Mathus Mordrinacht

Wolfwaker's page

RPG Superstar 2013 Top 8. Organized Play Member. 1,007 posts (2,520 including aliases). No reviews. 2 lists. 1 wishlist. 2 Organized Play characters. 33 aliases.


RPG Superstar 2013 Top 8

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Gurp, you rolled a 1d6d6 for Squishy and still got a 1!

Hmmm, does that work on neutral or hostile animals? I suppose it has some incentive to run away anyway.

tongue: 1d20 + 5 ⇒ (11) + 5 = 16

Gurp's rock bounces off without much effect, causing the frog to poke at him with its tongue, but it misses. Through some combination of accumulated injury and Twitchy's frog whispering, it seems to decide that it would be better off elsewhere, and it hops to the stern of the ship and then leaps off into a shallow pool. It seems you have cleared the ship of hostile creatures.

RPG Superstar 2013 Top 8

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Apologies for all the confusion, I lost track of some stuff. I guess that should have been a hit last turn so we'll apply this one to the frog or the swarm (your choice). Gurp should be out of the swarm and at 11/14. Ronk should be in the swarm and 4/13 I think.

Twitchy's bomb catches Vorka in the face and she tumbles from the mast in a ball of flame and smoke.

If the rats bite you, you need a DC 12 fort save or you are nauseated (can only move).

Forgot to do Flamefinger's ray last turn. Attack swarm.
fort save: 1d20 + 0 ⇒ (12) + 0 = 12 ok
ray: 1d20 + 3 ⇒ (18) + 3 = 21
dmg: 1d6 ⇒ 2

RPG Superstar 2013 Top 8

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You hit her (just barely) and hurt her but she is still in good health.

Without drawing a map, I'm going to say a double move gets you up onto the deck.

RPG Superstar 2013 Top 8

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Nice plan.

Flamefinger, guided by Twitchy, drops the hornets right in the midst of the barking dogs. The mutts bark all the louder, rolling and writhing to try to get the insects off. As Medge circles, after a few moments, she sees that they lie in a corner whimpering as the breeze blows the wasps away.

Just then, a door in the cabin opens, and a frightening, shaggy goblin appears wearing rags and patchwork leather armor, with a floppy wide-brimmed hat. Even at a distance, you sense her stare upon you. It can only be the witch Vorka! She comes out the door and scrabbles up the wall of the cabin in a spider-like fashion, before perching on top and casting a spell in the direction of Twitchy.

fluffer Will save: 1d20 + 2 ⇒ (6) + 2 = 8

The vulture suddenly starts hissing and squawking and flying erratically, trying to shake Medge off and gaining altitude.

Depending on what you do here, make an acrobatics, ride, or handle animal check at DC 13. You are some 20 feet up at this point, or 10 feet off the deck if you want to jump there.


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Dwarf (Pahmet) Paladin (Stonelord) 2
Rubani Madu wrote:


"Right. Akhmose? We know what we're doing here, right? We're not here to wipe out any ghoul nest. We're not even mounting a rescue. This is a mere theoretical rescue mission. We are determining if there is anyone here to save. If the Scorpions are already lost then there is nothing here for us, and we leave. Right?"

His question had an air of desperation, but the half-elf tried to appear determined as he...

Akhmose nodded at Rubani's words. "I'm not going to get killed for nothing. But I'm just doing for them what I hope they'd do for me." Sneaking was not his strong suit, but at least he was smaller than most. He followed along as quietly as he could, which was not very.

stealth: 1d20 - 1 ⇒ (6) - 1 = 5

Once they reached the site, Akhmose laughed. A perfumery? This was the dangerous locale they were looking for? He looked around for signs of passage while he let Shalina deal with the locks.

perception: 1d20 + 11 ⇒ (11) + 11 = 22

My son just made me aware that we missed a perfect chance to use the phrase "esophagus of the sarcophagus"

RPG Superstar 2013 Top 8

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Twitchy pulls herself up on the horse and through a combination of kicking, pinching, and biting, manages to make the horse whirl around a circle, giving the other goblins a chance to strike at it. Medge raises the Gorge of Gluttons and expertly spears it right through the ribcage, causing it to collapse in a heap with a spurt of blood. The horse shudders and breathes no more.

The gangplank provides access to the ship, but has a large hornet's nest. There are plenty of creeping vines that would also provide a way to climb up. From the deck, you can hear the barking of two dogs.

RPG Superstar 2013 Top 8

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If we weren't in the middle of a fight already.... ;-)

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As Medge holds the sword aloft, you hear the squish of hooves in the muck. A black horse, huge and terrifying, gallops around the ship. It pauses for a moment, rearing up on two legs, as the morning sun breaks through the clouds behind it, bathing it in a fiery nimbus. It gives an fearsome whinny, snorting out plumes that look like smoke in the cool morning air. Then it gallops toward the fence and leaps over, landing right in the midst of the goblins.

DC 12 fear save or frightened for one round.

initiative:

Twitchy: 1d20 + 4 ⇒ (15) + 4 = 19
Medge: 1d20 + 4 ⇒ (9) + 4 = 13
Gurp: 1d20 + 3 ⇒ (17) + 3 = 20
Flamefinger: 1d20 + 2 ⇒ (10) + 2 = 12
Ronk: 1d20 + 1 ⇒ (14) + 1 = 15
Demon Horse: 1d20 + 4 ⇒ (13) + 4 = 17

Gurp
Twitchy

Horse

Ronk
Medge
Flamefinger

RPG Superstar 2013 Top 8

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...possible crit there, Medge.

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I have one recorded to try out if we ever have time to watch something with the family!

RPG Superstar 2013 Top 8

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Ronk swings with an animal fury and strikes the trunk, causing the entire plant to shudder. The plant seems to recover, until a splotch of slug spit hits it right at the base, causing just a bit of the root to dissolve away. The stress is too much for the plant, and the whole thing slowly topples over to hit the ground with a crash. The vines of the plant sprawl out, all the life drained out of them.

Taking liberty with the order for dramatic effect.

Ronk:
Not sure if you meant to continue rage; remember in the future to specify (or I will assume it continues). If you drop rage you are fatigued. Not that it matters at the moment.

Kn. Nature DC 15:
You can harvest some poison from the plant's "mouth", enough for 1d4 doses. (contact, Fort DC 12, target is staggered.)

RPG Superstar 2013 Top 8

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Medge the Curious wrote:

[dice=escape artist]1d20+8

Medge flips upward and grabs the vine. She looks closely at where she's being held. "HA. Plant make big mistake!" It's holding her by her peg leg! She quickly unstraps her fake leg and falls down to the ground.

[dice=acrobatics]1d20+8 Just in case

She manages to stick the landing on her one remaining leg. "Medge is free! Dumb plant is in big trouble now!" She pulls her spare peg leg out of her bag. "Gotta get this on.." Medge mumbles

Oh, that's awesome! (I had forgotten about her peg leg, but that's perfect!) For sheer coolness I'm awarding you an inspiration die (+d6) on your next attack.

Twitchy, we'll say this round is a successful attack and next round you have to swerve to avoid a tree and don't get another action.

RPG Superstar 2013 Top 8

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As night falls and a full moon rises, a light snow starts to fall, and the goblins stare in wonder at the unseasonal event. In the distance, they hear what sounds like bells jingling. The goblins sit down to a wonderful feast at the close of the first day of festivities. A raucous good time is had by all.

Happy holidays all! Everyone finds a masterwork dogslicer, horsechopper, or simple weapon in their stocking.

RPG Superstar 2013 Top 8

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Merry Christmas/Happy Holidays/etc. to you and thanks for all your reviews.

RPG Superstar 2013 Top 8

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Magga frowns. "No, get your own healing stick." She bonks him on the head with it again, but not for healing.

attack: 1d20 + 1 ⇒ (9) + 1 = 10

Ronk's animal suit absorbs the impact, though.

RPG Superstar 2013 Top 8

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Rule #1 is to have fun, so don't stress too much if you're having trouble writing a good description. I'll just step in here--hope you don't mind.

performance: 1d20 + 1 - 1 + 6 + 4 ⇒ (20) + 1 - 1 + 6 + 4 = 30 +6 aid another, +4 bacon

Ronk drops the pig with a dramatic overhead arcing blow. It stumbles around for a few steps and then falls flat on its face in the mood. He screams out "Bacon!" and it is too much for the goblins to resist. They mob the pen, lifting Ronk up on their shoulders, with another group taking the hog off to be roasted.

Grack had come running trying to stop Ronk, but he gives up after seeing the crowd's reaction. The chief sits silently on his high throne, but whispers to his nearby advisors while looking in Ronk's direction.

Sense Motive DC 10:

He seems to be nodding in approval at Ronk's prowess.

RPG Superstar 2013 Top 8

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I'm going to give everyone a +1 morale bonus on this event for the poetry.

RPG Superstar 2013 Top 8

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Wolfwaker wrote:

Going to step in here with a correction. Even with no ranks in Climb, Medge should still get her Dexterity bonus, so she should have a +4 climb bonus.

Technically that's wrong, since Climb is a Strength-based skill. But I'm just going to rule that Small characters can use Dex for Climb. (By the Square-cube Law, they should have a bonus rather than a penalty.)

RPG Superstar 2013 Top 8

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Nudge-nudge, Medge, one of your prepared spells might come in handy here (if you are sneaky about it).

RPG Superstar 2013 Top 8

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Going to step in here with a correction. Even with no ranks in Climb, Medge should still get her Dexterity bonus, so she should have a +4 climb bonus.

Also, by the climb rules, failing by less than 5 means you don't advance, but also don't fall.

And you have a choice of the straight pine tree (20' of DC 15 climb) or the vine-covered tree (20' of DC 10 climb, then a DC 20 acrobatics.)

So go ahead and pretend you fell once, and give it another try (maybe on the other tree).

RPG Superstar 2013 Top 8

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I've been thinking about throwing my hat back into the GMing ring and I figure this is a short, easy, and fun way to do it. I would like to run We Be Goblins. This is an adventure for 1st level PC's.

I would like to invite players who are new to Play by Post, since this is a good fun intro adventure. Others may apply , but I will give preference to newer players.

Go ahead and make a character, but don't worry about spending a ton of time just to apply. If you haven't settled on a trait or a skill choice, no big deal.
You can use the pregens or make your own character. 15-point buy, any Paizo material.
I am a big fan of using skills an items in creative ways, so all characters get a chance to shine. So if you can think of a weird craft or profession skill, go for it.

Give me a paragraph or two describing your character. Just a basic idea is fine. No need for a 2-page background.

Also, give me a list of 3-5 things you have in your pockets. Not a list of equipment with gold piece costs, but a list of the weird things goblins collect, like a dead bird, or a button, or a broken toy.

This is a good opportunity for some fun role play. Golarion goblins love burning things, hate dogs, fear horses, and like to sing rude songs. They can be mean and crafty little dudes, but PCs in this adventure should not be downright evil, I think of them more as letting a bunch of kindergarteners run loose without any supervision whatsoever.

Frequency, once a day is fine. Weekend posts are not necessary. Time zone doesn't matter.

Any questions, please ask.

RPG Superstar 2013 Top 8

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Joana wrote:
I think, historically, the holiday card discount is the only one that stacks.

It's an untyped bonus!

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Kitsune, tengu, catfolk, merfolk, and gillmen.

RPG Superstar 2013 Top 8

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Ross Byers wrote:
Is there anyone who would disagree with Idris Elba for the Pathfinder movie?

I was going to say Morgan Freeman.

RPG Superstar 2013 Top 8

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Axial wrote:
I find the idea of someone wanting to find balance between good and evil irritating and highly implausible. Why would someone think this way? If they believe that them creating balance is good, wouldn't they see themselves as good and imbalance as evil? A balance between law and chaos make a bit more sense, but why does balance have to involve evil? Why can't there be a balance between good and good? Screw evil!

That's been a trope of D&D for a long time...I remember it coming up in Dragonlance fiction. I think the idea is that "too much" good ends up being like the Spanish Inquisition. But I agree with you that it's pretty silly.

RPG Superstar 2013 Top 8

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How about a book on Laws and Lawmen? Or Crime and Punishment? You could talk what acts are legal in different nations, what the punishments are, everything from prison to the stocks to branding. Maybe a bit about judicial systems and where you can get a trial. You could detail law enforcement agencies (city constables, Old West style marshals), investigators (Inspector Javert or Sherlock Holmes), thief-takers, bounty hunters, and also some criminal organizations, information on dealing in stolen property, how to find forged documents, illegal goods and services, etc. You could detail good-aligned outlaw organizations like the Bellflower Network or various resistance movements.

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Rite Publishing has some really interesting stuff. I especially like In the Company of Gargoyles and ...of Tengu and also Fey Archetypes (for mortals who have been touched by Faerie).


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Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

Just heard the dwarves' song from The Hobbit and got inspired.


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Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

Karrak's song for Tararr:

In hollow halls far from his birth
He trod the ground beneath the earth
He had no fear of gnoll or bat
In battles dire he proved his worth.

His furious rage became his doom
There in the shadows' lingering gloom
He fell beneath the hidden snare
And in the deep they made his tomb.

His arm was strong, his blade was true
As many foes his axe did hew
His name will live in dwarven lore
Although his years became too few.

RPG Superstar 2013 Top 8

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I like alchemists. Clerics have some pretty fun domain abilities at level 1 like enlarge (growth domain) or the deception (or was it trickery?) ability to disappear and reappear when someone misses you in combat.

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312. An unlabeled book

The cover shows magical runes associated with the binding of extraplanar creatures. When opened, writing begins to appear on the empty front page as if someone is writing it, but in reverse. It says "Let me out." and similar pleading messages. If the book is torn, it releases a tiny demon who, while malevolent in disposition, must obey the commands of the person who freed him. He believes himself to be of vast power but can only manage cantrip-level magical commands.


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Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

Trying to open a path, Karrak turns and swings at the one behind him. (R4)

1d20 + 6 ⇒ (13) + 6 = 19
OR
1d20 + 6 ⇒ (12) + 6 = 18

damage 1d10 + 2 ⇒ (10) + 2 = 12

Reserving my move action pending the results of this. Can I 5' step onto/over a dead body?

AC 20/T 14/FF 18
HP 8

status:

Prot. Evil on:+2 saves, AC
CON 10/12
HP=8/30 (35) after the CON adjustment of -5 HP
nonlethal 1
Dorn-Dergar is holding a charge from consecrated ability (+3d6/2 to undead, will save allowed)
Channel Energy 0/6 remaining
Level 0 (5/day):
Read Magic
Create Water
Light
Guidance (touch: +1 competence 1 roll)
Detect Magic

Level 1 (4/day + 1 domain):

Remove Sickness

Level 2 (3/day + domain):
Barkskin(Domain slot) (touch. +2 natural armor. 10 min/level)
Remove Paralysis
Surmount Affliction

Level 3 (1/day + domain)
Magic Circle vs. Evil (Domain)
Remove Disease

magical (+1) bolts: 14

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I think the mutagen is the most fun part of being an alchemist. What happened to the idea of the alchemical arrows? That sounds fun. Maybe the Arcane Archer PrC if Voodoo would allow it? (Technically you have to know an arcane spell and I'm not sure if extracts qualify.)

Also Karrak will try to look out for people if they don't go running off. (Particularly if I am not trapped in a mushroom thicket.)

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Halfling fighter, neat!

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I'd like to see your take on an artificer or mechanic. Someone who can build and maintain constructs and also is good at constructing traps.

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What a fun class! I love the concept!

Maxximilius wrote:


- The cumulative -4 penalty to the Parry deed is pretty harsh on Small characters. I'd love to play a halfling swashbuckler who punishes naysayers with sheer acrobatic awesomeness to prove size doesn't matter, or even a kobold or goblin, but this is a hard blow when you get slammed in the face with this penalty right there. I'd love to see a David-vs-Goliath, small-sized-friendly archetype that's less about mobility and 5-foot steps as per the Recovery deed, and more about dodging/standing grounds/fighting defensively against bid baddies to parry/counterattack without sucking a humongous penalty (... unless it comes with other mechanical advantages against bigger monsters, of course, but in the same fashion, I would hope said archetype doesn't shoe-horn the swashbuckler into slaying giants while all you want as a player is to be able to contribute against the most common giants in everyone's campaigns, aka medium/sometimes large humanoids).

I just want to echo this. The class flavor seems perfect for playing a small maneuverable character who does precision damage and is good at avoiding hits. It makes sense a small character won't be so good at parrying but I'd love to see an archetype that lets them be effective in melee.

Flavor-wise, I'd love to see the ability to use slashing weapons too.


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Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

Picked up a ton of modules and sourcebooks in the new sale. If I save any more money my wife is going to kill me!

RPG Superstar 2013 Top 8

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OK, this one is from Terry Pratchett, and is a little bit silly, but still exciting. In one of the recent Night Watch books, Commander Vimes (captain of the watch) has made a rule for himself to absolutely get home by a certain time in order to read a bedtime story to his son. So there is a scene where he commandeers a carriage, and he is racing down the street while his officers are blocking off side streets. He even has to make a jump at a drawbridge--which is completely over the top, but would fit right into a cinematic RPG chase.


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Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

Computer ate my post last night.

"We ran into some undead ghouls branded with a demonic sigil. There is evil yet in these tunnels."

"Oh, and we brought back a chair."

Use Make Whole (memorized). Do I need to do it more than once? If so, will use the wand.

RPG Superstar 2013 Top 16 aka Wolfwaker

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A flowing mass of mud with embedded bits of pebbles, bark, and organic matter, this ooze usually appears in the rough form of a human, with a gaping mouth, two tentacle-like arms, and a broad base. It is drawn to sentient beings like a moth to a flame.

Thoughtstealer Ooze CR 5
XP 1600
N Medium Ooze
Init +7; Senses Blindsight 60 feet; Perception +5

----- Defense -----
AC 16, touch 14, flat-footed 10 (+3 Dex, +1 dodge, 2 natural)
hp 45 (7d8+14)
Fort +4, Ref +5, Will +4
Defensive Abilities ooze traits; Resist acid 5
Weaknesses vulnerable to fire

----- Offense -----
Speed 30 ft., climb 15 ft.
Melee bite +7 (1d4+2 plus mind drain and grab), 2 claws +2 (1d4+1)
Special Attacks mind drain (1d4 Int, DC 15)

----- Statistics -----
Str 14, Dex 16, Con 14, Int 1, Wis 11, Cha 15
Base Atk +5; CMB +7 (+2 Grapple); CMD 20 (cannot be tripped, +2 vs. grapple)
Feats Dodge, Improved Grapple, Improved Initiative
Skills Acrobatics +4, Perception +5, Stealth +4 (+12 in swamps), Swim +3; Racial Modifiers +4 Perception, +8 Stealth in swamps
SQ ooze traits, compression

----- Ecology -----
Environment temperate swamps
Organization solitary, pair, or colony (3-6)
Treasure standard

----- Special Abilities -----
Thoughtsense (Su) A thoughtstealer ooze can locate accurately any creature of Intelligence 3 or higher within 60'.
Sticky (Ex) Anyone who hits a thoughtstealer ooze with a melee weapon must make a DC 11 Strength check or that weapon is stuck in its body for one round.
Mind Drain (Sp) Once per round, a thoughtstealer ooze may do 1d4 Intelligence damage to a creature hit by its bite attack. If successful, it gains an equal temporary Intelligence bonus for one hour, to a maximum Intelligence of 10. The Will save DC of 15 is Charisma-based.
Awakened Intellect (Ex)
As the thoughtstealer ooze's Intellegence increases, it gains new abilities and begins to employ more advanced tactics, while its features become more defined in resemblance of its mind drain victim(s).
At Intelligence 3, it avoids being surrounded and can speak one language of its mind drain victim(s).
At Intelligence 4, it can grab a weapon which hits it, forcing the enemy to succeed in an opposed Strength check to free his weapon. It the ooze wins this check, it gains control of the weapon and can attack with it in lieu of a claw, though not proficiently. The ooze can hold two weapons in this way.
At Intelligence 6, it gains the weapon proficiencies of its mind drain victim(s) and takes advantage of flanking opportunities.
At Intelligence 8, it gains a +2 attack bonus to secondary attacks and can use tools.
At Intelligence 10, it learns Aklo and all the known languages of its mind drain victim(s), plus it gains their Knowledge skill ranks. (These ranks do not stack.)

Spawned by the shoggoth godling Nuruu'gal in cruel mockery of humanity, these oozes have bodies that are crude imitations of the human form. They are instinctively aware of the intellect they were intended to have but do not possess, and are drawn to sentient creatures in an attempt to feed on their mental energy.
A thoughtstealer ooze desires nothing more than to gain Intelligence, and quickly applies its new abilities. Some have even been known to use tools and build cunning traps. Unfortunately for the oozes, this awakening is short-lived. Hours after feeding, all they are left with is a pile of treasure they cannot use and some rock-scratched writings they can no longer understand.

RPG Superstar 2013 Top 32 aka Wolfwaker

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Skinchanger (Witch)
In remote wild regions such as the Narlmarches, it is whispered that there are witches able to inhabit both the minds and bodies of beasts. At home among the birds and beasts, they shun the companionship of their own kind. These are skinchangers, witches with a close link to the animal world. Some befriend animals while others wrest them to their will. Some are even said to adapt so well to life as an animal that they forget their original form.
Weapon and Armor Proficiency: The skinchanger may wear the skin of an animal she has slain as a hide shirt. She is proficient with this armor and it does not interfere with her spellcasting.
Diminished Spellcasting: Skinchangers cast one fewer spell of each level than normal. If this reduces the number to 0, she may cast spells of that level only if her intelligence allows bonus spells of that level.
Patron: A skinchanger replaces some of her patron spells with the following:
2nd—charm animals, 4th—speak with animals, 6th—dominate animal
Hexes: A skinchanger can select the following additional hex:
Beastly Gaze (Su): The witch may use hexes while in animal form.
A skinchanger may choose Beast Eye as a normal hex rather than a major hex beginning at 4th level.
The following hexes complement the skinchanger archetype: beast of ill-omen, feral speech.
Skintaker (Su): The skinchanger may preserve the skin of a slain medium or small animal. By performing a ritual, she bonds a portion of the animal’s life essence to the skin. This ritual lasts for one hour and must occur within 24 hours of the animal’s death. Thereafter, when she wears the skin, she may transform into that creature. She may use this ability once per day for each taken skin, for up to one hour. This ability otherwise works like a 4th level druid's wild shape. This ability replaces the witch’s 4th-level hex.
Major Hex: The skinchanger may choose the following additional hex:
Control Animal (Sp): The witch may inhabit an animal's body with her mind and take complete control of its actions. This takes a standard action to initiate. A will save negates this effect. While she is doing this, her own body remains in a trance and does not move.
Run Free (Su): At 16th level, a skinchanger can transform as a free action while wearing a taken skin, and remain in animal form for an unlimited amount of time. This replaces the hex gained at 16th level.

RPG Superstar 2013 Top 32 aka Wolfwaker

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Wow, I'm really honored to be here, as someone who is relatively new to Pathfinder! I was excited about my idea but when I saw how many submissions there were I figured my actual chances were pretty slim. Congratulations to all the other Top 32! I look forward to sitting down and reading them in detail.

RPG Superstar 2013 Top 8 aka Wolfwaker

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Aura moderate transmutation; CL 7
Slot shoulders; Price 12,000 gp; Weight 2 lbs.
Description
This glossy black, scaly cloak is made from snakeskin. It closely adheres to the wearer’s back and upper arms, with a hood flaring out like a cobra’s. The wearer’s movements become lithe, granting him the compression monster ability and a +2 dodge bonus to Reflex saves. His voice becomes sibilant, and he may use Speak with Animals with any reptilian animal three times per day. The wearer’s body temperature drops and he is treated as a cold-blooded creature (rendering him less attractive to certain monsters). However, whenever he takes cold damage, he is slowed for one round. Furthermore, the wearer is slowed whenever the ambient temperature is below freezing. Once per day, the wearer may shed the cloak as a serpent sheds its skin. This is a swift action which does not require any free hands. If the wearer is grappled or entangled about the torso, shedding the cloak grants automatic success on an Escape Artist check that round.

Construction Requirements Craft Wondrous Item, Speak with Animals, Animal Aspect, Freedom of Movement
Cost 6,000 gp


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Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

Don't you know, when exploring an ancient abandoned dwarven mine, not to throw rocks in the water?


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Kitsune Bard 2 (HP 13/13, AC 16/T 13/FF 13, CMD 15, Fort 0, Ref 6, Will 2,

"Troll!" Inuki yells out a warning as Nareth turns around. He begins chanting and a swaying dance in an attempt to distract the troll.

Performance: Fascinate

Not sure if I can do that before he attacks. If he attacks before I can perform, I will sing to Inspire Courage.

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Not in-game, but it happened at a roleplaying session. One of our players was driving from another town. He ended up being quite late so we asked what happened. "I took a wrong turn and then I stopped to call a girl in Athens." "But Athens is long distance." (This was back when those calls were expensive).

"Not if you're there."

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An interesting topic.

In the real world, some of the most important long-distance trade goods were spices, coffee, tea, silk, that sort of thing. (Also slaves, unfortunately.) In the 1700s or so, a merchant could become fabulously wealthy on one shipload of spices to Europe (if they survived the voyage). IIRC, imports of gold and silver from the new world played havoc with the value of metals. There is a lot of stuff about this in the semi-fictional (the main story is fictional but the historical events are mostly real) Baroque Cycle by Neal Stephenson. (That would be a good series to mine for plot hooks.)