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Anubis

Set's page

Pathfinder Society Member. 13,703 posts (17,779 including aliases). 1 review. 1 list. 1 wishlist. 2 Pathfinder Society characters. 79 aliases.


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Scarab Sages

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Paladin Falls!

Sir Whately Whinge Poncebottom the Third of the Silver Sable Rangers Company has fallen off of his celestial hippogriff into the market square, crushing an applecart. Those who misunderstood the nature of his fall began taking up a collection for his atonement, but after some clarification, the donations are going for his resurrection (minus the cost of one applecart).

Scarab Sages

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I got the notion of creating a reversed version of the sanctuary spell, that curses someone to become the focus of the attacks of anyone within thirty feet who fails a will save.

A version that affects only undead, causing *other* undead in the area to turn on them, seemed like a logical spell to have been fashioned by the clergy of Pharasma.

.

Surge of Malevolence
School enchantment (compulsion); Level cleric 3, sorcerer/wizard 4
Casting Time 1 standard action
Components V, S, M (a miniature black banner or flag)
Range Close (25 ft. + 5 ft./2 levels)
Area 30-ft.-radius emanation, centered on the target
Duration 1 round
Saving Throw Will negates; Spell Resistance yes

If the target of this spell fails their saving throw, they emanate an aura that causes anyone who fails a save within thirty feet of their position to regard them as an imminent threat, targeting them over any other foe in the area until your next turn, when the effect ends.

.

Lingering Malevolence
School enchantment (compulsion); Level cleric 5, sorcerer/wizard 6
Casting Time 1 standard action
Components V, S, M (a miniature black banner or flag)
Range Close (25 ft. + 5 ft./2 levels)
Area 30-ft.-radius emanation, centered on the target
Duration 1 round / level
Saving Throw Will negates; Spell Resistance yes

With the exception of the duration, this spell functions identically to surge of malevolence. The target radiates the aura for the full duration, and any new creatures entering a thirty foot radius of the afflicted subject must save or also attack the subject for the duration of the effect.

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Undying Malevolence
School necromancy; Level cleric 3
Casting Time 1 standard action
Components V, S, DF
Range Close (25 ft. + 5 ft./2 levels)
Area 30-ft.-radius emanation, centered on the target
Duration 1 round / level
Saving Throw Will negates; Spell Resistance yes

With the exception of only affecting undead targets, both as initial target and secondary subjects, this spell functions identically to lingering malevolence. Mindless undead, such as skeletons and zombies, do not get a saving throw to resist this spell.

Scarab Sages

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So between Jarvis on this show and Alfred over on Gotham, I think we've reached peak badass British butler.

And I like it!

Scarab Sages

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I am amused that this poster at least doesn't Scarlet charging butt-first into a gunfight.

Scarab Sages

Icyshadow wrote:
Any notable first Bestiary race that hasn't been handled?

Have Mites or Lycanthropes been done?

Fey, in general, have always felt a little bit more 'outsidery' to me, with their chaotic / unreliable / 'fey' inclinations being something that might possibly be 'un-fixable' (with the bleaching being an example of a formerly fey humanoid suffering from losing some of that primal 'wildness,' and the effects on a full fey perhaps being even more dire, like something out of Changeling: the Dreaming). I'm not sure one could raise a Redcap or Dryad or Satyr to be anything other than what they already are.

Quoth the faerie; "What care I for human hearts? Soft and spiritless as porridge! A faerie's heart beats fierce and free!"

Lycanthropes are an odd bag, because, like undead, they've quite possibly got memories of long lives as humanoids with possibly quite different morals and / or ethics. Does a LG cleric of Iomedae who contracts lycanthropy from a werewolf's bite turn CE *immediately,* or are the inclinations and hungers and drives of being a werewolf nibbling away at both her goodness and her lawfulness over a period of time? Is it *inevitable*, because she's become some sort of mindless robot, incapable of free will, choice or volition, or does she possibly have some agency, and maybe can fight it (or hold it off, or balance it out), somehow?

DominusMegadeus wrote:
[can of worms]Are you saying taking away someone's free will isn't Evil? :p

[tangent] Only victimless magical crimes like necromancy are automatically evil, regardless of intent or results. Violating the sanctity of a still living person with enchantment (charm, compulsion) magic is totally okay, per the unofficial game rules that aren't actually in the game rules. :) [/tangent]

But that way lies a level of cognitive and moral dissonance that can only end in madness. Shun this tangent! Shun!

Scarab Sages

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315. Crossed Wires You have a celestial ancestor, and they prevailed upon a higher power to wish that you never be lonely. Unfortunately, they've 'blessed' you by making you extraordinarily attractive to the gender you are *not* attracted to in return. (Obviously this trait works best with a character who is not bisexual, and has a clear cut preferred gender!) To the gender you prefer, the people that you'd *want* to attract, you are no more or less attractive than normal, but to the gender you have no interest in, everything about you just seems a little bit more magical and special, as if time has slowed down and the light shines more softly on you. Your words and movements are enthralling to individuals that gender (assuming they are of a species / culture that would find an aasimar attractive!), regardless of their own sexual preferences (although their attraction may not manifest as sexual desire, but simply a desire to be your clingy best friend). You are not entirely sure if your celestial 'benefactor' simply 'got it wrong' when handing out this selective supernatural beauty treatment, or, whimsically, deliberately 'blessed' you in this manner (or perhaps even thought they were 'teaching you a lesson about open-mindedness,' or some other high-minded twaddle), but you'll definitely never be lonely!

Scarab Sages

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Gnome Mercy!

The string of brutal murders that have plagued the Petal District came to a shocking end this past day as the bleachling twins Istavos and Renbimi, also known as the ‘Gnome Mercy Killers,’ slew each other rather than allow themselves to be taken into custody by constables who had surrounded the site of their latest atrocity. Their rambling manifesto purports that they targeted those who ‘stole beauty from the world, and joy from the hearts of others’ by purchasing up objects (or persons) of rare beauty and keeping them sequestered away for private viewing, claiming that their acts were forestalling a second Age of Darkness by returning beauty to the world through murdering those who would keep them locked away. The church of Shelyn has denounced this doctrine as a misguided perversion of their tenets, and expresses hope that the souls of their victims will find the same beauty in the next life that they surrounded themselves with in this one.

Scarab Sages

312. Old Soul – despite your true age, you appear venerable, with taut nigh-translucent skin pulled over prominent bones, arthritic-looking joints and bulging veins. The whites of your eyes are yellowed like old parchment, as are the pupils, with your black irises being comprised of thin lines that appear to be some sort of spidery script in an unknown tongue, tightly-scribed and circling your pupils. Your scent is that of old paper, dust and just a hint of mildew, which sometimes makes keen-scented animals sneeze upon first meeting you. In lieu of the normal Aasimar racial bonus to Diplomacy, you instead have a +4 racial bonus to Linguistics checks involving the written word (such as deciphering a text or forging a document), but not to Linguistics checks speaking or understanding spoken language. Additionally, you can read and write one additional language (but not speak it, or automatically understand it when spoken aloud), so long as this bonus language is one that is a ‘dead’ language, appropriate to the setting (such as Jistka, Tekritonian, Thassilonian or Ancient Osirioni, in Golarion).

313. Strength of Will / Dream Self – your body is strangely idealized, based on your mental attributes, instead of your physical attributes. This affects only your appearance, and not your actual Strength, Dexterity or Constitution, but your body’s musculature reflects instead your Intelligence score, and the appearance of grace and health stem from your Wisdom and Charisma scores, respectively, instead of your actual Dexterity or Constitution scores. This trait is most noticeably (and therefore appropriate) to an Aasimar whose has one or more physical and mental attributes that are significantly different, so that a physically frail, but scholarly Aasimar Wizard might *appear* to be thick limbed and muscular, like a much stronger man, while a physically powerful Aasimar Paladin of limited education might appear as frail as a much weaker man, his appearance of strength stemming from his Intelligence of 7, and not his Strength of 17. Changes to attributes will cause appropriate changes in appearance. A foxes cunning spell might cause the Aasimar’s body to appear stronger, with bulging biceps, while a touch of idiocy might instead cause his appearance to grow frail, as if he had been enfeebled.

314. Lightly Upon This Earth / Imperfect Vessel – your outsider soul is ‘bigger’ somehow than your material body, such that you have a translucent after-image when you move, usually lingering behind a fraction of a second, as some visible manifestation of your shining spirit lags behind the movement of your limbs and body. This property also applies to your voice, which has a strange resonant echoing quality, as if another person is speaking a fraction of a second after you, in a lower register.

Scarab Sages

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Discouraging and / or unhelpful comments, in general.

Somebody posts, 'Help me with ideas to play an X that Y.' (Something not cliché, or with an ounce of originality, like a dwarf that drinks tea instead of ale or beer. Or a non-evil necromancer. Or an orc that doesn't have 'insert sword here for 135 XP' tattooed on it's forehead.)

And some chucklehead posts, 'They wouldn't do that,' as if there's something wrong with anyone who doesn't just want to play one of the four 'PC' races that Tolkien used in Lord of the Rings in the most stereotypical way possible.

Scarab Sages

Lord Fyre wrote:
I personally don't like a Peggy Carter match up. There are too few episodes to waste time on this.

If they don't tie her life up with a bow in the final episode, it leaves room for future segments, such as another eight episode run next year during the Agents of SHIELD winter break.

No reason to shut all the doors, after all. She could have had many years of adventures as a founder of SHIELD before settling down, and I for one am not watching Agent Carter to find out who she plays housewife with or the exciting adventures of her learning how to cook and sew and vacuum floors.

Scarab Sages

Just reread The Changing Land, by Roger Zelazny (one of my favorite authors**). I'm amazed at how economical and yet efficient he is with descriptive text, particularly when dealing with characters. Multiple characters are presented in a compelling way, in some sort of shorthand that I can't even figure out. I'd use five times as many words, I suspect, and probably feel like I'd under-described the character...

And then there's fun fantasy bits like this;

Quote:

Melbriniononsadsazzersteldegrandishfeltselior had seldom been exploited by terrestrial adepts, inasmuch as the use of a demon’s name was necessary in those rites binding him to service. One missed syllable and the conjuror would step from the circle smiling, to discover that the demon was smiling also.

Then, leaving the remains artistically disposed around the conjuring area, the demon would return to the infernal regions, perhaps bearing with him some small souvenir of an interesting interlude.

It was Melbriniononsadsazzersteldegrandishfeltselior’s misfortune, however, that Baran of the Extra Hand hailed from Blackwold, where a complex, agglutinative language was spoken…

** (Lord of Light remains my favorite Zelazny book, although Creatures of Light & Darkness and Isle of the Dead are also very cool.)

Scarab Sages

Readerbreeder wrote:
@Set: I missed that about Wintergreen; was that based on a significant piece of an episode, or a throwaway line/easter egg that I missed?

It was mentioned a few times, and I vaguely recall some sort of fight between Slade and Wintergreen, where, IIRC, Slade finally ended up killing him. Blah, blah, we used to be best friends, saved each others lives, and then teary betrayal and stabby-stab.

I might be paraphrasing that a bit...

:)

Scarab Sages

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I'm not sure how it's Cosmo's fault that the Gobi Kaiju I had for lunch contained no actual Kaiju, but it is.

Scarab Sages

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8, 5, 3, 2, and 1 all, IMO, branch off of a single trunk problem, binary effects. Either X works, and the target is utterly hosed, or it doesn't work (saved, spell resistance, immunity), and somebody wasted an action doing nothing.

I would prefer if lower level spells and monsters had lower powered conditions. Less 'unconsciousness' with color spray or sleep, or 'make three saves or prepare to be coup de graced' with ghoul paralysis at CR 1. More conditions like staggered or dazzled or sickened, at lower levels, and more staged effects, where if you fail the save, bad thing happens (blinded), and if you make the save, somewhat less bad thing happens (a better version of dazzled that gives your foes concealment?).

And then, these effects be spread out among classes, as not just spellcaster options or monster options, but also becoming available to rogues and fighters, allowing them to strike at someone's eyes to dazzle/blind them, or at their legs to lame them/reduce their movement, or smack them with a Morningstar to the junk to nauseate/sicken them.

At higher levels / CRs, the spells that render folk totally paralyzed / unconscious / mind-controlled / etc. start to show up, not just for monsters and spellcasters, but also for those fighters and rogues. The fighter or rogue might never be able to toss down an effect that nauseates an entire room, like stinking cloud, so they won't be *identical* to a spellcaster (or a monster with a stench aura or breath weapon), but they won't be completely limited to whittling away hit points, and not able to impose other conditions.

But all of this is not so much a Pathfinder problem as something that came with the baggage of D&D. Sleep and color spray have been as they are for decades, and they've always been rough for their level. Running a 1st level game, giving the enemy 1st level Sorcerer either one of these spells can *easily* lead to a TPK. Giving that same 1st level Sorcerer magic missile or burning hands makes him a total pushover, by comparison. There's no real internal balance in this stuff, not just between classes, or between monsters and PCs, but even *within* classes, so that picking less than the optimal spells (or hexes, feats, talents, etc.) can cripple your effectiveness, while picking the *exact* optimal spell (or hex, etc.) can make your character 'too good.' (Such as the Slumber hex.) There shouldn't be 'no-brainer' options. There should be multiple equally attractive options, and none of them should be the obvious 'right' choice, or regarded as a 'trap' for the player with less 'system mastery,' or some such elitist gobbledygook.

Scarab Sages

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Random other notion I'm not terribly interested in developing myself;

Genies and / or elemental planetouched based on the 'Asian' elements of Metal and Wood. (or Void?)

The metal and wood genies might be less near eastern and more Vudrani or far eastern in aspect, but still be recognizably 'genies,' while the metal and wood 'genasi' would make for fun PC options. (There might not be 'elemental planes of metal and wood,' but that doesn't mean that such creatures could not have niches on the currently existing planes, with 'metal genies' being primarily earth-plane and fire-plane dwellers, and most strongly associated in the plane of fire with genie-associated metals like brass, and 'wood genies' being primarily earth-plane and water-plane dwellers, being associated in the plane of water with driftwood, seaweed and sargassos.)

TheOddGoblin wrote:
Or better yet, a story about a party of monster race characters who hunt monsters. I'll start writing up a submission, maybe to have it be an ongoing piece if interest is had.

That sounds interesting!

I had an idea some time ago for an 'Iconic' Humanoid party;

Orc Monk/bruiser specialized in bite attacks, grappling and brutal pugilistics. Thinks armor and weapons are 'for wimps.'
Hobgoblin ex-slave Fighter, using his former slave chains as a spiked chain weapon.
Reddish-furred Bugbear Rogue headed into Shadowdancer and / or Assassin (tells people that her shadow companion is made up from the souls of those she's murdered...). Would need some sort of custom trait or feat to prevent all those +0 1st levels from pushing her BAB into the basement.
Gnoll Ranger w/ hyenadon companion.
Goblin pyromaniac pyromancer (fire wizard? alchemist?).
Lizardfolk druid with monitor lizard / crocigator companion.
Kobold cleric of Dahak / oracle, dragon-supremacist and with a chip on his shoulder the size of Mt. Rainier.

A party of seven would be unwieldy, I suspect, particularly for a short story, but the three goblinoids and the orc might make for a leaner group (with the goblin pyro focusing on alchemy to allow the group some healing options?).

Scarab Sages

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And I just picked up Familiar Folio, and on page 3, there's a cool picture of Ezren summoning a bunch of owls to harry some pesky goblins. He's got an owl familiar, so it occurred to me that this would be a nifty spell, to temporarily multiply your familiar into a flock that could swarm an enemy. (But without actually endangering your actual familiar, since that way lies madness!)

I've always loved, A) spells that derive from cool scenes in fantasy art (or, more to the point, RPG art that actually shows the spells, effects and abilities available to the characters), and B) spells that interact with class features, like spellbooks, familiars, arcane bonded objects and / or wizard school abilities.

So here's something in that vein;

Parliament of Owls
School conjuration (summoning); Level witch 3, sorcerer/wizard 3
Casting Time 1 round
Components V, S, F (your familiar)
Range close (25 ft. + 5 ft./2 levels)
Duration concentration + 1 round / level (D)
Saving Throw none; Spell Resistance no

This spell causes your familiar (which must be within range when the spell is cast) to vanish for the duration, replaced by a pack of identical animals (or vermin) in any area within range, which move and act at your mental direction. These creatures must all appear adjacent to each other (and usually being size Tiny, may be able to share the same space) share all of the traits of your standard familiar, but share a single pool of hit points equal to your familiar’s normal hit points (generally equal to half of your own). They do not benefit from any spells or effects currently affecting your familiar, whether beneficial (such as protective spells) or baneful (such as the effects of poison or disease), and appear at ‘full’ hit points for your familiar. If you affect one of these creatures with a shared spell, you can choose to share the spell with any others within touch range of an affected creature, possibly placing a spell such as mage armor on multiple creatures with a single casting, although the duration of the effect is divided among the creatures affected. If the total pool of hit points available to the familiars is reduced to less than the number of familiars present, as many as possible are left with a single hit point, and excess familiars are reduced to zero hit points and vanish into smoke and feathers (fur, scales, etc.). When all are destroyed, or the spell ends, your actual familiar reappears at its previous location, unaffected by effects or damage that the conjured familiars suffered, but still under any effects (such as buff spells or poison or hit point damage) it was under when it disappeared.

While Ezren refers to this spell as parliament of owls, and uses it to create a small flock of owls to harry goblins and the like, it affects any normal animal or vermin familiar, and could be called skulk of foxes by Feiya or unkindness of ravens or knot of snakes by a spellcaster with a different familiar. Improved Familiars are not affected by this spell, with the exception of standard animal or vermin familiars that have been enhanced with the celestial, entropic, fiendish or resolute templates, and casting this spell to conjure a group of these sorts of familiars counts as a [good], [chaos], [evil] or [law] spell, respectively.

The logical, yet terrifying, conclusion to this line of thought, ignoring the even-more-horrible thought of a 6th level Summoner spell to create a 'pack' of temporary Eidolons...

In the Company of …
School conjuration (summoning); Level druid 6, ranger 4
Casting Time 1 round
Components V, S, F (your companion)
Range close (25 ft. + 5 ft./2 levels)
Duration concentration + 1 round / level (D)
Saving Throw none; Spell Resistance no

With the exception of affecting your animal companion or mount (which must be an animal, plant or vermin companion or mount available to your class, and not an unusual creature such as a pegasus), this spell functions identically to parliament of owls, including that the creatures summoned share a single pool of hit points equal to the total hit points of your current animal companion.

Scarab Sages

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At least some Golem-workers in Magnimar 'cheat' by creating metal shells with lead lining, to block attempts at divining the true nature of their 'clockwork' servitors, who are powered entirely by necromantically animated skeletons of various 'unsavory' humanoid races, such as goblins, hobgoblins, orcs and ogres.

All throughout Magnimar, otherwise respectable citizens are unwittingly using undead to perform domestic and menial labor in their homes and businesses.

Scarab Sages

Readerbreeder wrote:
Having gotten to "know" the character of Slade Wilson during the '80s run of Teen Titans, now that he's back in the main storyline I keep wondering whether Jericho or Wintergreen will show up (or the Titans themselves; does anyone know if any treatment of them aside from the animated show is in the works).

In the Arrow-verse, 'Billy' Wintergreen was another commando sent to the island, Slade's partner, who wore an identical mask and ended up on opposite sides from him, working with the bad-guys that the commandos were apparently sent to stop.

Jericho seems even less likely (with Isabel / Summer Glau's character kind of filling the protégé role on the show, and Slade no longer being a focus).

Scarab Sages

It's been slow, and my creative energies are tapped by that last minute rush over on the tiefling thread. :)

But here's one based off of the notion of non-human aasimar (dwarves, elves, orcs, etc.) and / or their racial gods and outsiders.

311. Hues of Magic (Yuelral) Born with at least one elven parent, you possess typically elven features, but your head is topped with jagged crystals of red, blue and green in place of hair. When you cast or are affected by magic, or touch an item, area or person with an active spell effect, the crystals chime softly and emit a soft radiance, dimmer even than candlelight. Over the years, you have learned to use this effect as an always-on detect magic function, and gain a +2 racial bonus to Knowledge (arcana) and Spellcraft checks. This replaces your racial ability to use daylight once / day and the usual aasimar racial bonus to Diplomacy and Perception checks. You have a special affinity for ioun stones, and a burned out gray ioun stone regains it's original color when orbiting your head (although it's expended magical properties do not recharge or return).

Scarab Sages

Ooh hey, this thread lurches up from the boneyard!

An entire chamber filled with taxidermied examples of various half-dragon creatures, mostly animals and vermin (but a couple of humanoids as well), including a few extra-large terrarium type habitats containing live specimens of things like half-dragon giant centipedes and half-dragon wolves and a half-dragon giant squid...

Scarab Sages

Oliver McShade wrote:
Lizard Man

Thanks to the Rogue's Gallery, and the wonkiness of reincarnation magic, a Lizard Man (and Centaur) were the first non 'demihuman' NPCs written up as potential PCs!

Scarab Sages

mplindustries wrote:

That is very true--we only really know how this works thanks to this four thousand plus post thread.

Kinetic Blade and Whip have huge problems, though, because they currently vastly out damage ranged blasting (thanks to Vital Strike and move action gather energy for Empower or Composites). I'm expecting a nearly complete rewrite of these abilities to further clarify them and to make sure they don't so ridiculously out damage the main focus of the class (i.e. ranged blasting--these are supposed to be emergency melee backups after all)--a little bit more damage is reasonable for increased risk, but not the amount it currently adds.

An Archetype that focuses on the melee option and eliminates almost entirely the ranged option might end up being a way of bringing that back, if it's cut from the core class.

Scarab Sages

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Given that Cyth-V'sug, Treerazer's ex-'boss' is all about fungal infestation and corruption, far more so than the boring 'I eat all the things' locust-dude in charge of the Worldwound, the incidence of tiefling corruption coming from eating the plant matter from the blighted area would be even more thematic and appropriate than in the area of the Worldwound.

At least *some* Kyonin elves (the Lantern Bearers, for instance) seem to be purist / elitist in nature, and might be pro-kill-tiefling-babies, but Calistria's faith seems to be extremely open to half-breeds, with both half-elves and tieflings being welcome in some of her churches.

So I could see it going any way you want to go, for roleplay purposes.

If you want tiefling X to have been persecuted, run out of the area or even survived an attempt at abandoning her in the forest to die of exposure as an infant, there are undoubtedly elven parents who would be willing to 'go there.'

If you want tiefling Y to have grown up more or less accepted, he might have been left on the doorstep of a Calistrian temple, and grown up blissfully unaware of how the Findeladlarans two temples over grumble about his 'polluted' blood and how the Calistrians are 'letting the ter'rists win' by 'inviting Treerazer's taint into our community.'

Scarab Sages

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JiCi wrote:

Ok, I'll just double-back on one of my suggestions.

How about an AP where a dragon is the main antagonist?

I know that this might lead to getting a mythical red dragon instead of another dragon kind, I know that dragons aren't that common in Golarion, I know that dragons are often overused... but, still...

- Take a dragon
- Polymorph into a humanoid for disguise
- Have him, or her, look for a shattered artifact across the world. The point is to emphasize on a dragon's obsession for wealth and power.
- Give the dragon minions, such as a die-hard kobold tribe, a half-dragon offspring and even lesser dragons, because the main dragon has the Orb of Dragonkind.
- ???
- PROFIT!

Smallish black dragons and half-black-dragon template creatures and black-scaled kobolds are running riot over communities outside of Magnimar, coming from the Mushfens.

After dealing with all this black dragon stuff, including the adult black dragons who are the source of all these half-dragon critters, and bumper crop of young black dragons, it is discovered that the true architect of this infestation is a *red* dragon, with an Orb of Dragonkind (black), who has been compelling the shiftless local blacks into becoming a more organized threat, using them to soften up Magnimar, which he intends to utterly dominate (and covertly rule), once the blacks are beaten down.

The red, you see, has recruited his own black dragon slaying party of 'adventurers' (led by his own half-red-dragon spawn, who poses as a dragon disciple/dragon-bloodline sorcerer, while actually being a different sort of sorcerer/eldritch knight) who are supposed to 'save Magnimar' from the black dragon plague, and move into beloved leadership roles in the city.

If only those pesky PCs weren't stealing his chosen party's thunder, saving the day before they even arrive!

Scarab Sages

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MeanDM wrote:
For some reason it really hit me that they are locking these people up indefinitely until they die, though. That's kinda creepy if you really think about it.

My irrational nitpick about their detention plan is that they don't seem to have any sort of food or bathroom facilities for their prisoners. It's not just crazy illegal, it's actually kind of impractical!

Then again, that's hardly new. I'm pretty sure nobody has swung by Lian Yu to feed or water Slade Wilson, over on Arrow, for about a year now... :)

Scarab Sages

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So, in Canaries;

Spoiler:
We get to see Sara beating the crap out of Laurel while saying that she's a fake and doesn't deserve to be wearing her mask. It's like the writers were writing that scene just for me... :)

Scarab Sages

I only have 11 pages of Favorites, but most of them are rules content, or stuff I very much agree with (or, occasionally, something I very much *disagree* with, and wanted to mark for bombardment once the Orbital Kitten Impeller is up and running...).

But here's one I like, from a thread about 'The Real Problem With Pathfinder;'

Gorbacz wrote:
The Real Problem With Pathfinder Is That I Don't Have Enough Money To Buy It All.

My Favorite Favorited By was when one of my posts was Favorited by Lisa, but it's been un-Favorited since then. :(

Some people (like the elusive Erik Mona, careful, don't startle him, it's rare to see one in the wild!) are stingy with the Favorites, probably to avoid any perception of Favorite-ism.

Scarab Sages

I really like how this monster is tied to the setting, and other races, with the line about Darkfolk having a means to draw nourishment from the creatures digestive illumination being particularly cool to me. It doesn't just exist in a vacuum.

Neat visual, solid themes, strong formatting, cool all around.

Scarab Sages

I'm a big fan of how useful this monster is as a tool. Need a 'reason' for a certain sort of underground labyrinth (other than 'insane dwarves'), these guys could be that reason with their Stone Tunnel and Wall Weave abilities.

Tweaking the creature to produce some sort of corrosive venom that can reduce the hardness / DR of solids (and serving as the source of it's stone-manipulating ability), or stiffen up (Dex damage?) those bitten, instead of the (IMO) somewhat less thematic hallucinatory Wis-damage poison could tie it more strongly to the theme.

Scarab Sages

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nighttree wrote:
"Devil's Advocate" wrote:

So, with that in mind, would you rather have a book that allows you to use more classes effectively as "wild characters" or more tools for a few existing "wild characters"?

I'd rather see, and this is just me, but I'd rather see, for example, ways to play a Cleric, Paladin, or Fighter in the wild than more Barabarian, Druid, or Ranger mechanics to help them do what they can already do.

Actually that's not "just you" at all ;)

I would much rather see a book that gives options for making the "less than wild" classes more wild.

Nature focused Paladins, Barbarian tribe Wizards...hell yes !

Same for all sorts of themes.

I'm less interested in ways to make a religious Cleric or Inquisitor or Paladin, for instance, than in ways to add religious themes to a Rogue or Wizard. Ways to incorporate a Bard or Rogue into a social / city-based storyline? Kind of intuitive. Ways to fold a Barbarian, Druid or Ranger into such a storyline would be, IMO, far more useful.

Playing to type and your strengths is much easier than running a character in such a way that it flourishes in a situation that *isn't* an ideal fit.

Scarab Sages

Lord Snow wrote:
I'm with TheJef here. I feel fairly confident that people are reading way too much into what is essentially a joke by Whedon. He's just saying that he feels really into the character of Ultron - NOT the he actually is going to "destroy the Avengers".

Evans and Downey, Jr. are near the ends of their contracts, so it's entirely possible that 'destroy' refers to breaking up the original lineup and making room for Winter Soldier or War Machine to move into those 'slots' on the team.

There's not yet an obvious replacement for Hemsworth/Thor, but Thor 3 is already in the works, and could bring up the focus on one of the other Asgardians (perhaps even Sif, after her profile was bumped a bit by her Agents of SHIELD appearance) or introducing a new character (such as Beta Ray Bill or Thunderstrike).

If Scarlet Johanssen is also reaching the end of her movie deal (which I have no idea...), Sif, or some other female Avenger (such as a Wasp spun off from the Ant-Man movie, or Clea from a Dr. Strange movie, or new interpretation, such as Betsy-Ross-as-She-Hulk or Extremis-Pepper), becomes even more likely.

Scarab Sages

James Kight 810 wrote:

With (SP) powers like Fire Bolt, I understand that Spell Resistance is still in effect, but what about Saving Throws? Not allowed against Fire Bolt (or similar)? Not clear enough that I could find...

Thanks!

JK

If there is a save, it will be mentioned, and, for most, there is none (balanced by the limited range and damage, for the damaging bolts, or the short duration and touch range, for the 'grave touch,' 'laughing touch' sorts of powers).

Scarab Sages

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998. Illustrated (Wo)Man You were born with distinctive tattoo-like markings adorning your skin, far too precise to be mere birthmarks, even ignoring their supernatural qualities. It might be a pair of ravens, winging their way across a vista, or whirring interconnected cogs, or lightning-lit stormclouds racing across a field, or oak leaves blowing across a moonlit graveyard, or a serpent or large centipede coiling around a limb, or a dancing flame, but the most distinctive feature of this colorful design is that it actually moves, the ravens wings flapping and the scenery moving behind them, the many legs of the centipede moving as it continues an endless trek around your forearm, etc. If you are wounded by a piercing or slashing weapon, and it cuts across one of these animated designs, very real physical manifestations pour forth, such as rusted cogs, fallen leaves, or cloud vapors, or a dead centipede or snake, or raven's feathers, or a momentary (non-damaging) burst of flame. The tattoo fades, as if whatever ink had produced the image had come forth as the very real thing that has sprung forth (which almost immediately decays, in any event). Your tattoo reappears when the damage from injury is healed, either by magic or rest, whatever force keeps them animate having replenished them. The other unusual quality of your special tattoo is that it is contagious. If you press the marked area of your body against the bare skin of another for more than a fleeting instant, the tattoo crawls across to the new person, where it remains until they recover hit point damage by any means (magical or overnight). You can 'transfer' your tattoos in this fashion a number of times per day equal to your Constitution modifier (minimum 1), and after meeting this number, your own tattoo is so faded as to be erased until you rest.

999. Wishing You Were Here Your form is a very much more human-looking interpretation of the Glabrezu whose wish so many generations ago twisted the will and form (and bloodline, apparently) of an unwise ancestor. An array of horns, thick skin with crustacean-like qualities, bandy bent legs and, most uniquely, a second pair of arms, spindly, as if sized for a tiny creature, coming out from just below the armpits of your otherwise normal(ish) humanoid arms. A reverse of the Glabrezu, with a pair of giant crab pincers and two tiny humanoid arms, you have two normal sized humanoid arms (ending in fiendish looking hands, but still, normal by comparison), while your two tiny arms are the ones that end in crab-like pincers, which do nothing but hang uselessly unless you invoke your other unique quality.

Once per day, you can grant another mortal creature's wish, so long as that wish is spoken in your presence, and is the sort of thing that can be achieved with a prestidigitation cantrip, such as the flavoring or heating or cooling or spoiling of a drink or meal, or clearing (or affliction) of a blemish or rash, or the cleaning or befouling of skin or hair or clothing. When you decide to grant such a wish, your vestigial crab-claws clack loudly, announcing the action. If the wisher chose a mean or petty 'wish,' such as to foul the clothing, spoil the meal or pox the face of a rival, or have someone stung by a bee or reek of flatulence or burst into inappropriate laughter during a somber occasion, the wisher will radiate a strong aura of evil for 1 minute afterwards.

As you increase in power, you may find yourself able to 'grant wishes' more times per day (equal to spellcaster level), but you can never grant 'wishes' to yourself, or to the same person more than once in their life.

Scarab Sages

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H.P. Lovecat. Terrible? Funny? A bit of both?

Scarab Sages

LazarX wrote:
I think we'll probably wind up getting some horrible mashup of Harry Potter and Dresden, given modern tastes.

Bite your tongue!

(Although a dash of Dresden wouldn't suck.)

I have actually wondered why Marvel didn't take a lesson from the success of Harry Potter and have Dr. Strange pick up a few apprentices (not annoying British urchins, though!) and chronicle their (mis)adventures. SHIELD supposedly wanted to start their own arcane division, and it would be completely on-theme for them to horribly screw up and train a bunch of rookies to 'call uppe that which they cannot put downe,' leaving someone who actually has a clue, like Dr. Strange, to show up to save the day and clean up their mess (and recruit any survivors who have actual talent to learn magic from someone who knows what he's doing and isn't just going to toss them a copy of the Necronomicon and say 'go nuts').

Scarab Sages

David M Mallon wrote:
Highlander didn't have any sequels. Not a one. That's my story and I'm sticking to it.

Darn right. There can be only one. And there were only two Aliens movies, for that matter. And no Crow sequels. :)

As for dying, I want to not leave behind a body that needs to be cleaned up and buried, so I don't really care where, only that it's pretty darn spectacular... Also, not soon. I've still got Avengers movies to see!

Scarab Sages

Eh. I like Rumblepatch as Sherlock (better than Downey, actually), but haven't been terribly impressed with his other stuff.

I heard a bunch of names floated around that I would have preferred, but this isn't horrible news or anything.

He can at least carry off the gravitas I would expect, and doesn't seem likely to camp it up as much as someone like Depp would.

Scarab Sages

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994. Fugitive from the Plane of Mirrors Your smooth featureless body is completely reflective, like a silver mirror, and those who peer into your face see an oddly distorted reflection of their own features. When you pass a non-magical mirrored surface, it fogs over, and if you remain standing in the presence of a mirror that would reflect your image for more than ten minutes or so, the 'fog' calcifies into a patina of mineral deposits that must be cleared away. Bodies of still water that might similarly reflect your mirrored appearance are disturbed by ripples, as from a breeze that remains unfelt by those around.

995. Echo of Life Your body, regardless of physical attributes, appears pale and sickly, sometimes with age-specific traits such as thinning hair or liver spots or drawn skin replete with wrinkles. Cool to the touch, and with a faint heartbeat that thrums exactly once per second, sixty times per minute, no matter how hard you exert yourself, or how deeply you sleep, your body seems to cling ever so lightly to life itself, growing cooler and weaker as time goes by. At night, your heart slows to near stopping, unless you smack your chest hard to 'kickstart' it, or unless you lean close to another living creature, as your body seems to 'forget' how to live, without the reminder of another living creatures heartbeat against your skin, to 'remind' it how to beat. You prefer to travel with a living creature of some sort, at least one size class smaller than yourself, such as a dog, or horse, so that you can constantly have access to a living body to press against to reset the rhythm of your fickle heart. Smaller creatures, such as mice or insects, prove inadequate to this task, and experimentation when you were younger, and attempted to sleep with a pigeon in your grasp, led to your awakening cold and afraid, clutching a dead bird. You have no idea if you crushed or smothered it, or it died of fright, or it's tiny fluttering heart simply proved inadequate to the task of stimulating your own weakened organ. (Cats are a special case, as they seem to sense your condition, and exhibit both a strange curiosity for you, and occasionally nip or gnaw at your fingers or toes, but avoid your grasp and always keep an eye out to leap away if you reach for them.) Your ideal situation would be to find a mortal lover who would lie with you at night, so that your daemon-forged body would have a constant reminder of how to maintain it's pretense towards the traits of the living world.

996. Light's Foe In darkness, through darkvision, your appearance is traditional for your race, with ruddy skin, small horns, pointy teeth, a lashing tail, etc. But few see this clearly, as your skin abhors the light, and under dim light, you are shrouded in shadows, while in bright daylight, your form is utterly black, with few recognizable features, other than a humanoid stance. Bizarrely, your form remains quite visible, if one but peers at the ground behind you, as where a normal persons shadow would lie, your reflection instead appears, as colorful and clear as your image should normally be, as if all the colors on your person have fled the touch of the sun and are hiding behind you on the ground.

Scarab Sages

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'Joe Smith' is totally an alias. He thought that would be a believable name for a human person, like 'Ford Prefect.'

In other news, I shudder in anticipation of what from my submission gets illustrated...

Scarab Sages

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991. Lacrimosa Sangre When you are cut, your blood is clear and tastes of tears, and when you weep, thick blood trails from your eyes. These tears of blood also flow from religious icons and symbols of good aligned deities that you pass closely or touch. (The larger the icon, the further it's 'reach,' so that you merely have to stand in the shadow of an enormous tower topped with a statue of Sarenrae, but have to physically touch the holy symbol to Iomedae carried by a Menevian crusader.)

992. Signs and Portents You look almost entirely human, free of 'traditional' tiefling appearance elements, but your fiendish nature seems to struggle to make it self known, regardless. Your presence is heralded by traditionally sinister events, usually involving the religious symbols and churches of good faiths, such as the spontaneous ringing of church bells or the above-mentioned traits appearance of bloody tears from religious iconography. Churches or holy items of evil churches might appear strangely welcoming, in contrast, with the iron-maiden-like doors to a Kuthite temple spontaneously creaking open as you pass, or the braziers outside a church of Asmodeus flaring up as you enter, as if to announce the return of a favored son. This effect doesn't occur every time (and isn't always the same), and daily visits to a particular shrine may evoke no special portents at all save on the original visit, and special holy days of the faith.

On holy days of *your* faith (or, in absence of one, on your birthday), there will always be some sort of odd portents, such as an eclipse, the shadows of clouds moving quickly across the town, while no clouds are seen in the sky, the birth of a two-headed cow or hatching of toads from hen's eggs, the curdling of all milk in an area, or the crowing of roosters at dusk, while they remain silent at dawn.

Scarab Sages

Joana wrote:
Campaign Traits: Artifact Hunter, Dragonfoe, Dwarf-Trained, Giant-Blooded, Giantslayer Scion, Orphaned by Giants, Roll With It, Student of Giantkind, Truneau Native, Vexing Defender

There are some sexy traits here, particularly for melee characters (less so for spellcasters). For a crit-meister, Orphaned by Giants could be fun.

Scarab Sages

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At this point, I have no idea if I'm repeating myself...

983. Disease Carrier Pick a disease, Demon Fever or Devil Chills. One or both parents contracted that disease, and while they survived, their seed was tainted and you were born a carrier of that disease. You bear obvious and physical marks of the selected disease, such that anyone with ranks of Heal will immediately recognize that you are ill, and a DC 11 check will identify the specific disease (a Perception check, DC 11, will also detect your diseased state). You can use the Disguise skill to hide the signs of your contagious state, increasing these DCs by the amount you succeed your check. While you do not suffer any effects from this disease (and are in fact immune to the chosen disease), anyone who comes into intimate contact with you, or bites you, or otherwise ingests any of your bodily fluids is exposed to your disease.

(Demon Fever - unnatural body heat, ruddy sweaty skin, spidery veins of black and purple emerging from bubous. Devil Chills - constant sense of being cold, bluish-gray skin is cold to the touch, hacking cough comes with whitish fog, tremors and shaking.)

984. World-Wounded A slicing wound across your belly opens like a mouth and you can reach into it further than the depth of your torso would suggest, as if it were some sort of extradimensional space. Attempting to place items within it leads to randomly losing said item forever or it being spat out immediately (with the only consistency being that if you want to get rid of an item this way, it will most likely be spat out, and if you want to conceal an item temporarily it will probably be lost...). At seemingly random times, this 'wound' will open and disgorge a dozen or so locusts of freakish and sinister appearance (although otherwise completely normal insects). Over your life, you've noticed that these eruptions are often accompanied by reports of new demonic activity at the Worldwound, making these manifestations a sort of predictor of when the Worldwound is disgorging new demons into the world.

985. Gildenskin Your skin and hair have a thin papery coating of gold, as does your hair, although attempts to (painfully!) scrape this coating off result in it crumbling away within moments of being removed. While it remains, you are irresistible to certain metal-consuming entities, and rust monsters will swarm over you and 'lick' your skin with their feathery antennae, while xorn will dangle you over their ventral mouth and suck the metal coating right off of you with their abrasive mouthparts (a process even less pleasant than it sounds). Since this coating replenishes daily, a xorn that finds this out may attempt to keep you prisoner to use as an eternal gobstopper of sorts. In addition to your golden-coated skin, your eyes have the appearance of rubies and your teeth glisten like chalcedony, but if removed, or upon your death, all lose their apparent value.

986. The Eye(spots) Have It You have no visible eyes, ears or nose, but your skin is covered with eighty-eight giant cell-like structures. All of them can see, hear, taste and smell, faintly, with only those atop your head having the bulk of your sensory capabilities. (So, while they don't mechanically affect your senses, you can 'see' something crawling across your arm with the 'eyes' that make your skin, or 'taste' food that you smear across your belly.) The only places you have none of these giant sensory cells is on the soles of your feet, palms of your hands, and inside your body (such as in your mouth). Because you feel constricted when these cells are denied access to light and sound and the open air, you tend to prefer 'breezy' clothing that sits lightly on whatever skin must be covered (due to climate or local notions of modesty), in scanty fabrics that are sheer and translucent, and when the situation permits, you prefer to be naked. Because sitting, lying down or (especially!) riding a horse puts uncomfortable pressure on your sensitive skin, and you have learned to sleep standing up (and prefer to stand up where others would sit, such as while eating), and even to stand up in the saddle for extended periods of time, to avoid discomfort, aided by your skeletal systems unique ability to 'lock' into place and freeze you into a standing position.

987. Those That Lie Down With Dogs You possess the many teeth of a goblin (in an otherwise normal looking mouth and normal sized head), the build and gray skin of a hobgoblin, the round white saucer-like eyes of a bugbear, and the flame-red shock of hair that extends down the spine of a barghest, ending in a canine tail, as well as wolf-like lower legs and the droopy pointed ears common to all goblinoids.

988. Jersey Devil It's possible that somewhere in your lineage, a fiendish cavalier had entirely too close a relationship with their intelligent shapeshifting cauchemar mount. In any event, you've got the form of an anthropomorphic horse, with a striking black hide, mane and tail, and a 'blaze' in the shape of some ill-aspected symbol, such as a red pentacle. Your horse-like legs end in hooves that grow increasingly hot as you move faster, and flash with fire if you leave a location by supernatural means, inflicting fire damage to the surface you are departing equal to the level of the effect (2 pts for levitate, 3 pts for fly, 4 pts for dimension door, 5 pts for teleport or plane shift, etc.) leaving behind hoof-shaped burns to mark your supernatural passage.

Scarab Sages

981. Dream-Haunter Your mother narrowly survived a dream haunting by a Night Hag, attempting to claim your soul, and your father was infected by her diseased bite in his quest to destroy the creature. Which of these things tainted the bloodline of your fraternal twin sister and yourself (or perhaps both?), you do not know, but she was born a changeling, and you a tiefling. Your frame is slight, but wiry, and your skin a shade of purple so dark as to appear black in dim lighting. Your gaunt exaggerated features are similar to other hags and hag-spawn, with pronounced and angular chin, nose and cheekbones, and long fingers with fast-growing nails that naturally end in points (good only for scratching an itch, not as effective weapons). Your canine teeth are also pronounced, and your hair is shock white (or dirty gray, depending on your level of cleanliness...) People who sleep in your presence tend to suffer restlessness, and feel as if a figure is crouching over them, suffocating them or stealing their breath. A closed door, or even a separate tent is adequate to shield others from this effect, but if no one is around to be troubled by this effect, you yourself suffer from restless dreams of being unable to breath, and if this occurs for too long, you begin to suffer penalties upon awakening, as if you did not get a full nights rest (and when you do finally have the chance to afflict someone else with restless sleep, *they* may suffer such penalties, although the more people present, the less any one suffers, making it useful to you to sleep in common rooms, with a half dozen strangers, and so reduce the effect to some bad dreams scattered around, and nothing too serious).

Scarab Sages

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Hama wrote:
Then why did you call Laurel's actress an actor?

'Cause I forgot we still needed a separate word for actors who are women, and was using 'actor' in the sense of 'person who acts.' :)

Bjørn Røyrvik wrote:
Give it time. Laurel is just barely starting her crimefighting career and even in this series there's no real reason she should be a top tier melee fighter after only a couple of months.

I *like* that she isn't all 'more Sara than Sara' after a couple weeks at the gym with 'too young to be Wildcat.' It would feel pretty cheap if she turned out some 'trained for years by the League of Assassins' moves in under a month, after all. :)

I don't like Laurel as Black Canary because the Laurel character has been pretty terrible, pretty much since day one (I have no real opinion on whether or not the actress can act. I vaguely recall liking her in a previous role, so it's entirely possible that the inconsistent writing for this character isn't doing her any favors...). Tell her to do X, and she will do the opposite of X, pretty much every time. Because of that, she's gotten kidnapped, gotten Oliver shot, gotten Tommy Merlyn killed, etc. I'm kind of hoping she doesn't get her dad killed, because I like Paul Blackthorne and his 'Commissioner Gordon' to Arrows Batman, on this show.

Quote:
I like the show but my main objection is how Ollie is stiff and boring. I want the snarky fork-bearded socialist Ollie, dammit. We're three seasons in, isn't it about time that Green Arrow starts showing up?

This Arrow, I fear, will never be the Errol Flynn-esque uber-liberal Oliver Queen of the comic books (indeed, it would seem pretty out of character, at this point, for him to be all quippy and fun-loving, like the comic book GA has been). The show came on the heels of the Nolan Batman movies, and this Arrow character is far more of an ultra-serious Bat-vigilante than the comic book Oliver, for better or worse.

The shows interpretation of Ray Palmer, on the other hand, seems more like the somewhat whimsical playboy idealist than show-Oliver. Perhaps, on the show, Ray will fill the 'Oliver' role, to Oliver's more Batman-like dark justice avenger role.

(Flash also obviously has a more idealistic streak, but he doesn't parallel as well, just being an idealist, and not a *billionaire playboy* idealist out to change the world!)

Scarab Sages

Hama wrote:
Set wrote:
Liked Roy's speech to Laurel.
I assume you mean Malcolm Merylin?

Nope, that was kind of silly, actually, like a puppy yapping at a lion.

Roy's talk to Laurel, on the other hand, was cool, because he was playing the level-headed person, for the first time.

Scarab Sages

Oh, I'd pay money for Sara to come back and Laurel to end up on Lian Yu (sp?) for the indefinite forever, but the writers really seem to be sold on this Laurel-as-Black-Canary bit. Caty Loitz really worked that role, and even spent her obligatory 10 seconds on the salmon ladder, something that I doubt her 'sister' will ever be able to pull off.

Tommy? Eh. That's guys 'acting' consisted of clenching his jaw a lot (Tom Welling 2.0?). Laurel's actor gets lots of hate, but that guy was at least as bad, and didn't have the entire writing staff desperately trying to make us like him.

Liked Roy's speech to Laurel. Dude hasn't really had a grown-up moment yet, always being the screw-up that Oliver has to point in the right direction, so it's nice to see him forced to be the adult in the room.

Did not like Roy's wire-assisted 'acrobatics,' where he kicked some guy and then floated majestically up onto the pipe like a zeppelin on it's way to the mooring. Ugh. If the actor (or his stunt double) can't do it, please don't try to have the character do 'cool' feats that involve flying around like something out of Crouching Tiger, Hidden Dragon. It's not like the comic book character was the most acrobatic dude, anyway. Save that sort of stuff for Nightwing (or Daredevil or Nightcrawler or Spider-Man).

Scarab Sages

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The White Wolf World of Darkness games, Vampire the Masquerade, Mage the Ascension, etc. often had 'splats' (such as the Akashic Brotherhood, Assamites, Black Furies, or Dreamspeakers) devoted to groups composed primarily by different ethnicities or groupings in the setting, or even entire sub-games (Kindred of the East, Mummy).

Aeon/Trinity concentrated on a future setting where the dominant cultures were China and Brazil, with Europe and America being in decline (and Australia and the 'United African Nations' also being strong powers). Aberrant, less so, but still set the most relevant 'centers' of the game in places like Addis Ababa and Ibiza (unlike the comic books that inspired them, which seemed to set their 'Greenwich Mean Time' with the assumption that New York City/Metropolis are the center of the universe).

Scarab Sages

the Lorax wrote:

From my own world...

29. Gloom Goblins
Gloom Goblins are touched by fae magic.

Ooh, I like these.

In a previous homebrew of mine, goblins, hobgoblins and bugbears were unseelie fey counterparts to gnomes, elves and a third extinct race (the bugbears totally annihilated their seelie counterparts).

So the idea of there being goblins with gnome-like fey connections is totally cool (although PF pretty used the wayang to create shadow plane 'anti-gnomes').

Scarab Sages

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Holy necromancy!

Anywho, he's an 8th level specialist Diviner, with an amazingly inflated local reputation and a soul-searing collection of porn involving him and various goddesses and female rulers (none of which have ever heard of him...).

He does have some great intel, for a guy tucked away in East Nowhere, 'the Dales,' and is a great source of adventure hooks for people who *can* deal with the situations he's become aware of.

Scarab Sages

So if Infernogoblins are 25 and Stomplins are 26;

27. Trolblins These goblins resemble small trolls, and possess normal goblin traits, claws that do 1d3, a bite for 1d4, and fast healing 3.

28. Goblin Scalywag Related to both Goblin Snake and Goblin, these scaly goblins have +1 natural armor, and the bite attack, poison belch and snake empathy traits of goblin snakes. They have a knack for sorcery, and instead of the traditional goblin penalty to Charisma, they have a +2 racial bonus to Charisma.

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