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


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I'm happy to see the Transformation Sequence popping up as a Vigilante Social Talent. That really opens up some options for less-pet-focused Magical-Child-type characters.

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Not as standalone, full-sized adventures, but there's the later parts of the Jade Regent AP and some PFS scenarios.

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Insane KillMaster wrote:

Andrew Winder wrote:

I would like to see more AP's where you play the bad guy
+1, another +1 if they aren't as restrictive as HV was.

I'm up for another evil AP at some point. Not on the top of my list at the moment so close to HV, but I certainly wouldn't be bothered to see another one.

I argue for either less or *more* restrictive, with a tilt towards 'more'. HV was stuck in a weird middle-zone at some points thanks to trying to accommodate all types of Evil characters. There were bits that were tricky for ultra-Lawful follow-the-letter-of-the-law-and-support-the-regime-100% types, and there were bits that were tricky for characters who wouldn't want to get bound to serve authority figures. Some parts expected a group that was sneaky, others expected a group that was forceful and in-your-face, and others had weird juxtapositions where LE patron individuals were acting fairly non-Lawful. I liked HV, but I think it might help focus a new evil AP and allow it to play more-strongly to specific themes if it went for 'all Lawful Evil characters supporting the church of Zon Kuthon' or 'all Chaotic Evil characters who are part of / allied with a specific drow house' or 'all members of a thieves guild' or the like instead of going 'this is for any Evil PC'. On the flipside, evil Kingmaker that's super-open would be cool too.

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Kalindlara wrote:
If it helps, the impression I've gotten from Iobaria is that it's the most "Irish/Scottish" region. The art in the section on human ethnicities in Inner Sea Races was the big kicker there.

That actually does help, thank you. I had been thinking they were more Russian/Slavic-inspired.

Ambrosia Slaad wrote:
I'm really hoping we'll see some current day Azlant settlements/towns (cities?) in the upcoming Ruins of Azlant AP.

That'd be cool! I wasn't sure how much of the AP would tilt in the direction of currently-inhabited cities and Azlant-based nations versus how much would be dealing with ruins, dungeons, and aboleths.

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I'll lead off with saying that I'd rather see another Gazeteer a bit more than than Distant Shores II. Distant Shores was a book I enjoyed, but I'd like to see continents and nations get detailed in the broad scale before zooming in on more cities. Having said that, I'd still enjoy Distant Shores II and would likely be jazzed by whatever world-snapshots show up in it.

I want to see something on Casmaron. My mind goes first to Kelesh since it's the huge empire that hasn't been shown in detail. Ular Kel was pretty awesome, though (and ended up being the surprise favorite of Distant Shores for me). In light of that, I think I'll put out a blanket 'somewhere new on Casmaron' request instead of a specific one.

I want to see something on Tian Xia. The nation I'm most interested in is Shenmen, but the city of note that I can think of there is the spider witches' capital, and it seems weird having Tian Xia represented by evil-capitals twice in a row. The city I'm most interested in over there is Goka, but Goka is massive like Absalom and would need an entire book to do it justice. That moves things over to Nagajor. I think it'd be cool to get a city from there. I'll add that to my list. (Minata would also be cool, but I'm sticking with Nagajor as my actual pick).

I want to see something on Arcadia. I want to go somewhere other than Degasi's trade coalition. Three Craters sounds cool, but I'm going with a place in Razatlan since 'Hispanic / Latin American nation' is one of the three main nation-types that seem to be missing for PC backgrounds in things I've run and seen run (the other two being 'British Isles' (with knights being somewhat filled by Taldor, but no obvious analogue for Irish/Scottish-background PCs) and 'Steampunk nation' (which would be kinda wonky on the surface of Golarion and might do better in a truly massive Darklands vault or something).

I want to see something from an active/rising nation in the ruins of Azlant. Azlant was huge, and I'm figuring there's *something* going on there besides ruins, aboleths, and independent island-places like the Sun Temple Colony. Maybe we could fit some British-Isle-equivalent in here amidst the waves and ruins?

I want to see something from Southern Garund. Droon is tempting, but I feel like it'd be weird having it in the same book as Nagajor (if Nagajor happens), so I'm going with a city in Nurvatchta instead. Spiders are fun!

That hits all the unmapped continents except Sarusan (which I feel abnormally fine leaving a mystery for now compared to other parts of the world since that's kind of its 'theme'; I'll likely want to know more eventually, though), and it leaves one pick. I considered Vudra, but I think there's something else I'd rather see. I'm going to go with Visheksrad. I'd like to see more of the Crown of the World, I'd like to see another dwarf culture, and Visheksrad is the largest city I can find up there on the Crown. The more I think of putting it in there, the more I like the idea.

So, formatted, ordered into a preference list, and pared down for quicker reading:
1) A city in Casmaron that we haven't heard much of
2) A city in Nagajor
3) A city in Razatlan
4) Visheksrad
5) A city from Azlant (alternatively a city from *wherever* that's British Isles themed)
6) A city from Nurvatchta

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Hastur Obedience:

The obedience is to meditate, either on nothingness or on the lines of The King in Yellow, either in a richly-furnished area (value scaling to character level, with character clothes counting towards the value requirement) or in the presence of a Yellow Sign.

Bonuses across the three sets of boons include:
* Perform bonus
* Various emotion/mind-affecting spells, various charismatic/disguising spells, various death/curse spells
* Control confused creatures
* Create a Yellow Sign 1/day
* Self-disguise with an unsettling, fear-based, init-increasing return-to-true-form
* Charisma-to-AC when in fine clothing but not armor
* Confusion/insanity immunity except against Hastur and greater servants of him
* Death/petrification immunity with inbuilt 1/day effect-reflection

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I'd venture to guess that Deskari probably *wouldn't* destroy Rovagug's cage. If he (and Baphomet) got control of Golarion, they'd probably be trying rather hard to keep Rovagug stuck in the middle. Rovagug is a Qlippoth-deity, and Qlippoth tend to want demons to be extinct. The Worldwound is still a huge threat to Golarion, but it probably isn't going to cause a Rovagug-breakout.

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What do Hastur cultists look like?:

The general answer to 'what do the Hastur cultists look like' is 'they look good and have nifty, fancy clothes'. They pretty much all (excluding the Kuru Thugs they have for security) look wealthy, and if I had to guess what they were based on portraits alone, I'd probably pick 'nobles', not 'cultists'. I like this since it plays into the ability to hide their cults well, and it fits with the obedience and associated powers encouraging decadent outfits and furnishings.

Cultist kidnappers - Black coats with fancy gold patterning around their edges. Fancy rapiers. Belt-sashes with pouches.

Daelene Spence (Cultist Sorcerer) - Wearing something green that's mostly out of the picture that has a fancy collar, something white and ruffly-edged under it. Triple-pearl-necklace, pearl earrings, fancy hairdo with a lot up in the back and on curling piece on the side. Looks like she may be wearing makeup.

Kuru thugs - Lots of tattoos that give the appearance of 'scarred' and 'eyes covered in blood / bleeding'. Spiked leather rags that don't cover too much of the body. Some animal skulls on a rope-cord belt. Bandages on feet instead of shoes. Holding spiked club.

Cultists of Hastur - Fancy blue-and gold outfit. Belt with scabbard. Rapier with fancy hilt and secondary blade. Purple cloak with gold trim. Neatly-groomed beard. Boots.

Risi Nairgon (Cultist Assassin) - Long brown coat with frayed bottom edge. Chain shirt. Boots. Pants. Scarf that's big but not long. Multiple belts, lots of potions. Crossbow at waist. Holding rapier. Reasonably long blonde hair, green eyes, freckles. Doesn't look wealthy as per the standard, but still manages to be in the running for best-looking cultist.

Weiralai (Denizen of Leng) - Long, pointed nails, Several rings and bracelets. Multi-part robes that are blue and gold and have a big fancy gold-and-jewel-buckle-thing in the middle and a built in scale-pattern pauldron. Fancy, upturned-ended shoes. Headscarf with attached jewelry that matches the overall outfit. Small tattoo on forehead. Glazed-over-white eyes.

Melisenn Kororo (Cultist Cleric) - Blue and golden-brown dress with white sleeves and blue trim. Belt. Rapier. Forehead-necklace with blue jewel. Hair back in ponytail. Shoes with ribbons.

Cultist from the deity article - Golden dress, with purple belt and purple-and-gold scabbard. Rapier. Book with yellow sign. Upper part of outfit has a topaz-looking jewel on the neck and a high collar. Hair up.

Keeper of the Yellow Sign (New Monster) - Fat man with nearly-melting skin and piercing-yellow-glowing eyes. Broad black hat. Upper half of coat looks has a bunch of layers that overlap each other almost in a shell-pattern. Bottom half of coat is a black coat with buttons and a pocket. Brown pants. Brown shoes.

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Synthesist Summoners. They're frequently a go-to for people calling out what an archetype shouldn't be (in terms of being overpowered), but they're one of my favorites, both in flavor and in mechanics.

I'll also n'th the Kineticist. It's my second favorite class, and I enjoy them a ton even if they aren't always the most optimal thing / have burn.

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Since it hasn't been mentioned yet:

Monster Art from Adventure:
The Attic Whisperer with the outfit made of the child's drawings managed to get a 'd'aww' from me and is quite well done. Kudos to whoever made that creepy thing so cute.

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Response to Axial's Idea:
Interesting idea. I'd consider potentially putting them in part 3 instead. It takes place in the dreamlands, and there's already an alt-Lowls created from a splinter of his psyche gone-Yellow-King. It also involves the being Lowls traded the PCs minds to and the PCs hunting for their memories (and would probably be a place in the AP that'd jive more with the PCs levels before they lost their memories, as opposed to the end, which'd be for much higher-level people).

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PC Background Spoilers Responding to Captain Battletoad:
It doesn't specify so far as I see. Lowls was researching relevant topics for 'months', so I'd probably pick a few months as a reasonably safe bet that material in the adventures could likely be adjusted to match if it turns out to be different in part 2.

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

Thomas Seitz wrote:

Gad,

Where exactly does Briarthorn reside?

Briarstone is on an island in Versex County (with the island in question being named Briarstone Isle).

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Regarding how much the PCs do/don't remember:

Extent of Amnesia:

It's fairly complete to start out with:

"The PCs awake in a cell beneath Briarstone Asylum with no memory of how they got there or who they are."

"each PC realizes that he also doesn't recognize anyone in the room, including the other PCs. Even if the characters have interwoven backgrounds or intimate connections, they have no memory of those experiences or relationships."

The preview blurbs for future adventures in the path indicate that they'll be experiencing stuff related to their past in module 2 and will be working to get back their lost memories as the goal of module 3.

Major PC Background Spoilers:

The PCs were agents of Count Lowls. He sacrificed their minds in a bargain with a being called the Mad Poet in exchange for forbidden lore and then pawned their memory-free bodies off as a gift to one of his allies.

The PCs used to be terrible people, but the mind-wipe combined with Dreamlands-related effects give them the chance to sculpt themselves into new, better people (who still have to deal with the fallout of what they did before, particularly during Part 2, where they go to a town where they were acting as Lowls's agents).

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Regarding Mhar:

Page 63 has him as CN. Page 68 has him as CE. That's where I picked up the Evil from. I think I just assumed 'Evil' as a domain as a result of that while quickly looking things over. It looks like he has Chaos, Destruction, Earth, and Fire as his domains, which means the CN is probably right, and the Evil domain is probably wrong.

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Dragon78 wrote:

So what does Ithaqua look like?

Is there any art for the other Old Ones/Elder Gods? If so then who/what?

Mythos Deity Art:

Ithaqua looks like a gaunt, pale-blue-skinned giant wearing hides and bones, pushing a tree aside with one of its long-clawed hands as it stalks through a frozen woodland. Its eyes glow bright red, and its entire lower face is a big, toothy mouth.

Art also appears for:
* Cthulhu (in an article header)
* Abhoth
* Azathoth
* Chaugnar Faugn
* Hastur
* Mhar
* Nhimbaloth
* Nyarlathotep (as the Black Pharaoh)
* Rhan-Tegoth
* Xhamen-Dor
* Yig
* Ithaqua gets a second art piece fighting the Iconic Psychic and Cavalier

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Favored Weapons:
Abhoth - Whip
Atlach-Nacha - Net
Azathoth - Warhammer
Bokrug - Ranseur
Chaugnar Faugn - Light Pick
Cthulhu - Dagger
Ghatanothoa - Morningstar
Hastur - Rapier
Ithaqua - Handaxe
Mhar - Heavy Pick
Mordiggian - Scimitar
Nhimbaloth - Flail
Nyarlathotep - Varies
Orgesh - Spear
Rhan-Tegoth - Sickle
Shub-Niggurath - Dagger
Tsthoggua - Short Sword
Xhamen-Dor - Spear
Yig - Punching Dagger
Yog-Sothoth - Dagger

Lots of daggers. Presumably to have the standard dagger-wielding robed cultists making sacrifices.

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Generic Villain wrote:
Considering the number of domains they have, can I assume that Nhimbaloth and Abhoth are Elder Gods, not "mere" Great Old Ones?

Correct.

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

I'm heading off for the night, but my general first impression of the adventure is quite positive. I'm probably not going to read the full thing until I get my hard copy (particularly since I'm still finishing Hell's Vengeance and my reread of Council of Thieves), but it seems like a strong start to the AP with the right mix of creepy and weird for its overall atmosphere.

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Alignments and Domains:
Abhoth - CE - Chaos, Darkness, Earth, Madness Strength
Atlach-Nacha - NE - Artifice, Evil, Madness, Void
Azathoth - CN - Chaos, Destruction, Madness, Sun, Void
Bokrug - CN - Chaos, Destruction, Water, Weather
Chaugnar Faugn - CE - Chaos, Death, Evil, War
Cthulhu - CE - Chaos, Evil, Madness, Void
Ghatanothoa - NE - Destruction, Evil, Madness, Water
Hastur - CE - Chaos, Evil, Rune, Void
Ithaqua - CE - Air, Chaos, Evil, Weather
Mhar - CN - Chaos, Destruction, Evil, Fire
Mordiggian - CE - Chaos, Darkness, Death, Evil
Nhimbaloth - CE - Chaos, Death, Evil, Plant, Void
Nyarlathotep - CE - Chaos, Evil, Knowledge, Magic, *Plus one more*
Orgesh - CE - Chaos, Earth, Evil, Water
Rhan-Tegoth - CE - Chaos, Evil, Repose, Void
Shub-Niggurath - CE - Animal, Chaos, Evil, Plant, Void
Tsthoggua - CE - Chaos, Evil, Knowledge, Magic
Xhamen-Dor - NE - Death, Evil, Plant, Trickery
Yig - CN - Chaos, Community, Protection, Scalykind
Yog-Sothoth - CN - Darkness, Chaos, Knowledge, Travel, Void

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Oneirogen:
Mortal-turned-Outsider thanks to being cursed with a tiny planar-breach within their body. They breathe forth magical mist that flows through the breach as their body slowly fails thanks to the strain.

I'll try to answer more questions after I get back from dinner if someone else hasn't fielded them by then.

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With some of my old picks having been covered or looking to be covered soon, here are my current top preferences:

* Something that takes place entirely in Tian Xia (Shenmen is my preferred location, but I'd be happy with all sorts of places, Goka, Minata, and Nagajor being other notable favorites)
* Something that takes place over on Casmaron (Vudra being included in this as an option I'd be pleased with)
* A planar AP (based in Galisemni, perhaps?)
* Another kingdom-building AP set somewhere other than the River Kingdoms; alternatively a war-and-conquest AP that expands some existing nation with kingdom-building and the like being involved in that (the tribal Kingmaker mentioned upthread also sounds potentially interesting)
* An urban crime-empire AP, set in Vyre (alternatively Goka or Daggermark), where the whole AP is set up like the first couple books of Second Darkness with no veer-off away from the mob/crime themes. (Alternatively, something where the PCs are explicitly law enforcement personnel working to stop some major crime syndicate / clean up a city, with the syndicate being more threatening than the Council and the PCs being explicitly on the side of the law instead of quasi-not-quite-rebels.)
* Something focused on the Jistka Imperium and its ruins
* Something relating to Kytons (Nidal would be cool, but I'd almost rather see something over in Numeria)
* Something with a Darklands focus (Orv in particular)
* Nex/Geb/Mana Wastes
* Something over in Arcadia or Southern Garund, though I tilt away from a 'travel there from the Inner Sea' AP

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Monsters:

Great Old One, Ithaqua (CR 28)
Gremlin, Drexin (CR 2)
Indescribable Swarm, Pallid Wiggler Swarm (CR 2)
Indescribable Swarm, Patchwork Insect Swarm (CR 1/2)
Indescribable Swarm, Swimming Eye Swarm (CR 4)
Oneirogen (CR 2, variants attached to various planes)

Great Old Ones and Outer Gods:

Abhoth, Source of Uncleanliness (Outer God)
Atlach-Nacha, The Void Weaver (Great Old One)
Azathoth, The Daemon Sultan (Outer God)
Bokrug, The Water Lizard (Great Old One)
Chaugnar Faugn, The Horror From The Hills (Great Old One)
Cthulhu, The Dreamer In The Deep (Great Old One)
Ghatanothoa, The Eternal Source (Great Old One)
Hastur, The King In Yellow (Great Old One)
Ithaqua, The Wind-Walker (Great Old One)
Mhar, The World Thunder (Great Old One)
Mordiggian, The Charnel God (Great Old One)
Nhimbaloth, The Empty Death (Outer Goddess)
Nyarlathotep, The Crawling Chaos (Outer God)
Orgesh, The Faceless God (Great Old One)
Rhan-Tegoth, Herald Of The End Times (Great Old One)
Shub-Niggurath, Black Goat Of The Woods (Outer Goddess)
Tsathoggua, Father Of Night (Great Old One)
Xhamen-Dor, The Inmost Blot (Great Old One)
Yig, Father Of Serpents (Great Old One)
Yog-Sothoth, The Key And The Gate (Outer God)

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My current top 10:

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

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

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

4. Witch. The second most flavorful spellcaster after the Oracle. I like the hexes almost as much as the Mysteries and enjoy the breadth of options available to the Witch.

5. Inquisitor. A fun, solid class to play. There's a gap between my top four and here in terms of how much I'm attracted to the classes, but I think this is a well-build class that I enjoy playing consistently.

6. Chained Summoner. I love the theme of this class and getting to control a highly-customizable eidolon. I'm also a fan of Synthesists and merging with an otherworldly being.

7. Mesmerist. I like the hypnotist-theme, the implanted tricks, the gaze attacks, and the mind-magic. I look forward to seeing the options for this one expand over time.

8. Vigilante. It lets me play all sorts of things that were tricky to play before, from superheroes to magical girls to serial killers. Overall, it opens up a strong option-space and has grown on me as a good pick for a lot of character ideas recently.

9. Magus. I like the gish melee-mage idea/role. It feels like an arcane sibling to the inquisitor even if I like the Inquisitor more.

10. Sorceror. I like casters, and I like the bloodlines and the Sorceror's (general, non-mandatory) connection to something inhuman a bit more than the Wizard's thematics.

Psychic and Investigator are also ones I like, and they'll probably drift in and replace some of the ones in the 5-10 range of this list part of the time.

I'll note before proceeding into my bottom classes that there's no class I'd actually want removed from the game. I like having *lots* of options, even if some of them end up being ones I rarely take out of my tool-box or feel really similar to existing ones.

My current bottom 10:

10. Hunter. It's probably the class I use the least. Whenever I'm making an NPC that could fit as a hunter, it usually ends up a Druid or Ranger or something else. The Hunter doesn't feel thematically notable enough to me.

9. Brawler. Same problem as the Hunter. I don't feel like it's thematically interesting enough compared to Monk / Fighter, so I pretty much never use it.

8. Chained Rogue. This one had huge power level issues. I like the concept/niche it's intended to occupy, but it's overshadowed in every way now by something else. An Unchained Rogue, Alchemist, Ninja, Slayer, Ranger, or *something* else will essentially always be a better build pick, leaving the chained rogue as mostly the domain of NPCs in my games.

7. Warpriest. Same general issue as the Hunter/Brawler. Generally overshadowed by Paladins and Inquisitors in terms of what my go-to pick for a character will be.

6. Slayer. With the Unchained Rogue out and Ranger present, the Slayer dropped down into the thematically-overshadowed pile. I don't really have a problem with it, but nothing about it screams 'interesting, must pick'.

5. Swashbuckler. This one is a class I was looking forward to that never really met my expectations. I wanted there to be a light, swashbuckler-y type martial. The actual class has just never been quite potent enough to draw my attention, though.

4. Skald. Not quite as much so as the other Hybrid Classes I've listed here, but the Skald just doesn't get used much by me. I usually have a multiclassed Bard/Barbarian or the like in the rare instances where I'd need a Skald-type because they fill the role and I'm more familiar with them.

3. Unchained Summoner. If this had come first, I probably would be loving it like I am the Chained Summoner. I'm even okay with the spell-level changes. As things stand, though, I feel so restricted on Eidolon design compared to the Chained Summoner that playing this version seems stifling and far less fun by comparison.

2. Unchained Barbarian. I prefer the chained one.

1. Commoner. I'm really stretching at this point to find classes to put on the bottom 10. I'm frankly glad that this exists for NPCs, but I actively like all of the remaining PCs classes, and this is the most boring of the NPC set.

Advanced Class Guide was probably the low point for me in classes; the Hybrids (barring Investigator, which includes elements of my favorite class and fills the thematic role of 'Detective', which I love) never really stood out enough for me from the existing classes, and time hasn't really done a ton to change that.

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My current top 5 areas of Tian Xia:

1. Shenmen! - It's my strong favorite out of the lands of Tian Xia. The whole Asian horror theme mixing-pot is an atmosphere that I like, and I'm a fan of the hidden city of the spider witches.

2. Goka - I see a lot of potential for an urban / crime-gang / martial arts campaign here. Being in a huge city that isn't Absalom (which seems to be being avoided due to PFS ties) and really taking advantage of the city's culture / environment / unique thematics would be cool.

3. Nagajor - I like the vastness of the place and how it's a large, long-lasting, functional non-human empire. There's a lot of space for interesting encounter sites in there, and I like the serpentine themes (and nagas in general). It'd be cool to do a non-human-focused campaign in a non-human nation too.

4. Minata - I see lot of potential for cool things out on the isles, and a campaign would be able to start in the more-normal northern reaches and get progressively weirder as it went south. It'd also give pirates a chance to re-appear without being in the Shackles, though I'm a bit more drawn to the mystic and secret side of the islands than the piracy side.

5. Minkai - The spot that's the most up-in-the-air. I like Japanese-themed adventures, and Minkai is the Japan-analogue. Tianjing with the Qlippoth, the Forest of Spirits with its Kami, and the Valashmai Jungle with the mythic threats and hidden ruins are also strong contenders. Kaoling probably previously held this spot, and I still like it, but after all the evil-empire stuff in Cheliax, the upcoming hobgoblin/goblin war campaign, and its entry in Distant Shores, I think I'd rather focus on other areas for now. 'Restore Lung Wa' could also be cool, as I'm into empire-building / restoration / expansion, but none of the three main warring successor states grab me right now as much as my list-picks.

If they count as a nation, swap the Darklands in for Minkai, since I'd like to see what's going on down there on the other side of the world.

-----------------------------------

I'll also n'th the request to stay in Tian Xia the entire AP (probably even in just one nation of Tian Xia, depending on AP themes). I have less interest in a Tian Xia AP that doesn't stay there the whole time, and I have more trouble selling a Tian Xia campaign to players if I can't sell it as an entirely Tian Xia campaign. Travel can be fun (Reign of Winter was awesome!), but I tend to prefer more of an area-focus.

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

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

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

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

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

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

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

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

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If PCs Don't Perform the Sacrifice:

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

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

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

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

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

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

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

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Circuit Judge

Cavalier Archetype:

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

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

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

Godclaw Mystery

Godclaw:

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

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Faceless Enforcer:

Vigilante Archetype:

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

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

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

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

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Hello,

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

Thank you.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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Abrogail Stats/Backup:

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

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

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

The piece of Abrogail on page 2 also looks good.

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

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

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

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