[Northwinter Press] Mystical: Kingdom of Monsters for Pathfinder is here


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Top of Page: Adding the link for Mystical: Kingdom of Monsters here on the Paizo store.

Also in print on Drivethru RPG.

Desha wrote:
The other thing I'd like to see is a healing monster who's better at condition removal. My cleribelle was great for fixing up team mates who'd had holes poked in them, but I couldn't find any monsters who gave more than maybe one condition removal spell. It would be nice if there was one monster who gave remove blindness/deafness, neutralize poison, cure disease, and the restoration spells.

I did shy away from that particularly because of its out of combat usefulness. While I may add something more akin to it in the future, I'm trying to find a way to do so that won't make the Trainer the greatest ally outside of combat (where she can trade monsters in and out with relative ease).

At the moment, the way I've done it is they can generally counter effects they can also create. Since they can't create diseases and similar, they have no ability to reliably remove them. Now, with 154+ monsters and counting, I definitely could have missed something. If you see something that a monster can cause that doesn't have at least one counter to it, I will gladly add something in coming cycles (Halloween coming up now, gift-giving holidays next). Part of the fun of the class is finding and catching the right monster for the right job, after all.

Also, 101 posts! Thank you all for following this thread.


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In my experience, Pathfinder fans are also fans of goblins. This is due, in large part, to Paizo's love of the creatures.

But what about gremlins? To me, gremlins present a fun, more magically inclined alternative to goblins who gain more from working together. See, for Haunted Eve, I have several gremlin monsters that a Trainer can capture, but the piece of these guys that I enjoyed most was the Monstorin racial stats for them. See here:

+2 Str, +2 Int: Gremlin monstorin are vexingly smart and surprisingly strong for their size.

Small: Gremlins are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.

Fast Movement: Gremlins have a base speed of 30 ft.

Gremlin Heritage (Su): Each gremlin chooses up to two of the abilities presented here and gains access to them as described. The abilities from the Bestiary 2 that are already balanced enough to use as a PC are simply listed, while I've modified a few others to fit.

* Gremlin Lice (Ex), Kneecapper (Ex), Misplacement (Su), Speedy Sabotage (Ex)

* Magic Bag (Su)
The gremlin always carries a pouch with it. This pouch contains an extradimensional space and operates like a bag of holding (type I). The gremlin must keep the pouch in sight and on its person at all times. If this pouch is separated from the gremlin, all of its former contents are lost, and it becomes a normal bag that contains a number of coins equal to half the value of the gremlin’s lost possessions. There is a 50% chance the bag can fall off when the goblin is critically hit or reduced to 0 or fewer hit points. A gremlin that loses its pouch must create a new one, a process that takes 1d4 days, or suffer a –1 morale penalty to all attacks, saves, and skill checks until it begins doing so. Until the new pouch is finished, it remains a non-magical bag, only becoming a fully functional extradimensional space once completed.

* Putrid Vomit (Ex)
Once per day, the gremlin can spew a 30-foot line of vomit as a standard action. Treat this as a ranged touch attack with no range increment. Anyone struck must succeed at a Fortitude save (DC 10 + half the gremlin’s level + its Constitution modifier) or be nauseated for 1d4 rounds.

* Tinker (Sp)
Once per day, the gremlin can gain the following effect. Its caster level is equal to its character level. The gremlin can choose Tinker more than once.
--The gremlin can cast Bungle once per day.
--At 3rd level, if two gremlins with this ability are within 10 feet of each other, they can use aid another to cast Bestow Curse as a full round action. At 11th level, they can cast Major Curse instead.
--At 5th level, if three gremlins with this ability are within 20 feet of each other, they can use aid another to cast Dispel Magic. At 10th level, they can cast Break Enchantment instead.

* Unluck Aura (Su)
For one round per day, the gremlin can radiate an aura of unluck to a radius of 20 feet. Any creature in this area must roll two d20s whenever a situation calls for a d20 roll (such as an attack roll, a skill check, or a saving throw) and must use the lower of the two results generated. These rounds need not be consecutive. This is a mind-affecting effect that does not work on animals, other gremlins, or gnoles. Any character who gains any sort of luck bonus is immune to the gremlin unluck aura.


I am all for gremlins =)


I added a fun pic to Facebook for this as well. Just me messing with Photoshop.

Sovereign Court

I was reading the latest update an two questions came up.

In the fast play rules there are bonues to capture a distracted or injured monster. Is that just to represent the change in spell DC and possibility of status effects like shaken and sicken in the full rules or were additional modifiers left out of the full rules?

I noticed that Giants and Ogres were not listed in the index for monsters not found here. Are their auras considered too complex even with no class levels. Is the general distinction monstrous humanoid with no class levels OK, humanoid regardless of class levels not OK?

Edit:
One additional question I assume the spells granted by the monster summoning trainer perk are available to cast regardless of active monsters. Is this correct?

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