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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swoosh wrote:


Naw, nothing to do with Oracles and more to do with general frustration over how bad Charisma is for non-charisma based classes.

I see what you're saying but CHA based classes eg) Oracle and Sorceror do at least get all manner of goodies and class abilities in return. Critically, the class is designed from the ground up with CHA is mind.

swoosh wrote:
I mean you said it yourself, the archetype may very well be dead in the water purely because it uses such an inferior casting stat.

I fear so - but its only a prob because its a cleric. A strong Will save is a core component of the class, which as everyone knows gets little in the way of class abilities. Unlike the Oracle the Cleric is NOT designed from the ground up with CHA in mind.

swoosh wrote:
Obviously I hope it has toys to compensate for that, but the fact that you even need to compensate for it in the first place feels really lame to me.

I hope so too, Mark S is an experienced Paizo dude, but I have fears:

1) The mechanics of the cleric class itself are largely designed around WIS - changing the casting stat is by default a huge issue as it will impact on many areas.

2) The part of the cleric class that is CHA based - channeling, is widely acknowledged as being definitely sub-par.... I have concerns over the flogging of dead horses!

3) With all due respect to the developers, the history of cleric archetypes (with 1 or 2 exceptions)is not one to inspire massive optimism! :((


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Is it really that horrible if the archetype takes one of the strongest and blandest classes in the game, makes it abit weaker and more flavourful?

Liberty's Edge

Harleequin wrote:
swoosh wrote:


Naw, nothing to do with Oracles and more to do with general frustration over how bad Charisma is for non-charisma based classes.

I see what you're saying but CHA based classes eg) Oracle and Sorceror do at least get all manner of goodies and class abilities in return. Critically, the class is designed from the ground up with CHA is mind.

swoosh wrote:
I mean you said it yourself, the archetype may very well be dead in the water purely because it uses such an inferior casting stat.

I fear so - but its only a prob because its a cleric. A strong Will save is a core component of the class, which as everyone knows gets little in the way of class abilities. Unlike the Oracle the Cleric is NOT designed from the ground up with CHA in mind.

swoosh wrote:
Obviously I hope it has toys to compensate for that, but the fact that you even need to compensate for it in the first place feels really lame to me.

I hope so too, Mark S is an experienced Paizo dude, but I have fears:

1) The mechanics of the cleric class itself are largely designed around WIS - changing the casting stat is by default a huge issue as it will impact on many areas.

2) The part of the cleric class that is CHA based - channeling, is widely acknowledged as being definitely sub-par.... I have concerns over the flogging of dead horses!

3) With all due respect to the developers, the history of cleric archetypes (with 1 or 2 exceptions)is not one to inspire massive optimism! :((

It makes sense though! The worshipers of Old Ones quickly degenerate and devolve. They don't stay the same or gain power, at least not for very long.


Crisischild wrote:

It makes sense though! The worshipers of Old Ones quickly degenerate and devolve. They don't stay the same or gain power, at least not for very long.

I love Mark's idea of an inbuilt insanity component to the archetype but not if it means it becomes unPC-able!

I don't agree with them 'falling apart'..... yes their afflictions will get worse but this should be counterbalanced by the powers that they wield and the fact that they become mentally toughened by continued exposure to the abyss.
The thematic gold of this is that some priests go mad early on in their service but the mentally strong rise through the ranks!!!

Worshipping GOO/OG should be no more inherently risky than worshipping demons, daemons or devils..... in the end all gods need followers...


Harleequin wrote:
Crisischild wrote:

It makes sense though! The worshipers of Old Ones quickly degenerate and devolve. They don't stay the same or gain power, at least not for very long.

I love Mark's idea of an inbuilt insanity component to the archetype but not if it means it becomes unPC-able!

I don't agree with them 'falling apart'..... yes their afflictions will get worse but this should be counterbalanced by the powers that they wield and the fact that they become mentally toughened by continued exposure to the abyss.
The thematic gold of this is that some priests go mad early on in their service but the mentally strong rise through the ranks!!!

Worshipping GOO/OG should be no more inherently risky than worshipping demons, daemons or devils..... in the end all gods need followers...

I think the big difference is that GOO/OG don't really have agendas...for that matter some OG might not even be properly sentient. They may supply spells to their worshipers but care even less about them than demons or devils (who at least probably view their mortal servants as useful tools to carry out there agendas).

Personally it would take a very very very compelling backstory/idea for me to let anyone play a daemon or demon worshipper in a campaign, since I hate evil campaigns and generally enforce a "no evil" character clause for PCs in my campaign. And a lot of evil deities really don't make much sense as N PC patrons.


Milo v3 wrote:
Is it really that horrible if the archetype takes one of the strongest and blandest classes in the game, makes it abit weaker and more flavourful?

But thats one of the huge problems with the class as is....

A cleric (or any class) archetype should offer the chance to specialise and become better in something that would be very difficult/impossible to achieve with the base class. In return certain class abilities are given up.

However... many of the cleric archetypes are actually overall worse than the base class itself. The trade offs made not balancing with what is received in return.

This thus means that nobody bothers to use them and just reverts to the same old, boring, cobweb covered cleric base class.

And you end up back at square one again....

When I did my 'Fighter Unchained' thread, I noticed that Paizo are actually actively trying to fix the class by addressing root problems. And its working well IMO.

When I did my Cleric Unchained thread, I noticed that this is not the case... root problems are not being addressed.
The classic example being channeling.... a mediocre, poor scaling, feat intensive ability.

Currently the solution seems to be more Channel Feats... which fails to address the root probs:

1) Channeling is all the above

2) Clerics are feat starved and quite MAD - thus making channeling a less viable option.

And you end up back at square one again....


MMCJawa wrote:


Personally it would take a very very very compelling backstory/idea for me to let anyone play a daemon or demon worshipper in a campaign, since I hate evil campaigns and generally enforce a "no evil" character clause for PCs in my campaign. And a lot of evil deities really don't make much sense as N PC patrons.

But yet there are entire campaigns dedicated to Asmodeus?!?!?

And many evil deities that have full Prestige Class info?!?

Worshippers of GOO/OG can have a wide variety of alignments... in fact several of the GOO/OG are CN themselves.... James Jacobs himself said that he wanted it this way to allow for the unusual case of CG followers


Harleequin wrote:
However... many of the cleric archetypes are actually overall worse than the base class itself. The trade offs made not balancing with what is received in return.

And some (like me) see this as a good thing.

Instead of getting "Oh no, this archetype makes this tier 1 class slightly weaker." it should be "thank god, this archetype makes this tier 1 class slightly weaker".


Milo v3 wrote:


Instead of getting "Oh no, this archetype makes this tier 1 class slightly weaker." it should be "thank god, this archetype makes this tier 1 class slightly weaker".

Ahhhh... you see this is a common misconception, its not about 'power' per se. I'm not talking about increasing the power of the cleric at all. Its about focus and specialisation.

You gain in some areas but you lose in others. But the trade must be balanced.

With the cleric the trade offs are often unbalanced... = no one plays them = you're stuck with the bland base class = conversations about poor cleric archetypes!!!

I've only been playing PF for about 3-4 years but its an obvious prob IMO.

Most other classes do not seem to suffer from this problem at all.... apart from Ninjas of course! :((

I'm absolutely hoping to be completely wrong and eating my hat with ketchup, but I fear exactly the same thing will happen again with the Mythos Cultist....

Silver Crusade Contributor

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Harleequin wrote:
MMCJawa wrote:


Personally it would take a very very very compelling backstory/idea for me to let anyone play a daemon or demon worshipper in a campaign, since I hate evil campaigns and generally enforce a "no evil" character clause for PCs in my campaign. And a lot of evil deities really don't make much sense as N PC patrons.

But yet there are entire campaigns dedicated to Asmodeus?!?!?

And many evil deities that have full Prestige Class info?!?

Nobody ever said that they could never be worshiped by PCs, or that it was never intended to happen.

I don't know who you're arguing with, but it's not anyone in this thread.

Harleequin wrote:


Worshippers of GOO/OG can have a wide variety of alignments... in fact several of the GOO/OG are CN themselves.... James Jacobs himself said that he wanted it this way to allow for the unusual case of CG followers

You're twisting and misrepresenting his words, which is rather rude of you.

As you can see from the link there, he said the exact same thing we're all saying. Yes, it's legal. Yes, it can happen. But it's not normal or the general intention, and he wouldn't just let someone play one as if it were any other character - he would require justification.


Kalindlara wrote:


You're twisting and misrepresenting his words, which is rather rude of you.

As you can see from the link there, he said the exact same thing we're all saying. Yes, it's legal. Yes, it can happen. But it's not normal or the general intention, and he wouldn't just let someone play one as if it were any other character - he would require justification.

Not really... that in itself was specific to CG alignments. I've already said that actually a wide variety of alignments are possible.

It really is no different to worshipping devils and daemons.... after all whole campaigns are dedicated to Asmodeus!


1 person marked this as a favorite.

To be fair, Tammy isn't in it for Asmodeus, she just wants power.

She also wants a belt made out of a Paladin's entrails.


3 people marked this as a favorite.

RE: Cleric and archetypes. Probably best to start a new thread on this since its pretty off topic. I will conclude my own thoughts here is that, most of the "issues" with Clerics is that it has an overall boring chassis, like Wizard, which makes cool and equally powerful archetypes difficult to come up with. Not many people care however because Clerics and Wizards are already so powerful that even an inferior archetype is still likely to be very playable in most parties. The fighter situation is completely different (See the 50 bazillion threads on that subject). Again my last words on the subject here.

RE: Gods and clerics. Remember that hardcover rulebooks (or the books in general) are not just for people with PCs. Many options (especially in something like Horror Adventures) are also present to give GM's the ability to craft unique and flavorful enemies and NPCs for the PCs to play against. Not every option is put forward with the expectation that players will use it. Yes, you can go ahead and be a CG priest of Azathoth, a CN priest of Rovagug or a true N priest of Szuriel, but realize that you are likely the only worshipper in existence of that alignment, regular people will probably not trust you, other worshippers of that god will try to kill you, you have increased risk of losing your abilities by violating your gods credo, and you probably won't have a nice fate in the afterlife.


Fair enough...we are thread de-railing slightly x

Back on topic.... looking forward to seeing the CoC style investigators... 'Cult Hunters' and the Alchemist archetype... very apt. :))

Tick tock... tick tock.... 3 of us from work are prob gonna chip in together for the hardbook


Hopefully at least one template in this book will turn animals into aberrant Lovecraftian horrors.


Dragon78 wrote:
Hopefully at least one template in this book will turn animals into aberrant Lovecraftian horrors.

That'd be cool.

Even if not, Mark did say that animals could be affected by corruptions, so animals with a Deep One corruption can most likely come close, at least from what I'm guessing of what they are.


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

It makes sense though! The worshipers of Old Ones quickly degenerate and devolve. They don't stay the same or gain power, at least not for very long.

I love Mark's idea of an inbuilt insanity component to the archetype but not if it means it becomes unPC-able!

{. . .}

I just have to mention that Great Old Ones and Outer Gods are unlikely to care much about Political Correctness . . . .


UnArcaneElection wrote:
Harleequin wrote:
Crisischild wrote:

It makes sense though! The worshipers of Old Ones quickly degenerate and devolve. They don't stay the same or gain power, at least not for very long.

I love Mark's idea of an inbuilt insanity component to the archetype but not if it means it becomes unPC-able!

{. . .}

I just have to mention that Great Old Ones and Outer Gods are unlikely to care much about Political Correctness . . . .

Yeah, H.P. himself was not entirely big on it either.


2 people marked this as a favorite.

To be honest, I've kind of lost interest in how lovecraft is always taken as the logical end result of a horror story. It's like, you can tell a scary story without resorting to Incomprehensible Cephalopod #576. At this point plain ol' gothic and hammer horror are more appealing just because they're not nearly as over-done as cthulu and his mates.

Still, corruptions sounds like an interesting system, which might open some neat character concepts.

I'm just hoping the Witch Killer Slayer has abilities that actually make it good at killing spellcasters and not getting ganked by a retaliatory save-or-suck. Sometimes Paizo seems to think all one needs to do to be "anti-mage" is "boy, you're going to hate this +4 to casting defensively DC if you obligingly within melee reach of me when you cast and don't use quickened spells, buddy!"

The feats section sounds decent. Hopefully it will be, anyhow, I feel like ultimate intrigue and occult adventures were both pretty light on feats and very heavy on spells so some more good feats to work with would be appreciated.

Silver Crusade

5 people marked this as a favorite.

It's usually because the horrors in those stories go so far beyond what is comprehensible (their entire point) that there is no apex above it.

That being said the type of horror it is, Cosmic Horror, is its own thing.

You can still have Gothic, Hammer, and Slasher Horror either apart of it or running up aside it or leading to it.


The thing about Lovecraft's horrors is that they are the best high CR enemies.

Sure, slashers, curses, body horror, monsters from every culture -- they are great spoopy elements. But an incomprehensible horror from beyond time makes for the best type of boss battle.

So you'll see a lot of games having eldritch horrors as the big baddies.


Blackwaltzomega wrote:

Sometimes Paizo seems to think all one needs to do to be "anti-mage" is "boy, you're going to hate this +4 to casting defensively DC if you obligingly within melee reach of me when you cast and don't use quickened spells, buddy!"

QFT

Shameless plug


Anyone have a guide to what not manifested elemental whispers familiars can do? Can they see through the kineticist eyes and make knowledge checks?

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