Sorcerer

YlothofMerab's page

Pathfinder Lost Omens, Rulebook Subscriber. Venture-Agent, Illinois—Chicago 143 posts. No reviews. 1 list. No wishlists. 7 Organized Play characters.


RSS

1 to 50 of 143 << first < prev | 1 | 2 | 3 | next > last >>

Pathfinder Lost Omens, Rulebook Subscriber

Considering the devastating effects that the railroad industry has had in the real world, introducing trains to Golarion makes me nervous. But I definitely want to play this adventure.


Pathfinder Lost Omens, Rulebook Subscriber
CastleDour wrote:

The regional, city, and organizations books offer a lot of rulers, leaders of groups, commanders, and other interesting figures.

I know this product line is centered on lore, but how would you feel if they threw in 5 statblocks for the most important characters?

Would you prefer getting other content instead, or would this be interesting?

I'm thinking of servitors and heralds of deities, inner circle of world leaders, top lieutenants of organizations...

Should it only appear in rulebooks and adventures?

I really wish they would, even if it was digital only errata. The people who want to customize them or remake them would do so anyway. It's people like me who want to keep as close to canon as possible who would prefer something official from the source.


Pathfinder Lost Omens, Rulebook Subscriber

I’m a little unclear if you can take archetype feats on levels which aren’t listed. For example, the Bard Class Archetype has 2 Level 8 feats and no Level 10 feats. Could I take a lower level archetype feat instead of a class feat when I reach level 10, or can I not take the archetype feat because there is no option at that level?

Also, if an archetype caps it’s feats at a certain level, say Level 14, does that mean I cannot choose any more of the available feats at Level 16, 18, and/or 20?


Pathfinder Lost Omens, Rulebook Subscriber

Kaer Maga is also a rogue city, so much so that they have their own sneaky slang.

Aspenthar is a fighter city.

You could make an argument for Magnimar being a cleric city, though maybe Absalom is a better fit.


1 person marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber
Ravingdork wrote:

I'm trying to write the character bio for a badlands orc killer for hire and fire sorcerer.

But, um, where are the badlands on Golarion? I'm trying to find a home for the character, but I'm not sure which regions feature that kind of terrain, much less which ones would be most appropriate for an orc fire sorcerer.

The border between Belkzen and the Cinder Plains sounds perfect for this concept.


Pathfinder Lost Omens, Rulebook Subscriber

So cute!


2 people marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber
keftiu wrote:
Perpdepog wrote:
keftiu wrote:
There's also always the chance that Thuvia's city-states fall in upon one another like hungry vultures if, say, their immortality elixir fails...
Is that likely? I always understood that the sun orchid elixir was the product of highly advanced alchemy that sort of bleeds over into arcane magic, and doesn't have anything to do with the divine.
It's produced by a single immortal alchemist who has some kind of potentially-fraying agreement with Pharasma; given that we're about to spend a lot of time focused on both war and immortality, seeing something happen with all that feels quite likely, IMO.

Not to mention that the orchids themselves are getting harder and harder to find in the wild. A few fields get wiped out by some godsrain, and you either have to stop harvesting to let them grow or risk losing the species forever.


1 person marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber
Kelseus wrote:
Claxon wrote:

I'm going to go with a completely different route than I think what anyone else has suggested (unless I missed it).

Gorum, in the midst of this war of the gods is having the time of his existence. This is what he was made for! But something happens, something that makes him realize that fighting, that combat, isn't the answer and shouldn't be what he's doing. And then he unmakes himself because a deity focused on fighting who suddenly realizes that fighting isn't always the answer is a contradiction that simply unmakes his existence.

I think someone or something killing him in combat is honestly way too boring and expected a death for a god of war.

I really like this idea. Kind of like a Obi-Wan on the Death Star kind of situation. he chooses to allow himself to be killed for a greater purpose.

That might also explain the Godsrain phenomenon, by sublimating his essence into the material plane, he is empowering others to be able to fight on.


1 person marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber
Kavlor wrote:
The main thing I'm interested in is what kind of Lost Omens material we'll get. A guide to the Outer Sphere? This is my easiest guess so far, but I would be glad to hear other options.

I would love to see more notes from Tabris. What I am doing in my homebrew (they're not on the forums) is that, now that prophecy is broken, Tabris suddenly has what he hasn't felt for millennia: hope. This reality will end, he's sure of that, but who will be the Survivor is up for grabs - and he's determined that it will be him.

Anyhow, a guide to the outer planes written by Tabris would be incredible.


6 people marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber

Arazni becoming a god is very recent, when were these prophecies supposedly written?


4 people marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber

What beautiful parity that the Pathfinder 2e playtest and the Starfinder 2e playtest concern the same cosmos shattering event! That is an awesome choice.


1 person marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber
The Raven Black wrote:

Awesome.

Something of an OGL Blue Dragon feel but with weird aspects I like.

New is good.

I'm using the multiple blue dragons that live in Thuvia as some big bads in my current game, so I'm glad we have a new version to utilize.


Pathfinder Lost Omens, Rulebook Subscriber
Yakman wrote:
vyshan wrote:
keftiu wrote:

I worry that Urgathoa beefing it leaves Team Bad Guy a little empty in the Core 20. Asmodeus, Lamashtu, Norgorber, Zon-Kuthon, and an imprisoned Rovagug is kind of a thin rogue's gallery.

Losing a more 'heroic' deity feels more interesting.

I wonder if Rovagug would drop out of the 20 core gods. Not that he isn't a big deal in the setting he is, but he isn't really one that players should be worshiping and one that basically is outlawed for good reason everywhere. I could make a follower of Nogober, Urgathoa, Zon-Kuthon, Asmodeus, or even Lamashtu that could be played and part of a group. Might be tricky and difficult to work, but it is possible. Rovagug on the other hand I don't think can really be done.

and to me the core 20 should be deities that the players look at having as patrons.

if you are playing in an evil campaign, Rovagug sure sounds pretty awesome as a choice of deity.

He's also literally 'central' to the Golarion setting, being that Rovagug is trapped in the core of the planet.

I've always seen Rovagug being trapped in Golarion as the reason why it is so central in the cosmos. Why we have so many deities. Why the CARE about this planet and interact with it. Rovagug has the power to destroy the material plane and who knows what else. Anchoring him on Golarion elevates it to supreme importance, but that's the only reason it matters, galactically.


1 person marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber

I think that the reason Pharasmin priests may be split in the lore is that so many dhampir give into their nature and become full fledged vampires, so why not destoy them when they are arguably less powerful? And the other group would say 1) They're living beings with free will and that's a genocidal attitude to take, and 2) Some of the best and most effective hunter of the undead, not to mention the most devout Pharasmins, are dhampir themselves.

Also, dhampir in 2e are considered a versatile heritage. I'm a full throated advocate for removing the term "race" from games unless it is socially relevant. Paizo no longer uses it so I think it's important to leave in the past.


Pathfinder Lost Omens, Rulebook Subscriber

Sounds fun!


1 person marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber

I tend to think of Irrisen like western Russian and Iobaria like Siberia.


1 person marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber

Lamashtu is a great evil deity because she's a mother, and a lot of her behavior can all be traced back to a mother's love. Once of the most compassionate and relatable impulses on earth.


Pathfinder Lost Omens, Rulebook Subscriber
Captain Morgan wrote:
JiCi wrote:

I'm surprised that the Inventor and Gunslinger weren't changed from Uncommon to Common by now.

If Golarion is entering an industrial revolution storywise, so be it, and those classes should be more common.".

Where was this stated? Golarion has always tended to keep its genres firmly divided by geography.

A lot of content recently has been discussing the proliferation of technology. The Enmity Cycle discussed how clockwork technology is becoming more prominent in Thuvia, Lamasara and Duwwor especially. Stasian coils have migrated from Irrisen to Ustalav. A Pathfinder Society adventure series involved transporting a beast gun from Arcadia. I agree that each area is designed to have its own flavor, but I think they've been making an effort to equalize some of the technology in the world, to push the setting forwards in time a little bit.


1 person marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber

Recently I've decided to take the Pathfinder Society approach. Every 3 storylines/modules, we're going to level up. I know that the 2e system has made awarding and tracking XP very easy, but I use a blend of published modules and my own content, so for me it's easier to view things in this way, that way I don't have to worry if I add social encounters, skip challenges, adjust difficulty, etc.


Pathfinder Lost Omens, Rulebook Subscriber
Set wrote:


But it's just idle fancy on my part, like the notion that Desna (Ia! Ia!) is a many limbed insectile Great Old One / Elder God that predates humanity (and only in recent aeons has taken on a 'pretty' form, for our comfort) and is the only one of her kind who has any fondness for mortals as anything other than an appetizer.

I also think the Desna's true form is eldritch in nature. I do think she was created in this universe from the seal, and isn't necessarily related to the Elder Gods even if they look like kin. Something about the vast, unknowable primordial nature of the current reality she set off to explore molded her form. It was only when coming back to structure and reason when she realized that she was monstrous.


1 person marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber
Set wrote:
Karneios wrote:
The theory for my group has been that norgorber has been four separate people either the whole time or at least when they were mortal, I wonder if this coming out and then causing a split into four distinct deities for the different aspects (and this knocking them into not strong enough to be core 20) would count as the death of a god

I do seriously find it amusing if Norgorber was the first full on *group of adventurers* that took on the Test of the Starstone like it was just another dungeon.

This is the reality for my game as well, they were 4 halflings from the Taldan empire, all different kinds of rogues, who came together to form a crew, or were brought together by a fixer. "Norgorber" was their code word/password. Maybe they were sent into the cathedral to steal the Starstone, maybe they wanted to take the trial, I've always held off solidifying that until I have players to solve the mystery.


Pathfinder Lost Omens, Rulebook Subscriber

I had been hoping the Asmodeus would be usurped in this scenario, and I love the idea of Xanderghul becoming his replacement!


Pathfinder Lost Omens, Rulebook Subscriber
Michael Sayre wrote:
fujisempai wrote:
another thing that is will be interesting to see. how will we players be involved?
Some number of you will be almost directly responsible for stuff hitting the fan, courtesy of the Narrative team's contributions to this event. Some of you already have been involved in the opening skirmishes of this event and may not have realized it, yet.

Oh my. Would this be in Pathfinder Society or the APs? Both perhaps??


2 people marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber

I am still advocating for either a rulebook or a Lost Omens books for Pathfinder that establishes the status quo as far as Distant Worlds are concerned. We need a World(s) Guide, especially for new people coming into the setting from 1e, Starfinder, Spelljammer, etc. Also the revelation of the Azlanti Star Empire could have huge backward ramifications for the Lost Omens world.


1 person marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber
Archpaladin Zousha wrote:
Given Zon-Kuthon was one of Starfinder's big 20, I could see his last shred of his former self shining through to save his sister from a death worse than fate.

Oh wow, yeah that story should definitely be told within Starfinder, and it would be beautiful and heartbreaking to see!

Archpaladin Zousha wrote:
I'm more worried about Sarenrae being the one who takes the hit, given that "preview" we get at the end of Stolen Fate where the PC's "watch the Sun die."

I know, that would be devastating. And honestly, if that was the decision, I don't know if I could support it. Any story told the right way can be believed, but stomached is a whole other matter.


Pathfinder Lost Omens, Rulebook Subscriber
Claxon wrote:
I mean, so far saying Starfinder and Pathfinder shared a rule set is being very very generous.

Claxon, my friend, join the future with us!

https://paizo.com/starfinderplaytest


Pathfinder Lost Omens, Rulebook Subscriber

After listening to the amazing Paizo keynote for GenCon2023, it has been confirmed that we are going to see the death of one of our core deities in real time. So, of course, I cannot help but speculate!

The existence of core deities in Starfinder gives them what I would consider to be plot armor, but given the announcement of Starfinder 2e coming in 2025, it is entirely possible that Paizo could pull a retcon.

The current core 20 that are shared in both games are:
-Sarenrae
-Iomedae
-Desna
-Abadar
-Pharasma
-Zon-Kuthon
-Cayden Cailean
-Calistria
-Asmodeus
-Lamashtu

Which is a lot but not all. We also know that Torag is gone, but that implies that he left voluntarily, rather than being killed. Also Rovagug is MIA since Golarion, its prison, has disappeared. So who are left?
-Erastil
-Shelyn
-Iori
-Gozreh
-Nethys
-Gorum
-Norgorber
-Urgathoa

To me, Shelyn has a compelling arc. We know that she is close to purifying the glaive in the Lost Omens setting, and in the Starfinder universe she is "travelling" but that could be easily retconned out. How tragic would it be to come so close to redeeming her beloved brother only to be struck down in the end?

I would personally love to see an arch where Norgorber is exposed and dismantled. Perhaps his 4 forms are exposed 1 by 1, until there is nothing left of him but an empty black cloak.

Nethys would be fascinating, and if paired with a Golden Road themed adventure would be amazing. For millenia, Nethys has balanced his impulses for creation and destruction, what if both forces are unleashed and end up with his non-existence?

Urgathoa, as the queen of undeath, who won her power through sheer force of will and refusal to bend, what an end to such a villain to be forced to embrace oblivion in the end?

Who is your pick? What arch do you want to see play out at your table?


2 people marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber

I feel like Golarion has a much lower population for 2 reasons:

1) The more people there are, the more towns there are. The more towns need names, and histories, and lore, and there is only so much creative muscle to make this happen.
2) It is almost impossible to live on the fringes of society because of all the...you know...monsters. That probably curbs the population down a bit.


1 person marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber
keftiu wrote:
I’m saying that Rahadoum needs a Casablanca.

I think that this is a great notion. I was thinking also like Hong Kong. We have multiple historical precedents for this kind of city, and I think it would be a great addition to the world lore.


2 people marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber

Thanks for everything you do, team! And thanks for bringing back Paizo Live!


Pathfinder Lost Omens, Rulebook Subscriber

My order just shipped, I cannot wait to get my hands on this one!


Pathfinder Lost Omens, Rulebook Subscriber

I've thrown my vote in for a Distant Worlds supplement as well. It makes a lot of sense, especially now that Golarion World is being brought into Starfinder. As more and more groups get high level, you need higher level material for them to utilize. That means the other planes, other planets, and the darklands are going to need to be added to the game world. Which I think gets less niche each year that goes by. Certainly more plausible after the year of Tian Xia is over.

Honestly, with how big the Pathfinder world is, I understand not wanting to add in so much at once, but I wonder if more niche content like this is better suited to be distributed by Pathfinder Infinite or DriveThruRPG proper with PDF only or print on demand supplements, rather than a full print run.


1 person marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber

Houses have traditionally always been small. Even up to the last hundred years, it was rare to see a house bigger than 2 bedrooms, and those bedrooms were small. Usually only one bathroom as well. Multi-story houses were usually reserved for those with servants, or farmhands employed around the farm.

I don't think there is currently anything official, but if it were me, I would say:

Poor home = probably 1 large room with a hearth. Maybe something hung from the ceiling to separate the children's sleeping area, if it's a multi-generational home
Comfortable home = 1 large room for the common areas (kitchen, eating, reading) and 1-2 separate bedrooms. Usually 1 for adults and 1 for kids.
Quality home = Many rooms. This would have a dining area separated from the kitchens, and a nice sitting/entertaining room. This home would probably have servant's quarters either on a higher floor. Would certainly have separate bedroom for the owners of the house, and enough bedrooms to separate girl and boy children.
Fine home = Reserved for the rich. This kind of home would be made for entertaining. Kitchens separated either in the basement or in a separate building, a nice drawing room, maybe a library. Bedrooms on the second floor and servants quarters on the third. This kind of home might have a nursery and/or a separate staircase for the servants. The house itself is probably more function than form, but well decorated.
Luxury home = This is what we would consider a historically fancy house. The kind of houses built by the ruling class to flaunt their wealth. This kind of house may be set up similarly to a fine home, but with carved railings, sculpted columns, and other architectural details that are highly adorned.

I know that you're looking for something for official than a GM ruling, but I feel that this has a lot of historical grounding.


7 people marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber

Are Pac-Man and Ms. Pac-Man actually Novians?


3 people marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber
Perpdepog wrote:
While it's not a full look at the region, The Enmity Cycle will at least give us a look at Thuvia; that's pretty exciting.

I’ve already been planting the seeds for this, my players will be level 4 when this comes out. I couldn’t believe when they announced it, like it was perfect for my group, both in setting and in theme.


4 people marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber

I love the idea of a Sarenite monastery in the desert, maybe as a base for some Dawnflower anchorites who patrol the desert.

I have a sandbox game going based in Merab, and I did have the players encounter the Desert's Howl briefly. They were appropriately freaked out. There is so much going on in that Thuvian desert, and you can't tell from the Inner Sea map just how big it is, but it is ENORMOUS.


4 people marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber

This demonstrates the full weight of Cheliax's might. Sometimes they seem like just one nation among many, and then you get reminded that they have a hotline to Hell.


Pathfinder Lost Omens, Rulebook Subscriber
Cordell Kintner wrote:

You would likely do a skill check vs any nearby creature's Perception DC. Just make it a skill challenge, allowing any of the skills mentioned above, and set the DC to whatever the highest DC in the area would be. Let them assist each other with creative solutions, like if party member 1 makes a distraction you can give party member 2 a circumstance bonus to slip the poison into the drink. I would also give circumstance bonuses if they were Disguised as a servant or something, as no one really pays attention to them.

Don't make it too difficult, and reward their creativity.

Great solution, thank you!


Pathfinder Lost Omens, Rulebook Subscriber

I've having a really hard time figuring out how to potentially adjudicate this. If a PC or NPC is around other people, and wants to add poison somehow to a food or drink item, how would that play out? This only skill action I can identify as being close is Thievery - Palm an Object. This is closest in spirit to "Sleight of Hand." This is the skill I would most closely associate with that a person covertly poisoning something would be using. You hands move too fast and obfuscate what they are trying to do well enough that most people wouldn't notice anything strange is happening. Essentially, close up magic.

Is there a rule I am missing, or is this it?


Pathfinder Lost Omens, Rulebook Subscriber

Brevoy gives me 18th century Russian vibes, honestly.


Pathfinder Lost Omens, Rulebook Subscriber

Y'all are talking like we didn't see a full 3 characters ascend to godhood over the course of the previous APs. They can do anything they want during the course of the metaplot, but only hardcode it for the next edition.

But to the OP, even if there is an AP that sees Ragathiel become a Prince of Hell or whatever, the APs are all in a state of limbo until things are hardcoded, so you don't have to change your Dhampir even if they do something huge like this.


1 person marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber
keftiu wrote:
Question for folks with more 1e savvy than me - are Rahadoum and Thuvia's alchemists ever portrayed on the "mad scientist" end of the spectrum? Alchemy's not a theme I ever got much excited for, but that changes with Fleshwarps in the mix.

The prestige class was focused on primarily healing. They could learn mummification and how to capture elementals, so you could definitely create a mad scientist who has gone too far.

https://aonprd.com/PrestigeClassesDisplay.aspx?ItemName=Thuvian%20Alchemist


1 person marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber

Now that the player's guide is out, we know for certain how the gatewalker incident happens. Which makes me wonder...how is Kyonin affected??? I know that this isn't the focus of the AP itself, but if this is a planet-wide event, there's going to be a lot of fallout. How will the Kyonin elves investigate this issue?


2 people marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber

For a while I didn't want to acknowledge New Thassilon into my game world, I felt like it added too many complications, but I've largely let that go now and the setting is pretty much 1:1.


5 people marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber
Morhek wrote:
Discussions in another thread reminded me of the issue of citizenship.

I'm running a game in Merab based on all the established lore, and have been coming up with a lot of this myself. Here's how I've been resolving it:

Only a section of the population is considered the citizens of Merab. They enjoy the benefits of the proceeds from the auction, and there is a lot of infrastructure to support citizens. Schooling is free, housing is largely subsidized, and the Temple of the Redeeming Sun provides healing services to citizens as well. Married couples get a nice bonus when they marry and for each child. Citizens get to vote, organized into Wards. Most are free to pursue their artistic endeavors, socialize, etc. There's still a class strata of sorts, but even "lower class" people are taken care of and they feel a sense of duty to contribute to keep the city going.

The next level of the populace is the Ramli (name is my invention). These are the people who aren't fully nomadic but don't live within the city walls. They work the farmlands along the cost between Merab and Aspenthar, in the mines, or work to guard the frontier. They don't have all the same rights as citizens but are extended the protection of the city in case of attack and can rely on them for certain resources in exchange for their work and commerce.

Next class is the desert nomads, other nationalities, and the refugees. This class works as a servant class to the citizens, involved with black and gray markets, or have the means to support themselves abroad. They have no voting power and they do not receive the kind of subsidies which citizens do. Merab is a different experience for them, and they have build communities within the city to care for themselves. There's also a growing community of refugees outside the city in the marshes that the local populace is growing increasingly agitated about.


3 people marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber

Oh yeah, level 5-15 or even level 3-13 would be super fun! PC characters coming in with a couple levels under their belt allow for a storyline of "You were the big fish in a small pond, but now you're thrown into the ocean." It's a different feeling than "You're at the bottom of the food chain and you're brushing up again this huge mystery."


Pathfinder Lost Omens, Rulebook Subscriber

Ive seen a lot of people predict that the upcoming Rage of Elements is setting us up for a Tian Xia based adventure, which would be great, of course. My heart belongs to Golden Road, but I don't think that's on the horizon as soon. We haven't had an AP yet in 2e to really take us beyond the Inner Sea. Gatewalkers is brushing the fringes in the North, and Stolen Fate has the potential to go literally anywhere.


Pathfinder Lost Omens, Rulebook Subscriber

All knowledge of every mortal is stored with the Akashic Record (https://pathfinderwiki.com/wiki/Akashic_Record) so theoretically it wouldn't matter how long a person is dead and if their quintessence is absorbed, because their experiences are contained in the record, ready to be recalled and reconstituted into the individual. That's how I interpret it, anyway. Like the library of human brains in Westworld.


1 person marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber

The Mushfens immediately stuck out to me.

https://pathfinderwiki.com/wiki/Mushfens

You can also make a compelling argument for the Lake of Mists and Veils, too:

https://pathfinderwiki.com/wiki/Lake_of_Mists_and_Veils

River Kingdoms also fits the bill, and there's regions that are deliberately undeveloped by Paizo specifically for players to create backstory for.


1 person marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber

The way I handle it, there's a lot of pamphlets, newspapers, broad sheets, etc floating around but not a lot of books. I do have a series of semi-mysterious romance novels that don't have names or a listed author, so fans of the books refer to them by the art on their covers, another kind of rarity for books of this time period.

In terms of cost, if a blank formula book is 1 gp, you can assume that 1 gp is the retail cost of binding a book. What's interesting, however, is that the basic crafter's book, which is full of formulae, is only 1 sp. I don't know if that's an oversight or not, honestly. I don't know how to justify it from a real-word standpoint.

Pivoting to the Travel Guide, it's written by in-universe authors who do a lot of other writing, both fiction and non-fiction, so I think it's safe to say that yes, Golarion has the equivalent of dime store novels and they're probably priced between 1 sp and 20 gp depending on the quantity of the print run, the quality of the book components, and the skill of the writer crafting the story.

Full Name

Raell

Race

Tiefling (Rakshasa-spawn)

Classes/Levels

Swashbuckler (dashing thief) 5

Gender

Male

Size

Medium

Age

28 (born 7 of Lamashan)

Alignment

CN

Deity

Calistria

Location

Egorian

Languages

Common, Halfling, Infernal

Occupation

Tailor

Strength 11
Dexterity 18
Constitution 12
Intelligence 13
Wisdom 12
Charisma 16

About Raell

Raell
Male Tiefling (Rakshasa-spawn) swashbuckler (dashing thief) 5
Favored Class: Swashbuckler
Favored Class Bonus: +1 Skill Rank per level
CN Medium outsider (native)
Init +7 (+5 without panache; Senses darkvision 60 ft.; Perception +7

Background:

Raell was born into the lap of one of Egorian's noble families, the first-born son. He grew up happy and healthy until the eve of his 7th birthday, when he fell ill. His parents watched as their darling boy lost his hair...as his teeth reshaped...and his hands and feet twisted into bestial aspects. They contacted Asmodean priests discreetly to examine the boy, who determined that he was manifesting fiendish blood; uncommon, they noted, but irreversible once the process had begun. His mother raged, ashamed of the scandal that would surely be wrought. Raell's father spirited away that night, leaving the boy alone with his wrathful mother. It was the beginning of the worst years of Raell's life.
He was confined to the servant's quarters, to keep him out of sight. She remarried, swiftly producing more children who had no idea that their oldest brother languished in servitude. Exploiting his talent for working with fabric, she had him become the family's personal tailor. The cruel woman only permitted him to enter the house on rare occasions, to show him what he had forsaken in being born a fiendish bastard. This state continued until his 16th birthday, when she was finally able to sign the papers that stripped him of his born name and privileges of blood. And then he was simply discarded, drugged unconscious and dumped in an alleyway halfway across Egorian. It might have been the end...but for a street urchin with obsidian eyes.
The tiefling man, Pepprik, took Raell into his family's shop. Listening as he explained his story, he offered to let the disgraced noble stay as long as he could help keep the business afloat. Raell was grateful indeed, and the shop soon began to offer simple garments and tailoring services. But the small shop was only a front; by night, Pepprik led Raell along on audacious heists against the city's wealthier inhabitants, training him into a fair thief. Raell took a strange pleasure in this, seeing it as merely reclaiming his birthright. And so Pepprik inducted him into the faith of Calistria. Raell, determined to prove himself to his partner, decided to target those who had truly stolen from him. The heist went off almost without a hitch, with his mother's mansion relying simply on walls and guards to keep out intruders. They entered her quarters and selected the choicest valuables, and just as they were ready to leave, she entered the room. The stunned woman heard Raell say only one thing..."Hello, Mother." And as she turned to scream for guards, the pair fled.
And for one glorious night Raell basked in his victory...
He was coming down the stairs when he heard Pepprik open the shop's front door, and then heard the person on the other side announce themselves as being members of the Egorian dottari. Pepprik managed to deflect their attention, but he knew that things had gotten dangerous. Raell heard of a mercenary company that was starting in the border town of Tadloton, and decided that it would be beneficial to flee in order to let the heat die down.

Skills:

Appraise +6, Acrobatics +12, Bluff +11, Craft (clothes) +8, Diplomacy +10, Disable Device +9, Escape Artist +10, Intimidate +8, Knowldedge (local) +7, Perception +7, Sense Motive +7, Sleight of Hand +12

Gear:

Combat Gear 2 potions of cure light wounds, elixir of hiding, 4 smoke pellets[/i]; Other Gear +1 rapier, +1 mithral shirt, +1 buckler, 3 daggers, handy haversack, belt of tumbling, cloak of resistance +1, waterskin, 1,118 gp
Carrying Capacity
Light Load: 38 lbs or less; Medium Load: 39-76 lbs.; Heavy Load: 77-115 lbs.
Encumbrance 31 lbs.

Offense:

Speed 30 ft. (+10 ft. when charging, running, or withdrawing)
Melee +1 rapier +11 (1d6+2 +5 precision/16-20) +1 damage during surprise round if able to act
Ranged dagger +9 (1d4/19-20) +1 damage during surprise round if able to act
Spell-Like Abilities (CL 5th; concentration +8)
1/day-detect thoughts

Defense:

AC 22, touch 15, flat-footed 15 (+5 armor, +4 Dex, +1 dodge, +2 shield)
hp 35 (5d10+5)
Fort +2, Ref +8, Will +2
Resist cold 5, electricity 5, fire 5

Special Abilities:

Charmed Life (Ex) At 2nd level, the swashbuckler gains a knack for getting out of trouble. Three times per day as an immediate action before attempting a saving throw, she can add her Charisma modifier to the result of the save. She must choose to do this before the roll is made. At 6th level and every 4 levels thereafter, the number of times she can do this per day increases by one (to a maximum of 7 times per day at 18th level).

Dazing Charm Deed (Ex) A dashing thief takes foes aback with her forwardness, shocking them into submission long enough to rush past or stage a getaway. At 3rd level, as a free action when she successfully feints against a foe, she can spend 1 panache point to pull the enemy into a quick kiss (or similar gesture). The target is dazed for 1 round unless it succeeds at a Will save (DC = 10 + half the dashing thief ’s class level + her Charisma modifier). A creature dazed this way is immune to that dashing thief ’s dazing charm deed for 24 hours. Whether or not a creature could potentially be affected by a dazing charm deed is ultimately subject to GM adjudication. As a general rule, however, it works on creatures of the dashing thief ’s creature type, or on those of a different type but who share significant thematic similarities (for example, a human dashing thief could use her dazing charm deed on any humanoid, but also potentially on creatures as diverse as dryads, tieflings, or even centaurs or sphinxes).

This ability replaces the menacing swordplay deed.

Derring-Do Deed (Ex) At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Disable Device, Escape Artist, Sleight of Hand, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

Dodging Panache Deed (Ex) At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modif ier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

Kip-Up Deed (Ex) At 3rd level, while the swashbuckler has at least 1 panache point, she can kip-up from prone as a move action without provoking an attack of opportunity. She can kip-up as a swift action instead by spending 1 panache point.

Opportune Parry & Riposte Deed (Ex) At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.

Precise Strike Deed (Ex) At 3rd level, while she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not natural weapon attacks), adding her swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler. She can even use this ability with thrown light or onehanded piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn’t multiplied on a critical hit.

As a swift action, a swashbuckler can spend 1 panache point to double her precise strike’s damage bonus on the next attack. This benefit must be used before the end of her turn, or it is lost. This deed’s cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).

Swashbuckler's Finesse (Ex) At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.

Swashbuckler's Initiative Deed At 3rd level, while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and she has any single light or one-handed piercing melee weapon that isn’t hidden, she can draw that weapon as part of the initiative check.

Thief's Confidence (Ex) More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways.

Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache.

A dashing thief ’s panache is fueled by bold acts of thievery. Whenever a dashing thief uses the stealAPG combat maneuver to steal an object worth at least 100 gp × her class level from an opponent, she regains 1 panache point. She cannot regain panache in this way from a given opponent more than once per day.

This ability alters panache and replaces the swashbuckler’s ability to regain panache from a killing blow.

Description:

Raell stands 5' 4" tall and has a lanky build. He possesses dull green skin, with a prominent chin and craggy brows. He has no hair, being naturally bald, and darker green scales grow on his torso, shoulders, and arms. Both his fingers and toes feature thicker, darker green nails. His eyes are acid yellow with slit-shaped pupils, which dilate when he focuses intensely; additionally he lacks eyelids, instead possessing thin translucent nictitating membranes. His mouth features thick lips, many conical teeth, and a pointed green tongue.
Raell wears fine-spun clothes by day, usually in shades of black or yellow. When performing thievery, he wears the items listed in his stat block.

Personality:

Raell is a cynical sort, angered by his being removed from the luxury he feels entitled to; he sees theft as merely reclaiming things that he should already have. It is both a thrill and a gift, in his opinion. Having reflected at length on his circumstances, he blames his mother primarily, but also blames the culture of Cheliax's nobles that would disregard his human blood merely because of his fiendish aspect. He especially focuses on the advantages granted to him by his nature, and finds it hypocritical that he should be disadvantaged for being better. He holds somewhat of a superiority complex against non-tieflings as a result, though he recognizes competence when he sees it. He will cooperate with others when necessary, and appreciates a chance to use his skills. Raell has a genuine talent for sewing and enjoys doing it; he will look for any opportunity to exercise his skills in this regard. Educated on fashion, he would love to wear finery and is irritated that he must wear common clothes out of practicality. His vanity also comes across in his fighting style; subtlety irks Raell, and he takes any excuse to reveal his true prowess.