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Pathfinder Lost Omens, Rulebook Subscriber
Trip.H wrote:
Have you read the 2e articles on Groetus at all, or are you just assuming the one book that made this claim was never contradicted? He doesn't care about hastening or delaying the End Times, because they're going to happen anyway. He barely even communicates with his followers And while the line "Groetus doesn't eat the souls of athiests" has never been printed, the base claim about Groetus being fed souls has never been repeated and doesn't fit with how he's ever been depicted in 2e, and I think most books in 1e outside of whichever one first made the claim. On top of that, the Graveyard of Souls isn't the only option for athiest souls. Some train under Phlegyas and become psychopomps themselves, some find peace, some still go to an outer plane as a petitioner and some get reincarnated. And even if it was the only option for athiests, the Graveyard of Souls is still an afterlife and the Boneyards is still part of the Outer Planes and the Cycle of Souls - the existance of which isn't a bad thing, anymore than Heaven and Hell existing is bad for the universe. ![]()
Pathfinder Lost Omens, Rulebook Subscriber
I just finished a 2e campaign that went 11-20, the second AP that I've seen through to completion, third if you count EC minus book 5. They took 5 years, 3 and a half years, and just over a year respectively. I was also in a 5e game that went from 1-20 over the course of about 4 years, but I missed a year in the middle due to moving away pre-covid. ![]()
Pathfinder Lost Omens, Rulebook Subscriber
I agree that not every AP should have npcs that recur, but I do think that there should be more of them. Extinction Curse has this weird thing where you're expected to constantly replace the acts in your circus because that's the only form of progression for npcs in those rules, even though none of the new npcs have much to them and the whole AP would have benefited if the core cast of the circus took centre stage more often. Stolen Fate has a central base the party constantly returns to, but there's no people in it. There's not much reason to worry about it getting attacked or anything because there's nothing there to lose. If I ran it from scratch I'd place at leats one fortune telling npc there to be a constant presence. ![]()
Pathfinder Lost Omens, Rulebook Subscriber
I'm assuming Spore War is the elf AP. A goblin AP, especially if it explores how goblins, hobgoblins and other goblinoids actually relate to each other (bugbear ancestry please) An AP where the players spend most of the time on the different Elemental Planes. An AP where proteans are major allies. ![]()
Pathfinder Lost Omens, Rulebook Subscriber
I've always been happy about the golem changes - the conflation of Frankenstein's Monster with the Golem of Prague has always frustrated me about then monsters, especially since both Flesh Golems and Clay Golems were given extremely low int scores and couldn't actually play the part of the stories that inspired them. (Yes I know D&D was drawing more from horror movie Frankenstein, but we can move past that now) ![]()
Pathfinder Lost Omens, Rulebook Subscriber
pauljathome wrote:
I've been playing a Silent Whisper/Gathered Lore psychic in Stolen Fate and while I've enjoyed it 95% of the time (mindless enemies strike off so many options, ugh), I wouldn't say the class is flawless as is. It's been ages since I used either of my Unleash Psyche actions as they don't compare to the ability to spend low level spell slots on Force Barrage or dropping a 1 action Message in the second or third round of combat, and because I do my Recall Knowledge rolls on the first round, so my unleashed rounds do as much damage or control as possible. Any fight that lasts long enough for me to become Stupefied is deeply frustrating, as there's a fair chance it ends before I can unleash my psyche again, or I have to choose between risking the loss of my most impactful spells or waiting and hoping we don't get penalised. I really don't see why the Psyche actions are tied into the Unleash that gives me a huge damage boost. Unleash Psyche is like a Barbarian's Rage in that I want to use it every combat, but because I can't do it until turn two I have spend a round setting up, which isn't a consistently great feeling. ![]()
Pathfinder Lost Omens, Rulebook Subscriber
On one hand I really like the idea of an adventure or AP about what happened after Age of Ashes, but on the other hand the parts of Stolen Fate that were a sequel to the Harrowing fell very flat for me, so I'd definitely prefer indirect sequels, or just whole new adventures. I never want to have to try and explain why an npc I know nothing about like Barzillai Thrune is a big enough deal to show up twice in an AP without affecting the backstory again. I do treat the three Runelord APs from 1e as indirect sequels here, so I'd be very happy to see something set nearby the Realm of the Mammoth Lords that starts at a higher level, or an adventure that starts in Hermea or Isger and can neatly fit in with characters being related to the PCsa from AoA, but new stories are probably better. ![]()
Pathfinder Lost Omens, Rulebook Subscriber
NerdOver9000 wrote:
Go raid one of the Chelaxian monasteries with the Sisterhood of the Golden Erinyes - vikings vs monks with spiked chains with the option to keep the plunder or give it back to the colonised afterwards. Raid New Thassilon after Belimarius is rebuffed from invading the Linnrom Kings, or rob a ship carrying relics the Aspis Consotrium stole. There's plenty of options for casual and moral military action along Avistan's western coast. ![]()
Pathfinder Lost Omens, Rulebook Subscriber
I'm tossing up between a Hobgoblin Animist, Half-Orc Exemplar and Dwarven Summoner for this AP, and those are just the frontrunners. Before I saw Animist I was thinking a hobgoblin witch with the Devourer of Decay patron with a focus on survival and bugs, but now I'm thinking I could use Cantorys as one of the animist spirits. ![]()
Pathfinder Lost Omens, Rulebook Subscriber
Belkzen is almost definitely badlands and is where most orcs are from. Looking at the climate map from the Travel Guide for other locations and I'm guessing there could be some badlands in Rahadoum, Katapesh, Geb and Osirion, but I don't know that much about the specifics of the biome. ![]()
Pathfinder Lost Omens, Rulebook Subscriber
Ascalaphus wrote:
I'd say give kobolds an ancestry feat like Lamashtu's Chosen for goblins or Cultural Adaptaility for Halflings, but restricted to versatile heritages. You're such a good magic sponge that you kept soaking up the thaums even after hatching, letting you be a spellhorn and a nephilim. ![]()
Pathfinder Lost Omens, Rulebook Subscriber
It'll be really interesting to see an arcane academy of magic that's trying to rediscover Sarkorian traditions, considering they can be partly summed up as 'don't use arcane magic'. If it weren't for the Magaambya excxisting I'd assume they focused on the overlap between primal and arcane, but maybe they're spirit focused? Or just all in on being anti-demon. ![]()
Pathfinder Lost Omens, Rulebook Subscriber
Perpdepog wrote:
The entries for Torag's kids imply that him making them is slightly more literal than biological, but that could just be mythology. Between Torag's family, Zon-Kuthon and Shelyn, Erastil's kids and probably a few others there's a lot of evidence for gods being able to have kids. Whether those kids are always gods or something else is way less clear. ![]()
Pathfinder Lost Omens, Rulebook Subscriber
My hope is that Norgorber is the one to die, all four aspects of him coming to life and tearing each other apart. The Godwar ignited not by fury at his death but what his embodied aspects managed to do before they died - Blackfingers gives Arazni a poison that works on the undead and her warpath is that much more dangerous, Father Skinsaw runs wild on the streets of Axis and leaves everyone left pointing fingers, the Gray Master ruins a dozen divine schemes through what seems like brute force but leaves Thamir holding the debts of all those gods and the Reaper of Reputation starts selling the secrets of mighty to anyone and everyone. I do find Lamashtu being left out of the Godsrain Prophecies to be compelling though. She's my actual bet. ![]()
Pathfinder Lost Omens, Rulebook Subscriber
Cole Deschain wrote:
Alternatively mix in some Western Monk flavour and have the various monasteries be scribing out elaborate enlightened manuscripts with the fanciest possible calligraphy or be brewing really good beer or what have you to support themselves and inspire other people to improve themselves. ![]()
Pathfinder Lost Omens, Rulebook Subscriber
Cerununnos is very dramatic about how his dad Erastil doesn't approve of his torrid romance with Angradd, constantly going on about forbidden love, law vs chaos, elves vs dwarves. Erastil is just disappointed that it's been almost a thousand years and his son is still refusing to talk to his partner about if he even wants to get married or not. ![]()
Pathfinder Lost Omens, Rulebook Subscriber
Perpdepog wrote:
Yep - his wife is Jaidi, goddess of Agriculture who was a much bigger deal in Azlant, and two Empyreal Lords for kids - Halcamora goddess of parks, gardens and wine , and Cernunnos, god of wilderness and seasons. They could be a neat little nature pantheon, especially if you give Cernunnos a boyfriend or something. ![]()
Pathfinder Lost Omens, Rulebook Subscriber
S-tier:
I always consider them for characters I build and plots I want to run
Desna: Awesome moth god that looks pretty cool in her various mortal guises, dreams and travel are always relevant and I like that we have lots of stories of ehr being active on the godly scale and the personal scale. Iomedae: I'm a sucker for knight in shining armour themes and between the Knights of Lastwall and Wrath of the Righteous there's always a need for them. I like her as the Inheritor and youngest of the ascended, even if she gets a bad showing when she actually shows up. A-tier:
Gods I love when a player brings them up or they fit the campaign
Cayden Cailean: The drunken adventurer god that's been around for way more than I ever remember. He's fun but I wish more emphasis was put on his adventures with other gods, whether its Trudd, the Prismatic Ray or someone like Irori. No adventurer is going to last long solo. Gorum: He's admittedly a generic war god, but I'm bumping him up a tier due to him demanding un/holy sanctification. Him demanding his followers pick a side and fight is fun and useful and I've adopted a headcanon about him and dinosaurs from John Compton that's just perfect. Saranrae: She's the basic good goddess of the sun with enough nuance to healing and redemption and a big enough role in the setting that she's fun to use. B-tier:
Good deities to have for background even if I don't want to play as a follower of them.
Abadar: God of commerce and cities. I can't imagine playing a cleric of his, but he's solid for NPCs and minor gags. Asmodeus: I don't love Asmodeus or Cheliax alone, but together they produce things like the Hellknights and Korvosa. A villain that's playing the long con as 'the reasonable one' is something I like. Calistria: Elven stabby goddess who helps keep the setting sex positive. Not deep, but very fun. Erastil: God of the Hearth, Home and the Hunt, he mostly loses points for how little emphasis is put on his family. I feel like they should be as important to him as Torag's pantheon is to him. Irori: I headcanon that Golarion has Journey to the East instead of Journey to the West, where Irori and Gruhastha had to put up with Sun Wukong for a decade, and I love it. He's a decent little monk god and probably more interesting in the upcoming Tian Xia books. I love that he's catty about how people ascend to godhood. Torag: Dwarf god. I like the Quest for Sky and all, but he's mostly up here for being a dwarf. Zon-Kuthon: The edgy boy in charge of Nidal. I don't love the BDSM vibes I get from him and the velstracs since they're evil, but his ties to Shelyn and Nidal are solid tools for a GM. C-tier:
Fine to exist, but not what I'd include as the Core 20 if I was in charge.
Nethys: Two-faced wizard god, he's got a good concept but he'd be better if he did more and wasn't just crazy. Norgorber: 4 fold thief god, he'd be in B tier if not for Father Skinsaw. He'd be more useful for players as a more neutral figure asnd there's maybe a tad too much ambiguity to his lore. Pharasma: Death, fate, neutrality. All very standard, all pretty dull. I like the spiral symbology and the psychopomps, but I can't give her that much credit for it. Rovagug: Id call him the kaiju god but somehow none of his kids count. The actual equivalent to Echidna and Typhon for Golarion and still a threat despite being imprisoned. Shelyn: I wouldn't get rid of her, but she's mostly cool because of Zon-Kuthon and the Prismatic Ray. [spoiler=D-tier] These are deities which are mostly just boring or have serious flaws. I woudln't miss them if they were gone. Gozreh: A nature god of duality should be cool, but Gozreh mostly sounds boring to me. IDK, I feel like I'm just waiting for a good hook here. Lamashtu: The Mother of Monsters that didn't really have many notable kids compared to other gods in the setting and has some nasty themes that I don't want to explore. F-tier:
I don't like them and don't want to use them. I'd actively consider replacing them.
Urgathoa: She just doesn't do anything for me as a player or GM. Undead plots in Golarion tend to be about powerful wizards that became undead and if I was crafting one it'd be far more about the mortal than any support Urgathoa sends their way. And the gods I'd bring in to replace the more boring ones: Mahathallah - Goddess of illusions and undead and the fallen student of Pharasma. Just having her active makes Urgathoa and Pharasma more interesting, but only C tier on her own. Mother Vulture: Dualistic death and nature god, she just looks cool. B tier easy. Pazuzu: Evil bird demon lord, he'd be a great full god to tempt and corrupt people. B tier if paired with Lamashtu more, C tier on his own. ![]()
Pathfinder Lost Omens, Rulebook Subscriber
Perpdepog wrote:
No, I'm pretty sure we haven't gotten any Sarkorian lore about them using different names for deities - the Mammoth Lords next door refer to Sarenrae as Sister Cinders and there is overlap in their culture so it'd make sense if they started doing so. A god is a person in Pathfinder - if they get killed they die pretty much all at once. The only exception I can imagine in current lore is Norgorber and that'd probably be a reveal that he was 4 people in a trenchcoat the whole time. ![]()
Pathfinder Lost Omens, Rulebook Subscriber
PossibleCabbage wrote:
And new minor gods rising - I'm hoping for a goblin hero-god that's actually a goblin and not a barghest, an orc demigod that wouldn't have been considered CE, a godling adventurer, that sort of thing. ![]()
Pathfinder Lost Omens, Rulebook Subscriber
keftiu wrote:
i thoroughly disagree. We don't need a god of undead to have undead villains, nor do we need there to be a god of thieves and assassins. We especially don't need the god of undeath/assassins/political intrigue/vaudeville villainy to be one of the Core 20 gods. The Runelords got 3 adventure paths devoted to them and they're connected not to the major god of magic Nethys but the minor goddess Lissala. Besmara wasn't needed for Skulls and Shackles, nor was Urgathoa needed for Tar-Baphon to get his hands on a superweapon.
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Pathfinder Lost Omens, Rulebook Subscriber
Arkat wrote: It will be Urgathoa. This is probably my most desired outcome, even if I'd bet on it being Nethys or Zon-Kuthon. The most prominent undead in the setting are wizards or Arazni and the only place her faith is truly important is Geb. Her personal story is pretty cool, but she just doesn't seem to do anything that any other evil god couldn't do. ![]()
Pathfinder Lost Omens, Rulebook Subscriber
Dragonchess Player wrote:
It also lets you qualify for Magical Crafting if you want to do some downtime rune improvement without needing to fully invest in the Craft skill. ![]()
Pathfinder Lost Omens, Rulebook Subscriber
Int only granting Trained skills is only a real problem for Int main characters - getting an extra Trained skill is good at level 1, lame at level 10 and pointless at level 20. I also think the deficiencies come from the available skill actions - Crafting it it's own system with ups and downs, Arcana doesn't get any use outside of Recall Knowledge form skill feats unlike Occultism and Religion, Society skill feats tend to be campaign specific and while Disturbing Knowledge is cool for Occultism it's way less universal than Demoralise or Bon Mot. ![]()
Pathfinder Lost Omens, Rulebook Subscriber
AestheticDialectic wrote:
I hope we someday see what the spell lists would look like with strict dividing based on the essences they're meant to have. It'd be an interesting optional variant. ![]()
Pathfinder Lost Omens, Rulebook Subscriber
Unicore wrote:
Why should wizards not have simple weapon proficiency when every other spellcaster does? What benefit do they get over sorcerers, witches, bards and psychics for the lowered proficiency? They have the same spell, save and armour progression, number of spell slots is obviously balanced by other class features, it isn't determined by the primary ability... The penalty is that someone wanting to play an unusual wizard that waves around a frying pan or joins an order like the Hellknight Signifers has to jump through a bunch of extra hoops but there's no commensurate payoff, nor is there really a power boost from investing in weapon proficiency. ![]()
Pathfinder Lost Omens, Rulebook Subscriber
Yes, wizards should have simple weapon proficiency. It's hard enough to qualify for Hellknight Signifer with armour proficiency, it's nonsensical that I have to spend even more general feats on weapons. And I assume you get similar annoying chains when looking at other atypical archetype choices. ![]()
Pathfinder Lost Omens, Rulebook Subscriber
It is deeply frustrating to be left with the impression that evil deities interfere with Golarion's affairs more than the good gods do. Urgathoa might genuinely be making Tar Baphon unkillable and the equivalent to that in various APs is what, Desna redeeming a succubus or the one time Iomedae talks to you in a dream in Wrath of the Righteous? ![]()
Pathfinder Lost Omens, Rulebook Subscriber
Kaspyr2077 wrote:
Either pantheons are mostly a creation of the people that worship them, which is backed up by how they're described in the rules, or the Black Butterfly and Yog-Sothoth are all buddy-buddy because they're in the Cosmic Caravan together. Plus the Godclaw is a pantheon according to rules and fluff and 1e has an NPC trying to get Zon-Kuthon added to it. I am aware of what pantheons are irl and the D&D-esque depiction of most people being henotheists because of the rules has always bugged me, but that has nothing to do with what pantheons are on Golarion. ![]()
Pathfinder Lost Omens, Rulebook Subscriber
Kaspyr2077 wrote:
That's not what the pantheon rules say about the setting and fails to explain one of the most notable pantheons in the setting, the Godclaw. Quote: A pantheon is a group of related gods worshipped either individually or together. Most pantheons are associated with a specific ancestry or geopolitical region, but rarely, a pantheon consists of deities with overlapping areas of concern. Followers work to advance the shared interests of their pantheon, directing prayers to whichever god presides over their current activity or circumstance. Pantheons don't form because of the gods telling their followers to worship them as a group. Pantheons form because people worship those gods as a group for whatever reason. ![]()
Pathfinder Lost Omens, Rulebook Subscriber
On the other hand, mixed worship of Dwarven and Elven gods could easily arise in and society of elves and dwarves that lived together long enough to produce a dwarf-blooded half-elf. Say a group of Ilverani started building a shelter from Earthfall and ran into some dwarves that were well ahead of most of their kin. They work together to build a secret citadel that's utterly indistinguishable from a natural mountain and welcome a bunch of humans/halflings/orcs/whatever ancestry fits the location of the citadel into their walls when Earthfall actually happens. A few centuries later they're preparing to emerge and an earthquake drops the citadel into a sinkhole, trapping them underground for a few centuries until they rejoin the world above having formed a unique society. Yuelral, Findeladlara, Torag and Trudd would make a good core based on building the citadel to protect people, add another god to represent them taking in orcs or whatever. No reason why you can't say something about Findeladlara respecting Torag's craft or whatever. Domains for the Pantheon:
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Pathfinder Lost Omens, Rulebook Subscriber
I remember reading in Lost Omens Legends that she's effectively at war with one of the Linnorm Kingdoms (the one with a Warden?) but I don't think there was much mentioned about Irrisen and the other kingdoms because Belimarius is a much bigger problem for them. ![]()
Pathfinder Lost Omens, Rulebook Subscriber
The adventure path is about Aroden's deeds and legacy, so a worshiper of Iomedae or Milani would find a lot to work with. Gozreh has ties to the main plot and there's probably one or two other gods that would be relevant, but I've only read through the first two volumes so dar. ![]()
Pathfinder Lost Omens, Rulebook Subscriber
On the 13th of May I added the Pathfinder 2e Bestiary, the Age os Ashes Pawn Collection, the Bestiary Pawn Box and the Gamemastery Guide NPC Pawn collection to my sidecart.
Is there something wrong with my sidecart? A seperate issue is that I can't remove an adventure path subscription from my shopping cart.
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