Pathfinder Roleplaying Game: Horror Adventures

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Pathfinder Roleplaying Game: Horror Adventures
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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

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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.


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When you get a chance, I'd love to hear anything you can tell me about the Gingerbread Witch and the Elemental Whispers talent(s) for Kineticists. Much appreciated!


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Brew Bird wrote:
I'd love to know what the new Kineticist archetypes are like, particularly the Dark Elementalist.

Kineticist Archetypes:
Dark Elementalist: Studies using soul of the living to protect herself from the effects of burn(YIKES!). Must be evil, has good Will saves and normal Reflex and Fort. Has all Knowledge skills as class skills. Uses Intelligence for casting instead of Constitution.

Psychokineticist: Pours energy through their minds instead of their bodies. Uses Wisdom instead of Constitution for casting and overflow enhances his mental stats instead of his physical ones.


Hey, are their any other wizard archetypes besides the Hallowed Necromancer and if there is you mind given me a brief description?

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

Does the dark elementalist or psychokineticist replace the elemental defense?


2 people marked this as a favorite.

Thank you Feros that is Mythic! :)

*loves the haunt stuff and the corruptions*

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber
Thomas Seitz wrote:

Thank you Feros that is Mythic! :)

*loves the haunt stuff and the corruptions*

The corruptions work similarly to the MM2 which is pretty cool. (If you fail a will save for a half golem, you become evil)


Verzen,

Yeah but the fact is I don't foresee as many half golems as you do.


Pathfinder Companion, Starfinder Roleplaying Game Subscriber

Another question based on your answers; are there any spells that deal with corruptions, whether inflicting them, removing them, or helping advance/regress their presumably malign influence?

Dark Archive

Oh yeah, and could you post Serial Killer Vigilante?


5 people marked this as a favorite.
Rysky wrote:
I can haz Barbarian archetypes and rage powers plz not-Wumpums?

*acts as conduit for MYTHIC FEROS*

Barbarian Stuff:
Rage Powers:

All totems come in three levels: Lesser, Standard, and Greater. I'm summing up what each totem theme is about, so multiple powers are given:

Cult Totem: Team player, allows redistribution of damage somewhat and extra damage for working with a group, plus fanatically hard to kill.

Daemonic Totem: Adds negative levels to attacks, resistant to attacks that daemons resist, can heal somewhat by killing.

Fight Response: Enter rage as an immediate action after successful fear save.

Archetypes:

Dreadnought: Turns fear into power. Dead Calm gives half the rage bonuses, but no AC penalty and can concentrate. Steady Gait gets bonuses to saves versus sloweffects and the like; replaces fast movement. Fearless Killer makes her immune to fear effects; replaces indomitable will. Instant Dispassion turns her compassion off and she can enter a rage as soon as she wants after ending a previous rage; replaces tireless rage.

Fearsome Defender: Bad Guy Goons. Intractable makes her resistant to pain and intimidation; replaces fast movement. Off the Leash can draw an unconcealed weapon as part of the free action to begin raging; replaces uncanny dodge. Silent Threat exudes hostility, gains a bonus on Intimidate checks and the DCs of Intimidate checks to demoralize her allies; replaces trap sense. Bloodlust adds her Charisma modifier to initiative checks and always acts during the surprise round; replaces improved uncanny dodge.

Mooncursed: Rage powered by Lycanthropy. Must be humanoid or monstrous humanoid. Shifting Rage transforms her into a bear, boar, crocodile, shark, tiger, or wolf a la beast shape I; alters rage. Hybrid Rage at 5th level, a mooncursed can assume a hybrid of her base type and alternate form; replaces improved uncanny dodge. Greater Shifting Rage at 11th level can assume Medium or Large alternate and hybrid forms like beast shape II; replaces greater rage. Mighty Shifting Rage at 20th level can assume Medium, Large, or Huge alternate and hybrid forms like beast shape III; replaces mighty rage.


Any new kineticist wild talents?

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

What do the new wild talents for the kineticist do?


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Luthorne wrote:

What's the table of contents?

Does the kineticist get anything besides new archetypes?

Does the summoner get anything beyond new spells? I've been hoping for a cosmic horror eidolon type for the unchained summoner, though I suspect the answer is no...

Table of Contents:
INTRODUCTION 4

CHAPTER 1: HORROR CHARACTERS 6
Playing a Horror Hero 8
Fear 10
Sanity 12
Corruption 14
Accursed 16
Deep One 18
Ghoul 20
Hellbound 22
Hive 24
Lich 26
Lycanthropy 28
Possessed 30
Promethean 32
Shadowbound 34
Vampirism 36
Race Rules 38

CHAPTER 2: ARCHETYPES AND CLASS OPTIONS 42
Alchemist 44
Barbarian 46
Cleric 48
Druid 50
Inquisitor 52
Investigator 54
Kineticist 56
Medium 58
Mesmerist 60
Occultist 62
Paladin 64
Slayer 66
Spiritualist 68
Vigilante 70
Witch 72
Wizard 74

CHAPTER 3: FEATS 76
Feat Descriptions 79

CHAPTER 4: SPELLS AND RITUALS 96
Spell Lists 98
Spells 108
Occult Rituals 132

CHAPTER 5: HORROR RULES 134
Curses 138
Horrific Diseases 146
Environments 152
Fleshwarping 164
Haunts 172
Madness 182

CHAPTER 6: RUNNING HORROR ADVENTURES 188
Rules Improvisation 206

CHAPTER 7: HORROR GEAR AND MAGIC ITEMS 210
Torture Implements 212
Alchemical Items 213
Magic Items 213
Magic Item Possession 228

CHAPTER 8: BESTIARY 230
Dread Lord 234
Hive 236
Implacable Stalker 238
Kyton, Apostle 240
Trompe l’Oeil 242
Unknown 244
Waxwork Creature 246
Simple Templates 248

HORRIFIC INSPIRATIONS 252

INDEX 254

Kineticist:
Yes. Two new Utility Wild Talents: Elemental Whispers and Greater Elemental Whispers. You befriend a piece of your element and it acts as a familiar (improved familiar in the case of greater).

Summoner Stuff:
Sorry, just spells. :(

Silver Crusade

Well, looks like I don't have that much work ahead of me. And here I thought we were really going to get a big chunk of kineticist content. Little sad about this.


Plausible Pseudonym wrote:
A couple of the haunt abilities you mentioned modify saving throws. Are there new rules for haunt saving throws? Because I thought they ordinarily didn't get them, at least I never found any stats for them on the pfsrd examples.

Good eye! Those modifications actually allow a haunt to make a saving throw against damage instead of automatically failing. They give a saving throw at 2+its CR.

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

How about the occultist archetype? The one where they pass out relics to the party?


*reads over Feros' table o contents*

OOH!!! Could I have a few more details on the occult rituals please?!

Dark Archive

Pathfinder Rulebook Subscriber

What are the alchemist and investigator archetypes? Any of them call out to you FEROS?


What do the Inquisitor archetypes do?

Bonus question: How well does the Witch Killer do its job?


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QuidEst wrote:
When you get a chance, I'd love to hear anything you can tell me about the Gingerbread Witch and the Elemental Whispers talent(s) for Kineticists. Much appreciated!

Covered Elemental Whispers above.

Gingerbread Witch:
Gingerbread Familiar: A gingerbread witch makes her familiar out of gingerbread, sugar, and other confections; alters familiar.

Cauldron Cook gains the cauldron and child-scent hexes and can create small candies, pastries, or the like identical in effect and application to normal potions. At 10th level, she gains the cook people hex; replaces the hexes gained at 1st and 10th levels.

Tricky Treats Hex is a unique hex that lets her create a piece of candy as a full-round action which functions as goodberry or a polypurpose panacea to whoever she designates: anyone else that eats the sweet becomes nauseated if it fails the save and is also affected as per the scar hex; replaces the hex at 4th level.

Confection Conjuring allows the use of shadow conjuration as a spell-like ability to "create" fanciful foodstuffs; replaces the hex gained at 8th level.

Gruesome Gobbler gives a bite attack and as a full-round action, she can make a single bite attack that deals double base damage and functions as if she had the grab and swallow whole special attacks on a creature of her size or smaller; replaces the hex gained at 12th level.

Horrible Hunger can affect a target as if she had cast feast of ashes on it; replaces the hex gained at 16th level.

Dark Archive

@Mythic Feros:

How does Sanity work?

What is the Lich Corruption like?

What are the Race Rules?

Thank you for your time! :-)


MYTHIC FEROS wrote:
QuidEst wrote:
When you get a chance, I'd love to hear anything you can tell me about the Gingerbread Witch and the Elemental Whispers talent(s) for Kineticists. Much appreciated!

Spoiler:
Gingerbread Familiar: A gingerbread witch makes her familiar out of gingerbread, sugar, and other confections; alters familiar.

Subby!

MYTHIC FEROS wrote:


Spoiler:

Gruesome Gobbler gives a bite attack and as a full-round action, she can make a single bite attack that deals double base damage and functions as if she had the grab and swallow whole special attacks on a creature of her size or smaller; replaces the hex gained at 12th level.

Goss!


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KaveDweller1349 wrote:
Hey, are their any other wizard archetypes besides the Hallowed Necromancer and if there is you mind given me a brief description?

Elder Mythos Scholar:
Reduced number of uses of his arcane school ability for increased versatility against aberrations and can even use his Intelligence modifier instead of Wisdom for fear, confusion, and insanity effects; however when he does that he will suffer from a nightmare like effect the next time he sleeps.

Undead Master:
Evil necromancer with greater control and command of undead in exchange for his bonus feats, the inability to gain a familiar, and the loss of Scribe Scroll.


Verzen wrote:
Does the dark elementalist or psychokineticist replace the elemental defense?

Nope.


Thanks, also could you tell me about the Hallowed Necromancer as well as the Spiritualist Archetypes and Fleshwarp rules?


It is disappointing that there is very little kineticist wild talents.

I really like the Gingerbread Witch.

So what are the feats?


MYTHIC FEROS wrote:
QuidEst wrote:
When you get a chance, I'd love to hear anything you can tell me about the Gingerbread Witch and the Elemental Whispers talent(s) for Kineticists. Much appreciated!

Covered Elemental Whispers above.

** spoiler omitted **

Oh man, thanks! Heh, that CMB is going to be terrible by level 12. XD

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

What's the elder mythos cultist like? Is it worth it?


I'm a little curious about how they managed to inject Horror flavor into the Paladin.

Might we have a sneak peak, MYTHIC FEROS, please?


Exactly Feros.

You want free stuff? Go home. I'm sure they'll give you free stuff.

Silver Crusade

Thanks for the kineticist info, although I have to admit I am also interested in the vigilante stuff if you get the chance.


Feros, what's your general impression of the book's artwork? Any artwork that stand out for you?


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Luthorne wrote:
Another question based on your answers; are there any spells that deal with corruptions, whether inflicting them, removing them, or helping advance/regress their presumably malign influence?

Corruption Spells:
Oh, yes! There is an Anti-Paladin/Cleric+ spell called borrow corruption which temporarily allows the caster to gain the effects of a corrupted creature’s manifestations.

There is also a Cleric/Inquisitor+ spell called ban corruption that blocks the gifts given by a manifestation.

And alleviate corruption helps get rid of levels of the corruption at risk to the caster.


Is Alleviate Corruption a cleric spell/paladin spell?


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Branwyn wrote:
Oh yeah, and could you post Serial Killer Vigilante?

Serial Killer Vigilante:
!!!!

Has an evil (DUH!) vigilante identity by necessity. Must take stalker, but Hidden Strike is considered Sneak Attack for all prerequisites and abilities using sneak attack. Thwart Pursuit improves a serial killer's chances to evade pursuers in a chase; replaces unshakable. Gains Studied Target slayer ability as if a slayer three levels lower than his vigilante class; replaces the 4th- and 14th level vigilante talents and the 9th- and 19thlevel social talents. Charming grants the witch charm hex; replaces startling appearance.

Death attack is as the assassin ability; replaces the 6th-level vigilante talent. Calling Card is a small token left behind to increase the terror in the hunting area of the serial killer; replaces the 7th-level social talent. Grisly Murder grants the Dreadful Carnage feat and can with a Calling Card produce a nightmare effect on any witnesses the next time they sleep; replaces frightening appearance.

Quiet Death is the assassin ability; replaces the 12th level vigilante talent. Swift Death is the assassin ability; replaces the
vigilante’s stunning appearance.

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

occultist archetypes?


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Verzen wrote:
How about the occultist archetype? The one where they pass out relics to the party?

Talisman Crafter:
Creates implements that are talisman and wards made of esoteric geometry.

Talismanic Implements means the crafter doesn’t get normal implements; he spends 1 hour crafting a number of small talismans, inscribing them with seals and investing them with power to serve as her implements for casting occultist spells.

Spellbound Talisman are small tokens he crafts with psychic spells that normally affect one or more target creatures and expends a spell slot. The talisman crafter can hurl this prepared talisman as a standard
action ; replaces magic item skill and object reading.

Shared Talisman allows a talisman crafter to expend 1 point of generic mental focus to create a spellbound talisman that anyone can activate; replaces shift focus.

Warding Seal is an inscribed glyph with psychic energy, a psychic spell he knows that affects one or more creatures; replaces aura sight
and the focus powers normally gained at 5th and 17th levels.

Dark Archive

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MYTHIC FEROS wrote:
Branwyn wrote:
Oh yeah, and could you post Serial Killer Vigilante?
** spoiler omitted **

Now THAT'S an archetype! Thanks for posting.


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Thomas Seitz wrote:

*reads over Feros' table o contents*

OOH!!! Could I have a few more details on the occult rituals please?!

Occult Rituals:
Fugue of Oblivion: The casters slowly extract the target’s memories into an urn, removing all but the first class level attained by the character.

The Hungering of Shadows: The area is covered in eternal darkness, removing sunlight from the area.

Paired Suffering: Forces to people in transitional moments of their lives to fight to the death. The survivor absorbs the soul of the slain into himself becoming a spiritualist or the soul becomes an unfettered phantom and eventually a malevolent ghost, haunting the ritual site.

Second Sight: When the primary caster’s eyes are closed, she sees through the eyes of the target.

Seeded Doom: Create a work of art that creates insanity or madness in any who look upon or read it or copies of it.

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

Elder mythos cleric? =)


OOOh!! Those are some NICE Rituals! :D


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I have to say, so far I'm loving every bit of information you're throwing at us, Feros.

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

Medium spirits would be cool to learn about, too.


Verzen wrote:
Medium spirits would be cool to learn about, too.

What's wrong with well done spirits? ;)

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