OK, my nasty subconscious seems to be surfacing so this will be the last one tonight:
Ankou’s shadow Slayer Archetype: Winged Fey assassins
Chronomancer Wizard Archetype: Wizards able to shift themselves between their past, present, and future selves
Deepwater rager Barbarian Archetype: Skilled at fighting in water
Fey prankster Bard Archetype: Learn tricks to cause opponents mishaps and disasters.
Feykiller Hunter Archetype: Hunters focused on killing fey in fey-plagued regions.
First World innovator Alchemist Archetype: Specializing in using First World substances. Rather volatile substances.
First World minstrel Bard Archetype: Stolen by the Fey then returned with magical musical knowledge.
Grasping vine Shaman Archetype: Has a plant-like creature as a spirit animal and are dedicated to the Green Mother.
Hermit Oracle Archetype: Recluse whose power comes from an isolated region.
Hooded knight Cavalier Archetype: Hooded protectors of travellers in the Material World and the First World.
Nornkith Monk Archetype: Emulate the threefold path of fate and hope to rise up and become norns themselves.
Seducer Witch Archetype: Dedicated to the Green Mother, they uses Charisma and magical wiles to achieve their goals.
Serpent herald Skald Archetype: Dedicated to Ragadahn, They have serpent powers and the ability to become serpents themselves.
Shadow scion Rogue Archetype: Count Ranalc worshipers who draw power from the shadows themselves.
Twinned summoner Summoner Archetype: As like Imbrex, the summoners Eidolon is identical to the summoner in appearance.
You are very welcome! :)
Enlightened Bloodragers are taught by Old-Mage Jatembe's methods to better control the raging magic within.
Magic Warriors serve as exemplars of the original Magic Warriors who accompanied Old-Mage Jatembe. Sigilus join the Cyphermages and learne to incorporate rune magic into their weapons and armor.
Storm Dreamers commune with the mystical predecessors of the Storm Kindlers and act as spiritual advisors for the group.
Curators search through relics gathered by the Aspis Consortium and find uses for them rather than leave them sitting on a shelf.
Devil Binders use the Hellknight philosophy of devils as challenges to be overcome and just take it to the next level by dominating them to use as tools and instruments of their will.
Terevalis Unctio of House Mysti wrote:
Did the Lanternbearers get much love?
I think so.
The Prestige Class brings light powers into combination with combat abilities designed to fight the drow.
The Blossoming Light Cleric archetype forsakes armor and militant power in exchange for powerful redeeming magic.
The Lantern Lighter Ranger archetype focuses on rescuing prisoners of the drow and even drow themselves who wish to flee their oppressive society.
Two new elven swords, an antitoxin honey, a banshee's howl magic rapier which sobs and can wail in combat, elven vengeance magic chain which helps protect against attacks by certain demon worshipers, a lantern of hidden light with light that can only be seen by the wielder, and a ring of retreat allowing a quick exit to an elf gate as per word of recall in equipment.
Also three spells: One like daylight only longer, one to negate poison attacks, and one to help with difficult moral dilemmas.
What are the race options(alternate racial traits, feats, race traits, etc.) in the book?
While there isn't an equivalent of the Dragon Heritage Feat, there are a number of Fey heritage alternate racial traits:
Dwarf: Wanderer replaces Hardy
Elf: Fey-sighted replaces Elven Magic
Gnome: Fey-tongued alters Gnome Magic
Half-Elf: Disregarded replaces Keen Senses
Half-Orc: Shamanic Enhancement replaces weapon familiarity and intimidating
Halfling: Fey-quickened replaces fearless and keen senses
Human: Heart of the Fey replaces Skilled
Nope. Not compatible with the Sound Striker. :(
They can pick up cues from professionals to fake competence in a profession to aid in a disguise, Sneak Attack, can use their magical tattoo to enhance their subterfuge, learns to use improvised objects as weapons, learns to forge government papers, can equip herself using dead drops, and learns to pass unnoticed as just another face in the crowd.
Any information about what the Westcrown Devil prestige class does? Wanna see if I should cancel group tonight to see if I should use it to rewrite Chammandy or her brother to using it.
Sorry this is late. Weapon Finesse with a longsword, can call upon powers from an attunement to the founders of Westcrown, gain rogue talents or increased spell capability in an occult spellcasting class he has levels in, and (of course) Sneak Attack.
So, are there any sorcerer bloodlines, oracle curses/mysteries, kineticist wild talents, witch hexes, psychic disciplines, phantom emotion foci, rogue talents, barbarian rage powers, bloodrager bloodlines, alchemist discoveries, cleric/druid domains/subdomains, warpriest blessings, or ranger combat styles?
Yes, Yes/Yes, No, Yes, Yes, No, No, Yes, Yes, Yes, No/No, No, and No. :)
There is A LOT of great art in here, especially the opening picture of the Rivethun section.
But my favorite piece is
the Silver Ravens section opener of Shensen slicing a contract devil. :)
Thomas Seitz wrote:
Good choice! This is the one I was most excited about myself.
Expand and make unique that Golarion Dwarven culture!
More background on the 10,000 year old faith and its current position in Dwarven culture. less hidebound than so-called "traditional" dwarves, their faith is growing in popularity with humans, halflings, and half-orcs.
The Rivethun emissary prestige class that combines their soul with an otherworldly spirit that allows them to call planar beings to merge with their spirit animal creating a powerful animus. They detect and can negotiate with otherworldly spirits.
The Geminate invoker barbarian archetype that lets the barbarian pull otherworldly spirits into their bodies. They enter a trance instead of raging that functions much like a rage for combat and rage power purposes. They have special powers allowing to act as conduits for spirits and invoke totem spirits for rage totem powers.
The involutionist spiritualist archetype that is a divine (not psychic) spellcaster. They have a spirit phantom that is an aspect of a shaman spirit. They can detect psychic residue at 5th level and at 11th level and up can awaken sprits in objects as per animate objects.
There is also a Rivethun Psychic Discipline that allows spirit channeling and metamorphosis—a slow change your appearance while keeping your type and subtype.
Salves and tinctures to alter the appearance of ones gender either to the other form or androgynous if used in conjunction with each other.
A healing salve that helps defend against phantasm and pain effects.
Feats: Spirit Beacon: You are more aware of certain spirits and capable in dealing with them, but they are also drawn to you.
Spirit Rebuke: Damage or drive out spirits that you can affect with Spirit Beacon.
Spirit Sight: See invisible Spirits so they have Concealment, not Total concealment.
Cyphermage looks to be a reprint.
The Magus can at 2nd level inscribe a rune on a weapon to tie it to a specific school of magic, enhancing spell combat with that school and making it impossible to use the opposition school for as long as the rune is inscribed. This replaces the normal spellstrike.
At 7th level they can inscribe the Sihedron on their light armor, improving its protective qualities. This replaces the medium and heavy armor abilities.
What factions get the Alchemist, Bloodrager, Brawler, Hunter, Magus, Medium, Occultist, Spiritualist, Summoner, Vigilante, and Warpriest archetypes.
Houses of Perfection
Two: Bellflower Network and Gray Maidens
Human Fighter wrote:
Actually, it looks a lot more customizable and flexible.
You get the benefits of Combat Expertise for purpose of qualifying for other feats at 2nd level, and the actual feat itself at 6th.
Brew Bird wrote:
From the descriptions, I'd say yes.
What all do the council of thieves get? Medium spirit is neat, but what else?
Council of Thieves:
Westcrown Devil prestige class
Brazen Deceiver Bard archetype
Dashing Thief Swashbuckler archetype
The afore mentioned Legendary Medium Spirit
A series of rogue talents and advanced rogue talents specifically used by the Council.
Included is the advanced rogue talent of Shrinewalk, allowing a rogue to crate a shrine and use the mystical connections between the shrines in Westcrown to use a word of recall like ability to get back to her shrine.
Each organization gets at least one prestige class, some archetypes, and new rules (feats and spells mostly).
The Cyphermage prestige class
Runesage Wizard archetype
Sigilus Magus archetype
Unaffiliated feats: Cypher Magic, Cypher Script
A series of spells centered around Thassilonian Rune Magic
A description of Thassilonian Rune Magic
It refers to a strong, ethical code. For a group you really wouldn't expect that from... :)
Kevin Mack wrote:
How the grey maidens looking?
Unmarred as long as they keep their helmets on. :p
Schizophrenic. There are not one but TWO groups of Gray Maidens:
The Erinyes Company shifted their service to Her Infernal Majestrix Abrogail II of Cheliax. They act to her as they did for Queen Ileosa.
The Scarlet Rose has abandoned Ileosa's corruption and are led by Sabina Merrin. They work to rehabilitate other Gray Maidens and help strengthen and fortify Korvosa.
Archmage Variel wrote:
Affiliated with the Cyphermages. They experiment with the magic of ancient Thassilon without necessarily indulging in Sin Magic. Functions as a Universalist Wizard, but creates a runic focus, a gemstones with Thassilonian runes on it, that acts a specialist school focus allowing the runesage to memorize two additional spells of the specialized school and be unable to memorize spells from her opposition school. It floats around her head like an ioun stone.
It is their bonded object and the runesage never has to use material components (up to a certain value) when casting spells from their specialist school.
Marco Massoudi wrote:
Each character has a Sanity Score (all your mental abilities added together minus any ability damage), a Sanity Threshold (Your highest mental ability score minus ability damage), and a Sanity Edge (equal to one half your Sanity Score.
When you suffer a sanity attack—an effect that might drive you mad—if the damage is equal to or exceeds your Sanity Threshold you gain a madness (an affliction like a poison, disease, or curse). If the total sanity damage done to your character at the time you get the madness is less than your Sanity Edge, it is a lesser madness; if equal to or greater, it is a greater madness.
Also, when damage equals your Sanity edge or surpasses it, any dormant madnesses manifest. If your sanity damage equals or exceeds your Sanity Score, you go insane as per the insanity spell.
Sanity damage can be healed a number of ways, from rest or support from a councillor (like a priest or mentor) to magical healing.
Madnesses go dormant when all sanity damage is healed. They can only be fully removed by a miracle or wish.
This is what happens to someone who fails to become a lich or is nearby when a failed attempt goes awry. The magic unleashed slowly consumes their soul. If they are destroyed by this, they can only be brought back with a miracle or wish. If they come back this way, they come back as an evil NPC lich.
It comes with the following manifestations:
Bleak Aura-negative energy aura and animals are freaked out.
Cadaver’s Countenance-You look like death but gain a natural AC and a bonus against mind-affecting effects.
Deathless-Bonuses against spells and effects that work only on living creatures, but are healed by negative energy and harmed by positive.
Death’s Caress-Your touch deals cold damage but one of your hands becomes a blackened, skeletal claw.
Greater Cadaver’s Countenance-You become nearly skeletal but gain cold resistance and DR overcome by bludgeoning.
Malevolence-Possess others but are vulnerable to effects that remove your soul from your body.
Master of the Dead-animate dead but your emotions are gone.
Necromantic Knowledge-Your knowledge of necromancy is impressive, but all other spell-casting is reduced in power.
Each of the core races gets alternate race traits and new favored class options for a few classes (usually three classes, but gnomes get options for four). This works like those in the Advanced Race Guide but are geared towards fighting horror or enhancing it.
My personal favorite is the Halfling Alternate trait Creepy Doll. Essentially, the Halfling loses keen senses and sure-footed and looks somewhat like Chucky from Child's Play. It opens up a Halfling Serial Killer Vigilante that can hide out in a toy store. >:)
Thomas Seitz wrote:
Fugue of Oblivion: The casters slowly extract the target’s memories into an urn, removing all but the first class level attained by the character.
The Hungering of Shadows: The area is covered in eternal darkness, removing sunlight from the area.
Paired Suffering: Forces to people in transitional moments of their lives to fight to the death. The survivor absorbs the soul of the slain into himself becoming a spiritualist or the soul becomes an unfettered phantom and eventually a malevolent ghost, haunting the ritual site.
Second Sight: When the primary caster’s eyes are closed, she sees through the eyes of the target.
Seeded Doom: Create a work of art that creates insanity or madness in any who look upon or read it or copies of it.
How about the occultist archetype? The one where they pass out relics to the party?
Creates implements that are talisman and wards made of esoteric geometry.
Talismanic Implements means the crafter doesn’t get normal implements; he spends 1 hour crafting a number of small talismans, inscribing them with seals and investing them with power to serve as her implements for casting occultist spells.
Spellbound Talisman are small tokens he crafts with psychic spells that normally affect one or more target creatures and expends a spell slot. The talisman crafter can hurl this prepared talisman as a standard
Shared Talisman allows a talisman crafter to expend 1 point of generic mental focus to create a spellbound talisman that anyone can activate; replaces shift focus.
Warding Seal is an inscribed glyph with psychic energy, a psychic spell he knows that affects one or more creatures; replaces aura sight
Oh yeah, and could you post Serial Killer Vigilante?
Serial Killer Vigilante:
Has an evil (DUH!) vigilante identity by necessity. Must take stalker, but Hidden Strike is considered Sneak Attack for all prerequisites and abilities using sneak attack. Thwart Pursuit improves a serial killer's chances to evade pursuers in a chase; replaces unshakable. Gains Studied Target slayer ability as if a slayer three levels lower than his vigilante class; replaces the 4th- and 14th level vigilante talents and the 9th- and 19thlevel social talents. Charming grants the witch charm hex; replaces startling appearance.
Death attack is as the assassin ability; replaces the 6th-level vigilante talent. Calling Card is a small token left behind to increase the terror in the hunting area of the serial killer; replaces the 7th-level social talent. Grisly Murder grants the Dreadful Carnage feat and can with a Calling Card produce a nightmare effect on any witnesses the next time they sleep; replaces frightening appearance.
Quiet Death is the assassin ability; replaces the 12th level vigilante talent. Swift Death is the assassin ability; replaces the
Another question based on your answers; are there any spells that deal with corruptions, whether inflicting them, removing them, or helping advance/regress their presumably malign influence?
Oh, yes! There is an Anti-Paladin/Cleric+ spell called borrow corruption which temporarily allows the caster to gain the effects of a corrupted creature’s manifestations.
There is also a Cleric/Inquisitor+ spell called ban corruption that blocks the gifts given by a manifestation.
And alleviate corruption helps get rid of levels of the corruption at risk to the caster.
Hey, are their any other wizard archetypes besides the Hallowed Necromancer and if there is you mind given me a brief description?
Elder Mythos Scholar:
Reduced number of uses of his arcane school ability for increased versatility against aberrations and can even use his Intelligence modifier instead of Wisdom for fear, confusion, and insanity effects; however when he does that he will suffer from a nightmare like effect the next time he sleeps.
Evil necromancer with greater control and command of undead in exchange for his bonus feats, the inability to gain a familiar, and the loss of Scribe Scroll.
When you get a chance, I'd love to hear anything you can tell me about the Gingerbread Witch and the Elemental Whispers talent(s) for Kineticists. Much appreciated!
Covered Elemental Whispers above.
Gingerbread Familiar: A gingerbread witch makes her familiar out of gingerbread, sugar, and other confections; alters familiar.
Cauldron Cook gains the cauldron and child-scent hexes and can create small candies, pastries, or the like identical in effect and application to normal potions. At 10th level, she gains the cook people hex; replaces the hexes gained at 1st and 10th levels.
Tricky Treats Hex is a unique hex that lets her create a piece of candy as a full-round action which functions as goodberry or a polypurpose panacea to whoever she designates: anyone else that eats the sweet becomes nauseated if it fails the save and is also affected as per the scar hex; replaces the hex at 4th level.
Confection Conjuring allows the use of shadow conjuration as a spell-like ability to "create" fanciful foodstuffs; replaces the hex gained at 8th level.
Gruesome Gobbler gives a bite attack and as a full-round action, she can make a single bite attack that deals double base damage and functions as if she had the grab and swallow whole special attacks on a creature of her size or smaller; replaces the hex gained at 12th level.
Horrible Hunger can affect a target as if she had cast feast of ashes on it; replaces the hex gained at 16th level.
Plausible Pseudonym wrote:
A couple of the haunt abilities you mentioned modify saving throws. Are there new rules for haunt saving throws? Because I thought they ordinarily didn't get them, at least I never found any stats for them on the pfsrd examples.
Good eye! Those modifications actually allow a haunt to make a saving throw against damage instead of automatically failing. They give a saving throw at 2+its CR.
Table of Contents:
CHAPTER 1: HORROR CHARACTERS 6
CHAPTER 2: ARCHETYPES AND CLASS OPTIONS 42
CHAPTER 3: FEATS 76
CHAPTER 4: SPELLS AND RITUALS 96
CHAPTER 5: HORROR RULES 134
CHAPTER 6: RUNNING HORROR ADVENTURES 188
CHAPTER 7: HORROR GEAR AND MAGIC ITEMS 210
CHAPTER 8: BESTIARY 230
HORRIFIC INSPIRATIONS 252
Yes. Two new Utility Wild Talents: Elemental Whispers and Greater Elemental Whispers. You befriend a piece of your element and it acts as a familiar (improved familiar in the case of greater).
Sorry, just spells. :(
Brew Bird wrote:
I'd love to know what the new Kineticist archetypes are like, particularly the Dark Elementalist.
Dark Elementalist: Studies using soul of the living to protect herself from the effects of burn(YIKES!). Must be evil, has good Will saves and normal Reflex and Fort. Has all Knowledge skills as class skills. Uses Intelligence for casting instead of Constitution.
Psychokineticist: Pours energy through their minds instead of their bodies. Uses Wisdom instead of Constitution for casting and overflow enhances his mental stats instead of his physical ones.
Basically you get certain powers (called "Manifestations") when you begin the path of corruption. Each time you get a new Manifestation level (generally every 2 character levels), you select a new Manifestation. Some have prerequisite of a certain Manifestation level before you take them.
On a quick overview they seem cool, but every power comes with a gift and a stain, a bonus and a penalty of some sort. Further, you have to make saving throws as you go to avoid being corrupted by the powers you gain. No special or magical bonuses can be added to the rolls. Three failed rolls means your character passes beyond redemption and become an NPC villain.
For those of you not paying attention, that's worse than death: You can't just wave a magic spell and bring your character back from that.
Thomas Seitz wrote:
List of Haunts:
First, there are new Haunt Elements that can be added to any haunt:
Elusive Haunt: a haunt that is harmed in an area different from where it manifests. (CR +1 or +2 if the haunt is also persistent)
Latent Haunt: a haunt that only takes effect if a creature fulfills certain requirements before encountering the haunt. (CR +0)
Tenacious Haunt: a haunt that has a bonus to saving throws to keep it from being destroyed. (CR +1)
Unyielding Haunt: Tenacious Haunt that takes no damage when it makes its saving throws. (CR +2)
Next they list different variant haunts with a sample haunt of each provided:
Dimensional Instabilities: Areas where the barriers between the planes are weak. Example Haunt: Spawn of the Abyss (CR 11)
Maddening Influence: Tied to beings beyond comprehension (i.e. Lovecraftian). Example Haunt: Whisper From Beyond (CR 10)
Magical Scars: Areas where many spells were cast in rapid succession. Example Haunt: Arcane Storm (CR 6)
Psychic Haunts: Area where a great traumatic emotional event occurred. Example Haunt: Psychic Echo (Anger) (CR 10)
Then they have a list of new haunts:
Bloody Handprints (CR 1/4)
The 3 Archetypes are:
Bow Nomad for Kasatha rangers
The Bow Nomad uses the four arms of the Kasatha to fire two bows at once. Very cool looking!
Qabarat Outriders defend the city-states of Castrovel by leading small units and linking their minds together to make very effective strike forces.
The Season Keepers use their connection to the extreme season changes on Triaxus to help the communities survive and thrive through the radical shift.
Can someone tell me more about the Nanite Disruption feat I've heard about? It's the one Android feat not detailed in the Iron Gods article about Androids.
Nanite Disruption allows you to use your nanite surge to short-circuit nearby creatures that have circuitry and electronics as part of their make-up. You make a touch attack and if that hits the creature makes a Will save (DC = 10 + 1/2 your character level + 1/2 your Constitution modifier). If failed they take a penalty equal to 1 + 1/2 your level on the next d20 roll they make before the end of your next turn.
Mythic JMD031 wrote:
I blame Cosmo for Mythic JMD031's lack of faith in Mythic power. It CAN triumph...it just hasn't yet is all.
Nope, just natural spell-casting. It can cast spells in any form it is currently in.