I'm disappointed with the amount of run-of-the-mill lawful monsters and want something with a bit more substance. Can anyone point me towards some quality lawful monsters?
No Inevitables. I think they are played out and trite.

I keep this guy around to punish unruly players when I DM. Have I gone too far?
Mongo CR 28
XP ???
Nephilim Fighter 20
N Large outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +41
DEFENSE
AC 22, touch 10, flat-footed 20 (+6 armor, +1 Dex, +6 natural, –1 size)
hp 346 (31d10+186)
Fort +27, Ref +10, Will +21; +7 vs. fear and sorrow effects
Defensive Abilities bravery +5, soul of sorrow; DR 10/magic; 5/-; Resist cold 10, fire 10; SR 19
OFFENSE
Speed 30 ft.
Melee +5 greatsword +47/+42/+37/+33 (4d6+21/17–20) or 2 slams +39 (1d8+9)
Ranged mwk spear +40/+35/+30/+25 (4d6+13/×3)
Space 10 ft.; Reach 10 ft.
Special Attacks crushing blow, mortal challenge, weapon mastery (greatsword), weapon training (heavy blades +4, spears +3, hammers +2, light blades +1)
STATISTICS
Str 29, Dex 13, Con 22, Int 16, Wis 18, Cha 17
Base Atk +31; CMB +41 (+45 bull rush, sunder); CMD 50 (52 vs. bull rush, sunder)
Feats Awesome Blow, Cleave, Cleaving Finish, EnduranceB, Great Cleave, Great FortitudeB, Greater Sunder, Greater Weapon Focus (greatsword), Greater Weapon Focus (spear), Greater Weapon Specialization (greatsword), Greater Weapon Specialization (spear), Improved Bull Rush, Improved Cleaving Finish, Improved Critical (greatsword), Improved Initiative, Improved Lightning Reflexes, Improved Natural Armor, Improved Natural Attack (slam), Improved Sunder, Power Attack, Quick Draw, Step Up, Toss Foe, Weapon Focus (greatsword), Weapon Focus (spear), Weapon Specialization (greatsword), Weapon Specialization (spear)
Skills Bluff +25, Climb +28, Diplomacy +40, Intimidate +40, Knowledge (geography, planes) +25, Perception +41, Sense Motive +41, Stealth +21, Survival +26, Swim +22
SQ: armor training, armor mastery 4
SPECIAL ABILITIES
Crushing Blow (Ex) When Mongo makes a successful critical hit with a melee attack, the target must make a DC 24 Fortitude save or take an additional 3d6 points of nonlethal damage and be staggered for 1 round. The save DC is Strength-based.
Mortal Challenge (Su) When Mongo spends a standard action to roar a battle challenge, all humanoids and monstrous humanoids within 100 feet of Mongo must make a DC 18 Will save to avoid becoming frightened for 5d6 rounds. On a successful save, the creatures only become shaken for that time. Creatures with more HD than Mongo become shaken if they fail their save, and suffer no effect if they succeed. A creature that succeeds at the save is immune to Mongo’s mortal challenge for 24 hours. This is a mind-affecting fear effect. The save DC is Charisma-based.
Soul of Sorrow (Ex) Mongo gains a +2 bonus on Will saves against fear effects and any effect that causes sorrow.
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Following the release of Bestiary 4, I would love to see an NPC Codex featuring the classes from the Advanced Players Guide. It would draw from the following list.
Alchemist
Cavalier
Inquisitor
Oracle
Summoner
Witch
If possible, having it include the Ultimate Magic and Ultimate Combat bases classes would be all the more better.
Gunslinger (slightly worried about this one, tbh)
Magus
Ninja
Samurai
I often run NPCs and PCs of the advanced classes so it would benefit me immensely.What's everybody else's thoughts on a second NPC Codex?

I'm creating a new eastern fantasy race called the wabise based on the following concept: http://en.wikipedia.org/wiki/Wabi-sabi
Here's what I have for racial traits:
Wabise Racial Traits:
Type: Humanoid (Wabise)
Size: Medium
Base Speed: Normal
Ability Score Mods: (+2 Dex, +2 Wis, -2 Cha) Wabise are philosophical and have nimble fingers for crafting, but can appear melancholy and overly stoic.
Languages: Wabise begin play speaking wabise. Those with high intelligence scores can choose from the following: Common, Dwarven, Tengu, and Sylvan.
Racial Traits:
Craftsman: Wabise gain a +2 bonus on all Craft and Profession checks to create objects from wood or stone. (1 RP)
Eternal Hope: Wabise gain a +2 racial bonus on saving throws against fear and despair effects. Also, once per day, after a natural roll of 1 on a d20 roll, a wabise may reroll and use the second result. (2 RP)
Mountaineer: Wabise are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb or Acrobatics checks to cross narrow or slippery surfaces. (1 RP)
Spell-like Abilities: A wabise can use warp wood as the spell once each per day, using it’s character level as it’s caster level. Upon attaining 3rd level in any combination of classes, a wabise can also use wood shape once per day, and at 7th level, a wabise gains stone shape usable once per day. (7 RP)
Total RP: 11
Where I'm really stuck is coming up with an appearance for this race. What should the Wabise look like?
Demodands are built-up as one of the most powerful and evil outsider races in the game, and they have the stats to show it. The lowest CR demodand is the tarry, who is said to be merely a foot soldier by demodand standards but weighs in at CR 13. Since armies of demodands are heavily implied to be a thing... what is stopping them from conquering the material plane? Especially if one factors in the Thanatotic Titans.
Just to clarify, I would like people to brainstorm creative world-building reasons that demodands aren't able to wreck everything.

Looking for constructive feedback on this one. Is it balanced? Does it seem reasonable?
Venomsoul
A venomsoul recognizes that her body is the ultimate source of alchemical toxins. By conducting unending experiments on her own poisonous anatomy, she is able to develop far deadlier concoctions for her enemies to imbibe. A venomsoul has the following class features:
Venom Surge: At first level, a venomsoul discovers a way temporarily heighten the poison within her own body. Over a period of one hour, the venomsoul can choose increase the potency of the poison in her veins. Once the enhanced toxin has been prepared, it lasts until the next time the venomsoul uses her toxic racial ability. For the duration of that use of toxic, the venomsoul gains a +4 alchemical bonus to Constitution, as well as a +2 moral bonus to all weapon attacks made using the enhanced venom. This ability replaces mutagen and all mutagen-related discoveries and class features.
Plentiful Toxin: At 3rd level, the venomsoul gains an additional daily use of their toxic racial ability. At 9th level and again at 14th level, the venomsoul gains one more daily use of toxic. This ability replaces swift alchemy and instant alchemy.
Poison Immunity: At 5th level, the venomsoul is immune to all poisons. This ability replaces poison resistance.
Poison Bomb: At 10th level, the venomsoul gains poison bomb as a discovery even if they do not meet the prerequisites. This ability replaces the discovery they would normally obtain at that level.
I was flipping through the Advanced Race Guide the other day and I realized that a few of the races listed in the uncommon races section have no information anywhere on society, relations, alignment and religion, or reasons to adventure. I tracked down samsarans, nagaji, tengu, and kitsune in Dragon Empire's Gazetteer, but I haven't found any published materials that elaborate on this stuff for vanaras and vishkanyas.
I want to know more about both these races, and I've looked into the original myths surrounding them, but I still haven't found as much information as I wanted.
So until we get more official coverage of these and other thus far underwritten races, who is up for some info-gathering and wild speculation?
So I've understood the that general consensus on unarmed strikes is that they can be considered punches or kicks in-game.
What I'm wondering if there's a way there is weapon/armor similar to the gauntlet or brass knuckles but would allow the same benefit for kicking attacks.
Basically, is there an item that makes unarmed strikes with legs not provoke attacks of opportunity from their targets or do I need to house rule it?
I got this idea from Soul Calibur 3 the other day. Dat grieve edge.

For those who don't know, gigas are a type of giants living on the outer planes. In the bestiary of the "The Twice-Damned Prince" there is mention of Nirvana and Maelstrom Gigas. Neither of these has been officially statted up in Paizo's canon yet, so I thought I'd try my hand at creating the Nirvana Gigas. Tell me what you think, if this goes well I'll consider doing the maelstrom gigas next.
Nirvana Gigas CR 15
XP 51,200
NG Gargantuan Humanoid (extraplanar, giant, good)
Init +7; Senses Darkvision 60 ft., Perception +31
Defense
AC: 31, touch 18, flat-footed 26 (+4 Dex, +8 Wis, +1 Dodge, +12 Natural, -4 size)
HP: 202 (19d8+114)
Fort +18, Ref +12, Will +17
Defensive Abilities rock catching; DR: 10/evil; Immune: electricity, petrification;
Resist acid 10, cold 10, fire 10, sonic 10
Offense
Speed 60 ft.
Melee mwk glaive +26/+21/+16 (4d8+12)
Ranged rock +15 (2d6+12 plus 5d6 electricity)
Special Attacks rock throwing (120 ft.)
Spell-Like Abilities (CL 15th; concentration +14)
At will - beast shape I, levitate, speak with animals, tree shape
3/day - commune with nature, dispel magic, meld into stone, reincarnate
Statistics
Str 34, Dex 19, Con 22, Int 20, Wis 26, Cha 15
Base Attack +14
CMB +29
CMD 43
Feats Alertness, Awesome Blow, Catch Off-Guard, Combat Reflexes, Dodge, Improved Initiative, Improvised Weapon Mastery, Lightning Reflexes, Throw Anything, *Toss Foe
Skills Climb +33, Knowledge (planes) +21, Perception +31, Sense Motive +2, Stealth +1, Survival +30
Languages Celestial, Common, Giant
SQ planar empowerment
Ecology
Environment any (Nirvana)
Organization solitary, pair, or assembly (3-7)
Treasure half-standard (mwk glaive, other treasure)
Special Abilities
Titan’s Wisdom Nirvana Gigas gain a bonus to their AC equal to their wisdom modifier.
Planar empowerment While on the plane of Nirvana, a Nirvana gigas gains access to earthquake (DC 25), holy word (DC 25) and waves of ecstasy (DC 25) as spell-like abilities, each usable once per day. If the gigas ventures onto another plane, it cannot make use of these abilities (though its other spell-like abilities remain available). The save DC for the spell-like abilities is Charisma-based and includes a +5 racial bonus.
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