I have a homebrew which attempts to address 3 issues some players have with pathfinder. I like the rules how they are now, and don't have interest in changing them in my own games, but I do think the gripes have some legitimacy, find this fun to think about, and wanted to give an option for people to try if they like. Problem 1: Slowed/stunned is too powerful. That is, the slow spell is an optimal choice in too many situations and too many combat decisions flows from whether or not the slow spell procs. Problem 2: There is no mechanical difference between slowed and stunned. Problem 3: Slowed and stunned don't stack. This doesn't come up a lot but can happen with monks for example, who might score a stunning strike on a critical hit which can leave an opponent both slowed and stunned, but nothing mechanical to show for it. My proposed homebrew involves nerfing the slowed and stunned conditions in different ways in order to differentiate them, in a way so that being afflicted by both also causes a unique worse effect. Homebrew slow
There may be some obscure rules interaction problems with stunned 1 recovering at the end of your turn instead of when you regain actions as it happens right now (like being stunned during your turn by a reactive strike?)... but I think the rules as intended is clear. As a result of these rules, homebrew slowed 1 + stunned 1 then means the target cannot take 3 single actions due to slow and cannot take a 3 action activity due to stunned. So the target effectively has 2 actions, same as slowed or stunned now. Another rules interaction is quickened. I would have these things not affect the quickened action or consume the quickened action, for both simplicity and to maintain the power of being quickened. This makes slowed and stunned much less universally good-maybe too weak. But if you or your table are frustrated by how powerful the effects are maybe you could have fun with this.
Currently, zombies are permanently slowed 1, making them lose an action at the start of their turns. Combined with the minion trait, this means summoning zombies as minions makes them only gain one action when you command them. Paizo has confirmed this is the correct interpretation of these rules interactions and says that one action zombie summons is RAW. First, I want to say that I think running it this way as a DM totally makes sense and I support Paizo for making this call. If the choice is between giving zombie summons one actions or two actions, giving them one action is better as they are still useful in some situations but not overpowered like they would be if they got their two actions as normal. So this homebrew is not made out of frustration or as a "fix" for something "broken", but just as an alternative if you want to get more power from zombie summons in a way that changes the rules a bit. The homebrew consists of two changes:
With these two changes, let's examine the difference between RAW zombies and homebrew zombies in each case. Standard circumstances
Slowed 1
Slowed 2
As a minion
As a slowed 1 minion
Quickened
In my opinion, this is a way to make zombie summons a bit stronger and makes slowing zombies work which I think is nice. But this is acknowledges that zombies tend to have more health and damage compared to creatures of equal level to compensate for the two actions making them pretty strong as two-action summons.
To avoid huge level gaps and to keep with the theme, why not a level 6 shock zombie? Although shamblers aren't undead, they have an aesthetic of "undead plants", due to their rotting appearance, so being paired with a shock zombie is easy enough to justify. Giving the shock zombie the arcing strikes ability gives it the chance to shock the shambler if the party doesn't play interference. On the other hand, the level -1 shambler zombie has the "zombie bite" ability, which lets it do jaws attacks that increase the damage die from d6 to d8 against creatures it is grabbing. If we give the shock zombie a modified version of this ability so that it can do jaws attacks against grabbed creatures, that synergizes well with the shambler's tendency to grab everything with its vines.
I am a GM. I love how well pathfinder runs solo bosses, but my favorite video game boss of all time is Ornstein and Smough from Dark Souls. What are your favorite combinations of two creatures to serve as a good boss fight? I'm especially looking for synergy, fun, clear weaknesses to exploit, and strong aesthetic/themes. But even just "This creature has an ability that synergies in an evil way with this creature's ability" motivates the imagination! Like Ornstein and Smough, I would prefer two creatures that work as a duo, not just a boss with a synergetic sidekick (neither Ornstein nor Smough are the sidekick). It's hard for me to put stuff together just by browsing AoN so I thought pathfinder vets might have some ideas. |