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So the Race Builder has two special subtypes: Half-Construct and Half-Undead, which can be added to any of the type options except Construct and Undead. Now Half-Construct and Half-Undead are not the Construct nor Undead types. Like I said already, they are SUBtypes. The section on them also says if you add them to the Humanoid type, you need to choose another subtype to pair with them. Could you add both of them as your two (and only two) Humanoid subtypes? This would be the closest I could get to a Half-Construct, Half-Undead creature. I'm not 100% certain on what kind of Construct/Undead they would be, but the idea is that this could be used to make something like Cyborg Zombies, which is cool, so I want to do it. I guess as the GM I could just say it works, since I'm not seeing anything that says it doesn't, but it feels like I'm breaking the spirit of the rules, which might mean there would be a balance issue I'd have to account for. ![]()
So the Mythic Simple Templates all give 2 total Mythic Ranks at 11 or more HD, except for Agile. I wanted to fix this, and I have two solutions, one of them probably a bit better than the other one. So every 2 Mythic Ranks is worth +1 CR, so 1 Mythic Rank is thus worth +1/2 CR, which rounds up to +1 CR until you get another Mythic Rank, and is actually +1 CR. I bring this up, because it means if I can easily halve a +1 CR template, then I can just add that into the Agile template at 11 or more HD, and add a second Mythic Rank then. So there are two such templates that are generic enough to possibly fit with this: The Advanced template. Half of it would be +2 to all Ability Scores (no restriction on Intelligence though since it is a Mythic Simple Template) and +1 increase to Natural Armor. And the Alchemically Quickened template. It is a first party template, but not on aon as far as I can tell. Half of it would be base speed increases by 5 ft (retroactively apply this before the +30 ft increase to all movement types (so if the base creature's base speed is less than 30 ft, it'll technically increase by 10 ft total), and each round in which the creature moves more than 10 ft, it gains the effects of a blur spell until it's first turn next round, except the blur spell only gives a 10% miss chance, and is treated as a level 1 spell. I already included some changes in the text to accomodate it being added to the Agile template. So obviously, in keeping with the speed theme of the Agile template, the second option should be better, but I wanted everyone's opinions on all of this. Thank you for any words of wisdom you can give for this. ![]()
Update. I'm now thinking between the following: Option 1: Samurai (Yojimbo) X//Witch (Witch-Watcher) X-4/Fighter (High Guardian) 4, with Order of the Guard, and taking Unconquerable Resolve as much as possible. I'll spend at least one feat on either Combat Reflexes or Stand Still (High Guardian gives CR as a bonus feat, or SS as a bonus feat if I already have CR). Option 2: Cavalier (Honor Guard) X//Fighter (High Guardian) X-10/Ulfen Guard 10, with Order of the Guard, and taking Stand Still. Option 3: Samurai (Yojimbo) X//Ranger (Witchguard) X, with a similar plan to the first option, except I'll have to spend another feat to get both Combat Reflexes and Stand Still. Anyone have any advice on which option I should take? There are probably other combinations of these 5 classes that could be good in a Gestalt, so if I missed an obvious one, please let me know. ![]()
doc chaos wrote: There's the Sentinel from Spheres of Might. It's a real tank. Thank you for the suggestion, but the GM isn't using Spheres. I also don't know the first thing about it, so I doubt I could convince them to incorporate it. I grok do u wrote:
I like a lot of this. I don't think I want to lock in worship of either Ragathiel or Torag though, and I'm also unsure about being of Ulfen descent, Sixth Wing Bulwark Warpriest, Sacred Sentinel, and maybe Ulfen Guard are probably not going to be used. ----- I'm thinking of either using Yojimbo Samurai or Honor Guard Cavalier, along with Witch-Watcher Witch for occasional support with spells. I'm leaning towards Yojimbo, so I can take Unconquerable Resolve several times, and with the ability to use my Resolve on my ward, I can stay afloat much longer. With Witch-Watcher, I can give temporary hit points to my ward as well, so we'll both stay up longer. ![]()
So I was reading the description for Krampus, and realized him being evil is actually not his own fault. The portal that summoned him from the First World was corrupted by the hateful emotions and bitter resentment of the villagers he was originally spawned to help during the harsh winter months. They had one too many bad winters, and Krampus's soul was stained because of this. So I was thinking about what it might take to redeem him. Obviously powerful, maybe even deity level or deity-like level magic could do the trick, so unless you believe that is the only way, let's try to think of something else to redeem poor Krampus. My take is a Mythic character who can't be (permanently) killed by Krampus could forcibly befriend Krampus. They might have to help him out a little, but as long as they play their cards right, and keep at it, Krampus will get something akin to Stockholm Syndrome, and see them as his friend. At which point they can start to help him. Of course, you don't need to go all the way to Mythic for this, it's just that would be the easiest way to guarantee it would happen through a battle of attrition. Anyways, what do you think? ![]()
So as the title says, I'm thinking of looking through the Prestige Classes and seeing if any of them would work nicely with monsters, without adding any normal class levels first. This works because a lot of the Prestige Classes only have something like a minimum skill rank requirement to take the class, and due to having Racial HD, monsters can sometimes meet these prerequisites without taking regular class levels first. However, I wanted to hear stories of this first, to see if maybe others have already done this, and how it went for them. ![]()
Goldcape wrote: Spring heeled jack from bestiary 4 I like this. It's being added to the list. Thank you. TxSam88 wrote:
I would, but I only have my phone (and my Playstation 4 if I get brave enough) to access the internet, and it doesn't seem to want to download it. Thank you anyways. I'll try sorting that way over on aonprd.com and (for 3rd party monsters) d20pfsrd.com. Pizza Lord wrote: Creatures will likely never escape. I like these. The Nilbog though seems a bit iffy. I don't know if I can trust my players to figure out its only weakness, you know. Either way, thank you for the suggestions. I really like the Beheaded idea. So yeah, thanks. ![]()
So I know what someone considers to be interesting is subjective, but I still want ideas. I found a 3.5 template (Paragon Creature) that adds +18 to CR up to 6 HD, +15 to CR at 7 HD to 15 HD, and +12 to CR at 16+ HD, and I wanted to find some interesting weaker monsters or NPCs to add this to. I already have Inevitable, Novenarut as an option, since they are cool samurai like Outsiders, but any other options you could give me would be much appreciated. ![]()
So Regeneration 0 (lethal damage) would get turned off any time they take normal damage, but not non lethal damage, thus won't keep them immortal. It also doesn't actually heal them, since its value is 0. But it makes it where they can take an infinite amount of non lethal damage without it converting to lethal, and makes it where they can regrow lost body parts. DR 0/epic similarly does not actually reduce damage, but due to how DR/epic works, allows them to count as an epic source for their natural weapons, thus overcoming DR/epic themself. Is there anything else like this that I can bundle with these for a template? ![]()
So an idea I had, that I will likely never get around to, is that mortals (nearly anything that has a stat block) have a -12 penalty to each ability score, and a further -8 penalty to attack rolls, saves, ability checks, and skill checks. Furthermore, they age 1 year every day that passes. However, despite this, not a single stat block will be changed, and maximum lifespans do not change either. This is because the canon version of creatures will retroactively become the already cursed versions. The idea is that some entity, maybe a deity, but also maybe some specific creature (I'm imagining combining dragons with age categories in a manner similar to gestalting classes, but with dragons instead of classes, but that is a lot of work on the GM's part), has done this to enhance themselves, which the players will have to defeat. Bonus points if at some point, the PCs can break the curse on themselves, especially if done right before the final battle, thus essentially giving them a +12 to each ability score, and a +8 bonus to attack rolls, saves, ability checks, and skill checks, and vastly increasing their maximum lifespan in the event the enemy can forcefully age their enemies with a special attack or special ability. If you are wondering why those specific numbers for the curses, I just took Greater Bestow Curse's -12 to an ability score, applied it to each ability score, then took the same spell's -8 penalty to attack rolls, saves, ability checks, and skill checks, and finally, applied the Curse of the Ages, which coincidentally can also be applied with Greater Bestow Curse. If you want to, you can instead make it regular Bestow Curse's -6 penalty to ability scores and -4 penalty to attack rolls, saves, ability checks, and skill checks. Anyways, as I said, I will likely never get around to doing this, but wanted to share it with all of you in case you could make use of it. ![]()
Here's Abserd a character in DnD 5e that multiclassed every level in a game that started at 14th level. Don't know if he counts, but when I eventually buy Baldur's Gate 3, I'm going to play him in it. Apparently there is even an achievement for doing so, so that'll be fun to get. ![]()
I don't know if it counts, but the Technology Artifact Powered Armor states there are rumors of other versions of it existing, including versions that are pretty much mechas. While it wouldn't be a monster, there are similar things in magic items that function somewhat like a creature that you pilot, including having statistics, so I would have loved that for the Powered Armor. Dragon78 wrote: A "psychic creature" template would have been cool. It's third party, but here you go. It's got multiple versions of being psychic too. ![]()
Irii, Agile Template, Temporal Accelerator So 3 turns, each with double the actions, per round. Have fun with this. ![]()
It's not really to make things easier or harder, I just like creating things, but simply crafting encounters doesn't always scratch that itch, you know, and while I could just change their original feats (assuming they are generic enemies and not a specific character), the feats given already are often pretty reasonable choices, so I don't actually end up changing them that often. In theory, this should make the game harder for the PCs, since monsters usually have HD>CR (once you get high enough CR), whereas PCs are essentially HD=Level=CR, so the monsters would get more feats out of this, but let's be real, not even expert players, just players familiar enough with the game, can easily break the game in the right circumstances, so this would let them make stronger PCs without having to worry about making things completely unfair for the GM. Hell, with the level of extra customization, I could see a Fighter getting really capable, despite usually being seen as the weak link of martials. Anyways, has anyone done this before? ![]()
Senko wrote:
I think I'm going with human (of course) and native (as in native outsiders). It could work well. A lot of the native outsider races are part human, yet the majority of them are accepted by society, so that could earn the hate of the evil superhumans. I think I'll also use the idea of half and half (half Defensive Training, Lesser, half Hatred) to represent neutral (good/evil axis) superhumans. Anyways, thanks for the help everyone. ![]()
Oli Ironbar wrote: If it’s X-Men like, regular humans. I meant other than humans, because the Hatred racial trait has you choose two different subtypes of humanoid or outsider (or one type that is not humanoid or outsider). Mysterious Stranger wrote: The whole idea behind the mutant prejudice is the idea that mutants will replace humans. It is basically an analogy for racism in society. That being the case a second subtype does not make sense. Yeah, I get that. I was just trying to find someway to not screw the evil superhumans out of some of the value of their alternate racial trait. Maybe I could make it where they only get one subtype of humanoid, but still keep a +2 dodge bonus against humans (so half of Defensive Training, Lesser, and half of Hatred)? I guess I'm now back into homebrew territory, which is unfortunate. Unless... Maybe I could say a different subtype of humanoid (or outsider) created them, and thus they blame their misfortune on that race, thus hating them too? It actually works with the backstory of mutants from Marvel, as... well I don't remember the full details, so I might get somethings wrong, but I vaguely remember mutants (and inhumans) being the result of someone from ancient times tampering with ancient humans' dna, causing such superpowers to (eventually) emerge. Of course, normal people don't know this in Marvel, but if it was just an ordinary(ish) race doing this here, the Superhumans might know. My first thought was Drow, but they just have the elf subtype, and regular elves would not earn their hatred, so that doesn't really work. Hmm. Anyways, if you have any suggestions, please let me know. ![]()
So I'm making a Superhuman race with the race builder. I kind of envision X-Men and The Brotherhood of Evil Mutants, in terms of lore of the race, not powers, and so I have Defensive Training, Lesser (Human) as a default option, which is 1 RP, and it can be traded for Hatred (which is also 1 RP), for the group of Superhumans that do more than just try to survive, by actually taking the fight to those that discriminate against them. Hatred, however, says to pick two subtypes of humanoid or outsider, so I'm having an issue on what to make the second race. I would make it Superhuman, but I'm giving Superhumans the human subtype, so they can take human only options like the feat Racial Heritage, so even if I give them superhuman as a second subtype, it wouldn't matter, as the bonus isn't going to stack with itself. Which brings me to the title of the post. Which races, if any, would have a problem with Superhumans? ![]()
Hi, I couldn't seem to find any rules for how old you have to be to reach each age category for races you make with the Race Builder, so I decided that meant I get to choose. I'm currently making a Superhuman race, which is similar to what the Drow Noble is to the Drow, but towards humans instead, and I wanted them to have as high of a lifespan as possible. It may seem a little Mary Sue-ish, but I didn't want them to die of old age. Part of the race's backstory is the trope of humans fearing superhumans, so I wanted to have obvious tells for who is born a superhuman, without forcing them to look different, which is where I came up with not dying of old age. But that is obviously a really good thing. You can't use any ability or spell or whatever to force them to age to the next age category, because there is no next age category for them. Just child and adult. So here is the solution I came up with: Immortal (0 RP):
A superhuman ages at the same rate as a human, but they continue to physically appear to be in their adult prime no matter how old they get. When they reach their maximum age, they do not die. Instead, they reach a new age category, which causes them to take a further -4 penalty to their Str, Dex, and Con scores (for a total of -10), and gain another +1 to their Int, Wis, and Cha scores (for a total of +4).
This age category is refered to as the "dust" category, due to the fact that anyone in this category who has a 0 in their Str, Dex, or Con scores, even if at a later time than when they first reach the dust category, turns to dust, preventing spells and abilities that require an intact dead body from working. Anyways, let me know if this is balanced. I know it is a big price, but remember, they are effectively immortal so long as they don't die to violence, had at least an 11 in all physical scores (before penalties from aging), and don't take too much Str, Dex, and/or Con damage/drain. ![]()
So NPC wealth to PC wealth is +1 CR. Gaining another level (for a 0 racial HD race) is +1 CR. So trading PC wealth for NPC wealth to get an additional level, assuming the campaign wasn't normally going to go to level 20, should just straight up be a fair trade. Unfortunately, this would put extra work on the GM. They have to adjust treasure, which is designed to be valued enough to support PC wealth, to instead only give the PCs NPC wealth. This can make it much harder to use NPCs, since you can easily blow through multiple levels of gear in a few battles against challenging NPCs. Anyways, I was thinking of doing this for fun, but I wanted to know if anyone has experience with this, so I could avoid making as many mistakes. ![]()
Dasrak wrote:
Actually, Wyrwoods are Small size. They only get 10 bonus hit points. Sure, at level 1, that is equivalent to a Con score of 30, but at level 5, that is the equivalent of a Con score of only 14. At level 10, that is equivalent to a Con score of only 12. But there is 1 major problem with this: They are dead (destroyed) at 0 hp, due to not having a Con score. So in actuality, those bonus hit points are not an equivalent of a Con score of 30 at level 1, because someone with such a Con score can take 30 extra points of damage before anymore damage kills them (0 hp down to -29 hp while still being alive). So in actuality, that 10 bonus hit points is closer to non existent, since they don't have the ability to (potentially) survive into the negatives. And it never increases with level like bonus hp from a Con score would. ----- EDIT: If anyone is still here, I think I figured it out. RP 21-40 is more like CR +0.5, which almost always rounds up, so following the pattern, RP 1-20=normal CR, RP 21-40=CR +0.5 round up to +1, RP 41-60=CR +1, RP 61-80=CR +1.5 round up to +2, RP 81-100=CR +2, and so on. ![]()
So I'm looking, and a Wyrwood, which is RP 20, is CR 1/2 for 1 level (rogue) and NPC wealth. Which is the same for a human. But a Svirfneblin is CR=level for NPC wealth and PC class levels. They are RP 24. Okay, so it seems that RP 1-20 is normal CR, RP 21-40 would thus be CR +1, RP 41-60 would be CR +2, and so on. But then, Drow Nobles, which are RP 41, which according to the pattern, is CR +2, is only CR +1, not +2. Unfortunately, there are no RP 21-23 races, so I don't know when the turning point is for CR +1, so I'm now left with RP 1 up to 21, 22, or 23 is normal CR, RP as low as 22, 23, or 24 and up to 42, 44, or 46 is CR +1, RP as low as 43, 45, or 47 and up to 63, 66, 69 is CR +2, and so on. I'm just trying to figure something out so I can make a high CR monster that has no racial HD, because I think it would be fun to build. Any advice on this would be appreciated. ![]()
The Unfettered Eidolon has specific rules for how to advance it. It has an amount of HD at each CR equal to the amount in this chart. Would this still be true if you changed its creature type to, say, Fey, and used the HD per CR for Fey on that chart instead of Outsider? I'm not going to change it to any creature type that doesn't make sense though, like Animal, but I think this could be interesting to use to make new creatures. What do you all think? ![]()
Mysterious Stranger wrote: Something like maxing out HP is probably ok, but giving all creatures a specific feat or item is usually not. To add to this, sometimes this isn't true, if there is an in universe reason for it. All Red Mantis Assassins specialize in Sawtooth Sabres, and there is a relatively limited amount of unique options just for that weapon, so if you want to show that this particular group of RMA extra specializes in their weapons, you're options are kinda limited. But yes, you shouldn't be giving every little thing specialization in the exact same thing if it doesn't actually make sense in universe for them to have it. ![]()
I have to disagree with Khan. At least their first point. You should use exact experience, divided equally between all participants. That means more players will be stronger at the start, since they were going to be level 1 anyways, but they'll keep leveling up slower and slower because the xp is being divided between more characters, causing them to round off as about equal in power to what they would have been if they had only been 4 players. What's more, is that the treasure is now divided between 6 PCs instead of only 4, making them INDIVIDUALLY underleveled and undergeared once you get to the point of the final dungeon of book 4 of an AP. That is, if you run it as is. You should never run any pre-existing module exactly as is though, since that makes backstories for the PCs next to useless, due to never being a part of the module. ![]()
The simplest one I make is changing the size category of a creature. No, I don't mean adding the Giant/Young Template, nor the Monster Advancement rules for increasing size. I literally just said: You know what, I think that real world animal is the wrong size category. Let me fix that. The most complex change would probably be that time I made Mogaru a Guardian Spirit. For the record though, I told my players I was gonna do it, so they knew what they were getting into. Well, there also was the time I made Mogaru (I know, I have a problem) an Imperial Foo Creature. I didn't get to use him, since he is good aligned thanks to Foo Creature, and I rarely ever get to run evil campaigns (so running one that lasts till epic level is pretty much impossible for me), but man, he would have been so awesome. ![]()
Note: I am not just talking about Cleric here, nor even just granting spells via worshipping themself, but literally any option that is gained from worshipping a deity. For example, Kostchtchie Deity page is a deity, but also has a Monster Stat Block. If he were to be advanced under monster advancement rules, could he take Cleric levels, and worship and grant spells to himself? EDIT: I know this is the Rules Questions forum, but I highly doubt this has an actual RAW or RAI answer, so if not, I'll also take a lore answer if one exists. If even that doesn't exist, then I'll take your opinion on the matter, but please say that it is your opinion so nobody gets confused. ![]()
Something interesting you could do: First World Creature Template wrote: a First World creature killed while on the First World does not travel to the Boneyard, but simply reappears elsewhere in the First World 1d10 days later as if raised by resurrection, save that the negative level and Constitution drain from that spell cannot force it below 1st level or a Constitution score of 1. At the GM's option, the creature may be reincarnated (as per reincarnate) instead. Take that part of the First World Creature Template, and apply it to literally everything, even the PCs. Do not apply the rest of the template, just that part. Remove all forms of planar travel. Now run an AP or module, except it takes place on the First World. Congrats, no more perma death. ![]()
I may be reading this wrong, but the Evangelist Prestige Class doesn't seem to say you can't choose a different Prestige Class as your Aligned Class. Since the Prestige Class Winter Witch is also advancing a lot of the features of the Archetype Winter Witch, doing this would be like advancing 3 different classes at once. Obviously it isn't actually as powerful as advancing 3 classes at once, as not everything is gained from all 3 classes, but it just seems like a no brainer, if you actually have a deity that would work well with Evangelist that is. Am I crazy, or is this a good idea? ![]()
Like, Monkey Swarm is a thing. Can I apply Foo Creature to it? If yes, can I apply the upgraded version, Imperial Foo Creature (found at the bottom of the regular version's page) to said Monkey Swarm? Can I make a Monkey Swarm be the animal of an Animal Lord or a Lycanthrope? Or could I make it the base creature (not base animal) for Lycanthropic Creature? Probably easier to confirm, but back to Lycanthropic Creature, could I make a Sprite Swarm be the base creature, and the base animal be a Monkey Swarm? Bonus question: Can I apply Giant to a size Tiny Swarm? I know that is a lot of questions, I just have a lot of ideas, and want to know if there is any rules at all for this before I throw something like one of these at a group of players. Any help would be appreciated. ![]()
So normally I'd say yes and yes. You just apply the Construct only templates first, and apply the Tsukumogami template before Undead templates. But the problem I'm having is the lore, which should affect RAI. While Tsukumogami is applied to Animated Objects as an acquired template, this is only because regular objects don't have a stat block as creatures. The actual lore is that Tsukumogami used to be regular objects, not Animated Objects. Since they technically were never a Construct to begin with, only being one for the purposes of applying the template, this would suggest you could not apply Construct only templates. For a similar reason, I am unsure if they could become undead. While you could say they are now Outsiders (kami, native), the living part is strictly the kami part, as without it, they are just regular, impossible to be undead, objects. I know RAW this template stacking works, it's just the RAI for the lore that I am unsure about. ![]()
Mysterious Stranger wrote:
TxSam88 wrote:
You two do not know what you are talking about, like at all. The Mythic Simple Templates are weaker power upgrades than most normal templates. They are literally called Simple Templates for a reason. The facts are that Dual Initiative is less than +1/2 CR, and the Temporal Accelerator is weaker than that even if you are immune to the penalties. But if you want more proof, the T.A. doesn't duplicate things like Fast Healing, or other things that are once per round. This means 1 Creature with Temporal Accelerator is weaker than 2 copies of the same Creature but without the Temporal Accelerator. And guess what. 2 creatures of the same CR=CR +2. No Mythic involved. That means even if I was wrong about the Mythic Simple Templates, the T.A. is worth less than 2 class levels at the maximum. If you think a weaker power up than 2 class levels is broke as hell, then you have no business being here. ![]()
Claxon wrote:
Yeah, I guess reincarnate would work. I don't have a GM for this. I was just trying to figure out if it would ever be worth it in the long run to ever use one of these, since you only get one life (normally), and due to how Pathfinder's cosmology works, you kind of don't get an afterlife, or at the bare minimum, don't get one as yourself (becoming an Outsider with no ties to your once mortal life), so decreasing your maximum lifespan by 5 whole years each time you use it (or 10 years if you use it more than once per day) just does not seem like a fair trade. Also, you say it is "broke as hell" without the penalties, but it really isn't. It is a worse version of the Mythic Ability Dual Initiative. The Agile Mythic Simple Template is only MR 1, thus technically only CR +1/2, which rounds up to CR +1, and it gives a few things on top of Dual Initiative, which means D.I. is less than a +1/2 CR increase, and the T.A. is a slightly worse version of D.I. if you are immune to the negatives of it. Meaning, the T.A. without penalties is worth less than a single class level, CR wise. ![]()
What I mean is it hastens how soon you die of old age, without actually aging you, by shortening your maximum lifespan. This should mean even the artifact Sun Orchid Elixir won't save you if you keep using the T.A., so is there anyway to get around this? Would making it where you are immortal (aging wise) make you immune to dying prematurely, or would you still die when your maximum lifespan is equal to or less than your current age? For example, if you wore the artifact Icecrown of Irrisen, putting it on when you are 20 years old, and then decrease your maximum lifespan to 20 or less through the T.A., would you die or not? If you still die, then is there any way to increase your maximum lifespan, and/or make it so you can't die of old age, preferably without becoming evil, so not being undead if it can be avoided? ![]()
Pizza Lord wrote:
What if any entity that counts as your direct avatar counts as you for the purposes of activating the Lifebleed (on your real body, not avatar)? For example, if a video game character, PC in a pen and paper game, or whatever counts as you in a board or card game, etc, that you are directly controlling (so not Pokémon for most of the games, as you are directly controlling the trainer, not the 'mon), takes weapon damage, your real body takes 1d4 damage from that. Would you still be willing to go for this then? ![]()
Ring of Lifebleed, Ring of Resumption, Ring of Regeneration Would you wear a Ring of Lifebleed... Question 1: if it was also a Ring of Resumption? Question 2: if it was also a Ring of Regeneration? Question 3: if it was also a Ring of Resumption and a Ring of Regeneration? For me, it'd have to also be a Ring of Regeneration, though I wouldn't need the Resumption part if it wasn't included. ![]()
Pizza Lord wrote: I apologize but, what is the actual problem and question you have? Is it just that their NPC wealth per level is too not sufficient? I am not sure what you are asking to alter. Are you accounting for items being 1/3rd cost if crafted itself or 1/2 cost for magic items. Presumably it's a crafter. I did have a minor problem with the build (almost all money going into the Soul Tether) and I came up with a possible solution, just to give clarity to anyone looking at this. The actually issue is one I'm struggling to put into words. The best I can describe it is it feels "off". Maybe it is too excessive, maybe I should drop one of the three main templates, maybe I shouldn't make the armor be a Scaling Item fused with a Technology Artifact. I don't know. It just doesn't sit right with me, so I was hoping everyone could look over what I have so far to see if it should be changed so it can have better vibes. ![]()
The Forever Undead and his Soul Tether:
The Forever Undead is a Mythic Lich, Psychic Lich, Graveknight combo. Their Mythic Phylactery, Memoir, and Graveknight Armor are all one and the same, known as the Soul Tether. They have 20 levels in a single psychic spellcasting class (not necessarily in the Psychic class). They will take the Alternate Capstone "With This Sword", with the Soul Tether being the focus of this augmentation.
The Soul Tether is Armageddon Plate, except the base armor is changed from Full Plate to Powered Armor which is a Technology Artifact. The Soul Tether counts as a Magic Minor Artifact twice (once from Mythic Phylactery and once from With This Sword), so it will have two destruction conditions that have to be met at the same time to destroy it. However, as a Memoir, if it gets destroyed while the Astral Legend survives, the Memoir (and thus the Soul Tether as a whole) will reform in 1d10 days at a site central to The Forever Undead's history. Problem and Possible Solution:
Now there is one problem with this combo. Due to the price of Armageddon Plate, along with the theoretically high price of the Powered Armor (it is an Artifact, so no price listed, but it has a LOT of different tech items integrated into it, so it has to have a high price just from the items that are a part of it that do have listed prices), it will be the only item The Forever Undead has, like at all.
The reason for this is Mythic Lich (which includes the +2 CR from the base Lich template) is +7 CR when at a full MR 10 (which it is here), Psychic Lich is +2 CR, Graveknight is +2 CR, and a level 20 NPC with PC Class Levels, but NPC Wealth, is CR 19. That is a grand total of CR 30 exactly. 159,000 gp (NPC Wealth at level 20 for the Medium XP Track) +100,000 gp (With This Sword) is about what I'd estimate the full price of The Soul Tether would be, probably falling short though. Even if using the Fast XP Track, the NPC Wealth for level 20 is only 201,000, which again, with the 100,000 gp from With This Sword, is probably spot on for only having the Soul Tether and nothing else. I do have a possible solution, but it is not the best. The Degenerate Template (-4 to all Ability Scores, minimum Scores of 1) is a -1 CR template, to counteract the +1 CR of having PC Wealth instead of NPC Wealth, thus allowing The Forever Undead to have more items than just the Soul Tether, while still being CR 30. I could also just make him CR 31, calculating the Total XP for CR 31 from the fact that 2 creatures of the same CR are supposed to have the same XP as their individual CR +2. (So take the CR 29 Total XP and multiply it by 2). But I can not in good faith make a CR 31 or higher enemy for a relatively standard game (I mean, it is going to be Mythic, since a Mythic Phylactery can only be harmed by Mythic sources, and the goal is to do the impossible and kill this thing, but still). The only real homebrew I'm using here is stacking all 3 templates (technically 4 since Mythic Lich includes the base Lich template as well), since technically, once you go to apply the second type of Undead template, the base creature is already undead and no longer living, thus not a valid creature type for the templates that say they can be placed only on living creature, as well as the Armageddon Plate Powered Armor combo. But other than that, everything technically is in order. If you read to this point, I'm sorry for the colossal length of this post. Thank you for reading it though. How would you change this up to work better, whether making it weaker, making it stronger, or any other changes you might make? ![]()
So this is really three questions, but each extra question only is relevant if the previous question's answer is "yes". 1: Could a character have a Tulpa of a Heavy Horse, which among other things, is a horse with the Advanced Template? 2: If yes, can a character have a Guardian Spirit Tulpa, applying the Guardian Spirit template first, then the Tulpa template, meaning the base creature for the Tulpa is a Guardian Spirit? 3: If yes, would they get to choose which spell level the "Guardian Spirit" is "conjured" by, assuming the Tulpa is intentionally created? ![]()
Do I have standard equipment, or only my clothes? If I have standard equipment, then I have my pocket knives, and proceed throughout the mansion to see if I can find supplies to survive out in the woods with. A compass, a flashlight, maybe a better weapon, and if possible, something to store water in, and if anything looks safe to eat, food. If I don't have standard equipment, then I'd probably do the same, but this time, I'm prioritizing finding anything sturdy enough to be used as a weapon, regardless of how great of a weapon it may be. Once I find a weapon, I'll still keep a look out for a better weapon, but I'll mostly be looking for the other stuff. Either way, I'll leave once I feel comfortable with the supplies I acquired. Climb a tree and see if I can see any civilization nearby, then head to it if I do see one, or if not, then head due north. If I hear any river nearby, I'll head to it and follow it downstream, as humans will likely settle near the river, otherwise, continue till I'm out of the forest. I don't know what I'd do from then on though, as I'm starting to get to too many alternate situations. Plus I'd have to figure out what I'd do if I can't find supplies in the mansion. I used to know how to make a simple compass with a cup of water and a stick(?) (maybe made of metal?), but I don't remember the process now, unfortunately. I might be able to figure it out if I try hard enough, but no guarantees there. I do not know how to make a torch nor lantern, so I'd have to travel during the day only. I'd also need to prioritize finding a source of water if I don't see an end to the forest soon while occasionally climbing trees, even if only to find something I can hunt, as I do not know at all what berries, nuts, etc. are safe to eat. I don't give myself good odds of survival though, as I'm a bit overweight right now. ![]()
So if you must know, the inspiration for this is the Stone Mask from The Legend of Zelda: Majora's Mask. A basic description for its powers is that it makes the wearer as uninteresting as a basic rock in a field of rocks. You are very much still visible though, as some creatures (minibosses and bosses) can still see you, with the Gerudo Pirate minibosses claiming something along the lines of the mask being impressive, but it won't work on them, suggesting they can easily make their Will Save to disbelieve the illusion, due to being powerful enough to count as a miniboss. Now I don't want to make the mask necessarily. I just like the concept of not actually being invisible, but people THINK you are invisible. This means it wouldn't be a glamer spell like the normal Invisibility spell, as you aren't actually invisible. Is there any way to do this? I'd also accept the ability having an HD limit, like how the Sleep spell does, if there is a way to do that instead. ![]()
zza ni wrote:
That doesn't work. Despite being a Herald, the Tarrasque doesn't have the Herald subtype. This is because the Tarrasque is way, way more powerful than the standard CR 15 Herald. In fact, the only way to summon the Tarrasque is through Mythic Spawn Calling, which obviously requires you to be Mythic, as it takes 16 uses of Mythic Power to specifically summon the Tarrasque.
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