Wow, the ex-paladin archtype looks really damn interesting. Half Orc, family was wiped out. Used to worship Ragathiel but fell to your rage far too often, with horrific side effects. Now, exiled from your order, you are masterless and sell your sword (or as an ex-paladin merc fall to something more appropriate like Gorum), Good tie in.
I'm genuinely excited for this book and can't wait til the pdf comes out. Let me ask is any group defined as particularly mercenary? I'm curious about that because if so, could have a PC have a background as part of that group. Could lead to interesting role play options and encounters for the rest of the group.
Runelord Goparlis was indeed mentioned before this during his wars with Ungarato the dragon master to get the sword of gluttony back. Ungarato, a suitably vicious barbarian warlord, had long despised the Runelord for raiding his people for slaves. Their war continued for years until Goparlis was distracted long enough not to realize Zutha had gained enough power to overthrow him. Zutha made an offer to the warlord, who had by then died and come back as a graveknight. The rest is history.
Wow, Xanderghul as a member of the decimvirate or aspis consortium. Both are great and lofty ideas. Edit: Also, got an additional slew of enemies to include in this campaign. A Half-Balor Human Thassilonian Graveknight, hailing originally from Bakrakhan as master of the Order of the Burning Blade, one of Alaznist's knightly orders. A few other graveknights of lesser power and two liches from long after Thassilon, and a former pathfinder forcibly turned into a zombie lord. I figure the half fiend template would be appropriate for the Arc-Knight due to Alaznist's tendency to promote demonic pacts.
On an interesting side note, you have three Runelords who managed to keep their nation states of Thassilon out of the wars of others: Xanderghul, Krune, and Zutha. That means 4 out of 7 were in perpetual civil war. Not nearly as terrible as people make it out to be. Plus, they would certainly unify against outside threats such as the war against Azlant, when the Runelords summoned the Oliphant of Janderlay.
I'd think that at this point he's not around just yet. My reasoning being that he's far too arrogant and proud to ever hide behind a personal veil of some sort. Servants, armies, cities absolutely. But Xanderghul? The Runelord of Pride and considered the most arrogant and insufferable (with good reason mind you)? I don't see him hiding behind any painted veil.
I think a possibility for a reason he's in stasis still is that he somehow tied his own power to the Peacock Spirit. Maybe he needs suitable sacrifices to return. The thing is, there's no real info on the Peacock Spirit, if it was a god or demi god or whatever, or even what domains it encompassed. Obviously Xanderghul's power with this god wasn't so great that he'd risk fighting Krune, Lissala's high priest. While I don't think his power should be diminished with the supposed death of the Peacock spirit, u do certainly think that God's death is reason enough for him to still be in stasis.
Xanderghul was essentially a 20 level wizard with 10 full ranks in Archmage. This is an incredibly powerful foe to face, and arguably one of the most powerful beings on Golarion. He's practically a demi god. We're building a campaign that takes place after Xin's defeat. Knowledge of Thassilon is spreading throughout the Inner Sea region, and legends of the Runelords are becoming more and more believable. What form could Xanderghul possibly take that would show his power and eminence? We're looking at an individual with the power of Tar Baphon or the Baba Yaga. Would the gods align against him in some way? I'd think that by now, he'd reveal himself in some sort of semi divine form, possibly as the living embodiment of the Peacock spirit, an angel with multicolored wings or something. Our group is not allied to the Pathfinders. In fact, our teams leader is an enemy of the Pathfinder Society due to an ongoing feud with several venture captains. Indeed, one of the major villains in fact hires us to research some Thassilonian ruins. The enemy is in fact a relic of Thassilon himself, a green dragon Thassilonian ravener named Vannarthrax who seeks a font of mythic power and knowledge of the old days. In fact, one higher level enemy we face in this is Krune, high priest of lissala. Anyways, aside from what form Xanderghul would take, at this point would his motivations even be those of earthly might anymore, or would he aspire towards the divine? Maybe seek to replace the Peacock Spirit as a point of worship? Information on Xanderghul is lacking when compared to the other Runelords, simply because we don't know how he chose to enter stasis, terms of such, etc. There's also not much information on Xin-Cyrusian either. I'd assume floating fortresses long since grounded, dragon graveyards, and the remnants of angelic legions. Overall an insanely high level adventure. Is there any info at all on Xanderghul outside of Shattered Star AP and that older Thassilonian Magic revisited guide, and the brief snippet of info on the swords of sin?
Lissala always struck me as more of a grey area between lawful evil and lawful neutral. She promoted the sharing of magic, not it's hoarding, but also obedience and a devotion to your masters. She had no problem with slavery as far as we know, but appeared more concerned about knowledge and society than the evils of those. Perhaps her biggest strike against her is that she doesn't appear to care HOW you become powerful magically.
The advanced metallurgy aspects of the Technic League honestly interested me more. I always wished they had more examples of advanced alloy types, mixed skymetals and such, than simply the Null Blade. You could just check out the tech guide. I think there's a laser torch there that does just about what you're talking of.
Cyclops! Rune giants! Aboleth! Urdefhan! I need these. I want my urdefhan pirate queen who "rescued" a duergar, drow, orc, and demon-spawn as their ship sank on the sight less sea to have a hearty crew as she sails the isles and meets the true last descendants of ancient Azlant, albino humans that are masters of telepathy wearing jade armor.
I love that a vampire can benefit from Rage now. It always bugged me that the most human-like or near lifelike undead couldn't get those benefits, when technically they are close enough to life where they should. Also, some of that has inspired me and my group for an interesting game, a coven of Vampires from Ustalav that have been given the green light by the central government in the capital to run rampant throughout Razmiran. Personally, I'm working on a half-orc Dread Vanguard Anti-Paladin Vampire for the task, while others are similarly building interesting martial and caster type builds. Will we assassinate Razmir and end his cult, or usurp it entirely and subsume control of his mini-North Korea state, and then make our own march towards death and destruction? Stay tuned kiddies!
I hope this will have a writeup on Minderhal as well as rules for various Deific Obediences. Call me crazy, and I know I've said this before, but the gods of old Thassilon, Lissala and Minderhal, didn't seem abjectly evil. Rather, it seemed as though their faiths were perverted over time. I'd love to see some sort of writeup on that.
I'm working on an archetype for an Anti-Paladin of Gorum. I'd like the tenets of the anti-paladin code of Gorum to play a part in it. The class should work to instill battle frenzy in all people, so an aura that incites violence in some way should replace at least one of the existing auras. I was taking a look at the rovagug, the Rough Rampager. The archetype basically causes enemies to die or get closer to death when wounded and begins to screw with divine healing. That does match up with Rovagug, who destroys and hates divine beings. What sort of palpable auras of rage and frenzy could the Anti-Paladin of Gorum give off that would match up with Our Lord in Iron? I'd love some suggestions, maybe morale bonuses for allies, penalties to enemies, bonuses to initiative for allies, some sort of rage-inducing aura that forces people to become more aggressive in game terms, more likely to fight and less likely to sue for peace. For information, here are the anti-paladin codes of Gorum:
An Anti-Paladin of Gorum should be a tactical genius, or at least militarily intelligent, and be capable of manipulating leaders of nations to incite war. In addition, they should be masters of martial combat. So skills should change, as should the auras. Maybe even changes to his fiendish boon might be in order. I'd love suggestions on what should be done with this. Thanks a bunch in advance. Edit: Crap, meant to post this in House Rules. Sorry!
Well, I'd say go with a specific theme with your Bloodrager. That's what I'm doing. Going with an Abyssal Primal Steelblood Bloodrager (long title). He's giving up some minor demon resistances and that fire aoe attack for Beast Totem and Savage Dirty Trick. The spells he will use are as follows:
Kind of all over the place, but some protection/enhancement stuff combined with battlefield control, etc. Using some of those as sacrifice for armor class, other stuff to knock people around, keep them off balance, force them into tight spots.
Downloaded this, tech guide, and people of the stars.
James Jacobs wrote:
So, if one of the characters of our party wanted, he could essentially forge a weapon with a gravity clip, whatever that is, built directly into the head of the weapon. The gravity clip activates on impact, and can cause tremendous damage to an individual's body and/or the surrounding area and/or an object. So, am I one step closer to being a spess mehrine?
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