"Hey, we're holding a contest! Please submit your best creations as we are looking for the most creative PC race, aberration, outsider, dragon, ooze, undead, magical beast or construct! The winner will have his or her own creation drawn by [this artist] and published in our upcoming Bestiary or Adventure Path!"
Y'know these kinds of contest.
1) Is it something that Paizo could do?
2) Does it sound like a good idea ^_^ ?
I don't know, you guys at Paizo could hold an annual contest or something.
Ultimate Magic, Spellcasting Class Options, Sorcerer, Marid bloodline:
"Water's Fury (Su): At 9th level, you gain the ability to summon a rushing jet of water from the elemental plane of water and direct it against your foes. As a standard action, you can create a jet of water in a 60-foot line that deals 1d6 points of damage per two sorcerer levels you possess, and blinds the target that was struck for 1d6 rounds. A Reflex save (DC 10 + 1/2 your sorcerer level + your Charisma bonus) reduces the damage by half and negates the blinding effect."
Huh... am I to understand that this ability is usable at will on purpose, or is it just that someone forgot to add a daily limit like any other 9th-level bloodline power?
I feel like having a sorcerer or someone with Improved/Greater Eldritch Heritage who's able to blast targets with a water cannon every round sounds... abusive.
Does the oak tree has to remain rooted and alive for the dryad to live?
- Awaken is cast on the tree... what happen to the dryad since the tree is now a creature instead of a non-animated plant?
- Tree gets cut down made into various objects. In Eberron, back in 3.5, a dryad could keep on living if she was near or own part of her tree made into an object, but does that work in Pathfinder?
Munthrekdarastrix, or Dragonfolk
Dragonfolks, or Munthrekdarastrixes in Draconic, meaning "humanoid dragons", are the descendants of dragons and humans. However, their origin is shrouded in mystery. Some scholars say that dragonfolks are descendants of half-dragons which have lost some of their powers over the generations, some say that they are descendants of humanoids with strong Draconic blood, while some others speculate that dragonfolks are actually humans that have been experimented upon by dragons to create a hybrid and that has bred through. Nevertheless, dragonfolks embody the might of their draconic ancestors with pride, without feeling ashamed of and are often prone to defending their ancestry if mocked or questioned. They simply will not tolerate to be insulted or even shunted due to being related to dragons. Then again, since there is a dragonfolk specie for each breed of true dragon, this behavior can vary from one member to another. A golden dragonfolk might try to explain his heritage with calm and civility, while a red dragonfolk might simply fly into a frenzy to get his point across.
Physical Description: Dragonfolks can be described in a simply manner: a human-sized bipedal true dragon. It possesses the same head, scales, scale color, wings, tails and legs as their dragon ancestry. Their entire bodies are covered in scales, like a true dragon is. Their hands are more human-shaped to allow standard manipulation, but their legs are double-jointed, like the rear legs of a true dragon. Their tail is around 4 feet in length on average, and some dragonfolks train to use it as a natural weapon. The same can be said about their claws and wings. Like true dragons, a dragonfolk's mouth is fanged, thus bearing a rather intimidating smile and a dangerous bite. Some dragonfolks also develop a gland, near the heart and lungs, called a draconis fundamentum, which allows the use of a breath weapon, although only the toughest and hardiest of the species can achieve such a growth.
Male dragonfolks stand around 6 feet tall on average, while females stand 3 or 4 inches shorter. There is a slight sexual dimorphism, as female dragonfolks possess pronounced busts and hips and slender waists, almost to an hourglass shape. Dragonfolks are also oviparous like dragons and other reptiles.
Society: Dragonfolk often, if not always, adopt a tribal structure, with the strongest member of the tribe leading the tribe, be male or female. Leaders are decided by voting, ritual or fighting, depending on the dragonfolks' ancestral nature. Dragonfolks can adopt multiple lifestyles depending on the tribe's location and motives. They do have a knack for gemstone and treasure identification, leading to an expertise. Dragonfolks also train their best members as fighters, clerics and sorcerers for the survival of the tribe. In the end, they can fill any role of a tribal society just like humans would. While single dragonfolks have no problem settling in an urban environment, tribes tend to stay away to avoid direct confrontation and allow a more free expansion of their territory. However, many tribes are fiercely territorial, a trait granted by their ancestors due to their will to protect their lairs against intruders.
Relations: Dragonfolks' relationships entirely depend on the tribe's chosen place for settlement and the tribe's nature. While a brass dragonfolk will try to be friendly with the locals, a blue dragonfolk will often try to impose his rule. As such, they either get along very well with the neighboring races or just become their worst nightmare. Their attitude about their ancestry can also bring awe or woe to whoever they meet.
Alignment and Religion: Dragonfolks usually share the same alignment as their true dragon ancestors. However, exceptions do exist, especially from exiled or rogue dragonfolks who can have a change of heart depending on how it was raised in the tribe. Dragonfolks favor the Dragon Gods, such as Apsu and Dahak. Good-aligned dragonfolks have nurtured a deep hatred for Dahak, while evil-aligned dragonfolks have instead nurtured a grudging respect for Apsu. Some cults, although rare, are said to worship Tiamat. Some dragonfolk tribes also worship other non-racial Gods depending on their ancestral nature.
Adventurers: Dragonfolks adventurers are uncommon, but not unheard of. Some leave the tribe to pursue personal goals out of curiosity, some serve as diplomatic emissaries and some get exiled as punishment. While dragonfolks don't force any of their members to stay within the tribe, they do teach the importance of unity. However, many tribes do not harbor guilt or despair if one of their own decides to leave. Many dragonfolks take on a martial class or an arcane spellcasting class. Divine dragonfolk characters are rare, but still a path option of choice for some.
Dragonfolk Racial Traits
+2 Strength, +2 Charisma – 2 RP: Dragonfolks share their ancestors' physique and presence.
Humanoid (Dragonfolk, Reptilian) – 0 RP: Dragonfolks are Humanoids with both the Dragonfolk and Reptilian subtypes.
Medium – 0 RP: Dragonfolks are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed – 0 RP: Dragonfolks have a base speed of 30 feet.
Draconic Ancestry – 1 RP: Dragonfolks descent from a specific breed of true dragons, such as blue or silver. This is chosen at character selection and cannot be changed afterward by standard means. This also affects some of the racial feats below. Dragonfolks also count as creatures of the Dragon type for the purpose of spells, items and other effects that would target dragons, including a ranger's favored enemy bonus.
Darkvision 60 Feet – 2 RP: Dragonfolks can see in the dark up to 60 feet.
Low-Light Vision – 1 RP: Dragonfolks can see twice as far as a race with normal vision in conditions of dim light.
Bite – 2 RP: Dragonfolks have a bite attack, dealing 1d4 points of damage, as a primary attack, or a secondary attack if it is wielding manufactured weapons.
Natural Armor – 3 RP: Dragonfolks gain a +2 natural armor bonus to their Armor Class.
Arcane Focus – 1 RP: Dragonfolks gain a +2 racial bonus on concentration checks made to cast arcane spells defensively.
Eye of the Hoard – 1 RP: Dragonfolks gain a +2 bonus on Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Gliding Wings – 3 RP: Dragonfolks take no damage from falling (as if subject to a constant nonmagical feather fall spell). While in midair, dragonfolks can move up to 5 feet in any horizontal direction for every 1 foot they fall, at a speed of 60 feet per round. Dragonfolks cannot gain height with these wings alone; it merely coasts in other directions as it falls. If subjected to a strong wind or any other effect that causes a creature with gliding wings to rise, it can take advantage of the updraft to increase the distance it can glide.
Languages – 0 RP: Dragonfolks begin play speaking Common and Draconic. Dragonfolks with high Intelligence scores can choose from the following languages: Auran, Aquan, Giant, Ignan, Sylvan, Terran and Undercommon.
Total: 16 RP
Dragonfolk Racial Feats
Breath of the Wyrm
Wings of the Wyrm
Any review or critic would be appreciated.
How does to the creating process work?
Pretty sure you guy sit down and brainstorm about it, but what about the rest after that?
- Do you make commission artworks first, do you commission stats first, do you commission both?
- Once either is done, is it then you start organizing the book's fomat to follow your homemade guidelines?
The reason I'm asking is actually quite simple: for many monster groups, such as angels, demons and devils, you often either write down a small block of text often explaining major figures of the species or drop hints on other species that end up not being published in the Bestiary they are introduced in.
Are these "missing" species or figures ready to be added in later books with stats and artworks, were they just dropped when the format was finalized?
I don't know, that is something that kinda hit recently. A lot of builds I've seen emphasized on mobility and light encumbrance. When you think about it, it makes sense, since as an adventurer/explorer, you need to travel light so you don't get too heavy-loaded and/or in narrow passageways.
This what I'd like to ask: is heavy armor becoming outdated?
I'd love to play a Human Fighter with a Full Plate, Tower Shield, Bastard Sword and basically say "Come at me, bro!"... but in the end, I sink like a stone, I ring my arrival when sneaking, I plug corridors... it's just not practical...
So yeah, is heavy equipment such as a Full Plate becoming more of a novelty than an actual character specialty? While it's true that you never know how your DM is gonna map the world; you might never enter a single cave either. But still...
Ok, I'm pretty sure that a lot of DMs have trouble making a good villain, because theirs come out as cliched, too "saturday-morning-cartoon", too underdevelopped and finally too obscure, like it often feels like a one-shot boss.
Wizards of the Coast released a few books that dealt with rather evil ideas, such the Book of Vile Darkness, Exemplar or Evils and Elder Evils. I'd like to know Paizo could make such a book. It could get the following features:
- How to make a villain out of each class
- How to make a villain out of each race
- How to make a villainous organization
- How to make an evil act believable
- How to make a villain big
- How to make a villain believable
I think this subject could be interesting to elaborate, don't you think?
Simple enough, if you ever created a weapon or armor, please post it here for people to use and review.
I have 3 weapons to show you.
This +2 flaming burst blunderbuss is stylized to resemble a fire-breathing creature, such as a red dragon, hell hound or thrasfyr, with the head and gaping mouth at the end of the barrel. This blunderbuss never needs to be reloaded. After one shot is fired, a bullet and powder magically appear in the chamber. This ammunition never suffers a misfire. Furthermore, once per round, as a swift action, it can load a dragon's breath alchemical cartridge. Finally, three times per day, it can unleash a 30-foot cone of fire, dealing 12d6 points of fire damage; a DC 16 Reflex Save halves the damage.
The first Blunderburn is rumored to have been created by a gunslinger who is said to have been victim to an insanity spell, making the poor person see the world as a fantasy colorful plane with rainbows and flowers without realizing that each action has dire consequences and outcomes in the real world. Furthermore, no one knows for sure is that gunslinger was a male or a female, as it has been described as a person who wears a thick hydration suit*, mostly made to endure intense heat in the desert.
*That is an outfit described in 3.5 Sandstorm book.
Construction Requirements: Craft Magic Arms and Armor, Minor Creation, Reloading Hands, Dragon’s Breath and Fireball, Flame Blade or Flame Strike.
ARCANE CANNON ARM
This +1 gauntlet seems a little bulky and rather stiff, yet it doesn’t affect your regular manual dexterity. Three times per day, as a full-round action, for 13 rounds per activation, you can transform the gauntlet into a small-sized cannon that envelops your hand and forearm. You do not lose any enchantment from rings and bracers, as you still can feel your hand, only it is in a clenched fist inside of a barrel. However, your hand spreads and stiffens upon activation before clenching, thus dropping any item you were currently holding. Your hand becomes unusable when the gauntlet is transformed.
The cannon behaves like the arcane cannon spell, including damage, critical modifier, range increment and the use of the cannon’s conductive ability. However, the cannon uses your own regular base ranged attack bonus instead of the spell’s and the cannon can be reloaded as a swift action. You can return the cannon to its gauntlet form at any moment, but it will count as a used activation, regardless of the number of rounds used. Finally, any enhancement you add to the gauntlet will be bestowed to the cannon, if applicable to ranged weapons, and you can slam with the cannon’s barrel as a +1 heavy mace, once again with any enhancement the gauntlet may have.
The first arcane cannon arm is rumored to have been constructed by an android magus with blond hair, a red-colored armor and also wielding a fabled sword of inner fire, who had a vendetta against his creator for killing an android female who he had fallen in love with.
Construction Requirements: Craft Magic Arms and Armor, Reloading Hands, Arcane Cannon
BLADE OF THE YUKI-ONNA
This +2 icy burst katana is cool to the touch and seems to be rimed with frost. It comes with a long azure sheath that also feels cold.
The Blade of the Yuki-Onna reveals its full potential once unsheathed. Once per encounter, unsheathing the blade unleashes a line of ice, as per the cold ice strike spell. The wielder can also cast upon a successful melee attack, at a standard action, the effect of the unshakable chill spell three times per day or the icy prison spell once per day. Finally, the wielder can conjure either a wall of ice or 9 sharp icicles, as per the holy ice spell or the unholy ice spell (determined at the time of creation).
It is rumored that the blade was given to a young boy who grew a hatred for his older brother, now a dhampir, after he claimed that his sibling killed their younger sister.
Construction Requirements: Craft Magic Arms and Armor, Cold Ice Strike, Unshakable Chill, Icy Prison, Holy Ice or Unholy Ice and Chill Metal or Ice Storm.
Note: I'll give a cookie to whoever can tell the reference for each weapon ^_^. Also, I got inspired for each item, but you can post any weapon or armor you once came up with.
"The spell’s bonuses to ability scores increase by 2, the natural armor bonus increases by 1, and the breath weapon damage increases to 10d6."
Normally, Form I has a 6d8 breath, Form II has a 8d8 breath and Form III has a 12d8 breath. Here's my problem: by a strict reading of the Mystic version, all breath weapons become 10d6... and that means that Form II and Form III get a weaker breath weapon. It says "increases", but it sounds more like "changes".
I would have seen understood this mystic upgrade if the breath weapon damage would have been doubled instead of being changed. I mean, for a 6th, 7th and 8th Mystic spells, 12d8, 16d8 and 24d8 all sound like more appropriate damage charts.
So... does the Mystic breath weapon damage actually change to the said amount... or is it actually a error?
You know how magic bows, crossbows, slings and firearms can bestow their enhancements to their ammunitions? Yeah, I'm looking for an item, probably a gauntlet or glove, that will do the same thing for thrown weapons.
Let's say I have a +1 flaming gauntlet and I throw a javelin with it, the javelin doesn't normally get the flaming property. I'm looking for something that would do that.
The Giant Mantis has a little nod to a Colossal version, called the Deadly Mantis: "Known by various names, such as the drake-eating mantis, the treebender mantis, or simply the deadly mantis, these immense behemoths average more than 60 feet in height and have a terrifying habit of destroying entire villages or towns in order to satiate their ravenous appetites. A deadly mantis is a giant mantis advanced to Colossal size, 16 Hit Dice, and CR 14."
However, the Inner Sea Bestiary also has the Deadly Mantis, a Colossal vermin... but the stats are radically different.
Different as in:
If making scorpions, centipedes and spiders were simply about adjusting the size like in other bestiaries, why does the Deadly Mantis has a totally different stat block that doesn't seem to follow regular advancement rules?
Can an Intelligent Holy Avenger level up as a paladin?
Can an Intelligent Blessed Book level up as a wizard?
Can an Intelligent Dagger of Venom level up as a rogue and then as an assassin?
Can an Intelligent Beaststrike Club level up as a druid?
Can an Intelligent Staff of Power level as a sorcerer?
Can Intelligent Pipes of Sounding level up as a bard?
Can an Intelligent Marble Elephant Figurine of Wondrous Power level up as a barbarian?
Last time I've checked, you only need to be intelligent enough to level up in a class, like having Int 3. If an Intelligent Magic Item has a sufficiently high enough Intelligent score, could it level up? If it gets the flying ability, could it travel around the world, or even serve as an antagonist, passing as a possessed weapon or possessing wielders with Ego checks?
Could I get an Intelligent Dagger of Venom with rogue and assassin levels flying around at night, killing targets, or have it possess average joes with Ego checks to cover its scheme?
- Is it possible to craft a wand with any caster level you wish?
Sounds really gratuitous for a wand that can deal the equivalent of 15d6 points of electricity damage a round.
I once posted something about that, but after reading and re-reading both the comments and the description... I still don't get it, so I'm asking again for some clarification.
Taken from Blood of Angels, about a new curse for oracles:
Emphasis mine, this is where I'm a bit confused about some details:
2) If so, does it apply to unarmed strikes not using the hands?: The penalty seems to be applied only to the hands, not anywhere else. So technically again, I could kick you without any penalty, because I'm not even using my hands to attack.
My main issue is that according to a "strict" reading, not only I take the penalty for punching you, but I also take the penalty for kicking or headbutting you.
That... doesn't... make... sense...
Care to help me with this? Thanks in advance.
1) Can outsiders with the Native subtype be called by these spells?
If I may use an example: can a sorcerer summon a Half-Fiend Adult Red Dragon (questions 1 and 2, as a half-fiend is an Outsider (native)) which in turn uses its Summon Monster IX 1/day SLA to summon a group of Vrocks (causing a heap of pain for the PCs with their Dance of Ruin; question 3)?
The Half-Celestial, Half-Dragon and Half-Fiend templates all state that "Unless the base creature flies better, the half-celestial/fiend flies at twice the base creature's land speed (good)." or "Unless the base creature has a better fly speed, the half-dragon can fly at twice the creature's base land speed (average maneuverability)."
I'm confused about the definition of "better".
Say I apply the Half-Fiend Template to an Adult Red Dragon. The base creature has a fly speed of 200 ft. (poor). What do they mean by "better"? Better speed, better maneuvrability or both?
For my example given above, does my resulting half-fiend adult red dragon gets a fly speed of 200 ft. (good) (since "poor" is not better than "good") or does its fly speed remain unchanged (because "better" would mean "faster") ?
*Sees Animal Archive*
*Sees Ultimate Campaign*
These are the only times he screwed, but there might be more. The other iconics don't get that much into trouble... so why Damiel in particular? Is he ditzy, careless, inexperienced?
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 ^_^.
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?
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?
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?
The monk's unarmed strike can strike up to 2d10 points of damage by level 20, can be made bludgeoning, piercing or slashing with certain feats and can be enhanced via various magic items. Aside from reach, which can be made using Lunge, DR bypassing with silver or cold iron, which I'm pretty sure that a spell or effect can be done for that, ranged attacks, which some feats and spells can help, and damaging damage such as a fire elemental... there's really no reason for a monk to use a manufactured weapon.
No weapon that deals above 1d10 can be used with Flurry of Blows. Only 4 Monk archetypes rely on weapons:
Unless I homerule that the Weapon Master gets Ki Weapons similar to Ki Arrows instead of Purity of Body, I don't see a reason to use a manufactured weapon... at all...
(I don't know if it's the right place, but feel free to move that topic to the right section if need be.)
Did Paizo ever think of making a Pathfinder video game? That would be a nice thing to see. Just imagine something similar to Dungeons & Dragons: Shadow over Mystara, that would be nice and a great throwback to the arcades.
*Bear with me, no name and race has been "revealed" for the new classes.
(You probably have guessed that one stage per Adventure Path would be ideal.)
Ok, it's a big wishlist, but a Pathfinder video game would be nice to see :)
Let's say my players learn that an enemy force, a huge one, is marching toward an important city. It's one thing to have the PCs run toward the city, warn the guards about it and have them prepare the siege weapons and defenses... but what about the army? What can a DM, like myself, do to run a siege properly?
Sure, once per X rounds, the enemy's siege weapons fire at the walls and deal damage as usual, but what about the units? Let's say they breach the walls or the main gate and start invading the city? What's the best way to deal with battles without having the PCs single-handedly blocking the invasion?
I see this: "The [ghost touch] weapon can be picked up and moved by an incorporeal creature at any time. A manifesting ghost can wield the weapon against corporeal foes." then I see this: "It [the incorporeal creature] has no Strength score, so its Dexterity modifier applies to its melee attacks, ranged attacks, and CMB.". If a ghost picks up a ghost touch weapon, what score does it use in place of its non-existant Strength? Its Dexterity? Its Charisma?
LGBT character ever presented in Pathfinder?
Here's the thing: Esmerelda Darkshadow is one of the Eldritch Knights presented in the NPC Codex. According to her bio, Esmerelda is a female elven knight who seems to be cursed with pain and misfortune, as an oracle predicted that every person she loved will be met with doom. That prophecy occured when Esmerelda's wife-to-be got killed by orcs.
(Why she doesn't seek to resurrect her is beyond me, but whatever... Her girlfriend got killed, not died of old age)
So yeah, touchy subject, but still curious about if it's true...
BTW, I'm aware that this has been done before: in Eberron, as well as in the Races of Eberron book, the changelings (Doppelganger-descended humanoids) had a lifestyle that could have multiple lovers of either gender. However, that was in 3.5, not Pathfinder.
*cracks open Monster Manual 1 (3.5)*
*opens Bestiary 1 (PF)* (I got the legal PDF file :P )
So... where are they? I know that I can calculated manually, but I question why they weren't printed alongside the mount's statblock.
Improved Balance (Ex): At 11th level, the attack penalties for fighting with two weapons are reduced by –1 for a two-weapon warrior. Alternatively, he may use a one-handed weapon in his off-hand, treating it as if it were a light weapon with the normal light weapon penalties. This ability replaces armor training 3.
Perfect Balance (Ex): At 15th level, the penalties for fighting with two weapons are reduced by an additional –1 for a two-weapon warrior. This benefit stacks with improved balance. If he is using a one-handed weapon in his off hand, treating it as a light weapon, he uses the normal light weapon penalties. This ability replaces armor training 4.
Emphasis mine. Improved Balance now lets me wields 2 one-handed weapons as I would with a one-handed weapon and a light weapon... but am I to understand that I get the exact same bonus with Perfect Balance? I'm having trouble with this, because it feels like I should be able to use 2 one-handed weapons at no penalty at all, but it's so confusing.
Do I get the -1 reduction to attack rolls, regardless of the weapons I use? Do I literally ignore that ability if I'm using 2 one-handed weapons?
Let's say I'm playing a 15th-level Dwarven Fighter with a battleaxe and a warhammer, do I even benefit from those abilities?
Which skill(s) do you think is/are underwhelming, underdevelopped... or downright useless?
I might get hated for that, but I seriously think that both Craft and Profession are underwhelming, underdevelopped... and downright useless.
Why? Crafting is LOOOOOOONG, for nothing. A longsword should take 1 day to forge, no more. Due to the time it takes to make, you'd be better off buying the item you item instead of crafting them. Furthermore, the skill lacks elements that would make items better. I remember in a Dragon issue (358, I think), there was an article about adding non-magical enhancements to items with expert crafting skills.
Why? Profession... is useless, it has no use. Which adventurer is gonna stop adventuring to work? Furthermore, aside from questions about the profession you're doing, there's no skill check nor related bonus to these. (Brewer) doesn't give you a bonus to identify a faulty drink or even in Alchemy; (Baker) and (Cook) don't have you prepare specific meals that grants temporary bonuses, and I actually expected to get a list of 10, 15 or even 20 meals that would use these skills; (Gardener) and (Herbalist) don't give you bonuses to identify plants and deal with plant creatures; (Librarian) doesn't give you bonuses to Gather Information and Search releated to books; (Merchant) doesn't give you bonuses to check item values; (Miner) doesn't give you bonuses to identify mineral structures; and so forth... Profession is just not used efficiently enough to be even considered when selecting your skills.
I said my opinion, what about yours?
Battle staff (Two-handed martial weapon)
Cost: 15 gp
A battle staff is a 5-foot long sturdy wooden pole with a 1-foot long cast-iron piece in the middle, a large metal knob at one end, which is something custom-forged to the wielder's liking, and a slender piece of metal, similar to the center piece, at the other hand. The battle staff is treated as a quarterstaff for the purpose of feats and such abilities, and is treated as a metallic weapon for the purpose of special materials and similar enhancements.
Cost: 45 gp
A dire staff is a more dangerous version of the battle staff, with the metal pieces being reinforced and something studded to deliver more precise strikes. The dire staff is treated as a quarterstaff for the purpose of feats and such abilities, and is treated as a metallic weapon for the purpose of special materials and similar enhancements.
Ok, listen up, I'm just sick of that the simple quarterstaff doesn't have better variations ever since new weapons have been introduced. Swords, axes, hammers, flails, spears, picks and bows all got better versions, whetehr be stronger martial variations, stronger exotic variations or even both. Staves always got the short end [of the stick] with barely, if not a single more powerful version. Yes, there's a Bo Staff, but it's an exotic quarterstaff with the blocking ability added. You don't hit harder as you would when going from a longsword to a bastard sword or from a battleaxe to a waraxe.
So I propose to you, a martial and an exotic version of the simple quarterstaff. I also bring back a concept that the 3.5 added: weapon equivalencies, meaning that one feat or ability can work for multiple weapons. The only thing I've upgraded each time was the damage die for only one end. What do you think?
"An awakened tree has characteristics as if it were an animated object, except that it gains the plant type and its Intelligence, Wisdom, and Charisma scores are each 3d6. An awakened plant gains the ability to move its limbs, roots, vines, creepers, and so forth, and it has senses similar to a human's."
The tree is a Plant-type creature, not a Construct-type one, so technically, it should have a Constitution score since it's a living creature... but the spell seems to have missed that part.
So what do I do? Do awakened trees have Constitution scores?
Both lists are outdated and are lacking a bunch of monsters from Bestiaries 2 and 3.
Their excuse to not overwhelmed the GM and players with many monsters is bogus now. Why? Because of this. Yeah, this site, from Paizo themselves, has everything you need, including monsters that could added to the Summon lists.
Don't have the book with the new monster in question? A few clicks and you have it.
Seriously, with people using the Summoner class more, it would be more than fitting to update the list of monsters they can call.
Ok, idea is simple: I want to make the Gestalt rule (leveling up in to diferent simultaneously) into a template so it can be used in non-Gestalt games.
The template isn't that complex, as you would level up in 2 classes at the same time. The problem is how to balance it with non-Gestalt characters.
My first thought is to impose a CR adjustment... but I'm a bit at odds on how. Here's my first shot:
What do you guys think?
Ok, here's the rundown:
However, I'd like the tournament to be more than just fights after fights, because, you know, I'd like to vary a bit.
For fights, I have a few ideas:
Number of oponents
Type of fights
For non-fight events, I have a few ideas too:
Yeah, this is where I'm jammed. Could you guys help me come up with more events or more kinds of fights for this tournament? I'm sure you guys have more ideas than I do :P.
Monk of the Empty Hand
Zen Archer (for a similar ability)
Can someone please explain to me why the Weapon Adept, a Monk archetype focused on using Monk weapons other than the unarmed strike, doesn't such an ability? I mean, that would be a logical addition since like the Empty Hand and the Zen Archer, the Monk is using weapons other than his fists.
Was there a balance issue in the playtest? Was that neglected? Was it intended to begin with? Why? Of course, I can always house-rule that the Weapon Adept can replace Purity of Body by Ki Weapons, modeled after Ki Arrows, not the one for the Empty Hand with the magical enhancements and stuff... but I'm curious to know why that was omitted considering how obvious that ability would be fitting for the Weapon Adept.
Simple enough, how about a topic in which DMs present their players to others? You don't have to go with levels and all of the details, just tell with what kind of party you're dealing with. I'll start:
1) a female elven bard, with an archetype based on dancing.
2) a male squole (Alluria Publishing) binder (conversion I've found here)
3) a male elven alchemist... who probably discovered the most deadly combinations ever with spells, bombs and discoveries.
4) a male canine animus (Alluria Publishing) sorcerer, with an archetype based on the Battle Sorcerer.
5) a male obitu (Alluria Publishing) cleric/wizard/dread necromancer, with a Pathfinder adapted version from the Libris Mortis.
6) a male obitu (Alluria Publishing) sorcerer/dragon disciple.
I stated mine, what about yours?