Axe Lord

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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:
* swim checks - they see something under surface but need to dive to get it.

* 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 -
** boats tied together rolling with the waves
** sentient carnivorous vine plants, that send out vines above or below ground, to ensnare victims
** earthquakes / tremors

* 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.
Normal cave & tunnel setup going in, but main event was on hardened crust of the lava in the core of the volcano. There was a 5-10ft wide river of lava along one side, with BBEG on opposite side (with beloved NPC).

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).
Then 2nd round & every round thereafter, I dropped random 1-4 number of dice ONTO the scene, representing boulders/stalactites falling. Any that hit a PC or creature, they took damage equal to that die’s showing value (Dex or Acrobatics to reduce by 1/2). And any pushes of minis by the die were real forced motion (falls of minis didn’t count, since that was too extreme).

Players said that was one of the coolest moments they’ve had in this 18 months long campaign so far!


Senko wrote:

As I recall the sceptre of ages is meant to be the main means of time travel in pathfinder.

I having had experience with players use the branching time line theory. If you travel back or forward in time you create a branching time line off the main one (where you didn't time travel) and any changes you make are in there. You can still reach the main one via dimensional travel but in there your killing the lich king as a child never happened and you still need to fight him.

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!


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“Calnar" wrote:


Possibly giving them magic items that dedicate their kills to releasing her gods. Dedicating the "final battle field" to her gods so that the death toll their releases them.
...
She will fight along side them. I plan on her working to dedicate their kills to releasing her gods, so even slaughtering her own cult members will be in line with that goal.
...
Duping them into releasing her gods.

(rubbing hands gleefully) hmmmm I sense a plan coming together...


Master of the Dark Triad wrote:
Verteidiger wrote:
Why are all these villains seemingly sane? Where's the insane madman that the PCs stumble upon... The madman communing with a wheel of cheese and confusing the encounter with the PCs as a family reunion?
"YOU'RE GOING TO BE MY NEW MEAT BICYCLE!"

LMAO

That’s weird & hilarious enough to throw at my PCs!!! Thanks!!


Kobold Cleaver wrote:

Standoffs are the best way. If one side has something the other side wants--even if it's just the key to their cell--they are generally much more eager to chat.

You could also introduce the villain in an area where the PC can't fight--a monastery, for instance, or in a room full of children. Maybe one of the heroes goes to visit his little sister and finds the villain there sitting next to two dolls having tea with her. Does the hero reveal the villain's nature and put at risk an innocent child, or does he sit down, pour himself a cup, and subtly try to urge the villain to leave?

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:

I think most of the cheese can be avoided by not giving players control over the time travel. In other words, not allowing them to decide exactly when they are jumping to.

As others said, one-way trips to the future aren't very problematic. It's the same as just going into stasis, or temporary retirement.

Travel to the past is less problematic if it's very far back.

Gotta ask yourself: what's the mechanism for time travel? An artifact? A magical anomaly? A ritual? Are players intentionally time-traveling, or doing so because of third parties? Did they plan for it, or get thrown into the effect by accident?

For example, it can be a rod that, by waving into the air three times, brings you 50 years into the future. Or a ritual which, according to the ingredients you gather, bring you 50d6 years into the past or the future. Or a cavern which, every time you leave, brings you back to some precise point in time (just gotta think of a mechanism to avoid a billion time travelers arriving at the same place and time, such as being single-use, or it killing prior users, or creating a new universe for each, etc.).

What happens when you time travel? Does it create new universes or just bring you to a lagged identical universe (multiverse theory)? Do you have to worry about continuity? Maybe it creates a second material plane only? Can the world handle two material planes? Maybe the new one just "exists" for a mile radius around the time travellers, but eventually sucks in the original material plane, literally killing everyone there, likely forcing the PCs to make some hard decisions. Maybe it's instant? "Time-traveling" just created a younger doppelganger universe, ripping the original one to shreds in the process instantly.

One thing to be careful about, though, is that if you want to run a plot where the PCs scrap the time-line in a predetermined way, it's that, well, you are predetermining their actions, removing agency. It will become clear to them that they really had no say in how events would turn...

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.
* PCs might want to allow BBEG to time travel but then stop him AND try to figure out why Aroden didn’t return (& help him).
* Good aligned orgs/demi-gods/gods might want that, too.
* Or, what if Glabrezu demon helped such a low-level (at that time) BBEG specifically to allow time travel that CREATED Aroden’s demise and WorldWound (like Hellraiser, in order to open the gates of Hell).
* Or worse, Rovagug’s allies reverse time to before his trap to stop it.

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.


Looks like the original wiki these were posting to is gone. Where are they now, please?


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
Pre-req: Vampire
Benefits:
Every spell slot, spell-like ability, supernatural ability or charges (aka “magic”) so drained, grants the magic eater the selected benefit (see below), that lasts for an hour if in excess of the normal maximum or as indicated below. This drain also sustains the character without blood for a number of days equal to the highest spell level drained in that day. The number of days of provided sustenance does not stack, but it does overlap with prior drainings.

Level 1:
* Gain SR 6 + Vampire Level.
* Can sense magic almost like smell (treat as Detect Magic at will as Swift Action, without victim’s knowledge, up to 20 feet radius or 60 foot cone).
**Can not detect any spell or spell-like ability specifically hidden by other magical means, but CAN detect a magical “aura” exists somewhere within their range. If focus for +1 rnd, reduces aura location to be a 15x15 foot area. If focus additional +1 rnd, can pinpoint exact spot of magical aura but not what the magic is. If focus additional +1 rnd, can also identify what school of magic the hiding magic is (but not the hidden magic). Focus is disrupted if Magic Eater can not see the victim AND victim moves.
***Magical Darkness counts as hiding (see above), unless it was cast by the Magic Eater.
***Any spell or spell-like ability that has “Greater” in title, increases detection ability focus by +1 rnd.
* If successfully rebuff any spell or spell-like ability, Magic Eater has “consumed” that magic and gains a benefit (pick 1):
** gain temp HP = spell/SLA level;
** gain temp stat bump = 1/2 spell/SLA level (eff. for 1d4+1 rnds) (Vampire chooses which stat)
* If successful touch attack (melee weapon or physical touch unarmed), victim takes non-lethal damage = DMG roll, and attacking creature can “consume” magic of/used by the victim, and gains a benefit (pick 1):
** gain temp HP = X spell/SLA level (X = roll 1d(Vampire Lvl), max victim’s spell levels); victim loses use of 1 spell slot/SLA at that level for the day.
*** If CRIT confirmed, temp HP = HP x crit multiplier.
** gain temp stat bump = 1/2 X spell/SLA level (X = roll 1d(Vampire Lvl), max victim’s spell levels); victim loses use of 1 spell slot/SLA at that level for the day.
*** If CRIT confirmed, temp stat bump to # of stats = crit multiplier.

Level 5:
* Gain SR 11 + Vampire Level
* Magic Eater now sees & can consume any kind of magic, including spells, spell-like abilities and supernatural abilities.
** Can sense magic almost like smell (treat as Detect Magic at will as Swift Action, without victim’s knowledge, up to 40 feet radius or 120 foot cone.
*** Can not detect any magic specifically hidden by other magical or supernatural means, but CAN detect a magical “aura” exists somewhere within their range. If focus for +1 rnd, reduces aura location to be a 15x15 foot area. If focus additional +1 rnd, can pinpoint exact spot of magical aura but not what the magic is. If focus additional +1 rnd, can also identify what school of magic the hiding magic is (but not the hidden magic). Focus is disrupted if Magic Eater can not see the victim AND victim moves.
*** Magical Darkness no longer counts as hiding.
*** Any magic that has “Greater” in title, increases detection ability focus by +1 rnd.
* The Magic Eater’s abilities have grown, allowing it to potentially reach through & into its victims to extract more of the magical essence.
** If successfully rebuff any magic, Magic Eater has “consumed” that magic and gains a benefit (pick 1):
*** gain temp HP = spell/SLA/SU level;
*** gain temp stat bump = spell/SLA/SU level (eff. for 2d4+1 rnds)
*** gain immediate use of that spell at the same level:
**** Offensive magic rebounds back & targets original caster/user;
**** Defensive magic is applied to Magic Eater (instead of original target);
**** If other type, then Magic Eater gains temp proficiency of that spell/SLA/SU & ability (must be used within 1d4+1 rnds). If magic level is above Magic Eater’s level/ability, it gains next level down equivalent of that same magic.
** If successful touch attack (melee weapon or physical touch unarmed), victim takes full DMG, and attacking creature can “consume” magic of/used by the victim, and gains a benefit (pick 1):
*** gain temp HP = X spell/SLA/SU level (X = roll 1d(Vampire Lvl), max victim’s spell levels); victim loses use of 1 spell slot/SLA/SU at that level for the day.
**** If CRIT confirmed, temp HP = HP x crit multiplier.
*** gain temp stat bump = 1/2 X spell level (X = roll 1d(Vampire Lvl), max victim’s spell levels); victim loses use of 1 spell slot at that level for the day.
**** If CRIT confirmed, temp stat bump to # of stats = crit multiplier.
*** gain temp use of 1 random applied or activated magic of victim (eff for 2d4+1 rnds) AND victim loses that magic (if SU/SLA magic, victim loses access to that ability for same amount of time, as if Anti-Magic for that specific magic)).

Level 10:
* Gain SR 11 + Vampire’s Level
* Can sense magic almost like smell (treat as Detect Magic at will as Immediate Action, without victim’s knowledge, up to 60 feet radius or 240 foot cone.
** Can not detect any magic specifically hidden by other magical or supernatural means if those hiding magic are greater than 1/2 the Magic Eater’s level, but CAN detect a magical “aura” exists somewhere within their range. If focus for +1 rnd, reduces aura location to be a 15x15 foot area. If focus additional +1 rnd, can pinpoint exact spot of magical aura but not what the magic is. If focus additional +1 rnd, can also identify what school of magic the hiding magic is (but not the hidden magic). Focus is disrupted if Magic Eater can not see the victim AND victim moves.
*** Magical Darkness & “Greater” magics no longer count as hiding.
* The Magic Eater’s hunger for & ability to focus on magic allows it to now consume magical essence from items, as well.
** All Level 5 abilities can optionally be applied to magic items, as well.
*** Any magic consumed from a magic item can optionally be immediately applied to the Magic Eater’s melee or natural weapons (if possible, else consumed as above).
*** Any magic consumed from a magic item is permanent (if charged or applied), or lost for that day (if enhancements are permanent).
**** Except Artifacts (+5 & above), for which magic consumed is lost for 1d4+1 rnds.
*** Sentient magical items get a WILL save (using item’s Will) vs the Magic Eater’s WILL.
**** Success = Magic consumed is NOT permanent; magic loss lasts 1d4+ rnds.
**** The item’s sentience can never be consumed!
*** Each magical enhancement of the magic item counts as its own unique “thing” (ie, keen, conductive, etc). If all magical enhancements for an item are consumed, it becomes mundane & no longer magical.
**** Except for Artifacts (+5 & above) & sentient artifacts. If all magics of the item are consumed before any are regained, then these items become inert/mundane until the next day.
*** For +1/+2/+3... straight enhancements, consider each level to be a unique “thing” when determining what magic is consumed. Subtract the level consumed from the item’s total +x enhancements to determine remaining enhancement. Example: if +2 of a +3 item is consumed the item has +1 remaining.

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!!


Just found this thread... Wow! What an amazing cast of characters & ideas! Thanks!


So how did this character build work for you?
Would you do anything different?
Suggestions for mods or level ups?

I’m looking for a villain “hunter” that will have his own large island.


Thank you so much for sharing!! That’s a very detailed villain! Well done, Falcar!


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.


Some creatures in the Harry Potter universe already exist in PF, like centaurs, giant spiders, giants, pegasi, merfolk. I’m looking for conversions/stats for the rest. Has anyone seen these anywhere?


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.


Holy smokes! My Pathfinder group breaks up so I'm away for 2 years, and now Pathfinder is in space! Awesome!!! I have a lot of catching up to do!!


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These are awesome! I haven't been to the Forums in awhile, and seeing this thread first really made my day! Thanks!


I'd play a DragonKnight with this build! Looks interesting, and could be a lot of fun in the right campaign and world.


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:

Looking good!

I can see many uses for these, especially as you can change the layout of the particular dungeon you need for your story by "walling off" not-needed hallways/rooms.

Ruyan.

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:
SAMAS wrote:
Thing is, none of that is exclusive to Paladinhood. That's just being very Lawful Good. Cap has nothing else in common with Paladins.

Well, he's very charismatic and strong-willed, and indeed has the equivalent of very high Saves, and is certainly pretty much immune to fear. He's also notably more effective fighting truly evil foes, if only because then he doesn't hold back.

He does indeed lack healing powers or spells per se, but those are pretty much the only Paladin things he lacks...and he does heal unusually fast, which works thematically with Lay on Hands if he only takes, say, 4 levels of Paladin. Which is about what I'd peg him as having, for the record.

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.


109. A bored djin happens to be attracted to the sounds of your battle, and decides to have some fun. He/She announces, “The loser to this little battle of yours’ will gain some beneficial boon of my own choosing. Of course, losers tend to DIE in battle. Hahahahahahahaahaaa! Carry on.”


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 like Sissy's solution, but I also like the fun the cursed Imp figurine can be (specifically, looking for the characters to say "I wish...", even accidentally).


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.


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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:
[DM: recommend only describing the effect when it actually manifests – all of these effects are temporary, for the duration of the fight/event only, and the opponent knows immediately what benefits that they’ve just been given. Also, if player’s character is a spellcaster not in the immediate battle scene, then recommend replacing or adding to below with – “Opponent transported to spellcaster’s area” or similar to put spellcaster IN the fight.]
a. (1) Opponent’s weapon or spell is now considered aligned opposite to the player’s character’s alignment.
b. (2) Opponent’s weapon is now keen (slashing or piercing) or thunderous (bludgeoning), or their next spell is maximized.
c. (3) Opponent can now fly, with average ability.
d. (4) Opponent is heal-ed for 1d8 HP [DM: increase this for higher level CRs].
e. (5) Opponent is now under effects of rage.
f. (6) Opponent is now under effects of enlarge.
g. (7) Opponent is now under effects of haste.
h. (8) Opponent’s armor class increases [DM: your call – due to magical armor enhancement (e.g., impervious), mage armor, or similar for your scenario]
i. (9) Opponent gains a summon-ed creature, appearing wherever benefits opponent most (e.g., flanking player’s character, next to opponent, on ledge above, etc)
[DM: wide latitude on this one, obviously, but intent is to give opponent equivalent benefit of +1/4-1/3 CR level]
j. (10) Reroll 1d10 (ignore 10) and effect benefits ALL opponents in this fight/event!!


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 ....


SteelDraco wrote:

Somebody asked for this a while ago in a similar thread; this is what I came up with. It's a 19-point ARG race.

Original Thread

Yautja

Thanks man! Some more ideas are always good!


Freedom16 wrote:

http://www.giantitp.com/forums/showthread.php?248868-Yautja-(e-wat-ya)-Pred ators-of-the-Dark-Tapestry-Pathfinder-Class-(-amp-Race)

Post on Predator

http://www.giantitp.com/forums/showthread.php?248171-Xenomorph-Aliens-of-th e-Dark-Tapestry-Pathfinder-Class-(-amp-race)&highlight=xenomorph
post on the Xenomorph if interested

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:

Or to put in in what really happens with a Fumble-crazy DM:

After ten rounds of combat your Epic Fighter has managed to both break and drop his weapon, not to mention critically wounding himself.

This is good as the Spellcasters dont need you anyway as they cant fumble, so you might as well be the Comedy Relief.

Next time, just bring a commoner with a rubber chicken, maxed out ranks in Perform Comedy and call him "Shemp".

Spellcasters can "fumble" - they can roll a 1 just like anyone else.


94. [DM - note the sequence of events possible here - nothing happens immediately.]
(a) IF character "kills" any of the opponents in this battle, character searches body and finds a small cube. As char examines the box, the "dead" opponent breathes one last phrase - "Its always belonged to you" and then truly dies.
(b) IF character doesn't kill any opponents, then character finds small cube while looting the bodies or in their own possessions later that day/night [DM's discretion how/when], and as char examines box they hear a nearby whisper on the wind that sounds like, "Its always belonged to you."

[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:
Liranys wrote:
I'm Hiding In Your Closet wrote:
93. You get distracted by a parade of clowns.

Liranys -- this needs a resulting impact, like:

"You get distracted by a parade of clowns. You lose your action this round and your opponent gains an immediate Attack of Opportunity on you."
Not all of mine have resulting impacts other than You lose your action.

Good point.


TriMarkC wrote:

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.
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.
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”)

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”)


Liranys wrote:
I'm Hiding In Your Closet wrote:
93. You get distracted by a parade of clowns.

Liranys -- this needs a resulting impact, like:

"You get distracted by a parade of clowns. You lose your action this round and your opponent gains an immediate Attack of Opportunity on you."


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):
a. (1) Your off-hand arm polymorphs into a tentacle for 1d6 rounds. Whatever was in that hand is now loosely “held” by your tentacle, and using that limb for anything at all is at -4. At end of time, the tentacle withers and starts to smell like really old fish, before it falls off, revealing the char’s arm inside unharmed.
b. (2) Your armor transforms into living crocodile scales for 1d6 minutes (which cannot be removed since its alive), >>replacing<< its AC with a +1 & no encumbrance. At end of time, the skin sloughs off their body like a snakeskin, after which it then transforms back into their prior armor laying there on the ground.
c. (3) You become incorporeal for 1d6 rounds, so while your opponent can no longer hit or hurt you, neither can you do anything to the material world. [DM – could play this out into NEXT round before the char or opponent realizes what happened, only after a weapon “slices” through ineffectual.
d. (4) Your vision hazes over for a brief moment, and when it clears every one in the battle is suddenly staring at you [DM – ask each other party member their favorite cartoon character – the funnier, the better; think Who Framed Roger Rabbit! And group then votes which one]. Your character (as well as all possessions) has been transformed into [fully describe the animated character, in soft Saturday morning cartoon colors], including the character’s voice. Your character is so confused that he/she suffers a -2 to everything for 1d6 rounds. [DM – if player actually hams it up and full-out roleplays his/her character as the cartoon character and voice, DM’s discretion to add slight confusion to opponents, as well, like a -1 on their attacks]

[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 ]


88. [Applicable to battles in or near large body of water] You start your attack, and .... O!M!G! what is that?!?!?!?! Off in the distance you see a truly gargantuan reptilian head and neck slide out of the water, look in several directions (all except where you are, thank the gods!), and then slide back into the water. (think Godzilla or Loch Ness)
* If not near large body of water, its head appears in the distance - over the trees, on the next mountain over, even poking out from the clouds as it flies by.

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