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I would not be surprised to see a tin foil hat in Occult Adventures equipment section!
But as a follower of the paranormal IRL, the Occultist reminds me of John Zaffis, star of Syfy's Haunted Collector.
The explanation of how low-light vision interacts with the actual radius of the spells is a key point, especially with those who try a similar argument that having darkvision can negate a Shadowdancer's hide in plain sight ability.
Perhaps a follow-up article clarifying creatures and classes with shadow abilities is in order!
There is certainly a lot to keep in mind when creating a new monster, let alone a monster that fits into Golarion. With all the pieces of advice you're going to absorb keep this one piece in mind. Keep it Simple!
While you may want to give your monster a bunch of super cool and deadly abilities the one thing to remember is this beast is generally only going to live for 2-5 rounds of combat! In order to get the best bang for your buck you want to keep the monster's core concept tight and concise. Give it a really cool core ability that you can base the encounter around and that informs the creatures combat tactics. Obviously you have to watch that you don't fall into the glass cannon/paper tiger/one-trick pony trap, but a monster needs to be easy to run by the GM. A monster with more than 3-5 tricks up its sleeve is getting out of control.
I like having a strong offensive trick, a passive defense, and something a little weird.
Good luck to those lucky few who make the Top 16!
--Monster Stat Vrock
Unfortunately the armor doesn't state that. If it did why even pull the target towards you or grapple in the first place?
Usually a frog monster's tongue doesn't deliver its poison but pulls you closer to be eaten. The poison is a purely defensive adaptation. I think pulling a victim into the actual armor provides enough cinematic tension for the chance to afflict them with the toxin. It also fits with armor being a defensive (passive) item.
I can just imagine all the Superstar hopefuls sitting ready to refresh their email and the paizo screen as the deadline creeps closer. I remember that nervous energy building up watching the screen at work, waiting to see if my name was there.
When I saw my name I screeched, I spored, I did the dance of ruin!
Here's to that feeling and to the soon-to-be Top 32. Get ready because it's a wild ride. Bring your A-game and may the best gamer win!
I order you to be quiet... or you'll see the violence inherent in the system!
--I'm the King of Vrock. There is none higher. Sucka PCs should call me sire!
James Jacobs wrote:
What's the lineup after that? Alphabetical? Looking forward to the Brawler!
--Vrock 'em Sock'em Robots!
I use SKR's Step system for alternate XP. Basically each session we play is worth 1/4 of a level. Each night at the end (or sometimes in the middle of a lengthy night) the Players get to choose either A) HD & BAB, B) Saves, C) Skills, or D) Special Abilities from their class chart.
I like it because my players tend to fall into the high reward spectrum and they get to improve their characters a little each game. It also means I can do away with some of the meaningless combat encounters in published adventures that are only there to pad the XP numbers in order to level. We generally play 20 pt. buy and have 5-6 players so I have to adjust most adventures to suit anyway.
--Vrock, Paper, Scissors
Sean has definitely been one of my favorite designers over the years. All my success in RPG Superstar is arguably from reading his blogs and posts. My favorite memory of Sean was the time I visited the old paizo offices back in 2009. He gave me and my gf the grand tour of the place, introduced me to the staff who recognized me from my now infamous Vrock puns (proof the staff pays attention to the community). He also gave me a stack of fiction that they didn't want to move to the new offices! Still have a few of those to read.
Good luck Sean and Jodi! You Vrock my socks off.
Congratulations Top 16. This round is key. Encounters are the building blocks of every adventure. Its the encounters where we spend hours of real time to determine minutes of game time! Make your locations dynamic. Utilize the terrain, traps, events, and secondary monsters/NPCs to make the Round 2 monster you chose shine!
--For those about to Vrock... we salute you!
Steven Helt wrote:
I saw a couple of mythic items during voting, but this was my favorite. In fact, this might be my favorite item in the top 32. Congratulations and keep thinking "cinematic"!
It certainly brings to mind the scene in the new Hercules movie where he uses a bolt of lightning that strikes his sword like a whip.
--Vrock and Awe
Welcome to the big show Top 32 class of 2014! Can't wait to see what you have in store for us over the neex few weeks. I'm really looking forward to the monster round (its always my favorite).
Be sure to go fill out your profiles so we can know a little more about you.
--So you wanna be a Vrock Superstar...
That's why they post the schedule for the entire contest my friend. You need to commit to participating on the blind faith your item has the mojo to move you into the Top 32. An hour a day working on your monster shouldn't be too hard to set aside. Use downtime like driving to brainstorm ideas. You've got a weekend between now and next tuesday as well. Plenty of time!
Well this Detroit Lions fan made it to the Top 16 on his first try in 2011, then I made Top 4 last year. I didn't even begin designing my items until the contest started, though my experience from 2011 told me to absolutely get to work on ideas for the following rounds immediately. That 3 day turn around is no joke! Just be prepeared for possible twists in later rounds. Look at past Superstar years and you'll have a good chance of guessing what those twists might be ahead of their reveal.
--If you wanna be Vrock Superstar...
So, maybe a silly question: would it be possible to farm panache points by critting or killing creatures summoned by an ally, assuming they had enough HD? They wouldn't be helpless or unaware, they just wouldn't retaliate.
That's just the worst kind of cheese dude... don't be that guy.
For those of us with groups larger than four I know I'd like to have some additional powers to grant them with their own Terendelev's Scales.
Cloaking Mists: Three times per day as a standard action, a scale can be used to cast obsucring mist. While concealed in the mists the scale grants the effect of the Blind-Fight feat to the bearer.
Graceful Movement: Three times per day a scale can be used to cast feather fall. Alternately as a standard action, a scale can be used to grant the target a +4 competence bonus to Acrobatics and Fly checks for 1 minute.
--We will, we will... VROCK YOU!
You can hone an item for months and still not have any mojo in it. What could be a great idea today could be stale by the time Superstar comes around again. Both times I made the Top 32 my items were conceived mechanically about 2 weeks before the deadline, polished up and submitted with only a day or two to spare. In reality making an item now for next year does a great disservice to the contestant as you won't really be ready for the grueling pace of the contest. As a freelancer getting an assignment you won't have 9 months to do your assignment you'll have a deadline to meet.
I think the Wondrous Item is a perfect initial test. Its far easier to design than a new spell or feat and they tend to be something usable by almost any character. Every class has a feet or hand slot to fill, not every class can use Combat Patrol or Starlight Summons.
--Vrock, Paper, Scissors
I think you keep missing the hide IN PLAIN SIGHT aspect of HiPS. A shadowdancer isn't hiding behind or in anything at all, they are hiding in plain sight. Proximity to dim light merely powers this ability.
Darkvision doesn't supercede darkness, it merely lets a creature see up to 60 feet in black and white in areas of dim light or darkness. It doesn't change the fact that there is a condition of dim light or darkness. It does neagate concealment relative to the observer allowing sneak attacks and the ability to make Stealth checks normally. HiPS however is not a normal Stealth check. Specifically being within 10 feet of the condition of dim light is all that is required for a shadowdancer with HiPS to make a Stealth check while they are being observed. It doesn't matter if the creature has regular vision, low-light vision, darkvision, or the devil & darkfolk's "see in darkness" ability. They are not invisible, merely using a (Su) Stealth ability.
The observers sight is wholly divorced from the requirements for HiPS. If A (w/in 10 feet of dim light) than B (you may make a Stealth check while being observed).
Your example is the opposite of this situation. When it comes to making a sneak attack the burden is on the sneak attacker to be able to see the target and therefore darkvision negates the concealment provided by darkness. With HiPS the onus is on the creature using HiPS to make a Stealth check being within 10 feet of dim light, not the observer's ability to see.
Vikingson I'm going to have to correct your common but incorrect view of the interaction of dim light, darkvision, and HiPS.
Having darkvision does not change the fact that an area of dim light exists, and that is all HiPS requires to function (w/in 10 feet). An orc may be able to see through darkness and shadows, but the lighting conditions are still there. A shadowdancer could use HiPS in front of a devil with the "see in darkness" ability just as easily.
Here's a similar situation that darkvision doesn't change. An orc is standing in an area of dim light when a deeper darkness spell is cast. The spell reduces the lighting condition from dim light, which the orc sees through normally, to supernaturally dark which the orc can no longer see through.
because the orc could see through the dim light did not change the fact that there was a condition of dim light.
--School of Vrock
Wow this is it... the Big Show! Thanks for the words of encouragement all. It's been a pleasure to compete with you and see what Pathfinder is through your points of view. I can tell you I've learned a lot from you and our comraderie has been fantastic in the 2013 Guildhall. Even the extended community has really stepped up their participation this year, especially in the early rounds with great comments, critiques, and discussions.
Wow, just wow.
--Vrock and Awe
My group will be recreating our favorite fiendslaying party from Planescape. We loosely ran through a planar version of Savage Tide from 10th level and stopped around 23rd level trying to stop Obox-Ob & an army of obryths from spreading throughout the multiverse via Yggdrasil. I see a lot of parallels in Deskari and this AP. This is one of our most long awaited campaigns from Paizo.
--Like a Vrock
The Pools of Iridescence
The strong, supple, and well-practiced hands of the Pools’ attendants are second only to the ministrations of its most recent addition, the “Aromamancer” Majet. The gnome sorcerer claims her prescriptions of mineral laden mud baths or sessions of leeching draw ill humors from the body and restore tranquility with the application of exotic, essential oils. Many of Lackthroat’s most prominent citizens frequent the Pools of Iridescence to socialize, trade gossip, and receive daily treatments from Majet.
The truth however is always more sinister than idle rumors let on. Majet hails from the capital of Starfall where her family of perfumers had fallen in vogue with the Black Sovereign’s court. Exposed to the bizarre, addictive serums and tonics by members of the Technic League the impressionable youth soon manifested sorcerous abilities and the manipulative arcanists indoctrinated her into their cabal. Piqued by multiple addictions, Majet’s intrinsic gnome curiosity fixated on the pursuit of the “perfect” drug. Auspiciously she happened across reports of an ooze-like creature encountered near the Egelsee River whose mere touch brought about symptoms of withdrawal within hours of contact. Intent on finding, capturing, and studying the creature she needed a suitable location for her research and hired on at the Pools of Iridescence. Majet quickly assembled an alchemical laboratory and quarantined the unusual amalgam creature in a cistern below the facility.
Majet has since translated her research into a drug made from denaturing newly split cocktails in a series of alchemical baths and distilling the result. While not as powerful as direct contact with the ooze, the drug produces an effect only the Aromamancer’s special treatments are able to sate. Bribing the lax authorities of Lackthroat with the coin, influence, and secrets she pries from the subjects of her secret experiments, Majet has yet to arouse undue suspicion in a town where living in excess is the norm.
Taking advantage of her short stature, the gnome inconspicuously observes potential victims from within the heated open spaces of the bathhouse’s interior walls using bars of seer’s soap (R1). Majet uses spells to take the forms of several distinct human bathhouse attendants to eavesdrop, leave the Pools unnoticed, or even recommend the Aromamancer’s treatments as the answer to any or all mental or physical maladies. Chosen victims receive exclusive invitations to the Aromamancer’s suite where she subjects them to drug laced balms, incense, and oils beginning a slow cycle of dependence intent on siphoning off more than just impurities. Majet also employees strong handed enforcers (LE male monk 2, Initiate Gamemastery Guide 274) posing as masseurs to keep troublemakers away. She feeds persistent addicts unable to afford her remedies to the ooze in order to produce more young and more of the drug.
Majet’s latest mark is Yala of Aramor, daughter of the Battle-Chaplain of Gorum's holy citadel. Sent to the Pools of Iridescence for pampering before her journey to Starfall, her scheduled arrival in the capital is far overdue. The battle princess is fated to become one of the Black Sovereign’s many concubines. If she is not presented as tribute to Kevoth-Kul in the next fortnight, the barbarian king threatens to withdraw his troops from the citadel. The Battle-Chaplain and his faithful would then be left to fend off the foul demons of the Worldwound with only the Lord in Iron for support.
The Boiler Room (CR 8)
The door leading to this room is locked (hardness 5, hp 15, Break DC 16, Disable Device 20). The ceiling rises 10 feet above the platforms and the wet masonry walls require a DC 25 Climb check to traverse. The pipes overhead (hardness 10, hp 10, Break DC 24) are held by iron rods in the ceiling’s mortar requiring a DC 20 Climb check to hang from and support up to 250 pounds before falling. The filthy water in the room acts as a deep bog. The iron sarcophagus (hardness 10, hp 60, Break DC 28) is secured with an average quality padlock (Disable Device DC 25) and can be lowered into the water as a move action and raised using two full round actions on the chain winch along the wall.
Creatures: The gnome sorcerer Majet along with two of her water mephit minions have Yala of Aramor (N female human aristocrat 4, Noble Scion Gamemastery Guide 288) unconscious and locked in the iron sarcophagus preparing her for immersion with the egelsee cocktail. Should intruders enter the room Majet orders the mephits to delay them with their ranged spell-like abilities. She moves to the boiler controls and readies an action to trigger the trap when the PCs get into range of one of the nozzles along the ceiling. The egelsee cocktail moves to attack any creature in or on the water, surfacing to bring its stench aura to bear. If no creatures enter the water, the mindless ooze waits 1 round before using its glob attack against the nearest creature. If the PCs make it across the water, Majet or any surviving mephits drop the iron sarcophagus into the water where its occupant immediately begins to drown (at initiative count 0). They then attempt to escape out the secret door (Perception DC 20) behind the boiler leading to area 4.
Egelsee Cocktail CR 5
Majet, Tainted Sorcerer CR 3
Water Mephit (2) CR 3
Trap: The steaming copper boiler (hardness 10, hp 20, Break DC 28) magically heats the pools and rooms in the bathhouse above. However, with a turn of the correct control valves it can release a limited number of steaming blasts each day from one of six nozzles along the pipes on the ceiling. A successful DC 27 Disable Device or DC 20 Use Magic Device check activates the trap remotely. A failure by 5 or more randomly activates the trap (roll 1d6 to determine the point of origin). A sundered boiler or broken pipe discharges the highest available burst and disables the trap until repaired.
Steam Pipe Blast CR 3