Sandy Petersen's Cthulhu Mythos (PFRPG)

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Sandy Petersen is the undisputed authority on the Cthulhu Mythos in games as the author of the groundbreaking game Call of Cthulhu, the first game ever to bring H.P. Lovecraft's work to the gaming world. He now proudly presents the definitive and ultimate guide to bringing Lovecraft to the high fantasy, sword and sorcery worlds played using the Pathfinder rule system.

Here, your band of heroes can now fight (and maybe even defeat) monstrous horrors and bizarre, inhumanly advanced races in adventures featuring these unique entities, their magics, and the alien technologies accurately portrayed from Lovecraftian works!

This core rulebook features a bestiary with over 100 creatures, monstrosities, and Mythos Entities authoritatively revised and updated for use with Pathfinder, plus Plot Hooks and Campaign starters, information on Mythos Alien and Bizarre Technology, new expansive Insanity Rules, and details on Cults of Cthulhu and the Necronomicon and other blasphemous Tomes, as well as new Rituals, Spells, Archetypes, and Class Options.

Content Includes:

  • A bestiary with over 100 entries, almost half never before seen in a Pathfinder book before.
  • Over 25 Mythos Entities: Creatures in the Paizo's Pathfinder Bestiaries now authoritatively revised & updated in this book. Additionally, the original entries as found in the Bestiaries are also included for easy reference and comparison.
  • Over 50 NEW Mythos Entries: Creatures from the Cthulhu Mythos that have never before been published in any Pathfinder Bestiary.
  • Over 40 ‘Unusual Suspects': Creatures that could (and maybe should) be in the Cthulhu Mythos, found in the pages of the current Pathfinder Bestiaries. Some have been updated to reflect our new rules.
  • Adventures: Plot Hooks and Campaign starters by Sandy Petersen and others.
  • How to run horror in a heroic sword and sorcery setting by Sandy Petersen.
  • Mythos Alien and Bizarre Technology
  • New Expansive Insanity Rules
  • The Necronomicon and other Tomes
  • New Rituals and Spells
  • Archetypes and Class Options for Base Classes
  • Cults of Cthulhu and Other Great Old Ones
  • Mythos Magic Items and Artifacts
  • Aklo Language Essay
  • Mythos Ghouls as Player Characters
  • Mythos Eidolons, Familiars and Animal Companions
  • Tcho-Tchos
  • Gnorri as Player Characters
  • Advanced Adversaries
  • Zoogs as Player Characters
  • Mythos Cats and Mythos Cats as Player Characters

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Average product rating:

5.00/5 (based on 4 ratings)

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Amazeballs

5/5

I went in on the Kickstarter, and my copy recently arrived. It's truly fantastic. I strongly recommend it to anyone interested.


Briefly

5/5

We play in Strange Aeons now and one of our players referred to this book while creating his character. Using these materials, he created incredibly cool and thematic 'hero' (objectively, the best in the group). Shortly after the beginning of our games I read this book and was amazed at the quality of the work. It looks like the best of Paizo's books. My respect to author and advice to everyone - go and take this book, you will not regret it!


An amazing supplement with flavor never seen before in Pathfinder

5/5

The book is amazing a must have. Perhaps you´ll think it is kind of expensive, but it worth every cent spended on it.

The only thing I could complaint is the art of monsters, I would love to see the art in Cthulhu´s Portfolio, but the miniatures from Cthulhu wars are ok.

the revised monsters from pathfinder are amazing, gugs now are scary as hell.

I put 5/5 but if i could i would give it 1000/5

It has flaws, a few, but at the end you really won´t care about them


5/5

Disclaimer: I backed the Kickstarter campaign that created this book, and paid for both physical and digital copies of this product. At the time of this review, the physical version was not available. As a backer, I received my digital copy of this product significantly before its public release.

All right! Here's another weighty tome - the PDF version clocks in at 513 pages, counting covers and the like, and the interior is a full-color production with a generous sprinkling of original artwork. The book itself is divided into 10 chapters, and we're going to go through them in order

Chapter One is the 'Getting Started' bit and dives into a few important things, especially how to use the book, a brief overview of the mythos (for the two of you who don't already know), and a discussion on how to properly bring horror to what is, let's be honest here, a heroic fantasy game. If you're looking for a true horror feel in your game, not just a few monsters with more tentacles than most, this section is required reading. Memorize it, even.

Chapter Two introduces Mythos Races that people can choose from. Dreamlands Cats are definitely the most unique, because you are playing an actual cat. Good luck with any Strength-based builds. Dreamlands Cats have scent, bite and claw attacks, the ability to physically travel to the Dreamlands, and nine lives. That might be important, given how fragile they are.

The next race is the Ghoul - which is not to be confused with the undead ghoul monster, despite the cannibalistic similarities. This race is living, with bonuses to Constitution and Intelligence, but little Charisma to speak of. Their Death Scent allows them to locate food (especially undead, which they can locate from up to 60 feet away - handy for dungeon crawls!), and they can feed on old meat for bonuses. Being immune to nonmagical diseases definitely helps with that.

The third race is the Gnorri, who are large monstrous aquatic humanoids. Their most unique feature may be the ability to change how many arms they have - two arms gives them a bonus to Strength, three has no ability changes but lets them hold something else, and four lets them hold a lot more at the cost of a drop in Constitution. They are amphibious, but slower on land and faster in the water.

The final race, Zoogs, are described as "widely dreaded and sometimes mocked from a safe distance". The book points out that all of the creepy legends are quite well-founded, and they really are dangerous little things. This race is especially big on treaties and agreements (which they consider sacrosanct), and this provides an easy way to integrate them into an Adventuring party - just have them promise not to eat party members, not to eat the party's familiars, and so forth. Zoogs are quick and smart, but not very strong. As small creatures, they get added bonuses on agility-based things - including a natural climb speed - and they make excellent rogues thanks to their Trap Mastery.

All of the races in the book come with robust writeups that describe personalities, history, culture, relations, and the like.

Chapter Three, Character Options, focuses on exactly what it sounds like. The section opens with a variety of mythos-themed archetypes (and the rules for applying them, if your group hasn't already gotten those). Examples include the "Mad Artist" Bard, the "Cultist" Cleric, and the "Researcher" Rogue.

Following this, we also have a few options for companions, including mutated versions of normal creatures and original companions like the Shantak. A Mythos Eidolon was included - so, did you ever want to summon and attack your foes with a protoplasmic mass of angry flesh? Yup, that's a thing now.

Past that, we have one new skill - Profession (Yog-Sothothery philosopher). This helps with many of the rules in the book, as well as identifying mythos-related entities (i.e. basically everything else in the book). Note that studying the unknown comes with drawbacks, starting with penalties to dread (a new effect), insanity, and confusion. Hey, nobody promised that dealing with mad eldritch things would be safe. XD

The book continues this section with a variety of new feats, mostly oriented around the new races. (Ghouls can heal from negative energy damage, anyone can go to the Dreamlands, magical items can be fused into a Dreamlands Cat's body, etc.). They're definitely worth taking a look at if you plan to use this book in your game.

Past that is one of the more unique options in the book - playing primarily as a familiar, complete with your own Sorcerer as a companion. Another archetype, the Prowler, makes melee combat more viable for cats, while the other races have their own archetypes for added fun and flavor.

After ALL of that, we finally reach Chapter Four, Insanity and Dreams. Dread is a new mechanic governing how badly you're messed up by Eldritch things, and all characters get a threshold of 3 + Wis. Exposure beyond the threshold has effects ranging from the minor (Disturbed, which has no in-game effect) to fainting and having a Heart Attack (2d6 Con damage). Characters can make a Will Save to avoid dread, and the book notes that it should only be used for particularly dangerous or dramatic things, rather than every time people encounter something creepy. Overuse takes away from the impact, after all.

The book also recommends the use of the Dread Resistance rule (which, basically, says that creatures immune to fear stuff get a bonus to dread).

A more long-term condition is Insanity, which can be acquired in multiple ways and manifests in the form of phobias, obsessions, erratic behavior, and the like. This is an alteration of normal insanity rules, and should also affect things like the insanity spell. Tables are included to help randomize the insanities, and - ahem - the art in this section demonstrates one of the many reasons this book is not for children.

(No, seriously. Fanservice art aside, this is a horror-focused book, and a certain amount of maturity is needed to make it work in a game. I strongly recommend against allowing children to read this product.)

The latter part of this chapter focuses on the Dreamlands, an important part of the Mythos. Characters normally don't remember what goes on in the Dreamlands, but some - like Dreamlands Cats - always remember. While the Dreamlands exist as a distinct plane of existence, they are almost impossible to reach by transport magic and the like (Plane Shift and Gate auto-fail, and even Wishes may fail). Time is distorted in the Dreamlands, and people (all of whom visit there when they sleep) can lead very different lives. This offers significant potential for having characters wake up with absolutely no idea what's going on - could be fun.

Several options - including items and feats - make it easier to remember what goes on.

Chapter Five focuses on magic, beginning with a variety of new spells. (These include things like shrinking a person but not their gear, getting rid of a target's highest available spell slot, and sending a dream of Cthulhu to give someone an insanity). Some of these are pretty nasty - say, implanting a Dark Young into somebody - and regularly using some of these might well drive characters towards Chaotic and/or Evil. No, really - those are fairly common descriptors among the spells. Characters from Occult Adventures are thrown a bone, here, and can take many of the new spells.

Beyond the spells, we get a section introducing Rituals, which are designed to be done as a group and can have significant effects. Rituals go from 2nd to 9th level (no easy 1st level rituals, sorry), and have effects ranging from summoning up an uncontrolled entity to scrying the Yellow Sign (of Hastur) on things. Defense-minded characters will probably want to look into the Create Elder Sign ritual, which can ward objects and places. Or, y'know, you could summon Azathoth. ...This is not recommended, since it usually leads to the destruction of the planet in short order.

In Chapter Six, we're introduced to Mythos Items and Artifacts. These range from the relatively mundane (a teapot that can only poison drinks for some people) to the more worrying (flasks that can turn into proto-Shoggoths) to the quite concerning (a drink that heals diseases and physical ability damage, but starts to turn you into a monster unless you succeed on a Fort throw).

Outside of these "normal" items, we have some alien objects that can't be easily manufactured or recharged, only found. Some of these are mildly useful (a drink that makes you 1d10 years younger), others are more useful (a drug that lets you ask a question about the past or future, a gate that teleports to a specific other location, etc.).

Up next is one of my favorite parts of this product - the Books of the Cthulhu Mythos. I love eldritch grimoires, so having a section with them was a special treat. Actually reading these tomes requires research, and you get a bonus over time if you keep studying it. Of course, it's a Mythos tome, so it's not that safe - each research check also has a chance of causing Dread (a rare case where it's commonly inflicted), but overcoming this may also award XP.

Each book offers a variety of benefits, including bonuses to certain skills, knowledge of spells and/or rituals, and occasionally specific and unique effects (like learning a spell you normally couldn't have). Tomes like the Book of Eibon, the Celaeno Fragments, and (of course) the Necronomicon are included. That last one is, perhaps unsurprisingly, the most complex and potentially dangerous book.

That said, mythos tomes are designed specifically to attract the unwary. Researching them isn't actually that hard - they do give you a bonus to it, after all. There's just, y'know, the possibility of going insane, dying, or calling up things far beyond your ability to control. Fun for the whole cult!

From there, this book goes into unique magical items. Some are fairly specific in nature (like the Chain of the Deep, a neck slot item that gives a bonus to Constitution but only works for certain types of creatures), others are useful for adventuring (the Silver Key, which helps when visiting the Dreamlands), and a few are quite powerful indeed (the Lamp of Alhazred, which can project windows to other times and places... and perhaps even allow teleporting to them).

The items section finishes up with a couple of Artifacts. The R'lyeh Disk fragments provide benefits to mythos entities (or can summon Cthulhu if they're put together - and no, of course he's not under you control), while the R'lyeh Tablet essentially has people Astral Project to R'lyeh and may even let them bring things back. Lots of plot opportunities, there. Meanwhile, the Shining Trapezohedron acts as a highly accurate Divination spell (that you can use at-will), but also has a chance of terrifying the watcher or, worse, summoning an avatar of Nyarlathotep.

Chapter Seven walks us through mythos cults. Each cult is described in detail and comes with a variety of gifts (benefits and options available only to members of the cult). For example, the cult of Shub-Niggurath may receive living horrors as pets/familiars/companions or Mi-Go technology, while the cults of Nyarlathotep grant different gifts based on the aspect being worshipped (from flight to one-time spells usable regardless of casting ability). These are interesting for tweaking enemies, and equally flavorful if your players are playing cultists.

The cults are focused on the most popular mythos entities - Cthulhu, Hastur, Azathoth, Yog-Sothoth, etc. - but some shorter entries are provided for other entities. (Atlach-Nacha, Bokrug, Dagon & Hydra, etc.)

We also get some pages on Tcho-Tcho (a human subculture), Deep Ones, general religious views of mythos entities, and how less-eldritch creatures tend to see the cults.

Chapter Eight - and would you believe we're only 40% of the way into this thing? - focuses on the Great Old Ones and the Outer Gods. Unlike the official bestiary entries, Great Old Ones - which aren't full deities - aren't really meant to be fought with this book. Fighting may help banish them, but they're difficult or impossible to actually hurt.

Instead, entities get an Elder Influence stat block. This is essentially a targetable area effect with one AC (yes, touch attacks also have to hit it - low BAB classes have almost no hope of doing so aside from spells that give them, like, a +20 to accuracy). For example, Abhoth - Outer God of disease, fecundity, and oozes - has a 300 foot influence with a 50 square foot nucleus, an AC of 40, almost 500 HP, and a +24 bonus to its saves. When it manifests, it spawns Filth (which are similar to proto-shoggoths), and damaging the influence creates more filth. If too many are present, Abhoth absorbs them and heals. Each filth can have a special power or effect, and damaging the area or the filth triggers a wide-range mind control effect.

Yes, it's nasty. Yes, it's really nasty. Yes, it's intentional. Elder Influences aren't the sort of thing you can just have a Paladin smite and full attack to get rid of. There's some 26 entities with influences presented, and yes, some of them are worse than Abhoth. (Azathoth, for example, requires accurately dealing over 700 HP in one round - while Great Cthulhu has multiple stages of influence and defeating him only sets him back one stage... so the fight may not be over yet). All in all, the section is about 90 pages all by itself.

Chapter Nine gives us the Mythos Bestiary, another hundred or so pages of creatures for parties to face. Note that simple combat encounters aren't always the best way to use these creatures. Many of them honestly don't care that much about mortals, and may not even want to fight unless they really have to.

Chapter Ten is an expanded bestiary, generally reprinting content from other sources. Republished content is inherently less valuable, but this is a mythos-themed book, and there's some genuine utility in having most such creatures in one tome instead of having to search through all of your other books. This section is also about a hundred pages - 20% of the book, give or take a smidge - and does include things like Cthulhu's stat block if you want to use it.

The book wraps up with an appendixes (creatures by CR - including Elder Influences) and the OGL.

Overall, this is a solid product, with few problems and errors. I did notice a couple - for example, there's a sidebar titled "Gamemaster's Note" that deals with the Dreamlands. That's not a problem by itself, but there's an index of sidebars on the front, and the title is vague enough to provide no helpful information when looking at that index. It's a minor quibble, as such things go, but it is a quibble all the same.

That said, this book is pretty much everything I hoped it would be when I chose to help fund it. I definitely got my money's worth, and if you enjoy some Lovecraftian lore in your games - as I do - then this is the mythos product to get. It gets 5 Stars, a Stamp of Approval, and my Recommendation.


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For those who would have liked to have seen some Mythos specific character archetypes, there are several such classes in a series of products called "Weekly Wonders - Eldritch Archetypes" by Necromancers of the Northwest. I know it may not seem ideal to spend more money to have those, but ... options. It might fill a huge gap for some people. These particular archetypes seem to be "evil" - so maybe not ideal for players looking for "good" character archetypes to fight the Mythos. But it is something. Also, I was flipping through Lords of Madness yesterday, and that book does offer a whole bunch of feats and such for characters looking to slay aberrations. While that is a 3.5 book, obviously using them in Pathfinder would be seamless. And while it is true that not all Mythos creatures are aberrations, a GM could easily tweak the options to be applicable to "mythos" creatures instead of just "aberrations", or whatever.


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

"Lords of Madness" ... I love that book! :)


Got my shipping notice! Can't wait to get my hands on this book!

I'll just have to keep painting my Cthulhu miniatures in the meantime. Saving Cthulhu for last. I have the glow in the dark version and I'm not sure if I want to paint it completely or not.


Damn, I want this book. But Paizo doesn't take PayPal as payment and that's the only way I can get it. DAMN IT.


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DungeonmasterCal wrote:
Damn, I want this book. But Paizo doesn't take PayPal as payment and that's the only way I can get it. DAMN IT.

Keep in mind that it's more than $28 to ship this beast via UPS...


*Rubs chin* Have you considered getting a PayPal Prepaid Mastercard, DungeonmasterCal? It's a good backup option when you want to use PayPal but a store doesn't accept it.


6 posts and I can't see the first five ... this hasn't been fixed yet?


It's kind of random. If you leave the page and come back, they're usually there.


Nawp. ;)


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Re: PayPal:

Sandy Petersen Games has copies in stock, but they don't seem to take PayPal.

Noble Knight Games takes PayPal, and they seem to have this book in stock.

I'm also seeing a few copies for sale at or near cover price on eBay.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber; Pathfinder Battles Case Subscriber
GM Rednal wrote:
It's kind of random. If you leave the page and come back, they're usually there.

I have to click to the first post on the page, usually by clicking the page number or just the thread title if there is only one page.


I did some PayPal finagling with a friend and bought it from Amazon using my debit card for $40.

Thanks for the advice, everyone!


Got my copy yesterday. What a great book!


Mm. XD Do any parts stick out to you as particularly interesting?

The Exchange

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FYI


2 people marked this as a favorite.

Or, if you prefer it all put together in one area...


GM Rednal wrote:
Mm. XD Do any parts stick out to you as particularly interesting?

The Pathfinder mechanics for handling the presence of Great Old Ones. Varied and generally horrifically nasty, as it should be.


GM Rednal wrote:
Mm. XD Do any parts stick out to you as particularly interesting?

I like the expanded sanity rules as well as the rules for "dread". I agree with Mad Comrade about the Great Old Ones, as well, and the writeups in the bestiary are really fun. I will say that some of the spells, at least to me, seem way overpowered (Nuclear Chaos, a 6th level spell that does 1d100 damage and Grace of the Yellow King which can do 60d6 points on a failed save). I doubt Nuclear Chaos will see any use in my game and I'll adjust Grace of the Yellow King to lower its damage ability. But overall, from just a couple of hours of skimming and reading certain parts in depth I have to say this is a terrific book.


Rednal wrote:
Or, if you prefer it all put together in one area...

That's a handy page. Thanks for the link!


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DungeonmasterCal wrote:
GM Rednal wrote:
Mm. XD Do any parts stick out to you as particularly interesting?
I like the expanded sanity rules as well as the rules for "dread". I agree with Mad Comrade about the Great Old Ones, as well, and the writeups in the bestiary are really fun. I will say that some of the spells, at least to me, seem way overpowered (Nuclear Chaos, a 6th level spell that does 1d100 damage and Grace of the Yellow King which can do 60d6 points on a failed save). I doubt Nuclear Chaos will see any use in my game and I'll adjust Grace of the Yellow King to lower its damage ability. But overall, from just a couple of hours of skimming and reading certain parts in depth I have to say this is a terrific book.

This is why one does not permit one's players to garner the use of such spells without really good reason. Mostly they exist for the Great Old Ones to use on hapless adventurers that will have no clue about what's gonna smack 'em in the kisser.

Which is a Good Thing.


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I agree. Spells like that should be reserved for bad guys or at the very least, the players should have to pass through a few trials before gaining access.


Mm. XD GM's can make everything available at-will - and it might even be appropriate for a game where you ARE cultists or something - but yeah, I wouldn't let most players take them. Well, not most of them. Mist of R'lyeh, for example, isn't too worrying.


Most of them seem fine. I just used those two as examples of some of the more extreme things. I haven't read the rituals segment yet so I don't know what those have to offer.


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Rituals are MOSTLY meant for enemies, but Create Elder Sign is useful for players fighting Mythos things.


Ok, so I do have a question about the Dread and Sanity rules. Regarding Dread it states that a character has a Dread Threshold of 3+WIS Modifier. How does this come into play mechanically? Does the d10 rolled on the Dread Table have to exceed this number to cause a character to gain a Dread condition? Help a confused dude out!


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You do not roll a d10 for Dread. The table explains the different stages.

The Threshold refers to how many points of Dread a character can suffer before it actually starts affecting them. For example, a 1st-level Cleric with 16 Wis has a Dread Threshold of 6, so they'd have to be exposed to 7+ points of Dread before it starts affecting them. At that point, they risk progressing to Stage 1 (Disturbed) if they fail their Will save.

Actually suffering Dread is determined by various effects and conditions. For example, let's say that our unfortunate Cleric comes across an area influenced by Hastur the Unspeakable. With the Dread rules in effect, they have to make a saving throw against Hastur's Influence DC (27) just by entering the area near him.

Will Save: 1d20 + 5 ⇒ (3) + 5 = 8

Ooh, not good. XD They suffer 1 Dread for failing the save, plus another point for every 5 points they failed the save by (27, 22, 17, and 12), giving them a total of 5 Dread. But wait, that's still below their Dread Threshold! They're not actually suffering anything yet.

The Cleric is stuck in the area with the rest of their party for awhile, and whoops, the Influence escalates. This triggers Dread again, this time at DC 30 because Hastur's Influence DC goes up at each stage.

Will Save: 1d20 + 5 ⇒ (14) + 5 = 19

A better roll than before, but still a failure - they take 3 more points of Dread, for a total of 8. That's two steps above their Threshold, so they kick up to Spooked (Stage 2) on the table and suffer a -1 Penalty to all Will Saves while affected that way. If Hastur's Influence goes up again or a Cultist starts yelling horrible truths, they're probably going to keep suffering Dread, and have a realistic chance of dying just from Hastur continuing to get closer (and thereby escalating his Influence).

Eldritch gods are scary, yo. o wo~ Especially for low-level characters.


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Thanks, Rednal! It's all so clear now. My God. It's full of stars.


"This is why one does not permit one's players to garner the use of such spells without really good reason. Mostly they exist for the Great Old Ones to use on hapless adventurers"

"I agree. Spells like that should be reserved for bad guys or at the very least, the players should have to pass through a few trials before gaining access."

I agree with both sentiments that some of the more deadly spells should be reserved for the bad guys. But, as I see it, that inclination does not itself excuse such a spell (Nuclear Chaos) being just a 6th level spell. Sure, a game designer can create a spell intended for NPCs and give it any level they want, and any damage they want.

But, after a certain point, they are ignoring the implied power range of a spell *and* game balance (which for any game designer, or any GM worth his or her salt should be a sacred guiding principle).

No spell of 6th level should be able to inflict 1d100 hp of damage. Consider the in-game aspect. If the spell exists within the game world, some long ago character had to have created it. If he makes a spell that can inflict, in game terms, 1d100 hp of damage, the spell complexities, raw magical energy consumption, exertion, etc. etc. of being able to create, learn and cast such a spell should require it to be much higher than 6th level.

It does not matter if an NPC or PC; mortal or god, is casting it. A spell of that degree of destruction is just simply not a 6th level spell. If one 6th level spell can inflict that kind of damage then there is no reason that other 6th level spells should not be able to do the same...the spell level, while on the one hand is a game mechanic of convenience, also has an in-game aspect of plausibility. It just does not make sense for spells of the same level to not be balanced... regardless of who is casting it, how much trouble they went through to get the spell, etc.


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*Wiggles hand a bit*

Eeeeeeh, not totally sure I agree with you. According to the spell creation guidelines, a 6th-level arcane spell able to hit multiple foes should normally have a maximum of 15 d6 damage dice - 90 damage, or about 52.5 on average (assuming 3.5 as the average roll).

Nuclear Chaos has a slightly higher max and a slightly lower average, but this is weakened a little by the fact that it's all on 1 damage dice. Assuming max die are rolled, a normal 6th-level spell couldn't do less than 15 damage (assuming foes fail any saving throws) - this spell can do less than the normal minimum, which is a distinct flaw when it fizzles.

It's also 7th-level for Clerics, who normally have a maximum of 15 d8 damage dice for a spread (or 120 max damage and 67.5 average, both of which are distinctly higher than Nuclear Chaos' power). Really, this spell is between 6th and 7th in power, and leans closer to 6th. I know the big dice looks intimidating at first, but based on the spell creation guidelines, I think Nuclear Chaos is in the right place.


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You make some great points. I think I had a knee-jerk reaction to the 1d100.


I may have, as well.


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GM Rednal wrote:
Mm. XD Do any parts stick out to you as particularly interesting?

Combat with Hastur is a losing proposition.


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"Combat with Hastur is a losing proposition."

Really? How so? Just kidding ;) When I first read the Hastur sneak peak on the kick starter page, it blew my mind. An amazingly innovative approach to a monster. But yes, the odds of surviving are...poor.


Finally started reading it...Only read the first few chapters. Love the new races (would have liked something more concrets for the cat variants though) and the Player's options are pretty nice. So yeah, Not too far in, but love it so far and can see some great potential there.

Definitely stealing Mordiggian from Strange Aeons for the ghouls though.


Maybe there should be a seperate thread for this;
Are there any adventures for this yet?
I can see a lot of material from Paizo's APs which could be used in a Cthulhu-themed campaign, but a good adventure written explicitly for this this great book would be nice.


GRuzom wrote:

Maybe there should be a seperate thread for this;

Are there any adventures for this yet?
I can see a lot of material from Paizo's APs which could be used in a Cthulhu-themed campaign, but a good adventure written explicitly for this this great book would be nice.

Yes 1 by Petersen Game on DrivethruRPG: Silence from Sommerisk.

It is design specifically to help introduce elements from this tome and it's adjustable for all levels.


Paizo Superscriber; Pathfinder Companion, Pathfinder Accessories, PF Special Edition, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Got my book.

<spock>Fascinating.</spock>


Andre Roy wrote:
GRuzom wrote:

Maybe there should be a seperate thread for this;

Are there any adventures for this yet?
I can see a lot of material from Paizo's APs which could be used in a Cthulhu-themed campaign, but a good adventure written explicitly for this this great book would be nice.

Yes 1 by Petersen Game on DrivethruRPG: Silence from Sommerisk.

It is design specifically to help introduce elements from this tome and it's adjustable for all levels.

Thanks, Andre Roy!

I will check it out:-)


I really love the new artwork. And since they have made the revised PDF available to those who bought it at no extra-charge, I really don't want this to be taken as a complaint, as again, the new artwork, is fantastic (some of it looks recycled as some of the pictures are clearly for a 1920s or later era, but who cares). However, I am wondering if someone can bring it to the attention of the designers (I was not a kickstarter supporter so I can't post on the kickstarter page)that the PDF hyperlinks now seem to be wayyyy off. And as much as I do love the artwork, having accurate hyperlinks was very helpful. I'd love to see accurate hyperlinks restored.


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This is THE book to bring that Call of Cthulhu feel into Pathfinder. I've used it to add elements to several of my campaigns and am currently using it to augment Strange Aeons.


BTW, Silence from Sommerisk is a nice adventure. It's actually designed for ALL levels with adjustment charts for every encounter from level 1 to 20.


Yeah, it does seem like a rather fantastic way to modify Strange Aeons. XD I'm sort of hoping that they make Elder Influences a canonical type of threat in PF2 (tweaked to fit the different system, of course)...

Paizo Employee Creative Director

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GM Rednal wrote:
Yeah, it does seem like a rather fantastic way to modify Strange Aeons. XD I'm sort of hoping that they make Elder Influences a canonical type of threat in PF2 (tweaked to fit the different system, of course)...

Glad to hear folks are gonna be using it to adjust Strange Aeons! :-)

(It was pretty therapeutic for me to be able to work so much on this book during a point when I was kinda miffed that I wasn't the one who ended up developing Strange Aeons—Adam did a GREAT job developing from my outline for that AP, but I still would have liked to carry that one through to the end. But Curse of the Crimson Throne's hardcover needed someone to handle it too...)

Dark Archive

I'm actually using it at the moment for the Strange Aeons AP.
It's pretty fantastic. :-)


Pathfinder Adventure, Adventure Path Subscriber
James Jacobs wrote:

Glad to hear folks are gonna be using it to adjust Strange Aeons! :-)

(It was pretty therapeutic for me to be able to work so much on this book during a point when I was kinda miffed that I wasn't the one who ended up developing Strange Aeons—Adam did a GREAT job developing from my outline for that AP, but I still would have liked to carry that one through to the end. But Curse of the Crimson Throne's hardcover needed someone to handle it too...)

I've been lightly dipping in this for my "StrangeOns" campaign. Most of the first book didn't call for more horror, but we finished the end-of-book encounter last session, and some... things... happened to a few PCs that involved saving throws that shall be resolved next time.

So far, so good.

I also ran the Curse of the Crimson Throne hardcover campaign, and that was great fun too.


Is the description of Azathoth accurate? I think I’m confused about something. It states that it’s influence begins at 90’, and doubles on the 2nd round, etc. The text states that after 22 rounds (which equates to 132 seconds or 2.2 minutes), it has grown so large that the whole world is destroyed at that point. I think the idea here is that by the 22nd round, it has grown to 35,746.91 miles, which is more than the circumference of the Earth (24,901 miles). So, somewhere between the 21st round and the 22nd round, it jumps from 17,873.45 miles to well over the size of the Earth (and I’m not sure what “world size” the book is referencing – Earth or the Pathfinder world).

But, the growth is given in terms of it’s *radius* - so, it’s diameter in any given round is double indicated, and it’s circumference is larger still. So, it’s own circumference becomes 28,061.32 miles in round 19, or after 114 seconds or 1.9 minutes. So, on round 19, not round 22, it is already larger than the Earth. So, you’ve got less than 1.9 minutes to defeat it. Presuming you can stay ahead of it’s incredibly swiftly moving field of expansion :)

I fully appreciate that the difference is meaningless. 2.2 minutes or 1.9 minutes, if you let this thing loose, the world is doomed. I just want to make sure I’m not missing something.


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The good news is that Azathoth is actually more likely to just get bored and leave before that matters. 8D


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Is it weird that I also want the version for 5th edition? I only play 3.5, and have no interest in playing 5th edition, but for some reason, I want the 5th edition version too LOL :)


Mu'tep wrote:
Is it weird that I also want the version for 5th edition? I only play 3.5, and have no interest in playing 5th edition, but for some reason, I want the 5th edition version too LOL :)

Does anyone know if there's a plan for making a version of Cthulhu for Pathfinder 2 when it comes out?


GRuzom wrote:
Mu'tep wrote:
Is it weird that I also want the version for 5th edition? I only play 3.5, and have no interest in playing 5th edition, but for some reason, I want the 5th edition version too LOL :)

Does anyone know if there's a plan for making a version of Cthulhu for Pathfinder 2 when it comes out?

Never mind - not going to play the new version after all.

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