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Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
![]() Some Ancestries from the Golden Road region I would love to see: Universal Heritage:
New Ancestries:
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Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
![]() keftiu wrote:
Thanks Keftiu! I consider that very high praise as you are one of the folks on here that I always enjoy reading their thoughts and insights. It is also nice to hear someone enjoys reading my analyses. I like doing them for fun, but I am never quite sure if they are useful for anyone else when I share them. ![]()
Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
![]() I love to go back and take a deeper look at all the 1E Prestige Classes and Archetypes seeing what lore there is to be found. I figured it wouldn't hurt to share what I have so far. There is a few areas I haven't finished but I have taken a break from the Broken Lands temporarily. BREVOY:
Archetype/Prestige: Aldori Defender
Archetype/Prestige: Aldori Swordlord
Note: In 2E we are introduced to the Aldori Duelist (Archetype). The 2E Aldori Duelist and 1E Aldori Defender appear to primarily be students or graduates of the Aldori Academy or someone who received official training from an Aldori Swordlord in a smaller private school. We have not yet seen 2E rules for Aldori Swordlords which have previously held the requirements of; being invited into the ranks of the Swordlords, reaffirming the Aldori Swordpact, adding the Aldori moniker to one’s name, demonstrating one’s skill by winning a duel under the observation of a current Swordlord, and presumably taking on the official duties of a Swordlord (what those duties may entail are unclear). Archetype/Prestige: Rostland Bravo
Archetype/Prestige: Dragonscale Loyalist
MENDEV:
Archetype/Prestige: Mind Sword
Archetype/Prestige: Phantom Blade
Archetype/Prestige: Mendevian Priest
Archetype/Prestige: Faithful Wanderer
Archetype/Prestige: Proclaimer
Archetype/Prestige: Low Templar
Archetype/Prestige: Elysiokineticist
[Concerning Mendevian Crusade, See Also: Uprooter Scout, Teleport Sense, The Demonscope, Wardstone, Wayward Crusader (NPC), Child of the Crusades, Cynic, Demon Slayer, Demon Smiter, St. Clydwell’s Ward)
SARKORIS:
Archetype/Prestige: God Caller
Archetype/Prestige: Blood Summoner
Archetype/Prestige: Totem Spiritualist
[Concerning Sarkoris God Callers See Also: God Caller (NPC), Ancient Tradition (Sarkoris), Demonbane Summoner, Demon-Proof Mind] Archetype/Prestige: Stargazer
RIVER KINGDOMS:
Archetype/Prestige: Arrowsong Minstrel
Archetype/Prestige: Daggermark Poisoner
Archetype/Prestige: Veneficus Witch
Archetype/Prestige: Pitax: Academy of Grand Arts
Archetype/Prestige: Hag-Riven
Note: The Ancestry Archetypes for the Changeling and Leshy below are not restricted to the River Kingdoms but are included here because of the prevalence of Hag Covens and Druid Circles within the River Kingdoms. Archetype/Prestige: Dreamweaver
Archetype/Prestige: Verdivant
Archetype/Prestige: Herbalist
Archetype/Prestige: Plant Speaker
Archetype/Prestige: Leshykineticist
RAZMIRAN:
Archetype/Prestige: Razmiran Priest (2 Versions – 1 Prestige Class, 1 Archetype)
Archetype/Prestige: Mask of the Living God
[Concerning the Chruch of Razmir, See Also: Tears of Razmir, Truefaith Vestments, Holy Masks of the Living God, Mask Golem, Razmiran Priest (NPC), Acolyte of Razmir, Divine Deceiver, Soldier of Faith, Strength of Submission, Palm Potion)
NUMERIA: Archetype/Prestige: Numerian Liberator
Archetype/Prestige: Galvanic Saboteur
Note: Numerian Liberators are opposed to both the Technic League and to Technology. With the Technic League disbanded this group presumably continues to liberate Numeria from the ravages of technology. Ideologically they are at odds with the Savage Technologists, otherwise, little is known of this group. Archetype/Prestige: Technomancer
Archetype/Prestige: Scavenger
Archetype/Prestige: Numerian Scavenger
Archetype/Prestige: Cyber-Soldier
Archetype/Prestige: Savage Technologist
Archetype/Prestige: Techslinger
Note: The Technomancer, Scavenger, Numerian Scavenger, Cyber-Soldier, Savage Technologist, And Techslinger all share a similar theme of embracing and using technology. Archetype/Prestige: Pureblade
Archetype/Prestige: Bow Nomad
Archetype/Prestige: Gulch Gunner
Archetype/Prestige: Plague Bringer
Note: The Ancestry Archetypes for the Ysoki and Kasatha above are not restricted to Numeria but are included here because Kasatha are rarely found outside of Numeria, and Ysoki are prevalent within Numeria.
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Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
![]() Looking a the "Naga Emissary" Trait from 1E it does not have a prerequisite of "Naga." So it's a little hard to say. We don't know how strong the relationship is between the Nagas of Vudra and the Nagas of the Valashmai Jungle. My guess is that the Nagaji have likely migrated to Vudra and also associate with the Nagas their, but are less common. But it is very interesting that Vudra's Nagas keep emissaries in Jalmeray. ![]()
Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
![]() In 1E most lore is found in setting books, articles, and adventures set in specific locations, however, there is a lot a lore tucked away in the writes up for things like magic items, archetypes, creatures, and spells. In my excitement for an Impossible Lands book I have attempted to capture as much of that lore as I can. Below are all the bits of lore I found and thought I would share in case anyone else was interested. I would love to see a lore heavy Impossible Lands book like The Mwangi Expanse book and a mixed lore and rules book like the Character Guide. IMPOSSIBLE LANDS DEITIES:
The following Deities are commonly worshiped in the Impossible Lands: Core: Nethys, Urgathoa, Zon-Kuthon, Abadar, Calistria, Irori, Lamashtu, Norgorber, Pharasma, Erastil, Torag Other: Groetus, Arazni, Brigh, Gruhastha, Sivanah, Cixyron, Dagon, Dhalavei, Haagenti DONGUN HOLD/SHATTERED RANGE MOUNTAINS:
Symbol Striker Archetype: Honored warriors of Dongun Hold. The Symbol Strikers have special training in languages, reading, and runes. Skills: Linguistics; Feats: Rune Training, Weapon Rune, Rune Trap; Focus Spells: Read Magic, Comprehend Languages, Arcane Mark, Erase. (Source: Heroes of the Fringe pg. 7) Scatter Gunner Archetype: The Dwarves of Dongun Hold have developed specialized techniques for utilizing firearms in tunnels and similarly confined spaces. Feats: Scatter Specialist, Careful Shot, Scatter Artist Restricted Barrel, Scatter Artist Shaped Blast, Scatter Artist Vortex, Overload, Satchel Shot. (Source: People of the Wastes pg. 12) Background/Trait: Gunworker – The Dwarves of Dongun Hold are known for making firearms and Gunworkers spend years leaning the craft. (Source: Inner Sea Races pg. 194) Spells/Ritual: Dongun Shaper’s Touch – This spell was developed by the Dwarves of Dongun Hold to aid in the shaping and crafting of materials. (Source: Inner Sea Intrigue pg. 59) Equipment: Mineral Acid – This acid is crafted by Dongun Hold alchemists and is useful against hostile creatures made of crystal, earth, or metal. (Source: People of the Wastes pg. 14) Equipment: Thunderclap Charge – This explosive is designed by Dongun Hold alchemists to assist with excavating precious crystals. It can also serve as a deadly explosive if needed. (Source: People of the Wastes pg. 14) Magic Weapon: Quake Canon – This earthquake inducing canon was created by the Dwarves of Dongun Hold. When magic went array in the region the canon was retired. It was recently stolen by giants in a raid against Dongun Hold. (Source: Wardens of the Reborn Forge pg. 40) Dwarf Ancestry: Sky Citadel Dwarves – In 1E the Dwarves of Dongun Hold commonly had Traits such as Ancient Enmity, Deep Warrior, and Deep Tradition which provide for specialized training against Drow, Aberrations, and Duergar. (Source: Inner Sea Races: Pg. 236) Dwarf Ancestry: Desert Dwarves – The southern peaks of the Shattered Range Mountains are home to a group of nomadic Dwarves that travel through mountain tunnels by day but then move to the surface at night. They once belonged to a much larger Dwarven Kingdom. This kingdom is most likely the Sky Citadel of Dongun Hold. What if any efforts the Dwarves of Dongun Hold have made to reconnect with this southern branch is unknown. (Source: Heroes of the Fringe pg. 4) History: Simian Sharpshooter – A little over a decade ago a tribe of Charau-ka crossed the Brazen Peaks and made a surprised raid on Dongun Hold. While suffering several casualties the raid was successful. These Charau-ka retuned to Ruthazek the Gorilla King with the firearms, who was sufficiently impressed and trained many of them to become Usaro’s elite snipers. See Simian Sharpshooter. (Source: Inner Sea Monster Codex pg. 13) NPC: Orania, Cloud Giant Oligarch – Orania and her clan of cruel and malicious Cloud Giants wander the Shattered Range Mountains in search of a fabled floating Cloud Giant city. Orania thinks the secret to permanently lifting her oracular curse lies in the fabled city. (Source: Giants Revisited pg. 8) Ancestry: Wyvaran – Wyvarans were created long ago by dragons experimenting with mixing the linages of Drakes (typically Wyverns) and Kobolds. Wyvarans have traditionally lived in the Shattered Range Mountains although over the years there has been times when their territories have expanded and contracted. (Source: Inner Sea Races pg. 253) Ancestry Feats: Wyvaran – Dragon Traits, Flight, Slapping Tail, Darkvision, Low-Light Vision, Evasive Maneuvers. (Source Inner Sea Races pg. 217, 253) Ancestry Feats: Wyvaran – Memories of the Forgotten, Vestigal Wings, Neglected Heritage, Greed, Wyvaran Spellcasting, Brood Defender, Draconian Law, Relic Familiarity, Sincere Flattery. (Source: Legacy of Dragons pg. 18-19) Background/Trait: Fierce Flanker – Being bullied as a youth taught you the importance of working in conjunction with friends and allies. (Source: Inner Sea Races pg. 199) Creature: Wyvaran – This represents a standard Wyvaran. (Source: Bestiary 4 pg. 281) ALKENSTAR:
Dimensional Excavator Archetype: Scholars in Alkenstar studying the various properties of the Mana Wastes have learned to create minor tears in the fabric of reality. These tears are useful for mining operations and even combat if needed. This has led to the specialized techniques of the Dimensional Excavators. Feats: Extradimensional Extract Create Pit, Precipitous Discovery Spiked Pit, Precipitous Discovery Acid Pit, Precipitous Discovery Hungry Pit. (Source: Magic Tactics Toolbox pg. 14) Gun Scavenger Archetype: The availability of guns in Alkenstar allows for curiosity and innovation to give rise to those known as Gun Scavangers. Using scavenged parts and inspiration Gun Scavengers manage to build functional and innovative firearms. However, these firearms are not built on tried and true methods and are wielded with a mix of intuition and skill. Feats: Gunsmith, Go By Feel, Change Out, Jury-Rig, Arbitrary Aim. (Source: Inner Sea Combat pg. 38) Gun Smuggler Archetype: The strict control of production and sale of firearms in Alkenstar has led to the specialized art of gun smuggling. Gun Smugglers know how to conceal, move, and sale firearms, but they also ensure they know how to use their products as well. Feats: Hidden Gun, Secret Sidearm, Selective Targeting, Stolen Shots, Uncanny Aim. (Source: People of the Wastes pg. 13) Siege Gunner Archetype: The largest firearms require special training to use effectively and Alkenstar offers the most thorough training in the use of siege guns. Alkenstar is all too happy to negotiate the price of a siege gun and then negotiate the price for a Siege Gunner to operate it. Feats: Grit, Engineer Training, Targeted Blast, Scattershot, Bonus Feats. (Source: Inner Sea Combat pg. 45) Thronewarden Archetype: First utilized in Alkenstar, Thronewardens are trained explicitly to operate in the highest courts as elite guards trained at spotting threats before they arise. While most operate in the Grand Duchy of Alkenstar, Alkenstar does contract out Thronewardens to Nex and more recently to the Shackles. Skills: Sense Motive; Feats: Hair-Trigger Reflexes, Eye for Trouble, Warning Shot, Opening Shot. (Source: Heroes of the High Court pg. 8) Shieldmarshal Archetype/Prestige Class Alkenstar’s primary defense and police force, the Shieldmarshals serve a wide variety of roles within Alkenstar. Some Shieldmarshals may even specialize to become Siege Gunners or Thronewardens. Feats: Eye for Detail, Legal Judgement, Danger Sense, Gunmarshal, Labyrinthine Cunning, Urban Commando, Gunhunter, Double Jeopardy, Quarry, High Shieldmarshal. (Source: Paths of Prestige pg. 48) Drugs: Hush – This drug is commonly used by those working in Alkenstar’s Gunworks testing ranges. While protecting hearing against sonic damage it also reduces the ability to hear while under the effects which has led to serval mishaps from workers failing to respond to verbal commands or warnings. (Source: Potions and Poisons pg. 26) Equipment: Blue Rat – While similar to common rats, the Blue Rats of Alkenstar are a species unique to the region. They are highly prized by collectors. (Source: Ultimate Equipment pg. 16 & 19) Equipment: Alkenstar Fortress Plate – This incredibly bulky armor was designed by the Dwarves of Dongun Hold, however, it has since seen broader use throughout Alkenstar. The most heavily armored of the Shieldmarshals commonly wear Alkenstar Fortress Plate. (Source: Adventurer’s Armory 2 pg. 6) Equipment: Wind Platform – These platforms act as floating watchtowers allowing Alkenstar to observer much farther out into the surrounding lands. Anchored in place but still slowly drifting with the wind, Wind Platforms give Alkenstar a unique skyline. (Source: Dragonslayer’s Handbook pg. 27) Equipment: Alchemical Cartridge (Gray Dust Cartridge) – This Alchemical Cartridge uses magic-suppressing dust harvested from the Mana Wastes and can temporarily suppress a spellcaster’s ability to cast spells. (Source: Ultimate Equipment pg. 41) Magic Shield: Shieldmarshal’s Ward – These rare magic shields are thought to have been gifted to the original Shieldmarshals by Duke Alkenstar. Only those who are sworn Shieldmarshals can use these shields to their full effect. (Source: Mythic Origins pg. 18) Magic Weapon: Peacekeeping Pistol: – These pistols are made in Alkenstar and are specially infused with magic to allow for a firearm that does nonlethal damage. The origin of the firearms is not currently known. (Source: Inner Sea Combat pg. 55) Wondrous Magic Item: Stable Metamagic Rod – These magic rods help to ensure stability in spellcasting in the otherwise magic warped regions of Alkenstar and the Mana Wastes. (Source: Wardens of the Reborn Forge pg. 49) Metamagic Feat: Stable Spell – Some spellcasters have learned to increase the stability of their spellcasting within Alkenstar and the Mana Wastes. (Source: Wardens of the Reborn Forge pg. 49) General Feat: Grand Duchy Familiarity – Those who have spent significant time in the Grand Duchy of Alkenstar can pick up on the basics for operating a firearm. (Source: Inner Sea Combat pg. 17) NPC: Shieldmarshal – This NPC represents a typical Shieldmarshal of Alkenstar. (Source: Inner Sea NPC Codex pg. 50) Background/Trait: Alkenstar Defender – Those who have served in Alkenstar’s militia might have a background of being an Alkenstar Defender. (Source: Inner Sea Primer pg. 12) Background/Trait: Alkenstar Engineer – Those who learn engineering in Alkenstar know the basics for operating a firearm and might have background of Alkenstar Engineer. (Source: People of the Wastes pg. 3) Background/Trait: Mechanical Expertise – Growing up in Alkenstar often gives people a familiarity with mechanics and some people might have a background of Mechanical Expertise. (Source: Heroes of the Fringe pg. 3) Background/Trait: Firebug The children of Alkenstar’s gunsmiths often enjoy experimenting with alchemy and explosives and are known as Firebugs. (Source: Quests and Campaigns pg. 18) Creature: Clockwork Excavator – These clockworks are some of the most highly prized clockworks in Alkenstar because of their ability to tirelessly mine precious metals. Alkenstar is actively looking for new innovations concerning Clockwork Excavators. (Source: Pathfinder 117: Assault on Longshadow pg. 84) History: Clockwork Excavator – In 4717 High Clockmother Llanalir attended a clockwork conference held in Absalom. As part of the conference Llanalir sat as judge for a competition involving Clockwork innovations. The winner received a workshop in Alkenstar City to continue pursuing innovations while also having regular access to High Clockmother Llanalir and the Dwarves of Dongun Hold. (Source: Pathfinder 117: Assault on Longshadow pg. 84) Creature: Clockwork Gunslinger – Mostly found in Alkenstar, Clockwork Gunslingers can serve a variety of functions such as patrolling streets or guarding sites. However they a primarily used to assist their controllers on missions such as extracting high-value targets. (Source: Construct Handbook pg. 33) Creature: Clockwork Snail – These dangerous clockworks leave a poisonous trail of ooze behind them and should not be deployed recklessly. (Source: Wardens of the Reborn Forge pg. 62) Creature: Latten Mechanism, Herald – The Heard of Brigh, Latten Mechanism most frequently appears in Alkenstar. This may indicate Brigh’s favor for Alkenstar or possibly that the city is a place of frequent innovation that often draws Brigh’s attention. (Source: Pathfinder 86: Lords of Rust pg. 84) MANA WASTES/SPELLSCAR DESERT:
Class: Spellscar Oracle Mystery – Perhaps one of the most mysterious of Oracle Mysteries is the mystery of the Spellscar Oracle. These Oracles have been touched by the magic of the Mana Wastes granting them strange powers over wild magic. (Source: Inner Sea Magic pg. 30) Focus Spell: Spellscar – This spell has the same effects of the magic that created the Mana Wastes, however, the effects are only temporary. See Spellscar Oracle above. (Source: Inner Sea Magic pg. 61) Spell/Ritual: Suppress Primal Magic – This spell was developed by Nexian wizards that were studying the Spellscar Desert. While the spell temporarily stabilizes the erratic magic of the Spellscar Desert the suppression eventually results in a magical backlash. The effects of this spell is also utilized by the Spellscar Oracles. See Spellscar Oracle above. (Source: Inner Sea Magic pg. 61) Class: Kineticist Wild Talent Primal Aether – These Kineticists can gather strands of the Mana Wastes warped magic and use them to deadly effect. (Source: Occult Realms pg. 8) Class: Investigator/Rogue Talents Eldritch Conduit – Investigators operating in the Mana Wastes have learned to steal power from some magical equipment to fuel the power of other magical equipment. (Source: Magic Tactics Toolbox pg. 7) Class: Cavalier/Samurai Order of the Beast – This Order is active in the Mana Wastes and is often found leading bands of brigands. (Source: Inner Sea Combat pg. 30) Feat: Casterbane Shot – Casting spells in the Mana Wastes can cause dangerous effects. Some who call the Mana Wastes home have learned to quickly disable spellcasters. (Source: Inner Sea Combat pg. 17 and Weapon Master’s Handbook pg. 24) Spellscar Drifter Archetype: Spellscar Drifters wander the Spellscar Desert and hire their services out as guides, bodyguards, assassins, and are sometimes deputized law enforcement for the Grand Duchy. Spellscar Drifters are known for specializing in knowledge of the Mana Wastes and using firearms. Their time in the Mana Wastes is not without consequence as the Spellscar Desert eventually leaves its mark upon any Spellscar Drifter that wanders too long in the desert. Feats: Have Gun, Daring Deeds, Worn Banner, Bonus Feats, Notorious Deeds, Old Reliable, Spell Severed, Infamous Deeds, Tough as Nails. (Source: Inner Sea Combat pg. 45) Toxic Sniper Archetype: The cult of the Daemonic Harbinger Cixyron is active in the Mana Wastes and they grant their followers gifts of toxin and precision. Cixyron’s followers known as Toxic Snipers praise their Daemonic Patron by delivering toxic bullets at long ranges into their unsuspecting sacrifices. Feats: Scrapper’s Gun, Sharpshooter’s Study, Toxic Gift, Toxic Shots, Marksman, Precise Toxin (Source: People of the Wastes pg. 27) Undying Word Archetype: Those who survive in the Mana Wastes and call it home are those who have not accepted defeat but also know much suffering. This has resulted in a musical tradition known as the Undying Word that is both somber and inspirational. Feats: Bonus Feat, Undying Song Inspire Resilience, Undying Song Song of Defiance, Undying Song Dirge of Determination, Endurance Power (Source: People of the Wastes pg. 5) Mutated Defender Archetype: The Mana Wastes are known for causing mutations and those who make the Mana Wastes home find that they can use their mutations in defense of their home. Often proud of the mutations the Mana Wastes has bestowed upon them, Mutated Defenders must take care to conceal their mutations when visiting Alkenstar or similar communities the look negatively upon the mutations caused by the Mana Wastes. Feats: Mutant Specialization, Mutant Talents, Mutant Blast, Mutant Evolution, Mutated Lobe. (Source: People of the Wastes pg. 9) Pureblade Archetype: The Pureblades are an elite group of aberration and mutant hunters. They originated in Numeria, however, groups of Pureblades have since started operating in the Mana Wastes, with their base of operations typically located in Alkenstar or Nex. While many of the aberrations arising in the Mana Wastes are dangerous creatures, the Fleshwarps and Mutants of the Mana Wastes are often people simply trying to survive. How willing the Pureblades are to make a distinction between aberration and mutant remains to be seen. Feats: Aberration Hunter, Alien Prescience, Discern Weakness, Steely Mind, Aberration Slayer. (Source: Advanced Class Origins pg. 20) Wasteland Blightbreaker Archetype: One of the few healers with the knowledge and abilities to potentially remove the blights of the Mana Wastes, the Wasteland Blightbreakers are highly respected healers. Feats: Healing Infusion, Touch Injection, Swift Healing Infusions, Banish Blights, Discoveries (Source: Healer’s Handbook pg. 10) Black Powder Vaulter Archetype: The techniques of the Black Powder Vaulters mix close quarters fighting and the use of firearms. The techniques have been developed between an unlikely cross pollination between the gunslingers of the Mana Wastes and Tian Xia pirates from the Shackles. Feats: Mobile Reload, Daring Vault, Shot on the Run, Art of the Gun, Dual Shot on the Run (Source Martial Arts Handbook pg. 10) Blightwarden Archetype: Blightwardens operate in locations where blight creatures are found. In the Mana Wastes Blightwardens attempt to limit the spread of blighted and mutant creatures. Feats: Hunt the Blighted, Emulate Taint, Blightwalker, Resist Corruption (Source: People of the Wastes pg. 17) Spell Trapper Archetype: While most commonly found in the deserts of Thuvia, a significant number of Spell Trappers are also active in the harsh lands between Nex and Geb. Spell Trappers forego most traditional spellcasting, and instead learn to craft traps out of raw magic. Feats: Diminished Arcana, Spell Traps, Distant Trapping. (Source: Magic Tactics Toolbox pg. 15) Creature: Mana Wastes Mutant – The Mana Wastes have mutagenic effects that can affect most creatures that spend long periods of time exposed to the Wastes. These effects cause mutations in those who live within the Mana Wastes. Many Humanoids who are born in the Mana Wastes have an increased chance of being born as Fleshwarps. Mutations can be difficult for some Humanoids to adapt to, while others embrace their mutations. (Source: Inner Sea Bestiary pg. 28) Creature: Spellscar Fext – Spellscar Fexts are dangerous undead created from spellcasters that die in the Mana Wastes. Similar to regular Fexts, Spellscar Fexts have a vulnerability to glass and undead hunters from Alkenstar use specially crafted glass bullets to put a stop to these undead. (Source: Inner Sea Bestiary pg. 49) Creature: Prydanu Azata – In very rare circumstances a Prydanu’s “Burst of Restoration” ability can permanently remove Mana Wastes mutations. People who find their mutations unbearable may spend their lives seeking to contact a Prydanu in hopes of being able to restore their physical forms. (Source: Pathfinder 126: Beyond the Veiled Past pg. 84) Creature: Bramblelash (Magic-fed) – The Bramblelashes of the Mana Wastes grow much larger than typical Bramblelashes due to the strange magic effects of the Wastes. (Source: Pathfinder 115: Trail of the Hunted) Creature: Gunpowder Ooze – These deadly oozes were spawned from the wild magic of the Mana Wastes mixing with stores of gunpowder. These oozes are unpredictable and very dangerous. (Source: Bestiary 5 pg. 139) Creature: Admixture Ooze – Similar to Gunpowder Oozes, Admixture Oozes are spawned from wild magic mixing with stores of gunpowder that is also stored near alchemical compounds. These oozes are even more unpredictable and deadly. (Source: Wardens of the Reborn Forge pg. 63) Creature: Capramace – The origins of Capramace are likely the result of the Mana Wastes wild magic effects upon goats, humanoids, or combination of the two. These creatures wander the Mana Wastes and seem to live comfortably in this environment. They are occasionally, and cautiously, used as work animals by Mana Wastes farmers. (Source: Wardens of the Reborn Forge pg. 61) Wondrous Magic Item: Wanderer Compass – These magic compasses point to pockets of untainted magic in the Mana Wastes where a spellcaster can safely cast spells. (Source: Wardens of the Reborn Forge pg. 14) Wondrous Magic Item: Wayfinder of Many Paths – These Wayfinders operate similarly to normal Wayfinders except when certain Ioun Stones are implanted in the Wayfinder of Many Paths the open gates to specific locations. A Pale Lavender Ellipsoid Ioun Stone when implanted opens a gateway to the precipice of a canyon in the Mana Wastes. (Source: Lost Treasures pg. 60) Wondrous Magic Item: Amulet of Primal Mastery – Spellscar Oracles can craft these magical amulets. They can be gifted or used by the Oracle, depending on how the Oracle is compelled. (Source: Wardens of the Reborn Forge pg. 38) Wondrous Magic Item: Muzzle of Suppression – These muzzles are typically used to suppress the noises of a Capramace, however, they can be used on any humanoid shaped creature. (Source: Wardens of the Reborn Forge pg. 26) Drug: Crush – This drug was created by Habblegash, a ratfolk Mana Waste mutant, while experimenting with chemicals in an effort to remove his mutations. (Source: Wardens of the Reborn Forge pg. 13) Disease: Spellscar Fever – Spellscar Fever is often the precursor to someone becoming a Mana Waste Mutant. Survivors of Spellscar Fever can develop any number of mutations. (Source: Pathfinder 119: Prisoners of the Blight pg. 63) Curse: Golden Curse of Haagenti This curse is both a boon and a detriment to those afflicted. (Source: Wardens of the Reborn Forge pg. 31) Background/Trait: Mutant Eye – Your parents were exposed to the uncontrolled magic of the Mana Wastes resulting in you being born with a third eye. Your Mutant Eye allows you to better sense peoples emotions and state of mind. (Source: Quest and Campaigns pg. 20) Background/Trait: Scorned By Magic – The properties of the magic dead zones of the mana wastes clings to you and resist magic that is caste upon you. (Source: Quests and Campaigns pg. 20) Background/Trait: Mana Wastes Medic – The healing arts are especially prized in the Mana Wastes as casting spells can lead to dangerous results. Many Mana Wastes Medics eventually join the ranks of the Wasteland Blightbreakers. (Source: Healer’s Handbook pg. 10) Background/Trait: Mana Wastes Survivalist – People who survive in the Mana Wastes are tough folk and know how to survive in this harsh land. (Source: Inner Sea Primer pg. 12) Background/Trait: Giant-Harried – You have survived harassment from the hostile Giants of the Mana Wastes. (Source: Giant Hunter’s Handbook pg. 13) Background/Drawback: Magical Klutz Growing up in the Mana Wastes you are more inexperienced with magic devices than most, but that doesn’t stop you from attempting to use them. (Source: Spymaster’s Handbook pg. 7) JALMERAY:
Noble Scion (Jalmeray) Archetype: Like the Nobility of many nations, Jalmeray’s Nobles are frequently trained in leadership, diplomacy, and local customs or traditions. For Jalmeray’s Nobles this means many of them have some basic training in using unarmed strikes and dance. Feats: Affluent, Greater Leadership, Aristocrate Erudition, Prestigious Influence, Dilettante Studies, Servitor, Peerless Patrician, Unarmed Strikes, Skill Focus Perform Dance, Voice of the Sibyl, Weapon Focus Unarmed Strike. (Source: Paths of Prestige pg. 38) Feat: Noble Scion (Scion of Jalmeray) – Some of the Nobles of Jalmeray undergo special training to protect their minds against psychic attacks. (Source: Inner Sea World Guide pg. 288) Enchanting Courtesan Archetype/Prestige Class: Found across the Inner Sea and across Golarion generally, Enchanting Courtesans are most frequently associated with the faith of Calistria. Sometimes Enchanting Courtesans work as specialized agents for spy organizations, but they are just as often found providing their skills and services to any number of industries and organizations. In Jalmeray, Enchanting Courtesans trained at the Conservatory are highly regarded. Feats: Covert Spells, Enchanting Touch, Seducer’s Leverage, Poison Use, Seductive Intuition, Hidden Spell, Master Poisoner, Contact Poison Wielder, Deluding Touch, Informative Liaisons, Overwhelming Touch, Touch of Ecstasy. (Source: Inner Sea Intrigue pg. 34) Background/Trait: Failed Aspirant – Those who have attempted to join one of the Houses of Perfection but did not find success in their aspiration often manage to learn an additional combat technique in the process. (Source: Advanced Class Origins pg. 11) Background/Trait: Monk Weapon Skill – Growing up near the Houses of Perfection you have learned to use the weapons the Houses use in their training. (Source: Weapon Master’s Handbook pg. 5) Background/Trait: Candidate for Perfection – You have begun your training as a candidate for the Houses of Perfection. (Source: Inner Sea Primer pg. 9) Student of Perfection Archetype/Prestige Class: Students of Perfection are individuals that have been accepted to train in the Houses of Perfection. These Students range from newly accepted candidates beginning their training, to Masters seeking to further perfect mind, body, and technique. Feats: Bonus Feats, Genie’s Blade, Inner Fire, Iron Chain Choke, Iron Chain Strike, Ki Missile, Master of Riddles, One in Mind and Body, Punish Mistake, Still Air, Transmute Metal, Perfection. (Source: Adventurer’s Guide pg. 102) Windstep Master Archetype: The Monastery of Unfolding Wind teaches fighting techniques that allow combatants to move as lightly and swiftly as air. Feats: Hurricane Punch, Wind Step, Swift Ki. (Source: Elemental Master’s Handbook pg. 17) Brazen Disciple Archetype: The Monastery of Unblinking Flame encourages a brazenness in their students. Those students with the charisma and guile to test their skills against an Efreeti and succeed are accepted into the ranks of the Brazen Disciples. Brazen Disciples study and emulate the ways of the Efreeti. The most powerful Brazen Disciples undergo apotheosis becoming genie like beings themselves. Feats: Feinting Flurry, Bonus Feats, Efreeti’s Guile, Confounding Koan, Genie Apotheosis. (Source: Adventurer’s Guide pg. 104) Winding Path Renegade Archetype: The teachings of Irori provide the foundation for the teaching taught to the students of the Houses of Perfection. The Houses of Perfection teach the way of the straight path, but some students find they are better suited for the way of the twisted path. These students leave their House of Perfection but continue their House training on their own path. Feats: School Focus, Mystery of Unblinking Flame, Mystery of Unfolding Wind, Mystery of Untwisting Iron, Evasion, Fast Movement, Slow Fall, High Jump, Improved Evasion. (Source: Adventurer’s Guide pg. 105) Feat: Secret of Steel-Shattering Spirit – In the Houses of Perfection some students learn to focus their ki to shatter even the hardest substances. (Source: Pathfinder Campaign Setting pg. 85) Feat: Perfect Style – Your training has advanced your path to perfection allowing you to resist the energy of an element and giving you greater access to your ki. (Source: Adventurer’s Guide pg. 106 and Weapon Master’s Handbook pg. 25) History: Greatcube of Jayalakshmi (Artifact) – The Greatcube was once in possession of the Arclords of Nex, however, it’s disappearance is thought to have had a direct role in Nex turning over Jalmeray to the Rajahs. (Source: Gods and Magic pg. 62) Spell/Ritual: Bladed Dash – The creation of this spell is claimed by universities in both Jalmeray and Quantium. Regradless of the origin it has since spread throughout the Inner Sea. (Source: Inner Sea Magic pg. 52) Magic Weapon: Steadfast Urumi – In Jalmeray the Steadfast Urmui is commonly used by outcasts such as Tieflings. (Source: Inner Sea Combat pg. 57) Magic Weapon: Monastic Warden – This weapon is gifted to select students of Jalmeray’s Monastery of Untwisting Iron. (Source: Inner Sea Combat pg. 55) Wondrous Magic Item: Padma Blossom – These carved pink jade blossoms help to protect from magically induced extreme emotions. (Source: Cult of the Ebon Destroyers pg. 28) Back Ground/Trait: Alabaster Odalisque (Oread) – Certain Oreads in Jalmeray are selected for tutelage at the Conservatory on Grand Sarret. These Oreads learn special techniques as undercover operatives. (Source: Blood of the Elements pg. 9) Background/Trait: Secret of the Impossible Kingdom – Your monastic studies at a Jalmeri monastery has taught you a minor mystical secret. (Source: Inner Sea Primer pg. 9) Background/Trait: Naga Emissary You were trained in Nagajor to specifically be an emissary to allies in Jalmeray. (Source: Blood of the Beast pg. 3) Creature: Garuda – These champions of good are known to protect communities within Jalmeray. (Source: Cult of the Ebon Destroyers pg. 29) Creature: Jungle Trickster – These Charau-ka act as spies and infiltrators. In Jalmeray they use disguises and deception to pose a Vanaras. (Source: Inner Sea Monster Codex pg. 15) Creature: Ugash-Iram – This enormous and ancient Gutaki Devilfish has ruled the ocean trench city-state of Achom for thousands of years. Ugash-Iram is a follower of Dagon and their forces make the waters south of Jalmeray a dangerous place for ships to sail. (Source: From Hell’s Heart pg. 66) City-State: Achom South of Jalmeray in the Obari Ocean lies the Yogisa Trench. Deep in the Yogisa Trench is the city-state of Achom, ruled by the gutaki devilfish, Ugash-Iram. Achom is a center of worship for Dagon, and the population includes numerous adaros, sahuagin, and iku-tursos. Achom’s forces are known to threaten the coastlines of Jalmeray, Geb, and Qadira. (Source: From Hell’s Heart pg. 66) NEX:
Arclord of Nex Archetype/Prestige Class: The Arclords of Nex are an organization with strong political motivations. Their goals typically include promoting the will of Nex by interpreting his writings and advancing the scholarly pursuit of arcane magic. Those with the skill, talent, and motivation to be accepted into the ranks of the Arclords of Nex have dedicated themselves to learning Nex’s writings and emulating them in practice. This generally requires proficiencies in arcane magic and the crafting of constructs, especially golems. Feats: Mystic Pedagogue, Third Eye, Artificer’s Touch, Scholiast, Arcane Architect, Improved Third Eye, Extradimensional Extension, Greater Third Eye. (Source: Paths of Prestige pg. 6) Nexian Channeler Archetype: Before Nex disappeared he created an astral projection of himself the acted as a reservoir of additional power. That astral projection continues to exist and some Arclords have learned to channel this powerful astral projection. Known as Nexian Channelers these channelers are regarded with reference among the Arclords for their ability to channel a literal echo of Nex. Feats: Legend of Nex, Third Eye, Impossible Eye, Third Eye Mastery, Living Third Eye. (Source: Occult Origins pg. 10) Legendary Spirit: Nex (Archmage) This spirit is a permanent astral projection created by Nex that served as a reservoir of power. Although Nex disappeared the astral projection remains and can be channeled by those who have the ability to channel and can sufficiently impress this powerful astral projection. (Source: Occult Origins pg. 11) General Feat: Eye of the Arclord – One of the foundational teachings of the Arclords is the opening the eldritch eye granting greater perception of the world’s magics. This practice has spread beyond Nex but is commonly referred to as the Eye of the Arclord. (Source: Inner Sea World Guide pg. 286) Class Feat: Third Eye – Nexian Arcanists can receive special training in the use the Eye of the Arclord allowing them to utilize the third eye more frequently. (Source: Advanced Class Origins pg. 7) NPC: Arclord of Nex – This NPC represents a typical member of the Arclords of Nex. (Source: Inner Sea NPC Codex pg. 6) Armored Battlemage Archetype: Within Nex, in the city of Ecanus, there is an arcane school that specializes in the training of Nexian Battlemages. Known as Armored Battlemages, these mages receive special training in spellcasting while wearing the heaviest of armors. Feats: Arcane Pool, Armor Special Abilities, Armor Training, Medium Armor, Heavy Armor, Expanded Arcane Pool. (Source: Armor Master’s Handbook pg. 4). Nexian Spellspy Archetype: – Nexian Spellspies are the intelligence gathers of Nex’s military. These spies are especially potent at spying on enemy spellcasters, while also avoiding detection. Feats: Nondetection, Infiltrating Vessel, Prepare Results, Hexes. (Source: Inner Sea Intrigue pg. 43) Background/Trait: Oenopion Alchemist – You have studied in Oenopion and completed course work in the homunculus factories, golemworks, and ooze colony. (Source: Inner Sea Primer pg. 14) Oenopion Researcher Archetype: In the Nexian city of Oenopion the study of alchemy takes precedence. Because the alchemy schools in Oenopion have a focus on fleshforging, Oenopion Researchers frequently have the same basis for their studies. Feats: Discoveries, Experimental Mutagen, Acid Resistance. (Source: Inner Sea Magic pg. 37) Soul Warden Archetype/Prestige Class: The Soul Wardens are often associated with the Church of Pharasma and those who take up the call to become a Soul Warden consider themselves honorary Psychopomps. The Soul Wardens originated in Nex as specially trained anti-necromantic commandos. When Nex disappeared and the wars between Nex and Geb significantly lessened to the occasional skirmish the importance and prestige of the Soul Wardens within Nex diminished. While still active within Nex the majority of Soul Wardens are found serving religions that oppose undead. Feats: Channel Damage, Focus Item, Channel Casting, Corpse Whisperer, Bonus Feats, Harvest, Undead Imposition, Negative Energy Ward, Necrotic Resistance, Life Shell. (Source: Undead Slayer’s Handbook pg. 30) Worldseeker Archetype: Worldseekers are powerful spellcasters that spend most of their time traveling the planes. In the Inner Sea region Worldseekers most often come from Nex and Kyonin. In Nex, Worldseekers often get their start by studying the exploits of Nex and following in his path of dimensional exploration. Some Arclords of Nex follow this path seeking to walk in the footsteps of Nex. Feats: Walk the Planes, Planar Adaptation, Planar Associates, Planar Redoubt. (Source: Planar Adventures pg. 21) Silksworn Archetype: There are those who can tap into the mystical powers of fabric and they are most often known as Silksworn. Silksworn can be found anywhere, however, they are especially common in Nex. The Silksworn of Nex tend to be secretive about their abilities, and often seek the patronage of Nex’s Arclords. The goals of these Silksworn are unknown but to what ends the Arclords might deploy Silksworn remains intriguing. Feats: Implements, Cantrips, Mental Focus, Devoted Mystic, Silksworn Eloquence, Silksworn Deception, Silksworn Arcana, Implement Mastery. (Source: Heroes of the High Court pg. 29) Arcane Amplifier Archetype: Originating in Irrisen, the techniques of the Arcane Amplifiers have since spread and are frequently used in places such as Nex, Cheliax, and Ustalav. The study of arcane amplification is now taught in many of the Arcane Schools within Nex. Feats: Echo, Reverberate, resonate. (Source: Wilderness Origins pg. 20) Augur Archetype: There is much debate regarding the origins of the abilities and traditions of Augurs. Some claim they were originally developed within Bekyar culture, while others argue they were copied from the research of Merivesta Olinchi of Nex and then spread throughout Bekyar society. Complicating the issue is that Merivesta spent time in Bekyar society studying their culture. Feats: Monster Insight, Signs and Portents, Predictive Strike (Source: Arcane Anthology pg. 25) Ancestry Feat: Human – Some Humans that live in advanced magic civilizations such as Nex or Geb are well educated in ways to accomplish their magical goals. (Source: Inner Sea Races pg. 214) Note: This functions more as a Background in 2E. Creature: Quantium Golem – These powerful golems were created by Nex and the secret of their creation vanished along with their creator. The two Quantium Golems known to exist are on permanent patrol around the city of Quantium, only pausing in their patrol to defend the city. (Source: Inner Sea Bestiary pg. 19) Creature: Galundari, The Scourge of Heaven – This powerful Balor Lord was deceived by Nex and trapped within the Lens of Galundari, a powerful artifact, now lost in the Nemesis Well. Nex is rumored to have been working for Heaven and was granted strange and powerful favors as payment for the capture of Galundari. (Source: Demons Revisited pg. 14) Creature: Gravitic Globe – Created by the Arclord Alzika Karr, this powerful construct was inspired by Alzika’s studies at the libraries of the Five Kings Mountains. These constructs are typically made by acquiring samples of a Plasma Ooze, acquired from Oenopion. (Source: Tombs of Golarion pg. 52) Equipment: Lizard, Nex Gecko – This species of gecko native to Nex is commonly called Nex Geckos. These geckos are frequently selected as familiars in Nex. (Source: Adventurer’s Armory pg. 19) Wondrous Magic Item: Eternal Egg – The Eternal Egg continuously calls out across dimensions in an effort to draw Nex back to Golarion. The Eternal Egg also serves as a gateway to the demiplane of the Arclord Afareen Astabhan. Afareen was recruited, albeit reluctantly, for the Arclords attack on Abasalom where she perished. Her laboratory on Golarion, her demiplane, and the Eternal Egg all remain lost. Although some Arclords are currently seeking their whereabouts. (Source: Lost Treasures pg. 27) Wondrous Magic Item: Summoner Slayer Eyes – These magical glasses were created by an Arclord of Nex and remain popular in Nex for being both fashionable, while subtly detecting summoned creatures. (Source: Inner Sea Combat pg. 43) Artifact: Scroll of Kakishon – The Scroll of Kakishon serves as a portal to a demiplane created by Nex. Kakishon was Nex’s personal retreat with all the comforts to promote relaxation. Within Kakishon is an archipelago with islands that Nex used to host his closest friends, and islands on which he exiled his enemies. Eventually, Nex set aside the Scroll of Kakishon as other interests gained his attention and the scroll was largely forgotten. After being lost for over 3,000 years the Scroll of Kakishon has recently been relocated. (Source: The Jackal’s Price pg. 7 et al) Alchemical Weapon: Slime Grenade – The toxic residue of some oozes have been harvested by Nexian alchemists to create these deadly grenades. (Source: Alchemy Manual pg. 23) Alchemical Tool: Oozing Vat – In Oenopion, alchemists have learned to craft oozes, allowing them to create oozes like other crafters might create golems. An oozing vat is central to this process and these alchemical tools are created from a unique clay sludge dredged from the central lake in Oenopion. (Source: Alchemy Manual pg. 23) Spell/Ritual: Borrowed Time – This spell was created by Nex and continues to be utilized by the Arclords and similar spellcasters. (Source: Mythic Origins pg. 14) Spell/Ritual: Eldritch Conduit – Created by a disciple of Nex, this spell saw frequent use in the wars between the nations of Nex and Geb, dealing powerful blows to Geb’s undead armies. (Source: Inner Sea Magic pg. 54) Spell/Ritual: Nex’s Secret Workshop – Used by the Arclords of Nex to keep the contents of their workshops hidden this spell functions as a variation of the Nondetection Spell. (Source: Inner Sea Intrigue pg. 60) Spell/Ritual: Pinecone Bomb – This spell was created by Ghorus during his study and experimentation that eventually lead to the creation of Ghorans. (Source Wilderness Origins pg. 13) Spell/Ritual: Woodland Rune – Another spell created by Ghorus, this spell helped to ensure Ghorus’ safety while focused on his research. (Source: Wilderness Origins pg. 13) History: Katapeshi Leopards – These leopards the size of tigers had a natural range from Nex to Thuvia, however, they are now extremely rare. (Source: Howl of the Carrion King pg. 68) Creature: Magnetitie Golem – These are one of the specialty golems created in Quantium. Their magnetic qualities make them useful against assailants wearing metal armor, but also limits where they can be safely utilized. Outside of Quantium, only a few golem factories have the necessary resources to create these golems. (Source: Anvil of Fire pg. 88) Creature: Ioun Wyrd – These little constructs are typically crafted as familiars, however, they have a tendency to wander off into the wilds. They are especially common in Nex where wild Ioun Wyrds tend to wander the Nexian Highlands. (Source: Familiar Folio pg. 30) Creature: Cephalophore – Political relations between Ancient Osirion and Ninshabur saw to an influx of these constructs within Ancient Osirion’s territory. As a result Cephalophores are sometimes encountered in Nex as both an ancient guardian and a subject of study. (Source: Beyond the Doomsday Door pg. 82) Background/Trait: Exiled Scholar – The study of Necromancy in Nex is given strict scrutiny by the Arclords. Your fascination with the study of undead was too enthusiastic resulting in your exile from Nex’s schools and academies. (Source: Undead Slayer’s Handbook pg. 9) Background/Trait: Nexian Corpse Hunter – You have trained in Nex’s armies becoming especially skilled at damaging undead with magic. (Source: Advanced Class Origins pg. 7) Background/Trait: Quantium University Graduate – You graduated from Nex’s Quantium University and have a thorough knowledge or Arcane Magic. (Source: Inner Sea Primer pg. 14) Ancestry: Ghoran – This Ancestry was created by the powerful Nexian spellcaster Ghorus. Initially no more than mobile plants, Ghorans slowly developed their intelligence, establishing their own culture and society. The Nation of Nex was initially reluctant to recognize Ghorans as anything more than food corps. Eventually, Ghorans were recognized as an independent people and granted citizenship. (Source: (Ultimate Wilderness pg. 15) Ancestry Feats: Ghoran – Natural Armor, Plant Traits, Delicious, Natural Magic, Seed, Light Dependent, Past-Life Knowledge, Disgusting (Source: Inner Sea Races pg. 215 and 243) Ancestry Feats: Ghoran – Natural Camouflage, Intoxicating Aroma, Fecund Earth, Magical Absorption, Greater Spelleater, Repast of Heroes, Spellmirror, Verdant Step, Bounteous Body, (Source: Wilderness Origins pg. 12-15) Ancestry Feats: Ghoran – Creator’s Legacy, Occult Scion, Spelleater, Martial Recollection, Delectable Feint, Inner Light, Sproutling, (Source: Ultimate Wilderness pg. 16, 19) Ancestry Feat-Spell/Ritual: Delectable Flesh – Some Ghorans learn to cast this spell which causes the target to smell irresistibly delicious. Those who can smell the target become depraved and hunger for their flesh. (Source: Ultimate Wilderness pg. 19) Ghoran Ancestry Archetype: Aromaphile Some Ghorans learn to use the scents and smells they can emit to influence others. Feats: Hypnotic Aroma, Debilitation Aroma, Aromatic Manipulation. (Source: Ultimate Wilderness pg. 18) Ghoran Ancestry Archetype: Petal Ninja Some Ghorans master control of their bodies allowing them to perform amazing feats. Feats: Blossom Shower, Burst of Blossoms, Sundial. (Source: Wilderness Origins pg. 13) Background/Trait: Honored Provider – You choose to share the bounty that your body continues to produce earning the gratitude of those you feed. (Source: Inner Sea Races pg. 198) Wondrous Magic Item: Propagation Pod – These jars are specially crafted to house the seeds of Ghorans. Within these pods a Ghoran seed will mature and the pod will house a clone of the Ghoran in permanent stasis. If the Ghoran dies their soul can transfer to the cloned body. If this occurs the pod shatters and can no longer be used. (Source: Ultimate Wilderness pg. 19) Creature: Ghoran – This represents a typical Ghoran. (Source: Bestiary 5 pg. 119) GEB: Twilight Sage Archetype: The Twilight Sages are tasked with the ever continuing the study of the secrets of life, death, undeath, and their relationship with arcane magic. Twilight Sages are highly respected for their knowledge of the forces of life and death. However, as an organization they are somewhat limited within Geb as many Twilight Sages remain among the living. Feats: Consume Life, Necomantic Focus, Twilight Barrier, Twilight Transfer, Death’s Release. (Source: Advanced Class Origins pg. 6) Energist Archetype: Energists are not dissimilar to the Twilight Sages of Geb, however, they tend to take a more alchemical approach to the study of the energies of life and death. They are also more likely to travel further afield in their studies. Commonly found in Geb working with the Twilight Sages, Energists are also found in similar lands where the energies of life and death are more variable such as Virlych in Ustalav. Feats: Energy Focus, Energist Bombs, Healing Ampoule, Energist Resistance. (Source: Planar Adventures pg. 13) Royal Alchemist Archetype: Royal Alchemist are found in numerous courts across the Inner Sea, although many are surprised to learn they are also common in Geb. Geb’s Bloodlords use Royal Alchemist to ensure the health of their living guests and visiting dignitaries. Feats: Alchemical Antidote. (Source: Heroes of the High Court pg. 11) Scourge Archetype: Often followers of Zon-Kuthon, Scourges are common in Nidal, but are also found in places like Geb. The torturous and painful existence of a Scourges Phantom is seen as a reward that is bestowed upon deceased loyal Kuthonites. In Geb, Scourges are more likely to have undead eidolons instead the phantom eidolons commonly found elsewhere. Feats: Spell Scourge, Endure Torment, Inflict Pain, Ectoplasmic Swarm. (Source: Haunted Heroes Handbook pg. 22) Vampire Hunter Archetype: These undead Hunters rarely settle in one place for too long, and are constantly looking for the next undead threat to put down. Vampire Hunters and similar undead hunters are executed on sight when discovered within Geb’s boarders. Feats: Judgement Purity, Judgement Smiting, Silversmith, Bane, Sun Strike. (Source: Inner Sea Magic pg. 41) Knight of Ozem Archetype/Prestige Class: While generally not found in Geb, occasionally the Knights of Ozem still make incursions into Geb in an attempt to free Arazni’s soul from undeath and to hinder the undead of Geb. Feats: Sentinel Against Undeath, Teamwork Feat, Aegis Feat, Favored Enemy, Thwart Foul Magic, Blessed Conviction, Purge Malevolence, Foil Deathcaster, Raiment of Righteousness. (Source: Paths of Prestige pg. 30) General Feat: Necromantic Resistance – Living in Geb is a near constant exposure to necromantic energies. Your body has adapted to this exposure by providing some natural resistance to this constant exposure. (Source: Pathfinder Campaign Setting pg. 77) General Feat: Urgathoa’s Hunger – While the book Pallid Cravings can be found in many locations, it is most commonly found in Geb. This book provides numerous ways in which Urgathoa’s faithful can satisfy their hungers and granting them unique benefits. (Source: Divine Anthology pg. 31) Ancestry Feat: Heir to Undying Nobility – Common among Dhampirs who are descended from powerful vampires in places like Geb, Nidal, or Ustalav, these Dhampir demonstrate some of their progenitor’s innate ability to control the living. (Source: Inner Sea Races pg. 215) NPC: Blood Lord – The powerful rulers of Geb, Blood Lords are feared by both the living and the undead. This NPC is representative of a typical Blood Lord. (Source: Inner Sea NPC Codex pg. 23) Equipment: Unguent of Revivification – This unguent is commonly used by the undead of Geb to give their decaying flesh the blush of life. (Source: Pathfinder Campaign Setting pg. 213) Wondrous Magic Item: Unguent of Revivification – This unguent is used for preserving corpses, but is also popular in Geb for restoring the look of living vitality to undead flesh. (Source: Inner Sea World Guide pg. 299) Magic Armor: Ghoul Hide – Failure in a place like Geb can come with harsh consequences. This armor is created from the hides of ghouls who failed in their duties. (Source: Inner Sea Combat pg. 51) Magic Item: Dark Life Ring – These rings were originally created by smiths working in Graydirge. The constant exposure to negative energy often takes a toll on smiths working in Graydirge and these rings provide some succor. However, the undead rulers of Geb were greatly displeased with the creation of these rings and put an end to their creation. However, the knowledge for creating these rings had already spread beyond Geb’s borders before Geb’s rulers had taken notice. (Source: Champions of Corruption pg. 30) Magic Weapon: Blade of Life’s Defense – Frequently crafted in Holomog, these khopesh swords are used to combat the undead forces of Geb. (Source: Merchant’s Manifest pg. 7) Creature: Cruciarus – These undead are sometimes utilized in Geb as interrogators and assassins. However, they are not always the most dependable. (Source: Breaking the Bones of Hell pg. 84) Creature: Echohusk – These undead arise from those slain by powerful psychic attacks or psychic magic. Echohusks are common in Geb where death by such attacks are routine. (Source: Occult Bestiary pg. 24) Creature: Worm that Walks, Locust Variant – A Locust Variant Worm that Walks has threatened Geb’s agriculture rich lands for some time. Possibly emboldened by Deskari’s activities in the Worldwound, it remains yet to be seen if this Worm that Walks will continue to be a threat with the Worldwound’s closing. (Source: Demon’s Heresy pg. 74) Creature: Sprite Swarm – When a large Sprite community is threatened its defenders can form a deadly swarm in defense of the community. Sprites in Geb tend to be far more malevolent, forming swarms and attacking without provocation. (Source: Fey Revisited pg. 62) Creature: Kastamut – These Inevitables are charged with defending the order the created by mortal societies. This includes places like Geb whose undead culture has developed strict hierarchies. (Source: Siege of Stone pg. 86) Creature: Petrified Maiden – These undead are the remnants of an invasion on Geb by the pirate Queen Mastrien Slash. Her invasion of southern Geb drew the attention of Geb himself, who cursed the invaders, turning them in to petrified undead. (Source: Inner Sea Bestiary pg. 37) Creature: Bezilak, the Silken Fang – This powerful Glabrezu actively seeks out powerful wizards to serve to advance their own secret plans. Bezilak has openly served Gebbite necromancers and Osirian demonologists. (Source: Demons Revisited pg. 20) Spell/Ritual: Geb’s Hammer – The spellcasters of Geb’s armies have learned to make as much use as possible of the undead corpses that comprise those armies. This spell allows the bodies of slain undead to be wielded as a weapon one last time. (Source: Inner Sea Magic pg. 55) Spell/Ritual: Soulreaver – This spell is favored by the necromancers of Geb as it is effective at slaying the living and can potentially raise them as undead thralls. (Source: Mythic Origins pg. 15) Background/Trait: Enemy of the Undead – Living under Geb’s repressive undead aristocracy has inspired your hatred of the undead. (Source: Inner Sea Primer pg. 8) Background/Trait: Friend of the Dead – Living in Geb you have become friendly with or grown close to members of that undead society. (Source: Inner Sea Primer pg. 8) Background/Trait: Obsequious Morsel – You have mastered the art of surviving the hungry eyes of the dead and avoiding the punishments of Geb’s undead rulers. (Source: Champions of Corruption pg. 12) Background/Trait: Acknowledged Scion – As a Dhampir, or a similar living creature with an undead heritage, living in Geb or Nidal you are recognized and protected by your undead progenitor. (Source: Inner Sea Racees pg. 198) Background/Trait: Righteous Indignation – Growing up in inhumane conditions, such as a place like Geb, Cheliax, Qadira, or Irrisen, you have difficult controlling you anger. (Source: Spymaster’s Handbook pg. 7) Background/Trait: Necrotoxin Resistance – Living in Geb you are constantly exposed to the unsanitary conditions of undead bodies. As such you have become resistant to diseases commonly spread by undead. (Source: Potions and Poisons pg. 3) Background/Trait: Forbidden Knowledge – Living in Geb has provided you access to many books about the undead, some of them even taboo or forbidden, and you study them thoroughly. (Source: Undead Slayer’s Handbook pg. 11) NPC: Arazni – Arazni’s divine apotheosis occurred when she was elevated to serve as the Herald of Aroden. She was tragically slain, only to later be restored in undeath by the Wizard King Geb. This stat block represents Arazni when she served as the proxy ruler of Geb, and raised by Geb as a lich. Arazni continued to serve as a divine figure, mostly to the undead of Geb. However, upon freeing herself from Geb’s control she has found new divine inspiration, and has attracted followers who revere her for her resilience despite abuse and repression. (Source: Mythic Realms pg. 50) Artifact: Bloodstones of Arazni – These canopic jars contain the preserved remains of Arazni, divine Herald of Aroden. Each jar contains a specific organ and includes the heart, liver, lungs, and spleen. Infused with the divine powers of Aroden and Arazni, each jar bestows one of the valiant traits of Arazni upon its bearer. With her recent freedom from Geb’s control, it remains to be seen in what capacity, if any, that Arazni choses to reclaim these artifacts. (Source: Artifacts and Legends pg. 13) Artifact: Lung Bloodstone of Arazni – This is one of the Bloodstones of Arazni and is contained in a canopic jar. This Bloodstone imparts Arazni’s sense of duty to its bearer. (Source: Last Watch pg. 28) Artifact: Arazni’s Staff of the Magi This unique Staff of the Magi was gifted to Arazni by Geb. Geb recovered the staff from a pharaoh’s tomb, however, Arazni has since made the artifact uniquely hers. (Source: Mythic Realms pg. 50) Artifact: Harlot’s Kiss – A relic from her time as Aroden’s Herald, this artifact was reclaimed and repurposed by Arazni when she was raised as a lich by Geb. (Source: Mythic Realms pg. 50) Magic Weapon: Red Crusader’s Quill – These magic rapiers are created by Arazni’s faithful. While the design harkens back to her time as Aroden’s Herald, the imagery of the lotus and rapier remain common iconography for the faithful of Arazni. (Source: Last Watch pg. 32) Spell/Ritual: Bloodstone Mirror – Created by Arazni, this spells creation was inspired by her fear that someone may someday attempt to use the Bloodstones of Arazni to control her. Since its creation she has since shared it with her faithful. (Source: Eulogy for Roslar’s Coffer pg. 72) Spell/Ritual: Unspoken Name – Having suffered more than her share of abuse and derision, this spell was created by Arazni to assist her and her followers in identifying those who would mock, verbally abuse, or spread lies about her or faithful. (Source: Eulogy for Roslar’s Coffer pg. 73) Spell/Ritual: Litany of the Red Crusader – This spell has been used by followers of Arazni sense her time serving as a Herald of Aroden. This spell is still frequently used by her followers to this day. (Source: Eulogy for Roslar’s Coffer pg. 72) Creature: Pallid Angel – These servants of Urgathoa are elevated from the ranks of the Children of Urgathoa when one such Child has provided exceptional service. While battling against the forces of the Whispering Tyrant, Arazni fought several Pallid Angels during the crusade. One such Pallid Angel remains magically entrapped in the Virlych mountains, ensnared there by Arazni. If Arazni has plans to revisit this trapped Pallid Angel remains to be seen. (Source: Last Watch pg. 82) ![]()
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![]() I love how the perspective on undead in this book is skewed explicitly toward Geb’s perspective. That makes me think we could very easily have another undead themed book in the future. For example Whispers of the Dead could be an undead themed book skewed towards the Whispering Tyrant’s perspective. I was a little surprised to see there wasn’t much on ectoplasm in this book. However, looking at The Whispering Way and some of its lore, especially concerning the Whispering Way’s Ectoplasm Masters, we could potentially see more in a Whispering Tyrant themed undead book. Or more information could show up in an occult themed book. ![]()
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![]() Limiting myself to just 1E sources, below are Ancestries I would love to see. I have generally broken them up into where I think it makes sense to find them based on 1E sources. Although a few of them are guesses. If I had to pick my top three choices they would be Panotti, Selkie, and Sasquatch. Arcadia
Casmaron (Northern)
Casmaron (Central)
Casmaron (Vudra)
Crown of the World
Garund (Southern)
Tian Xia
Darklands
Ocean Realms
Stars and Space
Dreams and Madness
Absalom
Broken Lands
Eye of Dread
Golden Road
High Seas
Impossible Lands
Mwangi Expanse
Old Cheliax
Saga Lands
Shining Kingdoms
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![]() I would love to see a Bestiary book themed around the primordial. Oozes, Plants, Fungi, and Animals would be the stars of the book. There would be lots of player options as well. I would love to see lycanthropes get archetypes similar to the undead archetypes. Also an Ooze themed Universal Heritage. ![]()
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![]() We do get the tiniest glimpse of life in pre-Geb along the Axanir River in Ulgrem-Axaan's write up in Monsters of Myth. It's not much but we do see some portion of the Axanir River system that is undisturbed by any significant encroachment of an industrial civilization. Again this is just a tiny glimpse of a small portion of a river system and it is difficult to extract much information with any certainty. ![]()
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![]() So I wanted to see if there was a way to pull Carnival of Tears, Revenge of the Kobold King, Realm of the Fellnight Queen, and Guardians of Dragon Fall into combined story that would serve as a sequel to the Crown of the Kobold King Anniversary Edition. Looking at the Fey eliminates included in Hollow’s Last Hope, I realized they planted some really good seeds for a bigger fey themed adventure. The biggest issue was Guardians of Dragon Fall as that whole adventure was largely retconned and basically has to be rewritten. However, simply changing the theme from dragons to draconic fey really started to add a solid through line to the adventures. Plus, this allows a lot more of Guardians of Dragon Fall to be salvaged. Below is what I came up with. Carnival of Tears (Level 7-8)
While I know it is extremely unlikely that these will get pulled together as a sequel adventure to the Anniversary Edition, I figure if I am going to dream, might as well dream big. ![]()
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![]() Now the real question is will we see Keld Piskies? I am guessing not since we never got stats for them previously. I suspect it is more likely they were dropped altogether. Oh those fickle fey! ![]()
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![]() James Jacobs wrote: ...the bloody bones is now canonically a different and more powerful undead creature as of 1st edition's Bestiary Six (instead these creatures are just bloody skeletons in the adventure). Oh yes of course, there's the Rawhead and Bloody Bones dynamic from Bestiary 6, that did slip my mind. Thank you for confirming 5 of the 7 creatures, that was unexpected and pleasantly appreciated. Looking forward to seeing those last two when the adventure is published. ![]()
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![]() James Jacobs wrote: There's seven classic monsters presented in this adventure's bestiary, not eight. Hmmm, seven classic monsters. Looking at the published adventures all the monsters in the back matter have already appeared in 2E. So with that in mind, looking at the monsters that appear in the adventures I am guessing: Allip
That leaves one unaccounted for. Having the Fellsig show up would make a lot of sense as that is a type of Undead that were created as result of the events surrounding the eruption of Droskar's Crag known as the Rending. There could also be a classic monster from the unpublished adventure we don't know about yet. Or in my haste I could overlooked something. Eitiher way I am excited to see what shows up. ![]()
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![]() The nice thing about working with customers and not having a public facing phone number is it allows staff to determine when customer issues require a phone call. I definitely support putting that decision in the hands of the staff resolving the issues. I have worked with absolutely lovely customers over the phone but I have also worked with customers who were rude, if not outright abusive. As long as the rest of the forums are generally supported, I personally don't mind more of the customer service aspects of the forums being migrated to email for resolution. ![]()
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![]() I love seeing Paizo's early Pathfinder products getting updated and streamlined, so I am very excited about the Kobold King Anniversary Edition. What other early Pathfinder products is everyone interested in seeing updated? For me, I would love to see:
all streamlined into an adventure. Even better if the perspective of the story assumes the players are local Osirion adventurers dealing with the fall out of the Ruby Prince's policy of opening Osirion's tombs to explorers. And even better yet if the players unite Sekh-pa-Mefer with his canopic jars (which includes his brain) and restores the Pharaoh of Sphinxes to wholeness and gaining a powerful ally. An ally who is prophesized to return in Osirion's time of need. Risen from the Sands sets this story up but, unfortunately the conclusion only provided the option to loot the tomb. If the player's don't restore Sekh-pa-Mefer and instead get the nasty cursed item, lifting the curse could require uniting the cursed item with the canopic jars which still results in restoring Sekh-pa-Mefer. With Ramlock being the big bad of the adventure, I am guessing this would bring the players to around level 15 or 16. What other adventures does everyone want to see updated? ![]()
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![]() keftiu wrote:
Agreed, that does seem to be the space designated for a lot of this material. However the World Guide and Character Guide provided a lot of player options while also grounding those options in setting lore. I am hoping for more books like that, especially to support the regions currently detailed. Knights of Lastwall looks like it will be a similar kind of book and I am excited for it! ![]()
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![]() I would love to see books that support the regional books that include a lot of the character options. For example a Mwangi Expanse Character Guide and an Absalom Character Guide would be much appreciated. In 1E we got a lot of prestige classes, archetypes, and regional equipment/magic items/etc. I would love to see these things brought into 2E but with much more robust lore. For example I think the Hinyasi are really awesome but we got very little information about them in 1E and the weren't mentioned in the Mwangi Expanse book. ![]()
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![]() Oh wow! This is very exciting to see these getting an update. I love that these are all getting streamlined into a campaign. I sincerely hope Revenge of the Kobold King is in here as well. I would be over the moon to see Carnival of Tears incorporated, but it was unconnected to the other four so I understand if it is not included. Also, seeing lots of history and background pulled from Guide to Darkmoon Vale included in the backmatter would not make me sad. Hollow's Last Hope
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![]() In the past I have used both email and the forums for issues relating to products, shipping, subscriptions,etc. and the customer service team has done a fantastic job of resolving issues via both formats. On a personal note, with customer service being an aspect of my job, email is by far the preferred method of communication in my workplace. For me, this doesn't seem like an unreasonable step, but I understand the concern. ![]()
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![]() I would love to see more Crown of the World. Of all of Golarion's continents this is likely the least human focused. I think this leaves a lot of room for exploration of ancestries that live in the frozen continent and how this people have adapted to survive. ![]()
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![]() Orc Pantheon
The Orc Pantheon is possibly due for some revision. In 1E Orcs and their pantheon were generally written from the perspective of their enemies and aggressors. Very likely, the Orc pantheon isn’t comprised of only Evil Deities, instead this is likely a bit of 1E propaganda. This is not to say that the Orc pantheon doesn’t include Evil Deities. I have done an analysis of the Orc Pantheon below. Please note that there is some speculation included throughout since we don’t currently know how the Orc Pantheon will be presented in 2E. Dretha, Title: The Dark Mother (Concerns/Domains: Birth Fertility, Tribes, Chaos, Community, Protection)
I would be happy to hear everyone's thoughts on how the Orc Pantheon could be updated in 2E to more broadly represent the various Orc cultures found throughout the Inner Sea region, the Darklands and Golarion generally. ![]()
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![]() keftiu wrote:
May I draw you attention to the Murajau. Paizo hasn't stated them up as an Ancestry, yet. But they are Pathfinder's very own crab folk. And they have at least one possible Heritage in the form of the Paguroida. The stats for the Murajau in 1E are size Large, but this can easily be adjusted in 2E to size Medium. And, like the Iruxi, they could have an option to become size Large at higher levels. Some Murajau may be able to literally molt into size Large at higher levels. ![]()
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![]() And this is my dream line up for a Lost Omens: Aquatic Ancestry Guide. I included the Traits for each Ancestry as well.
Chapter 2: Common Ancestries
Chapter 2: Uncommon Ancestries
Chapter 3: Rare Ancestries
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![]() This is my dream line up for a Lost Omens: Darklands Ancestry Guide. I included the Traits for each Ancestry as well. I would expect Chapter 1 to be about four pages per Ancestry, after that each Ancestry gets 10 pages. That puts page count at 180 pages. This feels like it could be possible. Chapter 1: Familiar Faces
Chapter 2: Common Ancestries
Chapter 3: Uncommon Ancestries
Chapter 4: Rare Ancestries
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![]() In anticipation of the new Absalom book, I went through the old 1E Archetypes and Prestige Classes to see what have been talked about in the past and get an idea of what we might see updated in the new book. To maintain a consistent standard I have approached each Archetype or Prestige Class with the following questions. Archetype/Prestige: What is its name?
If you know of anything I missed (magic item, spell, feat, trait, etc.) please let me know! CITY OF ABSALOM 1E Archetype/Prestige Class: Arcanamirium Crafter
1E Archetype/Prestige Class: Vessel of the Failed
1E Archetype/Prestige Class: Tempered Champion
1E Archetype/Prestige Class: Wave Rider
1E Archetype/Prestige Class: Sword Binder
1E Archetype/Prestige Class: Studious Librarian
1E Archetype/Prestige Class: Dark Lurker
Note: The Ancestry Archetypes for the Azarketi and Humans below are not restricted to Absalom but are included here because of the cosmopolitan nature of the city of Absalom. 1E Archetype/Prestige Class: Eldritch Raider
1E Archetype/Prestige Class: Feral Child
1E Archetype/Prestige Class: Wanderer
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![]() Precipice Quarter / Beldrin’s Bluff
I wanted to research this a bit and see what I could find. My results are below. Something I noticed is that on the Absalom city map, the Precipice Quarter is much larger than the map of Beldrin’s Bluff in “Hangman’s Noose.” And the map of the Radiant Festival Fairgrounds in “Devil at the Dreaming Palace” seems about the same size as the map of Beldrin’s Bluff in “Hangman’s Noose.” Beldrin’s Bluff (now the Radiant Festival Fairgrounds) is a neighborhood within the Precipice Quarter. As a neighborhood within the Precipice Quarter, Beldrin’s Bluff was a very dangerous area filled with monsters and undead. At the same time those parts of the Precipice Quarter that are father out from Beldrin’s Bluff and closer to East Gate and the Docks are likely to be less dangerous and could reasonably provide a place for the homeless to find limited shelter, if not safety. I think the quotes below clearly indicate that the Precipice Quarter had become home to vagabonds, squatters, delinquents, and thieves. For me, I feel that I can reasonably infer that this population is significantly comprised of the poor, destitute, homeless, and desperate. At the same time the Precipice Quarter (and perhaps especially Beldrin’s Bluff) was a very dangerous place. Undead seem to have especially been a problem throughout the Quarter, and they continue to remain an issue. “…and this year they are especially crammed with the numerous delinquents that had heretofore squatted in the ruins of the Precipice Quarter.”
“…one of the least policed parts of the festival, and hundreds of squatters and displaced Precipice Quarter residents have already set up camps around the hills to the east.”
“Thieves, killers, and vagabonds sometimes seek refuge here…”
“While most of Beldren’s Bluff remains deserted and forlorn, a few areas remain occupied, and extremely dangerous.”
“…and a platoon of paladins and priests destroyed and consecrated swaths of haunted land.”
“In many places, undead roam freely, and no one is allowed to cross into neighboring districts from dusk until dawn.”
“The original blueprints showed the fairgrounds extending all the way to Absalom’s eastern curtain wall, but workers didn’t make it past Jasper Avenue, and instead cordoned off the undead-infested eastern ruins of the Precipice Quarter…”
The Precipice Quarter offered a dangerous and risky refuge for the poor and homeless and the area of Beldrin’s Bluff offered no refuge at all. How the City handled moving the homeless out of the Precipice Quarter during it’s clean up and restoration is something that has not been detailed. Looking at the map, if the overall area of what I think is the Precipice Quarter, actually is the Precipice Quarter, than it’s a reasonable chunk of the city. I find it very likely that a number of organizations, guilds, businesses, churches, and city departments, not mention the homeless, had a hand in the process of its clean up. However, the goals and interactions of these different factions were likely to have varied widely. This could be a very interesting campaign: Maybe the City worked with the homeless and various churches to establish housing and opportunities for work, or even opportunities to start local businesses. Maybe predatory corporations, aristocrats, and the wealthy elite took advantage of the situation, made land grabs, and passed laws that favored their interests. For the in world campaign setting I find it likely that all sides and interests had some wins and losses. I personally hope the poor and homeless got more wins than what we are initially seeing.
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![]() With The Book of the Dead being our first look at the new approach to monster books, what are your hopes/ideas for future monster books? Below are a few of mine. Animal Archive/Companion Compendium/Eidolon Index/Familiar Folio: This monster book is all about creatures with the animal trait and exploring rule options relating to Companions, Eidolons, and Familiars. While these rules may not be limited to creatures with the Animal Trait this feel like a good place to explore them. The Dragon Book: This book would deliver on creatures with the Dragon Trait, but also delves deep into the lore about dragons. The Faerie Ring: A monster book all about creatures with the Fey Trait as well has things like the Witch Market, Fey Tokens, and the Tane. Deadly Flora: While probably not the monster book most people are anticipating, there is so much possibility here. In addition to Plant and Fungus Creatures, I want this book to explore plant flora. Let’s see a chapter on magical plants that are not creatures. There is a lot of lore and myths about plants that do magical things. Also let’s see a chapter on harvesting plants for magical use in alchemy, rituals, and spell casting. Beastly: A monster book all about monsters with the Beast Trait. I would love it if this book included legends, stories, and myths about the origins of many of the beasts. Dark Tapestry: Instead of focusing on a specific Creature Trait this book focuses on a genera. This book is all about Cthulhu Mythos monsters, outer dimensional monsters, and dreamlands monsters. Dominion of the Black: Another genera book this one is all about monsters from outer space: Aliens, Robots, AIs, and Space Monsters. Titanomachy: This book is all about really big monsters. Gargantuan is the smallest size of monster in this book. This includes Kaiju size monsters and possible even bigger. This includes rules for battling things like environments, for example if a forest, swamp, or desert is attacking you, how does that work and how do you fight back. ![]()
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![]() I see the Golden Road as a Magic-Science region. Between Rahadoum and Thuvia there is a heavy emphasis on education and alchemy, Osirion and Qadira seem to have a lot of math and engineering knowledge, and while a slightly different focus, Katapesh is focused on mercantile magic which probably also has a focus on math. Not to mention behind all of this there is a rich tradition of artificers from the Jistkan Imperium, diplomacy and linguistics from the Tekritanin League, elemental magic from Ancient Osirion, and genie magic from Qadira/Padishah Empire. A note on elemental vs genie magic. From what I can tell Ancient Osirion’s elemental magic had a much stronger focus on creatures that were Elementals but not Genies, where as Qadira’s/The Padishah Empire’s focus was more on Genies and less on other Elementals. I think this can provide some interesting perspective on how the different nations viewed elementalism. Whereas Qadira/The Padishah Empire was interested in wish-craft, and the Genie’s various innate powers over wish-craft, Ancient Osirion on the other hand, appears to have been more interested in traditional elemental magic. Ancient Osirion appears to have seen elemental creatures as living forces of nature, binding them to a wide variety of places and locations. Genies be intelligent and cunning people appear to have been disfavored for use in Ancient Osirion. Going a little more local, Qadira has very interesting tradition of horsemanship in the form of the Qadiran Horselords, Sunriders, and Asavir. Also, Qadira is no slouch when it comes to spycraft with the Hatharat being well known for its spycraft training. While Hatharat Agents are clearly connected to Qadira’s spy network, Mages of the Veil and Inerrant Voices may also have unseen connections to the Hatharat. Osirion’s Living Monoliths highly suggest that modern Osirion isn’t as far removed from Ancient Osirion as outsider scholars might lead us to belief. The Scarab Stalkers have a mystical connection to Ancient Osirion which also suggests the past isn’t as distant as one might think. In both Osirion and Qadira Relic Masters undergo special training in using magic items. Pahmet Dwarves are the only know teachers of Psammokinetics making the tradition very unique to the Osirion and the surrounding area. Katapesh pesh magic is ripe with possibility, but is largely looked down upon by outsiders. Okeno Liberators are often thought of as outsiders infiltrating Katapesh (and Oken especially), however, this ignores Katapesh’s local liberators, which very likely make up the majority of Okeno Liberators. Katapesh’s local sect of the Abadaran faith, the Balanced Scales of Abadar, see treasures left in tombs and ruins as a wasted resource, and while this is a Katapesh home grown sect of the church, this is likely a growing source of tension. Thuvia has its own local spycraft in the form of the Guardians of Immortality. While they are hyper focused on protecting the secrets of the sun orchid elixir, their training is a multi-city effort. Tekritanin arbitration is a field of study still taught in Thuvia to this day, and those trained as Tekritanin Arbiters are highly sought after for their skill in diplomacy and linguistics. Rahadoum’s Pure Legion Enforcers are special agents that lead Rahadoum’s military. Spiritslayers, are subgroup within the Pure Legion Enforcers that specialize in using non-divine techniques to combat incorporeal undead. Poleiheira Adherent’s follow an Arcane/Occult tradition that needs a lot more exploration. Jistkan Magistrates practice a nearly forgotten form of Divine Elementalism, that appears to still see some secret practice within Rahadoum. Considering everything above, we really need to get the perspective of the people and cultures that occupy the Golden Road, and see their relationship with the different groups mentioned above. ![]()
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![]() I would love to see a Lost Omens: Mwangi Adventures, basically a Lost Omens: Character Guide but focused on the Mwangi Expanse meta region. In 1E the Mwangi Expanse had numerous associated Archetypes/Prestige Classes, Artifacts, Equipment, Magic Items, and other player options. This book would update many of those player options, while also putting them in context of all the amazing Mwangi lore we got in Lost Omens: The Mwangi Expanse. For example this would be a great place to explore the Hinyasi fighting style and include the Hinyasi Archetype, while putting it in context of the Yamasan diaspora. It could discuss organizations like the Storm Kindlers and include the associated Archetypes. It would be a great place to do a write of an Artifact like The Totemrix and include both the stats and history of the Artifact. Not to mention all the little fun things like Kitumu’s ire alchemical item, Warka jars, Blood Sap, and Memory Musk Gourds. Now that we have a big book of lore, I would love to see all the adventuring options brought back and reframed in the context of that lore. And of course there is plenty of room for new stuff that is hinted at or referenced in Lost Omens: The Mwangi Expanse. Clearly this is an additional five-hundred page book of Mwangi fun, although I suspect it would fit nicely in one of the 128 page book slots. One can hope and dream! ![]()
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![]() Looking at 1E Prestige Classes and Archetypes that have a theme of working with undead, creating undead, destroying undead, overcoming death, or dealing with the spirits of the dead might give us some ideas of what we might see in The Book of the Dead. So with that in mind I have attempted to find all the 1E Prestige Classes and Archetypes with the aforementioned themes. Before going deeper, I use the term “Branching Archetypes”, to refer to 2E Archetypes that have a commonly related Dedication Feat, but then later branches into different Archetype paths. For example Hellknight Armiger, Hellknight, and Hellknight Signifier all “begin” with the Hellknight Armiger Dedication Feat. We are not required to take two additional Hellknight Armiger Feats before branching into Hellknight or Hellknight Signifier, but the Hellknight Armiger Dedication Feat is a prerequisite before branching into the Hellknight or Hellknight Signifier Archetypes. Other examples of “Branching Archetypes” include the Magaambya Archetypes, Pathfinder Archetypes, and Lastwalll Archetypes. I also have to say I love branching archetypes as that is such a smart why to do interrelated Archetypes while also keep them unique. Here’s what I found: Prestige Classes:
Ashavic Dancer (Prestige Class)
Death Slayer (Prestige Class)
Heritor Knight (Prestige Class)
Knight of Ozem (Prestige Class)
Mortal Usher (Prestige Class, Plus Archetypes: Fated Guide, Soul Shepard, Soul Warden, & Usher of Lost Souls)
Order of the Crux (Prestige Class)
Soul Warden (Prestige Class)
That wraps up the Prestige Classes, next is a look at the 1E Archetypes with Golarion specific lore. Black-Blooded Oracle (Archetype)
Cruoromancer (Archetype)
Crypt Breaker & Dread Investigator (Archetypes)
Energist (Archetype)
Expulsionist (Archetype)
Phantom Blade (Archetype)
Spirit Eater & Yokai Hunter (Archetypes)
Spiritslayer (Archetype)
Twilightsage (Archetype)
Archetypes The following Archetypes do not have Golarion specific lore associated with them in the 1E source material. I have grouped them into themes as best I could. Familiars & Companions:
Undead Alchemy:
Death Singers:
Undead Slayers:
Undead Obsessed:
Cycle of Life & Death:
Spirits of the Dead:
Unique Approach:
I hope a lot of these Prestige Classes and Archetypes will see a return in The Book of the Dead as class options and archetypes. And I hope when and where it makes sense Paizo will continue to make branching archetypes for 2E Archetypes that are interrelated. ![]()
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![]() Something that I thought was really fun about Katapesh from 1E was pesh magic. Yes, pesh can be a drug that is abused, but from the Sahir-Afiyun and Sorcerer of Sleep (Archetype) we see the native culture using pesh as a magical stimulate that allows them to achieve an understanding of there bodies and of magic in unique ways. For me this felt like native Katapeshi had a deep respect for pesh and its use. However, visitors to Katapesh treat pesh like a drug, and some local merchants are willing to take advantage of this by selling pesh in marketplace drug dens. I would imagine this is heavily frowned upon by most native Katapeshi who value pesh and its cultural importance. ![]()
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![]() From the 1E Classes: The Medium is appropriate for this book either returning as a Class or an Archetype. It would be a shame to not see it here as it is all about communicating with the spirits of the dead. Although the Medium could be expanded to communicate with other kinds of spirits, such as nature spirits, divine spirits, occults spirits, etc. The Spiritualist is also appropriate, but it now falls under Summoner. We don't know how much Phantom related stuff we will see in Secrets of Magic, so we may see more Phantom related stuff here. ![]()
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![]() The collapse of the Cyclops empires also led to the creation of the Stygira. However, it is unclear if Stygira are Cyclops that have been corrupted and twisted by alien magics, or if they were another ancestry, such as humans, that were twisted in to Stygira by the Cyclops’. At some point a group of Cyclops made a bargain with a powerful entity that shaped them into Kabandha, and that bargain is still observed to this day. (Note Stygira are now Fey, however, they still retain a mysterious connection to Cyclops, and especially the ruins of Cyclops empires.) The Cyclops’ had never managed to recover from all this, but they at least held onto their prophetic abilities. This allowed them to have an influential part in establishing Iblydos and have an important role in that society and culture. Finally, with the death of Aroden and the loss of prophecy, much of the prophetic gifts once held by Cyclops’ were lost. This traumatic event would have hit all Cyclops across Golarion nearly simultaneously, causing an ancestry wide mental trauma. All of this has resulted in Cyclops living on the fringes of modern societies. A few Cyclops known as Oracular Cyclops have held onto a little more of their prophetic powers. However, this has resulted in some of them being kept as oracular pets, instead of being treated like people. I would love to see an Ocelli Ancestry (Ocellus, singular). A medium sized Cyclops Ancestry born from Cyclops parents, with an “inner prophecy” to help guide the Cyclops’ back to physical and mental stability. Each Ocellus is born with some inscrutable prophecy that will somehow help the Cyclops’ regain stability. And I want them to have an Ancestry Feat, similar to the Iruxi, that allows them to have prophetic apotheosis, becoming large in size. And just for fun, some additional things related to Cyclops bits of lore:
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![]() CorvusMask wrote:
I want to see all those too, plus Crown of the World and Sarusan! I think those are more likely to show up in the Lost Omens line instead of the Rule Books line though. Also, I suspect Casmaron would be 4 books. 1. Vudra
That's my guess from looking at the map. ![]()
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![]() With closer look at Secrets of Magic, Guns and Gears, and The Book of the Dead we have a better idea of how 2E RPG books will be themed and structured. So what books/themes are you hoping to see? I am hoping to see: The book of dreams and madness – A book all about cosmic horror, outer gods, great old ones, dreamlands, nightmares, and dreamscapes. The book of stars and planets – A book all about adventuring in space or on other planets, science-fantasy tech, and the healthy dose of the Dominion of the Black. The book of occult mysteries – A book of psychic magic but also a broad look at different occult traditions such as astrology, harrow, chakras, esoteric order of the palatine eye, prophets of kalistrade, etc. The book of the environment – A book that dives into adventuring into the 9 environment types (Aquatic, Artic, Desert, Forest, Mountains, Plains, Swamp, and Underground, Urban). The book of aquatic adventures - A book the goes deep into gaming and adventuring in an aquatic setting. This one may edge a little more into the territory of the Lost Omens books. The book of champions – A book all about fighting styles, traditions, and the schools that teach them. Plus tournaments, competitions, and competitive athletics. ![]()
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![]() I will have to look into the Hyrki. Good catch with the Lost Omens Character Guide reference. It may be that some of the Azlant connections have been retconned. Keftiu, I blame you for the madness below. Based on your comments about a Rahadoumi connection I dug a little deeper and tried to connect the dots. This is all theoretical but here goes: History of the Lirgeni Pre Earthfall
5293 AR
5293 AR
c. 5293-5294 AR
c. 4290 AR
c. 5294-4294 AR
4160 AR
4120 AR
2764 AR
2555 AR
2557 AR
3257 AR
4606 AR
c. 4606-4607
Current Day
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![]() Looking at the groups that descended from Azlanti Humans, I wonder if that can provide us some insight into the different peoples that lived on Azlant. From what I can tell, we only have clues to those Azlanti cultures that had connections with Avistan and Northern Garund. So if any Azlanti fled to Arcadia or Southern Garund we have yet to receive any information on those groups. Below is a quick look at each group that currently has a known or suspected link to a culture that originated from Azlant. As far as we know, there are ten potential Azlanti cultural groups that can be traced to people living in modern Golarion. Azarketi – These humans were saved from Azlant’s destruction by the alghollthus who fleshwarped them to survive in the oceans. This group of Azlanti natives were likely from the same cultural group and shared some quality favored by the alghollthus. Bonuwat – The Bonuwat of the Mwangi Expanse are thought to have mixed with an unknown trading culture in the distant past. This may indicate that the seafaring Bonuwat had connections with Azlant. If this is true, who these Azlanti people were and where they were from on Azlant is unknown. Caligni – The Caligni were once a group of Azlanti that immigrated to Avistan and established the settlement of Calignos in the Mindspin Mountains. To survive Earthfall the Caligni fled into the Darklands where they eventually took on the appearance they have today. Questions of when the Caligni migrated from Azlant, where they originated on Azlant, and how long they occupied the Mindspin mountains before Earthfall remain unanswered. Chelaxian – Modern Chelaxians are a mix of two peoples, a group that was native to Azlant and the Ulfen peoples of Avistan. It is unclear if modern Chelaxians resulted from Azlanti refugees that fled the loss of Azlant or if their origins are from an earlier migration Azlanti that had settled in southern Avistan. Fetchling/Kayal – These Azlanti fled to the Shadow Plane to escape Earthfall. Unlike many of the peoples that fled into the Darklands or that were manipulated by the alghollthus, the Kayal may look somewhat similar to how the appeared when they lived on Azlant. However, with the shift to a monochrome palate in their skin, hair, and eyes, it is unknown how Kayal appeared before the fall of Azlant. Lirgeni – The Lirgeni have long claimed ancestral ties to Azlant. However, little is known of the Azlanti peoples the Lirgeni were connected with or where they were from on Azlant. The Lirgeni diaspora has only complicated studying the Lirgeni’s ancient connection to Azlant. Mongrelmen – The Mongrelmen are an Azlanti group that fled into the Darklands in an effort to survive Earthfall. Where they originated from on Azlant is unknown. Their history appears to be distinct from the Morlocks and they likely represent an Azlanti cultural group distinct from the other groups that are discussed here. Morlocks – The Morlocks are an Azlanti group that fled into the Darklands in an effort to survive Earthfall. Where they originated from on Azlant is unknown. Their history appears to be distinct from the Mongrelmen and they likely represent an Azlanti cultural group distinct from the other groups that are discussed here. Munavri – The Munavri are an Azlanti group of seafarers that were abducted by alghollthus. At the time of Earthfall the alghollthu stole away a group Azlanti people that would eventually become the Munavri and took them to the Sightless Sea in Orv. Thassilonian – The Thassilonians were originally Azlanti natives that migrated to Avistan to establish the nation of Thassilon. The nation of Thassilon existed on Avistan for over twelve hundred years, resulting in the people of Thassilon being distinct from those of Azlant, from where they had originated. Additionally, Thassilonians mixed with Avistan’s Kellid, Shoanti, Ulfen, and Varisian peoples, further separating them from their Azlanti origins. Considering the groups above we can make some best guesses about where on Azlant the different groups came from. The “Thassilonian” Azlanti and “Caligni” Azlanti are possibly the most difficult to trace as they had already immigrated to Avistan prior to Earthfall. They may have originated somewhere in Northeastern Azlant, but really could have been from anywhere on Azlant. The “Azarketi” Azlanti are also difficult to place as they were given aid by the alghollthus to survive in the ocean. This leaves few clues as to where they originated, considering the entire continent was sinking into the ocean. There is a reasonable chance the “Kayal” Azlanti, “Mongrelmen” Azlanti, and “Morlock” Azlanti originated from Azlant’s interior as they most likely did not have a way to flee Azlant via coastal access. The “Chelaxian” Azlanti and “Lirgeni” Azlanti were probably groups from east central Azlant, although they could have been survivors from one of the larger islands that fled during the aftermath. The “Munavri” Azlanti and “Bonuwat” Azlanti came from Azlant’s coast. The “Bonuwat” Azlanti would likely have been from Azlant’s eastern central or southern coast. The “Munavri” Azlanti could have been from any coastal region as they were taken by the alghollthus. Both groups were known sea traders so that is strong evidence they were coastal cultures on Azlant. If you can think of any groups that I have missed please let me know. ![]()
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![]() In my excitement for this book I have been going through all the 1E Archetypes, Prestige Classes, and other rules elements that relate specifically to the Mwangi Expanse. I thought I would share in case anyone else might find this useful. If you want to explore any of the rules elements mentioned below, I recommend visiting the Archives of Nethys website: https://www.aonprd.com/. To maintain a consistent standard I have approached each Archetype or Prestige Class with the following questions. Archetype/Prestige: What is its name?
If you know of anything I missed (magic item, spell, feat, trait, etc.) please let me know! MWANGI EXPANSE: MAGAAMBYA:
Archetype/Prestige: Magaambyan Initiate
Archetype/Prestige: Magaambyan Arcanist (Note: The term Arcanist in this context is independent of the 1E Player Class: Arcanist)
Archetype/Prestige: Enlightened Bloodrager
Archetype/Prestige: Magaambyan Telepath
Archetype/Prestige: Halcyon Druid
Archetype/Prestige: Magic Warrior
Archetype/Prestige: Agathiel
See Also: Primal Magic (Arcanist Exploit), Wisdom of Jatembe, Three Warriors Edition (Spellbook), Wisdom of Jatembe, Six Warriors Edition, (Spellbook) Wisdom of Jatembe, Nine Warriors Edition (Spellbook), Extra Spontaneous Spell Mastery (Feat), Scholar (Feat), Old-Mage Jatembe (NPC), Magaambyan Arcanist (NPC), Ekujae Elves (Alternate Racial Trait), Magaambyan Arcana (Trait), Student of Nantambu (Trait), Jatembe’s Ire (Spell), Planar Inquiry (Spell), Mantle of the Magic Warriors (Ritual). MWANGI EXPANSE: SHORY:
Archetype/Prestige: Aeromancer
Archetype/Prestige: Aerochemist
Archetype/Prestige: Aerial Assaulter
MWANGI EXPANSE: BEKYAR:
Archetype/Prestige: Bekyar Kidnapper
Archetype/Prestige: Bekyar Demon Dancer
Archetype/Prestige: Augur
MWANGI EXPANSE: BONUWAT / ZENJ / EKUJAE / AMURRUN:
Archetype/Prestige: Ancestral Harbinger
Archetype/Prestige: Strong-Side Boxer
Archetype/Prestige: Calamity Caller
Archetype/Prestige: Ravener Hunter
MWANGI EXPANSE: STORM KINDLERS (SODDEN LANDS):
Archetype/Prestige: Storm Kindler
Archetype/Prestige: Storm Dreamer
Archetype/Prestige: Tempest Druid
MWANGI EXPANSE: LIRGEN/YAMASA (SODDEN LANDS):
Archetype/Prestige: Chart Caster
Archetype/Prestige: Lawspeaker
Archetype/Prestige: Hinyasi
MWANGI EXPANSE: VIDRIAN/SARGAVA:
Archetype/Prestige: Battle Dancer
Archetype/Prestige: Guerrilla
Archetype/Prestige: Hellknight: Order of the Coil
MWANGI EXPANSE: GENERAL:
Archetype/Prestige: Uda Wendo
Archetype/Prestige: Jungle Rager
Archetype/Prestige: Toxicologist
Archetype/Prestige: Spire Diver
Archetype/Prestige: Thronewarden
Archetype/Prestige: Shieldbearer
Archetype/Prestige: Drovier
MWANGI EXPANSE: ADDITIONAL RULES: Peoples and Culture:
Song’o Halflings: Song’o Halflings (Subrace), Elusion Cloak (Magic Item), Adventurous Explorer (Trait) Jungle Orcs and Rainkin Half-Orcs: Rainkin (Subrace), Hide of Grim Triumph (Magic Item), Warded Skin (Trait), Great Expectations (Trait). Mwangi Dwarves: Mwangi Dwarves (Subrace) Nations and Cities:
Deities and Faiths:
Equipment, Weapons, Armor, Magic Items and Artifacts:
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![]() It feels like the spirit of the idea is that Absalom has laws to prevent monopolies and price-fixing. As long as these activities are not occurring in a way the is damaging to trade and city revenue, these laws may be lightly enforced. I imagine that the terms "legal owner" and "outlet" have a fair amount of flexibility in how they are interpreted and applied. These terms may even have different definitions based on the industry in question. If you plan to include monopolies and price-fixing as part of the campaign it may help to develop how the laws apply specifically to the industries highlighted in the campaign and gloss over the rest. Hopefully this helps some, and good luck! ![]()
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![]() Thank you for reminding me about the Ille, they could definitely work well with the Fleshwarp Ancestry. I agree that necrocrafts are questionable. I went ahead and included them because necrocrafting is kind of a blend between necromancy and fleshwarping. I almost included Skinstitches, Carrion Golems, and Flesh Golems, these are all close to being Created Fleshwarps, but as Constructs they typically don't have anything that would be considered a mind. However, if you take awakened constructs into consideration, then that shifts the bar much closer to a Created Fleshwarp. Either way there are lots of fun and interesting possibilities with the Fleshwarp Ancestry! ![]()
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![]() I have been doing a deep dive into the Fleshwarp Ancestry to find causes of fleshwarping from 1E sources. Hopefully as more 1E sources of fleshwarping migrate into 2E we will see how they interact with the Fleshwarp Ancestry. Fleshwarp Ancestry Heritages
What’s Missing: These areas where is noticed gaps in the Fleshwarp Ancestry and hopefully we will see these addressed sometime in the future.
Known Sources of Fleshwarping
Other Sources of Fleshwarps and Mutations:
If you can think of anything I didn’t catch please share. ![]()
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![]() I wonder if we will ever see a First World Planar Scion. I was reading J.M. Barrie's Peter Pan when I came across the lines that essentially describe Pete Pan as betwixt and between and not quite human and not quite fey. This got me thinking that Betwixt would be a great name for a First World Planar Scion and Peter Pan makes a pretty good template of what Betwixt might look like in game terms. Betwixt (Versatile Heritage) Can float and eventually fly
I could see some interesting lore behind how Betwixt came about and an ancient connection to the Eldest. ![]()
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![]() In 1st Edition the Archetypes and Prestige Classes included a lot of great Golarion lore. However, the lore used to explore Archetypes, and occasionally Prestige Classes, had a tendency to only scratch the surface. When looking at related Archetypes and Prestige Classes we can get a deeper look at the lore surrounding different topics. Additionally, when looking at other game elements that mix both lore and rules a topic can be even further explored. These game elements often include specific Equipment, Magic Items, Spells, Feats, and Traits. If you want to explore any of the rules elements mentioned below, I recommend visiting the Archives of Nethys website: https://www.aonprd.com/. To maintain a consistent standard I have approached each Archetype or Prestige Class with the following questions. Archetype/Prestige: What is its name?
If you know of anything I missed (magic item, spell, feat, trait, etc.) please let me know! Archetype/Prestige: Aeromancer
Archetype/Prestige: Aerochemist
Archetype/Prestige: Aerial Assaulter
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![]() Let’s take a look at what 1E gaming elements relate specifically to the Magaambya and see what there is to learn. Who knows, this may also inform us on what we might see in future Lost Omens books. If you want to explore any of the rules elements mentioned below, I recommend visiting the Archives of Nethys website: https://www.aonprd.com/. If you know of anything I missed (magic item, spell, feat, trait, etc.) please let me know! MAGAAMBYA Archetype/Prestige: Magaambyan Initiate
Archetype/Prestige: Magaambyan Arcanist (Note: The term Arcanist in this context is independent of the 1E Player Class: Arcanist)
Archetype/Prestige: Enlightened Bloodrager
Archetype/Prestige: Magaambyan Telepath
Archetype/Prestige: Halcyon Druid
Archetype/Prestige: Magic Warrior
Archetype/Prestige: Agathiel
See Also: Primal Magic (Arcanist Exploit), Wisdom of Jatembe, Three Warriors Edition (Spellbook), Wisdom of Jatembe, Six Warriors Edition, (Spellbook) Wisdom of Jatembe, Nine Warriors Edition (Spellbook), Extra Spontaneous Spell Mastery (Feat), Scholar (Feat), Old-Mage Jatembe (NPC), Magaambyan Arcanist (NPC), Ekujae Elves (Alternate Racial Trait), Magaambyan Arcana (Trait), Student of Nantambu (Trait), Jatembe’s Ire (Spell), Planar Inquiry (Spell), Mantle of the Magic Warriors (Ritual). ![]()
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![]() I have been reading about cryptids recently and something I noticed is that for some cryptids and most phantom animal cryptids the creature shows up for some amount of time and then disappears. Or it shows up for some amount of time, disappears, and then shows up again years or decades later. For example a kangaroo shows up in the Midwest, people see it and report it, some people chase it or track it, but it is never caught and stops appearing after a few weeks or a couple of months. This got me thinking about how to translate this into a Pathfinder setting. After playing with some ideas this is what I came up with and thought I would share. Cryptid Visitor
Creating a Cryptid Visitor
Cryptid Visitor Abilities
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![]() I am really enjoying the Eidolon being broken out into specific traditions. I feel like that brings a lot more lore potential to the Summoner Class. I have shared some thoughts on the Eidolons and traditions below. ARCANE
DIVINE
OCCULT
PRIMAL
MIXED
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![]() The Jistkan Magistrate is a little different. Their connections with Genies are divine in nature, so for them working with Genies is essentially the same as a cleric working with an angel or demon. I did do an assessment of them as well, but I didn't include it as it seemed a bit farther away from the various Genie traditions that are associated with Genie Binding. Especially those traditions associated with the Padishah Empire. But yes, I very nearly included them as well.
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