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Stratagemini wrote:
Sincubus wrote:
And the biggest creature (The island turtle) is already in a AP bestiary, its much bigger than a Kaiju, and its still Colossal.
Which AP? and how Big is it?

Well it's not described as an island turtle, but a island whale.

It looks something like this

http://www.wallpaper4me.com/images/wallpapers/whaleisland-896008.jpeg


Dragon78 wrote:

Those maybe big creatures but they are not Kaiju in pathfinder, plus we do not know what rules or traits the kaiju will have.

So what monsters from past APs and other books do you guys hope to see in this book?

I said kaiju sized, not as in a subtype.


I was looking around in the books and I have noticed some kaiju sized monsters that already exist. Such as the aspidochelone, sea bonze, CR 18 sea serpent, oma (to a lesser extent), and maybe Xotani the Firebleeder (40 by 40 space, but there is no mention on how big it actually is)


Sean K Reynolds wrote:
Sauce987654321 wrote:
Sean K Reynolds wrote:
The Additional Rules chapter already covers increasing carrying capacity for larger-than-Medium creatures.
Sorry, I mean even more so than the x16/x24 for normal colossal creatures.
Honestly, I'd rather not start creating new size categories—whether fully statted or just hinted at—beyond Colossal, then beyond beyond Colossal, then 3x beyond Colossal, and so on.

Well it wasn't so much that I wanted new size categories, but a unique special ability/quality for the kaiju to carry more and to at least carry its own weight.

Like an ability that you would find noted in a creature subtype. Not that if kaiju is a subtype or not.


Sean K Reynolds wrote:
The Additional Rules chapter already covers increasing carrying capacity for larger-than-Medium creatures.

Sorry, I mean even more so than the x16/x24 for normal colossal creatures.


I take it the kaiju are going to get a huge bonus to their carrying capacity compared to other monsters?


How about super Kaiju! The Kaiju that makes other Kaiju seem like ants! Lol!

Too big?


Are all kaiju past CR 25? It would be nice for at least a couple of them to be below 25. Are all kaiju mythic, as well?


Well if you wanted to create them like a monster, that would be the best approach. Pathfinder characters are limited by classes, feats, and races, but you can give a monster an ability that resembles exactly what you want to do and still keep it balanced if done right.

One example of a monster I made that can do crazy things with its strength and fly at mach speeds among other things. I just took the First Blade monster and instead equipped it with a super suit (sort of an iron man rip off)

This guy:
This unknown outsider is equipped with a super suit of vast technology. It is equipped with many weapons, including a plasma beam
powerful enough to blast through hundreds of feet of solid stone and steel.

First Blade
CR 20
CN Large outsider (chaotic, extraplanar)
Init +5; Senses darkvision 60 ft., low-light vision, ironsense; Perception +23

DEFENSE

AC 36, touch 10 (36; see text), flat-footed 33 (+20 armor, +4 deflection +3 Dex, –1 size)
hp 361 (18d10+162+100 force field); regeneration 5 (adamantine)
Fort +20, Ref +18, Will +8
DR 15/adamantine and law, DR 15/- (see text); Improved evasion (see text), force field; Immune criticals, magic, poison; Resist acid 30, cold 30, fire 30, electricity 30, sonic 30;

OFFENSE

Speed 30 ft., fly 300 ft (good)
Melee 2 slams +29 (4d10+36 plus bleed)
Ranged 2 integrated chainguns +20 (4d8 x4), and mounted 120mm cannon +20 (10d10 x4)
Space 10 ft.; Reach 10 ft.
Special Attacks blade slam, bleed (1d10), piercing plasma beam, six pack rocket launchers
Spell-Like Abilities (CL 18th; concentration +19)

3/day—chill metal, heat metal, repel metal or stone, wall of iron
1/day—blade barrier

STATISTICS

Str 35, Dex 16, Con 28, Int 16, Wis 16, Cha 20
Base Atk +18; CMB +54; CMD 67
Feats Blind-Fight, Cleave, Combat Reflexes, Great Cleave, Improved Bull Rush, Improved Initiative, Improved Overrun, Power Attack
Skills Acrobatics +22, Fly +22, Intimidate +25, Knowledge (history) +24, Perception +25, Sense Motive +23, Stealth +2
Languages Abyssal, Celestial, Common, Infernal, Protean
SQ booster jets, breathless, legendary feats of strength, lord of battle, powerful blows and maneuvers, swarm form

SPECIAL ABILITIES

Blade Slam (Ex)

The First Blade’s slam attacks deal bludgeoning and slashing damage. Its slams count as natural weapons or manufactured weapons (whichever is most beneficial to it) for the purpose of spells that enhance attacks. Its attacks count as adamantine, chaos, and magic for the purpose of overcoming damage reduction.

Booster Jets (Ex)

This grants the First Blade a fly speed of 300 ft. with good maneuverability. This also allows the First Blade to fly at mach speeds. The First Blade can double its fly speed for every round it uses at least a single move action to fly, which must be consecutive to gain additional flight speed the following rounds. The First Blade reaches full speed the round after the fifth round, in which it may move up to 5-miles every round it continues to fly. When using standard action to attack while building speed during its movement, it takes a cumulative -2 to attack rolls for every round it continues to increase speed to a maximum of -10. If the First Blade makes contact with an object or another creature at maximum speed, they are both dealt 20d6 bludgeoning damage and the First Blade's movement comes to a stop. The First Blade, however, must make a successful bull rush attempt with a +10 bonus to collide with a creature and deal damage to it. Melee attacks during full speed deal an additional 10d6 damage.

Breathless (Ex)

Unlike most outsiders, the First Blade does not need to breathe.

Chain Guns (Ex)

These advanced firearms have a range increment of 200 feet, automatically reload as a free action, and never misfire.

Force Field (Su)

The First Blade is integrated with a force field generator. It provides it with a bonus 100 hit points, all of its current elemental resistances, treats its armor class as touch armor class, DR 15/-, and Improved Evasion. The Force Field replenishes its health at 5 points a round. If broken, the First Blade loses all of the force field's benefits and it must regain its total bonus hit points to 80 to regain the benefits of the Force Field, including the health bonus.

Legendary Feats of Strength (Ex)

The First Blade is treated as having +20 Strength for the purposes of carrying capacity, skill checks, and strength checks. Three times per day as a free action it can treat its strength score (with the bonus included) as double for the purposes of carrying capacity, skill checks, and strength checks for 1 minute. In addition, three times per day the First Blade can choose to automatically succeed at any strength check that is equal or lower to DC 100

Immunity to Magic (Ex)

The First Blade is immune to spells or spell-like abilities that allow spell resistance. The First Blade can lower this resistance for 1 round as a standard action (similar to a creature with spell resistance lowering its spell resistance) to allow other creatures to cast spells on it; it can use its spell-like abilities on itself without difficulty.

Certain spells and effects function differently against it, as noted below.
•A magical attack that deals electricity damage slows the First Blade (as the slow spell) for 1 round, with no saving throw.
•A magical attack that deals fire damage breaks any slow effect on the First Blade and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the First Blade to exceed its full normal hit points, it gains any excess as temporary hit points. The First Blade gets no saving throw against fire effects.
•The First Blade is affected normally by rust attacks, such as those of a rust monster or a rusting grasp spell.

Ironsense (Ex)

The First Blade automatically detects iron objects (including steel) within 300 feet, just as if it possessed the blindsight ability.

Lord of Battle (Ex)

The First Blade is treated as an 18th-level barbarian and fighter for any game rule (such as a feat prerequisite) that requires levels in barbarian or fighter. It is proficient in all weapons.

Piercing Plasma Beam (Ex)

Once every 1d4+1 rounds, the First Blade can unleash a fierce plasma beam from its cannon. This attack is a 300-ft. line that deals 10d10 fire damage and 10d10 electricity damage (Reflex DC 28 for half) and ignores hardness of less than 20. Creatures that fail their reflex saves take 1d8 points of strength, constitution, and dexterity drain. When an object is damaged from this attack that has a hardness less than 20, it destroys every 5-ft square of nonliving matter of the affected object in the line's path and may pass through the other side of the object; potentially allowing the beam to affect anything beyond the object once it passes though .

Mighty Blows and Maneuvers (Ex)

The First Blade inflicts three times its Strength modifier with its melee attacks, threatens a critical hit on a 19–20 with its slam attacks, and adds three times its strength modifier to its combat maneuvers and combat maneuver defense.

Six Pack Rocket Launchers (Ex)

The First Blade is equipped with two shoulder mounted six pack rocket launchers. A rocket deals 4d6 slashing damage and 4d6 fire damage (Reflex DC 20 half). The First Blade can choose how many rocket attacks it can make with the current amount of rockets it has. The rockets have a range of 800 ft. with a radius of 20 ft, ignores 10 points of hardness, and the fire damage deals normal damage against objects.

Swarm Form (Su)

The First Blade can shift between its normal body and a flying swarm of diminutive versions of itself as a standard action. In swarm form it has the swarm subtype; it cannot use its slam attacks but can instead make an attack with the options noted below.

- swarm attack (4d6 and distraction)
- plasma beams (2d8 electricity and 2d8 fire in 30-ft.)
- chain guns (2d8 bludgeoning and piercing in a 30-ft. cone)
-20mm cannons (4d8 bludgeoning and piercing in 30-ft)
- rockets (2d6 fire and 2d6 slashing in a 30-ft cone).

The First Blade remains in one form until it chooses to assume its other form. A change in form cannot be dispelled, nor does the First Blade revert to any particular form when killed (both shapes are its true form). A true seeing spell reveals both forms simultaneously. All of the First Blade's modes of movement speed is reduced by half. The First Blade may use its booster jets to achieve mach speeds, but requires double the rounds.

I can give you ability ideas based off what the X-men do, if you want. Maybe that's not what you meant though by saying monster statblocks, but I'm still throwing that out there.


This is another attempt at representing Godzilla as best as I can. I am making some of the other monsters, but I would like to know what you guys think about this. Opinions and criticism would be great.

Godzilla:
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, mind-affecting effects, paralysis, petrification, poison, and polymorph; resist cold 20, electricity 20, 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. This ability is not a death effect.

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 weights about 60,000 tons.


Well I never imagined that he would be so beefed up in terms of pathfinder stats after watching the movie. Doesn't seem like he deserves those physical stats, really.


Daze Monster
School enchantment (compulsion) [mind-affecting]; Level bard 2, sorcerer/wizard 2

Casting Time 1 standard action

Components V, S, M (a pinch of wool or similar substance)

Range close (25 ft. + 5 ft./2 levels)

Target one living creature of 3 + caster level HD or less

Duration 1d6+1 rounds

Saving Throw Will negates (see text); Spell Resistance yes

This spell clouds the mind of a living creature with up to your caster level +3 Hit Dice so that it takes no actions. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it may attempt at another will save at the end of each round to end the effects of this spell.


Plasma Ooze > Gunslinger


+5 Toaster wrote:
Sauce987654321 wrote:
clff rice wrote:
so where are the beams and sonic booms when flying? You gonna handle them like SLA?
I could throw in selectable supernatural abilities like this.
they should be awarded based on a hit dice, like one ability for every five or something.

Good idea. I want to make it in a way where it's optional, so not every creature of said hit dice have these abilities. I was thinking maybe it could add to its CR, but I think at that rate the CR will increase too much from the way I have it so far.


clff rice wrote:
so where are the beams and sonic booms when flying? You gonna handle them like SLA?

I could throw in selectable supernatural abilities like this.


Yeah it probably should. At the time I probably just thought having one ability that does 3 different things wouldn't be proper. Some monsters have double damage against objects that uses the same wording as the quad damage ability, so I just used that, too.


1 person marked this as a favorite.

So what I wanted to do is create a template that can be applyed to a creature to make them super sized. So far this is what I made and I have a few examples of creatures with this template. I would really like to get some criticism about how to improve it. I plan on using this in the future and hopefully someone else might want to, also.

Creating a Kaiju

CR: Same as the base creature +8.

Senses: A Kaiju gains darkvision 60 ft. and low-light vision

Armor Class: A Kaiju's natural armor class is increased by +16.

Defensive Abilities: A Kaiju gains damage reduction 15/-. If the creature already has an existing damage reduction, this damage reduction instead stacks with its original. Coporeal Kaiju gain fast healing 20. Living Kaiju gain Immunity to ability damage, ability drain, bleed, disease, energy drain, paralysis, petrification, poison
and polymorph. A Kaiju gains resist cold 30, electricity 30, and fire 30. If the monster already has resistance to an elemental type, it instead gains immunity to it.

Speed: A Kaiju adds +30 to its landspeed. All other forms of speed remain the same.

Melee: A kaiju's natural weapon attack damage dice is increased by a factor of 2 or adds 4 extra damage dice, whichever is higher.

Reach: A Kaiju adds +30 feet to its reach and threat range.

Space: A Kaiju adds +30 feet to its space.

Ability Scores: A Kaiju adds +28 Strength, +18 Constitution, and -6 Dexterity (minimum of 3). If the creature doesn't have a constitution score, add 10 points of health per hit dice.

Size: A Kaiju's size bonuses and penalties are increased to 8 if the creature is huge or less, 12 if gargantuan, or 16 if colossal. Its size and carrying capacity is increased by a factor of 10, and its weight is increased by a factor of 500. Supernatural attacks have their range or area increased by a factor of 5, and add the CR adjustment to
their damage dice for their special attacks (such as a dragon's breath weapon). This creature is considered colossal.

Special Qualities: A Kaiju gains the following special qualities.

Destroyer (Ex): A Kaiju's natural weapons are treated as magical and adamantine, and its natural weapon attacks deal maximum damage versus objects.

Ineffective Weapons (Ex): A Kaiju's great size render mundane weapon attacks ineffective. A Kaiju that is damaged a physical attack of a non-magical source deals half

damage. Only Kaiju's of at least 250 feet in height, or 500 feet in length can gain this ability.

Quadruple Damage Against Objects (Ex): Any attack made by this creature against an object or structure deals quadruple damage.

Example Kaijus
_________________________________________________
Elder Earth Elemental (Kaiju) CR 19
N Colossal outsider (earth, elemental, extraplanar)
Init –1; Senses darkvision 60 ft. low-light vision, tremorsense 60 ft.; Perception +19

Defense

AC 30, touch -12, flat-footed 30 (–4 Dex, +32 natural, –8 size)
hp 312 (16d10+96) fast healing 20
Fort +24, Ref +1, Will +10
DR 25/—; Immune to ability damage, ability drain, elemental traits, disease, energy drain, petrification and polymorph. Resist cold 30, electricity 30, and fire 30.

Offense

Speed 50 ft., burrow 20 ft., earth glide
Melee 2 slams +32 (6d10+26/19–20)
Space 45 ft.; Reach 45 ft.
Special Attacks earth mastery

Statistics

Str 62, Dex 3, Con 39, Int 10, Wis 11, Cha 11
Base Atk +16; CMB +48; CMD 54
Feats Awesome Blow, Cleave, Greater Bull Rush, Greater Overrun, Improved Bull RushB, Improved Critical (slam), Improved Overrun, Improved Sunder, Power Attack
Skills Appraise +19, Climb +45, Knowledge (dungeoneering) +19, Knowledge (planes) +19, Perception +19, Stealth +4

Special Abilities

Destroyer (Ex): A The Elder Earth Elemental's natural weapons are treated as magical and adamantine, and its natural weapon attacks deal maximum damage versus objects.

Ineffective Weapons (Ex): A Kaiju's great size render mundane weapon attacks ineffective. A Kaiju that is damaged a physical attack of a non-magical source deals half damage.

Quadruple Damage Against Objects (Ex): Any attack made by this creature against an object or structure deals quadruple damage.

The Elder Earth Elemental stands at 400 feet tall and weighs 15,000 tons.

______________________________________________________
Tyrannosaurus (Kaiju) CR 17
N Colossal animal
Init +2; Senses low-light vision, scent; Perception +37

Defense

AC 26, touch 7, flat-footed 20 (-2 Dex, +30 natural, –12 size)
hp 315 (18d8+72) fast healing 20
Fort +24, Ref +9, Will +10
DR 15/-; Immune ability damage, ability drain, bleed, disease, energy drain, paralysis, petrification, poison and polymorph; Resist cold 30, electricity 30, and fire 30.

Offense

Speed 70 ft.
Melee bite +26 (8d6+50/19–20 plus grab)
Space 50 ft.; Reach 50 ft.
Special Attacks swallow whole (6d8+24, AC 25, hp 31)

Statistics

Str 60, Dex 7, Con 37, Int 2, Wis 15, Cha 10
Base Atk +13; CMB +50 (+54 grapple); CMD 57
Feats Bleeding Critical, Critical Focus, Diehard, Endurance, Improved Critical (bite), Improved Initiative, Iron Will, Run, Skill Focus (Perception)
Skills Perception +37; Racial Modifiers +8 Perception
SQ powerful bite
Ecology
Environment warm forest and plains
Organization solitary.
Treasure none

Special Abilities

Powerful Bite (Ex) A tyrannosaurus applies twice its Strength modifier to bite damage.

Destroyer (Ex): A Kaiju's natural weapons are treated as magical and adamantine, and its natural weapon attacks deal maximum damage versus objects.

Quadruple Damage Against Objects (Ex): Any attack made by this creature against an object or structure deals quadruple damage.

This tyrannosaurus measures 400 feet long and weighs 3,500 tons.


I never thought it was a great idea to calculate land speed in to MPH, as this is just another abstraction. Animals like cats and leopards move far faster than humans, and they too have a landspeed of 30 but with high dexterity scores to possibly represent their speed.


So I felt like making this template, and I had a little fun applying it to a few monsters. I know it probably needs work, but I kinda like it. What do you guys think?

Kaiju Template:

Creating a Kaiju

CR: Same as the base creature +5.

Armor Class: A Kaiju's natural armor class is increased by +16.

Defensive Abilities: A Kaiju gains damage reduction 15/-. If the creature already has an existing damage reduction, this damage reduction instead stacks with its original.

Speed: A Kaiju adds +30 to its landspeed. All other forms of speed remain the same.

Melee: A kaiju's natural weapon attack damage dice is increased by a factor of 2 or adds 4 extra damage dice, whichever is higher.

Reach: A Kaiju adds +30 feet to its reach and threat range.

Space: A Kaiju adds +30 feet to its space.

Ability Scores: A Kaiju adds +24 Strength, +16 Constitution, and -8 Dexterity (minimum of 3).

Size: A Kaiju's size bonuses and penalties are increased to 8 if the creature is huge or less, 12 if gargantuan, or 16 if colossal. Its size and carrying capacity is increased by a factor of 10, and its weight is increased by a factor of 500. Supernatural attacks have their range or area increased by a factor of 5. This creature is considered lossal.

Special Qualities: A Kaiju gains the following special qualities.

Destroyer (Ex): A Kaiju's natural weapons are treated as magical and adamantine, and its natural weapon attacks deal maximum damage versus objects.

Quadruple Damage Against Objects (Ex): Any attack made by this creature against an object or structure deals quadruple damage.

Example Kaiju:

Elder Earth Elemental (Kaiju) CR 16
N Colossal outsider (earth, elemental, extraplanar)
Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +19

Defense

AC 30, touch -12, flat-footed 30 (–4 Dex, +32 natural, –8 size)
hp 296 (16d10+80)
Fort +24, Ref +1, Will +10
DR 25/—; Immune elemental traits

Offense

Speed 50 ft., burrow 20 ft., earth glide
Melee 2 slams +32 (6d10+24/19–20)
Space 45 ft.; Reach 45 ft.
Special Attacks earth mastery

Statistics

Str 58, Dex 3, Con 37, Int 10, Wis 11, Cha 11
Base Atk +16; CMB +48; CMD 54
Feats Awesome Blow, Cleave, Greater Bull Rush, Greater Overrun, Improved Bull RushB, Improved Critical (slam), Improved Overrun, Improved Sunder, Power Attack
Skills Appraise +19, Climb +43, Knowledge (dungeoneering) +19, Knowledge (planes) +19, Perception +19, Stealth +4

Special Abilities

Destroyer (Ex): A The Elder Earth Elemental's natural weapons are treated as magical and adamantine, and its natural weapon attacks deal maximum damage versus objects.

Quadruple Damage Against Objects (Ex): Any attack made by this creature against an object or structure deals quadruple damage.

The Elder Earth Elemental stands at 400 feet tall and weighs 15,000 tons.


Odraude wrote:
Sauce987654321 wrote:

I made stats for Godzilla, actually.

What do you guys think, not to hijack the thread or anything.

** spoiler omitted **...

Lack of SR, immunity to ability damage and drain would make the encounter quick and painful for Godzilla.

I figured that his atomic breath and very huge threat range might make up for it to some point. If I had given him many resistances to magic I figured that the CR might be inaccurate.


I made stats for Godzilla, actually.

What do you guys think, not to hijack the thread or anything.

Godzilla:
Godzilla CR 24
XP 1,228,800
N Colossal magical beast
Init -1; Senses Low-light vision, Darkvision 120ft, Scent ; Perception +44
Aura Frightful presence (150 ft., DC 29)

DEFENSE
AC 40, touch -23, flat-footed 34 (-1 dex, +63 natural, -32 size)
hp 640 (32d10+480) Regeneration 40
Fort +37, Ref +18, Will +12
Defensive Abilities DR 25/-, ineffective attacks; resist acid 30, cold 30, fire 30

OFFENSE
Speed 40ft; swim 80ft
Melee Bite +36 (8d8+36), 2 claws +36 (4d8+36), and tailslap +31 (12d8+18)
Space 60.; Reach 60 (120 with tailslap)

STATISTICS
Str 82, Dex 8, Con 40, Int 3, Wis 15, Cha 17
Base Atk +32; CMB +79 ; CMD 87
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 (+58 when jumping), Perception +44, Swim +58
Languages Aklo, Common (can't speak)
SQ Powerful Leaper, Overwhelming Size

SPECIAL ABILITIES

Atomic Breath (Su) Once every 1d4 rounds as a standard action, Godzilla can expell a line of radioactive energy, dealing 32d12 points of damage to all creatures struck

(Reflex DC 42 for half) This attack deals half fire and half acid damage. Creatures that fail their saving throw must make another save (Fortitude DC 42) 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), ignores hardness, and deals quadruple its normal damage. In addtion to the damage dealt, this line destroys up to 50-ft square of a structure or object

with hardness of less than 20, which may allow it to continue its course. This line can 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 and adamantine.

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

damage reduction and elemental resistances.

Overwhelming Size (Ex) While Godzilla's size is colossal, he towers over most monsters of his size category. The benefits and penalties of such a size are already factored in.

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.

Quadruple Damage Against Objects (Ex) Any attack made by Godzilla against an object or structure deals quadruple damage.

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


SwnyNerdgasm wrote:
I honestly don't think they should ever add them into the game of only for the rule "If you stat it they will kill it" and I don't like the idea of mortals going toe to toe with godzilla

I mean if a 4-ft person can kill a 70-ft monster, I don't see why on the flip side that the same 70-ft monster couldn't possibly hope to stand up to a monster that is more than 300 feet tall. Just because it's a lot bigger doesn't mean it should just be impossible.


I Knew You'd Say That (Ex)

Judge Dredd adds half of his hit dice as a bonus when making an intimidate or sense motive check.


Hah, I was hoping at least one person would appreciate it.


I like the Titan's Power ability. Some people might think its carrying ability is really excessive, but I like it. An optimized barbarian with muleback straps with several mythic tiers can lift over 3 trillion tons over his head, lol. I think the double strength bonus to attack rolls is a little much, but the extra damage is fine.

Tarrasques carapace is too good I think. I would really dumb it down.

I think the movement bonus like that would be too much if coupled with the extra 5 foot step. Really powers up the casters I think. The auto 20 on all rolls for 1 round is too powerful I think, even for 4 mythic points.

I can probably give suggestions a little later.


Yeah, pretty much the point is for me to put up very ridiculous monsters and see if people like them at all. I tried to stay away from too much modifier bloat as much as possible. There may be some mistakes that I missed so I'll probably correct them later if I see them.

I would also like to see other people's attempts as well, but I probably won't get them, lol.

Here is my first monster attempt:

Umber Hulk Behemoth CR 27
N Huge Aberration
Init +5; Senses Darkvision 60 ft., tremorsense 60 ft.; Perception +32

DEFENSE
AC 47 (+1 dex, -2 size, +38 natural), touch 9, flat-footed 46
hp 479 (25d8+375) Regeneration 20 (epic)
Fort +37, Ref +9, Will +18
Defensive Abilities DR 20/epic; Immune acid, disease, energy drain, fire, mind-affecting effects,
paralysis, permanent wounds, petrification, poison, polymorph; SR 37

OFFENSE
Speed 60 ft; burrow 120 ft
Melee 2 claws +49 melee (6d6+60) and bite +44 melee (8d6+30)
Space 15 ft.; Reach 15 ft.

STATISTICS
Str 115, Dex 13, Con 41, Int 19, Wis 18, Cha 19
Base Atk +18; CMB +86; CMD 97
Feats Awesome Blow, Combat Expertise, Cleave, Diehard, Endurance, Greater Vital Strike,
Greater Cleave, Improved Initiative, Improved Stalwart, Improved Vital Strike, Power Attack,
Stalwart, Vital Strike.
Skills Acrobatics +29 (+80 to jump), Climb +80, Intimidate +32, Knowlege (Nature)+32, Perception +32, Sense Motive +32, Survival+32, Swim +80
Languages -

SPECIAL ABILITIES

Gaze of Insanity (Su)

Insanity as the spell, 60 feet, caster level 18th, Will DC 27 negates. The save DC is Charisma-based.

Unhindering Movement (Ex)

When moving, regardless of what type of movement it always moves at full speed no
matter what obstructions or terrain is in its path. It can burrow through any kind of
material, and can make automatic strength check to burst an object that it touches
when moving.

Beast of Burden (Ex)

The Umber Hulk Behemoth's strength is twice the amount for the purposes of its
carrying capacity. In addition, once per day, it can instead quadruple its strength score
for 1-hour when determining its carrying capacity.

Overwhelming Strength (Ex)

The Umber Hulk Behemoth can succeed at any strength check with a DC equal to or less
than 250.

Mountain Smasher (Ex)

When going to use it's burrow, it can choose to give the object the broken condition instead.
When broken this way, it has a clear open path to move through in and out the broken object.
Its target can be of nearly any size, such as the largest of mountains, castles, and much
bigger targets at the GM's discretion. If this ability is used on an object that already has
the broken condition, it becomes destroyed.

Excessive Bulk (Ex)

The Umber Hulk Behemoth is treated as Colossal for the purposes of its natural weapon damage,
natural armor, combat maneuver bonuses, carrying capacity, and attack penalties.

Reckless Attacks (Ex)

Any melee attacks made from the Umber Hulk Behemoth is always modified from its power attack feat.

Cloud Leaper (Ex)

The Umber Hulk Behemoth can make extraordinary high leaps during its charge. It adds 10 extra feet
in both its vertical height and horizontal distance for every point in its attack roll. In addition, the charge
attack can be subsituted for a grapple maneuver. Regardless of what the roll is, it can choose to jump a
shorter distance.

Quadruple Damage Against Objects (Ex)

The Umber Hulk Behemoth's full attack against an object or structure deals quadruple damage.

Amazing Endurance (Ex)

The Umber Hulk Behemoth adds half of its hit dice to its fortitude save, which is already factored in.

Powerful Leaper (Ex)

The Umber Hulk Behemoth uses its Strength to modify Acrobatics checks made to jump.


Fire Storm
----------
This spell deals 1d10 points of fire damage per level, up to a maximum of 20d10. The spell also causes any creature that fails it's reflex saving throw to catch on fire, taking 4d10 points of fire damage each round until the fire is extinguished. The creature can extinguish by spending a full-round action and succeeding at a reflex saving throw (using the spell's original DC). Falling prone and rolling on the ground
grants a +2 circumstance bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.

Greater: if you are at least a 5th-tier mythic character you can expend three additional uses of mythic power when casting this spell. In addition to the effects listed above, the area of the spell is increased to a 1,000-ft square per level, and any fire damage dealt by the spell ignores fire resistance and fire immunity.

Ant Haul
--------
The target's carrying capacity is multiplied by 3 +1 per mythic tier.

Greater: if you are at least a 3rd-tier mythic character you can expend two additional uses of mythic power when casting this spell. In addition to the effects listed above, the target is considered two size categories for the purposes of it's carrying capacity. If the target cannot benefit from the size bonus, instead add x16 to it's size multiplier for calculating its carrying capacity.

I can add many more later, but I would like to read other suggestions, as well.


Tels wrote:
Sauce987654321 wrote:
Maybe it should add +10 feet on vertical jump height per mythic tier.
That's how it is currently. You gain a bonus on your jump of your Mythic Tier * 10. So a 5th Tier character gets a +50 on his jump.

mine adds +50 extra feet on vertical jumps at 5th tier (not acrobatics). That adds +12 extra feet to vertical jumps from that +50 bonus to acrobatics.


Maybe it should add +10 feet on vertical jump height per mythic tier.


I think what he was talking about is just having abilities to do things that were normally impossible for a non mythic character. They don't have to be new mechanics, just feats, abilities, and spells that allow you to do something crazy in a simple manner like any other ability normally would be. Here what we mostly have in the play test is boring combat buffs, such as taking another turn, attacking with no penalty on secondary or third attacks, have more health in some form. Even with spells they are mostly just more damaging and buffer versions of what they normally are. You can't raise a town from the ashes or use prismatic sphere to cover an entire city, unless with wish from a very lenient GM, or anything in particular that really stands out.


Virgil wrote:
Harrison wrote:
Alan_Beven wrote:
I agree with the OP. Paizo is great at creating fun "fluff" and this is sorely missing from this document. I hope that the full rulebook will fill the gap.

I honestly have no doubt it will.

Remember, the play test is literally just seeing if the rules are okay and what needs tweaking. This is entirely numbers work, seeing what works and what doesn't, what needs a buff or needs a nerf, what should be added or taken away, etc. Once the rules are all ironed out and fine-tuned, then they'll add in all the wonderful fluff that they do really well.

Rules are what we use to play the game, and if the rules don't support the fluff in cases like Mythic play, then you'll end up perilously close to 4E or those Final Fantasy spells where you nuke a planet in your cut scene...to deal some damage against the party.

A hopefully more lucid explanation of the concern is that the mythic rules don't feel any more mythic than adding another +1 to your character sheet and saying hero points are refreshing each day rather than each level. From the point-of-view of the characters, they're not going to look any more mythic unless you staple fluff onto them to describe their actions as being bigger and better, which is something you could've been doing with a level up to begin with.

Epic and mythic are both synonymous in expectation with a shift in paradigms in how your character's abilities interact with the setting. Slaying marginally more enemies or surviving some fraction more damage is neither dramatic nor is it 'mythic' unless you inflate the numbers to something obscene. Lifting wagons and buildings, stealing the colour of someone's eyes, cutting someone so deep that others who see the wound suffer stigmata-level sympathy wounds, scaring people so profoundly their kin are shaken regardless of distance; these are the kind of things that go beyond 'get two actions this round' or 'you succeed at your action 15% more often'.

Pretty much the truth.

There are somethings that I do feel like that has some of that mythic fluff in the book. Like how sleep can have a radius of 1-mile, timestop can potentially last 20 hours, how a 10th tier guardian can be coup de graced with something as big as a cannon only to deal no damage, and the strength feat ability that I mentioned early. Those were pretty much my favorite things from the playtest and I hope to see much more of that in the final product.


Rocket Surgeon wrote:
I'd even settle for a feat that doubles my strength bonus for everything related to lifting or bursting down doors, even though that seems a bit boring as well.

Even though they have "feat of strength" to somewhat cover this, I would like extra abilities that do assist with this.

Maybe another mythical strength ability that allows you to lift far more than you normally can for short periods of time that can be used in conjunction with other abilities like "feat of strength" or the barbarians "strength surge" rage power.

Like making a strength check to lift heavy objects such as boulders, vehicles, and even buildings. It could function like: DC 25 for large, 35 for huge, 45 for gargantuan, and 55 for colossal objects for 2 rounds per mythic tier. Other factors can be like an extra +5 or so DC if it's rooted to the ground or other factors. Other factors can lessen the DC, like it the target is a creature rather than an object, if the object is lighter than most other objects of comparable size, or if the object is smaller than what's on the chart.

The ability doesn't exactly have to work like I wrote, but it gets rid of the need to calculate how much you can lift versus the GM deciding exactly how heavy their object is.


There were some things that did interest me that I would like to have them stick around. Mythic abilities like "feat of strength" that allows you to add +20 to strength checks or for lifting objects.

One mythic ability that I would love to have is the ability to retain bonuses and effects from magic items after you no longer wear them. Like boots of flying or teleportation, belt of physical perfection, and the like. Your character can be practically naked and still god-like at the same time. The item slot would still be taken up, but your not actually wearing it.

Anybody like that idea?


If you were to play with mythic rules, you can get feat of strength which gives you a +20 bonus.


Heh, I was hoping to see equivalent CR monsters go at it, or hypothetical statted people from things that aren't in pathfinder (like people from movies, games, and comics. Oh well.


Darkorin wrote:
Sauce987654321 wrote:
I've always liked those feat of "ability score" path abilities. The +20 I think is good because it was already hard enough passing any ability score check as it is. I would try to think of a better way to make mythic feats like athetic better instead of making other mythic abilities worse. Maybe have althletic (mythic) treat all your rolls for 1 minute as 20s for a mythic point?
Well, ability checks almost disappeared in pathfinder, and those path abilities give bonuses to skill checks too, and that's the problem :/

Well +20 isn't that huge of a deal (depending on your level, I guess). It's a big bonus, but not anything near overpowering, I think. If you think that because of the mythic feats aren't good compared to them, then the feats should be better. If the feats suck, don't leave them like that and then bring down other abilities because of them.


I've always liked those feat of "ability score" path abilities. The +20 I think is good because it was already hard enough passing any ability score check as it is. I would try to think of a better way to make mythic feats like athetic better instead of making other mythic abilities worse. Maybe have althletic (mythic) treat all your rolls for 1 minute as 20s for a mythic point?


How about splitting the ability all together? Make it grant an extra standard action at 2nd tier and a full round at 5-6+(by spending a point of course)? Then make improved initiatve (mythic) function with a +10 or +20 Initiative.


WarDragon wrote:

The part about the critical is indeed very confusing! We thought we might have been doing it wrong for 14 levels. Also makes critical damage a pain to calculate, since part of your damage is working off a different multiplier than the rest. I would honestly rather not have it, just because it would slow down my turns every time I got a crit.

Regarding two-handed and light weapons; at higher levels, is the 1.5 or 0.5 multiplier applied at the end, or the beginning? For example, a 12th-level fighter with Mythic Power Attack and a one-handed weapon would take a -4 penalty and add +12 damage. If he used a two-handed weapon, would he add +18 damage (4.5 * 4), or +16 (4.5 rounded down to 4 * 4)?

Finally, it should probably specify in the feat that the multipliers still apply at all. I had to find this thread to get my DM to agree that it wasn't a flat +3 regardless of weapon.

For reference, I am playing a 14th level fighter/barbarian, with the Two-Handed Fighter archetype, in the Savage Tide. The game's been running since PF Alpha.

What 0.5 multiplier for light weapons?


That's why I really like the idea of mythic tiers, so to rid of constant big numbers to do cool things.

Some things that I think are really cool and godlike with 10 mythic tiers.

Like a 10th tier guardian can coup de grace himself with a huge cannon and will do zero damage just from using absorb blow and with his capstone active.

A 10th tier caster with mythic timestop can get 20 hours of free time to himself. Imagine a shantak (which has the ability to fly to distant planets with in hours) had that? That kind of speed might give the flash a run for his money, lol.

Might not be relevant at all to what's being discussed here atm, but these abilities I mentioned are still cool and worth mentioning.


Absorb blow is really cool.

I also do like the ability score focused ones, like feat of strength or intelligence.


GM Kyle wrote:


I feel that Dracula should have a higher AC if he represets a CR 18.

What? CR 18s don't usually have an AC that high.


What's one kind of ability you would like to see in the playtest?


Matrix Dragon wrote:

The biggest problem I'm going to have with the mythic rules is figuring out what path to run my kitsune gestalt sorcerer/oracle down. Archmage, Hierophant, and Trickster all fit him thematically.

I guess I will be testing out the 'multiclass' rules for Mythic, assuming they exist in the playtest, hah.

Gestalt mythic paths. Do it.


Drejk wrote:
Extended use of skills, allowing using skills to perform things that are normally done with magic, like using Heal to revive recently dead, using Perform to charm animals, using Bluff, Disguise and Stealth to fool Divination magic.

That's all fine. Everything I've listed can be done more or less with the use of magic as well if you aim for it (except for jumping I think, which is pointless if you can fly, anyway.)

If mythic rules are supposed to allow you to accomplish incredible deeds that are normally outside the grasp of your character, why not allow you to accomplish ones that are strength related similar to what I've mentioned?


Drejk wrote:
Sauce987654321 wrote:
I'm just hoping that the mythic rules have many abilities that don't necessarily involve only combat related bonuses, because that's all that has really been shown so far. Like having abilities that allow me to carry a 1,000+ ton object, jump 100+ feet, easily break objects that normally have very high DCs, some stuff like that.
I am hoping that there won't be rules supporting most of the listed actions (maybe except breaking things). It was meant to be mythic, not superheroic.

The game has always been super heroic to begin with.

What would you rather have, instead? I honestly don't see much of a problem lifting very heavy objects or jumping very high for characters that are intended to have powers of demigods with mythic rules.


I'm just hoping that the mythic rules have many abilities that don't necessarily involve only combat related bonuses, because that's all that has really been shown so far. Like having abilities that allow me to carry a 1,000+ ton object, jump 100+ feet, easily break objects that normally have very high DCs, some stuff like that.


I don't recall seeing that demigods are always within 25-35. Not saying you're wrong, but I just don't remember it being outright said like that. I would like to see it just because I'm curious.

If something like The Mantis God was meant to be more powerful than a Demigod, what would CR35 be? Just a stronger demigod?

Players can only realistically reach CR 29 at the most. So with that, I just can't find that something in the mid to upper CR30's that can be considered akin to a true deity to be impossible.

I also thought that something above CR 25 was supposed to be something you had to make yourself. Even with the inclusion of the mythic rules.


I don't know if giving Gods stats is a great idea. I've always just thought that should be up to the DM. If they want to take something like the First Blade, bump up it's HD, and give it many mythic levels, I couldn't find it too unreasonable if they wanted that to be their deity's stats.


I'm hoping they add in abilities to greatly increase your lifting capabilities and other strength related abilites that don't necessarily depend on combat. These kind of abilities only exist for magic users, so far.

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