#WOULD HE SEE THE SUMMONER'S ABILITIES AS A BOON OR A BANE........DOES HE EVEN GIVE A SHIT.........
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reasons why i can never decide how chapter 26 possessed!gunter would view the summoner (not as a person but as their role) is because i always get trapped in this old man's mind games
(also musing for a sec that the convenient 'heroes can't physically hurt others' rule doesn't exist. i don't like it. makes things less high-stakes)
pros of keeping the summoner around -potential to summon anankos' puppets should the need arise
cons of keeping the summoner around -the number of heroes they can summon could quickly outpace his strength (in the situation where he's trying to bring destruction to askr)
in thinking about this i always also end up circling back to how the summoner and anankos share a lot of similarities with each other (both are introduced while wearing cloaks with the hood up, both can call on people from other worlds). and i always wonder whether the voice of anankos living in possessed!gunter's head would view the summoner as a threat for this reason. i suppose we do get a taste of that now that anankos is in feh but his lvl 40* convo ends in him proposing the summoner may be a substitute for cadros, which i don't really think possessed!gunter would concern himself with, lol.
#me trying to remember how to write one of this posts again: oh god oh fuck#also reasons why it literally takes me forever to write anything possessed!gunter/summoner adjacent#WOULD HE SEE THE SUMMONER'S ABILITIES AS A BOON OR A BANE........DOES HE EVEN GIVE A SHIT.........#this old man and his fucking mindgames and requiring great feats of thought juggling to get in his head#i don't even know how to tag this#leigh plays feh#you can go there for now
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Taking Stock of Barracks in Fire Emblem Heroes: Part 3, Section 2 (Final)
Okay! So I took a few days off for travel and now want to finish this up. From everything above, I’ve pinpointed the 5* exclusive characters I would love to start getting merges for as well as solidifying who my official potential “projects” are. Now I need to start analyzing my priorities and go from there. The sections will be 5* exclusives that won’t need feathers for merging (barring any unexpected demotes, which is highly unlikely for the majority of these); 3-4* merge potential projects that require orbs, and 3-4* potential projects that require grails. First up, 5* exclusives.
After going through my barracks, these are the characters I have isolated as ones that I want to work towards getting to +10:
Micaiah, Mia, Nephenee, Saber, Silque, Myrrh, OG Ephraim, Brave Ike, Y!Marth, Summer Robin, Summer Innes, Halloween L'Arachel
Now, mama didn’t raise a fool. The vast majority of these are unrealistic, but I can at least use this as a guide for what to save for. So these can be further categorized into three sections: Higher Priority, Realistic Goals, and Pipe Dreams:
Higher Priority
Micaiah, +5; She just takes the least amount of merges to complete. She regularly appears on banners, and will eventually come as a pity breaker on other banners.
Mia, +3; She’s my favorite of the fast sword girls. And while she’s slowly getting outclassed in terms of raw speed, she has good balanced defenses and her weapon can still give her a niche. I also wouldn’t be surprised if she lands a resplendent alt at some point.
Realistic
Nephenee, +2; I’ve thought about it, and I let Nephenee’s -Spd bane distract me from her for too long. She’s at +2 with a Spd boon now, and still holds up stats-wise. Her attack is still a little low, but the armor effectiveness in her weapon more than makes up for that. The problem is that she’s on a banner right now that only lasts today. I can’t +10 her just today, but I need to try for a few merges.
Saber, +1; I have a major soft spot for Saber. He held my Summoner Support for a long time, and I think he has a very interesting niche in the over-saturated sword market. He’s a long-term plan.
Silque (Currently Base, could be +2); I love healers, and Silque is my favorite healer from the series as a whole. I haven’t merged her yet because she has a good staff, good special, and Dazzling Staff fodder. But I now realize that I don’t particularly care for Dazzling Staff fodder. That’s added to almost every new healer nowadays, more fodder will come.
Myrrh, +0; Myrrh is the character I wanted most for so long. The first Manakete/Dragon I ever fell in love with, and she’s relevant again. Problem is, the only one I’ve pulled is +Def/-Atk. Amazing boon, terrible bane. I need merges to erase the bane and start really building her. She’s likely in the Top 5 for priorities.
Pipe Dream
Ephraim, +0; Unless he demotes, this is a long shot. I’ve only ever pulled one and now I have other infantry lance users that out-compete him. It would be nice, though.
Y!Marth, +1; Y!Marth appearing at the same time as Bramimond really hurt my ability to justify spending for him, and now I kinda regret it. As far as sword infantries go, he’s super flexible and has great stats. His boon is +Atk, so that helps, but when he comes back, I’ll make a play for him.
Summer Robin, +0 (Will be +1 after Compile Manuals Purchased); My first ever 5* unit! Summer Robin has held a special place in my heart since I first started the game. Back when getting 5* units as a new player was actually rather difficult, I played for about 2 weeks before my first one came up, and it was Summer Robin. She’ll erase her awful -Atk bane with the Compile Manual I’ll get of her, but I’m going to start working on snagging her in the upcoming summer banners.
Summer Innes, +0 (Will be +1 after Compile Manuals Purchased); The first unit I ever spent money to acquire (purchased an orb pack with an old gift card out of desperation). His Bow unit sucks all kinds of ass, and Axe fliers are still one of the rarer categories. He’ll be +1 soon (I love the limited time compile feature, it’s a much better mechanic than the long term compile option), but more merges would make me happy. He’ll be re-run soon.
Halloween L’Arachel, +0; H! L’Arachel’s art might be one of my absolute favorite in the game. Easily Top 5. Green Cavalry Mages are also almost uniformly bad outside of Gunnthra, who needs a refine to maintain her niche. The only one who might be able to compete is Cecilia, but we’ll see where she truly lands after her eventual refine. Either way, more merges for her would be incredible. Sacred Stones is next up in the Hall of Forms rotation. I don’t expect her to be an option, but she’s on the short list of SS seasonals so…there’s a chance.
Brave Ike, +2 (Could be +3); His Refine is incredible. He carries hard in AR and makes PvE content trivial. If anything, this is just to keep his stats sharp. This is mostly just an eventual “this would be nice” thing.
Now, if I take everything above and rank it, here’s what I have:
Micaiah
Mia
Myrrh
Nephenee
Saber
Silque
Halloween L'Arachel
Ephraim
Summer Robin
Y!Marth
Summer Innes
Brave Ike
Okay, I’m fine with this. Micaiah and Mia make the most sense, since they’re the closest to being done. Myrrh, Nephenee, Saber, and Silque are all realistic and will be making appearances on banners soon (other than Silque). The rest are just guidelines; although I will be saving for Summer Robin & Summer Innes return next month, and then saving for Halloween L’Arachel at the end of the year.
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Now it’s time for 3-4* Potential Projects! My first pass yielded three groups: ones I already have the copies to +10, the ones I still need copies for, and Grail units. At this point, I need to diversify my +10 units by movement type, specifically flying and calvary, with an emphasis on Player Phase units, strong Mixed Phase units, and tome users.
Here’s who I can +10 today if I desired:
Nino, PP, +5, 100k feathers needed; Benefits from being a favorite character, player phase focused, and a tome user. Slight dock for being infantry.
OG Eliwood, PP, +2, 160k feathers needed; Eliwood remains the front runner of this group if only because of favoritism. It helps that his Player Phase capabilities are now some of the best in the game when it comes to red sword users.
Donnel, MP, +2, 160k feathers needed; Again, a strong Mixed Phase character with a new refine, but that pushes him into a Player Phase role. I just can’t swing the idea of building him up for use.
Matthew, EP, +0, 200k feathers needed; Enemy Phase dagger to compliment Sothe’s Player Phase dagger niche. A favorite character, but shares movement type. Plus he requires a lot of support to really shine. Lower priority.
Soleil, PP, +0, 200k feathers needed; One of the strongest 3-4* infantry swords. Great attack and good speed, middling defenses that could be patched up with skill investment. She ranks pretty high, but has a high merge cost from my current supplies.
Ares, EP, +0, 200k feathers needed; Fills a different role than Eliwood, but makes a case given how oppressive Special Spiral + Bonfire can be. Middling priority.
Est, PP, +0 (No 5*), 220k feathers needed; I love lance fliers and Est is the only one on my short list that isn’t a Grail unit. She’d require some significant investment in terms of resources, but I’ve been thinking of making a dedicated flier team for a while, which she would shine in.
Titania, Support, +0, 200k feathers needed; I love Tactics teams and almost no one runs it better than Titania. She’d require high investment, but I’ve held onto her for years with the plan to invest, it might be time.
OG Tharja, PP, +0 (No 5*), 220k feathers needed; I really love red mages. My Lysithea sees very regular use, and Tharja’s potential on a Tactics team would be incredible. She remains a very high potential.
Soren, Support, +0 (No 5*), 220k feathers needed; I also love Chill skills, and Soren is one of only a few characters that can pull Triple Chill. I might build him with Triple Chill to see how he handles before I invest. He’s lower priority right now.
Here’s who I have on my short list for potential projects that I don’t actively have all the merges for yet:
Rath, PP, +2 (Could be +7, with a +Atk waiting for deliberation); 160k feathers needed; Rath is the closest on this list to having the merges needed. He’s currently at +2, and I only need another 2 in order to be at +10. He will continue to be higher on the list than others, if only because I’m a sucker for calvary bow users.
Altena, EP, +1, 180k feathers needed; So. Here’s the problem. I love Altena, and she’s likely a Top 5 merge project contender….but I don’t have the merges. She just hasn’t been showing up. She just has to remain on the back burner of priority until I have more merges. I’ll reassess if more start coming along.
Norne, MP, (Could be +4) (No 5*), 220k feathers needed; Norne checks a lot of boxes for me: Infantry, Great Stats, Mixed Phase potential, Bow User. I still need 6 copies to make her +10, but I need to start investing in her now. I know she sits in the exact same space that Altena does, but even having a few more merges changes the calculus. The major major problem is that none of the 5* units I’ve decided are priorities are colorless except for Silque. So the likelihood that she turns up on pulls is less likely. But I think my heart doesn’t really care.
Tethys, Support, (Could be +5, No 5*), 220k feathers needed; Tethys makes this list due to her Support potential. Colorless infantry dagger is mostly filled for me, but she sticks out in my mind. I might just build her low at first to see how I like her, similar to Soren.
I’ve been avoiding this for a long time. I never spend grails because I’m worried the perfect Grail Unit will come along and it’s blinded me to the number of amazing Grail Units that have already come along, and some of these Grails are starting to burn a hole in my pocket. Now it’s time:
Astram, PP/Support, +2, 160k feathers, 2200 grails; I’ve been using Astram in Arena this past week and I’ve really changed my mind about him. His performance is very solid, and he handles a ton of things on his own. He also slots into the mercenary/knight side of sword user instead of myrmidon, which I’ve always preferred. Great PRF, good stat totals; this is biased because Arena bonus unit buffs are one hell of a drug. He’s back in the running.
Joshua, MP, +2, 160k feathers, 2600 grails; Making a completely flip-flopped statement from earlier, since Joshua is on the myrmidon side of sword users, but Joshua’s always been a favorite of mine, and I stupidly used one way back for Windsweep on Sothe…of all things. He’s in line for a weapon refine soon, and depending on how they treat it, could launch him into contention again. He remains a strong front runner. Also, there’s a strong chance he’ll be the Grail option in the upcoming SS Hall of Forms. I would love if it’s either him, Lyon, or Valter; that would be incredible.
Black Knight, MP, +2, 160k feathers, 2200 grails; Obviously TT/GHB were originally conceived of to give us fun side characters and villains, and the Black Knight remains near the top. I don’t usually use Armor units, but he’d hold his own very well, especially considering the number of Fighter skills that exist.
Fallen Ashnard, EP/MP, (Could be +2, No 5*), 180k feathers, 2200 grails; The main thing going against Fallen Ashnard right now is how new he is. So his investment will remain high for a while. But it’s hard to ignore how well his stats turned out. Great villain from my favorite series and it’s hard to not be drawn to him. Plus sword fliers are either 5* forever locked or like…Palla (aka Moonbow fodder). He’s got a great niche.
Valter, PP, (Could be +4), 120k feathers, 1650 grails; Another favorite villain from a favorite series in a unit type that is treated poorly by IS. His speed doesn’t hold up, unfortunately, but he’s very likely due for a refine soon, and he could be a part of the upcoming Hall of Forms. He’s higher on the priority list because of his status as a favorite unit, but I should honestly wait for the refine to decide.
Cormag, PP, (Could be +2, No 5*), 180k feathers, 2200 grails; The second in a run of lance fliers with generic stats that seemed to last for several months. Cormag has such an interesting character arc in his game, and it’s a shame the way he was treated. To that end, he has a workable stat spread (I just wish his Res was higher). He ranks high on characters I like, which is why he’s on the list to begin with.
Conrad, EP, (Could be +2, No 5*), 180k feathers, 2200 grails; Conrad is on this list because of a person on my friends list who has a +10 Conrad with Distant Counter and…this boy puts in work. I love bulky units, and bulky cavalry units are few and far between. The only other Lance Calvary units that see use in my barracks are Legendary Ephraim and Dimitri, so he’d be filling a good niche in my barracks. His cost just remains really high for a character that I’m not in love with.
Death Knight, EP (Could be +3, No 5*), 160k feathers, 1750 grails; Decent villain from the most recent game with an intriguing PRF. It’s not quite as evergreen as I’d hoped, but I’ve encountered +10 Death Knights in various modes and they certainly hold their own. Less of a cost than Conrad with slightly less bulk, an interesting trade off.
Young Minerva, EP, +1, 180k feathers, 2700 grails; When Young Minerva first debuted, I was almost positive that she would be my first Grail +10. Now that she’s available, I’m hesitating. I have a strong Axe user already, just not one that flies. She’s got great speed, defense, and attack, and she’d see a lot of use. I just have to decide whether I want her more than I maybe need someone else.
Winter Jaffar, MP, (Could be +1), 180k feathers, 2700 grails; Great art as a unit, I just don’t care for Armors usually. Being a green dagger hurts him a good amount, as does the really high cost. I might just wait a bit for him, but I’m sure he’ll be outclassed in a few months anyway.
Lyon, EP, +7, 60k feathers, 750 grails; My pride and joy for a long, long time. I’m waiting to finish him off until he gets a refine, so I know which way to invest. I also love his recent alt, which has helped fill the void that my original left as he started to fall behind other units (especially Sophia, who has stomped all over him at this point).
Arvis, PP/Support, (Could be +3), 140k feathers, 1750 grails; One of the first red tome users I fell in love with, if only because of his decent stat spread and unique skill. I killed one way back for Ploy fodder, so his cost remains high, but maybe we’ll get some kind of rerun in the future.
Brunnya, EP/Support, (Could be +1), 180k feathers, 2700 grails; My AR defense was recently stomped by a Brunnya and it made me look at her in a different light. As an infantry blue tome, she’s got some competition, but she is surprisingly bulky because of her tome. I am quite intrigued by her.
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Based on my analysis above, here’s where I’m coming down in terms of a road map. Everyone else isn’t necessarily out of the running, but this focuses on my direct needs for strong Player Phase / Mixed Phase units and puts my resources to best use:
Immediate Use: OG Eliwood, Soleil, Est, Norne, Fallen Ashnard, OG Tharja
OG Eliwood will get the bump first because he fills the most immediate niche and already has some investment made into him. I’ll also dedicate resources to Norne and Fallen Ashnard, since they still need time to develop but are high on my list. I also feels like I’m now making Fallen Ashnard the focus of my grails, for when he comes out in two months, we’ll see if someone overtakes him before then (likely one of the SS boys). I’ll upgrade Est and OG Tharja to test out how they perform before committing. Depending on how Est does, she’ll likely get a bump with Soleil.
Eventual Niche: Titania, Young Minerva, Brunnya
Of these, Titania is the most likely to get the bump, as she’s a favorite and would serve as a solid support unit. Young Minerva functions well at +1 and doesn’t need as much investment as others in order to perform. Brunnya will be leveled up and tested to see if she’s worth the investment.
Build Now and Wait: Rath, Altena
I’m pausing raising up Rath for now, I’ll wait until I have enough copies to fully +10 him. I love his character, but he will almost certainly stay PvE, and his current build shines there. Altena will get further looks after I get more copies.
Determine after Refines: Joshua, Valter, Lyon
I really need to watch and wait for my three Sacred Stones boys. I love all three and would dedicate resources to them, but I need to wait and see what their eventual refines bring to the table. I have the highest hopes for Lyon, since he’s proven to be popular, and they gave Sophia of all people a new life, he deserves it. Valter will likely get some extra stats and potentially Panic built into his weapon (even though he doesn’t have the HP to utilize it as much). Joshua will get some kind of refine that doubles down on his decent Resistance. Conditional DC like Saber/Say’ri would be incredible, but I’m not holding my breath. This also gives me time to continue to deliberate on who I want to spend Grails on.
I’m…..done? No, I’m not done. But this is the closest I’ve had to a game plan for this game beyond “oo! Shiny new units!,” so I’m really proud of myself. Time to spend some resources!
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Throne of Night Theory Builds Part 24: The Deep Dragon Queen of Book 3
Tonight’s entry is definitely a different one. Namely, I was going to make this dead last. Literally as absolutely last as possible. Mostly because I don’t have a proper picture for this one. Just a stock photo, and a picture that technically goes along with it.
But, beggars can’t be choosers, and this entry is entirely based around opportunity knocking/circumstances being what they are. I’ll get into that though in the next half.
As always, for space reasons, I’ll be cropping the encounter build.
All images shared here were done by the forever fantastic and amazingly talented Michael D. Clarke, aka SpiralMagus
Because it got brought up, I do not have a Patreon or a Kickstarter, but I do have a Ko-Fi page (linked) for those who are looking to support me. No pressure though. The economy isn’t the greatest at the moment, so some belts are being tightened more than usual.
Finally, before get to it, I hope everyone’s staying safe right now.
So tonight I came across old, old notes that gave a synopsis of Book 3, and it’s actually different/more detailed than the last update I’d read that gave you the rundown of Books 3-6. This is information I absolutely needed to know back when I did the undead dwarf king. Needless to say that this update is actually completely different than what I had originally intended because I had wanted my readers to know that the Golem Wielder entry had been given a massive update. Had to completely remove a bunch of feats in exchange of others, and revise the magic items, land speed, AC, etc. At least it wasn’t a complete re-write, which was what I was originally afraid I was going to have to do.
But that’s really about it. A dwarf doesn’t want to die, it uses dark pacts and forbidden magic, and it meets up with a deep dragon that can help with all of that. On top of that, this same dragon has the ability to corrupt and help give people their grandest desires. There is a lot to unpack here.
I’m now going to explain how I came up with this specific build. 1) It had to be a dragon. Namely, a deep dragon. Thankfully there’s a template for that. 2) It specifically had to be dragon that could shape change. Okay. Less options, but maybe there’s a way around it. 3) It has to be able to corrupt and grant the desires of others. Hmm. Again, difficult, but not impossible. Thankfully there’s a template for that too. 4) This dragon may or not be the reason why the “dark fire/black fire” existed and wiped out so many of the dwarves, causing ghosts to come up their graves and curse the mountain to be inescapable. Hellfire likely works for this one. Again, a lot to unpack. I will say that my build is likely very wrong as Book 3 of Throne of Night was supposed to come out in 2015, and Pathfinder Bestiary 6 came out in 2017. That said, this works way better than I had hoped. And with only adding a single hit die, it’s most definitely a CR 15 encounter. So glad I didn’t have to make it Young and add 2 class levels. I was so afraid I’d have to.
Not gonna lie. After talking to a lot of different users on the Kickstarter comments and the Paizo forums, the conclusion a few of us came to was the black flame was a result of either the prestige class that’s absolutely not OGL or radiation. If that was the case, I was leaning towards a solar dragon, but that doesn’t get channel radiation until way, way later, and there’s no way something that powerful would be in Book 3. Even if you added the Young template numerous times, that wouldn’t help, and would just get stupid. So this is where we stand.
Of course the real question is “how does an undead have progeny?” Well, when wishes are involved, you make sure to word it in just the right way. There were spells and items back in D&D 3.5e that helped with such things. There’s no reason a work-around couldn’t be in here too. I mean, dhampirs exist and it’s not all because a pregnant woman was bitten.
Also, anyone wondering, the shape change ability would default to looking like a female dwarf. When things go down, she’ll revert to her true form. And it’s preferable to not have her fight alongside her undead partner and the cannon golem. That might end up being an epic encounter for a 13th level party. Adding it all up together, it’s not quite an EL 18 encounter, but it’s definitely more than EL 17. The graveknight’s tactics are for it being paired with the cannon golem, but there’s no reason it can’t fight them separately, and the graveknight fight alongside his dragon queen.
As for the progeny and them having dark fire access too, Gary already released aid regarding that. “Way of the Wicked” Book 6 has the hellfire spell. It’s available to the magus, sorcerer/wizard, summoner, and witch. That’s still enough for the half-dragon children who are likely eldritch scion draconic bloodline and sorcerer draconic bloodline. Depending on the campaign, access to certain feats, wishes, etc, there might be other ways to get that or other variants of the spell. There’s definitely a 3rd party hellfire weapon property. Lots of possible options available.
And just before we get to it, the pronunciation for her name is, sin-dra-xy-ohs. Also, the dragon art is directly from Paizo’s Bestiary 6. This is what it looks like normally, but picture it without wings. Deep dragons lose their ability to fly and have a burrow speed instead.
DRAGON QUEEN CIDRAXIOS (CR 15; 51,200 XP) Female unique corruptor young infernal deep dragon LE Large dragon (evil, extraplanar, lawful) Init +6; Senses dragon senses; Perception +21 DEFENSE AC 32, touch 13, flat-footed 30 (+2 armor, +2 deflection, +2 Dex, +17 natural, –1 size) hp 217 (15d12+120) Fort +19, Ref +13, Will +16; +3 vs. divination Defensive Abilities false mind, fiery acid blood (R-DC 25, 3d6), inscrutable +3; DR 15/adamantine; Immune acid, fire, hellfire, mind-affecting effects, paralysis, sleep Weaknesses light blindness OFFENSE Speed 60 ft., burrow 30 ft., earth glide Melee bite +25 (2d6+14 plus 3d6 acid and fire/19–20), 2 claws +25 (2d6+10/19–20), tail slap +19 (1d8+14), 2 wings +19 (1d6+5) Space 10 ft.; Reach 10 ft. (15 ft. with bite) Special Attacks breath weapon (80-ft. line, 7d10 hellfire damage, R-DC 25 half), deep gaze (W-DC 24), fiery acidic spittle, mark of vice (W-DC 24), oppressive heat, shredding stone Spell-like Abilities (CL 15th; concentration +22) At will—atonement (temptation only) 3/day—detect good, geas, helping hand, lesser geas, make whole, major creation, minor creation 1/day—sympathy (W-DC 25), wish (granted to a nonevil aligned mortal only) Oracle Spells Known (CL 1st; concentration +8) 1st (4/day)—bane (W-DC 18), command (W-DC 18) 0 (at will)—detect magic, guidance, read magic, spark (R-DC 17) STATISTICS Str 28, Dex 14, Con 27, Int 20, Wis 17, Cha 24 Base Atk +15; CMB +25; CMD 39 (43 vs. trip) Feats Blind-Fight, Combat Expertise, Improved Critical (bite), Improved Initiative, Iron Will, Power Attack, Weapon Focus (bite, claw) Skills Appraise +22, Bluff +27, Climb +20, Craft (all) +13, Diplomacy +35, Knowledge (arcana) +18, Knowledge (history, local, planes) +20, Linguistics +22, Perception +21, Sense Motive +28, Spellcraft +20, Use Magic Device +25; Racial Modifiers +8 Craft (all), +8 Diplomacy, +8 Sense Motive; +3 to all Charisma-based checks. Languages Abyssal, Common, Draconic, Dwarven, Elven, Gnome, Infernal, Skis’raal, Undercommon plus any 8 others SQ change shape 3/day (any animal or humanoid), compression, corruptor’s boon, imbue with ability, serpentine reach, what do you covet Gear amulet of mighty fists +1, bracers of armor +2, cloak of resistance +2, headband of alluring charisma +2, ring of protection +2, tome of leadership and influence +1 (read), Mithral Crown of Leadership (acts as a circlet of persuasion), treasure horde (gems, gold and silver pieces, mithral bars, and carved art objects made from various types of stone; total worth of 5,500 gp) SPECIAL ABILITIES Corruptor’s Boon (Su) Once per day, a corruptor can grant a touched creature a +4 profane bonus to one ability score for 24 hours. When the duration ends, the creature suffers a –4 profane penalty to the same ability score for the next 24 hours. Another application not only negates the penalty, but also restores the full bonus. Deep Gaze (Su) Buried suggestion (see below) 30 ft., Will negates (special). As suggestion, except the target need not understand the deep dragon creature and the effect is permanent until discharged. The dragon telepathically implants the suggestion into the subject. The suggestion planted must not take place immediately. When it occurs it must be based on an event or an amount of time going by. At least three days must pass before the suggestion compels the subject. During the period while the suggestion is buried, neither divination spells nor Sense Motive will reveal that the subject is under the effect of an enchantment. The subject does not attempt his saving throw until the triggering event occurs. The death of the dragon does not end this effect. 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. Earth Glide (Su) A young or older deep true dragon creature glides through stone, dirt, or any 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 or other signs of its presence. Move earth cast on an area containing an earth gliding deep dragon creature flings the dragon back 30 ft., stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save. False Mind (Su) This ability offers the corruptor the benefits of a mind blank spell. When an attempt is made to detect his alignment or read his thoughts, the corruptor can cause the magic to reveal any alignment or thoughts the corruptor creature chooses, even if he is not initially aware of the attempt. Fiery Acidic Blood (Su) Any creature that damages a deep dragon with a piercing or slashing melee weapon must make a Reflex save or be subject to the damage equal to Deep dragon’s spittle (see below) as it is sprayed with blood. Melee weapons with reach don’t endanger their users in this way. Fiery Acidic Spittle (Su) All deep dragon creatures have a thick, gooey spittle that is hot enough and acidic enough to sear and corrode both flesh and rock. Normally, as they tunnel through the earth they secret this fluid to soften stone. In battle, the deep dragon adds this additional amount of damage to their natural attacks. Half the damage is acid the other half fire. Hellfire (Su) Half of the damage from hellfire is fire damage, and half is unholy energy that bypasses fire resistance and immunity. Hellproof (Ex) The infernal dragon is immune to fire, hellfire, and mind-affecting effects. Imbue with Ability (Su) Once per day as a standard action the corruptor creature can grant a creature it touches one of its spells, spell-like abilities, extraordinary abilities or even one of its supernatural abilities in a manner similar to imbue with spell ability (no save). It loses access to that ability during this time; it can dismiss this benefit as a free action regaining the use of one or more of its abilities. Inscrutable (Ex) An infernal dragon gains a bonus on saves against divination spells and effects equal to its age category number. Mark of Vice (Su) This ability works like a mark of justice (Will save negates) but it is only triggered if the creature attempts to find a redemption to its corruption (subject to GM adjudication). The mark is also invisible and is always placed over the victim’s heart. Oppressive Heat (Su) A creature that fails its save against an infernal dragon’s breath weapon can’t benefit from morale bonuses for 1 minute. If the creature fails another save against the breath weapon during this time, it is staggered for 1 round. Shredding Stone (Su) A Deep dragon creature gains a +4 bonus to confirm critical hits with its claws. What Do You Covet (Su) Once per day as a standard action a corruptor can grant a wish to a nonevil aligned mortal (cannot be an elemental, fey, outsider, or nonliving creature).
------------------------------------ Sources: Corruptor creature - http://spheresofpower.wikidot.com/corruptor-creature Deep dragon creature - http://spheresofpower.wikidot.com/deep-dragon-creature
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