Depending on whether a DM allows some of the above items, another option could be Umbrite. I’ve got a Vampire BBEG that I’m building. I’m looking at using Umbrite in its armor, & possible plus an amulet & woven into its clothes. As the DM running the campaign with this BBEG, I’m looking for a fair way to adjudicate it’s benefits. As written, Umbrite provides +3 to Hide, and shadows are deeper & darker for 5ft radius as light is dimmed. So I’m thinking Vampire could gain 3 rounds of protection from sunlight, max, from say a 1# amulet or wrist guard or whatever (destroying the item). That gives it 18 seconds to react if surprised or from initial attack, thereby eliminating a one-shot-killed event after genius BBEG after 18-month campaign. Thoughts on this idea?
Other ideas:
* Run & Gun / Chase Scenes - Have chars on wagon or horseback or airship being chased and attacked while all in motion! Be sure to have villains go after the means of locomotion (the wheels, engine, driver, horses). * Scenes in multi-tiered areas - warehouses or taverns or caves with multiple levels accessible to some central core area. * Changing terrain conditions -
* Crumbling ruins - unsafe work conditions from falling walls & collapsing floors (to next level down) * Old wooden structures - casting Fireball or Fireball Burst might not be such a good idea!
For scene when PCs first met the BBEG, I staged it in a semi-dormant volcano.
PCs had to climb down walls to get inside, with 1 opposing archer trying to pick them off. At bottom, I used actual small & medium sized rocks on battle mat to depict various lava boulders. Provided cover & obstacles, & opportunities for PCs to gain some height for views & archery. As battle progressed, BBEG released 2 armor-locked fire elementals into the fray. As each was destroyed, their fire elemental was released in almost berserker mode. When either fire elemental was within 5HP of dying, its final act was to jump into the lava. 1st one came back as a lava elemental (same 5HP, but new stats), & 2nd one triggered the volcano! That created Difficult Terrain due to ground movement etc, plus, each round, the lava river expanded (separating PCs from BBEG).
Players said that was one of the coolest moments they’ve had in this 18 months long campaign so far!
Senko wrote:
I think I found that artifact in my research. I think it was broken up into 3 pieces, all lost/hidden in time. Thanks for the reminder! Goblin_Priest wrote: Fringe was an interesting series involving time travel. Haven't watched it in a while, but it had the benefit of dedicating a lot of screen time to the idea, as opposed to shows like Star Trek who just slip in one self-contained episode here and there or who just reboot the franchise with a single move, either way not really having to concern themselves much with ramifications. Could be inspiring to watch, if you want to center a campaign on time travel. I’ll have to check that show out, thanks!
“Calnar" wrote:
(rubbing hands gleefully) hmmmm I sense a plan coming together...
Master of the Dark Triad wrote:
LMAO That’s weird & hilarious enough to throw at my PCs!!! Thanks!!
Kobold Cleaver wrote:
I wish I had seen this when current PCs were still lower levels! Going to file this idea!
I really like this thread, so going to revive it. I’ve got a half-elf (maybe half-drow) villain who started as a battlefield strategist, proved worthy enough that his duke made him a lord over a small coastal area. He & his loyal men & women & families started building, learned it was next to a fey forest. He negotiated a pact with local fey queen not to hunt in her area after helping her eliminate a rival, in exchange for some forest for his own use. Built a port hamlet, then town, fortifications as other monsters found. He & his team became known as monster hunters. Until he lost against a coven of vampires much further North. He eventually killed the vampire over him & trapped the rest under water (sunk them on a ship). He returned to his town as his own “son”, & later “grandson”, & rules in a manner that his people respect & appreciate (he hunts criminals in his & neighboring towns. I give his backstory as an example of a very smart, experienced, versatile villain. He knows what vampires’ weaknesses are because he used to hunt them. And he knows strategy & people. When PCs first came to his town & saved some kids vs an evil druid (a recurring 2nd tier villain), he took notice. He gave them each a red gold coin - “something unique to remember your deed here” - and PCs never asked about it! Didn’t even do Detect Magic on it! So he’s been able to track & scry on them at will for half of this campaign. AND at one point, he sent his invisible sidekick to literally watch them - I even had another NPC comment about, “and who’s your little friend hiding in the corner?”, and only 1 player asked later about that comment after the game. They know now they were watched but not for whom. So I’m definitely going to make sure the players & their chars know, prior to their big boss fight, that he knows them, he knows their skills and their strategies. So they’re going to have to be creative!! I’m going to give them hints this next game about how these layers of villains work, and see how they start adapting. I have a few creative ideas to mess with the players and their chars in his castle. Maybe a Hogwarts style anti-magic waterfall. Some metal bars driven into walls to drive even stone walkers thru that same tunnel of water. Maybe a wall of force to divide the party, with invisible guards on one side , and mundane archers on PCs’ side. I really like the “utility belt” idea - definitely using that. Looking for some more ideas in that vein for the evil druid (who they thwarted before) and a wererat criminal (from one char’s backstory).
Goblin_Priest wrote:
Thanks so much for you ideas!! I hadn’t considered how to control access to time travel for/to the PCs! Wonderful ideas!
Found this thread after my players realizing they may be able to reverse Aroden’s presumed death and therefore stop Golarian’s WorldWound. I DM sandbox style, taking player cues & PC actions to build consequences, etc. I have a very rough plan of BBEG’s goals & strategies, as well as his major villain underlings. Those continue moving forward if PCs decide not to act, but they decide the camera focus, so to speak. I also keep my baddies just above PCs’ level, so they’re always learning too. 6 months ago, PCs found secret entrance to BBEG’s lair LONG before I planned. So I wanted to reward them for creativity with good intell but also realize he was too powerful for them. BBEG had called & bound a CR 15 Glabrezu (sp?) demon (2x his own level!) to regain his true soul. PCs only knew they had this incredibly overwhelmingly powerful demon blocking their path. I had it truthfully answering their questions re BBEG’s Plan A - their reward. They’ve now recently experienced BBEG’s Plan B succeeding - he was able to reverse time across the multiverse for 6 seconds (1 round). Problem is, they happened to be at edge of plane & locks holding Rovagug! So the guardians there AND Rovagug’s allies also now know time travel is possible. I’m still working on those complications (ie, Inevitables? Aeons?) Thinking thru the scenarios, I just realized today that the BBEG’s desired time jump is only a couple centuries before Aroden’s failed prophecied return, and the WorldWound.
From all the prior advice in this thread, sounds like I should either play it out as alternate timeline (no going back again, but create whole new world that may be far better or far worse!), or, like Terminator ripples can’t stop the river & major events still happen but differently. Thoughts? Suggestions?
Once in gaseous form, “A gaseous creature can't run, but it can fly at a speed of 10 feet and automatically succeeds on all Fly skill checks. It can pass through small holes or narrow openings, even mere cracks, with all it was wearing or holding in its hands, as long as the spell persists. The creature is subject to the effects of wind, and it can't enter water or other liquid...” So another way to kill a vampire would be to capture & hold it’s body - physical or gaseous - in a tub of holy water. It’s stuck there - it can’t escape, and eventually it’s 2 hour timer runs out.
Nyaa wrote: There is a vampire that doesn't care about daylight. Here’s another vampire unaffected by sunlight.
I found this thread while researching ways to have my vampire lord BBEG be different. Quick story context, my BBEG is kind of based on Star Wars Revan - started very good, was forced to bad, tried to make it better again... Lord Trevan (half-elf) was a very successful war strategist & warrior, good enough he was made a Lord and given a region of land to rule. He spent the next 20-30 years carving out a safe haven in his region - lots of nasty monsters (so he became known as a Monster Hunter as well). Fell in love with an elven women destined to protect magic in the region. He eventually went up against a group of vampires, and lost. His betrothed rejected him, & he left his land in charge of another & left vowing to fix his disease. He reveled in his bloodlust but secretly studied them, eventually killing his creator & permanently trapping the rest of the vampires. He took all their wealth & books, & studied magic; found he could gain temporary knowledge from those he drank & in some cases even their abilities. So, using what has already been suggested in this thread, & some somewhat similar magic eating abilities in D&D 3.5 & 5, I’ve tried to put together a feat trait tree. This is my first try at something like this. My goal is that this feat allows Trevan an option - he can consume blood (not something he likes to do) or he can optionally consume magic. Vampire Variant / Vampiric Power / Feat: Magic Eater
Level 1:
Level 5:
Level 10:
If in doubt as to level of the spell, supernatural or spell-like ability, fall back to the level being equal to the effect’s caster level (in the case of spell or spell-like abilities) or the CR of the effect’s creator (in the case of supernatural abilities). TBD: How handle HOLY & magics from beings much more powerful? Hoping to get some feedback from more experience DMs & creators here. Thanks!!
This helps a lot! Thanks! I would be interested in seeing your stats for Voldemort , too! What started me down this path was the whomping willow as a way to protect a secret entrance to an artifact my players need to find. The dementors could be a harassing evil that hits at them over time, as they get closer to the BBG. Current campaign has several layers of threes - locations, protections, etc - as a hint to the end game, where a mastermind controls three thralls as they try to open a series of portals to join planes he/it wants to control. I’ve been thinking an arch demon, but a lich like Voldemort might be even better.
Ellias Aubec wrote: I went scarred monk for 4 levels to get the blindsense ability, then moving on to brawler. use the blind fight, blinded blade style. Would you mind sharing your stats & build oath? I’m starting a new char, & we’re looking to build something like our favorite movie chars. So I’m considering whether to go Chirrut or perhaps a Captain America build for fun.
I haven't played PFS sanctioned games for like two years. I've been keeping up with Paizo on this site, and know there have been significant changes in how chars are tracked and documented. Can I still update my chars from 2014/2015 to the new standards so I can play them in official PFS (if so, how can I get some help updating them)? Or do I need to start over with all new chars?
RuyanVe wrote:
Wow! I hadn't thought of that idea - walling off or covering up unneeded sections. Basic, but thanks for adding it to my brainpan!
Deadmanwalking wrote:
With 2 Avengers & 2 Cap'n movies out now, I seem to have read recently that he has fast healing of some kind. Clearly not like Hulk or Wolverine, but decent.
I'm actually looking to create a new character soon and really had my heart set on this Paizo Cap'n 'Merica build. Haven't started researching in-depth yet, but your post here now has me worried its not truly playable outside a home game. Hope this gets fixed soon!
I'm Hiding In Your Closet wrote: 103. You get rudely interrupted by a gold-sniffing troll. Your enemy and you tacitly agree to enough of a chivalrous truce to jointly slay this new foe. I like this one! But think I'd play this as: "You get rudely interrupted by a gold-sniffing troll, who attacks whomever in the total battle has the most gold" to tie it to your description of the troll.
This thread is too much fun to let slip away into the night... 51. Last Laugh After a serious night of drinking and carousing to celebrate your recent victory over the XYZs and ABCs, you all awake with screaming headaches. But as you remember the lame jester dressed in such vivid colors but who's jokes and antics were so bad they were funny, you can still smile. You and your companions laughed AT that jester far more than you laughed with him, and ribbed him mercilessly. As you all roll out of your beds and start looking around, you each as one open your eyes wide in shock. Looking at each other, your faces are each a unique vivid color matching the jester's outfit. _____ is a vivid ruby, ____ a brilliant jade, _____ a shocking sunflower yellow , ____ an unroyal purple, <etc>! You all quickly realize that no amount of rubbing, washing, or scrubbing can remove the colors, nor any of the various potions or spells that you have available to you. Walking out into the town, the cries of their laughter at your plight only deepen your shame. Its sinking in that you all have a new mission ... find that jester!
I'd be interested to see where you take this. For my own game I'm actually researching how to bring Saphira to life - what kind of dragon would she be or be based on? Her blue coloring is fluff compared to her actual abilities, spells, etc. So if you have any thoughts on her, or dragons in general in this world, put them out there. I like your ideas for how magic works, but would like to see what Power Words you come up with and how much Energy they each take.
Elamdri wrote: I was also thinking about maybe Paladin/Inquisitor. I'm playing in a gestalt game right now with exactly that combo of Inquisitor & Paladin! Loads of fun, too! I'm playing him as a wise tank, who follows two gods. The gods in question have agreed to this but have also "assigned" me a very sarcastic "angel" as their liaison to me ... who has a thing for hitting my char up side the head when I ask stupid questions of "her". But in battle - its all rock and roll, with a bit of up-front fighting, some major healing as needed, and now able to share my Smite Evil ability, too.
49. [Best for a newer gaming party without the means to buy magical weapons yet] After barely escaping with your lives, your brand new companions and you finally make it into a decent town to replenish your supplies, and heal. With the last of your funds, one or more of your party decide to upgrade your weapons. The smithy seems exorbitantly happy to see you, an adventuring party. He listens politely to your requests, and seems to have "just the thing". He goes into his back room and brings forth a [fill in the weapon type the character wants] double wrapped in exotic furs. He allows you to open up the bundle [he doesn't touch the weapon], and after negotiating you know you got a great bargain for such a weapon. Not wanting to jinx the deal you quickly pay the man, wrap up your weapon in the same double furs (as part of the deal), and you and your companions finish up your business and leave town. You later notice that there are some unusual markings on your new weapon, but not anything that anyone in your party understands nor has seen before. Still later you notice that the inside of the furs your weapon was wrapped in are also covered in unusual markings ... each fur with different sets of markings, and none of them in the same "language" as the weapon itself. No amount of magical research can decipher the runes on any of these items, nor why they are on your weapon and its furs. But nothing unusual seems to happen when you've been using the weapon ... if anything, it seems to bring you a bit of luck [up to the DM how to play that part out]. At some point, later still, your party is intercepted by a messenger dispatched from the town, apparently from the smithy. The messenger says the smithy left town but his wife insisted you have this note. The note you are given simply says, "To your health. Stay out of crypts. Pay it forward."
I've run into this problem in the past, too. Sometimes it was caused when the players had started getting tired of their own characters. In one case, the player decided that the character path he'd chosen wasn't as cool as he thought it would be, while another had just gotten bored with his character. When I sense this happening, I do what Charlie D had suggested - I ask them privately what's up. Once I understand the details, I create a situation where the characters can be "swapped out" - the old characters can chose to retire and take on a more sedentary life, or they can die a glorious death. And then the party runs across a new potential ally, who tends to quickly prove themselves worthy of the group's trust, and we're off to the main campaign again. Everyone's in on the main goals here from the beginning, but I still ask everyone to play to their characters' personalities ... so if untrusting, then they have to not accept the new characters too easily, if a cleric then they would generally try to "convert" the new characters, etc. It just adds to the fun and gets everyone back to the basics of their characters again.
98. Your deft motions have hit or triggered a magical item or effect that your opponent had at the ready (but not yet activated … or even planned to activate yet). Roll 1d10:
Kobold Cleaver wrote: 97. You stab the enemy, but instead of blood, a severed monkey's paw leaps out of your foe's chest and begins to strangle you. Monkey's paw has a CMB equal to your attack roll and otherwise is treated like a choker's Strangle ability, preventing speech and inflicting an amount of damage per round equal to 1d6+1d6 for every door leading into the room you're currently in. So stay out of the foyer. The monkey's paw goes away once the grapple has been broken for 1 round + 1 round per aforementioned door. W!T!H! That is the most messed up mix of unusualness I've seen in a long time! I've gotta think about this one ....
Freedom16 wrote:
These are exactly what I was looking for! Thanks! And, oh, BTW ... a Xenomorph Rex!!! O_O Holy crud!
Usual Suspect wrote: I created something like this years ago in 1st and 2nd edition using something like a bone devil as a framework. Really creeped out my players too. It would make a good adventure in Numeria for a Pathfinder game. Strange metal object falls from the sky, now people are disappearing and a growing army of strange bony creatures with corrosive blood have begun to appear. So you created the Alien (Xenomorph)?
I love to mix in multiple sources into my campaigns. I found one example where one writer has taken a stab at creating PathFinder stats for a Xenomorph (Alien). I've spent a couple weeks searching but have found no such stats for the Predator (Yuat'Ja in their own language). Hoping someone here has either found such stats, created them themselves, or is willing to give it a try.
96. One random item that you own and/or are using has finally been "triggered" as a Minor Cursed Item. [DM - use Cursed Item Rules to determine specific curse.] This item can not be easily discarded by the character. [DM's discretion, but some ideas to do so might include: to fairly trade or sell it to an NPC whom should have good bargaining and appraisal skills; or use it to bargain with an opponent (which means the opponent could gain the "curse" as a benefit!); etc]
DrDeth wrote:
Spellcasters can "fumble" - they can roll a 1 just like anyone else.
94. [DM - note the sequence of events possible here - nothing happens immediately.]
[DM - now describe the box] You've found a small metal 6-sided cube (link1) (link2), roughly 2"x2"x2", that is black and either inlaid or etched with gold on each face. In the center of each face is a solid circle of gold ~1" across, surrounded by unique intricate filigree that are different on each face. [DM - for future, if character is ever confused (the condition), they have a 25% of playing with the box .... and therefore an X% [DM's call] on opening the portal to Hell and confronting PinHead!!!! If character DOES open the portal to Hell, all beings within 100feet should also be sucked in, too!] [DM - finally, note that the character can not get rid of this box by anything other than a wish or similar spell. It always seems to find its way back to them within 1d4 days. It might be inside a fish they catch, found on corpses along char's path, somehow attached to any equipment they buy next, etc. Eliminating this should be considered a curse requiring some kind of side adventure up to the DM.]
Liranys wrote:
TriMarkC wrote:
Correction to this one after trying it out: 73. For whatever reason, your opponent reminds you of someone (roll 1d4):a. (1) You tear up thinking of your dear mother (gods bless her soul) - take a -1 penalty on any action that requires you to see whatever you’re doing for 1 round. b. (2) Your heart burns in fear and anger as images of your hard-nosed, penny-pinching, never-gave-you-a-thing-but-beatings father – momentary “rage” gives you a +1 to your Attack rolls (+2 if you Charge immediately) for 1 round, but decreases your defense and saves by -2 for 1d4+2 rounds. c. (3) Memories of your wise maternal grandfather, including how he saved you once from those gang of young thugs (who knew Gramps was a Soldier of the Realm!) – gives you a +1 Wisdom-based gain on your next roll, but then causes you to be distracted as you reminisce about him for the following 1d4 rounds (-2 to all actions and saves). d. (4) Your stomach churns at the … ahem, “creative”… dishes your paternal grandmother used to make (this clearly explains your father’s anger at the world!) – take a -1 penalty on any motion or magic action for 1 round, but also take a +1 bonus on your next Will-based roll (you learned to swallow a lot of bad things in this world from dear old Grams)(one time, but can be used anytime that same “day”)
I'm Hiding In Your Closet wrote: 92. The battle is interrupted by the Great Modron March choosing now to barge its way through the area (causing, irony of ironies, chaos)! The party is separated from its foes by a wall of solid modron for 10d% rounds, and all corporeal beings in the area take 1% of the result as bludgeoning damage, with a DC 4d6 Reflex save permitted for half. I like this idea, but modified it to 10d20 rounds, and Reflex save of 16 for half.
89. You hear maniacal tiny laughter near you, as if skipping / running / flying by, just before (roll 1d4):
[If player tries to metagame against the effect, let them know it was an invisible, drunk fae who was just having some fun, with a ridiculously high level ... so they're welcome to try and attack it, but then the effect will likely be made permanent. They're call! ;-p ]
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