Jack in the Box

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animated objects given new life


divine grace


any chance baba Ji will make it into the next monster book?


i would not allow it with bestow curse, but instead call it curse of the moon,lycantropy etc and have it be a seperate spell.


lol that made my day :D


its true dragons do worship Kobolds


i dont really see how one could ever hit him.


i do consider paladin a bit to powerfull.
I dislike that the smite abillity bypasses all DR, some i would be fine with but not all.
Divine grace is to powerfull in my opinion most classes get powers that scales with lvls but paladin gets the bonus flat out instantly.
The healing im fine with and the imunities a very good but not game breaking.


hobgoblins would be perfect.


your saves will be very weak


i would not mind a craft arms and armor mythic feat

In my book only a weapon made to defeat a monster with DR/epic should bypass it.


im not a big fan of the +6 total weapon overcoming DR/epic.
I probably will house rule it to require a real +6 weapon (+4 bane would work)


DR/Epic: A type of damage reduction, DR/epic can be
overcome only by a weapon with an enhancement bonus of +6
or greater (Pathfinder RPG Bestiary 299). Weapons with special
abilities also count as epic for the purposes of overcoming
damage reduction if the total bonus value of all of their
abilities (including the enhancement bonus) is +6 or greater.

From mythic adventures


very nice story Mark :)


Gabriel Bryne for Asmodeus


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loot


1 person marked this as a favorite.

an adventure path in hell would be nice from lvl 1-20 with mythic :D


woot :)


that would be good news :)


lol


there are multiple knots, new character can be from different knot.


hmm must be close :D


im glad to see a new update :)
this is one of few ap i am looking forwards to


any new updates on this ap?


dwarf is also pathfinder


for my undead lord i picked up the following feats to improve animation.
Undead master
varisian tatto necromancy
spell specialization animate dead
spell focus necromancy

also if you use mythic rules for this game you can spend mythic points to cast animate dead without using your hard earned cash.


sounds like you want to turn all enchantment spells into power word spells.
It might work well, but personally i dont mind spell casters "winning" encounters.


you made my day Gary :)


its not really a problem, but prereq. are there for a reason.
However it can be annoying as a gm to roll another dice :)


yes
yes
probably yes


maybe mythic tier should increase all saves by its tier so a mythic tier 10 monster would get +10 to all saves.. or at least its tier to its good saves and half of its tier to bad saves...
This should also increase for PC with mythic tiers


there will probably be more feats in the end product book, this is just a playtest :)
However i do agree that it is kinda strange that there is no Mythic Spell focus, spell penetration, item creation or meta magic.(that i recall)


Imp/quasit mastermind could be a familiar of a spellcaster.
I would use the priests son/daughter as the BBEG.
Have him/she be a student in a far of city and visiting 1/month or so.
Give the son/daughter the power to summon demons/devils.
Bearded devils should be a decent challenge for low lvl player characters, throw in a few lemures for extra mobs.
As for reason to pick up young beautiful women, maybe some kind of ritual payment for the power to call extra planer creatures for a future BBEG.
Maybe the devil needs the virgins for retaining its human form or something like that.
Its always nice to leave the name of a future BBEG in the notes of the Summoner and maybe a spell to contact the BBEG or even summon it.


Pinky's Brain wrote:

SKR was talking about Create Undead, Animate Dead works a little differently.

The template says :

Quote:
Hit Dice: A skeleton drops any HD gained from class levels and changes racial HD to d8s. Creatures without racial HD are treated as if they have 1 racial HD. If the creature has more than 20 Hit Dice, it can't be made into a skeleton by the animate dead spell. A skeleton uses its Cha modifier (instead of its Con modifier) to determine bonus hit points.

Lesser Animate Dead says :

Quote:
This spell functions as animate dead, except you can only create a single Small or Medium skeleton or zombie. You cannot create variant skeletons or zombies with this spell.
It is not iron clad because !A => B does not necessarily mean !B => A ... but the way it's worded it becomes incredibly silly to argue it doesn't in this case though.

This does make animate dead a better spell then create undead...and considering that animate dead is 3rd/4th lvl and create undead is 6th lvl spell that makes very little sense..but if that is what you have to pay for mental stats on your undeads...


yes, but this also means that the creation of undeads is a really poor option for player characters and very weak compared to summon monster spells.
Yes the undeads lasts forever but they will be next to useless in actual combat.


so if this cleric cast animate dead on the giants corpse the stat block would also be a medium sized skeleton/zombie?

or would this be the stat block?

Cyclops
NE Large Undead
Init +4; Senses Darkvision; Perception +8
--------------------
Defense
--------------------
AC 11, touch 9, flat-footed 11 (-1 size, +2 natural)
hp 45 (10d8)
Fort +3, Ref +3, Will +7
DR 5/bludgeoning; Immune cold, Undead Traits
--------------------
Offense
--------------------
Speed 30 ft.
Melee Claw x2 (Skeleton) +11 x2 (1d6+5/x2)
Space 10 ft.; Reach 10 ft.
--------------------
Statistics
--------------------
Str 21, Dex 10, Con -, Int -, Wis 10, Cha 10
Base Atk +7; CMB +13; CMD 23
Feats Improved Initiative
Skills Fly -2, Perception +8, Stealth -4
Languages Common, Cyclops, Giant

--------------------
Special Abilities
--------------------
Damage Reduction (5/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Immunity to Cold You are immune to cold damage.
Undead Traits Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects

Might just be herolab that is confusing me :)


School necromancy [evil]; Level cleric 6, sorcerer/wizard 6
Casting Time 1 hour
Components V, S, M (a clay pot filled with grave dirt and an onyx gem worth at least 50 gp per HD of the undead to be created)
Range close (25 ft. + 5 ft./2 levels)
Target one corpse
Duration instantaneous
Saving Throw none; Spell Resistance no

Does that mean that a corpse of a large,huge or even bigger cant be animated at all or does that mean that it "shapechanges" to a medium size ghoul/ghast/mummy etc?


so the spell is weaker then animate dead?

A much more potent spell than animate dead, this evil spell allows you to create more powerful sorts of undead: ghouls, ghasts, mummies, and mohrgs. The type or types of undead you can create is based on your caster level, as shown on the table below.

Also the stat blocks for ghoul giants retain the original hd of base creature

Ghoul, Cyclops
CE Large Undead
Init +1; Senses Darkvision; Perception +7
--------------------
Defense
--------------------
AC 17, touch 10, flat-footed 16 (+1 Dex, -1 size, +7 natural)
hp 65 (10d8+20)
Fort +5, Ref +4, Will +9; +2 vs. channel
Defensive Abilities Channel Resistance +2; Immune ability drain, bleeds, death effects, energy drain, exhaustion, fatigue, physical ability damage, disease, mind-affecting, non-lethal damage, paralysis, poison, sleep, stunning, Undead Traits
--------------------
Offense
--------------------
Speed 30 ft.
Melee Bite (Ghoul, Cyclops) +12 (1d8+6/x2) and
Claw x2 (Ghoul, Cyclops) +12 x2 (1d8+6/x2)
Space 10 ft.; Reach 10 ft.
Special Attacks Paralysis (1d4+1 rounds, elves are immune) (DC 17)
--------------------
Statistics
--------------------
Str 23, Dex 13, Con -, Int 13, Wis 14, Cha 14
Base Atk +7; CMB +14; CMD 25
Feats Weapon Finesse
Skills Acrobatics +3, Climb +11, Fly -1, Perception +7, Stealth +2, Swim +8
Languages Common
SQ Disease (DC 17)

--------------------
Special Abilities
--------------------
Channel Resistance +2 +2 bonus to save vs. Channel Energy.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Disease (DC 17) (Su) Ghoul Fever: Bite-injury; save Fort DC 13; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid
Immune to Ability Drain Immune to ability drain
Immune to Bleeds You are immune to bleeds.
Immune to Death Effects You are immune to death effects.
Immune to Energy Drain Immune to energy drain
Immune to Exhausted You are immune to the exhausted condition.
Immune to Fatigue You are immune to the fatigued condition.
Immune to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Disease You are immune to diseases.
Immunity to Mind-Affecting attacks You are immune to Mind-Affecting attacks.
Immunity to Non-lethal Damage You are immune to Non-Lethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Paralysis (1d4+1 rounds, elves are immune) (DC 17) This special attack renders the victim immobile. Paralyzed creatures cannot move, speak, or take any physical actions. The creature is rooted to the spot, frozen and helpless. Paralysis works on the body, and a character can usually resist it with a
Undead Traits Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects

Cyclops
NE Large Humanoid (giant)
Init -1; Senses Low-Light Vision; Perception +11
--------------------
Defense
--------------------
AC 15, touch 8, flat-footed 15 (-1 Dex, -1 size, +7 natural)
hp 65 (10d8+20)
Fort +9, Ref +2, Will +4
Defensive Abilities Ferocity
--------------------
Offense
--------------------
Speed 30 ft.
Space 10 ft.; Reach 10 ft.
--------------------
Statistics
--------------------
Str 21, Dex 8, Con 15, Int 10, Wis 13, Cha 8
Base Atk +7; CMB +13 (+15 Bull Rushing); CMD 22 (24 vs. Bull Rush)
Feats Alertness, Cleave, Great Cleave, Improved Bull Rush, Power Attack -2/+4
Skills Fly -3, Intimidate +12, Perception +11, Profession (soothsayer) +10, Sense Motive +5, Stealth -5, Survival +6
Languages Common, Cyclops, Giant
SQ Flash of Insight (1/day)

--------------------
Special Abilities
--------------------
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Ferocity (Ex) Fight without penalty even while disabled or dying.
Flash of Insight (1/day) (Su) Once per day as an immediate action, a cyclops can peer into an occluded visual spectrum of possible futures, gaining insight that allows it to select the exact result of one die roll before the roll is made. This effect can alter an action taken by
Improved Bull Rush Bull Rush at +2 to push back. No attack of opportunity.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.

Kinda makes me think all undeads from the create undead/create greater undead spell should have been a template


Few questions about this spell and create greater undead..

The 15 lvl cleric kills a cave giant, he then casts create undead upon this corpse, he creates a Mummy with the spell.. what would the stat block be?
A simple 8hd large mummy?
A 17 hd large mummy? (9hd for giant/8 form mummy)
something else?


how ever a demon/devil/dragon can cross bread with close to any race.
problem solved.


its should double as well, but i can understand a gm that would not like those dc :)


you do not keep your players feats or class features.
You only get str,dex,con ac and items your players have.
Most wizards wont even know how to fight with a sword or what ever.
Just use spells from target body and use him till he gets knocked down and revert back to your normal body or select a new target.
For the effect you want a dominate person spell would be better.


to my understanding no


Tom S 820 wrote:
HD are HD it dose not matter source racial or class. Raiseing either change or increase monster ability DC. I see no source stating other wise.

From breath weapon rules.

(DC 10 + 1/2 breathing creature's racial HD + breathing creature's Con modifier;
Probably the same rule for all and any su/ex abilities.


unless otherwise noted 20*2


Tom S 820 wrote:
Slime DC should be 1/2 HD (11)+ CON mod(7)+10= DC 28

herolab is lazy :)


Tellboh CR ?

Aboleth Sorcerer 14
LE Huge Aberration (aquatic)
Init +6; Senses Darkvision; Perception +29
Aura Mucus Cloud (DC 21)
--------------------
Defense
--------------------
AC 29, touch 10, flat-footed 27 (+4 armor, +4 shield, +2 Dex, -2 size, +11 natural)
Vig 190 (8d8+14d6) Wnd 48 (Threshold 24)
Fort +13, Ref +10, Will +21
--------------------
Offense
--------------------
Speed 10 ft., Swimming (60 feet)
Melee Tentacle x4 (Aboleth) +20 x4 (1d6+11/x2)
Space 15 ft.; Reach 15 ft.
Special Attacks Slime (DC 21)
Spell-Like Abilities Dominate Monster (3/day), Hypnotic Pattern (At will), Illusory Wall (At will), Mirage
Arcana (At will), Persistent Image (At will), Programmed Image (At will), Project Image (At will), Veil (At
will)
Sorcerer Spells Known (CL 14, +17 melee touch, +13 ranged touch):
7 (4/day) Hold Person, Mass (DC 27)
6 (6/day) True Seeing (DC 25), Dispel Magic, Greater, Disintegrate (DC 25), Suggestion, Mass (DC 26)
5 (8/day) Overland Flight, Teleport, Hold Monster (DC 25), Life Bubble (DC 24)
4 (8/day) Stoneskin (DC 23), Scrying (DC 23), Charm Monster (DC 24), Resilient Sphere (DC 23),
Dimension Door, Infernal Healing, Greater
3 (8/day) Hold Person (DC 23), Stinking Cloud (DC 22), Dispel Magic, Fireball (DC 22), Slow (DC 22)
2 (8/day) Mirror Image, Scorching Ray, Invisibility, Hideous Laughter (DC 22), Web (DC 21), Steal Breath
(DC 21)
1 (9/day) Magic Missile, Shield, Mage Armor (DC 20), Identify, Charm Person (DC 21), Infernal Healing
0 (at will) Acid Splash, Ray of Frost, Open/Close (DC 19), Read Magic, Detect Poison, Ghost Sound (DC
19), Detect Magic, Light, Arcane Mark
--------------------
Statistics
--------------------
Str 22, Dex 14, Con 24, Int 17, Wis 19, Cha 24/28
Base Atk +13; CMB +21; CMD 33 (can't be Tripped)
Feats Arcane Strike, Bouncing Spell, Combat Casting, Eschew Materials, Focused Spell, Greater Spell
Penetration, Improved Initiative, Iron Will, Lightning Reflexes, Persistent Spell, Spell Focus (Enchantment),
Spell Penetration, Spell Perfection (Hold Monster), Weapon Focus (Tentacle)
Skills Bluff +32, Fly -2, Intimidate +20, Knowledge (arcana) +28, Knowledge (planes) +28, Perception +29,
Spellcraft +28, Stealth -6, Swim +25, Use Magic Device +14
Languages Aboleth, Aklo, Aquan, Other Language, Undercommon
SQ Arcane, Bonded Object (Amulet of Mighty Fists +2) (1/day), Metamagic Adept (3/day)
Other Gear Amulet of Mighty Fists +2, Headband of Alluring Charisma, +4


:)


lvl 20 vs cr 39 i dont think you stand a chance.
Sr would be extremly high so no spells with sr will work on him.
Use spells with no sr and no save if possible.
I would advice any meele character to pick up a +5 holy evil outsider bane weapon and just maybe u can bypass dr if you even can hit him.
Other then getting a few artifacts i really cant see how you would could win.
Maybe you could make a deal with another outsider/deity to aid you in the fight.