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So the Race Builder has two special subtypes: Half-Construct and Half-Undead, which can be added to any of the type options except Construct and Undead. Now Half-Construct and Half-Undead are not the Construct nor Undead types. Like I said already, they are SUBtypes. The section on them also says if you add them to the Humanoid type, you need to choose another subtype to pair with them. Could you add both of them as your two (and only two) Humanoid subtypes? This would be the closest I could get to a Half-Construct, Half-Undead creature. I'm not 100% certain on what kind of Construct/Undead they would be, but the idea is that this could be used to make something like Cyborg Zombies, which is cool, so I want to do it. I guess as the GM I could just say it works, since I'm not seeing anything that says it doesn't, but it feels like I'm breaking the spirit of the rules, which might mean there would be a balance issue I'd have to account for. ![]()
So the Mythic Simple Templates all give 2 total Mythic Ranks at 11 or more HD, except for Agile. I wanted to fix this, and I have two solutions, one of them probably a bit better than the other one. So every 2 Mythic Ranks is worth +1 CR, so 1 Mythic Rank is thus worth +1/2 CR, which rounds up to +1 CR until you get another Mythic Rank, and is actually +1 CR. I bring this up, because it means if I can easily halve a +1 CR template, then I can just add that into the Agile template at 11 or more HD, and add a second Mythic Rank then. So there are two such templates that are generic enough to possibly fit with this: The Advanced template. Half of it would be +2 to all Ability Scores (no restriction on Intelligence though since it is a Mythic Simple Template) and +1 increase to Natural Armor. And the Alchemically Quickened template. It is a first party template, but not on aon as far as I can tell. Half of it would be base speed increases by 5 ft (retroactively apply this before the +30 ft increase to all movement types (so if the base creature's base speed is less than 30 ft, it'll technically increase by 10 ft total), and each round in which the creature moves more than 10 ft, it gains the effects of a blur spell until it's first turn next round, except the blur spell only gives a 10% miss chance, and is treated as a level 1 spell. I already included some changes in the text to accomodate it being added to the Agile template. So obviously, in keeping with the speed theme of the Agile template, the second option should be better, but I wanted everyone's opinions on all of this. Thank you for any words of wisdom you can give for this. ![]()
So I was reading the description for Krampus, and realized him being evil is actually not his own fault. The portal that summoned him from the First World was corrupted by the hateful emotions and bitter resentment of the villagers he was originally spawned to help during the harsh winter months. They had one too many bad winters, and Krampus's soul was stained because of this. So I was thinking about what it might take to redeem him. Obviously powerful, maybe even deity level or deity-like level magic could do the trick, so unless you believe that is the only way, let's try to think of something else to redeem poor Krampus. My take is a Mythic character who can't be (permanently) killed by Krampus could forcibly befriend Krampus. They might have to help him out a little, but as long as they play their cards right, and keep at it, Krampus will get something akin to Stockholm Syndrome, and see them as his friend. At which point they can start to help him. Of course, you don't need to go all the way to Mythic for this, it's just that would be the easiest way to guarantee it would happen through a battle of attrition. Anyways, what do you think? ![]()
So as the title says, I'm thinking of looking through the Prestige Classes and seeing if any of them would work nicely with monsters, without adding any normal class levels first. This works because a lot of the Prestige Classes only have something like a minimum skill rank requirement to take the class, and due to having Racial HD, monsters can sometimes meet these prerequisites without taking regular class levels first. However, I wanted to hear stories of this first, to see if maybe others have already done this, and how it went for them. ![]()
So I know what someone considers to be interesting is subjective, but I still want ideas. I found a 3.5 template (Paragon Creature) that adds +18 to CR up to 6 HD, +15 to CR at 7 HD to 15 HD, and +12 to CR at 16+ HD, and I wanted to find some interesting weaker monsters or NPCs to add this to. I already have Inevitable, Novenarut as an option, since they are cool samurai like Outsiders, but any other options you could give me would be much appreciated. ![]()
So Regeneration 0 (lethal damage) would get turned off any time they take normal damage, but not non lethal damage, thus won't keep them immortal. It also doesn't actually heal them, since its value is 0. But it makes it where they can take an infinite amount of non lethal damage without it converting to lethal, and makes it where they can regrow lost body parts. DR 0/epic similarly does not actually reduce damage, but due to how DR/epic works, allows them to count as an epic source for their natural weapons, thus overcoming DR/epic themself. Is there anything else like this that I can bundle with these for a template? ![]()
So an idea I had, that I will likely never get around to, is that mortals (nearly anything that has a stat block) have a -12 penalty to each ability score, and a further -8 penalty to attack rolls, saves, ability checks, and skill checks. Furthermore, they age 1 year every day that passes. However, despite this, not a single stat block will be changed, and maximum lifespans do not change either. This is because the canon version of creatures will retroactively become the already cursed versions. The idea is that some entity, maybe a deity, but also maybe some specific creature (I'm imagining combining dragons with age categories in a manner similar to gestalting classes, but with dragons instead of classes, but that is a lot of work on the GM's part), has done this to enhance themselves, which the players will have to defeat. Bonus points if at some point, the PCs can break the curse on themselves, especially if done right before the final battle, thus essentially giving them a +12 to each ability score, and a +8 bonus to attack rolls, saves, ability checks, and skill checks, and vastly increasing their maximum lifespan in the event the enemy can forcefully age their enemies with a special attack or special ability. If you are wondering why those specific numbers for the curses, I just took Greater Bestow Curse's -12 to an ability score, applied it to each ability score, then took the same spell's -8 penalty to attack rolls, saves, ability checks, and skill checks, and finally, applied the Curse of the Ages, which coincidentally can also be applied with Greater Bestow Curse. If you want to, you can instead make it regular Bestow Curse's -6 penalty to ability scores and -4 penalty to attack rolls, saves, ability checks, and skill checks. Anyways, as I said, I will likely never get around to doing this, but wanted to share it with all of you in case you could make use of it. ![]()
Irii, Agile Template, Temporal Accelerator So 3 turns, each with double the actions, per round. Have fun with this. ![]()
It's not really to make things easier or harder, I just like creating things, but simply crafting encounters doesn't always scratch that itch, you know, and while I could just change their original feats (assuming they are generic enemies and not a specific character), the feats given already are often pretty reasonable choices, so I don't actually end up changing them that often. In theory, this should make the game harder for the PCs, since monsters usually have HD>CR (once you get high enough CR), whereas PCs are essentially HD=Level=CR, so the monsters would get more feats out of this, but let's be real, not even expert players, just players familiar enough with the game, can easily break the game in the right circumstances, so this would let them make stronger PCs without having to worry about making things completely unfair for the GM. Hell, with the level of extra customization, I could see a Fighter getting really capable, despite usually being seen as the weak link of martials. Anyways, has anyone done this before? ![]()
So I'm making a Superhuman race with the race builder. I kind of envision X-Men and The Brotherhood of Evil Mutants, in terms of lore of the race, not powers, and so I have Defensive Training, Lesser (Human) as a default option, which is 1 RP, and it can be traded for Hatred (which is also 1 RP), for the group of Superhumans that do more than just try to survive, by actually taking the fight to those that discriminate against them. Hatred, however, says to pick two subtypes of humanoid or outsider, so I'm having an issue on what to make the second race. I would make it Superhuman, but I'm giving Superhumans the human subtype, so they can take human only options like the feat Racial Heritage, so even if I give them superhuman as a second subtype, it wouldn't matter, as the bonus isn't going to stack with itself. Which brings me to the title of the post. Which races, if any, would have a problem with Superhumans? ![]()
Hi, I couldn't seem to find any rules for how old you have to be to reach each age category for races you make with the Race Builder, so I decided that meant I get to choose. I'm currently making a Superhuman race, which is similar to what the Drow Noble is to the Drow, but towards humans instead, and I wanted them to have as high of a lifespan as possible. It may seem a little Mary Sue-ish, but I didn't want them to die of old age. Part of the race's backstory is the trope of humans fearing superhumans, so I wanted to have obvious tells for who is born a superhuman, without forcing them to look different, which is where I came up with not dying of old age. But that is obviously a really good thing. You can't use any ability or spell or whatever to force them to age to the next age category, because there is no next age category for them. Just child and adult. So here is the solution I came up with: Immortal (0 RP):
A superhuman ages at the same rate as a human, but they continue to physically appear to be in their adult prime no matter how old they get. When they reach their maximum age, they do not die. Instead, they reach a new age category, which causes them to take a further -4 penalty to their Str, Dex, and Con scores (for a total of -10), and gain another +1 to their Int, Wis, and Cha scores (for a total of +4).
This age category is refered to as the "dust" category, due to the fact that anyone in this category who has a 0 in their Str, Dex, or Con scores, even if at a later time than when they first reach the dust category, turns to dust, preventing spells and abilities that require an intact dead body from working. Anyways, let me know if this is balanced. I know it is a big price, but remember, they are effectively immortal so long as they don't die to violence, had at least an 11 in all physical scores (before penalties from aging), and don't take too much Str, Dex, and/or Con damage/drain. ![]()
So NPC wealth to PC wealth is +1 CR. Gaining another level (for a 0 racial HD race) is +1 CR. So trading PC wealth for NPC wealth to get an additional level, assuming the campaign wasn't normally going to go to level 20, should just straight up be a fair trade. Unfortunately, this would put extra work on the GM. They have to adjust treasure, which is designed to be valued enough to support PC wealth, to instead only give the PCs NPC wealth. This can make it much harder to use NPCs, since you can easily blow through multiple levels of gear in a few battles against challenging NPCs. Anyways, I was thinking of doing this for fun, but I wanted to know if anyone has experience with this, so I could avoid making as many mistakes. ![]()
So I'm looking, and a Wyrwood, which is RP 20, is CR 1/2 for 1 level (rogue) and NPC wealth. Which is the same for a human. But a Svirfneblin is CR=level for NPC wealth and PC class levels. They are RP 24. Okay, so it seems that RP 1-20 is normal CR, RP 21-40 would thus be CR +1, RP 41-60 would be CR +2, and so on. But then, Drow Nobles, which are RP 41, which according to the pattern, is CR +2, is only CR +1, not +2. Unfortunately, there are no RP 21-23 races, so I don't know when the turning point is for CR +1, so I'm now left with RP 1 up to 21, 22, or 23 is normal CR, RP as low as 22, 23, or 24 and up to 42, 44, or 46 is CR +1, RP as low as 43, 45, or 47 and up to 63, 66, 69 is CR +2, and so on. I'm just trying to figure something out so I can make a high CR monster that has no racial HD, because I think it would be fun to build. Any advice on this would be appreciated. ![]()
The Unfettered Eidolon has specific rules for how to advance it. It has an amount of HD at each CR equal to the amount in this chart. Would this still be true if you changed its creature type to, say, Fey, and used the HD per CR for Fey on that chart instead of Outsider? I'm not going to change it to any creature type that doesn't make sense though, like Animal, but I think this could be interesting to use to make new creatures. What do you all think? ![]()
The simplest one I make is changing the size category of a creature. No, I don't mean adding the Giant/Young Template, nor the Monster Advancement rules for increasing size. I literally just said: You know what, I think that real world animal is the wrong size category. Let me fix that. The most complex change would probably be that time I made Mogaru a Guardian Spirit. For the record though, I told my players I was gonna do it, so they knew what they were getting into. Well, there also was the time I made Mogaru (I know, I have a problem) an Imperial Foo Creature. I didn't get to use him, since he is good aligned thanks to Foo Creature, and I rarely ever get to run evil campaigns (so running one that lasts till epic level is pretty much impossible for me), but man, he would have been so awesome. ![]()
Note: I am not just talking about Cleric here, nor even just granting spells via worshipping themself, but literally any option that is gained from worshipping a deity. For example, Kostchtchie Deity page is a deity, but also has a Monster Stat Block. If he were to be advanced under monster advancement rules, could he take Cleric levels, and worship and grant spells to himself? EDIT: I know this is the Rules Questions forum, but I highly doubt this has an actual RAW or RAI answer, so if not, I'll also take a lore answer if one exists. If even that doesn't exist, then I'll take your opinion on the matter, but please say that it is your opinion so nobody gets confused. ![]()
I may be reading this wrong, but the Evangelist Prestige Class doesn't seem to say you can't choose a different Prestige Class as your Aligned Class. Since the Prestige Class Winter Witch is also advancing a lot of the features of the Archetype Winter Witch, doing this would be like advancing 3 different classes at once. Obviously it isn't actually as powerful as advancing 3 classes at once, as not everything is gained from all 3 classes, but it just seems like a no brainer, if you actually have a deity that would work well with Evangelist that is. Am I crazy, or is this a good idea? ![]()
Like, Monkey Swarm is a thing. Can I apply Foo Creature to it? If yes, can I apply the upgraded version, Imperial Foo Creature (found at the bottom of the regular version's page) to said Monkey Swarm? Can I make a Monkey Swarm be the animal of an Animal Lord or a Lycanthrope? Or could I make it the base creature (not base animal) for Lycanthropic Creature? Probably easier to confirm, but back to Lycanthropic Creature, could I make a Sprite Swarm be the base creature, and the base animal be a Monkey Swarm? Bonus question: Can I apply Giant to a size Tiny Swarm? I know that is a lot of questions, I just have a lot of ideas, and want to know if there is any rules at all for this before I throw something like one of these at a group of players. Any help would be appreciated. ![]()
So normally I'd say yes and yes. You just apply the Construct only templates first, and apply the Tsukumogami template before Undead templates. But the problem I'm having is the lore, which should affect RAI. While Tsukumogami is applied to Animated Objects as an acquired template, this is only because regular objects don't have a stat block as creatures. The actual lore is that Tsukumogami used to be regular objects, not Animated Objects. Since they technically were never a Construct to begin with, only being one for the purposes of applying the template, this would suggest you could not apply Construct only templates. For a similar reason, I am unsure if they could become undead. While you could say they are now Outsiders (kami, native), the living part is strictly the kami part, as without it, they are just regular, impossible to be undead, objects. I know RAW this template stacking works, it's just the RAI for the lore that I am unsure about. ![]()
What I mean is it hastens how soon you die of old age, without actually aging you, by shortening your maximum lifespan. This should mean even the artifact Sun Orchid Elixir won't save you if you keep using the T.A., so is there anyway to get around this? Would making it where you are immortal (aging wise) make you immune to dying prematurely, or would you still die when your maximum lifespan is equal to or less than your current age? For example, if you wore the artifact Icecrown of Irrisen, putting it on when you are 20 years old, and then decrease your maximum lifespan to 20 or less through the T.A., would you die or not? If you still die, then is there any way to increase your maximum lifespan, and/or make it so you can't die of old age, preferably without becoming evil, so not being undead if it can be avoided? ![]()
Ring of Lifebleed, Ring of Resumption, Ring of Regeneration Would you wear a Ring of Lifebleed... Question 1: if it was also a Ring of Resumption? Question 2: if it was also a Ring of Regeneration? Question 3: if it was also a Ring of Resumption and a Ring of Regeneration? For me, it'd have to also be a Ring of Regeneration, though I wouldn't need the Resumption part if it wasn't included. ![]()
The Forever Undead and his Soul Tether:
The Forever Undead is a Mythic Lich, Psychic Lich, Graveknight combo. Their Mythic Phylactery, Memoir, and Graveknight Armor are all one and the same, known as the Soul Tether. They have 20 levels in a single psychic spellcasting class (not necessarily in the Psychic class). They will take the Alternate Capstone "With This Sword", with the Soul Tether being the focus of this augmentation.
The Soul Tether is Armageddon Plate, except the base armor is changed from Full Plate to Powered Armor which is a Technology Artifact. The Soul Tether counts as a Magic Minor Artifact twice (once from Mythic Phylactery and once from With This Sword), so it will have two destruction conditions that have to be met at the same time to destroy it. However, as a Memoir, if it gets destroyed while the Astral Legend survives, the Memoir (and thus the Soul Tether as a whole) will reform in 1d10 days at a site central to The Forever Undead's history. Problem and Possible Solution:
Now there is one problem with this combo. Due to the price of Armageddon Plate, along with the theoretically high price of the Powered Armor (it is an Artifact, so no price listed, but it has a LOT of different tech items integrated into it, so it has to have a high price just from the items that are a part of it that do have listed prices), it will be the only item The Forever Undead has, like at all.
The reason for this is Mythic Lich (which includes the +2 CR from the base Lich template) is +7 CR when at a full MR 10 (which it is here), Psychic Lich is +2 CR, Graveknight is +2 CR, and a level 20 NPC with PC Class Levels, but NPC Wealth, is CR 19. That is a grand total of CR 30 exactly. 159,000 gp (NPC Wealth at level 20 for the Medium XP Track) +100,000 gp (With This Sword) is about what I'd estimate the full price of The Soul Tether would be, probably falling short though. Even if using the Fast XP Track, the NPC Wealth for level 20 is only 201,000, which again, with the 100,000 gp from With This Sword, is probably spot on for only having the Soul Tether and nothing else. I do have a possible solution, but it is not the best. The Degenerate Template (-4 to all Ability Scores, minimum Scores of 1) is a -1 CR template, to counteract the +1 CR of having PC Wealth instead of NPC Wealth, thus allowing The Forever Undead to have more items than just the Soul Tether, while still being CR 30. I could also just make him CR 31, calculating the Total XP for CR 31 from the fact that 2 creatures of the same CR are supposed to have the same XP as their individual CR +2. (So take the CR 29 Total XP and multiply it by 2). But I can not in good faith make a CR 31 or higher enemy for a relatively standard game (I mean, it is going to be Mythic, since a Mythic Phylactery can only be harmed by Mythic sources, and the goal is to do the impossible and kill this thing, but still). The only real homebrew I'm using here is stacking all 3 templates (technically 4 since Mythic Lich includes the base Lich template as well), since technically, once you go to apply the second type of Undead template, the base creature is already undead and no longer living, thus not a valid creature type for the templates that say they can be placed only on living creature, as well as the Armageddon Plate Powered Armor combo. But other than that, everything technically is in order. If you read to this point, I'm sorry for the colossal length of this post. Thank you for reading it though. How would you change this up to work better, whether making it weaker, making it stronger, or any other changes you might make? ![]()
So this is really three questions, but each extra question only is relevant if the previous question's answer is "yes". 1: Could a character have a Tulpa of a Heavy Horse, which among other things, is a horse with the Advanced Template? 2: If yes, can a character have a Guardian Spirit Tulpa, applying the Guardian Spirit template first, then the Tulpa template, meaning the base creature for the Tulpa is a Guardian Spirit? 3: If yes, would they get to choose which spell level the "Guardian Spirit" is "conjured" by, assuming the Tulpa is intentionally created? ![]()
So if you must know, the inspiration for this is the Stone Mask from The Legend of Zelda: Majora's Mask. A basic description for its powers is that it makes the wearer as uninteresting as a basic rock in a field of rocks. You are very much still visible though, as some creatures (minibosses and bosses) can still see you, with the Gerudo Pirate minibosses claiming something along the lines of the mask being impressive, but it won't work on them, suggesting they can easily make their Will Save to disbelieve the illusion, due to being powerful enough to count as a miniboss. Now I don't want to make the mask necessarily. I just like the concept of not actually being invisible, but people THINK you are invisible. This means it wouldn't be a glamer spell like the normal Invisibility spell, as you aren't actually invisible. Is there any way to do this? I'd also accept the ability having an HD limit, like how the Sleep spell does, if there is a way to do that instead. ![]()
I want them to explode after moving, like Joker's from Batman: Arkham Asylum, when you play as him. I don't necessarily want to actually play as Joker though, as I'd need access to guns, even if I'd only ever plan on firing one bullet per combat, as playable Joker in the challenge maps of Arkham Asylum only has a single bullet for his gun, which I can represent by using a Legacy Arrow (in the form of a Bullet) from the Scaling Items of Pathfinder Unchained, which stop working for some time after being fired, explaining why I only have the one shot. But anyways, exploding teeth. Is this possible? Maybe a Delayed Blast Fireball would work, placing the bead inside the Clockwork Teeth, but that would technically be a house rule, or alternatively, would have a 25% chance of detonating prematurely, per the rule of picking up the bead and throwing it if it hasn't exploded yet. ![]()
Look up the "Infinite Sword Glitch" in The Legend of Zelda: Ocarina of Time, and its sequel, Majora's Mask. I want to do that basically. Obviously not at the same intensity (its called "Infinite" because while it obviously has a hard technological limit, it is such a high number, that nothing survives more than a moment getting hit by it, so may as well be infinite), but something like that is what I want to do. I'm willing to consider GM only options, as I sometimes am the GM, but would prefer if this could be done by someone of the good alignment, and thus by a player character. Also, if Mythic can do this, I'd like to know about it, even if I most likely won't get the chance to do it, just to know my options in the event I do get to play in a Mythic game. ![]()
This is purely for fun, of course, as Pathfinder is a game, not real life (even with the fact that World War I Earth exists in Pathfinder). I discovered a possible way to break physics yesterday, but it is next to impossible to pull off. For the Drawbacks options of Cursed Items, one of them says "Temperature around item is 10° F cooler than normal." Well if the temperature is -459.67° F to -450.67° F, then having such an item would break physics. Because that would make it less than 0° Kelvin, which is scientifically impossible. Anyways, are there other ways to break physics? ![]()
So I'm looking at the Protection From Chaos/Evil/Good/Law spells, and they say they create a barrier that is 1 foot from the creature you cast it on. A Sprite Familiar (but possibly other Diminutive/Fine sized Familiars) are approximately proportional to humans in terms of shape and size, and since they are only 9 inches tall, this means they are definitely less than a foot thick, so if they were in their master's pocket when he casts this spell on himself, what would happen? I'm going to list more specific questions now, like what happens if an evil summoned creature tries to attack the Sprite when they are inside the barrier of a Protection From Evil spell cast on their master? Technically, the spell is only supposed to work on the creature it was cast on, but the barrier flat out prevents an evil summoned creature from passing it, unless the master attacks the summoned creature or tries to force the barrier on it, in which case it becomes immune to the barrier. Okay, maybe that is an obvious one. I would rule on the spot that the Sprite is protected. But now let's say the Sprite shoots their bow at the e.s.c. (evil summoned creature), while benefiting from the barrier. Let's also say the master has NOT attacked the e.s.c. nor tried to force the barrier on it. Does the barrier still work against the e.s.c.? Another angle, if the barrier protects the Sprite from an e.s.c. despite being cast on the master, do the other protections of the barrier work on the Sprite while they are within the barrier? I've never had a player, myself included, try this, so I've never had to think about this possibility, but I was looking at spells while considering having a Sprite Familiar, or maybe Guardian Spirit Sprite instead, decided to look at the Protection From Alignment spells, since I often forget exactly what they do, and that's when I thought up of this conundrum. ![]()
Vindictive Bastard, Sin Monk, Channeler of the Unknown, Planar Extremist, Heretic, Ronin. Before I start, this is something that I don't think I'll ever get around to using, but I already put in a lot of work just to make it work with the rules, including the story for how this happens, so I am sharing this with all of you in the hopes that someone can make use of it. If you haven't noticed the theme, it's basically a lack of commitment to your classes. The first four are archetypes that (I think) require you to start as an actual member of the actual class (though you can have archetypes as normal), and when you become an ex class member, you can immediately switch to the ex class archetype. The fifth archetype can be taken right from the beginning, but, with GM permission, can be swapped to if you become an ex inquisitor. The last one, the cavalier/samurai one is just a bonus, since you never become an ex cavalier/samurai, but follows the same theme since you become an ex order member. As for how this would work, it would work like this, levelwise: 1: Paladin 2: Monk 3: Cleric of LG Deity 4: Inquisitor of LG Deity 5: Switch to NG, Druid, Ex Paladin/Monk-> Vindictive Bastard Paladin and Sin Monk. 6: Cavalier/Samurai. Order doesn't matter, but in the interest of keeping with the theme, you'll have to make use of/follow the order for at least one battle, if not a whole level. At this level or next switch to Ronin. 7: Which class gets the level doesn't matter much. Become CG, Ex Cleric/Inquisitor/Druid-> Channeler of the Unknown Cleric, Heretic Inquisitor, and Planar Extremist Druid. If not already a Ronin, switch to it this level. Proceed with taking levels with what fits best for this monstrosity. In a gestalt game, it would look something like this: 1: Paladin//Monk 2: Cleric of LG Deity//Inquisitor of LG Deity 3: NG, Druid (Change Paladin to Vindictive Bastard)//Cavalier or Samurai (Change Monk to Sin Monk). This level or next become Ronin. 4: CG, which class gets the level doesn't matter much (Switch Druid to Planar Extremist/Switch Cleric to Channeler of the Unknown)//which class gets the level doesn't matter much (Switch Inquisitor to Heretic/if not already, switch Order to Ronin). Proceed with what works best. Now before I continue, I know that is a sudden shift from Lawful to Chaotic, especially if Fast Level up XP is used, but it doesn't have to be quite that fast. There are plenty of levels that can be used as filler levels where no change in alignment occurs to make it more smooth of a transition. I also know this is spread thin, but whatever. For some actual story of how this could work: Start off as LG Paladin. You strongly believe in the good of people, but also the authority of people. You then start disciplining yourself to better help people. You are now also a Monk. You are so much in love with your Deity's teachings, as they align with your beliefs, that you learn how to benefit from them, in various ways. You are now a Cleric and Inquisitor. But then, disaster strikes. You are rudely awoken to the harsh reality of people being more inclined to evil than good. Whether this is true or not is irrelevent, as you've seen some bad stuff. Maybe you took a trip to Cheliax. Maybe you saw a cult legally sacrifice a small child because they were a slave the cult purchased, and you were nearly deemed a criminal for trying to stop them. Whatever this rude awakening is doesn't matter. You switch to NG. You are now a Vindictive Bastard, and you give up your self discipline in your anger, making you also a Sin Monk. You turn to nature, as nature is not evil, due to not having people. You are a Druid. You also find some somewhat like minded people and join their order. You are a Cavalier or Samurai. However, your troubles don't end here. You soon learn that just because nature is primarily filled with animals and plants, doesn't mean intelligent life doesn't live in it. In fact, you come upon the most important realization: Nature created people. You are repulsed by this fact, and turn to the planes. You switch to CG. You are now a Planar Extremist. But in doing so, you fall out of favor with your Deity. While you continue to pray, they don't answer you. But something has been watching you. Something else grants you powers now. You are now a Channeler of the Unknown. You mistake this as your Deity answering you, so with your new teachings, you become a heretic of your old faith. You are now a Heretic. You also get into a disagreement with your order, and decide to forge your own path instead of binding yourself to a specific group. After all, you have learned that the authority of people is illegitimate. You are now a Ronin. Anyways, I hope someone can find some use of this. You don't have to use all 6 classes for this, I just wanted to be extra when I was coming up with this. Thanks for reading all that. ![]()
So a Regenerate spell from a level 13 Cleric should in theory fix their body, but can you help them out reasonably sooner than level 13? Just writing a character's backstory, and they will have a missing wife or maybe daughter who ends up as one of these, so I was wondering how quickly they could fix her once they are reunited. ![]()
So it says "contact with either metal (iron and steel) deals 1d3 points of damage each round". If I had this Unique Patron, would I be safe and avoid the damage if I wore gloves so that I didn't directly touch iron or steel, or would it still affect me? The reason I'm asking is stupid, but I'm imagining myself gaining Pathfinder levels, and I'm trying to find something nature related that also gives a Familiar, since I love my cat and would want her to benefit from this too, while also wanting to protect nature (I'm imagining that I am gifted this power by nature), so I saw this, but then, I don't know if I'd be willing to give up ever holding steel. Iron is okay, since it is uncommon for things to be made of pure iron in modern days, but a significant amount of things are made of steel in modern Earth, so if I can never hold those things again, I'll have to find a different option than this. Thank you in advance for the help. ![]()
Hear me out. I'm writing this from memory, as I don't have the book with me right now, but there is a rule that outranks even the authority of the GM. Since Rule 0 is meant to be the one rule above them all, this means this rule I am about to remind you of would actually be Rule 0. That rule, is the rule that determines the GM's role in the game, and thus who even gets to be the GM. Again, I'm writing this from memory, but the text says something like this: It is the GM's responsibility to keep a balance of fair but also fun in the game. So yeah, if the GM is not being fair or fun, technically, they are breaking the rules, as this rule outranks even the GM, as it determines who gets to even be the GM. EDIT: In case it wasn't obvious, I'm just venting about the abysmally bad GM I just dealt with. Literally killed the party with "rocks fall, everyone dies," just because my character had a Ring of Sustenance, and didn't need more than 2 hours of sleep, preventing the party from having all of their gear stolen in their sleep. ![]()
Green Knight Fluff Description wrote: Some knights serve nature itself and can be found protecting unspoiled natural places or serving fey beings. Order of the Green Edicts wrote: The cavalier knows his place in the natural order and strives to defend the balance of nature. He must be willing to allow nature to take its course, and he must stop all those who would do harm to its delicate balance. He will not tolerate aberrant creatures, undead, or the irresponsible and greedy consumption of natural resources. He may be farsighted and seek to establish agreements that lead to lasting protection of the natural world, but resorts to violence if it is the most effective way to enforce such protection. Order of the Blossom Edicts wrote: The cavalier cannot refuse a fey’s request for aid unless it will interfere with his existing duties, or he believes the fey seeks to directly oppose his other aims and goals. He must strive to prevent gates to the First World from being exploited or corrupted. If the cavalier encounters blighted fey or other corrupted fey, he must strive to destroy them. If you look at the fluff description for Green Knight it says they protect natural places OR serve fey being. If you look at the Edicts of OotG, it says you protect nature. If you look at the Edicts of OotB, it says you serve fey. OotB already existed when the Green Knight Archetype was created, so you can't say it just didn't exist yet, because it did. Yet Green Knight only allows you to have the OotG. Is this an oversight that has been addressed, or am I being dumb? ![]()
I'm looking at Green Knight (Cavalier Archetype), and I'm pretty sure it replaces and alters more class features of Cavalier than Samurai does, yet Samurai is the Alternate Class and Green Knight is only an Archetype. Anyways, are there any other Archetypes like this? ![]()
She is CG, a Druid, and not a Planar Extremist Druid. I know it makes perfect sense from an in-universe perspective, but from a mechanical rules perspective, this shouldn't be possible. However, I do not own Fey Revisited, the book she was published in, so maybe they addressed this in that book. Would someone please let me know what I'm missing? ![]()
So in my epic level advice thread, I have something going on for a Kasatha with 6 arms (two of which are Vestigial Arms), but he keeps replacing limbs with prosthetics. I want to streamline this for a PC, so I am requesting help on that. Here are all the options so far: Magus (Jistkan Artificer). They get a Golem Arm to replace an arm. Brawler (Constructed Pugilist). They get a Constructed Limb to fit over their arm, with the fluff saying the preexisting arm is deformed from being a mutant of some sort. Could just refluff this as being a whole replacement arm. Clockwork Prothesis. For replacing the remaining arms and for the legs. Clockwork Arm. A different option for replacing an arm. Vestigial Arm Alchemist Discovery. Gives extra arms to mess with. Wizard Hook. Is a magical version of a Hook Hand. Can replace a lost hand with it. Hand's Detachment. Allows a hand to be removed while still benefiting from it. Could keep it always detached and put something on the arm in its place. Maniac Hand. Replacement hand. Probably don't want this unless it is an evil campaign, but it is an option. Nargrym's Steel Hand. Replacement hand. Probably won't get access to it though, since it is an artifact. Cybertech. Has many replacement options, like arms and legs, as well as other things that can be added to the body, but most likely won't get access to any of it, due to being technology, but is an option. Arms of the Iron God. Replacement for arms, shoulders, and much of the spine. Most likely won't get it as they are a technology artifact. Okay, I think that is all my options. There are also mundane Prosthetics, False Teeth, and Peg Legs, but I don't think there would be any reason to get them when I have magical (and maybe technological) options. ![]()
The Story of "Let Me Solo Her" Explained. Also in a catchy rap. Just curious how would you build this. My first thought was Monk, to get high AC without armor, but katanas aren't Monk weapons. Even then, you need Uncanny Dodge, which Monks don't get. Edit: I got some info on his katanas. One does bleed damage, the other does cold damage. Fortunately, that is very easy in Pathfinder. +1 Wounding Katana and +1 Frost Katana. ![]()
So I don't remember if I posted it here, on r/Pathfinder_RPG, or if I never got around to posting it, but an idea I had was Gestalt, but both sides are the same class but different archetypes. You can multiclass, but both sides have to multiclass into the same class as well, also having different archetypes. Basically, getting you the ability to combine archetype abilities that aren't normally available at the same time. But that could in theory get way out of hand. So a different idea I had was Bonded Archetype. Basically, you choose one archetype of a class, and you get it without replacing the class features it normally replaces, and any class feature that gets altered doesn't prevent you from replacing it or altering it further with a different archetype. Some things to note: if you've ever played a Sorcerer that was both Crossblooded and Wildblooded, you technically played this in a way, as they can't stack under RAW, due to both altering Bloodline. If the BA (Bonded Archetype since I'm not typing that out anymore) alters a class feature by replacing part of it but not all of it, you get the lost parts back, but if it alters it by placing a restriction on it, such as limiting which Witch Patrons you can take, you still have to follow that limitation, even if you choose a normal archetype that also limits it. For example, you could play with Seasonal Witch as your BA, and then take Winter Witch as an archetype. You would have to follow the Patron restrictions of both archetypes, which means you would have to choose the Winter Patron, as it is the only option both archetypes share. If Seasonal Witch did not have Winter as an option, then you would not be able to combine it with Winter Witch, as you would not be able to satisfy the Patron restrictions of both archetypes. The Prestige Class Archetypes should be considered by the GMs if they should be allowed to be a BA, as thematically, you will want to get your BA at level 1, and since you can't take a prestige class at level 1, they may not be appropriate choices for your game. Further considerations are whether or not this is given for free, or if you have to take a feat for a BA. Anyways, let me know what you think of this. ![]()
So this is for a self run game. Meaning I, the GM, am the sole player, and am just running encounters for fun. I am using the limited first party rules for epic level for this, so please don't try saying this is homebrew (although I do have two homebrew archetypes of Mystic Theurge included as bonus options). I'm using the charts for class features for any class and prestige class as hard limits on levels in a single class, though I'll still stack levels for class features going beyond a total of 20, per the rules I linked. Meaning normal classes can go to a max of level 20, while most prestige classes can go to a max of 10 (there are some prestige classes that have less than a full 10 levels to them listed in the summary chart thing, and would have the max level there as their max for for this). This is also not exactly a house rule, because the epic level rules I linked suggest this as a possible way to do epic level. However, all that said, if this really would work better in Homebrew and House Rules forum, then go ahead and move it there. I just figured since for the most part, I'm using first party rules, it would be allowed in the Advice forum. Anyways, with that taken care of, let's move on to what I have so far: Magus 20/Eldritch Knight 10
In addition, the Mystic Theurge prestige class is so barebones, that you can easily create two archetypes for it: Mystic Theurge (Arcane+Psychic) and Mystic Theurge (Divine+Psychic). Replace either all mentions of Arcane or Divine spellcasting with Psychic Spellcasting. If Arcane+Psychic, replace the Knowledge (religion) requirement with 3 ranks in a skill with an Occult Skill Unlock (besides Knowledge (arcana)), and if Divine+Psychic, replace Knowledge (arcana) requirement with 3 ranks in any skill that has an Occult Skill Unlock (including Knowledge (arcana). Also, replace the same class skill in both versions with your choice of one of the skills that has an Occult Skill Unlock. With that, I have two more options: Arcane Spellcaster 10/Psychic Spellcaster 10/Mystic Theurge (Arcane+Psychic) 10
So, are there any other good ideas for level 30 characters? ![]()
Doesn't have to be sprites per say, just a flying swarm since they occupy the entire cube instead of just the square. The reason I bring this up is because you can't do anything to time stopped creatures, including moving them. If you have no more spells or abilities you can use to change your size nor teleport, are you forced to be stuck in the middle of the swarm, because moving out of it would move individual members of the flying swarm in the process, which isn't possible per the rules of time stop? ![]()
I saw an interesting video going over the best responses for this in a reddit post, but I wanted to see how your PCs would have handled it. For me, my first PC would handle it well. This would have helped her out tremendously early on, as her good friend died early in the campaign, causing her to shift from NG to true N as she just sort of shut down (more to that was that the friend died when my PC ran from a fear effect, so she blamed herself). I planned on her becoming NG again as she opens up again, but that got delayed to nearly the end of the AP, because her childhood friend (a PC turned NPC) died. My second PC would have not been good for this. I joined the game midway, and was handed the role of the beloved Kobold NPC that everyone loved. But nobody decided to fill me the player in on what had happened so far, so I just said he hit his head next combat and forgot a bunch of stuff. As a Kobold, who was really not adjusted to civilized life, he would not know the first thing about taking care of an orphan girl. He also had a Drake Companion, and I don't think the drake would have played nice with the girl. What about your PCs? ![]()
Guardian Familiar (Su):
A character with a Guardian Spirit who can acquire an Improved Familiar can make their Guardian Spirit their Familiar, improving it first as a Familiar, then as a Guardian Spirit. This capstone is available to any character with both an Improved Familiar and a Guardian Spirit. For context, I was going to buff the Adventure Path Reign of Winter so the PCs would end at level 20, so I could make Queen Elvanna a Witch (Winter Witch) 20/Winter Witch 10, using the limited rules for Epic Level, which means she would now get an Alternate Capstone. Unfortunately, I never got to do this, so I decided to share the Alternate Capstone I made here, so hopefully somebody can make use of it. Further information on how I was going to use this. I was going to give her a Small Ice Elemental as both a Guardian Spirit and Improved Familiar. She would have it called, not summoned, since she needs her Familiar already with her to prepare spells every day. I just thought it would be a neat Alternate Capstone for her, to have this really op Ice Elemental. It would look pretty weak too, since it is a Small Ice Elemental, so that could catch the players off guard if they tried to target her Familiar first for whatever reason. ![]()
He gets so good at being both a Samurai and Ninja, that I almost want to try him in a Gestalt game, but then again, he didn't start off as a Ninja, and was probably many levels of Samurai already due to how high ranked his legal guardian was growing up (more important people typically got trained better in the past). So which should I try for him? I already have a basic idea of what I should build for him. I'm making him an Order of the Shield Samurai. For Ninja, I haven't looked it over in several years, but I have a basic idea of what I want. Jin technically wasn't a standard Ninja, rather more likely the first Ninja (Ninja didn't actually exist yet), so I just have to get stereotypical Ninja stuff, and nothing too over-the-top. Anyways, let me know your opinions on the question "To Gestalt, or not to Gestalt?" |