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I've been working on converting the Ghostwalk setting from 3e into 5e and I've hit a few stumbling blocks. Specifically with Ghost Powers and The Calling. I have some ideas on how to proceed with them but would like to get some other thoughts on them.

For those that aren't aware, Ghostwalk was a setting that focused on Manifest, a city that literally sits on the entrance to the Afterlife. People who die can allow themselves to pass straight into the Afterlife or they can decide to stay longer and become Ghosts. Since ghosts within Manifest are fully... um... manifested they are able to interact with the world around them like anyone else. This creates a city where the living and the dead "live" side by side.

It is important to note that these are not your average DnD ghost. They are not mad or doomed to haunt a certain place. They are still the person they were when they were alive, only without a body.

The bonus for players was that characters that died would come back as ghosts shortly after dying and could keep playing. They could have themselves brought back to life with greater ease, or they could remain as ghosts and learn ghostly powers like possession or shaping ectoplasm.

The one of the downside of being a ghost was that you could not level normally but had to instead take levels in one of two ghost classes, the Eidolon and Eidolancer, who focused on increasing your ghost powers (which could be taken as feats). Characters that have more Eidolon/Eidolancer levels than normal class levels would succumb to something called The Calling as they could no longer resist the pull of the Afterlife. Characters could trade in those "ghost" levels for regular class levels if they wanted when they were brought back to life in something called Life Epiphany.

I want to replicate the Calling but I don't want to create an entire class around something as specific as being a ghost. I also want to allow access to ghost powers, which I also need to convert, but I don't want to require that players take them as class features or feats.

Rambling out of the way, here's my current idea.

The Calling
Characters track the XP they get while they are ghosts separately from when they are alive, though they add the two totals together to determine how much XP they have and when they will level. The character succumbs to The Calling If the XP that gained as a ghost is ever equal to or greater than that xp he has gained while alive.

Life Epiphany
Ghosts who are brought back to life can experience a Life Epiphany. This causes 25% of the Ghost XP they have collected to be converted into Living XP.* A character can only experience one Life Epiphany per level. The more limited nature of the Life Epiphany is there to keep the Calling from becoming a paper tiger but still allowing the player a way to shed the extra XP.

*Example: A PC has gained 1500xp while alive and 1000xp while ghost. They are brought back and 25% of their Ghost XP (250xp here) is converted to Living XP. The PC now has 1750 Living XP and 750 Ghost XP.

Ghost Powers
Ghosts must use downtime to learn Ghost Powers. The amount of time spent training varies depending on the power but they can cut the time in half if they get training from another Ghost. Characters can choose to forget one or more of their Ghost Powers when they are raised from the dead. Time that was spent training on a ghost power the character forgot counts towards training in a new language or tool use. A character who does not forget their Ghost Powers reduces the amount of Ghost XP converted during a Life Epiphany to 15% due to their becoming less tied to their mortality.
Any suggestions would be appreciated.

I was wondering if anyone has a suggestion for making a psionic version of the Lashunta.

I know that you'd remove the Lashunta Magic racial trait and replace it with Naturally Psionic and Psionic Aptitude. But I'm wondering if there is anything else I should add, as I don't know if the two replacement traits are equal to the 5 RP that Lashunta Magic is worth.

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So the Malbrache are powerful devils, each one focused on a world or plane. The first Book of the Damned says that there are 12 that are known on Golarion, 1 for each of the worlds in the solar system, including the two that became the Diaspora.

I was wondering if there was a solid list as to which Malbrache was focused on what world?

My personal take is as follows:

Alichino - Golarion, since he's known as "The jester prince of the Cage".

Barbarica - Castroval, since his description mentions a jungle.

Calcabrina - I think the "dreamy mistress of twilight" would be tied to Liavara.

Cagnazzo - I'm not sure where the Hunter of Souls would put his focus. I'm inclined to think that it is Akiton, but there's part of me that wonders if it might be Aballon instead (where biological creatures "ruin" what might be his detailed plan for conquest).

Circiatto - I'm not sure which planet the Gluttonous would be connected with. Perhaps Triaxus, where gluttony an selfishness could spell doom to future generations.

Draghignazzo - Would seem to be one of the Malbrache of one of the worlds that makes up the Diaspora, since he "sleeps amid a conquest too complete".

Farafello - Eox. There's no other planet that could be described as "a land of the dead" where his conquest has been "delayed by death, but not denied."

Grafiacane - Not sure where the swarm lord would be. Perhaps Bretheda, as it is a world where the dominant race create biological tools such as tailored viruses and other servitor creatures.

Libicoco - I think that she would consider Aballon her domain. She's focused on destruction rather than conquest, after all, and there isn't much in the way of souls for her to harvest on that planet.

Malacoda - This Malbrache has already conquered 8 worlds and has brought his conquest with him, so I'm fairly confident that Apostate is "his" world. Perhaps the generation ship was trying to escape an infernal invasion of their home world/solar system.

Rubicante - I would put the prince of rust and ruin on the "dying" world of Akiton. Alternately, he could be connected with Verces, where his influence could be behind the upheaval in places like Kashak.

Scarmiglione - He shares a realm with Draghignazzo, which would mark him as the second Malbrache of the Diaspora.

Aucturn seems to be the only planet that might not have a Malbrache. The Stranger has a lot of mystery to it, including that it might not be fully on the material plane or that it seems to be a living entity in and of itself.

Does anyone have a different reading or more solid idea of which Malbrache is connected to what planet?

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So I start flicking through Ultimate Combat and find the Pup Shape spell, which turns an animal or magical beast into a younger and (quote) cuter version of itself than non-evil creatures have a hard time bringing themselves to hurt.

So I have to ask... Is Paizo specifically writing spells for my wife and her character or has she started to secretly write for them under some Pseudonym? ;)

Ok, as a quick bit of background, I'm going to be running Carrion Crown as a solo campaign for my wife. We've decided that we weren't going to be using optional insanity rules. Part of it is having insanity rules in just about every other campaign we play, and she'd rather not have her lone adventurer go mad on her. Besides, Illmarsh will be still be pretty frightening without the added insanity loss.

I was breaking down the adventure for ideas to use as a bit of foreshadowing when I was struck by the fact that the invasion of the mi-go and the weakening of reality that is letting Shub-Niggurath in is the exact type of thing Flumphs would seek to warn people about.

I realize that Flumphs do not fit into a Lovecraftian game. That's ok for the game I'm going to run. I'm not abandoning the tone or theme, and I don't plan on having them actually getting involved in any investigation or fighting, but I think that, used right, they could provide a few moments where the tone rises for one last gasp of air before the final horrific reveals.

Part of what I'm thinking of is that the Flumphs had a very small colony where they could keep an eye on the area. When the skum found the moit and reality started to tear, they spread out to do what they could. Unfortunately, they couldn't find anyone in Illmarsh they thought would listen. I'm thinking of adding some flumph bodies in the Mansion near the marsh giant, and maybe a living one hiding in the tunnels near the Colour.

So here's a thought experiment. Any suggestions on how to add a moment of Misfit Monster levity, either before or during WotW without completely throwing out the tone of the piece?

I'm going to start running Carrion Crown as a solo campaign for my wife in the next few days and was working on putting together the starting NPCs she'll have to work with while knocking around Ravengro. I don't want to overload her with too many potential party member NPCs, but I also don't want her finding her group completely overwhelmed.

She's planning on playing a Magus, so this is what I have so far as NPC's:

- Alexi Bervein, a Lawful Good male human Order of the Shield Cavalier from Lastwall.

- Stutters, a Neutral Good female Changeling Dual-cursed Dark Tapestry Oracle with the Tongues and Haunted curses, from Carrion Hill, Ustalav.

- Jonathan Cornell, a Neutral half-elf Chirurgeon Re-Animator Alchemist from Absolom.

- Erlin Welt, a Lawful Neutral female kyton heritage tiefling Infiltrator Preacher Inquistor of Zon-Kuthon from Cheliax (using the Conversion Inquisition).

I might make another character available to her. Each character has reasons not to go into Harrowstone after all, or to leave the group soon after.

Should I make one more Pall Bearer for the group, and if so what should I consider adding to round the group out?

So I'm working on putting together a new Elder Evil for a Pathfinder game and I'm a little stuck on coming up with what it's sign would be.

The concept is that this entity was at the forefront of the conflict between the forces of Reality and the forces of the Outside during a war in which the barrier between the two was created. The Elder Evil was the leader of the Outside forces and was supposedly destroyed by the Gods.

Instead, a few cells of the Entity survived and ended up trapped in Reality. In order to survive and heal, it infiltrated its cells into living creatures and then letting its awareness fade away.

As time wore on the cells that contained pieces of the Elder Evil replicated and were passed on, with each division creating more and more. They were passed on to new generations and it eventually came to be that just about every intelligent mortal on the material plane had a piece of the Elder Evil in every cell in their body.

The effect wasn't exactly detrimental though. While the gods gave mortals life and the gifts of their domains, the Elder Entity provided the inspiration to combine those gifts and see things in new lights. It's existence helped guide progress to the point at which the campaign has reached.

When it wakes up, it will present itself as something similar to Legion from Castlevania, and the fate of humanity in Neo Genesis Evangelion as intelligent beings basically become the cells and pieces of it's own monstrous body.

I'm just not sure what to do about the signs on the way to that point. Suggestions?

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So I was going over the Assume Control ability of the Egorian Academy Infernal Binder and I was wondering if it is capable of temporarily taking control of a Summoner's Eidolon.

The ability says that "you can attempt to gain control over a summoned creature by disrupting the bond between it and the caster who summoned it. ... If the check is successful, you can control the summoned creature as if you had summoned it for a number of rounds equal to 1/2 your wizard level (minimum 1 round)."

Meanwhile, the Eidolon says that "Eidolons are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score. In addition, due to its tie to its summoner, an eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures."

Since it doesn't make any special distinctions in either the Eidolon entry or the Assume Control ability, am I correct in reading that you could take control of someone's Eidolon and send it back on them for as long as the ability lasts?

I'm working on converting the Eidolon, Eidolancer and the Ghost domains from Ghostwalk to Pathfinder.

For the classes, I'm planning on upping their hit dice and turning the feats into talent trees to select from, but I'm not sure what else to do in order to bring them in line with other Pathfinder classes.

Also, I'm looking to add different domain powers to the Ghost domain. One of them will probably be the ability to imbue something with the ghost-touch quality for a number of rounds equal to their cleric level, but I'm not sure what the other power should be. Maybe the ability to force incorporeal creatures to full manifest, or do extra damage while channeling energy to harm incorporeal undead?

Any suggestions on what to do or different paths to consider?

I'm going to add the city of Manifest and some of its surroundings to Golarion, but I'm making a couple of changes and need some advice.

First change is that monstrous humanoids can also become ghosts and the Yuan-ti are no longer the living "Big Bads" that threaten the city.

Second is that while most people believe that Manifest sits over a powerful portal to the Boneyard/Heaven/Hell/Candyland/Whatever the believe in, it is actually a place where the fabric of reality is particularly weak. Instead of guarding the gateway to the Afterlife, the Dwarves are guarding a gateway to the Otherside where the Old Ones could find entry.

As a result, the biggest threat isn't the Yuan-Ti, but Cults to the Old Ones.

Third is that the city is more like fly paper or a spider web, drawing souls to it instead of the Boneyard. It sort of sends out a pulse every so often to draw in more souls from around Golarion. Why this is probably has to do with the Gate Below.

Fourth, the Spirit Woods are no longer repositories for elf souls. Sorry elves, you're no longer better than everyone else. Instead, it is where Fey souls (other than gnomes) end up catching and grounding themselves rather than getting pulled into Manifest and any closer to the Gate Below.

So basically, far more Lovecraft and much darker possibilities.

This considered, I'm not sure about the dwarves that guard the Afterlife/Gate. They're supposed to have been there for a while and I'm not sure how to explain how they got there and guard the Gate.

Also, I'm not sure where to place the Ghostwalk in Golarion. I want it to be out of the way, not well known place, but near enough to Ustalav, Chelix and Varsia that it won't require massive expeditions to get to.

Any suggestions?

I'm planning on having the party, which includes a Neutral Good Inquisitor of Shelyn end up in a small backwater village where the elder is a Lawful Neutral cleric of Zon-Kuthon.

I'm trying to picture just how that kind of character would work. He would probably preach that "Life is suffering and endurance makes you stronger", and punish anyone that breaks the laws with stuff he learned in the seminary, but I'm not sure that works.

Any advice on how to approach portraying the non-evil side of Zon-Kuthon worship?

So after death all souls are supposed to line up to be judged by Pharisma and the servants of different deities will sometimes work together to protect those souls from the depredation of Daemons and the like.

And while we haven't seen an indepth description of Pharisma, she doesn't seem like the type to be very happy with anyone who prevents a soul from reaching it's proper place.

I'm curious as to how spells like Malediction and Hellfire Ray work when the target dies. Both damn the target to Hell, regardless of their actual alignment or faith. For that to work, the spell clearly needs to bypass Pharisma in order to prevent the soul from moving on properly.

Does the soul simply appear in Hell or is it marked in some way that forces the goddess to consign them to the Pit? If either, how would Pharisma look upon something that interferes in her duty and why wouldn't she demand the return of those who are wrongfully consigned to the Pit for proper judgment? Asmodeus couldn't find the odd extra soul here and there worth the displeasure and enmity of Pharisma, who could start interfering with the flow of souls he is supposed to get, or the gods who find their worshipers damned because they were unlucky enough to get targeted by the wrong spell before death.

I’m working on an idea for a campaign where the PCs find themselves pitted against several Demon cults who are, frighteningly enough, working together for some bigger goal (while seemingly at cross-purposes at times). I’m not one hundred percent certain on where it will start just yet, and I’m waiting for Lords of Chaos’s release in December to plan the exact nature of a lot of what is happening, but I was hoping for a little help planning the background.

So the plan is that Shelyn disappears from the Heavens and the things under her purview on Golarion (art, music, beauty and love) start to go wonky. Her clergy continue to be able to cast their spells, but they suffer from intense feelings of pain and terror when they do so. Worse, these emotions start to tumble out into the inspirations of artists and musicians, and eventually even into matters of love.
The other Gods are up in arms, to say the least. After all, who would be depraved enough to hurt Shelyn? They decide that it must be Zon-Kuthon and try to attack him, only for him to raise a defence against them using the First Shadow. His servitors are still able to collect the souls of the dead, as Pharasma isn’t about to disrupt her duties for this despite something of a backlog of Shelyn worshippers building up the longer it goes on, and he sets his followers to look into the matter as well.

What actually happened was an attempt by the demon lord Nocticula to ascend to godhood. Just as Lamashtu tore the divinity out of a god, she decided that she could take a portfolio from an easier target. While taking Lust from Calistra was a natural choice, she decided that arranging a trap for the goddess of Trickery would be dangerous and settled on taking Shelyn instead. After all, what would be sweeter for a demon of lust and darkness than to hold corruptive dominion over “Love”.

Through intermediaries, she eventually makes sure that Shelyn finds out about a place in the Abyss where, once every “uber-long time” a spring opens up that contains foul fluid that can separate/absorb any corrupting influence from a soul. Even those of the Abyss itself. It is so powerful that enough of it could reduce a Demon Lord down to the inspiring soul and their power into something that either dissipates into the Abyss, can be consumed by another, or into something akin to a Quippolth Lord.

Shelyn finds out about this fluid, even getting a drop or two to test (and lo and behold, it works), just as the spring is about to close. With no time to lose, she makes her way to the Abyss and gets caught in Nocticula’s trap.

That’s where things get difficult for Nocticula. Other demon lords have become aware she was up to something and got involved. Dagon sees an opportunity to spread his influence through art (horror in clay) and music (of Eric Zhan), while Lamashtu wants to stop Nocticula’s plan take advantage of the opportunity to transform Shelyn into a hideously warped and perverse brood mother (her very own version of the Prince of Chains). Socothbenoth works with his sister, but sees this as an opportunity to “teach” Shelyn a few things and make her his thrall.
The Demon Lords all want Shelyn (each “loving” her in their own way), but realize that the Gods will be pissed when they find out what actually happened, so they agree to work together to avoid divine notice (while trying to undermine their rivals).

I figure that Shelyn was caught inside some sort of Artifact that Nocticula had/made, and that the Artifact fell into some layer of the Abyss when the demon lords came into conflict over it. As a result, the cults are not only trying to find some way of detecting the object, but also of preparing for what they see as their Master’s triumph by claiming power in the mortal world.

Does anyone have any suggestions? Maybe where I’m missing something, or where I could add something (like more demon lords for example).
If nothing, this plot gives me a chance to introduce the Inquisitors of Shelyn. My wife loves the idea of being allowed to torture someone for being a bad artist or musician. I’m just waiting for the crack about them being the “Love Police” ;)