[This and the werehippo were honestly the two main reasons I wanted to do a Weird Weres run of monsters. All those mantis shrimp mermaids people post on Mermay. Of course, since mantis shrimp are super pugnacious in real life (it’s said you can tell a researcher who works on mantis shrimp by their broken fingers), I figure they’re not likely to be one of the nice weres. But if you want friendly were-stomatopods in your game (possibly as Proud Warrior Race guys, possibly as enthusiastic jocks), I’m not gonna stop you. I gave it the slightly more technical name of stomatopod mostly for the ease of making a compound word.]
Entothrope, Werestomatopod
CR 9 CE Humanoid (shapechanger)
This creature has a humanoid torso and the lower body of a brightly colored crustacean. Instead of hands, it has massive pincers, and oversized eyes rippling with color and light grow at the top of its head.
A werestomatopod is an entothrope that can transform into a giant mantis shrimp. They are obsessed with combat and often highly territorial, challenging all who cross into their domains to violence. Almost all of them are evil, focused on a bloody form of might makes right. They are often equally obsessed with looks and beauty, and most of them are gorgeous in their humanoid forms. Other characteristics of a werestomatopod in humanoid form are unusually colored hair or eyes, or eyes that move in different directions at once. Most of them are aquatic or amphibious in their humanoid form, and those that are not typically make their homes close to the coast.
Werestomatopod (merfolk form) CR 9
XP 6,400
CE Medium humanoid (aquatic, shapechanger)
Merfolk natural were giant mantis shrimp slayer 9
Init +3; Senses darkvision 60 ft., low-light vision, Perception +11
Defense
AC 19, touch 14, flat-footed (+3 Dex, +1 dodge, +3 armor, +2 natural)
hp 81 (9d10+27)
Fort +10, Ref +10, Will +5; +6 vs. mind-influencing effects
Defensive Abilities insect mind
Offense
Speed 5 ft., swim 50 ft.
Melee masterwork short sword +13/+8 (1d6+3/19-20)
Ranged masterwork underwater light crossbow +13 (1d8/19-20)
Special Attacks sneak attack +3d6, studied target (+2, 2 targets, swift or move action)
Statistics
Str 16, Dex 16, Con 16, Int 8, Wis 14, Cha 12
Base Atk +9; CMB +12; CMD 26 (cannot be tripped)
Feats Combat Reflexes, Dodge, Eldritch Claws B, Improved Critical (pincer), Improved Natural Attack (pincer)B, Stand Still, Step Up, Weapon Finesse B
Skills Acrobatics +12, Bluff +9, Intimidate +7, Knowledge (geography, local) +8, Perception +11, Sense Motive +11, Stealth +12, Survival +11 (+15 following tracks), Swim +18
Languages Aquan, Common
SQ amphibious, change shape (merfolk, giant mantis shrimp or hybrid, polymorph), entothropic empathy (giant mantis shrimp), slayer talents (finesse rogue, foil scrutiny, ranger combat style [natural, x2]), stalker, track
Gear amulet of mighty fists +1, +2 padded armor, cloak of resistance +1, masterwork underwater light crossbow, 40 bolts, masterwork short sword, 2 potions CLW, 111 gp
Werestomatopod (hybrid form) CR 9
XP 6,400
Merfolk natural were giant mantis shrimp slayer 9
CE Medium humanoid (aquatic, shapechanger)
Init +8; Senses darkvision 60 ft., incredible sight, low-light vision, Perception +11
Defense
AC 31, touch 14, flat-footed (+8 Dex, +1 dodge, +3 armor, +9 natural)
hp 90 (9d10+36)
Fort +11, Ref +15, Will +5; +6 vs. mind-influencing effects
DR 10/silver; Resist sonic 10
Defensive Abilities insect mind
Offense
Speed 40 ft., swim 30 ft.
Melee pincer +18/+13 (2d8+5/19-20 plus grab and sonic burst) and pincer +18 (2d8+5/19-20 plus grab and sonic burst)
Special Attacks curse of entothropy (Small, Medium, Large), sneak attack +3d6, speedy pincers, studied target (+2, 2 targets, swift or move action)
Statistics
Str 18, Dex 27, Con 18, Int 8, Wis 14, Cha 16
Base Atk +9; CMB +12; CMD 26 (38 vs. trip)
Feats Combat Reflexes, Dodge, Eldritch Claws B, Improved Critical (pincer), Improved Natural Attack (pincer)B, Stand Still, Step Up, Weapon Finesse B
Skills Acrobatics +17, Bluff +11, Intimidate +9, Knowledge (geography, local) +8, Perception +11, Sense Motive +11, Stealth +17, Survival +11 (+15 following tracks), Swim +19
Languages Aquan, Common
SQ amphibious, change shape (merfolk, giant mantis shrimp or hybrid, polymorph), entothropic empathy (giant mantis shrimp), slayer talents (finesse rogue, foil scrutiny, ranger combat style [natural, x2]), stalker, track
Gear amulet of mighty fists +1, +2 padded armor, cloak of resistance +1, masterwork underwater light crossbow, 40 bolts, masterwork short sword, 2 potions CLW, 111 gp
Special Abilities
Curse of Entothropy (Su) Since a werestomatopod does not have a bite or sting attack, it is more difficult for it to transmit its curse. Any humanoid of the correct size that is knocked unconscious by a werestomatopod’s natural attacks must succeed a DC 15 Fortitude save or become an afflicted entothrope.
Incredible Sight (Ex) As long as a werestomatopod is not blinded, they are treated as having blindsight 60 ft, and can see in supernatural darkness without penalty.
Sonic Burst (Ex) A werestomatopod attacks with such extreme speed that its pincers issue a concussive blast of light and force when they snap closed. Each time a werestomatopod makes a pincer attack, whether it hits or misses, each creature in a 10-foot-radius burst centered on the attack's target takes 1d8 points of sonic damage and must succeed at a DC 18 Reflex save or be stunned for 1 round. A creature that succeeds at this save is immune to the stun effect from additional sonic bursts from that werestomatopod until the vermin's next turn, but it still takes sonic damage from additional sonic bursts. The werestomatopod is immune to this effect. The save DC is Constitution-based.
Speedy Pincers (Ex) A werestomatopod may make iterative attacks with one of its pincers.
One of the most iconic figures that comes up when thinking of shapeshifting is the various types of lycanthropes, cursed to turn into fearsome predatory beasts in response to the full moon.
However, typically being a natural or afflicted lycanthrope has its own sort of baggage, either being incapable of controlling their actions, or suffering from obligatory alignment changes if your GM focuses on rule text over flavor.
What if someone were to find a way to master the curse? Certainly, we’ve seen other archetypes do this, such as mooncursed barbarians.
Perhaps those who have truly mastered the curse are those that have combined it with another shapeshifting skillset. Such shifters are known as weretouched, and master a singular form tied to one of the variants of therianthropy.
Whether they are natural lycanthropes that devoted themselves to mastering the beast within, or the afflicted that achieved a miracle of self-discipline, this archetype represents those who have mastered the beast, rather than being its victim.
As suggested above, these shifters only ever gain one animal aspect, tied to the version of the curse that they carry. Almost every version of lycanthropy (and entothropy, if you want to go that route) that is found in official pathfinder materials has an aspect that is associated with it, with the exception of weresharks, but that can be achieved with some homebrewing. In place of gaining new aspects, however, these warriors instead gain the infamous resilience associated with the curse, which can be pierced only by silver or sufficient magic, and they are immune to truly contracting lycanthropy (or entothropy) in it’s virulent, uncontrolled form.
Their limitation also extends to what animals they share a kinship with, being only the animals of that general type.
Additionally, when using their power to fully transform, they can choose to instead take on a hybrid form like a true lycanthrope, gaining strength and attacking power while retaining hands.
If you’re only interested in one shifter aspect and/or you want to play up a were-beast connection with some extra durability, this archetype may be for you. You could choose a more combat-focused form and be able to choose when you want to go fully beast or just hybrid for the advantages of each, or you could choose a form of lycanthropy that is maybe not so good at combat and have the option for a more combat-ready hybrid form, such as the mouse aspect and falcon aspects for wererat and wereraptors respectively. Regardless, you have plenty of options for builds with this archetype. It’s worth noting that nothing in the rules text technically demands that you pick an aspect that has a canon curse of lycanthropy to it, but given the flavor I’d imagine that GM fiat is required to step outside of that particular box.
Shifters already are sometimes mistaken for lycanthropes due to the nature of their powers, but even those familiar with the discipline may hesitate when they learn that a shifter is a weretouched. This is especially relevant if your setting has specific lore for how the curse came about. If it is tied to nature, others may view your power as dubious and risking a loss of control. However, if lycanthropy is an evil thing, a curse empowering or punishing the wicked, then it may be even more reviled.
Hivehome, a city built into the colossal fallen log of the felled World Tree, is a place famous for its crawling things, including several entothropes and weretouched, that guard it’s city walls with giant bombardier beetles trained as living siege weapons.
Plying boats through the reeds, the lizardfolk that live in the delta recognize the live-giving properties of the river, but also it’s dangers, including those of their kind, as well as humans, that can take on the form of mighty saltwater crocodiles, their reputation making exploitation a deadly prospect.
Though the moon does not hold sway over her like it once did, Lady Mara does enjoy sneaking out on nights of the full moon and embracing her lycanthropic form, that of a fearsome weretiger, not to hunt, but to bask in the beauty of the moonlit wilds.
[This is a bonus B-movie monster in addition to being part of my Weird Weres project. Yes, there is really a movie called Sting of Death, about a were-jellyfish. It’s surprisingly foreshadowing of the slashers of a decade or so later--Egon the jellyfish man stalks his prey like Jason. He also is one of the few film lycanthropes to have the D&D/Pathfinder trope of being able to control ordinary animals of the same kind. In one scene, he sabotages a boat full of college students so it sinks and they get stung to death by plastic bags. I mean Portuguese man-o-wars. It is truly something to behold.
I also have to admit, I cheated a little here. I increased the swim speed in the hybrid form to something a little more threatening than the 10 feet of the crimson jellyfish. I also gave him a slam instead of a tentacle in hybrid form--the Sting of Death design has no big central tentacle, and having surprisingly deadly grab strength is the hallmark of a cheap movie monster.]
Entothrope, Werejellyfish
CR 5 CE Humanoid (shapechanger)
This slimy humanoid has slick skin, webbed feet and leaves a trail of ooze in its wake. Instead of a head, it has a swollen membrane, from which long tendrils extend and twitch.
Unusual even by the standards of entothropes, werejellyfish are slimy, semi-amorphous creatures. They have a tendency for patience, taking their time setting traps and ambushes in order to avenge those who have slighted them, even marginally. They are meticulous and murderous. Using their gelatinous bodies, they can squeeze through surprisingly small cracks and crevices, appearing to kill in unexpected places like closets and showers.
Although werejellyfish are found among aquatic species primarily, terrestrial humanoids can also become werejellyfish. Many of these are created through sinister rituals and mad alchemy rather than traditional routes of infection. Since their venomous stings cause Strength damage, many who would become infected by this strain of entothropy drown before they have the opportunity to escape, much less transform. In their humanoid form, werejellyfish are frequently off-putting. Their bodies may be crisscrossed with scars resembling jellyfish stings, they may have hyper-mobile joints, and some of them sweat profusely.
Werejellyfish (human form) CR 5
XP 1,600
Human natural were-crimson jellyfish rogue 5
Init +7; Senses darkvision 60 ft., Perception +9
Defense
AC 16, touch 13, flat-footed 16 (+3 Dex, +3 armor)
hp 41 (5d8+15)
Fort +3, Ref +7, Will +2; +4 vs. mind influencing effects, +1 vs. traps
Defensive Abilities evasion, insect mind, trap sense +1, uncanny dodge
Offense
Speed 30 ft.
Melee masterwork dagger +7 (1d4+1/19-20)
Ranged masterwork composite shortbow +7 (1d6+1/x3)
Special Attacks sneak attack +3d6
Statistics
Str 12, Dex 16, Con 14, Int 13, Wis 12, Cha 8
Base Atk +3; CMB +4; CMD 17
Feats Combat Expertise, Improved Initiative, Stealthy, Weapon Finesse
Skills Acrobatics +11, Bluff +7, Craft (alchemy) +9, Disable Device +11 (+13 vs. traps), Escape Artist +13, Perception +9 (+11 vs. traps), Sense Motive +9, Sleight of Hand +11, Stealth +13, Swim +9
Languages Aquan, Common
SQ change shape (human, crimson jellyfish or hybrid, polymorph), entothropic empathy (jellyfish) rogue talents (fast stealth, surprise attack), trap finding
Gear +1 leather armor, masterwork dagger, masterwork shortbow (+1 pull) with 20 arrows, alchemy lab, masterwork thieves’ tools, elixir of hiding (x2), elixir of tumbling, dust of tracelessness,, flask of acid (x3), sunrod (x4), potion of CLW (x3), 49 gp.
Werejellyfish (hybrid form) CR 5
XP 1,600
Human natural were-crimson jellyfish rogue 5
Init +8; Senses darkvision 60 ft., Perception +9
Defense
AC 23, touch 13, flat-footed 16 (+4 Dex, +6 natural, +3 armor)
hp 51 (5d8+25)
Fort +5, Ref +8, Will +2; +4 vs. mind influencing effects, +1 vs. traps
Defensive Abilities amorphous, evasion, insect mind, trap sense +1, uncanny dodge
Offense
Speed 30 ft., swim 20 ft.
Melee masterwork dagger +9 (1d4+5/19-20), slam +3 (2d8+2 plus grab), tendrils +3 touch (curse of entothropy plus poison) or slam +8 (2d8+5 plus grab), tendrils +3 touch (curse of entothropy plus poison)
Ranged masterwork composite shortbow +8 (1d6+1/x3)
Space 5 ft.; Reach 5 ft. (10 ft. with tendrils)
Special Attacks blood drain (1d2 Con), curse of entothropy (DC 15, Small, Medium, Large), sneak attack +3d6
Statistics
Str 20, Dex 18, Con 18, Int 13, Wis 12, Cha 8
Base Atk +3; CMB +4; CMD 17
Feats Combat Expertise, Improved Initiative, Stealthy, Weapon Finesse
Skills Acrobatics +12, Bluff +7, Craft (alchemy) +9, Disable Device +12 (+14 vs. traps), Escape Artist +14, Perception +9 (+11 vs. traps), Sense Motive +9, Sleight of Hand +12, Stealth +14, Swim +21
Languages Aquan, Common
SQ change shape (human, crimson jellyfish or hybrid, polymorph), compression, entothropic empathy (jellyfish), rogue talents (fast stealth, surprise attack), trap finding
Gear +1 leather armor, masterwork dagger, masterwork shortbow (+1 pull) with 20 arrows, alchemy lab, masterwork thieves’ tools, elixir of hiding (x2), elixir of tumbling, dust of tracelessness,, flask of acid (x3), sunrod (x4), potion of CLW (x3), 49 gp.
Special Attacks
Poison (Ex) Tendrils—contact; save Fort DC 16; frequency 1/round per 6 rounds; effect 1d4 Str damage; cure 2 consecutive saves. The save DC is Constitution based.
[Finding art for this was much more difficult than I anticipated. There’s plenty of art of beetle-men out there, but most of it doesn’t get that the “horns” of a stag beetle are its jaws. Umber hulks are often depicted with big oversized mandibles, and I liked how this one looked like a humanoid jaw split down the middle. Since beetles are so diverse, there’s a lot of ways I could have taken the flavor text. “Mindlessly violent” was inspired as much by the Darwin’s beetle segment from BBC’s Life as anything else.]
Entothrope, Werebeetle
CR 5 CE Humanoid (shapechanger)
This hybrid humanoid has a tough carapace and four spindly arms, walking on two legs. A shell covers its back and partially conceals membranous wings, and its lower jaw is split in two, each moving separately and covered in oversized teeth.
Werebeetles are single mindedly devoted to their own survival. They tend to be crude and unconcerned with morality or conscience, focusing solely on feeding, breeding and protecting themselves. They have difficulty with novel situations, and violence is typically their first reflex if startled or threatened. In their hybrid forms, they rarely use weapons, preferring their savage jaws.
Werebeetles can be found among a wide variety of different types of humanoids. They tend to be found in the same habitats where beetles are—that is to say, almost anywhere. The sample werebeetle is a stag beetle, so its preferred habitats are forests and underground—a perfect place for dwarven, elven, human or troll werebeetles. Natural rivalries tend to be inflamed by the entothrope’s self-preservation instincts, and warfare between werebeetles of different base species is relatively common.
Werebeetle (Dwarf form) CR 5
XP 1,600
Dwarf natural were-stag beetle barbarian 5
CE Medium humanoid (dwarf, shapechanger)
Init +6; Senses darkvision 60 ft., Perception +9
Defense
AC 14, touch 10, flat-footed 14 (+2 Dex, +4 armor, -2 rage)
hp 63 (5d12+25)
Fort +10, Ref +4, Will +7; +2 vs. poison and spells, +4 vs. mind-influencing effects
Defensive Abilities defensive training, improved uncanny dodge, trap sense +1
Offense
Speed 30 ft.
Melee masterwork greataxe +10 (1d12+6/x3) or spear +9 (1d8+6/x3)
Ranged spear +7 (1d8+6/x3)
Special Attacks rage (15 rounds/day), rage powers (quick reflexes, surprise accuracy +2)
Base Statistics when not raging, the werebeetle’s statistics are as follows
AC 16, touch 12, flat-footed 16; hp 53; Fort +8; Will +5; Melee masterwork greataxe +8 (1d12+3) or spear +7 (1d12+3); ranged spear +7 (1d8+3); Str 15, Con 16; CMB +7; CMD 19 (23 vs. bull rush and trip on the ground); Skills Climb +8
Statistics
Str 19, Dex 15, Con 20, Int 6, Wis 16, Cha 8
Base Atk +5; CMB +9; CMD 21 (25 vs. bull rush and trip on the ground)
Feats Cleave, Improved Initiative, Power Attack
Skills Acrobatics +9, Climb +10, Fly +5, Perception +9, Survival +9
Languages Common, Dwarven
SQ change shape (dwarf, giant stag beetle or hybrid, polymorph), entothropic empathy (beetles), fast movement, greed, stonecutting
Gear +1 studded leather armor, masterwork greataxe, 3 spears, cloak of resistance +1, potion of greater magic fang, potion of CLW (x3), 49 gp
Werebeetle (Hybrid form) CR 5
XP 1,600
Dwarf natural were-stag beetle barbarian 5
CE Large humanoid (dwarf, shapechanger)
Init +7; Senses darkvision 60 ft., Perception +9
Defense
AC 23, touch 11, flat-footed 23 (+3 Dex, +4 armor, -2 rage, +8 natural)
hp 73 (5d12+35)
Fort +12, Ref +5, Will +7; +2 vs. poison and spells, +4 vs. mind-influencing effects
DR 10/silver
Defensive Abilities defensive training, improved uncanny dodge, trap sense +1
Offense
Speed 30 ft., fly 40 ft. (clumsy)
Melee bite +10 (2d8+9)
Ranged spear +5 (1d8+6/x3)
Space 10 ft.; Reach 5 ft.
Special Attacks curse of entothrophy (DC 15, Medium, Large, Huge), rage (17 rounds/day), rage powers (quick reflexes, surprise accuracy +2), trample (1d8+9, DC 18)
Base Statistics when not raging, the werebeetle’s statistics are as follows
AC 25, touch 13, flat-footed 25; hp 63; Fort +10; Will +5; Melee bite +8 (2d8+6); ranged spear +5 (1d8+4/x3); Str 19, Con 18; CMB +9; CMD 22 (26 vs. bull rush and trip on the ground); Skills Climb +10
Statistics
Str 23, Dex 17, Con 24, Int 6, Wis 16, Cha 8
Base Atk +5; CMB +12; CMD 25 (29 vs. bull rush and trip on the ground)
Feats Cleave, Improved Initiative, Power Attack
Skills Acrobatics +9, Climb +12, Fly +0, Perception +9, Survival +9
Languages Common, Dwarven
SQ change shape (dwarf, giant stag beetle or hybrid, polymorph), entothropic empathy (beetles), fast movement, greed, stonecutting
Gear +1 studded leather armor, masterwork greataxe, 3 spears, cloak of resistance +1, potion of greater magic fang, potion of CLW (x3), 49 gp
With the nomadic lifestyle comes its own challenges, such as procuring shelter against the hostile environment, not to mention supplies. Thankfully nature magic is one of many ways to assuage those difficulties.
While desert druids already exist, those who channel the druidic arts while being horseback nomads often instead take on the role of sunriders, mounted druids that are associated with the Al-Zabriti, a loose organization of riders dedicated to protecting the Kelesh Empire.
Outside of the Golarion setting or that organization, however, these druids do well as defenders and providers for any nomadic group, putting their magic to work in the harsh landscape, not to mention caring for the horses and other mounts that are the lifeblood of their culture.
Given their nature, these druids always bond with a horse or a pony, depending on their size. What’s more, they are never at risk of failure except with the most complex riding tasks, and have learned to accommodate for the weight of their armor while doing so.
While they ride, rough terrain seems to shift aside and stand firm, allowing them and their mounted allies to ride through unimpeded.
They also have great skill when it comes to surviving in the desert, and whether through blessings or advice, they grant similar skill and awareness to allies.
As they grow in power, they also provide blessings to the mounts of allies as well in a wide range, increasing their speed and survivability in greater and more various ways as they master this art.
Focused around buffing mounted allies in a desert setting, this archetype might not see much use outside of a desert-focused game, but it can be a thematic NPC archetype for friends and foes while in such a setting. That being said, I would recommend a ranged support build with your new shortbow proficiency and summoning, since you’ll probably avoid close combat due to wild shape being something the archetype gives up, and consider taking a mix of blasting, control and support. Also, don’t forget to invest in concentration-improving feats, since you are a mounted spellcaster.
Given the association with Kelesh, consider reading up on Middle Eastern cultures when coming up with a character concept, but as always, be mindful and respectful.
Also, though the archetype specifically lists horses, if you want to step a little further away from the classic “Arabic Horse-Lord” concept, you could substitute other mount-suitable animal companions such as the camel.
The Mha caravan is well-protected. During the day, their sunrider wards their travel and speeds it along, but at night, they ward them in a different way, for their head druid is in fact a rare entothrope, a were-solifugid capable of ambushing and tearing attackers apart.
Fierce survivalists, the Kogras orc tribe forgoes the darkness to live in the sun. Though they often act as raiders, they can also be dealt with peacefully when their larder bags are full or when met at an oasis. They defer to their sunriders, wise orcs steeped in desert magic and skilled in the saddle of their riding beasts.
Not all sunriders ride in deserts of sand. Further north, in bleak tundra, there are sunriders who ride on the back of dogsleds, commanding teams of dogs with a pack leader, and channeling the power of ice.
Class Feature Friday: Psychedelia Discipline (Psychic Discipline)
For as long as there has been sapient life, one of the most common ways to attempt to expand consciousness has been the consumption of various mind-warping drugs and substances. From the oracles of Greece to the spiritual journeys of various indigenous cultures throughout the globe.
The consumption of such substances can be entirely recreational, or they can have spiritual or religious significance, depending on the culture.
…What, you were expecting hippie jokes?
Anyway, today we are looking at a psychic discipline that taps into those mind-expanding substances.
Maybe the psychic in question unlocked their mental abilities after a particularly potent trip, or simply find such substances to be the best way to draw upon those abilities.
Conversely, however, a good psychedelia psychic will know how to moderate their dosage, being all too aware of the risks.
The end result, however, is a psychic that knows how to use substances to bolster themselves, and how to replicate the sensations they experience in the minds of others.
The spells associated with this discipline focus on using hallucinations and feelings of euphoria both to aid allies and to debuff foes, branching out into creating vivid illusions over the surrounding area, and transcending the body to explore the astral plane.
Their regular exposure to such substances leave these mentalists highly resistant to the negative effects and addictive nature of such drugs.
Additionally, their experience has lead to them learning how to concoct their personal cognatogenic formula for enhancing the mind at the expense of the body. While basic, it is identical to the cognatogens that certain alchemists create, and if such psychics are also alchemists, they can discover ways to improve it.
Expanded and warped as it is, foes will find using mental effects on such a psychic to be a risky proposition, their minds briefly overloaded by psychedelic feedback, regardless of whether they succumb to the mental power or not.
More powerful psychics can even generate an aura that afflicts all nearby with strong hallucinations, potentially briefly making their behavior erratic, though they adjust afterwards. This aura is indiscriminate, but luckily these psychics can brew an antidote to fortify the minds of allies for about a month.
This discipline is perfect for a debuffing and battlefield control psychic, laying on various confusion and debuffing effects. However, they can also be good for support, dropping the various positive emotion-based enchantments to aid allies as well. Also consider playing up the expanded mind aspect by throwing on some divination spells for added utility, as well as one or two attack spells for some offensive options. Definitely pick up the will of the dead phrenic amplification so you don’t get caught with your pants down against the undead.
It may be tempting to give these psychics stoner or other “druggie” personalities, and if it’s a less serious game, go for it. That being said, the traditions of “expanding the consciousness” have very real significance to cultures that still persist throughout the world, so if you want to use that sort of imagery and themes, please do your research and do so respectfully.
While the drug Elysium’s Kiss was first introduced to the Tengu Quarter to “cripple foreign avian influence”, the crow-folk have taken the drug and made it their own, with quite a few powerful psychics emerging from the so-called “Kiss Dens”, bearing mental might and a keen awareness of the subversion attempted against their people.
The infamous Sour Sting is a drug and rum-running organization that has vexed local authorities for some time, mostly because of the difficulty pinning down an identity on the ringleader, as stories of those involved are strangely hazy and contradictory. Some believe they are a subterranean xulgath, others a shapeshifting werewasp. All, however, remember their head swimming after the encounter.
They say no sane mind can navigate the warrens of the Keening God. Those who have tried rarely ever return, and when they do, they are babbling, wretched shells of their former selves. So, if a sane mind has no hope, perhaps an addled mind is what is needed. So the party must seek out a master of mind-altering substances.
I remember remarking in the entry for the chosen one paladin that that archetype smacked of themes associated with the magical girl genre of anime. I stand by that assertion, but now I am delighted to present another archetype which is more on the nose in covering those themes!
“Magical Child” is a bit of a misnomer, for while they can indeed be of any gender under the sun, they also do not have to be of a specific age, only needing a sense of wide-eyed wonder and an intractable spirit.
Like a chosen one, these mystics are approached by a mystical shapeshifting being that acts as their guide, showing them the secrets of their magic and accompanying them into battle, proving quite resilient, as well as providing them with the means to switch between their contemporary identity and their mystically-granted heroic vestments on the fly.
The first ability of this archetype is perhaps its most limiting one. While they do gain spellcasting power, they draw specifically from the unchained summoner list, which some find limiting. Furthermore, instead of allowing them to treat their familiar as an eidolon for the purposes of certain spells that can only affect eidolons, they instead negate that possibility entirely, making it impossible for these mystical vigilantes to take those spells.
As one might expect from this archetype, these mystical heroes (or villains) can switch between civilian identities and their vigilante identities on the fly, invoking a magical transformation sequence that changes their appearance, clothing, and accessories in record time, as slow as half the time of most ther vigilantes to as quick as fast enough to perform other actions in the same 6 seconds. However, this sequence is extremely flashy and noticeable, emitting light, sound, and even music. It is so iconic that eventually Blood of the Beast made it into a talent that any vigilante can take, allowing all sorts of heroes to have the ability to henshin.
The real power of these vigilantes, however, is their animal guide, which starts out as a supernaturally smart familiar-appropriate animal that is supernaturally durable. Over time, it begins to reveal its other forms, gaining a more powerful improved familiar form, and then an even stronger such form, often revealing itself as a small outsider. At any time, it can switch back to a form resembling a mundane animal, but the most powerful can switch between all of their forms freely, taking advantage of the abilities of each.
Furthermore, their connection, both mystical and by association, with their mortal partner allows them to be just as much a symbol of their vigilante work, striking fear into the hearts of their foes, and even striking with the dynamic power of the most powerful vigilantes.
The biggest issue with this archetype is having a spell list meant for mid-ranged support on a character that is likely going to be on the front lines, but it can be made to work. Focus on learning buff and control-damage spells, boosting both them and their familiar, and controlling how the foe moves. Also consider touch-damage spells to transfer to the familiar, and a familiar archetype as well such as mauler to add some combat practicality to their arsenal. Additionally, don’t forget that, thanks to the unchained summoner spell list, you can also specialize in summoned minions and swarms.
The biggest thing to remember is that, like the familiars of the chosen one paladins, so too are these familiars the servants of some greater power, albeit one that grants arcane, rather than divine power. This makes things more interesting, since the morality of both the magical child and the familiar are not set, and therefore their goals, and that of the greater power they serve, be it divine, profane, or something stranger, can be much more diverse, and much more prone to manipulation of the magical child through deception or information control.
Odd to see so far from her homeworld, Bisira has always had second thoughts about her choice of biological dimorphism. But after a strange winged reptile offered her a pact, she has had fleeting moments of what she might have had, the lashunta able to transform briefly into a mystical warrior of the other biological caste, with her tiny dragonling ally.
Selfish and cruel, Epras has always looked out for number one, eagerly accepting the power of the silvery viper, becoming the Twisting Fang. Only later would he see his mentor for what it truly was, an auger kyton. Together, they plan to spread suffering in the city of Whiteport.
Recent rumors have spoken of a vigilante in Fairweather, an insect-helmed stranger always accompanied by a wasp, pyrausta, or insectile faerie of some sort. Some even claim that it isn’t a helm at all, but rather they are some sort of entothrope or humanoid bug. Regardless, the Final Sting appears in a swarm of buzzing insects, ready to conjure forth more chitinous allies and stab with a poisoned blade.