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Jinkin

Ninjaxenomorph's page

FullStar Pathfinder Society GM. 709 posts (737 including aliases). No reviews. No lists. 1 wishlist. 11 Pathfinder Society characters.


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Shadow Lodge

I'd like Daevic passions that seem a little less guided towards certain builds. You don't have to build to your passion's specialty, but it feels like a big waste if you don't.

Shadow Lodge

Top 10-
1- Magus. I like me the arcane knight character, what can I say? Screw the haters. Not our fault that the alternative is an eldritch knight.
2- Alchemist. So many different ways to play; bomber, melee beast, all with different ways to approach them.
3- Witch. I love the spell list and the hexes.
4- Slayer. AKA the reason I don't like the Ranger. I don't care about the wilderness or favored enemy aspect; slayer is my focused murder-class of choice.
5- Shaman. I like any class that can get a full divine list without worshipping nature or a deity, hexes make them better.
6- Bloodrager. I just love the theme behind the class; a sorcerer that didn't want to be a squishy.
7- Mesmerist. I love my anti-bard. Fun spell list and, especially useful, can tank will saves with a glance.
8- Occultist. Don't know why everyone thinks the class is complicated; easier to understand than a kineticist.
9- Pyschic. Possibly because it seems 'forbidden fruit'-like.
10- Fighter. For all it's maligned lack of ability, with archetypes one can be pretty damn fun. Even vanilla fighter has weapon and armor training now.

Bottom 10-
1- Summoner, though Unchained helps. It's just been permanently tainted by all the one-shotted bosses I've sat through.
2- Unchained Barbarian. I can appreciate wanting to make rage easier, but it's a straight downgrade; feels like a slap in the face to anyone that actually built a barbarian and figured the math out for themselves.
3- Ranger. I hate pretty much everything this class does, with the exception of style feats. The only thing I like about the ranger is that it contributed to the Slayer.
4- Kineticist. What could have been such a cool, simple idea was marred by overcomplicated mechanics.
5- Medium. The versatility is nice in concept, but in play I've found it's lacking.
6- Investigator. Don't know why, but it never really appealed to me, no matter how many nice things they can get.
7- Cleric. Probably unfairly maligned by me, but I hate how this is the only option if you want to play an actual healer in a core game.
8- Druid. I think it gets too much credit, I'm not a fan of the whole 'nature class' thing. Still, I can at least respect them for their spells.
9- Skald. Personal bias here, but I play a lot of classes that would never want to benefit from raging song, because spells or the like. Otherwise a fine class.
10- Gunslinger/Rogue/Ninja/Samurai. All these classes are lumped together not because I don't like them (I like all of them), it's just players that really shouldn't be playing a complicated class get attracted to them.

Shadow Lodge

I like two full sets of 4d6 drop lowest. Enough randomness to sate my thirst, enough fallbacks to ensure you're not disappointed.

Shadow Lodge

It's pretty harmless, as far as corruptions go. Otherwise it looks pretty good; only nitpick I have is that the Break SLA should be specified as nonmagical. Since nanites.

Shadow Lodge

In my opinion, things are a little more balanced in favor of casters, but casters do have a lot more ways to winnow away their sanity. Spells (yes most of them are optional, but if I was running a game I'd find ways to make those spells very attractive), summoning stuff, etc. I just found out that our undead-blooded sorceress is going to be a bleeding sanity wound for our party... And hey, it makes Path of War characters more attractive (since generally having less than 14 in your initiating stat is counterintuitive), so it can't be all bad.

My only beef is that some creatures don't fit into the rules on sanity attacks. Gibbering mouther or aboleth? Yeah, sanity attack. Flumph or reefclaw (the latter of which is a popular dish)? Not seeing it. At least it's up to GM discretion; there's a setting I work on which has an aberration player race. They already have a bit of a self-esteem problem without their very appearance causing sanity attacks.

Shadow Lodge

On the entire shop?

Shadow Lodge

I liked it, even if it felt pretty condescending at times to people that actually like being related to a dragon. I'm all for different ways for bloodlines to come about, and indeed the ways mentioned in the post are very interesting, but no need to belittle people that like that stuff.

Hmm. That genealogist must be packing some serious levels or a wicked life insurance policy pissing off draconic sorcerers.

Shadow Lodge

When jokes that I don't find amusing are made when I'm honestly reaching out for advice, I can get kind of peeved. And 'betray' wasn't exactly the word used, but a verb involving fecal matter isn't allowed on this forum. If I didn't make it clear, there are some strong feelings on this.

Thing is we are not playing on Golarion (or its solar system...) but have a shared setting. While this may seem to be an insignificant detail to differ between three people, whether or not an entire race effectively exists could be a problem.

Shadow Lodge

The fact that, as you said, there is nothing that directly contradicts them is what worries me. Maybe I can find a recording of devs doing combat where they do it normally...

Shadow Lodge

Eh, not really. The point is android souls are 100% real, just as much as any mortal humanoid.

Shadow Lodge

Souls form in the Positive Energy Plane, tended to by Jyoti and Manasaputras, and are then deposited through... portals, or something. Pharasma is big on the soul's journey, though, at least from life to death.

Shadow Lodge

While it's nice to be agreed with, unless I get a massive amount of people agreeing with me, I'd just be parroting my arguments from other sessions. Anyone have any specific rules proof or a link to a dev post? Because, as far as I can find, I can't find anything to refute their interpretation other than 'it doesn't say'.

Shadow Lodge

I joined a group playing RotRL Anniversary Edition, and they sprung a couple rules I can't really find basis for anywhere. The biggest of which is that moving through allies in combat is considered difficult terrain. I've been playing Pathfinder for at least five years (PFS, mostly) and have NEVER seen this done before. The only basis I can think of is them misinterpreting rules for crowds...

The second one is that a diagonal counts as moving through all four squares (the one you are moving to, and the ones next to it). Never seen this rule, either, but the situation comes up less.

Is there any support for these? Or, even better, is there support that these interpretations of the rules are wrong? I would very much like to never have to worry about this again, it's a very frustrating thing to deal with in combat.

Shadow Lodge

3 people marked this as a favorite.
Melkiador wrote:
It occurs to me that if android souls are real and not artificial, would they qualify as cyborgs instead of androids. I'm reminded of the Major from Ghost in the Shell.

Well, they are specifically android souls. It wasn't put into them (except by presumably Pharasma), it just manifested.

Then again, it might have been a cosmic screwup on behalf of whoever is in charge of shepherding souls from the Postive Energy Plane.

"It looked like a humanoid, so I put a humanoid soul in it!"

"Well now we have to do it for ALL OF THEM!"

Shadow Lodge

Hmm. I'm not sure. The spell itself doesn't really say.

Shadow Lodge

I literally just watched that; I agree. I'll pass that recommendation along.

Oh, and Saethori, android souls aren't artificial. At all. They are just as real as any other mortal being's soul, enough to be reincarnated, even.

Shadow Lodge

I think it may have started like that, but it's not as if the implications are unexplored. It means that they are truly alive, in every sense of the word in Pathfinder fluff.

Shadow Lodge

1 person marked this as a favorite.

Well, the fact that androids are 'robots' - in the classic sense. They are far closer to the original robots in R.U.R., being essentially artificial humanoids. Beyond pulling the 'oh, well I guess goblins or orcs don't have souls either' fallacy, I can't really think of one.

Shadow Lodge

Can we keep the jokes out of this? I came for feedback on trying to solve a problem, and honestly only one response here is useful in any way.

Shadow Lodge

In one of my gaming groups (more Pathfinder-focused, the three of us developing a setting together), I seem to be alone in that I don't hate the implementation of androids. One constantly yearns for a more mechanical robot race and isn't a fan of their soul-having status, while the other despises that they have souls. He says it betrays decades of science fiction (to which I say Pathfinder isn't science fiction, but I digress), and has expressly forbid them from any of his games. Note that none of us are sticks-in-the-mud about technology and Pathfinder, we LOVE it, but they just plum hate androids.

I LIKE their almost-organic, soul-possessing implementation. Souls and how they work are admittedly something I am a fan of in Pathfinder, so it's not really a surprise (I also like the Shabti, a race I consider an almost magical equivalent). Is there anything people would suggest to sway their opinions?

Shadow Lodge

Where would such a thread be located? And, if Moroi accidentally kill someone by feeding, they can create spawn, instead of new vamps. And it can be the same with the LotN vamps, if you use simplified feeding. Which I do, because I have an extreme distaste for the default rule.

Shadow Lodge

Prince of Knives wrote:
Ninjaxenomorph wrote:
What would a dev's opinion be on mixing the given vampire template and the traditional vampire template, with that representing 'pure' Moroi bloodlines? I've been made a fan of this book, but I've been a fan of how Paizo outlined vampires in Blood of the Night.
I wouldn't necessarily suggest it. The thing with the template in Lords of the Night is that its design wasn't because the base vampire was necessarily a bad vampire, but rather that its abilities and limitations were and are extremely problematic to use in the context of a group of player characters in a campaign. The changes to those advantages and limitations necessitated worlbuilding differences, differences which the existence of the base vampire template would make...difficult. Especially considering that the Moroi breed like rats.

I was going to use it in a setting I work on with others for a Vampire-ruled kingdom, which vampires of all varieties have flocked to. Moroi are the 'ruling class,' due to their numbers and spawn, and the vampire template in LotN are the enforcers and footsoldiers. A diluted bloodline they can create when making spawn.

Shadow Lodge

I'll second that. Looking it over, it seems to me to be a mini-cleric with a few abilities from other classes. I don't get what the Blessed and Cursed +1/-1 means in the class advancement table, I can't find any reference to something like that.

Shadow Lodge

Don't forget Gloves of Elvenkind for a concentration-boosting item. You also get a ton of psychic spells of your choice; yes, its a little bit of a step down the rung, but by no means is it unplayable. And, to be fair, the only thing stopping you from using armor is proficiency.

Shadow Lodge

What would a dev's opinion be on mixing the given vampire template and the traditional vampire template, with that representing 'pure' Moroi bloodlines? I've been made a fan of this book, but I've been a fan of how Paizo outlined vampires in Blood of the Night.

Shadow Lodge

There is a shield style, three feats that essentially grant you the good parts of a Tower Shield Fighter (nullifies the penalty, add shield to touch AC), with some other goodies (by the end you can set up the shield as an immediate action, and also provide total cover to an adjacent ally). It's called Mobile Bulwark style. It requires Shield Focus to get, though; you wouldn't be able to pick up the first feat until 3rd level if you're a human.

Shadow Lodge

1 person marked this as a favorite.

Picked this up because I wanted some expanded airship rules, was definitely not disappointed!

Shadow Lodge

So, I'm a fan of the fantasy archetype of the armored mage, complete with sword and shield. Naturally I'm a fan of the magus, but I find the Skirnir archetype... lacking. I was mulling over options from the Armor Master's Handbook, and was looking at Shielded Mage; not incredibly useful for magus, not as much as Unhindering Shield, but a lot more fun in my opinion. If I want to play a shielded magus, I want an actual shield, not a metal dinner plate strapped to my forearm. I know the benefits are virtually the same, but still...

I was thinking, though, when looking at shields. A quickdraw shield, combined with the Quick Draw feat, can be donned or put away as a free action. Now, could a magus (or any other mage), when casting a spell, simply put the shield away before casting and put it on after casting? Well, that's not the question, of course it's possible to do that, but would they get the shield bonus back? If we follow the buckler's example, no... But bucklers remain on your arm as you're doing something else; from a more meta perspective, they use language specific to bucklers, and I don't see rules consituting what using a hand for limits you to in combat. Now I could go either way on this, but whichever way seems to have sway, it could still be useful to use this tactic, since you could pick up Shielded Mage to be be able to cast spells with a shield anyway, provided you don't need a free hand for something like Spell Combat or one of the Dex-to-damage feats.

Shadow Lodge

Manly-man teapot wrote:
Urtar Mythstone wrote:
Is it possible for a Magus to use his Spellstrike to deliver a melee attack and spell but also use spell combat at the same time to cast another spell
A helpful tip for understanding the Magus is that Spellstrike is not an action.

It's whenever you could take an attack. AoO, standard action, full attack, whenever. You're just changing how you deliver your touch spell.

Shadow Lodge

Yes. Painful stare is not a secondary effect, or else it would be bundled in with Hypnotic Stare!

Shadow Lodge

If the rock is a creature, yes. But normally rocks are not creatures. So no.

Shadow Lodge

If you target it! Just because something is immune doesn't mean the mesmerist can't stare at it! It won't take the penalty, yes, but it's still the target. It just won't take the (mind-affecting) penalty.

Shadow Lodge

Nocte ex Mortis wrote:
It's a logical flow: Hypnotic Stare is a mind-affecting effect. Painful Stare only works on things that Hypnotic Stare is capable of effecting. Some things are immune to mind-affecting effects, ergo, Painful Stare doesn't work on them, as they aren't valid targets for Hypnotic Stare.

No, it doesn't! It says nowhere that painful stare only works on things that hypnotic stare is capable of affecting! Nowhere!

Shadow Lodge

Occult Adventures wrote:
Hypnotic Stare (Su): A mesmerist can focus his stare on one creature within 30 feet as a swift action. That creature takes a –2 penalty on Will saving throws. This penalty changes to –3 at 8th level. A mesmerist can maintain his stare against only one opponent at a time; it remains in effect until the mesmerist stares at a new target, the opponent dies, the opponent moves farther than 30 feet away, or the mesmerist falls unconscious or dies. The mesmerist can remove the memory of his stare from the target's mind; the creature doesn't remember that it was affected (nor does it realize that it is currently being affected) unless the mesmerist allows it. The hypnotic stare is a psychic effect, and relies more on the mesmerist's focus than the target's perception of his stare. It can't be avoided in the same ways a gaze attack can. The mesmerist can use this ability even while blinded, but must succeed at a DC 20 concentration check to do so. Staring at a creature requires the mesmerist's focus, so if he uses a gaze attack or similar ability, he must target the subject of his hypnotic stare or voluntarily end the stare. The penalties from multiple mesmerists' stares don't stack, nor do they stack with penalties from witches' evil eye hexes. This is a mind-affecting effect.

Thing is, I don't see in there any language that says things about whether targets are valid or not.

Shadow Lodge

captain yesterday wrote:

Take the psychic inception bold stare at 3rd level.

Problem solved. :-)

No, because if you actually read my post, you would know I'm talking about the vexing daredevil. Which doesn't get bold stares.

Shadow Lodge

Tell me where in the rules it says that. Give me a quote.

Shadow Lodge

It says nowhere that it only affects a target affected by Hypnotic Stare, it only says that it affects the target of your hypnotic stare. You can still stare at targets immune to mind-affecting.

Shadow Lodge

That doesn't answer the question, though; if it is mind affecting, mesmerists cannot use Painful Stare against those immune to mind-affecting effects unless they have Bold Stare... locking out the archetype that actually focuses on using Painful Stare themselves. If it is NOT mind-affecting, but rather a result of the Mesmerist asserting his will (as it is implied to be), it can be used against creatures immune to mind-affecting effects regardless of having Psychic Inception.

Occult Adventures wrote:
Painful Stare (Su): When an attack that deals damage hits the target of a mesmerist's hypnotic stare, the mesmerist can cause the target to take an amount of additional damage equal to 1/2 the mesmerist's class level (minimum 1). The mesmerist can use this ability as a free action, and can use it even if it isn't his turn. If the mesmerist uses this ability to increase his own damage, the additional damage increases by 1d6 points for every 3 class levels the mesmerist possesses. This damage is precision damage and is not multiplied on a critical hit. A mesmerist can trigger this ability only once per round, but a single creature can take damage from multiple mesmerists' painful stares in a round.

The mesmerist's Painful Stare is not stated to be mind-affecting. It is stated to be an effect that results from a creature being a TARGET of a mesmerist's painful stare, nothing about being actually effected by it. If someone uses an unarmed strike to deliver a touch spell but doesn't penetrate the DR, it doesn't mean the spell isn't delivered.

Shadow Lodge

1 person marked this as FAQ candidate.

Came up during a PFS game. Painful Stare does not specify it is mind-affecting, only that it affects the target the hypnotic stare. 'Target' being the operative word I'm hanging on; if not, vexing daredevils are utterly useless against creatures immune to mind-affecting. A mesmerist can make something the target of its stare even if it's immune, which is what I am saying.

Shadow Lodge

Answers: I will, yes, they're supposed to be awkward, and they'd also make good rogues or alchemists. Or investigators. Yes, they get bonuses to magic, but so do elves. I was considering giving them SLAs based on their form, but went with shifting magic instead.

Shadow Lodge

Don't have much time to do a fluff writeup, but basically, I had an idea for a campaign setting I'm working on with others, that of a quadruped (an idea someone had suggested) tiny (same guy a few weeks later suggested a tiny race) race. A visual description is a bit difficult at this point, but describing them as having both traits of canine, feline, and especially mustelids.

Jolethi Characters

Ability Score Racial Traits: Jolethi are not strong in frame, but are nimble in both mind and body. They gain +4 Dexterity, +2 Intelligence, and -4 Strength.
Size: Jolethi are Tiny creatures, though they can change their size to Small at will (see Wild Change below). They gain a +2 size bonus to AC, -2 size penalty to their CMB and CMD, and a +8 size bonus on stealth checks.
Type: Jolethi are fey.
Base Speed: Jolethi have a base speed of 20 feet.
Low Light Vision: Jolethi can see twice as humans in conditions of dim light.
Wild Change: As a standard action, a jolethi can transform into a large version of themselves , and back again. Their size becomes Small, their speed changes to 40 feet, and any gear they are carrying also changes size, though if dropped it reverts to its normal size. In Small form, they gain a +2 size bonus to their Strength, and a -2 size penalty to their Dexterity. This is a supernatural ability.
Bite: Jolethi possess a bite attack that deals 1d3 points of damage in their Tiny form, 1d4 in their Small form.
Forest Runners:[/b] Jolethi always count Acrobatics and Survival as class skills.
Shifting Magic: Jolethi have an innate connection to transmutation magic. When Tiny, when casting spells of the transmutation school on creatures other than themselves, their caster level recieves a +2 bonus. When Small, this bonus instead applies to spells cast on themselves.
Quadruped: Jolethi are quadrupedal creatures. They must use unusual armor, and cannot use magic items intended for humanoids in many cases, at the GM’s discretion. Their forepaws are prehensile, however, allowing wielding of objects. A jolethi carrying something one-handed treats normal terrain as difficult terrain, and difficult terrain as impassible. A jolethi using both its hands treats all terrain as impassible.
Languages: Jolethi begin play knowing Common and Sylvan. Joltehi with high Intelligence can choose from the following: Centaur, Draconic, Elven, Gnoll, Gnome, Halfling, and Harpy.

Any feedback/suggestions? Considering changing the creature type to magical beast, but fey has precedent in being a PF race type, plus its less powerful (don't want this race to get darkvision).

Shadow Lodge

Will the PDF be available in a 'lite' version for mobile viewing?

Shadow Lodge

I mentioned that, but seem to have forgotten the actual name. Hosteling can only carry a companion the same size as you, or one size larger if heavy armor or a tower shield. This companion is huge, so I would need to buy either large-sized armor or a large-sized tower shield... or buy a Huge buckler and have that enchanted.

Shadow Lodge

In PFS my samurai just reached level 10, taking his first level of Mammoth Rider. I've been preparing for this for a while so I'm familiar with some options, but I haven't been as up to date as I could be. I'm looking for a way to make the mount relatively relevant in as many situations as possible; I know the spell Carry Companion could handle it easily, but I don't currently have the book, and was looking to see if there was other options available. I could buy and enchant a large-sized tower shield, which I guess is slightly more portable than a huge-sized giant cat, but not very. Another option is Pup Shape, but I think that's more trouble than it's worth.

Any other options besides buying a want of Carry Companion? If that's the only option I'm fine with it, but I'd like to know of any other options out there.

Shadow Lodge

I was reading over Reborn Samsaran today, and I noticed their bit about their Reborn Magic... doesn't follow the rules for Psychic Magic universal monster ability. Theirs is keyed off of charisma, which while annoying in that the race doesn't get a bonus to it, isn't too bad. BUT, in the Psychic Magic monster rule, it says it uses Int OR Cha, whichever is higher. But hey, specific rule trumps general rule... even if it specifically says 'as per Psychic Magic', with no exceptions qualified. Another thing: Using Psychic Magic qualifies the user to use occult skill unlocks. The Reborn Samsaran says that if they are not capable of using the skill unlocks, they recieve psychic sensitivity as a bonus feat instead of psychic virtuoso. But they're always capable of using the unlocks. Because they have Psychic Magic by default, unless you are trading it out somehow via alternate racial traits, which do not exist. Granted, it does cover a base for future alternate racial traits, so I can see why that would be included.

All in all, I think this race is an example of poor editing; if anyone were to play the race in one of my games, I would allow their psychic magic to use Int or Cha, whichever is higher.

Shadow Lodge

The Mesmerizing Feint feats eliminate that need... sorta. Vexing Mesmerist also get pretty much all the important feint feats you need.

Shadow Lodge

Looks good! I would have been more inclined to give them a penalty to strength instead of constitution, though. In my homebrew there are several races with a similar niche, but I never thought about burrowing though. Any reason why Aquan one of the language choices? I would consider throwing in some sort of monster language in to balance it out.

Shadow Lodge

Thanks! I just updated it. Draconic Scion is supposed to just make them vulnerable to dragon-related effects, such as favored enemy and bane weapons. I'd also stretch it to allow them to be identified with Knowledge (Arcana) and be hit in the same way aligned dragons are by anti/paladins. I also made some feats for them, several based off the kobold dragon feats, and one kinda patching a hole I noticed in the world:

Draconic Aspect (Solarborn)
You possess some of the qualities of your solar dragon ancestors.
Prerequisites: Solarborn
Benefit: Your Fire Resistance increases to Fire Resistance 10, and you gain a +1 natural armor bonus.

Draconic Breath (Solarborn)
You possess draconic defenses and a draconic breath weapon.
Prerequisites: Draconic Aspect, Solarborn
Benefit: You gain a +2 bonus against sleep and paralysis effects. You can use your breath weapon an additional time per day, and the breath weapon inflicts half damage on a successful save.
Special: Solarborn sorcerers or bloodragers with either the Draconic bloodline may use their Charisma modifier instead of their Constitution to determine the DC of this breath weapon.

Draconic Glide (Solarborn)
You possess draconic defenses and wings that allow you to glide.
Prerequisites: Draconic Aspect, Solarborn
Benefit: You gain a +2 bonus against sleep and paralysis effects. You grow a pair of wings that you can use to fall and glide at a safe pace. You can make a DC 15 Fly check to fall safely from any height without taking falling damage, as if using feather fall. When falling safely, you may make an additional DC 15 Fly check to glide, moving 5 feet laterally for every 20 feet you fall.

Draconic Paragon (Solarborn)
You can shrug off sleep and paralysis effects as well as any dragon, and your draconic aspects improve.
Prerequisites: Draconic Aspect, Draconic Breath, Draconic Glide, character level 10th, Solarborn
Benefit: You gain an additional +2 bonus against sleep and paralysis effects. If you possess the Draconic Breath feat, you can use your breath weapon three times per day and your breath weapon damage increases to 4d6 points of fire damage damage. Your wings from the Draconic Glide feat grow stronger, granting you a fly speed of 30 feet (Poor maneuverability).

Lunar Affinity
You do not share your kin’s affinity for the sun, instead seeing more akin to the moon.
Prerequisites: Solarborn with the Lunarborn racial trait, or lycanthrope (see special)
Benefit: You gain DR/silver equal to half your character level.
Special: If you ever contract lycanthropy, you instead do not take a charisma penalty from being a lycanthrope, and you retain your DR from this feat while in humanoid form. Lycanthropes can take this feat without needing to be a Solarborn; they gain DR/silver equal to half their character level when in humanoid form, and do not take the charisma penalty from the lycanthrope template.

Shadow Lodge

1 person marked this as a favorite.

For a homebrew setting I've been working on with a few friends, I wanted some feedback that didn't come from our little echo chamber.

Solarborn

The solarborn are a diurnal species not native to Coria. Despite their monstrous appearance, they get along well with others, and have an eye for spotting talent, utilizing it to cover their weaknesses.

Physical Description: Solarborn are a tall draconic race, on average reaching heights of seven feet. They have pointed snouts, tails, digitigrade legs, wing fins on their forearms, and their hide is hewed from red to orange. They have small spines that run the length of their back, with the longest at their heads. They tend to wear only as much clothing is strictly necessary, both for utility and to show off their bodies. They age similarly to half-elves, reaching ages of 150 years on average. However, solarborn remain fertile until venerable age.

Society and Relations: The Solarborn currently on Coria are the descendants of half of the crew of a vast Terra-ship, a spacecraft designed with technology and magic to resemble a small planet; the Solarborn populated the surface, while their Noctite partners inhabited the inside of the ship. When the Barrier went up, the ship crashed on Coria. They number relatively few and having somewhat forgotten their ancestors, they wander the surface looking for something to sate their desires. They are tolerated by most races, but have friendly relations with Noctites when the races meet, having been partners. Since the habitation of the two races is in itself incompatible, they have never disagreed on territory, and thus work well together. Their aging and fertility leads young solarborn to not worry about settling down until they start to feel age clawing at them; still, solarborn family groups are a rare thing, not often exceeding four to five members. For names, they have an unusual tradition of having a given name, and then earning their ‘title’ themselves. For example, Kaoros, One Who Rides Griffons.

Alignment: Because they see themselves as descendants of Solar Dragons, they tend to veer towards Chaotic, taking what they want, or else pursuing other passions. Solarborn are almost always passionate, and tend to eschew Neutral alignments. Some hardliners hold themselves more orderly than others, imitating their Solar Dragon forbears, and are Lawful Neutral. Those few solarborn that hold themselves to a higher code, taking the custody and sanctity of all life into account, tend to be greatly respected by other solarborn, even if they do not agree with them.

Adventuring: Most Solarborn have been an adventurer at some point in their past, and tend to gravitate towards classes that benefit them. This means there are few scholarly Solarborn, but quite many bloodragers, fighters, bards, skalds, and sorcerers. They in particular have an affinity towards a variation of the Draconic bloodline. Many solarborn seek out adventuring to earn a better name-title.

Male Names: Kriishnavos, Kaoros, Norriban, Sorroon
Female Names: Haphizara, Malii, Kaori, Zepheema

Solarborn Characters

Ability Score Racial Traits: Solarborn are physically gifted and quite charismatic, but rely heavily on the advancements of others. Solarborn characters have +2 Strength, +2 Charisma, and -2 Intelligence.

Type: Solarborn are Monstrous Humanoids, and thus have darvision out to 60 feet.

Size: Solarborn are Medium creatures and have no bonuses or penalties due to their size.

Base Speed: Solarborn have a base speed of 30ft.

Fire Resistance: Solarborn possess fire resistance 5 as a result of their ties to the sun.

Breath Weapon: Solarborn are capable of a powerful breath weapon. Once per day as a standard action Solarborn can make a supernatural breath attack that deals 2d6 fire damage in a 20-foot line. The DC for this ability is 10 + ½ the Solarborn’s level + the Solarborn’s Constitution modifier. A successful reflex save negates the damage.

Vestigial Wings: Solarborn possess fins similar to wings on their arms, granting them a +4 racial bonus to flight as these aid the character.

Prehensile Tail: Solarborn’s tails are flexible enough to carry objects, and can retrieve small, stowed objects carried on their person as a swift action.

Solar Healing: As a swift action, a solarborn can call upon its solar dragon heritage, gaining fast healing 1 for 1 minute. This fast healing only works in bright light, such as sunlight. This ability can be used a number of times per day equal to ½ the solarborn’s character level (minumum 1).

Light Dependant: Solarborn take 1d4 points of Constitution damage each day they go without exposure to sunlight.

Dragonic Scion: Solarborn retain a modicum of their creators’ essence. For effects related to race they count as both monstrous humanoids and dragons for effects related to race (with the exception of the draconic disciple prestige class). They also gain a +1 bonus on charisma checks when communicating in Draconic. This bonus does not apply against other Solarborn.

Languages: Solarborn start with Common and Draconic, and Solarborn with high Intelligence may learn any languages they want (with the exception of secret languages).

Alternate Racial Traits

Eye for Talent: Solarborn have great intuition for hidden potential, and some are very adept at judging other's potential. They gain a +2 racial bonus on Sense Motive checks. In addition, when they acquire an animal companion, bonded mount, cohort, or familiar, that creature gains a +2 bonus to one ability score of the character’s choice. This trait replaces Prehensile Tail and Vestigial Wings.

Solar Blood: These Solarborn are more in touch with their raconic heritage. Solarborn Sorcerers and Bloodragers with the Draconic Bloodline count their Charisma as 2 points higher for all Sorcerer and Bloodrager class abilities. They may also use Solar Dragons as options for their Draconic Bloodline (Type: Solar, Energy type Fire, Breath Shape 60ft Line) and in the Form of the Dragon spell (60ft line of fire, Resist Fire 20, No Breath). This trait replaces Fire Resistance and Breath Weapon.

Lunarborn: Not getting enough warm light of the sun in their eggs has done strange things to these solarborn, beginning with hatching during nocturnal hours. Lunarborn crawl out of their egg with silvery-white scales, as opposed to solarborn’s standard golden-orange. They lack their kin’s dependence on sunlight, their ability to rapidly heal wounds, and several of their draconic abilities, but they gain strange new abilities, and their minds are much colder, more calculating than normal Solarborn. Their ability score modifiers are +2 Str, +2 Int, -2 Cha. Their fire resistance changes to cold resistance. In addition, they gain Psychic Magic: 5 PE- detect psychic significance (0 PE), mind thrust I (1 PE), mindlink (1 PE), mental barrier I (2 PE). This modifies the solarborn’s ability score modifiers and Fire Resistance, and replaces Solar Healing, Breath Weapon, and Light Dependant.

Edit: cleaned up the formatting

Shadow Lodge

Several aspects of the Skinwalker race were revised for Inner Sea Races. Some big ones were that they no longer have a limited number of charges per day, their languages were qualified, the Scaleheart's fluff and ability modifiers were changes, the Ragebred's ability score modifiers were changed, and the Nightskulk's distraction ability was nerfed.

Now the only change I have issue with is the Scaleheart changes (in BotM they were said to be coldhearted schemers with a hierarchy enforced by fear, in ISR they are just another brutish race and they are said to hail from the Sodden Lands and the Shackles rather than Mwangi rivers and Thuvia). In my campaign I have several of skinwalkers as PCs; should I treat this as an errata as a whole, or take it as an update with the exception of the racial modifiers, and do what PFS did and make it treat them as alternate racial qualities?

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