What 2E Books Do You Want?


Pathfinder Second Edition General Discussion

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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

With closer look at Secrets of Magic, Guns and Gears, and The Book of the Dead we have a better idea of how 2E RPG books will be themed and structured. So what books/themes are you hoping to see?

I am hoping to see:

The book of dreams and madness – A book all about cosmic horror, outer gods, great old ones, dreamlands, nightmares, and dreamscapes.

The book of stars and planets – A book all about adventuring in space or on other planets, science-fantasy tech, and the healthy dose of the Dominion of the Black.

The book of occult mysteries – A book of psychic magic but also a broad look at different occult traditions such as astrology, harrow, chakras, esoteric order of the palatine eye, prophets of kalistrade, etc.

The book of the environment – A book that dives into adventuring into the 9 environment types (Aquatic, Artic, Desert, Forest, Mountains, Plains, Swamp, and Underground, Urban).

The book of aquatic adventures - A book the goes deep into gaming and adventuring in an aquatic setting. This one may edge a little more into the territory of the Lost Omens books.

The book of champions – A book all about fighting styles, traditions, and the schools that teach them. Plus tournaments, competitions, and competitive athletics.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber

Mythic/epic. Along with adventures to support.

And I'm loving these short adventures and one-shots.

Dark Archive

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Pathfinder Starfinder Roleplaying Game Subscriber

Eh just Arcadia/azlant/Casmaron/Tian Xia/Garund books, no bigger ;D

Oh and 2e version of distant stars, we need solar system content updated for 2e ;D


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-The Great Book of the Damned-

All things hell, devils and devil worship. Basically like the first volume in 1E, but a lot more of it. I especially want an expanded set of lore for the archdevils - my buddy Dispater deserves even more awesome lore - and secondary powers of hell. I hope we see some "day to day" stuff as well, just to make it feel more alive. Playable devil option obviously ;).

If that is too limited in scope, it could be combined with Cheliax-related content, which I am rather interested in as well. Evil has taken a few blows too many in recent times, so they could use some love.

Eventually I would love an AP where the party consists of devils that are climbing hell's career ladder. Pretty niche, so it is at best a long way off, but really cool.

-The Tome of Scales -

Dragons, yo. Who doesn't love dragons and dragonoids?

So far so vanilla, but what can I say? I'm a man of simple tastes ^^


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
CorvusMask wrote:

Eh just Arcadia/azlant/Casmaron/Tian Xia/Garund books, no bigger ;D

Oh and 2e version of distant stars, we need solar system content updated for 2e ;D

I want to see all those too, plus Crown of the World and Sarusan! I think those are more likely to show up in the Lost Omens line instead of the Rule Books line though. Also, I suspect Casmaron would be 4 books.

1. Vudra
2. Western Casamaron (Kelesh Empire)
3. Cental/Southeast Casmaron.
4. North/Northeast Casmaron.

That's my guess from looking at the map.


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I need Arcadia and Southern Garund books more than I need anything from the rulebook line, with Lost Omens supplements for the Golden Road and Impossible Lands close behind. The only mechanics I’m really jonesing for are Inquisitor and some more occult classes.

Another planets and aliens book and a cosmic horror book would also be welcome.


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More than anything, I'd super like to see a book for seafaring adventures. The Shackles were one of the big draws for me when I first got into Pathfinder, and I'd love to see the game pick up that part of the world again sometime soon, along with more detailed mechanics for ocean navigation, ship-to-ship combat, ship upgrades, working with a crew, black markets and ocean-themed treasure, etc. For the lore sections, would be awesome to do a kind of Distant Shores 2.0, highlighting some of the big ports across the Inner Sea and Golarion at large. Would be nice to see more in Casmaron's corner of the world (Padishah empire, Vudra, Iblydos, etc). Also some tables for setting up encounters and interesting islands or underwater dives to explore. And taverns. Especially those, complete with some famous Inner Sea shanties to sing around the table!

Lot to explore in that kind of book.

Mythic rules would also be a welcome addition, as would Inquisitors.


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Opsylum wrote:

More than anything, I'd super like to see a book for seafaring adventures. The Shackles were one of the big draws for me when I first got into Pathfinder, and I'd love to see the game pick up that part of the world again sometime soon, along with more detailed mechanics for ocean navigation, ship-to-ship combat, ship upgrades, working with a crew, black markets and ocean-themed treasure, etc. For the lore sections, would be awesome to do a kind of Distant Shores 2.0, highlighting some of the big ports across the Inner Sea and Golarion at large. Would be nice to see more in Casmaron's corner of the world (Padishah empire, Vudra, Iblydos, etc). Also some tables for setting up encounters and interesting islands or underwater dives to explore. And taverns. Especially those, complete with some famous Inner Sea shanties to sing around the table!

Lot to explore in that kind of book.

Mythic rules would also be a welcome addition, as would Inquisitors.

Given that the Lost Omens line seems to be checking off different Meta-Regions, an eventual Lost Omens: High Seas certainly seems probable.


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Pathfinder Lost Omens, Rulebook Subscriber

1. A book for bolting on Starfinder stuff to PF2. I don't care if it's unlikely to the extreme, I will keep beating that drum. I neeeed these systems unified. At the very least I'd like a Technology Guide.

2. A book for powerful ancestries. Specifically, a means of playing a full on dragon potentially by giving class feat options for an ancestry or any of a dozen means of pulling it off.

3. Book of Dragons. A massive lore book exploring everything about dragon life, species, history, and campaign options. Including support for dragon characters, dragon mounts, and dragon crafting.


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I'm excited for the High Seas book since "what's lurking out there on remote islands/under the sea" is one of my favorite sources for plot seeds in fantasy.

I'm also excited for the Jalmeray book.


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I'm going to echo the call for a book about dragons.

  • More information and lore on dragons of all kinds. Give us more about the primal and esoteric dragons. Details of their life cycles and where they originate from, how they operate, how they interact with not only their environments but also the inhabitants of said environments. Tell us more about how they've impacted and perhaps been impacted by the world. Just yesterday I read about a magma dragon who basically became practically obsessed dwarven culture and its riches. Give us more about him! Give us more about dragons like that. That's not even getting into details like how dragons explore religion and worship.

  • More dragonhide weapons, artifacts, and items. Sure we can make dragonhide gear, but all it really does is give "+1 to AC and saves vs X element" and allow Druids to wear heavier armors. Sure that's useful and all, but really give us something. Dragonslayer's Shield and Dragonplate are both cool options that could be expanded on, but we have absolutely nothing for weapons made out of the material. We don't even have any actual dragonslaying weapons! Not even weapons that say "this was designed to fight dragons"! Helms, capes, boots, gloves, swords; there are so many possibilities ripe for the taking!

  • More feats for Dragon Disciple and/or more dragon-themed archetypes. On release Dragon Disciple doesn't feel like nearly the complementary option it originally was for Draconic Sorcerers, and in fact feels like a downright waste for them to actually take. Give it feats in general to make it more worthwhile, and either make it the archetype for players who want to explore draconic themes, or sharpen it specifically for already-invested characters (Draconic Sorcerers, Dragon Instinct Barbarian) while adding in archetypes for other classes that want to explore draconic prowess in their own individual way. I wouldn't at all mind a "Dragon Zealot" archetype for Wyrmkin Clerics or Champions who worship the likes of Apsu, or an archetype for Fighters n' Monks who want to emulate the power and ferocity of dragons.

  • Patrons, mysteries, curses, oh my! Some of the most powerful and deadliest casters in the entire world are dragons, and there are surely enough draconic deities (or dragons within that range of power) for them to dabble in the business of Witches and Oracles. Restore some magic and mystery to dragons by showing how they can completely change someone's life. A Witch emulating the power and imposing presence of dragons by way of focus spells- perhaps even complementing with a draconic familiar- or an Oracle who channels their devastating might while desperately trying to avoid being consumed by draconic ego.

  • Dragonkin Ancestry/Heritage. Yes yes, it's trite and it would be a tricky road to walk given Dragonborn in 4e/5e, but it's a popular race for a reason. Half-dragons and the like have existed since the very start of TTRPGs, let us play into that. Kobolds are cute with their delusions of grandeur and offer plenty of opportunity for "fake it till you make it"/"rise to the occasion" stories, but let us play as an Ancestry that was outright born from dragons and can really channel their prowess in a smaller, more humanoid form. Heck I wrote that to originally mean "ancestry or heritage", but why not both? Give people the opportunity to make their Tiefling/Sylph/Dhampir/etc Dragonkin, while others can make their dragon-touched Orc or Elf or Lizardfolk. We've already got precedence in Half-Elf and Half-Orc, so why the hell not?

I could in all honesty probably go on, particularly regarding draconic mounts and the like, but I think this list is enough for the time being to give an idea of just what could be explored in a book about dragons and wyrmkind in general. And that's not even talking about the likes of the linnorm!


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Brinebeast wrote:


The book of occult mysteries – A book of psychic magic but also a broad look at different occult traditions such as astrology, harrow, chakras, esoteric order of the palatine eye, prophets of kalistrade, etc.

This would be my first choice. Though, I have a feeling it wouldn't be anytime soon.


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Lost Omens Economics. Penned by famous Abadarian High Priests, this treatise delves deeply into the flow of wealth, trade, national debts, and more.

Including Archetypes such as: Merchant Prince, Actuary, Certified Public Accountant, Taxman and more. The Rogue Tax Dodger racket, Spell Component Price Standardization Wizard Thesis, The Free Market Oracle Mystery/Capitalism Curse.

Add a Guild subsystem and watch as this incredibly niche product remains on shelves until the end of time.


Advanced Player's Guide, 2nd printing

With an extensive rework of the witch.

Well, and the oracle if I had anything to say about it. But far fewer people seem to have a problem with the latter.


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Pathfinder Roleplaying Game Superscriber

What I want most is a Darklands book. I want it to not only include an overview of the regions, lore, creatures, ancestries, but I'd really like an in-depth look at travel and survival in the region. Maybe rules around sanity, claustrophobia, etc. Something along the lines of LotFP Veins of the Earth.


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I'd like to see more 2e books with entries similar to Lost Omens Legends. Just a couple pages that do a deep dive into the lore surrounding an influential figure relevant to the book's topics. Not necessarily expecting a second Legends style book that is almost entirely lore (though I would personally love to see Legends 2), but having bits of that filtered into other content would be great. Some other ideas:

A book all about Demiplanes and other planes of existence, which drops lore about magicians well known for their practices in these fields (like Nex and Hao Jin) as well as expanded rules for creating and fleshing out demiplanes, setting information for campaigns that take place off the material plane, etc.

A book all about food. A cooking-related archetype that lets you make meals with magical or alchemical properties due to their quality, an overview of different kinds of food served all across the world, food-based magic items, spells, and feats, etc.

A book all about libraries and universities. Learning centers are spread across the golarion and beyond, lets see some expanded Research rules and archetypes alongside plot hooks and lore surrounding places like Scrivenbough, Lepidstat University, the Great Library of Tephu, The College of Dimensional Studies, the Conservatory, etc).


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Pathfinder Adventure, Lost Omens, Rulebook Subscriber

Seafaring - ships, ship combat, all things naval and beneath the sea. Merlucent ancestry

Economy and Trade - with some simple rules for running a trade empire and incorporating rival factions/rep into a campaign (reward details, etc). NPCs and goals/plots of large trade empires.

Planes - I think Planar Adventures is still usable as is but I'd like to see what Paizo could do with a Planescape-esque concept of detailing regular people living a life in a planar setting. Its basically just Starfinder when you think about it. Instead of weird planets you just visit weird planar communities.

High Tech/Magic tech - Love starfinder but just want to stick with PF2 rules. Hoping they become one thing someday.

Eldritch Horror/Investigation - I want to run a Call of Cthulhu game but without switching to another product


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nephandys wrote:
What I want most is a Darklands book. I want it to not only include an overview of the regions, lore, creatures, ancestries, but I'd really like an in-depth look at travel and survival in the region. Maybe rules around sanity, claustrophobia, etc. Something along the lines of LotFP Veins of the Earth.

Worth saying whenever this comes up: the 4e Underdark book was a masterpiece.


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Rude_ wrote:


Seafaring - ships, ship combat, all things naval and beneath the sea. Merlucent ancestry

Economy and Trade - with some simple rules for running a trade empire and incorporating rival factions/rep into a campaign (reward details, etc). NPCs and goals/plots of large trade empires.

Yeeeess. 2e needs rules for adventures that don't take place on a large landmass.

Seriously though, I'd love to see a trade & economics book roll into a book about intrigue. Essentially, it becomes a book about playing aristocracy. Customs of prominent high courts (and personalities within them to woo), prominent trade and thieves guilds and their methods and wares, secret societies and conspiracies, and political relations between prominent powers across the Inner Sea (with diplomatic adventure prompts your party might be hired for). Basically, everything you need to turn your Pathfinder campaign into a Tyrion or Littlefinger-centric episode of Game of Thrones.

Dark Archive

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Honestly, I'd kind of like them to start doing the Player Companion style books like they did for 1E.

32 page soft cover stable bound books focusing on narrow topics.

Suppose i want more focus on nature magic, suppose Secrets of Magic doesn't cover what i was looking for. I'm out of luck, it's gonna be a while before they put out another 100+ page hardback with a magic focus. How long til they do a wilderness focus HB that might expand the nature magic I'm looking for? Who knows?

But if they're doing small books (ideally every 2 months like in 1e) then my odds are suddenly better.

Releasing 2 major books with overlapping topics within a few years will get bad reactions, but releasing a small supplemental book along with the large major release? Might actually boost sales?
.
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Specific wishlist
Adventures Armory 2E (w/ Gloves of Improvised Might)
A CharOp book with detailed rules for Awakened Plants, Animals, and Constructs as monsters, companions, and PCs.

huh, forum supports Bold and italic but not underline?


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I would like in order of preference:

1) LO: Darklands
2) Mythic/Epic
3) LO: Casmaron
4) Advanced Ancestry Book, where you can take feats in Elf or Dwarf instead of fighter or wizard.


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1) Lost Omens: Arcadia
2) Lost Omens: Casmaron
3) Lost Omens: Garund
4) Something that brings back the Occultist and Medium


Pathfinder Roleplaying Game Superscriber
keftiu wrote:
nephandys wrote:
What I want most is a Darklands book. I want it to not only include an overview of the regions, lore, creatures, ancestries, but I'd really like an in-depth look at travel and survival in the region. Maybe rules around sanity, claustrophobia, etc. Something along the lines of LotFP Veins of the Earth.
Worth saying whenever this comes up: the 4e Underdark book was a masterpiece.

I never had the chance to play 4e, what made that book so great?


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nephandys wrote:
keftiu wrote:
nephandys wrote:
What I want most is a Darklands book. I want it to not only include an overview of the regions, lore, creatures, ancestries, but I'd really like an in-depth look at travel and survival in the region. Maybe rules around sanity, claustrophobia, etc. Something along the lines of LotFP Veins of the Earth.
Worth saying whenever this comes up: the 4e Underdark book was a masterpiece.
I never had the chance to play 4e, what made that book so great?

Cast the Underdark as less “underground” and more “the bottom of reality, where things start falling apart.” Geography is fluid in many places, stabilized only by the trail of blood left by the maimed god of jailers and torture, who crawls his way through the Underdark in his endless madness. Lots of planar bleed-through, lots of obsession and horror… it’s good stuff.


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A book entirely focused on Class Archetypes.

Class-Specific or similar to how they're doing with "arcanist casting" (available to prepared casters).

Along with those, I would like to see Ancestry-locked archetype, I always felt that those were full of flavor and enabled the player to fully set their characters in the world right at the conception of the character.


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Lightning Raven wrote:

A book entirely focused on Class Archetypes.

Class-Specific or similar to how they're doing with "arcanist casting" (available to prepared casters).

Along with those, I would like to see Ancestry-locked archetype, I always felt that those were full of flavor and enabled the player to fully set their characters in the world right at the conception of the character.

Very much want a big book of Class Archetypes, because I think that’s how I get Inquisitors - as much as I want a standalone class, I feel like this is the most plausible route.

Ancestry Archetypes make me a little antsy, as they can skew some weird bioessentialist places. I’d rather keep those Ancestry associations in the lore, rather than mechanically enforced. You could treat Fiend Keeper (a very cool concept!) as a primarily Grippli technique, but one anyone can technically do.


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Maybe a bit weird, but I'd kind of like to see a big book of class feats with no interconnected theme.

Not gonna happen, obviously, but I can dream.


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I'd like to see a high seas book, the golden road, the impossible lands and then the southern end of Garund or Arcadia.


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Mr Tea wrote:
I'd like to see a high seas book, the golden road, the impossible lands and then the southern end of Garund or Arcadia.

We are kindred spirits.


keftiu wrote:
Lightning Raven wrote:

A book entirely focused on Class Archetypes.

Class-Specific or similar to how they're doing with "arcanist casting" (available to prepared casters).

Along with those, I would like to see Ancestry-locked archetype, I always felt that those were full of flavor and enabled the player to fully set their characters in the world right at the conception of the character.

Very much want a big book of Class Archetypes, because I think that’s how I get Inquisitors - as much as I want a standalone class, I feel like this is the most plausible route.

Ancestry Archetypes make me a little antsy, as they can skew some weird bioessentialist places. I’d rather keep those Ancestry associations in the lore, rather than mechanically enforced. You could treat Fiend Keeper (a very cool concept!) as a primarily Grippli technique, but one anyone can technically do.

In my mind I was thinking of "Watersinger Bard", that was specifically tied to Undines. But maybe in this edition this could be tied to all ancestries tied to the water somehow. It was really flavorful, even though it was a little janky. I made a high level bard with this archetype once and as soon as the archetype allows you to move enough water, you can do some nifty stuff with it (including some really OP s~%~ such as surrounding yourself in a block of water and becoming nigh invulnerable).


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Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

I was trying to think of something I'd want to post earlier (aside from anything that would get me kineticist) and I thought of class archetypes too. There are a few class themes that we could really turn up to eleven if we took away some other class features.

Some quick ideas - a focused alchemist class that can only create the type of alchemy they specialize in, but are much better at their niche - a warlord style bard class archetype that everyone has been asking for - a barbarian that can free action moment of clarity once a turn (maybe twice with feats) and other feats that tie into verbal components to make both a skald and a bloorager (could make two separate class archetypes or one if it's easier) - cleric could get Inquisitor, but honestly that might be better off as its own class (I have a friend whose favorite class is Inquisitor and would be sad panda if it was a doctrine, but class archetype might change enough that it's cool, who knows) - and I'll probably stop there. But there's tons of things that would be a small change that would bring about way more playstyles.

Dark Archive

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Pathfinder Starfinder Roleplaying Game Subscriber

Oh yeaaaaaaaaaah, Darklands is region that is at same time "big deal" and at same time "underdeveloped" because only Darklands book is 3.5 and beyond that they only make appearances in some adventures x'D There isn't enough world building material for Darklands, especially Darklands of non Inner Sea variety!

Would be super helpful to clarify what is and isn't canon in 2e and expand on global darklands ;D

(btw small addition: If we do get distant stars 2e that might be good place for global map of Golarion eh eh? ;D eh?)


Well, there is actually also Darklands Revisited, which is in the PF rules, but I agree that it's not enough Darklands. Really I'm just jonesing to play a Caligni.

RPG Superstar Season 9 Top 16

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Lightning Raven wrote:
keftiu wrote:

Very much want a big book of Class Archetypes, because I think that’s how I get Inquisitors - as much as I want a standalone class, I feel like this is the most plausible route.

Ancestry Archetypes make me a little antsy, as they can skew some weird bioessentialist places. I’d rather keep those Ancestry associations in the lore, rather than mechanically enforced. You could treat Fiend Keeper (a very cool concept!) as a primarily Grippli technique, but one anyone can technically do.

In my mind I was thinking of "Watersinger Bard", that was specifically tied to Undines. But maybe in this edition this could be tied to all ancestries tied to the water somehow. It was really flavorful, even though it was a little janky. I made a high level bard with this archetype once and as soon as the archetype allows you to move enough water, you can do some nifty stuff with it (including some really OP s~#+ such as surrounding yourself in a block of water and becoming nigh invulnerable).

I have to agree with Keftiu here. Almost all of the 1st Edition racial archetypes had absolutely no reason to be locked to a specific race. When I got a merfolk and naiad race boon in PFS, I *REALLY* wanted to make a naiad watersinger but it's undine only. I am a water spirit with a body made out of water. And I can't use the water archetype?


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Pathfinder Roleplaying Game Superscriber
keftiu wrote:
nephandys wrote:
keftiu wrote:
nephandys wrote:
What I want most is a Darklands book. I want it to not only include an overview of the regions, lore, creatures, ancestries, but I'd really like an in-depth look at travel and survival in the region. Maybe rules around sanity, claustrophobia, etc. Something along the lines of LotFP Veins of the Earth.
Worth saying whenever this comes up: the 4e Underdark book was a masterpiece.
I never had the chance to play 4e, what made that book so great?
Cast the Underdark as less “underground” and more “the bottom of reality, where things start falling apart.” Geography is fluid in many places, stabilized only by the trail of blood left by the maimed god of jailers and torture, who crawls his way through the Underdark in his endless madness. Lots of planar bleed-through, lots of obsession and horror… it’s good stuff.

Wow that sounds pretty cool I'll have to look around and see if I can find a copy.


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1) Tome of Magic: Feat Options/Archetypes for Spellcasters (Wizards & Witch - Something to give up familiar options for hex cantrips beyond level 1)

2) Lost Omens: Everything Setting - Jalmeray & Beyond

3) Book of Monsters: Playable monster classes/archetypes a la Savage Species...


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Playable Mythic rules and a 2E version of Wrath of the Righteous, a really cool AP with a great story that wasn't playable due to the mythic rules for PF1.


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Karmagator wrote:

-The Great Book of the Damned-

All things hell, devils and devil worship. Basically like the first volume in 1E, but a lot more of it. I especially want an expanded set of lore for the archdevils - my buddy Dispater deserves even more awesome lore - and secondary powers of hell. I hope we see some "day to day" stuff as well, just to make it feel more alive. Playable devil option obviously ;).

If that is too limited in scope, it could be combined with Cheliax-related content, which I am rather interested in as well. Evil has taken a few blows too many in recent times, so they could use some love.

I'd rather have a book on outsiders in general. Fiends tend to get too much of the fun when it comes to that. Like, Demons and Devils get special treatment with individual bloodlines while the Celestials all have to share a single bloodline. Celestials should get the love as should the Aeons, Inevitables, Protiens, and the Elementals.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
HyperMissingno wrote:
Karmagator wrote:

-The Great Book of the Damned-

All things hell, devils and devil worship. Basically like the first volume in 1E, but a lot more of it. I especially want an expanded set of lore for the archdevils - my buddy Dispater deserves even more awesome lore - and secondary powers of hell. I hope we see some "day to day" stuff as well, just to make it feel more alive. Playable devil option obviously ;).

If that is too limited in scope, it could be combined with Cheliax-related content, which I am rather interested in as well. Evil has taken a few blows too many in recent times, so they could use some love.

I'd rather have a book on outsiders in general. Fiends tend to get too much of the fun when it comes to that. Like, Demons and Devils get special treatment with individual bloodlines while the Celestials all have to share a single bloodline. Celestials should get the love as should the Aeons, Inevitables, Protiens, and the Elementals.

Seconded. It will probably be a while before we get a planar book, what with Planar Adventures being one of the last 1E books, but an outsider themed book is a different story.

Dark Archive

Pathfinder Starfinder Roleplaying Game Subscriber

On side note, I'm 100% in for 2e planar book (or 2e more expanded chronicles of righteousness/book of the damned/concordance of rivals, whatever way they decide to do them), but I am of the mind that since 1e planar lorebooks already exists that they should flesh out rest of the golarion lore in first place.

Like LOT of different areas of golarion have planar connections, so if they did flesh out Golarion first they could incorporate mentions of those in planar books.

Also there is question of how would 2e handle planar books: like would it be "one book for type of planes, one book for one entire plane or one book for planes in general?" I do think you can apply the "meta region" concept to planes pretty well, but planes are so vast that even single book dedicated to entire plane would be nice.


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Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

A book expanding the class options for magic classes without resulting in multi-class archetypes would be ideal. More depth to the witch and patrons, more oracle mysteries, more wizard and witch feats (both feel thin on the ground).

Otherwise more generic books not as strongly tied to Golarion. Don't get my wrong I like Golarion but reiterating a lot of what was available in 1e in terms of lore isn't really all the exciting to me. I am happy to explore more of the other areas through APs or the Lost Omens line but I really want more books that can be applied to any setting.


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I want something similar to Ultimate Intrigue/Ultimate Campaign, and have a bunch of political mishappenings and espionage and royal court shenanigans. Stuff like running an army, mercantile empires, kinda like the Ars Magica: Cities & Guild book. Also Darklands/Underdark/Deep-down-dark-down-dark-deep-deep-dark-place. Book, something that gives me playable Drow and Duregar and all fun things subterraneous.


HyperMissingno wrote:
Karmagator wrote:

-The Great Book of the Damned-

All things hell, devils and devil worship. Basically like the first volume in 1E, but a lot more of it. I especially want an expanded set of lore for the archdevils - my buddy Dispater deserves even more awesome lore - and secondary powers of hell. I hope we see some "day to day" stuff as well, just to make it feel more alive. Playable devil option obviously ;).

If that is too limited in scope, it could be combined with Cheliax-related content, which I am rather interested in as well. Evil has taken a few blows too many in recent times, so they could use some love.

I'd rather have a book on outsiders in general. Fiends tend to get too much of the fun when it comes to that. Like, Demons and Devils get special treatment with individual bloodlines while the Celestials all have to share a single bloodline. Celestials should get the love as should the Aeons, Inevitables, Protiens, and the Elementals.

You are probably right on the money. While I love fiends, most of them have been covered to some extent, even if the material is quite old - a lot of it is from 2009/10. With the way things are going, we might see a general planes book just to have the updated rules, but deep dives will come for less covered outsiders and/or planes first.

I'm interested to see what can be done with Leng and the Dreamlands. Those should be fun and have lots of design space for weird/interesting stuff.


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most of them


Karmagator wrote:
HyperMissingno wrote:
Karmagator wrote:

-The Great Book of the Damned-

All things hell, devils and devil worship. Basically like the first volume in 1E, but a lot more of it. I especially want an expanded set of lore for the archdevils - my buddy Dispater deserves even more awesome lore - and secondary powers of hell. I hope we see some "day to day" stuff as well, just to make it feel more alive. Playable devil option obviously ;).

If that is too limited in scope, it could be combined with Cheliax-related content, which I am rather interested in as well. Evil has taken a few blows too many in recent times, so they could use some love.

I'd rather have a book on outsiders in general. Fiends tend to get too much of the fun when it comes to that. Like, Demons and Devils get special treatment with individual bloodlines while the Celestials all have to share a single bloodline. Celestials should get the love as should the Aeons, Inevitables, Protiens, and the Elementals.

You are probably right on the money. While I love fiends, most of them have been covered to some extent, even if the material is quite old - a lot of it is from 2009/10. With the way things are going, we might see a general planes book just to have the updated rules, but deep dives will come for less covered outsiders and/or planes first.

I'm interested to see what can be done with Leng and the Dreamlands. Those should be fun and have lots of design space for weird/interesting stuff.

On this note I'd love to see more done to flesh out Aeons/Inevitables. Aeons were always my favorite monitors, I like their funky occult cosmic-y aesthetic and flavor, but suffer from being so unknowable that not much was ever said about them, and then they had their TN slot taken by psychopomps.


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1. mythic rules mythic rules mythic rules!

2 lost omens shackles/ high seas please this!

3 book of abanndonn all the daemon stats & how to run games thier & stats for the 4 horsemen

4 book of thieves. all about trade economy running thieves guild’s ect

5 book of alchemy New feats New items lore ect

6 a six book evil ap. it's fun to play evil every once & awhile

7 lost omens far north taking a 2e deep dive into the lands of the Linnorm Kings

8 lost omens red mantis. deep dive into the red mantis assassin's

RPG Superstar Season 9 Top 4, RPG Superstar 2015 Top 32

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After Guns & Gears, I think mythic rules are at the top of my list. This is especially true now that the adventure paths go to level 20 and we have three-volume adventure paths. I could see a level 20-25 adventure path happening, which seemed like an impossibility in the past.

Doing themed books instead of big books of general new options strikes my fancy. Assuming that The Book of the Dead is as good as I expect, I'd love to see a fey equivalent.


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I'd love to see one dedicated to elementals. I'd love to see even more types of intelligent and animalistic inhabitants of the elemental planes and demi-planes. Plus additional versatile heritages, and archtypes, spells, etc...

Grand Lodge

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I would like themed books that cover:
Occult - Psychic / Kineticist
Martials - Commander
Fey and the Wild
Campaigns (Politics, Intrigue, Economics, Warfare)
Mythic

For Golarion specific:
LO: Tian Xia
LO: High Seas
LO: Impossible Lands
LO: Darklands
LO: South Garund


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Pathfinder Roleplaying Game Superscriber

I would love to get themed books for,

Mythic rules and Demigods - Stats for several of the setting demigods.

The Book of the Damned - Archdevils, Infernal Dukes, Queens of Night and the Malebranche. Demon Lords and Horsemen of the Apocalypse

Chronicle of the Righteous - Empyreal Lords

Concordance of Rivals - Monitor Demigods

I'd love to see these Demigods stats for PF2E and any plot Hooks that they could be for.

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