Considering it coincided with the Chelish civil war, I'm starting to wonder if Asmodeus or Achaekek did it. Perhaps Asmodeus saw Aroden as an upstart mortal who didn't deserve godhood.
I am suspicious of Asmodeus too, however I have an inkling feeling that pointing fingers at Asmodeus is maybe a bit too obvious for something shrouded in so much mystery like the cause of Aroden's death. However I was not expecting anything major in terms of information on the subject.
I have been doing research on the Harbingers of Fate as they have been a personal favorite of mine since I first learned of them a few years back. Naturally with the passing of their last supposed prophecy, I have a few questions regarding the ultimate fate of the organization.
1. Do the Harbingers have any reason to stay together considering they failed to trigger the Age of Glory?
2. Has the identity of the Book of 1,000 Whispers been decided (even if it must be kept secret)?
3. Would the Harbingers potentially try and seek out the author had they discovered the prophesies to be a lie?
4. Do the Harbingers of Fate have any potential for appearing in a Module, AP, etc in the future?
Do you have a general impression you want to share?Anything specific that stands out as cool or flashy?
Too much work imho.
I am currently planning an occult themed adventure for my group in the fall, but as of right now I am trying to look for the best location to stage such an adventure. Naturally I have a few questions on the subject. I understand if future book releases may prevent you from answering some of these, but anything helps.
1. Does Ustalav have a large amount of occult activity?
Thank you in advance!
Nate Z wrote:
Would anyone be willing to shed a little more light on the Monster Chronicler Investigator? I'm curious to see if this would fit a character I'm working on.
Like it has been said, the monster chronicler gains favored enemies, eventually gaining the ability to change one of them each day. He gains a minor ability to roll inspiration twice and take the higher result when identifying the special abilities of monsters. Diminished alchemy is the main drawback to the archetype, however.
Let's Say Nocticula was driven to increase her presence in the Worldwound.
Would she call upon her Drow worshipers?
And a few other semi-related questions.
How would a powerful demon lord go about gaining divinity?
Thanks again for answering questions!
Today I have mainly some lore questions:
Where do the Chelish get all of their slaves from?
Do any of the Chelish slaves live rather decent lives under wealthy, and less evil nobles?
I know the Chelish believe strongly that every member has a sort of contract to society, in that slaves and slave owners have a responsibility to society to preform their duties. How does the Chelish government evaluate that if a slave owner decided to be nice, relative to others of similar stature?
Is Abrogail II considered a mythic character in Golarion lore?
Erik Mona wrote:
Before the dragon craze ends I would love to see a Pathfinder Silver Dragon. I have been DYING to see one ever since I saw their bestiary art.
Wolfgang Baur wrote:
Thanks for getting back to me. My other inquiry would be if we would eventually see what spells get adding to the Advanced Class Guide Shaman spell list.I appreciate the timely response.
So I DM'ed a game allowing my players to use content from this book and it went very well despite a few people at the table still getting a feel for the new content. We did have a few concerns regarding a few spells, and perhaps could use some clarification.
Call of the Grave is very ambiguous as to whether or not there is a saving throw the spell clearly says saving throw: none, however the description mentions those affected by the spell getting +5 to a saving throw if he caster's allies harm them.
Second up is the Doom of the Earthen Maw spell. One of my veteran players claimed it was over powered due to not allowing a saving throw (though the text says it allows for a partial effect if it does make it's unspecified saving throw).
Third, the Orb of Light (lesser) spell seems strictly better than Searing light, this was pointed out to me by anther one of my players. Perhaps someone could shed some light (pun not intended) on what warrents this spell to exist next to Searing Light?
Again I love the book and I LOVE the extra content. I just wanted to resolve some issues before I get my next game rolling.
Thank you in advance!
Here is an example of the direction I was thinking about going, I would make each expeditioner pick a path at level one and go from there:
Path of the Physical Paragon
Path Feats: Improved Unarmed Strike, Great Fortitude, Combat Reflexes, Power Attack (would build on this)
Thanks for the responses everyone, I have been racking my brain all day trying to find a way to make this class a bit more organized and a bit more thematic.
I know 100 percent that this will be a scout class and it will be all mundane, but I wanted it to be more that just a 3/4 bab ranger or a slightly better version of the rogue.
I agree that the name expeditioner doesn't exactly fit the bill, and I am probably going to change the name somewhere down the road. Wayfarer is probably the best alternative I can think of.
An idea I have been kicking around is creating a series of Paths (something structured similar to an oracle mystery) that would have a group of fortes that you could choose from instead of having to pick from a huge list. This would get rid of the Skill ranks as prerequisites completely, and allow me to replace the bonus feats with path feats (feats that you choose from a small pool of options).
However I do feel like outside of the forte's and skill boosts, I need a mechanic that will help it make it's own attacks in combat, something kinda like inspire courage but with a bit more flavor and crunch to it.