Tải bản đầy đủ (.pdf) (1 trang)

Sandy petersens cthulhu mythos (1) 8

Bạn đang xem bản rút gọn của tài liệu. Xem và tải ngay bản đầy đủ của tài liệu tại đây (349.72 KB, 1 trang )

I Getting Started
Using This Book
In the second part of the book, GMs will find
new tools for challenging player characters, including
descriptions of many dangerous cults and their tactics,
rules for facing the overwhelming power of Great Old
Ones and Outer Gods directly, and dozens of horrific
Searchers after horror haunt

monsters, including many new interpretations and

strange, far places.

reprints of Mythos monsters previously published for

—The Picture in the House,
H. P. Lovecraft

the Pathfinder Roleplaying Game system. All of these
rules are generally useful for building antagonists in
any campaign, but they are especially appropriate for
one that involves the Mythos to some degree.
All of the rules in this book can be used with
just the Pathfinder Roleplaying Game Core Rulebook
and Pathfinder Roleplaying Game Bestiary, but a few
optional elements are provided for groups using a wider

This book provides rules for both players and game
masters (GMs) to incorporate elements of the venerable
Cthulhu Mythos into their Pathfinder Roleplaying
Game. Inside, you will find tips on how to run fantasy


horror games, rules for new playable races, options to
customize player characters' class features for cosmic
horror games, new rules for dread and insanity in the
cosmic horror tradition, new spells and a new ritual

variety of Pathfinder Roleplaying Game books. In some
cases, where our new foes and rules were best captured
by material printed in other Pathfinder Roleplaying
Game books (such as Great Old Ones offering the Void
domain or Father Dagon's tsunami spell-like ability),
we reprinted those rules in the appropriate section for
ease of use. This reprinted text clearly indicates the
source it came from.

magic system, new items and artifacts, and more.
Players will find the most use in the races, class
options, dread and insanity rules, spells, and items
(with the exception of some spells, rituals, and items
linked directly to Great Old Ones and Outer Gods).
Chapter 3 includes new feats and a new skill,
Profession (Yog-Sothothery philosopher), which can be
used for most matters covered in this book but strains
the sanity of those who delve into matters beyond
normal mortal comprehension. Chapter 4 contains
rules for fear, dread, and insanity that work with the
standard Pathfinder rules and evoke the feel of cosmic
horror.

Sandy’s Notes
Here and there, Sandy’s Notes present

advice more directly to GMs from Sandy
Petersen regarding how to use these rules
elements in a game or how to describe them
to players.

1



×