Pathfinder Player Companion: Blood of the Moon (PFRPG)

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Pathfinder Player Companion: Blood of the Moon (PFRPG)
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A Perfect Night for a Curse!

Channel the power of the moon and turn the curse of lycanthropy into a potent blessing with Pathfinder Player Companion: Blood of the Moon! Whether you were born with traces of bestial blood from a lycanthropic ancestor or you were bitten by a werewolf and have transformed into one completely, this volume contains everything you need to embrace the beast within and become a fearsome weapon against your enemies. Become a protector of the natural world as a scion of a werebear, revel in bloodshed with the wolf fighting style created by your ancestors, or find your calling in the witch practices of your werecrocodile forerunners. Even if you do not take directly after these bestial horrors of the night, there is much to learn from associating with them—as either ally or hunter. The choice is yours with Pathfinder Player Companion: Blood of the Moon!

Inside this book, you’ll find:

  • Rules and information for the all-new skinwalker race—versatile humans distantly descended from lycanthropes, who have the power to take monstrous forms.
  • Eight unique skinwalker heritages to choose from, allowing characters to channel the power of such creatures as the mighty wereboar, cunning wererat, or brutal weretiger.
  • Tips, suggestions, and new ways to play a lycanthrope, hide your dreaded curse, and even find a cure for your affliction.
  • An in-depth examination of the lycanthropic transformation process, as well as a lunar calendar to track the phases of the moon on Golarion and ensure you don’t get caught off guard on the night of the next full moon.
  • New feats, spells, magic items, and rules options for characters from all walks of life— including the new lunar oracle mystery, transformative globes of moonlight, and mighty pelts that grant the powers of animals!

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.

Written by Tim Akers, Adam Daigle, Neal Litherland, David N. Ross, and Tork Shaw.
Cover Art by Kieran Yanner.

Each monthly 32-page Pathfinder Player Companion contains several player-focused articles exploring the volume’s theme as well as short articles with innovative new rules for all types of characters, as well as traits to better anchor the player to the campaign.

ISBN-13: 978-1-60125-578-5

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

Hero Lab Online
Fantasy Grounds Virtual Tabletop
Archives of Nethys

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Watered Down Lycanthropes

2/5

Blood of the Moon is all about lycanthropes--“true” lycanthropes like werewolves, humans with lycanthropic ancestors (skinwalkers), and (I guess most broadly) creatures whose abilities are influenced by the waxing and waning of the moon. I can confess this has never been a concept that I’ve been particularly interested in, and I only bought the book because it contains some stuff for my Groetus-worshipping Oracle. On the other hand, I recognise the book definitely does fill a demand relating to the “big three” pop culture monsters: vampires, zombies, and werewolves.

We’ll start with the cover, which is downright awesome! I often think these Player Companion covers are better than many of the ones that went on the game’s main rulebook line. The inside-front-cover has capsule descriptions of the new “skinwalker” races introduced in the book: werebat-kin, werebear-kin, wererat-kin, wereshark-kin, wereboar-kin, weretiger-kin, werecrocodile-kin, and werewolf-kin. (Yes, I was a bit embarrassed to write that sentence). The inside back cover is a lunar calendar for the year 4713, and includes a new trait called “Child of the Moon” that gives a bonus to a particular skill depending on what phase the moon is currently in. I remember having a player in a campaign that took this for their PC, and it was kind of a pain always looking up what the phase of the moon was before rolling a simple skill check.

Most of the book is about the new race, skinwalkers, and the variations listed above. Skinwalkers are humans who are descendants of true lycanthropes and offer some of the flavour of true lycanthropes, relatively minor special abilities, and none of the risk of being feral murder-machines. For each of the eight variations of skinwalkers, the book devotes two pages of description, traits, and feats. Frankly, most are fairly forgettable in my opinion and I’m not convinced they’re a worthwhile addition to the game. And in contrast to the amazing cover, the interior artwork is stiff and even a bit goofy looking--who wants to play a werebat-kin as pictured on p. 8?

The book does devote some pages to true lycanthropes, with some interesting flavour and detail. There are also two pages of “lycanthropic gear”--alchemical items to help in fighting off lycanthropes, but also a pelt of the beast magic item that’s essentially a no-brainer for skinwalkers. Two pages of the book are devoted to “The Moon” in the broadest sense, and includes a new oracle mystery (“lunar”) that is quite detailed and very useful. (though I should note that one of the included revelations, Primal Companion, is a really OP option).

Overall, I’d rank Blood of the Moon as one of the lesser entries in the Player Companion line. Maybe it scratches an itch for some people, but throwing what’s essentially eight new races at the wall in one little book doesn’t really do justice to any of them; and I doubt, in terms of game mechanics and respect for game balance, they let players achieve what they really want.


Fantastic!

5/5

It'd be hard for me to say what I like about this book better than the other reviewers, so I will point you to the other reviews for this product for in-depth descriptions of what this book contains. I just want to let it be known that the Skinwalker is a great, versatile race that can do almost anything a PC is looking for, in one way or another. It's not overpowered by any means, there are very clearly-outlined fluff- and crunch-based drawbacks for having this versatility, but they only serve to enhance the race as a whole. Along with the race come various flavor-full traits and other options (feats, Magus Arcana, etc...) for PCs to use.
If you're looking for a Player's Companion to buy, I heartily recommend the Blood of the Moon.


4/5

I've reviewed this book over on RPGGeek.com.


Ring Side Report- Review of Pathfinder Player Companion-Blood of the Moon

5/5

Product- Pathfinder Player Companion- Blood of the Moon

Producer- Paizo

Cost- ~$13

Page Count-32

TL;DR- An excellent addition to the Player Companion line-97%

Summary- This book focuses on the “in-between” creatures called skinwalkers. These creatures are not quite were-creatures, but are not wholly human either. This book presents eight separate skinwalker races giving an rundown on where each might come from in the world, the background on their psychology and physiology, as well as a suite of powers and abilities for each one. In addition the book give ways to become a lycanthrope as well as some gear/items that each were-creature might need or you might need to combat them.

Art/Layout- This is the Pathfinder art we know and love. It’s well laid out and every skinwalker has a picture to show what they look like when they change. I thought the art was well done in this one. 5 /5

Story or “Fluff”- This one is fluff-tastic! Every skinwalker gets a full, well done rundown and their own section. You can make an extremely well rounded skinwalker from this book, and that is the sign of an excellent source book. Also the addition of how true were-creatures interact with the various skinwalker does give some surprising depth to the book. 2.25/2.5

Mechanics or “Crunch”- Each skinwalker gets a great section on its own mechanics and its own traits. Also there is a large section of skinwalker feats that any skinwalker would want. In addition, each skinwalker gets an associated class that gets its own powers. Mind you not every class can have powers/abilities in a 32 page book, but what’s there is done well. Even better, most of the class powers/abilities/features are not limited to skinwalkers! 2.25/2.5

Execution- This book was well executed. As a reader, I learned about a whole new sector of society and its background. It felt natural. Also, the background filled me in quite well. Each section is self contained, and nothing in the book feels like it was tacked on. Even the sections of complete fluff feel like they were needed. 5 /5

Final Thoughts -This is an excellent book. I enjoyed reading this from cover to cover. I want to play one of these confused, misunderstood monsters! And honestly, even if you don’t want to play a were-thing, the extra class options really make this a well done book on its own. 97%


Lots of lycanthropic flavour!

4/5

Read my full review on Of Dice and Pen.

Blood of the Moon is not a book that will be useful for every campaign. It’s a niche product and many campaigns will likely have limited use for it. However, people who want to add a touch of lycanthropic flavour to their campaign or just want the option of playing new races will find the book adds a lot of useful options and more importantly, flavour.


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Pathfinder Adventure Path Subscriber
Patrick Renie wrote:

Diego Rossi: Hey. So, after talking it over for some time with other rulesy Paizo folks, we came to the conclusion that the Surprising Combatant feat in this book—while well-intentioned and not without its merits—doesn't really work as-is. The more we tinkered with it the more convoluted it became, so we decided to rework the feat from the ground up. Here is what the full text of the Surprising Combatant feat should actually look like:

Blood of the Moon Fixed Text wrote:

Surprising Combatant (Combat)

You can get the drop on foes by tricking your opponents into overlooking you as a combatant.
Prerequisites: Improved Initiative, Bluff 3 ranks.
Benefit: At the beginning of a combat in which you would normally be able to act in a surprise round, after initiative is rolled but before the surprise round begins, you can attempt a Bluff check as a free action. The DC of this Bluff check is equal to 15 + the CR of the encounter. If you succeed at this Bluff check, you may treat the result of your Bluff check as your initiative result for the surprise round. If your Bluff check fails, you cannot act during the surprise round. Regardless, you use your normal initiative result to determine initiative for the remainder of the encounter.
Sorry about the confusion!

I´m aware that this feat was difficult.

I liked a part of it very much though, the "unaware" part of it and it´s consequences for a rogue. Of course a higher initiative means foes would be flat-footed and receive some nice sneak attack eventually, but given the DC and the fact that it is a CHA dependant thing makes me worry there a bit.
Will this become official errata? Does initiative result mean "roll for initiative" as in modifiers like DEX and Improved Initiative can be added? Or is the total outcome meant there?
Also not "aware of me" included the possibility to do a stealth check right? Seems like a sad loss.

Developer

Hayato Ken wrote:
Will this become official errata?

Depends on what you mean by "official." It's official in that I (the developer of the book in question) posted a correction on our official company website. If you're asking whether or not it will appear in the errata section of the website, the answer is no, since we don't typically post errata for non-Pathfinder RPG (i.e., non-hardcover) books in that section. If you're asking in regards to PFS play, you'd be better served directing your question to that part of the messageboards.

Hayato Ken wrote:
Does initiative result mean "roll for initiative" as in modifiers like DEX and Improved Initiative can be added? Or is the total outcome meant there?

Initiative result means the total initiative score for that combat. Modifiers that normally apply to your initiative roll do not apply to this ability (though modifiers to your Bluff score help quite a lot here!).


Pathfinder Adventure Path Subscriber

Ah right i was asking for PFS. Will clear that there.

But....

Improved initiative is then a prereq and you don´t get the bonus +4 from the feat when using this feat? That seems a bit off in my eyes. It´s clear that improved initiative has nothing to do with bluff, but why would you then have this feat as a prereq?

Thanks for the answers though! Very appreciated that you are so present here. And i have to say overall i really liked the book. Great flavor and one of the best oracle mysteries!

Only one minor flaw: Weretigerkin skincrawlers should have a constant +2 CHA and +2 STR(or what they get if i´m wrong) because they are cat people after all. And if the internet teaches us one thing, then that they must be cute^^

Developer

Hayato Ken wrote:
Improved initiative is then a prereq and you don´t get the bonus +4 from the feat when using this feat? That seems a bit off in my eyes. It´s clear that improved initiative has nothing to do with bluff, but why would you then have this feat as a prereq?

Yeah, the feat prerequisite is a bit odd in that sense, but I think it's useful as a balancing factor and draws a connection to the idea that a character with the Surprising Combatant feat would have to be quick on their feet during non-surprise rounds as well. So in a sense, Improved Initiative works well for non-surprise rounds, while Surprising Combatant gives you a chance to act much quicker during the surprise round (since it's much easier to increase your Bluff check than it is to increase your initiative check).

Hayato Ken wrote:
Thanks for the answers though! Very appreciated that you are so present here. And i have to say overall i really liked the book. Great flavor and one of the best oracle mysteries!

Thanks! :]


Quick question Patrick, can't you guys post the clarifications in the Golarion FAQ, and they'd be binding for PFS?


Pathfinder Adventure Path Subscriber

Yeah that would make things a lot easier for PFS^^
And be welcome also!


Is it possible to use the rules for skinwalkers to produce a super-powerful skinwalker like the naagloshii of Dresden Files?

Shadow Lodge

I had a quick question about this:

Blood of the Moon wrote:

A skinwalker of a specific heritage has the following racial traits (represented at the top of each skinwalker heritage section), which replace or alter the appropriate default racial traits of the skinwalker:

• A skinwalker gains bonuses and penalties to particular ability scores, but cannot select a different ability score to bolster each time she changes shape.
• A skinwalker gains access to a different spell-like ability based on her heritage.
• A skinwalker replaces bonuses on Handle Animal and wild empathy checks with bonuses on other checks.
A skinwalker gains access to a different, larger set of features when in bestial form.

I was wondering if the bolded sentence meant that alternate heritage skinwalkers can choose from those available to their own heritage and the base skinwalker Change Shape ability, or does it just mean that they get four options instead of the base three? It seems awkward that some of the options (Werecrocodile-kin, Wereshark-kin, for example) wouldn't get access to the natural armor bonus.

Shadow Lodge

"While in their bestial form, they gain a +2 racial bonus to either Strength, Dexterity, or Constitution (see Change Shape). They gain +2 Wisdom, –2 Intelligence, +2 to one physical ability score while shapechanged"

"In bestial form, a skinwalker gains a +2 racial bonus to either Strength, Dexterity, or Constitution."

So do they not have any ability score modifiers while nit changed?


I believe they get a +2 Wisdom and -2 Intelligence, regardless of form; it is their floating physical ability bonus that is only applicable when shapechanged to bestial form.


This may have been asked already, but are there any limits that apply to "Swamp's Grasp" , the Witch Hex option offered for the werecrocodile kin ?

Will it work on any sort of ground ? Stone floor ? Ship's deck ? Even on a horizontal wall of force ? The desert or arctic icefields ?

Or is there something missing from the description ?


1 person marked this as a favorite.

selfless *bump* ^^

Developer

deathbydice wrote:

This may have been asked already, but are there any limits that apply to "Swamp's Grasp" , the Witch Hex option offered for the werecrocodile kin ?

Will it work on any sort of ground ? Stone floor ? Ship's deck ? Even on a horizontal wall of force ? The desert or arctic icefields ?

Or is there something missing from the description ?

As written, yes, this hex can be used on any sort of terrain. On stone, the floor becomes covered in slippery moss; on a deck, the planks become jagged and sticky; in the desert, the sand becomes wet and sucks on travelers' every footstep. I can see a GM ruling that this wouldn't work on a wall of force, though I can also see a GM ruling that it does (perhaps it disrupts the magic of the wall, causing it to rapidly flicker in and out of existence such that it becomes difficult terrain).

This hex is intended to be similar to the barbarian's ground breaker rage power, which, as written, can also be used on any kind of terrain that qualifies as "the floor." If there is a rules dispute regarding the hex, defer to the wording of the rage power.


Patrick Renie wrote:


As written, yes, this hex can be used on any sort of terrain. On stone, the floor becomes covered in slippery moss; on a deck, the planks become jagged and sticky; in the desert, the sand becomes wet and sucks on travelers' every footstep. I can see a GM ruling that this wouldn't work on a wall of force, though I can also see a GM ruling that it does (perhaps it disrupts the magic of the wall, causing it to rapidly flicker in and out of existence such that it becomes difficult terrain).

This hex is intended to be similar to the barbarian's ground breaker rage power, which, as written, can also be used on any kind of terrain that qualifies as "the floor." If there is a rules dispute regarding the hex, defer to the wording of the rage power.

Ouch.... and while similar to the barbarian's power (which can be used only once per rage), it seems slightly more useful for a ranged caster than for a melee-based fighter, and with endless repitition and re-location possibilities. Cue in - battle of Agincourt.

Thanks for the clarification

Sczarni RPG Superstar Season 9 Top 16, RPG Superstar 2015 Top 32

The skill bonuses the Scalehearts get seems odd. I get Stealth, but not wild empathy. Wouldn't Swim make a better choice?


I have a question regarding the ragebred bestial features. Unlike most PC natural attacks, these are listed as "hoof" and "gore" attacks. Given that it's relatively easy to also attain bite and claw attacks (with say, primal mutagen), how do the attacks interact? Do gore and bite compete for a head slot? There are monsters like the gargoyle that have both of these attacks, but I imagine gore means horns in that situation. Boar tusk gores and biting seem as though they might overlap a bit.
Thanks


I know I'm late to the party, but I just picked up this supplement and am looking forward to making a bat-kin character for an upcoming game. I was just wondering if someone could clarify the intention behind the bat shape feat.

Bats are normally diminutive. Do you become a tiny bat or do you become a diminutive bat, but use the tiny animal ability modifiers from beast shape 2? Does the feat contain a typo, and it should read beast shape 3, which does allow diminutive animals?

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