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It would appear you've already decided you're right. Try it, see what your DM says. Showing him this thread probably won't convince him.

Unless you're talking PFS in which case try it, then find out you're wrong.


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I added a few little things to happen in the first session that will subtely foreshadow the rest of the campaign. This is more to pat myself on the back for being so clever as I wholeheartedly expect my players not to notice or care.

Hecka spoilers abound.

During the swallowtail festival: There will be a "test your strength" game called Ogre Smash. The bell to ring will be encased in a papier mache ogre head. Win or lose, the PC will receive a comment like "Those ogres don't stand a chance!" Or "Sure hope you never have to go up against a real one!"

Instead of a set lunchtime there will be a food tent. A wizard will be putting temporary arcane marks on everyone who enters to ensure everyone only gets one plate apiece. Perceptive PCs will notice, before finding the food tent, that the majority of people in town are marked with a mysterious rune.

During local heroes: on the boarhunt with Aldern they will come across a dead boar in a dark section of the woods being devoured by an undead creature. Aldern will be horrified "Filthy undead!" The creature will give off a distinctive odor of rotting flesh and gravesoil.

Madame Mvashti will give a PC a free reading. As she gets into it she will fall into a trance and recite this poem:

You will learn from a monk, a madman and a mother
You will fight within a prison hidden like no other
You will face one god upon the face of another

She will then return to normal and speak the last line

And within the week you'll find a sweet, young lover!

At some point when speaking to Brodert Quint he will wistfully make a comment about the old light "If only those stones could talk, what secrets they would tell!"


Milo v3 wrote:
Flynn Salbenblatt wrote:
Oni and rakshasas should be more common then demons and devils because they're on golarian more and that means they're easier to use in adventures. Bestiary 5 should have a lot of them.

Don't forget Kami.

Also, I'd be happy seeing a lot more nature spirit-y type creatures that aren't fey in Bestiary 5.

This. More kami. So many more kami. 3,100 more kami. The next three bestiaries should be kami exclusive.

And dinosaurs. OMG MAKE A KAMI WITH A DINOSAUR WARD! Excuse me I need to go breath into a paper bag for a bit...


Goliath druid instead of saurian shaman is worth considering. I like it more, anyway.


31. Dinosaurs!
79. Chunk of land displaced by magic
27. Multiple races allied against a mutual foe
23. Major race’s ancient homeland
51. Powerful evil imprisoned

Almost bed time so I'll see what I can do tomorrow.


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Yep, another one of these.
My favorite part of planning a homebrew campaign is building a region chock-full of interesting plot hooks to get my players going. So… I dunno, can’t think of what else to say in the preamble. It all seems pretty self-explanatory.

Here's the rules:
1. Roll a d100 five times
2. Take the corresponding features/traits/whatevers and design a fantastic region full of adventure and plot hooks! Note that while your setting has to contain the five features you rolled, it’s not limited to those five. Go crazy if you want to!
3. If you roll two things that conflict you can either re-roll or decide your region is large enough that there are places where either of those things are true.
4. If you roll the same number twice, re-roll.
5. Bonus points for the region being part of the world you built here and incorporating the organization you created here!

When I design a region I usually use this format:

Name
Geography:
History:
Inhabitants:
Important people:
Important organizations:
Gazeteer: (descriptions of major settlements and places of interest)

But feel free to make yours however you like.


1. Difficult to enter
2. Difficult to leave
3. Major trade route
4. Undiscovered/Newly discovered
5. Difficult to map accurately (for some reason)
6. Rich in natural resources
7. Rich in unnatural resources
8. Completely lacking in an essential resource (wood, water, etc.)
9. Popular destination for settlers/tourists/etc.
10. Sane people hesitate to go there

11. Unexpected combination of terrains
12. Impressive natural formation
13. Impressive man-made formation
14. Impressive magic-made formation
15. Ancient battleground
16. Recent battleground
17. Current battleground
18. Empty ruins
19. Inhabited ruins
20. Homogenous terrain

21. Primitive tribes
22. Lost/hidden civilization
23. Major race’s ancient homeland
24. Strange local traditions/superstitions
25. Ancient enmity between two intelligent races
26. Mutual hostility between all intelligent races
27. Multiple races allied against a mutual foe
28 Melting pot of many races peacefully coexisting
29. Highly developed technology (‘cutting-edge’ for the setting)
30. Taboo to one or more intelligent races

31. Dinosaurs!
32. Friendly spirits
33. Unfriendly spirits
34. Solitary, powerful creature
35. Incursion from a good-aligned plane
36. Incursion from an evil-aligned plane
37. Incursion from a non-aligned plane
38. Regular swarms/stampedes of _____
39. Intelligent creatures that are usually unintelligent
40. Extra dinosaurs!

41. Wide open spaces
42. Cluttered/cramped spaces
43. Very high altitude
44. Very low altitude/Underground/Underwater
45. Regularly/constantly changing altitude (for some reason)
46. Multiple lakes
47. Riddled with tunnels and caverns
48. Awful lot of rivers
49. Island
50. Never enough dinosaurs!

51. Powerful evil imprisoned
52. Powerful good imprisoned
53. Important holy site
54. Powerful regional guardian
55. Ancient artifact
56. Body of a dead/sleeping <insert incredibly powerful entity>
57. Something that can reveal the truth behind a famous mystery
58. The site of a famous mystery
59. Someone/something that claims to be/people claim to be a God
60. An actual God incognito

61. Earth-related magical anomaly
62. Air-related magical anomaly
63. Water-related magical anomaly
64. Fire-related magical anomaly
65. Sound-related magical anomaly
66. Electricity-related magical anomaly
67. Negative energy-related magical anomaly
68. Positive energy-related magical anomaly
69. Time-related magical anomaly
70. Memory-related magical anomaly

71. Incredibly large tree/tower/pit/etc.
72. Someone/something from another world
73. Hidden city
74. Permanent illusions
75. Anomaly that seems magical but has a natural explanation
76. Something completely ordinary that has a sinister/strange backstory/explanation
77. Something that can be found once but never again by the same person
78. A surly, orange tabby names Fasa (Or roll again I guess)
79. Chunk of land displaced by magic
80. A vast repository of information

81. Headquarters of a powerful organization
82. Multiple, conflicting organizations
83. Strictly controlled travel
84. Magically expedited travel
85. Home to a vast conspiracy
86. The site of a famous legend
87. Subjugated local population
88. Hotly contested by outside organizations/nations/etc. (vying for something)
89. Adventuring is popular
90 Adventuring is practically unheard of

90. A new twist on a well-established trope/cliche
91. Something so horrible you have to warn people and put it in spoilers (but still follows community guidelines)
92. Something that will make people laugh when they read it
93. Obvious author-avatar
94. Based on a real-world location
95. Actual real world location displaced/overrun with magic (or something)
96. Re-roll one previous roll then roll again
97. Throw some dinosaurs in there!
98. Roll twice more
100. Pick whatever you want!


Das Korvut. Its obvious if you think about it.


I think my favorite part of this thread is that it's for crazy characters, not just powerful characters. Also happy to see public submissions are accepted. I've got an idea for a very angry Cavalier :-)


Thanks all. I'm preparing to GM an adventure that spotlights Kami and dinosaurs and thought it would be fun to give the players some thematic character creation options.

Probably not going to happen until late June so I'll be interested in that dinosaur race book. Dinosaur cultist looks cool too.


Can anyone point me towards any dinosaur themed classes, prestige classes or archetypes floating around? Paizo, homebrew or third party, doesn't matter.


I am a big fan of the onmyoji (I like kami. Did I mention?) though their shikigami is something very different from the advanced familiar candidate found in bestiary 3 that the wardkeeper gains.

Discussing weapon ward alternatives: I like the idea of a sort of combination of the two options I mentioned earlier. The ward will grant enhancements to any weapon weilded by whoever has the ward but the specific enhancement is decided by the materiel the ward is made from. This keeps to the support theme and adds a little more customizatin to the wards that i think will be fun. More materials may further complicate the issue of explaining the ward's physical aspects but using the table I've devised and some of Ciaran's suggestions for simplified wording it should work out.


I use diminutive as the example because gnomish wardkeepers are a posibility.

Thank you for the suggestions. I am working on a side bar and tables to make the size/weight issue perfectly clear.


Can you point me to the classes that do that?

So a couple options for weapon ward.
1. Wards grant enhancement bonuses and weapon abilities. Lets the wardkeeper use found weapons and adds to the helping allies theme as he could transfer abilities to other wards and hand them out. Enhancement ward bonuses wouldn't stack with those on the weapon but new abilities would be applied. Weapon ward bonusese would probably be in a different pool from regular ward bonuses. Or they could be added using crafting, though that may be too strong too easily.

2. Weapon ward remains similar to how it is but grants more powerful advantages than just being able to enhance it without feats. Level based? Different enhancements based on the wards materiel? I worry about this, and your suggestion of more material options because, while I like the idea of making an ability line for each and giving the wardkeeper the choice, the wardkeeper eventually has 4 wards and each can be made of a different materiel, so keeping track of all the enhancements adds another layer of bookkeeping to a class that is already somewhat complex.perhaps weapon ward abilities only apply to the original ward?

The first option seems the simplest and keeps well with the supporting theme. The second option looks really cool though, and cries out to my home brewer blood!

Any suggestions to what you would prefer/think would work better or maybe other options im not considering?

Also I will definitely be making a separate thingy for information on a wards physical structure. It will especially be needed if I use your suggestion for various materiels.


Kami are in bestiary 3. Reflavoring for more genericness would probably be easy, but I like kami.

I dont know how the first paragraph can be made any more clear. "When the ward is in the wardkeeper's possession it weighs this much. If it is in anyone else's possession it instead weighs this much." Putting it in a sidebar is a good idea. I wanted to make a table but can't on the forum.

The entire point of the class is buffing his allies with ward bonuses. If the ward is stolen he can "suppress or activate all bonuses a ward grants as a free action from any distance. This ability suppresses or activates every bonus a ward grants and cannot be used to only suppress or activate individual bonuses" Having to track down a thief to get his ward back (not difficult with the wardkeepers empathic link to his wards and trivial once he has merge weith split wards) sounds like a nice plot hook to me.

"Until the Wardkeeper reaches 7th level the shikigami within the ward will only emerge to aid the wardkeeper if its ward is in direct danger and will fight to the death to protect its ward." So if the ward is being specifically targeted with sunder attempts or about to fall into a volcano or something the shikigami will emerge and do everything it can to save the ward. That's it. No mechanical change or anything, just a shikigami trying to save its ward.


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Ok, so when does he turn into a turtle?


Thank you, this is exactly the kind of advice I was looking for.

What are your thoughts on prepared casters for new players? I understand spontaneous would be less bookkeeping but is the hassle of choosing daily spells enough for me to encourage my players to go sorcerer over wizard? I would imagine it's not much of an issue at first level due to the limited number of spells and by the time the list grows long we'll have been playing awhile.


I'm going to be GMing a group of brand new players through Rise of The Runelords, starting this summer. Two have played a bit of 4th edition, the other two have never played a tabletop RPG but are just silly excited about it. I am a relatively inexperienced GM.

I have the Core Rulebook and Advanced players guide. I've told my players we'll be 'soft' limiting character creation to those sources.(Soft limit as I've shown them the srd and told them if they feel like looking around and see something they really want it wouldn't be an automatic no. Just wanted to avoid option paralysis)

Considering that they are new players and I am a new gm, what advice do you have in regards to character options that I might dissuade them from going for to avoid too much complexity? What would be useful options to encourage new players to use? I am speaking mechanically: I already have a good idea how to encourage fluffiness.

In addition, I'd be interested in knowing what sort of ban list and/or House rules you usually use for character creation in your games.

Right now the only two things I am definitely saying no to are gunslingers (I don't like guns in my fantasy) and goblins (for story reasons) I am also considering granting an extra skill point to be placed in any profession at first level, to encourage and assist with back story creation.


Wow, first time visiting this forum in over a year and just happens someone necroed one of my threads. Giving me warm fuzzies over here.


Control Gauntlet
Aura faint enchantment; CL 11th
Slot hands; Price 2,000 gp (1 socket), 4,000 go (2 sockets), 8,000 go (3 sockets); Weight 5 lbs.
DESCRIPTION
This simple gauntlet made of articulating steel plates has an engraving of an intricate arcane symbol covering the palm and 1 to 3 sockets sized to fit a small gemstone on its dorsal surface.
If the control gem of a control gem dependant golem is placed in one of the sockets, the wearer of the control gauntlet has complete control over the golem and can send it simple or complex orders telepathically and allow it to activate any of it’s abilities as long as the golem is within 1000 feet of the gem. Trying to control multiple golems at once is difficult. If the wearer tries to send orders to more than one golem at once in a single round he must succeed on a concentration check with a DC equal to 10 time the number of golems he is trying to send orders to. If he fails this check the golems continue to carry out the previous order or do nothing if no order had been given.
A control gauntlet can be worn at the same time as a gauntlet golem and both will remain active.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, control construct, sending; Cost 1,00 gp (1 socket) 2,000 gp (2 sockets) 4,000 gp (3 sockets).


Gauntlet Golem
[CENTER]This masterfully crafted iron gauntlet made from dozens of interlocking metal plates suddenly transforms into a miniature humanoid golem![/CENTER]
CR3
XP 800
N Diminutive construct
Init +3; Senses darkvision 60 ft., low-light vision; Perception +0
DEFENSE
AC 19, touch 13, flat-footed 16 (+3 Dex, +2 natural, +4 size)
hp 16 (3d10)
Fort +1, Ref +4, Will +1
DR 5/adamantine; Immune construct traits, magic
OFFENSE
Speed 15 ft.
Melee slam +2 (1)
Special Attacks Expel +12, Inject +7
STATISTICS
Str 6, Dex 16, Con —, Int —, Wis 11, Cha 1
Base Atk +2; CMB -6; CMD 17
Skills Stealth +12
SQ Compartment, Transformative, Control Gem Dependant
SPECIAL ABILITIES
Immunity to Magic (Ex)
A gauntlet golem is immune to any spell or spell-like ability that allows spell resistance. Certain spells and effects function differently against the creature, as noted below.
-Any spell or ability that can target an object can also target the gauntlet golem.
-Masterwork Transformation restores the gauntlet golem to full health and grants it 5 temporary hit points.
-Break deals 4d6 damage to the gauntlet golem that bypasses it’s damage reduction.
-Jury-Rig grants the gauntlet golem 5 temporary hit points that last 24 hours or until the first time the gauntlet golem takes any damage.

Transformative (Ex)
The gauntlet golem can transform between the forms of a diminutive, humanoid golem and a masterwork gauntlet made of dozens of intricately interlocking iron plates as a free action. This transformation is triggered by the owner of the golem’s control gem saying a command word. If the owner is wearing the gauntlet it will first remove itself from his hand to transform into the golem. If the golem is within 10 feet of the owner it will return to the owner’s hand when it transforms into the gauntlet. When in gauntlet form the golem’s statistics remain the same but it cannot take any actions besides transforming into golem form. The gauntlet golem weighs 10 pounds.
The gauntlet can only transform into a golem three times per day and remains in golem form for up to ten minutes. If the golem’s control gem is embedded in a control gauntlet the golem can transform at will and remain in golem form indefinitely.
If the golem ever ventures further than 1000 feet from it’s control gem it transforms into a gauntlet and cannot return to golem form until it is within 1000 feet of it’s control gem. If the control gem is embedded in in a control gauntlet and the owner removes the control gauntlet the golem transforms into a gauntlet and cannot return to golem form until the owner re-equips the control gauntlet.
When in gauntlet form and being worn the gauntlet golem takes up the hands magic item slot. A gauntlet golem can be worn at the same time as a control gauntlet embedded with it's control gem and both items will remain active.

Compartment(Ex)
The gauntlet golem has a small hollow space within it’s torse large enough to hold a potion vial or something of similar size and shape. The golem cannot load the compartment itself. Loading or unloading the compartment manually takes 30 seconds. If the golem has an item in it’s compartment when it transforms into a gauntlet the gauntlet will be holding the item. If the gauntlet is holding an item of the proper size and shape when it transforms into the golem the item will be in the golem’s compartment.

Expel(Su)
As a standard action the gauntlet golem can violently expel the item it is holding in it’s compartment to strike anything within 15 feet of itself. This is a ranged attack. The gauntlet golem makes this attack with a +5 bonus and is treated as having the throw anything feat when using this ability.

Inject (Su)
If the object being held in the gauntlet golem’s compartment is a consumable liquid the gauntlet golem can inject the liquid into any creature sharing it’s space as a standard action with a small, retractable syringe within it’s arm. The injected creature is immediately affected as though it had just drank the liquid and the liquid is consumed, though the container it was held in remains within the gauntlet golem’s compartment. If the gauntlet golem is using this ability on an unwilling creature injecting is considered a primary natural melee touch attack with a +5 attack bonus. Being injected is distracting. Any creature that is injected must make a DC11 fortitude save or be nauseated for one round. The gauntlet golem can use it's needle to distract in this way even if it doesn't have an injectable liquid within it's compartment.

Control Gem Dependant (Ex)
The gauntlet golem is completely dependent on the orders of the owner of it’s control gem to take any actions. The control gem is usually a ruby costing 300 gp that is attuned to the gauntlet golem upon it’s creation. The owner of the gauntlet golem must be touching the control gem for the golem to transform upon command or to give it any orders.
Usually a control gem is augmented by being placed within a control gauntlet to offer more control over the gauntlet golem. Without the control gauntlet the gem only offers rudimentary control.
If the gem is not within a control gauntlet the owner can only use it to command the golem to transform or give the golem simple orders. The golem understands orders spoken in any language. For the purpose of giving orders without a control gauntlet the gauntlet golem is considered to know the following tricks: Attack (anything), come, deliver, down, fetch, flee, guard, heel, stay and work. It cannot be pushed to do a trick it does not know and cannot learn any new tricks.
Without a control gauntlet the golem cannot be ordered to use it’s expel or inject special abilities, though it’s compartment can still be loaded and unloaded.
If the golem’s control gem is within a control gauntlet, the wearer of the gauntlet has complete control over the golem and can send it simple or complex orders telepathically and allow it to activate any of it’s abilities as long as the golem is within 1000 feet of the gem.

The gauntlet golem is made from dozens of tiny, interlocking iron plates that cost 600 gp and must be made by a skilled craftsman. These plates must then be crafted into a masterwork gauntlet. In addition, crafting a gauntlet golem requires a ruby worth 300 gp that will be attuned to the golem as it’s control gem.
CL 9th; Price 12,500 gp
CONSTRUCTION REQUIREMENTS
Craft Construct, Craft Wondrous Item, animate objects, lesser geas/quest, limited wish, masterwork transformation, creator must be caster level 9th;Skill Craft (armor) DC 14; Cost 6,850 gp

Satchel Golem
[CENTER]This rugged leather backpack shifts and twists until it looks like a small, angry dog covered in ropes.[/CENTER]
CR4
XP 1,200
N Small construct
Init +1; Senses darkvision 60 ft., low-light vision; Perception +0
DEFENSE
AC 14, touch 11, flat-footed 13 (+1 Dex, +2 natural, +1 size)
hp 32 (4d10+10)
Fort +1, Ref +2, Will +1
DR 5/adamantine; Immune construct traits, magic
OFFENSE
Speed 20 ft. climb 20 ft.
Melee 2 slams +4 (1d3 plus grab)
Special Attacks grab (medium sized or smaller), extradimensional swallow
STATISTICS
Str 10, Dex 12, Con —, Int —, Wis 11, Cha 1
Base Atk +4; CMB +3 (+11 to grapple); CMD 23 (27 vs. trip)
Skills Stealth +4 Climb +8
SQ Extradimensional Space, Straps, ropes and clasps, Transformative, Control Gem Dependant
SPECIAL ABILITIES
Immunity to Magic (Ex)

A satchel golem is immune to any spell or spell-like ability that allows spell resistance. Certain spells and effects function differently against the creature, as noted below.
-Any spell or ability that can target an object can also target the satchel golem.
-Masterwork Transformation restores the satchel golem to full health and grants it 5 temporary hit points.
-Break deals 4d6 damage to the satchel golem that bypasses it’s damage reduction.
-Jury-Rig grants the satchel golem 5 temporary hit points that last 24 hours or until the first time the gauntlet golem takes any damage.

Transformative (Ex)
The satchel golem can transform between the forms of a small, quadrupedal golem and a masterwork backpack covered in straps, ropes and clasps as a free action. This transformation is triggered by the owner of the golem’s control gem saying a command word. If the owner is wearing the backpack it will first remove itself from him to transform into the golem. If the golem is within 10 feet of the owner it will return to the owner’s back when it transforms into the backpack. When in backpack form the golem’s statistics remain the same but it cannot take any actions besides transforming into golem form. The satchel golem weighs 25 pounds.
The backpack can only transform into a golem three times per day and remains in golem form for up to ten minutes. If the golem’s control gem is embedded in a control gauntlet the golem can transform at will and remain in golem form indefinitely.
If the golem ever ventures further than 1000 feet from it’s control gem it transforms into a backpack and cannot return to golem form until it is within 1000 feet of it’s control gem. If the control gem is embedded in in a control gauntlet and the owner removes the control gauntlet the golem transforms into a backpack and cannot return to golem form until the owner re-equips the control gauntlet.

Extradimensional Space (Ex)
When in backpack form the satchel golem functions exactly like a bag of holding type II except that it will only allow someone touching it’s control gem to place items into and withdraw items from it. Anyone else attempting to do so will find the items stuck fast and unmoving.

Extradimensional Swallow (Ex)
The satchel golem can swallow creatures into it’s extradimensional space. This works like the regular swallow whole ability with the following differences: The satchel golem can swallow any creature of medium size or smaller, as long as there is room for him in its extradimensional space. If there is no room for the creature the swallow attempt fails. The satchel golem does not perform a bite attack when swallowing a creature. The creature does not take damage while inside the golem, however it will start to suffocate after 10 minutes. If the creature deals any kind of slashing or piercing damage to the inside of the golem, the golem ruptures and everything inside of it is lost forever, including the creature. This deals 4d6 damage to the golem that bypasses it’s damage reduction. The golem reverts to backpack form and cannot transform into a golem or be used as a bag of holding until the damage is healed with a masterwork transformation spell. The inside of the golem has an AC of 11 and DR5/adamantine.

Straps, Ropes and Clasps (Ex)
Satchel golems are covered in straps, ropes and clasps. This grants them a +4 bonus to their combat maneuver bonus to start or maintain a grapple and they do not provoke an attack of opportunity when attempting a grapple. In addition, if the satchel golem’s control gem is embedded in a control gauntlet it will allow the gauntlet’s wearer to pull rope from it’s body. The satchel golem loses 1 hit point for every foot of rope removed this way. This damage can only be healed by a masterwork transformation spell.

Control Gem Dependant (Ex)

The satchel golem is completely dependent on the orders of the owner of it’s control gem to take any actions. The control gem is usually an emerald costing 300gp that is attuned to the satchel golem upon it’s creation. The owner of the satchel golem must be touching the control gem to say the command word to transform the satchel golem or to give it any orders.
Usually a control gem is augmented by being placed within a control gauntlet to offer more control over the satchel golem. Without the control gauntlet the gem only offers rudimentary control.
If the gem is not within a control gauntlet the owner can only use it to command the golem to transform or give the golem simple orders. The golem understands orders spoken in any language. For the purpose of giving orders without a control gauntlet the satchel golem is considered to know the following tricks: Attack (anything), come, deliver, down, fetch, flee, guard, heel, stay and work. It cannot be pushed to do a trick it does not know and cannot learn any new tricks.
Without a control gauntlet the golem cannot be ordered to use it’s grab or extradimensional swallow special abilities.
If the golem’s control gem is within a control gauntlet, the wearer of the gauntlet has complete control over the golem and can send it simple or complex orders telepathically and allow it to activate any of it’s abilities as long as the golem is within 1000 feet of the gem.

The satchel golem is made from high quality animal hide specially treated with magical oils that cost 1000 gp. These hides must then be crafted into a masterwork backpack. In addition, crafting a satchel golem requires a sapphire worth 500 gp that will be attuned to the golem as it’s control gem.
CL 12th; Price 24,500 gp
CONSTRUCTION REQUIREMENTS
Craft Construct, Craft Wondrous Item, animate objects, lesser geas/quest, limited wish, masterwork transformation, secret chest, creator must be caster level 12th;Skill Craft (leatherworking) DC 17; Cost 12,350 gp


37. The PCs come across a mortally wounded beholder with all of it's eyes ripped out. Turns out an adventuring party got there before them and had been told by a crazy seer that to attain their destiny they must find true beauty. Misunderstandings of hugh-grant-romantic-comedy levels ensued.


No crunch, just concept. Sharing because it popped into my head and I though "That sounds great! I have to share it!"

So this oracle, we'll call him Steve. Steve is deaf, blind and mute. The deafness is his curse, the other two are from (torture/going mad from the revelation/birth defect/a terrible accident/pick one). Obviously, Steve is not cut out to be an adventurer. However, lucky for Steve, he has a little bit of arcane eldritch heritage in him. Even luckier, he happens to be of the alignment and level to attract a spirit oni familiar! Most lucky of all, mask symbiosis is a thing!

The revelation doesn't really matter and I guess you could go deaf/clouded vision dual curse if you wanted. There is no mechanical benefit whatsoever to this character. It's just an interesting, mayyyyybe fun concept. (unless you convince your GM to give you goodies for the self-imposed disabilities)

tl;dr A deaf, blind, mute oracle who wears a furious little red oni as a mask and shares all it's senses when doing so.


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24. The PCs find a strange, alien looking but harmless creature. They have to hide it from the local xenophobic authorities and gather materials enough for it to create some sort of device to phone home.

25. The PCs are on a fishing vessel crossing a large lake that is attacked by a megalodon. If they want to take it out adn return the body to the local village for a reward, they're going to need a bigger boat.

26. The PCs go on a tour of a menagerie of dangerous beasts that have been extinct for millennia put together by a powerful wizard. A corrupt apprentice deactivates the magical safeguards and the PCs have to get out of the compound without getting eaten.

27. A local girl was pulled into the ethereal plane by the angry spirits of a shoanti burial ground the village was built over. The PCs have to rescue her.

28. A group of young PCs find a treasure map and have to avoid incompetent goons, get past ancient traps and befriend an imprisoned bugbear to find the pirate treasure and save their town from an unscrupulous lord.

OK, those are adventures rather than encounters. Still cool, creative and (coughcough) original though!


20. The PCs have to fight a scary looking red-faced humanoid. Turns out it's a deaf, blind and dumb guy using a spirit oni for his senses.

21. A dead kraken washes up on shore. When the PCs go to investigate, a bunch of sahuagin with decanter of endless water breathing apparatuses burst out of it and attack!

22. The PCs discover a good friend of theirs was replaced by a perfect simulacrum. The simulacrum wholly believes it to be the person but is subconsciously under the control of it's unknown, possibly evil creator. Cue moral quandary!


You koala that a pun? Universally panda. Wouldn't touch it with a ten-foot polar. Definitely crossed the feline. I cat stand it any mole! Prepare yourself for a furry of blows! Oh, wait, I hunterstand. Lynx. Hah. OK, sorry, I'll play mice.


Sure looks like a great trick that would be viable rarely and only work for a single encounter. Alternatively: First round summon your eidolon, spend a few rounds buffing then run in and smash face just as easily. Granted, your way would make me feel a lot cooler for dong it.

Not being targeted separately has nothing to do with anything. The stalker is invisible. It is not being targeted with an invisibility spell, it is invisible naturally. The eidolon, by RAW is visible. It does not gain the stalker's invisibility. If the summoner is targeted with an invisibility spell, the eidolon is also targeted. If the summoner is already invisible there is nothing in the rules stating the eidolon becomes invisible when summoned. If the stalker could turn off, then reactivate it's invisibility after the eidolon is summoned that would work, but that's not how natural invisibility works.

If you don't want them to use it just use Lazar's reasoning to limit the spell. I wouldn't because I see nothing OP or exploitative about it, but that's just me.


1 round doing nothing while your pal summons a tiger, 1 round casting possession, 1 round summoning eidolon. That's 3 rounds of combat where you could just be killing guys. 3 rounds is a long time just to set up.

The eidolon won't be invisible because "The synthesist wears the eidolon like translucent, living armor. " (from the SRD) Translucent armor, not invisible armor. He may be harder to see but translucent=/=invisible.

So you get extra abilities... that's kind of the whole point of the spell isn't it?

Sure you can make your body invisible. You can also expend more resources to make the rest of your party invisible, or to get the heck out of dodge when they come looking for you.

If you think it's too much don't allow it. I think if your players come up with a tactic like that (and are willing to waste the rounds and resources to pull it off) I'd 'award' them by letting them actually use it.


Well that's a clever idea...

I don't think he'd be totally invisible as the stalker. (eidolon forms a translucent shell, so mostly visible) As for the tiger, no matter the body it's surrounding, the eidolon is still limited to the number of natural attacks it can make for it's level. It can choose to use it's own or the tigers but not both at once. If you play a kitsune with a bite attack the eidolon doesn't get an extra attack either.

Intelligent enemies, after fighting off a random tiger that disappeared when defeated, could put 2+2 together and realize there's a summoner nearby. With the distance limit on the possession that would make pulling it off more than once very risky. Alternatively, if you're attempting this in the middle of a battle, tossing an axe or two at the helpless summoner would be mighty tempting.

EDIT: sneaky ninja


15. Screaming Scroll This cursed scroll appears to be a scroll of disguise self (or some other illusion spell) but when activated produces an incredibly loud alarm.


15. A beautiful girl begs the PCs to help her injured fiance, trapped in the woods. If they follow her, the changeling leads them right into the clutches of a hag coven!

16. The PCs are pelted by slingstones from angry halflings. Unfortunately, one of the stones happens to be an earth elemental gem.

17. The PCs are lost in the woods and come across a dryad playing hide and seek with a bunch of leshy. She'll show them the way out, but first they have to play.


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scrmwrtr42 wrote:

First of all: inter-party conflict can be fun and entertaining, etc., but when one player actually, continually, murders the other players' characters, that's a kick-outable offense right there. Add in all the other crap, definitely invite him to exit stage left.

Next: WHERE do you work that you have free time enough to ROLE PLAY for hours and not get your asses fired...and do you have any openings???

Oh my gosh I almost missed that. This! This is very important information!


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Don't play with him. Ever again. Ever.


I present the Kami Druid 2.0

Kami Druid

Diminished Spellcasting: A kami druid gains one fewer spell of each level than normal. If this reduces the number to 0, she may cast spells of that level only if her Wisdom allows bonus spells of that level.

Ward Sight: A kami druid can inherently tell if a something is a Kami’s ward by looking at it. A kami druid can determine the direction of all wards within ten miles by concentrating for one minute.

Ward: At first level, a kami druid chooses a location as his ward. His ward can be no larger than 1000 square feet. The size of the ward increases by 500 square feet every time you gain a druid level. The ward cannot be in any civilized area like a city. The ward gains, or expands across areas that already have, certain features as it grows, as described in the sections on Kami friends and Kami allies. A kami druid gains a +1 ward bonus on all d20 rolls as long as he is within a distance to the edge of his ward equal to one mile per his druid level. If the kami druid is within his ward, this bonus increases to +2. A kami druid has an empathetic connection with his ward and knows it’s condition at all times. If a kami druid’s ward is heavily damaged he does not gain the benefit of his ward bonus and takes a -1 penalty on all d20 rolls until the damage is repaired.

Merge with Ward: As a standard action, a kami druid can merge his body and mind with his ward. When merged, the kami can observe the surrounding region with his senses as if he were using his own body. He has no control over its ward, nor can he communicate or otherwise take any action other than to emerge from his ward as a standard action. A kami druid must be within his ward to merge with or emerge from it. The kami druid may emerge at any point within his ward. This is a supernatural ability.

Call Kami: At first level a kami druid can petition a local Kami to come to his aid once per week. This requires a ritual that takes one hour to complete. For the Kami to hear the druid he must be within a number of miles of their ward equal to the Kami’s hit dice. For the Kami to come to his aid he must be convinced. This requires a diplomacy check. The DC depends on the type of aid the kami druid is asking for. The kami druid gets a +4 bonus to this check if he is within his ward when he calls the Kami. How and for how long the Kami offers it’s aid is up to the GM. A Kami may request a favor in return for offering it’s aid. A Kami will not travel far from it’s ward unless it feels the cause is urgent enough to demand it or the kami druid is extremely persuasive. This ability replaces wild empathy.

Kami Friends: A kami druid shares his ward with other Kami and as the druid’s ward grows in size more powerful Kami are attracted to it. A Kami who shares a kami druid’s ward considers the kami druid as part of it’s ward as well. A kami druid’s Kami friends either stay within his ward or travel with the kami druid. No more than one Kami friend can travel with the druid at a time as Kami’s need their space and there simply isn’t enough room for the druid to ‘house’ more than one Kami. Because the kami druid only makes up a small portion of their wards, Kami friends do not benefit from their fast healing unless they are within the kami druid’s ward.

All of the druid’s Kami friends have the wizard familiar’s Share Spells ability and the Teleport to Ward ability, except they cannot choose to teleport back to their previous location. Because the kami druid is part of their ward, Kami friends can use this ability to teleport to the druid.

If a Kami friend dies a new Kami of the same type will be attracted to the kami druid’s ward and become a Kami friend in 1 week. If a second Kami friend dies before a replacement for the first is attracted, the kami druid’s ward is considered heavily damaged until all dead Kami friends are replaced.

At 1st level, a kami druid’s ward contains some small, man-made structure like a milestone, waymarker, tiny garden statue, or other relatively mundane work of art crafted by humanoid hands. This structure attracts a Shikigami Kami friend. At 3rd level the Shikigami Kami friend gains the wizard familiar’s Deliver Touch Spells ability. At 13th level it gains the wizard familiar’s Scry on Familiar ability, treating itself as the kami druid’s familiar.

At 4th level a kami druid’s ward contains an arrangement of miniature shrubberies and trees. This attracts a Fukujin Kami friend.At 15th level the bonus provided by the Fukujin Kami friend’s Aura of Luck ability increases to +4.

At 7th level, a kami druid’s ward attracts a Kodama Kami friend who makes it’s home in one of the ward’s larger trees. The tree the Kodama Kami friend calls home grows as the kami druid grows level and the Kodama Kami friend grows along with it. The Kodama Kami friend uses the same advancement as a druid’s animal companion with the following changes:

Starting Statistics: Size small; Speed 30 ft. AC +1 natural armor; Immune bleed, mind-affecting effects, petrification, polymorph;Attack2 claws (1d3) Ability Scores Str 10, Dex 13, Con 12, Int 11, Wis 14, Cha 17; Special Attacks Distracting Gaze: Staggered for 1d4 rounds, 30 feet, Will DC 16 negates. This is a mind-affecting effect that requires the kodama to be visible to those it wishes to affect. The save DC is Charisma-based.;Languages Common, speak with plants, telepathy 100ft; Special Qualities merge with ward, ward (kami druid’s ward, kami druid); Fast healing 3; spell-like abilities (CL 6th), At will--speak with plants, 3/day -- charm animal.
10th-Level Advancement: Size Medium Ability Scores Str +2, Con +2; Special Qualities DR5/cold iron; Reist acid 10, electricity 10, fire 10; spell-like abilities (CL 6th), at will-- tree shape, 3/day-- entangle, tree stride

HD
The Kodami Kami friend uses ten-sided dice for it’s hit-die.

Skills
Multiply the listed value by 2 to determine the Kodama's skill ranks. If the Kodama increases its Intelligence to 12 or higher, it gains bonus skill ranks as normal. Kodama Kami can have ranks in any skill; it’s class skills are climb, escape artist, perception, sense motive, stealth and survival. It cannot have more ranks in a skill than it has Hit Dice.

Feats
The first three feats the Kodama Kami learns must be Great Fortitude, Nimble Moves and Power Attack, in that order. After learning these three, it may select any feat for which it qualifies.

The Kodama Kami does not gain bonus tricks.
The Kodami Kami friend does not gain the link, evasion, devotion, multiattack or improved evasion abilities.

The kami druid’s effective druid level for his Kodama Kami friend is equal to his druid level-3.

At 10th level the kami druid’s ward intersects a well-travelled pathway or road. This attracts a Dosojin kami friend. It’s manipulate path ability affects any road the kami druid is travelling on as long as it is travelling with the kami druid.

This ability replaces nature bond.

Kami Allies: As the kami druid’s ward grows it attracts more Kami than just his Kami friends. These Kami choose wards that are within the boundaries of the kami druid’s ward and always start as friendly towards the druid.

At 8th level and every three levels thereafter, a Kodama Kami claims a tree within your ward as it’s ward.

At 10th level a Dosojin Kami, the mated pair to your Dosojin Kami friend, claims the section of well-travelled pathway or road within your ward as it’s ward. If your Dosojin Kami friend dies it’s mate will leave but the new Dosojin Kami friend that is attracted a week later will bring it’s own mate.

At 13th level your ward contains a gate, doorway, spiritual archway (torii) or other religious place that a Zuishin Kami claims as it’s ward.

At 16th level your ward contains either a small body of water or a beautiful cherry tree. A Suijin Kami claims the small body of water as it’s ward or a Toshigama Kami claims the cherry tree as it’s ward.

Teleport to Ward: At 9th level a kami druid can teleport to his ward. This requires a ritual that takes one hour and can only be performed once per day. The kami druid can bring along objects as long as their weight doesn't exceed his maximum load. After a kami druid teleports to his ward he may choose to teleport back to the exact location he left so long as he does so within a number of hours equal to his druid level-8. He must be within his ward to teleport back. This ability replaces venom immunity.

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So the kami druid has a bunch of options for companions. He can swap them out but it takes an hour and can only be done once per day.
I made the kodama progress like an AC-3 so that'll be the go to at later levels, switching out to the other guys situationaly.
The more powerful kami are only allies since it'd be way too powerful to have a companion with time stop as a SLA but this makes it easier for the kami druid to use his call kami ability on them.
The ward is now a neat fluff device for snagging new kami. (gotta catch 'em all!) The bonus is still useful, but again, not so much that you never want to leave. At higher levels you could teleport to ward, do stuff quickly with a +2 bonus, then 'port back. (the ward bonus and the fukujin's aura stack) Removed the negative level penalty since it's hard to completely destroy a patch of land and that's a harsh thing to happen if you're away and have no control over it.
All this looked to be quite strong (especially if you get boon companion for your Kodama) so I tried to balance it by taking away a spell slot.


OK, so change the ward to being a location of at least 1000 sqft. Every level it increases by 500sqft. The ward bonus while within your ward is +2, while near your ward is +1.

also,

Kami Friends: A kami druid shares his ward with other Kami and as the druid’s ward grows in size more powerful Kami are attracted to it. A Kami who shares a kami druid’s ward considers the kami druid as part of it’s ward as well. A kami druid’s Kami friends either stay within his ward or travel with the kami druid. No more than one Kami friend can travel with the druid at a time as Kami’s need their space and there simply isn’t enough room for the druid to ‘house’ more than one Kami. So long as a Kami friend is within 50 feet of the kami druid, the kami druid gains a +1 ward bonus on all d20 rolls.

All of the druid’s Kami friends have the Teleport to Ward ability, except they cannot choose to teleport back to their previous location. Because the kami druid is part of their ward, Kami friends can use this ability to teleport to the druid.

At 1st level, a kami druid’s ward contains some small, man-made structure like a milestone, waymarker, tiny garden statue, or other relatively mundane work of art crafted by humanoid hands. This structure attracts a Shikigami Kami friend.

At 6th level, a kami druid’s ward attracts a Kodama Kami friend who makes it’s home in one of the ward’s larger trees.

At 10th level a kami druid’s ward contains an arrangement of miniature shrubs and trees, either naturally occuring or sculpted. This attracts a Fukujin Kami friend.

At 13th level a kami druid’s ward has a shrine or other religious location within it. This attracts a Zuuishin Kami friend.

At 16th level the kami druid’s ward intersects a well-travelled pathway or road. This attracts a pair of Dosojin kami friends. Their manipulate path ability affects any road the kami druid is travelling on as long as one of them is travelling with the kami druid.

At 18th level your ward contains either a small body of water or a beautiful cherry. These become wards to either a Suijin Kami or a Toshigama Kami, respectively. The Suijin and Toshigama Kami are allies of the kami druid but are not Kami friends and will not travel with the kami druid.

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I'm still mulling over the summon nature's ally thing. I just really like the call kami ability. Super cool roleplay opportunity. (ok, yeah, you could just resolve it with a roll if you're boring I guess)


Hmm... maybe the familiar shares your ward, so as long as he's suchandsuch close to you you get your ward bonus, and if you're close to your ward it increases a little bit?

When you become more powerful, your ward attracts more kami, allowing you to switch out you shikigami for a kodama. Send the 'gami home to watch the ward while the 'dama comes adventuring and they have a variation of the teleport to ward ability to make it happen quickly. One or two more different kami at higher levels. Have to change the ward requirment to be just a location to allow room for all the kami though.

Hmm... could add an interesting 'design your own ward!' element. And maybe as your renown grows some folks build a shrine on your ward that attracts a Zuuishin. Something like that.


Yeah, I had that NPC thought too. Originally there was a lot more focus on the ward before I realized people wouldn't be adventuring within a 10 mile square.

As it is now, the ward adds a nice bonus when you're near it that's not so good that you'd never want to leave. The drawback could be used as a nice built-in plothook for a sidequest and, unless your GM is evil and has your tree explode as you're fighting some vampires, it shouldn't screw you over badly just because you happen to be travelling.

Of course, this probably won't work for every campaign. Good for a 'start fighting local goblins, move out from there' sort of thing I think, since once you're high enough level to be spanning the globe and hopping to other planes you've got your nifty teleport home trick. And as you suggested, something like Kingmaker would work well also.

I was worried the shikigami would be a little weak. I was considering making it a companion (like the diabolist's imp companion) but then I'd just be adding a bunch of stuff to the druid without any drawbacks. The kodama idea is interesting. Have to think of a way to make it fit with the fluff though. ("Hey buddy you were great but I got this shiny new Kami see...")

I hesitate to let them straight up summon Kami since that's just really not how Kami work. The call kami ability is, again, probably only good for a certain kind of campaign. I'm trying to think of a compromise (keep kamis attached to their wards but still able to summon somehow) but I'm coming up with nothing.

EDIT: definitely missed that chaotic Kami. Ok, so no extra alignment restrcitions!


Kami Druid

Alignment: In addition to the regular druid alignment restrictions, a kami druid cannot be chaotic.

Ward Sight: A kami druid can inherently tell if a something is a Kami’s ward by looking at it.

Ward: At first level, a kami druid chooses a location, landmark or object as his ward. His ward must be at least as twice the size of the druid and at most 1000 square feet. The ward must be stationary and cannot be moved. A kami druid gains a +1 ward bonus on all d20 rolls as long as he is within a distance to his ward equal to one mile per druid level. A kami druid has an empathetic connection with his ward and knows it’s condition at all times. If a kami’s ward is heavily damaged he does not gain the benefit of his ward bonus and takes a -1 penalty on all d20 rolls until the damage is repaired. If a kami druid’s ward is destroyed completely the kami druid gains one permanent level that cannot be removed until the kami druid has connected with a new ward. Once the kami druid has a new ward, the negative level is removed. The kami druid can connect with a new ward after a week through a 24 hour ritual.

Merge with Ward: As a standard action, a kami druid can merge his body and mind with his ward. When merged, the kami can observe the surrounding region with his senses as if he were using his own body. It has no control over its ward, nor can it communicate or otherwise take any action other than to emerge from its ward as a standard action. A kami druid must be adjacent to his ward to merge with or emerge from it. If his ward is an object, the kami druid can emerge mounted on it provided the kami druid’s body is at least one size category smaller than it. If his ward is a location, the kami druid may emerge at any point within that location. This is a supernatural ability. If the kami druid’s ward is destroyed while the kami druid is merged with it, the kam druid dies.

Call Kami: At first level a kami druid can petition a local Kami to come to his aid once per week. This requires a ritual that takes one hour to complete. For the Kami to hear him he must be within a number of miles of their ward equal to the Kami’s hit dice. For the Kami to come to his aid he must be convinced. This requires a diplomacy check. The DC depends on the type of aid the kami druid is asking for. The kami druid gets a +4 bonus to this check if he is adjacent to or within his ward when he calls the Kami. How and for how long the Kami offers it’s aid is up to the GM. A Kami will not travel far from his ward. This ability replaces wild empathy.

Kami Familiar: At 1st level the kami druid gains a shikigami familiar. This functions like the wizard’s arcane bond class feature and the Improved Familiar feat, using the kami druid’s level in place of the wizard’s level. This ability replaces replaces nature bond.

Teleport to Ward: At 9th level a kami druid can teleport to his ward. This requires a ritual that takes one hour and can only be performed once per day. The kami druid can bring along objects as long as their weight doesn't exceed his maximum load. After a kami druid teleports to his ward he may choose to teleport back to the exact location he left so long as he does so within a number of hours equal to his druid level-8. He must be adjacent to or within his ward to teleport back. This ability replaces venom immunity.

I love the idea of the kami and decided it would be kinda-sorta neat to play as one. Ward doesn't replace anything and call kami and teleport to ward are more powerful than venom immunity and wild empathy but I'm hoping it balances out by downgrading the AC to a familiar.

Are the abilities that replace nature bond enough to keep the kami druid near the level of the regular druid? Are they too much? A little underpowered is fine in my opinion, so long as it's not horribly unplayeable.

Your thoughts? My goal is to build an archetype that is quirky and fun to roleplay.


"The sensor otherwise functions as a clairaudience/clairovoyance spell "

Claisaudience/clairvoyance functions as a 3rd level spell.


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13. Caltrop Swarm These caltrops are actually a swarm of fine sized contructs that move around the battlefield, positioning themselves in squares between their owner and his assailant. They take up two five-foot squares. They act like normal caltrops except a creature moving at half speed cannot avoid them (as they just roll under his foot).


Zhayne, take a look at all the other monk vows. This one fits right in.


MagusJanus wrote:
PsychoticWarrior wrote:
I am quite certain there are games out there where having a bag of nails is of vital importance!

I've seen players rig some very elaborate traps using nothing but a bit of chalk, some nails, alchemist's fire, a ten foot pole, some rope, a couple of tinder twigs, and a candle.

Combine a bag of nails with alchemist's fire and you have a primitive fragmentation grenade.

Needless to say, our poor DM for the campaign we discovered that had to switch to throwing nothing but constructs and incorporeal undead at us... After that, he dropped his house rule of "if it's reasonable, you can do it" for ideas involving what to do with our gear.

... That is a wonderful christmas present. Thank you.


I do. (In a pbp at least, when you're never rushed)
Just got in on a game where the DM told us to all start at level 1 with 500 gold and no magical gear. Instead of rocking masterwork weapons, I took the opportunity to make my PC the boy-scoutingest guy around.

I just enjoy the huge amount of useful mundane gear there is available. Even without magic, the stuff a PC can pull off is pretty impressive. Only real limit is carrying capacity, but a heavy horse only costs 200 gold.


Pathfinder Society. Crafting isn't allowed.
I say go for a metamagic feat. Metamagic is a good time.


Reynard_the_fox wrote:

http://bit.ly/GPErWw

Don't forget Skill Focus. Half Elves get it for free.

Also, forever relevant:

Quote:

>Make a bear character in D&D 3.5

>DM laughs
>Make bear a rogue, put every point I can into disguise
>Prestige class as a spy to get more disguise
>DM says I can't speak english
>Max out bluff
>By growling and gesturing, I can fake speaking a language I don't speak (english)

>use money to hire a butler NPC
>Give him magical item to let him speak bear

"GROWWWWWL"
"An excellent suggestion, Mister Bearington. We really should ask the group to investigate the Black Marsh

>Over the course of the game, be knighted as Sir Bearington
>Queen holds a dinner in my honor.
>A guest becomes the first man to ever make a perception check that can beat my disguise
>Shouts out loud
"HEY, THAT GUY'S NOT A GUY, HE'S JUST A BEAR!"
>Man is escorted out of the castle while the guards apologise profusely for the indignity
"We're so sorry, Sir Bearington, very sorry for this man's behavior"
"ROAR" *shrug*

I apologize for resurrecting such a long-dead thread bur this made me laugh so hard I actually shot milk out my nose. And farted.


Nothing in RAW against it, so long as you+your gear+mounts gear doesn't go over the mount's maximum load.

Get ready for an awful lot of debate though. Many say it may not be RAW but it's RAI to have a mount one size larger.

A human riding a pony would have to cross his legs, is all I'm saying.


@ Roland
So dang cool.


I'm just sticking with the natural attacks and getting a conductive AoMF. Even just draining one level along with biting and clawing each round is pretty powerful.


haha yes, I was looking at a build recently that had something like "Quick draw+TWF+claw attacks, Conductive AoMF, 3Xconductive scimitar. Hit with the claws, energy drain. Quick draw two scimitar, hit with both, 2Xenergy drain. Drop one scimitar, retrieve the third that was stored in a glove of storing and hit, energy drain. 4 levels drained in one round."
Need very high BaB and a willing GM. Then, hit them with 3 Vampiric touches (greater oblivion) the next round! Yikes.


Thank you. I'm building a Synthesist Summoner (Eidolon re-flavored as power from Abaddon) who'll be going soul eater. Now I have to decide whether multiple energy drains/turn is worth going TWF and not using the impressive natural attacks.

Hm... can Eidolon's wear magic items? If I got a second head evolution... (joking. Wouldn't fit the flavor anyway)


I'm talking about the soul eater prestige class.

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