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RPG Superstar 2013 Top 16. Organized Play Member. 31 posts. No reviews. No lists. 1 wishlist. 8 Organized Play characters.


RPG Superstar 2013 Top 16 aka Danish Trumpter

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A large pinkish river dolphin cocks its head and seems to be studying you with remarkably intelligent eyes.

Boto Ocota-de-Rosa CR 3
XP 800
CN Medium magical beast
Init +3; Senses blindsight 180 ft.; Perception +12

----- Defense -----
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 26 (4d10+4)
Fort +5, Ref +7, Will +3
Immune gaze attacks, visual effects, illusions, and attacks relying on sight

----- Offense -----
Speed swim 80 ft.
Melee slam +8 (1d4+2)
Spell-Like Abilities (CL 6th; concentration +8)
At will—silent image (DC 15)
3/day—major image (DC 17)

----- Statistics -----
Str 14, Dex 16, Con 13, Int 11, Wis 14, Cha14
Base Atk +4; CMB +6; CMD 19
Feats Spell Focus (Illusion), Weapon Finesse
Skills Perception +12, Swim +16; Racial Modifiers+4 Perception
Languages Cetacean, Common (can't speak)
SQ augmented echolocation, born blind, hold breath

----- Ecology -----
Environment rivers and swamps
Organization solitary, pair, or family (2 adults, 1-4 young)
Treasure none

----- Special Abilities -----
Augmented Echolocation (Su) A boto is treated as being blind but without the negative effects of the blinded condition. The magical nature of this augmentation also allows their blindsight to extend onto land and into the air. Sonic damage dealt to the boto can interrupt this ability, negating the effects of the augmented echolocation and causing the boto to be nauseated for 1d4 rounds.
Born Blind (Ex) Boto are born practically blind, losing low-light vision and darkvision.
Hold Breath (Ex) A boto can hold its breath for a number of minutes equal to 6 times its Constitution score before it risks drowning.

Also known as Hanspur's children, the boto ocota-de-rosa appear to simply be pinkish river dolphins, slightly larger than an average human. However, beneath this innocuous surface lies a keen mind capable of complex thought and magical acumen. Boto can potentially be found in any river system but are particularly abundant in lowland rivers with extensive floodplains such as in the Mwangi Expanse near Lake Ocota and the River Kingdoms.

Though born for all intents and purposes blind, the botos' augmented echolocation allows them to hunt unimpeded. Additionally they can use their illusion magic while hunting without hindering themselves or other botos as they are immune to its effects. The boto have also been known to utilize their illusions to interact with landlubbers, creating humanoid simulations and communicating using symbolism or hand gestures or the major image's sound component (making it possible for them to "speak" common, with most boto having at least a smattering of ability to "speak" in such a way).

The humanoid residents of areas where boto are common regard them as anything from capricious sorcerers to nonthreatening or even helpful creatures. Folklore in these regions speak of shapeshifters whose natural form is that of the boto but who transform into beautiful men and women, showing up at gatherings to seduce the unwary and produce children who may someday be called back to the river. These stories are likely based solely on the botos' use of illusion magic and as a means of explaining illegitimate children in tight-knit communities. There are however numerous recorded instances of boto rescuing women and children from drowning or other river hazards. Chillingly, boto are as likely as not to just allow men to drown, with the very few survivors of such instances telling tales of the boto congregating and watching with cold eyes as the man slowly gasps out his last breath in an almost ritualistic manner, giving rise to their epithet of "Hanspur's children".

RPG Superstar 2013 Top 32 aka Danish Trumpter

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Red Adder Magus (Magus)
Red Adder was one the infamous "adjunct professors" of both the Assassins' and Poisoners' Guilds. An accomplished magus assassin, he was responsible for the creation and eventual use by the guilds of the Red Adder Poison, a magical poison imbibed by new magus recruits, altering their inherent magical ability to affect their weapons.
Class Skills: A red adder magus gains Bluff and Stealth as class skills and does not gain Ride or Knowledge (planes) as class skills.
Venom Pool (Su): At 1st level, the red adder magus gains a reservoir of magical energy that he can use to enhance their weapons. This reservoir has a number of points equal to half his magus level (minimum 1) + their intelligence modifier. This pool refreshes once per day when spells are prepared.

At 1st level a red adder magus may spend 1 point from his pool as a move action to add a poison effect to his weapon. This effect lasts for a number of attacks equal to half the magus' level (maximum 5 attacks) before wearing off. These poisons are equivalent to certain naturally occurring poisons but are magical in nature and are considered injury type poisons (even if normally otherwise). The poisons have a Fort save DC of 10 + the magus' intelligence modifier + half the magus' level (minimum 1). There is no chance of the magus poisoning themselves with their own poisons. This does not grant an advanced ability to use or craft any other poisons.

At 1st level the red adder magus can create the following poisons on his weapon: baneberry*, bloodroot, giant wasp poison
At 5th level they add: dragon bile, drow poison, insanity mist
At 10th level they add: aconite root*, nightmare vapor
At 15th level they add: hemlock, wyvern poison
*Guide to the River Kingdoms

At 7th, 14th, and 20th level the magus adds +2 to his poison Fort save DCs (total +6). At 11th level the magus can add two different poisons to his weapon, each affecting the target of an attack independently.

This ability replaces arcane pool and the 11th level bonus feat. A red adder magus cannot gain magus arcana that add special abilities to his weapon.

Sneak Attack: At 7th level and again at 13th level the red adder magus gains 1d6 sneak attack as per the rogue's sneak attack ability. This ability replaces medium armor and heavy armor.

Rogue Training (Ex): Starting at 10th level, a red adder magus can gain rogue talents in place of magus arcana as if their rogue level were equal to half their magus level. If he has levels in rogue, these levels stack. This ability replaces fighter training.

RPG Superstar 2013 Top 16 aka Danish Trumpter

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Trick Shot Glove
Aura faint divination and transmutation; CL 5th
Slot hands; Price 7,500 gp; Weight
Description
This single leather glove only has three fingers, leaving the thumb and pinky finger uncovered. Such gloves are designed to prevent damage to the wearer's fingers caused by the repeated drawing of a bowstring.

A trick shot glove allows its wearer to bank a ranged attack off a solid metal or stone object in order to hit a target that the glove's wearer might not be able to hit otherwise. Due to the magical nature of the glove, this object could be a wall, the ceiling, or even the shield of another creature (only a heavy or tower shield made of metal or stone can be used in such a manner). The attack takes a -2 penalty on the attack roll and can only be made against a target within the first range increment of the weapon, though the angle of the banked shot does not matter. The glove's wearer must still be able to see the target (reflections are acceptable using GM discretion). This ability takes a standard action and can be used three times per day.

Additionally, the glove's wearer may make a single ranged attack as a standard action that ignores the soft cover provided by a single creature. A wearer with the rapid shot feat may instead use a full-attack action to make two attacks (with the normal -2 attack roll penalties to both attacks) when using this ability. This ability can be used five times per day.

A second glove provides no additional bonuses. Though designed for use with a bow, a trick shot glove functions when used with any ranged or thrown weapon.
Construction
Requirements Craft Wondrous Item, true strike, unerring weapon; Cost 3750 gp

1/5 RPG Superstar 2013 Top 16

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I don't know if this has already been discussed (pardon me if it has, lol) but I was wondering what the official Paizo ruling was on what qualifies as a "priest" for the purposes of the customized summons lists as allowed in Pathfinder Society play. For example, the Asmodeus priest customized summon monster list on page 67 of AP #29 (which is listed in the table of Additional Resources: Legal for Play).

In the actual entry it says "Asmodeus' priests can use Summon Monster spells . . ." with no reference to cleric, paladin, or sorcerer/wizard only. Earlier in the Asmodeus section (p. 63 last paragraph) it list out what are considered members of the priesthood: "Asmodeus' extremely hierarchical priesthood includes clerics, sorcerers, wizards, [etc.] . . ." Additionally, under New Divine Spells on p. 67, "Infernal Healing" is listed as "cleric 1, socerer/wizard 1 (Asmodeus)" spell, indicating that a sorc/wiz worshiper of Asmodeus would get the spell.

So I was just wondering if that meant sorcerers and wizards would be allowed to access Asmodeus' customized summoning list as "priests." I actually thought it might be cool to allow it with the requirement of some proof of priesthood, like Profession (priest) or an Asmodeus Religion Trait or something like that. Whatever the requirements (or lack thereof) I was looking for an official clarification if it isn't too much of a bother. In a home game, probably not too hard to get a GM to agree to it, but PFS is a bit more stringent in its interpretations. Just wanted to be safe, lol.