Uzbin Parault

Shmoogie's page

16 posts (21 including aliases). No reviews. No lists. 1 wishlist. 1 alias.


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That's all very good advice; I'll consider abandoning this project at this point and use hirelings instead.


Idea 2:

- Good Will saves (so all good saves)
- Hit Dice d12s instead of d10s
- no bonus feats
- Wisdom-based stuff is effected by Charisma instead (this is thematic, not a min/max move; the character is probably going to be a spell-sage)
- not restricted to lawful characters
-
this time around, I left the bab as-is. I figure that the +6 saving throw to will saves over 20 levels and the increase in hit die is worth about 4 feats, and that by removing the 6 bonus feats I have two feats coming; which I think balances out the alternate ability score and opening up the alignment restriciton

So thoughts for round 2?


I'm glad you asked. In the same way that four CL 1 monsters are a ECL 5 encounter (double number for +2 CR twice) I'm running an AP with one level 5 character instead of four level 1 characters. If you look at xp per encounter and xp needed to gain levels, the level 5 character would even hit level 6 at the same time the level 1 characters would hit level 2 (though mythic progression does mess with that).

Ahem. So anyway, the answer is because, I'm not really playing a monk. I'm going to be playing a first level character ... that has a couple of extra levels in this immortal (monk) class. The module is for first level characters, so the base attack bonus of whatever class I play (probably wizard) is going to get a bonus from the immortal (monk) levels. The module is based on the capabilities of first level characters, even if I was a fighter with the extra levels in monk, I wouldn't need the base attack bonus to compete, because it's extra. I sure as hell could use bonuses on saving throws to avoid getting locked down and hit points for more survivability

I sure as hell wouldn't play it in a normal game; in that regard you're right. A base attack bonus progression at 1/2 for a melee class would be ridiculous; this is specifically for solo-level play.

By the way, the immortal was the "post-epic level" class in basic dnd, and was basically the system for having killable gods in dnd by making "gods" a class you could take only by reaching maximum level in the normal classes. Only, they couldn't say "gods" due to a small number of irl insane gamers and a whole bunch of irl religious fanatics, so they said "immortals" instead. That class is suspiciously a lot like the monk class, with punch attacks and less need to wear armor, etc. Using the mythic adventures system can only bump a character up one effective level at level one, so I'm filling in the blanks with a modified monk archtype because that's just what seems to fit.

So that's my reasoning, for those curious. I'm still looking for balance input.:) About the base attack/hit die thing, thanks for pointing that out; I'll have to think on it some more.


I'm building an archtype for the unchained monk for a very specific purpose.

I'm thinking about running a solitaire game using pathfinder about a "demigod hero" by using a 4th level character with one mythic tier instead of four 1st level characters. I'm going to do this by taking a level 1 character and adding three levels of unchained monk, and then using the "starting gear" for level 4 and putting it into a magic "tatoo"-type item and calling it a birthmark or something. Given that I'm using the mythic adventures system; I'm planning on using slow progression and then simply running the AP, adjusting difficulty only when it seems needed.

Only, for a better experience; I want to tweak things based off of what I need/don't need as a solo 5th level character doing 1st level content. Here's what I'm coming up with;

- Base attack bonus progression like a wizard instead of a fighter
- Good Will saves (so all good saves)
- Hit Dice d12s instead of d10s
- Wisdom-based stuff is effected by Charisma instead
(this is thematic, not a min/max move; the character is probably going to be a spell-sage)
- not restricted to lawful characters
- starting at level 3, bonus ki points equal to 1/2 level; probably call ki points power points instead because nonstalgia
-
I'm guessing that by counting things by how many "feats" they equal and dividing the difference among the levels it's a good start; that's how I got what I got so far. Still, input please?

I'm probably not going to progress in this unchained monk archtype beyond level 3, but if I did I'd look at some of the other things from the immortal class from basic could be adapted by changing the unchained monk's stuff around.

As is, though, as i mentioned above; are all those changes balanced as an archtype? The change in base attack bonus is too big a change for me to eyeball confidently. Thoughts? Please let me know... It's for solitare play but I do want it to be balanced with the other unchained-power-level classes.

I've been thinking what I like from different systems lately; I might just do a complete (basic edition D&D) Immortal conversion as a monk archtype anyway, but I figure this is a good start for now.


I'm on my way out the door right now, but this looks cool. I'll submit a character (might not be this one) within a day or two.
:D


male Gnome Alchemist (Clone Master/Mindchemist)

I've still got my eye here too, hoping that DM will return or someone else will take over as DM.


Things don't look good for my irl campaign, so you can count me in here.


I just read through your Obsidian Portal link, I like your pantheons and racial variants. One question though; are the class archtypes in the core books allowed, or only the ones you linked to?


I'm interested, though I'm going to wait and see if I can get people to come to my weekly irl game first. (people... oi) I'll let you know either way on Tuesday evening. I'm US/Central, so I'm 5 hours into your past, though I'm up at odd hours so I can game whenever I don't work. I usually DM, so I'm not sure what sort of game I'd like to play in, lol. I want to play to get some roleplay fun, more than rollplay. When I DM I tend towards "epic" (lotr, starwars) in theme, though It'd be fun to experience something new too.


Fanguar wrote:
Good luck everybody and may the best gnome win ;)

;)


fingers crossed :D


This looks crazy. Do announce if you gain openings for this campaign please! Not that I wish dissapearances upon you.


I figured it would be easier to make the mad alchemist fit my screen name than the tactics-minded pirate.

Submitting Shem "The Mad" O'gee!
Gnome Alchemist (Clone Master/Mindchemist)

personality and theme:
Shmoogie is undergoing a personality change as he's seeing hope for change in his life. There's still a bitter, haunted megalomaniac under the dusty skin of the gnome, but finding a social niche where his full talents are needed, rather than persecuted, is bringing out all sorts of mental stability in the gnome that he's just not accustomed to being burdened with. Suddenly, he's the wide-eyed novice in an entirely new world, and he loves it. He's likely to grin maniacally while engaging enemies and when he feels threatened, and then feign indifference to his allies even as the concerned gnome helps to tends their wounds.
Of course, the fact that the "society" Shem is integrating with is a band of pirates matters very little.

I realize that I made a character that partially is going to depend on shore leave and down time to restock and rebuild his abilities, but I do hope that the campaign goes on long enough to utilize some of the clone master archtype's advantages, and so thus have a clone holed up at port to switch into to deal with that sort of logistics between resupplies. That, and actually creating crew in giant test tubes, instead of recruiting them, sounds like a hilarious idea (as impractical as it is).

Edit: Oh yeah, the character is on my profile. ...now to figure out how to add a picture...


Are you seeking aditional recruits? I'm applying to a S&S ap, but if I don't get in there I'd be interested in playing here. Since I usually DM, I think I'd have a problem playing a villain. :D


I am extremely interested. I'm brand-spanking new to these forums, so bear with me whilst I figure stuff out. How many posts per day is the plan? I can definitely do more than two but I'm not sure if I can commit to say 5 per day.

I'm myself going to be running a nautical (eventually spelljammer) campaign soon (not-online) and I'm very interested in seeing how the S&S nautical combat systems works, one of the reasons for my interest.

Anyway, I'm internally debating between a character that focuses on teamwork and ship battles, and a "mad" gnome alchemist.
Is it ok to combine archtypes for a single class, so long as the archtypes don't "overlap" with what they swap out?


So I built some NPC stat blocks for my upcoming campaign. Afterwords, I compared their stats to the "benchmarks" for effective monsters, and compared that CR to the CR the guide suggests for heroic NPCs. Didn't quite match up. To make things weirder, since the NPCs are essentially naked cannibals, despite having essentially no gear... they're still a little high for their CR. I tried to make up for their apparent strength by making them starving naked cannibals (fatigued, subdual damage) to bring them down to CR 1/2 benchmarks (because CR should be 2 (from level) - 1 (basic adjustment for NPC) - 1 (equiptmentless)).

Anyway... I'm making this post because I'm curious as to whether or not I've assigned CR approperately. Here's the stat blocks:

The Corpsewolf tribe is falling on difficult times. Descended from a Vodoni crew that crashed in the New Lands four goblin-generations ago, the barghest captain's blood has been passed down on to all surviving goblins, creating a unique breed of tiefling. This tribe is weakened by starvation and canableism, but still should pose a threat to the anmesiac PCs.

Lesser Barghest-spawn Tiefling
+2 Dex, +2 Con, -2 Cha
small outsider (native)
+1 natural armor
death knell 1/day
darkvision 60 ft.
+2 intimidate +2 stealth

Famished Corpsewolf Maneater (Barghest-spawn Tiefling True Primative-Barbarian 2) - CR 1/2
XP 200
CE Small Outsider (native)
Init +3; Senses darkvision 60 ft., Perception +6
-defense-
AC 13, touch 12, flat-footed 12 (+1 natural, +1 Dex, +1 size)
hp 8/19 (2d12+6)
Fort +5, Ref +1, Will +1
uncanny dodge
-offense-
Speed 30 ft.
Melee unarmed +3 (1d2+1)
Ranged improvised thrown +2 (1d2+2, 10 ft.)
Spell-Like Abiltiies (CL 1st)
1/day death knell (DC 10)
Favored Terrain (forested island, +2 init, knowledge geography, perception, stealth, survival, included)
-statistics-
Str 13 Dex 13 Con 16 Int 10 Wis 12 Cha 6
Base Atk +2; CMB +2; CMD 13
Starving: is fatigued (and cannot rage), and has suffered 11 points of subdual damage, (included)
Feats Improved Unarmed Strike
Skills perception +8, stealth +11, intimidate +3, knowledge (geogrpahy) +2, survival +8
Languages Goblin, Infernal, illiterate
Equiptment: none

Corpsewolf Maneater (Barghest-spawn Tiefling True Primative-Barbarian 2) - CR 1
XP 200
CE Small Outsider (native)
Init +3; Senses darkvision 60 ft., Perception +6
-defense-
AC 12, touch 11, flat-footed 10 (+1 natural, +2 Dex, +1 size, -2 morale)
hp 23 (2d12+10)
Fort +8, Ref +2, Will +3
uncanny dodge
-offense-
Speed 30 ft.
Melee unarmed +6 (1d2+4) and bite +1 (1d3+2)
Ranged improvised thrown +2 (1d2+2, 10 ft.)
Spell-Like Abiltiies (CL 1st)
1/day death knell (DC 10)
Rage 8 rounds (+4 Str, +4 Con, -2 AC, +2 Will, animal rage rage power, included in stats)
Favored Terrain (forested island, +2 init, knowledge geography, perception, stealth, survival, included)
-statistics-
Str 19 Dex 15 Con 20 Int 10 Wis 12 Cha 6
Base Atk +2; CMB +5; CMD 17
Feats Improved Unarmed Strike
Skills perception +8, stealth +12, intimidate +3, knowledge (geogrpahy) +2, survival +8
Languages Goblin, Infernal, illiterate
Equiptment: none

Corpsewolf Chief - CR 1 (400 xp) or CR 2 (600)
same stats except CR 1 famished, CR 2 healthy
4 extra hp, +4 AC, CMD, +2 attack, damage, CMB, DC, 1/day bull's strength instead of death knell

(The story is that the spelljammer timeline progressed in the time periods coverd in the 3.0/5e rules which let me play with recent history, where the Vodoni loyalists, desperate, made some deals with fiends to aquire goblin soldiers and ships, as well as diobolic support, to create a new Vodoni/Goblin/Devil evil force... and anyway, one such ship of this fleet crash-landed on the PCs home planet, providing them with a helm and also the descendants of the Vodoni ship to serve as the PCs first oposition. The canables are varint tieflings, a tribe of goblins with barghest blood.)