Pathfinder Roleplaying Game: Planar Adventures

Pathfinder Roleplaying Game: Planar Adventures

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From Heaven to Hell

There are worlds beyond the one we know: Planes of Fire and Water, Heaven and Hell, Dimensions of Dreams and Time. These are the realms of angels and demons, gods and goddesses—entire new realities where anything can happen!

Pathfinder RPG Planar Adventures expands the world of the Pathfinder Roleplaying Game and transports your characters and campaigns into uncanny new worlds rife with both perilous dangers and unimaginable rewards. In these infinite planes of reality, characters will test more than just their mettle against the daunting challenges that confront them—they'll test their very souls!

Pathfinder RPG Planar Adventures includes:

  • All-new archetypes, feats, magic items, and spells to give plane-hopping PCs a bounty of options during their travels.
  • A presentation of the 20 core deities of the Pathfinder RPG, including divine gifts they can grant their faithful.
  • An exploration of the major planes of existence and several strange demiplanes from the Pathfinder campaign setting.
  • Nearly two dozen new monsters, including three new races appropriate for use as player characters.
  • ... and much, much more!

ISBN-13: 978-1-64078-044-6

Note: This product is part of the Pathfinder Roleplaying Game Subscription.

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1 person marked this as a favorite.

I’m personally hoping for outsider-related polymorph spells.

Silver Crusade

1 person marked this as a favorite.
Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game Subscriber; Pathfinder Comics Subscriber
Dragonborn3 wrote:
James Jacobs wrote:
No Kineticist options.
Well that's unusual. No options for the class literally powered by planes of existence in a book about the planes...

Yeah, I was honestly hoping we'd see an Outer Planes powered Kineticist archetype with this book, or at the very least see the hardcover reprint of the Void element so everything could (eventually) be in the PRD.

Paizo Employee Creative Director

14 people marked this as a favorite.

From the Department of Expectation Management:

The kineticist is its own worst enemy as regards getting new material, alas. It's a complex class that marches to the beat of its own drum, and new options for it can quickly dominate word counts in a way that doesn't also lend support to any other type of class.

It's important to remember that Planar Adventures' primary goal is to provide information on the planes themselves. It has player options in there, but to a much smaller extent than, say, Ultimate Magic or even Horror Adventures. The player option chapter of Planar Adventures is about 20% of the book (about 45–50 pages or so), and that has to cover as many classes as possible in its sections on feats, spells, magic items, and archetypes.

For a class like the kineticist, which demands about four pages of room to fully support details on a new kineticist element (pages that, unlike those devoted to spells or feats or magic items, are pretty much useful only to 1/40th of the total number of classes we've published) that pretty much means that those pages are better spent focused elsewhere.

(For Example: The idea of a kineticist devoted to the energies of the 9 outer planes, AKA the 9 alignments, is a very interesting one, but that in and of itself would end up taking 36 pages of content—not a viable option in this book.)

I do understand that since kineticists can't really look to other character options, this leaves them with a dearth of choices and a resulting starvation for new options, but Planar Adventures is not (and was never intended to be) the appropriate vehicle in which to provide a solution to that problem.

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game Subscriber; Pathfinder Comics Subscriber
James Jacobs wrote:

From the Department of Expectation Management:

The kineticist is its own worst enemy as regards getting new material, alas. It's a complex class that marches to the beat of its own drum, and new options for it can quickly dominate word counts in a way that doesn't also lend support to any other type of class.

It's important to remember that Planar Adventures' primary goal is to provide information on the planes themselves. It has player options in there, but to a much smaller extent than, say, Ultimate Magic or even Horror Adventures. The player option chapter of Planar Adventures is about 20% of the book (about 45–50 pages or so), and that has to cover as many classes as possible in its sections on feats, spells, magic items, and archetypes.

For a class like the kineticist, which demands about four pages of room to fully support details on a new kineticist element (pages that, unlike those devoted to spells or feats or magic items, are pretty much useful only to 1/40th of the total number of classes we've published) that pretty much means that those pages are better spent focused elsewhere.

(For Example: The idea of a kineticist devoted to the energies of the 9 outer planes, AKA the 9 alignments, is a very interesting one, but that in and of itself would end up taking 36 pages of content—not a viable option in this book.)

I do understand that since kineticists can't really look to other character options, this leaves them with a dearth of choices and a resulting starvation for new options, but Planar Adventures is not (and was never intended to be) the appropriate vehicle in which to provide a solution to that problem.

Very much understood, there's plenty of good Kineticist content at the moment. Kineticist is very much my favourite class, and I am always hungry for that content (Kineticist content has sold me on purchasing PDFs/hard copies of other books in the past).

Shadow Lodge

I wonder if a line or two saying that "this spell may be selected as a kineticist utility wild talent for the cost of x Burn' would help out. Most would hopefully just be 0 Burn though, until there's a first party way to reduce a UWT's burn cost.


Pathfinder Roleplaying Game Subscriber

Hopefully there will some feats in the book that will be, if not kineticist specific, then at least very useful to the class.


4 people marked this as a favorite.

I'd love to one day see either a reprint of Kinetic Invocation, or a special subsystem that mimics it. Once it's on the PRD, it becomes a simple thing to include text with new spells flagging them as additional options for wild talents.


1 person marked this as a favorite.

This book would be a great spot to sneak in a proper Gorgas stat page linking it to the Shadow Plane. See Pathfinder Chronicles: Guide to the River Kingdoms for the only info to date.


I doubt we'll get that but I am hopeful for different kind of maps than just "top down" ones.


1 person marked this as a favorite.
Pathfinder Starfinder Roleplaying Game Subscriber
Isabelle Lee wrote:
I'd love to one day see either a reprint of Kinetic Invocation, or a special subsystem that mimics it. Once it's on the PRD, it becomes a simple thing to include text with new spells flagging them as additional options for wild talents.

I was hoping for the same sort of thing as soon as I saw that in Psychic Anthology.

One day!

Liberty's Edge

2 people marked this as a favorite.
FallenDabus wrote:
The blessings of Aosker are upon us!

Don't let the Lady hear you say that, she gets a little cranky about the Big A. Of course, I see your feet are already upon the cobblestones...

Sovereign Court

Pathfinder Adventure Path, Companion Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Comics Subscriber
Dragonborn3 wrote:
I wonder if a line or two saying that "this spell may be selected as a kineticist utility wild talent for the cost of x Burn' would help out. Most would hopefully just be 0 Burn though, until there's a first party way to reduce a UWT's burn cost.

It's obviously not useful for most characters, given the restrictions and requirements, but it appears that a blighted defiler using steal power can perform such a reduction.


Pathfinder Roleplaying Game Subscriber

I hope not, I hated that feat.


1 person marked this as a favorite.

That's perfectly fine. Hopefully you enjoy the kineticist options in this book more! ^_^

Contributor

3 people marked this as a favorite.

I'll be honest, I'm looking forward to -everything- in this book. I want to see how everything has evolved and expanded since 'The Great Beyond' and also expanded mechanical support and options for planar campaigns. :D


3 people marked this as a favorite.
Pathfinder Adventure Path, Card Game, Class Deck, Companion, Roleplaying Game, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
DM_aka_Dudemeister wrote:


Yeah, I was honestly hoping we'd see an Outer Planes powered Kineticist archetype with this book, or at the very least see the hardcover reprint of the Void element so everything could (eventually) be in the PRD.

It's only one Outer Plane out of a pretty big list, but there's an Elysium-powered kineticist archetype in "People of the Wastes."

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game Subscriber; Pathfinder Comics Subscriber
MythicFox wrote:
DM_aka_Dudemeister wrote:


Yeah, I was honestly hoping we'd see an Outer Planes powered Kineticist archetype with this book, or at the very least see the hardcover reprint of the Void element so everything could (eventually) be in the PRD.
It's only one Outer Plane out of a pretty big list, but there's an Elysium-powered kineticist archetype in "People of the Wastes."

I knew I read something about that somewhere. I'm going to go get that book now and see what it does to see if I can reverse engineer all 9 planes.


Does this book cover how abilities based on the shadow and ethereal planes (don’t) work on the outer planes? As things are some key abilities don’t work if you take the metaphysics seriously.


Xenocrat wrote:
Does this book cover how abilities based on the shadow and ethereal planes (don’t) work on the outer planes? As things are some key abilities don’t work if you take the metaphysics seriously.

Do you mind expanding on that?


I thought you were headlining this book Todd...


Pathfinder Roleplaying Game Subscriber

Xenocrat, I would also like to see some examples of your question.

Contributor

5 people marked this as a favorite.
Thomas Seitz wrote:
I thought you were headlining this book Todd...

Even if I was, which I can neither confirm or deny since authors aren't announced, freelancers don't have a magical ability to see what other freelancers working on the same book have written and turned in before it's out. :)


1 person marked this as a favorite.
Brother Fen wrote:
Xenocrat wrote:
Does this book cover how abilities based on the shadow and ethereal planes (don’t) work on the outer planes? As things are some key abilities don’t work if you take the metaphysics seriously.
Do you mind expanding on that?

The ethereal plane and shadow plane are inner transitive planes that only touch and overlap with other inner planes under the previously published cosmology. So you shouldn’t be able to use Etherealness (sorry, Succubus) or Shadowwalk (not sure about other Shadow spells but probably not) on an outer plane. Only Astral plane abilities (Teleport) work everywhere.

I’d like to see a note allowing or justifying ethereal and shadow-based abilities working on outer planes.


Pathfinder Roleplaying Game Subscriber

If you could you would be real life wizards;)

Paizo Employee Creative Director

2 people marked this as a favorite.
Xenocrat wrote:
Brother Fen wrote:
Xenocrat wrote:
Does this book cover how abilities based on the shadow and ethereal planes (don’t) work on the outer planes? As things are some key abilities don’t work if you take the metaphysics seriously.
Do you mind expanding on that?

The ethereal plane and shadow plane are inner transitive planes that only touch and overlap with other inner planes under the previously published cosmology. So you shouldn’t be able to use Etherealness (sorry, Succubus) or Shadowwalk (not sure about other Shadow spells but probably not) on an outer plane. Only Astral plane abilities (Teleport) work everywhere.

I’d like to see a note allowing or justifying ethereal and shadow-based abilities working on outer planes.

There's not much about that in the book because those powers are functioning as intended. You can't use etherealness on the Abyss, for example, nor can you shadow walk. That's a fundamental part of how those spells work—they work best on the Material Plane and not at all elsewhere.

For MOST shadow spells, though, they work anywhere, since they don't require the transitive qualities of the Shadow Plane to function.

There's honestly not a lot of spells in this category at all.


Pathfinder Roleplaying Game Subscriber

It would be interesting to see how the different planes effect class abilities and classes in general.

Shadow Lodge

1 person marked this as a favorite.
Isabelle Lee wrote:
That's perfectly fine. Hopefully you enjoy the kineticist options in this book more! ^_^
James Jacobs wrote:
No Kineticist options.

Um...


Considering it brags about a bestiary, I really hope this is a book where we get more Aeons and Inevitables cause my games could really use more of them.

Paizo Employee Creative Director

5 people marked this as a favorite.
Dragonborn3 wrote:
Isabelle Lee wrote:
That's perfectly fine. Hopefully you enjoy the kineticist options in this book more! ^_^
James Jacobs wrote:
No Kineticist options.
Um...

My outline for the book did not specifically call for kineticist options, but the authors of the book may have included them in sections I have not yet developed. At this point, that pretty much means the feats section and the magic item section.

So there MIGHT be some kineticist feats or magic items in the book. I'm just not aware of them yet, since I haven't actually started developing the feats or magic items yet. If there are, then I guess you can thank the author and not me! :-P

(That said, they might still end up on the cutting room floor if I decide they're inappropriate for the book. Time will tell!)


Dragon78 wrote:
It would be interesting to see how the different planes effect class abilities and classes in general.

Yeah, do Spiritualists need Ethereal access to have their phantom available?


Brother Fen wrote:
This book would be a great spot to sneak in a proper Gorgas stat page linking it to the Shadow Plane. See Pathfinder Chronicles: Guide to the River Kingdoms for the only info to date.

I would so love to see game stats for the Gorgas.

Paizo Employee Creative Director

1 person marked this as a favorite.
Xenocrat wrote:
Dragon78 wrote:
It would be interesting to see how the different planes effect class abilities and classes in general.
Yeah, do Spiritualists need Ethereal access to have their phantom available?

They do not. No more so than druids need access to a natural setting to have an animal companion.

Paizo Employee Creative Director

8 people marked this as a favorite.

The gorgas is something so obscure that not even the Creative Director had it/him/her/them on his radar. They are not in this book as a result, but I'll look into them and see about getting them handled somewhere else if possible.


1 person marked this as a favorite.

How about the same volume as Cabal Devils, Mister Jacobs?

Paizo Employee Creative Director

2 people marked this as a favorite.
Thomas Seitz wrote:
How about the same volume as Cabal Devils, Mister Jacobs?

Less interested there, since they're already in print and I'm trying not to bloat books with reprint material when I can...


Pathfinder Roleplaying Game Subscriber

What are the Gorgas?


2 people marked this as a favorite.
Pathfinder Companion Subscriber

Thanks for the expectation management! It’s really nice having a general sense of what the book does and doesn’t cover this far in advance.


5 people marked this as a favorite.
Dragon78 wrote:
What are the Gorgas?

River Kingdoms Spoiler:
They're part of the lore of Sevenarches, a former elven kingdom abandoned when the starstone fell. The elven gates left behind became corrupted and now produce horrific monsters called the "gorgas" whenever an elf crosses into Sevenarches. Due to this problem, the druidic circle of Oakstewards have banned all elves from re-entering their former kingdom. There are no stats or further explanations to be found for the creatures anywhere and those of us that use them have had to cobble together our own versions.

David knott 242 wrote:
Xenocrat wrote:
Who’s hoping for a planar Shifter archetype?

For that, we would also need a line of polymorph spells for taking the form of an outsider. I hope we do get that, as I think outsiders are now the only creature type that lacks such spells.

Like this?


Pathfinder Companion, Modules, Roleplaying Game Subscriber; Starfinder Charter Superscriber
CraziFuzzy wrote:
David knott 242 wrote:
Xenocrat wrote:
Who’s hoping for a planar Shifter archetype?

For that, we would also need a line of polymorph spells for taking the form of an outsider. I hope we do get that, as I think outsiders are now the only creature type that lacks such spells.

Like this?

No, I was thinking more of non-elemental outsiders such as celestials and fiends.


CraziFuzzy wrote:
David knott 242 wrote:
Xenocrat wrote:
Who’s hoping for a planar Shifter archetype?

For that, we would also need a line of polymorph spells for taking the form of an outsider. I hope we do get that, as I think outsiders are now the only creature type that lacks such spells.

Like this?

Technically yes, but not quite. You can take one of four forms with it, all of a very narrow kind of elemental. I want to polymorph into angels, devils, aeons, proteans and more.

But we also haven't gotten spells for Constructs or Aberrations. And I wouldn't mind being able to transform into creatures of the dragon type that aren't True dragons.

Shadow Lodge

This would be the appropriate place to update it to use the new elementals though.


2 people marked this as a favorite.
Brother Fen wrote:
Dragon78 wrote:
What are the Gorgas?
** spoiler omitted **

Huh....I missed that somehow......

I like the idea of a Gorgas being something that Elves using the portals are sometimes turned into.....a twisted version of themselves driven to hunt down and exterminate their former brothers :P


Pathfinder Roleplaying Game Subscriber

The Gorgas sound interesting but wouldn't they fit better in a book related to the River Kingdom/ Sevenarches, magical mishaps type stuff, or bestiary.


Since we're on the topic of what we would like to see in the bestiary section anyway, I would like to say the same thing I always say: I would like to see a CR 20 Archon. Archons have been in the game since Bestiary 1 and have had a long history in the world's oldest fantasy roleplaying game, but here we are 8 years later with 5 more bestiaries, and archons are practically* the only aligned outsider group without one, and that makes me sad. When the tertiary groups of aligned outsiders can have CR 20's, why not the legions of the Heavenly Host?

*List of Outsider groups with CR 20 outsiders:
Aeons have Pleroma, Agathions have Draconal, Angels have Empyrean, Asura have Asurenda, Azata have Veranallia, Daemons get Olethrodaemons, Demons have Balor, Devils get Pit fiends, Demodands have Squamous Demodands (can't find them online so no link), Divs got Akvan, Inevitables get Lhaksharut, Kami get Jinushigami, Kytons make Eremites, Oni got Void Yai, Proteans spawn Izfiitar, Psychopomps get Yamaraj, Qlippoth got Iathavos, Rakshasa have their Maharaja, and finally Sakhil have Kimenhul. As far ass I can tell, the only hardcover Bestiary outsider group that doesn't have a CR 20 aside from the archons is Manasaputra, but they 1) Their first appearance was in Bestiary 5, four bestiaries after the archons debut, and 2) They have a challenge rating 22 with 8 mythic ranks as their top outsider, so the real reason why they don't have CR 20 is because theirs is stronger.

*Waits for Directosaur to management-of-expectations all over my lawful dreams XD*

Paizo Employee Creative Director

10 people marked this as a favorite.

You are not the only one who noticed there is no CR 20 archon.

Yet.

Shadow Lodge

4 people marked this as a favorite.

Hmm... we have Lantern Archons, so why not Lighthouse Archons? :)

Paizo Employee Creative Director

5 people marked this as a favorite.
Dragonborn3 wrote:
Hmm... we have Lantern Archons, so why not Lighthouse Archons? :)

Ha.

You'll see why I said that.


Aquaman Archons?


1 person marked this as a favorite.

I'm super excited by this book.

I hope to see a lot of Golarion lore throughout, I've really grown to enjoy the multiverse. In particular I'd love to have more on the astral plane, silver cords, maybe even a little note on astral projection.

In terms of lore, looking forward to seeing the city of axis as an adventuring location, or the boneyard, maybe more on proteans lords like the Colorless Lord.

Great stuff. I am super excited, players options are great, maybe some monster options as well.

How many pages of art can we expect? I really want to see some expansive landscapes of the planes.

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