Pathfinder Player Companion: Champions of Corruption (PFRPG)

3.70/5 (based on 3 ratings)
Pathfinder Player Companion: Champions of Corruption (PFRPG)
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Evil Triumphs!

Claim what’s rightfully yours with Pathfinder Player Companion: Champions of Corruption! Summon monsters from the blood of your enemies with twisted Sarkorian magic, lord over your minions to further the causes of your dark masters, and use any means necessary to achieve your despicable goals. With Champions of Corruption, everything is fair game as long as you prosper and your enemies suffer.

Inside this book, you’ll find:

  • Detailed explorations of the lawful evil, neutral evil, and chaotic evil alignments, including example personas for your vile character.
  • New archetypes: the sanguinary blood summoner, the godless dread vanguard, and the bloodthirsty raging cannibal.
  • Savage new traits for characters who hail from dark lands, and rules for wicked ones who seek to lord over Golarion’s most debased nations and organizations.
  • Cruel new options like Vile Leadership and damnation feats, which let you use coercion and violence to compel your cohorts and allies to commit even greater atrocities.
  • Brutal new spells, magic items, and other sinister options to sate your bloodlust and strike fear in the hearts of heroes who would oppose you.

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 Paris Crenshaw, Jim Groves, Sean McGowan, Philip Minchin.
Cover Art by Claudia Schmidt.

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: 978-1-60125-679-9

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

Hero Lab Online
Archives of Nethys

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3.70/5 (based on 3 ratings)

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Good conclusion to the alignment books

4/5

Read my full review on Of Dice and Pen.

Champions of Corruption does not disappoint. While I would consider it my least favourite of the three alignment books, it's still a very good book, offering an in-depth look at what it means to be evil and providing interesting options for evil characters. And just because it's a Player Companion doesn't mean that it's just for players. GMs can get a lot of use out of this book to flesh out villainous NPCs.


Pretty neat

4/5

This gives good advice on different types evil characters under different evil alignments and how to play them with other characters whether they are off same alignment or not. Even if you don't plan to play as evil characters, this seems pretty useful for creating villains as well.

However, I think this could have gone farther than this. Most of examples are just "evil for evil/selfish reasons" types of personalities, while motivations list in beginning had potential for more different types of evil. Would have been interesting to see example of tragic villains, like vengeance driven evil character who is ready to do anything to accomplish his revenge.

There also wasn't any mention of playing good or neutral characters turning to evil, fallen hero would have been interesting character example as well.

So yeah, if you are interested in trying out evil characters, sure go for it, but if you aren't that interested, this won't convince you to play evil character nor probably would convince your GM to let you play as one if they are against it.


3/5

Read this review in full at A Gaymer's Quest!

Paizo’s September 2014 Player’s Companion release is Champions of Corruption. The final book in the Champions of series, this guide is focused on helping players develop evil characters and ground them in the evil organizations that plague the Inner Sea. From the beginning, you can see that the designers took this task seriously. On the front cover, Seltyiel is killing a unicorn. I kind of like that the unicorn doesn’t look all that good though. It would be a lot harder to see Seltyiel killing something that looks super sweet. Rather, it’s milky white eyes make you think that perhaps the unicorn is the corrupt one and the iconic is trying to defend himself. In fact, throughout the entirety of the book, the art makes it clear that these are not characters to trifle with.

Gods & (Summoned) Monsters
The guide’s inside covers feature familiar material to other readers of the Champions of series. On the front inside cover we have a chart detailing the evil gods. This could actually be really helpful during character creation. I think I may pull out the ones from Champions of Righteousness & Champions of Balance next time the party has to make characters. I’m hoping this will be helpful both for world immersion and for reminding them that it would not hurt to have an actual healer in the party. Much like the previous two Champions of books, this one closes with a feat improving the character’s ability to summon evil monsters. Like the other two, when a character with this feat summons a creature off the evil monster list, the summoning takes only a standard action.

Moral Uncertainty
Normally the “For Your Character” and “Rules Index” two pages seem like waste to me that could be much better filled with world-building or crunch product. Here Paizo has introduced ideas that are interesting about how they frame evil—certainly ambiguous. They’ve included a “Did You Know” box about Hermea and the inherent disagreements about how to characterize Mengkare’s alignment. Newsflash: Paizo staff can’t even agree as to whether or not Mengkare’s experiment is interesting to him or actually among the most diabolical things happening in the Inner Sea region. Adopting this viewpoint makes sure that any game taking place in Hermea is that much more interesting by giving us a rationale on how a character’s complex motives could make it evil or not in the eyes of some beholders.

Read the rest of this review online at A Gaymer's Quest!


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Would a Champion of Meh? have a "Summon Boring Monster" ability?

Shadow Lodge

Well, this looks shiny.

OH WAIT THAT'S BLOOD.


TOZ wrote:

Well, this looks shiny.

OH WAIT THAT'S BLOOD.

And it's fresh.

Grand Lodge

Adventure Path Charter Subscriber

I've downloaded my PDF if anyone has any questions...

-Skeld


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

What are the new magic Items in this book?

What is the new summoning feat at the end of the book?

What are the new alchemist discoveries?

Grand Lodge

Adventure Path Charter Subscriber
zergtitan wrote:
What are the new magic Items in this book?

Spoiler:
Amulet of euphoric healing, collar of unliving servitude, darklife ring, dirgesinger's choir, elixir of oppression, hand of hoarded deaths, ring of plagues, sinner's wage.
zergtitan wrote:
What is the new summoning feat at the end of the book?

Spoiler:
Summon Evil Monster.
zergtitan wrote:
What are the new alchemist discoveries?

Spoiler:
Cursed bomb, pickled quasit, plague vector, profane bomb, tainted infusion.

-Skeld


Are there new Evolutions available only to Eidolons of Evil Summoners?


1) What does Vile Leadership actually do?

2) What about damnation feats?

3) What is the dread vanguard and what does it do?

4) Anything for antipaladins?

5) If I was in Way of the Wicked, would I be PSYCHED about this book?


Skeld wrote:

I've downloaded my PDF if anyone has any questions...

-Skeld

Do you suddenly have the urge to punch puppies after reading it?

Grand Lodge

Adventure Path Charter Subscriber
Axial wrote:
1) What does Vile Leadership actually do?

Spoiler:
"...similar to Leadership, except Vile Leadership rewards—

rather than hinders—leaders who have cruel reputations
or who cause the deaths of their followers."

Axial wrote:
2) What about damnation feats?

Spoiler:
Fiendskin, maleficium, mask of virtue, souless gaze.
Axial wrote:
3) What is the dread vanguard and what does it do?

Spoiler:
It's an Antipaladin archetype that replaces spellcasting with some other evil stuff, more corruption, fast healing aura, and an ability to mark locations as evil.
Axial wrote:
4) Anything for antipaladins?

See above.

Axial wrote:
5) If I was in Way of the Wicked, would I be PSYCHED about this book?

Spoiler:
I'm sure you'd find plenty of useful stuff.

-Skeld

Grand Lodge

Adventure Path Charter Subscriber
Irnk, Dead-Eye's Prodigal wrote:
Are there new Evolutions available only to Eidolons of Evil Summoners?

At a glance, I don't see any available only to Evil Summoners, but they would certainly appeal to Evil Summoners.

-Skeld

Grand Lodge

Adventure Path Charter Subscriber
Mechalibur wrote:
Skeld wrote:

I've downloaded my PDF if anyone has any questions...

-Skeld

Do you suddenly have the urge to punch puppies after reading it?

Punching puppies? No.

Eating kittens? Possibly.

-Skeld


Man, I'm going to have trouble waiting for mine to ship and get here...

1) What are the names of the new spells, which classes get them at which level?

2) How many new eidolon evolutions are there, and what are they called?

3) What's something you thought was particularly cool/fun/neat?


The dread vanguard is described as "godless" in the product description above. Why would that be? You can't be a dread vanguard of a deity?


What can you tell us about the Sanguinary Summoner?

Grand Lodge

Adventure Path Charter Subscriber
Luthorne wrote:
1) What are the names of the new spells, which classes get them at which level?

Spoiler:
shared suffering (antipaladin 2, inquisitor 2, sorcerer/wizard 2, witch 2)

wracking ray (sorcerer/wizard 5, witch 5)

Luthorne wrote:
2) How many new eidolon evolutions are there, and what are they called?

Spoiler:
Bleed (1pt), slippery (1pt), sticky 1pt), sickening (2pt), fiendish appearence (3pt).
Luthorne wrote:
3) What's something you thought was particularly cool/fun/neat?

Spoiler:
I haven't really dug into it enough to opine of favorite bits.

-Skeld

Grand Lodge

Adventure Path Charter Subscriber
Axial wrote:
The dread vanguard is described as "godless" in the product description above. Why would that be? You can't be a dread vanguard of a deity?

Spoiler:
Some antipaladins serve or ally themselves with villains

who are bent on earthly conquest. They care nothing
for the intricacies of divine spellcasting, but malevolent
energy still surrounds them. Whether alone or at the
head of a marauding host, these cruel warriors bring
suffering and death—but their presence also heralds the
coming of a greater evil.

They give up divine spellcaster for some more combaty abilities.

-Skeld

Grand Lodge

Adventure Path Charter Subscriber
Irnk, Dead-Eye's Prodigal wrote:
What can you tell us about the Sanguinary Summoner?

Spoiler:
I think you mead the Blood Summoner. Without reposting the whole thing, they have a number of abilities that center around using blood as part of their eidolon's abilities. Things like an ability enhancement, traveling through blood, and possession of creatures through their blood.

-Skeld


Good Skeld, what can you tell us about the Raging Cannibal archetype?

Grand Lodge

Adventure Path Charter Subscriber
Eric Hinkle wrote:
Good Skeld, what can you tell us about the Raging Cannibal archetype?

Spoiler:
It's pretty well exactly what it sounds like: a Barbarian that gains benefits (and/or imparts penalties) on an opponent that they bite in combat. Most of the abilities are keyed to biting an opponent of the same type as the Barbarian while raging.

-Skeld


Thanks, Skeld, though that archetype sounds not quite as cool as I'd imagined by that description. Though I may well change my mind once I get my hands on the book.

Grand Lodge

Adventure Path Charter Subscriber
Eric Hinkle wrote:
Thanks, Skeld, though that archetype sounds not quite as cool as I'd imagined by that description. Though I may well change my mind once I get my hands on the book.

Keep in mind that's my quick summary of a page of game mechanics information. You may thing it's better than what I've described once you get a look for yourself. :)

-Skeld


Did I miss something, or did the release date go from September 24th to October 1st?


Pathfinder Starfinder Society Subscriber

You didn't miss anything -- they definitely slipped the release date.


David knott 242 wrote:

You didn't miss anything -- they definitely slipped the release date.

Darnit, I've already persuaded my group to hold off starting our campaign one week for this. I guess I'll have to broker an agreement to switch to the blood summoner after its release.


Axial wrote:
The dread vanguard is described as "godless" in the product description above. Why would that be? You can't be a dread vanguard of a deity?

In the common vernacular (at least in 21st century North America) "godless" means "he doesn't worship the god that I do," not necessarily that he worships no god at all. So he's either a member of one those heretical Christian sects, like Catholicism, or is a "godless" Allah worshipper (or, for Allah worshippers, a "godless" worshipper of some other version of the Supreme Diety), or is a Satanist. :-)


1 person marked this as a favorite.

I hope against hopes that raging cannibal can combine with the gnawing gnasher goblin barbarian archetype.

Shadow Lodge

C. Nutcase wrote:
TOZ wrote:

Well, this looks shiny.

OH WAIT THAT'S BLOOD.

And it's fresh.

YEAH I KNOW. THAT'S WHY IT'S SHINY.


1 person marked this as a favorite.

Do we know why the street date got pushed back? I'm already going crazy without any new content to read. Its too bad I can't get a subscription for just the PDFs. I'd get the regular subscription, but I'm blind and physical copies don't really do me any good.


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Late Night Purchase Event moved back one week.......:(


Can we get more details on the Blood Summoner ?


Can Vile Leadership and Leadership be taken in tandem? I assume that they can't, but I thought I'd check anyway.

Grand Lodge

Adventure Path Charter Subscriber
Major_Blackhart wrote:
I hope against hopes that raging cannibal can combine with the gnawing gnasher goblin barbarian archetype.

It doesn't look like they're stackable because they replace some of the same abilities (namely trap sense and improved uncanny dodge).

-Skeld

Grand Lodge

Adventure Path Charter Subscriber
nighttree wrote:
Can we get more details on the Blood Summoner ?

What do you want to know?

-Skeld

Grand Lodge

Adventure Path Charter Subscriber
Alleran wrote:
Can Vile Leadership and Leadership be taken in tandem? I assume that they can't, but I thought I'd check anyway.

Vile Leadership specifically states that you can't take Leadership without retraining.

-Skeld


Skeld wrote:
Mechalibur wrote:
Skeld wrote:

I've downloaded my PDF if anyone has any questions...

-Skeld

Do you suddenly have the urge to punch puppies after reading it?

Punching puppies? No.

Eating kittens? Possibly.

-Skeld

Come on man, be serious. Everyone knows that you don't EAT kittens, you HUFF them. It's the best way to get the soul out for that sweet sweet soul devouring high.


Skeld wrote:
nighttree wrote:
Can we get more details on the Blood Summoner ?

What do you want to know?

-Skeld

Well....would it be stackable with synthesist? And mechanically what do the new class abilities do ?

I'm playing an Andriod/Synthesist in Iron Gods, where the eidolon is "fluffed" as advanced nanites in his blood stream....just wondering if anything in here is worth delaying final choices on my build for ;)


Wait. There are only TWO spells? Lame.


What's the expanded "Summon Evil Monster" ability and list look like?

Grand Lodge

Adventure Path Charter Subscriber
nighttree wrote:
Well....would it be stackable with synthesist? And mechanically what do the new class abilities do ?

Spoiler:
I'll caveat this by saying you'll have to talk to your GM, BUT...

Synthesist and Blood Summoner replace many of the same abilities (transposition, shield ally, greater shield ally, and many forms).

The Blood Summoner abilities in a nutshell are:
Blood Offering - offer fresh blood to grant bonuses to a nearby fiend.
Blood Travel - Maker's Call allows the eidolon to transport through the blood of another creature.
Fiendish Calling - summon monster can function as lesser planar binding to call evil outsiders. later upgrades to greater planar binding.
Blood Posession - eidolon can enter another's body and take control similar to marionette possession.

-Skeld

Grand Lodge

Adventure Path Charter Subscriber
Barachiel Shina wrote:
Wait. There are only TWO spells? Lame.

Meh. To each their own. I think there are already too many spells. Each new spell adds to the overall power of the spellcasting classes, and martial-caster disparity is already something most people point to as a problem.

-Skeld

Grand Lodge

Adventure Path Charter Subscriber
TwoWolves wrote:
What's the expanded "Summon Evil Monster" ability and list look like?

Spoiler:
The feat lets you summon evil creatures from the list as a standard action.

The list includes about 60 creatures spread across 9 summoning levels and taken from all four bestiaries. It starts with fiendish dire rat and ends with thanadeamon.

-Skeld


1 person marked this as a favorite.

Ah, so no new abilities like "Glows like a torch" or has DR bypassing attacks or a free feat (a la "Diehard"). I was kinda hoping for better, actually. I have a certain Slothful devotee of Jubilex I was hoping to use this with, and now I dunno.

Thanks for the info!


1 person marked this as a favorite.
Skeld wrote:
nighttree wrote:
Well....would it be stackable with synthesist? And mechanically what do the new class abilities do ?

** spoiler omitted **

-Skeld

Many thanks Skeld....doesn't so much sound like it will work with my Andriod....but works for another concept I have been toying with ;)

Contributor

TwoWolves wrote:


Ah, so no new abilities like "Glows like a torch" or has DR bypassing attacks or a free feat (a la "Diehard"). I was kinda hoping for better, actually. I have a certain Slothful devotee of Jubilex I was hoping to use this with, and now I dunno.

Thanks for the info!

Skeld said, "Summons as a standard action." If that's true and not a typo, that's VERY good. It is usually a full-round action to summon a monster. That's worth the Diehard or other extra benefit in and of itself. It might even be better, depending on who you ask.


Pathfinder Starfinder Society Subscriber
Skeld wrote:
Barachiel Shina wrote:
Wait. There are only TWO spells? Lame.

Meh. To each their own. I think there are already too many spells. Each new spell adds to the overall power of the spellcasting classes, and martial-caster disparity is already something most people point to as a problem.

-Skeld

I would love to see how Paizo would be able to publish a product that actually removes spells from the game.

The closest I can see them to doing this would be by adding a hypothetical spell Q to the game and then saying, "If you add this spell to your game, you should remove spells X, Y, and Z as this spell makes all of them obsolete."

Grand Lodge

Adventure Path Charter Subscriber
Alexander Augunas wrote:
TwoWolves wrote:


Ah, so no new abilities like "Glows like a torch" or has DR bypassing attacks or a free feat (a la "Diehard"). I was kinda hoping for better, actually. I have a certain Slothful devotee of Jubilex I was hoping to use this with, and now I dunno.

Thanks for the info!

Skeld said, "Summons as a standard action." If that's true and not a typo, that's VERY good. It is usually a full-round action to summon a monster. That's worth the Diehard or other extra benefit in and of itself. It might even be better, depending on who you ask.
Spoiler:
Summon Evil Monster wrote:
When summoning a creature from this list, your debased natureallows you to cast the spell as a standard action.

++++++++++

David knott 242 wrote:
Skeld wrote:
Barachiel Shina wrote:
Wait. There are only TWO spells? Lame.

Meh. To each their own. I think there are already too many spells. Each new spell adds to the overall power of the spellcasting classes, and martial-caster disparity is already something most people point to as a problem.

-Skeld

I would love to see how Paizo would be able to publish a product that actually removes spells from the game.

The closest I can see them to doing this would be by adding a hypothetical spell Q to the game and then saying, "If you add this spell to your game, you should remove spells X, Y, and Z as this spell makes all of them obsolete."

I didn't remotely say that spells should/could be removed from the game. I said that each new spell added to the game increases the power of the spellcasters.

-Skeld


Alexander Augunas wrote:
TwoWolves wrote:


Ah, so no new abilities like "Glows like a torch" or has DR bypassing attacks or a free feat (a la "Diehard"). I was kinda hoping for better, actually. I have a certain Slothful devotee of Jubilex I was hoping to use this with, and now I dunno.

Thanks for the info!

Skeld said, "Summons as a standard action." If that's true and not a typo, that's VERY good. It is usually a full-round action to summon a monster. That's worth the Diehard or other extra benefit in and of itself. It might even be better, depending on who you ask.

Oh I get it. There is a feat for Good casters that is similar. I agree, it is powerful, and probably better for DMNPCs than PCs. I was just hoping for, well, "more different". The other summoning-related feats (Starlight Summons, etc) let the creatures bypass certain types of DR and had some other benefit tossed in to boot, and this one just seems like raw power with no pizazz. Maybe the unique additions to the generic list accomplishes what I'm looking for. We'll see when I get my own copy!


Summon Good Monster gives your summoned critters Die Hard.

What Skeld listed above seems really damn handy for GM-run villains, though.


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Just add the beyond morality mythic ability, and now you can get all three feats as a summoner, Occultist Arcainist, or Conjurer to summon almost anything you want.

......Now I want to play one of those for Wrath of the Righteous.

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