Silus
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| 1 person marked this as a favorite. |
*Hums the tune to "Do you wanna build a snowman"*
Ok, so I'm trying to build me a Kaiju for Pathfinder for a setting I'm working on (Google doc of the setting can be found here). The idea is a massive...well the idea is like an Agnaktor blended with raw magic (Think "Breath of Wonder",), radiation and living in a massive crater created by dropping a magitech atomic weapon into a volcano being used to power a magic-powered-weapon facility. Anyway, looking to bring this thing up to "HOLY CRAP WHAT IS THAT RUN" levels. Also, would appreciate suggestions on skills, feats and special abilities/qualities.
"Agranor the Unmaker", CR26
XP #
N Colossal Magical Beast (kaiju)
Init +7; Senses Darkvison 600ft
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DEFENSE
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AC 46/26*, touch 9, flat-footed 39 (+7 Dex, +37 natural, -8 size)
hp 787 (34d10+600); fast healing 30
Fort +40, Ref +32, Will +26
Defensive Abilities ferocity, recovery, Mana Armor, Magic Cysts
DR 20/epic
Immune ability damage, ability drain, death effects, disease, energy drain, and fear
Resist acid 30, cold 30, electricity 30, negative energy 30, sonic 30
SR 10/37*
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OFFENSE
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Speed 100 ft., burrow 100 ft.
Melee 6 Bites +48 (4d6+16), 2 claws +48 (2d8+16), tail slap +48 (4d6+16)
Space 50 ft.; Reach 50 ft
Special Attack hurl foe, breath weapon, fast swallow, swallow whole (6d6 bludgeoning, 6d6 Force, AC 33, 78 hp), trample (4d6+22, DC 42)
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STATISTICS
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Str 42, Dex 24, Con 40, Int 3, Wis 28, Cha 24
Base Atk +32; CMB +55; CMD 72
Feats Power Attack, (15 feats)
Skills (4xHD(34))
Language Laquetan (cannot speak)
SQ massive
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ECOLOGY
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Environment The Armageddon Cauldron
Organization Solitary (Unique)
Treasure incidental
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SPECIAL ABILITIES
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Breath Weapons: Once every 4 rounds as a standard action, Agranor may breath a 600ft cone of one of the following:
- Raw, wild magic. Any creatures caught in the cone must succeed a DC 42 Reflex Save or suffer a random magical effect (As per Rod of Wonders) along with 20d6 points of Force damage and have all spellcasting run wild (See Primal Magic table) for 1d4 rounds. A successful saving throw halves the damage and negates the Primal Magic and Rod of Wonder effects.
- Eldritch green flames. Any creatures caught in the cone must succeed a DC 42 Reflex Save or take 20d6 fire damage and be lit on fire, dealing 2d6 fire damage each round until put out (A full round action to stop, drop and roll will put out the flames and leave the target prone). A successful saving throw halves the damage and prevents the target from catching fire.
- Intense cold. Any creatures caught in the cone must succeed a DC 42 Reflex Save or take 20d6 cold damage and be staggered for 1d4 rounds. A successful saving throw halves the damage and negates the staggered condition.
- A radioactive cloud. Any creatures caught in the cone must succeed a DC 42 Reflex Save or make an immediate DC 30 Fortitude save vs Severe Radiation. A successful saving throw lowers the DC to 17 and the Radiation is treated as Medium.
Mana Armor: Once every 4 rounds as part of a move action, Agranor may burrow and cover itself in raw Mana. Doing so increases Agranor's Spell Resistance from 10 to 37, and lowers its AC from 46 to 26. These changes last 1d4 rounds.
Magic Cysts: When attacked with a melee weapon, there is a 10% chance that one of Agranor's many cysts is hit and ruptured. Damage is dealt as normal, but the attacker must make a DC 42 Reflex save or be splashed with raw magic. If so splashed, they immediately come under the affects of a Rod of Wonder and must make a DC 35 Fortitude save or be nauseated for 1d4 rounds as "Oh Gods some of it got in my mouth!".
| Razal-Thule |
I have never heard 0f any monster with a reach of 50 feet. That just seems to much to me. Make it more like 25 feet. Also the monster your discribeing sounds more like it should have higher than a 3 int. It looks good other than that. Tho i do have a question. You list 3 effects for i think its cone, is that what happens if you get hit with it just once or can it change effects when it wants?
Silus
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I have never heard 0f any monster with a reach of 50 feet. That just seems to much to me. Make it more like 25 feet. Also the monster your discribeing sounds more like it should have higher than a 3 int. It looks good other than that. Tho i do have a question. You list 3 effects for i think its cone, is that what happens if you get hit with it just once or can it change effects when it wants?
Actually, Kaiju are specifically stated to have a reach of 50ft: SRD link to the monster type entry
And as far as I'm aware, Kaiju all have 3 Int, though I suppose I could see about making it smarter (A nightmarish prospect, a city destroying monstrosity that can plan and think).
The breath weapon types (The wild magic, fire, cold and radiation) can be chosen at will by the Kaiju. May switch it up for a 1d4 roll to keep with the random unpredictableness of the Kaiju.
| Razal-Thule |
Well i guess if it says 50 feet then 50 feet it is. But i would never fight one with a range like that unless i has dragons backing me up or a titian or two to help. As for the 3int, if the book say 3 then use it. But it sounds more like the beast has more int then a 3 to me. But I'm not expert on Kaiju.
I do like your idea of rolling randomly for the breath weapon. It makes it more fair for the plays. Tho i don;t think they will like getting hit by any of the effects.
What level chars it this monster for?
Silus
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Well i guess if it says 50 feet then 50 feet it is. But i would never fight one with a range like that unless i has dragons backing me up or a titian or two to help. As for the 3int, if the book say 3 then use it. But it sounds more like the beast has more int then a 3 to me. But I'm not expert on Kaiju.
I do like your idea of rolling randomly for the breath weapon. It makes it more fair for the plays. Tho i don;t think they will like getting hit by any of the effects.
What level chars it this monster for?
Ideally, lvl 17-20 with some Mythic Tiers and to serve as a "Oh crap think that thing is around?" sort of environmental hazard in the already hazard-rich Armageddon Cauldron.
| Razal-Thule |
Ideally, lvl 17-20 with some Mythic Tiers and to serve as a "Oh crap think that thing is around?" sort of environmental hazard in the already hazard-rich Armageddon Cauldron.
My group is almost high enough level to try the big Kaiju. But i think i would rather be 20 level then 17 before i went for the kill. Tho as a druid i would just shape shift as a air ele and fly over its head and cast at it after i buffed the party and my animal companion.
| Sauce987654321 |
Sauce987654321 wrote:Agmazar the star Titan is a kaiju with 6 Int from the book Mythic Realms.Figure I could boost Agranor's Int a couple of points?
It's your monster, so do as you please. Also, it's not like the game says all kaiju must have 3 int, it just says they can't speak and aren't exactly too smart.
Silus
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Silus wrote:It's your monster, so do as you please. Also, it's not like the game says all kaiju must have 3 int, it just says they can't speak and aren't exactly too smart.Sauce987654321 wrote:Agmazar the star Titan is a kaiju with 6 Int from the book Mythic Realms.Figure I could boost Agranor's Int a couple of points?
Well it would just mean that the Kaiju would have a handful more of skill points to throw around. *Shrugs*
Any suggestions on abilities for this beast? I feel that 3 "unique" abilities are a few too few, but I'm a little tapped in ideas.
| boring7 |
| 2 people marked this as a favorite. |
Let's see, Imma try and think from a power munchkin's persepctive...
I don't know what recovery is.
It's AC is bad. I mean 46 is okay for a CR 26 but a proper-built martial should have a +36 on her primary attack BEFORE the incidentals and temporary buffs. Dropping it by 20 is saying, "please hit me I'm easy." And it's touch AC is laughable, which is problematic when the rapid-fire guns come out. It should have a magical deflection field.
Likewise, a spell resistance of 10 is saying, "all spells welcome here." Which brings us to the too-short list of immunities; I can polymorph it, poison it, bleed it, turn it to stone, or (most likely of all) hollow out its mind and move on in. Make way for Jerkface PC the unstoppable Kaiju Menace! I am the magic-eating god-king! Repeated applications of lava bombs will also destroy it fairly easily despite the fact that it lives in a magic volcano.
All of the above brings me around to it's whole burrow-charge up-assault thing. It absorbs mana, it should absorb it all. It's spell resistance should be at full power when it's out and about because it's hungry for magic energy. It should absorb spells (either because they don't beat SR or a % chance like the Tarrasque) thrown at it and use them to power it's magical deflection field for 1 round. Also if you're married to the AC-or-SR idea the numbers should only shift by 10.
Magic Cysts: good clean (filthy) fun
Being smart is good since it means the beast is tactical. It does NOT mean it has to threaten cities, since it could just as easily be a giant lava-dwelling buddha. It is fed and nourished by the purple glowing volcano of magical doom, after all, what need has it for your cold and barren cities of non-apocalyptic energy? It only strikes out when things trouble it, or when it is needed*.
More unique abilities? It's constant feed-and-excrete energy deal says "make more magic trouble" to me. Magic items have to roll a will save or randomly be powered-up/powered down, casters have to make a (let's say DC 25) caster-level check or deal with a wild surge. Gonna have to make up rules for those, of course.
Being intelligent and magically-empowered, it might toss Disjunctions as a spell-like ability from time to time. Sometimes threatening a PC's stuff is more effective than threatening their life.
Since it can't fly, and that's a can of worms not worth opening, give it some sort of "rooted to the earth and the leylines" ability where it cannot be lifted, moved, tripped, or the like unless the one hitting it is mythic.
Weather Control is kinda nice and can be thematic, while we're at it.
Since I'm making Godzilla references, anything that can hear it's roar IMMEDIATELY knows exactly what that roar is ("It is The Unmaker! Run for your lives!") and must make a save vs. fear effect (DC...34?) or be panicked.
Edit: Thought of this 3 times and kept forgetting to type it in while looking at other stuff: SOUL SIGHT. It sees living creatures, no matter where they are and no matter what they hide behind because it's connection to magic the flow of the energy of the world let it. Undead creatures are likewise entirely too visible, their unnatural existence being an obvious wound in the web of life and death. Its senses can only be blinded to robots and constructs, because they are disconnected from "normal" living and unliving things. There is much philosophical discussion as to what this means, but to date the best authority on the subject, Agranor, remains silent.
*God(zilla) works in mysterious ways
| Orthos |
| Aelryinth RPG Superstar 2012 Top 16 |
| 2 people marked this as a favorite. |
Push/Pull magic energy.
Every other round, the agitated kaiju pulses with energy, either erupting with writhing streamers of wild magic, or swelling as the magic in the area is sucked back into it. These effects occur even if the kaiju is polymorphed or otherwise incapacitated.
Round 1: Eruption of wild magic, 600'r. All magic use must make a DC 42 concentration check or be subject to a wild magic surge. Existing spells must weather a CL 26 dispel check or erupt into wild magic surges (the kaiju is immune to the effects of these surges). Has no effect on magic items.
Round 2: Magic is normal as the excess magic stabilizes.
Round 3: Anti-magic Shell, 600'r as the magic in the area streams back into the creature, swelling it with light and power. This is powerful enough to affect even supernatural and mythic powers that might be immune to anti-magic normally.
Round 4: Again, the magic stabilizes and returns to normal.
Rinse and repeat as desired.
==Aelryinth
| Razal-Thule |
Since it draws from magical powers and energy. I'm thinking maybe a effect where the players need to roll for each and ever magical item they posses. Whats happening is that hes absorbing the magic from all the items into himself to help feed himself. What do you think?
Also what you might want to do is while hes been feeding for a few rounds. Have him rest or pass on a round. Like hes sated from his feasted and needs a moment to whats the word I'm looking for. Well i cant think of the word but to recover from all that energy he consumed.
You might want to add a new breath weapon of sorts of something similar to a breath weapon. That after he sates himself or gorges on all that energy he can unleash it all in one big attack. I'm thinking of something that's an area effect attack. does damage and has secondary effects as well. Maybe 2 secondary effects. Like stuns the group or confuses them, or both. But i would do something like 40d6 from the blast. You want to make it something really nasty that the party wants to avoid at all costs. I would say make it force damage but that's to strong. Make it an elemental effect so they can have protection from energy up at least to adsorb like 120 damage of it if they get hit. Maybe give them a heads up about this big bad effect and what elemental damage it does so they can prepare for it. Tho if you want to do force damage drop it to 40d4 then.
I hope i gave you something good to think on. Plus i wanna join your group of players and fight your big baddie. You got my gaming blood pumping which i am very thankful for. So Thank you :)
Silus
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Chaos Enchantment: Whenever a magic weapon or armor has an ability activated that affects Agranor, the item must make a DC 25 Will save or take on new properties as Agranor’s chaotic magic affects the enchantments. Magic weapons, armor and shields that fail must roll a d6 with each number corresponding to the following:
1) Lesser Minor Magic table
2) Greater Minor Magic table
3) Lesser Medium Magic table
4) Greater Medium Magic table
5) Lesser Major Magic table
6) Greater Major Magic table
These tables can be found on pages 117 (Armor and shields) and 135 (weapons) of Ultimate Equipment. Roll the corresponding percentages and apply the results to the new weapon. Reroll in the case of “Specific Magic Weapon/Armor”. If an enchantment is ineligible (such as Keen on a blunt weapon), reroll. DM note: Ensure that all players have a copy of the tables to expedite combat.
Edit: Affects any enchantments that affect enemies, but does not affect, say, armor with Fortification or the like.
Primal Weather: Should a spell cast against Agranor that requires a SR check, and should said spell not manage to bypass the Kaiju’s SR, it is absorbed into the Kaiju’s being (the spell fizzles as per normal). After absorbing four (4) spells, a Primal Magic Event is triggered (as per the Spellscar Oracle). The CR used is Agranor’s.
Push/Pull magic energy.
Every other round, the agitated kaiju pulses with energy, either erupting with writhing streamers of wild magic, or swelling as the magic in the area is sucked back into it. These effects occur even if the kaiju is polymorphed or otherwise incapacitated.
Round 1: Eruption of wild magic, 600'r. All magic use must make a DC 42 concentration check or be subject to a wild magic surge. Existing spells must weather a CL 26 dispel check or erupt into wild magic surges (the kaiju is immune to the effects of these surges). Has no effect on magic items.
Round 2: Magic is normal as the excess magic stabilizes.
Round 3: Anti-magic Shell, 600'r as the magic in the area streams back into the creature, swelling it with light and power. This is powerful enough to affect even supernatural and mythic powers that might be immune to anti-magic normally.
Round 4: Again, the magic stabilizes and returns to normal.Rinse and repeat as desired.
==Aelryinth
*Adds in under the name "Tides of Magic"*
Silus
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I'm intimidated by the complexity that adds to a fight but intoxicated by the sheer chaos of it. Rock on with it.
What of wands and staffs? Or do we assume they won't be punching through his SR so we don't care?
I kinda figure Kaiju fights are on par with Raid Bosses for MMOs or final BBEG showdowns. It ought to be a big production IMO.
Well store bought wands and staffs probably won't punch through the SR, but I wouldn't put it past some PCs to somehow develop super SR-bypassing ones.
For wands with only one spell, perhaps randomize the spell attached to the wand but keep the CL and charges? For Staffs and Rods and the like with more than one spell attached....maybe just eat double the charges as the item tries to satiate the magical appetite?
Ideally, this beast will flip the late-game combat on its head by basically saying "Yeah, your magic is gonna do more harm than good here, grab a sword".
I think I'll add on Soul-Sight and call it a day for the special abilities.
Oh, gonna add a caveat to the Chaos Enchantment that it does not affect "Epic" weapons (+6 weapons or better). Would make Agranor down right impossible to kill without "Epic" quality weapons.
| Aelryinth RPG Superstar 2012 Top 16 |
YOu do still have to account for them in the stat block. If you look at demons and devils, it still lists out the resistances even though they get them from simply being what they are.
A proper stat block should reflect all information needed to run the monster. The only exception is if you're making an advanced version, in which case you just write the 'new' stuff, and refer to the original stat block for abilities that need explanation. It still needs to be listed in the block, however.
==Aelryinth
Silus
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YOu do still have to account for them in the stat block. If you look at demons and devils, it still lists out the resistances even though they get them from simply being what they are.
A proper stat block should reflect all information needed to run the monster. The only exception is if you're making an advanced version, in which case you just write the 'new' stuff, and refer to the original stat block for abilities that need explanation. It still needs to be listed in the block, however.
==Aelryinth
All the resistances are present in the stat block. I had apparently forgotten to add the fire resist, but it's there now.
Kinda odd that I'd forget fire resist >_>
| boring7 |
At Resist 30, if he went for a swim in lava he'd be taking about 40 points of fire damage a round (average rolls) so he probably doesn't do that.
I still think he should be smart, because I like those switch-hitter Kaiju that are sometimes villain, sometimes hero like Godzilla, Gamera, and the like.
I can't think of anything else relevant. I like that he has the best protection (short of an anti-magic field) you can find against Trap the Soul.
Silus
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At Resist 30, if he went for a swim in lava he'd be taking about 40 points of fire damage a round (average rolls) so he probably doesn't do that.
I still think he should be smart, because I like those switch-hitter Kaiju that are sometimes villain, sometimes hero like Godzilla, Gamera, and the like.
I can't think of anything else relevant. I like that he has the best protection (short of an anti-magic field) you can find against Trap the Soul.
Well I bumped the Int to 10, so he's smarter than the average Kaiju.
And I'm a little tempted to guve him fire immunity/lava immunity, or at least some adaptive defense thing like the Jubjub bird.
| Sauce987654321 |
At Resist 30, if he went for a swim in lava he'd be taking about 40 points of fire damage a round (average rolls) so he probably doesn't do that.
I still think he should be smart, because I like those switch-hitter Kaiju that are sometimes villain, sometimes hero like Godzilla, Gamera, and the like.
I can't think of anything else relevant. I like that he has the best protection (short of an anti-magic field) you can find against Trap the Soul.
Well it has fast healing 30, too.
If you want to give it fire immunity, go for it. Countless monsters in this game have fire immunity, so why shouldn't your monster have it?
Silus
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boring7 wrote:At Resist 30, if he went for a swim in lava he'd be taking about 40 points of fire damage a round (average rolls) so he probably doesn't do that.
I still think he should be smart, because I like those switch-hitter Kaiju that are sometimes villain, sometimes hero like Godzilla, Gamera, and the like.
I can't think of anything else relevant. I like that he has the best protection (short of an anti-magic field) you can find against Trap the Soul.
Well it has fast healing 30, too.
If you want to give it fire immunity, go for it. Countless monsters in this game have fire immunity, so why shouldn't your monster have it?
*Shrugs* I dunno, given the location, I can't really see giving it fire immunity. Like if the location was a straight up volcano then yeah, fire immunity all around.
Hmm...if anything, maybe Force Immunity.
| boring7 |
Yes, force immunity. A hilariously paradigm-shifting ability which I highly approve of.
Oh, what's recovery? I couldn't find it in the SRD.
Also, does Vorpal count as a "Death effect"? It's a minor thing, but it seems like it would be real annoying if the PC lucky-crit the monster in round 1 and chopped it's giant head off.
Or awesome, it's a blurry line between the two.
Silus
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Yes, force immunity. A hilariously paradigm-shifting ability which I highly approve of.
Oh, what's recovery? I couldn't find it in the SRD.
Also, does Vorpal count as a "Death effect"? It's a minor thing, but it seems like it would be real annoying if the PC lucky-crit the monster in round 1 and chopped it's giant head off.
Or awesome, it's a blurry line between the two.
Recovery (Ex) Whenever a kaiju fails a saving throw against any mind-affecting, paralysis, petrification, polymorph, or immobilizing effect (including binding and temporal stasis but not including imprisonment), it can attempt a new saving throw at the end of its turn to remove the effect. Doing so takes no action. A kaiju can attempt a new save to end the effect as often as it wishes, but can attempt to remove only one such effect per round. Once per year, if a kaiju takes an amount of damage that would normally kill it by reducing its hit points to a negative amount equal to its Constitution score, the damage instead heals the kaiju of twice the amount of damage—but this healing leaves the kaiju disoriented and demoralized. At this point, the creature becomes nauseated and seeks only to return to its lair. Any amount of damage dealt to it by an external source before it reaches its lair, though, immediately negates the nauseated effect and allows the kaiju to end its retreat and attack.
The scary thing is I'm kinda planning at least three more Kaiju. No "first" names yet, but their titles (and brief descriptions) are as follows:
The Iron Swarm: Kaiju + Robot + Swarm. Tough as adamantine nails to kill, but takes penalties from salt water.
The Eternal Storm: I'm thinking some weird mix of shark, squid and diving bird. Has a constant 1-mile storm about it and can travel (more or less) freely between the surface ocean and the planned underground sea.
The Godslayer: The original project the Exile had been working on before getting booted offworld. Current idea is blend an Outer Dragon (Void?) with a Kaiju, add the Shadow Creature template and mix in cybernetics and robotics.
Silus
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Right, so the Kaiju is done. Feats are as follows:
Power Attack, Improved Bull Rush, Greater Bull Rush, Awesome Blow, Cleave, Great Cleave, Improved Natural Attack (Bite), Improved Natural Attack (Claw), Improved Natural Attack (Tail Slap), Toughness, Ability Focus (Breath Weapon), Combat Reflexes, Stand Still, Steady Engagement, Eldritch Claws, and Improved Initiative.
The full sheet can be found here.
Thank you everyone for the assistance in making this beast =D