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Pathfinder Companion, Pathfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Tears at Bitter Manor pg. 57 wrote:
The hags in such covens occasionally use their combined witchcraft to supernaturally create abominable male children—brutish monsters born of foul sanies and unholy ablutions that are stewed for days and then allowed to ferment into living creatures. These monsters go by many names among the hags who “birth” them, but among civilized races they are known by just one word: caliban.

Calibans are the creations of Hag Covens they are not the children of individual Hags.

There is a chance that Calibans get further developed into a number of different monsters similar to how there are different types of Hags.


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I recently learned that hummingbirds are only native to the Americas. I would love to see something hummingbird inspired in Arcadia.


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Iruxi/Lizardfolk (Ancestry):

Cultural Groups that have appeared in text thus far:
No Specifics – Text discusses geographic locations where major groups are found but does not identify specific cultural groups. For example we do not if there are cultural groups that identify in a way similar to Human cultural groups such as Ulfen or Taldan.

Heritages:
Cliffscale
Frilled
Sandstrider
Unseen
Wetlander

No Equivalent:
None – No Sub-Races previously identified.

What’s missing?
Lizard Scions are rare Iruxi who have double the normal Iruxi lifespan and can grow to size large instead of medium. This would work well as a rare Heritage with Ancestry Feat options.

Honorable Mention:
Muckdweller – This Amphibian/Reptilian Ancestry has little known information other than they live in marshes and live near and/or ally with Iruxi communities living in similar environments. Presumably this means they are found on Garund.

Hobgoblin (Ancestry):

Cultural Groups that have appeared in text thus far:
No Specifics – Text discusses geographic locations where major groups are found but does not identify specific cultural groups. For example we do not if there are cultural groups that identify in a way similar to Human cultural groups such as Ulfen or Taldan.

Heritages:
Elfbane
Runtboss
Smokeworker
Warmarch
Warrenbrrd

No Equivalent:
None – No Sub-Races previously identified.

What’s missing?
Kanabo are children of Hobgoblins and Ja Noi, Oni. These Half-Hobgoblin and Half-Ja Noi, Oni children are not dissimilar to Half-Elves or Half-Orcs. The Kanabo would work well as a Hobgoblin Heritage.

Leshy (Ancestry):

Cultural Groups that have appeared in text thus far:
No Specifics – Text discusses geographic locations where major groups are found but does not identify specific cultural groups. For example we do not if there are cultural groups that identify in a way similar to Human cultural groups such as Ulfen or Taldan.

Heritages:
Fungus
Gourd
Leaf
Vine

No Equivalent:
None – No Sub-Races previously identified.

What’s missing?
All of the following types of Leshy have been mentioned in text and all would work well as Heritages.
Cactus
Flytrap
Fruit
Lichen
Lotus
Root
Seaweed
Seed
Snapdragon
Sunflower


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In 1E cultural groups and heritages were sometimes expressed through a mechanic called “Sub-Race”, in 2E cultures are represented through a combination of Ancestry, Heritage, and Ancestry Feats. Below I have identified an Ancestry and translated the 1E Sub-Races to their current representation in Second Edition, to the best of my ability. The 1E Sub-Race mechanic appears in parentheses next to the current 2E representation. At the end of each Ancestry is a list of the 1E Races or Sub-Races for that Ancestry that do not have equivalent representation in the form of 2E Ancestry, Heritage, or Ancestry Feat rules, as far as I can tell.

Dwarf (Ancestry):

Cultural Groups that have appeared in text thus far:
Duergar
Ergaksen
Five Kings (was Sky Citadel Dwarf)
Grondaksen (was Deep Delver)
Holtaksen (was Mountain Dwarf)
Kulenett (was Desert Dwarf)
Mbe’ke (was Mwangi Dwarf)
Ouat (was Ouat Caste Dwarf)
Pahmet (was Pahmet Dwarf)
Paraheen (was Paraheen Dwarf)
Taralu (was Mwangi Dwarf)
Vahird

Heritages:
Ancient-Blooded Dwarf (was Elder Dwarf)
Anvil Dwarf
Death Warden Dwarf
Elemental Heart Dwarf
Forge Dwarf
Oathkeeper Dwarf
Rock Dwarf
Strong-Blooded Dwarf

No Equivalent
Exiled Dwarf

What’s missing?
The Exiled Dwarf Sub-Race would translate well as an Ancestry Feat.
The Duergar need an adjustment to the base Dwarf stats to include “Light Blindness” plus something to offset that drawback and a few Ancestry Feats for them to be fully represented.

Elf (Ancestry):

Cultural Groups that have appeared in text thus far:
Alijae
Aquatic (was Aquatic Elf)
Auideen
Drow
Ekujae (was Ekujae Elf)
Forlorn (was Forlorn Elf, now Elf Ancestry Feat)
Ilverani (was Snowcaster Elf)
Jinin (was Jininese Elf)
Kallijae
Mualijae
Spiresworn (was Spiresworn Elf)
Vourinoi

Heritages:
Ancient Elf
Arctic Elf (was Arctic Elf)
Cavern Elf
Desert Elf
Seer Elf
Whisper Elf
Woodland Elf

No Equivalent:
Dusk Elf
Savage Elf
Tower Elf

What’s missing?
Dusk Elf would translate well as a Heritage. Dusk Elves are Elves whose bodies have adapted to take on aspects of the night instead of more traditional environmental surroundings.
Aquatic Elves have yet to receive a proper cultural name (i.e. Ilverani, etc.) and will need an adjustment to the base Elf stats to include the “Aquatic” and/or “Amphibious” Trait, a swim speed and possibly a drawback limiting the amount of time spent out of water.
The Tower Elf Sub-Race translates well as an Ancestry Feat.
The Savage Elf Sub-Race would translate well as an Ancestry Feat.
The Drow need an adjustment to the base Elf stats to include “Light Blindness” plus something to offset that drawback and a few Ancestry Feats for them to be fully represented.

Gnome (Ancestry):

Cultural Groups that have appeared in text thus far:
Bleachlings (was Bleachlings)
Fell (was Dread Gnome)
First World (was First World Gnome)
Feychild
Glimmer
Keenspark
Spriggan
Svirfneblin

Heritages:
Chameleon Gnome
Fey-Touched Gnome
Sensate Gnome
Umbral Gnome
Vivacious Gnome
Wellspring Gnome

No Equivalent:
Gear Gnome
Lava Gnome
Segada Gnome
Traveler Gnome

What’s missing?
First World Gnomes will need the “Fey” Trait and rules clearly stating they do not die in the traditional sense when on the First World Plane and explains what does happen.
The Svirfneblin (Deep Gnomes) need an adjustment to the base Gnome stats swapping out “Low-Light Vision” for “Darkvision” and a few Ancestry Feats for them to be fully represented.
The Spriggan needs a few Ancestry Feats for them to be fully represented.
The Segada Gnome Sub-Race will likely not get translated as a Heritage as it is more a specific location that people are from than a Heritage.
Traveler Gnome would translate well as an Ancestry Feat.
Gear Gnome would translate well as either a Heritage or an Ancestry Feat. As a Heritage I could see Gear Gnomes having different metallic tones in their hair and skin and a fascination with mechanical things.
Lava Gnome translates well as a Heritage, however, they need an adjustment to the base Gnome stats swapping out “Low-Light Vision” for “Darkvision” and a few Ancestry Feats for them to be fully represented.
And finally Bleachlings, which are a bit more difficult. I could see Bleachlings as either a Heritage that is allowed as a second Heritage, or as a Heritage that replaces the original Heritage (limited to Gnome Heritages that are susceptible to bleaching). Does anyone know if the child of two Bleachling Gnomes is also a Bleachling?

Goblin (Ancestry):

Cultural Groups that have appeared in text thus far:
Forest Goblins
Frost Goblins
Monkey Goblins
Mutant Goblins
Rasp Goblins

Heritages:
Charhide Goblin
Irongut Goblin
Razortooth Goblin
Snow Goblin
Tailed Goblin
Treedweller Goblin
Unbreakable Goblin

No Equivalent:
Kijimuna
Oversized

What’s missing?
Mutant Goblin is likely to be a series of Ancestry Feats that players can pick and choose from as the gain Ancestry Feats.
The Oversized Goblin Sub-Race would translate well as an Ancestry Feat and is would fit well as an Ancestry Feat in the Mutant Goblin series of Ancestry Feats.
The Kijimuna would translate well as a Heritage but needs a few Ancestry Feats for them to be fully represented.

Halfling (Ancestry):

Cultural Groups that have appeared in text thus far:
Chelaxian (was Slave Born)
Jaric
Mihrini (was Nomadic)
Othobans
Song’o (was Song’o Halfings)
Uhlams

Heritages:
Gusty Halfling
Hillock Halfling
Nomadic Halfling (was Nomadic)
Observant Halfling
Twilight Halfling
Wildwood Halfling

No Equivalent:
Segadan Halflings
Avenging

What’s missing?
The Segadan Halflings Sub- Race will likely not get translated as a Heritage as it is more a specific location that people are from than a Heritage.
The Avenging Halfling Sub-Race would translate well as an Ancestry Feat.

Human (Ancestry):

Cultural Groups that have appeared in text thus far:
A Large Quantity

Heritages:
Half-Elf
Half-Orc
Skilled Heritage
Versatile Heritage (was Versatile Human)
Wintertouched Human

No Equivalent:
Cosmopolitan
Country Folk
Gutter Rat
Imperious Human
Trailblazer

What’s missing?
Most of the 1E Human Sub-Races appear to function better as Ancestry Feats. For example a player might start as a “Gutter Rat” and later become “Imperious” while retaining the experience and knowledge from both life situations.
The Cosmopolitan Human Sub-Race would translate well as an Ancestry Feat.
The Country Folk Human Sub-Race would translate well as an Ancestry Feat.
The Gutter Rat Human Sub-Race would translate well as an Ancestry Feat.
The Imperious Human Sub-Race would translate well as an Ancestry Feat.
The Trailblazer Human Sub-Race would translate well as a Heritage and fits thematically with the Versatile and Skilled Heritages.

Half-Elf Heritage (Human/Elf Ancestry):

No Equivalent:
Shoreborn
Wildborn
Elf-Raised
Darkborn
Human-Raised
Spireborn
Snowborn

What’s missing?
The [b]Human-Raised
Half-Elf Sub-Race would translate well as an Ancestry Feat.
The Elf-Raised Half-Elf Sub-Race would translate well as an Ancestry Feat.
Shoreborn, Wildborn, Darkborn, Spireborn, Snowborn (Sunborn? “Desert Elf”, Nightborn? “Dusk Elf”): So far we don’t know how Elfborn are going to be handled. One option is text that recommends Ancestry Feats commonly taken by members of that specific group (i.e. Snowborn commonly have X, X, or X Ancestry Feats). Or there could be an Ancestry Feat that is eligible for that group only, for example an Ancestry Feat with the Traits “Half-Elf” and “Shoreborn”.

Half-Orc Heritage (Human/Orc Ancestry):

No Equivalent:
Arena-Bred
Gloomkin
Deep Kin
Sandkin
Feral
Rainkin
Mountain Clan
Cragkin
Mystic
Frostkin

What’s missing?
The Arena-Bred Half-Orc Sub-Race would translate well as an Ancestry Feat.
The Feral Half-Orc Sub-Race would translate well as an Ancestry Feat.
The Mountain Clan Half-Orc Sub-Race would translate well as an Ancestry Feat.
The Deep Kin (Renamed Deep Clan) Half-Orc Sub-Race would translate well as an Ancestry Feat.
The Mystic Half-Orc Sub-Race would translate well as an Ancestry Feat.
Gloomkin, Sandkin, Rainkin, Cragkin, Frostkin: So far we don’t know how Orckin are going to be handled. One option is text that recommends Ancestry Feats commonly taken by members of that specific group (i.e. Gloomkin commonly have X, X, or X Ancestry Feats). Or there could be an Ancestry Feat that is eligible for that group only, for example an Ancestry Feat with the Traits “Half-Orc” and “Cragkin”.


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I went through all the first edition Races, Sub-Races, Humanoids, and Monstrous Humanoids with the idea of looking at potential 2E Ancestries. I capped the Monstrous Humanoids off at CR 5 and attempted to remove those Monstrous Humanoids that felt thematically to be reserved as monsters, so for example Hags were excluded from consideration. The one exception to the CR 5 cap is the Girtablilu (Scorpion folk). Because of their similarities to Centaurs in shape I included them. Below the ancestries are divided thematically by geography and continent.

Darklands
The Darklands are interesting in that many of the ancestries are connected to surface ancestries. Many of these ancestries could potentially be heritages of their surface dwelling relatives, or Paizo will go a different route and make these distinct Ancestries.

Darklands Ancestries:

Caligni/Dark Folk
-Dark Caller
-Dark Champion
-Dark Creeper
-Dark Dancer
-Dark Empath
-Dark Stalker
-Dark Slayer
Derro (Possibly Reserved as Monster)
Dire Corby (Darklands Tengu?)
-Dread Corby
-Ghost Corby
-Ghoul Corby
-Winged Corby
Drow
-Drow, Noble
Duergar
Mongrelman
Morlock
Munavri
Serpentfolk (Possibly Reserved as Monster)
Skulk
Svirfneblin
Trox
Ulat-Kini/Skum (Possibly Reserved as Monster)
Xulgath/Troglodyte (Possibly Reserved as Monster)
-Slaugrak
-Thoughtmaw

What’s missing? I am a little surprised there hasn’t been a bat theme Darklands ancestry which would be a great option. Also, a mushroom/fungus Darklands ancestry would be a great option. There are few preexisting fungus/mushroom people from 1E that could be developed to fill the niche.

Aquatic/Ocean
The Aquatic Ancestries have a tendency to be a little more powerful, but this can easily be addressed with Heritages and Ancestry Feats. There is a good spread here with good, neutral and evil trending Ancestries. Even shark lovers have a potential themed Ancestry in the form of Adaro.

Aquatic Ancestries:

Adaro
Aquatic Elf
Ceratioidi
Cecaelia
Deep One (Possibly Reserved as Monster)
-Elder Deep One
Gillman/Azarketi
Grindylow
Ichthyocentaur
Locathah
Merfolk
-Merfolk, Deep
Murajau
Ningyo (Possibly Reserved as Monster)
Sahuagin (Possibly Reserved as Monster)
-Malenti
-Four-Armed
-Prehistoric/Adacthys
-Shark-Blooded
-Sightless
-Spined
Selkie (Kitsune of the Sea?)
Triton

What’s missing? There isn’t a crustacean themed ancestry, however, the Triton could be given a different look to fill this role. There also isn’t any aquatic plant people which seems odd.

Stars/Space
The Star Ancestries have a good mix of sci-fi ancestries that maintain a fantasy feel to them. Of the Star Ancestries the Android probably has the hardest sci-fi feel but they still feel like they belong because of Numeria.

Star Ancestries:

Android
Contemplative
-Enlightened
Formian, Worker
-Queen
-Taskmaster
-Warrior
-Myrmarch
Gray (Possibly Reserved as Monster)
Green Martian
Grioth
Kasatha
Lashunta
Reptoid (Possibly Reserved as Monster)
Shobhad (Possibly Reserved as Monster)
Triaxian
-Winterborn
-Summerborn
-Transitional
-Dragon-Blooded
Yaddithian

What’s missing? It’s hard to say since the possibilities here are pretty far ranging.

Giants
Giant Ancestries are a tough one. There aren’t very many CR 5 and below Giants and the few that are in that zone are strongly themed as monsters. There are a few that might work. Perhaps the best option is the Cyclops simply because of the rich history they have on Golarion.

Giant Ancestries:

Cyclops
-Great Cyclops
-Savage Great Cyclops
-Ngogas
-Oracular
-Kabandha
Firbolg
Ogrekin

What’s missing? Hard to say since there aren’t really options to play as any of the Giant Ancestries.

Universal
Some of the 1E Races will turn into Universal Heritages. I think I have identified all of the Races that will turn into Universal Heritages. However, some of them like the Changeling it is not yet clear if it will be a Human Heritage or Universal.

Universal Heritage:

Aasimar
-Idyllkin
-Angelkin
-Lawbringer
-Musetouched
-Plumekith
-Emberkin
Aphorite
Changeling (Universal Heritage or Human Heritage?)
-Slag May
-Hearth May
-Veil May
-Waker May
-Callow May
-Sorrow May
-Moon May
-Brine May
-Virga May
-Snow May
Deep One, Deep One Hybrid
Dhampir
-Ru-Shi
-Svetocher
-Ancient-Born
-Ajibachana
Duskwalker
Ganzi
-Expanded Oddities
Ifrit
-Lavasoul
-Sunsoul
Oread
-Gemsoul
-Ironsoul
Skinwalker
-Bloodmarked
-Coldborn
-Ragebred
-Scaleheart
-Aerieborn
-Nightskulk
-Seascarred
-Fanglord
-Witchwolf
Suli
Sylph
-Smokesoul
-Stormsoul
Tiefling
-Faultspawn
-Grimspawn
-Foulspawn
-Pitborn
-Hellspawn
-Spitespawn
-Shackleborn
-Hungerseed
-Motherless
-Beastbrood
Undine
-Mistsoul
-Rimesoul

What’s missing? Options for Fey, Shadow, Aberration, and Dragon are all obvious choices here as well.

Surface-Aquatics
Ancestries that live almost exclusively in rivers, lakes, streams, marshes, bogs, and swamps, but have the versatility to be adventurers can be tough to pull off. Paizo has a few though that could fill this niche. I am not including Iruxi/Lizardfolk and Grippli here as they also inhabit jungles and forests.

Surface-Aquatic Ancestries:

Naiad
Vodyanoi
Boggard (Possibly Reserved as Monster)
Bog Strider/Ses’h (Possibly Reserved as Monster)

What’s missing? Not much, there is not a ton of room in these environments and these fill the niche nicely, assuming the Vodyanoi are developed into the salamander/newt playable Ancestry.

Surface Areas
What follows is a breakdown of the remaining 1E Races, Humanoids, and Monstrous Humanoids (again capped at CR 5) by Continent. The Continent an Ancestry is placed on is based on references in Pathfinder books indicating where the largest population centers are found. When no reference is provided I went with my best guess based on theme. First up is Arcadia.

Arcadia:

Rougarou
Sasquatch
Strix
Syrinx (Possibly Reserved as Monster)
Wyrwood

Avistan is a little odd in that many of its Ancestries are found on multiple Continents thus I included et al.

Avistan, et al:

Bugbear (Possibly Reserved as Monster)
-Kardan
-Wikkawak
-Murd
-Slate-Stalker
-Koblak
Dwarf
-Deep
-Desert
-Elder
-Exiled
-Mountain
-Mwangi
-Ouat
-Pahmet
-Paraheen
-Sky Citadel
Elf
-Aquatic
-Artic
-Dusk
-Ekujae
-Forlorn
-Jininese
-Savage
-Snowcaster
-Spiresworn
-Tower
Kayal/Fetchling
Gathlain
Gnome
-Bleachling
-Dread
-First World
-Gear
-Lava
-Segada
-Traveler
Goblin
-Mutant
-Monkey
-Kijimuna
-Oversized
-Snow
Halfling
-Avenging
-Nomadic
-Segadan
-Slave Born
-Song’o
Hobgoblin
Human
-Cosmopolitan
-Country Folk
-Gutter Rat
-Imperious
-Trailblazer
-Versatile
-Half-Elf
-Shoreborn
-Wildborn
-Elf-Raised
-Darkborn
-Human-Raised
-Spireborn
-Snowborn
-Half-Orc
-Arena-Bred
-Gloomkin
-Deep Kin
-Sandkin
-Feral
-Rainkin
-Mountain Clan
-Cragkin
-Mystic
-Forstkin
Kobold
Leshy, Vine
-Seaweed
-Cactus
-Sunflower
-Flytrap
-Fungus
-Gourd
-Leaf
-Lichen
-Lotus
-Snapdragon
Orc
Wyvaran

Garund has a pretty good variety of Ancestries and most of them are pretty interesting.

Garund:

Catfolk/Amurruns
Charau-ka (Possibly Reserved as Monster)
-Pygmy
Derhii (Possibly Reserved as Monster)
Ghoran
Gnoll (Possibly Reserved as Monster)
-Flind
-Unchosen
Grippli
Kuru (Possibly Reserved as Monster)
Lizardfolk/Iruxi
-Scion
Shabti
Umasi
Spriggan

Casmaron has some slightly more powerful Ancestries. This is largely a result of half human-half animal Ancestries like Centaurs, Girtablilu, and Thriae. On a personal note I would love to see the Panotti fully developed into an Ancestry.

Casmaron:

Astomoi
Centaur (Possibly Reserved as Monster)
-Azorva
-Rashalka
-Tsolniva
-Exalted Wood
Girtablilu (Possibly Reserved as Monster)
Panotti
Thriae, Soldier (Possibly Reserved as Monster)
-Dancer
-Consturctor
-Queen
-Seer
Vishkanya
Orang-pendak
Vanara

The Crown of the World is interesting in that the only potentially unique Ancestry so far is the the Adlet, a rare non-giant CR 10 Humanoid.

Crown of the World:

Adlet (Possibly Reserved as Monster)

Tian Xia has some fun Ancestries to look forward too.

Tian Xia:

Kitsune
Nagaji
Samsaran
-Reborn Samsaran
Tengu
-Jinx Eater
Wayang
Ysoki/Ratfolk

The last potential Ancestry to mention is Mortics. At first I thought Mortics were going to be the corporeal undead Ancestry. Whereas a Dhampir is very uniquely tied to Vampires, I had hoped that Mortics would be more general. I hoped they would fill the niche for those rare occasions when corporeal undead and living people did things unspeakable. This would then open the possibility of Heritages for all kinds of undead, rare though they may be. That isn’t what Mortics turned out to be, and I am still kind of grumpy about it, so they aren’t on any of the lists above.


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CrystalSeas wrote:
Is this a mixture of First Edition mechanics and Second Edition as well, or is it just First Edition?

Just 1st Edition Mechanics. For 2nd Edition there is Hermea info in Age of Ashes Adenture Path and General High Seas info in the Lost Omens World Guide. Those are the two main places to look, but there is a little more scattered about.


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I got stuck on exploring the High Seas Meta-Region lately and made notes on where I found various game mechanics. I thought I would share in case others might find this useful. If we get a Meta-Region book for the High Seas it would be great to see a lot of this stuff consolidated into one source.

Possible Spoilers:

Prestige Class
Inner Sea Pirate - Pirates of the Inner Sea
Shackles Pirate - Pathfinder Campaign Setting (3.5)
Death Slayer - Adventurer's Guide
Red Mantis Assassin - Adventurer's Guid
Storm Kindler - Adventurer's Guide

Archetypes
Battle Dancer - Martial Arts Handbook
Black Powder Vaulter - Martial Arts Handbook
Thronewarden - Heroes of the High Crown
Okayo Corsair - Martial Arts Handbook
Shackles Corsair - Advanced Class Origins
Crimson Chymist - Adventurer's Guide
Mantis Zealot - Adventurer's Guide
Spire Defender - Inner Sea Magic
Spire Diver - City In the Deep
Colluding Scoundrel - Antihero's Handbook
Abendego Diver - Elemental Master's Handbook
Tempest Druid - Adventurer's Guide
Tempest Tamer - Blood of the Sea
Storm Dreamer - Adventurer's Guide

Kineticist Talents
Hurricane Queen - Occult Realms

Equipment
Mengkare's Shards - Lost Treasures
Sawtooth Sabre - Adventurer's Guide

Poisons
Breath of the Mantis God - Adventurer's Guide
Fool's Leprosy - Curse of the Crimson Throne
Dust of Eox - Black Markets

Magic Items - Armor
Eel Skin Armor - Island of Empty Eyes
Red Stalker Armor - Adventurer's Guide
Hide of the Hagfish - Seers of the Drowned City

Magic Items - Artifacts
Aiger's Kiss - The Price of Infamy
Mantis Blade - Adventurer's Guide

Magic Items - Weapons
Greenblood Scourge - Inner Sea Combat
Tidewater Cutlass - The Wormwood Mutiny
Crimson Bluff - Adventurer's Guide

Magic Items - Wondrous Items
Besmara's Bones - Raiders of the Fever Sea
Besmara's Tricorne - Inner Sea Gods
Charts of the Fair Winds
Disk of Ghol-Gan - Faction Guide
Hurricane Crown - From Hell's Heart
Jalhazar's Wheel - Tempest Rising
Meldrel's Underwater Orb - Occult Realms
Shackles Ensign - Tempest Rising
Eye of the Mantis - Adventurer's Guide
Mantis Embrace - Adventurer's Guide
Mask of the Mantis - Adventurer's Guide
Caber Twig - Seers of the Drowned City
Choker of the Queen Bee - Seers of the Drowned City
Goz Mask - Adenturer's Guide
Hand of Abendego - What Lies in Dust

Monsters
Addu - From Hell's Heart
Blood Queen - Isles of the Shackles
Bramblelash - Trail of the Hunted
Chickcharney - Isles of the Shackles
Draugr Pirate - Isles of the Shackles
Draugr Captain - Isles of the Shackles
Ghost Captain - Isles of the Shackles
Gargiya - From Hell's Heart
Sea Snake - Isles of the Shackles
Giant Sea Snake - Isles of the Shackles
Karkinoi Brood Swarm - Plunder and Peril
Moxix - Inner Sea Bestiary
Tetrolimulus - Island of Empty Eyes
Voidstick Zombie - Tempest Rising
Deadly Mantis - Inner Sea Bestiary
Cerberus Worm - Cheliax, the Infernal Empire
Faceless Whale - Frome Hell's Heart
Quetzutrhul - Darklands Revisited
Qwoshokk - Mythical Monsters Revisited
Sea Scourge - Isles of the Shackles
Gargiya - From Hell's Heart
Kravyad - Seers of the Drowned City
Scrapshell - Seers of the Drowned City
Zephyr - The Kintargo Contract

Races
Kuru - Isles of the Shackles
Monkey Goblin - Inner Sea Bestiary
Aquatic Elf - Blood of the Sea

Racial Traits & Subraces
Sea Raider (Half-Orc) - Inner Sea Races
Werecrocodile-Kin/Scaleheart (Skinwalker) - Inner Sea Races
Spiresworn Elf - Heroes from the Fringe
Natural Swimmer - City in the Deep
Tongue of the Sea - city in the Deep
Crossbow Training - City in the Deep
Mordant Spire Half-Elves (Spireborn) - Heroes from the Fringe
Mordant Envoy - Heroes from the Fringe

Spells and Metamagic
Submerge Ship - Raiders of the Fever Sea
Scribe's Binding - Spymaster's Handbook
Bone Flense - Adventurer's Guide
Mirror Mantis - Adenturer's Guide
Benthic Spell - Elemental Master's Handbook

Rituals
Scarlet Vigil - Occult Realms
Aiudara Activation - Occult Realms

Feats
Shrewd Liason - Pathfinder Campaign Setting (3.5)
Hermean Blood - Inner Sea World Guide
Red Mantis Collaborator - Agents of Evil
Storm Breaker - Elemental Master's Handbook

Traits
Ancient Explorer - Skull and Shackles Player's Guide
Barroom Talespinner - Skull and Shackles Player's Guide
Besmara's Blessing - Skull and Shackles Player's Guide
Boarded in the Shackles - Serpent's Skull Player's Guide
Boarded in Mediogalti - Skull and Shackles Player's Guide
Buccaneer's Blood - Skull and Shackles Player's Guide
Dockside Brawler - Skull and Shackles Player's Guide
Dragon-Hunted - Legacy of Dragons
Dungeon Dweller - Dungeoneer's Handbook
Eye of Plunder - Skull and Shackles Player's Guide
Flotsam - Dragonslayer's Handbook
Get the Cargo Through - Serpent's Skull Player's Guide
Giant Investigator - Giant Hunter's Handbook
Goblin Pirate - Goblins of Golarion
Home Port - Pirates of the Inner Sea
Hurrican Savvy - Pirates of the Inner Sea
Ilizmagorti Native - Skull and Shackles Player's Guide
Jinx Eater - Blood of the Beast
Mwangi Scholar - Serpent's Skull Player's Guide
Narrow Escape - Pirates of the Inner Sea
Peg Leg - Skull and Shackles Player's Guide
Pillager - Quests and Campaigns
Scourge of the Seas - Advanced Class Origins
Scrambling Servant - Giant Hunter's Handbook
Shackles Seafarer - Inner Sea Primer
Ship Aptitude - Pirates of the Inner Sea
Ship's Surgeon - Skull and Shackles Player's Guide
Stormrunner - Inner Sea Primer
Stowaway - Skull and Shackles Player's Guide
Sustaining Performance - Healer's Handbook
Touched by the Sea - Skull and Shackles Player's Guide
Cultist Lineage - Advanced Class Origins
Devilfish Diver - Pirates of the Inner Sea
Dinosaur Whisperer - Pirates of the Inner Sea
Monkey Goblin - Goblins of Golarion
Pirate Duelist - Pirates of the Inner Sea
Red Mantis Bleeding - Weapon Master's Handbook
Treasure Mapper - Pirates of the Inner Sea
Hermean Paragon - Inner Sea Primer
Well Bred - Dragonslayer's Handbook
Untapped Potential - Legacy of Dragons
Azlanti Scholar - Heroes from the Fringe
Mordant Heritage - Inner Sea Primer
Abendego Pilot - Blood of the Elements
Abendego Shellpiercer - Inner Sea Primer


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I was looking through all the Construct Family Groups from 1st Edition with the idea of seeing what might show up in 2nd Edition when I noticed a trend.

There are the expected big family groups: Golems, Clockworks, Robots

And there are some smaller family groups: Automatons, Idols, Poppets

But then I notice two potential construct groups that have never been clearly defined, Sentinels and Guardians

Sentinel
--Sentinel Thassilonian, Bronze Sentinel
--Sentinel Thassilonian, Iron Sentinel
--Sentinel Thassilonian, Ivory Sentinel
--Sentinel Thassilonian, Marble Sentinel
--Sentinel, Sentinel Hut
--Sentinel, Shell Sentinel
--Sentinel, Ship Sentinel
--Sentinel, Smoke Sentinel

Sentinels as a group seem to have a theme where they are tied to a specific site or location and have an innate sense for who are allies versus who are enemies. Sentinels may also actively avoid hitting allies with their attacks or may be able to explicitly exclude allies from being hit by their attacks. The one that breaks this mold the most is the Sentinel Hut, but there is still plenty of potential for Paizo to turn this into a Construct Family Group

Guardians
--Guardian, Angelic Guardian
--Guardian, Gargoyle Guardian
--Guardian, Golden Guardian
--Guardian, Graven Guardian
--Guardian, Guardian Doll
--Guardian, Guardian Scroll
--Guardian, Rune Guardian
--Guardian, Set Guardian
--Guardian, Tattoo Guardian

Guardians as a family group are far less clear in theme. The best I can gather is that a Guardian is tied to a person or specific object whereas a Sentinel is tied to a specific site or location. The best examples are the Angelic Guardian and the Tattoo Guardian where their descriptions clearly assign them to protection of an individual. The rest of them fit this mold loosely at best. If Guardians are constructs that are specifically attached to the protection of an individual or specific object, some Guardians on the list are likely to be re-identified as Sentinels.

Anyway, this is just something I noticed and thought it was interesting.


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Lol, we will continue to be patient. We have waited 5 ish years and are still hopeful!


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If you are interested in Starfinder fiction be sure to read the following:

Iconic Encounter: A Hail of Bullets
Iconic Encounter: Cathedrals of the Mind
Iconic Encounter: Good News Bad News
Iconic Encounter: Goodnight, Sweet Bot
Iconic Encounter: Obozaya's Mayhaem Playlist
Iconic Encounter: Personal Magnetism
Iconic Encounter: Something's Rotten
Iconic Encounter: The First Rule of Captaining
Iconic Encounter: The Museum Job
Iconic Encounter: The Reality Next Door
Iconic Encounter: The Scientific Method
Meet the Iconics: Altronus
Meet the Iconics: Barsala
Meet the Iconics: Iseph
Meet the Iconics: Keskodai
Meet the Iconics: Navasi
Meet the Iconics: Obozaya
Meet the Iconics: Quig
Meet the Iconics: Raia
Meet the Iconics: Velloro
Meet the Iconics: Zemir
Tales From The Drift: A Perfect Endeavor
Tales From The Drift: Chef's Surprise
Tales From The Drift: Colossi
Tales From The Drift: Deadly Exercises
Tales From The Drift: Improvisations
Tales From The Drift: No Heroes Here
Tales From The Drift: Radio Silence
Tales From The Drift: The Long Silence
Tales From The Drift: The Same Stars
Tales From The Drift: This City Sings For Blood
Tales From The Drift: Thoughts in the Dark
Tales From The Drift: Walls
Tales From The Drift (The Threefold Conspiracy): Gray Matter


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Paizo Folks,

Don’t forget that we are still waiting for the following Web Fiction to be added to the store for purchase as epubs:

Stargazer
A Matter of Knives
Best Served Cold
The Weeping Blade
The Fencing Master
Inheritance
The Cloak of Belonging
Hunter’s Folly
Winter’s Wolves
Armored
A Knightly Mission
The Patch Man
Diamond in the Rough
The Gem
The Price Paid
Crisis of Faith

I have purchased all the short stories as epubs that were made available and will happily give you my money if the rest of these were added to the store.

And since we are on the topic of Web Fiction, there is a bunch of other Web Fiction on Paizo’s website that are only sometimes tagged as Web Fiction. These range from short historical bios as seen in “Meet the Iconics” and “Meet the Villains” to full on Golarion Mythology in the “Windsong Testaments.” All of which I would gladly purchase as epubs. The full list of of this shorter fiction that I know of is listed below.

Iconic Encounter: Fire in the Hold
Iconic Encounter: Hold My Beer
Iconic Encounter: One by One
Iconic Encounter: One Last Miracle
Iconic Encounter: Party Crasher
Iconic Encounter: Puzzle Box
Iconic Encounter: Ready
Iconic Encounter: Red Snow
Iconic Encounter: Test of the Hidden Peaks
Iconic Encounter: The Green Within
Iconic Encounter: To the Last Breath
Iconic Encounter: Tough Crow
Iconic Encounter: Whispers in the Blood
Meet the Iconics: Adowyn
Meet the Iconics: Alahazra
Meet the Iconics: Alain
Meet the Iconics: Amiri
Meet the Iconics: Aric
Meet the Iconics: Balazar
Meet the Iconics: Crowe
Meet the Iconics: Damiel
Meet the Iconics: Enora
Meet the Iconics: Erasmus
Meet the Iconics: Estra
Meet the Iconics: Ezren
Meet the Iconics: Feiya
Meet the Iconics: Fumbus
Meet the Iconics: Hakon
Meet the Iconics: Harsk
Meet the Iconics: Hayato
Meet the Iconics: Imrijka
Meet the Iconics: Jirelle
Meet the Iconics: Kess
Meet the Iconics: Kyra
Meet the Iconics: Lem
Meet the Iconics: Lini
Meet the Iconics: Lirianne
Meet the Iconics: Mavaro
Meet the Iconics: Meligaster
Meet the Iconics: Merisiel
Meet the Iconics: Oloch
Meet the Iconics: Quinn
Meet the Iconics: Reiko
Meet the Iconics: Rivani
Meet the Iconics: Sajan
Meet the Iconics: Seelah
Meet the Iconics: Seltyiel
Meet the Iconics: Seoni
Meet the Iconics: Shardra
Meet the Iconics: The Red Raven
Meet the Iconics: Valeros
Meet the Iconics: Yoon
Meet the Iconics: Zadim
Meet the Iconics: Zova
Meet the Villains: Emil Kovkorin
Meet the Villains: Lazzero Dalvera
Meet the Villains: Linxia Benzekri
Meet the Villains: Nyctessa
Meet the Villains: Urgraz
Meet the Villains: Zelhara
Pathfinder Poems: Iconic Love
Pathfinder Poems: Stop flyting, you two!
Tales of Lost Omens: All that Glitters
Tales of Lost Omens: Bad Dogs
Tales of Lost Omens: Blood Fate
Tales of Lost Omens: Bound for Glory
Tales of Lost Omens: Dragonfear
Tales of Lost Omens: Far From Heaven
Tales of Lost Omens: Portents from the Deck
Tales of Lost Omens: Questioning Nature
Tales of Lost Omens: Rat Trap
Tales of Lost Omens: Seeds of Hope
Tales of Lost Omens: The Hopeful
Tales of Lost Omens: The Idol and the Scythe
Tales of Lost Omens: The Sea’s Vengeance
Tales of Lost Omens: The Snare
Tales of Lost Omens: The World Expands
Tales of Lost Omens: When it Rains
Tales of Lost Omens (Extinction Curse): Waiting in the Wings
Tales of Lost Omens (Rise of the Runelords): Shalelu Be Food?
Tales of Lost Omens (Windsong Testaments): On Family Bonds
Tales of Lost Omens (Windsong Testaments): Rage of Creation
Tales of Lost Omens (Windsong Testaments): The Acts of Iomedae
Tales of Lost Omens (Windsong Testaments): The Beauty of Horros
Tales of Lost Omens (Windsong Testaments): The Three Fears of Pharasma
Tales of Lost Omens (Windsong Testaments): Time’s Price


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Any chance we can get this in a pdf?


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I absolutely love these and I am looking forward to future boxes. However, I do have one disappointment with the cards. I was hoping that each monster would have its own card and this was not the case. Some of the animals are doubled up on the same card. This doesn't happen often but it is disappointing to not get a card per creature.

Other than that I love them so very very much!!!


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Can they both be true? Couldn't people refer to the Dreamlands as the Dimension of Dreams, with the Dreamlands being a particular part of the Dimension that the educated understands as being something more specific.


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Per DomHeroEllis' request I added in the creature levels.

Spoilers ahead!

Spoiler:

Mangy Wolf (Creature -1) – Fall of Plaguestone pg. 5
Flaming Skull Skeleton (Creature -1) – Flames of Rebellion, appendix
Osprey (Creature -1) – Bandits of Immenwood, appendix
Giant Shrew (Creature -1) – Trailblazers Bounty, appendix
Frog Swarm (Creature -1) – Bandits of Immenwood, appendix (I love swarms)
Icy Rat (Creature 0) – Fall of Plaugestone pg. 31
Reefclaw Spawn (Creature 0) – Bandits of Immenwood, appendix (Interesting insight into Reefclaw lifecycle)
Mountain Goat (Creature 0) – Trailblazers Bounty, appendix
Shadow Wisp (Creature 0) – The Absalom Initiation, appendix (Little cousin of the Shadow & Greater Shadow and super creepy!)
Giant Fox (Creature 1) – Lost on the Spirit Road, appendix
Steel Mephit (Creature 1) – Star-Crossed Voyages, appendix (Whoa brand new Mephit!)
Pine Brute (Creature 1) – Lost on the Spirit Road, appendix (Is this a new Arboreal?)
Barbed Bloodseeker (Creature 1) – The Mosquito Witch, appendix (Is this part of a lifecycle or just a more deadly variation?)
Squirrel Swarm (Creature 1) – Bandits of Immenwood, appendix (I love swarms)
Bee Swarm (Creature 1) – Fall of Plaugestone pg. 11 (I love swarms)
Zombie Riding Horse (Creature 1) – Escaping the Grave, appendix
Corrosive Lizard (Creature 2) – The Show Must Go On pg. 45
Alchemical Drudge (Creature 2) – Fall of Plaugestone pg. 43
Raven Swarm (Creature 2) – Trailblazers Bounty, appendix (I love swarms)
Mutant Wolf (Creature 3) – Fall of Plaugestone pg. 27
Blood Wolf (Creature 3) – The Show Must Go On pg. 43
Smoldering Leopard (Creature 3) – The Show Must Go On pg. 44
Metallic Sod Hound (Creature 3) – Star-Crossed Voyages, appendix
Vicious Vulpine (Creature 3) – Lost on the Spirit Road, appendix (Not sure what this is but I like it)
Giant Osprey (Creature 3) – Bandits of Immenwood, appendix
Zombie Warhorse (Creature 3) – Escaping the Grave, appendix
Greater Shadow Wisp (Creature 3) – The Absalom Initiation, appendix (Little cousin of the Shadow & Greater Shadow and super creepy!)
Fleshforge Dreg (Creature 3) – The Absalom Initiation, appendix (Is the magic used here similar to Fleshwarps?)
Young Bloodseeker Swarm (Creature 3) – The Mosquito Witch, appendix (It would be cool to see the regular version)
Pinacosaurus (Creature 4) – The Show Must Go On pg. 50 (Bonus Dinosaur!)
Lesser Giant Short-Faced Bear (Creature 4) (Arctodus-Pristinus) – Tarnbreakers, appendix
Dire Warg (Creature 4) – Trailblazers Bounty, appendix (I wonder what their dynamic with Wargs and Winter Wolves are?)
Fleshforge Prototype (Creature 5) – The Absalom Initiation, appendix (Is the magic used here similar to Fleshwarps?)
Mud Spider (Creature 6) – Cult of Cinders pg. 52
Giant Short-Faced Bear (Creature 6) (Arctodus-Simus) – Tarnbreakers, appendix
Ghastly Bear (Creature 9) – Tomorrow Must Burn pg. 50-51
Animated Dragonstorm (Creature 18) – Broken Promises pg. 10
Dragonstorm Fire Giant (Creature 18) – Broken Promises pg. 14
Hermean Mutant (Creature 19) – Broken Promises pg. 40-41


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Those are both good options. Myceloids are a bit high in CR to be a player ancestry (at least in 1E) but that could easily be modified for 2E.


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Spoilers ahead!

Going through the adventures and society scenarios I have noticed a number of monsters that are not in the Bestiary or in the Adventure Toolbox in the back of the adventure. Most of these new monsters appear in the appendix of a society scenario. Regardless I thought I would point out that there are some cool monsters out there that you might not have noticed. Please note that I have intentionally left out monsters that have a rarity of Unique.

Spoiler:

Mangy Wolf – Fall of Plaguestone pg. 5
Mutant Wolf – Fall of Plaugestone pg. 27
Blood Wolf – The Show Must Go On pg. 43
Icy Rat – Fall of Plaugestone pg. 31
Alchemical Drudge – Fall of Plaugestone pg. 43
Mud Spider – Cult of Cinders pg. 52
Ghastly Bear – Tomorrow Must Burn pg. 50-51
Animated Dragonstorm – Broken Promises pg. 10
Dragonstorm Fire Giant – Broken Promises pg. 15
Hermean Mutant – Broken Promises pg. 40-41
Smoldering Leopard – The Show Must Go On pg. 44
Corrosive Lizard – The Show Must Go On pg. 45
Pinacosaurus – The Show Must Go On pg. 50 (Bonus Dinosaur!)
Flaming Skull Skeleton – Flames of Rebellion, appendix
Lesser Giant Short-Faced Bear (Arctodus-Pristinus) – Tarnbreakers, appendix
Giant Short-Faced Bear (Arctodus-Simus)– Tarnbreakers, appendix
Metallic Sod Hound – Star-Crossed Voyages, appendix
Steel Mephit – Star-Crossed Voyages, appendix (Whoa brand new Mephit!)
Giant Fox – Lost on the Spirit Road, appendix
Vicious Vulpine – Lost on the Spirit Road, appendix (Not sure what this is but I like it)
Pine Brute – Lost on the Spirit Road, appendix (Is this a new Arboreal?)
Mountain Goat – Trailblazers Bounty, appendix
Dire Warg – Trailblazers Bounty, appendix (I wonder what their dynamic with Wargs and Winter Wolves are?)
Giant Shrew – Trailblazers Bounty, appendix
Osprey – Bandits of Immenwood, appendix
Giant Osprey – Bandits of Immenwood, appendix
Reefclaw Spawn – Bandits of Immenwood, appendix (Interesting insight into Reefclaw lifecycle)
Zombie Riding Horse – Escaping the Grave, appendix
Zombie Warhorse – Escaping the Grave, appendix
Barbed Bloodseeker – The Mosquito Witch, appendix (Is this part of a lifecycle or just a more deadly variation?)
Shadow Wisp – The Absalom Initiation, appendix (Little cousin of the Shadow & Greater Shadow and super creepy!)
Greater Shadow Wisp – The Absalom Initiation, appendix (Little cousin of the Shadow & Greater Shadow and super creepy!)
Fleshforge Prototype – The Absalom Initiation, appendix (Is the magic used here similar to Fleshwarps?)
Fleshforge Dreg – The Absalom Initiation, appendix (Is the magic used here similar to Fleshwarps?)
Young Bloodseeker Swarm – The Mosquito Witch, appendix (It would be cool to see the regular version)
Squirrel Swarm – Bandits of Immenwood, appendix (I love swarms)
Frog Swarm – Bandits of Immenwood, appendix (I love swarms)
Raven Swarm – Trailblazers Bounty, appendix (I love swarms)
Bee Swarm – Fall of Plaugestone pg. 11 (I love swarms)


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I imagine there will be a Darklands book at some point and I was thinking about the different Darklands Ancestries we might see. So far the list I have come up with is below. Can anyone think of additional candidates? In addition to those below I would like to see a Mushroom/Fungus Darklands Ancestry.

Drow
Duergar
Svirfneblin
Derro
Munavri
Caligni/Darkfolk
Xulgath/Troglodyte
Skulk (Needs a proper Ancestry name)
Mongrelman (Needs a proper Ancestry name)
Morlock
Skum
Dire Corby (Corbie) – Not sure but I have a theory these are Darklands Tengu

Also, I know that Ancestries like Drow and Duergar are typically evil aligned but in a Darklands Campaign my guess is they are likely to get Ancestry Rules.


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It looks like Shamira took control of the Midnight Isles and the succubi and similar demons after Nocticula left. Did Shamira also manage to keep the shadow demons in her portfolio? That seems like something Nightripper would be gunning for.

Also, what's happening in the Rasping Rifts now that Deskari is dead? Any potential Demon Lords or Nascent Demons looking to claim his realm? I could see Areshkagal making a grab for the Rasping Rifts and merging them with the Blood Clefts. Also, acquiring Deskari's locust demons and swarms would be in her interest.


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Now that 2nd Edition is in full swing what books are you interested in seeing in the future that haven't been announced yet?

My hopes so far include:

Occult/Horror Book – This book focuses on Occult and Horror themes and includes Classes/Archetypes for the Inquisitor, Medium, Occultist, Shifter, Slayer, and Spiritualist. This book plays heavily on themes of mystery, secrets, the unknown, and fear. Included are appropriate Ancestries/Heritages, Equipment, Feats, Spells and other rules.

Combat/Intrigue Book – This book focuses on rules for Combat and Intrigue and includes Classes/Archetypes for the Bloodrager, Brawler, Magus, Mesmerist, Ninja, and Samurai. This books has an underlying theme of interweaving combat focused play with intrigue focused play while provide plenty of options for both. Included are appropriate Ancestries/Heritages, Equipment, Feats, Spells and other rules.

Wilderness/Magic Book – This book focuses on rules for Wildness and Magic with and underlying theme juxtaposing the allure of exploration into the deep wilderness against the allure of urban studies into deep magic. Included are Classes/Archetypes for the Arcanist, Hunter, Kineticist, Psychic, Shaman, Skald, and Summoner. Included are appropriate Ancestries/Heritages, Equipment, Feats, Spells and other rules.

Adventurer's Armory - Big book of gear, equipment, magic items, and new class Artificer (great at crafting, can magically repair damage to armor and weapons, and can temporarily imbue armor and weapons with runes). This book might also include subsystems for gear such as Legacy (Scaling) Items, Magical Gear Sets, Magical Tattoos, Magical Plants, and Relics.

Technology Guide – This book brings in the technology centered rules. It has early tech rules for guns and includes the Gunslinger Class. Also there are rules for similar black powder weapons like cannons, as well as other lower tech equipment. The next part of the book focuses on advanced technologies like lasers, robots, and other high tech. If there is room this book could also include additional rules relating to Constructs and rules for body modification technologies like demonic implants, elemental augmentations, fleshcrafting, magical implants, and necrografts. Included in this book is Ancestry rule for Androids, Wyrwoods, and a new Clockwork Ancestry found in Casmaron.

Underwater Adventures Book – This book is basically the core rule book for adventures set underwater. While prioritizing rules for adventuring underwater this book is tied closely to the Lost Omens setting squeezing in as much lore as possible. The book include rules for “core” underwater Ancestries/Heritages and also include information on Gods, Organizations, and Nations.

Darklands Adventure Book – This book is basically the core rule book for adventures set in the Darklands. While prioritizing rules for adventuring in the Darklands this book is tied closely to the Lost Omens setting squeezing in as much lore as possible. The book include rules for “core” Darklands Ancestries/Heritages and also include information on Gods, Organizations, and Nations.


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Books I hope to see:

Adventurer's Armory - Big big of gear, equipment, magic items, and new class Artificer (great at crafting, can magically repair damage to armor and weapons, and can temporarily imbue armor and weapons with runes).

Occult/Horror Book - Has 3 of the Occult Classes and 2-3 Horror Classes. For horror themed classes I am thinking Inquisitor, Slayer, and Shifter? And of course additional player themed stuff similar to advanced Class Guide.


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I hope you release bestiary boxes for the APs, Modules, Lost Omen books, and anywhere else monsters show up!


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James Jacobs wrote:
And they remain such today except in the case of Ihys (and maybe the one that Rovagug gobbled, if indeed that wasn't Rovagug in the first place just waking up!).

My running theory is that the one that was "gobbled" was gobbled up by the Abyss itself and was spit out (woke up) as Rovagug. If this conversion by the Abyss occurred this gives some insight into the origin of the Qlippoth. Unlike other planes that developed symbiotic relationships with the deities that represent that plane, the Abyss consumed and converted its deific powers into Qlippoth. So when the Daemons inadvertently taught the Abyss to use mortal souls to create demons this was a game changer. Creating Demons is much easier, faster, and efficient to make in comparison to the Qlippoth. Mortal souls can quickly be combined with the essence of the Abyss to create Demons. Plus this has the added benefit of the souls giving the newly born Demons a level of ambition that the Qlippoth never had. Suddenly, the Abyss has a multitude of Demigods and Quasideities working for/with the Abyss and striving for their own personal goals. Sure the Abyss still uses the power contained within divinities to create Qlippoth, but at a much reduced rate, and has no real need to encourage the development of new Qlippoth Demigods. This can even be supported by the Abyss layer Rift of Repose where slain Demigods and Quasideities end up. Essentially, the Abyss pulls out the accumulated divine essence of the slain demigod to create new Qlippoth while fossilizing any remaining soul stuff and unique ambition that the demigod had.

That is my running theory for now.


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So far for Elf Heritages we have:

Ancient Elf
Arctic Elf
Cavern Elf
Desert Elf
Seer Elf
Whisper Elf
Wood Elf

For all of these I get where the Heritage comes from and the Elven Ancestries where the heritages commonly appear. Except I am confused on Cavern Elf Heritage.
Is there a non-Drow Elf Ancestry that we haven't met yet that live in caverns in the Dark Lands? Is there a group over cavern dwelling Elves that didn't follow the Drow down there demonic path. Or is there a group of cavern dwelling Elves that didn't make it all the way to Jinin and instead stopped along the way and started living under ground? Either of these would be awesome and I would be excited to meet these Cavern Elves.

Or am I making this to complicated and Cavern Elf is the Heritage representing Drow?

And while we are on the topic I suspect we will eventually get Heritages for Drow, Sea Elves, and probably a Fae Elf as there was a decent amount of supporting rules for Fae Elves in 1st Edition. Any other Elf Heritages we are missing?


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Valantrix1 wrote:
Mikhail Rekun wrote:

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

Publication pipelines are long.

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

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


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

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

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

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

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

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

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

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

Poisons
Marvelous Fear Gas – Inner Sea Intrigue

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

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


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


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

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

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

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

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

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

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

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

Just some thoughts I had and figured I would share.


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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Seventh Seal wrote:

Nice!

Two things:

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

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

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

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

Thank you for catching those!


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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


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

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


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

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


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You see a magical aura around random non-magical things


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


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


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Malk_Content wrote:
Roswynn wrote:


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

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

No, not the same logic.

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

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

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


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

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

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


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Brinebeast wrote:

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

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

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

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

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


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

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


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I want card decks!

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

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


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

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


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

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


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Nightmares

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

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


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


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I hope Hags become Fey with a Hag Subtype

I hope Elementals are separated from Outsider

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


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

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

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


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Couple of small changes:

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

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


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

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