The Hero's Bastard (PFRPG) PDF

4.70/5 (based on 3 ratings)

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When a Hero Falls...
...The World Suffers

The mark of a true hero—the shining light for a cause—is that he never strays and is always true. But what happens when a virtuous man becomes a mere mortal?

The Hero's Bastard answers that question in stunning style!

From the imaginations of the people behind the hugely successful Evocative City Sites and the best-selling Agate Companion comes a monster that will serve as living proof that when the best of us fall, the lesser will weep.

The Hero's Bastard is designed for use with the Pathfinder Roleplaying Game. It also includes Knowledge DCs, tactics, and supplemental rules for all available d20 variants, including 3.5, Arcana Evolved, d20 Modern and Call of Cthulhu d20.

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4.70/5 (based on 3 ratings)

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Big, Mean, and oh so Nasty

5/5

Named the Morekareth, this is a TPK just waiting to happen. These things are down right vicious, and will force your playgroup to think on their toes, and fast. Between the Greater Sunder, their Way of Triumph ability (a successful attack of both power slams forces Fort and Ref saves that could leave you stunned and prone, on top of the damage), and their seriously badass ability to 'port any foe (within weight limit, assuming they fail their save) to within reaching distance...these things are insane.....I am so killing a playgroup with this..lol

Seriously, crunch wise, fluff wise, a very cool critter/race. It's hard to just define them as a monster, as their origin is fascinating, and truly defines them, and their viewpoint on the world. The offspring of a Hero, given life at the moment of the Hero's falling. Sin given flesh essentially. They are the perfect antithesis to what we hold a hero to be, and yet in their eyes, this is their world, we're the ones who are wrong and weak, and they will not hesitate to remind us.

Several things about their tactics I must mention, as I love the sheer evilness of it. They radiate an aura of degeneration....healing abilities and spells, good luck with that....best part of that is, while that aura is keeping you from healing and weakening you, it's feeding those HP's to him. They refuse to fight with weapons, and expect their opponents to do the same, and will target and destroy weapons in the hands of their opponents who disagree with them on this (grinning, ear to ear). But the best part, in my humble opinion...they won't start a fight. They'll stalk you for days, weeks, whatever it takes, but they won't start the fight. They prefer to let you, so they can judge for themselves how long to take to kill you...That is so BADASS!!

There's several other really cool features, but those are the ones that really stood out to me and convinced me to write up an encounter, or two. Oh, and did I mention? There's an advanced version also, the Auld Morekareth. Bigger, meaner, nastier...yup yup.

5 Stars easily, very few "critter" write ups get me to stop and design an encounter on the fly, but this one did, and I can think of no greater praise than I had to stop what I was doing to make sure I had him ready to bring to the table.


Damn, this guy is nasty and cool!

5/5

This is my kind of monster. Nasty, imaginative abilities and cool background make this race really cool.
The background could easily be used in Conan/Mesopotamian games as well as high fantasy and I can easily picture a series of adventures centering on the creatures: Thanks to their deadly abilities, PCs may actually be forced to slay the creature in a dishonorable fashion, triggering a whole set of adventures centering on the morekareth.

What's to say more: Awesome mechanics, cool tactics, great fluff. Easy to implement in almost any campaign.

My only, very minor criticism would be that the art didn't really impress me when compared to other RiP-artwork. But that's probably due to the fact that the morekareth reminded me of one of my most beloved Conan/Red Sonja crossover comics featuring an honor-obsessed juggernaut like this. :)


An interesting and nasty monster

4/5

The Hero's Bastard, also known as the morekareth, presents some unusual challenges to the party, and gives the DM some nasty tricks to play. Is that spellcaster standing 50 feet away firing rays? The morekareth can use its "summon foe" ability to bring the spellcaster into melee. The morekareth also hampers healing within 120 feet of itself. With these abilities, the players will have to come up with some clever tactics to defeat the monster.

The morekareth has a well-realized motivation for existing and potentially tracking down someone in the party, and this is backed up by one of its signature abilities, Flesh of My Flesh, which allows the creature to consume a creature of its bloodline to gain more power.

For $2, you get a powerful foe (and an advanced version) that raises questions about heroism. It's not something you'll be able to reuse, but it could easily be the centerpiece of a mid-level campaign.




Sovereign Court

Okay so this is a guide with feats and features for after a paladin falls if he doesn't want to redeem himself? Or is this just a single monster? the product description is very evocative, but unfortunately coming across a little unclear.

Sovereign Court

no answer huh?


yeah, a little clairification would be nice.

Liberty's Edge

Pathfinder Adventure, Adventure Path, Companion, Lost Omens, Pathfinder Accessories, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

It's a monster. Well, a race of monsters, but you get the idea.

Sovereign Court

Paul Watson wrote:
It's a monster. Well, a race of monsters, but you get the idea.

So it's a race of monsters that spawn when heroes fall, is it just a single monster entry with lore, or does it include support material, like new monster feats that apply to this creature etc. Just trying to find out what you're getting for the price.


Sorry for the delay, I was busy working on the Release of Heroes of the Jade Oath and Restless Souls over the weekend, and unfortuantlly we don't get a email notification when folks post here.

The Hero's Bastard one monster,based around the idea that sin in a magical fantasy world can create the most powerful monsters.

If you fail to be a chaste hero and are seduced by Echedna the Mother of Monsters seven suns later your child is born as a Hero's Bastard

Its a pugilist of the first order with the special abilities such as Degenration, Flesh of my Flesh (like Barghest feeding), Summon Foe, and Way of Triumph (similar to rend),

It includes tactics, lore dcs and designer's notes. There is a CR 12 and CR 14 example.

If you have any other questions let me know.

Steve Russell
Rite Publishing


I wanted to personally thank Taig for taking the time to do a review :)

Steve Russell
Rite Publishing


Ah, Taig's description does help a bit. Thanks for pointing that out.


I wanted to thank Endzeitgeist for taking the time to review yet another one of our products and I am glad he really liked it.

Yes this was our very first retail release for pathfinder Rpg from before the Pathfinder Bestiary was even out we were still learning :)

Steve.


You're welcome, Steve!

I'm really enjoying your products and hope to see more cool mosnters like that!

Some CoC adventures by SGG and your Restless Souls and ECSs are next on my review-list. ^^

(And I'm totally stoked about the upcoming asylum: I've been waiting for something like that for ages!)


Well hopeuflly you will enjoy the Book of Monster Templates I have half the templates now written.

Grand Lodge

This was cool, and all, but it's not complete. Needs an errata to add everything in.

1) It's a magical beast. This means it gets strong Fort and Reflex. The Fort and Ref are fine for the creature, but his Will is way off. It should be +6. The base should be +3, with another +3 from Wis. The Auld version is the same way. The base is +5 plus +3 Wis for +8. Add in the Iron Will feat, that gives it +10.

2) The feats are lacking. Pathfinder has you gain a feat at every odd level. This means five feats at 9 HD and eight at 15 HD. The regular creature has four, and the Auld version has six, as per 3.5. Although, I do question that because the Auld has a comma (,) after Power Attack, as if the others were going to be added to that. Since the Auld has Iron Will, it can be assumed that the standard version of the monster should have that as well for +8. What about the other two feats though? Maybe Lightning Reflexes since it's Huge size, to make up for the missing Dex? Maybe have the other one be Improved Lightning Reflexes? Could always go with Toughness for even more hp. However, I think Improved Initiative would be the wisest choice though since it only has a +1 on that.

3) Missing skill points. A magical beast has 2+Int/hp. This creature has 10 Int. This gives it 20 on the regular one, and 32 for the Auld. Magical Beasts have Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills, meaning it gets +3 for being trained in it.
The regular one spent 5 on Acrobatics (5 ranks +3 trained +2 Dex mod = 10), and spent 10 on Climb (10 ranks +3 trained +8 racial +15 Str mod = 36). This leaves 5 points. Perception isn't under the skills, but it is under senses. It's +6. The 3.5 version has Spot at +18, but has Jump at +28. We can get close. Use 1 rank for Perception, +3 trained +3 Wis mod. Gives you +7. Now we can use the last 4 ranks in Acrobatics. Gives you +14. It's not the +28 Jump, but we're using Dex instead of Str this time. The Auld version lists in brackets what the jumping modifier would be, so that's likely missing. With the difference, that should make it +27 jumping.
Now for the Auld version. This one has 8 ranks in Acrobatics +1 Dex +3 trained. Pretty sure that the jumping one is wrong though. Having 48 Str gives you +19. Dex is +1. So that should be 12+18=+30, not +24. Unless there's a penalty I'm not aware of. Climb is Str +19 +3 trained +8 racial +16 ranks for +46. That leaves 8 ranks. Perception is +9, but the 3.5 version has Spot +18. This means that only 3 ranks were used, and we've got 5 left that's to go somewhere. Best to put it in Perception. This makes the new total +14. Almost nearly the +18 that 3.5 had. This can easily be fixed by taking 4 ranks from Climb and putting it in Perception instead. That'd make Climb +43 (which is plenty high enough unless you're making epic skill checks at 70 and 100 to climb walls like Spider-Man) and Perception +18. Climb was only +27 in the 3.5 version anyways.

4) The Auld's AC is 28 instead of 27. When a creature goes from Large to Huge, they gain +3 natural armor. This makes theirs +19 natural instead of +18.

I think that covers everything.

I'd like to note that I do understand that this was your first attempt at doing one supplement out, and the date you released this compared to Paizo's Bestiary, so you were essentially blind. However, now that those rules are out, these changes are going to be necessary for the creatures to properly fit into the Pathfinder world without any scrutiny.


Yeah I need to do an errata update, just been way to busy with new releases.

Grand Lodge

I can understand that. What I've got down right now can serve as a temporary errata until you guys are able to find the time to do one up.

Grand Lodge

Was an errata ever done for this?

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