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Exactly as it says on the tin, How would one go about building a LG Balor that has 20 paladin levels. This is for a unique outsider for a home-brew setting. I realize that it basically any build for this guy will be OP considering it would be CR 30ish, but i intend this guy to be able to hold his own against basically every published Demon Lord

-Has to be a Balor Demon
-Has to have 20 levels in paladin
-should be around CR 30 at the end
-No mythic ranks
-Assume Unlimited GP
-Would like a single artifact custom to this guy, but maybe that could be a different thread

Anything else i should specify or is that enough to work with?
I'll post the build i have so far when i get home.


So i made a list of all the domains and subdomains that pathinder has to offer, brought up a random number generator, and started clicking.

Now i was having such i hecking good time that i thought those of the advice forum would be willing to help me finish off an actual pantheon for my setting, using all random domains and subdomains of course.

I already have one or two that i like, but i don't think anyone is interested in that (If you are, let me know) so i'll skip to the community stuff.

I would ideally have two gods/goddesses of every alignment, with every major domain covered by the end of this little post.

TL:DR
Help me turn a set of random domains into deities

So without further ado, the first set:

"Medicine, Competition, Storms"

"Solitude, Madness, Daemon"

"Rage, Inevitable, Ancestors"


As in the title, how would one go about creating the absolute most damage possible in a single attack/ turn without using multiple attacks. (no flurry of blows or full round attack).


My Party is being sent to a frontier outpost-castle that has been stripped of all but the most basics, they are to be deployed there for 5 years at which point the next arc is going to occur.

during this time they are going to be attacked by cultists, demons, natural disasters, bandits and the works. They have asked me about the logistics of managing a castle, what they need to bring, who they need to hire, what they should prepare for, the likes.

So, any answers?

The castle itself is of average size, bordering a Savannah and a forested land, it is a week''s travel there and back to the campaign home base, the party is not going to know the layout beforehand, and the only support that might come will be from a magical monastery run by a blind dragon three days away.


How would you personally design a level 8 "sniper" NPC, using all the tricks and tools of the trade.

The goal being, long-range, high-damage stealth, build. I'm thinking very specialized wizard or rogue.


So my players are about to meet the most powerful figure in a dystopian city-state overrun by demon-zombies.

what are some general tips and things to keep in mind when designing it? and what are some cool ideas for the boss itself?


So one of my new players is absolutely dead-set on being Logan since he has recently watch the new movie. You see where i'm going with this, how do i make a level 6 wolverine?

i'm think natural attacking barbarian with regenerative stance + diehard


So i want to make a character inspired by Sepulchure the Doomknight and main antagonist of Dragonfable, a web based fantasy game.

Now the important things to know about Sepulcure is

-He is a VERY powerful necromancer, raising armies of skeletons with a way of his hand

-He is always clad in magical full-plate, and according to the wikia:
"He does not wear the doomknight plate, the plate wears him." Obviously a sub-sentient artifact of some kind

-has not one but THREE dragons, two of which are undead. the first is the size of a mountain which he has built his lair/castle on the back of, the second is fully grown which he rides into battle, and the final (and only living one) is a baby he keeps as a pet.

-He wields a magical, CE sentient sword which he regards with some respect

-Incredibly damaging and survivable, often killing others in one turn, and taking exploits to beat in-game.

Now my question is: how to stat such a beast?
clearly he is going to be a beyond 20 character, but what specifically? an undead lord cleric with leadership? a juju oracle? an oracle of bones? what?

help oh great ones of the messageboard, i implore you!


So, I want to invoke the mastery of these most powerful forums, as its infinite wisdom far surpasses my own.

So, what are some better racial traits and alternate racial traits for a home-brew setting for all these races.

Dwarves - Craftsmen, sailors, and grand wizards. Dwarves have a long and rich history of both terrors of the sea and grand masters of construct building. Their long history of sailing the seas and raiding the coastlines has long since ended with the onset of the Age of Hunger, when the world outside of the grand walls of civilization came to a halting crash. The dwarves, with no experience in architecture but grand ability with their machines came together and built their new, grand capital, the moving city Tzentochtl. With their new capital the dwarves walked the seas instead of sailing them, simply crushing the hordes of Maw before them. Dwarves have long since took on a great many of smaller races under their shell as apprentices, workers, and hired folk, such as goblins (Who adore their dwarvish tales and forge-work), Kobolds (Bred by Dragons as a slave race, who were lost without masters), and Wyrwood (Who were built by a dwarvish wizard long ago to be his "children")

This is one so far, any ideas?

I'm thinking

Dwarves are both tough and clever, but often dour and un-sociable
+2 con, +2 int, -2 cha
Medium
Humanoid(dwarf)
Base speed: 20ft (slow and steady)
Languages: Enclin(Common), Dwarven (dwarves can learn Giant, Goblin, Draconic, Goblin, and Orcish)
Sea raider (Dwarves gain a +2 bonus to AC when in the ranger favored terrain [Water])
Craftsman (+2 bonus to all craft to create objects from metal or stone)
Master Tinker (+1 disable device and Knowledge[engineering] checks, proficiency with all weapons you have created)
Hardy (Same as base dwarf)
Arcane focus
Stability
Mountaineer(because their city touches the clouds)


I want advice and/or criticism for the driving goal of the BBEG and/or his personality/how i should act when him.

BBEG was a classically raised wizard who lived in poverty, eventually discovering the lies that his parents said to comfort him and the lies society made to keep order, he made it his life goal to seek the ultimate truth and discover the meaning of everything as it truly was.

The false god of knowledge, a powerful outsider named Kos, was nearing the end of its lifespan and needed a replacement to help maintain the order of life by reincarnating the gods continuously to prevent Apocalypse, and saw potential in BBEG as a replacement.

Kos approached BBEG with the offer to become "god" of knowledge, truth, and secrets in exchange for BBEG continuing its work. Needless to say BBEG accepted and Kos ascended him and passed on, However BBEG learn the ultimate truth that the entire world is nothing more than a fictional creation to entertain uncaring "players".

Now knowing this he conspired to bring about the end of creation by gathering the three keys of creation and unlocking the veil that hides the world from the primordial god of uncreation.

Kos foresaw this possibility and made a short-lasting clone containing a copy of his mind, and hid it under powerful illusion magic, the copy seeing BBEG go "Murder everything" runs to the Pcs to call in a favor they owe him. Stop his successor.

Tl:Dr
Guy wants to get rid of the "Lie" that is existing after realizing the setting is fictional.


Just a little thought experiment, how would one go about creating a Centaur PC with three levels in alchemist optimized for bombing?

Anything except 3rd party is allowed, so how would one do this?


How would you make a level 10 martial character that reached old age?
I'm thinking lots of combat maneuvers and defensive combat.


So the campaign i run at my school usually only has 4 to 5 players in it at a time.

easy enough

however for some reason one of my friend brought his friends to the session this week and last, convincing them to play.

and while two of the new players are okay, the rest are incredibly disruptive while together.

I would prefer to have a smaller group, but my school is small and the session i run is the only one they could go to, and i don't want to be THAT GUY who tells them not to come anymore.

Anyway, so half of the total party is made of calm, experienced, or undisruptive players that actually role-play.

the other half makes asinine irrelevant comments and frequently gets everyone off track.

this would be manageable in a small group of 3 to 5, the the party has 13 (enough to be a private mercenary group) and no one else wishes to be DM.

help?


So i wanted to make a full NPC party of 6, each based around one particular stat to make up a balanced set and wide range of effective skill and party roles.

This means Heroic NPC array (15,14,13,12,10,8) and no-multiclassing if i can avoid it. I want to make the 1st level stat-blocks before building off of it, so starting there would be good.

The STR character is a two-handed tiefling fighter with over-sized limbs to wield a large greatsword

his array is (STR-17(15+2) DEX-8 CON-14 INT-11(13-2) WIS-12 CHA-12(10+2)

So he was fairly easy, however i only have vague ideas for the rest of the group and a really cool but potentially unworkable idea for CON

somthing like this:

DEX - TWF, Mobility, Ninja?

CON - Poison-use, chain-smoking, drug-using paladin

INT - Light Yagami type skillmonkey or Diviner wizard

WIS - Nihilistic ranger/druid, foil to CHA

CHA - Stupidly optimistic "chosen-one" Oracle of life?

Any help for the construction and/or feasibility of this whole thing? suggestions to improve STR? Help?


In your own opinion, what is the most balanced party someone can create within a no-magic campaign setting?

All classes and archetypes that don't use magic or spell-like abilities are on the table.


So I want/need to create a bunch of really powerful outsiders for a setting i have, and would like some advice on how to create them.

the first one i have an idea for is Saint Mir, A dragon turned celestial dragon dragonslayer...

that doesn't make much sense... okay story-time.

Disraeli Mir was once a mortal dragon, born without the grand scales and powerful body of his kin, and without their grand wings, and was hated and shunned for it. Despite his acomplishments in evocation magic he was tossed into a cursed flame and left to die.

There he spoke to Hu'untar (Think Odin + Prometheus) who took him in as his own. When he emerged Disraeli Mir became a being of flame and light, and took the name Saint Mir, swearing to wipe the dragons off the face of Praeon.

Saint Mir grants his blessing upon all who call dragons their enemy, no matter their alignment and without their permission or even desire for such in many cases.

that, how does one stat that?


Would a NPC transmutation wizard with a lot of rods of still spell in full plate be feasible?

or would you build a different way to get a wizard in full-plate?


Just a simple curiosity question.

What is the highest and lowest possible of each stat at level one within the context of the rules?


A new player is joining our current game, and wants to play a Stealth/Archery/Magic build at level six.

I told him that this wouldn't be quite effective until level 12 or so, but he is pretty adamant about it.

I told him i would look into making him an effective build for it, but i have no idea to construct such a widely unfocused character.

And now i'm here, Help?


So how would one go about stating a construct big enough to fit a city of dwarves in it's belly or should i just avoid giving it stats entirely and instead make it an environmental hazard, like a typhoon?


So I need help with the wording and balancing of a Cleric domain idea i had, but i couldn't find any similar powers to compare it to. I tried to make it give the character options without it being overpowered.

Aether Domain
Deities: Proctor Kos

Granted Powers: You can change the material plane directly, changing materials into similar materials via positive or negative Aetheric particles and you can change the shape of a material directly.

Aetheric Transmutation: As a full-round action, you may add or remove a number of electrons or protons from any element you currently touch equal to your class level. You may only change one element per use of this power and only 5 kilograms of that element per class level. No matter how many electrons or protons are added or removed, the number of neutrons changed is always only enough to balance the new element. You cannot use this power to produce radioactive elements. You may only use this power a number of times per day equal to your class level + WIS or INT (Whichever is higher) modifier.

Domain spells:
1st - Magic Weapon
2nd - Alter Self
3rd - Beast Shape 1
4th - Stone Shape
5th - Fabricate
6th - Move Earth
7th - Polymorph, Greater
8th - Polymorph any Object
9th - Shapechange

-----

Is this balanced in any way, and if not, is it overpowered or under-powered?

Any other suggestions to improve? Wording corrections?


So for the final Enemy of the campaign i'm running, i wanted to have the PCs fight a representative of what is equivalent to Rovagug in this universe. I am thinking of using a extremely high level cleric or other divine magic user under it's control.

However i don't quite know how best to construct a "Uncreation-Pope" and would like some suggestions.

I'm thinking a 20th level half-fiend cleric whose domains are void and destruction, backed up by a dozen or so of the Uncreator's "children"

However, i'm worried this wont'll be effective in the least, so any suggestions for this?


So I wanted to build a large party designed to take on at least four times their number in terms of foes about half their level as a thought experiment and practice, but then realized i have no idea where to start.

So my question is, What is the optimal 8 person party for fighting large numbers of low CR creatures while still being somewhat effective in a majority of situations and encounters in your opinion?


So I'm running a campaign, still in the early stages so i have a ton of wiggle room, and while i have most of the world itself done, i don't have a clear idea for a ending arc.

The most favorable idea i have so far is that the all the gods eventually die through battle or lack of believers but their essence remains. Now the fabric of reality would be undone if their were no gods at all, so an extremely powerful outsider named Proctor Kos finds new gods to imbue the collective souls of all the previous gods and cause those mortals to ascend. (Proctor Kos is often worshiped as the God of Knowledge due to it's incredible intellect and divination ability)

Now the Party would be this new vessels and would rise up to throw back the ever-onward expansion of the forces of the God of Un-creation (Lovecraftian Hydra God)

Thoughts? Advice? Insults?


For the current campaign I'm running, the Pcs have had their ship be wrecked by a big pseudo-kracken. Thankfully one of the Pcs is a Homebrewed Mermaid Construct and thus can't be knocked unconscious and has great swimming. He managed to get everyone onto a piece of ship and pilot it to a nearby shore (with one arm, no less) and save the Pcs from death via drowning

Anyway, their contract demands they excavate as much as they can from a ruined Suli city called Quapesh, and they were found by the last "Paladin" of the city ; Aaron Shepard.

The party consists of a One-armed Gunslinger (Mysterious stranger) 5, a Elven Magus (Spellblade) 5, a Vanaran Monk 5, a Paladin (divine Hunter) 6, and a multi-personality Elf Cleric/Rouge/Fighter 5

I want Aaron to be roughly equal to them, and to put up a good challenge in case they choose to kill him on principal. Any recommandations to improve / refine his stats?

Aaron Shepard CR 6
XP 2,400
Male venerable half-fiend angel-blooded aasimar antipaladin 5 (Pathfinder Player Companion:
Blood of Angels 21, Pathfinder RPG Advanced Player's Guide 118, Pathfinder RPG Bestiary 7, 171)
CE Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +4
Aura cowardice (10 ft.)

—————Defense —————
AC 20, touch 13, flat-footed 17 (+6 armor, +3 Dex, +1 natural)
hp 52 (5d10+20)
Fort +12, Ref +10, Will +13
DR 5/magic; Immune disease, poison; Resist acid 10, cold 10, electricity 10, fire 10; SR 17

—————Offense —————
Speed 30 ft. (20 ft. in armor), fly 60 ft. (good)
Melee +1 vampiric bastard sword +9 (1d10+11/19-20) or
bite +1 (1d6+3), 2 claws +1 (1d4+3)
Special Attacks death variant channeling 3/day (DC 17, 3d6 plus 2 channel bonus), smite good, smite
good 2/day (+5 attack and AC, +5 damage)
Spell-Like Abilities (CL 5th; concentration +10)
3/day—darkness
1/day—alter self , desecrate, unholy blight
Antipaladin Spell-Like Abilities (CL 5th; concentration +10)
At will—detect good
Antipaladin Spells Prepared (CL 2nd; concentration +7)
1st—command (DC 16), murderous command UM (DC 16), murderous crow

—————Statistics —————
Str 17, Dex 19, Con 16, Int 17, Wis 19, Cha 21
Base Atk +5; CMB +6; CMD 22
Feats Exotic Weapon Proficiency (bastard sword), Furious Focus APG, Power Attack
Skills Acrobatics +0 (-4 to jump), Bluff +10, Disguise +10, Fly +4, Heal +6, Intimidate +13, Knowledge
(religion) +10, Profession (soldier) +10, Sense Motive +10, Spellcraft +10, Stealth +5; Racial Modifiers +2
Heal
Languages Celestial, Common, Draconic, Elven, Sylvan
SQ cruelty (shaken), fiendish boon (weapon +1, 1/day), touch of corruption 7/day (2d6)
Other Gear breastplate, +1 vampiric bastard sword , bedroll, belt pouch, blanket APG, fishhook, hemp rope
(50 ft.), masterwork backpack APG, silver holy symbol of Hu'untar, soap, torch (4), waterskin, whetstone, 2
pp, 1 gp, 2 sp, 3 cp

—————Special Abilities —————
Aura of Cowardice -4 (10 ft.) (Su) Enemies in aura are not Immune to fear and take -4 to saves vs. fear
effects.
Cruelty (Shaken, DC 17) (5 rounds) (Su) When you use your touch of corruption ability, you may also
make your target shaken for 1 round per Antipaladin level.
You may only apply a single Cruelty ability to each use of touch of corruption, chosen when used.
Damage Reduction (5/magic) You have Damage Reduction against all except Magic attacks.
Darkness (3/day) (Sp) Granted by Half-Fiend heritage.
20-ft. radius of supernatural shadow.
Darkvision (60 feet) You can see in the dark (black and white only).
Death Variant Channeling (±2 Profane) Stabilization bonus/penalty
Death Variant Channeling 3d6 plus 2 channel bonus (3/day, DC 17) (Su) Positive energy heals the
living and harms the undead; negative has the reverse effect.
Desecrate (1/day) (Sp) Granted by Half-Fiend heritage.
Fills area with negative energy, making undead stronger.
Detect Good (At will) (Sp) You can use detect good at will (as the spell).
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Fiendish Boon (Weapon +1, 5 mins, 1/day) (Sp) Weapon shines with light and gains enhancement
bonuses or chosen properties.
Fly (60 feet, Good) You can fly!
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each
turn.
Immunity to Disease You are immune to diseases.
Immunity to Poison You are immune to poison.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Smite Good (1/day) (Su) +5 to hit, +5 to damage, +5 deflection bonus to AC when used.
Smite Good (2/day) (Su) +5 to hit, +5 to damage, +5 deflection bonus to AC when used.
Spell Resistance (17) You have Spell Resistance.
Touch of Corruption (2d6 hit points, 7/day) (Su) As a standard action, touch channels negative energy
and applies cruelties.
Unholy Blight (1/day) (Sp) Granted by Half-Fiend heritage.
Harms and sickens good creatures (1d8 damage/2 levels).

—————

Aaron Shepard used to be one of the greatest warriors of Quapesh, and a member of the King's personal
guard until the Great Maw Conquest destroyed the city from within.
Aaron was one of those few that were corrupted by the Great Maw but also to retain his free will, and is
the last defender of the city itself.
Aaron is "selfishly unselfish" and hates life, but hates the Maw and the pointless death of a potential killer
of a few more Maw a thousand times more and thus acts near identical to his former self, that is a
Lawful Good Paladin despite his now loathing of life. He often saves everyone he can in hopes that they
will, in turn, kill more Maw.
Aaron has a pet crow named Lenore that he summons when in battle.
Aaron has nothing to lose, and fights to the death.
Aaron, after being corrupted by Conquest, stopped aging in addition to having his Paladin abilities become
dark twisted forms of what they once were.


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I need a bunch of Ideas of Items imbued with extremely minor magical effects and the like. I have a couple so far as examples:

Silver Brush, +1 diplomacy for an hour after 15 minutes brushing hair
Symbol of the royal family on the back

Cloak of Family, +1 to all saves for every person related to wearer within 30ft
A worn Red cloak, faintly warm

Silver Ring, Know condition of matching ring
Inscribed with "For my love, Elaina"

Gold Ring, Know condition of matching ring
Inscribed with "Forever yours, Theodore"

--------

This is to fill a ruined city with more "Life" and things for the party to find, Thanks in advanced


So, i've been working on a campaign setting for about 3 weeks now, mostly working on the overarching mechanics and day-to-day basis cities and factions and I would like some help in filling out everything I don't have fleshed out.

This mostly being whatever detail i can squeeze in, I only have a couple deities and only about 3 cities and a World-Map down so far, and some of the very basic history and races filled in.

I'll aceept basically any input that would help me fill it out, being one of the few worlds i've thought about to this point in development.

here is what i have so far:

For as long as living memory can recall, the fell forces of The Wandering Maw has pushed the world of Praeon to near extinction.
Beasts of dark and twisted magics, only desiring the killing and destruction of all things. Beasts that are both powerful and stubborn, beasts that never surrender and breed in rapid and alien ways. For as long as mortals have existed, it seems the Maw have been present in one form or another, lurking and waiting. But the fading of the light has allowed their insidious darkness to manifest in numbers unheard of, causing entire continents to fall to their black tide of death.

Indeed, for as long a mortal memory can recall, all life has been hunted by another, a predator.

RACES:

Core races:

Humans – unpredictable and tenacious beings that seem to have no outstanding quality other than their sheer refusal to die out, humans are both respected and looked down upon by the other races of Praeon for their work in founding most of the beacons of life on this dying world, even at their own expense.

Elves – Long lived children of the moon, masters of divine and worshipful magics. Elves are a race of poet and artisans, with much of their works being prized as masterpieces by many. However elves tend to be physically fragile and mentally weak when it come to combat, lacking a drive to succeed that the shorter lived races have in abundance.

Dwarves – A stout and stubborn people who once were feared as the greatest sailors and shipwrights in the entire realm, known for their mechanical warships and great constructs that towered over the military acomplishments of the other races. The onset of the Age of Hunger forced the dwarves into a more stationary, construction based role, now dwarves are the greatest of blacksmiths and craftsmen, and of course, drinkers.

Halflings – a race seen as small and insignificant to the uninformed viewer, and indeed halflings have no stories of great warriors or magicians of their own. But none known agricultural sciences like a halfling does, and many halfling clans own monopolies on the produce industries of the world at large.

Suli – The supposed firstborn of the world, suli claim to have been the original children of Hu'untar, the creator deity and god of sunlight, nobility, and the forces of the mortal world. Indeed, much of the ruling class is ocuppied by Suli members and their cities were often the most grand and glorious, but not even the greatest of walls could halt the Maw for long, and now their structures serve as relics of a better time.

Taint-born (Tiefling) – Sometimes, rarely, when a pregnant female survives direct contact with one of the dreaded Maw, the unborn is warped and twisted into one of the Taint-born, children of the fell magics. Taint-born are both loved and hated, loved for their innate abilities that grant them an edge over their fiendish relatives, and hated for what they stand for – a corruption of the natural order.

Other races:

Taint-Elves (Drow) – The black and twisted form of the Taint-elves only occurs when a common elf is near one of the Great Maws and is exposed to their magics. The Taint-elves are pitied by all, and are often used as martyrs against the onslaught of the Maw.

Taint-dwarves (Duergar) – The body of a dwarf is somewhat harder to corrupt compared to the other races, and Taint-dwarves only ever occur either through prolonged contact, over the course of years, or intentionally created through large injections of Fell magics.

Goblins – A race of tribal and islander fisherman that mostly barter with the dwarves, goblins are crude and easily fascinated, which makes many dwarves favorable to them, as goblins are the greatest audience a good storyteller can ask for. Many a dwarven-goblin party has occurred through this racial camaraderie.

Orcs – A race of shamanistic and horse-riding warlords, orcs are great warriors and greater comrades, as honor is the backbone of all orcish culture. Orcs have frequent alliances with elves, in exchange for food and the chance to serve an honorable and wise leader, elves get the protection of some of the most skilled and feared armies across the realm. Orcs often go to dwarven tournaments and tourneys to prove their might, leading the dwarves and orcs to have a mutual respect for eachothers strength in arms.

Wurms (Kobold) – a slave race once employed by the dragons of old, Wurms bind themselves to users of arcane magic for sustenance and in exchange work diligently and compulsively. A particularly powerful wizard may have an entire tribe of Wurms working for him, and Wurms often relish such. A good Wurm is a good worker in their culture.

AGES OF PRAEON:

Age of Grey – the unformed age, the time before creation. Almost nothing is known about this time and attempts to scry it's secrets have all ended in failure.

Age of Fire – The moment of creation, when Hu'untar fled his home reality and brought with him the Fire of Disparity, also known as the Flame of Good and Evil. This age lasted until the rise of the Dragons, and is mostly seen as a time of freedom and innocence, with no great civilizations rising and the lands providing freely to those in need and evil beings were at their worst mearly rude and off-putting.

Age of Shadows – Named for the literal shadows that mortals toiled in under the dominion of the dragons, this age was a time when no hope could be found, and light was drained from the lands, the dragons were tyrants and slavers and used the lesser races and mere fodder for their sick amusement. Even so, the dragons created t nearly the entire system for magic still used today, and the archmages of dragon societies were more akin to gods than physical entities.

Age of the Sun – Then, one day a great Hero-King wielding a blade of sunlight traveled across the land on the back of the Traitor Dragon-Prince and freed the land from the tyranny of dragons and usered in the Age of the Sun, the rule of mortals and a time of hope and truth. The remaining dragons fled to their home-island of Wyrmtooth peak, and fortified themselves immensely. After centuries had passed the dragons once again began to conquer the realm for their own desires, longing to return to their seat of power and domination. And so the people prayed for their Hero-King to return and bring a final end to the dragons, but the Hero-King did not appear and so the people prayed to their gods for deliverance, but the gods did not hear. But a twisting serpent did hear, and sent it's children to put a final end to not only the dragons, but all life.

Age of Hunger – the current age, dragons are near extinction along with every mortal race. All life is united for a common goal, Survival.

CITIES:

Bastion - main campaign setting / hub, a city first founded during the age of shadows as one of the few places not ruled by dragons, the Paladin Order is the main governmental body and the main defensive force.

Gehende Stadt - The walking city of the dwarves, built upon the back of their largest construct, Schildkröte.

Aurum Arcus - The living city of the moon-borne, protected by a massive Ent that has had a long standing friendship with the Elven Monarch, Kairon Julus.

Again, i'll accept any help on this, whether that be the breeding habits of unicorns or the political structure of the elves, i'm not picky. And anyone that takes the time to write more detailed descriptions of the races and fill the out more, i will love forever.

The Maw are also completed in nature, i just have to write it out first


I took a crack at creating a monster, one of the first that got past the "Neat idea but nothing solid stage" and i would like advice on how to improve it.

Witchhunter Maw CR 16
XP 76,800
NE Huge dragon
Init -1; Senses arcane sight; Perception +24
Aura frightful presence (30 ft., DC 21)

—————Defense —————
AC 32, touch 7, flat-footed 32 (-1 Dex, +25 natural, -2 size)
hp 199 (19d12+76); fast healing 16
Fort +15, Ref +10, Will +13
DR 10/good; Immune paralysis, sleep; Resist cold 15, fire 15; SR 27
Weaknesses blind

—————Offense —————
Speed 30 ft., fly 200 ft. (poor)
Melee bite +24 (2d8+7), 2 claws +24 (2d6+7), tail slap +19 (2d6+3), 2 wings +19 (1d8+3)
Space 15 ft.; Reach 10 ft.
Special Attacks smite good
Spell-Like Abilities (CL 19th; concentration +21)
Constant—arcane sight
1/hour—dispel magic
1/day—greater dispel magic

—————Statistics —————
Str 24, Dex 8, Con 18, Int 12, Wis 14, Cha 14
Base Atk +19; CMB +28; CMD 37 (41 vs. trip)
Feats Arcane Vendetta, Cleave, Cleaving Finish, Destructive Dispel, Dispel Focus, Eldritch Claws, Great Cleave, Greater Dispel Focus, Hover, Improved Cleaving Finish, Power Attack
Skills Appraise +23, Fly -9, Intimidate +24, Perception +24, Sense Motive +24, Spellcraft +23, Stealth +13, Use Magic Device +24
Languages Abyssal, Draconic, Infernal
SQ antimagic scales, antimagic venom

—————Special Abilities —————
Antimagic Scales (Constant) (Ex) A Witchhunter Maw's scales are immune to magic and function
identically to a permanent Antimagic Field spell except with a range of touch instead of 10ft
Antimagic Venom (Constant) (Ex) Creatures that take damage from the Witchhunter Maw's bite attack are immediatly targeted by a Mage's disjunction spell at a caster level equal to the Witchhunter Maw's CL
Arcane Vendetta +2 bonus on damage vs. arcane spellcasters
Blind (Ex) You are blind. You are immune to sight-based effects and attacks.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Cleaving Finish Make additional attack if opponent is knocked out
Damage Reduction (10/good) You have Damage Reduction against all except Good attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Destructive Dispel Upon successful dispel, opponent must save or is stunned
Dispel Focus +4 CL when you attempt a dispel check.
Eldritch Claws Your natural weapons are considered both magic and silver for purpose of overcoming damage reduction.
Energy Resistance, Cold (15) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (15) You have the specified Energy Resistance against Fire attacks.
Fast Healing 16 (Ex) Heal damage every round unless you are killed.
Fly (200 feet, Poor) You can fly!
Frightful Presence (30 ft., 5d6 rounds, DC 21) Those in area of effect become frightened or shaken
(Will neg.)
Hover Can hover in place without Fly checks, and kick up dust cloud if within 20 ft of ground.
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Improved Cleaving Finish May use Cleaving Finish any number of times/round
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Smite Good (1/day) (Su) +2 to hit, +19 to damage when used.

Fearsome, terrifying, cunning beings first brought into being at the dawn of the Age of Hunger, Witchhunter Maw are massive, bat-like creatures that have a penchant for hoarding gold and magical scrolls.

Witchhunters were at one point going to be true dragons, but were exposed to the fell magic of the Maw before hatching, and thus warped.

Witchhunters are known as Mage-killers for their magic-immune scales and spell disrupting venom, many a young wizard had foolishly challenged a Witchhunter for it's collection of tomes only to be slain near instantly by them.

Witchhunter venom is a noxious purple liquid that is extracted from the back-upper fangs of a Witchhunter.

When injected, the venom disrupts the flow of magic throughout the entire bodies, with large doses permanently ending all magical flow. a single dose is often auctioned off for 1400 gp per vial.

Witchhunters are inherently blind, and cannot see mundane objects, however their brains have since adapted to seeing the energy of their choice prey, magic. In addition, Witchhunters have a grasping claw attached to the second joint of their incredibly massive wings.

A group of 2 or more Witchhunters is referred to as an "Inquisition." thankfully most Witchhunters cannot stand others of their race, and shun contact outside of mating.

There has been at least one case of a Witchhunter being bribed and reasoned with into becoming loyal members of societies, often at incredible expense.

Their is a widely-feared weapon forged from the bones of a particularly ancient Witchhunter, called Coilhammer, known for it's unique property of anti-magic.