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Adam Daigle wrote: nighttree wrote: Is there more info on the Norns in this book ? Yep! A whole chapter. SOLD!!!
Gods next wednesday is going to be hard on the wallet....BUT WHO CARES ;)
Is there more info on the Norns in this book ?
We have started using both the Criticle hit and fumble cards, and are loving them.
Criticle failure does require a confirmation roll, just like a criticle hit does.
James Jacobs wrote:
Because the creative director and the editor in chief are more fond of psychopomps than they are of aeons... and those two are the ones who more or less came up with both races.
As for proteans... I can ABSOLUTELY see us doing more of them at some point, but not right now.
And I'm VERY glad they did....aeons never did anything for me...
But I'm loving the psychpomps ;)
Pagan priest wrote: Mmm, not to nit-pick, but in the Celtic myths, they ARE deformed giants. Oops, I guess that I am nit-picking...
However, in the sense that the write up in D&D is closed and you'd have to totally reinvent them I suppose that it would be of questionable value to put forth all that effort.
European lore (both Celtic & Scandinavian) uses the term "giant" more as a racial designation....not a reference to size (as we do now).
Many beings are refered to as "giants" and then described as being the same size as mortals.
Although some Fomori/Giants are described as being "ugly".. many are not.
It often seems to be more a case of their physical form reflecting their attitude.
James Jacobs wrote: Sincubus wrote: Aren't they magical in their real faerytales and Myths as well? They do come from mythology, but they're not deformed giants. We could DO them, but they'd be different from the things D&D players are used to, and as a result I'd rather not stat them up and just let folks keep using the deformed giants of their choice without worrying we overwrote them. (This is, incidentally, the same reason we called the magus what we did, and not a warlock.)
If you're looking for deformed giants or mutant giants for Pathfinder, the best bet currently are ogrekin for low CR and ash giants for higher CR foes. I for one would love to see a classic (Irish) treatment....I think Fomorians would make an excellent addition to the First World and the ranks of Fey.
I wonder what the handsome fello with the club is ???
Nothing huh ?
One of the things I really love about Paizo is that they have been grounding creatures in "real world lore" as opposed to modern movie fancy.
I'm hoping that they draw from European lore as well as Native American with the skinwalkers....
I'm getting a head start on character prep for the Wourldwound AP, and have been looking at the idea of an Oracle that will go into Riftwarden.
At the moment I'm looking at taking the outer rifts mystery, as it has some good revelations for dealing with demons....but was wondering if people had any suggestions.
The character is a human male..."appears" rather dark and scary (think warlock-ish) but is actually NG. Duel cursed (haunted at full, and wasting partial).
Any tips are appreciated ;)
Try....try again....
Are there any new archytypes ?
So are there any Archytypes in this one ?
Anything for the Magus ?
Can we get a "fluff" spoiler on the new Hex's....I'm hoping they are not to puupy dogs and candy.

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Kittyburger wrote: Lady Hekate is a triple Goddess, but She definitely doesn't fit the Graves "Maiden Mother Crone" archetype - She's a Titan who sided with the Olympians, and was rewarded with a position as the Chthonic Goddess of death and rebirth. Her triple aspect has to do with choices (each face of Her faces in a different direction; Her torches illuminate the way).
She was something of a fringe Goddess in Greek society, present but not particularly strongly, partly because Her functions were mostly overlapping with other, more popular deities (She was a common household Goddess, but Her stories are not nearly as well-preserved as those of the Olympians and She mostly appears as a background character). She was popular among outcasts (the Semnatatoi, a major portion of Her priesthood, were transgender priestesses) partly for this reason, and I suspect that Her wide area of authority is part of Her appeal today (Hekate is much more prominent in Neopaganism than She ever was in classical Hellenic practice).
I can't actually think of any pagan goddesses that fit Graves "Maid Mother Crone" archetype....it's a modern new age thing ;)
Artanthos wrote: In a home game I would use the undead appearance evolution as a guideline.
You would not want the spell immunity though: it would block many of your own buffs.
I'll have to take another look at that tonight, and see if it's a good guide.
I can't really see any method in the Eidolon abilities to cover immunities outside of energy types (fire, acid, etc...)
I was looking for a way to do the classic outsider immunities like poison, polymorph....that type of thing.
Would it be unbalancing to allow an eidolon to pick something like that as an immunity ?
I tend to think of the Ulfen as Iron age Anglo-saxon "ish"(Germanic).
And the "cultural" Kellid as bronze age Proto-Celt "ish".
Sythian and Cimmerian would also fit this cultural style.
Keep in mind however, there are plenty of other cultures that are biologically descended from the Kellid, but have changed culturally into something else (Ustalav for example).
Definatly have no interest in the Cro magnon or neanderthal trope.
Cheapy wrote: I started reading it last night, but got distracted by a cat. I'll probably finish reading it tonight. I'm probably the "odd man out" as I'm not really interested in a re-make of the 3.5 warlock "blaster".
I'm more interested in something that runs like a spellcaster with a bit of binding involved....
Let us know what you think Cheapy....I'm eager to hear your thoughts.
I don't see any reviews for this product....or much discussion on what it's like......can anyone give opinions ?
I know what you mean....I have been waiting for more Mordant Spire elves info for two years now :(
Toadkiller Dog wrote: But... that's Carrion Crown basically. And there's been much debate over that, because the final boss never ever appeared in the AP and only the introduction of the 6th chapter made a suggestion to introduce him earlier (tough luck for those who played it as it was being published). Not only that, a lot of people on the boards were indeed disappointed with the end boss not being Whispering Tyrant. Errp....I'm going to have a hard time not meta gamming that :(
Well, on the brite side....I guess I don't need to worry about becomming his "boy toy" for all eternity now.....
James Jacobs wrote: nighttree wrote: On another note.....
Most of our group is more interested in playing Sakorian "nationals" that want to re-take their ancestral lands.
Will it be difficult to come at the AP from this angle ?
I'm assuming it starts off with more of a "mendev crusader" mentality.
It won't be difficult to do that at all. In fact, it'll be pretty easy... especially if your Sarkorian nationals are okay with teaming up with the crusaders to get that job done.
Hey...whatever it takes ;)
Thanks James.
On another note.....
Most of our group is more interested in playing Sakorian "nationals" that want to re-take their ancestral lands.
Will it be difficult to came at the AP from this angle ?
I'm assuming it starts off with more of a "mendev crusader" mentality.
James Jacobs wrote: nighttree wrote: James Jacobs wrote: nighttree wrote: I know Deskari is technically the mastermind behind the Worldwound....but will Areelu Vorlesh be making an appearance in the AP ?
She is in many ways just as responsible.
If you really can't wait...
** spoiler omitted ** OH JOY......my Kellid witch who want's to re-take the widowknife is ready to go.
Thanks James. FROM THE DEPARTMENT OF EXPECTATION MANAGEMENT:
** spoiler omitted ** really....that's a little suprising, I thought it was more or less her base of operations ?
Either way, this AP looks to be shaping up to be a potential favorite.
James Jacobs wrote: nighttree wrote: I know Deskari is technically the mastermind behind the Worldwound....but will Areelu Vorlesh be making an appearance in the AP ?
She is in many ways just as responsible.
If you really can't wait...
** spoiler omitted ** OH JOY......my Kellid witch who want's to re-take the widowknife is ready to go.
Thanks James.
I vote yes...especially if they cover Cabal devils.
I know Deskari is technically the mastermind behind the Worldwound....but will Areelu Vorlesh be making an appearance in the AP ?
She is in many ways just as responsible.
Dragon78 wrote: The first world is a very interesting place and it does need it's own book...hint..hint;) I will GLADLY second that.
It may only be a mock up....but that demon on the cover is WAY KOOL...
Thomas LeBlanc wrote: RuyanVe wrote: Or an all barbarian group taking back Sakoris single-handedly! Why not a summoner? Since they are traditionally Sakoran(Sakorian, Sakorite, ?). I have already begun building a "god caller" for that very reason ;)
Nothing ??? no one has any idea.....
At first read the Riftwarden PrC seemed ideal for a Summoner build I was working on.....but as I started plotting character progression I'm a little unclear as to which summoner abilities would continue to scale.
I think it's a given that the eidolon would not scale (I'm going Master summoner anyway, so no big deal).
But what about the summon monster ability ?
Would you continue to increase which level of summon monster you can use as a Sp ?

Orthos wrote: Just now saw this.
The variable ability score has me wondering. If they aren't manifesting their normal aspect, are they effectively taking a -2 and getting nothing in return? (Since they're swapping one aspect for another, that's a fair trade, but the ability score as-written doesn't seem to have a repayment.) Or does it move to one of the appropriate options for the new aspect? If not, it should, otherwise you're penalizing them for not just straight sticking with one aspect... and if that's what you're intending, you might as well just have them pick an aspect for forever at level 1. I personally prefer the "have the +2 shift around based on aspect" option myself.
Typos:
A lot of those "eye's" should have their apostrophes removed, and Will in Aspect of the Hunter should be Wisdom.
Yes, the +2 ability score is a "floater" that changes based on which aspect the Killoren is assuming. the only time a Killoren would not have the +2 atatched to one of their ability scores, is if they didn't assume as aspect.
And yes....my spelling sucks :P Thanks for pointing out the typos ;)
So that would be a "Not Interested" ey ?

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Wanted to see what kind of response people had to my attempt to recreate the 3.5 Killoren race for galorian.
I used the rules in Advanced race Guide, although I have also done a few strange things (like the floating ability bonus based on what aspect they are manifesting).
I would love opinions and suggestions ;)
Killoren (pathfinder version)
“Hunter, destroyer, and keeper of ancient knowledge....I am natures answer to the rising power of man.”
A newly risen race of powerful fey, the killoren blend natures patience and power with the ambition and aggression of the humanoid races. The ancient places of the world stir with a power of their own, and no where is this truer than the first world.
From this power, the killoren have sprung in answer to the growing might of the humanoid races.
Whether the work of the Eldest or a spontaneous creation of the first world itself, killoren are at once young and eternal, newly released upon the mortal world, but with unknowable ties to the First world and the heart of nature itself.
As fey, the killoren have ties to nature unmatched by the humanoids of Galorian, but unlike many fey, killoren are not content to wait in the dark recesses of dwindeling forests.
Killoren are aggressive, ambitious manifestations of natures power, and they walk through the cities of man as easily as they meditate in a forest glen.
To date, these adaptable fey have only come into isolated conflict with other humanoids; mostly in the regions of Grungnir forest, Irrisen, XXXX.*
but it's obvious that they are destined for more. The killoren have begun to make known their presence in the world, and a few far seeing and learned sages wonder at the implications of their growing daring and number.
*It has also been rumored that killoren are gathering at the borders of the world wound, although what this portents is unknowable.
Physical Description: Killoren most resemble half elves, and stand taller than humans but shorter than elves.
They tend towards a lean graceful build and the comely features of many fey, but their skin color is normally more ruddy. While killoren sport the pointed ears of most fey, theirs are less pronounced. Their eyes tend to be humanlike in shape, but feature an exotic range of colors from amber or violet to emerald green and deep blue.
Ability score: Killoren gain a +2 to any single ability score, chosen from those available for each of their aspects during character creation. From that point on, the same ability score always recieves the bonus when manifesting that specific aspect*.
Fey (2 RP) Killoren are creatures of the Fey type.
Medium: Killoren are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Killoren have a base speed of 30 feet.
Low-Light Vision: Killoren can see twice as far as humans in conditions of dim light.
Fey Immunities (2 RP): Killoren are immune to magic sleep effects and gain a +2 racial bonus on saving throws made against enchantment spells and effects.
Wildling: (1 rp) Killoren receive a +2 racial bonus on Kn: nature, and survival checks
Manifest Nature's might (Su): Killoren are forever bound to the raw mutable forces of nature, manifesting this bond even in their physical form.
A killoren can only manifest one aspect of nature's might at a time. Each morning, as the sun rises, a killoren spends ten minutes in quiet meditation, filling their spirit with the aspect of nature they wish to embody. Once chosen, the killoren manifests that aspect until the following morning, when they again choose which aspect is most needed for their current task. (5RP)
Languages: All killoren start play speaking Common and Sylvan. Killoren with a high intellegence may choose from the following languages; Acklo, Draconic, Elven, Gnome, Giant, or any human cultural language.
Aspect of the Ancient:While manifesting the aspect of the ancient, a killoren embodies the deep and ancient secrets of nature itself. While a killoren manifests the aspect of the ancient, his hair turns white, his eye's turn the color of a blue summer sky, and his skin glistens as if dusted with crystal.
You may choose to place your ability modifier in either Dexterity or Intelligence*
Natures memory(4RP) A killoren manifesting the aspect of the ancient, treats all Knowledge skills as class skills, and recieves an additional +2 bonus when making a skill check. This bonus stacks with the +2 bonus from the wildling racial trait.
Resist decay (1RP): A killoren manifesting the aspect of the ancient, gains a +2 bonus against desease and mind effecting effects. These bonuses stack with the bonus from their fey immunities ability.
Aspect of the Destroyer: Many races revere naturee for it's power to destroy, but none more so than a killoren manifesting the aspect of the destroyer.While a killoren manifests the aspect of the destroyer, her hair, and eyes turn a deep black.
Many find the gaze of a killoren destroyers obsidian gaze to be disturbing.
You may choose to place your ability modifier in either Constitution or Charisma*
Natures Wrath (Sp): 1 per day, you may use wrath as a spell like ability. The caster level of this ability is equal to your character level. You focus your anger against an enemy. Choose one enemy creature that you can see. You gain a +1 morale bonus on attack rolls and weapon damage rolls against that designated creature for every three levels you have (at least +1,maximum +3). You also receive this bonus on caster level checks made to overcome the creature’s spell resistance, if any. At 12th level, you gain the benefits of the Improved Critical feat on attack rolls made against the designated creature. This effect doesn’t stack with any other effect that expands the threat range of a weapon. ( 1RP)
Hatred (1 RP): Choose two subtypes of humanoids or outsiders or one creature type other than humanoid or outsider.
A killoren destroyer gains a +1 racial bonus on attack rolls against creatures of these subtypes or this type.
Fey Damage Resistance (3 RP): A killoren destroyer gains DR 5/cold iron.
Aspect of the Hunter:The hunt effects nearly every aspect of nature and claims a place of great prominance and importance in the cycle of life. A killoren manifesting the aspect of the hunt is bound to natures ancient tradition of the hunt, and his senses sharpen to an amazing degree. While a killoren manifests the aspect of the hunt, his eye's and hair turn a deep forest green, and his skin becomes dark brown and weathered as tree bark.
You may choose to place your ability modifier in either Strength or Will*
Swift as shadow (1 RP): A killoren hunter gains a +10 foot bonus to their base speed.
Silent Hunter (2 RP): A killoren hunter may reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this trait).
Eye's of the forest (2RP): A killoren hunter gains the benefit of the alertness feat.
Society: The killoren have no organized kingdoms and only a few scattered communities. They live comfortably in nearly any climate, and their dwellings and communities blend beautifully with the natural world around them.
Few members of humanoid races are knowledgable enough about nature to recognize where the wilds end and a killoren community begins.
As yet, killoren claim no specific lands as their own. Killoren concepts of property and land ownership differ greatly from most humanoid races. They see the world as belonging to nature itself.
As stewards and manifestations of nature, they may at some point deny others the right to settle or despoil part of the wild, but their numbers are few enough that this has not come to pass. In the small conflicts that have cropped up between killoren and humanoids, the killoren have not claimed ownership of the land, instead claiming that they guard the land from evil.
Relations: Although tension is beginning to build between the killoren and other humanoid races that live on the edges of their forests, for the most part killoren remain a curiosity in the eye's of humans and their allies.
Of all the humanoid races, gnomes and elves, are closest in their outlook, although even the elves remain curious about the killorens rescent appearance from the first world and their ultimate role in natures plan.
Gnomes find the killoren to be delightful, and the killoren seem to have an almost parental attitude to them in return.
Alignment and religion: Killoren do not simply admire nature-they are part of it. Combined with their origins in the first world, they are strongly driven towards neutral alignment, and most often chaotic. A killoren cannot look at a distant mountain range without feeling it's beauty and power stir her, nor can he walk through a forest glade without being moved by the peace and strength of nature.
Like most natives of the first world, the killoren have little use for the gods of the humanoid races, although they show great deferance and respect to the Eldest of the first world.
Adventurers: With the power of nature forever bound to their souls, killoren have both the enigmatic outlook of most fey, and the inquisitive drive of most humanoid races. This unique outlook, combined with the unusual ability to manifest different aspects of nature's own power, make killoren unique.
Killoren have an innate connection to nature's power; as such, the natural world and it's best interest are never far from their thoughts. Killoren also differ from other races in that they have three different aspects of their personality that correspond to their ability to manifest different aspects of nature's might. Killoren who manifest the destroyer aspect are arrogant and aggressive, those who manifest the hunter are stealthy and subtle, and those who manifest the ancient look deep into the heart of a matter before voicing their opinions.
Aging: Killoren are considered adults at age 10, middel aged at age 30 years, Old at 100 years, and take no age penalties or bonuses beyond this. Killoren age normally through the old age category, but they never reach the venerable age category and can live indefinatly should they choose to do so.
Irnk, Dead-Eye's Prodigal wrote: Unless Paizo has changed something without telling us, there will be. They did the same thing with Varisia: Birthplace of Legend & the Shattered Star PG. I hadn't noticed that they did that in the Varisia book.
I'm certainly hoping there will be a seperate player guide :)
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zergtitan wrote: It's my 21st birthday! I need to have the players guide to sate my hunger for this campaign, and to have something to read when I have my first drink legally. LOL....interesting wording there....I think you will find it doesn't differ from illegal drinking :)
Are we even certain there is a seperate players guide ???
It almost seemed to be included in People of the North....
It specifically says Reign of Winter players guide.
Just sayin ;)
Mikaze wrote:
The big possible reason that stands out to me right now is that his greatest enemy faith is his own. He might view the current emerging cult of Lissala as a gross perversion of what she's supposed to be about(sins rather than virtues). This not only puts him dangerously on the outs with them(and they could be anywhere), but he might also have to keep his head down because of the growing public perception of Lissala's cult.
There might also be an element of "the time is not yet right for her return". Maybe he has to learn all he can first in order to serve her in the capacity of returning her true faith to Varisia.
This also plays a big role in his behavior. He genuinly believes that her worship was perverted, and wants to restore what it was prior to the perversion.

Son of the Veterinarian wrote:
That brings up a question you're probably going to have to answer in-game at some point. Namely, why all the secrecy?
Are you hiding because of some secret commandment from Lissala? Does her faith have some secret enemy that you're hiding from? Or is it simply a somewhat outdated tradition that no one's questioned in a while?
It's not a mandate from Lissala.
He actually did more or less start out as just a scholar of Thassilonian lore. When the events of RotRL, took things from being "ancient history"...to being something that can actually impact the modern world....he became almost obssesive.
At first level....he's not even aware that he is a cleric, he is simply testing the waters with his knowledge of the runes, and begining to see magical effects as a result.
He has of course heard rumors of cultists claiming to worship Lissala.
But he is more or less becoming a cleric with no formal training, and with only a small understanding that by using the rune magic he thinks he has pieced together, he is actually tapping some kind of bond with the goddess.
Harakani wrote: @nighttree - what is mysterious magic, and where is it from, please? I believe it's actually a 3.5 feat.....I want to say from Secrets of Xen Drik (sp?)
I wanted the somantic components of his spells to be done by him tracing thassilonian runes in the air.
Mysterious Magic
Your study of unconventional magic gives your spells an odd appearance and makes them difficult to identify.
Benefit: The DC to identify your spells with the Spellcraft skill (either as they are being cast or once in place) is increased by 5. This increase is also applied to Spellcraft checks used to identify a spell's school of magic through Detect Magic or similar effects.
In addition, the DC to dispel your spells (or counter them with dispel magic and similar effects) is increased by 2.
Normal: See the Spellcraft skill discription (PG 82).
Harakani wrote: So possibly a separatist who believes she left because her worship has been perverted would be the way to go? I'm not taking the archytype...but "in spirit" that's the route I'm taking.
His studies have led him to believe that she was probably LN, and that it was her followers that perverted her worship to evil.
Not sure how he will handle anything to the contrary at this point.
He will be acting more like a scholar of Thassilonian lore, and I have deliberatly built him so that it's not obviouse he's a cleric (Mysterious magic, Eshchew, etc).
Did I somehow bring the discussion to a screeching halt ?
Shalafi2412 wrote: What is scoop on the snowcaster elves? Ditto.....
James Jacobs wrote: Originally, I had an entry for 2 pages of cultists, but that's gonna get cut so I can pick up and convert a few necessary monsters from Green Ronin's Book of Fiends. So at this point... there's no NPCs in the bestiary for this book—it's all monsters.
We won't be reprinting the babau and balor pictures from the Bestiary Box in this book.
As much as Demon cultists would be interesting.....any chance there will be information on any of the Sarkorian cult "hold outs"???
It would be awsome to have more information on those Kellid that are trying to reclaim their old clan holdings and re-establish their lands.
I hope Cabal Devils get some luv...SOON.
Since reading the entry for Sarkoris in Lost Kingdoms....I have been fixated on the region, and doing a character from one of the clans that wants to restore their clanhold (Widowknife is the frontrunner at the moment).
Sure hope this AP follows the elements from Lost Kingdoms.
Can clerics counter spell wizards ?
For our upcomming Shattered Star AP, I want to build a cultist of Lissala.
Building a cleric of Lissala is not the problem....I want him to be able to go toe to toe with Wizards (he believes that wizards are at fault for corrupting Lissalas teachings).
So what advice can you give me for building a cleric that can tackle Wizards ???
MarkusTay wrote: PRECISELY.
This is why most folks born with 'The Sight' go insane - they see all those things the rest of us are blissfully unaware.
And now I am starting to dip into my own RW beliefs a bit (which is what I base most of my gaming on... its really not so different).
RW beliefs ???
MarkusTay wrote: The problem with seeing those things 'on the other side' is that they then they notice you... usually not a good thing. Which is in part why it was so important for people with "the sight" to develop positive relationships with spirits who would act as advisors and protectors :)
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