Pathfinder Player Companion: Agents of Evil (PFRPG)

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Pathfinder Player Companion: Agents of Evil (PFRPG)
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It's Good to Be Bad

Not every protagonist is a hero! Author Thurston Hillman brings you all the twisted tools you need to carry out nefarious deeds in Pathfinder Player Companion: Agents of Evil. Delve deep into discussions of what it means to undertake evil tasks, both for truly selfish characters and for those hard-eyed heroes willing to get their hands dirty in pursuit of the greater good. Explore new character options for PCs not squeamish about what patrons, gods, or other sources of power they serve, and gear up with a smorgasboard of sinister magic items, forbidden equipment, and spells that will make paladins think twice about working with you!

Adventure isn't just for goody-goodies anymore. Inside this book, you'll find:

  • New background options, story feats, and character traits to help you flesh out your villainous past. Were you the product of a hard life, or just born rotten to the core?
  • Details on who worships the evil gods of the Inner Sea, and a brief review of their nonevil cults, including the appeaser cleric archetype, who channels nefarious powers to unaligned ends.
  • New archetypes to emphasize moral compromise and sinister influences, such as the insinuator antipaladin, who serves no cause but his own glory.
  • General and specific tactics for battling the forces of good, from self-righteous paladins to holier-than-thou angels.
  • New spells, magic items, magic weapons, feats, and poisons to help give your morally compromised adventurers the edge over their foes!

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.

ISBN-13: 978-1-60125-801-4

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5 stars because...

5/5

This book finally introduces an enchantment you can put on your armor to cause alignment detecting divination magic to read whatever alignment you want to broadcast. THIS IS HUGE!

Before this, ways of disguising alignment were obvious, due to will saves, or the fact they made you always broadcast Neutral Neutral. NO MORE! Now your bad guys can broadcast any alignment, my favorite so far being Neutral Good, as its just so dang believable.


Being an AGENT of evil

3/5

What this book is: a list of options for characters who plan on working with an evil source. An agent, of evil, if you will.
What this book is not: a guidebook for evil characters. Pick of Champions of Corruption if that's what you need.

Agents of Evil is a great book for those looking to engage an evil, or at least morally ambiguous, campaign but aren't ready to go full mustache twirling, baby eating, "hail Asmodeus!" monster. It comes with a plethora of story feats that play off of the fall of morality, some class options for clerics and summoners that let non-evil ones work better with the wicked, and a few other goodies that fit right into settings like Skull and Shackles and Reign of Winter.

That said, if you want your character to fully embrace darkness... well, this book isn't that. For an AP like Way of the Wicked, where the PCs are supposed to be fully in the dark side of the alignment axis, this book's "slightly darker than gray" themes won't satisfy you. Champions of Corruption will serve you better.

The reason for the three star review isn't the part of the moral spectrum it chooses to cover, it's about the multiple directions this book tried to go and the fact it really didn't satisfy any of those directions.
I cannot call it a rules book (like I would the Weapon Master's Handbook); there are chapters that are only one quarter mechanics or rules.
I cannot call it a fluff book (like I would Champions of Balance); no given concept is given extensive extensive coverage. A given idea (such as dealing with evil as a method of survival) is given merely a paragraph, rather than a column or page.
I cannot call it a lore book (as I would the Books of the Damned or Numeria: Land of Fallen Stars); while Golarion specifics are mentioned, there's just so much that this book tried to cover that no given topic was given its due.
In the end, the book just feel confused.

Final verdict; just like its subject matter, it's not a BAD book, but it's not a particularly GOOD one either. If you are on the fence, I suggest borrowing a copy before you commit to it.


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Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Barachiel Shina wrote:
Maybe it's in the spells. What is a quick summary of what the spells do?

I don't have time to describe the spells, but I will list them:

Detect Fiendish Presence
Devil Snare
Punishing Armor
Unholy Ward
Blood Tentacles
Caustic Safeguard
Coward's Cowl
Dream Dalliance
Enticing Adulation
Furious Fire Barrage
Golden Guise
Shadow Endurance

Dream Dalliance is an insidious spell to use to kill somebody with a weak Will save. It gives them dreams so pleasant that they will remain asleep until they starve to death or until they make the Will save (which they can attempt only once a day).


David knott 242 wrote:
QuidEst wrote:
Do you mind spoiling where you pick Ambitious Bond allies from? Is it still the Summon Monster list?

Ambitious Bond references Fiendish Boon, so it would be the Summon Monster lists modified for alignment of outsider invoked for that day.

Hmm. Summon Evil Monster it is, then! Pity about the neutral options, but a lenient GM might allow the Summon Neutral Monster list so there's more than elementals.


I think that this looks like a great book. I am playing a Black Robed wizard in a Dragonlance campaign and have for the most part found most of the evil spells, well, kind of boring.


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

I was actually considering interrupting my subscription so that I could skip this book. Now I am glad I decided to keep it.

Liberty's Edge Assistant Developer

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David knott 242 wrote:
By the way: The Appeaser retains the ability to channel negative energy. The limited ability to channel positive energy is simply an alternate use of channel energy that he gets at level 5+. The big loss for this archetype is the domains.

The Appeaser doesn't "lose" domains. He has access to any of the domains his god offers rather than just two. He just has to pay for that expanded access.

Liberty's Edge Assistant Developer

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David knott 242 wrote:

Another apparent error: There is a new cantrip called "Detect Fiendish Presence". The last sentence of the spell description says "It can also detect clerics and paladins of fiendish deities, including Asmodeus,

archdevils, daemonic harbingers, and demon lords." I thought the whole idea of paladins of Asmodeus had been laid to rest despite that trait in "Distant Shores"?

That is an error. It should say antipaladins rather than paladins.

Paizo Employee Contributor—Canadian Maplecakes

David knott 242 wrote:

I was actually considering interrupting my subscription so that I could skip this book. Now I am glad I decided to keep it.

Hooray!

I hope the book has a bunch of enjoyable options, or ideas for you to pursue. :)

Liberty's Edge

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That is a lot of tanking skills on the insinuator. Kind of necessary when you think about their names connotations. also Furious Fire Barrage. the name sounds like the fantasy equivalent of burying the enemy in white phosphorous, or rapid firing fireballs until the target does not get up.

Now about golden guise. Does this mean the anti-paladin or evil master of the dark can at least appear in the form of a shining white knight, an angelic figure radiating good, or other suitably good aligned figures? Cause I am getting vibes of how some demonic/evil beings can trick people into following them by making them think they are good.


Pathfinder Starfinder Roleplaying Game Subscriber

I don't suppose anyone would be willing to volunteer which of these spells are on the antipaladin, mesmerist, or witch spell lists?


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
ErisAcolyte-Chaos jester wrote:
Now about golden guise. Does this mean the anti-paladin or evil master of the dark can at least appear in the form of a shining white knight, an angelic figure radiating good, or other suitably good aligned figures? Cause I am getting vibes of how some demonic/evil beings can trick people into following them by making them think they are good.

The Golden Guise spell is more about temporarily turning objects into gold, with most of the detail about how armor and weapons get degraded by that transformation.


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

Be sure to check out the latest Paizo blog. It mentions a few things about Agents of Evil that have not yet been brought up in this thread.


David knott 242 wrote:

The Insinuator Antipaladin archetype is based on extreme selfishness. Each day, the Insinuator invokes the power of an outsider with an alignment within one step of his own (which can be any evil alignment) and alters his class features based on the alignment of the invoked outsider. He has the following archetype features:

Detect Balance replaces Detect Good.
Smite Impudence replaces Smite Good.
Selfish Healing replaces Touch of Corruption.
Stubborn Health replaces Plague Bringer.
Greeds (as paladin Mercies, but usable only on himself) replace Cruelties.
Bonus Feats replaces Spells.
Aura of Ambition replaces Aura of Despair.
Aura of Glory replaces Aura of Vengeance.
Aura of Belief replaces Aura of Sin.
Aura of Indomitability replaces Aura of Depravity.
Personal Champion replaces Unholy Champion.

What exactly do Detect Balance and Smite Impudence do?


so hows the insinuator antipaladin work?

Silver Crusade

So this anti-paladin can be of any evil alignment?


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Axial wrote:
What exactly do Detect Balance and Smite Impudence do?

Detect Balance detects creatures that are neither good nor evil.

Smite Impudence allows you to smite any creature with an alignment different from that of your invoked outsider, with additional bonuses if the creature is of an opposed alignment.


David knott 242 wrote:
Axial wrote:
What exactly do Detect Balance and Smite Impudence do?

Detect Balance detects creatures that are neither good nor evil.

Smite Impudence allows you to smite any creature with an alignment different from that of your invoked outsider, with additional bonuses if the creature is of an opposed alignment.

So as you described earlier, the insinuator can invoke an outsider within "one step of it's alignment" which can be any evil alignment. So I assume that means they can invoke demons, devils, daemons, inevitables, proteans, and psychopomps?


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Dragon78 wrote:
I will be skipping this one.

Ditto. I really wish I could suspend my subscription for the AP because this goes hand in hand with Hell's Vengeance which I don't want either. I don't allow evil characters and neither do the other DM/GM's in my group. Too many years of derailed campaigns and sick jerks.


C Shepard wrote:
Dragon78 wrote:
I will be skipping this one.
Ditto. I really wish I could suspend my subscription for the AP because this goes hand in hand with Hell's Vengeance which I don't want either. I don't allow evil characters and neither do the other DM/GM's in my group. Too many years of derailed campaigns and sick jerks.

You can. Just send them an email telling them to cancel your AP subscription, and then start it up again after.


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Or you can use the stuff for the enemies your PCs will face. Just because you don't allow PCs to play evil characters doesn't mean the material isn't good for their enemies.

As for the AP, that sucks. Guess there are players that don't know how to play evil. Evil doesn't mean doing random bad things for the sake of doing random bad things.


Barachiel Shina wrote:

Or you can use the stuff for the enemies your PCs will face. Just because you don't allow PCs to play evil characters doesn't mean the material isn't good for their enemies.

As for the AP, that sucks. Guess there are players that don't know how to play evil. Evil doesn't mean doing random bad things for the sake of doing random bad things.

unless the gm gives you a actual railroad then their asking for some npc to get tied to the tracks.


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Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Axial wrote:
David knott 242 wrote:
Axial wrote:
What exactly do Detect Balance and Smite Impudence do?

Detect Balance detects creatures that are neither good nor evil.

Smite Impudence allows you to smite any creature with an alignment different from that of your invoked outsider, with additional bonuses if the creature is of an opposed alignment.

So as you described earlier, the insinuator can invoke an outsider within "one step of it's alignment" which can be any evil alignment. So I assume that means they can invoke demons, devils, daemons, inevitables, proteans, and psychopomps?

There is no exhaustive list given, but any non-good outsider sub-type can work if there is a close enough alignment match. A sidebar specifically mentions most of the sub-types above plus elemental lords.


Smiting Reversal? What in Asmodeus's name is this?

Silver Crusade Contributor

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djones wrote:
Smiting Reversal? What in Asmodeus's name is this?

Smiting Reversal:
Requires Power Attack and Toughness. Three times per day, when attacked by a smite attack, you get an AoO against them with similar bonuses (+Cha to hit, +level to damage, ignore any DR).

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Kalindlara wrote:
djones wrote:
Smiting Reversal? What in Asmodeus's name is this?
** spoiler omitted **

Aha!

Ahahaha

AHAHAHAHAHAHAHAHAHAAHA


Can anyone give me details on the feat Coven Caster and the Social trait Carnal Attraction?

Silver Crusade Contributor

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John Kretzer wrote:

Can anyone give me details on the feat Coven Caster and the Social trait Carnal Attraction?

Carnal Attraction:
+2 to gather info and Knowledge (local) about your preferred vice.

Coven Caster:
Aid another to boost an ally's caster level by 1; if you have the coven hex, you can buff your entire coven.

Coven Caster (and the new Hag Magic alternate racial trait) goes very well with an archetype in the recently released Wayfinder #14. ^_^

Silver Crusade Contributor

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Also, I notice that we now have two (different) changeling alternate racial traits named Hag Magic.

Oops. ^_^


djones wrote:
Kalindlara wrote:
djones wrote:
Smiting Reversal? What in Asmodeus's name is this?
** spoiler omitted **

Aha!

Ahahaha

AHAHAHAHAHAHAHAHAHAAHA

This is an NPC feat, but a really f~++ing good one. Very nasty surprise to drop on a party paladin...

Silver Crusade Contributor

If you fight a lot of antipaladins and creatures with the fiendish template, it might be valid. The prerequisites are rough, though.

Bear in mind that it's a combat feat - characters with Martial Versatility get to add it to their toolbox.

And, finally - other than the ability-score-to-attack part, it will all stack with an existing smite. So if you're a paladin/antipaladin with the feat... things will get ugly. ^_^


Gonna go ahead and post some of the sections, since not much as been shared yet.

Motivation traits:

Curiosity: Carnal Attraction(Social): bonus to gather information or knowledge local checks for a vice
Greed: For the Money(Social): bonus on skill checks regarding payments/prices,increases if youre in a position of authority, +1 to appraise, appraise class skill
Indolence: Less Effort(Magic):1 abjuration or transmutation spell has higher caster levels for duration
Insanity: Unbalanced Insight(Social): Aklo bonus language, bonus to saves vs fear/conusion from aberrations
Revenge: Back for More(Combat): Morale bonus on attack and damage against a creature that confirms a crit against you
Strength: Low Blow(Magic): Pain abilities or morale penalties have higher caster level against good creatures, if you are evil save dcs are higher
Survival: Broken, Not Beaten(Combat): Stabile automatically, ferocity ability 1/day

Spells and Feats Against Good:

Punishing armor: 1st level spell, alchemist, bloodrager, magus, shaman, sorc/wiz, spiritualist, summoner. Personal. 10 min.level, Fort negates, reflect half nonlethal damage taken
Unholy Ward, Antipaladin, Cleric, Inquisitor, Sorc/Wiz. Personal, 10/min level. Protection from Energy against holy sources from good sources.
Smiting reversal is covered
Sunder Blessing, fighter feat, spell sunder for divine sources
Sycophant: Diplomacy check to force next attack to be nonlethal

Racial Options:

Changlings
Hag Magic Alternate Race Trait. Higher Enchantment DCs, Gains SLAs with high Cha. Replaces Claws and Natural Armor.
Coven Caster Feat: Special Aid Another check, increases adjacent casters CL, coven hex makes it AoE.

Drow:
Champion of Dark Powers Alternate Race Trait: SR only applies to good/healing spells and spells cast by divine casters of good dieties. Increases DC of evil spells. Modifies SR trait.
Rogue Talent: Grazing Shot: Make attack with hand crossbow against enemy with cover from another enemy. Deal minimal damage, precision and special weapon ability damage once, but poison affects all targets hit.

Fetchlings:
Unnerving Gaze Alternate Race Trait: Gaze Attack 3/day, causes shaken then staggered then stunned in cone. Mind-affecting. Replaces SLAs.
Vision-Clouding Strike Magus Arcana: Spend arcane pool to cause struck creatures treat magus as if in dim light for short duration. Ability lasts 1 min/use.

Half-Orc:
Hatred Alternate Race Trait: attack bonus against humans/dwarfs/elves. Replaces intimidating and Orc Ferocity
Bloody Bite Rage Power: Bite Attacks deal bleed damage too
Feasting Bite Rage Power: Heal when you crit with bite, costs rage round to use

Tiefling:
Smite Good Alternate Race Trait: 1/day smite good for 1 hit. Replaces fiendish sorcery and SLA.
Hellfire Bomb Alchemist Discovery: Acts as explosive bomb, but half fire/half unholy damage

Race Traits
Changeling: Bitter Heart: bonus to confirm crits
Changeling: Magic in the Blood: Gain 3/day SLA
Drow: Arcane Prodigy: Extend racial SLA 1/day
Drow: Poisonous Upbringing: bonus to save against posion
Fetchling: Shadow Stalker: boosts miss chance from shadow blending
Fetchling: Weathered: bonus to save against cold/electricity
Half-Orc: Cruel Rager: Regain rage round when you crit while raging 1/rage
Half-Orc: Lasting Ferociousness; Increase length of orc ferocity
Tiefling: Enduring Heritage: Detect as Evil Outsider of your HD
Tiefling: Malign Instrument: Increase DC against servants of 1 good diety

Magic Items:

Armor Enchants
Bloodthirsty, +2 bonus, light or medium, increases enhancement bonus by 1 for a round after hitting with natural or melee weapon, increase by 3 if raging
Deceiving, 5000 gp, detect as different aura against divination spells.
Malevolent, 5000 gp, competence bonus to bluff, intimidate during combat, apply enhancement bonus to attacks against flat-footed or prone enemies
Weeping, shield, +2 bonus, causes penalties to good creatures within 10 feet, mind-affecting.

Weapon Enchants
Injecting, +1 bonus, bladed weapons, store doses of injury poison, can apply dose of stored poison as swift action
Miserable, +1 bonus, choose bane type, attack reduces energy resistance of type for 1 round
Toxic, +2 bonus, increases poison DCs delivered by weapon, chance to not expend poison

Wonderous Items
Anaphexis Robes, 16000 gp, body, telepathy with other robe wearers or those carrying Norgorber symbol within certain distance, disguise bonus to look like Pharasma monk, bonus to Sleight of Hand to conceal weapon, 1/day reduce rounds required for death attack class ability
Ebony Bolero, 18000 gp, shoulders, 5 charges/day of calm emotions/modify memory/detect thoughts/ or blindness-like Each use lasts concentration upto 1 minute.
Fellers Belt, 12000 gp, belt, bonus to sunder wood, ignore wood harness, ignore plant/fey DR. Improved crit range for axes(doesn't stack with keen,etc...)
Imperious Headband, 4000 gp, headband, deflection bonus against attacks by his own employees, employees treat wearer as if affected by sanctuary (will negates), employees roll twice taking lower on attacks/sr checks against employer
Ioun Spite Bracers, 15000 gp, wrists, can use steal maneuver against ioun stones within 30 ft. Stores upto 4 stones. Can temp drain stone to cast magic missile
Life-Reading Eyes, 15000 gp, eyes, can read emotion and health auras per analyze auras
Mantis Embrace, 50000 gp, hands, can use gloves as sawtooth sabres for CDG after pinning with grapple, 1/day/target. Kill prevents resurrection that requires intact body (head explodes)
Meduseion, 45000 gp, no slot, held item that causes penalty to saves against poison/petrification, 3/day petrification ray
Mockingskull, 8000 gp, no slot, undead minion, can keep watch

That's enough for now, if no one else does Ill do the spells later


Kalindlara wrote:

If you fight a lot of antipaladins and creatures with the fiendish template, it might be valid. The prerequisites are rough, though.

Bear in mind that it's a combat feat - characters with Martial Versatility get to add it to their toolbox.

And, finally - other than the ability-score-to-attack part, it will all stack with an existing smite. So if you're a paladin/antipaladin with the feat... things will get ugly. ^_^

Oh dang, I didn't even consider Martial Flexibility. Brawlers are unlikely to have very high charisma but they will definitely benefit from level-to-damage.


So the new antipaladin archetype: does it stand enough on its own to be a viable playable class? I've come to really love the Dread Vanguard archetype.


Grond wrote:
So the new antipaladin archetype: does it stand enough on its own to be a viable playable class? I've come to really love the Dread Vanguard archetype.

I don't have my copy yet, but from what I heard, yes.

- Healing. While a different style from an Antipally's slap o' save-or-suck, it makes you very survivable.
- Flexible smiting. Not fighting the forces of good? Well, you can arrange for a Smite Chaos or Smite Law
- Permanent summons. It keeps my favorite part of the class. Or you could go with a weapon boost if you prefer.
- Still full BAB with a d10.

Really, it seems like the only thing you lose out on is your 4/9 casting, traded for bonus feats. That's not enough to ruin the class.


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Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Grond wrote:
So the new antipaladin archetype: does it stand enough on its own to be a viable playable class? I've come to really love the Dread Vanguard archetype.

The Insinuator archetype changes enough class features that it almost qualifies as an alternate class on its own -- and I suspect that the main reason it isn't one is that the idea of an alternate class of an alternate class would be rather silly. Its code of conduct basically requires that you always work for your own self interest, so it is far more playable than a standard antipaladin.


David knott 242 wrote:
Grond wrote:
So the new antipaladin archetype: does it stand enough on its own to be a viable playable class? I've come to really love the Dread Vanguard archetype.

The Insinuator archetype changes enough class features that it almost qualifies as an alternate class on its own -- and I suspect that the main reason it isn't one is that the idea of an alternate class of an alternate class would be rather silly. Its code of conduct basically requires that you always work for your own self interest, so it is far more playable than a standard antipaladin.

Which is totally awesome! Now Antipaladins can actually adventure with normal parties!


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QuidEst wrote:
Grond wrote:
So the new antipaladin archetype: does it stand enough on its own to be a viable playable class? I've come to really love the Dread Vanguard archetype.

I don't have my copy yet, but from what I heard, yes.

- Healing. While a different style from an Antipally's slap o' save-or-suck, it makes you very survivable.
- Flexible smiting. Not fighting the forces of good? Well, you can arrange for a Smite Chaos or Smite Law
- Permanent summons. It keeps my favorite part of the class. Or you could go with a weapon boost if you prefer.
- Still full BAB with a d10.

Really, it seems like the only thing you lose out on is your 4/9 casting, traded for bonus feats. That's not enough to ruin the class.

The bonus feats might actually be better. The Antipaladin list is awful, full of save DC's that are worthless for a 4th level caster and you don't get any of the strong self-buffs like Divine Favor. You're basically asking yourself if you want feats or Litanies more, and with as good as the rest of the Insinuator's abilities are I think I'd take the feats.


What new spells did witches get? The few that were mentioned aren't witch spells (which admittedly sounds a little odd since even wizards get Unholy Ward). Even the names of the spells they get would be appreciated while I wait for my pdf.

Silver Crusade Contributor

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Witch spells:
Detect fiendish presence, blood tentacles, coward's cowl, enticing adulation, and golden guise are all witch spells of varying level.


Thanks, I was worried that witches had been forgotten in this book!


David knott 242 wrote:
Grond wrote:
So the new antipaladin archetype: does it stand enough on its own to be a viable playable class? I've come to really love the Dread Vanguard archetype.

The Insinuator archetype changes enough class features that it almost qualifies as an alternate class on its own -- and I suspect that the main reason it isn't one is that the idea of an alternate class of an alternate class would be rather silly. Its code of conduct basically requires that you always work for your own self interest, so it is far more playable than a standard antipaladin.

I have to think that was the design plan behind the archetype. I have enjoyed playing vanilla antipaladin or the awesome Dread Vanguard archetype but for more groups having a less evil centered antipaladin will almost certainly have more GMs allowing them in games. Which is awesome.

Shadow Lodge

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Barachiel Shina wrote:

Or you can use the stuff for the enemies your PCs will face. Just because you don't allow PCs to play evil characters doesn't mean the material isn't good for their enemies.

As for the AP, that sucks. Guess there are players that don't know how to play evil. Evil doesn't mean doing random bad things for the sake of doing random bad things.

I would actually say its surprisingly good even for parties with no evil characters. A lot of the material is more aimed at characters with grim darker backstories and what they do with it rather than just EVIL. Was really surprised. The story feats are pretty cool options for players with darker backgrounds (the dark love and emotionless thing are cool and the dark archivist is a great addition for a mythos/cthulhu game) and I think the appeaser is awesome for players who want to explore that realm of nonevil worshiper of an evil god, especially since we get all the new fluff blocks talking about nonevil cults to these guys. Like I'm kind of jumping at the chance to see a Lamashtu Appeaser devoted to healing and midwifery now, maybe from the deserts where she's the only god who seems to listen.

Honestly I wish there was more of that in here.


Speaking of non-evil cults, any particularly interesting tidbits to dish out on that fluff? I'd especially be interested in what a TN follower of Urgathoa or Norgorber might be like.

Silver Crusade Contributor

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Arachnofiend wrote:
Speaking of non-evil cults, any particularly interesting tidbits to dish out on that fluff? I'd especially be interested in what a TN follower of Urgathoa or Norgorber might be like.

Not much new here... if you've already closely scoured every other source. (Of course, that can be a tall order!)

Average people pray to Urgathoa to relieve disease or plague, and use her as a fable for bad children. Her (relatively common) neutral worshipers tend to be members of hedonist cults.

Norgorber has a lot of stuff on neutral followers, from those who study poison's positive effects (as well as negative) and restrict its use to experts, to cults that use his less murderous methods to preserve the essential balance of the alignments. A true neutral Norgorberite urban druid would be very interesting.


Can I get a bit more info on the Bitter Heart and Magic in the Blood feat's ?

Silver Crusade Contributor

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nighttree wrote:

Can I get a bit more info on the Bitter Heart and Magic in the Blood feat's ?

They're actually race traits.

Bitter Heart:

+2 to confirm critical hits.

Magic in the Blood:

Select a cantrip from a short list. Use it 3/day as an SLA.


Do they replace the heritage trait the changeling chooses from Kalindlara ?
Or are they just racial traits you choose with your normal allotment of traits ?

Silver Crusade Contributor

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They are race traits (like combat traits or faith traits), as opposed to racial traits (like green widow, sea lungs, or darkvision).

It's an all-too-common question. sigh


LOL....sorry to be predictable ;)


We got some information above about neutral worshippers of evil gods like Norgorber and Urgathoa. What about Lamashtu and Rovagug? I'm especially curious about him, he and his worshipers seem to be pariahs even among the evil gods.

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