In what form do the PCs fight Unity?

Iron Gods:

The PCs fight unity twice. The first fight is fairly early on and against him in Aggregate form with the Overlord Robot on the cover.

The second fight is at the end, within his virtual realm, The Godmind. There he takes an angelic form based on a Solar.

Troodos wrote:


What are the NPCs in the NPC chapter?

Unity's high priestess, a gargoyle named Ophelia, and Unity himself.

Troodos wrote:


Are there many heavy weapons in Silver Mount?

Iron Gods Treasure:

There's a Timeworn X-Laser, 6 Rocket Launchers, a Nuclear Resonator, and a Railgun.

Dark Archive

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Curse of the Crimson Throne. It remains, in my opinion, the best of the APs, and it'd be fantastic to have a Pathfinder version of it.

Second Darkness would be my second pick. I liked it, though I admit that some parts were rough around the edges, and I'd like to see what they'd do in a remake of it / how they'd smooth bits out. It could probably *use* a remake more than Curse, but my desire to see more people playing/enjoying the general excellence of Curse wins out over my desire to see a remake of Second Darkness.

Legacy of Fire comes in a moderately distant third for the simple desire of wanting everything Golarion-related eventually updated to a PF version.

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I suggest the Pathfinder Wiki's history section as a good general starting point.

The humans of Azlant were slaves to the Aboleth during part of the Age of Legends. They raised the humans from barbarism and taught them the fundamentals of magic.

Amaznen, an ancient Azlanti god of magic, assisted Acavna, the moon goddess, in stopping the Starstone.

Not all of the elves that stayed behind became drow. That happened to the ones that went deep under the Earth, closer to Rovagug's prison, and then turned to the service of Demon Lords to save them from the perils of the Darklands.

Aroden, the Last Azlanti, had his name before he brought the Starstone up from under the ocean, and when he raised it and the Isle of Kortos, he ascended to become the god of Human Culture, Innovation, and History. He founded Absalom, and the current calendar that the Inner Sea uses is in AR (Absalom Reckoning), which is based on when he founded Absalom. He did not found Taldor (it was around over 1,000 years before he raised the Starstone), but he did become its patron deity after ascending from the world after creating Absalom.

He is confirmed as dead, though you are correct that no one (except perhaps Pharasma, goddess of death) knows why.

Osirion was a major ancient empire down in Northern Garund. The aliens of the Dominion of the Black played a role in helping it achieve its ancient heights, as did the god Nethys. The ancient empire eventually collapsed, and Qadira (and by extension the Padishah Empire of Kelesh) had it as a puppet-state for a while. A new pharonic line, of whom the current ruler is a notable priest of Abadar, took Osirion back from Qadira, though, and has opened its treasures to foreign exploration while attempting to restore it (through recovery of these ancient treasures) to its former glory.

Thassilon was an empire that split off from Azlant. It was originally ruled by a wizard-king named Xin. His top disciples betrayed and assassinated him, taking over parts of the empire as the Runelords, each of whom was responsible for a specific school of magic and associated with a specific sin (each of the sins was a corruption of one of Xin's ancient virtues of rule). They used large numbers of giants as servants, and some of the Runelord positions cycled through a few different title-holders during Thassilon's time (Sorshen and Xanderghul managed to survive the whole time with their titles intact, and Alderpash managed to survive, though he lost his kingdom and was stuck in the Abyss for ages). The Runelords all put plans into place to seal themselves safely away from Earthfall (when the Aboleths dropped the Starstone / meteor onto Golarion), and they're only-now beginning to return from their various forms of stasis / seclusion.

Tian-Xia is a continent on the other side of the world. It dealt with generally-different major events, such as the fall of the massive empire of Lung-Wa. There's currently less info on it than on the Inner Sea region, but trade routes exist across the Crown of the World between the two.

Dark Archive

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What could the dragons do to it, though? I considered them, but the Behemoth is immune to fire and regenerates from any physical damage they could inflict on it, whereas they wouldn't be able to regenerate from its counterattacks.

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Suffocation wouldn't stop it. It returns from death 18 seconds later if slain by something that'd insta-kill it. Similarly, siege weapons and couldn't keep it down (again, thanks to its regen). Wildfire would do nothing thanks to its fire immunity. I doubt solid stone could do much to contain it either since its Ruinous ability lets it ignore 20 points of hardness (and it can hit for heavy damage on top of that). Basically, it'd take one of the (possibly-not-real) gods showing up to personally deal with it / facilitating a miracle to shut down the regen.

That said, the world is large enough and the behemoth slow enough that I don't think it could actually wipe out all of humanity. It could go around wrecking major cities, but horses can outpace it, boats can go where it has trouble going (and outpace it while doing so), and it doesn't have any massive AOE-type means of destroying whole city-populations. So Westeros doesn't really have anything that can kill it, but I'm unconvinced that it could kill all of Westeros/Essos either.

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

Memory Facets:

There's three this time. We have:

Discipline- Promotes disciplined, orderly behavior and thought. It gives +2 INT and lets the AI bolster nearby robots, boosting attack, damage, and Will saves.

Entropy- Gives the AI heightened understanding of chaos theory and probability. It gives +2 CHA and gives it a 3/day roll-twice-and-take-either.

Guile- It makes the AI better at being deceptive. It gives +3 Bluff, lets it roll twice on Sense Motive, and gives it Improved and Greater Improved Feint.

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The Dominion of the Black article strongly hints that the Dominion is attempting to serve up all mortal life as a sacrifice to the Void.

The Qlippoth seek the annihilation of mortal life to stop the birth of new Demons and retake the Abyss. The Daemons seek the annihilation of mortal life due to general nihilism and in some cases prophecy about what comes after all mortals are gone. The Qlippoth and Daemons don't get along with each other, though, given the whole Daemons-are-responsible-for-Demons-replacing-Qlippoth thing.

Would the Dominion of the Black be likely to work with one or both of the Qlippoth or Daemons (though obviously not both at the same time/place) on some wide-scale life-annihilating plot, or would there be issues between those groups?

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That's an interesting question. I lean a bit towards Curse of the Crimson Throne, but I'll give a more-general review of all the APs and let you draw a conclusion as to which one you're looking for, since there's a few that approach it from different directions, and none of them have deities as the full-centerpiece. Bear in mind that this is running off of my memory and may be missing something.

Minor spoilers about every AP:

Rise of the Runelords includes one adventure where the PCs are up against a divinely-transformed worshiper of Lamashtu, one where a notable opponent (but not the main opponent) is the leader of a cult of Norgorber, and one where another worshiper of Lamashtu is a notable opponent (but again not the main one).

Curse of the Crimson Throne has the major plot-artifact connected to a draconic champion of Zon-Kuthon. It also has the PCs working both with and somewhat-against Kuthites with various objectives, visits one of the pillars Zon-Kuthon drove into the world to weaken Rovagug, and it has a Cult of Urgathoa as the main opponents in one of the adventures (featuring a brief moment of divine intervention from Urgathoa herself). There's also some involvement of Desna. It's also a *fantastic* AP; the only downside is that it's in 3.5 rules.

Second Darkness does not have any notable divine involvement that I recall, though the main opponent is a servant of the Demon Lord Abraxas if you're counting Demon Lords.

Legacy of Fire has a cult of Rovagug as a major early adversary and also involves one of the Spawn of Rovagug. I sort of also remember some Nethys-related side-adventure bit.

Council of Thieves includes a play that heavily involves Asmodeus. Mammon also features strongly if you are counting Archdevils.

Kingmaker includes a bit of early involvement revolving around Erastil. Cultists of Gyronna make an opposition-appearance. Late on there's some involvement by The Eldest if you are counting them.

Serpent's Skull revolves around Ydersius and is the only AP to have a non-demigod divine being / its servants in the major-opposition role. Serpent's Skull, while not *bad*, is one of the APs that I'd put a bit lower down the quality ladder than the rest, though.

Carrion Crown has some Urgathoans in the opposition, but their presence is more tangential to the larger presence of the Whispering Way philosophy. Shub-Niggurath plays a strong role in one of the adventures (which also includes stuff relating to the Demon Lord Dagon). There's minor appearances by Hell-Duke-worshiping vampires.

Jade Regent doesn't involve any deities heavily that I can recall. One of the PCs' allies is devoted to Desna, though, opening up some opportunities there.

Skull & Shackles involves a priestess of Besmara as a potential notable PC ally. Beyond that, Geryon features some with the opposition if you're counting Archdevils.

Shattered Star involves a multifaith abbey, but I don't recall any particularly strong divine involvement in the actual main plot. I sort of remember a heretical branch-off Kuthite priest being a potential PC ally.

Reign of Winter does not have any notable divine involvement that I recall. Szuriel-related stuff makes an appearance in one module if you're counting Horsemen, but it isn't main-plot-centric.

Wrath of the Righteous has strong divine involvement from Iomedae (including an actual direct appearance by her), and most of the PC allies are crusade-related. Desna also has some involvement. The main opposition is the Demon Lord Deskari. The Demon Lords Nocticula and Baphomet also play very large roles. The AP uses the mythic rules. It's of epic scope and I like the overall plot, but I issue a bit of warning that it gets mechanically-wonky if the PCs optimize their mythic bits at all.

Mummy's Mask has some notable appearances by the church of Nethys. This includes the exploration of a ruined church devoted to him.

Iron Gods includes some involvement of Zyphus and minor involvement of Desna. It also notably has some divinely-empowered AIs, though they aren't full gods.

So the APs that I think include full-deities (as opposed to demigods and quasi-deities) in the most-central roles are Curse of the Crimson Throne, Wrath of the Righteous, and Serpent's Skull. Of those, I think Curse is the best quality-wise, followed by Wrath, then Skull.

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Whitethrone.

Kaer Maga has lots of great writing / interesting things going on, Korvosa has the best AP-support, and there's others like Starfall, Caliphas, Pangolais, Quantinum, and Mechitar that I like some of the themes of, but I just love Whitethrone's overall atmosphere and styling the most.

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As far as I know, no, there hasn't. The campaign setting is called The Lost Lands and covers the majority of the Necromancer/FGG products; I'm pretty sure there's a couple lines that are in different settings (The Maze of Zayne being one, and the modules that specifically talk about the mooonspawn (? something like that, I can't recall what they were exactly) being another), but the majority are together in The Lost Lands. 'The Lost Lands: Stoneheart Valley' is currently the closest to a setting book that they have, and it's more of a local-area book with adventures compiled in it along with some area-info. I think there's probably going to be a Lost Lands campaign setting book at some point, but I'm reasonably sure that none is out yet.

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My top pick would be a large, hardcover technology book.
* I'd like to see tech items from a variety of eras / genres. I'd like to see modern tech, cyberpunk, biotech, steampunk, magitech, and more.
* I'd like to see an artificer-type archetype (or, if need be, a base class; I think it could be handled by reskinning the Alchemist, though). I'd like to see a construct-building summoner variant that has golems and/or robots.
* I want to see this book take advantage of the base-building / business-building / kingdom-building rules; I'd like to see non-fantasy-genre-appropriate options for these. I want server rooms, reactor cores, command centers with data displays, and all sorts of sci-fi-appropriate rooms and structures. (I like seeing successful subsystems like these get more content.)

My second pick would be a planar-adventures hardcover. No specific requests on it at the moment since it's setting-neutral, but it's play-space I'd like to see more support / resources for.

Third would be something that provides Spontaneous Alchemy rules for *all* the alchemical items, all of the drugs, and all of the reasonably-producible poisons (i.e. the ones that only only made by a specific type of monster). I'd like more components, alchemical items, poisons, and drugs while the book is at it. Spontaneous Alchemy was a *great* subsystem, and every time I see a new book come out with alchemical items (or poisons and/or drugs) with no Spontaneous Alchemy rules to go along with them, I get mildly disappointed; I'd like to see lots more support for it.

Fourth would probably be an alternate genres/setting-types/eras guide. It could have additional tech items, setting-appropriate buildings/rooms, setting-appropriate archetypes, etc. This is the one I'm haziest on; I expect something else to perhaps supplant its place over time on my list, but it'd still be a cool book to have.

I'd like to see the Library Stat Block rules make it into some rules-line book. Those were good. Not nearly enough to make a book on their own, but something I'd like to see included.

I also want more Bestiaries, and, to a lesser degree, another Monster Guide. Bestiaries take the pick there, though, and I think this thread was geared at other requests for the line.

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Back years ago, I had a hamster that got out of its cage one night and managed to eat a decent share of a miniature calendar that hadn't been hung up.

On the opposite end of the spectrum, I had a guinea pig who was massively terrified of peaches and would run and hide if he noticed one, only returning to normal after the peach (and any lingering peach scent) were removed from his proximity.

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Since there's six slots in an AP, I'll list six things I'd like to see.

* I'd like to see Azlant during its old glory days.
* I'd like to visit the Jistka Imperium, as I'm a fan of its infernal golem-crafter stylings.
* I'd like to see Triaxus in summertime.
* I'd like to see Eox (and the worlds of the Diaspora) before their destruction.
* I'd like to see old Sarkoris before the Worldwound formed, mostly to just see a society with active summoners as a part of it.
* I'd like to visit things before humanity came around to see the world in truly ancient days.

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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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