Another Game design Practice thread (basically I'll do some crunch for you for free)


Homebrew and House Rules

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@ Clockwork Wraith here's the last bit your alternate Vamp.

Remember Vampire is a template in PF for a reminder Here's the template which any character that becomes a vampire can use

But you want a magic vampire, so kind of the same thing as a spelltheif but you know as a vamp.

Revised template:

Creating a Arcane Vampire
“Vampire” is an acquired template that can be added to any living creature with the ability to cast 2nd level arcane spells. Most vampires were once wizards, sorcerers, bards, or summoners. A vampire uses the base creature's stats and abilities except as noted here.

CR: Same as the base creature + 2.

AL: Any evil.

Type: The creature's type changes to undead (augmented). Do not recalculate class Hit Dice, BAB, or saves.

Senses: A vampire gains darkvision 60 ft.

Armor Class: Natural armor improves by +3.

Hit Dice: Change all racial Hit Dice to d8s. Class Hit Dice are unaffected. As undead, vampires use their Charisma modifier to determine bonus hit points (instead of Constitution).

Defensive Abilities: A vampire gains channel resistance +4
-DR 10/silver
-resistance to cold 10 and electricity 10 in addition to all of the defensive abilities granted by the undead type
-The vampire also gains SR 10 +2/hit dice, when an arcane spell is resisted the vampire can recast it as a moveaction or absorb it as negative energy (1D6 per spell level.)
-A vampire also gains fast healing 5.
-If reduced to 0 hit points in combat, a vampire assumes gaseous form (see below) and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can normally travel up to 9 miles in 2 hours.) Additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest, the vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.

Weaknesses: Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from mirrors or strongly presented holy symbols. These things don't harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature. Holding a vampire at bay takes a standard action. After 1 round, a vampire can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save.
Vampires cannot enter a private home or dwelling unless invited in by someone with the authority to do so.

Reducing a vampire's hit points to 0 or lower incapacitates it but doesn't always destroy it (see fast healing). However, certain attacks can slay vampires. Exposing any vampire to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it does not escape. Each round of immersion in running water inflicts damage on a vampire equal to one-third of its maximum hit points—a vampire reduced to 0 hit points in this manner is destroyed. Driving a wooden stake through a helpless vampire's heart instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless the head is also severed and anointed with holy water.

Speed: Same as the base creature. If the base creature has a swim speed, the vampire is not unduly harmed by running water.

Melee: A vampire gains a slam attack if the base creature didn't have one. Damage for the slam depends on the vampire's size. Its slam also causes energy drain (see below). Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Special Attacks: A vampire gains several special attacks. Save DCs are equal to 10 + 1/2 vampire's HD + vampire's Cha modifier unless otherwise noted.

***Magic Drain (Ex): Starting at 1st level, an Arcane Vampire can steal arcane spells from a variety of sources and unleash that energy at a later time. An arcane vamp can drain a number of spell levels per day equal to hit dice + Charisma modifier. At 1 hitdice, an arcane vamp can drain of 1st–level, and the next higher level of spells every three levels thereafter to a maximum of 6th–level at 16th hitdice.
The arcane vampire may attempt to drain an arcane spell from a spellcaster in the midst of casting by making an opposing grapple check (DC 15 + the spell’s level) against the spellcaster’s Concentration check. If this check succeeds, the arcane vamp drains the spell, while the opposing spellcaster loses the spell as if it had been cast without taking effect. If this check fails, the spell takes affect as normal. A 0–level spell counts as 1/2 a spell level for this calculation.

Children of the Night (Su)
Once per day, a vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.

Create Spawn (Su)
A vampire can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire's base creature type. The victim rises from death as a vampire spawn in 1d4 days. This vampire is under the command of the vampire that created it, and remains enslaved until its master's destruction. A vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. A vampire may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.

Dominate (Su)
A vampire can crush a humanoid opponent's will as a standard action. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire's influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. At the GM's discretion, some vampires might be able to affect different creature types with this power.

Energy Drain (Su)
A creature hit by a vampire's slam (or other natural weapon) gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a vampire makes.

Special Qualities: A vampire gains the following:

Change Shape (Su)
A vampire can use change shape to assume the form of a dire bat or wolf, as beast shape II.

Gaseous Form (Su)
As a standard action, a vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.

Shadowless (Ex)
A vampire casts no shadows and shows no reflection in a mirror.

Spider Climb (Ex)
A vampire can climb sheer surfaces as though under the effects of a spider climb spell.

Ability Scores: Str +6, Dex +4, Int +2, Wis +2, Cha +4. As an undead creature, a vampire has no Constitution score.

Skills: Vampires gain a +8 racial bonus on Bluff, Perception, Sense Motive, and Stealth checks.

Feats: Vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, and Toughness as bonus feats.

***much text borrowed from spellthief conversion located here. A good designer knows when to not reinvent the wheel.

Dark Archive

How about making an archetype that makes an inquisitor more like a magus, or vice-versa?

Or, how about an archetype that lets a monk flurry and move in the same round?

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DragoDorn wrote:

How about making an archetype that makes an inquisitor more like a magus, or vice-versa?

Or, how about an archetype that lets a monk flurry and move in the same round?

Inquisitor Archetype that makes some trades for spellstrike, I can dig it.

For your flurry what about a feat along the lines of pounce? Or maybe a new martial arts style?

Dark Archive

Well, there is tiger style that gives you bonuses on your charge but it doesn't allow you too move and flurry. Aren't the martial art styles feats too?

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DragoDorn wrote:

Well, there is tiger style that gives you bonuses on your charge but it doesn't allow you too move and flurry. Aren't the martial art styles feats too?

They are indeed, but they typically have a theme and there's a number of them related to one another. For some reason your idea about getting to flurry on a move inspired an idea for a martial style based off of the warhorse, equine style.

I'm still hashing it out in my head but hit and run flurries are definitely going to be a part of it.

Dark Archive

Sounds like an awesome idea. Are you working on the inquisitor archetype too?

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DragoDorn wrote:

Sounds like an awesome idea. Are you working on the inquisitor archetype too?

Yep should have some or both later today... Should also get my hands on books stats for our eye tyrants and mindflayers today- then I'll be able to convert them by tomorrow!


Thanks for being willing to take another crack at it, GM Solspiral! I did quite like your first idea, it just didn't jive with what I had planned. Maybe next campaign...

answers:

-You mention masters who does the sister work for? A demon, a wizard, an evil god? What is that villains objective?

I'm afraid it's terribly cliché, but the villains are evil extraplanar fey who mean to take over the world as part of their planar war with other fey. The sister is more or less at the bottom of the food chain of villains, as she's mostly human, but she's still quite powerful and placed as a liason between her masters and the local warlords she's inciting to destabilize the region, as well as having to oversee the arrival of the horde of troops from all over the region.

-Obviously the sister wasn't always evil and can be turned back to good, why did she go evil in the first place? Was she an older sister that protected her younger sister from sexual abuse? Did she turn evil because she's greedy at her core?

She's actually the younger sister of the PC rogue, but having spent time on the fey plane, she's spent many years under their control. They're both from an evil region where might makes right, and the PC lost her sister years ago after living at a church for some time after their parents died in a fire. The PC doesn't know what became of her.

Basically, her surroundings encouraged her toward an evil bent - the region's religion of "the strong rule and the weak serve" went well with her being chosen by the fey as their liason, removing her from the ranks of the weak. She knowingly sends out the warlords to destabilize this region, and means to take over with the horde, but evil isn't so deep in her that her family can't win her over again - she does love her sister, and may be willing to sacrifice her growing power if her sister stands against her. Basically, it will be a test of her loyalty to those who 'saved' her from a bad life vs. her loyalty to her sister.

TL;DR: Her environment has twisted her towards evil, but it's not her nature.

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@Krisam
Awesome I can salvage most of my work there with a few adjustments. In fact I think I've written you a beautiful story and I'll be a little crushed if you don't use this one

Back story:

In the first world death is a temporary condition, your essence reforms elsewhere, to a fey death is the equal to a headache for us: painful perhaps but soon forgotten. Fey seem alien to us for their actions and motives are typically on a long term scale that escapes us and since they cannot die under normal circumstances thus there are few permanent consequences to their actions. For our story this is an important element

1,000 years ago a fey lord named Puck (for the purpose of this story name he/she what you will) visited our world and fell in love with a mortal woman named Vera. There's was an affair that has inspired bards for centuries as it told the story of lovers from different worlds coming together in a relationship doomed to failure.

She died in her 30's before the flower of youth completely left her, bearing Pucks 3 children. Puck in able to accept that for mortals death was truly an end set about searching the world for her for centuries. He fully expected his beloved Vera to reform and grew frustrated with the fruitlessness of his search. His temperament of course began to color his world view and as he traveled about he saw mortals as flawed petty creatures without any redeeming qualities.

Grief is as alien an emotion to fey, they do not know how to process it, in this case Puck has become angry at both Vera, who he sees as having left him, and the mortal world for making so little sense and being so awful. The only way to fix it is to conquer it and flush away the things that make no sense.

It took Puck centuries to come to that conclusion, meanwhile the 3 girls had children and those children had children and so forth to the present line, the sisters that include the Sorceress with the Sylvan bloodline and her Rogue older sister.

When the younger sister ended up in the first world puck saw right away she had some of Vera's essence. Puck loves and hates the sister at the same time. She was impressionable when she stumbled into he first world so he has had time to shape her raise her, turn her into an angry mirror of his own twisted sad and angry self. She lost her parents and her home, the mortal world in her eye is indeed a flawed and weak place that the strong should take and reshape into something better, a little blood on the hands is of no consequence.

The sister had a hard life but she is still human, her emotions are still assessable and being confronted with her big sister will effect her. She will try to spare her sister if possible to bring before Puck, she'd rather persuade her sister to her side if possible. For the purpose of the story I'm calling the sister Verona. BEcause its close to Vera...

The Evil Plan!:

Puck has sent Vera and some fey minions to conquer. In his time back and forth from the mortal plane he noticed that the pollen of certain fey trees when blooming have a hypnotic/suggestive effect on mortals but fey are immune. Leaves form the tree can be easily enchanter to have a mastery effect on the pollinated victims of the tree.

Using a fairy circle, seeds, and druidic magic (from nymph minions) he has grown blooming tree, had his agents lure various monsters to the tree's area of effect and they now all serve him. The horde is quite the army at this point but not enough to conquer the world, for that more seed need be planted and larger armies raised.

In a twisted sense of irony Puck wants to use Verona, the cause of his love/hate of the mortal realm, as his general.

Encounters:

There's only a total of 5 enchanted leaf amulets, 4 are on fey guarding each compass point from the tree 1 on the sister. The horde needs to be commanded by an amulet wearer and given specific instructions if left unintended. Thus if told to stand watch, they will stand and watch the leap to alert or attack intruders is too much, they need that to be instructed. If given contradictory instructions the pollen-slaved will do nothing.

This gives the party an opportunity as you only have to take out one fey lieutenant and its immediate minions to poach an amulet they then can run thru the whole army to the tree without issue. If they cut off the tree's blooms the pollen-slaved will ultimately stop feeling the effects (within hours) and being of different races and tribes and somewhat confused likely will descend into a chaotic mess of killing one another trying to determine who's in charge or what's going on.

Kill the blooms you get rid of the army unless the tree is revisited by a druid and plant growth-ed more blooms but since the tree blooms 1 time every hundred years that will take weeks. Enough time for the party to confront those minions and cut the tree down.

It also gives you later options for a recurring villain. If the other 3 lieutenants get away you can do this all again but with Giants or Trolls or some other CR appropriate threat. Puck shouldn't get camera time until a later challenge.

Direction wise I believe that's what you ordered. Party can get thru a massive number of threats by being clever, main baddie for the encounter is the sister and her animal companion who serves a greater threat but can be redeemed.

If you're good on that I'll design the sister and the fey minion encounter complete with custom magic item and monster tree. If that isn't going to work for you well... then you're a tough man to please.

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Spellsmite Crusader (Inquisitor)
For some Inquisitors judgements do not quite inflict enough harm on those who have proved themselves to be infidels. Sometimes Strength of arms needs to be augmented further and more viscerally with a spell weighted blow.
Crusader Stance (Ex): At 1st level, a spellsmite crusader learns to cast spells and wield his weapons at the same time. The spellsmite crusader learns to cast with no somatic components that cannot be translated to shield or off hand weapon motions. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from his spell list with a casting time of 1 standard action (any attack roll made as part of this spell. This ability delays 1st judgement to 4th level. Spellstrike crusaders are at -3 levels for all abilities granted by Judgments.
Spellsmite (Su): At 2nd level, whenever a spellstrike crusader casts a spell with a range of “touch” from his spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a spellstrike crusader can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the spellstrike crusader makes this attack in concert with crusader's stance, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier. This ability replaces stern gaze and track.

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Equine Style Equine style focuses on using momentum and fury to devastating effect. Its practitioners can skirmish into melee release a barrage of strikes and deftly run away.

Equine Style (combat style):

prerequisites:Str 13, Spring attack, Improved unarmed strike
Benefit: While using this style you may move after making a full attack without provoking an attack of opportunity.

Equine Flurry (combat):

prerequisites:Str 15, Spring attack, Improved unarmed strike, Equine style
Benefit: You may make a make a full attack at the end of a move action, then take any additional movement you may have left.

Stampede of blows (combat):

prerequisites:Str 18, Spring attack, Improved unarmed strike, Equine style, Equine flurry
Benefit: You may trample an opponent adjusting your size by 1 category for every attack beyond the first strike for a maximum of 4 size category increases.

*** designer notes for some reason I like the idea of a halfling monk with this using stampede of blows to overrun someone like they are Colossal. Takes 18 strength and 7 feats (or being a monk and 6) but I personally would totally play that character.

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If you're loving this thread you'll love this series as well. I could uyse more love in the comments section (tis how we that write blog entries are judged by our kobold peers.)


GM_Solspiral wrote:

@Krisam

Awesome I can salvage most of my work there with a few adjustments. In fact I think I've written you a beautiful story and I'll be a little crushed if you don't use this one

** spoiler omitted **...

This is really cool. I look forward to seeing what you do with the encounter. I do have one request: I want the sister to be scary magic-wise, but distinctly fey with all her magic. If you have to reskin a less feylike spell to sound/look fey, I'd be good with that too.

Thanks again for your hard work!

Dark Archive

GM_Solspiral wrote:

Equine Style Equine style focuses on using momentum and fury to devastating effect. Its practitioners can skirmish into melee release a barrage of strikes and deftly run away.

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **

*** designer notes for some reason I like the idea of a halfling monk with this using stampede of blows to overrun someone like they are Colossal. Takes 18 strength and 7 feats (or being a monk and 6) but I personally would totally play that character.

My DM is going to love these styles. He thinks monks don't get enough love from Paizo.

I've never played a halfling monk before, but you're idea makes me want to try it out now.

Thanks for making these, and the inquisitor archetype above it too.

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@Krisam since you're on board with that plot I'll move forward...

To do for you tomorrow:
-Sorc needs stats and animal companion
-Effects of tree and DCs for various actions need be statted
-Leaf amulet that allows party thru pollen slaves
-Fairy minion encounter with alternate option
-Random encounter table and pollen confusion mechanic
-Story wrap ups


i shall wait for the monsters.

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Sorry life came at me kind of hard end of the week, I got the resources haven't forgotten.


Its hard to say anything but thank you when someone offers to do things for free. Thanks for the stuff earlier btw! Not what I wanted but I'm still keeping it in mind. I know a player who would want it.

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Mindflayer CR 8
XP 4,800
LE Medium Abberation
Init +6; Senses darkvision 120', telepathy 100'; Perception +15

----- Defense -----
AC 24, touch 18, flat-footed 18 (+2 natural, +2 dexterity, +6 antkeg hide armor, +4 deflection effect)
hp 59 (9d8+18)
Fort +7, Ref +4, Will +10
Defensive Abilities +4 telekinetic deflection effect, 20% miss chance to missile weapons;
Immune charm; SR 25

----- Offense -----
Speed 30 ft.
Melee (4) tentacle +8 melee(1d4+1 plus grapple)
Special Attacks mindblast, improved grapple, extract
Spell-Like Abilities (CL 9th; concentration +12)
At will—telekinetic deflection, levitation, telepathy, detect magic
1/day—charm monster, blink, planeshift, endure elements, suggestion, murderous command

----- Statistics -----
Str 12, Dex 15, Con 12, Int 19, Wis 18, Cha 16
Base Atk +6; CMB +7 ; CMD +9
Feats improved grapple, improved initiative, weapon finesse, arcane armor training light, arcane armor training med
Skills perception +15, Sense movite +15 ; Intimidate +9, diplomacy +11, UMD +13, Spellcraft +15

----- Special Abilities -----
mindblast (Su) 60' cone, DC 17 will save, failure conveys dazed condition for 2D4 rounds save instead indicates dazed for 1 round this is a mind effecting ability.
Improved grab (Ex) Any round the mindflayer begins with a tenticle grappled it may attempt to grapple the remaining for on a single cmb check that provokes no attacks of opportunity
extract (Ex)Any round that begins with all 4 tenticle attached the mindflayer can make a CMB check with a +8 bonus to extract the opponents brain instantly killing the creature. It may do so as a move action.

***Designer notes pretty straightforward conversion took some liberties with spell like abilities as psionics are around but not everyone uses them.


Tell you what, I shall check out more of Night Below to see what beasties are in it that aren't covered, or at least aren't in the ballpark to have equivalents.

However, I know that beholders are difficult, since they have areas that can be targeted and eyes that don't necessarily reach to hit all areas around the monster. You think you could do a Beholder?


Actually, you know what else I could use?

GM_Solspiral wrote:

Hi everyone,

These I will do my best to turn around within a week
-Archetypes: What class, what kind of powers you want

I could really use an archetype for a fey-powered paladin. Like, a paladin who got his powers not from a god, but from an extraplanar fey being. Basically just a flavor thing; if you could think of some reskins for paladin powers to make them taste more fey, that'd be great. I can't really think of any specific powers, but if you can that'd be brilliant.

(This is for way farther down the road in my campaign.)


Oh hey, I thought I would return the favor somewhat. Did you know that there is NO RACE IN EXISTENCE that grants a bonus to both strength and dexterity, prime stats for archers? Kid you not. So, I monkeyed around a bit, and created a bunch of useful bits. Some I looted from other people online, some I created myself. Here's a goodly chunk of it, and if you want I can identify which is from me, and which is from others:

Now, the way most of the parties I ran did time management like this: You adventure for approximately 8-10 hours a day. You sleep for 8 hours a day. You take a night watch for 2 hours a day. This assumes a 4 man party. That leaves approximately 4 hours a day for cooking, eating, "bathroom" breaks, item maintenance, etc.

With a Ring of Sustenance on the Wizard or Sorcerer (especially the Wizard since they also have to memorize spells), the whole party gets more time to work with each day. Suddenly, the group only has to rest for 8 hours a day total, because the Wizard can take a double shift on night watch. BTW, that also means Perception checks become very important for a Wizard, which can be mitigated by the Alarm spell somewhat.

Meanwhile, the Wizard can now spend that 4 hours (or 8 hours a day if the rest of the group takes over night watch completely) on crafting, AND STILL ADVENTURE AS NORMAL. However, to have room to do this, and NOT to have to carry all that gear, you'd need a Portable Hole, a ladder, a hammock, and your alchemical gear inside the Hole. Effectively if you construct vertically within the Portable Hole, you can have a mobile apartment you carry with you. (figured this out myself)

Travel Cloak- 5 cold resistance, sheds precipitation to the knees, gray-green color, trail rations for one each day (you could make it a racial version if it was inherited by a PC), turns into a 1 man tent once per day, a 1 pint flask in a hidden extradimensional pocket that provides up to 2 gallons of fluid each day either sugared hot tea or cool spring water. Weighs 1 pound, costs 1200gp, Craft Wondrous Item (dunno what spells needed). Found in Magic of Faerun softcover book, page 166. All they need to get more than that is a bunch of soap, a lantern, flint and steel, a masterwork backpack, and a bedroll to camp for however long. But I would require increasing Will saves if they subsist on trail rations for long periods and encounter the chance to have real food!

Buy a wagon, however many days worth of Common food, cooking gear, 2 riding horses, and hire out a cook/driver (pay as professional NPC, because of the danger level) for the same number of days, and perhaps include enough water for several days. Then have the rest of the party buy war horses so they don't spook, and you can travel long distances much faster as well as not having to spend time cooking. Upgrade the meals for free to Good because you have a professional cook doing the work. (figured this out myself)

Optional Special Feats:
Divine Understanding-Use Wisdom instead of Intelligence for Spellcraft checks (need 4 ranks Spellcraft). (Clerics, Druids)
Force of Personality-Use Charisma instead of Wisdom for Will save (Sorcerers, Bards, and Paladins)
Mental Acumen-Use Intelligence instead of Wisdom for Will save. (Wizards, Rogues, and Bards)
Nimble-Use Dexterity instead of Strength for Climb checks. (anyone but clerics and warrior types)
(looted the above from some 3rd party game supplements, you want to know which?)

Skilled- You gain +3 skill points. For every HD past 3, you get 1 additional skill point. If you have more than 3 HD, you gain +1 skill points whenever you gain a HD (such as whenever you gain a level). Yes, you gain skill points retroactively. This feat can only be taken once. (figured this out myself)

Comfort
Source Pathfinder Society Field Guide
Aura faint transmutation; CL 5th;
DESCRIPTION
Armor of comfort sheds dirt and sweat as they accumulate, and remains as comfortable as weather-appropriate clothing regardless of environmental conditions. A suit of armor with this enhancement always looks immaculately clean, can be slept in as though it were light armor, and does not cause a penalty to the wearer’s saving throws to resist the effects of extreme heat. In cold weather, it counts as cold-weather clothing. In addition, the armor’s armor check penalty is reduced by 1 (to a minimum of 0).
CONSTRUCTION REQUIREMENTS
Craft Magic Arms and Armor, endure elements, prestidigitation; Price +5,000gp.

Glassteel (properties of both adamantine and mithral, plus is immune to acid and rust attacks) Looted these from Forgotten Realms
Shield DR1 +4k (4,020gp Heavy Steel)
Light DR1 +9k (9,100gp Chain Shirt)
Glassteel Chain Shirt: AC4, max dex 6, armor check 0, spell failure 10%, weight 13lbs, considered light armor, mvt 30/60/120, DR1, costs 9,100gp. Great for Bards, Rogues. Suggest Mithril Heavy Shield. Light Armor prof & Arcane Armor Training negates all of spell failure for sorcerers and wizards.
Medium DR2 +16k (16, 200gp Breastplate)
Glassteel Breastplate: AC6, max dex 5, armor check -1, spell failure 15%, mvt 30/60/120, weight 15lbs, considered light armor, DR2, cost 16,200gp. Great for Clerics, Barbarians, Rangers. Suggest Mithril Heavy Shield. Light Armor prof, Medium Armor Prof (or a level of Fighter), Arcane Armor Training, & Arcane Armor Mastery negates all of spell failure for sorcerers and wizards.
Heavy DR3 +25k
Glassteel Heavy Plate: AC 10, max dex 2, armor check -5, spell failure 30%, weight 50lbs, considered medium armor, mvt 20/40/80, DR3, costs 27,000gp. Great for Fighters, Paladins. Suggest Mithril Heavy Shield.
Weapon d4-6 +1 1.5k/lb
Weapon d8-12 +2 2.5k/lb

Clerics in my game get 4 +Int bonus skill points per level, not 2 +Int bonus.

By the way, if you have an Intelligence of less than 5 you can’t speak! At around IQ 70-75, you have difficulty forming words. Therefore, you must have at least an Intelligence of 6 to function socially. (found this out myself)

If you have a hangover, you suffer through a lessened form of Sickened (-1 instead of -2) for the same amount of time you were drunk. Page 237 of the GMG says being drunk means you are Sickened.

Some circumstance bonuses stack, consult the GM when you are thinking of trying it (like with multiple items to get bonuses on Survival checks).

INT IQ (got this from another poster here, can hunt down name if want)
5 75
6 80
7 85
8 90
9 95
10 100
11 105
12 110
13 115
14 120
15 125
16 131
17 139
18+ 140+
This is approximate, and 18+ extends infinitely.

Height and weight is the same as in Races of Faerun, created these myself.
Wood Elf +2 Strength, +2 Dexterity, -2 Intelligence, Woodcraft trait replaces Elven Magic. (Note that this makes them perfect archers, no other race has a bonus to both dex and str)

Sun Elf Urbanite trait replaces Keen Senses, Arcane Focus replaces Elven weapon familiarity, typical alignment NG.

Wild Elf +2 Dexterity, +2 Charisma, -2 Intelligence, Silent Hunter trait replaces Elven Magic, Fleet Footed trait replaces Keen Senses and Weapon Familiarity, typical alignment CN.

Gold Dwarf +2 Constitution +2 Strength -2 Dexterity
Deep Warrior, Mountaineer, Rock Stepper

Shield Dwarf
Magic Resistance racial trait, Surface Survivalist racial trait, some of them have Xenophobic.

Kender
Shiftless racial trait, Rogue archetype Filcher from ARG p 64. Most at least have the Shiftless racial trait, dead minimum.

(the following is a weight and cost comparison, from another poster here, and in general you pay with more weight, but spend less money, which is really strange)
Alchemist
Kit: 40g; 24 lb.
PM: 41g, 8s, 1c; 82 lb.
Barbarian
Kit: 9g; 26 lb.
PM: 8g, 9s, 1c; 29 lb.
Bard
Kit: 41g; 33-1/2 lb.
PM: 41g, 8s, 1c; 36-1/2 lb.
Cavalier
Kit: 23g; 112 lb.
PM: 25g, 9s, 6c; 126 lb.
Cleric
Kit: 16g; 32 lb.
PM: 16g, 8s, 1c; 46 lb.
Druid
Kit: 14g; 44 lb.
PM: 14g, 3s, 6c; 83 lb.
Fighter
Kit: 9g; 29 lb.
PM: 9g, 7s, 1c; 42 lb.
Gunslinger
Kit: 26g; 31 lb.
PM: 27g, 7s; 44-1/2 lb.
Inquisitor
Kit: 30g; 34 lb.
PM: 31g, 8s, 1c; 48 lb.
Magus
Kit: 22g; 31 lb.
PM: 22g, 8s, 1c; 45 lb.
Monk
Kit: 8g; 22 lb.
PM: 8g, 1s, 1c; 35 lb.
Oracle
Kit: 9g; 29 lb.
PM: 9g, 7s, 1c; 42 lb.
Paladin
Kit: 11g; 30 lb.
PM: 11g, 7s, 1c; 43 lb.
Ranger
Kit: 9g; 28 lb.
PM: 9g, 7s, 1c; 42 lb.
Rogue
Kit: 50g; 37 lb.
PM: 52g, 8s, 1c; 54-1/2 lb.
Sorcerer
Kit: 8g; 19 lb.
PM: 7g, 7s, 1c; 32 lb.
Summoner
Kit: 8g; 19 lb.
PM: 7g, 7s, 1c; 32 lb.
Witch
Kit: 21g; 21 lb.
PM: 22g, 1c; 35 lb.
Wizard
Kit: 21g; 21 lb.
PM: 21g, 8s, 1c; 35 lb.
As you can see, the Alchemist and the Druid have the biggest discrepancies in weight (58 lb and 39 lb more if you get the stuff piecemeal respectively).
Another oddity is that the Barbarian's Kit is the only kit where you lose money by taking the kit over buying the stuff piecemeal (9c more expensive).

Translating Forgotten Realms Domains into Pathfinder, approx this one myself.
Balance Defense subdomain
Cavern Caves subdomain
Cold Ice subdomain
Craft Artifice
Drow Demon subdomain
Dwarf Archon subdomain
Elf Azata subdomain
Gnome Agathion subdomain
Halfling Thievery subdomain
Hatred Rage subdomain
Illusion Deception subdomain
Mentalism Thought subdomain
Moon Madness
Ocean Oceans subdomain
Orc Ferocity subdomain
Planning Tactics subdomain
Portal Liberation
Renewal Restoration subdomain
Retribution Curse subdomain
Scalykind
Slime Decay subdomain
Spell Arcane subdomain
Spider
Storm Weather
Suffering Blood subdomain
Time Toil subdomain
Tyranny Devil subdomain
Undeath Undead subdomain
Watery Death Murder subdomain
Anything that has the same name (like Family domain), translates to either the domain or subdomain of the same name (Family subdomain). I couldn’t find a suitable equivalent for Scalykind or Spider domains.

sorry for the formatting loss
Improved Familiar list
Name Page PC level PC alignment
Bestiary 1
Celestial animal 294 3 1 step away from NG
Dire Rat 232 3 any
Fiendish animal 294 3 1step away from NE
Small (any) Elemental 120 5 any
Stirge 260 5 any
Homunculus 176 7 any
Imp 78 7, 8 1 step away from LE
(any) Mephit 202 7 any
Pseudodragon 229 7 1 step away from NG
Quasit 66 7 1 step away from CE
Bestiary 2
Paracletus Aeon 11 1 any
Silvanshee Agathion 21 1 1 step away from NG
Cassisian Angel 26 1 1 step away from NG
Lyrakien Azata 38 7 CG
Brownie 49 5 N
Cacodaemon Daemon 64 7 1 step away from NE
Arbiter Inevitable 162 7 LN (banned)
Voidworm Protean 217 7 CN
Cythnigot Qlippoth 221 7 CE (any animal bonus)
Bestiary 3
Harbinger Archon 18 7 LG
Tripurasura Asura 26 7 LE
Carbuncle 44 5 N
Doru Div 86 7 NE
Faerie Dragon 91 7 1 step away from CG
Flying Squirrel 112 1 any (+3 Fly)
Fox 112 1 any (+2 Reflex)
Goat 112 1 any (+3 Survival)
Otter 113 1 any (+3 Swim)
Pig 113 1 any (+3 Diplomacy)
Raccoon 113 1 any (+3 Sleight of Hand)
Shikigami Kami 163 7 LN
Augur Kyton 171 7 LE (banned)
Spirit Oni 209 7 LE
Raktavarna Rakshasa 229 7 LE
Sprite 256 5 CN
Zoog 288 5 CN
Alternate player character races
Name location suitable for notes
Aasimar B1, p7 variants in Aasimar book
Catfolk B3, p47
Dhampir B2, p89
Drow elf B1, p114
Fetchling B2, p123
Goblin B1, p156 rogue IMC 2 extra traits, Ankle Biter feat
Grippli B2, p149
Hobgoblin B1, p175
Ifrit B2, p160
Kobold B1, p183
Merfolk B1, p204
Oread B2, p205
Orc B1, p222 Barbarian IMC 2 extra traits, Endurance feat, +4 Intimidation
Ratfolk B3, p231
Suli B3, p258
Svirfneblin B1, 261
Sylph B2, p258
Tengu B1, 263
Tiefling B1, 264
Undine B2, p275
Vanara B3, p280
Vishkanya B3, p281

RPG Superstar Season 9 Top 32

@Piccolo please use spoiler tags when you have a post that long, walls of text end interest in threads. Though I appreciate your efforts.

I'll have a true conversion soon but if you needed a Beholder in a pinch reskin this except make it not aquatic its fairly close.


Will note regarding mind flayer, its SR also works as power resistance (vs psionics) for those whom wondered

Scarab Sages

Hi, I could use some ideas for an end of act confrontation.

Spoiler:

My group has been hired to track down and destroy the local rogue guild. They've suffered some setbacks and a near death experience, but they've finally discovered, that the rogue HQ is hidden in an old abandoned sawmill.

The rogues have suffered heavy casualties in their previous confrontations, but they are still powerful, and they know, that the PC's are coming for them. They have most likely set up a trap or ambush for them.

The group consists of Cleric, Fighter, Rogue, Sorceror, Paladin and Gunslinger. All level 3 and reasonably optimised, but somewhat undergeared for their levels.

They will be facing the rogue guild leader, a corrupt priest of a death cult and probably a lot of regular guildmembers.

I want this to be a memorable, hard-but-winnable fight and preferably elements that takes advantage of the location.


Ooh. I have an answer. Try the Undead Master feat, combined with having a lot of the upper level guildmembers being some form of undead...


I suggest the following: Stat out the leader well, have him or her prep spells that are across the board useful and jerky (evil folk do that.) Might I suggest as this is a death cult, giving the leader the ranged touch meta magic and use inflict wounds at range in support of guild members. 2ndly give the leader a few good magic geegaws that fit him or her, and make nice loot for the party if they win as well. 3rdly, if this takes place is a rogue style guild hall, I would craft it with a trapped maze as a defense, and include guild members in the maze if potions of invis or meld with stone for surprise attacks on the party as they navigate the maze. 4thly create a few good guild member sub bosses to bolster the defenses in key locations. As you say this is a death cult I would make one at least a thinking undead type with few class levels, maybe a death oracle. 5thly I would also include a bone room, rather like part of the catacombs beneath Paris, fits a death cult, and could be a cool place for an encounter with some skeletons (I would suggest updating some of the 2nd or 3.5 ED variant skeletons for this.) Lastly, might I suggest an alter area with a evil cursed weapon. Likely a dagger, death cults like that kind of thing, and it serves as a theme element and a test for the PC's. Dagger perhaps should cause its wielder to make a will save for become a psycho killer, or make the wielder into a thrall vamp. If ya like any of these ideas I can expand on them.


Oh yeah, also wanted to say, play up the dark and disturbing nature of the location. Dead folk everywhere, carnal pits full of bodies, perhaps zombies in a few places eating the dead. Lots of screams and moans, a nice vivisection room, torture devices like pears of anguish and cruel jagged blades, etc. If you do it well, the PC's should be afraid of death around every corner, which they should be, its a death cult. You can even play up the death theme with the guild members, aka, when they get wounded they lick their own blood. You impale one, he pulls his way along the spear shaft to try and stab you, smiles a bloody smile and makes disturbing comments while doing so, etc, etc.


actually, if i encountered that charnel house you mention, it'd just piss me off to the point where what i do to the head honcho NPC won't be repeatable in polite company, and could be grounds for an alignment change.


Its supposed to....nothing like a bit of motivation.


Adventure request...

Spoiler:
Background explanation: I'm a newbish player with pathfinder. My 2 young sons (7 and 9) are interested in the things i'm into so... I started them with this concept... when they go to sleep, in their dreams a 'hero self' takes over. Everything about the adventure happens in their dreams, this allows for fatality to not be near as fatal as it allows me to easily bring them back. My concept that I've done so far is that of a Hero's school, during the first session they discovered themselves in the school and took part in a 'racing event' where a Samsaran Dean of Education, determined their race (mechanically, they had given me 3 choices of their race and I rolled for it), then they were taken to a grove with 6 pillars. Each marked with a symbol indicating each of the 6 ability scores, communing with the pillars, they rolled their stats. Second session had them meeting with the Samsaran Dean of Education who discussed with them their choice of their classes. She explained that they would select a favorite, she would select an appropriate, and fate would provide another. Mechanically: I have rolled their race and stats as 3 different classes, selecting a rudimentary selection of feats and skill ranks based on Guides that I've found for those particular classes. They were led to the Hall of Illusion where they found themselves facing off against 6 giant beetles. The idea is that they will go through 1 or 2 encounters as each of the classes so that they are able to get a feel for what it's like to play the character as that class. My whole concept is for gaming sessions to be lessons in playing their race/class and going through adventures. At the same time, it is an exercise for me to go through leading them through an adventure.

What I'm hoping to get from you is a rough outline of an adventure so that my efforts are minimized to learning various rules, and the art of gm'ing in the moment. Maybe a general plot line that I can fill in some details. If there's already a resource to do something like this and you can save your time, I'm all ears.

thanks


Ok Ar'Ruum, think I have some suggestions. The easy way to minimize work would to be to run the adventure as part of the school. A plot centering around the school would minimize prep time and it is an environment your players are familiar with at this point. Perhaps a mystery would be fun for your kids (players) to solve. The Dean is taking all this time to help them, thus once they have set their race and class, the Dean will ask them to help him. Perhaps a plot of students going missing would fit the bill. It would be simple to install an assistant Dean as the villain and have him kidnap other students for an evil purpose, mind control or sold as slaves secretly to another evil agent. Thus your players would have to follow the bread crumb clues to find out what happened to the missing students, and then formulate a plan to stop the assistant Dean and free their classmates from his or her clutches. If you like the suggestion I can flesh out the adventure more if you wish.

RPG Superstar Season 9 Top 32

hitting this board hard tomorrow, had to clear up some other projects.

Tomorrow:
-Beholders converted
-Stats for the Fey Tree and lots of other goodies there
-For Ar'ruum a quick adventure outline, something kid friendly- question are they fans of fairy tales I've been rereading Brother's Grimm lately and I've been looking for an excuse...


Harrison wrote:


The Miraluka are more-or-less humans that don't have eyes, as they came from a planet with a sun that doesn't give off visible light. However, they're all Force sensitive, so they "see" using the Force. The best way I can think of describing it would be like "seeing" color-less shapes, like seismic sensing from the AtLA series.

You really don't need to go finding a copy of the Star Wars d20 rules for this, since all I'm really interested in is pricing an ability that basically lets a race "see" in all directions, not subject to gaze or blinding effects, negate Displacement and Blur, possibly cannot be flanked, but cannot distinguish color or visual contrast, and cannot read.

As a Star Wars geek and a HUGE Miraluka fan, I figured I'd chime in on this...

To save space, using spoiler tag

Spoiler:
I'd say probably Blind-Sight... and as for them not being able to read though... There was an article on the WotC Star Wars forums about that, basically said that they can in fact read computer screens and such... course, that was also because for them to be actually unable to see anything that wasn't alive and being unable to read or such would be too crippling for a player.

Even the 'clouded vision" oracle can read a book, she just reads it with darkvision. I will note though that Blight-Sight DOES specifically say you can't read, so there is that. I'd be perfectly happy to play a miraluka that way, if they had Blind-Sight :) However, not sure about pricing it, since Blight-Sight isn't in the ARG... Blind-Sense, the lesser version, is 4RP so maybe 4RP for Blind-Sight might be fair if you gave them being visually blind... Not sure though.

Scarab Sages

GM_Beernorg wrote:
Oh yeah, also wanted to say, play up the dark and disturbing nature of the location. Dead folk everywhere, carnal pits full of bodies, perhaps zombies in a few places eating the dead. Lots of screams and moans, a nice vivisection room, torture devices like pears of anguish and cruel jagged blades, etc. If you do it well, the PC's should be afraid of death around every corner, which they should be, its a death cult. You can even play up the death theme with the guild members, aka, when they get wounded they lick their own blood. You impale one, he pulls his way along the spear shaft to try and stab you, smiles a bloody smile and makes disturbing comments while doing so, etc, etc.

Thanks for the suggestions Piccolo and Beernorg!

My thoughts here:

Spoiler:

I like the idea of an undead surprise, but this is not a cultist tempel. It's a thieves guild HQ in a sawmill, so it's not going to hold all these elaborate torture devices and religious icons.

Right now I'm imagining that the group will confront the rogues and defeat them in a relatively managable fight. Only to have the priest appear, mock them and them proceed to raise the rogues from the dead, forcing them to fight them all over again.

I'm just not sure how to make a fight like this feasible for my group. Animate Dead is a level 3 spell, meaning the cleric would have to be at least level 5. A level 5 cleric + zombies / skeletons seems pretty tough. I suppose the Animate Dead spell could come from a scroll, but it's a touch range spell. It would probably be akward if she runs around mid-fight groping corpses.

I also would like some ideas on how to take advantage of the sawmill. Maybe I could use the giant buzz-saw somehow or a trap of rolling logs.


Quote Spoiler'd

Spoiler:
GM_Beernorg wrote:
Ok Ar'Ruum, think I have some suggestions. The easy way to minimize work would to be to run the adventure as part of the school. A plot centering around the school would minimize prep time and it is an environment your players are familiar with at this point. Perhaps a mystery would be fun for your kids (players) to solve. The Dean is taking all this time to help them, thus once they have set their race and class, the Dean will ask them to help him. Perhaps a plot of students going missing would fit the bill. It would be simple to install an assistant Dean as the villain and have him kidnap other students for an evil purpose, mind control or sold as slaves secretly to another evil agent. Thus your players would have to follow the bread crumb clues to find out what happened to the missing students, and then formulate a plan to stop the assistant Dean and free their classmates from his or her clutches. If you like the suggestion I can flesh out the adventure more if you wish.

Interestingly enough, there are more than a couple of the NPCs that would fit the bill without any "rework" ... If you don't mind, I would appreciate a series of questions that would lead to building this plot. In effect teaching me how to take an idea and flesh it out to something that can be played out. Feel free to PM me, or email me if you prefer/like.


Ferox, glad you liked my suggestion. Here are some thoughts to your updated requirements. As a saw mill, I would suggest many traps, first of all, outside the saw mill, you could place a classic log pile trap. Trap wire trigger, caused a stack of 6 or so logs to break lose from their lashings and roll down a short hill towards the PC or PC's who triggered it. You could give the PC's a reflex save vs each log, or all at once. I would think each log would do 1d8 dmg, thus a total of perhaps 6d8 dmg possible. As for the saw blade, I would suggest that when and if anyone steps on the saws table or production line, a web trap is triggered, as per the normal web spell but only a 5' square, the saw starts up, and PC has to escape the web within 2 or 3 rounds or be sawed in half by a huge circular saw blade. Also a lvl 5 cleric isn't to tough for your PC's in my mind. You could also give the rogues invis pots and let them cause havoc for the PC's. They could push over board stacks to block walk ways, shove boards off tall piles to fall on the PC's, or leave small boards with nails hammered into them sharp side up as the PC's progress through the mill. It would be interesting to see your players reactions once they have defeated the traps and rogues, only to have the cleric appear and raise the rogues as zombies.

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