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THIS IS A TANUKI APPRECIATION POST!!

My wish have been granted by the Celestial Dragon!

Hyped beyond all measure. Tian Xia is my favorite region. I cannot wait to further explore it!


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Terevalis Unctio of House Mysti wrote:
Drow and aquatic elves

Gods I hope Aquatic Elves are given an Endonym. I really appreciate the use of Ancestral/Linguistic names used by the various people of Golarion. It would be really lame if they were simply related to Aquatic Elves and not given their own internal name for themselves.


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For those interested, the results for the Mimic's true form poll for Year of Monster were sent out; I won by a landslide. Lol.

They are going to send that concept to artists and have them put their own design spins on it. Then I believe hold another poll with those to decide on the final look.


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BTW, if anyone is interested, the Year of Monsters is doing a survey right now to decide what a Mimics natural form looks like. I am personally pretty partial to I myself, but I liked D and H as well.


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I have been saying for a while that the presence of all three of those creatures on Kortos makes for a compelling Ancestry argument; and would have been a great place to stick Stheno, given the Greek roots. Alas, that didn't happen. But, I still hold hope for them all being options at some point. We still have Iblydos after all. Harpies, Centaur, and Medusa (and likely Stheno) are said to have originated there.


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Thanks. Now I want to have a Weresnail follow the party for eternity; and if they ever get caught, they die.


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Random thought, now that it has been solved, partially it seems: what if the random artifacts seen on some of the pages, like the shoulder of Korakai, are some invisible creature on perceivable with one strong of mind? The "observing with the mind" gave me the idea. Other than that, I've got nothing.


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VestOfHolding wrote:

With all the lost pages solved so far, this is the all the text put together with assumed grammar:

Lost Pages wrote:

"The files have to be connected in some way. Every question has an answer worth finding. Are there more out there? Over years of observing with the mind.... just one more conspiracy.

Some sort of connection with a... in that space within my memories...evil and malevolence happily feast...., leaving the mortal at a loss.... an ancient being of nightmare. To destroy... I can't. I must continue hiding in Absalom..."

This gives me the ultimate Darkest Dungeon vibes and I am so here for it.


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I am absolutely over the moon we made it to the Eldarap. I simply cannot wait to hear the full thing. The preview was great!!

Can't wait to add all these Ancestries to my table! Looking forward to the next KS!!


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Indeed. Luckily, most Traits have little mechanical impact on creatures. I think it would be fair and safe to throw Shadow on just about anything and simply say that particular creature hails from the Shadow Plane.

If Betobeto-san effectively means Mr.StickySticky; would a Shadow native to the Shadow Plane be called Kagekage-san?
As a note, this is a joke.


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keftiu wrote:
Seems like only Subscribers are getting them?

Possibly. But seems selective atm. I didn't get one, for instance. Given the page numbers this may have more to do with each individual getting a certain page at a certain time. But who knows.

EDIT: I stand corrected. I now have page 13. Still, may be tied to timing. I've been checking since the posts were made.

EDIT EDIT: Gonna throw a screenshot of page 13 on EldritchDream's Twitter post if anyone wants to see it. They are trying to consolidate information there. I couldn't figure out which page it corresponded to. I had some ideas, but they don't seem to be correct.


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Betobeto-san are created when travelers pass through the Shadow and Material Plane, thereby being created of the same metaphysical material the Shadow Plane is made from.

Skull Fairies arise as a result of those who die from expose to the energies of the Shadow Plane. This suggests that, most of the time, their inception is likely going to be on the Plane itself. But, for those that maybe die elsewhere, possibly near a Planar Rift, the energies of the Shadow Plane still factor into their creation.

Alapolo's are admittedly the odd one out here, since nothing expressly states that orongate or are tied to the Shadow Plane. They are, however, described as "Fey creatures with a supernatural tie to shadows", which is still a lot more than what Shadows themselves have. But given the fact they have the Shadow Trait, it can be infered they somehow have ties to the Plane.

The other two make reference to the Shadow Plane in their sidebars.

EDIT: Shadows are named for the fact that they look and act like an actual Shadow. According to Undead Revisited, stating "Shadows are incorporeal undead, distorted like their namesakes". Says to me they were named for their similarities, not because they are actual shadows.


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The Shadow Trait is applied to those creatures who are themselves native to the Plane itself.

Shadows don't originate from the Shadow Plane, they are simply shadow-like Undead creatures. They can exist within then Plane, thanks to their Undead nature and the Planes proxim to the Nagative Energy Plane; which can result in Greater Shadows.


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Already done! Despite all complaints from my pocketbook. ^^'

EDIT: God's I hope we make that Eldamon rap goal. I will gladly give every other stretch goal for it. <3


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Sanityfaerie wrote:
Ly'ualdre wrote:
Aranea are based on Arachne of Greek myth, while Anadi are based on the the goddess Anansi of Akan folklore.
Quick nit - I'd thought Anansi was male?

You are correct. I use certain words so often on my phone that it defaults to them at times. Which is why I usually try to check my posts beforehand, which I didn't do here. Lol


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Mythical creatures are kind of supposed to go against our common sensibilities. I probably wouldn't do much more than giving Centaur elongated ears or maybe equine-esque faces (which I'm personally less inclined to do, given my disdain for the new Adlet faces). At a certain point, when making changes, you have to ask yourself is this a Centaur or an entirely different creature? Given the myriad of cultures and myths involving similiar creatures, it is a fine line I think. At which point, why not just have both?

---

I think Aranea and Anadi have plenty differences, but the biggest one here is their inspiration. Aranea are based on Arachne of Greek myth, while Anadi are based on the the god Anansi of Akan folklore. In this case, Anadi make more sense as natives to the Expanse than Aranea do; even though they likely also live there. It's maybe important to consider what makes them different rather than what makes them similiar. They are two different people; just as the Ikeshti, Iruxi, and Xulgath are, even though they are all reptilian-like.


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I think they key words there are player expectation and the desire of the developers. To be frank, the ideas of players are not always made with balance in mind, and sometimes the belief that their wants supercede those of the people making the game. Not suggesting this is you or anyone in particular, mind you, it is a blanket statment. And again, if the designers themselves decided, say, to not make the Psychic a Wisdom based class, that is their right to do so. There isn't some grand scheme here to deny players access to something they hope to see. But it will come at the time the designers deign to make it so. Any theory that they are doing anything less or more than that is simply that, a theory, devised by individuals who see the lack of something as more than what it is. Pretty much everything we have seen released thus far has followed a pattern and several themes. When a theme is conducive to a Wisdom based Clsss, then they'll do it. The issue, imo, is a sense of instant gratification and the desire to have one's cake and to eat it. These things take time. Not every foreseeable option is going to come all at once. I think people just need to take a step back and actual consider the amount of time and effort actually goes into designing a balanced game.

If anyone is unhappy with thw hard work that the people at Paizo do for us daily, I suggest and challenge them to make the efforts themselves. Infinite was made for that very reason. Not saying that is a solution; but maybe those who are wholly unsatisfied with the direction Paizo is currently going can grasp an understanding of the kinds of challenges the team goes through to bring satisfying content.


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It has been recently stated by Mark Seifter (iirc) that they aren't avoiding Wisdom as a key stat. When they push out a class that the team feels is appropriate to use Wisdom, they will. Fans might think/want certain existing classes to be Wis, but the team did not share the sentiment.


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Arachnofiend wrote:
The reason giving a wizard a sword doesn't make a magus is because the magus is associated with spellstrike. I don't think the Inquisitor has anything that spectacular that hasn't already been given to someone else.

This is kind of ignoring the fact that several if not all the classes got a fresh coat of paint in some way. I don't understand the idea that anything coming from 1e is going to be represented as it was.

Judgment wasn't gutted by anything we have. Also, given how Warpriest was handled, they could reasonably justify pulling from its 1e iteration for inspiration. Some take on Sacred Weapon, Sacred Armor, and Fervor work well imo; being able to use any weapon or armor to enact you Deities will, and even heal through sheer will of faith. And even if these aren't used, new mechanics can always be developed or altered, as they have almost every class.
---
I also don't get the argument that an Inquistor isn't going to fit every deity. Warpriests don't fit Deities like Korada, whose dogma pushes for peace, kindness, and forgiveness. He is incredibly skilled at martial arts, but abhors violence. Likewise, there are a few of Deities I've seen whose teachings hardly fit certain Champion Causes, despite being the correct alignment to take them. Mother Vulture is a good example imo, whose edicts state that one must kill without mercy if it benefits your community. That doesn't really suggest any flexibility there, and yet her followers can be Redeemers, which kind of seems like conflicting Tenets if tour granting an enemy mercy to redeem their ways.

Point being, some poor pairings between a Deity and what an Inquisitor is meant to do is hardly reason to simply not do it.
---
I also kind of feel like the argument of "hunt enemies of faith" is instantly crossing a line in a world with defined and very real forms of evil is moot. Shouldn't slay those followers of Rovagug and the Qlippoth it summoned because it gives me bad feels. I get being uncomfortable with the idea of going around and putting anyone not of your faith to the sword, but that defiently is not what is happening in this instance. Inquisitors of Gozreh and Abadar aren't going to be at each others necks over the progress of nature and civilization, Calistrians aren't going around killing Caydenites because she finds him annoying, and Ironians are trying to beat down every Iomedaean, Caydenite, or Norgorberite because Irori feels their apotheosis was undeserved. No one here is placing innocent people in stockade or burning accused witches at the stake. And the argument that someone, somewhere, is is very likely going to not be at your table might do it is hardly a reason to punish others for it.


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keftiu wrote:
Snip

^ This ^

With the Thaumaturge and Ranger, frankly I can do without the monster hunter aspects of it. Can just MC into either one of those two.

If they instead replaced it with more innovative or thematically appropriate abilities, I'd much prefer they do that. After all, almost every Clsss that has made the jump is different from their 1e counterpart in some way. It doesn't, and shouldn't, simply be a rehash of the exact mechanics of a 1e Inquisitor.


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If it has tools to readily available to regain Focus Points on a regular, as the Psychic does (albeit, at a limited pace), that could solve that. The idea I had in my head at one point was that Ninja were the masters of refocus and focus spells; being able to readily regain focus points within a given limit. Start them with 2 points like the Psychic, have them regain both points if used only for their focus spells, as the Psychic does if only using amps. Allow them Feats that enable regaining focus points through Actions and Reactions. Heck, give them abilities tied to regaining focus if they land a crit, or simply not having to spend the point if the ability used is a crit. There are plenty of ways around that, if that ends up being the focus of the class.

As far as does it need to be sneaky? No. But why wouldn't you make it sneaky? It's a Ninja.

I guess my thing is, why can't it be both? Why deny a thematically viable idea for little reason? It could easily have a traditional Ninja class path and the more mystical path.

If it did this, what are your ideas for how a traditional, historically accurate Ninja would function, that is in no way similiar to the Rogue or Assassin? Whether it be a Class, Archetype, of Racket for the Rogue.

EDIT: Another idea, make it similiar to the Kineticist. Having magical abilities that don't rely on Focus Points or Spell Slots, but Action Economy.


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I hardly see how developing a class centered around what would essentially be ki focus spells or spell-like abilities as needing to rebalance the system around.


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I suppose the Cleric and Champion do nothing in the name of their church or deity then?

There are also literally mechanics in the game that involve interacting or speaking to one's deity. From spells to Divine Intercession. Iirc, there is literally and adventure coming out that will involve having tea or lunch with a deity at some point (I may be misremembering here).

Golarion's Deities are hardly hands off. They certainly aren't at everyone's beck and call. But given that they aren't in any way omnipotent, omnipresent, or omniscient, they heavily rely on their mortal followers to enact their will.

And if Desna needs someone to hunt down followers of Ghlaunder, who better to do that than an Inquisitor?


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There was a literal Hulk Vigilante with the Brute Archetype as well.

But agreed. Pathfinder specifically plays with anime tropes more than many other systems of similiar theme.

A magical Ninja in a fantasy game seems hardly a stretch. I'm all for the sneaky stabby. But in what way mechanical would it be any different from a Rogue if nothing is innovative on?


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It seems a bit difficult to present something historically accurate on a subject that has more legends and folklore centered around it than actual historical record.

In that regard, there are plenty legends and folklore, and even historically written manuals, that ascribe Ninja as having mystical abilities. So, there is some precedence for it. Much of many Asian cultures and legends are steeped in mysticism.

That would be the more direction I'd prefer it to go. Weather as a full Class or Archetype. It gives it more of an identity imo

----
I'm particularly interested in exploring the Shaguang Desert and flying city of Yjae; as well the Tian-Yae that call it home. They seem to possibly be inspired by those African people who, such as the Siddi and Kaffir (not to be confused with the racial slur used in South Africa). Mostly an assumption on my part, but their relation as decendants of the Shory, and the relation of the Siddi and Kaffir as decendants of the Bantu and Zanj people (who may have inspired the Bekyar and Zenj to a degree) leads me to believe that may be where the inspiration was drawn.

I would also love to see a bit of info on the Tian-Sing and their relation to the Taumata and Sarusan.

Overall, I just want it all. D:


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I am of the opinion that if something has the capability of filling out its own niche, it should. In that regard, thematically Inquisitor is different enough to merit a second look at, even though Thaumaturge is similiar.

Kind of comes back to the oft repeated ideas that certain Classes we now have weren't distinct or compelling enough to be their own thing. And Paizo has proven that they can be if they want them to. Some new and innovating mechanics to make an Inquisitor unique is all it needs.


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Laclale♪ wrote:
Ly'ualdre wrote:
I had an idea for a Time-Displaced Lineage. I was kind of surprised it wasn't an option, given the time stuff in the book.
For this part... isn't time traveller background enough for you?

I mean, sure. But the Discarded Duplicate didn't stop them from making the Reflection Heritage. So I don't see why we can't have both :D

Pre-existing options should never be a disqualifier for similiar, yet differently executed ideas. We wouldn't have many of the cool and amazing options in the system if they did.

We have the Returned, Revenant, and Reborn Soul Backgrounds, each about returning to life after death. But they all have distinct stories and mechanics tied to them, making each unique.

Of course, if they ultimately don't do something like a Time-Displaced Reflection, then there are options to still use to make it work. Time Traveller Background with the Chronoskimmer Archetype is perfect.


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David knott 242 wrote:


I suspect that the low populations of the more inhabitable regions more than make up for the high populations of the less inhabitable regions.

Hmm. I'd likely attribute this to adventurers and travlers maybe? Many people seem to make their living roaming from place to place. Not as big a phenomenon irl. So I'd think bigger societies have smaller populations than our own major cities due to the fact that fewer people settle down? Then, in the case of less inhabitable places, they probably focus more of community and survival, so they don't have as many people coming to and fro? Like, if maybe 1 out of every 1000 people choose to become an adventurer, places like Unaimo probably see one every year or so compared to say the 300 or more that leave Absolom to make their place in the wider world?

Just an idea. Making some assumptions with little data to actually back it. ?

EDIT: Back on topic, I'm hoping Geb and Alkenstar/Mana Wastes get just as much info as Jalmeray and Nex. We did get some information on both recently, between Book of the Dead and Outlaws of Alkenstar. I wonder if each section will give options that fit into that nation or region. Like, maybe a new Undead Archetype in Geb or a Mutant Archetype/Heritage for the Mana Wastes.


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The topic becomes rather interesting when you compare the Crown of the World to our own Antarctica.

Online sources suggest that Antarcticas population of researchers numbers about 5000 at its peak.

With 8 known nations and 3 independent settlements, combined with things like magic and the biological processes of some Ancestries; the Crown likey has anywhere from 7000 to even 10 thousand people living within it, as permanent residents. The city of Unaimo alone has a population of over 1000. Ul-Angorn and Iqaliat combined brings the total to roughly 1853; almost double Antarcticas winter population of roughly 1000.
----

Almost makes me want to go on the Wiki and make a list of every settlement and their known population, just to try and get a rough total of what Golarion's total population is.

Almost... ^^'


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Ed Reppert wrote:
The essence of a playable ancestry, it seems to me, is that it must be sentient. The thing that really .. bothers is too strong, but I can't think of a better word... me about Golarion is that given humanity's history on Earth, I have to wonder if one planet can support so many and so different sentients. I get "willing suspension of disbelief" but IMO you can only take that so far.

Our own planet has approximately 7.9 billion people on it. General consensus today is that the plenty can support 10 billion, while some scientists back in the 16th century believed 13 billion was possible.

If we assume Golarion's population matches our own, and they say 50 to 60 percent of that population is Human, that still leaves 4 to 3.2 billion of every of intelligent Ancestries that makes up the world. That is a considerable population.

Golarion has a leg up on our own Earth. At some point, we are very likely to run out of resources. Between Deities, magic, and other Planes; I don't think Golarion is likely to ever truly be pressed for survival where needs are concerned. So, I'd wager it could probably support maybe even twice as many people than our own planet could. :D


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AnimatedPaper wrote:
Ly'ualdre wrote:
BONUS - Petitioners. For a while, I've had this desire to see them made playable. The Heritage system makes it immediately possible to take the base Ancestry and have one choose from the plethora of planar souls living through their afterlife. Each of the Elemental Planes have an Elemental Pneuma. They could make for some pretty interesting storytelling. .
I like this idea.

Thanks. I think it could make for some really different story opportunities, especially depending on the kind of Petitioner. Like, maybe you one of Abaddon's Hunted. Now tou have a campaign that is all about surviving one of the most dangerous place in the Multiverse. Or being one of the Damned and trying to excape from Hell.

There are a few that don't reeeeally work, like the Abyss Larvae and maybe the Maelstrom's Shapeless. But the idea of playing out a characters afterlife seems fun.

And, if you include something like BattleZoo, you can then do a followup adventure where you completed your transformation into a Demon or Oni, or what ever layer options they may make.


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Also, in light of Rage of Elements, had a few ideas for some potential Ancestries; organized by Plane.

Spoiler:

  • Elemental Planes - Starting with all the Planes collectively, there are FOUR constants amongst (presumably) each of the Elemental Planes: Genies, Primal Elementals, Mephits, and Veela. Each of these work great as "choose tour own element" options, with Heritages determining what subspecies or element you are. Out of these four, I feel Veela and Mephit have a better shot to get in, if only because I think a lot of people would be bumbed at an reduced power to the Genie or Primal Elemental. I think they would all be very fun additions though.
  • Plane of Air - This one is the oddball out. There aren't many natives to the Plane that are interesting enough (to me) to see as playable. Invisible Stalkers immediately come to mind, but are all but impossible, with their permanent invisibility. So and playable options from here would likely be new I think. One idea I had was maybe a relative to Invisible Stalkers that have a limited ability to go Invisible at some point. Also considered adapting the Kinnara as a new creature native to the Plane, as their forms are cool to me. But, we will have to see what Paizo comes up with here I think.
  • Plane of Earth - Pech, Xiomorn, and Xorn seem like good fits here. Pech would be interesting, since they are Fey native to the Plane; and Xorn have always interested me. Altough, their three arms and legs may be problematic. Xiomorn are a bit of a stretch, given how important their history on Golarion; but could be interesting additions. They have all but abandoned Golarion and the Plane of Earth, moving on to other planets. But, there do exist individuals or small communities on both Planes, so maybe. Could have Heritage options for both the Keepers and Builders.
  • Plane of Fire - By far the easiest Plane to sort out: Azers, Salamanders, and even Magmin make compelling options here. The first two are by far some of the most popular Denizens of the Plane. Azer have a loooong history of servitude under the yok of the Efreet; under a contract that is just about up. I can see plenty of Azer either becoming free adventurers at this point, or opening conflict with their former masters. Salamanders share a similiar fate. Magmin seem to more or less keep to themselves, as they have pretty significant trust issues. There is also the potential of whatever kind of creature the Mother of Serpents tends to transform other into. They don't become monsterous or bloodthirsty, but are sometimes compelled to complete tasks for her. So, they could probably still live relatively normal lives.
  • Planes of Water - The Boundless Sea is also a little difficult, due to the fact that many of the residents mentioned have immigrated from the Material Plane. They could certainly introduce the likes of Merfolk or Sahuagin; but this list is more about those native to each Plane. That said, the Triton come to mind. They were once from the Plane of Water, but have since moved to the Material Plane; I think they count enough in having once been native residents. The Murajau are native to the Plane, and would open up a world of options if included. Centauric Ancestries are something many want to see, so they could kick that door open. Otherwise, this could be a good place to introduce another new creature.
  • Geniekin - Mentioned more for the fact that they are bound to get new options; and, they immediately make any other Ancestry viable residents of each Plane.
  • BONUS - Petitioners. For a while, I've had this desire to see them made playable. The Heritage system makes it immediately possible to take the base Ancestry and have one choose from the plethora of planar souls living through their afterlife. Each of the Elemental Planes have an Elemental Pneuma. They could make for some pretty interesting storytelling.

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    I know not many people are into 3rd Party, but I'd be remise if I didn't mention the Centaur stretch goal for BattleZoo was revealed. It iiiiis rather far up the list. Given the rate of pledges, not sure we will make it.
    ---

    As a side, and much more important than playable Centaurs: one of the stretch goals will force Mark Seifter to sing a Eldamon parody of the PokéRap.....


    Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

    I think a good place for those other Elements could be included in a book(s) about the other Planes within the Inner Sphere. The Negative Energy Plane, Positive Energy Plane, Ethereal Plane, Shadow Plane, and First World. Maybe include some of the Demiplanes and Dimensions that sit within the Inner Sphere, like the Dreamlands or Dimension of Time.

    I think they each have enough going for them that they could have individual books that really take a deep dive into them. But that is wishful thinking on my part. Still, where ever they see inclusion as a major point of writing, I can see the other Elements coming into play.


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    I actually love that idea! Could be something like a painting or a sculpture. The benefits don't seem that crazy either.

    I had an idea for a Time-Displaced Lineage. I was kind of surprised it wasn't an option, given the time stuff in the book.

    A Reflection from complete alternate universe/multiverse could be fun, but may invite questions the team may not want asked or explained.

    Something tied to body-snatching creatures could work, maybe.


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    CorvusMask wrote:

    Dark Archive makes mention of aether and telekinesis existing though(and it was already in 1e explained to be related to ethereal plane)

    I'm already pretty convinced that no way we get more than 6 elements in rage of elements, but not so sure about we never getting final two.

    Secrets of Magic also specifically calls in out, referring to it as a fifth elemental substance formed when the elements interact with the Ethereal Plane. So the 1e lore is still there. As is its correlation to Force.

    It also posits that Aether is the same as Quintessense, which is suggested to be Spirit Essense made manifest like Matter Essense. An interesting idea, since it would suggest that the Outer Planes are made of Aether as an elemental material.

    Interestingly, the same section mentions ectoplasm being another physical manifestation of Spirit, when influenced by the Material Plane. Not sure if this would suggest ectoplasm is also elemental in nature. But it is an interesting question.
    ----

    Likewise, Void is also mentioned in Secrets of Magic; capitalized, suggesting it is a proper noun in universe. It is specifically called out in relation to some "elemental grammar" suggested by one Dr. Si-Dao Yi, of the Imperial College of Lingshen, in their writings "Language of the Void".

    Agmazar the Star Titan also uses Channel Void when summoned via the Summon Kaiju spell, dealing negative damage. This would suggest Void is still tied to some relation to the Negative Energy Plane, likely exactly as was presented in 1e, as it still seems to be regarded as an Element, if the "elemental grammar" bit is to be taken at face value.

    -----

    So, as far as I can tell, they still exist in-canon as proper Elements; which may now even include ectoplasm. I would love to throw ectoplasm in someone's face. :D

    I think it is just a matter of waiting. The Kineticist primary lore is as an manipulator of the elemental matter that makes up the Material Plane. I think we will get into the more obscure or occult ideas later. I think sticking to the Elemental Planes of the Inner Sphere makes the most sense here. On top of giving us the Class, it will properly establish the cosmology and lore around those places, and give them more of a front and center role than they ever truly had in 1e.


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    The Gold Sovereign wrote:

    Only one thing... At least a page for each of the eight elemental lords, with art for all of them. It was a shame for Planes of Power (the 1E book about the elemental planes) to not cover the Lords with more than some mentions, and with not art at all. I hope Paizo doesn't lose this opportunity again.

    And of course, if there are new elemental planes, maybe there are new elemental lords. Although I'm imagining the two new planes as something minor, not as relevant as the main ones.

    They mentioned the Lords of Wood and Metal specifically wanting nothing to do with the conflicts that were going on between the classic Elements. So there is at least a good Lord for each Plane. Hard to say if there are evil ones.

    I think it is a safe bet to assume we will get this though. At least I hope. We have gotten write up on many a Deity in several books. Granted, they did mention it would be formated like BotD, so hopefully they don't take away the Deity entries from that book, as they were a but lack luster. But I imagine the Geb section of Impossible Lands and an eventual Eye of Dread book may remedy that.


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    Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
    keftiu wrote:
    Lemur Vanara would be a lot of fun.

    "Ah! King Julien. The Vanara who lived... come to die... AVIDI CADIVI!!!"


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    Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

    I tend to avoid Small Ancestries, so I'm happy to have a Medium Plant option.

    I hope Nagaji Heritages/cultures are based around species of Snakes and/or types of Naga. I'd also be down for types of Primates for Vanara; mostly because I don't have any better ideas and the idea of a Vanara based on a Mandrill seems awesome to me. Rafiki expy as an Oracle seems fun. Also 100% plan to an Vanara Ifrit to make Infernape. Maybe as a Kineticist even.

    Equally excited for Kashrishi and Vishkanya as well. No character ideas for them just yet though.


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    Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

    Possibly. They are both heavily influenced by Demon worship. We do already have examples of non-evil Drow who weren't antisocial. So Frow precedence exists already. They could do the same thing for Bugbears. Include a community of Bugbears who are either helpful or need help. Then just include some line of narrative that basically says "We aren't all dodgy wankers."

    Don't know why, but British Bugbear is hilarious in my head.


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    Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

    Bugbears tend to be misanthropes, keeping to themselves and are generally regarded as being more evil than other Goblininoids.

    That said, with the right story hook, they could justify them as playable I think.
    ----

    In side news, Roll For Combat reached their stretch goal for the Doppleborn Versatile Heritage. Can't wit to make the ultimate of infiltrators with a Doppleborn Mimic.

    Here's hoping we reach tye Nymphtouched Versatile Heritage as well. ^^


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    Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

    I personally find it rather boring to only be allowed to play the pointy ear, small, and stocky takes on Humans in a setting filled with thousands of creatures.

    What does it mean to "act Human" in this regard? To behave like a civilized and personable individual?


    Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
    Ed Reppert wrote:
    Is there such a thing as too many playable races ancestries? :-)

    If 3rd edition D&D has anything to say about that, no.

    They all have their place. :p


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    keftiu wrote:
    Ly'ualdre wrote:
    keftiu wrote:
    Ly'ualdre wrote:

    That's a shame. But understandable. Any information we get on them is a plus either way.

    I'd be surprised if Samsaran are seen here. They are pretty firmly set in Tian-Xia. The Nagaji made sense here, given the large presence of the Naga themselves. But with Xi Ha being the Ancestral home of Samsarans, I wouldn't except them till we travel further east. That's my opinion anyways. I'd love to be wrong.

    I would’ve never believed the Nagaji would come in an Impossible Lands book until it was confirmed. They seemed even more localized to Tian Xia than Samsarans.

    After the surprise of their initial announcement, it made sense for me. The Naga have a huge presence in Vudra. Their history is steeped there.

    From a cultural inspiration standpoint, Samsarns make 100% sense. I'm hoping I'm incorrect, since it further paints a path towards Tian-Xia eventually. But, my brain refuses to accept it. Seems too good to be true.

    I’m pretty convinced we’re returning to Tian Xia next year, but I’m honestly struggling to imagine what else they can throw into the book other than Samsarans and Wayangs. They might just go all-in on expanding known Ancestries (Jinin’s Elves, Kaoling’s Hobgoblins, all sorts of Kitsune and Tengu, etc), or maybe throw some super oddball options at us.

    Expanding seems like a safe bet.

    It is no secret, but I desperately want playable Tanuki.

    I think I'm open to the idea of Kappa as well. I went back and forth with myself in regards to their head bowl being a detriment. But, I don't think it would be any more difficult to handle than the Azerketi needing to submerge in water on occasion. Could have some Feats that improve their survivability if they lose the water, as well as some that help retain or refill it.

    Aside from that, not sure what else they could do. 3 or 4 additions seems well enough for me.

    EDIT: Kappa would be a unique rival to D&Ds Tortle


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    keftiu wrote:
    Ly'ualdre wrote:

    That's a shame. But understandable. Any information we get on them is a plus either way.

    I'd be surprised if Samsaran are seen here. They are pretty firmly set in Tian-Xia. The Nagaji made sense here, given the large presence of the Naga themselves. But with Xi Ha being the Ancestral home of Samsarans, I wouldn't except them till we travel further east. That's my opinion anyways. I'd love to be wrong.

    I would’ve never believed the Nagaji would come in an Impossible Lands book until it was confirmed. They seemed even more localized to Tian Xia than Samsarans.

    After the surprise of their initial announcement, it made sense for me. The Naga have a huge presence in Vudra. Their history is steeped there.

    From a cultural inspiration standpoint, Samsarns make 100% sense. I'm hoping I'm incorrect, since it further paints a path towards Tian-Xia eventually. But, my brain refuses to accept it. Seems too good to be true.


    Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

    That's a shame. But understandable. Any information we get on them is a plus either way.

    I'd be surprised if Samsaran are seen here. They are pretty firmly set in Tian-Xia. The Nagaji made sense here, given the large presence of the Naga themselves. But with Xi Ha being the Ancestral home of Samsarans, I wouldn't except them till we travel further east. That's my opinion anyways. I'd love to be wrong.


    Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
    Ezekieru wrote:
    Ashanderai wrote:

    I'm also disappointed we did not learn more. This is easily my most anticipated book for this year and has been since we learned of it from the accidental leak prior to the official announcement. No book on the schedule that has come out since then or that has been announced for the future has had me as excited for its release as this one with the only exception being Rage of Elements.

    I know we have been told all the ancestries coming out in this book, but I am still holding out hope that we might get some heritages, versatile or otherwise. In particular, I am hoping that Samsaran will end up being in this book as a Versatile Heritage. I was always somewhat disappointed that Samsarans were limited to being essentially reincarnated humans. It would be nice if they are a versatile heritage now, but retain much of their culture from 1E, making them a society of integrated ancestries with a united heritage/ethnicity. I think that could make them even more interesting than they were before. I know we already have reincarnated blue people, but Duskwalkers don't have cities and nations with a culture of their own. I want to see what the Samsarans look like as a culture in 2E so much! It is a hope I will hold onto until Paizo staff shoot down my hopes before release or until I can see the book for myself.

    I might be wrong, but didn't one of the previews talk about there being something "akin to a versatile heritage" in Impossible Lands? And one of the images looked vaguely like a Samsaran as well, as noted by Alex Augunas on Know Direction.

    Wild Mass Guessing Moment: What if Samsaran was an archetype to take, ala the Undead Archetypes from Book of the Dead? That would open up Samsarans to being any ancestry, while also offering possible more powerful options for them. Stuff relating to their past lives could lend well with that sort of higher power budget, honestly.

    That was an Undine that was shown. They had fins on their head.

    I believe the Ratajin are likely what they are talking about.


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    Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

    At this point, they haven't been mentioned in 2e. So it is hard to say.

    Corvus is correct in some regards. Loup-Garou is often used as an alternate spelling, but is specifically the French name for Werewolves. As Cajuns are decendants of the French, the legend carried over and evolved into Rougarou. All three have essentially become their own creature over time; but the former Loup-Garou and Rougarou are essentially French and Cajun Werewolves respectively.


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    Some lore and logical considerations based on in-setting material and some science.

    Spoiler:
    In-setting, Secondary Elements tend to form via the interaction of one Element with another, or the interaction between the Elements and certain forms of Energy present within other Inner Planes.

    Due to the layered cosmology of the Elemental Planes in Pathfinder, most of these interaction develop within the borderlands between them. As such, only a few examples of Secondary Elements exist in Golarions cosmology. This is likely to be turned on its head with the re-emergence of the Planes of Wood and Metal.

    The likely examples I think we will see are these:

    Air+Water=Ice: The Plane of Air borders the Plane of Water, their planar material mixing to form instances of Ice between their borders.

    Water+Earth=Mud: The Plane of Water and Plane of Earth are layered, resulting in Elemental Mud and other mud like material. This is likely were Acid as an element stems from. Acidic materials most often form from the interaction of non-metal oxides and water.

    Earth+Fire=Magama: Plane of Fire and Earth touch, and where they do Magma forms.

    Fire+Air=Lightning: This one has the least canonical explination, since the Plane of Air and Fire don't meet in-setting; but Blood of the Elements implies Lightning is a lesser Element made through the mixing of others. In science, Lightning is a form of Plasma, and the most common form seen in nature. Plasma is considered the fourth form of matter and is created most often through super heating of other matter. Most common among these are gases; hence the correlation. That said, the Planes of Air and Fire don't touch. At least, not based on how it's cosmology has been presented. A few things could be happening here. 1. The cosmology as it is presented is incorrect and the Element Planes somehow layer back onto one another in a manner mortals can't hope to understand -or- it is going to be changed/retconned with the addition of the new Planes. 2. Lightning instead forms from the interaction between the Plane of Fire and the Astral Plane, which do touch. The Plane of Fire can be viewed within the Astral Plane, appearing as a star within its expanse; which are another example of plasma. 3. Lightning forms from the interaction between Air and Metal. My theory on this stems from the peculiar metal spheres that can be found within the Plane of Air. These spheres may well be tied to the Plane of Metal in some way. 4. Another theory, Lightning forms from the interaction between the Plane of Air (or any Element) and the Postive Energy Plane. This idea stems from the knowledge that all stars within the Material Plane possess portals to the Postive Energy Plane within their cores. Since the Plane of Fire is metaphysically seen as a star within the Astral Plane, and the Plane of Air is seen as the innermost layer of the Elemental Planes, it is possible that within the metaphysical core of this "Elemental Star" also has a similiar portal. Or, the Postive Plane being the metaphysical center of the Material Plane, somehow interacts with the Elements to create Lightning. Whatever the truth may be, we aren't likely to know it until Rage of Elements releases.

    Air+Fire=Smoke: Another mystery in regards to Pathfinder's cosmology, the Elemental Master's Handbook implies that the Focused Arcane School of Smoke is tied to the Schools of Air and Fire. This would suggest that Smoke forms from their interaction. But, like Lightning, this interaction seems impossible given the layered nature of the Elemental Planes. So, this Element would have to develop from some unknown interaction between the cosmology that mortals don't understand. The Plane of Fire has to somehow border the Plane of Air is a metaphysical manner that defies basic planar law and understaning.

    Negative Energy+Elements=Void: Occult Origins implies the Void stems from the Elements interacting with the Negative Energy Plane. If the Elemental Plane encompass the Material Plane, then they must encompass the Shadow Plane as well. So the same theories for Lightning and the Postive Plane likely mirror here, as the Negative Plane is seen as the metaphysical center of the Shadow Plane. This should imply that another Element should form from the interaction with the Shadow Plane, since this (up to this point) has been how Wood was made, forming where the Elements interact with the First World. Another issue unlikely to be addressed until Rage of Elements releases. Assuming that First World idea holds true, I'd argue that Metal than is probably the result of the Elements interacting with the Shadow Planes cold planar substances.

    Ethereal Plane+Elements=Aether/Pure Force: Occult Adventures and Occult Origins implies an interaction between the planar substance of the Ethereal Plane and the Elements. The Ethereal Plane borders all of the Inner Sphere and its Planes. It connects them all. Therefore, this makes sense. What Aether truly is though isn't really explained.

    Spirit?: Vudran elemental philosophy has its own ideas on the elements. Most of it makes mention of the four classics, but mentions Spirit as an Element as well. Where exactly this stems from isn't known atm. My off the cuff theory? The interaction between the Ethereal and Astral -or- the interaction between Positive and Negative Energy. Hoping Impossible Lands and Rage of Elements makes mention of it in some regard. This is the one I'd love to know more about. Assuming it stays canon.

    If we see anything outside of these, they'll likely come as a result of interactios between the re-emergencing of Metal and Wood; or a reshuffling of how all the planes are understood to exist.


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    Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

    Again, they said they were only testing the four Primary Elements. Cold may have been stapled onto Water in PF1, but that is not longer the case in PF2. They are no longer intrinsic or exclusive to one another. And again, we are in the Playtest. In the future, once it is fully released, abilities to allow for the mixing of Elements to produces effects like Cold are inevitable.

    As I said, I understand the frustration. But that frustration has not o lying been there since the beginning, but it has been addressed, twice. More options relating to other Elements WILL come. Getting hung up on the lack thereof in the first few hours seems like a quick way to color one's impressions in a negative way.

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