Am I the only one who enjoys the numbers part?


Homebrew and House Rules


I love to search through the books and find interesting ways to mix and match powers and classes. Not even for min-max purposes, but just to see how much impact a single point here or there can do. I'm wondering if I'm the only one who really likes doing this. What part of seeing the numbers crunch around does it for you?

If there are others, then I'd love to ask a favour: I'm working on a lengthy (5 lvls) home-brew campaign and as much as I'd love to do the blocks myself, I just don't have the time anymore. So If there's anyone who would be willing to share their talents, I'd love to have some help and I'll of course share the finished product with you all. (already did a play through of sorts, and it was well received)


I'd be interested, though I don't know how much time I can put in. First request was that drow noble right?


Yup. CR 7 puts it at Cleric 7 I believe, but you're welcome to stack it out another way if you like. Thanks for joining the crew and no worries about speed. Just when you can. It's a big story so I can concentrate efforts elsewhere for now.


Try this:

Drow Priestess:
Drow Priestess CR 8
Female drow noble cleric 8
CE Medium humanoid (elf )
Init +4; Senses darkvision 120 ft.; Perception +7
Defense
AC 21, touch 13, flat-footed 18 (+6 armor, +3 Dex, +2 shield)
hp 52 (8d8+16)
Fort +8, Ref +7, Will +11; +2 vs. enchantment
Immune sleep; SR 19
Weaknesses light blindness
Offense
Speed 20 ft.
Melee +1 rapier +11/+6 (1d6+1/18–20)
Ranged hand crossbow +10 (1d4/19–20 plus poison)
Special Attacks bleeding touch (6/day),
channel negative energy (5/day, 4d6, DC 16),
touch of darkness (6/day)
Spell-Like Abilities (CL 8th)
Constant—detect magic
At will—dancing lights, deeper darkness, faerie fire, feather fall, levitate
1/day—divine favor, dispel magic, suggestion (DC 15)
Spells Prepared (CL 8th)
4th— Dshadow conjuration, Blessing of Fervor, Summon monster IV, Unholy Blight(DC 18)
3rd—Ddeeper darkness, Magic Vestment, Prayer, Wind Wall, meld into stone(DC 17)
2nd—Ddeath knell, desecrate, resist energy, weapon of awe, hold person(DC 16)
1st—Dcause fear, Shield of Faith x2, doom, protection from good, deathwatch(DC 15)
0—(DC 14), detect poison, read magic, resistance, create water
D domain spell; Domains Darkness, Death
Statistics
Str 10, Dex 18, Con 12, Int 10, Wis 18, Cha 14
Base Atk +6; CMB +4; CMD 17
Feats Channel Smite, Weapon Finesse, Piranha strike, Command Undead DC:16
Skills: Knowledge (Religion) +12, knowledge (history) +4, Linguistics +1,Perception +7, Sense Motive +8, Spellcraft +7; Racial Modifiers +2 Perception;
Languages Elven, Undercommon, Common
SQ: Poison Use, Death's Embrace, Eyes of Darkness (4 rounds)
Gear masterwork breastplate, heavy steel shield, +1 rapier, drow poison (4), potion of invisibility,elixir of hiding, scroll of dispel magic, scroll of invisibility purge, wand of cure light wounds (CL 1st, 20 charges), pearl of power (2nd level), cloak of resistance +1, 175 gp

still needs a host of undead minions. For tactics, designed to buff minions and self. can heal self w/ channeling, has invisibility and meld into stone for escape. Don't forget Piranha strike, its not calculated in the attack section.


That's fantastic man! I really like it! What's the source for Pirahna Strike?

Next is a small gang of farm hands. They wouldn't get away with so much if their ranch boss wasn't such a kindly old woman. They've probably heard the words "boys will be boys" more times than they can count, and it's spoiled them rotten. They do good work, but the group hierarchy puts most of the labour on the strong dumb one, while the smart lanky fellow gets away with doing the easy stuff. They are jealous of other cowboys who get selected for a yearly rodeo competition and this year they are going to cheat their way in. The quiet lad in the bunch shows a surprising amount of skill at subterfuge. One begins to wonder about his past.

Gang of 4 humans, CL 8 together. STR 13 or higher each. Not strictly evil characters, just roughnecks. intelligent face leading, bulky slow fellow behind, and a shifty gent in the back. Prefer fisticuffs to weaponry, but never had the patience to maintain strict codes of the monk.


I'm very confused. What do you want us to do? What do you want us to stat out? The OP is very vague, but then there are very specific responses...wut? Am I missing something?

RPG Superstar 2013 Top 8

meatrace wrote:
I'm very confused. What do you want us to do? What do you want us to stat out? The OP is very vague, but then there are very specific responses...wut? Am I missing something?

There was another thread with more detailed instructions.


Magnus Thunderf00t wrote:

What's the source for Pirahna Strike?

It's from Sargava, the lost colony.

Pirahna Strike wrote:


You make a combination of quick strikes, sacrificing
accuracy for multiple, minor wounds that prove
exceptionally deadly.
Prerequisites: Weapon Finesse, base attack bonus +1.
Benefit: When wielding a light weapon, you can choose
to take a –1 penalty on all melee attack rolls and combat
maneuver checks to gain a +2 bonus on all melee damage
rolls. This bonus to damage is halved (–50%) if you are
making an attack with an off-hand weapon or secondary
natural weapon. When your base attack bonus reaches +4,
and for every 4 points thereafter, the penalty increases by
–1 and the bonus on damage rolls increases by +2. You must
choose to use this feat before the attack roll, and its effects
last until your next turn. The bonus damage does not apply
to touch attacks or effects that do not deal hit point damage.
This feat cannot be used in conjunction with the Power
Attack feat.


Magnus Thunderf00t wrote:


Gang of 4 humans, CL 8 together. STR 13 or higher each. Not strictly evil characters, just roughnecks. intelligent face leading, bulky slow fellow behind, and a shifty gent in the back. Prefer fisticuffs to weaponry, but never had the patience to maintain strict codes of the monk.

Should they have PC levels and equipment? I see this as NPC levels for most at least. And little to no magic or good equipment. Bulky guy could be a Brutal Pugilist barbarian, but thats not exactly slow. They could work as Warriors and Experts, but Id like to hear what your concept is in more detail.


likely no need for more than a couple PC levels, teamwork feats seem appropriate though. Agreed that they should not have great equipment. They likely gamble and drink away much of their profits. They should be strong and able to do tasks on a ranch or farm. (handle animal and ride skills should have some ranks) levels don't need to be even between them, as long as the CR is 8 together. They will be under powered for the CR as most abilities will be more focused on farming than on fighting. It's kind of open ended, but I don't really know what else to offer for structure.


Take a look at these and see if its what you want. I made the Thug a Brutal Pugelist, and the shifty one a Cutpurse. I was thinking of The leader having a whip and Improved Trip. Being Gearless, the theoretical CR is way off from their ability.
I thought as ranchers they might go with laso, whip, and Wrestling for how they "fight".
I know the shifty guy is only strength 10, but he is very sneaky.

Thug:
Thug
Male human Brutal Pugilist 5
CN Medium humanoid (human)
Init +2; Senses Perception +11
Defense
AC 10, touch 10, flat-footed 8 (+2 Dex, -2 rage)
hp 66 (5d12)
Fort +9, Ref +3, Will +3
Defensive Abilities
Offense
Speed 40 ft.
Melee Unarmed Strike +9 (1d6+4)
Special Attacks rage (12 rounds per day), rage powers
Strength Surge, Brawler
Base Statistics When Thug is not raging his stats are AC 13, touch 13, flat-footed 11; hp 56; Fort +7, Will +3; Melee Unarmed Strike +7 (1d4+4);Str 15, Con 16; CMB +7; CMD 18; Climb +8, Swim +8
Statistics
Str 19, Dex 14, Con 20, Int 8, Wis 12, Cha 8
Base Atk +5; CMB +9 (+11 Grapple); CMD 18
Feats Improved Unarmed Strike, Improved Grapple, Power Attack
Skills Climb +10,Handle Animal +3, Intimidate +7, Ride +7, Swim +8
Languages Common
SQ fst movement, Savage Grapple, Pit Fighter (Grapple), Improved Savage Grapple

shifty fellow:
Shifty Fellow:
Human Cutpurse 5
N Medium humanoid
Init +4; Senses Perception +7
Defense
AC 14, touch 12, flat-footed 12 (+1 armor, +3 Dex)
hp 42 (5d8+10)
Fort +2, Ref +8, Will +0
Offense
Speed 30 ft.
Melee sap +3 (1d6 nonlethal)
Ranged dart +7 (1d4)
Special Attacks sneak attack +3d6
Statistics
Str 10, Dex 18, Con 12, Int 13, Wis 8, Cha 14
Base Atk +3; CMB +0; CMD 13
Feats Deft Hands, Skill Focus (Sleight of Hand), Skill focus (Bluff), Run, Improved Steal
Skills Acrobatics +8, Appraise +5, Bluff +13, Disable Device +10, Disguise +8, Escape Artist +12, Handle Animal +5, Knowledge (local) +9, Perception +7, Ride +9, Sense Motive +7, Sleight of Hand +17, Stealth +11
Languages Common, Halfling
SQ Measure the Mark, Stab and Grab, Evasion, Uncanny Dodge
Rogue Talents: Fast Getaway, Combat Swipe
Combat Gear bag of caltrops; Other Gear padded armor, darts (4), sap, disguise kit, thieves’ tools


That's exactly right! looks great! I look forward to the group leader. Whip would be very appropriate. I'll handle the CR adjustment for gear. I honestly can't thank you all enough for this. Next one is fun: Level 20 Drow Noble Wizard focusing on the manipulation of time. Requirements: Level 20 Straight Wizard, high Dexterity to represent his speed from being master of time. Venerable age (circumvented with the age resistance spell. Bonded item must be an amulet. (time piece on a chain worn around the neck. )


Got a Leader:

Bossy Guy:
Male human Fighter 5
CN Medium humanoid (human)
Init +2; Senses Perception +3
Defense
AC 12, touch 12, flat-footed 10 (+2 Dex, +2 Armor)
hp 45 (5d10+15)
Fort +4, Ref +3, Will +1
Defensive Abilities
Offense
Speed 30 ft.
Melee Whip +8 (1d3+3 nonlethal)
Unarmed Strike +8 (1d3+3)
Statistics
Str 16, Dex 14, Con 12, Int 13, Wis 8, Cha 12
Base Atk +5; CMB +8 (+9 whip) CMD 20 (21 for whip)
Feats Improved Unarmed Strike, exotic weapon proficiency (whip), Combat Expertise, Improved Trip, Iron Will
Skills Diplomacy +5, Climb +7, Handle Animal +7, Perception +3, Ride +10, Swim +7
Languages Common
SQ Bravery +1, Armor Training 1, Weapon training 1: Flails
Equipment: Whip, Leather Armor

Also, Im a bit stuck on the fourth guy, what does he do? I might be a while on that wizard. High level stuff isn't my usual fare, and i might need to leave some item and spell selection up to you.

All in all, this is fun, can you tell me anything on what the adventure is about?


An undead minion:

bloody skeletal lion:
Bloody Skeletal Lion: CR:3
XP 600
NE Large Undead
Init +8; Senses darkvision 60 ft.; Perception +0
Defense
AC 15, touch 13, flat-footed 11 (+4 Dex, +2 natural, –1 size)
hp 32 (5d8+10)
Fort +4, Ref +6, Will +6; channel resistance +4
DR 5/Bludgeoning; Immunity: Cold; Fast Healing:2 undead traits
Offense
Speed 40 ft.
Melee bite +7 (1d8+5 plus grab), 2 claws +7 (1d4+5)
Space 10 ft.; Reach 5 ft.
Statistics
Str 21, Dex 19, Con -, Int -, Wis 10, Cha 14
Base Atk +3; CMB +9 (+13 grapple); CMD 23 (27 vs. trip)
Feats Improved Initiative
SQ: Deathless (Su): A bloody skeleton is destroyed
when reduced to 0 hit points, but it returns to unlife 1 hour
later at 1 hit point, allowing its fast healing thereafter to
resume healing it. A bloody skeleton can be permanently
destroyed if it is destroyed by positive energy, if it is reduced
to 0 hit points in the area of a bless or hallow spell, or if its
remains are sprinkled with a vial of holy water.
Skills Acrobatics +7, Stealth +7 (+11 in undergrowth); Racial Modifiers +4 Acrobatics, +4 Stealth (+8 in undergrowth)

Too bad it has to lose Pounce and rake due to undeath


Brambleman wrote:

Got a Leader:

** spoiler omitted **

Oops, he should have more feats than I gave him. I'll get back with the rest soon.


Revised Leader:

Leadery Fellow:
Male human Fighter 5
CN Medium humanoid (human)
Init +2; Senses Perception +3
Defense
AC 12, touch 12, flat-footed 10 (+2 Dex, +2 Armor)
hp 45 (5d10+15)
Fort +4, Ref +3, Will +1
Defensive Abilities
Offense
Speed 30 ft.
Melee Whip +9 (1d3+3 nonlethal)
Unarmed Strike +8 (1d3+3)
Statistics
Str 16, Dex 14, Con 12, Int 13, Wis 8, Cha 12
Base Atk +5; CMB +8 (+9 whip,+11 trip) CMD 20 (21 for whip, 22 vs trip)
Feats Improved Unarmed Strike, exotic weapon proficiency (whip), Combat Expertise, Improved Trip, Iron Will, Weapon Focus (whip)
Skills Diplomacy +5, Climb +7, Handle Animal +7, Perception +3, Ride +10, Swim +7
Languages Common
SQ Bravery +1, Armor Training 1, Weapon training 1: Flails
Equipment: Whip, Leather Armor


The Drow Time Lord is done. And through a twist of fate he can arm wrestle his stone golem bodyguards and win.

Drow Time Lord:
Drow Time Lord
Male Elf Wizard 20
CE Medium humanoid (elf )
Init +12; Senses darkvision 120 ft.; Perception +40
Defense
AC 27, touch 23, flat-footed 27 (+8 Dex, +4 armor, +5 deflection)
hp 205 (20d6+142)
Fort +13, Ref +27, Will +19; +2 vs. enchantment
Immune sleep; SR 31
Weaknesses light blindness
Offense
Speed 30 ft.
Melee rod of withering +17/+12 (1d4 Str and 1d4 Con, DC 17 Fort negates) Melee touch attack
Ranged
Special Attacks
8/day-Augment
20/day-Perfection of Self (+10)
Spell-Like Abilities (CL 21th)
Constant—detect magic
At will—dancing lights, deeper darkness, faerie fire, feather fall, levitate, detect thoughts
1/day—divine favor, dispel magic, haste
3/day—teleport
Spells Prepared (CL 21th)
9th— S-Time Stop, Time Stop x2, Mage's Disjunction, Winds of Vengeance
8th— S-Persistent Flesh to Stone, Summon Monster VIII x2, Heightened Unwilling Shield x2, Scintillating Pattern
7th— S-Ethereal Jaunt, Persistent Suffocation, Waves of Exhaustion, Spell Turning, Mass Fly, Summon Monster VII
6th— S-Fluid Form, Flesh to Stone x3, Bouncing Persistant Slow, Getaway-C, Greater dispel magic
5th— S-Overland Flight-C, Transmute Rock to Mud, Mass Pain Strike, Transmute Mud to Rock, Hungry Pit, Cloudkill, Bouncing Bestow Curse
4th— S-Bouncing Slow, Black Tentacles, Calcific Touch x2, dimensional anchor, Enervation x3, Bestow Curse, Stoneskin, greater invisibility
3rd—S-Slow, Dispel Magic, Haste x2, Pain Strike, Displacement, Heroism
2nd—S-Fox's Cunning, Invisibility, Bull's Strength, Slipstream, Resist Energynn, Spectral Hand, Protection from Arrows-C;
1st—S-Touch of Gracelessness, Mage Armor-C, Ray of Enfeeblement, True Strike x3, Silent Image, Shield
0—(at will) Prestidigitation, Acid Splash, Read Magic, Ghost Sound
S= School: Enhancement (Transmutation) Opposition: Evocation,Enchantment C=cast
D domain spell; Domains Darkness, Death
Statistics
Str 10, Dex 32, Con 23, Int 33, Wis 19, Cha 13
Base Atk +10; CMB +10; CMD 27
Feats: Scribe Scroll, Improved Initiative, Toughness, Spell Focus (Transmutation), Improved Counterspell, Spell Focus (Necromancy), Heighten Spell (+X), Greater Spell Focus (Transmutation), Parry Spell, Spell Perfection (Flesh to Stone) , Weapon Finesse, Bouncing Spell (+1), Persistent Spell (+2), Craft Wonderous Item, Nimble Moves
Skills: Acrobatics +31, Appraise +19, Bluff +11, Climb +10, Craft (Painting) +34, Craft (Sculpture) +34, Fly +34, Knowledge(Arcana) +34, Knowledge(dungeoneering) +19, Knowledge(engineering) +19, Knowledge(geography) +24, Knowledge(History) +34, Knowledge(Nature) +34, Knowledge(local) +34, Knowledge(nobility) +23, Knowledge(the Planes) +34, Knowledge(religion) +24,Linguistics +34, Perform(lyre) +21, Perception +40, Ride +19, Sense Motive +24, Stealth +31, Spellcraft +34, Swim +10; Racial Modifiers +2 Perception;
Languages Elven, Undercommon, +31 more..... Yeah lets just say he speaks them all.
SQ: Poison Use, Physical Enhancement +5 (Currently Dex and Con),
Permanent Magic Effects: Arcane Sight, See Invisibility
Gear Bonded Amulet; Powers: Shield Guardian, of the Planes; Headband of Mental Prowess +6, Ioun Stones: Scarlet and Blue sphere, Deep Red sphere, Orange prism, Iridescent spindle; Robe of Eyes, Boots of Teleportation, Handy Haversack, Glove of Storing (Holds: Rod of Quicken), Shield Guardian Stone Golem x 2, Belt of Physical Might (Con and Dex +6), Helm of Telepathy,Wrist Sheath holding wand of Enervation (CL:7 50 Charges), Eyes of the Eagle, Cloak of resistance +4, Ruby Dust 500g, Wand of Cure Light (CL1, 50 charges) Pearls of Power (1st,2nd,3rd,4th), Ring of Wizardry IV, ring of protection +5, crystal ball with true seeing;
Skills for headband: Craft (Sculpture), Knowledge (Planes), Knowledge (Arcana), Knowledge (Nature), Linguistics, Perform (Painting)

included in his equipment are two Shield Guardian Stone Golems

Shield Guardian Stone Golems:

Shield Guardian Stone Golem: CR: 13
N Large construct
Init –1; Senses darkvision 60 ft., low-light vision;
Perception +0
Defense
AC 26, touch 8, flat-footed 26 (–1 Dex, +18 natural, –1 size)
hp 107 (14d10+30)
Fort +4, Ref +3, Will +4
DR 10/adamantine; Immune construct traits, magic; Fast Healing 5
Offense
Speed 20 ft.
Melee 2 slams +22 (2d10+9)
Space 10 ft.; Reach 10 ft.
Special Attacks slow, Stored Spell: Transmute Mud to Rock (Cast to heal self when low)
Statistics
Str 28, Dex 9, Con —, Int —, Wis 11, Cha 1
Base Atk +14; CMB +24; CMD 33
Treasure none
SQ:
Special Abilities

Immunity to Magic (Ex) A stone golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below. • A transmute rock to mud spell slows a stone golem (as the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock heals all of its lost hit points. • A stone to flesh spell does not actually change the golem’s structure but negates its damage reduction and immunity to magic for 1 full round.

Slow (Su) A stone golem can use a slow effect, as the spell, as a free action once every 2 rounds. The effect has a range of 10 feet in a burst centered on the golem and a duration of 7 rounds, requiring a DC 17 Will save to negate. The save DC is Constitution-based.

Find Master (Su) As long as a shield guardian and its amulet are on the same plane, the shield guardian can locate the amulet’s wearer (or just the amulet, if it is tremoved after the guardian is called).

Guard (Ex) If ordered to do so, a shield guardian moves to defend the wearer of its amulet. All attacks against the amulet wearer take a –2 penalty when the shield guardian is adjacent to its master.

Shield Other (Sp) The wearer of a shield guardian’s amulet can activate this defensive ability as a standard action if within 100 feet of the shield guardian. Just as the spell of the same name, this ability transfers to the shield guardian half the damage that would be dealt to the amulet wearer (note that this ability does not provide the spell’s AC or save bonuses). Damage transferred in this manner bypasses any defensive abilities (such as immunity or damage reduction) the golem possesses.

Spell Storing (Sp) A shield guardian can store one spell of 4th level or lower that is cast into it by another creature. It “casts” this spell when commanded to do so or when a predefined situation arises. Once this spell is used, the shield guardian can store another spell (or the same spell again).

Okay, as for tactics, This one is a mix of Buff, Battlefield Control and Especially Save or die. Take some time to familiarize yourself with this layout before you throw it at the party and if you like, I'll explain the reasoning behind the choices. Of particular note, enhance Intelligence by 10 as a swift action before casting Persistent, Bouncing, stone to flesh as a perfected spell.


Good Stuff. I'm glad You're enjoying it! The Stone Golem's fit in more than you know into the story line. The boss looks good too. Don't worry about the fourth guy really. I'll just grab an NPC off the d20 site. I just wanted 4 to be a good balance of action economy with an average party size.

What's this story about? big question, haha! My motivation for doing it was to try my hand at DM'ing so I put in a lot of variety to the terrain and game rules that I needed to use. After that, I still needed to form a story around my rules simulator. so, In short there is a Wizard of time, who has survived the collapse of the universe due to his fancy artifact amulet. He found balance in seeing existence destroyed and recreated in a cycle. He passed on this gift to his protege (the one you just drew up). The protege was corrupted by seeing time pass and his loved ones die while he remained. He went off the deep end and is now attempting to bring about the apocalypse so that he may rebuild the universe in his image. His old master is attempting to stop him, but he needs help. Enter PC's who are up to the task and wander the world taking out key lieutenants in the evil wizard's plan before a final fight in the heart of a volcano.
that's the short version. I'll make Chapter 1 available as soon as I'm done.


Couple Notes now that I got some sleep, I stacked effects on the bonded amulet, so It has shield guardian and amulet of the planes properties. Im not sure if that's legal by RAW, but if its an artifact anyway, it should not be a problem. Also, the Time Lord is kinda built around relying on spell resistance for defense, and fortitude save for his save or dies, so there may be some weakness to be shored up. But with up to 4 Time Stops and being able to activate getaway as a swift action, there should be no trouble making him fearsome.


Ok. I'll definitely take that into account. It's a final boss fight, and the CR is actually way out of whack with what I expect the APL to be, but there's a plot device I'm handing out to even the odds. (ie: it's alright that he has some chinks in the armor, this construction is practically perfect)
Up for another?

Witch leader of a hag coven, specializing in necromancy. (obviously) Level 8 to 10 (your choice). Lives in a boggy, smelly marsh and is responsible for poisoning the air and causing a plague to be sent on a nearby trading post. Double standard gear, split between her and her team of hags.

Do you have an email address I can send a rough draft of my story-line to you on? It won't make much sense now as it's mostly jot-notes, but you can see the overall arc.


Spoiler:
redhawk.azx@gmail.com

and by double gear, do you mean PC or NPC gear? Also, how do you feel about a Shadow as an improved Familiar?


Here look at this

Moster__Intellect_Devourer_Cleric 8 CR__12_13*________________

XP 25600*
Race: Aberration Class/ Level: Aberration 8 Cleric 8
Alignment: CE Size: Small Type: Aberration
Int: 12 Senses blindsight 60ft Perception +24
______________________________________________________________
DEFENCES ______________________________________________________________
AC 27 Touch 21 Flatfooted 18
(+armor +shield+9 DEX+6 natural, +1 size + deflection+1)

HP 184 (16D8 +96)

Fort + 15 Reflex +14 Will+14
DR 10/adamantine and magic Immune fire, mind-affecting effects
Resistance cold 20, electricity 20, sonic 20 SR 23
Weakness vulnerable to Protection from Evil, aura of Chaotic Evil
Defensive Abilities copy cat 6 time per day last 8 rounds, master’s illusion 8 rounds
___________________________________________________________________
OFFENSE____________________________________________________________

SPEED 40 ft /Spares 8 (40 ft base)
Melee 4 claws +21 (1d4)
Range none
Space 5ft.: Reach 5ft
Special Attacks body thief, sneak attack+3d6, orisons, spell, channel negative energy 4d6 DC 21, domains powers, spontaneous casting, Slow Terror (DC 25 or shaken) 1d4 rounds
Spell-like Constant – detect magic
At will – confusion (DC 21 single target only) daze monster (DC 19, no hit dice limit) inflict serious wounds 3d8+15 (DC 20), invisibility, reduce size (self only)
3/ day – cure moderate wounds 2d8 +10, globe of invulnerability
Quicken – 3/ day confusion (DC 21 single target only), invisibility
*clairvoyance/clairaudience eight rounds

______________________________________________________________________
Statistics_____________________________________________________________

STR 10 +0 DEX 26+8 28+9 CON 23+6 25+7
INT 16 +3 18+4WIS 14 +2 16+3CHA 22 +6 24+7
Base Atk +12 CMB+ 11 CMD + 29 (33 trip)
Feats Improved Initiative, Iron Will, Weapon Finesse, Channel Smite, Quicken Spell-Like ability invisibility, Quicken Spell-Like confusion, Stealthy, Slow Terror

Skills Acrobatics+22, Bluff +28, Disguise +20, Escape Artist +26 Knowledge (Local) +17, Knowledge (Religion) +17, Perception +24, Sense Motive +16,Spell Craft +17, Stealth +40

Languages undercommon (can not speak) telepathy 100ft
SQ Lore Keep 6 time per day

Treasures *32,700 GP Ring of Protection +1 2k, Amulet of Natural Armor +1 2k, Head +2 INT WIS & CHA 16K Belt + 2 DEX & CON 10K 2.7K GP

TRICKERY DOMAIN
Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Copycat (Sp): You can create an illusory double of yourself as a move action. This double functions as a single mirror image and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the mirror image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. OOOOOO
Master's Illusion (Sp): At 8th level, you can create an illusion that hides the appearance of yourself and any number of allies within 30 feet for 1 round per cleric level. This ability otherwise functions like the spell veil. The rounds do not need to be consecutive.
Domain Spells: 1st—disguise self, 2nd—invisibility, 3rd—nondetection, 4th—confusion, 5th—false vision, 6th—mislead, 7th—screen, 8th—mass invisibility, 9th—time stop.

KNOWLEDGE DOMAIN
Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.
Lore Keeper (Sp): You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier. OOOOOO
Remote Viewing (Sp): Starting at 6th level, you can use clairvoyance/clairaudience at will as a spell-like ability using your cleric level as the caster level. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.
Domain Spells: 1st—comprehend languages, 2nd—detect thoughts, 3rd—speak with dead, 4th—divination, 5th—true seeing, 6th—find the path, 7th—legend lore, 8th—discern location, 9th—foresight.
4 Orison
Detect Poison
Create Water
Purify Food and Drink
Stabilize


@Brambleman: I mean NPC Gear, and a shadow is a fine familiar. I'll send you my notes in a minute by email.

@ Tom S 820: This looks really cool! I'm not sure just yet where it will fit into my campaign, but I think there could be a spot. Honestly it looks so good, I might have to create a niche. Can you give me your take on combat style for this beauty so I can find a good home for him?


By the by, whats the level range on this campaign? Your notes don't seem to say.


It's a 5 to "10" AP. I'm working on a separate handbook for PC's that gives that sort of information and also campaign specific spells, backstories, feats and all that jazz. It's no where near presentable at this point and I'm still kinda nervous showing off even what I do have finished to first draft.


Magnu123 wrote:
It's a 5 to "10" AP. I'm working on a separate handbook for PC's that gives that sort of information and also campaign specific spells, backstories, feats and all that jazz. It's no where near presentable at this point and I'm still kinda nervous showing off even what I do have finished to first draft.

I just had a read through and sent a return mail, It looks like its shaping up well. Remember, all the professional modules have a team to help review and revise. It won't be perfect the first, second or maybe even fifth time, but it won't have to be. That's what editing and Proofing is for.


First I assume your in the underdark. Redue it self & invisible trial party while they travel. Use sow terror while they meet other bad guys and attack if they have a straggler. If sleep they again repeat tatcis use confusion on guard. Sneak attack channel smite cause serious wounds. If can coup de gras them crawl in take over body of one sleeping one DC should be like 3d6+8d6save for 1/2+6d8+30save for 1/2 +10 if save and average damage DC 59. Should kill any one but on roll of nat 20 on the save. Then take the real person out of the give them this and say here is your new charicter. They are now villain with in the party. Think alien like horror movie. High buff and detect thought it should hard form most PC true handle on what going they will need crazy high sense motive which most class do not have.


I'm not entirely sure I understand this quite yet, but I'll see what I can do to fit it in. It's not based entirely in the underdark, but there are some heavy stints in underground sections with high drow populations.


The Intellect Devourer is not stand up fighting type monster. It is smart thought out ambush (see High Stealth and Intelligence Score)That comes in as invasion of the body snatcher or alien type of horror movie monster or Wrath of Khan worm. And kill on person Take them over use host at skin suite and cause more chaos and evil. With the Ability to keep the skin suite life like with Gentle Repose, high Bluff, high Disguise he should be able to keep this rouse up for along time.

If you do want do this to your player then do it to one of there mentor or boss higher up ect. Use it like murder mystery to figure you who or what is killing of all the court or towns folk ect. As jump from body to body just they get close to figuring out who did it. As it jumps from body to body.

Mix in a doppelganger, spy and assassin, thief guild, rivial churches / religious sects. Some thing like the shadow loge of the Pathfinders you can real keep the PC hopping and guessing. On what Realy is going on. In the big picture ask it looking some great magic item to do....

Fill in your own answer!?!

Grand Lodge

Magnu123 wrote:
I love to search through the books and find interesting ways to mix and match powers and classes. Not even for min-max purposes, but just to see how much impact a single point here or there can do. I'm wondering if I'm the only one who really likes doing this.

This message board is full of people who I won't say do nothing but theorycraft, but do seem to make the majority of judgements on it.


Brambleman wrote:

** spoiler omitted **

and by double gear, do you mean PC or NPC gear? Also, how do you feel about a Shadow as an improved Familiar?

PC wealth for some one let is about 11th level buit it Hightly optomsized. So I gave I higher CR. (And Due the the Fact when all is said and done I saw PC play it as the monster with for a while. till Kill one on the Party and the pass it off to them. Then the first PC Finaly get to make new Charicter.

Divine Caster Cleric. Not a Wizard so no Familiar....


@ Tom S- Alright that makes much more sense now and I have the PERFECT place for this beast. It's actually going to be a major recurring boss. I swear, you must all be psychic to pick things that fit so well into my story-line.

@LazarX- I'm not familiar with the term theorycraft, but I can make some inferences about what it means. Is there something bad about that?


how did this turn out?


It's still ongoing. Going to be a while, but I think it'll be great.

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