I think the problem with large races without using the Bestiary Monsters as PC-rules ends up kind of wonky flavorwise.
Normally players and monsters use the same rules in 3.PF. Some Advanced Race Guide Races ignore this, but it clashes with the inner logic og the game.
Balancewise such a weapon is not going to be to strong at all and it's ability is mostly flavor to most groups. It will prevent some enemies from coming back, but this just causes the heroes to fight something else instead.
It all depends on how you implement it. Being an Artifact there should be some plot highly focussed around it and it should play a visible role in the campaign.
- Maybe the artifact indeed steals the souls of it's victims. The only way to free them is to destroy the artifact. To find out how you have to locate it's creators a powerful coven of nighthags in the river of souls, who then to have it broken it sundered with a Holy Avenger in a Dragon Graveyard.
Would probably just have them make a Combat Maneuver check against the monster's CMD. The recommended strength check makes sense, but monster and characters are more balanced around their CMBs. Another way to treat this would be to treat this as an aid another action to help with escaping the creature's limbs and add in some circumstance bonus due to a door slamming into the creature's limbs.
Well, the Half-Dragon is a +2 and gives +8 strength and otherwise lesser abilities. The Half-Fiend goes from +1 to +3 and it's Smite starts out weak, but will outscale your template at high HD. So probably a +3, maybe more.
It probably will not help you and result in way more unbalanced monsters, than just grabbing something of a higher CR. I think the easiest way to beef up monsters for an overly strong party would just be to multiply monster HP by 1,5-2,0. This would make the battles less rockettag and allow the critters to pull off their gimmick before getting flattened while not messing up any of the system's math by unbalancing the ratios beetween Attack and AC, Saves and DCs etc.
avr wrote: Shriekers aren't that sort of problem. They're not a direct threat, they alert others - that's always been the shrieker's role, the living alarm trap. The description I see doesn't even mention a CR or damage. I accidently clicked on a third party stat block in the SRD. The toad cannot attack at all, but can still give you 50XP as a low level adventurer.
The clockwork goliath is CR19 and has no real Special abilities or qualities, while suffering from low Construct Hit Points.
Theaitetos wrote:
No, because you can hit with Produce Flame once per Caster level. So the example character would be able to heal the listed amount three times with one casting. He should however just be a Samsaran with Mythic past life and wouldn't have to gimp himself by taking a druid level. He could just be Rogue1/Sorcerer1 and add the Spell to his Sorcerer Spell list.
Bumping this since we got a lot of new monsters since then and there is a lot to talk about left. The CR2 Axe Beak's Sudden Charge(free action trip after charging) ability is rather depressing since it will often not be able to use it. The CR1 Shrieker is rather pathethic. It cannot attack at all only deal d4 on a failed DC11 Fortitude save. If you save once you are immune.
Depends on his other capabilities to be honest. A level 1 Commoner with that ability would still get eaten by an average wolf or flattened by some random ogre.
Mysterious Stranger wrote: You could have an ability that makes the character impervious to all magic direct or indirect, but that does not seem to be what the OP is talking about. There was a race of being in the old Wizards of the Coast Primal Order supplement that did have such and ability. But they were not able to interact with any kind of magic at all. A magic sword would pass right through them as if it did not exist, but again that is not what the OP is talking about. The Wizard is also somewhat of a tough SOB himself. A level 20 wizard has a Base attack bonus of 10 after all. Shure he probably got some terrible physical stats, but he is still able to beat the crap out of most people with his bare hands.
Quixote wrote:
Actually always assumed Quick Draw was more than weapons. Quixote wrote: With the swim thing, looking at the grippli...they're 6rp. Aren't dwarves 12? I say: give him a swim speed to match his climb speed and the +...8(?) that goes with it. Then he's on par with the lowest-point core race. Gasp. That's a possibility indeed.
VoodistMonk wrote:
These are both cool, but won't work. He found Caiden Cailean's Combat Style too Cartoonish.avr wrote:
The extractor is amazing. The cactus seems like a waste of money, but if he harvests it for free it's cool. avr wrote: I'm not sure why a modest bonus to swimming is a problem even conceptually though, swamps and similar don't have high DCs to swim them. Never looked up swim DCs, but I will.
Variant Multiclass Magus gives you an Arcane Pool. You could than proceed to pick the Accurate Strike Arcana. You could also use a Wand with some spells, that give you multiple Touch Attacks to full attack with. Produce Flame or Chill Touch would be a weak touch attack, that's usable multiple times per turn, but there might be similar spells, that would give you a stronger one. A scroll of Undead Anatomy IV can turn you into an Incorporeal Undead, that attacks with Touch Attacks.
One of my players is a Grippli Cleric, who has decided to make brewing Potions his gimmick. (We are playing Mummy's Mask btw)
Having an absolutely abysmal Strength score(5), he is also a rather bad swimmer and would like to get good at that. After all he is a frog.
So yes: How could I somewhat minmax Potion Use and what are some easy way to make a character into a natural swimmer? Also are there some other feats or spells cool for a character like this? He mostly uses his Prehensile Tongue to deliver spells.
Matthew Downie wrote:
I like this approach, but with the PCs not entering the palace one would need to modify the hints. - the document with their mission has the same handwriting as a letter from the baron's daughter the heroes found- she is wearing a signet ring only the baron's family is allowed to have - if she is more of a fighter, the magic sword she is wearing this time is rather famous - because you arrive you see her send off an butler/stewart, who is a known servant of the baron's house - she accidently forgets her handkerchief You could explain these mistakes with her being nervous due to rumors of a planned assasination. |