@JamesShazbond, I'll speak for myself only with this, and please don't take this as my criticizing you, or anything -

But I really think you should instead make a single threadmark, and update it appropriately whenever you find something really promising.
All those creatures you drop around...
Even Goldfish doesn't really have the time to look through all of them.
And that the posts are scattered around is not helping at all.

I certainly won't be able to find any of the last week's postings of the "promising creatures/templates" in this thread.

Just @ DP when you make such a post, and ask to threadmark it - he will not say "no", I assure you.
 
Do we still have reaper blade? Could we use that to trap soul?
Yes, we have it still.
It's in our cloak, and been there "just in case" for... a while.
It was earmarked to be used up in upgrading the Dark Sister, but said upgraded got... sidetracked a little.

But we have an actual spell to do that now, without exposing the soul to bitter mercies of Other-wrought weaponry, too.
 
@JamesShazbond, I'll speak for myself only with this, and please don't take this as my criticizing you, or anything -

But I really think you should instead make a single threadmark, and update it appropriately whenever you find something really promising.
All those creatures you drop around...
Even Goldfish doesn't really have the time to look through all of them.
And that the posts are scattered around is not helping at all.

I certainly won't be able to find any of the last week's postings of the "promising creatures/templates" in this thread.

Just @ DP when you make such a post, and ask to threadmark it - he will not say "no", I assure you.

Alright. @DragonParadox , can I get a threadmark?


Another way to combine two creatures into one, rather complicated.


Exactly what it sounds like. Gains increasing amounts of HD, AC, Perception, and Constitution per head, among other benefits.


I believe that we have Yuan-ti. This is a Yuan-ti derived template that applies to any reptilian animal or magical beast.


A template that turns a creature into a nerd. -2 to all physical stats and -4 to Charisma, in exchange for +6 wisdom and a meaty +10 intelligence, as well as the ability to make 1 saving throw a round with intelligence, uncanny dodge, a bucket of skills, and the ability to take ten in any situation with ten skills.


A simple template for mounts. You might even be able to just train something into having this template.

sites.google.com

Eberron Pathfinder - Magebred Animal

Magebred animals are near-perfect examples of their kind that have been carefully selected, bred and augmented through magic to enhance the abilities that make them useful to intelligent races. Chief among their traits is their universal aptitude for being trained without attaining a true

A refinement of animal enhancement templates. Among other things, it fixes the creature's intelligence to 2, making it easier to template stack without accidentally creating a sapient being. It's the sort of thing Valyria would have, and it shouldn't be too big a research project if we don't have it already.


A dragon empowerment template. Turns the subject into a dragon/human hybrid creature.

Half-Umbral Dragon (CR +2) – d20PFSRD: A variant of the Half-Dragon template. I missed this when going over the dragon templates. Changes type to dragon, gain +4 natural armor, 60ft darkvision, lowlight vision, immunity to sleep, paralysis, negative energy damage, and Strength drain, claw/claw/bite, flight, once a day negative energy breath weapon, Str +8, Con +6, In and Cha +2.

Shadow Animal (CR +varies) – d20PFSRD: Applies to any animal. Reduce natural armor by 1, 20% concealment in anything other than bright light, increase all movement rates by 10ft, +4 Dex and Cha, +2 Int and Wis, and a number of special abilities per 3 HD, minimum 1.

Shadow Creature (CR +1) – d20PFSRD: Change to outsider, Darkvision 60ft and lowlight vision, DR and Cold/Electricity resistance scaling with HD, 20% concealment in anything other than bright light, and SR equal to CR +6.

Shadow Lord (CR +2) – d20PFSRD: Requires evil alignment, for some reason. Requires the previous template. See perfectly in any darkness, more scaling DR and resistances, incorporeal while moving, 1d6 damage touch attack that does Con damage on a crit, blinding and slowing cone three times a day, at will ray of sickening, 3/day shadow conjuration and shadow step, 1/day shadow walk and greater shadow conjuration if the creature has 11 HD or higher, once per day gate to the Shadow Plane, +4 Dex and Cha.

Shadow-Traced Creature (CR +2)[3pp] – d20PFSRD: We have this in the larder, and we've covered it before. Create literal shadow clones that fight alongside you, take lethal blows for you, give you multiple chances to save against mind-affecting powers, plus DR10/magic (overriding any toher DR) and SR 10 + total HD, any spell that fails to break it heal the shadow clones its spell level in HP, -2 Wis, +2 Cha. We just need to get someone on that Shadow-Traced Kamaitachi corpse we have lying around in the Larder.

Simple Template: Dark Creature (CR +0 or +1) – d20PFSRD: Shadow Creature without the SR.

Tenebrous Creature (CR Varies)[3pp] – d20PFSRD: Changes to outsider, darkvision 60ft, +6 stacking natural armor, gain a bite attack or Improved Natural Attack if you already had one, bite deals +1d6 acid damage for medium or smaller, +2d6 for Large or larger, melee attackers must save Reflex or be paralyzed, followed by a Fort save vs Con damage after the paralysis wears off, +2 Str and Cha, +4 Con.

Template - Draconic Creature: Simple, obvious, the basics. A little natural armor, resistance to sleep and paralysis, claw attacks, small bonus to intimidate and spot checks, and +2 to Strength, Charisma, and Constitution. Should probably throw this on our future kobolds as a matter of course. I'm imagining Advanced Draconic Dragonbreath Sorcerer Kobolds (CR 5) leading Advanced Draconic Kobolds (CR 2 1/4).

Half-Dragon (CR +2) – d20PFSRD: Now we're cooking with gas. More natural armor, Dragon type, immunity to sleep, paralysis, and the energy type of its breath weapon, darkvision and lowlight vision, wings (flight speed twice ground speed w/ average maneuverability), claw/claw/bite attacks, breath weapon, +8 Strength, +6 Con, and +2 Intelligence and Charisma, and 6 + Int modifier skill points per HD. Deploy this for flying melee bruisers with a bonus breath weapon.

Element-Infused Creature (CR +1)[3pp] – d20PFSRD: This has option for all the main elements, but let's focus on the fire version for now. Low light vision, removes fire-based bypasses for any abilities the creature posesses (troll regeneration is no longer stopped by fire, for instance), 25% chance to ignore bleed, precision damage, poison, paralysis, sleep, and stun effects, lose any fire weaknesses, gain +10 base speed, fire breath attack, +1d6 fire damage to natural attack and attacks w/ metal weapons, free Quick Draw feat, heal on contact with fire, climb burning objects as if it had a climb speed equal to highest speed, fly at highest speed w/ perfect maneuverability so long as it is in contact with flame, and walk on fire as if it was solid ground. Finally, some stat changes +4 Int, and +2 Cha and Dex, but -4 Wis and -2 Str and Con.

Fire Creature (CR +2)[3pp] – d20PFSRD: Transform a creature into an creature-shaped fire elemental. Become an incorporeal outsider elemental, emit 1d6 fire damage +1d6 per 5 HD within 10 feet, stacking with any other fire damage the creature does, d10 HDs, good Fortitude and Reflex saves, immunity to fire, vulnerability to cold, trade out any swim speed for swimming through molten material, all natural attacks become incorporeal touch attacks (gain one if the creature has no natural attacks), damage based on slam attacks as if the creature was one size larger than it is, convert any hit point damage and elemental damage of the creature to fire damage, lose any special attacks that don't deal hit point damage, convert any hit point damage attacks to fire damage attacks, inflict 1d6 fire damage +1d6 per 3 HD with attacks on a failed Con save, cast any spells and SLAs with the fire descriptor at one caster level higher, lose any cold-based spells and SLAs, throw fire as a ranged touch attack w/100 foot range, dealing damage as a slam attack one size higher, can melt material as a touch attack, anyone striking the creature in melee takes 1d6 fire damage and catches fire, can jump between non-magical open flames within 200 ft and line of sight (acts like dimension door), and +2 Dex and Cha (loses all Str, as it is incorporeal). There are alternative versions of this template for the other major energy types as well.

Flame-Spawned Creature (CR varies)[3pp] – d20PFSRD: Creature changes to outsider, anyone within 5 feet must pass a Fort save or take heat damage equal to the fire damage dealt by the creature's natual attacks (increases based on size), +2 natural armor, stacking with any NA the creature already had, gains elemental traits, Dr5/magic if between 4-8 HD, Dr10/magic if 9+, immunity to fire, any regeneration bypassed by fire is instead bypassed by cold, vulnerability to cold, swim speed creatures can swim in liquid fire, add fire damage based on size to NAs, and victims of NAs must pass Reflex save or catch fire, and +2 Dex.

Magma Creature (CR +1)[3pp] – d20PFSRD: Creature changes to outsider elemental (earth and fire), deal 2d6 fire damage a round within 10 feet (Fort halves), change all HDs to d10s, +2 natural armor, gain burrow speed equal to highest speed, can swim through lava as if its burrow speed was a swim speed, natural attacks gain burn (2d6) and grab abilities, gains engulf ability (2d6 bludgeoning and 4d6 fire) against creatures smaller than it, +1 bonus to attack and damage of both it and the target are on the ground, -4 penalty if the enemy is in the air or water, both apply to bull rushes and overruns, gain +4 Str and Con, but -6 Dex.

Simple Template: Fiery Creature (CR +0 or +1) – d20PFSRD: 60 foot darkvision, and a little DR/- and fire damage based on HD. A no muss, no fuss template.

Smoke Creature (CR +1)[3pp] – d20PFSRD: Change to outsider elemental (fire and air), see through fog, mist, smoke, etc., change HDs to d10s, immune to inhaled poisons and fog, smoke, and cloud based affects, loses swim speed but gains flight speed equal to slowest speed w/ perfect maneuverability (keeps any better flight speed), constant 20% concealment, dimension door between smoke filled areas within 400 ft + 40/HD, burning smoke breath weapon (20ft cube, 2d6 fire damage no save, anyone breathing it in must Fort save vs 1d4 Con damage, grants concealment as fog cloud, lasts for 5 rounds before being dispersed), +5 to stealth in smoky or foggy areas, +4 Dex, +2 Int and Cha, airborne creatures take -1 penalty on attack and damage rolls against the creature.

Scalding Creature (CR +1)[3pp] – d20PFSRD: Change to outsider elemental (fire and water), see through fog, mist, smoke, etc., change HDs to d10s, constant 20% concealment, flight equal to fastest speed w/ perfect maneuverability, retaining any faster flight speeds, steam breath weapon (60ft line or 10ft radius, 1d6 fire damage per HD, reflex for half as a line, or 1d6 per 2 HD w/ no save as a radius), at will transformation into a steam cloud, and the ability to burn creatures enveloped by the steam form (1d6 per 2 HD, reflex for half, half fire half untyped damage, ability lasts for Con modifier rounds, minimum 1, can be used 1+1 per 5 HD times a day), +5 circumstance bonus to stealth in misty or foggy areas, +6 Dex, +2 Wis, -2 Int, minimum 1.

Suzerain Creature (CR +1)[3pp] – d20PFSRD: Available to any creature with 10 Charisma or higher, so Kobolds will need Draconic, at least, to be eligible. Immunity to fear, any creatures within 30ft that view the creature as their leader are immune as well, increase all speeds by 10ft, so long as a free-willed follower is within sight and capable of witnessing its actions, the creature has a +4 morale bonus to AC, attacks, damage rolls, checks, and saves (mounts, familiars, and animal companions don't count, but cohorts and minions gained through the Leadership Feat do), grant followers and cohorts equal to Leadership score the use of any teamwork feat the creature possesses, cavalier tactician abilities gain additional rounds equal to Charisma modifier, creatures have their disposition improved one step the first time they meet the suzerain (mind affecting, will negates), gains Leadership as a bonus feat, +4 to Int and Wis, +6 to Cha, +8 Bluff, +6 Intimidate, +14 Diplomacy, allies within 60ft of the creature gain morale bonus on attacks, damage, checks, and saves so long as it lives, can inspire greatness as a bard within 30ft a number of times ad day equal to Charisma modifier. Throw this onto any Sorcerer Kobolds we create, and there's a leadership caste right there.

Sublime Creature (CR +2) – d20PFSRD: I'm going to include this for the sake of completeness, but seeing as how it grants eternal youth, I highly doubt we can just crank this out. +2 natural armor, +10 to all speeds, fast healing equal to Charisma bonus, immunity to disease, magic aging, and positive energy damage, resistance to negative energy, increase cold and electricity resistance by 10, stacking with any previous resistance, gain mental benefits of aging but without physical penalties, never die of old age, channel positive energy as a cleric, using racial HD in place of cleric levels (if the creature is a cleric, stack HD with cleric levels), double benefit from positive energy healing, adds Charisma modifier to Constitution modifier when calculating HP, Toughness as a bonus feat, +4 racial bonus to Diplomacy, +2 Str, and Dex, +4 Int, and +8 Cha and Con.

Deep Dragon Creature (CR +2)[3pp] – d20PFSRD: Applies to any dragon. +2 natural armor, DR5/Adamantine (increases to DR10 at CR 10, DR15 and CR 15), immunity to acid and fire, light blindness, burrow speed at half base speed, lose flight speed, can fit into spaces 1/4 its size without squeezing, 1/8 with squeezing, suggestion triggers at least three days after application, sense motive & divination does not reveal the suggestion until then, trigger can be set to time or an event, resistance save made at the triggering time, dragon need not speak the same language as the target, true dragons leave no tunnel or sign of their presence while tunneling, adds combination acid/fire damage to attacks (amount based on HD), damaging the dragon with a slashing or piercing melee weapons forces a Reflex save vs the acid/fire damage, +5ft reach, claws deal damage as if they were one size larger, threaten crits on 19-20, and have +4 to confirm crits, +4 Str, Dex, and Con. A subterranean dragon. Combine with Half-Dragon to create underground terrors.


Gain a number of bonuses and penalties that change with the seasons. A bit weird, but interesting. It's not specifically for plants, but it'd be thematically appropriate. The template description explicitly calls out Fey being as especially appropriate for this template. Note that you can break off any one "season" of this template and use it as its own template.


Probably already mentioned, because it's incredibly appropriate. Turns an animal into a plant, increases NA and HD, increases land speed (loses any other movement types), bonus to stealth and perception, and thorns (duh) that wound anyone who attacks the creature in melee.


Make yout Shrek jokes now. I include this more for completeness than expecting it to be used, as the subject creature must be evil. Then again, that hasn't stopped us before. Creature becomes am aquatic plant, gains natural armor +2, electricity, fire and sonic resistance 10, fast healing 5, a swim speed, tentacles, the ability to constrict and engulf, some spell like abilities, commune with nature, and some stat bonuses. This is more of something we would fight than produce, but maybe we can work something out.


A very Old Gods themed template. Transforms an animal into a magical beast, a spirit of the ethereal plane that can posess animals to do battle in the material. Grants a fat stack of bonuses to stats and NA, and casts like a 7th level Druid. This is more of a one-off NPC thing than a mass produceable template.

Energized Golem (CR +2) – d20PFSRD
A template to supercharge golems with elemental power.


A druid class variant that culminates in transforming the user into a naga. There are some high wisdom serpents, like king/emperor cobras, that would make great druids. This could be a fitting class variant for them, as standard druids are more an OG thing.


A snake-themed template, with potential for creatures of Yss.


Couatl – d20PFSRD


A collection of good-aligned flying snake outsiders. once Yss really starts getting going, he'll be needing his own angels, and here they are.

Jesulan – d20PFSRD


Hey, a plant that isn't a glorified trap. Large, rather strong, can throw entangling frag grenades, and has a Con draining poison that creates that spawns another jesulan should it kill the victim.


A leshy variant with multiple acidic bite attacks and, far more importantly, the ability to Voltron up to 25 of themselves into a superleshy with extra HD, size, and a metric fuckton of bite attacks. We have to make at least 25 of these once, just to do that, it's hilarious.

Saguaroi – d20PFSRD


A cactus-man, with all the abilities you'd expect from a cactus; close-quarters spine damage, and a spine-launching "breath weapon". A basis for templates.

Roseling – d20PFSRD


Now here's something special. A Small flying rose-pixie thing with poisonous thorns and very impressive stats, including base 21 Charisma. A perfect plant-based caster.


An aquatic plant swarm that clings to anything that touches it, dealing continuous damage. Give this thing Quickling and a boost to intelligence, so it can be aimed at targets.

Tobongo – d20PFSRD


A bigger, stronger treant that can curse grapple victims, causing them to slowly turn into a tree, requiring wish or miracle to resurrect them.

Yothga – d20PFSRD


A plant that likes to grapple and drains the mental stats of its victims, healing itself. Another potential Quickling target.

Roofgarden – d20PFSRD


A living carpet of plant matter that can create a 40 foot entangle field, teleport about that area, and fling firebombs about.


A stronger fungal variant of the treant.


A large aquatic plant. It's a grapplemonster that can make others see it as something that would make them get closer. Unlike the 537 other lure plants, this one can move a reasonable amount under its own power.

URL unfurl="true"]https://www.d20pfsrd.com/bestiary/monster-listings/magical-beasts/sepia-snake/[/URL]

Huge flying snake, can spit webbing to contain victims as per the sepia snake sigil spell, has a debuffing gaze attack, and a stinger tail.

Seps – d20PFSRD


Another huge snake, with acid/Con poison that melts anything it kills into an acid puddle (how does it eat?). Also has acid blood.


A Large snake that can climb and swim. Possesses slowing venom (as the spell), and is so quick, it can take an extra move or standard action per round. Give this Quickling and watch it basically teleport across the battlefield.

Taniwha – d20PFSRD


Large snakes with crocodile heads. They have a number of water and anti-poison SLAs, can frighten any number of people and cause them to forget the encounter once a day, and can inflict a 24 hour curse that interferes with spellcasting once a day. They have 17 Wisdom and 19 Charisma, so they can be Sorcerers, Druids, or Clerics, with a few extra HD for more spells.


Yet another huge snake, this one with extra movement abilities. Its statblock says it can climb and swim, but its description and tactics says that it can burrow. Given that it's supposed to be a subterranean creature, one of those movements is an error. It has Con poison and a respectable wisdom, making it not an unreasonable druid.

Peuchen – d20PFSRD


A medium flying snake, these creatures can transform into herd animals to trick farmers into giving them access to prey, though given their abilities god only knows what the farmer would do about it. The bites inflict both bleed and Dex damage, they can drain the victims blood for Con damage, they have at will vampiric touch and can hold person 3/day. Their staggering 21 Charisma makes them natural sorcerers.


A Large snake that can climb and swim. Its poison deals Con damage. They're animals, as opposed to the magical beasts above. They've got 17 wisdom, making them potential druids with some more HD.


An variant of the Emperor Cobra. Slower, fewer HD, slightly weaker poison and Strength in exchange for more Con and Cha, and two less CR. Giving it 4 HD to match the Emperor would only increase its CR by one.

Uraeus – d20PFSRD


Another snake. Medium, can fly, climb, and swim. Its poison blinds and paralyzes, it can deliver it via bites or a line breath weapon, and, since it has two heads, it can bite twice, breathe twice, or bite and breathe in one round. Each head also reloads its breath weapon separately. All their mental stats are respectable, making them capable of being any type of caster. They're lawful good by nature, and protect rivers in the name of their god. They're perfect for us.


A neat CR 5 poisonous sea dragon with surprisingly high charisma. The poisons can be used to make basically opium. That Charisma could make the basis for a nice Sorcerer. Do we already have an undersea casting unit for the ithilid war? Something like an Advanced Giant Half-Dragon +8 HD Sorceror Creature.

Gowrow – d20PFSRD


A CR 5 amphibious dragon with (clumsy) flight and a sonic scream breath weapon. It's got all terrain options and sonic is barely resisted.



It's a tree made to follow the orders of a dragon and has a breath weapon. It's bizarrely perfect for us.


Pretty self explanatory. Eat the fuckers.


A plant that looks like a big, wingless, dragon. Has cone and single target options for its breath weapon, and can add poison to its bite or either breath weapon. Here's my contribution to the Dragon Creation discourse: one of these with Half-Dragon to give it wings and the actual dragon type, and Druid Creature. CR 15, not as big or as good a caster as a normal Mind Dragon, but more physically powerful.


Big grapplemonster with acid damage.

Barometz – d20PFSRD


Big, CR 15 brute plant ram. Very simple.

Kapre – d20PFSRD


Already discussed, plant giants that hide inside trees, blows smoke, confuses people, and likes to guard places. Start producing these as a "final boss" for our weirwood guards. Give these the watchmen template once we figure that out.

Golem, Obsidian – d20PFSRD
Here's an interesting anti-Other weapon option. Just send it into the press and let it blender everything just by running into it.


A superpowered winter undead with a continuous Con draining touch attack. Serious death spiral potential.


Went looking for templates to build the Others' ice spider mounts, only to find that a good creature already existed.


And this is a template we may encounter in our war against the Efreeti. A sort of genie-blooded subrace. Natural Armor +3, Fire Resistance 20, 40ft. Fly w/ perfect maneuverability, slam attacks, a little fire damage on unarmed, spell-like abilities, and a bundle of stats. The template explicitly calls out that non-evil Cheitan do exist, so recruiting one of these isn't out of line.

The name doesn't actually have anything to do with the template. Turn the creature into a construct. Gain darkvision, the ability to sniff out valuables, +5 natural armor, DR 10/Bludgeoning and Magic, construct immunities, as well as immunity to cold & electricity, +4 vs mind-affecting, fast healing equal to HD so long as the creature has 1,000 GP, claw attacks, free combat maneuvers to steal money mid fight, an internal extradimensional storage space, kinetic blasts as a kineticist (use a mental stat instead of con), and the ability to expend wealth to counter kineticist burn. Finally, a big pile of stats (+6 Str, +2 Dex, +2 Int, +4 Wis, +2 Cha). Very Mammon-appropriate.

Golem, Brass – d20PFSRD
Applying Energized Golem to one of these would make it CR 19, add 5d6 fire damage to all melee attacks and set everything within ten feet on fire for 2d6. Some bigwig in the Plane of Fire has to have one.

Golem, Ice – d20PFSRD


Template - Radiant Creature

The fluff is about an elemental subplane, but the abilities are very fitting for a servitor of the Seven. Dazzling rainbow aura, a stack of thematic SLAs based on hit dice, DR/Magic (lol), immunity to blind, daze, dazzle, and stun, fast healing in a light source (that isn't its own aura), +4 Dex, +6 Cha, -8 to stealth, but +4 to perception.


Planar Dragon, Infernal – d20PFSRD

A very thematically appropriate enemy, with a variety of CR options. Hell, slap Metal-Clad on it and have Mammon throw a literal golden dragon at us.



The closest thing to a Void Elemental.


Something spooky for the ithilid arsenal.

I just want to make it clear that the last one is meant as a sort of suggestion box for neat enemy ideas, not a metagame scouter.
 
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Alright. This is just the skeleton of a master list, I'll start filling it out tomorrow.


Another way to combine two creatures into one, rather complicated.


Uraeus – d20PFSRD


Another snake. Medium, can fly, climb, and swim. Its poison blinds and paralyzes, it can deliver it via bites or a line breath weapon, and, since it has two heads, it can bite twice, breathe twice, or bite and breathe in one round. Each head also reloads its breath weapon separately. All their mental stats are respectable, making them capable of being any type of caster. They're lawful good by nature, and protect rivers in the name of their god. They're perfect for us.


A large aquatic plant. It's a grapplemonster that can make others see it as something that would make them get closer. Unlike the 537 other lure plants, this one can move a reasonable amount under its own power.



I shall put this on my Signature.

It is done.
 
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Another what-if during the wait : you appear at quest start with no gear, human. You must choose five classes : in order, you will get one level in the first class, then two in the second, then three in the third, etc. These levels come automatically at the rate of one every 6 months or whenever you level normally. Final 5 levels can be any class or PrC assuming you can get a teacher or qualify easily. 32 point buy.

Example said:
If I pick Wizard/Cleric/Sorcerer/Druid/Archivist I'll end up a Wizard 1/Cleric 2/Sorcerer 3/Druid 4/Archivist 5 with five levels left over for Mystic Theurge or something. This is obviously a terrible build, but what have you.



Another : you can pick a single character from this quest right now and have them replace their canon ASOIaF counterpart for one day of your choice. They can't leave gear behind, and will be aware that they'll return home in a day. Which character? Which day?
And "I pick Viserys because he'll SPEECH so hard he'll awaken Daenerys as a Sorcerer" is bullshit.
 
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Uraeus – d20PFSRD


Another snake. Medium, can fly, climb, and swim. Its poison blinds and paralyzes, it can deliver it via bites or a line breath weapon, and, since it has two heads, it can bite twice, breathe twice, or bite and breathe in one round. Each head also reloads its breath weapon separately. All their mental stats are respectable, making them capable of being any type of caster. They're lawful good by nature, and protect rivers in the name of their god. They're perfect for us.


A large aquatic plant. It's a grapplemonster that can make others see it as something that would make them get closer. Unlike the 537 other lure plants, this one can move a reasonable amount under its own power.


A druid class variant that culminates in transforming the user into a naga. There are some high wisdom serpents, like king/emperor cobras, that would make great druids. This could be a fitting class variant for them, as standard druids are more an OG thing.
Dang, those Uraeus snakes are neat. Of all the snakes you've found for us, I think these are the ones I want to find the most. If we can add one of them to a Forge, that would allow for some really dangerous creations. Too bad they're such nice guys, since we're unlikely to just find a corpse lying around and I wouldn't want to kill one just to add it's blueprint to the Forges.
Fair enough, I guess. By god, I am going to find an opportunity to use the Blood Magic template if it's the last thing I do.

On the subject of templates, I found a website that has more information on the Bladeleaf Template than d20pfsrd. There's even more to it than I thought.


In particular, that sundering storm trick on a treant would deal 2d6 to the target's weapon with every attack.

I also found a version of Blood Magic Creature that includes its special spells.

Yeah, I found that site when I was looking for stats on the Bladeleaf swarms. It's more powerful than I thought, and that's saying something. That's also why I didn't have any problem removing the elemental immunities from the template for the sake of balance, and it's still uncomfortably strong for a +1 CR template.

Didn't realize there was more to the Blood Magic Creature template, though. That does make it a bit more attractive as far as templates go, if still problematic from a PR and squickiness standpoint.

Here's a spooky motherfucker that we might fight someday.
Yep! We actually fought one of these already when we first visited the Thenns. On top of its already powerful chassis, it also had a few Mythic ranks.

The OG were very pleased when we fed it to them. :evil:
 
Vote closed. I'm going to try to get this out in a reasonable time
Adhoc vote count started by DragonParadox on Dec 29, 2019 at 5:19 AM, finished with 155 posts and 15 votes.

  • [X] Plan: "We Drink Your Blood!"
    -[X] 62 Imps, HD: 251.1
    -[X] 7 Green Abishai, HD: 56.7
    -[X] 11 Black Abishai, HD: 74.25
    -[X] 1 Imp (Sorcerer 4), HD: 11.2
    -[X] 1 Unraveller, HD: 10.8
    -[X] 1 Shadow Demon, HD: 9.45
    -[X] 2 Incubus Demons, HD: 21.6
    -[X] 12 Vermleks, HD: 64.8
    -[X] 3 Ghonhatines, HD: 48.6
    -[X] 6 Zebubs, HD: 32.4
    -[X] 9 Quasits, HD: 36.45
    -[X] 6 Schir, HD: 40.5
    -[X] 3 Orthons, HD: 28.35
    -[X] 5 Ice Devils (sworn to Asmodeus), HD: 94.5
    -[X] 28 Erinyes (sworn to Asmodeus), HD: 340.2
    -[X] 5 Lesser Host Devils (sworn to Asmodeus), HD: 27
    -[X] 2 Bearded Devils (sworn to Asmodeus), HD: 16.2
    -[X] 12 Imps (sworn to Mammon), HD: 48.6
    -[X] 21 Tripurasura, HD: 85.05
    -[X] 4 Vayuphak, HD: 43.2
    -[X] 7 Aghasura, HD: 132.3
    -[X] 1 Venedaemon, hD: 8.1 HD
    -[X] 3 Cacodaemons, HD: 12.15
    -[X] 2 Handmaiden Devils (sworn to Belial), HD: 16.2
    -[X] 1 Judgement Devil (sworn to Asmodeous), HD: 16.2
    -[X] 3 Sire Devils (sworn to Baalzebub), HD: 32.4
    -[X] 3 Sire Devils (sworn to Mephistopheles), HD: 32.4
    -[X] 15 Accomplice Devils (sworn to Mephistopheles), HD: 121.5
    -[X] 18 Accomplice Devils (sworn to Asmodeous), HD: 145.8)
    -[X] Total HD: 1858 HD
    [X] Whoever made the actual plan, the last page of Crake, goldfish, and egoo confused me
 
Another what-if during the wait : you appear at quest start with no gear, human. You must choose five classes : in order, you will get one level in the first class, then two in the second, then three in the third, etc. These levels come automatically at the rate of one every 6 months or whenever you level normally. Final 5 levels can be any class or PrC assuming you can get a teacher or qualify easily.
Hmm, let's see...

Start as a Martial Rogue 1, Fighter 2, Spontaneous Cleric 3 (because fuck Mystic), Church Inquisitor 4, Contemplative 10

Nothing fancy, but it's possible and would get me access to 9th level Divine spellcasting, if only via Domain spells. Hello Luck Domain and the Miracle spell.
 
Hmm, let's see...

Start as a Martial Rogue 1, Fighter 2, Spontaneous Cleric 3 (because fuck Mystic), Church Inquisitor 4, Contemplative 10

Nothing fancy, but it's possible and would get me access to 9th level Divine spellcasting, if only via Domain spells. Hello Luck Domain and the Miracle spell.
I didn't mean for this to include PrCs between levels 1-15 (the "final five" is after you get your 15 levels in the classes you've chosen), but that's actually clever.

EDIT : This makes it complicated to play a full caster, but everything else works quite well! A Theurge or AbjChamp Gish is possible, of course.

EDIT EDIT : I made my own quick build. I was thinking : Wizard 1 (Abrupt Jaunt) / Monk 2 (Invisible Fist) / Rogue 3 / Crusader 4 / Warblade 5 / Master of Nine 5
 
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Same problem as with Zomok applies.

Do you want a collective consciousness with anger issues getting an agent of such power, one they could freely send off to fo their bidding?

Because they will use such an agent to settle their grudges, as per DP's ruling back when raising the Tree of Age of Dawn.
:/

I'd like to make such a creature eventually, but we really need to broker "peace" between them and Seven, and deal with the worst offenders of the Westerosi Lords, before that, imo.
On the other hand, the OG really want to kill some of these guys and us doing it could be a problem. If we managed to set it up so that it looks more like "the old gods are waking up hangry " than "the dread sorcerer has set the gods themselves against us" it could be a useful way to clear out the ones we can't touch ourselves.
 
I didn't mean for this to include PrCs between levels 1-15 (the "final five" is after you get your 15 levels in the classes you've chosen), but that's actually clever.

EDIT : This makes it complicated to play a full caster, but everything else works quite well! A Theurge or AbjChamp Gish is possible, of course.

EDIT EDIT : I made my own quick build. I was thinking : Wizard 1 (Abrupt Jaunt) / Monk 2 (Invisible Fist) / Rogue 3 / Crusader 4 / Warblade 5 / Master of Nine 5
I always go full caster, or as close to it as possible, if I can manage it. :cool:

Ah, that's a neat combo to give you some really effective survivability and supernatural sneakiness, though you would need it if you want to actually fight anyone before at least getting into the Rogue and Crusader levels.

EDIT: Of course, there is rarely much need to fight when you can just invisibly Teleport into someone's room as they sleep and stab them through the eye or slit their throat.

I grabbed Martial Rogue as my 1st level mainly for the starting skill points, though the bonus Fighter feat doesn't hurt. Then Fighter 2 for the BAB boost and a couple more bonus feats before starting my career as a Spontaneous Cleric.
 
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Inserted tally
Adhoc vote count started by DragonParadox on Dec 29, 2019 at 5:19 AM, finished with 155 posts and 15 votes.

  • [X] Plan: "We Drink Your Blood!"
    -[X] 62 Imps, HD: 251.1
    -[X] 7 Green Abishai, HD: 56.7
    -[X] 11 Black Abishai, HD: 74.25
    -[X] 1 Imp (Sorcerer 4), HD: 11.2
    -[X] 1 Unraveller, HD: 10.8
    -[X] 1 Shadow Demon, HD: 9.45
    -[X] 2 Incubus Demons, HD: 21.6
    -[X] 12 Vermleks, HD: 64.8
    -[X] 3 Ghonhatines, HD: 48.6
    -[X] 6 Zebubs, HD: 32.4
    -[X] 9 Quasits, HD: 36.45
    -[X] 6 Schir, HD: 40.5
    -[X] 3 Orthons, HD: 28.35
    -[X] 5 Ice Devils (sworn to Asmodeus), HD: 94.5
    -[X] 28 Erinyes (sworn to Asmodeus), HD: 340.2
    -[X] 5 Lesser Host Devils (sworn to Asmodeus), HD: 27
    -[X] 2 Bearded Devils (sworn to Asmodeus), HD: 16.2
    -[X] 12 Imps (sworn to Mammon), HD: 48.6
    -[X] 21 Tripurasura, HD: 85.05
    -[X] 4 Vayuphak, HD: 43.2
    -[X] 7 Aghasura, HD: 132.3
    -[X] 1 Venedaemon, hD: 8.1 HD
    -[X] 3 Cacodaemons, HD: 12.15
    -[X] 2 Handmaiden Devils (sworn to Belial), HD: 16.2
    -[X] 1 Judgement Devil (sworn to Asmodeous), HD: 16.2
    -[X] 3 Sire Devils (sworn to Baalzebub), HD: 32.4
    -[X] 3 Sire Devils (sworn to Mephistopheles), HD: 32.4
    -[X] 15 Accomplice Devils (sworn to Mephistopheles), HD: 121.5
    -[X] 18 Accomplice Devils (sworn to Asmodeous), HD: 145.8)
    -[X] Total HD: 1858 HD
    [X] Whoever made the actual plan, the last page of Crake, goldfish, and egoo confused me
 
Part MMMCCLXI: Veiled Eternities
Veiled Eternities

Twenty Eighth Day of the Eleventh Month 293 AC

Over two hundred sacrifices you make upon the roots of the Heart Tree, strange creatures of Gogossos besides fiends of the Abyss and Hell together, Servants of Tiamat with of scales green and black, unknowing instruments in the weapon that will strike their mistress. A formless shade falls screaming down into the Pit as Oathkeeper's blade cleaves through it as eight and twenty furies perish unbowed in pride and duty, knowing that they will soon find themselves at the side of the Lord of the Ninth once more, ready to wash away the shame of defeat in greater victories. Of the asuras you had hoped to draw to your side only four had sworn their oaths truthfully, the others revealed as would-be traitors and so they die alongside their fellows, their spirits to rise again from their accursed founts of the asurendra, their life to feed the roots of the Heart Tree and fuel the labor of the Old Gods.

4 Vayuphak Recruited

Through it all Melisandre watches, a strange admixture of weariness and fascination writ clear upon her features as she stares into the face of the Heart Tree that mirrors the Last Greenseer beyond. Does she sense him in some way, you wonder between strokes of the sword, does she hear the voice of the Green Dream and if so what does she make of it? Though curiosity might compel you this is not the time to ask aloud, you know. This is not the time for questions.

At last the final sacrifice falls, one of Hell's own inquisitors and his blood, like that of all those before him, is drawn into the pale roots. The branches reach down rustling and three crimson leaves fall upon the gods-blessed spiral of arcane metals, a blood-red thread to bind the weave and tangle Tiamat.

The grove is silent save for the fading whisper of the wind through the branches, the Well of Eternity humming with subtle heat even through the fey-wrought box. A working almost complete...

"May I?" the priestess asks, her gaze moving between you and the trees, almost as though expecting the Old Gods to answer, though perhaps relieved when it is only you who do.

"Yes, they are still guarding to keep the gaze of the enemy from the instrument of her undoing." Remembering the fierce light of R'hllor unbound by form, you add. "Unless the fire should mark this place beyond the Old Gods power to veil."

"Worry not, the fires will burn hot indeed, but not bright," the priestess proclaims, then to your surprise she reaches out with her left hand to touch the trunk of the Heart Tree even as she takes the box in her right. "A strong warding and without flaw... good, this makes it easier," she whispers more to herself than to you. It is only as she begins to pray and that the tips of her hair ignite into crimson flame that you realize which ward she had meant, not the one against the gaze of Tiamat that the Old Gods hold, but the protection against fire woven into every Heart Tree.

Melisandre burns, from the tip of her her crimson hair to the top of her head, like a leaping crown of flame flowing down her body until she stands edged in fire that burns but does not consume... at least not her. When the flames reach the sloes of her feet the dry leaves go up in smoke in an instant as though they had touched molten steel.

Beads of sweat form upon the priestess' brow, pouring over her face not with heat but exertion hissing into non-existence as they touch the halo of golden light and still she speaks a prayer no book has ever held for it is hers, as born of the life of Melizandre as much as it is dedicated to the Lord of Light. The words come too fast and frantic to pick out, lost in the crackle of her fiery shroud... Then they change as they flow apart, clear in the telling but not in any tongue you can speak, but the high wailing speech of Asshai that shadows best heed.

Slowly, almost imperceptibly at first, light and color fade from the world into a strange twilight where all that remains is the white of the carved face upon the weirwood and the last embers of gold held in Melisandre's hand. Was this the world under the sun, or the Realm of Shadows, you wonder, reaching out with arcane senses in confusion. Both and neither, the answer floats up from memories not your own. In this place in this hour the two realms are one, deepest shadow to hide brightest flame.


Through the exertion of her working and the serenity of prayer a small smile of pride arches upon the lips of Malisandre of Asshai as the spark of gold touches the spiral and there it rests, like a gemstone set by an expert jeweler's hand, before closing the box once more with a satisfied click.

Well of Eternity Complete

Yet the day has one more surprise for you, the shadows do not draw back utterly, but they remain among the grove of trees, a watchful silence between each breath. "I was able to draw the shadows rather closer than I had expected to," Melisandre explains, her breathing still a touch labored. "Perhaps I am still not entirely acustomed to how easily magic flows through the world. In any case, it would have been a waste to let the spell fade entirely, those who step into this grove with ill intent against... that which grows at its heart will become lost among the trees, struggling to find the way forward, or the way back. It is linked to the spirits' power as shadow to the candle's flame."

Keep Godswood gains Shadow-Weaving Ward: Black Labyrinth (Under the Command of the Old Gods)

"A worthy working, my lady," you assure with a smile as sincere as it is warm. She had come a long way from that day in the desert, when you had first spoken of other powers bright and dark, but then again so had you come to understand the Lord of Light and even to trust his aid. You briefly close your eyes, expecting some word from Bloodrave, but he is seemingly busy with some other task. All you can hear is the soft sound of sap flowing under the bark, the soft heart beat of the Old Gods content with the unexpected gift they had been given.

What do you do next?

[] Receive and infrastructure report

[] Pose for Lynesse Hightower, you did promise Azema

[] Find and deal with the wisps that caused you headaches in the Braavosi swamps

[] Write in


OOC: Melisandre rolled fair on the priestly part of her casing, but she crit on the shadow-binding to make R'hllor's fire play nice with the other magics of the Well so she was left with a more enduring affinity to the Shadow Plane. Being thrifty like most old school mages she decided to do something with it.
 
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Ah, and now... we're in the Endgame.

What was it, @DragonParadox, 3 threads making up the Well of Souls originally?
With one added by Yss (can't remember the color), one by OGs, and a "spark" by R'hlor?
----------------------------------------
It is telling of the power we invested, that even before Rhlor's bit, it was shining through the Unravelling-box.

Major Artifact-range now, I take it, @DragonParadox?

Also, we had yet to see how the Dany's "talisman" to counter Timmie's [Dragon] Domain looks...
-------------------------------------
[X] Pose for Lynesse Hightower, you did promise Azema
Why not?
 
Veiled Eternities

Twenty Eighth Day of the Eleventh Month 293 AC

Over two hundred sacrifices you make upon the roots of the Heart Tree, strange creatures of Gogossos beside fiends of the Abyss and Hell together, with Servants of Tiamat of scales green and black unknowing instruments in the weapon that will strike their mistress. A formless shade falls screaming down into the Pit as Oathkeeper's blade cleaves it, and eight and twenty furies perish unbowed in pride and duty, knowing they will soon find themselves at the side of the Lord of the Ninth, once more ready to wash away the shame of defeat in greater victories. Of the asuras you had hoped to draw to your side, only four had sworn their oaths truthfully, the others revealed as would-be traitors, and so they die alongside their fellows, their spirits to rise again from their accursed founts of the asurendra, their life to feed the roots of the Heart Tree and fuel the labor of the Old Gods.

4 Vayuphak Recruited

Through it all Melisandre watches, a strange admixture of weariness and fascination writ clear upon her features as she stares into the face of the Heart Tree that mirrors the Last Greenseer beyond. Does she sense him in some way, you wonder between strokes of the sword, does she hear the voice of the Greendream, and if so, what does she make of it? Although curiosity might compel you, this is not the time to ask aloud, you know. This is not the time for questions.

At last the final sacrifice falls, one of hell's own inquisitors and his blood, like that of all those before him, is drawn into the pale roots. The branches reach down, rustling and thirteen crimson leaves fall upon the gods-blessed spiral of arcane metals, a blood-red thread to bind the weave and tangle Tiamat.

The grove is silent save for the fading whisper of the wind through the branches, the Well of Eternity humming with subtle heat even through the fey-wrought box. A working almost complete...

"May I?" the priestess asks, her gaze moving between you and the trees, almost as though expecting the Old Gods to answer, though perhaps relieved when it is only you who responds.

"Yes. They are still standing guard to keep the gaze of the enemy from the instrument of her undoing." Remembering the fierce light of R'hllor unbound by form, you add, "Unless the fire should mark this place beyond the Old Gods power to veil."

"Worry not, the fires will burn hot indeed, but not brightly," the priestess proclaims, then to your surprise she reaches out with her left hand to touch the trunk of the Heart Tree even as she takes the box in her right. "A strong warding and without flaw... good, this makes it easier," she whispers, though more to herself than to you. It is only as she begins to pray, the tips of her hair igniting into crimson flame, that you realize which ward she had meant, not the one against the gaze of Tiamat that the Old Gods hold, but the protection against fire woven into every Heart Tree.

Melisandre burns, from the tip of her her crimson hair to the top of her head like a leaping crown of flame flowing down her body, until she stands edged in fire that burns but does not consume... at least not her. When the flames reach the slopes of her feet, the dry leaves go up in smoke in an instant, as though they had touched molten steel.

Beads of sweat form upon the priestess' brow, pouring over her face not with heat but exertion, hissing into non-existence as they touch the halo of golden light, and still she speaks a prayer no book has ever held, for it is hers as born of the life of Melisandre as much as it is dedicated to the Lord of Light. The words come too fast, too frantic to pick out, lost in the crackle of her fiery shroud... then they change as they flow apart, clear in the telling but not in any tongue you can speak, finishing in the high wailing speech of Asshai that shadows best heed.

Slowly, almost imperceptibly at first, light and color fade from the world into a strange twilight where all that remains is the white of the carved face upon the weirwood and the last embers of gold held in Melisandre's hand. Was this the world under the sun, or the Realm of Shadows, you wonder, reaching out with arcane senses in confusion. Both and neither, the answer floats up from memories not your own. In this place in this hour the two realms are one, deepest shadow to hide brightest flame.


Through the exertion of her working and the serenity of prayer, a small smile of pride arches upon the lips of Melisandre of Asshai as the spark of gold touches the spiral and there it rests, like a gemstone set by an expert jeweler's hand, before closing the box once more with a satisfied click.

Well of Eternity Complete

Yet the day has one more surprise for you, the shadows do not draw back utterly, but instead remain among the trees of the grove, a watchful silence between each breath. "I was able to draw the shadows rather closer than I had expected to," Melisandre explains, her breathing still a touch labored. "Perhaps I am still not entirely accustomed to how easily magic flows through the world. In any case, it would have been a waste to let the spell fade entirely. Those who step into this grove with ill intent against... that which grows at its heart, will become lost among the trees, struggling to find the way forward, or the way back. It is linked to the spirits' power as shadow to the candle's flame."

Keep Godswood gains Shadow-Weaving Ward: Black Labyrinth (Under the Command of the Old Gods)

"A worthy working, my lady," you assure with a smile as sincere as it is warm. She had come a long way from that day in the desert, when you had first spoken of other powers bright and dark, but then again so had you come to understand the Lord of Light and even to trust his aid. You briefly close your eyes, expecting a comment from Bloodraven, but he is seemingly busy with some other task. All you can hear is the soft sound of sap flowing under the bark, the soft heartbeat of the Old Gods content with the unexpected gift they had been given.

What do you do next?

[] Receive an infrastructure report

[] Pose for Lynesse Hightower, you did promise Azema

[] Find and deal with the wisps that caused you headaches in the Braavosi swamps

[] Write in


OOC: Melisandre rolled fair on the priestly part of her casing, but she crit on the shadow-binding to make R'hllor's fire play nice with the other magics of the Well, so she was left with a more enduring affinity to the shadow plane. Being thrifty like most old school mages, she decided to do something with it. Not yet edited.
Here's an edited version of the chapter, @DragonParadox.

Great chapter! It felt very weighty, and seeing that "Well of Eternity Complete" was just awesome. That's been a major undertaking months in the making and having it finally ready for use is a huge relief.
 
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