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Valantrix1 wrote:
Mikhail Rekun wrote:

So, ah, not to burst anyone's bubble, but do be aware that by the time a product has been publicly announced, about 98% of the writing is completed, and has been for months.

Publication pipelines are long.

I for one already knew this, but its nice to dream.

Indeed, it is nice to dream. Also, I figure it doesn't hurt to mention all the fun stuff out there from earlier books.


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Below is a list of various things with a connection to the Absalom Meta-Region that I would be happy to see in this book. Most importantly are the Monsters, I want all the monsters to be in this book!

Archetypes
Seeker (Pathfinder Society)
Arcanamirium Crafter (Arcanamirium, Absalom)
Lore Warden (Pathfinder Society)
Name-Keeper (Pathfinder Society)
Wave Rider (Sea Cavalry of Absalom)
Tempered Champion (Tempering Hall, Absalom)
Vessel of the Failed (Shrine of the Failed, Absalom)
Seeker (Pathfinder Society)
Scroll Scoundrel (Pathfinder Society)
Dimensional Occultist (Pathfinders)

Monsters
Croaker – Hangman’s Noose
Gutdragging Lurcher – Hangman’s Noose
Shadowy Lurker – Gallery of Evil
Painted Creation – Gallery of Evil (see also Trompe L’Oeil – Horror Adventures)
Onyvolan – Pathfinder #127
Zana – Pathfinder #107

Locations
Beldrin’s Bluff (See Hangman’s Noose)
- Arboretum Arcanis
- Beldrin’s Tower
- The Drownyard
- Stinger’s Scar
Ivy District (See Gallery of Evil)
The Blessed Cup, Puddles District (See Heaven Unleashed)
The Laughing Sword, Ivy District (See Magical Market Place)

Equipment and Services
Leaf Armor – Gallery of Evil
Badger Plush – Merchant’s Manifest
Clockwork Dial – Merchant’s Manifest
Wasp Metheglin – Merchant’s Manifest
Commissioned Broadsheet – Merchant’s Manifest
Hireling, Crier – Merchant’s Manifest
Caydenbrew – Adventurer’s Armory
Pathfinder Chronicles, Vol. 2 – Pathfinder Society Primer

Magic Items
Animator Brush – Gallery of Evil
Portrait of Health – Gallery of Evil
Sorcerous Pigments – Gallery of Evil
Censuring Placard – Inner Sea Temples (Cayden Cailean Temple in Absalom)
Neverspill Goblet – Inner Sea Temples (Cayden Cailean Temple in Absalom)
Parting Glass – Inner Sea Temples (Cayden Cailean Temple in Absalom)
Thunder Collar – Inner Sea Temples (Cayden Cailean Temple in Absalom)
Watchful Tankard – Inner Sea Temples (Cayden Cailean Temple in Absalom)
Harrow Deck of Secret Schemes – Inner Sea intrigue
Andoren Emancipation Hammer – Merchant’s Manifest
Desert Veil – Merchant’s Manifest
Mother-Sphinx Token – Merchant’s Manifest
Cathedral Pit Stone – Merchant’s Manifest
Whisper Safe – Merchant’s Manifest
Crusader’s Scabbard – Magical Market Place
Gossamer Shrouds of the Clairvoyant – Magical Market Place
Skullduster – Magical Market Place
Hollis’s Lucky Rock – Magical Market Place
Wary Ring – Magical Market Place
Waverider Breastplate – Inner Sea Monster Codex
Errani Kamaki – Inner Sea Races
Final Word – Inner Sea Combat
Eye of the Overwatched – Occult Relams
Wayfinder of Many Paths – Lost Treasures

Artifacts
Id Portrait (Minor Artifact) – Gallery of Evil (see also Artifacts and Legends)

Spells
Ferment – Inner Sea Temples (Cayden Cailean Temple in Absalom)
Free Spirit – Inner Sea Temples (Cayden Cailean Temple in Absalom)
Knock, Mass – Inner Sea Temples (Cayden Cailean Temple in Absalom)
Spirit Share – Inner Sea Temples (Cayden Cailean Temple in Absalom)

Poisons
Marvelous Fear Gas – Inner Sea Intrigue

Backgrounds
Sophisticated Citizen – Merchant’s Manifest pg. 2
Absalom Hotspur – Inner Sea Primer pg. 4
Cosmopolitan – Inner Sea Primer pg. 4
Absalom Bouncer – Advanced Class Origins
Amiable Briber – Adventurer’s Armory
Crowd Dodger – Quests and Campaigns
Friends in High Places – Quests and Campaigns
Destined for Greatness – Dungeoneer’s Handbook
Exalted of the Society – Faction Guide
Founders’ Heritage – Arcane Anthology
Maestro of the Society – Faction Guide
Proper Training – PFS Guide to Organized Play
Seafaring Reputation – Heroes of the Streets
Seeking Adventure – Legacy of Fire Players Guide
Siege Defender – Arcane Anthology

Organizations
Forae Logos – Inner Sea Intrigue
Guild of Wonders – Inner Sea Intrigue
Cosmic Mystery Cult – Chronicle of the Righteous (Any specific cult have a larger following in Absalom?)
Cults of the Failed – Disciple’s Doctrine
Harbingers of Fate – Disciple’s Doctrine


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Since Leshies are nature spirits that inhabit bodies created for them is it possible to have Leshy ancestries that are composed of materials other than plant matter? For example does it make sense to have bone, hide, fur, horn, feather, and sinew Leshies? These are natural animal materials so I could see these appealing to nature spirits as well. Or how about clay, mud, cinder, ash, puddle, smoke and cloud Leshies? Granted crafting a body for a nature spirit from smoke and clouds might be challenging, in a magical world it would likely be doable.


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Mark Seifter wrote:
My theory about them is despite the name of "spirits" they are probably beings of pure vital essence strongly tied to the natural world, rather than spiritual/soul stuff from the Outer Spheres.

Magical Traditions (From Paizo Blog Post: All About Spells)

material essence (the fundamental building blocks of all physical things)
mental essence (the building block of rational thoughts, logic, and memories)
spiritual essence (the otherworldly building block of the immortal self)
vital essence (the universal life force that gives us instincts and intuition)

This all got me thinking more about spirits and how their is potential to have a lot more than just undead "spirits" and "nature spirits."

Spiritual Essence - Considering spiritual essence is likely corrupted with negative energy to create undead this opens the possibility of having spirits that are not corrupted with negative energy. I think this is kind of already the case with non evil ghosts and the Spiritualist's Phantom from 1st Edition.

Vital Essence - As Mark mentions in the quote above "nature spirits" are likely beings composed of pure Vital Essence and are the animating force for Leshies. Leshies being generally weaker "nature spirits" that inhabit bodies crafted and prepared for them this opens up a lot of possibilities for what more powerful nature spirits might look like.

Mental Essence - Although I don't think it's been stated anywhere I could see creatures formed from dreams, nightmares, and similar mental phenomenon being composed of pure Mental Essence. This also goes a long way in explaining why the Dreamlands are so connected with the thoughts and minds of mortals. Our dreams allow psychic spirits to take shape and form.

Material Essence - I wasn't really sure what to do with Material Essence but then I remembered the Arcanaton from 1st Edition. This is a pretty obscure monster from "Guardians of Dragonfall" and the idea was that it is an "elemental of magic." I think this could be expanded upon to be Material spirits given form, something similar to a living spell.

Just some thoughts I had and figured I would share.


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Originally posted this in another thread but also seems appropriate here.

I went through all the Prestige Classes from 1E and grouped them by the ten meta-regions as best I could. This might give us an idea of what Archetypes we might see in the future, especially in regards to the specific meta-region.

Organizations By Region
Archetypes marked with * appear in the Lost Omens World Guide

-Absalom and Starstone Isle-
Knights of Ozem
- Archetype: Knight of Ozem (this is a best guess as far as current operating location)
Pathfinder Society
- Archetype: Pathfinder Agent*
- Archetype: Pathfinder Field Agent
- Archetype: Pathfinder Chronicler
- Archetype: Pathfinder Delver
- Archetype: Pathfinder Savant
- Archetype: Student of War
Inner Sea Pirates
- Archetype: Inner Sea Pirate

-Broken Lands-
Aldori Swordlords
- Archetype: Aldori Swordlord
- Archetype: Aldori Duelist*
Daggermark Poisoner’s Guild
- Archetype: Daggermark Poisoner
Razmiran Priesthood
- Archetype: Razmiran Priest
Riftwardens
- Archetype: Riftwarden
Technic League
- Archetype: Technomancer
Blackfire Adepts
- Archetype: Blachfire Adept
Low Templars
- Archetype: Low Templar
Stargazers
- Archetype: Stargazer

-Eye of Dread-
Whispering Way
- Archetype: Agent of the Grave
Sleepless Agency
- Archetype: Sleepless Detective
Chernasardo Wardens
- Archetype: Chernasardo Warden
Knights of Last Wall
- Archetype: Last Wall Sentry*

-Golden Road-
Al-Zabriti
- Archetype: Asavir
Living Monoliths
- Archetype: Living Monolith*
Pure Legion
- Archetype: Pure Legion Enforcers
Genie Binders
- Archetype: Genie Binder
Balanced Scales of Abadar
- Archetype: Balanced Scale of Abadar
Daivrat
- Archetype: Daivrat
Thuvian Alchemists
- Archetype: Thuvian Alchemist

-High Seas-
Red Mantis Assassins
- Archetype: Red Mantis Assassin*
- Archetype: Death Slayer
Shackles Pirates
- Archetype: Shackles Pirate

-Impossible Lands-
Arclords of Nex
- Archetype: Arclord of Nex
Shieldmarshals
- Archetype: Shieldmarshal
Students of Perfection
- Archetype: Student of Perfection*
Soul Wardens
- Archetype: Soul Warden

-Mwangi Expanse-
Magaambya
- Archetype: Magaambya Arcanist
- Archetype: Magic Warrior*
Storm Kindlers
- Archetype: Storm Kindler

-Old Cheliax-
Aspis Consortium
- Archetype: Aspis Agent
Bellflower Network
- Archetype: Bellflower Tiller
Hellknights
- Archetype: Hellknight Armiger*
- Archetype: Hellknight
- Archetype: Hellknight Signifer
Sanguine Angels
- Archetype: Sanguine Angel
Umbral Court
- Archetype: Umbral Court Agent
Council of Thieves
- Archetype: Westcrown Devil
Silver Ravens
- Archetype: Argent Dramaturge

-Saga Lands-
Bloatmages
- Archetype: Bloatmage
Brothers of the Seal
- Archetype: Brother of the Seal
Order of Cyphers
- Archetype: Cyphermage
Runeguards
- Archetype: Runeguard
Runescarred
- Archetype: Runescarred*
Winter Witches
- Archetype: Winter Witch
Ashavic Dancers
- Archetype: Ashavic Dancer
Harrowers
- Archetype: Harrower
Mammoth Riders
- Archetype: Mammoth Rider
Tattooed Mystics
- Archetype: Tattooed Mystic
Ulfen Guard (Could also go in the Shining Kingdoms)
- Archetype: Ulfen Guard

-Shining Kingdoms-
Eagle Knights
- Archetype: Golden Legionnaire
- Archetype: Gray Corsair
- Steel Falcon
- Twilight Talon
Gray Gardeners
- Archetype: Gray Gardner
Lantern Bearers
- Archetype: Lantern Bearer
Lion Blades
- Archetype: Lion Blade*
Prophets of Kalistrade
- Archetype: Prophet of Kalistrade
Rivethun
- Archetype: Rivethun Emissary
Brightness Seekers
- Archetype: Brightness Seeker
Skyseekers
- Archetype: Skyseeker

Specific Religious Traditions not Associated with a Region (as far as I can tell)

Sivannah
- Archetype: Veiled Illusionist
Green Faith
- Archetype: Green Faith Acolyte
Cayden Cailean
- Archetype: Brewkeeper
- Archetype: Chevalier
Irori
- Archetype: Champions of Irori
Ragathiel
- Crimson Templar
Kurgess
- Archetype: Darechaser
Sarenrae
- Archetype: Dawnflower Anchorite
- Archetype: Dawnflower Dissident
Shelyn
- Archetype: Devoted Muse
Iomedae
- Archetype: Heritor Knight
- Archetype: Inheritor’s Crusader
Erastil
- Archetype: Hinterlander
Abadar
- Archetype: Justicar
Zon-Kuthon
- Archetype: Paintaster
Milani
- Archetype: Rose Warden
Torag
- Archetype: Sacred Sentinel
Vildeis
- Scar Seeker
Desna
- Archetype: Sphere Singer
- Archetype: Spherewalker

Traditions Unassociated with a specific Locale, Religion, Institution, or Government (as far as I can tell)

Archetype: Arcane Archer
Archetype: Arcane Trickster
Archetype: Assassin
Archetype: Battle Herald
Archetype: Diabolist
Archetype: Demoniac
Archetype: Divine Scion
Archetype: Dragon Disciple
Archetype: Duelist
Archetype: Eldritch Knight
Archetype: Enchanting Courtesan
Archetype: Envoy of Balance
Archetype: Esoteric Knight
Archetype: Evangelist
Archetype: Exalted
Archetype: Feysworn
Archetype: Halfling Opportunist
Archetype: Holy Vindicator
Archetype: Horizon Walker
Archetype: Liberator
Archetype: Loremaster
Archetype: Master Chymist
Archetype: Master Spy
Archetype: Mystery Cultist
Archetype: Mystic Theurge
Archetype: Nature Warden
Archetype: Noble Scion
Archetype: Pit Fighter
Archetype: Proctor
Archetype: Rage Prophet
Archetype: Ritualist
Archetype: Sentinel
Archetype: Shadow Dancer
Archetype: Stalwart Defender
Archetype: Soul Drinker


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Seventh Seal wrote:

Nice!

Two things:

*Thuvian Alchemist should be in the Golden Road region as they're from Thuvia (where the Elixir of Immortality is made);

*Ulfen Guard are probably more likely from the Shining Kingdoms region as they're the elite bodyguards of the Prince(ess) of Taldor.

Yes Thuvian Alchemist was indeed supposed to be in the Golden Road. That is a copy/paste error. Sorry about that.

I struggled with the Ulfen Guard placement and agree it could easily be placed in the Shining Kingdoms.

Thank you for catching those!


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I went through all the Prestige Classes from 1E and grouped them by the ten meta-regions as best I could. This might give us an idea of what Archetypes we might see in the future, especially in regards to the specific meta-region.

Organizations By Region
Archetypes marked with * appear in the Lost Omens World Guide

-Absalom and Starstone Isle-
Knights of Ozem
- Archetype: Knight of Ozem (this is a best guess as far as current operating location)
Pathfinder Society
- Archetype: Pathfinder Agent*
- Archetype: Pathfinder Field Agent
- Archetype: Pathfinder Chronicler
- Archetype: Pathfinder Delver
- Archetype: Pathfinder Savant
- Archetype: Student of War
Inner Sea Pirates
- Archetype: Inner Sea Pirate

-Broken Lands-
Aldori Swordlords
- Archetype: Aldori Swordlord
- Archetype: Aldori Duelist*
Daggermark Poisoner’s Guild
- Archetype: Daggermark Poisoner
Razmiran Priesthood
- Archetype: Razmiran Priest
Riftwardens
- Archetype: Riftwarden
Technic League
- Archetype: Technomancer
Blackfire Adepts
- Archetype: Blachfire Adept
Low Templars
- Archetype: Low Templar
Stargazers
- Archetype: Stargazer

-Eye of Dread-
Whispering Way
- Archetype: Agent of the Grave
Sleepless Agency
- Archetype: Sleepless Detective
Chernasardo Wardens
- Archetype: Chernasardo Warden
Knights of Last Wall
- Archetype: Last Wall Sentry

-Golden Road-
Al-Zabriti
- Archetype: Asavir
Living Monoliths
- Archetype: Living Monolith*
Pure Legion
- Archetype: Pure Legion Enforcers
Genie Binders
- Archetype: Genie Binder
Balanced Scales of Abadar
- Archetype: Balanced Scale of Abadar
Daivrat
- Archetype: Daivrat

-High Seas-
Red Mantis Assassins
- Archetype: Red Mantis Assassin*
- Archetype: Death Slayer
Shackles Pirates
- Archetype: Shackles Pirate

-Impossible Lands-
Arclords of Nex
- Archetype: Arclord of Nex
Shieldmarshals
- Archetype: Shieldmarshal
Students of Perfection
- Archetype: Student of Perfection*
Soul Wardens
- Archetype: Soul Warden

-Mwangi Expanse-
Magaambya
- Archetype: Magaambya Arcanist
- Archetype: Magic Warrior*
Storm Kindlers
- Archetype: Storm Kindler

-Old Cheliax-
Aspis Consortium
- Archetype: Aspis Agent
Bellflower Network
- Archetype: Bellflower Tiller
Hellknights
- Archetype: Hellknight Armiger*
- Archetype: Hellknight
- Archetype: Hellknight Signifer
Sanguine Angels
- Archetype: Sanguine Angel
Umbral Court
- Archetype: Umbral Court Agent
Council of Thieves
- Archetype: Westcrown Devil
Silver Ravens
- Archetype: Argent Dramaturge
Thuvian Alchemists
- Archetype: Thuvian Alchemist

-Saga Lands-
Bloatmages
- Archetype: Bloatmage
Brothers of the Seal
- Archetype: Brother of the Seal
Order of Cyphers
- Archetype: Cyphermage
Runeguards
- Archetype: Runeguard
Runescarred
- Archetype: Runescarred*
Winter Witches
- Archetype: Winter Witch
Ashavic Dancers
- Archetype: Ashavic Dancer
Harrowers
- Archetype: Harrower
Mammoth Riders
- Archetype: Mammoth Rider
Tattooed Mystics
- Archetype: Tattooed Mystic
Ulfen Guard
- Archetype: Ulfen Guard

-Shining Kingdoms-
Eagle Knights
- Archetype: Golden Legionnaire
- Archetype: Gray Corsair
- Steel Falcon
- Twilight Talon
Gray Gardeners
- Archetype: Gray Gardner
Lantern Bearers
- Archetype: Lantern Bearer
Lion Blades
- Archetype: Lion Blade*
Prophets of Kalistrade
- Archetype: Prophet of Kalistrade
Rivethun
- Archetype: Rivethun Emissary
Brightness Seekers
- Archetype: Brightness Seeker
Skyseekers
- Archetype: Skyseeker

Specific Religious Traditions not Associated with a Region (as far as I can tell)

Sivannah
- Archetype: Veiled Illusionist
Green Faith
- Archetype: Green Faith Acolyte
Cayden Cailean
- Archetype: Brewkeeper
- Archetype: Chevalier
Irori
- Archetype: Champions of Irori
Ragathiel
- Crimson Templar
Kurgess
- Archetype: Darechaser
Sarenrae
- Archetype: Dawnflower Anchorite
- Archetype: Dawnflower Dissident
Shelyn
- Archetype: Devoted Muse
Iomedae
- Archetype: Heritor Knight
- Archetype: Inheritor’s Crusader
Erastil
- Archetype: Hinterlander
Abadar
- Archetype: Justicar
Zon-Kuthon
- Archetype: Paintaster
Milani
- Archetype: Rose Warden
Torag
- Archetype: Sacred Sentinel
Vildeis
- Scar Seeker
Desna
- Archetype: Sphere Singer
- Archetype: Spherewalker

Traditions Unassociated with a specific Locale, Religion, Institution, or Government (as far as I can tell)

Archetype: Arcane Archer
Archetype: Arcane Trickster
Archetype: Assassin
Archetype: Battle Herald
Archetype: Diabolist
Archetype: Demoniac
Archetype: Divine Scion
Archetype: Dragon Disciple
Archetype: Duelist
Archetype: Eldritch Knight
Archetype: Enchanting Courtesan
Archetype: Envoy of Balance
Archetype: Esoteric Knight
Archetype: Evangelist
Archetype: Exalted
Archetype: Feysworn
Archetype: Halfling Opportunist
Archetype: Holy Vindicator
Archetype: Horizon Walker
Archetype: Liberator
Archetype: Loremaster
Archetype: Master Chymist
Archetype: Master Spy
Archetype: Mystery Cultist
Archetype: Mystic Theurge
Archetype: Nature Warden
Archetype: Noble Scion
Archetype: Pit Fighter
Archetype: Proctor
Archetype: Rage Prophet
Archetype: Ritualist
Archetype: Sentinel
Archetype: Shadow Dancer
Archetype: Stalwart Defender
Archetype: Soul Drinker


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We have only seen a handful of Archetypes so far but it does appear that the 2E Archetype replaces the Prestige Class. Although, I love the concept of Prestige Archetypes being a thing that requires an appropriate Dedication Feat and a certain level of commitment to an Archetype.

It could work something like this: In game you sufficiently advance within an organization and are seeking to join or have been invited to join a specialized group within the organization. In the rules this is reflected by having the appropriate Dedication Feat and two additional feats within that Archetype. (Keep in mind this is just theory on how it might work)
For example: A player takes the Pathfinder Agent Archetype and two additional feats from that Archetype. Now they have the option of taking a Prestige Archetype such as Pathfinder Chronicler, Pathfinder Delver, or Pathfinder Savant (depending on them meeting any additional prerequisites).

This also allows for a natural progression within an Archetype for large organizations that have multiple specialties, factions, or sub-groups. So smaller organizations or organizations that have a narrow focus get an Archetype and larger organizations or organizations with specialty sub-groups get an Archetype and Prestige Archetypes.

So you might start with the Hellknight Armiger Archetype but after some advancement you take the Hellknight Signifer or Hellknight Enforcer, or Hellknight Commander Prestige Archetype expressing your greater advancement and specialization into some aspect of that organization.

Also, if having Prestige Archetypes makes single Archetype organizations seem slighted by not having Prestige Archetypes you can easily add into the rules for Prestige Archetypes that any player that has four or more feats from a single Archetype that Archetype is now a Prestige Archetype reflecting their dedication and advancement within that organization.


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Mark Seifter wrote:
My theory about them is despite the name of "spirits" they are probably beings of pure vital essence strongly tied to the natural world, rather than spiritual/soul stuff from the Outer Spheres.

I like this and it makes a lot of sense. I would love to see a deeper exploration of the concept!


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I would like to see a deeper discussion on the concept of Nature Spirits. With Leshies becoming an ancestry I think the time is ripe to explore what "Nature Spirits" are and the rules around interacting with them. "Nature Spirits" seems to be a catch all term and I think a deeper exploration of the concept would be great. Also, "Nature Spirits" would be a great way to have a group of monsters that are commonly incorporeal and are not undead. A few of the places we see Nature Spirits are listed below.

Leshies as monsters
Leshy as an ancestry
Nature Spirits as botanical haunts, see Pathfinder 144: Midwives to Death (love this article)
Loa Spirits, see River into Darkness (very brief description)
Witches and Shamans might use powerful Nature Spirits as Patrons
Summoners might be able to call a Nature Spirit as their Eidolon, but this is unclear
Druids, Rangers, Shifters, and nature themed versions of other classes may get there spells, powers, and abilities from inherent power of nature which may potentially be fueled by nature spirits.
Wendo may also potentially be powerful nature spirits but this is unclear
Monsters - several monsters may be powerful nature spirits such as Animal Lords, Manitou, Lar, Bisha Ga Tsuku, etc.
Also how do things like kami and fey relate to nature spirits. In terms of Second Edition kami seem to have more of a Divine magic tradition with a trend towards Primal tradition concerns. Fey definitely have a Primal magic tradition but are not spirits of the Material Plane.


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You see a magical aura around random non-magical things


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I feel like if they are going to do variant channel energy again, which I support, they should tie the variants to domains instead of Gods. This keeps the list of variants to a more limited quantity while still giving each deity a variety. Also, this may help to keep the variants balanced since there is a single set tied to domains instead of an ever growing list tied to individual deities.


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Going back to ideas and themes from Ghostwalk I would like to see archetypes that can turn any class into a ghost/spirit class. And I would like a new class that plays up the ideas of a spirit interacting with material world.


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Malk_Content wrote:
Roswynn wrote:


We're talking about a category of forest fey, we're not writing a biology essay. Fey can be any sex we want. I propose we keep having female, male, and intersex dryads, similarly to the humans they're modeled after.

So exactly the same out come as Possible Cabbage's logic?

No, not the same logic.

Possible Cabbage is saying trees come in female/male/hermaphroditic sexes, and therefore it would not be surprising for dryads to appear as all three sexes.

Roswynn is saying dryads are not trees or even plants, but instead are magical fairy spirits and therefore are not limited to tree sexes. Dryads should reflect humanoid sexes and humanoid genders, and not be limited to tree sexes.

The end result may look similar on the surface but the background logic for the move away from all female dryads and similar monsters is very different.


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A lore book on the Undead would be nice as well. I wouldn't mind seeing something that dives into the genesis of Undead and breaks them into broad categories. These categories wouldn't have much impact as far as rules go but they would give some thought into the why and how Undead are formed. Potential categories include:

Corpse Dead - Undead that have a genesis focused on animating the body or parts of the body with negative energy.
Soul Dead = Undead that have a genesis focused on the corruption of the soul
Trauma Dead - Undead that have a genesis focused on the damaging of the mind
Hunger Dead - Undead that have a genesis focused on a creatures wants and desires
Occult Dead - Undead that have a genesis from a means that is more unusual or esoteric and can't be explained by the other kinds listed above.

Each chapter could have a bestiary of Undead creatures that arise based on each type of genesis.


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Brinebeast wrote:

I would like to see specialty monster books. Something that takes a deep dive into a single monster type or a couple of monster types. On the top of the list would be the Dragon book. This book would contain things like:

Draconic Ancestries
Draconic Class Features
Draconic Archetypes
Draconic Prestige Classes
Draconic Lore
Draconic Themed Equipment
Dragon Bestiary

I thought about this a little more and I would separate this into two books. In the RPG Line I would have a book with Dragon based Ancestries, Class Features, Archetypes, Prestige Class and Equipment. In the Campaign Setting Line I would have a book with Dragon based Lore and Bestiary. The Campaign Setting book would have a chapter for many of the big Dragon groups. I could see it breaking down something like this:

Chapter Page (Chromatic Dragons)
2-4 Pages of General Lore about the group
1-2 Pages of Stats for each type of Dragon in the group
1-2 Pages of specific Lore about each type of Dragon in the group

So in the end the Chromatic Dragons would get approximately 25 pages. For Dragons that are not in a group chapter I would have a Bestiary with approximately 2 pages per dragon, a primarily stats page and a primarily lore page.


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I would like to see specialty monster books. Something that takes a deep dive into a single monster type or a couple of monster types. On the top of the list would be the Dragon book. This book would contain things like:

Draconic Ancestries
Draconic Class Features
Draconic Archetypes
Draconic Prestige Classes
Draconic Lore
Draconic Themed Equipment
Dragon Bestiary


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I want card decks!

Weapon/Armor Card Decks with the Weapon/Armor rules on the card.
Spell Decks
Summon Creature Decks w/ summon creature stats
Equipment Decks with rules for pieces of equipment
Loot Decks with rules and/or value of the loot
Traps and Hazards Decks with rules for the trap or hazard
Poisons and Diseases Deck with rules

Additional Rules Decks similar to Condition Cards where they take commonly used rules and put them on cards that are easily issued to the players so they have a physical reminder of what is going on at any given time with there character.


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Question about the world map, and this going to be oddly technical.

Since the map will be flat will it have distortions like real world flat global maps? For example northern and southern regions get stretched and look bigger while center regions are condensed and look smaller. Or will there be modifications made to keep the continents accurate in size but the oceans will get distorted?


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I am really excited to see Creature Types and Subtypes now expressed as Traits. This is a much more flexible system, and I feel that it can more accurately reflect the aspects of a monster. For example we can now have a Creature with the Aberration and Fiend Triats to reflect the creature is both an outsider from the lower planes and an aberration. Granted there were ways to get around this before with the extraplanar subtype but that always felt awkward to me.

One thing I don't like is having Hazard Traits and Creature Traits squished together. I hope when the final books come out they separate the two. It's a small thing but having a block of Hazard Traits and a block of Creature Traits would makes things easier to put together.


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Nightmares

I would like to see Nightmares broken into four separate species and have one breed for War, Death, Pestilence, and Famine. And maybe stop calling them Nightmares. What is currently called a Nightmare makes a good Horse of War.

Then have completely new monsters called Nightmares and Cauchemar that are associated with sleep, dreams, and witches.


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So can we expect a Libraries and Archives of Golarion at some point.


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I hope Hags become Fey with a Hag Subtype

I hope Elementals are separated from Outsider

I hope creatures from the Shadow Plane get a Creature Type (Why are Nightwaves, Nightwalkers, etc. Undead when they could be umbral creatures of living shadow)


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We will leave Pathfinder 1E with 40 Base Classes. I am excited to see a fresh approach to all of these classes and everyone in this thread has had some interesting and fun ideas so far. So I thought I would drop the full list of all 40 Base Classes here for everyone to reference when they are thinking of classes and coming up with ideas.

Alchemist
Antipaladin
Arcanist
Barbarian
Bard
Bloodrager
Brawler
Cavalier
Cleric
Druid
Fighter
Gunslinger
Hunter
Inquisitor
Investigator
Kineticist
Magus
Medium
Mesmerist
Monk
Ninja
Occultist
Oracle
Paladin
Psychic
Ranger
Rogue
Samurai
Shaman
Shifter
Skald
Slayer
Sorcerer
Spiritualist
Summoner
Swashbuckler
Vigilante
Warpriest
Witch
Wizard

So far all I can think of is that I would like to see the Samurai and the Ninja become more unique classes and less similar to the Rogue and Cavalier, although I am not sure what that might look like.


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Couple of small changes:

Give Outsiders that belong to group a name separate from the group name. For example the standard Kyton and Rakshasah having the same name as the group. This can cause unnecessary confusion.

Also, if a creature needs to have both an official name and a common name because of copyright issues when used outside of the OGL include both in the creatures stat block. For example Glabrezu (Treachery Demon)


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I love Prestige Classes but I am a little worried they might disappear in 2E. If Prestige Classes became something that are strictly associated with an organization/religion/faction/school/etc. And required some level of association with that group, along with a selection of specific skills/feats/class abilities/archtypes/etc. I think that would be an acceptable evolution of Prestige Classes and the term Prestige Class would still be appropriate.


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I have been giving this some more thought and Creature Types as a whole might need a little more unchaining from the old 3.5 rules. My suggested changes to Creature Types:

Aberration
Aetherite (Things originating from the Astral and Ethereal Transitive Planes and the Positive/Negative Energy Planes, and Similar Occult Planes)
Animal (w/ Subtype: Vermin)
Beast (Same as Magical Beast but just call them Beasts)
Construct
Dragon
Elemental (Things originating from the Elemental Planes)
Fey (Things originating from the First World Plane)
Florae (Same as Plant but now a distinct word that is different from plant so we can have Plants and plants and not be confused)
Humaniod (w/ Subtype: Giant)
Monster (Same as Monstrous Humanoid but just calling them Monsters)
Ooze
Outsider (Things originating from the 9 Outer Planes)
Umbra (Things originating from the Shadow Plane)
Undead

This leaves us with 15 over arching creature types and breaks up the Outsider Creature Type in a way that I feel more accurately represents things not from the Material Plane but also not from the Outer Planes.


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Actually a good way to potentially get monster focused bestiaries would be to have books that focused on both the creature type and rules relating to the creature type. For example a bestiary that was dragon focused could have rules about dragon ancestries, hunting dragons, and a bestiary of a range of dragons. In other words combine Legacy of Dragons, Dragon Hunter's Handbook, and a bunch a dragon bestiary entries that are not found in the new Bestiary 1. Include information about riding dragons, dragon companions/familiars, and dragon organizations (cough cough Dragon Disciples cough cough).

Then we have a book that is both a GM and Player resource released in the RPG Line of books and adds a bunch of dragons to the 2E rules. Because the book isn't strictly a bestiary it could even be released in the same year as a bestiary. The book would be more rules focused with some Golarion lore, allowing a Golarion focused Dragon book to be released around the same time in the Campaign setting line of books. The Campaign setting book could then pack in a lot a lore with a few rules and an additional dragon or two.

I could see something similar for Aberrations, Constructs, Fey, Magical Beasts, Monstrous Humanoids, and Undead. As much as I love Outsiders I think they might be more difficult to do in a book like this because Plane of origin has such a big impact on individual Outsiders.


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I would definitely be happy to have bigger Bestiaries. Also, having a short line of Bestiaries focused on specific creature types, to help us get caught up would be great as well. My top choices would be for books focused on Aberrations, Dragons, Magical Beasts, and Monstrous Humanoids


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Angel Hunter D wrote:
There's some speculation that bards might become psychic, which would rock. Besides, the iconic Bard and Mesmerist are brothers to boot.

That's actually pretty interesting because that would put all 4 of the standard Spell Lists in the game at the start.

Leaving the possibility for mixed Spell Lists to be added later. Those being:

Arcane/Divine Mix
Divine/Nature Mix
Nature/Psychic Mix
Pyschic/Arcane Mix
Divine/Psychic Mix
Arcane/Nature Mix

And then that would cap Spell Lists at 10 different lists. Assuming partial casters simply get access to spells up to a particular level from whichever list they have access to.


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Thanks Fuzzypaws, I missed that announcement!


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This may be to reductive, but would it be reasonable to only have six Spell Lists.

How this would work is something like:

Arcane Spell List (Sorcerer and Wizard territory)
Divine Spell List (Cleric Territory)
Nature Spell List (Druid Territory)
Eldritch Spell List (Mix of Arcane and Nature Spell Lists)
Mystical Spell List (Mix of Divine and Nature Spell Lists)
Esoteric Spell List (Mix of Arcane and Divine Spell Lists)

All spells fall on one or multiple of these Spell Lists. If you have a partial caster like a Paladin then they would cast spells from the Divine Spell List up to level 5 spells. This way Spell Lists are not updated by Class, but instead by theme.

Later they could do something similar for a Psychic Spell List or Lists.


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I really like the idea of adding the summon info in the monsters stat block.

Summon: Summon Monster II, Natures Ally III

And just like that the summons lists can expand and stay current. Then in the back of each Bestiary have a Summon Table that the GM can print out and give to any players that summon creatures.


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I freely admit that I love Paizo's approach of tying Prestige Classes to the Campaign Setting and hope the future version of Prestige Classes in the core rulebook get ties to the Campaign Setting.


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Please do:

Keep prestige classes as a thing

Please don't:

Have generic prestige classes as a thing. I want my Shadowdancer and Dragon Disciples integrated into Golarion.


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What changes are people looking for in a Bestiary? What rule changes do you want or what things should go away?

My want:

Creature Type for creatures from the Shadow Plane. I have long thought that creatures from the Shadow Plane need their own creature type similar to how creatures from the First World have their own creature type (Fey). Creatures from the Shadow Plane should be heavily influenced by Negative Energy similar to how Fey are heavily influenced by Positive Energy. However, creatures from the Shadow Plane should not be Undead, they should bridge the gap between living creatures and undead creatures.


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master_marshmallow wrote:
Dragons get their own book, all of em.

I am also hoping they will do a Bestiary of dragons, although if it is only True Dragons, I won't mind so long as the other dragons appear in the normal Bestiaries.


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Demon Lord of Paladins! wrote:
I will never understand the need to come up with 8 more names for the same class. LN paladin is still just a paladin, a NE paladin is still just a paladin. A CG paladin, yep still just a paladin.

lol, I certainly don't know that there is a need for it. However, I don't think it takes away from the game to include it for those who want it.

As long as the class is enjoyable to play and well designed I will be happy. If at the same time the class is broadened to incorporate the wants and desires of more players, I don't see anything wrong with that either.

Also, Demon Lord of Paladins is an awesome title, and I will be borrowing for use in my game! Thank you sharing!!!


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Lazaro wrote:
Paladins, blackguard, and anti-pallys for all!

Actually, That is an interesting idea. Expand the Paladin Class to have multiple Alignment emphasis, with the features of the class depending on the Alignment and the ideas being championed and opposed. The ideas being championed will depend on the "paladin" code.

Paladins = LG, LN, NG (focus is against evil/chaos)

Antipaladins = CE, NE, CN (focus is against good/law)

Grayguards = N, LN, CN (focus is against good/evil)

Templars = N, NG, NE (focus is against law/chaos)

Maquis = CG, CN, NG (focus is against evil/law)

Magnate = LE, LN, NE (focus is against good/chaos)


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Please do this:

Stop grouping true dragons into clans of 5. I love true dragons but trying to force all true dragons into groups of 5 doesn't make sense.


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Please do this:

Continue to use the Race Builder rules or something similar. Also, balance the major starting player races so they all have the same point value. And for less common races with a similar theme make sure they are balanced to have the same race point values. Looking at you Suli, Undine,Ifrit, Slyph, and Oread.


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Please do this:

Add a creature type for things from the Shadow Plane. Creatures from the Shadow Plane desperately need a creature type that reflects their unique characteristics, similar to how the Fey creature type reflects creatures from that Plane.

Shadow Plane creatures awkwardly get lumped with Undead because of the stronger influence of Negative Engery on that Plane. But Shadow Plane creatures should occupy the gap between undead and living creatures.

Also, can we come up with generic single word terms for Magical Beast and Monstrous Humanoid. All other creature types have single word descriptors and, in my opinion that makes those two feel clunky.


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Elven Subraces: The rules we know so far and a little speculation.

Forlorn
No Alternate Racial Traits have been specifically identified for this Subrace. Although, the Alternate Racial Traits for this Subrace have not be identified the Alternate Racial Traits of Human-Raised and Ageless Patience may be shared across this Subrace.
Speculation: The Forlorn have been discussed in some detail so no need to speculate.
Note: The Human-Raised Alternate Racial Trait does not specifically mean the Elf was raised by Human but is more generally meant that the Elf was raised by one of the shorter lived races.

Jinin Elf
No Alternate Racial Traits have been specifically identified for this Subrace, however, the text for the Alternate Racial Trait of Ageless Patience does specifically identify Jinin Elves.
Speculation: The Jinin Elves have been discussed in some detail so no need to speculate.

Mordant Spire Elf
This Subrace of Elves has the Alternate Racial Traits of Crossbow Training and Natural Swimmer. These Elves are from Mordant Spire and have a stronger association with the sea than most Elven communities.
Speculation: The Mordant Spire Elves have been discussed in some detail so no need to speculate.
Note: The Advance Race Guide presents the Alternate Racial Traits for Subraces in standardized blocks. The Alternate Racial Traits for Mordant Spire Elves are not presented in a standardized block and only offered as options. I suspect that if the Subrace rules for Mordant Spire Elves are presented in a standardized block similar to the layout in the Advance Race Guide they Alternate Racial Traits of Crossbow Training and Natural Swimmer will be integral and not optional to the Subrace.

Desert Elf
No Alternate Racial Traits have been specifically identified for this Subrace. Although, the Alternate Racial Traits for this Subrace have not be identified the Alternate Racial Traits of Desert Runner and Elemental Resistance (Fire) may be shared across this Subrace.
Speculation: These Elves have become attuned to the dry, hot, and harsh environments of the desert.

Ekujae (Wild Elf)
No Alternate Racial Traits have been specifically identified for this Subrace. These Elves have become attuned to life in the Jungles of Golarion.
Speculation: We know form the Trait Ekujae Reflexes that these Elves have quick reflexes. This Subrace may share the Fleet-Footed Alternate Racial Trait.

Savage Elf
This Elven Subrace has the Alternate Racial Traits of Eternal Grudge and Fleet Footed. These Elves have a strong hatred of Dwarves and Orcs.
Speculation: These Elves came into direct conflict with Orcs and Dwarves as those two races pushed to the surface of Golarion during the Dwarven Quest for Sky.

Wasteland Elf
No Alternate Racial Traits have been specifically identified for this Subrace.
Speculation: This Subrace may share the Elemental Resistance Alternate Racial Trait. This may not be a Subrace of Elves as there is little indication that such a Subrace exists.

Arctic/Snowcaster Elf
Arctic Elves have attuned to life in lands that are dominated by ice and snow. This Subrace has the Alternate Racial Traits of Darkvision, Desert Runner, and Elemental Resistance (Cold).
Speculation: We know a sizable population of this Elven Subrace lives in the arctic regions of the Crown of the World, however, little is known about this Subrace since they fled north to escape the effects of Earthfall. (I guess that’s not really speculation)

Dusk Elf
This Elven Subrace is attuned to night, darkness, and dreams, they are more likely to be nocturnal than diurnal. This Subrace has the Alternate Racial Traits of Arcane Focus, Darkvision, Dreamspeaker, and Silent Hunter.
Speculaiton: This Elven Subrace may have a strong connection to the Dreamlands, Black Butterfly, and/or the Occult.

Tower Elf
This Elven Subrace has the Alternate Racial Traits of Arcane Focus and Urbanite. This Elven Subrace has close ties to centers of magical learning within Elven communities.
Speculation: I don’t have a good idea conceptually of how or why this Subrace has developed.

Fae Elf
Speculation: No Subrace of Fae Elves have been mentioned but considering that Elves are often influenced by their environments and the natural world, a Subrace of Elves influenced by the First World is within reason. A Subrace of Fae Elves is likely to have the Alternate Racial Traits of Fey Thoughts and Fey-Sighted and either Fey Magic or Fey Wisdom.


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Dwarven Subraces: The rules we know so far and a little speculation.

Pahmet (Sand Dwarf)
No Alternate Racial Traits have been provided for this Subrace. There are two Traits that can uniquely be taken by this Subrace. Triats: Deathkeeper and Sphinxfriend

Paraheen
For now, whether or not this group of dwarves have developed into a Subrace is unknown. There is one Trait that can uniquely be taken by this group of dwarves. Trait: Paraheen Weaponsmith

Deep Delver Dwarf
This Subrace of Dwarves have the Alternate Racial Traits of Minesight and Deep Warrior, with spellcasters often having the Alternate Racial Trait of Stonesinger.
Speculation: These Alternate Racial Traits may more closely reflect the Racial Traits of the Dwarven Race prior to the Quest for Sky.

Mountain Dwarf
This Subrace of Dwarves live atop high mountain peaks. They have the Alternate Racial Trait of Mountaineer. They also typically have the Alternate Racial Traits of Surface Survivalist, Sky Sentinel, and Xenophobic.
Speculation: This is a relatively new Subrace of Dwarves. Although only the Alternate Racial Trait of Mountaineer is common across this Subrace the other three Alternate Racial Traits (Surface Survivalist, Sky Sentinel, Xenophobic) associated with this Subrace will also become common across the Subrace cementing them as a uniquely separate Subrace.

Elder Dwarf
These Dwaves have a strong dislike for magic and Elves. This Subrace race of Dwarves have the Alternate Racial Traits of Ancient Enmity, Lorekeeper, and either Magic Resistant or Stubborn.
Speculation: This an old Subrace of Dwarves that have a particular hatred of magic and Elves, especially Drow. These Dwarves likely had early interactions with those Elves who fled into the Darklands to escape Earthfall. Those interactions did not go well.

Exiled Dwarf
These Dwarves have been pushed from their homelands, typically by some outside force. This Subrace of Dwarves have the Alternate Racial Traits of Relentless and Stubborn. If dragons had some part in there exodus they also often have the Alternate Racial Trait of Wyrmscourged.
Speculation: These Dwarves are more likely to be encountered in Human cities near the homeland from which they were exiled. The area of a city occupied by these close knit Dwarven communities are often nicknamed “Dwarftown” by the local population.


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After taking a closer look at how the term subrace/variant race is defined in the Advanced Race Guide, I no longer expect to see information on Drow, Aquatic Elves, Sivrfneblin, Duergar, Fey/Original Gnome, Kuru, etc. All of those are appear to be more of a Race unto themselves instead of a subrace/variant race. So here is my attempt to identify the all the subraces/variant races mentioned in the Advanced Race Guide and other sources and what that subrace/variant race is called on Golarion. I am still excluding Half-Elves and Half-Orcs as they already have a book.

Pahmet (Desert Dwarf) – No Race Traits Identified
Paraheen Dwarf – No Race Traits Identified (Relevant Race Traits = Paraheen Weaponsmith)
Deep Delver Dwarf – No Race Name Identified
Elder Dwarf – No Race Name Identified
Exiled Dwarf – No Race Name Identified
Mountain Dwarf – No Race Name Identified

Artic Elf – No Race Name Identified
Dusk Elf – No Race Name Identified
Savage/Wild Elf (Ekujae?) – No Race Name Identified
Tower Elf – No Race Name Identified
Fey Elf? – Not identified as a Subrace/Variant Race although there are plenty of race traits to suggest it. (Relevant Race Traits = Fey-Sighted, Fey Magic, Fey Wisdom, Fey Thoughts)
Desert Elf? – Mentioned but Race Traits not identified, No Race Name Identified (Relevant Race Traits = Desert Runner)
Wasteland Elf – Mentioned but Race Traits not Identified, No Race Name Identified
Mordant Spire Elf – No Race Traits Identified
Forlorn Elf – No Race Traits Identified (Relevant Race Traits = Human Raised)
Jinin Elf – No Race Traits Identified (Relevant Race Traits = Ageless Patience)

Dread Gnome – No Race Name Identified
Gear Gnome – No Race Name Identified
Lava Gnome – No Race Name Identified
Traveler Gnome – No Race Name Identified
Bleachling Gnome – No Race Traits Identified (Relevant Race Traits = Bleachling)

Avenging Halfling – No Race Name Identified
Nomadic Halfling – No Race Name Identified
Slave Born Halfling – No Race Name Identified
Mwangi Halfling – No Race Traits Identified (Relevant Race Traits = Deep Jungle)

Cosmopolitan Human – No Race Name Identified
Country Folk Human – No Race Name Identified
Gutter Rat Human – No Race Name Identified
Imperious Human – No Race Name Identified
Trailblazer Human – No Race Name Identified
Versatile Human – No Race Name Identified

Looking at the above Subraces/Variant races I am interested in seeing Paizo examine the concept of a Subrace in greater detail. Based on the concepts of Subraces that have been identified I have attempted to try and identify what qualifies as a Subrace.

Subrace
-A Subrace shares the same basic stats of a Race that has a significant population
-The Subrace self identifies as a subset of the larger population of that race
-Some small portion of the basic stats of the Subrace (typically Racial Traits) are different from the larger population of that race
-Some portion of the basic stats that are different from the larger population are shared across the Subrace
-The cultural experience of the Subrace is typically different from the larger population of that race
-Any member of a race may have Alternate Racial Traits, an Alternate Racial Traits by themselves are not enough to qualify as a Subrace
-Typically, when both the basic stats and the cultural experience of a race become significantly different from the larger population, that Subrace may become its own Race (i.e. Drow, Kuru, Aquatic Elves, Svirfneblin, Duergar, Gillmen, etc.)

So considering the above, this is all pretty interesting because it gives us some idea of when in Golarion's history some Subraces become there own Race and which current Subraces may be developing into there own Race. For example I could see the Arctic Elves and Bleachlings developing into there own Race at some point. Also, Humans seem more inclined to quickly develop into a separate Race (Kuru, Gillmen, Munavri, Azlanti) and Halflings are the least likely to branch into unique Races. Also, Elves seem the most inclined to develop Subraces, although this makes since considering the effects environment has on Elves.

Looking forward to this book. I hope each Subrace gets a half page spread like the Subraces of Aasimar, Changelings, Half-Orcs, etc.


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I am very excited about this book considering this is a topic not covered very often.I was trying to think of all the diverse racial groups,below is whati came up with.

Elven Diversity
-Ekujae/Wild
-Snowcaster
-Desert
-Mordant Spire
-Aquatic
-Drow

Dwarven Diversity
-Pahmet/Sand
-Duergar

Gnome Diversity
-Bleachling
-Svirfneblin
-Original/Fey

Halfling Diversity
-Mwangi?

Human Diversity
-Kuru
-Azlanti

What am I missing? I am specifially not including groups that already have a book covering that group such as Half-Elves, Half-Ors, Aasimar, etc. While there are race books about Elves and Dwarves, those books have very little discussion on the diverse groups within the larger population group.


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Don't forget about Lizardfolk. They would have been around as well.


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Pathfinder Companion, Pathfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
James Jacobs wrote:
Brinebeast wrote:
James Jacobs wrote:
The gorgas is something so obscure that not even the Creative Director had it/him/her/them on his radar. They are not in this book as a result, but I'll look into them and see about getting them handled somewhere else if possible.
Then hopefully you will remember the Arcanatons. A whole group of neutral outsiders made of pure arcane energy. See Guardians of Dragonfall for what little info there is to be found.
Guardians of Dragonfall was a module from a short-lived experimental era where we tinkered with doing adventures that weren't necessarily part of Golarion. AKA: We won't be carrying forward elements from that adventure. Arcanatons included.

To be fair, my hope was more that you all might take a look at the Arcanatons with fresh eyes. The basic idea of a neutral outsider group that expresses itself as living arcane magic is pretty awesome, plus the name Arcanaton is pretty hardcore. But as far as their goals, what powers they serve, and where they are from, all of that has yet to be detailed. And with so little written about Arcanatons if there is anything you all don't like and/or would change doing so would not hurt the established Golarion canon. I understand Guardians of Dragonfall was experimental and as an adventure it does not mesh well with the Golarion that has since been established. I just hope that Arcanatons are not a victim of that adventure for having first appeared there, and instead have been considered independently for their potential as an arcane focused outsider group.


Pathfinder Companion, Pathfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
James Jacobs wrote:
The gorgas is something so obscure that not even the Creative Director had it/him/her/them on his radar. They are not in this book as a result, but I'll look into them and see about getting them handled somewhere else if possible.

Then hopefully you will remember the Arcanatons. A whole group of neutral outsiders made of pure arcane energy. See Guardians of Dragonfall for what little info there is to be found.


1 person marked this as a favorite.
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David knott 242 wrote:
Brinebeast wrote:
I hope we get a Campaign Setting book to accompany this that focuses on Demi-Planes associated with Golarion

Like this one?

While I am excited about that one, that is focused on cities within the planes being described. I want some Demiplane awesomeness as well!

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