| lazulin |
I really hope the werewolf options in this book are playable, but the way they're described and the way players who want to play werewolves have been spoken about in the past makes me fear they won't be
It's sounding like I was right to be fearful. Guess I'll have to keep waiting for a playable werewolf.
| Kobold Catgirl |
| 7 people marked this as a favorite. |
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!
To be honest, I think everyone who wanted a no-strings-attached monster PC mechanic from a book called "Horror Adventures" were seeing what they wanted to see. Paizo was always pretty clear about what they were planning. They're called corruptions. If you want a playable werewolf, modify what this system offers you. Mark doesn't seem to think it'd be that hard. :P
Rysky
|
Thanks for the answers, Feros! A few more based on what you've answered for anyone who cares to answer...though I hope to be able to answer these myself in the not-too-distant future...
Curses! What's new with them? New rules, new curses, new ways to inflict them, cure them, and live with them?
Horrific diseases! What makes them so horrific, and any particularly fun ones?
What do we get for torture implements? Any new rules involving how to use them to torture people?
And last but not least, what's up with magic item possession? Is it about intelligent magic items that can possess their wielder, or spirits/haunts/demons that can possess magic items, or sinister things that can just happen by having them in your possession? The public wants to know! ...okay, probably only me. But my curiosity is piqued!
We got some new curses, new cursed items, cursed areas, and templates for curses (anybody seen It Follows?) as well as suggestions/kinda rules for making new curses and cursed items as well as how to cure them.
Diseases get templates as well as very nasty new ones that have multiple stages that do a LOT of stuff, none of it good. Bloody End is cool, you sweat blood through your skin, rage, and eventually explode.
The item section may as well be called the torturer's handbook.
Magic Item Possesion is rules for when something possess a magic item.
| Dragon78 |
I don't know what people were expecting from something called "corruptions";) They are supposed to be dangerous. I am more disappointed with the lack of kineticist wild talents, sorcerer bloodlines, bloodrager bloodlines, oracle curses, oracle mysteries, psychic disciplines, racial feats, and more.
Are there any witch hexes that are not tied to a archetype?
Does the bard get any love in this book?
Rysky
|
I don't know what people were expecting from something called "corruptions";) They are supposed to be dangerous. I am more disappointed with the lack of kineticist wild talents, sorcerer bloodlines, bloodrager bloodlines, oracle curses, oracle mysteries, psychic disciplines, racial feats, and more.
Are there any witch hexes that are not tied to a archetype?
Does the bard get any love in this book?
There are two wild talents in the book.
And while there aren't any racial feats the alternate racial traits are a nice addition.
The only new hexes Witches get are specific to their archetypes.
Nothing specific for bards.
Rysky
|
| 1 person marked this as a favorite. |
Yeah I know about the two wild talents but that is extremely low especially for a class that is hurting for options.
Yeah but the alternate racial traits are for the core races only.
I kind of figured it was for their archetypes.
Are there any new polymorph spells?
There's assume appearance, which lets you take on a dead creature's appearance. There might be more, I'll check.
| Mark Seifter Designer |
| 3 people marked this as a favorite. |
Mark Seifter wrote:Yawn, I should probably not still be awake, but I happen to be, and I removed some posts that directly quoted the book. Feel free to talk about what's in it, but please don't quote it.I'm sorry.
No worries, it's very easy to get excited about all the cool stuff in the book. We certainly don't hold that against you! Anyways, time to sleep.
| Alchemaic |
Milo v3 wrote:
Yeah, I'm disappointed about the lack of player friendliness it sounds like it has. I mean, if it's just a thing for turning players into NPC's after an adventure or two it should be in the back with the rest of the GM content at least.Guess I'll just rely on making homebrew and using third-party content when it comes to actually playing a monstrous character.
The save you have to make to prevent from gaining a corruption stage isn't that bad. It's 15 + manifestation level (you start at 1).
So that's a DC of 16 minimum.
Isn't that just a pure 1d20+your BASE save roll? So even with a 20th level Monk you still only have a +12 on the save? And god help you if you get stuck with something at a low level or one of the corruptions that go against your bad save.
| Brew Bird |
lazulin wrote:I really hope the werewolf options in this book are playable, but the way they're described and the way players who want to play werewolves have been spoken about in the past makes me fear they won't beIt's sounding like I was right to be fearful. Guess I'll have to keep waiting for a playable werewolf.
Well, there's a Barbarian archetype that gets Lycanthropic powers, and fluff wise, is specifically described as a form of Lycanthropy.
Rysky
|
Verzen wrote:Isn't that just a pure 1d20+your BASE save roll? So even with a 20th level Monk you still only have a +12 on the save? And god help you if you get stuck with something at a low level or one of the corruptions that go against your bad save.Milo v3 wrote:
Yeah, I'm disappointed about the lack of player friendliness it sounds like it has. I mean, if it's just a thing for turning players into NPC's after an adventure or two it should be in the back with the rest of the GM content at least.Guess I'll just rely on making homebrew and using third-party content when it comes to actually playing a monstrous character.
The save you have to make to prevent from gaining a corruption stage isn't that bad. It's 15 + manifestation level (you start at 1).
So that's a DC of 16 minimum.
No, you still get ability modifiers and permenant bonuses. And for every Manifestation you turn down you get a stacking +1.
| QuidEst |
No, you still get ability modifiers and permenant bonuses. And for every Manifestation you turn down you get a stacking +1.
Do you only need to make a save when you accept a new manifestation? If so, then the system works fine with no risk up to two manifestations. That should be easy to tack on just about anywhere. (Or, if the GM doesn't care about perfect equitability, each player progresses until they've failed two saves.)
Rysky
|
Rysky wrote:No, you still get ability modifiers and permenant bonuses. And for every Manifestation you turn down you get a stacking +1.Do you only need to make a save when you accept a new manifestation? If so, then the system works fine with no risk up to two manifestations. That should be easy to tack on just about anywhere. (Or, if the GM doesn't care about perfect equitability, each player progresses until they've failed two saves.)
*scratches head*
I'm not entirely sure, but I believe you make the saving throw after certain triggers, rather than when you gain a new manifestion level.
Rysky
|
Rysky wrote:No worries, it's very easy to get excited about all the cool stuff in the book. We certainly don't hold that against you! Anyways, time to sleep.Mark Seifter wrote:Yawn, I should probably not still be awake, but I happen to be, and I removed some posts that directly quoted the book. Feel free to talk about what's in it, but please don't quote it.I'm sorry.
Getting back to this (without copy/pasting obviously) the posts that were deleted were concerning sidebars in this book calling torture and casting Evil spells and that, yes, they are in fact evil acts.
They do go into detail about the nuances of casting an evil spell for a good cause though.
| KainPen |
What do the hive look like?
they function and act almost identically to Xenomorph from Alien movies, including the queen, and described as large insects like creatures, with claw and long tails spear like or sharp tails, and long dome shaped heads with no eyes. but the art work is similar to alien movie aliens but not enough to be them directly. they are shown as green. kind of look like some kind of plant/fungus/insect or crab creature I 1st though before reading it. I did not think Alien when I 1st saw it. instead of the long skeletal/Mechanical/phallic work of HR Giger. these thinks look a lot more muscular or girthy. The claws are not shaped like hands they are shaped two fingered scythe like blades. same with the tail. it is covered is small spikes on head, arms and tail Maybe best way to describe it is it looks like if you cross Alien, with spiky crab and praying mantis. It is totally awesome.
| Xethik |
Could we get some more details on the Undead Master wizard archtype? I am interested, for reasons.
Must be evil. Takes penalties on Diplomacy and Knowledge checks on living targets to gain bonuses on undead ones.
Your arcane bond can either be an object (bone) bond or a corpse companion (like the Undead Lord cleric). Replaces Scribe Scroll with Command Undead with some extras if you don't have channel negative energy. Also, you swap your bonus feats for the ability to spontaneously cast some necromantic spells and cast Animate/Create Undead at 1 spell level lower. Lastly, the Wizard gains the Undead Bloodline's One of Us ability as a capstone.
| Xethik |
| 4 people marked this as a favorite. |
Could someone tell me about the Accursed Corruption?
Sure.
Catalyst is a hateful curse, a night hag visit, or other magical torment. Whenever you curse another creature or don't take enough spiteful actions in a month, you are forced to severely punish the next creature that wrongs you, even minorly. When you take disproportionate punishment against a creature, you advance in corruption. The corruption can be removed by lifting the original curse, killing or earning forgiveness from the curser, and undoing any harm you caused while accursed.
Manifestations are as follows:
Once per day, inflict a major curse that staggers and then paralyzes at the cost of an eye.
Gain DR/cold iron but become sickened if struck with cold iron.
Gain bonuses on bluff and disguise and some minor SLAs at the cost of speaking the truth.
Reroll a failed check but can't gain morale bonuses.
Damaging a creature in the surprise round inflicts fear, but you look horrifying.
Improve the DC of curse spells and gain baleful polymorph as a curse but take a penalty on Will saves.
Once per day, become undying but you feel the urge to coup de grace unconscious people near you.
Gain claws that make your hands unwieldy.
Cast a Witch spell once per day but you have to save against buffs and have trouble casting harmless spells.
| KainPen |
| 1 person marked this as a favorite. |
I don't understand why people are complaining that a lot of this content seems to be more GM-related. It's Horror Adventures, not Ultimate anything or anything Guide. To me, that says it would be more GM-centric.
It does seem more GM related maybe that why I like it so much, I often stuck as GM. I am glad it is that way also, give me lots effective options and both for challenge, theme and rewards to give and use on my players.
| Xethik |
Thank you, Xethik!
Yup, sorry for missing the first ask. I've only been skimming, so it is hard to tell if someone has been answered yet or not.
As for the Deep One corruption:
You must submerge yourself in seawater daily. If you don't do this or are targeted by an evil divine spell, you must make a Will save. If you fail, you blackout for 24 hours and progress in corruption. The first time you just move towards a sea or ocean. The second time, you make contact with an alien entity and become a Deep One Hybrid. The third time, you become a Deep One.
Quick overview of manifestations:
Bite attack, but you have trouble speaking/casting spells with verbal and thought components.
Touch attack aboleth mucus thing, but you must be constantly submerged in seawater.
Claws, but you smell like a low tide.
Cold resistance and deep ocean survivability, but you take a Dex penalty on land.
Darkvision and low-light vision, but light sensitivity.
Amphibiousness, but you take a Charisma penalty.
Gills that let you breathe underwater, but you are more susceptible to inhaled poisons.
Ignoring concealment underwater due to muck, but you take a Perception penalty on land.
Slow aging and a constitution bump, but you sleep 16 hours a day.
Swimming ability, but your webbed hands give you penalties on Dex and Str checks on land.
| Heretek |
| 4 people marked this as a favorite. |
Gotta agree with the corruption complaints.
I was hoping for a friendly way for PCs to experience becoming undead and other things without throwing party balance out of wack since that typically always results in +1-3 CR increases etc. In reality we get "Here's a way to permanently lose control of your character if you have a bad will save".
Will have to see how those alternate progression routes Mark mentioned turn out and if they actually make these corruptions not into a terrible game of Russian roulette.
| Xethik |
Question - Can I use the 'alternate channeling' rule with Channel The Void?
I want to make me a dark mythos cleric that can...
Madness: Harm—Creatures are confused until the end of your next turn.
I'll need to look up the alternate channeling rules, but the text says roughly that Channel the Void counts as channel energy, but neither positive nor negative specifically. For feats that require channel energy but refer to what happens if the character channels positive or negative energy, the ability counts as if it were negative energy.
But Variant Channeling isn't a feat, right? So I don't think it counting as negative would apply to alternate channeling. It's more like an archetype and I think it would be invalid here.
Rysky
|
| 8 people marked this as a favorite. |
Gotta agree with the corruption complaints.
I was hoping for a friendly way for PCs to experience becoming undead and other things without throwing party balance out of wack since that typically always results in +1-3 CR increases etc. In reality we get "Here's a way to permanently lose control of your character if you have a bad will save".
Will have to see how those alternate progression routes Mark mentioned turn out and if they actually make these corruptions not into a terrible game of Russian roulette.
*blink*
*blink*
The Designers have said since day one that Corruptions weren't going to be power upgrades, or even a good thing.
They are things that slowly (or quickly if you're unlucky) transform your character into a monster. That's what was advertised, and that's what we got.
| Luthorne |
Verzen wrote:Question - Can I use the 'alternate channeling' rule with Channel The Void?
I want to make me a dark mythos cleric that can...
Madness: Harm—Creatures are confused until the end of your next turn.
I'll need to look up the alternate channeling rules, but the text says roughly that Channel the Void counts as channel energy, but neither positive nor negative specifically. For feats that require channel energy but refer to what happens if the character channels positive or negative energy, the ability counts as if it were negative energy.
But Variant Channeling isn't a feat, right? So I don't think it counting as negative would apply to alternate channeling. It's more like an archetype and I think it would be invalid here.
What if you took Channeling Variance from Magic Tactics Toolbox? Possibly twice.
| Xethik |
Xethik wrote:What if you took Channeling Variance from Magic Tactics Toolbox? Possibly twice.Verzen wrote:Question - Can I use the 'alternate channeling' rule with Channel The Void?
I want to make me a dark mythos cleric that can...
Madness: Harm—Creatures are confused until the end of your next turn.
I'll need to look up the alternate channeling rules, but the text says roughly that Channel the Void counts as channel energy, but neither positive nor negative specifically. For feats that require channel energy but refer to what happens if the character channels positive or negative energy, the ability counts as if it were negative energy.
But Variant Channeling isn't a feat, right? So I don't think it counting as negative would apply to alternate channeling. It's more like an archetype and I think it would be invalid here.
Sounds plausible! One thing I'm not that sure about is the fact that (unless my reading is off) you don't choose Heal or Harm when your Channel the Void. But I haven't ever played a Cleric in Pathfinder so I'm actually pretty unclear on the details of their channeling!
Seems to me that a permissible GM would allow this. And I doubt Elder Mythos Cleric will be PFS legal so... No issue there!
Verzen
|
Luthorne wrote:Xethik wrote:What if you took Channeling Variance from Magic Tactics Toolbox? Possibly twice.Verzen wrote:Question - Can I use the 'alternate channeling' rule with Channel The Void?
I want to make me a dark mythos cleric that can...
Madness: Harm—Creatures are confused until the end of your next turn.
I'll need to look up the alternate channeling rules, but the text says roughly that Channel the Void counts as channel energy, but neither positive nor negative specifically. For feats that require channel energy but refer to what happens if the character channels positive or negative energy, the ability counts as if it were negative energy.
But Variant Channeling isn't a feat, right? So I don't think it counting as negative would apply to alternate channeling. It's more like an archetype and I think it would be invalid here.
Sounds plausible! One thing I'm not that sure about is the fact that (unless my reading is off) you don't choose Heal or Harm when your Channel the Void. But I haven't ever played a Cleric in Pathfinder so I'm actually pretty unclear on the details of their channeling!
Seems to me that a permissible GM would allow this. And I doubt Elder Mythos Cleric will be PFS legal so... No issue there!
This is the first time I've ever 'wanted' to be a cleric!
And not much in this book will be PDF legal it seems.
From the looks of it, about half the classes *at least* have an archetype that requires you to be evil...
| Mark Seifter Designer |
Xethik wrote:Luthorne wrote:Xethik wrote:What if you took Channeling Variance from Magic Tactics Toolbox? Possibly twice.Verzen wrote:Question - Can I use the 'alternate channeling' rule with Channel The Void?
I want to make me a dark mythos cleric that can...
Madness: Harm—Creatures are confused until the end of your next turn.
I'll need to look up the alternate channeling rules, but the text says roughly that Channel the Void counts as channel energy, but neither positive nor negative specifically. For feats that require channel energy but refer to what happens if the character channels positive or negative energy, the ability counts as if it were negative energy.
But Variant Channeling isn't a feat, right? So I don't think it counting as negative would apply to alternate channeling. It's more like an archetype and I think it would be invalid here.
Sounds plausible! One thing I'm not that sure about is the fact that (unless my reading is off) you don't choose Heal or Harm when your Channel the Void. But I haven't ever played a Cleric in Pathfinder so I'm actually pretty unclear on the details of their channeling!
Seems to me that a permissible GM would allow this. And I doubt Elder Mythos Cleric will be PFS legal so... No issue there!
This is the first time I've ever 'wanted' to be a cleric!
And not much in this book will be PDF legal it seems.
From the looks of it, about half the classes *at least* have an archetype that requires you to be evil...
Since classes tended to have two or three archetypes, however, that does mean that at least one archetype for every class with archetypes (sometimes two) does not have an evil requirement (though Old One Cultist, despite allowing CN, requires worshiping deities that I recall aren't legal deities). And then there's the other things that aren't archetypes; I would guess that more content becomes legal than you suspect.
Verzen
|
There are 16 different classes. 15 with archetypes. (Medium does not have any new archetypes, just new legendary spirits.. again...)
There are 7 archetypes that have strictly evil and if you're not evil, you either can't do some abilities or can't level up as that class any longer.
There is one that can TECHNICALLY be chaotic neutral, but I think it would be hard maintaining a chaotic neutral stance worshiping the outer gods...
Dark Elementalist - Kineticist
Gaslighter - Mesmerist
Bloody Jake - Slayer
Necrologist - Spiritualist
Blood Alchemist - Alchemist
Serial Killer - Vigilante
Undead Master - Wizard
------
Elder Mythos Cleric ALLOWS Chaotic Neutral, but also says either that or Chaotic Evil
| Mark Seifter Designer |
| 1 person marked this as a favorite. |
Having looked at a friend's copy of HA, we were both confused: Does the Hybrid Form for the Mooncursed still lose all equipment like it's alternate form would?
It's actually turning you into a humanoid shape in this case (and it's a hybrid of your base type and animal form, rather than directly the animal type, thus avoiding the override for animal type), so it presumably wouldn't be a "form that is unlike your original form" as per the polymorph rules on page 212. However, that line does say "(subject to GM discretion)" just after.
Rysky
|
Having looked at a friend's copy of HA, we were both confused: Does the Hybrid Form for the Mooncursed still lose all equipment like it's alternate form would?
No, hybrid forms tend to not loose equipment, and when you use polymorph effects you don't "lose" equipment anyway, it fuses into your body until you change back (at least that's my understanding of it).
| Matrix Dragon |
I'm going to have to read the pdf when I get it, but my current plan to balance the corruptions in a party is to make a player have to pay for them with picks from my magic item replacement system. Basically, for every few levels of corruption the character gains, he would effectively be losing a magical item upgrade.
In theory, this would make corrupted characters balanced with standard characters. I'll have to read the system for myself first though.
Lukas Stariha
|
Lukas Stariha wrote:Having looked at a friend's copy of HA, we were both confused: Does the Hybrid Form for the Mooncursed still lose all equipment like it's alternate form would?No, hybrid forms tend to not loose equipment, and when you use polymorph effects you don't "lose" equipment anyway, it fuses into your body until you change back (at least that's my understanding of it).
Yes I know you don't lose it forever, but my concern was with the Shifting Rage alternate form acting as a polymoph effect and the Hybrid Rage not specifically saying you weren't still an animal for all intents and purposes (just that you gained usable hands, bipedal movement and speech.)
Mark seemed to settle that though, so I'm glad.