Pathfinder Player Companion: Blood of the Beast (PFRPG)

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Pathfinder Player Companion: Blood of the Beast (PFRPG)
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Embrace the Beast Within!

Anthropomorphic animal races have been a staple of fantasy gaming for decades, and Pathfinder Player Companion: Blood of the Beast presents all the tools you need to play members of some the Pathfinder Roleplaying Game's most iconic bestial races. Packed full of character options for members of all classes, as well as some that members of other races can adopt, Blood of the Beast is sure to spice up any campaign!

Inside this book, you'll find:

  • New class archetypes including the tengu jinx witch, the catfolk serendipity shaman, the grippli war painter, and the vanaran fortune-finder.
  • Exciting new feats to accentuate beast-blooded races' inherent abilities, such as ratfolk's swarming ability and kitsune's shapechanging trickery.
  • Dozens of new spells, alternate racial traits, and favored class bonuses to customize characters of all stripes.

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

ISBN-13: 978-1-60125-901-1

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

Hero Lab Online
Archives of Nethys

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Pretty Good (Needs More Lore, Less Filler)

4/5

When the Advanced Race Guide came out, the number of playable races in Pathfinder suddenly increased substantially. There’s an argument to be made that perhaps it was too much, too fast, with some of the new races competing (stats-wise) more than favourably with the classic Core Rulebook races. I frankly get tired of seeing nagaji bloodragers and kitsune swashbucklers, but I guess that’s neither here nor there. The value in Blood of the Beast is that it grounds these new races into the Golarion campaign setting, adding some information about where they come from and how they’re perceived. For GMs and players interested in a cohesive view of the setting, the promise is an important one. As with all of these Player Companions, of course, there’s plenty of crunchy new options for character building as well. The races covered here are catfolk, gripplis, kitsune, nagaji, ratfolk, tengus, and vanaras.

I really like the concept for the cover art, though the actual execution is a bit too cartoony for my tastes. The inside front cover is a zoomed-out map of the Inner Sea with coloured highlighting showing where the various races covered in the book originate. I think it’s too zoomed-out to be of a lot of real use though. The inside back cover is the cover art minus any text.

After a page for the table of contents, we then get a two-page introduction. There’s a new trait for each race covered in the book. Some of the traits are fine, but some are of the generic “+1 to a skill and it’s a class skill” type that are really just space-fillers and list-lengtheners.

Each of the seven races then get a four-page long entry with a brief overview, some favoured class options, an archetype or two, and often other options like new feats or spells. Although many of these new options are flavoured as tied to a particular race, most don’t actually have being a member of that race as a prerequisite to taking them. I’ll go through each of these entries briefly.

Catfolk get a few new archetypes, including the Prowler at World’s End for bloodragers (giving them medium spirits), the Ravenous Hunter for inquisitors (a specialist demon-fighter with an oracle revelation), and the Serendipity Shaman for shamans (gets some new hexes—one of them, Tweak the Odds, is really good!). There are some new, forgettable feats, and a new natural course for wildsoul vigilantes called “feline.” Of the new spells, bit of luck is really powerful since it can be used before or after the results of a die roll have been revealed (which is rather unusual).

The new favoured class bonuses for gripplis are interesting, and I really like a cool new archetype for mediums called the Fiend Keeper—it specializes in containing an evil spirit. The other archetypes are the Poison Darter for rangers and the odd War Painter for skalds. There are also some new feats and spells, but nothing that jumped out at me.

Kitsune get some alternate racial traits, new advanced versatile performances for bards and skalds, and a new archetype, the Nine-Tailed Heir for sorcerers (great artwork here!). There are some new feats for shapeshifters, a really clever new spell called contagious suggestion, and some new vigilante talents (I like the one called “obscurity”—-it’s basically the opposite of renown).

For Nagaji, there are new naga bloodlines for bloodragers and sorcerers. There’s a new cavalier archetype called First Mother’s Fang, which is a sort of governor/general concept; it’s pretty good in broadening the knowledge skills available to cavaliers, and who doesn’t want to ride around on a giant snake? There’s also some new mesmerist tricks and spells.

I love the new ratfolk archetypes, and might have to give one a try soon. There’s the Opportunist for fighters (a really cool, skills-focused alchemist mix), the Scavenger for investigators (a gadget type of alchemist with a great feel), and the Swarm Monger for druids (which is pretty much what it sounds like). There are several feats, all of which build off the Swarming special ability of ratfolk, and they’re quite good too. The only “meh” thing in the entry is a new psychic discipline, Warp.

Tengus receive several new feats (I like Lovable Scoundrel) and spells, as well as several new archetypes. Courser for swashbucklers makes for a super-mobile character, though they have to give up a lot. The Jinx Witch for witches provides for some interesting abilities to absorb and expend spells (and has some great art). The Red Tongue for skalds provides an odd mix of rogue talents. I think a lot of writers just don’t know what to do with skalds, but I can’t blame them—-I don’t know either.

I will always hold a special place in my heart for vanaras, since that’s the race of my favourite character (Goldcape) in the Curse of the Crimson Throne AP I’ve been running for a couple of years now. The race here gets some new alternate racial traits, including size changing, as well as the usual favored class options. There are then several new Meditation feats, but none of them are worth it. Fighters may be interested in the new advanced weapon training options. There’s one new archetype, the Fortune-Finder for rangers—-it’s frankly just kind of bland. Unchained monks get some new style strikes and ki powers (with freedom of movement particularly great). Last, there’s a new eidolon subtype for unchained summoners called Ancestor, but it’s not particularly interesting.

Pretty much every book in the Player Companion line is going to contain its share of filler mixed with some real gems of creativity. I thought Blood of the Beast is better than many in the proportion of wheat to chaff. I would have like more than just a couple of paragraphs on how each of the races fit into Golarion—-remember, that’s the value-add of the books (along with the art), as all the new rules options will be immediately stripped out and placed on the Archives of Nethys. But all in all, this is a worthwhile book to buy.


Aside from the Fan Boy/Girl factor, . . .

1/5

I really don't understand why this book got such good reviews. I was very hesitant to buy this one from the start. Both because past experiences with cramming in far too many things into one book have led to, well predictable results and the very, very thin theme of the focus here.

This is probably the first product I outright want my monies back. But probably worst of all is that this book probably kills any possibility that the few races involved here I actually do want a Player's Guide for are likely to never get a good one now.

It's pretty much as I feared, far, far, far too little on anything I'm interested in, except I'm struggling to actually find a single thing I find interesting, good, or something I'd use. Just too forced, and the actual goal seems to be to make sure a few snowflake things get in the game rather than focusing on each of the races, and it shows which of the race options where favored and which got options because they had to get something.


A lot of fun ideas to build around

5/5

Blood of the Beast does just what a Player Companion should, in my opinion, do: it provides a large number of options that would be interesting to incorporate into a character or build a character around.


Such beauty in being the beast

5/5

A great book that offers nice alternative new options for the animal-like races and even some that can be used by other races too.

While most of the options are restricted to the exclusive races for PFS play, you could probably go wild with a homebrew setting.

The art in the book is beautiful as well, having at least 2 pictures of each race to represent how they look like.


Better than I anticipated

5/5

I was ready for this book to be average. I was wrong. SO MANY OPTIONS! Feats, Traits, Archetypes, Spells. This book really delivers on the mechanical side.

The artwork, layout, and flavor text are all great too, especially the in the Nagaji and Kitsune sections.


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Okay, I'm confused now. According to the book, Kitsune have digitigrade legs, but looking at the cover, the kitsune sorceress doesn't have digitigrade legs. So my question is which description of the kitsune is correct: the art on the cover or the description that is in the book?

Dark Archive

David knott 242 wrote:

Curse of Befouled Fortune is a really nasty spell that curses the target with bad luck. They cannot benefit from luck bonuses, rerolls, multiple rolls where they take the best result, or any ability that lets them set the result of a d20 roll to a given number (so they cannot take 10 or take 20). Once per turn when they would succeed on a roll, they must roll twice and take the lower result.

Yikes, Pugwampi's Grace on crack!

Silver Crusade

SCKnightHero1 wrote:
Okay, I'm confused now. According to the book, Kitsune have digitigrade legs, but looking at the cover, the kitsune sorceress doesn't have digitigrade legs. So my question is which description of the kitsune is correct: the art on the cover or the description that is in the book?

Simply varies from Kitsune to Kitsune?

Contributor

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SCKnightHero1 wrote:
Okay, I'm confused now. According to the book, Kitsune have digitigrade legs, but looking at the cover, the kitsune sorceress doesn't have digitigrade legs. So my question is which description of the kitsune is correct: the art on the cover or the description that is in the book?

So when I pitched that section to Mark, I had a short explanation as to why I specifically noted digitigrade. It looked something like this:

Alex Augunas wrote:
In my opinion, nonhuman shapeshifters that change into humans need to have distinctly non-human elements in their true forms to make shapeshifting meaningful. Minor alterations (like what the skinwalkers have) sort of cheapens the shapeshifter aspect. This works for skinwalkers because they’re implied to be part human; they go from human-like to monstrous. But if we apply skinwalker logic to all shapeshifters, then we cheapen the skinwalker. As such, I feel that stark differences between human form and kitsune form is crucial to the race.

Ultimately, its up to each player / GM to work together to decide for their campaign setting / version of Golarion what each race ultimately looks and acts like—we provide guidelines.

For extra fun, here's a piece of my "BoB research.dox" on this very topic!

I warned everyone I did a LOT of research on my races....:

Digitigrade Arts
— Advanced Race Guide
— Blood of the Beast (Interior Art)
— Dirty Tactics Toolbox
— Ships of the Inner Sea

Plantigrade Arts
— Bestiary 4 (I like to explain this one as, "The magic sparkles mean that she's mid-transformation," but she's clearly plantigrade.)
— Pathfinder #52
— Blood of the Beast (Cover Art)

Disputed
— Dragon Empires Gazetteer (The leg structure looks digitigrade, but the structure of the character's leg wraps brings the character's overall locomotive structure into question.)
— PFS #6-15 (The character's illustration is a mugshot, so we'll never know.)

Unknown:
— Dragon Empires Gazetteer (The leg looks digitigrade, but the foot wraps add a healthy level of uncertainty.)


Alexander Augunas wrote:
SCKnightHero1 wrote:
Okay, I'm confused now. According to the book, Kitsune have digitigrade legs, but looking at the cover, the kitsune sorceress doesn't have digitigrade legs. So my question is which description of the kitsune is correct: the art on the cover or the description that is in the book?

So when I pitched that section to Mark, I had a short explanation as to why I specifically noted digitigrade. It looked something like this:

Alex Augunas wrote:
In my opinion, nonhuman shapeshidters that change into humans need to have distinctly non-human elements in their true forms to make shapeshifting meaningful. Minor alterations (like what the skinwalkers have) sort of cheapens the shapeshifter aspect. This works for skinwalkers because they’re implied to be part human; they go from human-like to monstrous. But if we apply skinwalker logic to all shapeshifters, then we cheapen the skinwalker. As such, I feel that stark differences between human form and kitsune form is crucial to the race.

Ultimately, its up to each player / GM to work together to decide for their campaign setting / version of Golarion what each race ultimately looks and acts like—we provide guidelines.

For extra fun, here's a piece of my "BoB research.dox" on this very topic!

** spoiler omitted **

Unknown:
— Dragon Empires Gazetteer (The leg...

Ah! That makes sense actually. I actually enjoyed this book and I really need to write a review of it. Also, I do wish there was a Deity spotlight on the kitsune goddess.

Paizo Employee Developer

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I remember specifically sending a reference for what digitigrade legs looked like along with the art brief for the book for just this very reason. In the end, not every artist is going to follow every detail of every art order, and for complex and expensive content like covers, we sometimes have to accept things that are slightly off model because of the cost and time implications of demanding revisions.

That text is in the book because, like Alex indicated, it made sense to include for a number of reasons, and so that we had a definitive canon source stating what type of legs they have. That isn't to say that we won't have off-model kitsune art in future products, but it does mean that when it shows up, players who feel strongly about the issue know that it's an error or artistic license rather than a change in the race's official flavor.

Contributor

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Mark Moreland wrote:

I remember specifically sending a reference for what digitigrade legs looked like along with the art brief for the book for just this very reason. In the end, not every artist is going to follow every detail of every art order, and for complex and expensive content like covers, we sometimes have to accept things that are slightly off model because of the cost and time implications of demanding revisions.

That text is in the book because, like Alex indicated, it made sense to include for a number of reasons, and so that we had a definitive canon source stating what type of legs they have. That isn't to say that we won't have off-model kitsune art in future products, but it does mean that when it shows up, players who feel strongly about the issue know that it's an error or artistic license rather than a change in the race's official flavor.

This is why you're the best, Mark. <3


Great book, though I am a bit sad for the beast races that got left out, since we're not likely to see anything similar to this for quite a while.

Alexander Augunas wrote:


So when I pitched that section to Mark, I had a short explanation as to why I specifically noted digitigrade. It looked something like this:

Well, I'd argue that skinwalkers are kind of self cheapening for how simultaneously minimalistic and weird their 'hybrid' forms tend to look (the crocodile skinwalker in blood of the moon is essentially a human with sharp teeth and an ugly rash), but that's another topic I guess.


Pathfinder Lost Omens Subscriber

Ordered, along with Isles, and a mini (not related to the book, just a good looking mini)


plz info on monk options or at least point to towards somewhere i can get the PDF by paying with american express <3

Contributor

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swoosh wrote:
Well, I'd argue that skinwalkers are kind of self cheapening for how simultaneously minimalistic and weird their 'hybrid' forms tend to look (the crocodile skinwalker in blood of the moon is essentially a human with sharp teeth and an ugly rash), but that's another topic I guess.

I actually really like skinwalkers—I think they're cool and they serve sort of the "other side of the coin" to the kitsune. Kitsune are not-humans that pretend to be human while skinwalkers are essentially humans with a secret.

Personally, I've always seen skinwalkers as homages to old-style werewolf movies like "Wolfman" or "The Howling." 'Human with patches of fur and a rash' is sort of the best Hollywood could do with shapechanging for a long time, and while modern werewolf design is usually much more anthropomorphisized (see lycanthropes in Bestiaries 1 and 2), having an option in-game that serves as "the classics" is a smart move, in my opinion.


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Mark Moreland wrote:


That text is in the book because, like Alex indicated, it made sense to include for a number of reasons, and so that we had a definitive canon source stating what type of legs they have.

So kitsune can't be caught flat footed?

*ow ow ow ow ow *


2 people marked this as a favorite.
Pathfinder Lost Omens Subscriber
BigNorseWolf wrote:
Mark Moreland wrote:


That text is in the book because, like Alex indicated, it made sense to include for a number of reasons, and so that we had a definitive canon source stating what type of legs they have.

So kitsune can't be caught flat footed?

*ow ow ow ow ow *

I don't think even Flutter would mind me whapping you a few times with a rolled up newspaper for that one. :P

That being said, interesting to see all the research and study put into the description, that's pretty intensive!


Could someone please give a summary of the naga bloodrager bloodline?

Silver Crusade

Gain fangs, swim speed, Natural Armor and poison resistance bonuses, poisoned fangs, turn into a naga (new Naga Shape spell line), become immune to charm and mind reading.


Secret Wizard wrote:
plz info on monk options or at least point to towards somewhere i can get the PDF by paying with american express <3

Favored class bonuses: Lets a catfolk do more damage with claw attacks and claw blades and use claw blades as if they were a monk weapon, if unchained, can do style strikes with claw blades.

Ki powers: Treetop monk's branch runner and freedom of movement class abilities are now ki powers. There's one that allows monks to use improvised and broken weapons more easily, and one that lets them spend ki to use Combat Meditation without using up a use per day and more rapidly.

Style strikes: One lets you perform a free dirty trick with a penalty if you hit, the other does the same for a bull rush.

I'm too tired to go into meditation feats. Razzafrazzin' lack of sleep.


Can i just get some assorted grippli spoilers maybe? I ordered it a week ago and im getting really impatient


Theeris wrote:
Can i just get some assorted grippli spoilers maybe? I ordered it a week ago and im getting really impatient

Spoiler:
Barbarian add 1/5 to armor bonus for Hide/Bone armor (+3 max)

Bard add 5 feet to range of one bardic performance
Medium add 1/4 to Spirit Surge checks
Oracle add one spell known w/ poison/water descriptor from Druid list, must be 1 level lower...

That ought to tantalize your taste buds for a bit...


Having seen curse of befouled fortune now, I'm certain it's going into my next wizard. :)


Hi! I was hoping that the Developer behind First Mother's Fang can clarify if it is Nagaji-Only (but for some reason, does not state this or have any mechanic locking it to Nagaji) or if other races can take it?

Mh understanding is yes, I can take it as Human because unlike the Kitsune one that says 'Kitsune Only', this has no such caveat and does not name itself a racial archetype?

This will heavily affect my review for this product.

Please understand and respect, I am looking for the Developer and only the Developer to clarify this.

Thanks in advance for your time!

Contributor

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StygianRose wrote:

Hi! I was hoping that the Developer behind First Mother's Fang can clarify if it is Nagaji-Only (but for some reason, does not state this or have any mechanic locking it to Nagaji) or if other races can take it?

Mh understanding is yes, I can take it as Human because unlike the Kitsune one that says 'Kitsune Only', this has no such caveat and does not name itself a racial archetype?

This will heavily affect my review for this product.

Please understand and respect, I am looking for the Developer and only the Developer to clarify this.

Thanks in advance for your time!

I'm not the developer for Blood of the Beast (that's Mark Moreland; sorry if I'm stealing your thunder MM!), and while I know you asked for him specifically, I was the freelance author for the nagaji section so perhaps I can answer your question while you wait for an official answer from Mark.

My unofficial answer would be that you are correct. The archetype doesn't have any racial limitations called out, so a human can take it—usually we ("we" being Paizo freelancers) call out racial-specific archetypes either by noting it in the archetype's flavor text or in the introduction to the section, as I did with the nine-tailed heir.

I can't say how Blood of the Beast content will play out for PFS, and if your GM wanted to keep it nagaji-specific that's up to her, but there's nothing in the archetype's text that limits it to nagaji and I didn't design it with a racial restriction in mind. Again, if you want the developer's respond specifically, I would wait for Mark Moreland to reply. (But you'll likely be waiting a few days, as he might be taking the weekend off or be nose-to-the-grindstone on some upcoming project.)


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Alexander Augunas wrote:

I'm not the developer for Blood of the Beast (that's Mark Moreland; sorry if I'm stealing your thunder MM!), and while I know you asked for him specifically, I was the freelance author for the nagaji section so perhaps I can answer your question while you wait for an official answer from Mark.

My unofficial answer would be that you are correct. The archetype doesn't have any racial limitations called out, so a human can take it—usually we ("we" being Paizo freelancers) call out racial-specific archetypes either by noting it in the archetype's flavor text or in the introduction to the section, as I did with the nine-tailed heir.

I can't say how Blood of the Beast content will play out for PFS, and if your GM wanted to keep it nagaji-specific that's up to her, but there's nothing in the archetype's text that limits it to nagaji and I didn't design it with a racial restriction in mind. Again, if you want the developer's respond specifically, I would wait for Mark Moreland to reply. (But you'll likely be waiting a few days, as he might be taking the weekend off or be nose-to-the-grindstone on some upcoming project.)

So, first off-

I actually meant you! I am still newly dipping my toes into this whole world as more than an end-user, so I didn't realize that 'Freelancer who developed this archetype' and 'Developer for this book' could get mixed up.

Secondly, thank you so much for printing this archetype. Thank you, thank you, thank you. And if you are the one who wrote Feline Wildsoul, thank you! Or if you know them, please, thank them for me. Both of these will be getting glowing points in my review.

Third,thank you again for taking the time out of your day to respond to me!

Contributor

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StygianRose wrote:

Secondly, thank you so much for printing this archetype. Thank you, thank you, thank you. And if you are the one who wrote Feline Wildsoul, thank you! Or if you know them, please, thank them for me. Both of these will be getting glowing points in my review.

Third,thank you again for taking the time out of your day to respond to me!

I did write the feline wildsoul—my contributions to the book were the catfolk, kitsune, nagaji, and vanara sections. Glad to hear you like it! Its always nice to hear that there's an audience for supporting archetypes that have sub-options in them. (Like wildblooded sorcerer or wildsoul vigilante.)

Quote:
Third,thank you again for taking the time out of your day to respond to me!

No problem! I am a glutton for community interaction. ;-)


I have a question about the ancestor eidolon. It says that at fourth level it gains a simple class template a la Monster Codex as though it had one hit die. It clarifies that with the rogue simple template, it wouldn't have the Evasion features because it's being treated as having one hit die. Does the eidolon still gain sneak attack +1d6, or does it not (half die rule)?


The Swarm Monger is my favorite archetype I've seen in a long time. I've already submitted one for a Bloody Jack game here on the boards. This creepy archetype looks perfect for a gritty setting like The Blight, IMHO.

Dark Archive

Yeah, that Swarm Monger looks fun. Swarms of cats or ravens would be my favorite, visually, but I could see spiders or centipedes being fun, for the poison.

The Red Tongue Skald's power to share a rogue talent via raging song to his allies could be fun. Grant everyone your Terrain Mastery, or Ninja Trick, or Weapon Training, or a feat learned via Combat Trick or Style Master? Obviously, that's situational, if your Skald picked Weapon Focus kukri, and nobody else is using a kukri, that's no help, but I'm sure there's some goodies to be found, if the party is willing to coordinate with the Red Tongue player.

Something like Got Your Back could be fun to share with the group, for instance.


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It is cool that it is official that Kitsune are digitigrade now. I've always felt that is the way they should be.

However, now *all* of my kitsune miniatures are officially incorrect, nuuuuu!

Contributor

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Matrix Dragon wrote:

It is cool that it is official that Kitsune are digitigrade now. I've always felt that is the way they should be.

However, now *all* of my kitsune miniatures are officially incorrect, nuuuuu!

Just use humans and say that your miniature is in human form. ;-)

#MiniatureHacks

Contributor

PannicAtack wrote:
I have a question about the ancestor eidolon. It says that at fourth level it gains a simple class template a la Monster Codex as though it had one hit die. It clarifies that with the rogue simple template, it wouldn't have the Evasion features because it's being treated as having one hit die. Does the eidolon still gain sneak attack +1d6, or does it not (half die rule)?

I'm not sure what rule you're referencing when you say, "Half die rule."

That passage is referring to "one class level in the rogue class." Basically, at 4th level you don't get anything that a 1st level rogue, fighter, or sorcerer wouldn't have. At 12th level that boosts to 5th level rogue, fighter, or sorcerer, and at 20th level it increases one final time to 10th level rogue, fighter, or sorcerer.

It was designed to be useful and interesting, but decidedly worse than having, say, the Leadership feat. (Because you can still customize your ancestor will all manner of cool powers and abilities.)


I'm referring to the quick rules for class templates in the monster codex. The relevant part of the rogue creature simple template:

"Quick Rules: +2 to AC and on all rolls based on Dex; gains sneak attack† with a number of sneak attack dice equal to 1/2 its HD (maximum 10d6 at 20 HD)"

So if the template is being applied to the eidolon when it has 4 HD as though it had 1 HD, does that mean that at fourth level an ancestor eidolon with the rogue creature simple template doesn't have sneak attack 1d6?

I'm sorry if this is a dumb question.

Contributor

PannicAtack wrote:

I'm referring to the quick rules for class templates in the monster codex. The relevant part of the rogue creature simple template:

"Quick Rules: +2 to AC and on all rolls based on Dex; gains sneak attack† with a number of sneak attack dice equal to 1/2 its HD (maximum 10d6 at 20 HD)"

So if the template is being applied to the eidolon when it has 4 HD as though it had 1 HD, does that mean that at fourth level an ancestor eidolon with the rogue creature simple template doesn't have sneak attack 1d6?

I'm sorry if this is a dumb question.

No, that's actually an interesting question because it doesn't list a minimum CR.

My gut is that a template should never give you nothing, so it would be a minimum of 1d6. But that's more of a question for the PDT than this thread, I guess, because its a fundamental question about the template rather than the ancestor eidolon itself. You might be better served making a post in the rules thread and trying to get some FAQ tags.


Pathfinder Starfinder Society Subscriber

Wouldn't the Rogue template still give the eidolon +4 to Dex? That certainly isn't nothing.

Sovereign Court

Pathfinder Starfinder Society Subscriber

I'd click that FAQ. I hope the PFS folks put a note in the Campaign Clarifications document, too.


David knott 242 wrote:

Wouldn't the Rogue template still give the eidolon +4 to Dex? That certainly isn't nothing.

Well, a +2 to AC and Dex checks. It doesn't actually get the +4, because it's using Quick Rules rather than Rebuild Rules.

I'll take to the FAQ, then! Thanks, folks!

Scarab Sages Developer, Starfinder Team

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Gorbacz wrote:
Reviewed. Best Player Companion since Weapon Masters' Handbook AND best Blood of book so far.

Hearing both those things warms my heart. :)


PannicAtack wrote:

I'm referring to the quick rules for class templates in the monster codex. The relevant part of the rogue creature simple template:

"Quick Rules: +2 to AC and on all rolls based on Dex; gains sneak attack† with a number of sneak attack dice equal to 1/2 its HD (maximum 10d6 at 20 HD)"

So if the template is being applied to the eidolon when it has 4 HD as though it had 1 HD, does that mean that at fourth level an ancestor eidolon with the rogue creature simple template doesn't have sneak attack 1d6?

I'm sorry if this is a dumb question.

The general rule in D20 systems is that you always round down - literally always, even if it ends up being .95 or something of that nature. You round down.


Pathfinder Lost Omens Subscriber

I purchased this on Thursday (albeit, late in the evening). When does it go 'live' for shipping?


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Pathfinder Starfinder Society Subscriber

To be more precise: You always round down in the absence of specific instructions to the contrary. The Rogue simple template in the Monster Codex provides no such contrary instructions.


So, the Blood of the Beast player's companion is now in 2nd place on the site's overall best seller's list. That's a pretty good sign :)

Liberty's Edge

Matrix Dragon wrote:
So, the Blood of the Beast player's companion is now in 2nd place on the site's overall best seller's list. That's a pretty good sign :)

I think that list is for some limited period of time (two months maybe?)... not over the entire history of the site.


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Got my copy the other day and loved it. I'm hoping that with the success of the book that we'll see more support for these races with regard to miniatures as time goes on.


CBDunkerson wrote:
Matrix Dragon wrote:
So, the Blood of the Beast player's companion is now in 2nd place on the site's overall best seller's list. That's a pretty good sign :)
I think that list is for some limited period of time (two months maybe?)... not over the entire history of the site.

Oh, I know that it is time based. It would be crazy if in a month a player's companion somehow beat the core line, lol


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Owen K. C. Stephens wrote:
Gorbacz wrote:
Reviewed. Best Player Companion since Weapon Masters' Handbook AND best Blood of book so far.
Hearing both those things warms my heart. :)

Should totally do a followup with love for some of the more monstrous beast races like gnolls and lizardfolk.

Silver Crusade

2 people marked this as a favorite.
swoosh wrote:
Owen K. C. Stephens wrote:
Gorbacz wrote:
Reviewed. Best Player Companion since Weapon Masters' Handbook AND best Blood of book so far.
Hearing both those things warms my heart. :)
Should totally do a followup with love for some of the more monstrous beast races like gnolls and lizardfolk.

Fluffies!

Liberty's Edge

Nice aside in the 'Warp' discipline suggesting a direct Ysoki/Ratfolk of Golarion connection.

Any ideas how the restriction on the new 'Underfoot' feat, that it does not stack with other abilities which provide benefits for sharing an enemy's square, is supposed to work?

Underfoot: shield bonus to AC, bonus on attacks against creature, penalty on creature's concentration checks
Mouser underfoot attack: penalty on attacks and combat maneuvers NOT against the character
Vexing Dodger limb climber: penalty on creature's attacks against character
Et cetera

The Swarm Fighter (kobold only) gets a shield bonus to AC which would overlap, but that's the only one I can find... while the Mouser's underfoot attack is specifically called out as not stacking. So... how? If you have Underfoot (new, not old feat of the same name) you have to choose between those benefits and any/all of the others?


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Yeah. The feat enables new enemy-square builds rather than giving old ones a major power boost.

Liberty's Edge

CBDunkerson wrote:


Underfoot: shield bonus to AC, bonus on attacks against creature, penalty on creature's concentration checks
Mouser underfoot attack: penalty on attacks and combat maneuvers NOT against the character
Vexing Dodger limb climber: penalty on creature's attacks against character

*whistles innocently*


Is there a new underfoot? The one out of the advanced players guide is a circumstantial dodge bonus

Liberty's Edge

Yep, and it should be possible to use Underfoot (old) and Underfoot (new) together since they each help against larger opponents, but work differently.

Even for the things Underfoot (new) 'does not stack with' it might be useful if you can choose which to use on any given round. For example, it gives a bonus to AC against attacks from ALL creatures... which could be more useful than a higher bonus against just the targeted creature's attacks if it has friends. That said, it'd basically be a self nerf for something like a Kobold Swarm Fighter Vexing Dodger Mouser with Underfoot (old) to take Underfoot (new).

The 'Effortless Dual-Wielding' AWT option in the Vanara section is another thing which is going to open up some new builds... I foresee dual bastard sword TWF designs... w/o sun blades.

Scarab Sages

Grrr De'Bonaire wrote:
*whistles innocently*

Good luck getting that swarming racial trait to qualify for the feat, mister.

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