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So when I was brainstorming ideas for a new homebrew campaign, I was trying to think of a great starting villain that would require some social, combat and exploration encounters. Upon considering it for a substantial amount of time, I decided that a Hag might be a good way to go.

Now that I've decided on what creature would be a good starting villain for the low-level party (I'm thinking this small arc could be levels 1-5), I was hoping to pry peoples minds on small hooks and combat encounters before they realise there's an actual hag causing the chaos.

I'm trying to decide between a Sea, or a Green Hag. Green Hags rely on trickery and some forms of deception, so I figured that would be a good way to make the players guess which individual in town is the hag causing trouble. But I also like the idea of a hag recruiting monsters/wildlife and causing damage to the town/village, to spread discord, pain, and fear. E.g. Kobolds, Goblins etc.

A Sea Hag, on the other hand (because my campaign is lightly based on bunches of islands and every island has about 3-4 cities, villages etc) may be a better option because they could create chaos by appearing as a person washed ashore, or appear as a mermaid to attract non-suspecting sailors, causing shipwrecks, and hurting individuals that are trying to seek out nearby help. Possibly recruiting some aquatic creatures like the Sahuagin?

I don't know, if anybody out there can give me any more ideas on what I could do to build a small arc around a Hag (whether it be a Sea or Green one). I think they're a great villain, I just need some ideas to 1. decide which one I'm going with, and 2. further challenge the players both mentally, and their characters physically. Ooh, and whilst I have your attention, any particular ideas of an environmental challenge for their lairs will be also greatly appreciated :)


So I am running a Homebrew game, and I have reached a creators block.

So eventually the party of up and coming heroes, will eradicate a Succubus demon from the city of Riverton, due to it destroying the city through politics. After they do that (depends how long it takes for them to achieve that) the river that courses through the city starts to blacken, hopefully giving the party incentive to investigate what is causing the issue upstream.

I am thinking of a creature that is polluting an area or simply the water upstream. Potentially making a nest/lair? Except I can't really think of a creature that w/could do that. Any ideas or suggestions?

Thanks in advance :)


I have a question regarding the Magic Item - Ring of Spell Knowledge.

I understand how 1 can teach a spell to that ring in order to always have access to that spell.

When using that ring to cast that particular spell would you have to cast it from your own spell slot? Or does the ring come with a spell slot so you can use it?

I personally see it as, the ring simply just allows the Bard or Sorcerer to ADD a spell to their list, as opposed to ADDING a spell and ADDING a slot.

Thank you all in advance.
Skyhler :)


So, I am thinking of throwing a Kyton at my party that I'm Gamemastering for, and there's just a few things about the Kyton that I need clarification on. Please be aware that I'm still very green with Pathfinder, so please don't be annoyed at my inexperience, and lack of knowledge.

My first question is regarding the Kytons attack. "Melee 4 chains +11 (2d4+2)". Does this mean that the Kyton can use the 4 chains to attack as a Standard Action? Or would it have to make a Full Attack Action to do so?

My second question is regarding the Kytons ability called "Dancing Chains" This is it's description (it's a long one):

"A kyton can control up to four chains within 20 feet as a standard action, making the chains dance or move as it wishes. In addition, a kyton can increase these chains' length by up to 15 feet and cause them to sprout razor-edged barbs. These chains attack as effectively as the kyton itself. If a chain is in another creature's possession, the creature can attempt a DC 15 Will save to break the kyton's power over that chain. If the save is successful, the kyton cannot attempt to control that particular chain again for 24 hours or until the chain leaves the creature's possession. A kyton can climb chains it controls at its normal speed without making Climb checks. The save DC is Charisma-based."

Does this mean if chains are lying around, or anywhere near the Kyton, can it use these chains as an additional 4 to attack with? Can it extend it's own chains (that have 10ft reach) to 15 ft? If it does gain control of chains, does it control the chain like the spell "Telekinesis"? How does the spell work game mechanic wise aside from what's explained?

Thanks to those in advance for answering this question, I understand it's a lot to read, and I'm incredibly grateful for those that have taken the time to answer :).

Thanks again
Skyhler