Next 3 Rulebooks – You Choose!


Pathfinder Second Edition General Discussion

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Ly'ualdre wrote:

See, I knew my brain hadn't critically failed it's Lore check. I completely forgot that trait existed. I was thinking about the Revenant monster.

Honestly, I need to get better about including Backgrounds in my character concepts. They are one of the things I really loved was made core to the game, but forget about them all the time.

That said, I now know what I'll be playing in Outlaws of Alkenstar: A Revenant Human Duskwalker Pistolero, killed before the events of the AP, given a second chance at life by... something. Alive, yet somehow... wrong; and determined to find those responsible for the death of him and his family.

So... the Saint of Killers, but with the power level dialed way down?

It is a rich vein. Plenty left to mine of it.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Sanityfaerie wrote:
Ly'ualdre wrote:

See, I knew my brain hadn't critically failed it's Lore check. I completely forgot that trait existed. I was thinking about the Revenant monster.

Honestly, I need to get better about including Backgrounds in my character concepts. They are one of the things I really loved was made core to the game, but forget about them all the time.

That said, I now know what I'll be playing in Outlaws of Alkenstar: A Revenant Human Duskwalker Pistolero, killed before the events of the AP, given a second chance at life by... something. Alive, yet somehow... wrong; and determined to find those responsible for the death of him and his family.

So... the Saint of Killers, but with the power level dialed way down?

It is a rich vein. Plenty left to mine of it.

I was actually thinking more Hugh Glass from the Revenant. But that works too. I'm considering mashing this concept with one I've already had. In which case, he'll have measures of Jonah Hex.


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Pathfinder Rulebook Subscriber

I've put a lot of thought into this so...while a couple of these are hyper specific, I think they would be very popular books for a lot of reasons.

The Planes of Law and Chaos:
A deep guide into the denizens of Axis and the Maelstrom, as well as the planes themselves.

More Proteans, more Aeons, a deep dive into their civilizations, cultures, gods ties to either group, and all sorts of other creatures which inhabit the planes of Law and Chaos.

And I want the book to be treated as of written by two different authors. The first of whom is enamored with Axis and the ideals of law and the security it provides and who hates the chaos imposed by the denizens. The second is exactly the opposite and makes the case for the freedom and beauty of chaos and hates the suppression of the Axis. Both make very strong arguments, but also as you make your way through the book you begin to realize that both are slightly (or maybe very) unhinged.

You'd get Sorcerer bloodlines and Witch patrons for Protean and Aeon. Sorcerer would get divine for both, but Witch would get Arcane for Aeon and Occult for Protean. A barbarian for law and chaos that would be unconnected to the Proteans or Aeons directly. A couple new monk stances. Archetypes tied to law and chaos. You'd get special items, weapons, and gear for travelling the Planes of Law and Chaos. And most importantly, you'd get a ton more Ganzi and Aphorite content, including lineage feats, high level feats, and generally Ganzi feats that feel appropriate and not kinda bad.

Ancient World:
Probably my least popular choice. I would like a book that really advances dinosaurs, ice age megafauna, and basically everything that is connected to those sorts of things. Add a lot of new dinos, both as creatures to encounter and animal companions. I know we're getting Triceratops and Tyrannosaurus in the newest adventure path book, but I'm hoping for Spinosaurus, Ankylosaurs, Stegosaurus, Sauropod, Hadrosaur, as well as various other animals that can be given the megafauna treatment, or even just things like ground sloth.

I want a Barbarian that is heavily themed after early hominids like Neanderthal, a Dinosaur Sorcerer bloodline (I am shocked that as far as I can tell, PF1 never had that, not even as a third party thing). A Dino Druid and Cleric, a Paleontologist Archetype. Either some Lizardfolk stuff that adds a bunch of dinosaur related stuff or even an entirely new Ancestry that adds anthropomorphic feathered Dromeosaurus...or both. Both is good.

I'd also like to see some variant rules for fighting particularly huge beasts. Elemental templates to give raptors electric speed and claws, a T-rex with a breath weapon, Sauropods that create miniature earthquakes when they walk, ect. Rules that allow huge or larger creatures to face certain directions or have different effects if you target different parts of their bodies. Triceratops gets +2 to AC if it's facing you. Sauropods get some damage resistance if you attack the legs, but also you might reduce their speed if you do enough damage to them. Stuff like that. Pathfinder doesn't have rules for attacking different parts of a creature, or them facing a certain way, and that's fine for most enemies, but if a creature is big enough, suddenly that feels a lot more like something you should keep in mind.

Lost Omens Guide to the Saga Lands:
Exactly what it says on the tin. I adored the Mawangi Expanse book, and I want more of that. And Irrisen is my favorite place along with the Land of the Linnorm Kings. Most of this book speaks for itself, with a bunch of geopolitical information, but I'd also like to see some new creatures, and some cool fairy tale and Viking adjacent ancestry, background, and archetype stuff.

The biggest thing I want from this book is a Winter Witch archetype. One that really improves on the basic Witch chassis and treats it like the Psychic, dropping to a 2 slot coaster but HUGELY increase the hexes and other side features of the class, giving options for multiple hex cantrips and passive magic effects similar to 5e's Warlock Invocations. Let this lead into a future Witch unchained because right now the Witch legitimately is underperforming compared to other casters, and the Winter Witch could be a good test run for the Witch 2.0


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Lost Omens: Arcadia
Lost Omens: Tian Xia

I think these are pretty self-explanatory. G&G gave some nice lore on Arcadia, but these are both fairly ripe to expand on I think?

Esoteric Talents:
Class archetypes, skill feats, and maybe one new class. Just go in on variants of classes (Synthesist summoner gets a home, but this also allows for things like the old shadowblade fighter built around a shape-changing weapon, etc). More skill feats to flesh things out - I feel a lot of skills are narrow and lacking options (medicine is so easy to default into for a reason - let's see more for traditions than just better knowledge checks. Give survival a feat to try and endure conditions, etc.) Not entirely sure what I'd do for a new class here, but Kineticist is what I'd stick in if I could (or something else themed around the flows of energy and directing them, rather than more nuanced spells).


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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

You know, I don't know why this wasn't in my initial lineup, but this is probably the single most wanted book I've wanted from Pathfinder, or any TTRPG, for a very long time: a book of languages. I can't rightly recall where it was, but I remember once seeing examples of Dwarven Runes and Elven Script in what I'm certain was a D&D book, as well as examples of their vocabulary and grammaricql rules. I was fascinated by the idea of being able to read, write, or even speak some of those fantasy languages during play. Certainly, I wouldn't expect a fully functioning language to be presented in a book, but just enough to actually utilize at a table; which could maybe be expanded upon by fans later? I look at things like Skyrim's Dovahkul, which had a lot of thought placed into its in-game use, and how fans have since created an entire website of ever updating vocabulary that makes it actually functional; and I find that amazing. Is it an incredibly nerdy thing to want? For sure. But it's always been at the top of my list of things to see from a TTRPG. What could be more fun than a functional made up language? After all, all languages are made up at some point.

For it's part, a Pathfinder based language book would be like 95% fluff, presenting things like the langauges alphabet and its history within Golarion. What does Ancient Osiriani look like compared to modern ounterpart? Where does the Druidic langauge stem from and why is it so secret? How did the four Elemental languages of the Inner Planes evolve from a singular proto-langauge? Why do Celestials speak a singular langauge, but the Fiends of the Lower Planes each have their own? And at what point in history did languages like Taldan become "Common"?

The 5% of mechanical rules could come from things like expanding the Linguist Archetype, diving deeper into True Names and Words of Power, and the magic that lies within them. Could also use it as an opportunity to introduce some new languages if they wanted, not that we don't have plenty, honestly.

But yea, that would be my absolute pie in the sky book for Pathfinder. Right up there with the Golarion Cookbook as far as niche use.

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