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Organized Play Member. 67 posts (68 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 1 alias.


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I made this as a fix almost Day one. Give it a try.

Select Fire
Automatic weapons now have three firing modes that can be chosen as part of an attack.
Single-Fire: Attack normally
Burst-Fire: Gain a flat +2 to Attack and Damage to that attack, at the cost of ¼ of the weapon’s capacity in ammo spent.
Full auto fire: Weapon trait as normal


Oh... Well that makes it easier.


"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?


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Shantae.

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.
*Any part Genie race. (Sylph or Ifrits seem most correct.)
*Performance (Dance) Maxed out.
*Some ability to wildshape/polymorph
*Hair as a weapon/improved unarmed strike
*Use Magic Device is a plus.

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.


Well being the GM i get to decide what's reasonable... 4,500 sounds good enough.


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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:
Jakonen wrote:

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.

{. . .}

I can't help you with the mechanics, but you should know that law enforcement back here on Earth might have an issue with this . . . .

No one will notice if there is no one left to notice.


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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)
20 Point buy
1 Unbreakable fighter/4 Paladin
15(+1)
10
15
10
12
16

Maxed Skills:
Perception
Intimidate

Feats:
Power attack
Furious Focus (Or Stalwart)
Fast Healer (or Craft Wondrous Item)
Extra Lay on Hands

Traits:
Fate's Favored (Or Adaptive Magic)
Magical Knack (Or Dangerously Curious)
Seeker

Drawback:
Misbegotten
-----

The Leper V3 (VMC)
Unbreakable fighter(Battle Oracle/Wasting)
17
10
15
13
9
14

Max Skills
Intimdate
Perception
UMD

Feats:
Combat Expertise (F)
Power attack (f)
Fast healer
Godless healing
Stalwart

Traits
Caretaker
Dangerously Curious


@Twigs:
You make a very compelling argument. (Also I didn't notice that the Leper was considered religious in game. Poetic yes, Religious no.) The main reason I asked for no spell-casting was more a flight of fancy to see if it could be done.

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)
20 Point buy
Level 5 Barbarian Unchained (Invulnerable Rager)
18(+1)
10
17
12
12
7

Max Priority Skills
Acrobatics
Heal
UMD
Perception
Intimidate

Feats:
Power attack
Endurance
Diehard
Signature Skill: (Heal)

Traits
Battlefield Surgeon
Dangerously Curious

Rage Powers:
Renewed Vigor
Powerful Stance


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The Leper

"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
*Human
*Heavy Hitter
*Huge Health/Defense
*Self Buffs/Heals
*Charisma Dumpstat.


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.


kyrt-ryder wrote:
Like this?

in essence yes


Gwen Smith wrote:

Ran across this while searching for something else:

Meteor Hammer: "... If you succeed at a trip attempt with a meteor hammer, you can drag your opponent 5 feet closer to you rather than knocking her prone...."

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.


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Is there any Combat Maneuver/Weapon/Feat that allows a character to pull a target closer to them with a reach weapon, Such as a whip or spiked chain?

I know there is a Monster special attack that achieves this, but that's regulated to things with tentacles.


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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
Dragon Toadstool + Mega Nutrients = Max Potion (4d8+7) Alchemy
Trap Tool + Net = Auto Pitfall Trap (Creates a covered Pit trap 15x15 and 15 feet deep. DC 25 Perception check notices.) Craft Traps
Power Juice + Well-Done Steak = Mega Juice (As power juice, except immunity increases to 10 minutes, however can only gain benefits once per week.) Alchemy
Lifepowder + Flute = Health Flute (Heals all party members in earshot 2d8+3 after succeeding a dc 18 Perform check. Can only be used once.) Alchemy or craft woodworking
Flute + Antiseptic Stone = Antidote Flute (As health flute, except fuctions as the spell Neutralize Poison) Alchemy or craft woodworking
Catalyst + Power Seed = Demondrug (Graints +2 to attack and damage rolls for one hour. Ends if user falls unconscious.) Alchemy
Catalyst + Armor Seed = Armor Skin (Grants DR 5/= for one hour, effect ends if user falls unconscious. ) 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


Should this be in Homebrew? I mean yeah i'm converting one series into another, but there are a lot of custom rules and items going into this.


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
In the games, food gives you pre mission buffs and helps keep your stamina meter high. I found a house rule that can help represent this in pathfinder.

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
One of the Primary mechanics from the monster hunter games is the harvesting of parts from the monsters you kill into better equipment.

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
N Huge animal
Init +6; Senses low-light vision, scent; Perception +14
Defense
AC 22, touch 16, flat-footed 17 (+2 Dex, +3 natural)
hp 34 (4d8+16)
Fort +10, Ref +8, Will +4
Offense
Speed 60 ft.
Melee 2 talons +5 (1d10+2), bite +5 (1d8+2), foreclaws +0 (1d6+1)
Special Attacks pounce
Statistics
Str 23, Dex 17, Con 27, Int 2, Wis 16, Cha 18
Base Atk +5; CMB +7; CMD 19
Feats Improved Initiative, Run
Skills Acrobatics +10 (+22 jump), Perception +14,
Racial Modifiers +8 Acrobatics, +8 Perception,
Ecology
Environment: warm forests, deserts
Organization: solitary (with pack of Jaggis/Jaggia)
Treasure none

Special Abilities
Call: If there are less than two Jaggi with a Great Jaggi, the Great Jaggi, as a Swift Action, may call additonal members of his pack that are sleeping nearby, or out hunting. Two Jaggi will arrive 1D3 turns later.

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).


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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
Below I'll be detailing what I've gathered for some of the less obvious weapon types. Below are edited versions of stuff I've found online or made up on the spot.

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:

Please keep in mind that the mass combat rules are only to approximate such things and tend to have odd, skewed results.

Pathfinder is best used to focus on small tactical combat (group of PCs against 1-dozens of opponents). Simulating vast armies against a lone, high CR creature can be done. This tends to take away the roleplaying opportunities for PCs.

I prefer to use mass combat rules to thumbnail when a battle the PCs are in is overwhelming - i.e., the decisions PCs make may aid their own survival, yet do not affect the outcome of the battle (in the case of allied unit overwhelming the enemy, PCs can sit, relax, and watch without fear of loss. In the case of enemy units overwhelming the allied army, the PCs may win every battle, yet their allies will be decimated.)

If the outcome is in question, I use the difference to decide how many tactical combats the PCs must win in order for their allied army to achieve its objective.

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.
Using the chart the encounter is CR+1 and would be considered "challenging"
http://www.d20pfsrd.com/gamemastering#Step-2-Determine-CR.


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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:

I hate to say this; Pathfinder might not be currently equipped to deal with what you want to do.

I would personally say that your best bet might be AD&D 2nd Edition, with a full suite of Planescape material to see your vision come to fruition.

The difficult part is aquiring said material.

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:

The idea is interesting, but seems a little dry. Destroying a landscape seems funny for a few adventures, maybe adding the moral quarrel of farmers trying to live on this new soil, but it doesn´t seem to be.

Here´s a suggestion: The demon flesh corrupted the whole new landscape, with twisted alien plants, and new abyssal predators. This new land reaches directly into Mendev, thus creating a path through the wardstones.
Several fiends take interest into this terrible new land, taking pieces of it into their domains (this might be the excuse for plane-hopping)
Because their souls are still entagled with their bodies, which are part of the new soil, the PC´s might expirience various forms of corruptions, giving them a reason to hurry, before they skip jugdement and become demons.

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.

----
As for how i kill them, I think i have a clever way to go about it. The party are Mendevian Crusaders, are to recover a Numerian artifact that supposedly can "Purify the Land". They get it, bring it back to Mendev, and use it against the Worldwound hordes. It works, and destroys that army of demons. But the PCs and the Crusaders assisting them are also destroyed in the process.

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.


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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).


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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:
An opponent can be thrown so long as they are grappled. The act of throwing an opponent is a move action. An opponent can be grappled and thrown in the same round. A thrown opponent receives a free escape check at +4. Upon success, grapple is broken and the opponent is prone and adjacent to the attacker.

Distance:
Max distance thrown is the difference between Current STR's Lift over head weight and minimum required STR's lift over head weight divided in half in feet.

Example Str 10 req vs str 16 actual
100 lbs - 230=
130/2= 65ft Max distance

The Target:
Throwing your opponent into a square within the range is a ranged attack roll at 5AC. use scatter roll to determine new location but re-roll rolls that exceed max distance.

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:
If the opponent hits an object or another opponent. Both receive fall damage equivalent to distance thrown with a minimum of the unarmed strike damage of thrower.

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:
Thrower size for Max Distance
Large ×2, Huge ×4, Gargantuan ×8, Colossal ×16.
Small ×3/4, Tiny ×1/2, Diminutive ×1/4, Fine ×1/8.

Variant throwing(Optional):
Using one arm: Half Max distance.
Giant Swing/Hammer throw: Must have target pinned, Full round action. X2 Range/ 10ft range increment.

Please tell me what you think! Feel free to make suggestions.

Unmodified throwing houserules..


Thanael wrote:

BTW Kobold press recently release a line of books about crafting items from special monster materials...

Exactly which books are we talking? I may have to forward them to my DM.


Possible Ranger Ideas, (20 point buy)

Two Handed Weapon/Polearm Hunter
Level 1 Human Ranger [Trapper]
Str:17 (+2 racial)
Dex:14
Con:13
Int:14
Wis:12
Cha:8

Feats: Power Attack, Toughness
Traits: Courageous, Harvester (Trapper)

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
lvl 1 Human Ranger [Trapper]
Str:16 (+2 racial)
Dex:15
Con:13
Int:14
Wis:12
Cha:8

Feats: Two-Weapon Fighting, Two Weapon Defense or Exotic weapon Proficiency (Two Bladed Sword.)
Traits: Courageous, Harvester (Trapper)
Skills: Same as Above.

----
Entertaining the Big Game Inquisitor.
lvl 1 Human Inquisitor of Kurgess
Str:16 (+2 racial)
Dex:15
Con:12
Int:13
Wis:14
Cha:8

Feats: Two Handed Thrower, Improved Monster lore or Point Blank Shot.
(Focuses on Spear and Javelin)
Traits: Courageous, Harvester (Trapper)
Skills:Craft (armor) +5, Craft (weapons) +5, Heal +6, Intimidate +0, Knowledge (arcana) +5 (+7 to identify the abilities and weaknesses of creatures), Knowledge (nature) +5 (+7 to identify the abilities and weaknesses of creatures), Perception +6, Profession (trapper) +3, Sense Motive +3, Spellcraft +5,

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:

Actually the best monster hunter is an inquisitor. Once they get Bane they can go nova like no other class. Judgments are also incredibly useful because they can give you what you need. If the monster is hard to hit you get a bonus to hit, if it has fire attacks you can get resistance to fire. Pretty much anything you need you have a judgment for. You also get spells including some of the very good buffs and a lot of useful spells like invisibility.

Take the feat Improved Monster Lore and a single point in each relevant knowledge will give you a good chance to identify the weakness of any monster.

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
Speed: 30ft
+2 Str
+2 Con

Race abilities:
Defensive Training, Greater (Ex): +2 Dodge bonus to AC
Craftsman (Ex): +2 to Craft/Profession check stone or metal working
Stubborn (Ex): +2 Save vs Charm and Compulsion. If check fails, reroll save 1 round later to end effect prematurely.
Weapon Familiarity: Automatically Proficient with Halberds and Lucerne hammers.

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
+2 Str
+2 Con
-2 Cha
-2 Dex

Race abilities:
Defensive Training, Greater (Ex): +2 Dodge bonus to AC
Craftsman (Ex): +2 to Craft/Profession check stone or metal working
Stubborn (Ex): +2 Save vs Charm and Compulsion. If check fails, reroll save 1 round later to end effect prematurely.
Weapon Familiarity: Automatically Proficient with Halberds and Lucerne hammers.


The Four Clans.

Group Picture. From left to right, Clavat, Lilty, Yuke, and Selkie

Clavat:
Treat as human.

Lilty::

Small humanoid
Speed: 30ft
+4 Str
-2 Cha
-2 Dex

Race abilities:
Defensive Training, Greater (Ex): +2 Dodge bonus to AC
Craftsman (Ex): +2 to Craft/Profession check stone or metal working
Stubborn (Ex): +2 Save vs Charm and Compulsion. If check fails, reroll save 1 round later to end effect prematurely.
Weapon Familiarity: Automatically Proficient with Halberds and Lucerne hammers.

Yuke::

Medium humanoid
Speed: 30ft
+2 Int and Wis
-2 Str

Race Abilities:
Low Light Vision: Normal vision in dim light.
Arcane Focus: +2 Racial bonus to concentration checks to cast arcane spells defensively
Enclave Protector (Ex): +1 caster level to Abjuration spells.
Spell Like Abilities: 1/day= Faerie fire, Sanctuary, Obscure object, Invisibility.
Mist Child (Ex) +5% miss chance when affected by concealment.
Vestigial Wings (Ex): +4 to fly checks.

Selkie::

Medium Humanoid
Speed: 30ft
+2 Con and Dex
-2 Wis

Race Abilities:
Jumper (Ex): Always considered having a running start for Acrobatics checks for jump
Mountain-Born (Ex): +2 save vs Altitude sickness/fatigue, +2 on Acrobatics checks for narrow ledges.
Nimble Faller (Ex): Always land on feet when falling, even from lethal heights. +1 CMD against trips.
Scavanger (Ex): +2 Perception and Appraise to find hidden objects (Including secret doors), Determine if food is spoiled, or identify a potion by taste.
Stalker (Ex): Perception and Stealth are always class skills.

This is my first time making races, so please critique honestly.


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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<<<
Drinking Myrrh: left to the truly desperate/selfish. Consuming any amount of Myrrh function as a potion of Heal and Greater Restore. Consuming a full gallon in one day will bestow Mythic status.

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.
........Earth: When the element is changed to Earth, the Caravan is protected from the Poison and Petrification status effects. (+5 to relevant saves)
........Wind: If the element is changed to Wind, the party will receive protection from the paralysis. (+5 to relevant saves)
........Fire: The Fire element guards against the burn that is caused from Fire spells and effects. (3 fire energy resistance.)
........Water: When the element of the chalice is Water, then the party will receive protection against frost damage (3 frost resistance).

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<<<<
The Crystal Chalice is unwieldy and large, and must be carried with both hands. The creature holding the chalice must take a move action to put the chalice down in order act normally.


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.


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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.


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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.


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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
Ballistic Sword
1d6 19-20/x2 10ft.
If proficient, the user can shoot the sword at target as a standard action. Reloading the sword with a new blade is a standard action. The Weapon can still be used as an ordinary Short Sword but ranged attacks will receive a -4 to attack.


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.


Whale_Cancer wrote:
Oh man. This is cool. Perhaps it would be better a set of google docs, though?

Yeah, its looking to be that way... I'll set one up and post the link.

EDIT:

And here is the GDOCS.


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
*The revolutionary chamber design of the Caelondian Army Carbine allows it to be loaded with Black-powder and Bullets, Alchemical Charges, or Metal Cartridges. Ranged touch attack increments vary depending on ammo used. (Early Ammo 1 increment, Advanced 5 increments)

Fang Repeater: Exotic Ranged Weapon (*Special)

1d8 19-20/x2 90ft Capacity 10
*The Fang Repeater uses simple yet clever clockwork mechanisms to redraw the crossbow string automatically. This allows for it to achieve nearly full automatic fire. If proficient in its use, the user can add an additional attack at -2 to all attack rolls.

Galleon Mortar: Small Siege Weapon/Firearm (*Special)

1d12 5ft radius x3 200ft.
*Firing a Galleon Mortar requires a full round action. It requires at least 20 feet of overhead clearance or the munitions will strike the ceiling. Variant Payloads Such as “Greek” Fire, Explosive, Holy Water munitions are available.

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 Service: The martial guilds of Caelondia
Skyways: The new way to travel

The Ura: The Subterranean Natives.

The Pantheon: The Gods of the Caels
The Cores and Shards: The Energy source with memories.

The Calamity: The Physics of the World Torn Asunder

The Beasts: Windbags, Scumbags, and Squirts oh my!


Jakonen wrote:

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: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:
Fetching Fizz:
Werewhiskey:
Falling Malt:
Lunkhead Liqueur:
Mender Mead:
Cinderbrick Stout:
Whale Ale:
Graver Gimlet:
Leechade:
Doomshine:
Cham-Pain:
Squirt Cider:
Hearty Punch:
Bastion Bourbon:
Black Rye:
Bull Brandy:
Stabsinthe:
Lifewine:
Hop-Scotch:

*This will be updated as these items get stat-ed out.*

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