Pathfinder Roleplaying Game: Horror Adventures

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Pathfinder Roleplaying Game: Horror Adventures
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There are things that dwell in the dark places of the world, in long-abandoned crypts or musty attics—terrible things that can destroy your body and shatter your mind. Few individuals would think to seek out such nightmares, but those drawn into the darkness often find it infecting them, corrupting them in ways both subtle and disgusting. Some believe those who die facing such horrors are the lucky ones, for the survivors are forever scarred by their experiences.

Pathfinder RPG Horror Adventures gives you everything you need to bring these nightmares to life. Within these pages, you'll find secrets to take your game into the darkest reaches of fantasy, where the dead hunger for the living, alien gods brood in dreams, and madness and death lurk around every corner. Rules for players and GMs alike pit brave champions against a darkness capable of devouring mind, body, and soul. To prepare to face such torments, the heroes can take new feats, learn powerful spells, and even acquire holy relics—for they'll need every edge possible to survive!

Pathfinder RPG Horror Adventures includes:

  • Corruptions that can turn your character into a powerful monster, from a blood-drinking vampire to a savage werewolf. The only cost is your soul!
  • Character options to help heroes oppose the forces of darkness, including horror-themed archetypes, feats, spells, and more!
  • A detailed system to represent sanity and madness, giving you all the tools you need to drive characters to the brink and beyond.
  • Tips and tools for running a genuinely scary game, along with an in-depth look at using horror's many subgenres in a Pathfinder campaign.
  • Expanded rules for curses, diseases, environments, fleshwarping, haunts, and deadly traps.
  • New templates to turn monsters into truly terrifying foes, from creatures made of living wax to a stalker that can never be stopped!
  • ... and much, much more!

ISBN-13: 978-1-60125-849-6

Other Resources: This product is also available on the following platforms:

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Fantasy Grounds Virtual Tabletop
Archives of Nethys

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Spooky Fun, Can't Wait to Curse My Players

5/5

I am in love with this book. The themes for archetypes are spot on and everything goes beyond horror basics, it's much more than vampires, werewolves, and zombies (though they are included). Some of my favorite elements are the Deep One corruption (corruptions in general are sweet, this seems like a well balanced mechanic for horribly warping the PCs into monsters, while still giving them a way to fight it) and the Gingerbread Witch. The Deep One corruption is a great example of the depth of horror this book includes, this plays on a less often used horror theme of the paranoia of harming oneself (in this case, by drowning). This reminds me so much of elements from the book The Boy Who Drew Monsters, and the mom's terrible fascination with people who drowned in a shipwreck a hundred years ago. You could adopt this same corruption for vertigo or even a bodily harm thing. On a lighter side, the Gingerbread Witch made me so, so happy. It's a well thought out archetype, I'm not sure they'd be great as a player character (but there aren't evil restrictions, so have at!) but I can't wait to insert a horrible Gingerbread Witch near some unassuming town, with her creepy haunted gingerbread house and evil delicious familiar.

I just can't say enough good things about the mechanics. They are flexible enough that you don't have to have a horror specific campaign to use elements from this book. The fear and sanity rules can be used with any campaign to add realism or more of a gritty fantasy feel. If your level 1 characters just killed a person for the first time, maybe they should lose some sanity and wrestle with that emotion. If they are in a dank, creepy dungeon with skeletons, maybe some of them would be spooked. The rules for adapting fear resistant characters like Paladins are also nicely balanced and I appreciate that attention to detail - your paladins don't have to yawn at the sideline, they're vulnerable too, just in a way less debilitating way that actually paints them as more of a hero around evil and undead.

Lastly, the warning about needing consent before using this book in a campaign was a very nice touch. That totally hooked me when starting to read this book. I kind of thought I'd just have spooky themed elements, but that paragraph inspired me to try to take this to the next level. How fun would it be to have a session that turns your actual living room into a haunted house, or to be the director of the scariest experience your friends have had all year?

If Halloween is your favorite holiday or you love low, gritty fantasy, I highly recommend this book. I will be reading this one cover to cover and am excited to use its elements for many, many sessions.


An Endzeitgeist.com review

5/5

This massive hardcover clocks in at 255 pages - if you take away editorial, index, etc., you still arrive at 249 pages of content, which is A LOT.

I was gifted a copy of this book for the purpose of a fair and unbiased review. My review is based on the hardcover of this book.

Now, the first thing I'd ask you to do, is to read the series of Miscellaneous Musings I wrote on horror gaming in general. Or least the last one. Why? Because it is my firm conviction that one has to establish realistic expectations in order to review a book such as this.

(The articles are fully linked on my page.)

Alternatively, if you already own it, there is a sentence in the advice chapter on running horror games that should be taken to heart: "Pathfinder is not designed with horror in mind." I'd like to elaborate on this, at least briefly. As I have established in my long, long rants on the subject matter, it is my firm conviction that you can run horror in PFRPG, even purist horror, but that the base system per se is more conductive towards playing the angle of pitting horror against the angle of heroism, of allowing PCs to have a shot against the darkness. While you can modify PFRPG to play akin to CoC, the game is simply more conductive towards the heroic angle.

It is a testament to PFRPG's versatility that horror of any way works in the first place, in spite of the focus of the game. Now secondly, I'd like to address two aspects of the game and what we can expect, with the first being character options. We are all aware of the vast array of built-options available for PFRPG and thus, it should come as no surprise that yes, we do receive a significant array of player- (or at least character-)centric options. Which would bring me to the first observation: It is my firm convictions that players should stay out of this book.

No, really. You see, quite a lot of the new class options, like the blood alchemist, elder mythos cultist, hexenhammer or medium spirit-variants like the butcher or lich (for champion and archmage, to give two examples) scream "NPC" for me. I know, it is perhaps not what you'd expect me to do, but ultimately, I consider the material here to be mostly intended for the GM. Yes, we have martyr paladins with stigmata and bloody jake slayers and serial killer vigilantes. Yes, some players will want to play these...but from my experience as a horror-GM, it may actually make sense restricting these...or simply not telling the players about the rules. Before you're asking, btw.: From a min-maxing perspective, you'll probably find better options anyways...but if that's a consideration for you when playing in a horror game, I'd strongly suggest thinking about priorities and of what makes for a fun game for everyone - see my long, long posts on the necessary contract/gentlemen's agreement between the GM and player.

That being said, there is one aspect I am holding against this book, in spite of the aforementioned previous considerations, and that would be that there is no dividing line between content obviously designed for players/good guys and that for villains - it does show in the archetype-section and, more than that, in the feat-section, where we can find REALLY cool Story-feats alongside a bunch of feats intended for evil characters or monsters - in the latter case often enhancing universal monster abilities and providing further numerical escalation - which would be less of an issue, if PFRPG didn't have this many options to gain access to precisely these abilities. In short, we are catering to a mindset here that kinda undermines the horror premise the rest of the book is trying hard to set up. In short: We also get a lot of alternate racial traits for the core races, which generally fit with the themes of horror, though the fortification they offer against these challenges don't really fit my personal vision of what I like to play in the context of such a campaign, but your mileage here may obviously vary. These are my least favorite aspects of the book.

But let's move back to the very beginning: The advice given for players when making characters for horror adventures is extremely sound and should most certainly be read carefully - the book spells pretty much out what I did, minus the advice on Achilles heels, but I guess you can't have everything. The notes on making a compelling personality etc. makes sense, and so does the advice of roleplaying fear. I am a big fan of the note that the book emphasizes conspiration and communication with the GM here.

One of my favorite parts herein would be the more diversified take on Fear: We are introduced to a 7-step progression tree of various states of fear, including rules on immunity to fear and how it should be used in conjunction with this system. It works pretty seamlessly, though I honestly wished the already widely in use cowering condition had been implemented here as well - considering the effects of the highest fear-level "horrified", the differences are not that pronounced. And yes, I am aware that this adds a bit of potential complexity to some options, but here at least, I consider the trade off worth it.

Sanity...is a bit more clunky. We get a relatively simple system: Add mental attributes together and you have the sanity score; half of that is the sanity edge. This determines the severity of the madness incurred when something exceeds your sanity threshold - which is equal to the bonus of the highest mental attribute bonus. When you incur a sanity attack and its damage exceeds the threshold, you gain a madness - simple, yes...but it does ultimately reward characters that are SAD on a mental attribute, whereas in my opinion, sanity-shattering effects often are made worse by understanding them properly, perceiving them properly, etc. The system is not bad per se, but it requires managing three scores and for that, it doesn't deliver the results I'm personally looking for in such a system. Your mileage may vary, obviously, but yeah.

The star-subsystem here would be basically PFRPG's take on dark powers-checks, so-called corruptions. These tie in with character flaws of the PC and represent a dark and malevolent stain on the character that slowly mutates them, granting benefits, while at the same time driving them further down the dark path. Where previously, in Ravenloft, you ultimately became a darklord, corruptions now have 3 stages, with the final stage usually turning you NPC. Progression along this path is via a variety of actions and they generally have a catalyst to first spring them on a character. These corruptions also feature tempting powers, so-called manifestations, which also come with a stain, a drawback, that is in relation to the behavior in question.

Now, first things first: At one point, I wrote a pretty long essay on how to tempt both players and PCs at the same time with horrific power and the psychological reasons to do so - while it has been cut and never been published, let me summarize: I argued that a weakness of the monster-transformation aspect championed by Ravenloft was, that on the one hand, the PC should be horrified by what he does, while craving the power in question. Similarly, the player should feel the same.

If there is a disjoint between player and PC, roleplaying suffers. The corruptions, when looking at them, are surprisingly tame - not in their visuals, mind you: The hive, for example, is really icky. Still, it is somewhat surprising to see the heavy penalty of corruption stage 3...and at the same time, the significant array of manifestations each corruption offers. Now, some folks have complained about the risk of being turned NPC being too high (it's a sort of game over, after all), but from a meta-design perspective it can be a motivator for munchkins to take heed.

There is another aspect to the system pretty much every review I read did not pick up on - and I don't get why. In my third essay on horror gaming, I talked about the realities of being a big publisher and not one of the underground one-man operations. I also talked briefly about the witch hunts our hobby is subject to, one that continues in some regions and circles. More than that, moral and aesthetic limitations vary within persons - more so between folks. As the big dog that Paizo is, it is pretty hard to sell "play a monstrously vile thing and the descent into evil" to a part of their demographic - though, in particularly the hardcore horror fans will want exactly that, the teetering on the edge of damnation experience, for from this precipice, the best redemption stories are woven.

Here's the beautiful thing about the corruption system: The increase of manifestations is not tied to the corruption stage progression. At all. You can retain the whole save mechanics, variants and the whole rest and just throw out the three stages. You can introduce as many stages as you'd like (perhaps 7 or 5, as previous editions of the game did - perhaps 13, if you want to go an occult angle...) - the system's validity remains. And yes, I'll confess, my kneejerk response was like that of many out there, to complain and curse about the 3 stages - but know what? This is by far the best and most detailed (and balanced) such system I have seen for a d20-based game. It covers the company and at the same time, easily allows for PCs and NPCs, for GMs and players alike, to enjoy a system I never expected to see in this shape or form from a big publisher. Now personally, I would have actually increased the potency of the corruptions if you're running with the stage-limit and NPC-threat...but, once again, that is if you're planning on playing a relatively tame campaign. The fact that each manifestation has its custom gifts and stains, completely divorced from the stages, means that you retain maximum control when tweaking the system to your needs. The fact that the save to resist progression is tied to compulsive behavior means that even it, as an aspect, remains valid, its tie to further manifestations in the save-calculation providing a roleplaying catalyst even without the presence of the threat of NPCdom.

The chapter on magic provides a wide array of thematically fitting spells that range from the subtle to the in-your-face blunt - sleepwalking suggestions, massive, gory blood effects and cursed terrain generally make sense and even otherwise pretty standard damage spells included herein sport nice visuals: Screaming flames? Yes, I can see that working. I am honestly more in love with the fact that we get a 5 pretty neat occult rituals here that all are amazing in their own way, with each having the potential to act as a proper plot-cornerstone. I wished we got more of them!

Now, I mentioned that I consider this to be a GM-book and indeed, the GM-section is a bit of a treasure trove in some aspects: We get a couple of new curses and advice on making more, as well as notes on cursed lands and items - if the topic interests you: Both Legendary games and Rite Publishing have released whole supplements dealing with curses, often in really creative ways, but that as an aside. Curse templates allow for the customization of curses herein. Now, the disease chapter gets my full-blown applause for disease templates - and e.g. the one named "incurable." It actually does what it says on the tin! (minus the usual wish/miracle-caveat) - this is amazing. I mean it. Diseases have, in pretty much every d20-based system, been afterthoughts, crippled, lame and ultimately were the lame brothers of poison. This changes that. The sample diseases like "brain moss" or "gore worms" also make me tingle and twitch in a good way.

Speaking of things I like: We get a vast number of cool terrain hazards, haunted spots and the like to add to encounters, allowing for quick and easy eerie customizations. Domains of Evil can also be found. You know. Domains. With dread fog. That modify how magic works. With hazards and potentially different flow of time. That are haunted. Yeah, let's stop teh pretense here: If you're like me and a sucker for Ravenloft, then this chapter will have you smile from ear to ear, even before the rules on nightmares and the couple of traps. These, btw., unfortunately are the roll to see and disable kind - particularly in a horror game, team effort, complex traps that require multiple tasks make for the more compelling option, but I digress.

Now, the next section of rules is something that I was looking forward to, since it had been featured, but never codified properly in rules at least not by Paizo (there are a couple of 3pp-forays into that territory)- fleshwarping! And yes, it is cool. It sports a ton of nice effects, but the system is, to a degree, a double-edged sword: On one hand, fleshwarping works really well and on the other, its price is perhaps a bit too high: Let me elaborate: Fleshcrafts can either be permanent grafts or temporary mutations, instilled by an elixir that requires succeeding a Fort-save to gain the benefits. The temporary prices and benefits and being keyed to slots etc. makes sense for the elixirs, but since the effects also sport a penalty, the price for the respective fleshcraft grafts is still pretty high when compared to magic items - baseline for the grafts seems to have been 1/2 of a comparable item's base price to make up for the drawback. Considering the disfiguring nature of these options, that may still be pretty high, though. It depends a bit. Chaotic fleshwarping mutations can also be found - and unlike the chaositech mutations of yore, these generally are detrimental.

The extensive section on haunts that follows includes templates for them (called haunt elements) as well as variants like dimensional instabilities, maddening influence, magical scars and psychic haunts. The array presented ranges from humble Cr 1/4 to CR 20, including classics like being buried alive or the twisted wish. Madnesses are codified in lesser and greater madnesses - big plus here: For once, a supplement does not confuse schizophrenia with dissociated identities. (Seriously, if I had a buck whenever I saw that being confused...)

Now, one of the most useful sections regarding GM-considerations would be the massive chapter that deals with running horror games - which not only classifies and quantifies horror sub.genres, their tropes, etc., but also mentions all the classics like lighting, music, creating an undisturbed environment, etc. - tricks for dealing with various snags, how to encourage horror roleplaying etc. - and it is sad, but obviously necessary that, beyond talking about what does and does not fly with individual players, overdoing it does not work. HOWEVER, I do actually disagree with one aspect - involving outside people. To have an unrelated accomplice like a spouse play with the light on e.g. a stormy evening - not all the time, but once or twice, can be rather effective...but I generally get why these disclaimers are here. This section, obviously, is targeted at less experienced GMs in the genre - and in particular such GMs will also appreciate the section on improvising rules for e.g. being buried alive, crumbling structures, etc.

Part II of my review can be found here!


Subpar book, mostly for GMs

2/5

This book has a lot of systems, mechanics, archetypes, feats, spells, environment challenges, haunts, curses, etc. While most of it is clearly presented and has enough flavor text to give you some ideas on how to use it, everything just seems to fall flat.

My two biggest gripes (I have more than just two):
1) The sanity system is horribly balanced, heavily penalizing martial characters, and it's effects are easily cured by powerful spells. Really poorly executed, why make the gap between martials and casters even worse?
2) Most of the Archetypes are realistically for GM use only, as they are very niche. I wanted to give my players a lot of cool horror themed archetypes to play with, instead they got a scant few.

This book really could have been SO much better. Disappointed.


Paizo Knows Horror and Here's Their New Toolkit!

5/5

Paizo reviews come in two forms: players that whine because they wanted something other than what was in the book (^^^)and then gamemasters/players that actually review the material provided. This is a review from the latter.

Paizo has created some of the best horror themed adventures for Pathfinder and Dungeons and Dragons over the course of their existence. In this book, they round it all up and spell out all of the tricks and tips they use to make it happen.

I have written everything from adventures to comic books to film scripts and I would easily hand this book over to a non-gaming writer that needed advice on how to create horror. This book goes to great lengths to provide players with archetypes for classes to use in horror themed adventures as well as giving gamemasters tools they need to create horror in session after session.

Players get archetypes, feats, spells and new gear with which to battle the horrific forces of the multiverse. GMs get a ton of new tools including a nifty new Bestiary that brings us Pathfinder versions of Alien-style xenomorphs called the Hive AND a nice analogue for the Slender Man called the Unknown. Horror requires more than monsters, so you also get new rules on corruptions, curses, diseases, horrific environments, fleshwarping, haunts, madness and more!

Creating horror is more than giving players more 0's they can add to their attacks. It involves setting, tone, atmosphere and management of expectations. If you want to run a game that makes your players fear for their characters lives, then pick up this book and give it a read. Follow up with the recommended reading and required viewing and you'll get a feeling for how to instill dread in everyone sitting at your table.


More Like Evil Adventures

3/5

This book feels more like Pathfinder's version of the Book of Vile Darkness then horror themed adventures. Also this is a very DM heavy book though I thought it would be 70% player 30% DM but is actually the other way around.

The Good
-I loved the Dread Lord, Hive, Trompe L'Oeil, Unknown, and Waxwork Creature.
-I like the Corruptions.
-I like the reprint/expanding of madness rules.
-I like some of the magic items like mantle of life, monster almanac, and elder sign.
-I liked a few archetypes like the two for witches.

The Bad
-Too many evil archetypes, spells, etc.
-Do not like the sanity rules.
-Do not like the fleshwarping rules for characters.
-Most of archetypes were lacking or unusable for players.
-Very few interesting spells that are player friendly.
-Very few interesting feats.
-Not enough character options related to specific class features like wild talents, bloodlines, rogue talents, oracle curses/mysteries, etc.

I feel this book was a missed opportunity for same great horror based player character options. Such as expanded options for void kineticist like fear effects, controlling/creating undead, etc. new psychic disciplines, sorcerer/bloodrager bloodlines, oracle curses/mysteries, hexes, phantom emotion focuses, etc. I could even see some interesting ideas for rogue talents, rage powers, slayer talents, etc. I would have been fine with reprints like the pestilence sorcerer bloodline, kineticist void element, and other fitting options from past books.


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Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

Necrologist is a spiritualist with an undead phantom.


What class is the Life Channeler and what does it do?


1 person marked this as a favorite.
Rysky wrote:
Alex Mack wrote:
Could someone ive a little more info on the WIS based Paladin?

Tortured Crusaders gain 4 skill points and gain a bunch more skills to pick from (Perception, Stealth, and Use a Magic Device being nice ones).

They gain a nice static bonus to Smite Attack and AC (and it's actually better than a normal Palaldin's if they didn't buff CHA up out the ass), and can eventually spend two uses to double the bonuses.

Can't use LoH to heal others but can transform two uses into an extr Smite, and can also use to and set them go off in certain contingencies such as when I'm paralyzed or killed.

They don't get Detect Evil, Divine Grace, and Channel Energy, and their Auras only affect them and have to form a divine bond with a weapon.

Edit: Ninjaed.

You know, that actually sounds like the perfect user for Linnorm Style. LoH healing, WIS focus to cover prerequisites, perfect name for it.

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber
Entryhazard wrote:
What class is the Life Channeler and what does it do?

Druid. They sacrifice sentient humanoids to contribute to growth of nature.


So basically your typical eco-terrorist. ;)

Silver Crusade

1 person marked this as a favorite.
Secret Wizard wrote:
Rysky wrote:
Alex Mack wrote:
Could someone ive a little more info on the WIS based Paladin?

Tortured Crusaders gain 4 skill points and gain a bunch more skills to pick from (Perception, Stealth, and Use a Magic Device being nice ones).

They gain a nice static bonus to Smite Attack and AC (and it's actually better than a normal Palaldin's if they didn't buff CHA up out the ass), and can eventually spend two uses to double the bonuses.

Can't use LoH to heal others but can transform two uses into an extr Smite, and can also use to and set them go off in certain contingencies such as when I'm paralyzed or killed.

They don't get Detect Evil, Divine Grace, and Channel Energy, and their Auras only affect them and have to form a divine bond with a weapon.

Edit: Ninjaed.

You know, that actually sounds like the perfect user for Linnorm Style. LoH healing, WIS focus to cover prerequisites, perfect name for it.

*nods*


Also! What are the prereqs of Deadhand Style? Does it base its DC's off of WIS or CHA?


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Secret Wizard wrote:
Also! What are the prereqs of Deadhand Style? Does it base its DC's off of WIS or CHA?

Wis 15, IUS, Knowledge Religion 4, Ki pool class feature, nongood

Wisdom based DC.


Xethik wrote:
Secret Wizard wrote:
Also! What are the prereqs of Deadhand Style? Does it base its DC's off of WIS or CHA?

Wis 15, IUS, Knowledge Religion 4, Ki pool class feature, nongood

Wisdom based DC.

Aw, blerg.


Um, guys...do you think you might take the debate elsewhere? People read this for info on the product. If they want to wade through a debate dissecting a class or its archetypes, they wouldn't be in this forum.

Speaking of archetypes, I think I have found a Samurai I could enjoy playing in this Sovereign Blade. If you want a dragon warrior, this is it.


*isn't debating anything*

Also I've found my home paladin now. :)

Sczarni

2 people marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber

We're not debating. We're arguing. TOTALLY different. ;)

Silver Crusade

6 people marked this as a favorite.
Pathfinder Adventure Path Subscriber
Fourshadow wrote:

Um, guys...do you think you might take the debate elsewhere? People read this for info on the product. If they want to wade through a debate dissecting a class or its archetypes, they wouldn't be in this forum.

Speaking of archetypes, I think I have found a Samurai I could enjoy playing in this Sovereign Blade. If you want a dragon warrior, this is it.

Don't let me ever catch you doing anything the slightest away from the thread topic anywhere else, or there'll be hell ;-)


1 person marked this as a favorite.

Here are a few things that stuck out on the first read through of the book, most of these haven't been brought up yet.

Spoiler:

- The "Vampiric" special weapon quality. Much better than the one published in the Weapon Master's Handbook, it lets you restore an amount of health based on the damage you deal with the weapon. It has some limitations, but I think it could be plenty viable, especially at higher levels.

- The "Exciter" Spiritualist is a kind of Barbarian/Spiritualist hybrid. Their rage is fairly versatile, able to give bonuses to more than just strength and constitution.

- The "Experimenter" Vigilante is the archetype I've always wanted. A much better "Hulk" than the Brute, they get a mutagen and can get alchemist discoveries to modify it.

- The Blood Alchemist is a considerable paradigm shift for the class, but would make for a cool villain. Magic circles like an Occultist, but drawn in blood!

- There's a magic ring in here that's basically a 1/day portal gun. Not the most useful of items, but certainly fun.

- The "Gravedigger" Investigator gets necromancy and conjuration Occultist implements that can be powered with inspiration.

- The Legendary Spirits for the Medium are kinda cool. They can be channeled in place of a different spirit after performing certain deeds. The "Butcher" replaces the Champion, but losing sudden strike kinda hurts. It's definitely thematic though.

- The "Undead Master" Wizard is an undead creator that might be able to keep pace with an Undead Lord Cleric. A great choice for undead BBEGs.

- The "Sacrificial Adept" feat lets you sacrifice creatures in a ritual to enhance a particular spell. The enhancements seem slightly lackluster, but I could see getting some use out of it. Definitely fun to give to an enemy spellcaster.

- There are also some feats that enhance Occult Rituals (usually requiring sacrifices, what else?). Nice to see that this rule system is still getting support.

- The "Skinsuit" feat allows undead who were former humanoids to disguise themselves as their living selves for the day. A great way to sneak undead baddies into a campaign.

- "Stubborn Curse" is a feat that makes your curses particularly hard to remove. I can think of a number of players in my group who'd love this one.

- "Unyielding Ferocity" lets you full-attack while dying, (though with some added caveats).

- "Exsanguinate"...ooh boy. Every vampire's gonna want this one.

- "Gruesome Shapechanger" makes your shapeshifting really gross.

- A lot of the "---- spell-like ability" monster feats.

- A blurb on how Evil spells affect your alignment. You can get by with a few before you have to worry about becoming evil.

- "Barbed Chain" is a 1st level summoning spell that summons chains to attack one or more targets, they can even trip. Foes hit can end up shaken.

- "Grasping Corpse", is fun, and pretty great for a 1st level spell, if you ask me. Animate a corpse to either trip or grapple an opponent. Though I have a thing for spells that let you do combat maneuvers.

- "Rageskin" armor, which lets a character turn into an animal when they activate a rage ability.

- The art in this book seems to be to a slightly higher standard than normal. A lot of really great pieces in here.


Quote:
- The "Skinsuit" feat allows undead who were former humanoids to disguise themselves as their living selves for the day. A great way to sneak undead baddies into a campaign.

Does it have any benefit over just using the normal disguise rules?


The All-Seeing Orb wrote:
- A blurb on how Evil spells affect your alignment. You can get by with a few before you have to worry about becoming evil.

That's sad. Oh well, silver lining: now you can cast protection from good a few times to be immune to all the Good-targeting effects the villains have.


Milo v3 wrote:
Quote:
- The "Skinsuit" feat allows undead who were former humanoids to disguise themselves as their living selves for the day. A great way to sneak undead baddies into a campaign.
Does it have any benefit over just using the normal disguise rules?

It also lets you get past divinations like detect evil or detect undead.


Aratrok wrote:
That's sad. Oh well, silver lining: now you can cast protection from good a few times to be immune to all the Good-targeting effects the villains have.

Don't forget getting into Heaven despite having been a villain.


Aratrok wrote:
The All-Seeing Orb wrote:
- A blurb on how Evil spells affect your alignment. You can get by with a few before you have to worry about becoming evil.
That's sad. Oh well, silver lining: now you can cast protection from good a few times to be immune to all the Good-targeting effects the villains have.

It's a guideline, not a hard rule, and there's more to it than what I said. The GM still makes the call on when your alignment changes. The reason for casting the spell obviously matters more than anything. After all, who would fault a good character for using a bit of necromancy to save an orphan from bandits?

Shadow Lodge

5 people marked this as a favorite.

Most of the GMs on the Paizo forum, last I heard.

Silver Crusade

Pathfinder Adventure Path Subscriber

Are there any nipples in the book?


Oh All-Seeing Orb, please can you reveal to me which classes get the spell:

Spoiler:
"Barbed Chain"


So just how unstoppable is the Unstoppable Stalker?

Silver Crusade

2 people marked this as a favorite.
Milo v3 wrote:
Aratrok wrote:
That's sad. Oh well, silver lining: now you can cast protection from good a few times to be immune to all the Good-targeting effects the villains have.
Don't forget getting into Heaven despite having been a villain.

I'm so sick and tired of people who have absolutely no idea how alignment works or completely divorce it from their character's actions and mindset.

Your actions affect your alignment. If you continue to cast good aligned spells you're not a villain with a "G" scribbled somewhere on sheet, you are actually a good person with a "G" scribbled on their sheet, a good person who is probably horrified with how they acted when they actually used to be a villain.

Or if you continue to do plenty of evil and good acts or cast aligned spells to slingshot your alignment around your character is more likely insane rather than just good or evil.

Silver Crusade

9 people marked this as a favorite.
Pathfinder Adventure Path Subscriber

Rysky, stop falling for flamebaits.

Silver Crusade

4 people marked this as a favorite.
Gorbacz wrote:
Rysky, stop falling for flamebaits.

*sigh*

*plops head down onto comfy bag-shaped pillow*

I'm sorry.


1 person marked this as a favorite.

Yeah, it's not worth it. :-)

Any sensible person knows you're right. :-)

Besides, everyone knows if you want to get into heaven, no questions asked, do as the dog do. :-)


1 person marked this as a favorite.
Rysky wrote:
I'm so sick and tired of people who have absolutely no idea how alignment works or completely divorce it from their character's actions and mindset.

What I said only occurs because alignment is directly tied to actions.

Quote:

If you continue to cast good aligned spells you're not a villain with a "G" scribbled somewhere on sheet, you are actually a good person with a "G" scribbled on their sheet, a good person who is probably horrified with how they acted when they actually used to be a villain.

Or if you continue to do plenty of evil and good acts or cast aligned spells to slingshot your alignment around your character is more likely insane rather than just good or evil.

Alignment is descriptive not prescriptive, your alignment changing would have no effect on your mental state. You change your alignment, your alignment doesn't change you.

Though, if you wish to discuss this further I suggest you create a different thread, as I don't think people here would appreciate the argument.


7 people marked this as a favorite.

That's not an argument, that's a pedantic merry go round.

No thank you.

Silver Crusade

1 person marked this as a favorite.
Milo v3 wrote:
Rysky wrote:
I'm so sick and tired of people who have absolutely no idea how alignment works or completely divorce it from their character's actions and mindset.

What I said only occurs because alignment is directly tied to actions.

Quote:

If you continue to cast good aligned spells you're not a villain with a "G" scribbled somewhere on sheet, you are actually a good person with a "G" scribbled on their sheet, a good person who is probably horrified with how they acted when they actually used to be a villain.

Or if you continue to do plenty of evil and good acts or cast aligned spells to slingshot your alignment around your character is more likely insane rather than just good or evil.

Alignment is descriptive not prescriptive, your alignment changing would have no effect on your mental state. You change your alignment, your alignment doesn't change you.

Though, if you wish to discuss this further I suggest you create a different thread, as I don't think people here would appreciate the argument.

Magically changing your alignment however, does have an effect on your mindset.

And calling for a different thread because people don't want an argument kinda falls flat when you start off with a retort to said argument in order to get the last word.

Silver Crusade

4 people marked this as a favorite.
Pathfinder Adventure Path Subscriber

If anybody likes to discuss semantics and philosophy until their brain bleeds out, they should just go to law school and stop bothering normal humans, like I did.


1 person marked this as a favorite.
Gorbacz wrote:
Are there any nipples in the book?

Spoiler:
Well, one would assume most of these illustrated mammals have nipples somewhere. Though with Fleshwarping, it's hard to be sure of where.
djones wrote:
Oh All-Seeing Orb, please can you reveal to me which classes get the spell: ** spoiler omitted **

Spoiler:
This spell is available to antipaladins, bloodragers, clerics, inquisitors, occultists, shamans, and summoners. Not a wizard spell, curiously.

The All-Seeing Orb wrote:
Gorbacz wrote:
Are there any nipples in the book?

** spoiler omitted **

djones wrote:
Oh All-Seeing Orb, please can you reveal to me which classes get the spell: ** spoiler omitted **
** spoiler omitted **

Bloodrager and summoner, but no magus?


1 person marked this as a favorite.

*hands Rysky a cookie* Don't worry. Be happy.

So that one spell isn't for sorc/wiz spell list huh? Interesting. I think probably because that sounds more like a spell that a certain God of Pain would use.

All Seeing Eye,

Could you list the feats that enhance rituals then? You don't have to describe them just like to see more about that. Much like you, I'm glad to see Occult Rituals getting support.


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Gorbacz wrote:
Are there any nipples in the book?

I think the Implacable Stalker has at least one showing, but I don't have my PDF downloaded on my phone yet to double check.

Silver Crusade

Ashram wrote:
The All-Seeing Orb wrote:
Gorbacz wrote:
Are there any nipples in the book?

** spoiler omitted **

djones wrote:
Oh All-Seeing Orb, please can you reveal to me which classes get the spell: ** spoiler omitted **
** spoiler omitted **
Bloodrager and summoner, but no magus?

Nope.

Silver Crusade

Thomas Seitz wrote:

*hands Rysky a cookie* Don't worry. Be happy.

So that one spell isn't for sorc/wiz spell list huh? Interesting. I think probably because that sounds more like a spell that a certain God of Pain would use.

All Seeing Eye,

Could you list the feats that enhance rituals then? You don't have to describe them just like to see more about that. Much like you, I'm glad to see Occult Rituals getting support.

*noms on cookie*

There's Mutilating Ritualist, where you damage yourself to be able to roll twice for the ritual skill check and take the better result.

Sacrificial Ritualist, you and everyone else gain a bonus on the ritual if you sacrifice a creature at the start (in addition to any other sacrifices needed for the ritual normally).


2 people marked this as a favorite.
Pathfinder Starfinder Roleplaying Game Subscriber

For those yearning for their own copies...I think archetypes and such have been pretty well covered? So...

Feats:
Combat Feats

Blood Spurt (Base attack bonus +2, susceptibility to bleed damage.)
Brutal Coup de Grace (Dazzling Display, Weapon Focus, base attack bonus +5, proficiency with the selected weapon.)
Brute Assault (Str 23, Int 13, Brute Stomp†, Brute Style†, Combat Reflexes, Improved Overrun, Improved Trip, Improved Unarmed Strike, Vicious StompUC, base attack bonus +10.)
Brute Stomp (Str 19, Int 13, Brute Style†, Combat Reflexes, Improved Overrun, Improved Trip, Improved Unarmed Strike, Vicious StompUC, base attack bonus +8.)
Brute Style (Str 15, Int 13, Combat Reflexes, Improved Overrun, Improved Trip, Improved Unarmed Strike, Vicious StompUC, base attack bonus +6.)
Deadhand Initiate (Wis 19, Deadhand Style†, Improved Unarmed Strike, Knowledge (religion) 6 ranks, ki pool class feature, nongood alignment.)
Deadhand Master (Wis 23, Deadhand Initiate†, Deadhand Style†, Improved Unarmed Strike, Knowledge (religion) 14 ranks, ki pool class feature, nongood alignment.)
Deadhand Style (Wis 15, Improved Unarmed Strike, Knowledge (religion) 4 ranks, ki pool class feature, nongood alignment.)
Disrupting Fist (Channel Smite, Improved Unarmed Strike, base attack bonus +9, channel positive energy 4d6.)
Kyton Cut (Wis 17, Exotic Weapon Proficiency (spiked chain), Kyton Shield†, Kyton Style†, base attack bonus +8 or monk level 6th, Knowledge (planes) 3 ranks, ki pool class feature.)
Kyton Shield (Wis 15, Exotic Weapon Proficiency (spiked chain), Kyton Style†, base attack bonus +5, Knowledge (planes) 3 ranks, ki pool class feature.)
Kyton Style (Wis 13, Exotic Weapon Proficiency (spiked chain), Knowledge (planes) 3 ranks, ki pool class feature.)
Maddening Obliteration (Wis 19, Cha 15, Improved Unarmed Strike, Maddening Strike†, Maddening Style†, Stunning Fist, Knowledge (arcana) 10 ranks, ki pool class feature, nongood alignment.)
Maddening Strike (Wis 17, Cha 13, Improved Unarmed Strike, Maddening Style†, Stunning Fist, Knowledge (arcana) 8 ranks, ki pool class feature, nongood alignment.)
Maddening Style (Wis 15, Cha 11, Improved Unarmed Strike, Stunning Fist, Knowledge (arcana) 4 ranks, ki pool class feature, nongood alignment.)
Shatter Control (Channel positive energy 4d6.)
Unyielding Ferocity (Con 19, ferocity.)
Zealous Mind (Iron Will, Unimpeachable HonorUI, lawful alignment.)

General Feats

Absorb Spirit (Con 13, must have died at least once or been possessed by an undead creature.)
Aura Flare (Cha 13; aura, aura of good, or aura of evil class feature; channel energy 4d6; strong or overwhelming good or evil aura.)
Bully Breed (Handle Animal 4 ranks, Intimidate 4 ranks, animal companion or mount class feature.)
Clarity of Pain (Con 13, Improved Iron Will, Iron Will.)
Disconcerting Knowledge (Bardic knowledge class ability or Knowledge domain, Knowledge (any two) 3 ranks each.)
Exorcising Mutilation (Con 15, Clarity of Pain†, Improved Iron Will, Iron Will.)
Fear Eater (Cha 13, Iron Will, have no immunity to fear effects.)
Incorporeal Intuition (Psychic SensitivityOA or the ability to cast psychic spells, Spirit SenseOA.)
Lifeless Gaze (Iron Will, Bluff 5 ranks.)
Mutilating Ritualist (Knowledge (arcana) 4 ranks, Knowledge (religion) 4 ranks, Spellcraft 4 ranks.)
Profane Studies (Int 13, Knowledge (planes) 4 ranks, ability to cast a summon monster spell.)
Purging Emesis (Great Fortitude.)
Putrid Summons (Spell Focus (conjuration); ability to cast summon monster or summon nature’s ally.)
Sacrificial Adept (Knowledge (arcana) 4 ranks, Knowledge (planes) 4 ranks, Knowledge (religion) 4 ranks, Spellcraft 4 ranks, ability to cast 3rd-level spells, evil alignment.)
Sacrificial Ritualist (Mutilating Ritualist†, Knowledge (arcana) 4 ranks, Knowledge (religion) 4 ranks, Spellcraft 4 ranks.)
Spirit Speaker (Cha 13, Con 13, Absorb Spirit†, Diplomacy 5 ranks, must have died at least once or been possessed by an undead creature.)
Stubborn Curse (Ability to cast a spell or spell-like ability with the curseUM descriptor, or a special ability with a curse effect.)
Touch of Evil (Channel negative energy 6d6, evil alignment.)

Item Creation Feats

Fleshwarper (Craft (alchemy) 5 ranks, Heal 5 ranks, evil alignment.)

Metamagic Feats

Contagious Spell

Monster Feats

Blood Feast (Bite attack)
Bouncing Spell-Like Ability (Spell-like ability at caster level 4th or higher.)
Consume Essence (Base attack bonus +6; evil alignment; swallow whole universal monster ability; must be of the magical beast, outsider, or undead type.)
Disruptive Spell-Like Ability (Spell-like ability at caster level 4th or higher.)
Engulf Horror (Engulf Revulsion†; engulf or smother universal monster ability.)
Engulf Revulsion (Engulf or smother universal monster ability.)
Exsanguinate (Blood drain universal monster ability, grab universal monster ability.)
Fearsome Spell-Like Ability (Spell-like ability at caster level 6th or higher.)
Gruesome Shapechanger (Shapechanger subtype.)
Horrific Gorging (Bite attack, Large or larger, swallow whole universal monster ability.)
Intensified Spell-Like Ability (Spell-like ability at caster level 4th or higher.)
Latching Horror (Attach universal monster ability.)
Lingering Spell-Like Ability (Spell-like ability at caster level 4th or higher.)
Reach Spell-Like Ability (Spell-like ability at caster level 4th or higher.)
Scarring Spell-Like Ability (Spell-like ability at caster level 4th or higher.)
Sickening Spell-Like Ability (Spell-like ability at caster level 6th or higher.)
Skin Suit (Int 7, undead creature that was originally humanoid.)
Spawnlink (Int 13, create spawn monster ability.)
Traumatic Spell-Like Ability (Spell-like ability at caster level 6th or higher.)

Story Feats

Enemy Cult (You must have encountered a cult whose general alignment is opposite to yours on at least one axis or who threatened your beliefs or way of life, or you must have the Angelic Encounter, the False Witness, The Omen, or the Terrible Secret background (all of which are found in Ultimate Campaign).)
Ghost Guide (You have encountered a ghost or haunt, or have the Bones, the Died, the Raised Among the Dead, or The Dead One background (all of which are found in Ultimate Campaign).)
Protector of the People (Your community has come under persecution and requires considerable defense, or you have the Raiders, the Righting a Wrong, The War, or The Way Things Work background (all of which are found in Ultimate Campaign).)
Twisted Love (You resemble a lost loved one of an evil creature who would otherwise be a challenging foe. The likeness is close enough for you to be mistaken as the former loved one’s reincarnation, or you might be that loved one reborn in a new life. Alternately, the creature might be a former lover who has become evil and wishes to resume the relationship. This unwanted relationship must be contrary to your alignment or long-term goals. Thematically appropriate backgrounds include Born out of Time, Current Lover, Reincarnated, The Lover, and Troubled First Love (all of which are found in Ultimate Campaign).)

Not a perfect list due to multiple categories; many of the monster feats are combat feats, but since it's up to the GM as to whether to allow PCs to take monster feats in the first place, thought they were better separated. And didn't list the style feats separately, but they should be obvious.

Spells:
Absurdity (bard 2, medium 2, mesmerist 2, psychic 2, spiritualist 2)
Alleviate Corruption (cleric 6, psychic 6, shaman 6, spiritualist 6, witch 6)
Appearance of Life (cleric 3, medium 2, mesmerist 3, psychic 3, sorcerer/wizard 3, spiritualist 3, witch 3)
Assume Appearance (alchemist 3, bard 3, medium 3, mesmerist 3, occultist 3, psychic 3, shaman 3, sorcerer/wizard 3, spiritualist 3, summoner 3, witch 3)
Assume Appearance, Greater (alchemist 4, bard 4, medium 4, mesmerist 4, occultist 4, psychic 4, shaman 4, sorcerer/wizard 4, spiritualist 4, summoner 4, witch 4)

Ban Corruption (cleric 5, inquisitor 4, medium 3, occultist 4, paladin 4, shaman 5)
Barbed Chains (antipaladin 1, bloodrager 1, cleric 1, inquisitor 1, occultist 1, shaman 1, summoner 1)
Blood Ties (antipaladin 4, cleric 5, druid 5, inquisitor 5, psychic 5, shaman 5, witch 5)
Bloodbath (antipaladin 1, bloodrager 1, cleric 2, inquisitor 2, medium 1, psychic 2, sorcerer/wizard 2, spiritualist 2, witch 2)
Boneshaker (antipaladin 1, cleric 2, inquisitor 2, sorcerer/wizard 2, spiritualist 2, witch 2)
Borrow Corruption (antipaladin 2, cleric 4, druid 4, medium 2, occultist 3, psychic 4, shaman 4, witch 4)

Charnel House (antipaladin 3, cleric 5, mesmerist 5, psychic 5, sorcerer/wizard 5, witch 5)
Compelling Rant (bard 5, cleric 5, inquisitor 5, mesmerist 5, psychic 5, sorcerer/wizard 5)
Contact Entity I (cleric 2, medium 1, occultist 2, psychic 2, shaman 2, sorcerer/wizard 2, summoner 2, witch 2)
Contact Entity II (cleric 3, medium 2, occultist 3, psychic 3, shaman 3, sorcerer/wizard 3, summoner 3, witch 3)
Contact Entity III (cleric 5, medium 3, occultist 4, psychic 5, shaman 5, sorcerer/wizard 5, summoner 4, witch 5)
Contact Entity IV (cleric 7, medium 4, occultist 6, psychic 7, shaman 7, sorcerer/wizard 7, summoner 6, witch 7)
Cruel Jaunt (antipaladin 4, cleric 6, inquisitor 6, magus 6, psychic 6, shaman 6, sorcerer/wizard 6, witch 6)
Curse of Fell Seasons (druid 9, shaman 9, sorcerer/wizard 9, witch 9)
Curse of Night (cleric 8, druid 8, sorcerer/wizard 8, witch 8)
Curse Terrain (cleric 4, druid 4, shaman 4, sorcerer/wizard 4, witch 4)
Curse Terrain, Greater (cleric 6, druid 6, shaman 6, sorcerer/wizard 6, witch 6)
Curse Terrain, Lesser (cleric 2, druid 2, shaman 2, sorcerer/wizard 2, witch 2)
Curse Terrain, Supreme (cleric 8, druid 8, shaman 8, sorcerer/wizard 8, witch 8)

Damnation (cleric 3, inquisitor 3, paladin 3)
Death Clutch (cleric 8, druid 9, psychic 8, sorcerer/wizard 8, witch 8)
Decapitate (inquisitor 5, magus 6, psychic 6, sorcerer/wizard 6)
Decollate (alchemist 4, antipaladin 4, cleric 5, psychic 6, sorcerer/wizard 5, spiritualist 4, witch 5)
Dreadscape (bard 3, medium 3, mesmerist 3, psychic 4, sorcerer/wizard 4)

Flesh Puppet (antipaladin 2, cleric 3, occultist 3, shaman 3, sorcerer/wizard 4, spiritualist 3, witch 4)
Flesh Puppet Horde (antipaladin 3, cleric 4, occultist 4, shaman 4, sorcerer/wizard 5, spiritualist 4, witch 5)
Flesh Wall (cleric 6, shaman 6, sorcerer/wizard 6, spiritualist 5, summoner 5, witch 6)
Flickering Lights (bard 2, cleric 2, inquisitor 2, magus 2, occultist 2, shaman 2, sorcerer/wizard 2)

Grasping Corpse (antipaladin 1, cleric 1, occultist 1, shaman 1, sorcerer/wizard 1, spiritualist 1, witch 1)
Green Caress (druid 6, ranger 4, shaman 6, witch 6)

Hedging Weapons (antipaladin 1, cleric 1, inquisitor 1, paladin 1)
Holy Javelin (cleric 3, inquisitor 3, paladin 2)
Horrific Doubles (bard 4, bloodrager 4, medium 3, mesmerist 4, psychic 4, sorcerer/wizard 4)
Hunger for Flesh (antipaladin 3, cleric 4, psychic 4, shaman 4, sorcerer/wizard 4, spiritualist 4, witch 4)
Hunger for Flesh, Mass (cleric 7, psychic 7, shaman 7, sorcerer/wizard 7, spiritualist 6, witch 7)

Impossible Angles (medium 3, mesmerist 4, occultist 4, psychic 5, sorcerer/wizard 5)

Life Blast (druid 4, ranger 3, shaman 4)
Locate Gate (bard 5, cleric 5, occultist 5, psychic 5, sorcerer/wizard 5, summoner 5)

Mad Sultan's Melody (bard 3, mesmerist 4, occultist 4, psychic 4, sorcerer/wizard 4, witch 4)
Massacre (cleric 9, psychic 9, shaman 9, sorcerer/wizard 9, witch 9)
Maze of Madness and Suffering (psychic 9, sorcerer/wizard 9, witch 9)

Night Terrors (bard 6, mesmerist 6, psychic 6, sorcerer/wizard 6, witch 6)

Pessimism (bard 4, medium 4, mesmerist 4, psychic 5, sorcerer/wizard 5, witch 5)
Phantasmal Asphyxiation (medium 3, mesmerist 4, psychic 4, sorcerer/wizard 4, spiritualist 4, witch 4)
Phantasmal Putrefaction (medium 4, mesmerist 5, sorcerer/wizard 6, witch 6)
Phobia (bard 5, mesmerist 5, psychic 6, sorcerer/wizard 6, witch 6)
Plundered Power (cleric 7, druid 7, occultist 6, shaman 7, sorcerer/wizard 7, summoner 6, witch 7)
Profane Nimbus (antipaladin 4, cleric 5, inquisitor 5)
Pyrotechnic Eruption (bloodrager 3, magus 4, occultist 4, sorcerer/wizard 4)

Quick Change (alchemist 2, bard 2, bloodrager 2, druid 2, inquisitor 2, magus 2, medium 2, mesmerist 2, occultist 2, ranger 2, shaman 2, sorcerer/wizard 2, spiritualist 2, summoner 2, witch 2)

Rigor Mortis (cleric 4, magus 4, occultist 4, psychic 4, shaman 4, sorcerer/wizard 4, spiritualist 3, witch 4)

Sacramental Seal (cleric 8)
Sacred Nimbus (cleric 5, inquisitor 5, paladin 4)
Screaming Flames (antipaladin 3, cleric 3)
Sense Fear (antipaladin 1, bloodrager 1, cleric 2, druid 2, inquisitor 2, medium 1, mesmerist 2, occultist 2, psychic 2, ranger 2, shaman 2, spiritualist 2, witch 2)
Sense Madness (cleric 2, inquisitor 2, medium 2, occultist 2, paladin 2, psychic 2)
Sleepwalking Suggestion (bard 4, medium 3, mesmerist 4, psychic 5, sorcerer/wizard 5, witch 5)
Slough (cleric 5, occultist 4, psychic 5, sorcerer/wizard 5, spiritualist 4, witch 5)
Stave Off Corruption (cleric 2, paladin 2)
Straitjacket (inquisitor 4, occultist 4, sorcerer/wizard 5, summoner 5)
Symbol of Exsanguination (bloodrager 2, cleric 3, occultist 2, sorcerer/wizard 3, witch 3)

Temporary Graft (alchemist 3, bloodrager 3, magus 4, occultist 3, sorcerer/wizard 4)
Torpid Reanimation (antipaladin 4, cleric 4, occultist 4, shaman 4, sorcerer/wizard 5, spiritualist 4)

Verminous Transformation (alchemist 6, shaman 7, witch 7)
Vile Dog Transformation (antipaladin 3, cleric 5, druid 5, shaman 5, sorcerer/wizard 5, witch 5)

Waves of Blood (bloodrager 3, magus 3, psychic 3, sorcerer/wizard 3, spiritualist 3, witch 3)
Wither Limb (cleric 6, inquisitor 6, shaman 6, sorcerer/wizard 6, spiritualist 5, witch 6)

Silver Crusade

Xethik wrote:
Gorbacz wrote:
Are there any nipples in the book?
I think the Implacable Stalker has at least one showing, but I don't have my PDF downloaded on my phone yet to double check.

Yep.


Well, between that one spell and a certain set of combat feats, assuming they become PFS legal I think I know what sort of Inquisitor I'm making with GM credit.


Puts a fiver down on the table

You wanna wager at least one of those options aren't made legal.


1 person marked this as a favorite.
Rysky wrote:
Magically changing your alignment however, does have an effect on your mindset.

No, it doesn't in general. A notable exception is Helm of Opposite Alignment, which has a specific rule that it does affect your mindset, overriding the general rule that it doesn't.

And you personally disliking the rule doesn't change it.


3 people marked this as a favorite.

Can we please focus on what's really important.

Nipples.

Silver Crusade

137ben wrote:
Rysky wrote:
Magically changing your alignment however, does have an effect on your mindset.

No, it doesn't in general. A notable exception is Helm of Opposite Alignment, which has a specific rule that it does affect your mindset, overriding the general rule that it doesn't.

And you personally disliking the rule doesn't change it.

Helm of opposite alignment has that call out because the change is instantaneous, rather than gradual.

There is no "general" rule that alignment change affects a mindset, because it's usually the mindset that brings about the alignment, barring magical alteration.

If such a general rule did exist then alignment would be utterly meaningless, just nonsense letters you write down on your character sheet.

Shadow Lodge

9 people marked this as a favorite.
Rysky wrote:
If such a general rule did exist then alignment would be utterly meaningless, just nonsense letters you write down on your character sheet.

*coughs*


Mmm. Thank you Luthorne. Also thank you Rysky for those feat shout outs.

Just a quick question for either of you (Luthorne or Rysky); what's the name of the spell that rips out a person's heart from their chest into your hand?

Grand Lodge

Pathfinder Adventure, Adventure Path, Pathfinder Accessories, Rulebook, Starfinder Adventure Path Subscriber

I kinda wish it was Grasp Heart.


Pathfinder Starfinder Roleplaying Game Subscriber
Thomas Seitz wrote:

Mmm. Thank you Luthorne. Also thank you Rysky for those feat shout outs.

Just a quick question for either of you (Luthorne or Rysky); what's the name of the spell that rips out a person's heart from their chest into your hand?

That would be death clutch.


Luthorne,

Thank you. Tri, It's apparently not.

Grand Lodge

1 person marked this as a favorite.
Pathfinder Adventure, Adventure Path, Pathfinder Accessories, Rulebook, Starfinder Adventure Path Subscriber

It's also pretty difficult to counter, since the spell you have to use before the casters next turn has a casting time of 3 rounds.

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