Contract Devil

Mad Beetle's page

Organized Play Member. 110 posts (116 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 4 aliases.


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I have always seen it possible with RAW, that you can turn your magical staff into a gauntlet with the shifting rune and keep it functional.

I kinda like the imagery of that.

And really, it´s not like it breaks the game or anything.


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Not a game for me, I´m afraid.
The combat system is fine, I actually like that, I see a lot of things that could have been potentially cool about the game, but it just falls shy being good and just end up being meh for me.


Alignment is fundamentally flawed, since Good and Evil is subjective in the real world, but is part of objective reality in Pathfinder.

There are actual planes of reality in Pathfinder that embodies Good and Evil, there is actual, living gods that are arbitors of what is right and wrong, that can communicate this to their followers.
What they say is bad, is bad.

Changeing alignment for Outsiders, who are fundamentally bound to a certain one, should be just as easy for them as it ould be for a Marid and an Efreeti to change their respective elemental alignments.

Mortal intelligent races seems to have free will, and should have an alignment that matches their religious, social and cultural upbringing, with some excptions, if there are races that have not evolved empathy for example, then they would have a hard time being Good aligned.


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As a minimum, a magical item that can give you an item bonus to spell DC´s and attack modifiers.
As it stands, spells can only be reliably used to fight off weaker enemies.

The Magus class or archetype, we need something that can make spells and combat blend together better.

Something that makes the Sorcerer an actual better spontaneous caster than the Wizard.


As I see it, Casters in 2e Pathfinder would serve best as support with rituals and/or in raid and guerilla groups, attacking supply-chains and commiting night-raids on camps, then teleport or inivisibly sneak back behind their own front lines.
Spellcasters does not have very good lasting power, and an extended fight will leave them next to useless in a matter of minuttes, but in short, strategic strikes against key targets or summoning up a game-changer from far behind the frontline seems to fit them far better.


While I never really liked Tengu purely based on aesthetics, bird people just look wrong to me, it´s somekind of uncanny valley thing, I guess, maybe I habour some deep hidden recentment towards humanoid avians, dunno, but that´s the only issue I had with it.

I get that they want to showcase more of their fantastical character options, but I have to admit that I would prefere a Tiefling or Aasimar Iconic instead.

Guess that´s all I have to say about it.


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20th level characters are larger than life demi-gods, and should act like it, maybe instead of killing them, have a divine avatar come to them, calling them to help save one of the outer planes.
Them being the big heroes that they are, they jump at the oppertunity to go have a mythic adventure.

They leave their (Somewhat unwanted and forced upon them by the kingdom) frail and mortal apprentices to look after the slightly enchanted fortress that serves as a glorified gate house and contact point to the heroes personal Demi-Plane.
The apprentices have never been inside the Demi-Plane, but the place is rumored to rival Elysium in it´s splendor.

A week after the heroes leave, not expecting to return for at least a year, the BBEG starts invading with his goblin army and evil McGuffin that will enable him to control the kingdom in an iron appendage.
Time to half-elf up and act like actual soon-to-be heroes.


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As written on page 545 of the CRB, tanglefoot bags will, on a critical hit, act like an parachute when you catch a winged creature with it, making them take a safe plummet to the ground, where they are freed the next round.

I propose to remove this paragraph in my home games, there is no way in heaven that a 850 kilo young dragon wont be hurt from falling 300ft in pretty much an instant after being hit by an exploding super-glue bomb.

Have any of you found that some of youre favorite anti-air moves don´t work as they should no more?
Let´s see if we can find a solution!


See, if some beasties actually shreds equipment, then it makes a ton much more sense to me, thanks!


Yeah, it does seem that way, but I really had to ask, since it just seems a bit... weak?
I dont know, maybe equipment takes more damage this edition and I just havent read up on the right section.


I think that someone forgot to put in some text about Adamantine armors, so far, it just seems like they are made of a dark metal and cost a lot more.
Maybe I am looking the wrong place, if so, can someone please tell me where in the book it is?


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In all honesty, this looks like Amiri in her teenage years, during her emo-phase.

Now, I really don´t care all that much, I have always felt that the barbarian Iconic should look big and strong, no matter the race or gender, really.
But that´s just me.


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Sorcerers need to be totally changed, they currently have no niche to fill, other than being the least effective spontaneous caster around.
They should remake it to be more like the Warlock class from 3.5 or 5e or the Kineticist, a few, specialized magical powers, that they can use a lot/have unlimited uses of.
They were already contemplating removing the Sorcerer, and it currently looks like it has no niche to fill, so this might be the answer.


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It´s not a problem, they are just using their resources.
This just means that they finish quickly.


Yeah, that´s about what I thought as well, but I wanted to ask anyway.
Thanks for the quick response.


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Is my group and I missing something, or does most buff-spells only last 1 minute? Is there some action, item or feat that I missed that can increase the life-span of my magical effects?
I´m asking, since we just finished the 4th playtest scenario (Moonmirror?) and just before the last combat we were told that there was a lull in the battle and we could prepare ourselves, but it would shave 1 minute off of any spell-effects we had up.
Suffice to say, we were somewhat surprised, since the only buff we could cast that lasted longer than that was Telepathic Bond, which has an duration of 8 hours.
This made me wonder, have we have missed something?


No healing, only tempoary HP, but the 5 would be correct, you cannot deal damage past 0, I believe.

If we follow the RAW, then yes, you would heal the undead and take the healing as tempoary damage, that dissapears in 1 minute.
That´s how I see it.


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This is not a discussions of whether it might be cost effective or anything, but it is about enjoyment of the items, and I really love that blessed little ring.

Now, is there anything that you guys have found that you liked?
My hope is to focus on what we enjoy in the current system, so that the dear developers know what is fun with the new system.


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So, I just fell in love with an item, and I wanted to hear what all you fine people found in the gear list and thought "Damn, that sounds good/fun/crazy/downright sexy!"

For my part, I played through Sombrefell today, and I had gotten myself the Ring of the Ram as one of my item-picks, and Oh my sweet Pharasma am I in love!
For the un-initiated, the Ring of the Ram makes you able to charge up an force attack of increasing power, the level 5 version that I used can go up to 6d6 force damage on a ranged touch, and then shove the opponent.
Not only did I severly damage a

Spoiler:
Shadow
with it, I manged to get the killing blow on
Spoiler:
Ilvoresh
with it, up close and personal, so it looked like I punched him in the face and his face just folded inwards.

I just adore the ring, and I can´t see myself not using it more in the future!
So, do any of you guys have some kind of item that you found interesting?


We thrashed everything, barely used any spells and was back with all of the stolen goods in about 45 minutes ingame.

The slime was killed by one hit from the paladin, who rolled highest on initiative.

The goblins died quickly to our combined fire-power.

The centipedes were a bit more challenging, the paladin actually got hurt, but never poisoned. The ranger and my fey sorcerer kept killing the ones in the back while the paladin plugged the hole.

The quasits died without a fuss, the rogue and paladin team took them down with my sorcerer and the ranger keeping the backline.

We snuck past the trap and bluffed the goblins into beliveing that we killed their boss, they surrendered and we left them in the moshroom cave (We alredy burned that one down)

We found the secret passage, took the loot and snuck up on the big bad.
He was dead by round 2, none of us were hit by him, thanks to the paladin killing him with a retributive strike.

We were back before supper.

I was the most useless character, since my cantrips dealt horrendously little damage, and my spells were Charm, Shocking Grasp and Heal. I cast one spell, Shocking Grasp, and missed with it against the big bad. I did however bluff like a god, which made the goblins surrender, so it evens out.


Could be an oversight or just a redundant sub-system to allow for elven and gnomish fighters and rogues that can use their ancestral cantrip.
I agree, make cantrips follow character level instead of spell level and make that the standard.


5E spellcasting is exactly what you are asking for, instead of how it is like in the playtest, you mean?
In 5E you prepare spells and then choose what level you cast them on the fly, for prepared casters. Spontaneous Casters have a number of spells that they can heigthen on the fly.
I agree, that seems far better than having to prepare them like we do now.


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bookrat wrote:


The same was true in PF1. The vast majority of the time, your abilities and skills would grow regardless of what happened in the adventure.

People would multiclass all the time with complete disregard for what happened during their adventure, most of the time it wouldn't even make sense for them to all-of-a-sudden know how to use every single armor in the game or to just happen to suddenly gain a spellbook.

You'd get skill points which you could put in any skill you wanted, regardless of your characters in-game experiences.

This phenomenon isn't new to PF2.

It seems that we have had some vastly different experiences during play, we normaly dont have that kind of unorganic character-progression, that´s just how we roll, we try and explain it with training during downtime or the wizard getting tired of being shanked and taking a self-defense course through astral projection, that sort of thing.

But, whaddaya know?
Now, we can discuss this back and forth an never agree, I think, but this is a playtest and Paizo needs feedback and some of us do not agree with this kind of omni-progression in skills, we prefere something that is less "balanced" so to speak, where we can make characters that does not become savants in every aspect as they grow in their power.
When I read a book about a character that can do everything great, where the MC is constantly Mary Sue´ing it all the time, I have a hard time getting invested.
This is what the skill system feels like to me, Mary Sue, no flaws, only greatness.


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Isaac Zephyr wrote:


Not really. Roleplaying means more than numbers on a page, there's nothing explicitly saying that your numbers change anything about how you play, or what they explicitly mean.

You will also generally never be forced to use any of those skills. Statistically someone else in your party will be good at the things you choose not to be.

Comparatively to Pathfinder 1, there was a number of skills that needed 1 or 2 points. If you didn't have them you were looking at being unable to accomplish certain tasks (looking at you Climb and Swim). This pulled away from the few-skill classes already limited points. While you may not be happy about having minimal capabilities all around, it prevents a system with limited opportunities for advancement from having to spend them on necessities.

You can make the choice not to use a skill in the long run. It is decidedly not fun to have no choice in spending resources one way or else not be able to continue.

** spoiler omitted **...

Sure, I don´t have to use anything on my character sheet if I don´t want to, but that does not mean that I can´t.

When looking at the character sheet, my character is able to do almost anything that has nothing to do with his background nor with what has happened during his adventures.
That does not grog well with me.

When the story can´t progress, based on the abilities and choices of the players, that is not on them, that is 100% on the GM.
It is kind of a dick move too, from the GM´s side.
Also, you still need to take feats to craft magical equipment in 2E, so that does not really change anything, nor make a point.


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And what if I dont WANT my dumb-ass barbarian to know all this magical mumbo-jumbo, as well as all the other skills that I dont want him to learn? What if I like my un-educated brutes, that go hunt monsters and fight dragons by being just that level of bone-headed knuckle-dragger, dumb-but-capable that makes the villagers uncomfortable and nobles disgusted whenever I open my mouth
But now my stats are literally making me more book-smart than the royal archivist and able to talk circles around the aristocracy with my charms?
See the problem?


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Isaac Zephyr wrote:
Mad Beetle wrote:
Yeah, it makes little sense that a lvl 15 half-orc barbarian with an intelligence of 8 and that can´t read, never learned more that basic maths, still has an +12 to his Arcane knowledge and religion skills, making him able to discuss magical theory at the level of an int 18 level 6 elven wizard with expert training.

I don't exactly see this as an issue. Look at it another way.

A level 15 half-orc barbarian has seen a lot in his travels, from legendary smiths that forge his weapons, to the lairs of lichs he's helped smack down with his companions. His arcane knowledge comes purely from experience, as he's seen nine more levels worth of stuff in general than the highly booksmart level 6 wizard. It is a matter of how you choose to roleplay that knowledge.

"I was fightin' this thing and fire burst from his eyes and exploded all over the room. Weren't for this necklace I'd 'a been burnt to a crisp, cause it eats fire."

"He was casting a fireball you simpleton... And your necklace is an amulet of antimagic, it absorbs any magic that gets near it when you hold it."

"Nah, it definitely eats fire. You'll understand one day greenhorn."

Comparatively, your other example of your olympic wizard, it's the same thing. Experience. When he started his adventures he was tripping over himself he was so inept, but he learned fast he'd need to shimmy on narrow ledges with his teammates and be able to outrun dragon's fire when everything goes t!$# up.

The difference in the Playtest so far, is that investment. Instead of it being one or two points representating specialization it's skill feats. The difference betwen Untrained and Legendary on paper is +5, however the additional trained skill uses, and the skill feats giving even MORE uses is where the difference lies. That barbarian can't identify or read magic, he can just recall knowledge based on his experiences. That wizard may have the basics to stay alive down, but he's got none of the talent of running, jumping,...

Oh, I get that, an experienced barbarian might know stuff about stuff, sure, but he can still Identify several kinds of magical items and effects, just by looking at them and talk about advanced magical theories, discuss the mating rituals of the southeren Garundy Wyverns, Identify an Noble based on their heraldry and/or jawline and the many ways of how to create a golem.

The 98 year old Wizard can kick down a door that gives a healthy and hale young warrior trouble to budge, he can wrestle boars without trouble and swim upwards a damned waterfall, not to mention that the bookworm, that really never left his tower other than to find new books, can survive more or less indefinitly in the wild, thanks to an artifically improved Survial skill.

I get that being a higher level should mean that you are more of a badass, give you more options and powers, but it should not make you better at EVERYTHING under the sun.
When high level characters dont have limits or weaknesses we end up with some kind of Anime-Levels of bullshittery OP characters.
Not that I hate those, they just dont fit my image of a fantasy game.


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Yeah, it makes little sense that a lvl 15 half-orc barbarian with an intelligence of 8 and that can´t read, never learned more that basic maths, still has an +12 to his Arcane knowledge and religion skills, making him able to discuss magical theory at the level of an int 18 level 6 elven wizard with expert training.

It breaks the character a bit, that he becomes incredibly skilled at EVERYTHING as he levels up. It smacks too much of a videogame.
You just can´t make an big dumb brute anymore, without him becoming an erudite in cultural lore and book-learning.
You can´t make a physically weak and frail wizard either, that guy will be able to run and jump at the levels of an olympic gymnast, when he is 98 years old, not to mention that he can see and hear ants dancing from 85 feet away.

So yeah, I get that it seems a little strange, I don´t care for it either.
Being unable to do something, and then finding a way to beat it or work around that limitation is sort of one of the great things about table-top rpg´s, and I am sad to see them change that.


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The "Ancestry" system (I kinda hate the word, dunno if it is me being a grognard and prefering Races, but hell that´s a whole other bugbear to shave.) is really an gem in the rough.
While they have taken the various races and made them into bland, uninteresting choices of wheather you want a +5 movement speed or +2 health on top of a static stat increase and small penalty, you get to evolve into an actual elf... over the next 17 levels.

If they had just started us out with an actual dwarf, gnome or elf to begin with, and then given us interesting cultural and/or special racial abilities (Expanded spell-lists, special combat stances, super-humanly good sigth/hearing/smelling) then I would have been clapping my hands and praising the "Heritage Feat" system to the heavens, and then left for some other thing to nit-pick over or tear apart for being non-sensical.

As I said, a gem in the rough, with some actual great potential for customizing your characters heritage and implementing things like gnomish tieflings and goblin aasimars down the road. If they cut the gem right.


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modus0 wrote:
Mad Beetle wrote:

The thing is, I can actually see a potential with the current system, if they divorce themselves from the idea of "balanced" races and treat the Ancestry Feats as Traits from 1st Edition.

Have dwarfs start out with their normal poison resistance and magical stunting stubborness, maybe a connection to stone. Then have the Ancestry Feats work as a way to flesh out the culture and/or heritage of said dwarf; did he come from a clan of dwarven warriors that habitually fought with giants?? Take Weapon Familiarity and Giant Bane!
Maybe he grew up in a mountain valley that was raided from time to time by duergar and orcs? Take Rock Runner and Ancestral Hatred.

That would work so much better, than the current "Evolve-into-1E-dwarf-over-17-levels" deal that they are currently going for.

Race should be a very big impact on your character, not just a difference in +2 hit points vs +5 movement speed.

So essentially placing the "biological" features of the race back in as defaults, and leave the things that could be "cultural" as Ancestry Feats/Heritage Feats?

Yeah, that is essentially what I´m saying. It would make far more sense that way.


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The thing is, I can actually see a potential with the current system, if they divorce themselves from the idea of "balanced" races and treat the Ancestry Feats as Traits from 1st Edition.

Have dwarfs start out with their normal poison resistance and magical stunting stubborness, maybe a connection to stone. Then have the Ancestry Feats work as a way to flesh out the culture and/or heritage of said dwarf; did he come from a clan of dwarven warriors that habitually fought with giants?? Take Weapon Familiarity and Giant Bane!
Maybe he grew up in a mountain valley that was raided from time to time by duergar and orcs? Take Rock Runner and Ancestral Hatred.

That would work so much better, than the current "Evolve-into-1E-dwarf-over-17-levels" deal that they are currently going for.

Race should be a very big impact on your character, not just a difference in +2 hit points vs +5 movement speed.


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Just to re-post my initial post.

Okay, I know that the playtest has not even been out for a day yet, but I need to get this off my chest; I dislike the new way they have done races.
Races are now exceedingly bland, all racial abilities, besides Low-light and Dark-Vision (and that dwarven encumberance ability), are more or less bought with "Ancestry Feats", of which you gain one at first level an then 1 more every four levels (5,9,13,17).
This means, that every person in Golarion is now slowly evolving into their race, instead of starting out as one.
Now, I get that weapon familiarity and other things like that might be more connected to cultural background could be taken as feats, that seems more than fine to me, but having to choose between being trained with dwarven weaponry OR being resistant to poisons just seems a bit off to me.
I get that they have tried to make races less powerful and all that, but it just seems wrong to me, that dwarfs aren´t poison resistent unless they use "Speicies Points" to get it over all the other racial traits that they usually had.
Or that Elves aren´t naturally immune to sleep spells, they have to evolve that ability through adventuring.

Thing is, if you want a character to have the starting racial abilities from 1st Edition, you need to be level 17 to do it. And some races would still not be fully fleshed out.

Now, what I do like about the system; race means something for starting HP and some of the Ancestry Feats are cool and flavorful, I can see quite a potential in the way it is made, I just disagree with the choice to make the races bare-boned and then having to choose between illusion-sense or obsessive for my gnome characters. I´d rather have to choose between starting with a familiar or weapon-training or an expanded spell list based on my race, for example.

Anywho, I´m going back to reading.


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Igor Horvat wrote:
I'm guessing that ALL feats that are "genetic" to a race should be included by default and traits that are culturally trained can be picked one.

This is more or less what I am going for, I do not feel that it is right, that leveling is what enables you to evolve into a dwarf, from being a tough, but slow human being.


Something like that, yes, that would make it far more fitting.


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Okay, I know that the playtest has not even been out for an hour, but I need to get this off my chest; I dislike the new way they have done races.
Races are now exceedingly bland, all racial abilities, besides Low-light and Dark-Vision (and that dwarven encumberance ability), are more or less bought with "Ancestry Feats", of which you gain one at first level an then 1 more every four levels (5,9,13,17).
This means, that every person in Golarion is now slowly evolving into their race, instead of starting out as one.
Now, I get that weapon familiarity and other things like that might be more connected to cultural background could be taken as feats, that seems more than fine to me, but having to choose between being trained with dwarven weaponry OR being resistant to poisons just seems a bit off to me.
I get that they have tried to make races less powerful and all that, but it just seems wrong to me, that dwarfs aren´t poison resistent unless they use "Speicies Points" to get it over all the other racial traits that they usually had.
Or that Elves aren´t naturally immune to sleep spells, they have to evolve that ability through adventuring.

Thing is, if you want a character to have the starting racial abilities from 1st Edition, you need to be level 17 to do it. And some races would still not be fully fleshed out.

Now, what I do like about the system; race means something for starting HP and some of the Ancestry Feats are cool and flavorful, I can see quite a potential in the way it is made, I just disagree with the choice to make the races bare-boned and then having to choose between illusion-sense or obsessive for my gnome characters. I´d rather have to choose between starting with a familiar or weapon-training or an expanded spell list based on my race, for example.

Anywho, I´m going back to reading.


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Alignment has many problems, one is that it rarely tells you anything about the players motivations, only a vague philosophical world veiw and in the worst case for some, an excuse to act out childish power-fantasies and hardcore edge-lording.
But that is neither here nor there, if you want my advice for motivating the players; as long as they want adventure and getting paid the big money, they will most likely want to do merc-work for the town, use that time to make them give a damn about the people around them, foster relationships and attachments to the world.
Make small downtime scenes where the players get to drink at their favorite tavern, and getting thanked by one of the NPC´s that they have saved for example.

TL;DR Alignment does not matter, motivation and attachments do.


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This idea seems a bit misguided, if you want someone to feel like they belong, making a seperate special prize for them hardly seems like a way do it.


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Well, Religiously you are golden, since Nethys dont care why/how/when you use magic on either who or what, just as long as you use it at much as possible.
Callistrias temples are usually also brothels, so that should also be okay, there is no set price for sevices rendered.
Nethys is not in any conflict with Callistria, as far as I am aware, so you are not even helping and "enemy" of the church,
So, no there is nothing immoral going on.


Be a Summoner, Summon a couple of medium to large Earth Elementals, have them take down the foundations.


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IonutRO wrote:
Schrodinger's Dice wrote:

Alternatively, the nature of reality could be contingent on the narrative framework with which an observer approaches it. Expect Standard Model particles? All your experiments show Standard Model particles. Expect elemental planes? Your wizardry shows elemental planes.

The wave function collapses in weirder ways than we can imagine... or perhaps it collapses as we imagine.

Except that we (the humans of Earth) weren't expecting anything when we started looking at the world in detail and we found subatomic particles, so clearly your expectations do not shape what you see.

How can you know that? Maybe Rutherford and Goldstein were slightly convinced that Prout´s hypothesis about "protyles" were right somewhere. I mean, the hypothesis had been around for near a century before they found them, if not as Prout predicted, but he might have planted the idea.


Why can´t Inner Planar forces from all of the Inner Planes, being grinded together into an seperate plane of existance have underlying laws of physics?

I mean, if all the planes "push" the same amount of planar substance into the Material, should there not be some established rules of how things interact and work?
Magic would then be a lever of some sort, that shifts the baseline governing rules in one way or another, to get an wished effect by appeasing, coercing or otherwise manipulating the planar forces to change how they interact with the Material, such that an Fireball is actually unstable plasma that is being kept in check by elemental pressure until it explodes, this is being done by increasing the influence of the Plane of Fire in an small area for a short while, until you release the thin shell of elemental forces keeping it stable and let physics take over. (Small ball of pressurized plasma introduced to an sudden release of said pressure equals BOOM!)

If you disagree, just make up your own theories of how thing interact and dont use sci-fi jargon, but explain things with Planar Interaction Theory and the Unnified Divinity Theorem instead of Physics and Quantum Theory.


Maybe?
I have run a game for something like a year and a half, and I have never had any problems in just making up the NPCs on the fly, changing a Bandit Leader into an Arabian-esque princeling for example took nearly no time, i just gave him some extra knowledge skills and a magical sword (as well as much better clothing and a bunch of jewels).

For a henchperson, just make a concept, then build upon a similar NPC in the Monsters Manual.

You could alternatively just make one with the custom monster builder in the DMG.

Or build a character like a PC, just don´t give them an archetype.

5e, in my humble opinion, is less about what is already in the system and more about how to twist and tweak it to make it how you want to play.

Maybe someone over at http://dnd-5e-homebrew.tumblr.com/ will put up something like that, but I haven´t seen anything yet.


Have you ever read an X-men comic or seen a superhero origin story?
How about the movie Frozen?

There are lots of different ways normal people react to gaining super-powers, and from what I can tell this girl just went from an unassuming teenager from a decent home to demonic ultra-deity.
If this just happened, she is afraid, very afraid. Of herself, of what is happening and of what she might do.
As you said, some of the first powers she has used are mind control and the summoning of demons, these thing would freak most people out.
After being afraid, comes a lot of questions; "Why me?" "What am I?" "Is this a curse of some kind?" "What is happening to me?" etc. etc.
Now, with her enormous magical powers, she is also now one of the smartest beings on the planet, so she might figure out how to use her gifts relatively quickly and she is quite capable of figuring out who and what to ask to get her answers.
And with er Charisma, no one outside of Dragonkind, Outsiders, Gods and Archfey, would be able to say no to a simple request.

But that depends on how innocent of an girl she were before her powers surfaced, if she was a nice girl, a good neighbor and a diligent church goer, she might not turn out all that bad.
If she was an outsider in her village, a target of ridicule and scorn, things might turn very dark indeed.


Just rolling dem stats.
Stats: 4d6 ⇒ (5, 2, 5, 1) = 13 = 12
Stats: 4d6 ⇒ (6, 5, 3, 2) = 16 = 14
Stats: 4d6 ⇒ (3, 6, 1, 2) = 12 = 11
Stats: 4d6 ⇒ (1, 4, 1, 4) = 10 = 9
Stats: 4d6 ⇒ (5, 6, 5, 5) = 21 = 16
Stats: 4d6 ⇒ (4, 6, 1, 1) = 12 = 11

Okay, looks good.
Been thinking on making a Dwarven Rogue (likely to be some kind of agent on a fact-finding mission) and the stats makes that quite possible.
Still working on background, how detailed do you want it thought out? Do you want me to give you a full family tree and with childhood memories? Or is just a couple of lines enough?

Rolling starting gold (for rogue)
Stats: 4d4 ⇒ (4, 2, 1, 4) = 11x10 + 50 = 160gp.


Dotting for interest. Now to read this novel of yours :)


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Yes.

Edit: If the PC is aware that the person he/she has carnal relations to is undead, it it necrophilia.
If they dont, it´s something the other PC ´s brings up at the tavern to embarras him/her.

"Hey Merlin, remember that time you banged that zombie?"
"SHE WAS A VAMPIRE AND I WAS UNDER A DOMINATION SPELL!"
"Hey, whatever get´s you off man, just keep away from the graveyard!"


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I have 3 different characters i would like to submit, one sorcerer(DD buffer + close-combat, Taking guardian and maybe dualpathing into archmage) and two Bloodragers( one is basically an angry paladin (Champion) the other is an tiefling with a grudge(Guardian))

Eban Cobberheart:

Eban Cobberheart
Half-Orc Sorcerer 1 (Dragon, Copper)
CG Medium humanoid (human, orc)
Init +0; Senses darkvision 60 ft.; Perception +2
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Defense
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AC 10, touch 10, flat-footed 10
hp 12 (1d6+6)
Fort +2, Ref +0, Will +0
Defensive Abilities orc ferocity
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Offense
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Speed 30 ft.
Melee greataxe +2 (1d12+3/×3)
Special Attacks bloodline arcana: draconic, claws
Sorcerer Spells Known (CL 1st; concentration +4):
1st (4/day)—mage armor, burning hands (DC 14)
0 (at will)—daze (DC 13), detect magic, breeze, spark (DC 13)
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Statistics
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Str 15, Dex 10, Con 15, Int 10, Wis 7, Cha 16
Base Atk +0; CMB +2; CMD 12
Feats Eschew Materials, Toughness
Traits exposed to awfulness, magical knack
Skills Intimidate +5, Knowledge (arcana) +4, Perception +2; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ bloodlines (draconic [brass dragon [fire]]), orc blood
Other Gear Greataxe, Chalk, Crowbar, Sorcerer's kit, 39 GP, 9 SP, 9 CP
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Special Abilities
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Bloodline Arcana: Draconic (Ex) +1 damage per die for [Fire] spells.
Claws (6 rounds/day) (Ex) 2 Claw atacks deal 1d4 damage
Darkvision (60 feet) You can see in the dark (black and white vision only).
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Exposed to Awfulness (1/day) Vs Death/Incapacitation by demon: Reroll saving throw as free action, keep 2nd result.
Magical Knack (Sorcerer) +2 CL for a specific class, to a max of your HD.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.

Korvo:

Korvo
Demon-Spawn Tiefling Bloodrager 1 (Abyssal)
NG Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +6
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Defense
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AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 14 (1d10+4)
Fort +5, Ref +1, Will +0
Resist cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft.
Melee greatsword +3 (2d6+7/19-20/×2)
Special Attacks bloodrage, claws
Spell-Like Abilities
. . 1/day—shatter (DC 12)
Bloodrager Spells Known (CL 0; concentration +0):
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Statistics
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Str 16, Dex 12, Con 16, Int 8, Wis 10, Cha 10
Base Atk +1; CMB +3; CMD 15
Feats Power Attack
Traits anticipate evil, exposed to awfulness
Skills Climb +4, Knowledge (arcana) +3, Perception +6
Languages Abyssal, Common
SQ bloodlines (abyssal), fast movement, prehensile tail
Other Gear Hide armor, Greatsword, Barbarian's kit, Crowbar, Flint and steel, Mirror, 18 GP
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Special Abilities
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Anticipate Evil You can read subtle clues in the body language of fiends, allowing you to react just a bit faster than normal when dealing with such beings. You gain a +1 trait bonus on opposed Dexterity-based skill checks against outsiders with the evil subtype. In addition, when your tied on initiative with such an creature, you always win initiative, regardless of who has the higest initiative modifier.
Bloodrage (7 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Claws (Su) Gain 2 Claw attacks deal 1d6 damage when raging.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Exposed to Awfulness (1/day) Vs Death/Incapacitation by demon: Reroll saving throw as free action, keep 2nd result.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.

Alendi Nebuchanazza:

Alendi Nebuchanazza
Angel-Blooded Aasimar (Angelkin) Bloodrager 1 (Celestial)
LG Medium outsider (native)
Init +1; Senses Perception +4
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Defense
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AC 18, touch 11, flat-footed 17 (+5 armor, +2 shield, +1 Dex)
hp 14 (1d10+4)
Fort +5, Ref +1, Will +0; +2 circumstance vs. blinded or dazzled
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Offense
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Speed 30 ft.
Melee heavy shield bash +2 (1d4+4/×2) and
. . longsword +2 (1d8+4/19-20/×2)
Special Attacks angelic attacks, bloodrage
Spell-Like Abilities
. . 1/day—alter self
Bloodrager Spells Known (CL 0; concentration +1):
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Statistics
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Str 15, Dex 12, Con 16, Int 10, Wis 10, Cha 12
Base Atk +1; CMB +2; CMD 14
Feats Power Attack
Traits planetar’s visions, stolen fury
Skills Climb +0, Intimidate +5 (+7 circumstance vs. evil creatures), Knowledge (arcana) +4, Perception +4
Languages Celestial, Common
SQ bloodlines (celestial), celestial crusader, fast movement, halo
Other Gear Scale mail, Heavy wooden shield, Longsword, Barbarian's kit, Holy symbol, iron (Iomodae), 19 GP
--------------------
Special Abilities
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Angelic Attacks (Sp) Melee attacks are good-aligned, and do +1d6 to evil outsiders.
Bloodrage (7 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Celestial Crusader +1 att/AC vs evil outsider & +2 Spellcraft/Knowledge (planes) to ID them or thier items/effects.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
HaloAt will Light spell that gives +2 to intimidate vs evil creatures and to saves against becoming blinded or dazzled.
Planetar’s Visions On melee critical reduce evil outsider's DR by the weapon's critical multiplier.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Stolen Fury +2 trait bonus to CMB vs. Demons

I will begin with backgrounds later today.


The Waiting! IT BURNS!!!!


Ahh, then I misread.
Toughness and willpower then.


Before i forget:

Willpower reroll: 2d10 ⇒ (10, 10) = 20

Damn...


I´m thinking going Scum with the character, shifting WS with BS and T with WP making him just above average in most abilities

Stats:

Weapon Skill: 30
Ballistic Skill: 36
Strength: 29
Toughness: 31
Agility: 33
Intelligence: 31
Perception: 30
Willpower: 43
Fellowship: 33

Edit: Added rerolled WP

Other rolls:

Wounds: 1d5 ⇒ 5
Wounds: 8+5 = 13

Fate Points: 1d10 ⇒ 2
Fate Points: 2

Wealth: 1d5 + 10 ⇒ (1) + 10 = 11
+10% = 12 Thrones

Divination: 1d100 ⇒ 23
Know the Mutant, Kill The Mutant. +2 Perception (already added)


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