Sheriff Belor Hemolock

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I've had this discussion with a couple of people on a discord server, which admittedly went absolutely no where, but made me want to make this topic. I was suggested to FAQ this or something, but I'm not interested in doing so. Let's be real, a dev isn't going to answer this, especially over an interaction that they don't want in the first place. Just as reminder, this isn't about homebrewing rules, I'm talking straight up RAW.

Basically it all just comes down to is, what is intended to happen when you attack/shoot a starship with a creature scale attack? The obvious answer to most would be just to simply use starship bulkheads in the section covering structures. What is the problem I have with this? Well, the obvious, nobody wants to deal with 35 hardness and 2,400 hitpoints at any point in the game at any level. Surely you can use other values for different thickness, but I challenge if this were even the intention to begin with, as it seems very sloppy, even for it potentially being an afterthought in the rules.

People would obviously think, "if that isn't what they wanted you to do, wouldn't it be explicitly stated in the rules?" In a perfect world, sure, but that isn't always the case with this game. An example of this is how starship weapon attacks work against creature scale targets and such. Everybody would just say deal x10 damage. I said because they aren't allowed to target and can only function at best as a hazard, we should use rules for traps to simulate this (traps are described as environmental hazards). Nobody agreed with me, but when Orbital Weapons came around in SOM, lo and behold, they work exactly as I described. This is just an example. I'm not interested in speaking further about how starship weapons interact. We got our answer, now to move on to the opposite scenario.

The rules for attacking a starship states that you treat the starship as a massive object. Instead of using a bulkhead, I think the intention was to use objects such as a vehicle as a stand in, when treating the starship as an object. Why do I say this? I mean, aside from using something that definitely works better, imo, the book itself doesn't consider structures/terrain/environment as actual objects, as noted here on page 272 of the CRB:

Abilities and Spell Effects On Large Vehicles wrote:

Most vehicles interact with abilities and spells normally; the effects of an explosive blast on an exploration buggy can be determined using the typical rules, for example.

However, if you are on an exceptionally large vehicle, such as a sizable aircraft or a starship, the vehicle effectively becomes a type of terrain, and it interacts with the effects of abilities and spells differently. The GM is the final arbiter of what type of vehicle classifies as terrain, but examples include airships, mobile factory crawlers, ocean liners, space stations, starships, trains, or any vehicle larger than a typical creature that is size Colossal or larger.

Consult the following guidelines when using abilities or casting spells on vehicles classified as terrain. For the purposes of abilities and spells, exceptionally large vehicles are not considered objects; instead, their various component parts (bulkheads, consoles, walls, etc.) are considered objects. In general, abilities or spells with a stationary or immovable effect (such as wall of force, zone of truth, or the entrance to an Akashic mystic’s memory palace) or spells that are anchored to a vehicle (such as wall of steel) move with a vehicle and are not fixed to the physical spot where they are used or cast. In this way, effects that originate from a character on a terrain-sized vehicle and target an area on that vehicle move with the vehicle, instead of manifesting in a static spot that the vehicle quickly outpaces.

Beyond these guidelines, the exact effects of an ability or spell that originates from a character on an exceptionally large vehicle are up to the GM.

If we just simply use a bulkhead, according to the rules I listed, this would be treating the Starship as a structure/terrain. That's not what the game says, though, it explicitly states that you model it as an object. The page I listed explicitly treats objects and structures/terrain differently, and they're listed separately through the book, such as the disintegrate spell, for example.

Why use vehicles specifically, though? Well, back to the aforementioned rules, the game also considers even starships and space stations as vehicles.

Now I understand they didn't tell you how to exactly create said vehicle, but honestly they wanted the heavy lifting in this scenario to be solely on the GM. I mean, how does the HP convert when taking damage afterwards, what about repairs during mid combat? Who knows, and it's obvious stuff like that wasn't meant to interact with creature scale targets and not just "haha, ship big, creature small."

Am I making sense here? I'm not crazy, right? Lol. I really do think this is what they were going for but just kind of left it more as a grey area.

Hopefully I got my point across somewhat clear. Writing on a phone is miserable, sometimes, and if something isn't clear just mention it please, lol.


I'm reading through the skill and saw the part where it says "with a high enough result, you can even smash through walls."

I see the checks required for doors but obviously nothing for walls themselves. Are they in another part of the book? What am I missing here?


I always see similar topics for the Pathfinder bestiaries and wondered why I haven't seen one for Alien Archives. I figured I'll do it.

Things I would like to see? I really would like Outer Dragons in this game. I think they're appropriate monsters to have starship scale statistics as well as statistics for "ground" combat. While something like this isn't complicated, it might take up a lot of space which can be a deterrent when making it in the books like this.

More Colossi. The Kyokor is a really neat monster and I've always been a fan of giant monsters. Though, I do appreciate massive monsters that I can use earlier against parties, usually meaning lower than CR20. Granted they planned for them to have lower CRs than 20. If not them then maybe another type of monster.

Anyway, that's all I can think of right now. Share your thoughts on what you want to see in the future.


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Here

It's a pretty interesting read. What it is, is making mechs compatible with starship combat as well as terrestrial combat. This must have taken a great amount of time to create, though some parts are a little weird, to me. Like the damage scales between space and ground combat, x2 against ground opponent and 1/2 against starships.

I made a thread talking about how starships should interact with ground opponents, though maybe I was being a little unfair with it, since it could create other strange scenarios by forcing two different game systems to interact. Though some guidelines of taking certain monsters, such as space dragons, into starship combat at some point in this game's life time, should happen. Likewise, I think mechs should have separate statistics between ground and starship combat instead of jury rigging modifiers. I don't think mechs necessarily need to function any different than a monster does, other than the creation process.


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I didn't see too much of it in the rules about how it would be handled, and I was wondering if the Alien Archive included anything about how it would function.

If there are any monsters that function like spaceships, that would be cool to know of, too.


I was reading them both and they don't seem to clarify what exactly happens if the combat maneuver check for the vehicle that performs any of the actions I mentioned fails.

I found another thread that asks the same question, but there was only one answer that was basically saying "the vehicle continues move anyway without doing damage" without giving a reason why.

I know that vehicles can move into a creatures square if it's bigger, but it also says it's required to do an overrun/bullrush. I read that if the overrun succeeds, it moves through the creature and deals damage, which by that wording makes me believe that if it fails it does none of that.

The bullrush maneuver is written in the same way, so I didn't mention it with overrun.

I would quote sections of the vehicle's rules, but doing all that on a phone really sucks, sorry.


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I don't mean Pathfinder's default deities with 5 domains that are primarily for Golarion, but creatures that are analogues to deities from real world mythologies. I found a bunch and hopefully more can be found. I'm not going to type a description for each one, just the name.

Here's what I found:

Anemos

Annunaki

Jinishigami

Julunggul

Manitou

Muse

Seilenos

Shinigami

Tzitzimitl

Anymore that can be found would be cool, but I'm not interested 3PP.


This guy in the video. How would you go about it?


This monster if you don't know.

How do you think they would be able to defend against it? Do you think anything in that setting could help stop it? What do you think would happen?

Sorry, I'm just a little bored, lol.


So I recently noticed that monsters with swallow whole could swallow up to a size category 1 less than the swallowing monster. I also realized that means gargantuan monsters with that ability can swallow a mammoth whole, and that same gargantuan monster that swallowed the mammoth can be swallowed by a colossal monster. That sounds pretty crazy, really.

"Realistically" speaking, how big would a colossal T-rex have to be to swallow a sperm whale?

How big would a colossal vortex dragon have to be to use its breath weapon and suck a kraken from a distance into its maw and then swallow it?

It seems like not many people have noticed this about swallow whole since I barely found anything about it by searching the boards.

What do you guys think about this? I think it's really cool to have monsters that massive in the game.


So I noticed this rule a little while ago

"Additional Mythic Abilities: The monster gains a number of mythic abilities equal to its MR + 1. Such abilities can be drawn from the mythic path abilities for mythic heroes or the mythic abilities listed with the monsters in this section, or it can be a new ability you create by taking inspiration from those abilities. These abilities should be thematically appropriate for the creature.
Some new monster abilities are especially powerful; at the GM's discretion, they can count as two abilities toward this total. For example, the mythic fire giant's fire vortex ability could count as two mythic abilities.

In place of a mythic ability, the monster may gain a universal monster ability, such as rend or pounce, either from an existing Bestiary or from this section."

So I was wondering since natural attacks are in the universal section if I could apply more natural attacks to a monster. Like if I wanted to spend 3 mythic ranks to give a Titan Centipede a gore and 2 claw attacks. Would this work as RAW?

I know I can just do it anyway if I'm the GM, but that's not the answer I'm looking for.


I was wondering what the highest possible carrying capacity in this game could be. I don't mean just high strength, as I'm sure there are many ways of increasing only carrying capacity.
I'll post more in this topic later, as I just wanted to leave this topic here.


Okay, I didn't really care for the movie, but I still like the monster in it.
How would you personally stat this monster and what CR you think is appropriate for it. I'll give my interpretation of it's stats later, but I just wanted to leave this thread here.


I'm just going to quickly explain this person's powers and abilities, and what CR do you think is about right for someone like this. If you want to suggest what class he is or give advice on how to build this, that's cool, too.

He is a warrior who wears a magical breast plate, and wields a magical short spear and shield. He's also extremely strong, being able lift as much as 25 tons over his head while still being able to run. He is able to smash down manufactured walls made out of marble, stone, concrete etc. without much effort with his hands in one blow. The warrior is capable of jumping up to 50ft. in the air, is capable of taking a direct hit from a rocket launcher for minimal damage, and can create shockwaves that destroys the ground up to 100ft. in diameter from a single powerful strike with his weapon against his foe. Firearms from trained soldiers would have little to no effect against him if he is to shot by one of them, and even has the reflexes necessary to parry firearm attacks with his shield from multiple people at once.

There's my quickly thought up warrior's abilities in a nutshell. What would you put him at?

I'll try to create this guy soon by strictly using the books and posting it here.


This is another attempt at representing Godzilla as best as I can. I am making some of the other monsters, but I would like to know what you guys think about this. Opinions and criticism would be great.

Godzilla:
Godzilla CR 25
N Colossal magical beast (aquatic)
Init -1; Senses Low-light vision, Darkvision 120ft, Scent ; Perception +41
Aura Frightful presence (1,000 ft., DC 35)

DEFENSE
AC 40 touch -7, flat-footed 40 (-1 dex, +47 natural, -16 size)
hp 572 (32d10+480) fast healing 20
Fort +35, Ref +18, Will +16
Defensive Abilities DR 25/epic, ineffective attacks; Immune ability damage, ability drain, disease, energy drain, mind-affecting effects, paralysis, petrification, poison, and polymorph; resist cold 20, electricity 20, fire 30, sonic 30; SR 35

OFFENSE
Speed 40 ft.; swim 80 ft.
Melee Bite +37 (6d8+31), 2 claws +37 (3d12+31), and tailslap +32 (4d8+31)
Space 50 ft.; Reach 50 ft. (100 ft. with tail slap)

STATISTICS
Str 53, Dex 8, Con 34, Int 3, Wis 22, Cha 27
Base Atk +32; CMB +69 ; CMD 78
Feats Awesome blow, Cleave, Crtical Focus, Endurance, Diehard, Greater Cleave, Greater Vital Strike, Heroic Defiance, Heroic Recovery, Improved Bull Rush, Improved Natural Weapon (tail), Improved Vital
Strike, Power attack, Stalwart, Staggering Critical, Vital Strike
Skills Acrobatics -1 (+56 when jumping), Perception +44, Swim +56
Languages Aklo, Common (can't speak)
SQ amphibious, powerful leaper, massive size

SPECIAL ABILITIES

Atomic Breath (Su) Once every 1d4 rounds as a standard action, Godzilla can expell a line of atomic energy, dealing 32d10 points of damage to all creatures struck (Reflex DC 38 for half) This attack deals
half fire and half sonic damage. Creatures that fail their saving throw must make another save (Fortitude DC 38) or be stunned for 1d6 rounds. Creatures that fail their fortitide saves by 10 or more are
obliterated outright. The elemental damage from this line deals normal damage against objects (instead of half), and ignores hardness. In addition to the damage dealt, this line destroys a 10-ft square of a
structure or object with hardness 20 or less for every 10 points of damage dealt, which may allow it to continue its course. This line may be changed to deal only fire damage, instead. This line has a range
of line of sight. The save DC is Constitution-based. This ability is not a death effect.

Destroyer (Ex) Godzilla's natural weapon attacks are considered magical, epic, and adamantine. All attacks against objects and stuctures deal quadruple damage.

Ineffective Attacks (Ex) Godzilla's massive size and thick hide render many attacks ineffective against it. Non magical weapon and elemental damage is halved before applying its damage reduction and elemental resistances.

Powerful Leaper (Ex) Godzilla uses its Strength to modify Acrobatics checks made to jump, and has a +24 racial bonus on Acrobatics checks made to jump.

Massive Size (Ex) This creature's size is considered colossal, but far surpasses the size and strength of most monsters of its size category. The benefits and penalties of such a massive monster are noted below.

- Godzilla is granted two additional damage dice to all of its natural weapon attacks for its size category

- Godzilla inflicts one and a half times its strength modifier with its melee attacks.

- The size modifier of Godzilla is increased to -16 instead of -8

- Godzilla's carrying capacity is increased by a factor of 250.

Godzilla stands well over 300 feet tall and weights about 60,000 tons.


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So what I wanted to do is create a template that can be applyed to a creature to make them super sized. So far this is what I made and I have a few examples of creatures with this template. I would really like to get some criticism about how to improve it. I plan on using this in the future and hopefully someone else might want to, also.

Creating a Kaiju

CR: Same as the base creature +8.

Senses: A Kaiju gains darkvision 60 ft. and low-light vision

Armor Class: A Kaiju's natural armor class is increased by +16.

Defensive Abilities: A Kaiju gains damage reduction 15/-. If the creature already has an existing damage reduction, this damage reduction instead stacks with its original. Coporeal Kaiju gain fast healing 20. Living Kaiju gain Immunity to ability damage, ability drain, bleed, disease, energy drain, paralysis, petrification, poison
and polymorph. A Kaiju gains resist cold 30, electricity 30, and fire 30. If the monster already has resistance to an elemental type, it instead gains immunity to it.

Speed: A Kaiju adds +30 to its landspeed. All other forms of speed remain the same.

Melee: A kaiju's natural weapon attack damage dice is increased by a factor of 2 or adds 4 extra damage dice, whichever is higher.

Reach: A Kaiju adds +30 feet to its reach and threat range.

Space: A Kaiju adds +30 feet to its space.

Ability Scores: A Kaiju adds +28 Strength, +18 Constitution, and -6 Dexterity (minimum of 3). If the creature doesn't have a constitution score, add 10 points of health per hit dice.

Size: A Kaiju's size bonuses and penalties are increased to 8 if the creature is huge or less, 12 if gargantuan, or 16 if colossal. Its size and carrying capacity is increased by a factor of 10, and its weight is increased by a factor of 500. Supernatural attacks have their range or area increased by a factor of 5, and add the CR adjustment to
their damage dice for their special attacks (such as a dragon's breath weapon). This creature is considered colossal.

Special Qualities: A Kaiju gains the following special qualities.

Destroyer (Ex): A Kaiju's natural weapons are treated as magical and adamantine, and its natural weapon attacks deal maximum damage versus objects.

Ineffective Weapons (Ex): A Kaiju's great size render mundane weapon attacks ineffective. A Kaiju that is damaged a physical attack of a non-magical source deals half

damage. Only Kaiju's of at least 250 feet in height, or 500 feet in length can gain this ability.

Quadruple Damage Against Objects (Ex): Any attack made by this creature against an object or structure deals quadruple damage.

Example Kaijus
_________________________________________________
Elder Earth Elemental (Kaiju) CR 19
N Colossal outsider (earth, elemental, extraplanar)
Init –1; Senses darkvision 60 ft. low-light vision, tremorsense 60 ft.; Perception +19

Defense

AC 30, touch -12, flat-footed 30 (–4 Dex, +32 natural, –8 size)
hp 312 (16d10+96) fast healing 20
Fort +24, Ref +1, Will +10
DR 25/—; Immune to ability damage, ability drain, elemental traits, disease, energy drain, petrification and polymorph. Resist cold 30, electricity 30, and fire 30.

Offense

Speed 50 ft., burrow 20 ft., earth glide
Melee 2 slams +32 (6d10+26/19–20)
Space 45 ft.; Reach 45 ft.
Special Attacks earth mastery

Statistics

Str 62, Dex 3, Con 39, Int 10, Wis 11, Cha 11
Base Atk +16; CMB +48; CMD 54
Feats Awesome Blow, Cleave, Greater Bull Rush, Greater Overrun, Improved Bull RushB, Improved Critical (slam), Improved Overrun, Improved Sunder, Power Attack
Skills Appraise +19, Climb +45, Knowledge (dungeoneering) +19, Knowledge (planes) +19, Perception +19, Stealth +4

Special Abilities

Destroyer (Ex): A The Elder Earth Elemental's natural weapons are treated as magical and adamantine, and its natural weapon attacks deal maximum damage versus objects.

Ineffective Weapons (Ex): A Kaiju's great size render mundane weapon attacks ineffective. A Kaiju that is damaged a physical attack of a non-magical source deals half damage.

Quadruple Damage Against Objects (Ex): Any attack made by this creature against an object or structure deals quadruple damage.

The Elder Earth Elemental stands at 400 feet tall and weighs 15,000 tons.

______________________________________________________
Tyrannosaurus (Kaiju) CR 17
N Colossal animal
Init +2; Senses low-light vision, scent; Perception +37

Defense

AC 26, touch 7, flat-footed 20 (-2 Dex, +30 natural, –12 size)
hp 315 (18d8+72) fast healing 20
Fort +24, Ref +9, Will +10
DR 15/-; Immune ability damage, ability drain, bleed, disease, energy drain, paralysis, petrification, poison and polymorph; Resist cold 30, electricity 30, and fire 30.

Offense

Speed 70 ft.
Melee bite +26 (8d6+50/19–20 plus grab)
Space 50 ft.; Reach 50 ft.
Special Attacks swallow whole (6d8+24, AC 25, hp 31)

Statistics

Str 60, Dex 7, Con 37, Int 2, Wis 15, Cha 10
Base Atk +13; CMB +50 (+54 grapple); CMD 57
Feats Bleeding Critical, Critical Focus, Diehard, Endurance, Improved Critical (bite), Improved Initiative, Iron Will, Run, Skill Focus (Perception)
Skills Perception +37; Racial Modifiers +8 Perception
SQ powerful bite
Ecology
Environment warm forest and plains
Organization solitary.
Treasure none

Special Abilities

Powerful Bite (Ex) A tyrannosaurus applies twice its Strength modifier to bite damage.

Destroyer (Ex): A Kaiju's natural weapons are treated as magical and adamantine, and its natural weapon attacks deal maximum damage versus objects.

Quadruple Damage Against Objects (Ex): Any attack made by this creature against an object or structure deals quadruple damage.

This tyrannosaurus measures 400 feet long and weighs 3,500 tons.


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So I felt like making this template, and I had a little fun applying it to a few monsters. I know it probably needs work, but I kinda like it. What do you guys think?

Kaiju Template:

Creating a Kaiju

CR: Same as the base creature +5.

Armor Class: A Kaiju's natural armor class is increased by +16.

Defensive Abilities: A Kaiju gains damage reduction 15/-. If the creature already has an existing damage reduction, this damage reduction instead stacks with its original.

Speed: A Kaiju adds +30 to its landspeed. All other forms of speed remain the same.

Melee: A kaiju's natural weapon attack damage dice is increased by a factor of 2 or adds 4 extra damage dice, whichever is higher.

Reach: A Kaiju adds +30 feet to its reach and threat range.

Space: A Kaiju adds +30 feet to its space.

Ability Scores: A Kaiju adds +24 Strength, +16 Constitution, and -8 Dexterity (minimum of 3).

Size: A Kaiju's size bonuses and penalties are increased to 8 if the creature is huge or less, 12 if gargantuan, or 16 if colossal. Its size and carrying capacity is increased by a factor of 10, and its weight is increased by a factor of 500. Supernatural attacks have their range or area increased by a factor of 5. This creature is considered lossal.

Special Qualities: A Kaiju gains the following special qualities.

Destroyer (Ex): A Kaiju's natural weapons are treated as magical and adamantine, and its natural weapon attacks deal maximum damage versus objects.

Quadruple Damage Against Objects (Ex): Any attack made by this creature against an object or structure deals quadruple damage.

Example Kaiju:

Elder Earth Elemental (Kaiju) CR 16
N Colossal outsider (earth, elemental, extraplanar)
Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +19

Defense

AC 30, touch -12, flat-footed 30 (–4 Dex, +32 natural, –8 size)
hp 296 (16d10+80)
Fort +24, Ref +1, Will +10
DR 25/—; Immune elemental traits

Offense

Speed 50 ft., burrow 20 ft., earth glide
Melee 2 slams +32 (6d10+24/19–20)
Space 45 ft.; Reach 45 ft.
Special Attacks earth mastery

Statistics

Str 58, Dex 3, Con 37, Int 10, Wis 11, Cha 11
Base Atk +16; CMB +48; CMD 54
Feats Awesome Blow, Cleave, Greater Bull Rush, Greater Overrun, Improved Bull RushB, Improved Critical (slam), Improved Overrun, Improved Sunder, Power Attack
Skills Appraise +19, Climb +43, Knowledge (dungeoneering) +19, Knowledge (planes) +19, Perception +19, Stealth +4

Special Abilities

Destroyer (Ex): A The Elder Earth Elemental's natural weapons are treated as magical and adamantine, and its natural weapon attacks deal maximum damage versus objects.

Quadruple Damage Against Objects (Ex): Any attack made by this creature against an object or structure deals quadruple damage.

The Elder Earth Elemental stands at 400 feet tall and weighs 15,000 tons.


Yeah, pretty much the point is for me to put up very ridiculous monsters and see if people like them at all. I tried to stay away from too much modifier bloat as much as possible. There may be some mistakes that I missed so I'll probably correct them later if I see them.

I would also like to see other people's attempts as well, but I probably won't get them, lol.

Here is my first monster attempt:

Umber Hulk Behemoth CR 27
N Huge Aberration
Init +5; Senses Darkvision 60 ft., tremorsense 60 ft.; Perception +32

DEFENSE
AC 47 (+1 dex, -2 size, +38 natural), touch 9, flat-footed 46
hp 479 (25d8+375) Regeneration 20 (epic)
Fort +37, Ref +9, Will +18
Defensive Abilities DR 20/epic; Immune acid, disease, energy drain, fire, mind-affecting effects,
paralysis, permanent wounds, petrification, poison, polymorph; SR 37

OFFENSE
Speed 60 ft; burrow 120 ft
Melee 2 claws +49 melee (6d6+60) and bite +44 melee (8d6+30)
Space 15 ft.; Reach 15 ft.

STATISTICS
Str 115, Dex 13, Con 41, Int 19, Wis 18, Cha 19
Base Atk +18; CMB +86; CMD 97
Feats Awesome Blow, Combat Expertise, Cleave, Diehard, Endurance, Greater Vital Strike,
Greater Cleave, Improved Initiative, Improved Stalwart, Improved Vital Strike, Power Attack,
Stalwart, Vital Strike.
Skills Acrobatics +29 (+80 to jump), Climb +80, Intimidate +32, Knowlege (Nature)+32, Perception +32, Sense Motive +32, Survival+32, Swim +80
Languages -

SPECIAL ABILITIES

Gaze of Insanity (Su)

Insanity as the spell, 60 feet, caster level 18th, Will DC 27 negates. The save DC is Charisma-based.

Unhindering Movement (Ex)

When moving, regardless of what type of movement it always moves at full speed no
matter what obstructions or terrain is in its path. It can burrow through any kind of
material, and can make automatic strength check to burst an object that it touches
when moving.

Beast of Burden (Ex)

The Umber Hulk Behemoth's strength is twice the amount for the purposes of its
carrying capacity. In addition, once per day, it can instead quadruple its strength score
for 1-hour when determining its carrying capacity.

Overwhelming Strength (Ex)

The Umber Hulk Behemoth can succeed at any strength check with a DC equal to or less
than 250.

Mountain Smasher (Ex)

When going to use it's burrow, it can choose to give the object the broken condition instead.
When broken this way, it has a clear open path to move through in and out the broken object.
Its target can be of nearly any size, such as the largest of mountains, castles, and much
bigger targets at the GM's discretion. If this ability is used on an object that already has
the broken condition, it becomes destroyed.

Excessive Bulk (Ex)

The Umber Hulk Behemoth is treated as Colossal for the purposes of its natural weapon damage,
natural armor, combat maneuver bonuses, carrying capacity, and attack penalties.

Reckless Attacks (Ex)

Any melee attacks made from the Umber Hulk Behemoth is always modified from its power attack feat.

Cloud Leaper (Ex)

The Umber Hulk Behemoth can make extraordinary high leaps during its charge. It adds 10 extra feet
in both its vertical height and horizontal distance for every point in its attack roll. In addition, the charge
attack can be subsituted for a grapple maneuver. Regardless of what the roll is, it can choose to jump a
shorter distance.

Quadruple Damage Against Objects (Ex)

The Umber Hulk Behemoth's full attack against an object or structure deals quadruple damage.

Amazing Endurance (Ex)

The Umber Hulk Behemoth adds half of its hit dice to its fortitude save, which is already factored in.

Powerful Leaper (Ex)

The Umber Hulk Behemoth uses its Strength to modify Acrobatics checks made to jump.


Fire Storm
----------
This spell deals 1d10 points of fire damage per level, up to a maximum of 20d10. The spell also causes any creature that fails it's reflex saving throw to catch on fire, taking 4d10 points of fire damage each round until the fire is extinguished. The creature can extinguish by spending a full-round action and succeeding at a reflex saving throw (using the spell's original DC). Falling prone and rolling on the ground
grants a +2 circumstance bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.

Greater: if you are at least a 5th-tier mythic character you can expend three additional uses of mythic power when casting this spell. In addition to the effects listed above, the area of the spell is increased to a 1,000-ft square per level, and any fire damage dealt by the spell ignores fire resistance and fire immunity.

Ant Haul
--------
The target's carrying capacity is multiplied by 3 +1 per mythic tier.

Greater: if you are at least a 3rd-tier mythic character you can expend two additional uses of mythic power when casting this spell. In addition to the effects listed above, the target is considered two size categories for the purposes of it's carrying capacity. If the target cannot benefit from the size bonus, instead add x16 to it's size multiplier for calculating its carrying capacity.

I can add many more later, but I would like to read other suggestions, as well.


I kinda figured this would be the biggest monster in the game so far (mentions it's size somewhere around the bottom). Definitely the heaviest.


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Now I probably left out some things, so obviously it's not perfect. I don't think this is too bad, really. If you care enough to ask why I did what, I'll answer and possibly make changes.

Godzilla:

Godzilla CR 25
XP1,638,400
N Colossal magical beast
Init -1; Senses Low-light vision, Darkvision 240 ft., Scent ; Perception +44
Aura Frightful presence (300 ft., DC 28)

DEFENSE
AC 34, touch -5, flat-footed 34 (-1 dex, +41 natural, -16 size)
hp 630 (30d10+480) Regeneration 40
Fort +37, Ref +18, Will +12
Defensive Abilities DR 20/-, resist acid 20, cold 20, fire 20

OFFENSE
Speed 40ft; swim 80ft
Melee Bite +46 (8d6+32), 2 claws +46 (2d10+32), and tailslap +41 (12d6+16)
Space 30.; Reach 30 (60 with tailslap)

STATISTICS
Str 85, Dex 8, Con 42, Int 3, Wis 15, Cha 17
Base Atk +30; CMB +78 ; CMD 86
Feats Awesome blow, Cleave, Crtical Focus, Endurance, Diehard, Greater Cleave, Greater Vital Strike, Heroic Defiance, Heroic Recovery, Improved Bull Rush, Improved Natural Weapon (tail), Improved Vital
Strike, Power attack, Stalwart, Staggering Critical, Vital Strike
Skills Acrobatics -1 (+59 when jumping), Perception +44, Swim +59
Languages Aklo, Common (can't speak)
SQ Powerful Leaper, Overwhelming Size

SPECIAL ABILITIES

Atomic Breath (Su) Once every 1d4 rounds as a standard action, Godzilla can expell a 300-foot line of radioactive energy, dealing 30d12 points of damage to all creatures struck (Reflex DC 41 for half) This
attack deals half fire and half acid damage. This can be changed to deal only fire, instead.

Overwhelming Size (Ex) While Godzilla's size is colossal, he towers over most monsters. The benefits and penalties of such a size are already factored in.

Powerful Leaper (Ex) Godzilla uses its Strength to modify Acrobatics checks made to jump, and has a +24 racial bonus on Acrobatics checks made to jump.


Telekinesis can't be used to violently thrust or be used to sustain force on objects weighing more than 375, but it makes no mention of this for combat maneuvers. Vehicles have CMBs and CMDs, so I was thinking that you can trip, grapple, and pin vehicles such as steam giants or a warship.


It probably does as RAI, but it doesn't look like it actually works as RAW. Undead are immune to effects that involve fortitude saves unless it works on objects. This spell can not target objects. It can be used to smash creatures against objects, but this isn't the same as actually using the spell on an object.


So I was thinking how I would be able to make DBZ as it is in the anime. One problem I thought that I was going to have trouble with is the fact that they can destroy planets and how I can represent this effectively. I thought about it for a bit and I decided that this might be one of the better ways of representing this.

You can be blunt and tell me that it isn't good if that's what you think :)

:
Offensive Ki (Su): as long as the user of this ability has at least 1 ki point in reserve, the user can unleash Ki energy in the form of attacks. This form of attack deals 1d6 points of damage per 2 HD and has a range of 30ft per HD as a ranged touch attack. You can make as many ranged attacks as your base attack allows, costing 2 ki points. This attack ignores hardness of objects of 5 or less.

Destructive Ki (Su): as a full round action, you can spend 2 ki points to unleash an excessive amount of ki energy to destroy your opponent. This ranged touch attack deals 1d8 points of damage per HD and has
a range of 50 ft per HD. The user can spend 2 additional ki points to deal nearly infinite amounts of damage. The targed is then forced to make a fortitude save of DC 10 + 1/2 HD plus constitution modifier or
be entirely obliterated. Any objects that are subject to this damage, after the additional ki points are spent and with hardness 10 or less, are immedietly destroyed in a fantastic explosion, but no more than one
ten foot square of space per HD that the target occupies can be destroyed. This attack's damage ignores hardness in any case. This ability provokes an attack of oppourtunity. This form of attack cannot be used in consecutive rounds.

Destructive Ki, Mass (Su): This type of attack has the capability to deal nearly an infinite amount of damage on a much more massive scale, but may take up a lot of the user's time to release it effectively. You
must spend an additional 4 ki points while using the Destructive Ki special ability to gain the additional benefits of this ability as well as spending 1 additional round. The range increment is increased to unlimited,the damage dice increases to d12, the fortitude DC is increased by 2, and the affected object's squares are doubled and disregards hardness. You can spend up to 2 more additional rounds (up to four rounds) to further increase the effect while costing 2 Ki points per additional round. For each additional round beyond 2, to a maximum of 4, increase the save DC by 1, the object's affected space quadruples on the third round and becomes unlimited on the fourth. GM discretion: This special ability can technically destroy entire land masses or even an entire planet due to the unlimited spaces this attack can potentially affect. If, however, this is allowed, every life form on the destroyed planet is treated as if they were dealt critical damage and the fortitude DC to survive is the user's original fortitude DC +10. Even if they do survive, they can still possibly die due to the hostile atmosphere in space. If only a land mass is destroyed, they instead get a reflex save equal to the original fortitude save for half damage.


This is something I've had to go through for many years with many different people. Mainly starting with 3.5, they would say that you could or couldn't (mainly couldn't) do something for such and such reason. I don't mean GMs as it's their business if they want to do house rules.....as long as they make them clear at the begining of the game, but that's not what I mean.

One time I used polymorph (3.5) to turn into a Hydra, then a player at the table will tell me "oh well you can't do that because their multiple heads will disorient you and such." I've never seen that in the book.

I had Fire Immunity and I decided to go into a pool of lava. Then I hear "fire immunity wouldn't protect you from that because it's too hot and would bypass the immunity." um.. lava deals fire damage, I'm immune to fire damage, cut and dry, case close.

I was using haste while I casted timestop and a player said "if you used time stop while using haste you'll start to age like crazy." Maybe this was a concept in 2nd edition, but I don't see it now.

Another time I was talking about how I wanted to multiclass a Monk with a Cleric (pathfinder). A person was telling me why I wouldn't be able to and she said something like "you can't because your ki would interfere with your divine energy." I don't rememeber seeing that in the book. Where is it?

I don't mind too much if people question the logic of the game, but it's really annoying when players feel that it's neccessary to grab things out of the air and try to make it a part of the game.


One thing that got really annoying for me was that my GM made you throw your weapon at a roll of 1. This game ran for over a year with this. I was the only melee character in a party that consisted of a shield fighter (me), 2 druids, a rogue/sorcerer/arcane trickster, a witch, and a wizard. When we eventually got to higher levels (11-20) and me having around 5 attacks, then I found that I can go barely 2 straight rounds without rolling at a 1. I would throw my weapon (wasting that round), move to pick up my weapon the next round (also wasting that round), and then having possibly run back and attack with only one attack (not making much use of that round.)It got to the point that I had to complain several times to my GM that this was no fun at all, and it even got to the point where I had to get several people to side with me on this to have it changed. I didn't want to be the type to complain, but it got too frustrating to the point where the game was losing some of its fun for me.

Anybody got things like this to share? I still have more to share like this in the future.