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Grazzt

Morganstern's page

193 posts. 1 review. No lists. 1 wishlist. 1 alias.


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mafga Neg wrote:
yeah that is what i mean with, i have to Keep them from commiting suicicde -.-

Honestly, it might be best to let consequences happen. A PC just threatened, directly or indirectly, an official of the city. The law takes very unkindly to that anywhere, and adding in the fact that they marched an undead creature into town may very well make this a severe crime, as most governments are probably going to take that the wrong way.

Let them have some serious jail time, maybe even have the government force a geas/quest on them as part of their release.

That'll give you an adventure seed and show the player that regardless of level, some things just aren't done.


I would honestly look into the Vigilante class, it has so many tricks that could help immensely. The stealthy take downs and quick death blows work very well as a Stalker Vigilante, and by focusing on stealth you take advantage of the small size and dexterity bonus from the young template (not to mention the whole Robin thing you could pull off).
Take some time to really check out your options though, because grappling is oddly strong as a vigilante taking down humanoids around your size (throat slicer works well).


If that's the case then could I suggest the feat Throat Slicer? It allows you to coup de grace a pinned opponent as long as you have a slashing weapon, and I believe that there are feats in 3.5 that allow an unarmed strike to do slashing damage.
Add in snapping turtle style and snapping turtle clutch and you can have some real fun.

Edit: Tiger style is a pathfinder style feat that makes your unarmed strikes do slashing damage, as well as causing bleed.
And the 3.5 feat I believe was in the PHB 2, though I can't recall its name.


I'll work on something over the next day or two and post it up here, most likely a team and a solo combatant.


What are we talking about for wealth, NPC or PC wealth by level?

And what are your race restrictions? is this gonna be performance combat?


My suggestion is to have the lich be more of a buffer/debuffer and crowd control type. To assist him give him a vampire and a graveknight; the vampire is a swashbuckler or magus, the graveknight is an Antipaladin. If the lich is going to be, say, 13th level, I make him a wizard 3/cleric(ecclesitheurge) 3/mystic theurge 7, with a staff as his arcane focus and a unholy Symbol as his divine focus. The amulet provides a constant spell (corruption resistance keyed to resist good, treat as 15th level caster), and the staff has Harm (3 charges), wall of negative energy (2 charges; as wall of fire but negative energy) and black tentacles (2 charges).
This allows him to have good healing for himself and minions, crowd control effects and frees up his spells for minor offensive spells and other utility spells.


Fruian Thistlefoot wrote:
Morganstern wrote:


For this character multiple stats aren't an issue, we roll stats and I did extremely well - two eighteens and a seventeen, and my lowest stat is a fourteen.

But my question is more about how to play one, less how to build one.
Which spells are good to know, any particular creatures that make good zombies or skeletons, should I bother making Necrocrafts? That's more what I'm looking for, though thank you for the suggestion on classes.

With those stats:

I recommend Gluttony Wizard/Undead Lord Cleric

Sure you double up on the Command Undead feat but you will get your own little Corpse Companion Level 1.

As far as playing a Necromancer there are many ways to go about it:

Horde or Choice Minion-mancer
Possession Master
Enervation Specialist
Debuffing Expert (most necromancy spell have effect even on a successful save)

Pretty much have Command Undead Prepared as a 2nd level Arcane spell and your Command Undead feat will allow you to take control of most Undead you encounter along the way.

Beyond that it is really up to you how to play. This Necromancy guide Is very good at showing How to be a Wizard Necromancer and This Undead Horde guide Can help you understand the making of the Undead.

Unlike the Wizard guide I prefer the Bonded Ring for a Cheap Ring of Invisibility. But really that is all Player preference. With 2 Spell lists of 9th level casters you might want the Familiar to deliver those nasty touch spells.

Thanks, this was more what I was hoping someone could point me to. I'm usually playing the rogue or fighter of the party (the two roles no one in our group usually wants) so playing a Necromancer was well outside my wheelhouse.


BadBird wrote:
The thing about a Necromancer is that they're designed to give a Wizard access to Channel; being able to go gestalt arguably kind of removes that need. The other thing is that a Necromancer/Cleric ends up being based off of all 3 mental stats, which is kind of painful. Going with something like Undead Sorcerer + Bones Oracle would let you base spellcasting for both classes and channel uses/day and channel DC all off of one ability, and would let you affect some undead with spells that normally work on humanoids.

For this character multiple stats aren't an issue, we roll stats and I did extremely well - two eighteens and a seventeen, and my lowest stat is a fourteen.

But my question is more about how to play one, less how to build one.
Which spells are good to know, any particular creatures that make good zombies or skeletons, should I bother making Necrocrafts? That's more what I'm looking for, though thank you for the suggestion on classes.


I'm getting to play in a Gestalt campaign that focuses on fighting undead, and I have the idea of playing a wizard/cleric Necromancer build.
While the build itself isn't the issue, I'm not entirely sure how to play an effective Necromancer that fights undead.

Any spells, magic items or feats that I should really be focusing on, or is it just as simple as "command undead, use them as fodder"?


My honest suggestion would be, don't. Just don't. A prince with access to magic items and resources befitting his station would vastly outshine most player characters of equal level.
It feels too much like a GMPC, and your players might not appreciate that.
I'd say if he's absolutely neccisary to the plot, keep him in the back; maybe he's not much of a warrior, but could instead sneak around enemies and scout, or try and feed the PCs vital information about the next area.

Though in all seriousness, I'd advise just not having him be in combat much if at all. :/


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Just give him access to a Hourglass of Transfiguration and call it good.


Maybe do him up as a Wizard 9/Cleric 9/Mystic Theurge 10, use traits or Fame boons to boost his spellcaster level up to where you need it (I believe the one I'm thinking of is called Ecclectic Training, but not sure). Then use the other 2 CR to add 4 tiers of mythic (Dual Path for Archmage and Heirophant) to really boost him up.

Add a contingent spell on him to cast Harm on himself (possibly maximized or empowered, or both) if he is below 2/3 hp, and you have a suitably epic fight on your hands.

Another idea would be to have constructs that act as "birthing pods" for powerful undead in the room, each one immune to magic and made of Adamantine, that can be disabled to stop them from spawning more minions every 1d3 rounds.


Hey everyone, just as the title implies I'm totally stumped on naming my vigilante persona for an upcoming Council of Thieves game. The DM is allowing a house-ruled version of the youth rules so I can play a child vigilante, and he's gearing toward being a Chakram thrower.
I'm thinking of a kid similar to Damien Wayne; highly skilled, arrogant and more than a little cruel, but ultimately wants to do the right thing. I'm totally stuck on the name though. :/

Maybe we can turn this into a thread for possible vigilante names?


Couple of ideas; first, maybe allow spellcasters to "shift" Wells from one location to another through a ritual or powerful spell, but at a cost. Maybe they lose several points of Essence to relocate a Well to a new location of their choice.
Second, a weapon enchantment that lets you steal Essence on a critical hit. Maybe price it as a +2 weapon?
Last idea, allow undead that do Level Drain to drain Essence instead (or divide the drain amongst both), but have their stolen Essence be used to power them. Maybe each point of stolen Essence grants +5 temporary hit points.


Glad to help out.


It seems like this would encourage evil characters far more than good aligned ones. Maybe counter balance the Dark Feats with some that rely on having a lot of essence, maybe requiring a feat called Beholden to Light, that work by increasing your maximum Essence.


As the GM feel free to do what makes the most sense, but personally I'd say it would be very difficult. Assuming that enchanting armor (or anything for that matter) fundamentally alters the item, just adding in the extra protection might well damage the piece. Speaking from personal experience, half-plate armor and full-plate armor are actually constricted very differently. Half plate is made that way intentionally, it's not "partial full-plate" but rather its own style.
If you want to allow this, I would make the craft DC rather hard as you're trying to alter the physical shape and design of the piece without harming the magical enemies that are imbued throughout it.


Before I go too far, I want to state that I am the DM in this situation and I'm just looking to get a better understanding of the rules here.
Two of my players have been butting heads lately (in character that is) and it finally came to blows. One player ambushed the other and hit him with his Brilliant Energy Longsword - not a problem, as we all agreed to PvP as long as it's in character and this certainly was.

The problem comes from the fact that the second player is a Swashbuckler and wants to parry his next swing (we called it here before dice were rolled) and I'm not sure how that would work. His weapon, while magical, isn't brilliant energy or living, and this I don't know if partying it is even possible.


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I feel that this trope is common enough that it could be used in a game as a fight mechanic or plot point. Maybe a villain is interrupted while performing a ritual that requires a sacrifice, and his death fulfills that last step - and transforms him into a terrible horror.
Or maybe a villain that the party already defeated returns from the dead shortly after as a powerful undead, and picks up his plans where they left off.
How would you feel about something like that happening, and what would you like to use such a trope for?


I really wouldn't delve into buying skill points and feats with money, as character builds that don't need as much money can then buy themselves more feats to make even crazier characters. But if you're really set on it, make sure to have some hard rules about how many feats people can buy (maybe no more than one every even level) and make sure it takes significant time. That way if other people don't want to buy a feat, they have downtime to craft or make plans.


BackHandOfFate wrote:
Wierdo wrote:

Actually, it reminds me of a good portion of neutral-aligned adventurers.

Nothing personal, bandits, but the local lord put a bounty on your head and so I'm going to take it off.

Now, the people that adventurers kill are typically combatants because it makes a better game. But adventurers are often the ones starting combat, in which case it no longer qualifies as self-defense. I really see no moral difference between an adventurer ambushing and killing a bunch of bandits to collect a bounty and an executioner lopping off the head of a poisoner to collect a paycheck.

Perhaps we should review the definition of 'noncombatant':

"1: a person (such as a military chaplain or doctor) who is in the army, navy, etc., but does not fight

2: a person who is not in the army, navy, etc."

In the case of pathfinder, a noncombatant is someone who is not part of an armed force or who can't or otherwise chooses not to take up arms in a fight, like a civilian who might be able to throw a feeble punch in a fight but would rather run to ensure his safety. Bandits are part of an armed force and have the capability to fight back, be they innocent or guilty. They are certainly able and willing to fight no matter who initiates combat.

Moral arguments aside. For the purposes of this story feat, there really IS no difference between bandit hunting and an executioner doing his job. Both fail to qualify for purposes of meeting the requirements of the Goal. Both actions are carried out under a justice system which you are playing a part in. Even if that justice system is ultimately a farce, it is a higher purpose. Bandits do not count as noncombatants. In the case of the executioner, the poisoner's head is on the chopping block for a reason. He is being punished for his crimes. His head isn't rolling solely for the purpose of you benefitting from his death or because you just felt like it.

PossibleCabbage wrote:
I disagree. While the text claims that story feats
...

While being an executioner does mean you work for the government, it does not mean that you're not motivated my self interest. I have a job in security and I have no real interest in helping people beyond the time I punch out, I'm not a patriot, and I personally think that the government is screwed up beyond any real repair - I'm definitely just doing it for a paycheck.

The executioner example makes perfect sense, as would a hired mercenary that has to kill criminals, even if they don't get the chance to fight back - thus being non-combatants.


A piece of advice on big monster fights - add +2 to its CR and just double its hp, maybe even just roll the Mythic Initiative power into it without making the creature Mythic. Let's the creature last longer and gives it more action economy. If your players are built with hunting monsters in mind, they're probably going to deal a good bit of damage themselves.


I was not intending for my animal companion to be a mount, just more of a helpful combat buddy. Since we're starting at level one I figured the extra help would go a long way.


I was thinking of going with Life mystery to get the Life Link ability, but the animal companion from lunar just sounds really tempting.
If there's another way to get life link, or if that's actually not that good, I might just go Lunar instead.


The other party members are unknown to me, it's just how the dm wants to run it. I have a 16 strength, and a 15 Dex. I'm locked in on race (aasimar with the angel-kin variant) but still looking for an interesting build. Is there any way to get revelations from other mysteries?


So I'm playing in my first Gestalt game soon, and the idea of making an Oradin through gestalt sounded intriguing. But I'm at a loss for the actual build itself. Through good rolls and racial modifiers I have a 20 in charisma and 18 constitution, but I don't have any idea what feats to take or what spells to learn. Even the curse I should take seems like it could really be a pain to choose.

Any advice would be greatly appreciated.


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Thank you so much! My players are fascinated with the creatures, and have been harvesting a good amount of the material from a nest they recently disturbed. Now that I know what they're made of, I'll let my players discover that information themselves.
Thanks again!


Pretty much the title. I looked around a lot, but I couldn't find anything. What are the cocoons that akata make made of, and could it be crafted with?


Try picking up Effortless Lace for your Katana, which lets it count as a light weapon for many things. It becomes eligible for Weapon Finesse, you can then enchant it with Agile, and you no longer need the Rogue dip.
Also makes 2-weapon fighting easier as your penalties are lower.

As for myself, I'd reflavor the lace as a chain or silk ribbon attached to the pommel that bears your Clan or Family crest, or that of your lord.


A sword that contained a small fragment of each previous wielder' soul, giving it sentience through these small shards of life. It abhorred the Undead, and had small runes that would -seemingly at random- change what they said. Sometimes they would warn of present dangers, sometimes they would hint at a moment in the future, but usually they just showed a phrase from the PC's holy book that called out his deity's hatred of the undead and those who raised such foul creatures.
The blade rarely conflicted with the character, but when it did it was to combat a potent undead creaure or a powerful necromancer. In these instances, the wielder would suddenly change his demeanor and become focused and cold - as if an emotionless shell of his former self- until the creature was slain or the blade lost control.
Most of its drawbacks came from the stipulations it forced onto the character in exchange for its powers, including the permanent loss of 2 points of Constitution which couldn't be healed in any way (this was the loss of a small portion of his soul).


Rerednaw wrote:

Wrath of the Righteous is the typical Mythic AP. That said, our group killed final boss of book 6, at the end of Book 5. But the AP has plenty of good ideas.

And rocket tag is the norm. You'll spend hours of prep and it will be over in 6 seconds.

Problematical abilities/spells/etc. at least in our campaign:
Mythic Haste. (same issue as Word-casting of Power that grants extra actions)
Mythic Vital Strike.
Beyond Morality.
Fleet Charge.
Mythic Archery.
Just about all Mythic full casting options.
Mythic Surge.
Re-rolls.
Legendary items.
Mythic Stealth.
Mythic Initiative.

IME: Mythic Martial ~ = non mythic caster in terms of power.
Mythic full casting is very very world changing/breaking and, if not limited, well, let's just say it's gets pretty over the top.

On another note: I'd strongly recommend a long talk with your players about expectations and what is agreed "off-limits."

I'm pretty well versed in the system itself, so I really don't worry about adjusting on the fly too much. The players I have tend to actively avoid the game breaking stuff, though one or two players sometimes have to be reigned in.

Full casters are also pretty rare for us, except for clerics. Do they tend to be too powerful, or is it more the arcane guys?

And would you suggest using the story from Wrath of the Righteous, adjusting or remaking enemies as needed?


Well, what level are you expecting the party to be by the time they finally encounter this BBEG? Are you looking to have him/her challenge the party relatively soon, or have them act in a more prolonged manner by using minions?

Basically, what CR range are you looking for?


I'm very comfortable with adjusting on the fly, and I don't use single enemy encounters with more than 4 people as they just trash it through action economy.
Any suggestions for adventure paths or modules to get story ideas from? I'm just looking for something where heroes of this calibur would make sense.


So to start this off, I should say that this will be my first time running a "High-Power" style game, though I have a good amount of experience as a GM.

The characters will all be Gestalt and Mythic, 3d6 drop the lowest +6 for stats, and an extra feat at 1st level.
Going to start at 1st level and really play up the "something out of a legend" vibe.
I have 4-6 players depending on the night, and I'm used to running for groups of that size or larger, but I was just wondering if this kind of game would have its own pitfalls of things I should be aware of.
And while I know that no module or adventure path is designed for this kind of party, are there any suggestions that I could get a suitably epic story out of and adjust it on my own to compensate for their increased power?


Here's a fun one I have used before. When they get back to the dungeon, have the new batch of mooks use a Fighting Retreat tactic, leading them deeper into the dungeon. Once the PCs are in a decent way, side doors or hidden doors open to reveal an ambush, with the mooks cutting off their escape.
Now it becomes a battle from all sides, where they will either have to push in one direction and hope to find some form of safety or defendable position, or they have to make it a battle of endurance as waves of enemies assault them from all directions.

As a side note, by adding even basic cover and a group of archers or crossbow men you can make this truly brutal. Having to fight off waves of Melee opponents while being sniped is very taxing, and even partial cover for the ranged combatats is very annoying.


A slime race doesn't sit too well with me personally, mainly because of lack of humanoid features, though spectral-based races have always partially intrigued me.
The ability to turn incorporeal temporarily, maybe at higher levels (and with a feat or feat chain) possess or dominate people, and possibly have an innate ability to harm other incoporeal creatures.


The Swashbuckler class synergizes well with the Duelist, and the dueling sword build. Or be fun.

Using the dueling sword in one hand, with the dueling mastery feat and nothing in the off-hand, you would get +2 AC and initiative. Since it counts as a piercing weapon with the exotic proficiency, it also meets all the requirements of Swashbuckler and Duelist.
Assuming a human, with the Heirloom Weapon trait, you could take weapon focus and quick draw at 1st level, dueling mastery at 3rd, dodge as a bonus feat at 4th, and mobility at 5th.
Swashbucklers have weapon finesse at 1st level, so you qualify for Duelist at 7th level.


Declindgrunt wrote:
Greetings forum members I'm starting a game where in gonna be playing an unbreakable fight who uses a bastard sword I like how you can one hand it with the exotic feat( my dm has given me this feat for free because why not lol) and so I'm looking for suggestions on how I can use the sword 1 handed to my advantage. Any suggestion? I've considered using a shield but I still want to 2 hand it, if there was a buckler that could turn into a heavy steel shield that would be awsome!

Not fully optimal, I'll admit, but a cool idea might be to take the Amateur Swashbuckler feat to play up the swordsman angle of a noble-born warrior. Pick up Improved Disarm and use a buckler, so that when you disarm them you can take their weapon.

If you are able to take traits, Omen would let you get a quick intimidate check once per day, maybe flavoring it as using your noble bearing to cower the "lesser" warriors.

You have plenty of feats, and things like Combat Manuevers are a bit more open to you.


It might sound odd, but if you use the variant Called Shot rules from Ultimate Combat, give him the Improved Called Shot feat for free. I used it to great effect last time I played a rogue, simply because Called Shot and Sneak Attack together can really hurt.

Or give him a RogueTalent for Dex to damage with bows.


Well, remember to add the templates in when figuring out CR. A party of four PCs with+4 CR templates brings them up to CR 19, and means more challenging encounters anyway. Start using larger groups of "weaker" creatures, and really play up the mythic angle by having creatures with mythic templates such as Agile or Invulnerable.


I know it might sound odd, but if you guys use the Mythic Adventures rules you could become immortal that way. Could also be used to give yourself the ability to grant spellcasting to your followers and basically become a Demi-God that way.

Aside from that, Warpriest could do what you want if you build towards it, letting you be effective in combat while still retaining some spellcasting abilities (mostly focused towards self-buffing or healing).


I've looked around and can't tell if this has been requested or not, so here it goes:
Half-Elven Swashbuckler (two-weapon fighting focused swashbuckler, drawing heavily from characters like Kirito from Sword Art Online. Focused heavily on rapid assault and battlefield movement, less on targeted strikes or feinting, but using finesse to deal lots of damage.)


When it comes to designing a campaign, my best advice is to really nail down a theme. If you want to run a campaign that holds together well, keep the themes and central ideas in mind as much as possible. This doesn't mean that you can't branch outfit an adventure or two, but keeping the central themes in mind keeps you from going to far into left field.

Let's say that you're running a campaign with a heavy emphasis on fighting the influence of evil, then you know that many of your characters might be tempted towards evil at some point, or old allies might turn against them after being corrupted or coerced.
You can still bring in other elements from time to time, such as a redemption arc for a fallen character or even a villain, an arc focused on saving the Fey in a particular forest from a greedy lumber company, or even the raising of a church in an area where that faith is uncommon or even unknown.
As long as the original theme can still tie in, you haven't significantly detoured and the players can still expect their characters to fit into the plot well.

Next bit of advice - leave some blank space. You might have an awesome idea for something later, but already filled in that niche with something you weren't as excited about. This also lets the players directly affect the game world and even leaves a little mystery for them.
"What's on the other side of that mountain pass?" "No one is really sure, as deadly creatures and foul weather have prevented exploration. But if someone was to make that voyage, the knowledge of what lies in the other side would be invaluable to many."
Suddenly the players have a mystery that could intrigue them, and if they don't seem interested you haven't spent a week planning for something that you don't need.


If this is still being worked on, just wanted to make a few suggestions.

Changing the base damage die of weapons seems like a bad idea, especially when it interacts with Magic. Spells like Lead Blade or the Impact enchantment could really blow it out of proportion, as a Greatsword with the increased damage die followed up with Impact would be incredibly powerful, especially with the Balanced reinforcement.

Similarly, having your weapon tables be different than the core rules seems a little like extra work. I'd say remove the Martial Reinforcement and just use standard weapon tables, or add a caveat to the Martial Reinforcement that makes it not stack with Lead Blade or Impact.

Add a few more flaws, maybe something that reduces the damage or even makes it harder to wield, making it a weapon of the next size up (light becomes one handed, so on)


zanbato13 wrote:
Morganstern wrote:

The 6th level bonus seems to be pretty powerful compared to the rest, so maybe split up the number of charges it can hold. Monster Hunter characters are pretty much immortal (dragon breath to face, multiple times, and still alive?) so their equipment is pretty up there.

Maybe at 6th level it can hold a single charge, and every 3 levels after 6th it can hold another charge (maximum of 3 charges at 12th level).
As far as damage type goes, have it be physical damage (treat like a weapon strike) but if the weapon is enchanted with an element such as cold or fire, it deals that damage type. To compensate for resistance, let them add the energy damage enchantment's damage die as well.

At 6th level, it can only hold one charge, increasing every five levels then "unlimited" at level 20, which is probably way too much. I wrote that in, right?

It's a scaling magic weapon so you can't add other magic enhancements or abilities. Maybe pick physical or an element at level 6 for burst damage?

I wrote it so that the charge blade acts like a charge blade by that level and as a style of fighting.

Sorry, reading it at work made my brain think it was different than it was.

My suggestion is to cap it at three charges (as it is in the game), and at 6th level give it either the flaming, frost or shocking weapon enhancement to the sword and axe forms (must be the same on both), or the player may choose to forgo any of them and the weapon instead gains the Keen property on the axe and sword forms.
Just giving the weapon scaling +x is kinda boring as a player, so the option to make a few choices is always fun.

As far as class, Trapper Ranger fits pretty well. Hunters are skilled in many survival skills, they can track monsters over large areas, and work well (hopefully) as part of a group.
Might I suggest the Craft (alchemy) skill for him as well as smoke sticks, alchemist fire, and thunder stones are all very reminiscent of Monster Hunter.


The 6th level bonus seems to be pretty powerful compared to the rest, so maybe split up the number of charges it can hold. Monster Hunter characters are pretty much immortal (dragon breath to face, multiple times, and still alive?) so their equipment is pretty up there.
Maybe at 6th level it can hold a single charge, and every 3 levels after 6th it can hold another charge (maximum of 3 charges at 12th level).
As far as damage type goes, have it be physical damage (treat like a weapon strike) but if the weapon is enchanted with an element such as cold or fire, it deals that damage type. To compensate for resistance, let them add the energy damage enchantment's damage die as well.


Albion, The Eye wrote:
@Morganstern: Also heard good things about the Kensai - what do you think are its disadvantages?

Kensai aren't proficient with armor, so armor enchantments are harder to get. You also lose a spell of each level you can cast, so 1-less spell per day of each level can hurt.

But the bonuses to initiative, the Int to AC, and the free Weapon Proficiency and Weapon Focus at first level can really help with a build.
While the loss of spell recall is annoying, I've never felt it hurt my character at all.


i guess it comes down to if this is for Society Play (which I have little to no experience with) or a home game. Kensai is pretty awesome, as it gives proficiency and Weapon Focus with a particular weapon.

Human Kensai Magus is pretty nice, as at 1st level you can pick Dueling Sword as your preferred weapon, then pick up Weapon Finesse and Slahing Grace to use Dex to hit and deal damage. At 3rd level I pick the Flamboyant Arcana, the take Combat Reflexes.


I know it might be a bit late, but one option for running massive battles is to treat lesser enemies like groups, effectively going at the same initiative, standing in clusters, and using the aid another action to increase their combat effectiveness while still being relatively weak opponents. Think of a group of goblin-like creatures that can share their square with another small size creature at no penalty. Each round one attacks and the other aids its attack roll (maybe even just have it do so automatically instead of always rolling).
Then whenever you have larger groups, say 5 to a group, and maybe 2 groups per PC, they get +8 to hit, but still deal relatively low damage.

Elites can be higher CR creatures with special templates, like Boreal, or even Mythic Templates for the speed one.


Alright everyone, thanks for the ideas. I've settled on a solid idea now, and I'll update it later in case anyone wants to use the armor for their own game.

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