Pathfinder Lost Omens, Rulebook Subscriber
Peachchild Leshy Ranger Beastmaster. Basically Momotaro at home. He's inspired by the legendary figure, but has completely different animal companions. Thinking maybe insect animal companions to get some Issun-boshi kind of motif. So starting with maybe a beetle for an early mount that can travel hella fast (companion's cry plus beetle's advanced maneuver let's it Stride four times), no idea what additional companions though beyond maybe a Giant Wasp for aerial support. Options seem pretty slim from what I can find. Courageous Tanuki swordsaint wielding a liuyedao. Waffling between Obedience Champion and Aloof Firmament Magus. Master of transformation using Ancestry Paragon variant rule to get both Everyday Form and Teakettle Form lines. Probably can fit in both Ponpoko and Ponpoko-pon as well.
Pathfinder Lost Omens, Rulebook Subscriber
Just to throw my suggestion for how to handle property runes with ABP into the mix. Shortly past the ABP section there's a small variant rule called High-Quality. I use that as the limiting factor for property runes as a replacement for potency runes. I keep item bonuses, but they are treated as potency bonuses and vice versa, thus do not stack. You simply take the better of the two if you have both.
Pathfinder Lost Omens, Rulebook Subscriber
Kelseus wrote:
Athamaru's mechanics sidebar (that little bit with the Ancestry HP, Ability Boosts & Flaws, etc) seems to also be missing their Hydration entry despite one of their ancestry feats implying they do in fact need a daily Hydration dip just like Merfolk or (most) Azarketi. Speaking of Merfolk, their Shore Gift feat seems to omit mentioning how it interacts with their Hydration dependence.
Pathfinder Lost Omens, Rulebook Subscriber
pH unbalanced wrote:
Or the ever popular alternative of: Free, Free.
Pathfinder Lost Omens, Rulebook Subscriber
exequiel759 wrote: This is exactly the point I was trying to make. Dragon Stance is a suboptimal option and even then is still better than most martial weapons, so literally allowing a monk to flurry with a martial weapon is, much like Dragon Stance, suboptimal, so why don't allow a Gorumite monk to flurry with a greatsword when they otherwise can already do it with Dragon Stance that literally requires you to sacrifice both hands and thus makes using any kind of item troublesome in exchange for 1~4 points of damage? At this point, I think it's safe to say you tried reason, but it's just not getting through. Maybe it's time to accept that discretion is the better part of valour?
Pathfinder Lost Omens, Rulebook Subscriber
Sibelius Eos Owm wrote:
To go along with that, introducing proper Medium Cloth armour (gambeson is right there and no, quilted is too light duty for proper standalone gambeson) and finally giving cloth an armor specialization effect. Whether it will have the "comfort" tax or not is up to the rules witches @ Paizo to figure out.
Pathfinder Lost Omens, Rulebook Subscriber
Animism wrote:
Clearly the strength one should be a hippo+cassowary, the bear+owl is actually the stealth one. Also the wolf+crow should get a full on troop variant being pack animals and all.
Pathfinder Lost Omens, Rulebook Subscriber
Wei Ji the Learner wrote:
Doesn't it already? It's called moving, unless you'd care to explain how an anthropomorphic bird-man with a 3 meter wingspan (wingtip to upper back) is staying stationary while airborne?
Pathfinder Lost Omens, Rulebook Subscriber
Kobold Catgirl wrote: You could also just leave the dimorphism as something flavor-based, with a feat/heritage for "your dimorphism is especially prominent". Might not be what people want, though! That idea does have merit, and the design space for such already exists with lineage feats.
Pathfinder Lost Omens, Rulebook Subscriber
If you're looking for something like the old BECMI method where the demi-humans and monstrous humanoids were unique classes (i.e. Elf, Dwarf, Halfling, Orc, Goblin, etc), I'd probably take an exisiting class that's closest to the archetypical member of the Ancestry (so Dwarf would be based on the Fighter with some changes to up the dwarven flavour, Elf would be a sort of in-between of Magus and Ranger probably keeping the Magus' HP and equipment proficiencies while taking Ranger's greater skill focus and nature focus and getting to choose between Arcane or Primal for their casting tradition, Halfling would be closest to a Rogue, etc). Though that raises the question of what to do with the Lost Omens original Ancestries such as Anadi (Bard maybe), Android (Investigator?) Automaton (...), Goloma, etc.
Pathfinder Lost Omens, Rulebook Subscriber
Sephzero wrote: Be amused for take on the Apallie as an ancestry. The notion of a small slime invested with a impression from a spellcaster or psychic that tries to integrate into society. Well then, Roll For Combat has the product just for you! Battlezoo Ancestries Year of Monsters has the Slime Ancestry, as well as Doppleganger (with more to come).
Pathfinder Lost Omens, Rulebook Subscriber
I'm going kind of nuts over that Soothing Tonic as a perpetual infusion, especially the level 5 and 10 versions which give 30 HP and 50 HP of total healing respectively usable every 10 minutes per person. Even as an advanced alchemy preparation for Chirurgeons just four infused reagents gets you 12 of whatever highest level you can make for free to divy up among the party. Combine with Numbing Tonic which gives a decent chunk of THP every round for a minute and that's a significant reduction in incoming damage.
Pathfinder Lost Omens, Rulebook Subscriber
Archpaladin Zousha wrote:
That second example reminds me strongly of that one scene from the original The Incredibles and I love it.
Pathfinder Lost Omens, Rulebook Subscriber
Been working on a little build for a Dark Archive character, still only the early stages of planning but so far I've got a Kitsune Thaumaturge starting with a Bell Implement reflavoured as a Horagai, then Wand for Second Implement, then take Wand to Adept, then Horagai, then Mirror for final Implement, then upgrade Mirror via class feat, and Wand to Paragon. Along the way picking up Sorcerer Dedication for Sky Dragon Wyrmblessed Bloodline going up to Expert Spellcasting Benefits and some bloodline stuff, also getting a total of 7 Ancestry Feats 2 at first level (one normal and one bonus via Empty Sky Heritage), one at 3rd from Ancestral Paragon, and the rest normally thus being able to go up to 8 tails. I'm making it expecting no free archetype but with that method can even go up to Master Spellcasting Benefits.
Pathfinder Lost Omens, Rulebook Subscriber
Archpaladin Zousha wrote: Sure! Long story short, he's a Magus from Nex, taking the Arclord feat and multiclassing into Champion (Redeemer) of Nethys. [details omitted for brevity] Oooh, this sounds like a fun character to run in anything in or around the Impossible Lands.
Pathfinder Lost Omens, Rulebook Subscriber
Xethik wrote: I think there are some modular weapons in Grand Bazaar (gnomish, if I recall) that add some traits but does not change anything so major as weapon type from melee to ranged. That would be the Switchscythe. The first and so far only time that Modular isn't just Versatile that costs actions.
Pathfinder Lost Omens, Rulebook Subscriber
Honestly, I'd go with Way of the Drifter or Way of the Sniper if using Gunslinger as a base depending on how much slaplance you want to include, though personally I'd go with either Fighter or Champion as base and Free Archetype the Multiclass for Gunslinger. As for the GL itself, while this is homebrew it follows the precedent set with the Three Peaked Tree and other Combination Weapons. It upgrades the spear portion to a martial weapon (and because of that switches out thrown 20 ft for reach otherwise remaining unchanged, just like how the trident portion of the Three Peaked Tree gains Tethered and Elf (the latter to match the Mythril Tree's ancestry trait) without the usual damage decrease (probably because spears aren't the best weapon group in 2E). Gunlance
Pathfinder Lost Omens, Rulebook Subscriber
Temperans wrote: Actually, that's not exactly what it says, and I quote: The Grand Bazaar pg. 105 wrote: this spear has a spade-like blade at one end and a forked blade at the other (emphasis mine). Now for anyone who hasn't seen what a monk's spade looks like here's a wiki link, the image should be on the right. I'd call that blade at the bottom a forked blade personally, and it certainly would be The Grand Bazaar pg. 105 wrote: effective at wrenching a weapon from an enemy's grasp.
Pathfinder Lost Omens, Rulebook Subscriber
graystone wrote:
It also works for Dueling Spear, as the physical description given is literally just the Monk's Spade with a different name attached.
Pathfinder Lost Omens, Rulebook Subscriber
Sibelius Eos Owm wrote:
Well, the idea I had for Sha Wujing was that he's basically a kappa before Tang Sanzang and co stop him from killing people to feast on, and the two closest ancestries currently available which resemble kappa as far as I'm concerned are Iruxi (a.k.a. Lizardfolk), and Grippli. The former does happen to have a decent number of the traits of kappa, though certainly not all. Grippli on the other hand, are less physically dominating than the inspirational yokai, but have other traits that could fit. Of course, I could go with the old cartoon look and go either Human Undine Heritage, or Azarketi and present a "suitable-for-all-audiences" version.
Pathfinder Lost Omens, Rulebook Subscriber
Honestly, can't think of much I would change, mostly because I came too late to Pathfinder to get the bulk of the material for the region that was made for 1E. I just generally want more fleshing out the way Mwangi Expanse got in its book. Oh, and can we finally get Vanara as a PC ancestry? Looking forward to being able to make a party of Human Cloistered Cleric of Irori, Vanara Fighter (with free archetype to Magus, and also picking up Martial Artist at least), Orc Boar-Beastkin Monk, and Iruxi/Grippli (can't decide which is a better fit) Ranger. :D
Pathfinder Lost Omens, Rulebook Subscriber
VerBeeker wrote:
I'll second that, and add that I'd be particularly interested in Broken Lands, Dragon Empires, Impossible Lands, and Saga Lands books
Pathfinder Lost Omens, Rulebook Subscriber
The Poorly Trained Dragon Monk: Ancestry & Heritage: Human (Half-Elf)
Background: Warrior (Trained Intimidation, Warfare Lore; Intimidating Glare General Skill Feat) Class: Monk (Expert Fortitude, Reflex, Will, Unarmored Defense; Trained Perception, Athletics and 4 other skills, Simple Weapons, Unarmed Attacks, Monk Class DC) Level: 20 Starting Ability Boosts & Flaws
Level-by-Level Breakdown
Level 20 Ability Scores & HP
Level 20 Athletics Modifier
High Jump Breakpoints without and with Crane Stance, all including Quick Jump and Cloud Jump
Ideal set-up at 20th level
Pathfinder Lost Omens, Rulebook Subscriber
Desna - I can't help but think of this when I think of "The Song of the Spheres."
Pathfinder Lost Omens, Rulebook Subscriber
Smart Fighter: Ancestry, Heritage, and Ethnicity: Tian-Shu Human (Ilverenal Half-Elf)
Background: Artisan (Trained Crafting and Guild Lore; Alchemy Specialty Crafting General Skill Feat (get +1 circumstance bonus on checks to craft alchemical items, increases to +2 circumstance bonus with Master Crafting)) Class: Fighter (Expert Perception; Expert Fortitude and Reflex, Trained Will; Trained Acrobatics, Athletics, Diplomacy, Intimidation, Medicine, and Society; Expert Simple and Martial Weapons, Expert Unarmed Attacks; Trained All Armor, Trained Unarmored Defense, Trained Fighter Class DC) Languages: Common, Tien, Elven Deity: Qi Zhong Starting Ability Boosts and Flaws Ancestry: +STR, +DEX, -CON, +INT, -CHA
Level by Level Breakdown 1: General Training Ancestry Feat (Alchemical Crafting General Skill Feat (gain four common 1st-level alchemical formulas as well as the ability to craft alchemical items)), Attack of Opportunity Activity, Sudden Charge Fighter Feat (gain access to the Sudden Charge Activity which costs 2 Actions; Stride twice and make a Strike if you end within melee reach of an enemy), Shield Block Activity
Pathfinder Lost Omens, Rulebook Subscriber
The "requirement" of the specially summoned devil having at least as many HD as you was an artifact of the CR system used in 1E Pathfinder. However, with the XP Budget set-up that 2E has I think it shouldn't be too hard to figure out an appropriate challenge for the prospective Hellknight. Using your 5th-level aspirant example let's look at the descriptions of the two most likely threat levels for such an ordeal. 2E Core Rulebook wrote:
Now based on the lore of the test, it's really hard to figure out which constitutes enough of a challenge (though I expect LOWG to have some hints at this) for the sake of the example let's say the GM adjudicates it should be a severe-threat. 2E Core Rulebook wrote:
Since the group is the standard 4-man party, and the other party members won't be allowed to render aid during the duel let's subtract 90 XP from the XP Budget due to the aspirant's team-mates being side-lined. That leaves us with a Budget of 30 XP. Since the duel is supposed to be one vs. one, we need a devil that would cost the exact same ammount as the points we have in the Budget. At every level this would be a creature one level lower than the party's overall level. At 5th-level this means we either wait a level so that the Barbazu is level 5 to our level 6, or the GM could use a modified Barbazu. Within the first few pages of the Bestiary, is a stackable monster template for those monstrous individuals that are a lower-grade challenge for the heroes. We only need to apply it once to get the newly minted Barbazu to be challenging but surmountable opponent for the lone aspirant. The modifications would be as such.
Doing this we get the following freshly minted Barbazu (listing only what's changed). Newly-formed Barbazu Creature 4:
Perception +11, greater darkvision
Skills Acrobatics +9, Athletics +11, Intimidation +8, Religion +9, Stealth +9 AC 20; Fort +13; Ref +9; Will +9; +1 status to all saves vs. magic HP 45 Melee glaive +13, Damage 1d8+5 slashing plus 2d6 evil and infernal wound Melee claw +13, Damage 2d6+5 slashing plus 1d6 evil Melee beard +13, Damage 1d6+5 piercing plus Avernal Fever Divine Innate Spells DC 17 Rituals DC 17 Avernal Fever (disease); Saving Throw DC 21 Fortitude Infernal Wound A bearded devil's glaive Strike also deals 1d6 persistent bleed damage that resists attempts to heal it. The flat check to stop the bleeding starts at DC 18. The DC is reduced to 13 only if the bleeding creature or an ally successfully assists with the recovery. The DC to Administer First Aid to a creature with an Infernal Wound is increased by 3. A spellcaster or item attempting to use healing magic on an afflicted creature must succeed at a DC 19 counteract check or the magic fails. Wriggling Beard . Frequency once per round. Effect The barbazu make a beard Strike. This Strike ignores their multiple attack penalty and doesn't count toward that penalty, and damage is reduced to 1d6+3 piercing plus Avernal Fever. Now, had the GM decided that an extreme-threat was appropriate, we would have used the default barbazu; doing so would raise this from a taxing, but likely victory to one where the PC is likely to fail barring strings of lucky rolls on their side or the opposite on the GM's side. or just plain downright in-character cheating such as coming pre-buffed with effects that lasts a moderately long time, though if such were discovered by the test's administrators it would certainly lead to a rescinding of the Hellknight title and expulsion from the order at the very minimum.
Pathfinder Lost Omens, Rulebook Subscriber
1: Fighter - Brawler
2: Monk - Master of Many Styles
3: Monk - Tetori
4: Rogue - Phantom Thief
5: Fighter - Lore Warden
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