I made Sammad, the ifrit envoy. Gonna just post his stuff here, I'll make an alias if he gets accepted. Crunch:
Corporate Agent LN Medium outsider (native) Burning Archipelago Init +6; Senses darkvision 60 ft.; Perception +0 --------------- DEFENSE --------------- EAC 13 KAC 14 AC VS. Combat Maneuvers 22 Health Stamina Points 6, Hit Points 10, Resolve Points 4 Fort +0, Ref +4, Will +2 Resistances fire 5 --------------- OFFENSE --------------- Base Attack Bonus +0 Speed 30 ft. Melee tactical baton +0 (1d4 B) Ranged subzero hail pistol +2 (1d6 C & P; critical bleed 1d4) or smoke grenade +2 (smoke cloud 1 minute; 20 ft.) Offensive Abilities fire affinity Spell-Like Abilities (CL 1st) 1/day-overheat (DC 15) --------------- STATISTICS --------------- Str 10, Dex 14 (+2 racial), Con 10, Int 12, Wis 10 (-2 racial), Cha 17 (+2 racial, +1 theme) Feats Improved Initiative Skills Acrobatics +6, Bluff +8, Computers +5, Culture +5, Diplomacy +9, Intimidate +8, Medicine +5, Sense Motive +4, Sleight of Hand +6; Armor Check Penalty Languages Aballonian, Common, Ignan, Vercite Other Abilities envoy improvisation (not in the face), expertise (1d6), skill expertise (Diplomacy) Equipment second skin armor, subzero hail pistol, tactical baton, smoke grenade 1 (2), datapad, mk 1 serum of healing (2), hygiene kit, Al-Fayir Cooperative uniform (5), 2 standard batteries, credstick with 37 credits --------------- SPECIAL ABILITIES --------------- Fire Affinity Ifrits have an instinctive affinity for fire, subtly bending it to their will. Once per day, an ifrit making an attack that deals fire damage can roll a single attack roll twice and use the higher result. Theme Knowledge When attempting a Profession or Culture check to recall knowledge about corporations and their executives, reduce the DC by 5. Expertise At 1st level, when attempting a Sense Motive check, you can roll 1d6 (your expertise die) and add the result of the roll to your check as an insight bonus. You can use this and other expertise abilities as long as you have at least 1 Resolve Point remaining. Skill Expertise At 1st level and every 4 levels thereafter, you can use expertise with one additional class skill. You must have at least 1 rank in a skill to select it, and it must come from the following list: Bluff (Cha), Computers (Int), Culture (Int), Diplomacy (Cha), Disguise (Cha), Engineering (Int), Intimidate (Cha), and Medicine (Int).
Background:
The Al-Fayir Cooperative has had a long presence in the Pact Worlds, having maintained trade with the Burning Archipelago since shortly after it was first settled. The efreet and salamanders who jointly run the clan know that their own kind have less than favorable reputations, and so they have maintained a practice of spawning ifrit to be their emissaries among humanoids. Though the Al-Fayirs pride themselves as an inter-species cooperative, it has always been known that the efreet pull the strings while the salamanders and their descendants do the busy work, such as manufacturing the arms that the clan sells. And while the families present a unified front to outsiders, among themselves they jockey and scramble for superiority, with the salamanders forever looking for chances to elevate themselves in the efreet's eyes. Sammad was born on Fireside, trained from practically infancy to work on behalf of his clan of salamander arms-smiths. Found to have little physical aptitude or mental skill for manufacturing, his family turned him over to efreet relatives, who subsequently discovered that he could make a useful emissary. He accompanied and assisted on business across the system, particularly on Aballon and Apostae. His natural charisma has been honed, and he prides himself on his skill at negotiating. The Al-Fayirs, ever practical, have also trained him in medicine, computers, and self-defense for those situations where his skills come up short. Sammad became involved with the Deep Cultures Institute after attending one of their public presentations, and brought them to the attention of his superiors in the Cooperative. The Cooperative saw potential in the Institute's work, figuring that they could fund their research and in exchange access new markets-or sell weapons if the Institute made contact with a hostile culture. As part of this arrangement, Sammad was tasked with overseeing the Insitute's work and advocating on behalf of his family. As his first official 'family business', Sammad is determined to succeed and prove himself. Personality:
Sammad is easygoing almost to a fault, trained to keep himself calm and collected at all times. He trusts in the training his family has given him, knowing that he maintains contingencies for almost all situations. He is a natural peacemaker, who tries to maintain group cohesion above all else. He has an ambitious streak, determined to show that his superior's confidence was not misplaced and that he is the equal of his 'cousins', the efreet and their get. His work among the Al-Fayir has placed him in proximity to certain...unsavory things, but he feels that as long as laws are followed then his actions and the Cooperative are above criticism. He tends to be practical but exorbitant, spending much on essentials even if he could get away with less. Description:
Sammad stands 6'0" and is slim of build. He has dark orange skin, with charcoal freckles and lips. His eyes are solid yellow, and he has no hair, instead bearing charcoal scales on his scalp. He also has similar scales on his elbows, forearms, and knees, though these are larger and pointier. His hands and toes bear bright orange nails, which are sharp but not able to be used as weapons, and his teeth are also pointed. He keeps himself well-groomed, His clothes are usually Al-Fayir Cooperative uniforms, consisting of fine suits in various combinations of black, red, and white and always marked with the Cooperative's logo. He always accents these with a black and red turban around his head, with a matching tie. He wears one ring, which bears his clan's insignia. Additional stuff: What's your experience with PbP and/or Starfinder? I've only been in a couple of Pbp's, one Iron Gods game and more recently a homebrew. Sadly both ended quite early due to circumstances with the GMs. I've not played Starfinder, but I've owned the CRB since it came out and have most of the other rulebooks except for the AP volumes. I have a pretty good handle on the rules, save for starship combat since I've never done that. If you've played PbP before, link me two gameplay posts you've made that you're proud of or think are you playing at your best. If you haven't played PbP before, find me one or two gameplay posts by someone else here on the forums and tell me what you like about them. My character in the homebrew managing to majorly intimidate some kobolds My character agreeing to go searching, in Iron Gods. Do you agree to keep up with the 1+ posts per day described above, and acknowledge that if you can't maintain that you'll be replaced? I can do that. If you have vacation or other reasons to be away for a while, I'll want to bot you. Are you OK with being botted? Perfectly fine with that. Anything else I should know about you or your character? Not at the moment.
Finished up my submission! Manny, the occultist/fighter Pathfinder. crunch:
Manossa 'Manny' Verne
Male half-orc gestalt 1 / fighter (lore warden) 1 / occultist 1 Favored Class: Occultist Favored Class Bonus: Deal an additional 1/2 point of damage with focus powers. N Medium humanoid (human, orc) Init +2; Senses darkvision 60 ft.; Perception +4 --------------- DEFENSE --------------- AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex) hp 11 (1d10+1) Fort +3, Ref +2, Will +3 Defensive Abilities ferocity --------------- OFFENSE --------------- Speed 30 ft. Melee handaxe +0 (1d6/x3) Ranged shortbow +2 (1d6/x3) Implement Schools Conjuration (bowl of the spheres, 3 points)-Resonant casting focus; Focus servitor Evocation (distressed wand, 4 points)-Resonant intense focus; Focus energy ray (1d6), shape mastery Occultist Spells Known (CL 1st; concentration +5) 1st (2/day)-burning hands, cure light wounds 0-create water, dancing lights --------------- STATISTICS --------------- Str 10, Dex 14, Con 13, Int 18 (+2 racial), Wis 10, Cha 12 Base Atk +1; CMB +1; CMD 13 Feats Extra Mental Focus, Point-Blank Shot Skills *Appraise +8, Diplomacy +5, Disable Device +6, Knowledge (arcana) +10, Knowledge (dungeoneering) +8, *Knowledge (history) +8, Knowledge (planes) +8, Knowledge (religion) +8, Perception +4, Spellcraft +8, Survival +4, Use Magic Device +5; Armor Check Penalty *background skill Traits Campaign: Methodical Mind; Combat: Helpful; Religion: Arcane Depth Languages Common, Draconic, Giant, Gnoll, Goblin, Orc SQ implements 2, mental focus (7) Combat Gear acid (2); Other Gear bowl of the spheres, distressed wand, handaxe, shortbow with 20 arrows, studded leather armor, masterwork backpack, compass, wooden holy symbol of Nethys, ink, inkpen, journal, trail rations (4), waterskin, 10 gp 9 sp special abilities:
Weapon and Armor Proficiencies: Manny is proficient in all simple and martial weapons, light armor, medium armor, and shields (except tower shields). Scholastic (Ex): A lore warden gains 2 additional skill ranks each level. These ranks must be spent on Intelligence-based skills. All Craft and Knowledge skills are class skills for lore wardens, as are Linguistics and Spellcraft. Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.” Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level. Spells: An occultist casts psychic spells drawn from the occultist spell list, limited by the implement groups he knows. He can cast any spell he knows without preparing it ahead of time. Every occultist spell has an implement component (see Implements on page 47). To learn or cast a spell, an occultist must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an occultist’s spell equals 10 + the spell level + the occultist’s Intelligence modifier. An occultist can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 1–6: Occultist. In addition, he gains bonus spells per day if he has a high Intelligence score (see Table 1–3 on page 17 of the Pathfinder RPG Core Rulebook). The occultist’s selection of spells is limited. For each implement school he learns to use, he can add one spell of each level he can cast to his list of spells known, chosen from that school’s spell list. If he selects the same implement school multiple times, he adds one spell of each level from that school’s list for each time he has selected that school. When the occultist learns to cast a new level of spells, he immediately adds one spell of that level to his list of spells known from each implement school he knows (plus any extra spells from schools he has selected multiple times). At 5th level and every 3 occultist levels thereafter (8th, 11th, and so on), an occultist can choose to learn a new spell in place of one he already knows. In effect, the occultist loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level occultist spell the occultist can cast. The spell learned must come from the same list of spells provided by the implement school of the spell lost. An occultist can swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for that level. An occultist need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level. Focus Powers (Su): At 1st level, an occultist learns the base focus power from both of his two implement schools (see Implements below) and can select one more focus power from the list of those available to him through those schools. Whenever the occultist learns a new implement school, he gains the base power of that school. In addition, at 3rd level and every 2 levels thereafter, he learns a new focus power selected from the options granted by all of the implement schools he knows. The occultist can use focus powers only by expending mental focus (see Mental Focus on page 48). Unless otherwise noted, the DC for any saving throw against a focus power equals 10 + 1/2 the occultist’s level + the occultist’s Intelligence modifier. The occultist can’t select a focus power more than once. Some focus powers require him to reach a specific occultist level before he can choose them. Implements (Su): Manny can access the conjuration school of magic through his bowl of the spheres and the evocation school of magic through the distressed wand. If these items are not in his possession, he must succeed at a DC 21 concentration check to cast burning hands (without the wand) or cure light wounds (without the bowl), or a DC 20 concentration check to cast create water (without the bowl) or dancing lights (without the wand). Mental Focus (Su): Manny has 7 points of mental focus, which he can invest into his implements at the beginning of the day to access his implement schools’ resonant and focus powers. He can divide the focus in any way he desires. It takes 1 hour for Manny to invest his implements with mental focus. Once Manny invests mental focus in an implement, the implement gains its school’s resonant power, and Mavaro can spend mental focus stored in the implement to access its focus powers. The implement grants its resonant power to whoever
Manny can choose to save generic mental focus inside his own body instead of investing it. He can expend generic focus
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Resonant: Casting Focus (Su): The implement empowers the bearer’s ties to the worlds beyond, allowing his spells to maintain their power for a longer period of time. The bearer can add the implement as an additional focus component to any conjuration spell he casts that has a duration measured in rounds per level. If he does so, he adds 1 to his caster level for every 2 points of mental focus stored in the implement (to a maximum bonus equal to your occultist level). This increase applies only when determining the duration of the spell. Apply this increase after other effects that adjust a spell’s duration, such as Extend Spell. Focus: Servitor (Sp): As a standard action, you can expend 1 point of mental focus to summon a servitor. This ability functions as summon monster I, but you can use it only to summon a single creature, and the effect lasts for 1 minute. At 4th level and every 3 levels thereafter, the level of the summon monster spell increases by 1, to a maximum of summon monster VII at 19th level. You can’t have more than one servitor in effect at a time. At any time, you can expend 1 point of mental focus as a free action to extend the duration of an active servitor by 1 minute. Distressed Wand
Resonant: Intense Focus (Su): The implement channels and enhances the effects of damaging evocations. A spellcaster who bears the implement can add the implement as an additional focus component for any of his damaging evocation spells that have an instantaneous duration or focus powers with an instantaneous duration. If he does so, the spell or focus power deals 1 additional point of damage of the same type to each creature for every 2 points of mental focus invested in the implement, to a maximum of 1 + 1 for every 2 occultist levels you possess. Focus: Energy Ray (Sp): As a standard action that provokes attacks of opportunity, you can expend 1 point of mental focus to unleash a ray of pure energy as a ranged touch attack. This ray has a range of 30 feet. The ray deals an amount of energy damage equal to 1d6 points + 1d6 points for every 2 occultist levels you possess beyond 1st (2d6 at 3rd level, 3d6 at 5th, and so on, to a maximum of 10d6 at 19th level). When you unleash an energy ray, you must decide what type of damage it deals (acid, cold, electricity, or fire). Focus: Shape Mastery (Su): As part of casting an evocation spell with an area of effect, you can expend a number of points of mental focus up to your Intelligence modifier to exclude an equal number of squares from the area.
20 questions: Concept -- 1. What emotion best describes your character? Searching. 2. What emotion does your character evoke in others? Initially confusion, since he defies the most popular stereotypes of half-orcs. His friends learn to trust his calm and intelligent nature, his enemies learn to respect it. If they live. 3. What does your character need most? Recognition. 4. What is your character’s goal in life? To achieve fame through his scholastic accomplishments. 5. How does your character believe this goal can be accomplished? His work with the Pathfinder Society. Background
7. When did you grow up? When a comrade died after following faulty directions from him during his Confirmation. He concealed his involvement, considering it a necessary sacrifice to follow his dream. 8. What values does your character hold? He believes in exploration, respect for history, and acquisition of knowledge. He despises thoughtlessness, arrogance, and destruction of knowledge. 9. How does your character dress? Manny dresses in practical clothes designed to stand up to adventuring. He prizes his sturdy leather boots and his pouch-filled backpack. He favors black and grey fabrics, and wears little ornamentation besides his implemets and his holy symbol of Nethys. 10. What are your character’s means? Manny relies on his keen mind, considering it his greatest asset. His skill with a bow and his magical powers have come in handy at points, too. Details
12. What are your character’s opinions? He views the acquisition of knowledge as the highest calling, and looks down on people who try to solve problems without a plan. 13. What is your character’s comfort zone? He loves being anywhere that there's stuff to examine and learn about. Libraries are his favorite. 14. Who has had the biggest impact on your character’s life? His parents, who tried to convince him that he was destined for nothing more than a life of labor like they had. They're convinced that he'll die far from home for nothing, and they haven't talked to him since he left for Absalom. 15. What are some of your character’s unexpected quirks? Manny snaps his fingers when he thinks strongly. People never expect him to be as literate as he is, especially considering his unrefined accent. He dislikes snakes, and refuses to touch them. Player
17. What role does your character fill? Knowledge, ranged combat, and some support casting. 18. What should the other players know about your character? Manny will talk your ear off if you let him. He's not malevolent, but he's so goal-oriented that he can be a bit detached from moral concerns like innocent lives. 19. What is your play style? I like playing characters who know things. 20. How do you want your character to die? He can die once he's been published in a Chronicle. But he'll probably die in the field, and he wouldn't have it any other way.
The GM in Yellow wrote:
That's fair. On reflection, my concept works perfectly fine with the base rules, so I'll stick with that.
hustonj wrote:
I principally want it for flavor. I've got a couple concepts banging around in my head, and I feel like a Shifter could be fun to capitalize on the body-horror elements of the campaign. Current frontrunner is a Mantis-aspect or some other vermin, just because I'd like to play with those.
The GM in Yellow wrote: I'll just quote the book, via the Archives of Nethys: Alternate Natural Attacks wrote: A shifter can draw on her chosen animal aspect to transform her hands into deadly weapons, as represented by the shifter’s claws class feature, but not every animal has prominent claws. The following list provides alternate natural attacks for the shifter claws class feature. Each time the shifter activates her shifter’s claws ability in her natural form, she can manifest one of the alternate natural attacks listed below for any of her chosen aspects, or those that relate to her archetype...These alternate natural attacks modify only the damage type of the shifter’s natural attacks and otherwise function exactly as the shifter claws class feature. And here's a link to the Archives page on the Animal Aspects, which lists the alternate attacks by aspect: Alternate Natural Attacks
Rysky wrote: I am immediately reminded of this. ASKL;KLHDALK RYSKY!! But more seriously, I rather like this new look. Curious to see what they'll do to gnomes & elves to push their 'non-human-ness'.
Dragoncat wrote:
I know that feeling...I'm just finishing up my test week (or fortnight, I guess) myself. I got myself that Pathfinder Humble Bundle to celebrate, so I'm looking forward to digging into that this weekend. Best of luck going forward!
VixieMoondew wrote:
Oh I saw the first few episodes of that recently! It is indeed very lesbian (not explicit, but the sapphic overtones are strong).
Another Abaddon native (lots of those in the As, I've realized), Arlachramas. Arlachramas Obedience: Arlachramas the Silent Breath God of dehumanization, disposal, and euthanasia Alignment NE Domains Community, Death, Evil, Strength Favored Weapon warhammer Nationality daemon Obedience Procure the remains of a sentient creature that was at least 1 age category less or greater than your current one. Pray over the remains, asking for strength to continue spreading your god's agenda. Gain a +4 profane bonus to saves against death effects. -------
2: Merciless (Ex) You know how to capitalize on the weakness in your foes. Against foes which are suffering from the bleed, blinded, deafened, disabled, exhausted, fatigued, paralyzed, or staggered conditions, you gain +1 per damage die when using warhammers or spells that deal Hit Point damage. 3: ...Reap Strength (Su) You steal the might of your victims, for in death they no longer need it. Upon reducing a foe to 0 Hit Points, you gain a +2 bonus to Strength, Constitution, or Dexterity, depending on which of these was your foe's highest ability score. This bonus lasts for 1 minute, but you can only benefit from 1 such bonus at a time.
Arlachramas appears as a man-sized figure, with desiccated skin over an emaciated frame, and his extremities are blackened as though by fire. Though frail in build, he wields his signature warhammer with ease; its head is adorned with two skulls, said to be from the tribesmen that sentenced him to death.
First of the Whore Queens...the End of Innocence, Ardad Lili! Ardad Lili's Obedience: Ardad Lili the End of Innocence Goddess of seduction, snakes, and women Alignment LE Domains Charm, Evil, Law, Scalykind Favored Weapon dagger Nationality devil Obedience Engage in sexual acts in the presence of an intelligent creature that could be sexually attracted to you, but is restrained so it cannot take any actions. Offer prayers to Ardad Lili during the act, and encourage the subject to do so as well. Gain a +4 profane bonus to Charisma-based skill checks against intelligent creatures that could be sexually attracted to you. -------
2: Hidden Fangs (Ex) You know that the best attack is the one a target never sees coming. You gain a +2 profane bonus to Sleight of Hand checks to hide light one-handed weapons on your person, but only while wearing no armor or light armor. You gain Quick Draw as a bonus feat, but only for light one-handed weapons. 3: Fatal Rejection (Sp) Ardad Lili suffers no unwanted attentions, and neither do her servants. Once per day when you successfully save against a charm or compulsion effect, you can cast quickened finger of death against the creature that originated the effect. You use your Hit Die as your caster level for this spell (to a maximum of CL 20th).
Ardad Lili looks like a young human woman with a permanent blush, though her fiendish nature is betrayed by her slim snake-like tail and her small bat-like wings. When dispatching unruly suitors, however, she displays a monstrously enlarged mouth full of fangs, and her hands morph into biting viper's heads. In this aggressive form, her tail and wings enlarge to become potent weapons as well.
Up next, the first of the Horsemen...Apollyon! Apollyon's Obedience: Apollyon Prince of Locusts God of pestilence Alignment NE Domains Air, Darkness, Destruction, Evil Favored Weapon scythe Nationality daemon Obedience Sequester yourself in an area suffused with filth, such as a sewer or rubbish dump. Meditate on how disease has affected your life, whether directly or indirectly, and on how you will bring disease into the lives of others. Gain a +4 profane bonus on saving throws against diseases and poisons. -------
2: Ally of Swarms (Ex) You have learned how to move through vermin without danger. You can safely pass through swarms of vermin and do not take swarm damage while within a vermin swarm’s space. In addition, you are immune to a swarm’s distraction ability. If you attack a swarm, you lose this protection against only that swarm. 3: Become the Swarm (Sp) Once per day, you can cast swarm skin on yourself, using your Hit Die as your caster level to determine what swarms you may create and how many.
2: Channel Pestilence (Su) When you channel negative energy to harm living creatures, you can subject up to one creature per 4 Hit Die you possess (to a maximum of 5 creatures) that failed its Will save with a contagion spell. You may choose each affected subject's specific disease individually. You use your channel energy DC for any disease's secondary saves. 3: Infectious Ally (Sp) The Prince of Locusts blesses you with the ability to call upon one of his favored servants. Once per day as a standard action, you can summon a leukodaemon (Pathfinder RPG Bestiary 2 68) to serve you. You gain telepathy with the leukodaemon to a range of 100 feet. It serves your commands perfectly for 1 minute per Hit Die you possess before returning to it's master's side. It doesn't obey commands to perform overly good acts or to halt the spread of disease, and may even attack you if the command is particularly egregious.
2: Apostle of Plague (Su) If you have the cruelty class feature, you add your sentinel levels to your antipaladin levels when calculating the save DCs of your cruelties. Additionally, when using the sickened, diseased, or poisoned cruelties, you calculate the save DC using your full antipaladin level instead of 1/2 your antipaladin level.
3: Pestilent Strike (Su) Once per day upon striking a foe with a melee attack, you can call upon Apollyon's power to affect the target with a greater contagion spell, using your Hit Die as your caster level (to a maximum of CL 20th).
Apollyon is one of the dreaded Four Horsemen of Abaddon. He is the most recent of the current Four to take this station, but has swiftly capitalized to become a force on par with his seniors. His mortal origins are unknown, though he remembers painfully wasting away from some disease before dying. He once served under the prior Horseman of Pestilence, Yrsinius, as a leukodaemon and later a harbinger. In his bid for power, he requested aid from Urgathoa, who granted him unknown secrets that allowed him to bring his master low. In exchange, he has a friendly relationship with the Pallid Princess, though one tinged by a hint of competitiveness. This competitiveness is reflected by their respective cults; in areas that they overlap, they try to outdo each other in spreading increasingly vile plagues, bringing even swifter ruin to such areas. Apollyon appears as a ram-headed humanoid, with skin covered in sores and boils. He wears heavy armor from the neck down, though stained bandages show through the gaps. He is normally accompanied by swarms of flies or other vermin.
DaLucaray wrote: I'm actually trying to make obediances for my homebrew gods and finding it pretty difficult, any advice? Well, I'll try my best! I try to take a god's portfolio into account first; that narrows down some concrete themes to build around. For instance, Apep that I just uploaded has darkness in his portfolio, so his obedience involves a dark room.
I hope that helps! Feel free to ask me for more advice!
So I'm getting back into an old homebrew project of mine: The Obedience Project. I did a little bit before then my motivation just dried up. But now I'm feeling it again! If anyone here likes homebrew stuff and wants to give me their thoughts, feel free!
casts Thread Necromancy So um...my fickle motivation decided I'd better work on other things. But I'm back! For the next couple months at least. Without further ado...another ancient Osirian, Apep. Spoiler: Apep Devourer of Dawn God of chaos, darkness, destruction, and snakes Alignment CE Domains Chaos, Darkness, Destruction, Evil, Scalykind Favored Weapon dagger Nationality Osirian Obedience Torture a living creature of your size category or smaller within a completely dark room. The creature must survive for the duration of the obedience, and must die within 1 minute of the obedience's end. Gain a +4 bonus to Perception checks in dim light or darker conditions. -------
2: Deepest Darkvision (Ex) Your eyes become solid black orbs, granting you darkvision 60 ft.; if you already have darkvision, its range is increased by 30 ft. Once per day, you may call on Apep's power to gain the see in darkness monster ability for 1 minute. 3: Shadowy Snare (Su) Once per day, you may create a shadowy snare trap, using an unholy symbol of Apep as an additional component. This supernatural trap functions as a channeled energy trap Pathfinder Player Companion: Kobolds of Golarion pg. 20 channeling negative energy, using the caster's total Hit Dice (maximum 20) when determining damage. If a creature is affected but survives the negative energy damage, it takes a 50% penalty on Perception saves that involve vision for 24 hours.
2: River Raider (Ex) Your magic is empowered by the very waters you battle in. You gain a +4 profane bonus to the DCs of spells with the water descriptor as long as both you and the spell's target are within water. You also gain a +4 profane bonus to saving throws against spells with the water descriptor. 3: Drown for Me (Su) You channel your patron's powers to make water treacherous. Once per day if you are within water, you may create a whirlpool. This functions as a vortex spell with a caster level equal to your Hit Die (maximum 20) and modified by the Extend Spell feat.
2: Rampaging Reptile (Ex) You gain the service of a fiendish constrictor snake animal companion (Pathfinder RPG Core Rulebook pg. 54). Your companion advances in levels as though you were a druid of a level equivalent to your Hit Die (maximum 20). This boon replaces any companion, fiendish boon, or mount you may already possess through class levels. 3: Swamp Skin (Su) You gain the change shape universal monster ability, allowing you to assume the form of an adult black dragon as per form of the dragon II. Although you can activate this ability only once per day, the new form lasts indefinitely. If you lose access to this boon by failing to perform your obedience, you cannot change forms or return to your true form until you perform the obedience again or the effect is otherwise ended.
Apep is a powerful fiend, worshipped during the days of ancient Osirion. He is usually considered to be an exemplar of the nightshades, a theory supported by his dwelling in the Negative Energy Plane within the Tenth Region of Night. This place is a sea of entropy, which Apep lurks in while he plots destruction against the Material Plane. Ancient Osiriani myth claims he is the greatest enemy of Ra, who seeks to extinguish the sun itself to create eternal darkness in order to bring his full powers to bear against Golarion. Understandably, he particularly despises Sarenrae and other sun gods. His followers are solitary nihilists, who seek to sow destruction to the best of their capability. Moving water, as a force chaotically malleable but potentially quite destructive, is a favored tool of these deranged cultists. Apep appears as a colossal serpent with crocodilian jaws, with rough scales of night-black crystal and gleaming red eyes. Those caught in his coils are enveloped by crushing darkness, blinded by shadows as their lives are drained. His followers often incorporate snake scales and fangs as decorations for their weapons.
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