MegaDungeon Keeper: Be the Evil Overlord


Recruitment

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Grand Lodge

I'm thinking about submitting a goblin warpriest / holy vindicator of Albarath. I'll try to cobble something interesting together.

Shadow Lodge

The recruitment will be held here and I will probably pick the minions by the next weekend but that is not set in stone.

I am more than ok with both High goblins and simple class templates


Okay, I'm working on a giant very young red dragon barbarian. Just a couple questions:
1. Do monsters gain traits?
2. In the bestiary's 'giving monsters class levels' section, it says to adjust stats by +4, +4, +2, +2, +0, -2. Should we apply these as well as the 20 point buy?
3. Should we use PC wealth (using our CR as our level) for equipment? Or NPC wealth? Or just standard for our monster?
4. Will we be advancing in power as time goes on?

Also, any feedback as far as the dragon posing as the head of the tribe/cult? Sort of like how Count Dooku was actually the Sith apprentice, not the master like the Jedi supposed, which caused them to never consider the greater threat posed by Palpatine? Like a bunch of adventurers come, destroy the cult, and slay the 'master' dragon, then leave, never suspecting the true mastermind behind it all.


I just realized the Template I want to use might not be allowed. What sources are available again?

Shadow Lodge

Pathfinder Adventure Path, Lost Omens Subscriber

All hail the dark tower! I'll get to statting up my child arcanist soon, hooray!

Shadow Lodge

@Daedalus

1) characters gains traits so monsters as characters do as well.

2) yes, you add the 20 point buy on the modifiers.

3)actually it should be time to declare this. I will have you start with just basic equipment (or none for a monster that usually doesn't weild items) and have your faction as a whole have resources to invest. That will cover your equipment but also paying mercenaries, building defences, bribing people and pretty much everything needed to further your plans.
Comes without saying that you will also likely gain money in the same way, receiving it in a big pool that need to be distributed.

4) yes. Although in more ways than just directly killing enemies.

@hat-trick
All paizo sources are available and 3rd party are available if you can link to their full description as I likely don't have it.


Okay then. Kavlakil has been updated to be a minion. His backstory is very rough, and I'm happy to change it however if it doesn't fit in with Albarath's opinion.


I'm considering a (possibly fiendish) urdefhan of some kind. Possibly magus, but I'm a bit undecided on class right now. Gotta love that rhoka sword.

Contributor

Magda is just about ready, pending any changes to better fit Albarath/the group. I haven't bought much either, I'll just pick up a few essential items though.


Ah, lovely. Got the Link right here.

Shadow Lodge

Pathfinder Adventure Path, Lost Omens Subscriber

You're letting us use 20 Point Buy and the +4/+4/+2/+2/+0/-2 stat adjustment for monsters? That's pretty extreme - makes me tempted to create a monster instead of a humanoid who's going to have much, much lower stats.

I'll keep working on the arcanist though, I love the concept.

Shadow Lodge

@daedalus & Morphing

I noticed that I misunderstood daedalus question. No, you won't use both methods, I misunderstood the +4/+4/+2/+2/+0/-2 for an example racial modifier for a monster.

You will use a point buy 20, I can give you the +4/+4/+2/+2/+0/-2 as alternative to the point buy, but certainly not both.

Shadow Lodge

Pathfinder Adventure Path, Lost Omens Subscriber

Okay! That makes me feel a lot better about picking a humanoid, haha. Thanks for clarifying!


Has a setting been established? This is a fantastic concept!

I'd suggest The Shackles. Lots of Gol-gan cyclopes ruins, secluded islands/shoals, perfect spot for a wizard to hole up. Add pirate goblins and shipping lanes/established ports to raid and political intrigue, The Shackles is a great crossroads location.

Not to mention Arcadia and Lost Azlanti ruins aren't too far away...


I've decided, after some thought, that Albarath is north of Pashow in Thuvia, far away from any trade routes.

I'm currently working on getting his mechanics worked out, but I have most things decided on. In the meantime, here's a question for all of you. Albarath, as an Idol, gets to pick up to three (un)holy days on the calendar, and he gains some bonus powers on those days. Any ideas for those?

Shadow Lodge

Pathfinder Adventure Path, Lost Omens Subscriber

Obviously, one of the holy days should be the day of Albarath's awakening - the day of his first blood sacrifice. I'm not sure about the other two, though.


Morphling- would you consider doing a side-along character, where the dragon and the child (the only thing he actually likes) are friends? It would be an awesome chance to be a dragon rider, and there's a lot of RP potential there.

Also, regarding stats: Ah. Okay. I did think that was a bit extreme. I'll have the final build up before too long.

Shadow Lodge

Pathfinder Adventure Path, Lost Omens Subscriber

I actually had a vague "little girl and giant golem" idea in mind (Hat-Trick and I are old friends, and we both like the idea of a duo). Giant golem with an adorable (but dangerous) little girl riding on its shoulder. Master Blaster!

I think that my character will definitely be friends with whatever big, scary monsters also live in/around the tower. I imagine Albarath keeps his "students" separated from the goblins for the most part, but she'd think his right-hand wyrm or his giant clay golem were friendly playmates.


I'm not really sure how well the dragon works. Why does a dragon serve a tower? What does he have to gain from Albarath?


The idea was that he was an 'offering' to the tower by some ambitious goblins that managed to steal a dragon egg. From there, with a combination of whispered promises of arcane might, occasional raids and wanton destruction, and a local tribe of goblins that feared and worshiped 'him,' he stuck around.


Here's my first draft of Kazreh, an urdefhan magus.

Kazreh was the last remaining member of his cult following a run in with a doomed party of adventurers. While contemplating if he should return with news of his cult's failures, he felt a powerful malevolent presence calling out to him across the wastes. It felt similar to his people's daemonic patrons, and yet, somehow different. When he arrived, he was delighted to find that it was a powerful magical tower, and that it had powerful secrets to teach that he could use to inflict horrendous pain and destruction upon the living if he would serve loyally.

He was willing.

Kazreh:
Kazreh CR 10
XP 9,600
Male urdefhan magus 7 (Pathfinder RPG Bestiary 2 276, Pathfinder RPG Ultimate Magic 9)
NE Medium outsider (native)
Init +2; Senses darkvision 120 ft.; Perception +11
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 15 (+3 armor, +2 Dex, +2 natural)
hp 94 (10 HD; 7d8+3d10+47)
Fort +12, Ref +7, Will +9
DR 5/good or silver; Immune death effects, disease, fear, level drain; Resist acid 10; SR 21
--------------------
Offense
--------------------
Speed 30 ft.
Melee rhoka sword +13/+8 (1d8+13/18-20) or
. . bite +7 (1d4+6)
Ranged composite longbow +10/+5 (1d8+4/×3)
Special Attacks arcane pool (+2, 7 points), blood drain (1 Con), magus arcana (natural spell combat, spell blending [2 spells of lower level][UM]), spell combat, spell recall, spellstrike, strength damage
Spell-Like Abilities (CL 3rd; concentration +4)
. . At will—feather fall
. . 3/day—align weapon, death knell (DC 13), ray of enfeeblement (DC 12)
Magus Spells Prepared (CL 9th; concentration +13)
. . 3rd—force punch[UM] (DC 17), slow (DC 17)
. . 2nd—bladed dash, brow gasher[UC], frigid touch[UM] (2)
. . 1st—blade lash[ACG], blade tutor's spirit, burning disarm (DC 15), frostbite[UM], touch of combustion[ARG] (DC 15)
. . 0 (at will)—arcane mark, detect magic, open/close (DC 14), prestidigitation, read magic
--------------------
Statistics
--------------------
Str 24, Dex 14, Con 19, Int 18, Wis 13, Cha 12
Base Atk +8; CMB +12; CMD 27
Feats Cruelty, Iron Will, Power Attack, Siphoning Blade, Voracious Blade, Weapon Focus (rhoka sword)
Traits magical knack, reckless
Skills Acrobatics +10, Bluff +5, Climb +12, Intimidate +7, Knowledge (arcana) +14, Knowledge (dungeoneering) +14, Knowledge (planes) +14, Knowledge (religion) +14, Perception +11, Ride +7, Sense Motive +7, Spellcraft +14, Stealth +5, Survival +7, Swim +12, Use Magic Device +9
Languages Abyssal, Aklo, Goblin, Infernal, Undercommon
SQ daemonic pact, knowledge pool, medium armor
Other Gear studded leather, arrows (20), composite longbow (+4 Str), rhoka sword[UE], magus starting spellbook
--------------------
Special Abilities
--------------------
Arcane Pool +2 (7/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Blood Drain (1 Con) (Ex) Drain blood to inflict Con dam to foe grappled at end of your turn.
Cruelty +2 morale bonus on atk/dmg rolls when you deal bleed, fear, pain, or reduce opponent below 0.
Daemonic Pact (DC 15) (Su) Urdefhans are infused with daemonic energy; as an immediate action, an urdefhan can attempt to allow this energy to consume its soul (50% chance of success per attempt). If it succeeds, the urdefhan dies and releases a 5-foot-radius burst of negative
Damage Reduction (5/good or silver) You have Damage Reduction against all except Good or Silver attacks.
Darkvision (120 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Immunity to Level Drain Immune to level drain
Knowledge Pool (Su) Spend Arcane Pool points to prepare a magus spell that is not in your spellbook for 1 day.
Medium Armor (Ex) Medium armor proficiency and no Arcane Failure chance in medium armor.
Natural Spell Combat (Bite) (Ex) You can use spell combat with selected attack, with +2 concentration bonus.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Siphoning Blade (4/day) When you use the Voracious Blade feat to deal Strength damage with your rhoka sword, you also drain the victim’s blood. The attack deals 1 point of bleed damage in addition to its normal damage, and you gain fast healing 2 for 3 rounds. You can use this ability only once against an individual creature in a 24-hour period.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Recall (Su) Spend your Arcane Pool to recall spells you have already cast.
Spell Resistance (21) You have Spell Resistance.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Strength Damage (DC 15) (Su) An urdefhan's bite drains vitality, turning the skin and muscle around the wound transparent and causing 2 points of Strength damage unless the target succeeds on a DC 14 Fortitude save. The flesh remains transparent until the Strength damage is heal
Voracious Blade (4/day) When wielding a rhoka sword, you can channel your daemonic energies through the blade as a swift action, causing it to deal Strength damage as your bite attack. You can use this ability a number of times per day equal to your Constitution modifier (minimum 1).

Contributor

Newbonomicon wrote:

I've decided, after some thought, that Albarath is north of Pashow in Thuvia, far away from any trade routes.

I'm currently working on getting his mechanics worked out, but I have most things decided on. In the meantime, here's a question for all of you. Albarath, as an Idol, gets to pick up to three (un)holy days on the calendar, and he gains some bonus powers on those days. Any ideas for those?

The anniversary of the old wizard's death could be one, if Albarath remembers/cares about that. The anniversary of when he was first built or the first rain. Perhaps a day where his minions compete to see who can bring him the finest tribute (could make an interesting plot hook later).


Okay, since we are in Thuvia, I am going to submit a Jann Eldritch Knight with a chip on his shoulder who came to investigate a swamp which appeared in Thuvia to try and obtain the magic which created it. Instead, he found a tribe of goblins worshipping a magical tower that would allow him to expand his magical powers in exchange for servitude.

How are we doing Hit Points, particularly if we choose a monstrous race with Racial Hit dice?

Silver Crusade RPG Superstar 2014 Top 16

@Scarletrose: Would you be okay with giving bonus spells per day based on casting stat for simple class templates? In other words, I'm using the Sorcerer simple class template, and 2 spells per day of each level seems pitifully low, could I use that as the base and get extra spell slots based on my Charisma bonus (which would give me 2-3 more casts per day at each level, still significantly fewer than if I were to take actual Sorcerer levels). I would still keep spells known at a max of 2 per spell level.)


OK I know I was saying a swordsman sounds fun, but instead:

Meet... The Orc Named Felzac

He encountered the Tower while out happily chasing little Goblins. He felt pulled by it. It took over him. The way he sees it, the tower likes two things: blood and servants. And thus his motto "Stick them in a bag and drag to the tower. They serve the tower or they meet my Greatsword" (Edited for clarity)

I can't find a good class for this (essentially all he does is bag unconscious people, so wouldn't any melee class work? And then when the fight is over, he could go around bagging people and drag them back to the Tower?)


Newbonomicon:

Some ideas for "holidays":

The day the original wizard inhabitant died, as some sort of "clearing the way for Albarath" celebration. (I also wonder how Albarath holds the memory of that wizard? Regarded as an ancestor/parent or maybe a slaver/oppressor?)

Defeat of some prominent enemy in Albarath's early days.

The day of the largest and most elaborate blood sacrifices.

I'm considering a couple minion ideas. An ogre from the barrier wall mountains, maybe a magic-using one (I've got an idea for a "jolly" charismatic ogre sorcerer I want to try out) or some kind of awakened swamp creature.

Silver Crusade RPG Superstar 2014 Top 16

JustAnotherSwordsman wrote:

OK I know I was saying a swordsman sounds fun, but instead:

Meet... The Orc Named Felzac

He encountered the Tower while out happily chasing little Goblins. He felt pulled by it. It took over him. The way he sees it, the tower likes two things: blood and servants. And thus his motto "Stick them in a bag and drag to the tower. They serve the tower or they meet my Greatsword" (Edited for clarity)

I can't find a good class for this (essentially all he does is bag unconscious people, so wouldn't any melee class work? And then when the fight is over, he could go around bagging people and drag them back to the Tower?)

I would recommend the Strangler archetype for the Brawler which would let you be all nice and martial, and when you feel like someone would be useful to the tower, pin them, instantly knock them out with Sleeper Hold, stick 'em in a bag and drag them back. You might want to take a single level in Fighter or Barbarian to get Martial Weapon Proficiency so you can use your greatsword during most combat.


Instead of using a construct template and all that, I might go with an oread for my "child of the tower" idea. Not sure on a class yet. Might see what else is submitted and try to fill in gaps.

Shadow Lodge

cartmanbeck wrote:
@Scarletrose: Would you be okay with giving bonus spells per day based on casting stat for simple class templates? In other words, I'm using the Sorcerer simple class template, and 2 spells per day of each level seems pitifully low, could I use that as the base and get extra spell slots based on my Charisma bonus (which would give me 2-3 more casts per day at each level, still significantly fewer than if I were to take actual Sorcerer levels). I would still keep spells known at a max of 2 per spell level.)

That is the way I thought it was intended. Either way, I would not like a spellcasting option that does not give credit for the caster stat so by all means.

@Phntm888

For Hp we will do 1st level full, and the higher part of average on the other rolls (1d4=3 1d6=4 1d8=5 1d10=6 1d12=7)
Of course if you have monster HD your first hd will be the monstrous one as the class levels or templates gets applied after the basic (unless of course the template modifies the base hd)


Scarletrose:

I think I've arrived on my concept: An awakened Emperor Cobra. He was awakened by a druid to help defeat Albarath, but upon learning that Albarath is the reason for the swamp's existence (and not wanting his swamp home to go away) he turns on the druid and eats him and then continues serving Albarath.

Could I just take the cobra's monster template, add the awakened stats, and call it a day? I figure the inability to use most equipment helps balance out the powerful stats a bit. I was also thinking about having him level as a druid given the good wisdom score and the backstory (he learned druidic powers before he betrayed the druid who awakened him).

Contributor

I just wanted to clarify. When you say basic equipment, do you mean non-magical, no item over X gold, or both? I want to figure out what I should be shopping for

Shadow Lodge

Michelle A.J. wrote:
I just wanted to clarify. When you say basic equipment, do you mean non-magical, no item over X gold, or both? I want to figure out what I should be shopping for

Average gold for the starting class at level 1 or whatever is listed in the monster's entry in the manual.

@Arythain

you certainly can


Presenting backstory for my submission, Zaass the cobra. Will be working on the crunch. Is finished crunch necessary for the submission, or just fluff as for the Overlord?

Zaass:

An emperor cobra who was living quite contentedly in Albarath's swamp, Zaass's intellect was Awakened by an elven druid who planned to build an army of wild animals to destroy Albarath and the goblin tribe that worshipped it. At first, Zaass served his "mother" faithfully - but in the end, the gift of reasoning was her undoing. As Zaass learned more about this entity, Albarath, he realized it was the entire reason for the swamp's existence. Zaass owed more to Albarath then he did to the druid. And if Albarath was destroyed, the swamp would dry up and vanish. Zaass loved his home, his swamp. Zaass did not want that to happen. So Zaass wait until the druid was asleep and bit her, keeping her wrapped tightly in his coils until she succumbed to his venom.

After Zaass had finished digesting the druid, he journeyed to the center of the swamp. The little goblins fled before him, save for a few foolhardy ones he was forced to kill. When he reached the tower, he reared up and writhed a sinuous dance to his new master: Albarath, Swamp-Maker, Rain-Bringer. Albarath learned to speak as the goblins did and came to enjoy their company, once he realized they too were servants of Albarath (and once they realized he wouldn't eat any more of them).

And from the tower, Zaass learned things, things about magic. He remembered the ways of his druid "mother" and decided to emulate her, using writhing coils and swaying hood to replicate magic spells - but all in the service of Albarath and his swamp. He even became intrigued by the tools of the goblins, and while he could make no use of them himself, Zaass wondered if such artifice might still benefit him in some way...

Albarath is an Awakened Emperor Cobra with some levels in druid - I will add as many druid levels as needed to put Albarath at around the same CR level as the rest of the party. Zaass has begun to consider the idea of changes to his body to make himself deadlier, like replacing his natural teeth with something harder and more dangerous or enhancing his venom (these are, of course, long-term plans).


This is Cartmanbeck with my submission, Trangel the aberrant greater barghest goblin-leader slash sorcerer.

(He's a greater barghest with the Simple sorcerer template as well as the Mutant template, from which I grabbed 2 arms which he can use to deal with spell components and/or weapons if he's so inclined, as well as some sweet fast-healing and mind armor action!)
His point buy worked out as follows:

Str: Racial 23 -> 12 bonus + 14 point buy (cost 5) = 26
Dex: Racial 15 -> 4 bonus + 13 point buy (cost 3) = 17
Con: Racial 19 -> 8 bonus + 12 point buy (cost 2) = 20
Int: Racial 18 -> 8 bonus + 0 point buy = 18
Wis: Racial 18 -> 8 bonus + 0 point buy = 18
Cha: Racial 18 -> 8 bonus + 16 point buy (cost 10) + 4 from sorcerer simple template + 2 level bonus = 30

Grand Lodge

Here is the backstory and stats for my submission, Bogdirt the Most Beliefing (purposeful use of non-existent word because Goblin).

Backstory:
A goblin born in the shadow of Albarath, Rain Bringer is considered to be a great gift to the Grubstomp tribe. However, such an event is uncommon due to the near constant overcast that swirls overhead, but a few lucky goblins are birthed in the wonderful shade provided by the god that protects them and provides them food. Bogdirt is one such goblin. A goblin born in the Shade is marked by the High Priest with the symbol of Albarath, a crude carving of the general shape of the tower; it is a spire with spider-like appendages. The symbol is carved into the chest of the infant, and they are put under the care of the tribe's priests and raised to serve Albarath, if they do not succumb to the wound. Those that do were unworthy to be servants.

Bogdirt lived and bears his mark proudly. He learned the history of his god and its generosity and benevolence. To be closer to his god, he ate the soil found under the legs that support the tower and earned his name, Bogdirt. Eventually, he grew out of the habit, but he still keeps a bit of the dirt in his possession whenever he leaves the tribe, which is often. You see, Albarath gave the priests commands to capture living sacrifices and holy texts to better serve his will. Bogdirt was among the first to venture forth into the unknown, relying on his faith to lead him true. Only the true servants of Albarath can read the holy words and determine their value and keep their souls in their bodies because they are protected by the power of the Rain Bringer.

Bogdirt had been gone for months with a group of lesser servants, those not born in the Shade, and was presumed dead. However, he returned with a bounty of offerings that pleased the Tower greatly, for it rained for many days after the sacrifice was offered and accepted. Tale of the expedition spread. All of the eight goblin party accept Bogdirt were terrified of reading the books to determine their worth, but Bogdirt stepped up and proved his faith in the protection of Albarath, and studied the texts without fear. That is how he earned his title, The Most Beliefing.

To prove how devout he is, he carves the title of all the holy texts he finds into his flesh. Any servant that averts their gaze upon him proves they are lacking in faith and are unworthy to serve the true god. If he feels generous, he slays them. If not, he brands them with the rune of the unbeliever, the holy symbol of Albarath with a lighting bolt crossing it.

Statistics:
Male goblin warpriest 7, holy vindicator 1
CE Small humanoid (goblinoid)
Init/ +5; Senses Perception +2, darkvision 60'
--------------------
DEFENSES
--------------------
AC 21, touch 16, flat-footed 16 (+3 armor, +5 Dex, Shield +2, Size +1)
hp 83 (HD 8; 7d8+1d10+39)
Fort +9, Ref +7, Will +8
Defensive Abilities sacred armor, vindicator's shield
--------------------
OFFENSE
--------------------
Speed 20 ft.
Melee dogslicer +13/+8 (1d6+7/19-20)
Ranged shortbow +12/+7 (1d4/x3)
Special Attacks channel negative energy 2/day or fervor (DC 18, 2d6), fervor 5/day (2d6), hand of the acolyte, storm strike
Spells Prepared (CL 8th; concentration +10)
3rd- prayer
2nd- bear's endurance, darkness, unholy ice weapon, weapon of awe
1st- bless, divine favor (2), protection from good (2)
0 (at will)- create water, read magic, mending, spark, stabilize
--------------------
STATISTICS
--------------------
Str 8, Dex 20, Con 16, Int 10, Wis 15, Cha 7
Base Atk +6; CMB +4; CMD 19
Feats Alignment Channel (good), Extra Channel, Slashing Grace (dogslicer), Toughness, Weapon Finesse, Weapon Focus (dogslicer), Weapon Specialization (dogslicer)
Skills Knowledge (religion) +10, Linguistics +1, Spellcraft +11; Racial Modifiers +4 stealth
Traits indomitable faith, magical knack
SQ Aura
Combat Gear arrows (20), unholy water (3); Other Gear brand of the unbeliever, dogslicer, heavy wooden shield, shortbow, spell component pouch, studded leather armor
---------------------
Special Abilities
---------------------
Blessings: 6/day; magic, weather
Hand of the Acolyte: 30 ft. ranged attack with weapon
Storm Strike: add 1d4 shock for 1 minute
Sacred Weapon: 7 rounds/day; +1 bonus to sacred weapon
Sacred Armor: 7 min/day; +1 bonus to armor
Vindicator's Shield: profane bonus to AC equal to channel dice
Fervor: 5/day; swift action cast spell; 2d6 melee touch attack; spend 2 to channel
Channel Energy: two fervor uses channel 2d6

If anything needs to be changed or there are any mistakes, let me know. I can adjust him if he doesn't fit the CR level that is desired. I didn't want it to be too close to the CR of the overlord because that would defeat the purpose of it.


Here is Magda's updated crunch

Stats:
Female High Goblin Storm Druid 11
NE S humanoid (goblinoid)
Init +4; Senses Darkvision 60; Perception +15

Defense

AC 18; Touch 16; Flat-Footed 13; (+2 armor, +4 dex, +1 size, +1 dodge)
HP 69 (11d8+11)
Fort +7; Ref +7; Will +12

Offense

Speed 30 ft
Space 5ft; Reach 5ft
Melee Dogslicer +8/+3 (1d4-1, 19-20/x2)
Ranged

Statistics

Str 8, Dex 18, Con 10, Int 12, Wis 20, Cha 11
Base Atk +8; CMB +6; CMD 20
Feats Dodge, Spell Focus (Evocation), Combat Casting, Intensified Spell, Greater Spell Focus (Evocation), Maximize Spell
Traits Dangerously Curious, Beacon of Faith
Skills Climb r1 +3, Fly r1 +8, Heal r5 +13, Kno (Geography) r3 +7, Kno (Nature) r3 +9, Perception r9 +19, Ride r1 +8 Sense Motive r4 +9, Spellcraft r1 +5 Stealth r11 +21, Survival r5 +15, Swim r6 +8, UMD r5 +9
Languages Goblin, Druidic, Common
Combat Gear Leather Armor, dogslicer
Other Gear

Special Abilities:

Domains – Storm Domain, Cloud Domain

Beacon of Faith - You wield the might of your faith with power and clarity. Once per day as a free action, you may treat your caster level as if it were 2 levels higher when using one of the granted powers of your domain or inquisition, or when casting one of your domain spells.

Domain Powers:

Storm Burst (Sp): As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage + 1 point for every two druid levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Gale Aura (Su): At 6th level, as a standard action, you can create a 30-foot aura of gale-like winds that slows the progress of enemies. Creatures in the aura cannot take a 5-foot step. Enemies in the aura treat each square that brings them closer to you as difficult terrain. They can move normally in any other direction. You can use this ability for a number of rounds per day equal to your cleric level. The rounds do not need to be consecutive.

Lightning Arc (Sp): As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two druid levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Thundercloud (Su): At 8th level, you can, as a standard action, summon a storm cloud. This power functions as fog cloud except that creatures inside the cloud are deafened and take 2d6 points of electricity damage each round from the flashes of thunder and lightning. Once created, you can concentrate on the cloud to move it up to 30 feet each round. You can use this ability for a number of rounds per day equal to your druid level. These rounds do not need to be consecutive.

Spontaneous Domain Casting - A storm druid can channel stored spell energy into domain spells that she has not prepared ahead of time. She can “lose” a prepared spell in order to cast any domain spell of the same level or lower.

Nature Sense, Wild Empathy

Wild Shape 4/day

Windwalker - At 2nd level, the penalties from natural or magical wind effects are treated as one step less severe for a storm druid.

Stormvoice - At 3rd level, a storm druid’s voice can magically carry over howling winds and peals of thunder. Whenever a Perception check is needed to hear the druid’s voice, the DC is reduced by an amount equal to the druid’s level.

Eyes of the Storm - At 4th level, a storm druid can see through 10 feet of magical fog, mist, gas, wind, rain, or similar inclement weather conditions, ignoring any concealment it might grant. This distance increases by 5 feet for every 4 levels beyond 4th.

Windlord - At 9th level, a storm druid can select another domain or subdomain from those available to her through her nature bond.

Spells Prepared:

6th (1/day) - Summon Nature's Ally VI
D-Chain Lighting

5th (3/day) - Touch of Slumber, Maximized Intensified Shocking Grasp, Vile Dog Transformation
D-Call Lightning Storm

4th (4/day) - Scrying, Freedom of Movement, Air Walk, Claim Identity
D-Solid fog

3rd (5/day) - Cloak of Winds, Create Treasure Map, Sheet Lightning, Snare, Siphon Strength
D-Call Lightning

2nd (6/day) - Greater Detect Magic, Intensified Shocking Grasp, Divine Trident, Lay of the Land, Sense Fear, Share Language
D-Wind Wall

1st (6/day) - Ant Haul, Shocking Grasp, Goodberry, Jump, Cheetah's Sprint, Touch of Bloodletting
D-Obscuring Mist

0 (4/day) - Detect Magic, Create Water, Stabilize, Read Magic


Hmm, should we be targeting a specific level/CR? Do we know how we'll be handling power discrepancies if there are any?


Newbonomicon wrote:

I've decided, after some thought, that Albarath is north of Pashow in Thuvia, far away from any trade routes.

I'm currently working on getting his mechanics worked out, but I have most things decided on. In the meantime, here's a question for all of you. Albarath, as an Idol, gets to pick up to three (un)holy days on the calendar, and he gains some bonus powers on those days. Any ideas for those?

Besides the day Albarath awoke, I suggest the day he got his first wizard minion. Not the day Unk arrived, but rather when he cast his first spell, ensuring his ineligibility as a sacrifice.

Still working out Unk's backstory tho :P
Also, should he be named by Albarath? I figured that he'd just have a goblin name because of his kidnappers, but it just occurred to me that the tower might care...
Then again, Unk the Infernal Binder sounds funny XD


Hopefully we can eventually reach ~CR 14. Spell Combat + Animate Dead would be awesome, and also very appropriate for an urdefhan.

Shadow Lodge

Friendly Neighborhood Glabrezu wrote:
Hmm, should we be targeting a specific level/CR? Do we know how we'll be handling power discrepancies if there are any?

It was expected before, but especially with a living tower as an overlord you will likely not operate as a party.

You will need to tend to the evil needs of your idol which means operating at different levels of power.
Not every mission requires a nuclear option, and actually overt displays of overwhelming power will have the effect to awaken the sorrounding area to how much dangerous you are and how many resources they should invest trying to eradicate you.

So there is ample space both for the super powerful last line of defense and super vital mission enforcers as for the lowly day to day minion of more modest power level.

In any case the overlord will likely employ minions of all level ranges for all kind of stuff. The level of the players will really affect which ones will be actually played and which ones will be a report on how many lvl 1 goblins died in a said mission.


And really not sure why I didn't think of this before, but I think I may restat Kazreh as a phantom blade spiritualist. Spiritualists get Animate Dead as a 3rd level spell...


Hm. Had an idea I think I might like more: a minion-minion. If we have a necromancer in the group, I think it would be fun to play a skeletal champion (skele with an int score).

Skeletal Champion Template:

From here
“Skeletal Champion” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature) and a minimum Intelligence of 3.

CR: A skeletal champion’s CR is +1 higher than a normal skeleton with the same HD.

Type: The creature’s type becomes undead. It keeps subtypes save for alignment subtypes and subtypes that indicate kind.

Alignment: Any evil.

Armor Class: Natural armor as per skeleton.

Hit Dice: Change all of the creature’s racial HD to d8s, then add 2 racial Hit Dice to this total (creatures without racial HD gain 2). HD from class levels are unchanged.

Defensive Abilities: A skeletal champion gains DR 5/bludgeoning, channel resistance +4, and immunity to cold. It also gains all of the standard undead traits.

Speed: As standard skeleton.

Attacks: As standard skeleton.

Abilities: Str +2, Dex +2. As undead, it has no Constitution score.

BAB: Its BAB for racial HD equals 3/4 of its HD.

Skills: Gains skill ranks per racial Hit Die equal to 4 + its Int modifier. Class skills for racial HD are Climb, Disguise, Fly, Intimidate, Knowledge (arcana), Knowledge (religion), Perception, Sense Motive, Spellcraft, and Stealth. Skills gained from class levels remain unchanged.

Feats: A skeletal champion gains Improved Initiative as a bonus feat.

Saves: Base save bonuses for racial Hit Dice are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.


ORLY?
I'm making a wizard that'll have access to 4th or 5th level spells...

(unfinished) backstory for Unk:

Unk has forgotten his human name. He was kidnapped and brought to Albarath when he was still young, and he was beaten whenever he mentioned the name his parents gave him. He quickly learned that serving the will of Albarath was his only option for survival. Luckily for Unk, he had qualities Albarath wanted.
Unk was the first of those kidnapped that was both smart enough to train and healthy enough to survive the goblin's nearly inedible food.
Raised by Albarath and the goblin cultists, Unk learned both the arcane arts and cruelty. As Unk grew, so did his power and the importance of what he was entrusted with. Unk made sure to research the few magical objects that the goblins managed to scavange, but he realized that he needed to either risk going on a raid in order to ensure that they actually bring back a wizard's tome intact for once, or he had to risk striking a bargain with something from another plane. Unk chose the latter. Too many goblins had burst into flames attempting to steal stronger magic from stronger wizards, but Unk didn't know anyone who made a deal with a devil. Fortunately (or more likely, unfortunately) Albarath had books in his library about devils.
Unk eventually called an Imp out of hell and bound it to serve him. Wary of the imp's advice on the matter, Unk now searches for ways to bind outsiders, to learn from them, and to bend them to his master's will.


cartmanbeck wrote:
JustAnotherSwordsman wrote:

OK I know I was saying a swordsman sounds fun, but instead:

Meet... The Orc Named Felzac

He encountered the Tower while out happily chasing little Goblins. He felt pulled by it. It took over him. The way he sees it, the tower likes two things: blood and servants. And thus his motto "Stick them in a bag and drag to the tower. They serve the tower or they meet my Greatsword" (Edited for clarity)

I can't find a good class for this (essentially all he does is bag unconscious people, so wouldn't any melee class work? And then when the fight is over, he could go around bagging people and drag them back to the Tower?)

I would recommend the Strangler archetype for the Brawler which would let you be all nice and martial, and when you feel like someone would be useful to the tower, pin them, instantly knock them out with Sleeper Hold, stick 'em in a bag and drag them back. You might want to take a single level in Fighter or Barbarian to get Martial Weapon Proficiency so you can use your greatsword during most combat.

Thanks for that. Felzac, Fighter level 2 and Strangler level 4. Fluff down, crunch/alias to come.


Alias down. Crunch still to come


Here is Bogdirt, the Most Beliefing.

Sczarni

This is actually a neat idea. I have something very lowkey in mind, as a minion. Probably something level 8, because prestige class, but actually won't "fight" invaders. No, no, we deal with them and keep our hands clean. Probably a Norgebor follower whom someone ratted him out and he needs a new home. And that home needs a minion! Win/Win


My minion submission is Malik Ammon, former human lore oracle turned psychic vampire. I'm not posting a full crunch (though I can do so if desired), but instead opted to give a high level/broad strokes view of it since I figure I'd want to change stuff based on group composition anyway Looking back over the thread, it looks like a full crunch is desired, so I'll work that up and post it in the next couple of days. I'll create an alias if selected.

Crunch Highlights:
Basic idea: Cha for everything character
- At least 5 levels of oracle (Psychic Searcher), preferably at least 7 so I can get the Mental Acuity mystery
- Psychic vampire template (CR +2)
- Possibly 2 levels of antipaladin if a) Cha stacks on saves and b) that's not too cheesy
- Mystery: Lore
- Curse: Site-bound? (link, need to scroll down/search) Seems super flavorful, but I think being undead might negate all the penalties (I'd be open to modifying it though). If that's too gimicky, Powerless Prophecy seems interesting or I could just do Haunted.
- Alignment: I'd prefer for him to be LE, but RAW Anti-paladin has to be CE, which I don't really understand.

Party Role: Malik is not meant to be damage oriented. Instead, in combat he's hopefully going to be more buff/debuff and/or healing focused. I'm also going to be taking the mystery that gives me all the symbol spells, so I plan for him to go around casting wards in various places on the tower. Skill wise, he's going to have high face skills, so he could be a recruiter, and also pretty good knowledge skills since he's rather bookish. He can also possess small objects to go scouting or possibly pretend to be a magical sword when heroes come and then attack them when they try to use it against the other minions

Future Plans: The main thing is that (so long as it fits in the story/with being a minion) I'm considering trying to move towards the Dread Vampire template. It will depend on if I think I can make it fit with Malik's character while still making him minion-y

Fluff:
Malik Ammon was born the son of a minor noble family in Pashow. As they were one of the family responsible for overseeing the military and guards of the city, they were often looked down upon by the more influential merchant families who negotiated selling the sun-orchid elixir. This fact was a constant thorn in the side of his proud father Fari, who coped with a mixture of denial and intense dedication to his work to prove his worth, often at the expense of his family. As such, Fari's shame was great when he began to realize that the strong warrior son he had dreamed of was instead a sickly bookworm. He, of course, dealt with this in a similar way to how he handled other truths he didn't wish to face and quickly took to ignoring his first born and attempting to produce a more worthy heir.

Fari had not yet been successful in producing another offspring when Pashow started to have troubles with oddly aggressive goblin incursions. He, of course, took this as a personal insult and dove in to squashing this menace with an almost fanatic zeal. The "goblin" response was to kidnap the now 5 year old Malik as a hostage. The plan to use Malik to lure Fari into a "meeting" would have failed if not for the love of his mother Zahra, who managed to convince Fari that it would bring greater shame upon him if he let his own son die. Luckily for her, Fari was not a smart man (after all, it never occurred to him that these were odd tactics for a goblin), and luckily for the goblins, Fari shared very little of his work with his wife. With Albarath's guidance, the goblins ambushed Fari and the couple of men in his entourage when he came out to negotiate, earning themselves a reprieve from his efforts to find and kill them as well as a new student for the tower.

Some time later, it became clear that Malik had little talent for the arcane arts. An even shorter time later it became clear that he had about as much of a talent for the martial arts. He was about to be assigned the role of librarian (though this might have been a euphemism for the role of dead or undead minion if we have more of those) when he somehow managed to connect to Albarath's desire for knowledge, gaining the ability to cast a different type of magic than what had been initially taught. Or he can get his powers from another source and just think that Albarath granted him his powers. Now that the seeds of magic had been planted, the great spire had a means to teach the young Malik.

Malik made steady progress learning new spells, though he was somewhat frustrated that he was able to remember fewer spells than some of his wizarding siblings despite trying to write them down in his own notebook. A few other children told him he'd make faster progress if he spent less time reading and more time practicing, but he ignored them. Albarath's knowledge had granted him his abilities, so more knowledge would grant him more. Though admittedly, it was a decision he questioned as he lay dying a few thousand feet from Albarath. It had been his first mission to leave the immediate vicinity of his home for the past couple of decades and immediately he had begun to feel uneasy. Dismissing it, he pushed on. Not long later he ran into an adventuring group and quickly, too quickly, defeated. Clutching at the wound in his abdomen where his life was slipping between his fingers, in a last act of defiance he threw his body into a nearby pond. They would not get access to the magical equipment his master had entrusted with him. But even as the water began to fill his lungs, he fought it. He hadn't made nearly enough progress through the library. He hadn't done nearly enough. He hadn't yet repaid all that he had been given. He continued to fight as everything went black.

He woke up some time later back in Albarath, his body (or rather his gear) having been retrieved by a second group. Convinced the mighty tower had saved him, he doubled down on his efforts to prove his worth to the spire. He quickly discovered that his "new" body was much more resilient than his old one. His hunger for knowledge had also increased, though in a much less metaphorical way than before which caused his needs to further align with the goals of Albarath. Given a literal second chance, he was determined not to squander it by falling a second time.


Rough draft idea here: A thuvian adventurer who came to challenge the tower reanimated and stripped of all memory from his past life. Now he faithfully serves a necromancer, protecting the tower from meddlesome do-gooders. I went with CR 7 but that's by no means set in stone.

Tentative Statblock:

Human skeletal champion fighter 5 (Pathfinder RPG Bestiary 252)
NE Medium undead
Init +6; Senses darkvision 60 ft.; Perception +12
--------------------
Defense
--------------------
AC 23, touch 12, flat-footed 21 (+9 armor, +2 Dex, +2 natural)
hp 49 (7 HD; 2d8+5d10+5)
Fort +4, Ref +3, Will +7 (+1 vs. fear); +2 racial bonus vs. hot climate, +2 racial bonus vs. poison or distraction abilities of swarms
Defensive Abilities channel resistance +4; DR 5/bludgeoning; Immune cold, undead traits
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee greatsword +12/+7 (2d6+9/19-20) or
. . 2 claws +5 (1d4+2)
Special Attacks weapon training (heavy blades +1)
--------------------
Statistics
--------------------
Str 19, Dex 15, Con —, Int 10, Wis 12, Cha 10
Base Atk +6; CMB +10; CMD 22
Feats Furious Focus[APG], Improved Initiative, Iron Will, Power Attack, Quick Draw, Two-handed Thrower[UC], Vital Strike, Weapon Focus (greatsword), Weapon Specialization (greatsword)
Traits armor expert, seeker
Skills Acrobatics -2 (-6 to jump), Climb +4, Disguise +4, Intimidate +5, Perception +12, Ride +2, Sense Motive +6, Spellcraft +4, Stealth +2, Survival +5, Swim +4
Languages Common
SQ armor training 1, heart of the sun[ARG]
Other Gear full plate, greatsword
--------------------
Special Abilities
--------------------
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Damage Reduction (5/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Heart of the Sun +2 save vs. hot climate & 1 step less severe, +2 vs. poison/distraction abilities of swarms/vermin.
Immunity to Cold You are immune to cold damage.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Two-Handed Thrower Gain Str bonus when using two hands to throw a one or two-handed weapon
Undead Traits Undead have many immunities.
Vital Strike Standard action: x2 weapon damage dice.
Weapon Training (Blades, Heavy) +1 (Ex) +1 Attack, Damage, CMB, CMD with Heavy Blades


I did a bit of research about creating undead, and there's a 6th level spell for making skeletal champions.
A level 11 wizard seems a bit high, but I was thinking about 9th for lesser planar binding anyway, hmmm...

Did we figure out what Albarath's power level is? over 9000?
I think it starts at CR11 for an object of his size, right? But would it go higher due to special abilities etc?

Asking mainly because Unk should probably be at least a couple CR below the tower xD

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