Chivane

Marie Small - The Real One's page

26 posts. Alias of Shadow-Mask (RPG Superstar 2011 Top 16).




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Sands blow across the Western Desert carrying stories of treasures from our fabled past. You, Great Scribe, have been tasked with researching the ancient writings to confirm these stories. Once you are done, Pharaoh shall send those with the strongest arms, wisest minds, and most tireless legs to search for and return these items to our land. Thus will our glory be sung throughout the Ages. Thus will our people live for all Time. All will be good in the eyes of the gods.

Find your way to JonBrazer.com. Submit your findings for review, and Pharaoh may reward you handsomely.

RPG Superstar 2011 Top 16 , Star Voter Season 6 aka Shadow-Mask

I've seen a great deal of discussion about when and why to flag items for rules violations on several threads, so I thought I'd centralize this issue in its own thread. My understanding is that we should only flag entries that do not conform to the following list:

DISQUALIFICATION: Submissions may be disqualified for the following reasons:
•Submission is not a wondrous item.
•Submission is not anonymous.
•Submission exceeds 300 words.
•Submission does not conform to the Pathfinder Roleplaying Game (From Vic's post below "If you leave out one required game mechanic (for example, you put price, but not cost), we're not going to DQ you. If you use a 3.5 skill that's not in Pathfinder, but everything else conforms, we're not going to DQ you. But if you make 2 or more of these types of error, we will DQ you.").
•Submission is copied from a previously published source (Also paraphrased from Vic's post below "IP infringement is DQ'd, bad copies of non-IP content is not DQ'd").
•Submission uses rules, monsters, or copyrighted material from publishers other than Paizo.

If I'm missing something, please add it below. If I got something wrong, let me know.

Thanks. :)

RPG Superstar 2011 Top 16

This may seem like a no brainer..."Played games, of course." Still, I thought it would be fun to post of the new moments created with whatever we picked up, the new moments to come (if any of us didn't have a chance to actually roll dice yesterday), etc.

My group cancelled (hubby GMs Friday/Saturday and was ill). We had picked up We Be Goblins, along with a couple of other things, earlier in the day from a newly discovered game store. Our eldest daughter's best friend came over for an overnight, and we decided we'd give it a run since our regular game wasn't going to happen. We had 5 people at the table; myself as GM, my husband, 14 year old, 12 year old, and 11 (almost 12) year old.

Break down of session (Here be spoilers)...:
We made everyone choose characters based on the individual goblin songs, sung in voice by the adults. Much laughter, and "ewww gross", ensued.

The kids rolled really well during the dares. Chuffy, played by the 14 year old, managed to become sickened from eating the slugs despite his goblin trait. Reta, played by my husband, rode Squealy Nord with ease. Mugmurch, played by the 12 year old, managed to hide in the swamp and not get clubbed, although that was a close call - she and Chuffy's player were bickering over Chuffy's spider and whether it was as scary as Lotslegs (in goblin voice, no less). I gave her a freebie warning asking if Mugmurch had come out of hiding to look at Chuffy's spider 'cause she'll get whomped if she did. It was decided the bickering took place AFTER the dare, which she won with ease. Poog, played by the "almost 12" year old, decided to go through the Rusty Earbiter. That was the closest anyone came to failing. Prior to the third failure, she rolled a 20, so I ruled on the third failure that she had so impressed the goblins watching only half of them left on the final failure. She succeeded on the next roll.

They slaughtered Lotslegs, after squealing as she dropped out of the trees on top of Chuffy and webbed Mugmurch. Chuffy ate his way out from under Lotslets' body with a little help from Reta's dogslicer. Since the spider didn't have the chance to retreat, I dropped heavy hints about how many years Lotslegs had been terrorizing this portion of the swamp. What do my goblins decide to do..."Burns it so no Lotslegs babies can eats goblin babies!" Mugmurch decides it's the perfect time to try out one the Desnan candles. She holds tight as the fireworks go off...1 round..."It's getting kinda hot"...2 rounds..."It's getting hot"...3 rounds..."It's getting really hot"...She tosses it to Chuffy who juggles it from hand to hand, and it fires straight into the treetops. Needless to say, the webbing, and much of the surrounding moss, goes up in a kaleidoscope of colors after they loot the joint.

At the shipwreck, Reta was absolutely determined to find the dogs she could hear. She was none to pleased to know she had to go through the horse first. She volunteered Chuffy and Mugmurch to go in and take care of it. Some bickering went back and forth, at which point, Stomp charged the fence. They all squealed and proceeded to take the horse down...Vorka did not wake.

Everyone decided the wasp nest trap was bad mojo. "Don't touch!" "Ok." All but Poog make their perception checks. I ask for climbing order. Who do they send first?...Poog. Who triggers the vines?...Poog. Who is bringing up the rear and must make the reflex save to catch it?...Chuffy, and he promptly fails the save. I describe it thus: "Everyone realizes the mud ball is not a good thing to mess with. As you all look around, Poog carefully climbs the gangplank, followed by Reta, then Mugmurch, then Chuffy. Everyone except Poog notice the vines and such are somehow linked to the mudball and avoids them. About that time, the mudball begins falling. Chuffy reaches to catch it, since it's coming right toward him. He misses, and it bursts open at his feet. The sound of angry buzzing fills the air." My husband promptly provides the buzzing effect.

As they make the upper deck, Reta eats some of the algae. Everyone at the table is grossed out. The dogs are taken out fairly quickly. Mugmurch uses a bomb with a "Boomie now!" Reta takes great delight in slicing and dicing for later. Vorka wakes.

They don't get a whole lot of time to see the galley. Cuddles charges them as soon as they open the door. Reta screams, then charges. The others back her up, and Cuddles goes down. Reta is dicing Cuddles up for later and they are congratulating themselves when Vorka throws open the door in the back. Reta shrieks, and everyone kinda backs up. Vorka cackles. And the fight is on.

Vorka runs up the wall and lights the Desnan candle in her possession. She points it at Reta, and it goes spinning out to the deck. Reta squeals, grins, then drinks the elixir of fire breath. Mugmurch lights the skyrocket, and begins to vibrate as it builds up steam. Poog lets loose with a fire bolt and hits. Lord Longtung wraps Reta up nice and tight. In the next round, Vorka fires another candle at Chuffy and hits. Reta breathes fire down Longtung's tongue; he manages to make the save anyway. Mugmurch's skyrocket goes off, missing Vorka and hitting the wall instead. I make everyone roll saves for whatever fireworks they have in their possession. Another Desnan candle goes off all at once while a paper candle went off dazzling Reta and Vorka. Chuffy manages to get in a sneak attack. Vorka scuttles outside, with Reta and Mugmurch in hot pursuit. She heals herself. Reta drinks a potion of spider climb and grins evilly. Insults and threats fly back and forth. Mugmurch and Chuffy move to the mast and begin to climb. Poog pulls the ladder patch off the robe of useful items, promptly putting a hole in the ceiling leading to the chimney. Vorka heals herself again; Mugmurch throws a tanglefoot bag at Vorka, hitting her. Chuffy makes no progress, and Reta scurries up the wall after Vorka. Poog begins to climb the ladder. Longtung misses Poog, instead grabbing the ladder and pulling. At this point, Vorka is stuck to the chimney pipe, Reta is on her way up the side of the bridge, Chuffy and Mugmurch are on the mast, and Poog is trapped on the ladder with Longtung holding it nearly upright. In the final round of combat, Vorka fails her strength check to break out of the goop. Reta hits Vorka with her dogslicer. Mugmurch "Boomies" Vorka, killing her. *at this point, my 14 year old says "Goblin throws a bomb, roll a d6" and the table erupts in laughter* Chuffy climbs down. Longtung lets go of the ladder and flees. Poog rides the ladder down..through the rotting roof to the deck, sending wood flying.

They find the chest. Chuffy fails to open it at first, leaving the impatient Reta to try to smash it. Chuffy eventually gnaws until a tooth breaks off, and that opens the chest. They return triumphant to the Licktoads village.

Hilights...for those who don't want to read the whole thing:
We made everyone choose characters based on the goblin songs attached to each. No one knew what the names, the classes, or the capabilities were beforehand.

Everyone remained in character, complete with voices, goblin grammar, and mannerisms. Pretty impressive given the adolescent ages at the table.

Almost every problem had a firework solution, including the climactic battle in which many of the most powerful fireworks were accidentally set off.

Best line of the night: From my 14 year old son when Mugmurch threw a bomb at Vorka..."Goblin throws a bomb, roll a d6."

RPG Superstar 2011 Top 16 , Star Voter Season 6 aka Shadow-Mask

Nyrazha, Soul Slayer
Portrait: Portrait 7
Description: Nyrazha appears to be a Varisian woman in her mid-twenties. Nyrazha is a dhampir, an unholy joining of human and vampire. She views herself as the perfect balance between two imperfect worlds.
Motivations/Goals: She recruits lesser vampires, other undead, and humans in an effort to remake humanity in her image. She promises immortality, foments political maneuvering, and utilizes force to maintain her followers’ allegiance. Ultimately, Nyrazha desires more than immortality. As soon as her powerbase is secure, she enters the Starstone’s cathedral.
Schemes/Plots/Adventure Hooks: Nyrazha resides in the foothills of the Tusk Mountains just inside Ustalav. She recruits from settlements along Lake Lias and the foothills. The PCs are hired by Prince Aduard Ordranti III to investigate the disruption of goods from Canterwall before Ustalav falls into civil unrest.
Nyrazha and some followers travel into Virlych to recruit more undead to her cause. A patrol from Lastwall failed to return; the PCs are hired to find them and eliminate whatever horror befell them.
Nyrazha is forming diplomatic ties in various nations. The PCs hear disquieting rumors of the negotiations between these nations and the woman aspiring to godhood.

Nyrazha, Soul Slayer CR 8
Female dhampir monk (hungry ghost monk, APG 110) 9
LE Medium humanoid (dhampir)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +4
===== Defense =====
AC 26, touch 20, flat-footed 22; (+4 armor, +1 deflection, +1 dodge, +4 Dex, +2 monk, +2 natural, +2 Wis)
hp 62 (9d8+18)
Fort +6, Ref +10, Will +8 (+2 vs. disease, enchantment, and mind-affecting effects)
Defensive Abilities improved evasion, negative energy affinity, resist level drain
Weakness light sensitivity
===== Offense =====
Spd 60 ft.
Melee unarmed +8/+3 (1d10+2 plus 1d6 sonic), unarmed flurry of blows +9/+9/+4/+4 (1d10+2 plus 1d6 sonic)
Special Attacks flurry of blows, steal ki, life funnel, punishing kick (9/day, DC 16, prone)
Spell-Like Abilities (CL 9th)
3/day--detect undead
===== Tactics =====
Before Combat Nyrazha drinks a potion of mage armor and a potion of barkskin.
During Combat Nyrazha’s minions attack anyone with a visible holy symbol. She uses flurry of blows, Punishing Kick, and Vital Strike in melee. She uses life funnel and steal ki as often as possible. She uses Mobility, Catch Off-Guard, and Throw Anything when necessary. She uses the robe of bones to reinforce her undead.
Morale Nyrazha retreats if her hit points fall below half the total and she has no potions of inflict light wounds. She also retreats if more than half her undead minions are turned or destroyed.
Base Statistics AC 19, touch 19, flat-footed 15; (+1 deflection, +4 Dex, +2 monk, +2 Wis)
===== Statistics =====
Str 14, Dex 18, Con 10, Int 10, Wis 14, Cha 10
Base Atk +6/+1; CMB +13; CMD 28
Feats Agile Maneuvers, Catch Off-Guard(B), Dodge, Extra Ki, Improved Unarmed Strike(B), Mobility(B), Punishing Kick(B), Throw Anything(B), Toughness, Vital Strike
Skills Acrobatics +16 (+25 Jump only), Bluff +2, Climb +14, Escape Artist +16, Perception +4, Stealth +16; Racial Modifiers +2 Bluff, +2 Perception
Languages Common
SQ fast movement, high jump, ki pool (8 points, magic), maneuver training, slow fall 40 ft, undead resistance
Combat Gear 5 potions of inflict light wounds, 3 potions of mage armor, potion of barkskin; Other Gear Amulet of Mighty Fists (thundering), ring of protection +1, robe of bones
===== Special Abilities =====
AC Bonus (Ex)
Evasion (Ex)
Fast Movement (Ex)
Flurry of Blows (Ex)
High Jump (Ex)
Improved Evasion (Ex)
Ki Pool (Su)
Life Funnel (Su)
Maneuver Training (Ex)
Resist Level Drain (Ex)
Slow Fall (Ex)
Steal Ki (Ex)
Still Mind (Ex)

RPG Superstar 2011 Top 16 , Star Voter Season 6 aka Shadow-Mask

Tactician (Fighter)
Tacticians are the masterminds of battles, old and new. Melding knowledge of hard fought wars long past with the practical application of his instincts and training, the tactician confounds enemies and aids allies.
Class Skills: Climb, Craft, Handle Animal, Intimidate, Knowledge (History), Knowledge (Engineering), Profession, Ride, Survival, Swim. These replace the standard fighter class skills.
Fear Me (Ex): At 5th level, when an enemy combatant within line of sight of the tactician falls on the battlefield, a tactician may make a Knowledge (history) check versus DC 15 to turn the circumstances to his advantage. On a successful check, the tactician adds a +1 circumstance bonus to an Intimidate check in an effort to demoralize his foe. This check must be made before the end of the tactician’s next turn, or the bonus is lost. The bonus increases by +1 every four levels after 5th. This ability replaces weapon training 1.
Change of Plans (Ex): Beginning at 9th level, when an enemy combatant threatens a critical hit on the tactician or an ally within his line of sight, the tactician may make a Knowledge (history) check versus DC 20 to alter his battle plan. On a successful check, the tactician gains a +1 circumstance bonus to any combat maneuver versus that foe. The combat maneuver must be attempted before the end of the tactician’s next turn, or the bonus is lost. This bonus increases by +1 every four levels beyond 9th. This ability replaces weapon training 2.
Rapid Recall (Ex): At 13th level, a tactician may make a Knowledge (history) check versus DC 25 to counter a combat maneuver targeted at him. On a successful check, the tactician gains a +1 insight bonus to his CMD against that maneuver. Rapid recall must be declared before the CMB results are revealed. This bonus increases by +1 every four levels beyond 13th. This ability replaces weapon training 3.
Intercept (Su): At 17th level, the tactician has thoroughly integrated his knowledge of history and tactics into his combat style. As an immediate action, when a foe attacks an ally adjacent to the tactician, the tactician may make an attack roll to intercept the foe’s weapon. If the tactician wins the opposed roll, he successfully intercepts the attack and negates the damage. In addition, he may immediately attempt to disarm the opponent or sunder his weapon per the combat maneuver rules. If the tactician fails, the foe’s attack is resolved normally. The tactician may only do this if the attacker is within reach of the tactician's weapon and if the tactician has not acted that round. This ability replaces weapon training 4.

RPG Superstar 2011 Top 16 , Star Voter Season 6 aka Shadow-Mask

ItemName Verdant Vine
Aura Faint Transmutation; CL 5th
Slot Wrist; Price 2000 gp; Weight - lbs.
Description
Consisting of a vine with five green berries, a verdant vine is worn tied around the wrist. Once all the berries are used, the vine dries out and becomes useless.

Once per day, the wearer can pinch a berry off the vine. As a standard action, the wearer throws the berry up to 30 feet away. This ranged attack provokes attacks of opportunity. Viciously thorned vines erupt in a 20 foot radius from the point of impact. Bypassing the wearer’s allies, the vines target all others in the area of effect. On a successful attack roll against a target’s AC, vines coil around his legs, and the target is entangled per the entangled condition. Thorns inflict 1d4 points of damage every round the target is entangled. This effect lasts for 2d4+1 rounds. The damage taken reduces the target’s speed by half until healed by magical or mundane means.

A DC 20 Strength check allows the target to break free. Doing so inflicts an extra 3 points of damage. An enemy who enters the area of effect is subject to an attack by the prescient vines, as is an enemy who fails to leave the area of effect once free. If the attack is successful, the target immediately takes the resulting damage and becomes entangled as stated above. The newly entangled character may make the Strength check on his next turn to break free as stated above.
Construction
Requirements Craft Wondrous Item, Entangle, Guidance, Spike Growth; Cost 1000 gp