Trumpet Blower

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Contributor, RPG Superstar 2012 Top 16. Organized Play Member. 55 posts (71 including aliases). No reviews. 1 list. No wishlists. 2 Organized Play characters. 1 alias.



Contributor, RPG Superstar 2012 Top 16 aka MythMage

Anzu CR 7
XP 3,200
CE Large magical beast
Init +2; Senses darkvision 60 ft., low-light vision; Perception +14
Aura whispers of false promise (30 ft., DC 19)

----- Defense -----
AC 20, touch 11, flat-footed 18 (+2 Dex, +9 natural, -1 size)
hp 84 (9d10+36)
Fort +10, Ref +8, Will +7
Resist electricity 10, sonic 10

----- Offense -----
Speed 40 ft., fly 40 ft. (moderate)
Melee 2 bites +12 (1d8+4 and devour hope), 2 claws +12 (1d6+4)
Space 10 ft.; Reach 5 ft.
Special Attacks devour hope, howl of despair, rend (2 bites, 1d8+6)
Spell-Like Abilities (CL 6th; concentration +10)
At will—detect thoughts (DC 15), gust of wind (DC 15)
1/day—malicious spite (DC 17), reckless infatuation (DC 16), suggestion (DC 16)

----- Statistics -----
Str 19, Dex 15, Con 18, Int 16, Wis 15, Cha 18
Base Atk +9; CMB +14; CMD 27
Feats Ability Focus (whispers of false promise), Diehard, Endurance, Iron Will
Skills Bluff +12, Diplomacy +12, Fly +14, Perception +14, Stealth +14; Racial Modifiers +4 Stealth
Languages Aklo, Common, Gnome
SQ change shape (human, alter self)

----- Ecology -----
Environment any plains
Organization solitary or pair
Treasure standard

----- Special Abilities -----
Devour Hope (Su) Whenever an anzu hits with a bite attack, it can feed on the emotional strength of its victim, gaining 5 temporary hit points and suppressing for 1 round all effects currently granting him a morale bonus unless he succeeds on a Will save (DC 17). If the victim has no such effects, the anzu does not gain hit points and the victim is instead shaken for 1 round on a failed save. The save DC is Charisma-based.

Howl of Despair (Su) As a standard action every 1d4 rounds, the anzu can give voice to an ear-splitting howl laced with pure doubt and regret. All creatures within a 30-ft. cone suffer 4d6 sonic damage and must attempt a Will save (DC 17). Those that fail the save are shaken for 1 minute. The save DC is Charisma-based.

Whispers of False Promise (Su) When any creature approaches within 30 feet of an anzu, barely-audible whispers of reckless encouragement crowd the edges of their thoughts. Those that fail a Will save (DC 19) are affected as if by delusional pride. Once a creature saves against this ability, he is immune to that anzu's whispers of false promise for 24 hours. Whenever a victim succumbs to a fear effect while suffering from this pride, the mingling of contradictory emotions renders him confused for 1 round. The save DC is Charisma-based and includes a +2 bonus from Ability Focus.

An anzu has a catlike body with striped purple scales and wings with brittle-seeming feathers that shine like melting glass. It has two eagle-like heads with violet eyes that seem to stare hungrily into one's heart.

Said to be the misbegotten spawn of Imbrex and another, bird-like Eldest, anzus are creatures of conflict and tension. These capricious beasts delight in the flesh of a mortal who has experienced an extreme range of emotions just before death, savoring the entwined taste of triumph cut short by despair, fear laced with hope, or shame mixed with pride. The longer and more intense the mixing, the richer the flavor. An anzu may collect useful and life-saving magic items, hide them in old ruins among difficult but surmountable hazards, and reveal the location to desperate mortals just when all hope seems lost. Then, once the pain and relief has been fully felt, the anzu inevitably returns in its true form to feast on the unsuspecting prey.

Contributor, RPG Superstar 2012 Top 16 aka MythMage

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Dreamstitchers
Alignment: CE
Headquarters: Dreamspun Bower, Court of Ether, the Darklands
Leaders: Sister Griselda
Structure: Smuggling ring
Scope: Regional
Resources: Magic items worth nearly one million gold pieces total, easily blackmailed clients, and spell-warded hideouts in backwoods and slums of much of Avistan and Garund

From refined pipe pesh to crystalline stolen dreams to happy memories distilled into sweet ambrosia, the Dreamstitchers trade in pleasures of many sorts. These witches, bards, and rogues collect their wares among the desperate and offer them to whomever can pay the price in treasure, memories, or favors of increasingly dubious morality. Many members claim to deliver their customers from the joyless constraints of "civilized" society into steady bliss, carefully hiding the origin of their esoteric magic among vile hags. Generally, they use bribery, blackmail, memory erasure, and threats of assassination to coerce officials and adventurers into staying out of the way.
Structure and Leadership
The first Dreamstitcher, a hag known as Sister Griselda, began with two witch apprentices, teaching them all she knew of manipulating dreams. They, in turn, gave Griselda the choicest treasures they could steal with her teachings and sold much more on the black market. Eventually, they moved on to recruit more shadowy allies. Over the past four centuries, they have spun an ever-widening web of mistresses and apprentices and criminal associates across the Inner Sea. Only the leaders know of activities beyond their immediate circle, preventing turncoat members from doing much damage to the Dreamstitchers as a whole.
Goals
Although most Dreamstitchers present themselves as enlightened agents of happiness, only a few of the most gullible and idealistic initiates believe it. Most merely use this philosophy as a way to lure in rich and influential customers. A small circle of Dreamstitchers needs only to hook a few high-profile targets on their addictive wares to nearly control a locale. Currently, Griselda is focused on getting key officials of Andoran in her pocket in order to destabilize the nation much like its revolution-torn neighbor Galt, making ever more customers desperate for an escape from reality’s woes.
Public Perception
Most people find the Dreamstitchers' dealings to be obviously shady in character, if an effective form of dalliance for those with discretion or little shame. However, those who feel oppressed by society's expectations sometimes wish so strongly for their promise of unfettered happiness to be true that they believe it regardless of common opinion.

Contributor, RPG Superstar 2012 Top 16 aka MythMage

1 person marked this as a favorite.

Clockwork Conscience
Aura moderate enchantment; CL 10th
Slot neck; Price 22,000 gp; Weight
Description
This pendant of remarkably fine mithral appears to be a glistening clockwork hornet hanging from a thin chain. If the owner becomes stunned or dazed while the hornet is worn against her skin, this item buzzes to life instantly and stings her within a split second. The painful sting deals no damage, but magically shocks her back to her senses at the beginning of her initiative count, reducing the stunned or dazed condition to staggered and thereby allowing her to act that round.

In addition, if the owner is compelled to directly harm herself or her allies by a mind-affecting effect, the hornet also stings, but its magical effect is reversed. When stung in this way, the wearer must attempt a Will save (DC 18) or be dazed for 1 round instead of acting.

The clockwork conscience can sting only once per day.
Construction
Requirements Craft Wondrous Item, daze monster, heroic finale or heal; Cost 11,000 gp

Contributor, RPG Superstar 2012 Top 16

Dicefreaks D20 Community is proud to present the first PDF release of Songs of the Sidhe, our collection of material relating to Faerie, the realm of the fey courts, giant kingdoms, and other mysterious beings. This chapter features setting, ecology, culture, power groups, and gamemastering advice for using this otherworldly place. The file is available via the following link:

Songs of the Sidhe: Into the Otherworld (PDF)

Please feel free to share your thoughts and questions here or at Dicefreaks. Feedback is always appreciated. :) Songs of the Sidhe is a collaborative project always open to fresh perspectives. If you find this chapter intriguing enough that you would like to help out on a future chapter, feel free to say so and we can discuss details.

Contributor, RPG Superstar 2012 Top 16

I noticed that none of the staffs in the PRD seem to have prices including any costly material components or foci for spells such as true seeing or legend lore, yet the rules for crafting staffs indicates that they should. Which is right, the prices or the staff crafting rules?