Since I got the official "this didn't make it" e-mail, I might as well post it here. Here's my android/samsaran mix: the quarlani.
Spoiler:
Quarlani
- Android/Samsaran
When a samsaran dies, they are typically reincarnated into a new samsaran body. However in the harsh lands where androids pull themselves from unknowable places, less and less samsarans are being born. Instead their wayward souls are making their way into android bodies, creating something new entirely. Dubbed quarlani by the elven scholar that found the first of them, this new race is inquisitive almost to a fault, often finding themselves in dangerous situations just to experience them. Many sages speculate that an android's nanites are what draws the samsaran soul to the new body. Exactly how this is done is beyond mortal knowledge now, but there are many quarlani that have made it their life's goal to uncover how it happens.
Quarlani, whose name literally translates to "soul vessel", meld aspects of their parent races. They stand as tall as an average human, with skin that is just barely tinged blue. Their eyes are a metallic black that gleam as though made of an otherwordly material, and a thin, watery red blood runs through their veins. The most telling quarlani trait are their soul circuits: An identical set of circular, silvery tattoos. One on their chest and the other parallel on their back, these tattoos constantly glow faintly, yet flare intensely when the quarlani pulls on the past experiences of her samsaran soul.
Quarlani Racial Traits
+2 Intelligence, +2 Wisdom, -2 Charisma: Quarlani are bright and insightful, but have difficulty connecting to other people.
Medium: Quarlani are Medium creatures and thus receive no bonuses or penalties due to their size.
Android Body: For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), quarlani count as both humanoids and constructs.
Normal Speed: Quarlani have a base speed of 30 feet.
Low-Light Vision: Quarlani can see twice as far as humans in conditions of dim light.
Soul Vessel: Quarlani gain a +2 racial bonus on all saving throws against death-effects, mind-affecting effects, negative energy effects, paralysis, and stun effects.
Emotionally Distant: Quarlani have a hard time understanding the subtle nuances of emotions, and thus take a -2 penalty on all Sense Motive checks.
Past Life Surge: The memories of a quarlani's past lives can be triggered thanks to the nanites coursing through her body. A quarlani chooses two skills. Three times per day as an immediate action, a quarlani can activate these memories, granting a bonus equal to 3 + the quarlani's character level to either of the chosen skills; this ability must be activated before the roll is made. When a quarlani uses this power, her soul circuits glow with light equivalent to that of a torch in illumination for 1 round.
Cypher Magic: A quarlani with an Intelligence score of 11 or higher gain the following spell-like abilities: 1/day—arcane mark, comprehend languages, and read magic. The caster level for these effects is equal to the quarlani's level.
Languages: Quarlani begin play speaking Common and one human langauge. Quarlani with high Intelligence can choose any languages they want (except secret languages, such as Druidic).
Alternate Racial Traits
Golem Hunter: Some quarlani train to combat "unenlightened" members of their host bodies. These quarlani gain a +2 dodge bonus to AC against constructs, and a +1 racial bonus to attack rolls made against constructs. This replaces cypher magic.
Surging Magic (Su): These quarlani use their prior lives' spellcasting prowess to augment their own spells. Choose a number of spells your class can cast equal to 1 + your spellcasting class's key ability score bonus (Intelligence for wizards, and so on). You do not need to be able to cast these spells yet, they must only be on your class spell list. Three times per day as a swift action, you can empower one of these spells, increasing the your caster level by 1 for that spell. When a quarlani uses this power, her soul circuits glow with light equivalent to that of a torch in illumination for a number of rounds equal to the spell level (minimum 1 round). This replaces past life surge.
Yes, the idea is swiped from Minmax's new sword in Goblins, and the name is swiped from a China Mieville novel, but look past all that. Are there any loopholes I'm missing to cover with this artifact?
The Possible Sword has the stats of a nonmagical longsword, save that it cannot be sundered, damaged, nor given the broken condition. When the command word is spoken as a free action, the Possible Sword takes on the properties of whatever the blade is touching. For example, if the blade was touching a +2 flaming warhammer, it would gain the warhammer's +2 bonus to hit and damage and its flaming enchantment. If touched to a headband of mental superiority +2, it would grant its wielder a +2 enhancement bonus to all mental ability scores while drawn. If used with a substance that would normally deal damage on its own, such as alchemist's fire, it adds the extra damage to the base damage of the sword, though it does not have splash damage. If used with a potion, the effects of the potion are applied to the target on a successful hit. If used with a nonmagical substance, the Possible Sword deals damage as a nonmagical sword, though it may bypass certain types of damage reduction. A sword made of water or air still deals damage, while a sword made of fire deals no extra fire damage. The Possible Sword cannot duplicate spell completion nor spell trigger items.
Destruction
The Possible Sword shatters if ever brought into contact with another version of itself.
Caster Level Ability
1st Sickening Touch (Su): You can cause a living creature to become sickened as a melee touch attack. This ability has no effect on creatures of higher level than you or with more HD. This effect lasts one round per caster level. Once a creature has been affected by your sickening strike, he is immune to its effect for 1 day.
2nd Ray of Enfeeblement (Sp): You can cast ray of enfeeblement 1/day per 2 caster levels you possess.
4th Summon Swarm (Sp): You can cast summon swarm (rat swarm only) 1/day.
8th Disease Harbinger (Su): You become immune to ability damage or drain caused by any disease, though you still carry them and suffer any superficial effects (boils, odors, sores, and so on). Also, a number of times per day equal to half your caster level (rounded down), you can imbue a spell that deals hit point damage to be resistant to healing. Any creatures targeted by this ability cannot heal the damage dealt by the augmented spell until they receive either a heal, remove disease, or are treated by a DC 10 + half your caster level + your Charisma modifier Heal check. Once a creature has been affected by this ability, it is immune to its effects for 1 day.
12th Eyebite (Sp): You can cast eyebite 1/day.
16th Regenerate (Sp): You can cast regenerate 1/day.
20th Energy Drain (Sp): You can cast energy drain 1/day.
Aura Moderate Divination; CL 7th
Slot Chest; Price 5000 gp; Weight --
Description
This finely made vest has many slips of paper sticking out of its pockets. The papers seem to have been keeping track of bets placed on pit fights, and most of them are stamped as winners.
While wearing this item, the vest calculates how many times inflict minor wounds would have to be successfully cast in order to disable any living creatures in view, and the wearer can see this number floating above them in a blood tinted haze.
Construction Requirements Craft Wonderous Item, inflict minor wounds, divination; Cost 2500 gp
I thought this was a clean simple useful item, that did something rather unique. I'd like to know what held me back.
Edit: I hope this wasn't axed as a wearer asking for Hit Points in a metagame manner, I viewed this as somebody deciding that since a successful inflict minor wounds always did the same thing it could be a decent unit of measure for stamina. The immediate use that came to mind was looking at this stamina reading and using it to predict winners in pit fights.
If you don't mind a non-judge's opinion; I'm pretty sure the lack of inflict minor wounds would be the major issue here. IMW was replaced with bleed.
Clark, if you could be so kind as to layeth the critique smack down.
Antlered Crown Aura strong conjuration and necromancy; CL 9th
Slot hands; Price 55,300 gp; Weight 2 lbs.
Description
This crown of deer, elk, and caribou antlers is bound with strands of woven ivy. By speaking the command, usually a brief prayer to Erastil, a pair of phantom antlers appears atop the wearer's brow, and also upon the brows of up to eight other creatures within a 30 ft radius of the wearer. For the next nine minutes, whenever the wearer casts a cure spell, the wearer may divide the total number of hit points healed amongst any affected ally within 30 feet. For example, a 3rd level cleric could cast cure moderate wounds while wearing the crown, potentially healing 10 hit points. He could instead heal two affected allies 4 hit points each, while healing himself 2 hit points.
An antlered crown can be activated three times per day.
Construction Requirements Craft Wondrous Item, mass cure light wounds, spectral hand; Cost 27,650 gp
...sonnuvacrap, I typed "hands" instead of "head" for the item slot.
Bonus Spells:
3rd: Undetectable Alignment
5th: Shatter
7th: Stinking Cloud
9th: Spell Immunity
11th: Stoneskin
13th: Wall of Stone
15th: Wall of Iron
17th: Iron Body
19th: Crushing Hand (appears as a giant metal fist)
Bloodline Powers:
1st. Slam (Ex). You have a slam attack that causes 1d4 points of damage + your Strength modifier (1d3 if small) and is treated as magic for the purposes of ignoring damage reduction. At 5th level, the base damage increases to 1d6 (1d4 if small). At 7th level you may use your slam to make iteritive attacks. At 11th level, your slam is treated as adamantine for the purposes of ignoring damage reduction.
3rd. Deny Spells (Su). For a number of rounds per day equal to your sorcerer level, you gain a bonus to your saves against spells and spell-like abilities equal to half your sorcerer level. The rounds do not need to be consecutive. Activating this ability is a free action.
9th. Golem Skin (Ex). You "grow" metal plates over your skin, giving you a bonus to natural armor equal to your Charisma modifier (minimum +0). In addition, you may enchant this armor as if it were normal masterwork armor, though it costs twice as much to do so. This metal plating can be targeted by spells and abilities that affect metal, such as heat metal or by attacks from a rust monster. If destroyed, it regrows at a rate of 1 point of AC per day.
15th. Spell Resistance (Sp). Twice a day, as a standard action, you spell resistance (as the spell) for a number of rounds equal to your sorcerer level. These rounds need not be consecutive.
20th. Construct Perfection. You gain immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects. You also gain 20 bonus hit points based (10 is small).
I'm playing in an SoW adventure and our DM has stated thusly:
Part 1 - Great
Part 2 - Great
Part 3 - Great
Part 4 - Wait, what? The hell is this disjointed sack of encounters? You had an awesome hook and sweet end boss but nothing connecting them! Frak this, I'll re-do the encounters (which he did and it was awesome).
Part 5 - Not bad. Wait... This ties back to him... and that... and all that? Sweet!
Part 6+ - Holy crap, they're reading my mind! This is playing right into what I had planned!
Long of the short of it: Do not just run the Scales of War straight out of the Dungeons. Read them over, do your own modifications as needed, and roll that way. We're level 7 and just about everyone is having a blast. Trust me, stick with it.
I realize that I'm re-donk-ulously late to the party, but congratulations Neil. I'd go into more details on how your entry rocked, but my new data entry job is much busier than I thought. Excellent work!
Hey, at least you only made a few stat block errors. My mistake was hubris.
"I'll impress everyone by using the two most complicated rules in the game at the same time," I said. "Simultaneously getting polymorph and reincarnate to work is surely more important than paying attention to the other 90% of my entry," I said. Now that is a real mistake.
"Everyone at Paizo loves haunts, so if I allude to them in my villain entry, I can flesh them out in my lair. It'll be awesome to be able to use Ssyth'ek even though he's 'dead'..."
Congrats on making the cut Eric. I admit, your Round 2 didn't grab me, but Vashkar did. Unarmed vampire is always awesome, but the rakshasa AND eldritch knight were what really did it for me. Very nicely done and good luck on the next round.
To everyone who voted, whether it was for me or it wasn't, thank you. The same goes to everyone who commented. This was a great experience, and regardless of where I go after this round, this has probably been the best thing I've had the chance to do with the hobby I love. Thanks again Paizo.
While in the real world few people will name their children "Arcanus Necrophage", and rarely would a "villain" give him/herself similarly sinister sounding appellations, we are dealing with fictional characters and stories. "Darth Vader" was not born such, as we all know, and few people would have accepted "Anakin Skywalker, aka Anni, Dark Lord of the Sith" as the villain of those works. In fiction, a subtle name can forshadow a villain, while an obviously villainous name can immediate invoke dread from the reader. Thus, while I doubt any NPC would knowingly travel as "Arcanus Necrophage, friendly shopkeep", I would expect to see "Arcanus Necrophage, Lord of the Undead" as the villain. As was pointed out in some of the judges' comments, one of the items that could help make or break a villain is the name. In the words of Ruby Rod, "It must, pop, Pop, POP!"
Ryth'a
Female lizardfolk abyssal bloodline sorcerer 15
Description: Nearly twenty five years after a rag-tag group of adventurers disrupted and defeated the plans of the would-be demigod Ssyth'ek, the marsh around tiny Quilman's Ferry has become a darker place. Ryth'a, barely four summers old when her father died, escaped the assault by being spirited away by her priestess mother, only to return after the “heroes” had plundered all they could. Intent on revenge and determined to avoid her father's fate, Ryth'a spent many long years honing her sorcerous abilities in the hidden copses of black, dead trees that were once her home. As she grew in power, something else grew along with her: The spirit of Ssyth'ek. Despite being torn asunder by the Abyssal-energies he tried to consume, he remained, though fragmented, haunting the darkened bog.
Motivations/Goals: Vengeance is not all that Ryth'a seeks. She may have plans to drown the hamlet of Quilman's Ferry for their part in killing her father, but in her desire for power, she also plans to submerge all lands beneath the swamp, expanding Ssyth'ek's ghostly influence, and taking back their land from the soft-skins. Ryth'a spends much time with the shattered spirits of her father, learning where he went wrong, and laying plans to overshadow even his great ambitions. A charismatic leader, Ryth'a emphatically believes that she can do more and go farther than Ssyth'ek ever could, armed with both his earthly knowledge and her own considerable power. She knows the isolationism of her father was part of his downfall, and has used her guile and magical abilities to broker alliances with bandits, gnolls of the Sirmium Plain, goblinoids of the Chitterwood, and demonic forces who want nothing more than to see the diabolic nation of Cheliax reduced to chaos.
Schemes/Plots/Adventure Hooks:
Banditry along the River Iseld has become rampant, with the few survivors telling of dark powers aiding the raiders. Evidence points to a gang of tieflings with crocodilian companions working out of Senara as the cause.
Thanks to the efforts of her sycophantic marsh giant companion, Ryth'a has cowed some of the Shaggras ogres to her will and is arming them for an attack on Quilman's Ferry. A lone trapper catches sight of the ogres' camp and alerts the PCs.
Patches of swamp have begun to appear in places where no swamp should be. Although the patches linger for only a few days, those who encounter them report sightings of a deeply disturbing frog-like visage within them.
An oracle has been struck with a vision of wet, murky doom. Sending for the PCs, she begins to foretell of the catastrophe, but is only able to detail vague directions before fetid water fills her lungs, pouring out her mouth and drowning her.
Ryth'a CR 15 [CR 1 {base lizardfolk} + CR 1 {2HD of nonassociated class levels} + CR 13 {13HD of associated class levels}]
NE Medium humanoid (reptilian)
Init +2; Senses Perception +0
===== Defense ===== AC 24, touch 15, flat-footed 22; (+4 armor, +2 deflection, +2 Dex, +5 natural, +1 dodge)
hp 147 (2d8+4 [13] plus 15d6+30 [84] plus 20 [toughness; 2 racial hit dice + 15 sorcerer hit dice + 3 from the feat] plus 30 [bear's endurance])
Fort +10 [+5 sorcerer HD, +2 Con, +1 cloak, +2 bear's endurance], Ref +11 [+3 racial HD, +5 sorcerer HD, +2 Dex, +1 cloak], Will +12 [+9 sorcerer HD, +2 Iron Will, +1 cloak]; +4 vs. poison
Defensive Abilities evasion; DR 10/adamantine (150 points); Resist acid 7, electricity 10
===== Offense ===== Spd 30 ft.
Melee 2 claws +13 [+8 BAB, +2 Str, +1 magic, +2 bull's strength] (1d8+5 [+2 Str, +1 magic, +2 bull's strength] plus 2d6* plus 1d6 fire), bite +7 [+3 BAB, +2 Str, +2 bull's strength] (1d4+2 [+2 Str, +2 bull's strength, /2])
*Ryth'a takes 1d6 points of damage every time she attacks with her claws.
Ranged Ranged touch attack +10
Spells Known (Sorcerer CL 15th)
7th (5/day)--greater teleport, mage's sword, summon monster VII
6th (7/day)--acid fog, chain lightning (DC 23 [+6 spell level, +7 Cha]), greater dispel magic, transformation
5th (7/day)--baleful polymorph (DC 22 [+5 spell level, +7 Cha]), cloudkill (DC 23 [+5 spell level, +7 Cha, +1 feat]), cone of cold (DC 22 [+5 spell level, +7 Cha]), dismissal (DC 23 [+5 spell level, +7 Cha, +1 feat]), feeblemind (DC 22 [+5 spell level, +7 Cha])
4th (7/day, 6 left)--bestow curse (DC 21 [+4 spell level, +7 Cha]), dimension door, enervation (DC 21 [+4 spell level, +7 Cha]), stoneskin, summon monster IV
3rd (8/day)--dispel magic, lightning bolt (DC 20 [+3 spell level, +7 Cha]), rage, ray of exhaustion (DC 20 [+3 spell level, +7 Cha]), slow (DC 20 [+3 spell level, +7 Cha])
2nd (8/day, 6 left)--bear's endurance, bull's strength, eagle's splendor, glitterdust (DC 20 [+2 spell level, +7 Cha, +1 feat]), touch of idiocy
1st (8/day, 7 left)--cause fear (DC 19 [+1 spell level, +7 Cha, +1 feat]), expeditious retreat, mage armor, magic missile, ray of enfeeblement, shocking grasp
0 (6/day)--acid splash, arcane mark, detect magic, mage hand, mending, message, read magic, resistance, touch of fatigue (DC 17 [+7 Cha])
===== Tactics ===== Before Combat If she anticipates combat, Ryth'a casts stoneskin, mage armor, bear's endurance, and bull's strength on herself, in that order. If she has time, she casts bear's endurance on Braxxog.
During Combat If outside her chambers, Ryth'a starts combat by casting acid fog from hiding while her foot-soldiers, using potions of resist energy (acid), attack en-masse. She follows up by focusing on fighter-types with ray of exhaustion, ray of enfeeblement, or baleful polymorph, while reserving feeblemind or bestow curse for spellcasters, heightening them when appropriate.
If caught inside her chambers, she begins combat by casting summon monster IV, summoning two Huge fiendish vipers and orders the snakes to push PCs into the area affected by Ssyth'ek's haunt. She then follows up with chain lightning or mage's sword, reserving greater dispel magic for those bearing obvious magic effects. Depending on how well the fight is going, Ryth'a will attempt to flank with Braxxog in order to grant him sneak attack damage. If reduced to 80 hit points or less however, she will instead summon two fiendish girallons via a summon monster VII spell to aid the marsh giant instead.
Morale While tenacious, Ryth'a does not wish to share her father's fate, and flees using greater teleport (or expeditious retreat if dimensional travel is barred somehow) when reduced to 25 hit points or less.
Base StatisticsAC 20, touch 15, flat-footed 18; (+2 deflection, +2 Dex, +5 natural, +1 dodge); hp 117; Fort +8 [+5 sorcerer HD, +2 Con, +1 cloak]; Melee 2 claws +11 [+8 BAB, +2 Str, +1 magic] (1d8+3 plus 2d6 plus 1d6 fire), bite +5 (1d4+1); Str 14 [8, +2 racial, +4 strength of the abyss]; Con 14 [12, +2 racial]; CMB +10 [+8 BAB, +2 Str]; Swim +11 [2 ranks, +2 Str, +4 racial, +3 trained class skill]
===== Statistics ===== Str 18 [8, +2 racial, +4 strength of the abyss, +2 bull's strength], Dex 14, Con 14 [12, +2 racial, +2 bear's endurance], Int 11 [13, –2 racial], Wis 10, Cha 24 [15, +3 from levels gained, +6 from headband]
Base Atk +8; CMB +12 [+8 BAB, +2 Str, +2 bull's strength]
Feats Abyssal Inheritance, Augment Summoning, Combat Casting, Craft Magic Arms and Armor, Craft Wondrous Item, Empower Spell, Eschew Materials, Heighten Spell, Iron Will, Spell Focus (conjuration), Toughness
Skills Acrobatics +11 [2 ranks, +2 Dex, +4 racial, +3 trained class skill], Bluff +14 [5 ranks, +6 Cha, +3 trained class skill], Intimidate +14 [5 ranks, +6 Cha, +3 trained class skill], Knowledge (arcana) +6 [3 ranks, +3 trained class skill], Knowledge (planes) +6 [3 ranks, +3 trained class skill], Spellcraft +15 [12 ranks, +3 trained class skill] (+4 defensive casting), Swim +13 [2 ranks, +4 Str, +4 racial, +3 trained class skill]
Languages Abyssal, Common, Draconic
SQ added summonings, claws, demon resistances, hold breath, strength of the Abyss
Combat Gear+1 vicious amulet of mighty fists, 3 potions of cure serious wounds; Other Gearheadband of alluring charisma +6, ring of protection +2, cloak of resistance +1, ring of evasion ===== Ecology ===== Environment Temperate marsh
Organization Ryth'a usually has a retinue of four swamp-skimmers (lizardfolk rogue 1/ranger 4), Zatha (lizardfolk cleric 5) and, unless he's been already killed by the PCs, Braxogg (marsh giant rogue 3).
Treasure In addition to her gear, Ryth'a also carries a fire opal and black star sapphire cloak clasp worth 2,600 gp.
Abyssal Inheritance
The power of the Abyss runs fiercer through your veins than others of your kind.
Prerequisite: Sorcerer 1st level, abyssal bloodline.
Benefit: Choose acid, cold, or fire. You gain resistance equal to half your sorcerer level (rounded down, max 10) versus the energy type you chose. Once the energy type has been chosen, it cannot be changed. You also gain Abyssal as an additional spoken language.
In addition, add +1 to the Difficulty Class for all saving throws against any spell you cast that was gained from your bloodline, such as cause fear. This bonus does not stack with Spell Focus.
Special: This feat can only be taken at 1st level.
While my parents where waiting for my happy arival, entirely unaware of my gender, they picked out names for both boys and girl. I discovered in my early twenties that should i have been a girl, my name would have been Victoria. Now this isn't to big a deal, save that my surname is Wenham and that my parents Pet name for me before my birth was 'Beetle'.
I can, sadly, trump that. My full name is Philip Paul Snyder. My folks, unsure of my gender before I was born, planned to name me Amanda Susan if I were a girl. So growing up, my mom would always say "Aren't you glad you're not a girl, instead of being peepee, you'd be an ass!"
What exactly does "Do not list abilities that appear in the Universal Monster Rules (darkvision, grab, incorporeal, rend, and so on)." cover? Are class abilities part of that also? If I made a cleric, do I need to explain the rules of channel energy?
One thing I noticed is that the stat block template has fields for Ecology (Environment, Organization, and Treasure), which aren't included for NPCs ever, only for monster manual style stat blocks. Also, the FAQ specifically says not to include treasure. I assume the Ecology section is a copy-paste error?
I'm very much wondering the same thing. Any official ruling on this?
Or, maybe his parents named him Susan. That could explain a lot about the anger and the renaming and the villainy stuff. In fact, I'd guess that is the case with most of the Mr. Obviously-Evil-Name villains.
If they named him Susan, wouldn't his new name be Mandark?
I also wrote up a pirate villain. One thing I like about the pirate villain concept is its portability--you can drop the ship and pirate into any campaign (except maybe Dark Sun....).
Should there be another - more elite - guildhall for the top 17?
According to conspiracy theorists, the Illuminati didn't build their own temples. They just moved into Masonic temples and hung out with ordinary, non-Illuminati Masons. A secret society within a secret society. So clearly, the Top 16 don't need their own special pad.
Not that we Top 16 have anything to do with the secret societies. And I assure you, there's absolutely no secret significance to the ominous prime number that appeared a few days ago, usurping a role supposedly reserved for a nice, wholesome 16.
Silentium vos fossor! Vos mos prosterno panton per vestri inanis prattling!
Now, I'm not looking for a work around the gold limits, but if your villain has the requisite feats, can we assume that they'd be able to craft their own gear?
If the contestant posts in his or her entry thread during the voting period for any reason other to acknowledge feedback or to encourage people to vote for his or her submission, the contestant will be disqualified.
If PosterX says "Hey, your math is wrong in areas Q, R, and S.", are we allowed to acknowledge and refute those claims, or would that get us disqualified?
I'm glad to see that the contestants can make a brand new villain.
I do have a question for the new rules element. Can the contestants make some other type of ability than the ones listed? I'm thinking a permanent extra power of some sort, from a ritual or special magical effect.
The Round 3 rules give the examples of "a new feat, spell, use of a skill, or magic item," and specifically disallow "prestige classes, templates, or new monsters." Those are the restrictions.
Looks like Ssyth'ek and Gulga are out of the statting then, eh? Oh well, I've got other plans... *insert evil laugh here*
Congrats to everyone who made it and best of luck next time around for those that didn't. I'm off to pass out for a minute before helping the wife strip paint off the stairs/think up an interesting villain's stat block.
Cheers!
*passes out*
Matthew Morris wrote:
Congrats.
In others news, stock of peptobismal dropped at the announcement.
If he only expanded his kingdom by expanding his swamps...
This may yet get a vote from me, I'm still deciding.
That's exactly what I thought when I started reading Ssyth'ek. Last year, use of the terrain around a villain was featured by some of the best entries. A magically imposed, apocalyptic winter in the middle of a jungle. An oasys protected by magic and surrounded by a sand storm.
My villain entry this year would have featured teleporting fiendish mammoths (closely related to the terrain in that they were being smugled through a forest to surround a certain crusading country) or a druid who steals oases and moves them to her private haven, leaving people to die in the desert. Something similar would be awesome here. A swamp that expands, with dire and fiendish swamps things growing at phenomenal rate and moving outwards with the marsh. Trade is disrupted, civilization feels threatened. Whatever magic Ssyth'ek uses to expand the marsh gets smuggles down river to the middle of the delta and surrounding the coutryside.
Ssyth'ek may not be a complete villain, but he's an evocative image and might have enough going for him to get my vote. Good luck to you if you advance.
So much I want to say but cannot due to contest stuff. I'll fully respond, if I can, after the voting ends.
But the raccoons negate all that. You get my vote.
But you haven't heard mine yet! I plan on using the dire animal template from the Book of Templates in conjunction with the manimal template from Green Ronin's Advanced Bestiary to make R'kket Raccoon, a completely original character I came up with. And he'll be statted using my thaumaturge conversion from Erik Mona's Book of Fiends.
If the contestant posts in his or her entry thread during the voting period for any reason other to acknowledge feedback or to encourage people to vote for his or her submission, the contestant will be disqualified
So let me just reinterate.
"A vote for Bricius is a vote for . . . FREE BEER!!"
I'll have everyone know that the beer Bricius is handing out is flat and tastes like forest dirt. Fine for a druid, but for those of you who have a more discerning taste, try some of Ssyth'ek's demon-infused sherry. It's good to the last hit die! :D
Ok, I may get disqualified for this, but I feel I have to weigh in...
Ssyth'ek calls his sacrifices using Demono's. They're pretty good about it too, getting it there within 30 minutes or the material component cost is free...
Spoiler:
This is clearly in jest, and I hope has no bearing on actual voting. After the votes are tallied I may be able to fully explain how Ssyth'ek does it.