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there are some feats out there that reduce/negate meta magic costs but I forget there name and have no clue if there core or 3rd party, have just seen them in hero lab before


I used the stuff from my hero lab didn't really check what was 3party, but yea it was more f a massive channel focused heal.

Cure X spells really wand slinger archetype from gunslinger fits the bill a bit with the ability to recharge a wand up to 50 charges and craft wands and use other wands at class lvl, allows wands to grant a TON of healing ability and still leaves you with good BAB and HP ect. Best of all it don't use guns at all so no problems if firearms don't exist. Though if you over use the main wand it will take a few days to fully recharge but a good solid start of 50 charges of any spell that is 1/2 your lvl from any spell list and not restricted by normal max of lvl 5 spells.

Might also be third party not sure but least that's only 1 3rd party thing lol


On the topic of maximizing healer

Aasimar with (+2 cha Aasimar ability is allowed to select)
Neutral alignment

Vitalist 1 (collective healing -lets you transfer healing from creatures in the collective to others in the collective including potions,spells,channel, even fast healing.)

Cleric 1 (just for the extra channels used primarily between combat)
Paladin 2
Divine channeler 2+ - faster channel progression then cleric

feats
Healing Focus (+2 Healing),
Improved Channel(+1d6 to channel power)
Mystic Healer (+1d4+ Healing)
Improved Channel (+2 DC)--Prereq to psionic chanel
Psionic Chanel (spent 1 Power point to increase channel by 1D6)
Selective Chanel (don't wanna heal the wrong people)
Synergistic Training (allows you to keep the caster level up target vitalist as first and divine channel as second)
Extra Channel and channel altering feats
Interrupting channel energy (use channel as interrupt action for emergency uses)

So a break down at lvl 6

Using heroic NPC stats
Cha 20 (15 +2 racial +2 aasimar ability +1 lvl 4 bonus attribute)
wis 16 (14 +2 Aasimar race)

Cleric LV 1 - Few cure spells - 8 Chanel energy 1D4+3D6+2 cost 1 Power point)

Vitalist Lv 2 -Collective Healing + Power points)A few powers

Divine channeler LV 3-6 - Few cure spells - 8 Chanel energy 6D6+2 cost 1 Power point)

Then if you get multiple people in the channel energy even the ranged people who are not hurt you can transfer there healed energy to those who need it effectively greatly increasing there healing power.

best of all 1 vitalist and you can spread the heals that anyone does to those who need it, front line fighter getting hurt, have the archer down a cure potion and transfer it to the fighter.

2 party members sitting in the back use a channel energy and heal one up to 6D6+2 X2 targets to transfer healing from for a total of 16-74 damage healed, Still not enough blow 2 more channels and next turns move action and as immediate action do it again. collective healing is prob the biggest win when combined with AOE healing less I missread something somewhere.

Paladin 7-8 8 Lay on hands 1D4+2D6+2 as a swift action, + save bonuses.

Again vitalist allows you to transfer the healing thus lay on hands can be used to give out that extra healing as needed. Out of combat or on the side you can use cure wands and the low lvl spells to buff and add small heals.

I am pretty sure this has to be one of the strongest heal comboes


all bombs are possibly +int depending on DM read of if the healing bomb counts as a splash weapon thus adding Int

- two weapon fighting -Rapid shot - Breath Weapon bomb - imp two weapon fighting

LV Healing bomb effect Targets
1 -1d8+1 single target+splash
4 -1D8+4 OR 2D8+4 single target+splash
6 -1D8+5, 2D8+6, or 3d8+6 All targets in 15' cone
8 -5D8+25,10D8+40,15D8+40,20D8+40 single target+splash

Thats still pretty good healing, however it does def have a bit of a hard time comparing to the cleric, but pally and cleric I think have a monopoly on the strongest healing. However the ability to deal instead of heal should count for something and it is definitely a different build


at lvl 6 breath weapon bomb mixed with healing bomb would mean all targets in 15' cone would be effected by the healing bomb as if it has been a direct hit, this is pretty strong, 1D8+lvl+int healing to all targets in 15' cone - would be kind of easy to get multiple party members.
Though the +int is arguable ether way, as it is technically still considered a splash weapon however healing bomb says it heals as if they had drank the extract.

and healing touch grant the spontaneous healing ability to others (basically fast healing 5)

Elixir of life at lvl 16 is also great as then even if the healer dies he can be brought back with it.

Plus being able to hand elixirs out means that others can cure themselves allowing him to spread his healing abilities a bit further, also has easier time making potions so he can brew cure spells easily and fast enough to be viable.

healing bomb+ fast Bomb + rapid shot+ two weapon fighting+ improved two weapon fighting + bab 6 or more = 5 bombs per round = 5D8+25 to primary target + 30 to secondary targets in a single round. granted you will run out of extracts fast. Extra spells feat (grants 2 additional spells per day of any level below your highest level) could help relieve some as can extra bomb power. when you move this to second lvl extract it becomes 10D8+30 and 40 to secondary targets at only lvl 6


you can also take rocket bomb I think it is in order to fire the bomb from a bow, then make the arrow a nonlethal arrow giving you a great range on the bomb, plus there are feats to avoid effecting targets, then other discoveries to gain fast healing and give fast healing and a TON of other discoveries that allow for powerful healing, plus of course you can hand out healing potions (cure extracts) with a discovery that allows others to use your extracts.

We have one in my current game and he can swap between powerful dpr and great healing


You can argue a zillion different ways and by searching enough you can find Books that don't follow the core (or Pizio published) books. I point out that positive energy elemental is ((Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene)) and as such might not follow Raw exactly, as different companies and people like yourself and even myself might have a different view of the way positive energy should work. But it really don't change the core points or that damage by raw is always damage and healing is always healing even if some powers and abilities can convert one to the other it.

Back on topic alchemist with healing bomb and some o the other discoveries that buff healing makes for a very wicked healer also.


Like if a cleric swift channels and normal channels first dealing damage to undead and second healing living

Again I point out that all Valid targets (all targets capable of being healed by positive/negative when used to heal and all those able to be damaged by positive/negative when damaging within the area are effected unless selective channeling is used.

If you are standing next to a enemy living target a living ally and a undead monster and use the healing power both the living ally and the living enemy are healed however the undead is not effected, now if you use the channel to hurt the undead the undead takes damage but the living do not heal as it specifically states

""can choose to deal damage to undead creatures OR to heal living creatures.""

""Normal: All targets in a 30-foot burst are affected when you channel energy.""

""Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st""


actually the wording is
""A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures.""

They have to take a special feat of selective channeling in order to not effect all valid targets in the area

""Selective Channeling
You can choose whom to affect when you channel energy.

Prerequisite: Cha 13, channel energy class feature.

Benefit: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.

Normal: All targets in a 30-foot burst are affected when you channel energy. You can only choose whether or not you are affected.""

as for the death throes ability of the positive energy elemental, it just implies that it sends off both healing and damaging positive energy but since creatures are only effected by one of the other then they only get the one that effects them


""It's still an energy type, sneak attack automatically converts to the energy type of whatever you're using it with. If you honestly think you can argue that it just disappears because "you're healing instead of damaging" even though you're attempting to damage and should still gain sneak attack dice you're just being ridiculous.""

Actually by Raw if you are trying to deal damage your right it don't disappear the entire effect however becomes unable to heal. If you cast Cure light wounds on a friend who is desguized as a undead and your attempting to hurt it then the energy type is attuned to disrupting the flow of negative energy which thus allows it to damage undead.

However if you try to heal a undead who you think is just a badly damaged person then again the spell doesn't work as your trying to infuse them with positive energy which there body is no longer capable of accepting and as such the spell fizzles.

Basically though Both Positive energy; positive energy used to heal and positive energy used to damage are by Raw different energy. This is in large purely a effect of mechanical balancing in order to prevent damage stacking in order to instead heal and vice versa

If you have a zillion healing feats and effects you can't use them to heal a undead to death unless such effects specifically mention being used in such a fation, this at it's core is again balancing mechanics to help retain game balance and functionality, They simply try to ration it out best as they can


perhaps I could add a bit of help onto this, or at least my 2 cents

First off negative energy affinity means some living creatures do take damage from positive energy and heal from negative.

As for positive energy always healing normal living creatures there are two rule references that show otherwise.

The best of the two is
""channels positive energy and can choose to deal damage to undead creatures or to heal living creatures.""

Since a clerics channel energy makes you choose to ether damage undead or heal living it shows clearly that when dealing positive energy damage normal living creatures are simply immune to positive energy damage, and when healing living creatures undead are immune to healing from positive energy.

At it's core the energy subtly changes based on if you are trying to use it to damage or heal. Though you can certainly try to resist any form of energy that your not immune to, and if you don't know what the spell is you might actually try to resist that healing spell.

Secondly, on the plane of positive energy you actually take positive energy damage based on basically having to much positive energy infused into you and overloading what a normal person can handle, This energy always damages, it don't heal sometimes and damage other. Thus I would interpret any positive energy spell capable of dealing damage to normal living creatures as a focused type of positive energy and thus it becomes damaging and unable to heal.

In the case of the golem, the golem is actually Immune to the Fire damage however has a ability that drains the energy of the fire in order to fuel it's own healing power, thus it isn't actually healing from fire damage it is healing based on the amount of energy(damage) that the fire ability contained. though really thematically it uses the heat of the flames to basically reforge itself but all the same it clearly states that it Heals a amount equal to 1 per 3 it Would have taken Thus it converts part of the damage to healing and is completely immune to the rest.

In this case the more damage the fire spell would have dealt the more effective the golems natural ability is as the more fire energy is readily available for it to convert and use. Rules/Raw wise damage Never heals, though damage can sometimes be Converted into Healing but this changes it so that it stops being damage and unless converted back by something else it simply can't harm. Best example of this is a creature that has negative energy affinity does not take damage if you try to heal them with Cure light wounds nor does it heal if you try to harm it with Inflict Light damage, though this is by Raw. House rule wise we remove the distinction between healing and damage and simply regard the energy itself, however this is very much a house rule and isn't the Raw on the subject, by raw healing is healing damage is damage unless something converts one to the other they are completely separate.


thank you for your feedback


Any thoughts?


So I am planning on making a bunch of new monsters for the game, was kind of thinking of Using classes more and racial powers less. But wanted some opinions on this take.

The thought was that at current monsters are build vastly different then PC's and all and all are often times technically better then the players. This leads to a feeling that the Hero's are a bit less heroic. Perhaps it's just me, plus of course it can be hard to actually know what the CR of the new creatures should be. The idea was to tone down the Racial powers to no more then a custom monstrous player race could have and then use NPC or class levels for everything else.

So instead of the giant having a zillion HD and X powers, the race would be designed to conform to the Race creation guidelines from advanced race builder then class levels would be added until it was the proper CR. Gear for the creature would be added to not exceed the proper treasure for the creature.

Plan to use similar for non humanoid races as well, Make the Lv1 version of it, then find a class or mix of classes that would give it the basic powers I had envisioned for the creature, Then perhaps refluff a lot of the powers to fit a more exciting theme. So a adept plant creature might ""cast"" it's spells by exuding spores that have magical effects.

The basic idea was to make monsters that could be effectively mimicked by players. As apposed to the monsters in the core bestiaries that follow such different rules from players that it can be hard to relate.

** the real question is, In general do you find a creature that while flavorful relied completely on race HD and powers that it was just born with (the way monsters are now)

Or would it be enjoyably if the monsters fit into a similar mechanic as the player (same basic rules as a NPC enemy would fall under CR and power wise ect)

I mean I guess thematically both are very similar, The second way however makes it easier (least in my opinion) to add or subtract from the monster to make it older or younger (stronger or weaker) While also making the system for monsters and players more balanced then it currently is.


So Though the project is already started I figure perhaps I might get a bit of feedback here while also letting people know about the project.

New RPG game that so far sounds pretty good.

http://www.kickstarter.com/projects/valkyn/valkyn

https://www.facebook.com/Valkyn.RPG

http://valkyn.net/

Valkyn RPG is a fantasy styled RPG, It uses a Semi classless system based strongly around freedom. The game starts off as low as rank 0 where the characters are little more then commoners with the spark and potential to be so much more, little stronger then other commoners.

The first 5 ranks go by pretty fast though and are there to help allow a player to rp there beginnings at rank 5 is when a character gets to choose there class. Though classes only have a very slight effect on character design. Classes add limited resources that are used to fuel special attacks during combat. These resources each act slightly differently but all are refilled between combat. a limited number of these resources can be gained when you ranked up even if they do not match your class selection however doing so means you are not raising something else in order to gain the resources.

Past the resources gained at each rank classes have no effect on your character there purpose is to make matching powers easier to use and set a theme, abilities can be selected by any character who has the requirements. Thus the game allows close to complete freedom in character design.

Special abilities in the game are being designed to function differently in this way a character using spells and one using a sword will not only have different abilities but also there abilities will feel and work slightly different.

There are at current 3 different ability styles and resources but at least 3 more are being worked on. The goal is to have 3 or 4 different ability types for each of the 3 special resources.

Gear, Unlike many games gear plays a important role without making up to much of the characters stats. In Valkyn the character not there gear has the largest effect on your abilities. Though gear does add a small but noticeable bonus magical effects are a versatility bonus then a stat buff, Further gear is designed to be extremely customizable so even two character wearing medium armor can have extremely different stat buffs from there gear based on how they decided to customize that gear.

attacks, unlike many games Valkyn does have a slightly more complex damage and attack system. But it is pretty simple once you get used to it. There are 3 types of dodge stats and 3 type of soak stats along with the corresponding attack and damage types. With this it makes it harder to be immune to all attacks thus most characters have built in weaknesses to at least one type of attack or damage. Further since there is both dodge and resistance a character is capable of focusing on not getting hit or on reducing or even taking no damage. But this is counter balanced by having multiple types of damage and dodge as well as the careful balance put into gear and abilities which means focusing to much on anything leaves you weakened to other things and there is no way to be invulnerable to everything.

Monsters are also designed to be weak verses particular damages making some characters better at dealing with them then others, since each monster is focused differently almost any build will shine against monsters at some point in the game while lacking against other ones. This allows most builds to get there moment in the sun.

The combats use a action point system that is based on allowing as much freedom during combat as possible, action point directly correspond with the time it takes to perform actions making it easy for a gm to come up with any action point costs not already covered simply by deciding how long it will take to perform the action.

I could probably go on for a long time but figured I would leave it here and get peoples opinions about what I have said so far, ideas, points of interest, ect are all welcomed.

http://www.kickstarter.com/projects/valkyn/valkyn

https://www.facebook.com/Valkyn.RPG

http://valkyn.net/


Personally as far as double barreled, we went the Double crossbow rout which pretty effectively cut the abuse of that option in the bud.

Pre LVL 5 the gunslinger really sufferer, gold and low damage will find him using his fighter side and back up weapons a lot, course gunslingers are still basically fighters so they do pretty good at that.

LVL 5 with a good Dex and there damage jumps up, again I wouldn't have noticed a issue sept we went by book with double barreled at first and it didn't take long at all to realize 5 attacks that always hit and where buffed with feats and junk was a bit much and was only picking up in the OP area.

Thus we made the change to double barrel which helped a bit, Still we ended up with 3 attacks that rarely if ever missed. So at lvl 7 gunslinger was still easily dealing more damage then the rest because he was targeting touch AC.

Thus with talking to the group my personal group decided to try out guns targeting flat footed Ac and thus far that has worked out wonders. ( specially since they managed to find will o wisps shortly after the change, those things are not nice to do to players lol.)

Recently he got the signature deed which has bumped his damage up notably but over all targeting flat footed Ac he misses once in a while so isn't as bad. We did also make him target flat footed AC at any range which helped him.

Thus far at lvl 12 the double barrel and the touch AC was the main problematic issues my group had. well and the high cost at lvl 1 making using the firearms kinda a pain in the ass.


I used to strip away the monster HD to gain a full feel of the effective lv then applied that to the monster so that higher CR monsters could be used at lower lvls, past that the monster has EL = to CR OR HD whichever is larger and starts with all of the monsters starting stats maybe with a 1D8 variable give or take 3, so 1-2-3 means a stat is lower then book 4 - 5 means it is same as book 6 - 7 - 8 means it is 1-3 higher. gives a bit of variance from the by book making it feel more special but with less I pawn you all effects.


made 1 mistake originally I had built for monk 4, this was for BAB ki and slow fall but if you don't have a good Wis Mod I would suggest not going to monk 4 and sticking with monk 3 since really the main difference is 2 + Wis mod bonus to Ki pool which can be nice but not breaking and that's 1 extra lvl of ninja


really 3 lvls of monk to get Monastic Legacy and qualify for Feinting Flurry

This will help greatly in getting the Sneak attack damage consistently

Then go all Ninja, weapon focus Unarmed, Weapon Finesse (personal choice to help with AC and less stat spread, Amulet of Mighty Fists +1 - Agile ((again with weapon fines You don't need str))

so to put it in a build format instead of the mess I have it in.

1> Monk Bonus Feat Combat expert & imp Unarmed Strike -Stunning fist
2> Monk Bonus Feat Deflect Arrow or dodge + evasion
3> Monk Still Mind- Extra Ki = to Wis mod. - +10 Base speed
4> Ninja 1D6 Sneak - Poison Use
5> Ninja Trick - Weapon Focus Unarmed - + Wis to Ki pool (Ki pool is now 1/2 LVL + 2x Wis mod.

Normal Feat wise
1> Weapon Finesse
3> Monastic Legacy
5> Agile Maneuvers

By lvl 5 it is reasonable to have the fund to get Amulet of Mighty Fists +1 ((Agile)) Only costs 4K.

So by LVL 5 Dex controls AC, Bonus damage, Bonus to hit, and CMB
You would also deal D8 base unarmed damage with no offhand and have 2 attacks with 1 gainable via ki. BAB would be only 3 however single stat focus should make up for the small loss and weapon focus will further help. At BAB 6 you can add Feinting Flurry, Improved and use up the first attack each round to strip the targets dex and assure sneaks and a easier time hitting. from experience this build does pretty good over all.


inflict light wounds potions, heals you and great for if that pesky light fingered mate tries to lift the potion for his own healing needs lol

Poisons, You don't breath as a undead so AOE gass poisons can be useful if you keep your fellow mates away

great way to play dead to get into some locations

Immunity to a TON, never underestimate undead immunities and make use of them at every chance, specially if doing so means the poor sods who would try to put you back in your grave are caught in the area as well.


there are a number of feats that allow you to heal from negitive energy instead of positive most have few prereqs and are easy to get I forget the names right now but if you don't find them laters I am sure I can look em up easy enough and refind them


well used it a little, ended up porting the party to utopia. That's a fed up plane by the way. I made it relatively easy to return allowing for a short trip within utopia before returning them back to where they started, plan to detail things a lot more think the random charts work pretty well but would work a lot better if I rolled them before and had them properly detailed out in advance


Any other skill challenge and RP type encounters/locations


to me a trap is a encounter, and natural traps such as falling logs are also encounters, now sinkholes I classify as a hazard cuz it stays around until it is dealt with but yea prob have to make a more complete chart that includes some Encounters by CR or something but for most part just working on a general chart to cover a larger scale of CR's


actually I plan to randomly make all the hexes with set CR and junk then detail them out to a much larger degree, some of the work will be wasted as they skip a hex here or there but largely most of the work will be encountered though perhaps out of CR though Cr should steer the PC to explore certain areas more fully before moving to far on past it


does this look about right for Dc of saves and skill checks at these CR

CR of trap Save DC Skill check DC
or hazard
----- 1----- --- 12 --- ------ 15 ------
----- 2----- --- 13 --- ------ 16 ------
----- 3----- --- 14 --- ------ 17 ------
----- 4----- --- 15 --- ------ 18 ------
----- 5----- --- 15 --- ------ 19 ------
----- 6----- --- 16 --- ------ 20 ------
----- 7----- --- 17 --- ------ 21 ------
----- 8----- --- 18 --- ------ 23 ------
----- 9----- --- 19 --- ------ 24 ------
---- 10----- --- 19 --- ------ 25 ------
---- 11----- --- 20 --- ------ 26 ------
---- 12----- --- 21 --- ------ 27 ------
---- 13----- --- 21 --- ------ 28 ------
---- 14----- --- 22 --- ------ 29 ------
---- 15----- --- 23 --- ------ 30 ------
---- 16----- --- 24 --- ------ 32 ------
---- 17----- --- 24 --- ------ 33 ------
---- 18----- --- 25 --- ------ 34 ------
---- 19----- --- 26 --- ------ 35 ------
---- 20----- --- 27 --- ------ 36 ------

With +1 save DC or +2 skill DC per category harder past normal

So
Dificulty Save DC Mod Skill DC Mod
Very easy -2 -4
Easy -1 -2
Normal --- ------
Difficult +1 +2
Hard +2 +4
Very hard +3 +6


The game really is based around exploration right now, I plan to roll for each hex figure out what it has in it if anything and right it all down then add fluff and extra details down. as for the bookworms there not supposed to be fun but encounters even non combat ones are given a CR and grant XP thus they are supposed to be rather mean since PC prob only have 1 encounter per day. Could also use the bookworms from the SRD instead of ones listed here, ones listed here really are for a hex that is infested with them.


oo need to add

Encounter
Abandoned Nest - It appears like the parents that belong to this nest where killed, most of the eggs/young have ben killed or destroyed. With a perception check though one last 1 has survived, Handle animal to calm/hatch the baby and also to train it. there is no magic compelling ti to obey you however it will see you as it's mother, failure means the creature needs put down or left as it sees you as a threat no retry.

need encounters locations and hazards that use the other skills so that there's a few encounters that use each skill and thus different characters have the ability to shine and so that some skills aren't downplayed in importance. So perhaps someone who knows about skill challenges from 4th ed or skill challenges and junk from 3.5 books might have some ideas they can post


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A update on the lists I have thus far, any other ideas you guys might have cuz this is about all I can think of right now but then brains a little fried from doing this much lol. Thanks a lot to those who have already given ideas.

---------------Encounters---------------:

* Encounter - a encounter is a one time event within a hex, once overcome or resolved it will not be found within the same hex though the NPC or monsters might be found in other hexes or be encountered again later. Wondering monsters is a common encounter but other encounters like NPC or buried treasure might exist. The encounter chart also has a hazards and locations section, when these are rolled you roll on the proper chart instead of the encounters chart.

>Adventuring party - Friendly or hostile adventuring party, perhaps from a nearby tribe or perhaps from the players own kingdom. Could be a fight or good RP.

>Easy encounter - A encounter of even or lower Cr then the parties APL.

>Difficult encounter - A encounter above the parties APL

>Very difficult encounter - A encounter that's 3-5 CR above the parties APL

>Impossible encounter - A encounter more then 5 CR above the parties APL that the party is ment to run from. Possibly a chase scene as they run?

>Ambush Easy encounter - A encounter of even or lower Cr then the parties APL Ambushes the party.

>Ambush Difficult encounter - A encounter above the parties APL Ambushes the party.

>Ambush Very difficult encounter - A encounter that's 3-5 CR above the parties APL Ambushes the party.

> Warring Encounter - Roll twice both encounters happen at once and are apposed to each other. IF a Hazard or location is rolled the encounter is apposing the location or encounter perhaps sacking the location or destroying it or trying to survive the hazard. The encounter will half react half ignore the PC.

> Hazard -Roll once on the hazard chart

> Location - Roll once on the Location chart

> Encounter + Hazard -Roll once on the hazard chart and again on the encounter chart -Ignore this result if rolled again for this hex.

> Encounter + Location - Roll once on the Location chart and again on the encounter chart -Ignore this result if rolled again for this hex

>Extra encounter - Roll twice more on the encounter chart both encounters happen ether at the same time or during the travel threw this hex. This can be rolled multiple times allowing for a very eventful day.

> Bookworm - Perception check or else paper goods become damaged, 10% chance of having a spell in a book or scroll ruined and lost. Healing skill check will allow found worms to be used in a special healing poultice that doubles normal healing rates.

> Ear Seeker - Small insects that crawl into the parties ears while they sleep, Fort save or lose hearing, Save means you notice the insects and are able to remove them before any damage is done. Craft alchemy check can be made, success allows the character to turn the insects into a ingredient used in some poisons, reduces craft poison DC by 2 and can be sold for 5 GP +1 GP for each DC you exceed the check by

> Leeches - Leaches in this area manage to attach themselves to the PC as they travelers this land, each PC must roll a Fort check , Success means they not only resist the effects but notice the leaches and can remove them failure means they lose 2 con and must roll again. The leaches will drop away naturally after 10 damage has ben done.

> Ghost Leeches - These invisible leaches Lach onto the character and slowly sap there strength, each PC must make a Will save, Failure causes 2 Wis Damage And cause the PC to roll again. Success causes the leach to fall harmlessly away. The leaches will drop away naturally after 10 damage has ben done.

> Poison Oak - This seemingly harmless plant causes extreme itching and discomfort easily spreading all over the PC body and gear. The PC suffers -2 to all rolls until cured of the infliction which takes a week and cleaning of all gear and objects handled often while afflicted.

> Mercenary - Fight, converse or possibly hire - Diplomacy check to determine initial reaction.

> Merchant/Peddlers - May be dishonest but offers to sell goods to party, dishonest will steal or sell cursed/false goods to the party.

---------------Hazards---------------:

* Hazards - unlike encounters hazards are a recurring event within a hex, the hex they are in will always spawn a encounter related to the hazard until the hazard is taken care of further the these encounters will generate no experience instead only giving experience when the hazard is resolved.

> Bog fungus - This area has a unusually high number of fungus Many of which are harmful. If harmful fungus can be removed then the helpful ones can be harvested for various potions. Hazardous fungus cause disease and poison and may be fatal if ignored. Knowledge Nature Check to identify.

> Hazard Plant - The plants in this area pose a significant threat, some may just need destroyed while other might be monstrous.

>Elemental Connection - The land is connected to a particular element, spells of that element gain +1 DC to resist. Elementals May spawn here regularly. This might be used as a resources but is also a hazard, can't be claimed without dealing with the spawning elementals.

>Haunted - Site contains something causing undead to gather or spawn, the site must be cleared before undead will stop spawning and may not be claimed or safely traveled threw until it is cleared. Possible Quest lead.

>Hostile Tribe - A tribe that starts with hostile disposition to the party. Possibly allowing the party to improve the disposition with tasks and work if they try, perhaps combat, perhaps even requiring the party to flee for there lives.

> Gas Spore - Fungus in this area generate a toxic and acidic spore, All creatures traveling in this hex must make a Fort Save or suffer 1D4 con damage and 1d4 Str damage from the spores.

> Memory Moss - A rare moss grows here that saps the recent memories of those nearby. Only memories of the last 24 hours can be sapped but the most recent memories are lost first often causing the person to forget what was so dangerous about the moss. Creatures at times can get stuck for months in such areas and not even realize a day has past. Will Save to prevent memory loss and realise something isn’t right, Sense motive will allow a PC to know the moss is effecting the party by observing his fellow party members when they pass over the moss. Spell craft can be used to harvest this moss as a powerful spell component that grants +2 DC to charm effects or can be sold. Older moss is stronger and worth more base value off of proper loot for the CR.

> Russet Mold - A quick growing mold that grows particularly fast on metal objects, when removed it releases a spore that causes rust to the object. Fire causes the spore to release 3X as many spores as a defense mechanism. Cold kills the moss without causing it to release spores. Knowledge dungeoneering check will allow a character to reconise the mold and how to safely remove it. ((Deals 5D6 damage to metal objects. This damage ignores hardness.))

> Winter Bloom - This pleasant smelling flower produces a chilling effect on the air around it. This effects the hex to always be treated as artic conditions producing snow and cold winter winds. Fire started near one of these flowers causes such conditions to steadily worsen.

> Accursed Pool - This fresh clean looking pool has actualy ben cursed afflicting any who drink from it as if they had ben effected by a curse spell from a 20th lvl caster. DC 22.

> Mnemonic Crystals - These Light Blue crystals produce a large dispelling field around them, All creatures entering the area are effected as if dispel magic had ben cast on there space. The caster lv for this effect is equal to the Hexes CR. The party must make a Perception Check against a hard DC to notice the crystals effects. Once notices a Knowledge Arcane check can be made to find the source and a spell craft can be made to harvest or disable the crystals. If the spell craft check is sucesfull the Character can harvest Some arcane dust worth GP equal to appropriate loot for the Cr of the Hex. This dust can be used as a substitute to any spell component with a value equal or less then the Dusts own value. Once harvested the crystals become inert. Failure causes the crystals to explode doing 2 int, wis, and char damage to all creatures in the area.

> Blink Spores -- Randomly Teleports party around the Hex they may not leave unless they make a will save; Knowledge Nature to identify; Perception to find; Survival to safely remove without hard. May take 20 on perception with will save, May not re-roll Knowledge check and failed survival deals damage to the PC as it Explodes with magical energy. Dispelling the plants also kills them.

> Choke Spores -- Fort Save To safely traverse Failure Causes 2 Con Damage and a new save

> Fey Mist -- Non-fey Living creatures Roll Will save to avoid mental injuries, failure results in a mental damage decided by DM (possibly roll once on insanity chart or cause damage to a mental stat)

> Haunted Ground -- Will Save to enter the hex - May be cleansed Failure means you may not enter the hex. New save once per day.

---------------Location---------------:

* Location -Locations are events that are not in and of themselves dangerous, they might contain monsters or hazards within them but the location itself isn't harmful and in fact are often times helpful if used correctly. Like hazards locations remain in the hex even after resolved unless they are removed or destroyed. Locations are like ruins, or temples. Even a cave or friendly tribe can be a location though hostile tribes should be considered hazards.

>Ruins -A abandoned ruin, perhaps leading to clues as to what happened to the former inhabitants perhaps a short dungeon or some other encounter that takes place or revolves around the ruins. Could be used as a resource to a kingdom if rebuilt

>Forgotten shrine -possible guardian or NPC - knowledge religion check to know the god, Prey to obtain 24 hour Buff spell that fits the god.

>Ancient burial site - may hold clues to older civilizations, may represent a dungeon or lair

>Planar gate - some location/tool/object that serves as a connection to another plane or demiplane

>Friendly Tribe -A tribe of creatures that starts with friendly disposition to the party

>Helpful plant - A plant that helps the party, perhaps a friendly plant creature or healing berries. Should help the party in some way

>Resource -Some form of natural resource, will aid the kingdom or perhaps the characters directly. If don't own a kingdom could be sold to a close kingdom.

> Bad Air - The air in this area is unusually stagnant making natural flight impossible and breathing difficult. Further the semi magical effects dispel all wind based powers and effect and grant a +20 to save and SR against such abilities. Fatigued condition causes double the normal penalties.

> Burning Geyser - Random spaces threw out this hex burst with a hot liquid at random intervals, this makes navigating this hex very dangerous. Roll Reflex failure means the PC get hit with a hot blast suffering damage of a trap 2 CR higher then this hex. --Can be used as a heat source if hex is adjacent to a town.

> Dweomersink - The Rocks in this area slowly drain magic away from enchanted goods, Each character makes a hard will save every day they remain within this Hex. A failure causes 1 random magical item to be permanently disenchanted. (DM may rule that some items are not effected by this to prevent important gear from being disenchanted.)

> Mushrooms - Edible Mushrooms, Can be cooked to make a filling meal, they don’t keep well but no survival check needs to be made while in the hex and looking for food. Survival check to recognize the mushrooms as edible, Failure indicates the PC thinking these mushrooms are poisoned instead.

> Slippery Terrain -- Hex has slick Terrain - Reflex save or take 4X the time to travers or explore.

> Jagged Terrain - Hex has sharp dangerous terrain -Reflex Save to avoid injury while traversing, Failure causes Damage equal to a trap of the Hexes CR.

> Magnetic Earth - This Hex contains Magnetic Ores that Triples metallic weights, check carrying capacity for all characters traveling threw the area. Can be negated by dealing 100 Fire damage to a area or by digging them up and burning them, will take months to dig it all up.

> Hot springs -Rest may attract creatures -Full rest grants +2 moral rest bonus for next 24 hours & 3Xlv HP recovery

> Abandoned farmland overgrown with wrecked home in the middle -Some food can be gathered and makes a good rest spot, if claimed it can be converted to farmland with only a road needing to be built.

> Ancient, dried riverbed cuts a swath across an otherwise bleak landscape - Good rest spot, potentially loot found in the river bed

> Broken ground torn asunder by a recent earthquake or magical activity - Risk of falling in, Climb check needed to explore, possibly a cave within.


had a bunch types but clicked the wrong button now I goto retype it all, searched the net and found a few more ideas. Soon as I get enough ideas will organize the charts and junk, figure not only will this help me I am sure there's bound to be some Dm's who can really use some good solid encounter charts to help detail things out.

That said any ideas original or barrow from some other source are welcome. I figure the first chart will have a few options including no encounters, random encounter, random location, random hazard.

Locations I will add in some resources and positive locations and will try to include some hazards that turn into positive locations once resolved. Also realty really trying to include skill checks saves and stuff like that. I plan to make all charts CR neutral so that the Cr for the area can be entered in and all DC for rolls and damages and junk can be determined from the spaces determined CR. But am getting ahead of myself gather events,encounters,locations,hazards and junk first.

Hmm should random encounters represent one time encounters and maybe a events section represent stuff that is more nutral one time things like wandering merchants thus the encounters are more combat focused and events be more RP focused OR should the events and encounters just be in a random encounter chart


-----------Encounters--------------:

* Encounter - a encounter is a one time event within a hex, once overcome or resolved it will not be found within the same hex though the NPC or monsters might be found in other hexes or be encountered again later. Wondering monsters is a common encounter but other encounters like NPC or buried treasure might exist. The encounter chart also has a hazards and locations section, when these are rolled you roll on the proper chart instead of the encounters chart.

>Adventuring party - Friendly or hostile adventuring party, perhaps from a nearby tribe or perhaps from the players own kingdom. Could be a fight or good RP.

>Easy encounter - A encounter of even or lower Cr then the parties APL.

>Difficult encounter - A encounter above the parties APL

>Very difficult encounter - A encounter that's 3-5 CR above the parties APL

>Impossible encounter - A encounter more then 5 CR above the parties APL that the party is ment to run from. Possibly a chase scene as they run?

>Ambush Easy encounter - A encounter of even or lower Cr then the parties APL Ambushes the party.

>Ambush Difficult encounter - A encounter above the parties APL Ambushes the party.

>Ambush Very difficult encounter - A encounter that's 3-5 CR above the parties APL Ambushes the party.

> Warring Encounter - Roll twice both encounters happen at once and are apposed to each other. IF a Hazard or location is rolled the encounter is apposing the location or encounter perhaps sacking the location or destroying it or trying to survive the hazard. The encounter will half react half ignore the PC.

> Hazard -Roll once on the hazard chart

> Location - Roll once on the Location chart

> Encounter + Hazard -Roll once on the hazard chart and again on the encounter chart -Ignore this result if rolled again for this hex.

> Encounter + Location - Roll once on the Location chart and again on the encounter chart -Ignore this result if rolled again for this hex

>Extra encounter - Roll twice more on the encounter chart both encounters happen ether at the same time or during the travel threw this hex. This can be rolled multiple times allowing for a very eventful day.

----------------Hazards------------------:

* Hazards - unlike encounters hazards are a recurring event within a hex, the hex they are in will always spawn a encounter related to the hazard until the hazard is taken care of further the these encounters will generate no experience instead only giving experience when the hazard is resolved.

> (Swamp) Hazard Bog fungal - This area has a unusually high number of fungus Many of which are harmful. If harmful fungus can be removed then the helpful ones can be harvested for various potions. Hazardous fungus cause disease and poison and may be fatal if ignored. Knowledge Nature Check to identify.

> Hazard Plant - The plants in this area pose a significant threat, some may just need destroyed while other might be monstrous.

>Elemental Connection - The land is connected to a particular element, spells of that element gain +1 DC to resist. Elementals May spawn here regularly. This might be used as a resources but is also a hazard, can't be claimed without dealing with the spawning elementals.

>Haunted - Site contains something causing undead to gather or spawn, the site must be cleared before undead will stop spawning and may not be claimed or safely traveled threw until it is cleared. Possible Quest lead.

>Hostile Tribe - A tribe that starts with hostile disposition to the party. Possibly allowing the party to improve the disposition with tasks and work if they try, perhaps combat, perhaps even requiring the party to flee for there lives.

-----------Location---------------:

* Location -Locations are events that are not in and of themselves dangerous, they might contain monsters or hazards within them but the location itself isn't harmful and in fact are often times helpful if used correctly. Like hazards locations remain in the hex even after resolved unless they are removed or destroyed. Locations are like ruins, or temples. Even a cave or friendly tribe can be a location though hostile tribes should be considered hazards.

>Ruins -A abandoned ruin, perhaps leading to clues as to what happened to the former inhabitants perhaps a short dungeon or some other encounter that takes place or revolves around the ruins. Could be used as a resource to a kingdom if rebuilt

>Forgotten shrine -possible guardian or NPC - knowledge religion check to know the god, Prey to obtain 24 hour Buff spell that fits the god.

>Ancient burial site - may hold clues to older civilizations, may represent a dungeon or lair

>Planar gate - some location/tool/object that serves as a connection to another plane or demiplane

>Friendly Tribe -A tribe of creatures that starts with friendly disposition to the party

>Helpful plant - A plant that helps the party, perhaps a friendly plant creature or healing berries. Should help the party in some way

>Resource -Some form of natural resource, will aid the kingdom or perhaps the characters directly. If don't own a kingdom could be sold to a close kingdom.

This is what I got so far, Would love more advice so I could make a much larger and more versatile list.


def use a few of those thanks to people who are helping and keep the ideas coming :)


Grab 4 lvls of monk, yea you lose a little rouge junk but you get evasion, flurry, nice AC bonus if u have decent wis. over all the bonuses are pretty nice and with a feat half your rouge/ninja lvls can count as monks for determining the hand to hand damage. Fluff wise monk even fits ninja well enough.

Edit: almost forgot you gain access to flurried feint = give up a attack, probably your first one and make a feint attempt if u win all your other attacks gain sneak attack. monk also gains Ki so you will have a few extra ki this way to use for extra attacks.


Summon a skunk and have it set upon the creature while u sneak past sure the skunk will die but not before using it's spray first. Hunt down a skunk kill it at range, extract it's gland and launch it at the creature at range then invis and stealth away it won't smell nothing for a long time


those r the type of ideas I am looking for, interesting things fo rthe pc to encounter as they explore


Resource -Some form of natural resource, will aid the kingdom or perhaps the characters directly. If don't own a kingdom could be sold to a close kingdom

Hazardous Plant - A plant that posses some form of danger to the party, perhaps man eating or perhaps poisonous ect ect, should be a mild to hard challenge to overcome and get away from, possibly terrain difficulty or plant monsters.

Helpful plant - A plant that helps the party, perhaps a friendly plant creature or healing berries. Should help the party in some way

Easy encounter - A encounter of even or lower Cr then the parties APL.

Difficult encounter - A encounter above the parties APL

Very difficult encounter - A encounter that's 3-5 CR above the parties APL

Impossible encounter - A encounter more then 5 CR above the parties APL that the party is ment to run from. Possibly a chase scene as they run?

Friendly Tribe -A tribe of creatures that starts with friendly disposition to the party

Hostile Tribe - A tribe that starts with hostile disposition to the party. Possibly allowing the party to improve the disposition with tasks and work if they try, perhaps combat, perhaps even requiring the party to flee for there lives.

Ruins -A abandoned ruin, perhaps leading to clues as to what happened to the former inhabitants perhaps a short dungeon or some other encounter that takes place or revolves around the ruins. Could be used as a resource to a kingdom if rebuilt

Adventuring party - Friendly or hostile adventuring party, perhaps from a nearby tribe or perhaps from the players own kingdom. Could be a fight or good RP.

These are the quick Ideas I have so far but need a lot of work to fine tune them and to think of a lot more, want to make a % chart and have least 25% chance that the hex has nothing in it so up to 75 events can fill the charts but likely less with some eating up a few % or being entered a few different times to fill it out. Still would like at least 30 different events or more.

This is kinda like a random encounter chart except it gives details of the event found in the hex when explored instead of a specific encounter.


I have the map made that was the easy part, What I am trying to put together is a list of random things that might be found in the hexes maybe a few different lists for the different terrain type.

Thus when the players are exploring each hex I can have a decent idea of what they find, some will be blank others will have wondering monsters, I know once in a while they will run into a friendly or hostile monster tribe. I am trying to gather ideas for other things they can occasionally run into. Stuff like ruins, perhaps magical plants hazardous and helpful Ect Stuff to make the exploration process fun and entertaining, Figure I need to toss in a decent amount of RP perhaps 10% worth of RP events, prob 25% worth of combat events maybe 4% chance of finding a town Ect ect

Any ideas of fun things that they might run into???


Still spell meta magic would remove the need for a free hand with many spells, least for sorce. Will prob just have to settle on this or just house rule the magus to allow two weapons but not gain any additional attacks thus giving the theme/feel without altering any mechanics

thanks for the help anyhows was just hoping I had missed a archetype or something


Perhaps someone has done something like this before, I am designing the map for my home game, am using a lot of the kingmaker rules since the party ended up starting a town and eventually took over the remains of a kingdom. I made a map up so I know what hexes contain what terrain and junk but wanted help making some sort of random chart for what can be found in the hexes.

Like monsters, ruins, mines, ect. Need interesting ideas that will keep the party running into different things as they continue to explore the huge map. I have somewhat determined the Cr of each area but not much past terrain type and CR.

Figured some stuff should lead into short quests, others should aid there kingdom and others should be combat hazards or just some fun RP. The main goal is to make a large enough list of things to keep each newly explored hex fresh and interesting as they will be exploring a TON


then is there similar builds with other classes, The NPC duel wields scimitars and uses the blade dancer style while using mild magic, perhaps I could toss on a few lvls of a different caster with still spell but I would prefer to find a single class that will allow the design decently


Ok so I haven't looked threw all the archetypes but the desire is a duel wielding magus.

Duel wields twin scimitars, Technically I could get the mechanical outcome perfectly with 1 scimitar and dervish dance but I want the look of the duel wielding, don't even care about the extra damage/attacks it is a NPC. 3.5 there was a large number of ways to do it I forget how I had the NPC set up but since we no longer use 3.5 only what can be found on the SRD.

is there perhaps a duel wielding archetype for the magus that I didn't read or possibly a feat chain that would allow this?


let the damage spread to the last friendly person the character talked to that isn't in the area when the damage was done, soon word spreads of how everyone the character talks to dies a mysterious and horrible death and the towns start to turn on the party. Not only do they need to remove the curse but they also have to clear there name, if they take to long perhaps have the genie who granted the wish break free and the pc's are also responsible for sending it back to it's home plane before it does more damage in there name.


last time I gave the players a ring of wishes they started talking about trying to sell it not once did they conciser actually using the wishes they ended up selling it for like a hundred gold because no-one else would buy it and they refused to use it. Perhaps I have ben a little to ruff with wishes...


I got tired of reading all the replies but in my current game the gunslinger is one of the largest damage dealers.

Deadly aim, rapid reload, high dex it doesn't take much for that gunslinger to never miss and deal high amounts of damage. We actualy got to the point where even the player agreed to nerf the class by making it hit flat footed AC we game him a couple feats to replace the deeds that where useless with this mod. Gunslingers still one of the groups larger damage dealers but not overpowered


also makes for increasing res costs and such not so bad since in theory they shouldn't need them as often


I rather like it, I mean the players can just got get a raise dead normally if the char dies in the current game but there already pretty tight on gold. Also lets me b a bit ruffer on the party without fear of a TPK as much, yes the party could lose all there gear but least with cheat death they will likely get up eventually. Over all I prefer hero points


wait till he dies and then have him reincarnated as apposed to raise dead. (make sure the player is ok with this) can lead to a lot of super fun RP depending on the random reincarnate and defiantly makes thinks interesting


actually it says

""any Small or Medium corporeal creature of the undead type, which must be vaguely humanoid-shaped ""

A centaur is absolutely vaguely humanoid-shaped and has the humanoid keyword thus should absolutely be a valid zombie base race for this spell. It never says the zombie must be two legged or two armed or anything like that it just says it must be vaguely humanoid shaped which anything with the humanoid keyword should qualify since anything not considered vaguely humanoid-shaped would lose the humanoid keyword as well. The real key here is the word vaguely, your only thinking of the humanoid part.

Personally IMHO only reason undead are allowed with this polymorph effect is because the spell description mentions them and specific rules trump general rules thus allowing it but since flaming, fast, ect are templates ment to be added to undead templates (can't have a fast zombie template without first having a zombie) it would fall under the no templates or advanced versions allowed. Though when the spell allows flaming and junk I as a gm could see making a exception to the rule because it just feals right


the party owns a stronghold in the area in my current game, along with a decent number of troops to defend the walls, pluss of cource with stuff more then 4 CR below the group it's going to have to be one hell of a large hoared to threaten them much though perhaps this could develope in a difrent game. I mainly wanted the system in place for those times when they desire to go out and hunt junk, for the most part it shouldn't stir things more then the pats from any small settlement since there basicaly doing the same thing.


In the case of UNDEAD ANATOMY you could polymorph into any specific zombie, the spell specifically says you can transform into a zombie or skeleton. This specific mentioning of such creatures overrules the no template ploymorph rules however flaming skeleton is a advanced version or templated version of a base skeleton/zombie creature (a creature with the zombie or skeleton template) thus anything other then a base zombie/ skeleton would not be allowed

That said you could choose say a orc Zombie or gargoyle zombie, a gargoyle has wings but is still humanoid in form.
technically a creature that is a valid zombie/skeleton and has the humanoid descriptor as a keyword is valid for this spells form (size restrictions also considered)