Evan Tarlton |
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Any information on Arshea? Domains, alignments, that sort of thing?
Arshea gets a blurb in the Empyreal Lords section, and a writeup like the gods in the CRB (Title, Alignments, Domains, Cleric Spells, Favored Weapon, Divine Font, Divine Ability, Divine Skill, Divine Font, Key Edicts, Key Anathema). To answer your specific questions, Arshea's domains are Confidence, Freedom, Passion, Perfection, and cleric alignments are LG, NG, and CG.
The Raven Black |
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QuidEst wrote:Oddly, most of the other skeletons are slumped with their backs towards the pedestal.Almost as if, at the last moment, they had turned away...
Perhaps because the cost was too high?
Or was it fear of the sights their eyes had become opened to?
Maybe they saw what the universe would be like if they became Gods and they decided it was better to die there.
So many resources here for an enterprising necromancer.
Feros |
3 people marked this as a favorite. |
Are there deities with allowed alignments in PF2 that were not available in PF1?
There are an awful lot of deities for me to go through and compare, but it is much more likely for this in PF2 than PF1.
Arazni, for example has a NE alignment, meaning in PF1 she could have had only LE, NE, CE, and True Neutral worshipers. In PF2, she allows LN, N, NE, CN, and CG. Yep a good alignment. Very few of Arazni's worshipers are evil, and she doesn't particularly like evil followers (or many of her followers of any alignment, for that matter).
The Raven Black |
The Raven Black wrote:Are there deities with allowed alignments in PF2 that were not available in PF1?There are an awful lot of deities for me to go through and compare, but it is much more likely for this in PF2 than PF1.
Arazni, for example has a NE alignment, meaning in PF1 she could have had only LE, NE, CE, and True Neutral worshipers. In PF2, she allows LN, N, NE, CN, and CG. Yep a good alignment. Very few of Arazni's worshipers are evil, and she doesn't particularly like evil followers (or many of her followers of any alignment, for that matter).
One is enough for me. That is great. Thank you very much.
I was worried because the Core 20 all offered less choices than in PF1.
Does the Splinter Faith feat allows more alignments than those in the deity's entry?
Ssalarn |
5 people marked this as a favorite. |
This book feels *packed* full of content in a way the World Guide and Character Guide didn't, maybe it's because Gods feel easy to port?
I actually think there's some interesting psychology to that. Gods and Magic, not including the charts in the back, has about 126 original mechanical elements in it. 20 of those are divine intercessions, which are solely GM tools, and 20 of those are the stat blocks for the avatar spell for the 20 additional deities that get bigger spreads. So even if you throw in the roughly 100 deities in the chart in the back and count all of the avatar variants, you've got about 206 (plus or minus a handful) new character options available to players in Gods and Magic. Lost Omens Character Guide had 271 original mechanical elements (not including the 15 page NPC section) without needing a chart of 100 thingamajigs in the back and 20 variants on a core spell to "pad" the numbers.
It's kind of interesting to ponder why it is that the book that has significantly more mechanical content is the one that doesn't feel as content packed.
Nog64 |
The-Magic-Sword wrote:This book feels *packed* full of content in a way the World Guide and Character Guide didn't, maybe it's because Gods feel easy to port?I actually think there's some interesting psychology to that. Gods and Magic, not including the charts in the back, has about 126 original mechanical elements in it. 20 of those are divine intercessions, which are solely GM tools, and 20 of those are the stat blocks for the avatar spell for the 20 additional deities that get bigger spreads. So even if you throw in the roughly 100 deities in the chart in the back and count all of the avatar variants, you've got about 206 (plus or minus a handful) new character options available to players in Gods and Magic. Lost Omens Character Guide had 271 original mechanical elements (not including the 15 page NPC section) without needing a chart of 100 thingamajigs in the back and 20 variants on a core spell to "pad" the numbers.
It's kind of interesting to ponder why it is that the book that has significantly more mechanical content is the one that doesn't feel as content packed.
I want to say it's just about the amount of content it's the type that matters since certain things are gonna ping new character ideas or builds buuuuut the Character guide was 3 new ancestries and a bunch of feats which are way more important now so I'm at a loss. Maybe the religious stuff is just more inspiring.
The Raven Black |
The-Magic-Sword wrote:This book feels *packed* full of content in a way the World Guide and Character Guide didn't, maybe it's because Gods feel easy to port?I actually think there's some interesting psychology to that. Gods and Magic, not including the charts in the back, has about 126 original mechanical elements in it. 20 of those are divine intercessions, which are solely GM tools, and 20 of those are the stat blocks for the avatar spell for the 20 additional deities that get bigger spreads. So even if you throw in the roughly 100 deities in the chart in the back and count all of the avatar variants, you've got about 206 (plus or minus a handful) new character options available to players in Gods and Magic. Lost Omens Character Guide had 271 original mechanical elements (not including the 15 page NPC section) without needing a chart of 100 thingamajigs in the back and 20 variants on a core spell to "pad" the numbers.
It's kind of interesting to ponder why it is that the book that has significantly more mechanical content is the one that doesn't feel as content packed.
I do not have my pdf yet so my take might be inaccurate, but I think focus of content explains a lot of it.
This book is 100% useful to those interested in deities and their followers.
The other books likely did not have 100% of their content feeling useful to many readers. If I am only interested in Hellknights and Magaambya, I will just skip over the other options.
The Raven Black |
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Terevalis Unctio of House Mysti wrote:I do like that Asmodeus only allows LE clerics.Does it say why he only accepts LE clerics? I would think that the god of lies...er Law would want LN clerics around for plausible deniability at least.
IIRC one explanation is that, no matter what Asmodeus wants, if you are not LE, you just are not enough in synch with his divine energies to channel them as a Cleric.
Iwaopeln |
Terevalis Unctio of House Mysti wrote:I do like that Asmodeus only allows LE clerics.Does it say why he only accepts LE clerics? I would think that the god of lies...er Law would want LN clerics around for plausible deniability at least.
I think I heard in a Twitch session that Asmodeus want absolute following from his cultist, and so they have to bend to Hell hierarchy as everyone else
Zapp |
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But why would you be concerned about feats with access entry?
Thank you for asking. Nothing y'all need to concern yourselves with - just a little houserule I came up with for the previous Lost Omens books: a random free feat to incentivize my players to browse the books.
Find up to six feats with an Access restriction and list them 1-6. Roll d6. If you choose to create a character that meets the requirements, you can opt to take the indicated feat for free.
You don't have to accept the gift. Heck, you don't even have to write up a list.
In the end, four out of five players created their lists.. Two of them ended up taking the feat they randomized, thus letting the dice decide their region, ethnicity etc. A third listed "Living Monolith", didn't roll it, and took it anyway (paying for it normally). One player had a character concept in mind and didn't engage. The final player rolled a dedication feat "Pathfinder Agent" but chose to multiclass instead. All in all, I consider the gift a success.
I asked since the answer (="no Access feats") allowed my players to go ahead without waiting for the book to arrive.
Kelseus |
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Bluescale wrote:IIRC one explanation is that, no matter what Asmodeus wants, if you are not LE, you just are not enough in synch with his divine energies to channel them as a Cleric.Terevalis Unctio of House Mysti wrote:I do like that Asmodeus only allows LE clerics.Does it say why he only accepts LE clerics? I would think that the god of lies...er Law would want LN clerics around for plausible deniability at least.
The Tenants of Asmodeus require you to be both Lawful (follow the EXPLICIT letter of the law) and Evil. You can't faithfully follow only half the rules. If you ignore the Evil parts, you aren't following the letter of the law, i.e. you are being non-Lawful in a metaphysical alignment sense. It is an infernal contract, and as with any other infernal contract you don't get to pick or choose which sections you want to follow. You have to accept the entire package as is. If you don't want to be evil, go somewhere else, if you want access to Asmodeus's immeasurable COSMIC POWER then you have to ALL the rules.
TLDR; If you're not being evil, you're not being lawful. It's all or nothing.
Yoshua |
The Raven Black wrote:Bluescale wrote:IIRC one explanation is that, no matter what Asmodeus wants, if you are not LE, you just are not enough in synch with his divine energies to channel them as a Cleric.Terevalis Unctio of House Mysti wrote:I do like that Asmodeus only allows LE clerics.Does it say why he only accepts LE clerics? I would think that the god of lies...er Law would want LN clerics around for plausible deniability at least.The Tenants of Asmodeus require you to be both Lawful (follow the EXPLICIT letter of the law) and Evil. You can't faithfully follow only half the rules. If you ignore the Evil parts, you aren't following the letter of the law, i.e. you are being non-Lawful in a metaphysical alignment sense. It is an infernal contract, and as with any other infernal contract you don't get to pick or choose which sections you want to follow. You have to accept the entire package as is. If you don't want to be evil, go somewhere else, if you want access to Asmodeus's immeasurable COSMIC POWER then you have to ALL the rules.
TLDR; If you're not being evil, you're not being lawful. It's all or nothing.
All true. My personal take on the Lawful portion can be a personal set of Morals that must be adhered to when it comes to Lawful Evil. Make up a set of rules with the game master and stick to them. Also gives the game master an opportunity to cater to your anathema's and requirements. Has to line up with whoever they worship, or the ideals they set up.
Terminalmancer |
Huh. I'm surprised. Only Ranginori is listed as freed! The other three elemental lords are still trapped in their respective gems. Didn't we hear in an earlier publication that they had all been freed? Do we have a bit of a retcon here?
Aha! Thanks, Gold Sovereign.
Elemental Lords
The most powerful elementals are demigods known as elemental lords. Until recently, only four evil elemental lords ruled over realms on the Elemental Planes. However, recent events have allowed the previously imprisoned good elemental lords to return to their realms, causing massive conflicts that could lead to planar wars.
I swear I saw it in a blog post or something, too, but I can't locate it.
IMO it makes sense; freeing an Elemental Lord seems like a whole campaign (or, you know, a season in Pathfinder Society), not necessarily something that happens arbitrarily off-screen. I'm just curious.
Adam Daigle Managing Developer |
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I may have missed this in the many posts: What is the deal with the low-res art for Ghlaunder on page 59? That looks ridiculously low res compared to all the other art. This is in my pdf. Will this be in the printed book as well?
Any thoughts?
We had some weirdness with the PDF and thought we had it all fixed, but mosquitos get into everything! We're looking into this and will get it updated.
And no worries with the printed book. It's all fine. :)
Rysky |
3 people marked this as a favorite. |
Brilde Phelon wrote:I may have missed this in the many posts: What is the deal with the low-res art for Ghlaunder on page 59? That looks ridiculously low res compared to all the other art. This is in my pdf. Will this be in the printed book as well?
Any thoughts?
We had some weirdness with the PDF and thought we had it all fixed, but mosquitos get into everything! We're looking into this and will get it updated.
And no worries with the printed book. It's all fine. :)
Couldn’t have happened to a better bug :3
Set |
3 people marked this as a favorite. |
Set wrote:QuidEst wrote:Oddly, most of the other skeletons are slumped with their backs towards the pedestal.Almost as if, at the last moment, they had turned away...
Perhaps because the cost was too high?
Or was it fear of the sights their eyes had become opened to?
Maybe they saw what the universe would be like if they became Gods and they decided it was better to die there.
So many resources here for an enterprising necromancer.
Oh goodness. (Or, badness...) That's quite the plot seed. Imagine what sort of spark of potential divinity a zombie of a person who came within arm's length of godhood might carry within it. Even if the necromancer only wants to sneak in there and walk them out, to harvest the 'failed divinity' lingering within their bones for their own fell purposes, fun, fun, fun!
Of course one doesn't just 'sneak into' the Starstone. One needs a group of do-gooder patsies who think they have to sneak in to fetch a mcguffin sword carried by a failed aspirant that's needed to save some fools from some dire fate, thanks to some 'ancient prophecy' that you just made up and seeded around the yokels with modify memory...
Feros |
Katina Davis Webstore Coordinator |
5 people marked this as a favorite. |
Brilde Phelon wrote:I may have missed this in the many posts: What is the deal with the low-res art for Ghlaunder on page 59? That looks ridiculously low res compared to all the other art. This is in my pdf. Will this be in the printed book as well?
Any thoughts?
We had some weirdness with the PDF and thought we had it all fixed, but mosquitos get into everything! We're looking into this and will get it updated.
And no worries with the printed book. It's all fine. :)
I'm just waiting on one lil' component before I can get the fixed version uploaded. It should be fixed tomorrow, and I'll send out an email to all the folks who have the PDF to let them know when the update is complete. Thanks for pointing this out!
CorvusMask |
Definitely lots of stuff to love in the book. Most of it isn't new content lore wise, but that is okay since it essentially has content from three different 1e deity books in single book and for those who have the previous three books they ares till usable lore wise AND it still updates tons of gods to be usable by 2e clerics. And even if god still doesn't have lot of lore, the edicts and anathemas do good job of informing whats important to the deity behavior wise
Also interesting observation: Book states that currently three out of four good elemental lords ARE still captured, book just provides lore and cleric info for them anyway despite stating that currently worshipping them is impossible :O Wondering if they are considering doing more "free the elemental lord" content in general or just leaving that for home games
Jessica Redekop Contributor |
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Also interesting observation: Book states that currently three out of four good elemental lords ARE still captured, book just provides lore and cleric info for them anyway despite stating that currently worshipping them is impossible :O Wondering if they are considering doing more "free the elemental lord" content in general or just leaving that for home games
If your players want to worship an Elemental Lord, you can always make that work in your game. Maybe they find a magical item with a connection to that Elemental Lord that allows the Lord to grant them powers as a cleric. Maybe you want to free them in your game, or start a game where they are already freed. There are lots of story possibilities here, and including the information for all 8 in the back sets you up with the tools to tell those stories. :)
Kelseus |
How long before it becomes available for the pre-order from Amazon? Thought of purchasing it here, but the international transport fee (28.95$) made me go for my prime account service on Amazon.
I can't speak to this book specifically, but I can tell you my general experience is that Amazon will get the books up in a few weeks +/-. It's a bit of a niche product from a small company. Not high on their priorities list. Truthfully the delay in getting books from Amazon is part of what pushed me to subscribe in the first place.
Krueger48 |
Krueger48 wrote:How long before it becomes available for the pre-order from Amazon? Thought of purchasing it here, but the international transport fee (28.95$) made me go for my prime account service on Amazon.I can't speak to this book specifically, but I can tell you my general experience is that Amazon will get the books up in a few weeks +/-. It's a bit of a niche product from a small company. Not high on their priorities list. Truthfully the delay in getting books from Amazon is part of what pushed me to subscribe in the first place.
I understand your choice, but for me paying almost same amount for transport as the book itself is out of question. I already pre-ordered the Gods and Magic book, the Gamemastery Guide, and the Bestiary Pawn box from Amazon. I guess I'll just need to be patient...
VerBeeker |
CorvusMask wrote:Also interesting observation: Book states that currently three out of four good elemental lords ARE still captured, book just provides lore and cleric info for them anyway despite stating that currently worshipping them is impossible :O Wondering if they are considering doing more "free the elemental lord" content in general or just leaving that for home gamesIf your players want to worship an Elemental Lord, you can always make that work in your game. Maybe they find a magical item with a connection to that Elemental Lord that allows the Lord to grant them powers as a cleric. Maybe you want to free them in your game, or start a game where they are already freed. There are lots of story possibilities here, and including the information for all 8 in the back sets you up with the tools to tell those stories. :)
Wait...but the Bestiary stats in a small blurb in the Elemental sections that the Goodly Elemental Lords have escaped...
Luis Loza Developer |
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Jessica Redekop wrote:Wait...but the Bestiary stats in a small blurb in the Elemental sections that the Goodly Elemental Lords have escaped...CorvusMask wrote:Also interesting observation: Book states that currently three out of four good elemental lords ARE still captured, book just provides lore and cleric info for them anyway despite stating that currently worshipping them is impossible :O Wondering if they are considering doing more "free the elemental lord" content in general or just leaving that for home gamesIf your players want to worship an Elemental Lord, you can always make that work in your game. Maybe they find a magical item with a connection to that Elemental Lord that allows the Lord to grant them powers as a cleric. Maybe you want to free them in your game, or start a game where they are already freed. There are lots of story possibilities here, and including the information for all 8 in the back sets you up with the tools to tell those stories. :)
That bit about all of the good elemental lords escaping was a mistake on our part. What we were trying to express is that recent events have brought the remaining good lords closer to escape than ever before. Essentially, the wheels are now in motion, but they're not yet free. It was meant to be a fun hook to inspire campaigns where heroes go and release the remaining lords, perhaps with Ranginori's support.