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Stratagemini wrote:
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
Sean K Reynolds wrote:
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.
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
DEFENSE AC 36, touch 10 (36; see text), flat-footed 33 (+20 armor, +4 deflection +3 Dex, –1 size)
OFFENSE Speed 30 ft., fly 300 ft (good)
3/day—chill metal, heat metal, repel metal or stone, wall of iron
STATISTICS Str 35, Dex 16, Con 28, Int 16, Wis 16, Cha 20
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.
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)
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
OFFENSE
STATISTICS
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
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.
Daze Monster
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.
+5 Toaster wrote:
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.
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
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
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
Defense AC 30, touch -12, flat-footed 30 (–4 Dex, +32 natural, –8 size)
Offense Speed 50 ft., burrow 20 ft., earth glide
Statistics Str 62, Dex 3, Con 39, Int 10, Wis 11, Cha 11
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. ______________________________________________________
Defense AC 26, touch 7, flat-footed 20 (-2 Dex, +30 natural, –12 size)
Offense Speed 70 ft.
Statistics Str 60, Dex 7, Con 37, Int 2, Wis 15, Cha 10
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.
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
Defense AC 30, touch -12, flat-footed 30 (–4 Dex, +32 natural, –8 size)
Offense Speed 50 ft., burrow 20 ft., earth glide
Statistics Str 58, Dex 3, Con 37, Int 10, Wis 11, Cha 11
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:
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
OFFENSE
STATISTICS
Improved Natural Weapon (tail), Improved Vital Strike, Power attack, Stalwart, Staggering Critical, Vital Strike
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 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
OFFENSE
STATISTICS
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
Beast of Burden (Ex) The Umber Hulk Behemoth's strength is twice the amount for the purposes of its
Overwhelming Strength (Ex) The Umber Hulk Behemoth can succeed at any strength check with a DC equal to or less
Mountain Smasher (Ex) When going to use it's burrow, it can choose to give the object the broken condition instead.
Excessive Bulk (Ex) The Umber Hulk Behemoth is treated as Colossal for the purposes of its natural weapon damage,
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
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
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
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:
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.
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:
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?
Darkorin wrote:
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?
WarDragon wrote:
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.
Matrix Dragon wrote:
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:
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.
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