Hey, @Goldfish? What is the most powerful and viscous we can make a Darkenbeast?

Because sending Vee with a retinue of her greatest work sounds like a great way to deal with this.
Without going overboard, I'd say an Advanced Gigantean Plant-Imbued Darkenbeast

Here's our regular versions. The one I'm talking about would be an aerial version of our Manta Rays, including being Colossal-sized and with a flight speed of 160 (before magical enhancement).

Maybe Vee would like one as a pet?


Giant Fungal Darkenbeast (CR 6)
Size/Type:
Large Plant (Augmented)
Alignment: Neutral
Initiative: +4
Senses: Darkvision 60 ft., Low-light Vision, Listen +2, and Spot +2
AC: 17 (-1 Size, +8 natural), touch 9, flat-footed 17
Hit Dice: 5d8+35 (58 hp)
Fort +13, Ref +4, Will +1
Speed: 5 ft., fly 30 ft. (poor)
Space: 10 ft./10 ft.
Base Attack +5; Grapple +18
Attack: 2 Claws +14 melee, Bite +9 melee
Full Attack: 2 Claws +14 melee, Bite +9 melee
Damage: Claws 1d6+9, bite 1d8+4
Abilities: Str 28, Dex 11, Con 24, Int 2, Wis 11, Cha 4
Special Qualities: Immunities, SR 15
Feats: Great Fortitude, Improved Initiative
Skills: Hide +2, Listen +2, Move Silently +2, and Spot +2

Immunities (Ex): Fungal Darkenbeasts are immune to mind-effecting affects (Charms, Compulsions, Morale effects, Patterns, and Phantasms), Paralysis, Poison, Polymorph, Sleep, and Stun. They are also Immune to Disease.

Poison Spore Cloud (Ex): Once per day, a Fungal Darkenbeast can exhale a choking cloud of spores in a 30-foot cone that lingers in the air for 10 rounds. This cloud functions as an inhaled poison. Any breathing creature in the cloud must succeed at a Fortitude save or inhale the spores. A creature that remains in the area of the spore cloud must continue to attempt Fortitude saves against its effects. Multiple spore clouds from multiple Fungal Dreatures require multiple saves from any creature in an area where the clouds overlap.
  • Fungal Spores: Poison—inhaled; save Fort DC 19; frequency 1/round for 6 rounds; effect 1d2 Constitution damage and fatigued for 1 minute; cure 2 saves.
Poisonous Blood (Ex): A Fungal Darkenbeast's blood and flesh are ingested poisons. Any creature that makes a bite attack against a Fungal Darkenbeast, swallows one whole, or otherwise ingests part of one must succeed at a Fortitude save or be afflicted by the poison.
  • A Fungal Darkenbeast's blood can be used as an ingested poison that functions as described above. However, its blood has a distinctive and largely unwelcome smell and taste, so most intelligent creatures would refuse to eat food tainted with it unless the taste was thoroughly disguised (which requires a successful DC 15 Profession [cook] check). The Fungal Darkenbeast must suffer at least 1 point of damage to get a full dose of poison, and the drawn blood (or amputated flesh) retains its poisonous nature for only 24 hours unless additional living fungal blood is mixed into it.
  • Fungal Blood or Flesh: Poison—ingested; save FortDC 19; frequency 1/minute for 6 minutes; effect 1 Str damage, 1 Dex damage, and nauseated for 1 minute; cure 2 saves.
Fungal Metabolism (Ex): Fungal Darkenbeasts breathe, but they do not eat or sleep in the typical manner.
 
Without going overboard, I'd say an Advanced Gigantean Plant-Imbued Darkenbeast

Here's our regular versions. The one I'm talking about would be an aerial version of our Manta Rays, including being Colossal-sized and with a flight speed of 160 (before magical enhancement).

Maybe Vee would like one as a pet?


Giant Fungal Darkenbeast (CR 6)
Size/Type:
Large Plant (Augmented)
Alignment: Neutral
Initiative: +4
Senses: Darkvision 60 ft., Low-light Vision, Listen +2, and Spot +2
AC: 17 (-1 Size, +8 natural), touch 9, flat-footed 17
Hit Dice: 5d8+35 (58 hp)
Fort +13, Ref +4, Will +1
Speed: 5 ft., fly 30 ft. (poor)
Space: 10 ft./10 ft.
Base Attack +5; Grapple +18
Attack: 2 Claws +14 melee, Bite +9 melee
Full Attack: 2 Claws +14 melee, Bite +9 melee
Damage: Claws 1d6+9, bite 1d8+4
Abilities: Str 28, Dex 11, Con 24, Int 2, Wis 11, Cha 4
Special Qualities: Immunities, SR 15
Feats: Great Fortitude, Improved Initiative
Skills: Hide +2, Listen +2, Move Silently +2, and Spot +2

Immunities (Ex): Fungal Darkenbeasts are immune to mind-effecting affects (Charms, Compulsions, Morale effects, Patterns, and Phantasms), Paralysis, Poison, Polymorph, Sleep, and Stun. They are also Immune to Disease.

Poison Spore Cloud (Ex): Once per day, a Fungal Darkenbeast can exhale a choking cloud of spores in a 30-foot cone that lingers in the air for 10 rounds. This cloud functions as an inhaled poison. Any breathing creature in the cloud must succeed at a Fortitude save or inhale the spores. A creature that remains in the area of the spore cloud must continue to attempt Fortitude saves against its effects. Multiple spore clouds from multiple Fungal Dreatures require multiple saves from any creature in an area where the clouds overlap.
  • Fungal Spores: Poison—inhaled; save Fort DC 19; frequency 1/round for 6 rounds; effect 1d2 Constitution damage and fatigued for 1 minute; cure 2 saves.
Poisonous Blood (Ex): A Fungal Darkenbeast's blood and flesh are ingested poisons. Any creature that makes a bite attack against a Fungal Darkenbeast, swallows one whole, or otherwise ingests part of one must succeed at a Fortitude save or be afflicted by the poison.
  • A Fungal Darkenbeast's blood can be used as an ingested poison that functions as described above. However, its blood has a distinctive and largely unwelcome smell and taste, so most intelligent creatures would refuse to eat food tainted with it unless the taste was thoroughly disguised (which requires a successful DC 15 Profession [cook] check). The Fungal Darkenbeast must suffer at least 1 point of damage to get a full dose of poison, and the drawn blood (or amputated flesh) retains its poisonous nature for only 24 hours unless additional living fungal blood is mixed into it.
  • Fungal Blood or Flesh: Poison—ingested; save FortDC 19; frequency 1/minute for 6 minutes; effect 1 Str damage, 1 Dex damage, and nauseated for 1 minute; cure 2 saves.
Fungal Metabolism (Ex): Fungal Darkenbeasts breathe, but they do not eat or sleep in the typical manner.
Holy hell. o_O I want one.
 
So next month for research we upgrade the forge then? Or do we unlock more templates?
We'll see by the end of this month :/
Roughly then I'll push DP for working through that list I made.

I may have charted a bunch of actions, but they've yet had to take DP's edits.
As in, we're up for a rework of book-reading actions, and to getting all those several dozen actions I wrote up to modern system's standard.
 
I don't know about others, but I would like to expand the maximum CR of the Fungus Forge. Getting access to plant creatures stronger than CR 10 would be wonderful.
Take something with lots of HD and respectable Wisdom but comparatively low CR, and then add 'druid' or 'cleric' creature templates ...
 
Vote closed
Adhoc vote count started by DragonParadox on Feb 2, 2019 at 2:57 PM, finished with 273210 posts and 14 votes.

  • [X] Westeros Intel Continued
    -[X] Before moving further, ask about every last contingency that Varys and Illyrio had in place in the event of his capture or death (as well as how his allies were supposed to be made aware of said contingencies through Mind Blank), and while you're at it ask the same about the contingencies for Illyrio. Depending on the answer you might need to move quickly.
    --[X] Ask what Varys did the second he realized his simulacrum was destroyed.
    -[X] Identify all of Varys' loot
    -[X] Ask of every plot Varys had a hand in or at least was aware of (Littlefinger, Cersei, everything in every single kingdom in the Seven Kingdoms, etc.)
    --[X] Ask about active PR campaigns against us and which lords in particular are playing along
    --[X] Get information on all of his agents and all of his assets
    ---[X] Including but not limited to Varys's safehouses, stores of magical items/scrolls/etc, and where he got all his magical stuff in general
    ---[X] Get information on where all his Little Birds are so that you may collect them (everywhere in Westeros, not just in King's Landing)
    --[X] Ask of great secrets among the Westerosi that Varys is aware of (like the "royal" children's true parentage, but it doesn't need to be of the same importance)
    --[X] Get a full update on everything he knows in King's Landing
    --[X] Ask of what Varys knows of Mammon's plans with Westeros
    ---[X] Specifically where the hatched dragons are, and where various cabals are operating
    ---[X] Get the true names of all the fiends that Varys knows while you're at it (especially that Brachina in Highgarden)
    ----[X] Expanding on this, get the names of all Outsiders (Native and True) in general that Varys is aware of
    ---[X] Get more specifics on where all the cabals are operating, what types of devils are running around in each location, which lords have been subverted or enthralled, etc.
    -[X] Ask more about the Champions of the Smith and Crone, especially in light of the fact that Danar managed to slay the last Champion of the Crone
    --[X] Also ask about everything Bloodraven and Varys know of Lucan, Champion of the Father, especially after you sacrificed Baelor
    -[X] Ask what Bloodraven has been up to. He's offered to share his plots with us, but we don't know where to start with our questions there.
    --[X] To start, does he have any plans he'd like help on? We've already got two of his stronger assets -- Danar Crowl and Alyssa Grafton -- as permanent residents of Sorcerer's Deep. We can provide teleportation and firepower if the mission is important enough.
    -[X] In short, any and all intel of Westeros which we would consider useful should be gathered here
    --[X] Especially loot, tell us all about the loot we'd want to know about
    ---[X] How many Valyrian Dragon eggs in Westeros is Varys aware of, and where are they?
    ---[X] Does he know where the Royce ancestral Valyrian Steel blade is?
    --[X] Take your Map of Westeros, as well as the individual maps of each of the Seven Kingdoms, and have Bloodraven scan through Varys' mind, then update the maps to include the locations of supernatural creatures that Varys is aware of, like fey courts, local monstrous humanoids, openings to the Underdark, lairs of Winterborn servants, etc., everything that Varys has heard about and kept track of.
    --[X] Ask Bloodraven to scan Varys' mind and make you a full Map of the Red Keep, complete with secret tunnels, hidden chambers, etc.
    --[X] Ask Bloodraven to make a Map of King's Landing using Varys' intelligence.
 
Without going overboard, I'd say an Advanced Gigantean Plant-Imbued Darkenbeast

Here's our regular versions. The one I'm talking about would be an aerial version of our Manta Rays, including being Colossal-sized and with a flight speed of 160 (before magical enhancement).

Maybe Vee would like one as a pet?


Giant Fungal Darkenbeast (CR 6)
Size/Type:
Large Plant (Augmented)
Alignment: Neutral
Initiative: +4
Senses: Darkvision 60 ft., Low-light Vision, Listen +2, and Spot +2
AC: 17 (-1 Size, +8 natural), touch 9, flat-footed 17
Hit Dice: 5d8+35 (58 hp)
Fort +13, Ref +4, Will +1
Speed: 5 ft., fly 30 ft. (poor)
Space: 10 ft./10 ft.
Base Attack +5; Grapple +18
Attack: 2 Claws +14 melee, Bite +9 melee
Full Attack: 2 Claws +14 melee, Bite +9 melee
Damage: Claws 1d6+9, bite 1d8+4
Abilities: Str 28, Dex 11, Con 24, Int 2, Wis 11, Cha 4
Special Qualities: Immunities, SR 15
Feats: Great Fortitude, Improved Initiative
Skills: Hide +2, Listen +2, Move Silently +2, and Spot +2

Immunities (Ex): Fungal Darkenbeasts are immune to mind-effecting affects (Charms, Compulsions, Morale effects, Patterns, and Phantasms), Paralysis, Poison, Polymorph, Sleep, and Stun. They are also Immune to Disease.

Poison Spore Cloud (Ex): Once per day, a Fungal Darkenbeast can exhale a choking cloud of spores in a 30-foot cone that lingers in the air for 10 rounds. This cloud functions as an inhaled poison. Any breathing creature in the cloud must succeed at a Fortitude save or inhale the spores. A creature that remains in the area of the spore cloud must continue to attempt Fortitude saves against its effects. Multiple spore clouds from multiple Fungal Dreatures require multiple saves from any creature in an area where the clouds overlap.
  • Fungal Spores: Poison—inhaled; save Fort DC 19; frequency 1/round for 6 rounds; effect 1d2 Constitution damage and fatigued for 1 minute; cure 2 saves.
Poisonous Blood (Ex): A Fungal Darkenbeast's blood and flesh are ingested poisons. Any creature that makes a bite attack against a Fungal Darkenbeast, swallows one whole, or otherwise ingests part of one must succeed at a Fortitude save or be afflicted by the poison.
  • A Fungal Darkenbeast's blood can be used as an ingested poison that functions as described above. However, its blood has a distinctive and largely unwelcome smell and taste, so most intelligent creatures would refuse to eat food tainted with it unless the taste was thoroughly disguised (which requires a successful DC 15 Profession [cook] check). The Fungal Darkenbeast must suffer at least 1 point of damage to get a full dose of poison, and the drawn blood (or amputated flesh) retains its poisonous nature for only 24 hours unless additional living fungal blood is mixed into it.
  • Fungal Blood or Flesh: Poison—ingested; save FortDC 19; frequency 1/minute for 6 minutes; effect 1 Str damage, 1 Dex damage, and nauseated for 1 minute; cure 2 saves.
Fungal Metabolism (Ex): Fungal Darkenbeasts breathe, but they do not eat or sleep in the typical manner.
I would say toss Advanced and us this here instead: Mythical Animal (CR +2)[3pp] – d20PFSRD

It can be Vee's personal mount and her alternative to having / being a dragon.
 
I would say toss Advanced and us this here instead: Mythical Animal (CR +2)[3pp] – d20PFSRD

It can be Vee's personal mount and her alternative to having / being a dragon.
The problem with that template is the CR adjustment. Advanced is nice, and only increases it by +1. Mythic Animal is really nice, but increases it by +10, due to the manner the Gigantean template increases the base creature's HD.
 
The problem with that template is the CR adjustment. Advanced is nice, and only increases it by +1. Mythic Animal is really nice, but increases it by +10, due to the manner the Gigantean template increases the base creature's HD.
I would still go fot it if DP allows us to.

The Queen of Monsters deserves a nice pet.
 
Alright, Mythic Animal Darkenbeast it is.
The Fungal Forge only creates Plant-based creatures.

Speaking of Plant-based creatures, @DragonParadox, ten of these guys need to be added to the Plant section of the front page. Our Giant Fungal Darkenbeasts are only showing that we have three, too, rather than 1000+.

Advanced Plant-Imbued Gigantean Manta Ray (CR 6)
Size/Type: Colossal Plant (Aquatic, Augmented)
Hit Dice: 12d8+120 (174 HP)
Initiative: +2
Speed: Swim 180 ft.
AC: 21 (-8 Size, +2 Dex, +17 Natural), Touch 4, Flat-Footed 19
Base Attack +9
Attack: Tail Slap +18 (2d6+25)
Space: 30 ft./30 ft.
Special Attacks: Spell-like Abilities, Trample (2d8+25, DC 33)
Special Qualities: Fast Healing 5, DR 15/Magic, Plant Immunities, SR 17, Blindsense 30 ft., Darkvision 60 ft., Low-light Vision
Saves: Fort +18, Ref +6, Will +9
Abilities: Str 44, Dex 15, Con 31, Int 14, Wis 20, Cha 13
Skills: Listen +20, Spot +20, Survival +20, Swim +40; Racial Modifiers +8 Swim
Feats: Ability Focus (Sunburst), Improved Bull Rush, Power Attack, Quicken Spell-Like Ability (Entangle), Swim-by-Attack
Languages: Aquan, Common, Sylvan
Alignment: Neutral

Immunities (Ex): Plant-Imbued Gigantean Manta Rays are immune to mind-effecting affects (Charms, Compulsions, Morale effects, Patterns, and Phantasms), Paralysis, Poison, Polymorph, Sleep, and Stun. They are also Immune to Disease.

Acute Senses (Ex): Plant-Imbued Gigantean Manta Rays can instantly sense anything within 60 feet; they cannot be flanked or surprised and gain Improved Uncanny Dodge as if they possessed rogue levels equal to their Hit Dice. They can also detect invisible foes or opponents in obscuring conditions allowing them to strike without any miss chance.

Trample (Ex): As a Full-Round Action, a Plant-Imbued Gigantean Manta Ray can attempt to Overrun any creature that is Gargantuan-sized or smaller. This works just like the Overrun combat maneuver, but the Plant-Imbued Gigantean Manta Ray does not need to make a check, it merely has to move over opponents in its path. Targets of the Trample suffer 2d8+25 points of damage. Targets of the Trample can attempt a DC 33 Reflex save to take half damage. A Plant-Imbued Gigantean Manta Ray can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.

Spell–Like Abilities (CL 12): At will: Freedom of Movement (Self and passengers only), 3/Day: Quickened Entangle(DC 16), Magic Fang, 1/Day: Sunburst(DC 25), Tree Stride(Aquatic Plants Only)
 
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