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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Shadow Lodge

So, anyone else feel like the Spirit Oni Master Feat is more of a really good trait that got elevated to a kind of crap feat?

Silver Crusade

I think the "poison as a move action" is what bumped it up to feat status.


I dunno, there are already feats that do nothing but give you a natural weapon, and most of those are usually locked behind a race, so even with just the gore attack I think it's pretty good, even if I think being able to poison it is probably not going to come up most of the time...

Shadow Lodge

Rysky wrote:
I think the "poison as a move action" is what bumped it up to feat status.

But it only applies to the gore attack, so you basically have a quickly poisonable knife with a worse crit, no iterative attacks, and no way to magically improve it that costs a feat and requires you to be at least 3rd and an expensive mask to use.

Don't get me wrong, I think the concept of this feat is cool but it's literally a slightly better alignment locked feat version of Toothy before you factor all the other above stuff in.

Silver Crusade

Well, does poisoning a weapon provoke? Being able to spam it during a fight would be useful, especially for races that produce their own.

Paizo Employee Creative Director

14 people marked this as a favorite.

I would hardly call a feat that gives you an entirley new attack crappy at all. The main benefit of the Spirit Oni Master feat is not the poison side (that's a nice side effect) but is, in fact, that additional natural attack. Especially since it's a gore attack, and doesn't require you to sacrifice a hand or manufactured weapon attack, or frankly, ANY sacrifice of an existing body part.

The fact that this feat gives you an entirley new attack is what makes it strong.

It's not a great feat for a low-Strength character or a character who doesn't fight. But for a character who's got a high Strength and focuses on melee fighting, it's VERY strong, since it gives you one more attack in a full-attack action. With a good Strength modifier, this can be a significant advantage.

Comparing it to the "Toothy" trait is, in my opinion, unfair, since I feel that trait is itself too good to be a trait—granting an additional attack is a significant advantage, and whenever I've seen the toothy trait in play, I've regretted allowing it as a trait, frankly. The problem here, if there is indeed a problem, is that Toothy is too good. :-P

Silver Crusade

I actually hadn't thought about the extra attack honestly (yeah, I derped), mostly because the poison is what caught my eye.

Shadow Lodge

Rysky wrote:
Well, does poisoning a weapon provoke? Being able to spam it during a fight would be useful, especially for races that produce their own.

As far as I know yes? The rules for attacks of opportunity don't specifically call out poisons but it uses the same action as applying an oil, which I'd call it's closest facsimile, which does provoke. This though still assumes that you have it in hand to apply during combat, if the poison is actually in your belt you're going to be spending another move action to pull it from your belt at least which means you're looking at an attack every other round at best in most cases barring holding a handful of toxic chemicals in your off hand every fight.

Even if that weren't a problem your still looking at a dropped move action every round for the chance at a d4+str and what is likely a low DC poison, d4+1/2 str if you are fighting with it as an offhand weapon.

Scarab Sages Developer, Starfinder Team

9 people marked this as a favorite.
Isabelle Lee wrote:
My first book!

But not your last!

Great work, btw. Thanks for your efforts on this.


7 people marked this as a favorite.
Owen K. C. Stephens wrote:
Isabelle Lee wrote:
My first book!

But not your last!

Great work, btw. Thanks for your efforts on this.

blush

Thank you! ^_^

Shadow Lodge

James Jacobs wrote:

I would hardly call a feat that gives you an entirley new attack crappy at all. The main benefit of the Spirit Oni Master feat is not the poison side (that's a nice side effect) but is, in fact, that additional natural attack. Especially since it's a gore attack, and doesn't require you to sacrifice a hand or manufactured weapon attack, or frankly, ANY sacrifice of an existing body part.

The fact that this feat gives you an entirley new attack is what makes it strong.

It's not a great feat for a low-Strength character or a character who doesn't fight. But for a character who's got a high Strength and focuses on melee fighting, it's VERY strong, since it gives you one more attack in a full-attack action. With a good Strength modifier, this can be a significant advantage.

Comparing it to the "Toothy" trait is, in my opinion, unfair, since I feel that trait is itself too good to be a trait—granting an additional attack is a significant advantage, and whenever I've seen the toothy trait in play, I've regretted allowing it as a trait, frankly. The problem here, if there is indeed a problem, is that Toothy is too good. :-P

But I can already get another extra attack a dozen other ways that are often better than this. Lesser Fiend Totem, Feral Mutagen, changeling race, Skinwalkers, Ragebred, literally any playable race that currently has a bite attack, a scroll of alter self (or a friend to throw it on you), and Improved Unarmed Strike all of these give you the same buff but with a larger damage pool and/or more opportunities to use it (in the case of IUS since it doesn't care what part of you you hit the guy with). Meanwhile the mask, on top of it's low damage output, still requires you to be at least 3rd, have 3 ranks in knowledge (planes) (which can be a large investment for the high Str martial character you're referring to), a LN/LE/NE alignment, a 50 gp expense, and still runs the risk of being destroyed by a light sundering (I assume the mask isn't much sturdier than your average heavy crossbow or firearm).

All of that and I still can't make iterative attacks, magically enhance it with ease, and only do d4+1/2 Str if I use it alongside my normal weapons and take a -5 to hit.

And the saddest part is I think this is really cool. It oozes style and has a lot of interesting narrative to its mechanics but as it stands it's just not that good as a feat. If it was a trait, didn't have a prerequisite so you could take it early and maybe build more around it, or heck was a ritual it could be really good, but as it stands I don't think it'll see much play.

Shadow Lodge

Rysky wrote:
I actually hadn't thought about the extra attack honestly (yeah, I derped), mostly because the poison is what caught my eye.

The problem is as an extra attack it isn't much good either. As a natural attack you take a -5 to your atk and treat it as secondary so only get to add 1/2 Str to your damage, exacerbating the prexisting issues it already had plus now having a harder time hitting and outputting damage.

Paizo Employee Creative Director

3 people marked this as a favorite.
doc the grey wrote:
James Jacobs wrote:

I would hardly call a feat that gives you an entirley new attack crappy at all. The main benefit of the Spirit Oni Master feat is not the poison side (that's a nice side effect) but is, in fact, that additional natural attack. Especially since it's a gore attack, and doesn't require you to sacrifice a hand or manufactured weapon attack, or frankly, ANY sacrifice of an existing body part.

The fact that this feat gives you an entirley new attack is what makes it strong.

It's not a great feat for a low-Strength character or a character who doesn't fight. But for a character who's got a high Strength and focuses on melee fighting, it's VERY strong, since it gives you one more attack in a full-attack action. With a good Strength modifier, this can be a significant advantage.

Comparing it to the "Toothy" trait is, in my opinion, unfair, since I feel that trait is itself too good to be a trait—granting an additional attack is a significant advantage, and whenever I've seen the toothy trait in play, I've regretted allowing it as a trait, frankly. The problem here, if there is indeed a problem, is that Toothy is too good. :-P

But I can already get another extra attack a dozen other ways that are often better than this. Lesser Fiend Totem, Feral Mutagen, changeling race, Skinwalkers, Ragebred, literally any playable race that currently has a bite attack, a scroll of alter self (or a friend to throw it on you), and Improved Unarmed Strike all of these give you the same buff but with a larger damage pool and/or more opportunities to use it (in the case of IUS since it doesn't care what part of you you hit the guy with). Meanwhile the mask, on top of it's low damage output, still requires you to be at least 3rd, have 3 ranks in knowledge (planes) (which can be a large investment for the high Str martial character you're referring to), a LN/LE/NE alignment, a 50 gp expense, and still runs the risk of being destroyed by a light sundering (I assume the mask isn't much sturdier than...

That's all fine. Not every feat has to be the best choice for every player. And not every player has the entire gamut of Pathfinder products to choose from.

Shadow Lodge

1 person marked this as a favorite.
doc the grey wrote:
James Jacobs wrote:

But I can already get another extra attack a dozen other ways that are often better than this. Lesser Fiend Totem, Feral Mutagen, changeling race, Skinwalkers, Ragebred, literally any playable race that currently has a bite attack, a scroll of alter self (or a friend to throw it on you), and Improved Unarmed Strike all of these give you the same buff but with a larger damage pool and/or more opportunities to use it (in the case of IUS since it doesn't care what part of you you hit the guy with). Meanwhile the mask, on top of it's low damage output, still requires you to be at least 3rd, have 3 ranks in knowledge (planes) (which can be a large investment for the high Str martial character you're referring to), a LN/LE/NE alignment, a 50 gp expense, and still runs the risk of being destroyed by a light sundering (I assume the mask isn't much sturdier than your average heavy crossbow or firearm).

All of that and I still can't make iterative attacks, magically enhance it with ease, and only do d4+1/2 Str if I use it alongside my normal weapons and take a -5 to hit.

And the saddest part is I think this is really cool. It oozes style and has a lot of interesting narrative to its mechanics but as it stands it's just not that good as a feat. If it was a trait, didn't have a prerequisite so you could take it early and maybe build more around it, or heck was a ritual it could be really good, but as it stands I don't think it'll see much play.

That's all fine. Not every feat has to be the best choice for every player. And not every player has the entire gamut of Pathfinder products to choose from.

But at the same time players should be rewarded for their oddball choices with abilities that they can actually use during the game in a meaningful way. Otherwise the options feel like traps, punishing players for having picked something that really resonated with them but in reality they get few real chances to use or often are punished by the game through various means for actually using.


6 people marked this as a favorite.

Mr. Jacobs pretty much nailed it. Toothy is bonkers for a trait - you'll notice the same effect appears elsewhere as a half-orc racial feat - and an extra "slotless" attack is nothing to sneeze at.

In addition, I wanted to provide some additional insights into the design of Spirit Oni Master:

-In one of my earlier drafts, it provided a +2 insight bonus on Perception checks, similar to if the mask were a masterwork tool (the 50 gp part is left over from that). This is part of what spirit oni provide their wearers; the feat was meant to act as a sort of "first step" towards getting a familiar. Thus, that earlier draft also had it acting as a prerequisite for Improved Familiar; thus, a rogue or fighter could use it as a way to get a spirit oni familiar at the appropriate level. Unfortunately, some things had to go.

-When designing it, the character I envisioned taking it was a rogue or ninja - their Weapon Finesse benefits natural weapons as well, it's another weapon to sneak attack with, and combining it with Two-Weapon Fighting gives an impressive number of attacks, especially as early as 3rd level.

Plus, who doesn't love the idea of a ninja in an oni mask? ^_^

Paizo Employee Creative Director

5 people marked this as a favorite.
doc the grey wrote:
doc the grey wrote:
James Jacobs wrote:

But I can already get another extra attack a dozen other ways that are often better than this. Lesser Fiend Totem, Feral Mutagen, changeling race, Skinwalkers, Ragebred, literally any playable race that currently has a bite attack, a scroll of alter self (or a friend to throw it on you), and Improved Unarmed Strike all of these give you the same buff but with a larger damage pool and/or more opportunities to use it (in the case of IUS since it doesn't care what part of you you hit the guy with). Meanwhile the mask, on top of it's low damage output, still requires you to be at least 3rd, have 3 ranks in knowledge (planes) (which can be a large investment for the high Str martial character you're referring to), a LN/LE/NE alignment, a 50 gp expense, and still runs the risk of being destroyed by a light sundering (I assume the mask isn't much sturdier than your average heavy crossbow or firearm).

All of that and I still can't make iterative attacks, magically enhance it with ease, and only do d4+1/2 Str if I use it alongside my normal weapons and take a -5 to hit.

And the saddest part is I think this is really cool. It oozes style and has a lot of interesting narrative to its mechanics but as it stands it's just not that good as a feat. If it was a trait, didn't have a prerequisite so you could take it early and maybe build more around it, or heck was a ritual it could be really good, but as it stands I don't think it'll see much play.

That's all fine. Not every feat has to be the best choice for every player. And not every player has the entire gamut of Pathfinder products to choose from.
But at the same time players should be rewarded for their oddball choices with abilities that they can actually use during the game in a meaningful way. Otherwise the options feel like traps, punishing players for having picked something that really resonated with them but in reality they get few real chances to use or often are punished by the game...

I'm not interested in engaging in arguments over whether a rules option is good or bad. That's a zero-win situation. If you don't like an option, that's fine—we publish enough books that it's pretty likely you'll find another option instead that you do like. Or even better, chat with your GM about adjusting something as a house rule.

In any event, I've explained why the feat is what it is, and I've not much more to add to the discussion.


Feats wrote:

Hand's Autonomy (Prerequisite: Possessed Hand.)

Hand's Detachment (Prerequisites: Hand’s Autonomy, Possessed Hand.)
Hand's Knowledge (Prerequisite: Possessed Hand.)
Hand's Sight (Prerequisite: Possessed Hand.)
Possessed Hand (Prerequisites: None.)

No Rocket Punch?!

Spirit Oni Master... works with Amulet of Mighty Fists?


Nutcase Entertainment wrote:
Spirit Oni Master... works with Amulet of Mighty Fists?

Just as much as any other gore attack, yes. ^_^


Sounds like a great Feat...
Probably stronger than many other Feats granting a Gore or other Natural Attack.
Move Action to use a Poison sounds like a great option when casters are doing pre-fight prep.

Was that confirmed there is Wendo corruptions?

Did that Wendo Medium archetype get Druid casting or what?

Shadow Lodge

Actually, speaking of rituals. I'd totally be down with it if we had it look something like this...

Bond of the Spirit Oni:

School conjuration (calling, evil); Level 4
Casting Time 40 minutes
Components V, M (7 paper sealing talismans scribed with pledges to the Oni), F (an ornate mask carved in the likeness of an oni worth at least 50 gp), SC (Up to primary caster's Str modifier)
Skill Checks Knowledge (planes) DC 30, 3 successes; Diplomacy or Intimidate DC 30, 1 success
Range touch
Target Ornate oni mask
Duration Permanent (see text)
Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)
Backlash The caster takes 4d6 points of damage.
Failure The Spirit Oni breaks free of its bonds and attacks or attempts to escape. Should it survive the primary caster and all secondary casters have made a lifelong enemy and will likely receive attacks from what allies it has in the future for their impertinence.

EFFECT

You have learned the secrets of the oni and wish to have it for yourself. Using forbidden ritual and dark knowledge of the vile life cycles of these damned hedonists you call out to make bargains with their least powerful, using your might to entice them to join you and mark your power among their kind. After successfully performing this ritual a Spirit Oni appears to the primary caster and bonds itself with the ornate mask used as the focus to draw the creature to this world. While the primary caster wears this mask he gains a gore attack that does 1d4 damage. If he has the poison use ability he may apply poisons to this gore attack as a move action. This gore attack counts as a masterwork manufactured weapon for the purposes of magical enhancement and a natural attack for the purpose of feats and other abilities.

Should this mask ever be broken the Spirit Oni escapes, the deal broken and the spirit incensed by the audacity. A new mask must be created and the ritual performed anew to instill the spirit within it again. The DC of the Diplomacy or Intimidate check increase by 2 for each new casting.

Shadow Lodge

Isabelle Lee wrote:

Mr. Jacobs pretty much nailed it. Toothy is bonkers for a trait - you'll notice the same effect appears elsewhere as a half-orc racial feat - and an extra "slotless" attack is nothing to sneeze at.

In addition, I wanted to provide some additional insights into the design of Spirit Oni Master:

-In one of my earlier drafts, it provided a +2 insight bonus on Perception checks, similar to if the mask were a masterwork tool (the 50 gp part is left over from that). This is part of what spirit oni provide their wearers; the feat was meant to act as a sort of "first step" towards getting a familiar. Thus, that earlier draft also had it acting as a prerequisite for Improved Familiar; thus, a rogue or fighter could use it as a way to get a spirit oni familiar at the appropriate level. Unfortunately, some things had to go.

-When designing it, the character I envisioned taking it was a rogue or ninja - their Weapon Finesse benefits natural weapons as well, it's another weapon to sneak attack with, and combining it with Two-Weapon Fighting gives an impressive number of attacks, especially as early as 3rd level.

Plus, who doesn't love the idea of a ninja in an oni mask? ^_^

Now that would have been cool! Totally would have been cool to see a feat chain that gets an oni mask familiar in the hands of a martial class! Sad that got cut, would have really given it some awesome utility options, might fiddle with that for my home games.

Shadow Lodge

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Isabelle Lee wrote:
Owen K. C. Stephens wrote:
Isabelle Lee wrote:
My first book!

But not your last!

Great work, btw. Thanks for your efforts on this.

blush

Thank you! ^_^

Also thanks as well! Despite the critique of the Oni Spirit Master feat the rest of the feats I've seen so far in this first section are pretty freakin' awesome! Soulblade, Ghostslayer, and Soulwrecking Strike are pretty f!+!ing awesome in their own niche and give martials a lot to do in situations where they usually have to twiddle their thumbs and wait. Totally want to see soulblade pulled out in pfs against a haunt.


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Thank you! ^_^

(Although, full disclosure: Soulwrecking Strike wasn't mine. I only wrote Haunted Places.)


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*is happy that Isabelle wrote stuff in a book I, Blaine Seitz, am interested in*

Mostly because Owen told me to be. :p ;) *is kidding*

Shadow Lodge

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Isabelle Lee wrote:

Thank you! ^_^

(Although, full disclosure: Soulwrecking Strike wasn't mine. I only wrote Haunted Places.)

Lol, well credit where credit is due. Soulblade is an amazing feat and you should be proud. It not only gives martial characters a great way to handle an issue that they usually can't handle, it gives a whole party a very solid option for handling what can be one of the most difficult issues in the game. I wouldn't be surprised if we see this pop up in a lot of fighter & barbarian builds for pfs, carrion crown, and other haunt centric games going forward. And the integration of vital strike?! So sweet.

Shadow Lodge

doc the grey wrote:
Isabelle Lee wrote:

Thank you! ^_^

(Although, full disclosure: Soulwrecking Strike wasn't mine. I only wrote Haunted Places.)

Lol, well credit where credit is due. Soulblade is an amazing feat and you should be proud. It not only gives martial characters a great way to handle an issue that they usually can't handle, it gives a whole party a very solid option for handling what can be one of the most difficult issues in the game. I wouldn't be surprised if we see this pop up in a lot of fighter & barbarian builds for pfs, carrion crown, and other haunt centric games going forward. And the integration of vital strike?! So sweet.

Actually quick question about this, how does one determine the AC of a haunt exactly? As it stands the feat's not really clear on that. I'm guessing it's either the save DC or the Perception DC but I'm not sure one way or another. Any clarity on this would be greatly appreciated.

Shadow Lodge

Other thing: Anyone else wonder if Nadiri's Romance Beyond Death Ability would work on Ceustodaemons or Erodaemons? This feels like something that would totally cause all kinds of havoc on the daemons of heartbreak and suicide.


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For Soulblade, the intent is for it to target the same AC the haunt uses against cure spells and the like.

From the Gamemastery Guide's section on haunts:

Gamemastery Guide wrote:
On the surprise round in which a haunt manifests, positive energy applied to the haunt (via channeled energy, cure spells, and the like) can damage the haunt's hit points (a haunt never gains a Will save to lessen the damage done by such effects, and attacks that require a successful attack roll to work must strike AC 10 in order to affect the haunt and not merely the physical structure it inhabits). Unless the haunt has an unusual weakness, no other form of attack can reduce its hit points. If the haunt is reduced to 0 hit points by positive energy, it is neutralized—if this occurs before the haunt takes its action at initiative rank 10, its effect does not occur.

Also, note that vaporous haunts (Occult Adventures 231) instead have AC equal to 10 + their CR and possess the incorporeal quality.

All this is a bit obscure, I know. ^_^


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Anyone know any more about the new pact wizard? Like what does the archetype gain/lose. Also is the name set in stone or subject to change?

Shadow Lodge

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Archmage Variel wrote:
Anyone know any more about the new pact wizard? Like what does the archetype gain/lose. Also is the name set in stone or subject to change?

Short answer? It's a giant ball of arcane awesome!

Long answer, you get a witch's patron (and those spells added to your book), the ability to sack spontcast your patron spells with any of your spells save your specialty school extra slots, you can prep your spell for the day in 15 minutes rather than an hour and prep hastily in a minute, at 5th you get an oracle's curse and get to add whatever bonus spells it gives you if it gives you some to your spell book for free, at 10 you can roll twice take the better result when rolling a Caster level, check concentration check, initial check, or saving throw 3+1/2 Int per day, at 15 to get to add your Int to those rolls and reduce the spell level of metamagic spells from your Patron spell list or oracle curse by 1 to a minimum of their original level, and the 20th if you roll a nat 20 on that you auto succeed regardless of whether or not that's possible.

All that for the low low price of scribe scroll and I believe all your bonus feats. And now I totally want to play it.


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Pathfinder Starfinder Roleplaying Game Subscriber
doc the grey wrote:
Archmage Variel wrote:
Anyone know any more about the new pact wizard? Like what does the archetype gain/lose. Also is the name set in stone or subject to change?

Short answer? It's a giant ball of arcane awesome!

Long answer, you get a witch's patron (and those spells added to your book), the ability to sack spontcast your patron spells with any of your spells save your specialty school extra slots, you can prep your spell for the day in 15 minutes rather than an hour and prep hastily in a minute, at 5th you get an oracle's curse and get to add whatever bonus spells it gives you if it gives you some to your spell book for free, at 10 you can roll twice take the better result when rolling a Caster level, check concentration check, initial check, or saving throw 3+1/2 Int per day, at 15 to get to add your Int to those rolls and reduce the spell level of metamagic spells from your Patron spell list or oracle curse by 1 to a minimum of their original level, and the 20th if you roll a nat 20 on that you auto succeed regardless of whether or not that's possible.

All that for the low low price of scribe scroll and I believe all your bonus feats. And now I totally want to play it.

So basically you get a set of spells you can spontaneously cast, the Fast Study arcane discovery for free (which is a fair trade), an Oracle curse, an almost constant (significantly better) Borrow Fortune ability, and free Metamagic level reduction which I imagine stacks with other reductions.

And it stacks with Exploiter.

How was this a good idea?


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Too Hot for PFS!


What do you think the best pact wizard patron(s) will be? My bet is healing but idk?

Paizo Employee Contributor—Canadian Maplecakes

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Dragon78 wrote:

Thanks for the info.

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

AH, thanks! High praise, and sorry I didn't catch it earlier.

Of course, James did an excellent job on developing this book. Upon reviewing the final copy, his touch really brought out a bunch of options I'd not considered for both of these class variants. So, hooray for teamwork!

The real star of this show, is the pump organ. I think we can all agree that Pathfinder is a better place knowing how much a pump organ costs, and what rules are available for it :)


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Isabelle Lee wrote:
My first book!

Congratulations! I'm looking forward to reading it. :)

Liberty's Edge

Owen K. C. Stephens wrote:
The idea of the possessed hand line of feats is one reason this book exists. :)

From this comment, I gather that this idea came out some time ago

There were at least 2 items in the latest RPGSS (one year ago) that also did very interesting things with hands

Were they an inspiration for these feats or was it a case of parallel design ?

More broadly, what is the average timetable for the process from ideas for a book to release of the Player Companion ?

Silver Crusade

Pretty sure The Evil Dead 2 and Vampire Hunter D was the inspiration for that feat chain :3

Community & Digital Content Director

Removed a handful of posts. Folks, don't be gross.

Silver Crusade

Sorry.


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*pats Rysky on the shoulder* It's okay.

Also looking forward to seeing some of these archetypes.


James Jacobs wrote:
doc the grey wrote:
doc the grey wrote:
James Jacobs wrote:

But I can already get another extra attack a dozen other ways that are often better than this. Lesser Fiend Totem, Feral Mutagen, changeling race, Skinwalkers, Ragebred, literally any playable race that currently has a bite attack, a scroll of alter self (or a friend to throw it on you), and Improved Unarmed Strike all of these give you the same buff but with a larger damage pool and/or more opportunities to use it (in the case of IUS since it doesn't care what part of you you hit the guy with). Meanwhile the mask, on top of it's low damage output, still requires you to be at least 3rd, have 3 ranks in knowledge (planes) (which can be a large investment for the high Str martial character you're referring to), a LN/LE/NE alignment, a 50 gp expense, and still runs the risk of being destroyed by a light sundering (I assume the mask isn't much sturdier than your average heavy crossbow or firearm).

All of that and I still can't make iterative attacks, magically enhance it with ease, and only do d4+1/2 Str if I use it alongside my normal weapons and take a -5 to hit.

And the saddest part is I think this is really cool. It oozes style and has a lot of interesting narrative to its mechanics but as it stands it's just not that good as a feat. If it was a trait, didn't have a prerequisite so you could take it early and maybe build more around it, or heck was a ritual it could be really good, but as it stands I don't think it'll see much play.

That's all fine. Not every feat has to be the best choice for every player. And not every player has the entire gamut of Pathfinder products to choose from.
But at the same time players should be rewarded for their oddball choices with abilities that they can actually use during the game in a meaningful way. Otherwise the options feel like traps, punishing players for having picked something that really resonated with them but in reality they get few real chances to use or often
...

I will be taking it for Jade Regent for my crossblooded sorcerer/eldritch knight build who is oni blooded/dragon blooded. It's very flavorful and I like extra attacks personally. Cast touch spell, and charge. If it gave you the powerful charge ability, then people would say "OMG that's powerful". Sometimes flavor is what really matters the most :)


Pathfinder Starfinder Roleplaying Game Subscriber
Oliver Veyrac wrote:
Sometimes flavor is what really matters the most :)

You could have both though, nothing says flavor and function are mutually exclusive.


Ugh, 31st. Going to be too busy playing Legion to read it.


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Alchemaic wrote:
Oliver Veyrac wrote:
Sometimes flavor is what really matters the most :)
You could have both though, nothing says flavor and function are mutually exclusive.

Kinda reminds me of the:

> Healthy Food.
> Good Tasting Food.
^ Pick one.


Pathfinder Starfinder Roleplaying Game Subscriber
Nutcase Entertainment wrote:
Alchemaic wrote:
Oliver Veyrac wrote:
Sometimes flavor is what really matters the most :)
You could have both though, nothing says flavor and function are mutually exclusive.

Kinda reminds me of the:

> Healthy Food.
> Good Tasting Food.
^ Pick one.

You've never eaten well-prepared Tofu Duck then.

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