Johnny_Panic
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Here's what is messed up about such a low cap to mental stats: at our level, one could(and many have) bought Huge size via Evolution points. That's +16 to Str. Add that onto the base 24 and you get 40, without any other increases.
Now be an Eldritch Godling, choosing Str as your casting stat and have better spells than a Wizard. Toss on Fighter for best BAB and feats and another solid base class and you pretty much 'win' and that's not even counting your RPs, Fiendish Powers, Legendary items and innate stuff....
I trust MG to spot things like that, he's a very experienced gamer and tends to know where games will brake and point them out to players and DMs alike,
EDIT
MG is not the kind of player to take advantage but highlight a possible problem. Sorry MG did not mean to imply you would
So a lot of Pcs have yet to be posted, be there are some learkers reading away think, "Ya baby let me drop this mage build on last day"
Hi lurkers :)
| Rynjin |
Rynjin wrote:Cursed Razor is still playtest, and thus not available (or I might have traded in Broken Blade for that or Broken Hourglass, or taken one of the new Soulknife archetypes).Um no it's not?
Harbinger has been out for sale for a while. Included both Shattered Mirror and Cursed Razor.
Has it?
Regardless, it isn't on the SRD yet that I can find, which still means it's out. I remember because at one stage I was planning on making a character with that archetype of one PoW class that had the Demon Arm thing.
| TarkXT |
TarkXT wrote:Rynjin wrote:Cursed Razor is still playtest, and thus not available (or I might have traded in Broken Blade for that or Broken Hourglass, or taken one of the new Soulknife archetypes).Um no it's not?
Harbinger has been out for sale for a while. Included both Shattered Mirror and Cursed Razor.
Has it?
Regardless, it isn't on the SRD yet that I can find, which still means it's out.
Is it even going to be Open Content?
| Balthamel |
Looks like this is where we're at. People may still be missing; feel free to repost and add yourself...
Balthamel (TannerNielsen) - Portfolio: Lies, Domain: ?, Negative-Energy Inveigler Dread Ghost Antipaladin/Monk/Thrallherd (Note: should remove second +Cha to Fort
...
Thanks for looking it over! It is the correct value.
1. Undead use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution(such as when calculating a breath weapon’s DC).
2. Unholy Resilience (Su) - At 2nd level, an antipaladin gains a bonus equal to his Charisma bonus (if any) on all saving throws.
Johnny_Panic
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your assuming mighty will bake the game if not used to over power a pc, I used it to keep a theme going with out having to worry about keeping up with a STR arms race.
My PC is by now means over powered looking at others here. His DMG is ridiculously low compared to the 8d8+40 x 5 hits per attack I am seeing in some.
| thunderbeard |
The Size and Str arms race
Look if you don't like mighty templat then don't use it, its that simple but a lot of use want to to make PCs around an idea WITH out having to make them supersized to get a bust.
What really *^@#& me off the fact a now where on this recurrent thread dos it say its band and now Mega sized players who have put foot holds on big sized PC ideas are now coming and saying its banded.
If mighty template is band then the whole size = strength = mega stat build has to go as well. If we have pain for the sake of a level game the Maga STR PC has to go as well. They just tilt the whole game out of wack for all other PCs.
Monkey God point out just how much with the Maga STR Edarich Godling caster. How many maga size players are seeking to band might who went that root?
I say mighty Go's so dos Meg's size and str above 24.
It's only fair and gives a real level playing field, why make a magic user if the building sized player just wasted all the bad guys with one domain spell.
Dude, take it easy. Nobody's actually proposed a broken strength-caster, or anything like that. The reason I linked to all the builds I could find was that people could see the general patterns in what's been built before; as I mentioned earlier, characters have been falling into rough ranges (AC 40-55, saves 15-25, attack bonus/spell DCs 20-30, etc.). This isn't any sort of requirement; it's just a guideline to reassure people that their characters can be relevant with the amount of work they've put it. (For instance, it lets me know that my character's saves will be quite strong, but her AC will be weak).
But letting people see each others' characters ALSO and perhaps more crucially helps prevent rampant recruitment-thread power escalation. The Mighty Template (and the Advanced template before it) is something quite different—it has no flavor or theme, and simply injects a large amount of power into a character. While power level isn't a huge issue here, Mighty is such a monstrous boost that it really does push characters into a place where nobody else can compete with them without being forced to take the template themselves or min-max away something they would have otherwise just had fun with.
If the GM didn't rule against it, I guess it's just an issue of self-policing during recruitment that you don't have to follow, but which I would encourage. Mighty absolutely circumvents the spirit of "no ability gains from templates," and if everyone starts adding it, will have the effect of making characters generally less interesting and fun.
* * *
Also, I only went large because I was trying to match my base celestial (though Huge could be an option later if swallowing souls thematically makes people large). Actual outsiders definitely range in sizes, and Alternate Form in my case might mean running around as a flying baby all the time, we'll see.
* * *
1. Undead use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution(such as when calculating a breath weapon’s DC).
2. Unholy Resilience (Su) - At 2nd level, an antipaladin gains a bonus equal to his Charisma bonus (if any) on all saving throws.
You can't add the same ability score to anything twice, unless it's specifically called out (like the Mindchemist's knowledge boosts). This is why people don't stack Monk and Sacred Fist for an AC bonus, etc.
Johnny_Panic
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Dude, take it easy.
But we have only just meet Mr Darcy, one should not so intimate on ones 1st meeting, let us have some high tea and then talk of such matters.
Flutters eye lids and twirls parasol in a lady like way to the mice young gentleman. hehe
Ok
But letting people see each others' characters ALSO and perhaps more crucially helps prevent rampant recruitment-thread power escalation. The Mighty Template (and the Advanced template before it) is something quite different—it has no flavor or theme, and simply injects a large amount of power into a character. While power level isn't a huge issue here,...
I was carful in its use, linked it to mighty godling for a good reason, and one that's in my PCs back story, He/she was not uplifted to become an angel then throw out, it has been DEMOTED to angel then again when it was cast out. My PCs started a much higher power level but because it PROKE the rules of time its being demoted from a much higher power level in the future. Cast into the past and down from on high, the Mighty, mighty codling is now slumming it and a wee bit annoyed at the good powers that be that did this to it. Its bitter angary and out for revenge on higher powers. Its playing how ever a slow game, it deals with the here and now but has plans all of its own.
Thermic wise this all works as built. I have place self limits on things, not taken power mad roots as much as I could my PC linked to time. A lot of things it has over lap, and would seem a waste to some but that's me, I start form an idea and work form there.
Hope you see where I am coming form now.
Johnny_Panic
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See last post and chill bro, here have some high tea,
Jonny...Panic wrote:your assuming mighty will bake the game if not used to over power a pc, I used it to keep a theme going with out having to worry about keeping up with a STR arms race.Mighty contributes to no "theme" literally all Mighty does is give an enormous f+*&ing boost to your numbers.
rorek55
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Jonny...Panic wrote:your assuming mighty will bake the game if not used to over power a pc, I used it to keep a theme going with out having to worry about keeping up with a STR arms race.Mighty contributes to no "theme" literally all Mighty does is give an enormous f*~%ing boost to your numbers.
Yes but, it allows me to play a theme for a character that is not undead, a construct, or some variant there of. While still boosting my power to levels of others.
That said, I'm still unsure if I am gonna keep my original theme. Might go blaster or complete different and role machinesmith
| Balthamel |
You can't add the same ability score to anything twice, unless it's specifically called out (like the Mindchemist's knowledge boosts). This is why people don't stack Monk and Sacred Fist for an AC bonus, etc.
Hmmm... well, it's not really a bonus twice. It's replacing the base score once, and being added as a bonus once. Can you point out the rule for me? I've honestly never heard of this rule before.
| JonGarrett |
I suppose a Fallen of Rage or Arrogance might work for Mighty, but there are probably better fits.
I like how my character functions. I could probably spend the cash and get some better stats, or re-jiggle things to do so, but I'm quite content. I'm a long ranged hail of death with a ton of skills and the ability to open locks. All I need to do is decide on my performance and grab any extra Fiendish Powers. I won't be the most powerful Fallen, I'm sure, but I doubt I'll ever be in a situation I can't contribute to either, and that's my main requirement from a character. With Triple Gestalt no one really should, though.
| Johnnycat93 |
thunderbeard wrote:You can't add the same ability score to anything twice, unless it's specifically called out (like the Mindchemist's knowledge boosts). This is why people don't stack Monk and Sacred Fist for an AC bonus, etc.Hmmm... well, it's not really a bonus twice. It's replacing the base score once, and being added as a bonus once. Can you point out the rule for me? I've honestly never heard of this rule before.
http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9sgk
I just lost +6 to my initiative...
DAMN YOU THUNDERBEARD.
Johnny_Panic
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Just as Rorek55 said, My PC is a Demoted half god who was then thrown out of heaven. For Dereliction of duty and just plane slacking off for a good time. A mighty is the pit of its power that is left after being stripped of the real god like ones, and echo of what was.
But I am well aware that it can be misused but you look at our PC and then make a call on if we have, what's wrong is asking for that over demanding a band. Players who miss use it don't get picked its that simple.
edit
Look I don't want to be a d**k about this, if its band its band ill deal with it, re think and remake my PC, hours and hours of work but Ill remake it. It was just I really like the idea of a fallen god, then angel who just wants a good time and no respectability.
| Johnnycat93 |
I'm just surprised people are still arguing, we can't do anything about it either way until the DM posts. There's already been enough points on either side to make a decision.
Good way to kill time. I feel pretty strongly on the subject, and certain claims that are being made irk me.
| Rednal |
...
*Tempts everyone with other Templates*
I have about 50 of them that I don't thing are on d20pfsrd, but are probably acceptable. ...Well, most of them are acceptable. *Coughs* There's this one +20 CR one that starts at "in your dreams" and gets worse from there. XD
Those of you who want, but don't have, templates, what're your themes? I might be able to find something for you.
| Rynjin |
Rynjin wrote:Jonny...Panic wrote:your assuming mighty will bake the game if not used to over power a pc, I used it to keep a theme going with out having to worry about keeping up with a STR arms race.Mighty contributes to no "theme" literally all Mighty does is give an enormous f*~%ing boost to your numbers.Yes but, it allows me to play a theme for a character that is not undead, a construct, or some variant there of. While still boosting my power to levels of others.
That said, I'm still unsure if I am gonna keep my original theme. Might go blaster or complete different and role machinesmith
I'm rolling with 0 templates and from what I can tell, my basic numbers are about the same as everyone else' characters.
That's why the stat caps are a good thing.
| thunderbeard |
And I believe the undead-oracle thing should work.
As it actually replaces Constitution, and then adds on Charisma.
But, whatever.
No, it doesn't, because it's untyped. For the same reason that a Lore Oracle with (the old wording of) Divine Protection would never have been able to add Cha to reflex saves twice.
Yes but, it allows me to play a theme for a character that is not undead, a construct, or some variant there of. While still boosting my power to levels of others.
Do you mean... boosting your power level over others? Because the majority of the characters proposed are still just regular outsiders, many of them regular-sized, while undead and construct give small bonuses nowhere near even a tenth of what Mighty provides.
| Tamlakos |
...
*Tempts everyone with other Templates*
I have about 50 of them that I don't thing are on d20pfsrd, but are probably acceptable. ...Well, most of them are acceptable. *Coughs* There's this one +20 CR one that starts at "in your dreams" and gets worse from there. XD
Those of you who want, but don't have, templates, what're your themes? I might be able to find something for you.
Primary: Acid, Protection
Secondary: Lightning, Void, DualityRole: Melee crowd control and grappling
If you remember any that might work, thanks! I might be removing one of mine so I might have an extra level.
| Tanner Nielsen |
Balthamel wrote:thunderbeard wrote:You can't add the same ability score to anything twice, unless it's specifically called out (like the Mindchemist's knowledge boosts). This is why people don't stack Monk and Sacred Fist for an AC bonus, etc.Hmmm... well, it's not really a bonus twice. It's replacing the base score once, and being added as a bonus once. Can you point out the rule for me? I've honestly never heard of this rule before.http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9sgk
Thanks! Well, it says right here:
However, you can still add, for instance “a deflection bonus equal to your Charisma modifier” and your Charisma modifier.
So I can have my Charisma modifier once as my base attribute, and once again as a "bonus."
For this purpose, however, the paladin's untyped "bonus equal to her Charisma bonus (if any) on all saving throws" from divine grace is considered to be the same as "Charisma bonus (if any)", and the same would be true for any other untyped "bonus equal to her [ability score] bonus" constructions.
And here it mentions that it cannot be used as a "bonus" twice, so I think I'm good. If not, why specifically state that you can have a bonus equal to your modifier and your modifier?
| Rednal |
@Tamlakos: Depends on what you want the templates to do. There are basic elemental templates to make you better at acid and lightning. Duality is harder, and probably not what you're looking for (one is a meld of two opposite-aligned creatures, another combines two creatures at the waist, and a third literally combines two creatures).
...Actually, rather than listing a theme, maybe a better question would be "what would you really like to be able to do"...
@Jon: Well, if you're that curious... XD
Giant strange creatures that often seem to assault cities, island explorers, and sometimes each other are called Daikaiju, or often just Kaiju. They come from the dark tapestry of the heavens, the deep places of the earth, or from uncharted exotic islands unknown to the outer world. They are nearly unstoppable engines of destruction; some only exist to battle other daikaiju while still others are walking disasters, akin to a living hurricane or walking super-volcanos and no more evil than the tornado that destroys your home and rips your loved ones from your arms. They are nigh-on unbelievable creatures of myth and legend that are sometimes the subject of worship as avatars or heralds of one deity or another. Their physical forms very as widely as they do, but often in some way or another they resemble some mortal creature with bizarre mutations. They are daikaiju.
Creating a Daikaiju Creature
“Daikaiju” is an acquired template that can be added to any non-humanoid, non-monstrous humanoid living creature, though it is most often applied to animals, magical beasts, and vermin. A daikaiju creature uses all the base creature’s statistics and special abilities except as noted here.
CR: +20
Alignment: Becomes true neutral
Size: The base creature’s size becomes Colossal. A bipedal daikaiju typically stands between 100 and 200 feet in height; quadrupedal daikaiju are half as tall. It gains a -8 size penalty to attacks and Fly skill checks, a +8 size penalty to CMB/CMD, and a -18 size penalty to Stealth skill checks. Do not adjust ability scores or natural armor for size.
Creature Types: Animals and vermin become magical beasts (adjust their HD, BAB, Saves, traits, and skill points). All daikaiju gain the kaiju subtype.
• A kaiju’s natural attacks count as epic and magic for the purpose of overcoming damage reduction.
• Damage Reduction 20/epic.
• Darkvision 600 feet.
• Fast healing 30.
• Ferocity (Ex) All kaiju possess the ferocity universal monster ability.
• Hurl Foe (Ex) When a kaiju damages a Huge or smaller foe with one of its natural attacks, it can try to hurl the foe as part of that attack by attempting a combat maneuver check. On a successful check, the foe is knocked back 10 feet in a direction of the kaiju’s choice and falls prone. The distance the foe is hurled increases by 10 feet for every 5 points by which the kaiju’s check exceeds the foe’s CMD. If an obstacle stops the hurled creature before it travels the whole distance, the hurled foe and the obstacle struck each take 1d6 points of damage per 10 feet of distance remaining and the foe is knocked prone in the space adjacent to the obstacle.
• Immunity to ability damage, ability drain, death effects, disease, energy drain, and fear.
• Massive (Ex) Because kaiju are so massive, uneven ground and other terrain features that form difficult terrain generally pose no significant hindrance to a kaiju’s movement, though areas of forest or settlements are considered difficult terrain to a kaiju. A Huge or smaller creature can move through any square occupied by a kaiju, or vice-versa. A kaiju can make attacks of opportunity only against foes that are Huge or larger, and can be flanked only by Huge or larger foes. A kaiju gains a bonus for being on higher ground only if its entire space is on higher ground than that of its target. It’s possible for a Huge or smaller creature to climb a kaiju—this generally requires a successful DC 30 check, and unlike the normal rules about kaiju and attacks of opportunity, a Small or larger creature that climbs on a kaiju’s body provokes an attack of opportunity from the monster.
• 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.
• Resistance 30 against acid, cold, electricity, fire, negative energy, and sonic.
Armor Class: A daikaiju’s natural armor becomes +36, and it gains a -8 size modifier to AC.
Hit Dice: A daikaiju’s racial HD equals 32. Adjust its Hit points, Base Attack Bonus, Base Save Bonuses, CMB, CMD, supernatural and extraordinary ability saving throw DCs, number of feats, and skill points accordingly.
Speed: Multiply each of the base creature’s speeds by the number of size categories the base creature increased +1.
Damage: Scale up the base creature’s base damage once for each size category of difference between the base creature and the daikaiju’s new Colossal size +1. Damage dice increase as follows: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6, 16d6, 20d6, +5d6 per increase. Ability score damage, drain and energy damage also scale up in the same manner, but negative levels bestowed via attacks do not increase.
Space and Reach: A daikaiju gains a space and reach of no less than 50 feet. If the base creature has an attack that exceeds its normal reach, that attack exceeds this 50 ft. reach by an equal amount.
Special Abilities: A daikaiju creature retains all the special abilities of the base creature, and gains the augmented special abilities plus 3 special abilities as described below.
Augmented Special Abilities (Ex): Increase the area, range, duration, and damage of the base creature’s special abilities. Increase the area, duration, and range by multiplying the base value by the number of size categories gained +1. If the special attack deals hit point damage, its base damage increases as described above under damage.
Blood Fury (Ex): Once per day if the daikaiju ever suffers 90 or more points from a single attack or is reduced to less than one quarter (25%) of its hit points, it enters a destructive rage. This blood fury grants it a +20 bonus to Str and Con but it loses its Dex bonus to AC. This fury lasts for a number of rounds equal to the daikaiju’s Cha bonus (minimum +1).
Burn Out (Su): As a full-round action, a daikaiju can create a permanent zone of dead magic, an area where no magic can be cast, just as if the area had been affected by an antimagic field. Divination spells cannot detect subjects within dead-magic areas, nor can a spellcaster use teleport or another spell to move into or out of the zone. The only exception to the “no magic” rule is permanent planar portals, which still function normally. Zones created by this spell can be repaired, but only by a heightened limited wish (8th level or higher), miracle, or wish spell.
Capsize (Ex): A daikaiju can attempt to capsize a boat or a ship by ramming it as a charge attack and making a combat maneuver check. The DC of this check is 25, or the result of the captain’s Profession (sailor) check, whichever is higher.
Crush (Ex): A daikaiju can land on foes as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents smaller than Gargantuan. A crush attack affects as many creatures as fit in the daikaiju’s space. Creatures in the affected area must succeed on a Reflex save (DC 10 +1/2 the daikaiju’s HD + its Con modifier) or be pinned, automatically taking bludgeoning damage during the next round unless the kaiju moves off them. If the daikaiju chooses to maintain the pin, it must succeed at a combat maneuver check as normal. Pinned foes take damage from the crush each round if they don’t escape. A crush attack deals 6d6 plus 1-1/2 times the daikaiju’s Strength bonus.
Corrosive Blood (Ex): Daikaiju blood is a powerful dissolving agent. This does not cause the daikaiju any harm, but if a slashing or piercing weapon deals damage to it, a small amount of this potent acidic blood sprays forth, dealing 1d6 +10 points of acid damage to the weapon in question. If a slashing or piercing natural weapon injures the kaiju, the acid affects the creature directly. Either way, the weapon or the creature may reduce the damage by half with a successful Reflex save (DC 10 +1/2 the daikaiju’s HD + its Con modifier).
Deflect Attack (Su): When the daikaiju would normally be subject to an attack, and that attack misses or the daikaiju makes its save against that attack, it can redirect that attack to a new target as an immediate action. The attack’s maximum range or reach must be long enough to go from the original attacker, to the daikaiju, to the target it redirects it toward or the attack fails to reach the new target. All effects are determined by the abilities of the original attacker; the daikaiju suffers no secondary effects from a successful save.
Destroy Physical Barrier (Ex): Once per day as a full-round action the daikaiju uses its primary melee attack to deal 3,000 hp of damage to a non-living physical barrier such as a wall, building, or mountain, instead of its normal damage. Animate objects, such as constructs, are not affected. This attack negates a wall of force as if it had been subject to a disintegrate spell. If a particular object has enough hit points to not be destroyed by this attack then the effect radiates away from the point where the daikaiju struck the object, destroying the matter of the physical barrier until all the damage has been inflicted (exact results subject to GM adjudication).
Earthquake (Ex): As a standard action a daikaiju can generate an earthquake, as a 30th level caster.
Energetic Furor (Ex): Select one damage type from those listed below, the daikaiju’s natural attacks deal additional damage based on the type chosen. Nonlethal (merciful) deals 4d6. Acid, cold, electricity, fire and sonic deal 3d6 damage, while divine, force, negative energy, and precision deal 2d6.
Energy Attack (Ex): Once every 4 rounds, a daikaiju can choose to use this attack as a standard action, it can choose to focus it as a breath weapon or energy beam from a particular point on its body (like a tail beam or eye rays) into a single 1,200-foot-long line, or it can shorten the range and turn while attacking, effectively affecting a 600-foot-long cone. All creatures caught in this area debilitating condition from the devastating energy based on the chart below (Reflex DC 10 +1/2 its HD + its Con modifier halves the damage and prevents the debilitating condition). A creature slain by this effect leaves no remains (effectively disintegrated), whether the saving throw was successful or not. This attack is particularly effective at blasting through cover—cover does not grant any bonuses on Reflex saves against a daikaiju’s breath weapon. The save DC is Constitution-based. Choose one of the damage types below for the creature’s breath weapon, once chosen this cannot be changed.
Damage Type - Effect
Acid - Blinded, treat the subject’s items as if the bearer had rolled a natural 1
Bludgeoning (reduce each d6 by DR value) - Knocked prone, pinned (CMD equal to Save DC).
Cold - Fatigued, encase in ice (CL equal to HD, see below)
Divine - Panicked (for 1d6 rounds)
Electricity - Knocked prone, stunned for 1d6 rounds
Fire - Fatigued, nauseated (for 1d6 rounds)
Force - Pushed to end of range, knocked prone,
Negative Energy - Shaken (for 1d6 rounds)
Nonlethal (merciful) - Paralyzed
Piercing (reduce each d6 by DR value) - Entangled (anchored, CMD equal to Save DC)
Sonic - Deafened, staggered (for 1d6 rounds)
Slashing (Reduce each d6 by DR value) - bleed 1d6 Con
Fortification (Ex): The daikaiju has a 50% chance to treat any critical hit or sneak attack as a normal hit, as if wearing moderate fortification armor.
Freeze (Ex): With the help of its natural camouflage the daikaiju can hold itself so still it appears to be an inanimate object of the appropriate shape (an island, a mountain, and so on). The daikaiju can take 20 on its Stealth check to hide in plain sight as this kind of inanimate object.
Hurricane Gusts (Ex) A flying winged daikaiju can, once every 4 rounds, create a hurricane blast of air (approximately 125 mph) that originates from the daikaiju, and lasts for 1d4+1 rounds, affecting all creatures in a 50-ft. wide path for 240 ft. Within the area all flames are extinguished. Ranged attacks are impossible (except with siege weapons, which have a –8 penalty on attack rolls). Perception checks based on sound are impossible: all characters can hear is the roaring of the wind. Hurricane- force winds often fell trees.
• All flying creatures in this area take a -12 penalty on Fly skill checks. Medium or smaller flying creatures must make a DC 25 Fly skill check or be blown back 2d6 x 10 feet and take 2d6 points of damage. Large or smaller flying creatures must make a DC 20 Fly skill check to move against the force of the wind.
• A Small or smaller creature on the ground is knocked down and rolled 1d4 x 10 feet, taking 1d4 points of nonlethal damage per 10 feet.
• Medium creatures are knocked prone by the force of the wind.
• Large or smaller creatures are unable to move forward against the force of the wind unless they succeed at a DC 15 Strength check.
• Huge or larger creatures may move normally within this effect.
This effect can’t move a creature beyond the limit of its range.
Improved Critical (Ex): A daikaiju can gain this ability as a bonus feat.
Multi-Armed (Ex): The daikaiju gains an additional set of limbs, and gains an additional set of slam or claw attacks each time you select this ability.
Multi-Headed (Ex): The daikaiju gains an additional head each time you select this ability, each head can act independently of each other. When it makes a full attack, each head can make melee attacks or use a standard action special attack such as its energy attack, in any combination (one bite and one energy attack, three bites and no energy attack, and so on).
Multi-Tailed (Ex): The daikaiju gains an additional tail, if its tail has an attack form or a special attack form it gains that additional attack each time you select this ability.
Poisoned Flesh (Ex): The daikaiju creature’s flesh exudes a contact poison. Each time a daikaiju creature makes physical contact with another creature, it delivers its poison (Fortitude DC 10 + 1/2 the daikaiju creature’s HD + its Con modifier, damage 1d2 points of Dexterity damage for six rounds; cure is two consecutive saves). Such contact includes unarmed strikes, grappling, or successful touch or natural attacks by either the poisonous creature or its foe, unless a glove or gauntlet prevents flesh-to-flesh contact. This contact poison loses its effectiveness when removed from the poisonous creature, so it is not effective when placed upon objects. In addition, any creature that eats a poisonous creature’s flesh or swallows it whole is affected by the poison as if it had touched the poisonous creature.
Prismatic Strike (Su): This daikaiju cannot possess the energy attack ability, instead, once every 4 rounds, it can issue forth a beam of scintillating light, which then refracts into an area prismatic spray that can strike secondary targets. The daikaiju must first hit the primary target with a ray attack as a ranged touch attack. If it hits, the target is subjected to all seven colored effects of a prismatic spray spell, with a separate saving throw required for each effect (DC 10 +1/2 its HD + its Cha modifier). The entire attack fails if the initial ray attack misses. After striking the primary target, the beam splits into a rainbow of beams spreading in a 120 ft. radius from the initial target. Creatures within this area are struck by one or more beams of light with the power of a prismatic spray (consult the prismatic spray spell). Creatures with 8 HD or less struck by either primary or secondary beams are automatically blinded for 2d4 rounds.
Ranged Attack (Ex): This daikaiju has a unique inherent ranged attack, it could shoot massive spines, hurl boulders, or kick castles at its opponents. It gains a +4 racial bonus on attack rolls with this attack. This attack has a 240 ft. range (with the standard five range increments). Damage from this attack is twice the creature’s primary natural attack plus 1-1/2 times its Strength bonus. If you choose this ability a second time, the daikaiju can perform this attack as a swift action 3/day.
Spore Bloom (Ex): Once per day with a successful attack, a plant type Kaiju can, as part of a successful melee or ranged attack, and deal an additional 25d6 points of magical piercing damage and 1d4 points of Constitution drain as spores burrow into the body of the target. A creature that has DR 5 or greater that is not overcome by magical piercing damage is immune to the effects of this attack.
Sweep the Field (Ex): The daikaiju can use its primary attack to attack every creature within its reach, and use its hurl foe ability at the same time. It makes one attack roll and combat maneuver check and applies it to all targets within reach.
Swallow Whole (Ex): If a daikaiju begins its turn with an opponent grappled, it can attempt a new combat maneuver check (as though attempting to pin the opponent). If it succeeds, it swallows its prey, and the opponent takes bite damage. Unless otherwise noted, the opponent can be up to Gargantuan. Being swallowed causes a creature to take 3d6 bludgeoning damage and 3d6 acid damage each round. A swallowed creature keeps the grappled condition, while the creature that did the swallowing does not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon (the amount of cutting damage required to get free is equal to 1/10 the creature’s total hit points), or it can just try to escape the grapple. The Armor Class of the interior of a creature that swallows whole is normally 10 + 1/2 its natural armor bonus, with no modifiers for size or Dexterity. If a swallowed creature cuts its way out, the daikaiju cannot use swallow whole again until the damage is healed. If the swallowed creature escapes the grapple, success puts it back in the attacker’s mouth, where it may be bitten or swallowed again. If you choose this ability a second time, the daikaiju can use its swallow whole ability as a free action at any time during its turn.
Trample (Ex): As a full-round action, a daikaiju can attempt to overrun any creature that is Gargantuan or smaller. This works just like the overrun combat maneuver, but the daikaiju does not need to make a check, it merely has to move over opponents in its path. Targets of a trample take an amount of damage equal to the trampling creature’s primary attack damage + 1-1/2 times its Str modifier. Targets of a trample can make an attack of opportunity, but at a –4 penalty. If targets forgo an attack of opportunity, they can attempt to avoid the daikaiju and receive a Reflex save to take half damage. The save DC against a daikaiju’s trample attack is 10 + 1/2 the creature’s HD + the creature’s Str modifier. A trampling creature can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.
Tsunami (Ex): As a standard action a daikaiju can generate a tsunami (see the Pathfinder Roleplaying Game: Advanced Player’s Guide), as a 30th level caster.
Ability Scores: Str becomes 44, Dex becomes 20, Con becomes 40, Int becomes 3, Wis +10, Cha +10
Organization solitary (unique)
Treasure incidental
rorek55
|
bigrig107 wrote:And I believe the undead-oracle thing should work.
As it actually replaces Constitution, and then adds on Charisma.
But, whatever.No, it doesn't, because it's untyped. For the same reason that a Lore Oracle with (the old wording of) Divine Protection would never have been able to add Cha to reflex saves twice.
rorek55 wrote:Yes but, it allows me to play a theme for a character that is not undead, a construct, or some variant there of. While still boosting my power to levels of others.Do you mean... boosting your power level over others? Because the majority of the characters proposed are still just regular outsiders, many of them regular-sized, while undead and construct give small bonuses nowhere near even a tenth of what Mighty provides.
Not really no. My to hit is high sure, but my immunities are much less than others, without mighty, MY BEST DC is laughed at with most people here already being immune to mind affecting effects or having a will save at 25+ for mind affecting effects. I'm still for cutting down the bonuses to it, and not just banning it. As others pointed out the to hit/HP bonuses could easily be dropped with the +5 to all checks as well and suddenly its not as "broken" as it was. If you call it broken in this. I'm certainly not using it to break my character, and I would appreciate it if I was not hinted at as intending to. (Not saying you have. Just a general statement)
| Tamlakos |
@Tamlakos: Depends on what you want the templates to do. There are basic elemental templates to make you better at acid and lightning. Duality is harder, and probably not what you're looking for (one is a meld of two opposite-aligned creatures, another combines two creatures at the waist, and a third literally combines two creatures).
...Actually, rather than listing a theme, maybe a better question would be "what would you really like to be able to do"...
Haha, that might be true. Hard to know - I think I already have my main focuses down just fine and don't need any extra things for that. Perhaps some kind of abilities that would help a bodyguard/advisor type character do their job better? Detecting threats, or something that aids another character is something I am not great at.
rorek55
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@Tamlakos: Depends on what you want the templates to do. There are basic elemental templates to make you better at acid and lightning. Duality is harder, and probably not what you're looking for (one is a meld of two opposite-aligned creatures, another combines two creatures at the waist, and a third literally combines two creatures).
...Actually, rather than listing a theme, maybe a better question would be "what would you really like to be able to do"...
@Jon: Well, if you're that curious... XD
** spoiler omitted **...
Manipulation, control, corrupted love,
| Johnnycat93 |
Not really no. My to hit is high sure, but my immunities are much less than others, without mighty, MY BEST DC is laughed at with most people here already being immune to mind affecting effects or having a will save at 25+ for mind affecting effects. I'm still for cutting down the bonuses to it, and not just banning it. As others pointed out the to hit/HP bonuses could easily be dropped with the +5 to all checks as well and suddenly its not as "broken" as it was. If you call it broken in this. I'm certainly not using it to break my character, and I would appreciate it if I was not hinted at as intending to. (Not saying you have. Just a general statement)
You could spend a few FP on an ability to let you ignore mind-affecting immunity and boost your DCs through feats and items. That solves 2/3rds of your issues and saves you four Class Levels.
| Rynjin |
Remember this game isn't PVP. Your save DCs don't need to overcome the save bonuses of the other characters, they just need to be in the ballpark of THEIR save DCs.
My highest save DC is 29, with 30 Wis, my highest level Maneuver, and Discipline Focus raising it by 2. It should be fairly simple to achieve roughly that without a Template that gives you a flat +7 to every save of every spell you ever cast.
| Rednal |
@Bane: Well, the Eldritch template lets you be pretty darn weird, though it's also hideously complex. XD Basically, it's a "Build an Abomination" template.
@Tamlakos: Hmm... The Psychic (Precognizant) helps you see the future. That's pretty good for knowing about problems before they happen, and make you MUCH harder for things to catch off-guard.
@Rorek: I'm already using Corrupter Creature, but... there is a Lustful creature template that would let you do all kinds of corrupted love things.
| Rynjin |
I messaged the GM, but if anyone has gotten quotes for the cost of these fiendish powers, I would appreciate it.
Ability Drain
Blindsense
Blindsight
Damage Reduction
Fast Healing
Fortification
Immunity
Natural Attacks
Telepathy
I know DR depends on what kind. He quoted me 6 FP per 1 point of DR/good (so DR 5/good would be the full 30 FP). Blindsense and Blindsight are achievable via RP and EP, so likely the same costs (since FP can be traded 1 to 1 for Race Points). So likely a total of 8 points for Blindsight 30 like I have.
Edit: Err, my mistake. It was REGENERATION/Good I was asking for, not DR. DR/Alignment can be gotten from RP I believe, so it would be the same cost there if that's what you want.
@Rorek: What does your character look like right now? Maybe we can help you tweak it up.
| Tenro |
...
*Tempts everyone with other Templates*
I have about 50 of them that I don't thing are on d20pfsrd, but are probably acceptable. ...Well, most of them are acceptable. *Coughs* There's this one +20 CR one that starts at "in your dreams" and gets worse from there. XD
Those of you who want, but don't have, templates, what're your themes? I might be able to find something for you.
Law, Justice, Judgement mainly
Devil, Evil, Knowledge secondarily
| thunderbeard |
I messaged the GM, but if anyone has gotten quotes for the cost of these fiendish powers, I would appreciate it.
Ability Drain
Blindsense
Blindsight
Damage Reduction
Fast Healing
Immunity
Natural Attacks
Telepathy
Blindsight as Rynjin said (8 points), though passive True Seeing is 6 FP. (There's benefits to each; my True Seeing can see through illusions, but not against mythic invisibility, while Rynjin's Blindsight works against mythic invisibility but not illusions, and his also works in anti magic areas I believe).
DR via RP (4 for DR 5/magic, 6 for DR 10/magic, 8 for DR 10/good)
Fast Healing would be 6 RP per point; that's more expensive than Regeneration, so it might be cheaper if purchased with FP.
Immunities vary. As with RP, 4 points per elemental immunity. Poison, petrification, and disease are all 2 FP each (as are most minor conditions; immunity to more common like fatigue or paralysis might cost more).
Natural Attacks as with race builder.
Telepathy is most easily gotten via an inherent Helm of Telepathy for 27k gp.
* * *
Rorek or Johnny, if you need help getting your concept up to the power level you want, I can definitely help as well. (I know Rynjin and I both are people who intentionally didn't go as far with our builds as we could have with our past-life knowledge of min-maxing)
Johnny_Panic
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Template that would really help is a time based one,
The idea is my PC moves opponents In time [future only as past would be a nightmare for a GM] or removes them form it all from it totally, ether by dropping them in its no time demi plain or Unmaking them. Its one key power. Very much like the power of the weeping angels form doctor who.
| MordredofFairy |
annnnd it's official.
Locks "Mighty" in a closet with "Instrument of the Gods" and a certain ability.
@rednal, anything I could find interesting? Maybe it would be productive to post a short list of template names?
I think I'm quite satisfied with mine, but I'm always open for swapping stuff around if it fits better...