Don't be, I'm pretty sure this was exactly the intention with this product.
You're entitled to your opinion, but I think making Demons "potentially good" is kinda missing the point. My interpretation is that whenever Fiends turn Good, they just stop being Fiends, and transform into a Celestial. Just like conversely, fallen Celestials become Fiends.
Now, as for my personal preferences, I keep Orcs as an independent culture that's primarily Evil-ish, mostly because they incarnate some of the ugliest traits of "Proud Warrior Race" cultures: eugenic selection of the weak and difformed, an oppressive caste system, institutionalized slavery, and so on. But the Evil isn't Genetic, it's Cultural. Orcs are perfectly capable of choosing between Good and Evil, they just have a skewed perception due to their upbringing. They wouldn't necessarily be Evil, but they'd be very warrior-focused.
Same with Drow, but that's mostly because I really like the "Black Leather S&M Spider-Worshippers" stereotypes. But my opinion on that is that they're essentially under the influence of dark occult powers, so they're as much victims as enablers of this Corruption.
And I just want to unify the Goblinoid races under one "Goblin" umbrella, and basically make them Golarion's equivalent to the Darkspawn. Creations of Rovagug, they exist solely for the purpose of killing and destroying anything that's not a Goblinoid.
In short, I keep Drow the same, make the Orcs into Warcraft style Orcs, and the Goblins into Tolkien-style Orcs.
Okay, it's an idea I didn't like in 2nd edition, and really didn't like seeing it getting brought back in Pathfinder; the name "Antipaladin" for the moral opposite of the Paladin.
I like the concept of the "Evil Counterpart" to the Paladin, I just think Antipaladin is a dumb name. I just can't help but remember that Nodwick comic where the Paladin and Antipaladin collided and exploded.
Especially since there are such much better options for names. Black Knights, Dark Knights, Blackguards, Fallen Paladins, Oathbreakers, or even just Dark Paladins.
Frankly, ANYTHING sounds better to me then Antipaladin. Am I the only one who thinks that way, or am I just weird?
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Basically, Eric, it's a weapon with 50 or so charges at creation, that anyone with the Exotic Weapon Proficiency Spellstaff can use to fire bolts that deal 1d8 against the target's full AC, rather then a touch attack.
Amazingly useful. Just got it, and I'm making it standard issue for spellcasters in my next game. No more crossbow-wielding wizards for me!
Okay, kind of thinking that the Machinesmith 3rd party class would be a very effective addition to the lands of Numeria, perhaps developing there as a result of the Technic League. The class already has all the skills necessary, and you could easily add the spells from the Technology Guide to the Machinesmith spell list without unbalancing he class.
And Machinesmiths would make for natural members of the Technic League, or could be "wild" techno-mages acting independently of the League's Technomancers.
What do you guys think?
The way I envision Preparation spellcasters, it's not that they "forget" their spells. It's that the spells are actually things that exist independently of the spellcaster. Each spell is actually a metaphysical "construct" of arcane or divine energies that the Preparation spellcaster "builds" during their prep period, upon which they remain with them in a state of quantum semi-existence.
When a Wizard or Cleric casts a spell, they actually trigger the spell construct, causing it to expend itself as it produces the desired effect.
The thaumatological calculations required to construct a spell are so complex, however, that it is next to impossible for most people to memorize them entirely. Thus, Wizards keep their spellbooks around for reference, while Divine spellcasters rely on their divine patrons to do the "heavy lifting" in that respect.
A spontaneous spellcaster, meanwhile, instinctively learns how to manipulate arcane energies to construct spell effects on the fly, but at the cost of reduced versatility due to not actually studying the basic principles of Magic.
And I fail to see how the standard Wizard is "Disorganized and Unscientific". As I've pointed out, if you view Wizard Spellcasting as "creating a spell construct based on established equations and schematics", then the Wizard comes off much more like a magical engineer.
It's not like "Sci-fi Ship Crashed in Medieval World" is a new concept for Fantasy RPGs. In fact, it has a rather nice pedigree.
Greyhawk was a Fantasy Kitchen Sink setting, as was Forgotten Realms afterwards, as well as Planescape.
Pathfinder's Golarion is just following in the footsteps of its forefather settings.
For members of Paladin orders dedicated to healing and medecine:
I swear by Apollo, the healer, Asclepius, Hygieia, and Panacea, and I take to witness all the gods, all the goddesses, to keep according to my ability and my judgment, the following Oath and agreement:
To consider dear to me, as my parents, him who taught me this art; to live in common with him and, if necessary, to share my goods with him; To look upon his children as my own brothers, to teach them this art; and that by my teaching, I will impart a knowledge of this art to my own sons, and to my teacher's sons, and to disciples bound by an indenture and oath according to the medical laws, and no others.
I will prescribe regimens for the good of my patients according to my ability and my judgment and never do harm to anyone.
I will give no deadly medicine to any one if asked, nor suggest any such counsel; and similarly I will not give a woman a pessary to cause an abortion.
But I will preserve the purity of my life and my arts.
I will not cut for stone, even for patients in whom the disease is manifest; I will leave this operation to be performed by practitioners, specialists in this art.
In every house where I come I will enter only for the good of my patients, keeping myself far from all intentional ill-doing and all seduction and especially from the pleasures of love with women or men, be they free or slaves.
All that may come to my knowledge in the exercise of my profession or in daily commerce with men, which ought not to be spread abroad, I will keep secret and will never reveal.
If I keep this oath faithfully, may I enjoy my life and practise my art, respected by all humanity and in all times; but if I swerve from it or violate it, may the reverse be my life.
I personally prefer to call a Paladin "any good" and an antipaladin "Any Evil." If you allow Neutral paladins you can allow them to use either paladin or antipaladin mechanics, similar to a neutral cleric of a neutral god's choice to channel positive or negative energy.
That's my personal houserule for Paladins and Antipaladins: The former can be any Good, the latter any Evil. So you can have CG Paladins of Cayden Cailen fighting the LE Antipaladins of Asmodeus, while Iomedae's LG Paladins are fighting the CE Antipaladins of Rovagug.
Meanwhile, Callistria's holy warriors are divided into two warring orders, one CG and the other CE, who each revere a different aspect of their goddess, and see the other as Heretics.
Okay, the argument that Calistria is more then Lust and Vengeance kinda falls apart, when so much of the flavor text concerning her religion, taken from both Gods and Magic, and then Faiths of Balance, revolves around her temples being mostly used for Prostitution.
I believe the trope for that is "Best Known for the Fanservice." Maybe if more effort was being put into depicting Calistria as a goddess of Trickery in general, we wouldn't be so focused on her being a sex goddess.
And as for Calistria being a Chaotic Neutral with Chaotic Good followers, I'll agree with that. But at the same time, she also has CE Anti-Paladins in the Faiths of Corruption sourcebook, and since there's no CG equivalent to the Paladin, this leaves her faith without any sort of dedicated Holy Warriors.
Chiming in again, I think it's cool that Golarion is a Fantasy setting where you can logically fit in a Conan-esque Sword and Sorcery game, a Three Musketeers-style Swashbuckling campaign, a Wuxia adventure, and even a steampunk campaign, and not have to create a whole new world from scratch each time.
I've got a huge collection of third party books, and I'll admit I do have some faves, namely by Green Ronin, Mongoose and AEG. Book of the Righteous remains my favorite d20 Mythos, for one.
A less well known pair of books would be "Arsenal" and "Factory", both from Perpetrated Press (which I think is defunct), which introduced Techno-Magic firearms and Robots, respectively, both presented as natural evolutions in magical theory.
Second World Simulations' "Masters of Arms", which includes a series of Prestige Classes, each based on mastering a set of weapons (from the mundane like Crossbows and Rapiers, to the bizarre like Rods of Lordly Might), as well as a system for creating Combination Attacks for use with Full Attack moves.
The Relics and Rituals series is also pretty good, and I've certainly gotten a lot of mileage out of my "Excalibur" sourcebook.
Dreaming Psion wrote:
I have that pdf, and I honestly think it's the best response for the OP's question. It features a whole collection of original monsters intended to replace WotC's "Product Identity" monsters.
Case in point: