Rustin Harp, the Vengeance of Freaks


Round 3: Create a villain stat block

RPG Superstar 2009 Top 16 , Marathon Voter Season 6, Dedicated Voter Season 7, Star Voter Season 8 aka Ezekiel Shanoax, the Stormchild

Rustin Harp, the Vengeance of Freaks
Male satyr bard 10

Description: The grizzled satyr is spindly and would be tall if not for his wretched posture, constantly slouching to beckon with crooked fingers and a raspy, honey-twisted voice. Rusty brown goat legs snake from beneath his long-tailed crimson jacket, and jet black horns curl down to frame his weathered face and snaggletooth grin. When in worship, he dons a leather jackal mask and cloak of oily black feathers, clawing the ground with cloven hooves. When disguised, he presents himself as an innocuous human of low stature, recently adopting the personas of Glinder, a cowardly minstrel, or Baz Churgg, a forlorn pilgrim. Contact with the bard always seems to leave an incessant tune lingering - the worm of his influence seeking out the listener’s soul.

Motivations/Goals: Long ago, the proud faun Rustin Harp ran the Bumpy Apple Company, an amazing traveling freak show. A horrible fire consumed the show and its performers one night - arson set by a mob of bigoted townspeople who sought to scourge the world of blasphemies against nature - leaving Harp in anguish. He once hoped that rebuilding the show would heal his heart, but years of persecution and defeat crushed that dream and drove Harp into the shadows, never again to present an easy target. Viewing deformity as a mark of virtue and beauty as loathsome, Harp now worships Lamashtu, the Mother of Monsters, and has risen to power amongst her followers. The bard exacts vengeance on a vain world for the sake of himself, his patron and her malformed children whom Harp views as his people.

Schemes/Plots: Harp is wary, preferring to keep himself from the eyes of normal folk while gathering pawns and pulling strings with his insidious bardic charms. Among monsters, he inspires his fellows to rise up and punish those who would spit on them, assisting his less talented brethren with secret leadership or by undermining a target’s strong points before a wave of monstrosities besiege it.

Adventure Hooks:


  • Believing the Worldwound a fitting scar upon the face of vain Golarion, Harp seeks to widen that horrible rift. Disguised as a cantor among Mendevian crusaders, Harp has coaxed their ritualists to unwittingly misalign the Wardstones, potentially allowing the Worldwound to expand. PCs must race to sabotage Harp’s sabotage, but soon Harp sets the crusaders against them as demon-worshippers.

  • A series of misshapen births across the countryside is due to the tainting of underground water sources with foul devices planted by Harp and cultists of Lamashtu. PCs are hired to cleanse the land but must face the horrors which Harp has convinced to guard the source of the problem.

  • Allied with the bloodthirsty apes of the Mwangi Expanse, Harp seeks a jungle refuge for his people. The valley chosen is the site of the PCs' latest quest and an innocent village, and a wave of freakish monsters and apes is coming to expunge all other life before settlement begins.

RUSTIN HARP, THE VENGEANCE OF FREAKS CR 11 [CR 4 satyr with pipes, +2.5 non-associated bard levels, +5 associated bard levels]
CE Medium fey

Init +2 [+2 Dex]; Senses low-light vision; Perception +24

===== Defense =====
AC 19, touch 13, flat-footed 17; (+2 armor, +1 deflection, +2 Dex, +4 natural) [+2 bracers of armor, +2 Dex, +4 natural, +1 ring of protection]
hp 93 (5d6+10d8+30)
Fort +6 [+3 bard, +2 Con, +1 satyr], Ref +13 [+7 bard, +2 Dex, +4 satyr], Will +11 [+7 bard, +4 satyr],
DR 5/cold iron

===== Offense =====
Spd 40 ft.
Melee dagger of venom +10 (1d4+1, poison DC 14), Head butt +9 (1d6), whip +9 (1d3)
Ranged light crossbow +11 (1d8)
Special Attacks Bardic Performance (10/day -- countersong, distraction, fascinate, inspire courage, inspire competence, suggestion, dirge of doom, discordant performance, inspire greatness); Pipes
Spell-Like Abilities (CL 10th)
At will--detect magic, ghost sound (DC 14) [base 10, +4 Cha], lullaby (DC 14) [base 10, +4 Cha], message, prestidigitation, summon instrument
Spells Known (BARD CL 10th)
1st (6/day)--charm person (DC 15) [base 10, +4 Cha, +1 spell level], cure light wounds, expeditious retreat, hideous laughter (DC 15) [base 10, +4 Cha, +1 spell level], ventriloquism
2nd (5/day)--alter self, calm emotions (DC 16) [base 10, +4 Cha, +2 spell level], eagle's splendor, enthrall (DC 16) [base 10, +4 Cha, +2 spell level], invisibility
3rd (4/day)--charm monster (DC 17) [base 10, +4 Cha, +3 spell level], clairaudience/clairvoyance, fear (DC 17) [base 10, +4 Cha, +3 spell level], glibness
4th (2/day)--dominate person (DC 18) [base 10, +4 Cha, +4 spell level], modify memory (DC 18) [base 10, +4 Cha, +4 spell level]

===== Tactics =====
Before Combat Rustin Harp avoids exposure and frequently uses alter self to disguise himself an innocuous human when
walking amongst normal folk, or invisibility to be even less noticed. In populated areas, Harp makes regular use of charm
person
and dominate person to gather temporary minions, especially one or two key local figures who may be called upon to
protect him if necessary. When scouting an unknown or dangerous area, Harp will look ahead with clairaudience/clairvoyance. When
alerted to approaching foes, he casts eagle's splendor to improve his Charisma-based powers. If hostilities are not imminent but
those before him may be troublesome, he may segue parley into a bardic performance of storytelling using Perform (oratory), attempting to
fascinate and then making a reasonable suggestion to each person that will get them out of his hair and advance his current scheme.
During Combat When directly confronted, Harp begins playing his twintone flute to begin two bardic performances; one being
a fascinate effect and the other being another fascinate effect if necessary to neutralize all approaching foes, but if not
so needed he performs a discordant performance to confuse them as well, all the while sidling towards the exit. If attackers do not
succumb, he casts fear as a Harmonic Spell, activating a discordant performance to confuse more foes as a free action (the
discordant performance effect will persist for 5 rounds thereafter). He repeats fear again, all the while imploring any allies or
minions he has to take up arms on his behalf.
Morale Harp flees combat readily if his foes appear to have his murder on their mind or if he suffers multiple wounds, using his
cape of the mountebank to dimension door away from melee, then casting invisibility and expeditious retreat if necessary, each one possibly as a Harmonic Spell utilizing a fascinate effect, thereby leaving his foes awed in the wake of his parting music (the effect persists for 5 rounds even without maintaining the performance). Should his pursuers be dogged, he will drink a potion of water walk or potion of pass without trace to lose them.

===== Statistics =====
Str 10 [base 10], Dex 15 [base 13, +2 racial], Con 14 [base 12, +2 racial], Int 14 [base 12, +2 racial], Wis [base 8, +2 racial], Cha 20 [base 15, +2 ability increases at levels 4 and 8]
Base Atk +9/+4 [+7 bard, +2 satyr]; CMB +9 [+7 bard base attack, +2 satyr base attack]
Feats Alertness, Deceitful, Harmonic Spell, Haunting Melody*, Leadership (cohort The Bearded Lady, female dwarf cleric of Lamashtu 8)
Skills Acrobatics +10 [5 ranks, +3 class skill, +2 Dex], Appraise +8 [2 ranks, +3 class skill, +3 Int], Bluff +30 [18 ranks, +4 Cha, +3 circlet of persuasion, +3 class skill, +2 Deceitful feat], Climb +5 [2 ranks, +3 class skill], Craft (trapmaking) +13 [7 ranks, +3 class skill, +3 Int], Diplomacy +25 [15 ranks, +4 Cha, +3 circlet of persuasion, +3 class skill], Disguise +28 [16 ranks, +4 Cha, +3 circlet of persuasion, +3 class skill, +2 Deceitful feat] (+38 when using alter self), Knowledge (arcana) +21 [10 bonus ranks per bardic knowledge, +5 (half bard level) per bardic knowledge, +3 class skill, +3 Int], Knowledge (dungeoneering) +15 [4 ranks, +5 (half bard level) per bardic knowledge, +3 class skill, +3 Int], Knowledge (nature) +13 [2 ranks, +5 (half bard level) per bardic knowledge, +3 class skill, +3 Int], Knowledge (religion) +13 [2 ranks, +5 (half bard level) per bardic knowledge, +3 class skill, +3 Int], Linguistics +10 [4 ranks, +3 class skill, +3 Int], Perception +24 [15 ranks, +2 Alertness feat, +3 class skill, +4 racial], Perform (oratory) +23 [9 ranks, +4 Cha, +3 circlet of persuasion, +3 class skill, +4 racial], Perform (string instruments) +17 [3 ranks, +4 Cha, +3 circlet of persuasion, +3 class skill, +4 racial], Perform (wind instruments) +32 [18 ranks, +4 Cha, +3 circlet of persuasion, +3 class skill, +4 racial] (+34 when using twintone flute), Sense Motive +15 [10 ranks, +2 Alertness feat, +3 class skill], Sleight of Hand +15 [10 ranks, +3 class skill, +2 Dex], Spellcraft +14 [8 ranks, +3 class skill, +3 Int], Stealth +21 [12 ranks, +3 class skill, +2 Dex, +4 racial], Use Magic Device +20 [10 ranks, +4 Cha, +3 circlet of persuasion, +3 class skill],
Languages Abyssal, Common (Taldane), Gnoll, Goblin, Hallit, Osiriani, Polyglot, Sylvan
SQ Damage reduction 5/cold iron, low-light vision
Combat Gear bracers of armor +2, cape of the mountebank, dagger of venom, ring of protection +1, twintone flute, whip; Other Gear circlet of persuasion, 2x potion of cure light wounds, 1x potion of pass without trace, 1x potion of water walk, ring of mind shielding

===== Ecology =====
Environment Any
Organization Solitary if disguised, troop of cultists (cohort The Bearded Lady plus 1 medusa plus 4-9 gnolls)

===== Special Abilities =====
Cantrips (Sp) Harp knows the following cantrips: detect magic, ghost sound (DC 14), lullaby (DC 14),
message, prestidigitation, summon instrument and may cast these at will.

Countersong (Su) Harp can use his performance to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of Harp (including Harp himself ) that is affected by a sonic or language-dependent magical attack may use Harp’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use Harp’s Perform check result for the save. Countersong does not work on effects that don’t allow saves. Harp may keep up the countersong for 10 rounds. Harp can use this bardic performance ability utilizing Perform (wind, string).

Dirge of Doom (Su) Harp can use his performance to foster a sense of growing dread in his enemies, causing them to take a number of penalties. To be affected, an enemy must be able to hear Harp perform and be within 30 feet. The effect lasts for as long as the enemy hears Harp and remains within 30 feet, and it persists for 3 rounds after the bard stops playing or the enemy leaves the area. Affected enemies are shaken and take a –2 penalty on ability checks, attack rolls, saving throws, and skill checks. Harp can use this bardic performance ability utilizing Perform (wind).

Discordant Performance (Su) Harp can use his performance to cause his enemies to become confused. To be affected, an enemy must be
able to see Harp perform and be within 30 feet. The effect lasts for as long as the enemy sees Harp and remains within 30 feet. Each enemy within range recieves a Will save (DC 19) [base 10, +5 half level, +4 Cha] to negate the effect. If a creature’s saving throw succeeds, Harp cannot attempt to confuse that creature again using discordant performance for 24 hours. If its saving throw fails, the creature becomes confused as long as Harp keeps performing (up to a maximum of 10 rounds [10 levels bard]). At the end of an affected creature’s turn, it is allowed a new Will save to overcome the effect, making it immune to discordant performance for 24 hours if it does. A bard can use this bardic performance ability utilizing Perform (oratory).

Distraction (Su) Harp can use his performance to counter magical effects that depend on sight. Each round of the distraction, he makes a Perform check. Any creature within 30 feet of Harp (including Harp himself ) that is affected by an illusion (pattern) or illusion (figment) magical attack may use Harp’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use Harp’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Harp may keep up the distraction for 10 rounds. Harp can use this bardic performance ability utilizing Perform (oratory).

Fascinate (Sp) Harp can use his music or oratory to cause one or more creatures to become fascinated with him. Each
creature to be fascinated must be within 90 feet, able to see and hear Harp, and able to pay attention to him. Harp must also be
able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. Harp can target four
creatures with a single use of this ability. Each creature within range recieves a Will save (DC 19) [10, +5 half level, +4 Cha] to negate the effect. If a creature’s saving throw succeeds, Harp cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as Harp continues to play and concentrate (up to a maximum of 10 rounds [10 levels bard]). While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Harp can use this bardic performance ability utilizing Perform (oratory, string, wind).

Inspire Competence (Su) Harp can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. Harp must also be able to see the ally. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear Harp’s music. Certain uses of this ability are infeasible, such as Sneak attempts. The effect lasts as long as Harp concentrates, up to a maximum of 2 minutes. Harp can’t inspire competence in himself. Inspire competence is a mind-affecting ability. Harp can use this bardic performance ability utilizing Perform (oratory, string, wind).

Inspire Courage (Su) Harp can use his performance to inspire courage in his allies (including himself ), bolstering them against
fear and improving their combat abilities. To be affected, an ally must be able to percieve Harp’s performance. The effect lasts for as long as the ally percieves Harp‘s performance and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +2 morale bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability. Harp can use this bardic performance ability utilizing Perform (oratory, string, wind).

Inspire Greatness (Su) Harp can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting her extra fighting capability. To inspire greatness, Harp must perform and an ally must hear or see him perform. The effect lasts for as long as the ally witnesses the performance and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. Inspire greatness is a mind-affecting ability. Harp can use this bardic performance ability utilizing Perform (oratory, wind).

Lore Master (Ex): Harp is a master of lore and can take 10 on any Knowledge skill check that he has ranks in. Harp can choose not to take 10 and can instead roll normally. In addition, once per day, Harp can take 20 on any Knowledge skill check as a standard action. He can use this ability once per day.

Pipes (Su) When Harp plays his pan pipes, all creatures within a 60-foot spread (except satyrs) must succeed on a DC 13 Will save or be affected by charm person, sleep, or fear (caster level 10th; Harp chooses the tune and its effect).

Suggestion (Sp) Harp can make a suggestion (as the spell) to a creature that he has already fascinated (see above). Using this ability does not break Harp’s concentration on the fascinate effect, nor does it allow a second saving throw
against the fascinate effect. Making a suggestion doesn’t count against Harp’s daily limit on bardic performances. A Will
saving throw (DC 19) [base 10, +5 half level, +4 Cha] negates the effect. This ability affects only a single creature at a time. Suggestion is an enchantment (compulsion), mindaffecting, language-dependent ability. Harp can use this bardic performance ability utilizing Perform (oratory, wind).

Well-Versed (Ex): Harp is resistant to the bardic performance of others, he gains a +4 bonus on saving throws made against bardic performance, sonic, and language dependent effects.

Haunting Melody
Infecting your audience with a catchy tune, you lay the foundation for future inspiration or mischief.
Prerequisites: Bluff 10 ranks, Perform (any) 10 ranks, bardic performance ability.
Benefit: When activating a bardic performance as a standard action, you may choose to delay its effect on the target or targets until a later condition triggers the culmination of the performance. Doing so consumes an additional bardic performance use per day. All choices to be made regarding the performance (such as targets to be affected, effect, skill competence to be granted) and saving throws are made immediately as normal, but the effect of the performance is delayed until a later condition is satisfied, as the targets cannot seem to get the music out of their head. You must set a simple condition, such as "When next you sleep", or "When next you enter the village of Gull", or "When next you draw your sword". Conditions which are too complex or cannot be understood by the target result in no effect at all, and the condition must be the same for all targets. The round after the triggering condition is satisfied, your performance springs suddenly to mind in the target and the bardic performance effect occurs. The possibility of the performance taking effect will linger no longer than 24 hours.

Legendary Games, Necromancer Games

Matt, you came into this round with a handicap--your last round submission had some key problems. So I was really hoping to see you reconcept your villain. And I start right off by noticing the name change and I like it--"vengeance of freaks" is both sick and immediate. You think this guy is gross, he doesnt like you either, and he's here for revenge. Much better.

Now lets check it out from there...

Much better. You get rid of the "establish the greatest show" motivation which was weak and you dig right into the revenge of the freaks and outcasts that society spurns. People can feel that motive. A DM knows how to play that. Well done. You took the chance to reconcept your villain and you did a good job with that.

And what you give us is a satyr bard, which is an interesting choice for a villain. Lets see how that stat block and rules bit look.

As I've said before, there are people far more qualified to critique the stat block and I will defer to them. But I have a few thoughts. First, while I am sure there is something I am missing about your new Haunting Meoldy ability (which the other judges I'm sure will point out) I must admit I love it. Delayed Blast bard abilit! That is cool. And I think well done. I hope the others agree. And the stat block highlights that this guy is just not going toe to toe with the PCs and you dont design him that way. He is using his cape to bail at the first sight of bad stuff. But he will likely be a continuing thorn in the side of a party.

I like what you have done with this. I thought you might actually completely scrap this villain. You didnt. You made him better. And your stat block is servicable. Your new rules bit I think is very, very creative.

Though I still have some reservations, I'm going to recommend Rustin advance.

Contributor

Description:
I like the new take on this villain--I liked the idea of a satyr bard as a villain, I just didn't like his "mysterious carnival" aspect, which you've dropped for a new focus.

I like the new plot hooks.

Stat Block:
I like his tactics, as bards aren't made for slugging it out one-on-one.
Stat block format looks solid. Edit: I didn't check the math as extensively as Jason did; the problems he found are serious concerns for me.

Rule Element:
I like the new feat and the use of bardic music to fuel it.

I was ready to recommend him for advancement, but now I am hesitant.

Rec: Do not advance, as the problems with the stat block math are a red flag.

Paizo Employee Director of Game Design

So, I like the background for Rustin Harp, but I feel that the plot hooks for him are scattered a bit too wide (and the one dealing with the world wound is a bit of a stretch). I think these point to a wider issue with Harp, that he is a bit aimless. I get his background, but I am not 100% sure what he is trying to accomplish, and how he plans to accomplish it.

On to the stats. The AC appears correct, but the hit points are off by 1 (rounding up instead of down). Well Versed should appear under his defensive abilities. His attack line confuses me as it appears he gets 3 attacks, without taking any of the penalties normally associated with two-weapon fighting. His spells are listed in reverse order. The stats for Rustin do not include an advancement due to gaining PC class levels (+4,+4, +2,+2, +0, –2) and appear to be way too low for a villain of this level. He should have 8 total feats, but only 5 are listed. Rustin has way too many skill points and a number of his skills exceed the maximum number of ranks for a creature with 15 Hit Dice (which is 15). DR and low light vision should not be listed under SQ. The DC for his pipes ability should be much higher, since it is based off Hit Dice and Rustin's Cha modifier (it should be 22).

I really like the new feat, as it was an ability I was thinking about building into the core bard, but I have not yet decided. That said, this is a tricky ability to adjudicate for a number of reasons that I will not go into hear and I am not sure you have solved them for me (alas... I am still on the fence).

I am very concerned about this monster. I like the concept on the whole, but there are some serious mistakes in the stat block. It is clear to me that you did not fully understand the Pathfinder skill system at the time that Rustin came together. I would need to do a lot of work to get Rustin up to par.

My Grade (on a 1-10 scale) is a 3.

Jason Bulmahn
Lead Designer
Paizo Publishing

The Exchange Kobold Press

I did not think it was possible, but at 3,200 words, this is officially the fattest set of stats so far, even outweighing the otyugh. There's better be more meat than fat...

The bardic powers of guile and manipulation are all treated neatly here. There's one or two areas I'd want to dig at more carefully (in Tactics, why would a Discordant Performance last for 5 extra rounds: that Harmonic Spell is described as applying to fear). But it's mostly there.

My main complaint about the design is the same as my complaint against Gulga: there's too much here to run effectively. The ornateness is a consequence of the stacking of bardic powers, spells, items, and then satyr powers. It's all a bit more than I want in a villain.

In these cases, I look to the Tactics section to help me quickly get a handle on what will actually matter in play. The section here does some of that lifting for me, but it's telling that the villain does require a roadmap to use.

In the end, elaboration of more and more elements eventually collapses the utility of a design. From my perspective, Rustin Harp is a bit too big to do the job. And that's before the skill and feat errors that Jason found, which are serious oversights.

But there's one saving grace here: the feat. I think a triggered earworm feat is totally in keeping with bard magic, and it is well defined and presented here. I'm a big fan of this feat, and it saves this round for you. Not by much, mind you; if you do advance, in future rounds be careful not to confuse sheer weight of design with effectiveness.

Recommendation Recommended to advance, by a satyr's thin goatee hair.


I like this version of Rustin, and was a fan of the last as well. I'm totally not a rules-fu guy, but I understand the judges' concerns.

I'm really torn because I want to vote for him. I'll see how the other submissions play out.

RPG Superstar 2009 Top 16 , Marathon Voter Season 6, Dedicated Voter Season 7, Star Voter Season 8 aka Ezekiel Shanoax, the Stormchild

I would like to acknowledge the feedback of the judges and thank each and every one of them for their attention to my entry this round and this entire contest. Like I've said before, this is all a hell of a lot of fun, and I very much appreciate the opportunity to submit and receive feedback.

Please - I encourage any and all feedback on my entry, let me know what you think, and most of all I implore the public to VOTE! (for me)


A satyr Lamashtu cultist. Much better than the previous version, and his name butched up too. And the Haunting Melody bard ability is nice. I have to say, I spiked this one in the previous round but now it's strong. 6/10

RPG Superstar 2011 Top 32 aka Gamer Girrl

Wow ... this is an awesome reimaging of your villain. Now he's a villain :) I do like this!

On to my quibbles:

Plot Hooks: Man, this boy is all over the place! I realize that is probably so that anyone could slot him into anywhere in the world, but it does make him a bit disjointed, as I can only really use one of the hooks, not use them in a string.

His cohort is The Bearded Lady - kewl ... and then I find out she's a dwarf? Unless that's a fake beard on her, or she's a "dwarf", i.e., a stunted bearded human woman, there's nothing much freakish about her :)

There were some formatting issues on my screen, especially in the tactics area that made that a tad difficult to read, but that could be a difference in font and computers, I'm guessing.

I love the new feat! That's one I plan to steal and show to my gaming group, see if my SD gm will allow it as an option for our party's bard donw the road :)

I am worried about the errors in the numbers. I need to read up on how the ranks are figured, but I would have guessed 10 plus something for the satyr (Jason, I beleive, said it should be no more than 15 ranks) and you had an 18 and a 16 that I spotted ... and his feats aren't complete.

This one is going to be tough, because I really do love the reimaging. Good work on turning a sad, insane subplot into a villain :)

RPG Superstar 2013 Top 8 , Marathon Voter Season 6, Star Voter Season 7 aka Demiurge 1138

I like the concept much more this time around. The stat-block, however... has issues, as has been mentioned. The lack of iterative attacks and the lack of "or" both popped out at me immediately.


I am then probably the only one who liked the old concept better than this one, I see this concept too much of an emo kid to enjoy running. More efficient villain perhaps but less interesting character.

Jason brought up some serious mechanic issues too...I like the new feat and of course satyr bards are always great, but I think I will pass. Which is a shame.

RPG Superstar 2009 Top 16 , Marathon Voter Season 6, Dedicated Voter Season 7, Star Voter Season 8 aka Ezekiel Shanoax, the Stormchild

Gamer Girrl wrote:
I love the new feat! That's one I plan to steal and show to my gaming group, see if my SD gm will allow it as an option for our party's bard donw the road :)

Thanks! This is the highest compliment I could be paid for my efforts here, and I would so humbly and innocently urge you to translate that compliment into... a... VOTE! votevotevote!


Initial Impression:
Background much better and more convincing to me as a 'villain' than the tragic insane figure of Round 2 (from whom this version seems to have literally evolved), but I see Jason has expressed considerable concerns over the stat block.
Responding to (and adapting to) criticism is good, yes, but now I am worrying if you will always be 'one step behind'.
Perhaps this contest is presenting a steeper and more challenging learning curve to some than to others.
I will post more at some point later, after completing my initial read throughs.

RPG Superstar 2008 Top 16 , Marathon Voter Season 6 aka Core

I will be voting for this entry.

Are there hit points? check. Is there an AC, check. Are there a couple abilities to snap an unwary party? check. Personally I could careless about the minutia of the stat-block. I am more concerned the strength of role-playing opportunity and in that regards it is a very strong entry. High descriptive and plenty of ways to use the fellow.


Gamer Girrl wrote:
I love the new feat! That's one I plan to steal and show to my gaming group, see if my SD gm will allow it as an option for our party's bard donw the road :)
Ezekiel Shanoax, the Stormchild wrote:


Thanks! This is the highest compliment I could be paid for my efforts here, and I would so humbly and innocently urge you to translate that compliment into... a... VOTE! votevotevote!

Count me in the Peterson, Baur, Mueller, Kisko camp. You've got one of my four votes.

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

I put this villain off til the last couple cuz I really didn't like the villain much last round. That said, you did a GREAT job reimagining him in a way that makes him more clearly a villain with plots, motivations, and a tighter backstory that actually points him in the direction of DOING stuff that will bring him into conflict with PCs.

The tactics are nicely done for a bard who doesn't want to be a stand-up fighter. The feat is great, and another of the few things that makes you say "Why hasn't THAT been in the game the whole time?" It's a perfect bard feat.

It's too late at night for me to give the stat block the fine-tooth-comb treatment, but if the other Jason says it's got issues then I'll say it prolly has issues.

That said, you made a monumental improvement in between rounds and that counts for a lot. I have one more yet to read and then a skim back over everybody, but you've gone from "not a chance" last round to "I'll really have to think about it" for this round for a vote from me.

Star Voter Season 6

Tod Browning wrote:

"Offend one and you offend them all."

"They're going to make you one of them, my peacock!"
"We accept you, one of us! Gooble Gobble!"
"Freaks! Dirty... disgusting... FREAKS!"
"You dames are all alike… how you squeal when you get what's coming to you."

Spells: needs glitterdust and hideous laughter.

The Bearded Lady cohort is a nice touch, especially as a completely normal bearded female dwarf. The medusa's another good one. This guy's going to be a bear to take down, especially since you shouldn't kill the people under his charms.

Haunting Melody ... EDIT: feels risky.

Combined with the stat block issues, no vote. Sorry. Best of luck.

Scarab Sages

roguerouge wrote:
Haunting Melody is game-breaking Right now, you can order people to kill themselves ... with no penalty. (Simple condition, easily understood, within the time limit, and can apply to all who hear the music.) As written, this feat is way overpowered; Music of Heavy Metal Suicide-Inducement might be great Epic level feat, but it's beyond mortal ken. And it takes a lot to make a bard feat broken.

Errrr.... what on Earth are you talking about?

Haunting Melody is nothing more than "contingent bardic performance". It delays the effects of a performance until a specified trigger, but no more than 24 hours. There's no forced suicide in there anywhere.

Star Voter Season 6

My mistake. I'll delete the suicide part. It still feels ripe for abuse, though. As a Dm, do you really want players to be able to put your NPCs on time-delayed mind-control? Imposing a contingency effect is above the fifth level Contingency spell. And Suggestion's a powerful spell effect. I'm not sure I want The Manchurian Candidate in my game. YMMV.


(edited, corrected for Racial bonus feat in 3.5)
The stat block, I am sad to say is as Jason Bulmahn says a mess. The allotment of more than 15 ranks to skills indicates that you (the contestant) are unfamiliar with the Beta skills rules, and I can only guess at the reasons for the absence of 3 (or 4 if he continues to receive Alertness as a racial bonus?) feats; even under a 3.5 build Rustin should have had seven feats, given the HD and the racial bonus feat.

The back story felt to me to be much improved from a villainy point of view, the feat was good; why oh why did you blow that stat block?

Rustin will now languish in a place with virtually no chance of receiving one of my votes for this round.

Star Voter Season 6

Jason: if you do decide to use a time-delayed bard song feature in Pathfinder RPG, just remember that a bard will have up to 4/level under time-delayed suggestion. You'll want to think about what the implications of say, 40 sleeper agents in the Palace Guard might do to a campaign world. It's great flavor, but it might also be world-changing flavor too.


roguerouge wrote:
Jason: if you do decide to use a time-delayed bard song feature in Pathfinder RPG, just remember that a bard will have up to 4/level under time-delayed suggestion. You'll want to think about what the implications of say, 40 sleeper agents in the Palace Guard might do to a campaign world. It's great flavor, but it might also be world-changing flavor too.

Under the feat presented here, activation for an effect can only 'delay' for upto 24 hours maximum, after which the effect is gone, untriggered.

So a bard has a very limited time window to take advantage of any suggestions implanted in off-duty guards attending a performance.

Scarab Sages RPG Superstar 2013 , Dedicated Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9 aka Steven T. Helt

Congratulations on Superstar '09 Top 16!

Growth
I notice immediate improvement in Rustin - motivation, personality, "he tried to get back on his horse, but vowed never to be an easy target again". The only thing missing are horrible burn scars covered by magic and subterfuge. I could now compare this to freakshow adventures like Carnival of Tears or Deadlands' Killer Clowns. And while some differentiated their revised entries with name changes, you kept the best name in Round 2.

The hooks are much improved, except it looks like an obvious attempt to 'prove' this guy could be anywhere. I would prefer the freakshow stayed near civilization and didn't set its eye one the Mwangi Expanse. Does Harp really care what happens there?

Mechanics
-I can't decide if the Bearded Lady is cheap, or genius. Either way, it cracks me up.
-CR. SHould be minus 2 for class levels, but then here's an example for a conversation in the rakshasa thread. Harp is an exmaple of someone who's class abilities are really made to compliment his racial abilities. You could make the arguemtn that the bard class continues a lot of Strengths of the satyr, including strng saves, manipulation abilities, relevent high ability scores. But Harp's power level in combat doesn't change that much. He's still a behind-the-scenes coward. Applying the 'black arts', bard seems a reasonable nonassociate class for him.
-Ummm. His CR could drop some more unless you want to give him his feats for levels 11, 13, and 15. : }
-Oh, no. This game is about designing for the Pathfinder system. Given the newness of the system, the judges have been pretty forgiving about a few changed details here and there, but I am noticing your skill points are really really off. With 15 HD, you have max skill ranks of 15, but 18 are listed for Bluff. I also count 182 skill ranks total instead of your max of 130, which includes your ten ranks for bard. Not knowing that your undead PC gets his CHA bonus for hit points is one thing, but not knowing the skills system at all...that's pretty bad preparation.
-Shouldn't the pipes ability be DC 17? Half satyr HD plus CHA bonus, right?
-Also, how is his CHA 20? 15 plus 1 at levels 4 and 8? What you mean is increases at bard levels 3 and 7, since he has 5 racial HD and doesn't get a bump at satyr 4.
-That's enough with the stat block. For the stat block round, I think I know what I need to.

New Hotness
I like this feat just fine, but it could use some tightening up. I also think its use should eat up another, extra use per day. Bards are much better, morre fun and more versatile in Pathfinder. They're even better in combat. So feats that help makes use of their abilities are gonna spread like wildfire soon.

Overall
I'm stunned, really. Your improvement for Harp's concept are very welcome. The new rule part was well-conceived. But this is as much or more than anything else, a round about mechanics, encounter design, and statistical presentation. In that area - and in that area alone, yuo pretty much blew it. I am not saying your other changes aren't worth a vote, but the remaining entries would have to blow it at least as big, or be really boring, for me to carry you into next round. Good luck with the "I don't read stat blocks" crowd.

Scarab Sages RPG Superstar 2013 , Dedicated Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9 aka Steven T. Helt

roguerouge wrote:
Jason: if you do decide to use a time-delayed bard song feature in Pathfinder RPG, just remember that a bard will have up to 4/level under time-delayed suggestion. You'll want to think about what the implications of say, 40 sleeper agents in the Palace Guard might do to a campaign world. It's great flavor, but it might also be world-changing flavor too.

Not to pick on you specifically, but the whole game would be a game-breaker. Delayed bard ability, delayed blast fireball, mass charm monster, teleport without error, mass invisibility - there's not really an element of the game that doesn't reduce a group of human palace guards to a state of no-challenge. I think the feat needs tightening, but in principle I think it rocks.

Too bad about that stat block.

Star Voter Season 6

Steven T. Helt wrote:

Not to pick on you specifically, but the whole game would be a game-breaker. Delayed bard ability, delayed blast fireball, mass charm monster, teleport without error, mass invisibility - there's not really an element of the game that doesn't reduce a group of human palace guards to a state of no-challenge. I think the feat needs tightening, but in principle I think it rocks.

I don't feel picked on, Steven. Why would I? The fencing has been fun.

As far as the world-changer, what I mean by that is that it changes the assumptions of the world beyond how the magic of the world does. I'm concerned not that this feat removes the palace guard. I'm concerned that this feat makes any palace guard an active danger to their sovereign. To me, I wonder if this isn't the feat that gets bards treated as presumptive enemies of the state. I recognize that I'm in the minority here.

I'm also suspicious of how this would work at the table. Charms and illusions already require a great deal of artistry; such time delay seems like it adds new levels of difficulty.

In short, I read the feat and I want it play tested before I add it to my game. I agree that it's worth that effort, but I'd argue that it's worth some concern as well.

RPG Superstar 2009 Top 16 , Marathon Voter Season 6, Dedicated Voter Season 7, Star Voter Season 8 aka Ezekiel Shanoax, the Stormchild

Steven T. Helt wrote:

Congratulations on Superstar '09 Top 16!

I can't decide if the Bearded Lady is cheap, or genius. Either way, it cracks me up.

Thank you! And Steven, I humbly and heartily acknowledge the very specific feedback you gave - comments AND critiques - Thank you.

I would like to acknowledge ALL feedback and critiques I have received this round. I appreciate everyone who posts.

But most of all I encourage all of you to VOTE for Rustin Harp! Vote for what you like - nay, for what inspires you!
Switch one of your votes to dear ole Rustin, and reap eternal glory! He needs you, loves you, and he's worth it!

VoteVoteVote! (for Rustin '09)

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16 , Star Voter Season 6, Star Voter Season 7, Star Voter Season 8, Star Voter Season 9 aka JoelF847

I've got to agree with the previous posters, you did a great job turning around your villain. He's now got some backstory that works and suggestions for how he can be villainous. I'm still not that clear on specific goals though. His goals are very generic - kill the norms and help the freaks. I like the hook about tainting the water supply the most. It would have been better if the hooks all tied into a similar goal, showing Rustin's long term goal of making everyone a freak.

The stat block isn't very inspiring, however. In addition to the issues already pointed out, there's no mention of favored class, and his AC is really low for the CR. I'm wondering why he's not in a chain shirt? A +2 chain shirt would have only been a few hundred gp more than his bracers of armor, and would boost his AC by 4. I'm also surprized that one of his 3rd level bard spells is fear. He gets that from his pipes for free. Same with charm person. There are lots of good 3rd level bard spells he could have instead, such as crushing despair, dispel magic, displacement, haste, good hope, etc. There's also some awkward phrases such as "but if not so needed" and "When directly confronted".

The new feat is pretty cool, giving another option for bardic music that's already available for spellcasters. I think it's fine in terms of balance. Really, the only bard ability that could prove to be messy long term is suggestion, and that normally has a duration of 1 hour per level and can be delayed therefore. The feat allows you to have a delayed/contingent buff or debuff bardic music effect though, which is a nice option.

OVerall, while there was good improvement, and I liked your new rules bit, the stat block weakness is pretty strong, so I'll be passing on Rustin.


Charles Evans 25 wrote:

(edited, corrected for Racial bonus feat in 3.5)

The stat block, I am sad to say is as Jason Bulmahn says a mess. The allotment of more than 15 ranks to skills indicates that you (the contestant) are unfamiliar with the Beta skills rules, and I can only guess at the reasons for the absence of 3 (or 4 if he continues to receive Alertness as a racial bonus?) feats; even under a 3.5 build Rustin should have had seven feats, given the HD and the racial bonus feat.

The back story felt to me to be much improved from a villainy point of view, the feat was good; why oh why did you blow that stat block?

Rustin will now languish in a place with virtually no chance of receiving one of my votes for this round.

Further correction:

On another thread I have been reminded that in Beta Feats/Monster HD are alloted differently to Feats/Class levels; 5 Satyr HD should be 2 feats, and 10 class levels should be 5 Feats for a total of 7 Feats (or 8 if Rustin continues to receive Alertness as a Racial bonus).
Although it is by 1 feat less, the feat allocation still falls short.

Scarab Sages RPG Superstar 2013 , Dedicated Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9 aka Steven T. Helt

I believe we have seen a few entries where monsters gained feats at every other level just like you thought, and none of the judges complained. Surely, if you are increasing the power level of the PC classes, but reducing nonmonster CRs by 2 if they have those improved classes, the expectation is that monsters will work on the same rules, and have similar power creep.

If someone finds a rules in Beta or some supplement that states monsters have a different feat progression than PCs, will you please share it for everyone?


Steven T. Helt wrote:

I believe we have seen a few entries where monsters gained feats at every other level just like you thought, and none of the judges complained. Surely, if you are increasing the power level of the PC classes, but reducing nonmonster CRs by 2 if they have those improved classes, the expectation is that monsters will work on the same rules, and have similar power creep.

If someone finds a rules in Beta or some supplement that states monsters have a different feat progression than PCs, will you please share it for everyone?

Monsters (Step 5: Skills and Feats) Beta Playtest Page 296

Edit:
I see you noticed on another thread. :)

RPG Superstar 2009 Top 32 aka Lord Fyre

I like this villain. I really like this villain. :)

I love the new Bardic feat. :D

But... :(

The rules errors bother me. One of issues would be no big deal, but taken together, it makes your rules-fu look weak.

Alas, since there are so many strong candidates, I cannot see myself voting for you. :(

Star Voter Season 6

Jason Bulmahn wrote:
The stats for Rustin do not include an advancement due to gaining PC class levels (+4,+4, +2,+2, +0, –2)

Okay. Rules question. What the Superstar seems to have done is follow the SRD's entry for Satyrs as Characters, by giving him an elite ability array and adding the requisite racial ability modifiers. Are you saying here that he should have taken 15/14/13/12/10/8 and added a +4,+4, +2,+2, +0, –2 and a +2 Dexterity, +2 Constitution, +2 Intelligence, +2 Wisdom, +2 Charisma?

In short, isn't using the elite ability array the same thing as (+4,+4, +2,+2, +0, –2)?

EDIT: I'll grant you that he actually uses 15/13/12/12/10/8, but the general question remains.

Star Voter Season 6

Outside of that issue, I see people's major problems being: a minor formatting error on the attack line which is obviously not a rules error, some other minor formatting issues, some feat shenanigans (when several others had one missing or extra feat), a DC calculation problem on one item, a charisma score that's off and a really bad skills section.

On the positive side, you have a much improved character background and hooks, great tactics, a complex villain that has strategies that will allow him to have several interesting fights, and a feat that the judges RAVED about.

While this round is meant to test the Superstar's rules-fu, when you're weighing this candidate's virtues ask yourself if a villain's skills are really something that ranks THAT high in priority for you as a DM. I know that it's dead last in my priority list.

The Exchange Contributor, RPG Superstar 2008 Top 6 , Dedicated Voter Season 6

Props for re-designing the background. This guy feels a lot more like a villain to me. Unfortunately, he stat block suffers from Gulga's problem - just too much going on. I feel like he's not worth the 4 page of product he'd take to describe.

The new feat is interesting. It worries me a bit that it's a free bard song when entering a fight - the most obvious use - but I suppose burning twice the bard songs to fuel it will help correct that. It's certainly novel, and something worth consideration as a game element.


Commiserations.

Star Voter Season 6

Congratulations on your success! Sad that you can't advance farther this year, but you've still come a long way.

RPG Superstar 2009 Top 16 , Marathon Voter Season 6, Dedicated Voter Season 7, Star Voter Season 8 aka Ezekiel Shanoax, the Stormchild

Now that Round 3 voting has concluded, I can finally reflect on my participation in this year's contest without unduly tainting any current round or voting on any submission.

Wow, this has been great. Great to have lucked into a spot in the top 32 with my bell that so many people seemed to like, and great to have had the opportunity to flash some other ideas to y'all and get some feedback during rounds 2 and 3.

I am incredibly pleased that so many people commented that they like the growth of Rustin Harp between rounds 2 and 3. At the time I was receiving all the criticisms on the 'rebuilding the carnival' Rustin in Round 2, at first I was kind of put off. But the more reviews I read, and the more I thought about it, a lot of the comments really seemed to make sense, and even though I liked (and still like) the old Rustin as a NPC, I think that all the critiques really did help me craft Rustin into a much better villain in Round 3. That transition, more than anything, taught me some valuable lessons about design and my own creative process. So yeah, a big Thank You to everyone who steered me with the carrot and the stick.

And man oh man do I wish Round 3 had been just about villain growth. Obviously, I got hammered this round on the stat block math, most notably the calculation of skill points. No excuses, the skill points were way off due to an error on my part when trying to integrate the SRD rules and the Pathfinder Beta Rules. I humbly respect the voting choices of everyone who was honest about what was important to them in Round 3, aptly named the Stat Block round. Fair 'nuff.

I'm glad people liked the bard ability. I would be incredibly tickled if one day down the round I saw a derivative of Haunting Melody in a book somewhere, or even just heard it made it into a home-grown campaign. Enjoy.

I was surprised that nobody commented on Rustin's use of Twintone Flute.

I'm glad folks liked the Bearded Lady. Yeah, I can't decided whether its cheap or genius either - probably both.

I may add some other after-comments as I think of them, but for the most part I'll wrap with an huge Thank You to everyone who participated in this process, especially the honorable Judges and those who gave the big, full, juicy, saucy posts on the good, the bad, and the ugly. This is a great contest to both be a part of and to read - and the platinum lining to my exit at this stage of the contest is that now I'm eligible to enter next year! Looking forward to it.

But most of all, Good Luck to the Top 8! GAME ON!

RPG Superstar 2011 Top 32 aka Gamer Girrl

Ezekiel Shanoax, the Stormchild wrote:
I'm glad people liked the bard ability. I would be incredibly tickled if one day down the round I saw a derivative of Haunting Melody in a book somewhere, or even just heard it made it into a home-grown campaign. Enjoy.

Well, you can proceed to be tickled :) As I mentioned earlier, I showed the Feat to my DM for Second Darkness, and she has approved it for the Bard when he gets to the appropriate levels if he wishes to take it. AND, after he read the feat and mulled on it, he's intrigued with taking it!

Now, we play slowly (rotating three APs and only playing once a month ...) so it'll be a while, but we've got it marked down and saved in our house rules files :)

I am sorry Rustin did not progress further. I loved the notion of him in the first round, and he was a grand NPC, just not a villain, to me. This round, oh, he was villainy goodness in spades!

Good luck in future endeavors, and hope to see you next year in the Superstar Contest!


Hey Matt, you gave it a good run. Definately keep at it.

I also wanted to say that Rustin (or a version of him) will be making an appearance in my games as well. I'm co-dming a game with one of this years superstars, and it's my turn this weekend. I think some, if not all, of the villians will be making small cameos at some point on Saturday, just for the smile and wink factor (after all, the PCs are only 3rd level!).

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