You won’t get lost if you follow the river, and Pathfinder Player Companion: People of the River will be your guide! Whether your character is a Kellid warlord intent on reclaiming his ancestral homeland or a Riverfolk sneak looking for her next score, this volume has you covered. In addition, this Pathfinder Player Companion features expanded details and new rules connected to the science-infused barbarian nation of Numeria and the chaotic realms of the River Kingdoms, making it the perfect resource for Pathfinder RPG players diving into the Iron Gods Adventure Path or Pathfinder Module: The Emerald Spire Superdungeon!
Inside this book, you’ll find:
Six new class archetypes, including the resourceful galvanic saboteur for rangers, the vengeful Numerian liberator for barbarians, and the fickle hag of Gyronna for witches.
Over two dozen new character traits, making it easy to connect the background stories of countless new characters to the nation of Numeria or any of the River Kingdoms.
A beautifully illustrated explorer’s map of the Inner Sea region’s most storied waterway, the Sellen River.
Details, suggestions, and new campaign traits for characters getting started in the Iron Gods Adventure Path.
New feats, spells, magic items, and so much more to ready your adventurer for the dangers of rivers.
People of the River covers an interesting topic for a Pathfinder Player Companion. It's not about a specific race, or a specific country, but about a particular geographic feature (the Sellen River) and the peoples who live near it. The Sellen River is one of the most important rivers in the Inner Sea Region of Golarion, and is the lifeblood of several of the "River Kingdoms", small, independent nations with a variety of different types of governments and national ethos. People of the River covers several of the River Kingdoms, provides options for the Kellid people (tribal barbarians) of Numeria, serves as a general player's resource for the Iron Gods adventure path, and even discusses some general rules and options for river-based adventures generally. There's a lot to talk about, so let's hop into it!
The inside front cover is a "River Dangers" cheat sheet that contains quick rules reference page numbers for remedies for diseases, spells for dealing with dangerous animals, and ways to to safely navigate whitewater rapids. I appreciate little things like this, because Pathfinder has so much rules content it's easy to completely miss perfectly accessible options for dealing with problems. The inside back cover contains a paragraph-long description for each of three other important rivers in the Inner Sea: The Sphinx in Osirion, the Vanji in the Mwangi Expanse, and the Yondabakari in Varisia. The descriptions are very general, but there's not enough room to go into specific detail.
The book begins with a table of contents and a one-page "For Your Character" summary that indicates the book focusses on barbarians, kellids, sorcerers, and witches, but that any characters could benefit from the new background traits, description of life on the river, and map that's included in the book. This is followed by a one-page rules index of the new archetypes (6), feats (7), and traits (28!) introduced in the book. In other words, you can tell this entry in the product line is going to be pretty "crunch" heavy compared to earlier books in the line.
The book proper begins with a two-page introduction about rivers as a source of trade, combat, and borders generally before moving on to the Sellen in particular. About the first half of the book is a description of nine different River Kingdoms (Numeria, Daggermark, Echo Wood, Gralton, Lambreth, Mivon, Pitax, Sevenarches, and Tymon), each of which gets a page of coverage (or two pages in the case of Numeria). Each entry contains a description of the country, new regional traits, and something else special. The entry for Daggermark, for example, introduces the "Veneficus Witch" archetype, a witch specialized in poisons. The entry for Gralton contains a new Cavalier Order, the Order of Vengeance. One of my favorite things in the book is a new Sorcerer bloodline, Retribution, and its power, Vengeful Strike: when someone hurts you, they take the same amount of damage they dealt! (It's usable only once or twice a day, of course.) I was happy with the flavour, cleverness, and balance of the new options presented. I did think one of the new archetypes, the River Druid, was pretty weak considering how much it gives up for mediocre powers that can only be used near water.
Next is a two-page map of the Sellen River and its surroundings. It's a good way to see how the Sellen and its tributaries connect everything from the Worldwound in the north to Taldor and Andoran to the south. I quite like the style of the map: it's done in a "realistic" in-game fashion, but has a scale and enough detail to make it useful in actual gameplay. I assume that it's a pull-out map in the printed book, but I'm not sure as I only have the PDF.
Numeria is revisited for a two-page section that talks a little more about Kellids, the Technic League, and other Numerians. It introduces a cool new sorcerer bloodline for an SF-flavoured game, the Nanite bloodline. I'm not sure why the writers put some stuff on Numeria at the beginning of the book and then more stuff here, but I don't mind the expanded coverage on the country--it's the most unique of the River Kingdoms. Next, there's a two-page catch-all section about other people who might live along the Sellen, an interesting sidebar on "The Six River Freedoms", and a rogue archetype, the River Rat. It's a steep investment, as it gives up the one thing that used to set rogues apart (trapfinding) for some minor bonuses on swimming and navigating swampy terrain. Probably not worth it.
The last third of the book consists of two-page sections on a wide variety of topics. First up is "River Faiths", which mentions some of the "Core 20" deities commonly worshipped in the region but pays special attention to less commonly-known gods like Gyronna (the Hag Queen) and Hanspur (the Water Rat). There's also a new witch archetype for devotees of Gyronna. I don't know enough about the Witch class to offer an opinion, other than to say it has some flavourful features that would be fun to see in a villainous NPC.
Another section, "River Survival", introduces new rules options for "Catching a Creature Floating Downstream" (far more elaborate than is necessary for such a rare event, in my opinion) and "Swinging from Vines" (a fun idea). It contains a couple of new feats, one of which, "Waterway Caster" might see frequent use in the upcoming Ruins of Azlant adventure path: it allows spellcasters to avoid the need for "vigorous or violent motion" concentration checks for spellcasting while swimming or on a ship, and a bonus to underwater concentration checks. There's also a new "Galvanic Saboteur" archetype for rogues, which would be perfect for an Iron Gods campaign.
"Spells of the River" introduces seven new spells. Alter River seems surprisingly powerful for its level (it'd be easy to flood towns with it) and Magnetic Field (drawing metallic items towards the caster) is one of those spells that is quite cinematic but might be quite hard to set up the perfect circumstance to actually use it on the battlefield. Perhaps the best is a simple one: Hanspur's Flotsam Vessel, a low-level spell that creates a raft from river detritus.
Player Companions almost always introduce new magic items, and People of the River is no exception. Ten different ones are introduced, and most are at a character-friendly price point of 5,000 gp or less. I really liked Oath Breaker's Brand (which does as its name implies) and the Drowning Medallion (a steal at just 1,000 gp!).
The book ends with a two-page extract from the Iron Gods Player's Guide, and it reprints all of the campaign traits found in that book. Since a Player's Guide is free to download, I don't consider this good value for the space.
The artwork is top-notch throughout the book, and the writing was lively. There's a ton of quality material (flavour-wise and crunch-wise) for anyone adventuring in the Sellen River area, and the book does an excellent job reminding readers that rivers are far more than just obstacles to be crossed at the nearest bridge. Overall, this is an excellent addition to the line.
On the whole, People of the River does a pretty good job of covering a large amount of material, but it is constrained somewhat by that large volume. While it's true that one can turn to more detailed sources (Numeria, Land of Fallen Stars and Guide to the River Kingdoms) for more information, I think I would have much preferred to see this book divided up into two books, one for Numeria and one for the River Kingdoms. They could then each be player-focused companions to the Campaign Setting books mentioned above. It would also allow for more in-depth coverage of the countries and the peoples who live there. But overall, People of the River is not a bad book and there's quite a bit in it to interest players creating new characters.
Going to echo an above post and say probably not. We are just getting our purchasing orders and I've been told we probably won't be seeing shipping for at least the next few days. It's likely we won't be seeing them till next week.
Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Considering that subscribers are already talking in the mummy's mask thread about end of AP details, does anyone have this yet? and if so, what are the Iron Gods campaign traits?
Considering that subscribers are already talking in the mummy's mask thread about end of AP details, does anyone have this yet? and if so, what are the Iron Gods campaign traits?
There's a real nasty one that either gives you an attack roll bonus on all attacks made against members of the Technic League or a bonus to the save DC of your spells if they target a member of the Technic League. There's another one about killing robots and a third that gives you a weapon made out of a rare metal (silver or cold iron).
But that's not the *real* question. The *real* question is, "How are the class options?"
I am delighted to say that there are some real neat ones in this book. I don't know which freelancer it is, but between Blood of the Elements last month and People of the River this month, Paizo has a developer (or developers) that is really good at designing Cavalier Orders, because there's another awesome one in this book.
For whatever reason, you have a grudge against the Technic League. No matter the root cause, you’re convinced that the League is somehow responsible for the troubles facing Torch today. Choose either weapons or spells. If you choose weapons, you gain a +2 trait bonus on all damage rolls made against targets you know are associated with the Technic League. If you choose spells, increase the save DC of your spells by 1 when you target such a foe.
Local Ties:
You have ties to a prominent local in the town of Torch: the missing wizard, Khonnir Baine. He may have been your tutor, or a friend or business associate of your family. He may even have been your adoptive father, in which case you likely have a bond of friendship or rivalry with his adopted daughter Val. Your association with Khonnir has given you insight into how technology works. Choose Disable Device or Knowledge (engineering). You gain a +1 trait bonus on checks with this skill, and it is a class skill for you. In addition, you are treated as if you possessed the Technologist feat for the purposes of resolving checks associated with that skill. If you gain the Technologist feat, your trait bonus for the selected skill increases to +3.
Numerian Archaeologist:
You’ve studied Numeria’s eerie technological ruins extensively. You gain Androffan as an additional language. In addition, you possess a knack for technological items; when you use a timeworn technological item, roll twice when determining any glitches the item might cause and choose which result to use as your actual result. Talk to your GM for more information about resolving glitches.
Robot Slayer:
The strange steel automatons that plague the wilds of Numeria are a blight upon the world! You gain a +1 trait bonus on attack rolls against robots and a +1 dodge bonus to AC against attacks made by robots.
Skymetal Smith:
You’ve long hoped to work with skymetal, and begin the game with a small metal bauble made of the skymetal of your choice—you made this item yourself. The item is nothing more than a valuable art object worth 100 gp. You can sell it to gain an additional 100 gp when creating your character, but if you keep it, your pride in its crafting grants you a +2 trait bonus on Will saving throws made against emotion and fear effects. You lose this bonus if you willingly sell or give up the item, but if it is destroyed or lost through no fault of your own, you retain a +1 trait bonus on such Will saves.
Stargazer:
You hope to learn all you can about the strange creatures lurking in Numeria’s dungeons. You gain a +2 trait bonus on Knowledge checks to identify alien monsters’ abilities and weaknesses. In addition, you gain a +1 trait bonus on Knowledge (geography) checks, and this skill is a class skill for you. You are treated as if you possessed the Technologist feat for the purposes of resolving checks to identify an alien creature using a Knowledge skill and for all Knowledge (geography) checks. If you already possess the Technologist feat, then your trait bonus on Knowledge (geography) checks increases to +3.
Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Nanite. Sorcerer. Bloodline.
The Impossible bloodline from Champions of Balance has NOTHING on this one. At 20th level you can dissolve into a colony of nanites at will, as per Gaseous Form.
Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Kvantum wrote:
Nanite. Sorcerer. Bloodline.
The Impossible bloodline from Champions of Balance has NOTHING on this one. At 20th level you can dissolve into a colony of nanites at will, as per Gaseous Form.
Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Nanite Strike lets you essentially "poison" melee weapons with nano-infection. Nanite Surge lets you add class level +3 to a d20 roll once (later twice) per day. Nanite Resurgence works like the Resurgent Transformation spell, except as an (Ex) ability. Distributed Body gives you a 25% fortification ability.
And then you turn into a Living Swarm. I think this may be my new favorite bloodline, period.
There's another one about killing robots and a third that gives you a weapon made out of a rare metal (silver or cold iron).
"Who's that Ulfen warrior bashing in all those mechanical creatures' heads?"
"That is Magnus, Robot Fighter!"
Magnus doesn't NEED a rare metal weapon. He was trained in the perfect anti-robot martial art and can harden his own skin to shatter metal with his bare hands!
The fragmented nature of the River Kingdoms leaves a lot of opportunity for adventure, and it seems that much of the material in this book obviously ties into the Iron Gods AP. How much is useful for Kingmaker?
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
steelhead wrote:
The fragmented nature of the River Kingdoms leaves a lot of opportunity for adventure, and it seems that much of the material in this book obviously ties into the Iron Gods AP. How much is useful for Kingmaker?
What he said. I'm also repeating my earlier question as to whether they are bringing any new Kingmaker Campaign Traits in like they did for RotRL, CotCT, SD & JR in 'Varisia: Birthplace of Legend'?
The gazeteer about the River Kingdoms would have been great for Kingmaker, as the section on Faiths (Hanspur and Gyronna). I really wish I'd had this Players' Companion two years ago to drop in front of my Kingmaker players (and/or recommend that they buy) before we'd started that game!
The fragmented nature of the River Kingdoms leaves a lot of opportunity for adventure, and it seems that much of the material in this book obviously ties into the Iron Gods AP. How much is useful for Kingmaker?
Kingmaker involves the Sodden Lands, right? There's a two-page spread on the Sodden Lands and a two-page spread on Daggermark.
That said, this book definitely concerns itself more with stablished territories rather than places where kingdoms might sprout up.
The fragmented nature of the River Kingdoms leaves a lot of opportunity for adventure, and it seems that much of the material in this book obviously ties into the Iron Gods AP. How much is useful for Kingmaker?
Kingmaker involves the Sodden Lands, right? There's a two-page spread on the Sodden Lands and a two-page spread on Daggermark.
A surprising number of Performance Combat feats. A feat that actually works with the duelist's parry ability (but sadly does not interact with a swashbuckler's opportune riptose and parry deed), and some feats focused around dueling. A personal favorite of mine is called Call Out, where you can attempt to force a target into a duel with you.
The Vessel Between: The assassin ushers her victims from the kingdoms of the living to the kingdom of the dead. You gain a +1 trait bonus on attack rolls that would deal sneak attack damage on a hit.
Besides that the other stuff in here is pretty solid too.
We get 2 new mutated bloodlines, the Nanite bloodline, the vengeance cavalier order, a poison built witch (which is pretty awesome with the right build), and a ranger archetype built around fighting specific monsters (constructs) that not only doesn't suck but is pretty good. Literally the Galvantic scavenger gets to use wild empathy on ALL CONSTRUCTS. Just imagine befriending an Iron Golem for a minute.
Also we get rules for swinging from vines at people or to other places so, sweet!
1. Numerian Liberator: Like a sabotaging barbarian.
2. Veneficus Witch: a Daggermark witch who can mix poisons into her hexes
3. Gyronna Witch: a revenge themed witch who's soul job is to make all of your targets hate life and want to rage quit pf
4. River Rat: a Rogue arc that focuses on river and marsh type stuff
5. Galvanic Saboteur: A ranger arc that focuses on messing with constructs but STILL LETS YOU GAIN OTHER FAVORED ENEMIES. On top of that has potentially one of the most broken wild empathy replaces in the right game and properly used
6. River Druid: you basically become a ferryman and get bonuses on rivers and gain diplomacy as a class skill.
1. Numerian Liberator: are there any new Rage Powers? And I dont get the idea of a sabotaging Barbarian, does he get bonuses against inanimate objects?
3. Gyronna Witch:didnt understand that either, she gives suicide rage?
5. Galvanic Saboteur:does he get a special Hunter's Bond?
1. Numerian Liberator: are there any new Rage Powers? And I dont get the idea of a sabotaging Barbarian, does he get bonuses against inanimate objects?
3. Gyronna Witch:didnt understand that either, she gives suicide rage?
5. Galvanic Saboteur:does he get a special Hunter's Bond?
Thanks for the answers in advance. m(^.^)m
1. Yes there are new rage powers. One knocks held breath out of people, another lets you ignore construct hardness, 3rd one basically lets you constrict while grappling, and the final one lets you reduce penalties for attacking targets if one of you is underwater and the other isn't. Yes they do get bonuses to destroy inanimate objects (or really anything with hardness) they also get the ability to hide from constructs and increase the DC to cast defensively in areas they threaten.
3. Nope. Basically she gets bonuses to make people distrust one another and on fear spells. Her big power though is that she can chose to drop a mind affecting ability (including hexes) from a target as an immediate action. What's worse though is that if an ally tries to hit is friend with a beneficial spell the witch can drop the ability they have put on the victim. This forces the guy throwing the beneficial spell to make a Will save, if he fails the effect is wasted and the poor bastard who they were trying to help takes 1d4 Wis. Ohh and eventually you can summon a Night Hag to come and help you a couple of times a week.
4. No, but he does have his wild empathy change from effecting animals and magical beasts to effectint mindless and intelligent constructs. Literally you can befriend an Iron golem with him now.
Mutated bloodlines? Pray, speak on! I love me some Sorc stuff something fierce.
Yeah we get 2 new mutated bloodlines and a whole new bloodline all together.
The 2 mutated ones are Dark Fey (which comes from fey) and Retribution which comes from Martyred. The former replaces the 1st level power with the ability to fascinated people at 30 ft, the latter makes you a spirit of vengeance who can bounce damage back onto people 1/day at 9th that you have just taken as an immediate action. Also the Dark fey bloodline arcana makes you better at curses while Retribution reduces the level up of metamagic'd spells so long as you are using it on a guy who hit you within the last round.
The new bloodline is Nanite and it lets you basically become a robot man made of clouds of nanites and raise all types of hell.
Ohh and eventually you can summon a Night Hag to come and help you a couple of times a week.
YES. Finally, a way to get the hag component for a coven. Even if it's only for a few rounds, that's enough to buff the entire party with Mind Blank without touching spells.
doc the grey wrote:
The 2 mutated ones are Dark Fey (which comes from fey) and Retribution which comes from Martyred. The former replaces the 1st level power with the ability to fascinated people at 30 ft, the latter makes you a spirit of vengeance who can bounce damage back onto people 1/day at 9th that you have just taken as an immediate action. Also the Dark fey bloodline arcana makes you better at curses while Retribution reduces the level up of metamagic'd spells so long as you are using it on a guy who hit you within the last round.
Hmm. =/ Compulsion is way better than curse for Sorcs if it's just the same boost to DC The first level ability does seem a lot more useful for low-level play, though. (I'll probably always be playing Sylvan, though- animal companion rocks!) Retribution sounds like a nice upgrade to Martyr, though.
doc the grey wrote:
The new bloodline is Nanite and it lets you basically become a robot man made of clouds of nanites and raise all types of hell.