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360. The Art of Evil Fiends (any evil outsider you wish) have been running rampant inside a metropolis. Investigation reveals that the fiends are bound to tattoos that an artist, adept at summoning and binding, has been doing for a living. Things get worst when the artist has an entire horde tattooed on his back. 361. Snakes, snakes, SNAKES!!!
*"Advanced" would reduced the -6 penalty to Int for a degenerate serpentfolk to a -2 penalty 362. A song to charm
I3igAl wrote:
The kobolds also have tail weapons as well. I don't think they're race-exclusive though.
What do I think about the new classes? Alchemist? I like it, love the scientist aspect about it, one of my players plays one... and he came up with some sick combos. Cavalier? I got mixed feelings about it. I wasn't much of a fan of the Knight class in 3.5 2nd Player's Handbook. The abilities look good, but it's a bit hard to not see this as a fighter or as a paladin archetype. Inquisitor? Hmmm... looks good, but I never took the time to really dig into it. It looks like a good class if you wish to play as a stealth-oriented cleric... or a vigilante :) Oracle? Considering the absence of the spirit shaman, this class is neat. You also get a nice set of spells, but at a reasonable cost. Summoner? I like it, because you can get really creative with your eidolon. While you do get a spell that summons your eidolon without barring your summon monsters spell-like abilities, I have yet to find something that would allow you to use those abilities while the eidolon is out normally. Witch? Not really a fan... it's a wizard with fewer spells and new rather underwhelming hexes. I would have seen this as a sorcerer or wizard archetype instead. Magus? Honesty? My favorite new class :) It's a good mix for the fighter/mage type of character. My only complaint is the spell list. Bards gets a few 7th, 8th and 9th-level spells as 6th-level spells... but the Magus doesn't get access to 7th, 8th and 9th-level spells in any way. You want Polar Ray for your spellstrike? Well, you can't... Gunslinger? Looks pretty cool... although I fail to understand why the Pistol Whip deed costs 1 grit point. The grit point rate is also low; I would have preferred 1 grit point per 2 levels + Wisdom modifier. Ninja? While it could have been a rogue archetype, I think it came out pretty good as a class of its own. Samurai? Pointless... it should have been a cavalier archetype at best. Those are just my personal opinion.
divineshadow wrote: Perhaps points equal to its size plus say 5 or so I mean I want to build really killy golems with this lol. I'm actually having trouble with the CR adjustment. Right off the bat, the CR increases by 3 and like Animated Objects, every 2 extra points further increase the CR by 1. Do I add more points? Do I reduce the initial CR adjustment? This is my primary concern here. You can create your killer golems, but the CR will increase. A Large construct, like a Golem, has 6 CPs. However, it gets a +3 CR adjustment, or more if you go over that limit. A Clockwork Dragon (7 CP; Pathfinder #66: The Dead Heart of Xin pg. 86) with a Pilot Seat (3 CP), 2 Intergrated Huge Laser Pepperbox Rifles (2 CP per rifle, 4 CP total) and Rockets (2 CP) becomes a CR 20 creature. Is that a reasonable increase? This is where I'm having troubles with. You're suggesting that a Medium construct should have 10 CP (5 for being medium plus 5 as base) and a Golem 11 CP. I believe it's too much... but am I right to think that? I don't know. I feel like it's too powerful... but you may be right that it might be balanced.
Kinda of a stretch... but a Colossal Bag of Holding could kill the Tarrasque instantly. "If a bag of holding is overloaded, or if sharp objects pierce it (from inside or outside), the bag immediately ruptures and is ruined, and all contents are lost forever." The Tarrasque's spikes can ruin the Bag, and the content gets ruined and forever lost. The Tarrasque goes bye-bye due to that. I don't know if such spells exist, but spells that flash-freeze can kill the Tarrasque. Frostburn had a few spells and monsters that could encase a target in ice, freezing it in place, dealing cold damage and kill it due to suffocation. Encasing the Tarrasque in ice doesn't count as paralysis (helpless, in this case), would deal cold damage that the Tarrasque isn't immune to and would suffocate it which the Tarrasque isn't immune to as well.
Sincubus wrote:
Hmmm... Kaiju as a subtype? That could work :)
Orthos wrote: Heyah JiCi, long time no see =) At least if you're the same JiCi who hung out on the Vestige thread over on the WOTC boards - I was Edge-of-Oblivion there. Oh my god... you actually remember me??? Well, I'll be XD Yup, I'm the guy who created a bunch of vestiges back then:
Orthos wrote: I've been poking away at these a little, but sadly haven't had much time lately to sit down and convert a bunch. Likewise I haven't heard much from Yasha as of late, so I'm not sure how things are going on his end. Once I get around to getting some more work done, I'll be sure to let folks know =) I see, I'll be checking it out. I don't follow: this is a board where we can convert stuff to Pathfinder and vice-versa. If so... then how come Yasha got warned about posting the converted vestiges?
Upon reading the whole thing...
2) Since it seems to be a sudden and direct attack, I doubt it can be maintained. As for DR, since it's a supernatural ability, it doesn't count toward DR. However, should a creature be immune to a certain damage type or have a secondary effect upon being hit by a certain damage type, then the word's type applies normally.
Sincubus wrote: And JiCi, the Dragonspawn are really my least favorite creatures of D&D ever, only the Hill Giant, Hobgoblin, Giff and Modrons are worse in my opinion. Hill giants are your typical giant in many folklore. Hobgoblins are the military part of the rather roguish goblins, which makes a good balance.Giff... are awkward... were they the hippo-headed beings from SpaceJammer? Modrons were decent, considering that Mechanus was filling with clockworks. The Spawn of Tiamat were just NOT well-designed. They could have been regular drakes and someone would have noticed.
Glad to hear... although I honestly don't care about their release date, as long as it's great. Maybe you can answer this: what's the process for submitting a book to Paizo, and how much time does it takes? True, I could buy it at RPGNow, but I feel like I get a better customer service here in the Paizo store.
Sincubus wrote: You wrote 100% what I was thinking... especially with especially the Spawn of Tiamat! Yuck! Well... the Spawn were interesting ideas, but man, they flooded the book too quickly, and many of them felt uninspired. - Black, Green, Red and White got a playable race, but not Blue.- Many of the designs looked like standard monsters with the half-dragon template.
For future books, I'd like these things to be addressed:
2) You have the various merfolks... and you have the Pathfinder merfolk. How does the merfolk, introduced in Pathfinder Bestiary, fit into Ceruluan Seas? Is it a new kind of merfolk?
MMCJawa wrote:
Isn't it a bit risky to use Mythic Rules? The book isn't out yet and reactions can go either way. Will they add a little section to explain the rules, or will it be exclusive the core book?
MMCJawa wrote:
That's exactly what I wanted to say XD One thing I'll wuish for though is for them to NEVER imitate the 4th and 5th Monster Manuals for WotC. Here's what they've done:
So yeah, before asdking for more monsters, I just hoep that they won't change the format. The Bestiaries have been compact, well-organised and sorted. I don't see any problems with them. If extra pages would be needed to complete a monster's description, Paizo usually releases a booklet for that.
F. Wesley Schneider wrote:
SWEET! I'm so gonna peruse it to see which of my monster suggestions made it :) Seriously though, that's great news ^_^
Have a NPC merchant handing your PCs with adamantine swords, darkwood bows and mithral breastplates in 30 seconds when they visit his forge and want to buy equipment. That'll raise a few eyebrows. In that same vein, you could have a prisoner with Fabricate as an at-will spell-like ability, or with an item with that spell, who's confined to create weaponry for a tribe who also have prisoners mining rare materials for weapons and armors.
The black raven wrote:
I never thought of Saint Seiya when I got that idea actually. I know that it's based on the Zodiac, but I wasn't going for that at all ;) Dragon78 wrote: What about the Chinese Zodiac or Golarion's version of the Zodiac? There is stuff you could mine from that. Regardless of which version of the Zodiac they use I would still like creatures(or a template) based on them. The Chinese Zodiac does get overused these days... and Okami gets a pretty good representation of it. I was thinking about the traditional Zodiac because it often gets overlooked in fantasy settings... and D&D never used it. There was a custom Zodiac for D&D, but it was only presented in a Dragon issue and wasn't fully developped IMO. If Pathfinder uses the traditional Zodiac, pretty much everyone will recognize them on sight. Dragon78 wrote: Jici, so have you been playing final fantasy tactics lately? Nope, I watched Fairy Tail instead. This is where I got the idea of having Zodiac-themed humanoids.
Sincubus wrote: I don't know if all those zodiac signs have world-wide the same believes and similiar properties behind them? Cuz if they have they can have those properties in the monsters based on the zodiac, making them unique in some way. Huh... oh boy... hmmmm... That actually depends on the civilisation to which they are used. There's a LOT to work with.
Creating a Numerian War Machine
CR: Same as the base creature + 3 Type: The base creature gains the Robot subtype. Clockwork constructs lose their Clockwork subtype. Special Qualities and Defenses: The Robot subtype modifies the base creature as follow:
Vulnerable to Critical Hits: Whenever a robot takes extra damage from a critical hit, it must make a DC 15 Fortitude save to avoid being stunned for 1 round. If it makes a successful saving throw, it is staggered for 1 round. The robot remains immune to other sources of the stunned condition. Vulnerable to Electricity: Robots take 150% as much damage as normal from electricity attacks, unless they are immune to electricity via other special defenses. Special Abilities: A Numerian war machine has a number of Construction Points (CP) used to purchase abilities and defenses. A Fine construct has 1 CP, and constructs bigger than Fine gain 1 extra CP for each size category above Fine; a medium animated object has 5 CP. If a Numerian war machine spends more CP than its size category would allow, its CR increases by 1 (minimum of +1) for every 2 additional CP spent. Unless noted otherwise, these options can be taken multiple times. Force Field (Ex, 2 CP): A force field sheathes a machine in a thin layer of shimmering energy that grants a number of bonus hit points that varies according to the machine (typically 5 × the machine’s CR). All damage dealt to a machine with an active force field is reduced from these hit points first. As long as the force field is active, the machine is immune to critical hits. A force field has fast healing equal to the machine’s CR, but once its hit points are reduced to 0, the force field shuts down and does not reactivate for 24 hours. This can only be taken once. Integrated Weaponry (Ex, 1 CP): A machine that has one technological weapon (such as a laser rifle or chain gun) built into its body treats such weapons as natural attacks and not manufactured weapons attacks, and cannot make iterative attacks with these weapons. Integrated weaponry can still be targeted by effects that target manufactured weapons (such as magic weapon spells or sunder attempts), but as a general rule cannot be harvested for use outside of the machine’s body once the machine is destroyed. A machine is always proficient with its integrated weapons. Integrated ranged weapons do not provoke attacks of opportunity when fired in melee combat. The weapon has the same statistics as a firearm sized for the base creature, except that it never misfires, automatically reloads itself as a free action and never needs ammo. Taking this option also grants the following ability: Combined Arms (Ex) When taking a full attack action, a machine can attack with melee and ranged integrated weapons simultaneously. Laser Weapon (Ex, 2 CP): These weapons emit beams of intensely focused light waves that resolve as touch attacks and deal fire damage. A laser can pass through force fields and force effects like a wall of force without damaging that field to strike a foe beyond. Objects like glass or other transparent barriers do not provide cover from lasers (but unlike force barriers, glass still takes damage from a laser strike passing through it). Invisible creatures are immune to damage caused by a laser weapon. Fog, smoke, and other clouds provide cover in addition to concealment from laser attacks. A laser weapon has the same statistics as a firearm sized for the base creature, except that it deals double damage, deals fire damage, never misfires, automatically reloads itself as a free action and never needs ammo. Plasma Weapon (Ex, 2 CP): These weapons emit bursts of superheated, electrically charged gas known as plasma. A plasma weapon’s attacks resolve as touch attacks. Half the damage dealt by plasma is fire damage, and half is electricity damage. A laser weapon has the same statistics as a firearm sized for the base creature, except that it deals double damage, deals half fire damage and half electricity damage, never misfires, automatically reloads itself as a free action and never needs ammo. Lancing Blast (Ex, 2 CP): These upgrades laser or plasma weapons can fire a shot, as a standard action once every 3 rounds, as a 120-foot-long line. All creatures in this area take 1d6 points of damage per the base creature’s HD and a Reflex saves halves the damage. The save DC is Intelligence-based. The damage is either fire (laser) or half fire and half electricity (plasma). This option can only be taken if the machine has taken Laser Weapon and/or Plasma Weapon first, and it applies to only one weapon at the time of creation, thus a Numerian war machine with two laser weapons would need to take this option twice to apply Lancing Blast to both weapons. Additional Movement (Ex, 1 CP): Gains a new mode of movement (burrow, climb, fly [clumsy], or swim) at a speed equal to its base speed. This can be taken multiple times for a fly speed, increasing the maneuverability by one step, up to Perfect. This option can be taken to gain a ground speed equal to the base creature’s alternate base speed. Speed Boost (Ex, 1 CP): As a swift action up to 1 time per 2 HD per hour, a machine can double one of its speed for a duration of 1 minute. Faster (Ex, 1 CP): One of the machine's movement modes increases by +10 ft. Pilot Seat (Ex, 3 CP): A special seat with controls has been built into the machine, allowing a creature two sizes smaller than the base creature to get inside and control the machine. The machine retains its own abilities, physical scores, resistances, immunities and weaknesses, but gains the driver’s mental scores, skills and feats. Each time the machine is damage, one quarter of the damage received is also dealt to the driver, modified by its own resistances, immunities and weaknesses. The driver uses the machine’s defensive abilities and has total concealment if the machine is targeted. However, it is possible to target the driver directly using mind-affecting effects and such. It takes a full-action to get in and out of the machine. Unless the machine is willing, due to its Intelligent quality, the driver must make a Will saving throw to control the machine for one round. The DC is equal to twice the machine’s HD. Failing the save doesn’t allow the machine to be controlled, but the driver can still retry on the next round, or get out. If the machine is willing, the driver can let the machine control itself, thus gaining a safe spot to hide. This can only be taken once. Self-Repair (Ex, 2 CP): A machine possesses nanites (microscopic swarm of robots) to heal it of damage at the rate of a number of hit points per hour equal to its Hit Dice. Up to once per day, as a full-round action, it can heal any construct it touches of 1d6 points of damage per the base creature’s HD—if a machine uses this ability on itself, it automatically heals the maximum amount. This can only be taken once. Rockets (Ex, 2 CP): A machine can fire, as a standard action, a rocket to a range of 100 feet per 2 HD. A rocket explodes on impact in a 5-foot-radius burst per the machine’s size category, dealing 1d6 points of damage per 2 HD (half fire, half bludgeoning) to all creatures in the area. A Reflex save halves the damage. A machine carries a maximum of 1 rocket per 3 HD. Its core can replenish fired rockets at the rate of one per 12 hours, crafting new rockets from scrap metal and other collected components used in the construction process. The save DC is Intelligence-based. This can only be taken once. Superior Optics (Ex, 1 CP): A machine can see invisible creatures or objects as if they were visible. Built-in cable (Ex, 1 CP): A machine’s natural weapons can be used as reach weapon. Taking this option multiple times increases the reach by one step each time. Enhanced Construction (Ex, 1 CP): One of the machine’s physical scores increases by 2. Grab (Ex, 1 CP): The machine gains the grab special attack with one of its melee natural weapons. Taking this option applies only once per weapon. Abilities: Increase from the base creature as follows: Int 10 or as the base creature’s, which ever is higher. Skills: A Numerian war machine gains skills, as per the Intelligent quality. Feats: A Numerian war machine gains feats, as per the Intelligent quality. There we go. In short, if you have read the Inner Sea Bestiary, you know about robots. I'm looking to create a template so I can create my own robots using existing constructs. I'm looking for constructing comments, insights, suggestions and the whole shebang. DON'T COME HERE AND SAY "I DON'T LIKE ROBOTS, SO IT SUCKS!"; IF YOU JUST DON'T LIKE THE IDEA, DON'T COMMENT ON IT. If you think it's broken, please tell what is, why it is and how to fix it. I'm open for suggestions. Thanks in advance, and enjoy ^_^.
Sincubus wrote:
Well, there are like 1001 ways to represent the zodiac, that was just one of them :p I had in mind humanoid versions of them, but bestial versions are just as possible. We have a leonal, but we also have a hellcat. We have a few versions of the centaur, but there was also a demon centaur in 3.5. I don't think we are oversaturating the Bestiary if we have multiple monsters based on the same creature. How many creatures were based on a wolf, a dog, a horse, a snake, a cat, a shark? There's a bunch, but if they're all unique, who really cares if they have similarities? Lion-based creatures are gonna have crown-like manes and sharp fangs. I'd like to get 13 Zodiac monsters though, and the Astral Plane is the PERFECT place for them.
Stereofm wrote:
The regular 13-sign zodiac is made of "major" constellations, while the other constellations, like the Ursa Major and Canis Minor, are called "minor". Major = high-level
Here's another suggestion: How about a group of monsters based on the zodiac? Outsider (extraplanar, zodiac), originated from the Astral Plane, related to the constellation, I'd imagined them to be high-level monsters, since they would be on top of the hierarchy. Aries, the Ram
Taurus, the Bull
Gemini, the Twins
Cancer, the Crab
Leo, the Lion
Virgo, the Maiden
Libra, the Scales
Scorpio, the Scorpion
Sagittarius, the Archer
Capricorn, the Goat
Aquarius, the Water-Bearer
Pisces, the Fish
Ophiuchus, the Serpent-Bearer
Like I said these would be high-level monsters. Other zodiac monsters would be low-level, as many constalletions are called "minor".
It's true that you get petrified... you're screwed, even more if your statue gets crushed. However, I keep getting ideas that turning someone into stone can have its benefits: - Petrifying the entire party followed by curing them is a good way for DMs to either reset the campaign or to make major changes to the world. Petrifying the heroes only to restore them 20 years later can be used to alter many things. - Petrifying prisoners to make them easier to store into a prison. - Petrifying diseased or cursed victims to seal the effects until a cure is found. - Petrifying yourselves and have someone else get you inside a castle, as regular statues with a contingent stone to flesh spell that activates 1 hour after being petrified. - Flesh to Stone, then Stone to Mud = instant Kill The only way I just can't find how to use petrification is to use it to petrify more than one creature at once. For instance, I can't petrify a man holding his wife and have both turned into a single statue. Another example would be someone grappling a monster and sacrificing himself to stone him and the monster into statues at the same time. Anyway... how creative can you be with petrification?
298. Some children have been born with special powers, such as foresight and telekinesis. Many evil organizations would like to get their hands on them, not to mention that some of these children are prone to violent behavior. 299. A golem has been going on a rampage through a city and its creator is missing. What's unknown to everyone is that the creator is inside and fused with the golem. 300. Spells have started to take a life on their own... literally. Due to wild magic zones, some spells fizzle out and become sentient creatures.
see wrote: A single relatively weak monster of the dragon type (say, with a modified progression starting as a Large "wyrmling" about as strong as a horse and peaking in power as a Colossal "young adult") could both enable a dragonrider archetype and explain dragonhide armor. This I'd definitely get. A beast similar to Dragon Magic's drakkensteed would be nice. How hard can it be to make a low-CR large winged dragon with int 10 with a breath weapon which damage scales according to its HD?
AnnoyingOrange wrote:
Would have loved Polar Ray as a 6-th-level Magus spell though...
The Ill Way wrote:
Thanks for the pointer :)
The only thing they'll need to get over is the "fear" that people might not buy the book. If they clearly indicate that the NPC Codex 2 features material from The Advanced Player's Guide, Ultimate Magic, Ultimate Combat and possibly The Advanced Races' Guide, 3 things might happen.
You have 2 out of 3 chances to someone will buy a book called NPC Codex 2 if you indicates that the book will use stuff from other books. I'd like a new codex with NPCs for the new classes, new PrCs and new iconics, but that might never happen because Paizo seems to be "scared" of not pleasing the crowd, when they shouldn't be "scared". The Advanced Races' Guide made use of a bunch of stuff that wasn't found in the Player's Handbook. Did that hurt their sell numbers? "Oh? What's this about an Alchemist/Magus/Gunslinger? Hmmm... I'll purchase the corresponding book(s) to check it out." It's a win-win situation IMO. You sell a new book and you also sell other books in the process. Is it fair? Yes, especially if you advise buyers of what they might find in the book. P.S. @ Paizo Staff: No, I'm not calling you chickens or anything, but if what I explain is such a concern to you, then you do not need to worry about it.
Construct Armor (from Ultimate Magic) is an option that allows you to build a Construct that can fold itself into a breastplate for you to wear. Here are some major problems: * The construct has to be of your size... which is a problem since many constructs are Large or bigger, leaving not many choices for Small or Medium wearers. * Only the construct's creator can benefit from it... which is a problem because the majority of creators does not benefit from armor due to the lack of non-proficiency. * The construct armor offers protection similar to a breastplate... which is a problem because a +6 to AC is nothing for creators as their spells can do much better. One would expect the "breastplate" to bestow half the construct's Natural Armor bonus to the creator's AC as an Armor bonus instead of +6. * The construct armor doesn't grant its creator some of its resistances or even immunities. Construct Limb (also from Ultimate Magic) is an option that allows you to build a Construct that can fold itself into a gauntlet-like armor piece for you to wear. Here are some major problems: * The construct has to be Small or Tiny... which is a problem since many constructs are Large or bigger, leaving not many choices. * Only the construct's creator can benefit from it... which is a problem because the majority of creators does not benefit from shield due to the lack of non-proficiency. * The construct armor offers protection similar to a heavy shield... which is a problem because a +2 to AC is nothing for creators as their spells can do much better. One would expect the "heavy shield" to bestow 25% of the construct's Natural Armor bonus to the creator's AC as an Shield bonus instead of +2. * The construct limb doesn't grant its natural attack to the creator. One would expect the limb to grant one of its natural attacks, adjusted to the creator's size. So... what's the use for these features again? because I can't essentially buy as a fighter 2 Iron Golems with one granting me a +10 armor and the other granting me a +5 shield with a 2d8 slam. What's the point?
Gorbacz wrote:
The scizore is almost un-disarmable and counts also as a shield. The masterwork bonus to attack rolls counters the penalty to hit, and I'm pretty sure that any feat that allows you to keep a buckler's AC bonus while attacking with the same hand can apply to the scizore as well. Critical hits are rarer to get than maximum damage anyway, so might as well get the weapon that has the highest damage cap. My gripe is that martial one-handed weapons always cap at 1d8, while exotic one-handed weapons always cap at 1d10. The scizore looks like a cheap bastard sword when it's supposed to be an upgraded spiked gauntlet.
Ok, 1d10 points of damage for a martial weapon is questionable, because it's one die above the "standard" damage cap for the other one-handed martial weapons. I'm sorry, but losing the AC bonus when attacking, a -1 penalty to attack rolls and not being able to use your hand while using it doesn't counter the high damage cap. The AC bonus counters the fact to you lose it when attacking and the +10 bonus to CMD to resist being disarmed counters the attack roll penalty. Not having a free hand is neutral because... it applies to every weapon. So, was the damage errata'ed to 1d8?
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