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McDaygo's page
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So as both a GM and opening up to my players I wanted to build something akin to a mix of Blood Elves from Wow and Psi Stalkers from RiFTs
Basically a magic energy vampire that isn’t undead. The closest thing I found was the drain magic Su ability which needs to be toned down of gives to a player race.
“Magic Drain (Su) The bite of a nightwing drains magical power and energy. When a nightwing bites a foe, the victim must make a DC 23 Will save or one spell effect currently affecting him immediately ends—determine which spell is drained randomly if the target is under the effects of more than one spell. The nightwing heals damage equal to twice the level of the spell drained—hit points in excess of its maximum are instead gained as temporary hit points that last for 1 hour. If a nightwing attempts to sunder a magic item with its bite, its magic-draining bite renders the item nonmagical for 1d4 rounds (if the item is a permanent magic item), drains 1d8 charges (if the item has charges), or renders it permanently nonmagical (if the item is a one-use item). The item (or its wielder, if the item is attended) can resist this effect with a DC 23 Will save. Damage dealt to an item is applied after the effects of magic drain are applied. The save DC is Charisma-based.”
Now to crop it and tone it down: So instead of a bite, I was going to do the intended target must be actively bleeding and touched to utilize this ability on a living target. Magic items can be used as MREs for substances but taste foul. Can be used (undecided) a day, after feeding both attacker gains the fatigued condition and victim gains exhausted.
As far as nutritional requirements mechanical wise I’m thinking the race as a point pool = level + Con Mod/ 4. Each day the point pool drops automatically. Points are absorbed by 1 x spell level. So each charge absorbed from say a fireball wand is 3 points, where as a 0 level spell gives no nutrition, it can be consumed much like eating a zero calorie snack to stop points going down. I also want to incorporate a magical addiction so if a point counter reaches below zero, the player becomes reckless attacking any arcane caster or monster/races with spell like abilities. If they killed an intended target, the points absorbed is double.
The save will be 10+spell level + casting modifier so trying to devour a mage armor would require a 15 save vs. 23 giving the defender an easier time.
These are all rough ideas and most sounding them off here to balance. My concerns is How many times a day do I want to allow feeding? One seems too low and I don’t want to give a free exhaustion (if they fail to save)at will either so maybe 3 times a day? Or keep it at will, downgrade exhaustion to fatigue for victim

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So I want to run a low magic game. No technology just pure medieval high fantasy setting. Things like +1-+5 will be flat bonus for superior craftsmanship which is an easy reskin.
Races and Monsters will be the same only I won’t introduce ones with crazy spell like abilities (minor ones I’ll reskin as supernatural abilities).
The issue I am having is having is when I introduce magic what way do I go about it:
Let the players pick any class from Core or APG
Option 1) Advise the players that yes you can pick say Cleric but until Magic is introduced, you will not have access to any spells or abilities that are magic in nature. This leads to the issue of do I not level my party at all till I introduce it so a character doesn’t go from no magic to say level 3 spells over night. Or level like normal with the understanding that gou will catch up in power and don’t make dumb calls.
Option 2) Have only Martial characters available at first but allow cross classing or re classing
This also brings up healing without magic. I know the heal skill can do wonders but I don’t want to have game stop cause “oh we are waiting 8 hours to heal again”
So I want to design an Iron Golem curse for my pirate game; Only I don’t want them to be mindless. Definitely a double sided thing with pros and cons.
The pros (mechanically):
+20 Natural Armor, DR 15/adamantine; Immune: construct traits, magic, Stop aging. +4 STR
As they are not full golems, I’d have them keep both Con and Int.
I need help fleshing out cons where if a player gets infected it something they heavily consider trying to cure.
So far I have:
-No benefits from Magical healing (outside of make whole), (from a RP perspective) No enjoyment of Food or pleasures of the flesh, Vulnerability to rust/rusting grasp, -4 Dex, -10 movement speed. Controlled via creator (treat as dominate person with duration of permanent and they get no saves)
Little background: So I’ve designed a Sea Pirate that is a Dino Druid/Pack Master 10, Sea Reaver 5
His ship is going to be a floating city kind of like the coconut pirates in Moana thay can split off. As only the main hub as sails, the idea is he has two tylasaurus attached to the smaller islands (his animal companions) that can detach and allow the raiding party to advance. The dinosaurs in the water are permanently attached unless the structures are destroyed amd this way they can propel the island against the wind.
I know because I’m the GM and I say poof gargantuan pets and no one would bat an eye; however I’d like have a way to do it with the rules (for my own knowledge when I’m not in the GM seat).
I know animal growth can make them huge but I think they need to be gargantuan just like the wild animal to pull off the visual.

So a clocksmith wizard get a clockwork familiar via clockwork bond:
A clocksmith forms a bond with one of his clockwork creations and begins play with a constructed familiar. He must select this familiar as his arcane bond. The constructed familiar functions as a typical familiar of its type except as noted here.
The construct familiar is always a construct with the clockwork subtype. A construct familiar grants only half of its typical bonus (minimum +1 bonus) from its special familiar ability to its master.
This alters arcane bond.
The subtype lists:
Clockworks are constructs created through a fusion of magic and technology. They have the following traits unless otherwise noted.
Winding (Ex) Clockwork constructs must be wound with special keys in order to function. As a general rule, a fully wound clockwork can remain active for 1 day per Hit Die, but shorter or longer durations are possible.
Vulnerable to Electricity: Clockwork constructs take 150% as much damage as normal from electricity attacks.
Swift Reactions (Ex) Clockwork constructs generally react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.
Difficult to Create (Ex) The time and gp cost required to create a clockwork is 150% of normal. Construction requirements in individual clockwork monster entries are already increased.
Clockwork Augmentations
In addition to the standard special abilities and qualities granted by the clockwork subtype, many clockwork designs incorporate more abilities designed by their engineers. The following examples are intended to help GMs build new clockworks or modify existing ones.
Some of the most common clockwork special abilities have been gathered in this section along with a number of new ones.
Charged (Ex): Equipped with a static generator, a clockwork with this special ability deals an additional 1d6 points of electricity damage with all natural attacks and melee weapons it has. Source PAP123
Efficient Winding (Ex): Built for long missions, a clockwork with this special ability can function for 2 days per Hit Die each time it’s wound. If the creature’s CR is 11 or higher, it can function for 3 days per Hit Die each time it is wound. Source PAP123
Embedded Ioun Stone (Ex): As a full-round action, an ioun stone can be embedded in (or removed from) a slot in the clockwork creature (usually on its forehead). It is possible to embed or remove an ioun stone only if the clockwork is helpless, pinned, or willing. The clockwork gains the benefit of the ioun stone, including its resonant power. Source PAP123
Grind (Ex): A clockwork with this special attack deals additional slashing damage when it makes a successful grapple combat maneuver check because of many twisting gears and churning pistons in its body. This additional damage is equal to 1d4 points (1d6 if Large, 1d8 if Huge, 2d6 if Gargantuan, or 3d6 if Colossal) plus 1-1/2 the creature’s Strength bonus. Source PAP123
Integrated Firearm (Ex): One of the clockwork’s arms ends in a firearm. The firearm generally functions as a pistol or musket intended for a creature of the clockwork’s size, but nearly any firearm of suitable size is possible. The clockwork is considered proficient with the weapon. The clockwork can reload an integrated one-handed firearm as a swift action and an integrated two-handed firearm as a move action. As a standard action, the clockwork can remove the broken condition from an integrated firearm, provided that the condition resulted from a misfire. A clockwork usually has 10 rounds of ammunition and gunpowder stored within a reloading mechanism. Source PAP123
Proficient (Ex): A clockwork with this special ability is proficient with all simple and martial weapons. The clockwork must have humanlike hands in order to gain this ability. Source PAP123
Repair Clockwork (Ex): Clockworks with this special ability are adept at repairing other clockwork constructs. As a standard action that does not provoke an attack of opportunity, the clockwork can repair damage done to either itself or an adjacent clockwork creature, restoring 1d10 hit points to the target. If the repairing creature’s CR is 11 or higher, the amount of hit points restored increases to 2d10. Source PAP123
Self-Destruction (Ex): When the hit points of a creature with this special ability are reduced to 10% of its total or less but are still above 0, the creature self-destructs on its next turn, bursting in an explosion of metal scraps and steam in a 20-foot-radius burst. The damage dealt is equal to 1d6 points for each Hit Die above 5 the construct has (clockworks with 5 or fewer Hit Dice cannot gain this ability). Half of this damage is fire damage and half is slashing damage. A target that succeeds at a Reflex save (DC = 10 + half the clockwork’s Hit Dice + the creature’s Constitution modifier [usually 0]) takes half damage. Source PAP123
Standby (Ex): A clockwork creature with this special ability can place itself on standby as a standard action. While on standby, the clockwork creature cannot move or take any actions. It remains aware of its surroundings but takes a –4 penalty on Perception checks. Time spent on standby does not count against the clockwork’s wind-down duration. The clockwork can exit standby as a swift action. If it does so to initiate combat, it gains a +4 racial bonus on its Initiative check. Source PAP123
Tough Alloys (Ex): The clockwork gains Toughness as a bonus feat.
If the wizard wanted to upgrade his familiar with some of these options; what should the cost be?
So JP is one of my favorite movies of all time. I been toying with the idea of a modern game via PF rules only limit classes, weapons, etc.
I think the only traditional hero classes I’d allow are: Ranger(Park wardens; No magic), Rogues (only don’t pick talents unrelated to combat; more espionage in nature), Investigator (no magic), archeologists bard, and All the NPC classes. Probably leaving some out.

So one of my guilty pleasures as a GM is to give out powerful yet cursed items. Things that give a big negative to being ridiculous however it’s usefulness has the players keep it around.
My current group was given a meeSeeks box artifact that summons a bound contract devil. Each time it is activated it causes one point of Con damage to make the temporary link for the devil. There is will do what a Contractor Devil is able to do within its limits (other than contract wish, see below) it will mostly use its SLA to help with trivial requests like “we need a healers kit” only without clear precise instructions it will pervert the request while still carrying it out. Repeat presses of button do nothing if devil is already out.
The other negative is I made it addictive like the one ring.
After a 3rd press of the button the player is now obsessed with the box. Once the player is addicted with a contact devil offer 3 wishes to that player only via a contract.After the third wish they get turned into a devil and bound to box. (This is how you get multiple meeseeks). The players don’t know about this negative.

"Half-illithid" is an inherited template that can be added to any corporeal other than a construct (referred to hereafter as the base creature). The creature's type changes to aberration. It uses all the base creature's statistics and special abilities except is noted here.
Hit Dice: Change to d8.
AC: Natural armor improves by +1.
Attacks: A half-illithid loses its bite attack (if the base creature has one), but gains four tentacle attacks, in addition to the base creature's attacks (except for a bite).
Damage: If the base creature does not have tentacle attacks, use the appropriate damage value based on the half- illithid's size (see the table below). Otherwise, use the value from the table or the base creature's damage, whichever is greater.
Size Tentacle Damage
Fine -
Diminutive 1
Tiny 1d2
Small 1d3
Medium-size 1d4
Large 1d6
Huge 1d8
Gargantuan 2d6
Colossal 2d8
Special Attacks: A half-illithid retains all the special attacks of the base creature. It gains the mind flayer special attacks of mind blast, improved grab, and extract, and may also have psionic powers.
Mind Blast (Sp): A half-illithid can use this attack once per day. It is a cone 40 feet long. Anyone caught in this cone must succeed on a Will save (DC 13 + half-illithid's Int modifier) or be stunned for 1d4 rounds.
Improved Grab (Ex): if a half-illithid hits an opponent that is its own size or smaller with a tentacle attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it attaches the tentacle to the opponent's head. After a successful grab, the half-illithid can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but the half-illithid gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent's turn.
Extract (Ex): A half-illithid that successfully maintains its hold with all four tentacles for 1 full round automatically extracts the opponent's brain at the beginning of its next turn, instantly killing that creature.
Psionics (Sp): A half-illithid with Intelligence or Wisdom of 8 or higher (after the ability score adjustments noted below) gains psionic abilities. These abilities are as spells cast by an 8th-level sorcerer (save DC 13 + spell level). The table below lists the abilities available according to the Hit Dice of the half-illithid. These abilities are cumulative; a half-illithid with 3 HD can use detect thoughts as well as suggestion.
HD Psionic Abilities
1-2 Detect thoughts 3/day
3-4 Suggestion 3/day
5-6 Levitate 3/day
7+ Charm monster 1/day
Special Qualities: A half-illithid has all the special qualities of the base creature and also gains the qualities noted below.
Darkvision (Ex): A half-illithid has darkvision with a range of 60 feet (or as the base creature, whichever is better).
Spell Resistance (Ex): A half-illithid has spell resistance equal to 10 + its HD.
Telepathy (Su): A half-illithid can communicate with any creature within 100 feet that has a language.
Abilities: Increase from the base creature as follows: Int +4, Wis +4, Cha +4.
Climate/Terrain: Same as the base creature and any underground.
Organization: Same as the base creature (to a maximum of about to creatures) or cult (6-10 plus 3-5 mind flayers).
Challenge Rating: Same as the base creature -3.
Alignment: Usually evil (any).
Level Adjustment: +5.
That was from the website I found. I know Pathfinder doesn’t do level adjustment. So looking at this I’m comparing it to say Lich, or Graveknight or half fiend and am thinking this would be a CR 2- CR3
Thoughts?
So I want to introduce an old blind cartomancer. Like not even the gimmick. His eyes when open are hallowed out. Was going to make him bald but have 3 eyes tattooed on him. One one his forehead, one on the palm of each hand.
Here is where I am torn. I want him to be blind but I want him to be able to see as well either via blindsight or blind sense. Was going to have the tattoos grant this.

So in my home brew world I’m making a worldwide gladiator federation based off of the world wrestling entertainment (WWE) mixed with gladiator fights like in Spartacus. The actual gladiators would fight in a mercy field unless the Lanista shuts it off for traditional death matches. For the Lanista I wanted to make him a mixture of Quintus Lentulus Batiatus from Spartacus and Vince McMahon from WWE. I have the race down but I’m torn on a class needing a master manipulator.
One of the things I have in place is long term prisoners can sell their time to this Lanista, as there is no surface slave market in this world sans one isolated kingdom on another continent, by agreeing to be a gladiator and pay off their debt to society early by making enough money. Only Lanista has all his fighters convinced they want to be there effectively shackless slaves hence the manipulation.
So far he has ever let one “slave” leave because his power was killing his other gladiators even in a mercy field and was thus losing money. So his reward after slaying 100 men was his pardon. It was more wise to release and give the sense of hope of freedom to tie into his manipulations if this now free celebrity gladiator is seen out doing heroic stuff.
Class wise I’m torn on a cult leader mesmerist, a celebrity bard, or something different entirely.
So I’m insane. I’ll start with that. I built a custom world to play in and have been running a group for roughly 13 months. Well I decided to co-run with a second group meant as a one off but if it goes well will entertain continuing. One thing I do want to so is actions of both groups effect the world; so group A could influence B and not realize it.
So there is no overlap right now they are on separate continents but the idea of when A gets to continent B is taking place, the experience is up in the air.
Has anyone dealt with overlapping co games?

So the idea for this encounter was in a lab the players will come across a flesh golem. Only they will hear it talking to them first mistaking it for a child. Assuming they don’t attempt to murderhobo it they will learn that this Golem has 9 souls/personalities. One for each alignment. The golem itself will radiate with what alignment there is. Some of these personalities will be from former NPC heroes with classes. They won’t have any powers of said class but will act in such a way as said class. Memories will shift too. Names and races can be randomly generated but I want to keep races base ones, nothing too fancy.
So far I got:
-LG: Former Male Human Paladin. Heroic personality full of honor and virtue. Memories will have random knowledge religious and nobility.
-NG: Dwarf female blacksmith. Mother personality who tries to Nurture all. Think the Weasly mom from Harry Potter.
-CG: Elf Male Rogue. Robin Hood mannerisms of stealing from wealthy to aid those less fortunate. Charming and vain in his self beauty but hearts in the right place.
-LN: Former Male Human Monk. Extreme pacifism. Any combat will be maneuvering to avoid a fight or restrain others from hurting themselves or others. Speaks in riddles of wisdom.
-TN: A scared Male human child. Like the LN Will also avoid combat only will actively run away when confronted with violence.
-CN: A female half elf Rogue high end prostitute who uses her profession as a informant broker. Promiscuous who puts her pleasure and self first always.
-LE:
-NE:
-CE: A psychotic Male Orc Barbarian. Distrusts magic. Loves Fire. Only speaks in Orcish.
How I’m gonna handle this is when Golem takes over 10 points of damage there is a chance to swap (roll 1D10, reroll 10) or if something triggering a core memory I might have one push through for story telling purposes.
Haven’t decided what to do for LE and NE
So one of my players went through an magic pregnancy (there was no sex, she just organically became pregnant). She is a Half Drow and gave birth to human male and female half drow; both with the Half-Nabasu template.
As they’re going to be with the mother until suitable childcare is available, how should I determine basic npc stats for these.
Class would be commoner until they level up and change (they won’t until of proper age though). Race is pretty explanatory as is adding the half nabasu template. I just don’t think the young creature template does the age justice for that young.

So I’m looking at Curruptions as a GM and the possessed one has an ability:
Blurred Soul
The possessing spirit confounds targeted magic.
Prerequisite(s): Manifestation level 5th.
Gift: Spells that affect a limited number of targets can fail when targeting you unless the caster selects you as two separate targets. Against such spells that target you only once, you have an amount of spell resistance equal to 11 + double your manifestation level. A spellcaster who finishes casting a spell that targets you only once and succeeds at a caster level check against your spell resistance notices the interference and can attempt a DC 25 Spellcraft check to realize she needs to target you twice to circumvent it with future spells.
I’ve never come across a scenario of targeting twice with a spell so I need rule clarification: is it casting the same spell twice in a round (if so I’m assuming it needs to be quicken spell), is it twice in the same combat (example round 1 and 2 same spell for it to work).
So In the game I’m running (homebrew) I set the max level for PC/NPCs on the material plane at 15. When asked by players I explained in game the gods domain to keep mortals in check. Out of character it’s due to writing a 3 chapter game each game taking 5 levels for season 1. In season 2 I want the cap to be 20 but I haven’t decided how to fix it in game.
Some exception are undead npcs (lichs, graveknights, vampires, etc) they are not effected by the decree.

So I skinned a gunslinger NPC as a Juicer from rifts (meant as a end game world renown heavy hitting NPC) and I gave him both a temporal accelerator and boots of speed.
Temporal Accelerator: When placed on the back of the skull, this curved metal bar adheres to the skin and releases a network of microscopic probes that interface directly with the wearer’s brain. As a swift action, the device can be activated to stimulate the wearer’s brain into accelerated activity. For 1 minute, the wearer gains two sets of actions each turn—two move, two standard, and two swift actions—in any order desired. A standard and move action can be combined into a full-round action as normal, but actions with a duration of 1 round still take up the wearer’s entire turn. When the duration expires (or the effects ends for any reason), the device deals 2 points of Intelligence and Constitution drain as well as shortens the wearer’s maximum lifespan by 5 years as a result of neurological deterioration. This shortened lifespan does not hasten the accumulation of age-related bonuses or penalties; it merely hastens death from old age. While the ability drain caused by the temporal accelerator can be treated with restoration and similar effects, the wearer’s shortened lifespan cannot.
If a temporal accelerator is activated more than once in a 24-hour period, the wearer takes an additional 2d4 points of Constitution and Intelligence damage in addition to the Constitution drain at the end of the device’s effect, and loses an additional 10 years of life expectancy instead of 5 for activating the device. A successful DC 25 Fortitude save reduces the ability damage by half. The ability damage increases by 1d4 and the save DC increases by 5 for each activation beyond the second in a 24-hour period.
A temporal accelerator can be disarmed or sundered with a disarm or sunder combat maneuver. It has hardness 10 and 5 hit points. Destroying or ripping away an attached temporal accelerator causes 1d8 points of Intelligence damage to the wearer, in additional to ending the effects of the device if active at the time.
Haste: The transmuted creatures move and act more quickly than normal. This extra speed has several effects.
When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.)
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of the hasted creature’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed. Multiple haste effects don’t stack. Haste dispels and counters slow.
Rapid Shot: When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot.
So the Temporal accelerator gives two full round action combinations, haste gives a bonus attack and rapid gives a bonus attack if full round so a 15th level gunslinger would it be option A if everything was ativated or option B:
A: 2 5 attack full rounds (3 normal, 1 haste 1 rapid)
B: 2 4 attack full rounds (3 normal, 1 hate and rapid if they don’t stack)
Hey community. Has a google search failed you? Well lets use this thread to help direct people to their search for items that cover a need.
I’ll start: Is there an item in game that can cure drain outside of a restoration spell?
So I have these archives of Haagenti that specializes in humanoid augmentation to make “ultimate warriors” for a great invasion. So far the types I have are:
1) Fleshwarping.
2) Symbiotes (Ebberon conversion)
3) Technology (archives can time jump unknown to players)
4) Demonic conversion (either half fiend template or new race)
5) I’m looking at the 3.5 Half Golem template but all the ability negatives make it a head scratcher unless I’m not understanding something. Like they get a -6 to INT and CHA so unless the Orc (majority of troopers are Orcs, Goblins and Ogres) then the conversion would leave them with animal intelligence or worse
Are there more augmentation options out there?
So I scrubbed the threads and most are people debating about stacks vs. replacement (it replaces). The question I’m having is when combined with greater mutagen do the natural armor bonus stack (Sturdy rage+4 with GM +4 for a total of +8 as both are listed as a untyped bonus)
So then for my math to be policed a greater rage mutagen (going with STR 6/DEX 4) would be:
STR 8
DEX 4
CON 2
INT -2
WIS -2
NA 8
-4 to will and intelligence score with damage; -1 Dexterity
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So I’m rewatching heroes and it reminded me of all the crazy stuff Sylar did with telekinesis. Most of this tricks are covered under the spell but how he uses it to slice open a skull has me thinking: can this be done per wording of spell and how would one justify it.
I’m not looking for a cheap 1 hit kill (but I do see the explotation of it) but rather flavor

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So in my current game after my players escape the current dungeon they are stuck in (assuming they survive) I wanted to toy with time travel but only going into the deep future.
With this deep future it’s going to parody Palladium RIFTs earth (no mega damage though lol) theme of Coalition vs. Magic users.
The players before going will be given a choice of helping a prince to allow a new magic friendly kingdom to grow or after they do do this task to go their own way. How the time line will be presented is before this kingdom has a chance to grow. Keep in mind In current time Arcane magic is heavily policed (mostly used for arcane crafting; all spells that have significant world changing abilities are hard banned policed. Players caught with them are in big trouble). This kingdom would go Towards removing those bands (they are in place due to a historical event).
How this future timeline will come into play is if this kingdom never grows. It will he a technology vs. Magic settings. I’ll use technology equivalent for some magical gear on that side. The players will face a world where the “coalition” will be pure technology, allied with dwarfs and gnomes (with no SLA). At first it would have been magic users they were targeting but advanced to races with spell like abilities as they try to purge the planet of magic (regardless of type). However I don’t want to paint them as pure bad guys just a perspective thing. From the eyes of a magic user they are evil. From the eyes of normal humans they are saviors at least thats the propaganda. I’m torn with going full coalition from rifts to controlling education but it is definitely on the table.
The goal of this world is to show the players a potential outcome (not necessarily save the future as it can happen again if they don’t help the kingdom). I figured an avatar of a god can come down as this future as written will potentially remove the gods influence (zero worship means zero influence). What I haven’t decided on is in game objective other then learning that this cities growth is important.
Already decided that any gear they get won’t travel with them back to past. Maybe No past gear travel with them unless it’s organic material (upon returning all gear will be returned), I’ll equip the party fast though so they won’t be naked and useless for long if I go that route.
Advice I’m asking is for objective ideas in the future besides getting a vision of potential things to come.

So I’ve locked my party in a dungeon and two players got trap door into a jail cell. In the cell over is a prisoner (alchemist that is a divine guardian so stuck in the archives/dungeon) only I’m going to make him fully pretend to be a prisoner and hide all of his abilities outside of general first aid heal checks.
The end goal is he will escort the party through these archives to lead to his assistant then lead the party to believe the assistant is the real villain.
In reality the assistant has out worn his welcome (ruining experments, killing for fun, etc) and is already beyond genetic experimentation however the party is fresh flesh ready to play if they live. This bbeg is anti killing unless the member comes across unusable in an experiment. Even if the party discovers it early he will not attempt to kill but subdue. While he is guiding through archives will be covertly attempting to infect party with things in lab for the sake of science.
My advice question is what are some good ways to make him blend in?
Those that pass a history check will know the name as a famous doctor from hundred of years ago. His story is “was cursed to never age and can never leave this place, so he tries to help those trapped here but the monster is killing them.
Will not use any magic abilities (lies and say equipment has been taken). Unless a spell like abilities his race grants. Will walk slower and to hide his divine speed stuff like that. Makeup as fake scars perhaps due to fast healing.
The only thing he will do for the party is do heal checks with medical kits as needed. (Helpful to keep around but shouldn’t be too suspicious)
Would the wrack wild talent damage a living swarm?
Wrack reads:
Wrack (Su)
At 1st level, a blood kineticist can use her abilities to wrack a target within 30 feet, harming the target by manipulating its blood from the inside. The target takes half the normal damage of the blood kineticist’s blast, and can attempt a Fortitude save to reduce that amount to 1/4 normal damage, but the damage is untyped and ignores damage reduction. This is a 1st-level form infusion that costs 0 points of burn and can be used with water and blood blasts.
This ability replaces the 1st-level infusion.

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I know there are a bunch of threads on how to make transformers with the easiest being a construct with the Transforming Construct (CR +1*)[3pp] template but I want to build an actual player race that isn’t game breaking. Because of this I need to identify what our cybertronian needs.
1) A sentient construct. So looking at the construct traits:
-No Constitution score. Any DCs or other statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty). I’ll change this as some of them are a lot more hardy then others and a consitution score is a perfect way to assess this.
-Low-light vision. Keep.
-Darkvision 60 feet. Keep.
-Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). I’ll change this as they can be infected with viruses to change/control.
-Immunity to disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning. Keep all except for stunning.
-Cannot heal damage on its own, but often can be repaired via exposure to a -certain kind of effect (see the creature’s description for details) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality. Absolutely keep.
-Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage. Keep
-Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Take this away since they have con scores.
-Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less. Massive damage (50+ and half HP will stun them for 1d4 rounds)
-A construct cannot be raised or resurrected. Change to only resurrected by decree of a god or a unique artifact.
-A construct is hard to destroy, and gains bonus hit points based on size, as shown on the following table. Keep but add Con score.
-Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry. Keep.
-Proficient with no armor. Keep. Will have natural armor instead.
-Constructs do not breathe, eat, or sleep. Keep.
2) Size Large to Gargantuan (Depending on shape change with gargantuan reserved for NPC guardians or combiners if I make that a thing.)
3) The ability to change shape into either an animal of appropriate size or a Vehicle appropriate to the setting. Used at will, when changed under the effects of non detection.
4) Because each one is Different racially get a +2 of choice as if human.
5) Natural Armor. I don’t know the base number or base it off of the transformed base instead.
This is just a rough start. Remember this is for a playable race that won’t break it.
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I know the GM guide covers different types of players and conflicts but I’m curious if any of You flat out ban a player type at your tables.
For me Unless I am playing with an advanced group that is there for the story vs. just rolling dice to kill shit I soft ban antagonist players. (The player that is always counter productive to the party to slows down sessions. Now with an advanced group and I have a a player I speak to them about it instead who I know can be the subtle hidden villain I’ll allow case by case but that also depends the group. I’ve seen some players get majorly mad out of character at in character betrayals.
Then other one isn’t so much a ban but a warning to my players to don’t build just for combat because my games are more then just murder marathons and actions have consequences.
So I was looking at miniatures on etsy and came across a Cerberus Rex (Basically a 3 headed Tyrannosaurus) I immediately want to use it so I looked at stats of both creatures. The Rex being a 9 and the Cerberus being a 23 ;
(3rd party; it has a laundry list of other powers to justify it)
How I would do it just add two bite attacks and maybe a rend if 2 bites connect. I think it should raise its CR but by how much is where I am curious. Maybe a +2
So I was looking at the becoming a demon rituals but is there a class that would specialize in forcing others to turn into demons?

So for the story I’m running I want to do a parody of the 10 commandments. The classes are irrelevant at this time the issue I’m running into is converting the anime curse into a mechanic. Here are the 10:
Unless other wise noted: all commandments are cured by a high rolled remove curse or wish/miracle.
1) Piety: Any who turn their back to Zeldris are treated as committing an act of treachery and are cursed into serving the Demon King (Lamastu), and by extension Zeldris himself who is acting as the Demon King's representative.
Mechanic: So a permanent dominate monster? Zeldris could release them at will or typical cure.
2) Truth: This Commandment determines that any who tell a lie in Galand's presence will be turned to stone.Only those who are aware they are lying will be affected.
Mechanic: so a bluff check will trigger a flesh to stone spell. Cured by stone to flesh or typical cure
3) Selflessness: It causes those inflicted by its curse to lose their memories, feelings, and entire sense of self. Anyone who has a relationship with another before him that is built on what they "desire from each other" is affected by the Commandment.
Mechanic: Not sure of trigger. But I’m ready lose all as start over as a level 1 with no memories. A miracle/wish combination with remove curse will restore.
4) Reticence: Those who expressed hidden feelings or emotions would have their voices blocked.
Mechanic: permanent loss of voice. Typical cure.
5) Faith: any who show faithlessness in her presence will have their eyes set ablaze.
Mechanic: blinded. Typical cure
6) Love: Those who stand before him with hatred in their hearts will be rendered powerless to harm or inflict damage on anyone else.
Mechanic: not sure how Id grade hatred but forced passiveness only in his presence or if giver is knocked out.
7) Patience: Anyone who shows intolerance of pain in his presence will be inflicted with further pain.
Mechanic: all base damage that isn’t subject to DR will be double. Only in his presence
8) Repose: Anyone who fights without rest in his presence will get their magic sealed away.
Mechanic: prot will be trickly but treat as mental block spell. Typical cure.
9) Pacifism: Anyone who kills in her presence will have their time stolen from them and rapidly age until they die
Mechanic: Rapid aging. Jump up two categories. Cure is typical
10) Purity: Anyone who commits impure deeds in her presence will be inflicted with illness.
Mechanic: greater contagion that stacks with deed. Typical cure
Keep on mind the players will be 16 and above when facing them.

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So for the story I’m running I want to do a parody of the 10 commandments. The classes are irrelevant at this time the issue I’m running into is converting the anime curse into a mechanic. Here are the 10:
Unless other wise noted: all commandments are cured by a high rolled remove curse or wish/miracle.
1) Piety: Any who turn their back to Zeldris are treated as committing an act of treachery and are cursed into serving the Demon King (Lamastu), and by extension Zeldris himself who is acting as the Demon King's representative.
Mechanic: So a permanent dominate monster? Zeldris could release them at will or typical cure.
2) Truth: This Commandment determines that any who tell a lie in Galand's presence will be turned to stone.Only those who are aware they are lying will be affected.
Mechanic: so a bluff check will trigger a flesh to stone spell. Cured by stone to flesh or typical cure
3) Selflessness: It causes those inflicted by its curse to lose their memories, feelings, and entire sense of self. Anyone who has a relationship with another before him that is built on what they "desire from each other" is affected by the Commandment.
Mechanic: Not sure of trigger. But I’m ready lose all as start over as a level 1 with no memories. A miracle/wish combination with remove curse will restore.
4) Reticence: Those who expressed hidden feelings or emotions would have their voices blocked.
Mechanic: permanent loss of voice. Typical cure.
5) Faith: any who show faithlessness in her presence will have their eyes set ablaze.
Mechanic: blinded. Typical cure
6) Love: Those who stand before him with hatred in their hearts will be rendered powerless to harm or inflict damage on anyone else.
Mechanic: not sure how Id grade hatred but forced passiveness only in his presence or if giver is knocked out.
7) Patience: Anyone who shows intolerance of pain in his presence will be inflicted with further pain.
Mechanic: all base damage that isn’t subject to DR will be double. Only in his presence
8) Repose: Anyone who fights without rest in his presence will get their magic sealed away.
Mechanic: prot will be trickly but treat as mental block spell. Typical cure.
9) Pacifism: Anyone who kills in her presence will have their time stolen from them and rapidly age until they die
Mechanic: Rapid aging. Jump up two categories. Cure is typical
10) Purity: Anyone who commits impure deeds in her presence will be inflicted with illness.
Mechanic: greater contagion that stacks with deed. Typical cure
Keep on mind the players will be 16 and above when facing them.
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So I’m curious on some of the ridiculous legit AC builds you have seen. We had a player in my old group who made a Dwarf Armor Master Fighter (got him all the way to 20)
Who wore
+5 full plate (14)
+5 Tower Shield (9)
+5 ring of protection
+5 amulet of natural armor
+5 defending dwarven war axe
+1 Shield Focus
+1 greater shield focus
His dex was maxed at a +5 in armor but he wasn’t that high. So even without dex
That’s a 45 (50 with defending active); 20/25 touch. Offensively it relied on cleaving and sunders. Was a fun teammate until it got dominated and we had to fight it

So while possession is normally a thing of demons not daemons I had the idea of an evil crafter merging a Cacodaemon with a soulbound doll (effectively merging two CR 2 creatures).
Different ways I can do this:
Option A) full merger, physical stats of doll. Mental stats of Cacodaemon. Mix of SLA and other abilities.
Option B) visually reskin a Cacodaemon to appear as a doll. Use all Caco stats but add construct traits
Option C) (easiest) Just use stats of Soulbound doll. The soul focus houses a trapped or possessed Cacodaemon so when something dies around doll it is able to create soulgems. It also allows doll the constant SLA of caco
Option D) Use same thing as C but the NPC crafter added the ability to use enervation at will. Because its an NPC crafter the price is irrelevant but I know the math would be Spell level x caster level x 2,000 gp if the players
Investigated how much this doll was worth. With this option I was going to make in invulnerable to all damage except for positive energy/holy. So any healing spell, channel positive energy, a paladin smite or a holy weapon would damage it. Everything else is just absorbed. Theory being why would a crafter spend all that gold for a soul gem maker for something that can be efficiently 2
Shot.
Background is like I said a toy themed evil villain. I’ve been designing a rogue gallery for one major city. Some inspired by batman or spider man villians some other media, some perversions of fairy tales etc. this one was gonna be a evil toy maker vigilante. Facade is an actual toy maker. Villain using living toys and dolls to create crime. This specific doll is made to trap the souls of victims around to make more evil living toys so obviously wouldn’t want it destroyed easily
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So for my next character I want to make a battle rager style of dwarf. Spiked Heavy armor Barbarian specializing in unarmed Strikes, grapples and sunders.
I know the rage powers can raise it to 1d6 while raging as well as grant free two weapon fighting but I was hoping to get it higher. Is there a feat that or something to make it a D8 or D10 that doesn’t require multi classing or VMC

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So I looked at the artifact rules:
"Mechanically, an artifact functions in the game just like any other item—only the scope of its abilities is different. Artifacts can and should do things normal items can’t, so you don’t need to apply the normal limitations on creating items.
When you’re making an artifact, start by defining its role in the story. Is it meant to be a powerful weapon against the forces of darkness? A mercurial force injecting random chance? A terrible danger that needs to be destroyed? The artifact’s role in the story affects the features you give it. Come up with some story beats that make sense for the item, then create abilities that enable those moments. An artifact can have more abilities than a typical item—just make sure they all fit its theme.
Give your item the artifact trait and either the rare trait (if there multiple items of its kind), or the unique trait (if only one exists). Other traits work like they do for any other item. An artifact is usually 20th level or higher, but its specific level is up to you. Imagine who created it and what their level likely was.
Though you can disregard most of the normal limitations on items, be careful not to create an artifact that will undermine your story. If your item’s abilities are so useful or strong that the best option in any battle is to always use the artifact to annihilate the opposition, the artifact has taken over your story instead of serving it. A 5th-level character with access to 10th-level spells through an artifact can lead to incredible stories, but if the DC is so high that enemies are guaranteed to critically fail against those spells except on a natural 20, the item will probably distort play more than you intended. To avoid this, you might set the item’s DCs, attack bonuses, and the spell levels of its offensive abilities significantly lower than they would be for an item of its level, especially if they can be used at will. You could also create artifacts that use the wielder’s spell DC instead of having their own DC, to make them more broadly usable at a wider range of levels. In addition, an artifact’s abilities should be somewhat narrow in their application; aim to make your artifacts very powerful in certain situations, rather than having broadly applicable abilities. For instance, the orbs of dragonkind each work against only a certain kind of dragon, which makes them hugely powerful when facing that one creature, but not against every foe the PCs run across."
and I want to base them off of the seven millennium items from Yu Go Oh only Im calling them the shadow plane items
1) Shadow Puzzle.
Manga powers: Contains the souls of Pharaoh Atem; Summons and controls Duel Monsters, including the Egyptian Gods; Grants the one who solves it intelligence and "power of darkness"
Pathfinder Powers: Contains the soul of the Pharaoh (Who isn't as helpful as the manga counter part. He actively plants thoughts of ways to rise again) ; Able to transport the wearer and his belongings to a inner maze sanctuary. This sanctuary keeps the Pharaoh's secrets (including spells, schematics and tomes of knowledge) however it is heavily guarded. Dying in the sanctuary damns your soul to the shadows and leaves behind the puzzle where your body was. Able to summon and command the the sacred beasts (God cards) only they are region locked to the zone where the shadow artifacts were made, attempting to call them outside that zone does nothing. Only able to call them once the knowledge is learned from the sanctuary. Gains the shadow Lord Template when activating the Puzzle.
2)Shadow Eye
Manga Power: Reads minds; Looks into a person's soul; Seals souls inside cards
Pathfinder Powers: Detect Thoughts at will; Grants See in Darkness; Grants Sense Alignment at will; Grants Trap the Soul as a spell like ability 3x a day
3) Shadow Ring (Necklace not an actual Ring)
Manga Power: Allows its owner to find whatever he seeks, acting like a compass;
Seals souls or fragments of souls into objects; Contains the souls of Zorc Necrophades and Thief Bakura
Pathfinder Powers: Allows its owner to find whatever he seeks. Allows creation of intelligent items by transferring souls and placing them into items (This is done as punishments). Contains the Soul of a Shadow Lord/Balor Lord and grants Shadow Lord Template when activated.
4) Shadow Scale
Manga Power: Finds out how much darkness is in a person's heart; Fuses monsters (Ancient Egypt)
Pathfinder Power: No Idea for this one to be honest.
5) Shadow Key
Manga Power: Enters a person's mind; Allows the wielder to "redecorate" the soul to make anyone their puppet.
Pathfinder Power: Gonna go a different direction. Can unlock any door as well as the interplanar locks allowing the wielder to plane shift at will
6) Shadow Rod
Manga Power: Mind control; Seals Egyptian Spirit Monsters inside of stone tablets (Ancient Egypt)
Pathfinder Power: Dominate Monster at will; transport monsters to shadow plane to become shadow creatures to be called upon later
7) Shadow Necklace
Manga Power: Sees into the past and the future
Pathfinder: Sees into the past and the future; can never be caught flat footed or caught by surprise. Gains immediate actions to react to visions.
as far as the sacred beast (god cards) I don't think I am actually going to stat them out they will be the equivalent of CR 25 monsters but like I said region locked. They defend the kingdom not follow the holder of the puzzle
the items destruction is a special ritual on a stone tablet when all seven are returned.
I have a kingdom in my game which is based off of ancient Egypt and I love the lore of shadow game Yugi so of couse Im want to incorporate it.
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So my current generation game has 8 party members. That sounds like a lot of action economy management is a strong point of mine so it goes fast. My issue is challenging them at full strength. Its a deadly game so choices a matter and some players are on their 3rd characters already. issues is last game for example they steamed rolled at level 4: two rust monsters, immediately followed but 2 shadow mastifs and a large fire elemental (5 cr 5s); the wizard was able to social him and the elemental off of the board then a level 10 mesmerist arrived and was able to shit down half the party with a permanent symbol of laughter on her chest but the remaining 4 kept beating the will saves and killed her.
Yes 7 (8) level 4 pcs essentially defeated a CR 12 encounter. I was impressed but it was a easy fight and they were not even optimally geared. Anyone else find this ridiculous

Say I have a story based player that is a CE cleric but due to some encounters out of game told me they saw growth/rp potential in redemption to eventually be converted to CG (still a cleric only things would change are deity, domain and channel Ability from negative to positive). Clearly this won’t be an over night change.
My question is how long should this take in game via another cleric converting them to the faith? I also assume they will spend some time CN on the journey to a new faith?
I found these rules for Converting NPC:
Cohorts and their masters often share alignment, but a common religion can be just as important. A cohort may share a leader’s faith when first recruited, or a PC may seek to convert a cohort as their relationship develops.
While PCs may choose to change alignment, such changes for NPCs may require magical assistance (see the atonement spell). Alternatively, you can proselytize for your patron deity, using your powers of persuasion and social inf luence to indoctrinate an NPC in the dogma of the faith while inspiring their fealty.
Converting an NPC to your faith is similar to modifying their reaction with Diplomacy. You can only attempt to convert NPCs who are at least indifferent toward you, though you can take time to make a hostile or unfriendly NPC indifferent, and then begin the process of conversion. The DC of a conversion depends on how many conversion steps away from your faith an NPC is, starting at one conversion step for an NPC with no signif icant faith who matches your faith’s alignment. For each step the NPC’s alignment differs from the alignment of your faith, add one conversion step. If the NPC already holds a signif icant religious belief, add an additional conversion step. Note that servants of other faiths— including divine spellcasters who worship a deity and agents in the employ of a formal religion—normally can never be converted to a new faith. The GM has final discretion over whether an NPC will ever convert to your beliefs.
If the GM rules that an NPC can be converted, the DC to convert that NPC is 10 + the NPC’s Hit Dice + the NPC’s Wisdom or Charisma modifier (whichever is higher) + 5 per conversion step. For example, a 5th level warrior with a Wisdom of 12 and no existing significant faith and who is the same alignment as your deity has a conversion DC of 21. Each conversion attempt requires at least an hour of proselytizing, and you can attempt no more than one conversion check per week. For your conversion attempt, roll a Diplomacy check and a Knowledge (religion) check at the DC determined above. If you succeed at both checks, decrease the number of conversion steps for that NPC by one. If you fail either check, you reinforce the NPC’s existing faith and add one to the number of conversion steps for that NPC. If you fail three checks over the course of a conversion effort, the NPC rejects your faith and you cannot attempt another conversion for a year. However, if the number of conversion steps ever reaches 0, you convince the NPC to adopt your religion. Note that this does not necessarily change the NPC’s alignment, so you could manage to convince a chaotic evil harpy to worship her own very odd form of Shelyn.
While proselytizing is a reasonable activity for a religious adventurer, it should be handled with sensitivity, both in character and at the gaming table. Having a PC repeatedly attempt to convert NPCs who aren’t interested is likely to result in worsening their attitude toward the character, and significant effort may be required to restore those relationships. Some players may be uncomfortable with too much time being spent on religious talk, in which case a GM is free to simply treat the conversion as a skill check, without actually roleplaying the talks that allow the conversion check to take place.
So if I understood this correctly because CE is two steps away from CG; it would take at least two weeks of attempts just to change religions. That is fairly clear I’m curious how long it should take for actual alignment shifts.
Again this is the players request but they want some realism for the grown not a push button forced change of alignment
So in the current campaign I am running I am planning to do a techo demon plague. Mechanically it will be infecting NPCs (and potentially players) with both the Demonic Corruption and the Promethean Corruption.
The technology in my game is at steampunk levels (black powder and clockwork) but slow progressing.
For the demon lord behind it I was thinking Haagenti, The Whisper Within, Lord of Alchemy and Change as I couldn't find one that is related to technology.
Because It is demon spawned cybernetics and biotics merging with demons I was going to allow some things from the technology guide.
Id also like to change the cure, but involving both cures. So Im thinking the blood of the the outsider that infected you along with invasive surgery combined with a powerful healing/regen spell or miricle/wish.
So as a GM I need a way for a bag guy to sneak a group of large creature into a moderately guarded town. The way I want to go is a portal sort of like in portal only its long range. The bad guy had a portal open in a lair of ogres and carry’s around the sister portal. Basically he throws it up and a door way opens allowing fast transportation of himself but also allows ogres to spill into the town behind the walls.
Does something like this exist
So the offense block says the ogre gets 1 slam and 1 bite. But pummel reads:
If a degenerate ogre succeeds on both slam attacks against a single foe it may immediately pummel the target into oblivion, dashing him on the ground like a rag doll or savaging him with fists and a headbutt. The victim takes an additional 2d6+8 damage and must immediately make a DC 20 Fortitude save or be dazed for 1 round.
So should I add a slam to a full round action or have it if hits bite and slam?
So in another thread I started I’ve designed a cult of Tiamat based off of Hydra (Marvel; just dragon fanatics vs. Nazi) and the Dark brotherhood (ESO).
The current heads are:
1) Red Head: Orc Mutagenic Mauler.
2) Green Head: Half Orc Summoner (Eidolon is a Huge Serpent).
3) White Head: Human Antipaladin (Rampager). He disguises as a white knight.
4) Black Head: Half Dragon Drow Two Weapon Warrior.
5) Blue Head: (Blue scaled) Lizardfolk Dino Druid. Is Convinced he is a dragon.
Each Head is assigned a Talon:
1) Red Talon: Orc Gloomblade Two handed fighter.
2) Green Talon: Nagaji serpentine sorcerer
3) White Talon: Aasimar Mesmerist (Social Assassin). Heavy bluff. Skills and spells around manipulations, rays with a few meant to kill (poison and enervation)
4) Black Talon: Kobold harold caller of Dahak.
5) Blue Talon: Lizardfolk Packmaster (Dinosaur themed)
I also need a catchy praise like Hydra has cut off one head, 2 more shall grow in its place.
Hail Tiamat

So basically I converted Marvels Hydra organization to a behind the scenes Cult of Tiamat. I have my players setting up to take place in a dragon war campaign (Church of Apsu vs Church of Dahak (tools of the cult of Tiamat).
Part of the hook I’m going to so is I’m going to have one of the heads of Tiamat (all level 15 npcs) show up and wreck the party but not kill them (of all the heads he enjoys toying with his victims over the long haul vs. flat out killing).
The issue is the players are level 4. I want the party to lose but not die, so I’m thinking as a control I’ll give the npc a merciful weapon so a non lethal weapon or kee him normal and either the local guards chase him off (party will be at a hamlet) or the envoy they are meeting show up in time to chase
Him off and fill them in to start the next chapter of the campaign.
My players are already used to being around “bigger fish” as long as its not direct combat example I have a Wizard tower in town in an island that is guarded by an adamantine golem. Yes it would kill them but they were told stay away from tower and the golem won’t engage. This would be the first time I’ve put them in an unbeatable encounter but serves purpose of reoccurring villain and pissing them off in character to want revenge.

So in the current game I’m running I’ve already had 4 deaths and new characters and I was already planning an undead invasion but it hit me. I’ll do Blackest night. Create magic rings that when they find dead people or resurrected people it bonds to them and covers them in appropriate armor: Full Plate for martial users, bracers of Armor for Monks and Non armored Casters. Because its for NPC I don’t really need to worry about cost but I do need the abilities of the rings clearly mapped out.
I’m thinking so far unbonded Rings are semi intelligent with ability to seek and rise dead and resurrected as Graveknights. Those it rises are risen as the evil version of their alignment (LE, NE, CE). Paladins and Clerics or good gods who are at peace in death can not be risen.
Bonded rings create either +2 adamantine full plate or +8 adamantine bracers of armor depending of host’s armor restrictions. The ring is also able to temporarily mask the undead appearance to get close to former loved ones only to drop at last minute to harvest either the heart like in comics or steal their soul. If I go with soul option I’ll give spell like ability of enervation and create soul gem.
The ultimate goal would be to harvest enough hearts or souls to free Orcus or a different undead deity and summon them on material plane.

So in the first chapter of my game my players are taking down and half fiend alchemist that specializes in flesh warping. His stick is making unique monsters and letting them lose to wreck havoc. Here are the foot soldiers I came up with blending a cave scorpion with a chimpanzee and giving it wings.
Flying Scorpion chimpanzee
CR 3 XP 800
NE Medium Aberration
Int +6 senses: Tremorsense 60 ft., Darkvison 60 ft., Perception +14
Defense
AC 19, touch 16, flat footed 13 (+6 Dex, +3 Natural)
HP 19 (3d8+6)
Fort +5 Reflex + 9 Will +4
Defensive ability: Fast healing 5
Offensive
Speed 30 ft., fly 60 ft., climb 40 ft.
Melee Sting +4 (1d4+2 plus poison), 2 pincers +4 (1d4+2)
Special attacks: Rend 2d4+2
Statistics
Str 15 Dex 23 Con 24 Int 2 Wis 16 Cha 11
BAB +2 CMB +4 CMD 20
Feats: Great Fortitude, Skill Focus Perception, Flyby attack, Multiattack
Skills fly +10, Perception +14, stealth 10 (in caves 22)
Special abilities
Sting—injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save.
I’m looking for a summoner archtype that allows different eidolons to be summoned but only having one out at a time. Think of it like. Pokémon trainer or a Yugioh duel in time of the pharaoh.
Basically it functions as a regular eidolon but only instead of evolution surging he can just dismiss that eidolon and summon a different one for the called situation.
Anyone remember the gentlemen from the TV show “Buffy the vampire slayer” episode hush.
How they would roll into a town use a device to basically cast a massive silence spell. Then they would go out and collect human (humanoid) hearts. They themselves were immune to everything other then a scream. Just looking at monsters to convert for horror ideas.
A session where the players can’t make a noise. Can’t hear the threat coming. To overcome the encounter. Do research and Find the artifact and shut it off. Screaming will kill the demons in canon or how I would probably so it is in areas of silence they are invincible. In areas with sound they are vulnerable but take 4x damage from sonic attacks to make fights actually still a threat vs. multiple one shot kill.
Follow on posts are going to flesh these out as well as thier minions.

The Mauler mutagen ability reads:
Mutagen (Su)
At 1st level, a mutagenic mauler discovers how to create a mutagen that she can imbibe in order to heighten her physical prowess, though at the cost of her personality. This functions as an alchemist’s mutagen and uses the brawler’s class level as her alchemist level for this ability (alchemist levels stack with brawler levels for determining the effect of this ability). A mutagenic mauler counts as an alchemist for the purpose of imbibing a mutagen prepared by someone else.
At 6th level, a mutagenic mauler gains a +2 bonus on damage rolls when she attacks in melee while in her mutagenic form. This bonus increases to +3 at 11th level, and to +4 at 16th level. At 10th level, a mutagenic mauler learns one of the following alchemist discoveries: feral mutagen or infuse mutagen, preserve organs, spontaneous healing. At 12th level, the mutagenic mauler learns the greater mutagen discovery.
This ability replaces martial flexibility.
And the extra discovery feat reads as:
You have made a new alchemical discovery.
Prerequisite: Discovery class feature.
Benefit: You gain one additional discovery. You must meet all of the prerequisites for this discovery.
Special: You can gain Extra Discovery multiple times.
My question is once the MM hits level 10 and learns the first discovery is it able to take the feat to gain one of the other ones it qualifies for?
I’m aware the Wild child gets an animal companion but is there a way to also gain a familiar that scales with level? I have an idea for a character. The only two rules are no home brew and no multiclassing.
I saw arcane edlerich heritage blood line but if I understand it correctly the familiar stays level one unless you have other caster levels.
The theme i want isn’t a pack master or or army of companions but just one animal companion and one familiar (ape and small monkey respectively) that scale with me to aid with different things.
For the full build I’m going mutagenic mauler/wild child

The Current RAW Half dragon template reads:
Creating a Half-Dragon
“Half-dragon” is an inherited or acquired template that can be added to any living, corporeal creature (referred to hereafter as the base creature). A half-dragon retains all the base creature’s statistics and special abilities except as noted here.
CR: Same as the base creature + 2 (minimum 3).
Type: Creature type changes to dragon. Do not recalculate hit dice, base attack bonus, or saving throws.
Armor Class: Natural armor bonus improves by +4.
Special Qualities and Defenses: A half-dragon gains darkvision 60 feet; low-light vision; and immunity to sleep, paralysis, and energy of the same type as its breath weapon.
Speed: A half-dragon has wings. Unless the base creature has a better fly speed, the half-dragon can fly at twice the creature’s base land speed (average maneuverability).
Melee: A half-dragon has two claw attacks and a bite attack. If the base creature can use manufactured weapons, the half-dragon can as well. A new claw or bite attack deals damage as appropriate for the half-dragon’s size (see “Natural Attacks”).
Special Abilities: A half-dragon retains all the special attacks of the base creature and gains a breath weapon usable once per day based on the dragon variety (see below). The breath weapon deals 1d6 hit points of damage per racial HD possessed by the half-dragon (Reflex half; DC 10 + 1/2 creature’s racial HD + creature’s Con modifier).
Dragon Variety Breath Weapon
Black or copper dragon 60-foot line of acid
Brass dragon 60-foot line of fire
Blue or bronze dragon 60-foot line of electricity
Gold or red dragon 30-foot cone of fire
Green dragon 30-foot cone of acid
Silver or white dragon 30-foot cone of cold
Abilities: Increase from the base creature as follows: Str +8, Con +6, Int +2, Cha +2.
Skills: A half-dragon with racial Hit Dice has skill points per racial Hit Die equal to 6 + its Intelligence modifier. Racial class skills are unchanged from the base creature’s.
However for my game I’m planning mega dragon wars arch and one alchemist on the hero side did an experiment with dragon’s blood resulting in modified half dragons:
Creating an alternative Half-Dragon.
CR: Same as the base creature + 2 (minimum 3).
Type: Creature type changes to dragon. Do not recalculate hit dice, base attack bonus, or saving throws.
Armor Class: Natural armor bonus improves by +4.
Special Qualities and Defenses: A half-dragon gains darkvision 60 feet; low-light vision; and immunity to sleep, paralysis, and energy of the same type as its breath weapon.
Speed: A half-dragon does not have wings. Instead of fligh; the half-dragon gained increased ground speed of 40 ft from the base race.
Melee: Gains no natural attacks.
Special Abilities: A half dragon instead of gaining a breath weapon gains bonus feats.
Abilities: Increase from the base creature as follows: Str +8, Dex +4,Con +6.
Bonus Feats: Endurance, Diehard, Great Fortitude, Lightning Reflexes
Skills: A half-dragon with racial Hit Dice has skill points per racial Hit Die equal to 6 + its Intelligence modifier. Racial class skills are unchanged from the base creature’s.
Physical appearance: Same as base race; 25 % of mutation (scales for skin, dragon shaped head, etc)
With the changes I made would you still consider it a +2

So I have a player that wants to play as an intelligent item but the back story he wants in my opinion was awesome and I really want to entertain it:
“The sword used to be a high level paladin of Apsu that stopped a red dragon threat but didn’t kill beast. Knowing his life span was limited and the revenge tactics of a dragon he decided to self sacrifice his essence into an eternal blade to continue championing the cause of Apsu in the dragon war.”
I’m here for it now me mechanical side how I was thinking is have the players roll the 3 mental stats. As far as powers go, his abilities reset to a level 1 paladin.Each time he levels up he gains as if a paladin with following changes:
-When its time for his divine bond he must choose himself as a weapon and can temporarily give himself properties as a paladin normally could.
-When it comes to Divine grace, he would gain will only for himself but grant fort and relax to his partner host (should he choose to give benefit)
-Divine health would only transfer to host should sword choose so (bonded partner) vs. some joe who picks up and beats ego save. Also can’t be used to spam remove disease from a party hot potatoimg the sword around; being already infected would require a mercy.
- Lay of hands and mercy casting are 100% the choice of sword and bot wielder.
-Aura are centered on sword.
-The sword would have a bab, cmb or cmd (obviously); instead every 4 levels it is eligible for a +1 enchantment bonus to cap off at +5 @ level 20.
-as gear upgrades the player of sword can purchase things like extra sense off the intelligent item table.
These are rough ideas as I love the story. Any advice?
Example I want to be able to craft a shield that is both adamantine and living steel. Giving it the high durability and DR bypass from bashing with it, self repair and ability to destroy others weapons if they fumble while striking me. I figured at cost of both i gots plus the item so a shield made out of “Living Adamantine” would runs:
Heavy shield: 20 g
Adamantine: 3000 g
Living steel: 100 g
+3 shield enchant: 9000 g
+2 weapon enchant: 8000 g
Holy enchant: 10,000 g
For a total of 30,120
A) is this allowed?
B) is the math correct for combining weapon and armor enchants on a shield?
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