Kvantum |
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This book has a pair of rage powers that let a barbarian of at least 14th level 1) rip out a demon's heart or other vital organ, and 2) then eat it to gain half the demon's energy resistances for a number of rounds.
That's not a joke or exaggeration in any way, folks. O_o
Mechalibur |
This book has a pair of rage powers that let a barbarian of at least 14th level 1) rip out a demon's heart or other vital organ, and 2) then eat it to gain half the demon's energy resistances for a number of rounds.
That's not a joke or exaggeration in any way, folks. O_o
Woah. That does end up killing the demon, right?
Kvantum |
Archetypes?
Just the Cold Iron Warden for Inquisitors. Gives up tactics feats, Solo Tactics, Track, and Discern Lies for Track Teleportation, Abyssal Scourge (free Alignment Channel feat, but only vs. evil or chaotic, and it improves beyond just dice at 6th and 15th level), Favored Judgment as a bonus feat, your Bane is only +1d6 dam against non-evil or non-chaotic outsiders, but +3d6 damage against them, and Translate Telepathy, which lets you in on telepathic conversations in basically a (class lvl)-foot radius, (5 ft. per 5 class lvl).
xevious573 |
Any feats worth mentioning. Would have thought at least a demon slaying paladin archetype would have been in there.
We have Oath against Fiends in Ultimate Magic already. It prevents nearby teleportation effects from taking place. In addition there is the feat Painful Anchor which is one of the few feats that augments a Archetype ability, making the Oath against Fiends Anchoring Aura deal damage to any creature that teleports in or out of the Paladin's Aura.
xevious573 |
Yeah, the Paladin I plan on playing in WotR has the Oath against Fiends and Oath of Vengeance.
Pitborn Tiefling Oath against Fiends Paladin, myself. I also intended to take Ancestral Scorn (when intimidating Demons, they are sickened or nauseated for 1 round in addition to shaken) and Unsanctioned Knowledge (to take Wrath, Blistering Invective [goes well with Ancestral Scorn], Dimensional Anchor, and Divine Power)
ThatEvilGuy |
zergtitan wrote:Archetypes?Just the Cold Iron Warden for Inquisitors. Gives up tactics feats, Solo Tactics, Track, and Discern Lies for Track Teleportation, Abyssal Scourge (free Alignment Channel feat, but only vs. evil or chaotic, and it improves beyond just dice at 6th and 15th level), Favored Judgment as a bonus feat, your Bane is only +1d6 dam against non-evil or non-chaotic outsiders, but +3d6 damage against them, and Translate Telepathy, which lets you in on telepathic conversations in basically a (class lvl)-foot radius, (5 ft. per 5 class lvl).
That. Is. Awesome.
I can't wait to see the exact specifics when I get the PDF.
Celestial Pegasus |
While we're all begging for scraps of precious information: Anything in there Sorcerers, Celestial bloodline or otherwise, can make use of? Quick edit: I am particularly interested in any spells, feats, traits, and items that would help such a character be more effective in standing their ground against demons. The definition of 'more effective' is pretty broad, admittedly.
Celestial Pegasus |
Actually, I'll expand the question significantly (sorry to 'double post', but the window to edit my post from over 24 hours ago has long since expired) and be less silly in how I word the request. Does anyone know where to find even brief summaries of the content in this book? Like, in a little more detail than the product blurb. I don't need full rules text, but a little more info on what the Demon Hunter's Handbook broadly offers would be much appreciated!
Irnk, Dead-Eye's Prodigal |
Table of Contents:
For Your Character Pg2
Call of the Demon Hunter Pg4
Preparing to Hunt a Demon Pg6
Battling Demons Pg8
Dealing with Demons Pg10
Marked by Demons Pg12
In the Company of Demons 14
Know Your Demons Pg16
Innovations of the Crusades Pg18
Demon-Hunting Organizations Pg20
The Worldwound Pg22
The Abyss Pg24
Spells of Lost Sarkoris Pg26
Magic Items Pg28
Wrath of the Righteous Player’s Guide Pg30
Next Month! Pg32
Common Demonic Cults Inside Front Cover
Anathema to Demons Inside Back Cover
I'll see about posting more later, getting ready for work now.
Celestial Pegasus |
Thank you, Irnk! That is pretty interesting...
If anyone is willing to answer one last detail, I think I'll have what I need: Can I get an extremely brief look at what the Spells of Lost Sarkoris are? Even just how many spells there are, what level they are, what classes use them, and whether any of them have an Alignment descriptor would be plenty.
Celestial Pegasus |
So I ended up buying the book based off some other whisperings here and there, figured I'd share some things I thought were neat or informative. Forgive me if I don't go into extensive details; I'm trying to be mindful of the line between "info that builds excitement" and "goes too far, removing the incentive to BUY the book."
Wizards: Those interested in fiendish summoning, especially of a long-term nature, will find some things of interest.
Barbarians of levels 12+: The new Rage powers, as mentioned previously, are seriously hardcore stuff; like "headbanging while playing death metal with the volume dial cranked to 11" hardcore. Ripping your enemy apart and feasting on them? Wow.
Inquisitors: A new archetype (described above better than I could) and some new items.
Paladins: New feats and spells, slightly more detail below.
Rangers: Some items help them more than others, I believe, and there are some new Traps they can use made of unusual materials.
Everyone: Gets access to some neat items, like a 'holy water portable fountain' that spews light and holy water in a small radius. It does natural lighting (no help against magical darkness) and a little damage to evil outsiders if they stay within the effect. Also some variant caltrops! There are some 'flavor items' that help mortals in the Worldwound identify themselves to one another, I suspect these will become relevant during upcoming APs or possibly even PFS adventures? Unsure, but seems likely. Some new teamwork feats too.
New Spells: Please note these aren't PFS legal yet; whisperings suggest PFS staff are treating these "Lost Spells of Sarkoris" as indeed lost, and rumors (do not quote me on this, it is purely rumor!) talk about how access to them might show up on chronicle sheets later on. Interesting stuff nonetheless, including...
Anti-summoning spell that has a percentage chance of preventing summons within a specific radius. Bard, Inquisitor, Sor/Wiz, and Summoner get this at fairly low levels.
Clerics, Inquisitors, and Paladins get access to a few spells of varying levels that either causes an enemy to radiate light while they take damage... or deals retaliatory damage to any adjacent evil subtype creature that just hit them (or an ally). They also get a variant on "Protection From", focusing on various outsiders.
Bards and Inquisitors get a spell that shuts down a creature's ability to broadcast telepathy (if they had it) and their ability to receive telepathy 'transmissions' from others.
Most of this stuff didn't help my characters, but the fluff gave me some decent food for thought so I'm not too upset with my purchase and I hope this info helps others.
xevious573 |
Alleran wrote:It's called "buy the book". <3Celestial Pegasus wrote:Wizards: Those interested in fiendish summoning, especially of a long-term nature, will find some things of interest.Could you expand on this?
Would it be to difficult to say something like:
"Think the "Summon Good Monster" feat but for Demons."
or
"Lists of the various Demons' prefered sacrifices for planar binding. Won't go into detail here,"
or
"There's some spells that help you keep better control over your demons."
Just curious if something like that would be way to over the top and would utterly ruin the potential of someone buying this book.
dunebugg |
Would it be accurate to say that this book is then devoted to Inquisitors, Paladins, and Rangers primarily?
Inquisitors god yes. They seem to have gotten most of the love in the recent products (archetypes, inquisitions).
Mechanic-wise, this book doesn't have that much compared to other Players Guides (at least in my perusal).
Fluff and know-how, though, is aplenty. Lots and lots and lots of info about demon: how to kill, trap, summon, and more.
There are some neat ranger traps in the book.
But nothing actually dedicated to paladins. Some feats and equipment and spells that are shared, but nothing just for them.
Even barbarians got some dedicated love. How peculiar :P
Cascade |
Ashram wrote:Alleran wrote:It's called "buy the book". <3Celestial Pegasus wrote:Wizards: Those interested in fiendish summoning, especially of a long-term nature, will find some things of interest.Could you expand on this?Would it be to difficult to say something like:
"Think the "Summon Good Monster" feat but for Demons."
or
"Lists of the various Demons' prefered sacrifices for planar binding. Won't go into detail here,"
or
"There's some spells that help you keep better control over your demons."
Just curious if something like that would be way to over the top and would utterly ruin the potential of someone buying this book.
Nothing like that...although those would be quite cool and could've fit into Lords of Chaos. I think Paizo is going in the direction that players simply wouldn't consort with Demons like they do with Devils and will not be promoting it. Just an opinion. This work is about fighting demons.
Mikaze |
1 person marked this as a favorite. |
Ho-o-ly @#$% Amiri...
The new rage powers here combined with Celestial Totems would make for barbarians that would absolutely terrify demons. And possibly any allies that see them go to work...
I mean, I've had my barbarian threaten to tear out and eat an oni's heart when he was insanely angry, but this stuff actually carries through with it.
To anyone that remembers that literary masterpiece, the Doom comic, you can actually make a "RIP AND TEAR" barbarian.
"I GOT A FISTFUL OF VERTEBRAE AND A HEADFUL OF MAD!"
If you're looking to play a Sarkori barbarian that is absolutely pissed off about the state of their ancestral homeland, you probably want to give these a look. Because damn...
Evil Midnight Lurker |
Ho-o-ly @#$% Amiri...
The new rage powers here combined with Celestial Totems would make for barbarians that would absolutely terrify demons. And possibly any allies that see them go to work...
I mean, I've had my barbarian threaten to tear out and eat an oni's heart when he was insanely angry, but this stuff actually carries through with it.
To anyone that remembers that literary masterpiece, the Doom comic, you can actually make a "RIP AND TEAR" barbarian.
** spoiler omitted **
If you're looking to play a Sarkori barbarian that is absolutely pissed off about the state of their ancestral homeland, you probably want to give these a look. Because damn...
The tricky bit is, the organ-yoinking requires a natural weapon or unarmed strike.
Catfolk barbarian? Or Brutal Pugilist with Brawler, I suppose.