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What I'm shooting for is that the Empyreal Lords and good-aligned deities decided that with the defeat and imprisonment of the good-aligned Elemental Lords and the releasing of the Kytons (from their imprisonment in Hell) there needed to be a force in the Elemental Planes and the Plane of Shadow that could counter the evil of the evil-aligned Elemental Lords and the Kyton Demagogues. Thus, eons ago, they infused countless angels with the very essence of the elemental planes (as well as the Plane of Shadow) and tasked them with the slaying of the minions of the Elemental Lords and any Kyton that they should come across. Over millennia, their divine mission was expanded as their numbers increased (with more souls becoming angels and more angels undergoing celestial elemental infusion). Angel [Primal], Ariel (CR 11) (Angels infused with the primal power of stone and earth, they seek to establish safe communities in the Plane of Earth, promote the growth and health of nature, and slay any minion of the Elemental Lord Ayrzul they find) Angel [Primal], Cherub (CR 13) (Angels infused with the primal power of wind and thunder, they defend the children of good-aligned races in the Material Plane, protect Djinn settlements on the Plane of Air, and slay any minion of the Elemental Lord Hshurha they find) Angel [Primal], Tharsis (CR 15) (Angels infused with the primal power of water and wave, they seek to defend good-aligned aquatic races, prevent the despoilment of oceans by evil, and slay any minion of the Elemental Lord Kelizandri they find) Angel [Primal], Seraph (CR 17) (Angels infused with the primal power of fire and flame, they wage war an eternal war against the Efreet, accompany celestial armies on campaigns in the Abyss and Abaddon, and slay any minion of the Elemental Lord Ymeri they find) Angel [Primal], Azrael (CR 19) (Angels infused with the primal power of shadow and darkness, they carry on an eternal war against the Kyton Demagogues and bring death to any Nightshade or Undead they find)
Sometimes, a Solar will be elevated even further through the divine hierarchy and achieve a level of power one step below that of the Empyreal Lords themselves. Such ultimate forces of good are almost always busy combating the forces of evil in one way or another (such ways could include stemming an infernal invasion on the material plane, rescuing captured Azata in the Abyss, or leading a crusade against the daemons of Abaddon). In either case, they rarely involve themselves with the affairs of mortals unless the cause truly merits their attention (let alone their efforts). Some may see this as arrogance yet others recognize this for what is truly is (and that is that small hands do the deeds that they must while the eyes of the great are elsewhere). An archangel solar is always a CR 25 monster (the range of CR 26 and above being the domain of the Empyreal Lords themselves). The majority of archangel solars almost always have two levels in a particular class (with levels of cleric, fighter, paladin, and ranger being the usual norm but a rare few sometimes choose levels of bard or barbarian). In addition to any benefits a archangel solar might gain from its class levels, all archangel solar possess one additional unique ability over and above those granted by its race and class. Listed here are three sample archangel solar abilities, but these samples are by no means the entirety of the divine powers a archangel solar might wield: Angelfire Breath: The Archangel Solar gains a devastating breath weapon that it can use once every 1d4 rounds. This breath weapon is a 60-foot cone of heavenly fire dealing 20d6 points of damage. This damage is divine and not subject to energy resistance or immunity. Furthermore, creatures of good alignment or possessing the good subtype take no damage if caught in the area of effect. Deathless: The Archangel Solar can defy the powers of death itself and gains negative energy resistance 30 as well as immunity to death effects and energy drain. Heavenly Crusader: The Archangel Solar has fought countless battles against the fiends of the lower planes and gains resistance to electricity 30 and fire 30 as well as immunity to fear effects. Greater Slaying Arrow: The bow that the Archangel Solar possesses automatically creates a greater slaying arrow of the solar's choice when drawn instead of a regular slaying arrow.
Quote: In fact, I'd think most such folks would consider a timeline advance as a turn-off. It was certainly a TURN OFF for me via 4th edition and Forgotten Realms. (grumble grumble SPELL PLAGUE grumble grumble SUN ELVES ARE NOW ELADRIN grumble grumble DISREGARDING ALL PREVIOUS MATERIAL grumble grumble NEVER GOT A DAMNED GUIDE TO DAMARA AND VASSA grumble grumble)
Quote: I would be giddy as hell if Shadow of the Colossus-style encounter support was worked into the Kaiju line of creatures. Or in an appendix! Quote:
These AREN'T the Colossi from that video game (Kaiju DON'T LET mortals climb on them and poke them in their orifices with a tiny pointy stick and they CERTAINLY don't have weak points). They are titanic living engines of destruction capable of LEVELING cities and if a adventurer tries climbing onto one that Kaiju is going to get very Very VERY ANNOYED.
SwnyNerdgasm wrote: I honestly don't think they should ever add them into the game of only for the rule "If you stat it they will kill it" and I don't like the idea of mortals going toe to toe with Godzilla In all fairness dude, mythic 20th level adventurers can't really be considered mortals anymore now can they? Their more like flapping DEMIGODS (akin to Hercules and Thor)! So, yeah, mortals can't very well go up against Godzilla but Thor and Hercules sure as hell can!
Good idea or bad? Celestial Totem
Celestial Totem, Greater
Celestial Totem, Lesser
Vampire Hunter Prestige Class Details Hit Die: d8. Requirements: To qualify to become a Vampire Hunter, a character must fulfill all the following criteria. Base Attack Bonus: +3
Class Skills: The inquisitor’s class skills are: Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (Religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str). Skill Ranks per Level: 6 + Int modifier. Table: Vampire Hunter
Hunter of the Dead (Su): At 1st level, a Vampire Hunter gains a +2 sacred bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival against undead. She also gains a +2 sacred bonus on weapon attack and damage rolls against undead. Finally, a Vampire Hunter may make Knowledge skill checks untrained when attempting to identify the abilities and weaknesses of Undead. Detect Undead (Su): At 2nd level, an inquisitor can use detect undead at will. Death Dodger (Ex): At 4th level, a Vampire Hunter gain a +4 dodge bonus to AC against undead. Sealed Life (Su): At 5th level, a vampire hunter gains a +4 sacred bonus on saves against all death spells and magical death effects. Positive Energy Burst (Su): At 7th level, once per day a Vampire Hunter can unleash a 30-foot burst of positive energy as a standard action. Any undead within the burst must make a Reflex save (10 + ½ the Vampire Hunter’s level + the Vampire Hunter’s charisma modifier) or take 1d6 points of damage per two levels of the Vampire Hunter and be blinded for 1d4 rounds. A Reflex save halves this damage and negates the blindness. Spurn Death’s Embrace (Su): At 8th level, a Vampire Hunter becomes immune to an undead’s create spawn ability (she instead treats her death as normal and can be raised or resurrected via regular means). Furthermore, this ability permanently prevents the Vampire Hunter’s corpse from being animated as an undead (via arcane or divine magic). True Death (Su): At 10th level, any undead with the rejuvenation supernatural ability that is reduced to negative hit points by the Vampire Hunter is reduced to burnt ash and is truly slain and will never return to haunt the world (or the Planes) again. Any item in need of destruction to render the undead permanently gone (such as a Lich's phylactery) is automatically destroyed along with the Lich (no matter what spells are cast upon the phylactery itself).
Dragon78 wrote: I really hope there are racial feats for Dhampirs that give them the ability to turn into a bat, go gasious form, change into a wolf, and other vampire abilities. I really hope ordinary vampire hunter archetypes (aka humans) get more power in this book. The Vampire Hunter archetype just doesn't have that undead-killing SHABANG too it ya knows? It needs to be complimented by a prestige class (like the Aldori Swordlord and Winter Witch archetypes were).
Also, I know Paths of Prestige just came out and it would be really REALLY AWESOME if we got a Prestige Class to AUGMENT the Inquisitor's Vampire Hunter archetype. Paizo could even do the same thing with a Vampire Hunter prestige class that they did with the Winter Witch prestige class (aka only allow the taking of the class when one fully acquires all the abilities of the archetype of the same name). As for abilities for a Vampire Hunter prestige class, the ability to Channel Energy, becoming immune to an undead's "Create Spawn" ability, and even gaining a "Final Death" ability which allows the hunter to permanently kill an undead with the Rejuvenation ability or a vampire whose HD equals the Vampire Hunters. Finally, perhaps we could get a Ammunition, Pellets (Silver) option for Gunslingers looking to use shotguns and blunderbusses against those pesky bloodsuckers! ^_^
Mikaze wrote:
That's no dungeon! THAT'S A SPACE STATION! ^_~
I'd like to see augment crystals (something that the D&D Magic Item Compendium had). I'd also like to see an Impact magic weapon ability (functions like a keen magic weapon ability except only for blunt damage inflicting weapons). I'd also like to see the return of the potion belt (and masterwork potion belt as well). Finally, here's a magic item I'd like to see: Cloak of Feathers
Applying a burning bronze brand to an infant would DEFINITELY send it into shock and kill it and even if the infant survived the pain from such a wound would last a lifetime and would most likely hamper movement rather than help. Hippocrates must have been an idiot!
Okay...BURNING A BODILY ORGAN OFF WITH A BRAND? That would cause a person to go INTO SHOCK and also result in a HORRIFIC BURN that would most likely HAMPER movement rather than help! This simply doesn't make sense so, yeah, I'm gonna call bullpucky on Amazons losing a breast just to gain some sort of minuscule benefit in the skill of archery.
In the dark, brooding, mist shrouded land of Ustalav, one noble family has realized it's bloodline's potential (or curse as some might say) and has become a clan of legendary undead slayers! From Sophia Delmont, the first and most powerful of her clan who mysteriously disappeared one moonlight night to Sieghardt Delmont who rescued his beloved Sarisa by slaying the dark vampire prince Vladimir Draclau, they are the stuff of legends in Ustalav! Champions of the common folk, their entire clan seems dedicated to slaying the undead nightmares the haunt the shadows of their mist shrouded homeland! The true secret of their power seems is only spoken of in hushed whispers however, as Sophia Delmont, the common ancestor and founder of the clan, was rumored to have fallen in love with the son of Vladimir Draclau, the Dhampir Adrian Draclau and together, the two bore children endowed with both holy power and the power of a vampire's bloodline! Here's the signature weapon of a Delmont: A chain whip. Description: A chain whip is a whip of metal chain links with a small spiked metal ball at the end of it. A chain deals lethal damage even if the target creature has an armor bonus. The whip is treated as a melee weapon with 15-foot reach, though you don't threaten the area into which you can make an attack. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes). Using a chain whip provokes an attack of opportunity, just as if you had used a ranged weapon. You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a chain whip sized for you, even though it isn't a light weapon. Name Type Cost Dmg(s) Dmg(m) Critical Weight Special
My girlfriend already wants to make a blue furred tattooed sorcerer Kitsune named Krysta! She won't due to though if the Kitsune are small sized in their real Vulpine form. I've waited years for my girlfriend to play a hawt sexy Pathfinder version Starfox's Krystal! Please don't screw me over Paizo staff! I deserve at least THIS MUCH! (gets down on his knees and begins begging)
I'm trying to make a "Labyrinth" based campaign and I'm having a b*&+& of a time stating David Bowi...er...I mean "Jareth the Goblin King"...yeah...that's what I meant. ^_~ I'm thinking Wizard but would Witch or Druid make more sense? Or perhaps multiclassing as one, both, or all three? He certainly uses the teleport and scry spell alot. Or maybe that's just his mastery over the Labyrinth? One thing I'm definitely going for is a human (possibly an ageless magic user of of Azlanti descent) and not a goblin.
Archon, Feather (each feather in their enormous feathered wings can become as sharp as a sword edge) Agathion, Loxonal (great battle champions of celestial armies who assist the Planetar in waging war) Azata, Nedagha (Azata of freedom who liberate the oppressed [anyone get the reference in the name? {^_~}] Dragon (Chromatic), Yellow (Dragons of the jungle who are both vile and treacherous [so much so other chromatic dragons rarely trust them]) Dragon (Metallic), Iron (Dragons that pride themselves as hunters of evil and assassins of fell beasts other heroes cannot challenge) Dragon (Primal), Warden (Dragons of the Plane of Abaddon who seek to mirror the hopeless captivity of their native plane whether they go) Dragon (Primal), Radiance (Dragons of the Plane of Heaven who seek to route out evil and protect the meek) Vampire Lord [Template] (Princes and Kings amongst the lords of the undead they are known for their frighteningly terrible powers)
How's this: Provocative: You are extraordinarily beautiful and attract lust often in others, who seek the make you their own. Any time you are dealt nonlethal damage, you suffer +1 additional point of nonlethal damage for each die of nonlethal damage dealt to you. You may fail a Diplomacy check by 10 or less without having the character’s attitude toward you decreased by one step. At 5th level, you receive a +2 competence bonus on all Diplomacy checks and may take 10 on a Diplomacy check even if you are distracted or threatened. At 10th level, you may make a Diplomacy check to influence the attitude of another as a swift action. At 15th level, your Diplomacy checks to gather information take half the normal amount of time to search for rumors and informants. |
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