Knowledge is dangerous! Especially when don’t know what you are doing!
Path of the Savant
A little knowledge is a dangerous thing. You’ve learned… enough. The wizard taught you a some things and some things took. Not much, but some. You got you a book, you got you some learning, and know you gonna hit people with both!
Rage Casting
Starting when you choose this path at 3rd level, you get a spellbook with two wizard cantrips. When you start to rage, you can stare at the book for a bit, cram a spell in your brain and you go hog wild. As a bonus action while raging, you can cast that cantrip. The DC for any save is based on your Constitution and spell attacks are made using your Constitution modifier. When your rage ends, you suffer one level of exhaustion as your head hurts. You can copy new spells into your spellbook as a wizard normally does.
Magic Learning
Beginning at 6th level, you gain proficiency in Arcana and History. You also gain detect magic into your spellbook and can cast that spell as normal without being in a rage.
Mindless Magic
Beginning at 10th level, while raging you gain advantage on saving throws against magic spells and effects as your heightened understanding of magic in your rage state lets you see the flow of magic.
Magic Mastery
Starting at 14th level, you gain the ability to cast 1st level wizard spells and can copy two into your spellbook when you get this ability. When you rage you can choose to learn a 1st level spell instead of a cantrip. If you do, you can cast that spell as a bonus action, but you gain two levels of exhaustion when the rage ends instead of one.
The only feats I’ve seen for ancestries have to do one race. Why not regional ancestries? People from a cold place should be able to survive the cold regardless if they are human, dwarf, or orc. Let’s start.
Cold Tolerance Feat 5
regional ancestry
Prerequisites raised in cold location
You grew up in a land of ice and snow, and it hardened you against the cold. You gain resistance 5 to cold damage.
How about an idea for a monk? Always fun to learn new folklore!
Monk-Student of Ōya no Tarō Mitsukuni
Monks that follow Ōya no Tarō Mitsukuni follow this samurai due to his battle prowess and ability to overcome the impossible. Having heard tales of this man kill the unkillable giant skeletons sent against him by a practitioner of black magic, you now learn at the feat of the master as he reveals his secrets to you. He is a warrior first and an honorable competent second, but you find it hard to belittle the man for his results. You now learn to combine his techniques with your monastic training to survive the unsurvivable.
Path of the Sword
Starting when you choose this tradition at 3rd level, you learn how to use a longsword/katana. This weapon counts as a monk weapon for your flurry of blows. When you increase your unarmed damage, increase your longsword damage as well.
Level
Damage
3
1d8
5
1d10
11
1d12
17
2d8
Learning From Your Foe
At 6th level you learn how the masters sneak into the enemy’s home and even their very bed to learn the secrets of its attack. You gain proficiency in Deception and Stealth skills. If you are already proficient in either of these skills, gain a +2 bonus to that skill instead.
Mastery of Onmyōdō
Beginning at 11th level, the master reveals the magics of life and death to you and how to survive the magic assaults on your life. When you are attacked by a magic attack or effect, you can spend a ki point to gain advantage on the saving throw.
Against the Impossible
At 17th level you no longer need the master to teach you how to do what must be done, you have learned to master the impossible. When you would be reduced to zero hit points, you can spend 3 or all your remaining ki points (whichever is less) to avoid the attack and gain hit points up to your maximum. You can only do this once and then you must complete a long rest before you can use this feature again.
Had the idea for Pathfinder, so we need it in DnD!
Ooze, bleb
Medium ooze, neutral
Armor Class 8 Hit Points 39 (2d8 + 12) Speed 20 ft., climb 20 ft., swim 20 ft.
STR
DEX
CON
INT
WIS
CHA
16(+3)
6 (-2)
14 (+2)
2 (-5)
6 (-2)
1 (-5)
Damage Resistances acid, piercing and slashing from nonmagical attacks Condition Immunities blinded prone SkillsAthletics +5
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8 Languages – Challenge 1/4 (50 XP)
Special Traits
Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.
Actions
Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) acid damage. If the target is a medium or smaller creature, it is grappled (escape DC 13).
Your companion is a ooze or another type of slime. Size Small Melee
pseudopod, Damage 1d6 acid Str +3, Dex +1, Con +4, Int -4, Wis -2, Cha -2 Hit Points 8 Skill Athletics Senses motion sense 40 feet, no vision Speed 30 feet Support Benefit Your ooze grabs the target preventing it from fully reacting to your strikes. Until the start of your next turn, your Strikes that damage creatures your ooze threatens give the flat-footed condition to the target until the end of your current turn (until the start of your next turn on a critical success) . Advanced Maneuver envelop
Envelop
Requirements The animal companion’s last action was a successful pseudopod Strike.
The ooze grabs the target and the target takes acid damage equal to your level automatically until the target escapes the grab.
TL; DR– Almost the best text book it could be. 86%
Basics– Welcome to the Age of Lost Omens and Golarion! Pathfinder Lost Omens: Legends is the current standing of the world of Golarion and its people. It updates the setting from Pathfinder 1st ed. to Pathfinder 2nd ed., gives a good overview of the major areas of the Inner Sea, and provides some player options to help players get some mechanical links to the areas of their game. Let’s look at the pieces of this book.
Mechanics or Crunch-This book has some solid mechanics, but I’d still like a bit more. What is really surprising is this book has archetypes for each region’s specific known combat enthusiast. Think of having a Special Forces archetype if you were to do a write up on the US. That is surprising and enjoyable. Also there are backgrounds for each area. Both of those are VERY welcome in the equivalent of a fantasy high school geography book that only the GM might spend a lot of time reading through. I would like a bit more though. Give me some ancestry feats that all the people from an area might get. It doesn’t matter if you are an orc, dwarf, or human, if you come from the cold place of ice and snow, odds are you picked up some cold tolerance! Even some more general feats would be good additions to this book. What is here is some solid mechanics that you don’t often see in these books, but I would just like a bit more to really drive home that players need this book. 4.5/5
Theme or Fluff– This is another solid area of this book, but the book needs a bit more to fully round it out. This book is both too short and too long. If you read this from cover to cover you will not enjoy it as much as if you just wanted to read about one area quickly. You wouldn’t read all of wikipedia in one day, but you would drop in to read quickly on an area if you are studying as an example. This honestly is a fantasy high school geography book as you will get 10-20 pages on an area. That is a good introduction, but the book needs a bit more like who are the gods and more world building. Those things are mentioned, but I feel I need more on them. As a Pathfinder 1st ed. player, I know a lot of that world stuff, but for a new player, they will have to do outside research on who some of the key players are. I learned a few things that maybe I missed before, and I can see where Paizo is setting up the next 10 years worth of adventure paths in the mix, but I felt like I needed a bit more content to better understand the world if I was an outsider. 4.5/5
Execution– PDF? Yes. Hyperlinked? NO! If you buy a college textbook today or even a highschool text on an ipad, it is hyperlinked. This is getting crazy as this is an over 100 page civics book and I have to scroll around and find random bits I want to read more on. What is here is good. If you read in chunks, it reads well enough and is enjoyable. If you marathon the book in one sitting, then it’s not as much fun as it does feel too long and too short. Long for its got LOTS of information, but short because I feel like I need some explanation on a few of the players. The art is good and you get a few headshots of major movers and shakers in the world ,so you can drop them in your game. The layout is nice in general with enough breaks to make the reader not go crazy staring in a textbook. I just need a few more additions to really make this an amazing book 4/5
Summary– I have compared this book to a textbook often, and it is a well done textbook. If you needed to learn what most people in an area would know about the region, this would be a great resource to give the players. Also, if you like me haven’t read every splatbook or adventure path put out by Paizo in the last 10 years, then this is a good way to get deep into the world quickly. Now, there is room for improvement. I need a bit more on the world. Gods play an incredible role in the setting, and I feel like they don’t get enough exploration in this book. I also love what’s here mechanically, but I want more. So, all players, not just who decide to make a hellknight, can lay claim to a heritage from Cheliax. Also, PAIZO LEARN TO HYPERLINK! Let me click around your book with ease please. Most textbooks do it now, and your world textbook needs to as well! This is a good world book with a few key flaws that keep it from being great. 86%
You summon forth a five foot sphere of blue light to a point in range. The sphere radiates an area of faint blue light to to 20 feet that drains the will to live of any creature in it.. All creatures that enter the area of the blue light must make a Will saving throw. A creature that succeeds at the saving throw is only fatigued, unless it is already fatigued, in which case it instead becomes exhausted despite the saving throw. Creatures that fail the save are instead are exhausted. If a creature leave the area of blue light, the conditions from the sphere ends. As a swift action, each turn you can move the sphere up to 30 feet.