Pun-Pun vestige (in theory) [Archive] - Wizards Community

Post/Author/DateTimePost
Green_eyes

10-01-07, 04:55 AM
Let's say Pun-Pun was destroyed and became a vestige.
What powers would he grant to the binder?
Also what is the visible sign of Pun-Pun?
Callix

10-01-07, 06:06 AM
Suppose? The only reason for Pun-Pun to become a vestige is if he got bored of being an overdeity and decided he wanted the simple life.

Naturally, binding Pun-Pun would grant you the Manipulate Form ability and status as a Scaled One of Toril. His visible signs would include a slight reduction in size, and his influence would encourage the singing of tunes from The Wizard of Oz. Furthermore, there would be a distinct odour of dairy products. Yes, you become a cheesy munchkin. What did you expect for trying to bargain with Pun-Pun for power?
Tempest Stormwind

10-01-07, 10:42 AM
This is the wrong forum to discuss this, since it's design/development instead of optimization. Try the Let's Make Some New Vestiges thread on Magic & Spells.

(And to be honest, he doesn't need to be destroyed. The one you're binding could easily be one of his clones, or one of the imitators who wasn't *quite* cunning enough to stop the final ascension, or similar.)
Green_eyes

10-01-07, 04:07 PM
Right. Thanks will start another there. Any way to lock this one?
Think0028

10-01-07, 10:28 PM
Just let it sink, is probably the best move to do.
The_Mad_Linguist

10-01-07, 10:38 PM
Found this elsewhere on the boards:

Pun-Pun
Lord of the Powergamers
Level: You tell me!
Binding DC: You tell me!
Special Requirement: Yes


Pun-Pun the Kobold was a creation of the Dungeons and Dragons community, a deity brought into his brief existence by a flare of awed respect for both Pun-Pun and his designer, Khan the Destroyer. Pun-Pun's glory was short-lived, however, as his ruse was soon discovered and Pun-Pun's font of divinity mocked him for the powergamer that he was. However, despite his attempting to immolate himself with the last shred of his power, Pun-Pun lives on as a vestige in much the same way Tenebrous does, as a memory in the coding of the boards and in the minds of players everywhere


Seal: Pun-Pun's seal is an inverted triangle within a circle. A '20', the lucky number of Pun-Pun and powergamers everywhere, is inscribed within the triangle, as if summoning Pun-Pun required a great success (which it doesn't, he just likes natural 20s)


Sign: A d20 is always visible about your person, such as in your free hand, stitched onto a coat button or around your neck on a chain. This d20 appears to move when viewed casually, but is mysteriously normal when scrutinized. Any attempt to hide it causes it to slip between the capturing surfaces and roll onto a free space on the binder. If removed by another person, it vanishes as soon as they let it out of their sight and turns up somewhere on the binder.

Manifestation: Pun-Pun creeps cautiously into his seal, looking around in a worried way. Suddenly, a massive snake rears up from under the seal, carrying Pun-Pun on it's head. As it rears up out of sight, it begins to shrink again, stamped down by the clawed foot of a colossal Kobold. Pun-Pun begins to shrink as his foot nears the ground and he comes down a stronger, more confident scaly runt than he was before. When he addresses the binder, his voice echoes with Divine power, though his confidence and great paragon body fade away moments before he does, and as he creeps from his seal he gives the binder a look of the great fear that only a god-made-mortal can know.



Special Requirement: Pun-Pun loathes Ted the mind flayer, as both are Gods of the Boards but Ted lives on as a loved figure while Pun-Pun exemplifies all that players should not be. As such, Pun-Pun will not answer the call of a worshipper of Ted, any Illithid or Illithidkin or anyone who has consumed a fry-up within the past 24 hours. Should someone bound to Pun-Pun consume a fry-up, they are counted as having denied his influence, even if they are not under his influence.

Influence: You believe you are stronger than you are and thus do everything you can to prove this. If you can do so, you must cast at least one stat-enhancing spell on yourself each day, such as Bull's Strength. If you have an item that allows you to do so more than once, such as a wand, you must do so three times each day. Pun-Pun does not require it, but enjoys sharing celebration of great success. If you succeed a skill check because of his Near-Infinite Stat ability, defeat an enemy with his Divine Squirrels: or roll a critical hit or natural 20 while under his influence, Pun-Pun likes his binders to celebrate if doing so wouldn't place them in danger. Celebrating is a full-round action and may involve shouting "uh-huh! uh-huh! Whodabest? Idabest!" and moonwalking.

Benefit:
Near-Infinite Stat
While bound to Pun-Pun you can increase your stats. Doing so increases the stat of your choice by 2 points for 1 round. In a non-combat situation this is increased to the duration of 1 check, up to an hour, such as a decipher script check. This ability may be used three times per day and once activated cannot be used again for five rounds.

Powergame: Pun-Pun grants the ability to choose feats perfectly to maximize your power. While bound to Pun-Pun, you may choose to temporarily swap-out one normal feat that you have with another feat that you meet the prerequisites for. You may swap bonus feats, but only for feats you have access to as bonus feats. The swapped feat does not count towards prerequisites for feats. You cannot use this ability if you do not show Pun-Pun's sign.

Awesome: While bound to Pun-Pun, you exude an aura of unstoppability. This manifests as a +2 bonus to AC and to all saves. This is an extraordinary ability.

Divine Squirrels: By taking the d20 that is Pun-Pun's symbol and hurling it at a target, you can summon a Celestial or Fiendish dire squirrel to attack that target. The squirrel seems to fly from nowhere to attack, attempting to grapple and bite, and serves for a number of rounds equal to one-half of your effective binder level, rounding down. The minimum time it serves for is 3 rounds. Once it leaves, springing into the air off the target's face, the squirrel may not be summoned again for 5 rounds.