Succubus in a grapple.


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I stand ready with a scribe and an artist to record you every word and pose.

/cevah


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Lathiira wrote:
You know, with PF2 around the corner, we really should wrap up and review our findings. If my partner would like to take the floor, CrimsonVixen, you can give us your input....

Well. Figuratively “wrap up,” everyone hopes.


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My artist can use the 'wrapped up figures' for cover art. At least for the public markets. The private ones can use the 'unwrapped figures' instead.

/cevah


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Given this thread, a literal translation is quite possible instead of the common connotation.


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Cevah wrote:
Rajnish Umbra, Shadow Caller wrote:

Now, I don't want to derail this highly scientific thread, but I think the experts here can shine some light on another matter:

Are Androids fully functional and anatomically correct?

Well, the film "The Creation of the Humanoids" ends with the androids getting a final operation: procreation. Did it work? Well, in the closing words of the movie:

Dr Raven, Mk II wrote:
Of course, the operation was a success...or YOU wouldn't be here.
/cevah

Now that sounds like that was a good movie -- or at least a good concept, even if (according to the linked article) the execution was flawed.


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Sin of Asmodeus wrote:
As it states, a succubus must be in a grapple to perform her Kiss / drain. Am I in the wrong for level draining the grappler who had me held up?

According to the RAW, no.

I would, however, assume that a standard fight-to-the-death-with-a-physical-manifestation-of-evil-type grapple, the succubus would be hard-pressed to perform an "act of passion".
A little rough housing is one thing. A reverse joint lock is quite another.


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Quixote wrote:
Sin of Asmodeus wrote:
As it states, a succubus must be in a grapple to perform her Kiss / drain. Am I in the wrong for level draining the grappler who had me held up?

According to the RAW, no.

I would, however, assume that a standard fight-to-the-death-with-a-physical-manifestation-of-evil-type grapple, the succubus would be hard-pressed to perform an "act of passion".
A little rough housing is one thing. A reverse joint lock is quite another.

I think you may have missed the point of 37 or so of the last 38 pages. Maybe more.


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avr wrote:

[

I think you may have missed the point of 37 or so of the last 38 pages.

Oh, no. I simply felt that the sub-category of the original question was already in good hands and saw no need to add to a discourse already ripe with wisdom and clarity of purose.


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As a Christmas gift to the community: here is this glorious thing once again risen from the depths of obscurity!

Also, a season two pass.


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Dammit I should have posted here for my birthday.


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So... is being on the laps of a "Santa costumed" succubus count as a grapple ?


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Quixote wrote:
avr wrote:

[

I think you may have missed the point of 37 or so of the last 38 pages.
Oh, no. I simply felt that the sub-category of the original question was already in good hands and saw no need to add to a discourse already ripe with wisdom and clarity of purose.

ER, shouldn't that be (unless you get insanely lucky) in EVIL hands?

Cornebre wrote:
So... is being on the laps of a "Santa costumed" succubus count as a grapple ?

I don't know the answer to your question, but now Paizo MUST generate this artwork . . . .


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Is there a way to download this thread, and... um... all evidence gathered? For the science books of course. Nothing private at all.


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Ah, so good to see an old friend again for the holidays....


UnArcaneElection wrote:
Cornebre wrote:
So... is being on the laps of a "Santa costumed" succubus count as a grapple ?

I don't know the answer to your question, but now Paizo MUST generate this artwork . . . .

The (safe search) Internet has you covered.

The above is a link to Google Search results for "Christmas succubus." I use Safe Search. While it is probably sultry and risque via excessively revealing outfits, it shoooouuuuld be "safe for work" (though I might not actually, you know, open this at work, per se).


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While Ertha Kit does a pretty good financial drain of Santa, she is not a true succubus.

/cevah


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Cevah wrote:

While Ertha Kit does a pretty good financial drain of Santa, she is not a true succubus.

/cevah

Whoa . . . not too often you get to hear a Christmas song that's genuinely funny . . . . And looking her up, sometimes you don't realize what this world once had and has lost until it's too late. Talk about standing up in the face of Hell . . . .


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Tacticslion wrote:
Good stuff.

Now I want to go wrap up a succubus as a present for some reason....


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So you can unwrap them later, of course!


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We need to document this for science.

/cevah


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Cevah wrote:

We need to document this for science.

/cevah

Like we always do!


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Tacticslion wrote:
So you can unwrap them later, of course!

I thought they unwrapped themselves.


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UnArcaneElection wrote:
Tacticslion wrote:
So you can unwrap them later, of course!

I thought they unwrapped themselves.

That depends on my CMB vs. their Escape Artist check as well as their personal tastes. Extensive practice doing research on the matter has given me a rather hefty bonus to my CMB when grappling succubi and for all things derived from that, so mine don't unwrap themselves very often....


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Unless you want them to, right?


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Interesting Character wrote:
Unless you want them to, right?

Right! I do have the benefits of years of research, which have given me a couple bonus feats:

Succubus Grappler (Combat)
Extensive experience with the demonesses of the Abyss has made you skilled in unarmed combat techniques for use in battle against them.
Benefit: You gain a +4 bonus to your CMB when grappling a succubus. This applies to all aspects of the grapple except dealing damage (i.e. to start the grapple, maintain the grapple, tie up the target, pin the target).
Prerequisites: BAB +1, Improved Grapple.
Special: A monk may add this to his list of bonus feats at 2nd level. A ranger with unarmed combat style may add this to his list of bonus feats at 2nd level.

Succubus Wrangler (Combat)
The burden of many encounters with the wily succubi has increased your ability to combat them.
Benefit: Once per day when you are grappling a succubus, you may choose the result of the die roll. For example, you could choose to resolve the grapple as if you had rolled a 20, a 1, or any number between. All bonuses to your CMB apply as normal. At BAB +5 and every five points after, you may use this ability one additional time per day.
Prerequisites: Succubus Grappler, BAB +4
Special: A monk may add this to his list of bonus feats at 6th level. A ranger with the unarmed combat style may add this to his list of bonus feats at 6th level.

Succubus Survivor
You've survived the worst these temptresses can throw at you so many times that you no longer fear their greatest weapon.
Benefit: You are immune to the energy drain ability of a succubus. Should a succubus variant drain hit points, ability scores, or anything else, you're on your own until you've had a number of successful encounters with that succubus equal to your level.
Prerequisites: Great Fortitude, base Fortitude save +4


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And just WHO would be most likely to pick up these feats . . . ?


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Whoever makes the Sheets of Succubi Summoning.


UnArcaneElection wrote:

And just WHO would be most likely to pick up these feats . . . ?

Reasonably sure Sorshen does...


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Interesting Character wrote:
Whoever makes the Sheets of Succubi Summoning.

Funny, I always thought it was more of a full-size pillowcase situation...


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The one who makes the sheets is a perv that makes sheets of summoning for all kinds of monsters, nymphs, succubi, sirens, and even incubi. They are either crazy or messed up in the head. Or their brothel is doing very well.


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...

...

...

... long delayed...

Heartpiercer

Tiny black and elegant horns and a sinuous and sensuous tail, betray the demonic nature of this alluring creature; not to mention the shadowy and diaphanous bat-like wings that do little to truly hide her almost hypnotic body, despite being wrapped around her like a cloak.

Succubus Assassin {CR 7 (XP 3,200)}
CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +5; Senses darkvision 60 ft., detect good; Perception +20

DEFENSE

AC 22, touch 15, flat-footed 17 (+5 Dex, +7 natural)
hp 84 (8d10+40)
Fort +7, Ref +11, Will +9
DR 10/cold iron or good; Immune electricity, fire, poison; Resist acid 10, cold 10; SR 18

OFFENSE

Speed 30 ft., fly 50 ft. (average)
Melee 2 claws +13 (1d6+2)
Special Attacks energy drain, profane gift
Spell-Like Abilities (CL 12th)
Constant—detect good, tongues
At will—charm monster (DC 24), detect thoughts (DC 22), ethereal jaunt (self plus 50 lbs. of objects only), suggestion (DC 23), greater teleport (self plus 50 lbs. of objects only), vampiric touch
1/day—dominate person (DC 25), summon (level 3, 1 babau 50%)

STATISTICS

Str 15, Dex 21, Con 20, Int 22, Wis 12, Cha 29
Base Atk +8; CMB +14; CMD 25
Feats Agile Maneuvers, Combat Reflexes, Iron Will, Weapon Finesse
Skills Bluff +28, Diplomacy +20, Disguise +20, Escape Artist +13, Fly +16, Intimidate +17, Knowledge (local) +17, Perception +20, Sense Motive +12, Stealth +16; Racial Modifiers +8 Bluff, +8 Perception
Languages Abyssal, Celestial, Common, Draconic; tongues, telepathy 100 ft.
SQ Change Shape (alter self, Small or Medium humanoid)

SPECIAL ABILITIES

Energy Drain (Su)
A succubus drains energy from a mortal she lures into an act of passion, such as a kiss. An unwilling victim must be grappled before the succubus can use this ability. The succubus’s kiss bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another act of passion from the succubus. The victim must succeed on a DC 22 Will save to negate the suggestion. The DC is 24 for the Fortitude save to remove a negative level. These save DCs are Charisma-based.

Profane Gift (Su)
Once per day as a full-round action, a succubus may grant a profane gift to a willing humanoid creature by touching it for 1 full round. The target gains a +2 profane bonus to an ability score of his choice. In addition, at the succubus' option, her profane gift can be one of the following traits or effects:

  • Gift of Transformation: The succubus’s profane gift also allows the target to use the succubus’s change shape ability. While using this ability, the succubus can also use detect thoughts on the target, and the target’s saving throws against this or the succubus’s suggestion ability take a –4 penalty.

  • Gift of Domination: The target can allow the succubus to use her dominate person spell-like ability through the link to affect creatures as if the target had been the source of the spell-like ability. Whenever the target allows the succubus to do so, he gains a +2 profane bonus to a second ability score of his choice (other than the one already profanely enhanced) for 24 hours.

  • Gift of Recovery: Once per day as an immediate action when the target fails a Will saving throw from a source other than the succubus who granted the profane gift, the character can allow the succubus to attempt a second Will saving throw (using her own Will save) to resist the effect. If the succubus fails the save the effect affects the character normally, but if she makes the save, the character is treated as if he made his initial Will save. The next time the succubus uses suggestion on the PC, he automatically fails the saving throw.

A single creature may have no more than one profane gift from a succubus at a time, and the form of the profane gift must be chosen when it is originally given. As long as the profane gift persists, the succubus can communicate telepathically with the target across any distance (and may use her suggestion spell-like ability through it). A profane gift is removed by dispel evil or dispel chaos. The succubus can remove it as well as a free action (causing 2d6 Charisma drain to the victim, no save).

ECOLOGY

Environment any (Abyss)
Organization solitary, pair, or harem (12)
Treasure double

Heartpiercer isn't a unique succubus, but rather one of three "harems" of succubi, all of whom have given up their names to better devote themselves to the debased will of their demonic patron - Nocticula. This particular Heartpiercer is a new recruit - she has yet to prove herself. Nonetheless, her particularly keen mind and nimble body have caught the eye of the other Heartpiercers - in order to be accepted by them, she must make her first Obedience: kill a target the harems choose for her.

For future versions of her, I will not be reposting energy drain or profane gift - you guys know where it is! :D
EDIT: aaaaaaaaaaand project immediately ground to a halt by real life... so... nevermind! But maybe tomorrow!


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Interesting Character wrote:
The one who makes the sheets is a perv that makes sheets of summoning for all kinds of monsters, nymphs, succubi, sirens, and even incubi. They are either crazy or messed up in the head. Or their brothel is doing very well.

He who controls the sheets controls the universe.

Or she. Or they.


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This thread is over 8 years old.


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strayshift wrote:
This thread is over 8 years old.

Ten years from now, this thread will be old enough to read itself!


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UnArcaneElection wrote:

And just WHO would be most likely to pick up these feats . . . ?

Bonuses to bondage, you say?


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Goblin_Priest wrote:
UnArcaneElection wrote:

And just WHO would be most likely to pick up these feats . . . ?

Bonuses to bondage, you say?

Not in so many words, but yes :)


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... I'm very timely, dang it...

Heartpiercer

Tiny black and elegant horns and a sinuous and sensuous tail, betray the demonic nature of this alluring creature; not to mention the shadowy and diaphanous bat-like wings that do little to truly hide her almost hypnotic body, despite being wrapped around her like a cloak. She wears almost skin-tight black leathers, the strips of which are seemingly barely hanging together by strained metal studs, and which leaves just enough visible to inflame the imagination. A single finger points upward, as if she wants you to keep her secret... which she then points at you, before curling it oddly towards herself.

DC 32 Perception
You notice a pattern of extremely slight discoloration in the skin of her inner thigh, like a heart pierced through with a bolt surrounded by a horned crown.
DC to Notice Tattoo: Visible Creature 0, Concealed <object> 15, Tiny <object> +16, Unfavorable conditions +2; used "average concealed door" and "tiny creature" to adjucate the difficulty noticing the flesh-toned tiny-or-smaller-sized tattoo on the demon's inner thigh.

Succubus Assassin {CR 8 (XP 3,200)}
Assassin 2
CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +5; Senses darkvision 60 ft., detect good; Perception +20

DEFENSE

AC 25, touch 15, flat-footed 20 (+3 armor, +5 Dex, +7 natural)
hp 103 (8d10+40 plus 2d8+10)
Fort +8, Ref +12, Will +10; +1 against poison
Defensive Abilities uncanny dodge, DR 10/cold iron or good; Immune electricity, fire, poison; Resist acid 10, cold 10; SR 19

OFFENSE

Speed 30 ft., fly 50 ft. (average)
Melee 2 claws +14 (1d6+2)
Special Attacks death attack (DC 19), energy drain, profane gift, sneak attack +1d6
Spell-Like Abilities (CL 12th)
Constant—detect good, tongues
At will—charm monster (DC 24), detect thoughts (DC 22), ethereal jaunt (self plus 50 lbs. of objects only), suggestion (DC 23), greater teleport (self plus 50 lbs. of objects only), vampiric touch
1/day—dominate person (DC 25), summon (level 3, 1 babau 50%)

STATISTICS

Str 15, Dex 21, Con 20, Int 24^, Wis 12, Cha 29
Base Atk +9; CMB +15; CMD 26
Feats Additional Traits, Agile Maneuvers, Combat Reflexes, Iron Will, Weapon Finesse
Skills Acrobatics +10, Bluff +30, Climb +7, Diplomacy +20, Disable Device +10, Disguise +22, Escape Artist +15, Fly +16, Intimidate +17, Knowledge (local) +17, Linguistics +12, Perception +20, Sense Motive +12, Sleight of Hand +10, Stealth +18, Swim +7, Use Magic Device +22^; Racial Modifiers +8 Bluff, +8 Perception
Traits Enchanting Conniver (+2 bluff and diplomacy v. someone affected by your charm or compulsion), Nonchalant Thuggery (+4 bluff to keep others from noticing your aggressive actions)
Languages Abyssal, Celestial, Common, Draconic, Infernal^, Shae, Undercommon; tongues, telepathy 100 ft.
SQ Change Shape (alter self, Small or Medium humanoid)

SPECIAL

ECOLOGY

Death Attack
If Heartpiercer studies her victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (Heartpiercer’s choice). Studying the victim is a standard action. The death attack fails if the target detects Heartpiercer or recognizes her as an enemy (although the attack might still be a sneak attack if the target is denied his Dexterity bonus to its Armor Class or is flanked). If the victim of such a death attack fails a DC 19 Fortitude save against the kill effect, it dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6+2 rounds. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once Heartpiercer has completed the 3 rounds of study, she must make the death attack within the next 3 rounds.

If a death attack is attempted and fails (the victim makes her save) or if Heartpiercer does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before she can attempt another death attack.

Poison Use
Heartpiercer is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon (see Poison).

Proficiency
Heartpiercer is proficient with the crossbow (hand, light, or heavy), dagger (any type), dart, rapier, sap, shortbow (normal and composite), and short sword. She is proficient with light armor but not with shields.

Save Bonus Against Poison
Heartpiercer gains a +1 saving throw bonus against poisons.

Sneak Attack
If Heartpiercer can catch an opponent when it is unable to defend itself effectively from her attack, she can strike a vital spot for extra damage. Her attack deals 1d6 extra damage anytime her target would be denied a Dexterity bonus to AC (whether it actually has a Dexterity bonus or not), or when Heartpiercer flanks her target. Should Heartpiercer score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), Heartpiercer can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

Heartpiercer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. She cannot sneak attack while striking a creature that has concealment.

Uncanny Dodge
Heartpiercer cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized, and can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

Environment any (Abyss)
Organization solitary, pair, or harem (12)
Treasure Brand of the Heartpiercer (+2 enhancement to intelligence, vanish 2/day, minor creation 1/day), hidden +1 hand crossbow (invisible until used, 1/day), masterwork studded leather

After having been tapped, submitting to the loss of her name, successfully killing her first assigned target, and returning to the three harems that make up the Heartpiercers of Nocticula, a Heartpiercer is finally "inducted" in her first official rite - an orgiastic party with the rest of the harem that claims her as a member and a unique "parlor" of oni servitors of Onmyuza who call themselves the Inkskin Mask have taken up residence in the Midnight Isles. Vast amounts of saki is served amid the dancing and revelry and when the initiate is fully drunken, the Inkskin Mask place the brand of the Heartpiercer - a special magical tattoo unique to the organization - on the inner thigh of the newly-inducted succubus.

Once accepted into the Heartpiercers, the initiate's harrowing training is only just beginning as her harem molds her into the perfect weapon of infiltration, stealth, and murder. Typically a Heartpiercer is forced into incredibly demanding physical challenges (including sneaking into difficult to reach places, and bypassing locks, wards, and guards; all without the use of their wings, shapeshifting, or spell-like abilities) and many do not survive. Those who do, however, have finally graduated into a fully fledged member of their harem - an elect, elite few devoted to eliminating the enemies of Nocticula (or anyone who has just seriously annoyed the harem).

For future versions of her, I will not be reposting death attack, energy drain poison use, proficiency, profane gift, save bonus against poison, sneak attack, or uncanny dodge except in the stat block, or when those abilities significantly chance (such as becoming improved uncanny dodge) - you guys know where it all is! :D ... it's here and here... or here and here, if you prefer!

We will see how real life handles me! Maybe the next is soon, but who can say?

EDIT: numerous small edits, 'cause dang it


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... B-B-B-BONUS ROOOOOUUUUUUUUUUUND~!

Inkskin Mask

An array of disturbing visages surround you; most of these strange-looking individuals are enormous, though all seem at least somewhat monstrous despite their size, and each wears a form-fitting diaphanous white silk bodysuits that reveal their intricate and colorful tattoo work and a unique, strange and hideous mask. Malevolent-looking serpents, rodents, and other tiny creatures shift, skitter, or slither across their shoulders into their hands, becoming weapons or tools... or weapons.

Inkskin Mask is a unique collection of various oni, babau, shadow demons, raktavana rakshasa, and cultists (predominantly hobgoblins, ratfolk, and humans, with a few kitsune, ogres, and ettins) devoted to the oni daimyo Onmyuza who have banded together for mutual benefit in the Abyssal layer that most strongly caters to their interests - the domain of the demon lord of lust, Nocticula.

There they split their time between two bases - one on Illarenn where they do brisk business in tattoo work for the vane seeking to be even better, and one on Azverindus where they search for some unknown secret (presumably to aid their mistress in some way); they also make frequent trips to Melarach and Colyphyr for supplies for their work. Why Nocticula not only allows the presence of such but seemingly protects them from more powerful demons is unknown, but the Inkskin Mask recognize her grace as their only real salvation and so have sought to honor her by allying with the deadly Heartpiercer succubi harems that serve as her assassins - it is the Inkskin Masks who grant the Heartpiercers the unique tattoo named after the succubi harems, the Brand of the Heartpiercer, and who are responsible for upgrading it during the Heartpiercers' ecstatic rites.

Inkskin Mask seems to be composed of twenty-six oni, but there are actually more than thrice that number at fifty-eight of the creatures: the majority of oni are spirit oni in the shapes of masks worn by all the other members (save the demons). Each oni (other than the spirit oni) is also the master of their own raktavarna rakshasa who severs them as pet, weapon, or tool, as needed. Additionally, five babau and six shadow demons have sworn themselves to the Inkskin Mask, along with a number of mortals: fifteen hobgoblins, twelve ratfolk, ten humans, seven kitsune, five ettins, and four ogres. Strangely (or perhaps, not so strangely) all of the mortal followers are therianthropes: they are wererats and werefoxes.

The oni (other than the spirit oni) consist of:
- two Atamahuta oni
- twelve Ja Noi oni
- one Kuwa oni
- eight Najikai oni
- one Nogitsune oni
- two Ogremage oni

The leadership council consists of six members: the two ogremages, two atamahuta, the nogitsune, and the kuwa; in truth, however, there is little real organization or hierarchy and most pursue their own projects or work in their own way on the over-all project. The demons mostly associate with the leadership council, while the mortals all serve the various oni as directly as possible.

I wanted to make specific members, but once again life has found a a way... to take away my time. So! That's all for today! Later!


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... N-NANI?! E-EVEN MORE BONUS!

Abyssal Burnrice
This unusual grain has a notably reddish-black tint to the stalk, leaves, and most parts, but the grains are markedly white.

Abyssal acidic poison rice is a unique strain of the staple food grain grown from various Abyssal substances (usually on that plain). It requires a uniquely acidic and poisonous aquatic environment - a unique environment most commonly associated with Abyssal black dragons and babaus. The rice itself actually grows quite rapidly and seems to actively kill even other Abyssal plants and plant creatures that attempt to grow nearby. Shambling mounds seem to be immune to the rice's depredations (and, in fact, seem to actively cultivate the product), while a tendriculous seems to actively experience blight (as the spell) merely by being within the area where such stalks grow. Creatures who are vulnerable to acid or fire (such as those who lose regeneration or take extra damage from such) find the place excessively uncomfortable, and are shaken while within the area (will save DC 11 each round to negate for 1d4 rounds; creatures with the scent ability take a -4 penalty to such saves).

Despite its origin on the Abyss and danger to various plants and creatures while growing, it isn't inherently dangerous for most being to handle or eat in small quantities (such as a small side to a meal), and many creatures report a pleasant if intense spicy burn flavor (though it is recommended that you rinse your hands before rubbing your eyes).

Against creatures native to the celestial realms, however, a bowl of the stuff (cooked or not) functions as unholy water. For all creatures, if enough is eaten to qualify as a small meal, the creature who eats the rice takes nonlethal 1d6 nonlethal acid and 1d6 nonlethal fire damage and another 1d3 nonlethal acid and 1d3 nonlethal fire damage the next round and any regeneration held by such a creature is turned off for an hour (even if they negate the damage itself). Any creature susceptible to poison who eats that much in a single day must make a DC 15 fortitude or suffer from Abyssal Burnrice Poison, as noted below. Only the most absolutely oblivious creatures who eat the rice are unaware that they should stop - it usually makes a poor poison as a result, and, to date, no attempts to refine the poison have failed (and usually ends up with extremely unfortunate alchemists or poisoner somehow both on fire and burned by acid for some reason, and often unconscious).

Abyssal Burnrice Poison
Price 80 gp

DETAILS
Type poison (ingested); Save Fortitude DC 13; Onset 10 minutes; Frequency 1/minute for 6 minutes; Cure 1 save

EFFECT
Initial Effect: 1d2+1 Con damage and 1d2 Str damage
Secondary Effect: Unconsciousness for 1d3+1 hours


That post is super embarrassing. I really need to delete it. But I can't. So I'm marking that one as a "double post" and posting a better version below.


1 person marked this as a favorite.

... MODS, PLEASE LEAVE THIS POST, DELETE THE TWO ABOVE; THANKS!

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... N-NANI?! E-EVEN MORE BONUS!

Abyssal Burnrice
This unusual grain has a notably reddish-black tint to the stalk, leaves, and most parts, but the grains are markedly white.

Abyssal burnrice is a unique strain of the staple food grain grown from various Abyssal substances (usually on that plain). It requires a uniquely acidic and poisonous aquatic environment - an environment most commonly associated with Abyssal black dragons and babaus. The rice itself actually grows quite rapidly and seems to actively kill even other Abyssal plants and plant creatures that attempt to grow nearby. Shambling mounds seem to be immune to the rice's depredations (and, in fact, often seem to seek out and cultivate the product if it is within their region), while a tendriculous seems to experience blight (as the spell) merely by being within the area where such stalks grow (once per minute). Creatures who are vulnerable to acid or fire (such as those who lose regeneration or take extra damage from such) find the place excessively uncomfortable, and are shaken while within the area (will save DC 11 each round to negate for 1d4 rounds; creatures with the scent ability take a -4 penalty to such saves).

Despite its origin on the Abyss and danger to various plants and creatures while growing, it isn't inherently dangerous for most being to handle or eat in small quantities (such as a small side to a meal), and many creatures report a pleasant if intense spicy burn flavor (though it is recommended that you rinse your hands before rubbing your eyes).

Nonlawful fiendish creatures, and even some dhampir, fetchlings, and tieflings, find saki made from this rice especially flavorful and potent - a few reports even suggest that undead (who almost seem compelled to drink it, if they notice) acting as if drunk off of the stuff, whether mindless or otherwise. Additionally, against creatures native to the celestial realms, a bowl of the stuff (cooked, turned into alcohol, or raw) functions as unholy water (though it does so for no other purpose).

For all creatures, however, if too much is consumed (usually enough to qualify as a small meal, or a small bottle of saki), the consuming creature takes 1d6 nonlethal acid and 1d6 nonlethal fire damage one minute later, and another 1d3 nonlethal acid and 1d3 nonlethal fire damage the round after that; additionally any regeneration held by such a creature that is turned off by acid or fire is turned off for an hour (even if they negate the damage itself).

Any creature susceptible to poison who consumes around the same amount in a day must make a DC 15 fortitude or suffer from Abyssal Burnrice Poison, as noted below. Only the most absolutely oblivious creatures who eat the rice are unaware that they should stop, as gastrointestinal discomfort usually begins quite a bit before poisonous levels are reached - it usually makes a poor poison as a result, and, to date, no attempts to refine it into a more potent poison have succeeded (and most attempts result in the extremely unfortunate alchemists or poisoners somehow both on fire and burned by acid, and quite often unconscious).

Abyssal Burnrice Poison
Price 80 gp

DETAILS
Type poison (ingested); Save Fortitude DC 15; Onset 10 minutes; Frequency 1/minute for 6 minutes; Cure 2 saves

EFFECT
Initial Effect: 1d2+1 Con damage and 1d2 Str damage
Secondary Effect: Unconsciousness for 1d3+1 hours


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TacticsLion: I am both impressed and slightly disturbed. Well done!

This may have been asked before, but can one choose to forgo the benefits of freedom of movement? Asking for a friend...


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AAAAAAAAAAAAAHHHHHHHHHGGGGGGGGGGGGGGGHHHHHHHHHHHHHH

I HAVE BEEN REMINDED OF MY NON-REAL-LIFE RESPONSIBILITIES RE: THIS THREAD

DANG IT, I GOT STUFF TO DO

(glad you like it! :D)

((Admission: I'm actually not entirely sure what to do for the level 12 version - by that point, we've all 10 assassin levels, Paizo doesn't rrrrrrrrrrrreally allow for "epic" levels in a class, and we're 18+ HD which would disqualify us from epic anyway, so... ¯\_(ツ)_/¯ ))


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Shadowdancer.

Or for more boring stuff you could continue with rogue or whatever class got you qualified for assassin.

Or bard for the additional seductive possibilities, enthralling and fascinating and suggesting, etc.


...

...

...

... no, >tch< I didn't forget again, you forgot again! ... that makes sense if you don't think about it-

Heartpiercer

Tiny black and elegant horns and a sinuous and sensuous tail, betray the demonic nature of this alluring creature; not to mention the shadowy and diaphanous bat-like wings that do little to truly hide her almost hypnotic body, despite being wrapped around her like a cloak. A single finger points upward, as if she wants you to keep her secret... which she then points at you, before curling it oddly towards herself.

DC 32 Perception
You notice a pattern of extremely slight discoloration in the skin of her inner thigh, like a heart pierced through with a bolt surrounded by a horned crown.
DC to Notice Tattoo: Visible Creature 0, Concealed <object> 15, Tiny <object> +16, Unfavorable conditions +2; used "average concealed door" and "tiny creature" to adjucate the difficulty noticing the flesh-toned tiny-or-smaller-sized tattoo on the demon's inner thigh.

Succubus Assassin {CR 12 (XP 19,200)}
Assassin 8
CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +5; Senses darkvision 60 ft., detect good; Perception +20

DEFENSE

AC 25, touch 15, flat-footed 20 (+3 armor, +5 Dex, +7 natural)
hp 166 (8d10+40 plus 8d8+40)
Fort +10, Ref +15, Will +12; +4 against poison
Defensive Abilities uncanny dodge, improved uncanny dodge, DR 10/cold iron or good; Immune electricity, fire, poison; Resist acid 10, cold 10; SR 22

OFFENSE

Speed 30 ft., fly 50 ft. (average)
Melee 2 claws +19 (1d6+2), created melee weapon (usually an ironwood dagger, dealing 1d4 damage)
Special Attacks death attack (DC 27; quiet death, true death), energy drain, profane gift, sneak attack +4d6
Spell-Like Abilities (CL 12th, Concentration +21)
Constant—detect good, tongues
At will—charm monster (DC 24), detect thoughts (DC 22), ethereal jaunt (self plus 50 lbs. of objects only), suggestion (DC 23), greater teleport (self plus 50 lbs. of objects only), vampiric touch
1/day—dominate person (DC 25), summon (level 3, 1 babau 50%)

STATISTICS

Str 15, Dex 21, Con 20, Int 28^, Wis 12, Cha 29
Base Atk +14; CMB +20; CMD 31
Feats Additional Traits, Agile Maneuvers, Combat Reflexes, Iron Will, Leadership (score 24), Murderous Sniper, Skill Focus (bluff), Weapon Finesse;; +6 skill ranks
Skills Acrobatics +16, Bluff +36 (see traits), Climb +13, Craft (alchemy) +24 Craft (weapons) +24, Diplomacy +28 (see traits), Disable Device +16, Disguise +28, Escape Artist +21, Fly +16, Intimidate +17, Knowledge (local) +19, Linguistics +20, Perception +20, Sense Motive +12, Sleight of Hand +16 (+24 to hide weapons on her body), Stealth +24, Swim +13, Use Magic Device +28^; Racial Modifiers +8 Bluff, +8 Perception
Traits Enchanting Conniver (+2 bluff and diplomacy v. someone affected by your charm or compulsion), Nonchalant Thuggery (+4 bluff to keep others from noticing your aggressive actions)
Languages Abyssal, Celestial, Common, Draconic, Infernal^, Shae, Undercommon, and six other languages (usually those she has contacts in, sometimes a secret language, such as Druidic, from a creature she has turned and often later murdered); tongues, telepathy 100 ft.
SQ Change Shape (alter self, Small or Medium humanoid), Hidden Weapons +8, Hide in Plain Sight

SPECIAL

Hidden Weapons
Heartpiercer is a master at hiding weapons on her body (though one may sometimes wonder where - she's just that good). She adds her assassin level (+8) to all Sleight of Hand skill checks made to prevent others from noticing them.

Hide in Plain Sight
Heartpiercer can use the Stealth skill even while being observed. As long as she is within 10 feet of some sort of shadow, Heartwarder can hide herself from view in the open without having anything to actually hide behind. She cannot, however, hide in her own shadow.

Proficiency
Heartpiercer is proficient with the crossbow (hand, light, or heavy), dagger (any type), dart, rapier, sap, shortbow (normal and composite), and short sword. She is proficient with light armor but not with shields.

Quiet Death
Whenever Heartpiercer kills a creature using her death attack during a surprise round, she can also make a Stealth check, opposed by Perception checks of those in the vicinity to prevent them from identifying her as the assailant. If successful, those nearby might not even notice that the target is dead for a few moments, allowing Heartpiercer to avoid detection.

True Death
Anyone slain by Heartpiercer’s death attack becomes more difficult to bring back from the dead. Spellcasters attempting to bring a creature back from the dead using raise dead or similar magic must make a caster level check with a DC equal to 31 or the spell fails and the material component is wasted. Casting remove curse the round before attempting to bring the creature back from the dead negates this chance. The DC of the remove curse is 26; both DCs are based on Heartpericer's level, but have no ability score.

Uncanny Dodge, Improved
Heartpiercer can no longer be flanked. This defense denies a rogue (or other Heartpiercer) the ability to sneak attack Heartpiercer by flanking her, unless the attacker has at least four more rogue levels than she has assassin levels (currently 8 assassin levels).

If Heartpiercer would ever gain uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank Heartpiercer.

ECOLOGY

Environment any (Abyss)
Organization solitary, pair, or harem (12)
Treasure Brand of the Heartpiercer (+4 enhancement to intelligence, constant--crafter's fortune, mage armor, magic vestment; at will--fabricate disguise, minor creation; 2/day--vanish), hidden +1 hand crossbow (invisible until used, 1/day)

Heartpiercer has truly lived up to her name, now able to bring swift and true death at range. Arrogance, cunning, lust, ruthlessness, shadowplay, and subtlety are all key features of a Heartpiercer, and this one has displayed such in abundance.

The harrowing (often literally - culling out the weak or unfaithful is a major purpose) process of being chosen; losing her name; being "inducted" through various, often orgiastic or brutal or both, rites (usually variously with the help of the Inkskin Mask, hapless demon worshipers roped into their own deaths, or other demons, but sometimes with other creatures as well); receiving the brand of the Heartpiercer - the special magical tattoo unique to the Heartpiercers, courtesy of Inkskin Mask - being molded into the perfect weapon of assassination through deadly training; and eliminating countless targets (foes of Nocticula or simply those who've seriously annoyed the harem); this Heartpiercer has finally arrived as the senior member of her harem, regarded by the other succubi within it (who know her) as a de facto leader, even if they've been around longer; at this point a Heartpiercer has usually been placed in charge of one of the lesser Heartpiercers or a would-be initiate into her harem, or has chosen one for herself as a protege or pet. Often, a Heartpiercer has abandoned traditional armor again, relying instead on the power of her tattoo to protect her.

Even at her level of respect, however, Heartpiercer usually continues the incredibly demanding physical challenges the novices are forced into in order to continue honing her skills, though few senior members ever die from such training (and they often find ways to cheat that even their fellows miss).

At this level, the deadly games of politics and personal influence become more prominent, though, of course, a Heartpiercer is always an assassin devoted to Nocticula first and foremost. Senior Heartpiercers often seem to have endless hordes of devoted Nocticulans, demons, or other allies to call upon as needed, even across planes (and it is these that are often fodder for more brutal rites or those who provide necessary magic for Heartpiercer equipment). Despite being undeniably the most powerful, influential, and important of the Heartpiercers in her harem, it slowly becomes clear that someone in the harems is pulling the strings... and a senior Heartpiercer is never "second" to anything other than Nocticula herself...

I was incorrect previously: I intentionally reprinted her Proficiency because she has minor creation at will, now, and it is useful to see what she can competantly create. For future versions of her, I will (probably) not be reposting death attack (or quiet death or true death), energy drain, hidden weapons, hide in plain sight, poison use, proficiency, profane gift, save bonus against poison, sneak attack, or uncanny dodge (or improved) except in the stat block, or when those abilities significantly change (such as becoming improved uncanny dodge) - you guys know where it all is! :D

We will see when I can do this next! ... and what class I choose!


Artofregicide wrote:
TacticsLion: I am both impressed and slightly disturbed. Well done!

Thanks! I'm mostly going by the rules made by ShroudedInLight a long time ago - it was supposed to be a group project but we all got buys oh, the punanity and forgot, it seems.

Artofregicide wrote:
This may have been asked before, but can one choose to forgo the benefits of freedom of movement? Asking for a friend...

Unfortunately, no, though, in fact, it's worth noting that you do not have to be grappled to engage in "an act of passion" (such as a kiss). You know, hypothetically.

Interesting Character wrote:

Shadowdancer.

Or for more boring stuff you could continue with rogue or whatever class got you qualified for assassin.

Or bard for the additional seductive possibilities, enthralling and fascinating and suggesting, etc.

I've really been mulling over all of these, and a few others, but the problem is that this is supposed to be an iconic succubus assassin. I would like to make a choice that really fulfills that promise.

As an aside, succubi automatically qualify for assassin - they don't need to take levels in any other class (which is one of the reasons I chose this; the other, of course, being Nocticula/assassination/succubus-theme).

The thing is, there are so many classes she could go into.

For divine things, even with her lousy wisdom, she'd make a fine second level cleric of Nocticula (she wouldn't need higher than a 12), a potent oracle (from sheer charisma); and antipaladin would be a solid choice, of course. Inquisitor is also excellent for a divine assassin. (Maybe omdura, but I know almost nothing about that class. I know more about, but am still unfamiliar with warpriests.)

Bard and rogue are the obvious core choices (or ninja for alternate), but barbarian, fighter, and ranger all vastly increase her combat potential (the ranger working well for "hunting" for specific kinds of targets). Sorcerer and wizard spells would both be lovely (and potent). At least druid is right-out (because of alignment and theme).

Going for base classes: alchemist (for intelligence, buffs, poisons/assassination), cavalier (for leading her harem... also "something, something, ride, hee-hee" - see, also, samurai, though less appropriate), summoner (again charisma-based), shifter for extra options, magus for intelligence and combat magic, vigilante for fake personas, and witch (for intelligence magic) all seem viable. She'd be naturally good at gunslinger and vampire hunter, but those seem a bit... off-theme.

She's almost tailor-built for being an arcanist (intelligence and charisma), but an investigator (intelligence based), hunter (she is a hunter), brawler (for its variability), skald (as bard, but more kill-y), bloodrager (barbarian plus cha-magic), and swashbuckler both fit to some degree. Shaman seems both off-theme enough and focuses on wisdom that it's an easy pass.

I might end up going with "slayer" as the most iconic non-prestige class. The question I have is whether or not it's the best for making a truly iconic character. I haven't put any ranks into perform (dance) which hampers her potential shadowdancer career quite a bit (despite shadows being iconic - though she wouldn't get much out of the first two levels, after taking 10 in assassin, honestly, even if I switched gears). But opening it up to PrCs just makes everything crazy possible. It's madness and I love it, but it's standing on the edge of an Abyss heh and it makes decision paralysis very real. :V

EDIT: forgot I wasn't done!


As an iconic I'd improve her seduction skills, since that is far more iconic of a succubus than combat potential. In fact, I'd consider assassin entirely off iconic for a succubus entirely, so going for stuff to strengthen the thematic elements of a succubus being a charming seducer might the right play to keep the "succubus" part from getting lost in the "assassin" part.


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^Combat isn't totally off-iconic for a Succubus -- in fact, grappling is spot-on.


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UnArcaneElection wrote:

^Combat isn't totally off-iconic for a Succubus -- in fact, grappling is spot-on.

Maybe we should test her grappling abilities, you know, just to be sure. Science and stuff. Can't be too careful...


A succubus grapples charmed targets, but otherwise avoids a straight up fight instead preferring to rely on seducing others to fight on her behalf.

Only the best get to grapple with her after all. :) Before that she likes to watch a good testosterone filled manly fight. :)

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