Fey Friend

Sadnerd's page

Organized Play Member. 45 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.




Howdy! It’s been a long time since I’ve posted on here. All of my P1 books are in storage at the moment, so I can’t go through my collection at the moment. To the point, I remember reading that there is an alternate prestige class for the Arcane Archer that cast divine spells and can imbue cure spells and deliver them to allies to their allies. If anybody knows what I’m talking about that would be so appreciated!


I just wanted to share some art I got commissioned for my sister's character for our Rise of the Runelords adventure.

She played a changeling enchantress student from the acadamae.

https://t.co/PLiHy496Ps

I linked the artist too! He's pretty great if you guys are looking for some character art.


What's going to happen to the Alara'hai once their Runelord master is defeated. Do they revert back to a +2 weapon or stay at full power?


My PC's were combating the gold dragon Parnoneryx, when they were almost all were disabled by his strength draining breath attack. We have a very liue strength team (winter witch, goblin swashbuckler, range inquisitor), only the cleric was able to make it out unscathed but in her panic to end the battle she used destruction. Parnoneryx was still suffering from an evil eye affect so he failed and died instantly. It wasn't until after the literal dust cleared that she realized her mistake.

I'm not quite sure where to go after this. They're thinking about buying a scroll of true resurrection and fighting him somewhere contained. Do you folks have any interesting suggestions on what to do?


My PC's for HV are currently in Egorian for Ch. 4of the adventure, and I'm trying to set up varies roleplaying encounters for all of them. One of them (a dhampir cleric of Urgathoa) will be having her vampire father (envoy from the Nidalese court) throw a banquet for her in celebration of her accomplishments.

I'm wondering if you lovely folks had any suggestions on meals and or events that can take place over the course of the meal. I was thinking of making it a big rp event like the one on Vyre for HR. With it culminating just before sunrise. Like a festival of gluttony, but I need some help with specifically gruesome meals and activities to participate in. I am very open to ideas, and since I was hoping to do this as a Halloween special the spookier the better!!!


Basically what the question is asking. My pc's in RotR just found one of the Seven Swords of Sin and they're wondering if it's against her code to use the artifact to fight with. She's comfortable that she can pass the will save to avoid being dominated but she's not sure if Iomedae is cool with it since the sword us evil.


One of my PC's in our RotR campaign is playing a changeling enchantress/enchanting courtesan who is very potent at casting enchantment spells. The encounter ending threat is isn't a big deal since my group likes circumventing encounters without combat. My question is when she has a creature charmed/dominated how much information can she pull out of them? I know charmed just makes them friendly, but does a dominated target retain enough of itself to share information it normally knows?

We're about to start Sins of the Saviors and her save DC's are nearing 30. So I'm just trying to figure out how much to share with her once she's enslaved all of Runeforge.


So my RotR PC's just finished Fortress of the Stone Giants and I'd like to take some time away from the adventure to do some character development. I have a pretty good hook idea for the our cleric and paladin, both worshipers of Iomedea.

They're back story is that they were both in the Chelish navy but the cleric discovered a secret that House Thrune would prefer be destroyed and forgotten so she ran to Varisia. The Paladin chased after her for deserting her position but when they met up they both agreed that gaining strength and returning to expose this secret would help the greater good. so they both devoted themselves to the Inheritor and have been in hiding until they were unexpectedly thrust in the events of RotR. Know that their names are know Cheliax has sent a bounty with the Order of the Nail Hellknights to collect them and return them to Cheliax.

I'm really seeing if you folks could help me come up with a way for them to overcome this obstacle. They both, along with the rest of the party, have decided to face whatever comes at them. But I'm kinda worried how would they possibly win against a Hellknight order and the ire of Thrune while still keeping them interested in finishing the campaign?


Just a simple question. I want to have my PC's from our ongoing Rise of the Runelords adventure read through this book to get better immersed in the Varisia and Thassilon flavor, and give them an in game reward for it. But I don't remember if there were spoilers directly tied to RotR. 3 of the 5 players have already played through the adventure but the other 2 Are completely new so I don't wanna give away too much. If anybody can remember that be super helpful :)


Heart of Yog-Sothoth
Aura: strong conjuration CL 11th
Slot neck; Price 15,750
Description
This black ball of slime attaches around the wearers neck appearing as a pulsating choker. Once per day as a swift action the wearer can command the Heart of Yog-Sothoth to expand into a writhing cocoon of stringy black webs that surround the wearer in a 5 ft radius. For 11 rounds the web provides cover and protection from swarms size fine and smaller. Due to its stationary nature the wearer can not move while protected and still provokes attacks of opportunity when casting spells, but can still target creatures outside the web with no loss of line of sight as the web morphs to allow its user to fight from within. The web can be destroyed, it has hardness 10 and 55 hp. After brought to 0 up it retracts to the user and stays dormant for 24 hours.
Construction Requirements
Cost: 7875 Requirements: Crafty Wondrous Items, quickened web shelter

I just wanted you forum veterans to weigh in on my creation and how I can make it more balanced. This is my first try at magic item creation so feedback is appreciated. I subtract some from the gp cost because of it not being able to move and that it can be destroyed.


Heart of Yog-Sothoth
Aura: strong conjuration CL 11th
Slot neck; Price 15,750
Description
This black ball of slime attaches around the wearers neck appearing as a pulsating choker. Once per day as a swift action the wearer can command the Heart of Yog-Sothoth to expand into a writhing cocoon of stringy black webs that surround the wearer in a 5 ft radius. For 11 rounds the web provides cover and protection from swarms size fine and smaller. Due to its stationary nature the wearer can not move while protected and still provokes attacks of opportunity when casting spells, but can still target creatures outside the web with no loss of line of sight as the web morphs to allow its user to fight from within. The web can be destroyed, it has hardness 10 and 55 hp.
Construction Requirements
Cost: 7875 Requirements: Crafty Wondrous Items, quickened web shelter

I just wanted you forum veterans to weigh in on my creation and how I can make it more balanced. This is my first try at magic item creation so feedback is appreciated.


Heart of Yog-Sothoth
Aura: strong conjuration CL 11th
Slot neck; Price 15,750
Description
This black ball of slime attaches around the wearers neck appearing as a pulsating choker. Once per day as a swift action the wearer can command the Heart of Yog-Sothoth to expand into a writhing cocoon of stringy black webs that surround the wearer in a 5 ft radius. For 11 rounds the web provides cover and protection from swarms size fine and smaller. Due to its stationary nature the wearer can not move while protected and still provokes attacks of opportunity when casting spells, but can still target creatures outside the web with no loss of line of sight as the web morphs to allow its user to fight from within. The web can be destroyed, it has hardness 10 and 55 hp.
Construction Requirements
Cost: 7875 Requirements: Crafty Wondrous Items, quickened web shelter

I just wanted you forum veterans to weigh in on my creation and how I can make it more balanced. This is my first try at magic item creation so feedback is appreciated.


this is my first time posting to this thread so I was just hoping for some feedback on my monster choice. I just used the pre-made templates to create this monstrosity but I'm hoping it's not too over/underwheling. I haven't modified his skills because I don't think they'll come into play really besides bluff and stealth.
The encounter is going to take place in the Kingmaker AP on Candlmere Island for some hopefully added spookiness. The monster is going to be harassing the PC's and it's villagers via it's night terror abilities. I just don't want the party to show up and get wiped or the contrary to happen. They're transplants from previous adventures so they started off higher in level then the adventure. They consist of bloodrager, UC summoner, cleric, and kineticist all level 10.

Devourer of Dreams CR 12
giant half-fiend nightmare lord will-o-wisp
CE Large outsider (air, evil, native)
Init +15; Senses darkvision 120 ft.; Perception +19
Aura fear (DC 21) 60 ft., frightful presence 30 ft.
DEFENSE
AC 32, touch 26, flat-footed 20; (+5 deflection, +11 Dex, +1 dodge, +6 natural, -1 size)
hp 94 (9d8+54) regeneration 5 (good)
Fort +9, Ref +14, Will +12; +4 illusions, +2 against good
Defensive Abilities feign death (DC 21), natural invisibility; Immune acid, cold, electricity, magic, poison Resist fire 10 DR 5/ magic, good or silver
Weakness fear of the radiant
OFFENSE
Speed fly 50 ft. (perfect)
Melee 4 tentacles +15 touch (3d8 electricity plus 3d8 cold)
Special Attacks smite good 1/day, dream slave
Spell-like Abilities (CL 9th; concentration +16)
3/day – darkness, deep slumber (DC 20), detect thoughts (DC19), dream (DC 26), invisibility, nightmare (DC 26) plane shift, poison (DC 21), shadow walk, suggestion (DC 20)
1/day – contagion (DC21), desecrate, feeblemind (DC22), modify memory (DC 23), shadow conjuration (DC 21), shadow evocation (DC 22), shadow walk, unholy blight (DC 21)
STATISTICS
Str 15, Dex 33, Con 22, Int 21, Wis 20, Cha 24
Base Atk +6; CMB +10; CMD 35
Feats Alertness, Blind-Fight, Dodge, Improved Initiative, Weapon Finesse
Skills Acrobatics +23, Bluff +16, Escape Artist +21, Fly +31, Perception+19, Stealth +23
Languages Abyssal, Aklo, Common, Infernal
SQ feed on fear
SPECIAL ABILITIES

Fear of the Radiant (Ex)
Spells with the good or light descriptor bypass the Devourer of Dreams’ immunity to magic. If a spell with either descriptor is cast by a good aligned devine speelcaster of a good aligned deity, the Devourer of Dreams takes a -5 penalty to saving throws per descriptor. If the Devourer of Dreams fails its saving throw it loses access to its damage reduction, deflection bonus ,fast healing, and fear aura for 1d4 rounds.

Feed on Fear (Su)
Any time a will-o'-wisp is within 15 feet of a dying creature or creature subject to a fear effect, it gains fast healing 5.

Immunity to Magic (Ex)
Will-o'-wisps are immune to all spells and spell-like abilities that allow spell resistance, except magic missile and maze.

Natural Invisibility (Ex)
Will-o'-wisps have the ability to extinguish their natural glow as a move action, effectively becoming invisible, as per the spell.
isible, as per the spell.


If I have a character that is currently possessing an enemy via the psychic spell and then cast instigate psychic duel on another enemy what happens to the enemy being possessed? Do they continue to not be in control of their bodies or do they regain control? Or can the original caster maintain control, keeping the AC of its current body for the duel, and temporarily taking two enemies out of combat?