"effectively limitless" is how Planar Adventures described it.
Diamonds are renewable in the real world, you can make them from the extremely common carbon, though the tech is a fair bit beyond what PF normally has.
Well True Creation, Create Armaments and Limited Wish/Wish (which I forgot to list) are supposed to do that turning diamonds into whatever thing. With planar travel, diamonds are infinite in PF: The Plane of Earth is "effectively limitless" and filled with gems (The whole being infinite thing makes one question how they have value, but PF and economics don't mix).
True Creation and Create Armaments can both turn diamonds into anything.
Fabricate, Create Armaments, or Pellet Blast with False Focus can create adamantine (or any material for the first two) from nothing.
Freehold DM wrote:
...monster poop is a valued item now?
Doctor Zoidberg wrote:
I've been making fine jewelry for years, apparently.
Hexblade is a 3.5 class that, being from the same book that gave us the awful Samurai class, is only useful as a dip or prestige class entry. Duskblade is a much later class that did what Hexblade was trying to do but competently. Hexblade is also a 5E Warlock subclass.
Waterdeep is about ~9000 feet east to west and and ~15000 north to south and has water on both south and west (with south being the docks). Absalom is ~27600 w/e and ~23000 n/s, and that's not even counting the areas beyond the walls, and only has water directly to the south. Assuming they're swapped in a way both still have their docks, Absalom would be underwater.
Making it work geographically, you've got to answer how cross planar divine classes work.
The only thing he really does that's unique is his mutation of sorcerers.
One thing they could do with him is have him die of old age, and for many False
Adam Daigle wrote:
A shame. Hopefully they will be included in Legacy of the Lost God or The Dead God's Hand since both look like they'll be focused on him.
Is it noticeable when creature under Alter Self uses Alter Self to change into exactly the same form?
300+GP: Masterwork Weapon
That's 2732, plus the cost of weapon you're making masterwork. Add from the following.
Inner Sea Gods wrote:
[Milani] was a saint serving Aroden for thousands of years
The church [of Iomedae] is known for its many saints, all of them dead mortals granted power and sometimes a new form in the afterlife. In many cases, these saints are the patrons of particular churches or military orders, and may only be known to locals or religious scholars.
[Infernal Dukes are sometimes treated as] honored as saintlike patron beings among Asmodeus’s faithful.
(It's also used to mean "very Good person" and )
This has actually been answered in first edition. Problem is the source is very obscure: The PFS sanctioning document for Iron Gods
Casandalee is a neutral goddess who grants the Artifice, Charm, Knowledge, and Void domains (and the Construct, Love, Memory, and Stars subdomains). All one-handed technological firearms (such as laser pistols and zero pistols) are considered her favored weapon, and a cleric (or other character who would gain proficiency in her favored weapons as a result of worshipping her) can fire a timeworn one-handed technological firearm once per day without expending a charge or triggering a glitch
If you have a Wizard, make them cast Obsidian Flow. The 40 foot diameter circle of obsidian it makes is instantaneous. That's an entire room of the Horn that's covered in sharp, slippery obsidian that needs to be painstakenly de-glassed before it can be used again. If you really want to have fun, give them a Widening Emerald to double that size. 80 feet is enough to get even the large rooms and corridors (Just a quick look shows E9, 3-5, 3-9, 2-16, 2-20, and 1-27 can make use of this) covered.
Non-spoilers from Player's Guide
Hellknight (The Inner Sea World Guide) or Hellknight Signifer (Paths of Prestige): While on the surface this might seem an inappropriate choice for Hell’s Rebels, the development of the rebellion in Kintargo actually does set up opportunities for a Hellknight PC to take part. You should speak to your GM about this option if you wish to play a Hellknight hopeful, as he or she will have advice on what orders would be best to join. In any event, you should avoid focusing your character on the more infernal or diabolic options available for the class.
Order of the Torrent: Kintargo’s own Hellknight order has been strangely quiet since martial law was enacted, and its leader, Lictor Octavio Sabinus, has been missing entirely.
For Norgorber, it's established him and Aroden are enemies.
Norgorber represents the darkest urges of humanity, the murderous, self-destructing impulses that keep the race unable to escape its worst depravities. That the villain managed to coax divinity from the very Starstone that Aroden had raised from the ocean depths made Norgorber—and his debased followers—sworn enemies of Arodenites everywhere.
If he did it, at least (according to Starfinder), he'll get what he deserves, being devoured by Lao Shu Po (and even if he didn't, he's still an evil god that deserves it).
Achaekek seems like a good candidate.
Dead God's Hand Description wrote:
Based on Pathfinder Publisher Erik Mona's multi-year, multi-group office Pathfinder campaign, The Dead God's Hand takes new players and Game Masters on a deadly adventure filled with dungeon exploration, ancient mysteries, and phantasmagoric tests that see them reliving events from the life of Aroden, the dead god of humanity whose murder triggered the beginning of the current age!
(On a side note with Dead God's Hand and the descriptions of the second 2E AP, it looks like we'll learn more about Aroden. Neat.)
Who do you think did it? Why then?
Aroden had a lot of deities who would benefit from his death and many enemies of deity power. Asmodeus gained the most from his death. The Aboleth still have a grudge against Azlant as far as I know. Do they have a deity?
For why then, I think it's just that a god could be literally anywhere, but this time they knew where Aroden would be.
Planar Bond is a straight upgrade, giving extra spells as spontaneous options for no cost. The real big star here is Invoke Realm. Invoke Realm's power is highly variable with plane selection, which is very setting dependent if you aren't using Golarion. Regardless, it's pretty easy to bust.
Note the bolded part in it "Within the radius of the idealist’s channeling, all alignment and magic planar traits are suppressed and replaced with the traits of the plane that matches the idealist’s planar bond. This includes alignment, gravity, and magic traits (see pages 58–63 for information on planar traits.)". It includes those effect, not is limited to them.
This means, depending on your plane, you can render flightless creatures unable to move, give some kind of pseudo flight, make the ground sapient, make objects impervious to everything, create an area of water, make people save or be blinded as well as save or explode if they're at full HP, stop magic, give everyone (including yourself) +2 CL, and everything time trait can do. Remember: the only spell that even slightly fiddles with time, Time Stop, is a 9th level spell for a very good reason, and one could argue that only speeds you up.
Even if Invoke Realm did nothing and just cost Channel Energy, for several planes the extra spells are worth what is normally just a battery of extra healing.
Sword Devil (Ranger)
I posted 3 Oracle archetypes that aren't yet included in the document back on page 22.
Lord Fyre wrote:
I keep seeing this idea thrown around. There's no basis, unless one is referring to material so poorly written it's useless (Shifter).
The most broken stuff in 3.5 and PF is in the core book(s). Wizard, Cleric, Druid and Sorcerer are all core classes. Most of the staple broken spells from Grease to Wish are all core spells. The two handed power attacker everything's damage is compared to? Core. Even past core most of the really good things are variants of core stuff (Burst of Radiance is a really good spell, but it's a variant Glitterdust, Oracle is a variant Sorcerer.).
Franz Lunzer wrote:
As mentioned, it's an unusual but valid use. I would however like to see an adventure where the PCs negotiate with a giant mimic that takes the form of a dungeon.
One of the loading screen tips in Kingmaker states Asmodeus, unlike the other evil gods who worship in cults, is worshiped openly with no mention of this being Cheliax specific. In the Varnhold's Lot DLC, Varn (Neutral Good) has a close companions and ally that is an open worshiper (within his first three lines he says "Asmodeus preserve me" in a conversation with Varn) and the two have worked together for years.
There could be some place where he might be reduced to cults, even outside of those where faith is always illegal or only one deity is allowed, but I don't think it's the majority (at least on the side of the Crown of the World where he's actually worshiped).
Most classes (read: Not Monk, those literally poor fools) have 70-175 GP to spend on starting gear. What do you typically take beyond basic armor (studded leather or scale mail, 25/50 GP), and your main weapon (0-15 GP)? You've got at least 70 GP leftover, so what do you get?
The obvious answers for most campaigns (ones that start urban can skip the bedroll, tent and blanket) are backpack, bedroll, blanket, torches, (half a medium) tent, waterskin and rations. Assuming 5 torches and 5 days of rations that's 19 GP+a few coppers for the torches. I like to add a .5 GP poncho and .4 GP waterproof bag add some weather resistance. Past that I like an extra pair of clothes (~1 GP) and a grooming kit (1 GP, maybe some coppers for more soap) so you don't look like the hobo part of murder hobo. Someone will need the Spark cantrip or flint+steel (.25 GP split).
For any character that isn't a low BAB pure caster, an alchemical silver light mace and dagger at 27 GP. A sling and small pouch of ammo is only .1 GP and adds a ranged option and combined with the Light cantrip it's an effective signal at night. I really like having a bunch of lantern oil (.1 GP each) at low levels. Not necessarily to feed a lantern, but because it's the only effective way to kill swarms. Prerig it for throwing if the GM lets you.
Splitting an 8 GP donkey and 5 GP pack saddle with the party lets you carry 225 pounds of stuff back to sell. Replacing the pack with a cart costs 10 extra GP (5.75 four ways) but can increase capacity to 1125 pounds. That can quickly return its investment if you're facing humanoids, who typically wear armor with very poor gp/weight ratio at low levels that you wouldn't otherwise take. It's slower but still quick against many other foes.
All that is ~53.4 GP. There's still ~20 GP left for goods. A bunch of different colored chalk and sacks of flour have near neglibible cost but help with dungeoneering and invisible foes (plus you can eat the flour if desperate), but past that I'm not sure what to add. Maybe a 12 GP hooded waterproof lantern.
Having had a big temple to Aroden in it, I'd imagine there's a decent number of people in the city with some old dead guy's Arodenite vestments in an attic somewhere that see this as a chance to use it for something, then learning their clever idea was thought of by about a dozen other people. This can tie in with the next book.
Is there a list of all the ways to live forever without the GM handing it to you (i.e., artifacts, mythic)? Undead don't count. Ones I know of
Immortality: Take Wizard all the way to 20 and pick this as your final bonus feat. Easy.
In updating the setting for the Age of Lost Omens World Guide, we looked at scores of sources that fleshed out the vast city, incorporating events, locations, and personalities that grew organically over the last 12 years. Many of these sources were Pathfinder Society Scenarios, and players of the largest Pathfinder campaign in the world will notice a lot of their efforts represented in the current state of the city. Slavery has been abolished
Was the bolded bit in a PFS scenario? If not, where from?