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Are there any outsider subtype grafts?


Rysky wrote:
Dire Mosasaur wrote:

Would somebody mind sharing some info on the ** spoiler omitted **

Thanks.
It has a class ability that occurs frequently where you advance the abilities of a previous class, so if the class had spellcasting it would continue.

Ah, so kind of like the evangelist, then. Awesome, thanks Rysky!


Would somebody mind sharing some info on the

Spoiler:
Mortal Usher prestige class? Specifically I'm curious about the entry requirements and if it advances spellcasting (and if so, arcane, divine, psychic, or any)

Thanks.


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Yeah, more outsiders in general would be awesome. I would love a SF equivalent to planar adventures with a description of the major planes in the updated setting and a bestiary of new science fantasy themed outsiders! I'm afraid that kind of thing is still a long way off, though. In the meantime I'm hoping for the rest of the outsider subtype grafts and a few more outsiders per Alien Archive.


FormerFiend wrote:
Dire Mosasaur wrote:

Adding an entry because I'm excited for Concordance of Rivals. I hope that either AA3 or AA4 has more outsider subtypes/subtype grafts. Psychopomps are a major group that we don't have stats for yet, and they're especially important neutral outsiders if your group takes into account the updated lore for Pathfinder 2e where

** spoiler omitted **

I also hope that summon grafts for the Summon Monster spell are added for any new outsider subtypes.

** spoiler omitted **

I'm guessing it was unintentional. That kind of inconsistency is probably part of the reason they added the Gap; it can be used to handwave lots of oversights.


Adding an entry because I'm excited for Concordance of Rivals. I hope that either AA3 or AA4 has more outsider subtypes/subtype grafts. Psychopomps are a major group that we don't have stats for yet, and they're especially important neutral outsiders if your group takes into account the updated lore for Pathfinder 2e where

Minor 2e spoiler:
Aeons are changing to be lawful neutral, leaving psychopomps as the only major neutral outsiders

I also hope that summon grafts for the Summon Monster spell are added for any new outsider subtypes.


Thanks for the kind words, SuperBidi (and the help)! :)

Thanks for the feedback, Metaphysician! That's certainly a fair criticism. In retrospect, maybe it should have been called the Arcana connection or something. My thinking was that the connection would represent mystics who draw their magic from a connection to the arcane metaphysics of the universe, rather than divine or occult sources. I didn't want to imply that other connections couldn't be arcane in nature, though, so I went with Wizardry as a placeholder. That said, my original idea was to create an option to allow people to somewhat emulate an old-fashioned wizard without the technological aspects of the technomancer or doing a full conversion of the pathfinder class. From that angle, I was thinking of the mystic less in terms of deep connections and more as the old-fashioned magic user class. I can see how that could water down the uniqueness of the mystic class (not to mention the blatant theft from the technomancer), so it's certainly a niche option.


Hey, thanks for the feedback! I've tried to revise it based on your suggestions.

Mystic Connection Wizardry

Associated Deities Eloritu, Ibra, Nyarlathotep

Associated Skills Culture, Mysticism

Spells Special (see Arcane School, below)

Arcane School (Ex) - 1st Level
Choose a school of magic (SF Core Rulebook, page 333) to specialize in. Each day when you recover your spell slots, you also choose a spell of each level you can cast from the Mystic spell list. The chosen spells must all belong to the school of magic that you specialized in. Until the next time you recover your spell slots, you treat these spells as your connection spells. This process of choosing connection spells each day is known as preparation. (changed to only allow mystic spells)

Lesser Metamagic (Ex) - 3rd Level
Select one of the Technomancer spell hacks from the following list: Harmful Spells or Selective Targeting. You gain the chosen magic hack and treat your Mystic level as your effective Technomancer level for the purposes of using this hack. If the magic hack allows a saving throw, the DC is equal to 10 + half your mystic level + your Wisdom modifier.

Basic Metamagic (Ex) - 6th Level
Basic Metamagic functions in all ways as Lesser Metamagic, except the list of available Technomancer magic hacks to select from is expanded to include the following: Distant Spell and Extended Spell. You may not select a magic hack that you already have unless specifically allowed by the magic hack in question.

Improved Metamagic (Ex) - 9th Level
Improved Metamagic functions in all ways as Basic Metamagic, except the list of available magic hacks is further expanded to include Widened Spell.

Familiar (Ex) - 12th Level
You gain Squox Companion (Alien Archive 2, page 119) as a bonus feat. You also gain a trained squox companion as a familiar, except that it may take the form of any tiny animal (although the familiar always uses the stats for a trained squox). If your familiar dies, you can replace it for the cost of a trained squox. (removed the increase to DC)

Greater Metamagic (Ex) - 15th Level
Greater Metamagic functions in all ways as Improved Metamagic, except the list of available magic hacks is further expanded to include Quickened Spell.

Expanded Preparation (Ex) - 18th Level
Once per day, you can use one of the magic hacks granted by this connection without spending Resolve. (trying something different here, but it's probably still not very good)

I'm guessing it's still wildly unbalanced, but hopefully this is a step in the right direction.


Hi all! I've been thinking about trying my hand at some homebrew for Starfinder for a while now, and thought I'd start with this mystic connection that's been floating around my head. The basic idea is that it's an attempt to port some of the wizard flavour to SF with as few new rules elements as possible. It's still in a very rough state, and is probably pretty unbalanced.

Mystic Connection Wizardry

Associated Deities Eloritu, Ibra, Nyarlathotep

Associated Skills Culture, Mysticism

Spells Special (see Arcane School, below)

Arcane School (Ex) - 1st Level
Choose a school of magic (SF Core Rulebook, page 333) to specialize in. Each day when you recover your spell slots, you also choose a spell of each level you can cast from the Mystic or Technomancer spell lists. The chosen spells must all belong to the school of magic that you specialized in. Until the next time you recover your spell slots, you treat these spells as your connection spells. This process of choosing connection spells each day is known as preparation.

Lesser Metamagic (Ex) - 3rd Level
Select one of the Technomancer spell hacks from the following list: Harmful Spells or Selective Targeting. You gain the chosen magic hack and treat your Mystic level as your effective Technomancer level for the purposes of using this hack. If the magic hack allows a saving throw, the DC is equal to 10 + half your mystic level + your Wisdom modifier.

Basic Metamagic (Ex) - 6th Level
Basic Metamagic functions in all ways as Lesser Metamagic, except the list of available Technomancer magic hacks to select from is expanded to include the following: Distant Spell and Extended Spell. You may not select a magic hack that you already have unless specifically allowed by the magic hack in question.

Improved Metamagic (Ex) - 9th Level
Improved Metamagic functions in all ways as Basic Metamagic, except the list of available magic hacks is further expanded to include Widened Spell.

Familiar (Ex) - 12th Level
You gain Squox Companion (Alien Archive 2, page 119) as a bonus feat. You also gain a trained squox companion as a familiar, except that it may take the form of any tiny animal (although the familiar always uses the stats for a trained squox). If your familiar dies, you can replace it for the cost of a trained squox. As long as your familiar is within 30 feet of you, you gain a +1 bonus to the DC of saving throws for spells you cast belonging the school of magic chosen for Arcane School.

Greater Metamagic (Ex) - 15th Level
Greater Metamagic functions in all ways as Improved Metamagic, except the list of available magic hacks is further expanded to include Quickened Spell.

Expanded Preparation (Ex) - 18th Level
You gain an additional spell slot of each spell level you can cast. This slot can only be used to cast spells from the school of magic chosen for Arcane School. Additionally, you may now apply up to two of the magic hacks from your connections to the same spell, provided it belongs to the school of magic chosen for Arcane School.

Thanks for reading! Feel free to leave feedback.


Are there any new creature subtype grafts?


Hey, any chance I could join in? I'm completely new to PFS and PbP, but I've been playing Pathfinder for about two years now. I have a PFS number and a character who has never been used before, a human blood arcanist.


Ok, thanks a lot.


Does a character require multiple natural weapons to qualify for Eldritch Claws, or is one enough? Specifically, I'm wondering about a half orc with the razortusk feat.

PRD wrote:


Eldritch Claws (Combat)

Who needs magic weapons? Eldritch tricks are no match for your bestial ferocity.

Prerequisites: Str 15, natural weapons, base attack bonus +6.

Benefit: You natural weapons are considered both magic and silver for purpose of overcoming damage reduction.

Thanks


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Would Pharasma have a problem with a follower taking the Mummification alchemist discovery? On one hand, it doesn't change their type to undead, and as far as I can see it doesn't prevent them from aging/dying or otherwise mess with their soul's journey from birth to death and beyond. On the other hand, I could definitely see her and/or her followers finding even the similarity distasteful, at the least.

PRD wrote:
Mummification (Ex): The alchemist has mastered preserving flesh and applied this knowledge to his own body, turning himself into an undeadlike creature. After learning this discovery, the alchemist must perform a 30-day regimen of a special diet, rigorous exercise, and drinking a mildly poisonous alchemical tea. At the end of this regimen, he falls unconscious for 24 hours, then awakens as a “living mummy.” The alchemist's type does not change, but he becomes immune to cold, nonlethal damage, paralysis, and sleep. An alchemist must be at least 10th level and must have the preserve organs discovery before selecting this discovery.

Also, and this may just be part of a particularly bad stretch of o.c.d. lately, but I can't shake the feeling that taking the Deathless feat chain (Deathless Initiate, Deathless Master, and Deathless Zealot, from Ultimate Combat) would somehow be disrespectful to Pharasma, her being a death goddess and all. The logical part of me knows that those are just names given to feats that basically make you harder to kill at negative hitpoints, but the ocd part of me is unsure and fairly insane. I'd be very grateful if you could share any thoughts on this; it'd really help put my mind at ease.


I've been working on an idea I had in case my players experience a TPK. The idea is, rather than have the campaign end or have everyone roll up new characters, I'll let the characters die and end up in the afterlife as unique outsiders (essentially their characters will remain unchanged but will get custom templates appropriate to their plane/deity's outsider). They'll then have to go on a quest to return to their mortal bodies. However, two of my players' characters present problems.

One character is a LG fighter who worships Gorum (casually at best). I'm unsure whether to have this character end up as an archon (since he's lawful good), a protean (since Gorum is CN), or an azata (since Gorum resides in Elysium, if I'm not mistaken).

The other character I'm unsure about is an alchemist/master chymist. This character is true neutral in his normal alchemist form, however he becomes chaotic neutral in his mutagenic form. In both states he is a very devout worshipper of Pharasma, going out of his way to destroy undead. I'm thinking this character should return as an aeon (since he's neutral) or a psychopomp (since he's neutral and worships Pharasma). I doubt he'd end up a protean, but I'm not really sure what to do if he uses his mutagenic form as an outsider. The only options I can see for that would be to say he can't assume his mutagenic form as an outsider, have his alignment shift when he uses his mutagenic form (which would result in an outsider with an alignment that doesn't match its subtype), or I guess he could change from a neutral outsider to a protean, temporarily (this one's pretty weird, and doesn't make much sense).

Anyways, I'm kind of stumped. I'm probably overthinking things, but I was wondering what you would do with these cases. Thanks for reading through all that, and for any insight or ideas you might have.

For reference:

PRD wrote:
Alignment: A master chymist actually has two alignments (see the mutagenic form ability). The only restriction on these alignments is that they cannot be exactly the same.
PRD wrote:

Mutagenic Form (Ex): A master chymist's mutagenic form is an alter ego that has a different personality than her normal form, an outgrowth of the mental changes caused by the mutagenic potions she has consumed over the course of her career.

...
The mutagenic form even has his or her own alignment (which is selected by the player, but must be different from the master chymist's normal alignment). The change in alignment only affects the master chymist while in her mutagenic form.


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Hi James, here are a few random things I was curious about. Mostly about neutral outsiders this time.

(I'm asking all of these questions in regards to the Inner Sea setting)

1) Is the Boneyard itself a plane (like Elysium or the Abyss), or is it a location in a plane? Inner Sea Gods says it is located above the city of Axis (which is a city-plane, I guess).

2) The PRD usually lists Purgatory as the true neutral plane. Is this because it is setting neutral, or does Purgatory also exist in the Inner Sea setting?

3) Similar to above, what are neutral petitioners in the Inner Sea setting called? The PRD lists them as the "dead" and says they take the form of animated skeletons (outsiders rather than undead though). Is this also true of the Inner Sea?

4) Is there any relationship between Aeons and Psychopomps (for example, are psychopomps a type of aeon?)?

5) Is there a difference between the petitioners that turn into Psychopomps and those that turn into Aeons, or do they both come from the petitioner that is the answer to #3?

6) How devout would one have to be to become a Psychopomp rather than the stuff that makes up the plane? Would a relatively devout commoner follower of Pharasma become one, or would they have to be more noteworthy (like, say, a character with levels in cleric?)? I'm trying to get a rough idea of how populated the Boneyard would be.

7) Pharasma is mentioned as being very neutral in her judgements. Would anything cause her to hold souls back, even temporarily? Like if daemons or qlippoth were threatening to completely mess up the river of souls, would she resort to cutting off their reinforcements?

Sorry for all the questions, I'm trying to make a plane-hopping campaign in the Inner Sea setting and want to remain consistent. I'm rather new to Pathfinder, and have only played in a campaign set in a homebrew setting with few planes other than the material plane.


Hi James,
I'm building a half-orc sorcerer who fled Belkzen (I guess being a witch-doctor didn't work out? Still working on the backstory) and ended up in Kaer Maga. His AC is pretty abysmal, so I was thinking about picking up a haramaki. My question is, would it make sense for him to have acquired one, such as a crude orcish approximation? Or am I grasping at straws to get armor without arcane failure or a check penalty?


Hey James, I finally got a chance to read through Lords of Chaos, it was amazing. All of the demon lords were great, but I've got to say Cyth-V'sug's still my favourite. I had a couple of questions about him, if you don't mind answering.

1) Black dragons are listed under worshippers for Cyth-V'sug, and half fiend fungal green and blue dragons are listed as common denizens of Jeharlu. Would it be safe to assume that fungal black dragons can also be found there?

2) Is there aything you can say about why Cyth-V'sug didn't go after Treerazer after his betrayal? Does he want revenge, is he proud of his former minion? Indifferent, maybe?

3) How would he feel about chaotic neutral worshippers? Would he accept them or view them as heretics? Would CN divine casters be granted spells? Would they go to Jeharlu after they die? Does your answer change if they perform his obedience?

3b) Since the abyss is sentient, how would it respond to the larvae of a (formerly, anyways) CN individual?

Also, completely off topic:

4) Elves, dwarves, and gnomes all have underground cousins, is this also true of humans or orcs? Would orcs be considered the underground "equivalent" of humans?

5) Why do orcs and half orcs have darkvision? Living underground, hunting at night, or some other reason? Or maybe just a holdout from 3.5?

As always, thanks for your answers. Also, sorry for the wall of text.


James Jacobs wrote:
Adam147 wrote:

What happens to a demon when it dies? Would it reform in the abyss or just be dead (well, unless someone casts wish or something on it) or something else entirely?

On a related note, I'm trying to make stats for an npc who was killed earlier and comes back as a (unique) demon; do you think I should use the fiendish template or the half fiend template? Both are in the first bestiary.

Thanks,
Adam

It's gone. If it dies on the Abyss, its body decays normally (or supernaturally, depending on the environment) and merges with the quintessence of the Abyss. If it dies elsewhere, it just decays. Its "soul" is its body, and that material rots away as well—that's why it takes miracle or a true resurrection to restore it to life.

I'd go with the half-fiend template, or even better, a half-demon template from "Demons Revisited." Or maybe even just a full demon with some class levels and the NPC's memories.

Ok, thanks. I won't have time to pick up Demons Revisited before the weekend, unfortunately, so I guess I'll have to go with the half fiend and make it CE. Ah well. I have one other question then, do demons age? What about outsider (native) type creatures?

Thanks again, these answers are incredibly helpful.


What happens to a demon when it dies? Would it reform in the abyss or just be dead (well, unless someone casts wish or something on it) or something else entirely?

On a related note, I'm trying to make stats for an npc who was killed earlier and comes back as a (unique) demon; do you think I should use the fiendish template or the half fiend template? Both are in the first bestiary.

Thanks,
Adam


I'd also buy an advanced race pawn set. Maybe for each race have a male caster, female caster, male fighter/rogue, and female fighter/rogue?

And yeah, ratfolk are awesome.


James Jacobs wrote:
Adam147 wrote:

Hey James, what happens to the soul of someone who worships a demon lord? Would it depend on the demon lord in question, and if so, I am particularly interested in what happens to followers of Cyth-V'Sug.

Thanks!

If that worshiper succeeded in impressing the demon lord, it soon becomes a demon after serving a time in the Abyss as a larva. If that worshiper failed to impress the demon lord, they become a larva and probably get eaten or stepped on eventually. Or worse. If THEY survive long enough, they might become a demon anyway.

Followers of Cyth-V'sug probably get absorbed into the walls of his realm quite a lot and become fungus demon monsters.

Fungal demon monsters sound really cool! Thanks a lot for your answer, I really appreciate it.


Hey James, what happens to the soul of someone who worships a demon lord? Would it depend on the demon lord in question, and if so, I am particularly interested in what happens to followers of Cyth-V'Sug.

Thanks!


Hey guys, I have a quick question about the relationship between drow and the demon lords.

So far as I can tell, there are roughly 30 or so demon lords in the pathfinder campaign setting, and maybe 11 or 12 of them are mentioned as having followers in the form of drow noble houses. Would it be reasonable to assume that the other demon lords might have drow houses devoted to them?

Also, out of curiosity, what are the chances that a drow house would exist that follows a daemon entity, such as one of the horsemen?

Thanks for any answers.