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Temperans wrote:

I just remembered this; you could do something similar to Ghoran Spelleater.

Ghoran Spelleater lets them cast dispel magic 1/day as a spell-like ability. You could do the same but only vs a target damaged by new race's bite attack. The limitation of it affecting only 1 creature and only when they take damage might justify allowing its use more than 1/day by default.

Damage and actively bleeding hmmmm I like that. Using 1/2 hd plus con or cha mod as the modifier to add to dispel. I like it


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Andostre wrote:
Mark Hoover 330 wrote:
When I say strict RAW, I mean every rule as written in the Core book. Like, you have to watch your carrying capacity and count your ammo
It wasn't until a few years ago that I learned that some people actually track their coin weight.

In my game I get around this my having magically protected banks in in major cities. Gold is “insured” OOC I tell my players logically coins do need weight so this is just way to not travel with everything and its protected. No player at my table has tried to take advantage of it and oddly enough no one has played a rogue to attempt a theft.


I did see them and heavily considered it.

Vs. quoting I agree the exhaustion is too good and I didn’t even think about drainage of a spell cast on a non caster. The idea in head was predictors of arcane magic (nature and divine wouldn’t apply).


So as both a GM and opening up to my players I wanted to build something akin to a mix of Blood Elves from Wow and Psi Stalkers from RiFTs

Basically a magic energy vampire that isn’t undead. The closest thing I found was the drain magic Su ability which needs to be toned down of gives to a player race.

“Magic Drain (Su) The bite of a nightwing drains magical power and energy. When a nightwing bites a foe, the victim must make a DC 23 Will save or one spell effect currently affecting him immediately ends—determine which spell is drained randomly if the target is under the effects of more than one spell. The nightwing heals damage equal to twice the level of the spell drained—hit points in excess of its maximum are instead gained as temporary hit points that last for 1 hour. If a nightwing attempts to sunder a magic item with its bite, its magic-draining bite renders the item nonmagical for 1d4 rounds (if the item is a permanent magic item), drains 1d8 charges (if the item has charges), or renders it permanently nonmagical (if the item is a one-use item). The item (or its wielder, if the item is attended) can resist this effect with a DC 23 Will save. Damage dealt to an item is applied after the effects of magic drain are applied. The save DC is Charisma-based.”

Now to crop it and tone it down: So instead of a bite, I was going to do the intended target must be actively bleeding and touched to utilize this ability on a living target. Magic items can be used as MREs for substances but taste foul. Can be used (undecided) a day, after feeding both attacker gains the fatigued condition and victim gains exhausted.

As far as nutritional requirements mechanical wise I’m thinking the race as a point pool = level + Con Mod/ 4. Each day the point pool drops automatically. Points are absorbed by 1 x spell level. So each charge absorbed from say a fireball wand is 3 points, where as a 0 level spell gives no nutrition, it can be consumed much like eating a zero calorie snack to stop points going down. I also want to incorporate a magical addiction so if a point counter reaches below zero, the player becomes reckless attacking any arcane caster or monster/races with spell like abilities. If they killed an intended target, the points absorbed is double.

The save will be 10+spell level + casting modifier so trying to devour a mage armor would require a 15 save vs. 23 giving the defender an easier time.

These are all rough ideas and most sounding them off here to balance. My concerns is How many times a day do I want to allow feeding? One seems too low and I don’t want to give a free exhaustion (if they fail to save)at will either so maybe 3 times a day? Or keep it at will, downgrade exhaustion to fatigue for victim


If a player rolls a 42 on a percentage roll; they not only succeed but succeed in such a way they get bonuses awesome act.


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I didn’t have a goal in mind for when I do, but I do like that.


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So I want to run a low magic game. No technology just pure medieval high fantasy setting. Things like +1-+5 will be flat bonus for superior craftsmanship which is an easy reskin.

Races and Monsters will be the same only I won’t introduce ones with crazy spell like abilities (minor ones I’ll reskin as supernatural abilities).

The issue I am having is having is when I introduce magic what way do I go about it:

Let the players pick any class from Core or APG

Option 1) Advise the players that yes you can pick say Cleric but until Magic is introduced, you will not have access to any spells or abilities that are magic in nature. This leads to the issue of do I not level my party at all till I introduce it so a character doesn’t go from no magic to say level 3 spells over night. Or level like normal with the understanding that gou will catch up in power and don’t make dumb calls.

Option 2) Have only Martial characters available at first but allow cross classing or re classing

This also brings up healing without magic. I know the heal skill can do wonders but I don’t want to have game stop cause “oh we are waiting 8 hours to heal again”


Nevermind the fleas that land on a plague zombie cat… plague zombie flea swarms


Diego Rossi wrote:
McDaygo wrote:
SheepishEidolon wrote:
Mark Hoover 330 wrote:
I highlighted that second part though about the character's ability to cast spells with a CL of 11 or greater b/c I'm pretty sure that's saying it is a prereq for becoming a lich, not for making the phylactery.
The point is moot anyway, since there is an official way to become a lich without a CL: The Eternal Apothesis ritual.
Thank you for this; I was looking for ways for my NPC crazy cat lady necromancer to have a pet lich cat.

McDaygo, you are mad! Turning a cat into a lich!?

It will lose all of its fur! Half of the fun of petting it will disappear!

And everyone knows that if you really need to turn a cat into an undead, it should become a mummy!

House cat that can paralyze with a purring rub lol


Mysterious Stranger wrote:

Minor Magic would not work because it is a spell like ability not a spell. Alchemist with the spell Knowledge discovery on the other hand seems like it would work.

Even if a non-caster could become a lich why would they? The template really does not really give other than the standard abilities all undead get.

A lich gets Darkvision of 60 ft, +5 Natural AC or the base creatures Natural AC, channel Resistance +4, DR Bludgeoning and Magic, Immunity to cold and electricity, rejuvenation, paralyzing touch that deals negative, fear aura, +2 to all mental stats, and +8 to perception sense motive and stealth is all they get.

Vampires get Darkvision of 60 ft, +6 Natural Armor bonus, Channel Resistance +4, DR 10 Magic and silver, 10 cold and electricity resistance, fast healing 5, slam attack dealing 2 negative levels, blood drain, Children of the night, Create spawn, dominate, change shape, gaseous form, spider climb, STR +6, DEX +4, INT +2 WIS +2 CHA +4, +8 to bluff, perceptions sense motive, and stealth, Alertness, combat reflexes, dodge, improved initiative, lightning reflexes, and toughness.

Slap on the lich template onto an 11-level commoner with 10 across the board for stats and you end up with a really weak creature. Give the same commoner the vampire template and they are a lot tougher. They have about 33% more HP, better saves especially reflex saves, significantly better AC, their initiative bonus is a lot higher, they have a lot better chance to hit, they have more abilities, and their abilities are a little harder to resist. What makes a lich dangerous is not being a lich it is being a powerful spell caster in addition to being a lich. Without spells to protect their phylactery they are a lot more vulnerable than a spell casting lich.

Its not the bonuses or spells that make lich more dangerous in my opinion. Its the fact you have to destroy their anchor and like I said a clever enough lich can have true immortality.

I’ve had an NPC one keep it in the equivalent of Marianas Trench as a first line defense, then when you get to the box it’s actually a different dimensional space where you have to be tiny to even fit, there is where the lichs actual domain is and where he builds his wealth of magic items.

Vampires on the other hand while they make things significantly tougher, have many crippling weakness.


I honestly think the Lich is the superior option of undead. Fewer weaknesses, if clever enough with phylactery true immortality, better abilities in general.


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SheepishEidolon wrote:
Mark Hoover 330 wrote:
I highlighted that second part though about the character's ability to cast spells with a CL of 11 or greater b/c I'm pretty sure that's saying it is a prereq for becoming a lich, not for making the phylactery.
The point is moot anyway, since there is an official way to become a lich without a CL: The Eternal Apothesis ritual.

Thank you for this; I was looking for ways for my NPC crazy cat lady necromancer to have a pet lich cat.


The answer is graveknight


I made the build I posted only it was AP4/Oracle 6/HV10 as a Necromancer tank but this one allows a bigger UD pool with AotG


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Starting stats 15 Point Buy
Str 16
Dex 12
Con 12
Int 10
Wis 7
Cha 16

Human Antipaladin lv5 / Oracle lv5 / Agent of the Grave lv5 / Holy
Vindicator lv5
ECL: 20
Alignment: Chaotic Evil
Size: Medium
Land Speed: 30 ft / round
HP: 200 XP: 0
STR: 16 (+3)
DEX: 12 (+1)
CON: 12 (+1)
INT: 10 (+0)
WIS: 7 (-2)
CHA: 21 (+5)
Fortitude: +17
Reflex Will
: +12 : +17
AC Normal
AC Touch
AC Flat-Footed: 10
Armor : -
Shield: -
-- Resistance --
Cold: 5
BAB: +15 / +10 / +5
Initiative: 1
CMB: +18
CMD: 29
-- Attacks --
* Unarmed Strike (+18/+13/+8, 1d3+3, ×2)
-- Items in Backpack --
[no items]
-- Items in Storage --
[no items]
-- Carrying Capacity --
Light Load : 76 lb.
Medium Load: 153 lb.
Heavy Load : 230 lb.

-- Class Features / Racial Traits --
* Inspired Necromancy (Ex)
* Aura of Cowardice (Su)
* Aura of Evil (Ex)
* Black Blood Revelations
* Bloodfire (Su)
* Bonus Feat (Spell Focus (Necromancy))
* Channel Energy (Su)
* Channel Negative Energy (Su)
* Cruelty (Sickened) (Su)
* Curse of Black Blood (Su)
* Death’s Shroud (Su)
* Detect Good (Sp)
* Divine Wrath (Sp)
* Faith Healing (Empower) (Su)
* Fiendish Boon (Fiendish Servant) (Sp)
* Inflict spells (Oracle)
* Languages
* Lich’s Touch (Su)
* Martial Weapon Proficiency (all)
* Negative Energy Affinity (Ex)
* Negative Energy Conduit (Ex)
* Orisons
* Plague Bringer (Ex)
* Secrets Of Death (Ex)
* Skilled
* Smite Good 2/day (Su)
* Spirit Vessels
* Stigmata (Su)
* Touch of Corruption (Su)
* Undead Manipulator (Ex)
* Undead Servitude (Su)
* Undeath Initiate (Ex)
* Unholy Fortitude (Su)
* Unholy Resilience (Su)
* Vindicator's Shield (Su)
* Alignment Channel (Good)
* Armor Proficiency, Heavy
* Armor Proficiency, Light
* Armor Proficiency, Medium
* Channel Smite
* Channel Smite
* Cleave
* Command Undead
* Extra Lay On Hands
* Greater Channel Smite
* Improved Channel
* Leadership
* Power Attack
* Quick Channel
* Shield Proficiency
* Simple Weapon Proficiency
* Spell Focus (Necromancy)
* Undead Master
-- Spells --
- Antipaladin -
Prepared Spells
Spell Level 1 (Spells per day: 3)
[no Spells prepared]
Known Spells
Spell Level 1
Animal Purpose Training
Bane
Blood Blaze
Cause Fear
Command
Curse Water
Death Candle
Death Knell
Demand Offering
Detect Poison
Disguise Self
Doom
Inflict Light Wounds
Ironbeard
Linebreaker
Litany of Sloth
Litany of Weakness
Longshot
Magic Weapon
Murderous Command
Obscure Poison
Protection from Good
Protection from Law
Read Magic
Savage Maw
Sentry Skull
Summon Minor Monster
Summon Monster I
Wartrain Mount
- Oracle -
Known Spells
Orisons (available spells: [Unlimited])
Bleed
Create Water
Detect Magic
Guidance
Mending
Read Magic
Resistance
Spark
Stabilize
Spell Level 1 (available spells: 0 / 8)
Cause Fear

Curse Water
Deathwatch
Decompose Corpse
Inflict Light Wounds
Ray of Sickening
Speak with Animals
Spell Level 2 (available spells: 0 / 7)
Animate Dead, Lesser
Enemy's Heart
Gentle Repose
Hideous Laughter
Inflict Moderate Wounds
Sentry Skull
Unliving Rage
Spell Level 3 (available spells: 0 / 7)
Animate Dead
Bestow Curse
Blindness/Deafness
Deadly Juggernaut
Spell Level 4 (available spells: 0 / 7)
Bloatbomb
Plague Carrier
Poison
Spell Level 5 (available spells: 0 / 6)
Contagion, Greater
Slay Living
Spell Level 6 (available spells: 0 / 3)
Create Undead


I have the idea of a Antipaladin/Blackblood Oracle/Agent of Grave/Holy Vindicator

Once it’s built I’ll post it. The rough theory being a deathnight without being a Graveknight


Fine tuning these a bit more. I’ll do a separate post per item.

Destruction of set: can only be destroyed when all together in the stone tablet that created them. They must first be soaked in Angel blood willingly given. The blood soaked items must be placed in the stone and the following two spells cast on the tablet. Concentration and Day light.

Here is the Ring:

An intelligent artifact of dark power

Its primary power is to guide the owner to whatever he seeks, including other Shadow Plane Items, like a compass. It even detects non-physical objects like mystical energies or dark emotions. Like the Shadow Plane Puzzle, it had a soul sealed inside of it, in this case a fragment of the soul of Zorc Necrophades (An Advanced Balor Lord/Shadow Lord that had also lost his memories) as well as his original Disciple, whose goal is to free his master at all costs.

These powers can only be used when the ring is in control it gives the additional benefits:

Grants the Shadow Lord Template

Grants the power to seal one's soul, or portions of one's soul into other objects, including itself and other Millennium Items. Giving the possessor the ability to cast trap the soul 3 times a day. These souls can be embedded in objects to create intelligent items.

It also treats the possessor as a level 20 Summoner, granting a 20th level Eidolon. Each Eidolon is different for each user, however the eidolon is a fragment of Zorc’s power and will defend the ring at all costs. It does not serve the possessor, only the spirit of the ring. If the possessor is already a Summoner this Shadow Eidolon replaces the normal one.

Intelligent item stats:

Intelligence: 28 (+9)
Wisdom: 30 (+10)
Charisma: 37 (+13)
Ego: 35

Senses: Blindsense 60 ft, True Seeing (Balor soul)

Languages: Tongues


So I want to design an Iron Golem curse for my pirate game; Only I don’t want them to be mindless. Definitely a double sided thing with pros and cons.

The pros (mechanically):
+20 Natural Armor, DR 15/adamantine; Immune: construct traits, magic, Stop aging. +4 STR

As they are not full golems, I’d have them keep both Con and Int.

I need help fleshing out cons where if a player gets infected it something they heavily consider trying to cure.

So far I have:
-No benefits from Magical healing (outside of make whole), (from a RP perspective) No enjoyment of Food or pleasures of the flesh, Vulnerability to rust/rusting grasp, -4 Dex, -10 movement speed. Controlled via creator (treat as dominate person with duration of permanent and they get no saves)


Yeah I changed the last 3 levels of Sea reaver to Mammoth Lord


The feats are absolutely worth a 3 level dip in my opinion. This balances out all the at will magic vs. poof for free.

I’d say any fighter or rogue. Especially when you get see in darknesses. Deeper darkness at will and being able to see in it is fish in a barrel as a rogue


Little background: So I’ve designed a Sea Pirate that is a Dino Druid/Pack Master 10, Sea Reaver 5

His ship is going to be a floating city kind of like the coconut pirates in Moana thay can split off. As only the main hub as sails, the idea is he has two tylasaurus attached to the smaller islands (his animal companions) that can detach and allow the raiding party to advance. The dinosaurs in the water are permanently attached unless the structures are destroyed amd this way they can propel the island against the wind.

I know because I’m the GM and I say poof gargantuan pets and no one would bat an eye; however I’d like have a way to do it with the rules (for my own knowledge when I’m not in the GM seat).

I know animal growth can make them huge but I think they need to be gargantuan just like the wild animal to pull off the visual.


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I’ve had a talking Teddy bear that acted like a type 2 bag of holding with the zipper being the opening. The curse portion was without a key word (please give me [insert item])it could refuse to give you the item, also if you are flat out rude around it it will give a childish warning of “thats not nice mister” before casting scorching rays from its eyes to purge the rudeness away.


Id absolutely do quests to unlock schematics. Much more rewarding


So a clocksmith wizard get a clockwork familiar via clockwork bond:

A clocksmith forms a bond with one of his clockwork creations and begins play with a constructed familiar. He must select this familiar as his arcane bond. The constructed familiar functions as a typical familiar of its type except as noted here.

The construct familiar is always a construct with the clockwork subtype. A construct familiar grants only half of its typical bonus (minimum +1 bonus) from its special familiar ability to its master.

This alters arcane bond.

The subtype lists:

Clockworks are constructs created through a fusion of magic and technology. They have the following traits unless otherwise noted.

Winding (Ex) Clockwork constructs must be wound with special keys in order to function. As a general rule, a fully wound clockwork can remain active for 1 day per Hit Die, but shorter or longer durations are possible.
Vulnerable to Electricity: Clockwork constructs take 150% as much damage as normal from electricity attacks.
Swift Reactions (Ex) Clockwork constructs generally react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.
Difficult to Create (Ex) The time and gp cost required to create a clockwork is 150% of normal. Construction requirements in individual clockwork monster entries are already increased.
Clockwork Augmentations

In addition to the standard special abilities and qualities granted by the clockwork subtype, many clockwork designs incorporate more abilities designed by their engineers. The following examples are intended to help GMs build new clockworks or modify existing ones.

Some of the most common clockwork special abilities have been gathered in this section along with a number of new ones.

Charged (Ex): Equipped with a static generator, a clockwork with this special ability deals an additional 1d6 points of electricity damage with all natural attacks and melee weapons it has. Source PAP123
Efficient Winding (Ex): Built for long missions, a clockwork with this special ability can function for 2 days per Hit Die each time it’s wound. If the creature’s CR is 11 or higher, it can function for 3 days per Hit Die each time it is wound. Source PAP123

Embedded Ioun Stone (Ex): As a full-round action, an ioun stone can be embedded in (or removed from) a slot in the clockwork creature (usually on its forehead). It is possible to embed or remove an ioun stone only if the clockwork is helpless, pinned, or willing. The clockwork gains the benefit of the ioun stone, including its resonant power. Source PAP123
Grind (Ex): A clockwork with this special attack deals additional slashing damage when it makes a successful grapple combat maneuver check because of many twisting gears and churning pistons in its body. This additional damage is equal to 1d4 points (1d6 if Large, 1d8 if Huge, 2d6 if Gargantuan, or 3d6 if Colossal) plus 1-1/2 the creature’s Strength bonus. Source PAP123

Integrated Firearm (Ex): One of the clockwork’s arms ends in a firearm. The firearm generally functions as a pistol or musket intended for a creature of the clockwork’s size, but nearly any firearm of suitable size is possible. The clockwork is considered proficient with the weapon. The clockwork can reload an integrated one-handed firearm as a swift action and an integrated two-handed firearm as a move action. As a standard action, the clockwork can remove the broken condition from an integrated firearm, provided that the condition resulted from a misfire. A clockwork usually has 10 rounds of ammunition and gunpowder stored within a reloading mechanism. Source PAP123

Proficient (Ex): A clockwork with this special ability is proficient with all simple and martial weapons. The clockwork must have humanlike hands in order to gain this ability. Source PAP123

Repair Clockwork (Ex): Clockworks with this special ability are adept at repairing other clockwork constructs. As a standard action that does not provoke an attack of opportunity, the clockwork can repair damage done to either itself or an adjacent clockwork creature, restoring 1d10 hit points to the target. If the repairing creature’s CR is 11 or higher, the amount of hit points restored increases to 2d10. Source PAP123

Self-Destruction (Ex): When the hit points of a creature with this special ability are reduced to 10% of its total or less but are still above 0, the creature self-destructs on its next turn, bursting in an explosion of metal scraps and steam in a 20-foot-radius burst. The damage dealt is equal to 1d6 points for each Hit Die above 5 the construct has (clockworks with 5 or fewer Hit Dice cannot gain this ability). Half of this damage is fire damage and half is slashing damage. A target that succeeds at a Reflex save (DC = 10 + half the clockwork’s Hit Dice + the creature’s Constitution modifier [usually 0]) takes half damage. Source PAP123

Standby (Ex): A clockwork creature with this special ability can place itself on standby as a standard action. While on standby, the clockwork creature cannot move or take any actions. It remains aware of its surroundings but takes a –4 penalty on Perception checks. Time spent on standby does not count against the clockwork’s wind-down duration. The clockwork can exit standby as a swift action. If it does so to initiate combat, it gains a +4 racial bonus on its Initiative check. Source PAP123

Tough Alloys (Ex): The clockwork gains Toughness as a bonus feat.

If the wizard wanted to upgrade his familiar with some of these options; what should the cost be?


VoodistMonk wrote:

So with the whole no magic thing, this is more of a survival game than Turok the Dinosaur Hunter, right? The objective is not to militarize and annihilate the dinosaur population, correct?

Use terrain and environment to impede the party's movement and vision. Use temperature and weather and exhaustion from marching effects to add another layer of gritty survival "realism".

Weapons are going to be extremely limited... to what is either found in the armory, made on site, or brought with the characters from the beginning. The ability to upgrade said weapons is also going to be nonexistent, or at least limited to what the party can manage on their own without magic... that leaves Master Craftsman or the Advanced Armor/Weapon Training options as your only real options for weapon and armor enchantments or upgrades.

Healing can be done with Psychic Sensitivity/Incredible Healer/Healing Hands/Signature Skill... or even Druidic Herbalism or Divine Alchemy from VMC Druid or Cleric. I would almost allow Alchemy to exist as-is, but that may be too close to magic for the flavor you are looking for.

Are you limiting races, like is everyone human? A party of Kobolds would be hilarious. Lol.

That is the idea. This would be an all human game; although maybe doing a spin off without limiting magic called Kaiju park where they’re is a monster zoo housing these monsters of mass destruction. Could work just as well. Only instead of breeding them; they are captured and put on display.

Ryze Kuja wrote:
McDaygo wrote:
Again its classes that should be allowed where I am struggling
I'd allow all classes, but just have zero magic or supernatural abilities. Ex abilities would probably still be kosher, maybe disallowing certain Ex's on a case-by-case basis. Some classes would obviously be more attractive than others with a game like this, but I'd still offer all classes.

That is interesting. A magic less wizard for example being skinned as a scientist. Hmmmm


Oh yeah plot wise I’m doing somewhere between JP and JW. The park will be open vs. a test run. A mishap releases the dinosaurs. Depending on players role will be containment or running/survival. I’m leaning towards the second cause I want more survival fear than dino fps


That is the hardest part for me is deciding classes. I’m not sure if I want them as park staff trying to contain or visitors like Grant with their goal being survival to get back to main building.

I’m definitely sold on no magic. Some magical effects I would reskin as science. Example NPC wise: Dr. Wu would probably be an alchemist; (1) Only he wouldn’t have full extracts, certain spells would be reskinned. (2) wouldn’t have a mutations (although the idea of an experiment gone wrong turning him into a dinosaur version of the Lizard from Marvel could work), (3) Bombs would remain (I’m aware he isn’t a combat NPC but I don’t want to completely gut a class). Classes like a ranger would only lose spell casting. The only way I see a vigilante working is as a spy to steal data and selection of feats/talents would be to to help them hide.

While NPCs like Mauldun and Owen would be rangers (regular and pack master respectively); the rest of the emergency staff would be fighters. With taser weapons/rounds (merciful shock weapons reskinned as technology) on pole arms or flat out use the stun gun/baton from technology guide (Probably the latter). Tranq rifles would probably be reskinned crossbows or use dart gun but up the range of fire, weight of weapon, etc. possibly give it a magazine allowance for semi auto fire vs. single shot. Healing will be done exclusively via heal checks and Pharmaceuticals. Drawing a blank if I want the healers to be alchemist as well or just experts that specializes in medicine.

The rest of that stuff will be easy. Again its classes that should be allowed where I am struggling


So JP is one of my favorite movies of all time. I been toying with the idea of a modern game via PF rules only limit classes, weapons, etc.

I think the only traditional hero classes I’d allow are: Ranger(Park wardens; No magic), Rogues (only don’t pick talents unrelated to combat; more espionage in nature), Investigator (no magic), archeologists bard, and All the NPC classes. Probably leaving some out.


So one of my guilty pleasures as a GM is to give out powerful yet cursed items. Things that give a big negative to being ridiculous however it’s usefulness has the players keep it around.

My current group was given a meeSeeks box artifact that summons a bound contract devil. Each time it is activated it causes one point of Con damage to make the temporary link for the devil. There is will do what a Contractor Devil is able to do within its limits (other than contract wish, see below) it will mostly use its SLA to help with trivial requests like “we need a healers kit” only without clear precise instructions it will pervert the request while still carrying it out. Repeat presses of button do nothing if devil is already out.

The other negative is I made it addictive like the one ring.

After a 3rd press of the button the player is now obsessed with the box. Once the player is addicted with a contact devil offer 3 wishes to that player only via a contract.After the third wish they get turned into a devil and bound to box. (This is how you get multiple meeseeks). The players don’t know about this negative.


"Half-illithid" is an inherited template that can be added to any corporeal other than a construct (referred to hereafter as the base creature). The creature's type changes to aberration. It uses all the base creature's statistics and special abilities except is noted here.

Hit Dice: Change to d8.

AC: Natural armor improves by +1.

Attacks: A half-illithid loses its bite attack (if the base creature has one), but gains four tentacle attacks, in addition to the base creature's attacks (except for a bite).

Damage: If the base creature does not have tentacle attacks, use the appropriate damage value based on the half- illithid's size (see the table below). Otherwise, use the value from the table or the base creature's damage, whichever is greater.

Size Tentacle Damage
Fine -
Diminutive 1
Tiny 1d2
Small 1d3
Medium-size 1d4
Large 1d6
Huge 1d8
Gargantuan 2d6
Colossal 2d8

Special Attacks: A half-illithid retains all the special attacks of the base creature. It gains the mind flayer special attacks of mind blast, improved grab, and extract, and may also have psionic powers.

Mind Blast (Sp): A half-illithid can use this attack once per day. It is a cone 40 feet long. Anyone caught in this cone must succeed on a Will save (DC 13 + half-illithid's Int modifier) or be stunned for 1d4 rounds.

Improved Grab (Ex): if a half-illithid hits an opponent that is its own size or smaller with a tentacle attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it attaches the tentacle to the opponent's head. After a successful grab, the half-illithid can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but the half-illithid gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent's turn.

Extract (Ex): A half-illithid that successfully maintains its hold with all four tentacles for 1 full round automatically extracts the opponent's brain at the beginning of its next turn, instantly killing that creature.

Psionics (Sp): A half-illithid with Intelligence or Wisdom of 8 or higher (after the ability score adjustments noted below) gains psionic abilities. These abilities are as spells cast by an 8th-level sorcerer (save DC 13 + spell level). The table below lists the abilities available according to the Hit Dice of the half-illithid. These abilities are cumulative; a half-illithid with 3 HD can use detect thoughts as well as suggestion.

HD Psionic Abilities
1-2 Detect thoughts 3/day
3-4 Suggestion 3/day
5-6 Levitate 3/day
7+ Charm monster 1/day
Special Qualities: A half-illithid has all the special qualities of the base creature and also gains the qualities noted below.

Darkvision (Ex): A half-illithid has darkvision with a range of 60 feet (or as the base creature, whichever is better).

Spell Resistance (Ex): A half-illithid has spell resistance equal to 10 + its HD.

Telepathy (Su): A half-illithid can communicate with any creature within 100 feet that has a language.

Abilities: Increase from the base creature as follows: Int +4, Wis +4, Cha +4.

Climate/Terrain: Same as the base creature and any underground.

Organization: Same as the base creature (to a maximum of about to creatures) or cult (6-10 plus 3-5 mind flayers).

Challenge Rating: Same as the base creature -3.

Alignment: Usually evil (any).

Level Adjustment: +5.

That was from the website I found. I know Pathfinder doesn’t do level adjustment. So looking at this I’m comparing it to say Lich, or Graveknight or half fiend and am thinking this would be a CR 2- CR3

Thoughts?


Following as I also have the issue of “I can’t plan a simple game” Doesn’t always need to be save the world level of intensity; but my current game they are fighting for the sake of magic. If by game end they fail… magic dies in this world. Turning it to mundane and technology apocalypse.


How I handle this in my games is 3 rules:

1) First Party Paizo only. A lot of 3rd party stuff is unbalanced in hands if a player.
2) Acquired templates can be gained at the cost if a level, if the CR is more than 1 I have them split the template bonus over a divide (2-3). The exemption to this rule is if it is a template that can be gained via ritual (Lich or Graveknight) then if they do the cost it costs nothing level wise or if killed by a vampire or infected by lycanthropy. The level cost is wanting to gain one (say nightmare creature) using a wish or stuff like that
3) Inherited templates (half fiend, half dragon, etc) If I start at ECL over 1 I charge them in levels to even it out.

I use the old CR adjustment rules cause I normally run groups of 4-6 players. Sometimes 8 so giving a template can really throw off the threat scale even more.


I went with child of Yog Soggoth template and the blind chain.


So I want to introduce an old blind cartomancer. Like not even the gimmick. His eyes when open are hallowed out. Was going to make him bald but have 3 eyes tattooed on him. One one his forehead, one on the palm of each hand.

Here is where I am torn. I want him to be blind but I want him to be able to see as well either via blindsight or blind sense. Was going to have the tattoos grant this.


Before addressing the CR issue; there is a prestige class from 3.5 called a force missile mage. Its a 5 level Pr class where your magic missiles do more damage, cause you shoot more of them, and they can punch through things like the shied spell that specifically call out magic missile. Things that don’t call it out still block it though. Now somewhere on here someone already converted it and for 5 levels it’s balanced. Pros it makes your one trick pony keep up with the party. Cons: your one trick can get boring and a clever GM for key fights can still shut down your one trick; but always hitting and always doing decently good damage has its perks.

Now the CR. How big os your party. I run a group from 5-6 players so it’s automatically CR+1 so at 6th level my common threats should be CR 7; the issue is even if I threw an above mentioned succubus and the party gear is “underpar” the action economy will still kill said demon in 1-2 rounds. During my last dungeon with this group; when they were 5s I threw a (in separate encounters) A CR 9 boss (one rounded by the way); 2 CR 6s (died in 3 turns), 2 CR 7s (died in 2 turns) and a test CR 9 (just to gage if it was too intense of a planned boss later)

The boss was a half fiend alchemist. During the surprise round his reaction (them bursting through the door) he flew up. To negate some of the melee. My players knew this was the boss fight so buffed before fight before walking through. Init was rolled; boss went last but at least was in air so can’t get physical mauled. Ranger got top of initiative. His preparation was he had 2-3 scrolls of nature ally 1. Summoned stirges auto hit auto con damage, only 1 point per swarm but con damage is still con damage, if I remember correctly that did 4-5 con before he, the only ranged none caster, one rounds the boss but rolling well with his shots (this is with DR shaving off points). If the stirges hadn’t been there, he would have had 8 hp still in a party with a wizard and cleric still to go although SR would have had a chance to save. In that fight it came down to good rolls, a good idea by players and boss going last; however in other fights the action economy really shaves the fear from a fight unless you’re swarming them with swarms (which I did earlier in dungeon).


So I went Cult Master, Elf with the half celestial template. All four damnation feats to come across as the redeemer of the fallen. I also gave him Dark Speech from 3.5. However due to his damnation; he detects with overwhelming goodness (the half celestial feeds into that lie). Made him an atheist, not because he doesn’t believe in gods, but he is his own highest power.

Later this weeks, I’m creating Shane and Stephanie as Aasimaar (that look like elves.) Their classes pending but Shane is either gonna be a brawler, a monk or a type of bard while Stephanie will be a who knows lol


So in my home brew world I’m making a worldwide gladiator federation based off of the world wrestling entertainment (WWE) mixed with gladiator fights like in Spartacus. The actual gladiators would fight in a mercy field unless the Lanista shuts it off for traditional death matches. For the Lanista I wanted to make him a mixture of Quintus Lentulus Batiatus from Spartacus and Vince McMahon from WWE. I have the race down but I’m torn on a class needing a master manipulator.

One of the things I have in place is long term prisoners can sell their time to this Lanista, as there is no surface slave market in this world sans one isolated kingdom on another continent, by agreeing to be a gladiator and pay off their debt to society early by making enough money. Only Lanista has all his fighters convinced they want to be there effectively shackless slaves hence the manipulation.

So far he has ever let one “slave” leave because his power was killing his other gladiators even in a mercy field and was thus losing money. So his reward after slaying 100 men was his pardon. It was more wise to release and give the sense of hope of freedom to tie into his manipulations if this now free celebrity gladiator is seen out doing heroic stuff.

Class wise I’m torn on a cult leader mesmerist, a celebrity bard, or something different entirely.


That is hilarious


I would have made a Paladin/Monk hybrid class.


Not possible from a headache situation lol

One is virtual other in person.

Plus the only interaction I want is cause and effect.


One thing is a player from group A retired a character (wants to be someone different) so Group B is gonna bounty hunt old player as an npc. Thats the hook but along the way they find thier real adventure and there actions will effect Group A.


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I personally love the damnation feat chain from a pure RP standpoint. I made a ghost rider esqe character gaining all 4 with an intimidation build. Being able to jump from demoralized to scared right away is fun (but can get abused easily)


So I’m insane. I’ll start with that. I built a custom world to play in and have been running a group for roughly 13 months. Well I decided to co-run with a second group meant as a one off but if it goes well will entertain continuing. One thing I do want to so is actions of both groups effect the world; so group A could influence B and not realize it.

So there is no overlap right now they are on separate continents but the idea of when A gets to continent B is taking place, the experience is up in the air.

Has anyone dealt with overlapping co games?


If anything it reminds of of Aegis-fang instead of Mjölnir.


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I normally have a Drow Geokintetist as a NPC innmy drow raiding partys


Pizza Lord wrote:
Consider changing the CG persona to a bard, that way you have a reason to have it try singing or playing instruments; whether it has a good voice or crushes delicate instruments in its monstrous fingers is up to you.

Ah I should have done that. Already introduced it. Characters decided to keep him so far and unfortunately already introduced rogue however he was only called a rogue so yeah I like it.


I’m gonna keep them npcs. Maybe have a time traveling version of them appear.


One thing I decided is in reflections they don’t see the golem so they have no idea.


Oh no. It says:

“A half-nabasu has thick fur on its shoulders and back of the same color as its hair (which tends toward dark colors). It has large batlike ears and wings, a fanged mouth, and taloned fingers. Yet the half-nabasu’s eyes are perhaps its most frightening feature: sunken red orbs that often glow when the creature is hungry—and half-nabasus are always hungry. A half-nabasu’s favored meal is the flesh of those who share its non-demonic heritage. It is a loner and a predator, a thief and thug at best, but more often feared as a serial killer or sadist.”


So the idea for this encounter was in a lab the players will come across a flesh golem. Only they will hear it talking to them first mistaking it for a child. Assuming they don’t attempt to murderhobo it they will learn that this Golem has 9 souls/personalities. One for each alignment. The golem itself will radiate with what alignment there is. Some of these personalities will be from former NPC heroes with classes. They won’t have any powers of said class but will act in such a way as said class. Memories will shift too. Names and races can be randomly generated but I want to keep races base ones, nothing too fancy.

So far I got:

-LG: Former Male Human Paladin. Heroic personality full of honor and virtue. Memories will have random knowledge religious and nobility.

-NG: Dwarf female blacksmith. Mother personality who tries to Nurture all. Think the Weasly mom from Harry Potter.

-CG: Elf Male Rogue. Robin Hood mannerisms of stealing from wealthy to aid those less fortunate. Charming and vain in his self beauty but hearts in the right place.

-LN: Former Male Human Monk. Extreme pacifism. Any combat will be maneuvering to avoid a fight or restrain others from hurting themselves or others. Speaks in riddles of wisdom.

-TN: A scared Male human child. Like the LN Will also avoid combat only will actively run away when confronted with violence.

-CN: A female half elf Rogue high end prostitute who uses her profession as a informant broker. Promiscuous who puts her pleasure and self first always.

-LE:

-NE:

-CE: A psychotic Male Orc Barbarian. Distrusts magic. Loves Fire. Only speaks in Orcish.

How I’m gonna handle this is when Golem takes over 10 points of damage there is a chance to swap (roll 1D10, reroll 10) or if something triggering a core memory I might have one push through for story telling purposes.

Haven’t decided what to do for LE and NE


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