I think the problem there lies in that the Yukon and BC Disagreed about whether spain had the rights to sell them to you to begin with.
Spain clearly had priority both in formal claim and in actual exploration over the British. The US then bought the land from the claimant with priority. Just because some Brits illegally settled in Spanish territory isn't enough to change who owned it. Temporary British military superiority is all that prevented the US from properly enforcing its claim to all land draining into the Pacific north of the 42nd parallel; now that the correlation of forces has changed, it's time to restore the territory to its legal owners. Any inhabitants who don't like it can move to actual Canadian territory on the eastern side of the Continental Divide.
Tell it to the Native Americans. I'm sure they'd love to hear all about it.
I vote we sell Colorado to the Chinese. I f~!*ing HATE living in this state.
Colorado is a weird one. On one hand it has, IMHO, unequaled natural beauty. On the other hand, the people there just suck (yourself excluded of course).
That's precisely it. I love the beauty of the Rocky Mountains, but anyone who doesn't realize how f&~*ed up the people here are should read the Denver Post's comment sections on any articles dealing with anything remotely controversial. It's absolutely horrifying.
I vote we sell Colorado to the Chinese. I f~$%ing HATE living in this state.
... and you think living there and in China at the same time will somehow be better?
Hell no. I'm getting my ass back home to California, or maybe east to Boston, as soon as it happens. I just feel like being a vindictive b*&!# at the moment.
I'll go through posted characters tomorrow morning and speak with AGMs about getting an RP thread up an running so we can start. Those who have volunteered to be AGMs are accepted. Divine spell casters are allowed, but Positive Energy only does half damage to these zombies, not full damage (this includes Smite Evil). Arcane magic works as normal.
As for the suggesting about bites from zombies outside your type tainting you with the curse but not actually killing you, I like it. It has some nice roleplay potential. Anything smaller than Small size is immune.
Aasimar are fine.
The 3PP content is fine.
In this campaign a critical hit is a headshot, and kills a zombie instantly. Destroying the head is required to kill a zombie, but reducing it to 0 HP without a headshot causes it to become paralyzed, at which point a coup de grace (also an automatic headshot) can be applied at leisure, so headshots are not required to eliminate the immediate threat a zombie poses. A paralyzed zombie regains 1 hit point and is no longer paralyzed after 4d12 hours if not killed.
Summoned creatures and eidolons can be infected, but if they are dismissed before reanimating and not recalled for at least 24 hours they will recover (leaving the materiel plane dilutes the effectiveness of the curse heavily).
Now that I think about it, cutting off divine magic, or magic in general, would make things REALLY gritty. I don't know if that was the intention.
On a related side note: Has anyone heard of and/or played the rpg "Outbreak"? It's basically the modern version of what we're talking about here. I've always been curious...
Never heard of it.
I don't really want to take away magic. I'm thinking of just reducing the effectiveness of positive energy against undead.
For those who want to be assistant GMs, there can be more then one, and can run player characters and GM if they want to and can RP a character as if they didn't know things the AGM knows.
Should I change the Any class restriction and ban Paladins, Clerics, and Druids (You can play a former Paladin or Cleric who exchanged their levels for fighter or a Druid who exchanged for Barbarian or Ranger) and require Rangers to be Skirmishers (See above post about the Gods getting whupped), or just throw undead at divine casters until they have no Undead targeting abilities left?
I think either tactic is valid. I just wouldn't limit yourself to saying that they ONLY attack in one combo. It becomes to easy to defend against them at that point.
I will probably submit a ranger. Something good at surviving in doors and out. I'm really stoked to try this out.
All right then. Individual zombies use different tactics, then.
Is the Soulbolt okay? It's basically a Soulknife, but ranged.
They have 3 forms for their Mind Bolt:
** spoiler omitted **
** spoiler omitted **
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Other than that, there aren't really many differences. There's a Blade Skill that allows them to fire in Melee range w/o AoOs happening, and a slightly altered Enhancement list for their enchanted Mind Bolt, but that's pretty much it.
Paladins hit pretty hard even without smite. "Holing up" is a common theme for level characters even in less deadly games.
I have no idea what I will play in this game yet.
Will we be going after the cause of the problem or is it strictly a survival game?
Survival. The cause of the problem is that the good deities lost a fight with a faction led by Urgathoa (the deity of undeath), who unleashed death upon the world. The crisis will end if and when the good deities rally to defeat Urgathoa. There is nothing the PCs can do to help them. They still have enough power for Clerics and Paladins to function, but not enough to stop the undead themselves. They have to beat Urgathoa for that to be doable.
Wouldn't a Fighter hit just as hard as a Paladin who has no smites left?
These are the zombies I plan to use in this campaign, except their disease is automatic death in 2d6 hours and reanimation in 1d6 hours unless a coup de grace is delivered to the infected individual or the individual's corpse prior to reanimation.
Now, in their entry it says that they grapple and bite in combat and rarely use slam. I don't plan to use that in this campaign. I plan to use one of the following:
Slam until the target is helpless, then bite
Grapple, pin, and bite, rarely slam
Which do you guys think would be better?
Also, their disease effects humanoids, monstrous humanoids, fey, magical beasts, animals, outsiders, and dragons. Aberrations, constructs, oozes, undead, and vermin are immune.
Just curious about the zombie bite rule. I like the 'fatal/no cure' angle but how often do Zombies bite? In other words, are they likely to bite as a standard attack in which case, any hit pretty much hoses a character and you will be going through a LOT of characters. Or were you envisioning it more as something they did when they had a character down, staggered, or at zero HP - sort of a zombie coup de grace?
They attempt to bite when a character is down, staggered, at 0 HP, flat footed, or otherwise unable to fight them off effectively. Otherwise, they use what weapons they have.
Scratch that. They use slam until their prey cannot resist, then bite. They lack the intellect to use weapons.
Holy poop on wheels!!! I'm definitely interested! I was thinking of throwing out an interest board for d20 Modern Zombie Apocalypse so this is right up my ally.
As much as I realize how obscene a Paladin would be in this type of campaign, I'd like to give the Myrmidarch Magus a go. I'll get some details up in a bit.
Magus is fine.
By the way, Clerics and Paladins run out of smite evil and positive energy uses eventually, so if you do end up playing one, it's not a God cheat.
Just curious about the zombie bite rule. I like the 'fatal/no cure' angle but how often do Zombies bite? In other words, are they likely to bite as a standard attack in which case, any hit pretty much hoses a character and you will be going through a LOT of characters. Or were you envisioning it more as something they did when they had a character down, staggered, or at zero HP - sort of a zombie coup de grace?
They attempt to bite when a character is down, staggered, at 0 HP, flat footed, or otherwise unable to fight them off effectively. Otherwise, they use what weapons they have.
The communities in and surrounding Golarion's Inner Sea.
Character creation:
Level: 3
Money: as CRB for 3rd level
Races: All core races, other races subject to GM approval
Classes: All CRB and APG, UC and UM by GM approval, 3rd party by GM approval
Feats: CRB and APG allowed, UC and UM by GM approval, 3rd party by GM approval
Abilities: 20 point buy
Traits: None
Alignments: All
The Situation:
You are adventures resting in Absalom when the zombie apocalypse begins. Absalom is overrun, so you must somehow escape the city along with as many survivors as you can find and locate a safe haven.
Campaign Rules:
I am interested in players willing to take part in a post-apocalyptic campaign where resources are scarce and need to be counted closely. Under the rules I wish to enact, any zombie bite is automatic death after 2d6 hours and reanimation as a zombie after 1d6 hours, with no save allowed and no spells capable of cure. This means the risk of player death is extremely high, and the players in this campaign will lose characters. I want this to be made clear up front. This is a campaign that will kill off your characters, so if you want to play, you should be willing to lose them. The PCs will be traveling with a group of other survivors, so PC deaths will be replaced with characters from this group. If you lose a character, you may generate a new one at party level who is assumed to come from this group of NPC survivors.
Assistant GM needed:
I am woefully inexperienced as a GM, and to run this campaign I would greatly appreciate having an assistant GM to give advice and assistance as necessary.
NECROTIC CARNIVOROUS BLOB CR 9
XP 6,400
N Colossal undead
Init -1; Senses blindsight 60 ft., tremorsense 120 ft.
DEFENSE
AC 1, touch 1, flat-footed 1 (–8 size, -1 dex)
hp 107 (26d8+3)
Fort +8, Ref +7, Will +15
DR 10/–; Immune acid, ooze traits; undead traits
OFFENSE
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee slam +25 (8d6+20)
Space 30 ft.; Reach 30 ft.
STATISTICS
Str 38, Dex 9, Con -, Int -, Wis 10, Cha 10
Base Atk +19; CMB +41 (+45 grapple); CMD 50* (can’t be tripped)
Feats Toughness
SPECIAL QUALITIES
Staggered
Any other oozes you would like zombified?
I should warn you that this particular zombie is not RAW compliant. This is because I let it keep the ooze traits, as it makes sense that they would continue to function in undeath. Being a zombie shouldn't make it vulnerable to critical hits. I also let it keep it's ooze damage reduction, for the same reason. Undead or not, it's still a blob. The zombie DR wouldn't make sense in this particular case. A zombie ooze seems to me to be something that would be very different than other zombies, so I think going against the RAW in this case is justified.
On the Pathfinder SRD Gorilla page there is a section stating that a real life gorilla would have 27 strength in game terms. I decided to zombify this Gorilla, too. I gave it +1 CR because of the accuracy and damage increase.
Realistic Zombie Gorilla:
Realistic Zombie Gorilla CR 3
XP 800
NE Large undead
Init +1; Senses low-light vision, scent
DEFENSE
AC 13, touch 10, flat-footed 12; (+1 Dex, +3 natural, –1 size)
hp 23 (5d8+3)
Fort +1, Ref +2, Will +4
DR 5/slashing Immune Undead
OFFENSE
Speed 30 ft., climb 30 ft.
Melee 2 slams +11 (1d6+11)
Space 10 ft.; Reach 10 ft.
STATISTICS
Str 29, Dex 13, Con 14, Int 2, Wis 12, Cha 7
Base Atk +3; CMB +13; CMD 24
Feats Toughness
Anyone who wants plague or fast zombies, please specify, and I'll add that to the pregen. Otherwise, I just use standard zombies.
I wasn't able to find the stats for the Xenarth in the Pathfinder SRD. All I found was a paragraph in the main Bulette entry explaining what they are.
Zombie Bulette:
Zombie Bulette CR 5
XP 1,600
NE Huge undead Init +1; Senses darkvision 60 ft., low-light vision, scent, tremorsense 60 ft.
DEFENSE
AC 13, touch 13, flat-footed 12 (+1 Dex, +4 natural, –2 size)
hp 51 (12d8+3)
Fort +4, Ref +5, Will +8
DR 5/Slashing Immune Undead
OFFENSE
Speed 40 ft., burrow 20 ft.
Melee bite +15 (2d8+10/19–20), 2 claws +14 (2d6+7). slam +16 (1d8 +1)
Space 15 ft.; Reach 10 ft.
Special Attacks savage bite
STATISTICS
Str 25, Dex 13, Con -, Int -, Wis 10, Cha 10
Base Atk +9; CMB +17; CMD 27 (32 vs. trip)
Feats Toughness
Ask and ye shall receive. I've been watching ABCs The Walking Dead lately, and it's got me in the mood to do something with zombies. I'm bored with all my work trying to make a campaign setting, and just want to do something simple and fun. Like zombifying stuff. I've got my copy of the Bestiary ready, so post anything (Animals, fey, monstrous humanoids, magical beasts, outsiders [Zombie demons. Throw that at your PCs. Angels if you just want to be mean.], high level characters. Anything you can think of, really. I really want to zombify some non-humanoids, but if you give me humanoids I'll zombify them.). I'm about to go to bed, but I'll check back tomorrow and zombify whatever's posted here.
I want a mindless undead that possesses the considerable cunning of a wolf or other natural predator. I also want something that, while not likely to win marathons, isn't exactly slow and shambling, either. Here's what I've got:
My plague zombie:
Take plague zombie template.
Modify ability scores to be to be str +2, wis +2, and all other ability scores unchanged.
Remove staggered quality.
Add in rule stating they run at x3 speed, not x4.
Grant Perception skill ranks equal to hit dice (still loses all other skill ranks).
Give +2 bonus to Perception checks for keen senses.
Add bite attack (1d6 base damage) as primary natural attack.
Modify disease ability to only require save on bite attack.
Remove death burst ability.
Give improved unarmed strike and improved grapple feats.
This creature, if not under someone's orders, will attempt to hunt and feed upon any living prey it can catch. If successful in feeding upon living prey it heals damage at the same rate a living individual would for the next 24 hours. It can also gain experience points in this manner (equal to what a PC would receive for slaying the creature in question times 2). They can gain extra hit dice, but not character levels, in this manner (they gain a new HD when a PC would gain a level).
These creatures are incredibly tenacious, and nothing except finding an easier source of prey will deter them once they begin pursuit. They are capable of simple tasks, such as opening doors (or attempting to break the door down) and climbing ladders, but not of complicated tasks such as placing a key in a lock and turning it or picking a ladder up off the ground and placing it somewhere they want to go. They do not use weapons. In combat, they prefer to grapple, then bite. They rarely use their slam attack.
Thoughts? Proposed CR? I'm thinking 1 at 1 HD, and by the Bestiary at higher HDs. Is that too low?
Thanks for the suggestions. I like the suggestion of giving each PC class extra bonuses that mimic what magic items would provide. It seems the simplest and most balanced solution.
As for DR, I could eliminate DR Magic/Good/Evil/Law/Chaos and implement other forms of DR,specifically more metals. Things similar to alchemical silver for all DR metals would keep characters from needing to buy 50 different weapons to bypass DR.
It probably is easy but if all you are going to do is give them the same bonuses why not just use the current rules?
This is a campaign that puts the PCs on a government paycheck and has no opportunities for gaining any significant treasure. The PCs simply won't have any money to buy high powered magic items, so I want to remove them from this particular campaign world altogether.
So modern countries make each fighter pilot provide his own aircraft? Why wouldn't the govt load them up if the mission was that critical? To use an analogy.
The government would naturally want to load it's best people (The PCs do some pretty important work) up with the best equipment possible. Why would the government give a +2 weapon instead of a +5 weapon, even if +2 is appropriate for their level? I can't think of a reason, and letting them have +5 is going to unbalance things too much. Issuing gear just won't work. It's too powerful. Making them buy their own makes more sense. This is actually standard practice in the modern day. When I was issued gear when I was in the Navy, it came out of my paycheck. The same would apply here. The government gives them some money, and they choose what to buy. Having a variety of different power levels of magic items would screw up the balance of this system. As I said before, why would they not get enough money for the most powerful, even if their level is way inappropriate?
Thanks for the suggestions. I like the suggestion of giving each PC class extra bonuses that mimic what magic items would provide. It seems the simplest and most balanced solution.
As for DR, I could eliminate DR Magic/Good/Evil/Law/Chaos and implement other forms of DR,specifically more metals. Things similar to alchemical silver for all DR metals would keep characters from needing to buy 50 different weapons to bypass DR.
It probably is easy but if all you are going to do is give them the same bonuses why not just use the current rules?
This is a campaign that puts the PCs on a government paycheck and has no opportunities for gaining any significant treasure. The PCs simply won't have any money to buy high powered magic items, so I want to remove them from this particular campaign world altogether.
Thanks for the suggestions. I like the suggestion of giving each PC class extra bonuses that mimic what magic items would provide. It seems the simplest and most balanced solution.
As for DR, I could eliminate DR Magic/Good/Evil/Law/Chaos and implement other forms of DR,specifically more metals. Things similar to alchemical silver for all DR metals would keep characters from needing to buy 50 different weapons to bypass DR.
Let's say I run a campaign where quickly enchanting weak magic items, such as crystals that operate like cell phones, scarves of water breathing, zooming scopes for ranged weapons, and the like (basically, stuff that doesn't add enhancement bonuses to attacks, armor, or ability scores) were incredibly common and available to most individuals, but higher powered stuff (like weapons or armor that provide enhancement bonuses and stuff that increases ability scores) is incredibly rare. This is do to a law of magecraft that the more magic dumped into an inanimate object, the more likely something is to go wrong. People can control magic. Inanimate objects cannot. Relatively small amounts in an object are fine (and mass produced), it's powerful magic items that cause problems.
So basically I'm taking away magic weapons, armor, and ability score bonuses. What I need to know is how heavily the game relies upon them. I'd think it'd balance out, since magic weapons are less important without magic armor to oppose them, but am I wrong about that? What about high level monsters? Are their attack and armor bonuses tailored specifically to oppose magical equipment? Am I going to have to modify pretty much the whole Bestiary to compensate?
They were so good at guerrilla warfare with it the British just made them part of the army because they couldn't pacify them as a colonized population and were tired of loosing men/ having them maimed.
Ohh and of course after all their service in WWII, and beyond to this day they are not guaranteed British citizenship after their tour of duty and receive a lower benefits package than the rest of the British army :(
The Ghurkas entered British service because they were impressed with the British :) They had been raiding northern India for years. A British officer and some Indian soldiers were sent to deal with it. When the Ghurkas showed the Indian troops ran away. The British officer refused to surrender despite being vastly outnumbered and facing certain death. The Ghurkas decided that they could serve with the British. The British, not being fools hired them. In 1815 iirc. The primary export of Nepal is still Ghurka soldiers, serving in the Royal Army.
On topic, I would like to respond to Ashiel that a fighter isn't really supposed to be special. It's supposed to be a general fighting class. In that respect, it's awesome. Perhaps it could use a bit better feat selection, though.
What's the bridge made out of? Can they just smash it to dump the troll into whatever's below and then cast fly to get to the other side and continue with the mission?
You heard me right. Roleplaying is fun and all, but sometimes you just want to destroy things. That, my friends, is what I aim to allow you to do.
I'm sure I'm not the first to propose a Modern Pathfinder. Hell, such a things already EXISTS. Sure, the one I propose has magic, but that's not unique. It's been done before.
Here's what we have. A Modern Pathfinder covering 1914 to the modern day technology-wise. Magic exists in the same amount as medieval Pathfinder, and this world uses magic as much as it does it's wonderful technology. So basically we have a magic-heavy modern world.
Now, here's the thing. Modern day effective law enforcement and adventuring do not mix. That's what cripples such a setting. How do you have a combat encounter in such a world without extensive police investigations and possible arrest? I have an answer.
Join the military. Such a career choice gives you all the combat encounters you could ever want, and no pesky police involvement.
Now, for those who say that war eliminates all the RP opportunities, I say think about it. Sure, it can, and that's not a problem if all you want to do is grab your helmet and assault rifle, memorize some fireball spells, and wreck some stuff. However, RPing can still exist in the middle of a war if you want it to. In a war where winning hearts and minds is important, actual RPing (as opposed to shooting everything in sight) may be important. RPing could also be done between encounters to flesh out the party characters. Or you could go the Call of Duty: Modern Warfare route and have a really exciting story behind all the shooting.
My proposed Purple Heart campaign setting will include a world of heavy magic and 1914 to modern day technology, along with plenty of nations to enlist in. It'll have tweaked core and base classes for use in a setting with automatic firearms, advice on how to best play each class in such a world, a massive amount of equipment (including rules for weapons of mass destruction), tips for RPing and character development in a war story (for those who don't just want to blow things up), advice for running both conventional wars and guerrilla wars, a campaign world with dozens of different nations with good militaries and tips on who is most likely to get into a war with who, advice on creating your own nations and militaries, information about how militaries are generally run and organized, information on how wars start, rules for vehicular combat (for those who want to be tank commanders or pilots), rules for fire support, naval rules, and information about military life. Finally, it'd come with information about how common magic is likely to effect a modern world and military tactics.