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It would be nice if this class could play up on the whole spell hacker thing. Two things I would like to see: the ability to contest control if summoned creatures and resisted spellcraft tests to tinker/hack. Somebody else suggested caster level checks but I think spellcraft might fit the concept better.


synthapse wrote:
I know it's extra work, but I really feel that Shaman needs its own spell list. The class has its own feel, and I think deserves the extra effort. the Druid, Witch, and Cleric spell lists all miss the mark, even if it's by just a little.

Nah, allow spirits to add spells known like the witch (or allow spont casting of them) instead of the cleric +1 spell slot for spirit/domain that we have now. Then bring anything you need from other lists in through spirits/wandering spirits.


I think animal aspect may be more significant when creating a character above first level, and possibky in PFS play, than one leveling up organically in a home game or AP. If the char gets a belt that he has to sell to buy other items he gets only 1/2 of the powers benefit. Also, this assumes a magic store exists in the world. If most magic items are random, the char may just end up with random junk.


#

Nathanael Love wrote:

Look at Arcanist. . .Abilities at 1st and 20th level, then some bonus feats and scribe scroll-- is it any wonder that I don't see the point of this being its own class?

The one new thing it brings is an alternate way of preparing spells which could be covered without building an entirely new class more effectively.

So why not give the class some unique abilities somewhere in those 20 levels? Something a little more justifying the new class?

Skald and Warpriest have the opposite problem-- a ton of abilities, but they amount to not that much that is unique to the class. Ok, the Fighter/Cleric gets...

The Arcanist is a non-vancian caster that prepares spells. Conceptually, it may be the most important class in the playtest.

The skald, on the other hand, takes one classes special ability and gives it to the whole party.


No full BaB ranger/druids who get favored terrain, a bunch of bonuses to natural weapons and shapechanging, but no spells or animal companion?


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Just have to say, I hope the final boss fight involves the players literally kicking down the demon lords throneroom door.


Seriously, MMO forums inevitably end up with a bunch of trolls, complaints and grief. When I visit the Paizo site the most recent threads on the homepage are dominated by the MMO. This does not make me want to hang out and talk about Pathfinder.


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I'd be worried that PCs in 1918 would sidetrack into an attempt to kill Hitler.


Laithoron wrote:

Amazing Initiative: Glad to see the change to Amazing Initiative — generally I don't like abilities that make fights a foregone conclusion. Clarifying the no double-casting rule also should help to constrain rocket-tag too [hopefully].

Daily Uses: I'd still like to see 3+ability score bonus+tier considered as the formula for determining a character's daily uses of mythic power. IMO it would mesh better with established rules than 3+2x.

Mythic Saves: Like Joel, I'm not wild about giving away class abilities. However at least stalwart and evasion would still be applicable against mythic opponents...

Can I use the extra standard action to counterspell? Can I use the extra tankard action to cast from a staff or other item? Can I use the extra standard action to counterspell from a wand of dispell magic?


Could just give the character a staff of spells that ignore SR.


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I be a Str 5 and a wand of scorching rays.


Instead of updates yelling at people, can we get some more greens? They can ven be greens of the bones that will come out after the KS orders are filled.


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Some of these look ok, but I have some serious concerns about the quality and price of minis coming right after the Reaper KS. For a lot of these either the sculpt quality looks a bit off or the price ends up at the $8-$10/mini levels (or are like the random weird critters that I'm not sure what I'd ever use them for).


Bryan Stiltz wrote:

Some people are very angry that the paint shipment will not be ready to ship until the Bones. We are allowing resets, at this time upon request.

What it boils down to, is that when we were growing at a rate of 100 backers per day, we were anticipating 3,000-5,000 backers. We ended with almost 18,000.

What was planned to be ~50,000-100,000 bottles became half a million.

The supplier can get us (and has) the 100,000 we pre-ordered. But when RPM numbers began to come in, we quickly realized we had to increase our order, but the supplier gave us a much later delivery time for the additional materials. Couple that with the added time it takes to fill the bottles - 400,000 bottles, for perspective, and we're physically unable to fill all the bottles in October, although we had (back in August) thought we could. We will receive the bottles in waves, and fill them as they come in, but time being what it is, we will end up not fulfilling the last of the production requirements until early February. Given that we anticipate shipping the Bones in March, we made a decision to delay all shipments of Paint until the Bones could also ship.

We have a few (not many) very vocal people that believe we have treated them unfairly by not being able to honor that original plan, and we are doing our best to accommodate them.

We appreciate the patience of everybody affected by this, and are grateful for your understanding that the situation has become more complex than we anticipated it would be when we began the project in late July.

Meh, I was just hoping for a reset button so that I could add in another paint set and a few more dragons.


There's a rumor that Reaper is going to offer a reset button as a result of the paint fiasco. Right now I'm only in for the first stater set. To the more experienced painters out there (virtually no experience here), are there any addition reaper set that I'm going to want to add to my order if they let me?


Looks like paint has proven very popular.


Is this a world where most people are higher than level 1? Adept has both craft and profession on their skill list. Further, adept is not a class that requires a lot of training time (unlike say, a wizard). Wouldn't really be surprised if a level of adept was considered value added skills for most of the peasantry (how many peasant have a Wis of at least 11 I'll leave up to you).

Level 0 - Mending, Purify Food & Drink, Light.
Level 1 - Cure Light or Endure Elements.

Of course, if you're bright and can't make it as a adept (low Wis), you can always strike a deal with supernatural entity (see the witch class).

Edit - And Sean, I'm not sure Europe in the middle ages is the best model for the amount of medical knowledge in a fantasy society. You could have an Ars Magica type situation - where the various superstitions concerning disease are correct. On the other hand, the use of divination magic, may mean that the healing skill is much more advanced than medicine was during the middle ages. Things looks a bit different if the society has antibiotics, aspirin, and a grasp of sanitation. Hell even detect poison is going to get people to stop drinking out of lead cups pretty quickly.


Isn't there a feat that allows you to shorthand a spell that it only takes one page regardless of level?

I'm surprised that there are no PrCs for spell collectors.


Any chance we could see a 32 page release on this subject (say about the time Reaper ships the bones kickstarter).


A thread on RPG.net about he lack of authenticity of most armors depicted in gaming is really suggesting that we ought to have a table stating that +1 armor must look, mostly, like basic armor and that +5 armor can be chain mail bikinis or other flights of fantasy.


The Elusive Jackalope wrote:
pad300 wrote:
The Elusive Jackalope wrote:


There is an illusion spell that allows all of this. It is called shadow conjuration, and it is a 4th level spell.
No, shadow conjuration wouldn't do that; part of the stuff it creates is actually REAL. You can make your saving throw against a Shadow conjuration of a Grease spell, and still slip and fall on your ass... Only a 20% chance but still.
That is what I am saying. A lot of people seem to want silent image, a 1st level figment, to duplicate the effects of shadow conjuration, a 4th level shadow. The latter lets to duplicate grease, summon monster, and fog cloud, and get the effects you are looking at. The former does not. You are trying to apply the power of a 4th level spell to a 1st level spell.

So in your opinion what is silent Mage good for. I have to say putting illusionry magic marbles on the floor to Crete difficult terrain seems like a perfectly valid application of the spell. Shadow conjuration is for when somebody makes there save and still gets nailed with the spell.


No because the target cannot perceive the illusion behind him. Otherwise, yes.


bdk86 wrote:
AbsolutGrndZer0 wrote:
Hex Stuff

Whether or not they continued to get regular hexes as if still progressing through the Witch Base Class depended on one's reading of the class; that was where a lot of the confusion came from.

AbsolutGrndZer0 wrote:


So, while not having to give up their regular patron spells like before, they DO have to now give up 3 non-ice based major hexes possibly. Not sure the trade-off is balanced (as in giving essentially losing 3 bonus hexes to get more spells), and it's surely not a "BEAST" in comparison IMO as the first poster says...

I'm pretty "meh" on Hoarfrost (if only for the long term effects involved), but Ice Tomb is an excellent control spell akin to Sleep hex for putting troublesome targets (Read: Casters whose Will saves make using Slumber hex on them hard) out of the fight.

Numbing Chill is also amazing for anyone playing a Winter Witch already, given they are going to be loaded with cold spells which will in turn have high DCs (Ice Magic+Likelihood of Elemental Focus Cold). Where the Winter Witch Archetype hex turns any touch spell into a Cold Damage/Cold Descriptor spell, Numbing Chill takes ranged cold spells and makes them just plain mean. Ray of Frost (granted by Winter Witch Arcehtype) can be turned into a 1d3 Cold Damage+1d4 Dex Damage/Staggered spell. As cantrip.

So really, you're just losing flexibility in major hexes and being asked to take one that is less than optimal. Not too shabby a trade off.

Does it se the hex save or the spell save. Also, you could have thrown a quicknd spell with the swift you spent on that hex.


If Paizo does steampunk I want construct mecha.

Book of the planes.
Cults of Golarion
AP about stopping the colonization of Arcadia
Geb
Pathfinder Revised Edition (2016)
AP about building a merchant house (see the old Dark Sun book on this subject)
One AP module that takes place on the negative energy plane
Something based lossely on the Odessey


Wht happens to WBL if I take one crafting feat, my friend takes a different one, and we swap at cost?

Also I get the feeling that crafting time is a balancing factor that is not fully accounted for in this debate.

Craft Arms &Armor seems to have a requirement that the character be at least bonus * 3 level, not simply roll against that as a creation DC. Is this correct? How does this work with specific magic items?


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Stone Familiar. Lets your witch backup spells in a statue.


Can I create a metamagic rod without the metamagic feat in question?

Can I use powers that allow for a reroll (such as the luck domain or fortune hex) on n item creation role?

What about short duration spell such as prayer?

Are there masterwork items that add to item creation rolls?

Crafters fortune with the feat that allows creation through a craft roll?


Hum, I wonder if we might see prestige classes for the other seasons.


Has Dragon's Lair moved in the last couple of months? Last time I was there they were in the storefront where King's Hobbys use to be.


I'd just like to point out that I have seen multiple small gametores have problems with alliance. Most of these problems involved alliance reps in one way or another. Maybe Paizo should mention preorder deadlines at the end of a minis blog sometime around the deadline?


HangarFlying wrote:
Paizo, I think it's time to swing a big stick and make your presence known.

If it's swung I doubt they will do so in public.


Hum looks like online retailers got their orders filled by alliance. I swear that distributors product filling policies have done more to hurt gaming than almost anything else.


I wonder if Lisa and Vic picked up any of the silver masters that were being offered at the higher pledge levels.


Jason Bulmahn wrote:

So, I do not quite have the time to give a wide range of examples, or give a great deal of explanation right now, but I do want to clear a few things up.

Your mythic levels (or tiers, I kinda like that, may bounce that around the pit), are outside your normal progression. The game plays out as normal for the most part, killing monsters, getting stuff, but occasionally, when you meet the right criteria, you might get a new mythic level. Achieving this level is not based on xp, it is based on accomplishing deeds that are tied to your path and other deeds that are decided upon by your GM. Since these can happen at any time, this system can be used to augment lower level characters (even 1st) or can be used as a different sort of capstone advancement once you hit 20th (you might not be worried about xp anymore, only completing deeds for the sake of more mythic levels).

Next up, there are no mythic "points". Instead, each mythic character can draw upon his mythic power a number of times per day equal to his total mythic level plus the modifier from a ability score of his choice. This mythic power is the real engine behind a number of his abilities. All characters can use it to add to a d20 roll after the results have been declared, but each path also grants one ability at 1st level that also draws on it. During play, we have found that the power from this pool is in high demand and every character has to carefully decide how best to use it.

I hope to share more with you folks soon. Stay patient.. there is much more to come.

Jason Bulmahn
Lead Designer
Paizo Publishing

I think you are being too rulesbound. If your bolting on an additional system why not include at will and freefom powers? it sounds like you are basically recreating 1e/2es potions of (super)heroism only with a point based mechanic.


A potted daisy shouldn't work, but a big pot of vines should entangle at least one square.


Do staves scale to the user?


Ratkin + witch, +5 feet to the range of one hex, excellent for cackle.


Way to play non-zero hit dice races. (Minotour, Dragon, Giant, ect).

Mythic 1 should increase stats to a 25 point buy (if not there already).

Some of the benefits of the big six items should be moved to a mythic level based progression. Let mythic 4 give resistance 4. Mythic heros have flavorful magic items, not cloaks of resistance +4.

Let martial classes generate freeform effects based on stats (maybe something like exalteds stunt system).

Have mythic feats enable some kind of limited freeform magic system. See the water singer bard archetype from ARG for an example.

Mythic heroes should get max hit points per level.

Look at how skills interact with mythic levels. Should classes get increased numbers of skill points? Should there be mythic uses to skills? Should these mythic uses be limited to class skills?

Arch casters need to have some of the here is the rarer and more powerful type of magic vibe. You also need to explain why the worlds archmges are averaging wizard 12/ archmage 6 and how the rare wizard 20 caster fits in.

My mystic necromancer needs to command a legion of undead.


That gives us:
Ultimate Campaign
Mythic Adventure
Bestiary/NPC guide in 2013

Are we only getting three hardbacks in 2013 or is book four being pushed into the holiday season?


Can the mythic rules be used to create PCs from non-zero HD races? Would be nice to be ale to play a minotaur, dragon or giant.


Put the non mythic party on fast advancement.


You know taking the black woman off the cover of Knights of Golarion after the mockup cover played a role in the "is Golarion racist" thread over on RPG.net ranks pretty high on my list of unforced PR errors. I would expect that cover change will appear, in the worst possible light, in every edition wars thread from now to the end of time.


Sekret_One wrote:

Raiders of the Fever Seas:

Death of "Sergeant at Arms, Hugo and acting captain of commandeered Famished Mane"

** spoiler omitted **

Can you vital strike on a charge? I thought vital strike was its own action?


Deadmanwalking wrote:
W E Ray wrote:
The only problem I have is that there are far too few. There's a Trait for only a handful of Skills; there should be a Trait for each of the Skills.

You clearly haven't been looking through all the Trait resources.

Check here.

I challenge you to find a Skill there isn't a Trait for on that list. There might be a few...but not many.

Climb


Saint Caleth wrote:
thejeff wrote:
Actually, crime and murder rates have been dropping pretty steadily for the last 20 years or so.
Now why might that be, I wonder?. I know that this research is still a little controversial, but at least it presents something empirically proven to benefit society.

Canada, which did not legal abortion until the 1980s and has generally shorter sentences than the United States (probably still true even with their current government) has seen the same trend in declining crime as the US.


Marthian wrote:

It seems like a pretty good deal. Although, that's just about it for the dip.

first hit dice 1d8
+2 to will saves
can use some divine magic wands or some other thing...

On the other hand, here's something to think about:

  • A level behind for spell progression.
  • Two curses. Only one is going to progress pretty slowly.
  • BAB may be slowed (depends on home rules)
  • If you are focusing on hexes, odds are you are going to need/want a starting intelligence of 20 (22 if you have the Advance Race Guide). Although not really an issue, I'd like to at least use those spells from the Oracle, which would require a 11 Cha.

    Depending on your stats, curses, and possibly home rules, doesn't sound like a bad idea.

  • How are you getting +4 int out of he ARG. The bt I've seen so far I ratkin with the alternative favored class bonus to ger +5 feet/ level on cackle.


    Sean P. Kelley wrote:

    Ok, first. I totally hosed the first adventure.

    I split up a couple crew members, Scourage and a couple stooges. They got bamboozled, saw it coming, but not until too late and didn't want to seem like I was cheating.

    Regardless, most of the party got trapped below deck but finally top deck where they finished off Plugg and pleebs.

    Once pc death.

    ** spoiler omitted **

    Drop a yardarm on the captain and replace him with his brother bent on revenge in subsequent supplements. Seriously, real sailing ships are dangerous places, my biggest worry about this AP is that a player that knows something about sailing will arrange a death from massive damage for the captain.


    Darksol the Painbringer wrote:
    Red-Assassin wrote:

    Toughness > dodge.

    Unless your are going for a feat tree for dodge. Fireballs, falls etc... allot of effects target HP, without AC.

    Toughness isn't better than 1 AC. I can avoid entire melee attacks just because of that 1 AC, and it's saved my skin so many times as a fighter it's ridiculous. I can do less with 3 extra HP, and more with 1 AC. And we've also clarified that Dodge doesn't just add to AC, it adds to CMD as well, so it's got even more versatility than just a few HP.

    On top of this, Dodge is a pre-req for quite a few feats, whereas Toughness is just a general(ly) weakling level feat. The best I can see from Toughness is being used as a Fighter Bonus feat to be replaced later on. It is otherwise much more fitting as a Character Trait than an actual feat due to its very minimal power (and very overrated power, I might say).

    The choice is pretty obvious, and it's similar to assigning stats. I'd much rather have a 16 Dex and 12 Con than a 14 Dex and 14 Con (even as a Wizard), because +1 to AC is a heck of a lot better than an additional HP or 2 per level, especially when that bonus to AC also applies to CMD, and can save me from being tripped or disarmed or whatever.

    Let's just be clear. 3.5 toughness is +3/HP. Pathfinder toughness is +3/ HP +1HP/level after third.


    Given the expressed various amounts of dislike for "boring" loot, would it be possible to get a group f villains who have trait bonuses that only applied to named magical items (to use a bad example, ahold avenger instead of a holy sword +3). This could justify having a lot of named loot in the AP.


    Wolfthulhu wrote:
    Hitdice wrote:

    So this thread is turning into, "It's so sad the way a dozen people were killed, but the media doesn't even know which guns they're talking about!"

    Shifty, BT: the difference between fully automatic and semi automatic, and which of those should actually be called an assault weapon is just about the least important part of what happened.

    Actually, Facts are supposed to be the very heart of journalism. If the can't get the type of firearm correct, which they rarely do, how can you be sure the rest of what they are reporting is accurate?

    Oh for the love of god. The thing looks like a M-16. Witnesses likely told the press the guy had an assault rifle. If the press then reported an assault weapon, something that looks like n assault rifle but is only semi-auto, that would appear to be accurate. For some reason criminals seem to favor assault weapons over hunting rifles, regardless of the hunting rifles being the better semi-automatic weapon.


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    a good book but......

    4/5

    The book was good. It was a different sort of task with the first part. Clearing the name of a hideous creation. An example of what heroes kill during a campaign. Investigation and combat followed by the climax of the trial. Brings in a flavor of the sherlock holmes novels.

    The second part was well-made with the creepy mansion and making their way through to the alchemist. The only problem was the end boss. Had too much going for it. Stacking on the DR on top of everything it had just made it too much for the party to handle. Finding the bondslave trall was the only route and that required a search check of 30. A good adventure slightly soured by a too tightly rail-roaded ending.

    I would have given it 5 stars if not for the ending.


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    Good portrayal

    4/5

    I read it and must say liking the way horror is portrayed. Much of it is of course description by the DM but the added tunes to play while running the game was a very nice touch. Fair amount of combat but not too much. Allowing skill checks to play an important role and awarding xp for it. While this has been done before, it addresses the issue of some players I know who feel DnD is all about combat. "You only gain XP from killing or destroying things." The portrayal of Harrowstone was not dark and scary because of the knowledge of undead around which were trying to kill you. It had a more passive diablo 1 creepiness about it. ALL in all, a good start to the adventure.


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    Too much too fast

    2/5

    The main beef I had was with the alchemist and magus. Alchemists are supposedly primitive scientists/herbalists. In this however, they gain all kinds of bombs and discoveries. Their "alchemical created specialties can be stolen but cannot be used by anyone other than themselves." One heck of a failsafe but complete b+#@@!*s. They gain reistance to poison faster than an assassin. Apply poison as a swift which makes them even better at that than an assassin or ninja. Bombs which do fair amount more than alchemist fire since its 1d6+Int and their Int would be high since its the basis for their abilities. True ressurection at level 16 which is a level earlier than the cleric. Also considering the fact they cast up to level 6 spells but can cast a level 9 spell is laughable. This resurrection potion can also be drunk by them and it functions as a contingency effect since it'll bring them back to life should they perish. Feels like a combination of cleric/wizard assassin but is better than each in certain select areas of the other three classes. There are other factors but these are the main crux of it.

    On to the magus. At first levelhe can enhance his weapon and the bonus goes up with levels. This isn't a problem but the enhancing weapon ability is drawn from some mystical arcane pool which doesn't take up casting a spell when doing this. Later on, more abilities can be created from this pool which also increases as the magus level increases. A desperate attempt to get around the limitations spellcasters have of only so many spells per day. This coupled with the fact they can cast later in medium and heavy armor at no penalty is ludicrous. If it was just in light armor, it would be believable. They also qualify for fighter feats despite having no levels in fighter. What was originally fighter specific now applies to them. There is more but that about spells the main part of it.

    All in all, a book which has introduced classes which gain too much too quickly and tries desperately to tear down the limitations of other classes then mix them all in together. With the alchemist its assassin/wizard/cleric. With the magus its ninja/wizard/fighter.


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    hmmm....

    2/5

    High review results for this book (average 4.7 out of 5) and so much praise. Indeed, the book does bridge certain problems like condensing the skills to give characters more choice to spread skills around. The rage powers for the barbarian class was another nice and welcome addition. Good ideas by the creators.

    However, then there is the problem with certain base classes which get too much too quickly. One example of this was the rogue. Rogue talents every two levels on top of the rogues broad class skill list and skill points per level. Each is as strong as a feat on top of everything else the class gives; evasion,uncanny dodge, improved uncanny dodge, etc.

    The fighter who now gets the knights ability to move normally in medium/heavy armor. Sorcerer bloodlines giving them more oomph. Especially the one about being destined for greatness. Seen a player play one with that bloodline. Very bad choices made in game. Power crazy and got screwed horribly partway through the campaign. The list goes on.

    While it is the impression of more power to the players, this makes classes which are relatively unchanged weaker. Hardly a uniformity of power across classes.

    Npc classes were also surprising. Commoners were d6, experts and aristocrats d8, warriors d10. Seeing that commoners are literally thse who engage in the least combat, the upgraded hit die felt odd. Warriors are pretty much thugs and militia with training but not the specialized training of the fighter. Sure, they don't get the bonus feats but the fact that their hit die was equal with the fighter made little sense.

    Some new feats were equally mind boggling. Cleave which now allowed you to attack an adjacent foe as long as you hit the previous one. Almost strong enough to replace whirlwind attack which actually had a feat tree attached to it.

    Acrobatic steps and nimble moves which let you move through 20 feet of difficult terrain as if it were normal. This felt like it was just grabbing the mantle of the swashbuckler and drunken master since its one of the signature abilities of their class.

    Arcane strike which lets a spellcaster makes his weapon magical as a swift action. No limit on the number of times they can do it per day. Trying to get around the problem of obtaining a magical weapon regardless of whether its through buying or adventuring. Too convenient.

    The most laughable one was master craftsmen which lets you craft magic items in the sense of +1 to +(whatever) magical items. Really? So the blacksmith who has no exposure to or knowledge of the arcane pulls mystical energy from OUT OF NOWHERE and imbues the normal axe with magical power. Huge gap in logic there.

    The list goes on. Too many imbalancing feats. All in all, some nice ideas but think i'll stick with 3.5 primarily for classes, rules and feats.


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    impressive from so many angles

    5/5

    After reading the book I have to say I am very impressed. It details the background of the dwarves and their collectivist culture. Describes their attitudes and how they were raised thus giving rise to their strengths but also glaring weaknesses.

    The history section was filled with so much bloodshed and tragedy with one standing point; even the hardy dwarves have been routed and experienced low points in their racial history.

    The new feats were balanced and the traits were unique, especially the regional ones. All in all a very realistic book almost reminiscent of historical texts on ancient civilisations. A very well thought-out product.


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    The fabled fabulous elves (part one)

    1/5

    I have read a fair amount of pathfinder stuff and I have been impressed by the effort and quality of products. Then I read the book on elves and it was amazing.
    Straight from the beginning, the condescension starts. Elves do not think less of the short-lived races since they’re lifetimes come and go in the blink of an eye and they won’t live long enough to truly master any discipline. Its nothing personal, just bad luck on the part of the other races. Really? What about certain key figures like the wizard king and lich king Nex and Geb. The runelords or Lord Belkzen who united the orcs. Cavalry of Lastwall which managed to route 2000 orcs with 17 cavalry members? None of those were elves, yet all of them were very prominent historical figures in their own way. (I’d like to see 17 elves route 2000 orcs)Stranget thing is, don’t hear any mention of famous elven figures anywhere. Yes, very odd indeed for a race which has “mastered” their disciplines.
    Under brief history, it mentions that humans rapidly multiplied and vile things clawed at the edges of their lands. The elves fought but despite being worth 10 humans for each elf, they clearly could not win. They left before the starstone struck for their beloved original plane of existence. Watching in frustration as their homes were looted by vandals. Duh! If you abandon your home, it doesn’t take a genius to realise you’re turning over whatever is left to whoever passes through. You are so wise and yet didn’t see this coming?
    Furthermore, they just upped and left the forests? Yet they are able to return with no direct repercussions. The god of nature Erastil welcomes them back with open arms for abandoning his beloved gardens and creatures. The fey get along famously with them having being abandoned. Decades pass and they trust the elves again. Really? There are no drawbacks? I’d hate to think the wrath of a god is a few showers in the early morning and afternoon with the next day’s forecast as mildly cloudy. The fey get back to trusting them again so easily? Gaps in logic and consistency here.
    The non-elves wonder why elves are not all master swordsmen or powerful wizards. There it states they measure success differently, wealth and reputation are but distractions to the more important things like honour and seeking enlightenment. Well, that’s all good and dandy but is it not common sense to ensure your wizards can hold their own in combat, your soldiers can stand toe to toe with invaders coming to take your lands? If not, you won’t live to attain enlightenment and honour.
    Elves who interact with “transient” races are already on the outliers of society. Just by that reason alone they are outliers of their society. A learned and wise race which closes itself off from the other races is blinded by its own “wisdom”. Isolationism breeds stagnation, not development not the furthering of disciplines. They can maintain their standards but sooner or later they will be surpassed as everyone who is learning from everyone else.
    The part on where an elf will still be around when the last monument crumbles.
    Highly doubtful there. Dwarves forge item and buildings which last a long time. The Thassilonians had monuments, some of which still stand in golarion and that was 10,000 years ago. An elf doesn’t live to be even 1000 years old. Complete contradiction and bullshit there.
    It states that the most powerful wizards can sense the presence of magical auras without even looking. The only class which can do that is the warlock which can cast detect magic at will. Elves are not magical, they are not nishrus. They frown upon the channelling of innate mystical power like the sorcerer and warlock. Since wizards will know thousands of spells by the time the sorcerer knows dozens. Complete stigmatization of two spell casting disciplines which have their place. You may have variety but they can cast more times per day than you. Variety is pointless if one cannot implement it. Keep in mind this is the decision of a highly intellectual and superiorly wise race.
    Under the description of rangers and wizards, rangers are the frontiersmen
    and all that. Wizards however are highly respected since arcane magic is the pinnacle of study and concentration. That’s fine but you sure you want favour mystical librarians so highly over your own soldiers. Not realising that being a ranger has its place in their society and not below wizards screams ignorance and blind arrogance.
    Elven elders which tend to be wizards and give advice which is highly respected. They speak cryptically and their younger members aren’t sure they’ve gotten the message. Lets think about this. 20,000 orcs storm Kyonin. The younger wizards ask the elders for advice. They say something like:”if it is destined to happen as failure is the mother of success.” Then teleport away goodness knows where. This could be interpreted a number of different ways. What if one of them decided to let the orcs advance a bit more. Let the rangers fight them out. A lot will die but perhaps a weakness in the orcish lines could be found. They’re just rangers after all, not wizards right?
    Then the book speaks of honour as being highly emphasized. Its apparently all about friendship and keeping one’s word. However, when elves get into feuds they don’t desire a one on one duel. This is frowned upon. They instead prefer to take apart the other persons life piece by piece and thoroughly destroy them. So let me get this straight. A show of mutual elven respect and honour through duelling is laughed at as opposed to trickery and slow excruciating pain. Does this not scream sadism on a severe scale? A dodgy rogue would do something like this while a knight would scoff in disgust. What part of that is honourable?
    The elves are supposedly consummate craftsmen. They import raw minerals but look on with disdain when it comes to smelting. That’s all good to get past the mining. However, without smelting there is no crafting. I suppose one could get around this with spells but spells are not permanent. Adding the cost of permanency on an item regardless of whether it is magical would be ridiculous. Not even their own people would buy from them since permanency spells cost thousands of gold pieces.
    From there it moves on to relations. Elves hate orcs and vice-versa. A half-orc holds dim hopes of being close to an elf. If he conducts himself with dignity and honour, he may win grudging respect. Elves do not differentiate them from their full-blooded kin. After a half-orc saves an elf a dozen times from the brink of death, braves the blistering elements of the desert and the blistering cold of the frozen tundra, the best he can hope for is grudging respect? Sorry to say that sounds like pure ungrateful selfishness and arrogance there. “Regardless of what you do I will never truly treat you as an equal” is what it is saying. Furthermore, deliberately not making the differentiation and just lumping them in with their hated foes sounds like simply lazy convenience. To not realise that there are exceptions in every race is an error born through lack of knowing and information. Hardly wise or learned.
    There it goes to religion and it just gets better. It says elves pay homage to any god but most shun evil or corrupt deities. Calistria is the most widely worshipped of elven gods. What? Do the elves know what Calistria stands for? She may not be evil herself but she could swing towards it easily. No solid allegiance on any set beliefs or commitment. Beauty and cold vengeance are all that matter. Vengeance and justice are not always on the same page and the fact that she is widely worshipped contradicts this.

    link to part 2: look to the comments section.