In the Dungeon that is not a Dungeon thread the idea came up of a series of WWI style trenches fueled by war magic.
Either as an active battlefield, or an abandoned dungeon complex, this idea is kinda awesome, so I wanted to see what people might break out in the Pathfinder War to end all Wars.
If i ran this as a campaign setting, I would break out the firearms from Ultimate Combat.
But As for Deployment, Permanent Symbols of Mirroring. Like Mirror image for all.
Just cooked up a domain focused on disease. Intended for NPC followers of a Demon Lord. I wanted to solicit thoughts. Is this appropriate? Balanced? Does balance matter for NPC domains?
Bleeding Touch (Sp): As a melee touch attack, you can cause a living creature to take 1d6 points of damage per round. This effect persists for a number of rounds equal to 1/2 your cleric level (minimum 1) or until stopped with a DC 15 Heal check or any spell or effect that heals damage. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Aura of Decay (Su): At 8th level, you can emit a 30-foot aura of decay as a standard action. Living creatures in this aura (except you) take 1d6 points of damage per round as their flesh rots. They also take a cumulative –1 penalty to Strength each round they remain in the aura. Once outside the aura, the penalty fades at the rate of –1 per round, but it begins building again if they reenter the aura. Plant creatures take 2d6 points of damage per round. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.
Domain Spells: 1st- ray of sickening, 2nd- pox pustules, 3rd- contagion, 4th- plague carrier, 5th- epidemic, 6th- plague storm, 7th- fester, mass, 8th- finger of death, 9th- cursed earth;
I have been pondering the idea of how far you can stretch one single NPC.
This could be used to model:
I also think it may be possible to fully populate a small dungeon with one npc, recomended WBL, and leadership rules.
Each cleric can cast animate dead and takes control undead as a feat.
that seems like enough baddies to populate a small dungeon area for a 3rd-4th lv party.
Any thoughts on the matter?
I had an idea for a monster that was made of paint. The paint monster would flow over surfaces and "paint" over them with its body. I also thought it should have some power to alter the object it paints similar to marvelous pigments. (I had an image of it painting doors sealed or suffocating victims by painting their faces away.)
However, im not even sure where to start with modeling this kind of beast. The best i could think of was starting it off as an ooze. Any suggestions?
The Rules wrote:
My question is how this interacts with Silent Spells or the Hold Breath ability. Hold Breath can be gotten from Water Elementalist at level one, so if he can ignore the concentration check, this could drastically affect his tactics.
In addition, it seems that opening your mouth to speak verbal components does not cause water to flood your lungs.
Aside from water breathing, is there a way to safely cast while underwater?
What exactly do inquisitors of nethys do? I was looking over Inquisitors to make an NPC when it struck me that some gods don't seem to have much inquisition based needs. Particularly nethys, as from what I see in gods and magic, his tenants are "Use Magic!!". What would inquisitors do? Thaey don't have a reason to punish abuses of magic, Nethys himself is the biggest abuser. Do they hunt people down and force them to study cantrips?
First off, I think archetypes and prestige classes can coexist together in harmony.
HOWEVER as i have watched the prestige vs archetype discussions on these boards i have seen this design philosophy: that the best prestige classes are the ones created yourself. But has there ever been guidelines on creating balanced and interesting prestige classes in pathfinder.
Archetypes have the guideline of balancing the class feature being traded, but the closest things i have found are the "Prestige Class Creation Cookbook (d20)" and an old 3.5 article i once found on point buy base classes.
To those who favor this philosophy: what guidelines do you use?
The purpose of this exercise is to see if the other martial classes can really out-monk the monk. Assuming that a player wants to make an unarmed martial character what is really their best option? For this test, lets assume the primary goals of a successful “Monk” are going to be unarmed fighting and Combat Maneuvers. Lets say the secondary goals to be mobility and skills.
So the setup is this: A Monk, a Brutal Pugilist Barbarian and a Fighter, all human at level 5 with the same statistics. No magical gear. The stats were lifted from Ostag the Unslain from the NPC guide. They calculate to a 32 point buy, not accounting for 4th level increase, but are not ridiculous from 4d6 rolled stats.
Male human Monk 5
LN Medium humanoid (human)
Init +2; Senses Perception +10
AC 17, touch 17, flat-footed 11 (+2 Dex, +2 Wis, +1 Monk, +1 Dodge)
hp 39 (5d8+15)
Fort +6, Ref +6, Will +6
Speed 40 ft.
Melee Unarmed Strike +7 (1d8+4)
Flurry of Blows +7/+7 (1d8+4)
Ki Pool (4)
Str 18, Dex 15, Con 15, Int 8, Wis 14, Cha 14
Base Atk +3; CMB +9 CMD 22
Feats Improved Unarmed Strike, Power Attack, Improved Grapple, Stunning Fist, Combat Reflexes, Dodge
Skills Acrobatics +10 (+15 Jump), Climb +10, Escape Artist +10, Intimidate +10, Perception +10, Swim +9
SQ KI Pool (Magic), Slow Fall 20 ft., High Jump, Purity of Body, Maneuver Training, Still Mind, Evasion
Ulric The Bear
Male human Brutal Pugilist 4
CN Medium humanoid (human)
Init +2; Senses Perception +11
AC 10, touch 10, flat-footed 8 (+2 Dex, -2 rage)
hp 61 (5d12+25)
Fort +8, Ref +3, Will +5
Speed 40 ft.
Melee Unarmed Strike +11 (1d6+6)
Special Attacks rage (12 rounds per day), rage powers
Strength Surge, Brawler
Base Statistics When Ulric is not raging his stats are AC 13, touch 13, flat-footed 11; hp 51; Fort +6, Will +3; Melee Unarmed Strike +9 (1d4+4);Str 18, Con 15; CMB +9; CMD 22; Climb +10, Swim +10
Str 22, Dex 15, Con 19, Int 8, Wis 14, Cha 14
Base Atk +5; CMB +11 (+12 Grapple); CMD 24
Feats Improved Unarmed Strike, Improved Grapple, Power Attack
Skills Acrobatics +9, Climb +12, Diplomacy +4, Intimidate +9, Perception +11, Survival +6, Swim +12
SQ fst movement, Savage Grapple, Pit Fighter (Grapple), Improved Savage Grapple
Male human Fighter 5
N Medium humanoid (human)
Init +2; Senses Perception +7
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 45 (5d10+15)
Fort +6, Ref +3, Will +3
Speed 30 ft.
Melee Unarmed Strike +10 (1d3+9)
TWF +8/+8 (1d3 +9)
Str 18, Dex 15, Con 15, Int 8, Wis 14, Cha 14
Base Atk +5; CMB +9 CMD 21
Feats Improved Unarmed Strike, Power Attack, Improved Grapple, Wepon focus Fist, Weapon Spec Fist, TWF
Skills Acrobatics +7 Climb +10, Perception +7, Swim +9
SQ Bravery +1, Armor Training 1, Weapon training 1: Close
Given these stat-blocks and the original intent, what class would you recommend for an unarmed martial character?
Note that the fighters armor training allows armor while the pugilist cannot wear it. There are other options, such as the mobile fighter archetype but for simplicity I chose to keep vanilla fighter for the weapon training. Also, I may have made some errors calculating the statblocks.