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Rysky wrote:Awesome Someone posted that it changes necromancy spell levels? How's that work?Specter1356 wrote:Anyone know anything more about the Undead Master? How does the bone object bond work? Also do you need to be in the necromancy school to take it and/or can you be take one of the necromancy subschools?Corpse Bond either lets you bond with object but it must be made out of bone (no other change from normal arcane bond) or they can get a corpse companion like the Undead Lord Cleric archetype.
Interestingly enough for the school it actually says most Undead Masters specialize in Necromancy and they can't have it as an opposed school. So you don't even have to take it, you just can't have it opposed. So subschools are definitely okay.
They have a certain number spells that are automatically added to their Spellbook and can be spontaneously cast by sacrificing another spell, the 4 creating undead line of spells can be cast as one spell level lower.

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Hey there all, the archetypes and wild talents for the kineticist are now listed in Mastering the Elements, so if you want more info on them as well as their rating, go check it out!

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So N. Jolly. I'd advise increasing the greater elemental whispers to green (or blue if you select wysps)
Essentially, you can get wysps or a utility to give you +1 attack/+1 damage along with +2 attack/+2 damage if you're an elemental race with an elemental(fire, earth, air, water) subtype.
But the +1 attack and +1 damage alone should be worth it, plus wysps combined with the ability to make an elemental as a kineticist, it also buffs the elemental as well by providing +2 dmg and attack.
That's worth a blue imo.

Harleequin |

A couple of things:
1) Whats the lowdown on the druid archetypes?
2) For the Mythos Cultist would this be a reasonable summary?
GAINS
+2 on certain knowledge skills
Ability to cause WIS damage (? per day)
Better at channeling (higher uses and DC) via CHA as casting stat
LOSES
One entire domain
Restricted 2nd domain
Alignment restriction
Worse at Will saves... etc due to CHA as casting stat
Channeling itself is worse as it now only affects 'flesh and blood'
Spontaneous heal/harm
Autofails on confusion, insanity and nightmare

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So N. Jolly. I'd advise increasing the greater elemental whispers to green (or blue if you select wysps)
Essentially, you can get wysps or a utility to give you +1 attack/+1 damage along with +2 attack/+2 damage if you're an elemental race with an elemental(fire, earth, air, water) subtype.
But the +1 attack and +1 damage alone should be worth it, plus wysps combined with the ability to make an elemental as a kineticist, it also buffs the elemental as well by providing +2 dmg and attack.
That's worth a blue imo.
Personally, I think it'd be better to discuss that here as to avoid cluttering the thread. I will say that I could see putting it blue, but the versatility of an unrestricted improved familiar is something impressive, so that's why it was admittedly (high) green for me.

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I like the expanded fear rules.
The Sanity rules aren't quite what I had hoped for, but are close enough (a point-based system that takes Charisma into account). They're also a little more on the complicated side than I would like. The recovery time and processes on Sanity are downright brutal, so I'll probably change that to something quicker and less tedious for my home game.
Unless i have a player that really wants Corruption or I make the linchpin of a campaign, I'm probably not going to use those rules. They're more complicated than i want to deal with.
Throw in the Wound Threshold rules and I've got much of what I've been missing.
-Skeld

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A couple of things:
1) Whats the lowdown on the druid archetypes?
2) For the Mythos Cultist would this be a reasonable summary?
GAINS
+2 on certain knowledge skills
Ability to cause WIS damage (? per day)
Better at channeling (higher uses and DC) via CHA as casting statLOSES
One entire domain
Restricted 2nd domain
Alignment restriction
Worse at Will saves... etc due to CHA as casting stat
Channeling itself is worse as it now only affects 'flesh and blood'
Spontaneous heal/harm
Autofails on confusion, insanity and nightmare
Mythos cultist can deal wisdom damage at level 5.
It gets +2 profane to certain skills.
They get a channel that can ONLY harm BUT it can harm ANYTHING that has flesh. *Corporeal undead except skeletons, living creatures, flesh golems etc* So when you decide to harm everyone in an area, you can deal damage to both undead and living creatures. So I wouldn't classify it as 'worse'. It can't heal, but it's better than negative energy as long as you're not owning an undead army.
They have only one domain. No 2nd domain.
Chaotic neutral or chaotic evil
Their charisma APPLIES to their will saves except against mind effecting effects, they get a -2 AND they auto fail confusion, insanity and nightmare.
They lose spontaneous casting.
So all in all you're very close.
The one thing you didn't realize is they apply charisma to will saves and lose spontaneous casting.

Mark Seifter Designer |
2 people marked this as a favorite. |

Their charisma APPLIES to their will saves except against mind effecting effects
Yep; they're kind of like derro in that they built themselves a new will out of pure madness! It actually works for all Will saves, even mind-affecting, you just get some other drawbacks to those (which is still better for a Cha caster than using Wis).

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I actually just made a character for a game. Chaotic neutral elder mythos cleric that is focused on madness domain. Lvl 1. Selective channeling and channeling variant feat which focuses on madness. At lvl 3, I will take the channeling variant feat again so that all my channels deal half damage, but I confuse my enemies.

Harleequin |

Mythos cultist can deal wisdom damage at level 5.
It gets +2 profane to certain skills.
They get a channel that can ONLY harm BUT it can harm ANYTHING that has flesh. *Corporeal undead except skeletons, living creatures, flesh golems etc* So when you decide to harm everyone in an area, you can deal damage to both undead and living creatures. So I wouldn't classify it as 'worse'. It can't heal, but it's better than negative energy as long as you're not owning an undead army.
They have only one domain. No 2nd domain.
Chaotic neutral or chaotic evil
Their charisma APPLIES to their will saves except against mind effecting effects, they get a -2 AND they auto fail confusion, insanity and nightmare.
They lose spontaneous casting.
So all in all you're very close.
The one thing you didn't realize is they apply charisma to will saves and lose spontaneous casting.
Cheers for the info
Hmmm.... bit of a let down IMO, a real missed opportunity...oh well! Leaving aside other probs, mind affecting effects do make up a big chunk of Will based saves!
What is the other cleric archetype about?
What do you reckon to the book overall? Am still waiting to get my hands on the hardback here in the UK! :((
Ps I hear the Cult Hunter is pretty funky!

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Verzen wrote:
Mythos cultist can deal wisdom damage at level 5.
It gets +2 profane to certain skills.
They get a channel that can ONLY harm BUT it can harm ANYTHING that has flesh. *Corporeal undead except skeletons, living creatures, flesh golems etc* So when you decide to harm everyone in an area, you can deal damage to both undead and living creatures. So I wouldn't classify it as 'worse'. It can't heal, but it's better than negative energy as long as you're not owning an undead army.
They have only one domain. No 2nd domain.
Chaotic neutral or chaotic evil
Their charisma APPLIES to their will saves except against mind effecting effects, they get a -2 AND they auto fail confusion, insanity and nightmare.
They lose spontaneous casting.
So all in all you're very close.
The one thing you didn't realize is they apply charisma to will saves and lose spontaneous casting.
Cheers for the info
Hmmm.... bit of a let down IMO, a real missed opportunity...oh well! Leaving aside other probs, mind affecting effects do make up a big chunk of Will based saves!
What is the other cleric archetype about?
What do you reckon to the book overall? Am still waiting to get my hands on the hardback here in the UK! :((
Ps I hear the Cult Hunter is pretty funky!
Clerics only get one archetype. I will say, you might think it's a letdown, but it looks super fun flavor wise. Even if it's a slight downgrade in power.. the ability to have stronger channels, having less MAD and more SAD (dont need wisdom), makes the archetype worth it for those who want a DPS or crowd control based class (depending on how you make him)

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What does the elder mythos scholar archetype get/lose?
They get arcane bond
Two uses less of his arcane school ability. If he does not have this ability, he cannot take the archetype.
When confusion, fear, insanity or madness is cast on him, he can use his int modifier rather than wis for his will save.
However he experiences a nightmare the next time he sleeps.
This replaces 1st level arcane school ability.
He gets a +2 increased caster level check and a +1 DC with all spells against specific abberation types. They are listed.
He loses scribe scroll, 5th and 10th level bonus feats.
At 8th level they get an ability similar to a mutagen with other effects as well. It replaces the 8th level school ability

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Hey, could anybody get me some information on the Druid Archetypes in the book?
Devolution looks weird. They can devolve a sentient humanoid and keep them as pets, it looks like.
The death druid gets a phantom.
The life channeler sacrifices sentient creatures to help grow the land and enhance nature.

Harleequin |

Clerics only get one archetype. I will say, you might think it's a letdown, but it looks super fun flavor wise. Even if it's a slight downgrade in power.. the ability to have stronger channels, having less MAD and more SAD (dont need wisdom), makes the archetype worth it for those who want a DPS or crowd control based class (depending on how you make him)
Only one archetype? I thought everyone was supposed to get 2?
We'll have to disagree on this one I fear... its quite a significant downgrade IMO
The problem with the channeling "boost".... is that channeling is a pretty dire ability in the first place, even with CHA as casting stat!
At 20th level with variant channeling this guy will be dealing on average 15.5 hp damage and possibly causing confusion for 1 round....hmmmmm scary stuff! One for the NPC only pile I think.....
We have a saying where I come from in England...."You cant polish a &^%$."
Oh well....moving on - is the Gingerbread Witch as fun as it sounds? And I gather we have an INT based Inquisitor?

Archmage Variel |

Specter1356 wrote:What does the elder mythos scholar archetype get/lose?They get arcane bond
Two uses less of his arcane school ability. If he does not have this ability, he cannot take the archetype.
When confusion, fear, insanity or madness is cast on him, he can use his int modifier rather than wis for his will save.
However he experiences a nightmare the next time he sleeps.
This replaces 1st level arcane school ability.
He gets a +2 increased caster level check and a +1 DC with all spells against specific abberation types. They are listed.
He loses scribe scroll, 5th and 10th level bonus feats.
At 8th level they get an ability similar to a mutagen with other effects as well. It replaces the 8th level school ability
Sounds kind of weak. No? Any redeeming qualities?

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Just one further question about Death Druid: do they have to be evil or can they be any alignment?
Death druids are not necessarily evil. They have no alignment restrictions (other than needing to still be neutral in some aspect) and part of the description says they are continuously trying to find ways to bring their phantom to the afterlife.
Hope that gives you a gist of what they are all about.

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Verzen wrote:Clerics only get one archetype. I will say, you might think it's a letdown, but it looks super fun flavor wise. Even if it's a slight downgrade in power.. the ability to have stronger channels, having less MAD and more SAD (dont need wisdom), makes the archetype worth it for those who want a DPS or crowd control based class (depending on how you make him)
Only one archetype? I thought everyone was supposed to get 2?
We'll have to disagree on this one I fear... its quite a significant downgrade IMO
The problem with the channeling "boost".... is that channeling is a pretty dire ability in the first place, even with CHA as casting stat!
At 20th level with variant channeling this guy will be dealing on average 15.5 hp damage and possibly causing confusion for 1 round....hmmmmm scary stuff! One for the NPC only pile I think.....We have a saying where I come from in England...."You cant polish a &^%$."
Oh well....moving on - is the Gingerbread Witch as fun as it sounds? And I gather we have an INT based Inquisitor?
Gingerbread witch is surprisingly not restricted to evil. You can even be good aligned and they get the cook people hex at level 10!
They can create confections and candies and pass them out to the party as well as create goodberries which have certain effects.
The candies act as potions.
The int based inquisitor is the Living Grimoire.

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Verzen wrote:Sounds kind of weak. No? Any redeeming qualities?Specter1356 wrote:What does the elder mythos scholar archetype get/lose?They get arcane bond
Two uses less of his arcane school ability. If he does not have this ability, he cannot take the archetype.
When confusion, fear, insanity or madness is cast on him, he can use his int modifier rather than wis for his will save.
However he experiences a nightmare the next time he sleeps.
This replaces 1st level arcane school ability.
He gets a +2 increased caster level check and a +1 DC with all spells against specific abberation types. They are listed.
He loses scribe scroll, 5th and 10th level bonus feats.
At 8th level they get an ability similar to a mutagen with other effects as well. It replaces the 8th level school ability
When against those specific abberations *it's a huge list* they are quite strong, since ALL spells get +2 casting level and +1 dc.. Which is pretty nice. Plus, they get better resistance against confusion, fear, insanity and madness.
If you're looking for an arcane school wizard, this guy, I think, is an upgrade if you're against those abberations or a slight downgrade if you aren't.
They are focused on fighting off the old Gods and that's what those specific creatures are servants of.

Brandon Hodge Contributor |
5 people marked this as a favorite. |

What's the skinny on the Domain Lord?
It's actually a pair of templates: the Dread Lord template and the more powerful (but imprisoned in its realm) Cursed Lord. As you'd expect, these creatures are deeply and intrinsically tied to a parcel of land that makes up their domain (which grows in size as their HD increases). I won't give the full run-down here, but they get some tasty defensive abilities, significant attribute boosts, and a fear aura while in their lands, and little goes on within the domain that they don't know about, whether through various speak with _____ spells or through other magical divinations they are gifted with. Their power and malign influence extends to the animals, plants, and even weather within their lands, and they can haunt the dreams of trespassers within their realm and possibly dominate them. Dread Lords can leave their lands at the cost of all that power (they lose all benefit when out of their realm), while Cursed Lords are trapped within their realm, unable to die and unable to leave by any means unless very specific conditions are fulfilled to alleviate the curse.
My favorite part of the templates, however, is the One with the Land ability, which allows the Lords to customize their domain to suite their individual natures by seeding them with a host of environmental effects and supernatural hazards you can choose from any source, including all the creepy and dangerous new threats found in the Environment chapter (it's 12 pages of godless voids, zombie-animating fogs, haunted battlfields, and sentient bloodthirsty forests!). Furthermore, the Environment chapter contains an entry for Domains of Evil, which morphs the land in other ways depending on the power of its lord, so that just as creatures taking the template change to reflect their lands, so, too, does the land change to reflect their corrupt master. This symbiosis between rules mechanics makes the template incredibly flavorful and thematic, with tons of options to get a lot of mileage out of those pages. And, yes, there's a dread fog supernatural hazard that will be eerily familiar to some folks.

Plausible Pseudonym |

When against those specific abberations *it's a huge list* they are quite strong, since ALL spells get +2 casting level and +1 dc.. Which is pretty nice. Plus, they get better resistance against confusion, fear, insanity and madness.If you're looking for an arcane school wizard, this guy, I think, is an upgrade if you're against those abberations or a slight downgrade if you aren't.
They are focused on fighting off the old Gods and that's what those specific creatures are servants of.
I guess it depends on how you value a +1 DC on all spells targeting specific enemies vs. an equivalent spell focus that works on all enemies, but only with your chosen spell school. I think spell focus is going to be better. And the +2 CL is up against Spell Penetration. Are an extra two rounds of debuff against aberrations worth more than +2 to SR penetration against all enemies? It's hard to say that they are. Yet they give up three feats (including Scribe Scroll) for these two abilities that are only very situationally better than equivalent feats. I don't think that's a great trade off.
That doesn't make this a bad archetype, though, it makes it a pretty typical Paizo archetype. They usually give marginal benefits in a highly specialized field at the cost of big general power and flexibility.

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Verzen wrote:
When against those specific abberations *it's a huge list* they are quite strong, since ALL spells get +2 casting level and +1 dc.. Which is pretty nice. Plus, they get better resistance against confusion, fear, insanity and madness.If you're looking for an arcane school wizard, this guy, I think, is an upgrade if you're against those abberations or a slight downgrade if you aren't.
They are focused on fighting off the old Gods and that's what those specific creatures are servants of.
I guess it depends on how you value a +1 DC on all spells targeting specific enemies vs. an equivalent spell focus that works on all enemies, but only with your chosen spell school. I think spell focus is going to be better. And the +2 CL is up against Spell Penetration. Are an extra two rounds of debuff against aberrations worth more than +2 to SR penetration against all enemies? It's hard to say that they are. Yet they give up three feats (including Scribe Scroll) for these two abilities that are only very situationally better than equivalent feats. I don't think that's a great trade off.
That doesn't make this a bad archetype, though, it makes it a pretty typical Paizo archetype. They usually give marginal benefits in a highly specialized field at the cost of big general power and flexibility.
Spell focus and spell pen stack with the archetype.

Mark Seifter Designer |

Verzen wrote:
When against those specific abberations *it's a huge list* they are quite strong, since ALL spells get +2 casting level and +1 dc.. Which is pretty nice. Plus, they get better resistance against confusion, fear, insanity and madness.If you're looking for an arcane school wizard, this guy, I think, is an upgrade if you're against those abberations or a slight downgrade if you aren't.
They are focused on fighting off the old Gods and that's what those specific creatures are servants of.
I guess it depends on how you value a +1 DC on all spells targeting specific enemies vs. an equivalent spell focus that works on all enemies, but only with your chosen spell school. I think spell focus is going to be better. And the +2 CL is up against Spell Penetration. Are an extra two rounds of debuff against aberrations worth more than +2 to SR penetration against all enemies? It's hard to say that they are. Yet they give up three feats (including Scribe Scroll) for these two abilities that are only very situationally better than equivalent feats. I don't think that's a great trade off.
That doesn't make this a bad archetype, though, it makes it a pretty typical Paizo archetype. They usually give marginal benefits in a highly specialized field at the cost of big general power and flexibility.
I recommend waiting to read the whole archetype (for instance, the +2 caster level checks +1 DC is part of an "alters spellbook" and doesn't replace anything). You actually gain the ability to spontaneously cast some useful spells (including one that usually isn't a wizard spell) at the levels you lose those bonus feats.

Luthorne |
1 person marked this as a favorite. |
Yeah, got to say the Environments section was one of my favorites, a lot of pretty fun options there, and the Dread/Cursed Lord were definitely my favorite templates, just for the stories they allow. Some pretty fun spells, I'll admit I thought decollate was particularly hilarious, and spells like barbed chains, hedging weapons, holy javelin, sacred nimbus, straitjacket, and verminous transformation were all pretty neat, and some of them definitely had style, like death clutch, maze of madness and suffering, and temporary graft. I think the corruptions are fairly interesting too, though I like the Useful Corruption variant the most...but lots of plot seeds sprinkled throughout them, I particularly liked the notion of being - perhaps unwillingly, or unaware of the method - brought back to life via Prothean...

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Mark, why didn't you include a ritual to provide the stalker template on a target creature with, as part of the ritual, that the creature must kill his targets and wont stop until those targets are all destroyed? *Using a piece of their clothes, hair, blood or the like.
That would have been awesome!

Plausible Pseudonym |

I recommend waiting to read the whole archetype (for instance, the +2 caster level checks +1 DC is part of an "alters spellbook" and doesn't replace anything). You actually gain the ability to spontaneously cast some useful spells (including one that usually isn't a wizard spell) at the levels you lose those bonus feats.
Thank you for the clarification!

Axial |

Axial wrote:What's the skinny on the Domain Lord?It's actually a pair of templates: the Dread Lord template and the more powerful (but imprisoned in its realm) Cursed Lord. As you'd expect, these creatures are deeply and intrinsically tied to a parcel of land that makes up their domain (which grows in size as their HD increases). I won't give the full run-down here, but they get some tasty defensive abilities, significant attribute boosts, and a fear aura while in their lands, and little goes on within the domain that they don't know about, whether through various speak with _____ spells or through other magical divinations they are gifted with. Their power and malign influence extends to the animals, plants, and even weather within their lands, and they can haunt the dreams of trespassers within their realm and possibly dominate them. Dread Lords can leave their lands at the cost of all that power (they lose all benefit when out of their realm), while Cursed Lords are trapped within their realm, unable to die and unable to leave by any means unless very specific conditions are fulfilled to alleviate the curse.
My favorite part of the templates, however, is the One with the Land ability, which allows the Lords to customize their domain to suite their individual natures by seeding them with a host of environmental effects and supernatural hazards you can choose from any source, including all the creepy and dangerous new threats found in the Environment chapter (it's 12 pages of godless voids, zombie-animating fogs, haunted battlfields, and sentient bloodthirsty forests!). Furthermore, the Environment chapter contains an entry for Domains of Evil, which morphs the land in other ways depending on the power of its lord, so that just as creatures taking the template change to reflect their lands, so, too, does the land change to reflect their corrupt master. This symbiosis between rules mechanics makes the template incredibly flavorful and thematic, with tons of options to...
Brandon, I've always been a fan of your work, especially since you shared your knowledge and expertise of occult topics at Paizocon '15. Once again, you show great talent and imagination when it comes to turning fantastical and mythological concepts into rules and mechanics.
By the way, I do understand what this domain/cursed lord is a pretty direct reference too...other then the Fisher King, I believe there is a more recent inspiration. But I have to say that this is a pretty good adaptation of it. :)

MythicFox |
1 person marked this as a favorite. |

Ah, sounds good but the important think I guess is...can I make people more scared than just shaken with the same skill, or with an extra feat or something?
Scratch that, can I get a general, bare bones description of the fear system, please? :)
It takes the trio of existing fear-based conditions and expands them into a spectrum of seven different conditions. And there are guidelines for multiple fear effects overlapping and at times stacking to increase the overall severity against a given PC. There's also a sidebar about house-ruling fear immunity into a fear resistance (using that spectrum) for games where it'd be appropriate.

Brandon Hodge Contributor |
5 people marked this as a favorite. |

Brandon, I've always been a fan of your work, especially since you shared your knowledge and expertise of occult topics at Paizocon '15. Once again, you show great talent and imagination when it comes to turning fantastical and mythological concepts into rules and mechanics.
Thank you for the kind words there, Axial. Between Occult Adventures last year and Horror Adventures this year, I've had a great time playing around with my favorite topics for Paizo, cross-pollinating my interests between esoteric history and game design, so it's been a lot of fun. It's awesome when the design team just unlocks the cell door and lets you roam the asylum to write things like Inquisitors who whack enemies with holy books and Occultists who collect haunted artifacts. Hahaha. I also had the privilege of collaborating with Alex Riggs on both the Environment chapter and the Dread Lords template discussed here, and we tossed that template back and forth a couple dozen times to dial it in just right to make that symbiosis with our Environment chapter and my Domains of Evil section work as well as it does. The template's Hit Dice-based Special Attacks menu was a particularly brilliant bit of design Alex envisioned that restructured how spell-like abilities can be awarded to creatures, and I think it will serve as the pattern for a lot of future template design. Great stuff, and I am glad to hear it's being well-received so far!