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What about Epic/ Legendary Heroes above Level 20?
The following Ideas are taken from: Epic Level Handbook, 3.5e. WOTC, 2002
Rules: attribute bonus, and skill feat increases, and general increases would continue as they have.
Class feats would be gained every even level.
Here are the List of Epic feats, that would need to be modified for Pathfinder2e revised

ARMOR SKIN: -gain +2 AC to natural armor
AUTOMATIC SPELL, that is: Silent,OR without material, OR without gesture, the spell must be3rd level or less and will act like a cantrip, this is available for ONE spell only every time its taken.
BEAST COMPANION- Your familiar/ elidon can level up past level 20
BLINDING SPEED - can assess 5 times a day, doubles speed per action, lasts 2 rounds.
BULWARK OF DEFENSE- shield use gains +2 AC and this adds to Fort saves as well.
CHAOTIC RAGE- can rage 2 more times a day
CHARGE, EPIC - Move double move and stun opponent until your next turn.
COMBAT ARCHERY - Take no minuses when shooting a bow/ crossbow/ gun when surrounded by allies.
CRAFT EPIC (or legendary) Item Can make items with +4, +5, and +6 bonuses as well as legendary items - cost and time up to DM
ENERGY RESISTANCE - gain +5 verses a type of energy attack; cold, fire, electric, force, poison, and such
EPIC INSPIRATION - all allies gain +5 morale, +4 on attack and damage, and +4 on any skill role, requires concentration and performance
EPIC WEAPON SPECIALIZATION gain an additional +4 when using your weapon of choice.
EPIC DEFLECTION - Monk can deflect any spell or ranged attack including ballista, catapult, and such
EPIC DEIFIC WEAPON- (Holy Strike) - double the dice used for damage of the Champion's Weapon 1d8 becomes 2d8 and 1d10 becomes 2d10, and so on, Can be taken again for 3x, 4x, and so on.
FAST HEALING: Using Medicine a player can heal 5 hp using the Medicine, as well as reducing Sickened condition by 2, Instant, applicable only once per wound.
GROUP INSPIRATION - Courageous type effects impacting all allies who can hear, Multiply all skill roles by 2 (if taken again x3, x4, and so on)
GREATER CRITICAL- crits now occur on 18,19, and 20 of a dice roll.. can be taken again to include 17, and again for 16...
IMPROVED UNARMED STRIKE (Ki strike)- double the damage dice done, can be taken again for x3, x4, and so on
MUSIC OF THE GODS- Your bardic music can charm creatures immune to mind-affecting spells
PENETRATING HIT- Ignore a oopnets damage reduction
PERFECT HEALTH- Permanently Immune to normal diseases and poisons
PLANAR TURNING- can turn extra-plannare being (if they are not on their home plane)
SHATTERING STRIKE - you shatter an opponent's weapon
SELF CONCEALMENT - can be concealed no matter where you are
SPELL HARRIER - any spell caster threatened by your melee attack receives 1/2 bonus for their concentration roll
TRAP SENSE - you passively detect traps as if you were doing an active search.
UNCANNY ACCURACY - you ignore all but total cover that an opponent has

as for spells 10th level and above please refer to page 73+

I am hoping this post inspires a Paizo employee(s) to work on Epic/ Legendary character book. I realize all of the above ideas are from WOTC, and there are Copyright issues.


What to do above 20th Level?
Is there any Lore for this. Not much when it comes to RPG published books.
But there are video games that go to very high levels.
So How to get to Level 40.. or maybe 50?
1. It would have to be an extraplanar campaign.
Baddies of level 22, 25, or 40 would completely destroy most planets, so the Creature list would have to be in the planes, and have rules about them not being able to leave that area. Planes are nice because you can have HUGe areas to create
2> Character progression.
A Character would continue moving up in abilities, as previous, getting into God like ability leves like Strength of 30
But what to do about feats?

I would need some assistance with figuring out what feat goes with what level and class but here is a list of special abilities/ feats above 20
Armored Skin - +2 AC to armor class even when not wearing armor
Automatic Spell - ONE spell can be cast as a 1 action, with no components, OR silently, OR without gestures the spell must be less than 4th level, but it then works as a cantrip, castable multipole times. ONE spell!

And Many more ideas stolen from: Epic Level Handbook, D&D 3.5 e, published 2002

I am worried about stepping on copy right, but I know the group at Piao has ways of changing ideas so it is not violating copyright laws.

The other Idea would be to look up : WOW Leveling guides and abilities, and borrow some of that.

a third way is to use the feats of another class to go up as a different class so an example would be a 12th level champion/ 20th level wizard would = Level 32.

I do have Ideas about monsters and such, but would like to collaborate with someone so I don't step onto copyright issues.

>3 The deities/ Powers would be a LOT more activer in Epic level campaigns, stories of: Hurcleases tasks, Gilgamesh, Elric, Beowulf, The Monkey King, and others.
I thought your War of the Immortals idea should have been 20+

Ideas For several Creatures above 20
Agents of the dark. Angels, Demons, Daemon, Elementals, Undead Lords, as well as Plane hopping or multi-dimension creatures. real creatures of legends: Like Fanir the wolf and level 25 pups..
will look for replies, or message me on facebook.


Long time player. How would you do a Legion of troups?? say 5000 orcs. so 1000 sargent orcs, 200 lietenant, 40 Captians, 8 majors, one General. for a total of 6241 segments ( indivduañ troups)... would that work?? for Path2e? I think it could. the leitenants would also have to be signalers with war flags for the various moves. would appreciate an answer to would this work? question.


I will hopefully add to this later.. but here are the ideas.

In future there would be the little mouse bot cleaners as well as Droids for spaceship repair in hazardous environments

There would be video drones for Envoy, to upload content

And why not some medical scanners as a famous TV Space series had, not only fining life signs, but analyzing atmosphere, and proscribing stim /capsule healing charges, assisting diagnosing diseases, illnesses...

And of course bots for carrying stuff, household cleaning, butlers, wiaters, maids. ect.

There also would be sophisticated spy ware for Operators

Some kind of mobile internet interface/ computer board.

Level 1
Basic Medic Scanner: 5ft range, scans one being in one round, for life signs. Notes Massive injuries. Cost 20cred
MyShow(t)- small drone that will follow user for up to 4 hours videoing Everything, that can be edited later or streamed live Cost:25cred
Floorbot- Sweeps and cleans floors in a grid pattern until it hits walls or exceeds its range of 120 from its charger. Cost: 10cred for basic to 150 for the one that looks like a pet
Darkeye- contact that allosw wearer to see in darkened rooms using ultraviolet light sensors, works for 5 hours on a charge: cost: 40creds, 80 for not-noticeable version
Idiotstick - Super simple diagnostic tool (Low level bot) that allows a user to determine if a mechanical item can be fixed. It is a simple Yes it can be fixed, or No it can't be. Does not tell HOW to fix just lets you know if your item (refrigerator) is fixable or just dead.

Level 2
...

PS I would love some help with this list.


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What makes an Android a playable character? When Does a Computer Become Sentient?
As a strong suggestion:
A minimum Int of 10 AND Wis of 10
As you know ALL characters have a minimum of 10 attribute points.

How this works
Int of 18 but Wis of 2
This is a ship navigation computer
It can plot interstellar points in 8 dimensions
Lore: planets, hazards, ship ID.. ect.
but does not ask WHY we are going to grid Delta Zeta-436

AI or sentience comes with BOTH knowledge and Insight

Ideas: a droid that has never had a memory wipe, has gained Wisdom from years of experience and becomes sentient.. Idea From Famous Space saga series of a certain battle droid.

Ghost-in-the Machine An AI has become sentient and is.....
somehow a computer has not only INT but WIS insight to realize that it should ....


1 person marked this as a favorite.

Shinobi (also known as Ninja)
Shinobi are specialized mercenaries who serve a specific ruler/mayor/ political leader.
Skilled at Infiltrating enemy defenses, or serving as body guards
Working solo or with others to disrupt, infiltrate, confuse opposing political powers they create a mythic to inspire dread or fear for they are also known as Ninja.

Many years ago, the ideas of guerilla warfare were written by (Name). These ideas spurred a sneaking Rogue Nobel to create ways to fight enemies with small strike forces and they wrote the book (Title)

Shinobi are doing a job, working for a specific boss. However, they do so without letting anyone else around them know of their motives, including other party members. They only share their true identity at great risk because, if found, they will be hunted by rival political factions, and possibly their own members. It is a life of secrecy and deception, but not necessarily a path of evil... Good Shinobi are out to topple evil rulers/ lords/ political systems. Possibly free captives, or get communications to people imprisoned. They can be part of a secret rebel group like the Firebrands but with specific skills.

Requirements:
Trained in: Deception, Stealth, and Thievery
Recommended also trained in: Acrobatics, Society, and Intimidation

Shinobi wear only cloth armor. A typical outfit conceals them completely including their face, hands and even covers their shoes.
They are trained in several weapons that may be considered illegal.
Blowgun, Hand crossbow, Ninja-to sword, Shuriken, Hidden spear, Caltrops, and poisons.
(note you need Nature skill to know ingredients and Crafting: Poisons to actually make them yourself)

Feat 2
- Terrifying appearance – dressed in all black cloth, face, hands, and even shoes concealed you are the stuff of stories, gain +4 to all intimidation rolls.
- Know your Protectee – You are aware of the person you are protecting as long as they are within 30 feet of you even if they are concealed, hidden, or invisible. (Bodyguard)
- Language: Thieves Cant – you can read the special symbols, know the hand codes, and otherwise are able to understand cyphers that are used by your particular Boss
- Hold breath - character can now hold their breathing three times as long as normal (useful when walking through poison gas, or underwater, ect)
Feat 4
- Avoid creaking floors – You can move at normal speed while searching for traps such as: noisy floors, crickets, and regular traps. Note this does not let you move OVER the trap just lets you move at normal pace until you perceive a trap.
- Ceiling crawl – Using acrobatics and special claws on gloves and shoes you can crawl along a ceiling at 1/4th your normal rate.
- Propelling shove – Someone needs to move, you shove the offender 20 feet if they are the same size as you. (bodyguard)
- Smoke Bomb disappearance – you toss a smoke bomb on your own square, causing you to be hidden (temporarily) You may make a stealth check to leave your location, hopefully without being noticed.

Feat 6
- Walk on water- Character can move across water and even stand on it.
- Cloud Fall - Character can now fall 30ft without any damage (athletics roll needed to roll out of the jump though, even if fail no damage but the character is stunned one)
- Backstab – character can now backstab like a rogue does (see rogue)
- Clear the way! – Intimidation affects all creatures withing a 20ft radius of character, this effects animals, mobile plants, all who can move. {critical success all move 3 actions, success move one action away, critical failure all others are now interested as to why they were told to move) (Bodyguard)
Feat 12
- Walk through wall (Dimension door) – takes three actions, 2 to concentrate, one to move, if at the end of the movement the character is not through the wall.. they are trapped inside it.
- Save them! – character can carry/haul the individual they are protecting at full speed. (Bodyguard)
- Wall Walk – Characters can climb walls at normal movement speed
- Tree flight, If any trees (or bamboo) is within 20 feet of each other- Character can move from tree to tree like a squirrel. Note: You can not sneak doing this movement, because the trees shake
Feat 16
- Improved Sneaking – When sneaking the character casts no shadow, Emits no odor and is all but invisible with the advantages of having no shadow.
- Missile deflection- If someone shoots missiles at your Protectee you can block them regardless of the number of missiles, the character can still get hit, but you block the Protectee (Bodyguard)
- Pass without Trace – It is impossible to track your movements when using this feat. Note: You move at half speed, because you are raking/ covering your tracks.
- Float – With one action concentration the character can float in the air at their present altitude. They are subject to winds but as long as concentration is maintained they can either keep their altitude or descend at half movement, you can NOT float up!


Shinobi (also known as Ninja)
_ Personal note I did not use names because of cultural sensitivity feel free to ad your own-

Shinobi are specialized mercenaries who serve a specific ruler/mayor/ political leader.
Skilled at Infiltrating enemy defenses, or serving as body guards
Working solo or with others to disrupt, infiltrate, confuse opposing political powers they create a mythic to inspire dread or fear for they are also known as Ninja.

Many years ago, the ideas of guerilla warfare were written by (Name). These ideas spurred a sneaking Rogue Nobel to create ways to fight enemies with small strike forces and they wrote the book (Title)

Shinobi are doing a job, working for a specific boss. However, they do so without letting anyone else around them know of their motives, including other party members. They only share their true identity at great risk because, if found, they will be hunted by rival political factions, and possibly their own members. It is a life of secrecy and deception, but not necessarily a path of evil... Good Shinobi are out to topple evil rulers/ lords/ political systems. Possibly free captives, or get communications to people imprisoned. They can be part of a secret rebel group like the Firebrands but with specific skills.

Requirements:
Trained in: Deception, Stealth, and Thievery
Recommended also trained in: Acrobatics, Society, and Intimidation

Shinobi wear only cloth armor. A typical outfit conceals them completely including their face, hands and even covers their shoes.
They are trained in several weapons that are often considered illegal.
Blowgun, hand crossbow, Ninja-to sword, Shuriken, Caltrops, and poisons.
(note you need Nature skill to know ingredients and Crafting: Poisons to actually make them yourself)

Feat 2
- Terrifying appearance – dressed in all black cloth, face, hands, and even shoes concealed you are the stuff of stories, gain +4 to all intimidation rolls.
- Know your Protectee – You are aware of the person you are protecting as long as they are within 30 feet of you even if they are concealed, hidden, or invisible. (Bodyguard)
- Language: Thieves Cant – you can read the special symbols, know the hand codes, and otherwise are able to understand cyphers that are used by your particular Boss
- Hold breath - character can now hold their breathing three times as long as normal (useful when walking through poison gas, or underwater, ect)
Feat 4
- Avoid creaking floors – You can move at normal speed while searching for traps such as: noisy floors, crickets, and regular traps. Note this does not let you move OVER the trap just lets you move at normal pace until you perceive a trap.
- Ceiling crawl – Using acrobatics and special claws on gloves and shoes you can crawl along a ceiling at 1/4th your normal rate.
- Propelling shove – Someone needs to move, you shove the offender 20 feet if they are the same size as you. (bodyguard)
- Smoke Bomb disappearance – you toss a smoke bomb on your own square, causing you to be hidden (temporarily) You may make a stealth check to leave your location, hopefully without being noticed.

Feat 6
- Walk on water- Character can move across water and even stand on it.
- Cloud Fall - Character can now fall 30ft without any damage (athletics roll needed to roll out of the jump though, even if fail no damage but the character is stunned one)
- Backstab – character can now backstab like a rogue does (see rogue)
- Clear the way! – Intimidation affects all creatures withing a 20ft radius of character, this effects animals, mobile plants, all who can move. {critical success all move 3 actions, success move one action away, critical failure all others are now interested as to why they were told to move) (Bodyguard)
Feat 12
- Walk through wall (Dimension door) – takes three actions, 2 to concentrate, one to move, if at the end of the movement the character is not through the wall.. they are trapped inside it.
- Save them! – character can carry/haul the individual they are protecting at full speed. (Bodyguard)
- Wall Walk – Characters can climb walls at normal movement speed
- Tree flight, If any trees (or bamboo) is within 20 feet of each other- Character can move from tree to tree like a squirrel. Note: You can not sneak doing this movement, because the trees shake
Feat 16
- Improved Sneaking – When sneaking the character casts no shadow, Emits no odor and is all but invisible with the advantages of having no shadow.
- Missile deflection- If someone shoots missiles at your Protectee you can block them regardless of the number of missiles, the character can still get hit, but you block the Protectee (Bodyguard)
- Pass without Trace – It is impossible to track your movements when using this feat. Note: You move at half speed, because you are raking/ covering your tracks.
- Float – With one action concentration the character can float in the air at their present altitude. They are subject to winds but as long as concentration is maintained they can either keep their altitude or descend at half movement, you can NOT float up!


first I love the book
but I have a serious question I have
proficiency
in Path 2e you has Stat bonus+proficiency mod (trained, expert, ect) and then Level
so If I am trained in say.. Nature
I have +2 for Wis, +2 for trained, and +4 for being level 4 = 8
However I see Nothing Like this in the Core Player book newer ed. 2. #
all I see is Stat + proficiency
so at level four I have =4
that is a BIG change and I hate
is that the RAW??? or did I miss something???

Minor obvious note the character sheet has the money back words.
Cp, Sp, Gp, PP

should be like you write money
$ 124.45
So it should go the other way

As I said I love the book, and want to get this point down before I use the book with Pl;ayers
so PLEASE help me understand
what are the RULES???