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Ramoska Arkminos

Axolotl's page

Pathfinder Society Member. 311 posts (4,418 including aliases). No reviews. No lists. No wishlists. 1 Pathfinder Society character. 15 aliases.


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I can vouch that Aspex is a great, well played character. Her alignment is not an issue, although my character made sure not to sign any contracts in blood. ;)
-edit- never mind! Here I thought you were eeeevil.

Also, ginganinja appears to be a cool person from what I could tell from a kind of odd and aborted recruitment we participated in...glad to see you're a contender for this one, ginga!


I see you may already be making decisions. Just in case--here's a rime-blooded sorcerer who plays with fireworks, of all things. (Yes, I know that there will be tons of things with cold resistance up yonder)

Sindre Oddrson:

Sindre Oddrsson
Male Human (Ulfen) Sorcerer (Wildblooded) 1
NG Medium humanoid (human)
Init +6; Senses Perception +0
--------------------
Defense
--------------------
AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex)
hp 8 (1d6+2)
Fort +2, Ref +2, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger -1 (1d4-1/19-20)
Ranged light crossbow +2 (1d8/19-20)
Sorcerer (Wildblooded) Spells Known (CL 1st; concentration +5):
. . 1st (4/day)—mage armor, snapdragon fireworks (DC 15)
. . 0 (at will)—detect magic, light, prestidigitation, ray of frost
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 14, Int 12, Wis 10, Cha 18
Base Atk +0; CMB -1; CMD 11
Feats Eschew Materials, Improved Initiative, Irrisen Icemage
Traits magical lineage, world traveler
Skills Diplomacy +9, Intimidate +8, Knowledge (arcana) +5, Spellcraft +5, Survival +4
Languages Common, Orc, Skald
SQ cold steel, mutated bloodlines (rime-blooded)
Combat Gear liquid ice; Other Gear haramaki, crossbow bolts (20), dagger, light crossbow, 69 gp
--------------------
Special Abilities
--------------------
Cold Steel (Frost 1 rds, 7/day) (Sp) Touch a weapon to grant the Frost power for 1 rds.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Irrisen Icemage (3/day) All of your spells with the cold descriptor are cast at +1 caster level. Any spell with a different energy descriptor is cast at –1 caster level.
Magical Lineage (Snapdragon Fireworks) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Rime-Blooded The wintry origin of your magic flows like ice water in your veins.

Additional trait, which I'll have to fool HeroLab about as it will make it not PFS-legal, would be Adaptive Magic.

Associated Bloodline: Boreal.

Bloodline Arcana: Whenever you cast a spell with the cold descriptor, you may select one target of the spell to be slowed (as the sp
--------------------
Brunwylfa burst into her husband Oddr's study, where he tinkered with alchemy and their young son sat drawing a picture. "We must flee, Oddr," she said breathlessly, "There's a storm coming from Irrisen. Cold riders and ice trolls have been scouring the borderlands for anyone with frost-touched magic. They'll come for Sindre."

Oddr's face grew grim in a moment. "Sindre! get your things. We ride in a turn of the glass." His countenance melted at the sight of his wife. "We'll have to leave all this behind, my love." Their farm and alchemical tinkerings on the frontiers of Trollheim would be abandoned in a flurry of snow and horse's hooves.

Behind his mother's shield arm, Sindre peered out into the darkening landscape. "I don't want to be caught and made into an ice mage, Mother, no matter what is in my blood." He was a thin, willowy type, no warrior like his mother. "You won't be, Sindre. We'll away to the Varisian coast. There are many Ulfen there, and we shall be safe."

Their first attempts to settle in Varisia did not work out well, due to Ulfen infighting, and Sindre found himself in a dizzying number of locales as a child: Jalmeray, Absalom, even Cheliax for a brief time. Eventually they found a more peaceful area north of Sandpoint. Sindre grew to be a towering, but slender, youth, even more markedly as his parents found their nearest neighbors in the hills and woods of the wild coast to be bucolic halflings, whom he would entertain with his 'frostflowers' of ice from time to time. Once he was of age, he set off with his parents' blessing to journey to Magnimar and study with the Pathfinder Society. Bereft of an initial task, he returned home for a visit, to find his halfling friends speaking of "something of great interest" in Taldor. Intrigued, he loaded up his pack, eager for more travel.

Description: Sindre is a spindle of a man, with a short shock of pale blonde hair and piercing blue eyes. He comes off as very different from the average Ulfen--quiet, jocular, and openly derisive of old traditions. He rejects the inevitability of his ice magic and has considered tinkering with fire, and enjoys entertaining, thanks to his halfling childhood friends. Despite his aura of youth and playfulness, he can be deadly serious, frighteningly so, and a true hunter in the wild. He is considering to one day return to the north, just so he can lead attacks on Irrisen.

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Done--posted just after you. Huh, I guess I had signed up for Myth Weavers two years ago. But whooo is the other axolotl in the Playground?


What are the stats for the dark elves and other variant elves? I could be very interested in a native druid. Or bard. Or sorcerer. :)


Congratulations to all of those chosen! That was an extremely entertaining process; it was really fun to look at all the submissions and come up with a workable monster concept.


Gobo Horde wrote:
Oh i was aware :) But like the title says, monsters and madmen!

Touché!


Gobo, Orfamay is referring to the Will save necessary for alchemically invisible to not suffer from confusion.

...are you confused still? ;)


It makes you invisible and drives you maaaad.

Alchemically Invisible

I had considered the Nightmare Pixie, which would have been invisible almost all the time, when not appearing like a tiny winged goth. Appropriate for today, seeing as how it's Bat's Day...


Orfamay Quest wrote:

You do realize See Invisible is a thing? I think a third of the proposed party has true seeing, scent, tremor sense, etc. It's a cool concept but may be very hard to pull off in this group.

Also, how are you going to wear the high-vis infiltrator's guild uniform while invisible?

Well, if the invisi-sneak is visible to party members, that's a good thing, right? Hiding from each other starts to sound like passive PvP to me. Seeing as (ha!) Alchemical Invisibility was suggested by Thunderbeard, I'm sure this concept would be fine. And Invisible Girl rocks a fine outfit, doesn't she?

-rereads- ah. Right. Yeah, party members would be privy to knowing the identity of this 'voice of Aroden'. :P


Tiny Coffee Golem wrote:
Orfamay Quest wrote:
thunderbeard wrote:

Oh, okay, you're right about the standard action thing. It's a standard action to lower or raise it. Ignore what I said before.

On the other hand, a MacGuffin to allow changing it as a free action would be useful or simply to allow "friendly" spells through would certainly be helpful. Potentially overpowering, but helpful.
Actually, a friendly Tie-that-binds mcGuffin would not go amiss. Perhaps badges that signify that we're a group with some added benefits, such as the friendly spell auto-SR success. Also, maybe a Message at will affect like Walkie Talkies.

I was already thinking "ooh, communicators!" before I finished reading your whole post!

We could also pool a little money and get healing wands if need be. I don't think anyone has thought of expendable resources. However, that's getting ahead of things.


Movin wrote:

Spell resistance does not block supernatural abilities like the clerics Channel energy.

@Axolotl, so your Nymph has fast healing and wanted to share with the rest of us? Also should mention, Life link does not specify how they are healed just that they get hit points. The ability would work on everything far a I can see it.

Correct--SR doesn't work with Su and Ex abilities.

Fast healing was the agreed-upon compromise nerf for the Nightmare template's overpowered Regeneration power, and as the Nymph has a high Cha, Oracle makes sense. The trouble with Life Link is that she'd only have one link to start with, and who knows how long it will take to gain levels in this game. It makes for a good mental note for any games with dhampir in the party, though.

Monkeygod, yeah, I would assume so. I did so in my purchases.


thunderbeard wrote:
@hallowsinsider: I believe Channel Energy healing isn't affected by SR, although I might be wrong. Meanwhile, if this becomes an issue, I'd allow a home-brew feat or magic item that allows creatures to raise/lower their SR as a full-round action.

I believe it's a standard action, if I'm reading this correctly:

PRD wrote:


A creature can voluntarily lower its spell resistance. Doing so is a standard action that does not provoke an attack of opportunity. Once a creature lowers its resistance, it remains down until the creature's next turn. At the beginning of the creature's next turn, the creature's spell resistance automatically returns unless the creature intentionally keeps it down (also a standard action that does not provoke an attack of opportunity).

And my rejiggered Nightmare Nymph has a level of Life Oracle--Life Link can heal anyone, but if the party is primarily composed of folks who benefit from negative channeling, I could get that instead. Lesser option: Infernal Healing, which requires a wizard or sorcerer to walk around touching folks. (during combat.)

And no one remembers the animated demonic dagger from The Shadow? It's ok--that was a terrible, terrible movie. It flew around and even bit Alec Baldwin, if I recall--but who wouldn't maliciously bite Mr. Baldwin if given the chance?


Yeah, I thought about that monster as well for Tenro. Reminds me of a scene from
The Shadow...


I'm pretty sure that the game itself will be a learning experience as to how monsters-as-PCs work. It needs to be fun and cool, because all kinds of game mechanics may bend in the process.


Orfamay--get a quarterstaff with Ghost Touch and use it to bump around like a 10', er, 6' pole? :D

Here's the Nymph O' Nightmares with revised Crunch and Fluff--don't worry, she's still less purty than the succubus. I still have a few errors as there's so much to keep track of, but this should be in line with the revision and discussion with Thunderbeard.

Crunch:

Derkethia
Nymph Oracle 1
CE Medium fey
Init +5; Senses darkvision 120 ft., low-light vision; Perception +15

SQ inspiration, unearthly grace, wild empathy +22
Aura blinding beauty (30 ft., DC 23)
--------------------
Defense
--------------------
AC 26, touch 25, flat-footed 20 (+1 armor, +5 Dex, +1 dodge, +9 untyped)
hp 76 (1d8+8); fast healing 1
Fort +13, Ref +14, Will +14
DR 10/cold iron, 5/good
Weakness oracle's curses (haunted)
--------------------
Offense
--------------------
Speed 30 ft., Swim 20 ft., Fly 10 ft (perfect)
Melee +1 agile dagger +10 (1d4+7/19-20)
Oracle Spells Known (CL 1st; concentration +10):
1st (6/day)—command (DC 20), cure light wounds, endure elements
0 (at will)—create water, detect magic, detect poison, ghost sound (DC 19), mage hand, read magic
--------------------
Statistics
--------------------
Str 10, Dex 21, Con 18, Int 16, Wis 17, Cha 29
Base Atk +0; CMB +9; CMD 25
Feats Agile Maneuvers, Combat Casting, Dodge, Toughness, Weapon Finesse
Traits fast-talker, river rat (marsh or river)
Skills Bluff +14, Diplomacy +21, Escape Artist +16, Handle Animal +17, Heal +11, Intimidate +10, Knowledge (nature) +15, Perception +15, Sense Motive +14, Stealth +17, Survival +7, Swim +19
Languages Aklo, Common, Elven, Sylvan, Undercommon
SQ mysteries (mystery [life]), revelations (life link)
Other Gear +1 agile dagger, bracers of armor +1, headband of alluring charisma +4, 8,150 gp
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Fast Healing 1 (Ex) Heal damage every round unless you are killed.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Life Link (1 bonds, 110') (Su) Bond drains your HP to heal others.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Blinding Beauty (Su) This ability affects all humanoids within 30 feet of a nymph. Those who look directly at a nymph must succeed on a DC 23 Fortitude save or be blinded permanently. A nymph can suppress or resume this ability as a free action. The save DC is Charisma-based.
Inspiration (Su) A nymph can choose an intelligent creature to inspire and serve as a muse by giving that creature some token of her affection (typically a lock of her hair). As long as the nymph retains her favor for this creature and as long as the creature carries the nymph's token, the creature gains a +4 insight bonus on all Will saving throws, Craft checks, and Perform checks. A bard who has a nymph for a muse in this way can use his bardic performance for an additional number of rounds per day equal to his nymph muse's Charisma modifier. The nymph retains a link to her token and its carrier as if she had cast a status spell on the carrier. The nymph can end this effect at any time as a free action. A single nymph may only inspire one creature at a time in this manner.

Stunning Glance (Su) As a standard action, a nymph can stun a creature within 30 feet with a look. The target must succeed on a DC 23 Fortitude save or be stunned for 2d4 rounds. The save DC is Charisma-based.
Unearthly Grace (Su) A nymph adds her Charisma modifier as a racial bonus on all her saving throws, and as a deflection bonus to her Armor Class.
Wild Empathy (Su) This works like the druid's wild empathy class feature, except the nymph has a +6 racial bonus on the check. The nymph's effective druid level is equal to her HD for determining her total modifer to the check.
Feign Death (Ex)
Whenever a nightmare creature is unconscious, it appears dead. A conscious nightmare creature can also make itself appear dead as an immediate action. Any creature that physically interacts with a nightmare creature feigning death must succeed at a Healcheck or Will saving throw (DC 10 + 1/2 the nightmare creature's Hit Dice + the nightmare creature's Intelligence or Charisma modifier, whichever is higher) to recognize it is actually alive.
Illusion Resistance (Ex)
A nightmare creature automatically disbelieves illusions (no saving throw required) and has a +4 bonus on saving throws to resist illusion effects.

Spell-Like Abilities (CL 8th); 1/day—dimension door
1/day - shadow walk
3/day - detect thoughts, dream, nightmare, suggestion;
Constant—protection from good;
Spells A nymph casts spells as a 7th-level druid, but cannot swap out prepared spells to cast summon spells.
Spells Prepared (CL 7th)
4th—summon nature's ally IV
3rd—call lightning (DC 16), cure moderate wounds, water breathing
2nd—barkskin, flame blade, resist energy, tree shape
1st—charm animal (DC 14), endure elements, entangle (DC 14), obscuring mist, produce flame
0—detect magic, guidance, light, stabilize

Fluff:

Description:

Derkethia looks like the sum of anyone’s darkest fantasies; the shimmering jewel in the haunted forest, the phantom lover, the repressed memory, and most importantly, the worst nightmare of anyone whose heart has been crushed. She is radiantly and horribly beautiful in a way that seems to draw the light out of any room and the breath out of any mortal’s throat. Her eyes are the brilliant violet of a poisonous flower, her hair the darkest ichor red of a dying beast in a dark forest pool, her skin pale as the first frost. To see her is to fall in love with something unattainable, and despair forever as an abject failure.

Background:

Derkethia’s original name is known only to her, but she will tell the story of her changing. She was once the guardian of a sacred woodland space, full of light and greenery. Her grove was invaded by nightmare lords and cold riders. One, she blinded and slew, the next she hamstrung up for the others to find. Finally, the strongest nightmare lord bested her through vile magics and bound her to his will. In his court in a strange realm, she served as his consort, and brought strange dreams of being lost in the forest, utter hopelessness, dead and unreachable loves, and the collapse of civilization to various mortals and dream-thralls. This arrangement continued until one endless night, when she strangled the lord in his moment of lust-sotted weakness, cruelly skewering his corpse on the spines of his own fortifications. Under her power, the lord’s dream castle collapsed under thorny vines, and blinded thralls died and thrashed under her blade.

Derkethia made her way back to the mortal realm, losing some of her nightmare-bound glamour, but regaining her will. She began to slowly expand territory in haunted woods, attacking villages in various ways, whether driving the residents mad through dreams, or worse, being brought in on a bower pretending to be dead, and rising from her seeming corpse-litter to blind and destroy a hamlet, down to the last infant. She developed a special hatred for the advances of civilization and champions of purity, such as paladins, and rangers, who appear to be friends of nature but are usually nothing but hunters. In her forested gloom, strange and twisted wild creatures capered and crawled, and she sent out strange dreams to mad poets and artists, to write their verses in blood and eventually end their lives in a frenzy, sometimes disappearing into the trackless dark trees of her territory. After years of marking her destructive path, Derkethia found herself plagued with odd dreams, of many hands reaching for her, unseen singers, and a bridge to an impossibly bright light. She found herself visited by haunted flickers of spirits long dead, and the ability to heal others, as if by a boon--or a warning--from the deepest reaches of the First World. Rejecting these fancies, she found herself drifting through secret forest portals into the Darklands, as if to purge her mind of anything filled with light. It was there that she heard a voice, whispering through the caverns, telling her of a task worth of one with her power.


Well, I was thinking about making a cloaker that was prettier than a succubus (a very fancy cloak indeed--you WANT to put it on)...


Orfamay Quest wrote:
hallowsinder wrote:
I think the Dapper Croc has decided to put off final balancing until he's settled on a party. The balance of the party is likely most important with respect to each other, rather than to a normal level of play.
That is a remarkably sensible line of reasoning and I hope he follows it, even if he hadn't yet made that decision.

Thirded, although of course none of us are arbiters. Fluff makes the world go round, especially when the world is full of wacky powered monster PCs. And Ilia's got some truly literary fluff.

*waves back frantically to Iranaset*


Iranaset Maior wrote:

So the background is mostly done, pending some tweaks before the weekend. So here's Iranaset, a half silver dragon elf who has a thing for torture and pain.

Honestly I might try to make it more light hearted, the background feels a bit rough.

Iranaset's picture looks like she waving and going "HIIII!". Actually, looks a bit like a cheerful friend of mine, minus the dragon/elf/evil thing.

Thunderbeard wrote:
@Axolotl: Nymph is an absurdly powerful creature for its CR, and Nightmare Creature adds template CR. I'd say if you want to play a Nymph, just go with standard Nymph ability scores, but customize your feats, skills, and equipment. (and get bonus languages for high Int)

If I understand this correctly, Nightmare Nymph naturally necessitates nerfing? :D

I agree to comments by GM and Movin--Nymph alone is quite powerful, and the Nightmare template (which I chose for flavor, I swear!) is super powerful for only +1 CR. Broken!

To clarify, can I use the Nightmare template + Nymph, or have you reconsidered? If not, I miiiight consider Nightmare Pixie, although "angry gothic Tinkerbell of dreamz" isn't quite as scary.

If I can use Nymph + Nightmare Template, I'm also fine with, all things considered, not taking any character levels at the onset. The Nymph and Nightmare powers are quite versatile and effective on their own as face/debuffer. Although not quite as face-y as the Succubus! The Sorcerer was put in to fill slots.

Come to think of it, a Life Oracle level might be more useful for the party, as it can heal creatures who benefit from negative or positive energy (it sidesteps the whole issue). That does bring up the one biiiig drawback to Nymphs; they are glass cannons without a lot of hit points, and that's the one thing that brings a lot of the Nymph-powers into perspective. Compared to other contenders, a Nightmare Nymph's AC and HP are suboptimal.

Anyhow, happy to tweak it as needed--just wanted to make sure if it's NN + 1 level, no extra ability points, Just Nymph + level, NN no levels, or some other combo.


With the adjustment, the Nymph will be at Cha 33. She's not competitive about it, though. And yes, it's super complementary to a bard. Almost made me wonder if a narcissistic nymph bard could favor herself as a patron...doubtful. ;)

As long as we stick to girl code, it will be fine! C before D!


hallowsinder wrote:


Considering that you have a template and a class level, I'm presuming you don't get the 25 points to spend and just start as the monster. Nymph = 7 levels, +Nightmare 1 level, -2 from bonus, leaving you one to spend on class levels.

Illia is built along the principle of Erinyes = 8 levels, minus 2 is 6, giving me 1 for class levels. I don't have two levels to spend to get 25 points AND the base monster stats.

In order to spend 25 points on Nymph's stats, you'd have to not take Nightmare or class levels. I think.

This is all conjecture.

This sounds correct. I made the error of doing straight 25 point buy (and no racial bonuses!), but I prefer monster stats + Nightmare template + 1 level over the point buy. I don't see a need in a 38 Charisma, save for annoying the heck out of succubi. Or seducing Abadar, or something similarly implausible. The Nightmare template is so neat, and without it, the nymph is a good fey, so it helps with a backstory. The whole getup is so versatile that the class level is an afterthought. Thank you for helping to figure out the CR thing! 'tis complicated!


Who doesn't love a goofy erinyes? It's shades of Good Omens, or Erin Evans, or something. Plus, at least for me, the fun in coming up with a monster PC is emphasizing the monstrous parts. Naturally, one's mileage may vary, and I'm sure we'll see some awesome kobolds and tieflings. But Ilia's funny. :D


Ok...this is in all likelihood riddled with errors, as it's a frightening hybrid of figuring out stats in HeroLab plus a lot of copypasta. In any case, here's Derkethia the Nightmare Nymph. Crunch can be adjusted as needed.

Crunch:

Derkethia
Nymph Sorcerer (Wildblooded) 1
CE Medium fey
Init +4; Senses darkvision 120 ft., low-light vision; Perception +11
Aura blinding beauty (30 ft., DC 22)
SQ inspiration, unearthly grace, wild empathy +21
--------------------
Defense
--------------------
AC 23, touch 23, flat-footed 18 (+4 Dex, +1 dodge, +8 untyped)
hp 34 (1d6+1)
Fort +8, Ref +12, Will +10
DR 10/cold iron, 5/good
Regeneration 5/good/silver/good spells
--------------------
Offense
--------------------
Speed 30 ft., 20ft Swim, 10ft Fly (perfect)
Melee masterwork dagger +9 (1d4+1/19-20)
Sorcerer (Wildblooded) Spells Known (CL 1st; concentration +9):
1st (5/day)—blend, mage armor
0 (at will)—drench (DC 18), prestidigitation, ray of frost, read magic
--------------------
Statistics
--------------------
Str 10, Dex 19, Con 10, Int 13, Wis 10, Cha 26
Base Atk +0; CMB +8; CMD 23
Feats Agile Maneuvers, Combat Casting, Dodge, Eschew Materials, Voice of the Sibyl, Weapon Finesse
Traits fast-talker, river rat (marsh or river)
Skills Bluff +14, Diplomacy +20, Escape Artist +15, Handle Animal +16, Heal +8, Intimidate +13, Knowledge (nature) +12, Perception +11, Perform (oratory) +10, Sense Motive +11, Stealth +15, Swim +23, Use Magic Device +12
Languages Common, Sylvan
SQ cold steel, mutated bloodlines (rime-blooded)
Other Gear masterwork dagger, headband of alluring charisma +4, 9,150 gp
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Cold Steel (Frost 1 rds) (11/day) (Sp) Touch a weapon to grant the Frost power for 1 rds.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Rime-Blooded The wintry origin of your magic flows like ice water in your veins.
Blinding Beauty (Su) This ability affects all humanoids within 30 feet of a nymph. Those who look directly at a nymph must succeed on a DC 22 Fortitude save or be blinded permanently. A nymph can suppress or resume this ability as a free action. The save DC is Charisma-based.
Inspiration (Su) A nymph can choose an intelligent creature to inspire and serve as a muse by giving that creature some token of her affection (typically a lock of her hair). As long as the nymph retains her favor for this creature and as long as the creature carries the nymph's token, the creature gains a +4 insight bonus on all Will saving throws, Craft checks, and Perform checks. A bard who has a nymph for a muse in this way can use his bardic performance for an additional number of rounds per day equal to his nymph muse's Charisma modifier. The nymph retains a link to her token and its carrier as if she had cast a status spell on the carrier. The nymph can end this effect at any time as a free action. A single nymph may only inspire one creature at a time in this manner.

Stunning Glance (Su) As a standard action, a nymph can stun a creature within 30 feet with a look. The target must succeed on a DC 22 Fortitude save or be stunned for 2d4 rounds. The save DC is Charisma-based.
Unearthly Grace (Su) A nymph adds her Charisma modifier as a racial bonus on all her saving throws, and as a deflection bonus to her Armor Class.
Wild Empathy (Su) This works like the druid's wild empathy class feature, except the nymph has a +6 racial bonus on the check. The nymph's effective druid level is equal to her HD for determining her total modifer to the check.
Feign Death (Ex)
Whenever a nightmare creature is unconscious, it appears dead. A conscious nightmare creature can also make itself appear dead as an immediate action. Any creature that physically interacts with a nightmare creature feigning death must succeed at a Healcheck or Will saving throw (DC 10 + 1/2 the nightmare creature's Hit Dice + the nightmare creature's Intelligence or Charisma modifier, whichever is higher) to recognize it is actually alive.
Illusion Resistance (Ex)
A nightmare creature automatically disbelieves illusions (no saving throw required) and has a +4 bonus on saving throws to resist illusion effects.
Regeneration 5 (Ex)
Good-aligned weapons, silver weapons, and spells with the good descriptor cause a nightmare creature's regeneration to stop functioning for 1 round.
Spell-Like Abilities (CL 8th); 1/day—dimension door
1/day - shadow walk
3/day - detect thoughts, dream, nightmare, suggestion;
Constant—protection from good;
Spells A nymph casts spells as a 7th-level druid, but cannot swap out prepared spells to cast summon spells.
Spells Prepared (CL 7th)
4th—summon nature's ally IV
3rd—call lightning (DC 16), cure moderate wounds, water breathing
2nd—barkskin, flame blade, resist energy, tree shape
1st—charm animal (DC 14), endure elements, entangle (DC 14), obscuring mist, produce flame
0—detect magic, guidance, light, stabilize

Associated Bloodline: Boreal.

Bloodline Arcana: Whenever you cast a spell with the cold descriptor, you may select one target of the spell to be slowed (as the spell)
Voice of the Sibyl Gain bonus to Bluff, Diplomacy, and Perform (oratory) checks

Fluff:

Description:

Derkethia looks like the sum of anyone’s darkest fantasies; the shimmering jewel in the haunted forest, the phantom lover, the repressed memory, and most importantly, the worst nightmare of anyone whose heart has been crushed. She is radiantly and horribly beautiful in a way that seems to draw the light out of any room and the breath out of any mortal’s throat. Her eyes are the brilliant violet of a poisonous flower, her hair the darkest ichor red of a dying beast in a dark forest pool, her skin pale as the first frost. To see her is to fall in love with something unattainable, and despair forever as an abject failure.

Background:

Derkethia’s original name is known only to her, but she will tell the story of her changing. She was once the guardian of a sacred woodland space, full of light and greenery. Her grove was invaded by nightmare lords and cold riders. One, she blinded and slew, the next she hamstrung up for the others to find. Finally, the strongest nightmare lord bested her through vile magics and bound her to his will. In his court in a strange realm, she served as his consort, and brought strange dreams of being lost in the forest, utter hopelessness, dead and unreachable loves, and the collapse of civilization to various mortals and dream-thralls. This arrangement continued until one endless night, when she strangled the lord in his moment of lust-sotted weakness, cruelly skewering his corpse on the spines of his own fortifications. Under her power, the lord’s dream castle collapsed under thorny vines, and blinded thralls died and thrashed under her blade.

Derkethia made her way back to the mortal realm, and began to slowly expand territory in haunted woods, attacking villages in various ways, whether driving the residents mad through dreams, or worse, being brought in on a bower pretending to be dead, and rising from her seeming corpse-litter to blind and destroy a hamlet, down to the last infant. She developed a special hatred for the advances of civilization and champions of purity, such as paladins, and rangers, who appear to be friends of nature but are usually nothing but hunters. In her forested gloom, strange and twisted wild creatures capered and crawled, and she sent out strange dreams to mad poets and artists, to write their verses in blood and eventually end their lives in a frenzy, sometimes disappearing into the trackless dark trees of her territory. Eventually she began to drift north, towards the boreal forests, and found a new magic within her veins, one that spoke of the desolate bitter ice of her former cold rider lord. She found it amusing, but continued to wander with the seasons, bringing fungal rot to formerly bright woods, leaving settlements in ruins, despising the normal fey and their fancies and insufficient death-dealing. After years of marking her destructive path, Derkethia found herself plagued with odd dreams, of many hands reaching for her, unseen singers, and a bridge to an impossibly bright light. Rejecting these fancies, she found herself drifting through secret forest portals into the Darklands, as if to purge her mind of anything filled with light. It was there that she heard a voice, whispering through the caverns, telling her of a task worth of one with her power.

*edit* oh, and she probably needs to buy Tongues - Permanency. :P

*moar edit* uh--unless she goes with Nymph ability stats, in which case she'll have languages, and a Cha of something like 31. Now that I re-read the generation crunch, I think that's what I should be doing, because she's surprisingly squishy with a 25 point buy and without monster ability scores. Hm!


Sounds like the Charlie's Angels of the Underdark.

A Nightmare Nymph is horribly powerful, but with semi-liches and onis about, fairly equal. The blinding beauty power can be suppressed at will; too bad you can't get Selective SLA/Su/Ex.

But yeah, her greatest issue might be getting ripped to shreds by a jealous succubus.


Thunderbeard, would you accept the Nightmare Creature template? I'm thinking of statting up a nightmare fey. I'm not sure if a Nightmare Nymph would be allowed; that's a CR 8 with no levels (and I'm fine with no levels; it's a very versatile druid/debuffer). If not the Nymph, then what about a Nixie or Pixie? Nightmare Pixie sounds absurd, but that template is just so darn cool.


Dotting. Quite interested. I might consider a medusa--they are rather good archers, among other things. I think that would work...


^ that is a cool build. Paladin of Baha-who? is a great roleplayer as well; we're in another game.


Here's Koro, a blasty blaster going back to the land that flows in his veins.

Kororinda:

Kororinda Menutswene
Male Human (Mwangi) Sorcerer 1
CG Medium humanoid (human)
Init +2; Senses Perception +0
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 9 (1d6+3)
Fort +2, Ref +2, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +3 (1d4+1/19-20)
Ranged light crossbow +4 (1d8+2/19-20)
Sorcerer Spells Known (CL 1st; concentration +5):
1st (4/day)—grease (DC 15), mage armor
0 (at will)—detect magic, jolt, light, mending
--------------------
Statistics
--------------------
Str 10, Dex 15, Con 14, Int 10, Wis 10, Cha 19
Base Atk +0; CMB +1; CMD 12
Feats Eschew Materials, Flagbearer, Point-Blank Shot, Weapon Finesse
Traits boarded in varisia - bluffing, havoc of the society
Skills Bluff +8, Intimidate +8, Spellcraft +4
Languages Common, Polyglot
SQ bloodlines (stormborn), thunderstaff
Other Gear dagger, light crossbow, 113 gp
--------------------
Special Abilities
--------------------
Boarded In Varisia - Bluffing +2 Bluff checks against inhabitants of the Mwangi Jungle.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Flagbearer Grant bonuses to allies who see your flag
Havoc of the Society Whenever you cast a spell that deals damage, you gain a +1 trait bonus to the total damage dealt.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Stormborn +1 DC for [electricity] and [sonic] spells.
Thunderstaff (Shock 1 rds) (7/day) (Sp) Touch a weapon to grant the Shock power for 1 rds.
--------------------
Background: Kororinda was born to Mwangi freemen dwelling in Varisia who had bought their freedom after a harrowing escape from Chelaxian traders. His innate magic bloomed at an early age; as it was of an extremely destructive nature, his parents wisely placed him in the instruction of the Pathfinder Society in Magnimar. Koro took to the training like a fish to water, eagerly scampering through arcane libraries and hallways, and soon found himself the standard bearer for the Society's honor guard. Yet the call of his parent's homeland beckoned to him, known only through tales they recounted after supper, of vast jungles concealing ancient ruins of great power, and, of course, of people who looked like him, a relative rarity even in cosmopolitan Magnimar. Upon graduating into the Society, Koro learned of the Jenivere's trips to Sargava and immediately decided to go and seek his fortune in the land of his forebears.

Looks and personality: Koro is a tall, cheerful fellow, with features that speak of Bonuwat and Zenj, a mixture that is less common in Mwangi itself than among emigrees. He styles his hair in long knots, but wears Varisian clothing. He is quite proud of the Pathfinder Society, but his serious nature will dissolve rapidly if he finds opportunity for a joke.

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GDM--you can see the mountains/downtown now. :)

Megan--I'll send you a message about the gaming groups and pals I know in L.A. I think there is something at Meltdown or at Galaxy in the Valley, but that may be far for you.


Hi Megan--I'm in Los Angeles and have considered putting together a local group. Due to life, I have only had time for PbP, sadly! As for getting into a game on here, the best way for non-PFS is to look at recruiting threads, choose carefully and wisely, and create a character for that specific AP/module/etc. For PFS, I couldn't say, as I haven't joined yet.


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The aforementioned wabbit was statted in Dragon #48 1/2...an April Fools' edition.

I'm pretty sure I shouldn't post a link to a PDF of that magazine. But sweet Aroden's cheeks, I realized I own this issue. :D (Yay--I am old, but also cool.)

Oh, something about toons? I wouldn't use it, but whatever works in your game.


You know, I think I'm going to embrace the Buffer role 100% and switch Rel's domains to Good and Luck. (Air electrical resistance + aasimar electrical resistance doesn't stack, either, and the domain spells of Agathion, upon second glance, are meh.)

Plus, Bit Of Luck...is that illegal to use at a gambling table? ;) If it's in the name of Good? :D Could create a new spin on why he's in town!


Leinathan wrote:


Does your character like adventuring? If so, why? If not, why? That is so say, is it something they feel that have to do, or something they want? If it's something they have to do, why do they do it? If it's something they want, why do they want it more than other things?

Relverest considers his primary duties to spreading art and love for the greater good--he tries to keep these motivations to himself at times, realizing they may sound flippant to the casual observer, but his idealism bubbles up frequently. As such, he hasn't adventured per se, primarily acting as a musician and healer in the towns he has been in, and has rarely raised his glaive, usually to break up a fight. When he has done so, though, he brings the same devotion to Good that he does to everything else. When he arrived in Riddleport, the blot of darkness caught his eye, and while looking to serve the arts is a primary motivator, he has made a mental note to investigate the source of the darkness, and if that means getting his glaive bloody, so be it.


Leinathan, good luck in choosing the players! Great bunch of submissions.

I agree that two elven dancers are an interesting bit of synergy. Rel is a mere cleric with a love of the violin, but all followers of Shelyn are afficionados of the true masters of the arts.

It seems reasonable that Relverest would run into Tia in a way something like this:

Spoiler:

Just days after arriving in Riddleport, enjoying the street art and dodging refuse, some in sessile heaps and some flung directly at him, Relverest spotted another cleric of Shelyn in the foggy distance. 'The art in me honors the art in y...' he began, then stopped, realizing this was not a fellow acolyte, but a somewhat disgruntled, looming elven woman, her glaive strapped to her back in a rather martial fashion. 'Begging your pardon, good Lady; I mistook you for one of my faith. May I ask, how did you come by that glaive?'

The aasimar's politesse and clear-eyed kindness were a welcome relief to Tia, who had disliked the city enough on her first visit, and was in a foul mood at having been ordered to return. They fell into conversation easily. 'I must speak with one of your kinswomen, one Lluvia. Perhaps you know of her? I'm headed there now.'


This is starting to sound like a musical group, seeing as you also have dancers of various varieties to choose from, Leinathan. :)


Perhaps Rel came down from Sandpoint with Shayliss? He is wise enough to know he isn't a real bard, but he does love to make music. Come on, Shayliss, they pay better, and no goblins! Oh, and there's also this blot of darkness...


Leinathan: Relverest, like many an aasimar, has heritage that skipped a few generations. His Korvosan parents, being somewhat Chelaxian in viewpoint, failed to appreciate it. :)

Here's a possible Lluvia-Rel link in the form of a letter, and a motivation to head to Riddleport.

Letter:

"Honored Relverest,

I write to you from beneath a spreading darkness in the sky. I am not certain if the news has spread to Sandpoint or whatever small town you find yourself in at the moment--I've sent out several messengers--but I assure you, the region of starless sky, something coal-black and not natural, truly requires further attention. As you follow Shelyn, I felt that a manifestation that could be related to her estranged brother, whose name I shall not mention here, could warrant your visit.

I shall be frank, dear Rel. I know that you pine for a larger city. Please stop your wasting away in the wee hamlets and come to a place where you can spread art and light. Riddleport is...a jumble...but there is great opportunity to build something here, in this freewheeling bustle. You know far better than I how much song comes out of chaos and discarded things. Heed my letter; I know several places of lodging, and there is a tournament that requires troubadours...and they pay better than Sandpoint, my friend. Come, help me solve a few mysteries and play your violin for these wild folk.

Send messages to the Savored Sting--they will be received warmly.

--Lluvia


Here is Relverest Danarin, Cleric of Shelyn. Someone has to heal the sick and look pretty besides.

Relverest:

Relverest Danarin
Male Aasimar Cleric of Shelyn 1
NG Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 9 (1d8+1)
Fort +2, Ref +1, Will +6
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee cestus +1 (1d4+1/19-20) and
. . glaive +1 (1d10+1/×3)
Special Attacks channel positive energy 6/day (DC 13, 1d6)
Domain Spell-Like Abilities (CL 1st; concentration +7)
. . 7/day—lightning arc (1d6 electricity), touch of good
Aasimar Spell-Like Abilities (CL 1st; concentration +6)
. . 1/day—daylight
Cleric Spells Prepared (CL 1st; concentration +7):
1st—bless, bless water (DC 15), shield of faith [D]
0 (at will)—detect magic, light, read magic
[D] Domain spell; Domains Agathion (Good), Air, Good
--------------------
Statistics
--------------------
Str 13, Dex 12, Con 10, Int 10, Wis 18, Cha 16
Base Atk +0; CMB +1; CMD 12
Feats Selective Channeling
Traits focused mind, looking for work
Skills Diplomacy +9, Perception +6, Perform (string instruments) +4, Spellcraft +4; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common
SQ aura, domains (agathion [good], air)
Other Gear lamellar (leather) armor, cestus, glaive, Violin, 72 gp
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 1d6 (6/day) (DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Agathion (Good)) Associated Domain: Good.
Cleric Domain (Air) Granted Powers: You can manipulate lightning, mist, and wind, traffic with air creatures, and are resistant to electricity damage.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Focused Mind +2 to Concentration checks
Lightning Arc (1d6 electricity) (7/day) (Sp) 30' Ranged touch attack deals 1d6+0 Electricity damage.
Selective Channeling Exclude targets from the area of your Channel Energy.
Touch of Good (7/day) (Sp) Grant +1 to skill checks, ability checks and saving throws for 1r.
--------------------
The crowd parts like a crashing wave at the raised platform, where a youth whose mere presence seems to brighten the air stands sprightly with a fiddle tucked under his chin. "Good Lords and Ladies, I greet you and wish you excellent fortune! The Tournament shall begin in due course, so, if you would, please refrain from pushing, shoving, and stabbing! All will get their turn to try their skill and luck at The Gold Goblin! In due course, please have your vouchers ready--that's it, kind sir, that one you're waving at me--and do remember, our troubadours are here to help you hone your luck, so tip us often and tip us well! Enjoy a beer or five!" He plays a merry tune on the fiddle, bows, and returns to the darkness of the preparing tournament, his green eyes merrily flashing in the shadows of the gambling house. ...at least, that's how I imagine the job will go, thinks Rel, smiling at the thought.

Relverest is from Korvosa, and by all the gods, he is rather pleased to be gone from there! Life was not particularly easy for an angelic boy born to commoners; too many Asmodeans and Hellknights made his childhood a series of rough scrapes. Throughout these misadventures, he remained a smiling cherub, to the frustration of his tormentors. His parents were of little help; they had no idea where his celestial heritage had come from, resented it, and when he didn't agree to the idea of using his skills for robbery or other exploitation, kicked him out to the streets.

As he trotted through the streets, attempting to be unobtrusive, he heard the sweet sound of music, and was drawn to the Temple of Shelyn. There, the clerics took him in, and in time he took the vows of a Shelynite; a devotion to music, practice with the glaive, and honoring love, art, and beauty. All was not well in temple life either, though, and Rel found that the human acolytes resented his eternally youthful, optimistic aura; the constant political squabbling wasn't to his liking either. Leaving the city at last after his acolyteship in the Temple, he sought to worship Shelyn in his own way; bringing art, music, and kind words to villages throughout Varisia, especially to those others found to be unworthy due to poverty or vice. After a year or two in Riddleport, he has had some setbacks; clerics of Cayden Callean resemble drunken louts at times, and resent a healer in their territory, so he has been trying his hand at troubadour and crier, with some success.

Description: Relverest is strikingly handsome, with long blonde hair and green eyes that glint like emeralds. He is a tremendous optimist and art afficionado, and enjoys the company of other musicians and artists. After the rough treatment by Hellknights he received in Korvosa, the jibes he gets for being a "pretty boy" in Riddleport roll off his back with a laugh and a wave. He is will not back down from a fight, however, and his glaive is sharp. Very little will make him angry or hurt, save for insult or potential injury to his violin.

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I daresay he and Lluvia would have plenty to talk about.


I'll whip up the cleric tonight!


Hey Leinathan, is there a need for a cleric? Considering that instead. Aasimar Shelynite.


Dotting for interest, Leinathan! I am considering whipping up an aasimar paladin, sent to Riddleport to scout for fiends.


Last time I spent money on an RPG was in high school; probably CoC or Stormbringer. And the last time I spent money on That Game was probably for Unearthed Arcana. So...long hiatus.

My friends encouraged me to check out Pathfinder; I loved it from the get-go (had similar questions about Golarion as Dustin Ashe, then embraced it wholeheartedly), and I've been buying stuff and playing with renewed vigor ever since.


Cao Phen, good points. The wording on Rock Throwing is that one can throw a rock UP TO two sizes smaller than one's size, so I see the point on the rocks being smaller.


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I noticed that intriguing Rock Throwing skill when looking through an Oracle guide--I think it was mentioned in a DPR thread. The question remains: where is one going to get all those rocks? They are the size of a housecat, as mentioned, and they aren't necessarily laying around in every area. I'm not sure one could flurry with them (one in each hand, ready to go?). Rock with Returning Quality? There are still some...er...rough edges to this plan.


Excellent game, Neb! Bury Garuneh in a gently swaying mangrove forest, my friends, where he can feed the trees and the seas.

Not sure what I'll do. I have a lot of PbP games and am going to try GM'ing a tabletop game, so I probably won't go out for recruitment for a bit. Lemme know.


But--cake!


Hey, I found a bug--the link for Knock in the Chime of Opening entry actually links to Keen Edge.


Yes...I am considering writing up a campaign setting...for Pathfinder, of course. I have to find other people to team up with to make this happen.


HP: 1d12 ⇒ 10

I'Daiin laughs at damage! I'Daiin eats your spells and spits them on the ground! I'Daiin drinks all the ale and pays with Bergi's money.


...and thus, it's better to make the barbarian Fly, and carry the wizard? Can you cast Fly on a horse? :D


..does this mean that weak characters can't carry as much when they fly? Seems a bit odd.

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