fetteraga's page

Organized Play Member. 3 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


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the luna lovegood method: make up something silly, like a crumpled horned snorkack (sp) turn into it.

less is more: a simple form change of your eyes glowing red, an aura of despair, (sprout a few inches to justify calling your self medium), and your hair raising into the air

my nick name is fluffy: raccoons, foxes, coyotes, and rabbits all have Trickster lore behind them, and could be easily justified to have prankster powers. it doesn't matter if you turn into a 5 food tall fox (with 1-9 tails), large sized raccoon with a massive Gallagher sized mallet, or just sprout 7 inch ears out the top of your head and a puff ball sprouts out under (or just materializes over) your dress.

mega man: one method is to give her a fairly simple form (start with less is more) but as she advances she might take on the form of a defeated foe instead.


Conversely, I'd start with polymorph, bump it to level 7 or 8, require a long casting, change the duration to instantaneous, and limit it to removing templates

a long and complicated ritual is advised when your trying to add power to a character, but you shouldn't make the players jump through hoops to weaken a willing creature.

if you feel that the player would prefer to jump through a hoop or two to feel he did something to help his child, then require a component that is related to either the template to be removed (life blood of a greater succubus) or an anathema component (blood of an angel willingly given).

in short, keep it simple.

simplest solution: limited wish, wish, or miracle.

plot hooks: the spell only cleanses the fiendish blood from him, the spiritual taint still exists and requires an atonement, and he will be a prime target for corruption attempts in the future because the fiends still sense the potential for evil from him.


(in case someone else reads this for suggestions I'm adding my comment to this mostly dead board)

your situation is fairly unique because one of the biggest reason you dumped charisma is because your class features allow you to ignore some of the penalties to do so, making it a reasonable explanation towards your lower then normal charisma. when you intimidate people you don't use veiled threats or disconcerting phrases, you speak of hell-fire and brimstone, and you belief that you are doing the greater good reinforces your belief in yourself, making your lies that much harder to detect. while your fervor assists in these matters, they hinder you when your asking for assistance from an unfamiliar person, "You I need to find the temple of Pharasma", Disguise your self "No, I will NOT hide my holy symbol." or use magic devices "why won't this heretic wand work?".

berate the heretics for not worshiping your deity, and eye the faithful for transgressions.

from there look over your skill, any skill that you have at least half ranks in should be part of your personality. if you maxed perception and sense motive, you might be paranoid. several ranks in knowledge skills, might lead you checking out the library every time you visit a new town.