Ancient Vortex Dragon

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**** Pathfinder Society GM. 7 posts (12 including aliases). No reviews. No lists. No wishlists. 9 Organized Play characters.


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Silver Crusade

Hi folks,

A friend and I have been spitballing a couple of feats for a little while, and I finally got round to writing them down. They're really work in progress in the moment, but I thought I'd get the hive mind's opinion before I took them any further :)

The first feat stems from my love of shields in general, and my belief that they are under-utilized in most games. The second is a teamwork feat which is way more useful for NPCs than players, because I GM way more than I play and I love having these little options available to throw quirky encounters at my groups. The template is my attempt to recreate a more Night of the Living Dead/Resident Evil type zombie.

I did some searching through sourcebooks to see if there was anything comparable, but I wasn't able to turn anything up. If you know of something which seems to fit the theme of what I'm trying to achieve with any of these ideas, a pointer in the right direction would be gratefully received :)

The sections in square brackets are options that I'm considering; stuff outside of square brackets I'm pretty happy with but it's all up for grabs.

So, without further ado!

Take Cover:

Spoiler:
Take Cover [Combat]

You are adept at using your shield to protect yourself and your allies from area effects.

Prerequisites: Shield Focus, Shield Proficiency, [Iron Will or any class feature which grants a bonus to Will saves (e.g. bravery, divine grace)], [Lightning Reflexes], [base attack bonus +4 or +8]

Benefits: When wielding a shield (other than a buckler) you may designate one creature within your reach of your size or smaller (including yourself) who is caught within an area effect which causes hit point damage (including splash damage from grenade-like weapons, but not spreads) as an immediate action.

[The creature gains a +2 circumstance bonus to any Reflex saves allowed by the effect and benefits from the evasion class feature.]

[The creature gains the benefit of your shield’s hardness rating and any relevant shield special abilities, such as spell resistance or suitable energy resistance.]

Your shield is subjected to the effect regardless of whether you are in the area of effect or not and if you succeed any applicable save, though it makes a Fortitude save against the original DC in place of any other save allowed. If this saving throw results in a natural 1, your shield automatically gains the broken condition even if the received damage does not take it below half its maximum hit points.

Bardic Troupe:

Spoiler:
Bardic Troupe [Teamwork]

You can work with others to give your performances greater power.

Prerequisites: Ensemble, bardic performance class feature, Perform 5 ranks

Benefits: One performer is designated the lead and chooses a bardic performance. All other performers within 20 feet who also possess this feat may attempt a DC 20 Perform check of a type relevant to the lead’s performance to increase any class level-dependent variable of the performance by 1 (e.g. competence bonus, DC, creatures affected). All performers must meet the minimum class level requirements of the bardic performance chosen by the lead performer (i.e. a 3rd-level bard could not contribute to Inspire Heroics) and use a suitable Perform skill for the performance, but need not use the same Perform skill as the lead. The lead performer can only benefit from a maximum number of additional performers equal to their Charisma modifier. Characters who gain performances from different class abilities (such as bardic performance and raging song) may make use of this feat if the name of the performance is the same and each meets the requirements from their class for the performance.

Hungering Zombie (really long, sorry):

Spoiler:
Hungering zombie (CR varies)

“Hungering zombie” is an acquired template that can be added to any corporeal creature (other than an undead), referred to hereafter as the base creature.

Challenge Rating

This depends on the creature’s new total number of Hit Dice, as follows:

HD CR XP

½ ¼ 100

1 ½ 200

2 1 400

3-4 2 600

5-6 3 800

7-8 4 1,200

9-10 5 1,600

11-12 6 2,400

13-16 7 3,200

17-20 8 4,800

21-24 9 6,400

25-28 10 9,600

Alignment

Always neutral evil.

Type

The creature’s type changed to undead. It retains any subtype except for alignment subtypes (such as good) and subtypes that indicate kind. It does not gain the augmented subtype. It used all the base creature’s statistics and special abilities except as noted here.

Armour Class

Natural armour is based on the hungering zombie’s size:

Hungering zombie Size Natural Armour Bonus

Tiny or smaller +0

Small +1

Medium +2

Large +3

Huge +4

Gargantuan +7

Colossal +11

Hit Dice

Drop HD gained from class levels (minimum of 1) and change racial HD to d8s. Hungering zombies gain a number of additional HD as noted in the following table.

Hungering zombie Size Bonus Hit Dice

Tiny or smaller -

Small or Medium +1 HD

Large +2 HD

Huge +4 HD

Gargantuan +6 HD

Colossal +10 HD

Hungering zombies use their Charisma modifiers to determine bonus hit points (instead of Constitution).

Saves

Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.

Defensive Abilities

Hungering zombies lose their defensive abilities and gain all of the qualities and immunities granted by the undead type. Hungering zombies gain DR 5/slashing.

Speed

Winged hungering zombies can still fly, but manoeuvrability drops to clumsy. If the base creature flew magically, so can the hungering zombie. Retain all other movement types.

Attacks

A hungering zombie retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. It also gains a slam attack that deals damage based on the hungering zombie’s size, but as if it were one size category larger than its actual size (see Natural Attacks).

Special Attacks

A hungering zombie retains none of the base creature’s special attacks. Hungering zombies gain the following special attacks.

Grab A hungering zombie that hits with a slam attack can attempt to start a grapple as a free action without provoking an attack of opportunity. Hungering zombies receive a +4 bonus on combat manoeuvre checks made to start and maintain a grapple.

Abilities

Str +2, Dex -2. A hungering zombie has no Con or Int score, and its Wis and Cha become 10.

BAB

A hungering zombie’s base attack is equal to ¾ its Hit Dice.

Skills

A hungering zombie has no skill ranks.

Feats

A hungering zombie loses all feats possessed by the base creature, and does not gain feats as its Hit Dice increase, but it does gain Toughness as a bonus feat.

Special Qualities (Ex)

A hungering zombie loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A hungering zombie gains the following special qualities.

Staggered Hungering zombies have poor reflexes and can only perform a single move action or standard action each round. A hungering zombie can move up to its speed and attack in the same round as a charge action.

Relentless Hunger Hungering zombies will go to any length to consume the flesh and brains of the living. A hungering zombie is destroyed when its negative hit point total is equal to its Charisma score; it is not destroyed when it reaches 0 hit points like a typical undead. If a hungering zombie’s hit points are below 0 but above its Charisma score, it becomes prone and its movement speed is reduced to 5 feet. It may use its slam attack and grab ability without penalty while prone, and may still move up to its speed and attack in a single turn. The zombie’s movement provokes attacks of opportunity, and in all other ways the zombie is treated as prone.

Gnaw A hungering zombie that grabs a foe can make a bite attack against that foe as a secondary attack. As a secondary natural attack, the hungering zombie’s bite takes a -5 penalty to the attack roll and applies half the hungering zombie’s Str bonus to damage. Unlike the slam attack granted by this template, the bite deals damage appropriate to the size of the hungering zombie (1d6 for a Medium creature; see Natural Attacks).

Silver Crusade 4/5

I think it is also worth noting that the 3/4 BAB crowd on the whole get one single weapon proficiency (which could be a wasted simple, a fun martial or a quirky exotic) tied to a thematic choice for their character which has other significant consequences and decisions for their character. All paladins are proficient with all martial weapons, and some of their character choices (race, in particular) can give them access to some fun exotic weapons as well.

Also, consider this incredibly reductive point: the purpose of the priesthood is to represent their deity on Golarion to the best of their ability. The purpose of the military is to kill the enemies of their deity to the best of their ability :)

Silver Crusade 4/5

Ran this at subtier 1-2 yesterday. Overall everyone had fun, but it was definitely a tough slog for the group which ended up running over time. They were a bit of a weird mix, which didn't help:

Level 1 warpriest
Level 1 druid
Level 2 abjurer
Level 2 investigator
Level 3 pyrokineticist

They had to think quite laterally about a lot of solutions, and Kalkamedes spent most of the scenario tied to the kineticist after being dog-piled by the entire party.

Spoiler:
He even hauled her up the cliff face, because nobody in the party could make the DC 18 Climb check.

Their solutions were often hampered by a lack of basic equipment with the refrain of "we can't afford the lighter, better stuff, and we can't carry the heavier, cheaper stuff".

I'm not sure I'd want to run it 1-2 in future, outside a home game where I can take the time for players to be creative, but definitely an interesting scenario that I'm glad to have run :)

Silver Crusade

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TL;DR - I am a massive AP fanboy.

I love the APs more or less as they are. There are some hits and misses, but Paizo are putting material out every single month so I can forgive them for that.

I'm currently playing one AP (Rise of the Runelords) and GMing four (Second Darkness, Legacy of Fire, Mummy's Mask and Iron Gods) with different groups. Like a lot of people, I'm a busy adult with a full-time job and various other commitments. I would never be able to play as much, with as many of my friends, if I was having to write whole bunches of stuff for campaigns.

We tend to get through an AP in around two years, so there's always something new to move on to by the time we're done as well.

My only (small) problem with APs has been touched upon already, and I think Paizo are doing a good job of addressing it. The title of the AP can either be a dead giveaway (Rise of the Runelords) even when the actual threat doesn't really get revealed until about halfway through, or complete nonsense (Serpent's Skull) which doesn't mean anything to anyone until part five or six. The more recent ones have had a better balance as a relevant teaser, so even that one gripe is diminishing.

Silver Crusade

I've always been drawn to Pharasma, and with her influence over birth and fate as well as death find her a very comforting figure.

Norgorber also fascinates me, though more as Blackfingers and the Reaper of Reputation. So there may or may not be a mask about the place somewhere >.>

Silver Crusade

Even the WIP Kineticist page is a life saver, my girlfriend was driving herself mad trying to keep track of everything. Thanks for all your hard work from another grateful user :)

Silver Crusade

I don't have many rituals, but I very easily fall into routines for mundane things so I don't have to think about them.

The only real ritual I do have is not letting anything touch my wrists - I always roll my sleeves up (unless it's cold, in which case I pull my sleeves over my hands), I never wear watches, bracelets, charity bands or anything like that.

No idea why, and it isn't something I started doing until I was in my 20's, but now I just can't have things touching my wrists ¯\_(ツ)_/¯