Pathfinder Player Companion: Haunted Heroes Handbook (PFRPG)

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Pathfinder Player Companion: Haunted Heroes Handbook (PFRPG)
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Is Your Mind Your Own?

It's one thing to face foes like ravenous beasts, fire-breathing dragons, and marauding monsters, but what about ghosts that can hop from body to body? How do you face a fiend that's using an innocent pawn as a proxy for its evil? Are there ways being haunted could be turned to your advantage? Prepare yourself for the answers to these questions and more as you explore what it's like to be a haunted hero!

Inside this book, you'll find:

  • New archetypes, feats, and traits that build upon your character's past and explore eerie powers gained from being haunted by spirits.
  • Rules for a new category of magic: haunted spells, which operate in ghostly ways to mimic the sinister manifestation of haunts.
  • An exploration of how different faiths of the Inner Sea region and beyond deal with haunts and the influence of the spirit world.

This Pathfinder Player Companion is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can be easily incorporated into any fantasy world.

ISBN-13: 978-1-60125-884-7

Other Resources: This product is also available on the following platforms:

Hero Lab Online
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Evocative Writing, Cool Options

4/5

I'm probably not the natural audience for the Haunted Heroes Handbook, as I've never delved deeply into any of the classes or rules from the Occult Adventures book. Indeed, I bought this book because it has a trait that's perfect for my PFS caveman shaman. But having read this Player Companion cover-to-cover, I'm really impressed with it. It has some great artwork and evocative writing, and a lot of material for the "regular" classes. If I were to play something like a spiritualist or occultist, or to run a more paranormal or horror-themed game, this would be a book I would turn to.

We start off with that great cover, showing the Iconic Spiritualist Estra and her companion Honaire facing off a creepy wave of tortured souls. It sets the mood perfectly. The scene is reproduced as the inside back-cover, while the inside front-cover summarises the "six most common sources of hauntings." In essence, there's a paragraph each on how hauntings could be caused by aberrations, oni, spellcasters, fiends, haunts, and undead. It's necessarily very general.

The core of the 36-page book is separated into separate sections, most two pages long but with a couple of sections that are four pages long.

The first two pages of the book combine a brief introduction, a "Primer on Possession", and an index of rules features in the book. The material on possession is very detailed from a mechanics point of view, explaining how different spells and effects work, how they show up on divinations, what happens if multiple possession attempts are made, etc. It's incredibly useful in a sort "Possession FAQ" sense, offering advanced rules for something that has been in the game for a long time. I'll definitely refer back to it if questions arise in the course of normal gameplay with spells like magic jar, dominate person, etc.

The next section, "Haunted Places" (two pages) includes a brief two-paragraph description and one associated feat with locations on Golarion that have special connections to the spirit world: the Forest of Spirits (in Tian Xia), Galt (home of the bloody Red Revolution), Geb (a nation of undead), Shenmen (a gloomy place overrun by spirits and monsters), and Ustalav (the gothic horror nation). The feat linked to Geb, called "Soulblade", seems particularly useful--it allows the owner to have a fair chance to detect haunts before they manifest, and to attack them with weapons if they do. Overall, I liked the section and thought the material in it was interesting and balanced.

"Breaching the Veil" (two pages) is an unnecessarily opaque title for a section on organisations on Golarion devoted to studying, suppressing, or using the spirit world. There's a paragraph or two and an associated feat for the following groups: Conference Z (an off-shoot of the Aspis Consortium I've never heard of), the Esoteric Order of the Palantine Eye (the stars of the Doomsday Dawn Playtest adventure), the Order of the Pyre (Hellknights!), the Pure Legion (the enforcers of Rahadoum's atheism--I have plans for a PC here), the Rivethun Followers (Dwarven spiritualists), and the Whispering Way (adherents of the lich, Tar-Baphon). I think what I would like added to capsule descriptions of organisations like this is a quick cross-reference or footnote to where more information on them can be found--a paragraph doesn't really do them justice.

"Gods and Spirits" (two pages) gives brief notes on six faiths with particular links to the spiritual and paranormal, along with a variant domain power for each: Asmodeus, Cayden Cailean (a surprising addition, but the explanation given makes a certain kind of sense), Irori (again, not a deity one would think about first in this context), Naderi (the only non-Core deity in the list, but as the goddess of drowning, suicide, and tragedy, her inclusion makes sense), Pharasma, and Urgathoa. As for those variant domain powers, my sense from reading them is that they're fine, but pretty samey.

"Fraudulent Hauntings" (two pages) is an interesting idea for a section, but I'm just not sure it fits into a game like Pathfinder when there's so much more to worry about than a con artist, and skeptics would seem like the crazy ones. The section gives a brief overview of how and why hoaxes might occur, and then goes on to introduce three new hoaxing tools (like "false ectoplasm") and a new archetype for the Investigator class called the Skeptic. The archetype seems conceptually confused, as part of its abilities are around debunking the paranormal and part of it is around dealing with real hauntings and possessions (like smiting haunts and exorcising spiritual possession).

"Secular Exorcism" (two pages) talks about non-magical ways to deal with spirit possession--things like restraints, talking with spirits, how to drive them out with holy water and intimidation, etc. Again, in a movie like The Exorcist something like this would be useful, but Pathfinder is so chock-full of magic that I just don't see the necessity. There's some non-magical equipment in this section to better spot haunts, but I don't really imagine they'd get much use.

"Ghost-Hunter Archetypes" (two pages) contains the Ectoplasm Master (for Alchemists), the Expulsionist (for Inquisitors), and the Spiritslayer (for Slayers). The one for the Alchemist looks pretty good and fits nicely, while the other two are very niche only. The section lists seven on-theme archetypes from other books, and I appreciate the references.

"Exorcism Rituals" (two pages) introduces four new occult rituals (per the Occult Adventures rules). I've never used rituals in a game, but the ones presented here are really interesting and flavourful (with big penalties for failure!). This is an area of the game I could definitely imagine exploring some day in the right storyline.

"Haunted Backgrounds" (two pages) is a bit of a grab-bag: three new traits, a new Psychic Discipline ("Haunted"), and a new Sorcerer Bloodline ("Possessed"). Everything seems pretty solid and reasonably balanced from my initial read-through.

"Allying with Spirits" (four pages) introduces six more archetypes: the Invoker (for Witches), the Pact Wizard (for Wizards), the Rivethun Spirit Channeler and the Uda Wendo (for Mediums), the Scourge (for Spiritualists), and the Steelbound Fighter (for Fighters). This last one is the one that stuck out to be the most: it allows the character to gain an intelligent weapon which has some really interesting storyline possibilities--the downside is the archetype doesn't really come online until Level 5. As an aside, I'll mention that the artwork on page 21 (reproduced on the back cover) is simply fantastic.

"Haunted Feats" (two pages) introduces nine new feats. Five of the feats have to do with getting a possessed hand that can do various magical things. It's a flavourful concept if you wanted to build a character around it and invest feats accordingly.

"Haunted Spells" (four pages) has nine new spells that are of a whole new type: they create temporary haunts in an area. My favourite is Besmara's grasping depths which is cast in an area of deep water and starts pulling creatures down, down, down until they drown! A lot of the ones here are similarly flavourful. I don't know how often PCs would use these, but I could definitely see them forming the basis for some great scenarios with NPC spellcasters.

"Spirit Tools" (two pages) concludes the book by introducing one new feat and four new magic items. The new feat, "Haunt Scavenger", allows a player to gather the ectoplasmic remants of dispatched haunts and incorporeal undead and use them as the raw materials in crafting magic items. It's a cool idea, but I haven't looked into the magic creation rules to see if it has any realistic viability. The magic items seem cool at first, but they're pretty expensive for what they do.

Overall, I'd rank the Haunted Heroes Handbook as a success. It has some flaws, but most of the material is well-written and fun to imagine becoming part of a game. I wouldn't call it essential, but I'd certainly say it's useful.


Very good

5/5

This book is just a fun read. Cool ideas and flavor are presented throughout, so even if you don't like the Feats / Archetypes in the book, you can still get a lot of solid ideas.


One of the best Player Companion books.

5/5

This book is fantastic. It covers things ranging from common requests (more skill points as a feat) handled in an interesting way (limited duration per day, but you can pick the skill daily- great for low-skill characters) to didn't-know-you-needed-it stuff (a possessed hand?) with amazing execution (great one-handed/TWF support, chaining into not being out of the fight just because you failed that save-or-suck). On top of that, this includes some great feats for martials sick of not being able to contribute against haunts and having trouble with incorporeal foes. There's also a cool Sorcerer bloodline, a bunch of neat feats, and some cool archetypes.


Sweet Blasphemy, Sand Mantas galore! Talk about your prehistoric pigeons.

5/5

This book allows me to build D, as in Vampire Hunter D. This alone makes it worth the asking price, despite the fact that Paizo once again missed the opportunity to print a Paladin of Jesus Christ archetype. Oh well, maybe they'll fit him in the upcoming Blood of Beasts.


2/5

I didn't care for the book, but it's really hard to place a finger on just why. Part of it is I just didn't think it did a great job of including options for a lot of classes to take on Horror or Haunted elements. Some, like Spirit Ally sound really cool, but become available so late game it's questionably even worth it, just to get a sort of limited version of a Spirit pet/Haunted Curse without having to take or dip those classes. If this would have been a level 1 option that upgraded or grew stronger, this would have been amazing. But having to wait until 8th level just makes it feel like a wasted potential option.

I didn't care for the Haunt Spells, partially because they seem to be there to both steal a lot of the character's that focus on or are strong against Haunts thunder or just seem very odd mechanically.

Part of this might be related to my disappointment with both Horror Adventures (lack of player material and poor mechanics like Sanity) and also Occult Adventures awkwardly cramming in themes and mechanics that just don't work well in the preexisting setting and material, and Haunted Heroes sort of ramps that up. While Haunted Heroes does offer a lot of Archetypes, it just felt like they ignored some of the classes that actually needed them for ones that didn't. I also found the religions chosen, (and the options given to them specifically) very curious. So many of them seemed out of place, and then the unique options to replace a given Domain power, while cool, also felt like a huge missed opportunity to make those things options that other's could take and make a lot more sense in doing so. For instance, Irori followers get a supeup Channel to Harm Undead Haunts ability, but Iomedae, Sarenrae, and even Pharasma don't (despite it actually making sense for them to and Irori not).

The Possessed Hand chain is very interesting and fun, and generally open to everyone, but it's also very odd. Does Channel Energy/Alignment Channel kill it permanently?

Spirit Ridden and Channel Spirit I think would have been much better off as, similar to Spirit Ally, (or even better upgrades for Spirit Ally) options for all characters to be able to dip into getting a spirit-like pet, but instead it is kind of a lackluster séance thing that realistically takes a character 3 hours per day to prep between spells (if a spellcaster) and then an hour long séance for each.

This was not really a good book for all the lacking player content from Horror Heroes, but instead seems to follow in the same footsteps in a lot of ways. There are some good options in here, but in my opinion too much of it is arbitrarily limited to make sure only some classes take options or that the flavor, it's stronger point is not really that supported by it's crunch.

I liked the art overall, and particularly LOVED that it didn't focus on the annoying icons often.


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Nate Z wrote:
John Kretzer wrote:
Nate Z wrote:
John Kretzer wrote:

So I have a witch who is haunted by her dead twin sister...I always left it kinda vague on rather she is actually haunted or just really insane. Mostly because there really no mechanics for a witch to cover it.

So I am wondering if there will be a feat or something (not a archetype...the character all ready has one) that could be used for this?

There are a few feats that look like they may help with this concept.

Cool!!!

Can you give a little more details?

Well, there is the previously mentioned Possessed Hand feat family. The art there shows a woman with a hand that has a huge eyeball in its palm.

There is also a feat that gives you a permanent Unseen Servant with a scaling strength bonus.

And those are just the specific examples I remember from my initial look-through. There's other stuff in there that made me think "that might work for John's witch," I just can't recall specifics & can't really reread ATM. Hopefully someone else who got their pdf can help you out. :)

Cool thanks. I will, I hope, get the pdf soon.


2 people marked this as a favorite.

The main draw of Steelbound seems to be roleplay and flavor (intelligent weapon is great for that), an extra set of eyes (it gets five ranks in a skill of your choice), and it gets a 1/day 3rd level spell starting at 12. In short, it's a pretty cool free intelligent weapon.


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

What are the options given for spirtitualists?


1 person marked this as a favorite.

May we get some in formation concerning this bit from the blurb:

An exploration of how different faiths of the Inner Sea region and beyond deal with haunts and the influence of the spirit world.

What faiths get listed, and how do they handle it? I assume that Cayden Caylien's worshipers mostly go the 'Wow, we brewed up a good batch this time' when the ghosts start coming through the walls.


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Soulblade feat!

Ah what do! Cool name!

Okay. Deep breaths. Based on the prereqs, I assume it isn't related at all to Soulknifes or Mind Blades of previous editions, but I'm still really intrigued! Is it just some sort of bonus when attacking ghosties?


Possessed bloodline sounds interesting.

Sovereign Court

4 people marked this as a favorite.
Pathfinder Starfinder Society Subscriber
Xethik wrote:

Soulblade feat!

Ah what do! Cool name!

Okay. Deep breaths. Based on the prereqs, I assume it isn't related at all to Soulknifes or Mind Blades of previous editions, but I'm still really intrigued! Is it just some sort of bonus when attacking ghosties?

Soulblade lets you use a weapon to damage a haunt, and gives you an extra chance to perceive them (but at a penalty).

The Possessed Hand feats are hilarious. My favorite part of the book, first time through.


19 people marked this as a favorite.

My first book!

Silver Crusade

3 people marked this as a favorite.

Congratz Isabelle!

^w^


What does the sorcerer bloodline get?


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Possessed (Sorcerer Bloodline):

Bloodline Arcana: Reroll Will-saves if you have cast a non-cantrip
Bloodline Powers:
- Aggressive Possession: make target confused with a melee touch
- Sight Unseen: darkvision, later lifesense
- Inside Agent: reroll perception but you take a penalty as your possessing spirit takes control. later not just perception.
- One Body, Two Minds: free still, silent (and on some spells extend) metamagic, once per day
- Dual Spirit: immunity to mind-affecting effects, and a speciality with possession effects.


2 people marked this as a favorite.
zergtitan wrote:
What are the options given for spirtitualists?

Scourge (Spiritualist Archetype):

- Spell Scourge: Phantom makes concentration hard for other creatures, replaces spiritual interference.
- Endure Torment: Phantom is harder to be staggered or stunned, immune to pain, replaces devotion.
- Inflict Pain: as the spell at a very low rate, Phantom can use it too, if fully manifested, replaces calm spirit.
- Ectoplasmic swarm: make your Phantom a swarm, replaces greater spiritual interference.


2 people marked this as a favorite.
Eric Hinkle wrote:

May we get some in formation concerning this bit from the blurb:

An exploration of how different faiths of the Inner Sea region and beyond deal with haunts and the influence of the spirit world.

What faiths get listed, and how do they handle it? I assume that Cayden Caylien's worshipers mostly go the 'Wow, we brewed up a good batch this time' when the ghosts start coming through the walls.

This is a 2 page section titled Gods and Spirits:

Gods and Spirits:

It discusses 6 gods and a replacement domain power for each:
Asmodeus:
Spoiler:

Deceptive Reprieve: temporary break a mental control effect, replaces copycat domain power.

Cayden Cailean
Spoiler:

Drunken Autonomy: can 'lessen' the effect of a mind-affecting and similar effects to be confused instead, replaces touch of chaos domain power.

Irori
Spoiler:

Exorcise Haunt: can sort of 'channel' to harm haunts, replacing the rebuke death domain power.

Naderi
Spoiler:

Romance Beyond Death: Command or Turn Undead as bonus feat, bonus on the save DC under some circumstances, replaces leadership domain power.

Pharasma
Spoiler:

Exorcism of Undeath: break mental control or possession from undead creatures, replaces ward against death domain power.

Urgathoa
Spoiler:

Necrotic Tending: can 'heal' undead and haunts, replaces bleeding touch domain power.


4 people marked this as a favorite.
Franz Lunzer wrote:
zergtitan wrote:
What are the options given for spirtitualists?
** spoiler omitted **

There's also the Phantom Ally feat!

Phantom Ally:
It raises your effective spiritualist level by 4 for the purpose of determining your phantom's abilities, capped at your total level.

Of course, with some of the archetypes out there, I suppose members of other classes could use it. ^_^


Could we get more detail on the medium archetypes please


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Thanks to Franz Lurner for answering my question and so many others.

And I must say that I'm amused that Paizo gave us feats to reproduce that sub-sub-genre of horror, the Evil Hand. Of course some of the gamers I've known would get themselves jailed just so they could send their hand off to strangle an enemy in his sleep.

"Why, how could I have killed Lord Bilious, Mister Hellknight, sir? I was here the whole time!"


Ventnor wrote:
QuidEst wrote:
Plausible Pseudonym wrote:
Psychic discipline details?
I need to take care of some other stuff, but I figured I'd mention that the Psychic discipline is nothing to get excited over. You get some specific swift action cantrips (3+Cha uses per day), Cha to some overly-specific saves, and the ability to use damaging mental spells against haunts and undead. The first level ability is nice at low levels, but that's about it.
I dunno, mind crushing ghosts sounds kind of cool.

The Psychic already has some level 4-5 spell options for doing good damage or imprisoning for a good long while haunts and incorporeals. If your campaign justifies it you would probably be smarter investing a spell known than what sounds like a very limited discipline to solve those sorts of problems.


Pathfinder Starfinder Roleplaying Game Subscriber
FedoraFerret wrote:
The main draw of Steelbound seems to be roleplay and flavor (intelligent weapon is great for that), an extra set of eyes (it gets five ranks in a skill of your choice), and it gets a 1/day 3rd level spell starting at 12. In short, it's a pretty cool free intelligent weapon.

That's... There has to be more to it than that, right? That sounds on-par with the Dragonheir Scion's non-functional Arcane Strike.


1 person marked this as a favorite.
jedi8187 wrote:
Could we get more detail on the medium archetypes please

Going from memory, one of them is Charisma or Wisdom based, your choice. It works like Spirit Dancer, but with no location restrictions, and I think it snags the Animist's signature ability. I didn't get a chance to read over the other one.

Contributor

3 people marked this as a favorite.
Alchemaic wrote:
FedoraFerret wrote:
The main draw of Steelbound seems to be roleplay and flavor (intelligent weapon is great for that), an extra set of eyes (it gets five ranks in a skill of your choice), and it gets a 1/day 3rd level spell starting at 12. In short, it's a pretty cool free intelligent weapon.
That's... There has to be more to it than that, right? That sounds on-par with the Dragonheir Scion's non-functional Arcane Strike.

Its designed around replacing weapon training with a mandatory set of "advanced weapon training" options that give you cool spell-like powers. Alchemaic isn't describing its full abilities—for instance, your 1/day 3rd level spell eventually becomes 3/day, and you get to pick a second 3rd-level spell that becomes 1/day.


*is confused* I didn't Irori granted the rebuke death ability...


Pathfinder Starfinder Roleplaying Game Subscriber
Alexander Augunas wrote:
Alchemaic wrote:
FedoraFerret wrote:
The main draw of Steelbound seems to be roleplay and flavor (intelligent weapon is great for that), an extra set of eyes (it gets five ranks in a skill of your choice), and it gets a 1/day 3rd level spell starting at 12. In short, it's a pretty cool free intelligent weapon.
That's... There has to be more to it than that, right? That sounds on-par with the Dragonheir Scion's non-functional Arcane Strike.
Its designed around replacing weapon training with a mandatory set of "advanced weapon training" options that give you cool spell-like powers. Alchemaic isn't describing its full abilities—for instance, your 1/day 3rd level spell eventually becomes 3/day, and you get to pick a second 3rd-level spell that becomes 1/day.

Ah okay, that's better than "get weapon training without advanced weapon training and a single 6k gp item".

Still not sold on it, but it's better than I was initially lead to believe.


Thanks for the info.

I wish the new the sorcerer bloodline and psychic discipline was in the horror Adventures book.


QuidEst wrote:
jedi8187 wrote:
Could we get more detail on the medium archetypes please
Going from memory, one of them is Charisma or Wisdom based, your choice. It works like Spirit Dancer, but with no location restrictions, and I think it snags the Animist's signature ability. I didn't get a chance to read over the other one.

Thanks, do you remember which one that was.


2 people marked this as a favorite.
Pathfinder Adventure Path, Rulebook Subscriber

!!!
The steelbound fighter stacks with lore warden! My "Carrion Crown" home-brewed race vampire is going to have a weapon for a friend! :D

Big THANK YOU to whoever wrote this one! :D


Luthorne wrote:
Owen K. C. Stephens wrote:
The idea of the possessed hand line of feats is one reason this book exists. :)
Yeah, probably my favorite part of the book in all honesty...

Can anyone explain what the Death's Host feat does?

Thanks!


Pathfinder Starfinder Society Subscriber
QuidEst wrote:
jedi8187 wrote:
Could we get more detail on the medium archetypes please
Going from memory, one of them is Charisma or Wisdom based, your choice. It works like Spirit Dancer, but with no location restrictions, and I think it snags the Animist's signature ability. I didn't get a chance to read over the other one.

The first medium archetype looks very interesting. If only Paizo would send me my shipping notice so that I could look at if for myself....


jedi8187 wrote:
QuidEst wrote:
jedi8187 wrote:
Could we get more detail on the medium archetypes please
Going from memory, one of them is Charisma or Wisdom based, your choice. It works like Spirit Dancer, but with no location restrictions, and I think it snags the Animist's signature ability. I didn't get a chance to read over the other one.
Thanks, do you remember which one that was.

Rivethun Spirit Channeler. The main thing I missed was one fewer spell known of each level.

The Uda Wendo is the other Medium archetype. Some class skill changes, and channeling a spirit either costs you a point of burn (like a Kineticist) or 50gp/level each time, and it gains two points of influence. You get a 1st level domain ability, though. If anybody who doesn't practice juju sees you contacting the spirit, bam, -2 on all d20 rolls for both of you permanently. (Oh, and you don't contact the spirit.) Cha to knowledge checks, and some alternate SLAs in place of the haunt stuff.


Jinksey wrote:

Can anyone explain what the Death's Host feat does?

Thanks!

You get bonuses when possessed by an undead creature you don't directly control.

Silver Crusade

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Dooooooooood, Hand's Autonomy basically gives you Left Hand from Vampire Hunter D.

That is so f#&$ing awesome.


QuidEst wrote:
jedi8187 wrote:
QuidEst wrote:
jedi8187 wrote:
Could we get more detail on the medium archetypes please
Going from memory, one of them is Charisma or Wisdom based, your choice. It works like Spirit Dancer, but with no location restrictions, and I think it snags the Animist's signature ability. I didn't get a chance to read over the other one.
Thanks, do you remember which one that was.

Rivethun Spirit Channeler. The main thing I missed was one fewer spell known of each level.

The Uda Wendo is the other Medium archetype. Some class skill changes, and channeling a spirit either costs you a point of burn (like a Kineticist) or 50gp/level each time, and it gains two points of influence. You get a 1st level domain ability, though. If anybody who doesn't practice juju sees you contacting the spirit, bam, -2 on all d20 rolls for both of you permanently. (Oh, and you don't contact the spirit.) Cha to knowledge checks, and some alternate SLAs in place of the haunt stuff.

Both have some harsh costs, but could be fun. But Uda Wendo might be fun still. Thank you!


I would love some information on the Investigator and Alchemist archetypes.


Seriously, when did Irori get rebuke death?


Gisher wrote:
I would love some information on the Investigator and Alchemist archetypes.

Alchemist:

Spoiler:
Great! For the low, low cost of Brew Potion and altering extracts, add every single Wizard necromancy spell up to 6th level to your class list. It stacks with almost everything! You also get access to some unique discoveries. Trade natural armor mutagen bonus for immunity to crits and precision. Add slightly altered Summon Monster I through VI to your list. Have fun recalculating practically everything about all the creatures now that they have the ectoplasmic template! (Seriously, don't take this one.) A bomb modification to blow up haunts.

Investigator:

Spoiler:
It gets a ton of abilities dealing with haunts and stacks with pretty much nothing. Eventually you can punch possessing creatures. And boy, nobody better try faking a haunt, 'cuz this archetype is gonna see through that oddly-specific funny business real fast.


Does the Investigator archetype get an awakened dog animal companion?


Thomas Seitz wrote:
Seriously, when did Irori get rebuke death?

Irori has access to the healing domain, and rebuke death is a granted power of that domain.


Ventnor wrote:
Does the Investigator archetype get an awakened dog animal companion?

The Skeptic (Investigator Archetype) does not get an animal companion.


Franz Lunzer wrote:
Ventnor wrote:
Does the Investigator archetype get an awakened dog animal companion?
The Skeptic (Investigator Archetype) does not get an animal companion.

I was... I was making a Scooby Doo joke...


I thought of that, ... but this is the internet.


QuidEst wrote:
Gisher wrote:
I would love some information on the Investigator and Alchemist archetypes.

Alchemist:

** spoiler omitted **

Investigator:
** spoiler omitted **

Thank you very much. :)


Thank you Franz. *forgot Irori has Healing Domain...*


Pathfinder Starfinder Society Subscriber
jedi8187 wrote:
Could we get more detail on the medium archetypes please

The Uda Wendo was adequately explained earlier.

The Rivethun Channeler is basically a variant of the Spitit Dancer. This archetype can choose Wis or Cha as the key ability for all class and archetype abilities instead of having to use Cha. This archetype receives one less Medium spell known of each spell level, but spells per day are unaffected. The lack of location dependency is at best a minor benefit, as finding a location where at least one of the six spirit legends can be contacted via seance should be trivial in most campaigns.

This archety0e trades in Taboo for an ability that is actually useful: a +1/2 level bonus to Diplomacy checks against fey, elementals, outsiders (except native outsiders), and undead as well as those involved in usage of the Wrangle Condition ability, which is received at 3rd level. Haunt Channeler is not received until 7th level, and Connection Channel is not received at all.

None of the abilities beyond 7th level are replaced, so this archetype presumably retains Trance of Three, Spacious Soul, and Astral Beacon. As they are written in Occult Adventures, Astral Beacon does not work and Trance of Three is a bit wonky.

Silver Crusade

David knott 242 wrote:

None of the abilities beyond 7th level are replaced, so this archetype presumably retains Trance of Three, Spacious Soul, and Astral Beacon. As they are written in Occult Adventures, Astral Beacon does not work and Trance of Three is a bit wonky.

I just reread Astral Beacon and it seems okay to me, what's off with it?


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Alexander Augunas wrote:
Alchemaic wrote:
FedoraFerret wrote:
The main draw of Steelbound seems to be roleplay and flavor (intelligent weapon is great for that), an extra set of eyes (it gets five ranks in a skill of your choice), and it gets a 1/day 3rd level spell starting at 12. In short, it's a pretty cool free intelligent weapon.
That's... There has to be more to it than that, right? That sounds on-par with the Dragonheir Scion's non-functional Arcane Strike.
Its designed around replacing weapon training with a mandatory set of "advanced weapon training" options that give you cool spell-like powers. Alchemaic isn't describing its full abilities—for instance, your 1/day 3rd level spell eventually becomes 3/day, and you get to pick a second 3rd-level spell that becomes 1/day.

AND, very importantly, this spell-like ability begins at level 9--not 12.

REALLY cool book, Alexander and Company! Thanks again!


Nate Z wrote:

!!!

The steelbound fighter stacks with lore warden! My "Carrion Crown" home-brewed race vampire is going to have a weapon for a friend! :D

Big THANK YOU to whoever wrote this one! :D

Yes indeedy! Love the Lore Warden even more because of this!


Pathfinder Starfinder Society Subscriber
Rysky wrote:
David knott 242 wrote:

None of the abilities beyond 7th level are replaced, so this archetype presumably retains Trance of Three, Spacious Soul, and Astral Beacon. As they are written in Occult Adventures, Astral Beacon does not work and Trance of Three is a bit wonky.

I just reread Astral Beacon and it seems okay to me, what's off with it?

Remember that it alters Spirit to work like the Spirit Dancer's Spirit Dance.

The second sentence of the Astral Beacon ability says "As a free action, he can channel spirits of any of the five legends he did not contact via his seance." The problem is that he contacted all six legends during his séance.

While the reference to "another legend" in the Trance of Three ability could conceivably be creatively interpreted to mean "legend other than the one he is currently in Spirit Dance with", the Astral Beacon would actually need to be rewritten to work in a similar manner.


Is it just me or is there already a wizard archetype called the pact wizard? Also what are the new options/losses for the pact wizard?


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Pathfinder Starfinder Society Subscriber
Archmage Variel wrote:
Is it just me or is there already a wizard archetype called the pact wizard?

The Familiar Folio Player Companion indeed has another wizard archetype with the exact same name.

Silver Crusade

David knott 242 wrote:
Rysky wrote:
David knott 242 wrote:

None of the abilities beyond 7th level are replaced, so this archetype presumably retains Trance of Three, Spacious Soul, and Astral Beacon. As they are written in Occult Adventures, Astral Beacon does not work and Trance of Three is a bit wonky.

I just reread Astral Beacon and it seems okay to me, what's off with it?

Remember that it alters Spirit to work like the Spirit Dancer's Spirit Dance.

The second sentence of the Astral Beacon ability says "As a free action, he can channel spirits of any of the five legends he did not contact via his seance." The problem is that he contacted all six legends during his séance.

While the reference to "another legend" in the Trance of Three ability could conceivably be creatively interpreted to mean "legend other than the one he is currently in Spirit Dance with", the Astral Beacon would actually need to be rewritten to work in a similar manner.

?

A Medium only contacts one spirit doing their Seance,

Okay I see you were talking about he archetype, I thought you mean the vanilla Medium's abilites didn't work.

I'd say the abilities would work as normal, with you gaining the abilities of the Spirit you're not currently channeling.


David knott 242 wrote:
Archmage Variel wrote:
Is it just me or is there already a wizard archetype called the pact wizard?

The Familiar Folio Player Companion indeed has another wizard archetype with the exact same name.

Maybe we should call that one Familiar friend? ;)

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