You could take one of the many diminutive fey (Sprites, Atomie, etc.) and slap a few weak spells on them. Alternatively, the Lyrakien Azata- although tiny- has some good fairy-style abilities, in addition to healing and some bright light-sparkle powers. You could just shrink it down to being diminutive, instead.
My biggest piece of advice on this is have multiple ways to solve/leave problems- if you're going to have a higher-than-expected CR monster that could end up killing a PC, make it defeatable or escapable with other means (this also fits with a horror genre- escape Camp Crystal Lake and Jason won't kill you, don't watch the Ring video and you won't die in seven days, etc. If the PCs and Players know that their actions will have consequences if they don't think out or plan, then they'll feel more worried and more at risk of death without needing to actually kill them everywhere. Depending on the way your players act, you may need to ham this up a bit- restate how a monster is slow and wouldn't be hard to outrun, or wouldn't be able to fit through an exit, or seems only to be protecting this one site, etc.
Instead of Statue, i'd recommend Fluid Form!
Meld into Stone is tricky, but you could go with Water Breathing or something like that!
I like the idea of using a stoic creature like a Sea Serpent as a 'patron', but other aquatic creatures like krakens could work for a more evil theme.
Tried this with an old faithful spell:
Hm- that's a pretty high DC to see through the explosion, if it's increasing by 5 x your Dexterity each level! I'm curious about this replacement of saves with a stealth or Escape Artist check?
I'd definitely be interested in playing- Sigil/Planescape has always been super interesting to me but I've never been able to play a game in the setting! Definitely want to play it in pathfinder, probably- I don't mind 3pp but I'd prefer none of the spheres/etc. stuff just because I always see that powergame out of control and it honestly makes it unfun to be a player around the systems.
I used these rules on a lesser scale for the world I'm working on and came up with a pretty cool gothic nation run by vampires and their forlarren slaves, inhabited by roving bands of rebellious ratfolk, kitsune, and halfling laborers and traders: https://www.worldanvil.com/w/korthos-189birds/a/karine-article?preview=1
I'm playing a halfling cabalist who uses a glaive, right now- the reach is really helpful to pop spells without provoking, so whip is nice. Cabalist is super good for just taking people down with debuffs, and the bleed damage scales quite well- you add your level to damage! Witch has plenty of spells that can make a target flatfooted to apply your bleed, too!
In order to avoid being dominated, you're going to want to pump up your will saves- Iron Will/Improved Iron Will, if that's a big thing for her character. The Defiant Luck feat tree (for humans) might also be of use to pump up her saving throws, or the Human feat "Heroic Will", which lets you make a second save against a mind-effecting affect (including domination) once per day.
Since seducer is Charisma based, the Steadfast Personality feat could bump up your will-save against Domination (among other things).
Spell Focus (Enchantment) would be good to increase your enchantment spells, though unless you take Threnodic Spell you won't be able to use those spells on vampires.
Hope this helps! I'll look for some more stuff that isn't off the top of my head later, if you'd like :)
I think that increasing the hair's reach is a bit much, and the "Emergency Petrification", though thematically awesome, seems to not fit mechanically well. I'd recommend making that Many Serpents Style features- and maybe the Gaze too- work more like bloodraging does- only active during the rage. Perhaps instead of greater/mighty bloodrage you could give a damage boost or a free condition from the gaze?
Sorry if the formatting is weird, its just copied from my google doc lol!
Blowgunner (Gunslinger Archetype):
Blowgun Specialty (Ex)
Blowgunners are not proficient in any firearms. In addition, any class feature that refers to firearms is instead applied to blowguns. This alters weapon proficiency.
Poison Use (Ex)
Deeds (The following deeds replaces Deadeye, Quick Clear, Utility Shot, Expert Loading, Lightning Reload, and Menacing Shot)
Sneak Attack (Ex)
It hasn't been tested very much yet (only on an NPC) but its what I've got :p
I think I'm planning on playing a Summoner (aasimar) with the Spirit Summoner archetype- probably taking the Heavens spirit? Winterwalker said that if we had no 18+ stats it'd be fine to rearrange them.
The eidolon will probably be a more 'scout-y' type of Eidolon, looking like some gross sea creature fusion. Though that will probably help to cover the frontliner role, it obviously won't be as good at tanking, and she won't be able to use the summon monster SpA's to actually do anything if the eidolon drops.
I rolled not very well haha. I guess I'd go with the 9/8/10/16/14/12 array, maybe making the character as a witch or maybe a spiritualist, if I'm not allowed to swap things around. Hard for me to imagine a fisherwoman without any physical prowess but she could always end up using a familiar or phantom to collect fish :p
Garbage-Tier Waifu wrote:
I was in a game where I made my gender clear on the first day and then got told it was an internet gender. (Then they proceeded to slut shame my bi character so...)
Zelgadas Greyward wrote:
Still working on it, but a la ectoplasmatist it uses lashes of deific energy as a weapon instead of a manufactured weapon, and specializes in using maneuvers with those lashes (wrapping people in ribbons, disarming their weapons with ribbons, etc.)
Working on a set of rules for a Magical Girl themed campaign I'm running involving transformation, superpowers, and direct god interaction right now. Deities and spirits in the campaign are mainly inspired by mesoamerican mythology, as well as some associated archetypes like a trickery-magic using magus, a ribbon-fighting warpriest, and a blowgun using gunslinger!
I love the symbol of blood idea!
Here's one, Cantrip style: you don't need a decanter of endless water when each (20th level?) druid or cleric can create up to 40 gallons of water every round- 400 gallons a minute per caster- at will. They could flood municipal water systems, important stores, or even flood fields and destroy food sources.