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:
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.
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.
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 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.
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.
It doesn't specify what type of animal and you can use it for 1 minute intervals for each manifestation level per day.
Thanks again!
It is really short.. Guess i'll keep playing my skinwalker feral hunter for my lycanthrope fix :-) had hoped to finally get some full bab lycanthropy pc optionS... The book is still awesome though :-)
Full BAB lycanthropy options you say? You mean the mooncursed barbarian? ;)
Could we get a little more information on the Dark Elementalist....
is there a mechanic behind the use of "souls" to protect them from burn ? something like Death knell or some such ?
Does it do anything besides give you a buffer against burn (like change how your element is treat regarding resistances etc) ?
really just anything that would help get the head around it ;)
So the way it works is that they are all evil and when you kill something of equal or higher level, within 1 minute, you can deal damage to its soul and remove 1 burn, but you can only have, at max, 3 burn ever at a time.
You STILL suffer the non-lethal damage, but when the burn is removed, that non-lethal heals like normal.
The higher levels you gain, the more devastating the soul ability gains.
At higher levels, when the soul returns from the dead, it takes wisdom damage (2d6). At 16th level, the soul is actually destroyed.
Using this ability both lowers burn and makes it harder to res the target.
Verzen, thank you very much for the info on the Cult Hunter.
In addition to the listing of the specific powers, would you be willing to please provide a little insight or summary of what they do? The names sound exciting and thematic, so I'm very curious as to what the features do. What is gained?
Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
The Fugue of Oblivion Occult Ritual sounds like it may have a place in Strange Aeons. But maybe just the Amnesia madness ability. Or maybe I'm reading too far into it!
I haven't read through the whole thread, but if anyone has any questions/requests, I've got my PDF copy and have skimmed through it already.
I haven't read through the whole thread, but if anyone has any questions/requests, I've got my PDF copy and have skimmed through it already.
Other than the previously mentioned mythos cleric and mythos scholar archetypes, and deep one corruption, is there anything that just screams out HP Lovecraft?
Could we get a little more information on the Dark Elementalist....
is there a mechanic behind the use of "souls" to protect them from burn ? something like Death knell or some such ?
Does it do anything besides give you a buffer against burn (like change how your element is treat regarding resistances etc) ?
really just anything that would help get the head around it ;)
So the way it works is that they are all evil and when you kill something of equal or higher level, within 1 minute, you can deal damage to its soul and remove 1 burn, but you can only have, at max, 3 burn ever at a time.
You STILL suffer the non-lethal damage, but when the burn is removed, that non-lethal heals like normal.
The higher levels you gain, the more devastating the soul ability gains.
At higher levels, when the soul returns from the dead, it takes wisdom damage (2d6). At 16th level, the soul is actually destroyed.
Using this ability both lowers burn and makes it harder to res the target.
Pretty awesome imo. =)
I'll have to think that through.....may be a good fit for my Hellfire Keneticist.......Many thanks ;)
Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Generic Villain wrote:
Xethik wrote:
I haven't read through the whole thread, but if anyone has any questions/requests, I've got my PDF copy and have skimmed through it already.
Other than the previously mentioned mythos cleric and mythos scholar archetypes, and deep one corruption, is there anything that just screams out HP Lovecraft?
Lots! :)
Are you looking for player options? If not, the Whisper from Beyond haunt is pretty juicy. There is also an entire spell series for contacting entities from beyond (Contact Entity) and the Mad Sultan's Melody spell which draws the attention of oozes and amorphous beings (to be honest, not sure of the mythos inspiration source but it mentions Azathoth). The Nightmare Dreamscapes section reminds me of Leng and the Dreamlands and even mentions the Dimension of Dreams, which is where Leng is in Golarion if I recall.
The Fleshwarping section has some more Robert Howard-Lovecraftian fleshwarps, too. And I'm sure the madness section has references here and there, but I've probably missed them.
In the magic item section, the Rings of Alien Geometries seem cosmic horror aligned and allow you to do some short range portal gunning. The cephalopod staff is... well. Tentactle staff. It definitely seems more octopus than lovecraftian horror, but it still is Cthulhu-esque. The Eldritch Scholar's Monocle protects the reader from dangerous knowledge; a must have for investigators of eldritch lore. But also just a very versatile item. Then, there are the minor artifacts. There are PLENTY that scream Lovecraft in here, but the Elder Sign stands out the most. It allows the user to banish Lovecraftian monsters.
There is also bits about Cosmic Horror in the running the game section. Totally worth digging through those if you are interested.
Yo, can I get some specific information on the vampire corruption?
You detect as undead, then are affected by effects as undead, then become an NPC vampire. Along the way, you can pick up helpful corruptions like social skill bonuses (while losing your reflection); summoning critters (while sucking at riding); charming folks (bye bye shadow); and getting mad stealth and climbing skills (while losing your ability to burgle homes).
Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
FedoraFerret wrote:
Yo, can I get some specific information on the vampire corruption?
You can be afflicted by being drained six times by a vampire in one month. Each week, you need to drink blood to hold off the corruption from taking over. You increase in stage when you feed on innocent sentient creatures.
The manifestations:
Boost charisma skills at the cost of your reflection. Mirrors can repel you, at least briefly.
Summon rats or a wolf, but take Handle Animal/Ride penalties against other animals.
Cast charm monster when you succeed on a charisma check at the cost of your shadow.
Growing fangs that allow you to feed easier, but require you to feed once per day instead of week.
Grant yourself some fast healing, but sunlight becomes harmful.
Gain vampiric agility and spider climbing, but you must be invited to enter a private dwelling.
Slam attack at the cost of negative energy affinity.
Please tell me more about the mooncursed barbarian :-D
And can you take curruptions from different sources or do you have to stay with the same type? (Can i take for example lycanthrope and lich curruptions?)
Please tell me more about the mooncursed barbarian :-D
And can you take curruptions from different sources or do you have to stay with the same type? (Can i take for example lycanthrope and lich curruptions?)
Mooncursed Barbarian is back a page or two in a general Barbarian post.
Please tell me more about the mooncursed barbarian :-D
And can you take curruptions from different sources or do you have to stay with the same type? (Can i take for example lycanthrope and lich curruptions?)
Mooncursed Barbarian is back a page or two in a general Barbarian post.
Please tell me more about the mooncursed barbarian :-D
And can you take curruptions from different sources or do you have to stay with the same type? (Can i take for example lycanthrope and lich curruptions?)
Mooncursed Barbarian is back a page or two in a general Barbarian post.
Yo, can I get some specific information on the vampire corruption?
You can be afflicted by being drained six times by a vampire in one month. Each week, you need to drink blood to hold off the corruption from taking over. You increase in stage when you feed on innocent sentient creatures....
So, the corruptions seem to happen under unusual circumstances rather than being a variant on the standard way of becoming a vampire or werewolf. Like, the vampire corruption happens if a character somehow manages to be drained by a vampire six times without simply dying, lol.
I guess the lycanthrope corruption is similar. Maybe the lycanthrope corruption can happen if you are bitten ten times by werewolves even if you make all the saving throws? Just guessing here.
Yo, can I get some specific information on the vampire corruption?
You can be afflicted by being drained six times by a vampire in one month. Each week, you need to drink blood to hold off the corruption from taking over. You increase in stage when you feed on innocent sentient creatures....
So, the corruptions seem to happen under unusual circumstances rather than being a variant on the standard way of becoming a vampire or werewolf. Like, the vampire corruption happens if a character somehow manages to be drained by a vampire six times without simply dying, lol.
I guess the lycanthrope corruption is similar. Maybe the lycanthrope corruption can happen if you are bitten ten times by werewolves even if you make all the saving throws? Just guessing here.
Well if you get drained to death by a vampire, you get back up as one, no corruption needed...
Yo, can I get some specific information on the vampire corruption?
You can be afflicted by being drained six times by a vampire in one month. Each week, you need to drink blood to hold off the corruption from taking over. You increase in stage when you feed on innocent sentient creatures....
So, the corruptions seem to happen under unusual circumstances rather than being a variant on the standard way of becoming a vampire or werewolf. Like, the vampire corruption happens if a character somehow manages to be drained by a vampire six times without simply dying, lol.
I guess the lycanthrope corruption is similar. Maybe the lycanthrope corruption can happen if you are bitten ten times by werewolves even if you make all the saving throws? Just guessing here.
Well if you get drained to death by a vampire, you get back up as one, no corruption needed...
Yep, that's what I'm saying. I was actually really curious about how things like the vampire corruption could exist because by the existing rules you simply died and came back as a full fledged vampire later. I like the way they have worked around this issue, and in a way it makes things like vampires scarier. You can become one even if they don't kill you.
Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Matrix Dragon wrote:
Xethik wrote:
FedoraFerret wrote:
Yo, can I get some specific information on the vampire corruption?
You can be afflicted by being drained six times by a vampire in one month. Each week, you need to drink blood to hold off the corruption from taking over. You increase in stage when you feed on innocent sentient creatures....
So, the corruptions seem to happen under unusual circumstances rather than being a variant on the standard way of becoming a vampire or werewolf. Like, the vampire corruption happens if a character somehow manages to be drained by a vampire six times without simply dying, lol.
I guess the lycanthrope corruption is similar. Maybe the lycanthrope corruption can happen if you are bitten ten times by werewolves even if you make all the saving throws? Just guessing here.
It is mentioned that these are also suggestions but, like all things, the GM should feel free to modify according to their game. I think the lycanthrope one is to be damage below 10% of max HP in a fight against lycanthropes.
Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Generic Villain wrote:
Xethik wrote:
Lots! :)
Awesome, thanks for all the details. Looking forward to August 4th.
Yeah, I believe Golarion's Leng is officially located in the Dimension of Dreams. Or at least adjacent to it, metaphysically speaking.
I missed a very fun Lovecraftian item! The Dark Lens Altar allows you to add lesser evolution surge to creatures summoned near the altar, but there is a chance that the summoned creatures would rather kill the summoner than follow their commands.
Thank you to those who are spilling the beans! I wish I could be one of you, but for some reason, I just have not had my subscription processed yet. I haven't waited this long for awhile.
Yo, can I get some specific information on the vampire corruption?
You can be afflicted by being drained six times by a vampire in one month. Each week, you need to drink blood to hold off the corruption from taking over. You increase in stage when you feed on innocent sentient creatures....
So, the corruptions seem to happen under unusual circumstances rather than being a variant on the standard way of becoming a vampire or werewolf. Like, the vampire corruption happens if a character somehow manages to be drained by a vampire six times without simply dying, lol.
I guess the lycanthrope corruption is similar. Maybe the lycanthrope corruption can happen if you are bitten ten times by werewolves even if you make all the saving throws? Just guessing here.
Well if you get drained to death by a vampire, you get back up as one, no corruption needed...
Yeah. It makes me wonder what the point of all the corruption mechanics is if they result in a non-zero chance of a character becoming an NPC. For a PC, that makes them unacceptable and unusable. For an NPC, it doesn't matter and you can bolt modifiers or templates onto their chassis to make the transformation work without a subsystem for it. I don't get it.
Yo, can I get some specific information on the vampire corruption?
You can be afflicted by being drained six times by a vampire in one month. Each week, you need to drink blood to hold off the corruption from taking over. You increase in stage when you feed on innocent sentient creatures....
So, the corruptions seem to happen under unusual circumstances rather than being a variant on the standard way of becoming a vampire or werewolf. Like, the vampire corruption happens if a character somehow manages to be drained by a vampire six times without simply dying, lol.
I guess the lycanthrope corruption is similar. Maybe the lycanthrope corruption can happen if you are bitten ten times by werewolves even if you make all the saving throws? Just guessing here.
Well if you get drained to death by a vampire, you get back up as one, no corruption needed...
Yeah. It makes me wonder what the point of all the corruption mechanics is if they result in a non-zero chance of a character becoming an NPC. For a PC, that makes them unacceptable and unusable. For an NPC, it doesn't matter and you can bolt modifiers or templates onto their chassis to make the transformation work without a subsystem for it. I don't get it.
Uh, the fact that this is a HORROR mechanic?
Also it is NOT a 100% endgame that you wind up a NPC, you make save at each manifestation of the corruption, if you make your saves your safe.
Each character has a Sanity Score (all your mental abilities added together minus any ability damage), a Sanity Threshold (Your highest mental ability score minus ability damage), and a Sanity Edge (equal to one half your Sanity Score.
When you suffer a sanity attack—an effect that might drive you mad—if the damage is equal to or exceeds your Sanity Threshold you gain a madness (an affliction like a poison, disease, or curse). If the total sanity damage done to your character at the time you get the madness is less than your Sanity Edge, it is a lesser madness; if equal to or greater, it is a greater madness.
Also, when damage equals your Sanity edge or surpasses it, any dormant madnesses manifest. If your sanity damage equals or exceeds your Sanity Score, you go insane as per the insanity spell.
Sanity damage can be healed a number of ways, from rest or support from a councillor (like a priest or mentor) to magical healing.
Madnesses go dormant when all sanity damage is healed. They can only be fully removed by a miracle or wish.
Lich Corruption:
This is what happens to someone who fails to become a lich or is nearby when a failed attempt goes awry. The magic unleashed slowly consumes their soul. If they are destroyed by this, they can only be brought back with a miracle or wish. If they come back this way, they come back as an evil NPC lich.
It comes with the following manifestations:
Agonizing Touch-Your touch causes pain but both of your hands wither to nearly skeletal appendages and your emotions fade.
Bleak Aura-negative energy aura and animals are freaked out.
Cadaver’s Countenance-You look like death but gain a natural AC and a bonus against mind-affecting effects.
Deathless-Bonuses against spells and effects that work only on living creatures, but are healed by negative energy and harmed by positive.
Death’s Caress-Your touch deals cold damage but one of your hands becomes a blackened, skeletal claw.
Greater Cadaver’s Countenance-You become nearly skeletal but gain cold resistance and DR overcome by bludgeoning.
Malevolence-Possess others but are vulnerable to effects that remove your soul from your body.
Master of the Dead-animate dead but your emotions are gone.
Necromantic Knowledge-Your knowledge of necromancy is impressive, but all other spell-casting is reduced in power.
Race Rules:
Each of the core races gets alternate race traits and new favored class options for a few classes (usually three classes, but gnomes get options for four). This works like those in the Advanced Race Guide but are geared towards fighting horror or enhancing it.
My personal favorite is the Halfling Alternate trait Creepy Doll. Essentially, the Halfling loses keen senses and sure-footed and looks somewhat like Chucky from Child's Play. It opens up a Halfling Serial Killer Vigilante that can hide out in a toy store. >:)
Basically, in the case of Ghoul, Vampire, Lycanthrope, and Lich, the Corruption rules are for what you are in-between the mortal and the monster, rather then POOF! Instant monster.
Thank you to those who are spilling the beans! I wish I could be one of you, but for some reason, I just have not had my subscription processed yet. I haven't waited this long for awhile.
It happens. I'm still waiting this time too. I think it usually takes about a week for all of the orders to process.
"Does the Psychokineticist deals with Burn like the base class?"
Yes. But instead of non-lethal damage, they take hits to wisdom based stuff.. *Like -2 penalty to wisdom checks, will saves and skill checks that focus on wisdom, such as perception*
Thank you to those who are spilling the beans! I wish I could be one of you, but for some reason, I just have not had my subscription processed yet. I haven't waited this long for awhile.
How about this? I wish I could answer my own question, but I am one of those who has waited fruitlessly for their PDF thus far...
Geez people, why not just ask someone to write up a gigantic spoiler for the whole book.
We're excited and pumped about a new release, and some of us who already have the book are happy to oblige the curiosity of those who don't have it yet. I don't see a problem.