"My drums can shake down mountains!" In Short: An adventurer that specializes in blunt weapons, drums and sonic energy attacks. The battlefield has a music all its own and the Percussionist is all to happy to be in the mix. With his custom drum sticks, his enchanted drums and magic he thunders along. The most obvious class to look at is the Bard, and it is what I had in mind originally. Being able to control the "Rhythm" with Debuffs/buffs is a cool idea, however the feel of shattering the enemy with the raw sound of his beats appeals to me more. Is there a way to make a Bard be a sonic based nuker? Or at the very least, turn his Bardic Performance more offensively?
For those of you who haven't played any of the Shantae Games, Shantae is a magic user who uses dancing to transform into animals to gain for utility or combat. She also uses her long hair as a weapon. Build requirements.
I was thinking some sort of Bard/Druid multiclass, but i don't know how that would hold up while stating her out. are there any classes that have wildshape that use Charisma as a casting stat? Barring that, A bard/Sorcerer seems apt, focusing on Transmutation/polymorph spells.
Fog Sight Lenses Allows normal sight in non-magical fog/mist/smoke. In addition, reduces concealment miss chance by one level to targets in smoke/mist/fog/similar. (50% - 20%, 20%- 0%). Concelament granted by darkness, or spells like blur still function normally. Now how much does this thing cost? I made it on a whim, mid session to avoid having to roll for a sneak attacking enemy rogue, but now they've mugged the guy for the lenses and wonder how much it costs.
UnArcaneElection wrote:
No one will notice if there is no one left to notice.
Long story short, I'm going to kill my players in such a way that they can't pass on but aren't necessarily ghosts. They're stuck in-between Life and Death. So I'm currently debating on how to work with this. At the moment i'm figuring i'll treat them as Outsiders, with The Boneyard as their plane of origin. They can go to other planes even the Material Plane, but the laws of reality will eventually thrust them back to The Boneyard. So In a plane, other than the boneyard, If one of my characters is reduced to less than 0HP they're thrown back into the Boneyard for However many days their negitive HP was. Or something. Any help Hammering out some crunch? I've got the fluff down pat i think.
The Leper V2 (Pally Version)
Maxed Skills:
Feats:
Traits:
Drawback:
The Leper V3 (VMC)
Max Skills
Feats:
Traits
@Twigs:
And, to be that guy, Not entirely a fan of Alignment restrictions. But you take what you can get with Divine casters. Though this does Raise a question. What about Warpriest? It seems to be pretty much a paladin without the whole paladin thing. Love paladins, but the Crusader in the game already takes that cake. @QuidEst While it most definitely would work, I've been playing Alchemists entirely too much and want to branch out a bit.
The Leper (Sample Build)
Max Priority Skills
Feats:
Traits
Rage Powers:
"This man understands that adversity and existence, are one in the same" For those of you who have not played Darkest Dungeon, The Leper is a front-line warrior who's strengths are Tanking everything, Hitting hard and self buffs and heals. Effectively becoming self sufficient. Before we start throwing out CoDzilla. Is there anyway to achieve this concept without the use of spells? Even if its not exactly optimal. There are feats and class features that heal/buff without needing to be a caster. So key points
The party i'm GMing for has a Hospitalier, who also has the Battlefield Surgeon (Heal Deadly Wounds twice per creature per day) trait and Signature Skill (Heal)[Buffs Heal deadly wounds as Heal Skill increases.] from Unchained. Doing some serious work in combat and The heals are still awesome. he's also the party's only divine caster.
Gwen Smith wrote:
That is something I'm looking for. Thanks! of course it it could be used one handed it'd be awesome but, i'll take what i can get. The idea i had was a bounty hunter that used a chain to bring his enemies closer to him to lay about them with his primary weapon.
I'm Going to be throwing my PCs into the Worldwound here in a few sessions and i needs me some ambiance and battle music. I need music that exemplifies both Chaos and Evil at the same time. Most of my Evil music is Lawful and that just won't do. no sir. The only real restriction I'd place on finding music is, no songs with lyrics. So if you could help a fellow out, please point me in the right direction.
Hunting Gear and craftable Items. The thing that gets you a leg up on the quasi-magical beasts. Each item listed here has ingredients, a craft DC, A craft skill, and an effect. Optionally, You can roll a % to succeed in crafting check due to the relatively simple nature of the crafting. 95% Combinations DC 18:
Blue Mushroom + Herb = Potion (1d8+1 healed) Stone + Sap Plant = Bomb Casing (component) Fire Herb + Nitroshroom = Gunpowder Wyvern Fang + Godbug = Life crystals (Component) Paintberry + Sap Plant = Paintball (Ranged touch attack, On hit marks target. +4 to checks to track that target for one hour.) Alchemy 90% Ratio Combinations DC 22:
Honey + Potion = Mega Potion (2d8+3) D22 Spiderweb + Ivy = Net (as Weapon) Raw Meat + Toadstool = Poisoned Meat (As Arsenic) Raw Meat + Sleep Herb = Drugged Meat (As Drow Poison) Raw Meat + Stunshroom = Tainted Meat (Inflicts Paralyze 2d6 rnds Fort save negates, dc 19) Small Barrel + Fire Herbs = Small Barrel Bomb (2d6 fire 15' radius reflex half) Bitterbig + Cactus Flower = Herbal Medicine (Heals 1d8+1, And allows reroll on current poision/disease with +4 bonus.) Blue Mushroom + Godbug = Nutrients (Grants 1d8+1 Temporary Hitpoints for 10 min. doesn't stack.) 75% Ratio Combinations DC 25:
Dung + Bomb Material = Dung grenade (Causes creatures less than 7 Int to flee for 2d4+1 rounds and Causes Sickened condition. Will/Fort Save negates, DC 20) Bomb Material + Ivy = Smoke Bomb (Obscuring mist spell 90 ft radius) Flashbug + Bomb Material = Flash Bomb (blinds all in line of sight, reflex save negates DC 20-2 per 20 feet.) Gunpowder + Large Barrel = Large Barrel Bomb (As 100 gunpowder dose explosive) Catalyst + Rare Steak = Power Juice (Remove fatigue, and grants immunity to it for three minutes. Only useable once a day.) Honey + Bitterbug = Catalyst (Component) Bitterbug + Earth Crystal = Antiseptic Stone (Component) Gunpowder + Screamer = Sonic Bomb (4d6 sonic damage in 15' burst, Forces burrowers within range on the surface. Relfex half damage and negate force surface.) Dragon Toadstool + Catalyst = Immunizer (Grants Fast healing 1/2 for 10 minutes.) Honey + Nutrients = Mega Nutrients (Grants 2d8+4 Temporary hit points for 10 minutes. doesn't stack.) 65% Ratio Combinations DC 28:
Wyvern Claw + Lifecrystals = Lifepowder (When thown into air, Heals everyone in 10' radius 2d8+3) Alchemy
55% Ratio Combinations DC 35: Pale Extract + Demon Drug = Mega Demondrug (as Demondrug but grants +4) alchemy Pale Extract + Armor Skin = Mega Armorskin (as Armor Skin but grants DR 10/-) alchemy Immunizer + Kelbi Horn = Ancient Potion (Revives individuals who have been dead <5rnds to half health, Once. Other wise treat as healing 6d8+10 and removes all adverse conditions.)Alchemy Medium Monster Bone + Mega Demondrug = Demon Flute (As Healing Flute, but grants Demondrug effects)Alchemy or craft woodworking Medium Monster Bone + Mega Armorskin = Armor Flute (As Healing Flute, but grants Armor Skin effects)Alchemy or craft woodworking
After Posting that last one I discovered two 3.5 Conversion monsters that should be easy enough to switch to Pathfinder. I changed around some of the skills but little else Without Further ado, The Rath Species. Rathalos:
Huge Dragon (Fire)
Hit Dice: 15d12+75 (172) Speed: 40 ft. (8 squares); fly 150 ft. (poor) Initiative: +1 Armor Class: 27 (-2 size, +1 Dex, +18 natural); touch 9; flat-footed 26 Base Attack Bonus: +15; Grapple: +32 Attack: Bite +22 melee (2d8+9) or tail slap +22 melee (2d6+9) Full-Attack: Bite +22 melee (2d8+9) and tail slap +20 melee (2d6+4) and 2 talons +20 melee (1d8+4) and 2 wings +20 melee (1d8+4) or bite +22 melee (2d8+9) and sting +20 melee (1d8+4 plus poison) and 2 talons +20 melee (1d8+4) and 2 wings +20 melee (1d8+4) Space: 15 ft.; Reach: 10 ft. Special Attacks: Breath weapon, frightful presence, poison, improved grab, wyvern rage Special Qualities: Darkvision 60 ft., immunity to magic sleep and paralysis, low-light vision, scent, spell resistance 26 (11+HD) Saves: Fort +14, Ref +10, Will +11 Abilities: Str 29, Dex 12, Con 21, Int 3, Wis 14, Cha 12 Skills: Perception +20, Fly +20 Feats: Ability Focus (breath weapon), Flyby Attack, Hover, Multiattack, Power Attack, Snatch Environment: Temperate or warm hills or marshes Organization: Solitary or mated pair (Rathalos and Rathian) Challenge Rating: 12 Treasure: None Alignment: Always neutral Advancement: 16-20 HD (Huge); 21 HD (Gargantuan) Level Adjustment: — This huge flying wyvern sport a beautiful crimson hide. It has very large, fire patterned leathery wings, powerful jaws, sharp talons and a heavy mace-like appendage at the end of its strong tail, with a vicious-looking stinger at its tip. The Rathalos is one of the strongest flying wyverns. It is a very large dragon-like, fire-breathing creature. A Rathalos is usually a rich crimson in color, though legend tells of azure and even silver varieties. It measures some 25 feet from its snout to the base of its tail, and its tail measures as much as the body itself. Its wingspan is about 40 feet. It weighs about 2 tons. The Rathalos is a cunning predator, but is not very intelligent. It is incapable of speech. Combat The Rathalos is an efficient hunter, very territorial and extremely aggressive. It will usually stay clear of settlements, but might attack stray humanoids. It prefers larger prey, however, and will enter a fight with medium or smaller creatures mostly to defend itself, its mate, its prey or its territory. A Rathalos prefers to attack from above, flying over its prey and bombarding it with its breath weapon. When the opponent is hurt, it will usually dive, snatching the opponent with its talons. A Rathalos can slash with its talons only when making a flyby attack. Furthermore, it must choose between making a sting or a tail slap attack when performing a full attack. Breath Weapon (Su): A Rathalos’ breath weapon is unusual in that it is neither a cone nor a line, but mimicks a fireball spell. The Rathalos spews a spherical mass of flames that detonates on impact or at its maximum range. The range of this ability is 100 feet, and the area of detonation is a 20 feet radius spread. The breath weapon deals 7d8 points of fire damage (1d8 for every two racial HD the Rathalos has). The breath weapon allows a Reflex save for half, as usual, and the DC is 24 (10+1/2 the Rathalos’ racial HD+the Rathalos’ Constitution modifier). It is usable only once every 1d4 rounds. Frightful Presence (Ex): A Rathalos can inspire terror by attacking, charging or even roaring. This ability’s radius is 30 ft. Affected creatures must succeed on a DC 18 (10+1/2 the Rathalos’ racial HD+the Rathalos’ Charisma modifier) Will save or become shaken, remaining in that condition for 2d4 rounds. An opponent that succeeds on the saving throw is immune to that Rathalos’ frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect. Poison (Ex): When a Rathalos hits with its sting attack, it injects poison. Injury, Fortitude DC 22 (10+1/2 the Rathalos’ racial HD+the Rathalos’ Constitution modifier), initial and secondary damage 2d6 Con. Improved Grab (Ex): To use this ability, a Rathalos must hit with its talons. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and stings. Wyvern Rage (Ex): A Rathalos may rage as a Barbarian of its HD. At 11 HD, it gains the benefits of Greater Rage (which means that a Rathalos usually does). At 17 HD, it gains the benefits of Tireless Rage. At 20 HD, it gains the benefits of Mighty Rage. Unlike a Barbarian, however, a Rathalos may only fly into a rage if its hit points have been reduced to less than half its total, or if it has just failed a saving throw.
Rathian: Huge Dragon (Fire) Hit Dice: 14d12+84 (175) Speed: 40 ft. (8 squares); fly 100 ft. (poor) Initiative: +1 Armor Class: 27 (-2 size, +1 Dex, +18 natural); touch 9; flat-footed 26 Base Attack Bonus: +14; Grapple: +29 Attack: Bite +19 melee (2d8+7) or sting +19 melee (1d8+7 plus poison) Full-Attack: Bite +19 melee (2d8+7) and gore +17 melee (2d6+3) and sting +17 melee (1d8+3 plus poison) and 2 talons +17 melee (1d8+3) and 2 wings +17 melee (1d8+3) or bite +19 melee (2d8+7) and gore +17 melee (2d6+3) and tail slap +17 melee (2d6+3) and 2 talons +17 melee (1d8+3) and 2 wings +17 melee (1d8+3) Space: 15 ft.; Reach: 10 ft. Special Attacks: Breath weapon, frightful presence, poison, improved grab, wyvern rage Special Qualities: Darkvision 60 ft., immunity to magic sleep and paralysis, low-light vision, scent, spell resistance 25 (11+HD) Saves: Fort +14, Ref +10, Will +11 Abilities: Str 25, Dex 12, Con 23, Int 3, Wis 14, Cha 12 Skills: Fly +19, Perception +19 Feats: Ability Focus (poison), Flyby Attack, Improved Bull Rush, Multiattack, Power Attack Environment: Temperate or warm forests or hills Organization: Solitary, mated pair (Rathalos and Rathian) or clutch (an adult Rathian and 1-3 noncombatant medium Rathalos and Rathian) Challenge Rating: 11 Treasure: None Alignment: Always neutral Advancement: 15-20 HD (Huge); 21 HD (Gargantuan) Level Adjustment: — This giant flying lizard has a dark green hide and large spotted wings. It is very bulky, sporting powerful jaws, strong talons and a sharp spike at its chin. It also has a very strong tail, with a heavy lump at its end and a vicious stinger at its tip. The Rathian is the female counterpart to the Rathalos. It is a dangerous, poisonous flying wyvern. The Rathian is deep green in color, though some hunters tell of pink and golden varieties; if these really exist, they are exceedingly rare. It measures close to 24 feet from its snout to the base of its tail, though it has a very long tail and a somewhat elongated chin that ends in a piercing horn-like structure. Its wingspan is about 40 feet. It weighs about 2 tons. The Rathian is a caring mother and a powerful predator, though it’s not very intelligent. It is incapable of speech. Combat The Rathian is a vicious predator and a caring mother. It stays away from settlements except for exceptional circumstances, but will promptly attack prey in its territory in order to feed itself and its young. It preys on larger animals, however, and will only attack medium or smaller humanoids if it feels threatened. The Rathian is not as adept as the Rathalos at flying, and will prefer to fight on land rather than attacking from above. It will promptly charge at its target, attempting to use its stinger thereafter as soon as possible in order to poison its victim. It is not averse to taking to the sky in order to flee or to better position itself against an enemy, however. A Rathian can slash with its talons only when making a flyby attack. Furthermore, it must choose between making a sting or a tail slap attack when performing a full attack. Breath Weapon (Su): A Rathian’s breath weapon is unusual in that it is neither a cone nor a line, but mimicks a fireball spell. The Rathian spews a spherical mass of flames that detonates on impact or at its maximum range. The range of this ability is 100 feet, and the area of detonation is a 20 feet radius spread. The breath weapon deals 7d8 points of fire damage (1d8 for every two racial HD the Rathian has). The breath weapon allows a Reflex save for half, as usual, and the DC is 23 (10+1/2 the Rathian’s racial HD+the Rathian’s Constitution modifier). It is usable only once every 1d4 rounds. Frightful Presence (Ex): A Rathian can inspire terror by attacking, charging or even roaring. This ability’s radius is 30 ft. Affected creatures must succeed on a DC 18 (10+1/2 the Rathian’s racial HD+the Rathian’s Charisma modifier) Will save or become shaken, remaining in that condition for 2d4 rounds. An opponent that succeeds on the saving throw is immune to that Rathian’s frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect. Poison (Ex): When a Rathian hits with its sting attack, it injects poison. Injury, Fortitude DC 25 (10+1/2 the Rathian’s racial HD+the Rathian’s Constitution modifier), initial and secondary damage 2d6 Con. Improved Grab (Ex): To use this ability, a Rathian must hit with its talons. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and stings. Wyvern Rage (Ex): A Rathian may rage as a Barbarian of its HD. At 11 HD, it gains the benefits of Greater Rage (which means that a Rathian usually does). At 17 HD, it gains the benefits of Tireless Rage. At 20 HD, it gains the benefits of Mighty Rage. Unlike a Barbarian, however, a Rathian may only fly into a rage if its hit points have been reduced to less than half its total, or if it has just failed a saving throw.
Continuing on through. A few more Monster Hunter staples and a couple monsters. Food
Nourished Condition.:
A nourished character can run as if s/he possessed the Run feat, and is granted a +1 circumstance bonus to Strength and Dexterity based checks, as well as a +4 circumstance bonus vs effects that cause fatigue or exhaustion. Becoming fatigued or doing anything that would cause fatigue removes this condition. Otherwise, it fades after one hour. Cooking and Meal Quality:
Profession (Cooking) You are skilled at preparing exceptionally nourishing meals. Check: Preparing a meal has a DC of 10 (for a decent meal), 20 (good meal), 30 (extraordinary meal), or 40 (legendary meal). You need ingredients, and a suitable kitchen or equivalent work space. Without a proper kitchen, you take -4 on your cooking check. Cooking without ingredients is impossible. Decent Meal: Pretty standard fare. A decent meal grants the nourished condition Good Meal: A good meal, the kind you could expect to find in a particularly expensive restaurant or luxurious inn. In addition to the effects of the nourished condition, a good meal grants a +1 circumstance bonus on fort saves for the condition's duration. Extraordinary Meal: An incredible meal, the like of which most people will experience only rarely, unless they are quite wealthy. In addition to the effects of a good meal, an extraordinary meal grants 1d8 temporary hit points. Legendary Meal: A meal of legendary quality. As word gets around of your skill, kings will fight to have you in their kitchens, and beings from other planes will seek you out to experience your masterful creations. A legendary meal grants the nourished condition, as well as a +2 circumstance bonus to all saves, and d8 + (Cook's HD) temporary hit points. Such a meal is so good that creatures who taste it can't bear the thought of dying without tasting it again. Action: Preparing a meal takes one hour, although a particularly intricate or important meal may take longer, at the GM's discretion. Try Again: Yes, but every time you prepare a meal any ingredients used are consumed.
Monster Crafting
Ad Hoc Monster Crafting:
Players can carve size medium+ Animal/Magical Beast/Dragon/ect With a Heal or Survival check with a DC of 10+(Monster CR)+(Hours after death.) It takes a total of 15+15/size category larger than medium.
Harvesting monster parts in this fashion yield that's monster's XP reward in crafting "Credit." Of which can be used replace up to 75% of the crafting cost. Diplomacy checks to barter may be made to haggle for the remaining 25%. Restrictions on what can be made from the monster parts harvested in terms of Enchantments/weapon types/ect are solely GMs discretion.
Starting off with the monsters! This one is the "Basic" bosses of the series. This was lifted from a old thread on this forum that died some two years ago. Great Jaggi CR 7: XP 3,200 xp
Special Abilities
Attack Call: Every four rounds, a Great Jaggi may make a howling call. All Jaggi and Jaggia in the area will attack a single creature of the DM's choice (usually the one the Great Jaggi is attacking, or the last one to attack him). The Jaggi/Jaggia will continue attacking the creature until attacked by another creature, at which point they will turn to attack their attacker. The Great Jaggi is the Alpha male of a Jaggi pack (for Jaggis, add the Young Simple Template to the Dinosaur,Dienonychus entry in Bestiary 1 (p. 84). Jaggia use the entry straight up).
Every now and again you get a thread that proposes to convert the various Monster Hunter series concepts to Pathfinder. Unfortunately, most of them peter out and die before too many discoveries/conversions are found. So in an effort to supplement My games and the games of of those whom may be interested, I've taken it upon myself to collect and invent Monster Hunter Conversions and place them in this here thread. Feel free to comment or suggest additions/changes to what is suggested. I'll have Doc available soon. --------------------------------------------------------- Weapons
Hunting Horn:
Martial Two-handed |30 gp | 1d8 | 1d10 | x2 | - | 8 lbs. | B |
Any character proficient in using a hunting horn treats it like a wind instrument. Bards can initiate Bardic Performance as part of a Standard attack action. A hunting horn can be made masterwork, but both its weapon and instrument components have to be made masterwork at the same time. Gunlance:
Exotic One-handed| 25gp |1d6 |1d8 |x2 |-|12 Lbs. |P| Reach, Special|
A Gunlance, Typically sold in pairs with a shield, Can be loaded with Specialized Shells that do specific effects Normal: add 2d6 fire damage to melee attack, or in a 5ft square in front of the Gunlance's reach. 2gp Wide: as above, except range mode is 10ft cone. 5gp Long: as above, except 10ft line 8gp Switch axe v1:
Exotic two-handed| 50gp |1d8 |1d10 |x4 |-|12 Lbs. |P| Deadly ,Special|
This mechanical Oddity can be used two ways, As an axe Functioning as the stat block describes, or in sword mode which is counted as once size category smaller with a crit table of 18-20/x2. You can switch between modes as a standard action. In addition, A phial can be loaded into the handle as a move action (Rapid Reload may apply.) This phial can contain weapon coatings That grant temporary enchantments. The act of switching from Axe mode to Sword mode automatically coats the blade with the Phial. The coating will stay on the blade for five successful strikes in sword mode, before needing to be reloaded. Switch axe v2:
As above but with |1d10 |1d12 |x3 Insect Glaive:
Exotic two-handed|15gp/35gp*|1d4/1d4 | 1d6/1d6 | x2| 8 lbs. |P or B| Vaulting%, Special|
This staff like weapon is used in the charming and handling of Kinsects. Tiny Insectoid creatures that are integral to the fighting style of these weapons. Using a ranged touch attack, the wielder can send the Kinsect out and draw "Essence" from a target and inject it into the wielder. Essence will give the wielder a random effect from the below table(1d4) for 1d3+(enhancement bonus) rounds if applicable. 1: +1 to attack and damage rolls 2: +5ft base movement speed 3: +1 enhancement bonus to AC 4: heals 1d6 HP *The second price includes the Kinsect with the weapon. %When used as an aid to a running jump (or equivalant) Gain a +2 equipment bonus to acrobatics. Thats the weapons so far, i've found a few monsters and will share them after i've gauged a response. Let me know what you think!
KestrelZ wrote:
In total agreement with you. Mass combat is best used as a backdrop to the plot with the PCs. Though with clever use of it, it can clearly affect the PC's experiece. For instance, An army attacks the dragon so the PCs can steal an artifact from its lair while it's busy. The army fails to kill the dragon but depending on how well the army did the PCs can have an easier time of finishing it off. Morieth wrote: I'm not familiar with how CR translates in monster-vs-monster context. Is that supposed to mean a 50% chance of victory for either side? Well ACR is kinda like an army's Average Party Level. And useing the CR guideline chart we can estimate how a fight against this creature will be. In the example above the army is ACR 6 and the dragon is ACR 7.
After a second going through of Ultimate Campaign. I discovered some potential gold. It is possible to pit entire armies against singular targets. Why do i think this is important? Now we have a frame of reference on what it takes to take down some of the larger and more deadly creatures in the Bestiaries. And possibly have actual rules for rallying an army to slay the dragon. For example. A Mature Adult Red Dragon is CR 15. But if we convert her over to mass combat, She comes out at ACR 7. This is almost the equivalent of a huge army (201-500 units) comprised of level 3 fighters. (ACR 6)
TempusAvatar wrote:
Ahh Planescape, good memories. I guess the Major focus of the afterlife campaign is planes hopping with a heavy slant towards the outer sphere. Just need some "Hubs" for their adventures. I don't suppose there is a Sigil analogue in the Galorian Cosmology. So the PCs must curry favor with the powers that be to either bypass the normal judgment system to their afterlife, or another crack at life. They also need to unravel the mystery of their "mostly dead" status, before their souls erode to nothing for lack of proper maintenance. I think i can use the Taint System from Good old 3.5 Heroes of Horror, to simulate Soul Erosion.
sylvansteel wrote:
That's certainly a way to give them a sense of urgency. I know for a fact that at least one of the PCs is going to be Evil. (more concerned with profit than morality.) So demonic corruption may make him sing a different tune.
Okay, I purchased The Great Beyond source book. Gave it a once over and i think after the party's collective death i can shove them in Pharasma's Boneyard as a sort of hub for their adventures. ----
The Numerian Artifact is a Terra-forming device, that functions like a bomb. It takes apart all living things in a several mile radius and remakes them into lush, farmable landscape. Cut to the afterlife, The PCs cant fully enter the afterlife because they weren't KILLED, they were just REMADE into that landscape. So until EVERYTHING that was made by the Artifact is dead, they PC's are still technically alive and can't pass on.
What do you guys think?
Well like i said, my afterlife knowledge is next to nil for Golarion. So to clarify, they are petitioners, if in name only and no extra stats. (old DnD experience left Template PCs giving me a bad taste in the mouth. [Half celestial, half dragon tiefling anyone?]) But for whatever reason, they cannot pass on to their final judgement. Course the "powerful outsider employer" thing could something to look into. Maybe the party has to work off some debt to the powers that be. Or the circumstances that left a lot of collateral damage, and the PCs are "Deputized" in collecting the recently deceased. Could be something to work with initially.
So I want to create a Campaign where the party dies. And they stay dead. D-E-D, no lichdom for you, dead. But their adventure doesn't stop. The afterlife seems like an untapped store of adventure material. Sure, some adventures may boast a trip to the hells, or the celestial planes, but how many have taken place exclusively in the afterlife. With the ultimate goal of passing on, (or another crack at life), i think i'd be cool. Plus i think the Psychopomps from Beast4 would be underused elsewhere. Course my knowledge of the Golarion afterlife system is limited to the stat blocks of Petitioners. So any help in this regard would be most helpful. Ground rules: Normal Resurrection/Reincarnation wont be accessible. I plan on killing the party around level 3-5 so cool ways to do that are welcome. The Party WONT be given the Petitioner template(EDIT: I mean stats for Petitioner).
Its a bit dismaying that the only stated, to my research, method to give your opponent a good toss is via the Ki Throw chain of feats. While this is fine and dandy for monks, How's a honest working fighter going to chuck the evil priest out the stained glass window for dramatic effect? Now i found a page of house rules that helped clarify throwing nonstandard objects and offered possibilities of throwing grappled opponents. I modified them a bit to make it a little more reasonable. This is what i offer for your consumption. The Check:
Distance:
Example Str 10 req vs str 16 actual
The Target:
Throwing the Opponent at specific target, such as another opponent is a Ranged attack roll against the target's AC. The Opponent is considered having a Range Increment of 5. Include range penalties and thrown weapon perks as necessary. The Damage:
Other wise the opponent takes half fall damage. This is includes skipping across the ground. The opponent only receives full damage from striking the ground if they are thrown straight into it. Other variables:
Variant throwing(Optional):
Please tell me what you think! Feel free to make suggestions.
Possible Ranger Ideas, (20 point buy) Two Handed Weapon/Polearm Hunter
Feats: Power Attack, Toughness
Skills:Climb +7, Craft (armor) +6, Craft (traps) +6, Craft (weapons) +6, Disable Device +7, Knowledge (arcana) +3, Knowledge (nature) +6, Perception +5 (+6 to locate traps), Survival +5 (+6 to track), Swim +7 Two-weapon/Double-Weapon Hunter
Feats: Two-Weapon Fighting, Two Weapon Defense or Exotic weapon Proficiency (Two Bladed Sword.)
----
Feats: Two Handed Thrower, Improved Monster lore or Point Blank Shot.
Spells: Create water, Daze, Light, Detect Magic, Cure Light Wounds, Know the Enemy. Could be flavored as hunting challenging game as tribute to Kurgess.
Mysterious Stranger wrote:
While a divine big game hunter certainly is intriguing, I think that particular concept is best left on the back burner for now. (Will definitely use for a later character.) I think it would be prudent to think Non-magical means of hunting. Divine or otherwise. Also to clarify, when i mention Monster Hunter, I mean Magical Beasts, Dragons, Dinosaurs, Dangerous Animals ect. Looking up the knowledge skills. The ones that provide lore about the types of things he'd be hunting are are Arcana and Nature. He'd need Craft {Weapons, Armor}. Possibly Craft (Leather) for the hides. Craft (Traps) possibly to help take down his quarry. This is in addition to other skills that would be necessary in his chosen career field. (Perception, Survival) So this guy is very skill happy. So he's either got a very high intelligence score, or a skill friendly class. that or frequently multiclasses.
For those of you unfamiliar with The Monster Hunter series of games, you play a hunter who tracks down and kills exotic, dangerous, and often times massive monsters. Then the hunter harvest the hides and body parts of their prey to craft stronger weapons and armor; allowing them to hunt larger and more dangerous monsters. The monster hunters use a wide variety of weapon types and tools to get an edge in battle. Any magical effects they have access to is due to the gear crafted from the body parts of the monsters they hunt.
TLDR A warrior who specializes in killing strange and/or big beasts and uses crafting skills to make new gear. A Ranger seems like a no brainer for the flavor. Probably using the Trapper Archetype. Slightly higher intelligence to handle the crafting skills. What do you guys think would work?
Lilty Alternate Small humanoid
Race abilities:
I'm using the advanced race, creation system. The stat option, used in this version and the previous cost the same amount of Racial Points. Lilty Orthos Suggested
Race abilities:
The Four Clans. Group Picture. From left to right, Clavat, Lilty, Yuke, and Selkie Clavat:
Lilty::
Small humanoid Speed: 30ft +4 Str -2 Cha -2 Dex Race abilities:
Yuke::
Medium humanoid Speed: 30ft +2 Int and Wis -2 Str Race Abilities:
Selkie::
Medium Humanoid Speed: 30ft +2 Con and Dex -2 Wis Race Abilities:
This is my first time making races, so please critique honestly.
Orthos wrote: What happens if they just drop it? Other than spilling the stuff inside of course. Does the barrier end immediately if it's damaged/broken/spilled? If chalice is dropped, due to its construction, There is a 20% chance that any Myrrh dew that has been collected will spill (exact amount is left to GM). Chalices can be modified to completely prevent spilling however this is expensive, as additions to the chalice may compromise its ability to preserve Myrrh. Crystal Recharging: The goal of all Crystal Caravans. To revitalize a crystal, you need roughly one gallon of Myrrh dew. Each Myrrh tree can have 1/3 of a gallon of dew harvested at a time. After a myrrh tree has been harvested, it takes two years for enough myrrh dew to accumulate for another harvest. Recharging Crystals utilizes a ritual seal in front of the Crystal, and a Crystal Chalice filled with Myrrh dew, that also is faceted with a fragment of the parent Crystal. Once the Chalice is placed one the seal, the Myrrh within is consumed and the crystal is recharged. The fragment of the Town Crystal seated in the Chalice is tied to the main crystal. If the Main Crystal runs out of power, the Crystal Chalice will continue to produce a barrier for 1d3+1 weeks per harvest of Myrrh dew, before completely powering down. De-powered and destroyed crystals: If a Pocket crystal, or Chalice Crystal Fragment is destroyed, it will break into 1d6+2 pieces. As long as all the pieces remain within two feet of each other, the barrier will function as normal. If any piece is taken out of this range, The barrier will fail in 1d3 rounds. The barrier will reform if all the crystal pieces are brought back into this range. Broken Crystals will be restored to their original form on the next recharge. De-powered crystals will cease to produce barriers after 1d4+1 rounds. Any de-powered crystal exposed to Miasma will disintegrate after three rounds. >>>Optional rules<<<
Chalice Light: The crystal will produce increasing amounts of light, relative to how much Myrrh dew is in the chalice. As a candle with no Myrrh dew, As a torch with 1/3 full, as sunrod at 2/3 full, as Daylight spell at full.
Miasma, Magicite, and elements. Miasma is highly magical in nature, as evidenced in by Magicite and the Miasma Streams. Miasma streams: "Rivers" of dense miasma. These streams are attuned with a concentration of elemental energy. If one's crystal barrier is not attuned to the element the subject will be blown away from the stream with hurricane force winds. Elemental Fonts: Concentrations of raw elemental energies that allow for Crystal chalices to be attuned to the element. This allows passage through Miasma streams of that element. Also, each element grants passive effects to all inside the barrier.
Magicite: A solidified chunk of element infused miasma. when used as a focus for a spell of the element type, the spell effect receives a free Caster level. (Burning hands caster level 2 becomes level 3.) Each Magicite stone has 10 charges. >>>>Errata<<<<
Scott_UAT wrote: Are you going to do racial stats? In the future, yes. I'm a bit sketchy on race building. As of right now, I'm assuming that Liltys are re-skinned dwarfs. Might actually make them Small size. Clavats I figure are baseline humans. And Selkies might be elves. The Yukes i figure will have to be built from the ground up. Maybe a -2 to charisma because of the helmets. Some spell like abilities may work nicely but I'm not sure what exactly.
Hammered out a few rough drafts of major things, such as the Crystal Chalice and what exactly Miasma does to the unprotected. Let me know what you think! The Miasma: All areas not protected my by the barriers produced by the Crystals, are full of an ambient life draining fume. All creatures that have organs, (Unless adapted) are affected by The Miasma. Undead, aberrations, outsiders, and constructs are not affected. While in Miasma, normal breathing cannot take place and creatures not adapted will begin to suffocate (Normal rules for drowning). In addition, every five rounds spent in Miasma will inflict 1d4+1 Con damage with a successful Fortitude saves for half. The ability score damage cannot be recovered without at least 8 hours of full rest inside a Crystal barrier. Crystal Chalice: A specially designed container used to carry and preserve Myrrh dew. It comprises of a fragment of the home town’s crystal, a glass bowl to carry the Myrrh dew and a stone stand/handle. The chalice can carry up to one gallon of liquid without overflow. Despite the materials used, the Crystal Chalice is sturdy with a hardness of 8 and 20 hit-points. The crystal fragment projects a barrier in a 30ft radius dome from. Any creatures inside this area are immune to the effects of Miasma, and are healed 1 hit point per hour spent inside the barrier. Pocket Crystals: Essentially smaller portable versions of town crystals. Often carried by nomads, brigands and thieves, these crystals create a barrier that negates Miasma in a 10ft radius. Due to the small size and limited power consumption, they only need to be recharged once every five years.
Long ago, the world was once free of blight and full of sweet air. However, for reasons lost to time, The world became blanketed by a life draining miasma. Some creatures adapted, turning into savage monsters. Others found shelter in the glow of the Crystals. Giant gems that held the miasma at bay. The Crystals held fast for centuries until their glow began to fade. Alchemists and Scholars deduced that dew from the rare Myrrh trees could revitalize the Great Crystals, but only for a single year. So began the practice of sending adventurers from each town, city, and province protected by the crystals, to collect enough dew from the Myrrh trees to sustain the Great Crystals for another year. They became known as the Crystal Caravans. You are one of the brave souls charged to keep your town's crystal, and subsequently the town, alive. --- --- --- That's the pitch! Still working on the mechanics and such. Let me know your thoughts on the setting, and please share your ideas if any.
There are a ton of things in the world of Dishonored that would make for good Pathfinder material. The Bone Charms, Walls of Light, The Outsider, Tallboys, Whale Oil power, and The Rat Plague. There are a lot of things to use. So this thread is to throw around ideas to convert some of the concepts from Dishonored to Pathfinder rules.
For some reason when i read the title of this thread, i think Ballistic Knife. So a sword that shoots the blade out with a high tension spring. Exotic light Weapon
Updates: Added some Flavor to the weapons and fleshed out the Setting. Can be found in the GDOC. Still need to work on: The Calamity Cannon: (Magical Rocket Launcher)]{video of its use}. The Martial Guilds The Ura: Culture, flavor text, Ect The Pantheon: {List of the Idols} The Calamity: Physics of the broken world, Skyways, and other important features. The Beasts: The bestiary of The Bastion. You guys can comment on the GDOC or on here if you have suggestions or inquiries.
I was the guy who started that thing up a few months ago. Never panned out due to scheduling issues but all my players enjoyed it while it lasted. You've got a good concept so far. If its going to truly be an Oregon Trail. You gotta remember, getting there is three fourths of the fun. Set up a table, 1d100, and fill it with encounters and environmental hazards. From fording a River, a native attack, to coming down with cholera. Roll on that sucker for every two days of travel.
More Weapons: Caelondian Army Carbine: Two handed Advanced Firearm (*Special) 1d10 x4 100ft misfire 1
Fang Repeater: Exotic Ranged Weapon (*Special) 1d8 19-20/x2 90ft Capacity 10
Galleon Mortar: Small Siege Weapon/Firearm (*Special) 1d12 5ft radius x3 200ft.
Flame Bellows: Alchemical Tool. *A marvel of Engineering and Alchemy, it’s the envy of forges everywhere. As a standard action the flame bellows can expel a 10ft cone or 20ft line of flame (Can adjust nozzle to do so as a free action.) This deals 1d8+1 fire damage, Reflex save for half damage (DC 17). It has 6 uses and recharges those uses by one use every 10 minutes. Weapons still left to stat: Calamity Cannon: (Magical Rocket Launcher) Battering Ram: (Huge weapon that breaks through most everything, but slows you down to a crawl.) More to come; Caelondia: The Richest City in the World
The Ura: The Subterranean Natives. The Pantheon: The Gods of the Caels
The Calamity: The Physics of the World Torn Asunder The Beasts: Windbags, Scumbags, and Squirts oh my!
Jakonen wrote:
Spirit types: Dreadrum:Pungent concoction that calms senses and steadies nerves. Favored by the Breakers and other fighting forces. "Dreadrum's brewed from Swampweeds, so its effect is as bold as its flavor." When completely uninjured (Full HP), gain +4 to rolls to confirm Critical Hits. Fetching Fizz: Started as a bar room prank but evolved to become popular with miners and scrap workers. Metallic aftertaste. "Fetching Fizz is like a mouthful of nails, but the benefits are worth it." While under the effects of Fetching Fizz, all loose precious metals within a 10ft radius of the imbiber are drawn to the character for easy collection. This included coins. The metals must be "Unsecured" and "Not Owned." What falls under these categories is up to the GM Werewhiskey: Scentless yet very brisk beverage of boiled Rattle-tail whisker. Used to revive patients in triage centers. "Werewhisky has no scent but tastes like a peppered boot heel. It's not for everyone." When an imbiber is reduced to a quarter of their maximum health (Rounded down), They automatically confirm all Critical hits. Falling Malt: Very dry with flavors of pepper and gravel. First crafted by mountaineers claiming it helped them keep a surer foot. "Falling Malt is filled with crunchy minerals that'll keep you safe out on them rocks." While under this Spirit's effects, The first two increments of falling damage are negated. The next increment is dealt non-lethally, The next are dealt normally. Additionally. If a creature breaks their fall. The negated damage is done directly to the creature. Lunkhead Liqueur: Bitter leathery flavor comes from bits of Lunkhead scales. Believed to improve reflexes. "A sip of Lunkhead Liqueur will toughen you right up. Too bad it's like drinking a saddlebag." (Intended Effect [100% reflect of damage on Counter Block]) Mender Mead: Filled with herbs and vitamins that promote wellness. Fragrant herbal bouquet. "Folks say Mender Mead's good for you. It's like an herb garden in full bloom." After using total defense to defend against an attack that would have hit the imbiber's normal AC, Roll damage as normal then heal half the result. This healed amount cannot exceed total HP Cinderbrick Stout: Spicy, nutty flavors and a dry aftertaste. Very heavy and filling. "Conderbrick Stout sure goes down smooth. Then stays in your gut like a rock." Total defense can be combined with a Move Action, instead of a Standard Action. Whale Ale: Mariners concocted this mixture to see them through rough waters. Musky, smoky aroma. "Now Whale Ale ain't made from real whales. But it'll make you strong like one." Special Abilities that cause damage do +2 damage.(ex. Sneak attack or Alchemist's Bomb) Graver Gimlet: Photosensitive beverage with a mild chalky flavor, brewed underground. Potent effects came and go unpredictably. "Graver Gimlet tastes different the longer you swish it around. Miraculous stuff." After reducing a foe to negative hit points, roll a d100. if the result is 1-5, the imbiber becomes Zealous for one round. During this state all damage dealt by the imbiber is doubled. This stacks with Critical hits. The Zealous state ends at the end of their next turn. Leechade: Intense sour flavor known for its invigorating effects. Bitter taste lingers for hours. "Leechade's so sour, it'll perk you right up when you're feeling low." After successfully dealing damage to a target, the imbiber heals 1d4 damage. However, all sources of magical healing are reduced in effectiveness by half rounded down. (Cure light wounds 1d8+1/2) Doomshine: Rancid drink believed to bring fortune in battle. No permanent injury from imbibing but sure feels like it. "Doomshine's a bit of an acquired taste, like a mouth full of horseradish" While under the effects of Doomshine, all rolls to confirm critical hits receive a +4. However, the imbiber's total health is reduced by their last received Hit Die. Cham-Pain: Sickness-inducing mixture brewed from aged Scumbag secretion. Imbibed as a rite of passage. "Cham-Pain's made with Scumbag extract, hence the barley aroma...and the nausea" All Damage done by the imbiber receives a +4 bonus. However The imbiber cannot self stabilize if brought into negative HP. Even if the imbiber has Feats such as Diehard that instantly stabilize. Squirt Cider: Fermented squirt extract with a nose of stale bread and ocean water. Very nutritious. "Squirt Cider will toughen you right up. Too bad about the musty aftertaste." The Imbiber receives a bonus to their total health. This bonus is equal to their last gained Hit Die. Hearty Punch: Aromatic beverage served piping hot. According to folk tales it can almost wake the dead. "Hearty Punch is so zesty it'll let you carry on even through the worst of times." If brought down to negative hit points, roll to stabilize as normal. If the imbiber successfully stabilizes, they immediately are brought to 1 hp. Additionally, the amount healed is dealt to all hostile targets in a 10ft radius. Fortitude save equals half. DC11+1/2 character level. Bastion Bourbon: Soothing hot herbal brew with restorative properties. Hints of citrus and berry flavors. "If you're feeling low, count on the buttery flavor of our own Bastion Bourbon." Under the effects of Bastion Bourbon, all magical healing receives a bonus in effectiveness by the number of die used. (Ex. +3 for 3d8) Black Rye: Has the fullness and texture of hearty stew. Said to improve short-term memory. "Black Rye's like hot vineapple chowder on a cold day. Brings back memories." Causes the imbiber to regenerate special points (Grit, Ki, Arcana, Ect), by one point every 4 hours. Bull Brandy: Vicious beverage brewed as an offering to Pyth. Known for promoting longevity and resistance to pain. "Bull Brandy's thicker than paint. Makes your skin feel as tough as knifebark." The Imbiber gains DR 1/- Stabsinthe: Waxy, thirst-quenching drink refined from ground Stabweed needles. Spitting up the needles is considered rude, but effective. "Stabsinthe's like drinkin' a cool breeze. Just don't go spittin' needles everywhere." May spit up needles as a ranged attack. (1d4 x2 15ft). You can spit 1d4+1 needles every 10 minutes. Lifewine: Creamy, nutty flavors said to bring about courage and confidence. Favorite drink of Slingers and other risk-taking sorts. "Lifewine's so rich, they say it's brought men back from the brink for one last taste." If killed, the imbiber will spontaneously be brought back to life as per the Resurrect spell at half health. This is effect can only be work once a year. Hop-Scotch: "A sharp tasting drink, guaranteed to leave you bouncy." The imbiber receives a +10 to all jump checks. *If you see any obvious issues, or have anything to suggest, Please comment below.*
Spirits (Alcoholic Potions) SPIRITS: Some time ago, alcoholic drinks were banned in Caelondia unless they were in some way beneficial. So the practice of creating magical effect inducing alcohols, called Spirits, was born. Spirits last for 24 hours or until the imbiber has a full nights rest. You can one effect active at level one with an additional effect “Slot” available every fourth level. To a total of 5 slots at level 20. Additional spirits consumed after the effect(s) have taken place only serve as regular alcohol. Spirit types: Dreadrum:
*This will be updated as these items get stat-ed out.*
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