[X] Plan Devil Pruning

Though could someone just confirm to me that summoning a bunch of huge earth elements won't break/overcrowd the ship? I have no conception of how big this thing we are trying to fight on actually is.

Edit: for the summoning discussion I would like to get more information about how the misalignment of the spheres might change things, if it does at all of course. We really don't want to get into a situation where we try to summon something from the upper planes for it's healing or a very specific ability and we get some equal CR lower planes asshole instead who isn't helpful at the time. I do think summoning temporary cannon fodder chumps is summoning temporary cannon fodder chumps regardless of their alignment and all summoned monsters are basically fodder or buff-bots unless there is some fluff going on. Calling into our plane on a permanent basis is a very different matter and I would want to be extremely careful about sending out devils or demons we know will try to pervert our intentions and do as much damage as possible if we do it at all.
 
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[X] Totallynotevil
I love how my phone has learned to quickly autocomplete your name, making you competitive even against Azel when stoping to type a quick vote.
 
Mor votez plez
Adhoc vote count started by egoo on Sep 8, 2018 at 12:47 AM, finished with 224490 posts and 9 votes.

  • [X] Plan Devil Pruning
    -[X] Cast a Searing, Agonizing Firebrand as a Swift Action, targeting as many Steel Devils as possible.
    --[X] Then use an 8th level spell slot and Robes of Mysterious Conjuration to Summon 1d3 Huge Earth Elementals, directing them to use Awesome Blow to attack any Devils which attempt to come through the ship's hatches. If more than one is Summoned, direct the additional Elementals to attack stray Devils.
    [X] Kill all the Steel Devils
    [X] Totallynotevil
 
[X] Goldfish

Still makes us twice as good, and our enemies are using other elemental weapons seemingly for a reason.
...
Everything that lives here is immune to fire, or at least strongly resistant. Of course they didn't take fire weapons!
And probably for lore reasons too. Where would you find Cold lore to study in this plane?
 
Oh shit there could be hundreds of enemies in this thing potentially though hundreds of dangerous enough to be relevant enemies is another matter entirely
Hey, ashes are fine to use as a Speak to Dead focus and MossForge fuel.

And they pointedly aren't all that useful to our slaverish allies here.

Add free xp to that, and I'm not going to argue having to burn dozens/hundreds of devils now.
 
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[X] Goldfish

Yeah imma gonna agree that summoning devils to fight other devils right after we've personally pissed off an archdevil seems like the sorta thing that'd backfire...
 
[X] Goldfish

Yeah imma gonna agree that summoning devils to fight other devils right after we've personally pissed off an archdevil seems like the sorta thing that'd backfire...

I expect there to be no problem at all. DP has fluffed summoning as calling upon the collective unconscious of the creature type being summond. A devil-dream-person should not have access to plotting information, lest a given devil species be summond and them hit by compulsions and truth magics, so my bet is that they know nothing. That said, I would be unsurprised if he'l didn't have a wide (fallible) detection net to get a ping when a fiend summoning takes place and the devils in he'll can target "person who just caused this ping" as a starting point for hook implanting and such :)
 
I expect there to be no problem at all. DP has fluffed summoning as calling upon the collective unconscious of the creature type being summond. A devil-dream-person should not have access to plotting information, lest a given devil species be summond and them hit by compulsions and truth magics, so my bet is that they know nothing. That said, I would be unsurprised if he'l didn't have a wide (fallible) detection net to get a ping when a fiend summoning takes place and the devils in he'll can target "person who just caused this ping" as a starting point for hook implanting and such :)

Also DP would most surely not allow us to do what would otherwise be possible with summoning, that is summoning up loads of Devils every single day and sending them straight to Yss's stomach. Which should totally be possible if you could summon up real indivual devils on a whim like that, with basically no risk.
 
Serpentfolk sheets done:

Sun-Walker Serpentfolk x51

The serpent kin an be patient beyond the bearing of younger races, but when they act it is with uncanny swiftness that bespeaks of their nature more than the coat of emerald scales or fangs with venom dripping. Their minds speak with the wisdom of elders days, but those weak of will had best be weary for they can just as easily ensnare and mesmerize. A serpent is rarely wrathful, but often hungry.

Living as they did in the shadow of their ancestors' great works the sun-dwellers revere the past and live in hope that as the World serpent bites its own tail so too that which once was may come again. Thus they abide ready to snatch what fortune fate may provide leaving naught to waste, be it worn stone, gold glittering with old magic or other more macabre offerings.

Serpent folk consume the flesh of both their own fallen and their defeated foes, though in times of plenty they have bene known to scon that which has been 'tainted by folly.' By the same measure they collect the skulls of the wise and storied that they may glimpse the secrets and the wisdom of friend and foe alike.

Fourty Expert 3/Warrior 3

Sun-Walker Serpentfolk


Medium Monstrous Humanoid Expert 3/Warrior 3
Hit Dice
|3d6+3d10+12 (42)
Initiative|+6
Speed|30 ft (6 squares)
Armor Class|17 (+4 Dex +3 Natural Armor), touch 14, flat footed 13
Base Attack/Grapple| +5/+5
Attack|Varies [Bite bite +5 (1d6–1 plus poison)]
Full Attack|Varies [Bite bite +5 (1d6–1 plus poison)]
Space/Reach|5ft./5ft.
Special Attacks|Spell-like abilities, Poison (1d4 Wisdom DC 14)
Special Qualities|Low-light Vision, Telepathy SR 12
Saves|Fort +5, Ref +6, Will +4 (+2 vs Fear -4 vs Cold)
Abilities|Str 10, Dex 18, Con 12, Int 14, Wis 10, Cha 15
Skills| Survival +9, Spot +11, Listen +9, Hide +17, Move Silently +17, Craft (Varies) +11; Knwolege Nature +8, Escape Artist +8
Feats| Master of Poisons; Blooded, Weapon Focus (Varies)
Alignment: Varies
ECL: +3

Ability Modifiers: -2 Constitution, +2 Dexterity, +4 Intelligence, +2 Charisma

Racial Modifiers: +4 to Hide, Move Silently and Escape Artist

Cold Blooded: +2 racial bonus against fear effects; -4 to saves against the effects of low temperatures (including spells with the cold descriptor)

Mind-Speech (Su): May commune telepathically with any creature of at least animal-like intelligence within 100 ft. While this ability may substitute for a common language contextualizing foreign concepts may require an intelligence check.

Scaly Skin (Ex): +3 Natural Armor

Ward of the World Serpent (Ex): By the blessing of the World Serpent or perhaps simply long ages of enduring in treacherous curse-shrouded Sothoryos Serpentfolk possesthe ability to shrug off spells upon their bodies and minds. They gain SR = 6+HD by default increased to 11+HD if they gain true spell-casting of their own.

Posion (Ex): Initial and secondary damage of 1d4 Wis (DC 10 + HD/2+Con Modifier)

Spell-Like Abilities (CL 6):

Hypnotism (At Will)

Charm Animal, Charm Person (3/day)

Speak with Dead (1/Month)

Other classes:
Five Rangers 5
Six Fighter 4/Sorcerer 1
 
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