Pathfinder Player Companion: Haunted Heroes Handbook (PFRPG)

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Pathfinder Player Companion: Haunted Heroes Handbook (PFRPG)
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Is Your Mind Your Own?

It's one thing to face foes like ravenous beasts, fire-breathing dragons, and marauding monsters, but what about ghosts that can hop from body to body? How do you face a fiend that's using an innocent pawn as a proxy for its evil? Are there ways being haunted could be turned to your advantage? Prepare yourself for the answers to these questions and more as you explore what it's like to be a haunted hero!

Inside this book, you'll find:

  • New archetypes, feats, and traits that build upon your character's past and explore eerie powers gained from being haunted by spirits.
  • Rules for a new category of magic: haunted spells, which operate in ghostly ways to mimic the sinister manifestation of haunts.
  • An exploration of how different faiths of the Inner Sea region and beyond deal with haunts and the influence of the spirit world.

This Pathfinder Player Companion is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can be easily incorporated into any fantasy world.

ISBN-13: 978-1-60125-884-7

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

Hero Lab Online
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Evocative Writing, Cool Options

4/5

I'm probably not the natural audience for the Haunted Heroes Handbook, as I've never delved deeply into any of the classes or rules from the Occult Adventures book. Indeed, I bought this book because it has a trait that's perfect for my PFS caveman shaman. But having read this Player Companion cover-to-cover, I'm really impressed with it. It has some great artwork and evocative writing, and a lot of material for the "regular" classes. If I were to play something like a spiritualist or occultist, or to run a more paranormal or horror-themed game, this would be a book I would turn to.

We start off with that great cover, showing the Iconic Spiritualist Estra and her companion Honaire facing off a creepy wave of tortured souls. It sets the mood perfectly. The scene is reproduced as the inside back-cover, while the inside front-cover summarises the "six most common sources of hauntings." In essence, there's a paragraph each on how hauntings could be caused by aberrations, oni, spellcasters, fiends, haunts, and undead. It's necessarily very general.

The core of the 36-page book is separated into separate sections, most two pages long but with a couple of sections that are four pages long.

The first two pages of the book combine a brief introduction, a "Primer on Possession", and an index of rules features in the book. The material on possession is very detailed from a mechanics point of view, explaining how different spells and effects work, how they show up on divinations, what happens if multiple possession attempts are made, etc. It's incredibly useful in a sort "Possession FAQ" sense, offering advanced rules for something that has been in the game for a long time. I'll definitely refer back to it if questions arise in the course of normal gameplay with spells like magic jar, dominate person, etc.

The next section, "Haunted Places" (two pages) includes a brief two-paragraph description and one associated feat with locations on Golarion that have special connections to the spirit world: the Forest of Spirits (in Tian Xia), Galt (home of the bloody Red Revolution), Geb (a nation of undead), Shenmen (a gloomy place overrun by spirits and monsters), and Ustalav (the gothic horror nation). The feat linked to Geb, called "Soulblade", seems particularly useful--it allows the owner to have a fair chance to detect haunts before they manifest, and to attack them with weapons if they do. Overall, I liked the section and thought the material in it was interesting and balanced.

"Breaching the Veil" (two pages) is an unnecessarily opaque title for a section on organisations on Golarion devoted to studying, suppressing, or using the spirit world. There's a paragraph or two and an associated feat for the following groups: Conference Z (an off-shoot of the Aspis Consortium I've never heard of), the Esoteric Order of the Palantine Eye (the stars of the Doomsday Dawn Playtest adventure), the Order of the Pyre (Hellknights!), the Pure Legion (the enforcers of Rahadoum's atheism--I have plans for a PC here), the Rivethun Followers (Dwarven spiritualists), and the Whispering Way (adherents of the lich, Tar-Baphon). I think what I would like added to capsule descriptions of organisations like this is a quick cross-reference or footnote to where more information on them can be found--a paragraph doesn't really do them justice.

"Gods and Spirits" (two pages) gives brief notes on six faiths with particular links to the spiritual and paranormal, along with a variant domain power for each: Asmodeus, Cayden Cailean (a surprising addition, but the explanation given makes a certain kind of sense), Irori (again, not a deity one would think about first in this context), Naderi (the only non-Core deity in the list, but as the goddess of drowning, suicide, and tragedy, her inclusion makes sense), Pharasma, and Urgathoa. As for those variant domain powers, my sense from reading them is that they're fine, but pretty samey.

"Fraudulent Hauntings" (two pages) is an interesting idea for a section, but I'm just not sure it fits into a game like Pathfinder when there's so much more to worry about than a con artist, and skeptics would seem like the crazy ones. The section gives a brief overview of how and why hoaxes might occur, and then goes on to introduce three new hoaxing tools (like "false ectoplasm") and a new archetype for the Investigator class called the Skeptic. The archetype seems conceptually confused, as part of its abilities are around debunking the paranormal and part of it is around dealing with real hauntings and possessions (like smiting haunts and exorcising spiritual possession).

"Secular Exorcism" (two pages) talks about non-magical ways to deal with spirit possession--things like restraints, talking with spirits, how to drive them out with holy water and intimidation, etc. Again, in a movie like The Exorcist something like this would be useful, but Pathfinder is so chock-full of magic that I just don't see the necessity. There's some non-magical equipment in this section to better spot haunts, but I don't really imagine they'd get much use.

"Ghost-Hunter Archetypes" (two pages) contains the Ectoplasm Master (for Alchemists), the Expulsionist (for Inquisitors), and the Spiritslayer (for Slayers). The one for the Alchemist looks pretty good and fits nicely, while the other two are very niche only. The section lists seven on-theme archetypes from other books, and I appreciate the references.

"Exorcism Rituals" (two pages) introduces four new occult rituals (per the Occult Adventures rules). I've never used rituals in a game, but the ones presented here are really interesting and flavourful (with big penalties for failure!). This is an area of the game I could definitely imagine exploring some day in the right storyline.

"Haunted Backgrounds" (two pages) is a bit of a grab-bag: three new traits, a new Psychic Discipline ("Haunted"), and a new Sorcerer Bloodline ("Possessed"). Everything seems pretty solid and reasonably balanced from my initial read-through.

"Allying with Spirits" (four pages) introduces six more archetypes: the Invoker (for Witches), the Pact Wizard (for Wizards), the Rivethun Spirit Channeler and the Uda Wendo (for Mediums), the Scourge (for Spiritualists), and the Steelbound Fighter (for Fighters). This last one is the one that stuck out to be the most: it allows the character to gain an intelligent weapon which has some really interesting storyline possibilities--the downside is the archetype doesn't really come online until Level 5. As an aside, I'll mention that the artwork on page 21 (reproduced on the back cover) is simply fantastic.

"Haunted Feats" (two pages) introduces nine new feats. Five of the feats have to do with getting a possessed hand that can do various magical things. It's a flavourful concept if you wanted to build a character around it and invest feats accordingly.

"Haunted Spells" (four pages) has nine new spells that are of a whole new type: they create temporary haunts in an area. My favourite is Besmara's grasping depths which is cast in an area of deep water and starts pulling creatures down, down, down until they drown! A lot of the ones here are similarly flavourful. I don't know how often PCs would use these, but I could definitely see them forming the basis for some great scenarios with NPC spellcasters.

"Spirit Tools" (two pages) concludes the book by introducing one new feat and four new magic items. The new feat, "Haunt Scavenger", allows a player to gather the ectoplasmic remants of dispatched haunts and incorporeal undead and use them as the raw materials in crafting magic items. It's a cool idea, but I haven't looked into the magic creation rules to see if it has any realistic viability. The magic items seem cool at first, but they're pretty expensive for what they do.

Overall, I'd rank the Haunted Heroes Handbook as a success. It has some flaws, but most of the material is well-written and fun to imagine becoming part of a game. I wouldn't call it essential, but I'd certainly say it's useful.


Very good

5/5

This book is just a fun read. Cool ideas and flavor are presented throughout, so even if you don't like the Feats / Archetypes in the book, you can still get a lot of solid ideas.


One of the best Player Companion books.

5/5

This book is fantastic. It covers things ranging from common requests (more skill points as a feat) handled in an interesting way (limited duration per day, but you can pick the skill daily- great for low-skill characters) to didn't-know-you-needed-it stuff (a possessed hand?) with amazing execution (great one-handed/TWF support, chaining into not being out of the fight just because you failed that save-or-suck). On top of that, this includes some great feats for martials sick of not being able to contribute against haunts and having trouble with incorporeal foes. There's also a cool Sorcerer bloodline, a bunch of neat feats, and some cool archetypes.


Sweet Blasphemy, Sand Mantas galore! Talk about your prehistoric pigeons.

5/5

This book allows me to build D, as in Vampire Hunter D. This alone makes it worth the asking price, despite the fact that Paizo once again missed the opportunity to print a Paladin of Jesus Christ archetype. Oh well, maybe they'll fit him in the upcoming Blood of Beasts.


2/5

I didn't care for the book, but it's really hard to place a finger on just why. Part of it is I just didn't think it did a great job of including options for a lot of classes to take on Horror or Haunted elements. Some, like Spirit Ally sound really cool, but become available so late game it's questionably even worth it, just to get a sort of limited version of a Spirit pet/Haunted Curse without having to take or dip those classes. If this would have been a level 1 option that upgraded or grew stronger, this would have been amazing. But having to wait until 8th level just makes it feel like a wasted potential option.

I didn't care for the Haunt Spells, partially because they seem to be there to both steal a lot of the character's that focus on or are strong against Haunts thunder or just seem very odd mechanically.

Part of this might be related to my disappointment with both Horror Adventures (lack of player material and poor mechanics like Sanity) and also Occult Adventures awkwardly cramming in themes and mechanics that just don't work well in the preexisting setting and material, and Haunted Heroes sort of ramps that up. While Haunted Heroes does offer a lot of Archetypes, it just felt like they ignored some of the classes that actually needed them for ones that didn't. I also found the religions chosen, (and the options given to them specifically) very curious. So many of them seemed out of place, and then the unique options to replace a given Domain power, while cool, also felt like a huge missed opportunity to make those things options that other's could take and make a lot more sense in doing so. For instance, Irori followers get a supeup Channel to Harm Undead Haunts ability, but Iomedae, Sarenrae, and even Pharasma don't (despite it actually making sense for them to and Irori not).

The Possessed Hand chain is very interesting and fun, and generally open to everyone, but it's also very odd. Does Channel Energy/Alignment Channel kill it permanently?

Spirit Ridden and Channel Spirit I think would have been much better off as, similar to Spirit Ally, (or even better upgrades for Spirit Ally) options for all characters to be able to dip into getting a spirit-like pet, but instead it is kind of a lackluster séance thing that realistically takes a character 3 hours per day to prep between spells (if a spellcaster) and then an hour long séance for each.

This was not really a good book for all the lacking player content from Horror Heroes, but instead seems to follow in the same footsteps in a lot of ways. There are some good options in here, but in my opinion too much of it is arbitrarily limited to make sure only some classes take options or that the flavor, it's stronger point is not really that supported by it's crunch.

I liked the art overall, and particularly LOVED that it didn't focus on the annoying icons often.


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Liberty's Edge

There is a limit to human skills, even of writers/designers for Paizo.

Making an item that is both full of flavor and admirably balanced in function happens VERY rarely ;-)


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Pathfinder Starfinder Roleplaying Game Subscriber
The Raven Black wrote:

There is a limit to human skills, even of writers/designers for Paizo.

Making an item that is both full of flavor and admirably balanced in function happens VERY rarely ;-)

Wow, that's giving them a puny amount of credit. Paizo only very rarely makes something both worth using and interesting in concept?


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Alchemaic wrote:
doc the grey wrote:
Archmage Variel wrote:
Anyone know any more about the new pact wizard? Like what does the archetype gain/lose. Also is the name set in stone or subject to change?

Short answer? It's a giant ball of arcane awesome!

Long answer, you get a witch's patron (and those spells added to your book), the ability to sack spontcast your patron spells with any of your spells save your specialty school extra slots, you can prep your spell for the day in 15 minutes rather than an hour and prep hastily in a minute, at 5th you get an oracle's curse and get to add whatever bonus spells it gives you if it gives you some to your spell book for free, at 10 you can roll twice take the better result when rolling a Caster level, check concentration check, initial check, or saving throw 3+1/2 Int per day, at 15 to get to add your Int to those rolls and reduce the spell level of metamagic spells from your Patron spell list or oracle curse by 1 to a minimum of their original level, and the 20th if you roll a nat 20 on that you auto succeed regardless of whether or not that's possible.

All that for the low low price of scribe scroll and I believe all your bonus feats. And now I totally want to play it.

So basically you get a set of spells you can spontaneously cast, the Fast Study arcane discovery for free (which is a fair trade), an Oracle curse, an almost constant (significantly better) Borrow Fortune ability, and free Metamagic level reduction which I imagine stacks with other reductions.

And it stacks with Exploiter.

How was this a good idea?

If the Pact Wizard loses all of its bonus feats, then I don't think it will stack with Exploiter, since both archetypes modify wizard bonus feats.

Silver Crusade

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Ventnor wrote:
Alchemaic wrote:
doc the grey wrote:
Archmage Variel wrote:
Anyone know any more about the new pact wizard? Like what does the archetype gain/lose. Also is the name set in stone or subject to change?

Short answer? It's a giant ball of arcane awesome!

Long answer, you get a witch's patron (and those spells added to your book), the ability to sack spontcast your patron spells with any of your spells save your specialty school extra slots, you can prep your spell for the day in 15 minutes rather than an hour and prep hastily in a minute, at 5th you get an oracle's curse and get to add whatever bonus spells it gives you if it gives you some to your spell book for free, at 10 you can roll twice take the better result when rolling a Caster level, check concentration check, initial check, or saving throw 3+1/2 Int per day, at 15 to get to add your Int to those rolls and reduce the spell level of metamagic spells from your Patron spell list or oracle curse by 1 to a minimum of their original level, and the 20th if you roll a nat 20 on that you auto succeed regardless of whether or not that's possible.

All that for the low low price of scribe scroll and I believe all your bonus feats. And now I totally want to play it.

So basically you get a set of spells you can spontaneously cast, the Fast Study arcane discovery for free (which is a fair trade), an Oracle curse, an almost constant (significantly better) Borrow Fortune ability, and free Metamagic level reduction which I imagine stacks with other reductions.

And it stacks with Exploiter.

How was this a good idea?

If the Pact Wizard loses all of its bonus feats, then I don't think it will stack with Exploiter, since both archetypes modify wizard bonus feats.

Um, Exploiter modifies Arcane Bond and School, not bonus feats.


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Rysky wrote:
Ventnor wrote:
Alchemaic wrote:
doc the grey wrote:
Archmage Variel wrote:
Anyone know any more about the new pact wizard? Like what does the archetype gain/lose. Also is the name set in stone or subject to change?

Short answer? It's a giant ball of arcane awesome!

Long answer, you get a witch's patron (and those spells added to your book), the ability to sack spontcast your patron spells with any of your spells save your specialty school extra slots, you can prep your spell for the day in 15 minutes rather than an hour and prep hastily in a minute, at 5th you get an oracle's curse and get to add whatever bonus spells it gives you if it gives you some to your spell book for free, at 10 you can roll twice take the better result when rolling a Caster level, check concentration check, initial check, or saving throw 3+1/2 Int per day, at 15 to get to add your Int to those rolls and reduce the spell level of metamagic spells from your Patron spell list or oracle curse by 1 to a minimum of their original level, and the 20th if you roll a nat 20 on that you auto succeed regardless of whether or not that's possible.

All that for the low low price of scribe scroll and I believe all your bonus feats. And now I totally want to play it.

So basically you get a set of spells you can spontaneously cast, the Fast Study arcane discovery for free (which is a fair trade), an Oracle curse, an almost constant (significantly better) Borrow Fortune ability, and free Metamagic level reduction which I imagine stacks with other reductions.

And it stacks with Exploiter.

How was this a good idea?

If the Pact Wizard loses all of its bonus feats, then I don't think it will stack with Exploiter, since both archetypes modify wizard bonus feats.
Um, Exploiter modifies Arcane Bond and School, not bonus feats.

Well that's just a barrel of fun.

Also means, funnily enough, that it stacks with the first Pact Wizard archetype. So you can be a Pact Wizard Pact Wizard Wizard.


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You're forgetting Pact Wizard Exploiter Wizard.


Thomas Seitz wrote:
You're forgetting Pact Wizard Exploiter Wizard.

That was already pointed out, so I did not repeat it.


Okay fine. But I think Pact Wizard Pact Wizard is pretty dumb.


I am surprised no one talked about the spells.

Can someone inform a little note per spell as to what they do? Thanks!


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Thomas Seitz wrote:
Okay fine. But I think Pact Wizard Pact Wizard is pretty dumb.

I'm pretty sure that Pyromancer999 brought it up because it is funny - not because they thought it was a good choice.


Barachiel,

I think you'll find the spell list a little further back.

Gisher,

Well I guess I just have a different sense of humor.


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Gisher wrote:
Thomas Seitz wrote:
Okay fine. But I think Pact Wizard Pact Wizard is pretty dumb.
I'm pretty sure that Pyromancer999 brought it up because it is funny - not because they thought it was a good choice.

Yep, pretty much this. Pact Wizard Pact Wizard Wizard is fun to say. Like Major Major Major in Catch-22.

Also, while not the most optimal or full of archetype synergy, it's not quite useless. It(Familiar Folio Pact Wizard) lets you meld together the fluff of Pact Wizard(HHH version) further. Plus, you do get Improved Familiar for free and also qualify for Sacred Summons. So not the worst option for a HHH Pact Wizard that would like to focus on summoning a bit.


Since someone else provided the spell list (thanks Luthorne), as described right here:

Spoiler:
Spells
Besmara's Grasping Depths (cleric 5, inquisitor 6, shaman 6, spiritualist 5, witch 6)
Crafter's Nightmare (bard 2, druid 2, medium 1, mesmerist 2, occultist 2, psychic 2, sorcerer/wizard 2, spiritualist 2, witch 2)
Frigid Souls (cleric 4, druid 4, ranger 3, shaman 4, sorcerer/wizard 4, witch 4)
Grim Stalker (cleric 7, magus 6, shaman 7, sorcerer/wizard 7, summoner 6, witch 7)
Horrifying Visage (bard 3, cleric 3, inquisitor 3, magus 3, psychic 3, shaman 3, sorcerer/wizard 3, spiritualist 3, witch 3)
Mischievous Shadow (bard 4, magus 4, medium 3, shaman 4, sorcerer/wizard 4, spiritualist 4, summoner 4, witch 4)
Skin Tag (alchemist 1, medium 1, occultist 1, shaman 1, sorcerer/wizard 1, witch 1)
Unsettling Presence (bard 2, medium 1, mesmerist 2, occultist 2, psychic 2, shaman 2, sorcerer/wizard 2, witch 2)
Urgathoa's Beacon (antipaladin 2, cleric 2, inquisitor 2)

Can we get some hints on what these spells do?


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Spells:

All spells presented are Necromancy (haunted) spells, and have (at least) the emotion, fear and mind-affecting descriptors.
They can be neutralized like haunts and have info on their respective haunt-like manifestation.

Spoiler:

Besmara's Grasping Depths:
Create a Haunt on a body of water, haunt then attempts to drown any one creature entering the area.

Crafter's Nightmare:
Call a haunt to disrupt any skill check to craft something (craft, profession and similar) in an area. Works also on spells with a longer casting time.

Frigid Souls:
Again, the spell creates a haunt, this time working against any defenses against cold on creatures entering the spell-area. The haunt actively attempts to dispel such abjuration effects, and/or has creatures entering the area gain spell resistance against such effects.

Grim Stalker:
A haunt is bound to an object and whoever next touches said object will be the prey for the haunt. The haunt appears as a large black mastiff, stalking the toucher while awake and in its sleep (nightmare), making it shaken when damaged and even trying to kill it (phantasmal killer). A séance can manifest the stalker, which can then be fought.

Horrifying Visage:
You bind a haunt to an area, making the creatures entering the area deathly afraid of an object or image (as a phobia).

Mischievous Shadow:
You make the shadows of creatures entering the area of the spell act on their own, or on your command. The shadow then disrupts or distracts the creature's or an adjacent creatures actions.

Skin Tag:
You make a consumable (food, drink, potion....) possessed. The creature consuming the possessed item can then be remotely hexed, scryed on, it's mind affected and similar.

Unsettling Presence:
You make creatures in an area paranoid. Also anyone interacting with the affected might not trust them in return.

Urgathoa's Beacon:
Creatures passing through the area of this spell are easier detectable for the undead, and undead will focus on the creatures affected.

That's as much as I can relay infos about those spells, without a copy/paste. Hope it helps.


So is the new witch archetype any good?
invoking your patron? what does that even mean?


Franz Lunzer wrote:

Spells:

All spells presented are Necromancy (haunted) spells, and have (at least) the emotion, fear and mind-affecting descriptors.
They can be neutralized like haunts and have info on their respective haunt-like manifestation.
** spoiler omitted **...

Thank you, Mister Lunzer. That was incredibly helpful.

And now I have one more reason to get this book.


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Invoker:

Spoiler:

Spirits give the witch Skill/Ability modifiers similar to the hunter's animal focus. Quite cool, actually. Replaces hexes at 1, 8, 16.
In place of hex at 10, can have two of these invoked patrons up at the same time.

I rather like it, myself.


Thank you Franz!


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Eric Hinkle wrote:
Franz Lunzer wrote:

Spells:

All spells presented are Necromancy (haunted) spells, and have (at least) the emotion, fear and mind-affecting descriptors.
They can be neutralized like haunts and have info on their respective haunt-like manifestation.
** spoiler omitted **...

Thank you, Mister Lunzer. That was incredibly helpful.

And now I have one more reason to get this book.

Ah yes, one more thing about those spells: Haunts from these spells placed in an area or on an object are in place for one week (but only one such spell can affect any given area). Most have a duration of at least 1hour / level, some 1day/level, but this duration only kicks in, once a creature is affected by the haunt.

(If I read that right)


The emotion component on the haunt spells will probably need to be house-ruled out. There aren't any day-per-level spells that shut down spells with somatic components, after all, and certainly not as first-level options.


QuidEst wrote:
The emotion component on the haunt spells will probably need to be house-ruled out. There aren't any day-per-level spells that shut down spells with somatic components, after all, and certainly not as first-level options.

Well, it's not a spell, but putting manacles on them is cheap, effective, and potentially long-term.


Pyromancer999 wrote:

Well that's just a barrel of fun.

Also means, funnily enough, that it stacks with the first Pact Wizard archetype. So you can be a Pact...

Pact wizard pact wizard sounds like a pretty packed pact (wizard).


*prefers we pact away the pact wizard pact wizard*

I do like the spells. :)


was there any info posted about the possessed hand feats? and how does it work with something like the alchemist's vestigial arm?

Silver Crusade

bewareoftom wrote:
was there any info posted about the possessed hand feats? and how does it work with something like the alchemist's vestigial arm?

Clicky.


Awesome thanks Rysky, now I wonder if it works for vestigial arms or if it becomes a familiar for alchemists/investigators.... well time to buy the book!


Has anyone said what the 'Respectful Prey' feat does?

Silver Crusade

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Eric Hinkle wrote:
Has anyone said what the 'Respectful Prey' feat does?

You can make offerings to improve the attitudes of nonhumanoids towards you.


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Rysky wrote:
Eric Hinkle wrote:
Has anyone said what the 'Respectful Prey' feat does?
You can make offerings to improve the attitudes of nonhumanoids towards you.

Okay, what do you have to offer? I assume things like treasure and not your less-valued fellow members of the party.

And how does it differ from the use of social skills to make a good impression?

Silver Crusade

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Eric Hinkle wrote:
Rysky wrote:
Eric Hinkle wrote:
Has anyone said what the 'Respectful Prey' feat does?
You can make offerings to improve the attitudes of nonhumanoids towards you.

Okay, what do you have to offer? I assume things like treasure and not your less-valued fellow members of the party.

And how does it differ from the use of social skills to make a good impression?

The offering costs 5g x CR of the creature.

It only improves one step (unless the creature makes a save) whereupon you can then start using Diplomancy like you normally would to increase it further, so a nice conversation starter.

Shadow Lodge

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Pathfinder Adventure Path, Lost Omens Subscriber

Specifically, it is an offering of food. I am already working on a Sushi Chef with a portable Sushi stand whose food is so good monsters can't help but lay down their arms and enjoy a delicious meal.


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One thing that I think is kind of neat is that several feats, including ones that allow you to deal weapon damage to haunts and another which counters possession, are classified as Combat Feats.

Which means that when the chips are down and a ghost is possessing an ally, the Brawler can literally punch the evil out of their ally, the punch the haunted room that possessed them until it stops being haunted. Well, hopefully the ally you're punching doesn't die before the thing possessing it does, at the very least.


Got the PDF today. I haven't been able to give most things more than a cursory glance, but I really like what I've seen. The Possessed Hand feats are flavorful, and have uses for skill monkeys, casters, and martials. Very nice!


So One Punch Man can punch haunts now, Ventnor?


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Well, he could before, obviously. This just lets everyone else punch haunts too.

Grand Lodge

I really like the Spirit Ally feat. Unseen servant all day every day. Super strong flavour and also bonus actions in combat.


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The wendu medium archetype is nifty. Hadn't thought it would be mostly an upgrade minus losing share seance. An the extra influence. Really want to try it now.


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This version of Pact Wizard works perfect for a concept I have been wanting to do for some time ;)


The capstone on the Possessed Sorcerer bloodline is at least tied with Artificial Ascension as the most powerful ability ever published by Paizo. This is absolutely nuts powerful. I'm glad to see this sort of stuff showing up as 20th level options.

Quote:
Dual Spirit (Su): At 20th level, you gain immunity to mind-affecting effects. Whenever you successfully employ a possession effect (such as magic jar or possession), you remain in complete control of your body and the body of your possessed target.

I find it hard to read "complete control" as anything but two bodies with full actions and a shared pool of Sorcerer spell slots and class abilities.


Some comments on the Haunted discipline for psychics:

1. The discipline powers are range from real bad (the first one) to extremely limited (why doesn't the second one give an AC bonus from incorporeal as well as save bonus?) or too late (the last one is nice, but you probably had Will of the Dead since level 1).

2. The spell list is almost respectable (for its purpose, anyway), but the redundancy of Ethereal Jaunt and Etherealness both appearing is bad, and getting them both a level later than a standard Psychic is awful. I'm guessing the author didn't realize these are early access Psychic spells and gave them at the standard Wiz/Sorc progression.

B-, but I could homebrew something decent out of the framework.


Hmm wondering if the Expulsionist Inquisitor Archetype can qualify for the Energy Channel Feat (i.e. does Energy Channel count as a Feat that alters Channel Ennergy). If that would work this would be a pretty strong archetype.

If not the Expulsionist is prolly still one of the best lead ins to Holy Vindicator currently available.


Any explanation for the posts that were deleted (side commentary/jokes about the Pact Wizard)? It's unusual to see them airbrushed away without any notice posted.


Alex Mack wrote:

Hmm wondering if the Expulsionist Inquisitor Archetype can qualify for the Energy Channel Feat (i.e. does Energy Channel count as a Feat that alters Channel Ennergy). If that would work this would be a pretty strong archetype.

If not the Expulsionist is prolly still one of the best lead ins to Holy Vindicator currently available.

Details about that archetype would be appreciated greatly if you dont mind.


Deadkitten wrote:
Alex Mack wrote:

Hmm wondering if the Expulsionist Inquisitor Archetype can qualify for the Energy Channel Feat (i.e. does Energy Channel count as a Feat that alters Channel Ennergy). If that would work this would be a pretty strong archetype.

If not the Expulsionist is prolly still one of the best lead ins to Holy Vindicator currently available.

Details about that archetype would be appreciated greatly if you dont mind.

Give me a minute or two...

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Expulsionist:
Gains Alignment Channel (with limitations*) and Turn Undead; at 8th level can exorcise ("expel") possesors. Loses domains.
Gains Expulsionist Lore (bonus to notice haunts and incorporeals, to know their abilities, and to determine if creature in enchanted or possessed). Loses monster lore.
At 5th level, gains Spirit Sleuth (bonus to determine means of neutralizing undead or haunt). Loses discern lies.

Edit: Added * note


Ambrosia,

I'm pretty sure it states you can't change the channel to do Energy Channel.


Thomas Seitz wrote:

Ambrosia,

I'm pretty sure it states you can't change the channel to do Energy Channel.

Yeah, I was trying not too include to much mechanics and risk the post being nuked for direct copying from the book. I edited my post above. :)

---

I haven't absorbed everything yet, but I really like what I've read of this book so far.


Ambrosia,

S'lright. I just thought I'd mention that before this thread got inundated by ideas that really won't work.

Friend of mine let me borrow his. I like the Haunted Spells a lot. :)

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