Aldern Foxglove

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RPG Superstar 2013 Top 16. RPG Superstar 6 Season Marathon Voter. Organized Play Member. 22 posts. 1 review. No lists. No wishlists. 1 Organized Play character.


Scarab Sages RPG Superstar 2013 Top 16 , Marathon Voter Season 6 aka Albanus

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A gentle mist drifts through the clearing calming all it touches. When a sudden tension ripples through the air, the mist coalesces and lashes out with acid limbs.
The Quiet Ones CR 4
XP 1200
N Small aberration (air)
Init +6; Senses blindsight 60 ft.; Perception +0
----- Defense -----
AC 16, touch 16, flat-footed 10 (+6 Dex)
hp 37 (5d8+15)
Fort +4, Ref +7, Will +4
Defensive Abilities amorphous; DR 5/magic; Immune mind-affecting effects
Weaknesses vulnerable to sonic
----- Offense -----
Speed fly 20 ft. (perfect)
Melee up to 4 touches +9 (1d8 plus corrosion)
Special Attacks Wail of Anguish
----- Statistics -----
Str -, Dex 22, Con 16, Int 2, Wis 11, Cha13
Base Atk +3; CMB - CMD -
Feats Combat Reflexes, Weapon Finesse
Skills Fly +8, Perception +0, Stealth +9
SQ Rolling Mist, Sorrow Cloud, Corrosion, Phantom Limbs
----- Ecology -----
Environment any forest
Organization solitary
Treasure incidental
----- Special Abilities -----
Rolling Mist (Ex) A quiet one normally exists as a vaporous mist 30 feet wide. It is incorporeal, indistinguishable from a light fog and essentially harmless. It drifts about the forest seeking peace and is subject to any wind that would affect a normal cloud of this size. Anyone entering its area feels its desire for peace and must succeed a DC 13 Will save or fall asleep as the sleep spell. A quiet one can switch between forms as a full round action.
Sorrow Cloud (Ex) Once it finds a peaceful place a quiet one can concentrate enough to take more solid form as a small dense cloud 3 feet in diameter. It is considered amorphous and all statistics above are for a quiet one in sorrow cloud form.
Corrosion (Ex) Anything touched by a quiet one's sorrow cloud takes 1d6 points of acid damage. Weapons and armor will also be damaged but plant life is unharmed (including wooden weapons).
Phantom Limbs (Ex) In sorrow cloud form, 4 amorphous limbs can assist movement to increase the quiet one’s speed by 10 feet per round. Each limb can also deliver a touch attack but cannot be used for more than one purpose in a round. Thus the quiet one can deploy all 4 limbs to movement and achieve a speed of 60 feet, or make 4 touch attacks, or any combination of the two. Switching tasks for any number of limbs is a move action.
Wail of Anguish (Su) While vulnerable to sonic damage, the noise will cause an explosion of rage. The round following a sonic attack, the quiet one is helpless to do anything but wail in pain and terror. Everyone in a 30 foot radius suffers 2d6 points of sonic damage and must succeed a DC 13 Will save or be stricken with sorrow identical to a crushing despair spell.

These lonely creatures have been spotted throughout the Inner Sea Region, most frequently in Verduran Forest due to the many wars fought by nearby Taldor. They appeared during Taldor’s First Army of Exploration when many innocent creatures died seeking only peace from the atrocities of war. In some cases their collective fear and sorrow was strong enough to give life to these emotions, and the quiet ones have drifted through the forest ever since, eternally seeking that elusive peace.
Quiet ones are only aggressive if attacked (in either form) or if they have found a place peaceful enough to solidify and something should disturb their solitude. Anything breaking the silence of such a place will be met with all the rage and pain of centuries of sorrow.

Scarab Sages RPG Superstar 2013 Top 32 , Marathon Voter Season 6 aka Albanus

1 person marked this as a favorite.

I looked at items for creative uses first and foremost, and that made this one of my favorites. It was definitely the one that I figured would knock me out of the running if a finite number of gloves had been allowed :P

Scarab Sages RPG Superstar 2013 Top 32 , Marathon Voter Season 6 aka Albanus

4 people marked this as a favorite.

Awakened (Rogue)
Many folk of the River Kingdoms have suffered at the hands of the Razmirans, perhaps none moreso than those who received the hallucinogenic narcotic the Tears of Razmir and been forced into a life of crime to feed their addiction. Those strong-willed few that recover have found unlocked potential that made them well-suited to surviving in the treacherous River Kingdoms. Despite this newfound strength, the temptation of addiction is always waiting.
Class Skills: An awakened gains Survival as a class skill in place of Disable Device.
Never Again (Ex): At 1st level, the awakened is extremely wary of being conned or deceived. She adds ½ her level to all Sense Motive checks. This ability replaces trapfinding.
Tolerance (Ex): At 3rd level the awakened gains a resistance to toxins due to the exposures she has suffered. She gains a +1 bonus per three levels to Fortitude saves to resist poisons, drugs, and toxins, to a maximum of +6 at 18th level. This ability replaces trap sense.
Through My Eyes (Su): At 4th level the awakened learns to tap into the part of her brain where the hallucinations occurred. She may select any single spell of 2nd level or lower from the illusion school of the wizard spell list and cast it once per day as a wizard of her rogue level. Any of the spells listed may be chosen, but will have only visual illusory effects. This ability replaces uncanny dodge.
Fugue Walk (Su): At 8th level an awakened can achieve an awareness state that allows her to move outside of her body by using a diluted form of Tears of Razmir. To the awakened, it feels like an invisible and incorporeal version of her body is moving about. She observes all the rules for incorporeal creatures to determine where she can go, but it is a consciousness only and cannot affect or be affected by the material world in any way. It can only watch and is limited to seeing what is naturally visible, no other senses function in this state. The body of the awakened is helpless while fugue walking. The ability lasts for 1 minute per level, after which the consciousness returns to the body. It can be used a number of times per day equal to her Constitution bonus but is limited by availability of Tears of Razmir, and using the drug in even a diluted form more than once per day carries the potential for relapsed addiction at the GM’s discretion. This ability replaces improved uncanny dodge.
Advanced Talents: The slippery mind advanced rogue talent complements the awakened archetype well.

Scarab Sages RPG Superstar 2013 Top 32 , Marathon Voter Season 6 aka Albanus

2 people marked this as a favorite.

Thanks very much for the feedback everyone! It is a tremendous honor to have advanced to the next round!

I completely agree with the criticism from a lot of people that this item has the potential to be abused by a smart player. While I see the inherent risks in that, it wasn't by accident. I'm a huge fan of my players thinking outside the box, and there's very little that I am likely to reward them more for. Most of the fellas in my gaming group are fairly new players, and I'm proudest poppa in the world when they outsmart me or think of something I didn't rather than use their swords to solve every problem. I like giving them utilitarian items just to see what they'll come up with. I must admit that I hadn't considered the potential for defense against sonic attacks, and I'm not sure how I'd rule on that either.

And yes: completely guilty of the "highly sought." I did read all of the suggestions and guidelines, but it just seemed to fit. I had no idea I'd be seeing it so often :P

Once again, thank you all! I'm working hard on the spit and polish for next round!

Scarab Sages RPG Superstar 2013 Top 16 , Marathon Voter Season 6 aka Albanus

2 people marked this as a favorite.

Whispering Gloves
Aura faint illusion and transmutation; CL 5th
Slot hands; Price 10,000 gp; Weight -
Description
These items are highly sought by scouts, thieves, and assassins. They make the wearers fingers more nimble, and also completely silent. The wearer gains a +5 competence bonus to Disable Device checks. The gloves also project a very short range silence spell, so that anything touched by the wearer or held in their hands makes no sound, even if smashed or broken. Thus picking a locked door will not make a telltale clicking noise audible to those on the other side, holding a hand over a victims mouth will cause them to scream in complete silence, and breaking a window will make no sound at all, though pieces of glass clattering to the floor will still be audible. The range of the silence is only a few inches, so knocking on a door will produce no sound but hammering it down still will because of the jarring in the frame.
If the wearer presses a finger to his lips and speaks, no sound will come out, but the words will be audible to anyone he chooses in his line of sight identical to a message spell.
Construction
Requirements Craft Wondrous Item, silence, message, creator must have 1 level in rogue class; Cost 5000 gp