Half-Orc

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Organized Play Member. 39 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.


Grand Lodge

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Shinigami02 wrote:
BigNorseWolf wrote:
that's no moon... (spaceship sized mimic!)

Few months back I learned about DnD's House Hunter, a house-sized (and shaped) mimic, so my first thought was a Starfinder version of that that took on the form of a spaceship.

As for a more normal sized mimic, you could have a particularly fancy Mimic Null-Space Chamber for the new hungry bag, Tent Mimics of all shapes and sizes, Mimic Escape Pods, Mimic Vehicles, Mimic Storage Lockers (both horizontal like you'd find in a barracks and vertical like schools/workplaces/etc, some large species may even form an entire walls of lockers, with each locker just being a separate mouth), Mimic Arcade Games, Mimic Control Panels... a Mimic Recharging Station could be quite dangerous, go to recharge your batteries or even your environmental protections, and the wires suddenly come to life to grab you and drag you into a well-hidden mouth.

Basically, it's not as simple as 'treasure chest' anymore, but with some creativity there's all sorts of stuff of all sizes that someone might approach, many someone might even open.

I feel like most of the Xenowarden tech could easily be designed using Mimic Dna. Maybe their ships are just massive domesticated Mimics.

Grand Lodge

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Mimics are one of my favorite monsters and as a gm, I always try to fit them in at some point within a campaign. However, when transitioning to pathfinder, I've been struggling to find a satisfactory item a mimic could disguise itself as. Also, what kind of technological or magical advancements may mimics have undergone? What I'm specifically looking for is creative disguises that allow mimics to ambush their prey effectively, maintain a level of safety, and keep close enough to food to stay well fed.

A few ideas I have come across:

Toilet Mimic: Ambush people when they're generally alone, and if the target is not alone, just process the waste as normal.

Cargo Container: Similar to the classic "Treasure Chest" Mimic, but feels less effective as Cargo Containers are rather common. The only place this would be effective is in a low population environment which brings scarcity of food into play.

Tall Gun Safe Mimic: Instills that level of allure similar to the Treasure chest Mimic, but suffering the same problem as the cargo container.

Potential Advancements for the Mimic include developing the ability to create an electric current and simulate digital devices.

Grand Lodge

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Be playing half-orc ranger. Loves to live off the land and takes pride in using every part of the animal. When he hunts, all left over meat was quickly turned to jerky and placed in a large belt pouch. The character would always have jerky on hand.

Even when the bag was full, he would continue to make jerky and place it within the bag. Due to his dedication, the gods turned it into a endless bag of jerky. Which he kindly shared with everyone he ever came into contact with.

The same character also found a belt of teleportation. The belt had a pressure sensitive switch located on the buckle that when pressed would teleport the wielder 10 feet in the direction the belt was facing. Was an amazing item and was of great use during and out of combat, but not so great when the character rolls over in the middle of the night and teleported 10 feet into the ground.

Grand Lodge

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Lady-J wrote:
make everything an anti magic field so it wont matter if they can cast spells

The people doing the screening are probably ready for a magic user and have dealt with them before.

Perhaps add a small Wondrous Item that is a small bell, and when the bell is stimulated by the gathering of arcane energy, it begins to ring with an extremely sharp and painful noise not only calling the guards to investigate, but also causing the caster to potentially lose concentration.

Depending on your fantasy level, it could just be as simple as a material that reacts strongly to magic rather than a magical item.

If all else fails, simple manacles can dissuade most casters due to somatic components. A gag would be a bit much as I assume they are coming to talk to someone.

Grand Lodge

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Ciaran Barnes wrote:
Pointy hat, staff, robe with big sleeves.

Please tell me this is an "Off to be the Wizard" quote

Grand Lodge

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Here's an option. After lvl 12,just hire a pilot and a NPC crew. Make the Pilot the first mate. You and the party still make all the decisions but the first mate is the one who makes them happen. If you have problems with mutiny or other nonsense, just push them out into vacuum and hire someone else.

Thinking back to starwars, Darth Vader was a renowned starship pilot, and excellent strategist, but he never piloted a large vessel. He delegated the Piloting to a lower ranking offical and handled more surgical type strikes.

Also, It seems to me like a good idea to have a standing skeleton crew to watch over the ship while in port. Wouldn't want a hand ful of goblins to fly off with it and crash into the Absolom station. That would be quite the Insurance hike.

Grand Lodge

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You could look into Weapon Adept Monk. Normally only allows you to choose a monk weapon as your weapon of choice, but GM fiat is an easy fix for that. get high enough Str for power attack, get a good Dex and Wis going and you will dodge everything. I don't know if the Archetype fits into the Unchained Monk, but if it can, do it.