Player Companions: Wishlist


Pathfinder Player Companion

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Pathfinder Adventure, Adventure Path, Lost Omens Subscriber

Since we're busy giving feedback, what books do you want to see in the future of Pathfinder Companions?
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I want:

Races

  • Kobolds
  • Aasimar
  • Tengu

Occupations

  • Scholars
  • Mercenaries/Soldiers
  • Traders/Merchants

How about you?

Dark Archive

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deinol wrote:
Occupations
  • Scholars
  • Mercenaries/Soldiers
  • Traders/Merchants

How about you?

Riffing off your list, I'd love to see a 'Trade of Golarion' product that has one of those old-school maps that shows the major products of various nations, and trade-routes and the like. Back it up with mechanical stuff regarding different types of equipment popular in different regions (special 'cool' armor preferred by desert peeps, etc.) and it could be both useful for role-players (who want to flavor up their regional characters with regional style) and the mechanically-minded (who might want the best equipment he can get, even if he has to order it special from a few countries over).

Similarly, a 'Armies of Golarion' book with a brief overview of what sorts of armies the various nations have, what sorts of armor / weapon choices are standard, maybe some mention of ranks and tabards, but, for PCs, suggestions as to what sort of feats, skills, etc. (and perhaps with some unique regional training feats) a soldier or ex-soldier from those regions might have. In addition to regional armies, there could also be a few mercenary companies or 'free armies' (particularly hanging around places like Lastwall and Mendev) with their own signature styles, traditions or gear.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

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Locations

•Numeria
•Galt
•Hermea
•Nex
•Geb
•Mendev

Races
•Flumphs


Set wrote:

Riffing off your list, I'd love to see a 'Trade of Golarion' product that has one of those old-school maps that shows the major products of various nations, and trade-routes and the like. Back it up with mechanical stuff regarding different types of equipment popular in different regions (special 'cool' armor preferred by desert peeps, etc.) and it could be both useful for role-players (who want to flavor up their regional characters with regional style) and the mechanically-minded (who might want the best equipment he can get, even if he has to order it special from a few countries over).

Similarly, a 'Armies of Golarion' book with a brief overview of what sorts of armies the various nations have, what sorts of armor / weapon choices are standard, maybe some mention of ranks and tabards, but, for PCs, suggestions as to what sort of feats, skills, etc. (and perhaps with some unique regional training feats) a soldier or ex-soldier from those regions might have. In addition to regional armies, there could also be a few mercenary companies or 'free armies' (particularly hanging around places like Lastwall and Mendev) with their own signature styles, traditions or gear.

Oh, Trade Of Golarion and Armies Of Golarion would be lovely.

The first could include informations what are signature products and major imports of various nations and cultures, information about styles of art and craft but also general legal matters in various lands. It could help picture various cultures better.

Armies of Golarion could give insight about military structures, ranks, formations, favored weaponry and tactics, role of magic during Golarion wars and everything else Set mentioned.

Dark Archive

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Set wrote:

Riffing off your list, I'd love to see a 'Trade of Golarion' product that has one of those old-school maps that shows the major products of various nations, and trade-routes and the like. Back it up with mechanical stuff regarding different types of equipment popular in different regions (special 'cool' armor preferred by desert peeps, etc.) and it could be both useful for role-players (who want to flavor up their regional characters with regional style) and the mechanically-minded (who might want the best equipment he can get, even if he has to order it special from a few countries over).

Similarly, a 'Armies of Golarion' book with a brief overview of what sorts of armies the various nations have, what sorts of armor / weapon choices are standard, maybe some mention of ranks and tabards, but, for PCs, suggestions as to what sort of feats, skills, etc. (and perhaps with some unique regional training feats) a soldier or ex-soldier from those regions might have. In addition to regional armies, there could also be a few mercenary companies or 'free armies' (particularly hanging around places like Lastwall and Mendev) with their own signature styles, traditions or gear.

+1 so many times I would break the 1 key. I would love to see both of those. Might have to do them by region though with the size of the companions.

Owner - House of Books and Games LLC

Set wrote:
... a 'Armies of Golarion' book with a brief overview of what sorts of armies the various nations have, what sorts of armor / weapon choices are standard, maybe some mention of ranks and tabards, but, for PCs, suggestions as to what sort of feats, skills, etc. (and perhaps with some unique regional training feats) a soldier or ex-soldier from those regions might have. In addition to regional armies, there could also be a few mercenary companies or 'free armies' (particularly hanging around places like Lastwall and Mendev) with their own signature styles, traditions or gear.

This would be very cool. I would very much like an update to the Kingmaker mass combat rules; it could even be part of this book and kill two birds with one stone.

Contributor

Remember all, any content that goes into a Player Companion is meant to be aimed at players and be within their area of influence. With that in mind, new elaborations and subsystems for elements that might not be in a (or most) GMs games probably aren't a good fit. For example, don't expect to see a lot more details on naval battles in one of these, or caravan rules, or words of power. That's not saying that PCs can't use that stuff, but a game/campaign's focus on such things is primarily the GM's call.

Additionally, expanding on a subsystem makes the assumption that the readership has access to that subsystem, which in the case of the building rules means we either make they assumption that you have the Kingmaker AP or reprint all of those rules. In a book meant for players.

I think you see the stickiness of this wicket.

As much as possible we want to make these appeal to the widest audience, and it'd be a shame if a significant subset of players couldn't use an entire book just because their GM isn't using an optional system.

What this isn't saying, though, is that there's no room for subsystems in these books. Quite to the contrary, in fact.

So let me ask: Got any systems perfect for players that you'd love to see in these books?

Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

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F. Wesley Schneider wrote:
So let me ask: Got any systems perfect for players that you'd love to see in these books?

I've had some ideas tumbling through my brain for awhile now, but I'm not certain how many of them are "perfect for players" in that, they'd still be up to the GM on whether he wanted to include certain optional systems in his game.

My dime's worth (wall-of-text style):

Spoiler:

1) Acquired Templates - I know you guys haven't always been a big fan of templates in the monster arena. James certainly prefers all new monsters to a template that can overlay multiple monsters. However, one of the "options" we explored in Carrion Crown was the idea of: "What happens if one of the PCs becomes a vampire or even a werewolf during the adventure?" Those are templates that can affect characters just as much as they can affect monsters. So, maybe it's worthwhile to explore that topic as a player option in one of these Player Companions somewhere down the line, complete with GM guidance on how to integrate certain templates into a PC so they don't "break" the game or the campaign. Maybe create a new "system" whereby quick vs. rebuild rules for commonly used templates could be introduced (along the same lines as the Advanced, Giant, Young templates). Maybe all of them aren't "nice" (i.e., a Cursed template similar to what the oracle initially suffers until they learn to live with it...i.e., a player might want to play a Blind or Deaf character...so what does that mean mechanically? How do they learn to compensate and overcome as they become a hero?)

2) Changing Feats, Bloodlines, Arcane Schools, or Faiths - Have you ever gone down your adventuring career and rethought your character concept in a way that a different feat, sorcerer bloodline, school of wizardry, or religious conversion might make more sense? Could there be a way to introduce that kind of opportunity to rethink things into a game via a new player option? Would it involve an arcane ritual in the case of a bloodline transfusion? Would it require a lapsed study in one arcane school with a much harder crash course devotion to a new one? Would it involve becoming an ex-cleric for a while in your current faith until you adventure and build up to the same level as a cleric in your new faith before you can combine all your cleric class levels again? Are these even options a GM would want to allow in a game, much less something a player would want to explore (either from a mechanical or roleplaying sense)? I don't know. But it could be an option, maybe.

3) Sage Skills - Have you ever wanted to become more than just a super-smart wizard or extremely wise cleric? Enough so that you venture into becoming an actual sage on a single subject which other people seek out for your expertise? This could be useful for NPCs as well as PCs, but basically it would explore a new sub-system for going above and beyond the basic skill system to some advanced "tier" of applied learning and skill in a certain area, granting access to abilities and outcomes that might be beyond the guy who simply put 10 ranks in something. I might call them rank benefits, maybe? And then tie them to a feat being selected, which much like Skill Focus, would be dedicated to a single skill whereby it grants these rank benefits. You might even have to take Skill Focus before you could gain these rank benefits at certain thresholds of study. Then, you'd define what kind of new capabilities they'd grant at a particular rank. And, you'd give players a major reason to take Skill Focus over some other feat.

4) Item Familiars or Item "Bonding" - So, we know wizards, sorcerers, witches, and adepts can all summon familiars. Some of them can even have arcane bonds with an object. What if other classes could do something similar (but on a different level) with the magical weapons or gear they frequently use throughout their career. Maybe give them the ability to invest a bit of themselves in these items to bring them to life...almost like a Craft Construct feat, in a way, but these items would remain inert and more sentient, possibly. It could be a new way of interpreting intelligent items. They're not just smart or "awakened." They're also bonded to you in some game-changing way. If its bonded "owner" passes away or loses the item, it could go dormant again, only awakening (very slowly) if taken up by a new hero who starts his own level of bonding with it.

5) The 1st Level Commoner - Ever been in one of those games where the GM wants everyone to start out playing an NPC class before they settle on what actual core or base class they'll go on to pursue in their actual adventuring career? Maybe introduce a new sub-system whereby players can dedicated their 1st level as a PC to some "generic" class with a couple of watered down options that borrow certain elements from grouped abilities according to the arcane, divine, martial, and skill distinctions. These small bits might hint towards what type of PC class they'll eventually convert to...which would then overlay (or upgrade) that 1st level of adventuring into the real class the hero becomes from there on. This would allow folks who like that kind of commoner-turned-hero progression to function on a different kind of sub-system...one where they start out as equals in many ways (with only a small tweak here or there)...and then grow more fully into the actual class they intend to pursue...and once they've figured out what they want to pursue based on their very first adventure.

6) Currency System w/ Exchange Rates - Okay. This one won't be everybody's favorite. But, in the real world, we all know there are different currencies in use in different countries. And, some of them are worth more than others in a global economy. If you really want to widen out the in-world information, you could introduce another sub-system whereby the heroes get to track how many of what type of coins they find as treasure...what kind of efforts they have to go to convert that currency into something more usable when they travel to a distant land (or plane). Yes, it's a lot more bookkeeping. But, for simulationists, this kind of sub-system might appeal to them. It'd also be an easy sub-system to introduce while examining the church of Abadar or the kingdom of Druma.

7) Romance - It's great that this got introduced in the Jade Regent AP, but it's a sub-system that ought to have staying power in a lot of campaigns. Let the treatment of it in JR be your testing grounds (much like many of the other sub-systems you introduced in APs and later refined for the core rulebooks). But make sure it gets presented as a new way PCs can influence NPCs, even gaining them as a whole new level of cohort or companion. Introduce a womanizer or Casanova archetype that builds off or relies on these rules and see where that takes you. Bottom line, a fair number of players would probably appreciate a clearly-defined path on how to do relationship building akin to the way a lot of CRPGs have started to define it. Some measure of highly successful dialogue interaction (via Diplomacy) as well as a "gift" system, and maybe a bonus for heroic rescues of a damsel in distress or impressive demonstrations of prowess or knowledge in a shared field.

8) New Crafting Mechanics and Side-Professions - Players like to be able to create things for their characters that give them a sense of ownership and investment, whether that's in weaponcrafting, magic item creation, or just running a business on the side when they're not adventuring. I don't have any concrete ideas here, but if there's a way to build on the Craft and Profession skills to define new avenues for them to scratch this itch in a game-impacting way, go for it. What does it mean for a fighter to have a weaponcrafting business on the side? How much money can his business generate based on how well he markets the wares produced there (or demonstrates their use in his adventures)? Can characters draw on these kinds of resources to obtain certain items they'll need while adventuring or when they're in a sticky situation? Can they open up trade to a new region and impact the success of their business? A sub-system exploring this option might prove interesting to some players, especially provided that each region of Golarion presents some kind of resources waiting to be tapped or some market waiting to be opened there.

9) Strongholds and "Name" Levels - You remember the good ol' days when a 9th level fighter would automatically attract enough followers to start building his own army and castle...or when a thief would get to form his own thieves' guild...or a wizard would build his tower and attact a bunch of apprentices...or a cleric would build a monastery/temple and attract some zealous followers? Maybe put some more definition around that in a new sub-system in a Player's Companion book. Connect it to the Leadership feat in a more meaningful way. Explore what it means (and how it's different) based on certain races and regions of Golarion. Define some new strongholds across Golarion that have been built by "other" NPC adventurers that might serve as rivals or allies to a PC who does the same.

10) Prestigious Organizations - Define some new mechanics for what it means to belong to the Knights of Ozem, the Cyphermages, the Red Mantis, or the Aspis Consortium. As a PC goes up in level, how does his reputation increase within that organization. What can he demand of them? What do they (in turn) demand of him? How does his recognized rank within such an organization lend itself to Diplomacy, Bluff, and Intimidate checks. How do their resources aid his Knowledge, Craft, or Profession skills? What kinds of bonus training feats or limited style feats might the more martial institutions provide? What new magic spells, mysteries, etc. could they provide to their members that no one else might ever attain otherwise?

Okay. That's enough out of me. I need to get back to work before my manager ventures by to check up on me. ;-)

--Neil

Contributor

Mr. Spicer:

Spoiler:
*OMG! BRAIN EXPLOSION!!!*

Some really fantastic ideas here and tons of food for thought! Thanks a ton! I'd love to hear more like this.

Dark Archive

Just grabbing at one of Neil's ideas (and, at least five of them I want to expound upon, so this is me picking the one I can address before leaving for work);

For the '1st level Commoner' idea, I toyed around with allowing a player to start out as an NPC class, and to have NPC levels progress on the fast track. If the PC wanted to upgrade an NPC class level to an appropriate PC class level, they had to pay the difference in XP between whatever track we were using (usually Medium) and Fast, to turn that Warrior level into a Fighter level or that Adept level into a Cleric level.


Races

Kobolds
Aasimar
Tiefling

Locations
Varisia
LastwallRealm of the Mammoth Lords
Worldwound
Nex
Geb

Lantern Lodge

RACES
Kobolds
Geniekind

LOCATIONS
The Mana Wastes
Numeria
The Other Continents of Golarion

More that I can seem to think of at the moment.

Paizo Employee Creative Director

Another thing to keep in mind... a lot of the locations folks are asking for are locations that have a lot of secrets in them. A Player's Guide to Numeria, for example, would probably NOT include a lot of details on things like robots and laser guns and gearsmen and the like, since we'd want those to be elements that players discover in the course of an adventure or campaign set in the region, not by simply reading a book about it.

The regional Players' Companion books we have done so far were chosen primarily because they are regions that are relatively mundane and/or have additional support in the form of a 64 page Campaign Setting book or lots of support in the form of an Adventure Path set there.


Pathfinder Adventure, Adventure Path, Lost Omens Subscriber
James Jacobs wrote:
Another thing to keep in mind... a lot of the locations folks are asking for are locations that have a lot of secrets in them. A Player's Guide to Numeria, for example, would probably NOT include a lot of details on things like robots and laser guns and gearsmen and the like, since we'd want those to be elements that players discover in the course of an adventure or campaign set in the region, not by simply reading a book about it.

I am all for getting a Numeria book in both the Campaign Setting Guide and the Player Companion line at the same time. ;)

Edit to add: I actually think having pairs planned helps both books. There won't be a temptation to put secrets in the player's book if you know you can put it in the GM one, and you don't have to put too much player stuff in the GM book which the GM then has to relay to the players.


I'd also like to see a Golarion Trade and an Armies of Golarion Companion.

I suspect both would have to be multiple volumes if it was 32 pages each though.

In addition:

*Lands of the Linnorm Kings (Boasting, drinking and holmgang traits/feats - rivalries and so on could be fun)

*Darklands

*Magical Colleges

Silver Crusade

I would like to see companions on the New classes like Magus, Alchemist
Cavalier. Detailing things like Where Magus's train and learn thier art
where the Cavailier orders are loacted. Where Alchemical Colleges are located and what things they speicalize in. Where Ninja clans are located in Tian Xia and what is unique about each clan.

Companions for each of the new Tian Xia races.

Perhaps comapanions for each of the new Tain Xia countries.


Considering I already have a PbP Aasimar character, I probably like them and would like to know more about them.


I would like to see the following Companion books:

- Drow

- Witches

- Alternate spellcasting

The Exchange

I would like to see a Player Companion with rules to play a Vampire or a Lycanthrope and maybe one with some specialized naval character classes.

Dark Archive

GentleFist wrote:
I would like to see a Player Companion with rules to play a Vampire or a Lycanthrope and maybe one with some specialized naval character classes.

Setting-specific lycanthropes, such as elven were-vipers or were-wasps, or gnomish were-badgers, or orcish wereboars, could be interesting.

A vampire type that is more 30 Days of Night / Buffy style vampire (more like a ghoul, stat-wise), and less energy-draining will-dominating 'creatures of the night, shut up!' could be interesting.

But both of these would probably be better suited to a Bestiary entry than a Players Companion.

Liberty's Edge

Pathfinder Adventure Path Subscriber

I'd like to see some setting support for books like the APG, UC, and UM. Since those books are setting neutral, it would be cool to see how the new classes are perceived in the setting, especially since so many setting-based companions (Taldor, Andoren, Qadira) came out before the player's options books.

The "Faith" series had some of this, touching on inquisitors and antipaladins, but it would be great to see something like "Summoner of Golarion" although that might be too specific.


- Undeads/Deathless/whatever that run on positive energy (and thoughts?) instead of negative.


I would like to see books on magic schools, cavalier orders, monk orders, thieves guilds, and the like

The Exchange

I want

Intrigues of the Inner Sea - A guide to politicals, spies, and the dirty goings on of the Inner Sea. Thief Guilds, assassins for hire (beyond just Red Mantis), roles for players as secret service agents of a crown. Etc.


Crusaders of Golarion
Dark Forces of Golarion
Wild Masters of Golarion

Races of Underwater
Races of Darklands
Races from Dark Tapestry


Yamazakana wrote:


Races from Dark Tapestry

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I can guess the release date, somewhen in December 2012.


Like to see a companion book on these locations:

The Sodden Lands
Geb
Nex
The Mana Wastes
The Plane of Shadow
Rahadoum

And on the geniekind races:
eg Ifrit, Oread, Sylph, Undine & Suli

And some sort of resource for helping players new to the game craft better backstories.
As I know many people at my local club have trouble with this.

Silver Crusade

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Pathfinder Adventure Path Subscriber

Waters of Golarion! Undersea cultures of Golarion, and advice and options for aquatic adventurers.


DM_aka_Dudemeister wrote:
Waters of Golarion! Undersea cultures of Golarion, and advice and options for aquatic adventurers.

yes please


Nirmathas, Molthune, Galt, Vudra, Numeria (even without robots). Romance of Golarion is an awesome idea, absolutely awesome. Intrigue or politics of Golarion is also brilliant.


Yay! Intrigue of Golarion! However I would prefer to see it after some expanded generic kingdom rules for PF.


Races of Wild : Animalfolk Source Book (Catfolk, Ratfolk, Vanara, Grippli, Tengu)

Owner - House of Books and Games LLC

MerrikCale wrote:
DM_aka_Dudemeister wrote:
Waters of Golarion! Undersea cultures of Golarion, and advice and options for aquatic adventurers.
yes please

+1

Though in my opinion this better fits the Campaign Setting line than the Player Companion line. But I'd *love* to see Campaign Setting books in the same vein as Stormwrack, Sandstorm and Frostburn, plus much more (elemental, planar, etc).

Perhaps they'll continue the trend of pairing player/setting books like they did with the dragon empires ones.

Contributor

Just throwing this out there:

Later this week I'm having a discussion about what some of the Player's Companions on the horizon might be.

I plan to print this thread.

So, if you've been saving up any genius ideas or the desires of your heart of hearts, now's the time to chime in!

Silver Crusade

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OMG! Faces of Golarion SO MUCH!

Like the Rival or NPC Guides, but without so much crunch, and more characterization and a focus a viewpoint of Golarion (really, the Inner Sea) from the "ground level".

Basically, what it's like to actually live in the Inner Sea, sort of as a micro history.


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Pathfinder Adventure, Adventure Path, Lost Omens Subscriber
uriel222 wrote:

OMG! Faces of Golarion SO MUCH!

Like the Rival or NPC Guides, but without so much crunch, and more characterization and a focus a viewpoint of Golarion (really, the Inner Sea) from the "ground level".

Basically, what it's like to actually live in the Inner Sea, sort of as a micro history.

I definitely like the idea of a Faces of Golarion product, but I suspect that it is a GM resource, not a player's companion.

Shadow Lodge RPG Superstar Season 9 Top 8

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Supporting what was said above,

If anyone is familiar with the Eberron campaign setting, one of the books from there that really made me fall in love with the place was the Forge of War. It detailed on a blow by blow sort of report status what happened during the "Last War," which was a brutal 100 year old conflict. Inside were excerpts of battle from various sides, descriptions of the tactics each side used, etc. I would like a similar sort of thing to be published for Golarion.

I want to know how the Chelish marched into Varisia, how many they were and what their major battles were. What was life like when Aroden was slain? What sort of chaos took place? It only took place what, like 6 years ago? Where are my juicy details? I want to hear personal stories and be able to create characters with more elaborate backgrounds, tied into the histories of the inter-nation conflicts that fuel the side missions in Society play. At least, that's what I'd wish for :P


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Character option
-Class archtype related to Golarion setting
-Martialart schools and Monk monasteris
-Traits and ecology of minor PC races in Golarion

Shadow Lodge

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Player Companions

Races from the Tian Xia books - Kitsune, Tengu, Nagaji, Wayang and Samsaran

Races of Oni of Tian Xia

-Way of the Warrior : A book with archetypes on using unique weapon styles, archetypes and feats more like the Aldori Weapon Styles etc...and other unique fighting styles around Golarion and Tian Xia (Shout out for Iaijutsu being more than a Magus archetype.)

-Arts of Magic : Exactly the same as the Way of the Warrior but involving magic. Polish up the Words of Power system, a lot of reading for very little difference <-- personal experience can't speak for everyone.

-Ustalav : focused on such rich locations as Lepistad and Kakau and it's unique culture including cults, dark arts, necromancy, arts, nobility and other juicy bits we can take into our horror games.

Contributor

Still taking notes. ;)


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Oh?

Then I would like to see Dinosaurs of Golarion. With a special focus on how all classes (not just druids and rangers) can utilize these scions of awesome. Or even better... HOW TO PLAY A DINOSAUR PC! And that's the scoop on that.

Shadow Lodge

Ooooh

HEART OF EVIL = a book with all major criminals villains and overlords bent on conquest, depravity and destruction. Like the Whispering Tyrant and other such

FORCES OF RIGHT = The opposite of the Heart of Evil, the Eagle Knights and some others I suppose. Be nice if as a twist the Platinum dragon was still kicking and not killed off. <wink>

Silver Crusade

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Inner Sea Combat, or some other martial equivalent to Inner Sea Magic.

Something that focused on the fighting traditions of the Inner Sea, be they martial arts or philophies towards combat, notes on the most known martial NPCs in the area, possibly support for alternate fighting styles.

possibly some support for gearless monks or celestial based martial arts to go with the already present infernal martial arts


  • Archetypes for ninjas and other alternate classes.
  • some racial and or Regional class feature substitutions for classes, like a paladin from the region of the Linworn Kings, has 5 cold resist at 3rd level, but loses the 3rd level mercy.
  • Environmential themed books (think Frostburn and sandstorm)
  • A book on RPing Alignments with their moral codes and ethics (think BoED, and BOVD)
  • monk prestige classes (like the enlightened fist and the sacred fist) or feats that allow the monk and some other class to lend each other a hand.

    that's all for now.


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    On truth ? I am still waiting a Player Guide to Varisia. I know that there are 3 player guide to adventure paths set in Varisia, but it´s not the same. I want a player guide that talks about the borderline relationship among Varisians, Shoanti and Chelix. How the people of Varisia see the giant Thassilonian monuments, the half-orcs of Belkzen and the Ogrikin from Hook Mountain. From the Velashnu horselords to the Dwarfs of Janderhoff. I want to give it to the players and be at rest about the matter.

    Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

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    Knighthoods of Golarion - Everything a player (and GM) would need to know about associating a PC (or NPC) with a specific knighthood. Includes Hellknights, Eagle Knights, the Knights of Ozem, crusaders to the Worldwound, Taldorian knighthoods of old and their Qadiran counterparts/nemeses, Lastwall and Brevoy's knighthoods, etc. Cover some new archetypes and prestige classes for cavaliers, paladins, fighters, and even rangers. Introduce some secret societies and lorekeepers within the knighthoods to cover inquisitors, bards, clerics, and rogues/spies. Talk about their history. Talk about their conflicts with one another. Talk about their goals, allies, and enemies. Explain what it means (both in flavor and in-game benefits) to belong to these organizations.

    Arcane Societies of Golarion - Do the same thing for wizards, sorcerers, summoners, and witches. Tell us about the various schools of wizardry, cabals of dark summoners, sorcerous societies united by their bloodline, and covens of witches supporting one another in face of oppression. Cover Osirian's ancient mysteries. Dazzle us with Jalmeray's exotic charm. Horrify us with the terrors of Geb and Ustalav. Discuss the heights of Nex and the elves of Kyonin. Tell us about their history. Tell us about their wars. Tell us what it means to belong those groups, to play a character affiliated with them, and to wield the secrets that only those societies can provide.


    deinol wrote:
    uriel222 wrote:

    OMG! Faces of Golarion SO MUCH!

    Like the Rival or NPC Guides, but without so much crunch, and more characterization and a focus a viewpoint of Golarion (really, the Inner Sea) from the "ground level".

    Basically, what it's like to actually live in the Inner Sea, sort of as a micro history.

    I definitely like the idea of a Faces of Golarion product, but I suspect that it is a GM resource, not a player's companion.

    +2, I think it would work better in one city (Absalom, Magnimar ...), or maybe between a few of them, Golarion's too big


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    Water and underwater adventures -- something like Stormwrack, but with more advice on "how to GM" such adventures, common elements that cause problems, things like that. (And _someone_ needs to understand how ships at sea move, and the differences between wind-driven, oar-driven, and magic-driven propulsion systems...)


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    tonyz wrote:

    Water and underwater adventures -- something like Stormwrack, but with more advice on "how to GM" such adventures, common elements that cause problems, things like that.

    ..

    Sounds like one of mine from above;

  • Environmential themed books (think Frostburn and sandstorm).


  • My Pathfinder group voted for:

    >Mediogalti Island
    Because the Red Mantis are a faction we know so little about and the island itself from the inner sea guide looks like fun to adventure in.

    >The Sodden Lands
    We all want to adventure in the sunken ruins of Lirgen, explore monster infested marshlands and raid the old bunkers made by the knights of Abendego.

    >Dwarven Sky cities.
    There's two unamed ones eluded to in the Terwa Uplands and the Shattered range. The later in particular intrigues us. What's lurking in that range and/or under it.

    >Alkenstar:
    A Dwarf founded nation of Gunpower and technology in the middle of a Magic blasted wasteland between two armies of necromantic and transmutational magics? Say no more.

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