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Sundakan wrote:
3/10, not as spooky as Mr Skeltal

C'mon, you can't bring out the big guns as a counter. Nothing is spookier than Mr Skeltal.


Mr. Tall
CN Large outsider (extraplanar)
Init +14; Senses blindsight 120 ft., darkvision 120 ft., true seeing; Perception +41
Aura blinding light (120 feet), fear (120 feet., DC 31)

DEFENSE
AC 42, touch 21, flat-footed 24 (+9 deflection, +9 Dex, +1 dodge, +14 natural, -1 size)
hp 372 (24d10+240)
Fort +26, Ref +26, Will +24
Immune blindness, cold, critical hits, fire, poison; Resist cold 10, sonic 10

OFFENSE
Speed 30 ft., fly 60 ft. (perfect)
Melee 2 touches +35 (10d4 Wisdom drain)
Spell-Like Abilities (CL 20th; concentration +29)
At will—greater dispel magic, greater teleport (self plus 50 lbs. of objects only), improved invisibility, light, major image, mirage arcana, rainbow pattern, scintillating pattern, screen, spell turning, symbol of insanity, wall of force

STATISTICS
Str 34, Dex 31, Con 31, Int 31, Wis 26, Cha 28
Base Atk +24; CMB +37; CMD 57
Feats Acrobatic Steps, Dodge, Great Fortitude, Improved Initiative, Improved Iron Will, Improved Lightning Reflexes, Iron Will, Lightning Reflexes, Lightning Stance, Nimble Moves, Wind Stance
Skills Appraise +30, Bluff +32, Fly +16, Intimidate +47, Knowledge (six) +50, Perception +41, Sense Motive +39, Spellcraft +30, Stealth +47, Use Magic Device +27
Languages telepathy 120 ft.
SQ visitation

ECOLOGY
Environment any land
Organization solitary
Treasure none

Dementing Touch (Su) Mr. Tall's touch drains 10d4 points of Wisdom.

Visitation (Ex) Mr. Tall appears as a hazy afterthought to its victims.
At its first visitation, creatures must make a DC 30 Will save or dismiss Mr. Tall as an optical illusion. Creatures who successfully save become startled as the figure of Mr. Tall looms over them, and become shaken.

At its second visitation, Mr. Tall effects visual and physical corruption within the surrounding inanimate objects about the victim, causing loud bursts of static rapidly oscillating orbs of light to chase victims, and producing weirdly sonorous and terrifying voices. Creatures must make a DC 30 Will save or become shaken.

At its third visitation, Mr. Tall physically enters the premises of the victim's home. Victims plagued by this visitation report being stared at by a large owl or deer with overly large, completely black eyes. Creatures must make a DC 30 Will save. Creatures who fail this save meaningfully and barely audibly gasp that it was no owl or deer, and become panicked.

At its fourth visitation, Mr. Tall effects visual and physical corruption within the victim himself. Creatures must make a DC 30 Will save and DC 31 Fort save or their faces distort into grotesque forms and their bodies become rigid and levitate into the air. Creatures who fail both saves become frightened to death (duplicating a phantasmal killer or slay living spell).

To its victims, it is said Mr. Tall occupies the unfathomable recesses of the mind, the uncertain point where memories churn and decay.


A dilapidated cabin squats within a small clearing adjacent to the Yellow Road like a menacing toad. Pushing open the hanging door brings forth the putrescence of long-rotting things and stagnant air.

Save for one room, the cabin is cluttered with well-worn detritus and the walls seem to bleed a viscous yellow, this fluid seems to have burnt impossible symbols from ceiling to floor.

Left unstained is a room with a curious-looking bath; accentuating the sterility of the room is the smell of a conspicuous chemical.
The bath appears to be angled in a way that its door-facing end is tipped into the wooden floor while its other end is elevated.

A rusting chain descends from the ceiling and coils into the bath. Tugging on this length causes a grinding noise to reverberate from underneath the cabin.

Lifting the bath itself produces a deep humanoid-sized chute with clockwork gears wrapped about the opening.
Dropping a torch into the chute exposes a cavern of chopping blades at the very bottom.


The Yellow Road is overgrown with brambles and thick, twisting thorns during the day; these thorned vines reek of the iron tang of blood, yet no blood-spatter is visible along their length.

Curiously, a confused progression of small conical mounds, their facades covered in verdigris (the mushrooms), crosses the extent of the Yellow Road. Digging into these mounds yields lost wealth, but also the thick, cloying smell of something unidentifiable.

The Yellow Road is enveloped by an eerie fog at night; the brambles and thorns retreat at night, freeing the trail from detritus, almost as if afraid.

Mildrew from the fog stains the remaining vegetation, and if licked yields the unmistakable tang of blood.

The conical mounds become yawning maws at night; the earth along their sides peeling away like an open orange. Thick thorned wooden cages are sunk into some mounds, their contents indistinguishable from the night, while others are defaced with the imprints of things clawing from the inside.


It has long been said that all legends arise from truth; that historical contortions and temporal burdens displace this absolute truth into fragments, each bearing a degree of relevance yet concealing the whole.

From such shattered perceptions continues the progression of myth, ultimately gestating as traveller's tales and stories.

The Yellow Road is one such reality that would benefit from having its origins and purpose cast into the brilliance of truth.

The Yellow Road appears a game-trail, a gash within fog-haunted redwood forest. The trail appears disused, yet recently tracked, as if carefully tended to.
The forest surrounding the Yellow Road usually manifests closely to civilisation, usually a village or town, though sometimes a large city or metropolis; the game-trail itself merges with the routes leading to and from the locale, enticing travellers to travel upon it.

It has been theorised following observation that the Yellow Road acts as a beacon of some sort, a lure dangling the worm before the fish; scenting the air around the game-trail with irresistable pheromones, as animals are irrevocably drawn to the game-trail immediately following the Yellow Road's appearance.

Those who look beyond this momentarily cause for celebration talk of oddities and aberrance. Animals seem to display unusual, jarring movements within sight of the Yellow Road; a whip-crack bending of the neck, halting steps, and repetitive actions.

Those who listen beyond the background noise of the outer forest speak of weird piping and forlorn moans of pain and despondence that punctuate the weird silence of the Yellow Road.
Attentive listeners verbalise a constant susurration of whispers, a litany of secrets spoken and impersonal ramblings that pervades the piping and moans.

Yet what is stranger still is the complete desertion of some towns; entire houses emptied with no signs of struggle and food still on plates.
The disappearance is not total, sometimes bodies are found upon the remnants of the Yellow Road; wearing no clothes yet oddly frozen, some appear to have disrobed with great haste. While other times, the bodies appear to have been dealt with great force, with massive depressions in chests, heads and extremities.

A rare few bodies are marked with unnatural sigils, symbols twisted into impossible shapes and faintly glowing yellow.


Unavoidable creepy pasta
"Somewhere in West Philadelphia, you will find an old basketball court with a single ball lying in the middle. Pick it up and start shooting hoops. After a while, a small group of hooligans will approach you and challenge you to a fight, which you must accept.

After the fight, you must go home and relay the events to your mother. She will then inform you that you have an aunt and uncle living in one of the districts of Los Angeles, and out of fear, she will send you to live there for an indefinite period of time.

With your bags packed, go to the street corner, and whistle for a cab. The cab that will pull up will bear the word FRESH on the license plate, and upon closer inspection, novelty fuzzy dice will hang in the mirror. Although you will suddenly realize that cabs like these are extremely hard to find, do not bear any thought to it. At this point you MUST point out in front of the car and say 'Yo homes to Bel Air'. You will stop in front of a mansion, and it will be sometime between 7 and 8 o'clock, even though it will feel like you've been traveling mere seconds. Get your luggage out and say 'Yo homes, smell ya later!', but do NOT turn back to face the cabby. Walk up to the door, look over your shoulder once, and then knock on the door three times.

If you follow these instructions, your life will get flip-turned upside-down."


The Dismal Room There is a stain within a certain room within that decaying house upon the hill, that animals and even monsters dare not venture near. It appears seemingly as a blotch of paint; carelessly dabbed upon the hard wooden floors, themselves rotting with neglect and age.

No one lingers for long within that room; all who hastily withdraw speak of an oppressive presence, its malign glare settling upon one's soul and laying it bare like so much useless paper.

All who have been in the room dream of rotting teeth and putrid flesh replacing the moon; that drips and shudders onto the firmament. This persists for two weeks, after which their dreams return to normal.

Sanguineum, Ex Sanguinius The City does not shy away from violence. It permeates and underlies every action and reaction. From extortion and muggings to the cruelty and barbarity of the so-called Justice Courts, violence is as much the existential reality of the City as its soul.

It was unsurprising then, when the bodies started turning up. It was the children who discovered them, floating in sewers or washed up along the harbor, rotting and drowned in a vile stench. Bloated from prolonged immersion within the Salty Drink.

To a place as violent as the City, this was nothing if not unusual; murders happened every day and accidents were always poised for the unwary and superstitious alike.

What drew the eye to these unfortunates was not so much the manner of their deaths or condition of their bodies (their state of decay notwithstanding), it was the curious nature of the marks left upon their bruised throats. To all perception and knowledgeable eye, it was almost as if the noose of a rope was left permanently imprinted upon the skin, yet the positioning of the marks suggested the physical act of strangulation.

What then, what act, could leave such massive trauma upon the body?

As ever, darker legends prevail. It is rumored that such acts, such gross violations are the means to express the unsanctionable - exsanguination to feed a perverse desire for blood. Detractors have dismissed this claim of course, the act of strangulation is so far removed from the systematic act of exsanguination that any comparison is laughable if not asinine.

These ones present an altogether different take, that the act is the means to express penance. That the method is the means to expel sin from the body. That all targeted were at least criminals - oxygen thieves.

Perhaps there is an even more horrific explanation; that all the suggestions and conjectures so put forward are correct...to a point. In the lunatic ravings of asylum inmates and the irrevocably insane can be found a singular clarity that cuts through all deceptions.

These ones offer a single theory. The act is the means to draw blood, but it is not for the base purpose of expelling sin, it is the means to derive nourishment and the means to perpetuate hate. These ones suggest that all murdered were not criminals, but members of faith. That the killer in question harbors an irrational and psychotic need to murder, having been grievously wronged in the past. That all killed were clerics. The imprint of the noose to is both to signify the irony and ignominy of their deaths.

The darkest myths claim that was taken was not blood, but something all together more precious, the soul.

Jungle of Broken Dreams Legends are replete with stories of buried treasure, sunken loot, and lost cities filled to overflowing with precious gems and gold.

Across the ages, many have dared to brave treacherous terrain, depraved foes, and wild weather, to reach otherwise viciously inhospitable locales so that their legends may soar upon currents of reputation while turning a mean profit.

Their stories are littered with inglorious failures and untimely deaths; the strands of fate cluttered with spent twine. What then could be so enticing to send otherwise competent mortals to such ignominious fates? What could so change the nature of a man?

From antiquity, tales have whispered of a hidden island, a pristine eden upon which nature is sanctified and preserved. To reach it means braving the perilous Black Maelstrom, so named due to lashing winds and crashing waves so brutal that the very color of the seas turns back.

Within this seeming tranquility lies another secret, a lost city, a remnant of a lost civilisation, perhaps a precursor to the myriad mortal races. It is said within this city lies treasure that shines as if a miniature sun settled from the firmament upon the earth.

Rumors speak of its streets as a glowing stream, a literal river of gold; of buildings encased in solid platinum, its affectation accentuated with precious gems. That even one theft of the multitudinous wealth could set up an adventurer for life, to even the Great Beyond.

However, as always, there are darker myths. The city is always abandoned; a constant consistency that permeates all tellings. The reasons behind this are unknown; creating a darkened shadow where the illumination of knowledge dares not cast its light.

For these shadows conceal horrific truths. That on the night of a full moon, everything in the city is stained with the blood of a hundred thousand sacrifices. That everything within the city glares so intently, perhaps not so much due to the inherent iridescence of gold or platinum but to the blood that covers all things.

Adventurers 'ware when exploring this cursed city.

Woeful Moon Each night for the past two weeks, the moon looks as if something has taken a bite out of it; each day, the total area consumed gets progressively bigger. To the point that the moon will be entirely devoured come the full month.

Animals are becoming increasingly agitated, attacking strangers, passerbys and any owners. Each night, the still silence is punctuated by a terrifying, piercing scream.

Blood begins to drip from trees and teeth flower in plants. Animals begin to ram themselves bodily against trees, causing their forms to explode.

Once the moon is entirely devoured, the cycle resets to the time before any of this happened; no one or thing has any memory of this event ever occurring.


The Lamentable Stair

It is said the Unending Staircase is not truly infinite; in its course throughout the infinite realities, it winds against and warps upon itself, affecting the illusion of vast dimensionality. This is evidenced in the tremendous contortions and illogical meanderings of the various satellite stairs the Staircase projects around itself like a great web.

Time bends in the wake of this compression and unknowable realms are anchored to minuscule platforms. To uncoil, to straighten these stairs is to unravel time and reality itself.

A seemingly unending series of steps descends from a black door on a little travelled section of the Staircase. Hearsay suggests these stairs are unwaveringly straight, for no visitors have survived that which festers upon this stair.

Recovered Sensoriums, retrieved with great cost and at distance, articulate a great crushing depression that twists about the heart and the mind like a vice. The recordings are incredibly dark, as if light itself flees that which lurks upon this stair; not more than 10 feet is illuminated by various light sources.

Crying, pleading and sobbing permeate these recordings; lengthy suppositions are undecided as to whether the sobbing is a result of the despair effect and produced by the visitor or a condition of the stair. It is only known that the crying and pleading is carried out by an external thing and contingent upon visitation.

These archives also suggest that visitors to this stair are observed; vocalisations record visitors feeling incredibly uneasy, as if being watched. Fleeting glances out of the corner of eyes imprint a pale, featureless face upon the psyche; a memory that is affixed on the visitor.

The sobbing, pleading and crying become progressively louder though paradoxically more distant as visitors progress down the steps. And the haunting image of the face becomes more frequent.

Some archives abruptly end as a low moan overtakes the recording, while others seem blessedly free of this disturbance. As visitors descend, they become increasingly fearful, muttering vagaries of conversation and slowly rocking as they walk, run or scream down the steps.

Beyond 665 steps, visitors vocalise an intense fear that threatens to stop their heart. Recordings are inexplicably irretrievable after the 666 step is taken.

WhaT iS UPoN thE STaIR?!


Death-of-Chains

It is often expressed through parables that the long march of eons cannot sooth the wronged heart; that the impermanence of justice hardens the soul against benevolence and places it toward a path of pure vengeance, of slights repaid and violence appropriated. These parables go on to express regret and firm resolve in equal measure, that the only answer to sin is conflict. The entity Death-of-Chains is the embodiment and antithesis of this.

With name and origins lost to antiquity, those scholars interested in eschatology have pieced together some common truths. Originally believed to be a solar predating the compact that limited celestial incursion into the mortail coil and the Fall, and whose sphere of concern encompassed beatific suffering and justice, it is speculated that Death-of-Chains descended into the Depths Below to personally engage with fiends.

Possessed of a righteous fury, he laid waste to demons and devils in equal measure, bringing avenging light to those who would taint the multiverse with their despicable evil. Originally dedicated to a merciful death, even against fiends, through the long millennia this devolved into violent humiliation. Increasingly, his actions drew the attention of his superiors, who while finding it repugnant also appreciated its clarity.

Death-of-Chains was found innocent of innocence and sentenced to recanting upon the mortal coil. Equally talented as healer as he was a warrior, Death-of-Chains brought the healing light of on high to the mortals he carefully tended to, wholly committed to his renouncement.

Ironically, it was upon the mortal coil that his own light dimmed. Disillusioned with the lying and pettiness of mortals, and disappointed in the celestial agenda, Death-of-Chains once more descended into the Lower Spheres, this time to commit suicide.

Broken and writhing in suffering upon the apathetic grey ash of the Wastes, Lament found him and reshaped him, affixing great chains into his body and soul.

It is unknown how long Death-of-Chains remained the avenging dark angel of Lament, but mustering his courage, Death-of-Chains broke free of Lament and ended upon Perdition.

This was a calculated move on the part of Death-of-Chains - scholars theorise that Lament let him go a free agent, having already fulfilled his own enigmatic design and needing him no further.

Death-of-Chains learned torture through experience and sight, and when filled to the brim with this perverse knowledge, escaped to craft his vengeance. He would bring torture and prosecuted renewed violence against fiends, and discovered tyranny and oppression proved to be a very special affront to him, taking on the appellation, Death-of-Chains.
Despite his proven violence, Death-of-Chains will never harm innocents (always aware of who they are) or animals.

Death-of-Chains appears as a handsome solar, 7 feet tall, with midnight black hair and eyes, and a perpetually disapproving frown. Upon his back are the stumps of wings, whose charred pits arise the form of grasping spiked chains.

Death-of-Chains can force the emergence of spiked chains from his torso with no pain.

Death-of-Chains, CG (CN tendencies) pariah solar 25 HD Magus 12


Why this approach?
Certainly ease of use was the foremost aim and determinant. Instead of burying players beneath a cascade of numerical variables, the above hopefully offers an intuitive, streamlined approach that also shores up the perceived deficiencies of epic rules. Epic fighters, be they friend or foe, should still present as challenges and should also have abilities that scale exponentially as they advance in power.

Level Equivalency
The above makes use of the mechanics of level equivalency; that is, a 1st level epic fighter is equivalent to a 21st level character if written out in 'normal terms,' similarly, a 20th level epic fighter/10th level epic cleric deity is equivalent to 60th level.
This is so to offer power compression in a way that is at once attractive and usable. GMs and players alike should not feel daunted at the prospect of epic rules, epic play or the like.

GMs and players can design characters from scratch using these rules, or they can 'condense' any previous Pathfinder levels to allow continuation and longevity of their character.
As players hit epic levels, epic feats can be brought into play, and may be bought on a two-for-one basis. Characters still need to fulfill the appropriate prerequisites.

Creating an Epic Fighter
An epic fighter begins play with HD/2 amount of epic feats; the epic fighter will accumulate additional bonus epic feats.
It is assumed that the epic fighter meets the needed prerequisites.

Epic Feat Investiture
Epic Weapon Focus [Epic]
Prerequisite: 1st epic fighter, chosen weapon
Benefit: Add a +2 bonus to all attack rolls you make using the selected weapon.
Investiture: You can gain this feat multiple times. Its effects stack. Each time you take the feat you can apply its benefits to the same weapon.

Generating Ability Scores for Epic Characters
TABLE: ABILITY SCORE POINTS
Campaign Type | Points
Epic Fantasy | 25
Medium Epic Fantasy| 30
High Epic Fantasy | 35
Greater Epic Fantasy| 40


EPIC FIGHTER
Epic fighters exult in battles undiminished and glorify in conflicts innumerable. Where there is honour to be won and in pursuit of righteous ends, they lend their swordarms to valourous war. Where exists the desire to end the world, epic fighters are the annihilating blades, the purging avatars of destruction. There is no threat they cannot best, and, ever victorious, they stand invincible in conviction and strength.

Alignment: Any.

Hit Die: d10.

Class Skills
The epic fighter's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier.

Epic Fighter
Level | Base Attack Bonus |Fort Save | Ref Save | Will Save | Special
1st | +21/+16/+11/+6 | +12 | +7 | +7| Bonus epic feat, armour grandmastery, weapon supremacy, unwavering bravery
2nd | +22/+17/+12/+7 | +13 | +7 | +7 | Bonus epic feat, smite 1/day
3rd | +23/+18/+13/+8 | +13 | +8 | +8 | Supernal strike
4th | +24/+19/+14/+9 | +14 | +8 | +8 | Bonus epic feat, weapon supremacy
5th | +25/+20/+15/+10 | +14 | +8 | +8 | Armour grandmastery, smite 2/day
6th | +26/+21/+16/+11 | +15 | +9 | +9 | Bonus epic feat, ruinous blade
7th | +27/+22/+17/+12 | +15 | +9 | +9 | Supernal strike
8th | +28/+23/+18/+13 | +16 | +9 | +9 | Bonus epic feat, smite 3/day, weapon supremacy
9th | +29/+24/+19/+14 | +16 | +10 | +10 | Armour grandmastery
10th | +30/+25/+20/+15 | +17 | +10 | +10 | Bonus epic feat, ruinous blade
11th | +31/+26/+21/+16 | +17 | +10 | +10 | Smite 4/day, supernal strike
12th | +32/+27/+22/+17 | +18 | +11 | +11 | Bonus epic feat, weapon supremacy
13th | +33/+28/+23/+18 | +18 | +11 | +11 | Armour Grandmastery
14th | +34/+29/+24/+19 | +19 | +11 | +11 | Bonus epic feat, ruinous blade, smite 5/day
15th | +35/+30/+25/+20 | +19 | +12 | +12 | Supernal strike
16th | +36/+31/+26/+21 | +20 | +12 | +12 | Bonus epic feat, weapon supremacy
17th | +37/+32/+27/+22 | +20 | +12 | +12 | Armour grandmastery, smite 6/day
18th | +38/+33/+28/+23 | +21 | +13 | +13 | Bonus epic feat, ruinous blade
19th | +39/+34/+29/+24 | +21 | +13 | +13 | Supernal strike
20th | +40/+35/+30/+25 | +22 | +13 | +13 | Bonus epic feat, smite 7/day, weightless armour[/table]

CLASS FEATURES
The following are class features of the epic fighter.

Weapon and Armor Proficiency: An epic fighter is proficient with all weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Bonus Feats: At 1st level, and at every even level thereafter, an epic fighter gains a bonus epic feat in addition to those gained from normal advancement (meaning that the epic fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus epic feats."

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), an epic fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the epic fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. An epic fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Epic Fighter Bonus Feat List

Spoiler:
Armor Skin, Combat Archery, Damage Reduction, Devastating Critical, Dire Charge, Distant Shot, Epic Endurance, Epic Leadership, Epic Prowess, Energy Resistance, Epic Toughness, Epic Weapon Focus, Epic Weapon Specialization, Exceptional Deflection, Improved Combat Reflexes, Improved Manyshot, Improved Stunning Fist, Improved Whirlwind Attack, Infinite Deflection, Instant Reload, Legendary Commander, Legendary Rider, Legendary Wrestler, Overwhelming Critical, Penetrate Damage Reduction, Perfect Two-Weapon Fighting, Reflect Arrows, Spellcasting Harrier, Storm of Throws, Superior Initiative, Swarm of Arrows, Two-Weapon Rend, Uncanny Accuracy.

Armour Grandmastery (Ex): The epic fighter continues to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by a further -2 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 2.
Epic fighters begin play with a –4 reduction of the armor check penalty and +4 increase of the maximum Dexterity bonus. Every five levels thereafter (5th, 9th, 13th and 17th), these bonuses increase by +2 each time.

At 1st level, an epic fighter gains DR 8/— whenever he is wearing armour or using a shield. Every eight levels thereafter (8th and 16th), these bonuses increase by 3/— each time.

In addition, an epic fighter can also move at his normal speed while wearing heavy armor.

Weapon Supremacy (Ex): An epic fighter continues to master groups of weapons at a time, as noted below. Whenever he attacks with a weapon from this group, he gains a further +2 bonus on attack and damage rolls.
He begins play with a +4 bonus in his primary weapon group, a +3 bonus in his secondary weapon group, a +2 bonus in his tertiary weapon group and a +1 bonus in his quaternary weapon group.

Every four levels thereafter (4th, 8th, 12th and 16th), an epic fighter becomes further trained in another group of weapons. He gains a +2 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +2 each. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.

An epic fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the epic fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Weapon groups are defined as follows (GMs may add other weapons to these groups, or add entirely new groups):

Spoiler:
Axes: battleaxe, dwarven waraxe, greataxe, handaxe, heavy pick, light pick, orc double axe, and throwing axe.

Blades, Heavy: bastard sword, elven curve blade, falchion, greatsword, longsword, scimitar, scythe, and two-bladed sword.

Blades, Light: dagger, kama, kukri, rapier, sickle, starknife, and short sword.

Bows: composite longbow, composite shortbow, longbow, and shortbow.

Close: gauntlet, heavy shield, light shield, punching dagger, sap, spiked armor, spiked gauntlet, spiked shield, and unarmed strike.

Crossbows: hand crossbow, heavy crossbow, light crossbow, heavy repeating crossbow, and light repeating crossbow.

Double: dire flail, dwarven urgrosh, gnome hooked hammer, orc double axe, quarterstaff, and two-bladed sword.

Flails: dire flail, flail, heavy flail, morningstar, nunchaku, spiked chain, and whip.

Hammers: club, greatclub, heavy mace, light hammer, light mace, and warhammer.

Monk: kama, nunchaku, quarterstaff, sai, shuriken, siangham, and unarmed strike.

Natural: unarmed strike and all natural weapons, such as bite, claw, gore, tail, and wing.

Pole Arms: glaive, guisarme, halberd, and ranseur.

Spears: javelin, lance, longspear, shortspear, spear, and trident.

Thrown: blowgun, bolas, club, dagger, dart, halfling sling staff, javelin, light hammer, net, shortspear, shuriken, sling, spear, starknife, throwing axe, and trident.

Unwavering Bravery (Ex): The epic fighter gains immunity to fear (magical or otherwise).

Smite (Ex): Once per day, as a swift action, the epic fighter can choose one target within sight to smite. The epic fighter adds his Strength bonus (if any) to his attack rolls and adds double his epic fighter levels to all damage rolls made against the target of his smite. Regardless of the target, smite attacks automatically bypass any DR the creature might possess.

In addition, while smite is in effect, the epic fighter gains a deflection bonus equal to his Strength modifier (if any) to his AC against attacks made by the target of the smite.

The smite effect remains until the target of the smite is dead or the next time the epic fighter rests and regains his uses of this ability. At 5th level, and at every three levels thereafter, the epic fighter may smite one additional time per day, as indicated on Table: Epic Fighter, to a maximum of seven times per day at 20th level.

Supernal Strike (Ex): At 3rd level, the epic fighter can make devastating strikes that peel away the defenses of enemies. As a standard action, the epic fighter can declare a target within sight to make a supernal strike against. The epic fighter can choose to suppress one of the following special qualities the target possesses: damage reduction, fast healing, immunities, miss chance, regeneration, resistances, spell resistance, and turn resistance. This suppression extends for a number of rounds equal to his Con modifier.

Every four levels thereafter (7th, 11th, 15th and 19th), an epic fighter can suppress an additional special quality for the above number of rounds, to a maximum of 5 suppressions at 19th level.

Ruinous Blade (Ex): The weapons of the epic fighter are imbued with properties that can strip away a creature's damage reduction. The epic fighter can choose to make an aligned and magic strike, or can choose to emulate a material or damage type to all his attacks. Only the one enhancement can be in effect at a time, though changing the ability is a move action. Such effects are continuous.

Every four levels thereafter (10th, 14th, and 18th), an epic fighter can augment his weapon with another ability, to a maximum of 4 enhancements continuous at a time.

Damage type attacks can be as bludgeoning, piercing, slashing, adamantine, cold iron, or silver (with no damage penalty).

Weightless armour (Ex): The armour worn by the epic fighter does not impose an armor check penalty, speed reduction, or maximum Dexterity bonus to Armor Class.


I'm actually rather looking forward to this; I'm probably an aberration in that I liked both AvP movies. While not exactly well made, they were at least entertaining. I'll just need to rope some friends into seeing this for the evillulz.


I actually liked the earlier episodes a lot more than the current fare, though I do agree, Supernatural does kick arse; speaking of which, the various entities are rather weak.


Cold weather for one
Rabid and annoying dogs

John, also sorry for your loss, our prayers are with you.


Orthos wrote:
The Eldritch Mr. Shiny wrote:
Sharoth wrote:
The Eldritch Mr. Shiny wrote:
It's been around 95 degrees here in Ticonderoga, New York. Apparently, the heat makes people do strange things. Case in point: upon walking into the kitchen this afternoon, I was greeted by the sight of my girlfriend stuffing ice cubes into her bra. She gave me a look, as if to say, "What?" and put a few more ice cubes in.
~laughter~
That was pretty much my reaction.
... wow. Just wow.

Pics or it didn't happen :P


It was a mild 4 degrees celsius this morning (in Melbourne; 1 degrees celsius where I am at).

The hilarious (that is really not the appropriate word) thing is that, over summer it will climb to over 40 degrees celsius.

Unpredictable weather patterns ensue.


Some things are just meant to die; and stay dead. The Dead appear much as they do in life; albeit with frigid extremities and with dead eyes staring.
They may be left in their original state of dress, clothed in adventurer's attire or may be draped in funereal finery.
Despite their all too mortal appearance, the Dead encompass all aspects and spheres of absolute death.

Creating a Dead
"Dead" is an acquired template that can be added to any creature type (hereafter referred to as the victim).
A dead replaces all the base creature's statistics and special abilities with the ones below.

CR: Original creature/0

AL: Soylent green

Type: The victim's type changes to dead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.

Senses: The victim experiences tunnel vision.

Armor Class: The victim's natural armor bonus improves by +6.

Hit Dice: Decrease all current and future Hit Dice to 0.

Speed: Reduce all movement modes to none, and reduce all speeds to 0.

Melee: The victim has no means of attack whatsoever and is unable to ever cause damage to others.

Special Attacks: A victim replaces all previous special attacks with the ones described below.

Drunker Than A Skunk (Ex): The amount of alcohol regurgitated by the victim grants it immunity to magical and nonmagical poisons. Due to a pickling effect gone wrong, the dead is at serious risk of spontaneously exploding or emitting flatulence of such evil that all who breathe in its fumes are subject to sickness (as per the status effect) and an empowered cloudkill.

Fungus Paradise (Ex): A victim is a veritable paradise for fungi and other underground plant growth. Its entire body is covered with a fine bed of moss, mushrooms and fungi; a selection that is both palatable and edible. A constant plant growth spell (fruits of the forest) surrounds the victim.

Special Qualities A victim replaces all previous special qualities with the ones described below.

Undeath Quandary (Ex): Even though the dead is exceedingly dead, it retains some nominal aspects of undeath. It benefits from immunity to all mind-affecting effects, sleep effects, paralysis, stunning, disease, and death effects. Neither is it subject to critical hits, nonlethal damage, ability drain, or energy drain; nor is it at risk of death from massive damage. It cannot heal damage on its own. It does not need to breathe, sleep or eat.

Deader Than A Doorknob (Ex): The victim is irrevocably dead; the soul has gone off on its own merry journey and does not heed any collect call made to the afterlife by resurrection or restoration spells. Even a miracle or wish fails to elicit the appropriate grateful response.

Ability Scores: Decrease from the victim to the following ability scores, as follows: Str 0, Dex 0, Con 0, Int 0, Wis 0, Cha 0.

Skills: A victim loses all skills; it is highly unskilled, and as such should not be paid, ever.

Feats: A victim loses access to all feats.

Advancement: The victim can be rendered more dead by the simple passage of ravaging time. Various known stages include; pushed up daises, pushed up posies, became extinct, was made into curtains, dead as a herring, dead as a mutton, dead as nits, paid a debt to nature, shuffled off this mortal coil, headed for the happy hunting ground, blinked for an exceptionally long period of time, found oneself without breath, became the incredible decaying man, became worm buffet, kicked the bucket, bought the farm.


For my next trick(s), I have Captain Planet and the Dead Template all designed and statted up ;)

:D

Glad you liked it, Mothman!


Blayde MacRonan wrote:
Cesare wrote:

Nice conversion :)

It would be a shame if it had to be taken down. I'm a fan of good stat blocks.

Though I'm not quite the Drizzt fanboy that I used to be (after Transitions, I'll no longer be collecting any of the Drizzt novels as from that point on they'll be full on into the 4E era of the Realms), I too liked the conversion that was done. I was going to type that you forgot to take his Two-Weapon Defense feat and the dodge bonus from the bracers into account in regards to his AC (+1 shield and another +1 dodge bonus respectively). Or did you withhold the dodge bonus to simulate his need to activate the bracers to benefit?

That's a good point, the benefits conferred by the feat do not unnecessarily imbalance the advantages granted by the bracers; I'll go edit that in. Incidently, the dodge modifier should already be factored into his statblock :)


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Thank you kindly, all! :)
I tend to focus a lot of effort on statblocks (probably more than is necessary; it's probably because of some form of OCD lol).

Righty-o, here's take two; enjoy

D CR 17

XP 51,200
Male drow barbarian 1/fighter 10/ranger 6
CG Medium humanoid (elf)
Init +10; Senses darkvision 120 ft.; Perception +21

DEFENSE

AC 28, touch 18, flat-footed 22 (+10 armor, +6 Dexterity, +1 dodge, +1 shield)
hp 137 (1d12+10d10+6d10+34)
Fort +16, Ref +15, Will +8; +2 vs. enchantment
Immune sleep; SR 28

OFFENSE

Speed 80 ft.
Melee Icingdeath +23/+18/+13/+8 melee (1d6+6 + 1d6 cold/15–20/x2 + 1d6 cold) and Twinkle +25/+20/+15 melee (1d6+8/15–20/x2)
Spell-Like Abilities (CL 16th)
1/day—dancing lights, deeper darkness, faerie fire, feather fall, levitate
Spells Prepared (CL 3rd)
1st—calm animal (DC 14)

STATISTICS

Str 13, Dex 22, Con 15, Int 17, Wis 17, Cha 14
Base Atk +17; CMB 23; CMD 36
Feats Agile Maneuvers, Blind Fight, Combat Expertise, Combat Reflexes, Daylight Adaptation, Deft Hands, Dodge, Double Slice B, Endurance B, Greater Two-Weapon Fighting, Improved Initiative B, Improved Two-Weapon Fighting B, Mobility, Quick Draw, Spring Attack, Two-Weapon Defense, Two-Weapon Fighting B, Two-Weapon Rend, Weapon Focus (scimitar)
Skills Acrobatics +20, Climb +10, Escape Artist +8 (+10 with ropes), Handle Animal +9, Intimidate +5, Knowledge (dungeoneering) +8, Knowledge (geography) +3, Knowledge (nature) +12, Perception +21, Ride +10, Sleight of Hand +12, Stealth +21, Survival +18, Use Rope +12
Languages Common, Drow Sign, Elven, Goblin, Undercommon
SQ ambidexterity, animal companion (Guenhwyvar), armor training, bravery +3, drow traits, fast movement, favored enemy (goblinoids +4, magical beasts +2), favored terrain (cold), hunter's bond (Guenhwyvar), rage, track, weapon training, wild empathy

ECOLOGY

Environment Mithral Hall or Icewind Dale, the Sword Coast North
Organization unique (solitary) or pair (D and Guenhwyvar) or party (Companions of the Hall)
Treasure standard plus Icingdeath, Twinkle, bracers of blinding strike, onyx figurine of wondrous power, +4 mithral chain shirt

SPECIAL ABILITIES

Armor Training (Ex): D gains added protection from the armor he is wearing. While wearing his mithral chain shirt, he benefits from a further +2 armor bonus to armor class and a -2 reduced armor check penalty.

Favored Terrain (Ex): Whenever D is within tundra or otherwise glacial environments, he receives a +2 bonus on Knowledge (geography), Perception, Stealth and Survival skill checks. Likewise, he gains a +2 bonus on initiative checks when in this terrain. These benefits have not been factored into the statistics block above. While traveling through his favored terrain, D normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

Rage (Ex): With shimmering fires in his lavender eyes, D may draw upon his primal ferocity and call upon his alter persona of the Hunter, granting him additional combat prowess. D can rage for 6 rounds per day; these rages can be entered as free actions. During his rage, D gains a +4 bonus to his Strength and Constitution, a +2 morale bonus on Will saves, and a -2 penalty to Armor Class. While raged, D cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

During his rage, D has the following statistics instead of those given above; hp 171; AC 25, touch 15, flat-footed 19; Full Attack Icingdeath +25/+20/+15/+10 melee (1d6+8 + 1d6 cold/15–20/x2) and Twinkle +27/+22/+17 melee (1d6+10/15–20/x2); SV Fort +18, Will +10; Str 17, Con 19; Skills: Climb +12.

D can end his rage as a free action and is fatigued thereafter for 2 times the number of round spent in the rage.

Weapon Training (Ex): D's tutelage and training under Z and his tenure within the drow warrior academy means his proficiency with weapons greatly exceeds the norm. He receives a +2 bonus on attack and damage rolls while wielding heavy blades and benefits from a +1 bonus to attack and damage rolls while wielding light blades.

Bracers of Blinding Strike: Taken from the deceased House B Weaponmaster, Dg, this powerful magic item confers different abilities depending on the body slot it occupies.
When worn as bracers, these bracers of armor +5 give the wearer free access to the Improved Initiative feat. In addition, the wearer may, as part of a full attack option, make additional attacks at the wielder's full base attack bonus. This benefit does not stack with cumulative effects, for example, wearers with the bracers will not additionally benefit from weapons of speed or a haste spell.
When occupying the boot slot, these anklets effectively double the speed of the wearer. It likewise grants Improved Initiative as a virtual feat but disallows additional attacks. In addition, wearers gain a +1 dodge bonus to Armor Class and Reflex saves.

Icingdeath: Cold forged to a diamond edge from hard-packed ice taken from a glacier, this beautiful weapon has a silvery blade and gem-encrusted pommel. Its hilt is crafted from adamantine and is sculpted into the likeness of the toothed maw of a great hunting cat. Icingdeath is a +3 evil outsider bane keen frost band scimitar that constantly protects D from fire, extinguishing fires in its radius and hungering for more flames to absorb.

Twinkle: Presented to D from M of the H as a replacement for a lost scimitar, this priceless gift was forged by elves in the magic of the powers of starlight, moonlight, the mysteries of elven souls, rainbows and imbued with everything the elves hold dear. This +5 defending keen scimitar has a single star-cut sapphire set in its pommel and glows a softly blue when it detects danger nearby. Calling Twinkle by its name elicits a radiant sapphire shine from within, this glow trails light when D wields it in combat.


Spider-Pig CR 2

XP 200
N small magical beast (augmented animal)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +12

DEFENSE

AC 17, touch 14, flat-footed 14 (+1 size, +3 Dex, +3 natural)
hp 39 (3d10+9)
Fort +6, Ref +6, Will +2
Immune disease, poison

OFFENSE

Speed 20 ft.
Melee bite +5 melee (1d4+1)
Psionics (CL 3rd)
1st—thicken skin
2nd—animal affinity, chameleon, empathic transfer

STATISTICS

Str 13, Dex 17, Con 16, Int 11, Wis 12, Cha 19
Base Atk +3; CMB 4; CMD 17
Feats Rapid Metabolism, Up the Walls, Wild Talent B
Skills Bluff +12, Diplomacy +12, Perception +12, Stealth +6
Languages Common, Infernal
SQ cannot spiderclimb, cast-iron stomach, plopper, replace the firstborn, scent

ECOLOGY

Environment any material plane
Organization domesticated
Treasure none

SPECIAL ABILITIES

Cannot Spiderclimb (Ex): A spider-pig cannot swing from a web, nor can it spiderclimb. Whenever it chooses to or is forced to engage in such actions, the action automatically fails. There is no associated save.

Cast-iron Stomach (Ex): A spider-pig's stomach can digest almost anything without fail. The digestive enzymes and acids in its stomach is of such potency that it is equivalent to a vat of HCl. This benefits the spider-pig in several ways. A spider-pig can eat anything; from corn and slop to poisoned and diseased foods, nothing it eats is ever harmful to it. It gains immunity to poisons and disease. It is still susceptible to magical or supernatural diseases or poisons, but gains a +4 bonus to resist.

Plopper (Ex): The pig before you is wearing clothes. As your mind is blown by that, you take in other details. The pig is more handsome, and more stately than other pigs.
A spider-pig always has maximum hp. A spider-pig does not suffer from a negative CMB or CMD modifier.
A spider-pig has a +6 racial bonus to Bluff and Diplomacy skill checks.

Replace the Firstborn (Ex): A spider-pig can be adopted by adventurers. However, caution must be advised for this course of action. Deviously, a spider-pig radiates an insidious aura that to whomsoever has children, the spider-pig will replace the first-born as the favoured child. Children who were born first are now interacted with an attitude of Indifferent by their parent. The first-born must succeed on Diplomacy checks to influence their parent. Affected creatures must succeed on a DC 14 Will save. A creature that successfully saves cannot be affected again by the spider-pig's aura for 24 hours. The save DC is Constitution-based.
Three consecutive saves ensures that the creature loses interest in the spider-pig and subsequently regards it as Harry Plopper.

"Spider-pig, spider-pig.
Does whatever a spider-pig does.
Can he swing, from a web?
No, he can't. He's a pig.
Look out. He is the spider-pig!"

A spider-pig is a domestic pig that has been awakened; it previously wore clothes, it still does so. A spider-pig is usually clothed, intentionally or otherwise, in a spiderman costume (whatever that is).


Ahem, the above can be found under gullible in the dictionary...


Speaking of which, apparently if you feed aspirin to seagulls, they explode.
For science?


To preface, apologies if this thread is in the wrong sub/forum; hopefully it is, and I humbly ask that if it be moved to where it does fit if it's not. Thank you :)

Onto the main topic; I was wondering, are there/will there be any plans (or any consideration of plans, or related) for a Faces of Golarian sourcebook/supplement?
Hopefully therein will feature NPC statistics and flavour backgrounds/histories to named personages within the various existing supplements; so hopefully we'll get to see Queen Abrogail II, Lord Gyr et al with 'full' histories and written stats.

If yes, I'll buy that, I'll buy it so hard :D


You know what this thread needs more? :D

Surprised Kitty


Spanky the Leprechaun wrote:
I gotta see shaolin soccer. cool way to make this martial arts aside not a threadcrap too I reckon...

You should definitely watch it; it's made of epic win and awesome.


Thanks for the welcome, folks! :)

It's good to be back; I'm a semi-old (relatively speaking, well not really; posted back in early 2009) poster returning home.

A Happy 4th of July to you Americans!
Incidently, you can say us Aussies live in the future.


Quote:

The Bloop is the name given to an ultra-low frequency and extremely powerful underwater sound detected by the U.S. National Oceanic and Atmospheric Administration (NOAA) several times during the summer of 1997. The source of the sound remains unknown.

According to the NOAA description, it "rises rapidly in frequency over about one minute and was of sufficient amplitude to be heard on multiple sensors, at a range of over 5,000 km." NOAA's system ruled out its origin as any known man-made sound, such as a submarine or bomb, or familiar geological sounds such as volcanoes or earthquakes. While the audio profile of the bloop does resemble that of a living creature, the system identified it as unknown because it was far too loud for that to have been the case: it was several times louder than the loudest known biological sound (that of the blue whale).

So, uh, Cthulhu rising?...

Given that we really haven't explored the ocean depths much at all, it is highly plausible and possible that we're looking at a completely new species, monster even.

It is also highly suspect and unusual why, if it is a monster, we have not heard more from it; however, even whales and dolphins do not telegraph or advertise their presence much at all. Some scientists are of the opinion that the sound produced by the Bloop more than resembles an organic signature. IIRC, a scientist who initially speculated that the sound could be that of an ice calving has apparently reframed his opinion to that of 'animal in origin.'

H.P. Lovecraft also appears to have been psychic...

Bloop wrote:


50° S 100° W (a remote point in the south Pacific Ocean west of the southern tip of South America)
R'lyeh; HP Lovecraft wrote:
47° 9 S 126° 43 W 47.15° S 126.717° W / -47.15 ; -126.717 in the southern Pacific Ocean
R'lyeh; August Derleth wrote:
49° 51 S 128° 34 W / 49.85° S 128.567° / -49.85 ; -128.567
Oceanic pole of inaccessibility; the point in the ocean farthest from any land wrote:
Pacific pole of inaccessibility 48° 52.6 S 123° 23.6 W / ;48.8767° S 123.3933° W / -48.8767 ; -123.3933


Smurf?


Answers to the famous age old question, "Why did the chicken cross the road?"

Aristotle: "To actualise its potential."

Ralph Waldo Emerson: "It didn't cross the road; it transcended it."

Thomas Dequincy: "Because it ran out of opium."

Julius Caesar: "To come, to see, to conquer."

Howard Cosell: "It may very well have been one of the most astonishing events to grace the annals of history. An historic, unprecedented avian biped with the temerity to attempt such an herculean achievement formerly relegated to homo sapiens pedestrians is truly a remarkable occurrence."

Darwin: "It was the logical next step after coming down from the trees."

Rene Descartes: "It had sufficient reason to believe it was dreaming anyway."

Robert Frost: "To cross the road less traveled by."

Werner Heisenberg: "We are not sure which side of the road the chicken was on, but it was moving very fast."

Martin Luther King: "It had a dream."

James Tiberius Kirk: "To boldly go where no chicken has gone before."

Pyrrho the Skeptic: "What road?"


Well, like any other sport, the fun, or more fun, lies in playing it rather than spectating.
The lure of usury and profit is there too; it is apparently the sport with the most number of devotees.


You could have the alternate robe draw out arcana from the environs, from individuals, or from objects.
These can be stored within the robe to provide 'more power' to your spells, possibly in a fashion similar to the Empower Spell, Spell Focus et al feats.

Similarly, the object itself could be charged with inherent spells that can be expelled from the cloth, akin to what wands do. The user, of course, may need to concentrate to cast those spells.

Another idea would be to have the robe function as multiple bags of holding.


What is the Slender Man?

Any theories, possibilities, wherefores, conclusions, sightings, opinions, speculations, thoughts?


The churning of butter is akin to the whirlpool of the mind as it is stirred by the spoon of knowledge. With a dollop of faith, there is triumphant wisdom; with a dash of reason, edification upon illumination benefits all; with a pinch of hope, exultation unto the self occurs.

From butter does all these things arise; it is from butter that the greatest secrets of the multiverse can be had; it is from butter that the greatest victories may be won; it is from butter that the greatest joys may be experienced. Butter truly is one of the multiverse's greatest inventions.

Butter of Faith
Made from the condensed milk of holy cows, the cream of sanctified heifers, and added with Elysium salt, this butter stirs and invigorates the soul to act with greatest conviction and faith. Those who spread this butter upon their daily bread benefit from a combined bless, divine favour, prayer effect. The benefits are only to the tune of the minimum spell level cast, and only last for 1 minute.

Butter of Reason
The butter of reason is made in an esoteric ritual with the salt of angel's joyous tears, the cream of awakened lambs, and the milk of arcane cows. This butter when eaten provides a +1 bonus to Int and confers the benefits of identify and read magic. You additionally benefit from a temporary +5 bonus to three skills of your choice; these return with the consumption of the butter upon slices of bread or other grain products. The bonus to Intelligence is only per each tub of butter.

Butter of Hope
The most beautiful butter, this light, creamy, extremely delicious butter is made lovingly from hope, light, laughter, and the milk and cream of smiling cows. Eating it grants the nicest effects; this butter confers daylight, good hope, shield, create food and water upon the eater. Consuming the whole tub of butter acts as a heroes' feast spell. The benefits are only to the tune of the minimum spell level cast, and only last for 1 minute.

All three butters are made with the crystal clear, sweet-tasting waters of the River Oceanus, the river that traverses nearly the entirety of the Upper Planes.

The spell choices are individual (and not where stated) and the appropriate effects are picked for the situation. If all effects are needed, they are conferred, though additional effects are suspended for three rounds.


The Agonised City

Formed from the birth/death screams of an aborted atropal, the Screaming City sits within a mass of tumorous growth. Its buildings are pustules littered with seething masses of eyes, its portals maws of gnashing, twisted teeth.

The sun, itself, is a dripping necrotic heart, pulsing with unholy vigor and rhythm, its steady drone felt within the very bones of any unfortunates who dwell here. Its hypnotic caress making any inhabitants malleable and pliable.

Screams shatter through the air at irregular intervals, informing all with gross might the terrifying reality of existence. All here mutate. Into monstrosities of flesh and bone; with no discernible reason, no logical cause.

It is a prison, a jail of organs that inevitably flays all who live here.


Cracking open the Saladin Anatomy textbook once again; once more into the fray.


Heh, Brazil really seem to have squandered their chances; although the deliberate and malicious intent to cause bodily harm with their shoe spikes is grossly poor sportsmanship.

Shame about Ghana.


It is the middle of summer, and you are relaxing at home after an abnormally hot day. You have opened the windows to let in the warm gentle breeze rather than turning on the air conditioning like so many other households. Your parents have gone to pick up dinner and have informed you they won't be back for a while due to traffic congestion.

You turn on the television for the evening news and as you do so, the lights flicker. Seems like the power grid can't cope with the electricity demand. Heh.

Suddenly, a knock at the door startles you from your nap. You must have dozed off without any effort. You go to answer the door. Your parents must have taken a shortcut.

It's your friend, one who you haven't seen in a long time, five years or thereabouts. Your best friend from childhood. As you look upon your friend in mild surprise and exclaim your happiness, both in greeting and by giving your friend a hug, your friend smiles a sad little smile. Your friend asks to be invited in.

You politely inquire about whether or not your friend is hungry, your friend denotes a negative. Unable to contain yourself, you take your friend by the hand and race upstairs like old times, to chat away like you did all those years ago, all those times before. Seconds trickle by into minutes and those minutes turn into an hour.
The power goes out, not unexpectedly and you prepared a candle just in case.

Suddenly, your phone rings. Your mobile, you must have left it downstairs. With the power outrage, it must be running on a separate power grid and reception line. You go downstairs to answer. It could be your parents.
Your friend implores you to stay, you promise to return quickly.

When you answer, a stranger is at the other end of the line. A professional voice tinged with sadness and fatigue. "Hello," he says
"I'm Doctor O'Brien."

You are somewhat confused and hesitantly give a reply, "Hi, doctor, how can I help you?"

The doctor continues "I found your contact details within your friend's possessions. His/her parents are with him/her and have asked to contact you."

He pauses, "I'm sorry to say that your friend passed away recently. S/he was in a car accident and sustained massive injuries. There was nothing we could do. I'm so sorry...hello, hello? Are you still there?..."
*Click* Your mobile is out of battery.

You clutch the mobile as if it were a lifeline and cannot say anything. You turn your head to look up at the darkened staircase that leads up to the second storey. You promised your friend that you will return quickly. Yet...

What will you do?


What Lingers Here

There is a stain within a certain room that animals and even monsters dare not venture near. It appears seemingly as a blotch of paint; carelessly dabbed upon the hard wooden floors, themselves rotting with neglect and age.

No one lingers for long within that room; all (those intelligent enough) who hastily withdraw speak of an oppressive presence, its malign glare settling upon one's soul and laying it bare like so much useless paper.

All who have been in the room dream of rotting teeth and putrid flesh replacing the moon; that drips and shudders onto the firmament. This persists for two weeks, after which their dreams return to normal.

Woeful Moon

Each night for the past two weeks, the moon looks as if something has taken a bite out of it; each day, the total area consumed gets progressively bigger. To the point that the moon will be entirely devoured come the full month.

Animals are becoming increasingly agitated, attacking strangers, passerbys and any owners. Each night, the still silence is punctuated by a terrifying, piercing scream.

Blood begins to drip from trees and teeth flower in plants. Animals begin to ram themselves bodily against trees, causing their forms to explode.

Once the moon is entirely devoured, the cycle resets to the time before any of this happened; no one or thing has any memory of this event ever occurring.


Herein are some new plothooks, game hooks, urban legends, ideas et al that can be used for any horror, creepy or otherwise spooky game (or can be inserted in otherwise normal adventures).
Please feel free to share :D

The Hag

"Where are you, where are you, little miss Ann?
In the pot, stewing with Seamus and Sam
."
- children's rhyme, unknown origin

There exists within the bowels of the city a creature of fearsome reputation and hideous countenance. She is said to prey upon the orphans and the street urchins, the beggars and the destitute. Those who won't be missed, who have no one to mourn for them. It is said she consumes their bodies and eats their skin, leaving only rat gnawed bones.

Still others deny this and contend that she merely eats the bodies, flaying the skin from their hides and wears it, such that she may blend in with the 'normal' populace. And from there, she may target others to satiate her hunger and slake her thirst for blood.

Others say that she does this not out of malice but for revenge, that her children were torn from her and so she robs others of theirs. Although this does not explain why she targets the poor and impoverished.

Yet for all this, no one has actually seen her. Oh, there are claims and rumors of sightings but these are unconfirmed. She is alternatively said to be an actual hag, a dragon in disguise or a fiend. Others claim a vampire as the culprit or a ghoul.
A minority suggest it is a demigod, cursed to remain upon this mortal coil and cut off from worship or veneration. Furious, she avenges herself by eating innocents, to deny others what is most precious to them.

Sanguineum, Ex Sanguinius

The City does not shy away from violence. It permeates and underlies every action and reaction. From extortion and muggings to the cruelty and barbarity of the so-called Justice Courts, violence is as much the existential reality of the City as its soul.

It was not surprisingly then, when the bodies started turning up. It was the children who discovered them, floating in sewers or washed up along the harbor, rotting and drowned in a vile stench. Bloated they were from prolonged immersion within the Salty Drink.

To a place as violent as the City, this was nothing if not unusual; murders happened every day and accidents were always around the corner, poised for the unwary and superstitious alike.

What drew the eye to these unfortunates was not so much the manner of their deaths or condition of their bodies (their state of decay notwithstanding), it was the curious nature of the marks left upon their bruised throats. To all perception and knowledgeable eye, it was almost as if the noose of a rope was left permanently imprinted upon the skin, yet the positioning of the marks suggested the physical act of strangulation.

What then, what act, could leave such massive trauma upon the body?

As ever, darker legends prevail. It is rumored that such acts, such gross violations are the means to express the unsactionable, exsanguination to feed a perverse desire for blood. Detractors have dismissed this claim of course, the act of strangulation is so far removed from the systematic act of exsanguination that any comparison is laughable if not asinine.

These ones present an altogether different take, that the act is the means to express penance. That the method is the means to expel sin from the body. That all targeted were at least criminals, oxygen thieves, with none to miss them or mourn them.

Perhaps there is an even more horrific explanation; that all the suggestions and conjectures so put forward are correct...to a point. In the lunatic ravings of asylum inmates and the irrevocably insane can be found a singularity clarity that cuts through all deceptions.

These ones offer a single theory. The act is the means to draw blood, but it not for the base purpose of expelling sin, it is the means to derive nourishment and the means to perpetuate hate. These ones suggest that all murdered were not criminals, but members of faith. That the killer in question harbors an irrational and psychotic need to murder, having been grievously wronged in the past. That all killed were clerics. The imprint of the noose to is both to signify the irony and ignominy of their deaths.

The darkest myths claim that was taken was not blood, but something all together more precious, the soul.


Daemon, Malzalalim
Princeps of Gluttony
Large Outsider (Extraplanar, Daemon, Evil)
Hit Dice:
17d8+204 (280 hp)
Initiative: +13
Speed: 40 ft. (8 squares), fly 60 ft. (good)
Armor Class: 41 (-1 size, +9 Dex, +23 natural), touch 18, flat-footed 32
Base Attack/Grapple: +17/+32
Attack: Claw +27 melee (2d8+11 + bite + 1 vile)
Full Attack: 2 claws +27 melee (2d8+11 + bite + 1 vile) and 2 wings +25 melee (2d6+5 + bite + 1 vile) and bite +25 melee (4d6+5 + 1 vile)
Space/Reach: 10 ft./10 ft.
Special Attacks: Distended maw, gluttonous feast, improved grab, spell-like abilities, spells, wake of famine
Special Qualities: Damage reduction 20/good, darkvision 60 ft., disingenuous facade, immunity to acid, cold, poison and petrification, resistance to electricity 10 and fire 10, see in darkness, spell resistance 33, telepathy
Saves: Fort +22, Ref +19, Will +18
Abilities: Str 33, Dex 28, Con 35, Int 26, Wis 23, Cha 24
Skills: Bluff +31, Concentration +29, Diplomacy +35, Disguise +18 (+20 acting), Hide +26, Intimidate +31, Knowledge (arcana) +29, Knowledge (the Planes) +29, Listen +28, Move Silently +31, Search +28, Sense Motive +28, Spellcraft +31, Spot +29, Survival +8 (+10 on other planes, +10 when tracking, Use Magic Device +31
Feats: Cleave, Evil Brand[sup]B BovD[/sup], Improved Initiative, Iron Will, Multiattack, Power Attack, Vile Natural Attack[sup]BoVD[/sup]
Environment: The Wastes of Despair
Organization: Solitary
Challenge Rating: 20
Treasure: No coins; no goods; no items
Alignment: Always neutral evil
Advancement: 18-33 HD (Large); 34-51 HD (Huge)
Level Adjustment:

From the loathsome nalfeshnee to the entomic ice devil; from the horrific pit fiend to the psychotic hezrou, fiends are hideous in their evil; its abhorrence erupts from their essences like a foul gangrenous rupture. From which no light or hope emits; only an ever darkening maw, leaving only emptiness and despair.

It is often said too that fiends, who so represent evil in its singularity and completeness, are themselves intimately and always empty. That their sins are ever to gluttonously wreck ruin and worse upon mortals and immortals alike, so that they may know the base illusion of contentment.

Yet, still, there exist fiends that clothe themselves in enticing form and enrapturing flesh so as to tempt mortals, and in doing so damn them. It is not surprising, perhaps, to learn these are among the weakest of all fiendish castes. Mortals invariably react more readily and with greater ardour when challenged with a being so overwhelmingly and transparently corrupt.

In the Wastes of Despair, there are entities herein that bring this disingenuous facade to its logical conclusion. These beings, outwardly beautiful and perfect of form, represent the literal sin of gluttony. The gnawing hunger that drives sinners and innocents alike to gouge themselves on excess and sybaritic pleasures; their falls, made all the more harder.

Formed from the birth screams of the Wastes of Despair, the malzalalim number among the most ancient of the fiends that infest the Lower Realities to this day like maggots feasting upon a colossal cadaver.

Dedicated connoisseurs, these greater daemons of gluttony would consume anything and everything to the point of surfeit and waste, leaving starvation and famine in their wake.

The malzalalim are rumored to the be creations of entities known as the Anathema. As the 'signs of evil,' the malzalalim spread their malignancy via vectors and hosts, parastising others to spread their unique aspect of pure evil across creation.

Combat

Disingenuous Facade (Su): A malzalalim obfuscates the hideousness of its evil behind a unique form of glamour. Outwardly sensuous, the approachability of its evil entices the foolish and the corrupt to gorge themselves upon excess.

A malzalalim can radiate a 20-foot-radius aura of temptation as a free action. A creature in the area must succeed on a DC 24 Will save or perceive the greater daemon as Friendly, and will do all in its power to engorge itself on food. The creature will attempt to eat itself to death. The save DC is Charisma-based.

This may involve the creature repeatedly casting heroes' feast to satiate its hunger, or consuming pouch-fulls of rations at a time. Any time the creature consumes food to the point of vomiting (the limit for food is equal to the creature's Constitution score), it must succeed on a DC 30 Fort save or become sickened and nauseated (as the conditions), and take 3 points of vile damage; a successful save causes the creature to take a single point of vile damage. Any time the creature takes more damage than its Constitution score, it must save against another DC 30 Fort or die.

A creature that successfully saves cannot be affected again by the same malzalalim's aura for 24 hours. Other daemons are immune to the aura. The save DC is Constitution-based.

Distended Maw (Ex): A malzalalim despises clothes and is usually encountered naked, all but flaunting its shapely body and finely formed features. True seeing spells, however, reveal the utter wrongness and horror of the creature. A malzalalim appears as if almost cleaved in twain from throat to groin. The cut itself is stitched shut and criss-crossed by many threads of razor-wire, that flares an angry red along the edges.
A malzalalim can fracture these threads and distend its maw to reveal the utter gluttony encapsulated in its form.

A malzalalim can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 3d8+13 points of bludgeoning damage and 13 points of acid damage per round from the malzalalim's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 21). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A malzalalim is counted as a Huge creature for this ability, thusly its gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.

Gluttonous Feast (Ex): A malzalalim not only induces the sin of gluttony in others, but is also an avid disciple of its own failings. Dismissing the idea that the consumption of others grants any beneficial effects, the malzalalim consume as the ultimate act of defilement, the vilest act of hate. It can feast to produce the following effects.

Feast of Mouths: 13/day, a malazalalim can open small, viciously toothed maws in the palms of its hands or upon its wings. Its claws and wing slams deal additional bite damage.

Feast of Terror: 6/day, in full view of the victim's allies, a malzalalim can punish and defile the matter and flesh of victims to evoke startling, constricting terror in all creatures within a 30-foot radius. The victim so eaten is dealt the same damage as if passing through the malzalalim's gizzard and also 1 point of vile damage. A creature in the area must succeed on a DC 30 Will save or be affected as though by a fear spell (CL 20th). The save DC is Constitution-based.

Feast of Unmaking: A malzalalim consumes to rob victims of any hope of resurrection or revival, to savor the sweet poison of lingering fear and pain, and to consume the remaining vestiges of the opponent's soul. 1/week, a malzalalim can consume a creature to obliterate it. Creatures 'killed' in this manner are beyond any hope of resurrection or equivalent, and are disintegrated as the spell (CL 20th).

Wasteful Feast: 6/day, a malzalalim can express the utter banality of evil through the act of engorging on those slaughtered and vomiting the creature back up. Each time, the victim passes through the malzalalim's gizzard, it is dealt 13 points of acidic damage. Additionally, the victim suffers from 1 point of damage each to its Intelligence, Wisdom and Charisma scores. A malzalalim can eat and vomit the same creature 6/day if it decides to forego turning its attention on others.

Improved Grab (Ex): To use this ability, a malzalalim must hit an opponent of up to one size smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.

Spell-Like Abilities:: At will—bestow curse, blasphemy, create undead, desecrate, dispel good, greater dispel magic, greater teleport, invisibility (self only), magic circle against good, mass hold monster, mirror image, plane shift, power word stun, reverse gravity, unholy aura, unholy blight, unhallow; 3/day—blade barrier, flame strike, waves of fatigue; 1/day—destruction, earthquake, implosion, waves of exhaustion. Caster level 17th. The save DCs are Charisma-based.

Spells: Malzalalim can cast divine spells as 17th-level clerics. A malzalalim has access to two of the following domains: Destruction, Evil, Gluttony. The save DCs are Wisdom-based.
Typical Cleric Spells Prepared: 6/8/8/7/6/6/5/4/3. Save DC = 16 + spell level.

Wake of Famine (Ex): Thousands of gnashing, thrashing mouths converge invisibly around the malzalalim in a 30-foot radius. As a standard action every 1d3 rounds, the malzalalim can force these mouths to ingurgitate its surroundings. Buildings are devoured greedily and nature itself is deprived of its nutrients to be ultimately rendered barren. This is exactly as the blight spell, except everything within a 30-foot radius is affected. Damage dealt in this manner is converted into temporary hit points for the malzalalim.


Daemon, Irae
Mercenary of Wrath
Large Outsider (Daemon, Evil, Extraplanar)
Hit Dice:
13d8+130 (188 hp)
Initiative: +5
Speed: 30 ft.
Armor Class: 29 (-1 size, +1 Dex, +19 natural), touch 10, flat-footed 28
Base Attack/Grapple: +13/+27
Attack: +3 wounding glaive +25 melee (2d8+18 + 1 Con/19-20)
Full Attack: +3 wounding glaive +25/+20/+15 melee (2d8+18 + 1 Con/19-20) or 2 claws +22 melee (1d6+10 plus curse) and bite +20 melee (1d8+5 plus curse)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rotting words, spell-like abilities, spells
Special Qualities: Consuming anger, damage reduction 10/good, darkvision 60 ft., immunity to acid, cold, poison and petrification, resistance to electricity 10 and fire 10, see in darkness, spell resistance 26, telepathy
Saves: Fort +18, Ref +9, Will +12
Abilities: Str 31, Dex 13, Con 31, Int 18, Wis 18, Cha 16
Skills: Yes
Feats: Cleave, Improved Initiative, Improved Sunder, Multiattack, Power Attack
Environment: The Wastes of Despair
Organization: Solitary
Challenge Rating: 13
Treasure: No coins; no goods; no items
Alignment: Always neutral evil
Advancement: 14-26 HD (Large); 27-39 HD (Huge)
Level Adjustment:

The irae, the mercenaries of wrath, epitomise senseless hate and insatiable anger; the sin of wrath. They are the bubbling tar that poisons love and friendship. They are the intoxicating, cloying incense that festers contempt and boundless rage. Screams of torment are their fruit and the choking gasps of the dying are their wine.

Their very presence incites uncontrollable hate; there is nothing that exists that is not foe. To all, all are enemies; of vilest sort, the cruelest nature and must be extinguished.

The irae marshal across the Lower Realities, the Depths Below, for the eternal Blood Conflict, the planes-spanning war to determine and define Evil across Creation. Mercenaries through and through, loyalty is only to the highest bidder and even then, it is not unheard of for them to turn if offered a better price. To an irae, none are allies, all must be exterminated with excessive force.

Unfortunates accuse them of being traitors, the irae simply consider this as another method of renegotiation. Either way, others simply do not survive long enough to be anything other than a cursory and fleeting distraction.

The irae are also cannibals. Dismissing the idea that the consumption of the dead grants any beneficial effects, the irae consume to rob victims of any hope of resurrection or revival, to savor the sweet poison of lingering fear and pain, to consume the remaining vestiges of the opponent's soul. It is the ultimate act of defilement, the vilest act of hate.

An irae appears as a handsome humanoid of either gender; with ghostly pale skin criss-crossed with scars and fresh wounds. Their hair appears wind tossed and is an oily black; nauseating to smell. Their eyes are entirely blood-red with no pupils or irises, and when angered turn a complete black, unsettling and horrifying.
Their outermost front teeth end in fangs, eternally dripping blood and their tongues are as a serpents.
Increasingly, whispers and rumors assert this is not their true form, that what they look like are tremendous wingless serpents whose wounds bleed a choking bile, with slavering maws that drink in light, leaving only oblivion.

Consuming Anger (Su): A choking miasma of hateful rage envelops the irae. As long as this aura is in effect, an irae is always assumed to be raging (this has not be factored into the statistic block above) and is never fatigued. A remove curse or break enchantment is able to remove and dispel this rage but the irae may restore it as a free action on its next turn.
Additionally, the irae may project a magic circle against good centred on it out to a radius of 20 ft. The irae may change this to a magic circle against chaos or magic circle against law as a standard action if it so wishes.
Additionally, foes within 20 ft of the daemon must succeed on a DC Will 20 Will save or start violently attacking all within sight, their attitude changing to hostile. This attitude can only be changed with a successful DC 20 Diplomacy check at -3 penalty. A creature that successfully saves cannot be affected again by the same irae's aura for 24 hours. The Save DC is Charisma-based.

Curse (Su): A creature struck by a irae's bite or claw attack must succeed on a DC 26 Fortitude save or be infected with a vile curse known as faceless hate. The save DC is Constitution-based.

Rotting Words (Ex): An irae does not normally speak, preferring to resolutely remain mute. 3/day, however, it may pronounce such horrific words of spiteful hate that its words of wrath causes a creature to bleed from every orifice. A foe must be able to hear the irae speak though not necessary understand what is being said; it is the intent rather than the meaning that drives this power.
All within 30 feet of the irae hear a terrible chorus of whispered anguish that causes the very air to rot and stagnate, and must succeed on a DC 26 Fortitude save or permanently lose 1 Con score and 1 Wis score.

See in Darkness (Su): The irae can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

Spell-Like Abilities: At will - blasphemy, confusion, desecrate, dispel good, dispel magic, greater teleport, invisibility (self only), mirror image, plane shift, reverse gravity, unholy aura, unholy blight, unhallow; 3/day - blade barrier, flame strike, power word stun, waves of fatigue, waves of hate; 1/day - destruction, implosion, waves of exhaustion. Caster level 13th. The save DCs are Charisma-based.

Spells: Irae can cast divine spells as 13th-level clerics. An irae has access to two of the following domains: Evil, Destruction, Hate, War or Wrath. The save DCs are Wisdom-based.

Typical Cleric Spells per Day:
6/7/7/6/6/4/3/2; save DC = 14 + spell level.
0 - cure minor wounds, detect magic, detect poison, inflict minor wounds (x3); 1st - bane, cause fear, entropic shield, doom, inflict light wounds, protection from good; 2nd - align weapon, bull's strength, death knell, inflict moderate wounds, shatter, silence, undetectable alignment; 3rd - animate dead, bestow curse, contagion, deeper darkness, inflict serious wounds, invisibility purge; 4th - dismissal, divine power, freedom of movement, poison, inflict critical wounds, spell immunity; 5th - insect plague, mass inflict light wounds, slay living, symbol of pain; 6th - create undead, harm, mass inflict moderate wounds; 7th - destruction, mass inflict serious wounds.


Dinosaurs were always among my favorite animals growing up.
Hope you like/love dinosaurs!:D

Tyrannosaurus Rex
Gargantuan Animal

Hit Dice: 18d8+126 (207 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 40 ft. (8 squares)
Armor Class: 16 (-4 size, +1 Dex, +9 natural), touch 7, flat-footed 20
Base Attack/Grapple: +13/+41
Attack: Bite +24 melee (4d6+20)
Full Attack: Bite +24 melee (4d6+20)
Space/Reach: 20 ft./20 ft.
Special Attacks: Crushing bite, frightful roar, improved grab, swallow whole
Special Qualities: Low-light vision, scent
Saves: Fort +19, Ref +13, Will +8
Abilities: Str 34, Dex 12, Con 25, Int 2, Wis 15, Cha 10
Skills: Hide +0, Listen +19, Spot +19, Survival +10
Feats: Improved Initiative, Power Attack, Run, Snatch, Track, Weapon Focus (bite), Weapon Specialization (bite)
Environment: Any terrain barring glacial
Organization: Solitary or pair
Challenge Rating: 10
Treasure: None
Alignment: Always neutral
Advancement: 19-36 HD (Gargantuan); 37-54 HD (Colossal)
Level Adjustment:

Tyrannosaurus rex (L. tyrant lizard) ranks among the largest of all land carnivores. Scholars have speculated from both observation and skeletal remains that it may have measured up to 42 feet long and weighed up to a massive 7 tons; and is generally regarded as an apex predator. However, despite its enormous size and massive bulk, tyrannosaurus appears to have been a fast runner. This notwithstanding, evidence suggests that tyrannosaurus would have willingly consumed carrion, relying on its incredible constitution to protect itself from harmful bacteria and diseases.

Measurements taken from deceased remains applied with liberal applications of gentle repose have yielded skull lengths of up to 6 feet and wickedly serrated teeth; the longest measuring up to 12 inches. Scholars theorise from studying the creature at length that it possesses unusually good binocular vision.

Scholars believe that tyrannosaurus has the single most powerful bite of any terrestrial creature, that its teeth alone could exert a crushing force of more than 3,000 pounds. This indicates that its bite is so staggeringly powerful that it can impact bone; as evidenced in indentations left on the skeletons of consumed prey.

Combat

Crushing Bite (Ex): Any time that a tyrannosaurus successfully wins a grapple check against an opponent, it may deliver it's staggeringly powerful bite on its victim. A tyrannosaurus deals triple bite damage on a critical hit and its bite is strong enough to ignore the hardness of objects. The crushing bite exerts such immense force that it resolves as a melee touch attack.

Frightful Roar (Ex): A tyrannosaurus is capable of unleashing a thunderous roar every 1d4 rounds up to a radius of 60 feet, its very sound unsettling foes. Opponents with fewer HD than it and who fail a Will DC 24 check may become frightened for 4d6 rounds.

Improved Grab (Ex): To use this ability, a tyrannosaurus must hit an opponent of up to one size smaller with its bite attack. It can then start a grapple as a free action without provoking an attack of opportunity. If it grapples its foe, it can attempt to swallow the creature the next round.

Swallow Whole (Ex): A tyrannosaurus can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the tyrannosaurus' gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 14). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Gargantuan tyrannosaurus' gizzard can hold 2 Large, 8 Medium, 32 Small, or 128 Tiny or 512 Diminutive or smaller opponents.

Skills
A tyrannosaurus has a +8 racial bonus on Listen and Spot checks.

Deinonychus
Large Animal
Hit Dice: 4d8+16 (34 hp)
Initiative: +2
Speed: 60 ft. (12 squares)
Armor Class: 18 (-1 size, +2 Dex, +7 natural), touch 11, flat-footed 19
Base Attack/Grapple: +3/+13
Attack: Bite +8 melee (2d6+6)
Full Attack: Bite +8 melee (2d6+6) and 2 claws +3 melee (1d4+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved grab, pounce, rake
Special Qualities: Low-light vision, scent
Saves: Fort +10, Ref +6, Will +2
Abilities: Str 23, Dex 15, Con 23, Int 3, Wis 12, Cha 10
Skills: Hide +10, Jump +28, Listen +10, Move Silently +10, Spot +10, Survival +10
Feats: Run, Track
Environment: Warm forests, floodplains, open plains or savannah
Organization: Solitary, pair, or pack (3-6)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Large), 9-12 HD (Huge)
Level Adjustment:

Deinonychus (L. terrible claw) is a deceptively agile predator. Belying its great size - scholars contend that deinonychus grew to a length of at least 10 feet or more - increasing evidence from field observation suggests that deinonychus was capable of ambushing prey with a remarkable lightness of tread and frightening speed; and willingly accelerating to chase down prey in the event of any failed ambuscade.

Considered by sages to possess a greater intelligence than most dinosaurs, deinonychus appears to greatly favor stalking runs and stealthy ambushes.

One of the most terrifying examples was the ordeal suffered by a druid loremaster who sought to study these creatures in their native environment.
This venerable sage was shadowed for an age to determine any weakness before being subjected to an ambush. He asserts that the attack came not from the front but from the side, two simultaneous powerful charges from opposite directions onto the one target. He firmly believes that the spearhead, the only visible dinosaur was a decoy, a lure to distract and to deceive.

It is precisely this tactic that scholars accept as the greatest evidence of deinonychus working in packs, going so far to suggest that like wolves, deinonychus depended on and was rewarded by functioning as a group. Combining its intelligence and capability of teamwork, this would made deinonychus a frighteningly dangerous predator.

Combat

Improved Grab (Ex): To use this ability, a deinonychus must hit an opponent with its bite attack. It can then start a grapple as a free action without provoking an attack of opportunity. If it grapples its foe, it can attempt to rake the creature the following round. Unlike other instances of improved grab, a deinonychus may use this ability against foes of up to two sizes larger.

Pounce (Ex): If a deinonychus charges, it can make a full attack, including two rake attacks.

Rake (Ex): A deinoncycus that pounces onto a creature can make two rake attacks with its strong, wickedly curved sickle claws. Attack bonus +8 melee, damage 2d6+3.

Skills
A deinonychus has a +8 racial bonus on Hide, Jump, Listen, Move Silently, Spot, and Survival checks.

Triceratops
Huge Animal
Hit Dice: 16d8+128 (200 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 20 (-2 size, +12 natural), touch 8, flat-footed 20
Base Attack/Grapple: +12/+31
Attack: Gore +21 melee (3d8+16)
Full Attack: Gore +21 melee (3d8+16) and slam +19 melee (2d6+6) and 2 stamps +19 melee (2d6+6)
Space/Reach: 15 ft./10 ft.
Special Attacks: Powerful charge, trample 2d12+16
Special Qualities: Low-light vision, scent
Saves: Fort +10, Ref +10, Will +7
Abilities: Str 32, Dex 10, Con 27, Int 1, Wis 15, Cha 10
Skills: Listen +15, Spot +15, Survival +10
Feats: Awesome Blow, Endurance, Improved Initiative, Improved Natural Armor, Improved Natural Attack (gore), Multitattack
Environment: Flood plains, temperate plains, warm plains
Organization: Solitary, pair, or herd (5-8)
Challenge Rating: 9
Treasure: None
Alignment: Always neutral
Advancement: 17-32 HD (Huge); 33-48 HD (Gargantuan)
Level Adjustment:

Triceratops (L. three-horned face) bears the distinction of being one of the most recognisable dinosaurs in existence. In depictions of art throughout much of the world, triceratops is always popularly portrayed as being locked in ferocious combat with a tyrannosaurus. A minority of scholars have moved to question these perceptions, arguing that such illustrations would be considered anachronistic, citing their own testimony of having failed to view the two ever interacting let alone fighting to the death. That the neck frills and horns served ceremonial display and courtship ritual purposes.

Other loremasters dismiss these claims as indications of failed studies, claiming knowledge for the sake of presenting knowledge. They point to numerous treatises and grimoires that explicitly detail battles between these two titans, that tyrannosaurus would have dined on if not exclusively preyed on triceratops, that triceratops bears armarments designed specifically to deny large carnivores as tyrannosaurus, as well as the shared environments in which they inhabit.

Sages have evaluated the ponderously looking dinosaurs of measuring up to 30 feet in length, 10 feet in height and weighing up to an incredible 12 tons. Remarkably, its skull is among the largest of all land animals, growing to well over 7 feet in length and appears to be a fused mass of solid bone. Triceratops bore three horns, one of its snout and a pair of wickedly sharp horns, each measuring 3 feet long above each eye.

Combat

Powerful Charge (Ex): When a triceratops charges, its gore attack deals 5d8+21 points of damage.

Trample (Ex): Reflex half DC 29. The save DC is Strength-based.


Yasha0006 wrote:

May I suggest taking a look at the CR values assigned to the RPG Superstar Round 3 submissions?

That is the most up to date information on assigning CR to NPCs that we've seen and appears to tackle both NPCs with NPC classes and only PC classes.

Check it out.

Thanks!

Quote:
If memory serves me correctly, the CR of a character with all PC levels should be Total Level -2 + any template or other adjustments.

Did you extrapolate this from the submissions or is this a stated rule somewhere? As the submissions all seem to subscribe to the calculation that CR = class levels and any attended adjustments (either from templates or for being a more powerful race). This is the norm for calculating the CRs of PCs; NPCs on the other hand with NPC-centric classes will have lower CRs.

Quote:

Thus for Drizzt, his CR should be

17 - 2 +1 Drow = CR 16.

On the drow CR, Kae Yoss is right, its only CR+1.

I know that drow get +1 to CR, they gained this amount both in 3e and 3.5e. However, the additional CR isn't due to his race but rather for having more powerful classes than he did in 3.5e when measured against 3.5 entities.

As the Pathfinder Roleplaying Game has yet to be released, the Beta is currently used in 3.5e campaigns as it allows for edition compatibility and as the new rules are officially yet to be known or finalised; this is what I have been basing his modified CR off.

Quote:

The rule mentioning that Pathfinder characters are more powerful and can handle an encounter 1 level higher only a guideline for GMs to use when trying to determine what encounters are appropriate to use against a party of PF Beta characters using the 3.5 Monster Manuals.

That is not a specific instruction for figuring the CR of NPCs. Remember, PCs (with full wealth by level) are tougher and have a higher CR that NPCs, anyhow.

Yes, as there are no official rules of the Pathfinder monsters, Drizzt's Pathfinder CR is meant to represent his measure when compared to the previous D&D version; I have never argued or made mention that Drizzt is more powerful against Pathfinder monsters or that this is the CR he has against Pathfinder creatures. Once everything is known, his CR will be modified accordingly.

His current CR is for DMs to include him in their current 3.5e campaigns.


KaeYoss wrote:

"Adding NPCs: Creatures without racial Hit Dice are

factored into combats a little differently than normal
monsters or monsters with class levels. A creature that
possesses class levels, but does not have any racial Hit
Dice, is factored in as a creature with a CR equal to its
class levels &#8211;2. A creature that only possesses non-player
class levels (such as a warrior or adept) is factored in as a
creature with a CR equal to its class levels &#8211;3."

I really hope that will be clarified. I'm not sure if it means you just calculate the encounters overall encounter level like that or whether you adjust XP accordingly.

Ah, well, the paragraph is differentiating between individuals with 'PC-worthy' classes compared with personalities with NPC classes; even in 3e/3.5e, persons with aristocrat or warrior levels were slightly weaker overall, both for reasons of being NPCs and for possessing only NPC-centric classes.

Drizzt, while technically an NPC, does not in any way possess any NPC-specific class and so his CR is not weakened as a result and should be calculated accordingly.

Quote:

While we're at it: Do you have the passage about the +1 CR handy?

Here you are!

Pathfinder Roleplaying Game Beta, pg 299 wrote:

Power Level

Characters built using the Pathfinder RPG rules (and some of the options from the later 3.5 rule supplements) are slightly more powerful than their counterparts[...]you can treat characters that use these rules as one level higher when building challenges or choosing a published adventure.
KaeYoss wrote:

Oh yeah. But it depends on your point of view: Are CRs off now that those classes have been boosted?

Or were CRs off before because those classes were so weak?

Well, that depends on the comparison, which classes are you comparing the boosted classes to? I'll like to answer your question with another question. Is it the fighter or monk, or the cleric or druid classes. Depending on the answer given, the result will invariably be different.


KaeYoss wrote:

Another gripe: Treasure. NPCs don't have a generic treasure entry. They get combat gear, other equipment and maybe treasure - but no "standard or "triple gems, double goods, no coins", or anything like that, but "6pp, 37gp, 105sp, 20cp, 10 gems of various colour worth 10 gp, each, an ancient house inisgnia worth 300gp" or something like that.

He's not a random monster. Nothing about a named individual should be random.

No, he is not a random monster. The inclusion of his named abilities and named weapons should leave beyond doubt that he is not some random.

What I wrote for 'standard' was intended to represent his combat gear and miscellany; it was deliberately left ambiguous so as to give DMs leeway on what to include in their campaign and the chance to modify the entry according to taste and play preference. No two campaign is ever alike, and so the inclusion, representation et al of Drizzt in any game world will differ considerably from campaign to campaign.

Drizzt is known to carry miscellany on his person; from his money pouch containing variable coins to his symbol of Mielikki carved from scrimshaw. Even in his novels, exactly what he is carrying is left to the imagination and discretion/freedom of the reader to decide.


KaeYoss wrote:

There's another part (which is ambiguous) that says that the CR for NPCs with class levels is lower (and lower still for those with NPC class levels).

Plus, while the classes got a power boost (but which is more to get things more in line - clerics and druids, for example, have been weakened a bit), the players will have levels in those classes, too, so it all evens out.

Could you please bring up that passage? I'm not discounting what you are saying but due to the (admitted) ambiguity of the paragraph, its intended meaning or meanings may differ from person to person.

Another argument for augmenting Drizzt's CR is he is built with classes that have been modified and restructured rather significantly, and have a power structure that differs markedly from what they were originally.

Also, IMHO, power comparisons and by extension power boosts should not made in a vacuum; I don't think boosting the power of 'necessary' classes is also enough to warrant a downgrading of the cleric and druid.

Quote:

I know. But he blew a feat on that.

Anyway, provided drow don't get a boost, too (since their ability score modifiers aren't that much better than an elf's - in fact, with their punishing penalty on con, I'd grant all elves +2 cha in addition to int and dex; would make sense for the "beatiful, graceful elves"), the gap between normal elves and drow isn't that big any more. And if you compare them to races like dwarves, the gap becomes smaller still.

Even before, the +2 was a bit of a border case, and I don't think the drow as we know them currently would warrant a +2 LA under pathfinder.

Yes, and this has been factored into the build.

Well, since I don't actually have the new Pathfinder drow mechanics in front of me, I'm not qualified to say what the drow may be benefiting from or lacking in; in any event the intention for the LA to remain at +2 for the time being was to serve as a placeholder, and will be changed once the stats for the Pathfinder drow is known.

It may not be a stretch to see drow benefiting from bonus ability scores that stack rather than overlap like in 3e; although what you are proposing with the increase of +2 to Cha as a houserule may see the drow benefiting from further increases, for example to Str, or the addition of new unique qualities.

Quote:
Them being individuals is the main reason for me not to include organisation, advancement and environment:

Well, the idea for the inclusion of those assets was the inherent versatility in their makeup.

For example, Drizzt is unique in that he is organised along several different lines; as a solitary individual, with a companion or as a team. All of this is readily apparent in its own unique compartment as compared to descriptive text in a being's flavor. DMs using Drizzt will instantly know to who or what he travels with and can modify encounters accordingly.
I don't see the line as an abandonment of text or throw-away line, but information that the DM can access readily and easily. It is also comparatively vastly simpler than to have different statblocks for different aspects of his career or age.

The same is true for Advancement. Drizzt is primarily and firstly a character from a novel and a mechanical build second. It is not beyond reason that he is constantly evolving, both as a character personality and in power level.

While you are right in saying that Drizzt has traveled the length and breadth of Faerun, he does have a preferred home region; the Environment aspect of his build was intended to cover the region he frequents the most as opposed to where he has traveled. This argument can be made for all NPCs and to a degree PCs as well; for example, Elminster would have an Environment of Shadowdale and Szass Tam would have Thay as his Environment.

There should be no hard and fast rule to what can or can't be included in these descriptors; for example while efreeti may have an initial Environment entry of the Plane of Fire, I see the Sultan of the Efreet having a modified entry of The City of Brass.
I also readily see specific information over-riding what a 'normal representative' of the race may get.


Okay, so....I couldn't exactly find much on Maglubiyet...but that didn't deter me from building him. Hope you like my interpretation of Maglubiyet!
Up next is hopefully Vecna.

Maglubiyet
Fiery-Eyes, The Mighty One, The High Chieftain, The Lord of Depths and Darkness, The Battle Lord, The Iron One
Greater Goblinoid Deity
Symbol:
An ebony-skinned goblinoid face with glowing red eyes of sputtering flame
Home Plane: Acheron
Alignment: Lawful Evil (strong Neutral Evil tendencies)
Aliases: None
Superior: None; Ao in Abeir-Toril
Allies: The goblinoid pantheon
Foes: The dwarven pantheon, the gnome pantheon, the orc pantheon, The Seldarine, Meriadar, the Stalker
Servants: Bargrivyek, Khurgorbaeyag, Kuraulyek, Nomog-Geaya
Servitor Creatures: Barghests, daemon mercenaries, hobgoblins, goblins, winter wolves, worgs
Portfolio: Hobgoblins, goblins, war, rulership, conflict, carnage, strife
Worshippers: Hobgoblins, goblins
Cleric Alignments: LE, NE
Speciality Priests: Yes
Holy Days: Yes
Domains: Cavern, Darkness, Destruction, Domination, Evil, Trickery, War
Favored Weapon: Maglubiyet (battleaxe)

Maglubiyet
Paladin of Tyranny 25/Rogue 25/Sorcerer 15
Medium Outsider (Evil, Extraplanar, Goblinoid)
Divine Rank:
16
Hit Dice: 25d10 + 25d6 + 15d4 + 845 (1305 hp)
Initiative: +24 (+16 Dex, +8 Superior Initiative)
Speed: 60 ft. (12 squares)
Armor Class: 84 (+11 deflection, +16 Dex, +16 divine, +31 natural), touch 53, flat-footed 68
Base Attack/Grapple: +43/+75
Attack: Maglubiyet +108 melee (3d6+58 + 3d6 unholy + 1 negative + poison + 1 Con/x3 + 9d6 unholy + 3 negative + poison); or spell +96 melee touch or +95 ranged tough *Always deals maximum damage
Full Attack: Maglubiyet +108/+103/+98/+93 melee (3d6+58 + 3d6 unholy + 1 negative + poison + 1 Con/x3 + 9d6 unholy + 3 negative + poison); or spell +96 melee touch or +95 ranged touch *Always deals maximum damage
Space/Reach: 5 ft./5 ft.
Special Attacks: Aura of despair, aura of evil, cause disease 6/week, deadly touch, domain powers, salient divine abilities, sneak attack +16d6, rebuke undead, smite good 6/day, spell-like abilities
Special Qualities: Alter reality, alter size, avatar, damage reduction 45/epic and silver, darkvision 120 ft., divine aura (Will DC 47), divine grace, divine health, divine immunities, evasion, godly realm, greater teleport at will, immunity to acid and fire, improved stonecunning, improved uncanny dodge, planeshift at will, remote communication, rogue special ability (improved evasion, opportunist, slippery mind), spell resistance 100, resistance to cold, trapfinding, trap sense +6, uncanny dodge, understand, speak, and read all languages and speak directly to all beings within 16 miles
Saves: Fort +83, Ref +80, Will +77 *Always receives a 20 on saves
Abilities: Str 44, Dex 42, Con 37, Int 35, Wis 32, Cha 32
Skills: Appraise +30 (+40 with armor, +40 with leatherwork, +40 with metalwork, +40 with weapons), Balance +72, Bluff +72, Climb +77, Concentration +80, Craft (armorsmithing) +45, Craft (blacksmithing) +34, Craft (leatherworking) +45, Craft (weaponsmithing) +45, Diplomacy +64, Disguise +51 (+57 when acting in character), Escape Artist +71, Gather Information +54, Handle Animal +47, Heal +37, Hide +81, Intimidate +94, Jump +67, Knowledge (arcana) +50, Knowledge (dungeoneering) +60, Knowledge (history) +48, Knowledge (the Planes) +60, Knowledge (religion) +60, Listen +74, Perform (oratory) +14, Move Silently +81, Ride +49, Search +74, Sense Motive +68, Spellcraft +60, Spot +71, Survival +54, Tumble +70, Use Rope +71 *Always receives a 20 on checks
Feats: Arcane Strike, Awesome Blow, Cleave, Combat Brute, Combat Expertise, Combat Reflexes, Craft Magic Arms and Armor, Craft Wondrous Items, Dodge, Empower Spell, Eschew Materials B, Extend Spell, Great Cleave, Improved Bull Rush, Improved Combat Expertise, Improved Critical (martial) B, Improved Critical (simple) B, Improved Disarm, Improved Initiative, Improved Sunder, Improved Trip, Iron Will, Mobility, Power Attack, Quicken Spell, Spell Focus (enchantment) B, Spring Attack, Silent Spell, Still Spell, Sunder, Weapon Focus (martial) B, Weapon Focus (simple) B, Weapon Specialization (martial) B, Weapon Specialization (simple) B, Whirlwind Attack
Epic Feats: Craft Epic Magic Arms and Armor, Devastating Critical (battleaxe), Dire Charge, Epic Weapon Focus (battleaxe), Epic Weapon Specialization (battleaxe), Improved Sneak Attack, Lingering Damage, Overwhelming Critical (battleaxe), Penetrate Damage Reduction (adamantine), Penetrate Damage Reduction (cold iron), Spellcasting Harrier, Superior Initiative
Divine Immunities: Ability damage, ability drain, death effects, disease, disintegration, energy drain, mind-effecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment
Salient Divine Abilities: Banestrike (dwarves), Banestrike (gnomes), Banestrike (orcs), Battlesense, Call Creatures (goblinoids), Control Creatures (goblinoids), Extra Domain (Domination), Divine Battle Mastery, Divine Blast (14/day, 16 miles, 27d12 damage), Divine Dodge (66%), Divine Shield (16/day, absorbs 160 points of damage), Divine Weapon Focus (battleaxe), Divine Weapon Mastery, Divine Weapon Specialization (battleaxe), Hand of Death, Increased Damage Reduction, Increased Spell Resistance, Lord of Depths and Darkness*, Overlord (goblinoids), The High Chieftain*, Wound Enemy
*Unique Salient Divine Abilities; see below for details
Environment: Clangor, Acheron
Organization: Unique
Challenge Rating: 64
Treasure: Quintuple standard plus Maglubiyet
Alignment: Lawful Evil (strong Neutral Evil tendencies)
Advancement: ––
Level Adjustment: ––

Combat

Maglubiyet is a conniving and domineering deity. He is treacherous and oppressive, and eternally urges goblinkin on to conflict and strife, and the glory of war; he wishes to see his people destroy surface races, but for reasons of carnage and exultation in war rather than for territory. He is also paranoid, vigorously and eternally watching the rest of his pantheon for any signs of treachery or hints of betrayal.
As befits his personality, Maglubiyet, while a powerful warrior, is deceitful and perfidious in combat while remaining extremely dangerous.
He usually opens a combat surrounded by his Divine Aura set to fright and wrapped in his Divine Shield, followed by immediate castings of blacklight and darkness. He then Calls goblinoids to harass and surround his foes, all the while benefiting from the flanking options presented by these servants. If he is interested in more slaves, he will usually call on his divinity as the High Chieftain and make thralls out of his opponents. This will usually end the combat.
If members of races of opposing pantheons and foes are present, he will opt to take advantage of flanking tactics and make sneak attacks and Wound the Enemy. In this scenario, Maglubiyet will be committed to offense and so will not think twice about using his spells or spell-like abilities. He will then proceed to detonate fireballs upon his enemies followed by castings of spell-like abilities from the Cavern and Darkness domains, wrapped up with harm and implosions.
If opponents are still standing, he will then enter a time stop, and make combat attacks against his foes by triggering his Power Attack preceded by a bull’s strength. In the same time stop, he will also cast darkness or blacklight again followed by mass inflict light wounds.
He will then make another full attack coming out of the time stop with sneak attacks where able and smite foes. Maglubiyet will also attempt to selectively Hide within combat so as to further ensure that his sneak attacks are successful.
For particularly powerful opponents, Maglubiyet will more often than not begin combat with a Dire Charge, after which he will fill the area with what would otherwise amount to as distractions, goblinoids. Opponents usually expire after this initial powerful Dire Charge, but if they remain standing they become hampered and bogged down by his called servants, freeing Maglubiyet to commit further pernicious acts against his enemies. Maglubiyet will then warp reality to become Huge, invoke bull’s strength and wait the combat out with his Improved Combat Expertise and opportunistically make sneak attacks. He will then turn invisible while inducing confusion on his enemies and invoking an obscuring mist. He will then cast more of his preferred spells preceded by another smiting full attack delivering Awesome Blows. Afterwards, he will then unleash salvos of his Divine Blast.

Alter Reality (Su): Maglubiyet exerts a considerable measure of control over reality itself, and his very presence can command the very essence of the world around him.
Maglubiyet can use the wish spell and duplicate practically any spell effect as long as the effect promotes war, rulership, conflict, carnage, strife or hobgoblins or goblins. This ability costs him no XP and requires a standard action to implement.
He may cast any cure spell at will as a standard action. Applying metamagic feats to the spells requires him to forego using alter reality for 1 round for each level the feat would normally add to the equivalent spell.
As a swift action, Maglubiyet can assume any size from Fine to Colossal. This ability allows Maglubiyet to assume any proportions from the size of a grain of sand up to as much as 1,600 feet tall. Finally, Maglubiyet may create up to twenty avatars.

Domain Powers: Maglubiyet gains the stonecunning ability; Maglubiyet gains Blind-Fight and Spell Focus (enchantment) as bonus feats; Maglubiyet may smite as the supernatural ability 16/day, Maglubiyet benefits from a +16 bonus to attacks and increases his damage output by 65 points; Maglubiyet casts evil spells at +1 caster level; Maglubiyet adds Bluff, Disguise and Hide to his list of class skills; Maglubiyet gains Weapon Focus (battleaxe) as a bonus feat.

Lord of Depths and Darkness (unique salient divine ability): Maglubiyet personifies the goblinoid affinity with underground environments. He is the overlord of the snaking cavern corridors and he is the sovereign of the twisting underground caves. This mastery grants him great strength.
Firstly, Maglubiyet benefits from an improved stonecunning ability; his stonecunning is increased from a bonus of +2 to a +4 bonus on checks to notice unusual stonework. His darkvision is likewise enhanced, extending out to 120 feet, and he functions with a +8 racial bonus to Move Silently checks. All sneak attacks made by him inflict an additional +2d6 points of sneak attack damage; this has been factored into the statblock above.
His powers are further boosted by his affinity with depths and darkness. Maglubiyet may select any spell from either the Cavern or Darkness domains and cast them as quickened spontaneous domain spell-like abilities as per the Quicken Spell-Like Ability feat; for example, Maglubiyet may either elect to spontaneously cast a quickened darkness 3/day or change it into an inflict spell. Maglubiyet may also spontaneously alter the spell-like ability he casts, for example, he may spontaneously change a casting of obscuring mist into a passwall spell-like ability.
Repeated castings of spell-like abilities from the same Domain may stack, although this is at the DM’s discretion; for example, blacklight stacking with darkness.
Finally, Maglubiyet is able to see perfectly in darkness of any kind, even that created by a deeper darkness spell.

Sorcerer Spells per Day: Maglubiyet casts spells as a 31st level caster and as a 32nd level caster for evil spells. 6/9/9/9/8/8/8/6. 0 – acid splash, daze, flare, no light, resistance, touch of fatigue; 1st – alarm, burning hands (x3), ray of enfeeblement, shield, true strike (x3); 2nd – bear’s endurance, bull’s strength (x2), fox’s cunning, sap strength, spectral hand, touch of idiocy, wall of gloom, wither limb; 3rd – dispel magic, fireball (x3), haste (x3), ray of exhaustion, slow; 4th – crushing despair, damning darkness, dimensional anchor, enervation, grim revenge, psychic poison, stoneskin, wrack; 5th – dismissal, feeblemind, freezing fog, greater fireburst, quickened true strike, resonating resistance, stop heart, telekinesis; 6th – antimagic field, chain lightning, fiendish quickening, greater dispel magic (x3), repulsion, true seeing; 7th – banishment, delayed blast fireball, greater shadow conjuration (x2), reverse gravity, waves of exhaustion. Save DC = 37 + spell level.

Spell-Like Abilities: At will –– armor of darkness, blacklight, blade barrier, blasphemy, blindness/deafness, darkbolt, darkness, desecrate, detect secret doors, disguise self, disintegrate, dispel good, divine power, dominate person, command, confusion, contagion, create undead, earthquake, enthrall, false vision, find the path, flame strike, geas/quest, greater command, harm, implosion, imprisonment, inflict critical wounds, inflict light wounds, invisibility, magic circle against good, magic vestment, magic weapon, mass inflict light wounds, mass suggestion, maw of stone, meld into stone, mislead, monstrous thrall, nightmare, nondetection, obscuring mist, polymorph any object, power word blind, power word kill, power word stun, protection from good, prying eyes, screen, secure shelter, shatter, spiritual weapon, suggestion, summon monster IX (as evil spell only), passwall, time stop, true domination, unholy aura, unholy blight. Caster level 81st, caster level 82nd for evil spells. Save DCs = 47 + spell level.

The High Chieftain (unique salient divine ability): Maglubiyet is the High Chieftain of the goblinkin. He is their king and he is their oppressor. This supreme authority resolves in several ways.
First, Maglubiyet may channel his authority and supreme clout into an ability similar to the powers of a rod of epic rulership, save that it affects creature totaling 1,600 Hit Dice and only creatures with an Intelligence score of 20 or higher are entitled to a Will saving throw DC 47 to negate the effect. The ability has no limit on how long it can be used, although creatures with divine (even divine rank 0) or cosmic rank are immune; beings who successfully save against the Will DC cannot be affected by this ability for 24 hours.
Beings struck while this ability is active must save against a Will save DC 47 or be affected as though by dominate monster.
As the supreme head of the goblinkin pantheon, Maglubiyet also possesses epic combat prowess. In addition to feats granted by his divinity and Hit Dice, Maglubiyet gains a selection of bonus fighter feats equivalent to his martial class; in this case, he gains an additional eleven feats as virtual feats.

Other Divine Powers
As a greater deity, Maglubiyet automatically receives the best possible result on any die roll he makes (including attack rolls, damage, checks and saves). He is immortal.

Automatic Actions: Maglubiyet can use any Strength-based skill, any Dexterity-based skill, any Charisma-based skill, or any skill that deals with war, rulership, carnage, strife or conflict, even those he has no ranks in, as an immediate action if the DC for the task is 30 or lower. Maglubiyet can perform up to twenty swift actions each round.

Create Magic Items: Maglubiyet can create any kind of magic item that is intended for use of rulership, deals damage, incites carnage and strife, or promotes war or conflict.

Portfolio Sense: Maglubiyet senses anything that affects hobgoblin or goblin welfare sixteen weeks before it happens and retains the sensation for sixteen weeks after the event occurs. He has a similar ability to become aware of any act of war, conflict, strife or carnage where hobgoblins or goblins are represented. He is similarly aware of any act of authoritarian or dictatorial rulership by hobgoblins or goblins.

Senses: Maglubiyet can see, hear, touch, and smell at a distance of sixteen miles. As a standard action, he can perceive anything within sixteen miles of his worshippers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to twenty locations at once. He can block the sensing power of deities of divine rank 16 or lower at up to two remote locations at once for 16 hours.

Maglubiyet: Maglubiyet is an extremely narcissistic being; this is no better exemplified than by his naming of his deific weapon after himself. He is likewise possessive and paranoid, such that this weapon is always present in Maglubiyet’s hands and is never stowed away. This ensilvered +6 poisonous returning unholy power wounding battleaxe appears as a huge, bloodied black axe constantly dripping a virulent poison, and always strikes as a Huge weapon.
Any struck by the weapon in combat must make a Fort save DC 49 or become cursed with permanent blindness. Even success means that the target is blinded for 2d4 rounds; deities and cosmic entities are immune to the blindness effect.
Maglubiyet bestows upon the wielder the ability to carry out melee attacks while casting spells. Any who are not Maglubiyet who dares wield the weapon is the subject of an enhanced crushing despair effect and is wounded as if the weapon made a full attack upon itself.


the DZA wrote:
Doing a great job Ash! I was wondering what your thoughts were regarding the deities being 20 HD outsiders. I noticed you changed that and was just curious to know why.

Thank you kindly, sir! :)

That is a good question...well, I'm of the opinion that cosmic entities (a la Lords of the Nine, Demon Princes et al) of equivalent power to deities should possess HD whereas those arising from divinity don't need them.

This is also to represent the cosmic entities' personification of both the alignment ideal and "a fixed" portfolio and the deities' versatility of power, "fluidiness" of aligment and broader representation of portfolio.
For example, Bel would likely have access to both the Evil and Law domains as a Lord of the Nine, while Tempus being N(CN) need not have access to the Chaos domain or spells.


KaeYoss wrote:

Your CR is off. Drow get only +1 on their CR. The +2 is LA.

And that might change, too, in the final game.

And I don't think NPCs should get organisation, advancement and environment entries.

Actually no, this is built according to Pathfinder where the designers have qualified and quantified that since the revised classes are slightly stronger, they benefit from an additional bonus to CR; I'll bring up the relevant paragraph.

The new Pathfinder LA for drow is hard to quantify as Paizo has yet to release any solid numbers; I've basically extrapolated from what the new elves get and strapped on the abilities of the drow (Drizzt has lost the penalties of light blindness).

And why not? It actually more sense for NPCs to have them since they are unique individuals; the more information the better.