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Any new companion content: animal companion, familiar, specific familiar stuff?
Generally speaking, no. However, the Shaman (a Practice of the Animist) has feats and abilities for a Sprit Familiar that makes one of their apparitions a familiar.
There are also two mythic destinies that revolve heavily around companions. The Apocalypse Rider has some interesting interactions with their mount (can be any existing mount) that beefs them up. Also, the Beast Lord is ALL about your companion. Think Beast Master on steroids, so there are some interesting feats there.
However, I do not see anything else in the book regarding companions, familiars, or Eidolons.

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What is your favorite piece of art from the book, and what does it look like?
The battle scene that takes up the entire page 68. It shows the two iconics smiling as they are surrounded by undead and have a tribe of orcs fighting with them. The detail is a thing of beauty and it really showcases the iconics' personalities and even has one injured orc sitting on the ground getting healed by the Garden of Healing vessel spell.

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Information on the Seneschal please and thank you!
Seneschal
- Witch Class Archetype- Can still choose any Patron you wish at level 1
- Familiar ability is unchanged
- you lose your patron's lesson and gain the Manifest Will hex which does different things based on your magic tradition (damage, healing, cover, or movement hampering)
- You get Witch's Charge free at your lvl 2 dedication, but can't target your familiar or any of your minions. However you can have Manifest Will emanate from your charge if you wish
- My favorite feat is lvl 6 that can basically make any spell do spirit damage instead of normal damage (once per hour). So instead of Fireball, you can have Spritball! And it is a free action Spellshape.
- At the end, you basically become a patron yourself and it has feats leading up to that that give you the feel.

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can you give spell slots or a familiar to your charge?
Patron's Whisper (lvl 10) - you can talk to your charge over any distance and if you lie to them, they get a penalty to detect it
Unstable Patronage (lvl 14) - at the start of the day, you can choose a spell your familiar knows and your charge can cast the spell as an innate spell.
Patron Reborn (lvl 20) - basically you are a patron and can give all the benefits thereof to them.

exequiel759 |

What is the point? the rarity system ensures this will be collecting dust on a shelf, yeah I'm being negative because like the archetype and will never be able to use it.
All the tables I know ignore rarity rules because they are whack.
Not to mention the exemplar dedication isn't rare.

Calliope5431 |
1 person marked this as a favorite. |
R3st8 wrote:What is the point? the rarity system ensures this will be collecting dust on a shelf, yeah I'm being negative because like the archetype and will never be able to use it.All the tables I know ignore rarity rules because they are whack.
Not to mention the exemplar dedication isn't rare.
It got errata'd to be.
https://downloads.paizo.com/PZO12006AlternateMythicRules.pdf

shroudb |
R3st8 wrote:What is the point? the rarity system ensures this will be collecting dust on a shelf, yeah I'm being negative because like the archetype and will never be able to use it.All the tables I know ignore rarity rules because they are whack.
Not to mention the exemplar dedication isn't rare.
It is.
Day -14 Errata fixed it.

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R3st8 wrote:What is the point? the rarity system ensures this will be collecting dust on a shelf, yeah I'm being negative because like the archetype and will never be able to use it.All the tables I know ignore rarity rules because they are whack.
Not to mention the exemplar dedication isn't rare.
Xenocrat wrote:Is the exemplar multiclass dedication really a warcrime against game balance? (Full ikon from the dedication, no rarity tag, only 12 dex or strength prereq, no limitation on just leaving the immanence permanently if you don't want to burn the action to restore your spark after transcending - an issue that goes away at level 12 when you can get a second ikon.)
Sounds like psychic archetype, but for martials, and much worse.
At least that part has been corrected. The dedication is Rare, just like the class.
You can see the clarification in the Alternate Mythic Rules found on the War of Immortals product site.
You missed a whole convo on the previous page of this thread (and today's blog.)

PossibleCabbage |
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Not to mention the exemplar dedication isn't rare.
It is, they issued a correction.
But the Exemplar class in general is going to get a bunch of groups that previously paid no attention to rarity to at least give it a little consideration, since "RARE" is different from "Uncommon" and there genuinely have not been a bunch of player-facing rare things to date (most are "specific to the adventure that they're attached to").
Any GM who has previously said "not this time" to a player playing a poppet, android, or skeleton in a campaign or an inventor or gunslinger PC will have no problem making a similar call on the Exemplar.

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So what's the capstone feat (L20) for archfiend like? Curious how the mythic archetype capstones stack up to normal class ones.
Fiend Eternal: You become a true Archfiend and stop aging. You're realm is fully created and within Hell, the Outer Rifts, The Netherlands, or some other demiplane with fiendish tendencies you wish with you ruling it. You can transport there at will and if you ever hit 0 HP you become unconscious, but are transported to your Seat of Power in your realm and wake up an hour later. You also get a small group of fiendish followers who live in your realm.
Flavor is awesome and one of my favorites. Mechanically it is very good as well. I also love that our Witch iconic is the one pictured in the art as becoming the Archfiend.

Aenigma |

So daemons have their own unique mythic destiny, while other evil outsiders (not sure if Pathfinder still uses this term or not though) share archfiend? I have always suspected that Paizo favors daemons over other evil outsiders, or perhaps over all the other outsiders (perhaps because daemons are entirely Paizo's creation?), and now it is proven!
Not sure why neutral outsiders have no mythic destiny of their own.
I'm surprised at prophesied monarch, since after Aroden died no prophecy works at all.

Kyrone |
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People didn't ask but I will post anyway, as it's an archetype that I was interested in.
Vindicator is basically the Ranger that specializes in focus spells. The Hunters Edge is the Vindicator one that gives +1 status bonus to spell attacks and -1 status penalty to saves on the hunted prey against your spells. (Increase to 2 at lvl 17).
It also gives the Vindicators Mark focus spell, a 2 actions focus spells that can only be used against your Prey, spell attack do 2d4 spirit damage and for 1 minute after your attacks deal +2 damage against the enemy, you can dismiss the spell on the turn that you hit an enemy with an attack to deal extra 2d6 spirit damage. Scales every 2 spell ranks for 2d4 initial damage, +1 damage to attacks and 2d6 to the dimissal.
Lvl 10 have another exclusive focus spell on the Judgment that gives weakness 5 (scales to max 15 at max spell rank) against fortitude save, for 1 minute (or the next strike/spell if the enemy succeed the save).

Calliope5431 |
Calliope5431 wrote:So what's the capstone feat (L20) for archfiend like? Curious how the mythic archetype capstones stack up to normal class ones.Fiend Eternal: You become a true Archfiend and stop aging. You're realm is fully created and within Hell, the Outer Rifts, The Netherlands, or some other demiplane with fiendish tendencies you wish with you ruling it. You can transport there at will and if you ever hit 0 HP you become unconscious, but are transported to your Seat of Power in your realm and wake up an hour later. You also get a small group of fiendish followers who live in your realm.
Flavor is awesome and one of my favorites. Mechanically it is very good as well. I also love that our Witch iconic is the one pictured in the art as becoming the Archfiend.
Oh that is very cool.
Can you choose not to go to the seat of power when reduced to 0 hp? I can see it getting somewhat messy in combat, given you may want to stay in the combat at 0 hp and get healed rather than getting banished. Especially give all the durability boosts mythic characters get so they don't die as fast while at 0.

shroudb |
1 person marked this as a favorite. |
People didn't ask but I will post anyway, as it's an archetype that I was interested in.
Vindicator is basically the Ranger that specializes in focus spells. The Hunters Edge is the Vindicator one that gives +1 status bonus to spell attacks and -1 status penalty to saves on the hunted prey against your spells. (Increase to 2 at lvl 17).
It also gives the Vindicators Mark focus spell, a 2 actions focus spells that can only be used against your Prey, spell attack do 2d4 spirit damage and for 1 minute after your attacks deal +2 damage against the enemy, you can dismiss the spell on the turn that you hit an enemy with an attack to deal extra 2d6 spirit damage. Scales every 2 spell ranks for 2d4 initial damage, +1 damage to attacks and 2d6 to the dimissal.
Lvl 10 have another exclusive focus spell on the Judgment that gives weakness 5 (scales to max 15 at max spell rank) against fortitude save, for 1 minute (or the next strike/spell if the enemy succeed the save).
That's sick with Share Prey as well. Giving the enemy penalties to saves against the party caster's spells in addition to your own.

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I'm surprised at prophesied monarch, since after Aroden died no prophecy works at all.
I'll focus on this part of your post. Prophesied Monarch is less about prophesy and more about the person of myth to lead us in our time of need trope. It even calls out that while the prophesies are gone, these people still exist.
Basically it is about a soul born in a time of great need to lead their people through a hardship or to a destiny. Even if/when you die, your memory lives on and your soul does not move through the river of souls. It simply waits to be reborn again to take up the mantle and lead once more when next they are needed.

Dire Mosasaur |
7 people marked this as a favorite. |

Calliope5431 wrote:So what's the capstone feat (L20) for archfiend like? Curious how the mythic archetype capstones stack up to normal class ones.Fiend Eternal: You become a true Archfiend and stop aging. You're realm is fully created and within Hell, the Outer Rifts, The Netherlands, or some other demiplane with fiendish tendencies you wish with you ruling it. You can transport there at will and if you ever hit 0 HP you become unconscious, but are transported to your Seat of Power in your realm and wake up an hour later. You also get a small group of fiendish followers who live in your realm.
Flavor is awesome and one of my favorites. Mechanically it is very good as well. I also love that our Witch iconic is the one pictured in the art as becoming the Archfiend.
Now I want to play as a demon who lives in a windmill surrounded by tulips :P

Perpdepog |
8 people marked this as a favorite. |
So daemons have their own unique mythic destiny, while other evil outsiders (not sure if Pathfinder still uses this term or not though) share archfiend? I have always suspected that Paizo favors daemons over other evil outsiders, or perhaps over all the other outsiders (perhaps because daemons are entirely Paizo's creation?), and now it is proven!
I don't see how that holds water. For one thing, can you point to a single AP where daemons were the primary antagonists? Because I can point to at least one, Wrath of the Righteous, where demons were the primary foes, and thanks to their ties with Cheliax, devils form significant opposition in multiple APs, with the party going to Hell in at least one, Hell's Rebels.
Daemons have received relatively little spotlight in comparison; it's just their turn now, is all.It's also entirely possible that the separate destiny was made because there is enough of a thematic difference between general, fiendish powers, and fiendish powers that center on a special mount, that shoving them into the same destiny would have made the single fiendish destiny overly large compared to the others.
You're realm is fully created and within Hell, the Outer Rifts, The Netherlands, or some other demiplane with fiendish tendencies you wish with you ruling it.
Where the windmills slowly grind the souls of the wicked into fertilizer for the tulips of despair. :P

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Aenigma wrote:So daemons have their own unique mythic destiny, while other evil outsiders (not sure if Pathfinder still uses this term or not though) share archfiend? I have always suspected that Paizo favors daemons over other evil outsiders, or perhaps over all the other outsiders (perhaps because daemons are entirely Paizo's creation?), and now it is proven!I don't see how that holds water. For one thing, can you point to a single AP where daemons were the primary antagonists? Because I can point to at least one, Wrath of the Righteous, where demons were the primary foes, and thanks to their ties with Cheliax, devils form significant opposition in multiple APs, with the party going to Hell in at least one, Hell's Rebels.
Daemons have received relatively little spotlight in comparison; it's just their turn now, is all.
It's also entirely possible that the separate destiny was made because there is enough of a thematic difference between general, fiendish powers, and fiendish powers that center on a special mount, that shoving them into the same destiny would have made the single fiendish destiny overly large compared to the others.Invictus Fatum wrote:You're realm is fully created and within Hell, the Outer Rifts, The Netherlands, or some other demiplane with fiendish tendencies you wish with you ruling it.Where the windmills slowly grind the souls of the wicked into fertilizer for the tulips of despair. :P
A fiend lived in a windmill in old Amsterdam
A windmill with a fiend in and he wasn't grousin'He sang every morning, "How lucky I am
Living in a windmill in old Amsterdam!"
I saw a fiend!
(Where?)
There on the stair!
(Where on the stair?)
Right there!
A little fiend with clogs on
Well I declare!
Going clip-clippety-clop on the stair
Oh yeah!

Calliope5431 |
3 people marked this as a favorite. |
Aenigma wrote:So daemons have their own unique mythic destiny, while other evil outsiders (not sure if Pathfinder still uses this term or not though) share archfiend? I have always suspected that Paizo favors daemons over other evil outsiders, or perhaps over all the other outsiders (perhaps because daemons are entirely Paizo's creation?), and now it is proven!I don't see how that holds water. For one thing, can you point to a single AP where daemons were the primary antagonists? Because I can point to at least one, Wrath of the Righteous, where demons were the primary foes, and thanks to their ties with Cheliax, devils form significant opposition in multiple APs, with the party going to Hell in at least one, Hell's Rebels.
Daemons have received relatively little spotlight in comparison; it's just their turn now, is all.
It's also entirely possible that the separate destiny was made because there is enough of a thematic difference between general, fiendish powers, and fiendish powers that center on a special mount, that shoving them into the same destiny would have made the single fiendish destiny overly large compared to the others.Invictus Fatum wrote:You're realm is fully created and within Hell, the Outer Rifts, The Netherlands, or some other demiplane with fiendish tendencies you wish with you ruling it.Where the windmills slowly grind the souls of the wicked into fertilizer for the tulips of despair. :P
Daemons are easily the most neglected of the "big 3" families of fiends. Multiple products in 1E centered around demons and devils - Wrath and Hell's Rebels, yes, but also Demons Revisited, Hell's Vengeance, and Council of Thieves. Second Darkness centered around the high priestess of the demon lord Abraxas and the demon-worshiping drow houses more generally. There is no equivalent product for daemons - I'm struggling to think of a major daemon-affiliated villain in any published adventures, honestly. And as opposed to the Worldwound or Cheliax, there is no significant nation or region where daemons are dominant on Golarion. And we got demonic/diabolic (that is, devil) sorcerers in 2E with nary a mention of daemonic bloodline (though it did exist in 1E).
Heck, James Jacobs has (I believe on these very forums) stated that demons are his favorite. If I had to put money on it, I suspect that demons would probably show up the most out of the different fiendish families in a survey of all Paizo products, and daemons the least.
So yeah, daemons deserve their time in the spotlight. While I would gleefully lobby for a different mythic destiny for each of "demon lord", "archdevil", "velstrac demagogue", "qlippoth lord", etc, that is not going to happen unless Paizo puts out an entire book devoted to nothing but mythic destinies, or if they show up in APs - which is unlikely.

Xenocrat |

Can you choose not to go to the seat of power when reduced to 0 hp? I can see it getting somewhat messy in combat, given you may want to stay in the combat at 0 hp and get healed rather than getting banished. Especially give all the durability boosts mythic characters get so they don't die as fast while at 0.
I don't have the book and haven't seen this feat you're asking about, but I have seen there's a 6th level Mythic feat to "lol, no" any damage or death effect that would kill you or reduce you to 0 HP, so that's an option to dodge this if you have the mythic points to use it.
That's sick with Share Prey as well. Giving the enemy penalties to saves against the party caster's spells in addition to your own.
I have seen claims that it only applies to Warden spells, so it would only help other rangers. But I don't have high confidence in that report.

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Aenigma wrote:
I'm surprised at prophesied monarch, since after Aroden died no prophecy works at all.I'll focus on this part of your post. Prophesied Monarch is less about prophesy and more about the person of myth to lead us in our time of need trope. It even calls out that while the prophesies are gone, these people still exist.
Basically it is about a soul born in a time of great need to lead their people through a hardship or to a destiny. Even if/when you die, your memory lives on and your soul does not move through the river of souls. It simply waits to be reborn again to take up the mantle and lead once more when next they are needed.
For some reason, this reminded me of Paranoia RPG's clones.

Perpdepog |
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Invictus Fatum wrote:For some reason, this reminded me of Paranoia RPG's clones.Aenigma wrote:
I'm surprised at prophesied monarch, since after Aroden died no prophecy works at all.I'll focus on this part of your post. Prophesied Monarch is less about prophesy and more about the person of myth to lead us in our time of need trope. It even calls out that while the prophesies are gone, these people still exist.
Basically it is about a soul born in a time of great need to lead their people through a hardship or to a destiny. Even if/when you die, your memory lives on and your soul does not move through the river of souls. It simply waits to be reborn again to take up the mantle and lead once more when next they are needed.
Fear not, for in our time of greatest need, Friend Computer's chosen, [NAME REDACTED], shall save us!

The-Magic-Sword |
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I saw some people talking about new Fighter feats. Did any other classes get additional feats, outside of class archetypes?
Yes, the Avenger Class Archetype section has a little section stapled onto the end that provides two spear feats for the Rogue Ranger AND Fighter.

Dubious Scholar |
Aenigma wrote:
I'm surprised at prophesied monarch, since after Aroden died no prophecy works at all.I'll focus on this part of your post. Prophesied Monarch is less about prophesy and more about the person of myth to lead us in our time of need trope. It even calls out that while the prophesies are gone, these people still exist.
Basically it is about a soul born in a time of great need to lead their people through a hardship or to a destiny. Even if/when you die, your memory lives on and your soul does not move through the river of souls. It simply waits to be reborn again to take up the mantle and lead once more when next they are needed.
Old King in the Mountain style, or is that something else?

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Old_Man_Robot wrote:I saw some people talking about new Fighter feats. Did any other classes get additional feats, outside of class archetypes?Yes, the Avenger Class Archetype section has a little section stapled onto the end that provides two spear feats for the Rogue Ranger AND Fighter.
Spear Rogue you say, now that could be interesting.

Lawrencelot |
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Any more lore on the Godsrain that we didn't know about? Effects of Gorum's death, other dieties who died?
Anyone? I saw someone replied to my comment about orc gods, but from another source. I also heard rumours elsewhere of Osirian and hag gods dying. What is in this specific book? I want to know which gods die besides Gorum.

Unicore |
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Lawrencelot wrote:Any more lore on the Godsrain that we didn't know about? Effects of Gorum's death, other dieties who died?Anyone? I saw someone replied to my comment about orc gods, but from another source. I also heard rumours elsewhere of Osirian and hag gods dying. What is in this specific book? I want to know which gods die besides Gorum.
This might be better as its own separate thread focused on the lore of war of the immortals. It seems like a lot of the folks flocking to this thread are looking for mechanics or at least stuff that can be pulled from the book quickly, without deep diving into the text for all of the lore writing. Someone who has read the book deep enough to have answers for you, might not be keeping up with a fast moving AMA thread on it?

ornathopter |
The-Magic-Sword wrote:Spear Rogue you say, now that could be interesting.Old_Man_Robot wrote:I saw some people talking about new Fighter feats. Did any other classes get additional feats, outside of class archetypes?Yes, the Avenger Class Archetype section has a little section stapled onto the end that provides two spear feats for the Rogue Ranger AND Fighter.
To be clear, that's a new feat that can be taken by any rogues/rangers/fighters, not just ones that take the new archetypes?

Kyrone |

Calliope5431 wrote:
Can you choose not to go to the seat of power when reduced to 0 hp? I can see it getting somewhat messy in combat, given you may want to stay in the combat at 0 hp and get healed rather than getting banished. Especially give all the durability boosts mythic characters get so they don't die as fast while at 0.I don't have the book and haven't seen this feat you're asking about, but I have seen there's a 6th level Mythic feat to "lol, no" any damage or death effect that would kill you or reduce you to 0 HP, so that's an option to dodge this if you have the mythic points to use it.
shroudb wrote:I have seen claims that it only applies to Warden spells, so it would only help other rangers. But I don't have high confidence in that report.That's sick with Share Prey as well. Giving the enemy penalties to saves against the party caster's spells in addition to your own.
Ops sorry, the exact text says
penalty to their saving throws against divine spells you cast.
So yeah, it's only against divine spells, at least the saving throw part.

lats1e |
1 person marked this as a favorite. |

The-Magic-Sword wrote:Spear Rogue you say, now that could be interesting.Old_Man_Robot wrote:I saw some people talking about new Fighter feats. Did any other classes get additional feats, outside of class archetypes?Yes, the Avenger Class Archetype section has a little section stapled onto the end that provides two spear feats for the Rogue Ranger AND Fighter.
The Level 4 feat is essentially Polearm Mastery. If you're holding a 2-handed spear, hammer, or polearm, you get into a stance that lets you treat the haft of your weapon as if it's a separate weapon, which is a 1d4 simple club weapon, has the agile and finesse traits, and benefits from fundamental runes of the main weapon. Since this counts as you holding a separate weapon, you are treated as if you are dual wielding for the purposes of feats such as Twin Takedown or Double Slice.
The Level 10 feat is basically Impossible Flurry but for 2-handers. While in the Level 4 feat stance, you can spend three actions to do 2 strikes at no MAP, one with your weapon and one with your haft, and then another 2 strikes at max MAP, one with your weapon and one with your haft.

Finoan |

Are there any class options for existing classes - subclass choices or class archetypes - that are Common rarity?
Specifically I am thinking of Witch Patrons for Divine tradition. Currently we are still sitting at Faith's Flamekeeper as the one and only choice. Howl of the Wild introduced 3 or 4 Primal tradition choices from what I have seen. But Divine and Arcane are still really lacking.

shroudb |
1 person marked this as a favorite. |
Are there any class options for existing classes - subclass choices or class archetypes - that are Common rarity?
Specifically I am thinking of Witch Patrons for Divine tradition. Currently we are still sitting at Faith's Flamekeeper as the one and only choice. Howl of the Wild introduced 3 or 4 Primal tradition choices from what I have seen. But Divine and Arcane are still really lacking.
I think we need to wait for the Divine whatyoucallit book for more Divine Patrons.

Ravingdork |

The Level 10 feat is basically Impossible Flurry but for 2-handers. While in the Level 4 feat stance, you can spend three actions to do 2 strikes at no MAP, one with your weapon and one with your haft, and then another 2 strikes at max MAP, one with your weapon and one with your haft.
So basically -0, -0, -10, -8 to hit for three actions?

graystone |
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lats1e wrote:The Level 10 feat is basically Impossible Flurry but for 2-handers. While in the Level 4 feat stance, you can spend three actions to do 2 strikes at no MAP, one with your weapon and one with your haft, and then another 2 strikes at max MAP, one with your weapon and one with your haft.So basically -0, -0, -10, -8 to hit for three actions?
Could be as low as -0, -0, -4, -1 for a Flurry Ranger.

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exequiel759 wrote:R3st8 wrote:What is the point? the rarity system ensures this will be collecting dust on a shelf, yeah I'm being negative because like the archetype and will never be able to use it.All the tables I know ignore rarity rules because they are whack.
Not to mention the exemplar dedication isn't rare.
Blave wrote:You missed a whole convo on the previous page of this thread (and today's blog.)Xenocrat wrote:Is the exemplar multiclass dedication really a warcrime against game balance? (Full ikon from the dedication, no rarity tag, only 12 dex or strength prereq, no limitation on just leaving the immanence permanently if you don't want to burn the action to restore your spark after transcending - an issue that goes away at level 12 when you can get a second ikon.)
Sounds like psychic archetype, but for martials, and much worse.
At least that part has been corrected. The dedication is Rare, just like the class.
You can see the clarification in the Alternate Mythic Rules found on the War of Immortals product site.
So will there be a way to get access to this in PFS or is this just for home games?

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So will there be a way to get access to this in PFS or is this just for home games?
The degree to which mythic rules generally do or do not get integrated into PFS will be dependent of the needs of the campaign.
The rules clarifications and updates will be treated just like any other official rules clarifications and updates are generally treated for organized play.

lats1e |
1 person marked this as a favorite. |

lats1e wrote:The Level 10 feat is basically Impossible Flurry but for 2-handers. While in the Level 4 feat stance, you can spend three actions to do 2 strikes at no MAP, one with your weapon and one with your haft, and then another 2 strikes at max MAP, one with your weapon and one with your haft.So basically -0, -0, -10, -8 to hit for three actions?
yup
fun feat, and you get it 8 levels earlier than impossible flurry. havent done the math on this yet so i have no idea how good this is, but it's thematically super cool on a spear fighter.
Lawrencelot |
2 people marked this as a favorite. |

Lawrencelot wrote:This might be better as its own separate thread focused on the lore of war of the immortals. It seems like a lot of the folks flocking to this thread are looking for mechanics or at least stuff that can be pulled from the book quickly, without deep diving into the text for all of the lore writing. Someone who has read the book deep enough to have answers for you, might not be keeping up with a fast moving AMA thread on it?Lawrencelot wrote:Any more lore on the Godsrain that we didn't know about? Effects of Gorum's death, other dieties who died?Anyone? I saw someone replied to my comment about orc gods, but from another source. I also heard rumours elsewhere of Osirian and hag gods dying. What is in this specific book? I want to know which gods die besides Gorum.
Makes sense, but as always reddit delivers within 10 minutes of asking a question. Here are major spoilers for what happens to other gods according to one reddit user:
The Empyreal Lord Cernunnos was tricked into a hole in the edge of the stars and got cast beyond the Dark Tapestry by Garzaah, the first Primal Dragon.
The Dwarven God Grundinnar and Primordial Inevitable Otolmens vanished 'as though they never existed' after fighting each other.
The Sarkorian God Sturovenen destroying a shard of Gorum preventing it from being used by demons remaining in the Sarkoris Scar.
The Empyreal Lord Smiad teamed up with Saint Fang, Gorum's former servant, and went on a dragonslaying campaign to kill as many evil dragons as possible, but Dahak took offense and obliterated them without an issue.
Zagresh was slain by Grask Uldeth, who challenged him for his godship as orcs like to do when they die. Grask then stabbed Torag to show the dwarves 'orcish wrath' for their actions towards orc now and in the past.
Sezelrian was slain by Mahja the Firehair, same deal with orcs challenging their gods. Additionally, Lanishra was slain by Mahja's second-in-command, Uirch Reaversbane.

Gisher |
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Old_Man_Robot wrote:The-Magic-Sword wrote:Spear Rogue you say, now that could be interesting.Old_Man_Robot wrote:I saw some people talking about new Fighter feats. Did any other classes get additional feats, outside of class archetypes?Yes, the Avenger Class Archetype section has a little section stapled onto the end that provides two spear feats for the Rogue Ranger AND Fighter.The Level 4 feat is essentially Polearm Mastery. If you're holding a 2-handed spear, hammer, or polearm, you get into a stance that lets you treat the haft of your weapon as if it's a separate weapon, which is a 1d4 simple club weapon, has the agile and finesse traits, and benefits from fundamental runes of the main weapon. Since this counts as you holding a separate weapon, you are treated as if you are dual wielding for the purposes of feats such as Twin Takedown or Double Slice.
The Level 10 feat is basically Impossible Flurry but for 2-handers. While in the Level 4 feat stance, you can spend three actions to do 2 strikes at no MAP, one with your weapon and one with your haft, and then another 2 strikes at max MAP, one with your weapon and one with your haft.
Based on your description, I whipped up some tables showing which weapons would qualify for these feats. It's a Google doc so it's best viewed in an app designed for those.
It occurs to me that the Fighter's Fork would also qualify when in its two-handed form.

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Can someone give us an overview of the Callings?
You can take a calling as early as lvl 1 if you are playing with Mythic rules and basically they give an extra Edict and Anathema you have to follow. Then, each one time you do crit succeed at something specifically called out by your Calling, you gain a Mythic Point. Additionally, some of the mythic feats below 12th level have prerequisites that you have a certain Calling.
Most of the callings are pretty self explanatory in what their themes are based on their names. Hunter's Calling, for example, is focused on hunting and tracking. Thief's calling is focused on picking locks & stealing. For a full list of Callings, I listed them all out earlier in this thread.