Pathfinder Roleplaying Game: Horror Adventures

3.80/5 (based on 14 ratings)
Pathfinder Roleplaying Game: Horror Adventures
Show Description For:
Non-Mint

Add Print Edition $44.99 $22.49

Add PDF $19.99

Non-Mint Unavailable

Facebook Twitter Email

There are things that dwell in the dark places of the world, in long-abandoned crypts or musty attics—terrible things that can destroy your body and shatter your mind. Few individuals would think to seek out such nightmares, but those drawn into the darkness often find it infecting them, corrupting them in ways both subtle and disgusting. Some believe those who die facing such horrors are the lucky ones, for the survivors are forever scarred by their experiences.

Pathfinder RPG Horror Adventures gives you everything you need to bring these nightmares to life. Within these pages, you'll find secrets to take your game into the darkest reaches of fantasy, where the dead hunger for the living, alien gods brood in dreams, and madness and death lurk around every corner. Rules for players and GMs alike pit brave champions against a darkness capable of devouring mind, body, and soul. To prepare to face such torments, the heroes can take new feats, learn powerful spells, and even acquire holy relics—for they'll need every edge possible to survive!

Pathfinder RPG Horror Adventures includes:

  • Corruptions that can turn your character into a powerful monster, from a blood-drinking vampire to a savage werewolf. The only cost is your soul!
  • Character options to help heroes oppose the forces of darkness, including horror-themed archetypes, feats, spells, and more!
  • A detailed system to represent sanity and madness, giving you all the tools you need to drive characters to the brink and beyond.
  • Tips and tools for running a genuinely scary game, along with an in-depth look at using horror's many subgenres in a Pathfinder campaign.
  • Expanded rules for curses, diseases, environments, fleshwarping, haunts, and deadly traps.
  • New templates to turn monsters into truly terrifying foes, from creatures made of living wax to a stalker that can never be stopped!
  • ... and much, much more!

ISBN-13: 978-1-60125-849-6

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

Hero Lab Online
Fantasy Grounds Virtual Tabletop
Archives of Nethys

Note: This product is part of the Pathfinder Rulebook Subscription.

Product Availability

Print Edition:

Available now

Ships from our warehouse in 3 to 5 business days.

PDF:

Fulfilled immediately.

Non-Mint:

Unavailable

This product is non-mint. Refunds are not available for non-mint products. The standard version of this product can be found here.

Are there errors or omissions in this product information? Got corrections? Let us know at store@paizo.com.

PZO1135


See Also:

1 to 5 of 14 << first < prev | 1 | 2 | 3 | next > last >>

Average product rating:

3.80/5 (based on 14 ratings)

Sign in to create or edit a product review.

Spooky Fun, Can't Wait to Curse My Players

5/5

I am in love with this book. The themes for archetypes are spot on and everything goes beyond horror basics, it's much more than vampires, werewolves, and zombies (though they are included). Some of my favorite elements are the Deep One corruption (corruptions in general are sweet, this seems like a well balanced mechanic for horribly warping the PCs into monsters, while still giving them a way to fight it) and the Gingerbread Witch. The Deep One corruption is a great example of the depth of horror this book includes, this plays on a less often used horror theme of the paranoia of harming oneself (in this case, by drowning). This reminds me so much of elements from the book The Boy Who Drew Monsters, and the mom's terrible fascination with people who drowned in a shipwreck a hundred years ago. You could adopt this same corruption for vertigo or even a bodily harm thing. On a lighter side, the Gingerbread Witch made me so, so happy. It's a well thought out archetype, I'm not sure they'd be great as a player character (but there aren't evil restrictions, so have at!) but I can't wait to insert a horrible Gingerbread Witch near some unassuming town, with her creepy haunted gingerbread house and evil delicious familiar.

I just can't say enough good things about the mechanics. They are flexible enough that you don't have to have a horror specific campaign to use elements from this book. The fear and sanity rules can be used with any campaign to add realism or more of a gritty fantasy feel. If your level 1 characters just killed a person for the first time, maybe they should lose some sanity and wrestle with that emotion. If they are in a dank, creepy dungeon with skeletons, maybe some of them would be spooked. The rules for adapting fear resistant characters like Paladins are also nicely balanced and I appreciate that attention to detail - your paladins don't have to yawn at the sideline, they're vulnerable too, just in a way less debilitating way that actually paints them as more of a hero around evil and undead.

Lastly, the warning about needing consent before using this book in a campaign was a very nice touch. That totally hooked me when starting to read this book. I kind of thought I'd just have spooky themed elements, but that paragraph inspired me to try to take this to the next level. How fun would it be to have a session that turns your actual living room into a haunted house, or to be the director of the scariest experience your friends have had all year?

If Halloween is your favorite holiday or you love low, gritty fantasy, I highly recommend this book. I will be reading this one cover to cover and am excited to use its elements for many, many sessions.


An Endzeitgeist.com review

5/5

This massive hardcover clocks in at 255 pages - if you take away editorial, index, etc., you still arrive at 249 pages of content, which is A LOT.

I was gifted a copy of this book for the purpose of a fair and unbiased review. My review is based on the hardcover of this book.

Now, the first thing I'd ask you to do, is to read the series of Miscellaneous Musings I wrote on horror gaming in general. Or least the last one. Why? Because it is my firm conviction that one has to establish realistic expectations in order to review a book such as this.

(The articles are fully linked on my page.)

Alternatively, if you already own it, there is a sentence in the advice chapter on running horror games that should be taken to heart: "Pathfinder is not designed with horror in mind." I'd like to elaborate on this, at least briefly. As I have established in my long, long rants on the subject matter, it is my firm conviction that you can run horror in PFRPG, even purist horror, but that the base system per se is more conductive towards playing the angle of pitting horror against the angle of heroism, of allowing PCs to have a shot against the darkness. While you can modify PFRPG to play akin to CoC, the game is simply more conductive towards the heroic angle.

It is a testament to PFRPG's versatility that horror of any way works in the first place, in spite of the focus of the game. Now secondly, I'd like to address two aspects of the game and what we can expect, with the first being character options. We are all aware of the vast array of built-options available for PFRPG and thus, it should come as no surprise that yes, we do receive a significant array of player- (or at least character-)centric options. Which would bring me to the first observation: It is my firm convictions that players should stay out of this book.

No, really. You see, quite a lot of the new class options, like the blood alchemist, elder mythos cultist, hexenhammer or medium spirit-variants like the butcher or lich (for champion and archmage, to give two examples) scream "NPC" for me. I know, it is perhaps not what you'd expect me to do, but ultimately, I consider the material here to be mostly intended for the GM. Yes, we have martyr paladins with stigmata and bloody jake slayers and serial killer vigilantes. Yes, some players will want to play these...but from my experience as a horror-GM, it may actually make sense restricting these...or simply not telling the players about the rules. Before you're asking, btw.: From a min-maxing perspective, you'll probably find better options anyways...but if that's a consideration for you when playing in a horror game, I'd strongly suggest thinking about priorities and of what makes for a fun game for everyone - see my long, long posts on the necessary contract/gentlemen's agreement between the GM and player.

That being said, there is one aspect I am holding against this book, in spite of the aforementioned previous considerations, and that would be that there is no dividing line between content obviously designed for players/good guys and that for villains - it does show in the archetype-section and, more than that, in the feat-section, where we can find REALLY cool Story-feats alongside a bunch of feats intended for evil characters or monsters - in the latter case often enhancing universal monster abilities and providing further numerical escalation - which would be less of an issue, if PFRPG didn't have this many options to gain access to precisely these abilities. In short, we are catering to a mindset here that kinda undermines the horror premise the rest of the book is trying hard to set up. In short: We also get a lot of alternate racial traits for the core races, which generally fit with the themes of horror, though the fortification they offer against these challenges don't really fit my personal vision of what I like to play in the context of such a campaign, but your mileage here may obviously vary. These are my least favorite aspects of the book.

But let's move back to the very beginning: The advice given for players when making characters for horror adventures is extremely sound and should most certainly be read carefully - the book spells pretty much out what I did, minus the advice on Achilles heels, but I guess you can't have everything. The notes on making a compelling personality etc. makes sense, and so does the advice of roleplaying fear. I am a big fan of the note that the book emphasizes conspiration and communication with the GM here.

One of my favorite parts herein would be the more diversified take on Fear: We are introduced to a 7-step progression tree of various states of fear, including rules on immunity to fear and how it should be used in conjunction with this system. It works pretty seamlessly, though I honestly wished the already widely in use cowering condition had been implemented here as well - considering the effects of the highest fear-level "horrified", the differences are not that pronounced. And yes, I am aware that this adds a bit of potential complexity to some options, but here at least, I consider the trade off worth it.

Sanity...is a bit more clunky. We get a relatively simple system: Add mental attributes together and you have the sanity score; half of that is the sanity edge. This determines the severity of the madness incurred when something exceeds your sanity threshold - which is equal to the bonus of the highest mental attribute bonus. When you incur a sanity attack and its damage exceeds the threshold, you gain a madness - simple, yes...but it does ultimately reward characters that are SAD on a mental attribute, whereas in my opinion, sanity-shattering effects often are made worse by understanding them properly, perceiving them properly, etc. The system is not bad per se, but it requires managing three scores and for that, it doesn't deliver the results I'm personally looking for in such a system. Your mileage may vary, obviously, but yeah.

The star-subsystem here would be basically PFRPG's take on dark powers-checks, so-called corruptions. These tie in with character flaws of the PC and represent a dark and malevolent stain on the character that slowly mutates them, granting benefits, while at the same time driving them further down the dark path. Where previously, in Ravenloft, you ultimately became a darklord, corruptions now have 3 stages, with the final stage usually turning you NPC. Progression along this path is via a variety of actions and they generally have a catalyst to first spring them on a character. These corruptions also feature tempting powers, so-called manifestations, which also come with a stain, a drawback, that is in relation to the behavior in question.

Now, first things first: At one point, I wrote a pretty long essay on how to tempt both players and PCs at the same time with horrific power and the psychological reasons to do so - while it has been cut and never been published, let me summarize: I argued that a weakness of the monster-transformation aspect championed by Ravenloft was, that on the one hand, the PC should be horrified by what he does, while craving the power in question. Similarly, the player should feel the same.

If there is a disjoint between player and PC, roleplaying suffers. The corruptions, when looking at them, are surprisingly tame - not in their visuals, mind you: The hive, for example, is really icky. Still, it is somewhat surprising to see the heavy penalty of corruption stage 3...and at the same time, the significant array of manifestations each corruption offers. Now, some folks have complained about the risk of being turned NPC being too high (it's a sort of game over, after all), but from a meta-design perspective it can be a motivator for munchkins to take heed.

There is another aspect to the system pretty much every review I read did not pick up on - and I don't get why. In my third essay on horror gaming, I talked about the realities of being a big publisher and not one of the underground one-man operations. I also talked briefly about the witch hunts our hobby is subject to, one that continues in some regions and circles. More than that, moral and aesthetic limitations vary within persons - more so between folks. As the big dog that Paizo is, it is pretty hard to sell "play a monstrously vile thing and the descent into evil" to a part of their demographic - though, in particularly the hardcore horror fans will want exactly that, the teetering on the edge of damnation experience, for from this precipice, the best redemption stories are woven.

Here's the beautiful thing about the corruption system: The increase of manifestations is not tied to the corruption stage progression. At all. You can retain the whole save mechanics, variants and the whole rest and just throw out the three stages. You can introduce as many stages as you'd like (perhaps 7 or 5, as previous editions of the game did - perhaps 13, if you want to go an occult angle...) - the system's validity remains. And yes, I'll confess, my kneejerk response was like that of many out there, to complain and curse about the 3 stages - but know what? This is by far the best and most detailed (and balanced) such system I have seen for a d20-based game. It covers the company and at the same time, easily allows for PCs and NPCs, for GMs and players alike, to enjoy a system I never expected to see in this shape or form from a big publisher. Now personally, I would have actually increased the potency of the corruptions if you're running with the stage-limit and NPC-threat...but, once again, that is if you're planning on playing a relatively tame campaign. The fact that each manifestation has its custom gifts and stains, completely divorced from the stages, means that you retain maximum control when tweaking the system to your needs. The fact that the save to resist progression is tied to compulsive behavior means that even it, as an aspect, remains valid, its tie to further manifestations in the save-calculation providing a roleplaying catalyst even without the presence of the threat of NPCdom.

The chapter on magic provides a wide array of thematically fitting spells that range from the subtle to the in-your-face blunt - sleepwalking suggestions, massive, gory blood effects and cursed terrain generally make sense and even otherwise pretty standard damage spells included herein sport nice visuals: Screaming flames? Yes, I can see that working. I am honestly more in love with the fact that we get a 5 pretty neat occult rituals here that all are amazing in their own way, with each having the potential to act as a proper plot-cornerstone. I wished we got more of them!

Now, I mentioned that I consider this to be a GM-book and indeed, the GM-section is a bit of a treasure trove in some aspects: We get a couple of new curses and advice on making more, as well as notes on cursed lands and items - if the topic interests you: Both Legendary games and Rite Publishing have released whole supplements dealing with curses, often in really creative ways, but that as an aside. Curse templates allow for the customization of curses herein. Now, the disease chapter gets my full-blown applause for disease templates - and e.g. the one named "incurable." It actually does what it says on the tin! (minus the usual wish/miracle-caveat) - this is amazing. I mean it. Diseases have, in pretty much every d20-based system, been afterthoughts, crippled, lame and ultimately were the lame brothers of poison. This changes that. The sample diseases like "brain moss" or "gore worms" also make me tingle and twitch in a good way.

Speaking of things I like: We get a vast number of cool terrain hazards, haunted spots and the like to add to encounters, allowing for quick and easy eerie customizations. Domains of Evil can also be found. You know. Domains. With dread fog. That modify how magic works. With hazards and potentially different flow of time. That are haunted. Yeah, let's stop teh pretense here: If you're like me and a sucker for Ravenloft, then this chapter will have you smile from ear to ear, even before the rules on nightmares and the couple of traps. These, btw., unfortunately are the roll to see and disable kind - particularly in a horror game, team effort, complex traps that require multiple tasks make for the more compelling option, but I digress.

Now, the next section of rules is something that I was looking forward to, since it had been featured, but never codified properly in rules at least not by Paizo (there are a couple of 3pp-forays into that territory)- fleshwarping! And yes, it is cool. It sports a ton of nice effects, but the system is, to a degree, a double-edged sword: On one hand, fleshwarping works really well and on the other, its price is perhaps a bit too high: Let me elaborate: Fleshcrafts can either be permanent grafts or temporary mutations, instilled by an elixir that requires succeeding a Fort-save to gain the benefits. The temporary prices and benefits and being keyed to slots etc. makes sense for the elixirs, but since the effects also sport a penalty, the price for the respective fleshcraft grafts is still pretty high when compared to magic items - baseline for the grafts seems to have been 1/2 of a comparable item's base price to make up for the drawback. Considering the disfiguring nature of these options, that may still be pretty high, though. It depends a bit. Chaotic fleshwarping mutations can also be found - and unlike the chaositech mutations of yore, these generally are detrimental.

The extensive section on haunts that follows includes templates for them (called haunt elements) as well as variants like dimensional instabilities, maddening influence, magical scars and psychic haunts. The array presented ranges from humble Cr 1/4 to CR 20, including classics like being buried alive or the twisted wish. Madnesses are codified in lesser and greater madnesses - big plus here: For once, a supplement does not confuse schizophrenia with dissociated identities. (Seriously, if I had a buck whenever I saw that being confused...)

Now, one of the most useful sections regarding GM-considerations would be the massive chapter that deals with running horror games - which not only classifies and quantifies horror sub.genres, their tropes, etc., but also mentions all the classics like lighting, music, creating an undisturbed environment, etc. - tricks for dealing with various snags, how to encourage horror roleplaying etc. - and it is sad, but obviously necessary that, beyond talking about what does and does not fly with individual players, overdoing it does not work. HOWEVER, I do actually disagree with one aspect - involving outside people. To have an unrelated accomplice like a spouse play with the light on e.g. a stormy evening - not all the time, but once or twice, can be rather effective...but I generally get why these disclaimers are here. This section, obviously, is targeted at less experienced GMs in the genre - and in particular such GMs will also appreciate the section on improvising rules for e.g. being buried alive, crumbling structures, etc.

Part II of my review can be found here!


Subpar book, mostly for GMs

2/5

This book has a lot of systems, mechanics, archetypes, feats, spells, environment challenges, haunts, curses, etc. While most of it is clearly presented and has enough flavor text to give you some ideas on how to use it, everything just seems to fall flat.

My two biggest gripes (I have more than just two):
1) The sanity system is horribly balanced, heavily penalizing martial characters, and it's effects are easily cured by powerful spells. Really poorly executed, why make the gap between martials and casters even worse?
2) Most of the Archetypes are realistically for GM use only, as they are very niche. I wanted to give my players a lot of cool horror themed archetypes to play with, instead they got a scant few.

This book really could have been SO much better. Disappointed.


Paizo Knows Horror and Here's Their New Toolkit!

5/5

Paizo reviews come in two forms: players that whine because they wanted something other than what was in the book (^^^)and then gamemasters/players that actually review the material provided. This is a review from the latter.

Paizo has created some of the best horror themed adventures for Pathfinder and Dungeons and Dragons over the course of their existence. In this book, they round it all up and spell out all of the tricks and tips they use to make it happen.

I have written everything from adventures to comic books to film scripts and I would easily hand this book over to a non-gaming writer that needed advice on how to create horror. This book goes to great lengths to provide players with archetypes for classes to use in horror themed adventures as well as giving gamemasters tools they need to create horror in session after session.

Players get archetypes, feats, spells and new gear with which to battle the horrific forces of the multiverse. GMs get a ton of new tools including a nifty new Bestiary that brings us Pathfinder versions of Alien-style xenomorphs called the Hive AND a nice analogue for the Slender Man called the Unknown. Horror requires more than monsters, so you also get new rules on corruptions, curses, diseases, horrific environments, fleshwarping, haunts, madness and more!

Creating horror is more than giving players more 0's they can add to their attacks. It involves setting, tone, atmosphere and management of expectations. If you want to run a game that makes your players fear for their characters lives, then pick up this book and give it a read. Follow up with the recommended reading and required viewing and you'll get a feeling for how to instill dread in everyone sitting at your table.


More Like Evil Adventures

3/5

This book feels more like Pathfinder's version of the Book of Vile Darkness then horror themed adventures. Also this is a very DM heavy book though I thought it would be 70% player 30% DM but is actually the other way around.

The Good
-I loved the Dread Lord, Hive, Trompe L'Oeil, Unknown, and Waxwork Creature.
-I like the Corruptions.
-I like the reprint/expanding of madness rules.
-I like some of the magic items like mantle of life, monster almanac, and elder sign.
-I liked a few archetypes like the two for witches.

The Bad
-Too many evil archetypes, spells, etc.
-Do not like the sanity rules.
-Do not like the fleshwarping rules for characters.
-Most of archetypes were lacking or unusable for players.
-Very few interesting spells that are player friendly.
-Very few interesting feats.
-Not enough character options related to specific class features like wild talents, bloodlines, rogue talents, oracle curses/mysteries, etc.

I feel this book was a missed opportunity for same great horror based player character options. Such as expanded options for void kineticist like fear effects, controlling/creating undead, etc. new psychic disciplines, sorcerer/bloodrager bloodlines, oracle curses/mysteries, hexes, phantom emotion focuses, etc. I could even see some interesting ideas for rogue talents, rage powers, slayer talents, etc. I would have been fine with reprints like the pestilence sorcerer bloodline, kineticist void element, and other fitting options from past books.


1 to 5 of 14 << first < prev | 1 | 2 | 3 | next > last >>
751 to 800 of 2,056 << first < prev | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | next > last >>
Shadow Lodge

2 people marked this as a favorite.

Must... have... Horror... Adventures...

Grand Lodge

1 person marked this as a favorite.

You don't already? :)


1 person marked this as a favorite.

realllllllly interested in the jason-like stalker template.

hope it has crazy abilities

Shadow Lodge

2 people marked this as a favorite.

Oh yeah. :)


Serious Mister Seifter, who do I have to kill to get a hold of a golem headed chimera?!

Designer

21 people marked this as a favorite.
Starsunder wrote:

realllllllly interested in the jason-like stalker template.

hope it has crazy abilities

I still think it would have been funnier if the archetype was literally called "Jason" and the sample creature was a minotaur, since then it would be a Jason Bullman.

Designer

1 person marked this as a favorite.
Thomas Seitz wrote:
Serious Mister Seifter, who do I have to kill to get a hold of a golem headed chimera?!

Well, you could probably kitbash one up yourself for the moment and then change it to the simple template later if you like. The beauty of the simple template is you don't have to stop at the chimera (though that's the art on that page); you can have a whole twisted menagerie of creatures with replaced golem parts!


1 person marked this as a favorite.
Mark Seifter wrote:
Starsunder wrote:

realllllllly interested in the jason-like stalker template.

hope it has crazy abilities

I still think it would have been funnier if the archetype was literally called "Jason" and the sample creature was a minotaur, since then it would be a Jason Bullman.

Just one question, would he be wearing a horned helmet?


Mark Seifter wrote:
Thomas Seitz wrote:
Serious Mister Seifter, who do I have to kill to get a hold of a golem headed chimera?!
Well, you could probably kitbash one up yourself for the moment and then change it to the simple template later if you like. The beauty of the simple template is you don't have to stop at the chimera (though that's the art on that page); you can have a whole twisted menagerie of creatures with replaced golem parts!

I get that Mister Seifter, but what I wanted to know is this: Can said golem headed chimera have like a head of a Iron Golem, a head of a Brass Golem and a head of a goat?

Designer

Thomas Seitz wrote:
Mark Seifter wrote:
Thomas Seitz wrote:
Serious Mister Seifter, who do I have to kill to get a hold of a golem headed chimera?!
Well, you could probably kitbash one up yourself for the moment and then change it to the simple template later if you like. The beauty of the simple template is you don't have to stop at the chimera (though that's the art on that page); you can have a whole twisted menagerie of creatures with replaced golem parts!
I get that Mister Seifter, but what I wanted to know is this: Can said golem headed chimera have like a head of a Iron Golem, a head of a Brass Golem and a head of a goat?

The way the simple templates work, to keep them simple and easy to apply on the fly, you wouldn't really need to pick a kind of golem, so in a direct "can we do that" sense, you definitely can do that, but in a mechanical sense, it doesn't have a different effect (if you want to go into more detail on how its promethean corruption is affecting its body, you might want to give it manifestations instead of using the simple template).


So manifestations over templates huh? Okay! Just wanted that clarified.

Thank you Mister Seifter!


Pathfinder Rulebook Subscriber

I'm really curious how the corruption rules will work, I want to see if I can convince my GM to do some new stuff under the new rules.


They made Kyra, the cleric of the Sun Goddess, into a vampire. Just like in Heroes of Horror, the fluff text had Jozan, the cleric of Pelor the Sun God, turn into a vampire. Kinda lame, guys.

Shadow Lodge

6 people marked this as a favorite.

?

Silver Crusade

1 person marked this as a favorite.
The Beardinator wrote:
They made Kyra, the cleric of the Sun Goddess, into a vampire. Just like in Heroes of Horror, the fluff text had Jozan, the cleric of Pelor the Sun God, turn into a vampire. Kinda lame, guys.

What a very specific callback here. I'd consider it an homage, as if this book is anywhere near as good as Heroes of Horror, it'll be the first hardback I pick up in a long time.


2 people marked this as a favorite.

Beardinator's being kinda weirdinator.


5 people marked this as a favorite.

It doesn't necessarily have to be a copying Heroes of Horror...the irony/tragedy of someone who serves a sun deity or loved the sun becoming something that can no longer withstand the sun's rays is something I suspect existed before Heroes of Horror in one way or another. Though even if it was an homage, I don't really see the problem. Clearly they were going to make someone a vampire, whether they liked it from a tragic angle, as a reference to Heroes of Horror, both, neither, I don't see why it can't be Kyra.

Since you seem to be offended, though, what combinations would you have chosen for each corruption? The corruptions - naturally - remain the same, and they're still applied to the iconics.


Its quite strange that Heroes of Horror has become such a well known companion book for 3.5....from what I gather one of the big criticisms ironically was that the book wasnt actually that well horror themed!!!


Harleequin wrote:
Its quite strange that Heroes of Horror has become such a well known companion book for 3.5....from what I gather one of the big criticisms ironically was that the book wasnt actually that well horror themed!!!

I don't know about that. An Archivist with Polymorph Any Object can be a real Nightmare, after all.

Get it?

On a more serious note, it seems, in my opinion, like Heroes of Horror and Horror Adventures, despite both being horror-themed, tackle different aspects of horror in the game. Heroes of Horror expands more on Horror elements that can be commonly found in traditional fantasy tropes(Undead, Depravity/Corruption, Insanity). Meanwhile, while Horror Adventures does cover those topics, it expands the game by presenting aspects of the horror genre that are not common to traditional fantasy games currently out, even if they're found in other mediums(Like Cthulhu-esque horrors, serial killers, etc.).

That said, I liked Heroes of Horror, and expect Horror Adventures to be just as good, if not better. Both are/will be good without a need to be compared to each other, I think.


2 people marked this as a favorite.

Heroes of Horror was a great book, and it had plenty of creepy s!+$ in it. The storytelling advice was pretty good, too. I miss my copy.


2 people marked this as a favorite.
Kobold Cleaver wrote:
Heroes of Horror was a great book, and it had plenty of creepy s@@+ in it. The storytelling advice was pretty good, too. I miss my copy.

I still have my copy sitting around here *looks over the mounds of stuff* Somewhere.


Thomas Seitz wrote:
Kobold Cleaver wrote:
Heroes of Horror was a great book, and it had plenty of creepy s@@+ in it. The storytelling advice was pretty good, too. I miss my copy.
I still have my copy sitting around here *looks over the mounds of stuff* Somewhere.

I'm looking right at my copy. It's probably the very last 3/3.5 book I own.


Forgive me if this is a little off-topic. I'm fairly new to the subscription service, when do subscriber copies generally start shipping relative to the book's listed release date?


1 person marked this as a favorite.

I really hope I like this one, it saddens me that there will be no hardcover player/class focused book for awhile after this one.


Pyromancer999 wrote:


I don't know about that. An Archivist with Polymorph Any Object can be a real Nightmare, after all.

Get it?

That said, I liked Heroes of Horror, and expect Horror Adventures to be just as good, if not better. Both are/will be good without a need to be compared to each other, I think.

Yup I agree... hugely looking forward to it. Got my order button ready for Amazon! :) The Freddy Kruger type archetype sounds amusing!

Just disappointed that Paizo didnt pull out an Archivist conversion :((

Dont want to be a negative Nancy, but based on the majority of cleric archetypes designed, I have a bad feeling that the Mythos Cultist will be a real let down.....


Brew Bird wrote:
Forgive me if this is a little off-topic. I'm fairly new to the subscription service, when do subscriber copies generally start shipping relative to the book's listed release date?

They start shipping as early as two weeks before, but tell yourself it's one week so you'll have less edge-of-the-seat waiting to do.

Liberty's Edge RPG Superstar Season 9 Top 16

Harleequin wrote:
Pyromancer999 wrote:


Dont want to be a negative Nancy, but based on the majority of cleric archetypes designed, I have a bad feeling that the Mythos Cultist will be a real let down.....

Without any details because of NDA, I'll just say I was very pleased with the cleric options presented. Hope you will be too.


Thrawn007 wrote:


Without any details because of NDA, I'll just say I was very pleased with the cleric options presented. Hope you will be too.

Well heres hoping! Its one of those archetypes that you always feel should exist...the whole idea itself is almost iconic.....

The high priest in a hooded robe, dagger drawn, drawing symbols in blood on the floor, chanting incoherently, mad as a box of frogs, unleashing nightmarish aberations on the world and turning people into bloody messes!

I mean be honest....Its almost the quintessential idea of what an evil priest should be! And thats what makes its so cool.

I presume you were at Paizocon? If so whats it like as an event?


4 people marked this as a favorite.

A truly evil cleric would belong to the bunny cult, those who worship the demon lord Lepus, demon lord of rabbits and cute fluffy things that are nice.

Now we say the chant to summon him...hippitus, hoppitus, hop, hop, hop...

Silver Crusade

Pathfinder Adventure Path Subscriber
Harleequin wrote:


The high priest in a hooded robe, dagger drawn, drawing symbols in blood on the floor, chanting incoherently, mad as a box of frogs, unleashing nightmarish aberations on the world and turning people into bloody messes!

You mean, Conjurer Wizard with Augment Summoning and Summon Evil Monster? :)

Silver Crusade

1 person marked this as a favorite.
Gorbacz wrote:
Harleequin wrote:


The high priest in a hooded robe, dagger drawn, drawing symbols in blood on the floor, chanting incoherently, mad as a box of frogs, unleashing nightmarish aberations on the world and turning people into bloody messes!
You mean, Conjurer Wizard with Augment Summoning and Summon Evil Monster? :)

Yep, Priest doesn't automatically mean Cleric, it doesn't even mean a divine caster.

With ranks in Knowledge skills and Rituals you could build an Occult Priest from pretty much any class.


Gorbacz wrote:


You mean, Conjurer Wizard with Augment Summoning and Summon Evil Monster? :)

Well if you want arcane, then its definitely more of a look for a Sorceror with Aberrant bloodline... ;x


Pathfinder Starfinder Society Subscriber
Brew Bird wrote:
Forgive me if this is a little off-topic. I'm fairly new to the subscription service, when do subscriber copies generally start shipping relative to the book's listed release date?

Start checking the Customer Service message boards in July -- Early in that month, a July shipping thread should appear. Check it for authorization and shipping date ranges.

When the authorization occurs for your order, you will get an e-mail to that effect.

When you get the shipping e-mail, the book will be on its way -- and you will be able to look at a PDF of that book immediately. You can then click on the package tracking link in your e-mail periodically to get an idea of its progress from Paizo to you.

Silver Crusade

Pathfinder Adventure Path Subscriber
Harleequin wrote:
Gorbacz wrote:


You mean, Conjurer Wizard with Augment Summoning and Summon Evil Monster? :)

Well if you want arcane, then its definitely more of a look for a Sorceror with Aberrant bloodline... ;x

I'd have absolutely no problem with the fact that a Wizard or Sorcerer would be a "priest" of an Old One cult.

Doubly if he or she was better at the job than Cleric. Which, as far as summoning tentacled monsters is concerned, is the case.


Thanks David!


Thrawn007 wrote:
Harleequin wrote:
Pyromancer999 wrote:


Dont want to be a negative Nancy, but based on the majority of cleric archetypes designed, I have a bad feeling that the Mythos Cultist will be a real let down.....
Without any details because of NDA, I'll just say I was very pleased with the cleric options presented. Hope you will be too.

We've had some pretty good Cleric archetypes recently, so even without the recommendation, I've got plenty of hope. Plus, it seems like a solid chance of trading out channeled energy, so it'll have more to work with than a lot of archetypes.


For some reason "priest" of the old one cult seems to work better with non-divine casters like wizards, arcanist, alchemist, occultist, etc.


In Bram Stoker's Dracula, the main character would be what you can call a paladin becoming a vampire.

Silver Crusade

2 people marked this as a favorite.
shadowkras wrote:
In Bram Stoker's Dracula, the main character would be what you can call a paladin becoming a vampire.

Definitely wouldn't call pre-vampire Dracula a Paladin.

Silver Crusade

2 people marked this as a favorite.
Pathfinder Adventure Path Subscriber

Paladin of Slaughter, the CE variant? :)


He was a member of the order of the dragon, founded by Sigismund of Luxembourg, which was king of Hungary and Bohemia, and Holy Roman Emperor, to uphold Christianity and defend the Empire against the turks.

Yeah, he was the closest to a "holy warrior" as we can get on our history.

Liberty's Edge

1 person marked this as a favorite.
shadowkras wrote:

He was a member of the order of the dragon, founded by Sigismund of Luxembourg, which was king of Hungary and Bohemia, and Holy Roman Emperor, to uphold Christianity and defend the Empire against the turks.

Yeah, he was the closest to a "holy warrior" as we can get on our history.

More a 'Cavalier' than a 'Paladin'.


1 person marked this as a favorite.

A knightly order does not make you a paladin.


Which corruption is everybody looking forward to most? Mine is probably lich, but hive is a close second.


Hellbound and Hive for me.


The accursed corruption sounds interesting. I am curious about the hive one as well.

751 to 800 of 2,056 << first < prev | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | next > last >>
Community / Forums / Paizo / Product Discussion / Pathfinder Roleplaying Game: Horror Adventures All Messageboards

Want to post a reply? Sign in.