Idea 2: - Good Will saves (so all good saves)
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
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 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.
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!
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...
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.
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
Famished Corpsewolf Maneater (Barghest-spawn Tiefling True Primative-Barbarian 2) - CR 1/2
Corpsewolf Maneater (Barghest-spawn Tiefling True Primative-Barbarian 2) - CR 1
Corpsewolf Chief - CR 1 (400 xp) or CR 2 (600)
(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.) |