Son of Perdition

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RPG Superstar Season 9 Top 16. RPG Superstar 6 Season Star Voter, 8 Season Star Voter, 9 Season Star Voter. 68 posts. No reviews. 1 list. No wishlists.



RPG Superstar Season 9 Top 16

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Hi folks!

Need help figuring out just who the Patron for my Player's Lawful Evil Witch is. It's a bit of a one-shot but it has the potential to go beyond that. If so, she has expressed some interest in possibly trying to figure out just who/what her patron is. I know it's supposed to be all mysterious, but I'd like her to have the possibility of finding out.

I'm already at work designing a Patron spell list for her (either going to be called Corruption or Weakness). And I've created a 1st-level spell called Contaminate Food and Drink.

In her own words the character has "a life-long fascination with toxins, poisons, venom and illness in general. Killing people outright is too dull: it is much more interesting to watch them try to continue existing in the face of discomfort, mortifying weakness, and certainly a wee-bit of pain. Using this affinity, she has managed to rid herself of a number of troublesome would-be suitors, and other unwanted entanglements, all while remaining the picture of innocence her parents require of her. People she doesn't like just... happen to fall ill. Oh dear, how dreadful."

Right now I'm thinking her Patron could possibly be Norgorber (as Blackfingers) or the Daemon Harbinger Vorasha. But honestly if anyone has any other ideas, I'm game to hear them. Thanks in advance!

RPG Superstar Season 9 Top 16

Hi folks,

I need a bit of help with a warpriest I've been designing. He's the character I'd love to play in Wrath of the Righteous (if i wasn't the one that was going to be running it). I mostly have questions regarding some of his thematic stuff. My apologies for how long this might be.

Basic character stuff: middle or old aged halfling warpriest of ragathiel, missing an eye ( holy symbol either on an eye patch,or on a false eye) Career soldier, but at this point in his life, he's operating as more of a drill instructor.

Leaning towards a mixture of TWF and Mounted Combat, with a couple of feats used to add a more "religious" flavour (thinking Leadership for a hound archon or cassisian cohort). Destruction and nobility blessings. If he became mythic would take Longevity first to remove penalties.

1. I was leaning towards worship of Ragathiel, i like his celestial obedience. What do you think chances are of one of his warpriests actually:

A) reaching middle or old age? Or in the same vein, having a family at home? (As opposed to bachelorhood, not saying his family is dead)

B) Accepting semi-retirement from soldiery, as opposed to wanting to die in combat against evil.

That being said, I like Ragathiel but am open to suggestions for a deity or Empyreal lord that someone thinks might work better. I'm not super fond of Iomedae for some reason

2. Thoughts on multiclassing. I tend to prefer flavour over function, and I liked the thought of him finding deeper spirituality later in his career.

Kinda thought about starting him off as a cavalier, so he could have a loyal dog that might travel with him (and not die immediately). Again, not totally sold on it, just don't want a case of "dying mount, dies instantly!"

I know the divine commander exists, but not fond of giving up blessings. And yes I realise I could probably get exactly what I want with paladin instead of warpriest levels, but, again, it's a flavour thing.

And feel free to tell me to suck it up, or that it's not a feasible build. I'm just trying to finally build a character whose class level growth reflects how i want him to grow as a character.

RPG Superstar Season 9 Top 16 , Star Voter Season 6, Star Voter Season 8, Star Voter Season 9 aka thornnm

This stunted creature is a disturbing combination of cat and humanoid with its thick coat of tabby brown fur, clawed hands, and large feline eyes.

Malkin CR 8
XP 4,800
NE Small fey
Init +10; Senses darkvision 60ft., low-light vision, scent; Perception +17

----- Defense -----
AC 20, touch 18, flat-footed 13 (+6 Dex, +1 dodge, +2 natural, +1 size)
hp 87 (13d6+42);
Fort +7, Ref +14, Will +10
Defensive Abilities DR 10/cold iron; Immune sleep

----- Offense -----
Speed 30 ft., climb 20 ft.
Melee 2 claws +13 (1d3+1 plus lethargy), bite +13 (1d4+1)
Space 5 ft.; Reach 5 ft.
Special Attacks breath stealer, sneak attack +4d6, soporific breath
Spell-Like Abilities (CL 10th; concentration +15)
At will—ray of enfeeblement (DC 16), sleep (DC 16)
3/day—deep slumber (DC 18), ray of exhaustion (DC 18)
1/day—dimension door (self plus 50 lbs. of objects only), sleepwalk (DC 19)

----- Statistics -----
Str 13, Dex 22, Con 16, Int 14, Wis 15, Cha 21
Base Atk +6; CMB +6; CMD 23
Feats Weapon Finesse, Dodge, Mobility, Improved Initiative, Spring Attack, Combat Expertise, Improved Feint
Skills Acrobatics +19, Bluff +21, Climb +16, Disable Device +16, Disguise +21, Escape Artist +19, (Knowledge (local) +12, Knowledge (nature) +10, Perception +18, Sense Motive +11, Stealth +30; Racial Modifiers +4 Stealth
Languages Common, Sylvan
SQ change shape (cat, beast form II), swift shapechanger

----- Ecology -----
Environment any urban
Organization solitary, pair, or clowder (3-5)
Treasure standard

----- Special Abilities -----
Breath Stealer (Su) As a full-round action that provokes attacks of opportunity, a malkin can steal the breath from an adjacent helpless creature. This deals 1d4 points of Constitution damage. The malkin heals 5 hit points or gains 5 temporary hit points which last for one hour (up to a maximum number of temporary hit points equal to its full normal hit points). A successful DC 21 Fortitude save halves the damage. Sleeping creatures remain asleep unless they succeed at this save. Further attempts on the same creature within 24 hours grants a cumulative +1 bonus on the save. The save DC is Charisma-based.

Lethargy (Su) A malkin's claws inflict weariness upon its victims. Curse—claws; save Will DC 21, frequency 1/day, effect fatigued for 24 hours; cure —. The save DC is Charisma-based.

Soporific Breath (Su) A malkin that has successfully used its breath stealer ability within the last hour may exhale a 15-foot cone of sleep gas as a standard action. Creatures within the cone must succeed on a DC 19 Fortitude save or fall asleep for 1 minute. Using this ability again requires another successful use of the breath stealer ability. This is a sleep effect. The save DC is Constitution based.

Swift Shapechanger (Ex) A malkin can assume cat or its normal form as a swift action.

Malkins are malicious fey thought to be the physical manifestation of acts of cruelty towards people or animals. First seen within the Whipcrack district of Egorian, they have since been found in most major cities. Their favorite haunts include crowded tenements and slums, as they are ripe with potential victims.

Like cats, they play with their prey. A preferred tactic is using change shape to become a family’s pet, often by eliminating their predecessor. Their victims soon begin to suffer from bouts of narcolepsy, dangerous sleepwalking, and a fatigue that sleep cannot alleviate.

Malkins eventually tire of their games. They leave behind them seemingly untouched corpses, or, more often, individuals who believe themselves to have committed a bloody murder while sleepwalking.

A malkin is typically 3 feet high and weighs up to 40 pounds.

RPG Superstar Season 9 Top 32 , Star Voter Season 6, Star Voter Season 8, Star Voter Season 9 aka thornnm

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An elderly dragon has carved out this pool in order to soak its aching bones. Disrupting the local fauna, it has attracted the adventurers' attention. The wet mud is difficult terrain and slows movement to five feet in the pit. The methane vents from underground, is odorless, colourless, and flammable.

RPG Superstar Season 9 Top 16 , Star Voter Season 6, Star Voter Season 8, Star Voter Season 9 aka thornnm

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Hide of the Hagfish
Aura moderate transmutation; CL 10th
Slot armor; Price 16,165 gp; Weight 25 lbs.
Description
This +1 adhesive hide armor appears to be constantly dripping a viscous ooze. When immersed in water, the wearer gains a swim speed of 20 feet and the ability to breathe underwater. Once per day on command the wearer can make the armor secrete a cloud of transparent slime; this is a 10-ft.-radius burst which only functions underwater. The water in all affected squares is treated as an aquatic version of difficult terrain.

In addition, any creature which breathes through the use of gills treats the affected squares as being unbreathable and must follow the rules for suffocation while within the slime cloud. A slime cloud dissipates after 10 rounds. The wearer is unaffected by the effects of a slime cloud and may move normally.
Construction
Requirements Craft Magic Arms and Armor, beast shape III, bull’s strength, spider climb; Cost 8,165 gp

RPG Superstar Season 9 Top 16

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Hiya folks, just looking for some input. Friend is doing a homebrew campaign and some of the party members are He-man/She-Ra-esque. (We have a lion riding cavalier and a strix sorceress). And I decided to try creating a buzz-off paladin character.

This requires a race of bee people; so set about attempting to design one using the Advanced Race Guide using Standard amount of points. Here's my attempt, so please let me know what you think. And before anyone says anything, I know Flight is really a Monstrous trait, but the GM is allowing it.

Beefolk (name is a work in progress, might use Apinae or Andreenid instead)

Beefolk are a race of humanoids who resemble a fusion of humans and bees. Industrious and hardworking, they take pride in their feats of architecture and craftsmanship. They are blunt and forthright, and occasionally insular in regards to new ideas from outside their colonies. Others always know where they stand with beefolk (even other beefolk).

Beefolk form their vertical colony cities within hills or the bases of mountain, but only if there are also forests within the area. Unlike dwarves, their colonies are typically close to the surface and make use of elaborate systems with which to fill their homes with daylight.

Physical Description: Beefolk stand roughly between dwarves and humans in height. They resemble humans, possessing two arms and legs, but with two pairs of bee-like wings attached to their shoulders. They have broad torsos banded in wide horizontal stripes. These stripes are most often in shades of yellow, brown or black, but white has also been seen. These colours are also reflected in their limbs, which appear slender by comparison, their hands ending with two spindly fingers and a thumb. Their brows are prominent with two curving back projections reminiscent of antenna. Beefolk have large multifaceted eyes, which may be almost any colour.

Their bodies are chitinous and mostly covered with fine short hairs, which provide their colouration. Males have thicker bristly hairs on their faces which function like human facial hair and they may be worn long or short. Females have silken hair which grows from a high hairline; these same hairs grow to form a thick furred “collar” around their neck and down their chest in a V-pattern. Clothing tends toward the ornamental, with no clothing often being the norm. Unlike true bees, all female beefolk are capable of reproduction and couples form relationships much as humans do.

Society: Each colony is governed matrilineally by a queen and her council of advisors. Beefolk society praises hard work, self sufficiency and (deserved) pride in one's work. Any job worth doing is worth doing well. Perfecting a skill, especially one which benefits beefolk society, is looked upon with favour. Trying and failing is not looked down upon, only a refusal to try. Mining is primarily for expansion, less so about precious metals or gems. Artisans focus on functional crafts such as textiles, pottery, woodworking, and stonemasonry. Writing is primarily for archiving history, but even then it is kept in illuminated manuscripts. Beefolk music is very structured and allows for elaborately detailed dances both on the ground and in the air.

Colonies are fiercely guarded by both living warriors and strong defences. Upon reaching adulthood, beefolk are required to join either the militia or engineers for a period of two years. Afterwards they may apply to join any guild they choose. Criminas and those who refuse to pull their weight face sanctions and possible exile. Capital punishment is infrequent as loss of one's colony is considered worse.

Relations: Beefolk have a strong respect for craftsmanship and feel no shame in paying for something they cannot make themselves. As a result, they will frequently trade with dwarves, elves, half-elves and humans for goods and raw materials they have difficulty acquiring. Gnomes are regarded with respectful curiousity and caution. Halflings are exasperating or considered liars and thieves. Half-orcs are placed under suspicion and barred from entering colonies unless vouched for. But any who can prove themselves a hardworking and capable individual is eventually welcomed within the colony.

Alignment and Religion: Beefolk society has strict laws and social mores which focus on the good of the group rather than the individual. Most beefolk tend to be lawful neutral, with some colonies having a more lawful good bent. Lawful evil beefolk tend to be militaristic expansionists who take other races as slaves.

Most beefolk worship deities, such as Abadar, Torag or occasionally Shelyn. In recent years there has been an increase in the worship of a lawful neutral being known as Zzatazz. Zzatazz often appears a glowing beefolk of either gender, with perfectly symmetrical features. It's domains are Artifice, Community, Law, Nobility and Protection.

Adventurers: Beefolk adventurers are most often scouts for future colony sites, merchants looking to establish trade alliances, or exiles forced from their colonies for breaking the law.

Beefolk tactics involve swarming one's enemies, shoring up defenses and controlling the battlefield. They tend to be fighters and wizards.

Male Names: Stingras, Buzzos, Tazzit, Zzarr,

Female Names: Vzza, Savva, Apina, Nizza

+2 Constitution, +2 Intelligence, -2 Charisma: Beefolk are hardy and quick thinking, but can blunt and intractable. (0 RP)

Medium: Beefolk are Medium creatures and have no bonuses or penalties due to their size. (0 RP)

Slow: Beefolk have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. (-1 RP) Beefolk have a fly speed of 40 feet with poor maneuverability. (6 RP)

Carapace: Beefolk have a +1 natural armor bonus from their chitinous bodies. (2 RP)

Builder's Eye Beefolk receive a +1 racial bonus on Knowledge (engineering) and Perception checks. (2 RP)

Weapon Familiarity Beefolk are proficient with halberds and rapiers. (1 RP)

Languages: Beefolk begin play speaking Common and Beefolk. Beefolk with high intelligence scores can choose from the following: Dwarven, Elven, Sylvan and Undercommon.

Strongly considering ditching the weapon familiarity and skill bonuses for Swarmfighting and low-light vision instead. Thanks for any input folks!

RPG Superstar Season 9 Top 16

Hi folks!

So I'm designing a Sacred Servant paladin around a new race of bee people I created (I was watching too much He-Man). I'm thinking paladin of Abadar, and I really like the Nobility domain, but I just wanted some clarification.

The Sacred Servant Domain grants you a cleric domain with your cleric level being treated as your paladin level -3. The Nobility Domain grants Leadership as a bonus feat (with a +2 bonus) at cleric level 8. So my Sacred Servant won't receive that until level 11, that's fair, I get it.

But with regards to Leadership, do I still treat my character level as being -3? My thinking would be no, as my reduced cleric level would only determine when I receive the feat, not the effects of the feat itself. But I could be wrong.

Thanks for any input!

RPG Superstar Season 9 Top 16

What alignment would you say someone is if they seek to study biology, and are willing to say, experiment on convicts, and perform vivisections on potentially intelligent creatures (including humanoids). But not kidnap people, or just cause general murder (or anything else of a Chaotic bent).

I say they'd be lawful neutral, a friend says lawful evil, and another says neutral.

Please help!

RPG Superstar Season 9 Top 16

Hi everyone, first time poster,

I have a question involving the curiously worded "levels you possess". I had always took it to mean that if the wording said "once for every 5 levels the summoner possesses" it meant 1-5, 6-10, etc, so 4 times. But in looking at the FAQ for the Advanced Player's Guide, specifically at the question regarding the Improved Natural Armor evolution, Sean K Reynolds stated that it meant "1—4, again for levels 5–9, a third time at levels 10–14, a fourth time at levels 15–19, and a fifth time at level 20."

So, does this mean every time something is worded this way that my group and have been inadvertently keeping ourselves from extra goodies? I ask because a friend is wanting to play a summoner and we need to know in regards to certain evolutions and feats that use this wording.

Thanks for the help!

J