Brodert

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Another tradition that greatly helps to reduce the anexity that build while waitng for the big reveal.

Show me what you got, give me all your funny, lauch-my-donkey-off, definitely less than serious, but definitly wondrous ( or heck even Wonderous) items.

Double Rainbow

This composite Longbow +1 is crafted from a multitude of different woods and strung with 2 different bowstrings.
Arrows fired from the strings, also duped the String of the Cloud and String of the sun respectively are imbued with different abilities depending on the string.

String of the cloud: Any creature hit by an arrow fired with the string of the cloud must succeed on a DC 13 Will save or a small cloud appears above its head, showering it with heavy rain ( see weather effects) for 1d4 minutes. if the Attack was a critical hit the DC increases by 2 and the creature suffers an additional 1d6 of cold damage.

String of the sun: Any Arrow fired form the String of the sun resembles a fiery sunray, dealing fire damage instead of weapon damage. If the attack is a critical hit, the creature suffers an additional 1d6 fire damage and is illuminated as dancing lights

combined effect: Any creature under the effects of the String of the cloud that is hit by an arrow fired from the string of the sun mus succeed on a Dc 13 Will save or be dazed for 1 round. If one of the attacks was a critical hit it must make a DC 15 Will save instead or targeted by a Rainbow pattern instead. If both attacks were a critical hit it is targeted by a prismatic spray (DC 17)instead and the double rainbow breaks in half.

ok, that was a long & complicated one. I
ll come up with something shorter and funnier soon :)


Ok, by now you all should know the drill.

You can see the round 3 rules here.

In this round we want even less overlap with the real contestants than in the last round. So in addition to the "don't post before the deadline or shortly after the reveal" rules I would like to present the following options:

1. Wait until the villains are revealed and choose an image that wasn't picked by one of the Top 16.

2. Pick one of these images:

Spoiler:

#33
#34
#35
#36
#37
#38
#39
#40
#41
#42
#43
#44
#45
#46
#47
#48
#49
#50
#51
#52
#53
#54

Note: I picked these with a quick scan of the available avatars. If there is one these already is a famous golarion NPC or AP villain, i didn't know, but that shouldn't hold you back reinterpreting the image with an all new idea ( and not just rehashing the person in question)

3. Use an archetype from one of the reject threads. (extra challenge: don't use one of your own)

Like Curaigh said in the last thread this is meant to be a training thread for the contest, so try to follow all the rules of the rounds.
(If you just want to show of your awesome villain concept, I'm not gonna stop you, by extension of rule #0: Have fun)


Just thought that I might open the inevitable thread just now.
This is thought as a place to post your archetype ideas you can't submit, because you aren't top 32 for profit and feedback.

A few rules, to avoid interfering with the contest and to make sure the real contestants get all the Spotlight they deserve:

1. Don't post an archetype before the official deadline. this way no one can claim that a real submission was inspired by or stolen from this thread.

2. When the real entries are revealed please abandon this thread for at least 24 hours and give the top the attention they deserve.

3. this thread is more fun if you try to create at least one archetype as if you were a real contestant. That means that you follow all rules (including wordcount) and decide on a time before the deadline when you would have submitted it and don't touch it thereafter.

Rule 3 is in no way required to participate in this fun thread.It is just meant to give it an extra level of "role playing" In fact if you just want to post some comments without "submitting" anything, or only have ideas over word count or for bloodlines and the like feel free.
After all rule 0 is always the most important: Have FUN!.


Huzzah! Didn't suspect that! Yay for early rules.

But now I have to refrain myself from statting up archetypes in a wild frenzy just in case. Other work to do!

This will certainly mean an increase in quality for this years submissions.


Ok, since we all need to blow off a bit of steam ;)

The item that is named "Awesome item" and not "item of lame" or some other lame name
Aura moderate awesomeness; CL 13th
Slot the right slot; Price perfect; Weight none.
Description
[jedimindtrick]
This item is ablolutely awesome, It doesn't violate any of the auto-reject rules, doesn't fall into any common memes of this year or any year before, has a cool name, doesn't do anything stupid else and is awesome. It even avoids all the possible mistakes that weren't spelled out in great detail. Whoever wrote this item is a young god and should be awarded the Rpg-superstar price right now.
[/jedimindtrick]
Construction
Requirements Craft Wondrous Item, wishful thinking; Cost 1/2 of the perfect price


Ok, most of you already know the drill.

For those who don't: This is the thread where you may post the items you did not submit, and don't plan on using next year.
Please don't submit anything that might identify your real entry before the 18th.

I will try to give feedback on every entry here, and just give my
items ( there are quite a few of them) a final editing pass, to tidy them u for this.


1. Burning magic only affects 3 spells for a Oracle with only core spells (APG spells are a unknown factor)
Fireball, Flamestrike and Firestorm.
In my eyes that is not enough to make this otherwise very cool revelation worth anything. Maybe allow it to be applied to the damage dealing revelations too? (Maybe the APG adds fire damage dealing, reflex halving spells for clerics. favorably about 1 per level, that would solve the problem)

2. Oracles of fire don't get Fly as a class skill, but have a revelation that gives them a fly speed. This is not really a problem, but seems to be a change from MO, so I mentioned it.
Maybe it's just an oversight, maybe it is intended as it is. Either way I'm cool :)


If you read the If I was in the Top 32... Thread, you pretty much know the drill.

If not, well we're following the competition and creating mock-up entries for the very assignments the real contestants are given, to practice our design skills, following deadlines, wordcount etc.
This time it's , as you can read int the Round 3 Rules, "Stat up the monster concept of another Top 16 Contestant at CR 6 or less with 700 words or less" ( How strictly you follow the rules is up to you of course :) )

To avoid prowling on Top 16 territory keep the following things in mind:

Please don't stat up a top 16 monster ( at least not until the voting for round 3 is closed), instead feel free to choose any Top 17-32 or If I was in the Top 32... concept. When in doubt, ask the concept's creator before using it.

Please don't post any stat-blocks before the Round 3 deadline. ( Today 2PM PST) After that you're welcome to join anytime.

Please give the real contestants to attention they deserve and focus on commenting and reviewing their entries for the voting period.

Even if you don't wish to participate, everyone entering here is looking for feedback, so if you have something to say, feel free!


This is a placeholder thread for the time being.
It is for all those of us , who wont let them down by not being in the Top 32 and play along with the deadline and assignment game and nevertheless design a monster ( I will, it's a too good chance for exercise under controlled circumstances to let it pass).

Important:
Do not post your non-submissions here before the actual deadline has passed. And focus your feedback and comments on the real Top32, they deserve the attention and spotlight and from now on are dependent on our support and votes. This thread is just for fun and flexing some creative muscles, the real contest is elsewhere

My personal deadline for this will be Friday 8PM , 6 h after the normal deadline. let's see if I (we) can create a good monster until then.


after 1 Week of playtesting and analyzing the much discussed Summoner i've made several conclusions. I'm fairly familiar with the strengths and weaknesses of any character focused on summoning, because i've played an malconvoker over the course of 1 and a half years from level 5 to level 13.
After all things considered i think the summoner is very fine as it is. He can compete with full casters even if he lacks their diversity and damage potential. With full round casting he is a tad weaker than that and makes for a very strong support class. (the party will love him for spamming Haste and mass-buffs)
Many people are complaining about different aspects of the Summoner and even if i think he's fine and balanced their claims are not without a base. the summoner ( just like every other class) has his issues and is open to improvements. Here are my attempts at resolvoing these issues in order to make the class more fun for everyone.

Problem: with the reduced duration and 1 round casting time using Summon Monster at very low levels (1 -2) is hardly viable

this is true. with just 1 (2) rounds the summoned monster is hard pressed to make the time the summoner invested calling it count. it is possible (providing Flanking bonuses, blocking enemies etc. Also this low duration completly bars the monster from all out- of combat uses.
on the other hand with their low HP and AC they will not be able to last any longer than 1 or 2 rounds on the battlefield.

Solution(s):
1. reduce casting time. the summoner has more than enough uses of his SLA so if the first monster is gone he may just summon another without standing there for 1 full round, opening himself to attacks and prone to disruption. For possible aproaches see the next problem.

2. increase duration. You don't need to bring the min/lvl summons back. but a boost that matters at low levels would be nice.
maybe +Cha Rounds ?
free extend?

Problem: In some situation you are unable to summon anything due to 1 round casting time.
this only applies to some situations. but these situations are usually do-or-die situations.

Darkjoy wrote:
Sometimes you need to get something, anything out there fighting for you and a full round means that the rogue jumps through a wall of fire and stabs you, ruining it all.

Solution(s):

give the summoner the ability to reduce casting time, if really needed.

1. reduce the casting time of the SLA to 1 standard action - there is no problem of spamming the battlefield due to the 1 at a time restriction. so there would be no big problem except for the tactical advantages fast summoning gives (you don't have to guess the battlefields makeup for the next round)

2.
Rapid Spelllike Ability [feat]
Preq: spell-like ability with a casting time of 1 round or more
Benefit: Choose one of the creature's spell-like abilities with a casting time of 1 round or more, subject to the restrictions below. The creature can use that ability as an rapided spell-like ability three times per day (or less, if the ability is normally usable only once or twice per day).

(for the effects of rapid spell look it up in Complete divine. most importaintly the casting time of a spell taking 1 round to cast is reduced to 1 standard action

The creature can only select a spell-like ability duplicating a spell with a level less than or equal to 1/2 its caster level (round down) – 1

Special: a Summoner may apply this feat to his summon monster spell-like ability, even if he doesn't have the necessary caster level

notes:
maybe reduce the special part and introduce yet another feat
Practiced Summoner
preq: Augument Summoning
benefit: you gain +3 caster level for all conjuration(summoning) spells and effects

+3 Cl is a hefty bonus. but not so much with summon monster. it only increases duration, max. range and dispel resistance.

3. the summoner can cast his Summon Monster SLA as a standard action 1/day (2/day at 10th and 3/day at 15th level)

Problem: the summoner has way more recources than an wizard or even Sorcerer of equal level
this is true. 3+Cha summons + spells + eidolon is very much. but also very limited. but does the summoner really need so many summons?

Solution(s)
Reduce the numeber of Summon monster Sla's . The summoner won't need so many anyway. especially with the 1 summon at a time restriction. a summoner will not need more than his eidolon + 1 summon in any fight except very hard ones. (and here 2-3 summons are more than enough) So it all comes down to expected encounters per day. i think 3 is a very fair, if not a bit high number. so 3-5 Summons per day should be enough. (even leaving some for non combat summons most days)
so cha summons per day should be fine.
for those who still want more summoning again a feat might be the solution:

Extra Summons
Preq: Summoner Lvl 5
Benefit: you may use your Summon Monster SLA 3 additional times per day
Normal: a Summoner may use his Summon Monster SLa once per day for every point of charisma bonus he posesses

Problem: Armor is very powerful for Eidolons.
this was already adressed. But a "no Way" approach is not always thze best. some Eidolon concepts e.g. "Angelic Protector" somewhat require the Eidolon to wear armor. Also many players don't like if they are completely forbidden from something. still wearing armor realy makes some ridiculous ACs possible. so it should come with a big cost.

Solution(s):
limit wearing armor.
Since the eidolon is in a constant state of evolution and has a slightly different form each time summoned it can not wear armor that is not specificialy made to fit the needs of shape-shifting creatures, like armor with the Wild property or made from Karach (see below) note that the eidolon still incures nonproficiency penalties if it does not select the armor proficiency feats.

Karach ( special material)
Karach is raw chaos-stuff ( or protomatter etc. ) enchanted to remain in a somewhat stable for, jet remain a lot of it's flexibility
Karach Armor is highly priced by shapeshifting beings (like lycanthrophes), because it moves to refit their very shape.
karach armor does not prevent shapeshifting and is not torn appart. it simply refits the new form. karach armor moves with the wearer and remains flexible, its armor check penalties are reduced by 3 (minimum 1) but it also somewhat gives way to blows more easily. reduce the armor bonus of the armor by 2.
Weapons made of Karack have the tendency to shift balance and are clumsy to wield. Karack Weapons have a -1 penalty to attack rolls. Since they somewhat consist of all metals at the same time weapons made from Karach can ignore up to 5 Points of damage reduction, that can be bypassed by silver or cold iron weapons.
All items made of Karach are nearly indestructible, as seams seal themselves, broken pieces mend back together etc.
at the end of its wearers turn all items made from Karach return to full normal hitpoints, unless destroyed. Even a destroyed item will eventually heal, but this process takes 1 minute per pound of the item and only works it most of the parts of the item still exist and join up with the item (so an item made from karach can be destroyed by droping it into a pool of lava, a disintegrate spell, or preventing the pieces of the item from rejoining)
Karach in its natural state is highly unstable, every itme made of karach must be enchented to stabilize its form. So items made from Karach must be magical items. Enchanting any other item (that isn't a magical item) costs an additional 500gp.
if the item looses its magical properties (due to dispel magic or an similar effect) it is temporaly reduced to a pool of chaosmatter, but it will reform once its magical properties return.
Weapons and Armor made of Karach are always of masterwork quality and the cost are already included below
Price: I'm not shure about this. i think the mithral prices might be a good baseline. maybe a tad lower.

Stable Form [Eidolon]
Preq: eidolon, 5HD
Benefit: The eidolons evolution is more stable and produces less dramatic results. Its form is stable enough to allow for specificially fitted armor, but the Eidolon is also more limited in its evolutionary changes.
the eidolon may wear normal Armor that was specificially fitted for it. Every time the Eidolon changes form the Armor needs to be refit.
When the eidolon changes form 1/2 of its original evolution points may not be reallocated. (An Eidolon whos Summoner has just reached 6th Level may only spend 5 Evolution points. the remaining 4 must remain allocated to evolutions the eidolon already posessed)
Note that you still take nonproficiency penalties unless you also posess the appropiat armor proficiency feats
Special: you can't select this feat if you already posess the Flexible Form feat

Flexible Form [Eidolon]
Preq: eidlon, 5HD
the Eidolons form is constantly changing drastically. It is known for huge outburst of mutagenetic power. every time the eidolon spends evolution points it may choose to leave up to 3 evolution points unspent. these points may be allocated temporary to evolutions with a full round action. these Points may not be spend on the Spelllike Ability evolution
Special: you can't select this feat if you already posess the Stable Form feat

Problem: An Eidolon racking up on natural attacks has an insane damage output
this realy can get terrifying. the eidolon mostly lacks defense but especially with the pounce evolution things get nasty.

Solution(s):
1.make pounce a 2 point evolution. pounce is powerfull. It completly negates one of the main Problem of any melee fighter. sacrificing a full attack to close in.
2. limit the number of natural attacks an eidolon may posess. After all there is only so much space on an body to fiate arms or tentacles to.
for this limit there are several suggestions:
3+con (my favorite)
base forms + con
base forms + 1/3 (or 4) levels
3+ 1/3 (or 4) levels
etc.

also this gives the possibility for yet another feat:

Extra Natural Attack [Eidolon]
Preq: Eidolon, 3HD, Con 15+
Benefit: Your eidolon may posess 2 additional natural attacks

Problem: the Eidolon may not enter many settlements and remain with the summoner at all times It would be nice not to have to worry if your room is within 100ft of the satbles, if your eidolon is large and you don't want to dismiss it for the night or let it loose 50% of its HP

Solution(s)
Again a feat might be the answer:

Self Sufficient Eidolon
Preq. Summoner Lvl 1.
Benefit: your Eidolon does not loose any Hp or lower its max. Hp it is moves farther away from you than 100 ft. but the life link , life bond, transposition and bonded senses powers may only be used if your eidolon is within 1000 ft.
it can move freely everywhere as long as it remains on the smae plane as its summoner

This not only allows the eidolon to stay in the Wood with the animal companions if the party goes to town. it also allwos the summoner to use his Eidolon as a messenger or agent. Or the Eidolon of a BBEG Summoner might be a recurring Henchman / harrasment for the party.

Problem: the summoner is too focused on his eidolon. A Summoner should be able to focus on Summons
People want flexibility. This is one of the greatest appeals of the Summoner class and as many have said. they would love to have a way to focus their summoner on summon Monster Spells, with the Eidolon just being another summon for him.

Solution(s):
Give the Summoner the ability to choose between 2 focuses at level 1 . Eidolon or Summoning. the eidolon Focus is the Summoner as presented in the playtest.
the summoning focus:
A summoner with the summoning focus does not gain the Bond Senses ,Shield Ally, Greater shield Ally, Makers Call, Transpositon, Life Bond, Merge Forms, Aspect, greater Aspect and Twin Eidolon class features. Also he can not sacrifice Hp to prevent his Eidolon from dying with the life link power.
instead he gains the following class abilities:
1st level:
Otherworldly Vigor (Ex): Every creature summoned by your conjuration(summoning) spells gains fast healing 1 +1 per 3 classlevels you posess (max 5 at 15th level) this fast healing does not stack with any fast healing the creature might posess, only the higher value applies

2nd:
Masters Connection (Su): The Summoner shares the same connection with his summoned monster as with his Eidolon. this allows for giving easy and discreet commands to your summons

4th:
Augument Summoning (Ex): the Summoner gains Augument summoning as a bonus feat

6th:
Master of Summons (Ex): beginning at 6th level the duration of all your Summon Monster Spells (including your SLA) is doubled as if modified by the extend spell feat. at 10th level your summons grow more resistant to attempts to banish them. they gain a +2 bonus on Will saves and +5 on their spell resistance against protection from alignment or similar effects. at 14th level the caster level of your summon Monster Spells is treated as being 2 higher for the purpose of resisting Dispel Magic or similar effects.

8th:
Summoners transportation (su): beginning at 8th level as a standard action you may dismiss a creature summoned by your Summon Monster SLA to instantly transport you to the creatures location this ability functions as Dimension Door and is useable 1/day + 1 addititonal time for every 4 levels beyond 6th.

10th:
Bening Inhabitation(Sp): at 10th level the summoner may, as a standard action use one of his daily uses of his Summon Monster SLA to summon a spirit to inhabit him or a willing creature he is touching. the inhabited creature adds 2 points worth of evolutions to itself for 1 round per round the summoned monster would have lasted. at 18th Level the inhabited creature gains 6 evolution points

12th:
Legion summoner(Ex) at 12th level choose 1 Aligment (C,L,G,E) component not opposed to your own. everytime you summon 1 or more Creatures with that Alignment component you summon an additional creature of that type.

note:
i've excluded neutral from this list, because all animals are neutral

14th:
Siphon life (Su) at 14th level you may, as a standard action dismiss a creature summoned by your summon Monster SLa to heal 1 HP for every 3 Hp the Monster had left.

16th:
Planar Excange(Sp) at 16th level you may use your Summone Monster SLA to cast Planar Exchange, Greater, Planar Exchange or Planar Exchange, lesser instead [See Spell Compendium for the Spells]

20th:
Baleful Inhabitation(Sp)
at 20th Level you may use your benign Inhabitation class feature even on an Enemy creature. you must succeed at a touch attack and the creature is entitled to a saving throw Will DC 20+cha. If the creature fails the saving throw it gains the evolution Points but is also controlled by you as with an Dominate Monster spell. this is a mind-affecting compulsion
effect.

thoughts? comments?


Male Human ( mostly) Commoner 2 / Student 3

cant make a table, thinking of s.th. different