Planar Alchemical Catalyst

Avatar of the Source's page

29 posts. Alias of Radiant Mercy.




I have lost two posts over as many weeks when posting from a phone. I know of certain text-saving programs for actual PCs, but nothing of any for phones. Does anyone have any suggestions?


3 people marked this as a favorite.

"When we first saw the Radia, we were certain we had slipped from Shadow into the Heavens.

But what we found was far more precious and strange, the energies of Light and Dark balanced on a pin…

The axis upon which every Great Wheel turns and the craftsman which carved many of those selfsame wheels.

This was Hyraeatan, the City of Seven Seraphs, the Meeting Place of Light and Dark, the First and Last City.

We would soon discover how little we understood when we walked it's liminal streets past the denizens of a thousand worlds...”

- Forword written within the Codex of Infinite Planes

*Players do not have to have access to 'The City of Seven Seraphs' book to apply for or join this game. There is a wealth of information in the book and a large number of new races, archetypes, and other mechanical bits and bobs that players might benefit from if one is so inclined, but there is no overarching necessity for it.*

At long last, the Kickstarter for the City of Seven Seraphs has completed and I can post the campaign I have labored on since the alpha document's release!

In the City of Seven Seraphs, the city at the literal center of all realities, there exist individuals known as the Wardens. Whether adventurers, explorers, vagabonds, justicars, vigilantes, mercenaries, slaves, thrill-seekers, conscripts, or those with a death wish, one's past and reasons for joining the Wardens matters little. What does matter is the work that the Wardens do. They protect the city of Hyraeatan, undergo quests for august planar personages, stop planar threats, and work to chart the infinite expanses of the various multiverses. The PCs are all part of a cell of Wardens, traditionally composed of six individuals to mirror the original six heroes of the city, who work with a seventh that functions as a handler and agent of sorts. It is in this frame that the campaign is originally set, with PCs functioning as planar adventurers of sorts.

PCs can be from nearly any world imaginable. Other settings with a "planar hub" are not excluded from this because of what would be an overlapping theme. Think of the larger multiverse like the inner workings of a clock. There is a central gear that turns smaller gears, which turn even smaller gears. That central gear is Hyraeatan and the Tree of Forever. Other planar hubs like Sigil or Axis are like spokes in the cogs turned by that central gear, with each of that cog's teeth being planes. There are usually constants and variables in each Great Wheel. There are always six elemental planes, there is usually a figure named Asmodeus who rules and is imprisoned within a plane of torment, there is always a planar city touted as the 'center of the multiverse', et cetera.

This recruitment page will not feature any of the lore of the city unless players inquire about particular facets of it. That will have it's own dedicated section in the Campaign Info tab. There should be a wealth of summarized information for players to draw on when creating characters. That said, here are the character creation rules.

Character Creation Rules

Level: Pseudogestalt level 12, Mythic Tier 1. Pseudogestalt functions as gestalt in most respects, but players combine skill points per level from each of their classes and choose one side of their gestalt to gain stats from (BAB, saves, HD size, et cetera).

Ability Scores: 40-point buy. No score can be below 08 before racial modifiers and, with racial modifiers, can be no lower than 4. No score can be higher than 30 after all modifiers are in place at this stage in the game.

Content: Races and classes can be selected from any official Paizo publication. The following list of 3PP content is also permissible. The sole exception both of these is anything that grants Leadership or the equivalent since Leadership is banned. If there is something here that you do not see that is homebrew, like Dark Sun or Eberron's Pathfinder conversions, you may request their inclusion.

Alignment: Players can be of any alignment. No matter your alignment, always be respectful to other players and mindful of consequences. There is the assumption that every character will refrain from excessively disruptive behavior like lighting helpless street urchins on fire for laughs, trying to attack one of the Seven Seraphs, engaging in anything resembling PvP, and such. Those who engage in those will draw the attention of a spirit known as the Ruined One, who is drawn to the scent of certain types of souls and spirits them away for torment and consumption. Lesser infractions will just get you an in-character warning as your character spots the nightmarish creature. Greater transgressions that I feel threaten to completely disrupt the game or those who repeatedly cause lesser problems after it's first manifestation will have it manifest and drag the PC away to a fate worse than death.

- Automatic Bonus Progression: PCs will be using the Automatic Bonus Progression guidelines. Players who gain access to Animal Companions, Eidolons, Familiars, and Mounts will have their companion receive 1/2 of the character's level in ABP bonuses as well. For the purposes of companions, their hide counts as armor and their natural weapons count as weapons for the purposes of enhancements.

- Feats: Characters get a feat a level instead of every other level. Elephant in the Room feat tax rules are going to be used. Leadership is banned.

- Gold and Gear: 54,000 GP. You also gain a free outfit of your choice.

- Traits: Two Traits. You can take a Drawback for another, but only if it hinders your character.

- Telesma and Pulse Points: Your character, by virtue of being exceptional, was allowed to find one of the Telesma. Telesma are sentient crystals or gems made of pure Source energy. You gain one free Pulse Feat in addition to your Telesma. Ignore the book's fluff on these things, since they are tied to the Source, which is the literal source of all creation within the setting. Download the free Suzerain Continuum book for more information on Telesma and Pulse Points.

- Hero Points: You gain three non-replenishing Hero Points.

- Companions: Animal Companions, Familiars, and Mounts each gain a respective archetype from their type for free. Once their master reaches Mythic Tier 3, they will also gain a Simple Mythic Template.

3PP Permissible Content by Publisher:

0One Games: Urban Adventures: The Great City Player's Guide

AAW Games: Underworld Races and Classes

Aetheric Dreams: Nights of the Crusades

Alluria Publishing: Anything from the Cerulean Seas, Remarkable Races, and Remarkable Races Submerged lines. Races from Cerulean Seas and the Remarkable Races Submerged lines do not have pressure sensitivity or buoyancy, following normal Pathfinder rules for aquatic adventuring. If you choose an aquatic race, you will need to make accommodations in your build or purchases to account for a campaign that primarily takes place out of the water.

Amora Games: Liber Influxus Communis

Dias Ex Machina: Amethyst Renaissance 2.0

Dread Fox Games: Any of the class books from them.

Dreamscarred Press: Any of the Akhashic, Bloodforge, Path of War, and Psionics books.

Drop Dead Studios: Any Spheres books, plus The Artisan, Rogue Glory, the Alraune race from The Player's Guide to Skybourne, the Vauntguard, and the Wardancer.

EN Publishing: ZEITGEIST Adventure Path: Player's Guide Extended Edition

Epidimic Books: Any race from the Oathbound books.

Everyman Gaming: Everything but Microsized Adventures and Ultimate Charisma.

Fat Goblin Games: Anything from the Classes and Vathak series.

Flaming Crab Games: Advanced Archetypes I and Advanced Archetypes II

Flying Pincushion Games: Any of the 'Into the Breach' line except for Forgotten Classes and The Magus 2nd Wave.

Frog God Games: Anything from the Into the Northlands, Lost Lands, Razor Coast, The Lost Lands, Tome of Horrors (races only), and the terrain (Dead Man's Chest, Dunes of Desolation, Mountains of Madness, et cetera) lines.

Green Ronin: Anything from the Freeport books.

ICOSA Entertainment: Pure Steam Campaign Setting and Westbound

Interjection Games: Anything from the Strange Magic and Antipodism lines.

John Wick Presents: Any of the options from the two Wicked Fantasy books.

Jon Brazer Enterprises: Book of Heroic Races Compendium, Book of Heroic Races: Reapers, and Shadowsfall: Shadow Plane Player's Companion

Kobold Press: Anything from Kobold Press.

Kyoudai Games: Any of the Thunderscape races or classes.

Legendary Games: Any of the races, classes, or mythic paths.

Little Red Goblin Games: All Alternate Paths, Racial Guides, and Heroes of the East books, The Detective Handbook, En Garde!, The Forsworn Alternate Class, Godhand, Gunner Base Class, The Judge, The Medjay, Unexpected Hybrids: Techadin, Gonzo, Gonzo II, Heroes of the Waves: A Polynesian Sourcebook, The Primal Host, Tome of Ethical Necromancy, and 'Dragon, Tiger, Ox: Wuxia/Wushu Sourcebook'.

Lost Spheres Publishing: Pretty much anything.

Louis Porter Jr. Design: Anything from the Neoexodus and Obsidian Apocalypse books.

Misfit Studios: Anything from the Strange Brew books.

Paizo Fans United: Most races and archetypes are permissible.

Rogue Genius Games/Super Genius Games: Any classes are permissible.

Rite Publishing: Any race and class is permissible.

Samurai Sheepdog: Anything from The Book of Many Things line, including kickstarter-only content.

Sasquatch Game Studios: Primeval Thule Campaign Setting

Savage Mojo: Suzerain Continuum

Silver Crescent Publishing: Realms of Twilight Campaign Setting

Skirmisher Publishing: The Noble Wild: An Animal Player's Handbook for Fantasy Roleplaying Games

Storm Bunny Studios: Anything from the Rhune books.

TPK Games: Any of the Classes or Races books.

Zenith Games: Seven Bizarre Races

Zombie Sky Press: Pretty much anything from The Fairy Ring, It Came From the Stars!, and Tattlebox books, plus Mysteries of the Dead Side: Sacred Necromancer.

Character Information

- Appearance: Describe how your character looks.

- Personality: Describe your character's personality. How do they behave? Do they have a moral code and, if so, what is it?

- Background: Do a Ten-Minute Background on your character. This should be sufficient for the bare minimum background.

Shout outs to those who helped me with this campaign or whose work helped to build it:
- Lost Spheres Publishing for their amazing setting that brought back the wonders of planar adventuring.

- Savage Mojo for converting the Suzerain Continuum books to Pathfinder, since some of the rules from their free rules book are being used in the game.

- All of the 3PP listed under the permissible content spoiler, since they all have made material that I enjoy.

The_Paladin for helping me come up with mechanics that come into play later and for suggesting other things to me.

Michael Ian Torno for his work with the Elephant in the Room Feat Tax system.

Archon Valeris, whose work in buffing companions gained through classes was partially used in this game.

Paizo for creating Pathfinder from the ashes of D&D 3.5 in the first place.


Test campaign gameplay.


Test campaign discussion.


Not an actual game. Testing the campaign creation and linking system.


Hello! First off, let me just say that I am a huge Devil May Cry fan. I have owned every single game up to this point and have always found the idea of slaying demons in style within a modern setting to be a pretty amazing concept. It goes without saying that I have been looking forward to Devil May Cry 5 and that every day brings me that much closer to the ecstatic, demonslaying carnage I do so love.

I got around to thinking not too long ago about how popular the demonslaying genre is in general. Just look at some of the most popular things within the video game and tabletop RPG community: Diablo, Devil May Cry, Wrath of the Righteous, Shin Megami Tensei, and Doom. That led to this thought: since Wrath of the Righteous was so popular upon release and has stayed a player and GM favorite alike, would a Devil May Cry-inspired game be something that people were interested in? I don't mean something set in the specific universe of Devil May Cry, I mean something that borrows from the tropes and spirit of the setting: the modern setting, the demonslaying, human(ish) protagonists, high octane combat, cool plot twists, a modern punk/baroque/gothic blend of aesthetics, and over-the-top story elements.

I have only started piecing together something resembling a concept for the game, but I have big plans for going forward if people are interested. I'll list most of the non-spoiler content below so people can get an idea on the campaign and see if it would interest them. This is just me spit-balling ideas at this point, so keep that in mind.

- The setting is a modern world with select areas that adhere to the ancient ways. Just look at the Devil May Cry games to get an idea of what I am talking about. The ancient island castle from Devil May Cry 1 that had some modern additions to it, the ancient village and modern city in Devil May Cry 2, the modern city that had a freaking demon tower arise in the middle of it in Devil May Cry 3, the town of redeemed demon-worshipping cultists in Devil May Cry 4, and the obvious real world mirror city of DMC: Devil May Cry. One adventure in the campaign might have PCs hunting down demons in a major modern city or venturing out into antiquated villages and towns that seem lost in time to hunt for mystic relics to aid them in their crusade against the forces of darkness.

- Alignment and fiend/celestial types would be homogenized. There would only be Good and Evil. You're either on the right side or not, regardless of your exact attitude. All celestial beings would be collectively known as 'angels' (scholarly types in-setting call them the Malakhim), while all fiendish beings would be known as 'demons'. There is still a mechanical family separation in demon types (Demon, devil, kyton, et cetera), but they are considered the same type of creature in the lore. Aasimar and tieflings are not considered either and are viewed by most outsiders as humans, although some humans that know of their heritage may consider them blessed or tainted, depending on their patron and personal views.

- I was thinking that there would be three races: Human, Aasimar, and Tiefling. All three races would be buffed to around 25 or 30 RP, with humans having more versatility and the planetouched having more power.

- True to the Devil May Cry games, powerful demons can be turned into weapons. The in-setting explanation for this is that sin has a real substance and weight to it (just like the real old world belief that a soul laden with evil is "heavy air" and sinks to Hell) and that the oldest and most powerful demons are so filled with it that their souls are semi-tangible things. There are certain NPCs in the game that can mold these souls into weapons that take after the demon's nature. A demon of ice and the moon might form a scythe with a blade of frozen moonlight that lets you create a moonlit mist that you dimension door through during a charge, while a demon of fire and rage might create twin revolvers that fire bullets of slag and hellfire that get more powerful, and eventually explosive, the more foes damage you.

- There is a faith in the setting known as the Empyrean Choir comprised of powerful angels (called Empyreans) that some mortals worship. It is disregarded in the modern, secular places in the campaign world, but embraced in more isolated or antiquated locales. This faith contains twenty-seven angelic 'patrons' that are believed to function as servants for the creator being and each functions like a Pathfinder deity does. In practice, the faith is modeled after the ancient Catholic Church but with several twists that make it not feel like a straight expy. If you are familiar with Devil May Cry 4, it's similar in many ways to the Order of the Sword, but it doesn't worship an arisen demon.

- Divine magic does not come directly from gods and prayer, but through ritual magic and strict adherence to certain lifestyles that enable one to harness the purity, or corruption, needed to access divine magic. Prayerbooks are replaced with sacred tomes or scrolls that are effectively a wizard's spell book for divine magic. The time that divine spellcasters use each day to regain their spells is spent pouring over the texts and performing whatever rituals are needed to sharpen their connection to their source of power.

- The supernatural is considered to be a myth in most of the campaign world. Angels have never been particularly intrusive in mortal affairs and few demons have been seen since the Great Seal was erected to seal away the demon world. Mages and priests alike, what few remained after the forming of the Great Seal, retreated from the spotlight and formed secretive cabals and sects, fearful of their ways being learned by those who might seek their power to break the seal. As time passed and generations passed with most having never seen a hint of the supernatural, people began to view those things as tools used by the people of older times to explain things that they did not understand and as metaphors used in an attempt to answer the deeper questions of life.

- There is a secret society known as 'The Order' that secretly defends mankind from the threat of demons and their minions. The Order is comprised of normal humans who have had a brush with the supernatural, those with the blood of angels or demons in their veins, practitioners of magic, and others who know about the true nature of the world and wish to safeguard those within it from supernatural threats. The Order, despite being founded by the Empyrean Choir and using it's trappings, is a more or less secular organization and will take anyone who wishes to fight the demons. There is even a branch specifically for former practitioners of demonic magic known as the Veiled Sect that, while kept under close observation, fights the demons with their own tactics and magic.

- Characters will receive an untyped AC bonus as they level based on their primary class to represent their ability to avoid attacks by dodging, parrying, and baiting their enemies. Consequently, armor in this game, apart from shields, will give DR instead of AC. The exact type of armor DR is based on the kind of armor players would wear. So you really don't have to wear clunky armor to be competitive as a melee character, but you can still choose to wear it for DR.

- Automatic Bonus Progression is the order of the day. Whether you're a peak human or someone with outsider blood, I like the idea of PCs who are not as dependent on a ton of gear.


Greetings all! I'm a recent transplant here and was wanting to know how many non-SFS Starfinder GMs and players there are out there? If this is in the wrong section, I apologize, but recruitment seems the best place to put it due to it being where players and GMs congregate.

On a related note, has anyone here tried running or playing in a gestalt Starfinder game? They're really fun, but I have only found one or two since Starfinder came out. Depending on the game, I would practically leap at the chance to play in another one.

For those Starfinder GMs out there, are you cool with third-party content being use? I like vanilla Starfinder, I just like getting a nice view on how expansive my options are. I think I own about a third of all the third-party content for it and most of the rules are fairly balanced.