Dusanu

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Im DMing 3 differents groups each other with a different adventure Kingmaker, Rise Runelords and Skull and Shackles months ago i finish a 4th campaign, Curse Crimson Throne, all of them using pathfinder 2e mechanics

So learning about the Lore of these adventures I discover some of them have a little Connection,

Spoiler:
Kazavon and his 7 relics
also i discover the theory of certain wizard who makes and interesting theory
Spoiler:
Nafzu Dilatru and his theory about the killers pattern
an strange force who push people to kill. So i was thinking in use this little connection as the strange force and mastermind in the shadows behind all the adventures, and wanna make the differents groups can help each other or at least join forces against this strange and powerful force but without interfere in the adventure of the others groups, or at least dont make a huge interfere, something like Dark souls via messages where they can give others Tips about an monster or in a situation if they are stuck.

This what happens in my campaigns:

In curse of crimson throne:
the heroes destroyed the crown of fangs and defeated Kazavon, but begin to investigate the blood pool of ileosa, so they discover about Azlanist, and eventually they found her and defeated too

Rise of runelords:
Since they asked me playing in pathfinder 2e, i changed a bit the lore, beign Azlanist the first runelord in surge, and new thassilion arises. the events of serpent skull already happen but certain character said no and comeback to the place where lives,
Spoiler:
Ameiko rejected beign the new queen on Tian Xia and comeback to Sandpoint
and the group has the notes of the wizard
Spoiler:
Rafza Dilatru

Kingmaker:
the group has the baronny and they have began relationships with Taldor, and new thassilion, also they started the Council of the Greenbelt which unifies a lot of Countries.

Skull and Shackle:
They are free captain now, and conquer the castle, but one of the players want the throne of nalt, which is one of the relics and destroy it.

So plot goes like this

*Alert of great Spoilers:
in the adventures Since eventually each group will have contact with one or two of the relics, and probably sold them or destroyed them, i wanna make the force who is ploting behind each campaign, he wants take possesion of Kazavon body where it can influence Belkzen and even the same Zon Khuton, have and inmmortal body its a extra, to achieve his goal, he will rise karzoug again so he can take control of the rune magic and the Oliphant, in the Kingmaker he is the whispering voice it makes the nymph attack the players and its the voice making Pitax expanding to the greenbelt and makes Armag believe he is the champion of Gorum and of course increasing the inestability in Brevoy, so in the end everyone will fight and who ever win, the force will control it and have access to a lot ancient artifacts and establishing a powerfull kingdom with an inmmortal it will make an immortal empire, and controlling the greenbelt he can expand his influence to first world and even the eldest, and in skull and shackles he needs the throne of nalt so he can recover kazavon body and controlling the shackles he will take control of the seas


Right now im ruling 3 campaigns, rise runelords, skull and shackles and kingmaker. And a month ago i finished curse crimson Throne and want joining the groups where they can help each player without interfere in their own adventure. Something like dark souls does. Any advise?


thanks ^^ manus, the darklucker and ceaselles were giving me problems

in the end, I designed my own template, because I tried lost sinner, first dire fighter (vd 7) and after Phalanx (VD 6), against a group of 4 PCs, level 7 first then level 6. they massacred me before I could even knock one.
so what i've done is
increase the size of the base creature within 1 (one gets reach nothing else).
Increase HD size in 2, except dragon, i see that it has too much HP, i reduce.
Abilities: Str +6, +4 Dex, Con +6, Int +2, Wis +4, +4 Cha.
if the base creature has natural armor improves by +3, but if it hasnt natural armor does not get it.
Extra HD depending on their size, small HD +1, medium +2 HD, etc.
and a bonus to their base attack and saves equal to 1/2 total HD.
and special abilities depending of their what boss im creating.

i prove again the combat, this time the lost sinner was fighter, VD 6 o 7. , and PHALANX, grey ooze, with this template against the same group of 4 PCs, i lost again because but i could knock two, and the other 2 receive too much dmg.


with bloodborne just around the corner, my group asked me face type monsters and bosses dark souls, I am still a novice to create monsters, and wondered who could use templates or characteristics they should have.

I thought to PHALANX (demons souls), lost sinner (ds2)

for phalanx I thought of that are several creatures together, using a gelatinous cube, with king template. and this consists of many small gelatinous cubes that can use spear and shield. give you an AC 30 or more, but if you hit it with fire, or phalanx as a free action, release x small cubes, your CA would be reduced depending on how many cubes release, with 1 CA 29 etc
besides being several creatures together PHALANX could move 2 times, and small creatures attacking max 3 as spring attack, because obviously that attack of opportunity, and being joined PHALANX would use his strength modifier, when they are loose would use his. and all this in a small room, where if you're not careful, just surrounded by eight bugs. inflanqueable apart from it, as are many creatures ..

for the lost sinner, had thought about using a fighter half-giant, with dire template, and using a large mighty sword, and give some order to increase its reach to 10.
and give spring attack, wind position, strike vital, powerful attack, cleave and had blind eye.and would fight in a dark room.

for SIF, dire wolf combined with the giant template and give him competition with a large greatsword.

and only for the bosses uses HD 12. those are the bosses what I thought until now, and I like to know that templates use
for others or if I had to create a template that things would do?


we just finished a campaign, and we'll start a new campaign from level 1 because my friends usually do background for their characters, explaining that are known or because they are trained in that class. and I would like to take their stories and their lessons for missions related to them. for example one is an alchemist, taught by his teacher and father, who has since died. and I thought of you find some notes from his father talking about creating an ancient and legendary alchemical object only done it once, and as respect for his father decides to create it. and because from there it slowly along the main campaign is discovering things about that object, and things need to create it.
Could you tell me any supplement, book or manual that get ideas like that. or also Could you give me some idea?

in the group are human alchemist, magus elf, summoner tiefling, cleric human, human Japanese ninja, fighter human.


I'm the DM because they do not like xD, recently have begun to start playing pathfinder, and one of the players want to use the shaman of the dragon of 3.5 and convert it to pathfinder, even us something rookies in this role and I would like know if he is too op, or what changes.

Alignment: Any.

Hit Die: d10.

BAB: Medium.

Good Saves: Fort and Will.

Class Skills: Class Skills: Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (geography, nature) (Int), Perception (Wis), (more others determine by the totem dragon chosen).

Skill Points per Level: 4 + Int modifier.

Weapon and Armor Proficiency: Dragon shamans are proficient with simple and martial weapons with light and medium armor, and with shields (except tower shields).

Draconic Aura (Su): A dragon shaman gains access to a variety of different powers that enhance his own abilities. A dragon shaman may activate an aura as a swift action; the aura then remains in effect until the dragon shaman dismisses the aura, activates a second aura, falls asleep, or is rendered unconscious. A draconic aura affects to all allies in 30’ feet radius only the dragon shaman.

The bonus granted by these auras begins at +1. At 5th level, and every four dragon shaman levels gained thereafter, the bonus increases by +1, to a maximum of +5 at 17th level.

At 1st level, a dragon shaman knows three of the following auras. At fourth level, and every three levels gained thereafter as a dragon shaman, he learns one additional aura selected from the list below:

Agility: The dragon shaman receives a bonus on all Dexterity based
ability checks (but not skill checks) and Reflex saves equal to his draconic aura bonus.

Energy: The dragon shaman gains a bonus equal to his draconic aura bonus on the DC of any spells, spell-like abilities, or supernatural abilities with the energy type of his totem dragon.

Power: The dragon shaman receives a bonus on all damage rolls equal to his draconic aura bonus.
Presence: The dragon shaman receives a bonus on all Bluff, Diplomacy, and Intimidate skill checks equal to his draconic aura bonus.
Prowess: The dragon shaman gains a bonus on all Acrobatics, Climb, or Swim skill checks equal to his draconic aura bonus.

Resistance: The dragon shaman gains energy resistance equal to 5 x his draconic aura bonus. The energy type is that of the dragon shaman's totem dragon.

Resolve: The dragon shaman receives a bonus on all Wisdom based ability checks (but not skill checks) and Will saves equal to his draconic aura bonus.

Senses: The dragon shaman receives a bonus on all Perception skill checks and Initiative rolls equal to his draconic aura bonus.

Shield: Any creature that strikes the dragon shaman with a natural attack or a non-reach melee weapon is dealt 2 points of energy damage for every point of the dragon shaman's draconic aura bonus.

The energy type is that of the dragon shaman's totem dragon.

Stamina: The dragon shaman receives a bonus on all Constitution based ability checks (but not skill checks) and Fortitude saves equal to his draconic aura bonus.

Swiftness: The dragon shaman increases his base speed (including climb, fly, and swim speeds) by 5 x his draconic aura bonus (in other words +5 feet for a +1 bonus; +10 feet for a +2 bonus; etc.).
The aura does not grant a fly or swim speed, but provides a bonus if the dragon shaman otherwise has one.

Toughness: The dragon shaman gains DR 1/magic for each point of his draconic aura bonus.

Valor: the dragon shaman gains bonus to attacks rolls for each point of his aura bonus.

Vigor: If the dragon shaman is currently below one-half his full normal hit points, he gains Fast Healing 1 for each point of his draconic aura bonus.

Breath Weapon (Su): A dragon shaman gains a breath weapon corresponding to his totem dragon. the dragon shaman deals 1d6 points of damage each time he breathes. Creatures and objects caught in the area of effect can make a Reflex save to instead take half the damage rolled. The DC for this save is 10 + one-half the dragon shaman's level + the dragon shaman's Constitution modifier. At 2nd level, and every two levels gained thereafter, a dragon shaman's breath weapon increases by +1d6, to a maximum of 11d6 at 20th level. Like true dragons, the dragon shaman must wait 1d4 rounds before he can use his breath weapon again.

Cone shaped breath weapons have a range of 15 feet at 1st level. This extends to 30 feet at 7th level, 45 feet at 13th level, and 60 feet at 19th level.
Line shaped breath weapons have a range of 30 feet at 1st level. This extends to 60 feet at 7th level, 90 feet at 13th level, and 120 feet at 19th level.

Natural Armor (ex): at 7th level, a dragon shaman gains the bonus on natural armor increases by +1, and +3 natural armor bonus at 18th level. This bonus increased in +1 every 5th levels to a maximum of +3 in 18th.

touch of vitality (sb): at 4th level a dragon shaman can heal wounds (his own or those of others) by touch. Each day he can use this ability a number of times equal to 1/2 his dragon shaman level plus her Charisma modifier. With one use of this ability, a dragon shaman can heal 1d6 hit points of damage for every two dragon shaman levels he possesses. Using this ability is a standard action.

Totem Dragon: at 1st level, the dragon shaman represents his admiration towards a true dragon in the form of totem. This totem is a magical object that gives the dragon shaman of the same skills as the dragon he admires:

Blue Dragon: Grants knowledge spell, bluff, and stealth as class skills. At 1 st level, a dragon shaman can cast “create water” 3 times per day. At level 6 can cast “minor image”, using the half of his dragon shaman level like CL. At 11 can use an “electric aura” as move action during 1 minute per day. At level 18 “electric aura” increase to 2d6 and can use “storm breath” 1/day. The breath weapon of the shaman dragon is a line 30’ of electricity.

Black: Grants stealth, swim and bluff as class skills. At 1st lv, a dragon shaman can move through bogs and quicksand without penalty at its normal speed. At 6th can cast “darkness” 3/day, using the half of his class level like CL. At 11th can cast “ growth plants” 3/day, using the half of his class levels like CL. At 18th can use “acid pool” as move action for 1 minute/ day and “mirage”. The breath weapon of the shaman dragon is a line 30’ of acid.

Brass: grants bluff, diplomacy and survival as class skills. At 1st lv, a dragon shaman can cast “ speak with the animals”, 3/day. At 6th lv can cast “suggestion” 3/day, using the half of his dragon shaman level like CL. At 11th can use “fire aura” as move action for 1 minute/day. At 18th can use “sand storm” 1/day and “fire aura” dmg increase in 2d6. The breath weapon of the shaman dragon is a line 30’ of fire.

Bronze: Grants disguise, swim and survival as class skills. At 1st lv, a dragon shaman can take any animal or humanoid form 3/day as if using “polymorph”. At 6th can cast “create food and water. At 11 can use an “electric aura” as move action during 1 minute/day. At 18th can use “vortex” 1/day and “electric aura” dmg increase in 2d6. The breath weapon of the shaman dragon is a line 30’ of electricity.

Copper: Grants bluff, diplomacy, sense motive as class skills. At 1 st lv, a dragon shaman can climb on stone surfaces as though using the spider “climb” spell. At 6th a dragon shaman grants “uncanny dodge”, This ability functions like the rogue ability of the same name. At 11th can activate a “slow aura” as a free-action that affect, all creatures within 5 feet of the dragon must make a Will save or be affected as per “slow” for 1 round. At 18th can cast “deadly joke” 1/day like a 19th CL and “slow aura” increased to 10 feets and 1d4 rounds. The breath weapon of the shaman dragon is a line 30’ of acid.

Gold: Grants disguise, swim and jump as class skills. At 1st level, a dragon shaman can take any animal or humanoid form 3/day as if using “polymorph”. At 6th can cast “bless” 3 times/day using the half of his dragon shaman level like CL. At 11th can use “fire aura” as move action for 1 minute/day. At 18th can use can cast “sunburst” 3/day using the half of his dragon shaman level like CL, and “fire aura” dmg increase in 2d6. The breath weapon of the shaman dragon is a cone 15’ of fire.

Green: Grant bluff, stealth and diplomacy as class skills. At 1st level, a dragon shaman can move through any sort of foliage at full speed without taking damage or suffering impairment. Areas of foliage that have been magically manipulated affect it normally. At 6th can cast “charm person”3/day using the half of his dragon shaman level like CL. At 11th gets camouflage as special ability. At 18th can use “miasma” 1/day.

Red: Grants bluff, jump and appraise as class skills. At 1st level, a dragon shaman can see clearly in smoky conditions. At 6th can cast “pyrotechnics” 3/day using the half of his dragon shaman level like CL. At 11th can activate “fire aura” as move action for 1 minute/day. At 18th can use “melt stone” 1/day, and fire aura dmg increase in 2d6. The breath weapon of the shaman dragon is a cone 15’ of fire.

Silver: Grants stealth, bluff and jump as class skills. At 1st level, a dragon shaman can cast “detect evil” 3/day. At 6th level can see perfectly in fog and clouds. At 11th can activate “cold aura” as move action action 1 minute/day. At 18th gains “reflective scale” and “cold aura” damage increased in 2d6. The breath weapon of the shaman dragon is a cone 15’ of ice.

White: Grants stealth, bluff and disguise as class skills. At 1st level, a dragon shaman can see perfectly in snowy conditions. At 6th can cast “gust of wind” 3/day. At 11th can use “cold aura” as move action. At 18th can use “blizzard” 1/day and “cold aura” damage increased in 2d6. The breath weapon of the shaman dragon is a cone 15’ of ice.

Dragon resolution (Ex): at 4th level, a dragon shaman is immune to awful presence of the dragons.

Draconic Consciousness (Ex): At 5th level, the dragon shaman gains a +2 bonus on all saves against paralysis and sleep effects. At 10th level, and again at 15th level, this bonus increases by +2, to a total bonus of +6 at 15th level.

Draconic magic: at 6th level, a dragon shaman can transform in a medium dragon 1 time/day, for 10 minutes per dragon shaman level. At 11th level can transform in a large dragon. At 17th can transform in a huge dragon.

Draconic resistance (Ex): at 9th a dragon shaman gains elemental resistance associated to his totem dragon

Draconic Wings (Su): At 19th level, the dragon shaman can grow leathery dragon wings from his back as a standard action. He can fly at a speed of 60 feet with average maneuverability. Wearing medium or heavy armor, or carrying a medium or heavy load reduces the dragon shaman’s flying speed to 40 feet.

Dragon prophet: at 20th a dragon shaman choose a second totem and gains all bonuses, resistances, special abilities and breath weapon. He may have three of his draconic auras active at the same time. If the dragon shaman activates a fourth aura, he must choose which of the three currently active is dismissed. Dragon magic can use 2/day. And once per day the dragon shaman can combine the two types of breath weapon in an attack, causing 12d6 of the 2 types of energy in a cone 100'.