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Leaf Leshy

donato's page

Contributor. Goblin Squad Member. RPG Superstar 6 Season Star Voter. Pathfinder Legends Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber. Pathfinder Society Member. 1,114 posts (1,945 including aliases). No reviews. 2 lists. No wishlists. 4 Pathfinder Society characters. 24 aliases.

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This game cannot get here soon enough!

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That's exactly it. Glooms are more for debilitations and crowd control. If there is ever a good chance, I hope to expand on glooms. There are plenty of other nasty effects that I think a gloom is capable of.


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I stand that the answer is no. Here is the breakdown of a feat's description from the feats section.

Feat Descriptions wrote:
Benefit: What the feat enables the character ("you" in the feat description) to do.

A feat enables a character to do something, not forces a character to do something. I would say this is a catch all "can" wording for feats.


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Don't forget about the Acadamae Neophyte trait. It also has some Korvosa (not entirely CotCT) flavor and was written by a cool freelancer I know.

Acadamae Neophyte:
Acadamae Neophyte (magic): You have shown a significant talent for the magical arts, gaining the attention of the famed Acadamae of Korvosa. Whenever you succeed at a Knowledge (planes) check to identify a creature and its special powers or vulnerabilities, you gain one additional piece of useful information (as if your skill check result had been 5 higher).


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Strife2002 wrote:

Two little nit-picks about the above reasoning not to include that armor type:

1) Monk's would still be screwed, as their abilities are taken away when wearing ANY armor, regardless of stats inherent.

2) Wizards already have an amazing loophole: haramaki armor (Ultimate Equipment). That armor gives a +1 AC bonus, has no max dex penalty, no ACP, and no spell failure chance. It can be enchanted, and doesn't really require Light Armor Proficiency since no penalties for non-proficiency would be derived due to its stats.

EDIT: It's also cheaper than the above armor, and weighs less.

Silken ceremonial armor also says hi.


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Wes Schneider is just a fiendish murder of crows wearing a trench coat.

To be serious, though, I think the secret of Norgorber's identity is that he is actually four people. An evil adventuring group were the first to pass the test of the Starstone and they were combined into one god. The four aspects of Norgorber represent the four individuals.


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I finally took the time to sit down and read through the Hollow Mountain series. To what capacity were you involved in the creation of the comic?

Also, how much of the content is considered "official" in your mind? For example, there was a point where Ezren was consulting a map. Is that map "official" for Hollow Mountain or just created for the comic?


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Hey, James! I have a player that is wanting to start a cult of personality centered around a persona of his. He is looking to gain followers, but I'm at a loss as to how best figure out a way for him to gain these followers. He is looking to avoid taking Leadership, as he does not want to acquire a cohort. I've looked over the Leadership rules, but there doesn't seem to be a way for him to acquire followers with a skill check or something similar. Do you have any suggestions or jumping off points for rules on how to do this?

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Oooh, OOOH. Time to get some ideas put together. Gonna see if I can go four for four.

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Kalindlara wrote:
Barachiel Shina wrote:

A question:

What are Auwaz Couatls?

In the Ecology section for the Xiuh Couatls, it states:

Unlike their cousins, the common quetz couatl (Pathfinder
RPG Bestiary 49) and the roving auwaz couatl, xiuh couatls
are rarely seen, but are a sight to behold when they make
themselves known.

To the best of my (extensive) knowledge, this is the first mention of them. It's probably a little Easter egg for a future Bestiary entry. ^_^

For the record, they aren't mentioned in Mythical Monsters Revisited.

*whistles slyly*


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At the end of Age of Worms, there is an interesting little bit of info if the players fail to stop Kyuss.

If the PCs fail to slay Kyuss within a week (or worse; if they are themselves slain), nothing can be done to prevent the Age of Worms. Over the next several days, the world slips into an era of writhing doom... These events are not caused by Kyuss, but are in fact caused by something greater, something beyond even the gods themselves. Reclaiming the world from the Age of Worms and discovering what nameless threat is behind the apocalypse can be the foundation for an entire new campaign—one for epic-level heroes desperate to correct what they, in their failure, unleashed upon the world.

It seems like this is just a doozy of a GM seed, but was there anything you folks had in mind for this?

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CBDunkerson wrote:
Fourshadow wrote:
The shield feats are really good as well.
Yeah, eventually people are going to start combining the various shield options in this book with monks, two-handed weapons, slashing/fencing grace, and various other builds which previously couldn't have shields. That's a ton of new character designs.

Glad to hear that you like them!


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In case you want some specific rules about dodge bonuses, there are a few places you can look.

Combat Chapter, page 179 wrote:
Dodge Bonuses: Dodge bonuses represent actively avoiding blows. Any situation that denies you your Dexterity bonus also denies you dodge bonuses. (Wearing armor, however, does not limit these bonuses the way it limits a Dexterity bonus to AC.) Unlike most sorts of bonuses, dodge bonuses stack with each other.
Magic Chapter, Bonus Types, page 208 wrote:
Bonus Types: Usually, a bonus has a type that indicates how the spell grants the bonus. The important aspect of bonus types is that two bonuses of the same type don't generally stack. With the exception of dodge bonuses, most circumstance bonuses, and racial bonuses, only the better bonus of a given type works (see Combining Magical Effects).

My reading of the FAQ is basically that Offensive Defense is an exception to the dodge stacking rule. I don't see that as that big of a precedent, though. I can't think of any other instances where it would be possible to stack up dodge bonuses from the same source.

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While it's not as difficult as laying out an entire plane, figuring out how Heaven's architecture looks is quite a challenge, too. I hope everyone enjoys the book, because I sure did and would love to revisit it! :D

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Alexander Augunas wrote:
GarnathFrostmantle wrote:
I may have missed it in the threads, but who are the authors of this book?
The product descriptions never say unless the book was written by one freelancer.

That wasn't always the case.


1 person marked this as a favorite.

Ah, almost missed this! Hope you like my entries.

Anyone that was one the fence about sending a pitch, go for it. Mikko and Jacob are great to work with. Even just sending a pitch might be the foot in the door you want to start freelancing.


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Base Class: Vigilante 9
Archetypes 18
Archetypes 20
Archetypes 24
Archetypes 26
Inquisitions 28
Archetypes 28
Archetypes 32
Archetypes 36
Combat Styles 40
Archetypes 40
Talents 44
Archetypes 44
Archetypes 48
Archetypes 50
Archetypes 52
Archetypes 54
Other Class Archetypes 64

Types of Feats 74
Feat Descriptions 74
Feat Table 76

Influence 102
Heists 118
Leadership 130
Nemeses 136
Pursuit 142
Research 148
Spells of Intrigue 154

Social Conflicts 166
Verbal Duels 176
Skills in Conflict 182
Bluff 182
Diplomacy 184
Disguise 186
Intimidate 186
Perception and Stealth 187
Sense Motive 188
Replacing Opposed Rolls 189

Spell Lists 192
Spells 203

Weapons 232
Adventuring Gear 232
Alchemical Tools 234
Magic Items 237


*disappears in a cloud of intriguing smoke*

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Valantrix1 wrote:
djones wrote:
DM Sothal wrote:

When should they unlock the PDF's then?

As soon as they start shipping? (That might hurt sales of the paper-version)
On the Street-Date? (Then you aren't better off than now)

As it is now, it's an incentive to subscribe:
- You get the paper and digital version, at a nice price, and
- You might get the PDF early.

I'm not looking to get into an argument over the subscriptions; I already acknowledged that the business reasons for doing it are sound and I would prefer not to hurt the sales of the paper version.

As an incentive to subscribe, the subscription works fine for customers if you actually *want* a paper version and you're not paying international shipping. If you live a few thousand miles away in an already cluttered apartment, paying the cover price plus shipping to maybe get the PDF early and get a paper copy that you don't want isn't an incentive.

I applaud Paizo for the service, which looks really great, but it's not appropriate for *my* circumstances, and it's not unreasonable for me to feel a little frustrated that there's no viable alternative.

Gorbacz wrote:
Aaand liberally assigning freelancing work to Alex was a masterstroke as well.
I am really digging his work.
Also, for people like me who are blind, the dead tree version doesn't really benefit me at all, so a subscription for that is useless. I honestly don't mind the way it is set up now, but the teasers are a bit frustrating.

They're just as bad for us freelancers. We have to wait as the trickle of information starts hitting readers to get an idea of whether we did well or not.

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QuidEst wrote:
Luis Loza wrote:
Arachnofiend wrote:
QuidEst wrote:
Jack of Dust wrote:
Would anyone be able to tell me what the Gloom Chymist gets while I wait for my pdf?
It's pretty cool. You get glooms instead of bombs. They work the same way as bombs, but they deal cold damage and don't count as bombs. (No bomb modification discoveries, no Extra Bombs feat, no Precise Bombs, etc.) Which sounds pretty terrible at first, but you get some really nice modification options. Negative levels, black tentacles, difficult terrain, and so on. You trade out all your poison abilities for an extra rider- your bombs can increase or decrease the light level by one step in their splash radius.
Sounds like a great tool for someone looking to make a control-based Alchemist rather than doing damage. I approve.
Glad to hear it! It's a shame some of the additional glooms had to hit the cutting room floor.
Sad to hear they didn't all get in, but the selection that did make the cut was really good. And it's not like Alchemist is lacking in non-bomb discoveries to take.

I really think the gloom chymist is a great well of design ideas to draw from. I seriously could have filled that whole section with different glooms. I hope this is recognized and the gloom chymist hits the RPG line someday. Also, throw some praise to Owen, as the archetype was his idea.


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skizzerz wrote:

"I do have plans for a particularly epic Adventure Path that has long been close to my heart, one that I’ve been eager to launch for nearly a decade now. It’ll be a few more years until it sees print, but if it works out, it’ll be worth the wait, and maybe—just maybe—it’ll take players to a higher level than ever before."

Since Wrath took everyone up to 20/10, I'm guessing based on this it'll either hit level 21+ and/or have something related to divinity (test of the starstone, perhaps?).

My guess is that it could be the hard mode AP that he was probably brainstorming. It would probably be an AP with higher CR challenges that would be able to take a party from 1–20 in a single AP without Mythic.


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How about fashioning the adventure around a play? It would be a perfect place to do combat, skill checks, and roleplay. It can even lead to a small search through backstage or the nearby environs to scratch the exploration itch.

Maybe something like this:

The Stolen Song

Trouble in the theater!

The quiet coastal town of Sandpoint is a beacon for creativity and adventure. The two mix once again as the PCs are invited to join the rehearsal for the town's latest play, The Harpy's Curse. The PCs are tasked with helping the house set up for the play and even participate in the play itself. If they play their card rights, the play will go down in the annals of Sandpoint Theater history!

Not all is well on stage, however. The two stars of the play go missing and this time, it isn't part of the show. With the stars kidnapped, it is up to the PCs to track them down and save the play!

"The Stolen Song" is a mystery themed adventure for four 2nd-level characters, written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world's oldest RPG. The adventure takes place in the town of Sandpoint and is the 2017 Free RPG Day module.

Written by James Jacobs.


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donato wrote:
Nah, it isn't a ferret. If you zoom in, it's the outline of a woman, seemingly with her hand up to her mouth as she gasps.

So, let's say that is a ferret in the image...

Behold! The Furred Avenger:

XP 200
Awakened male ferret vigilante 1
N Tiny magical beast (augmented animal)
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +6
AC 18, touch 15, flat-footed 15 (+2 armor, +3 Dex, +1 natural, +2 size)
hp 23 (4 HD; 2d8+2d10)
Fort +6, Ref +11, Will +4
Speed 20 ft., climb 20 ft.
Melee mwk rapier +6 (1d2–4), bite +1 (1d3–4 plus attach)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks hidden strike
Str 3, Dex 16, Con 10, Int 15, Wis 12, Cha 8
Base Atk +3; CMB +4; CMD 14 (18 vs. trip)
Feats Weapon Finesse, Skill Focus (Disguise)
Skills Acrobatics +18, Bluff +4, Climb +9, Diplomacy +4, Disguise +7, Escape Artist +8, Knowledge (nobility) +7, Perception +6, Stealth +15; Racial Modifiers +4 Stealth, +8 Acrobatics
SQ dual identity (Furred Avenger; NG), seamless guise, social talent (social grace [Disguise]), vigilante specialization (stalker)
Gear +1 leather armor, mwk rapier, cloak of resistance +1
Attach (Ex) When Far’rett hits with a bite attack, he automatically grapples his foe, inflicting automatic bite damage each round.

Korvosan nobles have a habit of overstepping their boundaries. When a noble family began encroaching on the woods outside of the city, the druid Miraneth chose to confront them. With his ferret companion in tow, he took on the noble family. What began as simple sabotage and guerrilla tactics, soon spiraled out of control. The nobles learned of the druid's work and hired a pair of mercenaries to capture him and burn down the woods, finally clearing the land for a new mansion. As he was taken in the night, Miraneth's cries to Shelyn echoed through the trees, overwhelming the ferret's senses as it ran away. Moments later, the Eternal Rose's blessing came down on the ferret, filling him with the spark of intelligence and creativity. The animal awoke to understand why he was blessed: it was up to him to rescue Miraneth and stop the noble plot. With his new skills, he took on the role of Lord Far'rett Entriigo, curious noble from a distant land. When not engaged in the noble courts, Far'rett dons the guise of the Furred Avenger defender of the weak and champion of nature.


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Nah, it isn't a ferret. If you zoom in, it's the outline of a woman, seemingly with her hand up to her mouth as she gasps.


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The artwork is based on the mage spy from the NPC Codex. The illustration has the mismatched boot colors, so that's why the mini does as well. I can totally see why it would be annoying though, especially as it doesn't look on good on the mini as it does in the art.


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Is this an annual podcast now? :P

In all seriousness, I'm glad to see this is still being worked on. I always love your content and will gladly wait for some more! Looking forward to listening to this.


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"Go home and be a family man," is my favorite, especially if it's a geas.


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Hard Mode?! Count me in!

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137ben wrote:
entire player classes
Mind listing them? :)

Just a tease!

Edit: Missed two! The complete list is below.

Veranthea Archetypes and Prestige Classes:

Academy Trainee (Fighter)
Adversarial Armorist (Fighter)
Bird Rider (Cavalier)
Beztekorps (Prestige Class)
Conxecron Instigator (Inquisitor)
Entri Entrapper (Prestige Class)
Gobchopper Skirmisher (Cavalier)
Goblin Pistolero (Gunslinger)
Green Avenger (Prestige Class)
Iron Fury (Barbarian)
Lycanthropic Icon (Prestige Class)
Merchanteer (Paladin)
Monstrous Minstrel (Bard)
Nightmare Prognosticator (Oracle)
Oni Sworn (Samurai)
Scientific Innovator (Alchemist)
Swarm Minder (Summoner)
Wild Mage Bloodline (Sorcerer)
Wild Scholar (Wizard)


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Calth wrote:
So yeah, advanced weapon training is crazy awesome.

If ever there was a new edition of PF, I would want to see this as standard for the fighter.


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You can share vague details about the contents, but posting the actual text is a no-no until the book is released.


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There's no official (PF, PFS) update to any of the current archetypes. New archetypes, like the Monk of the Mantis, have extra rules that make them compatible with the Unchained Monk.

If you're okay with third-party work, the Everyman Unchained line converts the current archtypes over. They are featured here and here.


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Gorbacz wrote:
Great! Is "Cloak Master Handbook" far behind, because I've been waiting for one for ages...

You're going to have to wait for "Potion Master Handbook" and "Immovable Rod Master Handbook" first.


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A fight to the finish? That's a good place to end.

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Ha, HA! Yes, finally I will be hearing of the mighty Kurgess!


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What are the odds of ever seeing you as an Adventure Path author again?

Howl of the Carrion King and The Whispering Cairn especially are among my favorite adventures and I'd love to see what else you have in store.

Also, what is the likelihood that we'll see a mega Absalom adventure or product?


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Andrew Hoskins wrote:

Ok, I created one: IBdoEAXU/edit?usp=sharing

You should be able to create your own copy and then edit that. If you'd like, you can leave a comment in the sheet if you notice any errors or have any recommendations.




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James Jacobs wrote:
The other is in better shape. Every other Thursday evening I run Horror on the Orient Express for Erik, Jessica, Jason, Wes, Tim, and Rob. We're only 2 sessions in, and I foolishly started it near the start of the convention season so I've not been able to run it for a while now... it was SUPPOSED to happen again tonight, but PAX kicked it to the side. Thankfully, I think PAX is the last disruptive convention of the year, and we should be able to get back on the train in 2 weeks.

Sorry to hear that your Orient Express campaign was derailed.


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Were there ever any plans for an AP after Savage Tide?


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Fourshadow wrote:
Fourshadow wrote:
Fourshadow wrote:
I LOVE shrikes! Now we have rules for them being animal companions?! Paizo is so wonderful!
Any chance we could get more info on the impaler shrike?! Please?!
P-P-P-P-P-Puh-leaze?! September 2nd is sooooooo far away!

Well, it's a CR 3 large animal. It can move creatures that are grappled in its beak and impale them on nearby spikes or broken tree limbs. As a companion, it begins as a small creature. At level 7, it advances to medium and gains the impale ability.


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I don't know the fine details about when to place it in. However, it looks like the best bet would be at some point during Dance of the Damned. The description implies that the PCs leave Kintargo for a bit, which is the perfect time to make a side-trek to Deepmar. Also, it appears the PCs will be just around 8th level, which is what the module is designed for.


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Xethik wrote:

Serious shout-outs to those who made Arcane Trickster buffs possible!

Another great thing about this feat is how well it works with VMC for a 0 caster levels lost Arcane Trickster build. Assuming this can be taken before level 4, you can do VMC Rogue Wizard 3/Snakebite Striker Brawler 1 with Accomplished Sneak Attack. Enter Arcane Trickster next level. Then, when you hit level 7 and gain 1d6 Sneak Attack from VMC Rogue, retrain Snakebite Striker into Wizard. You have a Wizard 4/Arcane Trickster 3 with 3d6 Sneak Attack.

I think there may be a level when the VMC Rogue + Arcane Trickster + Accomplished Sneak Attack cause Accomplished Sneak Attack to no longer function, but it will regain usefulness once you put some more levels into Wizard.

EDIT: Anyone mind sharing the prereqs for Accomplished Sneak Attacker? That way I can shatter my hopes and dreams when I see they are too high for this combo.

I wrote the section, but the true shout-out should go to Alex Augunas. It was his suggestion that some Arcane Trickster love would be appreciated.

As for Accomplished Sneak Attacker, its only prerequisite is the sneak attack class feature.


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Axial wrote:

I was looking at the faction list in the player's guide and one of the factions described just screams "low level mooks".

Hell's Rebels Player's Guide wrote:
Chelish Citizens’ Group: Not all of Kintargo’s citizens seethe under martial law. A small subset have formed this group to support Barzillai Thrune, and have been empowered as a militia to augment the city’s guards.
So, do you get to stomp on any of these guys?

Yes! Very early on, in fact.


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Avians CR Varies
This entry details three new birds: giant raven (CR 1), impaler shrike (CR 1), and Yolubilis heron (CR 6). Each bird has animal companion stats.

Gambling Devil CR 4
A devil that is very keen on games of chance. It is able to create coins from its seemingly gold body and has an aura that makes other creatures take more risks.

Scrivenite CR 4
An outsider made of what appears to be living paper. It generally seeks knowledge and can retract its body into the shape of a book. Creatures it deals Int damage to have part of their memories formed into a soul tome.

Slithering Pit CR 2
An ooze created when it consumes residual planar energy from a bag of holding or portable hole. Able to form itself into a hole and consume creatures.


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Gnome synthesist summoner. He had gone through the bleaching and as a last ditch attempt to save his life, his imagination created the eidolon that would become his life support.


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Samy wrote:

Dragons and Undead Unleashed skewed towards the high-level monsters.

Does Hell Unleashed do the same?

Can I get a breakdown for the CRs of the monsters?

Sure thing!


Dinya Ervind, CR — Male possessed young human commoner 1
Benebak, CR 2 imp
Miranksha, CR 8 adhukait asura
Sharroa DiViri, CR 9 Female human Hellknight signifer 4/wizard 5
Terindelle, CR 10 erinyes
Darukarex, CR 11 contract devil
Zoudra, CR 12 Female venerable human conjurer 13
Isitalba, CR 16 handmaiden devil
Vipostix, CR 17 apostate devil
Mardehzuk, CR 21 pit fiend
Voice of the Damned, CR 25 unique outsider
Furcas, CR 27 Infernal Duke

Most of the entries also feature additional creatures for the encounter areas, but these are the main creatures that are focused on in each section.


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Alexander Augunas wrote:
Owen K. C. Stephens wrote:
Matrix Dragon wrote:

Is it bad that I am much more excited about this book now that I've seen that the advertisement for it on the back of the Monster Summoner's Handbook has a two-tailed kitsune? It does make sense that kitsune would get mentioned (or at least get a picture) in a Dirty Tactics book, I'm just surprised that Paizo is actually bothering to acknowledge a Dragon Empires race.

I have a feeling that this is Alexander Augunas' doing ;)

That depends on what you mean by "Alexander Augunas' doing." It was my idea to include some Kitsune stuff, along with a few other "trickster races." But it was absolutely Alex Augunas I contacted as a freelancer to get it written...

We really do pay attention. :)

Yes, you do. Especially since I did NOT write what is strongly appearing to be a kitsune combat style for this book.

I'm just as excited as everyone else to see what that looks like!

I named it such in your honor, Alex!


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David knott 242 wrote:

Okay -- for anyone who has that PDF -- did the section describing the Hellknight test have any surprises?

Nothing unexpected, I feel. It did offer a list of higher CR creatures to challenge higher level characters.

Axial wrote:
Also, could someone share the details of the Furcas article? What's his challenge rating and appearance?

It details his stats, his artifact weapon named Avernus Claw, his fortress with a detailed map, and his cult.

Furcas is a CR 27 Infernal Duke. He appears as a centaur with a body made of hardened vines and a laurel crown.

Barachiel Shina wrote:
Any new game material like feats or spells or any new monsters?

No new feats or spells that I'm aware of. There are rules for manifestations, which are like divine haunts. However, they are not necessarily evil, as manifestations can be that of good or neutral gods.

In terms of monsters, most of them are unique stats of existing creatures, such as a unique imp or an advanced pit fiend. Along with Furcas mentioned above, there is the Voice of the Damned, protector of what lies within the Book of the Damned. There is also a new giant worm with planar portals in its gullet called the hellmouth. It lacks stats, but is listed as being at least CR 24. I tried to stat one up myself. If you're interested, it's located here.


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Axial wrote:
Alright, so what are the new archetypes, mysteries, bloodlines et cetera for the existing classes?

Ah, ninja'd, but I have some extra info, such as sorcerer bloodlines, so I'm posting this anyway.

Other Class Archetypes:

Promethean Disciple (Alchemist Discovery)
Ectochymist (Alchmeist Archetype)
Promethean Alchemist (Alchemist Archetype)
Flesheater (Barbarian Archetype)
Phrenologist (Bard Archetype)
Silver Balladeer (Bard Archetype)
Order of the Eastern Star (Cavalier Order)
Order of the Shroud (Cavalier Order)
Ghost Rider (Cavalier Archetype)
Sensate (Fighter Archetype)
Relic Hunter (Inquisitor Archetype)
Psychic Detective (Investigator Archetype)
Esoteric (Magus Archetype)
Mindblade (Magus Archetype)
Karmic Monk (Monk Archetype)
Ghost Hunter (Paladin Archetype)
Escapologist (Rogue Archetype)
False Medium (Rogue Archetype)
Ectoplasm (Sorcerer Bloodline)
Psychic (Sorcerer Bloodline)
Witch Patrons (Ethereal, Mind)
Ley Line Guardian (Witch Archetype)


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How about this?

Table of Contents:


Kineticist 10
Elements 14
Wild Talents 15
Medium 30
Spirits 33
Medium Spells 37
Mesmerist 38
Mesmerist Spells 44
Occultist 46
Implement Schools 50
Occultist Spells 58
Psychic 60
Psychic Disciplines 64
Psychic Spells 69
Spiritualist 72
Spiritualist Spells 76
Phantoms 78
Racial Favored Class Options 84

Kineticist 88
Medium 92
Mesmerist 96
Occultist 100
Psychic 104
Spiritualist 108
Other Class Archetypes 112

Types of Feats 128
Feat Descriptions 128
Feat Table 130

Psychic Magic 144
Spell Lists 145
Spells 156

Occult Skill Unlocks 194
Auras 198
Chakras 200
Psychic Duels 202
Possession 206
Occult Rituals 208
Sample Occult Rituals 209
Creating Occult Rituals 214

Running an Occult Game 218
Occult Locations 226
Loci Spirits 226
New Haunt Rules 228
New Haunts 230
Ley Lines 232
Mindscapes 234
Esoteric Planes 238

Adventuring Gear 248
Alchemical Items251
Magic Items 252
Cursed Items 265
Artifacts 267

Open Game License 271


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Nefreet wrote:
Any other sources specific for this AP that you'd recommend? I simply don't own a lot of splatbooks, and I don't know what's out there. I do own Blood of Fiends, and I like the idea of Tieflings but no Aasimars.

Well, your first big excursion should probably be the Council of Thieves Adventure Path. Looking through the whole AP can grant you some insight into what a Chelish city can be like and help you set a proper atmosphere and them for Hell's Rebels. Specifically, AP #27 and AP #28 have articles on Hellknights and their orders. Other volumes have interesting articles as well, such as one about tieflings and another about Asmodeus, but most of that info should be already collected and updated in other, newer books.

In the Campaign Setting line, there are a number of good books. Of course, you will always want to start with the Inner Sea World Guide as a basis for understanding the Inner Sea as a whole, and the general history of Cheliax. From there, you can hop over to Inner Sea Gods to learn more about important deities such as Asmodeus, Iomedae, and Aroden. This is also a good book for players who wish to worship a god, especially the more chaotic gods like Cayden Cailean or Desna. Next, you can delve into Hell in Princes of Darkness, which is a book all about the workings of Hell and the devils that live there. Speaking of Hell, the upcoming Hell Unleashed has specific encounters for you to throw into any game that you see fit. It even includes a Hellknight initiation for an player that is interested. Finally, if you can wait for them, Inner Sea Races is due in September and should give you and your players plenty of info not only about the races, but also how to integrate yourself into life in the Inner Sea and know what it means to be a true Chelaxian. Additionally, Cheliax, the Infernal Empire is out in December, which should cover Cheliax as a whole rather in depth.

In the Player Companion line, there a few books to look at. First off is Cheliax, Empire of Devils which is player's look at Cheliax, but also good for GMs. The above mentioned Cheliax campaign book will probably obsolete most of this book, but this should be a good starting point. Your players will most likely want to be part of a city, which is where the upcoming Heroes of the Streets will help with that. From here, it's really up to what your players are interested in. Any religious types will find good options in books like Faiths of Purity or Champions of Purity. Regardless of fighting style, players should find something they like in either Ranged Tactics Toolbox, Melee Tactics Toolbox, or Dirty Tactics Toolbox. Really, there's something for everyone in the Companion books, you just have to know where to look.

As a final reference, anyone looking to become a Hellknight will find the Hellknight prestige class in the Inner Sea World Guide and the Hellknight Signifier prestige class in Paths of Prestige

Anyway, the big thing is informing yourself on what you or your players want to learn more about and going from there. Pathfinder Wiki is a good source, especially as it lists which books it uses as sources, which helps track down information. I would always recommend starting the AP once all six volumes are out, but if you wish to start right away, have your players read the Player's Guide once it's out and use the above resources to get yourself ready for the first adventure.

Good luck!

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