Night Wyvern

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RPG Superstar 2013 Top 32, RPG Superstar 2010 Top 16. Goblin Squad Member. RPG Superstar 6 Season Marathon Voter, 7 Season Dedicated Voter. Pathfinder Adventure Path Subscriber. Organized Play Member. 229 posts (1,811 including aliases). No reviews. No lists. No wishlists. 2 Organized Play characters. 26 aliases.



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Male Kitsune Bard (lotus geisha) 3 | AC 16, Touch 12, FF 14 | HP 18 | F +1, R +5, W +3 | Init +2 | Perc +5

Koan nods to the others and then calls back into the house as he makes a beeline toward the door to head off any possible investigation by Santolino, "Everything is okay. Gef says something he ate is really disagreeing with him and he'll be a while in the outhouse. Something about the fiery pits of Hell and his posterior. Is the tea about ready?"

Bluff: 1d20 + 8 ⇒ (19) + 8 = 27

Liberty's Edge RPG Superstar 2013 Top 32, RPG Superstar 2010 Top 16

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Tacticslion wrote:

Thanks, all!

Is... there any more description of the adventure?

(I'll be looking into the setting more, soon! Thank you all so much! Sounds fascinating! :D)

From what I remember from the few meetings I was involved with related to The Ælven Agenda:

Quote:
At the edges of the vast forest territory of Ælveheim, where the xenophobic Ælves struggle to keep back the tide of technology that they see as killing the world, a mysterious sickness has begun to spread throughout the woods. The denizens of the forest have begun to succumb to this madness inducing illness which leads to the PCs being dispatched to investigate what is causing it and attempt to put a stop to it. Their investigation eventually leads them to human settlements at the edge of Ælveheim's lands that are also struggling with the disease. Threats of death and madness breed paranoia in both Human and Ælve as racial tensions reach a boiling point, the PCs are soon fighting to protect their homeland from more than just a disease.

It is recommended that the PCs play Ælves or one of the few races tolerated by them (glitterfane, aryandai, or some humans) as this adventure is from the Ælven point of view. It is an alternate first adventure for the Beyond the Glittering Fane adventure arc (3 adventures) as opposed to the other starting adventure, Into the Pale Tower, which is from the view point of the eastern lands (humans, dwarves, automata, clockwork elves, etc).


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Male Kitsune Bard (lotus geisha) 3 | AC 16, Touch 12, FF 14 | HP 18 | F +1, R +5, W +3 | Init +2 | Perc +5

Stealth: 1d20 + 2 ⇒ (5) + 2 = 7

Koan creeps after Kenji but isn't really the sneaky type as he stumbles. He has been trained to draw the eye and attention of all in a room, not avoid it. He whispers as he follows, "I can try to put him to sleep on the privy if you think we should deal with the magician first."


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Male Kitsune Bard (lotus geisha) 3 | AC 16, Touch 12, FF 14 | HP 18 | F +1, R +5, W +3 | Init +2 | Perc +5

Koan blushes at the extra attention Ameiko gives him as he and Kenji arrive at the caravan's campsite. The young man nods to everyone he knows and gives a short bow in greeting to those he is less familiar with before trying to find his tongue to answer Ameiko, "Y.. yes. Your brother gave me the... quick... the abridged version of events." He listens for a few moments as the rest relay what bits of info they have uncovered, "If... this was a murder of convenience or one of forethought, it seems Mrs. Maressa's testimony is the lynchpin and key to this whole kerfuffle."

Koan looks to Ameiko as he attempts wrangle his bangs from out of in front of his eyes, "Um... Ameiko, I'd be glad... to talk to her for you if you'd like? It would be... my honor."

Charisma Check (DC 15) - Childhood Crush: 1d20 + 4 ⇒ (16) + 4 = 20


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Female Halfling Shaman (Witch doctor) 10 | AC 17(23), Touch 17, FF 13(19) | HP 68 | F +5, R +11, W +14, +2 vs fear and poison | Init +4 | Perc +18(+20)

Woki watches the fat tall-one with his big cup of wine and can't help but think that he is already marinating himself pre-cooking. The halfling flicks tongue across pointy teeth before being brought out of contemplation by the others' talk of entertainment.

<<This one has excellent singing voice. All other tribe agree that this one sings so good that this one should only sing on special occasions.>>

Liberty's Edge RPG Superstar 2013 Top 32, RPG Superstar 2010 Top 16

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Raging Addict: Barbarian that uses the strange chemicals and drugs harvested by the Technic League from Silver Mount to enhance his/her abilities.

Liberty's Edge RPG Superstar 2013 Top 32, RPG Superstar 2010 Top 16 , Marathon Voter Season 6, Dedicated Voter Season 7 aka Draconas

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mamaursula wrote:
I am so in love with the inordinate number of foot wear that activate by stomping your foot like a petulant child. I am sorry to anyone on this thread that might have written one of these, if yours was the only one, it might have been cool.

I hope I didn't start that trend with my item last year. My bad.

Liberty's Edge RPG Superstar 2013 Top 32, RPG Superstar 2010 Top 16 , Marathon Voter Season 6, Dedicated Voter Season 7 aka Draconas

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Mike Welham wrote:
I did see a badger item. It was not quite what I expected, but it was still much better than synchronized watches.

I think I just saw that exact same pairing of items, Mike. Badgers for the win.

Liberty's Edge RPG Superstar 2013 Top 32, RPG Superstar 2010 Top 16 , Marathon Voter Season 6, Dedicated Voter Season 7 aka Draconas

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Finally saw my item once. My job here is done. I'll stop after one more vote... one more vote...

Liberty's Edge RPG Superstar 2013 Top 32, RPG Superstar 2010 Top 16 , Marathon Voter Season 6, Dedicated Voter Season 7 aka Draconas

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Covent wrote:

Finding that I am not enjoying items with a selection of powers such as

power one if made of cheese

power two if made of meat

power three if made of bread

By their powers combined, he is CAPTAIN SANDWICH!

Liberty's Edge RPG Superstar 2013 Top 32, RPG Superstar 2010 Top 16 , Marathon Voter Season 6, Dedicated Voter Season 7 aka Draconas

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And since I hate creating stuff that nobody ever gets to see (other than my handful of gamer friends), here are my alternate almost-ran entries for anyone who cares.

Knight of the Wyld (Magus):

A knight of the wyld is a warden of those places where the veil frays between the Material Plane and the First World. The knight of the wyld protects both worlds from one another, saving mortals lost in the ever-changing landscapes of the First World and fey from being slain while visiting the Material Plane. A knight of the wyld is forever changed by his close association with the fey and their primordial realm.

Class Skills: The knight of the wyld adds Diplomacy and Knowledge (nature) to his list of class skills and removes Knowledge (dungeoneering) and Ride from his list of class skills.

Charisma Dependent: A knight of the wyld uses Charisma instead of Intelligence when determining the highest level of spells he can cast, his spell save DCs, number of spells known at 1st level, and any effects of his abilities normally determined by his Intelligence.

Wyldfire (Su): At 2nd level, a knight of the wyld can sacrifice a prepared magus spell of 1st level or higher as a swift action to wreathe his off hand in living green fire called wyldfire. The wyldfire lasts for a number of rounds equal to the level of the spell sacrificed to call it forth + the knight of the wyld’s Charisma modifier. Once per round, as a standard action, the knight of the wyld can unleash a ghostly ray of green flame against one foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of acid, cold, electricity, fire, or force damage per level of the spell sacrificed to summon the wyldfire + 1 for every two knight of the wyld levels he possesses. The type of damage is chosen when the wyldfire is first summoned. The hand wreathed in wyldfire is still considered free for the purpose of casting spells and delivering touch attacks. A knight of the wyld can use wyldfire in place of a spell that takes 1 standard action for the purposes of spell combat.

This ability replaces spellstrike.

Wyld Ward (Sp): At 7th level, a knight of the wyld can expend 1 point from his arcane pool to transport one mortal creature or fey back to their home plane. If wyld ward is used on a living, non-fey creature in the First World, the creature is forced back to the Material Plane if it fails a Will save as the spell dismissal. The knight of the wyld can use wyld ward in a similar function against fey in the Material Plane, whisking them back to the First World on a failed Will saving throw.

This ability replaces knowledge pool.

Uringen Horomancer (Wizard) - First Draft:

Regardless of the difficulty in locating it, the town of Uringen attracts a fair number of curious visitors and scholars from around the River Kingdoms. Uringen horomancers are those individuals that remain in the town to study the temporal and spatial anomalies that plague the center of Uringen and the strange clock tower that is at the heart of all the town’s woes.

Class Skills: The Uringen horomancer adds Disable Device to his list of class skills.

Automata Bond (Ex): At 1st level, an Uringen horomancer gains a clockwork spy as a familiar from his work studying Uringen’s clock tower. Unlike a normal construct, the Uringen horomancer’s familiar gains a rudimentary intelligence as part of the Uringen horomancer’s psyche imprints into its mechanisms. As a side effect of this imprinting, when an Uringen horomancer gains the dying condition, he can choose to destroy his familiar as a swift action to turn back time by a split second, leaving the Uringen horomancer at 0 hit points and disabled.

At 7th level, the Uringen horomancer can upgrade his clockwork spy into a clockwork familiar by spending 1000 gp and 1 week disassembling and reassembling his familiar.

An Uringen horomancer can repair a destroyed familiar for 200 gp per hit dice and 1 week of work. This ability replaces arcane bond.

Countdown (Sp): At 5th level, an Uringen horomancer can shift the stream of time to send spells into the future by a few seconds. Once per round, when a spell is cast by another creature, an Uringen horomancer can make a Spellcraft skill check (DC 15 + the spell’s level) to identify the spell being cast and then may sacrifice a spell of the same level or higher, as an immediate action, to delay the spell from coming into effect for up to 5 rounds. Once this time passes, the spell comes into effect how and where it originally was designated. This ability replaces the bonus feat gained at 5th level.

Here and There (Su): At 10th level, an Uringen horomancer can share two points in space for brief moments at a time. When the Uringen horomancer casts a spell, he can use an unoccupied space within 30 feet at the point of origin for the spell. While he turns semi-transparent, a faint copy of the Uringen horomancer appears in the new space until the end of the round. Any attacks against either version of the Uringen horomancer that round only deal half damage to him. The Uringen horomancer can use this ability a number of times per day equal to 3 + his Intelligence modifier. This ability replaces the bonus feat gained at 10th level.

Uringen Horomancer (Wizard) - Rewrite:

Uringen horomancers are spellcasters that travel to Uringen to study the temporal and spatial anomalies that plague it and the strange clock tower at its heart.

Class Skills: The Uringen horomancer adds Disable Device to his list of class skills.

Clockwork Apparatus (Su): At 1st level, an Uringen horomancer crafts a bonded device of clockwork and magic that serves to assist him in manipulating temporal energies. This clockwork apparatus is unique in appearance to each Uringen horomancer and designed to take up one of the following slots, chosen at creation: belt, feet, hands, head, neck, or wrist. A clockwork apparatus has a number of charges per day equal to 3 + Uringen horomancer’s Intelligence modifier that refreshes with his spells. When wearing the clockwork apparatus and the Uringen horomancer is subject to a spell or spell-like ability with a duration other than instantaneous, as long as the clockwork apparatus has at least 1 charge remaining, he can make a Will saving throw (DC 15 + spell level) to either extend or shorten the effect by a number of rounds up to half his caster level, rounded down (minimum 1).

A destroyed or broken clockwork apparatus can be repaired at the cost of 1 week of time and 200 gp per Uringen horomancer level. This ability replaces arcane bond.

Jump Ahead (Su): At 5th level, an Uringen horomancer can use his clockwork apparatus to slip a few moments into the future. As a standard action, the Uringen horomancer disappears from his current location and reappears at the top of the initiative order the next round in the same space or the closest adjacent empty space. This ability uses 1 charge of the clockwork apparatus. This ability replaces the bonus feat gained at 5th level.

Time is on Your Side (Su): At 10th level, an Uringen horomancer can use his clockwork apparatus to slow the arrival of a single spell being cast by sending it into the future. As an immediate action, the Uringen horomancer can delay a spell, his own or another spellcaster’s, from going into effect by up to 5 rounds. This ability uses 2 charges of the clockwork apparatus. This ability replaces the bonus feat gained at 10th level.

Clock Out (Sp): At 20th level, an Uringen horomancer can use his clockwork apparatus to stop time for him and others. As a standard action, the Uringen horomancer can freeze time for 1d4+1 rounds like the spell time stop but can bring others into the spell as well. This ability uses 3 charges of the clockwork apparatus + 1 charge per additional character that shares the effect. This ability replaces the bonus feat gained at 20th level.

Liberty's Edge RPG Superstar 2013 Top 32, RPG Superstar 2010 Top 16 , Marathon Voter Season 6, Dedicated Voter Season 7 aka Draconas

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Thief-taker (Rogue)
In lands overflowing with bandits and thieves where the law fears to tread, a thief-taker is both a bounty hunter and crime fighter for hire. A thief-taker is skilled at capturing her adversaries alive and transporting them back to her clients for justice.

Weapon and Armor Proficiency: Thief-takers are proficient with all simple weapons, plus the bolas, lasso, mancatcher, net, sap, short sword, swordbreaker dagger, and the whip. They are proficient with light armor, but not with shields.

Sneaking Blow (Ex): A thief-taker concentrates her efforts to taking an opponent alive instead of dead and thus trains to deal more nonlethal damage than lethal even when wielding dangerous weapons. A thief-taker can use a weapon that deals lethal damage to deal nonlethal in a sneak attack, though with a -2 penalty to attack. When she makes a sneak attack with a weapon to deal nonlethal damage, she uses d8s to roll sneak attack damage instead of d6s, and when dealing lethal damage, she uses d4s instead of d6s. This ability is identical in all other ways to sneak attack, and supplements that ability.

On the Trail (Ex): At 1st level, a thief-taker adds ½ her level to Diplomacy skill checks made to gather information and to Perception skill checks (minimum +1). This ability replaces trapfinding.

Cut to the Chase (Ex): At 2nd level, a thief-taker can immediately act to follow an opponent that attempts to flee from her. When an opponent takes a move or withdraw action, not a 5-foot step, away from her, the thief-taker can make an Acrobatics skill check (DC = 10 + opponent’s CR + 2 per 5 feet of movement the thief-taker will make) to move up to her movement speed in pursuit as an immediate action. This ability replaces evasion.

Swordbreaker Defense (Ex): At 3rd level, whenever a thief-taker wields a swordbreaker dagger in her offhand and does not use it as part of an attack or full attack action that round, she can make a disarm or sunder combat maneuver against one opponent that made an attack against her as a swift action. At 6th level, a thief-taker gains a +1 shield bonus to AC and a +1 bonus to disarm and sunder combat maneuvers when using this ability. These bonuses rise to +2 when the thief-taker reaches 9th level and an additional +1 for every three levels of thief-taker after 9th level. This ability replaces trap sense.

Rogue Talents: The following rogue talents complement the thief-taker archetype: befuddling strike, coax information, follow clues, hard to fool, surprise attack, and underhanded.

Advanced Talents: The following advanced rogue talents complement the thief-taker archetype: hunter’s surprise, knock-out blow, and weapon snatcher.

Liberty's Edge RPG Superstar 2013 Top 32, RPG Superstar 2010 Top 16 , Marathon Voter Season 6, Dedicated Voter Season 7 aka Draconas

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*dusts off a seat before taking it... and selling it on the black market as RPG Superstar memorabilia*

Wow. That is all. Wow.

Congratulations to my fellow repeat offenders. And a big congratulations to the new blood this year. Be prepared for the next few days to not have enough hours for writing, sleep, writing, work, writing, food, and writing.

And try not to get too fidgety after they reveal our Round 2 entries next week. I understand wanting to defend your reasoning or clarifying misconceptions about your work but don't faceplant into that pitfall. Getting a DQ is not a tasty dairy treat with delicious toppings in RPG Superstar, it is the opposite of that (so probably like insanity wings rolled in the crushed dreams of ghost chilis and smothered with the boiling blood of a thousand and one hellhounds.)

Liberty's Edge RPG Superstar 2010 Top 16 , Marathon Voter Season 6, Dedicated Voter Season 7 aka Draconas

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If you didn't have more respect for the judges before now, after this everyone should. They are beasts to tackle this stuff day in and day out for over a month in addition to their normal jobs/familial duties. My hat is off to you gentlemen.

Liberty's Edge RPG Superstar 2010 Top 16 , Marathon Voter Season 6, Dedicated Voter Season 7 aka Draconas

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Boots, Hell-shod
Aura moderate transmutation; CL 7th
Slot feet; Price 36,000 gp; Weight 4 lbs.

Description
These heavy boots seem to be crafted of exotic leathers that share more in appearance with a fiend’s clawed appendage than conventional footwear. The boots possess a bitter odor of brimstone and sulfur that wafts from their scaled exterior and the faint clomping of hooves rings out when their cold-iron soles strike the ground.

While worn, the boots protect their wearer from effects that wound or deal damage to the feet such as caltrops, spike stones, and similar effects. In addition, the wearer is not hampered when moving through difficult terrain.

The boots retain a strong connection with their fiendish origins allowing the wearer to summon up a taste of the torturous landscapes of Hell. As a move action, the wearer can stomp one boot against the ground, causing smoldering spikes of obsidian to erupt from the floor (natural and/or man-made) where the wearer is standing and for 5 feet in each adjacent direction. This ability can be used for a total of 14 rounds each day. This duration need not be consecutive rounds. These spikes act similar to caltrops (base attack bonus +7) for anyone who shares or moves into a space with the spikes and cause that space to be treated as difficult terrain for purposes of moving through it. The spikes deal 1d6 damage on a successful hit and because of the residual hellfire that clings to their surface, removal of the movement penalty that arises from the wounds requires either a DC 20 Heal check or all damage caused by the spikes to be magically healed.
Construction
Requirements Craft Wondrous Item, feather step, obsidian flow, spike stones; Cost 18,000 gp

Liberty's Edge RPG Superstar 2013 Top 32, RPG Superstar 2010 Top 16 , Marathon Voter Season 6, Dedicated Voter Season 7 aka Draconas

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Nice twist this year, Paizo.

Here is a quick breakdown of monster by type (with Bestiary base CRs) in the Heroes and Monsters set for the contestants to reference.

Heroes And Monsters:
--Animal--
Dire Rat (CR 1/3)
Wolf (CR 1)
Venomous Snake (CR 1)

--Dragon--
Black Dragon, ancient (CR 16)

--Humanoid--
Dwarf Fighter (CR 1/2+)
Elf Wizard (CR 1/2+)
Gnome Fighter (CR 1/2+)
Half-elf Cleric (CR 1/2+)
Half-orc Barbarian (CR 1/2+)
Human Druid (CR 1/2+)
Human Ranger (CR 1/2+)
Human Rogue (CR 1/2+)
Orc Brute (CR 1/2+)
Orc Warrior (CR 1/3)
Seelah, Human Paladin (CR 1/2+)
Watch Guard (CR 1/2+)
Watch Officer (CR 1/2+)

--Humanoid(Giant)--
Ettin (CR 6)
Frost Giant (CR 9)
Ogre (CR 3)
Troll (CR 5)

--Humanoid(Goblinoid)--
Goblin Hero, red & blue (CR 1/2+)
Goblin Warrior, red & blue (CR 1/3)

--Humanoid(Reptilian)--
Lizardfolk Champion (CR 1+)

--Humanoid(Shapechanger)--
Werewolf (CR 2)

--Magical Beast--
Chimera (CR 7)
Manticore (CR 5)

--Monstrous Humanoid--
Gargoyle (CR 4)
Medusa (CR 7)
Minotaur (CR 4)

--Outsider(Chaotic)--
Demon, Succubus (CR 7)

--Undead--
Lich (CR 12)
Mummy (CR 5)
Skeleton (CR 1/3)
Spectre (CR 7)
Vampire (CR 9)
Zombie (CR 1/2)

--Vermin--
Giant Caveweaver Spider (CR 2?)
Giant Spider (CR 1)

Liberty's Edge RPG Superstar 2013 Top 32, RPG Superstar 2010 Top 16 , Marathon Voter Season 6, Dedicated Voter Season 7 aka Draconas

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Heh, I like my random: Garment Of The Agile Insect.

These durable, light clothes appear to be woven of the finest silks by a master craftsman. They have been dyed in brillant shades of red and blue with an arachnid motif highlighting the whole suit in mithral thread. When donned, the garment of the agile insect allows the wearer to scale walls and ceilings as if under the effects of a constant spiderclimb spell. In addition, as a swift action, the wearer may use the suit to secrete a thick strand of silk-like material that stretchs from the suit's palm to an object up to 120ft away. If the strand is anchored to a stable structure, the garment's wearer can make a move action to swing along the strand's arc, moving up to twice the distance from the anchoring point to the wearer.

Also while worn, the garment of the agile insect bestows a +5 morale bonus to any Bluff and Intimidate checks that involve witty banter.


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Applying with a whiskey-chugging, cigar-smoking, bounty-hunting, butt-pinching, trend-setting, fashionista-diva, female dwarven gunslinger originally from Alkenstar but vacationing in Rostland for the moment.