Pathfinder Player Companion: People of the Sands (PFRPG)

3.80/5 (based on 6 ratings)
Pathfinder Player Companion: People of the Sands (PFRPG)
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Welcome to the sprawling, sunbaked deserts of Garund. Whether you plan to raid ancient temples hidden beneath the sand for priceless treasures, venture through the endless wastes in search of rare flowers that promise everlasting youth, or smite evil cults that worship repugnant deities, the desert calls upon you to answer your destiny and claim your glory!

People of the Sands provides a player-focused, in-depth exploration of the scorching desert nations of the Inner Sea region. Each Pathfinder Player Companion includes new options and tools for every Pathfinder RPG player. Inside this book, you’ll find:

  • An overview of northern Garund’s perilous desert nations, including alchemy-fueled Thuvia, godless Rahadoum, and treasure-laden Osirion.
  • Detailed examinations of the people who populate Golarion’s harsh deserts, including the silver-tongued Keleshites, the enigmatic Pahmet, and the proud Garundi.
  • New magic items and equipment designed to help adventurers survive the hazards of the unforgiving desert.
  • New feats and spells to steep characters in the desert’s rich history, as well as two new prestige classes iconic to these harsh realms.
  • Campaign traits perfectly suited for characters taking part in the Mummy’s Mask Adventure Path.
  • New rules options for characters drawn to the desert, including a new oracle archetype, a new sorcerer bloodline, a new cavalier order, and more.

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

Written by Shaun Hocking, Rob McCreary, and Jason Nelson.
Cover Art by Kieran Yanner.

Each monthly 32-page Pathfinder Player Companion contains several player-focused articles exploring the volume’s theme as well as short articles with innovative new rules for all types of characters, as well as traits to better anchor the player to the campaign.

ISBN-13: 978-1-60125-601-0

Note: This product is part of the Pathfinder Player Companion Subscription.

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

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Everyman Product Reviews: People of the Sands

5/5

Final Score & Thoughts

Crunch: 5/5 Stars
Flavor: 5/5 Stars
Texture: 4/5 Stars
Total: 14/15 Stars, or 4.5/5 Stars, rounded up to 5 Stars for sheer quality.

As far as I’m concerned, People of the Sands is the definitive guide to desert PCs. It feels very complete offers 32 pages of background information essential to playing a character from this region. I would have preferred the artwork to match the topics a bit better and one piece in particular heavily contributed to the product’s 4 Star rating in the Texture department, but in all this is an excellent product that makes for a strong addition to any GM or Player’s repertoire.

Read the full review at the Everyman Gaming blog.


Ring Side Report- RPG review of Pathfinder Player Companion People of the Sands

5/5

Originally posted on www.throatpunchgames.com, a new idea everyday!

Product: Pathfinder Player Companion People of the Sands
Producer: Paizo
System: Pathfinder
Price: $12
TL;DR: An EXCELLENT PATHFINDER SUPPLEMENT! 100%

Basics: Come on down, hope a carpet and fly! People of the Sands serves as a guide book to Osirion, Rahadoum, Thuvia, and deserts in general as well as being the Mommy's Mask Players Guide. The book starts with the ancient and no so ancient history of Osirion. Then, it moves to the different types of people who live there. The centerfold of this book is a beautiful, weathered player map of Osirion. Next, the book discusses the three major desert modern day nations of Golarion. The last section of the book transitions to more player focused offerings covering two new player prestige classes, new magic and normal items, and then the players guide for Mummy's Mask.

Crunch or Mechanics: This book is full of mechanics. It full of new feats, spells, items, and two prestige classes (one of which is open to any class). While the book is mostly geared to alchemists, cavaliers, inquisitors, and sorcerers, it honestly has something for everybody. I LOVE it when supplements do that! 5/5

Fluff or story: Again, this is an amazing book. This book is full of detail regarding history, people, and the societies of the desert. It's not only "just" the standard book of facts, it's FULL of small details like sayings that different group use. That might just be filler to some people, but it helps me learn a little bit more about the people and their society. Heck, I've read a lot of Pathfinder books, and I learned new things from this book. 5/5

Execution: This book follows the standard Pathfinder Player Companion line layout: start with who the book is for/ask you GM section, then the real information. I love that and the rest of the layout. It makes the books read well. The test is broken up enough with headings and other thins often keeping the page from being just two columns/wall of text. I liked the art as it's the standard Pathfinder quality. If you ignored the text and just looked at the book, this is an example of how to layout and design a good RPG supplement. 5/5

Summary: I really liked this book. I felt it was worth my money. The book has lots of background, but it didn't skimp on the mechanics. Honestly, the book felt like a 50/50 split between the fluff and crunch. My only complaint isn't the books fault. I liked when the adventure path player guides were separate books. That part almost felt tacked on as the book covered so many different topics. However, even that section added more options for the players. When I'm working out and the bike rings to tell me I've gone far enough, but I can't put this book down so I keep going, you know you have a winner. 100%


Disappointing

2/5

I don't know why I continue to purchase these Player Companion releases. Very few of them have been worth my time or money. And this is another that's not worth it. The editing/layout is awfully inconsistent. It looks like different people did the layout for each page. For example, the Living Monolith Prestige Class actually says "Living Monolith Prestige Class" in its title bar, yet the Thuvian Alchemist Prestige Class just says "Thuvian Alchemist" in its title bar.

I was really hoping that the new Elemental Oracle Archetype would be worth it, but it's pretty darn mediocre. The Thuvian Alchemist actually is pretty decent if you want a healing-focused Alchemist. The Living Monolith still feels awfully powerful. I could be wrong, but it seems even better than the original one that was printed in that other book. I'll admit that there are a few traits and feats that I might consider taking for certain characters, but I wouldn't miss them if I had never purchased this book.


A useful and entertaining book

4/5

Read my full review on Of Dice and Pen.

I’m sure I’ve mentioned before that region-based supplements tend to be my favourite ones, and People of the Sands certainly doesn’t disappoint. As part of the Player Companion line of products, it contains a lot of new mechanical options (as well as updates to things like the living monolith prestige class). However, it also contains a good balance of fluff, with background information on the histories and peoples of the region it covers, making it a book that is entertaining and informative to read, and useful for gameplay.


2/5

Less a players guide to the people of the sands and more of a primer for a handful of locations with little but their general climate in common. Particularly Rahadoum kind of felt out of place (and again. . .?), but with little new ground. It also seems to paint a different picture of Rahadoum than other sources?

I really hate the format (still) and especially in this book those dang Roles. And while it is not a copy/paste, there is little here outside of what has already been presented (multiple times at that) in other books such as the Inner Sea World Guide. There are two Prestige Classes, the reprinted/updated Living Monolith, (meh in my opinion) and the Thuvian Alchemist, (sort of a healer alchemist). Yet another Sorcerer Bloodline (looks like it could make a nasty NPC) and Oracle Archtype (just kind of seems thrown in here). Something I would have liked instead would be options for "desert-based" clerics, cavaliers, paladins, and other classes that are normally more Western European themed. Archtypes to help allow divine casters to be able to play in Rahadoum, or more things along those lines and usefulness.

There are a few items presented, and I'm pretty happy with those, and very surprisingly, the majority of it is actually in the price range that it might be used before Epic Level, too. The highest priced item in the book is the Flying Carpet/Tent @ 90,000 which is actually pretty dang cool, the +5 version of the Ring of the Meh coming in at 50,000, and otherwise the next highest priced gear is the oddly cool signpost at 10,000. Armor Vents are great, as is the little personal heater (burner).

A small selection of spells (mostly reprints I think, but not sure). The centerfold map is kind of cool, but at the same time, I was kind of hoping for something similar to the People of the North, with tis for surviving and playing in that climate. Something this book sadly lacks pretty entirely, and was a large part of what I was hoping for from such a book. All in all, I liked it better than People of the North, but it shares many of the same flaws.


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chavamana wrote:
The new sorcerer bloodline is Div Bloodline.

Nice!

Now if we can only convince them to get us that Kyton bloodline down the road, my list of much-wanted bloodlines will be nearly complete!

Scarab Sages

chavamana wrote:
There is a remake of the 3.5 PrC Living Monolith ...

I think that I love you for posting this. I just ordered my hardcopy, and this is the thing tha tI was most hoping for. I play a Living Monolith that is about to go into the PFS retirement arc, and I have loved every single minute of playing.

But, I've wanted a remake of the class for *ages* now! :)


Shaun Hocking wrote:
Jason Nelson wrote:
Cheapy wrote:
Who are the authors for this one? Seems weird that the Bastards of Golarion already has theirs announced, but not this one due out in 19 days.
I was one of the contributing authors. I don't recall offhand who the others were.

And I'm another one.

Regarding the Ouat dwarves, I mentioned them in the section on the Pahmet. As far as I'm aware they haven't been disregarded altogether - it was the 'Ouat Caste' pun-thing that is being disregarded. Having said that, I don't know yet how my original text fared through the development process until I see the finished product myself.

Ouat monks are briefly mentioned in the New Feats section, and in the Pahmet section of the Osirion book.


chavamana wrote:
Quandary wrote:

Thuvian Alechemist is a PrC, not Archetype?

Info on Druids and Clerics would be cool... as would be an all-encompassing encyclopedic run down ;-)

Thuvian Alchemist is a PrC.

I'm at work so there will be no all-encompassing run down until later.

What sort of abilities does a Thuvian Alchemist gain?


1 person marked this as a favorite.

My list of bloodlines is not even close to be finished. The Div bloodline is fine and all but I wish it was a sphinx bloodline instead.

I will have to wait till I get hope from work to read the rest.


Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path Subscriber

Alleran, the Thuvian Alchemist PrC works best as a way of giving a non-Alchemist access to some Alchemist abilities; i.e.: Bombs, discoveries, certain healing abilities.
For an actual Alchemist I would consider it sub-par unless you were specifically looking to access the PrC-only discoveries, some of which are quite nice (Bottled Elemental anyone?..). Granted, the level 10 capstone makes for a nice addition, but really, I would say that a Wizard or Sorcerer would get the most out of this PrC.

Dragon78, you might consider looking at the 'Living Monolith' PrC then, it specifically has abilities that interact with Sphinxes, while allowing casters mostly continued progression.

Of course, who besides me has looked at the 'Mummy's Mask' Campaign Traits & squawked 'What?!'


Was it a good squawk?

Dark Archive

Irnk, Dead-Eye's Prodigal wrote:
Of course, who besides me has looked at the 'Mummy's Mask' Campaign Traits & squawked 'What?!'

Izzit about the "old gods?" If so, I also squawked.

People of the Sands wrote:
Osirion has a history stretching back over 8,000 years, and the deities worshiped today in modern Osirion are not the same ones revered in Ancient Osirion’s heyday—deities with names like Anubis, Osiris, Ra, and Set, among others... For more information on the deities of Ancient Osirion, see Pathfinder Adventure Path #80: Empty Graves.


Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path Subscriber

One of them diddles slightly with the PC sell-back rules & another effectively gives the PC the important half of Trapfinding...

Ermahgerd:
Foreign Opportunist: You’re not a native Osirian, but the opportunity to explore the tombs of Ancient Osirion—and “liberate” the treasures they hold—is too good to pass up. Whether or not you’re interested in the history of this land, you’re definitely interested in the wealth that’s lain hidden in dusty crypts for millennia—such as the tombs in the newly opened necropolis of Wati. You gain a +2 trait bonus on Appraise checks, and Appraise is always a class skill for you. In addition, your contacts in the antiquities markets allow you to sell relics of Ancient Osirion for 60% of their listed price, rather than the normal 50% value. What is considered a relic of Ancient Osirion is left to the GM’s discretion.
Trap Finder: Forgotten dungeons and ancient tombs have always held an appeal for you, and you’ve never been able to resist the urge to delve into these lost sites in search of knowledge, treasure, or both. You may not have received any formal training in the roguish arts, but you've nonetheless become skilled at spotting and disabling hidden traps. The tombs of Wati’s necropolis, just opened for exploration, seem like the perfect place to put your skills to the test. You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.

I will say I like the flavor of all of them, and I'm not convinced that 10% is that big a deal, but it definitely continues the trend of Campaign Traits being comparable & sometimes superior to some feats...

@N'wah: Actually, that one I thought was kind of cool. Gives another link between Golarion & Earth, which I don't consider a bad thing, although I realize others do. Though I will grant that it might play havoc with time-line comparisons, considering that we know Earth is not-quite a century off from Golarion.

Reign of Winter:
AR 4713 is the same time as 1918 AD.


Pathfinder Adventure Path Subscriber

The Campaign Traits have definitely made me even more interested in playing this one. I just hope I can get the other GM in our group to run it for me....

It does seem odd to me that the "Blood of Pharaohs" trait lets you take Ancient Osiriani as a bonus language, but "Devotee of the Old Gods" doesn't.

Paizo Employee Developer

Irnk, Dead-Eye's Prodigal wrote:
@N'wah: Actually, that one I thought was kind of cool. Gives another link between Golarion & Earth, which I don't consider a bad thing, although I realize others do. Though I will grant that it might play havoc with time-line comparisons, considering that we know Earth is not-quite a century off from Golarion.

Oh, the lead developers of Mummy's Mask (Rob and Adam) are very aware of the Golarion-Earth timeline link and what sorts of madness that involves. ;]


Since we found Rasputin in the Reign of Winter, maybe we can find Ramases in this one!


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

... So when did the "old gods" stop being worshipped in Osirion? And why?

Webstore Gninja Minion

Bellona wrote:
... So when did the "old gods" stop being worshipped in Osirion? And why?

Isn't that a fantastic question? ;)

Dark Archive

Pathfinder Adventure Path Subscriber

This is getting better and better. Haven't been this hyped since 'Reign of Winter.'

Dark Archive

I hope Wadjet, Apep and Khepri, from the Osirion: Land of Pharaohs Companion, are among the gods of old Osirion.

All three faiths sounded intriguing.

Silver Crusade

Bellona wrote:
... So when did the "old gods" stop being worshipped in Osirion? And why?

srsly, what did you do, Set? ;)

Opening this up now. Is good.


So how much did Living Monolith get reworked?
What exactly is the new order about?

Dark Archive

4 people marked this as a favorite.
Mikaze wrote:
Bellona wrote:
... So when did the "old gods" stop being worshipped in Osirion? And why?
srsly, what did you do, Set? ;)

Without having read it, I categorically deny everything that doesn't involve being the inventor of deicide, and the guy who got deicided totally asking for it.


Does there happen to be any other new rules options outside of the stuff like oracle archetype, cavalier order, etc?


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

What is the new cavalier order abilities?


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Nevermind, found my answer.


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

The thuvian alchemist prestige class to me is a prestige class that would allow other classes to wield alchemist abilities, but in a few ways for alchemist seems problamatic,

Spoiler:
The healing solution power allows you to cast healing spells at the cost of two slots of the same level which must be used before the end of the term. A regular alchemist can prepare all of these extracts already, and with infusion you can give them to others to use.

The curative enhancements can augment your healing solution to remove conditions like a paladins mercy, however many of the listed conditions can already be treated with regular alchemy items.

Other than that the class look good to me. But for alchemists who want to take this route I would suggest a few alterations.

Spoiler:
I would combine powers from the Chirugeon archetype to fit the theme and alchemist alike.

Replace healing solution with infused curative. And remove curative enhancement from levels 3 and 9. Replace curative enhancement at level 5 with Chirugeon's Anaesthetic ability. And finally replace curative enhancement at level 7 with the power over death ability.

I wouldn't suggest these alterations for a non alchemist class character.

Paizo Employee Senior Developer

1 person marked this as a favorite.
Bellona wrote:
... So when did the "old gods" stop being worshipped in Osirion? And why?

You'll need to wait for Pathfinder #80: Empty Graves for the answer to that question. Although their worship hasn't stopped, really - it's just not as popular as once it was.


Momo Kimura wrote:
So how much did Living Monolith get reworked?

It works as a caster prestige class *also* now - interesting mechanic.

Question for the Powers-That-Be: no clarification was made on whether the Ka Stone enlarge person ability can still be used when it upgrades to righteous might. This is important because to avoid the much reduced duration of the higher ability - sometimes minutes with enlarge is better than rounds with righteous.

Gotta say, it's great to be back in Osirion!

Scarab Sages

N'wah wrote:
Irnk, Dead-Eye's Prodigal wrote:
Of course, who besides me has looked at the 'Mummy's Mask' Campaign Traits & squawked 'What?!'

Izzit about the "old gods?" If so, I also squawked.

People of the Sands wrote:
Osirion has a history stretching back over 8,000 years, and the deities worshiped today in modern Osirion are not the same ones revered in Ancient Osirion’s heyday—deities with names like Anubis, Osiris, Ra, and Set, among others... For more information on the deities of Ancient Osirion, see Pathfinder Adventure Path #80: Empty Graves.
You know, I had a feeling that some people would squawk about if the "old gods" were included, because few knew about them. I, for one, was thrilled to see it. It's included in a very small, subtle phrasing in the old book. I think that the phrasing is interesting. It doesn't necessarily say that the gods manifest in the same way, only that they have those names. ;) Of course, it could just be a nice turn of phrase, but it also could be the intent of the developers. Those tricksey, tricksey developers!
Osirion, Land of the Pharoahs wrote:
Osirion’s erstwhile Keleshite overlords went to great efforts to extirpate the ancient cultic religions of Osirion during their reign, but in many secret places the ancient rites continue, as beast-headed entities both malevolent and benign are venerated or placated with wealth and blood.

So, I've always assumed that meant the "Egyptian" gods, but, I was pleased to hear that they are enumerated in the new book.


Majuba wrote:
Momo Kimura wrote:

It works as a caster prestige class *also* now - interesting mechanic.

Question for the Powers-That-Be: no clarification was made on whether the Ka Stone enlarge person ability can still be used when it upgrades to righteous might. This is important because to avoid the much reduced duration of the higher ability - sometimes minutes with enlarge is better than rounds with righteous.

Gotta say, it's great to be back in Osirion!

Apparently its non-negotiable if you want it for enlarge person. This is also present in the original version of LM in how it was non-negotiable. Unless you want to hit the capstone a 4-level dip maybe best advised.

Quote:
At 5th level, when a living monolith with a ka stone invokes his ka stone's power to increase his size, the living monolith gains the benefit of righteous might rather than enlarge person.

Soul Stone is very interesting as it is a flexible tool used for spellcasters or noncasters.

Quote:
...When a living monolith first gains the soul stone ability, he must decide whether it takes the form of an ib stone or a ka stone. If the character was a spellcaster before becoming a living monolith, he can choose either an ib stone or a ka stone. If the character was not a spellcaster before becoming a living monolith, he must take a ka stone.

After dissecting it for myself, there are a few minor changes and one big change (Soul Stone) but not much change.


I won't spoil too much about the cavalier order except the fluff text that describes what the order is about.

Quote:
Cavaliers belonging to the order of the First Law are dedicated to hunting down anyone practicing, preaching, or otherwise facilitating a religion.

And with that snippet I've exhausted my energy.


Sounds good. Desert campaigns are really fun, and I just started one last week.


How much detail do they give to the Pahmet?

Scarab Sages

Dakún Rabbúhamash wrote:
How much detail do they give to the Pahmet?

There's mentions throughout this, and Osirion: Legacy of the Pharaohs. But, this one has an entire two-page spread about them, including nice piece of art, and a sidebar on "Pahmet sayings".

Good stuff, man.

Scarab Sages

2 people marked this as a favorite.

I can't even begin to rave enough about this book!
It has everything that I could've hoped for, especially the revision of the Living Monolith PrC from the earlier book. Though I'm not overly fond of the art for that particular class, because it's got a serious perspective issue with the LM's khopesh (sword) ... it looks like he's holding it sideways and backwards. <shrug> It's still incredibly beautifully illustrated, just a strange pose.
And then, there's the center two-page map. It's simply *stunning*. It looks like an ancient Age of Exploration map - it's gorgeous. The compass rose, especially, is *very* well done, with hieroglyphics on it and such. It's all earth tones and stained-looking. And it's not just a beautiful piece of artwork, it's actually got gaming-related overlays on it with names and labels, and roads that have MILEAGE labels on them!!
The sections on the Pahmet, and Other Races was particularly fascinating, and the sections on Rahadoum were especially interesting, as I knew next to nothing about them.

Overall, Shaun hocking, Rob McCreary, and Jason Nelson did a marvelous job on this one - and I was thrilled to see Jason back on the newest Osirion book again!

Dark Archive

W. Kristoph Nolen wrote:
I can't even begin to rave enough about this book! [snip]

I already had to own this book, not I need to own it *now!*

FLGS, don't fail me now!

I love flavorful maps, to the point of picking up copies of National Geographic at used book stores just to take out the maps, so the news that this has an awesome map in it excites me greatly.


Is this out in the wild now? May have to swing by my FLGS and pick it up!

Webstore Gninja Minion

BigWeather wrote:
Is this out in the wild now? May have to swing by my FLGS and pick it up!

Street date is 1/29. :)


Liz Courts wrote:
BigWeather wrote:
Is this out in the wild now? May have to swing by my FLGS and pick it up!
Street date is 1/29. :)

Ah, next week it is then. Thanks, really looking forward to it.

Dark Archive

Yeah, gaming store didn't have it yet, so I had to get Towns of the Inner Sea instead, so, win-win!


What exactly is the new oracle archetype?


Pathfinder Companion, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Axial wrote:
What exactly is the new oracle archetype?

Elementalist oracle archetype.

Basically...

Replaces the bonus mystery spells you would get at 4th, 6th, 8th, 10th, 12th, and 18th (leaving you with the 2nd, 14th, and 16th spells of your mystery).

Replaces your 1st level mystery with a mystery that grants you one of the elemental languages at 1st, another at 5th, another at 9th, and the remaining one at 13th.

Replaces your 11th level mystery with a mystery that allows you to gain either the air, earth, fire, or water subtype and an accompanying bonus (air, 30 ft. perfect fly speed, earth, 30 ft. tremorsense, fire, immunity to fire and vulnerability to cold, water, swim speed of 30 ft. and ability to breathe underwater).

Replaces your final revelation with one that lets you apply the elemental spell metamagic feat to anything you cast without increasing the level or casting time, freely choosing acid, cold, fire, or electricity each time you use it, and when you score a critical hit with an attack that deals energy damage, you ignore any energy resistance they have, and if they have immunity to the energy you're using, you deal half damage.


Is there also a new oracle Mystery in here?


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

no just a new archetype.


Pathfinder Adventure Path Subscriber

Mh, how does that Horn of the Criosphinx feat work out with cavaliers, lances and the spirited charge feat?
If y=STR, would that result in 3dx+6y for a mounted charge with lance in both hands?

Good you said "in both hands" in that feat actually!

Besides, i would have loved to see hyena riding halfling cavaliers charging through the desert! Can´t imagine there are no halflings in the desert.


Pathfinder Adventure Path Subscriber

One more compliment on something in this book!

Storm of blades is real nice and offers a lot of rpg opportunity!

Some questions: All attacks on the same target or are different targets possible? Can all attacks be made in one round or only one per round?
I can totally see one of my casters now carrying a lot of greatswords after learning that spell :D

I would also say multiple targets and all in one round should be ok, since the damage is in line with other spells or maybe even lower.

Questions that also arise there:
Would a magic weapon be consumed too?
Do feats like point blank and deadly aim count on that spell?
And how about dervish dance, giving DEX to damage when using a scimitar?

I ahve to say, that spell would actually have been supercool on the bard list too. Just imagine a dervish dancer with that spell. Awesome.

Shadow Lodge

Hayato Ken wrote:

One more compliment on something in this book!

Storm of blades is real nice and offers a lot of rpg opportunity!

Some questions: All attacks on the same target or are different targets possible? Can all attacks be made in one round or only one per round?
I can totally see one of my casters now carrying a lot of greatswords after learning that spell :D

I would also say multiple targets and all in one round should be ok, since the damage is in line with other spells or maybe even lower.

The target entry of the spell says "One Target", so I think all must attack a single target. I don't really see a reason not to allow it (I think the spell is kind of pricey/weak myself), but it looks like you must throw them all at one target. Since you need to make separate attack rolls for each weapon, that also (probably) means that they each also need to get past DR (Conjuraition Creation), and it doesn't look like the actual materials or magic from the Focus weapon carry over.

Hayato Ken wrote:

Questions that also arise there:

Would a magic weapon be consumed too?

Absolutely.

Hayato Ken wrote:
Do feats like point blank and deadly aim count on that spell?

Pretty sure. Don't see why not. It's a Conjuration Creation spell, so it's creating actual swords that are magically flung.

Hayato Ken wrote:
And how about dervish dance, giving DEX to damage when using a scimitar?

No, because DD requires you to melee attack with it.

Hayato Ken wrote:
I have to say, that spell would actually have been supercool on the bard list too. Just imagine a dervish dancer with that spell. Awesome.

Personally, I'd like it as a Cleric only Improved Spiritual Weapon, but it is what it is, and glad you like it. :)

The Exchange

Is there a reason Summon Genie has been disallowed from PFS play?

Shadow Lodge

I think they might be planning to make it a boon reward.


I was actually gonna say, did some dev accidentally make the component for Storm of Blades a "M" component instead of an "F" component? That seems rather pricey to be carrying around a ton of weapons just to use one low level spell.


Also, since this stupid thing won't let me edit my post, if the author of the "Hand of the Criosphynx" feat is around, I have a question:

What is the intended reaction when you mix the Two-Handed Weapon Fighter's "Overhand Chop" with "Hand of the Criosphynx"? Do you get triple Strength modifier on a charge?

The Exchange

DM Beckett wrote:
I think they might be planning to make it a boon reward.

Exactly what Michael Brock said in the PFS forum.


Pathfinder Card Game, Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Charter Superscriber

Well done! Lots of great flavor for players.

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