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Ah, sorry, after Ultimate Wilderness I've been spending a lot less time on the forums. I'll let Skeld handle the details, but as for the organizations involved...

Faiths and Associated Rules Elements:

Concordance of Elements: Elemental Monk (Archetype), Elemental Envoy (Archetype), Elemental (Combat Style), lantern of the four elements (magic item)

Cults of the Failed: Dogged (Trait), Vessel of the Failed (Archetype), echo of divinity's promise (magic item)

Esoteric Order of the Palatine Eye: Esoteric Intiate (Archetype), book-bound (magus arcana), circle of order (magus arcana), Tabris's step (magus arcana)

Harbingers of Fate: prophecy (focused arcane school), debilitating speech/i] (spell), [i]fortune's path (spell), prophetic lore (spell), foresight quill (magic item)

Hellknights of the Godclaw: Fist of the Godclaw (Archetype), Godclaw (Blessing), litany of admonition (spell), litany of dependability (spell), litany of duty (spell), litany of order (spell), godstar (magic item)

Magnimarian Mystery Cults: Ecumenical (Trait), Order of the Monument (Cavalier Order), duty (variant channeling), flying creatures (variant channeling), journeys (variant channeling), moonlight (variant channeling), monuments (variant channeling), sexuality (variant channeling)

Oracular Council: Divine Numerologist (Archetype), numerical alchemy (investigator talent), numerical alchemy, greater (investigator talent), numerical strike (investigator talent), numerical strike, greater (investigator talent), numerical strike, masterful (investigator talent), numerology cylinder (magic item)

Prophecies of Kalistrade: superiority (psychic discipline), fastidiousness (spell), hallucinatory decor (spell), unflappable mien (spell)

Razmir, The Living God: Self-Sustaining (Trait), Mask of the Living God (Archetype), armored mask (arcanist exploit), aspect of innocence (arcanist exploit), charmer (arcanist exploit), mending flesh (arcanist exploit), convert wand (greater arcanist exploit)

Sangpotshi: Imperfect Recall (Trait), Seeker of Enlightenment (Archetype), ancestral enlightenment (social talent), skill familiarity (social talent), magical familirity (vigilante talent), steely resolve (vigilante talent), weapon familiarity (vigilante talent), emblem of lost lives (magic item), breath of forgotten life (occult ritual), song of the kami's gift (occult ritual)

Shoanti Shamanic Traditions: Natural Ritualist (Trait), Totem Channeler (Archetype), Aspect of the Quah (Trait), Storval's fang (magic item)

Tamashigo: Natural Ritualist (Trait), Ward Speaker (Archetype), kaminari drums (bardic masterpiece), spirit of the horse (bardic masterpiece), cloak of good fortune (magic item), breath of forgotten life (occult ritual), song of the kami's gift (occult ritual)

Miscellaneous: Heretic’s Caution (Trait), convocation bells (equipment), disguised holy text (equipment), ritual disk (equipment), spiritual leader's vestments (equipment), charlatan's cope (magic item), malleable monument (magic item), spectacles of comprehension (magic item), tome of forgotten epithets (magic item)


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Disciple's Doctrine Rules Elements:
Arcanist Exploits: armored mask, aspect of innocence, charmer, mending flesh

Arcanist Exploits, Greater: convert wand

Archetypes: Divine Numerologist (Oracle), Elemental Monk (Monk, Unchained Monk), Elemental Envoy (Ranger), Esoteric Initiate (Occultist), Fist of the Godclaw (Warpriest), Mask of the Living God (Ninja), Seeker of Enlightenment (Spiritualist), Totem Channeler (Skald), Vessel of the Failed (Medium), Ward Speaker (Samurai)

Bardic Masterpieces: kamniari drums (percussion), spirit of the horse (strings)

Blessing: Godclaw

Cavalier Order: Order of the Monument

Combat Style: Elemental

Equipment: convocation bells (100 gp), disguised holy text (1-100 gp), ritual disk (20 gp), spiritual leader's vestments (100 gp)

Focused Arcane School: Prophecy (Divination)

Investigator Talents: numerical alchemy, numerical alchemy (greater), numerical strike, numerical strike (greater), numerical strike (masterful)

Magus Arcana: book-bound, circle of order, tabris's step

Occult Rituals: breath of forgotten life (6th), song of the kami's gift (5th)

Psychic Discipline: superiority

Specific Magic Weapon: Storval's fang (38,312 gp)

Spells: debilitating speech (sorcerer/wizard 4), fastidiousness (bard 1, cleric 1, mesmerist 1, occultist 1, paladin 1, psychic 1, sorcerer/wizard 1), fortune's path (bard 2, cleric 3, sorcerer/wizard 3), hallucinatory decor (bard 3, mesmerist 3, psychic 3, sorcerer/wizard 3, witch 3), litany of admonition (antipaladin 3, inquisitor 4, paladin 3), litany of dependability (inquisitor 4, paladin 3), litany of duty (inquisitor 2, paladin 1), litany of order (inquisitor 3, paladin 2), prophetic lore (sorcerer/wizard 6), unflappable mien (bard 3, mesmerist 3, occultist 3, psychic 3, sorcerer/wizard 3)

Traits: Aspect of the Quah (Faith), Dogged (Faith), Ecumenical (Social), Heretic's Caution (Faith), Imperfect Recall (Faith), Natural Ritualist (Faith), Self-Sustaining (Faith)

Variant Channeling: Duty (Furcas, Kols, Ragathiel), Flying Creatures (Pazuzu, Ylimancha), Journeys (Sinashakti), Moonlight (Ashava, Jezelda, Thoth, Tsukiyo), Monuments (Soralyon), Sexuality (Arshea)

Vigilante Social Talents: ancestral enlightenment, skill familiarity

Vigilante Talents: magical familiarity, steely resolve, weapon familiarity

Wondrous Items: charlatan's cope (body, 4,800 gp), cloak of good fortune (shoulders, 12,500 gp), echo of divinity's promise (none, 1,400 gp), emblem of lost lives (neck, 12,000 gp), foresight quill (none, 6,500 gp), godstar (none, 1,000 gp), lantern of the four elements (none, 1,500 gp [standard], 6,500 gp [greater]), malleable monument (none, 8,000 gp), numerology cylinder (none, 5,000 gp), spectacles of comprehension (eyes, 2,500 gp), tome of forgotten epithets (none, 108,000 gp)


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0th: prestidigitation (psychic, sorcerer/wizard)
1st: endure elements (cleric, druid, psychic, sorcerer/wizard)
2nd: levitate (psychic, sorcerer/wizard, witch)
3rd: voluminous vocabulary (cleric, psychic, sorcerer/wizard, witch)
4th: greater make whole (cleric, sorcerer/wizard)
5th: teleport (psychic 5, sorcerer/wizard 5, witch 5)
6th: heal (cleric)
7th: greater shapechanger's gift (sorcerer/wizard)
8th: create demiplane (cleric, psychic, sorcerer/wizard, witch)
9th: regenerate (druid)

Reasoning:

I think prestidigitation is an obvious one. Easy cleaning, adjusting the flavor of meals to match your tastes, just improves your quality of life so much.
Endure elements, every day is a lovely day, unless it's truly horribly hot or cold out. I could save so much money on air conditioning with this spell as well. A wonderful qualify of life enhancement.

Levitate, very helpful, and not necessarily overt if you pretend to be moving it. Allows you to move things, float yourself up places, makes moving furniture a breeze. And, honestly, I feel like it would probably be pretty fun to lift yourself a little off the ground and push yourself around.

Voluminous vocabulary from Ultimate Intrigue acts a lot like comprehend languages, but lasts for eight hours automatically, allows you to actually speak and write it, and, well. There's so much out there that I can't understand because I don't speak the language. This would circumvent a lot of that, though the literal meaning element could definitely take some getting used to. And it can be used on animals and such too, which could definitely be interesting.

Greater make whole from the Technology Guide is just a great spell, specifically works on fixing technology as well as normal broken objects. Would make what you own last a good long time as long as it fits within the weight limits. Some furniture might not work, though dismantling it and repairing the parts might be possible...would be worth a shot.

Teleport, well, enough said. Greater teleport is better, but I had other plans for my 7th-level pick, and honestly it's probably more than good enough the majority of the time, though needing to physically see the location before going there would definitely make things trickier. Still...teleportation. Hard to go wrong with it.

Heal will remove any disease you might have, any poison you might be exposed to, cure at least some mental illnesses, and help deal with any repercussions caused by past diseases and the like. Also cures addictions and, well, all kinds of stuff. And if you're badly injured...this will do. It also deals with exhaustion and fatigue, so you probably don't need to ever sleep again. Truly an amazing spell.

Greater shapechanger's gift from Ultimate Wilderness is a great spell. A huge amount of versatility, it lasts for a decent length of time, giving you a near-perfect disguise, transforming into an animal, or assuming the form of something inhuman...unless the material component sticks around, in which case, animals and humanoids it is. Still great.

Create demiplane from Ultimate Magic is pretty amazing as a spell. Grants you your own extraplanar refuge, fill it with natural foodstuffs, add a floating castle to live inside of...I'm assuming that if I eject myself, I do return to the Material Plane since it would have been cast there and I wouldn't be stuck in the Astral or Ethereal Plane...though that is a bit of a risk. The other problem might be acquiring the focus, if I have to worry about focus components, but I think it should be possible to acquire with some effort, look into finding the right crafter. Does make me want greater create demiplane, but what I really wanted was...

...regenerate. Because some things heal can't tackle, and, barring dead, regenerate can definitely manage it. I mean, I could have taken it as a 7th-level spell, but I really love greater shapechanger's gift, so...


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Potions & Poisons Rules Elements:
Alchemist Discoveries: designer poison, enduring toxin, lasting tinctures

Archetypes: concocter (alchemist), disciple of the forked tongue (vishkanya, bard), fermenter (alchemist), mantella (grippli, druid), needler (rogue), reckless epicurean (investigator), rotdrinker (rogue), swamp poisoner (grippli, rogue), toxin codexer (investigator), venom siphoner (witch), venomblade (nagaji, fighter)

Feats: Delayed Potion, Dispelling Blood (vishkanya), Ghostbane Ichor (vishkanya), Healing Potion, Hemorrhaging Venom (nagaji, Combat), Lengthy Potion, Noxious Touch (grippli), Poison Resin (grippli), Toxic Secretions (grippli), Toxic Spray (nagaji, Combat), Unraveling Blood (vishkanya), Vaporous Potion, Virulent Venom (nagaji, Combat), Warding Blood (vishkanya)

Hexes: gift of consumption, greater gift of consumption, poison touch

Major Hexes: restless slumber, withering

Investigator Talents: anathema, greater anathema, lingering venom

Rogue Talents: accurate poisoner, lingering poison, signature poison, suppress poison, toxic regurgitation

Slayer Talents: focused poison, redirect poison

Sorcerer Bloodline: scorpion

Spells: antitoxin touch (alchemist 1, druid 1, ranger 1, shaman 1, witch 1), clay skin (alchemist 3, bloodrager 3, inquisitor 3, magus 3, sorcerer/wizard 3, summoner 3), glimpse the hidden (alchemist 3, inquisitor 3, sorcerer/wizard 3, summoner 3, witch 3), identifier's eye (alchemist 2, bard 2, sorcerer/wizard 2, summoner 2, witch 2), phase step (alchemist 3, bard 3, magus 3, sorcerer/wizard 3, summoner 3, witch 3), poisonous cloud (bloodrager 4, magus 4, shaman 4, sorcerer/wizard 4, summoner 4, witch 4), toxic blood (alchemist 3, bloodrager 3, cleric 3, druid 3, investigator 3, magus 3, ranger 3, sorcerer/wizard 3, summoner 3, witch 3), undeath sense (alchemist 2, cleric 2, inquisitor 2, paladin 2, shaman 2, sorcerer/wizard 2)

-----

Drugs: esoterum (600 gp), goassamer veil (20 gp), hush (200 gp), inspiration dust (75 gp), Keleshite coffee (5 gp), magesight (15 gp), oblivion (100 gp), old-mage (1,500 gp), ruk tar (55 gp), serpent's kiss (50 gp), sting's savor (45 gp), vigilance (15 gp)

Equipment: harvester's kit (65 gp), poisoned locket (75 gp), poisoned quill (30 gp), poisoner's goblet (100 gp), stalker's oil (50 gp), toxic censer (115 gp), venombane lozenges (35 gp)

Fleshcrafts*: adhesive slime (500 gp), ring of eyes (1,400 gp), webbed appendages (200 gp)

*These fleshcrafts are available only in elixir form and cannot be created as a graft.

Poisons: blackfingers's salt (300 gp), diplopic serum (250 gp), gelidburn oil (75 gp), hydrofluoric acid (2,500 gp), insecticide (175 gp), juvebloom (750 gp), nerveblast (1,500 gp), ossivane (350 gp), pupil's friend (30 gp), tongue twist (600 gp)

Ring: band of efficacious death (9,250 gp)

Tinctures: alluring philter (150 gp), artistic ale (300 gp), brawler's brew (150 gp), dodger's draught (300 gp), explorer's emulsion (150 gp), leaper's libation (200 gp), liquid courage (175 gp), mage's assistant (150 gp), mirage mixture (300 gp), nimble nectar (200 gp), prowler's palliative (300 gp), sorcerer's spirits (300 gp), starlight juice (300 gp), stout solution (100 gp), thinker's tipple (300 gp), titan's tonic (200 gp)

Traits: Alchemical Fence (Regional - Katapesh), Blood Potion Brewer (Regional - Belkzen), Liquid Healing (Regional - Rahadoum), Necrotoxin (Regional - Geb), Palm Potion (Regional - Razmiran), Poison Connoisseur (Regional - Taldor), Poisoned Blade Resistance (Regional - River Kingdoms), Resourceful Alchemy (Regional - Thuvia), Technological Brewmaster (Regional - Numeria), Weed Resistance (Regional - Kyonin)

Wondrous Items: aegis of recovery, greater (neck, 3,750 gp), alchemist's aspergillum (none, 2,805 gp), apron of the careful chemist (chest, 5,200 gp), blight kickers (feet, 13,500 gp), death's will (hands, 3,600 gp), elixir of agility (none, 450 gp), elixir of countless eyes (none, 1,200 gp), elixir of the infernal familiar (none, 1,400 gp), elixir of vicious magic (none, 1,750 gp), eye of crystallized venom (neck, 2,250 gp), fiery maw elixir (none, 800 gp), forbearer's grace (neck, 5,400 gp), gloves of restrained death (hands, 9,250 gp), harvester's bindings (wrists, 8,500 gp), headband of the tainted ouroboros (headband, 4,500 gp), healer's aid (none, 900 gp), miasmatic mask (head, 23,000 gp), periapt of proof against paralysis (neck, 8,000 gp), reaper's wisdom (shoulders, 21,600 gp), shroud of venom (shoulders, 4,500 gp), silversheen elixir (none, 900 gp), spirit rush (none, 2,400 gp), swarmform elixir (none, 3,300 gp), vest of resonating fortitude (chest, 7,000 gp), wraith's sight elixir (none, 1,500 gp)

(Edited; Thanks to David knott 242.)


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graystone wrote:
Luthorne wrote:


I assumed that that when Dragon78 was talking about the hunter's having a longer duration, he was referring to the default hunter...and that if he was talking about a hunter who murdered their animal companion or an archetype, he would have specified.

Edit: Edited for clarity.

And I added to his point. I assume hunter includes it's archetypes, and even that's not for some reason, the base "default hunter" includes a dead animal clause. So even if it wasn't his point, it's a natural extension of it.

I was saying that one of his points, as stated, was incorrect. That's it. Saying that under certain unstated circumstances it could be viewed of as correct if you dispose of a class feature does not seem to be relevant. I was not making any commentary as to how useful that class feature is or is not or whether or not you should kill animals for personal power.

And I certainly don't assume that talking about a class includes talking about all of its archetypes. If I said, for example, that I like playing monks because it gives me an excuse to freely dump Charisma, and someone told me I was wrong because the scaled fist exists, well. Or because Perform was a class skills for monks...


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graystone wrote:
Luthorne wrote:
Dragon78 wrote:
Aspects- works like hunter's animal aspects but much shorter duration plus add on set form.

Erm?

Advanced Class Guide wrote:
Animal Focus (Su): At 1st level, a hunter can apply the aspect of an animal to herself as a swift action. She must select one type of animal to emulate, gaining a bonus or a special ability based on the type of animal emulated and her hunter level. The hunter can use this ability for a number of minutes per day equal to her level.
Edit: The hunter actually gets shorter total duration than the shifter does for its focuses, since they can use it for 3 + level minutes instead of just level minutes.

"If the hunter’s animal companion is dead, the hunter can apply her companion’s animal focus to herself instead of her animal companion. This is in addition to the normal one she can choose, and (as with a companion’s focus) remains in effect until the hunter changes it instead of counting against her minutes per day."

Forester archetype acts as if their pet was dead. All day is longer than 3+level min/day...

I assumed that that when Dragon78 was talking about the hunter's having a longer duration, he was referring to the default hunter...and that if he was talking about a hunter who murdered their animal companion or an archetype, he would have specified.

Edit: Edited for clarity.


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This took awhile to assemble, but. Some fun stuff. Hopefully there's at least a few interesting tidbits people didn't already know about...

Ultimate Wilderness Rules Elements:
Alchemical Tools: adhesive strip (5 gp), alchemical pheromones, aggression (150 gp), alchemical pheromones, arousal (300 gp), alchemical pheromones, simple (1 gp), alchemical pheromones, susceptibility (300 gp), alchemical resin (100 gp), liniment (15 gp), red flame torch (20 gp)

Alternate Racial Traits: gathalin (flighty, honey whisperer, intense curiosity, otherworldly gossip, titled, tree-born, tree dialect), ghoran (creator's legacy, martial recollection, occult scion, spelleater), vine leshy (agile, grapevine, poisonous, swamp leshy)

Animal Companions: anglerfish, archaeopteryx, armorfish, bustard, capybara, cattle, chimpanzee, eohippus, falcon, frilled lizard (giant), grizzly bear, hammerhead shark, llama, marsupial devil, marsupial lion, mole (giant), moose, ornithomimosaur, owl (giant), panda, porcupine (giant), prionosuchus, reef snake, reindeer, saber-toothed cat, salamander (giant), skunk (giant), spitting cobra, squid (giant), wolfdog, yak, zebra

Animal Companion Archetypes: aberrant companion, ambusher, augmented companion, auspice, bodyguard, bully, daredevil, deathtouched companion, draconic companion, feytouched companion, precocious companion, racer, totem guide, tracker, verdant companion, wrecker

Archetypes: Aerie Protector (druid), Aromaphile (mesmerist, ghoran), Arrow Champion (swashbuckler), Avalancher (slayer), Avenging Beast (vigilante), Bacchanal (skald), Blighted Defiler (kineticist), Blighted Myrmidon (antipaladin), Boaster (skald), Brutish Swamper (barbarian), Cartographer (investigator), Cave Dweller (barbarian), Chameleon Adept (hunter), Commando (gunslinger), Cultivator (bard), Desert Raider (rogue), Dinosaur Druid (druid), Dune Rider (slayer), Elementalist Oracle (oracle), Elementalist Shifter (shifter), Feral Champion (warpriest), Feral Striker (brawler), Fey Courtier (bard, gathlain), Fey Prankster (rogue, gathlain), Fiendflesh Shifter (shifter), Filidh (bard), Flamewarden (ranger), Floodwalker (witch), Forest Preserver (paladin), Forester (hunter), Geomancer (occultist), Freen Faith Initiate (druid), Green Faith Marshal (inquisitor), Green Knight (cavalier), Guerilla (slayer), Herb Witch (witch), Herbalist (alchemist, leshy), Horticulturist (alchemist), Hunt Caller (skald), Hunting Paladin (paladin), Ice Chemist (alchemist), Leafshifter (shifter, ghoran), Leshy Caller (summoner), Leshy Warden (druid), Leshykineticist (kineticist, leshy), Living Avalanche (brawler), Menhir Guardian (monk), Natural Philosopher (investigator), Naturalist (occultist), Nature-Bonded Magus (magus), Occult Historian (occultist), Oozemorph (shifter), Pack Hunter (barbarian), Patient Ambusher (hunter), Plant Master (hunter), Plant Speaker (bard, leshy), Rageshaper (shifter), Raging Cannibal (barbarian), River Druid (druid), River Rat (rogue), River Soul (oracle), Road Keeper (druid), Rot Warden (druid), Saurian Champion (cavalier), Scarab Stalker (hunter), Season Sage (druid, gathlain), Season Witch (witch), Sharptooth (barbarian), Skirmisher (fighter), Sly Saboteur (rogue), Star Watcher (investigator), Stormwalker (ranger), Summit Sentinel (ranger), Sylvan Trickster (rogue), Terrakineticist (kineticist), Thundercaller (bard), Tidal Hunter (ranger), Toxic Herbalist (ranger), Tree Soul (oracle), Treestrider (hunter), Tribal Fighter (fighter), Turfer (brawler), Venomfist (brawler), Verdant Grappler (brawler), Verdant Shifter (shifter), Viking (fighter), Wasteland Meditant (monk), Water Dancer (monk), Weretouched (shifter), Wild Soul (ranger), Wildborn (barbarian), Wilderness Explorer (ranger), Wilderness Warden (paladin), Wildstrider (swashbuckler), Woodland Sniper (slayer)

Bloodrager Bloodline: verdant

Cavalier Order: Order of the Green

Class: shifter

Companion Tricks: aid (DC 20), bombard (DC 20), break out (DC 20), build simple structure (DC 25), bury (DC 15), cocoon (DC 15), deliver (DC 15), demolish (DC 15), detect (DC 25), entertain (DC 25) feint (DC 20), fetch (DC 15), flank (DC 20), flee (DC 20), get help (DC 20), guide (DC 15), hunt (DC 20), intimidate (DC 15), maneuver (DC 20), mark territory (DC 25), menace (DC 20), milk venom (DC 20), pose as scenery (DC 20), receive spell (DC 25), rescue (DC 20), speak (DC 25), spin silk (DC 20), subdue (DC 15), take root (DC 15), watch (DC 15), withhold venom (DC 20)

Disaster Blessings: earthquake, flood, tornado, wildfire

Discoveries: bitter pill, grounding goo, pheromones, solid ground, thorny bomb, volumizer

Druid Domains: Erosion, Vermin

Eidolon Subtype: Plant

Equipment: animal repellent (15 gp, vine leshy), animal-repellant sack (1 gp), backpack, carrier (25 gp), backpack, hydration (40 gp), backpack, weaponrack (25 gp), camouflaged canvas (1 gp/square yard), companion cold-weather outfit (15 gp), cooler chest (25 gp), cushion inserts (5 sp), duo saw (100 gp), efficient tent (100 gp), field survival guide (20 gp), filter scarf (5 gp), flame-retardant outfit (50 gp), fortifying fertilizer (120 gp, vine leshy), goblin fishing lure (5 gp), hunter's stand (25 gp), inside pocket (4 gp), insulated glask (2 sp), nature climbing harness (60 gp), noble's excursion kit (371 gp), privacy shelter (5 gp), riding bee, worker (300 gp, gathlain), riding bee, combat-trained worker (250 gp, gathlain), riding bee, queen (8,000 gp, gathlain), riding bee, combat-trained queen (12,000 gp, gathlain), shifter's kit (9 gp), silent piton (5 sp), snakebite kit (20 gp), speed sheath (10 gp), stretch cords (5 sp), tanner's kit (10 gp), tent cover (15 gp), trekking pole (15 gp), wading boots (50 gp), waist pouch (5 sp), windup music box (25 gp), wing hooks (150 gp, gathlain)

Familiars: arctic fox, arctic hare, arctic tern, armadillo, butterfly, cat (margay), chicken, cockroach, creeper ivy, dodo, dolphin (popoto), dwarf caiman, dweomer cap, ermine, fire salamander, flowering lattice, horned lizard, ioun wyrd, isopod (giant), jerboa, kakapo, koala, lamprey, lemming, leopard slug, marine iguana, meerkat, mole, mongoose, moth, peafowl, petrifern, osprey, parrot, penguin, platypus, ptarmigan, pufferfish, puffin, rabbit, rhamphorhynchus, ravenous tumbleweed, razor fern, sawleg locust, sea krait, seal, shimmerwing dragonfly, skunk, snail kite, spiny starfish, squirrel, suture vine, tardigrade (giant), tarsier, toucan, vampire squid, wallaby

Familiar Archetypes: ambassador, animal exemplar, egotist, emissary, figment, infiltrator, mascot, mauler, pilferer, prankster, protector, sage, soulbound familiar, valet

Favored Class Options: alchemist (vine leshy), barbarian (gathlain), bard (gathlain, vine leshy), bloodrager (gathlain), cavalier (gathlain), druid (gathlain, ghoran, vine leshy), hunter (gathlain, ghoran), kineticist (vine leshy), mesmerist (ghoran), oracle (vine leshy), ranger (gathlain, ghoran, vine leshy), rogue (gathlain, ghoran, vine leshy), shaman (gathlain, ghoran, vine leshy), shifter (dwarf, elf, ghoran, gnome, half-elf, half-orc, halfling, human), skald (gathlain), sorcerer (ghoran), summoner (gathlain), witch (gathlain, ghoran)

Feats: Advanced Gathlain Magic (gathlain), Ambush Awareness, Animal Call, Animal Disguise, Animal Ferocity (Combat), Aquatic Combatant (Combat), Aquatic Spell (Metamagic), Arctic Adaptation, Beast Hunter (Combat), Beastmaster Ire (Combat), Beastmaster Salvation (Combat), Beastmaster Style (Combat, Style), Boon Companion, Branch Pounce (Combat), Bristling Bull Rush (Combat), Bristling Drag (Combat), Camouflaged Trap, Climbing Vine (vine leshy), Clinging Climber (Combat), Command Animals, Command Plants, Cover Tracks, Crashing Wave Buffet (Combat), Crashing Wave Fist (Combat), Crashing Wave Style (Combat, Style), Cultivate Magic Plants (Item Creation), Deadly Trap, Deep Diver, Delectable Feint (ghoran), Desert Dweller, Devotion against the Unnatural (animal companion), Disruptive Companion (Combat, animal companion), Eagle-Eyes, Earth Magic, Eidolon Mount, Energized Wild Shape, Enhanced Gnome Magic, Exotic Heritage, Expert Cartographer, Expert Explorer, Expert Salvager, Extended Animal Focus, Extended Aspects, False Trail, Feral Grace (Combat, animal companion), Ferocious Beast (Combat, animal companion), Ferocious Feint (Combat, animal companion), Fey Insight, Fey Performance, Fey-Guarded, Flinging Charge, Foebane Magic, Forester, Frightful Shape, Greater Beast Hunter (Combat), Greater Gathlain Magic (gathlain), Greater Hunter's Bond (Combat), Greater Tenacious Hunter (animal companion), Greater Spring Attack (Combat), Greater Wilding Strike (Combat), Green Tongue (gathlain), Group Shared Spells (Teamwork), Harder They Fall (Combat, Teamwork), Hide Worker, Ice Climber, Improved Beast Hunter (Combat), Improved Hunter's Bond (Combat), Improved Intercept Blow (Combat, animal companion), Improved Natural Poison Harvester, Improved Spring Attack (combat), Improved Wilding Strike (Combat), Indomitable Mountain Avalanche (Combat), Indomitable Mountain Peak (Combat), Indomitable Mountain Style (Combat, Style), Inner Light (ghoran), Intercept Blow (Combat, animal companion), Intimidate Animals (Combat), Jaguar Pounce (Combat), Jungle Survivalist, Kudzu Grappler (vine leshy), Live Off the Land, Moontouched, Mountaineer, Mutated Shape, Natural Poison Antitoxin, Nautral Poison Harvester, Nature's Freedom, Nature's Weapons (Combat), Night Sky Hex, One Eye Open, One with the Land, Out of the Sun (Teamwork), Photosynthetic Healing (vine leshy), Plains Nomad, Reactive Reversion (vine leshy), Reflexive Interception (Combat, animal companion), River Raider (Combat), Rubble Skirmisher (Combat), Scion of the Land (Teamwork), Seasoned Flier (gathlain), Share Feature (animal companion), Shifter's Edge, Shifter's Rush, Sproutling (ghoran), Storm Survivor, Superior Gathlain Magic (gathlain), Swamper, Symbiotic Resilience (gathlain), Tenacious Hunter (animal companion), Thrill of the Hunt (Combat), Torrid Tolerance, Totemic Disciple, Totemic Initiate, Totemic Master, Tree Leaper, Tribal Hunter (Combat, Teamwork), Verdant Spell (Metamagic), Vigilant Charger (Combat), Voice of Beasts), Wandering Mind (gathlain), Waterway Caster, Wild Growth Channel, Wild Growth Hex, Wild Vigor, Wilding, Wilding Mind, Wilding Senses, Wilding Stride, Wilding Strike (Combat), Witchbreaker (Combat), Wolf Rider, Wolf Savage (Combat), Wolf Style (Combat, Style), Wolf Trip (Combat), Wood Crafter, Woodland Wraith (Combat)

Fighter Weapon Group: tribal

Haunts: dimensional tear (CR 8), enchanting demise (CR 10), following footsteps (CR 4)

Hazards: acid miasma (CR 3), acidic plants (CR 3), brambles (CR 1), earthquake (CR 9), electrified duststorm (CR 5), fire storm (CR 5), fording a river (CR 2), freezing eruption (CR 5), fumarole (CR 1), geyser (CR 3), hot spring (CR 2), lahar, minor (CR 9), lahar, typical (CR 10), lahar, massive (CR 12), mud pot (CR 1), phantom ring (CR 9), pixie pollen (CR 2), reflective snow (CR 2), spellgorging plants (CR 1+), thin ice (CR 1+), vampire orchids (CR 3), weeping waste (CR 10)

Herbs: angelstep (25 gp), black amaranth (100 gp), bloody mandrake (15 gp), bone reed (75 gp), cloud puff (100 gp), dragon rose (25 gp), dream lichen (2,000 gp), fairy cap (250 gp), goblinvine (30 gp), leechwort (3 gp), love-in-idleness (150 gp), merfolk's comb (750 gp), mimameith (600 gp), moly (1,200 gp), nepenthe (400 gp), nightsage (100 gp), seeing slime (160 gp), winterbite (20 gp)

Kineticist Element: wood

Magic Plants: acidic lemon tree (12,000 gp), altitude fern (12,000 gp), breezeblown dandelion (10,000 gp), fireapple tree (5,000 gp), fishweed (30,000 gp), goodberry bush (8,000 gp), grabbing vines (2,000 gp), helping hands vines (12,000 gp), palm of decadent feasts (9,600 gp), poison siphon tree (56,000 gp), portal oak (45,000 gp), restful birch (4,000 gp), salvation cactus (8,000 gp), sheltershrub (12,000 gp), shrinking berries (none, 300 gp), tree of knowledge (3,000 gp), tree of woe (20,000 gp), waterwalk reeds (30,000 gp)

Natural Poisons: blistercap spore (1,125 gp), blue star (500 gp), cloudthorn venom (400 gp), crone's curse (600 gp), draughtcap fungus (150 gp), goblin's eye (75 gp), jackalroot essence (600 gp), nymph's lure (250 gp), red bedlam (1,200 gp), starving nettle (300 gp), styx sap (2,600 gp), third eye (900 gp), violet venom (800 gp), witch hunter's sword (850 gp)

Plant Companions: corpse-eater fungus, creeping puffball, gulper plant, hunting cactus, rash creeper, slithering sundew, snapping flytrap, sniper cactus

Psychic Disciplines: ferocity, symbiosis

Races: gathlain, ghoran, vine leshy

Rage Powers: autumn rage, bestial flyer, contagious rage, dissipating rage, eclipsing rage, eclipsing rage (greater), hissing rage, lizard stride, pack rage, raging flyer, raging whirlwind, spring rage, summer rage, tyrant totem, tyrant totem (greater), tyrant totem (lesser), winter rage

Rituals: form blight, labyrinthine wilds, reinforce campsite, return to dormancy, sever spirit

Shaman Spirit: wood

Shield Special Ability: jawbreaker (+2 bonus)

Shifter Aspects: bat, bear, bull, deinonychus, falcon, frog, lizard, monkey, mouse, owl, snake, stag, tiger, wolf, wolverine

Slayer Talents: sticks and stones, sunlight strike, sure footing, toxin training

Subdomains: Leshy (Plant)

Spells: alpha instinct (bard 3, druid 2, medium 2, mesmerist 3, ranger 2, shaman 2), aquatic cavalry (antipaladin 2, druid 2, paladin 2, ranger 2, shaman 2, summoner 2), bleed for your master (antipaladin 2, druid 3, ranger 3, sorcerer/wizard 3, witch 3), callback (shaman 2, sorcerer/wizard 2, witch 2), callback, greater (shaman 5, sorcerer/wizard 5, witch 5). cave fangs (druid 5, shaman 5, witch 5), companion transportation (antipaladin 4, druid 5, paladin 4, ranger 4, shaman 5, sorcerer/wizard 5, witch 5), delectable flesh (ghoran - druid 7, shaman 7, sorcerer/wizard 6, witch 6), earth tremor (bloodrager 3, druid 3, magus 3, shaman 3, sorcerer/wizard 3, witch 3), echo (bard 1, druid 1, medium 1, mesmerist 1, occultist 1, psychic 1, ranger 1, spiritualist 1, witch 1), explosion of rot (druid 4), fey form I (alchemist 3, bloodrager 3, druid 3, magus 4, shaman 3, sorcerer/wizard 4, witch 4), fey form II (alchemist 5, druid 5, magus 6, shaman 5, sorcerer/wizard 6, witch 6), fey form III (alchemist 6, druid 6, shaman 6, sorcerer/wizard 7, witch 7), fey form IV (druid 8, shaman 8, sorcerer/wizard 9, witch 9), fey gate (bard 6, cleric 8, druid 8, sorcerer/wizard 8, summoner 6, witch 8), flashfire (druid 3, shaman 3), forest's sense (druid 4, ranger 3, shaman 4), grasping vine (vine leshy - alchemist 2, druid 2, occultist 2, ranger 2, shaman 2, sorcerer/wizard 2, witch 2), greensight (druid 2, ranger 2, shaman 2, sorcerer/wizard 2), hidden spring (cleric 1, druid 1, ranger 1, shaman 1, witch 1), iron stake (cleric 3, druid 3, inquisitor 2, ranger 2, sorcerer/wizard 3, witch 3), leshy swarm (vine leshy - bard 3, druid 3, sorcerer/wizard 3, summoner 3), magical beast shape (sorcerer/wizard 7), merge with familiar (shaman 2, sorcerer/wizard 2, witch 2), mirage (bard 3, druid 3, mesmerist 3, occultist 3, psychic 3, ranger 3), ooze form I (alchemist 5, magus 5, sorcerer/wizard 5), ooze form II (alchemist 6, magus 6, sorcerer/wizard 6), ooze form III (sorcerer/wizard 7), pouncing fury (alchemist 2, bloodrager 2, druid 2, magus 2, ranger 2, sorcerer/wizard 2, witch 2), replay tracks (druid 5, inquisitor 4, medium 3, occultist 3, psychic 5, ranger 2), ropeweave (occultist 2, ranger 2), scamper (druid 2, ranger 2), sea of dust (druid 9), sea stallion (druid 4, paladin 4, ranger 4), sea steed (druid 2, paladin 2, ranger 2), seed spies (gathlain - druid 2, occultist 2, ranger 2, shaman 3, sorcerer/wizard 3, witch 3), shapechanger's gift (alchemist 5, magus 5, sorcerer/wizard 5), shapechanger's gift, greater (sorcerer/wizard 7), signs of the land (druid 3, ranger 3, shaman 3), sky steed (paladin 3), snowball (bloodrager 1, druid 1, magus 1, sorcerer/wizard 1, summoner 1, witch 1), soothing mud (druid 3, ranger 3, shaman 3), sturdy tree fort (druid 5, ranger 4), tail current (bloodrager 4, cleric 4, druid 3, magus 4, occultist 3, ranger 3, shaman 3, sorcerer/wizard 4, spiritualist 3), tailwind (bloodrager 4, cleric 4, druid 3, magus 4, occultist 3, ranger 3, shaman 3, sorcerer/wizard 4, spiritualist 3), tamer's lash (bard 1, bloodrager 1, magus 1, ranger 1), tidal surge (druid 5, shaman 5), vigilant rest (antipaladin 3, bard 4, medium 3, mesmerist 4, occultist 3, paladin 3, psychic 4, ranger 3, shaman 4, spiritualist 4, witch 4), vine strike (alchemist 2, antipaladin 2, bloodrager 2, druid 2, ranger 2, shaman 2, sorcerer/wizard 2), waft (gathlain - cleric 5, druid 5, magus 5, occultist 5, shaman 5, sorcerer/wizard 5, spiritualist 5), wing bounty (gathlain - druid 2, shaman 2), wandering weather (cleric 8, druid 8, shaman 8, sorcerer/wizard 8, witch 8), wing thorns (gathlain - alchemist 3, antipaladin 3, bloodrager 3, druid 3, magus 4, shaman 3, witch 3), winter grasp (druid 2, shaman 2, witch 2), with the wind (bloodrager 2, druid 2, magus 2, occultist 2, ranger 2, sorcerer/wizard 2, spiritualist 2), wooden wing shield (gathlain - bloodrager 4, druid 4, magus 5, shaman 4, summoner 4)

Vermin Companions: assassin bug (giant), caterpillar (giant), cockroach (giant), dragonfly (giant), eurypterid, locust (giant), mantis shrimp (giant), mosquito (giant), solifugid (giant), spider (web tyrant), termite (giant), whiptail centipede (giant)

Weapon Special Abilities: ambushing (+1 bonus), plummeting (+1 bonus)

Wild Talents: autumn blast (earth and wood, —), basic phytokinesis (wood, 1), brachiation (wood, 3), flesh of wood (wood, —), forest siege (wood, 9), foxfire (fire or wood, 2), foxfire infusion (fire or wood, 3), green tongue (wood, 6), green tongue, greater (wood, 7), greensight (wood, 4), healing burst (aether, void, water, or wood, 4), herbal antivenom (wood, 4), merciful foilage (wood, 2), photokinetic infusion (wood, 1), plant disguise (wood, 4), plant puppet (wood, 5), positive admixture (wood, —), positive blast (wood, —), roots (wood, 1), shape wood (wood, 4), spore infusion (wood, 5), spring blast (air and wood, —), summer blast (fire and wood, —), thorn flesh (wood, 3), toxic infusion (wood, 4), toxic infusion, greater (wood, 7), tree step (wood, 7), verdant blast (wood, —), warp wood (wood, 3), winter blast (water and wood, —), wood blast (wood, —), wood healer (wood, 1), wood soldiers (wood, 8), woodland step (wood, 1), woodland step, greater (wood, 5)

Wilderness Traps: breakway log (CR 4), breakaway vine (CR 1), clam clamp (CR 2), deadfall (CR 5), musk shower (CR 1), razor grass (CR 3), spring snare (CR 1), spring-arm spike (CR 4), swinging log (CR 1), tar snare (CR 1)

Witch Hexes: city sight, enemy ground, no place like home, summer's heat

Witch Patrons: autumn, spring, summer, thorns, winter, woodlands

Wondrous Items: belt of spirit vines (belt, 15,000 gp), bestial rags (body, 8,000 gp), bottled sunlight (none, 200 gp), coat of mist (chest, 8,400 gp), greensurge bomb (none, 750 gp), guiding scarab (neck, 13,000 gp), harness of grabbing vines (body, 40,000 gp, gathlain), harness of hovering (body, 12,000 gp, gathlain), herald seed (none, 8,000 gp, gathlain), propagation pod (none, 48,000 gp, ghoran), rootsense boots (feet, 9,000 gp), slippers of the primordial wilds (feet, 24,000 gp, gathlain)


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Eric Hinkle wrote:
Just what exactly is the 'Constructed Pugilist' archetype? The name makes it sound like you play a brawler who becomes more of a construct over time?

You have a mechanical arm that you trick out with various modifications and use to punch people.


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Got my copy tonight, so!

People of the Wastes Rules Elements:
Alchemical Cartridges: molten shot cartridge (40 gp), repellent cartridge (30 gp), toxic cartridge (100 gp)

Alchemical Tools and Weapons: bore brush (75 gp), firearm oil (260 gp), mineral acid (50 gp), thunderclap charge (200 gp)

Archetypes: Blightwarden Ranger (Ranger), Constructed Pugilist (Brawler), Elysiokineticist (Kineticist), Faithful Wanderer (Paladin), Flood Flourisher (Hunter), Gun Chemist (Alchemist), Gun Smuggler (Rogue), Keepr of Constructs (Inquisitor), Mutated Defender (Vigilante), Primal Warden (Shaman), Proclaimer (Warpriest), Scatter Gunner (Gunslinger), Toxic Sniper (Slayer), Undying Word (Skald), Wasteland Chronicler (Bard)

Early Firearms: cylinder rifle (two-handed, 6,000 gp), paddle-foot pistol (one-handed, 2,500 gp)

Feats: Agent of Purity (Story), Aligned Crafting, Battering Repair (Grit), Create Enhanced Firearm, Elemental Conversion, Primal Kineticist, Primal Strike (Combat), Reinforce Crafting, Runic Charge (Combat), Signature Strike Style (Combat, Style), Signature Strike Taunt (Combat), Signature Strike Triumph (Combat), Sizzling Shot (Grit), Spell-Drinker, Stock-Striker Style (Combat, Style), Stock-Striker Sweep (Combat), Stock-Striker Takedown (Combat)

Magic Items: anthill boots (feet, 12,500 gp), beast talisman (neck, 18,900 gp), bracers of primal mastery (wrists, 30,000 gp), grasping cloak (shoulders, 3,000 gp), medallion of demonic disruption (neck, 32,000 gp), nail of blood (special, 25,000 gp), primal dowser (none, 1,800 gp), vermin mask (head, 10,080 gp), wand protector (none, 18,500 gp), wheel of survival (none, 1,800 gp)

Ranger Traps: blighted mark trap (Ex or Su), cleansing trap (Ex or Su), infected snare trap (Ex or Su)

Spells: absorbing barrier (alchemist 4, sorcerer/wizard 4, summoner 4), drain construct (sorcerer/wizard 2, witch 2), forced mutation (cleric 3, inquisitor 3, magus 3, occultist 3, sorcerer/wizard 3, witch 3), hide from undead, greater (cleric 3, inquisitor 3), influence wild magic (bard 2, cleric 2, druid 2, medium 2, mesmerist 2, ranger 2, sorcerer/wizard 2, summoner 2, witch 2), unhallowed blows (antipaladin 1, cleric 1, inquisitor 1, sorcerer/wizard 1, witch 1), unhallowed blows, greater (antipaladin 3, cleric 3, inquisitor 3, sorcerer/wizard 3, witch 3), violent misfire (sorcerer/wizard 3), violent misfire, mass (sorcerer/wizard 6)

Traits: Alkenstar Engineer (Regional), Angradd's Flame (Religion - Angradd), Ash Bane (Regional - Wastelands), Besmara's Strength (Religion - Besmara), Blight's Bane (Combat), Brigh's Insight (Religion - Brigh), Clockwork Engineer (Combat), Darkblight Survivor (Regional - Nirmathas), Demonblight Resistance (Magic), Dormant Defense (Combat), Gozreh's Sight (Religion - Gozreh), Inheritor's Immunity (Religion - Iomedae), Lamia's Bane (Magic), Neutralizing Gut (Race - Tiefling), Ogre Avoidance (Combat), Pack Savy (Social), Scamper (Race - Ratfolk), Sodden Child (Regional - Sodden Lands), Spellcaster's Anathema (Race - Dwarf), Tanglebriar Guerilla (Regional - Kyonin), Twisted Tattoo (Magic), Undergrowth Specialist (Combat), Venom Resistance (Combat), Volatile Fuse (Combat), Wasteland Vagrant (Social)

Vigilante Talents: aquatic action, gator wrangle, swamp concoctions, vortex splash

Witch Hexes: congeal, murksight, pollute water, polluting glance, sink


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Envoy: skittermander (pilot)
Mechanic: urog with a drone artificial intelligence (engineer)
Mystic: early stage barathu with the xenodruid connection (science officer)
Operative: gray with the ghost specialization (gunner)
Solarian: dragonkin with the solar weapon solar manifestation (captain)
Soldier: wrikreechee with the armor storm fighting style (gunner)
Technomancer: witchwyrd (science officer)


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Dragonborn3 wrote:
Link?

Meet the Iconics—Zova.


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Not everyone starts with pure concepts. Some people examine the rules and let them inspire them for a character's tactics or background. Just the fact that this is something that is canonically possible via the Pathfinder ruleset might well let GMs sketch out scenarios they might otherwise not have, though making it an occult ritual might have done just as well.

And, of course, not everyone is comfortable granting purely narrative abilities without any plausible explanation for why a PC can never do it...or playing under someone who utilizes it.


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It exists to enable classic stories, such as the psychic or wizard grooming their apprentice with an eye to taking over their body, or a malevolent psychic who's been alive for hundreds or thousands of years, transferring from body to body, and other similar tales.


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I think swapping them out for alternate racial traits that form various racial subtypes was a smarter way to go that makes the races more flexible and more open to DMs customizing their settings by having deep delver or mountain dwarves as the norm, for example, or the savage elves.


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I've been considering trying to run a module or two for Pathfinder...any recommendations?


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Todd Stewart wrote:
Luthorne wrote:


Interestingly, Blood of the Coven actually touches on this...according to the book, most night hags come from the souls of powerful hags after their deaths, though sometimes night hags also perform terrible rituals on a pregnant non-outsider covenmate's child to create a changeling that can become a night hag after death if sufficiently evil in life.
Thank you! I generally pour over new campaign setting books (and search for keywords for specific topics) and keep a running list of references regarding certain topics that I'm more likely than not to end up writing about in the future as a freelancer. However I don't do this for player supplement books (and I haven't read many of the player supplement books actually, sadly), so this was a bit of flavor text that I missed.

No worries, I know that lore can be sparse in some player's companions, though there's some interesting bits in some of them. Kobolds of Golarian had a little bit on some of the kobold beliefs, for example, and Magic Tactics Toolbox did some interesting distinctions between types of magic in the introduction I've found to be useful, off the top of my head...but it's easy to miss this kind of stuff!


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Todd Stewart wrote:
Belltrap wrote:


By your definition of fiends, then, do oni, rakshasa, and sahkil not qualify as fiends to your mind?
Those qualify as fiends to me. They're [Evil] and they're formed from souls, even if they don't gravitate to one of the evil planes. Sahkil are a bit of an edge case since they're neutral outsiders fallen to evil rather than starting that way, but they still qualify as fiends in my opinion. Night hags' origins in Pathfinder have yet to be fully explored, and at this point it's unclear if they derive from the souls of material planar hags, if they create more of their kind from stolen mortal souls, if they breed in some capacity, if they birth spontaneously, or if they arise from a subclass of evil mortal souls. Unlike in prior editions where night hags originated as evolved NE hordelings (who were themselves evolved NE larval souls - compared to the NE yugoloths who predated mortal existence and thus emerged from the NE planes without need of mortal souls), Pathfinder night hags don't have a definitive origin in print to my knowledge, and so at this point I wouldn't call them fiends (though as evil as they are the difference might be purely academic).

Interestingly, Blood of the Coven actually touches on this...according to the book, most night hags come from the souls of powerful hags after their deaths, though sometimes night hags also perform terrible rituals on a pregnant non-outsider covenmate's child to create a changeling that can become a night hag after death if sufficiently evil in life.


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Eric Hinkle wrote:
Distant Scholar wrote:
Eric Hinkle wrote:
Owen KC Stephens wrote:
New post, a fantasy pathfinder version of the sword, the yatagan.
While I know assuming is dangerous, may we safely assume that the damage die for a Medium yataghan is 1d4 and not 1d5?

Assuming is indeed dangerous.

Fantasy Yatagan for Pathfinder wrote:
And while doing so, I thought I would continue to explore the design space created by using odd-sided dice (d5s, d7s, and so on) such as those available from Impact Miniatures.

I didn't even know those dice existed.

Thank you for letting me know.

Apologies if this is inappropriate, but if you're interested in said dice, Impact Miniatures is holding a kickstarter here for them and a few more oddball ones.


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OmegaZ wrote:
Really like them all, but I'm curious why Ulon has the Community domain when he's the god of isolation. Is this to show his role as the god of conspiracy as well? Trickery + Community = conspiracy?

Also a deity of conspiracy and manipulation, both of which can thrive in a community. Perhaps he's a deity involved with creating increasingly isolated and withdrawn communities, unfriendly and untrusting with outsiders?


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Golurkcanfly wrote:
I have another question about the book itself. Does it assume the reader is already familiar with Spheres of Power rules, or can someone new to them jump right in to Spheres of Might?

All the necessary information is presented; Might-based spheres function a bit differently than Power-based spheres anyways, so things need to be defined, even if the general concept should be familiar to those coming in from Spheres of Power.


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And my copy shipped, huzzah!

Blood of the Coven Rules Elements:
Archetypes: Arakineticist (Kineticist), Covenbane (Slayer), Hag-Haunted (Spiritualist), Hag-Riven (Bloodrager) Hagbound (Witch), Hexbreaker (Magus), Malice Binder (Investigator), Putrefactor (Witch), Triadic Priest (Cleric), Vellemancer (Witch)

Bloodrager Bloodline: Hag

Changeling Heritages: Annis-Born Changeling (Slag May), Ash-Born Changeling (Hearth May), Blood-Born Changeling (Veil Mey), Dreamthief-Born Changeling (Waker May), Green-Born Changeling (Callow May), Mute-Born Changeling (Sorrow May), Night-Born Changeling (Moon May), Sea-Born Changeling (Brine May), Storm-Born Changeling (Virga May), Winter-Born Changeling (Snow May)

Feats: Awakened Hag Heritage, Coven-Touched, Cursed Conduit, Enhanced Coven, Familiar Link (Coven, Teamwork), Latent Curse (Metamagic), Metamagical Synergy (Coven, Teamwork), Scapegoat, Sin-Sharing Critical (Combat, Critical)

Magic Items: cauldron, battlepot (none, 9,312 gp), cauldron of fireworks (none, 7,500 gp), collar, bloodstone (neck, 900 gp), collar of sacrifice (neck, 2,000 gp), coven charm (belt, 75,000 gp), foxfire lantern (none, 3,000 gp), lock of formbinding (none, 50,000 gp), pactseeker's blade (none, 55,330 gp), witching doll (none, 30,000 gp)

Occult Rituals: Five-Generations Curse, Grand Coven, Hag's Eye Brew, Invoke the Nemesis

Psychic Discipline: Hag-Called

Specific Patrons: Celestial Agenda, The Condition of All, Empath, Fey Gifts, Green Whispers, Hag's Calling, Infernal Contract, Touched by the Outer Gods, Shadowbound

Spells: calamitous flailing (bard 3, cleric 4, mesmerist 3, sorcerer/wizard 4, spiritualist 3, witch 3), curse of dragonflies (druid 3, magus 3, shaman 4, sorcerer/wizard 4, summoner 4, witch 3), fair is foul (antipaladin 2, cleric 3, shaman 3, sorcerer/wizard 4, spiritualist 3, witch 2), hag's seasoning (antipaladin 2, bloodrager 2, druid 3, shaman 3, witch 3), knell of the depths (druid 3, magus 2, shaman 3, sorcerer/wizard 3, summoner 3, witch 2)

Traits: Blessed of the Norns (Region - Lands of the Linnorm Kings), Coven Casting (Magic), Cruel Child (Race - Changeling), Malevolent Temptations (Social), Preternatural Awareness (Social), Rebuke the Curse (Faith), Shadow Dealer (Region - Ustalav), Swamp Skulker (Region - River Kingdoms), Switched at Birth (Race - Changeling), Witch-Tongues (Region - Irrisen)

Witch Patron Themes: Jynx, Mercy, Rot


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Azten wrote:
The bit about boy witches reminds me of a character concept I had. I wonder if there will be anything for males born from hags? Surely the don't only birth changelings?

Probably not what you were looking for, but Tears at Bitter Manor did its own take on that...the caliban.


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Rysky the Dark Solarion wrote:
Timbo8705 wrote:
Rysky the Dark Solarion wrote:
Timbo8705 wrote:
Why am I paying for a service if it's a coin toss that it's even providing what I'm paying for?

As the others on this thread have stated, you are not paying to get it early. In fact, you're not paying anything extra for a subscription at all, you're paying for the Hardcover, same price as everyone else, and you're getting the PDF for free.

It's really disheartening to see all these "If I don't get it early no one should" mindsets.

What's really disheartening is that you don't seem to get that it's pretty messed that you and I are paying the same price for the same product and yet you already have the product (in this case the digital download PDF) and I (as well as quite a few others it seems) do not. If you truly believe the only thing you get with your subscription is the hardcover copy of the book and the free pdf you should have no issue with not having it early since that's not part of what you're paying for.
I do not have the product yet, in any form, and you are right, I have no problem not getting it early. I'm perfectly fine with others getting it before me.

I also have not had my subscription ship yet, and I also think that it's a ridiculous thing to get hung up about. The notion that no one else should ever get it before me seems ridiculous. And also like it would invite the website going down as a large chunk of the subscribers all try to download their product at the same time.


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Franz Lunzer wrote:
zergtitan wrote:
I am just excited for the fact that their is a style fear chain that can allow a gunslinger to pistol whip a jammed firearm and have a chance of fixing the jam. Delightful >:)

Really? Nice!

But, really?

Yes, it was mentioned in the Setting the Scene: Pathfinder Player Companions & Campaign Settings seminar at GenCon.


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Thomas Seitz wrote:
*wonders if Luthorne is going to show up...*

Still waiting on my copy to ship, but I am keeping an eye on the thread. Some interesting-sounding material, at least.


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Yeah, that would be pretty restrictive, though, since only that class could use 'em, and they couldn't use any other existing veil. One idea might be that they can bind two separate sets of veils for their social and vigilante identities, perhaps with the restriction that social veils have to be passive in nature to avoid triggering the usual 'waaaaaitaminute'?


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Barachiel Shina wrote:
This one I can't wait for. I am curious, this feels more like a Player Companion type of product, wonder why it's campaign specific?

James Jacobs addressed this here most recently, as well as here earlier.


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I wonder if graeae might be the source of one type of changeling. They're technically not hags, but they do form covens like hags and can join hag covens or vice versa, so, maybe? There's also witchfires, but...well, you never know, but it seems unlikely they could reproduce.


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Eric Hinkle wrote:
So, 10 new Changeling subraces

I don't think they'll all be new, just all in one place.


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I'm hoping for the Concordance of Rivals, but I would certainly be happy to see the Chronicle of the Righteous. I'm just very interested in the psychopomp ushers and kami lords, so would love to see them fleshed out, as well as the primal inevitables, the protean lords, the axiomite god-mind, and the aeon's monad (including whether or not all of them are officially deities or not...). We did get some more on the Eldest, but more would be interesting. And of course, there are many other deities who interest me who are neutral about whom we know very little, such as Daikitsu, Erecura, Feronia, Nalinivati, Ragdya, and Sun Wukong.

That said, there are certainly some good-aligned empyreal lords I'd like to know more about...Kelinahat, for example. And various deities, like Kofusachi...


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Hmm, let's see.

I would like to see some shadowy, super-creepy occult rituals oozing with flavor...Nidal definitely seems like the kind of place that would have such things.

I would also be curious if void kineticists are common in Nidal...their shadowy powers seem appropriate. New utility talents or an archetype for void kineticists with a higher focus on shadows would potentially be cool, but I would also be happy just having it mentioned if they're there and how they're viewed or integrated into Nidalese culture.

Shadow Piercings were introduced in Champions of Corruption, I think it would be neat to see this category expanded on, though just some mention of notable creators of shadow piercings or how they're viewed would be interesting as well.

Some sinister, shadowy spells would definitely be nice to see, mechanically...

I'd love to have more detail about Nidal's dealings with the Plane of Shadow in general, especially d'ziriak, fetchlings, kytons, shae, and umbral dragons, whether with organizations or powerful individuals. Now that Book of the Damned is out, I'd be curious to see if any of the kyton demagogues have cults in Nidal as well...

I think a shadow-focused vigilante archetype that bears some resemblance to the shadowdancer prestige class would be pretty neat, that or just some social or vigilante archetypes...or mention of a few specific ones, can certainly imagine a few vigilantes in Nidal, whether serving creepy cults or fighting against the government (though I suppose those aren't mutually exclusive).

Some new focus powers for occultists would potentially be kind of interesting, mostly imagining illusion and necromancy. Or perhaps the notion of an implement subschool for shadow...?

In general, though, I'm most interested in how the various supernatural elements impinge on people's lives, whether in the form of various monsters, disturbing rituals or traditions various places might have, specific weirdness in various locations, and so on and so forth...


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Yeah, honestly, I kind of want Folca to be statted up just to try and kill him sometime. Quite the horrific entity...kudos, Todd!


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That is an interesting thought...who all would you like to see get full stats as monsters in a future bestiary? Since they usually come in threes, hmm...

For daemonic harbingers, I'd like to see Cixyron, Folca, and Zaigasnar.

For infernal dukes, I'd like to see Lorcan, Ruzel, and Zepar.

For oni daimyo, I'd like to see Akuma, Inma, and Onmyuza.

For sahkil tormentors, I'd like to see Charg, Dachzerul, and Velgaas.


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Douglas Muir 406 wrote:
Dαedαlus wrote:
What sort of changes did the Diabolist get?

Add my voice to this. Is the Diabolist changed at all? Anyone?

(I wrote the Guide to the Diabolist, so I have a particular interest.)

thanks in advance,

Doug M.

Spoiler:
It is different, yes. The prerequisites now require that you be Lawful Evil, have the Fiendish Obedience feat, you must have 7 ranks in some skills, etc. Much like other prestige classes, it allows earlier access to your diabolic patron's boons from Fiendish Obedience.

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ErisAcolyte-Chaos jester wrote:
yeah, provided the crazies don't start pulling a junji-ito and start sewing families and communities together.

So judgmental!


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ErisAcolyte-Chaos jester wrote:
Figuratively or literally, or both?

Spoiler:
Spiritually and physically united as a greater, more perfect whole. Her areas of concern are experimentation, physical mergers, and stitches. She also has the Community domain and the Family subdomain! Very wholesome.

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Eric Hinkle wrote:
And who or what is Kaikyton? Yes, I'll be getting the PDF in a few days but a few more spoilers won't hurt me. And I'll love the work in any event.

Spoiler:
Unsurprisingly, Kaikyton the Stitchweaver is one of the kyton demagogues. She's a big fan of bringing people together.

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Eric Hinkle wrote:
May someone please tell me what the obedience is for Slandrais, the daemon harbinger of obsession and love potions? And do we find out what he looks like? Personally I'm hoping he looks kind of like a shlub -- and is still dangerous.

Spoiler:
His obedience is to cuddle up to a corpse of somebody that you used to know, or just sleep on top of their grave if you have commitment issues.

He looks like a wasp made of ashes and bloody ice with two scorpion tails.

Eric Hinkle wrote:
And what's the new name for the kytons that Mister Jacob mentioned?

Spoiler:
The actual name for their kind is velstracs. Only mortals call velstracs kytons, based off of when Kaikyton was taking a friendly scream-filled tour of the material plane for a few millennia, but they generally find the term to be rather flattering, given that she's one of their paragons of their kind.

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CorvusMask wrote:
Also, geez, many really disturbing fiendish demigods and almost demigods in that list ._.; Even Zepar is featured? I'm almost afraid to ask what his obedience is, but it can't be worse then Folca's I guess, so umm, yeah, what it is?

Spoiler:
Find a corpse, take it apart, put it back together in a new and interesting way.

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CrinosG wrote:

So, would it be safe to call this the Pathfinder equivalent of the third edition BOVD? Cause I'm definitely getting that kind of feel here.

Also, what is Kunkarna the Rakshasa immortal. I ask because I used to play smite, and Kumbakharna was one of my favorite characters in that game.

Kunkarna:
Kunkarna - also known as the Dream Warrior - is a powerful psychic entity who seems to spend most of his time using said powers to project his spirit outside of his body as a transluscent entity with multiple heads.

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Thomas Seitz wrote:
*wonders if Luthorne will be doing his usual crunch section...*

Well, I wasn't really planning on it, since a lot of it is just obediences, but if you'd like...

Book of the Damned Rules Elements:
Artifacts: Book of the Damned (major), Book of the Damned (Apocrypha) (major), Book of the Damned (Daemonic) (major), Book of the Damned (Demonic) (major), Book of the Damned (Diabolic) (major), bilious talisman (minor), Ihystear (major), wheel of worlds (minor)

Contracts: Pact of Blood-Taking (CR 5), Shadow Coin Bargain (CR 11), Vow of Heartrime (CR 13), Curse of the Ever-Soul (CR 20)

Domains: Scalykind, Void

Drugs adyton (2,000 gp), daemon seed (1,000 gp)

Feats: Chain Mastery (Combat), Damned Disciple, Damned Soldier, Dance of Chains (Combat), Deadly Horns (Combat), Fiendish Obedience, Fiendish Serpent, Fiendish Wings, Infernal Legist, Nightmare Chains, Sacrificial Potency, Soul-Powered Magic

Fiendish Obediences (Fiendish Divinities): Abraxas, Ahriman, Aldinach, Andirifkhu, Angazhan, Apollyon, Ardad Lili, Areshkagal, Asmodeus, Baalzebul, Baphomet, Barbatos, Belial, Charon, Cyth-V'sug, Dagon, Deskari, Dispater, Doloras, Eiseth, Flauros, Geryon, Gogunta, Haagenti, Jezelda, Jubilex, Kabriri, Kostchtchie, Lamashtu, Mahathallah, Mammon, Mazmezz, Mephistopheles, Mestama, Moloch, Nocticula, Nurgal, Orcus, Pazuzu, Shax, Shivaska, Sifkesh, Socothbenoth, Szuriel, Trelmarixian, Urxhel, Xoveron, Yhidothrus, Zevgavizeb, Zura

Fiendish Obediences (Asura Ranas): Andak, Bohga, Chugarra, Chupurvagasti, Gavidya, Hydim, Ioramvol, Maeha, Onamahli, Rahu, Rytara, Taraksun, Zurapadyn

Fiendish Obediences (Daemon Harbingers): Aesdurath, Ajids, Anogetz, Arlachramas, Braismois, Cixyron, Corosbel, Diceid, Ealdeez, Folca, Geon, Hastrikhal, Jacarkas, Laivatiniel, Llamolaek, Mneoc, Nalmungder, Osolmyr, Pavnuri, Roqorolos, Ruapceras, Slandrais, Stygidvod, Tamede, Tresmalvos, Uaransaph, Vorasha, Xsistaid, Zaigasnar, Zelishkar

Fiendish Obediences (Infernal Dukes): Alocer, Bifrons, Crocell, Deumus, Eaqueo, Eligos, Furcas, Gaap, Haborym, Iaozrael, Jiraviddain, Kalma, Lorcan, Lorthact, Losarkur, Malthus, Nergal, Ose, Pirias, Quindiovatos, Rasvocel, Ruzel, Sabnach, Titivilus, Uruskreil, Vapula, Vois, Wylgart, Xhasnaphar, Yan-gant-y-tan, Zaebos, Zepar

Fiendish Obediences (Kyton Demagogues): Aroggus, Barravoclair, Fharaas, Inkariax, Kaikyton, Morrobahn, Raetorgash, Surgoz, Vevelor

Fiendish Obediences (Malebranche): Alichino, Barbariccia, Cagnazzo, Calcabrina, Circiatto, Draghignazzo, Farfarello, Graffiacane, Libicocco, Malacoda, Rubicante, Scarmiglione

Fiendish Obediences (Nascent Demon Lords): Daclau-Sar, Izyagna, Menxyr, Murnath, Nightripper, Ovonovo, Shamira, Sithhud, Treerazer

Fiendish Obediences (Oni Daimyo): Akuma, Chimon, Guyuku, Inma, Muronna, Nataka, Onmyuza, Ushitora, Uzumae, Yabu

Fiendish Obediences (Qlippoth Lords): Chavazvug, Isph-Aun-Vuln, Oaur-Ooung, Shiggarreb, Thuskchoon, Yamasoth

Fiendish Obediences (Rakshasa Immortals): Aksha, Bundha, Caera, Dradjit, Hudima, Kunkarna, Mursha, Otikaya, Prihasta, Ravana, Surpa, Vibhishah, Zabha

Fiendish Obediences (Sahkil Tormentors): Ananshea, Chamiaholom, Charg, Dachzerul, Hataam, Iggeret, Nameless, Ozranvial, Sharnari, Velgaas, Vermilion Mother, Xiquiripat, Zipacna

Haunt: Servants of the Book (CR 10)

Library: Book of the Damned (CR 20)

Magic Items: amulet of the Abyss (neck, 15,000 gp), asura meditation mat (none, 32,000 gp), candle of abaddon (none, 9,000 gp), grasp of torment (none, 17,025 gp), hydradaemon runestone (none, 3,300 gp), melancholic talisman (neck, 0,000 gp), ring of the cacodaemon (ring, 15,000 gp), sanguine talisman (neck, varies), spiteful shield (shield, 14,170 gp), talisman of soul-eating (neck, 5,400 gp), thanatotic plate (armor, 141,240 gp), thanatotic visage (head, 5,000 gp)

Monsters: Bushyasta (CR 6), Damned Petitioner (Hell) (CR 1), Deinochos (CR 5), Executioner Devil (Munagola) (CR 11), Ghalzarokh (CR 15), Hunted Petitioner (Abaddon) (CR 1), Larva Petitioner (Abyss) (CR 1), Mutilated Petitioner (Shadow Plane) (CR 1), Najikai (CR 8), Nikaramsa (CR 14), Nucol (CR 4), Oitos (CR 11), Orsatka (CR 13), Prey Petitioner (Material Plane) (CR 1), Sepsidaemon (CR 7), Squamous Demodand (CR 20), Terrorized Petitioner (Ethereal Plane) (CR 1), Voice of the Damned (CR 25)

Prestige Classes: Demoniac, Diabolist, Souldrinker

Rituals: fiendish conjuration, first apotheosis, fourth apotheosis, manifest manifestation, quartern disjunction, second apotheosis, soul trap, third apotheosis

Spells: awaken the devoured (cleric 5, inquisitor 4, psychic 5, shaman 5, sorcerer/wizard 5, spiritualist 5, witch 5), Charon's dispensation (cleric 4, inquisitor 4, medium 4, mesmerist 4, psychic 4, shaman 4, sorcerer/wizard 4, spiritualist 4, witch 4), create drug (alchemist 3, cleric 4, druid 3, occultist 3), create soul gem (cleric 3, occultist 3, shaman 3, sorcerer/wizard 3, spiritualist 3, witch 3), hellfire ray (6, magus 6, sorcerer/wizard 6, witch 6), lash of the astradaemon (cleric 6, magus 5, sorcerer/wizard 6, witch 6), malediction (antipaladin 4, cleric 4, shaman 4, spiritualist 4, witch 4), parasitic soul (cleric 9, psychic 9, shaman 9, sorcerer/wizard 9, witch 9), rift of ruin (cleric 8, sorcerer/wizard 8, witch 8), sacrifice (cleric 4, sorcerer/wizard 4), soul transfer (cleric 7, psychic 7, shaman 7, sorcerer/wizard 7, spiritualist 6, witch 7), waters of lamashtu (alchemist 2, antipaladin 2, cleric 3, druid 3, witch 3)

Subdomains: Arson (Fire), Dragon (Scalykind), Entropy (Chaos), Fear (Evil), Flotsam (Water), Isolation (Void), Moon (Darkness), Revelry (Chaos), Rivers (Water), Saurian (Scalykind), Slavery (Law) Torture (Destruction), Tyranny (Law), Venom (Scalykind)

Weapons: war razor


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SillyString wrote:
From the info here, I'm very confused as to whether the "Vindictive Bastard" is actually an ex-paladin or just a douchebag paladin that still has to follow the same strict conduct rules. I see people referring to it as being an "ex-paladin" but... is it actually? :/

Specifically, it's a part of a new category of ex-class archetypes that can be taken immediately upon becoming an ex-member of that class, regardless of character level, and someone who does so can continue taking levels in the class even though they would normally be prohibited from doing so. If you have an archetype already, you lose it if it doesn't stack with these, and keep it if it does. On the downside, if you intend to ever go back, choosing to go this route will require an additional atonement or something similar since you not only fell, but went even further down the path after falling. It's a pretty neat concept.


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And got my copy, so! The rules elements!

Antihero's Handbook Rules Elements:

Alchemical Remedy: iniquitous panacea (200 gp)

Alchemical Tool: ink of stolen secrets (50 gp)

Alchemical Weapons: dung grenade (100 gp), hellfire sparkler (250 gp), portable hive (300 gp)

Alchemist Discoveries: bone-spike mutagen, jury-rigged bomb, sand bomb

Archetypes: Blatherskite (Gunslinger), Channeler of the Unknown (Ex-Cleric), Colluding Scoundrel (Hunter), Discretion Specialist (Rogue), Planar Extremist (Ex-Druid), Ruthless Agent (Investigator), Sin Monk (Ex-Monk), Splintersoul (Vigilante), Vindictive Bastard (Ex-Paladin)

Backgrounds: criminal, organization, religious, tragic

Bloodrager Bloodline: Martyred

Corruption: Amoral

Cursed Items: bloodbite (+2 wounding greatsword), chatter ring (ring of eloquence), kleptomaniac's gloves (gloves of larceny), overcharged staff (staff of electricity)

Drawbacks: Bitter, Cowardly, Entomophobe, Haunted, Helpless, Impatient, Insatiable, Scarred, Self-Doubting, Stigmatized

Feats: Bloody Mess (Combat), Casting Conduit (Teamwork), Deceitful Incompetence (Combat), Designated Antagonist (Teamwork), Fall Guy (Teamwork). Opportunistic Grappler (Combat), Piercing Gambit (Teamwork), Sacrificial Aid (Teamwork), Sheltering Stubborness, Spell Bluff (Teamwork), Take This (Teamwork), Vindictive Fall

Magic Items: arrow slicer (none, 21,310 gp), crook's cube (none, 26,000 gp), Desna's coin (none, 8,000 gp), guns of the twin drakes (none, 18,600 gp), lenses of the bully (eyes, 12,500 gp), vial of reckless courage (none, 5,000 gp)

Phantom Emotional Focus: Suffering

Poisons: concentrated laxative (75 gp), frightshade (100 gp), leopard's bane (4,500 gp), liquid leprosy (750 gp), lungsap powder (1,200 gp), sloth's bite (300 gp)

Traits: Callous (Social), Contemptuous (Social), Criminally Connected (Social), Cynical (Social), Dirty Trickster (Combat), Fugitize (Combat), Irreverent (Faith), Obnoxious (Social), Solitary (Combat), Spirit of the Law (Combat), Vengeful (Social)

Vigilante Social Talents: Beginner's Luck, Conflicted Identity, Hidden Magic, Notorious Fool

Vigilante Talents: Combat Expertise, Poisoner, Signature Arrows, Sweeping Strike, Vigilante's Reflexes


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Arkat wrote:
The Gold Sovereign wrote:


Inner Sea Bestiary has a Nascent Demon Lord, and a Daemon Harbinger, as well as the first Infernal Duke to get a stat block.

I have gone through the Inner Sea Bestiary several times and have not been able to find the "Nascent Demon Lord." Could you please tell me who or what it is as well as a page number?

Thanks.

Nightripper (which is on page 34 according to Archives of Nethys, but I don't have my copy with me to check for sure) is the nascent demon lord.


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Endzeitgeist wrote:

The medium is basically a class with different "modes" you choose via spirits - the spirits of the medium are hardcoded into the class.

The pactmaker can have up to 4 different spirits at once at higher levels; these come in a wide variety of power (level 1 - 9), so there'll be more combos possible. That being said, the pactmaker is limited by spirits known, which makes limiting the class VERY easy for the GM. Generally, no spirit should break your game, balance-wise. At least I haven't had issues with the system in my games; if a spirit doesn't fit the game, excluding it doesn't break the class and can be likened to not allowing a spell or archetype. Similarly, as noted in my review, it's pretty easy to design new ones and graft other systems to pact magic - I have vigilante-style spirits, ethermagic and truenaming spirits, etc. in my game, for example.

tl;dr: Very different classes, imho.

So...when can we expect the release of an Endzeitgeist product with some of these new spirits? :D


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Ouachitonian wrote:
Anyone else find is odd that the Knight of the Steel Lash, whose symbol is a steel lash, has the ranseur as his favored weapon?

Well, using a whip for flagellation isn't necessarily the same thing as using it to defeat (non-repentant) evil. I mean, a hypothetical deity might be all about magical crystals and have a crystal as their holy symbol but still not be all about using a crystal to knock people's brains out.


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Porridge wrote:

Out of curiosity, how does it compare with the Medium from Occukt Adventures?

And is the content in this book usable with the Occult Adventures Medium?

In my opinion, the medium doesn't really compare, its spirits are fairly generic as 'champion' or 'trickster', while each of the spirits a binder can make a pact with has their own unique abilities, name, history, and so on and so forth, though of course the latter stuff can be modified if need be. And instead of losing control of your character, there are specific forms of influence the spirit can have you.

It's certainly usable with Occult Adventures, but even though it was finalized semi-recently, the bulk of the material was written before Occult Adventures existed, so there's no specific meshing, though I still hold out hopes for a future expansion offering more interaction with Paizo hardcovers that have come out since then.


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Daw wrote:

Ah, but no Ouachitonian,

The Orcs chased the Dwarves from their homes. The Orcs were clearly the Vectors.

The other way around, wasn't it?


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mwjen wrote:
The big problem I have with the Drift drive is, why do the rest of the Gods put up with it? Can you imagine how Asmodeus would react to hundreds, if not thousands, chucks of HIS domain being stolen daily? In fact I can't imagine any god or demi-god who resides in the outer plans would be happy about this. Triune may be able to hid out in the Drift but his followers lack that protection.

Considering how big the planes are and how much of them is probably in contact with the Maelstrom and thus being constantly dissolved and reinforced with quintessence from the souls of their followers, I have doubts that the probably relatively small amount torn off via drift drives is something most worry about, especially when it provides their followers on the mortal plane with great advantages when it comes to spreading their influence and accessing new opportunities.

And, speaking of Asmodeus in particular, we already know that there are a number of hellworlds that Hell has turned into outposts of Hell on the material planes, which presumably also have access to this technology now - and I'm hoping that this turns up as a potential group in Starfinder somewhere, because who doesn't love them some Darkseid and Apokolips? For that matter, they're still presumably working on extending the influence of Hell over countless planets of sapients simultaneously because that's just how many resources Hell has to draw on, some subtly, some engaged in open warfare. And now...one hellworld can reinforce operations on other worlds much more easily, one imagines. Whether it's with soldiers or with infiltrators and evangelists and terrorists...

So, honestly, I don't imagine Asmodeus is terribly concerned...after all, he already intends to take over the entirety of the Material Plane anyways. And for other deities...like I said, it's probably something minor in the eyes of most, especially since, you know, the other planes are insanely huge already, as well as being constantly eaten away at by the Maelstrom which probably gulps down a lot more quintessence than the drift drives do. And if something from their domain is taken...it says they float there for eternity, but I don't know, I wouldn't be too surprised if it was something a deity might not be able to reclaim it, either directly or perhaps by making a deal with Triune, though that is speculative...


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Ouachitonian wrote:
Ambrosia Slaad wrote:
Ouachitonian wrote:
...If lashunta males were still hairy meatheads, couldn't we tell some fun stories about how one nevertheless succeeded in a career field traditionally held by females, despite his not being totally suited for it? Isn't that story more powerful if he's actually statistically worse at the job, instead of it just being a matter of unreasoning prejudice?
You can still pursue and develop that storyline with male korasha lashuntas. It sounds fun. But, if you want to play a female korasha lashunta following your same premise, you're not locked in to the old attribute bonuses/penalties either.
If a lashunta wanted to make it in a typically-damaya field, they can just choose to be a damaya. That's boring. It's a much more interesting story when they're overcoming limitations they didn't choose.

You could always choose to be a member of practically any race that possesses sexual dimorphism (such as humans) who hails from a colony that has a society with gender roles. You can even choose to have ability scores that don't necessarily match what would be optimal, because while a player chooses the ability scores, the character doesn't, and have them seek to overcome their natural limitations. And all that without having to force it on every single other player interested in playing a member of that race.

Edit: This is leaving aside that lashunta choose during puberty...which is not necessarily indicative of someone who knows what they intend to do with the rest of their life. I mean, how many of us knew what they wanted to do with the rest of their life as a teenager...and for how many of us was what we wanted to do what we actually did? It's still entirely possible. Also note that most lashunta believe a child has the right to choose...not all of them. Given the psychic rituals involved and techniques that do the choosing...it's possible that choice could be imposed upon them. It's not entirely clear as to whether the rituals and techniques are performed by the child, by others for the child, or perhaps possibly either. Leaving aside potentially being pressured by parents, friends, or other family into a choice they ultimately regret...

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