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Organized Play Member. 2,870 posts. No reviews. No lists. 2 wishlists. 13 Organized Play characters.


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Yeah, I think it's pretty understandable why Paizo is choosing to do this. There are lots of things that make sense about it, moving fully to their own system rather than something with links to the OGL, wanting to have the systems be the same so they don't have to be in the design space of two separate systems when working on it, having standardized formats, etc.

Obviously, it's unfortunate for me personally, since I don't happen to find Pathfinder Second Edition enjoyable, gave up on it after Secrets of Magic, and I did enjoy Starfinder's unique science fantasy blend, but, you know, that's just me, and I'm sure there are enough people who do enjoy it and wouldn't have played Starfinder normally to probably make up for people like me who won't move over to the next edition.

A bit of a personal downer, but I don't wish Paizo any ill will. Who knows, perhaps there will eventually be a third edition that I enjoy more?

And I will be sure to snag Starfinder Enhanced and anything else in the last days of first edition that looks appealing, of course.


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Ah, well, it was nice while it lasted. Will look forward to Starfinder Enhanced, at least, as the presumable capstone to first edition...unless they have anything else of interest in the last days of Starfinder 1e.


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I will say that seeing all the portraits for the 124 playable races in Starfinder makes me imagine a Starfinder edition of Guess Who? for Starfinder races.

"Are they green?"

"Are they reptilian?"

"Are they insect-like?"

"Do they have more than two eyes?"

"Do they have noses?"


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Also, the 25 playable Starfinder races mentioned in the product description are: astrazoans, astriapis, cephalumes, contemplatives, dragonkin, formians, hadrogaans, hanakans, kalos, kobolds, maraquoi, nuars, pahtras, psacynoids, quorlus, raxilites, ryphorians, scyphozoans, shimreens, SROs, trox, uplifted bears, urgos, vlakas, and worlanisi.


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Gaulin wrote:
I would love to hear how adaptive strike has changed, if anyone who gets their pdf early feels like answering any questions.

The short answer is: it hasn't. There have been no changes to adaptive strike beyond a few grammar tweaks.

Overall, the most impactful changes the new evolutionist has undergone is just having full BAB, as well as (I assume?) more skill points. It also gets a free augmentation of the type appropriate for their niche when it gets Augmented Form at 2nd-level, and they added grenade proficiency.

Additionally, given that species grafts can potentially be any type of augmentation, this is now reflected, rather than claiming that only Vital niches can get the discount for them, all niches can so long as they are the appropriate type, which naturally includes the free augmentation. Probably useful for the Sepulchral niches, given the limited number of necrografts around.

For specific options that were buffed, the augmentation Evolutionary Focus also offers another free augmentation in addition to its usual effects, the eldritch niche's instinct had a little added, the eldritch niche's drawback now specifies it only applies to non-magical kinetic damage.

Additionally, the Enhanced Mobility, Extraordinary Sense, and Ocular Advantage adaptations now offer constant benefits more in line with other class options while still gaining an additional effect upon spending points, providing a small amount of still welcome utility, and Fission Form was modified to be usable in a very limited way outside of combat.

It was also clarified that you lose all of your points at the end of combat, and that you need to use evolution drain on a significant enemy instead of, say, a sack full of space kittens, you monster.

Hopefully not too much detail there, but I'll understand if the post needs to be deleted.


Got my copy, and since I'm playing a playtest evolutionist in a campaign, took a look at what all is going to change as I update to the final version, and immediately noticed what appears to be some conflicting information...

Interstellar Species says that the evolutionist now has 8 + Intelligence skill ranks per level, rather than starting with 4 + Intelligence skill ranks per level, but Flexible Skill still says that at 9th level it increases to 5 + Intelligence skill ranks per level, and 6 + Intelligence skill ranks per level at 17th...

I'm guessing that it's supposed to just be an additional class skill at 1st, 9th, and 17th now, and the skill ranks per level don't change? Or was Flexible Skill supposed to be removed as a class feature altogether?


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The NPC wrote:
Dracomicron wrote:
The NPC wrote:
Can we be told if the Evolutionist every fully changes creature type? Humanoid to undead/aberration/etc?

In the playtest, that was the level 20 bonus. You got some immunities and your type changed.

I honestly thought it should happen sooner. I suppose we'll see when it comes out.

Cool. At lest it happens at all.

IS the playtest document still available?

Yes, it's available here.


Perhaps the expanded rules for Stylized Magic in Inner Sea Intrigue might become something anyone could potentially do? I like the method presented in Stylized Spontaneity, and it does allow for suppressing audible or visible effects, as well as disguising your magic as another kind of magic.


There are two primary reasons.

The first of which is that it allows me to create characters I find interesting from a mechanical viewpoint. Lots of options, classes, races, spells, and other things to play around with and combine in ways I find interesting.

The second, and far more important reason, is that I have friends who play it and thus, I can play it. There are many systems that look potentially intriguing to me, but if no one's interested in playing it with me, there's not much point to it.

Obviously, they can't do much about the second beyond, perhaps, good marketing, though I hope to convince some of them to try out the playtest. For the first, I do recognize there's only so much that you can include in a single book, but I'm sure Paizo will have a decent amount. I am personally not much of a fan of the majority of the core classes, which makes me worry I may have to wait for a few more books to come out for me to have many options that actually interest me for character creation, but we shall just have to see.

I certainly hope that the Occult Adventures classes aren't too far off, though!

I also enjoy the number of different subsystems and races and other such that allow you to easily adapt things to the kind of campaign or setting you want to run, for the most part...but those things take time to build up...


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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...


A Drifting Shoebox 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.

To be perfectly fair to Dragon, he's technically "right" about even default Hunter having a longer duration, because it is in fact "all day" when applied to your animal companion. The self-buff is pretty much a ribbon tied on to it, and people are upset that the Shifter seems to have only gotten the ribbon and not the meat it was tied to.

Technically correct, the best kind of correct?

Given the way the ability was phrased, I always felt that the self-buff was in fact the "meat" of the ability, with the ability to grant those buffs all the time to your much weaker animal companion was the "ribbon", personally, to use your terminology.


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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.


Dαedαlus wrote:
Out of curiosity, does the Shifter have any forms that would actually be good for infiltration? Or can they turn into dinosaurs, but not a common housecat?

Mouse.


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.


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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.


8 people marked this as a favorite.

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)


graystone wrote:
I've been serious with my worries about the book. Should I not to coddle those that are unable to make up their own minds to sheepishly follow any bad review they see? At a certain point, personal responsibility needs to come in and they have to evaluate things for themselves.

I was more talking about Dragonborn3's statement that he feels like being overly critical can only bring about positive results for everyone, since either he's right and thus satisfied with himself, or he's wrong and everyone's happy once it turns out he's wrong. It's not always that simple.

On the other hand, if you feel like you have legitimate reasons for sharing your worries, that's a different story. Though I'll admit, I'm not certain what good it does at this point, given that the book is complete, unless you already have a copy.


Dragonborn3 wrote:
Luthorne wrote:
Unless they take you and other people seriously and decide it's not worth ever checking it out themselves. I know way too many people who just hear something online, sometimes from people who haven't even seen the actual thing and decide it must be worthless and ignore it from then on...
Aren't we lucky to have wonderful sites like Archives of Nethys and the d20pfsrd then? They can always look at it later.

But it's worthless, so why would they waste their time looking at it? They heard on a forum that it's terrible so there's no point.

...yes, I know people who actually use this kind of logic.


Dragonborn3 wrote:
QuidEst wrote:
Dragonborn3 wrote:

I prefer to be that way. If I'm right then I'm not as heavily disappointed as I usually am when I see, say, another Kineticist archetype I'll never use. Or, much more commonly, something cool and useful and unique get mauled by a nerf-from-orbit.

At the very least I am wondering if the wildshape is based off of a creature and not the spell it emulates so you could get abilities not listed in the spell(and quite a few seem to have come out since Core, so this would be pretty cool. Alas, you know my position on such things already ^^).

Well, sure, but no reason to quash somebody else’s excitement.
If I'm wrong they get to be really happy too. It's really a win-win.

Unless they take you and other people seriously and decide it's not worth ever checking it out themselves. I know way too many people who just hear something online, sometimes from people who haven't even seen the actual thing and decide it must be worthless and ignore it from then on...


Well, I've said this before, but...

First of all, in the cosmology of Pathfinder, all the outer planes are actually already being continually eroded by the Maelstrom, which surrounds them all, which are in turn bolstered by the influx of mortal souls from the material plane, whether directly or indirectly. Given the size of the planes in question, since the Maelstrom is apparently in contact with the entirety of their borders, the amount of planar material being consumed in this fashion is probably pretty incomprehensible in scope. I really strongly doubt that there is enough extraplanar material being drawn off by use of the Drift to compared much - and even if this is untrue, it is entirely possible that most mortals don't know this.

Secondly, if you're good-aligned and just accidentally displaced someone...seems like a good opportunity to invite them onto your ship and relocate them to see if you can find someone who can return them home. As a good person would. Unless that someone is hostile or obviously evil. Though I think the likelihood of actually snagging someone like this is relatively miniscule for most people.

And thirdly...yeah, there's a lot of evil going on. If you have the chance to stop something evil from occurring or to spread goodness with the risk that you might potentially accidentally cause harm...well, aren't risks like that inherent in adventuring? You just have to do your best to mitigate any damage you might accidentally cause as a good person trying to do the right thing. And after all...the evil people probably have no such compunctions.

Ultimately, it all comes down to motivation...what are you going out there to do? What good do you hope to achieve? Are you trying to mitigate the evils of less ethical exploitive people trying to subjugate or exploit less advanced races? Do you want to go out there and make things better for new races? Are you seeking out resources in search of a greater good? Finding a new home for your people so that they can live a better life? Trying to live your life as an example to others? I mean, it's a good question. What good is a good-aligned person seeking...and why does it need to travel to the stars?


Well, I'm still waiting on my own copy of both, personally, which is why I haven't commented myself. Still, certainly won't be the first time I only got my order the second week...unless it comes in today. That could happen too, I suppose.


With the immunity to mind-affecting effects, I think at least some of it is people forgetting that they're immune to various buffs, such as bardic inspiration or spells such as aid, bless, battlemind link, good hope, heroic/saving finale, heroism/greater heroism, placebo effect, prayer, tactical acumen, and other such. Though honestly I still don't know why plants that aren't mindless are immune to mind-affecting effects anyways...or why plants are immune to polymorph effects, for that matter.


Dragon78 wrote:
So what section of the book will you guys read first?

I generally just start from the beginning and read in order, though I might skip parts that interest me less.


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Dragonborn3 wrote:
Link?

Meet the Iconics—Zova.


Hmm...the first sentence of Destructive Maw seems to be missing a word between "into" and "bite". And, uh, I'm not sure how it actually works...though if the missing word is "your" then that would probably clear it up, though if it's "a" then it becomes confusing again.

Mutable Blast is a bit oddly worded too...does the fact that you create an area within 5 ft. cubes mean you can avoid attacking people that are in one of the cubes you selected if desired, such as two creatures in the same square or a swarm in a square with an ally? Or am I overthinking it?


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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.


GDNS24 wrote:
Paladinosaur wrote:
I don't think you can cast a 6th level spell with a 1 level slot.
Some of the spells, like fly, have varying effects based on which spell slot you cast them with. In the original pathfinder, the effects of the fly spell are based on caster level.

It's actually the undercasting mechanic from Occult Adventures, found here. They just made it a core premise instead of something they came up with later. I'm not sure why being able to use a fly spell to cast levitate or feather fall with a lower level spell slot is a downgrade, though...it seems like an upgrade to me.


I personally think it would be neat if Expanded Summon Monster from the Monster Summoner's Handbook were reprinted, the table expanded to include all the current bestiaries, and in future bestiaries if they would note in an appendix that X, Y, and Z are viable options for the feat. Since it adds two monsters for each spell level of summon monster, it could help round out your summoning list, while still making you take some cost for that expansion.

Though, honestly, I would potentially be more interested in variations on summon monster, such as one where you have to start out with only two per level and have to expand it from there, or splitting it up into various spells such as summon celestial, summon fiend, summon elemental, pulling out the various templates from Monster Summoner's Handbook and the counterpoised template from Champions of Balance for this purpose.

But, honestly, while I'm sure that summoning will be touched on to some extent, I'm not really expecting that much. After all, summoning has relatively little to do with the planes, particularly if it is clarified that they're imitations created by the spell rather than actual creatures with their own existence beyond the duration of the spell. I do think it's likely we'll get a few clarifications about the mechanics summoning spells, though, but planar binding/ally seems more likely to get some attention, I imagine, since that actually deals with full entities from other planes you can interact with...

...and there's a lot of possible material when you're dealing with many of the planes of the multiverse, even if summon monster is the most common way players may kind-of sort-of deal with the bits of it that aren't the material plane.


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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.


Great Cthulhu wrote:
For the Warlock Talents Empowered Blood and Quickened Blood what exactly does 'this is subject to the same caster level restrictions as the feat' mean? Spell-like abilities don't have any spell slots to expend of any level so I'm rather mystified by how this is supposed to work.

While I don't have this product yet, from your wording, I'd imagine they mean Empower Spell-Like Ability and Quicken Spell-Like Ability.


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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?


Steelfiredragon wrote:

I want a paladin archtype good that changes the must be lawful part.... or a crusader class that mirrors the paladin except it must be good aligned.

never did understand why it had to be lg

The gray paladin archetype was already published in Ultimate Intrigue.

Edit: There's also the new vindictive bastard archetype in Antihero's Handbook for ex-paladins, who can be of any alignment.


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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.


Golurkcanfly wrote:

I haven't used the Spheres system before, but how does this compare to DSP's Path of War in terms of style?

Like, for Path of War, you can get a stance that basically gives you a double jumps (up to ten jumps, actually) around 10th level, or right from the getgo you can have a character with a strong combat flavor (like a mutating shapeshifting warrior who can drain blood from enemies to heal allies). Is Spheres of Might using the same type of flavor or is it more of an elevated version of the present flavor (Fighters are still mostly just hit things hard and fast and don't have mystical Kung Fu powers or whatever)?

This is addressed earlier in the thread, but it depends. A lot of the crazier powers are labeled as Legendary Talents, and it's GM's discretion as to whether or not they're allowed, but they do feature things like flight, firing swords via your crossbow, using three swords with one held in your teeth, sniping people from miles away and through solid walls, and so on and so forth.


Vexies wrote:
yeah its a interesting take on summoning. Over all I like it but I dislike having to generate custom summoned creatures for any PC or NPC that uses them but I suppose its just a bit of added work. Would of been nice to just of had a summoned creature section of per-genreated stat blocks

Well, you have to generate them anyways for summon monster in Pathfinder, since you have to take the time to apply the celestial or fiendish template, which also wasn't already done in the first Bestiary, as I recall...


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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.