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 Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

CRAP! Almost had the werewolf one done and my computer ate it! ARGGH!\
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I blame Cosmo.


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Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Adjule wrote:

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.

Zarzuakar wrote:
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.

Witchwolves:

New Traits:

Lycanthropic Bloodlust: When you deal damage to a foe with a natural attack, you may gain 1d6 temporary hit points as an immediate action 1/day. These temporary hit points last for 1 minute.
Shared Curse: By dealing 1 point of damage to a willing ally with a natural weapon, that ally gains a natural bite attack, as if from your skinwalker ability, for 2 rounds, 1/day as a standard action.

New Feats:
The following style feats were developed by werewolf-kin monks, but can be used by anyone with an affinity for wolves and their kind.

Wolf Savage (Combat, Style)
Prerequisites: Wis 17, Improved Unarmed Strike, Wolf Style, Wolf Trip, Knowledge (nature) 9 ranks.
When you deal a prone opponent at least 10 points of damage with a natural weapon or unarmed strike, you can savage your foe as a swift action. He becomes disfigured (like bestow curse) if he fails a Fort save.

Wolf Style (Combat, Style)
Whenever you deal at least 10 points of damage to a foe with an attack of opportunity, that foe’s base speed decreases by 5 feet for 1 round and decreases by an additional 5 feet for every 5 points of damage your attack deals beyond 10. If this stops him cold, you may attempt a combat maneuver check to trip your foe as an free action.

Wolf Trip (Combat, Style)
Prerequisites: Wis 15, Improved Unarmed Strike, Wolf Style, Knowledge (nature) 6 ranks.
You gain a +2 bonus on all combat maneuver checks to trip as part of an attack of opportunity, and on a successful trip you place the target prone in any available square adjacent to you.

New Arcane Discovery for Wizards
Werewolf Shape: When you cast beast shape IV or shapechange, you can choose to take the shape of a werewolf in addition to the other shapes available. You gain all the effects of the werewolf template instead of the spell’s normal benefits. You even get the ability to inflict the curse of lycanthropy while in form! 15th-level wizard to select this arcane discovery.


Witchwolves seem awesome for the most part with how they can temporarily grant their powers to others or permanently if your a 15th level Wizard. Plus it would make a good plot hook for lower level adventures.

So what cool things can the Tigers do?

EDIT: Also thank you very much Feros for the bits of information about each of the shifters. Its got me wanting my hardcopy of the book more while I wait for it.

Shadow Lodge

Yeah the traits are really flavorful thus far and are a marked improvement on the ones from blood of the moon. The bear skinwalker also gets a cool one where they can basically hibernate to heal faster.


Any new rogue talents in the book?


What do all of the Witch hexes do?

Shadow Lodge

I know I'm certainly excited about the coming of this book. :) As someone with a vested interest in playing lycanthropic characters, I'm excited to finally get the option to do so in the world of Golarion. I'm definitely hoping these new races will become legal in PF Society. The rumors I hear are that they're balanced enough to be reasonable while still letting folks have the cool animal features they want.

If not, I'll be using the racial attributes as templates for my home games, at the very least. :)


Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Askanipsion wrote:
Any new rogue talents in the book?

Wererat-Kin Rogue Talents:

Disease Use: A rogue with this talent can apply filth from garbage, a sewer, etc. to a weapon as a standard action and like poison it will inflict filth fever on its next hit.

Face in the Crowd: Opposed Perception and Sense Motive checks take a –2 penalty when made against the rogue’s Bluff, Disguise, Sleight of Hand, or Stealth checks when near two non-hostile characters. This penalty increases to –4 if its at least eight such creatures.

Quick Scrounge: Drop a time unit (full round - standard, standard, to move, etc.) on Perception search checks.

Scavenger: A rogue with this talent can pick up and stow an object as a swift action. She gains a +2 bonus on Sleight of Hand checks to pick the pockets of stunned or disabled targets.


Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Rowe wrote:
What do all of the Witch hexes do?

Werecrocodile-kin Hexes:

Cursed Wound: The witch can curse a living creature, preventing it from healing completely. The last 10 hp remains unhealed, no matter what healing is attempted. Saves and attempts to overcome it notwithstanding.

Swamp’s Grasp: The witch can cause an area to become an entangling quagmire. One 10-foot square per witch level within 90 feet becomes difficult terrain for a number of rounds equal to 3 + the witch’s Intelligence modifier.

Major Hexes

Animal Skin: The witch can become any animal of a size from Tiny to Large whose skin she wears, taking on the appearance of the individual from which the skin came.

Delicious Fright: The witch can feed on the fear of her victim. The target of this hex becomes shaken and as long as the witch remains within 30 feet of her target, she gains a +1 morale bonus on attack rolls and on saving throws.

You don't have to be werecroc-kin to use these hexes.

Scarab Sages

Hmm the Rats and the Crocs got some very cool stuff.
Say Feros. For the Werebats, was there any prerequisites for the feat that gave them the ability to fly? Also what sort of wings are we talking about? The ones that replace your arms or the ones that sprout out your back?


Momo Kimura wrote:

Witchwolves seem awesome for the most part with how they can temporarily grant their powers to others or permanently if your a 15th level Wizard. Plus it would make a good plot hook for lower level adventures.

So what cool things can the Tigers do?

EDIT: Also thank you very much Feros for the bits of information about each of the shifters. Its got me wanting my hardcopy of the book more while I wait for it.

I'm also wondering about the tiger...

A few more days until the PDF is available, thanks all for making the wait bearable ;-)


What does this do for current templated werewolves?
I was considering transferring a character who is currently a werewolf to the races offered here but I am unsure if that will be a good idea.
Is there any way for skinwalkers to get DR?


Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Crimlock NL wrote:
Momo Kimura wrote:

Witchwolves seem awesome for the most part with how they can temporarily grant their powers to others or permanently if your a 15th level Wizard. Plus it would make a good plot hook for lower level adventures.

So what cool things can the Tigers do?

EDIT: Also thank you very much Feros for the bits of information about each of the shifters. Its got me wanting my hardcopy of the book more while I wait for it.

I'm also wondering about the tiger...

A few more days until the PDF is available, thanks all for making the wait bearable ;-)

First: You’re welcome Momo and Crimlock! I’m glad I could help. :D

Weretiger-kin:

Traits

Feline Instinct: When you act during a surprise round, you gain a +3 trait bonus on initiative.

Tiger’s Claw: When you charge, you gain a +1 bonus on your damage.

New Feats

Motivating Display (Combat)
Prerequisites: Cha 13, Dazzling Display, Weapon Focus.
Whenever you use Dazzling Display to demoralize foes, your Intimidate check also applies to allies within 30 feet who can see you. Each ally gets a +1 bonus on attack rolls and skill checks for the duration that it would be shaken.

Surprising Combatant (Combat)
Prerequisites: Improved Initiative, Bluff 3 ranks.
At the start of combat, after initiative is rolled but before the first round begins, you can Bluff check as a free action. Each opponent who is aware of you must succeed at a Sense Motive check. Failure means that an opponent is treated as if it were not aware of you. If none of your opponents are aware of you, you may act during the surprise round. Essentially, even though there is no surprise round, you make one for yourself only.

Violent Display (Combat)
Prerequisites: Dazzling Display, Weapon Focus, base attack bonus +6.
When you have a successful sneak attack or critical hit against a creature with a weapon you have Weapon Focus for, you can use Dazzling Display as an immediate action.


Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Tactical Monkey wrote:

Hmm the Rats and the Crocs got some very cool stuff.

Say Feros. For the Werebats, was there any prerequisites for the feat that gave them the ability to fly? Also what sort of wings are we talking about? The ones that replace your arms or the ones that sprout out your back?

Prerequisites: Base attack bonus +5, werebat-kin.

It doesn't say about the wings, just that you can add fly as a bestial trait to the list you choose from. It can appear anyway you want to describe it. My instinct would be arm replacement for flavour purposes, but I can see arm use during flight as being important.


Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Taku Ooka Nin wrote:

What does this do for current templated werewolves?

I was considering transferring a character who is currently a werewolf to the races offered here but I am unsure if that will be a good idea.
Is there any way for skinwalkers to get DR?

If you currently have a werewolf character, I would leave it be. You can access the werewolf-kin feats as they are designed for any with an affinity for wolves, but there is no feat or bestial trait that gives you DR.

There is a two-page section that deals directly with lycanthropic characters, however, and the center two-page layout deals directly with the physical aspects of lycanthropic transformation in a pictorial guide. The guide shows the differences to eyes, hands, feet, ear, etc. when the transformation occurs and uses a werewolf as the pictorial example. It also discusses the lesser changes that happen to the skinwalkers.

The two-pages on lycanthropic characters talks about how your character can become a lycanthrope, curing the disorder, and hiding that you have it. The sidebar contains advise to GMs and players about including lycanthropic PCs in game.

Scarab Sages

Okay so I got to wait till Bab +5 to get it which is good to know as I thought it would be a bit silly if one could get the Bloodmarked Flight feat earlier on.

Hmm it doesn't say the specifics for the wings. I get the feeling that Paizo wanted it to be like Man Bat from the Batman universe. (http://cdn.gunaxin.com/wp-content/uploads/2012/03/Man-Bat.jpg)

That Surprise Combatant feat for Tigers can come in very handy especially if your character has a reasonably good bluff skill which means possibly a rogue or possibly a very charismatic barbarian.

Thank you Feros for the information. Its been very helpful and a good tie-over for its release.


Thanks again Feros. I appreciate the periodic updates from you during my study breaks (and Windows crash breaks) so far this weekend. I am very much looking forward to this book.

Are there any more new spells (other than the one you mentioned?) You don't have to type them out, just something like "lots", "a few but they suck", or "nope" is good enough.

Are there new feats that other races could benefit from? (I'm working on a Kitsune Summoner with an Elf Cleric cohort.) Once again, don't feel the need to type them out.

Thanks


Thanks for all the information so far

I do have a question though: How long does the shapeshift actually last? It was mentioned it's 3+1/2 level times per day, but for how long?


Cuàn wrote:

Thanks for all the information so far

I do have a question though: How long does the shapeshift actually last? It was mentioned it's 3+1/2 level times per day, but for how long?

Usage: 3 + 1/2 Level, Per day.

Duration: Indefinite.
Drawback: -4 penalty on social-based rolls when dealing with others that are not skinwalkers or lycanthropes.


Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Notabrick wrote:

Thanks again Feros. I appreciate the periodic updates from you during my study breaks (and Windows crash breaks) so far this weekend. I am very much looking forward to this book.

Are there any more new spells (other than the one you mentioned?) You don't have to type them out, just something like "lots", "a few but they suck", or "nope" is good enough.

Are there new feats that other races could benefit from? (I'm working on a Kitsune Summoner with an Elf Cleric cohort.) Once again, don't feel the need to type them out.

Thanks

Accursed glare, Share skin, & Greater share skin are the only spells, and they have already been described in this thread.

The bear feats are available to all (two of them require Weapon Focus(bite), so I don't know how much those will be of use). The tiger feats can be for any race, as can the wolf feats (though they are thematically connected to there races somewhat, they are available).


So the skinwalkers are kinda of like lycanthropic tieflings and aasimaars?

Shadow Lodge

Will say that the cursed earth hex the Crockin get is really good. So happy to see more useful hexes hitting the witch finally.


Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Cuàn wrote:

Thanks for all the information so far

I do have a question though: How long does the shapeshift actually last? It was mentioned it's 3+1/2 level times per day, but for how long?

If you are OK with lousy social skills, why not stay in bestial form all day? Because by changing you can change out your bestial trait, thus adapting to different situations as needed. That is an astonishingly good ability. Add in that the non-heritage skinwalker can select which physical ability gets adjusted every single time, you have an extremely adaptable character.


What kind of action is shifting then? Move?

EDIT: Does the -4 penalty also apply against animals?


Hmm, more info on the lycanthropes only stuff?


Thanks Feros!

Shadow Lodge

Belle Mythix wrote:

Hmm, more info on the lycanthropes only stuff?

Anything in particular you are looking for? As it's written a lot of the crunch stuff that is meant for an specific breed of Lycan is mixed in with their associated skin walker. That being said if you give some specifics I think I can pull some stuff out for you.


doc the grey wrote:
Belle Mythix wrote:

Hmm, more info on the lycanthropes only stuff?

Anything in particular you are looking for? As it's written a lot of the crunch stuff that is meant for an specific breed of Lycan is mixed in with their associated skin walker. That being said if you give some specifics I think I can pull some stuff out for you.

Are there Feats? Traits?

Lycanthrope specific, not just skin walkers?


Burn56 wrote:


Are there Feats? Traits?
Lycanthrope specific, not just skin walkers?

The majority of the skinwalker stuff is shared with the lycanthropes. Mostly because the lycanthropes, genetically and socially, share a lot with their kin. I'd have to check again but it didn't see anything that's lycanthrope-exclusive, if that's what you mean.


Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Cuàn wrote:

What kind of action is shifting then? Move?

EDIT: Does the -4 penalty also apply against animals?

It's a standard action, but there is a feat that lowers it to a move action.

Nope. The penalty only applies to humanoids without the shapechanger sub-type.


Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Shalafi2412 wrote:
So the skinwalkers are kinda of like lycanthropic tieflings and aasimaars?

That's pretty much the central concept, yes.


Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Askanipsion wrote:
Thanks Feros!

You're welcome! :D


Axial wrote:

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?".

I was wondering about the way skinwalkers look too. I've googled it a while ago and came across a picture from the paizo blogs depicting a woman with furry and clawed arms and legs, and that quite honestly looked really goofy. Is that what I can expect all skinwalkers to look like?


Not only is there no such thing as a default skinwalker look, every individual skinwalker is likely to take on slightly different appearances each time they change depending on which traits they assume at the time.

Contributor

I'm really curious about the benefits of the Wolf Style feats. Can anyone share them?


@Alexander Augunas
Wolf style feats are in this post by Feros.

Feros wrote:
Adjule wrote:

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.

Zarzuakar wrote:
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.
** spoiler omitted **...


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

FYI: I made a FAQ thread about this. I can see this getting banned in a lot of games that allow skinwalkers. I don't know that there is any comparable ability available to PCs to causing a save vs nauseated every time you deal damage.


drumlord wrote:
Tactical Monkey wrote:
Wererats I can easily see being the most annoying Alchemists what with getting the monster rule Distraction whenever they would deal damage.
FYI: I made a FAQ thread about this. I can see this getting banned in a lot of games that allow skinwalkers. I don't know that there is any comparable ability available to PCs to causing a save vs nauseated every time you deal damage.

Wow, I didn't even notice this because I wasn't interested in the wererat kin. That's kind of broken.


Alexander Augunas wrote:
I'm really curious about the benefits of the Wolf Style feats. Can anyone share them?

The First one decreases the speed of people you hit with an AoO, and if you reduce it to 0 you trip them. The second gives a bonus to AoO trips and lets you reposition people you trip with an AoO. The last one lets you CURSE someone that you damage while he's prone (swift action). As in a bestow curse effect. The flavor is that you're disfiguring them.


Well, what kind of info is there in the lycanthropes section?

Scarab Sages

I suppose what surprised me the most when I looked at the stat blocks for each given subrace was that the Bears or the Pigs didn't get Ferocity but the Sharks and Crocs did.


Belle Mythix wrote:

Well, what kind of info is there in the lycanthropes section?

The main sections are:

Contracting Lycanthropy
Curing Lycanthropy
Hiding Lycanthropy
Lycanthropes and the moon

I think people who want more information on Lycanthropes rather than the Skinwalkers are going to be relying more info from the Carrion Crown adventure path, but there is still some useful information here.

Shadow Lodge

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Thats basically just what I was going to ask. So far after whats been posted, no real interest in the Skinwalkers at all.

So if one was looking for mostly fluff and crunch on Lycanthropes and flavor of Ustalav, how usefull is this book?


Pathfinder Adventure Path, Lost Omens Subscriber; Pathfinder Battles Case Subscriber

Not very useful in that regards Beckett. The central big art piece is about flavoring of the transformation. There are some sidebars throughout that give a bit about full lycanthropes. Carrion Crown and Rule of Fear are where it's at for Ustalav info and more stuff on lycanthropes. I really hoped they would do something neat with full lycanthropes like they did with the Hunger rules in Blood of the Night. As is this product feels more like an introduction to Eberronian Shifters for those who missed out on that setting as opposed to something dealing with actual Lycanthropes. Now I liked shifters well and fine I just wanted more on full Lycanthropy not a new PC race I already have rules for if I wanted to use them.

I will say one of the coolest things in the book and it's just one page is the Moon Calendar. Every month's Full Moon has a name that it's referred to by and that to me just screams awesome and flavor.


DM Beckett wrote:
So if one was looking for mostly fluff and crunch on Lycanthropes and flavor of Ustalav, how usefull is this book?

Many of the feats that can be used by skinwalkers can also be used by Lycanthropes. Not much that will probably be useful for Ustalav though.


Just so everyone knows, we now have an errata from Patrick Renie on the wererat-kin distraction ability.

Liberty's Edge

I am very glad that was cleared up. I would have been saying no a lot or banning the ratkin from games.


The stats that Feros post has me wondering exactly what kind of Skinwalker characters I would make.

Oddly enough, I think the Scaleheart would make a good Magus.

And Fanglord is probably the best choice for paladin, based on the charisma bonus.

Of course, I can't know for certain until I see the artwork...


Does anyone happen to know of the actual release date of the book? I have ordered one from a local gaming store and they kept telling me today, but when I went to pick it up I'm being told that its not really until Friday and so I have to wait till then unless I can prove the release date is today (their information is iffy).

Liberty's Edge

Paizo site has it listed as available to order. Paizo's policy is when you can purchase it form them you can purchase it from your local store.

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