Pathfinder Player Companion: People of the Wastes (PFRPG)

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Pathfinder Player Companion: People of the Wastes (PFRPG)
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Dead Trees Give No Shelter

Life might be scarce in the barren corners of Golarion, but Pathfinder Player Companion: People of the Wastes provides all the tools you need to become a master of wasteland domains. Whether your character is roaming the magic-singed lands of the Mana Wastes, the flooded fields of the Sodden Lands, the blighted depths of the Fangwood, or the demonic wilds of the Worldwound, this book offers advice, class options, and gear that allow her to survive and thrive where no hero ever should. Find the perfect trait for your wasteland-born character, or just the right archetype, feats, or spells to reflect her training in a harsh locale.

Inside this book you'll find:

  • Class features, feats, and items that interact with primal magic, including the primal shaman, who can commune with the unstable spirits that linger where primal magic reigns.
  • A host of new firearms and gun-toting archetypes for characters who hail from the Grand Duchy of Alkenstar, including the gun chemist alchemist and the gun smuggler rogue.
  • New witch hexes and vigilante talents for characters living in boggy wastes, plus ranger traps and the blightwarden ranger archetype for those who tread blight-filled lands.

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

ISBN-13: 978-1-60125-990-5

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5/5


Not Bad But Not Great

3/5

There are some interesting things in there but all in all the book is OK. Maybe one day we will get a mutant feat tree and/or some more mutant based archetypes.


Needs Tweaking but very fluffy

4/5

People of the wastes containts a multitude of options for an otherwise rarely visited area of Golarion.

One thing that bothers me is that multiple options hinge on the mana wastes mutant template, whose pros far outstrip the cons, I believe however that all the options granted by this book are fair and reasonable.

Tapping into clockwork cybernetics, primal magic and proximity to the gun capital of the world, People of the wastes is a perfect addition for people who want to make more oddball or even grimdark characters.


Solid overall

4/5

Good flavor text, decent art, and as usual, a few gems in the ever increasing bloat. My favorite new bit is the new Alchemist archetype with guns, it is mechanically solid and flavorful.


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Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
cavernshark wrote:
Thank you, Feros. Would you be willing to share a short description of the Keeper of Constructs (Inquisitor) and Primal Warden (Shaman)?

Keeper of Constructs:
Followers of Brigh (and occasionjally Torag) who track down rogue constrcut builders and renegade constructs.

They have the ability to damage constructs quite well, are enhanced in their knowledge of construct abilities and weaknesses, and can even wrest control away from another at high levels.

Primal Warden:
A shaman who contacts spirits warped by primal magic areas and uses the random surges of power to their advantage while trying to rehabilitate the damaged spirits back to lucidity.

Their spirit animal is a little warped looking (the fox in the art has two tails) and their spirit magic is sometimes random. They also gain a hex that has positive and negative effects (again random).


Pathfinder Starfinder Roleplaying Game Subscriber
Feros wrote:
cavernshark wrote:
Thank you, Feros. Would you be willing to share a short description of the Keeper of Constructs (Inquisitor) and Primal Warden (Shaman)?

So the book is very heavily focused on constructs it seems. Can you give a bit of info about the Gunchemist and the Brawler archetype?


Thank you! I don't know if you play PFS or not, but does the Primal Warden's random abilities seem "too random"? Just curious if you think it'd make it into it'd stand a chance getting into sanctioned play. A lot of primal magic items don't.


It says the book has some items in it. Are their any other items besides the two new guns? I have a bit of a thing for customizing my starting characters with cool mundane equipment.


So, the elephant in the room, fellow PDF-havers: Anyone else think the elf on page 26 looks to be bent into quite an unnatural pose?

Shadow Lodge

Sajuuk, Turtle of Creation wrote:
So, the elephant in the room, fellow PDF-havers: Anyone else think the elf on page 26 looks to be bent into quite an unnatural pose?

LoL


8 people marked this as a favorite.

Got my copy tonight, so!

People of the Wastes Rules Elements:
Alchemical Cartridges: molten shot cartridge (40 gp), repellent cartridge (30 gp), toxic cartridge (100 gp)

Alchemical Tools and Weapons: bore brush (75 gp), firearm oil (260 gp), mineral acid (50 gp), thunderclap charge (200 gp)

Archetypes: Blightwarden Ranger (Ranger), Constructed Pugilist (Brawler), Elysiokineticist (Kineticist), Faithful Wanderer (Paladin), Flood Flourisher (Hunter), Gun Chemist (Alchemist), Gun Smuggler (Rogue), Keepr of Constructs (Inquisitor), Mutated Defender (Vigilante), Primal Warden (Shaman), Proclaimer (Warpriest), Scatter Gunner (Gunslinger), Toxic Sniper (Slayer), Undying Word (Skald), Wasteland Chronicler (Bard)

Early Firearms: cylinder rifle (two-handed, 6,000 gp), paddle-foot pistol (one-handed, 2,500 gp)

Feats: Agent of Purity (Story), Aligned Crafting, Battering Repair (Grit), Create Enhanced Firearm, Elemental Conversion, Primal Kineticist, Primal Strike (Combat), Reinforce Crafting, Runic Charge (Combat), Signature Strike Style (Combat, Style), Signature Strike Taunt (Combat), Signature Strike Triumph (Combat), Sizzling Shot (Grit), Spell-Drinker, Stock-Striker Style (Combat, Style), Stock-Striker Sweep (Combat), Stock-Striker Takedown (Combat)

Magic Items: anthill boots (feet, 12,500 gp), beast talisman (neck, 18,900 gp), bracers of primal mastery (wrists, 30,000 gp), grasping cloak (shoulders, 3,000 gp), medallion of demonic disruption (neck, 32,000 gp), nail of blood (special, 25,000 gp), primal dowser (none, 1,800 gp), vermin mask (head, 10,080 gp), wand protector (none, 18,500 gp), wheel of survival (none, 1,800 gp)

Ranger Traps: blighted mark trap (Ex or Su), cleansing trap (Ex or Su), infected snare trap (Ex or Su)

Spells: absorbing barrier (alchemist 4, sorcerer/wizard 4, summoner 4), drain construct (sorcerer/wizard 2, witch 2), forced mutation (cleric 3, inquisitor 3, magus 3, occultist 3, sorcerer/wizard 3, witch 3), hide from undead, greater (cleric 3, inquisitor 3), influence wild magic (bard 2, cleric 2, druid 2, medium 2, mesmerist 2, ranger 2, sorcerer/wizard 2, summoner 2, witch 2), unhallowed blows (antipaladin 1, cleric 1, inquisitor 1, sorcerer/wizard 1, witch 1), unhallowed blows, greater (antipaladin 3, cleric 3, inquisitor 3, sorcerer/wizard 3, witch 3), violent misfire (sorcerer/wizard 3), violent misfire, mass (sorcerer/wizard 6)

Traits: Alkenstar Engineer (Regional), Angradd's Flame (Religion - Angradd), Ash Bane (Regional - Wastelands), Besmara's Strength (Religion - Besmara), Blight's Bane (Combat), Brigh's Insight (Religion - Brigh), Clockwork Engineer (Combat), Darkblight Survivor (Regional - Nirmathas), Demonblight Resistance (Magic), Dormant Defense (Combat), Gozreh's Sight (Religion - Gozreh), Inheritor's Immunity (Religion - Iomedae), Lamia's Bane (Magic), Neutralizing Gut (Race - Tiefling), Ogre Avoidance (Combat), Pack Savy (Social), Scamper (Race - Ratfolk), Sodden Child (Regional - Sodden Lands), Spellcaster's Anathema (Race - Dwarf), Tanglebriar Guerilla (Regional - Kyonin), Twisted Tattoo (Magic), Undergrowth Specialist (Combat), Venom Resistance (Combat), Volatile Fuse (Combat), Wasteland Vagrant (Social)

Vigilante Talents: aquatic action, gator wrangle, swamp concoctions, vortex splash

Witch Hexes: congeal, murksight, pollute water, polluting glance, sink


1 person marked this as a favorite.

Just what exactly is the 'Constructed Pugilist' archetype? The name makes it sound like you play a brawler who becomes more of a construct over time?


4 people marked this as a favorite.
Eric Hinkle wrote:
Just what exactly is the 'Constructed Pugilist' archetype? The name makes it sound like you play a brawler who becomes more of a construct over time?

You have a mechanical arm that you trick out with various modifications and use to punch people.


Luthorne wrote:
Eric Hinkle wrote:
Just what exactly is the 'Constructed Pugilist' archetype? The name makes it sound like you play a brawler who becomes more of a construct over time?
You have a mechanical arm that you trick out with various modifications and use to punch people.

Thanks! That sounds nice and bizarre.


1 person marked this as a favorite.
Adventure Path Charter Subscriber; Pathfinder Adventure, Lost Omens Subscriber

Constructed Pugilist is for mutants whose mutations prevent them using standard weapons or other gear. They use prosthetic limbs which they get to customise and add weapons to.


Pathfinder Starfinder Roleplaying Game Subscriber
The Purity of Violence wrote:
Constructed Pugilist is for mutants whose mutations prevent them using standard weapons or other gear. They use prosthetic limbs which they get to customise and add weapons to.

It's... still usable by other people though, right?

Silver Crusade

1 person marked this as a favorite.

Oh gods and goddesses above and below, the Faithful Wanderer.

YAS MORE SKILL POINTS YAS!


3 people marked this as a favorite.
Alchemaic wrote:
The Purity of Violence wrote:
Constructed Pugilist is for mutants whose mutations prevent them using standard weapons or other gear. They use prosthetic limbs which they get to customise and add weapons to.
It's... still usable by other people though, right?

Yep. It's a really awesome archetype. The prosthetic limb (which could be a leg I think, but I'd recommend arm) gets to count as an unarmed strike while being enhanceable like a weapon. You get bonus feats that let you do the work yourself. You also get cool modifications to it, like a grapnel, built in shield, or either a wider crit range or larger crit mod.


Pathfinder Starfinder Roleplaying Game Subscriber
QuidEst wrote:
Alchemaic wrote:
The Purity of Violence wrote:
Constructed Pugilist is for mutants whose mutations prevent them using standard weapons or other gear. They use prosthetic limbs which they get to customise and add weapons to.
It's... still usable by other people though, right?
Yep. It's a really awesome archetype. The prosthetic limb (which could be a leg I think, but I'd recommend arm) gets to count as an unarmed strike while being enhanceable like a weapon. You get bonus feats that let you do the work yourself. You also get cool modifications to it, like a grapnel, built in shield, or either a wider crit range or larger crit mod.

Ohh, that was the image at the back of Blood of the Coven. That sounds awesome!


Rysky wrote:

Oh gods and goddesses above and below, the Faithful Wanderer.

YAS MORE SKILL POINTS YAS!

More skill points is always good. What else does that archetype get, and what do they give up for them?


Eric Hinkle wrote:
Rysky wrote:

Oh gods and goddesses above and below, the Faithful Wanderer.

YAS MORE SKILL POINTS YAS!

More skill points is always good. What else does that archetype get, and what do they give up for them?

As I recall, the main trade is losing Smite Evil for some always-on skill bonuses.


1 person marked this as a favorite.

Yes, this is a VERY good book. A nice little overview for what life is like in the Mana Wastes, blighted areas, abyssal and waterlogged. Good stuff!
Unlike someone else, I like the guns (2) in here. Multi-barrel, but rather short range and can do a variety of rounds/cartridges with them.
I like the Elysiokineticist, a lot. Is it optimum? No, definitely not. But it has its place/purpose.

Silver Crusade

1 person marked this as a favorite.
QuidEst wrote:
Eric Hinkle wrote:
Rysky wrote:

Oh gods and goddesses above and below, the Faithful Wanderer.

YAS MORE SKILL POINTS YAS!

More skill points is always good. What else does that archetype get, and what do they give up for them?
As I recall, the main trade is losing Smite Evil for some always-on skill bonuses.

It's basically Favored Enemy.

And getting Hide In Plain Sight is also very nice.


Rather disappointing the book only presented TWO new firearms. Was hoping for several, really.


Fourshadow wrote:


Unlike someone else, I like the guns (2) in here. Multi-barrel, but rather short range and can do a variety of rounds/cartridges with them.
I like the Elysiokineticist, a lot. Is it optimum? No, definitely not. But it has its place/purpose.

The cylinder rifle cannot take in cartridges and has a hardcore reload time. But I can see why, it has 8 chambers so reloading won't be often.


So I'll probably make a pc with a robo-arm and a 8 chambered gun for the other hand. :)


the Kineticist and Brawler archetypes look hype


Entryhazard wrote:
the Kineticist and Brawler archetypes look hype

Just a heads up on the Kineticist- until level seven, you’ll need a backup weapon to hurt things other than fiends and undead. It’s better coverage than just undead, though.


Pathfinder Adventure Path, Rulebook Subscriber

Would anyone be willing to tease some of the detail for the vigilante archetype? I had to cancel my subscription, and my pain is real.


Nate Z wrote:
Would anyone be willing to tease some of the detail for the vigilante archetype? I had to cancel my subscription, and my pain is real.

It’s a solid pass, I’m afraid. You’re an Avenger without being able to take Avenger talents, you get a mutation drawback, and the only thing you get is access to some unique talents like Detect Thoughts, a hand-replacing natural attack, or a particular first level Sorcerer bloodline blast at tenth level.

Silver Crusade

2 people marked this as a favorite.
QuidEst wrote:
Nate Z wrote:
Would anyone be willing to tease some of the detail for the vigilante archetype? I had to cancel my subscription, and my pain is real.
It’s a solid pass, I’m afraid. You’re an Avenger without being able to take Avenger talents, you get a mutation drawback, and the only thing you get is access to some unique talents like Detect Thoughts, a hand-replacing natural attack, or a particular first level Sorcerer bloodline blast at tenth level.

And an Eidolon’s Evolutions. That’s the main draw I would say.


Rysky wrote:
QuidEst wrote:
Nate Z wrote:
Would anyone be willing to tease some of the detail for the vigilante archetype? I had to cancel my subscription, and my pain is real.
It’s a solid pass, I’m afraid. You’re an Avenger without being able to take Avenger talents, you get a mutation drawback, and the only thing you get is access to some unique talents like Detect Thoughts, a hand-replacing natural attack, or a particular first level Sorcerer bloodline blast at tenth level.
And an Eidolon’s Evolutions. That’s the main draw I would say.

Ah, true. I didn’t check to see what evolutions were allowed, seeing the restriction list included the most obviously abusable skilled evolution. Did gills or climb get through?

Silver Crusade

QuidEst wrote:
Rysky wrote:
QuidEst wrote:
Nate Z wrote:
Would anyone be willing to tease some of the detail for the vigilante archetype? I had to cancel my subscription, and my pain is real.
It’s a solid pass, I’m afraid. You’re an Avenger without being able to take Avenger talents, you get a mutation drawback, and the only thing you get is access to some unique talents like Detect Thoughts, a hand-replacing natural attack, or a particular first level Sorcerer bloodline blast at tenth level.
And an Eidolon’s Evolutions. That’s the main draw I would say.
Ah, true. I didn’t check to see what evolutions were allowed, seeing the restriction list included the most obviously abusable skilled evolution. Did gills or climb get through?

You can't take swim or climb but gills isn't mentioned.


Rysky wrote:
QuidEst wrote:
Nate Z wrote:
Would anyone be willing to tease some of the detail for the vigilante archetype? I had to cancel my subscription, and my pain is real.
It’s a solid pass, I’m afraid. You’re an Avenger without being able to take Avenger talents, you get a mutation drawback, and the only thing you get is access to some unique talents like Detect Thoughts, a hand-replacing natural attack, or a particular first level Sorcerer bloodline blast at tenth level.
And an Eidolon’s Evolutions. That’s the main draw I would say.

Now I am curious: How restricted is the evolutions list and how many points do you (roughly) get?


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SheepishEidolon wrote:
Rysky wrote:
QuidEst wrote:
Nate Z wrote:
Would anyone be willing to tease some of the detail for the vigilante archetype? I had to cancel my subscription, and my pain is real.
It’s a solid pass, I’m afraid. You’re an Avenger without being able to take Avenger talents, you get a mutation drawback, and the only thing you get is access to some unique talents like Detect Thoughts, a hand-replacing natural attack, or a particular first level Sorcerer bloodline blast at tenth level.
And an Eidolon’s Evolutions. That’s the main draw I would say.
Now I am curious: How restricted is the evolutions list and how many points do you (roughly) get?

One point evolutions only (one per talent), and I’d say the strongest thing not restricted is energy resistance or gills. Natural attacks replace your hand/arm.


QuidEst wrote:
SheepishEidolon wrote:
Rysky wrote:
QuidEst wrote:
Nate Z wrote:
Would anyone be willing to tease some of the detail for the vigilante archetype? I had to cancel my subscription, and my pain is real.
It’s a solid pass, I’m afraid. You’re an Avenger without being able to take Avenger talents, you get a mutation drawback, and the only thing you get is access to some unique talents like Detect Thoughts, a hand-replacing natural attack, or a particular first level Sorcerer bloodline blast at tenth level.
And an Eidolon’s Evolutions. That’s the main draw I would say.
Now I am curious: How restricted is the evolutions list and how many points do you (roughly) get?
One point evolutions only (one per talent), and I’d say the strongest thing not restricted is energy resistance or gills. Natural attacks replace your hand/arm.

Including the Bite evolution? And the tail slap?

Does it restrict to evolutions available to biped forms, or does this give us a 100% legitimate way to use a PC as a mount?


I’m not covering everything that the archetype does and how it works because the book is not out yet, and that would be against the rules. But no, you can’t get the mount evolution. If you want to use a PC as a mount, Synthesist Summoner can take that evolution.


Pathfinder Starfinder Roleplaying Game Subscriber
QuidEst wrote:
SheepishEidolon wrote:
Rysky wrote:
And an Eidolon’s Evolutions. That’s the main draw I would say.
Now I am curious: How restricted is the evolutions list and how many points do you (roughly) get?
One point evolutions only (one per talent), and I’d say the strongest thing not restricted is energy resistance or gills. Natural attacks replace your hand/arm.

Oh, it's one of those evolution archetypes. Well, I guess at least it doesn't have to burn feats for points like the other ones.


QuidEst wrote:
I’m not covering everything that the archetype does and how it works because the book is not out yet, and that would be against the rules. But no, you can’t get the mount evolution. If you want to use a PC as a mount, Synthesist Summoner can take that evolution.

Fair enough. That was just the 1-point evolution that jumped out at me as "wait, they did block this, right?"


1 person marked this as a favorite.
Pathfinder Starfinder Society Subscriber
Rysky wrote:
QuidEst wrote:
Rysky wrote:
QuidEst wrote:
Nate Z wrote:
Would anyone be willing to tease some of the detail for the vigilante archetype? I had to cancel my subscription, and my pain is real.
It’s a solid pass, I’m afraid. You’re an Avenger without being able to take Avenger talents, you get a mutation drawback, and the only thing you get is access to some unique talents like Detect Thoughts, a hand-replacing natural attack, or a particular first level Sorcerer bloodline blast at tenth level.
And an Eidolon’s Evolutions. That’s the main draw I would say.
Ah, true. I didn’t check to see what evolutions were allowed, seeing the restriction list included the most obviously abusable skilled evolution. Did gills or climb get through?
You can't take swim or climb but gills isn't mentioned.

Mount and Improved Natural Armor are the other prohibited evolutions.


Pathfinder Starfinder Society Subscriber

I am looking forward to seeing what deformity/mutation combinations people commonly pick now that this Player Companion has opened up many of these features of the Mutant template to PCs. Among other things, this gives us a way to create Aquatic Half-Elves who can actually breathe water.


Perhaps it's just the kid in me, but the caster on page 28 of this wonderful book bears a bit more than a passing resemblance to Kaos of Skylanders infamy...gave me a chuckle.

My favorite thing about this book is the background text provided for the more prominent races that call these 'wastes' home. Of course, that usually includes a trait or feat or archetype as well. And then there is the Elysiokineticist--I love it! I know, I said it before...I always liked the Wood element, but thought Earth was almost as cool and addressed threats better. However, the positive blast followed by this archetype changes that, IMO. Wood is now my fave element, period.


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So for those (like me) who are primarily interested in the book for the Constructed Pugilist, I can clarify a few things:

-You can get the Grapple Launcher @L1

-The rest of the options for upgrading your arm are... disappointing. Some may enjoy them; lots of +X numbers.

-Your brawler level beyond the first has no bearing on your ability to add magical enhancements. A Brawler 1/Other Class X can still put a total of +10 on it.

-The grapple launcher can't be used with full-attacks, but lacks any text forbidding full round actions which are similar to full attacks but do not count as them - such as Spell Combat.

With this in mind, it is a new and prime choice for dipping brawler if you only care about the grapple launcher.

Take for example, Brawler (Constructed Pugilist) 1 / Magus 1

>Activate Spell Combat

>Cast your favorite 'Touch' spell. Chill Touch and (Rime) Frostbite will shine here due to the difficulty casting while grappled.

>Deliver it with a whopping 40ft touch attack, and then resolve a grapple against that poor sap.

>If you succeed, they are dragged to you due to the Grapple rules (any target you grapple from outside your reach, eg: lunge, is dragged into your reach without a contested check)

>Continue your 'not-full-attack'.

>At Magus 3 take 'Maneuver Mastery' to continue using the tactic.

Bonus

>The above nuance of the grapple rules means that anyone with this archetype can rip flyers out of the sky - regardless of whether they dip or single class.

TL;DR
In the immortal words of Scorpion: GET OVER HERE!


Firing the grapnel is a standard action, so it doesn’t work with spell combat.


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Okay, so constructed Pugilist + Levels in Transmuter= Edward Elrich from Fullmetal Alchemist?


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Pathfinder Starfinder Roleplaying Game Subscriber

Mother of god, a good Alchemist archetype? Purchase instantly justified.


3 people marked this as a favorite.

I think this PC was overlooked by many due to UW coming out. There is some really good stuff in here!

Paizo Employee Organized Play Lead Developer

5 people marked this as a favorite.
Alchemaic wrote:
Mother of god, a good Alchemist archetype? Purchase instantly justified.

Sounds like you're enjoying the gun chemist? That section was fun to write.


Pathfinder Starfinder Roleplaying Game Subscriber
John Compton wrote:
Alchemaic wrote:
Mother of god, a good Alchemist archetype? Purchase instantly justified.
Sounds like you're enjoying the gun chemist? That section was fun to write.

Yeah, I was really worried because the page break cuts it off most of the way through Alchemical Ordinance, but the rest of the archetype made it work.


Pathfinder Adventure, Adventure Path, Starfinder Adventure Path Subscriber

Okay, Faithful Wanderer question. Does Hidden Aura only work on planes with both chaos and evil traits, planes with either trait, or a mix of the two?

Silver Crusade

1 person marked this as a favorite.

From my reading I would say it’d be whichever the plane has. So Chaotic, Evil, or Both if it has both.


Rysky wrote:
From my reading I would say it’d be whichever the plane has. So Chaotic, Evil, or Both if it has both.

I really like the Faithful Wanderer... but I will note it seems like the Hidden Aura power might be mildly problematic if you, say, were trying to interact with an allied garrison of Crusaders within the Worldwound.

Silver Crusade

cavernshark wrote:
Rysky wrote:
From my reading I would say it’d be whichever the plane has. So Chaotic, Evil, or Both if it has both.
I really like the Faithful Wanderer... but I will note it seems like the Hidden Aura power might be mildly problematic if you, say, were trying to interact with an allied garrison of Crusaders within the Worldwound.

*nods*

Granted their whole thing is that they’re black ops so they spend more time in enemy territory than around garrisons.


My only interest in this was hinged on what Wild Magic options might have been made available.....so I'm currently at a kind of "meh" place with this one.

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