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Goblin Squad Member. Organized Play Member. 1,133 posts (1,197 including aliases). No reviews. 1 list. No wishlists. 1 Organized Play character. 2 aliases.


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Necromancy spell: Animate Thread

Just thought I'd append this little list with some trivia involving the Unchained Monk.

Adding the new Ki powers, Wind Jump provides every Monk access to a Fly speed, making the (Flyby attack + VS chain) dreams come true all the easier.

Hooray for flyby VS-enhanced punches with Stunning Fist, followed up by next round Flying Kick-initiated flurries with Medusa's Wrath on the stunned foe! All by level 10... how nice.


One last thing.
If this gets any decent attention, I also have (some completed, some in the works)...

- Devils & Dwarves (The 3 main kingdoms of Dwarves which, without the gods, have fallen to Devil worship. Includes homebrew rules for deities, humanoid sacrifices and some of the vile systems it would support, plus some innovative RAW uses for magical traps)

- The Drachaotic Lords (Necropolis of undead Troglogytes, their connection to the genesis of Dracca, and an adventure setting "Those Who Would Not Sleep" about a renegade Trog tribe that guards the underground path between the continents)

- The Mad and Haunted Hills (A setting inspired from Call-of-Cthulhu and The Hills Have Eyes. Immortal gnomes have returned from distant unknown worlds and are truly alien beings. The land which, thousands of years ago, was once their home has become their laboratory. It is a lonesome, nightmarish place with small villages of inbred Humans who are plagued by the unseen Gnomish experimenters and their horrific creations)

- The New Kingdom (An E6 setting of Humans who, after the great flood, have finally rid themselves of the evil Elves, Dwarves and Wizards via a bloody crusade. There are many ruins and secrets - adventure sites - left in the wake of this great purge. In one crumbled and half-sunken tower, in a swamp, out in the wilderness, there is a barbarian tribe that worships a forgotten god they call "The bloated toad," and that god's servant - an Elven Wizard King - has been unsealed at last.)

- Other Times (The old kingdoms before the gods abandoned Dracca, and after the return of the gods; A world where Elves and Dwarves and Gnomes aren't such evil supernatural people)


One word...

Skype!


Okay I'm done.
Finally.

I also have the stats for Deze Lithbaun (the Succubus demon prince) and some partial stats for Eldyrheind (Hezrou demon prince), but this is enough to paint the picture:

The picture is that the high Elves in Dracca are very evil and very powerful - like the Melneboneans. They're usually bound to demons which they can call upon (at their own peril). Demon princes are a whole other echelon of power, more akin to supernatural forces, or gods. They're not meant to fight and defeat, so much as to poop your pants and avoid. Kind of like the Great Old Ones in CoC. I stat them out because, by building them and selecting things like feats and spells, I find some inspirations regarding their look and feel. For example, Enserraqe's bloodline and spell choices defined what "worldly forms" he takes in the world.

In Dracca, the main groups of Dwarves and Gnomes are also just as scary. It's the Humans, Halflings, and the distant smaller tribes of Elves & Dwarves & Gnomes which are weaker but also more prone to good.

The Dracca concept is a "world of overwhelming, ancient evil forces" which the PCs discover, and survive, before they bring back the gods and spark a crusade of global atonement.


Here is an example Demon Prince, and what he brings to the world.

Enserraqe, Storm of Decay:
Enserraqe (20HD Vrock, giant template, 20th level Breaker[barbarian], Demon patronage > 2 million) is a demon prince whose minions are most active in the North, holding back the Njordic kingdom through reckless carnage, turning the mountains into a deadly region plagued with poisonous fog, wicked storms, and a multitude of diseases. Ensarraqe usually appears as a stormcloud, or a bolt of lightning, or a 40’ whirlwind, but his true form is a bejeweled, Raven-headed demon, some 75’ tall. It is also known that Ensarraque sometimes walks unnoticed among Dwarven and Elven lands - he can take humanoid form as well.
Vrock - CR 42
CE Colossal outsider (chaotic, demon, evil, extraplanar) Breaker20
Init +12; Senses darkvision 60 ft. 120’ blindsense through mist/fog/weather; Perception +58
DEFENSE
AC 45, touch 16, flat-footed 36 (+8 Dex, +21 natural, –8 size, +8 armor, +1 dodge, +5 deflection)
hp 1091 (20d10+20d12+840)
Fort +45, Ref +26, Will +19
DR 10/good and 5/-; Immune electricity, poison, deafness, stun, wind effects; Resist acid 10, cold 10, fire 10, sonic 5; SR 53
Improved Uncanny Dodge (20; 24+)
OFFENSE
Speed: 45 ft., fly 55 ft. (average)
Melee: 2 claws +62 (5d6+30), bite +62 (4d6+17), 2 talons +62 (2d8+17)
Space: 30 ft.; Reach 30 ft.
Special Attacks: dance of ruin, spores, stunning screech, tireless mighty rage (63/day; +8 str/con, +4will/+8ench)
Spell-Like Abilities (CL 20th)
At will—greater teleport (self plus 50 lbs. of objects only), telekinesis (DC 22)
1/day—heroism, mirror image, summon (level 9, 1d4+1 vrock)
Spells (CL 20th; save DC 17 + spell level, +1 more if [electrical] or [sonic]) As a 20th level Sorcerer with the Stormborn bloodline
SL0 (inf/day) {Message, Ghost Sound, Detect Magic, Read Magic, Spark, Mending, Touch of Fatigue, Dancing Lights, Ray of Frost}
SL1 (8/day) {Alter Winds, Shield, Magic Missile, Unseen Servant, Protection From Evil, Shocking Grasp}
SL2 (8/day) {Alter Self, Eagle’s Splendor, Fog Cloud, Shatter, Whispering Wind, Gust of Wind}
SL3 (8/day) {Haste, Eruptive Pustules, Gaseous Form, Major Image, Lightning Bolt}
SL4 (7/day) {Greater Invisibility, Enervation, Shadow Conjuration, Shocking Image, Shout}
SL5 (7/day) {Fabricate, Planar Adaptation, Plague Carrier, Absorb Toxicity, Overland Flight}
SL6 (7/day) {Elemental Body III, Create Undead, Greater Heroism, Chain Lightning}
SL7 (7/day) {Resonating Word, Plane Shift, Plague Storm, Control Weather}
SL8 (6/day) {Horrid Wilting, Moment of Prescience, Irresistible Dance, Whirlwind}
SL9 (6/day) {Create Greater Demiplane, Ride the Lightning, Wail of the Banshee, Storm of Vengeance}
STATISTICS
Str 60, Dex 26, Con 53, Int 22, Wis 24, Cha 24
Base Atk +40; CMB +73; CMD 94
Feats: Cleave, Combat Reflexes, Improved Initiative, Power Attack, Multiattack, Improved Sunder, Great Cleave, Sundering Strike, Greater Sunder, Arcane Strike, Snatch, Stand Still, Quicken Spell, Extend Spell, Craft Wondrous Items, Furious Focus, Dreadful Carnage, Fleet, Flyby Attack, Blindfight, Dodgeb, Skill focus - Flyb, Wind Stanceb
Rage Powers: Fearless Rage (immune to shaken & frightened), Internal Fortitude (immune to sickened & nauseated), Renewed Vigor (heal 5d8), Smasher (ignore hardness 1/rage), Renewed Life, Renewed Vitality, Regenerative Vigor (Fast Healing 3), Sunder Enchantment, Superstitious (+7 morale vs. spells Su and SLAs, always unwilling), Ghost Rager (+7 touch AC, hit incorporeal)
Skills: Acrobatics +14, Bluff +50, Climb +29, Craft Jewelry +15, Craft Clothes +15, Fly +35, Intimidate +50, Knowledge (Arcana, Dungeons, Engineering, Geography, History, Local, Nobility, Religion) +15, Know (Nature, Planes) +20, Perception +58, Perform Dance +20, Sense Motive +50, Spellcraft +29, Stealth +50, Survival +50, Swim +29, Use Magic Device +37; Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Common, Elven, Infernal, Dwarven, Auran; telepathy 100 ft.
ECOLOGY
Environment: any (Abyss or one of many Permanent Demiplanes)
Organization: solitary or entourage (with 4–14 various creatures; 2d6+2, including created undead, Elven thralls, or demon thralls)
Treasure: Belt of Physical Perfection (+6/+6/+6; included in calculations), Amulet of Enserraqe (mighty fists +5, wound closure, of health, of the planes; included in calculations), Bracers of Armor (+8 with undead controlling and greater shadows; included in calculations), Ring of Protection (+5; included in calculations), Ring of Regeneration, Anklets of Shodmastery (boots) [boots of the cat, slippers of the triton], three Iron Flasks (large air elemental, Vrock thrall, empty)
SPECIAL ABILITIES
Dance of Ruin: (Su) A vrock can dance and chant as a full-round action—at the end of 3 rounds, a crackling wave of energy explodes from the vrock, dealing 5d6 points of electricity damage to all creatures within 100 feet. A DC 27 Reflex save halves this damage. For each additional vrock that joins in the dance, the damage increases by 5d6 and the DC to avoid the effect increases by +1, to a maximum of 20d6 when four or more vrocks are dancing (the DC continues to increase with additional vrocks, but the damage does not). The dance immediately ends and must be started anew if any of the participating vrocks is slain, stunned, or otherwise prevented from dancing. The save DC is Charisma-based.
Spores: (Ex) A vrock can release a cloud of spores from its body once every 3 rounds as a free action. Adjacent creatures take 1d8 points of damage from the spores, plus 1d4 points of damage per round for 10 rounds as the spores grow into thick green vines. Although ugly, the vines are harmless and wither away in 1d4 days if not shaved off before then. The spores can be destroyed by casting bless on the affected creatures or by sprinkling them with holy water. This attack can also be halted by effects that remove or provide immunity to disease.
Stunning Screech: (Su) Once per hour, a vrock can emit a shrill screech. All creatures except demons within a 30-foot-radius spread must succeed on a DC 41 Fortitude save or be stunned for 1 round. The save DC is Constitution-based.
Stormborn Arcana: (Ex) When casting a spell with electrical or sonic descriptor, increase save DC by 1
Thunderstaff: (Sp) Touch (standard action) weapon to imbue Shock for 10 rounds, or Shocking Burst for 5 rounds; 10/day.
Stormchild: (Ex) Sonic resist 5 (all else from this bloodline feature is redundant)
Thunderbolt: (Sp) 120’, 3/day, 5’x60’ vertical line, 10d6 (half electrical, half sonic) plus deafened for 1 round. Reflex DC 27 for half damage and no deafness.
Ride the Lightning: (Sp) Full round action to become lightning and move up to 10x speed (550’) with no AoO. Those in path affected as thunderbolt power (above); can pass through creatures and any barriers destroyed. 1/day, lasting 20 rounds.
Storm Lord: (Ex) Immune to deafness, stuns and wind effects. 120’ blindsense through fog/mist/weather. 1/day as immediate action convert electrical or sonic damage into healing, 1 hp / 3 damage.
Destructive: (Ex) Adds +10 to damage versus objects or on a sunder maneuver.
Battle Scavenger: (Ex) No penalties to attack rolls, and +5 to damage, when using broken or improvised weapons.

TACTICS
Note that If a thrall calls upon Enserraqe, he rarely answers. When he does answer, he appears in one of his alternate forms, slaughters everyone except his own thralls, destroys various structures and objects in the area, and then assaults his own thralls until they are heavily wounded (10% hitpoints or less) and destroys (or takes) their most valuable items before leaving. Whoever can put up a good fight against Enserraqe earns his respect, which causes him to answer the call more often, and makes him less likely to attack the thrall who called him in the first place.

When called by a thrall and he chooses to answer, Enserraqe appears one of of many forms:
- Bolt of lightning (ride the lightning SLA or spell)
- Cloud (gaseous form with overland flight)
- 40’ Whirlwind (Elemental Body - Air)
In any of these forms, Enserraqe tends makes good use of SLAs such as Telekinesis or Thunderbolt.

When exploring and investigating, Enserraqe uses Alter Self to become a local humanoid.

Enserraqe buffs before any threat, no matter how small, and has no qualms about using Quickened self-buffs. He Shifts into and out of rage during combat, mixing spells and SLAs as needed. He controls battlefield with cloud spells and takes advantage of senses and Blindfight. “Always on” abilities include Telekinesis, Message and Moment of Prescience.
In personal combat, Enserraqe enjoys sundering weapons, then using the broken weapons to kill the original wielder (via Telekinesis, or in-hand via Battle Scavenger with Thunderstaff added) and then discarding them.
If reduced to 300hp or almost out of spell slots, he will escape ASAP with teleportation or (if he can’t teleport) cover his escape with battlefield control and fly away.
Against groups, he will spread diseases (Plague Carrier = Filth Fever F51), use magic or employ Great Cleave in a rage.
Against a strong unarmed foe or beast, Enserraqe employs Power Attack (-11 hit, +22 damage with claws and +11 damage secondaries) and fights defensively (-4 hit, +3 dodge AC) as a preference, since he has attack bonus to spare, and enjoys getting the kill quickly to intimidate others via dreadful carnage.
Another favorite tactic is to snatch enemies, drag them up to high altitude and return to the battlefield via teleport or ride the lightning (leaving the victim to fall after Enserraqe’s arrival).


Enserraqe’s Demiplanes:
Having Create Greater Demiplane, Enserraqe has bullied or enslaved many spellcasters who can cast Permanency, and used them to create a collection of permanent demiplanes. Each has its own use.

Threshold of Power
This demiplane is for preparation before appearing before his thralls, or before blindly exploring the unknown. It is effectively a rotating thundercloud. Each creature in the plane is struck by lightning (Reflex 15, 3d6 electrical and 1d4 sonic) every 1d4 rounds.

  • 65’ radius x 80’ long cylinder, lying on its side and rotating with no solid ground. Concealment as Obscuring Mist. Those without flight or levitation fall out of the Threshold into the Astral Plane, where they can’t see (or return to) the demiplane.
  • Lightless except for spotty electrical arcs. Those without darkvision have a 20% miss chance from the uncertain light, even if they can see through the mist.
  • Time is altered so that 2 rounds in this demiplane occur during 1 round of the material plane.
  • Magic cast on one’s self is enhanced; spell level is treated as 2 levels higher.
  • Minor Positive Energy: provides Fast Healing 2.
  • Minor Chaos and Evil: Good or Lawful beings suffer -2 on charisma checks if they show up here.
  • Air elemental trait.
  • Portal (concealed, but Enserraqe knows where it is because of his senses) to Enserraqe’s demiplane, Stormnest.
  • There is a Simulacrum of Enserraqe here at all times, who will notify Enserraqe of intruders and slay anyone but Enserraqe himself who enters.
  • Permanent Mages’s Private Sanctum.
The traits of this plane allow Enserraqe to heal and empower himself with spells and abilities at double the normal rate, and 2 spell levels higher, before appearing to a thrall. Thus, Enserraqe can use his minute of grace time (to appear before a calling thrall) with 20 rounds of self buffs before teleporting. It’s no wonder that Enerraque has lived as long as he has, arriving with Moment of Prescience, Greater Heroism and so on, and then flying into a rage upon arrival, make for a near unstoppable monster.

Stormnest
This demiplane is Enserraqe’s sanctum, where he enjoys quiet time.

  • Lightless giant bird’s nest made up of tangled bones. 240’ tall hourglass shape, 180’ diameter on the lower base, 60’ diameter on the upper base, and 30’ diameter at the choke point. The lower cone is the nest, holding Enserraqe’s personal effects and servants. The top cone is a junction to other planes and demiplanes, via 30’ diameter circular portals.
  • Servants include four Raven-headed Vrock thralls, each with 8 effective sorcerer levels (stormborn bloodline), 3 additional hit dice, +5 to each attribute, and the same equipment that Enserraqe has. There may be others.
  • Portals include: Threshold of Power, Raqeroost (a roost in the Abyss where Vrocks gather in hopes of becoming a favored thrall), an arbitrary location in the plane of elemental air, The Hatchery, and Deathrite.

The Hatchery
This demiplane is where Enserraqe organizes his breeding and torture experiments. Weak offspring are cannibalized alive. Enserraque’s more successful brood include Mournbringers (Vrockish Sylvan Elves; see below) which wreak havoc in the Elven Kingdoms, or Thunderbrutes (Crow-headed Vrockish Ogres; see below) which stalk the Southern edge of Njord territory.

Deathrite
The “rite of passage” linking Stormnest to the material world. A hostile gauntlet, filled with monsters and traps. All beings killed here become Ghouls, Ghasts, Draugr, Mohrg, or Frost Mohrg. Once Enserraque creates them, they must submit or be annihilated; an offer which has almost never been turned down. To Ensarraqe and his servants, this is familiar enough to teleport across and bypass the gauntlet completely. To anyone else, this is an expansive labyrinth (80’ across, 300’ long, 20’ high) overrun by hostile undead and with permanent Symbols of Stunning on some wrong turns. The labyrinth is self-contained and folds over on itself, so anyone who tries to teleport blindly will only confuse themselves farther.


Enserraqe’s NPCs:
Mournbringers
Mournbringers are Vrockish Sylvan Elves. They look like normal dark-haired Elves at first, as they age their hair takes the form of black feathers, and they develop more and more Vrock-like features. Some eventually grow wings, or talon-like claws. They often live among the Shadow Elves, or act like tourists in the Elven kingdoms, but anyone who figures out their true nature realizes that they are Mournbringers, and thus looking for the next opportunity to cause havoc.
Academics know that Mournbringers derive personal fulfillment by pursuing the grandest act of random destruction. This could be a wildfire that wipes out crops, or the toppling of a great building into a crowded town square, or collapsing a bridge full of people. Some are so patient as to seek leadership, and form a saboteur group to tear down a society, or to instigate a war. Whatever the case, the psychology of the Mournbringer is engineered to seek infamy, as an icon of calamity and ruin.
The overall Elven society sees importance in the Mournbringers, and of Vrocks in general: Destruction, disease, war and ruin always threaten society, and this threat forces society to be flexible, strong and vigilant. The spirit of the Vrock (and the Mournbringer) is that of the eternal threat, which all living things must outwit and overcome in order to live, love and thrive. Because of this, the Mournbringers are admired as a sort of “quality assurance” for the Elven kingdoms... even as they are imprisoned, publicly tortured, and executed for their crimes.
As standard Elf but modified as follows:
  • Attributes are +2 Dex,+2 Wis (+2RP)
  • Favored Weapon: Bows and Elven weapons (no swords; -1RP)
  • Lose Elven Magic (-3RP)
  • +2 racial bonus to Survival (+2RP)
  • Add Vrockish powers in the following order by class level
    1. +1 natural AC, +4 vs. poison, electrical resistance 5
    2. +1 natural AC (total +2)
    3. +2 vs. poison (total +6)
    4. DR 5/cold iron or lawful or good
    5. Electrical resist 10
    6. +1 natural AC (total +3)
    7. +2 DEX
    8. +2 CON
    9. +1 natural AC (total +4)
    10. +2 vs. poison (total +8)
    11. Electrical resist 15
    12. Darkvision 60’
    13. Telepathy 50’
    14. +2 INT
    15. +4 Perception
    16. SR HD+6
    17. Winged flight 30’ (poor maneuverability)
    18. Stunning Screech 1/day (30’r stun 1 round, CON-based save)
    19. +2 CHA
    20. 1d6 claws

Thunderbrutes
Thunderbrutes (crow-headed ogres) wander the foothills and mountains to the North of the Elven kingdoms, along the Njord border. Their existence is one obsessed with destruction, disease, violence, and tasting the flesh of all creatures. They actively seek to be infected with communicable diseases and then spread it throughout the land. To the Thunderbrutes this spreading of violence and disease is a means to mark their territory. A wasteland dotted with half-eaten rotting corpses, annihilated trees & structures, and haunted by diseased and terrified victims is “home” to a Thunderbrute. Such conditions tend to put the Thunderbrutes in heat, which leads to a new generation of Thunderbrutes.
CR 4
CE Large Outsider (giant, evil, chaos)
Init –1; Senses darkvision 60 ft., low-light vision; Perception +5
DEFENSE
AC 19, touch 9, flat-footed 19 (+4 armor, +6 natural, –1 size)
hp 34 (4d8+16)
Fort +7, Ref +1, Will +3
Resistances: Electrical Resist 5, damage reduction 5/cold iron or good or lawful
OFFENSE
Speed: 30 ft. (40 ft. base), Fly 20 ft. (30 ft. base; poor maneuverability)
Melee (armed): Greatclub +7 (2d8+7) and Beak +3 (1d6+2)
Melee (unarmed): Beak +7 (1d6+7)
Ranged: javelin +1 (1d8+5)
Space: 10 ft.; Reach 10 ft.
Special Attacks: Spores (1d4 to adjacent, plus 1/round for 10 rounds; 6/day, but can use 1/minute)
STATISTICS
Str 21, Dex 10, Con 17, Int 6, Wis 10, Cha 7
Base Atk +3; CMB +9; CMD 19
Feats: Iron Will, Toughness
Skills: Climb +7, Perception +5
Languages: Abyssal or Giant


Demonspawn:
Demons are known for being able to breed with any sentient creature who is infected with sin. This means that evil creatures are fertile to demons, as are good creatures who have performed vile acts (by choice or deceived). Only the truly pure cannot be bred.
Demonspawn are literally those who are bred from demons. Note that these rules can also be applied to create angelspawn, elementalspawn, devilspawn and so on, but in Dracca such things are isolated events. Demonspawn, however, occur far more often because of vile practices, rites and breeding programs. Note that some demons are systematically bred for specific reasons.

Creating a Demonspawn

  • A 1 HD demonspawn starts with 4 demonspawn traits.
  • For every additional HD (racial or character level) a creature has or gains, another trait can be selected from the respective demonspawn list.
  • Note that even the least powerful demon, the Dretch, has 23 demonspawn traits, and this easily accommodates 20 HD worth of demonspawn traits.
    For example, a dretchspawn can only select from the Dretched list.
Some items can be selected multiple times (see the repetitions for each ability) and these stack/accumulate. If the stack is null {-} it means it can only be selected once. Some abilities like SLAs can be stacked for more uses per day. Some like DR can be stacked to further reduce the types of weapons which bypass that DR.
Some abilities have prerequisites which must be met (see the prerequisites for each ability).

Babauic
====================
Darkvision (Ex: 60 feet), STACK:{-}, Prereq:-
Telepathy (Su: 50 feet), STACK:{-}, Prereq:-
+2 str (-), STACK:{1}, Prereq:-
+2 con (-), STACK:{1}, Prereq:-
+2 int (-), STACK:{-}, Prereq:-
+2 cha (-), STACK:{-}, Prereq:-
+1 natural AC (Ex), STACK:{3}, Prereq:-
+4 perception (-), STACK:{-}, Prereq:-
+4 stealth (-), STACK:{-}, Prereq:-
Protective Slime (Su: Con based reflex save or 1d6 acid damage), STACK:{-}, Prereq:con 11
Damage Reduction (Ex: DR 5/cold iron or lawful or good), STACK:{-}, Prereq:-
Poison Resistance (Ex: +2 vs. poison), STACK:{4}, Prereq:-
Electrical Resistance (Ex: electrical resistance 5), STACK:{3}, Prereq:-
Acid Resistance (Ex: acid resistance 5), STACK:{-}, Prereq:-
Cold Resistance (Ex: cold resistance 5), STACK:{-}, Prereq:-
Fire Resistance (Ex: fire resistance 5), STACK:{-}, Prereq:-
Spell Resistance (Ex: SR 6+CR), STACK:{-}, Prereq:-
Sneak Attack (Ex: +1d6), STACK:{-}, Prereq:1 rank stealth
Claws (Ex: 1d4 at medium), STACK:{-}, Prereq:hands
Bite (Ex: 1d4 at medium), STACK:{-}, Prereq:mouth
See Invisibility (Sp: Level 2 spell; 1/day), STACK:{2 (3/day, at will)}, Prereq:3 HD, CHA 12
Darkness (Sp: Level 2 spell; 1/day), STACK:{1 (3/day)}, Prereq:3 HD, CHA 12
Dispel Magic (Sp: Level 3 spell; 1/day), STACK:{1 (3/day)}, Prereq:5 HD, CHA 13
Dimension Door (Sp: Level 4 spell; 1/day), STACK:{1 (3/day)}, Prereq:7 HD, CHA 14

Balorian
====================
Darkvision (Ex: 60 feet), STACK:{-}, Prereq:-
Telepathy (Su: 50 feet), STACK:{-}, Prereq:-
+2 str (-), STACK:{3}, Prereq:-
+2 dex (-), STACK:{3}, Prereq:
+2 con (-), STACK:{4}, Prereq:-
+2 int (-), STACK:{2}, Prereq:-
+2 wis (-), STACK:{2}, Prereq:-
+2 cha (-), STACK:{3}, Prereq:-
+1 natural AC (Ex), STACK:{6}, Prereq:-
+4 perception (-), STACK:{-}, Prereq:-
Death throes (Su: When killed, an effect similar to a Widened Flame Strike (centered on the Balorian creature) occurs. The reflex save is Con-based, and the damage is as per the creature’s hitdice (including class levels)), STACK:{-}, Prereq:flaming body, Con 11
Flaming body (Su: 1d6 fire damage on contact, 3d6 fire damage per round of grappling), STACK:{-}, Prereq:fire resistance 10
Damage Reduction (Ex: DR 5/cold iron or lawful or good), STACK:{2 x removal}, Prereq:-
Poison Resistance (Ex: +2 vs. poison), STACK:{4}, Prereq:-
Electrical Resistance (Ex: electrical resistance 5), STACK:{3}, Prereq:-
Acid Resistance (Ex: acid resistance 5), STACK:{-}, Prereq:-
Cold Resistance (Ex: cold resistance 5), STACK:{-}, Prereq:-
Fire Resistance (Ex: fire resistance 5), STACK:{3}, Prereq:-
Spell Resistance (Ex: SR 6+CR), STACK:{-}, Prereq:-
Vorpal Strike (Su: any handheld slashing melee weapon used gains vorpal quality. This persists for 10 minutes after being held.), STACK:{-}, Prereq:15 HD
Whip Mastery (Ex: treats a whip as a light weapon for the purposes of two-weapon fighting, and can inflict lethal damage on a foe regardless of the foe's armor.), STACK:{-}, Prereq:BAB +2, whip proficiency
Entangle (Ex: if whip strikes target of smaller size category, can grapple that target using the whip without provoking an attack of opportunity. Only the target is grappled.), STACK:{-}, Prereq:Whip Mastery
Slams (Ex: 1d4 at medium), STACK:{-}, Prereq:hands or similar
Winged Flight (Ex: 60’ (average)), STACK:{-}, Prereq:Con 11
True Seeing (Sp: level 6 spell; 1/day), STACK:{2 (3/day, at will)}, Prereq:11 HD, CHA 16
Unholy Aura (Sp: Level 8 spell; 1/day), STACK:{2 (3/day, at will)}, Prereq:15 HD, CHA 18
Dominate Monster (Sp: Level 9 spell; 1/day), STACK:{1 (3/day)}, Prereq:17 HD, CHA 19
Dispel Magic (Sp: Level 3 spell; 1/day), STACK:{1 (3/day)}, Prereq:5 HD, CHA 13
Dimension Door (Sp: Level 4 spell; 1/day), STACK:{1 (3/day)}, Prereq:7 HD, CHA 14
Power Word Stun (Sp: Level 8 spell; 1/day), STACK:{1 (3/day)}, Prereq:15 HD, CHA 18
Telekinesis (Sp: Level 5 spell; 1/day), STACK:{1 (3/day)}, Prereq:9 HD, CHA 15
Blasphemy (Sp: Level 7 spell; 1/day), STACK:{-}, Prereq:13 HD, CHA 17
Fire Storm (Sp: Level 8 spell; 1/day), STACK:{-}, Prereq:15 HD, CHA 18
Implosion (Sp: Level 9 spell; 1/day), STACK:{-}, Prereq:17 HD, CHA 19

Dretched
====================
Darkvision (Ex: 60 feet), STACK:{-}, Prereq:-
Telepathy (Su: 50 feet), STACK:{-}, Prereq:-
+2 str (-), STACK:{-}, Prereq:-
+2 con (-), STACK:{-}, Prereq:-
+1 natural AC (Ex), STACK:{1}, Prereq:-
Damage Reduction (Ex: DR 5/cold iron or lawful or good), STACK:{-}, Prereq:-
Poison Resistance (Ex: +2 vs. poison), STACK:{4}, Prereq:-
Electrical Resistance (Ex: electrical resistance 5), STACK:{3}, Prereq:-
Acid Resistance (Ex: acid resistance 5), STACK:{-}, Prereq:-
Cold Resistance (Ex: cold resistance 5), STACK:{-}, Prereq:-
Fire Resistance (Ex: fire resistance 5), STACK:{-}, Prereq:-
Claws (Ex: 1d4 at medium), STACK:{-}, Prereq:hands/paws
Bite (Ex: 1d4 at medium), STACK:{-}, Prereq:mouth
Cause Fear (Sp: Level 1 spell; 1/day), STACK:{-}, Prereq:CHA 11
Stinking Cloud (Sp: Level 3 spell; 1/day), STACK:{-}, Prereq:5 HD, CHA 13

Glabrazuan
====================
Darkvision (Ex: 60 feet), STACK:{-}, Prereq:-
Telepathy (Su: 50 feet), STACK:{-}, Prereq:-
+2 str (-), STACK:{-}, Prereq:-
+2 dex (-), STACK:{-}, Prereq:
+2 con (-), STACK:{2}, Prereq:-
+2 int (-), STACK:{-}, Prereq:-
+2 wis (-), STACK:{-}, Prereq:-
+2 cha (-), STACK:{1}, Prereq:-
+1 natural AC (Ex), STACK:{7}, Prereq:-
+4 perception (-), STACK:{-}, Prereq:-
+4 bluff (-), STACK:{-}, Prereq:-
Damage Reduction (Ex: DR 5/cold iron or lawful or good), STACK:{1 x removal}, Prereq:-
Poison Resistance (Ex: +2 vs. poison), STACK:{4}, Prereq:-
Electrical Resistance (Ex: electrical resistance 5), STACK:{3}, Prereq:-
Acid Resistance (Ex: acid resistance 5), STACK:{-}, Prereq:-
Cold Resistance (Ex: cold resistance 5), STACK:{-}, Prereq:-
Fire Resistance (Ex: fire resistance 5), STACK:{-}, Prereq:-
Spell Resistance (Ex: SR 6+CR), STACK:{-}, Prereq:-
Claws (Ex: 1d2 at medium), STACK:{-}, Prereq:Hands
Bite (Ex: 1d3 at medium), STACK:{-}, Prereq:Mouth
Pincers (Ex: 1d6 at medium - extra limbs), STACK:{-}, Prereq:Con 11
Rend (Ex: on 2 pincers, as 2-h pincer attack), STACK:{-}, Prereq:Pincers
True Seeing (Sp: Level 6 spell; 1/day), STACK:{2 (3/day, at will)}, Prereq:11 HD, CHA 16
Chaos Hammer (Sp: Level 4 spell; 1/day), STACK:{1 (3/day)}, Prereq:7 HD, CHA 14
Confusion (Sp: Level 4 spell; 1/day), STACK:{1 (3/day)}, Prereq:7 HD, CHA 14
Dispel Magic (Sp: Level 3 spell; 1/day), STACK:{1 (3/day)}, Prereq:5 HD, CHA 13
Mirror Image (Sp: Level 2 spell; 1/day), STACK:{1 (3/day)}, Prereq:3 HD, CHA 12
Reverse Gravity (Sp: Level 7 spell; 1/day), STACK:{1 (3/day)}, Prereq:13 HD, CHA 17
Dimension Door (Sp: Level 4 spell; 1/day), STACK:{1 (3/day)}, Prereq:7 HD, CHA 14
Disguise Self (Sp: Level 1 spell; 1/day), STACK:{1 (3/day)}, Prereq:CHA 11
Unholy Blight (Sp: Level 4 spell; 1/day), STACK:{1 (3/day)}, Prereq:7 HD, CHA 14
Power Word Stun (Sp: Level 8 spell; 1/day), STACK:{-}, Prereq:15 HD, CHA 18
Wish (Sp: Level 9 spell; 1/month to a mortal humanoid), STACK:{-}, Prereq:17 HD, CHA 19

Hezrouan
====================
Darkvision (Ex: 60 feet), STACK:{-}, Prereq:-
Telepathy (Su: 50 feet), STACK:{-}, Prereq:-
Aquatic (Ex), STACK:{-}, Prereq:-
+2 str (-), STACK:{3}, Prereq:-
+2 dex (-), STACK:{-}, Prereq:
+2 con (-), STACK:{2}, Prereq:-
+2 int (-), STACK:{-}, Prereq:-
+2 wis (-), STACK:{-}, Prereq:-
+2 cha (-), STACK:{1}, Prereq:-
+1 natural AC (Ex), STACK:{6}, Prereq:-
+4 perception (-), STACK:{-}, Prereq:-
Damage Reduction (Ex: DR 5/cold iron or lawful or good), STACK:{2 x removal}, Prereq:-
Poison Resistance (Ex: +2 vs. poison), STACK:{4}, Prereq:-
Electrical Resistance (Ex: electrical resistance 5), STACK:{3}, Prereq:-
Acid Resistance (Ex: acid resistance 5), STACK:{-}, Prereq:-
Cold Resistance (Ex: cold resistance 5), STACK:{-}, Prereq:-
Fire Resistance (Ex: fire resistance 5), STACK:{-}, Prereq:-
Spell Resistance (Ex: SR 6+CR), STACK:{-}, Prereq:-
Claws (Ex: 1d2 at medium), STACK:{-}, Prereq:Hands
Bite (Ex: 1d3 at medium), STACK:{-}, Prereq:Mouth
Grab (Ex: on 2 Claws or Bite), STACK:{-}, Prereq:Bite or Claws
Nausea (Ex: on Grapple, Con-based poison attack, save or nauseated. Save every round until 1 minute after freed from grapple (or until passed).), STACK:{-}, Prereq:Con 11
Chaos Hammer (Sp: Level 4 spell; 1/day), STACK:{1 (3/day)}, Prereq:7 HD, CHA 14
Dimension Door (Sp: Level 4 spell; 1/day), STACK:{1 (3/day)}, Prereq:7 HD, CHA 14
Unholy Blight (Sp: Level 4 spell; 1/day), STACK:{1 (3/day)}, Prereq:7 HD, CHA 14
Gaseous Form (Sp: Level 3 spell; 1/day), STACK:{-}, Prereq:5 HD, CHA 13
Blasphemy (Sp: Level 7 spell; 1/day), STACK:{-}, Prereq:13 HD, CHA 17

Marilithic
====================
Darkvision (Ex: 60 feet), STACK:{-}, Prereq:-
Telepathy (Su: 50 feet), STACK:{-}, Prereq:-
+2 str (-), STACK:{1}, Prereq:-
+2 dex (-), STACK:{2}, Prereq:
+2 con (-), STACK:{3}, Prereq:-
+2 int (-), STACK:{1}, Prereq:-
+2 wis (-), STACK:{1}, Prereq:-
+2 cha (-), STACK:{2}, Prereq:-
+1 natural AC (Ex), STACK:{5}, Prereq:-
+4 perception (-), STACK:{-}, Prereq:-
Damage Reduction (Ex: DR 5/cold iron or lawful or good), STACK:{2 x removal}, Prereq:-
Poison Resistance (Ex: +2 vs. poison), STACK:{4}, Prereq:-
Electrical Resistance (Ex: electrical resistance 5), STACK:{3}, Prereq:-
Acid Resistance (Ex: acid resistance 5), STACK:{-}, Prereq:-
Cold Resistance (Ex: cold resistance 5), STACK:{-}, Prereq:-
Fire Resistance (Ex: fire resistance 5), STACK:{-}, Prereq:-
Spell Resistance (Ex: SR 6+CR), STACK:{-}, Prereq:-
Slams (Ex: 1d4 at medium), STACK:{-}, Prereq:Arms or tentacles
Additional Arms (Ex: Extra pair of arms (or tentacles)), STACK:{1}, Prereq:Arms or tentacles
Multiweapon Fighting (Ex: Bonus feat), STACK:{-}, Prereq:Additional Arms
Serpentine Form (Ex: includes tailslap (1d6 at medium)), STACK:{-}, Prereq:Con 11
Grab (Ex: on tail slap), STACK:{-}, Prereq:Serpentine Form
Constrict (Ex), STACK:{-}, Prereq:Grab
Crushing Coils (Ex: On constrict, strength-based Fort save or knocked out), STACK:{-}, Prereq:Constrict
True Seeing (Sp: Level 6 spell; 1/day), STACK:{2 (3/day, at will)}, Prereq:11 HD, CHA 16
Unholy Aura (Sp: Level 8 spell; 1/day), STACK:{2 (3/day, at will)}, Prereq:15 HD, CHA 18
Project Image (Sp: Level 7 spell; 1/day), STACK:{1 (3/day)}, Prereq:13 HD, CHA 17
Telekinesis (Sp: Level 5 spell; 1/day), STACK:{1 (3/day)}, Prereq:9 HD, CHA 15
Dimension Door (Sp: Level 4 spell; 1/day), STACK:{1 (3/day)}, Prereq:7 HD, CHA 14
Blade Barrier (Sp: Level 6 spell; 1/day), STACK:{-}, Prereq:11 HD, CHA 16
Fly (Sp: Level 3 spell; 1/day), STACK:{-}, Prereq:5 HD, CHA 13
Magic Weapon (Sp: Level 1 spell; 1/day), STACK:{2 (3/day, at will)}, Prereq:CHA 11

Nalfeshneean
====================
Darkvision (Ex: 60 feet), STACK:{-}, Prereq:-
Telepathy (Su: 50 feet), STACK:{-}, Prereq:-
+2 str (-), STACK:{-}, Prereq:-
+2 dex (-), STACK:{1}, Prereq:
+2 con (-), STACK:{1}, Prereq:-
+2 int (-), STACK:{2}, Prereq:-
+2 wis (-), STACK:{2}, Prereq:-
+2 cha (-), STACK:{1}, Prereq:-
+1 natural AC (Ex), STACK:{5}, Prereq:-
+4 perception (-), STACK:{-}, Prereq:-
Damage Reduction (Ex: DR 5/cold iron or lawful or good), STACK:{2 x removal}, Prereq:-
Poison Resistance (Ex: +2 vs. poison), STACK:{4}, Prereq:-
Electrical Resistance (Ex: electrical resistance 5), STACK:{3}, Prereq:-
Acid Resistance (Ex: acid resistance 5), STACK:{-}, Prereq:-
Cold Resistance (Ex: cold resistance 5), STACK:{-}, Prereq:-
Fire Resistance (Ex: fire resistance 5), STACK:{-}, Prereq:-
Spell Resistance (Ex: SR 6+CR), STACK:{-}, Prereq:-
Claws (Ex: 1d4 at medium), STACK:{-}, Prereq:Hands
Bite (Ex: 1d8 at medium), STACK:{-}, Prereq:Mouth
Winged Flight (Ex: 30’ poor), STACK:{-}, Prereq:Con 11
Unholy Nimbus (Su: 1/day; 1 round delay, 40’r, Cha based Will save or dazed for 1d8 rounds), STACK:{1 (3/day)}, Prereq:Cha 11
True Seeing (Sp: Level 6 spell; 1/day), STACK:{2 (3/day, at will)}, Prereq:11 HD, CHA 16
Unholy Aura (Sp: Level 8 spell; 1/day), STACK:{2 (3/day, at will)}, Prereq:15 HD, CHA 18
Call Lightning (Sp: Level 3 spell; 1/day), STACK:{1 (3/day)}, Prereq:5 HD, CHA 13
Feeblemind (Sp: Level 5 spell; 1/day), STACK:{1 (3/day)}, Prereq:9 HD, CHA 15
Dispel Magic (Sp: Level 3 spell; 1/day), STACK:{1 (3/day)}, Prereq:7 HD, CHA 13
Slow (Sp: Level 3 spell; 1/day), STACK:{1 (3/day)}, Prereq:5 HD, CHA 13
Dimension Door (Sp: Level 4 spell; 1/day), STACK:{1 (3/day)}, Prereq:7 HD, CHA 14

Succubal
====================
Darkvision (Ex: 60 feet), STACK:{-}, Prereq:-
Telepathy (Su: 50 feet), STACK:{-}, Prereq:-
+2 dex (-), STACK:{-}, Prereq:
+2 con (-), STACK:{1}, Prereq:-
+2 int (-), STACK:{1}, Prereq:-
+2 wis (-), STACK:{-}, Prereq:-
+2 cha (-), STACK:{3}, Prereq:-
+1 natural AC (Ex), STACK:{2}, Prereq:-
+4 perception (-), STACK:{-}, Prereq:-
+4 bluff (-), STACK:{-}, Prereq:-
Damage Reduction (Ex: DR 5/cold iron or lawful or good), STACK:{1 x removal}, Prereq:-
Poison Resistance (Ex: +2 vs. poison), STACK:{4}, Prereq:-
Electrical Resistance (Ex: electrical resistance 5), STACK:{3}, Prereq:-
Acid Resistance (Ex: acid resistance 5), STACK:{-}, Prereq:-
Cold Resistance (Ex: cold resistance 5), STACK:{-}, Prereq:-
Fire Resistance (Ex: fire resistance 5), STACK:{3}, Prereq:-
Spell Resistance (Ex: SR 6+CR), STACK:{-}, Prereq:-
Claws (Ex: 1d2 at medium), STACK:{-}, Prereq:Hands
Retractable Winged Flight (Ex: 40’ poor), STACK:{2 (average, 50’)}, Prereq:Con 11
Detect Good (Sp: Level 1 spell; 1/day), STACK:{2 (3/day, at will)}, Prereq:CHA 11
Tongues (Sp: Level 3 spell; 1/day), STACK:{2 (3/day, at will)}, Prereq:5 HD, CHA 13
Alter Self (Sp: Level 2 spell; 1/day), STACK:{2 (3/day, at will)}, Prereq:3 HD, CHA 12
Charm Monster (Sp: Level 4 spell; 1/day), STACK:{1 (3/day)}, Prereq:7 HD, CHA 14
Detect Thoughts (Sp: Level 2 spell; 1/day), STACK:{1 (3/day)}, Prereq:3 HD, CHA 12
Ethereal Jaunt (Sp: Level 7 spell; 1/day), STACK:{1 (3/day)}, Prereq:13 HD, CHA 17
Suggestion (Sp: Level 3 spell; 1/day), STACK:{1 (3/day)}, Prereq:5 HD, CHA 13
Dimension Door (Sp: Level 4 spell; 1/day), STACK:{1 (3/day)}, Prereq:7 HD, CHA 14
Vampiric Touch (Sp: Level 3 spell; 1/day), STACK:{1 (3/day)}, Prereq:5 HD, CHA 13
Dominate Person (Sp: Level 5 spell; 1/day), STACK:{-}, Prereq:9 HD, CHA 15

Vrockal
====================
Darkvision (Ex: 60 feet), STACK:{-}, Prereq:-
Telepathy (Su: 50 feet), STACK:{-}, Prereq:-
Winged Flight (Ex: 30’, Poor), STACK:{1 (+10’)}, Prereq:Con 11
+2 str (-), STACK:{-}, Prereq:-
+2 dex (-), STACK:{1}, Prereq:-
+2 con (-), STACK:{1}, Prereq:-
+2 int (-), STACK:{-}, Prereq:-
+2 wis (-), STACK:{-}, Prereq:-
+2 cha (-), STACK:{-}, Prereq:-
+1 natural AC (Ex), STACK:{4}, Prereq:-
+4 perception (-), STACK:{-}, Prereq:-
Damage Reduction (Ex: DR 5/cold iron or lawful or good), STACK:{2 x removal}, Prereq:-
Poison Resistance (Ex: +2 vs. poison), STACK:{4}, Prereq:-
Electrical Resistance (Ex: electrical resistance 5), STACK:{3}, Prereq:-
Acid Resistance (Ex: acid resistance 5), STACK:{-}, Prereq:-
Cold Resistance (Ex: cold resistance 5), STACK:{-}, Prereq:-
Fire Resistance (Ex: fire resistance 5), STACK:{-}, Prereq:-
Spell Resistance (Ex: SR 6+CR), STACK:{-}, Prereq:-
Claws (Ex: 1d6 at medium), STACK:{-}, Prereq:-
Bite (Ex: 1d4 at medium), STACK:{-}, Prereq:-
Talon (Ex: 1d3 at medium), STACK:{-}, Prereq:-
Dance of Ruin (Su: 1d6 electrical damage to 100’r, takes 3 rounds, CHA-based reflex save), STACK:{2 (+1d6)}, Prereq:Cha 11
Spores (Ex: 1d4 to adjacent, plus 1/round for 10 rounds
3+CON per day, but only 1/minute), STACK:{-}, Prereq:Con 11
Stunning Screech (Su: 1/day stun for 1 round in 30’r, CON-based save (1/hour if multiple times)), STACK:{1 (3/day)}, Prereq:Con 11
Mirror Image (Sp: Level 2 spell; 1/day), STACK:{-}, Prereq:3 HD, CHA 12
Heroism (Sp: Level 3 spell; 1/day), STACK:{-}, Prereq:5 HD, CHA 13
Dimension Door (Sp: Level 4 spell; 1/day), STACK:{1 (3/day)}, Prereq:7 HD, CHA 14
Telekinesis (Sp: Level 5 spell; 1/day), STACK:{1 (3/day)}, Prereq:9 HD, CHA 15

Abyss Tainted Template:
Those creatures who are affected by the environment of the Abyss eventually mutate into tainted creatures, usually within 1 or 2 generations. There are also rituals which saturate a creature with demonic energy, turning them Abyss Tainted.
Note that an Abyss Tainted (or often just "demonic") plant’s or creature’s flesh can be used in spells and rituals involving demons or the Abyss.
Rebuild Rules:
Senses: gains darkvision 60 ft.;
Defensive Abilities: gains DR and resistances as noted on the table; SR gains SR equal to new CR +5;
Special Attacks: Telepathy with a range equal to base movement. Natural attacks are considered evil and chaotic for the purpose of DR.
1–4 HD: Resist Electricity 5, +2 vs. Poison
5–10 HD: Resist Electricity 10, +4 vs. Poison, DR 5/good or law or cold iron
11+ HD: Resist Electricity 15, Resist Fire & Cold & Acid 5, +8 vs. Poison, DR 10/good or law or cold iron
Elven Races:
Elven Bonus Languages = [Abyssal, Aklo, Draconic, Dwarf, Goblin, Human, Sylvan]

Sylvan Elves - Pure
These are the original Elves, who came to Dracca with the gods of chaos. They speak deeply of their fey origins, and immerse themselves in the powers of nature. As such, they are often Bards, Druids and Rangers.
There are still many Sylvan Elves forming various tribal groups in the valleys and forests of the Elven Kingdoms. They feel sorrow for High Elves as corrupted and lost, and the Shadow Elves as enslaved and tainted by sour magic. Sorrow aside, they respect the sheer power of the Elven Kingdoms, and avoid contact with their “modernized” kin.

As a standard Elf with the following changes (0 RP)

  • Attributes are +2 Dex, +2 Wis (+2 RP)
  • Favored Weapon: Bows and Elven weapons (no swords; -1 RP)
  • Lose Elven Magic (-3 RP)
  • +2 racial bonus to Survival (+2 RP)

Sylvan Elves - Shadow
Shadow Elves are Sylvan Elves, willingly mutated by demonic magic, after being seduced by the Elven Kingdoms. They embrace their lives as a highly valued and favored servant race, often dominating and leading disorganized mobs of goblins or undead. Barbarians, Bards, Blight Druids, Fighters, Rangers, Rogues, Sorcerers, Summoners and Witches are common classes.
Tasks often relegated to the Shadow Elves are the security and nurturing of dominance over the landscape, often through “reaping” a few slaves from the Pure Sylvan tribes, or by building up and training hordes of goblinoids to patrol and bully the landscape for their High Elven masters. Many Shadow Elves are also master assassins, plying their trade as guerilla warfare specialists against foreign forces.
Creating a Shadow Elf from two regular Sylvan Elves (who must be on good terms) requires a 72 hour process, whose prerequisite spells (cast in order) are
1 - Dominate Person, to make one Elf your servant.
2 - Symbol of Pain, to torture both Elves, until one is desperate enough to obey the command kill the other.
3 - Atonement, to free the surviving Elf from guilt by becoming a willing servant of evil.
4 - Shadow Walk to guide the Elf to “that world” where he/she is transformed.
It also requires a Knowledge (planes) check of 20 to navigate to the region in the shadow plane which mutates the surviving Elf into a Shadow Elf.

As a Pure Elf with the following changes (+8 RP)

  • Attributes are +2 Dex, +2 Con
  • Darkvision 60’ (+2 RP)
  • Silent Hunter (reduce movement penalties to Stealth by 5; can run while stealthing at a -20 penalty; +2 RP)
  • Shadow Resistance (resist cold and electricity 5; +2 RP)
  • Shadow Blending (miss chance from dim light goes from 20% to 50%; +1 RP)
  • Poison Use (+1 RP)
  • Replace racial bonus to Survival with a racial bonus to Stealth.

High Elves - Sun
These were the Elves who masters the arcane, through their friendship with the Brass dragons, and built a lush jewel of an empire out of the desert. They are also the race who escalated the conflict with the gods and heralded the age of demons. Nowadays, there are few Sun elves remaining, if any (Traj’al Thei is one). Bards, Druids, Summoners, Sorcerers (usually Arcane, Brass Dragon/Linnorm, or Djinni), Wizards.

Default Elf
Bonus Trait: +1 Fort saves to resist desert conditions

High Elves - Dark
The Northern version of what were Sun Elves, who rule the Elven Kingdoms. Cruel and evil through generations of consorting with demons. Alchemists, Bards, Rogues, Sorcerers, Summoners, Wizards, Witches. Dark Elves see Sylvans as barbaric and crude hippies, and also as a renewable resource to be exploited. They see Shadow Elves as the product of that exploitation; a reliable (and most importantly Elven) servant race deserving of praise and reward. They revere Sun Elves as the brilliant minds of yesteryear, who lived in a golden age, but who don’t have what it takes to survive this dark time. They see Demon Elves as the future of Elven greatness.

Default Elf
Bonus Trait: +1 survival checks to navigate the forest

High Elves - Demon
The pinnacle of Elven vileness, these are Dark Elves, dragged to the Abyss, then violated and transformed into something truly demonic. Almost all are Wizards and Witches, free to use their magic without patronage, thanks to their demonic nature. Those who willingly take a patron gain the SLAs even with their arcane levels.

As default Elf, but an Advanced Race with the following features (+20 RP).

  • Add Demon subtype
  • Attributes are +2 Con, +2 Int (+2 RP)
  • 50’ telepathy (+2 RP)
  • 60’ darkvision (+2 RP)
  • SR = HD+6 (+2 RP)
  • electricity resistance 10 (+2 RP)
  • fire/cold/acid resistance 5 (+4 RP)
  • +4 vs. poison (+2 RP)
  • damage reduction 5/cold iron or good or law (+3 RP)
  • Poison Use (+1 RP)


Mountain of Carrion:
When the Soul Eating Matrix was first created, its power animated the pile of corpses with demonic undeath, forming a 30’ tall and 30’ diameter mound of flailing limbs and undead tissue. This was the beginning of what is now known as the Mountain of Carrion. The pile has since grown to vast size as arcane academics were hunted down and fed to it, for the pile of undeath used its own power to feed and grow. Now it is truly a mountain, nearly 2000’ high and 2000’ in diameter.
Since its creation, the Mountain of Carrion is effectively a cluster of 15’ cubes, each having the statistics of an immobile 28HD Abyssal Devourer (CR 18 each; Huge). It was merely 5 aspects of Carrion upon creation, but it has since become over 2 million aspects, having fed upon demons, spellcasters, sacrifices, and any living thing foolish enough to get close since its creation ages ago.

Aspect of Carrion
The tangle of rotting tissue is an amalgam of bruised flesh, broken bones, oozing pus, frantic flailing limbs, veins weeping bile, and vivisected organs of questionable function. Trapped within, one can see the faces of countless victims, their horrified expressions thrashing, ravaged after apparently dying of sheer terror, then being reanimated. Emerging from the vile carrion are occasional huge, thin arms, each twice as long as a grown man. These arms are made of a compressed patchwork of the same rancid tissues.

CR 18 (153,600 xp)
CE Huge undead (extraplanar, chaotic, evil)
Init +6; Senses darkvision 60 ft.; Perception +31
DEFENSE
AC 26, touch 10, flat-footed 24 (+2 Dex, +16 natural, –2 size)
hp 294 (28d8+70)
Fort +15, Ref +11, Will +19
Defensive Abilities spell deflection, undead traits, electrical resistance 15, fire/cold/acid resistance 5, Damage Reduction 10/good or law or cold iron; SR 29
OFFENSE
Speed 0 ft.
Melee 2 claws +32 (2d6+13 plus energy drain)
Space 15 ft.; Reach 15 ft.
Special Attacks devour soul, energy drain (1 level, DC 28)
Spell-Like Abilities (CL 18th)
At will—animate dead, bestow curse (DC 20), confusion (DC 20), control undead (DC 23), death knell (DC 18), ghoul touch (DC 18), inflict serious wounds (DC 19), lesser planar ally (Abyss only), ray of enfeeblement, spectral hand, suggestion (DC 19), true seeing, vampiric touch (DC 19)
STATISTICS
Str 36, Dex 14, Con —, Int 21, Wis 16, Cha 23
Base Atk +21; CMB +36; CMD 49
Feats Blind-Fight, Cleave, Combat Casting, Combat Expertise, Improved Initiative, Improved Sunder, Power Attack, Great Cleave, Combat Reflexes, Stand Still, Snatch, Quickened Spell Like Ability (Spectral Hand 3/day), Master Craftsman, one of (Craft Wonderous Item, Craft Arms and Armor; as CL20)
Skills Appraise +10, Bluff +31, Climb +36, Craft (choose two) +25, Diplomacy +31, Intimidate +34, Knowledge (arcana) +28, Knowledge (history) +25, Knowledge (local) +25, Knowledge (planes) +33, Knowledge (religion) +25, Linguistics +15, Perception +31, Perform (any four) +16, Profession (butcher, gambler, tanner) +8, Sense Motive +31, Spellcraft +33, Use Magic Device +26
Languages Abyssal, Aklo, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Goblin, Halfling, Ignan, Infernal, Sylvan, Terran; telepathy 100 ft.
ECOLOGY
Environment only on the Soul Eating Matrix of Ibbn Gaza
Organization solitary
Treasure standard. Plus 1d4+1 huge wondrous items for personal use. A aspect of Carrion only has slots for bracers, hands, rings and eyes, despite the ability to form various mouths and small weak hands for other purposes.
SPECIAL ABILITIES
Devour Soul (Su) By making a touch attack as a standard action, a aspect of carrion can deal 12d6+18 points of damage as if using a slay living spell. A DC 30 Fortitude save reduces this damage to 3d6+18. The soul of a creature slain by this attack becomes trapped within the aspect of carrion’s mass. The creature cannot be brought back to life until the aspect’s destruction (or a spell deflection—see below) releases its soul. A aspect of carrion can hold only one soul at a time. The trapped essence provides a aspect of carrion with 5 essence points for each Hit Die possessed by the soul. A aspect of carrion must expend essence points when it uses a spell-like ability equal to the spell's level (for sake of ease, spell levels for its spell-like abilities are included in its stats in superscript). At the start of an encounter, an aspect of carrion generally has 5d6 essence points available (a 6HD demon via Lesser Planar Ally). The trapped essence gains one permanent negative level for every 5 points of essence drained—these negative levels remain if the creature is brought back to life (but they do not stack with any negative levels imparted by being brought back to life). A soul that is completely consumed may only be restored to life by a miracle or wish. The save DC is Charisma-based.
Spell Deflection (Su) If any of the following spells are cast at the aspect of carrion and overcome its spell resistance, they instead affect a devoured soul: banishment, chaos hammer, confusion, crushing despair, detect thoughts, dispel evil, dominate person, fear, geas/quest, holy word, hypnotism, imprisonment, magic jar, maze,suggestion, trap the soul, or any form of charm or compulsion. While none of these effects harms the soul, the caster makes a DC 32 caster level check when a spell is deflected—success indicates that the trapped soul is released from its prison and the creature whose body it belonged to can now be restored to life as normal.

Aspect of Carrion Personality Ideas
Each aspect of carrion develops an independent mind and personality, and thus its own behavior. Below are some examples of possible personalities:

  • Pied Piper - skills include craft (instruments) and perform (wind instruments). Used Lesser Planar Ally to call Abyssal Rat Swarms, and crafted a set of Pipes of the Sewers. Uses them as a novelty, for the most part. Also made Pipes of Sounding and Pipes of Haunting.
  • Couch Potato - crafted a crystal ball (with or without spell additions) and spends all day watching “reality TV”, scrying on people. By peeping in on conversations, learns about people and takes notes for later scrying. Couch potatos are seeked out by demonic beings as information brokers.
  • Unholy - made a Darkskull and enjoys its benefits, and preaches the demon princes as the new gods of chaos.
  • Slaver - has crafted Iron Flasks and keeps demon servants within.
  • Hornblower - has Horns of Valhalla and is obsessed with barbarian culture, playing drums and so on.
  • Weather expert - made an Orb of Storms and uses it to rival against other Weather experts. These rivalries result in the weather being incredibly unpredictable in the region, which also explains why a 2 mile radius around the Soul Eating Matrix is devoid of natural flora and fauna.
  • Animal Lover - Made a few Bags of Tricks, and amuses itself playing with animals or quickly torturing them to death (before they vanish).
  • Archer - Made Bracers of Archery and convinced a neighbor to make a giant bow in exchange for some items. Thus has a huge magic bow (random major item; 2d6 shortbow, 3d6 longbow; +23/18/13/8 full ranged attack plus item bonuses) and a few hundred arrows.
  • Protective - Makes Bracers of Armor for itself and trades them to neighbors.
  • Candlestick Maker - Has a few Candles of Invocation, and is willing to burn them up by Gating in demons if things go sour.
  • Gambler - made a set of Cubic Gates as dice, and plays a game (with neighbors) where random portals open, sometimes leaking extraplanar beings.
  • Waterworks - made a Decanter of Endless water and uses it to annoy neighbors.
  • Bartender - has a collection of elixirs for trade, and also has many for personal use.
Demon Princes:
This is a general title for those demons who have enough patrons to access to 9th level spells, particularly wish. Demons who can know the Wish spell have been able to grant themselves wishes in the form of templates. Thus, each Demon Prince has either Advanced or Giant template, in addition to their already staggering power. Further, Demon Princes are also experienced in their field of “expertise”, such as slaughter or deception. Demon princes usually also have higher racial hitdice (up to 20), gained through whatever unsavory means demon use (devouring souls, gluttony, feasting on hatred, or whatever).

Each Demon Prince has a few selected traits

  • Iconography, which describes both their symbols and their appearance when they manifest in the world. For example, some Babau have spider-like details to their appearance, others have scorpion (as per bestiary) or wasp characteristics.
  • Representation is what most outsiders are all about. Each is a living symbol of some mortal concept. For example, the Babau is "murder" given form. This means that any Babauic demon prince would be a "demon prince of murder" or "queen of vengeance" or similar.
  • Notable Princes: Listed is an example Demon Prince for each type, namely the ultimate Demon Prince which has become a household name among the High Elves. These each have 20 racial hitdice, 20 class levels, 20 sorcerer caster levels from patronage (with some theme-driven bloodline), and a simple additional template.

It should be noted that there is at least one demon prince of each of the "classic" type:

Babau
Iconography: Venomous predatory insect or arachnid
Represents: Murder, Vengeance
Notable Prince: Sakk’rpios (Advanced; Shadow bloodline; Chameleon[rog]10/Assassin10)

Balor
Iconography: Stereotypical demon
Represents: Dominance, Ambition, Power hunger
Notable Prince: Pitt-Eth’Par (Giant; Deep Earth bloodline; TwoWeaponWarrior[ftr]20)

Dretch
Iconography: Afflicted sexless humanoid
Represents: Wretchedness, Self-pity, Entitlement, Mob Rule
Notable Prince: Ourroghoth (Advanced; Accursed bloodline; Charlatan[rog]20)

Glabrezu
Iconography: Jackal, fox
Represents: Corruption, Fraud, Lies
Notable Prince: Haig’Djyn (Advanced; Marid bloodline; Rogue20)

Hezrou
Iconography: Amphibious animal (toad, salamader, crab, leech, etc.)
Represents: Poison, Drugs, Pollution and Disease, Laziness and waste
Notable Prince: Eldyrheind (Giant; Aquatic bloodline; Wild Rager[brb]20)

Marilith
Iconography: Serpent
Represents: Pride, Too many hands in everything...
Notable Prince: Hegzaxaj’ryl (Advanced; Destined bloodline; Cad[ftr]20)

Nalfeshnee
Iconography: Porcine (pig or boar), ape, bear
Represents: Greed, Hedonism, Gluttony
Notable Prince: Omnikgurath (Giant; Arcane bloodline; Burglar[rog]20)

Quasit
Iconography: Bat, centipede, toad or wolf
Represents: Mischief, Scheming
Notable Prince: Penkin Soh (Advanced; Fey bloodline; Cutpurse[rog]20)

Succubus
Iconography: Humanoid woman
Represents: Lust, Jealousy
Notable Prince: Deze Lithbaun (Advanced; Maestro bloodline; MasterSpy10/Spy[rog]10)

Vrock
Iconography: Carrion bird
Represents: Violence, Betrayal
Notable Prince: Enserraqe (Giant; Stormborn bloodline; Breaker[brb]20)

Elven Heroes:
There are 37 Elven “Heroes”; each is the champion of a demon prince, but are hardly heroic. Elves become “Heroic” through resourcefulness, trickery and power. Elves like to share tales of heroism, and they are in fact quite stirring and epic. However the very lifestyles, culture and mindset of the High Elves is so perverse, that the backdrop and language is permeated with cruelty and malice. Three of the most well known (and active in my campaign setting) include:
  • Mallaeous, the Fallen Witch King
    Mallaeous was once the high king who sat upon the Throne of Hate for over 800 years. He is the champion of Eldyrheind, the ancient Hezrouic Demon Prince known as "The Bloated Toad." Mallaeous lost his power through the manipulations and coup of Daceccour, the Prince of Lies.
    When the gods momentarily returned to the world they were enraged at the evil which grew in their absence. They chose to smite the world with a global flood, but it was Mallaeous who built the Great Sea Wall, an artifact whose power surrounded the entire continent and saved all the Old Kingdoms. Mallaeous' design of the Great Sea Wall was subtly warped by Daceccour, causing Mallaeous to weaken when he completed the artifact, and so Daceccour chose that moment to strike.
    Mallaeous was slain, but his machinations returned him to life in the New Kingdom, where he slowly nurtures his power, and plots the eventual return of his reign and the exquisite tortures of Daceccour which will follow.
    (This is when he meets the party)
  • Daceccour, the Prince of Lies
    Daceccour is a master of the arts (Bard) whose rose to fame through his popular works of performance art, often involving musical vivisections. He is the champion of Haig’Djyn the Glabrezuic Demon Prince of False Hope. Daceccour was also the favorite composer of Mallaeous, and their constant rivalries and extravagant plots to kill one another secured them both the fame and admiration of all the Elven kingdoms.
    However, Daceccour's lethal playfulness was merely a front for a more thorough plot to take the throne for himself. He had to first secure the locations of all of Mallaeous' preserved Clones, and then coordinate their destruction with the assassination of Mallaeous (the real one, not his possession vessels or simulacrums). The preparations for this scheme took a few centuries of very careful unseen investigation.
    When the Global Flood was foretold by Legend Lore, Daceccour knew he had his chance. By convincing Mallaeous that he alone could save the world by making the Great Sea Wall, and by planting suggestions as to how its vast power would function, Daceccour managed to distract Mallaeous from his hidden hand as it began to move. Over the weeks while Malleous feverishly worked, Daceccour placed his agents near all the clones, and replaced various servants in the castle with assassins.
    The moment Mallaeous completed the Great Sea Wall, Daceccour used his own (lesser) artifact to siphon Mallaeous' arcane power into the Great Sea Wall. His planted assassins attacked and, as predicted, they were annihilated... but it cost Mallaeous yet more strength. Meanwhile Daceccour's saboteurs throughout the world destroyed the hundred or so Clones of Mallaeous. Sensing this, again as predicted, Mallaeous began to call the name of Eldyrheind, but Daceccour (being a bard) drowned out the calling with his own Song of Ruptured Bones, focused on the now weakened and spent Mallaeous. Mallaeous' body tore itself apart in a breathtakingly beautiful display of gore and heart-stirring symphony. With no clones, Mallaeous was truly dead, and Daceccour was now king by Right of Conquest. Daceccour, earning the praise of his patron Haig’Djyn, was sure he would rule for the next thousand years.
  • Traj'Al Thei, the Mad Thing in the Tower
    The last of the Sun Elves (the ancestors of the High Elves), and colleague of Ibbn Gaza, Traj'Al Thei is known only to a few. He is not a thrall, but is the Wizard whose familiar is Penkin Soh, the Quasittic Demon Prince of Mockery. Despite having no Patron, every demon knows that Traj'Al Thei uses wizardry without demonic intervention - the tens of thousands of demons which dared to attack, only to meet horrible or unknown ends, are a testament to this fact.
    Traj'Al Thei lives in a small tower, on the Northeastern border of the Elven Kingdoms. There he continues his research which even Demon Princes prefer not to hear about. Those who have been near his tower say that the land around it is something of neither Abyss or Material, but perhaps made out of pure madness from a realm beyond understanding. Beings of all kinds gate in and out from the gardens, some completely unidentifiable, others from the past or future.
    Those select few people which have been plucked from existence in order to have tea with Traj'Al Thei said that his flesh somehow shifts in ways that betrays a multidimensional existence. These guests always have tea near what Traj'Al Thei calls his Flailing Wall, a wall hundreds of feet wide, made out of the grafted living bodies of countless beings, mortal and immortal alike. Their lives are sustained in endless writhing agony, but their screams make no sound. Traj'Al Thei refers to it like a painting he enjoys admiring. Most guests find the faces of those they recognize among the eternally suffering in that wall, and wonder who Traj'Al Thei will feed to it next...

Part 3 will be my houserules for demon-related templates.


zauriel56 wrote:
Done if malignor allows me to use character concept

I'm currently playing the guy I described above in a Faerun+Pathfinder campaign. We play every 2nd-3rd Sunday.

If you want to steal from it, I would be flattered.

... but if you make money off of it, I want some documented credit, and I'll accept a small negotiable royalty.
:D


I have a homebrew world which I lazily named Dracca. Some elements of this world are inspired from the Michael Moorcock books, specifically the Melneboneans. As such, the dominant Elven race, High Elves (or Tower Elves) are a Chaotic Evil race.

The backstory has something to do with the gods abandoning the world, and so all the mortals (who depended on their priests) became desperate. The Elves (who were good at the time) were seduced by a cabal of Demons, and so their arch wizards conspired with the demons to monopolize all the arcane power of the cosmos. The conspiracy was fulfilled by the Soul Eating Matrix of Ibbn Gaza - a stomach-turning ritual that forever linked arcane magic to demons of the Abyss. In order to practice wizardry or witchcraft, one must give their soul to a demonic patron, and submit to the role of "thrall."

Soul Eating Matrix of Ibbn Gaza:
This ritual connects the fabric of this plane to that of the Abyss, and manifests as a permanent 300' wide geometric design scrawled with various arcane writings in Abyssal.
To complete the 6 hour ritual of chanting, 531 HD worth of humanoids must be sacrificed in the span of 1 hour, during a rare celestial event. Finally, one’s self (mind, body and soul) must be fed to the matrix.
This creates the following effects:
  • Any Demon who comes to this plane gains the Patronage special ability. Once Patronage is used, the effects remain beyond this plane. This ability allows demons to bind others to them (earning the bound being the label “thrall”), giving that demon the ability to scry on their thralls at will as an SLA, communicate telepathically with their thrall from any distance and across planes, as well as the option to teleport to within 30' of a particularly powerful thrall, if mentioned by name with 1 minute of grace time. Demons can bind any other creature to them, except a demon who they are bound to. Demons who become patrons of other demons are also patrons of all that demon's thralls; Patronage is transitive, but neither reciprocal (mutual-binding) nor recursive (self-binding). If a demon binds multiple non-Demons to itself, it gains levels in sorcerer (Abyssal Bloodline), with level equal to log2(B), with B being the number of people bound by Patronage:
    Sorcerer1 @ 2 bound non-Demons
    Sorcerer2 @ 4 bound non-Demons
    Sorcerer3 @ 8 bound non-Demons
    ...
    Sorcerer20 @ 1,048,576 bound non-Demons

    Despite being a sorcerer, demons can teach their spells known to Wizards or Witches. Any bloodline abilities which are redundant can be exchanged for those of one other bloodline, thematically chosen.
    Note that most of the bound beings are not free roaming. Many of them have been fed to their demon patrons; you see once you bind yourself to a demon, that binding transcends death, and your soul becomes consumed by the patron. So the 1 million+ include both the living and those who have died as a thrall. However, the more successful demons know that a living thrall is like a living advertisement to patronage, as well as a servant and spy. Much of the chaos among the Elven kingdoms are schemes to take patronage away from rival demons, before the patrons kill them to secure ownership.

  • Any unbound creature who is not a demon, and casts a prepared arcane spell, is suddenly affected by a Sympathy spell, attracting demons from the Abyss. To make matters worse, a Gate spell spontaneously activates within 100', with line of effect to the caster. This gate opens to the abyss, from which random demons inevitably emerge. These demons, once they appear, suffer a compulsion (9th level spell, Will save 23) to feed this person to the soul eating matrix. Those that resist the compulsion usually aren't benevolent either.
  • The location of the Soule Eating Matrix becomes a nexus of souls, negative energy, and raw chaos and evil. Any unfocused casting of Plane Shift from the Abyss to this plane (where no location is specified) leads directly into the S.E.M.
  • The bodies of those sacrificed for the S.E.M have become a massive stitch-work of undead flesh and trapped souls, known as the Mountain of Carrion.

Soul Binding:
All creatures with both the demon and extraplanar subtypes have this ability, so long as they remain on the same plane as the Soul Eating Matrix of Ibbn Gaza. Once bound, the patron and thrall are forever linked, even across realms where the S.E.M has no power.

Soul Binding (su): With a touch lasting 1 minute, the demonic creature can use soul binding to make a willing target a thrall. The target creature must have an INT of at least 3. The thrall refers to this demon as its patron. A patron can have any number of thralls, but a creature can only be the thrall of one patron at a time. Two patrons cannot mutually be each others’ thralls (it’s a strict hierarchy), nor can a patron make itself a thrall. Any patron who binds another Patron as a thrall counts its thrall’s thralls as its own as well (which can create a hierarchy of patronage). To describe the Soul Binding relationship in strictly logical terms, it is multivalued and transitive, but neither recursive nor symmetrical.
The patron gains the following benefits over the thrall:

  • Can scry on the thrall at will as a swift action, as per the Scrying spell but needing no components or focus. The thrall is familiar to the patron, who also is the owner of the thrall’s soul (total -15 Will save modifier vs. the scry)
  • The demon patron can communicate with the thrall telepathically across any distance, and even across the planes. Note that this also allows the patron demon to use Sense Motive at any time on the thrall via telepathy.
  • The demon enjoys a +8 bonus on all wisdom and charisma based checks (including skills) against their own thrall. The thrall enjoys a +2 bonus on the same checks against their patron.
  • When a thrall of 11 HD or more utters the patron’s name, the patron can make its aspect appear within 30’ of that thrall as if it were summoned by a Summon Monster spell. This appearance must occur within 1 minute of the utterance of the patron’s name, and otherwise functions as a Summon Monster spell (range, duration, etc). When (and if) the patron’s aspect appears can be determined by setting a charisma check DC for the thrall to roll against. This may or may not also include the thrall’s HD in the calculations.

Similarly, the thrall gains benefits, so long as they have a patron:

  • Able to learn and use arcane spells without being targeted by the Soul Eating Matrix.
    For every level not in Wizard or Witch (or a prestige class which adds +1 caster level to witch/wizard), the Thrall gains a daily use of one 0th level spell as a spell-like ability, chosen from the direct patron’s spells-known list. Upon reaching the 4th, 8th, 12th, 16th and 20th non-wizard or non-witch level, an additional, different spell can be chosen, and the available level increases by 1 (eg. a 0th or 1st level spell at level 4 rogue, or a 0th, 1st or 2nd level spell at level 8 rogue). These spell like abilities can be used once per day.
  • Represents some value (or at least utility) to a demonic patron: a thrall is a means to gather information from, and travel, vast distances and across planes.
When a thrall dies, its soul (if any) is claimed by the patron and remains counted among that patron’s thralls forever. Any spell which raises the dead requires the patron’s permission if used on a thrall.

Arcane Power from Patronage: As a patron collects mortal thralls with souls (be they living or dead), these provide arcane power. This power comes in the form of sorcerer levels, with some appropriate bloodline as fitting the demon’s theme (GM selects). Note that outsiders, undead, constructs and other beings for whom Resurrection is not applicable, do not count as thralls with souls. See the table below for the level, depending on the number of bound souls. Spells known from these sorcerer levels can be (and often are) taught to any wizard or witch Thralls.

0-1 thralls: as Sorcerer Level 0
2-3 thralls: as Sorcerer Level 1st
4-7 thralls: as Sorcerer Level 2nd
8-15 thralls: as Sorcerer Level 3rd
16-31 thralls: as Sorcerer Level 4th
32-63 thralls: as Sorcerer Level 5th
64-127 thralls: as Sorcerer Level 6th
128-255 thralls: as Sorcerer Level 7th

1,048,576+ thralls: as Sorcerer Level 20th

Determining Thralls for Random Demons
Many demons have thralls. That said, any demon encountered should be given the chance to have sorcerer levels. To determine this, start with the demon’s Charisma bonus. This is how many thralls the demon has, and it may be negative. Then add 1d4-1. If you roll a 4, add another 1d6-1. If you roll a 6, then add another 1d8-1. If you roll an 8, then add 1d10-1. If you roll a 10, then add 1d12-1. Then if you roll a 12, add 1d20-1. If you roll a natural 20, add 1d100-1. If you roll a 100, add 1d1000-1, and so on, increasing by factors of 10. Use the above table to determine the sorcerer level.


That's part 1.
Part 2 will be tomorrow, below this. It will include the mountain of carrion, demon princes, and Elven "heroes" (the favorite thralls of the demon princes).


Method 1 = Master Craftsman feat:
http://paizo.com/pathfinderRPG/prd/coreRulebook/feats.html#master-craftsman

Method 2 = Signature Skill feat:
http://paizo.com/pathfinderRPG/prd/unchained/skillsAndOptions/skillUnlocks. html#signatureSkill
http://paizo.com/pathfinderRPG/prd/unchained/skillsAndOptions/skillUnlocks. html#craft

Method 3 = Get GM approval to use splatbooks that aren't on Paizo's PRD


Oh, well if we're getting into flavor...

Dwarven Rangers:
Dwarves are known for their racial hatred, and Rangers are known for favoring enemies by race. From this, the Ranger class fits the Dwarven Race thematically.

Rangers are often known for Two-Weapon Fighting, and that two weapon fighting has no Dexterity prerequisite. The Dwarven Urgrosh is a double weapon meant for Two-Weapon Fighting, and Dwarves are not known for the high dexterity required for the higher level two-weapon fighting feats.
These factors add up to suggest that a Dwarven Ranger is the prototypical Urgrosh user.

This paints a portrait of a certain character.
The Dwarven Urgrosh Ranger isn’t a typical heavily armored tank on feet, but is more like a scout or member of a long range expeditionary force. Urgrosh Rangers, having Favored Enemy, also specialize in overcoming certain races, by infiltrating on enemy territory, or defensive vigilance on a racial battlefront. High on skills, affinity with wildlife, and some minor divine magic all suggest a skirmisher who can handle various wild terrains - different from the usual Dwarven stereotype of being barricaded in a subterranean mountain fortress. This further suggests that the Urgrosh is a weapon for the scout, the explorer, the recon specialist, the spy, the guerilla warfare specialist. The Urgrosh is the weapon of the Dwarven hit & fade operation.

Because the Urgrosh Ranger doesn’t need high dexterity, he loses some MAD-factor. WIS need not go any higher than 14 to gain access to 4th level Ranger spells, and other than that you can build ability scores as a STR-based fighter. It’s also a bonus that the PF Ranger has Medium Armor proficiency, allowing a Dwarven Ranger with Lamellar, Chainmail or Breastplate.


Identifying Marks:
Tattoos
  • Clan Ghalmrin Crest (4 star sapphires in the 4 caverns, bound by blood. Each sapphire represents one of the Blue Dragons slain and used to build the ancestral throne. Sapphires were chosen because Ghalmrin take pride in their reputation as the greatest jewelers); Left Shoulder
  • Sword tattoo; Ghalmrin’s warrior caste; Chest
  • Axe; surface ops; Back
  • Compass; Ranger special training; Right shoulder

Beard Beads

  • "Specialist" (military rank)
  • "64" (generation since fall of Old Shanatar)
  • 63 other beads, each with a runic name, recording patriarchal lineage
  • 3 beads, one per sibling
  • Total 68 beads.
  • The beads are marked using the Dwarven Runic alphabet


Playing a Dwarven Ranger, TWF switch-hitter using the Urgrosh and throwing hammers & darts for ranged (sling for big distances). Quickdraw + TWF is nice for thrown.
Wearing breastplate for the look.
The Ranger is also all about favored enemies... which is perfect for a Dwarf. First choice was Goblinoids, of course.

How's that for Dwarfy-Dwarf goodness?


You have a sap?
Or (as my ranger calls it) "Dwarven Diplomacy?"


Look at all this attention I'm getting!
Detect Evil
When a mortal rates on the same scale as a significantly dangerous undead or outsider ("Moderate") I'd say they're a pretty cut & dry case for execution. Not out of "Good acts" but out of necessity, to protect the safety and interests of ... well, everyone who's not a walking nightmare.
If "Faint" then it would be less cut & dry, might need to go more case-by-case.

But don't worry, all you who are getting so upset! Evil Undead and Outsiders ("Faint" and upward) are obviously kosher for sating your bloodlust.

Look... I know how much you want to justify hacking up defenseless people with your axe as virtuous and righteous. Or perhaps stabbing the bound and gagged victim while they scream is more to your liking (go for the lower back to induce sepsis). Or a good ol' beheading! We know how popular those are these days. Just think of all the orphanages that haven't burned down yet and trust me it'll feel good.

But don't leave them tied up... that's cowardly! That's torture!

Far more dignified to end that begging and pleading with a crossbow bolt to the face, or string them up and slit their throat like a pig... or drown them, so you can feel their final, feeble struggles before their life ends in your hands. That's far more kind and brave. I'm sure you'll sleep well that night remembering how that felt. Or you should hear how the N.Korean military does it. It's as ruthless and cold as it gets, both messy and clean at the same time. But you need automatic weapons (and a burlap sack) to do it, so I guess that's a Starfinder thing.

All this talk about morality and cowardice, and we're comparing the butchery of helpless prisoners to just leaving them tied up on the battlefield?
Puh-leaz!

Okay... all fun and games aside, prisoners on the battlefield, far from courts and law and jails, are a problem best resolved by accepting one key fact:
There are probably no "good" options.
You're either methodically killing a helpless and terrified being who is begging for their life (via horrific violence when you stop and think for more than 5 seconds), releasing an enemy and potential danger & threat into the wild, or abandoning a helpless being while they are helpless.
None of them are GOOD. None.
Better to just crush them in combat and walk away. That's far cleaner, and more understandable.
If you need prisoners (such as to get info), realize that you're going to have to get into a very morally repugnant (thanks Deadmanwalking) situation, and make a choice that any sane person wouldn't ever want to live with.
Don't lie to yourself.

And if it's a Paladin or some other "thou shalt not" character, please please please formalize the code of conduct with the GM. And if you're a GM for such a character, it's your job to be crystal clear regarding such matters. If you haven't ironed out these details yet, you had best err in favor of the player's opinion because it's THEIR character, not yours.


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Whipping up a quick speech on the fly...

"This Goblin is my prisoner, and it is my holy mission to accomplish a seemingly impossible task: to transform this little monster, named Gornak, into an agent of good. This will be a testament to the grace of Iomedae, and her favor granted unto me proves that this is a mission most worthy!

Some few among you may be corrupted by bloodlust, ignorance and cruelty, and might want to cheat me, a holy paladin, of my mission. You may want to harm Gornak simply because of what he is, rather than how he conducts himself. I implore you to resist your hatred, your selfishness, your ignorance! Learn grace and forgiveness where it is appropriate, as it is for Gornak who is my prisoner and my mission.

And fear not, because Gornak is under my watchful eye, and should he become a threat to you good people, he will meet a bloody end by these hands. First and foremost, I am a protector of the innocent, and a destroyer of evil, and rest assured I have proven my worth in combat: On my travels, many corpses have been left to fester in my wake and, with so much evil in this land, my righteous path will continue to be soaked in the blood of murderers and monsters alike.

But enough about violence and death and evil. If you wish for my favor, and for the blessings which Iomedae has kindly given me to share, please help me show Gornak how good and kind people behave. Help me to show him what generosity and hospitality and respect looks like, and how it inspires the same in return. With luck and the hand of Iomedae, Gornak may prove his worth, and understand the value of community, of family. This is something I know you good folk are suited for, because I look at your faces and I see good neighbors, loving families, diligent and proud workers. You can be the model for Gornak, the goal to emulate. I pray I am right in this, but ultimately that is up to you."

Hope that gives some ideas.


Firewarrior44 wrote:
Killing/Execution is not evil in Pathfinder, or rather it can't be all the time.

I agree when there are exceptional cases like demons & devils who are literally constructed out of pure evil. Even their priests could qualify... so perhaps anything that would make you say "ouch" when using Detect Evil, aka "great evil" would be something that needs to be purged from the world, at least from the perspective of Good.

But in the case of a Goblin, or an Ogre, or a Dwarven bandit, killing a helpless being when you don't have to would be evil. Combat, sure that's fine because you're neutralizing a deadly threat with deadly force. Abandoning helpless prisoners out in the danger zone? It's not nice, and it may lead to their death, but it also may not. Let fate decide. That's more neutral than anything else.


Weighing in...
It's evil, but so what.
Good people do evil things all the time.
"Let he without sin cast the first stone," as it were.
Depending on the circumstances, I'd be fine with a Paladin killing a prisoner and still getting a clean annual review from his god.
Naturally, if the character was one with a code of conduct (like a Paladin), the best thing to do is be forgiving until you iron out these details with the player and formalize them.

The alignment system is descriptive, not prescriptive.
Even then it's about patterns of behavior and motivation, not specific actions.

So in the meantime, enjoy eating babies.


Trickery domain gives stealth class skills, plus stealth-friendly domain spells.
Human with Focused Study [3x Skill Focus], and being a Human gets +1 rank/HD.
Pick the Criminal (social) trait to get Disable Device as a class skill.
...
Profit.


Well, as a Human I always love taking the Focused Study (alternate racial) trait. That replaces your level 1 "any" feat with Skill Focus, at levels 1, 8 and 16. With the extra skill ranks you'll get for INT and Human, you'll certainly have three favorite skills with 10 ranks to pick from, and get that +6 on them. I suggest Skill Focus in either Bluff, Intimidate or Spellcraft.

As a Sage bloodline, you start with a 30' force bolt bloodline ability. Also, a solid "combat cantrip" is Acid Splash (no SR). That's two kinds of short ranged damage. May I suggest Point Blank Shot to get that +1 hit and damage within 30' for these (and others)? That's for your 1HD feat.

At 3 HD you start getting metamagic features. I suggest Heighten Spell, so you can use this metamagic feature going forward.

Once you can cast 5th level spells, Quicken Spell becomes a staple. I recommend it at level 11.

Since by level 9 you'll likely have Skill Focus (spellcraft), have the bloodline +2 to spellcraft, have high Intelligence, and likely many ranks in Spellcraft, your Spellcraft skill will be massive. Take the Craft Rod feat and you can build metamagic rods for every feat you don't have (DC 27; if you have max ranks and skill focus you can take 10). Rods are so varied, that the whole party can benefit from some rod or other. This will amplify party wealth and effectiveness overall.

Here's an example feat build...

EXAMPLE
1: Skill Focus Intimidate (Human trait), Point Blank Shot
3: Heighten Spell
5: Improved Initiative
7: Defensive Combat Training, Still Spell (bloodline)
8: Skill Focus Spellcraft (Human trait)
9: Craft Rod
11: Quicken Spell
13: Spell Focus [A] (bloodline), Greater Spell Focus [A] <-- see Bloodline ability at 15th
15: [Metamagic or Craft of choice]
16: Skill Focus Perception (Human trait)
17: [Metamagic or Craft of choice]
19: [Metamagic or Craft of choice], Improved Counterspell (bloodline)

That's a total of 16 feats... not too shabby


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I thought the "big six" were the six Tomes +5.

actually I never heard of the big six, I just want to be obnoxious.


Exachery!
(oops)


Ascalaphus wrote:
Anyway, what about scraping it off by scratching yourself against the walls? Although if that works on monsters, it would also work for players.

This thought occurred to me as well, and it seems to make Touch of Slime horribly underpowered.

Whoever you hit this with gets a Fort save (which is often a high save among monsters). If they fail the save, they simply spend 1 round using a wall to scrape it off.

Many insects know to scrape off gooey stuff, which means even a mindless creature would know to do this.

So it's a 3rd level "save-or-be-inconvenienced-for-1-round" spell.
The only way it's worthwhile is if you pair it with a spell like Hold Monster, to ensure the slime sticks. Translation: not a spell worth knowing.

Me overthinking?


Paladin/Sorcerer/EldritchKnight Gish is a charisma-hungry build. So if you want to make a Gish that you can get the most out of one stat...
Or if you don't want to be Lawful Good, you could instead go for Cavalier (Order of the Cockatrice) which also benefits from high CHA.

I personally made a Ranger/Sorcerer/EldritchKnight Gish, because I love me some skill points (and Rangers are more "light armor" warriors anyway; I hate to see heavy armor proficiency go to waste). It was fun. Plus since I did Ranger up to level 4, I was a 1st level divine caster and had an animal companion as well (usually a dog, whose scent ability helped me track, and locate unseen foes - I had to buy a few replacement dogs over the campaign tho).
You could also go Arcane Archer too.

To me a Gish is best with only a scant few offensive spells. Most spell selections are buffs and battlefield control.


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In my current campaign, two of the players made twin half-Elf sibling ninjas that use teamwork feats.

When they approached my Dwarven Ranger to also learn some of their "cool skills" so we could have an all-flanking party, I said what any self respecting Dwarf would say:

"F#(% OFF"

[everyone laughed]


Whenever I make a Frankenclass, it's because I want to explore a Prestige class of some sort, or it's because I'm boycotting a class I don't like...

Like why make a Magus when there is already an Eldritch Knight, Dragon Disciple and Arcane Archer class?

On top of that, I like my prestige classes to be built using unexpected components, just because I'm a disagreeable narcissist with delusions of supreme creativity.

Like my Ranger/Sorcerer/Eldritch Knight, who I made just to spite the Magus class, and because I REALLY hate gishes... so I made one.


My line of argumentation is coherent with that of the OP (Rhedyn), whereas yours is unfortunately not. Review Rhedyn's builds and posts in this very thread if you doubt me. I'm speaking to the primary purpose of this thread, you're talking about that, plus some other things way over there.

At no point did I claim that Frankenclassing was what "only the bad kids do." Again, you're inventing things that aren't there and arguing against them.

Please let's not get too distracted.


Sir Thugsalot wrote:
How often is a martial character going to be facing an opponent within 30' that he can't engage in any other, more effective, way?
The correct answer is "sometimes." Here are a few I thought up on the spot.
  • Creature has very good reach and hits hard - fear removes AOOs and reduces enemy's chance to hit as well, and allows you to hit harder next round against the flatfooted AC.
  • You don't have a clear charge line, but the foe is 2 movements away. Rather than walk up and receive a full attack, just move & demoralize on round 1, then employ Deadly Stroke on the next.
  • Creature has a hard-to-hit AC from bonuses which vanish when flatfooted (such as high Dex).
  • The party has a 1-2 combo which exploits the fear effect. For a random example, trapping more foes in a Widened Acid Pit due to the -2 Reflex save.
  • Adjacent to many enemies, and you have Signature Skill Intimidate plus Combat Reflexes. All the frightened foes flee, earning AoOs from you.
As for the multiclass... well
I previously wrote:
Also, I've never ever said this build is superior. I've simply said it's fun, and effective for what it is, and it can do a better job than the Cavalier at scaring everyone.

I'm not playing at minmaxing. I'm comparing a Cavalier to a Fighter and offering a fun build. A Frankenclass is neither of those.

It's not required by law, nor by me, that you must love the build. Different people have different tastes, because we're not all identical robots. Obviously you think it's garbage beneath your almighty contempt. Good for you. Your opinion has been made quite clear, thank you.


Rhedyn wrote:
Malignor wrote:
Any attempt to solo a CR 20 monster will just derail this thread into yet another caster-martial disparity argument. Allow me to admit that 90% of martial builds can't lock down the Balor anyhow, and so they'll never "win", and then let's move forward.

A level 20 character should win 50% of the time against a CR 20 monster.

Win means incapacitated or retreated.

I disagree.

A level X character is a CR(X-1) monster.
A character does not have a 50% chance to beat his own clone at 1 level higher.
That's the most basic logic.

You're telling me that a Wizard16 has a 50% chance to defeat a Wizard17?
You're telling me that a Ranger1 has a 50% chance to defeat a Ranger2?


Okay i just checked the Order of the Cockatrice Cavalier.
This is not as good an intimidator as Scary Vanilla.

Dazzling Display for free, sure.
But he still needs Weapon Focus to qualify for Shatter Defenses, so now he has no more advantage on Scary Vanilla.
Furthermore, Scary Vanilla can access Deadly Stroke while the Cockatrice Cavalier can't (as he's not a Fighter, and can't take Greater Weapon Focus).
Furthermore, while it's really cool that the "CoCav" gets Dazzling Display as a Bonus Feat, and can even use it with any weapon (not just weapon focus weapons), Scary Vanilla still has more feats to spare.

Deadly Stroke, and the lower relative feat cost, put Scary Vanilla ahead of the Cockatrice as an intimidator.


Methinks you're missing the point.
At level 20 (or at level 13+ for SV), if there's an enemy SV can defeat in that round, he just attacks (no DazzDisp).
I've mentioned this twice now. This is #3.

Quote:

Dreadful Carnage (Combat)

Slaying an enemy demoralizes your other nearby foes.

Prerequisites: Str 15, Power Attack, Furious Focus, base attack bonus +11.
Benefit: Whenever you reduce an enemy to 0 or fewer hit points, you can make an Intimidate check to demoralize all enemies within 30 feet as a free action. Enemies that cannot see both you and the enemy you reduced to 0 or fewer hit points are unaffected.

You're too hung up on the imagery of "scary war dance in middle of fight" I think, because it's blinding you to everything else about the build.

Also, I've never ever said this build is superior. I've simply said it's fun, and effective for what it is, and it can do a better job than the Cavalier at scaring everyone.
(though I'm checking the Cockatrice Cavalier now to be sure - thanks for mentioning that)
  • When facing a small number of foes (say 1-2) Dazzling Display is not even a valid tactic. The Intimidate skill can be used directly, as a Standard Action. Then move adjacent to the scared foe, who is not at penalties. If they're Frightened or Panicked, they run and earn an attack of opportunity.
  • Dazzling Display is only useful if it affects multiple foes. It's a AoE fear debuff which the entire party can exploit. If the party caster is about to cast Slow, or Confusion, or Meteor Swarm on a group of enemies, then Dazzling Display makes them -2 to save. Sometimes that's the better choice if you can't make the kill that round (or you're too low level to get Dreadful Carnage).
    That -2 debuff can save party members (if enemies miss by 1 or 2), earn the party some extra attacks (enemy assassins fail tumble check by 1 or 2), and it also makes your next round far more effective: flat-footed means you can use combat maneuvers or move through threatened squares without drawing an AOO, and you can use Power Attack (or fight defensively) while still hitting more reliably.
    There are a plethora of real game situations where DD makes the combat turn out better for your side than standard "hitpoint attrition".


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    Actually she's a Half Elf.

    NaeNae wrote:
    Her name is Elana, she is a Half Elf. Her Racial Traits are Low Light Vision, Keen Senses, Drow Magic and Elven Immunities.

    Hey wait a minute...

    Hey NaeNae, have you considered swapping out Drow Magic to get back Adaptability (free Skill Focus feat such as Bluff or Stealth)? Since you also get back Multitalented you can dual class as well.

    Perhaps then a few levels in an INT or CHA based caster will help you out. Your INT and CHA can get you up to 4th level spells before needing an increase. That's up to level 8 in (Wizard or Witch), or level 9 in (Sorcerer or Oracle), or level 12 in (Alchemist or Bard or Summoner).

    You could even build using Arcane Trickster:

  • Level up to Rogue3
  • Switch to [arcane class with Mage Hand in list] and level up to [Wizard3 or Witch3 or Summoner4 or Bard4 or Sorcerer4]. Whichever class among these you pick is also a favored class.
  • Next 10 levels are Arcane Trickster
  • Last few levels are [Favored Caster Class] or [Rogue]


  • Actually a moderately afraid Balor is...

  • is "-2 to stuff," has no Dex bonus to AC against SV, and is unable to make attacks of opportunity against SV.
  • if hit by Fear Eater, the penalty goes up to "-4 to stuff" (sickened)

    Scary Vanilla, as the fighty-fight member of a party would be able to contribute quite well IMO. Arguably comparable to a Cavalier in terms of contribution, which is what this thread is about.

    Any attempt to solo a CR 20 monster will just derail this thread into yet another caster-martial disparity argument. Allow me to admit that 90% of martial builds can't lock down the Balor anyhow, and so they'll never "win", and then let's move forward.


  • Thanks for all the corrections. I actually plan to try this build in a future game (it's got too much fun & flavor to pass up), so all the input has proven helpful.

    Okay, here's a first cut at the gear:

    Spoiler:
    • "Fear Eater" the Longsword +5 with {Ominous, Cruel, Courageous, Invigorating}
    • "Inevitability" the Dart +3 with {Returning, Seeking, Huntsman}
    • Three more Darts +3 with {returning}
    • Sling +3 with {Distance}, 10 bullets, 10 cold iron bullets
    • "Relentless Mail" the Full Plate +5 with {Brawling, Ghost Touch, Stanching, Determination, Energy Resist (all 5)}
    • Ring of Foe Focus
    • Ring of Protection +3
    • Belt of Physical Perfection +3
    • Vest of Vengeful Tracker
    • Boots of Striding and Springing
    • Gloves of Dueling
    • Circlet of Persuasion
    • Amulet natural Armor +3
    • Cloak Resistance +4
    • Headband Charisma +4
    • Horn of Fog
    • Wands of (CLW, ProtEvil, CompLanguages, EnlargePerson, Exped.Retreat, Mount, Featherfall, Grease, Silent Image, Shield)
    • 5 Potions Fly

    Geared up array = 28 20 20 14 12 19
    Intimidate checks are now +36 normally, and +41 with Fear Eater

    • Fear Eater +42/37/32/27 melee (1d8+26/17-20x3) or +42/31/26/21 melee (1d8+36/17-20x3)
    • Darts +33/28/23/18 ranged (1d4+17, BR20)
    • Sling +33 ranged (1d4+17, BR100)
    • Claws +29/29 melee (1d6+9+1d6fire)
    • Unarmed +35/30/25/20 melee (1d3+14 nonlethal plus demoralize +41)
    • Overrun +33 maneuver (pass, or prone if beat by 5+, target draws AoO)

    AC is a modest 35 (14armor+5dex+3defl+3nat), or 39 with Shield effect
    Saves are 21/15/11

    The odds still don't favor Scary Vanilla solo against a Balor, it's true.

    Prep against a Balor are Enlarge Person and Protection from Evil.
    Balor could just summon up a Marilith and it's already too much to handle.
    SV could charge in and attack at -4 to do nonlethal damage, relying on Enforcer for the first intimidate. SV's damage with Fear Eater is roughly 75 per hit when enlarged (54, +40% from crit averages) which means he has to hit the Balor six times to win.

    Build is still fun though. I like how there are some great weapon enchantments to add for the fear theme (Ominous, Cruel)


    Holy poo! How did I miss the +10 and +4!
    See what happens when I rush?
    I make stupid mistakes like that.
    Like daddy always said, "You know for a smart guy you're pretty darn clueless."

    So it's 50/50 with no gear; needs to roll a 10 to make Balor shaken.

    As for soloing Balor, Scary Vanilla would obviously have to have gear, including a wand of Protection from Evil.

    *sigh* 880k gold?! ... man this'll take awhile. I have a job y'know.

    Talk to y'all in a bit.


    Against sheer numbers of many weaker foes, Scary Vanilla becomes a never ending cycle of terror and violence. With each foe killed, he activates Dreadful Carnage and demoralizes everyone in 30'r as a free action. Chances are they're not as high a DC as the Balor.

    In fact Scary Vanilla's tactic of choice is to overrun someone, deliver an AoO on them thanks to Greater Overrun, and be surrounded by enemies. If standing next to the prone sucker on the ground, he likely gets another AoO, which might trigger Dreadful Carnage and begin the cycle of screaming, running and dying. If not, he'll be attacked on all sides before performing a Dazzling Display.

    Everyone will then be Panicked, and as they flee out of control, Scary Vanilla delivers multiple AoOs (3 if no gear; more if Dex+ gear). The prone guy next to him also crawls or stands up in a panic, earning a stab for his troubles. If anyone drops from those, Dreadful Carnage activates again.


    Why would my cute little Scary Vanilla depend on Dazzling Display more than once a fight?

    Ponder this:
    Dazzling Display at +31, gets a 40. That beats a Balor's DC (27) by 10. Signature skill means the Balor (or any Balor within 30'r) is panicked for a round, drops his sword and whip, and flies away in terror. Then he comes to his sense (still shaken for 2 rounds after) and realizes he should have teleported.
    Meanwhile Scary Vanilla got some free magic weapons.

    If Scary Vanilla rolled a 16, or had gear (circlet of persuasion? yes please) and rolled okay, he would beat the Balor's DC by 20 and the demon would cower for 1d4 rounds (AC drops to 29).
    So what does Scary Vanilla do? Why he begins PUNCHING him of course!

    Power Attack: +30/19/14/9 melee (1d3+15 nonlethal) nickel and dimes past the damage reduction, but that's all that's needed.

    Each attack invokes the Enforcer feat, and so the Balor is demoralized again and again, unable to escape the cycle of terror as he's slowly beaten unconscious. Then Scary Vanilla uses hi longsword to coup de grace the sleeping demon (2-handed PA crit-x3; 84-99 damage after DR, save DC is 90+).

    Thanks to Shatter Defenses, the terrified Balor is flatfooted, and couldn't make an attack of opportunity even if he wanted.


    Cavall wrote:
    Only rogues may have more than one unlocked skill

    Oops!

    Hmmm well maybe I'll just replace it with Blindfighting for now, so "Scary Vanilla" (which is my pet name for this build) can move full speed in the dark without a lantern, and fight invisible opponents... just because?


    PRD wrote:

    This spell functions as beast shape i, except it grants your familiar the form of any Small animal. Your familiar retains all of its special abilities and continues to grant you the special ability associated with its normal shape (such as a bat familiar's bonus on Fly checks).

    At caster level 7th, this spell functions as beast shape II. At caster level 9th, it functions as beast shape III. At caster level 11th, it functions as beast shape IV.

    emphasis mine.

    It functions as beast shape II, full stop.


    Polymorph Familiar
    At level 7 (when Calcific Touch is available) you can make it a large animal... like a tiger.
    Then cast Calcific touch and place your bets.


    Sorcerer or Wizard.
    Pick Acid Splash or Ray of Frost as a Cantrip.
    Point Blank Shot feat to get quicker kills.
    First level spell is Expeditious Retreat, so you can easily keep ahead of them.
    Brace yourself for the long haul.


    Evil Cleric with Charisma 16.
    Herd rats, channel negative energy 6 times.
    30' radius of 1d6 damage (Will DC 13 for half) should mess up 140 rats.
    Maybe prepare Cure Light Wounds, just in case.


    Human Cavalier.
    Feats = Mounted Combat, Trample
    Go horseback riding with your Quarterstaff or Club.


    Concept: As vanilla as it gets; Human Fighter (no archetype) who uses a longsword. You would think this is a boring idea, but sometimes I like challenging strict constraints with some creativity.

    This is here for four reasons:
    (1) I put this build together just recently and I want to share it because it make me chuckle
    (2) It shows a path that only the Fighter is optimized for (Dazzling Display) because of all those feats, and exclusive access to feats (Greater Weapon Focus, and thus the other feats which require GWF); A cavalier can't compete with a fighter in some arenas, like this one
    (3) It highlights an interesting kind of fighter: the "continually repeating aura of terror" fighter, which I think most people don't consider in their quest for damage output. It's rather novel.
    (4) The Eldritch-Heritage-for-MOAR-Strength trick is feat intensive, and can be attractive in the long game. Since it's so feat intensive, I would dare to claim that only the fighter can afford it without otherwise hurting the build.

    Human Fighter 20pb
    Alternate trait: Focused Study

    Starting Array: 16 13 13 13 11 14

    Feats and Abilities:
    1: Dazzling Display, Skill Focus Intimidate, Weapon Focus Longsword
    2: Power Attack, Bravery +1
    3: Armor Training 1, Quickdraw
    4: Weapon Specialization Longsword, INT 14
    5: Weapon Training 1 (Large blades), Signature Skill Intimidate
    6: Shatter Defenses, Bravery +2
    7: Armor Training 2, Furious Focus
    8: Greater Weapon Focus Longsword, Skill Focus Know Planes, CHA 15
    9: Weapon Training 2 (Thrown), Eldritch Heritage - Abyssal (claws: 1d6 magic, 5/day)
    10: Combat Reflexes, Bravery +3
    11: Armor Training 3, Deadly Stroke
    12: Dreadful Carnage, CON 14
    13: Weapon Training 3 (Close), Improved Eldritch Heritage - Abyssal (strength: +2STR), Abyssal claws: 1d6+1d6fire, 5/day
    14: Enforcer, Bravery +4
    15: Armor Training 4, Signature Skill Perception, Abyssal Strength (+2STR)
    16: Improved Critical Longsword, DEX 14, Skill Focus Perception
    17: Weapon Training 4 (Hammers), Improved Overrun
    18: Charge Through, Bravery +5
    19: Armor Mastery, Greater Overrun, Abyssal Strength (+2STR)
    20: Weapon Focus Unarmed Strike, Weapon mastery (longsword), WIS 12

    What Were You Thinking?!?!

    • At level 1, as a full round action can use Longsword to demoralize all within 30’
    • At level 3, quickdraw means can draw and demoralize in same round
    • At level 5, significantly demoralized foes are frightened (they run away) then shaken
    • At level 6, demoralized foes are treated as flatfooted (they can’t do AoO, and no dex to AC). Can full attack with Thrown weapons thanks to Quickdraw
    • At level 7, the first power attack of the round has no attack penalty
    • At level 9, gain claws (5 rounds per day worth). Thrown Weapon Training is good for that full-attack barrage of javelins at shorter ranges, and also for the sling at longer range.
    • At level 10, get more AoOs, such as on fleeing foes. Demoralize now can panic creatures.
    • At level 11, can do a standard attack using a Longsword, on a flatfooted (afraid) opponent that does x2 damage and 1 point of CON damage.
    • At level 12, whenever an opponent is slain, can demoralize all in 30’ for free.
    • At level 13 (and 15, and 19) get +2 STR; Yet another reason to us Slings and Thrown for ranged combat
    • At level 14, can demoralize for free whenever inflicting nonlethal damage (such as unarmed)
    • At level 15, has superior perception at distance, against invisible things, and when asleep. Demoralize now can make victims cower on the spot
    • At level 17, Overrun locks opponent into CMB/CMD check with no AoO (and you get +2)
    • At level 18, Can use 1 overrun to complete a charge, resulting in 1 overrun foe and a charged foe
    • At level 19, Your overrun causes the victim to provoke an AoO when they fall prone
    • At level 20, unarmed strikes can be used for Dazzling Display checks (but not deadly strokes)

    Ending array: 22 14 14 14 12 15

    Weapon Training: Large Blades +4, Thrown +3, Close +2, Hammers +1

    Skills stuff:
    Ranks: 20x(2+2int+1race+1favored) = 120

    Acrobatics +5 (3r), Climb +14 (5r), Craft Armor +10 (5r), Craft Masonry +10 (5r), Craft Weapons +10 (5r), Handle Animal +10 (5r), Intimidate +31 (20r), Know Dungeons +10 (5r), Know Engineering +10 (5r), Know Geography +3 (1r), Know Local +3 (1r), Know Nature +3 (1r), Know Nobility +3 (1r), Know Planes +10 (5r), Know Religion +3 (1r), Perception +22 (15r), Professional Architect +5 (1r), Professional Engineer +5 (1r), Professional Merchant +5 (1r), Professional Soldier +5 (1r), Ride +10 (5r), Stealth +10 (8r), Survival +10 (6r), Swim +14 (5r), Use Magic Device +10 (8r)

    Rationale for skills... because I love skills...

    • Acrobatics 3r = improved AC bonus when fighting defensively
    • Craft +10 = can make masterwork (or DC20) items by taking 10; crafting can be used for downtime, to repair, or when scrounging for resources. Masonry is for fortifications and works in tandem with that rank in Profession Architect. Rank in Profession Merchant can help with selling crafted products.
    • Handle Animal +10 = can do all animal training by taking 10, such as wartraining mounts to use with that +10 ride skill, or hunting dogs whose Scent ability can help.
    • Intimidate MAXED = optimized demoralize (primary combat feature). Intimidate also has other uses, including those from Ultimate Campaign
    • Knowledge +10 = take 10 to get DC 20
    • Knowledge 1r = can achieve DCs above 10 (and thus be another possible knowledge check among the party)
    • Survival +10 = can track in many situations
    • Knowledge Engineering, Profession Engineer and Profession Soldier create effective competency in war & military, including some use of seige weapons
    • Decent Swim & Climb and Perception
    • Some stealth ability (which Armor Training preserves to some degree). Maybe hang back a bit from the real stealthers, but can follow behind (like 40-100' back) as backup. Mixed with superior perception-at-distance, a bit of stealth goes a long way when scouting
    • UMD, because.

    With mundane gear (not even masterwork):

    • Longsword +32/27/22/17 melee (1d8+12/17-20x3)
    • Darts +25/20/15/10 ranged (1d4+9, BR20)
    • Sling +25 ranged (1d4+9, BR50)
    • Claws +26/26 melee (1d6+6+1d6fire)
    • Unarmed +30/25/20/15 melee (1d3+9 nonlethal plus demoralize +31)
    • Overrun +30 maneuver (pass, or prone if beat by 5+, target draws AoO)


    Wait, it's only been 8 years?

    looks back at oldest character sheets

    Holy poop you're right!
    I swear I was playing for longer...

    Wow...

    Okay, umm it's been almost 8 years and I...


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    It's a useful battlefield control spell, and battlefield control is pure tactical power. You can use it to "divide and conquer" enemies, cut off escape routes, prevent enemy movement, block pursuers, force enemies to move, and create hazards.

    As a result, you can save your comrades-in-arms from being flanked or outnumbered, create opportunities for them to focus their attacks, etc. All this will enable everyone in your party to extract victory from the mangled corpses of your enemies, with far greater success, and at lower risk. Your party will love you, and your enemies (those who survive) will fear you.

    It's a good spell.

    If you want a tasty "one-two combo", consider spells or actions or affects which prevent enemies from escaping the swarm, such as Wall of Ice, or Grease... or even Silent/Minor/Major Image (an illusory "wall of stone") to limit which way the victims exit the swarm. Funneling weakened and damaged enemies into the eager clutches of the party butchers (warrior types, et al) is great stuff.

    Also, something that also makes this spell fun is that it's only Somatic, so you can use it without making any noise.
    Also, because all you're doing is creating a swarm, you can cast it as a non-offensive spell (puke it up in unoccupied space) and thus cast it while invisible and remain invisible.
    Also, as a Conjuration (summoning) spell, it is susceptible to various feats such as Augmented Summoning (which increases distraction DC and poison DC by +2, and adds +2hp/HD).

    Good spell.


    PossibleCabbage wrote:

    Yeah, I mean, you can, strictly speaking, do anything the fighter can do in another class, since the fighter's big class feature is "piles of feats" and everybody gets feats. But sometimes what makes the difference is "how long do you have to wait for enough feats for your concept to work".

    ...(SNIPPED FOR SPACE)...
    So it's not that "some things can only be done by the fighter" it's that "fighters are capable of doing certain things before anybody else can" and we generally need to play our characters at every level; rather than just jumping to the point where they work great.

    Exactly.

    In over 10 years of playing pathfinder, I've never actually played a 20th level character.
    I plan my build up to 20th, but such builds always end up being purely academic.


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    Ehhhh splat books...

    I have a hard time justifying anything that's not already available here on the Paizo PRD simply because of ready access to the player group. For example the Halfling Order of the Paw is in the PRD, so it's available to everyone whether they bought the book or not. Any GM can review it, any player can build it and reference it. It's freely available, it's publicly available, it's official Paizo content made available by Paizo. It's not restricted to people who paid for it, either. It's "free to play" material and so I don't consider that a "splat book", I consider it 100% legit.

    I say this even though I've thrown quite a bit of money at Paizo for stuff I don't even use in any game >_<
    (well, until it gets published to the PRD, then I'm all-in)
    But I buy Paizo because I want to support a company whose products and corporate attitude are worth supporting. The fact that they have the PRD up there is the reason I keep buying their stuff... because after using the new PRD content, and enjoying it, I feel I should pay for it.


    The Thing From Another World wrote:

    Versatile Training and Adaptable training while good require one two different sourcebooks when I can get the same with the Cavalier as is in the class. To me it's not a ringing endorsement of a class that requires splat books to be useful. To get all the new fighter options requires four sourcebooks.

    -Armored Masters Handbook
    -Weapon Masters Handbook
    -Ranged Tactcis toolbox
    -Melee Tactics toolbox

    It's a decent cash investment to a class that should have had that in the core book from day one.

    Are these even Paizo products? I can't see them available for purchase.


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    IMO the Cavalier has some advantages out of combat
    (1) - All the "party face" class skills (Bluff, Diplomacy, Intimidate, Sense Motive) lets the Cavalier be an effective party face.
    (2) - The mount (a Cavalier class feature) adds more eyes & ears to the party, plus scent. This can even allow tracking.
    (3) - The mount (a Cavalier class feature) adds significant encumbrance relief to the party, and enables long distance travel.


    What do you need the rogue for specifically?

    You might want to consider making a caster built for rogue-ish things. Something like a Cleric of Trickery, or a Wizard, or even a Bard. It might be fun to show up with a character nobody was expecting, and yet meet all the requirements :D

    Find Traps (clr2)
    Detect Secret Doors (wiz1)

    Just something to think about. Maybe slap together a few builds (pick feats up to level 20, etc) and see what sparks your imagination.

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