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Okay that's a lot of replies.... err
@Zephyre14 Sorry about that, but mechanical background? I presume TWF (no shield) Paladin is sufficiently un-optimized for our purposes, And I haven't seen a Paladin build that does TWF without a sword and board style before so... I assume it's not good.
And Acinders aren't really Heralds so much as Generals and Nobles that rule in their King's absence (Gwain), In fact the entire heavenly system i have set up is based off an absolute monarchy. Acinders do have some common traits between them though.
-They all use Fire (the Concept) in some martial, philosophical, or magical way
-They all rule a plane of their own (there is Four at any one time)
-They are all CR 25-30
-They Immortal in their plane (But a unique thing about the Maw, if you die fighting it, your soul is un-created with no possibility of revival, not even at the behest of a deity)
About the CR... I thought that adding class levels to monsters only added half a CR per level up until the monster's CR value. So Adding 20 levels to a CR 20 creature would only end up with a CR 30 entity.
Of course if i'm wrong i sound like an idiot.
Also, So far i'm Seeing this go Four ways (the build not the discussion)
-Build a Balor paladin lvl 20 and un-optimize it (man i gave a really bad title to this), this is the path I went with my first try.
-Take a Balor, give it a total of 30 Hit Die, and the Class abilities of a Level 20 Paladin, Which sounds entirely reasonable (but preety similar to the first way.
-Take a Balor, Advance to HD 30, Give it the paladin monster template (which sounds kinda... i dunno, lazy?)
-Re-tweak Ragathiel until i have something i'm satisfied with, which i'm reluctant to do because i wanted to keep him and this guy as separate as possible (no i really sound stupid because they're basically the same thing)
As for the Primordial sounding like Rovagug... Yeah, i guess they are rather similar. The Primordial was entire based on an idea i had, which was "What is Black holes are mouths?", which led to a hydra primordial of un-creation.
uhhh.... anything else i missed?

Ah, This is actually in the interest of creating a basis of my settings equivalents to Empyreal lords, and i figured paladin was a good as a start as any before i start doing custom stuff, Also I find discussing stuff like this to be incredible fun.
Or maybe he'll be an BBGG (Big bad good guy) in a future evil campaign?
@Zephyre14 When i say hold his own against demon lords, i was meaning him to have the same approx. amount of power (Provided both combatants are away from their home planes).
Also Background:
The Universe is beset by the servants of a primordial god of uncreation, he and his creations have no alignment, mind, or controllable motive other than mindless destruction of all things.
Demons, Angels, Inevitables, Kytons, Etc. Etc.(All outsiders that value existence) have long since united against "The Maw" under the Black-Gold Agreement, that has been made official with numerous political marriages and exchange of servants.
Bal-El was one of the many Servants of the Demon Lord Hele, but was expendable and was traded away to the Acinder (Title given to the greatest of Lord Gwain's servants) Asomdia
Under her service Bal-El slowly began to turn himself to the Fire of Healing and Warmth rather than destruction and pain, Over the millennium Bal-El distinguished himself on countless fronts and in innumerable battlefields until He was rewarded for his service by his lady with promotion into an Acinder of Gwain as well.
Anyway, that's what i have for him, that answer the background stuff?
Or should i post more, I'm still not at my computer, so i can't post what i have.
Of course, no one has to worry about the lore if they don't want. what i really want to see is the pure mechanics of this guy.
Remember, after i find a suitable build, i'm going to re-create him as a unique creature
Exactly as it says on the tin, How would one go about building a LG Balor that has 20 paladin levels. This is for a unique outsider for a home-brew setting. I realize that it basically any build for this guy will be OP considering it would be CR 30ish, but i intend this guy to be able to hold his own against basically every published Demon Lord
-Has to be a Balor Demon
-Has to have 20 levels in paladin
-should be around CR 30 at the end
-No mythic ranks
-Assume Unlimited GP
-Would like a single artifact custom to this guy, but maybe that could be a different thread
Anything else i should specify or is that enough to work with?
I'll post the build i have so far when i get home.
So i made a list of all the domains and subdomains that pathinder has to offer, brought up a random number generator, and started clicking.
Now i was having such i hecking good time that i thought those of the advice forum would be willing to help me finish off an actual pantheon for my setting, using all random domains and subdomains of course.
I already have one or two that i like, but i don't think anyone is interested in that (If you are, let me know) so i'll skip to the community stuff.
I would ideally have two gods/goddesses of every alignment, with every major domain covered by the end of this little post.
TL:DR
Help me turn a set of random domains into deities
So without further ado, the first set:
"Medicine, Competition, Storms"
"Solitude, Madness, Daemon"
"Rage, Inevitable, Ancestors"
As in the title, how would one go about creating the absolute most damage possible in a single attack/ turn without using multiple attacks. (no flurry of blows or full round attack).
My Party is being sent to a frontier outpost-castle that has been stripped of all but the most basics, they are to be deployed there for 5 years at which point the next arc is going to occur.
during this time they are going to be attacked by cultists, demons, natural disasters, bandits and the works. They have asked me about the logistics of managing a castle, what they need to bring, who they need to hire, what they should prepare for, the likes.
So, any answers?
The castle itself is of average size, bordering a Savannah and a forested land, it is a week''s travel there and back to the campaign home base, the party is not going to know the layout beforehand, and the only support that might come will be from a magical monastery run by a blind dragon three days away.
How would you personally design a level 8 "sniper" NPC, using all the tricks and tools of the trade.
The goal being, long-range, high-damage stealth, build. I'm thinking very specialized wizard or rogue.
So my players are about to meet the most powerful figure in a dystopian city-state overrun by demon-zombies.
what are some general tips and things to keep in mind when designing it? and what are some cool ideas for the boss itself?
You are literally the most beautiful person i have ever known
So one of my new players is absolutely dead-set on being Logan since he has recently watch the new movie. You see where i'm going with this, how do i make a level 6 wolverine?
i'm think natural attacking barbarian with regenerative stance + diehard

So i want to make a character inspired by Sepulchure the Doomknight and main antagonist of Dragonfable, a web based fantasy game.
Now the important things to know about Sepulcure is
-He is a VERY powerful necromancer, raising armies of skeletons with a way of his hand
-He is always clad in magical full-plate, and according to the wikia:
"He does not wear the doomknight plate, the plate wears him." Obviously a sub-sentient artifact of some kind
-has not one but THREE dragons, two of which are undead. the first is the size of a mountain which he has built his lair/castle on the back of, the second is fully grown which he rides into battle, and the final (and only living one) is a baby he keeps as a pet.
-He wields a magical, CE sentient sword which he regards with some respect
-Incredibly damaging and survivable, often killing others in one turn, and taking exploits to beat in-game.
Now my question is: how to stat such a beast?
clearly he is going to be a beyond 20 character, but what specifically? an undead lord cleric with leadership? a juju oracle? an oracle of bones? what?
help oh great ones of the messageboard, i implore you!

So, I want to invoke the mastery of these most powerful forums, as its infinite wisdom far surpasses my own.
So, what are some better racial traits and alternate racial traits for a home-brew setting for all these races.
Dwarves - Craftsmen, sailors, and grand wizards. Dwarves have a long and rich history of both terrors of the sea and grand masters of construct building. Their long history of sailing the seas and raiding the coastlines has long since ended with the onset of the Age of Hunger, when the world outside of the grand walls of civilization came to a halting crash. The dwarves, with no experience in architecture but grand ability with their machines came together and built their new, grand capital, the moving city Tzentochtl. With their new capital the dwarves walked the seas instead of sailing them, simply crushing the hordes of Maw before them. Dwarves have long since took on a great many of smaller races under their shell as apprentices, workers, and hired folk, such as goblins (Who adore their dwarvish tales and forge-work), Kobolds (Bred by Dragons as a slave race, who were lost without masters), and Wyrwood (Who were built by a dwarvish wizard long ago to be his "children")
This is one so far, any ideas?
I'm thinking
Dwarves are both tough and clever, but often dour and un-sociable
+2 con, +2 int, -2 cha
Medium
Humanoid(dwarf)
Base speed: 20ft (slow and steady)
Languages: Enclin(Common), Dwarven (dwarves can learn Giant, Goblin, Draconic, Goblin, and Orcish)
Sea raider (Dwarves gain a +2 bonus to AC when in the ranger favored terrain [Water])
Craftsman (+2 bonus to all craft to create objects from metal or stone)
Master Tinker (+1 disable device and Knowledge[engineering] checks, proficiency with all weapons you have created)
Hardy (Same as base dwarf)
Arcane focus
Stability
Mountaineer(because their city touches the clouds)
Building up from low, the party is level 6 right now and i plan to go on for 2 years or so. The setting will ensure a wide variety of powerful pseudo-demons to kill for XP for continuous levels
and must i say, your idea of the matrix is utter, flawless, gold because everyone in my group has seen and loves those movies.
thank you so much Hugo Rune
Also good points, i guess i should have considered my players a bit more. while some of them would love it, others would not.
The encounter i have planned for them just means they have to delay him long enough for his chance to be missed. And he isn't a god, but a CR 30 outsider at this point.
After they win, i'm thinking of him dropping to his knees, distress apparent. and then he would say something along the lines of "Do you know what you have done?" or "Now we'll never escape, why do you wish to remain trapped?"
hmm, this needs more thought
Kos isn't a real god, just a mantle that extremely powerful wizards-turned outsiders take. The burden of knowing everything eventually begins to destroy the body and mind, making each "Kos" seek out a replacement after 100,000 years or so. BBEG was ideal because he was the most powerful wizard and Kos had an easy way to convince him to take up the role.
The duty that each Kos inherits is making sure every god that falls in battle with Sthun'alaz (basically the idea of uncreation) is replaced themselves and that their followers are unaware.
But yeah, i see the flaws in this reasoning as i type. Also what about the god of false information?

I want advice and/or criticism for the driving goal of the BBEG and/or his personality/how i should act when him.
BBEG was a classically raised wizard who lived in poverty, eventually discovering the lies that his parents said to comfort him and the lies society made to keep order, he made it his life goal to seek the ultimate truth and discover the meaning of everything as it truly was.
The false god of knowledge, a powerful outsider named Kos, was nearing the end of its lifespan and needed a replacement to help maintain the order of life by reincarnating the gods continuously to prevent Apocalypse, and saw potential in BBEG as a replacement.
Kos approached BBEG with the offer to become "god" of knowledge, truth, and secrets in exchange for BBEG continuing its work. Needless to say BBEG accepted and Kos ascended him and passed on, However BBEG learn the ultimate truth that the entire world is nothing more than a fictional creation to entertain uncaring "players".
Now knowing this he conspired to bring about the end of creation by gathering the three keys of creation and unlocking the veil that hides the world from the primordial god of uncreation.
Kos foresaw this possibility and made a short-lasting clone containing a copy of his mind, and hid it under powerful illusion magic, the copy seeing BBEG go "Murder everything" runs to the Pcs to call in a favor they owe him. Stop his successor.
Tl:Dr
Guy wants to get rid of the "Lie" that is existing after realizing the setting is fictional.
Just a little thought experiment, how would one go about creating a Centaur PC with three levels in alchemist optimized for bombing?
Anything except 3rd party is allowed, so how would one do this?
Okay i'll bite, and this is a doozy cus i have 6 for ya.
Gan Kaliph - Tiefling with oversized limbs trait with normal looking arms due to pass for human racial trait, goes around with an oversized greatsword and fullplate. Took the "Lone wolf" upbringing trait.
Hae Renvoi - Celestial sorcerer that maxed diplomacy, no ranks in bluff, with voice of the sibyl and merciful spell
Ace R. Knish - High con half elf chain-smoking, pesh addict with endurance and diehard
Lown Tiwalk - Sylph Empiricist investigator with mostly human, a stockpile of poisons and cane-sword and blowgun
Odessa Osm - Half-orc order of the sword samurai with TWF, and a horse named Mancipia
Omber P. Furl - Middle-aged Archon blooded aasimar cleric that is a nihilist. Has Fey Foundling and Warrior Priest feats and all the healing spells he can take.
Bonus points for anyone who can find a way to get them all in the same party.
How would you make a level 10 martial character that reached old age?
I'm thinking lots of combat maneuvers and defensive combat.
So the campaign i run at my school usually only has 4 to 5 players in it at a time.
easy enough
however for some reason one of my friend brought his friends to the session this week and last, convincing them to play.
and while two of the new players are okay, the rest are incredibly disruptive while together.
I would prefer to have a smaller group, but my school is small and the session i run is the only one they could go to, and i don't want to be THAT GUY who tells them not to come anymore.
Anyway, so half of the total party is made of calm, experienced, or undisruptive players that actually role-play.
the other half makes asinine irrelevant comments and frequently gets everyone off track.
this would be manageable in a small group of 3 to 5, the the party has 13 (enough to be a private mercenary group) and no one else wishes to be DM.
help?

Okay, so i've been working on them some, and this is what i have so far,
(I couldn't find empiricist investivator in any of my books, which is sad because i couldn't do that now. Neither kineticist, which i was quite interested in.)
STR ----------------------------------------------------------------
Gan Kaliph
CR 1/2 XP 200
Male demon-spawn tiefling unchained barbarian 1 (Pathfinder Player Companion: Blood of Fiends 20, Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Combat 28, Pathfinder Unchained 8)
CN Medium outsider (native) Init -1;
Senses darkvision 60 ft.; Perception +7
————— Defense —————
AC 18, touch 9, flat-footed 18 (+9 armor, -1 Dex)
hp 15 (1d12+3)
Fort +4, Ref -1 (+1 bonus vs. trample attacks), Will +1
Resist cold 5, electricity 5, fire 5
————— Offense —————
Speed 30 ft. (20 ft. in armor)
Melee (L) greatsword +4 (3d6+7/19-20)
Special Attacks rage (6 rounds/day), powerful build
————— Statistics —————
Str 17, Dex 8, Con 14, Int 10, Wis 13, Cha 12
Base Atk +1; CMB +4; CMD 13 (14 vs. overrun)
Feats Furious FocusAPG, Power Attack
Skills Acrobatics -3 (-7 to jump), Intimidate +5, Knowledge (nature) +4, Perception +7; Racial Modifiers +2 Perception
Languages Common
SQ indomitable stance, pass for human
Other Gear full plate, greatsword, 290 gp
————— Special Abilities —————
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Indomitable Stance (Ex) +1 to Reflex vs. trample & to hit, dam, and AC vs. charging foe. Pass for Human You can pass for human, and count as a humanoid (human) for all purposes.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Powerful Build Can function as one size larger where advantageous.
Rage (Unchained, 6 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.
DEX ----------------------------------------------------------------
Odessa Osm
CR 1/2 XP 200
Half-orc samurai 1 ( Pathfinder RPG Ultimate Combat 18)
LN Medium humanoid (human, orc) Init +3;
Senses darkvision 60 ft.; Perception +1
————— Defense —————
AC 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 dodge)
hp 10 (1d10) Fort +1, Ref +3, Will +1
Defensive Abilities orc ferocity, resolve 1/day
————— Offense —————
Speed 30 ft.
Melee katana +1 (1d8+2/18-20) or wakizashi +1 (1d6+1/18-20)
Special Attacks challenge 1/day (+1 damage, +1 to hit while riding mount)
————— Statistics —————
Str 14, Dex 17, Con 8, Int 12, Wis 13, Cha 10
Base Atk +1; CMB +3; CMD 17
Feats Dodge, Two-weapon Fighting
Skills Handle Animal +4, Intimidate +2, Knowledge (local) +2, Ride +5, Sense Motive +5 (+6 when opposing a Bluff check), Survival +2; Racial Modifiers +2 Intimidate
Languages Abyssal, Common, Orc
SQ mount (horse named Mancipia), orc blood, order of the sword
Other Gear lamellar (leather) armor UC, katana UC, wakizashi UC, 245 gp
————— Special Abilities —————
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Darkvision (60 feet) You can see in the dark (black and white only).
Mount (Ex) Gain the services of a special animal companion.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Resolve (1/day) (Ex) Your resolve can remove effects or reroll saves.
Sword's Challenge +1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used, +1 to hit while riding your mount.
—————
Mancipia
Horse
N Large animal Init +1;
Senses low-light vision, scent; Perception +5
————— Defense —————
AC 14, touch 10, flat-footed 13 (+1 Dex, +4 natural, -1 size)
hp 13 (2d8+4) Fort +5, Ref +4, Will +1
————— Offense —————
Speed 50 ft.
Melee bite +3 (1d4+3), 2 hooves -2 (1d6+1)
Space 10 ft.; Reach 5 ft.
————— Statistics —————
Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +5; CMD 16 (20 vs. trip)
Feats Endurance Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel, Stay
Skills Acrobatics +5 (+13 to jump), Perception +5 SQ combat riding, stay
————— Special Abilities —————
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Stay [Trick] The animal will stay where it is.
CON ----------------------------------------------------------------
Ace R. Knish
CR 1/2 XP 200
Half-elf alchemist 1 ( Pathfinder RPG Advanced Player's Guide 26)
CG Medium humanoid (elf, human)
Init +2;
Senses low-light vision; Perception +7
————— Defense —————
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 12 (1d8+4) Fort +5, Ref +4, Will +1; +2 vs. enchantments Immune sleep
————— Offense —————
Speed 30 ft. (20 ft. in armor)
Melee unarmed strike -1 (1d3-1 nonlethal)
Ranged bomb +3 (1d6+1 Fire)
Special Attacks bomb 2/day (1d6+1 fire, DC 11)
Alchemist Extracts Prepared (CL 1st; concentration +2) 1st—enlarge person (DC 12), pesh vigor (DC 12)
————— Statistics —————
Str 8, Dex 14, Con 17, Int 13, Wis 12, Cha 10
Base Atk +0; CMB -1; CMD 11
Feats Brew Potion, Diehard, Endurance, Throw Anything
Skills Acrobatics -1 (-5 to jump), Craft (alchemy) +5 (+6 to create alchemical items), Craft (poison) +5, Knowledge (arcana) +5, Knowledge (nature) +5, Perception +7; Racial Modifiers +2 Perception
Languages Abyssal, Common, Elven
SQ alchemy (alchemy crafting +1), elf blood, mutagen (+4/-2, +2 natural armor, 10 minutes)
Other Gear studded leather, alchemist starting formula book, doctor's mask, doctor's outfit, pesh (20), 15 gp
————— Special Abilities —————
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+1 (2/day, DC 11) (Su) Thrown Splash Weapon deals 1d6+1 fire damage.
Diehard You are stable and can choose how to act when at negative Hp.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mutagen (DC 11) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 10 minutes.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
INT ----------------------------------------------------------------
Lown Tiwalk
CR 1/2 XP 200
Sylph rogue (investigator) 1 ( Pathfinder RPG Advanced Player's Guide 133, Pathfinder RPG Bestiary 2 258)
LN Medium outsider (native) Init +2;
Senses darkvision 60 ft.; Perception +8
————— Defense —————
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 8 (1d8)
Fort -1, Ref +4, Will +2; +2 racial bonus vs. enchantment and divination spells and effects
————— Offense —————
Speed 30 ft.
Melee rapier +1 (1d6+1/18-20) or sap +1 (1d6+1 nonlethal) or unarmed strike +1 (1d3+1 nonlethal)
Ranged blowgun +2 (1d2)
Special Attacks sneak attack +1d6
————— Statistics —————
Str 12, Dex 15, Con 8, Int 17, Wis 14, Cha 8
Base Atk +0; CMB +1; CMD 13
Feats Alertness, Persuasive Skills Acrobatics +4, Bluff +3, Diplomacy +5, Disable Device +4, Disguise +5, Escape Artist +4, Intimidate +5, Perception +8, Sense Motive +8, Sleight of Hand +4, Stealth +4; Racial Modifiers follow up
Languages Common, Dwarven, Elven, Halfling
SQ mostly human, secretive
Combat Gear maiden lily attar (50);
Other Gear chain shirt, blowgun, blowgun darts (50), rapier, sap, disguise kit, hollow-heeled boot, ink, inkpen, paper (10), sealing wax, thieves' tools, 94 gp, 5 sp
————— Special Abilities —————
Darkvision (60 feet) You can see in the dark (black and white only).
Follow Up (Ex) Make two Gather Information checks in the time normally required for one.
Mostly Human Appear mostly human, count as humanoid (human) for all purposes, as well as outsider (native).
Secretive +2 racial bonus vs. enchanment and divination spells and effects.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
WIS ----------------------------------------------------------------
Omber P. Furl
CR 1/2 XP 200
Werebear-kin skinwalker (coldborn) ranger 1 ( Pathfinder RPG Bestiary 5 )
N Medium humanoid (shapechanger, skinwalker)
Init +1;
Senses low-light vision; Perception +6
————— Defense —————
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 12 (1d10+2)
Fort +3, Ref +3, Will +2
————— Offense —————
Speed 30 ft. (20 ft. in armor)
Melee bone dagger +2 (1d4-1/19-20) or handaxe +2 (1d6+1/×3) or quarterstaff +2 (1d6+1) or unarmed strike +2 (1d3+1 nonlethal)
Ranged composite longbow +2 (1d8+1/×3)
Special Attacks favored enemy (humans +2)
Spell-Like Abilities (CL 1st; concentration -1) 1/day—calm animals (DC 9)
————— Statistics —————
Str 12, Dex 13, Con 12, Int 14, Wis 15, Cha 6
Base Atk +1; CMB +2; CMD 13
Feats Point-Blank Shot, Precise Shot
Skills Acrobatics -2 (-6 to jump), Climb +4, Handle Animal +2, Knowledge (geography) +6, Knowledge (nature) +6, Perception +6, Stealth +2, Survival +6, Swim +2; Racial Modifiers +2 Climb
Languages Common, Senzar, Sylvan
SQ change shape, change shape (bite), change shape (claws), change shape (climb 20 ft.), change shape (scent), track +1, wild empathy +1
Other Gear hide armor, bone dagger, composite longbow (+1 Str), handaxe, quarterstaff, backpack, bear trapAPG, fishhook (5), flask, flint and steel, hemp rope (50 ft.), mug/tankard, soap (10), twine (50') APG (2), waterskin, whetstone, 144 gp, 8 sp, 3 cp
————— Special Abilities —————
Change Shape (Bite) (Su) You can choose to gain a bite attack that deals 1d6 points of damage when shifting into bestial form.
Change Shape (Claws) (Su) You choose to gain 2 claw attacks that each deal 1d4 points of damage when shifting into bestial form.
Change Shape (Climb 20 ft.) (Su) You can choose to gain a climb speed of 20 feet when shifting into bestial form.
Change Shape (Scent) (Su) You can choose to gain scent with a range of 30 feet when shifting into bestial form.
Change Shape (Su) Shapeshift into bestial form, granting animal-like powers.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. humans foes.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy
CHA ----------------------------------------------------------------
Hae Renvoi
CR 1/2 XP 200
Female azata-blooded aasimar (musetouched) oracle 1 (Pathfinder Player Companion: Blood of Angels 22, Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Bestiary 7)
NG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +3 (-2 to hearing checks)
————— Defense —————
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 10 (1d8+2)
Fort +1, Ref +2, Will +1; +2 circumstance bonus vs. effects that require hearing
Resist acid 5, cold 5, electricity 5
————— Offense —————
Speed 30 ft.
Melee club +0 (1d6) or dagger +0 (1d4/19-20) or unarmed strike +0 (1d3 nonlethal)
Spell-Like Abilities (CL 1st; concentration +4) 1/day—glitterdust (DC 15)
Oracle Spells Known (CL 1st; concentration +4) 1st (4/day)—command (DC 14), cure light wounds , sanctuary (DC 14) 0 (at will)— create water, light, purify food and drink (DC 13), stabilize
Mystery Heavens
————— Statistics —————
Str 10, Dex 15, Con 12, Int 14, Wis 8, Cha 17
Base Atk +0; CMB +0; CMD 12
Feats Persuasive, Voice Of The Sibyl UM
Skills Bluff +5, Diplomacy +12, Heal +5, Intimidate +5, Perception +3 (-2 to hearing checks), Sense Motive +3, Spellcraft +6; Racial Modifiers +2 Diplomacy
Languages Abyssal, Celestial, Common, Draconic, Sylvan
SQ oracle's curse (tongues [celestial]), revelation (coat of many stars)
Combat Gear healer's kit;
Other Gear leather armor, club, dagger, butterfly net APG, chalk, chalkboard APG, cleric's vestments, earplugs APG, fashionable accessories, lamp, medium tent APG, perfume, common ISWG (10), pot, sack, sewing needle, soap (20), twine (50') APG, waterskin, whetstone, 269 gp, 2 sp, 3 cp
————— Special Abilities —————
Coat of Many Stars +4 (1 hours/day) (Ex) +4 AC.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Tongues (Celestial) You can only understand and speak one language in combat.
Voice of the Sibyl Gain bonus to Bluff, Diplomacy, and Perform (oratory) checks
Thoughts?
Ah, thought it would be something like that. Light Yagami was a genius who wanted to become god to purge evil from the world, basically max ranks in all knowledge skills and stupid high INT.
So i thought some more and changed it a little to:
STR - Over sized-limbs tiefling armored hulk barbarian w/t large great-sword
DEX - TWF half-orc ronin samurai w/t wakizashi + katana
CON - (?) Oracle of life drug addict (?), oracles are immune to disease are they? or CON based alchemist
INT - (?) Empiricist Investigator (?), have seen this yet, will have to check
WIS - (?) Ranger/Druid (?), again, no idea which would be better
CHA - Stupidly optimistic no-kill paladin using blunt weapons and medium armor

So i wanted to make a full NPC party of 6, each based around one particular stat to make up a balanced set and wide range of effective skill and party roles.
This means Heroic NPC array (15,14,13,12,10,8) and no-multiclassing if i can avoid it. I want to make the 1st level stat-blocks before building off of it, so starting there would be good.
The STR character is a two-handed tiefling fighter with over-sized limbs to wield a large greatsword
his array is (STR-17(15+2) DEX-8 CON-14 INT-11(13-2) WIS-12 CHA-12(10+2)
So he was fairly easy, however i only have vague ideas for the rest of the group and a really cool but potentially unworkable idea for CON
somthing like this:
DEX - TWF, Mobility, Ninja?
CON - Poison-use, chain-smoking, drug-using paladin
INT - Light Yagami type skillmonkey or Diviner wizard
WIS - Nihilistic ranger/druid, foil to CHA
CHA - Stupidly optimistic "chosen-one" Oracle of life?
Any help for the construction and/or feasibility of this whole thing? suggestions to improve STR? Help?
Firewarrior44 wrote: Are (Su) abilities allowed? and by extension Alchemy (Alchemists / investigator's) So long as the ability in question is not (Sp) or a spell, then yes
so yeah, they are
In your own opinion, what is the most balanced party someone can create within a no-magic campaign setting?
All classes and archetypes that don't use magic or spell-like abilities are on the table.
avr wrote: Create meaning as gods, with domains etc., or create as a monster, with HP etc.?
Genociding all dragons doesn't sound good to me. Metallic dragons, to say nothing of exceptional chromatic dragons, are a thing. Are you sure he's not self-deluding evil?
Create as a monster mostly, i've looked at the high level things in the four bestiary some, but i'm not confident in making one on my own yet.
This setting only has one species of dragon, which presumably killed or drove to extinction all the others a long time ago. they are not attuned to any one element, but all are powerful arcane casters.
So I want/need to create a bunch of really powerful outsiders for a setting i have, and would like some advice on how to create them.
the first one i have an idea for is Saint Mir, A dragon turned celestial dragon dragonslayer...
that doesn't make much sense... okay story-time.
Disraeli Mir was once a mortal dragon, born without the grand scales and powerful body of his kin, and without their grand wings, and was hated and shunned for it. Despite his acomplishments in evocation magic he was tossed into a cursed flame and left to die.
There he spoke to Hu'untar (Think Odin + Prometheus) who took him in as his own. When he emerged Disraeli Mir became a being of flame and light, and took the name Saint Mir, swearing to wipe the dragons off the face of Praeon.
Saint Mir grants his blessing upon all who call dragons their enemy, no matter their alignment and without their permission or even desire for such in many cases.
that, how does one stat that?
Would a NPC transmutation wizard with a lot of rods of still spell in full plate be feasible?
or would you build a different way to get a wizard in full-plate?
I mean through any and all means, such as
A Young Kobold with minimum base strength with have a final strength score of 1
Min-maxing
Just a simple curiosity question.
What is the highest and lowest possible of each stat at level one within the context of the rules?
It's unfortunate that your GM sees it that way, as I see you to be in the right.
A good way to deem if an action is Lawful or not is ask "What would Batman do?"
Seriously, this question has silenced a dozen or so arguments at my table so far.
A new player is joining our current game, and wants to play a Stealth/Archery/Magic build at level six.
I told him that this wouldn't be quite effective until level 12 or so, but he is pretty adamant about it.
I told him i would look into making him an effective build for it, but i have no idea to construct such a widely unfocused character.
And now i'm here, Help?
VRMH wrote: Wouldn't it be simpler to shrink the Dwarves? Simpler yes, More fun no
Actually, why not.
Making rules for unexplored concepts is FUN! and if anyone wants to help such a massive undertaking, i'll gladly accept the help!
Hmm, and it would be unrealistic to make rules for every single possible change by myself...
Doesn't mean i wont'll try!
Thanks for the help though!
So how would one go about stating a construct big enough to fit a city of dwarves in it's belly or should i just avoid giving it stats entirely and instead make it an environmental hazard, like a typhoon?
Hmm...
I suppose you're right, I suppose i didn't consider the long reaching effects futher than the few examples i had thought of.
Alright, scraping this domain for something else, I'll try to think of something more reasonable. Unless i put some heavy restrictions to balance such a powerful ability.
Thanks for the voice of reason

Tarik Blackhands wrote: I'll say up front I heavily dislike the domain power on flavor grounds and have very minimal idea how the paizo's concept of aether (which is closer to telekinesis/force) translates to atomic manipulation.
Further it's hilariously broken. Take 5kg of hydrogen from the air, translate to as many 5kg bricks of gold as your level allows. Repeat ad infinatum for infinite gold.
On the subject of "Aether" that is just a placeholder name until i get something better, and in the Hombrewed campaign i'm running the Aetheric realm is the chaotic cesspool of creation.
And You cannot actually change Hydrogen into Gold, as that would require about 80 cleric levels to accomplish. at level 20, the most you can change Hydrogen into is Neon, which is worthless as far as price is concerned. You can only add a number of electrons and protons equal to your class level after all.
But you do have i point, i should make sure that you can't change it to gold after multiple uses... sooo
Aetheric Transmutation: As a full-round action, you may add or remove a number of electrons or protons from any element you currently touch equal to your class level. You may only change one element per use of this power and only 5 kilograms of that element per class level. No matter how many electrons or protons are added or removed, the number of neutrons changed is always only enough to balance the new element. You cannot use this power to produce radioactive elements. You may only use this power a number of times per day equal to your class level + WIS or INT (Whichever is higher) modifier.
An Element changed cannot be changed again for one month's time

So I need help with the wording and balancing of a Cleric domain idea i had, but i couldn't find any similar powers to compare it to. I tried to make it give the character options without it being overpowered.
Aether Domain
Deities: Proctor Kos
Granted Powers: You can change the material plane directly, changing materials into similar materials via positive or negative Aetheric particles and you can change the shape of a material directly.
Aetheric Transmutation: As a full-round action, you may add or remove a number of electrons or protons from any element you currently touch equal to your class level. You may only change one element per use of this power and only 5 kilograms of that element per class level. No matter how many electrons or protons are added or removed, the number of neutrons changed is always only enough to balance the new element. You cannot use this power to produce radioactive elements. You may only use this power a number of times per day equal to your class level + WIS or INT (Whichever is higher) modifier.
Domain spells:
1st - Magic Weapon
2nd - Alter Self
3rd - Beast Shape 1
4th - Stone Shape
5th - Fabricate
6th - Move Earth
7th - Polymorph, Greater
8th - Polymorph any Object
9th - Shapechange
-----
Is this balanced in any way, and if not, is it overpowered or under-powered?
Any other suggestions to improve? Wording corrections?
So for the final Enemy of the campaign i'm running, i wanted to have the PCs fight a representative of what is equivalent to Rovagug in this universe. I am thinking of using a extremely high level cleric or other divine magic user under it's control.
However i don't quite know how best to construct a "Uncreation-Pope" and would like some suggestions.
I'm thinking a 20th level half-fiend cleric whose domains are void and destruction, backed up by a dozen or so of the Uncreator's "children"
However, i'm worried this wont'll be effective in the least, so any suggestions for this?
So I wanted to build a large party designed to take on at least four times their number in terms of foes about half their level as a thought experiment and practice, but then realized i have no idea where to start.
So my question is, What is the optimal 8 person party for fighting large numbers of low CR creatures while still being somewhat effective in a majority of situations and encounters in your opinion?
Have some more examples, this time weapons.
Gorm Long-spear, +1 dmg against magical beasts during the night
"Hunter of the Red Plains."
Quiver of Plenty, magically creates one arrow once a day
"May our arrows blot out the sun, so we may have shade to fight in."
Khorn Shield, +1 will saves when the target of a Smite
"As i walk, i fear not the fell magic of the twisted fallen."
Holy sword of Nolwir, Produces Light as a torch for 10 min once per day
"Hold aloft the blade that drives away the black, this I declare."
Okay, updated list of gods after an hour of looking through the book.
Hu'untar - LG - Martial God of the Sun
Aae'reis - CN - Martial Goddess of War
Fanraen - NE - Martial God of the Hunt
Thae'fif - LN - Hidden Goddess of Planning
Fraedan - CN - Hidden God of Freedom
Alec Bran - N - Hidden God of Theft
Tomars - Arcane Goddess of Rituals
Proctor Kos - N - Geometric God of Knowledge
Writh'lyn - NE - Dragon God of Curses
Naturan - N - Plant God/dess of the Natural Order
Sthun'alaz - CE - Unknowable being of Un-creation and monsters
Skinvel - LN - Minor god of Medicine
Baress - CN - Minor goddess of Sailing
Roa't - N - God of Death
Couldn't find a PDF of First edition immortals rules, will have to go see if my local Mr. Kays has one.
Did find a copy Deities and Demigods, and reading through that now, hopefully i'll get some more ideas.
Thanks for pointing me in that direction though!
Okay, so i crunched the numbers (divided most items by 10) and the new total price is...
Drumroll
15405 gp for the lot
Considering how well that worked out for this I have a new Homebrew Rule for Magic Item creation
"If Item mimics only one of several possible effects or a heavily reduced version of the original effect, then divide final cost by 10"
Ah, thanks for pointing that out, but the price remains the same because i thought that Silent image was a cantrip when it's actually a level one
level one spells run through that particular function result in 2000 gp for caster level one. cantrips are 1000 gp
Ahh, I already see some of the mistakes i made
Safe of Money Protection
Single use, spell completion Spell level × caster level × 25 gp
Charges per day Divide by (5 divided by charges per day)
No space limitation Multiply entire cost by 2
so...
SL 2 x CL 3 x 25 = 150
150 / 5 = 30
30 x 2 = 60 gp
Much more managable
And if anyone could come up with a modifier for only using one possible spell effect (for using only the colour change of prestidigitation) that would be great, i'm thinking divide by 5

Okay, this has gotten ridiculous...
So i used the magic item creation rules to find the costs of each Item, by finding what spell would best fit each, then running the numbers.
It gets stupidly expensive, and most items could probably be reduced by a factor of ten realistically. If someone could double-check me and find a more reasonable price, i would be happy. Keep in mind these are the MINIMUM and not including item cost, just magic cost
Silver Brush - (Skill bonus (competence) Bonus squared × 100 gp)
100 gp
Cloak of Family - (Save bonus (resistance) Bonus squared × 1,000 gp)
1000 gp
Matching Rings - (Use-activated or continuous Spell level × caster level × 2,000 gp) (Status spell) 12000 gp
Fire Poker - (Use-activated or continuous Spell level × caster level × 2,000 gp) (Spark spell) 1000 gp
Auto Kettle - (Use-activated or continuous Spell level × caster level × 2,000 gp) (Heat Metal spell) 12000 gp
Watchers Pendant and Outfit - (Use-activated or continuous Spell level × caster level × 2,000 gp) (Status spell) 12000 gp
No-smell Pipe - (Use-activated or continuous Spell level × caster level × 2,000 gp) (Negate Aroma) 2000 gp
Crafting Station - (Skill bonus (competence) Bonus squared × 100 gp) 2500 gp
Memory Cube - (Command word Spell level × caster level × 1,800 gp) (Locate Object spell) 10500 gp
Special Effects Cloak - (Skill bonus (competence) Bonus squared × 100 gp) 400 gp
Ring of Fire Detect - (Use-activated or continuous Spell level × caster level × 2,000 gp) (Detect Magic spell - Modified) 1000 gp
Extra Handed Pot - (Use-activated or continuous Spell level × caster level × 2,000 gp) (Purify food and drink spell) 1000 gp
Quicke Robe - (Use-activated or continuous Spell level × caster level × 2,000 gp) (Prestidigitation) 1000 gp
Neverful Mug - (Use-activated or continuous Spell level × caster level × 2,000 gp) (Create Water spell - Modified) 1000 gp
Safe of Money Protection (Use-activated or continuous Spell level × caster level × 2,000 gp) (Secret Chest spell) 90000 gp
Mirror of Past Image - (Use-activated or continuous Spell level × caster level × 2,000 gp) (Silent Image spell) 1000 gp
Talking Tina - (Command word Spell level × caster level × 1,800 gp) (Prestidigitation spell) 900 gp
Hobbyist's Book - (Use-activated or continuous Spell level × caster level × 2,000 gp) (Gentle Repose + Prestidigitation spell) 13000 gp
Active Painting - (Use-activated or continuous Spell level × caster level × 2,000 gp) (Silent Image) 1000g gp
Underage Glass - (Use-activated or continuous Spell level × caster level × 2,000 gp) (Purify food and drink spell - Modified) 1000 gp
Toastin' Knife - (Use-activated or continuous Spell level × caster level × 2,000 gp) (Heat Metal spell) 12000 gp
Suit of Looking Fly - (Use-activated or continuous Spell level × caster level × 2,000 gp) (Prestidigitation spell) 1000 gp
Magician's Ring - (Use-activated or continuous Spell level × caster level × 2,000 gp) (Prestidigitation spell) 1000 gp
Gloves of Sloth - (Use-activated or continuous Spell level × caster level × 2,000 gp) (Mage's Hand spell) 2000 gp
Baton of the Maestro - (Use-activated or continuous Spell level × caster level × 2,000 gp) (Ghost Sound spell) 2000 gp
Goblet of Meddling Kids - (Use-activated or continuous Spell level × caster level × 2,000 gp) (Prestidigitation spell) 1000 gp
Blind Mage's cane - (Use-activated or continuous Spell level × caster level × 2,000 gp) (Detect Magic spell) 1000 gp
Never-out quill - (Use-activated or continuous Spell level × caster level × 2,000 gp) (Prestidigitation spell) 1000 gp
Dirty rat's spade - (Use-activated or continuous Spell level × caster level × 2,000 gp) (Find traps spell) 12000 gp
Flavor shaker - (Use-activated or continuous Spell level × caster level × 2,000 gp) (Prestidigitation spell) 1000 gp
Moist Towelette - (Use-activated or continuous Spell level × caster level × 2,000 gp) (Drench spell) 1000 gp
Book of Trivial Facts - (Skill bonus (competence) Bonus squared × 100 gp) 400 gp
Kaffine construct - (Use-activated or continuous Spell level × caster level × 2,000 gp) (Prestidigitation spell) 1000 gp
Rainbow Brushes - (Use-activated or continuous Spell level × caster level × 2,000 gp) (Prestidigitation spell) 1000 gp
Ever-cool rock - (Use-activated or continuous Spell level × caster level × 2,000 gp) (Chill Metal spell) 12000 gp
Table of Long feasts - (Use-activated or continuous Spell level × caster level × 2,000 gp) (Purify food and water spell) 1000 gp
Podium of Auditory volume - (Use-activated or continuous Spell level × caster level × 2,000 gp) (Ghost Sound) 1000 gp
Dueling Blades - Couldn't find something other that the "Merciful spell" metamagic feat so just make these both Merciful weapons and half the price?
Comb of Accessorizing - (Use-activated or continuous Spell level × caster level × 2,000 gp) (Prestidigitation) 1000 gp
Bartender's Friend - (Use-activated or continuous Spell level × caster level × 2,000 gp) (Prestidigitation) 1000 gp
Total - 216800 gp + dueling sword cost
---------------------
I'm actually kinda amazed at the mileage one can get for a level zero spell (Prestidigitation). But again, these prices seem ridiculous...
Any one else wanna take a crack at it?
Gimme a minute and i'll give a rough estimate, need to do this anyway.

Oh, i should probably list the party and the deities i have ideas for... so here they are.
Claudius R. - Human Paladin (Divine Hunter), average joe paladin without much weirdness going on about him
Goodwin - Elf Cleric/Rouge/Fighter, Traumatized Multi-personality disorder victim, switches personas during stressful situations.
Shi Hou - Vanaran Monk, a wandering monk form a destroyed monastery, looking for a reason in life
Talyn D. - Elf Magus (Spellblade), a walking cliche that has a penchant for hawks and curved swords
Webber S. G. - Aboleth Construct (Homebrewed) Gunslinger (Mysterious Stranger), a very unsucessful pirate, has recently lost both origianl hands.
Winveld - Human Cleric of Skinvel, constantly drinks and loves to tell stories of his time in the war, mentor to Goodwin, hears his god speak to him
and the gods/pseudo deities :
Hu'untar - creator deity, who stole the flame of good and evil from his home plane and brought it to the material plane, creating the universe and driving Sthun mad
Llune - Beast god of elves and the natural world, lord of animals, water and the moon
Proctor Kos - Psuedo Deity of knowledge and divination, geometric being looking like a triangle with a single eye. ensures the gods are reborn and keeps the universe in check
Skinvel - Minor deity of Medicine, crows, and plagues, very personal to his followers due to his lack of them.
Sthun'alaz - Unknowable God of Healing, madness, void, monsters, and un-creation. Does not think or plan as it came from before the creation of those concepts, eats stars on a regular basis and cannot die.
...
And thats all the gods i have so far, not much creativity in that regard i'm afraid
But i hope that helps one get a picture of what i have to work with
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