The definitive guide by Sandy Petersen. New rules and over 100 monsters for the Cthulhu Mythos plus tons of 28mm scale miniatures.
Latest Updates from Our Project:
Miniatures Sets Shipping Update!
over 7 years ago
– Tue, Feb 21, 2017 at 08:34:37 PM
All,
We have a shipping update on the plastic miniatures. As we
stated previously, the book is not quite ready, but the plastic miniatures are
(except the painted gates, which will have to ship later).
The good news is that ALL miniature sets bound for ALL backers
in the Western Hemisphere are about to arrive in Seattle on February 26th.
These will then go through customs, which should not take too long (a week or
so on the high end, if we hit some speed bump). Our fulfillment house is very
near the port it is going to this time, and they believe they can get it all
out the door in about a week once it gets to them.
For all miniature sets for Europe, Australia/NZ, and Asia,
these will leave China around March 10th.
We apologize for this multi-wave shipping and added
complexity. We were unable to perfectly coordinate the plastic mass production
(which had to do with our Cthulhu Wars manufacturing), and the writing of the
book. We will get you more updates regarding the book itself when we know more.
If you need to make a last minute address update for N. or S. America, please email support at petersen games dot com!
Brain Cylinder 83.7.1 (Arthur)
Morri about the Gnorri
almost 8 years ago
– Fri, Feb 17, 2017 at 10:03:37 PM
This is not in layout yet, but we really wanted to share it today:
GNORRI: (Singular is
“Gnor”)
Gnorri are 10 feet or longer, but are Medium creatures. On
land, their tail curls and their back arches to make them about 7 feet tall. In
water the gnorri are both finned and bearded. However, on land when they’ve
dried they lose both beard and fins, like a pine tree losing its needles. As
both the beard and fins are purely decorative, this has no effect on them when
they return to the water. It typically takes about 1 to 3 days for the beard
and fins to return while the gnor is submerged in water continuously.
Gnorri have two to four arms. The four armed gnorri
typically have a noticeably thinner build than two and three armed brethren. Gnorri
have three genders which are usually indistinguishable by non-gnorri.
Gnorri ability score modifiers are
based on how many arms they have:
Gnorri with two or three arms have:
+2 Dexterity, +2 Wisdom, -4 Charisma.
Gnorri with four arms have: -2
Strength, +2 Wisdom, -4 Charisma.
All subtypes of Gnorri can have
different numbers of arms – arm numbers do not denote different races.
Likewise, gender or parentage plays no part in determining the number of arms a
gnor has.
GMs are encouraged to allow the
player to choose the number of limbs his character has. After all, part of the
fun of playing a gnor is having more than two arms. If a player (or GM) would
prefer to decide randomly, below is the table:
01% - 49% (49%) Two Arms
50% - 93% (44%) Three Arms
94% - 100% (7%) Four Arms
Gnorri Racial traits vary depending
on the sub-type of gnorri. This is explained below.
Gnorri come in various colors and racial subtypes depending
on what environment they originate from. Their racial traits are also
determined by their environment.
Blue gnorri, the ones most commonly encountered by
land dwellers, live in the Sunlight (Epipelagic) Zone of the ocean, but hunt in
the Twilight (Mesopelagic) Zone.
RACIAL TRAITS
Amphibious
Land Speed (30ft)
Swim Speed (30ft) Swim +8 Bonus
Low light vision
Hard to discern individuals of other races -2 on Sense Motive,
Diplomacy, and Bluff Skills
Weapon Familiarity: Gnorri Racial Weapons
Group Grotto Making (3rd gender only)
Magical Pulses (magnified in large groups of gnorri)
Starting languages: Gnorri and Common
Legless: Gnorri have no legs, and cannot be tripped
Red gnorri live in the Midnight (Bathypelgic) Zone
and often hunt in the Twilight Zone. Although more uncommon than blue gnorri,
the red colored gnorri have been known to travel and explore land. The blue and
red gnorri often trade with one another and even occasionally mate. The
offspring of these encounters are typically red or blue, but some are a
splendid mix of the two colors.
RACIAL TRAITS
Amphibious
Land Speed (20ft)
Swim Speed (30ft) Swim +8 Bonus
Low light vision
Dark Vision 60’
Hard to discern individuals of other races -2 on Sense Motive,
Diplomacy, and Bluff Skills
Weapon Familiarity: Gnorri Racial Weapons
Group Grotto Making (3rd gender only)
Magical Pulses (magnified in large groups of gnorri)
Starting languages: Gnorri and Common
Legless: Gnorri have no legs, and cannot be tripped
Black gnorri, also called abyssal gnorri, live in
the Abyss (Abyssopelagic) Zone. They are power magic users and culturally quite
evil. They typically stay to themselves, but occasionally trade with red
gnorri. Fortunately for land dwellers they rarely go ashore.
RACIAL TRAITS
Amphibious
Land Speed (20ft)
Swim Speed (30ft) Swim +8 Bonus
Light Blindness
Can see underwater perfectly even in pitch black
Hard to discern individuals of other races -2 on Sense Motive,
Diplomacy, and Bluff Skills
Weapon Familiarity: Gnorri Racial Weapons
Group Grotto Making (3rd gender only)
Magical Pulses (magnified in large groups of gnorri).
Deep Magic: +2
Xenophobic. Don’t get Common as an automatic starting language
Legless: Gnorri have no legs, and cannot be tripped
Brown-Green gnorri live in swamp areas and are referred to
as swamp gnorri. Although not as strong as swimmers as their cousins, they are
the most comfortable on land of all the gnorri.
RACIAL TRAITS
Amphibious
Land Speed (30ft)
Hard to discern individuals of other races -2 on Sense Motive,
Diplomacy, and Bluff Skills
Weapon Familiarity: Gnorri Racial Weapons [As a selectable feat
only]
Poison resistance: +4 on saving throws against poison and
poison-spell/spell like abilities
Toxic - Number of times per day equal to their constitution (min
1) can apply poison to a weapon through either saliva or blood as a swift
action.
POISON: DC 10+½ users HD + con modifier frequency 1 round for 6
rounds , 1d2 con; cure 1 save
Camouflage (Swamps)
+4 to Stealth checks within swamps and marshes.
Swamp Stride (Ex): A gnorri
can move through difficult terrain at its normal speed while within a swamp.
Magically altered terrain affects a gnor normally.
Legless: Gnorri have no legs, and cannot be tripped
White-grey gnorri live in artic areas and are typically only
seen in their native habitat.
RACIAL TRAITS
Amphibious
Land Speed (20ft)
Swim Speed (30ft) Swim +8 Bonus
Low light vision
Hard to discern individuals of other races -2 on Sense Motive,
Diplomacy, and Bluff Skills
Weapon Familiarity: Gnorri Racial Weapons
Group Grotto Making (3rd gender only)
Magical Pulses (magnified in large groups of gnorri)
Starting languages: Gnorri and Common (other close by land
dwelling race)
Energy Resistance cold 5
Heat vulnerability
Camouflage +4 to Stealth
checks within snow and arctic water conditions
Swamp Stride (Ex): A gnorri
can move through difficult terrain at its normal speed while within the snow.
Magically altered terrain affects a gnor normally.
Legless: Gnorri have no legs, and cannot be tripped
Hadal gnorri live in the deepest trenches of the ocean. They
are said to be truly monstrous; huge and mutated: the stuff of nightmares. Perhaps
they are only legends among the gnorri themselves, never seen by land dwellers.
Rain forest gnorri are smaller, green versions
of gnorri that live in non-tropical rainforests.
- Brain Cylinder #67.23.8 (Ian)
Even Outer Gods have hearts
almost 8 years ago
– Tue, Feb 14, 2017 at 09:45:32 PM
Shipping and Printing Update
almost 8 years ago
– Sat, Feb 11, 2017 at 12:00:12 AM
All,
Shipping date of Miniatures: We have good news! All the miniatures sets for USA and Canada
backers are on their way across the Pacific, they should be arriving at your
homes in mid March! The rest of the world’s miniatures sets will be shipping
out of China in early March, and should arrive at your homes in April.
Book publishing date: Many have asked this very reasonable
question – when will I get the book. Part of the reason we’ve had a bit of
difficulty nailing this down is the accessibility of the leather we need, and
far more relevantly, the 20% additional content. The latter isn’t just tacked
onto the back of the book. Rather it’s spread throughout the book. This has
caused additional layout, art, writing, etc. At this point it looks like the
book should be in your hands in May, with the PDF delivered in March.
In this update we’ll begin a focus on the gnorri, one of the
least known mythos races in Sandy
Petersen’s Cthulhu Mythos for Pathfinder.
In this update we’ll look a little at the weapons they use.
Gnorri Special Weapons:
Gnorri weapons are almost exclusively
made out of the mithral-like bones of the Dahg Gahdohl (pronounced dag gadol)
which are terribly vicious and dangerous large fish. These weapons, although
made from bone, do not have the ‘fragile’ characteristic. Gnorri form their
‘sacred’ martial weapons from the unusually strong bones of these large sea creatures.
It is considered taboo to sell the bones to non-gnorri, however finished
weapons are in rare cases traded for things of value to the gnorri that owns
the weapon. Also, another interesting characteristic of these bone weapons is
that even after they are made and complete, they can be worked on further to become a masterwork weapon.
Gnorri One-handed Shortspear: This spear
is about 3 feet in length with about ½ it’s length being the blade. It is
balanced (weight on the end) in such a manner to be suitable as a thrown
weapon. 4gp 1d6, crit: 20/x2. Range: 15’. 6 Ibs.
Piercing or Slashing. When thrown, damage is only piercing.
Gnorri Two-handed Long Spear: This spear
is about 6-7 feet in length with about 3 feet its length being the blade. The
spear is made completely of bone. It can be a reach or non-reach weapon in the
hands of a gnorri with martial proficiency or someone with the exotic weapon
feat for this weapon. 60gp 1d10, crit: 18-20 x2. Range: None.
10 Ibs. Piercing or Slashing. Can be Reach or Non-Reach. Deadly.
Gnorri One-Handed Short Sword: This 2 ½
foot weapon is slightly curved with a wide blade and jagged parts that
tear the flesh. It is considered a light weapon. 30gp 1d6, crit: 18-20 x2. Range: none. 4
Ibs. Slashing or Piercing. Deadly.
Gnorri One-Handed Sword: This 4 foot
weapon has a slight curve with a wide blade and jagged parts that tear the
flesh. If the character has Exotic Weapon Proficiency (Gnorri Sword) or is a gnorri
with proficiency in gnorri sword then it is considered a one-handed weapon.
Without the appropriate feat, it is a two-handed weapon.50gp
1d8, crit: 18-20 x2. Range: none. 8 Ibs. Slashing or Piercing. Deadly.
Gnorri Three-Handed Sword: Similar to
the Gnorri One-Handed Sword, this 6 foot weapon has a greater curve with a wide
blade and jagged parts that tear the flesh. It is unwieldy weapon that requires
three hands to effectively use it.75gp 2d8, crit: 18-20 x2. Range: none. 12 Ibs.
Slashing. Deadly.
Other Weapons Used By Gnorri:
Harpoon. 5gp 1d8, crit: 20
x3. Range: 10’. 16 Ibs. Piercing. Grapple.Typically used from the water to land to
capture land creatures.
I hope you enjoy beginning to learn
about Gnorri. More to come on them next week.
- Brain Cylinder 67.23.8 (Ian)
An Introductory Essay and PC Races images
almost 8 years ago
– Sat, Feb 04, 2017 at 12:25:37 AM
All,
A quick update this week. Wanted to show something a little different, first the 4 PC races together. This (or possibly a variant) is for the beginning of the PC Races chapter.
Sandy on Horror
And here is something from the introduction chapter - essays from Sandy about things that may be useful for gamemasters in particular.
Next week we might be able to show you the awesome, final cover. My poor brain likes it so much I can almost move inside my can with the force of my enthusiasm.