Devourer

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I for one really enjoy the interpretation of the paladin offered in the Starfairer's companion, being more than just a mere conversion. The oaths are a wonderful notion and one can expand the class vastly through the creation of more of these instead of the archetypes of PF.

That said, we enter into a difficult realm when we consider the antithesis of this class, the antipaladin. I can't just take all of A and make it -A like most paladin things. Granted, the rest of the class features should smoothly convert, comparing their PF to their SF variants then referencing what antipaladins get instead (although poison..), but oaths complicate matters.

So I ask this: What is one to do?
Do I make unique oaths and trust they are balanced?
Do I just take the ones that easily flip and flip them (Justice and Righteousness to.. Injustice and Wickedness?) and let that be it?
Do I leave the oaths alone a let there be antipaladins of Verity?

Or.. Do I wait for an unknown length of time for there to be a publication that handles all this for me?


Perhaps this is a misunderstanding on my part, but I couldn't help but notice.

Though not a requirement of the class, Mystics hold a strong(?) connection to the gods in the same way as clerics of old did. Due to that, you'd think there would be some alignment requirement yet there is not. While such an individual could not be a priest as well (to start out anyways, given there are no rules on ex-priests so.. A priest of Asmodeus who transitions to CE or LG.. or further, is still mechanically a priest of Asmodeus), couldn't a mystic follow a deity in some form even though they themselves do not match the requirements of clergy or even follow a heretical view/doctrine?

Am I wrong?
What do you think of this?
Are there any character concepts that this aspect lends itself well to (such as a NG Mystic of Cthulhu, who is convinced he is a CG deity of rivers and dreams)?


There are a couple aspects I felt would be worth discussion here. We, of course, have the question of item values (Gold to Credits) and basic conversion rules, but then we have a more subjective question. What items do you think from Pathfinder would be interesting (be it good or bad, or anywhere in between) to see use in Starfinder?

Examples:

Shadowcraft weapons would be evil, given its ability to change form. A Shadowcraft longarm could turn from a yellowstar plasma rifle into an LFD sonic rifle.. Or literally any other longarms weapon as level wasn't a concept for weapons. It requires no ammo, and the only problem is that a succeeded Will save by the target reduces your damage.

Demon mother's mask, given the continued presence of the worship of Lamashtu, could still be around and though i don't see it as a great item for gameplay, i do see it as one that offers interesting story angles. Like when the party encounters a fiendish sarcesian with a face with traits comparable to that of a surnoch's, such a mask explains how even if it goes unmentioned.

Veemods, especially brown ones, would be very useful. Drow are more or less accepted as one of the Pact (not that the elves are happy) and so those traveling to brighter locations for business at least would certainly benefit from what basically equates to sunglasses.


An ace pilot becomes afraid to sit at the controls ever again, a bounty hunter quits tracking down people in favor of a different kind of work, an Icon falls out of favor after controversial actions or simply seeks to drop from the lime light, a mercenary moves from payment for military(esque) action in favor of a new career, an outlaw goes legit, a priest loses faith in their god or their god loses support for them (an alignment change for example), a scholar loses interest in their field of study, after a horrific incident a starfarer gives up space travel in favor of adventures exclusive to a known world, or a xenoseeker's passion for new races fades.

All of the themes assume from level 1 to level 20 that you will forever be on that path, but what does one do if the theme stops fitting the character? I know retraining is an option, but that doesn't seem quite right for this (at least some of these).

What do people think of this? Am I seeing a problem that isn't a problem?

Also, what reasons can you come up with that a person might evolve such that a different theme fits them better or simply that their theme stops being appropriate to them?


So I have friends voicing a desire to be a part of a noir themed campaign, so I thought I’d try my hand at it using Starfinder.

The problem is, where do I even begin?
How could one approach that Genre with interplanetary travel being common place? What place(s) could one use to most easily capture this flavor? Suggestions of plot lines and plotpoints that would fit the flavor as well as the Starfinder/Pathfinder universe?


As the title. What class (or build really) would make for the best Diplomancer in Starfinder?


Think about it: The shadow plane is a reflection of the material. Many sites have their shadowy counterpart (roughly?) in the same place, be it twisted to ruin.. Ruled by kyton or other denizens of the shadow, or otherwise less pleasant than their true counterparts. Now, I've long wondered what sorts of things reside there in Pathfinder alone (like if there are an equivalent to the Outer Gods or Great Old Ones that reside in the inky blank void of that plane), but Starfinder raises questions of its own. So, as the title: Shadow Absalom: Is the city still in the plane, meaning that there is the reflection of Golarion left behind, or in its place do we have a shadowy space station? How do you think the Shadow Plane is doing post-Gap? What might the reflections be like of various locations already known to us in the material plane?


Beyond what was discussed in the Core Rule Book, what religions do you think will have changed between Pathfinder and Starfinder and how?

Examples: Will the Great Old Ones that were on Golarion still have a following?
Do followers of Tolc who wish to practice the obedience (not that rules for it exist in starfinder) still have to go outdoors naked while in space (Though starshaman might not have as big an issue)?
Is the godclaw still around, and if so does it still contain the same deities as it once did (in numbers and in individuals)?
Are we to assume certain demigods who were on the path of ascension have ascended?
How are faiths effected that are centered on oceans and weather, when interplanetary travel has become relatively common place?

And how is Razmir's cult doing? He could have ascended to divinity, just plain died and is being punished, or attained some other form of immortality.


I propose for you a situation: A ship has made a jump into/out of the drift, only to find they have more people on board than they started with. Assuming this is possible (not that this is likely, this is a plot event or your DM has a table and their dice have a sense of humor), what sort of petitioners can you come up with to have appear on board?

Class, former race, what plane did you snag them from (Did you just interrupt one of the chosen while they were in the middle of enjoying their after life, or rescue one of the hunted?), and what are they doing when found? Anything. I want to see what people can come up with, and even what people think of the notion. What can you do with this?


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Lets first take the conversion rules described in the Core Rulebook. How well does the class, converted by these marks, stack up? Are there any glaring issues with bringing it over (other than the fact every Wild talent would need to be evaluated, as with bringing over any caster)? Do you think it would be at all advisable to bring a kineticist to the table along side the classes built for the starfinder system?

That aside then, what changes would you recommend to help bring the class in line in terms of power (converting an archetyped form of the class, tweeks in rules, alteration of number of Wild talents, talent levels, damage scaling, ect).? If the game isn't suitable after the basic conversion rules are used.. What would it take?

And, to add on: How would burn interact with Starfinder's Stamina and Hit points? Would it be best to just use the Psychokineticist and avoid this question/problem?


Half-elves already get their note and I like what we have for them, but I am left with a question. How are half-drow different in starfinder?

Traditionally they are one in the same in stats, or at least similar, but pathfinder does set the precedence that they should differ slightly with options like Drow-Blooded, Drow Heritage, Drow Magic, Drow Training, and Thinblood Resilience. But, at this point in time, they don't exist for this fresh game, or anything of the sort. So, how should half drow be set apart there?

Crunch aside, how do you think Half-Drow fit in the scheme of things in Starfinder's setting? What roles are open to them in their society on Apostae and elsewhere? Do the laws on Castrovel relating to half-elves cover half-drow? So on and so forth..


Just the other day I was looking over Horror Realms and Horror Adventures, two among my favorate pathfinder books, and it got me thinking: How well would the tools provided in these function under Starfinder?

Now, the title refers to two of these, Accursed Companions (which would be applied to a mechanist's drones) and Corruptions, but I would also like to acknowledge and leave room for discussion for the other things: Sanity rules, Fear, Haunts, ect.

How well do you think the Corruptions would work under Starfinder? Any that would require changes in flavor, or changes more than just running a few of them through Pathfinder to Starfinder conversions? Hive, for instance, would likely require conversions of a couple of creatures.

What about accursed companions? How do you think those rules would work when applied to drones?

Any other horrific content you feel is worth acknowledgement and discussion when applied to Starfinder?

And lastly: If you were running, or were a part of, a horror campaign set in Starfinder, what would it be? How would you capture, or want to deal with, that feeling of dread set in a setting with interplanetary travel, high tech, and so on.


How well do pathfinder's full casters (arcanist, cleric, druid, oracle, psychic, sorcerer, witch, and wizard) function under starfinder given the changes in rules and the official rules for conversion? Are the at all advisable or even at least workable?

I know some of them have distinct parallels in Starfinder, and therefore can be easily emulated, but others don't so what paths do we have to evoke their flavors?


Im looking to build a paladin devoted to Shelyn under Starfinder's system. The question is though, how? Is it more advisable to grab the paladin class and run it through the filter, or just use the tools Starfinder has natively? And if I do that, which is certainly more of an option than with trying to emulate classes such as the sorcerer, I don't know what would work best to that end: An Envoy, a Mystic (Empath), a Solder.. A Solarian.. I could even make an argument for mechanic.

So, what would you recommend?


Given the rules for conversions provided in the core rule book: What races, classes (standard, prestige, vmc.. ect. ect.), feats, subsystems, so on and so forth.. Would work perfectly fine under Starfinder and what are some ones that one really should either avoid or put in much more work than the conversion rules suggest to get them to the point they'd be advisable to bring to the table?

I know it is relatively early, and this is a very broad question, but there are some things that are more likely to be a given than others.

This is all in preparation for a campaign I'd like to do at some point, and the more insight and direction people can provide the better, even if the vast majority of it gets unused.


I know it is a strange question at first, but hear me out.

Law is something that is pretty easy to define. In its simplest form it boils down to A then B. As we complicate matters, as is the way of the legions of hell, we rapidly get to the point of: If A then B, unless C, D, or E. Read the fine print and it turns out that on the 3rd Tuesday of the fifth month, it becomes if A then Q.

Chaos is something, however, that has always bothered me. I love chaos and chaotic entities, but contemplating it in this frame has given me problems. We have beings who care nothing for any sort of law, those who are bound by whim, and so on. But we also have things like the Outer Gods and the Great Old Ones in this category; Beings that by their definition are bound to 'If A then B', at least it is to my perception anyways. These cyclopean entities have goals, even if we can't make sense of them. They have reason, even if we'll never understand it. More often than not it is a matter that the stars must be in the right place before they can carry things out.

So where is the dividing line, or is it simply I am looking at this the wrong way?


I was looking over the madnesses discussed in horror adventures and started thinking about them in relation to the paladin class. This, of course, brought up a number of questions.

If a paladin's insanity drives them to commit an evil act, such as a delusion makes them think someone is evil when they aren't or their mania is for something.., does it count as willingly or unwilling committing an evil act?

If a paladin as a dissociated identity and one of the identities willingly violates their code of conduct, how does that effect things for the other identities? How might atonement differ?

If a paladin possessed moral insanity, could they still be a paladin while the condition is suppressed? How might this insanity effect atonement?

And to a different front, though still perhaps on the subject of insanity; Could a paladin take Dreamed Secrets?


BLACK BLADE ZEALOT (ARCHETYPE)
While most black blades are wielded by the arcane, there are those that walk a different path. Warriors sworn to their patron and the sword are sometimes bestowed with living blades as devoted as they are, sometimes even more so.

Special: A black blade zealot must have a patron that has a one-handed slashing weapon, a rapier, or a sword cane as a favored weapon.

Patron's Black Blade (Su): Upon reaching 3rd level, the black blade zealot acquires a sentient black blade. This blade must take the form of their patron's favored weapon. This blade advances as a black blade using the black blade zealot's class level in place of the magus's class level, and does not gain an arcane pool. Instead, when the black blade zealot prepares he spells for the day, he invests a number of uses of his blessing ability into his black blade equal to the black blade's Intelligence modifier + 1. Each of these invested uses function as a 'divine pool', with which the black blade's abilities function. A black blade zealot with this class feature cannot have a familiar of any kind, even from another class.

Because of the nature of this form of black blade, the blade always has an alignment matching the black blade zealot's patron's. So long as the black blade zealot's alignment remains within one step of their blade's patron's alignment, no negative levels will be applied for picking it up. If the black blade zealot becomes an ex-warpriest, the black blade will try to drive the zealot to atone, leave, or attempt to slay the zealot. This is completely dependent upon the blade, the patron, and the GM's discretion.

This ability replaces the bonus feats gained at 3rd and 9th level.

Black Blade Training: Starting at 6th level, whenever the black blade zealot would gain a bonus feat, he may forgo the feat in place of one of the following options;

Magus Arcana: The black blade zealot can select any magus arcana for which he qualifies. A black blade zealot may not select any magus arcana that utilizes an arcane pool. The black blade zealot treats her war priest level as her magus level when determining the effects of magus arcana and when specific arcana are available. A black blade zealot can take this option multiple times. Each time it is taken, it applies to a different magus arcana.

Spell Strike (Su): The black blade zealot can deliver touch spells with his black blade. This works as the magus ability of the same name.

|While ultimately a work in progress at this point, I'd love feedback so I can hammer out the kinks. Is it too strong, and needs more pulled from it? is it too weak, and need something more? Is my wording poor and need cleaned up anywhere?|


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What happens to a deity's soul, or equivalent, when they die? Is this any different for the soul of a demigod?

Assuming the existence of a deity's soul, is there any use for it? For example, devourers can use souls for power, daemons snack on them, souls can become other things such as new outsiders or incorporeal undead, so on.

And on a not entirely unrelated subject; Is there anything that can or does function in place of a soul? If so, how does it interact with the process souls go through differently, if it does so at all?


An idea I've been kicking around, though I am certain this sort of thing has been done;

I'd love to see people come up with races, with as much or little in terms of detail as comfortable, but using only what is available statistically. This could be a race uses another race's stats directly (ex; X race uses the Dwarf's racial traits), or it could be the race uses another race's stats with certain alternative racial traits as the default (ex: Y race uses the Elf racial traits with the Creepy, Long-Limbed, and Slender alternate racial traits).


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CYBERNETIC KINETICIST (KINETICIST ARCHETYPE)
For some kineticists, their bond to the elements is not sufficient in its own right to grant them power. To make up for this, they are imbue with cybernetic enhancements to allow them to better wield the elements.

Technologist: At 1st level, a cybernetic kineticist gains technologist as a bonus feat. A cybernetic kineticist, however, does not gain any class skills from their elemental focus.
Kinetic Core (Ex): Cybernetic kineticists begin play with a unique cybernetic implant often referred to as a kinetic core. This rests in the body slot, possesses an implant value of 2, stores up to 5 charges, and allows the cybernetic kineticist to insert or eject a battery from it as a move action. So long as a cybernetic kineticist's kinetic core possesses charges, they are able to expend charges to fulfill the burn cost of any wild talent they possess. If they run out of charges, a cybernetic kineticist may no longer use any wild talents until their kinetic core possesses at least 1 charge again. Furthermore, they become fatigued until their kinetic core's charge is raised to at least 1, or they have a full night's rest, whichever comes first. A cybernetic kineticist is not inherently aware of how many charges remain in their kinetic core. A cybernetic kineticist is incapable of accepting burn normally. This ability alters Burn.
Tap Cybernetics (Ex): At 3rd level, a cybernetic kineticist learns to tap into her different components to enhance her abilities. She receives a bonus on her attack rolls with kinetic blasts equal to half the total implantation value of the cybertech they have installed, to a maximum of +1 for every three kineticist levels she possesses. She also receives a bonus on damage rolls with her kinetic blast equal to double the bonus on attack rolls. This ability replaces Elemental Overflow.
Improved Body Implantation (Ex): At 6th level, a cybernetic kineticist gains an additional body slot for the purpose of cybertech. This ability replaces Internal Buffer.


More from the flavor side of things than the mechanics, though I welcome such input its well.

How would one approach an Elder Mythos Culist who honors Umr At-Tawil specifically? I know they haven't been discussed within pathfinder yet, but they are an avatar of Yog-Sothoth and James Jacobs has sated that Umr exists in the setting.

How might such an individual differ from a 'run of the mill' cultist of Yog-sothoth, if at all for that matter?


I was looking at the lich template when It occurred to me there was also the Lich Creature corruption template. While the standard is a CR +2 template, the other is a CR +1 template that loses out on very little of the standard lich. So, from that I had an idea; Using the latter template for variant lich.

Whether it is for an NPC or a path for a player to pursue, for the same CR adjustment one could use the Lich Creature template and mix it with another CR +1 template.

Do you think this is a good idea?
What would you combine with the Lich Creature template and how would you explain it?


A question of interaction. A ghoran lich uses ghorus seed. What happens?


It seems like almost an absurd question. To become a lich can take life time of study, determining one's unique pathway to lichdom, and executing an elaborate and expensive ritual.

But as we've learned in Horror Realms, this isn't always true ; There are oracles who possess the lich curse, which means they have by accident fulfilled most of the ritualistic components to achieve lichdom.

So stemming from this; Could someone too perform the last components needed to achieve this state strictly by accident? And I don't mean the kind of 'accident' set up by cultists devoted to Zyphus.


I know, its something from another edition, but I thought I'd ask as the concept interests me and a connecting element does exist in setting. If we have another thing like the Neothelids then that is fine too;

So to the first question; Does Tenebrous exist?
In short, Tenebrous was the being Orcus became 'briefly' when he ascended to godhood (or at least a different level of divinity from what he was). But he wasn't happy about not being orcus and one thing let to another, adventurers being involved if memory serves, turning him back into a demon lord and some remnant of tenebrous remaining behind separated from him.

If not; Does, or could, anything like Tenebrous exist or would that be impossible given the setting?


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As the title. What if there were a faith that extolled the virtues of 5 (give or take) chaotic deities.

What 5 deities would be most appropriate (or at least which 5 would you personally choose)?
What unifying beliefs would such a faith possess?
How might such a faith differ in interpretation of their five patrons.


A notion I was kicking around that I wanted to pitch and see what people can do with it.

While aboleth traditionally do not follow any deity, given that (unless I am mistaken) they are considered 'young upstarts' unworthy of attention, lets imagine for a moment a group of Aboleth that have taken to following ZK in some sense.

How might they interpret and follow the tenants different than we do?

How would they approach inflicting upon themselves and others pain? You or I could pick up a whip, a knife, some chains, ect.. but these aren't exactly practical options for them.

What could drive a group of aboleth to serving/revering/respecting/ect. Zon-Kuthon in the first place?

How could/should such a group be statistically represented any differently from standard aboleth, if there would be such a difference in the first place? For instance; a group that dwells on another plane might have a template or two. A group drawn in perhaps forcefully at first might be victim to the Shadow corruption.


I was thinking about the plagued corruption and a few questions came to mind in terms of its interactions.

1. Can creatures immune to disease acquire the plagued corruption? While the catalyst involves suffering magical disease for a prologued period of time, the corruption also states you lose any immunity to disease.

2. How does the corruption interact with the Plaguebringer class feature? It isn't immunity to disease, but it does grant antipaladins immunity to damage and penalties resulting from diseases.


Be it for a character or a group to throw at a party down the road, I'd love to come up with a cohesive philosophy/religion/ect. that draws its tenants from aspects of all the fiendish races (Asura, daemon, demodand, demon, devil, div, kyton, oni, qlippoth, and rakshasa).

So, for such a system of belief; What sorts of tenants could there be? What conclusions could one come to taking into account the fiendish races, both individually and in relation to one another? Would any deities/demigods approve of such a faith?


Aside from the standard, we have 3 forms of devourer; Those who were Devils, those who were Daemons, and those who were Demons. These are all fine and good, but I think we can expand upon these. The below variants have their spell-like abilities predominantly drawn from the spell-like abilities available to their former race.

Former Asura
A devourer formed from a powerful asura sometimes has a suite of spell-like abilities that focuses more on defiling holy sites. These devourers are always lawful evil. Replace the standard devourer spell-like abilities with the following at-will spell-like abilities: blasphemy, blink, blur, death knell, deeper darkness, disguise self, dispel magic, freedom of movement, mirror image, scrying, teleport, true seeing and unhallow.

Former Demodand
A devourer formed from a powerful demodand sometimes has a suite of spell-like abilities that focuses more on pushing forth the will of their masters, both old and new. These devourers are always chaotic evil. Replace the standard devourer spell-like abilities with the following at-will spell-like abilities: acid fog, blasphemy, chaos hammer, charm monster, communal protection from good, dimensional anchor, excruciating deformation, fog cloud, gaseous form, hold monster, pain strike, protection from good, see invisibility, and seek thoughts.

Former Div
A devourer formed from a powerful div sometimes has a suite of spell-like abilities that focuses more on destroying the creations of humanity . These devourers are always neutral evil. Replace the standard devourer spell-like abilities with the following at-will spell-like abilities: bestow curse, blindness/deafness, curse water, dimension door, disintegrate, fireball, hallucinatory terrain, ice storm, minor image, misdirection, plane shift, protection from energy, and suggestion.

Former Kyton
A devourer formed from a powerful kyton sometimes has a suite of spell-like abilities that focuses more on inflicting pain and wielding shadow. These devourers are always lawful evil. Replace the standard devourer spell-like abilities with the following at-will spell-like abilities: agonize, crushing despair, death watch, deeper darkness, ego whip I, enthrall, inflict critical wounds, instrument of paranoia, major image, shadow walk, shadow body, and symbol of pain.

Former Oni
A devourer formed from a powerful oni sometimes has a suite of spell-like abilities that focuses more on spreading strife among living creatures. These devourers are typically neutral evil. Replace the standard devourer spell-like abilities with the following at-will spell-like abilities: alter self, black tentacle, bull's strength, command, dimension door, fireball, haste, hideous laughter, invisibility, rage, shadow walk, stoneskin, vision and wall of fire.

Former Qlippoth
A devourer formed from a powerful qlippoth sometimes has a suite of spell-like abilities that focuses more on the destruction of living creatures and the embrace of their chaotic natures. These devourers are always chaotic evil. Replace the standard devourer spell-like abilities with the following at-will spell-like abilities: acid arrow, chaos hammer, confusion, darkness, dimension door, dispel magic, excruciating deformation, freedom of movement, insanity, protection from law, tongues, true seeing, and vomit swarm.

Former Rakshasa
A devourer formed from a powerful rakshasa sometimes has a suite of spell-like abilities that focuses more on deception and subterfuge. These devourers are always lawful evil. Replace the standard devourer spell-like abilities with the following at-will spell-like abilities: alter self, babble, charm monster, charm person, dimension door, dispel magic, displacement, ego whip II, freedom of movement, hold person, mass invisibility, mass suggestion, mind thrust IV, and misdirection.


I've long been a fan of 3.5's shadowcaster, and while I've seen it updated and even the content expanded upon, I never quite felt it has been brought into the system. So, I've set out to bring it into the system by using the Kineticist as a framework.

So here it is The Umbralist. This link will take you to the original post on the Giant in the Playground. Why there? Because if I have to change something, I can change it there.

Quick notes;
Uses shadowcaster mysteries as Wild Talents. 10 examples given, derived from 9 mysteries that were given as web enhancement to get a feel for the simple conversion. These wild talents are closer to Utility than they are any other form. There are enough mysteries between web enhancement and the two home-brew projects I linked in the original post that someone can get a Wild Talent at each level without using Tome of Magic, but it helps to have.

Rather than using burn, Umbralists get to use each wild talent they know 1/day for free then have to take Presence damage for subsequent damage. Later on, they can have 2 'safe uses' per day.

Presence is closer to Mind Burn than it is regular burn, but deals with Charisma, forces one to take on a Stain when reduced to 1 Presence, and causes them to pass out at 0 and below. This pool increases slightly with level.


We have the denizens of the Tapestry, we have the Qlippoth, and we have things like Chaos Beasts but.. what other sorts of tentacled horrors and similar creatures do we have related to other planes?

If you go far enough out in a given plane, will you meet such things, or are these limited to only a few planes?


APOSTATE (CLERIC ARCHETYPE)
Not all clerics follow the living. Known as apostates, these clerics serve gods and demigods long dead, channeling remnants of the very essence of fallen divinity. Befitting their name, most channel from the quasi-souls of slain demon lords, drawing from the Rift of Repose.
Alignment: An apostate must have an alignment no more than one step on each axis from their patron deity.
Patron: An apostate must have a dead god or demigod as their patron.
Quasi-Spirit (Su): As part of the apostate's preparation of spells, she performs a ritual not unlike that of a seance to channel a portion of the remnant essence of their patron deity, henceforth referred to as the deity's quasi-spirit.
By channeling the quasi-spirit of their deity, the apostate allows them to gain 1 point of influence over her. If the apostate loses that 1 point of influence, she loses contact with her deity's quasi-spirit and loses all remaining prepared spells, uses of channel energy, and access to her domain. When the quasi-spirit leaves after a 24-hour duration and before she prepares her spells again, her deity's quasi-spirit's influence over her resets to 0.
When the quasi-spirit gains at least 3 points of influence over her, she takes a -2 penalty on initiative checks as well as a -2 penalty on all Charisma checks and Charisma-based skill checks involving worshippers of other faiths, except checks made to convince others to convert. However, this also grants the apostate a +4 bonus against possession effects and a +2 bonus on saving throw against mind-affecting effects not related to possession.
If the quasi-spirit of the apostate's deity attains 5 or more points of influence over her, the apostate completely loses control to the quasi-spirit. She effectively becomes an NPC under the GM's control until she awakens the next day with the quasi-spirit gone.
Spiritual Domains: At 1st level, apostate gains two domains of her choosing, though they must be associated with her patron deity in some way. Domain powers that have a number of daily uses equal to 3 + her Wisdom modifier instead provide a number of daily uses equal to 1 + her Wisdom modifier. However, whenever an apostate uses such a domain power she may allow her deity's quasi-spirit to gain 1 point of influence over her instead of expending a use.
This ability alters Domains.
Wained Channeling: An apostate only gains a number of uses of Channel Energy equal to 1 + her Charisma modifier. However, whenever the apostate uses channel energy she may allow the quasi-spirit of her deity to gain 1 point of influence over her instead of expending a use.
This ability alters Channel Energy.


I was kicking around a a question when the rest of this hit me.

Lets take the concept of the Unknown God, Agnostos-Theos, and put them into pathfinder. You have a god with no known name, no known area(s) of concern, and no known alignment.

1. Could the concept work within pathfinder's setting?
2. Could a cleric have them as their patron, or is the concept completely ill-suited to the cleric class?
3. If a cleric could have them as their patron, what domain(s) should such a cleric have access to given the premise?


SERVANT FAMILIAR
Your familiar is no mere beast, but instead a loyal servant.
Prerequisite: Ability to acquire a new familiar.
Benefit: When choosing a new familiar, you may choose to have a willing humanoid function as your familiar. A servant familiar is treated as a commoner with the magus secondary class, with a character equal to their master's class level and gains only the special benefits provided to familiars, excluding the ability to speak with creatures of their kind, not increases to natural armor or intelligence.


HIVE SHAPE
In your path to embody and revere the midnight lord, you have come to assume the form of creatures that echo his transformation.
Prerequisite: Druid level 8th, and The Uskbond domain or Shade of the Uskwood feat.
Benefit: Whenever you use wildshape you can expend two uses to assume the form of a hive warrior or hive worker. This use of wild shape functions as beast shape III, except you gain the aberration type and the hive subptype while in this form, gaining the abilities that come with the subtype.
Additionally, whenever you cast Swarm Skin, you are capable of creating hive larva swarms. Hive larva swarms count as 10 caster levels for this purpose. Hive larva swarms created by this method do not gain the infest ability.
Special: If you lose the benefits of the Uskbond domain or Shade of the Uskwood, depending upon which you used to qualify for this feat, you also lose the benefits of this feat as well.


It is described in horror realms that;

Spoiler:

The Shades of the Uskwood keep an Alien Hive Queen. When they sacrifice people to her, sometimes they are instead transformed into hive warriors. The druids then whisk these ones off to be trained in the ways of their order.

So. How can one statistically represent this? Just slap a hive warrior with druid class levels, are there perhaps other ways?


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I started this discussion over on the GitP forums. and decided it would be interesting to get the take of another group of people on this premise.

Word for word;

Quote:

A thought experiment and discussion I wanted to start up, just for the hell of it. In short, what would happen if (by some set of absurd means) someone managed to apply the effects of Helm of Opposite Alignment to the entirety of the Great Beyond. Everyone is flipped to their opposite alignment, though for simplicity exclude changes to those of TN alignment, and even the planes themselves flip with it. Deities for the most part change alignment, but their portfolios remain the same otherwise, if modified slightly to better fit their new alignment.

What would occur? What sorts of entities would exist then? What would you play different in such a setting?

And if you are wondering why I put this in the advice forum.. There isn't a clear spot far as I am concerned and this seemed like the closest. If it gets moved, then it gets moved.


A strange question, but to the point; Can the incite violence ability (granted by the demagogue archetype) be used to cause those under its effect to attack themselves?


Every time I get started writing, I jam up on it. I want to do the concept justice, but I simply can't. In short, I want to see made (by one's effort or as a communal effort) a corruption that echoes Elric's dealings with Stormbringer. A closer representation of Stormbringer than wrought with the blade bound magus. Obviously, it can't just steal souls with a mere knick, but.. still it hungers.

I figure to prevent its progression one would need to kill a certain number of Hit Die worth of sentient creatures within a period of time, or it forces the corrupted person to try to kill someone close to them. Corruption Stage 3 forcing them to turn the blade upon themselves. Most manifestations would empower the blade, empower the wielder, give benefits for killing creatures, or some combination.

But thats all I got.


A lengthy title, but not the full picture.

To paraphrase from horror realms; The Shades of the Uskwood have learned of the Hive and note their means of transforming other creatures echoes Zon-Kuthon's transformation and 'confirms their beliefs'.

How is one to interpret this? What is the confirmed belief? I can read this as anywhere as vague as something infected Dou-Bral and replaced him with Zon-Kuthon (something basically known to us), to as extreme as the Hive being the responsible party (be it truth or merely their conclusion).


So, Im rolling up backup characters for the Hell's Vengeance campaign I am running and one of them I decided would be a Kinetic Chirurgeon. Not optimal for a heal bot, but I decided it would be interesting to try. Now, one of the players has their character rolled up and they are one that will be healing off of Negative Energy. Rather than nixing it, I decided to see how the archetype would go with a few tweeks.

Void Chirurgeon:

Not a brew so much as how I am houseruling it for the character.

Void Chirurgery: Void as element, gains void healer instead of kinetic healer. Can apply paladin mercies to void healer.

Metahealer: Things that are normally applied to kinetic healer are to void healer. Positive energy effects are swapped to negative energy effects.

Healing Buffer: Internal buffer can only be used for void healer, rather than kinetic healer.

To the point, i've a few questions to ask;

1. Is this route advisable? I know Kinetic Chirurgeon isn't the best heal-bot in the game, and this flip depends on the other characters either having a different source of healing or healing off of negative as well, but how well do you think it would function?

2. For such a character, do you have any recommendations for things the character to possess? Feats, traits, ect.


I was poking around various musical instruments, thinking about how they would be in relation to the bard class, when I came upon the Aeolian Harp (or Wind Harp). Looking at it, it raises a couple of questions.

1a. Is is viable for use with Perform checks and by extension for use with Bardic Performance?

1b. If it isn't viable normally, should effects like Basic Aerokinesis allow it to be?

2. If it is, conditionally or otherwise, which Perform would it utilize? Perform (String) or Perform (Wind)?


To frame this question, I ask but of the existence of a single creature;

Do dark flumphs exist?


Evolutionary (Unchained Rogue)
Whether by their will or chance, an evolutionary learns to gradually transform themselves into something more. She is adept in creating changes in herself, growing ever more suited to her environment and becoming akin to something belonging elsewhere in the Great Beyond.
Weapon and Armor Proficiency: An evolutionary is proficient with all simple weapons and with light armor, but not with shields.
This replaces the unchained rogue's proficiencies.
Path of Evolution: At 1st level, an evolutionary selects an eidolon subtype that possesses bipedal as a base form option (or whatever form is most fitting for their race.) An evolutionary is treated as an eidolon of that subtype for the purpose of determining what evolutions the evolutionary qualifies for (see Evolution). In addition, an evolutionary gains the base evolutions for an eidolon of their chosen type, though not for their base form. For the purpose of spells, an evolutionary is treated both as a creature of their normal type and as a native outsider for the purpose of determining what spells effect them. An evolutionary that selects the aberration subtype does not gain an alternate list of skills.
This ability replaces trapfinding and danger sense.
Evolution: Starting at first level, an evolutionary gains an evolution pool, beginning with 1 point and gaining point at each odd-numbered level gained thereafter. Points in this pool can be spent on a wide verity of evolutions. Whenever the mnahnor gains a level, the number of points in her pool may increase and she can spend these points to change her abilities. These choices are not set; the evolutionary can change them whenever she gains a level. An evolutionary uses her class level as her effective unchained summoner level for the purpose of determining which evolutions she qualifies for. An evolutionary is treated as qualifying for the extra evolution feat in spite of not possessing the eidolon class feature, applying the gained point to themselves instead. An evolutionary may treat abilities they possess as feats or alternative racial traits as evolutions for the purpose of qualifying for certain evolutions. An evolutionary is limited in the maximum number of attacks they are allowed to possess, possessing the same maximum as an eidolon of the same level.
This ability replaces Sneak Attack.
Precise Blows (Ex): Although an evolutionary lacks sneak attacks, an evolutionary may still qualify for Rogue Talents that require it. Whenever an evolutionary would have been able to do sneak attack damage to a foe, meaning whenever she attacks a creature within 30 feet of herself denied a Dexterity bonus to AC (regardless of whether they possess one or not) or when she flanks her target, she is capable of applying one rogue talent she possesses that is normally applied to a sneak attack. If she possesses the debilitating injury class feature, she may also apply it to these attacks. The effects of the rogue talent and debilitating injury are negated if the target is immune to precision damage, and has a chance to be negated if the creature has a chance of ignoring sneak attack damage.
This ability alters Rogue Talents and Debilitating Injury.
Evolutionary Talent: At 4th, and every 4 levels thereafter, an evolutionary gains the abilities normally granted to eidolons of their chosen subtype at their respective levels.
This ability replaces the rogue talents normally gained at 4th, 8th, 12th, 16th and 20th level.
Mutagenesis (Su): At 20th level, an evolutionary can chose to reallocate their evolutions exceedingly more frequently. Once per day, an evolutionary may spend an hour in uninterrupted focus to alter their form. At the end of this period, they may reallocate their evolution pool however they desire.
This ability replaces Master Strike.


Nevermind on the how, though there is actually a way if memory serves, but what all would happen if the abyss, the outer shell of reality itself, was destroyed?


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Secretive as the faiths of the tapestry are, and as malevolent and incomprehensible as they tend to believe, I figured I'd ask a couple of questions along the very theme of the title.

In what countries, places, ect. within Golarion would open worship of an Outer God or Great Old one would be allowed/tolerated/ect?

For instance, in spite of their policy on religions, I would assume there would be dim view of worship of these entities in Cheliax.

Branching from that, are there any deities/demigods that have even a remotely positive relation with, or view of, these entities or anything tied to them?


Strictly as a matter of curiosity; Are these two archetypes compatible?

Elder Mythos Cultist requires one to select one domain from a select list while eschewing the other, while hidden priest strictly replaces 1 1st level ability from a domain and 1 8th level ability.