<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=283008.msg13953925#msg13953925">Quote from: Kimera on 26-02-2018, 21:14:00</a></div></div><blockquote class="bbc_standard_quote"><strong>Additional Weaknesses</strong><br/><em>Overconfidence (Ex)</em> Lowers Cha'Rukia's armor to 40 before applying equipment.<br/><br/><em>Light Powerlessness (Ex):</em> Cha'Rukia is drained in bright light (such as sunlight). Within such light, she takes a <strong>-x</strong> penalty to AC, attack rolls, damage rolls, saves, and skill and ability checks.<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>-5 seems like a good, flat number for this, I think.  I'm assuming it would also work in the area of a Daylight spell or other, similar effects?<br/><br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote"><strong>Gnawing field of Maddening Darkness (Su):</strong> or <strong>Cha'Rukia's playground (Su):</strong> Cha'Rukia's is able to surround herself with the madness of the far realm, creating a zone of maddening darkness centered around her with a radius of <strong>100ft to 1mile</strong>. Within the field, she is able to 'summon' forth creatures stored inside her dark menagerie and place them anywhere inside the zone, deploying them like setting up a game board. The summoned entities appear as amorphous, shadowy mockeries of their true form, while their real bodies are stored safely within her Shadow Menagerie. <br/><br/>Potential effects (not all of them mind you): <br/>    Replace all natural weapons with bite attacks of the appropriate size of the monster. <br/>    Creatures get half-farspawn template<br/>    creatures gain some darkness related template... <br/><br/>Additionally, if Cha'Rukia summons in monsters by spells or spell-like abilities inside this zone, they also gain from the above benefits.<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>As I've said before, I would prefer 100 ft for this.  And summoning forth shadowy duplicates of anything stored in your Shadow Menagerie should be an Illusion (Shadow) effect that allows a Will save for disbelief if the duplicates are interacted with (10 + 1/2 HD + Cha mod).  For enemies that make the save, the duplicates are 50% real, dealing half damage and having half the HP of the originals, while any enemy that fails the save treats them as though they're completely real (taking full damage, and effectively dealing half damage to them with attacks in return).<br/><br/>Going by the size categories of what you'll be storing in there, I'll suggest as well that the summoning should take 1 full round, as normal for summoning spells, and that with any single summoning action, you can summon forth 1 colossal, 2 gargantuan, 4 huge, 8 large, 16 medium, and so on creatures forth from your Shadow Menagerie.  I'll also suggest that any creatures you summon forth with spells or spell-like abilities can instead get a duplicate summoned along with them that is an Illusion (Shadow) effect, with a save equivalent for a spell of the summoning effect's level, that once again counts as 50% real when disbelieved.<br/><br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote"><strong>Shadow Menagerie (Su):</strong> A pocket of extradimensional space. The entrance is located within Cha'Rukia's shadow and is able to stretch to allow entry to creatures of any size. Creatures inside are safe and cannot be attacked from outside sources. Cha'Rukia is aware of every creature inside the Shadow Menagerie and can talk to them telepathically. <br/><br/>Effects like an antimagic field cannot destroy the shadow menagerie, but they can temporarily close off the gate until the effect has passed. Cha'Rukia can open or close the shadow portal as a <strong>... action</strong>.<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>Based on the way other extradimensional storage effects are handled, I would suggest a move action to open or close the portal.  I would also suggest that it should count as a portable hole for the purposes of interacting with other extradimensional effects, but that you can generate a new one after a day if somebody tries to do something like throw a bag of holding into your Shadow Menagerie to destroy it.  Also, in that case, the planar tear would lead to the Plane of Shadow, rather than the Astral Plane.<br/><br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote"><strong>Gargantua:</strong> From all her adorable playthings, Cha'Rukia cherishes her pet Gargantua the most.   <br/>First, this power basically allows Cha'Rukia to gain the greatest benefit from both the Skymage and Paladin Mount special ability. She can apply the benefits from the Paladin special mount to her flying mount. The bonus HD gained from the Paladin special Mount ability do not count against the Skymage HD limitation.<br/>Second, her bond with Gargantua is so great, should it ever get slain, it is simple reborn inside her Shadow Menagerie after <strong>X time</strong> <br/>Additionally, her pet gains the benefits from the half-farspawn template.<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>Standard rules for a Paladin's mount dying prevent one from summoning a new mount for thirty days or until they gain a level, whichever comes first, and the Paladin takes a -1 penalty on attack and weapon damage rolls during that time.  I think we could lower that down to a week, however.  I will have to ask that this ability not give Gargantua any further templates, however, and would also prefer that his innate 18th-level Sorcerer spellcasting be dropped down to that of a 16th-level Sorcerer until you yourself have 18 HD.<br/><br/><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=283008.msg13953998#msg13953998">Quote from: LizzieV on 26-02-2018, 21:49:34</a></div></div><blockquote class="bbc_standard_quote">As it's written it's not that far from taking a 1 on the d10 die but if you think it might still be useful then I'll hold onto it and just see what happens. Who knows, maybe it'll prove to be useful at some point and I'll be happy I kept it. It was mostly just to fit a theme anyway and I added in the extra limitation on holding me in a location to make it not seem too powerful. Without the 'can't leave' limitation it would allow a rapid combat rejoin with planeshift and teleport being options.<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>I think that would be alright if you wanted to give it that particular upgrade, actually.  Maybe with a limit on only being able to store enough souls to do so two or three times in one battle, if you still want to limit it a little.<br/><br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">My primary goal was to hopefully expand the soul stuff out later on in the game and make a roleplaying goal to eat powerful spellcasters or unique creatures and gain magical knowledge from it to expand on arcane casting and undead creation or gain some other benefit like being able to heal with negative energy; Eventually I'd want to start using soul power as fuel source for things and so on.<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>A soul-powered equivalent to the Lifedrinker (http://dnd.arkalseif.info/classes/lifedrinker/index.html) prestige class strikes me as a good potential option for this.  Maybe as a custom epic prestige class that also advances both of your sets of spellcasting...  Or possibly just gaining some of the existing prestige class's features after defeating and devouring powerful arcane spellcasters?