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It's totally okay to prefer one to the other, but referring to Star Trek (1966) as a 'rip off' of Star Wars (1977) makes me wonder if your interactions with linear time are perhaps a bit misaligned.
This just in, the Eurythmics totally ripped off that Marilyn Manson song, Sweet Dreams!
Kain Darkwind wrote:
We need to nerf houses.
I'd recommend building a house with bricks imported from the infernal pit, giving it the fiendish template to make it a bit more fire resistant.
It would be cool to have some new types of Homunculi, especially a type that looks completely human.
The Semblance of Transfusion alchemical item in the Alchemy Manual (p 15), could perhaps be made permanent at 10x the cost (peeking at the ideas on p 14 for an appropriate cost).
Combining constructs with 'psychic magic;'
Guy St-Amant wrote:
Which would be relevant to the Bestiary. This particular discussion is as not-relevant to Occult Adventures as whether or not Paizo is providing a slanted view of communist philosophies, or shortchanging atheism.
While I'm sure there's precedent for a class or system based around how monstrous (or merely unattractive) a character (female or male) can get, as a way of incentivizing or promoting unattractive / unsexy characters, perhaps based around creature grafts or body scarification or a slow progression into another creature type (such as a half-dragon or hag) or a character whose powers are dependent upon age category (encouraging playing of older characters, and not parties of hot young twenty-somethings), that, as I mentioned earlier about the Bloatmage, isn't really addressing the 'all X characters tend to be sexy,' so much as making an option for people to have 'fat superpowers' or 'ugly superpowers.' A class- or mechanic-based solution would hilariously miss the mark, IMO.
That said, such a mechanic / class option could be intriguing, and fit the more transformation-y/Jekyll & Hyde/Lovecraftian body horror aspects of the 'Occult' theme, and provide an excuse for some unsexy artwork (a woman halfway through a Dragon Disciple like transformation into an Aberration, via advancement of the Aberrant Bloodline Sorcerer features, frex).
But that still creates the muddled message that the only reason a female adventurer wouldn't be crazy hot, is if she gained super-powers from being ugly, which not only doesn't address the question of why all adventuring ladies have to be four-alarm babes (even if, like Feiya, that flies in the face of their backstory...), but actually kind of makes it worse by so egregiously missing the point.
Eh. It's late, and I'm cranky about the tone. I feel like someone just drove-by a bunch of threads and said 'Topic X! Discuss, my dancing minions, because I can't be bothered! Make my random proclamation topical for me!'
Asmodeus has certain views about women too, right? Which doesn't mean women can't be clerics, but I would think there is a pretty serious glass ceiling.
Asmodeus is *said* to be a misogynist, but it seems like the rulers of nations or city states under his sway are women (rulers of Cheliax and Korvosa, for instance).
Much like chatter about Rahadoum being punished by the gods with a terrible drought, and yet being, on the map, the greenest and most fertile land on it's latitude, some of what is said about Golarion seems to be in contradiction to what's actually going on in Golarion...
Has anyone seen the movie, "Push"?
Lots of neat stuff in that. Both Minority Report (to a lesser degree) and Next are great movies specifically for Precognition stuff. A Precognitive fighter or martial artist type could be scary. To quote a Naltorian 'PreCop', from a Legion run, "It's kind of boring, actually. Like fighting an old movie you've seen a hundred times before..."
Oddly, telepathy has gotten so mainstream, in a way, that I don't think we've had any good showings for telepathy in movies for a while.
Ross Byers wrote:
<tinfoil>What if Cheliax ensures that Galt's revolution never ends so they have a nice cautionary tale about what happens if you try to unseat the Majestrix or fight the Hellknights? After all, if Andoran is the example, it makes revolution look a lot more attractive.</tinfoil>
I think that's so much a given that it didn't even make the Conspiracy Theories thread. :)
Like, if a half-orc worships Erastil or Cayden, human deities. Or, even more extreme, a bugbear decides to worship Shelyn. Or, going in the other direction, a human worshipping Torag, the dwarf deity.
Torag is called out as a popular god among gnomes, halflings and humans, as well as dwarves. The rest of the dwarven pantheon seem to be more dwarf-centric, but even then, it's entirely possible that a group of human mountaineers or gnomish craftsmen who live in the Five Kings Mountains might reverse Kols or Dranngvit or something.
The only race-specific gods I recall being overly picky about the race of their followers are one of the elven gods (Findeladra, IIRC, who is specifically the goddess of elven craftsmanship, and not 'humans who like to cosplay as elves and craft stuff'), the serpentfolk god Ydersius (who is a serpentfolk supremacist and hates humans, after one [spoiler alert] cut his head off), etc.
Even the demon lord Anghazan, who's pretty much 'god of apes,' has human followers, as do the dragon gods Apsu and Dahak.
Prince of Knives wrote:
Yes to all.
Witches could have a tripartite option to follow the way of the Bell (Cha), Book (Int) or Candle (Wis), using the selected stat to govern their bonus spells, and spell and Hex DCs. (With the 'book' being as metaphorical as the bell and candle, a 'book' Witch would still store spells in her familiar, just like most other Witches).
Wisdom definitely feels like the most thematic to me, but I don't see any reason why someone who wants to have a Charisma based Witch shouldn't also be viable. Of the three, Intelligence feels the least on-theme, but I'm not like, opposed to it, or anything.
More options, always good.
There are already alot of shirtless male iconics so I'd like to stay away from that. A youngish iconic and an elderly female make sense. I would definitely like to see a "thicker iconic" someone towards the higher weight scale.
I know that drawing chain mail is a pain in the butt, but I'd like to see more characters (male and female) wearing chain shirts, breastplates and / or leather armor, as well as perhaps some crazy fool wearing one of the armor types that nobody ever wears anyway, like banded or scale or splint. (I've honestly seen more characters wearing dragonscale or ironwood breastplates, than banded or scale or splint! Indeed, the last time I saw scale armor was in 2nd edition, when Sea Elven Scale was a poor man's Elven Chainmail for your armored wizard spellcasting needs!)
A young wizard apprentice or acolyte cleric or witch could be interesting (although some wag will decry it as a Harry Potter nod, as if there were never young adventurers like Ged (Wizard of Earthsea) or Pug (Magician) or the kid from the Dragonslayer movie before J.K. Rowlings...).
And yeah, a portly Caydenite cleric, or a stout Trapsmith rogue (not all rogues are acrobats!), or even a burly Fighter could be something new. Or just throw expectations out the window and have an overweight Paladin! Anything but a bloatmage. There's no more need for a fat NPC to have 'fat superpowers' than there is for a black one to have 'black superpowers' or a gay one to have 'gay superpowers.'
Personally I'd like an exceptionally tall iconic (as a person that exceeds racial maximums I feel that blatant heightism in Pathfinder deserves some notice).
It might add to the 'our elves are aliens!' aesthetic (along with the dead black eyes) if a small sub-population of elves (perhaps those 'fresh through the gate' from Sovyrian) average seven feet tall!
They find the body of the Ranger, dead, and a trail leading away. Cue shock and outrage! (Might want to text the Ranger player and let him know what you're planning, lest one of your players text him that you killed his PC and avoidable drama / misunderstanding hijinks ensue!)
His gear appears to have been pillaged, and, if they think to examine the means of his death, the wounds are consistent with whatever sort of weapons he carried.
The blood trail leads to a cave in which they will find signs that some wounded beast dragged itself here to hole up, the Ranger having apparently gotten some good hits before falling. An encounter with scavenger animals that have also followed the blood trail ensues (wolves, jackals, giant vultures, some sort of vermin, whatever suits the area).
Entering the cave to get revenge (and / or recover their companion's gear, depending on their motivation), the PCs finally discover their Ranger companion, having retreated here and then passed out after getting in a fight with a Doppleganger that assumed his form, and then died (the body they discovered).
(If he's got an animal companion, he might be unconscious and have been dragged here by said companion, which is guarding his body, which has stabilized and is in no danger, although the party might have to finesse their way past the angry animal companion to reach their friend, as the beastie is not allowing anyone close...)
Jamie Charlan wrote:
Yup. 'The Sight,' remote viewing, foretelling the future, controlling the minds of others, communing with the dead. Most 'psionic' stuff has been around for millennia, and is currently folded into the magic system. (Whereas arcane magic, with it's spellbooks and somatic components is more hermetic and 'merely' centuries old.)
Psychic stuff is *far* less 'sci-fi' or 'comic-book' than spells like clone or teleport or temporal stasis, or throwing mini-black holes at people (spheres of annihilation).
The Crusader wrote:
Or the 'Whore Queens' or Arazni 'the Harlot Queen,' and the probably unintentional association between women-in-power and hookers. Or a drink named 'Whore's Breakfast' in Cities of the Inner Sea and a drug named 'Harlot Sweets' in Rivals Guide. Pretty selective woman-friendly language, there.
I'm all for an inclusive setting, but when 'inclusive' is being used to *subtract* options and make the world smaller, that's pretty much the opposite of 'inclusive,' as I understand it.
Then again, everyone draws the line in different places. For some, evil folk are robots, or the scorpion from the fable, incapable of making terribly short-sighted choices that eliminate any possibility that they could ever actually succeed at anything (making the good 'heroes' who defeat them kind of meaningless and unheroic, since all good has to do to triumph over evil is sit around and wait for them all to betray each other to death...).
I'd like both evil and good to be a bit less monolithic, and for it to be possible for two people of good conscience to disagree.
Save the inflexible codes of behavior punched onto cards and inserted into their brains for Android Paladins.
Oh yeah. The local comics/gaming store loves when I come in and browse, since I always end up organizing the gaming books on the shelves.
'Why are the adventures mixed in with the player's companions? And nothing's organized! It's like everything gets shoved into the first open shelf space or something...'
W E Ray wrote:
Rebellion against the lawful Majestrix? Do you people want Galt? This is how you get Galt!
the Queen's Raven wrote:
I know everyone is pointing out the differences between psionic and psychic, but in the original Pathfinder campaign setting book half elves were said to have special connection with crystals. This was due to their dual minds leaving them more open to psionics. But crystals are also tied closely with the occult and new age mystics. So the question is, will this idea resurface? And in what way?
Crystals remain a thing with elves, through the focus of one of their gods, Yuelral, IIRC. The god seems focused on both druidic and arcane magic, primarily, as well as jewelers, gems and crafting stuff out of natural materials (which seems to be 'non-metal,' since, as usual, the definition of 'natural' and 'unnatural' seems to be whatever the speaker wants to be, and for these people, naturally occurring ore you pull from the earth are 'unnatural' and skins you rip off of animals you killed are 'natural').
While I don't really think of any of that but pyrokinesis as 'psychic,' I certainly would like to see more spells (or class options, like variant Domain / Bloodline / Specialist School powers / Hexes / Revelations / etc.) that utilized the elements of air, earth and water, so that one could make something more of an elemental themed sorcerer or wizard, without having to dip into acid, cold and electricity effects.
Earth domain clerics and elemental earth Bloodline sorcerers flinging wee blobs of acid at people *can* be fluffed as 'earth' if you squint hard enough, but really don't feel as 'earth-y' as flinging actual rocks at people, or making the ground tremble beneath their feet, or something. Same for water domain clerics and elemental water Bloodline sorcerers using cold attacks, which aren't necessarily any more thematically 'water-y' (or even less!) than jets of steam doing fire damage. Streams of water that knock people over, or stinging salt spray that temporarily blinds/dazzles, or even a dehydration attack could be far more appropriate for a Water themed character who *isn't* a Winter Witch, or comes from Sargava or some other tropical zone.
Third party stuff, like the Genius Guides to Air and Earth Magic, have at least picked up that ball.
Huh, I don't remember my post having anything to do with real world religion, but since I don't remember it, it might have been all about real world religion!
Anywho, 'scatter your enemies' doesn't seem to equal 'genocide' to me, so I'm not a fan of the write up being changed because of a faulty assumption / straw man.
Cassandra Coil - a psionic whip that overloads the person struck with visions of (mostly horrible) alternate futures, the focused totality of my precognitive powers.
Focused telekinetic bludgeons or pyrokinetic plasma lances seem to follow along that vein nicely.
"Also, I can [beat you up] with my mind!"
Brandon Hodge wrote:
I should rephrase. I've apparently been reading the wrong threads, and / or missed a bunch of stuff. All I'd seen were offhanded mentions of Occult Adventures and psychic magic, not anything in-depth.
I just find the idea of someone imposing this on someone to be horrific. Or as Lissa said, nightmare fuel....
Yeah, I don't picture that being particularly fun for anyone. Just from the perspective of someone whose been one gender all his life, the idea of forced reassignment is body-horror-ific.
The potential of people in Absalom (where your *monthly rent* can range as high as 10,000 gp!) being able to run down to the Arcanamirium and plunk down 3200 gp. to have oneself changed via polymorph any object into a different gender, or an *entirely different species* opens up some potential for the rich and cosmopolitan folk of Absalom (or Nex, etc.) to be pretty blasé about folk changing their gender.
Thanks to polymorph spells and the reincarnation tables, D&D has flirted with this body/mind dysphoria discussion for decades, without actually having it.
Archpaladin Zousha wrote:
There are? Where? I thought turkeys were post-Columbus.
Golarion's eco-system is quite a bit different than Earths, even apart from the megafauna, dinosaurs and dragons. Jaguars, for instance, are mentioned to exist in the Mwangi Expanse, as are tigers, neither of which exist in Africa. Both prehensile-tailed new world monkeys and 'old world' monkeys and apes seem to co-exist in the Mwangi Expanse, as well. Plus those marsupial thylacines as far north as Brevoy, quite far away from 'fantasy Australia' / Sarusan. :)
I haven't looked too closely, but I wouldn't be surprised to see things like corn, peppers, potatoes, tobacco and tomatoes** existing in Golarion, outside of Arcadia, as well. (Whether or not such flora and fauna evolved 'naturally' in Avistan/Garund, or where introduced by Azlanti or even pre-Azlanti world-travelers, is up for grabs.)
**In Cities of Golarion, in the city of Ilzmagorti, for example, one of the sample drinks on p. 32 includes a tomato wedge, and another is mentioned to taste like tomato.
No opinion. Or, no pre-set opinion, anyway. I'm not sure it's needed, so I don't want it for the sake of it, and yet it could be awesome, and I might love it.
Since it's not only total vaporware, but I don't even know what sort of changes / evolution would even be considered, I have no idea if it would be going in a direction I'd love or one I'd hate.
Imma just sit here on this fence, make sure it doesn't go anywhere.
Core races. Kellid, Keleshite, and Vudran are all ethnicities of human and have no mechanics you don't find in the CRB; you don't need another book for their stats.
Yeah, that's why the post you are replying to called them ethnicities and referred to them as campaign setting *content.*
It's entirely possible, upthread, that I may have referred to them as races, but I didn't here. Content is content.
Sarenrae, for instance, is core content, because she's in a core book.
The temple sword, even if it didn't exist before Sajan, and is therefore about as 'Iconic' as Paladins of Asmodeus, is still mentioned in the core book, and so it's Game content and not just Campaign Setting content.
But Vudrans, Keleshites, etc. aren't in the core books with the Roleplaying Game tag, they are in the setting-specific books with the Campaign Setting tag.
Linguistics (core 100-102) doesn't list 'Kellid' or 'Vudran' as language options, because they are setting content.
Tengu, on the other hand, *are* present in Roleplaying Game-tagged content (the Bestiary), and not only in Campaign Setting content, making tengu (and aasimar and goblins, etc.) *more* eligible for inclusion as Iconics than Vudrani or Keleshites or Kellids, at least, per the explanation ('not Core') being bandied about, since tengu *are* not only Core, but *more* Core.
If Paizo ain't gonna do a tengu Iconics 'cause it doesn't want to do funny animal race Iconics, that's fine and dandy, and totally their choice to make, and I can even understand why they'd want to stick to more traditional Tolkien-derived fantasy races (especially with the Lord of the Rings and Hobbit movies having elves, dwarves and hobbits back in the public eye), but the 'not Core' argument is riddled with bullets and bleeding out.
Erastili doctrine could be *very* trans-affirming if a community has a bumper crop of one gender or the other, since it's pretty big on pairing people off to produce family units. If there are 17 marriageable young men and only 8 marriageable young women, that's a problem. Encouraging some of the 'extra' young men to hook up with each other and adopt, transition, and / or go off and adventure and come back with women they meet elsewhere are all options that might seem, on the face of it, 'non-traditional,' but Erastil's tenets are less about tab A's and slot B's than about family units settling down and stability and the long-term growth and health of the community (and, yes, sometimes 'selfish' or 'ungrateful' individual preferences being sacrificed for the good of the community, which can get dark fast, under the right circumstances...).
Similarly, depending on the culture, if you've got four sons and no daughters, you've got to divide up your land and inheritance among four sons, and there's no bride-prices coming in to help offset that. When son five pokes his head into the world, I could see a father wringing his hands and saying to the midwife, 'Does it *have* to be another boy? Is there something you could do about that...'
Random faith, that breaks some of the rules. But they're really more like guidelines, anyway...
It's unclear who or what answers prayers to Shimye-Magalla, perhaps Desna, perhaps Gozreh, perhaps both, or an Empyreal Lord in service to either or both of them, but the prayers are answered, although the Shimye-Magalla grants no rites of Obeisance, unlike many gods and empyreal lords, demon lords or archdevils.
While Shimye-Magalla's tenets are free from association with morality, as the more 'civilized' faiths measure such things, the prayers of evil clerics are not answered, limiting clerics of this entity to CG, CN or N alignments.
Shimye-Magalla is a funky one to find Domain options for. Desna and Gozreh have, between them, Chaos, Good, Liberation, Luck, Travel, Air, Animal, Plant, Water and Weather. Travel seems like a no-brainer. Chaotic Neutral was a compromise between Desna's Chaotic Good and Gozreh's Neutral, and so Chaos was a required choice, even if, like many aligned gods, Shimye-Magalla isn't really a 'god of Chaos.' Associated with fishing and the sea, Animal and Water seemed to fit, and with freedom and free spirits, Liberation and Luck. Obviously not all of those could happen, so I picked Water as the most relevant of them for a sea-god. And then there's stars. My first instinct was to go with the Sun domain and Light subdomain, but I changed my mind to the Void domain and Stars subdomain, if only because it feels even more 'Desna than Desna,' and I had to have it. There's not nearly enough Void (or Scalykind) available to non-evil / non-monster-god clerics, so this opens that up a little more.
The sickle as a favored weapon just felt right, and, again with the 'more Desna than Desna,' looks all crescent-moon-y, and also works well with Gozreh's druid-ish associations (being the weapon carried by Lini, the 'Iconic Gozreh/Green Faith worshipper'). Colors and sacred animal kind of flowed from a combination of what worked, and what would look good together. If Shimye-Magalla was nothing more than a by-the-numbers mashup of Desna and Gozreh, a butterfly with water-dripping leaves for wings would have been the perfect 'syncretic symbol,' but didn't feel appropriate for a sea and stars goddess who has little (if anything...) to do with bugs or plants.
Where Set reveals his glassy eyed incomprehension of how to make a Fighter Archetype, most likely...
One Hit Killer (Fighter Archetype)
...Brutal Strike (Ex): At 1st level, a one hit killer who exceeds the attack roll necessary to bypass a foes AC inflicts bonus damage equal to the number by which he exceeded the targets AC. If this attack is made with an off-hand weapon, the damage bonus is 1 point for every 2 points by which the target AC was exceeded. If the attack is made with a two-handed weapon, the damage bonus is 3 points for every 2 points by which the target AC was exceeded. This replaces the bonus feat gained at this level.
...Integrated Focus (Ex): At 6th level, a one hit killer gains Vital Strike as a bonus feat. A one hit killer can Vital Strike as part of an attack action that otherwise requires a separate standard or full-attack action, such as Cleave, Spring Attack or Whirlwind Attack, although the bonus damage only applies to the first successful blow (in the case of actions like Cleave or Great Cleave). This replaces the bonus feat gained at this level, and the ability to make an iterative attack.
...Accurate Focus (Ex): At 11th level, a one hit killer gains Improved Vital Strike, and can choose to forgo the bonus damage dice that would normally accrue from a Vital Strike to instead add a +4 to that attack roll. A one hit killer can also apply his extra Vital Strike damage to a single attack of opportunity per round as the base Vital Strike feat. This replaces the bonus feat that would be gained at 12th level, and the ability to make a second iterative attack.
...Exclusive Focus (Ex): At 16th level, a one hit killer gains Greater Vital Strike, and can choose to forgo the bonus damage die when making a Vital Strike to instead add a +6 bonus to that attack roll. If the one hit killer chooses to strike for extra damage, his Strength bonus to damage is multiplied by the number of iterative attacks he would have normally had (damage bonuses from Specialization, weapon enhancements, etc. are not increased in this fashion, and this extra damage is not multiplied on a critical hit). This replaces the bonus feat gained at this level, and the ability to make a third iterative attack.
K177Y C47 wrote:
I'm just throwing this out there.. the book is called the advanced CLASS guide...
An Advanced Archetype Guide sounds like a logical next step, 'tho.
Perhaps with whacky 'advanced' concepts like multi-class Archetypes and Prestige Class Archetypes and Archetypes that 'break the rules' and adjust HD and BAB and Saves...
If the sun is named after Sarenrae, perhaps Sarenar, it could be the Sarenar System? Still, there are tons of things in Golarion, like the Tarrasque or the Phoenix or the Wendigo, that have names based on languages that don't exist in Golarion, so I'm fine with 'solar' system, as well.
After Eberron decided to name their dinosaurs things like Battletitan, Glidewing and Clawfoot, I'm very much okay with Golarion having 'inappropriate' names like Tyrannosaur, Pterodactyl and Deinonychus. (Even if I probably misspelled at least one of those...)
Glad to hear that stuff is picking up, as we rush to beat the deadline!
Anyone who wants to bang ideas off of me in PMs, please feel free. The only thing I like more than my own ideas is other people's ideas!
Honestly, I'm shocked that more people don't just contribute just to get free art for their own favorite concepts. :)
Evil Midnight Lurker wrote:
Perhaps, by amazing coincidence, Golarion's sun is also named Sol! (We are all Kosh.)
(For the same reason that the Elemental Plane of Earth and the Cleric Domains of Air, Earth, Fire and Water aren't called the Elemental Plane of Golarion and the Cleric Domains of Air, Fire, Golarion and Water?)
If Golarion's sun is not named Sol, then we'll also have to change the name of the Solar (Bestiary 12-13) to the Greebleschmutzalar or whatever.
Seems persnickety and unnecessary.
Am I the only one that thought of Dr Horribles Sing Along Blog on this one? Here I thought Paizo was going to go hard core on people breaking posting rules. :) It's a brand new day
Now I have that song stuck in my head.
Which... I don't mind so much.
(After reviewing the guidelines I almost had 'Spam, Spam, Spam, glorious spam, wonderful spam!' stuck in my head, so I dodged that bullet!
How about racial iconics? As standins for the race, not for a particular class.
That could be awesome. And the other Golarion Human ethnicities that have yet to be covered (like Arcadians, Erutaki and Jadwiga) could also have Iconics.
The Advanced Race Guide probably would have been the ideal place for that, instead of having pre-existing artwork, which would have likely boosted the production cost a ton, since there were at least 37 races covered individually, and we'd need to clone WAR a dozen times if they were to be traditional WAR Iconics.
Still, Blood of Fiends and Blood of Angels both included a ton of awesome Tiefling and Aasimar art, so those two races aren't as lacking as others.
what about that Tengu from the cover of Advanced Races. I wouldn't mind seeing more of him (or her...I can't tell)
Heck yeah. If we can have an Iconic Keleshite Cleric of Sarenrae, or an Iconic Vudrani Monk, the notion that 'iconic' has to mean 'generic' and can't mean 'Golarion-Specific' (like, uh, Keleshites or Vudrani or Sarenrae-worshippers) then we can *totally* have an Iconic Tengu.
Tengu (and Tieflings and Gnolls and Goblins) are at least in the Bestiary (Roleplaying Game), and not tucked away in the Inner Sea World Guide (Campaign Setting), making them *more* Iconic than Vudrans or Keleshites...
And heck, some of the races are flat out Golarion flavor all over, and not carried over from previous editions, like the Gillmen and Androids and Wayangs.
If 'Iconic' meant 'core only,' they already broke that rule a bunch with the non-core human ethnicities.
If 'Iconic' meant 'generic cliché,' then they also broke that rule with the oversized bastard sword wielding Barbarian and tea-drinking Dwarf Ranger and temple sword using Monk.
IMO, 'Iconic' never had to mean 'boring' or 'stereotype.'
Bring on the 'iconic' Vishkanya Ninja. The 'iconic' Jadwiga elemental Sorcerer. The 'iconic' hyenadon-whisperer Gnoll Ranger. The 'iconic' Erastili Archer Paladin mounted on a celestial Elk.
Embrace the potential of the setting and it's many races, cultures, ethnicities, deities and tasty, tasty options.
One possible advantage of 'psychic magic' is that it won't necessarily have any sort of artificial arcane/divine divide regarding healing effects. Psychic healing and surgery is not an uncommon psi trope, so psychic magic may finally offer up a viable non-Cleric healer option without any sort of backwards-compatible 'only Clerics can cast cure spells / restore energy levels / cure blindness or paralysis / regenerate missing limbs / raise the dead' nonsense, since they won't be 'casting cure spells' at all.
Since I don't have any of the background text: In-universe, what keeps Numeria tech from spilling over into the rest of Golarion?
If that's not enough for your tastes, it's also fairly easy to house rule that all Numerian tech functions on a form of broadcast power that has it's broadcast point at Silvermount, so that any of the tech, power cells or no powercells, doesn't receive the signal it needs to operate when you take it more than X-hundred miles from the broadcast center (or one of the signal-boosters located elsewhere in Numeria, all stationary chunks of the fallen ship, which was itself so large as to require signal-relay-boosters built into it).
I don't believe that's any sort of canon, but is certainly one bog-simple way of making Numerian Tech not function beyond the nation's borders.
The wiki article mentions a race of giant people and hotels constructed of salt blocks, so I'd go with a race of gaunt giants living in salt castles. They capture and execute outsiders by draining them of fluid, producing undead 'salt mummies' that toil in their salt mines, carving new blocks to expand their dominion (and replacing any living slaves or servant creatures, who would compete with them for the scarce food and water supplies in the region).
The salt flat is also said to be the tears of a goddess, or perhaps a deity itself, and the giants could believe that they are harvesting it's power, and that by ingesting it, living in buildings made from it, etc. they are bathing in that divine power and infusing it into themselves. If there is any truth to that, they might have divine spell-like abilities, like cure wounds (associated with the sterilizing properties of salt of healing capabilities of local plant life), inflict spells (associated with the moisture- and life-draining properties of salt) and / or searing light spells (associated with the blinding glare of the salt flats).
And arcane magic seems to require a certain level of self confidence Wouldn't that naturally tend to produce folks who tended enough towards the egomaniac side to have their religion tendencies decline?
Arcane magic is more commonly associated with a high Intelligence score or a high Charisma score. Divine magic is more commonly associated with a high Wisdom score (which modifies Will saves, and is therefore all about the 'self confidence').
If there was anything to that notion, it would be divine casters who would be more likely to become egomaniacs and succumb to hubris, solipsism, etc.
Regardless, I like the idea that there are religious arcanists, perhaps even entire organized factions of 'sacred theurgists' who perform arcane spellcasting services for various magic friendly churches (such as those of Nethys, Asmodeus, Qi Zhong and Urgathoa), and perhaps even might have some special tricks or Archetypes related to that sort of function (like one that replaces their School abilities with a single Domain from their faith).
Rangers and Adepts and Oracles can be 'fantasy atheists' and reject or even despise the gods, and still cast divine spells, so it's only fair that some arcane spellcasters might be as religious as the next guy.
Apart from Asmodeus in Cheliax, the closest thing to a theocracy is the Zon-Kuthonite dominion of Nidal. Indeed, the Kuthite church seems to be even more monolithic than the Asmodean church in Cheliax (since the Asmodeans begrudgingly share influence with the churches of Abadar and Iomedae, while the Kuthite church in Nidal is more of a state religion and doesn't accommodate other religions, save perhaps some lip-service to Asmodeus, as they are a vassal state to Cheliax).
The church of Sarenrae is huge in Qadira, and pretty big in Osirion, Taldor and Thuvia, as well.
Iomedae in Mendev and Lastwall, Irori in Jalmeray, Torag in the Five Kings Mountains, Urgathoa in Geb, Nethys in Osirion and Nex, etc. all seem pretty entrenched. Other gods, particularly chaotic gods like Desna and Cayden Cailean, might be big names in Varisia or Andoran, but don't seem to have the sort of 'big church' structure to their faiths.
Amiri the Barbarian - ... ... I'm sorry, I was too busy biting my lip :D--however, she needs a greataxe (Final Fantasy stuff is usually an instant turn-off) instead of that Cloud-blade.
[tangent]A Golarion-flavored alternate barbarian along the same lines could be a Mwangi with a Large Cyclopean greataxe made in the style of the Ghol-Gan Cyclops, with a darkwood handle and a stylized gold-plated metal sphere representing the sun at the end of the haft providing weight, edged with a silvered steel crescent blade representing the moon (so that it looks like the sun is eclipsing the moon). Throw on some dinosaur-hide armor (perhaps even with feathers still attached?) and the character would be offering up all sorts of Golarion-specific imagery and flavor.
The Evil Queen wrote:
This is one of my favorites (I've played a super character based on this cryptid).
Based on the gray fur and reputation for supernatural different versions could include sound-absorbing qualities so that it not only has a bonus to stealth, but also absorbs the screams of it's prey (silencing them when it bites or strikes someone), making it a terror to spellcasters. The mystery starts when someone in the middle of Bloodcove or Sargava is found brutally mauled to death in the morning, with the signs of a great cat stalking them for several blocks before dragging them down and savaging them, in the middle of a crowded district, deep within the city, surrounded by homes of people who would have heard any such animal attack, or the screams of the victim. Other magical properties that might make it scale could include some DR only overcome by a special material, or the ability to walk along walls or cling to ceilings (as if via spider walk) or turn to mist or deepen shadows / dim lights in it's immediate area or whatever.
In a game setting with a plane of shadow, it could be linked to the shadow plane, and only exist fully in areas of dim lighting (and only being dispelled back to the plane of shadow when it's quasi-real 'shadow conjured' body on the material plane is slain, or dispersed by a powerful light spell or effect), making it a different sort of tweak on the phase spider or hound of Tindalos, an extra-planar hunter that snatches prey on the material plane and drags it screaming into another dimension to devour at its leisure (so that even 'slain' Mngwa never leave behind bodies, and their victims bodies are also never found, just blood and signs of a struggle). The added meta-game horror of this sort of death is that resurrection requires that much more effort, either a spell like true resurrection, that doesn't require a body, or a journey into the plane of shadow to find the lair of the beast that snatched away the corpse of the fallen ally.
Ew. Bad enough to be shot with an arrow, but to be shot with an arrow whose fine edge has been blunted by ramming it into the ground, and, to add insult to injury, has dirt on it and is all unsanitary?
There's supposed to be a Greece-analogue named Iblydos (IIRC), so it's *possible* that classic Greek gods could be worshipped there, or be 'ancient gods,' like the Egyptian gods formerly a big deal in Osirion.
Norse gods seems less likely, since there are already 'Viking' lands in the setting, and they are all about Desna, Erastil, Gorum and Torag.
Cheliax and Taldor seem to cover different aspects of Rome. Expansionist and militant, or old and fading from glory, respectively. Shelyn, in particular, feels kind of Venus/Aphrodite-ish, and Cayden has a few drops of Bacchus/Dionysus going on, but other than that, and maybe an Iomedae/Athena nod, the Taldan gods don't feel terribly 'Roman.' (Ooh, now I want a 'Greek pantheon' of Golarion gods. Sky'father' Gozreh. Gorum as Ares/Mars. Torag as Hephaestus/Vulcan, the ill-forged/stunted smith. Erastil as Diana/Artemis, the unmarried hunter.)
I don't think any place on Golarion currently has a Babylon / Sumeria vibe, 'though.
The Mwangi Expanse seems to avoid African divinities like Chango, Legba or Anansi, as well.
Despite my username, I'm not entirely in love with the idea of real world pantheons (or solo acts) showing up in fantasy settings with made up countries and races. I prefer A) a fantasy setting based strongly on real world nations and ethnicities and faiths *or* B) a fantasy setting based on none of the above, with countries like Cormyr and Cheliax and ethnicities like 'half elf.'
Mixing the two, like the Realms having fantasy versions of the middle east or far east or Egypt, and mostly total fantasy countries in place of Europe (and a peninsula the size of New York representing all of Africa...) just feels increasingly discordant to me, much like the Greyhawk pantheon of 'Pelor, Wee Jas, Trithereon, Xan Yae and Camazotz?'
I call discrimination. We need some male characters with awesome hats.
Replace Feiya, whose 'hat' is more of a tiara anyway, and replace her with Balazar, whose hat is indeed awesome.
It's no Headpiece of Frinn, but if the goal is to increase your perceived height by 50%, it gets the job done!
Honestly I'd probably replace the Oracle with the Psion or a homebrewed Pathfinderization of the Green Ronin Psychic.
I was just re-reading that one last night. I've no idea how I'd deal with the Strain concept (since I don't like that as a balancing metric), but the feats + skills + check design of psychic powers was really neat.