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Sheriff Belor Hemolock

Sauce987654321's page

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As far as game mechanics go, what does being mortal or immortal have to do with having power? Aren't there plenty of immortal creatures in this game already that are defeatable by non-immortals?


Empyreal Lords are demigods and they start at CR21. So CR21 would be the starting point for a pathfinder demigod.


maouse wrote:

For the record: found the definition of "penalty" - Penalty: Penalties are numerical values that are subtracted from a check or statistical score. Penalties do not have a type and most penalties stack with one another.

So that opens up that can of worms: Is damage a check? Or a statistical score?

If yes (to either), what is a "numerical value that are subtracted from" them? Damage REDUCTION subtracts the number from each attacks... so DR would count.

If no (to both), why mention "penalty" in the damage section at all?

There is no mention of damage reduction functioning as a penalty in the damage reduction entry. Even if it had implied it, words such as "negated" would have no place there. If it doesn't mention it, it doesn't exist. Anything else beyond that would be a house rule.


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I'll never understand why it's so taboo for a player character to battle a deity in a game of pretend.


Threeshades wrote:
Sauce987654321 wrote:
Wannabe Demon Lord wrote:
If you've seen a lot of kaiju media, you'd probably disagree with that. Their isn't much that really can bring down 90% of all fictional kaiju besides A. Other Kaiju B. Super Mechas C. Ultraman like characters or D. Legitimate doomsday devices. Kaiju are more than just big, they're usually nigh indestructible and typically have all kinds of devastating abilities. When things like conventional military weapons bring them down, it's usually a big problem for the Kaiju fandom and also complete B+*~!$!#. Just look at the 1998 American Godzilla movie compared to the original Godzilla or the new 2014 one. CR 25 to 30 would be reasonable for them. Maybe even higher, considering the fact that a significant number of kaiju could legitimately be classed as gods, but that would be unrealistic for the game. Sorry if I sound impassioned about this, I'm a huge Kaiju fan, and this is an important thing to me.

Regardless of the CR of the Kaiju, the Kaiju subtype provides all the resistances, DR, fast healing, and immunities to the monster. So even at CR 17 they still are going to be very hard to damage with most attacks. Bumping its CR to 26-30 is just inflating its numbers, really.

Not all Kaiju have many powerful abilities. The Kaiju from Pacific Rim, for example, don't have many abilities, and some of them actually have no abilities to speak of. I have a hard time seeing these particular creatures being more powerful than anything the game has to offer. That's why they can be represented as a mid to high CR monster with the Kaiju subtype. The entry about Kaiju in Bestiary 4 never even mentions that they must be CR 26 and above (unlike Empyreal Lords who must start out at 21, or Demon Lords that must start at 26).

1998 Godzilla can be represented as a colossal dinosaur, such as a colossal advanced T-rex.

But even the Pacific Rim Kaiju had energy beams or breath weapons of various descriptions and required the humans to engineer...

I haven't really seen pacific rim kaiju do anything other than the one that had an acid spit attack, or the other one that had an EMP ability. Though putting them at around CR 21 does sound much better than 26.

I don't really see the problem with putting them at lower CRs. They are still going to be able to do the same things with just the numbers toned down, and they will actually be useable for a GM to put against a high level party.


Wannabe Demon Lord wrote:
If you've seen a lot of kaiju media, you'd probably disagree with that. Their isn't much that really can bring down 90% of all fictional kaiju besides A. Other Kaiju B. Super Mechas C. Ultraman like characters or D. Legitimate doomsday devices. Kaiju are more than just big, they're usually nigh indestructible and typically have all kinds of devastating abilities. When things like conventional military weapons bring them down, it's usually a big problem for the Kaiju fandom and also complete B+*~!$!#. Just look at the 1998 American Godzilla movie compared to the original Godzilla or the new 2014 one. CR 25 to 30 would be reasonable for them. Maybe even higher, considering the fact that a significant number of kaiju could legitimately be classed as gods, but that would be unrealistic for the game. Sorry if I sound impassioned about this, I'm a huge Kaiju fan, and this is an important thing to me.

Regardless of the CR of the Kaiju, the Kaiju subtype provides all the resistances, DR, fast healing, and immunities to the monster. So even at CR 17 they still are going to be very hard to damage with most attacks. Bumping its CR to 26-30 is just inflating its numbers, really.

Not all Kaiju have many powerful abilities. The Kaiju from Pacific Rim, for example, don't have many abilities, and some of them actually have no abilities to speak of. I have a hard time seeing these particular creatures being more powerful than anything the game has to offer. That's why they can be represented as a mid to high CR monster with the Kaiju subtype. The entry about Kaiju in Bestiary 4 never even mentions that they must be CR 26 and above (unlike Empyreal Lords who must start out at 21, or Demon Lords that must start at 26).

1998 Godzilla can be represented as a colossal dinosaur, such as a colossal advanced T-rex.


I like the Pard from Bestiary 4. It has 120 move speed, and it can phase through objects (like a wall) and creatures if it moves fast enough. It can even set creatures on fire after phasing through them.


Dungeon Master Zack wrote:
Ross Byers wrote:
Dungeon Master Zack wrote:
Really the idea of gods being untouchable is not as universal as people seem to think. There are instances in mythology where the gods have been bested by mortals. Many mythological deities are certainly not able to just overpower mortals with no effort. How do you determine if a deity can defeat a particular mortal without stats? And don't say "story" because that really only applies in certain kinds of games.

If it's a mythological being that can't just overpower mortals, then it's probably a demigod, and it can have stats.

The Gods that don't have stats are the ones that are a voice in the heavens, rather than a physical being.

So Ares, Aphrodite, Athena and Poseidon, just for instance, would be demigods in the Pathfinder rules?

It would make sense. Cernunnos is a real world god and he's a demigod under pathfinder rules.


I don't really want kaiju to be at 10 but somewhere around CR17+. My issue is that kaiju shouldn't be more powerful than everything in pathfinder just because they're bigger and that's it.


Mechagamera wrote:
Sauce987654321 wrote:
Mechagamera wrote:
Sauce987654321 wrote:
Dragon78 wrote:

All Kaiju are in CR26-30 range, but if you want to apply the Kaiju subtype to a weaker creature then go ahead.

I know the ones currently statted are, and the future ones probably will be too. I was just saying that unlike other monsters in the same CR range it doesn't state that all kaiju necessarily need to be that high. I think kaiju should cover a wider range of CRs instead of the way it currently is.

I am curious why you would want lower CR kaiju, especially when there are a fair number of lower CR colossal vermin running around. Deadly Mantis is only CR 11.

Because I don't like the idea that any monster over 100-ft. tall must be CR 26+. It doesn't make much sense to me.

If I want my party to fight a colossal T-Rex, I could just apply the giant template for a CR 10 challenge. Now if I want my party to fight one that's over 100-ft. tall, I have to jump all the way to CR 26 and above?

If I read the size table correctly, colossal says average height is 64 ft. or taller, so a giant-template T Rex could be 100 ft tall without problem.

Currently kaiju are "special snowflakes" (I mean that in the best sense of the phrase), and each kaiju is distinct, so there are no "generic" kaiju running around. It is sort of like, if the only stats for demons you had were from demon lords, you would think that all demons were super epic.

While I have the impression that there aren't any plans for "generic" kaiju, Inner Sea Gods has a description of "generic" Spawn of Rovangag. While they weren't super epic, they were still pretty epic, so I would not get my hopes up for CR 10 kaiju.

I believe that the size table was from 3.5, as pathfinder size charts makes no mention on height.


I'm kinda confused when people keep referring to pathfinder characters as mortals. These are characters that could change the weather, cause natural disasters, raise the dead, fly through space, or even create their own dimensions. Not to mention that their are immortal beings that still are weaker than mortal PCs. I 'm not too sure what mortality has to do with raw power.


Dragon78 wrote:
Well not all monsters that big are CR26+ but Kaiju are. There is nothing in the rules that says every creature that is 100+ft has to be a Kaiju.

True, but the only ones that exist are all 26+. I could just increase a monster's space and reach more and call it a day, though it would be nice to have monsters in the book like that which aren't super epic monsters.


Mechagamera wrote:
Sauce987654321 wrote:
Dragon78 wrote:

All Kaiju are in CR26-30 range, but if you want to apply the Kaiju subtype to a weaker creature then go ahead.

I know the ones currently statted are, and the future ones probably will be too. I was just saying that unlike other monsters in the same CR range it doesn't state that all kaiju necessarily need to be that high. I think kaiju should cover a wider range of CRs instead of the way it currently is.

I am curious why you would want lower CR kaiju, especially when there are a fair number of lower CR colossal vermin running around. Deadly Mantis is only CR 11.

Because I don't like the idea that any monster over 100-ft. tall must be CR 26+. It doesn't make much sense to me.

If I want my party to fight a colossal T-Rex, I could just apply the giant template for a CR 10 challenge. Now if I want my party to fight one that's over 100-ft. tall, I have to jump all the way to CR 26 and above?


Dragon78 wrote:

All Kaiju are in CR26-30 range, but if you want to apply the Kaiju subtype to a weaker creature then go ahead.

I know the ones currently statted are, and the future ones probably will be too. I was just saying that unlike other monsters in the same CR range it doesn't state that all kaiju necessarily need to be that high. I think kaiju should cover a wider range of CRs instead of the way it currently is.


Iron Paint wrote:
Does the Bestiary 4 have a Zaratan yet? It always bothered me that there was no Zaratan. I know the Zaratan from the Advanced Dungeons and Dragons Monstrous Manual. It is a giant sea turtle that is also an island. It appears to be a CR 20 magical beast.

Then you might like this monster from pathfinder 27 what lies in dust


I would love to have more kaiju, but not if they all need to be CR26+. What I like to do is take an existing monster, raise its HD until it becomes colossal, increase it's space and reach to at least 50, then apply the kaiju subtype to it to make my own since there is technically no CR minimum for kaiju (unlike demon lords and Empyreal lords).


Thelemic_Noun wrote:
Dakota_Strider wrote:

It seems that there is no actual magical defense against, from what everyone is saying. Best defense seems either use concealment, or outright block the sight of the caster. Will be taking it for granted that the lich and its associates will have true seeing, so that will limit what will work. It would be next to impossible to get spell resistance high enough to count on that strategy. Perhaps using the sorcerer to counterspell, if we get high enough level for him to have 8th level spells. But, that will only work on one spell a round, and as wraithstrike suggested, with the lich's level, and mythic/epic/and metamagic abilities will be doing far above the normal spell damage. Winning initiative is never guaranteed, but holding spells and missile attacks to try to disrupt casting may be a fallback option. Very good chance a BBEG of such level, will have defenses prepared for that.

While the different strategy/tactic tips are certainly helpful, apparently there is no actual defense/protection against that particular spell; unlike most other damage spells. Even a Wish does not seem like it would provide protection (except, using it as a counterspell).

Greater spell immunity offers protection from it, because the mythic rules for liches prevent them from grabbing the best archmage or hierophant features.

Are the liches arcane or divine? And are they spontaneous or prepared?

You could just apply mythic tiers of Archmage or Hierophant to a lich at the start. They aren't forced to use the "Mythic Lich" progression.


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Just like how Advanced Firearms don't follow the same rules as Early Firearms, Siege Firearms has it's own rules. There is no mention of touch AC in the Siege Firearms section.

The Cannon Golem's cannon was intended to target normal AC.


Well it depends what level the PCs are to make use of the mass combat from ultimate campaign for individual PCs. PCs can be treated as their own army for each individual character, or even combined depending on how many characters there are.


Well if you want scarier animals you can just increase the hit dice and apply templates to it. Like increasing the hit dice on a rhinoceros and giving it the half dragon and giant template to make it a colossal Rhino Dragon.


For the record, you don't have to be high level to fight colossal monsters. Colossal creatures start as low as CR 8.


Do they have to be humanoid?


If you believe that someone is high level, then they would be able to challenge or kill a CR 17 monster like this.


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For anyone thinking that they are high level, they would be able to challenge or kill a true CR 17 like this.


K177Y C47 wrote:
Sauce987654321 wrote:

For what it's worth, a barbarian can't use rage powers unless he rages. Rage powers such as "ground breaker" which can cause difficult terrain up to a 20ft radius by striking the ground.

Just because the class has a few flaws doesn't mean the class has nothing to do with Hulk. Whether you are a 20 alchemist or barbarian, you could still slaughter armies in melee combat. Not something I'd imagine Bruce doing.

I think barbarian with mythic tiers is a perfect fit, really

Except being a level 20 barb would mean that Dr.Banner would be as good in melee as captain America or any other full martial.

Additionally, the barb doesn't answer the question of Bruce being forced to change. The master chemist can actually be forced to change...

Let's not even bring up the fact that Stan Lee himself said that the hulk is his take of Dr.Jekyll/Mr.Hyde which the master chemist is based off of...

I'm not sure how you figure that captain america is as good as a 20th level barbarian. A 20th level alchemist could still kill an army of thousands with just his melee weapon without the help of his abilities.

You can always roleplay being forced to transform, because not every little detail needs to be backed up by mechanics. I don't know why it would make more sense for Bruce in his base form to be able to destroy giant monsters on his own in melee combat as opposed to looking over the fact that you can't be forcefully transformed into the hulk. Just because the alchemist isn't a martial class doesn't mean that it doesn't have a 15 base with d8 health.

Now if you want to represent Bruce on his own, he needs to be low level.

As for the hulk, he is a high level barbarian. Throwing in mythic is a perfect match. Maybe you can even give him a mythic weakness, at your GM's discretion, to force you to rage at times.


Why are people saying that the monk can't out run a cheetah? 90 speed, ki point for +20 speed, 2 fleet feats, run feat for x5 speed when running. Now you have 600 speed. You don't even need the fleets, just burn a ki point for 550.


For what it's worth, a barbarian can't use rage powers unless he rages. Rage powers such as "ground breaker" which can cause difficult terrain up to a 20ft radius by striking the ground.

Just because the class has a few flaws doesn't mean the class has nothing to do with Hulk. Whether you are a 20 alchemist or barbarian, you could still slaughter armies in melee combat. Not something I'd imagine Bruce doing.

I think barbarian with mythic tiers is a perfect fit, really


I don't get how someone that looks at the kind of monsters a mid to high level can challenge and still think they're just a regular human (because that's the only race that exists in pathfinder, right?). A high level could physically overpower a creature that's taller than a building with their bare hands, but for some reason these same people would place Aragorn as an epic level fighter and gandalf as a level 50 fighter/wizard/eldritch knight abomination.


Not with one feat, but it can be done. Suprise round, move in between group, win initiative, lunge with greater cleave, then move again.


If people are going to talk about how pathfinder characters can't carry 100 tons, at least they should acknowledge mythic abilities that increase your carrying capacity. Display of strength adds +20 and mules strength increases it by 5 that can be taken multiple times that stacks with everything. 35 strength with display of strength and 2 mules strengths bumps it up to 65, effectively. Obviously you can go way higher than this with other modifiers.


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Sean K Reynolds wrote:

Again, I'm not saying you should make all of these abilities nonmagical. I'm saying whether or not they are magical is irrelevant to whether they are appropriate for the class.

You're also assuming that the only way to stop a teleporter is with anti-magic, which isn't true

This reminds me of one session I had years ago. We were at the beginning of fighting our most major battle. We were all in the 16-20 level range, because we played this campaign for nearly 2 years. This was a big group of players; around 10 players. One of the wizards that was adjacent to me decided to turn against us, and she attacked a party member with finger of death and actually killed him. She tried to use quicken teleport to leave, but my fighter had teleport tactician and stunning assault.. The wizard died shortly after she got stun-locked.

Yeah... Quite a few people weren't too happy with how things were going.

The campaign did actually end a few weeks later.


Lincoln Hills wrote:
a roc does not collapse under the weight of its own skeleton

I'm not sure how much you think a roc weighs, but it's about 8,000 pounds. That's around the weight of an elephant


The minimum height given to elementals, 4ft for small, 8ft for medium, 16ft for large, 32ft for huge, would it be reasonable to assume that gargantuan elementals are at 64ft and colossal at 128ft?

When I mentioned what CR gargantuas would be at if converted into pathfinder, I meant gargantuas from 2nd edition, sorry.


Have you looked at my most updated build I posted last page? I might as well post it again instead of putting it as a spoiler.

Godzilla CR 25
N Colossal magical beast (aquatic)
Init -1; Senses Low-light vision, Darkvision 120ft, Scent ; Perception +41
Aura Frightful presence (1,000 ft., DC 35)

DEFENSE
AC 40 touch -7, flat-footed 40 (-1 dex, +47 natural, -16 size)
hp 572 (32d10+480) fast healing 20
Fort +35, Ref +18, Will +16
Defensive Abilities DR 25/epic, ineffective attacks; Immune ability damage, ability drain, disease, energy drain, paralysis, petrification, poison, and polymorph; resist cold 30, electricity 30, fire 30, sonic 30; SR 35

OFFENSE
Speed 40 ft.; swim 80 ft.
Melee Bite +37 (6d8+31), 2 claws +37 (3d12+31), and tailslap +32 (4d8+31)
Space 50 ft.; Reach 50 ft. (100 ft. with tail slap)

STATISTICS
Str 53, Dex 8, Con 34, Int 3, Wis 22, Cha 27
Base Atk +32; CMB +69 ; CMD 78
Feats Awesome blow, Cleave, Crtical Focus, Endurance, Diehard, Greater Cleave, Greater Vital Strike, Heroic Defiance, Heroic Recovery, Improved Bull Rush, Improved Natural Weapon (tail), Improved Vital
Strike, Power attack, Stalwart, Staggering Critical, Vital Strike
Skills Acrobatics -1 (+56 when jumping), Perception +44, Swim +56
Languages Aklo, Common (can't speak)
SQ amphibious, powerful leaper, massive size

SPECIAL ABILITIES

Atomic Breath (Su) Once every 1d4 rounds as a standard action, Godzilla can expell a line of atomic energy, dealing 32d10 points of damage to all creatures struck (Reflex DC 38 for half) This attack deals half fire and half sonic damage. Creatures that fail their saving throw must make another save (Fortitude DC 38) or be stunned for 1d6 rounds. Creatures that fail their fortitide saves by 10 or more are obliterated outright. The elemental damage from this line deals normal damage against objects (instead of half), and ignores hardness. In addition to the damage dealt, this line destroys a 10-ft square of a structure or object with hardness 20 or less for every 10 points of damage dealt, which may allow it to continue its course. This line may be changed to deal only fire damage, instead. This line has a range of line of sight. The save DC is Constitution-based.

Destroyer (Ex) Godzilla's natural weapon attacks are considered magical, epic, and adamantine. All attacks against objects and stuctures deal quadruple damage.

Ineffective Attacks (Ex) Godzilla's massive size and thick hide render many attacks ineffective against it. Non magical weapon and elemental damage is halved before applying its damage reduction and elemental resistances.

Powerful Leaper (Ex) Godzilla uses its Strength to modify Acrobatics checks made to jump, and has a +24 racial bonus on Acrobatics checks made to jump.

Massive Size (Ex) This creature's size is considered colossal, but far surpasses the size and strength of most monsters of its size category. The benefits and penalties of such a massive monster are noted below.

- Godzilla is granted two additional damage dice to all of its natural weapon attacks for its size category

- Godzilla inflicts one and a half times its strength modifier with its melee attacks.

- The size modifier of Godzilla is increased to -16 instead of -8

- Godzilla's carrying capacity is increased by a factor of 250.

Godzilla stands well over 300 feet tall and weighs about 60,000 tons.


The Red Mage wrote:

I'd have atomic breath deal untyped damage.

It destroys everything, man. I don't care how immune a balor is. He's getting torched.

considering that it deals fire and sonic, destroys objects instantly, and has a save vs death/stun, I think it's more powerful than it should be.


Berselius wrote:
I'm sorry but even though this was done before Kaiju (like King Mogaru and such) were a reality in Pathfinder I still have to say this is a poor representation of the big G'ster. It needs to be updated and if and when it is Godzilla should be NOTHING LESS than CR 30!

I would put him at 29 at best considering Mogaru at 28 is a smaller version of the current Godzilla.


If I were to apply the half Dragon template to a diplodocus, would its claws and bite still be at a 60ft range?


Ashiel wrote:
None of that stuff sounds like Godzilla though. Godzilla has actually been poisoned/diseased before, for example. >_>

There are adjustments to be made, like I said. I haven't done much with my latest build for a long time, but it's better than the older one.

His immunities can easily be changed, but what do you think of his other abilities? Powerful Leaper is the first thing I was going to get rid of, though.


Bey-Rystar Staveon Takehiko wrote:

Nice. Can you take Mule's Strength multiple times? Huh - I didn't notice that.

Does Display of Strength interact properly with the other effects? Mule's Strength? I haven't looked into it, really.

What about Muleback Cords? How do they interact with Ant Haul? (Though, I guess we're avoiding magic items, so... never-mind! :D)

I do suggest that we probably shouldn't drop his strength too much below the high 20s or 30s - too many other things kind of depend on it.

That said, that's pretty great stuff, over-all.

What things to depend on it?


Tacticslion wrote:

Cool. Very nice. Thanks! :D

So a constant Ant Haul would help with that, at least somewhat.

Let's see, 2k lbs in 1 ton.

100 tons = 200,000 pounds.

200,000 pounds/3 = 66,667 pounds (more or less, rounded up).

Divided by 920 = 72.464 (let's round to 73).

73* 920 gets us about where we need to be.

So, 73/4 = 18, or about +18 beyond 26. Does that work out? (I may be really off - I'm being really distracted by a wonderful 2-year-old, and a hungry family). Again, let's round to 19.

26+19 = 45.

So, starting from 25...
*4 at 35, *4 at 45...

It looks like my math is going to be quite off, but let's try it anyway.

800*4*4 = 12,800

Nope. Not even close. I went off somewhere significant.

Let's try (arbitrarily) 55 instead.

That nets us 51,200 which (when *3 for ant haul) ~~ 153,600.

Close, but still not there.

So, let's try 60. Starting at 20, that's a set of 4 +10s.

Thus, 400*4*4*4*4 = 102,400 or about ~ 307,200 for ant haul.

Okay, so 60 is definitely too high.

59? STR 29 nets 1,400 lbs. max, so 39 (*4), 49 (*4) and 59 (*4) means 1,400*4*4*4 = 89,600; at *3 that's, 268,800 lbs. Still a bit too high, but we're really close now. Considering that STR 60 was 100k too high, and 59 dropped us about 32k lbs, let's drop to 57.

STR 27 nets 1,040 lbs., so so 37 (*4), 47 (*4) and 57 (*4) means 1,040*4*4*4 = 66,560; at *3 that's, 199,680 lbs.

Ding-ding-ding! We have a winner!

Either 57 or 58 STR.

So, given my +24 above, we've got about 33 or 34 points to come from somewhere. Let's say that 17 or 18 points come from his natural STR score. That leaves us needing a +16. If we grant him the advanced template, that drops the requirements down to +12 - something very easily doable by way of monster stats! Nice! That means that he gets a +12 "racial" bonus when powered by daylight. Considering he can barely stand when not powered by daylight, I'd suggest that he drops this +12, the advanced template, and the +24 various bonuses above....

Display of Strength adds 20 for carrying capacity (for several hours), and Mules Strength adds 5 (stacks with itself if taken multiple times and everything else). So you can deduct that 58 to even as low as 23 with Display of Strength and Mules Strength taken 3 times.


Using mythic abilities like Display of Strength and Mules Strength can be better used to increase carrying capacity instead of bloating the characters statblock.


Ravingdork wrote:

Kaiju subtype: Immunity to ability damage, ability drain, death effects, disease, energy drain, and fear.

That knocks off quitte a few things on that list of yours Ashiel.

Also...

Recovery (Ex) Whenever a kaiju fails a saving throw against any mind-affecting, paralysis, petrification, polymorph, or immobilizing effect (including binding and temporal stasis but not including imprisonment), it can attempt a new saving throw at the end of its turn to remove the effect. Doing so takes no action. A kaiju can attempt a new save to end the effect as often as it wishes, but can attempt to remove only one such effect per round. Once per year, if a kaiju takes an amount of damage that would normally kill it by reducing its hit points to a negative amount equal to its Constitution score, the damage instead heals the kaiju of twice the amount of damage—but this healing leaves the kaiju disoriented and demoralized. At this point, the creature becomes nauseated and seeks only to return to its lair. Any amount of damage dealt to it by an external source before it reaches its lair, though, immediately negates the nauseated effect and allows the kaiju to end its retreat and attack.

I did make this build in 2012 when the Kaiju subtype didn't exist. It is true, that older build wasn't exactly the best.


Ashiel wrote:
That said, I don't thing 40 regeneration is appropriate from what I remember of Godzilla movies, and I'm surprised he doesn't even have Hold Breath or water breathing or something. He's actually really slow on land and swimming as presented here. :\

This is a really old Godzilla build I made years ago.

This is the most updated one I have. Even still I would make modifications to it.

Here:
Godzilla CR 25
N Colossal magical beast (aquatic)
Init -1; Senses Low-light vision, Darkvision 120ft, Scent ; Perception +41
Aura Frightful presence (1,000 ft., DC 35)

DEFENSE
AC 40 touch -7, flat-footed 40 (-1 dex, +47 natural, -16 size)
hp 572 (32d10+480) fast healing 20
Fort +35, Ref +18, Will +16
Defensive Abilities DR 25/epic, ineffective attacks; Immune ability damage, ability drain, disease, energy drain, paralysis, petrification, poison, and polymorph; resist cold 30, electricity 30, fire 30, sonic 30; SR 35

OFFENSE
Speed 40 ft.; swim 80 ft.
Melee Bite +37 (6d8+31), 2 claws +37 (3d12+31), and tailslap +32 (4d8+31)
Space 50 ft.; Reach 50 ft. (100 ft. with tail slap)

STATISTICS
Str 53, Dex 8, Con 34, Int 3, Wis 22, Cha 27
Base Atk +32; CMB +69 ; CMD 78
Feats Awesome blow, Cleave, Crtical Focus, Endurance, Diehard, Greater Cleave, Greater Vital Strike, Heroic Defiance, Heroic Recovery, Improved Bull Rush, Improved Natural Weapon (tail), Improved Vital
Strike, Power attack, Stalwart, Staggering Critical, Vital Strike
Skills Acrobatics -1 (+56 when jumping), Perception +44, Swim +56
Languages Aklo, Common (can't speak)
SQ amphibious, powerful leaper, massive size

SPECIAL ABILITIES

Atomic Breath (Su) Once every 1d4 rounds as a standard action, Godzilla can expell a line of atomic energy, dealing 32d10 points of damage to all creatures struck (Reflex DC 38 for half) This attack deals half fire and half sonic damage. Creatures that fail their saving throw must make another save (Fortitude DC 38) or be stunned for 1d6 rounds. Creatures that fail their fortitide saves by 10 or more are obliterated outright. The elemental damage from this line deals normal damage against objects (instead of half), and ignores hardness. In addition to the damage dealt, this line destroys a 10-ft square of a structure or object with hardness 20 or less for every 10 points of damage dealt, which may allow it to continue its course. This line may be changed to deal only fire damage, instead. This line has a range of line of sight. The save DC is Constitution-based.

Destroyer (Ex) Godzilla's natural weapon attacks are considered magical, epic, and adamantine. All attacks against objects and stuctures deal quadruple damage.

Ineffective Attacks (Ex) Godzilla's massive size and thick hide render many attacks ineffective against it. Non magical weapon and elemental damage is halved before applying its damage reduction and elemental resistances.

Powerful Leaper (Ex) Godzilla uses its Strength to modify Acrobatics checks made to jump, and has a +24 racial bonus on Acrobatics checks made to jump.

Massive Size (Ex) This creature's size is considered colossal, but far surpasses the size and strength of most monsters of its size category. The benefits and penalties of such a massive monster are noted below.

- Godzilla is granted two additional damage dice to all of its natural weapon attacks for its size category

- Godzilla inflicts one and a half times its strength modifier with its melee attacks.

- The size modifier of Godzilla is increased to -16 instead of -8

- Godzilla's carrying capacity is increased by a factor of 250.

Godzilla stands well over 300 feet tall and weighs about 60,000 tons.


Propsken wrote:

Just noticed there's Kaiju in Bestiary 4, CRs ranging 26-28. With Godzilla being the true King of Monsters, he could use a bump - say, to CR 31-ish? Just my two cents. Other than that, liking this quite a bit!

EDIT Whoops, looks like I missed some of the previous posts mentioning B4 already... My bad. Enthousiasm outpacing reasoning again.

CR 30 is the maximum for any monster that isn't a full fledged god.


Mathius wrote:

Seven league leap would become the travel power of choice, but you do need 6 mythic tiers before you can take it.

Monk that starts with 16 str/dex

6 ranks + 3 class + 1 trait + 3 feat + 2 feat + 20 Jump + 20 ki + 5 ring + 12 haste + 2 cat's grace + 3 stat + 1 stat adjustment -1 size
=77 jump check

16 str + 2 enlarge person + 2 bull's str + 2 stat adj + ant haul + 8 mule back chords
=30 str Light load of 1064 pounds. That could carry the whole party.

If this guy took mule back 5 times his light load would be 17 tons and could jump 44 miles.

he could take display of strength and then take mules strength four times for a 40 bonus instead of 25


I never really liked bezravnis as a kaiju. He's only 130 feet long, which is pretty small for a kaiju. He's no more of a kaiju than a shipwrecker crab or a black scorpion is.


Hama wrote:
There should be. Plus, not everything can be shoehorned into rules.

colossal creatures can have a bigger space than 30 feet, not that smaug qualifies for it. As for shoehorning, you can convert pretty much anything and make it work if someone tries to. I don't know why it would be shoehorning smaug if you converted him. He's a perfect example of a monster that can easily be statted out.


Hama wrote:
Your point being?

that he isn't bigger than colossal and a 30-ft square or smaller can work just fine. There isn't a size greater colossal anyway.


The measurements here mentioned don't really seem to add up to what I've seen in the movie. Sure he is big but saying that he's the same size or even bigger than Godzilla is a a bit of an exaggeration. Even if he really is over 200 feet long I can still make a dragon that's even longer than that by taking the sea serpent and applying the giant template and half dragon template to make it well over 300 feet long, all while still occupying a 30-ft square and only CR 15.


What CR range would the Gargantuas be at if they were converted to Pathfinder?

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