Pathfinder Player Companion: Blood of the Ancients

Pathfinder Player Companion: Blood of the Ancients

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The Legacy Lives On

Civilizations have risen and fallen across Golarion for thousands of years, leaving legends and ruins in their wake. Though nations may vanish, they are never truly gone so long as their traditions and descendants still survive. Breathe life into these lost cultures with character options that trace their origins back to ancient times, or pay homage to a distant ancestry with one of the archetypes presented in Pathfinder Player Companion: Blood of the Ancients!

Inside this book you'll find:

  • The vestige bloodline, which allows both bloodragers and sorcerers the power to not only glimpse into the past but also summon long-dead ancestors and forgotten cities and battlefields into the present day.
  • New archetypes, from the ancient Azlanti ioun kineticists and the Spawn slayers of Ninshabur to the golem-forged Jistkan artificers and the Heaven-mandated jinyiwei investigators of Lung Wa.
  • New spells recovered from ancient cultures, including mystic runes from Shory, life-preserving magic from the Mierani arcane wardens, and spells believed to have been used by the founder of Jistka himself.

This Pathfinder Player Companion is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but it can easily be incorporated into any fantasy world.

ISBN-13: 978-1-64078-038-5

Note: This product is part of the Pathfinder Player Companion Subscription.

Product Availability

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PDF: Will be added to your My Downloads Page immediately upon purchase of PDF.

Are there errors or omissions in this product information? Got corrections? Let us know at store@paizo.com.

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Silver Crusade

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild, Tales Subscriber; Pathfinder Comics Subscriber
Marco Massoudi wrote:
A player characters ecplicit ability always overrides any monster abilities and you shouldn't take that away, that's written down somewhere (maybe in the Game Mastery Guide?).

Nope, unless it actually says "can do this even if it normally can't/wouldn't work". Force Vulnerability does not have that exceptional language, but it is the Capstone of the Spawn Slayer, the culmination of their goal, and hence the query.


I'd argue that the spawn slayer was designed with the intention to take down Spawns of Rovagug, that includes the tarrasque. And the archetype comes from a much younger book, so I'd count the ability to be more specific (while they are equally specific otherwise, IMO).

That said, the slayer will still have a hard time to pull it off. They must hit, the tarrasque must fail the save and then the group has only 2d6 rounds to both not be defeated and take that thing down.

The tarrasque has a relatively weak Will save of +12 - still, against a DC of 20 + Int mod it has some chance to succeed.


1 person marked this as a favorite.
Marco Massoudi wrote:

A player characters ecplicit ability always overrides any monster abilities and you shouldn't take that away, that's written down somewhere (maybe in the Game Mastery Guide?).

I would definetly rule it so.
Even with a level 20 spawn slayer (and acompanying party), the Tarasque is a level 25 threat & can wipe out the pc's.

It can't fly or burrow. It can't see invisible fliers. And it has a +12 Will save against possession (followed by coupe de grace) or being plane shifted to the Elemental Plane of Water (where it can't breath) or any demiplane where it can't escape.

Pretty much all the super scary monsters that aren't demigods are vulnerable to these tactics. Most of the demigods don't have Plane Shift or similar escape abilities, but some do. Against a true neutral Greater Possession optimizer they all struggle in vain.

SheepishEidolon wrote:

I'd argue that the spawn slayer was designed with the intention to take down Spawns of Rovagug, that includes the tarrasque. And the archetype comes from a much younger book, so I'd count the ability to be more specific (while they are equally specific otherwise, IMO).

That said, the slayer will still have a hard time to pull it off. They must hit, the tarrasque must fail the save and then the group has only 2d6 rounds to both not be defeated and take that thing down.

The tarrasque has a relatively weak Will save of +12 - still, against a DC of 20 + Int mod it has some chance to succeed.

Curse it first.

Scarab Sages

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber; Pathfinder Battles Case Subscriber
Rysky wrote:
Oooo, the Dwarven stuff is pretty cool, Sky Seeker style rocks (f!%* you reach users) and Dwarven Scholar is a Wisdom based battle Bard :3

I haven't yet been able to find clarification on whether attacks at reach are considered to be with a reach weapon or if "reach weapon" specifically means a weapon with the reach property, but the nuance is significant for this style chain.

Silver Crusade

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild, Tales Subscriber; Pathfinder Comics Subscriber
Peevenator wrote:
Rysky wrote:
Oooo, the Dwarven stuff is pretty cool, Sky Seeker style rocks (f!%* you reach users) and Dwarven Scholar is a Wisdom based battle Bard :3
I haven't yet been able to find clarification on whether attacks at reach are considered to be with a reach weapon or if "reach weapon" specifically means a weapon with the reach property, but the nuance is significant for this style chain.

It's the latter.

Case in point, a creature with reach can still attack you if you're adjacent to it, with a reach weapon it can't.


Late to the party, but its probably a good idea for when the Campaign Clarifications come out for this to put a note for the studied target ability for the spawn slayer that the size category boosts don't stack with each other. Because as written they do, since each is phrased "at level X, if target is size Y or larger, add an additional Z". So a Colossal target, at level 20, would gain the boosts for large, huge, gargantuan, and colossal since they are "Y size or larger" for all of the boosts.


2 people marked this as a favorite.
Alchemaic wrote:
Huh, there are three feats in this book that are better for non-magical healers than the entirety of Healer's Handbook. That's already very promising.

Heed the words of the prophet.


How do you go about choosing a Heritage in Pathfinder Society to be able to use one of the traits or spells that are given to a specific ancient group? Cause I bought the book, but it mentions having taken a heritage.


Pathfinder Companion, Modules, Roleplaying Game Subscriber; Starfinder Charter Superscriber
GonzDave wrote:
How do you go about choosing a Heritage in Pathfinder Society to be able to use one of the traits or spells that are given to a specific ancient group? Cause I bought the book, but it mentions having taken a heritage.

At present, you can't use anything from that book in Pathfinder Society games anyway. Presumably, when the Additional Resources and Campaign Clarifications documents are updated to include material from this book, they will explain what to do with anything tied to a Heritage selection.

However, in my skimming of Blood of the Ancients, I did not find any rules element that mentioned any ancient heritage as a specific prerequisite for anything, so it is very likely that everything in this book will be ruled either legal or illegal without qualification.

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