Pathfinder Roleplaying Game: Planar Adventures

4.70/5 (based on 6 ratings)
Pathfinder Roleplaying Game: Planar Adventures

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From Heaven to Hell

There are worlds beyond the one we know: Planes of Fire and Water, Heaven and Hell, Dimensions of Dreams and Time. These are the realms of angels and demons, gods and goddesses—entire new realities where anything can happen!

Pathfinder RPG Planar Adventures expands the world of the Pathfinder Roleplaying Game and transports your characters and campaigns into uncanny new worlds rife with both perilous dangers and unimaginable rewards. In these infinite planes of reality, characters will test more than just their mettle against the daunting challenges that confront them—they'll test their very souls!

Pathfinder RPG Planar Adventures includes:

  • All-new archetypes, feats, magic items, and spells to give plane-hopping PCs a bounty of options during their travels.
  • A presentation of the 20 core deities of the Pathfinder RPG, including divine gifts they can grant their faithful.
  • An exploration of the major planes of existence and several strange demiplanes from the Pathfinder campaign setting.
  • Nearly two dozen new monsters, including three new races appropriate for use as player characters.
  • ... and much, much more!

ISBN-13: 978-1-64078-044-6

Other Resources: This product is also available on the following platforms:

Hero Lab Online
Fantasy Grounds Virtual Tabletop
Archives of Nethys

Note: This product is part of the Pathfinder Rulebook Subscription.

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4.70/5 (based on 6 ratings)

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Planar Fun

3/5

A good solid book as far as campaign setting information goes. But they should have made the book edition neutral with as little or no gaming rules. So the book could have more room for campaign setting information especially the dimensions/demi-planes that got at best a page of information.


Solid Gold Awesome

5/5

My spouse and I haven't been so captured by a RPG book in ages - this was hours of fun just paging through, imagining so many different scenarios, uses, quirks, builds, stories, and fights.

For Campaigns, this is some awesomely rules for traversing the planes, in short or long form.

For GMs, fantastic monsters and plot hooks.

For PCs some really fantastic magic items and feats, many of them versatile and adaptable to many of the planes instead of being heavily tied to one.

An amazing finale for the Pathfinder line.


By the Divines!

5/5

I've been playing Pathfinder for about two years now, and this is the book that I've been looking forward to since I read about the planes and outsiders. The planes themselves are detailed enough ,to satisfy my thirst for info on them and to run a campaign on any of them, and leave enough room for any GM to play around with.

This book is a must have for any fan of the Great Beyond.


Wonderful, much needed book

5/5

I grabbed the PDF yesterday and read through the source immediately. This book is exactly what I wanted from it. Beautiful art, cool archetypes, flavorful feats, and wonderfully well-thought out lore. Really a delight of a text.


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2 people marked this as a favorite.
KaveDweller1349 wrote:
Skeld, PDF Prophet wrote:
KaveDweller1349 wrote:
Could I get a list of the Archetypes in the book?

It's up-thread.

-Skeld

Probably should have looked before I posted. Anyway, what does the Energist Alchemist get, are there any new Alchemist Discoveries?

Spoiler:

Abilities based on positive or negative energy, including bombs.

I haven't seen any Discoveries in this book.

-Skeld


3 people marked this as a favorite.
Inquisitive Malefactor wrote:
I have to ask, does the spell Anywhere But Here do exactly what you'd think it would do?

Yes, at random.

-Skeld


3 people marked this as a favorite.
Inquisitive Malefactor wrote:
What does the Bestow Planar Infusion line of spells do?

Spoiler:

Plane have Basic, Improved, and Greater Infusions, which are bonuses or abilities granted by the nature of the plane. Bestow planar infusion I grants the Basic infusion, while II and III grant Improved and Greater Infusions.

-Skeld


2 people marked this as a favorite.
Prince Setehrael wrote:
Skeld, PDF Prophet wrote:
Sir_Andrew wrote:
what about archetypes? what are they called?

** spoiler omitted **

-Skeld

What's the theme of these two archetypes?

Pact Witch
Chronicler of Worlds

Spoiler:

Pact Witch - gain some nice abilities and an unusual familiar by forging a pact with a planar patron.
Chronicler of Worlds - focused on planar lore.

-Skeld


1 person marked this as a favorite.
Archmage Variel wrote:

Any chance you could give any information as to what the Worldseeker actually does?

Also as an aside, I'm really excited to get my hands on a copy of this for the lore.

Spoiler:

Worldseekers are planar explorers and travelers and they have some nice abilities to help with plane hopping.

-Skeld


2 people marked this as a favorite.
Sir_Andrew wrote:
Skeld, PDF Prophet wrote:
Sir_Andrew wrote:
what about archetypes? what are they called?

** spoiler omitted **

-Skeld

cool! what does the Azatariel swashbuckler do? does it look good?

Spoiler:

They're described as champions of Elysium, so their theme is heavily tied to that plane.

-Skeld


4 people marked this as a favorite.
Dragon78 wrote:

So what are the "conduit" feats and what do they do?

How many "conduit" feats are there and what planes are they connected to?

Spoiler:

Conduit feats are about channeling power from other planes. There are about two dozen of them in the book. Some have the flavor of a particuylar plane while others are more plane-agnostic.

-Skeld


1 person marked this as a favorite.
Paladinosaur wrote:
Oh, the Cleric and Swashbuckler archetypes look nice. Care do give us some details?

Spoiler:

I touched on teh Swashbuckler one already. The Cleric archetypes (Idealist) is someone who upholds the purest ideals of the deity they serve. They get some additional spontaneous castable spells based on their deity's home plane.

-Skeld


1 person marked this as a favorite.
QuidEst wrote:

Any stuff for eidolons? (I’m a bit surprised there isn’t a Summoner archetype, but we have another planar content book next month.)

Also, thanks for the info!

Spoiler:

There's a feat that requires an eidolon., but that's about it.

-Skeld


4 people marked this as a favorite.
nighttree wrote:
Can I get a little more on the Duskwalkers...appearance, maybe some hints about racial abilities ?

Spoiler:

They look like ashen-skinned humanoids. They have an ability that grants a bonus against ghosts and one that makes them more resistant to negative energy.

-Skeld

Grand Lodge

3 people marked this as a favorite.
Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Atavar wrote:
I HAVE THE PDF!!!!!

So answer some questions! (Use spoilers though, and don't copy/paste.)

-Skeld


3 people marked this as a favorite.
Milo v3 wrote:
Would anyone be able to give a rough estimate on how much flavour/lore there is compared to the amount of mechanics?

Spoiler:

The first 40-ish pages are mechanical things (Archetypes, feats, spells, etc.). The last 30-ish pages are bestiary.

Most of the stuff in between is flavor. There is some mechanical stuff mixed in, but it's the minority of material.

-Skeld


3 people marked this as a favorite.
Human Fighter wrote:
Details on the Fighter archetype, and the Swashbuckler archetype, please?

Spoiler:

I touched on the Swashbuckler Archetype already. The Fighter Archetype (Gloomblade) is focused on using shadow weapons, which they can create from the Plane of Shadow. Kinda cool actually.

-Skeld

Grand Lodge

9 people marked this as a favorite.
Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Set wrote:
I have no questions at the moment, but I'd like to thank Skeld for the wonderful service they are providing to those of us trapped in linear time and not yet having a copy. :)

You're welcome, as always.

Depending on how I like PF2, and since this is the last PF1 hardback, this might be my last Q&A/spoiler/teaser session for Pathfinder hardbacks.

If so, i'd like to say it's been a lot of fun being on the cutting edge of PDF deployment and getting to answer questions (sometimes even correctly!) and help spread the excitement.

-Skeld


Well, if this is your last song, at least you're going out on a high note.

What does Judgement Undone do?


Counterbalancing Aura also sounds interesting, anything on that?


Skeld, PDF Prophet wrote:
QuidEst wrote:

Any stuff for eidolons? (I’m a bit surprised there isn’t a Summoner archetype, but we have another planar content book next month.)

Also, thanks for the info!

** spoiler omitted **

-Skeld

Much appreciated! Looks like I'll be keeping an eye on next month's player companion, then. X)

I wouldn't mind hearing a bit about the feat, but I don't mind holding out for when I can buy the PDF!


What does Quintessence Mastery do?


4 people marked this as a favorite.
Inquisitive Malefactor wrote:
Well, if this is your last song, at least you're going out on a high note.

As all Bards should.

Inquisitive Malefactor wrote:
What does Judgement Undone do?

Spoiler:

I'm going to summarize about a half page's worth of description. essentially, it undoes Pharasma's judgement and returns the target to the young adult version of their mortal self, along with all memories and class levels.

As you might expect, there could be consequences since Pharasma and her followers don't appreciate this.

-Skeld


1 person marked this as a favorite.
Skeld, PDF Prophet wrote:
Milo v3 wrote:
Would anyone be able to give a rough estimate on how much flavour/lore there is compared to the amount of mechanics?

** spoiler omitted **

-Skeld

Your answer is appreciated.

Now I just have to weigh up whether the art and minority of mechanics can justify the purchase of the book despite not using the Golarion cosmology.


3 people marked this as a favorite.
Inquisitive Malefactor wrote:
Counterbalancing Aura also sounds interesting, anything on that?

Spoiler:

It's a protective aura versus neutral creatures and their attacks (and spells).

-Skeld


4 people marked this as a favorite.
QuidEst wrote:
Skeld, PDF Prophet wrote:
QuidEst wrote:

Any stuff for eidolons? (I’m a bit surprised there isn’t a Summoner archetype, but we have another planar content book next month.)

Also, thanks for the info!

** spoiler omitted **

-Skeld

Much appreciated! Looks like I'll be keeping an eye on next month's player companion, then. X)

I wouldn't mind hearing a bit about the feat, but I don't mind holding out for when I can buy the PDF!

Spoiler:

It's called Tempting Bargain. It's available to 1st level Summoners and it allows you to pick an eidolon of any alignment. however, the eidolon may cause your alignment to shift over time.

-Skeld


4 people marked this as a favorite.
Inquisitive Malefactor wrote:
What does Quintessence Mastery do?

Spoiler:

Long story short, it allows you some limited power to shape a plane to your needs.

-Skeld


Thank you, Skeld. Can you give us more info on the Progenitor druid?


3 people marked this as a favorite.
Inquisitive Malefactor wrote:
Thank you, Skeld. Can you give us more info on the Progenitor druid?

Sure. Last one tonight.

Spoiler:

This one is cool. They draw their power from the First World. They have some options to choose from, one of which has the potential for wild magic. They all get some Fey wildshape options.

-Skeld

Silver Crusade

4 people marked this as a favorite.
Skeld wrote:
Set wrote:
I have no questions at the moment, but I'd like to thank Skeld for the wonderful service they are providing to those of us trapped in linear time and not yet having a copy. :)

You're welcome, as always.

Depending on how I like PF2, and since this is the last PF1 hardback, this might be my last Q&A/spoiler/teaser session for Pathfinder hardbacks.

If so, i'd like to say it's been a lot of fun being on the cutting edge of PDF deployment and getting to answer questions (sometimes even correctly!) and help spread the excitement.

-Skeld

*hugs*

Thankies for all the previews you've provided us over the years, it's greatly appreciated.

Dark Archive

1 person marked this as a favorite.

Counterbalancing aura is from champinos of balance just to note <_<


1 person marked this as a favorite.

Thank you Skeld for the information;)


1 person marked this as a favorite.
CorvusMask wrote:
Counterbalancing aura is from champinos of balance just to note <_<

I know a couple of the other neutrality-focused alignment-based spells are too. ^_^


since the Azatariel swashbuckler is a champion of Elysium, are they tied to Cayden by any chance? i have a caydenite Swashbuckler and this might help with that theme :).

also what abilities does it have? does it seem like a good option?

Sczarni

1 person marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber

Paizo released a book on PLANAR ADVENTURES and didn't include anything for kineticists who are deeply tied to the elemental planes? o.O


Verzen wrote:
Paizo released a book on PLANAR ADVENTURES and didn't include anything for kineticists who are deeply tied to the elemental planes? o.O

James Jacobs developed it, I'm not sure he's even read the entire Kineticist class yet based on past answers in his thread.

There are Kineticist planar options in the Player Companion Planes of Power.

Paizo Employee Creative Director

10 people marked this as a favorite.
Xenocrat wrote:
Verzen wrote:
Paizo released a book on PLANAR ADVENTURES and didn't include anything for kineticists who are deeply tied to the elemental planes? o.O

James Jacobs developed it, I'm not sure he's even read the entire Kineticist class yet based on past answers in his thread.

There are Kineticist planar options in the Player Companion Planes of Power.

My reasons for not including kineticist stuff in the book are purely a consideration of space issues. There was VERY little room for player focused rules in this book, since the bulk of the book was intended to focus on the planes themselves, and as such I needed to try to focus the player section on the core classes and on options that aren't tied to one specific class. The kineticist is its own worst enemy there, since it can't use many options from other classes and its options can't really be used by other classes.

We DO have a few more bits of kinitecist options coming up before the switch to 2nd edition, but there just wasn't room for them in Planar Adventures.


4 people marked this as a favorite.

Wow! To think: I was considering cancelling my RPG subscription. That would have been a big mistake. Oh, did I mention I got my PDF?!

Absolutely love 2 of the archetypes:
Gloom blade (fighter)

Spoiler:
Connection to the Shadow Plane allows them to have shadow weapons with escalating bonus and options. Really cool.

Soul Warden (spiritualist)

Spoiler:
Gives up phantom for Raven familiar that becomes a nosoi who can replicate phantom features. This archetype has a psychopomp outlook (hence the nosoi familiar) on spirits--they should go where they belong. Super cool.

Yes, we have a repeat name: Soul Warden is an arcane prestige class from Undead Slayer's Handbook.


2 people marked this as a favorite.
Fourshadow wrote:

Wow! To think: I was considering cancelling my RPG subscription. That would have been a big mistake. Oh, did I mention I got my PDF?!

Absolutely love 2 of the archetypes:
Gloom blade (fighter) ** spoiler omitted **

Soul Warden (spiritualist) ** spoiler omitted **
Yes, we have a repeat name: Soul Warden is an arcane prestige class from Undead Slayer's Handbook.

So you mean I can have a pact wizard pact wizard wizard/occultist/occultist arcanist/swashbuckler/swashbuckler rogue/soul warden spiritualist/soul warden?

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber
James Jacobs wrote:
Xenocrat wrote:
Verzen wrote:
Paizo released a book on PLANAR ADVENTURES and didn't include anything for kineticists who are deeply tied to the elemental planes? o.O

James Jacobs developed it, I'm not sure he's even read the entire Kineticist class yet based on past answers in his thread.

There are Kineticist planar options in the Player Companion Planes of Power.

My reasons for not including kineticist stuff in the book are purely a consideration of space issues. There was VERY little room for player focused rules in this book, since the bulk of the book was intended to focus on the planes themselves, and as such I needed to try to focus the player section on the core classes and on options that aren't tied to one specific class. The kineticist is its own worst enemy there, since it can't use many options from other classes and its options can't really be used by other classes.

We DO have a few more bits of kinitecist options coming up before the switch to 2nd edition, but there just wasn't room for them in Planar Adventures.

Honestly, I was expecting Void to get a real write up in this book considering that wood got one in the last... =\

Perhaps in 2nd edition, any options like new elements or what not like with the kineticist should only be released in major releases...

Paizo Employee Creative Director

10 people marked this as a favorite.
Verzen wrote:

Honestly, I was expecting Void to get a real write up in this book considering that wood got one in the last... =\

Perhaps in 2nd edition, any options like new elements or what not like with the kineticist should only be released in major releases...

Void's a weird concept. As described in Bestiary 3, on page 210 where we stat up the void yai, "void" is an element that represents the sky, outer space, the spirit world. and the capacity to create new ideas. In some ways, "void" is the element of "imagination."

It's an intriguing concept, yes, but it's not something that's particularly associated with a specific region of the Great Beyond's cosmology. Same with "wood" which is why we put that into Ultimate Wilderness.

In 2nd edition, I'd really like to limit our "elements" to air, earth, fire, and water, and perhaps quintessence, and NOT have things like wood or metal or aether or void or whatever creep into the game. Those concepts need different words than "elements" so that we don't confuse things by implying there are more than four elemental planes in the Great Beyond, which there are not. (That's certainly an interesting potential model for the other planes, but it's not the default assumption in Pathfinder.)

EDIT: For example, if we DO do some sort of class like the kineticist in 2nd edtion, I'd rather see us tie the class to categories of "power" rather than "elements." That lets us present options for the class that use fire power, water power, earth power, void power, air power, wood power, metal power, time power, thought power, life power, death power, whatever power we want, rather than limiting it to the four elemental plane options and/or implying more about the nature of the Great Beyond than we intend. (And note that I use the word "power" above as a stand in—any word would do, be it power, force, agency, source, mana, ki, or whatever.)


4 people marked this as a favorite.
Pathfinder Maps, Starfinder Maps Subscriber
James Jacobs wrote:
In 2nd edition, I'd really like to limit our "elements" to air, earth, fire, and water, and perhaps quintessence, and NOT have things like wood or metal or aether or void or whatever creep into the game. Those concepts need different words than "elements" so that we don't confuse things by implying there are more than four elemental planes in the Great Beyond, which there are not. (That's certainly an interesting potential model for the other planes, but it's not the default assumption in Pathfinder.)

I'm really glad to have people like you thinking about this stuff. I don't really care about the rules, but I like the flavor of the worlds I play in to be consistent in mood, terminology and tone. Half the time I don't even realise what bugs me until you explain something you'd like to change or rejig.

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber
James Jacobs wrote:
Verzen wrote:

Honestly, I was expecting Void to get a real write up in this book considering that wood got one in the last... =\

Perhaps in 2nd edition, any options like new elements or what not like with the kineticist should only be released in major releases...

Void's a weird concept. As described in Bestiary 3, on page 210 where we stat up the void yai, "void" is an element that represents the sky, outer space, the spirit world. and the capacity to create new ideas. In some ways, "void" is the element of "imagination."

It's an intriguing concept, yes, but it's not something that's particularly associated with a specific region of the Great Beyond's cosmology. Same with "wood" which is why we put that into Ultimate Wilderness.

In 2nd edition, I'd really like to limit our "elements" to air, earth, fire, and water, and perhaps quintessence, and NOT have things like wood or metal or aether or void or whatever creep into the game. Those concepts need different words than "elements" so that we don't confuse things by implying there are more than four elemental planes in the Great Beyond, which there are not. (That's certainly an interesting potential model for the other planes, but it's not the default assumption in Pathfinder.)

EDIT: For example, if we DO do some sort of class like the kineticist in 2nd edtion, I'd rather see us tie the class to categories of "power" rather than "elements." That lets us present options for the class that use fire power, water power, earth power, void power, air power, wood power, metal power, time power, thought power, life power, death power, whatever power we want, rather than limiting it to the four elemental plane options and/or implying more about the nature of the Great Beyond than we intend. (And note that I use the word "power" above as a stand in—any word would do, be it power, force, agency, source, mana, ki, or whatever.)

Just curious but uh... We have earth, wind, water, fire...but no heart?


One one hand, it is a little disappointing that Void has not gotten a hardcover release. On the other hand, it's now kind of a moot point since it's not going to be getting new hardcover material either way.

Of course, I have really strange ideas on what is natural in fantasy settings, and probably would have put it in above wood in UW.

Edit: though having only a single "incomplete" element does seem pretty odd.


Was kind of hoping Soul Warden would have been revised in this manual to be a anti-undead/divine caster-based prestige class.

Any info on the Bestiary? More powerful versions of base elementals? New celestials or inevitables?

Are there are Feats to give a spellcaster the ability to bypass resistance or immunity for their element damage spells?


3 people marked this as a favorite.
Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game Subscriber; Pathfinder Roleplaying Game Superscriber
Skeld, PDF Prophet wrote:
Inquisitive Malefactor wrote:
Do Roselings have anything to do with Leshys? What can they turn into? Is it just me or are their a lot more shapeshifters in this bestiary section than usual?

** spoiler omitted **

-Skeld

Spoiler:
Roselings can assume the form of a small rose bush per the Tree Shape spell, as stated in the SQ entry under their Statistics.

2 people marked this as a favorite.
Berselius wrote:

Was kind of hoping Soul Warden would have been revised in this manual to be a anti-undead/divine caster-based prestige class.

Any info on the Bestiary? More powerful versions of base elementals? New celestials or inevitables?

Skeld, PDF Prophet wrote:

Bestiary Section:
Aphorite; LN Medium outsider (native); CR 1/2

Bastion Archon; LG Huge outsider (archon, extraplanar, good, lawful); CR 20
Argent Warden; LG Medium construct (extraplanar); CR 8
Cynosoma; CG Medium outsider (chaotic, extraplanar, good); CR 12
Duskwalker; N Medium outsider (native); CR 1/2
Empusa; CN Medium outsider (chaotic, extraplanar, shapechanger); CR 13
Etheroot; N Large plant (extraplanar); CR 8
Ganzi; CN Medium outsider (native); CR 1/2
Novenarut Inevitable; LN Medium outsider (extraplanar, inevitable, lawful); CR 4
Valharut Inevitable; LN Medium outsider (extraplanar, inevitable, lawful); CR 11
Irii; LN or CN Medium outsider (extraplanar, shapechanger); CR 19
Leviathan; N Colossal magical beast (water); CR 30
Moon Hag; CE Medium monstrous humanoid (extraplanar); CR 7
Roseling; NG Small plant (extraplanar, shapechanger); CR 7
Sapphire Ooze; CG Medium ooze (extraplanar, shapechanger); CR 2
Sirrush; NG Gargantuan dragon (extraplanar, good); CR 21
Watcher; LN Gargantuan outsider; CR 22
Whyrlish; N Huge aberration (extraplanar); CR 15
Wisagatcak; LE Small outsider (evil, extraplanar, lawful); CR 14
Wrackworm; CE Colossal outsider (chaotic, evil, extraplanar); CR 20
Xiomorn; LN Medium outsider (earth, elemental, extraplanar, mythic); CR 20 / MR 8

Know that much in the way of knowledge can be found upthread, yea, even such things that ye seek.


4 people marked this as a favorite.
Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game Subscriber; Pathfinder Roleplaying Game Superscriber
Rysky wrote:
Isabelle Lee wrote:
Rysky wrote:
Skeld, PDF Prophet wrote:
Rysky wrote:
If I might ask a Skeld, are there any Barbarian archetypes in this book?

No.

-Skeld

;_;

Okay, Thankies for answering :3

You know, you didn't ask whether there was a bloodrager archetype...

!!!

Did a certain someone work on a Bloodrager Archetype for this book? :3

Spoiler:
I hope not, since there is no such archetype in this book. My guess is that Isabelle was teasing us.

1 person marked this as a favorite.
Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game Subscriber; Pathfinder Roleplaying Game Superscriber

I think that the feat that will be most discussed after more people have the PDF is one with a single deceptively simple prerequisite:

"Human"


Well David knott 242, is you are around and in the mood to answer questions, would you please tell us what the spells Soulseeker and Speak With Soul do?


2 people marked this as a favorite.
David knott 242 wrote:

I think that the feat that will be most discussed after more people have the PDF is one with a single deceptively simple prerequisite:

"Human"

Might that be....

Spoiler:
Planar Heritage!?

Oh yes, human options REALLY opened up with that one! Thank you to whomever spawned it!


And what does Planar Heritage do?


2 people marked this as a favorite.
Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game Subscriber; Pathfinder Roleplaying Game Superscriber
Inquisitive Malefactor wrote:
Well David knott 242, is you are around and in the mood to answer questions, would you please tell us what the spells Soulseeker and Speak With Soul do?

Spoiler:
Both spells deal with the souls of dead people.

Soulseeker locates the soul, either its approximate position in the Boneyard or River of Souls (if it has not been judged yet) or the plane to which it was sent as a petitioner (if it has been judged).

Speak with Soul is an improved variant of Speak with Dead that must be cast at either the site of death or in the presence of the soul (if it is trapped in a magic item, for example). This spell enables the caster to hold a normal conversation with the soul.


4 people marked this as a favorite.
Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game Subscriber; Pathfinder Roleplaying Game Superscriber
Inquisitive Malefactor wrote:
And what does Planar Heritage do?

Spoiler:
Basically, it is the native outsider variant of Racial Heritage.
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