Uzbin Parault

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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.


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.)