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

Note: This product is part of the Pathfinder Player Companion Subscription.

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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.


Lycanthrope Descendant

5/5

Yes I know there are things that Lycanthropes can use in here as well, but the I was excited by the race. I still am and want to play one of these so much now. The skin walkers are also perfect for my homebrew world.

I have a whole country where lycanthropes are welcomed as full members. This has led to people being descended from lycanthropes. I made my own race to represent these people, but it was not as flavorful as the Skinwalkers. So I will be refluffing them slightly for that world and inserting them in.

I am certain the new feats and traits will be well received by my group. I look forward to more fun books from Paizo.


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Rowe wrote:
Stats for the various types?

Hold a moment...

*Taps into last reserves of Mythic Power*


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Rowe wrote:
Stats for the various types?

All Skinwalkers get +2 in one stat and -2 in another. They only get the remaining +2 to another stat when they shift into their bestial form—sort of halfway between the full-hybrid of a lycanthrope and a human. There are core "racial traits," but I suspect more people will use the alternates given here:

Werebat-Kin (Bloodmarked):

Ancestry werebat
Typical Alignment NE
Ability Modifiers +2 Int, –2 Wis (+2 Dex while shapechanged)
Alternate Skill Modifiers Fly, Perception at night
Alternate Spell-Like Ability obscuring mist 1/day
Bestial Features
• Bite attack that deals 1d6 points of damage
• +4 racial bonus on Perception checks
• Scent to a range of 30 feet
• Treat falling damage as 20 feet less than it actually is

Werebear-Kin (Coldborn):

Ancestry werebear
Typical Alignment LG
Ability Modifiers +2 Con, –2 Cha (+2 Wis while shapechanged)
Alternate Skill Modifiers Climb, wild empathy
Alternate Spell-Like Ability calm animals 1/day
Bestial Features
• Bite attack that deals 1d6 points of damage
• 2 claw attacks that each deal 1d4 points of damage
• Climb speed of 20 feet
• Scent to a range of 30 feet

Wereboar-Kin (Ragebred):

Ancestry wereboar
Typical Alignment CN
Ability Modifiers +2 Wis, –2 Cha (+2 Con while shapechanged)
Alternate Skill Modifiers Handle Animal, Perception
Alternate Spell-Like Ability speak with animals (pigs and boars only) 3/day
Bestial Features
• +10 foot racial bonus to base speed
• Gore attack that deals 1d6 points of damage
• 2 hoof attacks that each deal 1d4 points of damage
• Scent to a range of 30 feet

Werecrocodile-Kin (Scaleheart):

Ancestry werecrocodile
Typical Alignment NE
Ability Modifiers +2 Int, –2 Wis (+2 Str while shapechanged)
Alternate Skill Modifiers Stealth, wild empathy
Alternate Spell-Like Ability scare 1/day
Bestial Features
• Bite attack that deals 1d6 points of damage
• Darkvision to a range of 60 feet
• Swim speed of 30 feet
• Ferocity (Pathfinder RPG Bestiary 300)

Wererat-Kin (Nightskulk):

Ancestry wererat
Typical Alignment LE
Ability Modifiers +2 Int, –2 Str (+2 Dex while shapechanged)
Alternate Skill Modifiers Handle Animal, Stealth in urban environments
Alternate Spell-Like Ability speak with animals (rodents only) 3/day
Bestial Features
• Bite attack that deals 1d6 points of damage
• Climb speed of 30 feet
• Distraction (Pathfinder RPG Bestiary 299)
• Scent to a range of 30 feet

Wereshark-Kin (Seascarred):

Ancestry wereshark
Typical Alignment N
Ability Modifiers +2 Wis, –2 Int (+2 Con while shapechanged)
Alternate Skill Modifiers Perception, Swim
Alternate Spell-Like Ability charm animal (aquatic animals only) 3/day
Bestial Features
• Amphibious
• Bite attack that deals 1d6 points of damage
• Ferocity (Pathfinder RPG Bestiary 300)
• Swim speed of 30 feet

Weretiger-Kin (Fanglord):

Ancestry weretiger
Typical Alignment NE
Ability Modifiers +2 Dex, –2 Wis (+2 Cha while shapechanged)
Alternate Skill Modifiers Acrobatics, Perception
Alternate Spell-Like Ability jump 1/day
Bestial Features
• Bite attack that deals 1d6 points of damage
• 2 claw attacks that each deal 1d4 points of damage
• +10-foot racial bonus to base speed
• See in darkness

Werewolf-Kin (Witchwolf):

Ancestry werewolf
Typical Alignment CE
Ability Modifiers +2 Con, –2 Int (+2 Wis while shapechanged)
Alternate Skill Modifiers Perception, wild empathy
Alternate Spell-Like Ability magic fang 1/day
Bestial Features
• Bite attack that deals 1d6 points of damage
• 2 claw attacks that each deal 1d4 points of damage
• Darkvision 60 feet
• +2 racial bonus on all saving throws


Hmmm. Not sure how I feel about the conditional ability score modifiers. Interesting though.


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Tinkergoth wrote:
Hmmm. Not sure how I feel about the conditional ability score modifiers. Interesting though.

I see it as an aspect of them being cursed.


Oh yeah fluff wise I have no problem with it at all. It's more that it's an added complication. Not a major thing, but just something extra you have to remember. The bit that feels really odd to me is the idea of the mental scores boosting when they shift. Not sure why, but it strikes me as a strange design choice.


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lunar oracle mystery info?


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Now I got a bunch of ideas for new characters.

Were-Shark Monk.
Were-Tiger Rogue.
Were-Rat Alchemist.
Were-Crocodile Paladin.

So I got a question: Are the Bestial Features always active or only during the shapeshift?


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xavier c wrote:
lunar oracle mystery info?

Lunar Oracle Mystery Highlights:

Deities: Ashava, Desna, Groetus, Jezelda, Tsukiyo, Zon-Kuthon.
Some Revelations include beast shape, becoming immune to lycanthropy, making a bridge out of moonlight, and using Charisma instead of Dexterity for AC and Reflex saves as you perceive the future before it occurs.
Final Revelation: Once per day, you can transform into a lycanthrope of your choice for a number of hours equal to your Charisma modifier, gaining all the powers of a natural lycanthrope of that type, including the ability to change shape between human, animal, and hybrid form. In addition, you become immune to mind-affecting and language-dependent effects, as well as effects that specifically target only humanoids.


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Momo Kimura wrote:

Now I got a bunch of ideas for new characters.

Were-Shark Monk.
Were-Tiger Rogue.
Were-Rat Alchemist.
Were-Crocodile Paladin.

So I got a question: Are the Bestial Features always active or only during the shapeshift?

Only during shapeshift. A skinwalker can shapechange into bestial form a number of times per day equal to 3 + 1/2 her character level. The spell-like ability and skill modifiers remain regardless of which form and all have low-light vision which is also constant.


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OK, there goes the last of my Mythic Power for the day. Got to get up early tomorrow for a grape harvest. Good night all!


Feros wrote:
Tinkergoth wrote:
Hmmm. Not sure how I feel about the conditional ability score modifiers. Interesting though.
I see it as an aspect of them being cursed.

The only part of them that annoys me is that conditional mental stats can't count towards bonus spells per day and such unless the character stays in best mode permanently.


MYTHIC FEROS wrote:
xavier c wrote:
lunar oracle mystery info?
** spoiler omitted **

One thing that I find extremely interesting about the lunar oracle is that a level 20 one, in theory, could create *ANY* type of lycanthrope. It doesn't limit what type of lycanthrope he can turn into to just the primary types. Just pick an animal, turn into a were-version of it, and then infect someone.

An evil or reckless level 20 lunar oracle could infest the world with types of lycanthropy that it has never seen before without ever becoming infected himself (since he can become immune). An entire campaign could be built around stopping one of these.


Pathfinder Adventure Path, Rulebook Subscriber
Matrix Dragon wrote:


One thing that I find extremely interesting about the lunar oracle is that a level 20 one, in theory, could create *ANY* type of lycanthrope. It doesn't limit what type of lycanthrope he can turn into to just the primary types. Just pick an animal, turn into a were-version of it, and then infect someone.

An evil or reckless level 20 lunar oracle could infest the world with types of lycanthropy that it has never seen before without ever becoming infected himself (since he can become immune). An entire campaign could be built around stopping one of these.

Mayhaps that's where all the different version came from...

Thanks for all the spoilers, folks. It helps tide me over until I get my e-mail...

Liberty's Edge

This looks like lots of fun! I have always like playing lycans and this looks like a way to play them. I can't wait to get my hands on the book.


Question on the form change. How long do they stay in their other form?

Shadow Lodge

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Matrix Dragon wrote:
Feros wrote:
Tinkergoth wrote:
Hmmm. Not sure how I feel about the conditional ability score modifiers. Interesting though.
I see it as an aspect of them being cursed.
The only part of them that annoys me is that conditional mental stats can't count towards bonus spells per day and such unless the character stays in best mode permanently.

I don't know, the thing I find most off putting is that they have spell-like abilities. I mean without some info from the book it feels like a cheap add on and out of place considering they are supposed to be descendents of lycanthropes who do not inherently have magical powers.


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Odraude wrote:
Question on the form change. How long do they stay in their other form?

As long as they want, but they suffer social penalties when interacting with non-shapechangers and have to shift back if they want to change their active bestial trait (or stat bonus, in the case of the 'vanilla' skinwalker).

Scarab Sages

How bad are the Social Penalties? Like are we talking -1 to -3 penalties? Does it accumulate over time till your THAT Werebeast with the -20 to social interaction?

I wonder this as I wouldn't mind being in my shifter form for most of the time.

Also did the sharks get any cool stuff for like Feats or Class stuff? As they do look to be promising choice if I wanted to play Ranger, Inquisitor, or Monk.


"Vanilla" skinwalker? Tell me more.


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Tactical Monkey wrote:

How bad are the Social Penalties? Like are we talking -1 to -3 penalties? Does it accumulate over time till your THAT Werebeast with the -20 to social interaction?

I wonder this as I wouldn't mind being in my shifter form for most of the time.

Also did the sharks get any cool stuff for like Feats or Class stuff? As they do look to be promising choice if I wanted to play Ranger, Inquisitor, or Monk.

-4, and no it is a set level that does not accumulate. The wereshark-kin have some extra traits for combat maneuvers and swimming. They have some Magus Arcana that are complementary.


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Steven "Troll" O'Neal wrote:
"Vanilla" skinwalker? Tell me more.

The part I left out is the non-heritage skinwalker get's only one bestial ability when she shifts (which she can choose from a limited list of three), but gets to CHOOSE WHICH PHYSICAL ABILITY GETS THE BONUS EACH TIME.

EDIT: I was tired last night and left that out.

The Exchange

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Woof, I can see a Barbarian Tiger build that would run down most foes.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

I'm happy to see the skinwalkers, more than I was expecting. Now if only the Dhampyr got the same love...

Grand Lodge

Did you like the moon calendar? How is it presented?


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Wow, that cover took me right back to Strahd on the Balcony holding his dead love interest in Ravenloft days - can't wait for the pdf of this one!


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Anthony Adam wrote:

Wow, that cover took me right back to Strahd on the Balcony holding his dead love interest in Ravenloft days - can't wait for the pdf of this one!

Ravenloft 2: The Moonlight Wedding


Hmm heritage or non-hertiage? Flexibility for one of your +2 Attributes, or a whole slew of nifty "gifts" from your heritage.

I suppose non-heritage can work out, still would keep the +2 STR and the Ferocity. After all if I remember correctly there is an Extra Heritage feat which I would put into getting 1D6 Bite.

-4 social penalty while choosing to remain shifted? Seems like a fair trade.

Paladile of Sobek! He will smite you with his holy teeth. :)

Silver Crusade RPG Superstar 2014 Top 16

Either I missed it or it hasn't been posted yet... what are the non-heritage base stat bonus and penalty? I'm assuming they're both mental, since you can choose the physical one. +2 Wis and -2 Cha maybe?


cartmanbeck wrote:
Either I missed it or it hasn't been posted yet... what are the non-heritage base stat bonus and penalty? I'm assuming they're both mental, since you can choose the physical one. +2 Wis and -2 Cha maybe?

+2 Wisdom -2 Int actually. I think they focused more on Int penalties than Cha penalties because skinwalkers often live as barbarians or one the fringes of society. They are also more in control of their instincts than full lycanthropes. Some of the subtypes are exceptions though.


doc the grey wrote:
Matrix Dragon wrote:
Feros wrote:
Tinkergoth wrote:
Hmmm. Not sure how I feel about the conditional ability score modifiers. Interesting though.
I see it as an aspect of them being cursed.
The only part of them that annoys me is that conditional mental stats can't count towards bonus spells per day and such unless the character stays in best mode permanently.
I don't know, the thing I find most off putting is that they have spell-like abilities. I mean without some info from the book it feels like a cheap add on and out of place considering they are supposed to be descendents of lycanthropes who do not inherently have magical powers.

I can understand that. To me it seems like the designers were trying to make the skinwalkers into almost their own 'thing' rather than just watered down lycans. Some of them get some interesting mental bonuses that a normal lycanthrope of the same type wouldn't have.

My best guess is that it could be considered a side effect of the human and bestial sides of the person's bloodline mixing better than they do with a full lycanthrope. Some unusual abilities come out. Even if lycanthropes don't usually have spell like abilities, the curse itself is magical in nature.

Scarab Sages

Feros wrote:
-4, and no it is a set level that does not accumulate. The wereshark-kin have some extra traits for combat maneuvers and swimming. They have some Magus Arcana that are complementary.

Magus Arcana, not exactly the subrace I would have pegged for but it does sound interesting.

Wererats I can easily see being the most annoying Alchemists what with getting the monster rule Distraction whenever they would deal damage.


So none of them have a standard bonus to Cha without shifting?


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Tinkergoth wrote:
So none of them have a standard bonus to Cha without shifting?

None of them have a bonus the Cha with shifting, either.


Feros wrote:
Tinkergoth wrote:
So none of them have a standard bonus to Cha without shifting?
None of them have a bonus the Cha with shifting, either.

Really? Your Weretiger-kin spoiler at the top of this page shows +2 Cha while shifted. Typo?


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Tinkergoth wrote:
Feros wrote:
Tinkergoth wrote:
So none of them have a standard bonus to Cha without shifting?
None of them have a bonus the Cha with shifting, either.
Really? Your Weretiger-kin spoiler at the top of this page shows +2 Cha while shifted. Typo?

Nope. That's just plain old non-mythic me making a stupid oversight. :P

You are absolutely correct: the weretigers are the charismatic ones (what do you expect; they're cats!) :)


Awesome, thanks Feros. I'm considering a Fanglord Lunar Oracle, depending on what I think of it when I see the actual mystery. While I don't mind not having a permanent +2 to my stats (and our games tend to have fairly high point buy anyway), it certainly feels kind like it'd suit the flavour to have a lunar oracle with spells that become harder to resist when she's using her lycanthropic heritage.


zergtitan wrote:
Anthony Adam wrote:

Wow, that cover took me right back to Strahd on the Balcony holding his dead love interest in Ravenloft days - can't wait for the pdf of this one!

Ravenloft 2: The Moonlight Wedding

Looks like I10 House on Gryphon Hill has you beat. There's always room for a Ravenloft III though.

But yeah, Paizo knows how to make a great throwback. And from what I've seen on the forum, I can't wait to nab myself a copy.


Pathfinder Adventure Path, Rulebook Subscriber

Mine shipped! <3


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OK, messed up a little. You can choose from the list given in your heritage and take one while shapechanged. The list is more extensive for the heritages is all. However, there is a feat called Extra Feature that lets you have more than one bestial trait when you change. It can be taken multiple times and it stacks. There is also a feat (Fast Change) that reduces the change from standard action to move action.

This explains why you wouldn't want to stay in bestial form all day: if you want to swap out a racial trait, you have got to change.

Sorry, I was really tired when I did all those summaries. :(


Did Bats get any cool stuff in the Class/Feat department?


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Momo Kimura wrote:
Did Bats get any cool stuff in the Class/Feat department?

Werebat-kin stuff:

There are a couple of traits:

Fight with the Flock gives you a +1 bonus on Intimidate checks and attack rolls to make attack of opportunity when you are within 10 feet of at least two allies.

Precision Hearing lets you pinpoint the exact square where a creature you can’t see is whenever you succeed at a Perception check to hear and your check exceeds the DC by 10 or more.

There are some feats:

Bat Shape allows you to take the form of a bat. You gain a +10 racial bonus on Disguise checks to appear as a bat. Changing from werebat-kin to bat shape is a standard action, just like bringing on your bestial form. If you wear a bat pelt—a magic item found in the guide—you may choose look like the bat whose skin you wear
instead of your normal bat form.

Bloodmarked Flight gives you an additional bestial feature: you can use
your change shape ability to gain wings and fly.

Dire Bat Shape requires you have Bat Shape and a BAB of +3. When you use Bat Shape to become a bat, you can choose to become a bat or a dire bat.

And a spell preferred by Werebats:

ACCURSED GLARE
School necromancy [curse]; Level antipaladin 3, sorcerer/wizard 3, witch 3
Casting Time 1 round
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 day/level
Saving Throw Will negates; Spell Resistance yes
You channel a fell curse through your glare. If the target fails its saving throw, it begins to obsessively second guess its actions and attract bad luck. Whenever the target attempts an attack roll or saving throw while the curse lasts, it must roll twice and take the lower result. While you cast this spell, an ally within range of the subject can attempt an Intimidate check as a move action (DC = save DC of this spell); on a success, the ally adds its own glare to yours, granting you a +2 bonus on your caster level check to overcome spell resistance (if any). Multiple allies can attempt Intimidate checks; this bonus stacks.

Essentially pugwampi-in-a-glare. >:)


Do all forms have a shape feat? I would-be love a tiger shape feat :-)


Can I get Werebear's details as well, Feros?


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Crimlock NL wrote:
Do all forms have a shape feat? I would-be love a tiger shape feat :-)

Nope, just the werebats. If you think about it, it makes sense: bats are pretty inoffensive creatures. You have to be higher level to get the dire bat. Tigers are powerful unless a cub.


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Rowe wrote:
Can I get Werebear's details as well, Feros?

Werebear-kin:

Traits:
Durable Changeallows you to gain the benefits of the
Endurance feat rather than a special ability.

Reviving Restis sort of like hibernation: you undergo
complete bed rest for 24 hours and you recover an amount of
hit points equal to three times your character level.

New Feats

Beartrap Bite: Whenever you confirm a critical hit against
a foe with your bite attack, if your confirmation roll
matches or exceeds your foe’s CMD, you can clamp down
on your foe to prevent it from moving away as a free action.

Bear Hug: You can attempt to initiate a grapple against a
foe trapped by your Beartrap Bite feat without provoking
attacks of opportunity.

Ferocious Loyalty: You gain a +1 morale bonus on attack rolls
against any foe that currently threatens an ally who also has
this feat. Goes to +2 if you loose your ally for whatever reason.

New Spells

Share Skin and Greater Share Skin: 6th and 8th level druid and witch spells. Essentially magic jar, except on any animal and your body disappears for the duration of the spell as your soul enters the animals body.


Well, that's terrible compared to the Bat. Thanks, Feros.


How about the witchwolves/werewolf-kin? What do they get?

And Feros, you are awesome. Your descriptions make me really want this book more and more.


1) Okay that to me is funny that only bats get Shapechanging feats. I suppose if they put it in for each shifter, the ability to shapeshift into a Dire Tiger would be a wee-bit to stronk at low levels.

2) Bats I feel got some cool stuff that looks to be worth it for some interesting character builds.

3) I can barely stop laughing after looking at thinking of some humorous character builds for a Werebear.

Shadow Lodge

Unfortunately, I've yet to have my stuff ship out, so I still don't have access to the PDF. Is there any chance that someone might be able to post what the Wolf Style feats do? They sound rather interesting.


I hope the Skinwalkers look really cool. The one piece of artwork that they posted featured an otherwise normal woman with fluffy arms and legs.

I know that coolness is subjective, but it had going "Eh?".

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