Alahazra

Deadcanons's page

8 posts. No reviews. No lists. No wishlists.


RSS


Thanks for all the cool ideas, everyone!

I think I'm going to take the Nabasu Demon sheet and modify his Consume Life ability so it procs once a round. To "balance" that out (emphasis on the quotes), I'll be removing his Death-Stealing Gaze ability.

https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/demon/nabasu/

That should be just the sort of crazy I'm looking for.


Set wrote:

Following that vein, a vampire lord could become stronger the more blood is shed during combat (and uses a weapon or attack with a bleed property), a mummy could be bolstered by foes afflicted with disease or curse, with each new PC or ally creature afflicted giving it another stackable buff (making this a terrible foe for parties with a ton of summons and / or animal companions, since the more enemies on the board to be afflicted, the potentially tougher the big boss), a ghoulish / flesheater could feed as it fights, gaining extra strength and hit points as it tears away flesh and life-energy them from the PCs, etc.

Other options could vary with the PCs. A special sort of weapon-bearing iron golem might ape the properties of a weapon striking it, becoming more dangerous after the party Fighter type hits it with his optimized Murderlizer +5, or a doppleganger-like big boss use some form of 'mirror moves' to mimic the feats and styles of the PC hitting it.

Particularly fond of that vampire idea. I also have another boss later in this campaign that'll be working off of that mirror idea; she's a superpowerful prismatic dragon that can reflect her scales to change into a different kind of dragon each round. So I can just have fun negating everyone's elemental damage.


Brolof wrote:

Here's an idea. A fat giant zombie, its flesh rotting off its bones as it fights. It starts off slow and cumbersome, the rotting flesh providing some extra protection early on. As more and more flesh falls off, it gets faster, but the flesh is no longer protecting him as much. You could even have the flesh animate as oozes to attack the party, or be cause difficult terrain or some other hazard.

It could work out as it starts off with +10 natural AC, but every round it drops by 1, but it gains 5ft on its movement speed and a +1 to hit. It'd help the fight last longer early on, while steadily making it a bit more dangerous.

Love this. Isn't exactly what I need for this dungeon, but I'm absolutely going to look into a putting a version of this somewhere in the campaign.


Hey guys, back here looking for help with something that I couldn't find on my own!

I'm designing a boss fight where the boss has an exertion ability; the more "warmed up" he is in combat, the more dangerous he becomes. I was thinking I would express this as a step up to his damage die or a +1 to hit with each consecutive round.

I could just apply that to a pre-existing boss sheet pretty easily, but first I wanted to check and see if there were any existing monster sheets with an ability/function similar to this.

So, monsters that are designed to get worse as the fight goes on! Share 'em here.


Oh my gosh, these are fantastic! Thank you so much. This is exactly the kind of thing I was looking for, and you put a ton of work into it too. Greatly appreciated!


Hi!

I'm starting a new campaign soon, and the opening few sessions are going to feature an adventure path of sorts where the players are in a city that just cracked in half.

Long story short, the players start the campaign in prison. A cataclysmic magic event (the focus of the campaign) takes place that causes a rift to crack open in the earth. Naturally, this rift goes directly through the center of the city where they're imprisoned.

The plan so far:

The city is a portside border pass, primarily populated by humans and elves, with a large amount of guards/law enforcement. The rift happened almost immediately, and several unfortunate buildings/civilians fell into it. Many more buildings are cracked in half or crumbling from the structural damage. This includes the prison the players are trapped in. The rift is going to function like a bottomless abyss that will be about 350 ft. across. Water will be pouring into it in places where it breaches the ocean. Fire, arcane energy, negative energy, and other suspicious magical things are pouring out of the rift. Fire elementals are forming alongside the rift and aggressively attacking survivors.

The players' goal at this point is to rescue survivors and move them away from the rift until more substantial help arrives (the Pathfinder Society).

I'm working on building the specifics for this adventure right now, and thought maybe I should mine you guys for ideas.

Does anyone know of any adventure paths/modules similar to this concept?

Does anyone have ideas for encounters/monsters that would work well for this? My players are starting at level 2.

Really just any ideas/thoughts people have on this in general. I've never built an adventure path 100% from scratch before so I'm looking for any help I can get.

Thanks for reading!


Both answers are very helpful, thank you guys!


I have a human Oracle with the Wan curse and the Heart of the Fields racial trait.

Wan states that the Oracle is "always fatigued, but immune to exhaustion."

Heart of the Fields states that once per day the human "may ignore an effect that would cause them to become fatigued or exhausted."

So... what? Does this Oracle just take no debuffs? Does the curse trump the racial trait or does the racial trait trump the curse? Neither of the descriptions offer a solution for this so I'm really not sure how I should treat it. Any help would be appreciated!