The Monster Within

Thursday, July 7, 2016

In just a few weeks, Pathfinder RPG Horror Adventures will be launching at Gen Con 2016 and landing on store shelves! And while the GM is the one who sets a lot of the atmosphere in a horror game, each player and character contributes to the ambience—what better way to do that than to partake in horror-themed character options? In this blog, I'll give you all a preview of the character options within this book.

To start, let's look at one of the most mysterious and anticipated sections: the corruptions! Corruptions grant your character new powers, but they also stain your character with drawbacks and risk your character losing control to the darkness within. Each corruption comes with a catalyst, which describes how you might acquire, progress, and remove the main source of corruption, as well as a number of manifestations that each grant you a gift and an associated stain. There's also variants for useful corruptions, where you can ignore the stains, and vile corruptions, where you have no control over the manifestations but can ignore the gifts to help you fight off the corruption's influence. The 11 corruptions are as follows: Accursed grants you powers of curses and revenge like a hag or a fey. Deep one grants you aquatic abilities and other benefits associated with deep ones. Ghoul grants claws, stench, paralysis, and other powers related to ghouls and ghasts. Hellbound grants diabolical abilities like horns and the ability to summon devils. Hive is related to a new subtype of aberration created by a depraved annunaki; while normally hive larvae gestate in your body for sustenance and then kill you, a hive corrupted character has survived a rare metabolic symbiosis, gaining hive-related powers instead like a hive mind or acid blood. Lich grants you powers related to a failed attempt at lichdom, including necromantic mastery and a corpselike countenance. Lycanthropy grants you the ability to shift form into an animal or hybrid as well as other lycanthropic powers. Possessed grants you benefits from a second mind or soul within your body, such as letting your possessing spirit give you another shot against Will saves. Promethean comes about when you replace your body parts with construct parts, and it grants various construct-related abilities, particularly resistances and immunities. Shadowbound fills you with darkness and empties your life of joy, granting darkness and fear abilities. Finally, vampirism grants vampire abilities like fangs and summoning a rat swarm.


Illustration by Kiki Moch Rizky

Unlike many other books, there's actually a brief section on new race rules with some cool variant abilities that work well in a horror campaign. One fun example is the halfling ability creepy doll, which lets you use freeze like a gargoyle in order to appear to be a creepy-looking doll instead of a creature, and lets you Intimidate larger humanoids without a penalty due to your size.


Illustration by Hugh Pindur

There's plenty of horrific archetypes and class options as well! For instance, the blood alchemist uses sentient lives to fuel her alchemy and can create alchemical circles like an occultist in order to apply formulas to an area instead of himself. The barbarian gains new rage powers including cult totem and daemon totem. The cleric elder mythos cultist archetype is a cleric who uses Charisma instead of Wisdom and is rather insane. Devolutionist druids devolve animals and humanoids into feral ancestors (including their animal companion, a devolved humanoid). Hexenhammer inquisitors mix blasphemous dark arts with their faith and must balance these transgressions with penance. Cult hunter investigators seek out horrific cults like your typical Lovecraft investigators. Kineticists gain the elemental whispers wild talents, which allow them to make friends with a voice in their head and even manifest it. Mediums can contact vile legendary spirits like the heretic, which replaces the hierophant and helps you infiltrate a good religion and corrupt it to evil. Hate-monger mesmerists can sow xenophobic hatred while applying touch treatment without the touched creature realizing it. Talisman crafter occultists can create talismans holding their spells that others can activate. Soul sentinel paladins can help with confusion and corruptions with their mercies and become immune to hexes and curses. Witch killer slayers are experts in hunting and killing arcane spellcasters, including an ability called "burn the witch". Necrologists are evil spiritualists that house vile undead within them, rather than phantoms. Hangman vigilantes are whip and noose experts. Tatterdemalion witches command fabric and thread and can stitch a creature's eyes or mouth shut. Finally, hallowed necromancer wizards use their necromancy to destroy undead, rather than create them.

Horror Adventures also has a variety of fun and horrifying feats, as well as feats to fight against the encroaching darkness. For instance, Absorb Spirit lets you temporarily house a rejuvenating spirit within you to prevent it from returning for a time, and Disconcerting Knowledge lets you demoralize a foe with Knowledge checks to identify its weaknesses. There's also plenty of monster feats (including one where a shapeshifter's form change involves ripping out of its old body in a gruesome fashion), a small assortment of story feats (like Twisted Love, where a horrible creature is in love with you), and even four new styles: Brute Style lets you victimize prone opponents like a rampaging kaiju, Deadhand Style allows you to manipulate fear and eventually inflict negative levels with your unarmed strikes for ki, Kyton Style lets you use a spiked chain as a monk weapon and eventually as a shield as well as a weapon, and Maddening Style lets you strike at a foe's sanity and eventually obliterate your fallen foes as disintegrate.

There are dark spells from foul tomes as well as righteous incantations to defeat them. The death clutch spell causes someone's heart to leap out into your hand while damnation deals damage to nearby creatures in proportion to their most powerful evil spell or spell effect. Vile dog transformation transforms dogs into horrific servitors, and they dissolve into a stinking pile of gore and bones at the end of the spell (if the dog trusts you, it takes a -4 penalty on its save to avoid being transformed), while holy javelin impales an evil creature, dealing ongoing damage and weakening them.

When it comes to magic items, there are a variety of horrific items, like a withered heart you can squeeze to damage your foes, an altar that lets you animated dead without expending onyx, gloves that give you mouths on your hands, ad a mantle of darkness that creates deeper darkness when you take a total defense. There's also holy items like a holy symbol that dazzles your foes when you channel or use it as a divine focus, a holy symbol that lets you calm down creatures by healing them with your channel, and a monocle that helps protect you from reading something that harm you (or your sanity!). There's also cursed items like the needful doll that demands attention lest it give you nightmares, as well as artifacts like the dark grimoire, which lets anyone cast any spell by studying it for 1 hour per spell level (you even ignore material component costs by sacrificing humanoid creatures—how convenient!).

And that's just a sampling of the goodies in store for you. Stay tuned next week when we'll be focusing on some of the cool GM tools and advice in the book!

Mark Seifter
Designer

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Tags: Hugh Pindur Kiki Moch Rizky Pathfinder Roleplaying Game
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1 person marked this as a favorite.
DeciusNero wrote:

"Devolutionist druids devolve animals and humanoids into feral ancestors (including their animal companion, a devolved humanoid)"

That might be the prime reason I'm buying this!

Agreed! That has got to be one of the most sick and awesome druid ideas I've heard in a long time.


Is it just me or does the material of this manual seem to favor evil-aligned PC's more than good-aligned PC's. If so, that kinda bothers me.


Question for Mark:

I assume the Corruption progresses in individual increments. How many would it take before a character is fully corrupted?


2 people marked this as a favorite.
Attic whisperer wrote:
Oh Man... "Vile dog transformation transforms dogs into horrific servitors, and they dissolve into a stinking pile of gore and bones at the end of the spell (if the dog trusts you, it takes a -4 penalty on its save to avoid being transformed)" You Monsters!!!

Yeah, those poor dogs. I wonder why we get no vile cat transformation spell? Is it because cats are already evil and don't listen to anyone?


9 people marked this as a favorite.

The cat would cast the spell on you.

The Exchange

1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Maps, Rulebook, Starfinder Roleplaying Game Subscriber
Paizo Blog wrote:
Kineticists gain the elemental whispers wild talents, which allow them to make friends with a voice in their head and even manifest it.

Between this wild talent and the primal magic one in Occult Realms, my Telekineticist in Emerald Spire is losing opportunities to take wild talents from the Occult Adventures book! Stahp it! >.<


Pathfinder Adventure Path, Lost Omens, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Berselius wrote:
Is it just me or does the material of this manual seem to favor evil-aligned PC's more than good-aligned PC's. If so, that kinda bothers me.

Evil NPCs, good or neutral PCs tempted by dark power, and at least one Paladin archetype if the write-up is to be believed...

Horror presumes a bit of darkness, and this hardly seems overboard.


Cole Deschain wrote:
Berselius wrote:
Is it just me or does the material of this manual seem to favor evil-aligned PC's more than good-aligned PC's. If so, that kinda bothers me.

Evil NPCs, good or neutral PCs tempted by dark power, and at least one Paladin archetype if the write-up is to be believed...

Horror presumes a bit of darkness, and this hardly seems overboard.

I agree.

Plus good characters resisting corruption and struggling with temptations of power is what makes good characters good...and appealing.

So it all depends on how you look at it.


Get your righteousness and unblemished purity off my Berserk-reenactment material.

PS: Let me know if there is a vile horse transformation spell... I need it for reasons...

Designer

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Cole Deschain wrote:
Berselius wrote:
Is it just me or does the material of this manual seem to favor evil-aligned PC's more than good-aligned PC's. If so, that kinda bothers me.

Evil NPCs, good or neutral PCs tempted by dark power, and at least one Paladin archetype if the write-up is to be believed...

Horror presumes a bit of darkness, and this hardly seems overboard.

Those plus abilities to fight against the darkness, great for goodly (or neutral) PCs. More material than usual is darker, and even evil, but certainly there's more material for players that isn't necessarily evil than the material that is necessarily evil.

Designer

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Axial wrote:

Question for Mark:

I assume the Corruption progresses in individual increments. How many would it take before a character is fully corrupted?

There's essentially two axes of progression; there's how many manifestations you have (your "manifestation level) and how far your catalyst has progressed towards fully corrupting you. Theoretically, you could reach a high manifestation level without progressing your catalyst very much, though in practice, this is tough because increasing your manifestation level increases the DC to avoid progressing your catalyst.

Designer

1 person marked this as a favorite.
Eric Hinkle wrote:
DeciusNero wrote:

"Devolutionist druids devolve animals and humanoids into feral ancestors (including their animal companion, a devolved humanoid)"

That might be the prime reason I'm buying this!

Agreed! That has got to be one of the most sick and awesome druid ideas I've heard in a long time.

There's also (announced at Paizocon) a death druid, which believes in life and death as a natural cycle and has a phantom. And there's another one that's also pretty horrific and cool, but you'll have to wait to see what it is; I actually really like the ideas behind all three of the druid archetypes.


Corruptions sound really fun and at least from the sound of it the book seems to have a nice balance between horror content and stuff for the people who fight the horrors, good stuff.

Mark Seifter wrote:


If I didn't preview a class by name, it doesn't appear in that chapter.

Which I guess makes this like, the forty-first book without a brawler archetype or any brawler specific content? Oof.


swoosh wrote:

Corruptions sound really fun and at least from the sound of it the book seems to have a nice balance between horror content and stuff for the people who fight the horrors, good stuff.

Mark Seifter wrote:


If I didn't preview a class by name, it doesn't appear in that chapter.
Which I guess makes this like, the forty-first book without a brawler archetype or any brawler specific content? Oof.

To quote Mark:

Quote:

Having worked on developing the renegade, and playing a brawler myself, I think they're cool and deserve archetypes. I think they've just been off-theme lots of times in a row. They're specifically the non-mystical/theosophical/occult monk, so having an occult archetype would be weird, and they aren't skillsy enough to have made it onto the intrigue outline for archetypes, and wound up not having enough initial horror ideas to have carried a spread for the horror outline. Their best chance/closest shot was probably making it into the Other Class Archetypes section of intrigue; I would say their real best chance by far would have otherwise been to pick up an archetype in Other Class Archetypes for Horror, but Horror doesn't have one of those grab bag sections, and other classes had a lot of strong horror ideas on the outline.

That said, I don't concoct the outlines; this is based on speculation and looking at the finished outlines.


Oh I know, just keeping track of how long it takes, though I find the arguments about theming to be less than persuasive, since theming is half just how much effort you're willing to put into coming up with ideas for it. Plus I mean, the Brawler is practically flavored as an urban monk and yet it couldn't beat out its parent class (or the entire lineup of nature themed classes) in an urban book, so eh.

That's for another thread though. Still excited for HA.


1 person marked this as a favorite.
Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Mark Seifter wrote:
Varun Creed wrote:
Will there be kineticist talents?

Indeed.

Quote:
Kineticists gain the elemental whispers wild talents, which allow them to make friends with a voice in their head and even manifest it.

I really like this one.

"I am perfectly fine. The voices in my head say so."


Will we be able to apply corruptions to animal companions?

Designer

2 people marked this as a favorite.
Xenok wrote:
Will we be able to apply corruptions to animal companions?

I don't think there's anything specific in the corruption rules that would prevent them from being applied to a pet if the pet triggered the catalyst, but in some cases, it might not make sense (a lycanthrope animal companion wolf that transforms from a wolf into a wolf on the full moon, a construct mount from the construct rider archetype with promethean or any of the biological ones, etc).


2 people marked this as a favorite.

Mark, you are a campaign comic relief goldmine.

Mark Seifter wrote:
a lycanthrope animal companion wolf that transforms from a wolf into a wolf on the full moon

Moon Moon the Wolfwolf

Quote:
a construct mount from the construct rider archetype with promethean

X-zibit's Monster.

Shadow Lodge

Mark Seifter wrote:
The death clutch spell causes someone's heart to leap out into your hand

Sweet we're finally getting Clutch of Orcus reprinted into PF.

Mark Seifter wrote:
Hive is related to a new subtype of aberration created by a depraved annunaki; while normally hive larvae gestate in your body for sustenance and then kill you, a hive corrupted character has survived a rare metabolic symbiosis, gaining hive-related powers instead like a hive mind or acid blood.

Sweet we're gettin' Xenomorphs! Surprised I haven't seen more people geeking on this. Does this mean we will get monsters in this book as well including the Xenomorph and more?

Mark Seifter wrote:
...vile corruptions, where you have no control over the manifestations but can ignore the gifts to help you fight off the corruption's influence.

Care to elaborate on this more? As it stands this really doesn't make much sense. So you take a corruption, don't get any of its buffs, but get bonuses on saves against corruption?

Shadow Lodge

Also:

It looks like our Alchemist finally found Qyburn's manuscripts. It's good to see him picking up a hobby. Not so good for Valeros though, think we'll start calling him... Vincent Mighty, Tough Vince?

Designer

doc the grey wrote:
Mark Seifter wrote:
...vile corruptions, where you have no control over the manifestations but can ignore the gifts to help you fight off the corruption's influence.

Care to elaborate on this more? As it stands this really doesn't make much sense. So you take a corruption, don't get any of its buffs, but get bonuses on saves against corruption?

Vile corruptions are an option for campaigns where corruptions are a horrid stain, as opposed to useful corruptions, which could lend itself to more of a "team monster rules!" boosted-power low-drawback variant, and the standard, which is somewhere in between.

Shadow Lodge

Mark Seifter wrote:
doc the grey wrote:
Mark Seifter wrote:
...vile corruptions, where you have no control over the manifestations but can ignore the gifts to help you fight off the corruption's influence.

Care to elaborate on this more? As it stands this really doesn't make much sense. So you take a corruption, don't get any of its buffs, but get bonuses on saves against corruption?

Vile corruptions are an option for campaigns where corruptions are a horrid stain, as opposed to useful corruptions, which could lend itself to more of a "team monster rules!" boosted-power low-drawback variant, and the standard, which is somewhere in between.

Okay, but how exactly is it exhibiting that on a mechanical level? As it's presented it sounds like they really don't give you anything but a buff to fight corruptions which seems odd to burn book space on when I assume other preexisting feats fill that role (Iron Will etc.). If it's for narrative than how do these feats embody the concepts of a world where corruptions are even worse in ways that theme and narrative will not, what makes these corruptions so messed up that others will shriek in terror as compared to any of the others?

Designer

doc the grey wrote:
Mark Seifter wrote:
doc the grey wrote:
Mark Seifter wrote:
...vile corruptions, where you have no control over the manifestations but can ignore the gifts to help you fight off the corruption's influence.

Care to elaborate on this more? As it stands this really doesn't make much sense. So you take a corruption, don't get any of its buffs, but get bonuses on saves against corruption?

Vile corruptions are an option for campaigns where corruptions are a horrid stain, as opposed to useful corruptions, which could lend itself to more of a "team monster rules!" boosted-power low-drawback variant, and the standard, which is somewhere in between.
Okay, but how exactly is it exhibiting that on a mechanical level? As it's presented it sounds like they really don't give you anything but a buff to fight corruptions which seems odd to burn book space on when I assume other preexisting feats fill that role (Iron Will etc.). If it's for narrative than how do these feats embody the concepts of a world where corruptions are even worse in ways that theme and narrative will not, what makes these corruptions so messed up that others will shriek in terror as compared to any of the others?

They still give you the manifestation's stain (in normal mode, they each come with both a gift and a stain), so if you take the bonus to stave off your catalyst, you're also racking up all the bad stuff too.


Mark.... just so you know, I think this must be one of the most eagerly awaited books in a long time! :)))

The blood alchemist uses sentient lives to fuel her alchemy and can create alchemical circles like an occultist in order to apply formulas to an area instead of himself.

Sounds cool distilling the energy of life itself!... Now THATS chemistry!

The barbarian gains new rage powers including cult totem and daemon totem.

Daemon totem....Exceeeellent!

The cleric elder mythos cultist archetype is a cleric who uses Charisma instead of Wisdom and is rather insane.

Most looking forward to this Mark but you've got me very worried.... the clerics Will save has just been halved!! What has happened?!

Devolutionist druids devolve animals and humanoids into feral ancestors (including their animal companion, a devolved humanoid).

Great concept.... a sort of living undead for druids?? What goes up can also come down?!

Hexenhammer inquisitors mix blasphemous dark arts with their faith and must balance these transgressions with penance.

Ahhh.... PF flagellants!

Cult hunter investigators seek out horrific cults like your typical Lovecraft investigators

COC is alive and well Mr Seifter!


Will there be any kineticist specific feats and/or magic items?

Will there be any racial feats? This book sounds like a great place to give dhampir bat form, gaseous form, etc.

Are there any new sorcerer bloodlines, oracle mysteries, or phantom emotions?

Liberty's Edge

I guess I will be the first to salute the new Halfling ability. Jolly just became Creepy

Sounds like a magnificent book


3 people marked this as a favorite.

I just want the death clutch spell for the next time someone tells one of my morally-challenged spellcasters that "You're heartless!"

"Nonsense." *Casts death clutch and the complainer's smoking and still beating heart appears in their hand.* "See? I have more of a heart than you do -- now."

Designer

3 people marked this as a favorite.
Eric Hinkle wrote:

I just want the death clutch spell for the next time someone tells one of my morally-challenged spellcasters that "You're heartless!"

"Nonsense." *Casts death clutch and the complainer's smoking and still beating heart appears in their hand.* "See? I have more of a heart than you do -- now."

I think they'll be too busy dying to respond to you, unless someone casts regenerate on them within 1 round to reconstitute that heart you took.

Silver Crusade

Mark Seifter wrote:
Eric Hinkle wrote:

I just want the death clutch spell for the next time someone tells one of my morally-challenged spellcasters that "You're heartless!"

"Nonsense." *Casts death clutch and the complainer's smoking and still beating heart appears in their hand.* "See? I have more of a heart than you do -- now."

I think they'll be too busy dying to respond to you, unless someone casts regenerate on them within 1 round to reconstitute that heart you took.

I have done something like that when an enemy really pissed me off.

Knocked them out, cast CW, proceeded to be them back into unconsciousness with fists, cast CLW, repeat until I run out of spells.

Cause you can only save vs those for half *evil grin*

Silver Crusade

5 people marked this as a favorite.

"Halfling Creepy Doll Hatemonger Mesmerist."

Excellent. So now I can play Chucky from Child's Play.


Eric Hinkle wrote:

I just want the death clutch spell for the next time someone tells one of my morally-challenged spellcasters that "You're heartless!"

"Nonsense." *Casts death clutch and the complainer's smoking and still beating heart appears in their hand.* "See? I have more of a heart than you do -- now."

It'd have to be an NPC, because likely at the level you get death clutch they'd be able to make the inevitable Fortitude save. ;)


1 person marked this as a favorite.
Mark Seifter wrote:
Eric Hinkle wrote:

I just want the death clutch spell for the next time someone tells one of my morally-challenged spellcasters that "You're heartless!"

"Nonsense." *Casts death clutch and the complainer's smoking and still beating heart appears in their hand.* "See? I have more of a heart than you do -- now."

I think they'll be too busy dying to respond to you, unless someone casts regenerate on them within 1 round to reconstitute that heart you took.

You could slip a ring of regeneration on their finger first, then death clutch them, then repeat once the heart grew back, ad nauseam. Some might think that's a bit extreme just to work on developing snappy villain zingers, but if villainy was easy, everyone would be doing it.

Designer

1 person marked this as a favorite.
Pillbug Toenibbler wrote:
Mark Seifter wrote:
Eric Hinkle wrote:

I just want the death clutch spell for the next time someone tells one of my morally-challenged spellcasters that "You're heartless!"

"Nonsense." *Casts death clutch and the complainer's smoking and still beating heart appears in their hand.* "See? I have more of a heart than you do -- now."

I think they'll be too busy dying to respond to you, unless someone casts regenerate on them within 1 round to reconstitute that heart you took.
You could slip a ring of regeneration on their finger first, then death clutch them, then repeat once the heart grew back, ad nauseam. Some might think that's a bit extreme just to work on developing snappy villain zingers, but if villainy was easy, everyone would be doing it.

That would totally work; for extra villainy, make them an orc or something with the ability to stay conscious at negative hit points to make sure they stay conscious through the whole process to hear all your snappy villain zingers.


Ashram wrote:
Eric Hinkle wrote:

I just want the death clutch spell for the next time someone tells one of my morally-challenged spellcasters that "You're heartless!"

"Nonsense." *Casts death clutch and the complainer's smoking and still beating heart appears in their hand.* "See? I have more of a heart than you do -- now."

It'd have to be an NPC, because likely at the level you get death clutch they'd be able to make the inevitable Fortitude save. ;)

That's why you cast touch of frailty first. >:)

Scarab Sages

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Mark Seifter wrote:
There's essentially two axes of progression

Axe of progression: wot a barbarian uses to leevull up wiv. Two axes of progression meens levulling two times as fast. Wun in each 'and!

Silver Crusade RPG Superstar 2014 Top 16

DeciusNero wrote:

"Devolutionist druids devolve animals and humanoids into feral ancestors (including their animal companion, a devolved humanoid)"

That might be the prime reason I'm buying this!

I came here to say the same thing. That sounds AMAZING!


4 people marked this as a favorite.
Blog Post wrote:

{. . .}

Witch killer slayers are experts in hunting and killing arcane spellcasters, including an ability called "burn the witch". {. . .}

I just have to ask: Does this ability involve a duck, by any chance?

Grand Lodge Contributor

1 person marked this as a favorite.
Balgin wrote:
A pair of gloves with mouths on the palms of them? How long 'til someone in Pathfinder says "talk to the hand 'cause the glove ain't listening"?

In Soviet Russia, hand talks to you!

Thanks for the preview, Mark! Glad to see that at least some of my favorite items made it to the book! :)


Hmm, I'm guessing that the Necrologist is an evil only Archetype given the description, yeah?

Scarab Sages

2 people marked this as a favorite.
Thomas Seitz wrote:
YAY!! Corruptions are awesome! :D

They make me a tad nervous - they're not like "Dark Powers checks" from RAVENLOFT (or the Law of Corruption from TORG), are they? There's a word for those....

Cool-sounding book, though. I've already ordered it (and dig that first picture - is that Valeros on the slab?).

0o0o0 O 0o0o0 wrote:

"Halfling Creepy Doll Hatemonger Mesmerist."

Excellent. So now I can play Chucky from Child's Play.

Halflings need some kind of feat that builds on Childlike and involves bonnets, strollers, and cigars.

Balgin wrote:
A pair of gloves with mouths on the palms of them? How long 'til someone in Pathfinder says "talk to the hand 'cause the glove ain't listening"?

How long until we get a pair of gloves with eye sockets in the palms?


6 people marked this as a favorite.
Blog Post wrote:
{. . .} a small assortment of story feats (like Twisted Love, where a horrible creature is in love with you) {. . .}

Wait . . . Does this mean that if I manage to find someone to love, they get a bonus feat?

Silver Crusade

1 person marked this as a favorite.
UnArcaneElection wrote:
Blog Post wrote:
{. . .} a small assortment of story feats (like Twisted Love, where a horrible creature is in love with you) {. . .}

Wait . . . Does this mean that if I manage to find someone to love, they get a bonus feat?

I would like to know the answer to this as well.

Sovereign Court

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
Secret Wizard wrote:

Mark, you are a campaign comic relief goldmine.

Mark Seifter wrote:
a lycanthrope animal companion wolf that transforms from a wolf into a wolf on the full moon
Moon Moon the Wolfwolf

No, but seriously, like a halfling cavalier's wolf mount becoming a were dire wolf. Or a riding dog becoming a were dire wolf. I'd actually like to see some silly transformations like that. Maybe riding dog into were crocodile? Or riding dog into werebear, being LG and super protectful of its master?


The cleric elder mythos one sounds interesting.

Shadow Lodge

Come on good Kineticist archetypes! Show your predecessors how it's done!


Dragon78 wrote:

The cleric elder mythos one sounds interesting.

Being someone who is getting into Lovecraft I was really excited to see this..... but this is balanced with Paizo poor track record with cleric archetypes.

I dont want to be a negative Nancy but the fact that it is a CHA based cleric, for me is a big red warning light! The clerics Will save has just been halved straight away!! :(((


1 person marked this as a favorite.
Harleequin wrote:
Dragon78 wrote:

The cleric elder mythos one sounds interesting.

Being someone who is getting into Lovecraft I was really excited to see this..... but this is balanced with Paizo poor track record with cleric archetypes.

I dont want to be a negative Nancy but the fact that it is a CHA based cleric, for me is a big red warning light! The clerics Will save has just been halved straight away!! :(((

I love it because it will make Channel more viable.


Secret Wizard wrote:

[

I love it because it will make Channel more viable.

I find Paizo attitude towards channeling absolutely bizarre.... its a massively sub-par ability due partly down to it being feat hungry and the cleric feat starved, and yet they continue to try and make it viable!?

I can't think of a bigger case of dead horse flogging in PF!!

They keep on bringing out sub-par channel feats when what they should be doing is giving clerics the option in more archetypes of trading it out completely for something more worthwhile!!!

Weird....truly weird (and sad for probably another doomed cleric archetype!)... :((


I mean, doomed is part of the appeal.

That being said, I doubt that anyone thinks the wizard, oracle or the sorcerer to be bad because they aren't wisdom based.

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