Pathfinder Bestiary Three by Paizo.Izanami-no...
Yomi. Kami. Mikoto.
Grasscutter's true queen.
We are in a fellowship, we gamers, that share lots of overlapping mythologies. Personal mythologies, historical mythologies, religious mythologies, cultural mythologies. Monsters provide an interesting entry point to those; they are a window into the inner workings of the hobby, they are a barometer of how things stand. Pathfinder has always kicked ass in that arena-- remember all the Classics Revisited series?-- & this book isn't an exception. Reading it on the train last night, there were moments where I literally pumped my fist in the air out of excitement. Some of that exuberance you can chalk up to the martinis Pierce fed me, but the rest is pure teratology. On a side tangent-- one thing Dungeons & Dragons Fourth Edition did well was monsters. Having a number of powers for each critter makes them far more engaging than just a mess of hit points. Bestiary Three has learned that lesson well; you don't see a lot of stat blocks unadorned with bells & whistles. Special powers make monsters cool, in a way that having a high AC or doing lots of damage doesn't. Oh & the art? I can't see its praises enough. Take a look at the cover-- an undead knight, a cyclops & a bunch of kappa? Awesome. So awesome. Well done, Mister Reynolds.
Bestiary Three draws from a wealth of sources, & not all of them are the typical sort that you'd expect. Take the asuras & the rakshasas-- gosh, I wish I'd had these back in the last Third Edition campaign I was in, Mike's Oisos game. I played a Zoroastrian inspired astral deva, & these would have sure come in hand. I gotta tell you, I'd much rather see a maharaja rakshasa or a asurendra asura than a pit fiend or balor-- they have oodles more character than some generic hulking demon. Same thing goes for the Miyazaki-like kami & the oni; I really like seeing non-Western cosmologies well supported. Having kappa, baku, tanuki (minus any anatomical...er...emphasis), jurogumo & a shinigami (with face-meltingly good art) is fun, but the spiritual angle is more essential. It could support a non-Western setting. & when I say non-Western, I mean non-European...if you were running a game with elements of the Weird West in it, there is stuff for you, too! The Pale Stranger, &...a cannon golem?! Oh hell yeah...& then the next entry after "golem, cannon" is a fossil golem with Tyrannosaurus rex skulls for hands! That is what I'm talking about.
The first few monsters in the book aren't that great-- animals with shark fins, & such fodder-- but as soon as you get to the archons, it gets banging. An angel that is just an...orrery? & I was just talking about how I like my angels to be creatures of blood & iron & fire. There is the thalassic behemoth, which is just Moby Dick with lobster claws. A vulnudaemon looks like a creepy little Samara with a slit throat...& the bleeding gash has teeth! What. The contract devil is the above mentioned stereotypical diabolic figure...with really long horns all over his body, draped with Faustian paperwork. Pathfinder does good with fiends. Another pool, another legendarium that we gamers share is...well, the game itself. Some of these things can be...silly, but Paizo has done a good turn & made them a little less goofy. Two of the redeemed misfits are here: the flumph & the wolf-in-sheep's-clothing. If you want to get a little more Bas-Lag in flavor, there is the octo-merman caecalia & the garuda. & the lunar naga, for that matter-- it doesn't have a Bas-Lag connection but it sure seems like China Miéville could have invented it.
An unofficial tradition in gaming has been to take individual monsters from myth & make them into an entire species. Thus you get plurals of formerly proper nouns, like "medusas" & "hydras." Bestiary Three give a clever turn to this in a few entries, most notably norns-- they'll cut your thread!-- & humbabas. I really like Humbaba, & after rereading Gilgamesh I have thought about Humbaba's "aura" a lot-- & making it a Prismatic Aura is a wonderful touch. On a related note, I like having a section for sphinxes-- my biggest phobia, actually-- but I with the shedu & the lammasu were in that section. Come on, they are basically the same thing. My brain's fear center says so, anyhow. & the book finishes up strong. Bee people-- I remember rubbing my gums with bee people honey in
January 19 2012, 17:28:53 UTC 4 months ago
One thing you should talk about with the PF bestiaries is the unease of use. Those stat blocks are all small-print and confusing/sometimes useless information - you need a helpful shorthand for these beasts when they appear in a game. Those extra few seconds of scanning the page for DR types and energy immunities is hampering.
January 19 2012, 17:32:25 UTC 4 months ago
I have to admit, since I don't run that system, I have little chance to playtest stuff like that. However, that is interesting; I'm curious what you would make stat blocks look like? Give me one!
January 19 2012, 17:41:12 UTC 4 months ago
A lot of bold and underlines that I won't recapitulate here.
Here's an Imp they're getting ready to interact with
MASTER IMP HP 53 +3/RD (he regenerates)DR 10 (I don't usually fuck around with DR types - in this case it's 'good' so I'll just remember the Paladin doesn't apply it)
INIT 18 (I preroll monster initiatives)
POISON/FIRE/ACID COLD Immune-20 (since resist 20 is about the same as immunity at this point I don't bother with worries.
INT - 17 WIS - 14 (I always note the stats that will inform their tactics)
22 Stealth & At will Invisibility (just for my records - in case they search for him - I preroll the stealth checks too)
Bluff/Intimidate/Diplomacy 24 (just to have in case)
Melee - +16/+10 sting 1d4 + poison +4d6 sneak + Death attack w/ 3 rds. preparation
Poison DC 15 1d3 dex/1d3 cha (scarring/boils venom)
January 19 2012, 18:52:14 UTC 4 months ago
Messed Up dude
Attack: 6
Defence: 3
Health: OOOOOOOO
Special rules, like I can trade successes of damage to drag the person or each attack gives a cumulative -1 or whatever
I don't have a 4e book handy, I'd like to look at their block
Having it be HP & Regen it good, yes. I always liked DRs, I was heavy with them, but I had lots of weird materials, orichalchum & death-iron & whatever.
The pre-rolls are good, really good.
January 19 2012, 19:11:28 UTC 4 months ago
4e had really useful blocks - and if you had a printer you could just print them all out in block form - I like this as I use index cards for initiative - so you can have different types of monster acting on different rounds (better) and you can have at hand their whole stat block right there.
Oh - as for Pre-Rolls - I have a fairly strict policy of NPCs always taking 10 on anything. Out of fights they take 10 on saves, attacks everything. Just to keep it flowing and to make players seem more heroic.
January 19 2012, 19:25:53 UTC 4 months ago
I've always found DR to be easier to track then regeneration or fast healing! Maybe that is just me. & I know you are all about that, about spell immunity...In WoD if I used immunity I make it "all the damage just becomes one point" to the monster.
I use checklists for monsters/bad guys (& for everything else-- vignettes & such) so I can keep track of what they've done. Also, I think it is a good rule of thumb to ALWAYS have them try to react to what the PCs are specifically doing; if there is a smart guy & he sees the wizard shooting lightning, he should try to dump water on him or something. Even if it is suboptimal.
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January 19 2012, 22:34:53 UTC 4 months ago
Raises let you get things over - but if you're into the court-game, which is best, but played the most sporadically, you end up with all kinds of weird combos and you have to really pay attention to merits and flaws -as they have a strong mechanical presence at court.
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