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Edit: Help with skills please, too. Gauth
Gauths are sometimes derided as "baby beholders" or termed "lesser beholders" but woe betide anyone who is discovered to have insulted a proud and noble Gauth in such a fashion! Smaller physically than "True Beholders," Gauths are 5 foot spheres that weigh approximately 500 pounds. They are more mobile than Beholders and since they have innately "weaker" (A gauth would say uniquely capable and ruthlessly specialized, thank you very much!) spell-like abilities, Gauths have a Savage Bite that has been compared by some anthropologists and adventures to that of a Bulette. Gauths have disposed of the Law and restrictive and rigid Hive Mind of their more well-known counterparts. They have a mercenary and organized crime bent and often sell themselves as reconnaissance men and artillery pieces for militaries. They can tend to be a bit more Chaotic as well and have been known to work as Crime lords, highwaymen and most infamously of all... Adventurers! Watch yourself if you find a gauth on your "team," however.
Relationships with Other Monsters: They are distrusted by most everyone, and despised by "True" Beholders. Eye Rays fly whenever Gauths and Beholders meet. Special Abilities:
Eye Rays (SLA): These are Spell-Like Abilities that work as though they were cast by a 16th level caster. They have 100 feet ranges and are Free Actions. The Save DC is charisma-based
Stunning Gaze (Su): Gaze Attack, Stun for 1 round, 30 feet,
I'd like a community fix to the Beholder beast. Just does not jive with 3.5 anymore, much less 2013 Pathfinder. It really needs a kick in the pants. I'll outline some problems and potential solutions. Problems to Pathfinderize. HP:
AC: In the 20s approaching 30. Not too shabby and in line with the Suggested AC 28 to 30 suggested in Pathfinder Bestiary charts. Furthermore, it can fly so that gives it a little defensive umph, too.
Saves, Spell Resistance and Stat Line: It has no SR. The highest save is 11, the lowest is single digits. Not acceptable at CR 13. The creators tried to patch it mechanically with save boosting feats but it also has shockingly low stats with not a single one over 20 as a CR 13 monster. The ironic thing is this: A typical Pathfinder Party of 4 to 5 players will Behold the "Eye Tyrant," at least one Caster is going to beat its 6 Initiative and try to drop a 5th or 6th level spell on it. Even just given the minimum Ability Score to cast a 5th or 6th level spell, the Monster will fail his saves 40 to 70 percent of the time! Feats: Only one I will keep is the Perception boosting one and Improved Initiative. The others are Save Boosters which I think can better be boosted with Racial Hit Dice and Ability score boosts. Speed: Too slow. Gonna double the speed. HD: Fewer HD than CR as a CR 13. Way too low. Probably needs another
Offense: Eye Rays are admittedly touch attacks, and 10 of them to boot. However, single digits seems too low. Skills: You know something? This is every single bit the problem that the offensive capabilities are. Beholders are not Random Room in the Random Dungeon Randy McRandersons. They are Evil Mastermind and Kingpin bosses. What are they known as? Eye tyrants. Yet the game makes them EYE!!!!!!! tyrants and gips them utterly on social skills.I always thought of the Beholder as the Charming, Debonair sort of Aberration that would keep a court. It is Lawful Evil after all and called the EYE TYRANT. You'll quickly see (get it?) however, that it has ZERO SKILL INTERACTION ON A SOCIAL LEVEL.
Gonna definitely be jacking those skills up in my fix. This is a CR 13 monster that could legitimately be ruling a kingdom and its whole schtick is Charismatic, Sorcerous Magic Anti-Magic Cone: See, this is so cool, one of the major abilities of the Monster and something that does indeed make it iconic. However, it interferes with the Beholder's raison d'etre of Eye Rays and is a total pain in the balls to adjudicate in combat. I think it is counter-productive and more hassle than fun but if you wanna keep it as is, get down. I've got a few proposed alternates and variants to it, lets see what you think. Get it, lets see what you think? Only my 9th eye-related joke so far, only 29 left to go! Eye Rays: Charms are redundant. Inflict ability doesn't do enough damage. Disintegrate and Finger of Death are the Iconic "OH !@#$ Its A Beholder! Get in the Car!" abilities but I question if they should be kept. I love Flesh to Stone and the Beholder/Gorgon/Medusa mythology thing of a Beholder turning people to stone and keeping them as slowly dying trophies in his Regal Throne-Room or whatever is just too pimpin' to take away. Furthermore, people will know about the Beholder and be ready to deal with that status condition, hopefully. It stays.
Proposed Beholder Abilities at Caster Level 15ish: Lightning Bolt as Force damage, Inflict Critical Wounds, Slow, Confusion, Charm Monster, Hold Monster, Sleep, Flesh to Stone, Blindness/Deafness (Blind and Deafen at the same time), Bestow Curse at Range, Telekinesis as a Racial ability apart from Eye Rays So, what do you think?
Well, after spending some time here after a long absence, I've been noticing people posting characters and the like and Intelligence and Charisma are in short supply, buddy! 7 or lower Intelligence, Charisma or Wisdom, or even 2 of the 3, doesn't just seem not as uncommon as I thought but rather de rigeur. I can understand one shotting this to do something Iconic and silly and fun like Big Dumb Fighter, Grumpy Dwarf Combatant ("Oh, you want something that doesn't directly effect combat prowess? NO!") Kruggor The Social Psychopath Barbarian but really, those have to be pretty uncommon, right? Statistically shouldn't 2 6s or 7s be about just as rare as an 18 or 2 getting rolled naturally before racial hits? Also, how is that fun to roleplay consistently? 6 or 7 Intelligence and a Charisma score in the 6s and 7s to boot means what? 2 or 3 standard deviations off of the baseline average intelligence and charisma of a human being? Does that mean profound mental handicaps and developmental hinderances? How can that be fun on a long term basis? How does that even mechanically play out and socially play out in the real world with other characters? Is this just to squeeze the last +2 out to buff a guy in combat or is this legit? Do people sincerely play these Unlucky Number 7s and 6s a lot?
Well, after spending some time here after a long absence, I've been noticing people posting characters and the like and Intelligence and Charisma are in short supply, buddy! 7 or lower Intelligence, Charisma or Wisdom, or even 2 of the 3, doesn't just seem not as uncommon as I thought but rather de rigeur. I can understand one shotting this to do something Iconic and silly and fun like Big Dumb Fighter, Grumpy Dwarf Combatant ("Oh, you want something that doesn't directly effect combat prowess? NO!") Kruggor The Social Psychopath Barbarian but really, those have to be pretty uncommon, right? Statistically shouldn't 2 6s or 7s be about just as rare as an 18 or 2 getting rolled naturally before racial hits? Also, how is that fun to roleplay consistently? 6 or 7 Intelligence and a Charisma score in the 6s and 7s to boot means what? 2 or 3 standard deviations off of the baseline average intelligence and charisma of a human being? Does that mean profound mental handicaps and developmental hinderances? How can that be fun on a long term basis? How does that even mechanically play out and socially play out in the real world with other characters? Is this just to squeeze the last +2 out to buff a guy in combat or is this legit? Do people sincerely play these Unlucky Number 7s and 6s a lot?
I don't want to be arrogant and go "system mastery! system mastery!"
I was just a druid PC in a 7th level party. The DM gave us a bonus feat and totally ridiculous scores off of 4d6 7 times, best 6 total rolls, re-roll 1s and 2s. We should be CRUSHING dungeons. A CR 7 or 8 encounter, some sort of beautiful female evil outsider (never quite got which one, Succus, Pairyaka, whatever) dropped something like a DC 17ish Will Save charm and half the freaking party biffed it. I'm looking over at 3 out of 6 people going... "What the hell? How did you roll a 5 on your Will save? 3 or 4 rounds later, I'm in dire tiger form with a big cat, having killed the 3 minions and almost single handedly killed the female demon as well, did at least HALF damage to it. The rogue player was like..."Yeah, this stuff happens sometimes when you have a 3 for your Will save." WE HAVE A BONUS FEAT, SOMETHING LIKE 45 TO 50 POINT BUY, 20,000 GP TO SPEND AND THE GUY IS LIKE... "Yeah brother. 3 in the Will Save, things happen." 3 people in this party had Will saves lower than my !@#$ing animal companion. I don't want to be mean to these guys and I'm trying to help them out, but 3 or 4 of these characters are just bafflingly bad mechanically. And they know how to stealth, get surprise rounds, attack flat-footed people, ready actions, etc. So their play is fundamentally sound. It is just the sheets are a mess. I don't get it. I don't even know if I'm compatible with a group like this.
Just some things that have always bugged me, I'll just start with it... 1. Funky Bardic Music In Rounds
2. Why don't monks have Full BAB?
3. If the game was designed for the Rogue to be able to Sneak Attack more often, why were ways to qualify for Sneak Attacks negated?
3.
I was in a party as a Druid.
It seemed like every time we went up to a floor, a door, a chest, a
I had played a lot more 3.5 and thought... "Wait a minute. I thought only rogues could detect magical traps?" No, as it turns out, anybody can. There isn't even a cross class
I kind of seemed gratuitous that 4 people in the party could do
Do you think there are some great monsters that just never really get their "day in the sun" for whatever reason? Here are my top 3 picks for Neglected Monsters: 1. Aboleth The thing that dooms these guys? They "have to be" in water but you just easily change that. Totally creepy, great abilities, tough, great mental scores to make the Evil Mastermind sort. It is a pity that Beholder and Mind Flayer are owned by WOTC and Aboleths are about as rare as hen's teeth in Pathfinder games. The Core 3 Big Bad Aberrations are MIA. 2. Evil Fey just in general
3. Evil Druids
Well, seeing as we've already had the eternal, 600+ response Slapfight, Wizard versus Sorcerer, I just figured it was time for this one. I say...
Move action and later swift Inspire Courage and Greatness that stacks with morale bonuses=groovy. 6th level spells and Bardic Performance=Superior to conditional damage dice. Versatile Performance helps Bards out with their skills. Bardic Knowledge and Loremaster are great. A 10th level Bard lute player would know more about a crime regime than the 10th level Rogue Don! Getting Sense Motive as a Charisma based skill? Sense Motive has lots of uses, this is a big deal for a face character. A character that has a ton of good spells that work with the idea of disguise and lying like Glibness, Alter Self, the invisibility line, etc. A bard could lie his ass off to a rogue and possibly catch the rogue every time! The Rogue can UMD? Not as well as the character who has a mechanical reason to have a minimum Charisma of 11-16 and can cast spells. The rogue can heal? Not as well as the guy who can auto succeed with wands of Cure spells. Disable Device can be had via numerous traits, if a Bard is totally dead set on Disable Device. If you take it as high as the class goes, Jack of All Trades would treat Disable Device as a class skill and allow him to take 10 in it.
So, I'm making a Pathfinder adventure. I really like the modules and paths but I have never ran anything that wasn't a canned adventure. I did some SAGA adventures and the 3.5 adventure Expedition to the Demonweb Pits. I have just a little bit of D20 experience and would like some more.
I would like some advice on making evil cult adventures work. I like the idea of Cleric villains and using Outsiders and other nasty monsters. I think it could lead to a diverse amount of bad guys, but still I always liked the connection that 3.5 and Pathfinder kept to real world religions. Shooting for something like 7-9ish and would like the party to be 10-12ish by the end of it. Thanks a lot!
What would a T-Rex do damage wise if it was considered at level 10 as a Ranger Companion from the feat Boon Companion? I just think it would be neat to play one, or have one as an NPC villain, a ranger with a T-Rex. Starting Statistics: Size Medium, Speed 30 ft.; AC +4 natural armor; Attack bite (1d8); Ability Scores Str 14, Dex 16, Con 10, Int 2, Wis 15, Cha 10; Special Qualities low-light vision, scent. 7th-Level Adv.: Size Large; AC +3 natural armor; Attack bite (2d6); Ability Scores Str +8, Dex –2, Con +4; Special Qualities grab, powerful bite. So does that apply the +3 natural armor bonus again, or does that mean the natural armor bonus decreases? I assume increase. So at 10th level the Tyrannosaurus would have... Large size, 9d8 hit dice with +6 BAB and 6/6/3 saves, +13 Natural Armor,
The ability scores would be... 26 Strength 18 Dexterity 14 Constitution, 2 Intelligence 15 Wisdom 10 Charisma then, with one ability score increase at 4th level and one at 8th level? The attack would be at +13, because of -1 to size? What do you think the 5 feats should be spent on? Should one be spent to get light armor? Power Attack, or would it not hit attackers enough and should it get Weapon Focus Bite instead? Would Improved Natural Weapon be better than Power Attack? I think the 5 feats would be...
What do you think? And is the math right? Sorry, this is a bit tricky for me. It is like 3.5, but different.
I don't think I'm saying anything that almost nobody hasn't thought, but it just needs to be said. Halflings..yeah. The Halflings are a great highlight to some of the problems of the point system as it stands... +2 to Acrobatics, Perception and Climb checks=6 points. This is because other races can be made to be 10 points if you give them say, +2 to Intimidate as a 2 Racial Point ability. It isn't even close. I don't really even know if anybody would take that as a feat for 4 points at beginning or a feat later on. Oh but wait, it gets even more dumb. Skill Bonus is 2 points, but Adaptability for a Human typed creature is 1 point. Adaptability=Skill Focus. For half the cost a Human typed player can get +6 untyped as opposed to +2 racial by level 10. This human would have saved 3 RP! There is another problem in the system: You can't take a lot of Movement abilities without a normal speed, and Halflings move slow for +1 Racial Point and have a Movement skill Racial bonus to Climb. So they move 10 feet slower for a bonus of one point, then they take +2 racial bonus to Climb...For two points. When they could have instead moved normally for 1 point, received a 20 foot Climb speed instead of a 5 foot climb speed, and had +8 racial instead of +2 racial for climbing.
Finally, Fearless and Halfling Luck cost 3 points. This isn't too bad, but Hardy, Stubborn, and Cat's Grace seem undercosted. A Dwarf with Hardy comes up far more than fearless and it does more. Just a minor quibbling.
I want to play hobgoblins at a higher level. I am thinking that the leader would be a Sorcerer or Cleric at 10th level. His second in command would be a 6 Dice Advanced Large Bearded Devil that he summoned. The Bearded Devil would have 1 level of Barbarian and be a trainer and member of the Hobgoblin army. There might be a Barghest as well. I am just wondering what other sort of characters and adventures and things I could do with hobgoblins? What do you think?
Do you think this happens? I remember this happening in Dungeons and Dragons 3/3.5 quite a bit. Monster Manual II was notorious for underCRed creatures that just made people go... "Huh?" There are some real lulus in Bestiary II as well. The problem is, Bestiary 1 monsters are known quantities, have more than a
I guarantee the troll and the hill giant were thought about a lot more than say the creature that inspired me to make this post, the Seugathi. AC 19, good saves, 67 HP and Fast Healing 5, a 30 foot DC 20 confusion Aura, it can choose what happens to Confused people within its Aura. DC 17 wisdom damaging poison that works with all of its Spell Like Abilities... DC 17 Suggestion, DC 18 Confusion, DC 19 Mind Fogs and DC 18 Phantasmal Killers? Really? At CR 6? Really? What am I missing?
Lower Levels... Advanced Aranea at CR 5. DAAAAAAAAAAYUM. Shapechanging, huge natural armor, giant scores, 20 Charisma casting as a 5th level sorcerer, 5d10 instead of 5d6 plus a 18 Constitution, the thing is just a monster. Throw in all the skills it gets for an 18 Intelligence (something that makes sense for a mastermind!) and it all just comes together beautifully. Basically anything that casts at its CR or higher can be given an Advanced template or a level to be a better caster and get the Elite Array and just be a brutal opponent. Any fave BBEG monster candidates?
I want to run something that isn't so complex and something on a smaller scale that doesn't have a bunch of crazy stuff that threatens an entire nation or world or multiverse, blah blah blah. 6th or 7th level or so. Is there anything in Pathfinder or Pathfinder compatible like this? Something like the Goodman Games stuff, or the older and early modules? Anybody have any experience with a game like that in Pathfinder?
So, some classes already seemingly 2 or 3 things away from being about equal to Pathfinder from the 3.5 books. Here are just some quick 2 or 3 fix things that I thought would be appropriate... Warlock=Bardlock. D8, 3/4 BAB, 6 Skill Points
Do you have any of your own?
Right off the bat I want to say pathfinder has done a great job with its Bestiaries and has made some of the weaker and more dubious opponents fun and compelling. The Ogre Mage and Oni are precisely what the Ogre Mages should have been in Dungeons and Dragons 3.5 Very cool and very threatening monster for a lower level party. I can't really think of any that I think they dropped the ball on.
How do you choose names? Random generator? Whatever sounds good? Do you start with a name and then go from there? I like to have normal sounding names as an inversion against the fantasy genre. One of the longest run characters I'd played was a paladin name Jeff Roncalli. Just wondering how you do it, and looking to get pointers on how to make more fantasy names.
What do you feel are the most difficult creatures to face in Pathfinder,
Are monsters strong enough to compete well against significant power boosts for all of the classes? Just from the bestiary, my non-Dragon pick at say, 13th level would be
15/14/12, 32 AC, Immunities to Poison, Fire, Cold, and 10 Acid Resistance,
It has plenty of great combat control spells and abilities and deals on average 20 damage a hit plus a Slow effect for 4 rounds. They were very tough in 3.5 and as a boss monster 2 or 3 CR ahead of a party it looks like a total bastard.
1.
A great monster to try that out with? Mimics! 10/13/10, its part of their culture to surprise prey and eat it, in 3.5 they were said to be able to bargain out of fights, etc. You could work it as an Advanced mimic who takes up spell casting levels, learns Prestidigitation to clean up slime, wands and the like to heal damage, etc. Sort of like the aberration version of a "good" vampire, for instance.
In the Miniatures Handbook there was a class called "Healer" and it was a barebones healbot. It might be the weakest class in 3.5 Dungeons and Dragons. But man is it flavorful! I just want to see what the limits are to conversions to Pathfinders, and how much you can "fix" or patch a class until it just gets silly. Has anybody here ever attempted to bring it to Pathfinder? |