Marilith Demon

AOKost's page

15 posts. No reviews. No lists. No wishlists.


RSS


I have put together two personal documents containing most everything I've come across for materials and templates that can be added to items:

Item Templates:
https://docs.google.com/document/d/1w-tDcgWpZoJ0aoMSSty5T_Rcz9IX-YwuWYARtR1 5aS4/edit?usp=sharing

Special Materials:
https://docs.google.com/document/d/1fhBrGqsu2egqr3kcZ7zJJjyLpu0aoffPgGfrHtx zFKE/edit?usp=sharing

I've tried to put where I've found the varying materials an templates, but not everything is labeled. There are some homebrew things that I've added, so beware of that, though those are thoroughly labeled.


I hate to res a 'dead' thread, but I was wondering, have there been any updates or improvements upon the Slivers presented here or otherwise homebrewed?


2 people marked this as a favorite.

After reading the your energetic introduction of the "New System", I'm not very enthusiastic from what I read, and even less from the Podcast. The group had fun, but they are a developed group and are used to having fun regardless.

Please don't _ever_ make backgrounds a necessity for character creation. For some groups this could be great, but in my experiences with my groups, such shoehorning leads to a _lot_ of problems.

There are some intriguing things that things mentioned, such as concentrating on spells to to give further benefits

The way you describe changing the monster building scheme will make it difficult for those that are used to the current formula to adapt, especially if they want to use the previous editions, especially with equipment. Limiting equipment is already the frustration of characters and players alike, but to cut down what they get to play with will _really_ make them feel punished if they are coming from Pathfinder (or similar systems).

Basing Initiative on many different rolls can easily get confusing. In the example given, the DM should have already known what was going on and been able to play without need of initiative rolls to begin with just based on what the characters are doing.

If you want a truly intriguing system for making truly custom characters with backgrounds unique to themselves and paths that may cross, but will always be different no matter how you play (unless you specifically set out to build a specific character over and over again, but that's virtually any game made thus far) you should check out Custom Characters: http://easydamus.com/CustomCharacters.html

I've used these rules as the basis for my games since I found them years ago. I'm adamantly of the opinion that a 'classless' system is the way to go, but I know many might find that a true heresy.

I've long included Pathfinder in my games, primarily because it's building on solid rules that are known and loved. Now you're trying to change those rules for something 'new and shiny' that Wizards of the Coast chose to do also, and look what happened... 4th edition has some interesting ideas, but they turned it into a MMORPG and most people hated it. Now they have 5th edition that cuts out half the game and changes everything else so that it's _kind of_ usable for those of us that want to use the mechanics that we love without altering things too much, but it's not the same game anymore. It is true that 5th edition is flourishing, but so is Pathfinder already.


I hate to resurrect dead posts, but I thought I might mention Custom Characters as an option for the combination of Mutants and Masterminds for character creation and advancement.

The character uses the experience they gain to "purchase" HP, saves, and virtually all other aspects of their advancement.

It might be easier to think about it in a similar way to Runescape, or maybe Elder Scrolls: Morrowind and Oblivion. The more you use a skill (the more experience you 'put into it') the better you become.

This web link will take you to the website as it can be difficult to find: http://www.easydamus.com/CustomCharacters.html


I just came across this post... I'm a little confused. Do you want me to post a race already in existance, or a race that I've developed myself with their info?


Due to restrictions from my DM, the Mind Flayer race is no longer available, but I was told that I could take the Illithid class as long as I managed to meet some basic requirements: Mainly that my character in some meaningful way kill their opponent in a way that would allow them to gain their abilities.

My solution was to come up with a playable race that also has a monstrous progression so you could play either/or.

The following is the race I came up with, and I'm here to ask for critiquing/advice/suggestions/ideas. The race has yeat to have their racial ability bonuses distributed, but that's mainly it... It uses Energy Drain to kill it's victims to gain their abilities, but not until about the HD that a Mind Flayer would be able to gain the Illithid Savant prestige class (roughly) and follows roughly the same progression of acquisition.

Without further adue:

Miasas are spider-like humanoids. They are thankfully few, but no one really knows how many there are as their shape-shifting ability keeps them well hidden. They are able to create and make powerful webs that can hold adventurers fast, and heal at astonishing rates. They have been known to poison their victims for later and to focus on those still putting up a fight, but they are not opposed to fleeing with their pray. Highly intelligent they set traps in any environment they enhabit, usually using thin webs to cover caverns that will maim, but not kill, or to trap. They have taught themselves how to use all forms of blades, and how to fight unarmed as they have no fangs or natural weapons that anyone knows of, but seem to have plenty of poison.

MIASA CR 1 or based on HD/Lvl
Female Miasa
CN Medium humanoid (Miasa)
Init +6; Senses Perception +12

DEFENSE
AC 21, touch 18, flat-footed 15 (+6 Dex, +3 Natural (+1 per 3 HD) +2 dodge)
HP: 9 (1d10+3) Fast Healing 1*
Saves: Fort +3, Ref +8, Will +7
Defensive Training

OFFENSE
Speed: 40 ft.
Melee: Touch attack +7 -2 levels energy drain (Fort DC 16) + Poison (Fort DC 14)
Ranged: Mighty Composite Compound Ranged Dragonbone Greatbow +7 (1d10 + 2 + Poison (Fort DC 14) 20 x3 150 ft range)
Special: Multiarmed, Poison, Web

STATISTICS
Str 14, Dex 22, Con 16, Int 18, Wis 20, Cha 16
Base Atk +1; CMB +1; CMD 19

Feats: Weapon Finesse
Skills Acrobatics +9, Bluff +8, Diplomacy +8, Disguise +8, Perception +12, Sense Motive +10, Stealth +13, Survival +8 Racial Modifiers: +1 per HD to Stealth & Perception
Languages: Abyssal, Celestial, Common, Draconic, Infernal,

SQ: Change Shape, Fast Healing*, Low-light Vision, Multi-Armed, Stalker

ECOLOGY
Environment any forest, underground, dungeon, mountainous other than cold
Organization solitary, band (2–5), sect (6-20), or tribe (20–40)
Treasure NPC gear (Greatbow [1], Rapier [2], Chainblade [2] other treasure)

SPECIAL ABILITIES
Change Shape (Su) A Miasa has the ability to assume the appearance of humanoids and monstrous humanoids, but retains most of its own physical qualities. A Miasa cannot change shape to a form more than one size category smaller or larger than its original form. This ability functions as a polymorph spell. The Miasa does not adjust its ability scores (although it gains any other abilities of the creature it mimics). It can remain in an alternate form indefinitely.

Defensive Training (Ex): Members of this race gain a +2 dodge bonus to Armor Class.

Energy Drain (Su) This attack saps a living opponent's vital energy (including undead, incorporeal and constructs) and happens automatically when a melee touch attack hits. Each successful energy drain bestows one negative level. If an attack that includes an energy drain scores a critical hit, it bestows twice the listed number of negative levels. Each level drained gives 5 temporary hit points to the Miasa. These temporary hit points last for a maximum of 1 hour. Negative levels remain until 24 hours have passed or until they are removed with a spell, such as restoration. If a negative level is not removed before 24 hours have passed, the affected creature must attempt a Fortitude save (DC 10 + 1/2 the Miasa's HD + Miasa's Wis modifier). On a success, the negative level goes away with no harm to the creature. On a failure, the negative level becomes permanent. A separate saving throw is required for each negative level. If the creature dies from negative levels, the Miasa, depending upon its level, can take ranks in skills, feats, class features, and even racial abilities and special qualities.

Climb (Ex): Benefit: Members of this race have a climb speed of 20 feet, and gain the +8 racial bonus on Climb checks that a climb speed normally grants.

Expert Climber (Ex): Prerequisite: Climb racial trait; Benefit: Members of this race can cling to cave walls and even ceilings as long as the surface has hand- and footholds. In effect, members of this race are treated as being constantly under the effects of a non-magical spider climb spell, save that members of this race cannot cling to smooth surfaces. This trait doubles the normal +8 racial bonus on Climb checks normally granted to creatures with a climb speed (to a total +16 bonus).

Fast Healing (Ex) Miasa regains hit points at an exceptional rate, usually 1 or more hit points per round, as given in their entry. Except where noted here, fast healing is just like natural healing, but Miasa have the rare ability to reattach or even regrow lost body parts. Regrowing body parts takes 1d6 - Con Modifier days. Fast healing does not restore hit points lost from starvation, thirst, or suffocation. Fast healing continues to function (even at negative hit points) until a Miasa dies, at which point the effects of fast healing end immediately.
*Fast Healing increase at a rate of +1 at 5HD, and every 5HD after that (5, 10, 15, 20, etc.)

Low-Light Vision (Ex) A Miasa can see two times as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light. It retains the ability to distinguish color and detail under these conditions.

Multi-Armed (Ex) A Miasa has six arms. One hand is considered its primary hand; all others are considered off hands. It can use any of its hands for other purposes that require free hands.

Poison (Ex) A creature with this ability can poison those it attacks. The Miasas poison inflicts 1d6 Con damage, and the next minute a second failed Fort save knocks the victim unconscious. The poison is secreted from the Miasas fingers onto weapons or they can touch the creature to deliver it through contact. The saving throw to resist a poison is a Fort save (DC 10 + 1/2 the Miasa's HD + the Miasa's Con modifier). Poisons can be removed through neutralize poison and similar effects.

Stalker (Ex): Perception and Stealth are class skills for a Miasa.

Web (Ex): Miasa's have a web ability they can use webs to support themselves and up to one additional creature of the same size. In addition, they can throw a web once per round. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the web spinner. An entangled creature can escape with a successful Escape Artist check or burst the web with a Strength check. Both are standard actions with a DC equal to 10 + 1/2 Miasa's HD + their Con modifier. Attempts to burst a web by those caught in it suffer a –4 penalty.
Miasa's can create sheets of sticky webbing up to three times their size. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Perception check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section of web has a number of hit points equal to the Hit Dice of the Miasa that created it and DR 5/—.
A Miasa can move across webs as if it had a climb speed equal to their base land speed, and can pinpoint the location of any creature touching its web.

(NOTE: Web, Shape Change, Natural Armor bonus, Fast healing, Energy Drain, and Poison increase in daily uses, or potency/bonuses respectively. Those abilities with daily uses increase until they are usable at will. Natural Armor, Fast Healing increase at the set rate indefinitely. The Save DC for Energy Drain and Poison increase with level/HD.)

Level Hit Base Fort Ref Will Special
Dice Attack Save Save Save
1 1d10 +1 +0 +2 +2 Feat, Web (8/day), Stalker, Poison, Multiarmed, Low-light Vision, Fast Healing 1, Climb, Shape Change (1/day), Energy Drain (3/day), (not sure if I should put their starting Natural Armor here or not, so NA +3), Defensive Training
2 2d10 +2 +0 +3 +3 Web (10/day)
3 3d10 +3 +1 +3 +3 Feat, Natural Armor +4, Energy Drain (6/day)
4 4d10 +4 +1 +4 +4 Expert Climber, Web (at will), Change Shape (2/day)
5 5d10 +5 +1 +4 +4 Feat, Fast Healing 2, Energy Drain (8/day)
6 6d10 +6 +2 +5 +5 Natural Armor +5,
7 7d10 +7 +2 +5 +5 Feat, Change Shape (3/day), Energy Drain (at will)
8 8d10 +8 +2 +6 +6 Acquire Skill (1),
9 9d10 +9 +3 +6 +6 Feat, Natural Armor +6, Lore (2/day),
10 10d10 +10 +3 +7 +7 Acquire Skill (2), Acquire Feat (1), Fast Healing 3, Change Shape (4/day)
11 11d10 +11 +3 +7 +7 Feat, Acquire Class Feature (1),
12 12d10 +12 +4 +8 +8 Natural Armor +7, Acquire Skill (3), Acquire Feat (2), Lore (4/day),
13 13d10 +13 +4 +8 +8 Feat, Change Shape (at will)
14 14d10 +14 +4 +9 +9 Acquire Skill (4), Acquire Feat (3), Acquire Class Feature (2), Acquire Special Attack or Special Quality (1)
15 15d10 +15 +5 +9 +9 Feat, Natural Armor +8, Lore (6/day), Fast Healing 4,
16 16d10 +16 +5 +10 +10 Acquire Skill(5), Acquire Feat (4),
17 17d10 +17 +5 +10 +10 Feat, Acquire Class Feature (3),
18 18d10 +18 +6 +11 +11 Natural Armor +9, Acquire Skill (6), Acquire Feat (5), Lore (8/day), Acquire Special Attack or Special Quality (2),
19 19d10 +19 +6 +11 +11 Feat
20 20d10 +20 +6 +12 +12 Acquire Skill (7), Acquire Feat (6), Acquire Class Feature (4), Fast Healing 5,
21 21d10 +21 +7 +12 +12 Feat, Natural Armor +10, Lore (at will),
22 22d10 +22 +7 +13 +13 Acquire Skill (8), Acquire Feat (7), Acquire Special Attack or Special Quality (3),
23 23d10 +23 +7 +13 +13 Feat, Acquire Class Feature (5),
24 24d10 +24 +8 +14 +14 Natural Armor +11, Acquire Skill (9), Acquire Feat (8),
25 25d10 +25 +8 +14 +14 Feat, Fast Healing 6,
26 26d10 +26 +8 +15 +15 Acquire Skill (10), Acquire Feat (9), Acquire Class Feature (6), Acquire Special Attack or Special Quality (4),
27 27d10 +27 +9 +15 +15 Feat, Natural Armor +12
28 28d10 +28 +9 +16 +16 Acquire Skill (11), Acquire Feat (10),
29 29d10 +29 +9 +17 +17 Feat, Acquire Class Feature (7),
30 20d10 +30 +10 +17 +17 Natural Armor +13, Acquire Skill (12), Acquire Feat (11), Acquire Special Attack or Special Quality (5), Fast Healing 7,
31+ Continues the progression of all previous abilities/special qualities

Class Skills: Bluff, Climb, Diplomacy, Disguise, Escape Artist, Knowledge (Arcana), Knowledge (Dungeoneering), Knowledge (Local), Knowledge (Nature), Knowledge (The Planes), Knowledge (Religion), Linguistics, Perception, Sense Motive, Sleight of Hand, Spellcraft, Stealth, Survival

Acquire Skill (Ex): At 8th level, an Miasa can acquire one skill known by a creature whose brain he has consumed, chosen at the time of consumption. He permanently gains all of the creature's ranks in that skill (but not racial or ability score bonuses to the skill modifier) even if his new total is more ranks than the Miasa's current character level would normally allow. This skill becomes a class skill for the Miasa, and he may buy more ranks in the skill if the new ranks do not cause him to exceed his maximum ranks in the skill.
At every even level, the Miasa can acquire and use one additional skill from a victim slain by their Energy Drain ability.

Lore (Ex): At 9th level, a Miasa gains the ability to make a special lore check twice per day to recall esoteric information from the brains of those he has consumed. Just as with a bardic knowledge check (see Chapter 3 of the Player's Handbook for more on this ability and typical check DCs), the Miasa adds 1/2 her HD and her Intelligence modifier as bonuses on any attempt to learn something unusual.
Every 3 levels a Miasa can make a special lore check two additional times per day.
Beginning at 21st level, the Miasa may use its lore ability at will.

Acquire Feat (Ex): At 10th level, a Miasa permanently acquires one of the feats of a consumed creature, provided he meets that feat's prerequisites.
At every even level after 10, the Miasma Can acquire and use one additional feat from a consumed creature.
Since a Miasa acquire a feat from a devoured brain only if he meets the feat's prerequisites, a Miasa cannot acquire an epic feat before character level 21.

Acquire Class Feature (Ex): At 11th level, a Miasa permanently gains one class feature of a creature killed by their Energy Drain ability, as a character of that creature's level in that class. If the former character was a spellcaster, the Miasa is able to cast one spell of each level available to the character (if the victim was a wizard, the mind flayer must still consult a spellbook or learn from scrolls), as well as any bonus spells provided by the Miasa's ability scores. If the Miasa already has spellcasting levels, these spells are in addition to those granted by the illithid savant's spellcasting class levels.
Every 3 levels after 11, the Miassa can gain another class feature from a victim slain by their Energy Drain ability.
A Miasa below 21st level cannot gain the ability to cast spells higher than 9th level. Beginning at 21st level (the first level at which an epic Miasa can acquire a class feature), it can gain the ability to cast spells higher than 9th level if it kills a creature who has the ability to cast such spells with its Energy Drain ability.
A Miasa cannot gain the ability to cast epic spells unless he has selected (or acquired) the Epic Spellcasting feat. If a Miasa with the Epic Spellcasting feat devours the brain of a creature who knows one or more epic spells, the Miasa gains the ability to cast one of those spells, chosen by the Miasa.

Acquire Special Attack or Special Quality (Ex): At 14th level, the Miasa permanently gains one special attack or special quality of a consumed creature. The chosen ability must not rely on a physical feature of the consumed creature, such as a gaze attack, a breath weapon, flight, or a natural attack with an appendage not possessed by the Miasa. If the ability allows a saving throw, the Miasa uses his own ability score modifier to determine the DC.
Every 4 levels, a Miasa can gain another special attack or special quality from a consumed creature.

If I could please get opinions, constructive criticism and ideas I would greatly appreciate it!


1 person marked this as a favorite.

I've been wondering what CR to give a race with the following stats. Much of what is listed has been coppied from official documents and slightly modified to add the name Miasa instead of it just saying "creature." Most of the Miasa's abilities rely on levels attained after it's creation. Though not meant to be used in by players, it would be easy to add class levels to it, but I would like to have a general idea of suggestions on how to modify it to make it a better monster. I wish to keep the HD about the same, or even lower, to make it easier to add levels after CR is figured out. If you do not wish to do this, but know of someone that's willing to help me, please point me in their direction, I do not wish to pester you with my questions when you could be helping someone with more important topics than myself:

Miasas are spideresqe humanoids that love to pray on flying and land creatures alike. They are thankfully few, but no one really knows how many there are as their shape-shifting ability keeps them well hidden. They are able to create and make powerful webs that can hold adventurers fast, and heal at astonishing rates. They have been known to poison their victims for later and to focus on those still putting up a fight, but they are not opposed to fleeing with their pray. Hightly intelligent they set traps in any environment they enhabit, usually using thin webs to cover caverns that will maim, but not kill, or to trap. They have taught themselves how to use all forms of blades, and how to fight unared as they have no fangs or natural weapons that anyone knows of, but seem to have plenty of poison.

MIASA CR ?
Female Miasa
CN Medium humanoid (Miasa)
Init +6; Senses Perception +12

DEFENSE
AC 21, touch 18, flat-footed 15 (+6 Dex, +3 Natural (+1 per 3 HD) +2 dodge)
HP: 17 (2d10+6) Fast Healing 1*, Regeneration 1*
Saves: Fort +5, Ref +8, Will +7
Natural Invisibility

OFFENSE
Speed: 40 ft., Fly 3x base land speed (120 ft.) Perfect
Melee: Rapier +8 (1d6 + Poison 18-20 x2) or unarmed strike +8 (1d6 + Poison 20 x2)
Ranged: Longbow +8 (1d8 + Poison 20 x3)
Special: Poison, Poison Use, Sneak Attack 3d6, Swordtrained, Unarmed Strike

STATISTICS
Str 14, Dex 22, Con 16, Int 18, Wis 20, Cha 16
Base Atk +0; CMB +1; CMD 19

Feats: Weapon Finesse
Skills Acrobatics +9, Bluff +8, Diplomacy +8, Disguise +8, Perception +12, Sense Motive +10, Stealth +13, Survival +8 Racial Modifiers: +1 per HD to Stealth & Perception
Languages: Abyssal, Celestial, Common, Draconic, Infernal,

SQ: Change Shape, Fast Healing*, Jumper, Low-light Vision, Multi-Armed, Multiweapon Mastery, Natural Invisibility, Stalker, Regeneration*, Web

ECOLOGY
Environment any forest, underground, dungeon, mountainous
Organization solitary, band (2–6), sect (6-20), or tribe (20–60)
Treasure NPC gear (Longbow [1], Shortsword [1], other treasure)

SPECIAL ABILITIES
Change Shape (Su) A Miasa has the ability to assume the appearance of humanoids and monstrous humanoids, but retains most of its own physical qualities. A Miasa cannot change shape to a form more than one size category smaller or larger than its original form. This ability functions as a polymorph spell. The Miasa does not adjust its ability scores (although it gains any other abilities of the creature it mimics). It can remain in an alternate form indefinitely.

Energy Drain (Su) This attack saps a living opponent's vital energy (including undead, incaporeal and constructs) and happens automatically when a melee touch attack hits. Each successful energy drain bestows one negative level. If an attack that includes an energy drain scores a critical hit, it bestows twice the listed number of negative levels. Each level drained gives 5 temporary hit points to the Miasa. These temporary hit points last for a maximum of 1 hour. Negative levels remain until 24 hours have passed or until they are removed with a spell, such as restoration. If a negative level is not removed before 24 hours have passed, the affected creature must attempt a Fortitude save (DC 10 + 1/2 the Miasa's HD + Miasa's Wis modifier). On a success, the negative level goes away with no harm to the creature. On a failure, the negative level becomes permanent. A separate saving throw is required for each negative level. If the creature dies from negative levels, the Miasa, depending upon its level, can take ranks in skills, feats, class features, and even racial abilities and special qualities.

Fast Healing (Ex) Miasa regains hit points at an exceptional rate, usually 1 or more hit points per round, as given in their entry. Except where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a Miasa dies, at which point the effects of fast healing end immediately.

Jumper (Ex) A Miasa is always considered to have a running start when attempting Acrobatics checks to jump.

Low-Light Vision (Ex) A Miasa can see four times as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light. It retains the ability to distinguish color and detail under these conditions.

Multi-Armed (Ex) A Miasa has four arms. One hand is considered its primary hand; all others are considered off hands. It can use any of its hands for other purposes that require free hands.

Multiweapon Mastery (Ex) The creature never takes penalties on its attack rolls when fighting with multiple weapons.

Natural Invisibility (Ex) This ability is constant—the Miasa remains invisible at all times, even when attacking. As this ability is inherent, it is not subject to the invisibility purge spell.

Poison (Ex) A creature with this ability can poison those it attacks. The Miasas poison inflicts 1d6 Con damage, and the next minute a second failed Fort save knocks the victim unconcious. The poison is secreted from the Miasas fingers onto weapons or they can touch the creature to deliver it through contact. The saving throw to resist a poison is a Fort save (DC 10 + 1/2 the Miasa's HD + the Miasa's Con modifier). Poisons can be removed through neutralize poison and similar effects.

Regeneration (Ex) Miasa's are difficult to kill. Acid cause a creature's regeneration to stop functioning on the round following the attack. During this round, the Miasa does not heal any damage from its regeneration and can die normally, but it still heals from its Fast Healing unless it is killed.
Attack forms that don't deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. Regenerating creatures can regrow lost portions of their bodies and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.

Stalker (Ex): Perception and Stealth are class skills for a Miasa.

Web (Ex): Miasa's have a web ability they can use webs to support themselves and up to one additional creature of the same size. In addition, they can throw a web once per round. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the web spinner. An entangled creature can escape with a successful Escape Artist check or burst the web with a Strength check. Both are standard actions with a DC equal to 10 + 1/2 Miasa's HD + their Con modifier. Attempts to burst a web by those caught in it suffer a –4 penalty.
Miasa's can create sheets of sticky webbing up to three times their size. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Perception check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section of web has a number of hit points equal to the Hit Dice of the Miasa that created it and DR 5/—.
A Miasa can move across webs as if it had a climb speed equal to their base land speed, and can pinpoint the location of any creature touching its web.

*Fast Healing & Regeneration increase at a rate of +1 at 5HD, and every 5HD after that (10, 15, 20, etc.)


Sadly, from all the posts that I've seen, Flurry of Blows is a completely seporate ability than the ACTUAL Two-Weapon fighting feat... It ACTS like it, but is not it. So in the beginning, It would be better to have Multiweapon Fighting, as you would get 4 attacks. But later, as Monk gets more attacks at a better progression, that is actually better...

What I'm currently looking into is a similar build with Brawler as they actually get the Two-Weapon progression as well... But my DM has allowed D&D 3.5 content, so that allows me to use the Multiweapon Fighting progression... But that's house rules, not OFFICIAL Pathfinder.

I believe if you had a brawler with 4 arms, or a fighter that has a high attack progression and the Two Weapon fighting progression, you would still be able to make 2 attacks (total, 1 for your last 2 arms each) at the end of your attacks...


James Jacobs wrote:
AOKost wrote:
Could a Kasatha take the Two-weapon fighting progression of feats, and Multiweapon fighting to gain the penalty reduction for it's other 2 off hands?
Not using the rules as written. It'd need to gain a near-identical set of Multiweapon fighting traits.

I'm sorry, but I believe you misunderstood me... I know that there is not a Multiweapon Fighting progression of feats in Pathfinder, just the one.

My question was more along the line of could you take the standard Two-Weapon progression feats, and as you are still able to make off-hand attacks with your remaining 2 hands, take the Multiweapon fighting feat to reduce the penalties on those two hands...

Since Pathfinder does not have a Multiweapon Feat progression tree, those last two hands would not be able to gain more attacks than the standard single off hand attack... Would this be a correct assumption?


Could a Kasatha take the Two-weapon fighting progression of feats, and Multiweapon fighting to gain the penalty reduction for it's other 2 off hands?


Greetings once again James! Today I come to ask if there is any information about Warlocks as relating to D&D 3.5, if Pathfinder has any such class or related class, or is intending on implementing something similar... I have yet to find any official information on them, so I had been wondering. If there isn't anything official in the works, or planning, could you give some suggestions on how to convert the existing Warlock to Pathfinder?


James Jacobs wrote:
AOKost wrote:

James, I've been wondering about many of the races that have come out in the suplementals in reference to Advanced Race Guide as to how they might "add up" as it ewere with RP, and how other monstrous traits (such as Mariliths (and other creatures from the Biestiaries) Multiweapon Mastery for example) might cost in RP. I've also wondered how much Templated features might cost or if it is possiblet to ad a RP cost to the features gained from a template that is added to a character.

I see that you are a very busy person, so if and when you are able to answer these questions or point me in the right direction I will be cery greatful! Thank you for your time and patience!

I would STRONGLY recommend you don't apply the race building rules to monsters that powerful. Monsters as a whole are designed not to be played by player characters, and as such, a lot of their powers, particularly when you get to more powerful monsters like mariliths, are simply and completely inappropriate for a PC race to have.

Furthermore, using the race building rules to build monsters isn't a good idea because it unnecessarily hinders and blocks creativity. For monsters, you don't have to worry about how their powers add up—it's as much (if not more) art as it is science and math to build a great new monster, and in my opinion, something like the race builder guide hampers the art of monster design.

Thank you for replying... Though I don't think you understood my intent... What I was trying to get at was more along the lines of abilities. Some things can easily be found in Advanced Races, such as flight, regeneration, spell resistance, etc. But some things are not, as an example the Xill, and Mariliths Multiweapon Mastery. I'm not trying to build monsters using Advanced Races... My intent was to build a race that had Multiweapon Mastery and 4 arms, similar to the Kasatha. I understand the reasoning for not having a multi-weapon progression that includes improved, greater, and superior like in 3.5 (even if I don't personally agree with it, I understand). Some abilities creatures from the Bestiaries would be nice to incorporate into a new character race, like Web (the ability to "throw" a web a number of times per day as a touch attack that entangles enemies, and the like. Another example would be having multiple heads, or other abilities that are not listed in Advanced Races.

This was then extended a bit further to incorporate and include RP values for abilities found in templates that could be added to characters... There are a few examples of these, one being Half-Demon template that is similar to Half-Fiend, but involving demons... Most of the things found in templates are easily added to a race, such as flying, regeneration, and the like, but some are not found in Advnaced Races...

So to sum it up, and I'm sory for being so long-winded, I'm hoping to find an extended version of features that have RP values that can be added to player-character race creation...

If there is something along these lines, I would greatly appreciate being guided to its location.

Thank you for your time and patience once again!


James, I've been wondering about many of the races that have come out in the suplementals in reference to Advanced Race Guide as to how they might "add up" as it ewere with RP, and how other monstrous traits (such as Mariliths (and other creatures from the Biestiaries) Multiweapon Mastery for example) might cost in RP. I've also wondered how much Templated features might cost or if it is possiblet to ad a RP cost to the features gained from a template that is added to a character.

I see that you are a very busy person, so if and when you are able to answer these questions or point me in the right direction I will be cery greatful! Thank you for your time and patience!


In my games, since Celestial Chain and Plate do not state what they are made of, I rule theat they are made of iron/steel that is made in a way that only Celestials and those that are trained by them know how to make. They use iron/steel because other metals are so expensive comparatively speaking. Mithril and Glassteel could both used for any Celestial armor and reduce the ACP by 2, the ASF by 10% and the weight by 1/2, and for Glassteel have a hardness of 20, and add DR to the armor like regular Adamantine. Glassteel also grants a bonus to Perception checks to see if the person is wearing armor as it is clear as glass...

This is only my ruling as a DM. I don't remember what material Glassteel comes from, but it's been my players favorite since I introduced it to them, even though it has a very exorbitant cost lol


I have an idea similar to the Kasatha. It has 6 arms, and uses multiple weapons. Its descended from a mix of Kasathas and Miriliths. After several hundred years they have become their own race, and learned to deal with other races relatively well. They tend to be Lawful to one extent or another, but some have been known to be Chaotic.

That is the basic idea behind this race. Though it would be easy to give it any fluff I wanted. This is basically taken from the Half Demon template found for Mariliths in Demons Revisited. It's a great resource!

HALF-MARlllTH
A half-marilith has the lower body of a great serpent and four arms. Her eyes are pale (giving the appearance of having no pupils), and a short row of horns runs along the top of her head down her back. The half-marilith is a dangerous foe, and her confidence and pride make her more so, as she rarely admits defeat. Her role is typically that of a commander of an army, although she also excels as an assassin.
CR: A half-marilith's CR is + 1 higher than a half-fiend of its Hit Dice would normally be.
Natural Armor: Improves by 2.
Speed: A half-marilith does not gain a fly speed.
Melee: A half-marilith gains a tail slap attack. Damage depends on her size. This tail slap attack has the grab and constrict abilities (constriction damage equals the damage normally caused by the tail slap, but always applies the half-marilith's full Strength bonus to damage caused).
She also gains two additional arms, each of which can wield weapons with ease.
Multiweapon Mastery (Ex): A half-marilith never takes penalties to her attack roll when fighting with multiple weapons.
Alternate Spell-Like Abilities: Replace desecrate with fly. Replace poison 3/day with greater magic weapon 3/day. Replace contagion with true seeing. Replace unhallow with greater teleport. Replace horrid wilting with blade barrier.
Abilities: A half-marilith gains Str +6, Dex +4, Con +6, Int +2, Wis +2, and Cha +4.

Kasatha
Type:Humanoid 0 RP
Size: Medium 0 RP
Base Speed: Normal 0 RP
Ability Score Modifiers: Flexible (+2 Dex, +2 Wis) +2 RP
Languages: Standard 0 RP
Racial Abilities:
Defense Racial Traits:
Defensive Training, Greater 4 RP
Desert Runner 2 RP
Feat and Skill Racial Traits:
Stalker 1 RP
Movement Racial Traits:
Jumper 2 RP
Terrain Stride (Desert) 1 RP
Other Racial Traits:
Multi-armed (4 arms) 8 RP
Total: 20 RP
This race has no level adjustment...

Kasamiths have the following traits:
Type Humanoid 0 RP
Size: Medium 0 RP
Base Speed: Normal 0 RP
Ability Score Modifier: (Flexible) +2 Dex, +2 Wis. 2 RP
Languages: Standard 0 RP
Racial Abilities:
Defensive Racial Traits:
Defensive Training, Greater 4 RP
Feat and Skill Racial Traits:
Stalker (Stealth and Perception are always class skills) 1 RP
Other Racial Traits:
Multi-armed (6 arms) 12 RP
Multiweapon Mastery (A Kasamith never takes penalties to her attack roll when fighting with multiple weapons) RP 4 (?)
Regeneration (1 +1/ at 5th level and every 5 levels [5th level total of 2, 10th level total of 3, 15th level total of 4, 20th level total of 5] 4 RP

This form of regeneration does not have any restrictions besides beheading or death from total massive damage (such as total loss of constitution, -10 HP [or more with certain classes or feats], and death from massive damage [failed fortitude save vs. massive damage] as usual. This ability starting out so low is due to the fact that it is indeed negating the regular effects of Regeneration to be overcome by something such as fire or acid, etc. and not having to take Fast Healing to do so. If anyone agrees that I can have Regineration without having Fast Healing to accomplish this, then I would be happy to do so, otherwise I have to critique it in this manner... Because of its ability, I feel this should still cost the same (because of the increasing bonuses at higher levels, albeit small) that this ability should still cost 4 RP

I personally feel that Multiple Arms should not cost 4 RP... Maybe 3, but not 4. Just my personal feeling on the matter.

As Multiweapon Mastery has never been defined by RP before, and it is a decent ability, I think it should merrit a decent RP

I would also love to add the Swordtrained ability, but I don't think I this race can afford the 4 RP... It's already 7 points over what Kasatha started out with, and this doesn't even include any spell like abilities that Half-Marilith would get...

Total RP: 27

If anyone has any critiques, or anything to suggest, please do! I realize this post has not had traffic for quite some time, but I'm still hope it's seen!