Pathfinder Player Companion: Champions of Purity

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Pathfinder Player Companion: Champions of Purity
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Greatest Good!

You don’t have to be a holy warrior to be a true hero. Join in the fight against evil and be a paragon of righteousness as a character of any class with Pathfinder Player Companion: Champions of Purity. Arm yourself with a host of new options specifically designed for good-aligned characters—like new fighting techniques striking the balance between capture and execution, life-fostering magic, rules for the redemption of evil characters, and morally challenging alignment-changing alchemy. With new insights into what it means to play good-aligned hardliners and how to get paid for being a good guy, deal with evil companions, redeem villains, and handle all those goblin babies, this book will change the way you think about playing honorable characters. Also, learn more about some of the greatest do-gooders and virtuous organizations on Golarion—with a focus on nonreligious groups, since the fight between good and evil doesn’t have to unfold entirely in the arena of faith. Join the ranks of the just with Pathfinder Player Companion: Champions of Purity! Inside this book, you’ll find:

  • Detailed discussion on what it means to play a character of each of the three good alignments, including ideas for character generation and specific challenges of these alignments.
  • A look into good-aligned races, good-aligned homelands, and good-aligned organizations for your character, as well as some of the challenges of being good and what happens when good characters come from bad places.
  • A method for redeeming evil characters who your adventuring party encounters during the campaign.
  • New good-based feats, magical weapons and gear, rage powers, rogue talents, subdomains, and more!

This Pathfinder Player Companion is intended for use with the Pathfinder Roleplaying Game, but can easily be incorporated into any fantasy world.

ISBN-13: 978-1-60125-511-2

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Shallow Treatment, with a Handful of Good Options

3/5

Champions of Purity is a sort of sequel to the earlier [/i]Faiths of Purity[/i]. Whereas the previous book was primarily about the gods and their devotees (clerics and paladins), Champions of Purity has a broader theme: characters of good alignment generally. Since PCs of any class can be on the side of good, a book designed for those characters makes sense. But although there are certainly some useful class options here and there, the book as a whole adopts the scattergun approach of throwing a lot of stuff out there and seeing what sticks. Written mostly by a crop of freelancers, the book is a loose collection of shallow two-page entries on vaguely-related topics. It doesn't really have much in the way of depth, but that seems to be the norm for many of the books in the Player Companion line.

Still, to give credit where it's due, we have to admire the great cover of Seelah cutting through a horde of monsters. The inside front cover is a table of good-aligned deities in Golarion that includes the usual suspects from the Core Rulebook along with some that are lesser-known, including several from the Asian-themed Dragon Empires. The inside back cover does an odd thing and introduces a new feat, "Summon Good Monster," that allows good-aligned spellcasters to substitute a good-aligned creature from the accompanying table in place of what the spell would normally allow, and to give them Diehard to boot. Not too shabby!

The book proper starts with a two-page introduction, "Why Be Good?", that talks about some more specific motivations for PCs, like freedom, honor, justice, mercy, order, and more. It then goes on to give some suggestions as to where characters with those goals might hail from geographically.

Next, each of the three good alignments (Lawful Good, Neutral Good, and Chaotic Good) are discussed in a separate two-page entry which is divided into Philosophies (Lawful Good PCs might be seen as Crusaders or Guardians, for example, while Neutral Good PCs might be seen as Mediators or Redeemers), Advantages & Challenges (in terms of role-playing), Opportunities & Allies (ways those PCs might fit into Golarion specifically), and finally Traits (three new ones each). One of the criticisms I have of the book is that its treatment of alignment issues only barely skims the surface: there's no mention, for example, of how hard it is to play a truly good character when the lowest common denominator is lazy players with a "kill things and take their stuff" mentality. Characters of good alignment face hard decisions and restrictions that other alignments don't, and this can create problems for groups. These are some of the issues that would be worth discussing.

The remaining two-page sections consist of the following:

"Paragons of Virtue" has a line or two on good-aligned races (Aasimars, Catfolk, Elves, and Samsarans), good-aligned organisations (like knightly orders), and good-aligned homelands (like Andoran), but it's a very cursory treatment and of very little use to those familiar with Golarion. Four new traits are included.

"Good Characters in Bad Situations" raises the classic "what do you do with goblin babies" quandary and then suggests (in a sentence or two each) some "bad places" that good characters could come from. Again, the book has identified an interesting issue but has a shallow and wishy-washy treatment of it. Don't look for any deep insights into alignment and RPGs here. (I do love the artwork of the samurai with the goblin babies!)

"Heavenly Virtues" presents one new feat called "Virtuous Creed" that has different effects depending on which specific virtue the PC identifies with (such as humility, courage, freedom, etc.). In a way, it's like six feats in one, which is interesting, but the different virtues have very different power levels in a mechanical sense.

"Redemption" presents a rules sub-system for tracking an evil creature's progress towards becoming good, along with a variety of penances they can do to help atone. I'm skeptical of these little sub-systems that I know will never be referenced again or expanded upon. This one looks a bit rough, but I guess it does add some content and perhaps guidance to a GM dealing with the issue. I wouldn't follow it too strictly, however.

"Divine Influence" introduces seven new clerical subdomains: Cooperation, Dragon, Imagination, Judgment, Redemption, Revelation, and Revelry. Each subdomain replaces the domain spells and granted power of a specific Core Rulebook domain. It looks like there are some good options.

"Fighting the Good Fight" is a miscellany: a new barbarian rage power (Celestial Totem), two new inquisitor inquisitions (Final Rest and Recovery), six new feats (including one very useful one to keep you from accidentally killing enemies outright and a silly one that adds a single point of damage when you hit with a good-aligned weapon), and a sidebar on subduing and binding opponents (no new rules, but it's useful to have the material all in one place).

"Grace and Guile" has a handful of new alchemist discoveries, a couple of bardic masterpieces, and three new rogue talents. The book really is trying to have something for everyone! The alchemist discoveries seem reasonable, one of the bardic masterpieces seems crazily overpowered (blinding and deafening, or even stunning, all evil creatures that hear the performance and fail a save), and I really like the rogue talent Sacrifice Self that allows a rogue to ignore the effects of their evasion ability to help shield an ally from harm.

"Sublime Spellcraft" has a couple of new summoner evolutions (I wouldn't touch summoners with a ten-foot-pole, so I have no opinion of these), three new witch patrons (which are apparently just bland lists of replacement spells), a few new hexes, and two new wizard arcane discoveries. I mostly liked what I saw here.

"Spells of the Just" includes ten new spells, most of which are for both divine and arcane spellcasters. I really liked the little story in the sidebar about how these spells came to be known, and I wish there were more attempts like this to explain the appearance of new spells and magic items.

"Tools for Good" introduces several new magic items. Although damned expensive, I really liked the Devil's Key (allowing you to follow an outsider to its home plane to kill it for good) and the Equalizer Shield (creating an antimagic field to stymie those pesky spellcasters!).

I think books like this have little enduring value because there's hardly any interesting setting lore or discussion, and readers will just cherry-pick a new spell or class option from an online database. Buy this one if you need to for PFS, but otherwise you can safely give it a pass.


Some interesting parts, but mostly uninspiring

3/5

I liked the first half, which explored the different ways to support the cause of Good, but I thought it lacked depth and I would have welcomed more discussion and examples of gameplay or stories in the campaign world for context. e.g. the illustration of Valeros in the Neutral Good section helped me understand what the writers were trying to convey. I found the second half less interesting, but those who enjoy technical details may find it useful.

My main gripe is that I expected a focus on Champions and the stuff that champions do, but I felt like I was reading the guide for Men-at-Arms or Sergeants for Purity.


Useful for many classes, but not necessarily all good characters

4/5

Champions of Purity will be useful for some good characters, and I think this depends less on the character’s class and more on the character concept. If you are creating a character that is built around his or her goodness – call it good with a capital “G” – I think there’s a fair amount of useful material here, no matter what class your character is. If not, you will probably pass over most of the character options for ones in other sources that provide more mechanical benefit or highlight other aspects of the character’s personality, talents, and backstory. There’s also a fair amount of space devoted to collecting information found in other sourcebooks (e.g., good-aligned deities, races, organizations, homelands, nonlethal weapons, spells with the good descriptor).

I am giving it 4 stars because if you are picking this up specifically to help you build characters which are "actively" rather than "passively" good, I think it works well.

See my full review at my blog Delver's Diary here.


Worth every penny

4/5

Champions of Purity is a good quality product with large collection of rules options for most classes along with a range of role playing advice for anyone interested in a playing a Good character.

Champions of Purity starts with an examination of good, trying to answer the general question of “Why to be good?” and then focusing in each of the three alignments individually. It provides generalized motivations for any sort of good character along with locations where characters with each motivation might originate. This provides a nice connection to Golarion in a book that is relatively light on setting details. The different alignment focuses provide examples of different types of philosophies that characters of a given alignment may fall into, along with some of the pros and cons of playing each good alignment. Golarion specific information about opportunities and allies that each alignment may be involved with round out the sections. The only concerns I have with these sections are the listing of the different philosophies, and with the included traits. I worry that players reading these, especially if they’re new players, may see the philosophy suggestions as more rigid limitations rather than just possible ways for characters of each alignment to be portrayed. The traits in each section are listed as complementing a given alignment, but having them listed in a section devoted to that alignment gives the impression that they’re only for that alignment.

The next section is entitled Paragons of Virtue and covers a range of setting information to make a completely Good character, what race to play, organizations to be a part of, and where to be from. Generally this is presented well though I was surprised that none of the good churches were mentioned under the good aligned organizations. The inclusion of countries in Tian Xia as potential character origins was nice, as Tian Xia is often underrepresented in most products. There’s also a list of potential Prestige Classes for good characters, which I appreciated because it’s often hard for players to know about what classes are out there, as they show up in a variety of products. One minor complaint I did have here was that in one of this sections traits they mention an empyreal lord; it seems like there should have been an explanation somewhere of what an empyreal lord is, as players may not know this.

This is followed by Good Characters in Bad Situations, which examines moral quandaries that good players may find themselves in, and shows how different good characters may react to the same situation in different ways. This is quite well done as it covers situations that may come up during gameplay, though a greater list of actual evil acts would have been nice. The list of how good characters fit within “evil” nations is nice, but all the different lists of where good characters come from makes me think that perhaps they all should have been together. It also seems like it could have been a good place to cover how good characters deal with worshiping neutral (or even evil) deities.

The center spread in Champions of Purity is devoted to Heavenly Virtues, creeds for players to live by that provide benefits when the associated feat is taken. All of the benefits seem to be reasonably balanced, but the creeds will require some DM work to keep track of, as breaking a creed means the character loses the benefit of the feat. Some creeds may not be appropriate in all campaigns as the situations they reference may not be present, making them impossible to violate. The art on these two pages is great, with a stained glass style that really works with the virtue theme. On the topic of virtues, I’m starting to feel like Virtue is becoming a bit of an overloaded term, now it may be because I’m running Rise of the Runelords where they come up a bit, but perhaps a different term should have been used.

Redemption is covered next, with a rules framework for an evil character to be turned from the dark side. It seems like a good system to me, though it will require a large amount of DM tracking; a lot of that could probably be avoided by combining it with in game story events. It does include rules for one or more characters helping a character seeking redemption, but I feel that some examination of how a PC could help an NPC seek redemption in a more role playing sense would have been good (and potentially more frequently useful).

The remaining sections of the book are a collection of character options, firstly separated up into Divine, Combat, Skilled, and Arcane characters, and then followed by new spells and items. The divine portion provides details of all the good deities which complements the inside front cover where all the deity’s Domains, Favored Weapons and the like are listed. A number of new subdomains are presented, with Cooperation and Redemption having the most interesting powers. For combat focused characters there are new rage powers and inquisitions, as well as a handful of new feats. There’s also a sidebar on taking enemies alive, going over the rules and options relating to subdual attacks and binding opponents. Some coverage of how to bind someone during a grapple and maybe a feat to go along with it would have been good fit here. For skill based characters there are new alchemical discoveries, masterpieces, and rogue talents, to go with a sidebar on character types for less straight forward good characters. The most interesting new options here are a couple of discoveries that can forcibly change the alignment of the imbiber. Included in the descriptions are the moralistic questions that arise from forcing an alignment change on someone. In the Sublime Spellcasting section arcane casters are the focus, with summoners getting new evolutions, witches getting new patrons and hexes, and wizards getting new arcane discoveries. The mechanics of the Celestial Appearance evolution are interesting, where it’s one 3-point evolution with an increasing point cost if you want to do more with it, so it can be up to a 7-point evolution if you so desire. Based on its name and effect I can see a devil/demon/etc. version showing up somewhere along the line.

In Spells of the Just there are 10 new spells, all with the good type, and a sidebar detailing a scroll that contains them all. I particularly like the Angelic Aspect chain of spells, and Burst of Radiance. For magic items there are a couple of new weapon special abilities and then 9 new magic items (which are said to be wondrous items, when only 2 of them are wondrous items). Surprisingly most of the items are new magic weapons or armor, with only 2 being not combat related. The neatest one is probably the Mantle of the Protector, a way to share some of a character’s armor bonuses. My only concern with all this new rule content is that a lot of it makes players very good at killing Evil things, which may make it on the high end of the power scale in campaigns with few neutral opponents. For instance I can see this material having a big draw in the upcoming Wrath of the Righteous AP.

The art in Champions of Purity is top notch, with good portraits of most of the iconics and a few others; I especially like the ones of Feiya and Kyra. The cover is also very good; however the two other larger pieces in the product are not really to my liking. On the topic of graphic design the font used on the cover and as the section headers is truly awful, I understand that its look probably matches the content of the book is some fashion but this is a situation where function is more important than form.

Champions of Purity is a great product which adds to the quality of the Player Companion line. There’s lots of interesting material here both for those looking for roleplaying ideas and suggestions and those looking for new mechanical tools to play with. A similar book for the neutral alignments would be good, as I find it harder to player neutral characters than good, though it may be hard to find as much neutral specific rules material as there’s fewer obvious things to build off of and because the core rules are written in a rather neutrally aligned way already.


4/5

I agree with almost everything that the previous poster mentioned (except the 3E material). There are areas I wish they had gone more in depth or expanded upon a topic, but over all, a very good book. Unlike many of the other player's guide books, this one does seem to offer options for basically everyone, rather than focus on a handfull of classes. The amount of mechanics in this book is great, and shows that it doesn't detract from the fluff material. Not too much of it is terribly etting specific, either.

The art is pretty good, particularly the cover and the center fold, while most of the other art is generally just various iconics is some sort of pose, but not really relvant to the topics.

The magic items are ok, not great. Nothing really jumps out, with a lot of it at the higher GP end.

The spells mostly look nice. I'm not really sure, (yes I know that Alchemists are their new baby and all) that the Alchemist's materail either needed to be in this book or was really thought out that well. Even at 12th+ level, a single save that can rob some clases of all class features (and can argueably require an Atonement even if it's a temp thing) probably needs to be errata'd a lot or out.

I'm very happy that Roles where not included in this book. Don't care for them. The Virtues look good, though I wish there there where more, or perhaps some of them would be switched out. I'm sad to see that they require a Feat to utilize, as I'm not sure most of them really are worth a Feat, and what's worse the main classes that the flavor really fits are generally the ones that are totally Feat-starved. About the same power level as the Knightly Traits in Knights of the Inner Sea, except in general even more situational, that I'm not really sure they are really worth a Trait. Other than that, they are great and look interesting.

All in all, a great and fun book. I would love to see more books like this, both in the amount of material presented as well as focusing on Good, heroic characters and play. I'd definetly buy a Champions of Purity 2 and 3, or a similar book that is not setting specific, but along the same lines.


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Shadow Lodge

Well, as I've said, that is a discussion that is not really relevant to the topic. I disagree, and we should leave it at that. :)

Jessica Price wrote:
But in any case, long-term negative effects of moderate alcohol usage do not exist mechanically or flavor-text-wise in Pathfinder, nor is there evidence of such a belief on Golarion. The (objective) alignment system identifies a god of wine and ale as unambiguously good. Therefore the idea that moderate consumption of alcohol somehow conflicts with the ideal of purity is, at best, difficult to support.

I'm not sure I agree with this as well. He might be a Good deity and he might also be a deity whose faith is about heavy drinking (not really moderate I think), bravery, and personal freedom. Does he need to embody all of the virtues of goodness? He (and his priests) being known as an "unreliable", "boistrous", and "unshameful", not to mention and that he is all about "whorin'", that he was so blitzed out of his mind when he took the Test of the Starstone that he can't ever remember it sort of (more than) implies he is not a paragon of humility (as defined above), purity, or maybe even courage (in some ways, yes, even as a deity of courage ha ha).

Does that make him not good, or does that make him good that isn't perfect? If you say yes, then what does that say about another Good deity like Erastil, who basically has the exact opposite traits, being reliable, humble/modest, and advocates well, not "whorin'".


Is there anything in the book about founding monastaries or temples or would that best be found in another source>

Silver Crusade

2 people marked this as a favorite.
Pathfinder Adventure Path Subscriber

Oh, but Erastil is a misogynistic prick, so he's not turbo kosher Good either.

Gods in Golarions have flaws. None of them is perfect and none of them makes for perfect embodiment of some ideal. I guess that if you're coming from Christianity you might be transplanting the "God is Perfect" thing they have running, but that obviously does not apply here.

The Exchange

Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

He isn't actually about immoderate drinking... I'm pretty sure Cayden Cailean has just a much a problem with slushes and drunks. While he might enjoy the occasional (well a bit more then occasional) night of partying and what not, he DOESN'T like drinking out of despair and alcoholics who drink SOLELY to drown out past memories or lose control or what have you.

So while yeah he enjoys a good party and booze and whoring, he doesn't preach dedicating yourself to these things solely! He could still be for moderation.

Shadow Lodge

Gorbacz wrote:

Oh, but Erastil is a misogynistic prick, so he's not turbo kosher Good either.

Gods in Golarions have flaws. None of them is perfect and none of them makes for perfect embodiment of some ideal. I guess that if you're coming from Christianity you might be transplanting the "God is Perfect" thing they have running, but that obviously does not apply here.

Im not saying this from a christian standpoint. But we are making the same point. Do the deities need to be perfect or not? If they dont, than why do we need to worry if Cayden, as an example, eximplifies all of the virtues that are whatGood is about? Especially if saying yes to one means that there are issues with others.

Shadow Lodge

My understanding is that the material in Kingmaker about Erastil was also retconned out and essentually slipped by the devs, very much misrepresenting Erastil.


"Devil's Advocate" wrote:
My understanding is that the material in Kingmaker about Erastil was also retconned out and essentually slipped by the devs, very much misrepresenting Erastil.

Yeah, I think there was a quote from James Jacobs to that effect somewhere on the boards.

Silver Crusade

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

Geee, that's the second time SKR gets a weird idea that gets squashed (count one: Paladins of Asmodeus).

But I'm fine with that. I'm more comfortable with Erastil as "sympathetic old grumps who is out of his time" than Pat Robertson of Pathfinder pantheon.


Here it is.

There was also this.


Gorbacz wrote:
But I'm fine with that. I'm more comfortable with Erastil as "sympathetic old grumps who is out of his time" than Pat Robertson of Pathfinder pantheon.

Haha, same here. I don't mind adding a few misogynistic characters into my campaigns once in a while for flavor, but to have an entire (good!) religion bent that way...yeah, not interested in that. A good deity shouldn't encourage that behavior. I can see Asmodeus being that way, and I can accept his church being that way (what with that whole masculine slant of Hell), but not a god of good.

Shadow Lodge

Erastil really isn't misogynistic at all, he just belives that people are happier and better served in general by having strong family and community bonds rather than seeking after wealth and glory. He is one of the older deities, and one that had a direct hand in raising up humanity from being basicaly wild animals, taught them how to plant, survive off the land, hunt, establish communities, and to protect themselves from monsters and raiders. These all apply equally to men and women.

A key diffrence between him and say Abadar is that Erastil's faith is more grounded in the natural world and it's laws, so believing for example that it is better for the individual to die than to endanger the whole pack and also puts more into getting your own hands dirty with honest work, where Abadar is more about legalizd systems that are stradle the lines between good and evil, or what's better for the individual(s) for a perfect order.

Paizo Employee Developer

Shalafi2412 wrote:
Is there anything in the book about founding monastaries or temples or would that best be found in another source>

There isn't anything in Champions of Purity about founding temples or monasteries, but there is some of that kind of stuff coming up in Ultimate Campaign.


Adam Daigle wrote:
Shalafi2412 wrote:
Is there anything in the book about founding monastaries or temples or would that best be found in another source>
There isn't anything in Champions of Purity about founding temples or monasteries, but there is some of that kind of stuff coming up in Ultimate Campaign.

Yay! I get to start a cult! :D

Project Manager

2 people marked this as a favorite.
Tirisfal wrote:
Adam Daigle wrote:
Shalafi2412 wrote:
Is there anything in the book about founding monastaries or temples or would that best be found in another source>
There isn't anything in Champions of Purity about founding temples or monasteries, but there is some of that kind of stuff coming up in Ultimate Campaign.
Yay! I get to start a cult! :D

That comprises a large part of my excitement for UC as well. ;-)

Shadow Lodge

That will be pretty cool. I wonder if it will incude less cults, and things more along the lines of branches or sects, along with that?


Adam Daigle wrote:
Shalafi2412 wrote:
Is there anything in the book about founding monastaries or temples or would that best be found in another source>
There isn't anything in Champions of Purity about founding temples or monasteries, but there is some of that kind of stuff coming up in Ultimate Campaign.

Grazie!

Contributor

Jessica Price wrote:
Tirisfal wrote:
Adam Daigle wrote:
Shalafi2412 wrote:
Is there anything in the book about founding monastaries or temples or would that best be found in another source>
There isn't anything in Champions of Purity about founding temples or monasteries, but there is some of that kind of stuff coming up in Ultimate Campaign.
Yay! I get to start a cult! :D
That comprises a large part of my excitement for UC as well. ;-)

You heard it, the Cult of Price will replace the Shadow Lodge as a new PFS faction!

Project Manager

Alexander Augunas wrote:
Jessica Price wrote:
Tirisfal wrote:
Adam Daigle wrote:
Shalafi2412 wrote:
Is there anything in the book about founding monastaries or temples or would that best be found in another source>
There isn't anything in Champions of Purity about founding temples or monasteries, but there is some of that kind of stuff coming up in Ultimate Campaign.
Yay! I get to start a cult! :D
That comprises a large part of my excitement for UC as well. ;-)
You heard it, the Cult of Price will replace the Shadow Lodge as a new PFS faction!

Oh, no, I'd call it something much more subtle.

Contributor, RPG Superstar 2010 Top 4

3 people marked this as a favorite.

Water into rum and Coke!


Mmmmmm.......Gosling.

Silver Crusade

I do have to admit I was hoping for some Golarion-specific examples of organizations that could assist PCs going the "redeem the typically evil races" route. Or examples of non-evil tribes as both potential contacts and a "proof-of-concept". Still, Iomedaean tiefling.

I'm really curious about what Ultimate Campaign is going to offer to help PCs do that themselves.


Ignatious the Seeker of Flame wrote:

Such is the ways of the Palid Princess. Begone, fowl cultist.

:)

Now I have an image of a zombie chicken in tattered robes holding a tiny dagger in its beak. This will be in my mind's eye for a week at least.


I got my copy yesterday. Very interesting takes on alignments. I do like the witch patrons.


Can we get a small spoiler of the new spells added please pretty pleaseeee


There are ten new spells listed

Accept Affliction - Bard/Cleric/Druid/Paladin/Witch 3 allows you to transfer an affliction to yourself

Angelic Aspect(Lesser,Normal,Greater)- Cleric 2,5,8/Paladin 2,3,4/SorcWizard 2,5,8- Pretty much turns you into an angel with varying levels of completeness

Burst of Radiance - Cleric/Druid/SorcWizard 2 Blind/Dazzzle creatures wounds them if evil

Chains of Light - Cleric 6 /Inquisitor 5/Paladin 4/SorcWizard 6 Imoblize target creature, creature cannot use extrademensional travel.

Hymn of Mercy- Bard/Cleric 5 ranged burst version of Touch of Mercy

Hymn of Peace - Bard 6/Cleric 7 Forces affected target to take only non violent actions

Touch of Mercy- Bard/Cleric/SorcWizard 2 Affected creature can only deal non leathal damage.


Wow they sound pretty cool, thank you very much :)


Can anyone list the new Witch patrons, please?

Contributor, RPG Superstar 2010 Top 4

Bellona wrote:
Can anyone list the new Witch patrons, please?

Bellona, I did already, just look up thread. :)


Try....try again....
Are there any new archytypes ?

Shadow Lodge

No, no Archtypes, unless you count SubDomains. However, unlik many of the other player's guides, this one practically has a little something for every class, a good amount of Traits, Spells, and new Class Features that are generally not overly restrictive except that you must be.stay Good to have them.


Witch Patrons
Boundaries
1)prot. vs evil 2)see invisibility 3)magic circle vs evil 4)dimensional anchor 5)control summoned creature 6)banishment 7)ethereal jaunt 8)dimension lock 9)Gate
Devotion
1)divine favor 2)martyr's bargain 3)magic vestment 4)greater magic weapon 5)flame strike 6)mass bull's strength 7)bestow grace of the champion 8)holy aura 9)mass heal
Peace
1)sanctuary 2)calm emotions 3)wind wall 4)dismissal 5)serenity 6)word of recall 7)forcecage 8)euphoric tranquility 9)antipathy


atheral wrote:

There are ten new spells listed

Angelic Aspect(Lesser,Normal,Greater)- Cleric 2,5,8/Paladin 2,3,4/SorcWizard 2,5,8- Pretty much turns you into an angel with varying levels of completeness

I'm undecided if the Greater version of this spell is overpowered or not. The amount of goodies you get is pretty substantial:

- low-light vision and 60ft darkvision
- DR 10/Evil
- immunity to acid & cold, 10 resistance to fire & electricity
- immunity to petrification, +4 racial bonus against poison
- 60ft winged flight with good maneuverability
- +4 deflection bonus to AC and +4 resistance bonus to saves against effects & attacks by evil creatures; 20ft radius. Functions as a Lesser Globe of Invulnerability Magic Circle Against Evil in other respects.
- truespeech; functions as a tongues spell

The big kicker to me is that it has a minute/level duration. The power seems about right for an 8th level spell, but too powerful for a paladin spell.

Dark Archive

Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Xexyz wrote:
atheral wrote:

There are ten new spells listed

Angelic Aspect(Lesser,Normal,Greater)- Cleric 2,5,8/Paladin 2,3,4/SorcWizard 2,5,8- Pretty much turns you into an angel with varying levels of completeness

I'm undecided if the Greater version of this spell is overpowered or not. The amount of goodies you get is pretty substantial:

- low-light vision and 60ft darkvision
- DR 10/Evil
- immunity to acid & cold, 10 resistance to fire & electricity
- immunity to petrification, +4 racial bonus against poison
- 60ft winged flight with good maneuverability
- +4 deflection bonus to AC and +4 resistance bonus to saves against effects & attacks by evil creatures; 20ft radius. Functions as a Lesser Globe of Invulnerability Magic Circle Against Evil in other respects.
- truespeech; functions as a tongues spell

The big kicker to me is that it has a minute/level duration. The power seems about right for an 8th level spell, but too powerful for a paladin spell.

Paladins don't get 4th level spells until 13th class level. Clerics and Wizards get 8th level spells at 15th class level. It's not as big of a disparity as the sell level numbers might lead you to believe.


I would also say that a Cleric/Wizard/Sorceror is getting more out of those benefits than the Paladin.
Pally already has great Saves, so further bonuses are of less relative value.
Pally has lots of HPs (on top of Saves tending to halve energy damage) and easy self-healing so energy resistance/immmunity is of relative less value.
Pally can easily remove conditions and eventually all Poisons, so Poison bonus is of less relative value.
Deflection bonus to AC doesn't stack with Smite bonus to AC (albeit you aren't Smiting most of the time), somewhat less value.

IF the spell allows turning into a Giant Size creature, ala Giant Form II, that would be of more benefit for a Paladin, but otherwise these don't really seem especially overwhelmingly good for a Paladin.

I don't have the product, but it sounds extremely similar to the Oracle-only Divine Vessel spell, perhaps a little better, so it's likely that Oracles would choose this spell now instead of Divine Vessel, but the overlap is sort of jarring.


Kvantum wrote:
Paladins don't get 4th level spells until 13th class level. Clerics and Wizards get 8th level spells at 15th class level. It's not as big of a disparity as the sell level numbers might lead you to believe.

That may be true, but should paladins be getting that powerful of spell to begin with? The fact they're getting it two levels before a full caster is even more troubling.

Silver Crusade

Regarding the Sponsorship part of the Redemption section:

Is there a minimum of one possible sponsor for individuals with flat or negative Charisma? It just seems like a shame to lock them out of being able to have sponsors, even if the potential sponsor is pointedly trying to help them out.

thinking about how sponsorship is described, it feels very Planescapey what with the "belief is power" theme


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

After seeing the holy bomb discovery all I could think of was my alchemist saying these words while prepping the bomb..

"Oh Lord, Bless this thy holy hand grenade."

And when he is about to throw it.....

Alchemist: one, two, five...
Rogue: three sir.
Alchemist: Three!


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

When I looked at the devil's key all I could think of was kingdom hearts and the song simple and clean playing in my head.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Excellent book. I had some minor quibbles, but they are so minor that I've already forgotten what they were about. ^^

Well, there's the one issue, that the regular Summon Monster list is so devoid of good-aligned creatures to summon at certain levels and the replacement list needs a feat to be usable... but that's an aside.

Paizo Employee Developer

Mikaze wrote:

Regarding the Sponsorship part of the Redemption section:

Is there a minimum of one possible sponsor for individuals with flat or negative Charisma? It just seems like a shame to lock them out of being able to have sponsors, even if the potential sponsor is pointedly trying to help them out.

Yeah, having a minimum of 1 is completely reasonable.


What is there in the book for Good Rogues? I play a LG fighter/monk/rogue (tiefling) wondering if there is anything in this book I should look at for him (for PFS). Since i play good characters a lot I'll probably pick up this book eventually.

Shadow Lodge

I don't have the book in front of me, but I want to say there are a few talents in there, as well as Feats that lt you attack and not kill. The talent that come to mind is very similar to a smite attack against undead and evil outsiders ith your sneak attack.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

And I did remember one of my little criticisms:

The book says that casting spells with the "Evil" descriptor should count as an act of minor evil. While I get that for stuff like Death Knell, I've always found that assumption somewhat odd for the Summon Monster spells. If you are calling up some fiend from the Abyss to beat up Ogres, why is that exactly evil? The demon is staying only for a few seconds, is completely under your control and presumably is only going to do good stuff ( i.e. fighting evil ). It doesn't get any hold of your soul for using the summon spell, just as much as summoning a good outsider isn't turning you into a paragon of virtue.

And for that matter, if I cast a bunch of "Good" descriptor spells, that doesn't work in the same way, which seems a bit discriminatory. Casting "Evil" spells makes you a bit evil-er, but casting "Good" spells makes you... the same as always? Eh. I really wish the authors would have addressed that a bit.

Silver Crusade

I'm pretty sure Golden Legion's Stayed Blade is going to be a lock for my next feat level after last night's session. Trying to take down 9+ hobgoblins quickly and nonlethally while surrounded is hard enough without unlucky crits popping up to roll the subdual damage over into lethal. As a barbarian. With a katana. :O

That feat's practically, and possibly literally in-game, a godsend for characters that find themselves in the thick of things but still want to spare lives. :)


Rouge Talents
1)Sacred Sneak Attack-sneak attack vs undead/evil outsiders is treated as good damage for purposes of overcoming DR.
2)Sacrifice Self-rouge with evasion can give up benefits to half damage for ally, improved evasion rouges gets to nullify the damage on a good save for both him and is ally.
3)Stem the Flow-give up 3d6 sneak attack to prevent a target from channeling energy for a number of rounds equal to half his rouge level.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Oooh, so you got Suishen, Mikaze? Well, whom else could it have been otherwise? ^^

Silver Crusade

I just wanted to thank those who have been posting not-full-detail 'previews' of the book's content. After being burned on my last two purchases not having the material I reasonably expected them to have, being able to see up front that Champions of Purity DOES have what I was after is very nice.

It was enough to get me to make a purchase last night, and so far I am quite pleased with it!

Shadow Lodge

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I'm happy for you.

Silver Crusade

magnuskn wrote:
Oooh, so you got Suishen, Mikaze?

It's been a fun relationship. We click on basic morality and butt heads/try to understand ou cultural differences. We make a pretty good team so far. :D

It's just that we're just as bad at pulling punches as I was when I still using an earthbreaker. :O


2 people marked this as a favorite.

It appears that David Bowie moonlights as Damiel, the Alchemist Iconic ;) (pg 24)

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