To potentially knock off the obvious/tell you what I've already looked at- Sandpoint, Otari and Ravengro already have places of pride on the map. I've also gotten the Towns of the Inner Sea but haven't gotten in to it yet. EDIT: This was meant for the Lost Omens Setting General Discussion! Whoever can move it please help!
I was mostly using Belkzen as an example of the far end of the "monster region" scale, as it seems fair most people in the Inner Sea would think of it as Monster Ruled. I would include Oprak as well. Maybe I should have made this explicit but I don't see the idea of "monster ruled" as a bad thing. I really like the little insight we've gotten into Belkzen and the changes to how Orcs see their roles. I love hobgoblins and really liked Oprak's origins. I also suspected that Hermea went that way, but I didn't know for sure.
I'm looking to crowd source a list of "regions" (pretty loosely defined) that are ruled by "monsters" (also loose) I'd prefer to go broad with what is included, seeing places like The Gravelands and Belkzen as equally "monster ruled", alongside Hermea and Wanshou. No settlement too small. If a settlement gets liberated from the monsters then I'm interested in it- if it is only briefly conqured then less so. Thanks in advanced!
Oh wow- I missed this announcement but I am very excited. I assume this is in the Tian Xia book? I am not fillipino, but I have friends who are. One I've consulted on monster stuff before says that in a way it is quite similar to the minotaur in that there is really only one "official" myth, but popular culture has taken it an ran with it. The One Unique Thing is there jeweled earrings, which it seems like feature in the art. I haven't read that much, but given that they are described as "Full Moon" and "New Moon" I would assume that looking into myths regarding the cycle of the moon would give you some inspiration. My friend is unaware of any particular connection between traditional sarangay and a moon myth, but they are pretty prevalent throughout that part of the world.
I'm also think about ways the River Kingdoms can change- who are the new people who can't quite fit in anywhere else and would seek to claim a little kingdom? My first thought was Mortics. I'm probably going to get some of the specifics wrong, but they're a relatively new kind of creature, born out of the Radiant Fire. They are technically living but have strange compunctions and twisted outlooks/abilities based on the ancestry they were before the "died". A community that would give them somewhere to call home, probably with the understanding that it is rude to ear your neighbours, would be super interesting! I also feel like there must be some old-money Taldanes (Taldorans?) who are upset with how the War for the Crown shook out and want to playact the halcyon days of Armies of Exploration. Coming to the frontier with the best of the best and immediately being overwhelmed. I also can't shake the image of them brining a caged or drugged Grisantian Lion to prove their... whatever. Then it keeps getting loose. I have also heard a few people talk about The Night of the Grey Death changing the state of Galt. How will Gralton's displaced nobles fit into these changes?
If your greatest weakness is too much of your greatest strength then The River Kingdoms feel like they brought in a bunch of different designers and got them to each write a town. This is why it appealed to me, but it is also why I think some of the connections between the kingdoms feel a little weak. I'm re-reading Guide to the River Kingdoms now- it's definitely dated, but also the sourcebooks have become so good lately. So many great moments in the book- Outsea keeps talking about taking its utopia to the Inner Sea, but is stymied by practicalities. Two friends must witness a duel or it is murder. Silkoyles.
Any love for the river kingdoms going forward? I specifically mean the "other" river kingdoms, specifically not the ones from Kingmaker. I am a big fan (there's a reason the adventures I introduce people with are Revolution on the Riverside and Mosquito Witch) but the region doesn't seem to have really changed that much recently. River Pirates smuggling Technic League agents? Tymon gladiators vs collapsing (or strengthening) Razmiran? An influx of the desperate from the gravelands, purposeless crusaders from Mendev and the old guard of Taldor? With a newly spawned Hobgoblin Fort just to add some spice... I'm not so naive to think we'll get a "Lost Omens: River Kingdoms", but I am interested if anyone else is interested in exploring more of this little slice of the setting??
Forgive me if thus has been asked- has anything been said about the future of Harrow Decks Post OGL? With the concept of alignments gone, it seems like the Harrow cards has lost one of their major features. That said, the actual concepts the cards represent are usually quite separate from the alignments themselves (though the positioning of the symbols still alludes to that specific layout) I'm mostly interested encase I've just started Stolen Fate, which of course heavily uses it.
Now this is a pull. Reading up on Darkland locations, I noticed this phrase in the wiki's entry on Hagegraf: "The [Akrizoth Horologe] is acclaimed as one of the wonders of the Darklands, and is a major tourist destination" This leads to an important question: what does Darkland tourism look like? Do we have any other mentions of it? And since I can't imagine ashen dwarves really partaking, do we have to assume it is only drow nobles who tour?
I'm kinda okay with several unrelated entities becoming Hero Gods, as the idea of mortals ascending to divinity feels very apt, although perhaps a holdover from the more out-and-out pulpy 1e. That said- being the most goblin so you end up one of the gods of goblins... That is lore we can all get behind! I can see the real potential in Myth-speaking in particular, as I am a big fan of the conflict between destiny and freewill (Conjures Theletos ) Theros got name checked a little before- and I do have a soft spot for it, even as I wish there was a little more depth (we keep getting glimpses of cool part of the lore...) One thing I am a particular fan of, even though they haven't really done anything with it- is that within Theros there's a clear distinction between fate and destiny, and everyone is expected to respect both.
So this might be a big question but y'all seem to be the people to ask- what actually are Hero Gods? Mechanically, as far as I can tell, they're people (and a sword) with mythic powers. But what is their relationship with the cyclops? Do the cyclops "make" them, or just reveal their origins? Can anyone become one?
Drawing on your wizard school idea- I'm always going to pitch the Runelords as near-endless mcguffin generators. They are pretty quickly understandable (good for new players/GMs) but have a deep lore and are pretty tied to Golarion specifically (good for enfranchised players). Perhaps seven scolls have been unearthed, promising a deeper understanding of magic to those willing to do whatever needs to be done... I admit I'm not fully up on the New Thassilion lore, but I do know that the concept of Rune Magic is becoming less inherently sinister- a potential complication/salvation for those corrupted by old knowledge.
Morhek wrote: The god is already dead. They've stopped answering prayers to their followers and granting spells to their clerics. It may even have happened years ago, but their church is still trying to figure out what to do about it, and how to break the news - the last time a god died on Golarion, it was heralded by earthquakes and tidal waves that devastated the coastlines of the Inner Sea, the Eye of Abendego destroyed Lirgen, and the Worldwound opened up. What catastrophe might they be anticipating this time? Taking this to it's logical conclusion... The God is dead, replaced by Xanderghul's illusion...
I've used the Runelords (under different names) in my home campaign, but because they've changed so much in my cannon I always find actual stories involving them difficult to get in to. However! Eurythnia sounds really interesting! I can imagine so many campaigns based around "hive of scum and villainy but nice" I also can't explain why, but the idea of "bard city" not having any official bards, just a bunch of storytellers and revelers, feels apt.
As someone who grew up in a city with rival theatre schools, and students that had some of the most excellently campy fights imaginable, Oppara just became a lot more interesting to me... That said, I feel like Oppara has the same problem as Absalom and Clerics. It might have the most bards, but is it the bardyist city?
I'd like to be a little tricksy and pitch Verduran Forest as the "City" of Druids. I'm also clinically incapable of not mentioning rebel-loving, opera house-having Kintargo as a City of Bards. I keep coming back to Clerics- there must be a City with a particularly strong connection to the deities (or a few at least). Absalom has the starstone, and all the churchs that surround it, but it would seem reductive to pitch Absalom as "City of Clerics"
I'll say that I am also a fan of your Swan Madiens, although I wouldn't want them classified as Lycanthropes. They're their own thing, and are more special and mysterious for it. That's why, though I like the idea of aquatic lycanthropes, I'd push back on calling them Selkies. Let those beautiful maidens shed their own skin!
Personally I'd like to see were-creatures keep a focus on their curse. Not necessarily making them irredeemable, but there should be a difference between "someone who turns into an animal" and "someone who is forced to by moon madness" That said- I'm all here for unexpectedly dangerous were creatures. Yes, I'm talking about werehippos and weredragonflies.
Forgive me if thus has been talked about, but what classes do we want to see? I ask because I've fallen back in love with Dtang Ma, aforementioned (I think in this thread) nation of Thai sorcerers. It is ruled by a council of sorcerer who draw their magic from storms, music, stars and fey- so I hope we get some new bloodlines! Shaman got mentioned- I'm not super familiar with them, what is their USP?
Alchemist- Oenopion, Merab
Which Golarion city would they be, and why? Yes- I'm aware that there's not going to be one right answer, but I'm interested in seeing people's thoughts. The city doesn't have to be exclusively the class- everyone in town doesn't have to be an alchemist- but there should be something about it that means when you see it you think "ah yes- Oenopion, the city of alchemists. (As a note: I'm using the word "city" pretty broadly, both in the sense that if something is a town, fine, and that some classes- barbarian, druid, ranger, don't lend themselves to traditional cities)
PossibleCabbage wrote:
This does seem like more evidence for Zon/Shelyn in some capacity. This'll lead to some interesting stories and shake up enough of the status quo without burning it to the ground. What is interesting... how do we think the deity dies during this all-encompassing war? Are they the inciting incident (Aroden 2.0)? Or do they try to save the day and fail? (Also- even though I don't think it's likely I am getting excited picturing Xanderghul brining the world to war, destroying the sun and declaring himself the new greatest god...)
If I'm understanding it right, there are three prophesy scenes at the end of Stolen Fate: dying sun, big war, peacock phoenix. If what has been said above is right, and the big war is specifically the event where one of the core deities dies, and the dying sun is meant to signal it will be the Dawnflower herself, it seems odd to have 2/3 scenes refer to one story. Perhaps all three scenes are referring to one story- killing a god and seizing control of her church would certainly a dramatic way to reintroduce the Peacock Spirit... But personally I think three scenes means three storylines being hinted at- so I think Sarenrae is safe.
Yeah- although I think they're not as big a thing as I want them to be. I really like that all the "outsiders" have their "boss level", something powerful enough to be scary but weak enough to be defeatable. Demagogues, immortals, tormentors- even when they're not given specific stats there is some beautifully terrible lore about what they've done to earn themselves a reputation (to be a bit more fuzzy and blunt with it- I really like that they are basically fiendish heroes) I think archdevils are the equivalent, but I saw a list of Dukes of Hell and thought "yep- these guys!" I know a few of them have some interesting portfolios, and some of the art I have seen is gorgeous. Has anyone used any of the Dukes of Hell? Or their cults? Offered their boons to players?
I am looking for some inspiration: dungeons that are mostly natural rather than constructed. Caves rather than castle. I'm okay with a little modification, like camps or structures built in it, but the foundation should be something naturally occurring (or something that could pass for natural, even if it was created by magic or gods or what have you) Candlestone Caverns is a prime example of the sort of thing I'm looking for. Please and thank you!
I don't know if it was literally a step in making him divine, but Earthfall is a pretty important part of Aroden's legacy. Either way, the Starstone and Aroden were big influences in the rise of The Whispering Tyrant, and his army of undead. The Age of Darkness also allowed Zon-Kuthon to do some sinister shenanigans, right? They also created the art of fleshwarping, right? I'm not sure if this is meant to be the same information the Drow/Serpentfolk rediscovered. You could also say they were responsible for any monsters who's origins are Azlanti or Thassilion, right?
I know this was something of a joke from 1e, but how many monsters are the Aboleth responsible for? We know that they created the skum and the faceless stalkers, since they're all in the same family. They also created, then mostly abandoned, the mimics and cloakers. I can't remember the exact lore, but it's certainly suggested they had something to do with chuuls and their artic brethern the umolee. But getting more broad with it- the Aboleth obviously called down the starstone and caused Earthfall. This basically created the morlocks from stranded humans, and the drow who stayed behind (although they are not so around anymore). But Earthfall also woke up the dwarves, who pushed out the orcs and brought them into conflict with the surface world. Aboleth like vast, reality spanning conspiracies... how many monsters can you trace back to them?
Also not to sound too pedantic, but the dreaming isn't a different plane- by it's very nature it is crucial a part of our world. If you needed a mechanical comparison it's closer to some of the magic presented in Secrets of Magic. Terror Australis has some good depth on it as a phenomenon, and good information on creating a game experience based on it.
The trouble is that your original question has a boring answer. Where would I put an Australia Analogue? Saurusan. You're looking for a large area of land, surrounded by water, far from other places. It let's you explain why certain bits of magic behave differently here. Put some mountains along the north coast, say everything above that is verdant forest and bountiful prairie, everything below it is constantly-on-fire badlands. To answer what I think is the implied question, where will the devs put an Australian analogue, I think it's more likely that they'll scatter influence across their globe. An ancient society of people who defend key moments from change. The Monad becomes more proactive, and takes the form of an opalescent serpent. A hunter is doomed to forever chase the memory of their lover across increasingly inhospitable terrains.
The thread seems to have gone from a real specific question to a general "could paizo do an aboriginal setting?" which- yes, I assume so. They have a great eye for what works and, more importantly, the connections to bring in people. (Also the Tiddalik will never get enough fanfare) If you are interested in including some Aborignal influence in your setting I would do some reading on the Dreamtime, specifically thinking about it as a philosophy rather than a collection of stories. I'm painting with a really broad brush here, but it's a lot about how when you tell a story you can literally affect the events described. The past, present and future are malleable, and it is your most important duty to be respectful of that. Because if you're not- you'll turn into a mountain. Or an ant. And people will keep telling your story, and forcing you to relive it. Also giants ride falling stars.
Jumping back to a previous idea: I really vibe with the idea that the "core" successor states are at war. It's been a minute since I last looked at them, but I remember thinking they make excellent places for characters to be from, realise how messy they are, and head off into the wider world. We get a lot of "war brewing" in the Inner Sea (which makes sense since that's when adventurers and non-government actors are so useful) but a full on "It's War!" crawl? Yes please!
I haven't read Impossible Lands so I don't know if there is an official answer to this, but how does Nex (the country) view Necromancy? Is it considered a lesser form of magic because it was Geb's speciality? Do they want to advance it using their own, superior (as far as they are concerned) better arcane approach? Do they have the general squimishness about its immorality? As a related follow up question- are there any examples of specific Nexian Necromancers?
keftiu wrote: I'd love some Numerian robots, annd in a similar vein, I really miss the PF1 Outer (Solar, Lunar, Time, Void, and Vortex) Dragons. Oh I adore them! I feel like Lost Omens has been incredible, even more than first edition, at grounding its spacey stuff in a pulpy world (probably because Starfinder handles all the truly sci fi stuff). But I am greedy and I want more, more, more. If every AP has a chapter taking us to a different planet? Yes please!
I'm pretty sure every official source has said that they never intend to give any official answer, or even really offer any clues to what happened to Aroden, so if you're after anything with sources to back it up, especially from the Lost Omen era than I think you're out of luck. That said- I needed an answer for a particularly curious and persistent player a few campaigns ago. My answer was this. He lives amongst the stars with the other Azlanti who fled Golarion and will eventually become the Azlanti Star Empire from Starfinder.
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Name: Sadistic Hunter Description: For some, killing is more than just a skill. It is a lifestyle, a morbid fascination that compels one to slaughter and torture without regard. Sadistic hunters represent the pinnacle of this ideology, feeding off the agony of those around them as well as themselves to grant macabre power. Alignment: Sadistic hunters must be non-good. Any sadistic hunter who becomes good cannot gain further slayer levels, though does not lose her class abilities. Hunter’s Study: Sadistic hunters gain Knowledge (all), Linguistics, and Spellcraft as class skills. This replaces sadistic hunter’s proficiency with medium armor or shields. Selfish: The sadistic hunter adds 1/2 her level to Heal checks, but only for herself. This replaces track. Pragmatism: Fundamentally, sadistic hunters utilize practicality to win their battles, beating an enemy down with bleeding and pain before killing them. At the start of each day, a sadistic hunter gains a number of pragmatism points equal to her Intelligence modifier. Her pragmatism goes up or down throughout the day, but usually cannot go higher than her Intelligence modifier (minimum 1), though feats and magic items can affect this maximum (NOTE: the Intelligence penalty from Sadomasochism does not affect the current amount of pragmatism points the sadistic hunter has or her maximum). A sadistic hunter spends pragmatism to accomplish deeds (see below), and regains pragmatism in the following ways. For the purpose of feats and magic items, pragmatism counts as both grit or panache.
This and the 1st level deeds listed below replace the slayer talent gained at level 2. Deeds: Sadistic hunters spend pragmatism to accomplish deeds. Most deeds grant the sadistic hunter a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the sadistic hunter has at least 1 pragmatism point, but do not require expending pragmatism to be maintained. A sadistic hunter can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the sadistic hunter has or spends the required number of pragmatism points to perform the deed.
At level 4, the sadistic hunter gains the following deeds. This replaces the slayer talent gained at level 4.
Sadomasochism: Sadistic hunters focus solely on pain to fuel their powers. At 3rd level, these powers are utilized if any creature within 30 feet is suffering from bleeding or a pain effect (this includes the sadistic hunter and her allies). As a move action, she can grow fanatic and gain a +2 circumstance bonus to Strength and Dexterity, but taking a -2 penalty to Intelligence and Wisdom. These bonuses persist until no creature is suffering from a bleeding or pain effect or there are no enemies nearby, whichever is first. Ending this effect is a free action and causes the sadistic hunter to suffer from fatigue for 1 minute. She cannot use Sadomasochism if she is suffering from fatigue. At level 6, the range increases to 60 feet. At level 9, the move action is reduced to a swift action. At level 12, the bonuses to Strength and Dexterity are increased to +4. At level 15 the range further increases to 90 feet and she no longer suffers from fatigue from using Sadomasochism. If she uses Sadomasochism again within 1 minute of using it, she does not gain the Dexterity bonus. At level 18, the range is increased to 120 feet and she no longer suffers fatigue from this. If no such victims exist, the sadistic hunter can resort to flagellation. As a swift action, she can cut herself and cause 1 point of bleed damage for every 4 sadistic hunter levels she has (minimum 1). The place she cuts must be somewhere she can easily reach (for example, the forearm or palm). She takes this bleeding damage at the start of each of their rounds. The bleeding can be stopped by a DC 15 Heal check or by the application of any effect that heals hit point damage. This replaces sneak attack at 3rd level and all subsequent iterations of it at levels 6, 9, 12, 15, and 18. Bloodhound: At 11th level, the sadistic hunter adds 1/2 her level to Survival checks made to follow tracks as long as the enemy is injured. This replaces swift tracker. Build (Point Buy 20) “Switch Hitter”
Personal Comments: To be honest, I got the inspiration for this archetype from Bloodborne, plain and simple. The idea of a fast aggressive slayer whose concern was upfront battle and critical analysis appealed to me, and my main gripe with vanilla slayer is his “reliance” on sneak attack basically shoving you into TWF or wasting it (come on, 2d4 + 2d6 + STR * 1 (twin kukris) or 2d4 + 1d6 + STR * 1.5 (falchion), I think we can see whose doing better). The pragmatism mechanic is similar to the swashbuckler/gunslinger/sleuth mechanics of panache/grit/luck, but I wanted a mix of rapid offense and terrifying intelligence with it.
For some slayers, killing is more than a skill. It is an obsession, an eternal quest driven with no concrete purpose beyond perpetuating more death. Cyclic as well as psychotic, sadistic hunters learn a variety of techniques to bring out their target’s agony before silencing them forever. From mundane steel and serrated edge to occult magic and terrifying anger, a sadistic hunter strikes fear whether they tread. • Alignment: Sadistic hunters must be of an evil alignment. A sadistic hunter who becomes nonevil cannot gain new levels as a slayer but retains all his class abilities. • Weapon and Armor Proficiencies: Sadistic hunters are not proficient with medium armor. • Terror: Sadistic hunters add 1/2 her level (minimum 1) to Intimidate skill checks made to demoralize foes. In addition, if a sadistic hunter successfully uses Intimidate to demoralize a foe, she can study the target as an immediate action. This replaces track. • Bonus Feats: At every 3rd level, a sadistic hunter can select a bonus feat. These feats must be taken from the following list: Improved Dirty Trick, Combat Expertise, Cleave, Power Attack, Enforcer, Intimidating Prowess, Dazzling Display. At level 6, the following feats are added to the list: Great Cleave, Furious Focus, Martial Dominance, Shatter Defenses, Gory Finish, Cornugon Smash, Greater Dirty Trick. At level 9, the following feats are added to the list: Dreadful Carnage, Quick Dirty Trick, Dirty Trick Master. She can choose bonus feats even if she does not have the normal prerequisites. The benefits of the sadistic hunter’s chosen feats apply only when she wears light, medium, or no armor. She loses all benefits of these feats when wearing heavy armor. This replaces sneak attack. • Hard to Forget: At level 11, the DC for Intimidate after unsuccessful skill checks is decreased to +3 instead of +5. This replaces swift tracker. • Sadistic Hunter Talents: Sadistic hunters can select from the following slayer talents, in addition to the normal ones present. • [SHT] Cruel Attacks: When the sadistic hunter strikes an enemy affected by studied target, they can forgo the studied target bonus to hit and damage to instead cause their enemy pain through a careful blow. This causes the enemy to bleed 1 point of damage each round for each bonus of the slayer’s studied target (for example, studied target at level 5 equals 2 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. In addition to the bleeding effect, enemies that are affected by Cruel Attacks take a -2 penalty to AC and weapon attack rolls until the bleeding stops. • [SHT] Enticing Blood: At the sight of blood, a sadistic hunter grows feverish and erratic. While an enemy within 30 feet or a studied target within sight is currently suffering from bleed, she gains a +5 foot profane bonus to movement speed that is unaffected by armor and a +2 profane bonus to damage rolls against bleeding enemies. A sadistic hunter must be at least 6th level and have the cruel attacks sadistic hunter talent before selecting this talent. • [SHT] Maddening Blood: Growing further stirred by blood, a sadistic hunter becomes completely unstable, forsaking everything and indulging her insanity. While an enemy within 30 feet or a studied target within sight is currently suffering from bleed, she gains the benefits of the rage ability as the barbarian class feature as long as enemy is currently bleeding. While in this state, she cannot use studied target or quarry on new targets, or use master slayer. If the enemies stop bleeding or die, she is exhausted for twice the duration of rounds she was in this state. A sadistic hunter must be at least 10th level and have the cruel attacks and enticing blood sadistic hunter talents before selecting this talent. • [SHT] Trapper: The first time this talent is selected, the sadistic hunter automatically learns the snare trap, as from the trapper ranger archetype. The sadistic hunter can use this and other learned traps a total number of times per day equal to 1/2 her sadistic hunter level + her Intelligence modifier. Selecting this talent again allows the sadistic hunter to either learn one additional trap of her choice or use learned traps for 2 additional times per day. Once a trap is learned, it can’t be unlearned and replaced with a different type of trap. The sadistic hunter cannot select an individual trap more than once. The sadistic hunter must be at least 4th level before selecting this talent. • [SHT] Launching Trap: A sadistic hunter can affix a magical ranger trap to an arrow, crossbow bolt, or thrown weapon, allowing her to set the trap remotely or use it as a direct attack. Attaching the trap to the projectile is part of the full-round action of creating a new trap. The trapped projectile is fired or thrown in the normal manner. If fired at a square, the trap is treated as if she had set the trap in that square, except the DC is 5 lower than normal. If fired at a creature, the target takes damage from the ranged weapon and is treated as if it had triggered the trap (saving throw applies, if any). The attack has a maximum range of 60 feet, and range increments apply to the attack roll. The duration of the trapped projectile starts from when it is created, not from when it is used. The sadistic hunter must be at least 10th level and have the trapper sadistic hunter talent before selecting this talent. • [SHT] Hexes: A sadistic hunter can choose from the following witch hexes: evil eye, misfortune, blight. These hexes may be used as spell-like abilities for a number of times per day equal to 1/2 her sadistic hunter level + her Intelligence modifier (minimum 1). If the hex allows a saving throw, the save DC to resist the hex is equal to 10 + 1/2 the sadistic hunter’s level + her Intelligence modifier. Upon selecting a hex, the sadistic hunter gains a horrifying tattoo somewhere on her body that must be visible. If this symbol is covered at all, the chosen hex cannot be used. Selecting this talent again allows the sadistic hunter to pick a new hex and place a new tattoo. The sadistic hunter must be at least 6th level before selecting this talent. • [SHT] Major Hexes: A sadistic hunter can choose from the following witch major hexes: agony, delicious fright, nightmares. These hexes may be used as spell-like abilities for a number of times per day equal to 1/2 her sadistic hunter level + her Intelligence modifier (minimum 1). If the hex allows a saving throw, the save DC to resist the hex is equal to 10 + 1/2 the sadistic hunter’s level + her Intelligence modifier. Upon selecting a hex, the sadistic hunter gains a horrifying tattoo somewhere on her body that must be visible. If this symbol is covered at all, the chosen hex cannot be used. Selecting this talent again allows the sadistic hunter to pick a new hex and place a new tattoo. The sadistic hunter must be at least 10th level and have the hexes sadistic hunter talent before selecting this talent. |