Search Posts
Are a lot of these Stat Blocks incorrect for creatures? I am trying to program Chapter 2 in to a virtual table top and I am coding it in. I notice some creatures are getting extra damage from no where. Like a Charau-ka butcher in a sense has striking rune for debris throwing ability. But it is not mention any where, or why it does more the base Charau-ka with the same ability. There is also just random +3 damage past str mod score on all damage of that creature. I know, it supposed to be little more free form with monster creation with pathfinder 2nd edition. It make sense with natural attacks for creature, but when they are using the same equipment as PC, that equipment should function the same. There is also and Alchemist built like a pc stat block that is getting bonus damage +3 on all it's weapons, even Crossbow that not supposed to get that kind of bonus damage. It make me wonder if it is a mistake. The consistence of the +3 extra damage on creatures status block in the chapter, make me think it someone accidentally had their calculator add 3 to the stat blocks.
Hey everyone, I am working on re-building my own races, That I building using race builders guide book from 1st edition. I am wondering how to balance them out and re-building them. I have not been playing 2ed long, my group still on ashes chapter 1 and just hit level 4. Just from what I have seen so far, these things are not nearly as powerful as they used to be. What do you think fair trade off
Reach with out everyone getting AoO's does not seem to be as big as advantage anymore. I mean it still an advantage but with out AoO and Combat reflexes. Ether from size or natural attack that has reach trait like and ooze pseudopod. is it a Big bonus what should the trade off be? Size biggest thing I see you get out of being large is reach and the ability to carry more bulk. But Large equipment does cost more stuff and eat more bulk. Weapon damage seem to be limited to 1d12 being the max, so no more double the dice. So for Large Greatsword you would get no bonus, It is already maxed out. but large great club would be increased to 1d12. So I am not seeing huge advantage here either? what would be good trade off? Elemental Trait - Since elemental, native outside is no longer sub type making you immune to spells. I am not seeing huge advantage by having this trait anymore if anything it may make you more vulnerable in theory as things that effect that trait now effect you? I have not looked at all the spell and stuff to see how big of an impact. My Original races was Large alligator men that had ties to elemental plane of fire. they were 12RP. So they had vulnerability to cold, resistance to fire 5 before. with a swim speed. +4 to Str -4 Dex and int, +2 Wis. they had Weapon Familiarity and weapon Deficiency -1 to attack with cretin weapons and 1d8 natural bite attack due to size. The other was Alien looking humanoid with elongated claws (they had reach with only these) that had ties to elemental plane of air. It was 12RP points, Also but was they had lot of buff and bonus to Electricity based stuff. But have vulnerability to Acid and cold. +2 to dex and Cha A lot of these races stuff can be placed in to race feats, now with 2ed edition. Allows me to balance more stuff out over time. But really unsure of what to do with Size, Reach and elemental resistances and vulnerabilities There are example of some of the stuff already existing so I know I can balance on those things.
I was looking through the conversation guide yesterday and I noticed they recommend an archetype or two from play test documents to be used in place of classes or missing archetype from 1st edition. I did not get to play the play test when it was active. But it made me wonder, if there is any more content from it beside the mention archetype, that would be valid for use the official release. Would any of it be game breaking with the way the system is setup now.
Move this if I some how put it in the wrong Thread. Does anyone know when the expected final release of the 2ed edition is supposed to happen? I know the play test is coming to a close soon. I have not gotten to test anything. Due to not being GM of our group at this point in time. But It is getting close to the time for me to start setting up my next campaign. I use a Virtual Table Top for my games. So it is a lot of work, to program all the encounters creatures ect. I heard about 2nd edition play test as I was starting this process. I decided to hold off to see how the play test is going and get any idea of what 2nd edition would look like. Then decided to write the game with the with either 1st with Unchained rule setting or 2nd edition would be, I did not want to have to program all the rules, monsters and encounters, for one system, then have to re-do them in another. Especially if the VTT has pre-configured monster pack I can buy. The game we are playing is moving a lot faster then I expected, even with us taking month break of not playing sometimes. I don't want to do double the work. The game is going to be designed to take few years to finish the campaign at the rate we play. So my questions are for suggestion on what to do or other ideas. This is not direct at Dev team, but if they have any idea suggestions or answer are welcome. When is 2nd edition estimated release? Should I just base it around final draft of Play test then adjust to full 2nd edition when it comes out or should I use a different draft? Do you think removing hero points and resonance point from the new resonance test be detrimental unbalancing to any draft version. They feel like extra book keeping from my current reading of the play test. I hate the idea of having to track something else. Should I design my game around 1st ed. unchained action economy, consolidated skill and automatic bonus progression? which is my original plan. before hearing about 2nd ed? If so, Since not all 1st edition feats, working with unchained cleanly. Do you all think it would be a good idea to use Play test versions of those feats to fit the unchained action economy since designed around similar action economy? I really like the idea of using playtest character creation of ability boost based on background to generate ability scores. Do you think this would be a problem with my 1st edition setup? Any other suggestion of house rules or maybe conversions for either idea you think would be helpful between any version.
Anyone know if the play test will have suggestions for converting current running games\monsters\PC class and archetype? The recent blog post mentioned testing custom games. This test comes at a bad time for my group. As we are middle of custom game. More then likely won't finish it for almost another year. I am not the GM currently so, I can't just say game stop or pause. We are going to test this out system and another adventure. The current GM may be willing to mod his game out if he has away of converting everything he has already written.
Not sure if this should be in rules section or advice because it about unchained custom rules option. Feel free to move this to appropriated section. How does INT increasing items effect unchained consolidated skills rule set. in normal rule set, They are tied to a skill and give you max ranks in said skill. Which makes sense to less book keeping and an int increase normally gives you 1 skill rank per mod +. But in unchained Consolidated skill you only get 1/2 your mod in + skill ranks So do int increasing items with this rule set,
It be nice if the writer of this rule set can give their opinion on the how they should function, but I am open to see what others think should happen. Especially those for those that are using already these rules. As I am running a lot of unchained rules in my game. This has not come up yet, but it could very well in the near future as my group are starting to get to the point where they have multi stat increase items. here have a few pieces of treasure coming up that will have this type of increase.
how would you guys build it? Are there any parasite or symbiotic based monsters you can may use leadership to acquire it, it so it can cast it own spells or preform it's own functions? It was thinking Maybe tumor familiar, but it does not really fit, is there away to get it with out being alchemist? Maybe combine it with improved familiar to have it take more then an animal shape?
Hi, Everyone, I am looking to get two new players in my group for my Pathfinder way of the wicked AP. I had post about this last year on meetup website and someone on there joined, played with my group for a little while, but we end up having to take a brake for a few weeks and swapped to new gm and game. I never heard from the guy again. Guessing he did not fit in when our group, or game ect. Which is normal It is hard for me to find players that fit in with our group and game style. Which is why I try to let everyone know everything about the game and what to expect before handed. But if anyone is interested, We need very experienced players with a fair system mastery. That don't mind a mostly hack and slash style game or group. I am looking for one committed person that will really try to play every game and another that will come when they can. If i can get two committed person the even better. We play every other Saturday, usually from 4pm to 9pm some times game goes later. we play one week in chalmette and the other week of the month in Kenner area. Also I run my games from D20pro virtual table top. I used to run the whole thing out of it, to keep the game running fast system, but it add time to GM work on the back end of the game. All rolls ect where all done in the system but I am changing that a bit. Be since the newer version has some new features I really want to focus on and take time on the back end. Everyone will be allow to roll their own dice at the table and the program will be mostly a visual aid. Also you are welcome to bring a laptop or ect and run the program fully if you see fit. Since one of the new feature is players are allowed to edit their characters in it. It does not have to be done on the back side anymore. Since unchained book in pathfinder came out I have also adjust my game to use unchained action economy system, consolidated and Background skills, inherent magic item system, So you don't have to worry about the big 6 any more. Variate Muli Class system I will be testing on Cohort's and allow one more player to test out. Also due to the large number of optional rules I am running, I have custom character sheets for players to use that are in PDF format and form fallible. the Campaign as I stated before is one that was already in play, we are coming back to it after almost a year break. So you will be coming in at 10th level and at the start of Book 3 our of the 6. Another reason I am looking for very experienced players. There are limited class and books I allow but the list will be in player packet I will provide you Current players characters are
Their are 3 cohorts in use also. This AP has a ton of Cohorts to pick up so leader ship is welcome and recommed feat to pick up.
1st game session will more then likely be sometime in July 2016. We need to finish current game we are playing 1st. If anyone is interested feel free to contact me on here.
ok Not sure if this should be advice or Rules form but starting here. My character at lower level acquired a cursed, +1 Cursed axe, the curse is simple that I can't get rid of the weapon. Because I think it is the greatest weapon of all time. Which was fine by me, It not my weapon of choice and lose out on weapon focus feat. but it function as normal +1 axe. So no really lose and I could always improve the weapon. But in recent game, our character where captured and beaten unconscious and take prisoner. This means someone else took my cursed axe. So it is no longer in my possession. So my questions are I now free of the curse and is the person that took it from me now cursed instead, or am I still cursed and the weapon just finds it way back to me to everyday? Could turn this curse in to a big positive be useful if I wake up in a cell and I have my weapon. lol What do the rule support, in this matter?
Check out the new D20pro kick starter. I backed it and can't wait to see what these guys come up with next for improvements. The Virtual Table Top, or VTT has as it always been open to any game but was limited to only d20 rules so you had to work with in them. Looks like they are trying to open it up more to the community and allow self development so if you wanted edit the system for a white wolf game that uses only d10 tens you can develop it your self and put it on market place for others to get. D20 Pro is also now owned by Mesa Mundi Inc. I checked out their site these guys make water proof Touch screen and panels. looks like the aim is to get d20 pro working with touch screen technology, so your player could run the app on maybe tablets phones, as well as P.Cs and the touch screens Mesa makes. I seen a you tube video of the guys run D20pro on a Mesa touch screen panel Table made by Geek Chic at the conventions. It looks awesome, The kick starter video talks about some of the stuff they are trying to do and shows some demos of it, There is also a demo of new and improved fog of war system D20pro guys have been working on. Check it out support if you want. I know from my person experiencing d20 pro and VTT as whole has speed up my combat section of games dramatically instead of 2 to 4 encounters in a 4 hour game session at mid levels, I get 4 to 7 done at high levels now. I seen people on these boards even talk about 1 encounter takes several game session. image doing 4 of those in one session. VTT improved the game speed a that much. Never having to hand draw maps again saves a ton of time. So check it out, you got nothing to lose.
ok Game system we all start with strait 14s in every score and can take points out of them and put them where ever. So long as we don't go over the score of an 18 before racial bonus kick in. Campaign is Curse of Crimson throne no spoilers please. DM has told us it is mostly a urban campaign. This is what I got so for tell me what you think and if I should change anything. For weapons I am thinking Armor Spikes and Shield, back up Bow Level 1 urban Ranger
Favored Classes Ranger/Fighter (Have not picked bonus yet) Bonus Feat from Race Skill Focus Survival
Back Ground Traits Reckless (combat) and Dangerously Curious (Magic) Favored Enemy Human
Skills
Level 2 Urban Ranger
Combat style Weapon and Shield, Improved Shield Bash Skills
Level 3 Urban Ranger
Trap Finding and Favored Community (Suggestion?)
Skills
Level 4 Urban Ranger 3/ Fighter Brawler 1
Increase Cha to 16
Skills
Level 5 Urban Ranger 4/ Fighter Brawler 1
Hunters Bond (hunting companions)
Level 6 Urban Ranger 4/ Fighter Brawler 2
Bonus feat Two Weapon Fighting
Acrobatic 10
Level 7 Urban Ranger 5/ Fighter Brawler 2
Feat: Shield Slam Acrobatic 11
Level 8 Urban Ranger 6/ Fighter Brawler 2
Ability Pont Str 17
Acrobatic 12
Level 9 Urban Ranger 6/ Fighter Brawler 3(Fighter from here on out)
Close Combatant +1 to hit +3 damage with shield and armor spikes
Level 10 Urban Ranger 6/ Fighter Brawler 4
Bonus Feat: Greater Bull Rush Level 11 Urban Ranger 6/ Fighter Brawler 5
Feat: Improved Eldritch Heritage: Strength of the Beast +2 to str Level 12 Urban Ranger 6/ Fighter Brawler 6
Bonus Feat: Disruptive
Level 13 Urban Ranger 6/ Fighter Brawler 7
Close Combatant +2 to hit +4 damage with shield and armor spikes Menacing Stance enemies adjacent to me not take a -1 to attack roll and -4 penalty on concentration checks Feat Improved Eldritch Heritage: Fearless: immune to fear +2 natural armor Level 14 Urban Ranger 6/ Fighter Brawler 8
Bonus Feat: not sure what to take Level 15 Urban Ranger 6/ Fighter Brawler 9
Level 16 Urban Ranger 6/ Fighter Brawler 10
Level 17 Urban Ranger 6/ Fighter Brawler 11
Feat: Greater Eldritch Heritage: Power of Giants become large +6 to str, +4 Con and natural armor -2 dex size bonus for 17 mins a day 1 min uses Close Combatant +3 to hit +5 damage with shield and armor spikes Menacing Stance enemies adjacent to me not take a -2 to attack roll and -5 penalty on concentration checks I doubt I get any higher level than that if I did figure not sure what I would level as Brawler another +1 to bull rush and 2 more feat Urban ranger would get me evasion and a 2nd favored community and push thru and swift tracker and lot more skill points but nothing that is game changing at this point. Any suggestion.
How does a potion made permanent via eternal potion react with dispel magic or anti magic field? Are they dispelled for a turn then restart when out of field? Or do you treat them as they where made permanent via permanency spell? Or are they completely dispelled and the Alchemist would have to drink another potion to regain the effects? As a GM I am kind of thinking RAI is permanent is actual supposed to be increases duration to no duration or infinite as you still have to use extend potion ability which only effect potions duration. But raw use permanent. I ask because I remember reading some where that monsters with constant ability that get dispelled can reactive it as some kind of action the following round. Because it is also an at will ability. but potion are not at will ability they must be consumed it also requires a use of extend potion ability. So how do you reactivate something you can't will back or cast.
Hey everyone I am looking for some suggestions in a very high level game, 15 to level 22 and two mythic teirs. I have made special artifact items for all my players. For the Alchemist in my group I am thinking of doing a chest of wonders with many good things instead with a few things that may grant him temporary powers some of classic movie monsters. like a mutagen that also give him temporary used of were wolf template at night. But I am also thinking of adding in a Miniature flesh golem that when magic gem is placed in side the head it activate to a full size Frankenstein style monster to aid the Alchemist that functions as a cohort. I am trying to figure out what the leader ship score should be for such a creature. What do you all think.
How would these feat work together? Let’s Say I have a character with sneak attack and these feats. on the surprise round he is next to target attacks, hits the target with power attack, Courgon smash lets me intimidate as free action. If I cause that target to be shaken. and Take my 2nd swing from hell cat pounce. Is his he flat footed because shatter defenses make him so because the shaken condition or does the hell cat pounce the target is not flat-footed against this second attack win out. This is a case of Specific vs Specific. trying to build a slayer for play test and was thinking it may go good together but i am not sure how that works together.
is a Hell Knight Commanders Discern Lies spell like ability acquired at level 2 arcane or divine? The FAQ does not list witch or any of the other classes, Just the core as guide lines "sorcerer/wizard spell, then default to cleric, druid, bard, paladin, and ranger" So since a witch is arcane and cast like a wizard does it fall there or does it fall under the divine. I was curious because I was thinking of taking arcane strike as my one of my 18th to 20th level feats.
Ok I need some help fixing my hell knight Planing on 10 levels hell Knight and fighter. I looking I am going to be retraining some of my levels soon to get even 5/5 levels but also looking for advice in the later levels. Looking to get retrain leadership as I my cohort is a wizard crafting cohort the dm made. I don't care for the way he is leveling the cohort. I am just not feeling it anymore and thinking a cohort may be more trouble then it is worth. I was originally planing on trying to get a dragon Cohort as a mount later and retraning some feats to mounted combat feats. I am not tied down to any weapon, my weapon 1st weapon group is heavy blades currently. But I do have an +1 adaptive dark wood composite short bow I use for ranged attacks from time to time. I did have a +1 Nodachi but it gain intelligence through harrowing deck of many things. But I had to get rid of it as it was just messing me up way to much. I also have Immune electricity and Vulnerable to cold thanks to deck
I am also always consider to be Flank thanks to deck. I figure just put fortification on armor to help counter any sneak attack damage I may get because of that. here build Lawful Evil
Class (Current) Favored Fighter
Feats
Planed feats:(open to changing these out with the exception of level 11)
Hell Knight Plans
Disciplines
Force of will
All Books are allowed
Me and my group have been playing pathfinder for about year now, and we have not gotten a chance to really look at the style feats. One the players always plays like a fighter no matter what he class he has. Well he is playing a small monk because the way his ability scores came up. Was really decent for MAD style character. So we suggested a monk since he did not want to use weapons or deal with buying armor anymore. (A lot of his stuff got sunder or destroyed in the last game I GMed it kind of turned him off one buying equipment. only tomes that raise ability scores)
I suggested a Martial Artist Monk to this player since it is more like a fighter where he can just run up hit things and do damage and he can be any aliment which fits his play style better. Well in a recent game we ran in to Harrowing Deck of Many things and he happen to draw the card that swaps ability scores and add 2 to them. Well the player has been getting his butt kicked and almost died 3 or 4 times in the last few games, because he has not been upgrading gear in the hopes of buying book tomes which are just not cost effective long term. So he deiced to swap the dex and con to get more hp and more ac so he may get killed less. he did not realize wisdom and str would have been better choices for him. with wisdom raise the effects of monk ability and AC and str for his hit and damage. So now his Scores are
I Suggested he take weapon finesse now that his scores are this way to raise his attack roll and get amulet of mighty fist with Agile on it.
Regular feats are
Racial Bonus Improved Initiative Any suggestion of Style feats maybe he should pick up or other feats to help optimize him best as possible as the DM for this game tends to make his own monsters and they tend to be optimized and make the game a lot harder then it should be (The Player is not looking to multiclass.)
I was wondering do set price magic weapon and armor ablities like energy resistance slick and adpative ect. count as a +1 toward the max of +10 on the item? Example I have +5 Heavy forification armor, can I still add slick or energy resistance to it. I ask because in CRB there no assoicated + to the ablities just a GP value, but ultiamte equipment has them them listed under set +2 attriubte stats such as slick costing 3.750gp is under the +2 armor special ability table.
This is to FAQ inherant bonus with tomes.
I came accross this looking for a weapon I may want to buy for my hell knight later down the line. Dragon's Doom is a +2 Dragon Bane Halberd, that glows when dragons are within 100ft away. 3 times per day it can also ingore dragons DR as a free action. Is this a mistake? As the weapon is already magic and can go through Dragons dr anyway? Does dragons require +x weapon again to go thru dr?
I planing makeing a bounty hunter/batman type HellKnight
This is what I got so far I just wondering if I should go with different feats or ablities or Maybe I should get them in different order Fighter 1 Feat Power Attack and Furious Focus
Any suggestion are welcome also, if maybe level dips in other classes. I do want to stay away from two weapon fighing or limiting my self to one weapon.
I am working on building a Hell Knight Character, but I had a few questions about Pentamic Faith Dicipline and uses per day. Lets say Level 3 Hell Knight with Pentamic Faith- Picks Travel domain.
So that means I would get the Agile Feet power. Agile Feet power says I can do this can do this number of times per day = 3 + wisdom mod. But Hell knight power says Diciplines say he can only use a dicipline 1 once per day? So does get get to do this 3+ wisdom or 1 per day Now when it reachs hell Knight level 8 it has two uses of Diciplines per day. and would gain access to Dimensional Hop Travel domain power. This says the power can be used to teleport 10ft per level a days as move action and must be used in 5ft increments. 80 total feat. If these are limited to times per day as Diciplines Do i get two uses of each power or do I have two uses of Dicipline and have to pick which power I use. the rules mention exception with Pentamic faith, but the they way it is worded sounds as if just can't get the Discipline if you are not of the order that has it. Not uses per day.
Ok last Game session my group Had to fight 4 vrocks in a semi collapsed tower. 140ft above ground level. I we new to pathfinder, and figure we could use some exercise on combat maneuvers. I intend to use the spell in that manner only. A huge argument started over the rules of this spell. and the spot I could preform the bull rush from. I was trying to bull rush the dwarf from the side in my diagram. I had already push the sorcerer down off the ledge. The cleric proceeded to grab him since he had a ring of feather fall. it was going to be dam near impossible to bull rush this dwarf off edge. But I was going to try it any way. My fighter steps in and started to argue I can't because point origin of the spell would have only option is to bull rush strait basically in to spot label 1. I am aiming for spot x. My argument was I can start the spell as if the Vrock moved in an L pattern and preformed the maneuver but instead of moving I have the hole range of the spell as movement. need to say this took up a lot of time. I said fine forget it I am just going to violent thrust him off the edge targeted square X AC 5 with dwarf as weapon. So I did the same thing to him and the fighter. since they both have poor will saves. I forgot the dwarf had a ring of feather fall so he gets lucky fighter not so much. My players where still curious about this and asked me to post about it. So my question is can the dwarf be bull rushed in to spot x with this spell or spot 1 only V= Vrock
Just want everyone to double check my math and get some ideas I upgraded 2nd darkness to pathfinder core for my group and we are chapter the game is High Magic and high Ability scores. I have also made custom Relic are artifact items for my group. (All monsters have been upgrade by given more class levels or increase there Crs in other ways. Or increase numbers. Most of my group have found their Artifact and this will justify their temporary mythic powers. I will remove the powers as the play test comes to a close. So not all my pcs will be mythic yet. I am only going to start them at teir 1. Figure it will be good test of how mythic and non mythic pc handle, mix of situations. They are nearing the end of Chapter 3 of the AP so from here on out are spoilers 2nd Darkness: I upgraded Razor Horn to a young adult Green dragon and I just added Agile temp to it for the test.
Young Adult Green Dragon/Agile CR 11/MR1 XP 19,200
DEFENSE
OFFENSE
Spells Known (CL 3rd; concentration +5)
STATISTICS
SPECIAL ABILITIES Water Breathing (Ex)
Woodland Stride (Ex)
The Assassin Arkaxis has the next Artifact so I will not adjust him any more then I have. I already changed him to 5/5 Rouge/Assassin and turned him into noble drow. So he will not need to be adjust. The BEGG of this chapter Nolveniss normal encounter is just him and familiar. I upgraded to included some 4 drow solders as his protection. So the BEGG does not go down in 1 round. Should I remove the solders and add a 3 or 4 mythic Tiers to him or only 2 Tiers and keep the solders?
I still going through a lot of archetypes but tell if any others do anything strange like this. All the fighter ones I saw replace this for that at the same level. There is never any level jump or it is complete replacement of classed feature not a partial. Dragoon still gets armor training 1 and armor mastery. That makes no sense how one becomes a master of wearing armor without any of the others. You get banner at level 9 to replace the excess weapon training since you are limited to one group(this fits with other archetypes I have seen so far), but it does not increase in power at the same intervals as weapon training. It leaves a strange uneven level bonus. You get the next bonus at the same time you get bravery increase and the last one same time you get armory mastery. The weapon training that they replace happens at level 13 and 17. Also why are limited to only one weapon, for spinning lance skill should this not be like the other two lance skill useable with any weapon, or at lease spear group. The other two do not mention lance other than in the title. Banner skill is limited to just a lance as does weapon mastery. But shouldn’t this be any spear weapon? I get it use the lance cause it optimum for mount combat which brings me to leaping lance Leaping lance??? If these guys are mounted specialist using lances why the hell would they leap off their mount unless the mount was going to fall on them because it was dying? Why would you dismount take greater ac loss for a +2 to attack roll only to be in a weaker position the next round. Because you lose any shield bonus because the lance has to be used in two hands and the ability to x3 damage. Yes you get to keep all your mount feats for the charge. You can do this by just staying on the mount. You still have the advance of your entire mount feat the round after. All this archetypes ability’s and strengths are mostly depend on being mounted why would they ever give that up by choice.
Ok everyone, Need some ideas on a Spear build. I am thinking of doing dragoon or Pole Master archetype but I am unsure if GM is going to allow archetypes. So need back up plan of base fighter or in case I just don't want to do any of the archetype. I don't care for the Dragoon's last two abilities, I just don't see the use for them. while they are very cook for certain instances. I just seem them as rare instance. I can even think of a time where I faced someone else mounted besides a pc at end game to use Piercing lance. By the time you get leaping lance why would you get off your mount. by then you think you would have trample and ride by attack, why would you jump off? Only thing I don't like about the Pole Master is the -4 penalty on CMB and attack for shifting to hefted weapon. I was thinking quick Draw as a must have so I could full attack with short spears for distance. before charging or being useful against flying foes. I really like the step up chain of feats could make for real nasty threat to spell casters. any other Ideas or suggestions.
ok One of my players decided to animate a few undead. I went to go apply the template from I was little confused on some things
would the hill giant the be able to slam 2 times and claw 2 times since it gains claw attacks? but one of those at -5 or can it just do one or the other? "Special Qualities: A skeleton loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks." Does this mean the Giant would keep rock throwing ability but lose rock catching? or does it lose both of these. what are some examples of extraordinary special qualities that they keep. This same thing is used with Zombies so does this mean a Wyvern Zombie would keep poison and rake or lose it as. Also Does said Wyvern Zombie instantly gain 2 hit dice as the template states? or Can the creator keep them 2 hit dice lower?
ok going to rack a few of your brains. I am running 2nd darkness and was wondering if any one has updated status for these monsters or good swap out monster ideas set. The Moldering Emperor and Muck Lions? Here comes the real brain racking part it for all the old timers. you young-ins would have never seen some of these monsters before. After that adventure path is dune I am going to take my group on a tower of a an old AD&D 2nd edition adventure my uncle wrote for very high level. It was my first d&d game, and now I get to convert the adventure to pathfinder and run it for his son. but here a list of old 2nd monsters I need help replacing or bring over. Greyhawk Dragon
One of my players took Leader ship and I told him he may look for a cohort when he enter town. Since he play a Sea fairing failed pirate. I plan on give him a young Imperial Dragon, Sea. But he does not met the level requirement for such a cohort. So I was going to have the Dragon use some deception by have a it poly morph ability as semi permit through a magic ring the creature wears. Any suggest on a class the dragon would be good at faking so when my player thinks his cohort is leveling up. It really just use more of it natural ability that it is keeping hidden. It will not reveal what it really is until reaches the level requirement for the creature. |