Pathfinder Campaign Setting: Book of the Damned—Volume 2: Lords of Chaos (PFRPG)

4.40/5 (based on 9 ratings)
Pathfinder Campaign Setting: Book of the Damned—Volume 2: Lords of Chaos (PFRPG)
Show Description For:
Non-Mint

Print Edition Unavailable

Add PDF $15.99

Non-Mint Unavailable

Facebook Twitter Email

Gaze into the Abyss!

Spawned from the darkest depths of the Abyss, the howling hordes of demonkind rise up to destroy and devour all of existence, their slavering, fiendish forms built to rend, enslave, and beguile. Whether in their horrid domains of madness in the Outer Rifts, or called forth into the material world by insane spellcasters, demons represent the fundamental immorality of the universe, evolving from sinful souls into entities both wretched and godlike, united under their vile taskmasters toward a single goal: to destroy all that mortal life holds dear.

    Lords of Chaos is a 64-page book that includes:
  • Complete descriptions of more than 40 demon lords and their terrifying realms, including the demon queen Lamashtu, Mother of Monsters.
  • New rules and special abilities for worshipers of individual demon lords.
  • Rules for the demoniac prestige class.
  • A detailed history of the Abyss and the disturbing origins of demons as a race.
  • New demonic spells and magic items, plus rules for demonic implants and becoming a demon.
  • Overviews of the different types of demons, plus tricks to aid in their summoning.
  • Descriptions of the Abyss's other residents, such as writhing soul larvae and the sinister, primordial qlippoth.
  • Rules for creating new nascent demon lords.
  • Statistics for four new demons ready to bring the horrors of the cosmos to players’ doorsteps.

Lords of Chaos is intended for use with the Pathfinder Roleplaying Game and Pathfinder campaign setting, but can easily be used in any fantasy game setting. While Lords of Chaos is a standalone product, it also serves as a companion to Book of the Damned—Volume 1: Princes of Darkness, which details the legions of Hell.

by James Jacobs

ISBN-13: 978-1-60125-250-0

Other Resources: This product is also available on the following platforms:

Hero Lab Online
Fantasy Grounds Virtual Tabletop
Archives of Nethys

Note: This product is part of the Pathfinder Lost Omens Subscription.

Product Availability

Print Edition:

Unavailable

PDF:

Fulfilled immediately.

Non-Mint:

Unavailable

This product is non-mint. Refunds are not available for non-mint products. The standard version of this product can be found here.

Are there errors or omissions in this product information? Got corrections? Let us know at store@paizo.com.

PZO9225


See Also:

1 to 5 of 9 << first < prev | 1 | 2 | next > last >>

Average product rating:

4.40/5 (based on 9 ratings)

Sign in to create or edit a product review.

Exorcise Your Demons!

5/5

Lords of Chaos, the second of three sourcebooks on the evil planes of the Pathfinder multiverse, covers the demon realm known as the Abyss. It's written by Paizo Creative Director James Jacobs himself, so you know it's going to be chock-full of accurate setting lore. This 64-page book details the various demon lords and their domains, while also introducing a demon-themed prestige class, some new spells, and some new demons. I'll go through everything in more detail, but first we have to stop and admire the cover art--it's perhaps the best of any Pathfinder book. Simply stunning!

The book opens with a little two-page creation myth. It's intriguing and ominous. Interspersed between each of the main chapters are more brief entries in this vein, all purporting (and stylized to look like) "real" entries from the legendary Book of the Damned. One of my favourite entries is on the Realms of Repose, where slain demon lords go. Fascinating stories! Other useful entries include discussion of the qlippoths and on demon-touched places on Golarion. The art design is excellent.

Chapter 1 is "Lords of the Abyss". Each of the major demon lords of the setting are summarized in half- to full-page entries that cover their interests, unholy symbols, personalities, mortal cults, and (for the purposes of the Demonic Obedience feat) boons. There aren't any stat-blocks for these demon lords even though they all (with the exception of Lamashtu, an actual deity) could in theory be slain by mortals--this book was written prior to the introduction of Pathfinder's Mythic ruleset. The information here is integrated nicely with Golarion, and there are a lot of little adventure hooks and ideas for a GM to play with. The artwork is really good, and the boons and obediences seem well-balanced and flavourful. The chapter covers notables like Dagon, Deskari, Pazuzu, Orcus and Nocticula as well as some more obscure ones.

Chapter 2 is "Demonkind". It provides a brief description, "associated sin", and "preferred sacrifice" for each of the different types of demons in the game. The writing is great here, as is the concept of the various types of demons having their origins in the manifestation of different mortal sins. The chapter introduces the idea of "nascent demon lords" which are CR 21-25 threats suitable as end-of-campaign bosses. The only one mentioned that I recognise from elsewhere is Treerazer.

Chapter 3 is "Demonology". It starts with an interesting overview of whether or why members of the different classes in the game (Core Rulebook and Advanced Players Guide) would be involved in worshipping demon lords. There's a single page introducing the concept of demonic implants, but they're not particularly interesting. Another page covers a ritual for transforming into a demon, which I guess could be useful in an "evil PC" themed campaign. Of more interest is a new prestige class, the Demoniac. It looks solid and reasonably powerful, with early obedience boons, improved summoning abilities, extra resistances and ability score increases, spell progression, and a really cool capstone. Granted, a PC would have to be Chaotic Evil to take the prestige class so I'm not likely to see it in play anytime soon. The chapter introduces four new spells, one of which, rift of ruin, is really cinematic.

Chapter 4, "The Demonic Horde" concludes the book. We get some very brief discussion of larvae and qlippoths (other inhabitants of the Abyss), but mostly the chapter consists of new bestiary entries. There's vermlek demons (worms that inhabit corpses to serve as armor and disguises--gross but good!), brimorak demons (short fire-loving monsters), seraptis demons (suicide demons--the writing in this entry in particular is awesome, and I'm quite intrigued by the Dolorous Sisters), and vavakias demons (CR18 winged bull elephant-like warlords).

The inside back cover of the book is a handy list of all the demon gods, lords, nascent lords, and bhargest hero gods along with their alignments, areas of concern, domains, and favoured weapons. Very useful for a GM who quickly needs a patron for a cult.

I used to think of demons as simply chaotic evil monsters (which they are!) but there's a lot more diversity and material to work with than I original thought. I can't think of anything to complain about with this book, but there's a lot to praise. The writing is uniformly excellent, the artwork is great and fits the tone of the book well, and it will serve as a handy off-the-shelf resource for anything demon-related in the game. Unless you're going with the more recent hardcover book that collects and revises all three of the softcovers, this is the best place for information on demons in Pathfinder.


Everyman Product Reviews: Book of the Damned

5/5

Final Score & Thoughts
Crunch: 5/5 Stars
Flavor: 5/5 Stars
Texture: 4.5/5 Stars
Final Score: 14.5/5 Stars, or 4.75 Stars/5, rounded up for its flavor.

Individually, the three volumes of the Book of the Damned are amazing, excellent reads. The fact that the series managed to hold the same level of quality throughout several years of printing and a slew of authors is a testament to Paizo’s mastery over the evil realms. These planes are ripe for use in adventures of all sorts, and I am pleased to have such a thorough, encompassing guide on the topic. I would highly recommend all three volumes to any GM’s toolbox: they will meet your needs and exceed them a hundred times over.

For the full review, head to the Everyman Gaming blog.

(Note: This review is for all three volumes of the Book of the Damned combined. Not that it matters much; this score applies to all three books equally.)


A glimpse into the Abyss, and not just Noticula's!

5/5

While many individuals have expectations of finding their favorite demons from earlier editions of the World's Most Popular Role-Playing Game, the realists among us know for fact that the unyielding forces of Litigation and Intellectual Property Rights forbid certain known names from making their appearance. Certainly, to some, this is a disappointment and a detraction from what they might think is otherwise a pretty enjoyable product.

What those individuals forget is that, for one thing, this book does not render prior tomes about such beings obsolete - they can keep those named individuals in their own games. This tome focuses, as it should, on numerous fiends and entities from the Abyss that impact and influence Golarion, as well as how they might interact on the countless worlds across the Multiverse. On this premise, the book exceeds all expectations; details and insights into the workings of the demons, how to best summon them, items that have Abyssal origins, what was lurking in the far corners of the Abyss before there were even such a thing as demons - all this, and delicious details about everyone's favorite Mother of Monsters, within a easy on the eyes package filled with goodies for your villains...and maybe a villain protagonist or three.

Oh, and of course, the cover-girl (and her sinful relations with her brother, among others). Can't forget that, now, can we?


Damned Well Done.

4/5

Demons; you need a score card or a guide book to keep them straight. Well here you go. A great suppliment about one of the most Iconic of threats in the game. Check my full review: Lords of Chaos


Demons! :)

5/5

I love the flavour of the infernal realms in Pathfinder. They show a bit less restraint than older 3E infernal books and while a bit more vaugue (due to lack of space of this format probably) it offers a good idea about the way the Abbys works and thinks and thus sends the imagination on the path of destruction, which is really al we need. In hindsight I commend Paizo's decision not to stat superpowerful planar entities. We have High CR balors and other such horrors to present their will and displeasure to the players.

I must resist the urge to use the Seraptis demon untill my players have at least a slim chance of winning.


1 to 5 of 9 << first < prev | 1 | 2 | next > last >>
351 to 400 of 402 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>
Paizo Employee Creative Director

Kthulhu wrote:
So it makes sense to have a hard cap somewhere. We've already got rules for character levels 1-20. So wouldn't it make sense for that hard cap to be 20?

It would. And if we DO decide to go with that, I'll still be able to stat up those demon lords (I'll just do them up like I did the old Demonomicon articles). The problem is that we have to unequivocally decide that 20 is the top for PCs, 'cause I don't want to build CR 30 versions of demon lords using the current rules only to have us come out with Mythic rules six months later.


James Jacobs wrote:
gbonehead wrote:

It won't get dropped. James is dying to stat up some of the nasty demon lords and the like, plus a certain Dark Tapestry figure.

All of the cagey "well, we could drop it, you never know!" stuff makes me think it might be sooner than we realize - though I do think we'll see a high level GameMastery Guide before we see an epic level GameMastery Guide.

Actually... while most of what I want to do happens here at Paizo... not everything does. No hardcover Tian Xia book, for example. And it took an extra 3 years to get Jade Regent off the ground.

Support and interest from lots of potential customers is the BEST way to convince us to do any book. Alas, support and interest from a smaller subset of customers is not. It's a battle, that's for sure!

(still crossing fingers for Mythic Level rules)

Did someone mention a Tian Xia hardcover? ;)


Kthulhu wrote:


That may be how many people have played, but I personally find it rather distasteful. I don't think you should be able to obtain the spark of divinity just by killing mamssive quantities of orcs. Likewise, I don't see why killing hordes of kobolds should make you more attuned to one of the Outer planes than to the Material plane.

Presumably going up levels involves something more significant than killing hordes of Kobolds or Orcs. Of course, if you save a nation in the process they may decide you deserve to be a saint anyway. Going up levels and moving beyond any mundane ability is what should attune you to the Outer Planes.

Kthulhu wrote:


To use Golarion as an example, there's absolutely no need to make merely achieving a high level the path to divinity, as there's a perfectly good major artifact that already does this, the Starstone. I dunno, I think that ascension should be more than just a reward for being an adventurer and managing to not be killed.

I don't play in Golarion. Assuming the Epic (or Mythic or what have you) book is a core rpg line book it has to take more into account than any one way. Artifacts are fine, although finding one that grants deity hood would require a pretty high level adventure.

Kthulhu wrote:


I think Paizo should put out a high-level sourcebook, covering levels 12-20, and introduce their "epic" system as being basically E20 (ie, E6 adapted upwards to support 20 levels instead of 6). This prevents quite a few problems that levels 21+ would create, such as the (supposedly) great powers of the multiverse becoming cannon fodder for super-high level characters. After all, if you're a stupidly high level cleric of Desna, at what point does it change from her granting you spells to you granting her spells? :P

I'd agree about the high level sourcebook. Your E20 doesn't sound too different frome what I suggested really minus the levels. If you're working on getting into the entry level deity job (saint / demigod) how would that qualify you to grant spells to an established deity? It makes you an "employee" of said deity actually. Not the boss. Duking it out with a super high level monster like a demon lords and the like is one thing, going toe to toe with a god is another entirely.

Owner - House of Books and Games LLC

James Jacobs wrote:
gbonehead wrote:

It won't get dropped. James is dying to stat up some of the nasty demon lords and the like, plus a certain Dark Tapestry figure.

All of the cagey "well, we could drop it, you never know!" stuff makes me think it might be sooner than we realize - though I do think we'll see a high level GameMastery Guide before we see an epic level GameMastery Guide.

Actually... while most of what I want to do happens here at Paizo... not everything does. No hardcover Tian Xia book, for example. And it took an extra 3 years to get Jade Regent off the ground.

Support and interest from lots of potential customers is the BEST way to convince us to do any book. Alas, support and interest from a smaller subset of customers is not. It's a battle, that's for sure!

(still crossing fingers for Mythic Level rules)

You and me both.

I do think that an important first step, as Erik Mona pointed out elsewhere, is a high-level sourcebook.

I'll be sure to report on my experiences at ConnectiCon; there will be a high-level Pathfinder game running there. As in really high.

James Jacobs wrote:
Kthulhu wrote:
So it makes sense to have a hard cap somewhere. We've already got rules for character levels 1-20. So wouldn't it make sense for that hard cap to be 20?
It would. And if we DO decide to go with that, I'll still be able to stat up those demon lords (I'll just do them up like I did the old Demonomicon articles). The problem is that we have to unequivocally decide that 20 is the top for PCs, 'cause I don't want to build CR 30 versions of demon lords using the current rules only to have us come out with Mythic rules six months later.

I'll point out that it makes a ton of sense for Golarion to have a level cap. However, there's nothing inherent in non-Golarion above-20th-level play that mandates a level cap.

I'm all for a Golarion-centric level cap so that the world can be complete. But, you can bet your bottom dollar that if there's a level 'cap' there will be people (like me) that ignore it just like we ignore the current level 20 'cap'.

Sovereign Court

I don't see the need for a Golarion level cap and I'd love, love, love to see some workable higher-level rules in general (and I'd sure as Hell use them in Golarion).

Tian Xia hardcover, though? Do. Not. Want.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Bagpuss wrote:

I don't see the need for a Golarion level cap and I'd love, love, love to see some workable higher-level rules in general (and I'd sure as Hell use them in Golarion).

Tian Xia hardcover, though? Do. Not. Want.

I will counter with level cap of 36 and I really want the Tian Xia hardcover, and then a Casmaron hardcover.

Owner - House of Books and Games LLC

Justin Franklin wrote:
Bagpuss wrote:

I don't see the need for a Golarion level cap and I'd love, love, love to see some workable higher-level rules in general (and I'd sure as Hell use them in Golarion).

Tian Xia hardcover, though? Do. Not. Want.

I will counter with level cap of 36 and I really want the Tian Xia hardcover, and then a Casmaron hardcover.

I'll see your counter with a Primal Order port to Pathfinder, raise you both interplanetary and Dark Tapestry hardcovers, and go all in with requesting a Mythic Bestiary and Book of Challenges plus an associated non-base-subscription Epic Adventure Path starting at level 15.

Oh, and gargantuan and colossal minis. I need minis other than Tiamut, some chromatic dragons, the Great Cthulhu and that lame red dragon :)


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
gbonehead wrote:
Justin Franklin wrote:
Bagpuss wrote:

I don't see the need for a Golarion level cap and I'd love, love, love to see some workable higher-level rules in general (and I'd sure as Hell use them in Golarion).

Tian Xia hardcover, though? Do. Not. Want.

I will counter with level cap of 36 and I really want the Tian Xia hardcover, and then a Casmaron hardcover.

I'll see your counter with a Primal Order port to Pathfinder, raise you both interplanetary and Dark Tapestry hardcovers, and go all in with requesting a Mythic Bestiary and Book of Challenges plus an associated non-base-subscription Epic Adventure Path starting at level 15.

Oh, and gargantuan and colossal minis. I need minis other than Tiamut, some chromatic dragons, the Great Cthulhu and that lame red dragon :)

I will raise you a NPC bestiary.


gbonehead wrote:
Justin Franklin wrote:
Bagpuss wrote:

I don't see the need for a Golarion level cap and I'd love, love, love to see some workable higher-level rules in general (and I'd sure as Hell use them in Golarion).

Tian Xia hardcover, though? Do. Not. Want.

I will counter with level cap of 36 and I really want the Tian Xia hardcover, and then a Casmaron hardcover.

I'll see your counter with a Primal Order port to Pathfinder, raise you both interplanetary and Dark Tapestry hardcovers, and go all in with requesting a Mythic Bestiary and Book of Challenges plus an associated non-base-subscription Epic Adventure Path starting at level 15.

Oh, and gargantuan and colossal minis. I need minis other than Tiamut, some chromatic dragons, the Great Cthulhu and that lame red dragon :)

So, are we sure gambling is legal here? :)


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
R_Chance wrote:
gbonehead wrote:
Justin Franklin wrote:
Bagpuss wrote:

I don't see the need for a Golarion level cap and I'd love, love, love to see some workable higher-level rules in general (and I'd sure as Hell use them in Golarion).

Tian Xia hardcover, though? Do. Not. Want.

I will counter with level cap of 36 and I really want the Tian Xia hardcover, and then a Casmaron hardcover.

I'll see your counter with a Primal Order port to Pathfinder, raise you both interplanetary and Dark Tapestry hardcovers, and go all in with requesting a Mythic Bestiary and Book of Challenges plus an associated non-base-subscription Epic Adventure Path starting at level 15.

Oh, and gargantuan and colossal minis. I need minis other than Tiamut, some chromatic dragons, the Great Cthulhu and that lame red dragon :)

So, are we sure gambling is legal here? :)

[Darth Sidious] I will make it legal[/Darth Sidious]

Paizo Employee Creative Director

1 person marked this as a favorite.
gbonehead wrote:

I'll point out that it makes a ton of sense for Golarion to have a level cap. However, there's nothing inherent in non-Golarion above-20th-level play that mandates a level cap.

I agree... and this, ironically, is not a good thing for folks who want us to do these rules. If we DO do Mythic level rules... we'll be responsible for supporting those rules somehow. Either by doing adventures for them now and then, or publishing sourcebooks, or maybe even doing a Mythic level adventure path. All of that stuff more or less requires a world to set it in, and if that world isn't Golarion... that means we need to build a new world. And suddenly, that's a HECK of a lot of more work, especially since we don't want to really sacrifice current levels of support for 1st-20th level content in Golarion.

It's a tricky thing to pull off, in other words.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
James Jacobs wrote:
gbonehead wrote:

I'll point out that it makes a ton of sense for Golarion to have a level cap. However, there's nothing inherent in non-Golarion above-20th-level play that mandates a level cap.

I agree... and this, ironically, is not a good thing for folks who want us to do these rules. If we DO do Mythic level rules... we'll be responsible for supporting those rules somehow. Either by doing adventures for them now and then, or publishing sourcebooks, or maybe even doing a Mythic level adventure path. All of that stuff more or less requires a world to set it in, and if that world isn't Golarion... that means we need to build a new world. And suddenly, that's a HECK of a lot of more work, especially since we don't want to really sacrifice current levels of support for 1st-20th level content in Golarion.

It's a tricky thing to pull off, in other words.

Why not just set the Epic level stuff on another continent, like say Casmaron around the Pit of Gormuz? If the epic stuff is so busy fighting each other they would have very little effect on the rest of the world.

Silver Crusade

Pathfinder Adventure Path Subscriber
Justin Franklin wrote:
James Jacobs wrote:
gbonehead wrote:

I'll point out that it makes a ton of sense for Golarion to have a level cap. However, there's nothing inherent in non-Golarion above-20th-level play that mandates a level cap.

I agree... and this, ironically, is not a good thing for folks who want us to do these rules. If we DO do Mythic level rules... we'll be responsible for supporting those rules somehow. Either by doing adventures for them now and then, or publishing sourcebooks, or maybe even doing a Mythic level adventure path. All of that stuff more or less requires a world to set it in, and if that world isn't Golarion... that means we need to build a new world. And suddenly, that's a HECK of a lot of more work, especially since we don't want to really sacrifice current levels of support for 1st-20th level content in Golarion.

It's a tricky thing to pull off, in other words.

Why not just set the Epic level stuff on another continent, like say Casmaron around the Pit of Gormuz? If the epic stuff is so busy fighting each other they would have very little effect on the rest of the world.

What would stop a level 47 Wizard from waking up one day, teleporting over Avistan and taking it over within 6 hours?


Justin Franklin wrote:
Why not just set the Epic level stuff on another continent, like say Casmaron around the Pit of Gormuz? If the epic stuff is so busy fighting each other they would have very little effect on the rest of the world.

Or in the non-Material Planes. That's where the demon lords and such spend their time, after all :)

Liberty's Edge

Gorbacz wrote:
Why not just set the Epic level stuff on another continent, like say Casmaron around the Pit of Gormuz? If the epic stuff is so busy fighting each other they would have very little effect on the rest of the world.
What would stop a level 47 Wizard from waking up one day, teleporting over Avistan and taking it over within 6 hours?

The field around the Inner Sea continents that prohibit the physical entry of such powerful Beings,usually with explosive results? Ask Aroden about it...

spoiler:
btw that's just off the top of my head :P

Paizo Employee Creative Director

Justin Franklin wrote:
Why not just set the Epic level stuff on another continent, like say Casmaron around the Pit of Gormuz? If the epic stuff is so busy fighting each other they would have very little effect on the rest of the world.

Doesn't save us from having to then build a bunch of Casmaron content. We've got a limited amount of books we can create at a time, and if we put too many eggs in one basket, folks who don't like eggs at all won't buy the basket.

Sovereign Court

Pathfinder Battles Case Subscriber; Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Charter Superscriber
James Jacobs wrote:
If we DO do Mythic level rules... we'll be responsible for supporting those rules somehow. Either by doing adventures for them now and then, or publishing sourcebooks, or maybe even doing a Mythic level adventure path. All of that stuff more or less requires a world to set it in, and if that world isn't Golarion... that means we need to build a new world. And suddenly, that's a HECK of a lot of more work, especially since we don't want to really sacrifice current levels of support for 1st-20th level content in Golarion.

Maybe the default setting could be not another world, but rather another time - Golarion in the Age of Myth. Maybe there was a time at the height of the Thassalon Empire or Aztlan when there were 47th level wizards in the world, fighting the Spawn of Rovag or the minions of the Whispering Tyrant. It might be a fun way to develop an important past epoch. People who wanted to do a then/now campaign could have their epic characters form the world their "modern" characters live in, and if someone wanted to do epic in current Golarion, they could simply transfer the rules, plus they'd have a nice sourcebook with information about the past. Heck, I'd buy it just for the past information even if I didn't want to play epic.

Might be fun to do an actual Golarion Modern setting someday, with one possible evolution of the timeline. I loved Greyhawk 2000 from that one Dragon magazine.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Gorbacz wrote:
Justin Franklin wrote:
James Jacobs wrote:
gbonehead wrote:

I'll point out that it makes a ton of sense for Golarion to have a level cap. However, there's nothing inherent in non-Golarion above-20th-level play that mandates a level cap.

I agree... and this, ironically, is not a good thing for folks who want us to do these rules. If we DO do Mythic level rules... we'll be responsible for supporting those rules somehow. Either by doing adventures for them now and then, or publishing sourcebooks, or maybe even doing a Mythic level adventure path. All of that stuff more or less requires a world to set it in, and if that world isn't Golarion... that means we need to build a new world. And suddenly, that's a HECK of a lot of more work, especially since we don't want to really sacrifice current levels of support for 1st-20th level content in Golarion.

It's a tricky thing to pull off, in other words.

Why not just set the Epic level stuff on another continent, like say Casmaron around the Pit of Gormuz? If the epic stuff is so busy fighting each other they would have very little effect on the rest of the world.
What would stop a level 47 Wizard from waking up one day, teleporting over Avistan and taking it over within 6 hours?

The other level 47 wizards. Seriously though who says there aren't epic level people in the Inner Sea region as well. Tar-Baphon was for sure, Geb and Nex strike me as possibilities as well. Arazni, Iomeade before she became a god, etc. I just meant there would need to be a higher concentration of them around the Pit of Gormuz to deal with the occasional escapee.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
James Jacobs wrote:
Justin Franklin wrote:
Why not just set the Epic level stuff on another continent, like say Casmaron around the Pit of Gormuz? If the epic stuff is so busy fighting each other they would have very little effect on the rest of the world.
Doesn't save us from having to then build a bunch of Casmaron content. We've got a limited amount of books we can create at a time, and if we put too many eggs in one basket, folks who don't like eggs at all won't buy the basket.

So you are saying it depends on how well the Tian Xia stuff does? :)

Paizo Employee Creative Director

Justin Franklin wrote:
James Jacobs wrote:
Justin Franklin wrote:
Why not just set the Epic level stuff on another continent, like say Casmaron around the Pit of Gormuz? If the epic stuff is so busy fighting each other they would have very little effect on the rest of the world.
Doesn't save us from having to then build a bunch of Casmaron content. We've got a limited amount of books we can create at a time, and if we put too many eggs in one basket, folks who don't like eggs at all won't buy the basket.
So you are saying it depends on how well the Tian Xia stuff does? :)

To a certain extent yes.

If the Tian Xia stuff tanks and no one likes it, chances of us doing anything involving any of Golarion's other continents plummets dramatically. I don't THINK this'll happen; advance anticipation for Jade Regent and the other Tian Xia stuff is really high... but I also thought "Nightbreed" was going to be a blockbuster when I saw it back in 1990.

Liberty's Edge

I hope you guys get around to releasing an epci level set of rules so that the Demon/Devil lords can be written up. I'm just wondering if that would make it necessary to rereleaae both books of the damned.

Shadow Lodge

memorax wrote:
I hope you guys get around to releasing an epci level set of rules so that the Demon/Devil lords can be written up. I'm just wondering if that would make it necessary to rereleaae both books of the damned.

Again, a desire for stats for archdevils, demon lords, and the like would be better served by knowing exactly where a hard level cap for the game would be set. And the problem with expanding that past 20 is that six months after you put out a supplement detailing levels 21-X, there will be just as much demand on these boards for level X+1 and beyond. So you can just keep pumping them out, and NEVER stat up the demon lords/archdevils/etc, or put some stats down for them and accept the fact that to Twink McMunchkin, 90th level, Orcus might as well be a kobold.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Kthulhu wrote:
memorax wrote:
I hope you guys get around to releasing an epci level set of rules so that the Demon/Devil lords can be written up. I'm just wondering if that would make it necessary to rereleaae both books of the damned.
Again, a desire for stats for archdevils, demon lords, and the like would be better served by knowing exactly where a hard level cap for the game would be set. And the problem with expanding that past 20 is that six months after you put out a supplement detailing levels 21-X, there will be just as much demand on these boards for level X+1 and beyond. So you can just keep pumping them out, and NEVER stat up the demon lords/archdevils/etc, or put some stats down for them and accept the fact that to Twink McMunchkin, 90th level, Orcus might as well be a kobold.

First off I don't think Paizo would be able to put out a post Epic book, unless the Epic book sold better then any Epic book before it had. Especially if they have already done a high level game mastering book. Second if you say anything above the hard level cap for epic makes you divine, then even if you put out a post epic book, it would completely change what you are dealing with.

Paizo Employee Creative Director

memorax wrote:
I hope you guys get around to releasing an epci level set of rules so that the Demon/Devil lords can be written up. I'm just wondering if that would make it necessary to rereleaae both books of the damned.

Nope.

What'd be cool would be to do a Mythic bestiary though; such a book would have lots of demon lords, arch devils, horsemen of apocalypses, empyrial lords, and so on.

Shadow Lodge

Justin Franklin wrote:
Second if you say anything above the hard level cap for epic makes you divine.

No, that's pretty much exactly the opposite of what I would hope for. I don't think that ANY ammount of XP should make you cross the divide between mortal and divine. To my mind, when you hit a level cap, you simply stop advancing in power. Like I said before, the attaining of divinity should be plot-based, not mechanics based.


Kthulhu wrote:
And the problem with expanding that past 20 is that six months after you put out a supplement detailing levels 21-X, there will be just as much demand on these boards for level X+1 and beyond. So you can just keep pumping them out, and NEVER stat up the demon lords/archdevils/etc, or put some stats down for them and accept the fact that to Twink McMunchkin, 90th level, Orcus might as well be a kobold.

I disagree, I don't think we will continually need to see material from Paizo for even higher mythic level play.

Sure, there will always be those that want to see higher level material, but if Paizo decides to do a Mythic Level book (which I hope they do), they can put a hard cap on the the mythic levels and James can design the archdevils, demon lords and the like off of those levels.

Where I would like to see levels past 20, there is a point where they have to go “this is as far as we will design to”. James has said more than once that if they do mythic levels, it will be a hard cap (which I agree with). Usually what I’ve heard is around 36. If players really want to go beyond that, they can keep progressing their character, like I am sure players are doing now post 20th. Maybe Paizo would give some rules and suggestions on post-36th level play (if that’s the level they chose).

Shadow Lodge

Justin Franklin wrote:
Seriously though who says there aren't epic level people in the Inner Sea region as well. Tar-Baphon was for sure, Geb and Nex strike me as possibilities as well. Arazni, Iomeade before she became a god, etc.

Arazni and Iomeade became gods by touching the Starstone. While it's certainly to be tough to get to, I doubt that the Starstone itself makes a distinction between someone of level 19 who touches it and someone of level 21. In fact, I think one interesting thing that Paizo COULD do would be to introduce a minor god who was just an average 1st level commoner who came in contact with the Starstone before Aroden put it in the Temple. A guy who, despite having existed as a god for a few thousand years now, is still kinda dumbfounded by the whole experience.

I guess part of the reason I've become increasingly opposed to post-20th level play is that I think the game is more fun if you actually have viable challenges. Breezing through oposition is rather boring to me. And 20th level characters are already paragons of power...some might even argue they're already far too powerful.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Kthulhu wrote:
Justin Franklin wrote:
Second if you say anything above the hard level cap for epic makes you divine.
No, that's pretty much exactly the opposite of what I would hope for. I don't think that ANY ammount of XP should make you cross the divide between mortal and divine. To my mind, when you hit a level cap, you simply stop advancing in power. Like I said before, the attaining of divinity should be plot-based, not mechanics based.

I phrased that badly actually (that is what happens when you wake up in the middle of the night and post). I meant one thing they could do is have an Epic adventure path, that ends in the Temple of the Starstone.

Silver Crusade

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber
Justin Franklin wrote:
Kthulhu wrote:
Justin Franklin wrote:
Second if you say anything above the hard level cap for epic makes you divine.
No, that's pretty much exactly the opposite of what I would hope for. I don't think that ANY ammount of XP should make you cross the divide between mortal and divine. To my mind, when you hit a level cap, you simply stop advancing in power. Like I said before, the attaining of divinity should be plot-based, not mechanics based.

I phrased that badly actually (that is what happens when you wake up in the middle of the night and post). I meant one thing they could do is have an Epic adventure path, that ends in the Temple of the Starstone.

I'd prefer things such as Test of Startsone and Aroden's Fate to be left intentionally blank for ever.

This way every GM can use his own vision of the events. I really disliked the "Everything Must Be Described" mentality of Forgotten Realms.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Kthulhu wrote:
Justin Franklin wrote:
Seriously though who says there aren't epic level people in the Inner Sea region as well. Tar-Baphon was for sure, Geb and Nex strike me as possibilities as well. Arazni, Iomeade before she became a god, etc.

Arazni and Iomeade became gods by touching the Starstone. While it's certainly to be tough to get to, I doubt that the Starstone itself makes a distinction between someone of level 19 who touches it and someone of level 21. In fact, I think one interesting thing that Paizo COULD do would be to introduce a minor god who was just an average 1st level commoner who came in contact with the Starstone before Aroden put it in the Temple. A guy who, despite having existed as a god for a few thousand years now, is still kinda dumbfounded by the whole experience.

I guess part of the reason I've become increasingly opposed to post-20th level play is that I think the game is more fun if you actually have viable challenges. Breezing through oposition is rather boring to me. And 20th level characters are already paragons of power...some might even argue they're already far too powerful.

And I get your reasoning for being opposed. I personally only want to see 1 epic book that allows up to a specific epic level cap (maybe with a page that says if you want to keep going here are some options). And I would really like it to be tied to almost an ancient world setting (Greece, Babylon, etc) The trials of Hercules kind of thing. Travelling the planes opposing demon lords, demigods, etc. That sort of mythic setting.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Gorbacz wrote:
Justin Franklin wrote:
Kthulhu wrote:
Justin Franklin wrote:
Second if you say anything above the hard level cap for epic makes you divine.
No, that's pretty much exactly the opposite of what I would hope for. I don't think that ANY ammount of XP should make you cross the divide between mortal and divine. To my mind, when you hit a level cap, you simply stop advancing in power. Like I said before, the attaining of divinity should be plot-based, not mechanics based.

I phrased that badly actually (that is what happens when you wake up in the middle of the night and post). I meant one thing they could do is have an Epic adventure path, that ends in the Temple of the Starstone.

I'd prefer things such as Test of Startsone and Aroden's Fate to be left intentionally blank for ever.

This way every GM can use his own vision of the events. I really disliked the "Everything Must Be Described" mentality of Forgotten Realms.

I was thinking more of the getting to the Starstone, with maybe an article in the 6th book describing ideas for the test, as I assume each one is different. Kind of like how they used to do the Tower of High Sorcery tests in Dragonlance.

Silver Crusade

Pathfinder Adventure Path Subscriber
Justin Franklin wrote:
Gorbacz wrote:
Justin Franklin wrote:
Kthulhu wrote:
Justin Franklin wrote:
Second if you say anything above the hard level cap for epic makes you divine.
No, that's pretty much exactly the opposite of what I would hope for. I don't think that ANY ammount of XP should make you cross the divide between mortal and divine. To my mind, when you hit a level cap, you simply stop advancing in power. Like I said before, the attaining of divinity should be plot-based, not mechanics based.

I phrased that badly actually (that is what happens when you wake up in the middle of the night and post). I meant one thing they could do is have an Epic adventure path, that ends in the Temple of the Starstone.

I'd prefer things such as Test of Startsone and Aroden's Fate to be left intentionally blank for ever.

This way every GM can use his own vision of the events. I really disliked the "Everything Must Be Described" mentality of Forgotten Realms.

I was thinking more of the getting to the Starstone, with maybe an article in the 6th book describing ideas for the test, as I assume each one is different. Kind of like how they used to do the Tower of High Sorcery tests in Dragonlance.

Getting in is easy - get drunk and start wandering around Absalom aimlessly. ;-)


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Gorbacz wrote:
Justin Franklin wrote:
Gorbacz wrote:
Justin Franklin wrote:
Kthulhu wrote:
Justin Franklin wrote:
Second if you say anything above the hard level cap for epic makes you divine.
No, that's pretty much exactly the opposite of what I would hope for. I don't think that ANY ammount of XP should make you cross the divide between mortal and divine. To my mind, when you hit a level cap, you simply stop advancing in power. Like I said before, the attaining of divinity should be plot-based, not mechanics based.

I phrased that badly actually (that is what happens when you wake up in the middle of the night and post). I meant one thing they could do is have an Epic adventure path, that ends in the Temple of the Starstone.

I'd prefer things such as Test of Startsone and Aroden's Fate to be left intentionally blank for ever.

This way every GM can use his own vision of the events. I really disliked the "Everything Must Be Described" mentality of Forgotten Realms.

I was thinking more of the getting to the Starstone, with maybe an article in the 6th book describing ideas for the test, as I assume each one is different. Kind of like how they used to do the Tower of High Sorcery tests in Dragonlance.
Getting in is easy - get drunk and start wandering around Absalom aimlessly. ;-)

Maybe who know what he did to get? No one including him. ;)

Silver Crusade

Pathfinder Adventure Path Subscriber
Justin Franklin wrote:
Gorbacz wrote:
Justin Franklin wrote:
Gorbacz wrote:
Justin Franklin wrote:
Kthulhu wrote:
Justin Franklin wrote:
Second if you say anything above the hard level cap for epic makes you divine.
No, that's pretty much exactly the opposite of what I would hope for. I don't think that ANY ammount of XP should make you cross the divide between mortal and divine. To my mind, when you hit a level cap, you simply stop advancing in power. Like I said before, the attaining of divinity should be plot-based, not mechanics based.

I phrased that badly actually (that is what happens when you wake up in the middle of the night and post). I meant one thing they could do is have an Epic adventure path, that ends in the Temple of the Starstone.

I'd prefer things such as Test of Startsone and Aroden's Fate to be left intentionally blank for ever.

This way every GM can use his own vision of the events. I really disliked the "Everything Must Be Described" mentality of Forgotten Realms.

I was thinking more of the getting to the Starstone, with maybe an article in the 6th book describing ideas for the test, as I assume each one is different. Kind of like how they used to do the Tower of High Sorcery tests in Dragonlance.
Getting in is easy - get drunk and start wandering around Absalom aimlessly. ;-)
Maybe who know what he did to get? No one including him. ;)

On a more serious note, reflect how the "get in" part was tied with the god's personality and portfolio.

Iomedae arrived with a legion of paladins, entered the Cathedral with fanfare and glory, reasserting her status as a holy champion of warfare against evil. There was much rejoicing and flowers thrown in the air.

Norgorber entered in mysterious ways, unseen, unheard, and almost unnoticed. He's the god of secrets and stealth.

Cayden stumbled into the Cathedral while joyfully drunk, livin la vida loca. And that's how he ended up :)

Paizo Employee Creative Director

Kthulhu wrote:

Arazni and Iomeade became gods by touching the Starstone. While it's certainly to be tough to get to, I doubt that the Starstone itself makes a distinction between someone of level 19 who touches it and someone of level 21. In fact, I think one interesting thing that Paizo COULD do would be to introduce a minor god who was just an average 1st level commoner who came in contact with the Starstone before Aroden put it in the Temple. A guy who, despite having existed as a god for a few thousand years now, is still kinda dumbfounded by the whole experience.

I guess part of the reason I've become increasingly opposed to post-20th level play is that I think the game is more fun if you actually have viable challenges. Breezing through oposition is rather boring to me. And 20th level characters are already paragons of power...some might even argue they're already far too powerful.

Actually, Arazni never took the test of the Starstone.

The method by which she became a demigod is still kinda hazy, but it's EXACTLY the type of content we'd need to sort out for a post 20th-level ruleset, since what she did, PCs should be able to do.

And as for post 20th level play... if we can't make these rules do "viable challenges" we won't do the rules at all.

I'm not interested in making Mythic level rules be all about being overpowered and unstoppable. I'm interested in extending the game play folks like about the current game into a realm where you're doing things like slaying demon lords, crafting artifacts, fighting armies with just a PC group, reshaping worlds, and becoming gods. To scratch the surface.

Done correctly, the rules will continue fun gameplay into the post 20th level range WITHOUT ruining the 1st through 20th level experience. It'll be an addition to the game, so folks who don't want to use it won't need to.

Owner - House of Books and Games LLC

James Jacobs wrote:
Kthulhu wrote:

Arazni and Iomeade became gods by touching the Starstone. While it's certainly to be tough to get to, I doubt that the Starstone itself makes a distinction between someone of level 19 who touches it and someone of level 21. In fact, I think one interesting thing that Paizo COULD do would be to introduce a minor god who was just an average 1st level commoner who came in contact with the Starstone before Aroden put it in the Temple. A guy who, despite having existed as a god for a few thousand years now, is still kinda dumbfounded by the whole experience.

I guess part of the reason I've become increasingly opposed to post-20th level play is that I think the game is more fun if you actually have viable challenges. Breezing through oposition is rather boring to me. And 20th level characters are already paragons of power...some might even argue they're already far too powerful.

Actually, Arazni never took the test of the Starstone.

The method by which she became a demigod is still kinda hazy, but it's EXACTLY the type of content we'd need to sort out for a post 20th-level ruleset, since what she did, PCs should be able to do.

And as for post 20th level play... if we can't make these rules do "viable challenges" we won't do the rules at all.

I'm not interested in making Mythic level rules be all about being overpowered and unstoppable. I'm interested in extending the game play folks like about the current game into a realm where you're doing things like slaying demon lords, crafting artifacts, fighting armies with just a PC group, reshaping worlds, and becoming gods. To scratch the surface.

Done correctly, the rules will continue fun gameplay into the post 20th level range WITHOUT ruining the 1st through 20th level experience. It'll be an addition to the game, so folks who don't want to use it won't need to.

+1

Been doing it for years. It requires the right group, and the right mindset, but it's a blast.

I still think, however, that when high-level rules are tackled it's in Paizo's best interest to have a set of rules that's only *supported* up to a given level (e.g. 36) and anything outside of that is unsupported in Golarion.

That way, there's nothing in canon that involves 47th-level wizards, etc.

If at some point in the far, hazy future there's enough interest, maybe they would be expanded. Maybe not. I'm sure an in-campaign rational could be made for something that prevents the super-high-level characters from sticking around. Maybe it's as simple as the gods stomp on them like a bug, or maybe they go Elsewhere. Who knows. Not even really relevant.

All I'm really looking for is some relatively "low power" above-20 rules as building blocks, and I think those would support Golarion directly.

Any of the uber-high-level stuff would have to come later, if at all, and there would be no need for Paizo to support it directly - it's easy for the design staff to say "we support character levels 1-36" (kind of like they do now, but for 1-36 instead of 1-20) and not even worry about anything else.

Sovereign Court

It seems to me that if Paizo released epic-level stuff and it did well, then they'd definintely want to make it work for Golarion, as their setting and if they worked out how to go to very high levels without breaking Golarion and could sell the supporting material, then they would.


I think crossing that mythic divide between 20 and 21 requires becoming a being of pure energy, a true outsider, and when that point is reached, the God of Epicness arrives and whisks characters away for their Epic Outsider training, where all their class levels are replaced with Outsider hitdice and they take on an outsider type dependent on their previous class, and begin taking class levels again as a 20 HD outsider.

So level 20 fighter becomes a 20 HD outsider with 1 fighter level. He gains cool martial outsider powers but loses class features in the exchange, and is forbidden from interaction with mortals until he has either proven he is a worthy servant of the Good or powerful enough as an Evil force that his interaction can't be prevented.

Play progresses from that point forward strictly on the outer planes.

If a character is not ready to ascend when the God of Epicness comes, the God of Epicness grants a ten year haitus, where the level 20 character can no longer gain XP, but is free to tie up mortal affairs. This reprieve is only granted once. If the level 20 is still not ready when the God of Epicness comes again, the character can no longer advance as they choose a mortal life. (Or immortal life, if they're a lich.)

Monks, being outsiders already at level 20, would get some kind of special rules. Maybe they get drafted into the rules enforcement division, which allows them to pick how many monk levels they exchange for outsider hitdice, but they can't progress any more as a monk until they have at least 20 outsider hitdice.

I don't know, just some ideas off the top of my head for having post 20+ without having it impact Golarion.

Or maybe post-20 levels are getting to take Gestalt levels on existing levels. Level 20 barb hits 21 and begins progressing as a level 20 bard/level 1 sorc gestalt. So he still has 20d12 HD and 20 BAB, but all the benefits of a level 1 sorc too. Then level 22 is 20 barb/2 sorc gestalt. And so on.


James Jacobs wrote:
memorax wrote:
I hope you guys get around to releasing an epci level set of rules so that the Demon/Devil lords can be written up. I'm just wondering if that would make it necessary to rereleaae both books of the damned.

Nope.

What'd be cool would be to do a Mythic bestiary though; such a book would have lots of demon lords, arch devils, horsemen of apocalypses, empyrial lords, and so on.

Maybe you should do it backwards. Do this book first and everyone will want to get a piece of the action.


Maybe what really sets apart post-20th level characters is what they can do with their hero points.

I know that hero points are an optional rule but so would the Mythic rules be for some folks. Why not bulid the Mythic rules around the hero point system?

Dark Archive

Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Gururamalamaswami wrote:
James Jacobs wrote:
memorax wrote:
I hope you guys get around to releasing an epci level set of rules so that the Demon/Devil lords can be written up. I'm just wondering if that would make it necessary to rereleaae both books of the damned.

Nope.

What'd be cool would be to do a Mythic bestiary though; such a book would have lots of demon lords, arch devils, horsemen of apocalypses, empyrial lords, and so on.

Maybe you should do it backwards. Do this book first and everyone will want to get a piece of the action.

The problem with this is that they'd have to develop the Mythic system, then develop the monster book, then actually release the mythic system...


Not really. Go back and look at Demogorgon in Dragon/Dungeon. He was the most powerful demon prince ever statted up and had very little in the way of actual epic content. He was just uber badass.

That's kind of my point. You don't need the epic rules to play epic. You need high-level rules to help with the options that are already there.

Some of the epic rules were kind of silly. Freeze BAB to halt iterative attack progression? Why not leave BAB alone and simply rule that you can't have more than 4 iterative attacks unless you're using spells/feats/whatever?

Again: the simple framework is already in place. Just clean it up a little. Don't make a whole new system that's going to clutter it all up.

Owner - House of Books and Games LLC

Gururamalamaswami wrote:
Some of the epic rules were kind of silly. Freeze BAB to halt iterative attack progression? Why not leave BAB alone and simply rule that you can't have more than 4 iterative attacks unless you're using spells/feats/whatever?

I'd say it was to keep the fighter classes ahead - they're the only ones that end up with 4 iterative attacks. It always made sense to me - if that was the core of your training, then you'd have that advantage.

Kind of like learning a language as an adult vs. as a child - you can learn a language as an adult, but it's not as effective or ingrained.

(Note to all involved. The above was an example. Picking it to pieces will not invalidate my point :)


A review; I have made one. Huzzah!


Ok long story short in my first campaign my Tiefling Bladebound Magus has come face to face with his demon father who's Black Blade was powered by his father. After being tested he was given the choice to accept grand demonic powers (by becoming a demon) or having the the power of his Black Blade purified and be set free back to do good. My character wouldn't have said no and now we've come to a conundrum. My character has become a Demon (gained the demonic subtype), was given a whole bunch of powers akin to his new demonic form.

But I brought up the question do demons sleep? Meaning that as a spellcaster do I need to have some form of "rest" before the next day to refresh my spells? I have an active ring of sustenance on as well, if that changes anything. I looked through this book for advice, but unfortunately couldn't find anything saying that they do other than 1 type of demon requires rest for its sacrifice?

Thanks in advance for any advice!?

Owner - House of Books and Games LLC

"Rest" is not sleep. It is a period of time where you prepare and refresh yourself for the effort ahead.

In other words, yes, even demons need that period of time before they can memorize spells, and a ring of sustenance doesn't do anything except for keep you from getting hungry during that mandatory rest period :)

In other, other words, it's a game rule for balance purposes. Just being a demon doesn't invalidate it.

Paizo Employee Creative Director

Whether or not a specific type of creature sleeps is generally dictated by that creature's type, and those descriptions are part of the main rules in the Bestiary—under the description of the Outsider type on page 309 of the Bestiary:

"Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish). Native outsiders breathe, eat, and sleep."

Skipping ahead to page 311, where the demon subtype is presented, we see that there's nothing said about any of this at all, indicating that demons just use their regular outsider rules for whether or not they sleep.

So... there's nothing about whether demons sleep or not in "Lords of Chaos" because that topic was already covered in the Bestiary—they don't sleep.

SO! In your case, with your character gaining the demon subtype... unless that also changed your main type from Humanoid to Outsider, yes, you do still need to sleep/rest to regain your spells.

(Note that not needing to sleep does not grant you the ability to prepare spells more than once per day.)

Owner - House of Books and Games LLC

James Jacobs wrote:

SO! In your case, with your character gaining the demon subtype... unless that also changed your main type from Humanoid to Outsider, yes, you do still need to sleep/rest to regain your spells.

(Note that not needing to sleep does not grant you the ability to prepare spells more than once per day.)

Huh. I just noticed that the text for wizard specifically mentions sleep; I'd always recalled it saying rest or something similar. Maybe I'm remembering AD&D or something :)

I thought I recalled that 3.5e specified (somewhere) if you didn't get 'rest' of some sort (even if you were a type of creatures that didn't need sleep), you couldn't memorize spells. However, it's been a long time since I checked what the actual requirements are, and it surprised me.

PRD wrote:

Alchemists, Bards, Inquisitors, Oracles, Rangers, Sorcerers and Summoners seem to have no requirements whatsoever. Apparently all their new spells (or extracts) are available at 12:00:01 AM local time with no action necessary on their part (though alchemists still must prepare their extracts).

Clerics, Druids and Paladins must spend an hour in meditation before they select their spells but there's no mention of sleep.

Magi, Witches and Wizards must get 8 hours of sleep and then spend 1 hour memorizing spells.

So, only Magi, Witches and Wizards get hosed by the mandatory 8 hours of sleep, and even then (per James, above), only if they are creatures that need sleep.

Paizo Employee Creative Director

Honestly, it's up to the GM, since the use of the word "rest" and "sleep" and the like is really pretty vague in the class descriptions.

And since if you're allowing a race that doesn't sleep, you're probably allowing some more significant changes to the expectations of what a player character race can do... you're already deep in "Ask your GM for clarification" already.


James Jacobs wrote:

Whether or not a specific type of creature sleeps is generally dictated by that creature's type, and those descriptions are part of the main rules in the Bestiary—under the description of the Outsider type on page 309 of the Bestiary:

"Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish). Native outsiders breathe, eat, and sleep."

Skipping ahead to page 311, where the demon subtype is presented, we see that there's nothing said about any of this at all, indicating that demons just use their regular outsider rules for whether or not they sleep.

So... there's nothing about whether demons sleep or not in "Lords of Chaos" because that topic was already covered in the Bestiary—they don't sleep.

SO! In your case, with your character gaining the demon subtype... unless that also changed your main type from Humanoid to Outsider, yes, you do still need to sleep/rest to regain your spells.

(Note that not needing to sleep does not grant you the ability to prepare spells more than once per day.)

Wow I got a reply from James! I feel all tingly inside! Thank you so much for answering, I "believe" my GM may be leaning towards my demonic change having completely altered my original, My father being a SHemhazian Demon, I was asked to envision my form, so I kept it tiefling-esque humanoid but changed to large size, leathery hide, bat wings, fangs, and his horns and tail grew as well. But either way I'd still fall under the Native Outside, and require rest as normal.

I had not looked in the bestiary before this being my first ever DnD campaign but I do love message boards! But this makes for some interesting enemy/possibly overpowered pc options.
Thanks again guys!

351 to 400 of 402 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>
Community / Forums / Paizo / Product Discussion / Pathfinder Campaign Setting: Book of the Damned—Volume 2: Lords of Chaos (PFRPG) All Messageboards

Want to post a reply? Sign in.