As long as mortals have feared what awaits them after death, the threat of damnation has loomed. Powerful fiendish lords rule the deepest, darkest reaches of the Great Beyond: archdevils, demon lords, the Horsemen of the Apocalypse, and more. Such is the power of their evil that even angels cannot resist it—when one servant of Heaven cataloged all the evil in existence in the Book of the Damned, Heaven's judges doomed him to exile, appalled at what he had wrought. And now you hold those horrors in your hands!
Pathfinder RPG Book of the Damned explores the evil planes and their fiendish rulers as they exist in the Pathfinder Roleplaying Game. This imaginative tabletop game builds upon more than 10 years of system development and an open playtest featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into a new era.
Pathfinder RPG Book of the Damned includes:
Descriptions for dozens of archdevils, demon lords, Horsemen of the Apocalypse, and other fiendish divinities, including the foul boons they grant to their most devoted followers.
Explorations of otherworldly fiendish realms, including the infernal reaches of Hell, the death-haunted expanses of Abaddon, and the nightmare depths of the Abyss.
Several brand-new monsters to fill out the ranks of all 11 of the fiendish races, from sinister classics such as demons and devils to new favorites like asuras and sahkils.
New blasphemous rituals, magic items, powerful artifacts, and spells to arm your villains with or for heroes to discover and defy.
Three fiend-focused prestige classes, ready to vex and terrify adventurers who dare stand against their plots.
An extensive collection of in-world excerpts from the sinister pages of the Book of the Damned itself.
... and much, much more!
ISBN-13: 978-1-60125-970-7
Content Advisory Pathfinder Roleplaying Game: Book of the Damned deals with many dark and intense concepts. The topic of demons and devils is not for everyone, nor is exploration of the themes these fiends embody and the practices they demand of their worshipers. You should make sure that your game group is comfortable with the contents of this book before using them in play—if even one player is uncomfortable with including some of the concepts in here, you should set those portions of the book (or the entire book) aside and focus on other plots for your game. Buyers should beware that the content of this book is not appropriate for all ages, and parents especially are encouraged to review the book before buying it.
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Paizo's Book of the Damned does the nigh unthinkable in the increasingly politically correct gaming industry, in that it is filled with truly evil beings that commit hideous and offensive acts upon the universe. This book collects the best selling Book of the Damned series from Paizo and adds new parts here and there. If you have the previous books, it is still worth getting this for the new material, but your mileage may vary.
I absolutely love how much this book triggers people! I'd expect nothing less from a product called "Book of the Damned." The art is absolutely gorgeous, the lore is evocative and the evil contained within will help you unleash the hordes of heck on your unsuspecting players - and they'll thank you for it.
It's sold out now, so if you see a copy somewhere, snatch it up! This will be a much sought after collector's item for years to come.
Thank you for treating your customers like adults, Paizo. Every toolbox needs evil toys and this book helps fit that bill!
first 2chapters are horrid, the art is garbage. Last 3 chapters steadily grow better. I'd write more and have, but this stupid program keeps deleting my reviews! Therefore, PM me if you really want to know.
I would not recommend this book to anyone except DMs who wanted a lot of deep flavor text on evil gods, evil planes and evil outsiders. The vast bulk of material is stuff that the DM can read in order to form a more coherent world view inside his head, but much of the material is such that it is not only useless to players mechanically, but even further, it is even difficult to convey to players flavor-wise.
Of the 280+ pages, about 120 (so almost half the book) is spent on detailing evil gods that were too small to receive full writeups in previous products. Gods like Baphomet, Dispater, Kostchtchie, Lamashtu, Mephistopheles, Moloch, Nocticula, Orcus, Pazuzu and Szuriel receive two-page writeups -- about 50 in total, covering about 100 pages. The other 20 pages in this section offer two-page writeups for 10 groupings like "Asura Ranas" and "Daemon Harbringers", giving brief detail to groupings gods even smaller than those who merited full two-pagers per individual. This section is essentially useless to players, but the DM can make some use of it for players by building cults that worship these guys and positioning them as enemies that have some of their background fleshed out thanks to this book. Having said that, spending almost half the book to detail the obscure gods of the guys who are going to be sword fodder for the players in three combat rounds? I think a hardcover slot could have been used for something much more useful.
The next 40 pages cover evil planes like Hell and Abyss. This, I think, is one of the more useful sections in the book, because at higher levels, players and campaigns are often going to be venturing into these environments, so getting more detail on them is very good stuff, and the DM can really use this as very concrete setting material for adventures. I actually wish that the art budget from the entire first section had been put into this section, because getting lots of cool images to use as visual aids to show players when they venture into a plane would have been extremely useful to me as a DM. Unfortunately, this is the smallest of the book's four sections, showing a big disconnect between what Paizo thinks we need and what I feel I need.
The third section is essentially the crunch section. Feats, domains, magic items, prestige classes and stuff like that. 95% of it is useless to players, and essentially exists just for the DM to build bad guy statblocks that the players are never going to see. There's a few occasional things that the players can use, like the Moon and Rivers subdomains, but by and large this section is useless unless you are the sort of DM who gets enjoyment out of building statblocks for your bad guys.
The fourth section is called a bestiary, but don't think it's like the Bestiary books simply presenting statblocks -- it has that too, but only about 14 of its 40 pages are statblocks for new monsters. The larger part of this section is flavor descriptions going over existing outsiders (like six pages for devils, six pages for daemons and six pages for demons) and giving them more flavor than existed previously. It's...not useless, I suppose. Some of the evil outsider flavor can be useful for DMs to flesh out encounters between evil outsiders and players. I guess this would be my second favorite section of the book, after the evil planes section.
Finally there's an appendix that presents excerpts from the in-world Book of the Damned in replica-like format as if you were reading the actual book. Kind of neat as a novelty but I didn't feel I got much use out of it.
So essentially there's five sections -- Gods, Planes, Crunch, Bestiary and Excerpts. Gods and Crunch are mostly only useful to build the bad guys of the campaign. Gods is more flavor side, Crunch is more crunch side. But I seriously question the decision to devote over half a hardcover to material that is mostly just useful to build the guys that might be dead in three rounds. My dislike for this decision is a big reason why I only give the book one star. Planes and Bestiary are more useful sections, but they are only about 80 of the book's 280+ pages. Bestiary is about as big as it needed to be -- I don't need any more flavor or statblocks that were presented there, so I wouldn't have wanted to see that section expanded further, but Planes could have and IMO should have been expanded far more. I could have used much, much more detail on the adventuring environments that I as DM could present to players.
Overall I just feel like this book was a big misstep and mis-gauge in what is useful. At least from my personal perspective -- other DMs may disagree. And it's miscategorized -- this book should have been in the DM-focused Campaign Setting line like Inner Sea Gods, to which it is sort of an evil sequel, rather than in the core line where, IMO, books should be more player-useful.
I should add one exception. This book could be really useful and worth its price if you are running an evil campaign. In that case, all the evil gods stuff and evil crunch stuff will actually be player-useful, which rockets the utility of this book upward. If you are running an evil campaign, I would actually consider this a four-star book.
The best thing about the new Book of the Damned that can truly be said to be original to it, is the completed list of obediences. The rest of the material consists of reprints from the prior Books of the Damned, or retcons to that material that create new problems. As seems to be the usual case, the demons and the devils take the lion's share of the material, while the daemons, despite theoretically being among the Big Three of the fiendish races, are left to language in comparative obscurity; minor demon lords receive longer write-ups than in prior books, and Asmodeus' Queens of the Night get full write-ups for the first time, but among the deamons the Horsemen and the Horsemen alone receive any attention.
Perhaps the worst thing about the book however, is the artwork. While there are a few good, new pieces, usually marking the spaces between sections, most of the individual portraits of the archfiends are reprints from prior books or stunningly ugly (or in the case of the archdevil portraits from Bestiary 6, both).
I loved the prior Books of the Damned and wanted to like this book. In the end though, what little new material there cannot compensate for the book's faults, and the bad quality art makes it actively cringe-inducing to look on. Save yourself the money and buy something else.
what we really need is a way to become a Qlippoth, Demodand or Div
Well, there's already a way to become a qlippoth. See the iathavos's Bestiary entry for more information.
Spoiler:
I know it's not what you're looking for. Of all the outsider races, though, qlippoth are the least appropriate for that sort of thing.
Any transformation into a qlippoth should be completely destructive of mortal identity. It's happened in an AP, and that should serve as a good example of how such transfiguration should play out.
As for becoming a div, one of the APs features an NPC who became one through ritual infection. So there's definitely precedent.
No method of demodand transformation is currently known. I suppose it's not impossible, though...
I honestly don't see reason why all fiends would try to convert mortal into them .-.
I mean, okay, maybe some mortal would want to do that, but not other way around. Its kinda like how I don't think there is way for mortal to become true dragon since its not like true dragons are interested in helping them figure that out
Fiends don't try to convert mortals into them (with the exception of kytons, who see it as a service to us to make us like them). What the fiendish apotheosis ritual is is more of a mortal being jealous of a demon's power (or any fiend; the ritual doesn't only have to work on demons) and doing a ritual to transform into a fiend. This was a key plot point for Burnt Offerings; check that adventure out for a reason why a mortal would want to become a fiend. It's very much a case there as well of a mortal seeking the change out, not a fiend approaching a mortal. Once a mortal DOES make the approach, most fiends are eager to help though, because one less mortal and one more fiend is just solid math.
I think oni fit the mortal transformation thing better then kytons and it is not just mostly humans but any humanoids can "play".
I'm... really not sure why you would think that.
Kytons are pretty much 100% about apotheosis into greater forms as a philosophy, usually through pain and torment, and especially where mortality is concerned. Their most common representatives are called "evangelists", after all. The theme of transfiguration is evident both in their inspirations and in the forms and themes of many of Pathfinder's kytons.
Oni, by contrast, are evil spirits made flesh. They take on humanoid forms to experience the hedonistic pleasures of the physical world, but there's no particular reason they'd want to turn humanoids into oni - in fact, that means less food/drink/companionship for them. At best, they might want slaves or minions... and humanoids serve just fine in that regard as they are. (It also bears noting that the only known example of a humanoid becoming an oni was presented as a terrible curse.)
I think it in part get's confusing because we attempt to categorize spirits from folklore in way's older cultures did not.
For example, Kami and Oni are simply what my culture would call Sidhe/Fey....some are "good" (a totally subjective state)....some not so much.
But the current game mechanics tend to mandate a categorizing of things that is not actually representative of how they would have been viewed in folklore.
Not that I'm not excited but since I play PFS mostly and I love new archetypes...I am dead certain none of them are gonna make em into organized play.
At least one of the prestige classes here, the diabolist, is already legal for PFS. Some of the deities are as well. With such a major product release, who knows - there may even be a few new legalizations*.
After all, if they'll let the destructive followers of Rovagug join the Society, a priestess of Nocticula shouldn't be that hard a sell.
*:
This is merely speculation on my part; I have no insider information to support this notion.
Yeah, daemons don't really want anything to do with mortals if they can possibly avoid it unless in the end (like daemon worshiping cults) it causes more death. Knowing that they themselves are created from mortals is probably a cause for horrific self-loathing rage among daemons (and many probably refuse to believe it). Mortals souls that end up becoming daemons really happen only because they're the few that manage to avoid being eaten on Abaddon (and virtually always by preying upon their fellow petitioners). It'd be a rarity for a mortal to gain the aid of a daemon to become a daemon.
I hope we'll be getting stats for new fiends if this manual has a bestiary in it. I'd love to see Paizo Publishing's take on the following Wayfinder Devils:
I have been waiting patiently for a re-write of the Cabal Devil (Unila) and new art for them..... for years.....I have gotten to the point where I don't dare to hope anymore.....
I watched the Know Direction related to this recently, and I seem to recall Mr. Jacobs saying that the Bestiary section here would include "one new outsider of each subtype".
I watched the Know Direction related to this recently, and I seem to recall Mr. Jacobs saying that the Bestiary section here would include "one new outsider of each subtype".
Huh, okay, that's cool. I hope we'll also see rewrites of the fiends that haven't been in Core yet.
I believe that he also mentioned that any fiend from the original three BotD volumes (that hadn't yet been reprinted) would be appearing in B6. This was to make room for the new fiends here.
Part of me knows I wont get much use out of this book because I use a different cosmology in my games, but another part wants to see new outsider stats and archetypes.... decisions decisions.
I believe that he also mentioned that any fiend from the original three BotD volumes (that hadn't yet been reprinted) would be appearing in B6. This was to make room for the new fiends here.
Only fiends that appeared in the BotD volumes eh? Not in any Adventure Path, Player Companion, or Campaign Setting manual?
I believe that he also mentioned that any fiend from the original three BotD volumes (that hadn't yet been reprinted) would be appearing in B6. This was to make room for the new fiends here.
Only fiends that appeared in the BotD volumes eh? Not in any Adventure Path, Player Companion, or Campaign Setting manual?
I believe that he also mentioned that any fiend from the original three BotD volumes (that hadn't yet been reprinted) would be appearing in B6. This was to make room for the new fiends here.
There are some great Daemons that still haven't been printed, I'm glad to hear that.
Part of me knows I wont get much use out of this book because I use a different cosmology in my games, but another part wants to see new outsider stats and archetypes.... decisions decisions.
There will be archetypes right?
Why not? I'm stoked for it to add stuff to my Planescape Campaign, but I'm just thrilled to pull stuff for Eberron. Will everything be directly adaptable? No. But there will still plenty inspiration.
Part of me knows I wont get much use out of this book because I use a different cosmology in my games, but another part wants to see new outsider stats and archetypes.... decisions decisions.
There will be archetypes right?
No archetypes. Archetypes aren't really appropriate content for this book; sorry.
Ahoy all! A few more notes for folks to mull over...
As of the printing of Bestiary 6, all of the new demons, devils, and daemons that first appeared in the bestiary chapters of the first three Books of the Damned will be in hardcover bestiaries (this includes all the daemons from BotD3 and the demons from BotD2 that weren't yet updated). I made sure to include those reprinted demons in Bestiary 6 SPECIFICALLY to open up space in the hardcover Book of the Damned.
The categories of fiend* are as follows:
Asura
Daemon
Demodand
Demon
Devil
Div
Kyton
Oni
Qlippoth
Rakshasa
Sahkil
Details on the demigods/quasi-deities for each of these fiend races are included, be they full two-page entries for devils and demons and daemons (or Ahriman, since there's only one div boss), or in a much abbreviated format for the other fiend races (in a similar way to how we presented information on nascent demon lords in BotD 2).
And since all the new monsters have been reprinted, we were able to fill up the hardcover's bestiary with all-new fiends. I didn't want to reprint any here. I specifically wanted to have one new fiend of each of the races detailed above to have a new monster in this book, NOT a reprint for some and a new thing for another.
*There's actually one more fiend; the dorvae. This is a weird outlier** though, since there's only one type of dorvae—they're not a category as much as a singular entity. We spend a bit talking about them in the book, but they aren't a type of fiend we expand upon with new categories because the point is there's only one type of dorvae.
**One COULD interpret the hundun as another type of fiend, but I chose not to. They're evil outsiders, but they have such an interesting self-contained mythology that I decided that they're more akin to something to do with the Lovecraft mythos than a race of fiends that is inexorably tied to the process of life/death/soul/rebirth.
The hundun is actually an extraplanar aberration anyways, so I always presumed they didn't fit the fiend category. And yeah, there's plenty of singular evil outsiders* anyways, though it'll definitely be cool to hear a bit about the dorvae. Hmm, now I kind of wonder how sahkils and xills get along, if at all. Out of curiosity, will various creatures such as, say, cerberi, hell hounds, and hellcats, who are generally subservient to devils (I think?) and their role among devilkind be touched upon?
*Such as...:
...achaierais, apocalypse locusts, baregaras, barghests, bebiliths, belkers, cerberi, dorvae, hell hounds, hellcats, hounds of Tindalos, lamhigyns, night hags, nightmares, shadow mastiffs, shining children, soul eaters, vargouilles, vescavors, xacarbas, xills, and yeth hounds! Of course, many of these have particular roles on various planes or are primarily subordinate to other particular extraplanar groups...
The hundun is actually an extraplanar aberration anyways, so I always presumed they didn't fit the fiend category. And yeah, there's plenty of singular evil outsiders* anyways, though it'll definitely be cool to hear a bit about the dorvae. Hmm, now I kind of wonder how sahkils and xills get along, if at all. Out of curiosity, will various creatures such as, say, cerberi, hell hounds, and hellcats, who are generally subservient to devils (I think?) and their role among devilkind be touched upon?
** spoiler omitted **
Those monsters aren't fiends, but many of them are mentioned here and there in the book.
Why not? I'm stoked for it to add stuff to my Planescape Campaign, but I'm just thrilled to pull stuff for Eberron. Will everything be directly adaptable? No. But there will still plenty inspiration.
All of the fiend types or fiendish planes have different flavour in my setting, and the themes of each type in this book sounds like it will be very focused to best emphasise the narrative differences between the various fiends (for example when I flicked through one of the Books of the Damned I noticed the giant level of focus it had associating demons with various sins). This makes sense, since Paizo would want to ensure each type of fiend is a very different experience.
James Jacobs wrote:
No archetypes. Archetypes aren't really appropriate content for this book; sorry.
Disappointing but understandable. I was hoping there might be things in a character option section like unchained eidolon subtypes for the various fiends which don't have material yet, stuff for minions of various fiends, rakshasa themed monk archetypes, etc. But I can see why you'd prioritise other things.