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

Chess Pwn wrote:

So in HALLOWED NECROMANCER it gets positive touch, which lets it cast cure spells but only to harm undead. In it it says,

Quote:


A number of times per day equal to 3 + her Intelligence modifier, when
she spontaneously casts a cure spell, she can either turn the
effect into a ray and increase the range to close or remove
the Will save but deal half the normal amount of damage
cure light wounds wrote:
Saving Throw Will half
So is this really saying that 3+int I can choose to have enemies auto-succeed their will save?

*scratches head*

I think it's auto-deal half, whereas if they made their save and you rolled damage you'd do a lot less.

*shrugs*


Rysky wrote:
Chess Pwn wrote:

So in HALLOWED NECROMANCER it gets positive touch, which lets it cast cure spells but only to harm undead. In it it says,

Quote:


A number of times per day equal to 3 + her Intelligence modifier, when
she spontaneously casts a cure spell, she can either turn the
effect into a ray and increase the range to close or remove
the Will save but deal half the normal amount of damage
cure light wounds wrote:
Saving Throw Will half
So is this really saying that 3+int I can choose to have enemies auto-succeed their will save?

*scratches head*

I think it's auto-deal half, whereas if they made their save and you rolled damage you'd do a lot less.

*shrugs*

Dealing half damage is you'd roll damage and then deal half of it to them right? Because the rolled amount is the normal amount of damage. I don't think this is some kind of half-maximize option.


Martyr also can't swift heal itself, and the see no evil thing is the bard's Well-Versed + gaze attacks.

Silver Crusade

Chess Pwn wrote:
Rysky wrote:
Chess Pwn wrote:

So in HALLOWED NECROMANCER it gets positive touch, which lets it cast cure spells but only to harm undead. In it it says,

Quote:


A number of times per day equal to 3 + her Intelligence modifier, when
she spontaneously casts a cure spell, she can either turn the
effect into a ray and increase the range to close or remove
the Will save but deal half the normal amount of damage
cure light wounds wrote:
Saving Throw Will half
So is this really saying that 3+int I can choose to have enemies auto-succeed their will save?

*scratches head*

I think it's auto-deal half, whereas if they made their save and you rolled damage you'd do a lot less.

*shrugs*

Dealing half damage is you'd roll damage and then deal half of it to them right? Because the rolled amount is the normal amount of damage. I don't think this is some kind of half-maximize option.

Tht could be, but I'd hope it's not.

Otherwise this ability would only useful against creatures with Stalwart, which isn't a lot.


I made a potential errata thread to compile these issues for future FAQ treatment and 2nd printing corrections.


2 people marked this as a favorite.

I'm sure someone's probably already mentioned it before, but....

I even see stats for one of my favorite creatures (for which I STILL have the occasional nightmare, 30+ years later 0_0).

"Game over, man; GAME OVER!!!"


I only took a cursory look through the book, but I was specifically looking for an answer to the one question which has always presented the biggest problem with a horror themed campaign for me in Pathfinder "Why fear something you can easily kill?".

The book does not seem to provide any good answer, although it does seem to pose the question at least twice. The best answer it seems to give is that the players need to go along with the ride, but that is an answer which places the entire onus on players suspending their disbelief to a degree which I, personally, find immersion-breaking.

Silver Crusade

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber
magnuskn wrote:

I only took a cursory look through the book, but I was specifically looking for an answer to the one question which has always presented the biggest problem with a horror themed campaign for me in Pathfinder "Why fear something you can easily kill?".

The book does not seem to provide any good answer, although it does seem to pose the question at least twice. The best answer it seems to give is that the players need to go along with the ride, but that is an answer which places the entire onus on players suspending their disbelief to a degree which I, personally, find immersion-breaking.

Werewolf: the Apocalypse says hello.


1 person marked this as a favorite.
magnuskn wrote:

I only took a cursory look through the book, but I was specifically looking for an answer to the one question which has always presented the biggest problem with a horror themed campaign for me in Pathfinder "Why fear something you can easily kill?".

The book does not seem to provide any good answer, although it does seem to pose the question at least twice. The best answer it seems to give is that the players need to go along with the ride, but that is an answer which places the entire onus on players suspending their disbelief to a degree which I, personally, find immersion-breaking.

There are a few answers in the book.

- Curses that cause you to be pursued by a particular creature. Killing it only buys a little time.
- Several templates that let a monster re-form after death.
- Not in the book, but... use hard-to-kill things with higher CRs?
- Plenty of general advice on setting atmosphere.
- Environmental effects and haunts for things that are difficult to attack directly.

Other than that, things that do unpleasant things upon death are good. Players can also be encouraged to make less murder-focused characters so that things aren't so easy to kill. (Restrictions on certain full BAB and full caster classes, for instance.)


1 person marked this as a favorite.

Fear not what you kill, but cannot die.


Gorbacz wrote:
Werewolf: the Apocalypse says hello.

Eeeeeh, not comparable. First off, Werewolf is a game where often enough you are your own worst enemy (see: Frenzy with human friends around) and, secondly and more importantly, the chance to die is much higher in World of Darkness games and there are no ressurections. Hence you care more about your characters fate than Pathfinder, where after a certain level the question only becomes "can we find a high-level priest now or in the next city?"

Thomas Seitz wrote:
Fear not what you kill, but cannot die.

In Pathfinder, you can punch out Cthulhu and he stays dead. Well, okay, he comes back once and then buggers off to R'lyeh after you put him down the second time. And since mythic enemies are comically underpowered for their CR (against a comparable group of mythic characters at least), it isn't even a very hard fight to begin with.

QuidEst wrote:


There are a few answers in the book.
- Curses that cause you to be pursued by a particular creature. Killing it only buys a little time.
- Several templates that let a monster re-form after death.
- Not in the book, but... use hard-to-kill things with higher CRs?
- Plenty of general advice on setting atmosphere.
- Environmental effects and haunts for things that are difficult to attack directly.

Other than that, things that do unpleasant things upon death are good. Players can also be encouraged to make less murder-focused characters so that things aren't so easy to kill. (Restrictions on certain full BAB and full caster classes, for instance.)

I didn't check the entire monster sections for details, so those type of mechanical solutions are a good step towards solving the problem.

Haunts are normally pretty easy to get by, since a.) they can be noticed pretty easily; b.) have few hitpoints and c.) have terrible initiative, even compared to most Clerics and Oracles. And I really hate that there is no mechanical explanation how people can find out the conditions to permanently lay them to rest (at least not in the AP's I've seen them being used it, i.e. ROTRL and Carrion Crown, nor in the books which explain their mechanics).

The problem with "just use higher CR's" is that this can easily lead to a TPK if one judges even one encounter wrong and secondly, that Pathfinder still is a level-based system the vampire lord who was such a problem five levels ago is now a joke when you meet him again or his twin brother said five levels later.


magnuskn wrote:


Thomas Seitz wrote:
Fear not what you kill, but cannot die.

In Pathfinder, you can punch out Cthulhu and he stays dead. Well, okay, he comes back once and then buggers off to R'lyeh after you put him down the second time. And since mythic enemies are comically underpowered for their CR (against a comparable group of mythic characters at least), it isn't even a very hard fight to begin with.

Funny I ran this with my own home made NPCs...and about half didn't make it. 20th level, 10th tier mythics. They ended up pretty insane and /or dead.


Got my copy last night.

So... Nice to see Alain is still his charming self.


Before or after he goes crazy, Crinos?


3 people marked this as a favorite.
magnuskn wrote:
The problem with "just use higher CR's" is that this can easily lead to a TPK if one judges even one encounter wrong

Not if the villain isn't interested in killing them just yet. ;)


4 people marked this as a favorite.
Thomas Seitz wrote:
Before or after he goes crazy, Crinos?

I was referring to the opening of the Feats chapter, where he tried to convince Amiri to "Go out in a blaze of glory" against some Ghouls so he can get away.

I love Amiri's reaction: "If you run away I'll chase you down and eat you myself."

Also, compared to the core iconics and the corruptions, the newer Iconics got a raw deal with the curses: Alahazra gets turned into an old hag, Alain gets turned into a Dullahan (Or more likely a decapitated zombie), and Yoon gets stalked by an Ankou.


The PCs also have the option of fleeing in terror.


Kobold Cleaver wrote:
magnuskn wrote:
The problem with "just use higher CR's" is that this can easily lead to a TPK if one judges even one encounter wrong
Not if the villain isn't interested in killing them just yet. ;)

Or doesn't mind spending time to corrupt the heroes into villains. :)


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The witch archetypes are two of the coolest archetypes I've ever seen. I want to play both of them.

These domains seem awfully familiar...

Domain Borders (paraphrased) wrote:
Some domains are prisons for their cursed lords, who cannot leave the realms, often hindered by a bank of dread fog. These mists block entry into the domain, though the strange whims of dark powers might allow passage for those who might further torment the land’s lord.

What does this remind me of?...

Dark Archive

Now that it is released I have a rule question. For "Passage through the pit" the gift is that you can teleport 2d10x5 feet in a single direction. Do I have to teleport the entire distance? What if I just want to teleport 10 feet (get on other side of a door for example), but role a 7 meaning I would be capable of teleporting 35 feet, do I have to go the full 35 feet?

Silver Crusade

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Kobold Cleaver wrote:

The witch archetypes are two of the coolest archetypes I've ever seen. I want to play both of them.

These domains seem awfully familiar...

Domain Borders (paraphrased) wrote:
Some domains are prisons for their cursed lords, who cannot leave the realms, often hindered by a bank of dread fog. These mists block entry into the domain, though the strange whims of dark powers might allow passage for those who might further torment the land’s lord.
What does this remind me of?...

Wait till you actually read the Dread Lord Template :3


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I love these haunts. Each haunt gives the story method of execution, which I feel like we haven't seen before. For instance, the "Scaring Contest" spirits (who can be incapacitated with an Intimidate check) are put to rest by someone managing to spend eight hours sleeping in their vicinity. That's such a clever and classic idea! I'd love to do a haunted house adventure with a bunch of non-clerics now.


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Boy, I really, really wish Paizo had decided to go with something closer to the Stress mechanic. This is kind of uncomfortable.

On a more positive note, has Kyrisiel actually been directly confirmed in an official rules book before?

Because if not, it has been now. They're going on a nice romantic walk in the woods! With ghosts.

Silver Crusade

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Kobold Cleaver wrote:

Boy, I really, really wish Paizo had decided to go with something closer to the Stress mechanic. This is kind of uncomfortable.

On a more positive note, has Kyrisiel actually been directly confirmed in an official rules book before?

Because if not, it has been now. They're going on a nice romantic walk in the woods! With ghosts.

In the comics.


Pathfinder Companion, Starfinder Roleplaying Game Subscriber
Kobold Cleaver wrote:

Boy, I really, really wish Paizo had decided to go with something closer to the Stress mechanic. This is kind of uncomfortable.

On a more positive note, has Kyrisiel actually been directly confirmed in an official rules book before?

Because if not, it has been now. They're going on a nice romantic walk in the woods! With ghosts.

I feel like it was at least heavily hinted at in Ultimate Intrigue with the matchmaker spell illustration on page 219, myself...


Well, obviously, in the comics, but those aren't an official rules book. :P

Liberty's Edge

Invictus Novo wrote:
Now that it is released I have a rule question. For "Passage through the pit" the gift is that you can teleport 2d10x5 feet in a single direction. Do I have to teleport the entire distance? What if I just want to teleport 10 feet (get on other side of a door for example), but role a 7 meaning I would be capable of teleporting 35 feet, do I have to go the full 35 feet?

up to the GM at the end of the day. If the GM feels like making something bad, could easily be full distance or no distance. I know some gms that probably don't take kindly to people just teleporting through their doors. They might even just say roll a d20 to not end up in a wall(which is nearly always bad). I prefer to be moderately kind to players and allow for a minimum of 10 feet. If that puts you in a hole on the other side of the door is different question.

Liberty's Edge

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Rysky wrote:
Kobold Cleaver wrote:

The witch archetypes are two of the coolest archetypes I've ever seen. I want to play both of them.

These domains seem awfully familiar...

Domain Borders (paraphrased) wrote:
Some domains are prisons for their cursed lords, who cannot leave the realms, often hindered by a bank of dread fog. These mists block entry into the domain, though the strange whims of dark powers might allow passage for those who might further torment the land’s lord.
What does this remind me of?...
Wait till you actually read the Dread Lord Template :3

Say high to paizo strad for me.

Liberty's Edge

Axial wrote:
The PCs also have the option of fleeing in terror.

Unless to flee they have to flee through the horror chasing them.


*prefers paizo Azlin* :)


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ErisAcolyte-Chaos jester wrote:
Rysky wrote:
Kobold Cleaver wrote:

These domains seem awfully familiar...

Domain Borders (paraphrased) wrote:
Some domains are prisons for their cursed lords, who cannot leave the realms, often hindered by a bank of dread fog. These mists block entry into the domain, though the strange whims of dark powers might allow passage for those who might further torment the land’s lord.
What does this remind me of?...
Wait till you actually read the Dread Lord Template :3
Say high to paizo strad Cosmo for me.

FTFY. {sips pink champagne on ice, sharpens steely knives for the master's feast}


magnuskn wrote:
various stuff

Haunts are really story telling tools: I don't personally think they work well as a random encounter, but more as story elements, where the pcs can discover clues to how they can be laid to rest via roleplaying and just general investigating. I don't think they need or should have "hard" mechanical rules for determining the way to lay them to rest.

I haven't finished reading the book or seeing all of the rules, but I think the trick with monsters is to just either make them super creepy and nauseating and hope you have players or are skilled enough that this works, or to throw out the CR guidelines. I mean a horror game should have a high body count.

Personally I am skeptical that you actually can have a full on horror campaign outside of Dark Fantasy or Gothic Horror style campaigns. Most of the other genres of horror I feel work best as guest appearances in a normal campaign, or as one shots or mini-campaigns. Outside of Dark Fantasy and Maybe Gothic, High level characters are kind of not a thing in most horror stories (outside the villain), with a very few exceptions.


Also, can we talk about how we finally have a proper Slenderman in Pathfinder?


Well, there was this, too.


Paizo Charter Superscriber; Pathfinder Companion, Pathfinder Accessories Subscriber; Starfinder Charter Superscriber

Who is Kyrisiel? Is that something like Tuvix was?


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Kyra/Merisiel OTP.


Paizo Charter Superscriber; Pathfinder Companion, Pathfinder Accessories Subscriber; Starfinder Charter Superscriber

OTP?

Silver Crusade

One True Pairing.


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Ornery Thicket Possum. They're endangered. Please contribute to the Ornery Thicket Possum Rescue Fund.


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Paizo Charter Superscriber; Pathfinder Companion, Pathfinder Accessories Subscriber; Starfinder Charter Superscriber

Ah, OK, while I've never heard of "One True Pairing", I now know what was being talked about. Anyway, "Kyrisiel" is certainly a silly name for it. However, I've never understood the need for any kind of "shipping". Seems silly to me.


Bought this morning, and I love it ^_^
Very reminiscent of the Book of Vile Darkness and Heroes of Horror from D&D 3.5 ;)

+ Love the artworks
+ Love the expanded mecanics
+ Love the new mecanics, such as corruptions, haunts, curses and fleshwraps
+ Love the new monsters
+ Love the new archetypes; you can finally gain a Wysp as a Kineticist :D

- Don't love it much that nothing using the Mythic rules was added. Occult rules got a bunch of additional rules, but the Mythic rules didn't.

- Would have loved to have the Kyton Style granting the ability to use the Spiked Chain as a one-handed weapon. I mean, come on, it got nerfed enough already :P

- There's a distinct absence of stuff related to the Abyss... minus a single haunt. Same for many CE outsider groups. We have the Hellbound corruption, but nothing about demons, qlippoths or even the newly-added sahkils. I dunno, but when you think "horror", these guys often spring up to mind, no?

- There's also nothing related to alien monsters. I know that you went for a lot of fantasy horror, but ever since B3 and the Technology Guide, I'd say that Pathfinder has room for some Sci-fi horror as well.

- There's finally nothing about some aberrations, I would have some some little extra lore about these creatures, again often associated with horror.

Aside from these things, pretty good book ^_^


Oh it is, but those of us who are hopeless romantics like to imagine our favorite fictional characters hooking up.

And Paizo is kind enough to indulge us in this case.

Silver Crusade

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@Jici, the Hive cover the Alien need and, in my opinion more importantly, there's going to be a Demon Corruption in Horror Realms!


Oh sweet. I thought it was kind of weird we would have a devil corruption and not a demon one.


Quick rules questions, THe Experimenter gets the lore master bard ability. Do you get the extra uses, not said, or is it just once a day. I assume no, but thought worth clarifying.

Also @ JiCi, while it has it's fans over all Mythic wasn't that popular from what I gather. I've heard some of the devs say as much. I wouldn't expect much Mythic support, if any going forward.


Paizo Charter Superscriber; Pathfinder Companion, Pathfinder Accessories Subscriber; Starfinder Charter Superscriber
CrinosG wrote:

Oh it is, but those of us who are hopeless romantics like to imagine our favorite fictional characters hooking up.

And Paizo is kind enough to indulge us in this case.

For me it's actually the exact opposite. I usually hope creators avoid pairing off characters just for the sake of it. Well unless, of course, the characters have been designed to be destined for each other from the start; that is something different. But, taking TV shows for example, engaging two characters in a romantic relationship that weren't originally intended as such from the outset of the show, has, in my experience, always been detrimental to the development of the show. I can't think of a single example where that has actually worked to make a better show. Or even not to make it worse.


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Rysky wrote:
@Jici, the Hive cover the Alien need and, in my opinion more importantly, there's going to be a Demon Corruption in Horror Realms!

The Hive creatures aren't extraterristrial; they are inspired from the xenomorphs, but not necessarily of the same nature :P

Oh, so Horror Realms will have more, cool ^_^

jedi8187 wrote:
Also @ JiCi, while it has it's fans over all Mythic wasn't that popular from what I gather. I've heard some of the devs say as much. I wouldn't expect much Mythic support, if any going forward.

B5 had Mythic monsters though...


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Rysky is correct. I'm pretty sure we'll get Demonic Corruption in the Pathfinder Campaign Setting Horror Realms.

As for the shipping, I'd prefer to have mine come at cost. Ships aren't my thing *blanches at the memory of crossing the Irish Sea during a really bad storm*


Thomas Seitz wrote:
Funny I ran this with my own home made NPCs...and about half didn't make it. 20th level, 10th tier mythics. They ended up pretty insane and /or dead.

I can pretty say with a good bit of authority that the PC's of my players from Wrath of the Righteous would have torn the officially statted Cthulhu to pieces before he had a chance to act. But let's not derail the whole topic over this.


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JiCi wrote:


- There's a distinct absence of stuff related to the Abyss... minus a single haunt. Same for many CE outsider groups. We have the Hellbound corruption, but nothing about demons, qlippoths or even the newly-added sahkils. I dunno, but when you think "horror", these guys often spring up to mind, no?

Not really. Demons have never struck me as especially horrific (they're just the embodiment of mortal sin, and really, I think it's scarier when you do that with mortals than scaly firebreathing goat people). Besides, Paizo leans a lot on fiends, just in general. I'm happy to finally have a break to look at the subtler evils.

But hey, cups of tea are what they are. It's good that the demonic corruption will be coming out for those who do want one.

Also, shipping is fun and cute for those of us with love in our hearts, you soulless will-o-wisp LITERAL GOD OF EVERYONE DYING. ;)

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