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RPG Superstar 2013 Top 16. RPG Superstar 6 Season Marathon Voter, 7 Season Marathon Voter, 8 Season Marathon Voter, 9 Season Dedicated Voter. 2,987 posts. 1 review. 1 list. No wishlists.



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RPG Superstar 2013 Top 16 , Marathon Voter Season 6, Marathon Voter Season 7, Marathon Voter Season 8, Dedicated Voter Season 9 aka Darkjoy

Vote early, vote often!

My votes went to:
Christopher Wasko — Darkblight Fallow
Brian J. Fruzen — The Gloomsworn Path

Wanted to vote for:
Gabriel Almer — Eizenholt, Abandoned Duergar Mining Outpost
Kalervo Oikarinen — Fellforge Chapel

The above represent my desired top 4, all of them have been consistent and deliver great work.

RPG Superstar 2013 Top 16 , Marathon Voter Season 6, Marathon Voter Season 7, Marathon Voter Season 8, Dedicated Voter Season 9 aka Darkjoy

Someone has to create the exit poll thread and this year it appears I will start the one for round 2.

After some deliberation I have selected the following contestants for advancement:

Brian Duckwitz — Agoravore
Brian Fruzen — Emberling
Jacob W. Michaels — Guttersnipe
Kalervo Oikarinen — Dusk Serpent
Kenneth Elliott — Grymp
Mike Kimmel — Chimney Troll
Mikko Kallio — Immured
Sam Harris — Face in the Crowd

Sam Harris is my wildcard, his monster was the first I read and although not perfect it is sticking around in my mind, gaining traction and that is something.

Note:
There is always someone tabulating the votes, please be that someone ;>

RPG Superstar 2013 Top 16

Jon needs your help

RPG Superstar 2013 Top 16 , Marathon Voter Season 6, Marathon Voter Season 7, Marathon Voter Season 8, Dedicated Voter Season 9 aka Darkjoy

2 people marked this as a favorite.

Rising from the water, this thin, headless, vaguely humanoid creature advances with a swerving gait, as it stretches its maw-tipped arms towards you.
Leechlorn CR 3
XP 800
CE Medium aberration (aquatic)
Init +2; Senses blindsight 30 ft.; Perception +1
Aura unnatural aura (30 ft.)
----- Defense -----
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 37 (5d8+15); fast healing 2
Fort +3, Ref +5, Will +5
Defensive Abilities fractured souls; DR 5/slashing
----- Offense -----
Speed 20 ft., swim 30 ft.
Melee 2 bites +5 (1d6 plus attach)
Special Attacks blood drain (1d2 Constitution), soul eater, soul spittle
----- Statistics -----
Str 11, Dex 15, Con 15, Int 5, Wis 12, Cha 10
Base Atk +3; CMB +3 (+11 when attached); CMD 15 (19 vs. trip)
Feats Lightning Reflexes, Toughness, Weapon Finesse
Skills Stealth +10 (+18 in swamps), Swim +8; Racial Modifiers +8 Stealth in swamps
Languages Common
SQ amphibious, bloated, blood pool, the blood remembers
----- Ecology -----
Environment rivers, temperate marshes
Organization solitary, family (2-5)
Treasure none
----- Special Abilities -----
Attach (Ex) When a leechlorn hits with a bite attack, it latches onto its target and automatically grapples. The leechlorn loses its Dexterity bonus to AC and has an AC of 11, but holds on with great tenacity and automatically inflicts bite damage each round.
Bloated (Ex) When a leechlorn has 6 or more blood points in its blood pool, its form becomes bloated, this effect is similar to an enlarge person spell. The bloated condition ends after 1 hour.
Blood Pool (Ex) A leechlorn maintains a pool of blood points: one point of blood drained Constitution equals one blood point. Spending blood points is a standard action.
Fractured Souls (Ex) A leechlorn houses many souls, it cannot be the target of single target spells.
Soul Eater (Su) An attached leechlorn feeds on its foe’s soul. It drains 1d3 Charisma unless the target succeeds on a DC 12 Will save. This is a Charisma-based DC.
Soul Spittle (Su) A leechlorn can, as a standard action, regurgitate fragments of the souls it has consumed, this has an unsettling effect on those struck by the soul fragment unless they succeed on a DC 14 Will save, treat as a lesser confusion spell. This is a Constitution-based DC.
The Blood Remembers (Su) By spending one blood point, a leechlorn can gain any ability named in the beast shape I spell if a blood drain victim had it. This effect lasts for 10 minutes.

First sighted on the banks of the Mesmos River, near the Vaishau ruins, leechlorn have migrated far and wide and fishermen quickly learn to bring pets on their fishing trips whenever a leechlorn stalks the land.

Decidedly unnatural in their origins, sages speculate that its form is dictated by the remnants of the souls it has eaten. This hypothesis would certainly explain the raw cunning leechlorn possess. Leechlorn understand Common and agreements can be reached, but leechlorn only accept blood as currency; this can be a deal breaker for the other party.

Leechlorn typically stand 6 feet tall, but weigh less than 80 pounds. Its black, leathery, segmented body blends extremely well in the dark, murky waters it favors. Leechlorn are primarily ambush predators, but some leechlorn cunningly use their blood remembers ability for surprisingly direct assaults. Fast and tenacious, leechlorn trust in their natural resilience to see them through a fight.

Leechlorn reproduction only occurs after the leechlorn has feasted on several souls. The resulting offspring typically remains with its parent, forming a family that hunts and feeds together.

RPG Superstar 2013 Top 32 , Marathon Voter Season 6, Marathon Voter Season 7, Marathon Voter Season 8, Dedicated Voter Season 9 aka Darkjoy

So, last week the archetypes were revealed and I noticed that Isaac used the exact same name I had for my archetype while it was still a first draft. So I PM-ed him my first draft:

Oathkeeper (Ranger)
Oathbreakers die! The second tenet of the Six River Freedoms drives the oathkeeper in all his pursuits. He seeks out those that broke their word and passes bloody judgement on them. Civilized people would consider an oathkeeper a vigilante, but he is the closest thing to justice that the River Kingdoms allow.

His response: he had an archetype named thief-taker!

Are there more of these happy coincidences?

RPG Superstar 2013 Top 32 , Marathon Voter Season 6, Marathon Voter Season 7, Marathon Voter Season 8, Dedicated Voter Season 9 aka Darkjoy

2 people marked this as a favorite.

Wandering Judge (Ranger)
The wild lands of the River Kingdoms know no common law, only the Six River Freedoms.
Wandering judges are rangers that police the far stretching countryside of the various River Kingdoms. The six freedoms guide and ultimately empower their judgments and pursuits. Wandering judges track down thieves and slay slavers as they travel from one kingdom to another. Wandering judges uphold the law of the land or choose to travel further if that law does not agree with them. Their word is their bond and they are not afraid to speak their minds.

A few wandering judges serve in the Black Eagles of Lambreth, some are knights of Touvette and others protect fledgling Liberthane.

Class Skills: A wandering judge gains Sense Motive as a class skill.
Manhunter (Ex): At 1st level, a wandering judge must select humanoid (human) as his favored enemy.
Sound Judgment (Ex): At 1st level, a wandering judge gains a +2 bonus on Sense Motive checks. This ability replaces wild empathy.
Posse (Ex): At 4th level, if the wandering judge chooses to bond with his companions, he can, as a move action, grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the wandering judge’s Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher. At 10th level, this ability allows a wandering judge to grant half his judgment’s sacred or profane bonus to all allies within 30 feet. This ability alters the hunter's bond class feature.
Law of the Land (Su): At 5th level, a wandering judge gains the ability to pronounce judgment, as the inquisitor class feature, but his inquisitor level is considered to be his ranger level –4. This replaces the 2nd, 3rd, 4th and 5th favored enemy abilities.
Justice (Ex): At 11th level, whenever a wandering judge uses his judgment ability, he selects two different judgments, instead of one. This only consumes one use of his judgment ability. As a swift action, a wandering judge can change one of these judgments to another type. This ability replaces the quarry ability.
Greater Justice (Ex): At 19th level, whenever a wandering judge uses his judgment ability, he selects three different judgments, instead of just two. This only consumes one use of his judgment ability. As a swift action, a wandering judge can change one of these judgments to another type. This ability replaces the improved quarry ability.

RPG Superstar 2013 Top 16 , Marathon Voter Season 6, Marathon Voter Season 7, Marathon Voter Season 8, Dedicated Voter Season 9 aka Darkjoy

2 people marked this as a favorite.

Paizo hear my plea! For years I’ve entered this competition and heard that judging was hard. Now I know that judging is hard. I’ve seen the horrible, uninspired submissions that you have seen and now I know and share your pain.

So please Paizo, end our suffering and cut the bottom 33% after one week of voting. And one week after that event cut another 33%.

Maybe it is too soon, but after spending a combined 12 hours judging pairs and finding only 2 items that were superstar, I think and hope that removing the bottom 33% will keep the voting fresh for the remaining voting period.

RPG Superstar 2013 Top 16 , Marathon Voter Season 6, Marathon Voter Season 7, Marathon Voter Season 8, Dedicated Voter Season 9 aka Darkjoy

Why entering RPG Superstar is good for you -> Because you get better

Every year Clark does his best to get everyone to enter and I reply to his postings that entering will make you a better writer / designer.

So let’s take a look at my experience.
First year nobody really knew what to expect so I entered a perfectly good item that in the end was met with three words: reject, reject and reject.

Year One:

Goblin Gruel
This milky, greenish concoction tastes surprisingly sweet. It bestows upon the eater a +4 morale bonus to strength and grants the eater the use of the Diehard feat, both effects last for one hour. Eating the gruel also incurs 4 points of damage to the eater’s wisdom score.
Before any major raid or battle, goblin warchanters and shamans work together in creating a batch of goblin gruel for the warriors. According to goblins, the gruel makes a goblin stronger, twice as tough and absolutely fearless. Other sources often refer to the fine line between fearless and senseless, but admit the truth of the first and second claim.
Faint transmutation; CL 5th; Craft Wondrous Item, bestow curse, rage; Price 2000 gp for a batch of 50 servings.

From the first year I learned that standing out from the rest was important, so my entry for the second year tried really hard to get the judges attention. It succeeded, but for the wrong reasons, the name of my entry got a lot of discussion.

Year Two:

Eyes of Fear and Fire
Aura faint evocation and necromancy; CL 1st
Slot eyes; Price 2600 gp; Weight –
Description
These soot colored, crystal lenses always feel warm to the touch. The lenses fit over the user’s eyes and color them pitch black, the user receives a +2 competence bonus on Intimidate checks due to the otherworldly appearance of his eyes. Three times per day, the user can will the lenses to blaze with hellish fire for 10 rounds as a free action, the user gains a +5 competence bonus on Intimidate checks. Two times per day, the user can launch a ray of fire (treat as a ray of frost) from his eyes at a target as a standard action. Once per day, the user can use cause fear (Will DC 11 partial) as a gaze attack. The gaze attack can only affect one target.
Construction
Requirements Craft Wondrous Item, cause fear, ray of frost; Cost 1300 gp

Year three was a bad year, got all gonzo and fell for the make it hard for the GM trap

Year Three:

bigger]Syringe of Infernal Sight[/bigger]
Aura moderate evocation and transmutation; CL 6th
Slot -; Price 42,000 gp; Weight 1 lbs.
Description
A green hued, metallic syringe holds a dark swirling liquid in a hollow, crystal tube. The syringe’s plunger is oversized, accommodating claws and other inhuman appendages. An extremely sharp and thin hypodermic needle completes the syringe.

Succeeding on a DC 15 Heal check or a DC 15 Dexterity check allows the user to inject the dark liquid into an eye. Failing a check deals 1d4 points of damage to the subject, but the liquid is still injected into the eye.

When all of the subject’s eyes are treated, the following takes effect: the subject treats an area of darkness, including magical darkness, as an area of bright light. The subject treats an area of dim light as an area of normal light. The subject treats an area of normal light as an area of dim light. The subject treats an area of bright light as an area of darkness. This effect ends after 6 hours.

The syringe holds six doses and regenerates 1d3 doses each day. Each eye requires one dose.
Construction
Requirements Craft Wondrous Item, darkvision, daylight; Cost 21,000 gp

Year four was a very good year, got into the keep folder!

Year Four:

Bracelet of Shackled Souls
Aura moderate necromancy [evil]; CL 9th
Slot wrists; Price 54,000 gp; Weight 1 lb.
Description
This fine bracelet consists of strands of silver and cold iron, braided together in a pattern of tiny chains. Five black pearls are embedded in the pattern. As long as the bracelet is worn, any living creature that the wearer reduces to -1 hp or less, using a melee attack, must succeed on a DC 13 Will save or die. The creature’s life force is stored in one of the black pearls, which will turn silvery in hue. The captured life force acts as a charge; the bracelet can hold a maximum of five charges.

As a move action, the bracelet’s wearer can, with a flick of the wrist, create a curtain of ethereal chains that spreads in a 15-ft. radius from the bracelet. Anyone caught or passing through the curtain of ethereal chains must succeed on a DC 15 Will check or become shaken for 4d4 rounds, the wearer of the bracelet is not affected. The curtain of ethereal chains lasts for 1d4+1 rounds, this effect expends one charge from the bracelet.

As a standard action, the bracelet’s wearer can launch a mass of ethereal chains at one target within 60 feet. The ethereal chains will attempt to grapple the target using its CMB of 15. The CMD of the ethereal chains is 30. If the mass of ethereal chains succeeds on the grapple attempt, it will on subsequent rounds try to pin and then tie up the target. If the ethereal chains fail to grapple the target then they will fade away. The mass of ethereal chains lasts for 10 rounds and requires the expenditure of two charges.
Construction
Requirements Craft Wondrous Item, death knell; Cost 27,000 gp

Year five was a surprise, wasn’t really happy with my entry, but it made the keep folder!

Year Five:

Torc of Zealous Tenacity
Aura faint necromancy; CL 3rd
Slot neck; Price 12,000 gp; Weight 1 lb.
Description
Engraved into the twisted iron of this torc are dozens of dull glowing runes warding the wearer against death.

The wearer of the torc only dies when his current hit points drop to a negative amount that is equal to or greater than his Constitution score plus half his Wisdom score.

If the wearer of the torc is reduced to 0 or less hit points he may immediately attempt a DC 13 Wisdom check to avoid gaining the disabled and or dying condition for 1 round. During that round he may act normally, this includes taking full-round actions, but at the end of his actions he receives 1d4+1 points of damage from the strain.
Construction
Requirements Craft Wondrous Item, false life; Cost 6,000 gp

This year is something else. For years I’ve written to satisfy the tastes of the judges, quite successfully so, but this year a submission has to be liked by the public first. The lessons learned from previous years still apply: tight design, perfect execution. But this year you also need to entice the public to spend the gold pieces to own or make the item, which is far harder than it seems.

RPG Superstar 2013 Top 16 , Marathon Voter Season 6, Marathon Voter Season 7, Marathon Voter Season 8, Dedicated Voter Season 9 aka Darkjoy

2 people marked this as a favorite.

Sash of the Salty Seas
Aura faint transmutation; CL 5th
Slot belt; Price 12,300 gp; Weight 1 lb.
Description
This stiff, sea green, silk sash is covered with interlocking circles of salt. The sash grants the wearer a +3 competence bonus on Swim checks.

Three times per day the wearer of the sash can remove the salt from 1 gallon of sea water, this turns the water fresh and creates a tiny mound of salt.

Two times per day, as a standard action, the wearer of the sash can soak one target within 100 feet with sea water. The water quickly evaporates and coats the target in a thick layer of salt. The target gains the grappled condition and must defeat the salty coating’s CMD of 20 to break free.

Once per day, as a full-round action, the wearer of the sash can transform the sea’s surface to a thick, salty crust. You can walk, but not run or charge while on the crust. Up to 25 squares can be created in this fashion. Each 10 ft. square must be connected to another. Each square has hardness 1 and 30 hp. Unconnected squares sink to the bottom of the sea. This effect lasts for 1 hour.
Construction
Requirements Craft Wondrous Item, create water, hold person, water walk; Cost 6,150 gp

RPG Superstar 2013 Top 16 , Marathon Voter Season 6, Marathon Voter Season 7, Marathon Voter Season 8, Dedicated Voter Season 9 aka Darkjoy

Why entering RPG Superstar is good for you -> Because you get better

Every year Clark does his best to get everyone to enter and I reply to his postings that entering will make you a better writer / designer.

So let’s take a look at my experience.

First year nobody really knew what to expect so I entered a perfectly good item that in the end was met with three words: reject, reject and reject.

Year One:

Goblin Gruel
This milky, greenish concoction tastes surprisingly sweet. It bestows upon the eater a +4 morale bonus to strength and grants the eater the use of the Diehard feat, both effects last for one hour. Eating the gruel also incurs 4 points of damage to the eater’s wisdom score.
Before any major raid or battle, goblin warchanters and shamans work together in creating a batch of goblin gruel for the warriors. According to goblins, the gruel makes a goblin stronger, twice as tough and absolutely fearless. Other sources often refer to the fine line between fearless and senseless, but admit the truth of the first and second claim.
Faint transmutation; CL 5th; Craft Wondrous Item, bestow curse, rage; Price 2000 gp for a batch of 50 servings.

From the first year I learned that standing out from the rest was important, so my entry for the second year tried really hard to get the judges attention. It succeeded, but for the wrong reasons, the name of my entry got a lot of discussion.
Year Two:

Eyes of Fear and Fire
Aura faint evocation and necromancy; CL 1st
Slot eyes; Price 2600 gp; Weight –
Description
These soot colored, crystal lenses always feel warm to the touch. The lenses fit over the user’s eyes and color them pitch black, the user receives a +2 competence bonus on Intimidate checks due to the otherworldly appearance of his eyes. Three times per day, the user can will the lenses to blaze with hellish fire for 10 rounds as a free action, the user gains a +5 competence bonus on Intimidate checks. Two times per day, the user can launch a ray of fire (treat as a ray of frost) from his eyes at a target as a standard action. Once per day, the user can use cause fear (Will DC 11 partial) as a gaze attack. The gaze attack can only affect one target.
Construction
Requirements Craft Wondrous Item, cause fear, ray of frost; Cost 1300 gp

Year three was a bad year, got all gonzo and fell for the make it hard for the GM trap

Year Three:

Syringe of Infernal Sight
Aura moderate evocation and transmutation; CL 6th
Slot -; Price 42,000 gp; Weight 1 lbs.
Description
A green hued, metallic syringe holds a dark swirling liquid in a hollow, crystal tube. The syringe’s plunger is oversized, accommodating claws and other inhuman appendages. An extremely sharp and thin hypodermic needle completes the syringe.

Succeeding on a DC 15 Heal check or a DC 15 Dexterity check allows the user to inject the dark liquid into an eye. Failing a check deals 1d4 points of damage to the subject, but the liquid is still injected into the eye.

When all of the subject’s eyes are treated, the following takes effect: the subject treats an area of darkness, including magical darkness, as an area of bright light. The subject treats an area of dim light as an area of normal light. The subject treats an area of normal light as an area of dim light. The subject treats an area of bright light as an area of darkness. This effect ends after 6 hours.

The syringe holds six doses and regenerates 1d3 doses each day. Each eye requires one dose.
Construction
Requirements Craft Wondrous Item, darkvision, daylight; Cost 21,000 gp

Year four was a very good year, got into the keep folder!

Year Four:

Bracelet of Shackled Souls
Aura moderate necromancy [evil]; CL 9th
Slot wrists; Price 54,000 gp; Weight 1 lb.
Description
This fine bracelet consists of strands of silver and cold iron, braided together in a pattern of tiny chains. Five black pearls are embedded in the pattern. As long as the bracelet is worn, any living creature that the wearer reduces to -1 hp or less, using a melee attack, must succeed on a DC 13 Will save or die. The creature’s life force is stored in one of the black pearls, which will turn silvery in hue. The captured life force acts as a charge; the bracelet can hold a maximum of five charges.

As a move action, the bracelet’s wearer can, with a flick of the wrist, create a curtain of ethereal chains that spreads in a 15-ft. radius from the bracelet. Anyone caught or passing through the curtain of ethereal chains must succeed on a DC 15 Will check or become shaken for 4d4 rounds, the wearer of the bracelet is not affected. The curtain of ethereal chains lasts for 1d4+1 rounds, this effect expends one charge from the bracelet.

As a standard action, the bracelet’s wearer can launch a mass of ethereal chains at one target within 60 feet. The ethereal chains will attempt to grapple the target using its CMB of 15. The CMD of the ethereal chains is 30. If the mass of ethereal chains succeeds on the grapple attempt, it will on subsequent rounds try to pin and then tie up the target. If the ethereal chains fail to grapple the target then they will fade away. The mass of ethereal chains lasts for 10 rounds and requires the expenditure of two charges.
Construction
Requirements Craft Wondrous Item, death knell; Cost 27,000 gp

This year I’ve fallen for the following traps:

Bad Name
Submitted before adding mojo

Luckily next year is an even year and my items are always better on an even year.

RPG Superstar 2013 Top 16

Over at KQ's website one of my 4e creations is coming back from the Shadowfell.

Tell me what you think.

RPG Superstar 2013 Top 16

Behold the dagger!

Spoiler:

Poor Elan, he brought a sword to a wordfight and dad disarms him with a dagger.....

RPG Superstar 2013 Top 16

And I think 'Red' is Haley's dad....

RPG Superstar 2013 Top 16

Steel isn't strong. Flesh is!

RPG Superstar 2013 Top 16

Hellbound: Tools for Tomorrow's Tyrants offers some help for the Hellishly inclined.

RPG Superstar 2013 Top 16

Finally!

The cover is revealed.

RPG Superstar 2013 Top 16

Chasing Paper

RPG Superstar 2013 Top 16

King for a day

RPG Superstar 2013 Top 16

Daddy!

Nale must have been born bad, because Elan and Nale's dad seems quite cool in a LE way.

RPG Superstar 2013 Top 16

What came before (OGL and Pathfinder)

RPG Superstar 2013 Top 16

When will Volume 3 hit the shelves, or my downloads?

RPG Superstar 2013 Top 16

---------------------------------------
Archer
---------------------------------------
Halfling Barbarian 1/Fighter 6
Init +4; Perception +11

Defense
AC 25, 16 touch, 21 flat=footed (+8 Armor, +4 Dex, +1 Deflection, +1 Natural, +1 Size)
HP 58 (72)
Fort +9, Ref +7, Will +3

Offense
Speed 30 ft.
Ranged Shortbow +13/+8 (1d6+7, x3, 70 ft. range increment)

Statistics
STR 14 (18), DEX 18, CON 13 (17), INT 12, WIS 10, CHA 10
Base Atk +7; CMB +8 (+10); CMD +12 (+14)
Skills Acrobatics +16, Handle Animal +6, Perception +11, Stealth +20

Equipment
+2 Breast Plate (4,000 gp + 350 gp)
+2 Composite Shortbow (8,000 gp + 375 gp)
100 Arrows
Belt of Incredible Dexterity +2 (4,000 gp)
Amulet of Natural Armor +1 (2,000 gp)
Ring of Protection +1 (2,000 gp)
Cloak of Elvenkind (2,500 gp)
20 Potions of Cure Light Wounds
120 gp

Racial Abilities
Small: +1 AC, +1 to hit, -1 CMB/CMD, +4 Stealth
20 ft. base speed
+2 vs. fear
+1 on all saves
+2 on Perception
+2 on Acrobatics and Climb

Class Abilities
Fast Movement
Rage (5 rounds)
Bravery +2
Armor Training I
Weapon Training I (Bows)

Feats
Point Blank Shot
Rapid Shot
Weapon Focus (Shortbow)
Deadly Aim
Weapon Spec (Shortbow)
Far Shot
Manyshot
Precise Shot

RPG Superstar 2013 Top 16

So after the first summoner playtest that I ran a couple of weeks ago I am itching to try out the new and improved rules.

Azmahel, anyone else, up for a new pbp slugfest?

I'll bring a 9th level summoner and his PC eating eidolon, you my opponent bring 4 PCs with the elite array and level appropriate gear.

RPG Superstar 2013 Top 16

Darkjoy wrote:

gobbotopia!

6 weeks.

Poor Belkar, not long for the world at all.

RPG Superstar 2013 Top 16

D'oh

RPG Superstar 2013 Top 16 , Marathon Voter Season 6, Marathon Voter Season 7, Marathon Voter Season 8, Dedicated Voter Season 9 aka Darkjoy

In case your wondering, no I did not enter a charm bracelet ;>

RPG Superstar 2013 Top 16

My conclusions after the playtest.

1) The summoner has issues, in its current form it outfights a standard party of four even when they have him at a disadvantage.

2) Going 'nova' with summons will likely solve every encounter. And yes, you can do a partial nova and do four other encounters in a day.

3) This wasn't an optimized build, if I had used some of the optimized eidolon builds, who knows what could have happened. TPK in 3 rounds?

4) A summoner can do several +2 El encounters all by himself. Outshining the rest of the table.

So the eidolon mechanics are nice and fun, but when introduced in a game it is going to wreck it. It is not good in its current incarnation.

RPG Superstar 2013 Top 16

"Treacherous Tomes, Corrupted Knowledge degrades the Mind" introduces several new mental disorders using modified disease mechanics and some new feats, monster variants and several treasure tomes for your campaign.

Get your free copy here! Pages 78-80

RPG Superstar 2013 Top 16

The CR for the hail of arrows trap is off.

Hail of Arrows Trap CR 9
Type mechanical; Perception DC 25; Disable Device DC 25
Effects
Trigger visual (arcane eye); Reset repair
Effect Atk +20 ranged (6d6); multiple targets (all targets in a 20-ft. line)

The CR is actually 8:
Perception DC 25: a +1 CR modifier.
Disable Device DC 25 : a +1 CR modifier.
Atk +20: a +2 CR modifier
6d6 damage : average damage is 21, this needs to be multiplied by 2 due to the multiple targets, 42/10=4.2, a +4 CR modifier.
1+1+2+4=8.

I think the error lies with the arcane eye, that probably errorounsly triggered a magical trap +1 CR modifier.

RPG Superstar 2013 Top 16

Please check out 'Magic of the Inner Spheres' in Signs and Portents #73, page 66. The article describes a set of magical items and spells originating from, you guessed it, the inner spheres.

Let me know what you think!

RPG Superstar 2013 Top 16

And they are back

RPG Superstar 2013 Top 16

Check out my first Pathfinder trap at KQ, the skull-on-a-rope trap.

I can honestly say that the new format is easier to use and thus receives two thumbs up by the Trapsmith.

RPG Superstar 2013 Top 16

A world within a world

Back next month.

RPG Superstar 2013 Top 16

Ms Tiamat is calling, my oh my, what the hell for?

Can it be the sudden decrease of black dragons?

RPG Superstar 2013 Top 16

He's BACK!

RPG Superstar 2013 Top 16

With a father like that.....

RPG Superstar 2013 Top 16

Xykon is a harsh taskmaster + Redcloak gives up depth perception

RPG Superstar 2013 Top 16

We played through another session of the keep of the shadowfell.

My party got slaughtered by Sir Keegan! Even though my DM insists that he is a worthy opponent as a Level 4 solo brute, it just seems to me that 4e increase in HP makes some fights just unwinnable.

325 hp? that is just an insane amount for level 4. I am level 3, have 32 hp and I am supposed to kill something with 10 times my hp? And before you ask: yes we still had our daily powers + 2 action points.

After I had only one ally left I ran, this turned out to be the smart move: Kerzit lives!

The cleric and I will recruit some new allies and return to Keegan's tomb. Don't know if we'll win round 2, but the dice cannot fail us twice in a row (or can they?).

RPG Superstar 2013 Top 16

This is pure genius

I laughed (loudly) at the last scene of the comic.

RPG Superstar 2013 Top 16

900+ downloads later.

RPG Superstar 2013 Top 16

Belkar just gets better and better. Link to comic

RPG Superstar 2013 Top 16

Behold my 1000th post!

Took me five years but there you go, isn't it pretty?

RPG Superstar 2013 Top 16

Familicide!

Damn, that is evil, in a funny way.

I kill you, your family, your kin, everyone who might even share your DNA. Don't mess with the V.