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RPG Superstar 2010 Top 32. RPG Superstar 7 Season Star Voter. 148 posts. No reviews. No lists. 1 wishlist.


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RPG Superstar 2010 Top 32

It was really great to have you here. You were all very friendly and it was great how open you were to questions and conversation. Everyone I spoke to was full of praise for all of you. I hope you can make it back in the future!

RPG Superstar 2010 Top 32 , Star Voter Season 7

Sean K Reynolds wrote:
Stop being reasonable. WE MUST BATTLE!

See, this is just my luck. A call to battle and I miss it by four days. But if it's battle you want, I'm game.

As long as it's not a physical battle. I'm kinda frail.

Or a battle of wits. I'm not really equipped for that either.

And it shouldn't require too much typing (weak wrists).

From your perspective it might feel more like a light warm up than an actual battle. Like stretching before the main event.

We should probably just call it Pre-Battle Calisthenics.

(Is there time to add that to Ultimate Combat? Pathfinder's stretching rules are woefully inadequate and don't really reflect how people stretch in the real world. If you guys made some better rules for properly warming up before combat, PCs could avoid serious injury. And you could finally address the Trip loophole where players just ignored the muscle strain that is likely to occur when being knocked prone.)

RPG Superstar 2010 Top 32 , Star Voter Season 7

Well, I wasn't going to threadjack again, but three people replied to me...

Sean K Reynolds wrote:
Erik Randall wrote:
Except that in this contest the Editor - by way of the rules - has made Golarion-specific content entirely optional. (Which doesn't shield people from critique when they use it incorrectly, of course.)

True, making it fit seamlessly into Paizo's world is technically optional. But there is a difference between "trying to use Paizo names is optional" and "you don't have to make any effort to set it in our world, for example, feel free to have Aroden show up as an NPC cohort of one of the PCs."

The R5 Rules wrote:
If this round's rules seem shorter than previous rounds, it's because they are—these basic requirements are all a Superstar should need to get the job done.
A Superstar would know to make their submission fit the world of the company that's running the contest and publishing the module. Or at least know that going against canon is going to cost them.

Absolutely. And my replies to Jim and to you were not designed to suggest otherwise. My reply to Jim was only intended to point out that the "Editor" had not made Golarion a requirement. I said nothing about whether or not it would be a good idea to avoid Golarion.

My reply to you was to address what I saw as a conflict between your statement that the contest is intended to be "Golarion superstar" and the rules which allow for a Paizo-noun-free proposal, which would not be something I'd expect to see in an actual "Golarion Superstar". Again, I offered no suggestion on whether that would be a good idea.

Sean K Reynolds wrote:
The competitors have been at this for three months now. The time for hand-holding is over.

I figured the time for hand-holding ended when you posted your last bit of Round One advice. :)

Sean K Reynolds wrote:
(I'm not knocking Sean's adventure here, I'm knocking the idea Erik's suggestion that because using Paizo nouns is optional, trying to have it fit the world is also optional.)

That was not my suggestion. My replies to you and Jim were only to note that the rules don't require Golarion. I offered no opinion on how far from Golarion an author might tread, nor did I offer an opinion on how a contestant should approach the round if they wanted to remain Paizo-noun free.

Although if you want to know my opinion, it is this: Use the setting, or expect to lose.

Thanks for taking the time to reply, Sean. It's been another great competition. (And it was nice to see the adventure proposal's 4th-level requirement. I'm a big fan of good low-level modules.)

RPG Superstar 2010 Top 32 , Star Voter Season 7

I definitely want to give a "me too" to Matt's praise on the writing. It grabbed me in the first paragraph.

Cody Coffelt wrote:
While covered in the old king’s blood he traveled into the dark heart of the city. Deep within the Aeromantic Infandibulum he tore free the staff of rightful rule. He returned with staff in hand, declaring himself king, and beginning a chain of events that would bring two worlds into collision.

Nice visuals, very active (he didn't just claim the staff, he tore it free) and you ended the paragraph with some tension. I want to find out what the chain of events are when I read that.

RPG Superstar 2010 Top 32 , Star Voter Season 7

Jim Groves wrote:
I wager that specific part of the rules are in place to avoid requiring people to spend money on the setting material in order to be competitive.

My guess is that even if the intent is "Golarion Superstar" that "bad adventure/great setting knowledge" is way less important than "great adventure/bad setting knowledge". Round Four required Golarion, but Round Five didn't, and I believe the contestants were given the campaign setting PDFs long before Round Five. So there's little reason to not require Golarion unless that part of the rules is to make sure authors focus on great adventures first.

Jim Groves wrote:

Round Five Rules are like your Senior Prom. They last for one special event, and then they never reflect reality ever again. Round Five Rules are not the reality of freelancing.

Now you might reply, "So what? We're not talking about freelancing, we're talking about this Contest. So that doesn't mean anything."

I definitely think we are talking about freelancing. And I get what you're saying about the realities of freelancing for Paizo, and needing to have a good grasp on Golarion.

But here's my take:

Every round of the contest involves an editor (the judges) telling freelancers (the contestants) what is expected from the freelancers' latest assignment (by way of the rules).

Every assignment is different from the previous assignment. Each has its own guidelines and expectations.

Is that not the reality of freelancing?

And as a freelancer would you want, after you've written your assignment, to have the editor say that the guidelines he gave you do not actually reflect the intent of the assignment?

For me, I just want each round's rules (and supplementary material, like SKR's great pre-Round 1 advice) to reflect what the judges expect their freelancers to produce. And if those rules say "Golarion optional" I hope the judge's comments on the contest will also reflect that.

(Out of respect to Sean, this will be my last post on this topic on this thread. Voting closes tomorrow and I don't want to hijack or distract from his responses. I appreciate your response Jim and if you feel it's a conversation worth pursuing, I'd be happy to continue it on its own thread, or in another medium. Thanks for your time and thoughts. And apologies to Sean for this threadjack.)

RPG Superstar 2010 Top 32

The Indescribable wrote:
That seems counter-intuitive, you can get all the information legally off the computer to play so you never need the books, I mean, if they kept say the APG and other books off of it I could understand but, that's crazy to just offer it all up.

The PRD has the rules, it doesn't have the campaign setting, adventure paths, modules or support materials (card decks, flip-mats, etc...).

I believe Paizo does well for themselves on all that non-rule material.

If I recall correctly, the original point of the entire Pathfinder RPG was just to make available D&D 3.5ish rules so people would have the rules to keep playing Paizo's adventures.

Selling lots and lots of rulebooks may just be a pleasant bonus for them.

RPG Superstar 2010 Top 32 , Star Voter Season 7

Jim Groves wrote:
Matthew McGee wrote:
The Golarion-specific issues don't concern me - this is RPG Superstar, not Golarion Superstar.
I don't want to rake the author over the coals, but a freelancer has to write what the Editor wants. If the Editor wants Golarion specific content, the freelancer has to do their best to meet that requirement.

Except that in this contest the Editor - by way of the rules - has made Golarion-specific content entirely optional. (Which doesn't shield people from critique when they use it incorrectly, of course.)

RPG Superstar 2010 Top 32 , Star Voter Season 7

Sean K Reynolds wrote:
Matthew McGee wrote:

This is my favorite, and has my vote.

The Golarion-specific issues don't concern me - this is RPG Superstar, not Golarion Superstar.
Considering that the winner writes a Golarion module and is probably going to be doing more work in Golarion for Paizo, the intent of the contest is indeed "Golarion superstar" even if the contest isn't called that.

The Round 5 Rules state (emphasis mine):

Round 5 Rules wrote:
Like all Pathfinder Modules, the winning adventure will be placed in the Pathfinder Campaign Setting. If you feel comfortable enough to use Paizo-owned proper nouns feel free to do so, but this is by no means a requirement. We will adapt the module to fit our world during the writing and editing process.

The rules of Round Five seem pretty clear that the intent of the contest is not "Golarion Superstar," and that Paizo is willing to do the work to fit the adventure into the campaign setting.

It's great when people nail the Golarion content (and hopefully save Paizo some work), and it seems clear to me over the years that the fans take that into account in the comments and voting.

But I don't think a judge in the competition should be approaching it as "Golarion Superstar" or even saying the intent "is indeed 'Golarion superstar' even if the contest isn't called that" when such a statement contradicts the actual rules for the competition - which make using Golarion optional.

None of this protects Sean from commentators bothered by how he used Paizo-owned nouns in his proposal, nor should it stop judges from noting the errors.

But if the intent of the contest is "Golarion Superstar" then the rules should probably require the use of the Pathfinder Campaign Setting, or at least note that judges will favor those proposals that do.

RPG Superstar 2010 Top 32 , Star Voter Season 7

Last year we had a 5000-year-old city rise from the ocean, where the PCs adventure in it for a brief time before causing it to go away again.

This year we have a 5000-year-old city fall from the sky, where the PCs adventure in it for a brief time before causing it to go away again.

Which leads me to ask: Did you read last year's entries and the comments attached to them?

Because I'm seeing some parallels. Including the "too low a level" comments and the comparisons to Crucible of Chaos.

And then there's the "adventure location is destroyed/disappears" bit.

Set's comments on last year's entry pretty much sum up my thoughts on self-destructing locations.

Spoiler:
Short version: They're not a great idea.

RPG Superstar 2010 Top 32

Liz Courts wrote:

From what I'm seeing, you are only getting one copy, but I am letting the techie folks know about this, because that email can be right confusing!

Please let us know if you *do* end up with multiple copies. :)

*offers tasty baklava and mint tea*

Thanks Liz! And you even got my flavor of tea right! :)

RPG Superstar 2010 Top 32

I received an email for order #1464200, and it lists the entire Legacy of Fire bundle twice, once as individual items and then again as sub-items under the heading "1 x Legacy of Fire Super Bundle".

Just want to make sure I'm not getting two bundles when I only ordered one.

RPG Superstar 2010 Top 32

Rhys Grey wrote:

I'm not sure where to post this; I'll try here. I am looking for some 4-sided dice that are shaped like d8s (or d12s), as well as 3-sided dice shaped like d6s. Basically, I'm looking for non-annoying, lazy ways to produce numbers, with dice, that non-lazy gamers can produce with a little effort. Anyway, does anybody know of any sites that sell dice such as these? I'm having a miserable time finding any!

Thanks, Paizonians!

Chessex makes them.

3-sided d6s
4-sided d8s

RPG Superstar 2010 Top 32

yoda8myhead wrote:
Lilith wrote:
(Quite the trick, I'll note, when the jar is full.)
Not if you use a paint can shaker.

Or one of these:

http://onlinestore.smucker.com/display_product.cfm?prod_id=385&cat_id=5

RPG Superstar 2010 Top 32

DM_Blake wrote:

James Jacobs wrote:
What those rules are saying (although perhaps not as clearly as they can) is that you can't use Stealth in bright light when the target can see you.

So, when a target CAN see you, you cannot use steatlh in bright light. No problem. This is just a restatement of the RAW - this exact rule appears in the description of the Stealth skill.

James Jacobs wrote:
If you're sneaking up on someone who's looking away from you, you CAN use Stealth (and they can use Perception) since a visual element of the situation doesn't apply.

This directly contradicts what James said in his previous sentence. If the observer is looking away from you, he CAN still look your way. In an instant. He CAN turn his head much faster than you can move 5' or 10' or whatever. Therefore, he CAN see you. Which means, according to James's statement immediately preceding this one, you cannot use Stealth. Or you can. Or you can't.

It seems even James is unclear on this.

His response seems clear to me.

All he's saying is:

1. You can't use Stealth in bright light if the target can see you.
2. If the target is looking away, then they can't see you, so you can use Stealth.

What the target could do isn't the point. It's what he is doing that matters. If he is looking away, he can't see you.

He is certainly capable of seeing you, simply by turning his head, but until he does, he cannot see you.

That's the problem with "can see": It means "is capable of seeing" but it is also used to refer only to what someone is currently observing.

I hope they take that into account and pick clearer language if they errata the Stealth rules.

RPG Superstar 2010 Top 32

hunter1828 wrote:
4 Winds Fantasy Gaming will be at MisCon 24 in Missoula, Montana this weekend, in the dealer's room. If you can make it, come see us. I'll also be running a demo of our upcoming adventure, Albion Armitage's Astounding Arsenal on Friday and Saturday.

It was great to finally meet you guys!

RPG Superstar 2010 Top 32

James Jacobs wrote:


If folks want more or think we dropped the ball on this latest round of errata... posting on these boards is a great way to let us know.

At the very least, I know that some folks are disappointed with the errata for various reasons, and I've already let Erik Mona know. It's obvious to me that our current method of issuing and handling and tracking errata isn't perfect and that there's room for improvement. Message heard, and I'll do what I can to continue to improve how we handle this in the future.

I guess my question is: How was the errata handled? What was the process?

RPG Superstar 2010 Top 32

James Jacobs wrote:

Kor - Orc Scrollkeeper wrote:

This has annoyed me enough that I plan to take the time to condense all this thread's errata into one post and show what was and wasn't addressed. Perhaps, some is not errata and only "rules confusion" that a Paizo staff member could then provide clarity on.

Please do. I'm 100% sure our errata compilation process could use refinement.

How about a specific errata subforum for each core book? Inside the subforum, each problem has its own thread, instead of trying to put it all in one long thread.

So inside the Paizo Products subforum would be another subforum called "Paizo Product Errata".

Inside that would be a subforum for each book the staff feels will need errata.

Like this:

Paizo Products
--Paizo Product Errata
----Pathfinder Core Book 3rd Printing Errata
----Pathfinder Bestiary 2nd Printing Errata

Here's how I imagine it would work:

1. Each thread a user creates is a report of a single item. This allows comments on a problem to be isolated to a specific thread and not be mixed in with other reported problems.

2. The title of the thread cites the problem. That way the forum's list of threads acts as a list of every problem reported. This would allow someone to scan the list of reports and see if the problem they found has already been mentioned. The list of reports could probably also be exported and used as a checklist by the authors of the errata.

3. Each report follows a specific format for easy reading and referencing. Reports that don't match that format can be flagged and then fixed or deleted. (I favor deletion: Learn the rules or lose the post.)

EXAMPLE FORMAT

Part One: Thread Titles

Thread titles use the following format:

Pg. ### - Subject of Problem

Example:

Pg. 37 - Bard's Suggestion Ability

Part Two: Thread Body

The reported problem uses the following format:

Pg. ### - Subject of Problem (repeats the thread title)

Problem Text: Quoted Text
Description of Problem:
Suggested Solution:

Examples:

Example Errata Report #1 wrote:

Pg. 37 - Bard's Suggestion Ability

Problem Text: "Making a suggestion does not count against a bard's daily use of bardic performance."

Description of Problem: Bards do not have daily uses in Pathfinder. This appears to be a remnant from the Beta draft of the rules.

Suggested Solution: Remove reference to the daily performance limit.

Example Errata Report #2 wrote:

Pg. 23 - Gnome Defensive Training

Problem Text: "Defensive Training: Gnomes get a +4 dodge bonus to AC against monsters of the giant type."

Description of Problem: "Giant" is a subtype, not a type.

Suggested Solution: Change text to read:

"Defensive Training: Gnomes get a +4 dodge bonus to AC against monsters of the giant subtype."

Example Errata Report #3 wrote:

Pgs. 112, 548 - Item Creation DCs

Problem Text (pg. 112): "Successfully creating a magic item requires a Spellcraft check with a DC equal to 10 + the item’s caster level."

Problem Text (pg. 548): "The DC to create a magic item is 5 + the caster level for the item."

Description of Problem: Item creation DCs don't match.

Suggested Solution: Edit incorrect number to reflect correct DC.

If possible, when it comes time to create the next errata, the lucky fellow doing it could be given the ability to lock a thread and move it to a subforum called "Added to Errata" so the reporter would know the issue has been seen and addressed.

Thoughts?

RPG Superstar 2010 Top 32

Ross Byers wrote:
The PRD has been updated with the newest errata to the Core Rulebook and Bestiary. If you spot any errors or other discrepancies, please post in this thread or email me.

The kobold entry still has the old Perception score in the senses line.

The kobold entry has an extraneous line break after its Intelligence score.

The drow entry has the wrong hit points. As a level 1 warrior, it should have 5 hit points and 1d10 for its Hit Dice.

RPG Superstar 2010 Top 32

Andrew Turner wrote:

I think I'm the only person I know who thought the crash shots at the credits were simply show-off frames of an awesomely well-done airplane crash--I didn't think they had anything to do with the end.

You're not alone. My brother and I watched it and both took it to be a "remember how it all started?" kind of thing, with no hidden meaning at all.

RPG Superstar 2010 Top 32

Erik Mona wrote:

I agree. Both of the lines you suggest would have made things much more clear.

I also think that last cut of the crashed plane was a HUGE mistake. Why not just let the show end with Jack closing his eye? That's bringing the show full circle.

Showing the plane at the end reinfoced BOTH the mistaken impression that the Ajira plane had crashed AND the much more logical (but still wrong) theory that they all died in the plane crash.

Dumb.

According to the LA Times, the producers didn't add the plane crash wreckage at the end. ABC did.

Article here.

RPG Superstar 2010 Top 32

canon/cannon

RPG Superstar 2010 Top 32

Shar Tahl wrote:

This silver headband grants a +3 competence bonus on the wearer's Charisma-based checks.

****
I know this deal with skill checks, but what other checks could this effect?

Concentration checks for Bards, Paladins and Sorcerers all use their Charisma modifier.

RPG Superstar 2010 Top 32

Can'tFindthePath wrote:


Alternate Key Ability
This feat allows a character to approach the performance of certain skills in a different way than most people.
Benefit: A character with this feat can substitute one physical key ability or one mental key ability for another for purposes of skill checks. For example, an Expert Acrobat could use his Dex score instead of Str for skills normally governed by Strength, such as Climb or Swim. Or, an Expert Courtesan might use Charisma instead of Wisdom for skills normally governed by the latter ability.
Special: This feat can be taken multiple times; each time affects a different combination of skills.

Yuck. I'd definitely deny that.

Take a character with an Intelligence of 18 and a Wisdom of 10 and use this feat to apply his Intelligence modifier to Wisdom-based skills.

That gives him a +4 to four different skills (not counting professions) for one feat.

Existing feats only give you a +2 bonus to two skills. So the character above is getting the equivalent of 4 feats.

In the case given by the OP, the PC would be trading Wisdom (-2) for Intelligence (+5). That's a gain of +7 to each of four skills, which would be like having 7 feats.

It might make some sense for characters with the Expert class (as the book likely intends) since NPCs usually have lower ability scores than PCs. But I'd say it's way too much for a PC.

RPG Superstar 2010 Top 32 , Star Voter Season 7

Curaigh wrote:
Someone suggested writing up a good item once a month so you would have 12 good entries by the time next year rolled around. Of course, by the time Matt was declared the winner (congrats again :) we only have nine months left to wait. Anyone want to submit a couple for practice and critique?

I might have a couple. I started working on new ones while I waited for the results on round two. Those and a few monsters. I dunno which ones I'll find time to share. Some haven't been fully written up and the game I'm running gets first priority on my time right now. :)

RPG Superstar 2010 Top 32

(Note: These may be issues with the Bestiary too, but I don't have a copy to check, so I'm listing them here. If someone with the Bestiary can confirm these, I'll be happy to add it to that errata thread too.)

Humanoid Warrior Hit Dice
The drow, duergar and kobold entries appears to be incorrect.

They list 1d8 hit dice, which is the racial hit dice for humanoids. But the humanoid type and the sections on those creatures as characters both say their Hit Dice are defined by character classes.

So they should have 1d10 hit dice from the warrior class.

Kobold Stealth
The kobold's Stealth skill also appears to be too low:

It has the following entry for skills:

PRD wrote:

Skills Craft (trapmaking) +6, Perception +4, Stealth +6; Racial Modifiers +2 Craft (trapmaking), +2 Perception, +2 Profession (miner)

As a first level warrior with an Intelligence of 10, it gets two skill points. Breaking it down, it appears its skills were determined like this:

Craft (trapmaking) +6 [+0 Int, +2 Race, +1 Rank, +3 Class Skill]
Perception +4 [-1 Wis, +2 Race, +3 Skill Focus]
Stealth +6 [+1 Dex, +4 Size, +1 Rank]

But kobolds have the "Crafty" special quality, so Stealth is always a class skill. So shouldn't it have a +3 class bonus, giving it a total Stealth of +9?

RPG Superstar 2010 Top 32 , Star Voter Season 7

gbonehead wrote:
Sean K Reynolds wrote:
I still give Todd a hard time about this almost 2 years later, making jokes about if we need a 32-page book on something we just tell Todd to write a 2,000 word article, and so on.

Heheheh.

Of course, being guilty of this myself, why am I laughing? :)

Tragedy is when it happens to you. Comedy is when it happens to the other guy.

RPG Superstar 2010 Top 32 , Star Voter Season 7

Great work everyone and congratulations to Matt! This has been a great contest to both enter and watch.

RPG Superstar 2010 Top 32 , Star Voter Season 7

Here's the new version. Thanks for all the helpful comments!

Updated version:

Nakuru (Sin-Fallen Angel of Gluttony) CR 7
XP 3,200
AL NE Medium outsider (evil, extraplanar, sin-fallen angel)
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +11
Aura starvation aura (30 ft. radius, DC 17)

=====
Defense
=====
AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
hp 68 (8d10+24)
Fort +9, Ref +8, Will +5
Defensive Abilities DR 5/good; Immune paralysis, poison; Resist acid 10, cold 10; SR 17
Weaknesses vulnerability to good

=====
Offense
=====
Speed 30 ft., fly 60 ft. (good)
Melee 1 bite +12 (1d8+3 plus irrational hunger and grab) and 2 claws +11 (1d6+3 plus irrational hunger)
Special Attacks create ghoul, ravenous hunger (Will, DC 17, some targets receive +4 to save), swallow whole (2d4 bludgeoning damage, AC 13, 6 hp)

=====
Statistics
=====
Str 17, Dex 14, Con 17, Int 12, Wis 12, Cha 16
Base Atk +8; CMB +11; CMD 23
Feats Flyby Attack, Iron Will, Vital Strike, Weapon Focus (bite)
Skills Bluff +21, Diplomacy +13, Fly +15, Knowledge (planes) +10, Knowledge (religion) +10, Perception +11, Sense Motive +11, Stealth +10, Survival +9; Racial Modifiers +8 Bluff
Languages Celestial, Common, Infernal; truespeech

=====
Ecology
=====
Environment any or any (evil Outer Planes)
Organization solitary or with 1-6 ghouls and ghasts
Treasure incidental (from victims)
=====
Special Abilities
=====
Create Ghoul (Su) Humanoids killed by a nakuru's claws or bite rise immediately as ghouls under its command. Humanoids of 4 Hit Dice or more rise as ghasts. A nakuru can control 4 Hit Dice of undead it creates for each hit die it possesses. Additional undead created are free-willed and often become snacks for the nakuru. Creatures swallowed by the nakuru are usually too broken to rise as undead.

Grab (Ex) A nakuru may attempt grab any creature its size or smaller.

Gluttonous Hunger (Su) Creatures struck by the nakuru must succeed on a Will save (DC 17) or suffer uncontrollable hunger for 1d4 rounds. The hunger affects any creature capable of eating, although those that do not require food to survive receive a +4 racial bonus on the save. Those who fail the save spend the duration of the effect attempting to consume any visible source of food. If a living creature - other than a nakuru - is the only visible food, then the victim attempts to grapple and eat it. The victim may use a standard action each round to attempt another Will save to resist this urge. A successful save allows the creature to use the rest of its actions that round to acquire a different source of food, such as from a nearby cupboard or rations in a backpack. Affected creatures still defend themselves if attacked and the hunger ends if the nakuru attacks the victim. This is a mind-affecting effect. The save DC is Charisma-based.

Starvation Aura (Su) Living creatures within 30 feet of the nakuru must succeed on a Fortitude save (DC 17) or become fatigued as if starving. The fatigue lasts for 10 minutes after leaving the nakuru's aura. An opponent that succeeds on the saving throw is immune to that nakuru's aura for 24 hours. Creatures that do not need to eat are immune to this effect. The save DC is Charisma-based.

Swallow Whole (Su) A nakuru's body stretches, allowing it to swallow a single creature its size or smaller it has grabbed. The nakuru regenerates one hit point for every point of damage its stomach inflicts on the swallowed creature, with injuries to the nakuru's stomach healing first. The nakuru can disgorge a swallowed creature as a move action. Creatures who die inside the nakuru are ejected in this manner to make room for a new victim. Creatures who break the grapple with the nakuru are also ejected, without costing the nakuru an action. The nakuru may take an attack of opportunity to bite creatures as they fly from its mouth.

Nakuru, sin-fallen angels of gluttony, are floating, emaciated humanoids with brittle, gnawed stumps where a true angel’s wings should be. Their long arms end in bony claws that are almost as sharp as their needle-like teeth. Nakuru are often accompanied by ghouls and ghasts they create and command.

Some nakuru fell while on the Material Plane and stayed. Others are trapped on evil outer planes, where they seek access to the material plane and amuse themselves by making weaker creatures devour each other. Their eagerness to get to the Material Plane makes nakuru popular with summoners, as nakuru charge less for their services and their preferred payment - a decadent feast held in their honor – is often less odious than payments demanded by other evil outsiders. Unfortunately, the nakuru will sometimes use the guests of such a feast to create their ghoulish entourage.

Nakuru try to encourage gluttony through persuasion and guile, but sin fallen lack the patience of other corrupting fiends and occasionally inflict their powers on unwilling victims. Tales of taverns falling prey to a hungry stranger or despots turning to cannibalism are often the legacies of an impulsive angel of gluttony.

As outsiders, nakuru do not require food to survive, but they obviously enjoy it.

Sin Fallen Angels
The sin-fallen are fallen angels who, during their descent, become obsessed with base desires and allow those desires to consume them. At the end of the angel's fall, a single sin marks it more deeply than others, and as the last of the angel's grace sloughs away the sin remains and births something new.

Sin-Fallen Angel Subtype: Sin-fallen angels were once angels, but have lost most of the features of their old subtype. They are evil outsiders, who wander the evil-aligned outer planes and the Material Plane. Sin-fallen angels possesses the following traits (unless otherwise noted in a creature's entry).

* Darkvision 60 feet and low-light vision.
* Damage reduction 5/good.
* Resistance 10 to two types of energy.
* Vulnerability to good.
* Truespeech (Su) Sin-fallen angels can speak with any creature that has a language, as though using a tongues spell (caster level equal to angel's Hit Dice). This ability is always active.
* A sin-fallen angel's natural weapons, as well as any weapons it wields, are evil for the purpose of resolving damage reduction.

RPG Superstar 2010 Top 32

I'm looking at the kobold entry on the PRD and I'm thinking that its Hit Dice and Stealth are too low, so I want to make sure I'm not missing something.

HIT DICE

The PRD lists the kobold's hit dice as 1d8, which is the racial hit dice for humanoids. But the humanoid type says:

PRD wrote:
"Humanoids with 1 Hit Die exchange the features of their humanoid Hit Die for the class features of a PC or NPC class."

The "Kobold Characters" section also says they have no racial Hit Dice, and are defined by their class.

Since the entry says it is a kobold warrior, shouldn't its hit dice be 1d10?

STEALTH

The kobold's Stealth skill also appears to be too low. It has the following entry for skills:

PRD wrote:
Skills Craft (trapmaking) +6, Perception +4, Stealth +6; Racial Modifiers +2 Craft (trapmaking), +2 Perception, +2 Profession (miner)

As a first level warrior with an Intelligence of 10, it gets two skill points. Breaking it down, it appears its skills were determined like this:

Craft (trapmaking) +6 [+0 Int, +2 Race, +1 Rank, +3 Class Skill]
Perception +4 [-1 Wis, +2 Race, +3 Skill Focus]
Stealth +6 [+1 Dex, +4 Size, +1 Rank]

But kobolds have the "Crafty" special quality, so Stealth is always a class skill. So shouldn't it have a +3 bonus, giving it a total Stealth of +9?

RPG Superstar 2010 Top 32 , Star Voter Season 7

gbonehead wrote:

Silliness aside, I'd make it non-vicious. It's more interesting, in my mind, having the PCs role-playing scrambling for food than yet another way to cause a PvP showdown.

Both ways take 'em out of the combat, but one will feel less like a railroading to the PCs.

Good point. I think the less vicious version probably makes more sense for the nakuru too, since its purpose is gluttony, not cannibalism. :)

RPG Superstar 2010 Top 32 , Star Voter Season 7

Charles Evans 25 wrote:

You're a brave man to have gone ahead and posted a stat block you didn't need to do... :)

The way I see it, if I thought my monster was good enough for round two, it's good enough to stat up. And people on the boards are a friendly and knowledgeable group, so I know they'll have useful things to say. Like how I should have done a last math check before I posted. :)

My new revision is almost done. I just need to decide if I want to make the hunger attack more or less viscous. My choices right now are:

"Attempts to eat visible food, or creatures if no food is visible."

or go the full cannibal route with:

"Attempts to eat the nearest living creature."

For the latter option, I'd change it to 1d4 rounds and note that the affected creature attempts to grapple and bite. The victim wants to eat right now, not after the meal is killed. (So no fighter attacking his party wizard with swords to cut up the meal first.)

RPG Superstar 2010 Top 32 , Star Voter Season 7

Charles Evans 25 wrote:
First of all, even leaving out the general sin-fallen angel stuff from the end, you went over Round 3 word-count, so I assume this is not an attempt to represent the creature as a Superstar entry.

Nope. I just wanted to stat it up. When I saw the round three rules, I was pretty sure this - as I envisioned it - wouldn't make it in under that word count.

Charles Evans 25 wrote:

Your BAB listed (+9) does not correspond to Hit Dice (8d10). Whilst your CMB/CMD seem to be based off the correct value of +8, your melee attack line seems to be based off the listed value of +9.

I played with it at both 8 and 9 HD at some point, looks like I missed fixing some stats.

Charles Evans 25 wrote:
The correct hit point total for 8d10+24 should be 68 hp.

And now I feel like an idiot. :) I can only guess that I was thinking about the number of HD instead of the die type itself when I did the math.

Charles Evans 25 wrote:
You appear to have deviated from the usual good Reflex and Will saves to give good Fortitude and Reflex instead, although the Outsider information in the Bestiary does indicate there is some leeway as to which saves are good.

Yup. I even noticed that the outsider type lists Reflex and Will, but in the monster creation section they say "any two." I gave it a better Fortitude save and immunity to poison to reflect a hearty constitution, since it eats a lot of things that could normally be bad.

Charles Evans 25 wrote:

You appear to have used 8+Int skill points instead of the 6+Int skill points recommended by the bestiary.

The initiative value given (+6) does not correspond to the Dex modifier of +2.

It started with Improved Initiative and I took that out. Clearly I missed that. Not sure how I got the 72 skill points though. That's a big mistake.

Charles Evans 25 wrote:
With regard to the 'Create Ghoul' ability the closest corresponding ability I can find is that for a Shadow or Wight, which takes 1d4 rounds, and is not 'immediate'. The immediate poses questions of does the killed creature instantly turn around and start attacking former comrades (if any) in the same round? If so, does it get a move and standard action?

I based this on the nabasu's Death-Stealing Gaze, which creates instant ghouls. I would have it act on its next initiative. It would probably start its action prone, as it would collapse when it died.

Charles Evans 25 wrote:
Ravenous Hunger - so if a group of adventurers are trying to fight a Nakuru in a restaurant, anyone who succombs to the Ravenous Hunger needs to attempt another save just to eat any other food available in prefence over people?

If a creature is closer than other food, then yes. My goal with the power was that the victims can no longer behave rationally, unless they make that additional Will save. But I see your point. I think maybe I should change it to be the first visible source of food, and then a creature if there is no other visible source of food. That might help get the CR down a little too.

Charles Evans 25 wrote:
That seems to me more than just 'ravenous hunger'. Furthermore, if a fight is going on out in the open, where PCs are riding horses, apparently if used against the mounts this ability can turn those horses into raging carnivores? The ability name seems a misnomer to me, in other words.

I'll fiddle around with some other names. Maybe Insane Hunger or Irrational Hunger?

Charles Evans 25 wrote:


Starvation Aura - the wording of this confuses me about how long this lasts. One possible way to read it suggests to me that once a character has encountered this aura once, the effects never leave that character, and that he/she has to make a save against it every day, whether it's suppressed or not.

Ah, I see where it's unclear. It's meant that as long as you're in the aura you're subject to the effect. But I wanted to make sure people couldn't just walk out and come back in to get a new save. But if they encounter the same nakuru's aura a day later they would get a new save.

In hindsight, I should have just made the fatigue last until they'd been out of the aura for a set duration, and then give them a new save if they re-entered after that time.

Charles Evans 25 wrote:


Comparing this to the half-fiend minotaur (CR 6) from the bestiary, the Nakuru seems approximately at the same level (weaker attacks, but better AC, DR, and hit points) except for the Nakuru's Ravenous Hunger ability and the Starvation Aura. The former removes an opponent as a threat for 1d6 rounds if they fail a save (and possibly forces them to attack comrades) and with the unclear wording the Starvation Aura looks as if it might doom a PC to be fatigued for the rest of their life.
It's possible this should have been CR 7 or higher.

I almost made it CR 7, but I wasn't quite sure. I originally envisioned it as CR 8 or 9 (still in the bottom half of the CR range as the round 2 rules suggested), but I thought I'd try for CR 6. Looks like I should have gone for CR 7.

Charles Evans 25 wrote:
Thank-you for posting it, however.

Thank you for your thorough comments! I'm embarrassed by some of those pretty obvious mistakes. I should have done a final math check before I posted it. And I sure will in the future when I post monsters.

Thanks again, Charles!

RPG Superstar 2010 Top 32 , Star Voter Season 7

Joel Flank wrote:
Erik, thanks for statting up the sin fallen. One note is that you don't need to use the multi-attack feat, since in Pathfinder, claws and bite are both primary attacks, and multi-attack only helps with secondary attacks.

D'oh! Can't believe I missed that.

Now I need to remember the other feat I considered for it. It was either Great Fortitude or Vital Strike.

RPG Superstar 2010 Top 32 , Star Voter Season 7

Nicolas Quimby wrote:

Hey guys,

While we've got a week or two to wait, why not play with some of the R2 entries that haven't gotten stats yet? I'm working on a second writeup for my own Liesinger now, and I know that there were several others who said they had rough ideas for their own creature's stats.

Finally got around to doing mine:

Nakuru (Sin-Fallen Angel of Gluttony)

Now, to finish my encounter...

RPG Superstar 2010 Top 32 , Star Voter Season 7

OK. I finally put aside planning a new Pathfinder campaign long enough to stat this. It has a new name (which apparently is also the name of a city and district in Kenya, but I really like it...). It may be pushing into CR 7, and not the CR 6 I gave it.

That said, here it is:

Nakuru (Sin-Fallen Angel of Gluttony):

Nakuru (Sin-Fallen Angel of Gluttony) CR 6
XP 2,400
AL NE Medium outsider (evil, extraplanar, sin-fallen angel)
Init +6; Senses darkvision 60 ft., low-light vision, scent; Perception +12
Aura starvation aura (30 ft. radius, DC 17)

=====
Defense
=====
AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
hp 60 (8d10+24)
Fort +9, Ref +8, Will +5
Defensive Abilities DR 5/good; Immune paralysis, poison; Resist acid 10, cold 10; SR 17
Weaknesses vulnerability to good

=====
Offense
=====
Speed 30 ft., fly 60 ft. (good)
Melee 1 bite +13 (1d8+3 plus ravenous hunger and grab) and 2 claws +10 (1d6+1 plus ravenous hunger)
Special Attacks create ghoul, ravenous hunger (Will, DC 17, some targets receive +4 to save), swallow whole (2d4 bludgeoning damage, AC 13, 6 hp)

=====
Statistics
=====
Str 17, Dex 14, Con 17, Int 12, Wis 12, Cha 16
Base Atk +9; CMB +11; CMD 23
Feats Flyby Attack, Iron Will, Multiattack, Weapon Focus (bite)
Skills Bluff +22, Diplomacy +14, Fly +17, Knowledge (planes) +12, Knowledge (religion) +12, Perception +12, Sense Motive +12, Stealth +13, Survival +12; Racial Modifiers +8 Bluff
Languages Celestial, Common, Infernal; truespeech

=====
Ecology
=====
Environment any or any (evil Outer Planes)
Organization solitary or with 1-6 ghouls and ghasts
Treasure incidental (from victims)
=====
Special Abilities
=====
Create Ghoul (Su) Humanoids killed by a nakuru's claws or bite rise immediately as ghouls under its command. Humanoids of 4 Hit Dice or more rise as ghasts. A nakuru can control 4 Hit Dice of undead it creates for each hit die it possesses. Additional undead created are free-willed and often become snacks for the nakuru. Creatures swallowed by the nakuru are usually too broken to rise as undead.

Grab (Ex) A nakuru may attempt grab any creature its size or smaller.

Ravenous Hunger (Su) Creatures struck by the nakuru must succeed on a Will save (DC 17) or suffer uncontrollable hunger for 1d6 rounds. The hunger affects any creature capable of eating, although those who do not normally require food to survive receive a +4 racial bonus on the save. Those who fail the save immediately seek out the nearest source of food. If a living creature - other than a nakuru - is the closest, then the victim attempts to eat it. The victim may use a standard action each round to attempt another Will save to resist this urge. A successful save allows the creature to use the rest of its actions that round to acquire a different source of food, such as from a nearby table or rations in a backpack. Affected creatures still defend themselves if attacked and the hunger ends if the nakuru attacks the victim. This is a mind-affecting effect. The save DC is Charisma-based.

Starvation Aura (Su) Living creatures within 30 feet of the nakuru must succeed on a Fortitude save (DC 17) or suffer 1d6 points of nonlethal damage and become fatigued. The fatigue lasts until the creature leaves the aura. It becomes fatigued again if it returns, but takes no more damage. An opponent that succeeds on the saving throw is immune to that nakuru's aura for 24 hours. A new save is required every 24 hours, with new damage for each save. Opponents that do not need to eat are immune to this effect. The save DC is Charisma-based.

Swallow Whole (Su) A nakuru's body stretches, allowing it to swallow a single creature its size or smaller it has grabbed. The nakuru regenerates one hit point for every point of damage its stomach inflicts on the swallowed creature, with injuries to the nakuru's stomach healing first. The nakuru can disgorge a swallowed creature as a move action. Creatures who die inside the nakuru are ejected in this manner to make room for a new victim. Creatures who break the grapple with the nakuru are also ejected, without costing the nakuru an action. The nakuru may take an attack of opportunity to bite creatures as they fly from its mouth.

Nakuru, sin-fallen angels of gluttony, are floating, emaciated humanoids with brittle, gnawed stumps where a true angel’s wings should be. Their long arms end in bony claws that are almost as sharp as their needle-like teeth. Nakuru are often accompanied by ghouls and ghasts they create and command.

Some nakuru fell while on the Material Plane and stayed. Others are trapped on evil outer planes, where they pass the time seeking access to the material plane and amuse themselves by making weaker creatures devour each other. Their eagerness to get to the Material Plane makes nakuru popular with summoners, as nakuru charge less for their services and their preferred payment - a decadent feast held in their honor – is often less odious than payments demanded by other evil outsiders. Unfortunately, the nakuru will sometimes use the guests of such a feast to create their ghoulish entourage.

Nakuru try to encourage gluttony through persuasion and guile, but the sin fallen lack the patience of other corrupting fiends and occasionally inflict their powers on unwilling victims. Tales of taverns falling prey to a hungry stranger or despots turning to cannibalism are often the legacies of an impulsive angel of gluttony.

As outsiders, nakuru do not require food to survive, but they obviously enjoy it.

Sin Fallen Angels
The sin-fallen are fallen angels who, during their descent, become obsessed with base desires and allow those desires to consume them. At the end of the angel's fall, a single sin marks it more deeply than others, and as the last of the angel's grace sloughs away the sin remains and births something new.

Sin-Fallen Angel Subtype: Sin-fallen angels were once angels, but have lost most of the features of their old subtype. They are evil outsiders, who wander the evil-aligned outer planes and the Material Plane. Sin-fallen angels possesses the following traits (unless otherwise noted in a creature's entry).

* Darkvision 60 feet and low-light vision.
* Damage reduction 5/good.
* Resistance 10 to two types of energy.
* Vulnerability to good.
* Truespeech (Su) Sin-fallen angels can speak with any creature that has a language, as though using a tongues spell (caster level equal to angel's Hit Dice). This ability is always active.
* A sin-fallen angel's natural weapons, as well as any weapons it wields, are evil for the purpose of resolving damage reduction.

RPG Superstar 2010 Top 32 , Star Voter Season 7

It feels a little weird to have to wait so long this time to see the next submissions. I just know I'm going to be logging on next Tuesday and then remember "one more week..."

It'll be worth the wait though. Good luck guys!

RPG Superstar 2010 Top 32 , Star Voter Season 7

Lief Clennon wrote:
Seth White wrote:
Out of all the contestants, I was looking forward to reading your adventure proposal the most.
Ditto. So I think you should write it up and publish it anyway! :D

I don't know about anyone else, but I've been doing each of the round's tasks just for the experience of doing them. I may not be able to have them voted on, but I'm still learning from it.

So yeah, write it anyway! :)

RPG Superstar 2010 Top 32 , Star Voter Season 7

Nicolas Quimby wrote:
Jesse Benner wrote:
A blood-curdling scream cuts through the sounds of battle. Turning to look you see a massive, cat-like creature covered in blue, armor-like plates viciously shaking its head. As it does, drops of blood fan across the snow until you hear a crunch and the screaming stops. Another bugbear materializes suddenly, its twisted neck clamped in the ice-cat’s jaws. With a final savage shake, the beast drops the goblinoid’s body and approaches.
Personally? This is probably my favorite snippet of writing in the whole godamn contest. It may not be flawlessly presented, but no one can say it isn't cool.

Agreed. That's some nice writing.

RPG Superstar 2010 Top 32 , Star Voter Season 7

Sean K Reynolds wrote:
For tactical maps like this one, we usually use 5 foot squares because that's what a GM will use for a battle map scale; using 10 foot squares runs the risk of the GM drawing everything at the wrong size. I bring this up specifically because I assumed the scale was 5 feet, and the 100 ft. radius blast of the big meteor made me wonder, "well, isn't that pretty much this entire encounter area?," which would be true if the map's scale was 5 feet per square; then I checked the scale and found it was 10 feet. People expect 5-foot squares on tactical maps (rather than 10-foot squares), just as they expect country map scale to be in miles rather than leagues.

The scale is 10' per square on the isometric view. The top-down view is labeled as 5' per square in the bottom left corner of the map. (I assume the isometric view is just meant to show the relative size of objects.)

So, yes, the 100' is pretty much everything except 10-20 feet next to the southern wall.

RPG Superstar 2010 Top 32 , Star Voter Season 7

Matthew Morris wrote:

Just wanted to let folks know...

I am going to put up my 'How we got here' post for the Lost Winery once results are announced. I just hope people have been reading them and finding them educational.

Yup. They've all been fun and useful to read.

RPG Superstar 2010 Top 32 , Star Voter Season 7

Jim Groves wrote:
You touch upon some worthwhile points. The problem with limiting it to magical creatures is that you really eliminate their use as an antagonist of the PCs. One thing I definitely wanted to avoid was them implanting cows and dogs and the like, because that really would lead to a population explosion (which would be countered by the lack of food supply, but it would still be an instant problem). Sentient creatures opens them up to being a threat to small villages; or sets them up to bully a tribe of goblins into doing what the ardorwesps want or face being implanted themselves. Limiting as you suggest only makes them a threat to pixies and unicorns, who the PCs might want to help; however this way there are many other different ways to get them engaged in a story.

I agree. It is also my preference for them to attack a broad range of creatures (and I love that you limited it to sentient creatures). The idea of them attacking familiars and other magical beasts seemed popular in round 2, so my suggestion was based on retaining that idea while giving them a reason why nothing else is a satisfactory target.

Personally, I could do without the fey and magical beasts mention. As I noted elsewhere in this thread, these things have very little incentive to make those creatures a favored target. The penalty to the save helps, but for creatures who can lay an egg every day the risk still isn't worth it when weaker sentient creatures are much easier targets.

Of course, if you had removed the favored targets, people may not have liked it and it could have cost you votes. In all, I think you did a good job working on a creature with a couple of strong contradictions, and the concerns I had about it during the last two rounds didn't stop you from getting my vote.

RPG Superstar 2010 Top 32 , Star Voter Season 7

Mothman wrote:


Definitely, and in fact three of my six votes this round went that way. While others may well disagree (and yes, I realise a true Superstar needs to be good in a range of areas), to me a great idea (whether it’s a wondrous item or a monster concept, or an adventure idea for that matter) is far more important than a perfectly balanced stat block.

For the sake of the editors who receive the stat blocks, I wish they were perfect. But my voting was definitely based on how people delivered over three rounds. Consistency of quality is good, because then I know I'll want to buy the adventure when it comes out. :)

RPG Superstar 2010 Top 32 , Star Voter Season 7

terraleon wrote:

The whole "I'ma gonna implant you with my lovehate-child that's gonna burst out of your gut in the morning" doesn't say "twisted sexual excitement and extreme vigor" to you? ;)

That really just says "wasp" to me. Nothing written about this creature makes me think it is any more ardorous than any other wasp.

terraleon wrote:


Erik Randall wrote:


In addition, while the wesp's paralysis has an easier save, it only takes one failure to paralyze a creature, compared to the wasp's 6 possible saves with only 1d2 dexterity damage each time. I'd give the wesp the advantage there.
I'd note that each failed save of the giant wasp's poison is going to make a target easier to hit, which increases damage over time, time the wasp has due to the increased hit points.

Every other failed save. The victim is only easier to hit if they roll a 2. But it's a good point, and I'll give the giant wasp a little more respect for the "you die slowly" bit. :)

terraleon wrote:


A lower AC means more power attacking from the party, which reduces the significance of the DR.

Except that the ardorwesp is the one with DR and it has an AC 4 points higher than the giant wasp. So there is less power attacking on it than on the giant wasp.

I'm just curious how it holds up to another CR 3 creature in the same niche. It's probably not a CR 4 creature (gargoyles and harpies live in CR 4 and they're pretty tough), but I am curious.

I may have to carve out some time to run a couple of encounters with each and see.

RPG Superstar 2010 Top 32 , Star Voter Season 7

Charles Evans 25 wrote:
Erik Randall wrote:
...2. It's ecology still makes no sense. It favors magical beasts, familiars and fey for its young. But any sentient creature will do. These things have an Intelligence of 10, so this isn't instinct at work. They know any sentient creature will do...

Going over the Implant ability, it says that magical beasts and fey get a penalty to their save against the ability. I assume that means that they're less likely to reject (in game terms by making their saving throw) an implant attempt once they're paralysed, and so makes them the most optimal hosts to target.

It only makes them optimal if the risk of attacking them is less than the gain from that -3. For some magical beasts, it might be. But magical beasts do have Fortitude saves as one of their good saves, while humanoids (for example) do not.

Most of the fey these things might encounter have a selection of charm effects while ardorwesps have a weak Will save. Many fey also have DR that is overcome by cold iron, not adamantine, so the wesp may not even succeed on its attacks.

Familiars are usually in the company of wizards, who are dangerous foes alone, and even more so in groups.

In all, it is a lot of danger and work for that -3. A few of the magical beasts may be worth it, but I don't see them taking on fey or familiars unless desperate. (Interestingly, most of its preferred prey doesn't wear armor, but the creature has adamantine attacks and armor rending.)

RPG Superstar 2010 Top 32 , Star Voter Season 7

I was surprised to see this was a small creature, but after reading it I started thinking about ways to use it in a game, and even to use its size as an advantage. I definitely want to boost its damage, but otherwise it's a solid creature, and I'll be voting for it (especially once I take your previous work into account).

RPG Superstar 2010 Top 32 , Star Voter Season 7

I would have liked to have seen something less swarmy, but that's just my preconception of the Chymick from last round. Taken as a swarm, I think you did a good job and this is on my short list to advance.

RPG Superstar 2010 Top 32 , Star Voter Season 7

What I don't like:

1. I still don't know *why* it's called an "Ardorwesp". There's still nothing here that says "ardor" to me.

2. It's ecology still makes no sense. It favors magical beasts, familiars and fey for its young. But any sentient creature will do. These things have an Intelligence of 10, so this isn't instinct at work. They know any sentient creature will do.

With an Intelligence of 10 they should know to avoid magical beasts, familiars (and their accompanying people) and fey, and instead prey on really weak sentient creatures like goblins or kobolds. That prey is likely to be much more common and really no match for a swarm of wesps.

Limiting it to magical beasts and other magical creatures would make more sense to me. It increases the likelihood of encounters with PCs and its needing magic to grow explains why casting a spell on an implanted victim causes a wasp to burst out.

3. Did you compare this to the giant wasp when you made it? Both are CR 3, but when I compare them, the ardorwesp seems more powerful.

The wasp inflicts slightly more damage, as it only needs one hit versus the wesp's three, and has better hp. But the wesp has a higher AC and DR 5.

In addition, while the wesp's paralysis has an easier save, it only takes one failure to paralyze a creature, compared to the wasp's 6 possible saves with only 1d2 dexterity damage each time. I'd give the wesp the advantage there.

Finally, the wesp has adamantine claws, telepathy and the intelligence necessary to use tactics and interact with people.

All that makes me wonder if the wesp needs to be bumped up a CR (or maybe the giant wasp is on the bottom of CR 3 and this is at the top).

What I like:

I do think you did a good job writing this, and it is nice to see lower CR creatures. I was not a fan of this last round and your work really warmed me to it. Between that and your work in rounds one and two, you're still one of my favorites.

RPG Superstar 2010 Top 32 , Star Voter Season 7

James Martin wrote:


The word count tool is AWESOME! It definitely set my mind to ease. If I can suggest, for next year, maybe a confirmation page that lists time and date of submission, so you can be absolutely sure you go in under deadline.

If it's not a big problem.

I'd love to see a system where the server emails you with time and date of the submission, word count of the submission and a copy of the submission so you can be sure everything went through.

But then again, I think I submitted my monster four or five times before it went through, so I might just be paranoid. :)

RPG Superstar 2010 Top 32 , Star Voter Season 7

Matt Goodall wrote:
Hi Erik, I liked the concept for your monster. A little bit of Golarion flavor without making it too world specific. The idea of fallen angels is fairly mainstream so that may have hurt you. I also found it a bit funny for a fallen Outsider to be spawning Undead. I did like the swallow whole ability, perhaps it could have been described as sucking the goodness (life) out of the swallowed creature. I hope to see you competing again in next year’s competition.

Thanks Matt!

If I hadn't thought about the cannibalism thing, I might not have chosen ghouls as minions, but they struck me as well-suited to gluttony.

I will definitely be competing again next year. The last few weeks have resulted in my creating more monster and item ideas than I did in the whole of last year. Win or lose, I'm feeling pretty creative.

I should give this thing stats by the end of the weekend. I'm tempted to try and fit it into CR 6, just to see if I can do it, even though I imagined it closer to CR 8 or 9.

Good luck on this round! I liked your work on the last two rounds (I'll be reading monsters tomorrow, when my brain is more awake :) ).

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