With popularity of a certain game flooding our feeds with balls of red and white fun, some players may be looking for some similar fun in their Pathfinder Roleplaying Game sessions. Want to play a caster hell-bent on gathering exotic creatures from around the world (or at least neighborhood)? Worry not summoner friends! Today we present… Liminal Imprint!
Transitive Planar Mirroring
All three of the major transitive planes exhibit the concept of planar mirroring. These points of tangency to physical objects or more often living creatures form the basis of liminal power-users like psychics, psions and shadowcasters. The quasi-real energies gather in reflections of Prime Material things, places and creatures. Sorcerers and wizards routinely intersect these powers as well. finding these reflections and summoning from them. Where internal tangencies may create mental abilities or reality alteration effects, the ability to create external tangencies that “record” living creatures into the transitive planes is a concept many mystics mages try to master…
Book of Beyond Preview: Liminal Imprint & Evolve Imprint
Liminal Imprint (Liminal)
You have learned to invert the power of your summon monster spells to copy living creatures you encounter into your liminal space.
Prerequisite: The ability to cast a summon monster spell.
Benefit: When in combat you may expend a casting of a summon monster spell of a level appropriate to summon a creature of the CR of the target (See Below). Targets of this effect may make a Will save against the imprint. A failed save means that that creature has been imprinted in the your liminal tangency. Select one monster from that spell’s summon list and replace it with the imprinted creature. Imprinted creatures may now be summoned by the appropriate level spells as normal. Imprinted creatures are NOT exact duplicates and while receiving a +2 to Disguise checks to visually pass as the original creature, most casual interactions can tell the difference immediately. Any given creature may only be successfully imprinted by the same caster once.
The typical CR of a creature that a spell of a given level can summon is as follows: 1st level—CR 1/3 to 1/2; 2nd level—CR 1; 3rd level—CR 2; 4th level—CR 3 to 4; 5th level—CR 5 to 6; 6th level—CR 7 to 8; 7th level—CR 9 to 10; 8th level—CR 11 to 12; 9th level—CR 13 to 14. Remember to account for the CR adjustment of any templates applied.
Evolve Imprint (Liminal)
You have learned to improve the imprints of a creature he has already learned to summon by fusing multiple imprints of that kind of creature.
Prerequisite: Liminal Imprint, 5th level caster.
Benefit: When in combat you may expend a casting of a summon monster to attempt to gain an additional imprint of a creature of the same kind you have already used Liminal Imprint on. These new imprints do not replace summon monster options. When you have imprinted as many of a type of creature as your imprint currently has hit dice you may initiate a special ritual taking 1 hour to fuse all imprints of the existing creature to replace it with an evolved version. The evolved version gains 1 HD and the advanced template. You may only have one evolved creature of a type summoned at any given time.