Shathbardok

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tinker gnomes are the only cool gnome.


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KainPen wrote:

yeah unlike other literary character, like Conan ect. that have tons of books about them and they doing all sort of crazy things. Willow is fairly simple I would say Willow fall into the lower level range. with Willow being level 3 or 4 character, I say two levels commoner, 1 level rogue or ending level 1 wizard.

Madmartigain being level 6 or 7. The bad guy knight level 5.

Willow has some very high magical showings. Shape-shifting a troll into a colossal Hydra/dragon whatever and poly-morphing a whole army into pigs come to mind.

They just handed out magic items willy nilley. Here willow have some acorns that can turn anyone to stone meaning a single shot magical item that casts a 6th level wizard spell. Willow is firmly set into high fantasy at least in the transmutation department..Love powder ect ect ect.


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The Thing basically.


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Mud Sorcerers tomb from dungeon 37.


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You could make it a Specific armor. Equal to say +2 scale male greater spell resistance armor. X time per day can use spell turning. Maybe have a couple of the flail hanging off it granting extra attacks of opportunity with the flails.


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I was looking at the spellfire wielder feat and the spellfire adept class and thought that sense someone is born with the ability to weild it it would make a great sorcerer bloodline.

anyway i am hitting some roadblocks here is what i have so far, Any help would be great.

Spellfire Weilder

Description

Class Skill:

Bonus Spells: (3rd), (5th), (7th), (9th), (11th), (13th), (15th), (17th), (19th)

Bonus Feats: Arcane blast, Weapon Focus ray

Bloodline Arcana:

Bloodline Powers: Your magic benefits from the latent , growing more potent as you gain levels.

Arcane resiorvior (Su) - At 1st level, you gain the ability to supress the magic of magic items for 24 hours. Make a touch attack agains an item the items weilder may make a will save (dc 10 + charisma mod + 1/2 caster level) to resist the train. Upon a failed save the magical item ceases working for 24 hours, Only a single function of your choosing is supressed objects with multiple functions require an aditional use of this power.

Upon reaching 3rd level when you drain an item you can store the drained energy within yourself an ammount equal to 3 + your charisma modifier. This pooled energy may be used to 'recharge" uses of your sorcerer powers. You may replinish your uses of spellfire blast with the expendadure of 2 arcane resiorvior. You may expand 1 point to replinish one minute of your Spellfire wings.

This ability may be used 3+ charisma modifier times per day.

Spellfire Blast (Su) - At 3rd level, you can fire a ray of spellfire. this does nontyped damage 1d6 +1 per 2 sorc levels. This has a 30 ft range. You can use this ability a number of times per day equal to 3 + your Charisma modifier. by expending a use of spellfire blast Characters with the Arcane blast feat may add this damage to that of their arcane blast as well.

At 15th level you may create a 20 ft burst (reflex for 1/2 damage) and may use your arcan blast feat to further augment the damage.

Spellfire Wings (Su): At 9th level, you can sprout wings of flame and fly for a number of minutes per day equal to your sorcerer level, with a speed of 60 feet and good maneuverability. This duration does not need to be consecutive, but it must be used in 1 minute increments.

(Ex, Sp, Su) - At 15th level, you can

Crown of spellfire (Ex) At 20th level spellfire sufuses you, you may sheath yourself in a cloak of spellfire as a free action. While this cloak is active you give off light as a daylight spell, Gain SR equal to 10 + Sorc levels, Dr 10/magic, Any weapon striking you that has a hardness less than half your sorcorer levels gains the broken condition. a second strike renders the item destroyed.


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the lich queens Simulacrum would be a level 10 Githyanki necromancer. It's arguable that it would not have the lich template because that requires caster level 11th and also no phylactery. The Simulacrum spell says nothing about copying Mythic ability's so it would likely have none.


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Hans Cr 5
NE Noble (Douchebag archtype) 4\Fighter 3
A scheming prince from another land seeking the throne of arendelle.


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Umm ok...

Noble

Favor: The Noble has the ability to acquire minor aid from anyone he or she meets. By making a favor check, a Noble can gain important information without going through the time and trouble of doing a lot of research. Favors can also be used to acquire the loan of equipment or documents, or to receive other minor assistance in the course of an adventure.
A favor check is a diplomacy check The DC ranges from 10 for a simple favor to as high as 30 for formidable and highly dangerous, expensive, or illegal favors. A Noble can’t take 10 or 20 on this check, nor can the Character retry the check for the same (or virtually the same) favor. Favors should help advance the plot of an adventure. A favor that would enable a character to avoid an adventure altogether should always be unavailable to the character, regardless of the result of a favor check.

The DM should carefully monitor a Charismatic hero’s use of favors to ensure that this ability isn’t abused. The success or failure of an adventure shouldn’t hinge on the use of a favor, and getting a favor shouldn’t replace good roleplaying or the use of other skills. The DM may disallow any favor deemed to be disruptive to the game.

Also most people expect a favor to be returned at some point.

A character gets a bonus on favor checks equal to 1/4 their bard level.

This ability Replaces bardic Knowledge.

At 1st and every 3 levels thereafter (4th, 7th ect) the Noble gains a bonus feat, this can be any feat she qualifies for these feats can be rogue talents. Greater rogue talents are only selectable with bonus feats after 10th level. a character must meet all prerequisites for their rogue talents for example a Noble could not take a rogue talent that involves sneak attack.

Bardic Performances.

Nobles may use diplomacy in place of a Perform in the use of bardic performances.

When a noble attains a new bardic performance she may choose to Instead select a performance from the Court bard archtype. For example when a court bard would learn Inspire courage she may instead learn Satire. Below are the court bards performances for ease of use.

Satire (Su): A court bard can use performance to undermine the confidence of enemies who hear it, causing them to take a –1 penalty on attack and damage rolls (minimum 1) and a –1 penalty on saves against fear and charm effects as long as the bard continues performing. This penalty increases by –1 at 5th level and every six levels thereafter. Satire is a language-dependent, mind-affecting ability that uses audible components.

This performance replaces inspire courage.

Mockery (Su): A court bard of 3rd level or higher can subtly ridicule and defame a specific individual. The bard selects one target who can hear his performance. That individual takes a –2 penalty on Charisma checks and Charisma-related skill checks as long as the bard continues performing. This penalty increases by –1 every four levels after 3rd. Mockery is a language-dependent, mind-affecting ability that relies on audible components.

This performance replaces inspire competence.

Glorious Epic (Su): A court bard of 8th level or higher can weave captivating tales that engross those who hear them. Enemies within 30 feet become flat-footed unless they succeed at a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier). A save renders them immune to this ability for 24 hours. Glorious epic is a language-dependent, mind-affecting ability that uses audible components.

This performance replaces dirge of doom.

Scandal (Su): A court bard of 14th level or higher can combine salacious gossip and biting calumny to incite a riot. Each enemy within 30 feet is affected as if by a song of discord for as long as it can hear the performance. A successful Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) negates the effect, and that creature is immune to this ability for 24 hours. Scandal is a language-dependent, mind-affecting ability that uses audible components.

This performance replaces frightening tune.


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haha capin. sorry lolth is gonna have more hp than that.


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*thumbs Up* Any chance on Ragnaros?


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They can dance if they want to.
They can leave their beards behind.


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I realley enjoy these. Keep them coming.. Any chance for a velociraptor style?


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Yeah something like..

Quiver of abundant adamant arrows.

Quiver of abundant Poison Arrows

Quiver of abundant Flaming arrows.

Each should be a seperate magical item for balance purposes.


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Where does it say limited to a solarsystem. I dont see anything in the spells description that suggests that. in the spells description it says "This spell functions as teleport, except there is truly no range limit and you do not need to have seen your destination."


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Ohh antipaladin dedicated to the destroyer Hmmm @u@


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Mega damane is described as supernature or super scientific toughness. This could mean Either

a) Armor class

b) Damage reduction.

I would lean towards the later Say anyone with even a point of mega damage has some sort of DR that fits a these. Suit or Megadamage armor that is scientific in nature might have Dr 10/Adamantine. While a supernatural mega damage creature likely has dr 10/magic. WHile a creature with thousands of MDC would likely have have Epic DR.


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bonnacon CR 8

XP 4,800
N Large magical beast (Fire)
Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception +17
DEFENSE

AC 20, touch 9, flat-footed 20 (+11 natural, –1 size)
hp 100 (8d10+56)
Fort +13, Ref +6, Will +7
OFFENSE

Speed 30 ft.
[b]Melee gore +14 (2d8+7), 2 hooves +9 (1d6+3)
Space[/b] 10 ft.; Reach 5 ft.
Special Attacks Deathly Emissions, Death Throws, trample (2d8+10, DC 21)
STATISTICS

[b]Str 24, Dex 10, Con 24, Int 2, Wis 16, Cha 9
Base Atk[/b] +8; CMB +16; CMD 26
Feats Improved Initiative, Iron Will, Power Attack, Skill Focus (Perception)
Skills Perception +17
SPECIAL ABILITIES

Deathley Emissions (Su): ANy Square a bonnacon moves through Ignites as though a wall of fire had sprung up there. This if from the creatures Highly flaming elemental Offal.

Death Throws (Su): When a bonnacon Is slain the Poo in it intestines flares up and explodes Covering all squares within 50 ft with its flaming Offal. Creatures must roll fortitude saves or be nauseated for 1d6 rounds.

PYROCLASTIC BONNACON

This variant of the Bonnacon lacks the deathly emissions ability but instead of Flaming Offal can actually fire a cone of flame and ash from its rear (Its burned Poo in reality) This functions as a breath weapon useable every 3 rounds (30 ft cone 6d6 Fire damage + nauseated for a round, Dc 21 reflex for 1/2 damage and avoids nauseating effect.)


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I used to play a Mutant Wole that was a member Of Peta. But got kicked out for eating an earthworm. Than travelev the world defending the weak with his Pump action shotgun and boxing skills.


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Ok i was bored here you go

Dragon, Fang

CN dragon

Base Statistics

CR 3; Size Tiny; Hit Dice 3d12

Speed ft., 60 Ft, FLy 90 ft (average)

Natural Armor +2;

Str 11, Dex 10, Con 13, Int 8, Wis 13, Cha 8

Ecology

Environment

Organization solitary

Treasure Double standard

Special Abilities

Age Category
Wyrmling
Ability Drain (1), Increased Damage, Trip, Sound Imitation, Detect Magic, Read Magic

Very young
Ability Drain (1d2)

Young
Ability Drain (1d3), Shield

Juvenile
Ability Drain (1d4), Dispell Magic

Young adult CL 1st
DR 5/magic, spell resistance

Adult CL 3
frightful presence, Ability Drain (1d6) Spell Turning

Mature adult CL 5
DR 10/magic,

Old CL 7
Ability Drain (1d8), Telekenesis

Very old CL 9th
DR 15/Magic

Ancient CL 11
Ability Drain (1d10), Fast Heal 2

Wyrm CL 13
DR 20/magic

Great wyrm CL 15
Ability Drain (1d12),
Globe Of Invaulnerability

Combat

SPECIAL ABILITY (Ex,Su, Sp)

Ability Drain (Su): Add the listed con damage to the dragons bite attack. A fortitude save dc (Con based) is allowed to avoid the con damage.

Trip (Ex) The dragon gains trip with its bite or claw attacks.

Increased Damage (Ex) The dragon counts as one size catagory larger for purposes of determining the damage of its natural attacks.

Sound Imitation (Su): The dragon can mimic any noise. A Will save (based on the dragons Charisma) is allowed to detect the issulion.

Spells: Can cast spells from the chaos death magic and protection domains as arcane spells.


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Ok here is what i came upwith. The Spellsoverign PR class kinda sucks and your better off takeing wizard levels but the idea of a living spell as a familiar is still cool.

Minor living spell familiars
Select A Spell of level Zero one or two.

The benefit from a a living spell familiar is dependant on which school the base spell came from. Alternatively if Your DM allows it you can instead select an ability that one of the spells subtypes or descriptors posess. For example if you selected a divination spell which also has the scrying Descriptor you may instead select +3 Perception instead of the normal +3 to one Knowledge.

Abjuration +2 Will saves
Alteration +3 Disguise
Conjuration +3 Handle animals
Creation +3 to one Craft Skill
healing +3 Heal checks
Divination +3 to one Knowledge
Scrying +3 Perception
Enchantment +3 Bluff
Charm +3 Diplomacy
fear +3 Intimidation
Evocation +1 to Rolls to peirce Spell resistance
Air (lightning) +4 Inish
Earth (Acid) +3 HP
Fire (fire) +2 Reflex Saves
Water (Cold) +2 Cmd vs Grapples
Force +1 Deflection bonus to Ac
Illusion +3 Stealth
Glamer +3 Bluff
Necromancy +2 Fortitude Saves
Universal +3 Spellcraft

Metal +1 Natural Armor
Void +2 Will saves
Wood +3 Survival Checks

Minor Living spell
CR 1/3

XP 135
N Tiny ooze
Init +8; Tremor Sense 20 ft; Perception -2
DEFENSE

AC , touch , flat-footed (+ Dex, + natural, + size)
hp 5 (1d10)
Fort +0, Ref +4, Will -2
Special Defenses: Dr 10/Magic, Sr 11, Ooze Traits
OFFENSE

Speed 30 ft.
Melee: Slam (1d2- 4 + Spell effect( Chas based))
Space ft1.; Reach 0 ft.
Special Atacks: Engulf (dc 10 Spell effect)
STATISTICS

Str 2, Dex 18, Con 10, Int -, Wis 7, Cha 7
Base Atk +; CMB ; CMD ( vs. trip)
Feats Any one
Skills None
SPECIAL ABILITIES

AS familiars living spells gain an intelegence score and loose the mindless trait.

Takeing a living Spell as a an Improved familiar requires the folowing.

Level 0 Living Spells Require that the character be 3rd level to take one as an Improved familiar.

Living Spell familiars based off level two spells Require that the character be 5th level and have one more point in each stat and a +1 deflection bonus to Armor class and require the Improved Familiar feat.

Living Spell familiars based off level two spells require that the charazcter be 7th level and enjoy a +2 to all stats. and a +2 deflection Bonus to ac.

A Living Spell Familiar Can be based off two spells But this adds 2 to the level requirement needed to get that familiar. Use the Higher level spell as the bas spell. If this modifies the level requirement beyond lv 7 than than that spell cannot be selected. A given spell can only be selected once so you could not have two living burning hands as a familiar.


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Im trying to make a balanced hagspawn conversion more inline with the other races in Pathfinder. Though i am drawing inspiration from the forgotten realms version this will be more for a Scarred lands setting though should be playable in either setting.

The original hagspawn have the following traits..

Hagspawn have the following abilities and characteristics.
• +2 Strength, +2 Constitution, –2 Charisma: Hagspawn are
strong and hardy, but are sullen and ill-tempered.
• Medium-size.
• Land speed 30 feet.
• Monstrous Humanoid: Hagspawn are not subject to spells
or effects that affect only humanoids, such as charm person
or dominate person.
• Darkvision: Hagspawn can see in the dark up to 60 feet.
• Natural Armor: +2 natural armor bonus.
• Spell resistance of 11 + character level.
• Automatic Languages: Common, Giant. Bonus Languages:
By character region.

Proposed changes

+2 Str, +2 (some mental stat) -2 Charisma

Type: Humanoid (hag)

Natural Armor: reduced to +1

Spell Resistance: 5 + Character level

That puts them on par i think with Commoner drow.

Any other suggestions?


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If you make your Pathfinder game into mass effect wont it have a crappy ending?


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Zodiac traits. Pick a Zodiac sign you character is born under. You can pick only the Boon unseeing one of your 2 traits or you can choose to take the bane as well and Use none of your traits. Either way Only one Zodiac trait can be taken.

I wanted to make more fantasy based zodiac traits as well. I.e. One not specifically tied to an earthly based zodiac. Maybe a Sign for each class (The warrior, The Bard, The Oracle.) Or maybe Signs for monster Types (The Dragon the Specter, the Tarrasque).

I would appropriate any feedback to make each of the signs as different from one another as possible. I know there are some overlapping abilities, Im not astrology expert and would love some feedback and ideas for the signs below or if you have an idea for a totaly new fantasy zodiac sign than i would love to see it here :) anyway here are the signs.

Aeries
Boon: +1 to saves vs fear effects and +1 to the dc of intimidate checks against you.

Bane: You suffer a -1 to saves vs compulsions.

Cancer
Boon: +1 Skill point Cancers are adaptive.

Bane: -2 Trait penalty on sense motive checks, Cancers are self absorbed and often find it hard to read others.

Capricorn
Boon: +1 Trait bonus on a save. (Chosen at character creation) Capricorns are resourceful

Bane: Capricorns Lack imagination so suffer a -2 on preform checks.

Taurus
Boon: +1 to saves vs compulsions because of their stubborn nature.

Bane: -2 to diplomacy checks Taurus are loathe to concede defeat and often do-not compromise.

Libra
Boon: +1 Trait bonus on Diplomacy. Diplomacy is always a class skill. Libra are very diplomatic.

Bane: -1 trait penalty on initiative. Due to the indecisive nature of the Libra.

Leo
Boon: Other gain an additional +1 bonus when A Leo with this trait use aid another on them.

Bane: Being a bit vain and domineering Leo do not take direction from others well. Reduce all bonuses from someone aiding another by one. Reduce the duration any moral bonuses from a source other than the Leo himself by 50%

Scorpio
Boon: +1 trait bonus on Bluff, Scorpio are very Manipulative.

Bane: -2 to diplomacy checks, Scorpio are suspicious by nature and tend to not trust making diplomatic relations somewhat problematic.

Aquarius
Boon: Aquarius are very creative. They gain a +1 trait bonus to any one craft skill. that craft skill is always a class skill for the Aquarius.

Bane: A negative side affect of their imaginative creativity. The Aquarius are more prone to flights of fancy and suffer a -1 penalty on saves vs figments.

Gemini
Boon: Gemini are energetic clever and witty. as such they are able to react more efficiently and enjoy a +1 trait bonus to initiative.

Bane: Gemini are superficial impulsive and restless and suffer a -1 on saves vs compulsions.

Virgo
Boon: Virgo are skeptical and enjoy a +1 trait bonus to sense motive checks, Sense motive is always a class skill to a Virgo.

Bane: A Virgo has a very inflexible nature, Diplomacy is alien to them they suffer a -2 penalty to diplomacy checks.

Sagittarius
Boon: Sagittarius are unemotional seekers of knowledge. Pick one knowledge skill. The Sagittarius gets a +1 trait bonus to that skill, that skill is always a class skill for the Sagittarius.
Bane: A Sagittarius's far sightedness often affects their ability to perceive localized things. -2 to perception checks.

Pisces
Boon: Pisces are devoted individuals and enjoy a +1 trait bonus against compulsions.
Bane: However being indecisive escapist they don't always react quickly and suffer a -1 penalty to initiative checks.

Ophiuchus (Not sure if i should count this one cause it may be made up)
Boon: Ophiuchus are naturally intuitive healers enjoying a +1 trait bonus on heal checks, heal is always a class skill to an Ophiuchus.
Bane: Ophiuchus are emotional and distant they suffer a -2 penalty to Diplomacy checks.


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I can see a lot of potential for this class kinda miss the only school patrons but whatever its still kool.

I can see a Spellfire wielder archetype for the forgotten realms.

The wording of the fluffy bits lends cadence to a possible warlock bloodline.


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Well with a reputation for voodoo in some media i can see perhapse zombies and other spirits to represent the loa.


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sunbeam wrote:

I read that as "Thong-Cleaver" when I saw the heading.

Had to do a double take.

Bikinifang The Thong Cleaver.

+1 Elvin fine blade that grants +4 when sundering undergarments.


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Denev the earth mother

Name CR 40
XP 314,572,800
N Colossal Outsider (Elemental, Earth, Titan)
Init +9; Senses Darkvision 60 ft. Blind Sense 120 ft; Perception Ranks +74

Defense
AC 58, touch 10, flat-footed 54 (+5 Dex, -8 size, +48 natural)
hp 1313 (61d10+915+63) Fast Heal 50
Fort 49, Ref 25, Will 54
SD Immune Elemental Immunities, Acid; Resistances: to Fire, cold, electricity, Sonic 20; Dr 25 Epic and Adamantine; Sr 51
Aura: Frightful Presence (120 ft Dc 52 Panicked 5d6 rounds)

Offense
Speed 120 ft.
Melee Slam +65 Melee (4d6+12 ), +70/65/60/55/50 Stone Scythe of Denev (4d8 + 23 and 1d6 each of sonic, fire, ice, Electricity damage 18-20/x4 )
Space 40 ft.; Reach 25ft.
SA Titanic Trample (4d6+18)

Dc 30 + Spell level. (+2 dc of earth descriptor spells, +1 dc of Conjuration spells)
Zero 4 unlimited time per day
1st-13/day
2nd-14/day
3rd-14/day
4th-14/day
5th-14/day
6th-13/day
7th-13/day
8th-13/day
9th-11/day
10th-5/day
11th-4/day
12th-4/day
13th-3/day
14th-3/day

Statistics
Str 35, Dex 21, Con 40, Int 35, Wis 50, Cha 35
Base Atk +61; CMB +81; CMD 98

Feats Alertness, Animal Affinity, Augmented Summoning, Brew Potion, Chain Spell, Cleave, Combat Casting, Combat Reflexes, Craft Wondrous Item, Empower Spell, Enlarge Spell, Extend Spell, Great Fortitude, Heighten Spell, Improved Critical (Scythe) , Improved Great Fortitude, Improved initiative, Improved Iron Will, Improved Sunder, Improved Trample*, Iron Will, Maximize Spell, Natural Spell, Power Critical, Silent Spell, Spell Focus Conjuration, Still Spell, Toughness, Track, Quicken Spell, Weapon Focus (sickle)

Skills Acrobatics 57, Bluff 67*, Climb 64, Craft (Alchemy) 67*, Diplomacy 67*, Escape Artist 57, Fly 57, Handle Animal 68, Heal 72, Intimidate 66, Knowledge (Geography) 64, Knowledge (History) 64, Knowledge (planes) 67*,Knowledge (religion) 67*, Knowledge (Nature) 67*, Perception 74*, Sense Motive 74*, Spell Craft 64, Stealth 44*, Survival 75*, Swim 64,

Languages: Telepathy 100', Denev can speak and understand all languages.

SQ Earth Mastery
Ecology
Environment Domesticated or City.
Organization solitary
Treasure none
Special Abilities

Ecology

Habitat & Society

Special:

Spells: Denev has all of the spellscasting abilities of a 30th-level druid. In addition, rather than preparing her spells, Denev may also spontaneously cast any spells from the plant, animal domains, or with the earth subtype she chooses as long as she has unused spell slots of the appropriate level. She applies metamagic feats to these spells as she chooses and is not forced to cast such altered spells at a one-round casting time. Denev is immune to any negative repercussions that come from casting such spells.

Wildshape (Su): Denev May wildshape as a lv 20 Druid dose.

Any terrain that Denev has used to manifest her physical form is considered to be a place of power for the purposes of performing druidic True Rituals. This benefit lasts until the next solstice or equinox. In a non scarred land setting this manifests in a +1 dc to any spells of the Animal or plant domains or with the Earth subtype within such an area which is typically a hundred feet across.

Titanic Trample (Ex): This functions as a normal trample except that Denev may preform this as a free action.

Superior Earth Mastery (Ex): Denev Enjoys a +2 to attack and damage rolls if both she and her opponent are touching the ground. she Also enjoys a +2 to the Dc of any spells with the earth subtype she casts.

Verdant Will (Sp): As a Swift action once per round Denev can Produce the effects identical to the flowing spells with a 300 ft range and at caster lv 40th, Plant Growth, Entangle, Animate Plants.

Mother of Life (Su): Denev can touch a Plant or animal bestowing it with the effects of an awaken animal spell and bestowing the giant template upon such a creature. Creatures effected by this power are friendly and helpful to Denev.

Disruptive Touch (ex): Any undead touching Denev or that are touched by Denev except those she exempts take an additional 16d6 damage as their forms are disrupted.

Dc 30 + Spell level. (+2 dc to earth, +1 Dc to Conjuration)
Zero 4 unlimited time per day
1st-13/day
2nd-14/day
3rd-14/day
4th-14/day
5th-14/day
6th-13/day
7th-13/day
8th-13/day
9th-11/day
10th-5/day
11th-4/day
12th-4/day
13th-3/day
14th-3/day

Stone Scythe of Denev.
Int 35, Wis 50, Cha 35, Ego 69

Communicates via empathy and can sense things withing a 120' range
+5 Keen, Flaming, Icy, Shocking, Sonic, vorpal Colossal Scythe.
It has the flowing spell like ability.
At will
Cure Critical Wounds, Cure Disease, Greater Restoration, Regenerate
1/day
True Reincarnation (no level loss or con damage)

Improved Trample
Requirements: Must have the trample ability. Bab +1
Benefit: Your trample attack dose not provoke an attack of opportunity.

Titan Subtype
Titans Cannot Die They are immune to ability damage or drain, death effects, Energy Drain.

Regeneration (Ex) No form of attack can suppress a Titans regeneration—it regenerates even if disintegrated, It can be banished, imprisoned, or otherwise dealt with, But can never truly die.

Omnilingual(ex): Titans can automatically Speak and understand all languages.

Create Life (Su): A Titan may invest a portion of his own essence to creature a life form. This manifests in the form of a negative level per Cr of the creature created. This normally takes one day per Cr of the created creature. This is an exception to the rule of being immune to negative levels.


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This is the thread that i'm going to be placing my scarred lands conversions. Im planning on converting all 500 or so monsters.

Some Notes.

All of these conversions are pure Crunch I left the fluff out on purpose as in not trying to re invent the creatures and am trying to stay as true to the spirit of the monsters. Just trying to go for useable stats.

Some creatures abilities have been translated into abilities as per the monster Universal rules from the bestiary. In some cases this has takes a slight bit of flavor from the creatures but was done for Clarity. For example The abandoned were originally presented as large humanoids but i decided to throw the giant subtype on them.

Some Creatures are presented as variants and don't get a full stat block. For example Berserker wasps are just represented as a wasp swarm with a tweak or two.

I may be asked to Take these down, I'm not sure how fiery dragon is about this sort of thing.

Scarn was a cool campaign world and i would love to see some new non 4th ed love for the setting.

I hope you enjoy these creatures as much as I


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Back to the subject. I think they are all stat able in pathfinder rules.

Eddard Stark: Total fighter Aristocrat.

Robb Stark: Ranger/fighter.

Jamie Lannister: Yeah Cavaleir.

Tyrion Lannister: Rogue or aristocrat works. Maybe even Some kind of Spell less bard sense he seems to know allot of stuff and can talk his way out of trouble.

Cersei Lannister: Aristocrat all the way.

Khal Drogo: Yeah barbarian with maybe that mounted variant from the APG.

Daenerys Targaryen: Not sure on her, I can see aristocrat for sure. Maybe cleric Oracle or witch. Not sure at all.

Sandor Clegane: Fighter, Maybe cavaleir.

Gregor Clegane: Fighter/barbarian

Loras Tyrell: Cavaleir

That should just about cover allot of them.


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*quickly enchants a +2 keen vorpal Gnome*


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Juvanile Metroid

This creature resembles a jelly fish with three nuclei pulsing in the mitts of its translucency. Its toothy maw twitches hungrily as it dashes towards you.

Juvanile Metroid CR 5
XP
N Medium Vermin
Init +2; Senses Dark vision 60' Life sense 60'; Perception +7

Defense
AC 21, touch 12, flat-footed 19 (+2 Dex, +0 size, +9 natural)
hp 49 (7d8+21 )
Fort +8, Ref +4, Will +4
SD Immune to immunity to all mind affecting effects (charms, compulsions, morale effects, patterns, and phantasms). All resistances 15 Dr 15/-
Weaknesses Icy Paralysis

Offense
Speed Fly 30 ft. (Perfect)
Melee Bite +7 (2d6+2 + Energy vampire. ),
Space 5 ft.; Reach 5ft.
SA Attach, Energy vampire.

Statistics
Str 14, Dex 10, Con 16, Int 3, Wis 14, Cha 10
Base Atk +5; CMB 0; CMD 0 ( 0 vs. trip)
Feats 4
Skills Perception +5
SQ Asexual Reproduction

Ecology
Environment Domesticated or City.
Organization solitary or clutch 2-6
Treasure none
Special Abilities

Icy Paralysis (ex): Whenever a Metroid takes ice damage it must roll a fortitude save (dc 10 + damage done) or become paralyzed for 1d4 rounds. While thusly frozen Its energy resistances and Damage reduction are negated.

Attach (Ex) When a Metroid hits with a touch attack, its barbed teeth latch onto the target, anchoring it in place. An attached Metroid is effectively grappling its prey. The Metroid loses its Dexterity bonus to AC and has an AC of 19, but holds on with great tenacity. A Metroid has a +8 racial bonus to maintain its grapple on a foe once it is attached. An attached Metroid can be struck with a weapon or grappled itself—if its prey manages to win a grapple check or Escape Artist check against it, the Metroid is removed.

Energy Vampipre (Ex) A Metroid drains energy at the end of its turn if it is attached to a foe, Draining 2d6 points of damage which is transferred to the Metroid in the form or healing or temporary hit points. If its victim dies from this damage she is reduced to a fine inert powder, effectively disintegrated.

Energy Transfer (ex): Instead of Draining an enemy from an attached creature a Metroid can instead transfer this energy to a creature healing it up 2d6 points of damage. This ability costs the Metroid the same amount of hit points.