Spectral Dragon

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Goblin Squad Member. Organized Play Member. 1,810 posts (9,051 including aliases). No reviews. 1 list. No wishlists. 1 Organized Play character. 43 aliases.



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Welcome to Flangrica. :P


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HP 15/18 AC 18/11/17 (19/12/17 when adjacent to 2 allies) F +4, R +1, W -1 (R +2 when adjacent to 2 allies)

((Ye're a rough and uncouth people, all speaking in scottish brogues.)) :P


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In a related note, I've just read six or seven different politeness guides that indicate that a person should (if in a conversation that annoys, insults, or makes him or her uncomfortable), excuse oneself from the conversation.

***This seems to indicate that according to most politeness guides, leaving a game due to the previously listed reasons (annoyance, insults, or discomfort) is acceptable and expected.***

(Enlarged because it is the most official response I can find from politeness experts in response to the original poster's question.)

Goblin Squad Member

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The River Kingdoms is a mostly chaotic place, however there is a code of sorts that limits the behavior of all of the kingdoms in its borders. Whether the kingdom is good or evil, they follow this code because in a way it represents the social contract. Those who have lived in the River Kingdoms all their life would know this code fairly well. Other than the code, however, the River Kingdoms is mostly chaotic neutral in its general alignment. The people of the River Kingdoms generally don't care about individual politics or alignments, other than being allowed to pursue their own ideals. Breaking the code, however, betraying the general spirit of freedom that is present in the lands, would have severe consequences.

The Heinous Tag is just that. But I would make it so that another person who witnesses these evil actions applies the tag. (Not a free for all tag. There actually has to be a witnessed event that breaks the code.)

The River Freedoms
1) Say What You Will, I Live Free
2) Oathbreakers Die
3) Walk Any Road, Float Any River
4) Courts Are For Kings
5) Slavery Is An Abomination
6) You Have What You Hold

As to the question of the undead. Since the characters in Pathfinder Online have a special bond with Pharasma (such as through threading items), I believe this constitutes as an Oath of Respect to not raise undead. (Pharasma is opposed to those dark arts). A necromancer who raised the undead would be, in respect to the River Kingdoms, an Oathbreaker, and I would not be surprised if Pharasma did something to make this character more visible to others.

As to the nature of evil in the game, and the Heinous tag in general, you might be forgetting that the gods in fantasy worlds are often much more active than the gods of the real world, and more likely to engage the characters. For good or for ill. So it may be the gods that are applying the Heinous Tag.

Just some thoughts... rambling through.

Necromancers summoning shadow demons, or perhaps something from the negative energy plane, might be able to do so without betraying the mentioned Oath of Respect to Pharasma.


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Choosing to or not to take part in the ethnobotanical culture is a personal decision. I never said that the drugs or the people who take drugs are bad. Only the irresponsible or destructive use of them. Very similar to how people use tools or weapons. Some people use tools irresponsibly or destructively. Some don't.


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Andrew R wrote:
Drugs are bad. Synthetic ones are the worst.

It is these types of overgeneralizations that cause overzealous drug laws in the first place. I myself, am in favor of responsible use of drugs (recreational or otherwise), know people who are regular users of marijuana and salvia divinorum. I also know how effective LSD-assisted psychotherapy is and would never qualify LSD as a bad drug. I myself frequently enjoy egyptian blue lotus, and before they were made illegal, smoked clove cigarettes. I do not nor have I ever considered myself a bad person for responsibly enjoying the variety of natural plants this planet has to offer.

Irresponsible use of drugs is bad. Manufacturing drugs to create states of severe anxiety, depression, and addiction is bad. Drugs themselves are like any tool or weapon at mankind's disposal. They are themselves neither good or bad. It is how people use them that is.


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I with somebody would have created a computer game for Arcana Evolved or Ptolus setting first. :P


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I actually prefer a GM moderated system of progression for tiers over experience points. Part of what grants a character mythic power is their ability to defeat great odds or mythic monsters.


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Okay, everyone, just relax... Let's find something productive to do. Make a 5th level character to eventually apply a 2nd level Mythic Tier to.

To make it more challenging, roll race and class randomly.

1d20 for Race:
1-10: common race
11-16: featured race
17-20: uncommon race

1d8 for Common Race:
1 Dwarf
2 Elf
3 Gnome
4 Half Elf
5 Half Orc
6 Halfling
7 Human
8 Roll on Featured Races

1d20 for Featured Race:
1 Aasimar
2 Catfolk
3 Dhampir
4 Drow
5 Fetchling
6 Goblin
7 Hobgoblin
8 Ifrit
9 Kobold
10 Orc
11 Oread
12 Ratfolk
13 Sylph
14 Tengu
15 Tiefling
16 Undine
17-20 Roll on Uncommon Races

1d20 for Uncommon Race:
1 Changeling
2 Duergar
3 Gillmen
4 Grippli
5 Kitsune
6 Merfolk
7 Nagaji
8 Samsarans
9 Strix
10 Suli
11 Svirfneblin
12 Vanara
13 Vishkanya
14 Wayang

Subtract 14 from any number of 15 or higher or reroll.

Classes:

1d20 for Classes
1-10: Core Classes
11-15: Base Classes
16-20: Exotic Classes

Roll 1d12 for Core Classes
1 Barbarian
2 Bard
3 Cleric
4 Druid
5 Fighter
6 Monk
7 Paladin
8 Ranger
9 Rogue
10 Sorcerer
11 Wizard
12 Roll on Base Classes.

Roll 1d8 for Base Classes
1 Alchemist
2 Cavalier
3 Inquisitor
4 Oracle
5 Summoner
6 Witch
7-8 Roll on Exotic Classes

Roll 1d4 for Exotic Classes
1 Magus
2 Gunslinger
3 Ninja
4 Samurai

Use 3d6+4 for ability scores, but no ability score can be higher than 19 including racial bonuses (but is allowed to be 20 due to leveling bonus).


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Yes. There is a lot of evidence, in particular a number of hoots and howls that have been recorded from the deeper forests of North America that have yet to be identified. Cryptozoology is alive and well.


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Why would you want an ambulance? Ambulances can't do anything for cars, just people. A tow truck is much more fitting.


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Malachim (sing. Malach) (CR 14)
An enormous two headed eagle regards you with eyes that are purely blue with only the stars reflected in them. Its four wings glow with heavenly light.

XP 38,400
LG Huge outsider (extraplanar, good, lawful, seraph)
Init +3; Senses darkvision 60 ft, true seeing, all-around vision; Perception +22
-----DEFENSE-----
AC 29, touch 7, flat-footed 29 (-1 Dex, +22 natural, -2 size)
hp 203 (14d10+126)
Fort +18, Ref +10, Will +9
DR 10/chaotic
Immune fire, poison, sonic attacks, mind-affecting effects
Resist acid 10, cold 10, electricity 10
-----OFFENSE-----
Speed 50 ft., fly 50 ft. (Perfect), beam teleport
Melee bite +23 (2d6+11 plus 1d8 bleed and touch of the malachim),
2 claws +23 (1d8+11 plus 1d8 bleed and touch of the malachim)
Space 15 ft.; Reach 15 ft.
Special Attacks beatific appearance (DC 21), countersong, self sacrifice
Spell-Like Abilities (CL 14th; concentration +19)
Constant - true seeing
At will - dimension door
3/day - hold monster, legend lore, wandering star motes
1/day - astral projection, heroes' feast
-----STATISTICS-----
Str 32, Dex 9, Con 28, Int 5, Wis 20, Cha 19
Base Atk +14; CMB +27; CMD 36 (cannot be tripped)
Feats Flyby Attack, Hover, Improved Initiative, Improved Vital Strike, Lightning Reflexes, Power Attack, Vital Strike
Skills Diplomacy +17, Fly +12, Perception +22, Stealth +24; Racial Modifiers +8 Diplomacy, +16 Stealth
Languages Celestial; truespeech
SQ light being, harmonious spirit
-----ECOLOGY-----
Environment Heaven, the Chorus of Creation
Organization solitary, force (2-4)
Treasure standard
-----SPECIAL ABILITIES-----
Beatific Appearance (Su)
Creatures that succumb to the malach's beatific appearance are temporarily clarified with courage. This results in 2 points of temporary Charisma, Intelligence, and Wisdom, and the creature is effected by a blessing of fervor for 1d3 rounds. During this time, the creature is also immune to fear effects.
Touch of the Malachim (Su)
A creature that is struck by any of the malach's physical attacks (or touched as an ally) displays glowing runes that emanate choral singing. All living creatures within 30 feet of the touched creature can hear this singing and are inspired by it. Each of these creatures gains a blessing of courage and life and are bestowed weapon proficiency with the temple sword, including the one touched by the malach. The musical sounds and glowing runes also impart a -8 penalty on Stealth checks made by the touched creature.
Self Sacrifice (Su)
A malach can sacrifice itself as a full round action, blasting its enemies with an explosive empowered sunburst, which is then followed by a channeling of positive energy that heals living creatures by 7d6 damage (causing damage to undead). A tarshisha explodes into being at the center of the sunburst.

The malachim are the most miltaristic of the seraphim, and see themselves as the protectors of Creation. In battle, they inspire their allies to fight, often creating armies in defense of virtue and life with their special abilities. When fighting against terrifying foes, a malach is possibly the best ally anyone could have. A malach will use its self sacrifice ability if it must, but uses tactics to determine the best possible time. From the storm of sunlight and positive energy emerges a tarshisha seraph.

A malach has a wingspan of 30 feet.


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Illuminim (sing. Illumination) (CR 12)
A beautiful androgynous form of silver and gold light stands before you, two sets of giant feathered wings outstretched with loving arms.

XP 19,200
LG Large outsider (extraplanar, good, lawful, seraph)
Init +4; Senses arcane sight, darkvision 60 ft., scent; Perception +21
Aura love (30 ft), repel vermin
-----DEFENSE-----
AC 27, touch 13, flat-footed 23 (+4 Dex, +14 natural, -1 size)
hp 150 (12d10+84)
Fort +11, Ref +10, Will +15
DR 10/chaotic
Immune fire, poison, sonic attacks, mind-affecting effects
Resist acid 10, cold 10, electricity 10
SR 23
Weaknesses darkness vulnerability
-----OFFENSE-----
Speed 40 ft., fly 60 ft. (Perfect), beam teleport
Melee 2 slams +16 (1d6+4; crit. 19-20 plus 1 Wis damage), kiss +19 (2d6+4 positive energy plus fascination), 2 wisps +14 (1d6+4 nonlethal)
Space 10 ft.; Reach 5 ft. (10 ft. with slams and wisps)
Special Attacks beatific appearance (DC 20), countersong
Spell-Like Abilities (CL 12th; concentration +19)
Constant - arcane sight, repel vermin
At will - charm monster (DC 23), light
3/day - heroism, quickened daylight, dispel magic, protection from chaos
1/day - astral projection
-----STATISTICS-----
Str 19, Dex 18, Con 13, Int 17, Wis 24, Cha 24
Base Atk +12; CMB +16; CMD 26 (30 vs trip)
Feats Improved Critical (slam), Intuitive Sense, Lightning Reflexes, Power Attack, Quicken Spell-Like Ability (daylight), Vital Strike
Skills Diplomacy +19, Fly +19, Knowledge (planes) +18, Perception +21, Sense Motive +21, Perform (acting, oratory, song, stringed instrument) +21
Languages Celestial; truespeech
SQ light being, harmonious spirit
-----ECOLOGY-----
Environment any, the Chorus of Creation
Organization solitary, pair, or charity (3-6)
Treasure standard
-----SPECIAL ABILITIES-----
Aura of Love (Su)
An illumination radiates an aura of love and beauty to a radius of 30 feet. All chaotic and evil creatures in this area take a -1 penalty on attack rolls and weapon damage rolls. Chaotic evil creatures take a -3 penalty and upon first entering the aura must make a DC 20 Fortitude save or be sickened for as long as they remain in the area. This ability is Charisma-based.
Beatific Appearance (Su)
Creatures that succumb to an illumination's beatific appearance are energized with love for 2d6 rounds. During this time, they are effected by a gallant inspiration effect. An Illumination's beatific appearance also similates a memory of love effect, making it mostly impossible to attack an illumination. A successful Will save (DC 20) reduces the memory of love effect to 1d6 rounds.
Darkness Vulnerability (Ex)
An illumination within an area of complete darkness takes 1 point of Constitution damage per minute it remains in the area. An illumination also cannot use its beam transport movement ability when in complete darkness.
Heart's Enchantment (Su)
An illumination can cast charm monster as a spell-like ability at will, allowing the creature to believe they are in love. For the illumination, who believes in the beauty and valor of love in all its forms, it may also believe it is in love. But this enchantment is semi-alive. As soon as the enchanted victim is cured of the enchantment (either by making a save, being targeted with an effect like break enchantment, or enduring the full duration of the spell), the enchantment breaks free from the victim's soul, leaving behind gaping wounds of emotional pain, causing 1d6 Charisma damage and 1d6 Wisdom damage and rendering the victim dazed for 2d6 rounds sobbing uncontrollably unless he makes a final DC 23 Willpower save.
Kiss of Illumination (Su)
An illumination can kiss a target creature as a touch attack, inflicting positive energy damage and causing the target to be fascinated for 10 rounds if the attack hits. If the target makes a DC 23 Willpower save, he or she avoids fascination.

The illumination is a living manifestation of romantic love, purposeful love, and loving adoration. The energetic being of wisps and brilliant light is so fond of loving and being loved that it seeks to spread this feeling throughout the multiverse. This power of love is soul-touching and deeply penetrating, sometimes to the point of heart-breaking. It is a sorrow that is part of the beauty of the experience, though it can leave a mortal being devastated for some time.

An illumination's tear can be used as a material component when crafting an elixir of love to half the crafting cost (or in other devices that create sensations of being or falling in love). An illumination is 12 ft. tall with a wingspan of 20 ft.

Seraphim do not normally lie, believing in the beauty of truth as one of the highest ideals of the cosmos. The illumination has a skill in performance (acting), not in order to deceive or pretend, but rather as a means of portraying emotional truths and spiritual truths through storytelling and universal archetypes.


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Yes, I know. that's coming... :P I had limited time for posting. Check the thread later for further creations:

One of the things that I forgot to mention about the personality of the Seraphim, is that they refer to themselves in the plural (I guess like the Borg).

Cherubim (sing. Cherub) opposes Cythnigot
Supranim (sing. Supernal) opposes Iathavos
Malachim (sing. Malach) opposes Augnanar
Illuminim (sing. Illumination) opposes Chernobue
Ophanim (sing. Ophan) opposes Nyogoth
Hasmalim (sing. Hashmal) opposes Shoggti
Tarshishim (sing. Tarshisha) opposes Thulgant


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Bestiary 2 presents a new foe for adventurers to overcome, a deadly assortment of chaotic evil outsiders that resonate with dreadful and disgusting evil: the Qlippoth. Being a Cthulhuphile, I was immediately intrigued by them and set out to do some more research. I found that they may be more based on actual magick, spiritual truth than I believe is spiritually safe: they are based on the Kabbalistic Qliphoth: the embodiment of evil in the sacred Tree of Life.

So I have decided to introduce the counter-beings to the Qlippoth in my own Pathfinder games (in and out of Golarion), also based on Kabbalistic spiritual beings: The Seraphim. (Sing. Seraph)

At the height of the Mountain of Heaven lies a region known only as the Summit of Heaven. "There within its walls, each newborn archon undergoes a mysterious transformation, though none of them quite recalls exactly what transpires" (The Great Beyond, p. 38). The Summit of Heaven lies at the conflux of two dimensions, Heaven and the Chorus of Creation. This realm is unlike any other Outer Plane, but it is higher than the Heights of Heaven and mysterious to many who wonder the realms. Few can even acknowledge its presence (requiring a Knowledge (planes) check DC 40 to be aware of.) Within the Chorus of Creation lies a race of celestials known as the Seraphim. Their origin remains a mystery to most who have attempted to understand them, but it is said they are intricately tied to their plane, the Chorus of Creation itself, which seems to have manifested as a result (or in conflict to) the natural entropy, chaos, and destruction that fills the Cosmos.
Most Seraphim have vaguely human shapes with many massive wings of beautiful energy. A few have other forms, though. Seraphim take on shapes of pure celestial energy, representing the act of creation itself, but perhaps more importantly assuming shapes and powers opposite of their most destructive foe the Qlippoth. And yet, the Seraphim have never completely set out to destroy the Qlippoth, often sending out Angels and Archons to perform such deeds for them. But there may be a reason why the Seraphim do not attempt to kill the Qlippoth. As each Qlippoth was spawned from the nothingness at the beginning of time, so the Seraphim were spawned from the light and creative power infused in the stars themselves. They are mystically tied, the Qlippoth, and the Seraphim. It is rumored the Guardians of Creation and the Guardians of Entropy are trapped in some mystical balancing act preventing the Qlippoth Lords from battling with the Seraphim Lords (Elohim), and vice versa.
The Seraphim inspire both paladins and bards with their beautiful acts of creation. The Seraphim seek to exhibit light in it purest and most beautiful forms with love, hope, and inspiration of creative acts. Even their acts of destruction are mostly creative in nature, and few Seraphim seek to destroy something without recognizing its place in the Song of Creation. To the Seraphim, everything in existence exists for some purpose, a divinely understood purpose, and the Songs that the Seraphim sing help them to understand how Creation and Entropy balance one another.
All Seraphim wish to understand and participate in the acts of Creation, beautiful and harmonious emotions, and the greater effects of goodness that even angels and archons have a difficult time perceiving or understanding. If anything, a Seraphim can be said to embody the purest ideals of goodness and perfection. They care for mortal's emotions, societies, and many aspects of the physical planes. They are concerned when fear, chaos, or confusion tear them apart. Though sorrow has a special place in the beauty of Creation.
Some Seraphim interact regularly with mortals, inspiring them to greater deeds, to produce great works of art, music, and literature, or to engage with all Creation in a meditative way. Even war, for the right cause, is inspired by these beautiful beings. Other Seraphim seek to protect life, and do not engage in war. It seems that the different types of Seraphim know their places well, and act in accordance and harmony with one another, all in accordance with the Song of Creation.
When called via spells like planar ally, seraphim are not judgemental of their host's life or existing alignment. They seek to transform evil into good by helping them understand the beauty of Creation. When not transforming evil to good, they protect pregnant mothers and innocent children from harm.

Seraphim (sing. Seraph) are lawful good outsiders from the Heavenly realm of the Chorus of Creation..


  • Immunity to fire, mind-affecting effects, sonic attacks, and poison
  • Resistance to acid 10, cold 10, electricity 10
  • Beatific Appearance (Su): All seraphim have a benign, beautiful appearance that those who gaze upon them are calmed or blessed by their encounter. A seraph can present itself as a standard action to beatify the senses of living creatures within 30 feet. The exact effects of the seraph's appearance vary by the type of Seraph. This ability is a mind-affecting gaze attack. A successful Will save (DC 10 + 1/2 the seraph's Hit Dice + the seraph's Charisma modifier) reduces or negates this effect.
  • Truespeech. All Seraphim can speak with any creature that has a language, as though using a tongues spell (CL 14th). This ability is always active.
  • Light Being. All Seraphim have an inherent connection to the astral plane, and may access the astral plane at least once a day, as through astral projection (except that the Seraph transfers entirely to the astral plane, converting his or her body into an astral form.) Some Seraphim have the beam teleport movement speed. (6,000,000,000 ft or 1,116,000 miles). A beam teleport movement can move through any space or barrier through which light can move.
  • Harmonious Spirit. All Seraphim are aware of the Songs of Creation, and have a special relationship to music, both inspiring it and being inspired by it. A Seraphim may be inspired (or otherwise positively influenced) by bardic performance, and can also be fascinated, even though these are normally mentally-affecting effects. All Seraphim possess the countersong ability and can use it as a bard with levels equal to its hitdice.
  • Except where otherwise noted, Seraphim speak Celestial.


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Human Crossbow Weapon Master 4 / Sniper Rogue 2 / Hunter 2

Una glares behind her.

"In other words, stow it, or you're likely to get a face full of fire."

Intimidate
1d20 + 11 ⇒ (10) + 11 = 21

Ah, brings me back to a gestault fire elementalist sorcerer/alchemist I once had. Fireball here. Fireball there. I could decimate armies in seconds. Unfortunately she was possessed by the fire elemental spirit that consumed her tribe, and frequently caught on fire herself.


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Not Memento! It was Keepsake. Greatest wizard school ever.


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Human Crossbow Weapon Master 4 / Sniper Rogue 2 / Hunter 2

Do me a favor if you do post long posts. Be sure to put plenty of breaks or lines of ----- (dashes) in it, so I'm not looking at walls of text (which can occasionally give me headaches).


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Ten unusual, disturbing, or baffling archaeological artifacts:

1) The Grooved Spheres of South Africa
These are spheres of metal roughly an inch in diameter, some etched with three grooves along the equator. There are two different types, composed of different materials. What's unusual about them? They were found embedded in Precambrian stone, and have been dated to 2.8 billion years in age.

2) The Ica Stones of Peru
Dated between 500 and 1000 years ago, many of these stones are etched with dinosaurs: triceratops, stegosaurus, and pterodactyls... many of them show natives riding or interacting with the dinosaurs.

3) The Antikythera Mechanism
This was found in an undersea expedition near the isle of Crete, estimated to be approximately 2000 years old. It is one of the most complex system of differential gears known to have ever been created, and its purpose is somewhat a mystery. There are theories, however, that the device is a complete astrological computer.

4) The Baghdad Battery
Sometime between 248 BC and 226 AD this device was created: a small clay vessel holds a copper cylinder in place by asphalt, inside of which is an oxidized iron rod. Experts have concluded that the vessel only had to be filled with acid or an alkaline liquid to produce an electric charge.

5) The Coso Artifact
This geode was discovered in California, and broken open by gem hunters. It contained a strange object of porcelain, which when it was broken open contained a device that most who have seen it agreed was a 1930s spark plug. The geode, however, was dated at 500,000 years old before it was opened. The Coso Artifact has disappeared, preventing future study.

6) Ancient Model Aircraft
Models have been found in Egyptian and Mesoamerican tombs, made of both wood and gold. Both models exhibit correct aerodynamic mathematics. These items must be at least 1000 years old.

7) Giant Stone Balls of Costa Rica
These objects are obviously hand-carved, however what is alarming is the sheer size and weight of some of the stone balls, and the fact that many are perfectly spherical. The largest of these is 8 ft wide and weighs 16 tons.

8) Several Impossible Fossils
Human handprint in limestone (dated to 110 million years old)
Fossilized human finger in Canadian Arctic (dated to 100 to 110 million years old)
Human footprint (possibly with sandal) in shale deposit (dated to 300 million to 600 million years old)

9) Out of Place Metal Objects (Fossil Record Anomalies)
In several places, objects of metal have been discovered where they should not have been (according to geological fossil record), some in chalk thought to be 65 million years old. A nail embedded in a piece of sandstone dated to the Mesozoic Era.

10) The Shoe Print Fossil (Another Fossil Anomaly)
A shoe print fossil was discovered in a coal seam in Pershing County, Nevada. The coal had been dated to 15 million years in age.


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Theos Imarion wrote:

The Americas were not discovered by Columbias but instead by the vikings.

Julius Ceaser's last word were not Et tu Brute? (You to Brutus?) He cowered in the corner as he bled out.
Hercules should be spelled Herakles when refering to him in greek myths.

There is some archaeological evidence that the Americas were discovered by the Egyptians, Paleo-hebrew people, the Phoenicians, and the Chinese long before the vikings, but you won't find that in your history books as its mostly been suppressed.

Also, Roman coins have been found in several places in the Americas, leading some to believe that there may have been trade between American Natives and the Roman Empire.

I'm just reporting.


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Anne Hathaway hates being in romantic comedies, especially the kid ones. (Princess Diaries, Ella Enchanted). She's been hounding her agent to get her better roles since the second Diaries.

Liberty's Edge

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I am working on a few archetypes for my home brew campaign, and thought these were interesting. I hope none of them are overpowered, but please let me know what you think.

Chivalrous Knight (Fighter archetype)
Weapon and Armor Proficiency: A chivalrous knight is not proficient with any light weapons or light armor, or ranged weapons such as darts or crossbows, morally questionable weapons such as shield or armor spikes, or any other weapon that does not rely on his own strength to use properly. He is not proficient with bows, except for composite bows.
Skills: Bluff (Cha), Diplomacy (Cha), Knowledge (nobility) (Int), and Sense Motive (Wis) are class skills for the chivalrous knight.
Code of Chivalry (Ex) A chivalrous knight must show courage in the face of danger, mercy to those who have wronged him, and charity to the poor and the meek. He must be just and honorable at all times and in all things. He must defend his honor and, above all else, the honor of those he serves. If a chivalrous knight fails to uphold the code of chivalry, he is cursed and shaken in combat until remove curse or he atones for his misdeeds by atonement. A chivalrous knight is bound by his code to not attack a helpless foe, flank an enemy, or attack a flat-footed enemy.
Voice of the People (Ex) At 1st level, the chivalrous knight gains a +4 competence bonus to Diplomacy skill checks. Further, people who are indifferent or friendly toward the character are more likely to trust him than they are to trust someone else they are indifferent or friendly toward. This ability replaces the bonus fighter combat feat gained at first level.
Courage and Honor (Ex) At 2nd level, the chivalrous knight gains a +1 bonus on saving throws against compulsion effects and fear effects, and this bonus increases every four levels beyond 2nd (to a maximum of +6 at 20th level). This ability replaces bravery and armor training 1.
Challenge Foe (Ex) At 3rd level, a chivalrous knight can choose one enemy to challenge. This foe must be within hearing range of the chivalrous knight, and the challenge must be verbally issued and responded to (as a language-dependent effect). The chivalrous knight gains a +1 morale bonus on attack rolls, and a +2 morale bonus on damage rolls when attacking that enemy. Both of these bonuses increase by +1 for every four levels beyond 3rd (to a maximum of +5 on attack rolls and +6 on damage rolls at 19th level). The chivalrous knight can choose and challenge a new enemy as a move action, ending the effects of the previous challenge. (A chivalrous knight cannot challenge more than one foe at a time.) This ability replaces weapon training 1 and 2.
Heraldic Device (Ex) At 5th level, a chivalrous knight gains a surcoat or other prominent symbol that displays over his armor. While wearing this surcoat, he gains a +1 bonus on intimidate skill checks, and enemies in melee suffer -1 on attack rolls. These bonuses and penalties increase by 1 for every four levels beyond 5th (to a maximum of +3 and -3 at 17th level). The bonuses and penalties do not apply while the chivalrous knight is dazed, helpless, staggered, stunned, or unconscious. This ability replaces armor training 2, 3, 4 and armor mastery.
Heraldic Prestige (Ex) At 9th level, a chivalrous knight's coat of arms or prominent symbol is well recognized for the good deeds he has done. Allies within 30 feet of the chivalrous knight have a +1 morale bonus on attack rolls and saving throws against fear. At 13th level, this bonus increases to +2. Further, the heraldic arms increase the chivalric knight's Leadership score (if any) by +2, and the starting attitudes of unfriendly, indifferent, and friendly creatures are increased by one category if they have heard of the knight's exploits when they encounter him. The bonuses do not apply when the chivalrous knight is dazed, helpless, staggered, stunned, or unconscious. This ability replaces weapon training 3 and 4.

I'm not sure what the chivalrous knight's capstone ability should be, or if it should just remain weapon mastery.

Draconic Ascendant (Wizard archetype)
Draconic Familiar (Su) At 1st level, a draconic ascendant gains a pseudodragon familiar. This ability replaces arcane bond and cantrips, but the draconic ascendant gains the detect magic and read magic cantrips and places them in his spellbook. He can cast either of these as 1st level spells.
School of the Dragon: The strange rituals needed to empower and bind dragons limit a wizard's ability to unlock other arcane mysteries. At 1st level, a draconic ascendant forsakes three schools of magic. Once chosen, these opposition schools cannot be changed. A draconic ascendant who prepares spells from his opposition school must use two spell slots of that level to prepare the spell. In addition, a draconic ascendant takes a -4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. This ability replaces arcane school.
Arcane Discoveries: The following arcane discoveries are only avaiable to a draconic ascendant.
Empower Dragon, Draconic Transformation, Dragon Companion, Dragonrider

Empower Dragon (Arcane Discovery)
Through strange rituals, you can bind magical power to your draconic familiar.
Benefit: Select one of the following templates to apply to your pseudodragon familiar: Half-Celestial, Half-Fiend. Once chosen, this template cannot be changed. The pseudodragon's alignment changes with this arcane discovery, so the use of it may be a good or evil act.

Draconic Transformation (Arcane Discovery)
Your pseudodragon familiar goes into a cocoon of magical energy and emerges as a true dragon.
Benefit: You must be a 10th level draconic ascendant to select this arcane discovery. Your pseudodragon familiar becomes a wyrmling of any chromatic or metallic dragon. It remains your familiar. If it had a template, the template remains, but half-celestial pseudodragons can only become metallic dragons, and half-fiend pseudodragons can only become chromatic dragons.

Dragon Companion (Arcane Discovery)
In a ritual involving you and seven others, you release the true dragon familiar from the bond. As a result of this empowering gift, it grows larger and more powerful.
Benefit: You must be a 15th level draconic ascendant to select this arcane discovery, and also must have selected Draconic Transformation as a previous arcane discovery. You release the familiar bond with the chromatic or metallic dragon familiar. It remains your cohort (as though you had the Leadership feat), and advances to the young adult category as a result of the transforming ritual.

Dragonrider (Arcane Discovery)
The final ritual of the draconic ascendant empowers your dragon cohort, transforming it yet again.
Benefit: You must be a 20th level draconic ascendant to select this arcane discovery, and must also have selected Dragon Companion and Draconic Transformation as previous arcane discoveries. The dragon cohort advances to the old age category as a result of the transforming ritual. The dragon must be willing to go through this process.

Warlock (Sorcerer archetype)
Ritual Knowledge (Ex)
At 1st level, a Warlock knows a hex (as the witch's ability). This ability replaces his 1st-level bloodline power.
Warlock's Curse (Su)
At 3rd level, the Warlock adds bane to his list of spells known as a 2nd-level spell. At 5th level, he adds contagion as a 3rd-level spell. This ability replaces the bloodline spells gained at 3rd and 5th level respectively.
Invocation (Su)
At 9th level, the Warlock can summon a creature (or creatures) related to his bloodline as a full round action. The creature remains for one minute per caster level each day (and can be divided over the day in one-minute increments), but otherwise functions as summon monster V. This ability replaces his 9th-level bloodline power.

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I don't have anything personal against goblin lovers, but its those sharp, jagged teeth and red beady eyes that make loving them so difficult.

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One word? Centaurs. Youthful, long-haired, muscular male centaurs with a romantic faith and impetuous idealism.

I once had a centaur cleric of Sune in a Forgotten Realms campaign.... sigh.

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Okay, this made me crack up for quite a few minutes.

Chkaia (Tengu New Age Guru): Let us chant the Hakthi Ani to access the wellsprings of life at the center of our beings.

Channel Positive Energy

Kenta (Nagaji Paladin): Okay, but I won't chant.

Chkaia: No fair, he didn't participate. How am I supposed to convince you of your divine inheritance if you don't reflect metaphysically.

Kenta: Now, now. Chkaia. I'm a traditional ascetic. First date he'll watch, second date he may chant a little, and if you're lucky on the third date he'll let you touch his chakra.

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Here you go, Bitter Thorn... Filling this in as we go along.

Scorecard

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Abraham spalding wrote:
stardust wrote:

For those still researching this, the language of the bill still applies to American Citizens. However, the administration is not required to hold American Citizens.

Somehow, we managed to get the word 'allowed' replaced.

Not that I disbelieve you but do you have citation?

Personally I blame the republicans for making this happen (tongue in cheek!).

Umm. Hold on, yes. Its on page 300-something in the bill. I'll have to find it again. I was doing research on it because so many people told me it does not apply to american citizens. :P

Just a sec. I'll be back.

EDIT: Page 266 or around there.

HERE YOU GO

Subtitle D. Sections 1021 and 1022.

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Yes, I believe that Ron Paul is in favor of a strong defense. I believe that the President has the greatest power to defend this country. But I do not think that the power to attack is within his domain. If there is a reason to attack, or intervene in any nation's sovereignty, it is up to Congress to Declare War and indicate what actions should be done, specifically and clearly, and suggest a plan of action to have it done.

Now, Iran has said multiple times that it does not have the capabilities of making a weapon, that they are not making a weapon, and that they would not use a nuclear weapon if they had one. The UN has investigated this as part of the Alliance that Iran and some other Middle Eastern nations are part of, and concluded that there are no nuclear arms.

Now, I do not think the President has the power to attack or interfere with Iran in any way to prevent their development, their autonomy, or their sovereignty. But Congress can, by a Declaration of War, if it is deemed that there is a genuine threat to American security. It would go something like this:

WHEREAS, The Republic of Iran has been secretly developing nuclear weapons, AND

WHEREAS, The Government of Iran has used violent language against the United States and its Allies, and also threats of a military nature,

THEREFORE, The United States and The Republic of Iran are in a state of WAR, and shall remain at WAR until the following is completed:

a); b); c);

I'm not entirely certain if this is the correct format, but that is generally how it would go over.

Once War is Declared, which only Congress has the Power to do, it is up to the President as our Commander in Chief to successfully lead and end the war according to the resolutions determined in the Declaration of War.

I do not care for this shooting from the hip thing that our Presidents have been doing since 1950-something. Cause shooting from the hip with nuclear arms at your disposal seems a little more than dangerous.

Shooting from the hip also requires that the guns be constantly loaded, and I'd much rather that a man face war with conviction and resolution, go home and load his gun, then engage the enemy, and return... instead of just meandering about shooting guns in the air and throwing bombs around to impress (or scare) everyone.

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Hopefully this will help you out:

Isolationism

I would also turn to Washington's Farewell Address for a better understanding as well.

Very Long Quote:

Observe good faith and justice towards all nations; cultivate peace and harmony with all. Religion and morality enjoin this conduct; and can it be, that good policy does not equally enjoin it - It will be worthy of a free, enlightened, and at no distant period, a great nation, to give to mankind the magnanimous and too novel example of a people always guided by an exalted justice and benevolence. Who can doubt that, in the course of time and things, the fruits of such a plan would richly repay any temporary advantages which might be lost by a steady adherence to it ? Can it be that Providence has not connected the permanent felicity of a nation with its virtue ? The experiment, at least, is recommended by every sentiment which ennobles human nature. Alas! is it rendered impossible by its vices?

In the execution of such a plan, nothing is more essential than that permanent, inveterate antipathies against particular nations, and passionate attachments for others, should be excluded; and that, in place of them, just and amicable feelings towards all should be cultivated. The nation which indulges towards another a habitual hatred or a habitual fondness is in some degree a slave. It is a slave to its animosity or to its affection, either of which is sufficient to lead it astray from its duty and its interest. Antipathy in one nation against another disposes each more readily to offer insult and injury, to lay hold of slight causes of umbrage, and to be haughty and intractable, when accidental or trifling occasions of dispute occur. Hence, frequent collisions, obstinate, envenomed, and bloody contests. The nation, prompted by ill-will and resentment, sometimes impels to war the government, contrary to the best calculations of policy. The government sometimes participates in the national propensity, and adopts through passion what reason would reject; at other times it makes the animosity of the nation subservient to projects of hostility instigated by pride, ambition, and other sinister and pernicious motives. The peace often, sometimes perhaps the liberty, of nations, has been the victim.

So likewise, a passionate attachment of one nation for another produces a variety of evils. Sympathy for the favorite nation, facilitating the illusion of an imaginary common interest in cases where no real common interest exists, and infusing into one the enmities of the other, betrays the former into a participation in the quarrels and wars of the latter without adequate inducement or justification. It leads also to concessions to the favorite nation of privileges denied to others which is apt doubly to injure the nation making the concessions; by unnecessarily parting with what ought to have been retained, and by exciting jealousy, ill-will, and a disposition to retaliate, in the parties from whom equal privileges are withheld. And it gives to ambitious, corrupted, or deluded citizens (who devote themselves to the favorite nation), facility to betray or sacrifice the interests of their own country, without odium, sometimes even with popularity; gilding, with the appearances of a virtuous sense of obligation, a commendable deference for public opinion, or a laudable zeal for public good, the base or foolish compliances of ambition, corruption, or infatuation.

As avenues to foreign influence in innumerable ways, such attachments are particularly alarming to the truly enlightened and independent patriot. How many opportunities do they afford to tamper with domestic factions, to practice the arts of seduction, to mislead public opinion, to influence or awe the public councils. Such an attachment of a small or weak towards a great and powerful nation dooms the former to be the satellite of the latter.

Against the insidious wiles of foreign influence (I conjure you to believe me, fellow-citizens) the jealousy of a free people ought to be constantly awake, since history and experience prove that foreign influence is one of the most baneful foes of republican government. But that jealousy to be useful must be impartial; else it becomes the instrument of the very influence to be avoided, instead of a defense against it. Excessive partiality for one foreign nation and excessive dislike of another cause those whom they actuate to see danger only on one side, and serve to veil and even second the arts of influence on the other. Real patriots who may resist the intrigues of the favorite are liable to become suspected and odious, while its tools and dupes usurp the applause and confidence of the people, to surrender their interests.

The great rule of conduct for us in regard to foreign nations is in extending our commercial relations, to have with them as little political connection as possible. So far as we have already formed engagements, let them be fulfilled with perfect good faith. Here let us stop. Europe has a set of primary interests which to us have none; or a very remote relation. Hence she must be engaged in frequent controversies, the causes of which are essentially foreign to our concerns. Hence, therefore, it must be unwise in us to implicate ourselves by artificial ties in the ordinary vicissitudes of her politics, or the ordinary combinations and collisions of her friendships or enmities.

Our detached and distant situation invites and enables us to pursue a different course. If we remain one people under an efficient government. the period is not far off when we may defy material injury from external annoyance; when we may take such an attitude as will cause the neutrality we may at any time resolve upon to be scrupulously respected; when belligerent nations, under the impossibility of making acquisitions upon us, will not lightly hazard the giving us provocation; when we may choose peace or war, as our interest, guided by justice, shall counsel.

Why forego the advantages of so peculiar a situation? Why quit our own to stand upon foreign ground? Why, by interweaving our destiny with that of any part of Europe, entangle our peace and prosperity in the toils of European ambition, rivalship, interest, humor or caprice?

It is our true policy to steer clear of permanent alliances with any portion of the foreign world; so far, I mean, as we are now at liberty to do it; for let me not be understood as capable of patronizing infidelity to existing engagements. I hold the maxim no less applicable to public than to private affairs, that honesty is always the best policy. I repeat it, therefore, let those engagements be observed in their genuine sense. But, in my opinion, it is unnecessary and would be unwise to extend them.

Taking care always to keep ourselves by suitable establishments on a respectable defensive posture, we may safely trust to temporary alliances for extraordinary emergencies.

Harmony, liberal intercourse with all nations, are recommended by policy, humanity, and interest. But even our commercial policy should hold an equal and impartial hand; neither seeking nor granting exclusive favors or preferences; consulting the natural course of things; diffusing and diversifying by gentle means the streams of commerce, but forcing nothing; establishing (with powers so disposed, in order to give trade a stable course, to define the rights of our merchants, and to enable the government to support them) conventional rules of intercourse, the best that present circumstances and mutual opinion will permit, but temporary, and liable to be from time to time abandoned or varied, as experience and circumstances shall dictate; constantly keeping in view that it is folly in one nation to look for disinterested favors from another; that it must pay with a portion of its independence for whatever it may accept under that character; that, by such acceptance, it may place itself in the condition of having given equivalents for nominal favors, and yet of being reproached with ingratitude for not giving more. There can be no greater error than to expect or calculate upon real favors from nation to nation. It is an illusion, which experience must cure, which a just pride ought to discard.

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I happen to agree with his foreign policy, as does quite a number of the international community, and strangely enough our military.

Since the U.S. has been rattling its war drums at Iran, with severe opposition from Russia and China, and Japan now reluctantly joining their argument, we're on the edge of an international diplomacy meltdown. Unfortunately, it is likely there will be a military response from the United States, including transferring something like 20,000 troops to Australia in preparation for Chinese naval action.

Several Australians I know are not at all happy about this. China is their largest trading partner, and one of the primary reasons that their nation is doing relatively well in this global economic crisis. Staging troops in Australia would effectively cut off this trade with China and endanger (if not brutalize) the Australian Economy.

In other news today, the United States economic sanctions against Iran have dramatically decreased the value of Iran's currency (40%) in the international market. This can only make things worse for Iran, who I hope will still be able to trade with their currency internally to avoid hyperinflation and the travesties that follow. I think it is likely that Iran will shut down the Strait of Hormuz (sp?) if international relations continue to worsen. Oil prices up 4% today. Up 400% if the Strait of Hormuz is closed off.

There was a time, not too distant for some, but several lifetimes for others, when sanctions were considered an act of war and were never used in international relations, or used seldomly, as it was entirely possible to declare war against those that have placed sanctions. The following would be considered acts of war in this previously held philosophy:

1) Interfering with or imposing restrictions on a nation's ability to trade with its neighbors or with any nation.

2) Interfering with or imposing restrictions on a nation's ability to conduct diplomacy or enter alliances with its neighbors or with any nation.

3) Interfering with or imposing restrictions on the internal affairs or governmental powers of a nation.

And yet, these days, these are common practices. Imperialism at its worse. The Golden Rule applies internationally. We must realize that it is better to treat others how we would wish to be treated.

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BT, not to worry too much. The Campaign is on top of things. Delegates are surging!

link

and

link


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Red Kobold wrote:
Red Kobold signing in!

Red Thirteen signing in!

Red October signing in!


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It's a combination of creativity, mental dexterity, and intelligence. And some Puns are damn hilarious, depending on when they're used. Overused puns and bad puns, and poorly placed puns are insufferable.

Puns are basically word traps that other people walk into.

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What are the age categories for Aasimar and Tiefling?

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Here's the other bloodline I'm working on currently. :)
The 20th level ability seems weak to me.

Fortification Bloodline

At some point in your family history, an ancestor made a valiant stand in a besieged fortress against great odds, and eventually died when the fortress was destroyed or damaged beyond recognition. Since that time, the descendants have sometimes exhibited powerful defensive magic, particularly when defending castles and fortresses.

Class Skill: Knowledge (engineering)

Bonus Spells: alarm (3rd), arcane lock (5th), tiny hut (7th), secure shelter (9th), wall of stone (11th), guards and wards (13th), mage's magnificent mansion (15th), iron body (17th), refuge (19th)

Bonus Feats: Arcane Armor Mastery, Arcane Armor Training, Armor Proficiency (any), Dodge, Leadership, Mobility, Shield Focus, Shield Proficiency, Skill Focus (Knowledge [engineering]), Tower Shield Proficiency, Weapon Proficiency (any).

Bloodline Arcana: Your magic feels crisp and "military", often granting special defensive abilities. Any spells you cast that increase armor class improve their bonus (whether armor, deflection, shield, or natural) by +1. Locations or materials created by your spells take on a decidedly military appearance. The material's hardness is increased by +5. Structures created by your spells provide arrow slots or other defensive measures that provide total cover to those shooting from behind them.

Bloodline Powers:

Arcane Ballista (Sp): At 1st level, you can conjure a ballista in an adjacent space as a full round action. The ballista provides soft cover, but more importantly it can fire a ballista bolt once per round at a foe you designate within 30 feet as a standard ranged attack (using your attack bonus), dealing 1d4 piercing damage. Once a bolt is fired, a new bolt is conjured in the loaded position automatically. At 5th level, a conjured ballista is well shielded, and provides partial cover as a low obstacle if you are medium, or total cover if you are small. At 7th level, the damage increases to 1d6 damage. At 11th level, the ballista bolt's damage increases to 2d6 damage. You can use your ballista a number of rounds per day equal to 3 + your Charisma modifier.

Living Shield (Su): At 3rd level, any shield you bear seems to take on a life of its own so long as you hold it. It braces against oncoming attacks, providing an additional +1 shield bonus. At 7th level, and every four levels thereafter, this bonus increases by +1, to a maximum of +5 at 19th level.

Fortification (Su): At 9th level, you gain a magical ability to repair damaged structures, repairing 1d6 damage per sorcerer level. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.

Secrets of the Keep (Su): At 15th level, your base speed is increased by +20 feet while within a fortress or defensive structure. Once per day, you may teleport with no chance of error to any known part of a fortress or defensive structure you are currently in.

Shield Wall (Su): At 20th level, you are a truly defensive force. You can conjure a defensive wooden wall that provides improved cover with a length of 100 feet per day. This can be broken up over the day, but the minimum length is 5 feet. Any structures conjured by your spells provide improved cover instead of total cover. Finally, you gain unlimited use of your teleport ability while within a fortress or defensive structure.

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Because I am about to add another sorcerer bloodline (that I think could use some help) to these forums, here is the Final Sorcerer Bloodline - Unicorn

Unicorn Bloodline

At some point in your family's history, a Unicorn offered his or her blood as a personal sacrifice to resurrect or heal a relative. Over the years, descendants have sometimes demonstrated a spark of this divine creature's influence.

Class Skill: Heal

Bonus Spells: cure light wounds (3rd), invisibility (5th), neutralize poison (7th), break enchantment (9th), cure light wounds, mass (11th), heroism, greater (13th), sunbeam (15th), sunburst (17th), freedom (19th)

Bonus Feats: Dodge, Extend Spell, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Quicken Spell, Skill Focus (Knowledge [nature]), Skill Focus (Heal)

Bloodline Arcana: Whenever you touch your unicorn's horn to an ally as a spell focus for any beneficial spell, your caster level is increased by +2. Whenever you use your own blood as a spell component (taking 1d4 points of damage) for any beneficial spell used on yourself or an ally, your caster level is increased by +1.

Bloodline Powers: Your magic benefits from the healing blood of unicorns that runs through your veins.

Horn of the Unicorn (Ex): At 1st level, you can grow a unicorn horn from your forehead as a free action. This horn is treated as a natural weapon, allowing you to make a gore attack. This attack deals 1d6 points of damage (1d4 if you are Small) plus your Strength modifier. At 5th level, this horn is considered good for the purpose of overcoming DR. At 7th level, the damage increases to 1d8 points of damage (1d6 if you are Small). At 11th level, this horn becomes a holy weapon, dealing an additional 2d6 points of holy damage to evil creatures on a successful hit. If you are evil, you take 2d6 holy damage and have a negative level each round your unicorn horn is active. This is a supernatural ability. You can use your unicorn horn for a number of rounds per day equal to 3 + your Charisma modifier.

Unicorn's Sight (Ex): At 3rd level, your eyes become more unicorn-like in appearance, granting you low-light vision. If you already have low-light vision, you gain darkvision 60 ft. If you already have darkvision 60 ft., the range is extended to 120 ft. As a full round action, you can detect good or detect evil. This is a supernatural ability.

Charge of the Unicorn (Su): At 9th level, whenever you charge an opponent with your unicorn horn active, you are allowed to use your gore attack and deal triple normal damage. For a number of minutes per day equal to your sorcerer level, your land movement speed is increased by 30 ft.

Protection from Evil (Ex): At 15th level, damage reduction 5/evil. At 19th level, you are continually surrounded by a magic circle against evil as a supernatural ability and your damage reduction increases to 10/evil.

Unicorn Form (Su): At 20th level, you gain the ability to shapechange into a unicorn as a standard action. You can change forms up to a total of five times per day, though there is no maximum duration to how long you can stay in unicorn form.

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You know, after reading the first adventure of Council of Thieves, I imagined a mini-opera "The Daughters of Thalaria" that would likely be popular in Cheliax (at least among the nobility).

The daughters of Thalaria are at first happy, and the opera begins with a happily choreographed dance ensemble, an aria by the oldest daughter who is happy about her upcoming marriage.

This is rudely interrupted by a ferocious red dragon. Cue epic dramatic music, fire effects, black smoke. The daughters of Thalaria now dance and sing a different tune. Their lands lie in ruin, wealth is given to the dragon to appease it (sometimes successfully, sometimes not) The daughters mourn as the last wagon of valuable items is slowly wheeled across the stage, exiting stage right.

A paladin of Iomedae enters stage left. Trumpet fanfare (perhaps played overdramatically, depending on where the opera is performed) and humorously sensationalized epic music. The paladin sings of his great conquests against evil, as the daughters of Thalaria kneel at his feet, fawning and attentive. These songs have no small amount of humor in them (making fun of Paladins is a favorite past-time of the Chelish). Then the paladin rushes off to fight the dragon, as the daughters of Thalaria sing him on to victory.

Flame effects, roaring, smoke, crunch and munch. Cue guts and gore.
(varies depending on where it is performed, but its not uncommon for the audience to be splattered with delicious tomato sauce with meatballs). The paladin's helmet clatters across the stage and the daughters of Thalaria sing a dirge of mourning and woe.

And now the music takes on a more ominous tone. The dragon has taken the wealth and all the cattle of the land. All the crops have been burned, and the land lies in desolation. The dragon's demands still are not met, though, and the human sacrifices have begun. The lord mayor enters and sings a sad song regarding the disaster of the land, and how Aroden and Iomedae have forsaken them. (etcetera - there are a variety of versions of this where other good deities are censured). The youngest daughter is bound in chains and slowly marched off stage right, while the other daughters sing more melancholy.

The oldest daughter has an idea though, a desparate and daring idea, and she calls on her sisters for help. In a mystical ritual, they draw out daggers and spill their blood (again, the depth of reality of this depends on where it is performed). The oldest daughter calls on Asmodeus, offering her soul for the life of her sister.

In a flash of brilliant light, Asmodeus appears in the finest red robes, a ruby scepter in his hand. He holds out the parchment and the daughters sign in their blood. Asmodeus sings an aria of the glories of Hell, the wonders that await the faithful. And the promise of a new life of peace and order.

Asmodeus disappears again in a flash of red light, and the theatre suddenly begins to shake as one hundred hellknights storm down the aisles. (This is as much a fear effect as one of awe - it is part of the performance but allows the hellknights to demonstrate their power). Within seconds, the dragon is dispatched and the youngest daughter returned safely to her sisters.

The daughters sing a song of thanks, joy and happiness. Then the music becomes more dramatic again as a full choir (often this part is performed by the hellknights) sing a song of praise to Asmodeus as the stage is slowly transformed into a red and black throne room. Then the song becomes even more epic as praise is heaped upon the House of Thrune. The daughters of Thalaria mount the stairs to the great throne, where Thrune's ruler (you'll forgive me if I can't remember current name or title) sits on her throne, with Asmodeus standing behind the throne and various devils kneeling on the stairs before her. (in the more expensive productions, these are likely bound real devils, but just costumes in the less expensive ones). The chorus raises to epic proportions as the banners of Cheliax unfurl throughout the theatre.

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In my experience, weird is fun, and generally more playable than mundane.


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Harrow Deck of Illusions
(same as Deck of Illusions)

Winged Serpent
--Couatl
Trumpet
--Trumpet Archon
Paladin
--Male dwarf Paladin
Dance
--Three Varisian dancers
Hidden Truth
--Female human wizard
Midwife
--Male human sorcerer
(1d10: 1-Aberrant, 2-Abyssal, 3-Arcane, 4-Celestial, 5-Destined, 6-Draconic, 7-Elemental, 8-Fey, 9-Infernal, 10-Undead)
Cricket
--Male half-elf druid
Keep
--Female human noble and four guards
Theatre
--Troupe of 1d4+2 performers with props to perform a variety of popular plays
Wanderer
--Appears as the last seen Pathfinder representative to anyone fooled by this illusion.
Survivor
--Four ghostly figures who appear as ancestors to anyone fooled by this illusion.
Big Sky
--Cloud Giant
Juggler
--Halfling rogue-entertainer with juggling props
Publican
--Half-elf bard with instrument
Unicorn
--Unicorn
Joke
--Ettin
Desert
--Sphinx
Marriage
--Large fire elemental and water elemental dancing together
Queen Mother
--Inevitable
Inquisitor
--Giant, animated encyclopedia
Locksmith
--Harrow reader sitting at a table ready to perform a harrowing.
Brass Dwarf
--Efreet
Forge
--Large, animated sword
Foreign Trader
--Exotic merchant with a cart of foreign merchandise
Peacock
--Image of the holder of the deck, except more beautiful (+4 Charisma)
Teamster
--Carriage with driver and two horses. 1d4+2 people within the carriage.
Owl
--Giant, intelligent owl
Bear
--Trained bear performing on a unicycle.
Twin
--Image of the holder of the deck
Courtesan
--Very attractive, well dressed noble
Carnival
--1d4+2 carnival entertainers
Mountain Man
--Hill giant
Rabbit Prince
--An illusion of the holder of the deck, except it is invisible.
Uprising
--1d4+2 angry peasants
Vision
--Appears as the person or creature most often thought of by anyone fooled by the illusion.
Avalanche
--Huge earth elemental
Tangled Briar
--Animate or intelligent plant
Eclipse
--2d6 Skeletons
Fiend
--Chaos beast
Rakshasa
--Rakshasa
Tyrant
--Blue Dragon
Sickness
--1d4+2 Plague Zombies
Mute Hag
--1d4+2 Drow
Beating
--1d4+2 thugs with cudgels
Betrayal
--Appears as the most often thought of enemy to anyone fooled by the illusion.
Crows
--2d6 black ravens
Idiot
--1d4+2 goblins
Liar
--Naga
Snakebite
--Assassin
Waxworks
--Lifesize wax figurine
Demon's Lantern
--Large 5 ft-diameter will o'wisp
Lost
--Liche
Cyclone
--Huge air elemental

Harrow Deck of Many Things
(Same as a Deck of Many Things, except only one card may be drawn per day. Each card that provides an xp bonus will only provide it once per character.)

Winged Serpent
--You immediately grow multicolored feathery wings: 60', average maneuverability
Trumpet
--Change alignment to any Good. If already Good, immediately gain celestial template.
Paladin
--Change alignment to Lawful Good. If already lawful good, immediately gain 5,000 xp.
Dance
--You can move reguarlarly through difficult terrain, and gain +5 feet to movement. If you already have class abilities that allow increased movement, you can move as though hasted for one round per day.
Hidden Truth
--You can cast vision as a spell-like ability once per week.
Midwife
--You immediately become pregnant. If you are male, you temporarily turn into a female for the duration of the pregnancy. The child will likely be a Destined bloodline sorcerer.
Cricket
--You are immediately reincarnated.
Keep
--You gain a small fortress and an army of 20 3rd-level warriors. You also gain the Leadership feat or a +2 bonus to Leadership score if you already had the feat.
Theatre
--Gain +6 bonus to perform checks plus a small theatre.
Wanderer
--You are immediately teleported to a random plane.
Survivor
--Once per week, you will immediately be restored to 0 hit points whenever you die.
Big Sky
--Whenever in daylight, you gain fast healing 2.
Juggler
--You must immediately trade an ability score with your closest friend or ally.
Publican
--You are immediately healed of all wounds, diseases, poisons, and ability score damage plus you may negate one future negative draw from the Harrow Deck of Many Things.
Unicorn
--You gain a Unicorn as a faithful companion.
Joke
--Immediately gain a +4 inherent bonus to Charisma. Once per day, you may cast the spell Hideous Laughter as a spell-like ability.
Desert
--You no longer need to eat, drink, or breathe to survive and you are immune to environmental heat dangers.
Marriage
--You are immediately married to the humanoid closest to you in an elaborate ceremony that requires one hour. For the rest of your lives, your relations can never be lower than indifferent.
Queen Mother
--Change alignment to Lawful Neutral. If you are already Lawful Neutral you gain a +4 inherent bonus to Intelligence and may cast the spell Shield of Law once per day as a spell-like ability.
Inquisitor
--You lose 15,000 xp and must draw again. (Discard after use)
Locksmith
--Roll 1d6. Throughout the remainder of your life, you may open or close this many doors regardless of locks, or bars. A door closed with this ability is sealed forever except that it can be opened with this same ability.
Brass Dwarf
--You are granted 1 wish
Forge
--Immediately gain a +4 inherent bonus to Constitution. You have access to the Artifice domain as though you were a cleric of your level. You gain all the granted powers and domain spells related to the domain.
Foreign Trader
--Immediately gain beneficial medium wondrous item (or 1d4-1 minor wondrous items), 25,000 gp, and 25,000 xp. (Discard after use)
Peacock
--You immediately become beautiful. People are naturally attracted to you and frequently fall in love with you, as though under the effects of a permanent charm person spell. 1d3 people fall in love with you each week.
Teamster
--Immediately gain a +4 enhancement bonus to Strength. You movement is not effected by heavy loads or armor.
Owl
--Immediately gain a +4 enhancement bonus to Wisdom and change alignment to True Neutral. If you are already Neutral, you gain a silver owl as a familiar.
Bear
--You immediately take the shape of a brown or black bear permanently. You must hibernate 3 months a year.
Twin
--You are immediately teleported to an alternate reality where everyone has the exact opposite alignment. Your alter-ego replaces you in this reality.
Courtesan
--You immediately gain 2d20 x 1,000 gp worth of jewelry, silk clothing, and furs, plus a mansion.
Carnival
--You and up to four companions are immediately teleported to a small demiplane which is a massive, dark carnival. In order to find your way back, you must play potentially deadly carnival games that have bizarre prizes and rules.
Mountain Man
--Gain +6 bonus to Climb and Survival checks, but suffer -2 morale penalty to skills, ability checks, and saving throws when indoors.
Rabbit Prince
--You are immediately recognized as heir to the throne of the kingdom or empire you are currently standing in. If it is a republic, you are also allied with a nearby kingdom or empire that desires to see your throne restored.
Uprising
--You immediately become hated. People are disgusted with you. 1d3 people revile you each week.
Vision
--Your sight is shifted into the future by a few seconds. You are never flat-footed and always act in the surprise round. Social interaction skills suffer -2 circumstance penalty due to oddness.
Avalanche
--Two medium earth elementals serve you as faithful companions.
Tangled Briar
--Roll 1d6. Throughout the remainder of your life you can create this number of permanent walls of thorns that cannot be dispelled. You also may walk through any wall of thorns as though it were not there.
Eclipse
--You are cursed with a permanent spell of greater darkness
Fiend
--You are immediately contacted by an entity from Beyond the Veil. Immediately change alignment to any Chaotic. Flip a coin. On heads, you immediately gain access to the Beyond the Veil domain, as though you were a cleric of your level. You gain all the granted powers and domain spells related to the domain. On tails, you are irrevocably destroyed.
Rakshasa
--You are permanently enslaved to a Rakshasa
Tyrant
--Change alignment to Lawful Evil. If already Lawful Evil, gain 5,000 xp.
Sickness
--Any time you are exposed to a disease, you suffer a -10 circumstance penalty to resisting its effects.
The Mute Hag
--You immediately create a blood pact with Asmodeus. You and all your descendants now have +2 Strength, +2 Charisma, -2 Wisdom, the darkvision 60' ability, and a random tiefling ability (as in Bastards of Erebus). If you are a sorcerer your bloodline changes to Infernal, and any descendants who become sorcerers will have the Infernal bloodline.
The Beating
--Your body is immediately stretched, poked, and prodded in the space of a few seconds in other dimensions of reality. You suffer -4 inherent penalty to Constitution but you can ignore the effects of pain.
The Crows
--You can take the shape of a crow once per day, but you are shaken for 5 minutes after transforming back.
Idiot
--Once per day, at a randomly determined time, 2d6 goblins attack you and anyone near you, fighting to the death.
Liar
--Change alignment to Chaotic Evil. If you already Chaotic Evil, gain 5,000 xp.
Snakebite
--If you are evil, an assassin (12th-level) serves you as a faithful companion. If you are not evil, you lose 5,000 xp and are now on an assassin's hit list.
Waxworks
--Every full moon, you transform into a mad killer and must kill a victim in the most despicable way imaginable. You do not remember any events that transpire while transformed.
Demon's Lantern
--As long as it is night, you may cast the spell unhallow once per day and the spell curse five times per day.
Lost
--You suffer a -4 inherent penalty to Intelligence and lose 1d4 magic items.
Cyclone
--You are immediately teleported 5,000 miles in a random direction.

Sovereign Court

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Jordan Fenix wrote:
interesting indead Marcellius, Interesting, If i didn't venerated Iomedaei would think of joining such Order of the Phoenix... I must admit they have a great name.

Thanks, I haven't started working on the Knights of Ozem yet, since they're core. But I imagine that they are not as resourceful or as guarded as the Knights of the Phoenix. "Death to the undead. God wills it!" - Oh wait, that was Kingdom of Heaven. The Knights of Ozem are more likely of the mind that "if its moving when its not supposed to be, bash it until it stops", so even neutral undead are eager targets for this bone-thirsty group. They don't bear a grudge lightly and have a book of records as thick as a forearm detailing how every member of their order died and against what undead foe.

The Knights of Ozem relish combat with the undead so much that they do not completely destroy undead, and resort to a type of torture of the undead. They work with priests and wizards unafraid to raise the dead so that they can keep their militant oaths alive, and frequently break into cursed tombs and castles in an intentional effort to rile up agitated spirits. The ethics of these acts are questionable, to say the least. But with the weakened Paladin's oath, most indicate that the destruction of any undead is far more important than letting the dead rest in peace. ((Go figure.))

(This is very different from a Knight of the Phoenix, who upon encountering undead, will wait and see if the undead are intelligent. If they are not intelligent, they are turned if possible, and the Knight will leave them alone until he can find the source that animates them.)

The Knights of the Serpent are the antithesis of the Knights of the Phoenix. They venerate Arazni as the Harlot Queen, paying homage to her as the model of the undead. Her curse is one which most would willingly undergo. If the Blackguard is a core class (as some speculate), I would not be surprised if many venerated her.


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Pure Azlanti Race:

+2 Intelligence, +2 any other ability score, -2 any other ability score
Pure Azlanti threw off the shackles of slavery to the minds of the Aboleth, and since then have trained their minds to prevent from falling again. Like humans, they have focused on developing many aspects of themselves.
Medium: Pure Azlanti are Medium creatures, and have no bonuses or penalties due to their size.
Normal Speed: Pure Azlanti have a base speed of 30 feet.
Piercing Eyes: As a full round action, a Pure Azlanti can peer into the ethereal plane and see ethereal creatures or objects within 5 feet. Azlanti receive a +2 bonus to Intimdate and Sense Motive checks when they make eye contact with the subject.
Azlanti Resistance: Azlanti receive a +2 racial saving throw bonus against enchantment spells and effects.
Azlanti Magic: A Pure Azlanti casts any spell that influences or effects the ethereal plane at +1 caster level. Any time a Pure Azlanti has access to a general or metamagic feat, he or she may instead take an Azlanti feat.
Weapon Familiarity: Azlanti are proficient with any weapons that have the word Azlanti in their names.
Hatred: Azlanti receive a +1 bonus on attack rolls against aboleths and known aboleth-dominated creatures.
Azlanti Affinity: Azlanti gain a +2 racial bonus to skill and ability checks made to interact with another Azlanti or a creature with the Azlanti subtype.
Favored Class: Azlanti may choose any one class to be their favored class at 1st level. Once made, this cannot be changed. This is exactly like the Favored Class ability of normal humans.