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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Silver Crusade

2 people marked this as a favorite.
Kobold Cleaver wrote:

I'm really torn between using my Paizocon voucher to get the PDF for free and holding off until I have money so I can buy the hardcover for $35.

I have never been this excited about a Paizo release. Not since the last issue of Dragon, or maybe the Age of Worms hardcover that you've totally been keeping under wraps all this time I know it's on its way DON'T TRUST THE PAIZO-RUN MEDIA WAKE UP SHEEPLE

I shall alleviate you of this torture by taking it unto myself.

Give me the voucher, you have suffered enough, Noble Kobold.

Designer

Kobold Cleaver wrote:

I'm really torn between using my Paizocon voucher to get the PDF for free and holding off until I have money so I can buy the hardcover for $35.

I have never been this excited about a Paizo release. Not since the last issue of Dragon, or maybe the Age of Worms hardcover that you've totally been keeping under wraps all this time I know it's on its way DON'T TRUST THE PAIZO-RUN MEDIA WAKE UP SHEEPLE

You could always do both, potentially, getting the pdf sooner and the hard copy later, I imagine. I hope and trust that the book can live up to your expectations (though as usual it's been nice to hear from the people getting their subscriptions that it does, since I always worry and want to make sure that my preview blogs are representatively exciting and not just from my own excitement as someone who worked on the book). For whatever reason, we had a fair number of freelancers on this one who turned over noticeably the best initial turnovers I had seen from them to date, and add to that the fact that we managed to snag staff writers like Wes and Linda to handle sections of it, and it's all the sweeter. I kind of love doing these X Adventures books because I wind up learning so much about the associated subgenres while working on them.


4 people marked this as a favorite.

*Bites Rysky, inflicting them with the Kobold Corruption*

Silver Crusade

5 people marked this as a favorite.
Kobold Cleaver wrote:
*Bites Rysky, inflicting them with the Kobold Corruption*

Yeah, right chompy. You're gonna need to get in line behind all the Slaadi trying to stuff me with eggs.


2 people marked this as a favorite.

As the first manifestation, your voice becomes high-pitched and yappy.

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

Mark, will horror realms contain any PC options? Also, what are the three new corruptions for horror realms? Just curious where this theme is going...

Silver Crusade

1 person marked this as a favorite.
Kobold Cleaver wrote:
As the first manifestation, your voice becomes high-pitched and yappy.

My voice already becomes high pitched and happy for other reasons.

Designer

1 person marked this as a favorite.
Verzen wrote:
Mark, will horror realms contain any PC options? Also, what are the three new corruptions for horror realms? Just curious where this theme is going...

You picked the wrong Mark for the question; it's a Campaign Setting book, so that's not my surprise to reveal.


3 people marked this as a favorite.
Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Rysky wrote:
Kobold Cleaver wrote:
As the first manifestation, your voice becomes high-pitched and yappy.
My voice already becomes high pitched and happy for other reasons.

Other biting related reason?

Ahem.

Anywho. I've got a 5e game that has a player character with the soul of an ice sorcerer trapped inside of him. I'm very tempted to port the corruption rules over and come up with some Possession manifestations more fitting to this specific entity. Should work very well. Well, for me. Not so much that player.

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber
Mark Seifter wrote:
Verzen wrote:
Mark, will horror realms contain any PC options? Also, what are the three new corruptions for horror realms? Just curious where this theme is going...
You picked the wrong Mark for the question; it's a Campaign Setting book, so that's not my surprise to reveal.

Hah very fair. I always forget that you guys are separated through teams.


137ben wrote:

Anyhow, which, if any, of the following are contained in this book?

a)Traits
b)Flaws/Drawbacks
c)Prestige classes
d)Cleric domains
e)0th level spells
f)9th level spells
g)Templates which are either +0 CR or reduce the creature's CR.
h)0HD races
i)Traps
j)Story Feats
k)Teamwork feats


137ben wrote:
137ben wrote:

Anyhow, which, if any, of the following are contained in this book?

a)Traits
b)Flaws/Drawbacks
c)Prestige classes
d)Cleric domains
e)0th level spells
f)9th level spells
g)Templates which are either +0 CR or reduce the creature's CR.
h)0HD races
i)Traps
j)Story Feats
k)Teamwork feats

I don't have the book, but I believe that it doesn't contain a, b, c, d, h, or i sort of (it has haunts and environments).

It definitely contains story feats. I don't know about the rest.

Silver Crusade

QuidEst wrote:
137ben wrote:
137ben wrote:

Anyhow, which, if any, of the following are contained in this book?

a)Traits
b)Flaws/Drawbacks
c)Prestige classes
d)Cleric domains
e)0th level spells
f)9th level spells
g)Templates which are either +0 CR or reduce the creature's CR.
h)0HD races
i)Traps
j)Story Feats
k)Teamwork feats

I don't have the book, but I believe that it doesn't contain a, b, c, d, h, or i sort of (it has haunts and environments).

It definitely contains story feats. I don't know about the rest.

There are Domains.

Designer

Rysky wrote:
QuidEst wrote:
137ben wrote:
137ben wrote:

Anyhow, which, if any, of the following are contained in this book?

a)Traits
b)Flaws/Drawbacks
c)Prestige classes
d)Cleric domains
e)0th level spells
f)9th level spells
g)Templates which are either +0 CR or reduce the creature's CR.
h)0HD races
i)Traps
j)Story Feats
k)Teamwork feats

I don't have the book, but I believe that it doesn't contain a, b, c, d, h, or i sort of (it has haunts and environments).

It definitely contains story feats. I don't know about the rest.

There are Domains.

And there actually are a few horrific traps too, not just haunts and hazards.

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

There is ONE domain (technically, it's more of a reprint of void which is found in the 4th bestiary)

There are 9th level spells
For example
These are 9th level spells for wizard
Curse of Fell Seasons, Massacre, Maze of Madness and Suffering

I did not notice any +0 templates but you CAN make a small or tiny waxwork creature and it reduces the CR, but a normal or larger sized increases the CR.

No races

No traps that I've seen...

There ARE a total of FOUR story feats

I do not see any teamwork feats.

Designer

Verzen wrote:

There are 9th level spells

For example
These are 9th level spells for wizard
Curse of Fell Seasons, Massacre, Maze of Madness and Suffering

Indeed; I believe that every 9-level spell list receives at least 1 new 9th-level spell.

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

Mark what page are the traps on? Apparently there are traps. I just haven't seen them.


Fourshadow wrote:
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.

As a GM, I wanted it to be more player friendly than it sounds, since in my experience NPC's are a lot less fun to make adventures for than PC's.

Also, it's a tad weird that it's more GM-related when it's in the player section of the book.

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

One of the coolest things though is the Stalker template in this book. It makes a creature into Freddy Kruger.


1 person marked this as a favorite.
Rysky wrote:
Kobold Cleaver wrote:
As the first manifestation, your voice becomes high-pitched and yappy.
My voice already becomes high pitched and happy for other reasons.

Yes, it is true that to be a kobold is to be in a state of constant joy.

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber
Milo v3 wrote:
Fourshadow wrote:
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.

As a GM, I wanted it to be more player friendly than it sounds, since in my experience NPC's are a lot less fun to make adventures for than PC's.

Also, it's a tad weird that it's more GM-related when it's in the player section of the book.

Actually, I have a really cool idea for an NPC final boss guy. He's a level 2 anti-paladin, level 10 cultist who worships an outer god.

He use to be a paladin and cleric, but found an amulet belonging to an outer god cult that acted as a void toward his sanity rendering him insane. In his madness, he destroys the relic, severing his ability to be reformed and regain his sanity, effectively making him an elder mythos cleric and anti-paladin. He then sought the power of lichdom and became a lich *using the corruption rules*.

Once a lich, he got the Master of the Dead power and used up all of his charisma creating undead monstrocities to curse the land and drive others mad.

He uses up all of his charisma and falls unconscious. He lays in slumber as his undead rule the land, creating more undead under their control.

Destroying the undead and protecting the citizens may seem like the wise choice, until the party realizes that the more undead they kill, the lich, Nerak'Talos, will awaken from his slumber.

Silver Crusade

Milo v3 wrote:
Fourshadow wrote:
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.

As a GM, I wanted it to be more player friendly than it sounds, since in my experience NPC's are a lot less fun to make adventures for than PC's.

Also, it's a tad weird that it's more GM-related when it's in the player section of the book.

Corruptions are just as much GM-related/PC-related as feats and classes and Archetypes are.


Kobold Cleaver wrote:

I'm really torn between using my Paizocon voucher to get the PDF for free and holding off until I have money so I can buy the hardcover for $35.

I have never been this excited about a Paizo release. Not since the last issue of Dragon, or maybe the Age of Worms hardcover that you've totally been keeping under wraps all this time I know it's on its way DON'T TRUST THE PAIZO-RUN MEDIA WAKE UP SHEEPLE

I remember one time, there was a Paizo release (want to say maybe Ultimate Magic?) that I had coming as a subscriber but that, for whatever reason, hadn't been shipped by the time it became available for anyone to buy as a PDF. I was honestly and seriously considering spending the money to DL the PDF, even though I knew I'd get it for "free" in a few days.

I didn't end up succumbing, but was closer than I'd publicly admit.


This is so painful. I bought the book, but its been stuck on pending for days now xD I'm so impatient, I need it now! How much longer do I gotta wait before its finally shipped? Dx


Verzen wrote:
One of the coolest things though is the Stalker template in this book. It makes a creature into Freddy Kruger.

Eh, are you sure? The nightmare creature template - or specifically, the more potent nightmare lord - from Bestiary 4 accomplished that pretty solidly. My understanding was the stalker template was more for the Jason Vorhees/Michael Myers type monster.


baja1000 wrote:
This is so painful. I bought the book, but its been stuck on pending for days now xD I'm so impatient, I need it now! How much longer do I gotta wait before its finally shipped? Dx

By the looks of it, you aren't a subscriber to the Pathfinder Roleplaying Game line. I believe that means yours will ship when it becomes available to the general populace (i.e., August 4th). Subscribers get their stuff early.

Designer

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Generic Villain wrote:
Verzen wrote:
One of the coolest things though is the Stalker template in this book. It makes a creature into Freddy Kruger.
Eh, are you sure? The nightmare creature template - or more specifically, the more potent nightmare lord - from Bestiary 4 accomplished that pretty solidly. My understanding was the the stalker template was more for the Jason Vorhees/Michael Myers type monster.

Freddy might well have both nightmare (lord) and implacable stalkers templates.

Liberty's Edge

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I agree with Rysky on the nature of corruptions in this book.

Plus it gives the players a real question on if they feel its worth taking some of the baggage to gain the manifestation powers you want. in other cases it can add a cool dynamic to a players or parties story. Lets say early into campaign, one of the players gets exposed to corruption. Early enough that the players are unable to immediately deal with it. In response to the corruption, the affected player is given several options(a serum to limit its spread(costs money and is in limited supply), seek out a means to remove the corruption, or learn under an individual to master the corruption, allowing for them to not totally succumb to the corruptions influence, but risk compromising their morals or ties with others). In every circumstance, the player is balancing the potential power they could recieve, with the price that might need to be payed.

To me, Corruption is always a question of "what will you do, when the potential for power is there, but it risks destroying you and those around you? Do you stave it off as best you can, Fight it, learn to control it, or succumb to it."

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber
Generic Villain wrote:
Verzen wrote:
One of the coolest things though is the Stalker template in this book. It makes a creature into Freddy Kruger.
Eh, are you sure? The nightmare creature template - or specifically, the more potent nightmare lord - from Bestiary 4 accomplished that pretty solidly. My understanding was the stalker template was more for the Jason Vorhees/Michael Myers type monster.

Part of the stalker template is that if the stalker dies, everyone around the stalker has nightmares and must roll saves against the nightmares. If ANYONE fails the saves, he manifests back into reality.


ErisAcolyte-Chaos jester wrote:


To me, Corruption is always a question of "what will you do, when the potential for power is there, but it risks destroying you and those around you? Do you stave it off as best you can, Fight it, learn to control it, or succumb to it."

The problem is none of the corruptions are worth losing your character just because you failed a will save.

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber
Heretek wrote:
ErisAcolyte-Chaos jester wrote:


To me, Corruption is always a question of "what will you do, when the potential for power is there, but it risks destroying you and those around you? Do you stave it off as best you can, Fight it, learn to control it, or succumb to it."
The problem is none of the corruptions are worth losing your character just because you failed a will save.

You have to fail 3 saves. (Not always will. Some are fort)


baja1000 wrote:
This is so painful. I bought the book, but its been stuck on pending for days now xD I'm so impatient, I need it now! How much longer do I gotta wait before its finally shipped? Dx

According to here, they started shipping on the 25th of July, and should finish shipping on the 4th of August. So...depends how lucky you are.

I'm still waiting myself...hoping to at least get mine the first week, rather than the second...but we'll see. Hope I'm not unlucky enough to get it on the last day, but I guess someone has to be!


Heretek wrote:
ErisAcolyte-Chaos jester wrote:


To me, Corruption is always a question of "what will you do, when the potential for power is there, but it risks destroying you and those around you? Do you stave it off as best you can, Fight it, learn to control it, or succumb to it."
The problem is none of the corruptions are worth losing your character just because you failed a will save.

Not every group of players is gonna feel the same way. I've had players who've really enjoyed seeing their characters return as villains, and now I have a system built entirely around that to play with.


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Verzen wrote:

Part of the stalker template is that if the stalker dies, everyone around the stalker has nightmares and must roll saves against the nightmares. If ANYONE fails the saves, he manifests back into reality.

Hmmm, very cool thanks. So let's see... a CE Nightmare Lord Stalker Rogue 10 (thug archetype) or Slayer 10 (cutthroat archetype). Definitely more than a match for a bunch of teenagers.


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Thank you Rysky, Mark Seifter, and Verzen for your answers!
The one thing I asked about that nobody answered is 0th level spells.


Luthorne wrote:


According to here, they started shipping on the 25th of July, and should finish shipping on the 4th of August. So...depends how lucky you are.

I'm still waiting myself...hoping to at least get mine the first week, rather than the second...but we'll see. Hope I'm not unlucky enough to get it on the last day, but I guess someone has to be!

EDIT: I'm wrong. Ignore me.

Again, I think those dates are for people who are subscribed to a particular line. If you are a subscriber you'll get your stuff about 1-2 weeks before the rest of us. Otherwise you have to wait until the release date noted in the product at the earliest - in this case, August 4th.

I could of course be wrong. I am so often wrong. But I've been buying Pathfinder stuff for the better part of a decade.


Generic Villain wrote:
Luthorne wrote:


According to here, they started shipping on the 25th of July, and should finish shipping on the 4th of August. So...depends how lucky you are.

I'm still waiting myself...hoping to at least get mine the first week, rather than the second...but we'll see. Hope I'm not unlucky enough to get it on the last day, but I guess someone has to be!

Again, I think those dates are for people who are subscribed to a particular line. If you are a subscriber you'll get your stuff about 1-2 weeks before the rest of us. Otherwise you have to wait until the release date noted in the product at the earliest - in this case, August 4th.

I could of course be wrong. I am so often wrong. But I've been buying Pathfinder stuff for the better part of a decade.

No, you also get it early if you pre-order, you just don't get the free pdf to go with it. I've been pre-ordering stuff for awhile before I recently started getting subscriptions, and it seems to ship at the same time.


Luthorne wrote:


No, you also get it early if you pre-order, you just don't get the free pdf to go with it. I've been pre-ordering stuff for awhile before I recently started getting subscriptions, and it seems to ship at the same time.

Huh, my bad. Didn't know that.


Two questions:

1) What are the new story feats? I'm especially curious about the Tainted/Horrific Love one that got mentioned some time ago.

2) The book supposedly contains lists of what monsters are suited for what sort of horror. Just what kinds of monsters work best for slasher horror?

Contributor

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Xethik wrote:

Looking at the archetype itself again, I totally missed that you

could play some Lovecraftian tome wielder, not just a holy zealot of your god. Minor reflavoring, sure, but a very interesting premise for me. Brandon Hodge did a great job with that one! Fits multiple themes of the horror archetypes. Using the word of their god to smite foes or inflicting madness (and pain) with eldritch tomes!

Thanks for that! Excited to see this one out in the world. In my home games, I almost always play a wizard with the Rough & Ready trait that lets me use tools of my trade as weapons, take some ranks in scribe, and whack the hell out of opponents with my spellbook.

When Stephen asked me for some archetype ideas for the Inquisitor, I recalled my fondness for that trick, and said: "How about an archetype that imparts the word of their God in the most violent way possible--by beating it mercilessly into enemies with his holy book?"

Luckily, Stephen and Mark share my penchant for tome-based violence and holy-word hostilities. Now it's yours! ;-)

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

One of the new story feats allows you to take craft construct WITHOUT being a 5th level caster...


Verzen,

Seriously?! Craft Construct without being a 5th level caster?! What do they just stitch them together and hope it works?! ;)

Seriously, sounds good.

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

So it's basically you can take the feat ONLY if you have certain background campaign traits OR are trying to protect a persecuted village. Then you TEMPORARILY get the craft construct feat and it cannot qualify you for any other future feats. You then need to make a construct of 5 CR or greater and DONATE it to the village. You must do a significant amount of the construction but your friends CAN help you with the costs. The village CANNOT help with the costs and this golem CANNOT be an adventuring companion. It MUST be donated to the village so that the village can be protected.

Once this is accomplished, you get craft construct as a bonus feat WITHOUT needing to qualify for that feat and you can create a golem equal to or less than the CR of the CR you made at a 10% discount. (Or normal rate if the golems CR is higher)


Interesting, Verzen. Very interesting...

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

The feat is called, "Protector of the People" if anyone wants to look it up.


Eric Hinkle wrote:

Two questions:

1) What are the new story feats? I'm especially curious about the Tainted/Horrific Love one that got mentioned some time ago.

2) The book supposedly contains lists of what monsters are suited for what sort of horror. Just what kinds of monsters work best for slasher horror?

Spoiler:

Twisted Love revolves around an enemy thinking you are a reincarnation of a lost lover, or similar situations to that effect. Upon breaking your enemy's heart, you gain a resistance to enchantment effects. Furthermore, when you succeed at saves against an enchantment effect, you can appear to have been affected by them.

As for monsters for Slasher Horror, there are a number of recommendations, most of them violent-tempered human-like creatures with supernatural fortitude of some sort. But ultimately, any creature that's driven to become some sort of unstoppable murderer works. Trolls and Babau Demons are among those listed, but the list is prefaced with the suggestion of using an ordinary humanoid who has become possessed of some supernatural bloodlust. Perhaps it's not even the monster, but the intelligent weapon influencing the monster that's the real enemy.


I would if I had a subscription AND the PDF, Verzen. :)

But thanks for letting me know.


Do the hive have any immunities, resistances, DR, etc.?


Verzen wrote:

So it's basically you can take the feat ONLY if you have certain background campaign traits OR are trying to protect a persecuted village. Then you TEMPORARILY get the craft construct feat and it cannot qualify you for any other future feats. You then need to make a construct of 5 CR or greater and DONATE it to the village. You must do a significant amount of the construction but your friends CAN help you with the costs. The village CANNOT help with the costs and this golem CANNOT be an adventuring companion. It MUST be donated to the village so that the village can be protected.

Once this is accomplished, you get craft construct as a bonus feat WITHOUT needing to qualify for that feat and you can create a golem equal to or less than the CR of the CR you made at a 10% discount. (Or normal rate if the golems CR is higher)

So this feat allows you to be Rabbi Judah Ben Loewe and make the Golem of Prague?


The All-Seeing Orb wrote:
Eric Hinkle wrote:

Two questions:

1) What are the new story feats? I'm especially curious about the Tainted/Horrific Love one that got mentioned some time ago.

2) The book supposedly contains lists of what monsters are suited for what sort of horror. Just what kinds of monsters work best for slasher horror?

** spoiler omitted **

Thanks ASO.

Hmmm, so the Tainted Love story feat allows you

Spoiler:
to play Tatyana from Ravenloft?

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