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I recently read about the Aeons in bestiary 2, What stuck out instantly was the similarity they possess to Pharasma. I noticed how their concerns are very similar both deal with life and death, both are dispassionate and extremely enigmatic. So here's a question could Pharasma have once been an Aeon who rose to godhood. After she wouldn't be the first outsider to have done this. Or is she an aspect of Monad?


I'm curious as to who will be starring this time round. I imagine with the release of new classes in the APG we might see some of the new classes. I imagine Imrijika the Inquisitor will be in this one. And of course I'm hoping Feiya the witch


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I did a conversion of Mammy Graul from Hook Horror Mountain Massacre to the witch class. I thought it was more fitting considering the theme and setting. I pretty much left her stats alone until we get some more info on how the ogrekin will be like. I changed the toad familiar to rat to keep it within a necromancers theme. I readjusted her skill points and added Use Magic Device and Intimidate. As far as feat are concerned I dropped Brew Potion for toughness and instead gave her the cauldron hex. Scribe scroll she loses of course. Hit points I redid she started with full hitpoints 6hp plus 7d6 plus any other modifiers. Since she is bascially a blob of flesh and can baely move I decided to make her tougher thus the toughness feat. And I got rid of Craft Wonderous Item for Improved Initiative to give her a chance in combat.
Mammy Graul CR 9
Female human ogrekin Witch 8
CE Medium giant
Init +1; Senses special senses; Listen +2, Spot +2
DEFENSE
AC 17, touch 7, flat-footed 17
(+4 armor, –3 Dex, +6 natural)
hp 91 (8d6+32+13 from false life +8 from Toughness)
Fort +8(+2 from Rat familiar), Ref –1, Will +6
OFFENSE
Spd 5 ft.
Melee mwk quarterstaff +10 (1d6+5)

TACTICS
Before Combat As soon as she hears trouble outside, Mammy Graul casts
mage armor and false life on herself. If she realizes someone’s about to
enter her room, she casts mirror image and fly as well.
During Combat If the PCs confront Mammy Graul here, she’s
more enraged at her boys for allowing the PCs to get this far
than she is at the PCs themselves, and her profanity-laced
shrieks against her boys fill any surviving Grauls with such fear
that none of them dare come to their mother’s aid. Mammy
Graul sends her three zombies to engage the PCs while she
remains on her bed in the northwest corner of the room and
casts spells. She starts with summon monster spells and follows
up with her ranged spells. Once anyone reaches her in melee,
her first act is to cast mirror image (if she hasn’t already), and
then cast her melee spells.
Morale If reduced to 20 hit points or less, she attempts to dimension
door into area A16 to secure the aid of any surviving Grauls there.
She casts fly on herself and leads them back to the farmhouse to
attack the PCs again, this time fighting to the death.
STATISTICS
Str 20, Dex 4, Con 19, Int 15, Wis 10, Cha 10
Base Atk +4; CMB +10 CMD +17
Feats Alertness (when Blub-Blug is in arm’s reach), Toughness, Craft
Wand, Improved Initiative, Greater Spell Focus (necromancy),
, Spell Focus (necromancy)
Skills ,Intimidate +8 Knowledge (arcana) +10, Spellcraft +10 Use Magic Device+8
Languages Abyssal, Common, Giant
SQ deformities, familiar (rat named Blub-Blug)
Combat Gear potion of cure moderate wounds, scroll of animate
dead, wand of magic missile (CL 3rd, 44 charges), wand of
ray of enfeeblement (28 charges), wand of vampiric touch (33
charges); Other Gear amulet of health +2, Varisian idols (2,
grant summoned monsters +2 hp per HD if used as an additional
material component—see the Rise of the Runelords Player’s Guide)
SPECIAL ABILITIES
Mammy’s Deformities (Ex) Mammy Graul’s thick layers of blubber
increase her natural armor bonus by an additional 3 points. She is
also hideously overweight, and suffers a –4 penalty to her Dexterity.
Blub-Blug CR —
Rat familiar
hp 26 (MM 282)
Spells:
Cantrips All Witches cantrips
First Level:Mage Armor, Chill touch, Grease, Ray of Enfeeblement, Reduce Person, Enlarge Person, Summon Monster I, Detect Undead*
Second Level:Blindness/Deafness, False Life, Summon Monster II, Spectral Hand, Command Undead*
Third Level:Summon Monster III, Bestow Curse, Vampiric Touch, Fly, Contagion*
Fourth Level:Dimension Door, Fear, Summon Monster IV, Black Tentacles, Animate Dead*
Spells Prepared
Cantrips: Message, Touch of fatiguex2, Daze
First Level:Mage armor(Already Cast)Chilltouch (DC 15), Ray of Enfeeblementx2(Dc 15),Reduce person (DC 13).
Second Level:False Life(Already Cast)Summon Monster II, Blindness (DC16), Spectral Hand
Third Level:Vampiric Touch, Fly, Summon Monster III
Fourth Level:Dimension Door, Black Tentacles
Hex:
1.cauldron
2.Evil Eye
3.Misfortune
4.Healing
5.Ward


I was looking at the vision hex and I find it kind lacking for game play. The witch receives a vision of a possible outcome that will come to pass within the year and the recipient cannot receive another such vision until it does. All well and good however the game mechanics cannot really support it. The party of adventurers are usually active doing various things, and of course the actions of players dictate what the character will do. Anyway my point is instead of having visions which may or may not be relevant to a party. I was thinking this Hex Should go along the Snow White theme. The witch can have a mirror and once per day pose a question and receive a cryptic answer but relevant to the question at hand kind of like the divination spell.

It doesnt only have to be a mirror, it could be a Harrow deck, Tea leaves, Runes....Depending on the culture of the people.


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Im not sure if this has been answered fully, but how do you officially handle creatures who have level adjustment. There is no penalty now, so how do you balance the non-core races to core races.


I have read numerous postings over the years about drow and more or less pretty much has been said and resaid about them. Lets move to another overlooked subterranean race Duergar. There isnt much out there about them and I have noticed they can make some of the coolest villains out there. I mean there is a ton of material out about drow and their culture from game accessories to novels. I want to see some stuff on the duergar, there history, society and in general what makes them up. I know second edition Forgotten realms had some cool references but they never got into any details. In the realms duergar were a clan of shield dwarves captured by the ilithids and horribly experimented upon. When rediscovered they had the grayish drab skin and strange psion powers. So how has pathfinder renvisioned them.