Lizardfolk

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Pathfinder Lost Omens, Rulebook Subscriber. 408 posts (430 including aliases). No reviews. No lists. No wishlists. 1 alias.


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Pathfinder Lost Omens, Rulebook Subscriber

The best thing for your character to experience is to crush their enemies, see those enemies driven before them, and to hear the lamentations of the enemies' women.


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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.


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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.


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Pathfinder Lost Omens, Rulebook Subscriber

I have the sneaking suspicion at least some of the speculated-content from a Secrets of Magic Remastered might be appearing here.


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Pathfinder Lost Omens, Rulebook Subscriber
Kelseus wrote:

pg. 18 Coral Athamaru armor has a "Strength value of 16" should read "Strength value of +3"

pg. 151 Concert Frog's jaws attack deals 2d11+11 damage. Likely should be d10s.

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.


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Pathfinder Lost Omens, Rulebook Subscriber
pH unbalanced wrote:
Swiftpaws the Maned Wolf wrote:

Interesting; didn't think there would be lore specific to awakened animals, and arcana is interesting, surprised it wasn't survival.

What are the attributes that awakened animals get?

CON, WIS, Free

INT flaw

Or the ever popular alternative of: Free, Free.


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Pathfinder Lost Omens, Rulebook Subscriber
TheSageOfHours wrote:
You could frame it as an Honorable Challenge right?

One might even call it a Compelled Duel.


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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?


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Pathfinder Lost Omens, Rulebook Subscriber
Xenocrat wrote:
My universal rule is to ignore all Firebrands content.

Any particular reasoning as to why though?


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Pathfinder Lost Omens, Rulebook Subscriber
Ezekieru wrote:
** spoiler omitted **...

Starlit Sentinel: why am I hearing the Bowling for Soup "I Ran (So Far Away)" cover?


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Pathfinder Lost Omens, Rulebook Subscriber
Sanityfaerie wrote:
I'm pretty sure that whatever this class is, it's not going to be "beloved PF1 class with the serial numbers filed off".

I mean, if it worked for Thaumaturge...


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Pathfinder Lost Omens, Rulebook Subscriber
vyshan wrote:
I wonder if Norgober dies and is broken up to different Gods?

Idea for this scenario; Nor: The Reaper of Reputation, Gor: The Skinsaw Man, Ber: Master of the Blackfingers.


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Pathfinder Lost Omens, Rulebook Subscriber

Still waiting on my physical copy (but that's Can'tada Post for ya), so I've been going over the PDF constantly since I downloaded it.


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Pathfinder Lost Omens, Rulebook Subscriber
Sibelius Eos Owm wrote:
Yeah, being reborn as a skeleton is an entirely different process... ^‐^

Skeleton knight intensifies.


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Pathfinder Lost Omens, Rulebook Subscriber
Sibelius Eos Owm wrote:
Feragore wrote:

I remembered studded leather isn't real, so that could go. Easily replaced by brigandine, which is near visually identical, but a real historic type of armor - the 'studs' are rivets that hold steel plates on the inside.

As a bonus, studded leather was even invented by WotC long ago so there's a case that it's OGL property and should be replaced.

Now that you mention it, I understand that they were kept as-is because people love their fantasy armour, but I would love an armour choice that acknowledges that 'cloth' armours like gambeson were actually very effective and not just a weaker choice that you wouldn't ever take if you had money. Besides which, cloth armours actually look amazing and I think it's time modern fantasy gets some rep in on that.

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.


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Pathfinder Lost Omens, Rulebook Subscriber
Animism wrote:

Building on this idea:

Introduce the Keythong (essentially a wingless griffon) with various varieties, such as lion+eagle (regular), your cheetah+falcon (speed), wolf+corvid (smarts), and... bear+owl (strength)! Etc.
;p

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.


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Pathfinder Lost Omens, Rulebook Subscriber
Wei Ji the Learner wrote:


Flight would be incredibly balanced in PF2 if it took an action to sustain it.

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?


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Pathfinder Lost Omens, Rulebook Subscriber
Perpdepog wrote:
I wonder if we're going to see any new special materials.

Hopefully an expansion on Celestial Peachwood so it can be used for more than just weapons.


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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.


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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.


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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).


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Pathfinder Lost Omens, Rulebook Subscriber

Going to chime in as another one wanting Lashunta.


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Pathfinder Lost Omens, Rulebook Subscriber

To exist.


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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.


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Pathfinder Lost Omens, Rulebook Subscriber
Archpaladin Zousha wrote:

I think playing a Hellknight with an encyclopedic knowledge of the Measure and the Chain and using it for good purposes by citing deliberately contradictory statutes and being as obstructive and annoyingly bureaucratic as possible towards the bad guys would be a lot of fun to play.

"You wanna arrest these citizens who are peacefully assembling? I don't see an Arrest Warrant 27B-6, buddy! No, it DOESN'T matter if the courthouse stopped printing those forms 20 years ago, the law's still on the books, so it's still enforceable, and by the Godclaw, I'm gonna enforce it!"

"We need to open the granary and distribute the food the baron's hoarding? Okay, if we go to the third floor, speak with Eleanor and ask for an Emergency Requisition 33Z-8, bring that to Tomasso in Produce Distribution, then take what HE gives us to the granary, the guards will just let us right in, and even the baron can't argue with his own seal."

That second example reminds me strongly of that one scene from the original The Incredibles and I love it.


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Pathfinder Lost Omens, Rulebook Subscriber

Oh, just thought of something else, the following additional Eidolons: Elemental and Kami.


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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.


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Pathfinder Lost Omens, Rulebook Subscriber
Archpaladin Zousha wrote:
Great, now I can hear Urgathoa saying "Kill everyone now! Condone first degree murder! Advocate cannibalism! Eat ****! FILTH is my politics! Filth is my LIFE!" in my mind... :yuk:

/TIHI


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Pathfinder Lost Omens, Rulebook Subscriber
keftiu wrote:
While not precisely about the hypothetical LO book: if we saw the inevitable Brevoy civil war in an AP, would you want it as a 1-10, an 11-20, or a full 1-10?

1-20 would be very tasty, involving the whole meta region.


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Pathfinder Lost Omens, Rulebook Subscriber

Honestly, I would like more goblinoids (chiefly the Bugbear and a Blue heritage for the Goblin Ancestry because I miss my crazy little psychic goblin), and if at all possible can we fast-track Hungerseed? I want my Oni samurai already!


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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.


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Pathfinder Lost Omens, Rulebook Subscriber

Oh, this looks great. LOTME was great already, and it had an arachnid race as its only negative! This is certain to be awesome, and I'll definitely need to put in a preorder at my FLBS.


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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.


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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
Melee
Damage
1d6 P; Group Spear; Traits Critical Fusion, Reach.
Ranged
Access
The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles
Price 21 gp; Damage 1d6 P; Bulk 3
Hands 1; Range 10 ft.; Reload 1
Category Martial
Ammunition Firearm Ammunition (10 rounds)
Group Firearm; Traits Capacity 5, Combination, Concussive, Fatal d10, Uncommon
Despite the misleading name, this mighty weapon is actually a combination of a spear and a slide pistol. Developed on the Alkenstar frontier, this weapon was designed as a dependable way to deal with roving mutant monstrosities from the Mana Wastes and has since spread as a favored choice among those that hunt all kinds of monsters.


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Pathfinder Lost Omens, Rulebook Subscriber

The ones I'm most interested in are Vanara and Kashrishi, for the former I'm thinking Vanara Monk, the latter I need more concrete details on the mechanics of the Ancestry to settle on a concept.


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Pathfinder Lost Omens, Rulebook Subscriber
Temperans wrote:


Not quite, but its easy to see the region create something like the dueling blade given they created the monk spade.

For reference, the monk spade is a crescent that's designed to keep animals at bay, while the dueling spear is a fork designed to disarm opponents. Yes there is a difference between crescent and fork.

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.


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Pathfinder Lost Omens, Rulebook Subscriber
graystone wrote:
PossibleCabbage wrote:
If you already have martial proficiency and you just want access you can skip unconventional weaponry and say "I'm from Absalom originally" since they canonically sell those there.
Yeah, sounds about right: all the uncommon weapons from The Unscathed Blade can be found there. Only Dueling spear and Tonfa from that book are uncommon with no mention of access and Tian Xia seems like a good guess for the Tonfa.

It also works for Dueling Spear, as the physical description given is literally just the Monk's Spade with a different name attached.


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Pathfinder Lost Omens, Rulebook Subscriber

Now you can have Titan Wrestler @ 2nd level thanks to the Wrestler Dedication Archetype Feat. Gives you Expertise in Athletics, Titan Wrestler and a +2 Circumstance Bonus (IIRC) to your Fort DC when enemies try to use grapple or swallow whole on you.


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Pathfinder Lost Omens, Rulebook Subscriber
Sibelius Eos Owm wrote:
HenshinFanatic wrote:
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
I love your plans. I don't know what base ancestry for Sandy, but I feel like you could consider versatile Undine heritage as a solidly thematic option.

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.


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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


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Pathfinder Lost Omens, Rulebook Subscriber
The Raven Black wrote:
Athletism checks are skill checks, they are not attack rolls.

Though Shove, Trip, and Grapple are certainly attacks made through Athletics what with that whole "Attack" trait those actions have...


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Pathfinder Lost Omens, Rulebook Subscriber
VerBeeker wrote:

Really curious to see what the Goloma, Shisk, and Conrasu look like.

Instant purchase for me, I've been waiting for these big lore books for a while.

This does raise the question, since Absalom was planned, and is stated to be out around early 2021 hopefully, and the Mwangi Expanse coming in June, can we expect other books of this caliber detailing other parts of the world?

Like Lost Omens: The Broken Lands, or Lost Omens: Old Cheliax?

Cause I hope so.

I'll second that, and add that I'd be particularly interested in Broken Lands, Dragon Empires, Impossible Lands, and Saga Lands books


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Pathfinder Lost Omens, Rulebook Subscriber

I'm on the side that Warpriest should have gotten Master Deity's Favored Weapon, and Expert in Simple and Martial weapons. Doesn't quite stack up completely even with Legendary Casting but would at least be in the same ballpark.


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Pathfinder Lost Omens, Rulebook Subscriber

Shifter archetype. If Cavalier, Brawler, and Vigilante can be brought over as archetypes, then so can the Shifter.


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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
Ancestry +STR, +DEX, -CON, -WIS, +CHA
Background: +STR, +CHA
Class: +STR
Free: +STR, +DEX, +INT, +CHA
Net: ++++STR, ++DEX, -CON, +INT, -WIS, +++CHA
Starting Stats: 18 STR, 14 DEX, 8 CON, 12 INT, 8 WIS, 16 CHA

Level-by-Level Breakdown
1: Natural Ambition Ancestry Feat (Crane Stance Monk Feat (+1 circumstance bonus to AC while in stance; can only use Crane Wing attacks (1d6 bludgeoning damage; brawling group; agile, finesse, nonlethal, and unarmed traits) while in stance; reduce High Jump and Long Jump DCs by 5, and when you leap can move an additional 5 feet horizontally or 2 feet vertically while in stance))), Flurry of Blows, Ki Strike Monk Feat (Occult), Powerful Fist
2: Elemental Fist Monk Feat, Quick Jump General Skill Feat (can High and Long Jump from standing without auto-failure on check; can High and Long Jump as a single action)
3: Fleet General Feat (Speed increases by 5 feet), Incredible Movement +10 feet, Mystic Strikes, Skill Increase (Expert Athletics)
4: Ki Rush Monk Feat, Powerful Leap General Skill Feat (vertical leap 5 feet up, increase horizontal leap distance by 5 feet)
5: Ability Boosts (+STR, +DEX, +INT, +CHA), Alertness, Nimble Elf Ancestry Feat (Speed increases by 5 feet), Expert Strikes, Skill Increase (Expert Intimidation)
6: Crane Flutter Monk Feat, Intimidating Prowess General Skill Feat
7: Fast Recovery General Feat, Incredible Movement +5 feet (+15 total), Path to Perfection (Master Fortitude), Skill Increase (Master Athletics), Weapon Specialization
8: Water Step Monk Feat, Wall Jump General Skill Feat (jump off of walls once per turn improving to any number up to available actions at Legendary)
9: Ancestry Feat, Metal Strikes, Monk Expertise, Skill Increase (Master Intimidation)
10: Ability Boosts (+STR, +DEX, +INT, +CHA),Wall Run Monk Feat, Battle Cry General Skill Feat
11: Breath Control General Feat, Incredible Movement +5 feet (+20 total), Second Path to Perfection (Master Reflex), Skill Increase (Expert Warfare Lore)
12: Stance Savant Monk Feat, Terrified Retreat General Skill Feat
13: Ancestry Feat, Graceful Mastery, Skill Increase (Master Warfare Lore)
14: Meditative Focus Monk Feat, Experienced Professional General Skill Feat
15: Ability Boosts (+STR, +DEX, +INT, +CHA), Diehard General Feat, Greater Weapon Specialization, Incredible Movement +5 feet (+25 total), Skill Increase (Legendary Athletics), Third Path to Perfection (Legendary Fortitude)
16: Master of Many Styles Monk Feat, Cloud Jump General Skill Feat (triple Long Jump distance, when you High Jump use normal Long Jump calculation instead)
17: Adamantine Strikes, Ancestry Feat, Graceful Legend, Skill Increase (Legendary Intimidation)
18: Meditative Wellspring Monk Feat, Scare to Death General Skill Feat
19: Incredible Investiture General Feat, Incredible Movement +5 feet (+30 total), Perfected Form, Skill Increase (Legendary Warfare Lore)
20: Ability Boosts (+STR, +DEX, +INT, +CHA), Enduring Quickness Monk Feat (Quickened; action limited to Stride, Leap, High Jump or Long Jump), Legendary Professional General Skill Feat

Level 20 Ability Scores & HP
23 STR, 20 DEX, 8 CON, 19 INT, 8 WIS, 21 CHA, 188 HP

Level 20 Athletics Modifier
+34

High Jump Breakpoints without and with Crane Stance, all including Quick Jump and Cloud Jump
6A/6AA/6AAA w/o Crane Stance: 40 feet/75 feet/110 feet
6A/6AA/6AAA w/ Crane Stance: 45 feet/80 feet/115 feet
11A/11AA/11AAA w/o Crane Stance: 45 feet/80 feet/115 feet
11A/11AA/11AAA w/ Crane Stance: 50 feet/85 feet/120 feet
16A/16AA/16AAA w/o Crane Stance: 50 feet/85 feet/120 feet
16A/16AA/16AAA w/ Crane Stance: 55 feet/90 feet/125 feet

Ideal set-up at 20th level
Standing between two nearby walls (both 300 feet tall) while in Crane Stance, use Quick Jump to make a High Jump as a single Action (the average result on a d20 is 10.5 so let's treat each odd attempt as 10 on the die, and the even attempts as 11 on the die) use second action to Wall Jump at the peak of your ascent, repeat for third action, repeat once more for quickened action. You've just jumped vertically an average of about 198 feet (99 points of falling damage or 52.65957447% total HP). Maximum possible jump height is 216 feet (108 points of falling damage or 57.4468081% total HP)


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Pathfinder Lost Omens, Rulebook Subscriber

Desna - I can't help but think of this when I think of "The Song of the Spheres."


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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
Background: +STR, +DEX
Class: +STR
Free: +STR, +DEX, +CON, +INT
Net: ++++STR, +++DEX, ++INT, -CHA
Starting Ability Scores (Modifiers): 18 STR (+4), 16 DEX (+3), 10 CON (+0), 14 INT (+2), 10 WIS (+0), 8 CHA (-1)

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
2: Alchemist Dedication Multiclass Archetype Feat (Trained Arcana and Alchemist Class DC; Alchemist Infused Reagents class feature, # of reagents equals level, ability to create free alchemical items during daily prep, Advanced Alchemy level is 1 and is fixed... for now; four additional common 1st-level alchemical formulas), Battle Medicine General Skill Feat (Treat Wounds as an action, whether successful or not target is temporarily immune to your Battle Medicine for 1 day)
3: Bravery (Expert Will, success on Will save against a Fear effect gets critical success result instead, when gaining the Frightened condition reduce its value by 1), Toughness General Feat (+1 HP/level), Skill Increase (Expert Crafting)
4: Basic Concoction Archetype Feat (Quick Bomber Alchemist Feat), Magical Crafting General Skill Feat (gain four common 2nd-level or lower magic item formulas and the ability to craft magical items)
5: Ability Boosts (+CON, +INT, +WIS, +CHA), Nimble Elf Ancestry Feat (your Speed increases by 5 feet), Fighter Weapon Mastery (Club; Master Simple and Martial Weapons of the Club group, Expert Advanced Weapons of the Club group; gain Critical Specialization of all weapons with Master Proficiency), Skill Increase (Expert Medicine)
6: Quick Alchemy Archetype Feat (gain the Quick Alchemy Alchemist Activity), Continual Recovery General Skill Feat (when you use the Treat Wounds downtime activity the patient becomes immune for only 10 minutes instead of an hour, this applies only to your Treat Wounds activities not any other the patient receives)
7: Battlefield Surveyor (Master Perception, +2 circumstance bonus to Perception checks for initiative), Diehard General Feat (die at Dying 5), Skill Increase (Master Crafting), Weapon Specialization (deal extra damage based on your weapon proficiency; 2 for Expert, 3 for Master, 4 for Legendary)
8: Advanced Concoction Archetype Feat (Efficient Alchemy Alchemist Feat (when crafting alchemical items during downtime can produce twice as many in a single batch; doesn't affect Advanced Alchemy)), Impeccable Crafting General Skill Feat (whenever you roll a success at a Crafting check to make an item of the type you chose with Specialty Crafting get a critical success instead)
9: Unwavering Mien Ancestry Feat (whenever you're affected by a mental effect with a duration of at least 2 rounds you can reduce that duration by 1 round; when you make a saving throw against an effect that would cause you to fall asleep treat the result as one degree of success better), Combat Flexibility (when making daily preparations can choose and gain one Fighter Feat of 8th level or lower that you don't already have until your next daily preparation and must meet its prerequisites), Juggernaut (Master Fortitude, success on Fortitude save gets critical succes instead), Skill Increase (Master Medicine)
10: Ability Boosts (+DEX, +CON, +INT, +WIS), Expert Alchemy Archetype Feat (Advanced Alchemy level is 5), Inventor General Skill Feat (can spend downtime to invent common formulas you don't know)
11: Armor Expertise (Expert Light armor, Medium armor, Heavy armor, and Unarmored Defense; gain Armor Specialization effects of Medium and Heavy armor), Fighter Expertise (Expert Fighter Class DC), Canny Acumen General Feat (Master Will @ 17th level), Skill Increase (Expert Athletics)
12: Master Alchemy Archetype Feat (Advanced Alchemy level increases to 7, for every level beyond 12th Advanced Alchemy level increases by 1), Titan Wrestler General Skill Feat (Disarm, Grapple, Shove, or Trip a creature up to two sizes larger than you, increases to three sizes larger @ Legendary)
13: Haughty Obstinancy Ancestry Feat (if you roll a success on a saving throw against a mental effect that attempts to directly control your actions you critically succeed instead; creatures who fail to Coerce you using Intimidation get a critical failure instead), Skill Increase (Master Athletics), Weapon Legend (Master Simple Weapons and Martial Weapons, Expert Advanced Weapons; Club; Legendary Simple and Martial Weapons of the Club group, Master Advanced Weapons of the Club group)
14: Advanced Concoction Archetype Feat (Combine Elixirs Alchemist Feat (gain the Combine Elixirs activity as a Free Action triggered when you use Quick Alchemy to create an alchemical elixir at least 2 levels lower than Advanced Alchemy level, can spend 2 additional batches to add the effects of a second alchemical elixir to the first, final elixir's level is equal to the highest level among the combined elixirs +2)), Robust Recovery General Skill Feat (when you Treat Disease, Treat Poison, or someone else uses one of those actions on you, increase the circumstance bonus granted on a success to +4, and if the patient succeeds on the saving throw, the patient gets a critical success instead)
15: Ability Boosts (+STR, +DEX, +INT, +WIS), Evasion (Master Reflex saves; success on Reflex save gets critical success instead), Adopted Ancestry General Feat (Dwarf; can take Dwarf Ancestry feats not dependant on physiological features you lack), Greater Weapon Specialization (increase Weapon Specialization damage; 4 for Expert, 6 for Master, 8 for Legendary), Improved Flexibility (when using Combat Flexibility you gain a second feat that can be up to 14th level and can use the first feat to meet prerequisites of second feat), Skill Increase (Legendary Crafting)
16: Advanced Concoction Archetype Feat (Far Lobber Alchemist Feat (alchemical bombs thrown by you have a range increment of 30 feet instead of the normal 20)), Craft Anything General Skill Feat (able to ignore most requirements for crafting items)
17: Unburdened Iron Ancestry Feat (ignore speed reduction from any armor; reduce all other speed reductions by 5-feet (i.e. a -10 foot speed reduction becomes a -5 foot speed reduction)), Armor Mastery (Master Light Armor, Medium Armor, Heavy Armor, and Unarmored Defense), Skill Increase (Legendary Medicine)
18: Advanced Concoction Archetype Feat (Calculated Splash Alchemist Feat (can cause splash damage to become equal to your intelligence modifier instead of the normal amount)), Legendary Medic General Skill Feat (once per day per target, you can spend 1 hour treating that target and attempt to remove a disease or the blinded, deafened, doomed, or drained condition; use the DC of the disease or of the spell or effect that created the condition, if the source is an artifact, above 20th level, or similarly powerful, increase DC by 10)
19: Fleet General Feat (your Speed increases by 5 feet), Skill Increase (Legendary Athletics), Versatile Legend (Legendary Simple Weapons, Martial Weapons, Unarmed Attacks; Master Advanced Weapons and Fighter Class DC)
20: Ability Boosts (+STR, +DEX, +INT, +WIS), Boundless Reprisals Fighter Feat (gain an additional reaction at the start of each enemy's turn), Hefty Hauler General Skill Feat (increase Bulk Capacity by 2)


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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:

Moderate-threat encounters are a serious challenge to the characters, though unlikely to overpower them completely. Characters usually need to use sound tactics and manage their resources wisely to come out of a moderate-threat encounter ready to continue on and face a harder challenge without resting.

Severe-threat encounters are the hardest encounters most groups of characters can consistently defeat. These encounters are most appropriate for important moments in your story, such as confronting a final boss. Bad luck, poor tactics, or a lack of resources due to prior encounters can easily turn a severe-threat encounter against the characters, and a wise group keeps the option to disengage open.

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:

Threat XP Budget Character Adjustment

Severe 120 30

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.

  • Decrease the Barbazu's AC, attack modifiers, DCs, saving throws and skill modifiers by 2.
  • Decrease the damage of its offensive abilities by 2, or 4 if it was an ability that can't just be spammed.
  • Finally reduce HP by a value based on the original level of the monster, in this case the value is 15.

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.


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Pathfinder Lost Omens, Rulebook Subscriber

1: Fighter - Brawler
Because not all unarmed warriors should be monks.

2: Monk - Master of Many Styles
However, I do love my kung-fu fighting.

3: Monk - Tetori
Also Wrestling.

4: Rogue - Phantom Thief
Because you want your Rogue to have some class.

5: Fighter - Lore Warden
That dumb muscle stereotype can get mauled by an owlbear. I like my genius bruisers thank you very much.


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Pathfinder Lost Omens, Rulebook Subscriber

Or we could go clubbing.

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