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Come all ye faithful!
-12 cleric archetypes
Here is the Mandali Class, inspired by numerous historical traditions that depict the universe as a complex circle. This a psychic spellcaster with spells borrowed from nearly every spell list in the core rulebook. However, the spells were carefully selected in accordance to the theme of the class, which is the cyclical motions of life and death, creation and destruction. I would appreciate any and all feedback to improve this idea. Feel free to be creative or destructive.
Silhouette
SILHOUETTE CR 3
DEFENSE AC 15, touch 15, flat-footed 12 (+2 deflection, +2 Dex, +1 dodge)
OFFENSE Speed fly 40 ft. (good)
STATISTICS Str —, Dex 14, Con —, Int 6, Wis 12, Cha 15
Environment any
SPECIAL ABILITIES Steal Identity (Su) When A silhouette slays target with its charisma damage attack, the silhouette becomes corporeal, assumes the target's shape (as per the alter shape spell), and gains 10 temporary hit points. This effect ends after 24 hrs or when the temporary hit points are lost.
A silhouette is a form of shadow that had once been a shapechanger, such as a doppelganger or mimic. These undead hunger not for mere life force, but form and identity. They are ever in search of beautiful beings to replace, if only for a day and a night.
I'm planning to playing a Paladin/Mesmerist, and I would like to know if I can add my CHA Bonus to my Will saves three times over using Divine Grace, The Steadfast Personality Feat, and Towering Ego. Can these actually stack? Here are rules for quick reference: -Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws. -Steadfast Personality
-Towering Ego (Su): At 2nd level, a mesmerist gains a bonus equal to his Charisma bonus (minimum 0) on Will saving throws. If the mesmerist is under any effect that would prevent him from providing the emotional component of psychic spells, he loses this bonus on saving throws.
I started a new game, and on a whim I chose to play a Kamadan. I have really grown attached to this character in a short time, and would like to level him as in a class. The only problem is all the classes and archetypes are geared toward bipedal creatures. So, there is a need... I'm sure I'm not the only person who has wanted to play a quadrupedal creature and gain class levels with it. So please consider it, Paizo :) Also, new quadrupedal races that are defined by class levels would be cool, too! Thanks for hearing me out!
Mithril Ears This is a racial spell created for elves and half-eves. Characters or creatures of other races can learn to cast it with GM permission. School transmutation; Level antipaladin 1, cleric 1, magus 1, paladin 1, ranger 1 CASTING
EFFECT
DESCRIPTION
Okay, it's nearly 3 AM here in Kansas City, and the muses just whispered in my ears. The antipaladin is a decent alternate class for the paladin. And going off the naming of this alternate class, I propose the following alternate class names. What their roles and alignments are, I'll leave up to you my fellow homebrewers. Demipaladin
I was reading over the Synthesist and the Primal Companion Hunter, and it occurred to me that it would be really cool to have a PC with a malleable pool of evolution points they could use to boost themselves and allies/party members/pets. We could call it the Evolver, or something. Basically a new kind of buffing/boosting mage.
Note: This was originally presented as the "Philocreed Theurge". When composing this class, I had two goals in mind: create a class based on the theurges of the Draybair Cluster and invent a skill-based magic class without spells.
And so, I give you the Existentialist.
This idea spawned from those fancy finger ornaments that look like one-finger-gauntlet-claws gothic people wear. Ozzy Osbourne and Alan Moore tend to wear them. Also, this idea applies to those claw-like finger caps that Chinese aristocrats wore a few centuries back. Anyway, here goes... Finger Guard
Price: 50 gp (MWK 350 gp)
This dummy is outfitted for combat, with sharp steel teeth and adorned in thin plates of armor, giving it a bestial and war-like appearance.
School necromancy; Level bard 0
When a living creature loses its head (usually to a vorpal sword or something similar), they take 20 points of bleed damage per round and begin to suffocate. Their body falls prone, they are considered helpless, and they can take no actions. Heal checks cannot stop the bleeding or re-attach the head, only magical healing will work. The healer must have at least one free hand to hold the head in place.
Prince Lirkoy has a problem. His father, King Crowlez, became a vampire sometime during his reign, and sired his heir in that state of undeath. Once the truth was out, a band of inquisitors quickly and properly laid the afflicted King to rest. However, the legitimacy of the Prince is now called into question. Does a child fathered by a non-living parent possess the right to claim their sire's holdings and last affects? A high council of nobles and clergy have decided that they will allow the crown to pass to the Dhampir Prince IF he completes three special tasks that will test his strength in arms, his devotion to his church and people, and his intelligence to solve puzzling dilemmas. He is allowed to assemble a small party of adventurers to help him complete these tasks. In return for their assistance, he promises lands, titles, gold, and pardons for past crimes. I will post the three tasks later, as I should be in bed right now. Feedback welcome!
I love the magus, but would personally prefer a more simplified version. Here are the proposed changes: Spells The magus draws his spells from the wizard/sorcerer spell list. He gets a 4 level spell progression, plus cantrips. He may only learn/cast spells that require attack rolls. Spell Combat At 1st level, as a full round action, the magus can make single melee attack with a one-handed weapon at his highest base attack bonus and cast a single 0 level spell without provoking an attack of opportunity from the person he is attacking with his melee weapon. At 5th level, this includes 1st level spells. At 10th level, this includes 2nd level spells. At 15th level, this includes 3rd level spells. At 20th level, this includes 4th level spells. Improved Spell Combat At 8th level, the magus learns to cast a single spell multiple times per round. As a full round action, he can cast and attack with this same magus spell as many times as he has attacks. Penalties to attack rolls for secondary attacks still apply. Greater Spell Combat At 14 level, the magus can use Improved Spell Combat with any magus spell he knows and can cast. True Magus At 20th level, the magus becomes a master of spells and combat. Whenever the magus uses spell combat and his spell targets the same creature as his melee attacks, he can choose to either increase the DC to resist the spell by +2, grant himself a +2 circumstance bonus on any checks made to overcome spell resistance, or grant himself a +2 circumstance bonus on all attack rolls made against the target during his turn.
I would really like to see a class for this character. I love the concept: Carol uses a bowling ball as a weapon. The ball (crystal ball?) contains the skull and spirit of her murdered father. It's like a mixture of the Shield Champion and the Spiritualist. I lack the mental focus to define this one. So, I leave it to you all as a friendly challenge. Also, lets assume that Carol is a low-to-mid level Bowler, and that more powers/abilities are possible at higher levels.
What if illusions occurred in other ways than a mage casting a spell? What if they spawned out of dreams, nightmares, or due to some disturbance in realty? Take the myriad of creatures created by the shadow conjuration spells. What if they just appeared mysteriously and ran wild? Just an idea. I hope it inspires fun gaming.
Here's the idea:
So, expanding upon the idea of one skill representing a separate set of skills (like perform, knowledge, & profession), why not do the same with Handle Animal by making it separate skills that handle different types of creatures? For example: A vampire is coming at you. You can fight it OR roll a handle undead check to keep it away or safely get past it. Depending on class theme and flavor, I feel that this option could make the game more interesting, if not more comical. See the Ranger's favored Enemy list to get the gist of what all the different "handle" skills could be.
IDEA: Corpses possessed and animated by disembodied fiends. They could count as both undead and evil outsiders. Fiend-associated necromancers could make them/propagate them. It could be a new monster. OR We could simply add the fiendish template to any undead and give it the mental ability scores of he fiend possessing it. Just a thought.
Mystery and intrigue is the soul of the vigilante. This class should be a conspiracy of one, a single individual who builds an enigmatic persona and reputation. No one should ever be sure of who or what this disguised person is. Mystery is the vigilante's weapon, intrigue his tool. A class such as this must be the antithesis of the Investigator, while at the same time, a complimentary counterpart to the class. Lies VS Truth. Cover-ups VS Clues. Cat and Mouse. Cloak and Dagger. The Vigilante is more than a class we deserve, but a class that we need. This is not really meant as feedback, so much inspiration for the developers and playtesters. This class is a great idea, and I hope we can all make it as good as it can be.
Okay, I haven't had time to really flesh this out. This is mainly a list of ideas. Presently, the four main vigilante specializations allow us to play masked heroes like Batman, Zorro, and the Scarlet Pimpernel. I see the potential in a Spiderman-like specialization by borrowing certain elements of the Alchemist class. -Mutagen to augment physical prowess while in vigilante identity. -Alchemical Webshooters that shoot tanglefoot bags, webs, create temporary ropes, grant bonuses to acrobatics and climb checks, and do other neat things a limited amount of times per day. One such idea is a "tanglefoot rope" that binds targets more effectively than regular rope. -The ability to spider climb at will. -Heightened senses to warn of hidden dangers. -Other talents that make this specialization not so obvious. I figure that if future vigilante specializations are going to borrow from other classes, this could be the way to go when borrowing from the Alchemist.
Physical Description
Ability Scores (Standard) +2 Con, +2 Cha, -2 Wis. Toons are amiable and full of pep, but often lacking in focus and willpower. (0 RP)
Total RP: 10
Let's give this another go... I created the Philocreed Theurge for two reasons: 1. I want there to be a Pathfinder compatible class based on the theurges of my self-published fantasy novel series, Four Winds - One Storm. By using the OGL, I hope to publish the class as a way of promoting my stories. 2. I want to create a class that has all the flavor and versatility of a spellcaster, but without the spells. I admit that I am bad about remembering how all my spells work when playing a caster. I think many have this game-slowing problem. To a degree, I hope to solve this problem by making a class with supernatural skills, a "skillcaster", if you will. And so, I humbly ask you all to critique and playtest the philocreed theurge to ensure balance and clarity. Thank you.
I created the Philocreed Theurge for two reasons: 1. I want there to be a Pathfinder compatible class based on the theurges of my fantasy novel series, Four Winds - One Storm. By using the OGL, I hope to publish the class as a way of promoting my stories. 2. I want to create a class that has all the flavor and versatility of a spellcaster, but without the spells. I admit that I am bad about remembering how all my spells work when playing a caster. I think many have this game-slowing problem. To a degree, I hope to solve this problem by making a class with supernatural skills, a "skillcaster", if you will. And so, I humbly ask you all to critique and playtest the philocreed theurge to ensure balance and clarity. The link is below, if someone would be kind enough to linkify it. Thank you. https://docs.google.com/document/d/1AfnQdHFopxGlAv89cCyp5EMzcGLvDTUUNe1php9 L6ZA/edit?usp=sharing
It occurred to me that there are no middle-aged women in the iconic cast of Pathfinder/Golarian characters. There are two middle-aged men, Ezren the Wizard and Quinn the Investigator. I think they are both awesome. A middle-aged female iconic could be awesome, too. Such a character would certainly be a treat to find in my future copy of Occult Adventures. Thank you for your consideration, Paizo!
I think the Headman's Blade is one of my favorite weapons out of the ACG. Here is my greater version. I am guesstimating the price/cost. Headman's Blade (Greater) Price 68,000 gp; Slot none; CL 9th; Weight 8 lbs.; Aura moderate necromancy and transmutation DESCRIPTION This scalpel-sharp greatsword has a simple black handle and crosspiece, and is made of unusually dark steel etched with an organic wave pattern. Once per day, the wielder of this +5 vorpal greatsword can attempt to assassinate a target, per the slayer advanced talent of the same name. If the wielder is not a slayer, he must spend a full-round action studying the target before attempting the assassination, and the target's DC to avoid death is 20. In the hands of a slayer, the sword's enhancement bonus on attack rolls is 2 better against a studied target, and the DC to avoid death from an assassination attempt increases by 2. Additionally, if the assassination attempt is successful, the target is decapitated instead of merely slain. The decapitated head animates into a beheaded (see Bestiary 4) after 1 minute. The beheaded remains under the wielder's control until the weapon or the beheaded is destroyed, or if the wielder loses possession of the blade for more than 24 hrs. The wielder can create and control in this way a number of beheaded equal to their Charisma Bonus X 2. CONSTRUCTION REQUIREMENTS Cost 34,000 gp; Feats Craft Magic Arms and Armor; Spells keen edge, slay living, cirle of death, animate dead
This is a very straight forward idea. There comes a time when a class is needed for players and GMs that is easy to use and fast to build. Such a class is apropos for those new to the game and simple folk like myself who like to keep it simple-yet-customizable. So, here's the idea: Marvel Role: Various Alignment: Any Hit Die: d10 Starting Wealth: 4d6 x 10 gp Class Skills Skill Ranks per Level: 6 + Int modifier. The Marvel can choose 10 skills to be class skills. BAB: Full Saves: All Good Class Features Weapon and Armor Proficiencies A marvel is proficient with all simple and martial weapons, as well as one exotic weapon of choice and light and medium armor. Bonus Feats At 1st level and every even level thereafter a marvel gains a bonus feat in addition to those gained from normal advancement (meaning that the marvel gains a feat at every level). They must qualify for these feats. A marvel can qualify for a feat with a racial requirement as long as they are the same size category as the race specified. That's all there is to it. It may seem overpowered, but it is intended for players and GMs that lack the time or know-how to optimize like power gamers. I hope this is helpful to you all.
As kingdoms and empires squabble relentlessly over land and resources, the gods of law and justice sometimes choose more than just a champion for a cause; they choose a king (or queen) to rule. True Kings are divinely ordained individuals appointed by the forces of order and good to tame lands of conflict into realms of peace. Though rare, even amongst other paladins, they are few and far between for a reason: they are the intended sovereigns of all nations not yet founded. Bend the Knee! (Ex): The True King adds Intimidate to his class skill list. He adds 1/2 his paladin level to intimidation checks against sentient evil creatures. His paladin code prohibits the use of this skill on good creatures. Divine Right (Su): The gods see fit to assign soldiers to your cause. At 5th level, the True King gains the Leadership feat, even if he does not meet the prerequisites. His paladin level is treated as 2 levels higher when determining the level and number of their cohort and followers.
The King's Justice (Su):
I'm playing a leprechaun inquisitor with skill focus in Craft: Alchemy for the purpose of creating various poisons. I can cast Major Creation 1/day as a SLA. The spell allows me to instantaneously make a product composed of "vegetable matter", provided I make the appropriate craft check to make the product. The product lasts for 2hrs/level. It seems to me that black lotus extract, azure lily pollen, and blood leaf residue all count as poisons derived (crafted) from vegetable matter, given their names. Therefore, can my character's SLA create temporarily existing poisons, provided he makes his skill check? BTW, if the answer is yes, it means I can get access to certain poisons for free AND the poison's traces on the corpse of my target will completely disappear after 2 hours. Cause of death: Unknown!
The old saying "a rolling stone collects no moss" rings true for these nomadic troubadours of geological ancestry. Restless and ever curious to see what lay beyond the horizon, these carefree oreads shirk societal responsibilities in favor of adventurous travel and pleasure. Well-Accustomed (Ex): At 2nd level, the rolling stone becomes immune to the entangled condition. This replaces Well-Versed. Escape Master (Ex): At 5th level, the rolling stone becomes a master of escaping and can take 10 on escape artist skill checks. A rolling stone can choose not to take 10 and can instead roll normally. In addition, once per day, the rolling stone can take 20 on an escape artist skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level. This replaces Lore Master.
Exotic Shields are specially shaped and balanced light or heavy shields that can be used in pairs, effectively doubling the benefits and penalties of the non-exotic shield they are modeled after. Exotic Shields can be used as duel weapons. The Exotic Shield Proficiency Feat grants the ability to use one type of Exotic Shield, such as exotic bucklers or exotic heavy shields. The only requirements for this feat are proficiency with shields and a base attack bonus of +3. Tower Shields cannot be Exotic Shields. When enchanting Exotic Shields with shield special abilities, they are treated as one shield. When enchanting Exotic Shields as weapons, they are treated as a double weapon with each shield being enchanted separately. As part of the Total Defense action, a wielder of Exotic Shields gains a percentage of cover equal to their shield bonus x 10. This cover does not stack with cover gained in other ways.
There are those whose brilliant minds are driven by a perversion of all that is wholesome and decent. These mad geniuses see the miracle of birth as nothing more than a tool to achieve their gross and vile ends. Horrific are their methods in bringing about death and mayhem. They are called Zeugenhanders. Fetal Bomb: Zeugenhanders produce bombs differently than other alchemists. At 1st level, they grow a pair of opposing reproductive organs housed in their palms and forearms (one male, one female). By pressing the palms together and activating the organs, they produce a wet and fleshy bomb shaped like a fetus. This bomb screams a chilling birth cry as it is thrown before it explodes. Mechanically, this method of producing bombs is no different than the standard method, except that the Zuegenhander requires no raw materials or an alchemy kit to produce their bombs. This alters the bomb class feature. Clonespawn Discovery
This is all I got so far. More ideas are welcome :)
Alignment: any evil Deliver Monster: This functions like the Summon Monster ability with the following changes. -The summoner can use this ability a number of times per day equal to her Charisma Bonus. -All creatures summoned must be evil. -Summoned creatures can only be called through the flesh of living targets within range. Targets must make a Fort save DC 10 + CR of creature(s) summoned to safely eject the creature from their bodies. A failed save results in the target taking 1d6 damage per two caster levels as the creature rips out of the target. Creatures land in an adjacent square after ejection and may act at the start of the next turn. If no hostile targets are available, the Fiendish Midwife can call creatures through herself and her allies safely (no save required). This modifies the summon monster ability.
Haunted is an element that can be added to any mechanical trap. Haunted allows the trap to automatically reset, even if the reset element was not built into the trap. It also allows the trap to maintain function even in disrepair, with the broken condition, or worn out from age. Most haunted traps are created when the crafter of the trap dies in the area the trap is guarding, and their spirit remains to keep the traps going. Only the most mad and covetous of souls stay behind for this. The Perception DC for telling if a trap is haunted is 25, as it allows the character to detect the subtle impossibilities in the trap's mechanical construction and function. Haunted traps can be damaged and destroyed with positive energy.
Going off of page 80 in the Ultimate Equipment guide, it seems to me that higher quality animals can be purchased at higher prices. Masterwork animals could be the result of good breeding, or simply trapping a quality specimen. Either way, the cost of "making" such an animal is 150 gp + half the animal's purchase price. The price of a masterwork animal is 300gp + the price of the animal. Masterwork Animals gain the following: -a +2 bonus to any ability score except Intelligence.
For an additional 2,000 gp, these bonuses are doubled.
Bonded Ring School Rather than devote study to spellcraft, the ring school of wizardry focuses on the deeper aspects of ringcraft.
Bonded Amulet School Rather than focus on spell craft, the amulet school offers health and hardiness when in dire need.
Bonded Weapon School Rather than focus on the finer points of spellcraft, the Bonded Weapon School prepares the wizard for times when spells fail, and steel is needed.
Familiar School While some arcane schools focus on the various forms of spellcraft, the familiar school specializes in the art of familiar keeping.
Or rather, should there not at least be a psychic archetype for bards that trades out arcane spellcasting for psychic spellcasting? My reasoning for this is how the spells are cast. Many arcane spells are cast with Verbal and Somatic components whilst psychic spells are Mental and Emotional. Now, V and S can have much artistic flair, yet I feel, as a musician in real life, that M and E would play a greater part in generating supernatural effects when it comes to art-based magic.
This is mostly a copy&paste of the draconic bloodline, with a few tweaks to jabber it up. Enjoy! At some point in your family's history, a jabberwock interbred with your bloodline, and now its ancient power flows through your veins. Class Skill: Acrobatics. Bonus Spells: mage armor (3rd), resist energy (5th), wind wall (7th), confusion (9th), spell resistance (11th), form of the dragon I (13th), form of the dragon II (15th), form of the dragon III (17th), wish (19th). Bonus Feats: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Quicken Spell, Skill Focus (acrobatics), Skill Focus (Knowledge [nature]), Toughness. Bloodline Arcana: Whenever you cast a spell with an fire descriptor, that spell deals +1 point of damage per die rolled. Bloodline Powers: The power of a jabberwock flows through you and manifests in a number of ways. Claws (Su): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, the threat range of the claws increases by 2. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive. Dragon Resistances (Ex): At 3rd level, you gain resist 5 against fire and a +1 natural armor bonus. At 9th level, your fire resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4. Eye Rays (Su): At 9th level, you gain an eye ray attack. You can project beams of fire from your eyes as a ranged touch attack as a standard action, with a range increment of 60 feet. You project two beams, and can target different creatures with these beams if you wish as long as both targets are within 30 feet of each other. These beams deal 1d6 points of fire damage per sorcerer level. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day, and a creature that takes damage from an eye beam suffers burn.. At 20th level, you can use this ability three times per day. Whiffling Wings (Su): At 15th level, leathery dragon wings grow from your back as a standard action, giving you a fly speed of 40 feet with poor maneuverability. While in flight and casting spells with somatic components, your violent flapping and somatic gestures create a protective barrier of wind, causing ranged attacks take a -4 penalty to hit you until the start of your next turn. You can dismiss the wings as a free action. Power of the Jabberwock (Su): At 20th level, your jabberwockian heritage becomes manifest. You gain immunity to fire. You also gain DR10/Vorpal. Furthermore, you are always considered to be on your home plane, regardless of what plane you find yourself upon. You never gain the extraplanar subtype.
The rust skeleton variant is created using the animate dead spell, but counts as twice its normal number of Hit Dice per casting. Once controlled, they count normally against the controller's limit. With sections of rusted armor still clinging to its bones, the skeleton of a dead soldier draws near. Trapped in its grisly framework, the weapon that slew it, now rusted firmly in place. In addition to the changes for the skeleton template, make the following adjustments to the base creature: Challenge Rating: As a normal skeleton + 1. Natural Armor +1 Charisma is raised to 14. Rusting Claws: A rust skeleton's claws cause any metal object they attack to swiftly rust and corrode. The object attacked takes half its maximum hp in damage and gains the broken condition—a second hit destroys the item. A rust skeleton never provokes attacks of opportunity by attempting to strike a weapon with its claws. Against creatures made of metal, a rust skeleton's claws deal 3d6+5 points of damage. When attacking metal objects, the rust skeleton ignores the object's hardness. An attended object, any magic object, or a metal creature can attempt a DC 12 Reflex save to negate this effect. The save DC is Charisma-based. Embedded Curse: Removing the rusted weapon from the skeleton's bones automatically destroys the creature. To do so requires a successful grapple check, followed by a successful strength check DC 16 +1 per 2 hit die of the creature. There is a %1 chance per hit die that the removed weapon is a masterwork weapon that allows the wielder to cast rusting grasp 1 time per day as if it had the spell storing enhancement. Otherwise, the weapon crumbles to useless dust.
These bookish vishkanya are not satisfied with the potency of their natural venom, and seek alchemical means to enhance the poisonous properties found in their various bodily fluids. Toxigen: Once per day, a venomyst can create a toxigen that increases the damage of their toxin to 1d6 dex (instead of the normal 1d2). A venomyst under the effect of a toxigen may envenom a weapon an additional number of times per day equal to her Intelligence bonus and gains no negative effects when she makes a successful save versus poison. The toxigen lasts for ten minutes per alchemist level. This replaces Mutagen.
For lack of a better name, I humbly present to you all... Planeslinger
Role: Supernatural Ranged Attacker. Alignment: Any Hit Die: d10 BAB: Good Fort Save: poor Reflex and Will Saves: good Alternate Classes: Gunslinger and Summoner Starting Wealth: 4d6 x 10 gp (average gp) In addition, each character begins play with an outfit worth 10 gp or less, and the planeslinger begins with her starting firearm. Class Skills
Skill Ranks per Level: 4 + Int modifier. Class Features
Gunsmith
Conjure Planar Grit (Su)
Banishing Bullets (Su)
Nimble (Ex)
Doorways (Su)
Life Link (Su)
Bond Senses (Su)
Shield Wielder (Ex)
Wielder’s Call (Su)
Transpose Firearm (Su)
Aspect of the Gun (Su)
Greater Shield Wielder (Su)
Life Bond (Su)
Merge Forms (Su)
Greater Aspect of the Gun (Su)
Twin of the Gun (Su)
Who killed Aroden? That is what it all boils down to, my friends. All the PF adventure paths, the Inner Sea Guide, all we learn about Golarian. After countless quests the main mystery to be solved is Adroden's abrupt and mysterious death. It had to have been murder... But who did it? And where? And with what weapon? Was it Shelyn with Asmodeus' Mace in Elysium? Was it Calistra with Zon-Kuthon's spiked chain in Abandon? Or was it Nethys with Lamashtu's kukris in the Firmament? Perhaps only a party of high level PC's who can pass the test of the Starstone together can effectively investigate this case. Pathfinder = Clue
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