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#bonus: ace: magma
alexoreality · 2 years
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@yuukioku77
Bonus on the Kozuki Luffy AU. Luffy does a fuckity wuckity on Marineford and still gets his 'x' scar because of Akainu, the magma bitch still tried to kill Ace but Luffy pushes Ace out of the way and when Akainu's fist was mere inches away from Luffy, Ace manages to pull him out of the way with the help of Marco.
Izo then tells Momonosuke the events of marineford and now Hiyori and Momo won't let Luffy go
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bluekat12345 · 9 months
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U.B. Funkeys with Pokémon Typing
Just a post of all Funkeys and what Pokémon Types I imagine them being. (I am not including the Speed Racer Funkeys, aside from the UB version for the Speed Racer starter pack.) Enjoy!
UB
Regular: Normal
Dream States: Normal/Fairy
Speed Racer: Normal/Electric
Hidden Realm: Normal/Fighting
Chat Funkeys
Gabby: Fairy
Holler: Steel/Electric
Rom: Electric
Rewind: Flying
Funkeystown
Dot: Fairy
Waggs: Normal
Lotus: Grass/Fairy
Drift: Electric
Scratch: Steel/Electric
Laputta Station
Boggle: Dark/Fairy
Vroom: Fighting
Xener: Psychic
Fallout: Poison
Kelpy Basin
Twinx: Fairy/Water
Sprout: Grass
Tiki: Water/Fighting
Glub: Water
Magma Gorge
Wasabi: Dark
Deuce: Dark/Fire
Bones: Ghost
Stitch: Ghost
Funkiki Island
Nibble: Water
Flurry: Ice
Sol: Fire
Webley: Bug
Daydream Oasis
Tank: Water/Fairy
Lucky: Fairy/Fighting
Dyer: Fairy
Berger: Fairy
Nightmare Rift
Snipe: Dark
Sprocket: Dark/Steel
Ptep: Ghost/Ground
Vlurp: Dark/Fairy
Hidden Realm
Bomble: Ice/Fighting
Yang: Fighting
Raj: Fighting
Singe: Fire/Dragon
Nector: Bug/Fighting
Maul: Dark/Fighting
Paradox Green
Tad: Water/Grass
Ace: Steel
Mulch: Grass/Eletric
Rastro: Psychic
And as a Bonus for those who read this far:
Types Used
Normal: 6
Fire: 2
Water: 6
Electric: 5
Grass: 4
Ice: 2
Fighting: 9
Poison: 1
Ground: 1
Flying: 1
Psychic: 2
Bug: 2
Rock: 0
Ghost: 3
Dragon: 1
Dark: 6
Steel: 3
Fairy: 10
Final Results
Single Type: 26
Dual Type: 21
Most Used Type: Fairy
Least Type Used: Rock
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freyrmichokolatte · 2 years
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Imagine this, Sabo got half of his memories back but still haven't remembered Ace and Luffy much yet. Then he met Yamato at Wano for a mission. Yamato told him about Ace then magically remembered everything else. Then Sabo remembered that Ace was going to get executed then he forcefully broke Yamato's chains to help him get Ace.
A random blonde dude blocked Akainu's magma fisth then a spinach haired "woman" who proclaimed himself as a man, piggyback Luffy and carried a dying Ace bridal style.
Ace: "YAMATO!? HOW THE FUCK- WHO THE FUCK-" Yamato: "shusshhhhh. Sleep child, Sabo and I will explain later"
When he mentioned Sabo's name, Ace and Luffy's head jerked to Sabo's direction who was constantly stomping and punching the poor marine
Then they woke up in the Polar Tang
Ace & Luffy: "SAB!?" Sabo: "Hi"
Cue sappy brotherly reunion while Law was awkwardly standing on the corner while Yamato pouted
Yamato: "OI I'M STILL HERE" Ace: "We know that Yams"
Then they then proceed to introduce Sabo and Yamato to the Whitebeard and Heart Pirates
Ivankov on the other hand
Ivankov: "What the fuck-"
Bonus:
Koala:
Dragon:
Sabo: I can explain-
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pathfinderunlocked · 8 months
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Chaos Witch Arachne - CR10 Aberration
A drider with fire powers, based on Quelaag from Dark Souls.
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Artwork by MuHut at DeviantArt.  There’s an animated version, too.
Quelaag is a lava-spewing arachne from Dark Souls, which I previously released a CR19 stat block for.  This creature is meant to be a lieutenant serving under her, part of her brood.
Being a surface elf, this chaos witch is technically an arachne, not a drider.  Quelaag is her patron, and has corrupted her body into this form.  Chaos witches may start their lives as elves and gain this form after pledging themselves to the their queen, or may be born as flaming arachne infants, possibly after the eggs are forced to be carried by a burdened egg carrier.
Chaos Witch Arachne - CR 10
This monstrosity is similar in appearance to a drider, but with the pale skin of a surface elf, and with an abdomen that glows like heated metal.  Burning lava drips from a large fanged spider mouth just below where the elven torso connects to the spider body.
XP 9,600 Drider witch 3 CE Large aberration Init +3 Senses darkvision 120 ft., detect good, detect law, detect magic; Perception +17 (-2 if familiar not within reach)
DEFENSE
AC 25, touch 17, flat-footed 18; (+3 Dex, +1 dodge, +8 natural, +4 profane, –1 size) hp 125 (9d8+3d6+72) Fort +10, Ref +7, Will +13 Defensive Abilities divine chaos protection Immune fire, sleep SR 21
OFFENSE
Speed 30 ft., climb 20 ft. Melee +1 flaming scimitar +10/+5 (1d6+8/18-20 plus 2d6 fire), bite +4 (1d4+5 plus 1d6 fire plus poison) Ranged 2 fire bolts +9 ranged touch (2d6+4 fire plus vulnerable to fire, see text) Space 10 ft.; Reach 5 ft. Special Attacks fire bolts, hexes (gift of consumption, disrupt connection) (DC 16), spew magma, web (+9 ranged, DC 22, hp 12) Spell-Like Abilities (CL 9th)     Constant—detect good, detect law, detect magic     At will— continual flame, faerie fire     1/day—clairaudience/clairvoyance, dispel magic
Witch Spells Known (CL 9th; concentration +11)     5th (1/day)—flame strike (9d6+4 damage, DC 20)     4th (2/day)— volcanic storm (x2) (3d6+4 bludgeoning and 2d6 fire damage)     3rd (3/day)—fireball (x2) (9d6+4 fire damage, DC 18), trial of fire and acid (1d6+4 fire and 1d6 acid, DC 18)     2nd (5/day)—cure moderate wounds (x2) (touch +8, DC 16), web (x3) (DC 16)     1st (5/day)—ray of enfeeblement (x3) (DC 15), shocking grasp (x2) (touch +8, 6d6+4 fire damage)     0th (at will)—bleed (DC 13), dancing lights, ghost sound, mage hand, read magic, resistance Patron flame (functions as elements patron, but all patron spells deal fire damage)
STATISTICS
Str 15, Dex 17, Con 22, Int 19, Wis 18, Cha 16 Base Atk +7; CMB +10; CMD 28 (40 vs. trip) Feats Blind-Fight, Dodge, Combat Casting, Spell Focus (evocation), Weapon Focus (bite, scimitar) Skills Climb +28, Intimidate +16, Knowledge (arcana, dungeoneering, history) +17, Perception +17 (-2 if familiar not within reach), Sense Motive +6 (-2 if familiar not within reach), Spellcraft +19, Stealth +10; Racial Modifiers +4 Stealth Languages Abyssal, Draconic, Elven, Ignan, Undercommon SQ familiar alertness, profanity of the flames, undersized weapons, witch’s familiar Gear +1 flaming scimitar
SPECIAL ABILITIES
Divine Chaos Protection (Su) Once per hour, when a creature within 60 ft. of the chaos witch arachne makes any d20 roll, after the results of the roll are revealed, she can force the d20 to be rerolled with either a +1d20 or -1d20 bonus (her choice).  After she does so, she loses her spell resistance for the next hour.
Familiar Alertness (Ex) While her familiar is within arm’s reach, a chaos witch arachne gains the Alertness feat.  This is already included in her statistics.
Fire Bolts (Su) As a standard action, a chaos witch arachne can unleash 2 scorching bolts of divine fire from her outstretched hand.  Each bolt targets a single foe within 60 feet as a ranged touch attack (typically with +9 to hit).  If she hits the foe, the fire bolt deals 2d6+4 points of fire damage and leaves the target vulnerable to fire until the end of her next turn.
Hexes (Su) A chaos witch arachne queen can use the gift of consumption and disrupt connection hexes.  Her DC with these hexes is 16.
Magma Touch (Su) A chaos witch arachne queen deals an additional 1d6 fire damage whenever she succeeds on a melee attack, including her bite attack, combat maneuvers, and touch attacks.  This damage is already included in her melee attacks in her statistics above.
Poison (Ex) Bite—injury; save Fort DC 22; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save. The save DC is Constitution-based.
Profanity of the Flames (Su) A chaos witch arachne gains a profane bonus to her AC and all of her damage rolls equal to her Wisdom bonus.  This is already calculated into her statistics and abilities.
Spells A chaos witch arachne casts spells as a witch 6 levels higher than her actual witch level.
Spew Magma (Ex) Three times per day, a chaos witch arachne can spew a large pool of magma over the ground around her.  Creatures within a 40-foot cone and within a 20-foot radius around the chaos witch arachne queen take 6d6 fire damage.  A DC 22 Reflex save halves this damage.   Additionally, the ground in that area becomes coated in magma, dealing 3d6 fire damage to any creature that enters the magma-coated area or ends its turn in it, with no saving throw.  A creature that leaves the area of magma continues to take 2d6 fire damage per round at the start of each of its turns for 1d3 rounds as it burns.  The magma fills the affected area to a depth of 2-3 inches and counts as difficult terrain. After 12 rounds, the magma hardens and is safe to touch.
After a chaos witch arachne has used this ability, she cannot use it again on her next turn.
Undersized Weapons (Ex) Although a drider is Large, its upper torso is the same size as that of a Medium humanoid’s upper torso. As a result, it wields weapons as if it were one size category smaller than its actual size (Medium for most driders).
Witch’s Familiar (Su) A chaos witch arachne has a scarlet spider familiar, which typically hides somewhere safe on her person and has total cover from all attacks.  It grants her a +3 bonus on Climb checks, which is already included in her statistics.  If her familiar is killed, she cannot prepare spells until it is replaced in the same manner as a normal witch’s familiar.
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unbridledqueer · 9 months
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Occult Farmers?!
Spencer Avici is a wealthy vampire that wants nothing more than to be out in the sunlight, with his beloved farm animals. He doesn’t want to lose his powers, so instead he works towards total sunlight resistance. His aspiration is to be a Good Vampire. Despite this, he’s not as good as he might think.
Rico Lycus tries to stay out of trouble (despite his werewolf fury). His passion lies in fishing, which means he ultimately aspires to be an Angling Ace. If raw fish wasn’t his favorite snack, he’d consider fish his very best friends. He constantly walks on eggshells, as he is often pushed away by others. Vampires and mortals alike look down on him, and he has been unsuccessful in his many attempts of werewolf diplomacy.
Even his boyfriend, Spencer, can’t be bothered to see him for what he truly is. They have a hard time maintaining their relationship overall. He often puts Spencer’s needs above his own. With little thanks, he does everything around the farm when the sun is out. He hopes that Spencer will achieve his dreams but can’t keep letting that get in the way of his.
Their spacious farm consists of one black/white cow, one white llama, a coop full of every basic chicken breed, and their new little chicks! As an adorable bonus, they have a pet fox named Magma.
Spencer has also made a few local friends in Henford-on-Bagley. He has a strong friendship with the Moody and McMillan couple. Still, he needs time to get used to the life of his dreams. Being a vampire farmer is harder than it sounded in his head. As soon as he ascends the vampire ranks, he’ll move on to greener pastures!
They’ll be on their way to an even bigger farm in no time. The horse ranches of Chestnut Ridge are calling Spencer’s name, and he’s going to take his current livestock with him. He also plans on visiting his friends in Henford-on-Bagley once he gets settled in. Rico hopes they can figure things out before the big moving day, to avoid the inevitable strain on their relationship. Will they crumble under the pressure, or will they beat the odds?
You can find out in the next installment of the Avici-Lycus household overview!
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mirrorworldangel · 2 years
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This is an idea of an altered version of the rock, paper, scissors game but this time it's in One Piece version.
The game is this; each player has to make hand gestures and yell out the Devil Fruit/ Non-Devil Fruit skill to the group. The skill that beats everything wins. But sometimes character traits or elements are also added into the mix.
But to an outsider who is not familiar with the game, it looks like a crazy Pokémon battle action scene.
(The idea is based on a F.R.I.E.N.D.S episode rock, paper, scissors, fire.)
Ex:
Kid: Magnetic Punch! (shows his own metal fist)
Sabo: But nothing beats seawater! Whitebeard Tsunami! (Makes wavy hands and splashing)
Law: Nice, Kuzan, Ice Age. (cuts through Sabo)
Ace: Dad, Magma Fist. (punches his own hand)
Luffy: (left finger imitating hook, right hand on hip.) Mama, disappointment. (Makes same frowning face)
Bonus:
Usopp: Zoro, Three-sword Style!
Sanji: Directions!
Nami: Eternal Pose.
Kuzan: Rocinante, clumsiness.
Rosinante: Divorce.
Kuzan again: Make-up Sex.
Usopp and the rest of the teens: STOP IT! STOP IT YOU WIN!!!! DX
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thecreaturecodex · 3 years
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Zargon
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Image by Jim Holloway, accessed at Power Score here
[Commissioned by @tar-baphon. Another retro D&D villain, only I got commissioned for this one. Zargon first appeared in the basic D&D module The Lost City, and reappeared as one of the Elder Evils in the late 3.5 book of the same name. This statblock is based off of the Elder Evils one, although toned down somewhat, and advanced from CR 16 to 18 despite it. In that book, Zargon was a deposed Ancient Baatorian, introduced in Planescape. Since the asuras fill a similar role in Pathfinder RPG (being the dispossessed inhabitants of Hell driven to the margins by devils, although they currently have a more peaceful coexistence), I figured that a former asura would be a good fit. The commissioner also requested a “full power” Zargon to reflect his former glory, so that is forthcoming.]
Zargon CR 18 LE Outsider (native) This massive horror has a reptilian head with a single eye and a single horn. Its body is a column from which grow twelve tentacles, six in the midsection that serve it like arms, and six at the base on which is drags itself. Slime oozes from its every surface, and it is covered in scars, tumors and other irregularities of the flesh that bubble and warp as it moves.
Zargon the Returner is a testimony to corruption, a cursed being that constantly regrows his broken body from slime and ooze. He is worshipped as a god in the deep parts of the earth, and delights in keeping his vassals drugged and distracted, the better to eliminate pesky thoughts from their heads. From his body seep vile liquids, and his touch infects the living with a disease that turns them into gelatinous parodies of their former form. He commands oozes of all kinds.
In combat, Zargon is a terror, mixing blasts of acidic bile with devastating physical attacks. If he faces a party, he usually summons whelps to his side in order to distract enemies, and blankets the battlefield in area of effect spells to soften his foes up. Zargon trusts to his incredible regeneration to protect him from harm. Only by severing his horn does he lose these healing properties, and only by dropping the horn into magma can he be permanently slain. Zargon guards knowledge of his weakness carefully.
In the distant past, Zargon ranked among the most powerful of the asura ranas, divine mistakes who ruled Hell before the devils. When Asmodeus descended into Hell and claimed it as his own, Geryon betrayed Zargon and gave Asmodeus knowledge of the weakness of the Returner’s horn. Asmodeus snapped the horn from Zargon’s head and hurled it into the Material Plane. Zargon spent millennia regrowing from this insult, and only has been able to sustain a body in this weaker form. If he can somehow return to Hell and unlock the blasphemous mysteries still hidden in Stygia, he can reclaim something of his former glory. But for now, Zargon is content to remain indolent, basking in the worship of mortals and distantly dreaming of revenge.
Zargon           CR 18 XP 153,600 LE Huge outsider (evil, law, native) Init +6; Senses blindsense 120 ft., darkvision 60 ft., Perception +29, true seeing Defense AC 32, touch 21, flat-footed 30 (-2 size, +2 Dex, +11 profane, +11 natural) hp 297 (18d10+198); regeneration 20 (cold and fire) Fort +20, Ref +16, Will +23 DR 15/epic; Immune acid, charm and compulsion effects, disease, energy drain, petrifaction, poison, polymorph; Resist cold 20, fire 20; SR 29 (34 vs. divinations) Defensive Abilities blasphemous armor, freedom of movement, horn, rejuvenation; Weakness anchored Offense Speed 40 ft., swim 60 ft. Melee bite +27 (2d6+11/19-20 plus 3d6 acid plus disease), gore +27 (3d6+11), 6 tentacles +25 (1d6+5 plus grab) Space 15 ft.; Reach 15 ft. (20 ft. with tentacles) Special Attacks breath weapon (60 foot cone, 9d12 acid plus disease, Ref DC 30), constrict (tentacle, 1d6+16) Spell-like Abilities CL 18th, concentration +29 Constant—freedom of movement, nondetection, true seeing At will—magic circle vs. good (DC 24), rusting grasp, transmute rock to mud (DC 26) 3/day— acid fog, cloudkill (DC 26), control ooze (DC 28), feeblemind (DC 26), quickened lightning bolt (DC 24) 1/day—control weather, heal (DC 27), horrid wilting (DC 29), mind fog (DC 26), summon (2 whelps of Zargon, 100%, 8th level) Statistics Str 32, Dex 15, Con 32, Int 21, Wis 28, Cha 33 Base Atk +18; CMB +31 (+35 grapple); CMD 43 Feats Cleave, Critical Focus, Great Cleave, Improved Critical (bite), Improved Initiative, Multiattack, Power Attack, Quicken SLA (lightning bolt), Staggering Critical Skills Climb +30, Intimidate +30, Knowledge (arcana, religion) +22, Knowledge (dungeoneering, planes) +25, Linguistics +21, Perception +29, Sense Motive +28, Spellcraft +21, Stealth +14, Swim +38 Languages Aklo, Infernal, Undercommon, 16 others, telepathy 300 ft. SQ divine source Ecology Environment underground Organization unique Treasure double standard Special Abilities Anchored (Ex) As a result of Asmodeus’ curse, Zargon cannot teleport or engage in any form of planar travel. No spell or effect can remove this ability short of a miracle or wish. Blasphemous Armor (Su) Zargon gains a profane bonus to his Armor Class equal to his Charisma modifier. Control Ooze (Sp) This functions as a control undead spell, except that it is treated as being a transmutation effect and effects only creatures of the ooze type. This is the equivalent of a 7th level spell. Disease (Su) Zargon’s Slime; Bite or breath weapon—contact; save Fort DC 30; onset immediate; frequency 1/day; damage 1d6 Con drain and 1d6 Wisdom drain; cure none. A creature reduced to 0 Constitution while under the effects of this disease dies and is reduced to a puddle (and cannot be returned to life by any effect that requires an intact body). A creature reduced to 0 Wisdom while under the effects of this disease immediately transforms into a whelp of Zargon under Zargon’s control. The save DC is Constitution based. Divine Source (Ex) Zargon can grant divine spells of up to 6th level. He can grant spells from the Earth, Evil, Healing and Law domains, but no subdomains. Horn (Ex) Zargon’s horn is the source of his protection, granting him regeneration 20 and a +3 resistance bonus on all saving throws. The horn can be cut free with a successful sunder attempt (hardness 15, DR 15/epic, hp 29), whereupon Zargon loses these abilities until he can reattach the horn as a full-round action. Rejuvenation (Ex) Zargon regrows from his horn when slain, returning to life 1d4 days after death. The only way to stop this is to cast the horn into an active volcano before Zargon returns to life.
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shadoninja · 4 years
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Shadoninja’s Year in Review (2013)
Piano
Pokémon Pinball Ruby & Sapphire - Ruby Board
Rune Factory 3: A Fantasy Harvest Moon - Sharance Village (Day)
Advance Wars - Olaf’s Theme
Ghost Trick: Phantom Detective - Cabanela ~ A White Lovely Lanky Man
Fire Emblem: The Sacred Stones - Combat Preparation
Rune Factory 3: A Fantasy Harvest Moon - Spring
Little Nemo: The Dream Master - Dream 1: Mushroom Forest
Little Nemo: The Dream Master - Dream 7: Topsy Turvy
The Magical Quest starring Mickey Mouse - Pete’s Peak
Tiny Toon Adventures: Buster Busts Loose - Spook Mansion
Mario & Luigi: Bowser’s Inside Story - Fawful is There
Seiken Densetsu 3 - Ordinary People
Castlevania: Dawn of Sorrow - Scarlet Battle Soul
Harvest Moon: Back to Nature - Title
EarthBound - Saturn Valley
Castlevania: Aria of Sorrow - Don’t Wait Until Night
Pokémon Black/White Version 2 - While Shooting in Pokéstar Studios!
Soul Blazer - Solitary Island
Soul Blazer - Lonely Town
Pokémon HeartGold/SoulSilver Version - Route 24 (GB Sounds)
Kirby Super Star Ultra - Masked Dedede
The Legend of Zelda: The Minish Cap - Hyrule Town
Ace Attorney Investigations: Miles Edgeworth - Shi-Long Lang ~ Speak up, Pup!
Ace Attorney Investigations: Miles Edgeworth - Confess the Truth 2009
Pokémon Diamond/Pearl/Platinum Version - Spotted! Artist
Hotel Dusk: Room 215 - High Spirits
Dr Mario/Puzzle League - Game Selection
The Legend of Zelda: Skyward Sword - The Mogmas
Batman Returns - Gotham Plaza
Mother 3 - Volcano! Inferno!
Harvest Moon: Back to Nature - Spring
Mario Kart Wii - Toad’s Factory
Shin Kidō Senki Gundam Wing: Endless Duel - City (Wing & Wing Zero Stage)
Swapnote - Main Theme
Pokémon Trading Card Game - Club Leader Duel
Darkwing Duck - Credits
Darkwing Duck - Bonus Stage
Darkwing Duck - Game Over
Darkwing Duck - Job Well Done!
Darkwing Duck - Stage Clear
Darkwing Duck - Boss Battle
Darkwing Duck - Steelbeak Stage
Darkwing Duck - Moliarty Stage
Darkwing Duck - Megavolt Stage
Darkwing Duck - Bushroot Stage
Darkwing Duck - Liquidator Stage
Darkwing Duck - Wolfduck Stage
Darkwing Duck - Quacker Jack Stage
Darkwing Duck - Stage Select ~ Where should we go now, DW?
Darkwing Duck - Title Theme
Pokémon Platinum Version - Battle! Frontier Brain
Castlevania: Portrait of Ruin - DESTROYER
Tiny Toon Adventures: Buster Busts Loose! - A Break in the Action
Tiny Toon Adventures: Buster Busts Loose! - Acme Looniversity
Tiny Toon Adventures: Buster Busts Loose! - Go, Buster! Go! Go! Go!
Kid Dracula - Go-Go in the Great Castle
Skullgirls - Learning One’s Craft
Rune Factory 3: A Fantasy Harvest Moon - Sol Terrano Desert
Castlevania III: Dracula’s Curse - Mad Forest
Pokémon Black/White Version 2 - Battle! Champion Iris
Harvest Moon: Back to Nature - Winter
Pokémon XD: Gale of Darkness - Battle! Wild Pokemon
Final Fantasy VI - Another World of Beasts
Kirby’s Adventure - Orange Ocean
Pokémon Diamond/Pearl/Platinum Version - Sinnoh Underground
Rune Factory 3: A Fantasy Harvest Moon - Sharance Tree (Night)
Kirby’s Dream Land 3 - Sand Canyon 1
Dr. Sudoku - Music 1
The Magical Quest starring Mickey Mouse - Final Boss
Pokémon X/Y Version - Snowbelle City
Harvest Moon: Back to Nature - Town
Final Fantasy Tactics Advance - In the Amber Valley (Piano Duet Arrangement)
Pokémon Trading Card Game - Normal Duel
Seiken Densetsu 3 - Splash Hop
Teenage Mutant Ninja Turtles: Turtles in Time - Sewer Surfin’
Mega Man Battle Network 2 - Marine Harbor
Harvest Moon: Back to Nature - Concert 2 (with Ocarina)
Kirby’s Dream Land 3 - Game
Pokémon Card GB2: Great Rocket-Dan Sanjō! - Team Great Rocket Duel
Harvest Moon: Back to Nature - Festival 1 (Fun)
Pokémon Ruby/Sapphire/Emerald Version - Battle! Team Magma/Aqua
Dark Cloud - Owl Forest
String Quartet
The Magical Quest Starring Mickey Mouse - Dark Forest
Super Mario Galaxy 2 - Space Storm Galaxy
Pokémon HeartGold/SoulSilver Version - Cianwood City
Ace Attorney Investigations: Miles Edgeworth - Blue Badger March ~ Gatewater Land Theme
Wind Quartet
Pushmo - Intro
New this year: 87 (82 Piano/4 String Quartet/1 Wind Quartet) Overall Total: 87 My first year on Tumblr. A good majority of these pieces I created for another site and I just cleaned them up. Other Years
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monstersdownthepath · 5 years
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Spiritual Spotlight: Narriseminek, the Crownless
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Chaotic Neutral Protean Cantor of Ascendance, Keketars, and Revelations
Domains: Chaos, Knowledge, Liberation, Madness Subdomains*: Protean, Education, Self-Realization, Truth
Concordance of Rivals, pg. 14
Obedience: Surround yourself in a burning circle of flames at least 5 feet out from where you stand, chanting prayers until the flames burn down to coals or smoke from any source harms you. Benefit: Gain a +4 sacred bonus on saves against fire-based spells and attacks.
(*IMPORTANT NOTE: The Subdomains are my best guess; Subdomains are not listed in Concordance of Rivals)
Hope you remember to bring oil and tinderboxes! And remember to practice fire safety, because this Obedience is a real good way to burn down an entire house. Or forest. There’s also the worrying detail that this Obedience requires you to wait until the fires burn down to the coals, suggesting that a ring of oil or grease will NOT, in fact, satisfy the conditions of the ritual. That’s a real chin-scratcher to me, and though my Rules-Fu may be weak, I can see how a more exacting DM might force their players to jump through hoops (or into them as the case may be). Do you have to lug around wood or paper and burn it? Can ‘smoke from any source’ come from a cigarette or stick of incense you have nearby? Does the Obedience end early if a freak gust blows ash into your face? Questions, questions.
Also don’t ignore the fact that standing in a ring of fire while chanting ominously is incredibly suspicious and you probably shouldn’t do it in a location someone can barge into, especially a Good someone. Or a Paladin someone. Or a Devil-hunter someone. In fact, it’s really hard to do this Obedience regularly without seeming like you might soon plot to sacrifice babies, so you might want to warn your party ahead of time that no, you don’t worship Asmodeus, you worship a different flaming serpent! ... Wait, Asmodeus isn’t a serpent in Pathfinder, scratch that last line.
As for the benefit, nothing we haven’t seen before. Nothing special, nothing grand. Fire is the most common damage type, so this ability WILL come up often and it’ll save you a lot of HP, and for that it has my applause. It’s just not exciting in any other way. I’m a little concerned that it doesn’t say “fire-based spells and abilities,” but “attacks,” but that could just be me being picky about language and wording. It comes in handy when dealing with fae, but it makes me paranoid everywhere else!
Boons are gained slowly, gained at levels 12, 16, and 20. Servants of the Monitors, though, can enter the Proctor Prestige Class as early as level 8. If entered as early as possible, you can earn your Boons at levels 10, 14, and 16. You MUST take the Monitor Obedience feat, NOT Deific Obedience. Monitors grant only a single set of Boons.
Boon 1: Ascended. Gain Anticipate Peril 3/day, Detect Thoughts 2/day, or Heroism 1/day.
Oooh, not bad! Three decent spells! Anticipate Peril gives the target a +5 bonus to Initiative for one combat, and as I’ve said before, Initiative is one of the best stats you can have bonuses to. Heroism gives +2 to arguably more important stats, though, in saving throws, attack rolls, and damage rolls. It also lasts for a phenomenally long time--a whole 10 minutes per level! It’s a pretty good boost for the beatstick of your party, but I’m not sure if it’s worth giving up on boosting up to three people’s Initiative (or one person’s Initiative three times). It depends on how many attacks your local DPS can throw out in a round, I suppose, or if your team is made up of the more fragile sorts who’d give their left arms to move first. Do note that Anticipate Peril only works for one initiative roll before fizzling, but Herosim’s lengthy duration means it will likely last through multiple fights, so scouting is essential if you want to use AP!
Detect Thoughts is something we’ve covered before, and though it technically only has niche use, it’s invaluable against enemies who’re holding information you need or sifting through crowds for specific individuals who’s thinking about how bad it would be if you found them. It’s powerful when you NEED it, but Anticipate Peril and Heroism are useful in the many battles that come with Pathfinder’s adventures.
Boon 2: Crownless Crown. You gain a floating halo of Protean symbols around your head. 1/day, you may use the Reshape Reality ability of the Keketar Protean, heightened to a 7th level spell instead of 9th; this means you may cast Mirage Arcana as a spell-like ability, except all of the illusions are woven with Maelstrom matter and become partially (20%) real, even to disbelievers, and the DC to see through the illusion is 17+your Charisma modifier.
CHAOS!
CHAOS!!
I CAN DO ANYTHING!!!
Have you ever thought to yourself “this battlefield is really nice, but I would prefer to be anywhere else”? Have you ever found yourself wishing you were on a nice beach while in the middle of a dungeon, or that this jungle would look better as a desert, or that this desert could use a giant glacier smack in the middle of it? Then have I got an ability for you!
Reshape Reality can overlay one 20ft square per level with terrain of your choice, and here’s some math for you: a 20ft square is 4x4 tiles, which means you affect 16 tiles per level. If you’re level 14 when you first get this ability, that means fourteen 20ft squares are yours to command, or 224 tiles. Numbers are good and all, but how about a visual demonstration?
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(Green: You. Blue: unfortunate enemy)
BAM! That’s one configuration you can throw it down in. It affects a LOT of terrain, basically letting you decide if the current room is to your liking. You can also throw it down in a long line or loop to form a ‘cage’ for yourself and your enemies, or form an enormous barrier to cut a swath between enemy forces. Like many illusion spells, Mirage Arcana is best used by someone with a good imagination... But even the most unimaginative sorts can still cause an environment to turn itself into pure acid or magma. Whoever fails their save against the illusion takes 5d6 damage from hazards you manifest, while disbelievers still take 1d6 because of its semi-real nature. 
You can also do some fancy things like creating a small stony labyrinth or even just whip up some cover for yourself and your allies if you so desire. And there’s nothing saying that every square has to be the same environment, either! Go nuts! This is one of the most powerful battlefield control abilities you can get! ... Provided your allies are away that reality is an illusion.
Also, I think it’s really cute that you get a floaty rune crown like all the Proteans. Makes it real hard to hide what you are and what you’re worshiping, though, so watch out!
Boon 3: Mantle of Revelation. 1/day, you can cast Foresight as a spell-like ability.
For those who’ve never used it, Foresight is a level 9 spell that lasts 10 minutes per level. Mechanically, it grants the recipient a +2 to AC and Reflex saves, and prevents the recipient from ever being surprised or flat-footed. At high levels, robbing an enemy of a surprise round can mean the difference between someone outright dying to a Sneak Attack or a spell thrown from out of sight, making this spell a life-saver... Though not a level 9 lifesaver. Such a feat could easily be replicated by a level 7 or 8 spell, allowing more crunch to be packed into this Boon, right? AC is nice and all, but...
You know what else is nice? These little portions:
“Once Foresight is cast, you receive instantaneous warnings of impending danger or harm to the subject of the spell.”
Don’t open the chest, don’t drink that potion, don’t sample the cheese, don’t take another step forward, don’t say the next words you’re planning, don’t cast that spell, don’t don’t don’t... Foresight stops a LOT of incoming harm in its tracks, allowing you to step back just as an arrow flies at your face, or stop your foot just before stepping on a landmine, or re-evaluate your attack target if forewarned of some sort of defense they have. You can even cast it on someone else to give them the same benefit... so long as you’re within earshot. You need to be able to communicate with them in some way to grant them the warnings, making it more attractive to cast on yourself than another, unless you have some form of telepathic connection with the second subject.
And speaking of second subjects, here’s the other interesting portion:
“The spell gives you a general idea of what action you might take to best protect yourself and gives you a +2 insight bonus to AC and on Reflex saves.”
And gives you a +2 insight bonus. Why’s that important? Because it means ‘general idea of what action you might take’ does NOT directly lead to this insight bonus, but is in addition to it. Foresight’s greatest power relies a bit on DM fiat, which is painful if they aren’t super open to discussion of the spell’s minutiae, but elaborated on and discussed beforehand with the DM will allow you to solve encounters MUCH more smoothly than normal. Say, perhaps, the enemy has a Scroll of Disintegrate on them that no one has seen yet. Foresight may warn you ahead of time to bolster your Reflex save even further, or somehow strengthen your touch AC. You don’t know WHY you’re receiving this warning, but all will become apparent in time.
Foresight warns you not to open a door, but you must to progress. The spell then warns you to protect yourself from Fire damage, and you can extrapolate from there. Or perhaps it tells you to draw your weapons and prepare your spells as you walk down an otherwise empty hallway, just before you’re ambushed.
Really, Foresight is a far more powerful spell than many give it credit for because so much of its power relies on interpretation and the DM working with the fact you can see danger coming at least six seconds before it happens. See? Me being ridiculously careful about interpretations of wording worked out in everyone’s favor for once!
You can read more about Narri here.
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cyberkevvideo · 5 years
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Smite Elder Dragon
When I saw this while browsing DeviantArt, I needed to do up some stats for the creature. It was too glorious not to. StuArtStudios did an incredible job, and it immediately inspired me. It’s been a long time since that’s happened. I’m grateful. Was beginning to think I didn’t have the spark any more. I’m way past the point of bed time too. Just that much of a need to do this. And share it too.
Art belongs to him. Template use is a combination of 3PP Two-Headed Creature and the 3.5 Multi-Headed Creature, as well as the Stinger Creature template from 101 Not So Simple Templates.
Anyone not familiar with superior two-weapon fighting, it’s an ability that lets you use two manufactured weapons without the standard -2 penalty. Not that this guy would be using that at any point.
This is my stat write-up for the Cult of the Elder Dragon, Brimstone Cerberus, using the Pathfinder 1.0 system.
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BRIMSTONE CERBERUS    CR 20 XP 204,800 Three-headed stinger unique old magma dragon CN Huge dragon (fire) Init +4; Senses dragon senses; Perception +39 Aura frightful presence (240 ft., DC 26) DEFENSE AC 36, touch 8, flat-footed 36 (+28 natural, –2 size) hp 402 (23d12+253) Fort +26, Ref +15, Will +20 DR 10/magic; Immune fire, paralysis, sleep; SR 31 Weaknesses vulnerable to cold OFFENSE Speed 40 ft., fly 200 ft. (poor) Melee 3 bites +32 (2d8+15/19–20 plus 8 fire), 2 claws +31 (2d6+10/19–20), barbed tail +30 (2d6+15 plus 1d4 piercing plus poison), 2 wings +29 (1d8+5) Space 15 ft.; Reach 10 ft. (15 ft. with bite) Special Attacks breath weapon (50-ft. cone, DC 32, 20d6 fire), crush (DC 32, 2d8+15), poison Spell-Like Abilities (CL 23th; concentration +28)   Constant—fire shield (warm)   At will—burning hands (DC 15), scorching ray, wall of fire Sorcerer Spells Known (CL 15th; concentration +20)   7th (4/day)—greater arcane sight, reverse gravity   6th (6/day)—antimagic field, greater dispel magic, greater heroism   5th (7/day)—hungry pit* (DC 20), teleport, wall of force, wall of stone   4th (7/day)—acid pit* (DC 19), fire shield, greater invisibility, wall of fire (DC 19)   3rd (7/day)—displacement, dispel magic, fireball (DC 18), wind wall   2nd (7/day)—darkness, dust of twilight*, flaming sphere (DC 17), glitterdust (DC 17), scorching ray   1st (8/day)—feather fall, flare burst* (DC 16), grease (DC 16), shield, true strike   0 (at will)—bleed (DC 15), detect magic, detect poison, ghost sound, light, open/close, read magic, spark*, touch of fatigue *This spell is in PFRPG APG STATISTICS Str 30, Dex 10, Con 32, Int 20, Wis 20, Cha 20 Base Atk +23; CMB +35 (+37 bull rush); CMD 45 (47 vs. bull rush, 49 vs. trip) Feats Alertness, Combat Reflexes, Flyby Attack, Great Fortitude, Improved Bull Rush, Improved Critical (bite, claws), Improved Initiative, Iron Will, Lightning Reflexes, Multiattack, Power Attack, Quick Spell-Like Ability (scorching ray), Weapon Focus (bite, tail) Skills Acrobatics +23 (+27 jump), Appraise +16, Climb +32, Escape Artist +23, Fly +18, Intimidate +26, Perception +39, Sense Motive +31, Sleight of Hand +19, Stealth +14, Spellcraft +28, Survival +27, Swim +32; Racial Modifiers +4 Perception Languages Common, Draconic, Dwarven, Elven, Gnome, Ignan SQ superheated, superior two-weapon fighting SPECIAL ABILITIES Dragon Senses (Ex) Dragons have darkvision 120 ft. and blindsense 60 ft. They see four times as well as a human in dim light and twice as well in normal light. Improved Multiple Attacks (Ex) Because Brimstone Cerberus has three brains, it can easily control multiple attacks without penalty. Brimstone never takes penalties to attack or damage from making multiple attacks. As a standard action, the creature can make three attacks. If these attacks are the same primary attack (three bites, three weapon attacks, three claws) they all add 1-1/2 times the creatures Strength bonus to damage.   More Heads are Better: A multi-headed creature with a special attack based on the head (usually a breath weapon or gaze attack) has two special options. First, it can use just one head to make one of those attacks that normally requires a standard action as a swift action. Alternatively, it can use all its heads for the attack, taking a standard action, and increasing any attack roll or saving throw DC of the special attack by +2. If these attacks cannot normally be made every round, the delay before they can be used again is halved. Poison (Ex) Barbed tail—injury; save Fortitude DC 32; frequency 1/round for 6 rounds; effect 1d4 Con; cure 3 consecutive saves. Superheated (Su) At young age and older, a magma dragon’s bite attack deals additional fire damage equal to its age category.
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vampireangel · 2 years
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Red dragon 
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
 
Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.
 
Regional Effects
The region containing a legendary red dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
Small earthquakes are common within 6 miles of the dragon’s lair
Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.
Rocky fissures within 1 mile of the dragon’s lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby.
 
If the dragon dies, these effects fade over the course of 1d10 days.
 
Mechanics
 
Stats 
Small str 16 dex 11 , con 16, int 12 wis 12 char 14 
Medium  str 20 dex 11 con 18 int 13 wis 13 char 16 
Large str 24 dex 12 con 22 int 14 wis 14 char 17  
Huge str 27 dex 12 con 25 int 15 wis 15 char 19  
Gargantuan str 30 dex 14 con 29 wis 18 int 17 char 23   
 
Draconic Agility
You gain a climbing speed equal to your walking speed.
Your walking speed increases to 40 feet when you become
Large, and 50 feet when you become Huge. gargantuan and 60 feet
 
 Keen Watcher
Your eyes are sharper than a hawk's, and nothing escapes
your penetrating gaze.
Your proficiency bonus is doubled for any ability check you make that uses Perception.
Double in athletics, intimidation, and persuasion 
 
 
Flight 
your wings have matured enough to be able to
carry you.
You gain a flying speed equal to twice your walking speed.
 
Bite
Melee Weapon Attack: proficiency bonus + Strength modifier
to hit, reach 5 ft, 1d10 + Strength modifier piercing damage
plus 1d6 fire damage.
The reach increases to 10 ft when you become Large, and
15 ft when you become Gargantuan. The fire damage
increases to 2d6 when you become Large, and 3d6 when you
become Gargantuan.
 
Claw
Melee Weapon Attack: proficiency bonus + Strength modifier
to hit, reach 5 ft, 1d6 + Strength modifier slashing damage.
The reach increases to 10 ft when you become
Gargantuan, and the damage increases to 2d6 when you
become Large. Gargantuan 15ft 3d6
 
Tail 
Small, medium, large 10ft 1d8, huge and gargantuan 15ft 2d8 
 
Armor 
 Your AC increases 14 + Dexterity modifier, then 15 +
Dexterity modifier when you are Large, 16 + Dexterity
modifier when you are Huge, and 17 + Dexterity modifier
when you are Gargantuan.
 
breath
You exhale fire in a 15 foot cone. Each creature in the area
must make a Dexterity saving throw (equal to 8 + proficiency
bonus + Charisma modifier) or take fire damage equal to the
amount of damage shown on the Fire Breath column of the
red dragon table on a failed save, or half as much damage on
a successful one.
The line increases in length to 30 feet when you become
Large, 60 feet when you become Huge, and 90 feet when you
become Gargantuan.
 
you gain blindsight to 10 feet, and darkvision to
60 feet.
Your blindsight increases to 30 feet when you are Large,
and 60 feet when you are Huge.
Your darkvision increases to 120 feet when you are Large.
 
 
5th level 
Attack three times 
 
Frightful Presence
By 13th level, you have learned to intimidate those around
you simply with the majestic power of your presence.
As a bonus action on your turn, you can cause each
creature of your choice within 120 feet of you and aware of
you to make a Wisdom saving throw or become frightened for
1 minute. A creature can repeat the saving throw at the end
of each of its turns, ending the effect on itself on a success. If
a creature's saving throw is successful or the effect ends for
it, the creature is immune to your Frightful Presence for the
next 24 hours.
The DC for your Frightful Presence is equal to 8 + your
proficiency bonus + your Charisma modifier.
 
13 level 
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
 
13 level
Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
 
 
Level size 
1-3 small
4-6 medium 
7-12 large 
13-17 huge 
18 - 20 gargantuan 
 
Breath weapon 
1-3 no
4 4d6
5 5d6 
6 7d6 
7 8d6 
9 10d6 
10 11d6 
11 12d6��
12 13d6 
13 14d6 
14  15d6 
15 16d6 
16 17d6 
17 18d6 
18 20d6
19 22d6 
20 24d6 
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kittyface27 · 6 years
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38 Shonen Anime/manga rules (minor spoilers for Naruto, Bleach and OP)
1. you must call out the name of every single attack you do
2. in an action scene, being hit or doing something epic must be repeated three times, each from a different angle and slowed down
3. you can jump really high and stay in the air without the ability to fly
4. if something is surprising, each character’s gasp should be heard and seen separately
5. when talking to someone, you must mutter their names after they say something important, incredible, emotional, etc.
6. instead of generalizing a group, most times you must refer to every single person by their names, even if there are over 7 people in the group
7. sounds for running is not required to be accurate to the actual speed of running
8. fuck the concept of time. Example: a single day and night can last over 100 episodes (Bleach by the way)
9. fuck the concept of distance (Marineford arc- One Piece. Just get to the fucking execution stand already!)
10. being mortally wounded and losing a lot of blood isn’t accurate at all (Ichigo can get impaled multiple times and still walk away fine and fight again) (Ace literally is burned through the heart and can still speak)
11. DEATH IS NOT PERMANENT
12. Hands and bare feet skidding across the ground doesn’t hurt one bit
13. random power-up are imminent (Natsu. Need I say more?)
14. flying into a concrete wall doesn’t hurt one bit
15. ATTACKS DON’T NEED TO MAKE SENSE (One Piece- Zoro can grow 2 more heads and have 6 arm for a fucking sword move)
16. Characters don’t need to stop for sleep or water or food during a fight. Yes they can sleep after both the fight and whole arc is over (One Piece- Impel down, hottest level doesn’t make you dehydrated at all) (One Piece again- only eat and sleep after arc is over- Enies Lobby and Dressrosa) (Naruto Great Shinobi War arc)
17. Attack names are hella weird (Zoro- riceball) (Sanji and Robin’s attacks in languages that don’t really exist in said world)
18. you can bleed from the eye and it’s not alarming at all. Also blood getting in the eye doesn’t interfere (except in ONE FIGHT with Ichigo in Bleach)
19. it is morally wrong to attack your enemy if he/she is in the middle of a monologue
20. get provoked easily into fighting
21. don’t need proper treatment of wounds, just wrap cloth bandages around limbs (even if broken bone) or tape a piece of gauze to it
22. extreme hit to the head or being slammed into hand surface doesn’t cause a concussion OR FUCKING BRAIN DAMAGE
23. A large percentage of women are weak
24. save random people
25. be friends with past enemies (One Piece, Naruto, Bleach, FT, original FMA.)
26. IT ISN’T UNCOMMON FOR AN ARC TO HAVE 100+ EPISODES
27. animation quality doesn’t need to matter (ONE PIECE)
28. character uses powers and then decides after using all of this power, he doesn’t want it (KHR manga) (Bleach sometimes)
29. most filler arcs need to be crap (FT, Naruto, BLEACH FOR SURE)
30. creators can make up scientific facts and only the fans question it (Magma is hotter than fire)
31. “I WON’T FORGIVE YOU!” (what enemy desires your forgiveness?)
32. one arc can last 4 years (Naruto Great Shinobi War arc - manga)
33. lost a tooth? It’ll come back later, don’t worry
34. you can totally see with your eyes closed (Naruto, Luffy)
35. you can hold your breath for a ridiculously long amount of time
36. fuck every sort of law in physics
37. spit up blood easily
38. THE LOVE OF NAKAMA TRUMPS ALL (Naruto, OP, FT)
(I absolutely adore anime, but these are some things I noticed are common in many long running shonen anime)
BONUS (super opinion): make the worst couples cannon (Ichihime, Sasusaku, ALL FT COUPLES EXCEPT 1)
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pathfinderunlocked · 11 months
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Magma Hell Hound - CR6 Outsider (Hell)
A stronger variant hell hound with some additional elemental powers.
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Artwork by Azani on DeviantArt.
Hell hounds feel like they’re conceptually somewhere between devils and fire elementals.  Magma hell hounds are a sturdier breed of the same concept, imbued with a combination of earth and fire planar power.  Like normal hell hounds, they’re native to the plane of Hell and are used as attack beasts by devils and summoners.  They’re more difficult to control, however, and more likely to be encountered as wild beasts in Hell instead.
Also take a look at the Unlocked Hell Hound that I posted last week, which is just a different interpretation of a normal hell hound, and its daddy, the Alpha Hell Hound.
Magma Hell Hound - CR 6
This creature resembles a wolf with jagged rocks in place of its fur.  A fiercely burning heat glows from within its chest, its eyes are points of flame, and magma drips from its open mouth.
XP 2,400 LE Medium outsider (earth, evil, extraplanar, fire, lawful) Init +1 Senses darkvision 60 ft., scent; Perception +10
DEFENSE
AC 21, touch 11, flat-footed 20 (+1 Dex, +10 natural) hp 69 (6d10+36) Fort +10, Ref +6, Will +5 Immune fire Weaknesses vulnerability to cold
OFFENSE
Speed 40 ft., burrow 10 ft.; earth glide Melee bite +11 (1d8+6 plus 1d6 fire) Special Attacks ember charge, hell howl, lava breath (15-ft. cone, once every 1d4 rounds, 4d6 fire damage plus lava pool, Reflex DC 18 for half)
STATISTICS
Str 18, Dex 12, Con 21, Int 6, Wis 12, Cha 6 Base Atk +6; CMB +10; CMD 21 (25 vs. trip) Feats Iron Will, Toughness, Weapon Focus (bite) Skills Acrobatics +10, Perception +10, Stealth +10, Survival +10 Languages Infernal (cannot speak)
SPECIAL ABILITIES
Ember Charge (Su) When a magma hell hound successfully hits a creature or object with an attack or combat maneuver at the end of a charge, it can choose to create a burst effect of glowing embers at the point of impact.  All creatures within 30 feet of the target must succeed at a DC 14 Reflex save or be illuminated as if by Faerie Fire for 1 minute.  The save DC is Dexterity-based.
Hell Howl (Su) Once per day, as a swift action, a magma hell hound can let out a fearsome howl that echoes with hellish power.  All lawful-aligned creatures and evil-aligned creatures within 30 feet gain a +1 morale bonus to attack rolls and a +4 morale bonus on Will saves against fear effects for 1d3 rounds.
Earth Glide (Ex) A burrowing magma hell hound can pass through stone, dirt, lava, or almost any other sort of earth except metal as easily as a fish swims through water.  Its burrowing leaves behind no tunnel or hole, nor does it create any ripple, though the area it passes through feels warm for 1 round afterward and often retains a strangely smooth texture, as if the stone had been polished.  A move earth spell cast on an area containing a burrowing magma elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Lava Breath (Su) As a standard action, once every 1d4 rounds, a magma hell hound can spew a blast of magma from its mouth in a 15-foot cone, dealing 4d6 fire damage to objects and creatures in the area and leaving behind a puddle of lava that fills its space to a depth of 2–3 inches and counts as difficult terrain.  A DC 18 Reflex save halves the damage.  The save DC is Constitution-based.
Any creature that moves into or through this puddle of lava takes 2d6 points of fire damage.  This damage continues for 1d3 rounds after the creature leaves the lava pool, although then it only inflicts 1d6 points of fire damage per round.  The lava puddle solidifies and is safe to touch after 6 rounds.  At the GM’s discretion, this puddle of lava could start secondary fires.
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cyberkevvideo · 4 years
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Throne of Night Theory Builds Part 4: The Deathless Golem Wielder of Book 3 *updated*
It’s an interesting feeling of nostalgia. The last time I even remotely talked about Throne of Night on here was 2018, but I hadn’t discussed anything seriously since 2017, and only then it was to answer a question regarding the AP. Before that, it was 2016 to discuss a module I found online, and how to convert it from AD&D 2e to Pathfinder 1e so that some people could actually finish the adventure path with some grace and dignity, and without spending money they likely wouldn’t be seeing again. I think all of us are at least somewhat bitter over the experience.
For those of us who had supported the Kickstarter, July 2015 saw an update that essentially gave us a very basic summary on books 3 through 6, but not the extra adventure with the half-god prince. That’s okay though as I have done my own version of that.
In the update it talks about the final encounters for books 3 and 4. Book 5 is more vague about what the final encounter is, but the picture makes you think it’s a mob of aboleths. Book 6 shows a star spawn of Cthulhu, and considering it’s a CR 20, that seems like enough of a challenge by itself, but it’s possible that the party is also supposed to fight a pleroma aeon, which is also a CR 20. It’s unsure whether you do that all at once, or back-to-back, as the aeon does seem to have its own lair. Considering Way of the Wicked had the party fight an encounter that was equivalent to a CR 24, I’m going to assume there’s a few templates on that star spawn to make it a CR 23 (if you’re fighting it by yourself). Personally, I’d go with mythic Invincible template, then Fighter Creature simple template, and finally advance the HD until it had enough hp to rival a CR 23. If that was too weak for your group, then adding mythic Agile might be the way to go.
But I digress. I made this update because I’ve been looking over the July update and contemplating “what would these be?” to an almost unhealthy degree when I should be doing way more productive things. Like finish writing race books or prepping for PFS. But no, I’m researching spells and builds, and trying to come up with builds and tactics for these particular encounters.
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Before I showcase the builds, I just want to emphasize that all images shared here were done by the forever fantastic and amazingly talented Michael D. Clarke, aka SpiralMagus.
For space reasons, cropping the encounter build.
NEW EDIT: Cleaned up the stats, altered the picture, and made a huge change to the feats. Also gave it gunzarak.
Book 3′s write-up discusses the party coming into contact with a morrigna. The picture shows her, her spider swarm, and a large tarantula? behind her. She is searching for a dwarf that has managed to achieve immortality.
EDIT: I looked into it further, and it was after the dwarf made a dark pact with a deep dragon, and a good portion of the encounters in Book 3 are the offspring of the “deadless” king and the deep dragon. Even further, the king is a “dragon king”. That means he’s got a draconic bloodline of some kind. Likely magma or underworld, but it’s kept vague. Probably because it’s easier to just use red dragon bloodline for the same effect and not have to worry about non-OGL sources. However, if it’s the full plated creature that I found, especially since the dragon dwarf king is controlling the cannon golem, that definitely limits how it gets those bloodlines. And, unfortunately, this likely means a feat tax.
As for the golem control rod, there was an item back in 3.X that did this, and was a rod found in the Arms and Equipment Guide. It used dominate monster back then. Nowadays, we have control construct from Ultimate Magic. The easiest way to go about it is to say that the rod is a morningstar with the power of the amulet of construct control. This keeps it in with other Pathfinder 1e products.
I looked into it, and it seemed too cheap to make him a lich, and looking into how each undead comes into being, I finally decided upon the graveknight. They fuse with their armor after dying in some horrible way that involves an element (typically fire). Michael had been drawing a lot of black fire in his pictures, and it seemed rather fitting that it would likely be that he would die in that fashion. Also, corrupted? Sounds like someone having fallen from grace and embraced evil. Antipaladin. It continues saying that he wields a deadly weapon of dwarven design, and then shows a picture of a cannon golem. In Way of the Wicked, this exact place in Book 3 was a CR 16 encounter so I mimicked it. The former king is a CR 13 as the golem is a CR 15.
For its CR, the antipaladin is lacking in armor, but hopefully it’s ability to heal itself (and possibly do damage to others), will be enough to offset lower AC.
Note that the armored being in the picture below may not be the king (at least it’s not said he is or isn’t), but it’s how I assume he died and this picture is called “Golem Driver”, so maybe? This is more of a placeholder than proper representation, but either way it’s drawn by SpiralMagus and has the Fire Mountain Games stamp on it.
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KING OF DAMMERHALL THALRON BOLDREST    (CR 14; 38,400 XP) Male unique elder dwarf graveknight antipaladin 10/mobile fighter 2 CE Medium undead (augmented humanoid) Init +7; Senses darkvision 60 ft.; Perception +15 Aura cowardice (10 ft.), despair (10 ft.), sacrilegious aura (30 ft., DC 23) DEFENSE AC 31, touch 14, flat-footed 28 (+10 armor, +1 deflection, +3 Dex, +7 natural) hp 188 (12d10+118) Fort +27, Ref +16, Will +21; +2 vs. poison, spells, and spell-like abilities Defensive Abilities agility +1, channel resistance +4, deep warrior (+2 dodge bonus to AC vs. aberrations), rejuvenation; DR 10/magic, DR 3/—; Immune cold, disease, fire, electricity, undead traits; SR 25 OFFENSE Speed 20 ft. Melee +1 conductive gunzarak morningstar +21/+16/+11 (1d8+7/19–20 plus 3d6 fire), slam +14 (1d4+3)      or 2 claws +19 (1d6+7) Special Attacks ancient enmity (+1 on attack rolls against elven humanoids), breath weapon (30-ft. cone, 10d6 fire, R-DC 23, 1/day), channel destruction, channel negative energy (W-DC 23, 5d6), claws (2, 1d6+7, treated as magic weapons, 10 rounds/day), cruelties (cursed, diseased, sickened), devastating blast 3/day (30-ft. cone, R-DC 23, 8d6 fire), smite good 4/day (+7 atk and AC, +20 dmg), undead mastery (60 HD, W-DC 23) Antipaladin Spell-Like Abilities (CL 10th; concentration +18)   At will—detect good Antipaladin Spells Prepared (CL 7th; concentration +15)   3rd—defile armor, vampiric touch   2nd—bull’s strength, invisibility, silence   1st—death knell, disguise self, inflict light wounds, read magic TACTICS Before Combat If Thalron has time, he activates his fiendish boon (unholy against dwarves, wounding against drow), cast’s bull’s strength and defile armor, then applies an oil of bless weapon on the golem control rod. During Combat Thalron knows that mortals are susceptible to fear and corruption. On the first round, he uses his Dazzling Display to demoralize as many people as he can, then determines who in the party is good-aligned before targeting them with smite good, focusing on divine casters. In following rounds, he attacks with his conductive weapon to deliver his corrupting touch, often selecting the cursed cruelty (DC 23 Fortitude negates) to lower the target’s Dexterity.
While the cannon golem is firing at targets, Thalron activates his longarm bracers to attack opponents from a distance so the golem doesn’t have to adjust to avoid attacking him.
If Thalron is reduced to less than 90 hp, he backs off, casting invisibility, then healing and buffing himself as needed before attacking again. Morale Thalron believes himself invincible now that he’s found the golem and has achieved immortality with his rejuvenation ability. Intruders must be dealt with, and he fights until destroyed. STATISTICS Str 24, Dex 16, Con —, Int 14, Wis 18, Cha 26 Base Atk +12; CMB +19 (+21 grapple vs. aberrations); CMD 33 (37 vs. bull rush and trip) Feats Critical Focus, Dazzling DisplayB, Eldritch Heritage (draconic), Improved Critical (morningstar)B, Improved Eldritch Heritage (draconic), Improved InitiativeB, Mounted CombatB, Power Attack, Ride-By AttackB, Skill Focus (Perception), ToughnessB, Weapon Focus (morningstar) Skills Bluff +21, Intimidate +31, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Knowledge (religion) +10, Perception +15, Ride +9, Sense Motive +15, Spellcraft +10, Stealth +6, Survival +9; Racial Modifiers –4 Acrobatics when jumping, +8 Intimidation, +8 Perception, +8 Ride; ACP –2 Languages Common, Dwarven, Gnome, Undercommon SQ aura (strong evil), code of conduct, fiendish boon (weapon +2, 2/day), lorekeeper, phantom mount, ruinous revivification, stonecunning, touch of corruption (5d6, 12/day), unholy resilience, weapon familiarity Combat Gear oil of bless weapon (2); Other Gear +1 gunzarak fullplate, golem control rod (+1 conductive gunzarak morningstar), amulet of natural armor +3, ring of protection +1, Crown of the High Dwarf King (mithral crown acts as a headband of alluring charisma +2), cloak of resistance +2, gloves of arrow snaring, golembane scarab, longarm bracers, pearl of power (2nd), pearl of power (3rd) SPECIAL ABILITIES Agility (Ex) Thalron has a +1 bonus on saving throws made against effects that cause him to become paralyzed, slowed, or entangled. Channel Destruction (Su) Any weapon a graveknight wields seethes with energy, and deals an additional 1d6 points of damage for every 4 Hit Dice the graveknight has. This additional damage is of the energy type determined by the ruinous revivification special quality. Devastating Blast (Su) Three times per day, the graveknight may unleash a 30-foot cone of energy as a standard action. This blast deals 2d6 points of damage for every 3 Hit Dice a graveknight has (Reflex half). This damage is of the energy type determined by the graveknight’s ruinous revivification special quality. Exceptional Stats (Ex) Thalron is a prodigy who believes he was destined from birth to be the greatest ruler of Dammerhall. As a result, his ability scores were generated using 20 points, rather than using the standard 15 point buy used to create most NPCs. Additionally, Thalron  has much more gear than an NPC of his level would normally have. These modifications increase his total CR by +1. Lorekeeper (Ex) Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed. Phantom Mount (Su) Once per hour, a graveknight can summon a skeletal horse similar to a phantom steed. This mount is more real than a typical phantom steed, and can carry one additional rider. The mount’s powers are based on the graveknight’s total Hit Dice rather than caster level. A graveknight’s mount looks distinctive and always appears the same each time it is summoned. If the mount is destroyed, it can be summoned again with full hit points 1 hour later. Rejuvenation (Su) One day after a graveknight is destroyed, its armor begins to rebuild the undead horror’s body. This process takes 1d10 days—if the body is destroyed before that time passes, the armor merely starts the process anew. After this time has elapsed, the graveknight wakens fully healed. Ruinous Revivification (Su) At the time of its creation, the graveknight chooses one of the following energy types: acid, cold, electricity, or fire. This energy type should be relevant to the graveknight’s life or death, defaulting to fire if none are especially appropriate. This energy type influences the effects of several of a graveknight’s special abilities. Sacrilegious Aura (Su) A graveknight constantly exudes an aura of intense evil and negative energy in a 30-foot radius. This aura functions as the spell desecrate and uses the graveknight’s armor as an altar of sorts to double the effects granted. The graveknight constantly gains the benefits of this effect (including the bonus hit points, as this aura is part of the graveknight’s creation). In addition, this miasma of fell energies hinders the channeling of positive energy. Any creature that attempts to summon positive energy in this area—such as through a cleric’s channel energy ability, a paladin’s lay on hands, or any spell with the healing subtype—must make a concentration check with a DC 22. If the character fails, the effect is expended but does not function. Undead Mastery (Su) As a standard action, a graveknight can attempt to bend any undead creature within 50 feet to its will. The targeted undead must succeed at a Will save or fall under the graveknight’s control. This control is permanent for unintelligent undead; an undead with an Intelligence score is allowed an additional save every day to break free from the graveknight’s control. A creature that successfully saves cannot be affected again by the same graveknight’s undead mastery for 24 hours. A graveknight can control 5 Hit Dice of undead creatures for every Hit Die it has. If the graveknight exceeds this number, the excess from earlier uses of the ability becomes uncontrolled, as per animate dead.
Tradeouts: scholar dwarf (+2 Int, +2 Wis, –2 Con), ancient enmity for hatred, deep warrior for defensive training, and lorekeeper for greed.
Gunzarak (true mithral) special material.
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CANNON GOLEM  (CR 15; 51,200 XP)
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Be sure to check out Part 5 for the next set of stats.
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