Player Companions: What's Next?


Pathfinder Player Companion

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Silver Crusade

Cheapy wrote:


...and the book could have some encrypted text in it that you had to use a fold-out decoder ring to read!

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Dark Archive

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Souphin wrote:

Instruments of the Weave

This will be a book with many items or normally mundane items that can be used to assist with magical use....

Like a Thurible (the metal ball incense burner) that when used with an incense can increase the effectiveness of channel energy

Of a staff with a special cut glass at the end can lightly increase the radius of a light spell, or another cut to increase the range of ranged touch attack powers.

After decades of having spellcasters creating magical swords and armor for their buddies, and toting around mundane non-magical spellbooks and holy symbols, I've long wondered why there weren't more spellcaster-specific magic items, based on these items that they carry around every day.

Magical holy symbols, in particular, seem almost a foregone conclusion, adding bonuses to channel attempts (+X heal/damage? +X DC? Use as X levels higher? +X uses per day? Secondary effects based on the deity and their domains, such as a cleric of a fire god causing foes damaged by their channel to catch on fire?), or having effects related to their domain spells (allowing them to leave them open and pick either option, or adding a third domain, or being able to spontaneously convert prepared spells to spells from one of their domains?).

But there's all sorts of other options, such as sacred censers of incense or thuribles or vestments or holy canons that, when read from, enhance the effects of spells being cast (sort of like a clerical metamagic rod that has other effects, not necessarily metamagic).

Holy oils that, when thrown on an undead or demon or evil cleric, function like holy water, except that they *also* burst into holy fire, and function like alchemical fire, as well!

It's amazing how few magic items (particularly in AP treasure hoards, where you can get up to level 6 without seeing a single item useful for your role as spellcaster), almost exclusively crafted by wizards and clerics, are of any real significance to wizards or clerics, or tie into their class-specific mechanics, like spell preparation, or themes.

Developer

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Mikaze wrote:


Cheapy wrote:


...and the book could have some encrypted text in it that you had to use a fold-out decoder ring to read!

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Want to crack the code? Just mail in four UPC proofs-of-purchase labels from boxes of Pathfinder-O's to Paizo Publishing, LLC for your free decoder ring!


Patrick Renie wrote:
Mikaze wrote:


Cheapy wrote:


...and the book could have some encrypted text in it that you had to use a fold-out decoder ring to read!

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Want to crack the code? Just mail in four UPC proofs-of-purchase labels from boxes of Pathfinder-O's to Paizo Publishing, LLC for your free decoder ring!

Let's see here: H-A-S-T-U-R H-A-S-T-U-R H-A-S-T-U-K

I don't get it.


2 people marked this as a favorite.

B E S U R E T O D R I N K Y O U R O V A L T I N E


I assumed it was something to do with the location of the lost tribe of good aligned Orcs.

Silver Crusade

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Cheapy wrote:
I assumed it was something to do with the location of the lost tribe of good aligned Orcs.

In my heart, forever and always.


Mythic Mikaze wrote:
Cheapy wrote:
I assumed it was something to do with the location of the lost tribe of good aligned Orcs.
In my heart, forever and always.

Target acquired, yeeesssss.

Silver Crusade

2 people marked this as a favorite.
Gentleman Nurn wrote:
Mythic Mikaze wrote:
Cheapy wrote:
I assumed it was something to do with the location of the lost tribe of good aligned Orcs.
In my heart, forever and always.
Target acquired, yeeesssss.

COME AT ME BRO


1 person marked this as a favorite.

Agree for blood of shadow.

Stuff for shadow creature in my book is cool like one of my previous recomendation for blood of rakshasa.

Liberty's Edge

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Drow of Golarion: A perennial emo favorite and one of the most popular D&D races, it frankly astonishes me that less popular races like gnomes and kobolds have gotten treatment first. Plus, Elves of Golarion is 3.5 and out of print, and even if it wasn't, a full drow focus would make this book not just a rehash of elves but would be enough of a different beast. Furthermore, if sales for this book were really good, it could warrant followups with duergar and maybe even svirfneblin.

Blood of Beasts: Among others, catfolk and tengus have a small but dedicated following. If they can't support a book of their own, the next most obvious solution would be a bundled book for animal-men. In addition to catfolk and tengus, you could cover vanara, kitsune, ratlings...gillfolk and merfolk could go in either this or...

Blood of the Sea: Aquatic races, seconded.

Blood of the Elements: Planetouched book, seconded.

Blood of the Plane(t)s: Any chance for a book of planar and/or space races? Sort of like Manual of the Planes and/or Planescape type player options? I'm mainly thinking of some kind of OGL alternatives to githyanki and githzerai. This could tie in with Distant Worlds and maybe could also feature some races from the other planets?

Blood of the Serpent/Dragon: Yuan-ti and lizardfolk are two races that probably can't carry their own books but would be nice to see. Additionally, draconic races? Would this make two books or only enough for one?

People of the Devil: Cheliax and its two vassals, Nidal and Isger, seem to form a fairly natural grouping of three nations.

People of Freedom: Geographically, Andoran, Galt and Taldor would form a pretty nice block but I'm not sure Taldor fits in very well thematically. Instead I'd replace it with Kyonin, as elves are also a very freedom-oriented race. Andoran, Galt and Kyonin are still a very tight geographically related block, but they would also have a thematic consistency as well.

The above two "People of..." books would serve as much needed updates of the very old Andoran and Cheliax Companions, revising major countries of Golarion, and bringing along two minor countries each.

People of the Jungle: Mwangi as the leading major country, bringing along Sargava and the Sodden Lands which could both use some more detailwork.

People of Magic: Nex, Geb and Jalmeray, or thereabouts, seconded.

Archetype Compendium: Honestly, I would just about sell my soul for a book that pulled together all the archetypes so far.

Class Feature Compendium: Collect all the rage powers, cavalier orders, sorcerer bloodlines, oracle mysteries and curses, inquisitions, witch hexes and so on. It's driving me crazy looking through a zillion books trying to find the right one.


I really will like a book focusing on the player interaction with the elemental planes.
Like History of the elemental war, Some options for players to master the powers of elements(new spells?, eidolon evolutions?,magic items, feats?) and some new elemental extraplanars.

I think this companion can ba a real hit^^.


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Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Mythic Mikaze wrote:
Cheapy wrote:
I assumed it was something to do with the location of the lost tribe of good aligned Orcs.
In my heart, forever and always.

So the long lost tribe of good aligned orcs drink ovaltine? Are they getting corporate sponsorship to keep them free or what?


2 people marked this as a favorite.

I find that too few supplements put poisons, traps and/or construkts in the hands of the players!

What about a:

-Golem manual.
A book for both DM's and players that helps them incorporate varying constructs into their game.
It might include:

A highly mutable construct familiar, something with a simple plug-and-play system that lets the caster decide its special abilities, with the base stats remaining the same (I designed my own iteration of this idea with abilities such as flight, blindsense, various ranged touch attacks and telecommunication as optional choices.) Something along the lines of the Bestiary 4 Necrocraft would be ideal.

A guide to crafting and using constructs for players, something that will make the players not just understand how to make a construct (that's already in Ultimate magic) but ideas and tips on how to use one. Construct crafting could also use some additional feat support, notably a "Salvage" feat that enables the repair of a destroyed construct crafted by the feat owner.

A selection of new player friendly low-mid level Constructs, a small Bestiary 4-5 pages long featuring 3-4 new constructs. The Bestiary 4 constructs made my jaw drop and iv'e already designed a playable race based on the Junk Golem, more of that please!!

-Trap manual.
Though player trapmaking is implied, there is very little that supports it.
It might include:

A guide to making (and pricing) simple traps for any character with a skill/feat. Starting with a chapter featuring traps with no gold costs, but a material cost such as "10ft of hempen rope" for a tripping trap.

A clarification/rules governing trap sizes. Would it be possible to make mobile traps that you can set on the go? What about building a trap onto a construct?

An expansion to the classic trap rules, adding new options to the standard list of trap design along the lines of "Traps that include a combat manoeuvre attack should increase their CR by +1/2".

A large selection of generic new traps and a random table for quick trap generation for various levels. The table might include entries like "5ft area trapped with 2 Javelin traps and an Electricity arc trap" in a list for CR 4th traps.

A small selection of unique, multi layered, traps, perhaps complex enough to warrant small maps to help illustrate their deadliness. A miniature "trap bestiary".+

-Poison Manual.
A source book that lets players and DM's add a bunch of material to their cloak-dagger type campain and clarifies the function of poisons with good examples and and clearly written rules.
it might include:

A large section listing every Pathfinder poison in a comprehensive table, along with a strong selection of new poisons.

Rules for creating new poisons and determining their price. Also rules for modifying old poisons significantly, for example: should there be a Save DC 20 version of Drow poison and what would it cost?

A bestiary with a couple of creatures/characters who sell poison and/or are very skilled in its use.


Yes, what that guy said.


I would love to see a full book on Kitsune and a book on the Whore Queens. I'd also love to see one on each of the Tien countries. Minkai, The Forest of Spirits, Tien... We haven't seen enough of that land yet!

Liberty's Edge

The bit about traps and poisons above got me thinking about a book for rogues, which got me thinking about class specific books. I doubt we will ever see things like 'Fighter's Handbook' or 'Rogue's Handbook' (perhaps a bit too second edition-ey) but class themed guides would be nice for folks that like playing certain classes by giving both flavor and crunch for those classes.

The major problem I see is book of that nature may come off too much like some kind of optimization guide like we saw in 3.5 and 4E, which are not products I think should exist. It promotes characters as numbers and not as characters, which leads to the much debated roleplaying/rollplaying debate. I don't intend to derail the thread with rehashing the debate but I feel emphasizing one over the other alienates those who prefer the opposite and can hurt sales.

All that being said, flavor and options for broader themes than 'Dungeoneer' or 'Demon Hunter' would be cool.

Perhaps instead of '[class name] Handbook' they could be titled [class name] of Golarion' so as not to seem too much like the old handbook series of splatbooks.

Shadow Lodge

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I would certainly buy a Player Focused Class book. Not sure I would want it to be Golarion-centric, though.


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Blood of Beasts: Among others, catfolk and tengus have a small but dedicated following. If they can't support a book of their own, the next most obvious solution would be a bundled book for animal-men. In addition to catfolk and tengus, you could cover vanara, kitsune, ratlings...gillfolk and merfolk could go in either this or...

Blood of the beasts I would buy in a heartbeat. Awesome idea.

Blood of the Sea: Aquatic races, seconded.

Sounds cool but I am not a huge sea fan. Would work with the Shackels AP though.

Blood of the Elements: Planetouched book, seconded.

Needed. Just not really my thing.

Blood of the Serpent/Dragon: Yuan-ti and lizardfolk are two races that probably can't carry their own books but would be nice to see. Additionally, draconic races? Would this make two books or only enough for one?

Another book I would kill for. Truly awesome.

I would like to see a more detailed Dwarf book. Perhaps a little more fluff on Dwarf cities location and lost cities.

Same goes for Elves. Something in line with the blood of angels, etc. that goes into how the subtypes are different.

Last would be the Mwangi people and races. Apemen, others of the area. A real chance to be cool.


You guys do realize that "blood of" series is about half breeds and similar concepts? It isn't just "races of a theme". "People of" or "____ of Golarion" are the books about just a race. The only further "Blood of" book I can see are "Blood of the Elements"


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As usual, I blame the humanocentric nature of the setting for that. Human blood isn't the only valuable blood!

Developer

Joshua Goudreau wrote:

The bit about traps and poisons above got me thinking about a book for rogues, which got me thinking about class specific books. I doubt we will ever see things like 'Fighter's Handbook' or 'Rogue's Handbook' (perhaps a bit too second edition-ey) but class themed guides would be nice for folks that like playing certain classes by giving both flavor and crunch for those classes.

The major problem I see is book of that nature may come off too much like some kind of optimization guide like we saw in 3.5 and 4E, which are not products I think should exist. It promotes characters as numbers and not as characters, which leads to the much debated roleplaying/rollplaying debate. I don't intend to derail the thread with rehashing the debate but I feel emphasizing one over the other alienates those who prefer the opposite and can hurt sales.

All that being said, flavor and options for broader themes than 'Dungeoneer' or 'Demon Hunter' would be cool.

Perhaps instead of '[class name] Handbook' they could be titled [class name] of Golarion' so as not to seem too much like the old handbook series of splatbooks.

We've had numerous meetings in the past about the possibility of class-based Player Companions, but time and again we've come to the conclusion that such an option is just not economically savvy or really even viable.

With the 21 classes currently playable in the Pathfinder RPG, that would mean 21 different Player Companions, each devoted to one of the classes. The main reason we don't want to do this is because that locks down 21 Player Companion slots that we could otherwise fill with all the other awesome ideas we've seen in this thread. With the Advanced Class Guide already off to the races, we'll soon have another 10 classes to cover if we followed such a formula. Even if we split the Player Companions so that they covered two classes per month, that's still over a year's worth of class-focused books that may or may not end up even selling well.

Developer

Daniel Waugh wrote:

I would like to see a more detailed Dwarf book. Perhaps a little more fluff on Dwarf cities location and lost cities.

Same goes for Elves. Something in line with the blood of angels, etc. that goes into how the subtypes are different.

Last would be the Mwangi people and races. Apemen, others of the area. A real chance to be cool.

Have you checked out Dwarves of Golarion and Elves of Golarion? Those sound precisely like what you're talking about. You might also check out Bastards of Golarion if you're at all interested in half-elves. Also, Heart of the Jungle has all the Mwangi coolness you could ever ask for, though we've yet to do a Player Companion that focuses on Mwangi people.


Patrick Renie wrote:
Joshua Goudreau wrote:

The bit about traps and poisons above got me thinking about a book for rogues, which got me thinking about class specific books. I doubt we will ever see things like 'Fighter's Handbook' or 'Rogue's Handbook' (perhaps a bit too second edition-ey) but class themed guides would be nice for folks that like playing certain classes by giving both flavor and crunch for those classes.

The major problem I see is book of that nature may come off too much like some kind of optimization guide like we saw in 3.5 and 4E, which are not products I think should exist. It promotes characters as numbers and not as characters, which leads to the much debated roleplaying/rollplaying debate. I don't intend to derail the thread with rehashing the debate but I feel emphasizing one over the other alienates those who prefer the opposite and can hurt sales.

All that being said, flavor and options for broader themes than 'Dungeoneer' or 'Demon Hunter' would be cool.

Perhaps instead of '[class name] Handbook' they could be titled [class name] of Golarion' so as not to seem too much like the old handbook series of splatbooks.

We've had numerous meetings in the past about the possibility of class-based Player Companions, but time and again we've come to the conclusion that such an option is just not economically savvy or really even viable.

With the 21 classes currently playable in the Pathfinder RPG, that would mean 21 different Player Companions, each devoted to one of the classes. The main reason we don't want to do this is because that locks down 21 Player Companion slots that we could otherwise fill with all the other awesome ideas we've seen in this thread. With the Advanced Class Guide already off to the races, we'll soon have another 10 classes to cover if we followed such a formula. Even if we split the Player Companions so that they covered two classes per month, that's still over a year's worth of class-focused books that may or may not end up even selling well.

Wouldn't you be able to split it into 4 books? Scoundrels of Golarion (thief), Champions of Golarion (fighters), Miracleworkers of Golarion (Clerics), Elrditch Practitioners of Golarion (wizard)?

Following the 4 archetypical roles, of course.

Developer

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Cheapy wrote:

Wouldn't you be able to split it into 4 books? Scoundrels of Golarion (thief), Champions of Golarion (fighters), Miracleworkers of Golarion (Clerics), Elrditch Practitioners of Golarion (wizard)?

Following the 4 archetypical roles, of course.

We've definitely thrown around the idea, and have, at least for the foreseeable future, decided that rather than attempt any sort of class-based Player Companion line, we find it far more feasible (and interesting!) to do Player Companions like Dungeoneer's Handbook and Undead Slayer's Handbook—books that focus on a specific aspect of adventuring or a specific kind of character concept that isn't locked into a certain set of classes. After all, it's a lot more practical to cover a number of classes in a book about a particular concept (exploring dungeons! slaying dragons!) in 32 pages than it is to cover the gamut of character concepts (which are nigh infinite) for four or five different classes in the same space, if that makes sense.

Silver Crusade

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I'd also like to see more prestige classes. I know they don't really fit Paizo's design philosophy, but having those sorts of options appeal to me (and hopefully others).


Well, if you're doing the stereotypical adventure stuff, when can we expect the Ales And Whores of Golarion?

I guess that would be Champions of Chaos, wouldn't it? Hmm.

Developer

|dvh| wrote:
I'd also like to see more prestige classes. I know they don't really fit Paizo's design philosophy, but having those sorts of options appeal to me (and hopefully others).

Certainly! Prestige classes are a natural fit for Player Companions, and it's good to have some input regarding whether we should continue implementing them or not.


I guess I only have two wishes for the future of the Player Companion line - the first would be a slight scaling back of the amount of rules content (to, say 80% of what we usually get now) in order to focus more on the lore side of things - how is a Keleshite from Qadira different to a Keleshite from Katapesh in outlook, for instance, if you were to do a book in the vein of People of the North for that region. (I'm thinking some information about local customs, holidays, past heroes the PCs may have heard about as children and want to emulate now they're adventurers.)

And secondly, the Blood of X books are ones I've only gotten because it was too much of a fuss to cancel and then re-subscribe to the line. The Tiefling and Aasimar ones were fine, but I don't think I'll ever have any use of the Vampire or Werewolf ones. I'd much rather see some more focus on, as I wrote above, what makes members of the standard races of Golarion different based on where on Golarion they live.

Both points obviously (and especially the second one) comes with the huge caveat that I'm well aware that I'm not the only person who buys these books and that tastes differ - I find pretty much all horror movies to be in the so-boring-I-fall-asleep category, so I'm clearly not going to be as enthused by that, as by something more in my line of interest.


Patrick Renie wrote:
Daniel Waugh wrote:

I would like to see a more detailed Dwarf book. Perhaps a little more fluff on Dwarf cities location and lost cities.

Same goes for Elves. Something in line with the blood of angels, etc. that goes into how the subtypes are different.

Last would be the Mwangi people and races. Apemen, others of the area. A real chance to be cool.

Have you checked out Dwarves of Golarion and Elves of Golarion? Those sound precisely like what you're talking about.

I bet he has. Both are not very detailed due to the format, 'Elves' is 3.5 and 'Dwarves' is just bad.

Silver Crusade

Dwarves of Golarion did suffer some from being "same old dwarves". I really found myself wishing there was stuff about the Ouat dwarves in Dwarves of Golarion. To my knowledge, they are the only dwarves known so far that break out of the monoculture and have their own thing.

A new Dwarf book that included them and other culutres would be really welcome.

Elves of Golarion had a bit less of a monoculture problem, but could have spent more time fleshing those other cultures out(along with the Forlorn). It also suffered from some 2nd Edition Complete Book of Elves-isms, with some "elves are just better than everyone else" bits rather than presenting a balanced view. Some of the roleplaying advice, particularly the relations with other player races, veered into outright toxic territory too. I would actually steer new players away from that part of the book in order to avoid trouble.

Orcs of Golarion...God if I start I'll never stop. Barely even a monoculture to pull from, and certainly no cultural flavor for anyone that wanted to play a decent orc or support for people that wanted backgrounds for their orc/human-born half-orcs that didn't involve rape. And it was just hte same-old-same-old. No cultural range. No alignment range outside evil. No place for non-evil orcs or non-evil orc culture to come from at all.

It was a book that worked against people that wanted to play or use orcs rather than helping them.

Kobolds of Golarion and Blood of Fiends are much much better books, but I'm still sad that the orc book had to be the one to serve as the learning experience. Really hoping they can get a real do-over someday(the ARG entry just repeated OoG's mistakes), either in a standalone book or in a compilation like the one suggested upthread.

(have I mentioned I'm really anxious about Bastards of Golarion?)

Orcs of Golarion gripe tangent:
Admittedly, I have a particular grief with this book. Back when it was announced, it was the book I was most excited about. After it came out, it remains the book that most disappointed me.

I had hopes the Advanced Race Guide would pick up the slack there, but it essentially just copy-pasted the Golarion flavor to the setting-neutral book. Oddly, a small bit of text about peaceful human-orc unions in the Half-Orc entry actually delivered more possibilities than the Orc entry or even the entirety of Orcs of Golarion.

If Orcs of Golarion ever gets a do-over in any form, I really hope its in the vein of that bit written in the ARG's half-orc entry is the tone that's shot for rather than Always Chaotic Evil Orcs Again.


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Maybe what we need is an "Oddballs/Outcasts of Golarion" book filled with exceptions to normal races and monsters:

  • a community of non-evil orcs/half-orcs

  • the Ouat dwarves

  • an organization of non-elitist non-a*&#*@! elves

  • a monastery of gnomes that hold off the Bleaching with Irori-inspired self-meditation/-denial to achieve perfection

  • a clan of dopplegangers who use their infiltration & manipulation to manipulate nations and organizations to good (or at least non-evil, non-self-serving) ends

  • an underground network of tieflings seeking to end their oppression in Cheliax and control, even remove, their fiendish taint

etc...


I'm going to cast my vote for a Necromancer's guide, and for a book that explores and fleshes out the Dark Tapestry.

Dark Archive

Patrick Renie wrote:
Mikaze wrote:


Cheapy wrote:


...and the book could have some encrypted text in it that you had to use a fold-out decoder ring to read!

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Want to crack the code? Just mail in four UPC proofs-of-purchase labels from boxes of Pathfinder-O's to Paizo Publishing, LLC for your free decoder ring!

Temple of Empyreal Enlightenment Spoiler Joke:
BindMySoulToSifkesh
Sovereign Court

Patrick Renie wrote:
Andrew Phillips wrote:
Patrick Renie wrote:
sowhereaminow wrote:
Tournament Handbook. Dealing with jousting, courtly intrigue, dueling, etc.
Hmm! Would this differ significantly from Knights of the Inner Sea? If so, how? Perhaps "Nobles of the Inner Sea" or something to that effect? I like the idea of giving more details on where tournaments are held within the Inner Sea region (including all sorts of bloodsports, coliseums, and arenas) and perhaps building off of the performance combat rules in Ultimate Combat. What else could go in here?
So could we have Gladiator's of Golarion? You have Taldor and Katapesh with arenas and plenty of other locations with simple fighting pits.
This is definitely sounding like an interesting idea, that's for sure. What would you put in Gladiators of Golarion? As in, say each spread features a different arena or fighting pit or what-have-you. What sorts of information/rules/flavor would you like to see on arena X?

Apropriate feats and equipment are always popular. Some traits for a background in the arena. A few 1 page write-ups for arenas in different regions. Examples of different character levels and what challanges they could face in the arena, same for different classes.


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Pathfinder Adventure Path, Rulebook Subscriber

Another idea that could be really awesome: a race book on the Distant Worlds aliens.

I'd love to learn more about the Triaxians, those aliens from the green planet that I can never remember the name of that have a big difference between the males and females, and any other alien that could be a playable race.

It would be the perfect place to give these races favored class options, alternate class features, racial archetypes (I really enjoy these for flavor purposes) and all sorts of other race-related goodies. If nothing else, it'd be the perfect place to finally have art of the male half of that species I mentioned above.

Honestly, any player companion about races will instantly have my interest (Hurry up and get here "Bastards Of Golarion"!), but I really love the idea of aliens in my fantasy. :)

Contributor

Dieben wrote:

Temple of Empyreal Enlightenment Spoiler Joke:

Ha! Funny to see that showing up elsewhere!


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Nate Z wrote:
Another idea that could be really awesome: a race book on the Distant Worlds aliens.

+1ing this... +1ing anything with more Distant Worlds really.

Nate Z wrote:
I'd love to learn more about the Triaxians, those aliens from the green planet that I can never remember the name of that have a big difference between the males and females, and any other alien that could be a playable race.

Ah, you must mean the lashunta. They got an entry in the Inner Sea Bestiary (along with the androids, monkey goblins, and syrinxes), but only the female got illustrated. The fuzzy Triaxians were in the AP #70: The Frozen Stars bestiary.


Pathfinder Adventure Path, Rulebook Subscriber
Ambrosia Slaad wrote:
Ah, you must mean the lashunta. They got an entry in the Inner Sea Bestiary (along with the androids, monkey goblins, and syrinxes), but only the female got illustrated. The fuzzy Triaxians were in the AP #70: The Frozen Stars bestiary.

Yes, the lashunta. I'd like to see the male version. And just more of them in general. And more of the triaxians. I love the idea of playing an alien, so the more info on them the better. It'd also be a great place to introduce new races from those planets, or the other planets in the system.


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Ambrosia Slaad wrote:
Maybe what we need is an "Oddballs/Outcasts of Golarion" book filled with exceptions to normal races and monsters:
  • a community of non-evil orcs/half-orcs

  • the Ouat dwarves

  • an organization of non-elitist non-a$%@+!~ elves

  • a monastery of gnomes that hold off the Bleaching with Irori-inspired self-meditation/-denial to achieve perfection

  • a clan of dopplegangers who use their infiltration & manipulation to manipulate nations and organizations to good (or at least non-evil, non-self-serving) ends

  • an underground network of tieflings seeking to end their oppression in Cheliax and control, even remove, their fiendish taint

etc...

THIS, this right here is a fricken' brilliant idea. So many feat/trait possibilities to go with the cool RP stuff. Can this please be a thing?


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Pathfinder Adventure Path, Rulebook Subscriber
14 sided die wrote:
Ambrosia Slaad wrote:
Maybe what we need is an "Oddballs/Outcasts of Golarion" book filled with exceptions to normal races and monsters:
  • a community of non-evil orcs/half-orcs

  • the Ouat dwarves

  • an organization of non-elitist non-a$%@+!~ elves

  • a monastery of gnomes that hold off the Bleaching with Irori-inspired self-meditation/-denial to achieve perfection

  • a clan of dopplegangers who use their infiltration & manipulation to manipulate nations and organizations to good (or at least non-evil, non-self-serving) ends

  • an underground network of tieflings seeking to end their oppression in Cheliax and control, even remove, their fiendish taint

etc...

THIS, this right here is a fricken' brilliant idea. So many feat/trait possibilities to go with the cool RP stuff. Can this please be a thing?

Yeah, I don't know how I missed this. Going against expectations is another type of thing I really love to do (currently playing a good goblin in "Rise Of The Runelords").


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Pathfinder Adventure Path, Rulebook Subscriber

Okay, sorry if I'm spamming at this point, but another idea came to me that I wanted to throw out there.

There has been pretty high demand (as I understand it) to re-print or otherwise the "Elves Of Golarion" companion book with the Pathfinder rules. So why not do another book on elves....but include some information on the drow as well.

I've also seen people mention wanting "Dwarfs Of Golarion" re-printed as well, so you could potentially do something similar with dwarfs and drugar.

I won't be surprised if this idea is too controversial/risky for you guys to want to tackle. You no doubt want to avoid any potential D'rizzt (sp?) cloning and there's always backlash when an "evil" race gets a player book, but I would probably enjoy the heck out of it. Again, book on races already has my attention. I also know very little about the "evil dwarf race" and would love to learn more, especially see the Paizo spin on them.

Just another 2cp.

Shadow Lodge

I think I mentioned it in this thread a long time ago, but some things I would love to see are books (specifically Player's Companions) about:

1.) playing in alternate times/eras/what-ifs

2.) a few entire player's guide books devoted to alternate rules along the lines of 3.5 Unearthed Arcana. You could even break this up to things like one book for Fighters, Cavaliers, Monks, and Barbarians, one for Druids, Rogues, Bards, and Rangers, one for Clerics, Oracles, Inquisitors, and Paladins, one for Wizards, Maguses (or magi if you want cheese with that whine), Sorcerers, Summners, etc. . .

3.) sort of similar to books like Ultimate Combat, guides for playing certain play styles (similar t 3.5's Heroes of Battle and Heroes of Horror), but specifically focused on neglecting the common choice and allowing the uncommon ones for those play styles. An example could be the often requested Ultimate/Heroes of Intrigue, that basically ignores the Bard, Cavalier, Inquisitor, Rogue and other classes that are obvious no brainers, but allows other classes to be included in a game focused on that. Other examples could be Ultimate Player's Companion to Mystery and Investigation, to Military Campaigns, to traveling the Planes (or Planets), or all kinds of things. Low-Magic, romance, zombie apocalypse.

4.) similar to 1 and 3, player's guide to exploring other realities along the lines of Reign of Winter's going to earth in limited ways.

Shadow Lodge

I would like a

Blood of the Wishgranters

What other people are calling the planetouched or Genie.

Also,

People of the Shadow

I love the rogue elements and would love to see the introduction of the shadow organization as well as some love for rogues players in general.

>.>

This may or may not have to do with the fact that I love Desert Characters with either Dex/Int or Dex/Cha, focusing heavily on rogues.

/so much lurve


Pathfinder Adventure, Adventure Path, Starfinder Adventure Path Subscriber
Wraithkin wrote:

I would like a

Blood of the Wishgranters

What other people are calling the planetouched or Genie.

Also,

People of the Shadow

I love the rogue elements and would love to see the introduction of the shadow organization as well as some love for rogues players in general.

>.>

This may or may not have to do with the fact that I love Desert Characters with either Dex/Int or Dex/Cha, focusing heavily on rogues.

/so much lurve

We'll it looks like one of those wishes is coming true :)


Bummer, I was hoping for Blood of the Alien to go with Iron Gods. Still, Blood of the Elements does look interesting.

Shadow Lodge

As the universe is currently bending to my will, I'd like Inner Sea Espionage or Inner Sea Underworlds (previously referred to as People of the Shadow). Further, I think I'm really clever at coming with names, so please feel free to use me as a consultant.

Scarab Sages

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Pathfinder Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Superscriber

I'd like something just like the recent magic marketplaces, only for pilgrim sites like Desna's bell towers and the needles Zon-Kuthon pinned to bind Rovagug.

Scarab Sages

1 person marked this as a favorite.
Pathfinder Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Superscriber

While I'm on a religious theme, something featuring looks at banned religions (Desna in Cheliax, Sarenrae in Taldor, clerics in Po Li, &c.) would be cool. Maybe call it Heresies & Inquisitions, or Martyrs & Mysteries.


Since so many adventures have Mythos elements in them, how about something giving character options for mythos themed characters? Id love to see an aberrant summoner ala the 3.5 alienist make a reappearance in pathfinder.

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