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Pathfinder Roleplaying Game: Horror Adventures PDF

258 Pages·2017·67.87 MB·English
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Preview Pathfinder Roleplaying Game: Horror Adventures

HHH ooorrrrrrooorrr aaa dddvvveeeNNNTTTUUUrrreeesss HHH ooorrrrrrooorrr aaa dddvvveeeNNNTTTUUUrrreeesss HHH ooorrrrrrooorrr aaa dddvvveeeNNNTTTUUUrrreeesss CREDITS Lead Designer • Jason Bulmahn Designers • Logan Bonner, Stephen Radney-MacFarland, and Mark Seifter Authors • John Bennett, Clinton J. Boomer, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, Jim Groves, Steven Helt, Thurston Hillman, Eric Hindley, Brandon Hodge, Mikko Kallio, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Alistair Rigg, Alex Riggs, David N. Ross, F. Wesley Schneider, David Schwartz, Mark Seifter, and Linda Zayas-Palmer Cover Artist • Wayne Reynolds Interior Artists • Dave Allsop, David Alvarez, Hazem Ameen, Leonardo Borazio, Chris Casciano, Tomasz Chistowski, Alberto Dal Lago, Mariana Fernandes, Matt Forsyth, Gintas Galvanauskas, Igor Grechanyi, Kent Hamilton, Ralph Horsley, Chris Knight, Setiawan Lie, Daniel Lopez, Jaime Martinez, Nikola Matkovic, Mark Molnar, Caio Maciel Monteiro, Jose Parodi, Hugh Pindur, Maichol Quinto, Bogdan Rezunenko, Kiki Moch Rizky, Riccardo Rullo, Rudy Siswanto, Firat Solhan, and Richard Suwono Editor-in-Chief • F. Wesley Schneider Creative Director • James Jacobs Executive Editor • James L. Sutter Senior Developer • Rob McCreary Pathfinder Society Lead Developer • John Compton Developers • Adam Daigle, Crystal Frasier, Amanda Hamon Kunz, Mark Moreland, Owen K.C. Stephens, and Linda Zayas-Palmer Senior Editors • Judy Bauer and Christopher Carey Editors • Thomas Call, Lillian Cohen-Moore, Garrett Guillotte, Jason Keeley, Lyz Liddell, Kate O’Connor, Rep Pickard, and Josh Vogt Senior Art Director • Sarah E. Robinson Art Director • Sonja Morris Senior Graphic Designer • Adam Vick Graphic Designer • Emily Crowell Publisher • Erik Mona Paizo CEO • Lisa Stevens Chief Operations Officer • Jeffrey Alvarez Director of Sales • Pierce Watters Sales Associate • Cosmo Eisele Marketing Director • Jenny Bendel Vice President of Finance • Christopher Self Staff Accountant • Ashley Kaprielian Data Entry Clerk • B. Scott Keim Chief Technical Officer • Vic Wertz Software Development Manager • Cort Odekirk Senior Software Developer • Gary Teter Project Manager • Jessica Price Organized Play Coordinator • Tonya Woldridge Adventure Card Game Designer • Tanis O’Connor Community Team • Liz Courts and Chris Lambertz Customer Service Team • Sharaya Copas, Katina Davis, Sara Marie Teter, and Diego Valdez Warehouse Team • Will Chase, Mika Hawkins, Heather Payne, Jeff Strand, and Kevin Underwood Website Team • Christopher Anthony, William Ellis, Lissa Guillet, Julie Iaccarino, and Erik Keith Special Thanks • The countless players and Game Masters who have helped us refine this game over the years. This game is dedicated to Gary Gygax and Dave Arneson. Based on the original roleplaying game rules designed by Gary Gygax and Dave Arneson and inspired by the third edition of the game designed by Monte Cook, Jonathan Tweet, Skip Williams, Richard Baker, and Peter Adkison. This game would not be possible without the passion and dedication of the thousands of gamers who helped playtest and develop it. Thank you for all of your time and effort. Paizo Inc. 7120 185th Ave NE, Ste 120 Redmond, WA 98052-0577 paizo.com This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or the 3.5 edition of the world’s oldest fantasy roleplaying game. Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.) Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo game product are Open Game Content, as defined in the Open Game License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission. Pathfinder Roleplaying Game Horror Adventures © 2016, Paizo Inc. All Rights Reserved. Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, the Pathfinder logo, and Pathfinder Society are registered trademarks of Paizo Inc.; Pathfinder Accessories, Pathfinder Adventure Card Game, Pathfinder Adventure Path, Pathfinder Battles, Pathfinder Campaign Setting, Pathfinder Cards, Pathfinder Flip-Mat, Pathfinder Map Pack, Pathfinder Module, Pathfinder Pawns, Pathfinder Player Companion, Pathfinder Roleplaying Game, and Pathfinder Tales are trademarks of Paizo Inc. First printing July 2016. Printed in China. TABLE OF CONTENTS INTRODUCTION 4 CHAPTER 3: FEATS 76 Feat Descriptions 79 CHAPTER 1: HORROR CHARACTERS 6 Playing a Horror Hero 8 CHAPTER 4: SPELLS AND RITUALS 96 Fear 10 Spell Lists 98 Sanity 12 Spells 108 Corruption 14 Occult Rituals 132 Accursed 16 CHAPTER 5: HORROR RULES 134 Deep One 18 Curses 138 Ghoul 20 Horrific Diseases 146 Hellbound 22 Environments 152 Hive 24 Fleshwarping 164 Lich 26 Haunts 172 Lycanthropy 28 Madness 182 Possessed 30 Promethean 32 CHAPTER 6: Shadowbound 34 RUNNING HORROR ADVENTURES 188 Vampirism 36 Rules Improvisation 206 Race Rules 38 CHAPTER 7: CHAPTER 2: HORROR GEAR AND MAGIC ITEMS 210 ARCHETYPES AND CLASS OPTIONS 42 Torture Implements 212 Alchemist 44 Alchemical Items 213 Barbarian 46 Magic Items 213 Cleric 48 Magic Item Possession 228 Druid 50 Inquisitor 52 CHAPTER 8: BESTIARY 230 Investigator 54 Dread Lord 234 Kineticist 56 Hive 236 Medium 58 Implacable Stalker 238 Mesmerist 60 Kyton, Apostle 240 Occultist 62 Trompe l’Oeil 242 Paladin 64 Unknown 244 Slayer 66 Waxwork Creature 246 Spiritualist 68 Simple Templates 248 Vigilante 70 HORRIFIC INSPIRATIONS 252 Witch 72 Wizard 74 INDEX 254 Introduction Terrible things lurk in the world’s dark places. Although NAVIGATING THIS BOOK these foul horrors might shy away from sunny fields This book is organized by chapter, with each one containing and verdant forests, don’t mistake their reluctance for rules grouped by type and theme for ease of reference. The weakness. They rule supreme in the realms of terror, and following overview summarizes each chapter to give you an those who seek to put an end to such monsters must risk it idea of what you’ll find inside. Finally, if you’re searching for all—body, mind, and soul. a specific topic, refer to the index located on page 254. Pathfinder RPG Horror Adventures includes a wide variety of Chapter 1—Horror Characters: Characters stand at the rules and advice for players and GMs to amplify the horror heart of any horror adventure. Whether forced into the in their games. Players will have to manage their sanity; darkness or venturing there willingly, these protagonists avoid corruption; and select the right spells, feats, and gear face danger beyond their imagining. This chapter helps if they hope to have any chance of survival. Meanwhile, GMs players fully understand the risks their characters are taking are presented with numerous new subsystems, expansions by confronting the terrible forces of horror. to diseases and madness, horrific environments, and The first section provides a more robust fear system. sinister monster templates to challenge any hero. Horror These additional rules help GMs build a sense of dread and Adventures includes plenty of ways to transform even the make states of mind ranging from nervousness to mind- most innocent-seeming setting into a potential nightmare! rending terror integral to the game. Following this are rules 44 Innttrroodduuccttiioonn for sanity that present players with a way of gauging their Book References characters’ mental stability when confronting terrible truths and monstrous foes. This book refers to a number of other Pathfinder Roleplaying Finally, this chapter contains a brand-new system of Game products, yet these additional supplements are not corruptions to tempt and torment characters. It includes 11 required to make use of this book. Readers who don’t have different corruptions that can pollute a character’s very soul, the Pathfinder RPG hardcovers referred to in this book can each one progressing over time to offer enticing benefits find the complete rules of these books available online and inflict accursed stains. These corruptions are followed for free at paizo.com/prd. The following abbreviations by a section detailing alternate racial traits for characters indicate rules elements such as feats, spells, and magic who are born and raised while surrounded by horror. items from other sources. Chapter 2—Archetypes and Class Options: When evil forces threaten civilization, characters need the proper tools Advanced Class Guide ACG to fight back. From the cult-hunting investigator who can Advanced Player’s Guide APG sense the madness in others to the soul sentinel paladin Advanced Race Guide ARG who fights endlessly against the tide of corruption, there are Bestiary 2 B2 plenty of character ideas here that will fit seamlessly into Bestiary 3 B3 any horror adventure. Bestiary 4 B4 In addition, many of the archetypes in this chapter make Bestiary 5 B5 imposing villains who can strike fear and terror into the Occult Adventures OA hearts of PCs, such as the sanity-draining mad scientist Ultimate Combat UC alchemist or the serial killer vigilante! Ultimatie Intrigue UI Chapter 3—Feats: This chapter features a variety of new Ultimate Magic UM feats useful to players and GMs who wish to craft horror- themed characters and creatures, including many new monster feats, such as Gruesome Shapechanger, which Haunts also make an appearance in this chapter, including makes a shapechanger’s transformation a sickening thing to new examples and haunts that are immune to divine power behold. Also included are an expansion on story feats, first and must be dispelled using other means. Finally, this chapter presented in Pathfinder RPG Ultimate Campaign and feats looks at madness and how to integrate it into games, making that enhance spell-like abilities.  this an invaluable section for GMs using the sanity system. Chapter 4—Spells and Rituals: Spells and magic are Chapter 6—Running Horror Adventures: While many important elements of any horror game. They give villains games feature frightening elements, turning games into a the tools needed to perform vile rituals and grant heroes tapestry of terror takes careful planning and consideration. a chance to fight back or even undo past misdeeds. This This chapter gives GMs guidelines and suggestions on chapter contains spells powered by the caster’s sanity or by running horror games, from selecting the genre of horror to the sacrifice of another living being. The forces of good aren’t creating an adventure with the right pacing, and reveals how without hope, however. This chapter also provides many to sow tension in your players as much as their characters. spells that ward off evil and pronounce damnation on the Novice and veteran GMs alike will find a trove of tips in this souls of the wicked. chapter to help improve their horror games. Chapter 5—Horror Rules: GMs armed with the proper Chapter 7—Horror Gear and Magic Items: Gruesome tools are well on her way to creating memorable horror games. torture implements and wicked magic items make up the This chapter presents a selection of rules and subsystems that bulk of this chapter. From the murderer’s machete to the can enhance any game by giving it a suitably horrific focus. needful doll, there are plenty of foul items here to bedevil An expansion of the rules for curses gives these afflictions a heroes. Fortunately, this chapter also includes protective bigger role and makes them even deadlier. In addition to new talismans and other tools to help those fighting against evil. curses and cursed items, this section provides rules for cursed Finally, this section contains rules for possessed magic lands—places scarred by divine retribution or befouled by items—objects that become vessels for evil forces intent upon sinister forces. Also, diseases become significantly more corrupting their wielders and those around them. dangerous, with effects that change over time and templates Chapter 8—Bestiary: What examination of horror would to turn existing poxes into terrifying plagues. be complete without a look at monsters? This chapter This chapter next examines the environments typical to presents a number of new templates and simple templates a horror setting—from spooky locations to deadly hazards. to alter any monster into a living terror. From implacable Fleshwarping is greatly expanded as well, giving GMs plenty stalkers to simulacra made of living wax, these creatures will of new ways to twist the bodies of heroes and villains alike. have characters quaking in fear! 55 Horror Characters 1 eelah!” Sajan S gritted his teeth and retreated as another gout of lava sprayed up between them, forcing him back. He whirled on the devils. “What are you doing to her?” “It’s okay, Sajan.” Hanging in the air, arms outstretched, Seelah opened her eyes, revealing flat planes of red. A blade of crimson energy sprang from each hand. “I understand it all now. I was right to follow the law, but Iomedae’s law is weak. There’s only one god with the vision to see things as they truly are. Who’s willing to do what must be done.” On her forehead, an inverted pentagram blazed to life. “And I am his sword...” The life of an adventurer has never been safe or get the most out of their characters, players in a horror game comfortable. Terrible dangers lurk around every corner should consider their characters anew. This section is aimed and the threat of death is a constant companion. Despite at the player, and provides tips on how to create suitable such grim realities, far more horrifying fates await those who characters for horror-themed Pathfinder RPG adventures. It find themselves facing off against true darkness: nightmares also touches on how you, as a player, can participate in horror- that thirst for the tears of the innocent and hunger for the themed games in ways that make the story more unnerving flesh of the living. Adventurers who find themselves in a for everyone at the game table. horror game must be prepared to face terror, madness, and threats to their very souls. Participating in Horror Adventures This chapter contains new options and advice for players First and foremost, understand that horror games are in a horror game. The majority of the chapter is focused on meant to be creepy. If you don’t want to risk being actually corruptions, a new subsystem that allows players to take on frightened, you don’t have to play. If you do want to play, the role of a character slowly transforming into a monster make sure you’re familiar with the Horror Games and and gaining strange new powers and drawbacks. Additionally, Consent section on page 190. there are new racial abilities, more detailed and nuanced rules Aside from their macabre themes, many horror games for fear, and a sanity system that tracks the stresses that weigh involve a different, intentionally darker sort of storytelling upon a character’s mind and the terrible scars they leave. than other Pathfinder games. In a horror-themed game, the GM is juggling her story and the game’s rules to not just PLAYING A HORROR HERO tell a story, but to create an atmosphere of dread within the To run an effective horror-themed adventure, the GM has to game. Joking around out-of-character and getting distracted think about her game in a different light. In the same way, to can wreck the mood the GM works to create. Laughter relieves tension, which might be exactly what the GM is trying to foster. At the start of your horror game, point out this section to the GM and have her answer the question: How serious do you want the game to be? Building Horror Characters Characters in horror-themed campaigns are usually no less skilled or powerful than those in other Pathfinder RPG campaigns. The GM might also have special guidelines or expectations for the game’s characters— particularly in the cases of supposedly fearless classes, like paladins—so make sure that you and she are on the same page regarding character creation before you get to work. During the process of creating your character, also keep this question in mind: What is my character afraid of? This isn’t something that’s going to come back and make your character weaker; it’s a consideration to help you get into your character’s head. Probably the biggest difference between horror adventures and other games is that they encourage you to have a more intimate understanding of your character as an individual, not just as an assemblage of numbers. Take a look at the sidebar on page 9 and consider working some of those elements into your thoughts about your character. These story elements will help your GM involve 88 HHoorrrroorr CChhaarraacctteerrss 1 your character more deeply in the story, and help you as a Aspects of Horror Heroes player understand what your character fears and how your character might confront or avoid those fears. The GM is telling a story and wants to include you in it. Consider including one or more of the following aspects and Plan to Be Frightened let your GM know so she can work them into her stories. Characters who aren’t afraid of anything—or who are Have a Goal: Strive to be the best at something, to create incapable of emotion—are the worst characters to play in something, to see a place, to get married, or to achieve a horror adventure. If the slasher bursts onto the scene and some other goal. Whatever it is, have something you want no one’s startled or frightened, that’s a bad sign for a horror above all other things. game. Fight-or-flight responses, instant reactions, and Have a Reputation: Maybe you’re a great juggler, or expressions of revulsion are key components of a terrifying maybe you slipped on the stairs in front of the whole town. scene. In horror adventures, it is the GM’s job to set up grim Whatever it is, it’s something locals remember about you. scenarios, and it is part of your job to consider how your Have a Friend: Whether a friend from school, a coworker, character would actually react to these situations. an army buddy, or someone you saved, have someone That doesn’t mean your character needs to be a shrieking you’re close to and whom you wish well. coward, though. Your character likely is skilled with weapons Have a Home: It might be a neighborhood you love, your or has the power to magically manipulate reality. By the parent’s house, or a room you rent; in any case, it’s the place same token, your character should also be a person. In the you call home. face of a terrifying encounter, consider how your character Have a Signature Item: A signature item is something would respond. If you’re not sure, think about your own that is recognizably yours, be it a weapon with a distinctive reactions when to being frightened or unsettled in the past. grip, a piece of jewelry, a lucky charm, or your favorite scarf. If you decide that your character would probably have Have a Problem: Maybe you don’t have any money, a some sort of startled reaction to a scene, consider expressing member of your family is sick, or you’re trying to get home. that. Your character’s actions might even intersect with Whatever the issue is, you’re doing your best to solve it. specific game rules. As such, here’s a list of reactions Have a Secret: Maybe you can’t read, left your crewmates to frightening situations common among Pathfinder to die, or made your long-lost sister run away. This should be characters. Sometimes your reaction will be strong or something that would embarrass or endanger you if others important enough to warrant flight or a moment of shocked found out. paralysis, but in other cases you just want it to be flavorful Have a Reason to Be Brave: Maybe it’s to be like your and not impede a more strategic response. hero, maybe it’s to repay a debt, maybe it’s for your child, Cast a Protective Spell: You gird yourself with magic. but have a reason to occasionally face your fears. Draw a Weapon: Usually done while taking a step back, you both prepare for and distance yourself from danger. Gape: You hold your ground, but look on in shock. that comes to mind, emulating more instinctual reactions Guard: Moving into position between the threat and an to horror. Frightened or distraught people don’t make the ally, you try to prevent another from seeing the scene. best decisions, so don’t be afraid to make a snap judgment, Pray/Swear: You call upon the gods or verbally express shock. act rashly, or react without consulting the group. In any case, Retreat: You seek escape if the situation is overwhelming. your choice of action should usually be whatever you think Screaming might also be an obvious reaction, but that will be the most fun or interesting for the entire group. tends to be the domain of victims, not heroes (though, everyone has the occasional less-than-heroic moment). Conspiring with the GM Retreating also seems distinctly unheroic, but in a horror Sometimes, your choices might mean playing along with the game, that might occasionally be the prudent choice, GM. The GM is not your opponent—she’s the conductor of especially if it is clear that a threat outmatches your group. a symphony in which you’re a star performer. If she seems Remember that in horror games, combat is not always be the to be hinting hard toward a course of action, consider going surest path to victory. along with it or mentioning to the whole group why you don’t want to. The GM might also use any number of “special Roleplaying Fear effects” during a horror game, such as providing certain When your character confronts a shocking scene, ask characters with information only they know or asking to yourself what your character would do, what you would want roll your dice for you in a specific situation. If that happens, to do, and what you would really do. These questions often oblige your GM. It could mean nothing or it could portend have different answers. Let those answers influence how terrible things, but whatever the case, your GM isn’t trying to you react. Alternatively, you might hang on to the first thing cheat you. You’re all just trying to make the game more fun. 99

Description:
There are things that dwell in the dark places of the world, in long-abandoned crypts or musty attics—terrible things that can destroy your body and shatter your mind. Few individuals would think to seek out such nightmares, but those drawn into the darkness often find it infecting them, corruptin
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Most books are stored in the elastic cloud where traffic is expensive. For this reason, we have a limit on daily download.