What monsters are you hoping to be redone in 2e


Prerelease Discussion

1 to 50 of 61 << first < prev | 1 | 2 | next > last >>

1 person marked this as a favorite.

Since they said that instead of using a formula to stat out monsters like they did in 2e they'll give it the stats they think it needs I was thinking what monsters are you hoping will be improved in the new edition.

personally I am looking forward to they fey getting reworked since there were many that conceptually aren't tricksters like the Nuckelavee who all had pretty terrible BAB despite the fact that they're fighters. Also I hope that they put in the weird fey protections that exist in the myths.


3 people marked this as a favorite.

I really like swarms, but damn if they aint deadly for low levels.

Speaking of deadly at low levels, I think degrees of success will be hella helpful against ghouls para attacks.

Rust monsters equipment attacks. I dont necessarily have a problem in PF1, but id love to see something more interactive in PF2.


1 person marked this as a favorite.
Planpanther wrote:
Speaking of deadly at low levels...

Shadows. But from the playtest podcast, it appears that they haven't changed much. Incorporeal creatures are all sort of just a pain in the ass.

I hope they make creatures with spell resistance more interesting. I was delighted by 5e's flail snail reflecting spells instead of having them fizzle into nothing.

Grand Lodge

1 person marked this as a favorite.
Planpanther wrote:
I really like swarms, but damn if they aint deadly for low levels.

I second swarms.

For some odd reason, most of their touch ACs are really high which leads to the hard to believe explanation to new players on how they managed to miss a 10' square of spiders with their thrown alchemist fire (but you did do 1 point of splash dmg though!).


2 people marked this as a favorite.

"come on, you only need 9 pounds of napalm to disperse the spiders! It's only 2 players worth of starting gold. Its an average level 1 encounter"
EDIT:The best part of them potentially changing how swarms work is that I'll no longer hear bogus excuses of how easy it is to deal with swarms with no magic (the worst of which being "you can scoop up the entire swarm in 1 turn with a net and then set it on fire, dealing 1d6 fire to each insect")


6 people marked this as a favorite.

Troops should not do swarm damage, because while a swarm can crawl under your armor, those twenty guys still need to hit you. I'd just have them make a few attack rolls, and have the damage and attack bonus be balanced for their CR. Maybe 4 attacks normally, but only 2 attacks if they're at half HP or below.

The flavor would be that 4 guys are attacking, and everyone else is 'aiding.'

Hydras should start with, like, 10 hp per head. Whenever they go under a threshold, they lose a head. Then at the end of their next turn they grow two heads and gain 20 hp unless you've stopped their regeneration.

Dilemmas are an idea I want to see more of. Rather than attacks just doing something now, it's more exciting to set up a threat, and then give PCs a round to respond before something terrible happens.

Examples:

A troll hits with two attacks (requiring two of its three actions). It's now got you grabbed. On its next turn it can spend three actions to Rend, which deals a ton of damage and tears one of your limbs off if you fail a save (so you have a reason to use that lovely regenerate spell from the last blog). This gives the party a chance to intervene.

A dragon can spend one action to recharge its breath weapon, but using the breath weapon requires three actions, and if it doesn't use the attack within 3 rounds, it has to recharge again. So it inhales and its mouth crackles with fire, then maneuvers into position; but the PCs have a round to scamper out of the way.

You'd need to make sure the math of attack bonus and damage was properly balanced so the monster remained threatening, but I think it's more fun if these sorts of attacks are something you can mitigate if you're clever. Right now, you kinda just have to hope the monster rolls low, or you roll high. My suggestion would give the players more decisions.


2 people marked this as a favorite.

dilemmas/combo moves sound like a good idea to make creatures more active I also like your Hydra idea since it removes the clumsy sunder based rule that creates more problems than it solves("so can I sever limbs of other creatures with sunder?")


5 people marked this as a favorite.

It'd be nice if all the elementals were improved and given more flavorful abilities.

For example: the fire elemental. When it has fuel to burn, it should become more powerful, essentially getting a free self buff that doesn't take an action. It should also be able to control fire around itself and raise the local temperature. Stronger ones should have at-will ranged fire blasts.

The air elemental should be able to suck the air out of your lungs, should get stronger when the winds are up, and should automatically increase local wind speed by one step. Still air becomes a breeze, a gale becomes a hurricane. It should also count as an incorporeal creature for most purposes other than walking through walls, but be the most frail elemental. (Fire could be like this too.) Stronger ones should have at-will gust-of-wind or lightning blasts.

Earth elementals should get materially stronger in contact with earth or stone. They should be able to make the entire area difficult terrain for everyone but its allies. It should be able to collapse and reform elsewhere when on an earthen or stone surface (a trait the water elemental should also have on water or snow). Stronger ones should be able to heave chunks out of the ground to create a pit then throw those chunks like a giant.

Water elementals should have ooze defenses. They should get materially stronger in the rain or in contact with a body of water, and maybe should be able to constantly put water into the environment around them like a Decanter of Endless Water based on their tier. They should be able to envelop enemies and stronger ones should be able to shoot geysers at range.


1 person marked this as a favorite.
vorArchivist wrote:

"come on, you only need 9 pounds of napalm to disperse the spiders! It's only 2 players worth of starting gold. Its an average level 1 encounter"

EDIT:The best part of them potentially changing how swarms work is that I'll no longer hear bogus excuses of how easy it is to deal with swarms with no magic (the worst of which being "you can scoop up the entire swarm in 1 turn with a net and then set it on fire, dealing 1d6 fire to each insect")

My favorite was always just rolling around on the ground to squish the bugs. I'm a 235lb Half-Orc encased in 50lbs of metal, pretty sure I win the wrestling contest with roaches.

Silver Crusade

2 people marked this as a favorite.

I generally inwardly groan when I encounter a swarm in PF1e. Most characters have few options to fight them.

Shouldn't all the larger animals on Golarion been have devoured by insects by now? :)


2 people marked this as a favorite.

I want there to be a clear distinction between humanoids and monstrous humanoids. In 1E it seems pretty arbitrary, as there are plenty of humanoids with "monstrous" (read: animal or creature-like) traits, while there are monstrous humanoids that look nearly like humans. Given the pretty small differences between the two creature types anyways, they could use a reorganization and better distinguishing the two groups.

Grand Lodge

2 people marked this as a favorite.

Is it too much to ask to get sharks with frickin' lasers on their heads!

The Exchange

2 people marked this as a favorite.
PCScipio wrote:

I generally inwardly groan when I encounter a swarm in PF1e. Most characters have few options to fight them.

Shouldn't all the larger animals on Golarion been have devoured by insects by now? :)

Ugh the tick swarm could devour towns.


1 person marked this as a favorite.
Pathfinder Starfinder Society Subscriber
Aristophanes wrote:
Is it too much to ask to get sharks with frickin' lasers on their heads!

Wouldn't that be more of a Starfinder thing?


Pathfinder Rulebook Subscriber
Fuzzypaws wrote:

It'd be nice if all the elementals were improved and given more flavorful abilities.

For example: the fire elemental. When it has fuel to burn, it should become more powerful, essentially getting a free self buff that doesn't take an action. It should also be able to control fire around itself and raise the local temperature. Stronger ones should have at-will ranged fire blasts.

The air elemental should be able to suck the air out of your lungs, should get stronger when the winds are up, and should automatically increase local wind speed by one step. Still air becomes a breeze, a gale becomes a hurricane. It should also count as an incorporeal creature for most purposes other than walking through walls, but be the most frail elemental. (Fire could be like this too.) Stronger ones should have at-will gust-of-wind or lightning blasts.

Earth elementals should get materially stronger in contact with earth or stone. They should be able to make the entire area difficult terrain for everyone but its allies. It should be able to collapse and reform elsewhere when on an earthen or stone surface (a trait the water elemental should also have on water or snow). Stronger ones should be able to heave chunks out of the ground to create a pit then throw those chunks like a giant.

Water elementals should have ooze defenses. They should get materially stronger in the rain or in contact with a body of water, and maybe should be able to constantly put water into the environment around them like a Decanter of Endless Water based on their tier. They should be able to envelop enemies and stronger ones should be able to shoot geysers at range.

Basically all of this though we have already have gotten the tidbit where earth elementals crumble on a crit as a reaction, so that's something.

I want fewer outsiders and dragons that are brutes and capable fighters when they're supposed to more passive, trickster or caster creatures. It's okay for the beefy red dragon (and most dragons) and pit lord to have brute strength. The imperial dragons and contract devils probably shouldn't have the same brute strength scaled to their CR, and should have a stronger focus on magical powers or nasty tricks.


1 person marked this as a favorite.

I'd like to see some neatening up of the "plants that do something to incapacitate you and then eat you" design space, there are rather a lot of those and a more Golarion-specific approach feels like it could enable getting that a bit more sorted.

other than that, more flavour for dragons, particularly those that weren't in Bestiary 1 last time.


I would like a lowering of Str scores, so the number porn is not so great, hopefully an ability score cap, like 40 for monsters.

Merge Humanoid with Monstrous Humanoid, though we have no idea how monster types will work out.

Dark Archive

4 people marked this as a favorite.
MusicAddict wrote:
I want fewer outsiders and dragons that are brutes and capable fighters when they're supposed to more passive, trickster or caster creatures. It's okay for the beefy red dragon (and most dragons) and pit lord to have brute strength. The imperial dragons and contract devils probably shouldn't have the same brute strength scaled to their CR, and should have a stronger focus on magical powers or nasty tricks.

What about just getting rid of symmetric outsiders/dragons? I know, it's been in D&D since the very beginning. Quasits and Imps, Balors and Pit Fiends, Red Dragons and Gold Dragons. But it has to go.

It's just that there are way too many similarities between the legions of hell and the hordes of the abyss to not break verisimilitude. And the same goes for chromatic and metallic dragons. And elementals.
It gets worse, by making outsiders similar to each other (Compare an imp with a quasit.) You're basically just reprinting monsters while you could give demons and devils a unique feel.

So that's what I want, asymmetrical demons, devils, dragons and elementals.


2 people marked this as a favorite.
Weather Report wrote:
I would like a lowering of Str scores, so the number porn is not so great, hopefully an ability score cap, like 40 for monsters.

Oh, please no.

+5 Str is very roughly a doubling of carrying capacity, so a Str cap of 40 would be only a couple of hundred times stronger than an Str 18 human. Which is not at all adequate for higher-end/epic monsters like kaiju IMO.


the nerve-eater of Zur-en-Aarh wrote:
Weather Report wrote:
I would like a lowering of Str scores, so the number porn is not so great, hopefully an ability score cap, like 40 for monsters.

Oh, please no.

+5 Str is very roughly a doubling of carrying capacity, so a Str cap of 40 would be only a couple of hundred times stronger than an Str 18 human. Which is not at all adequate for higher-end/epic monsters like kaiju IMO.

They can easily change the carrying capacity system, more benefits for size, and what-have-you.

I want to avoid silly attack bonuses like d20+53.


the David wrote:


It's just that there are way too many similarities between the legions of hell and the hordes of the abyss to not break verisimilitude. And the same goes for chromatic and metallic dragons. And elementals.

I vote against this too. Symmetry at the level of elementals and genies is there for eight major creatures only, and even genies aren't exactly symmetrical; pretty much everything post-Bestiary 1 from the elemental planes does not have that issue, and the initial chromatic/metallic symmetry becomes a lot less so primal and imperial and esoteric and outer and planar dragons there too (and is thematically apt depending on which deities are behind that opening set of dragons anyway.) I had kind of been hoping for more sets of planar dragons in further bestiaries, before the PF2.0 announcement, and have not given up on getting them officially; meanwhile, nothing stops me houseruling the additional Lower Planes dragons that were in Dungeon in the late 3.5 era into my own games.

Quote:


It gets worse, by making outsiders similar to each other (Compare an imp with a quasit.) You're basically just reprinting monsters while you could give demons and devils a unique feel.

Am I the only one who runs that as quasits pretending to be imps in order to screw over inexperienced diabolists being a serious problem?

Again, if I squint I can kind of see it with the Bestiary 1 set of devils and demons, and even they do feel more than adequately distinct to me - types of devil by function, and demon by the attached sin are thematically really not the same. Nobody's going to mistake a PF fallen angel for a succubus, that I can see. But the more that got added, the more distinct Hell and the Abyss feel, particularly with things like adding qlippoth to the latter.

Given a cosmology with some degree of symmetry of layout - which we are going to have so long as we have Evil and Good and Law and Chaos as universal axes (which I entirely support) and given wanting outsiders from the major polarities that work across a wide range of levels, I am not seeing how to make them significantly less symmetrical and still have them work. How would you suggest going about that - what would a set of asymmetrical beings here that worked well for you look like ?


Weather Report wrote:
I want to avoid silly attack bonuses like d20+53.

What's silly about that ?


3 people marked this as a favorite.
GeneticDrift wrote:
PCScipio wrote:

I generally inwardly groan when I encounter a swarm in PF1e. Most characters have few options to fight them.

Shouldn't all the larger animals on Golarion been have devoured by insects by now? :)

Ugh the tick swarm could devour towns.

the worst is the leech swarm, they usually take less damage from fire because they're most likely in water and they can eat through a wooden boat if the GM is evil enough. Also looking at it to write this post, they have dex DRAIN poison, deal 1d3 str and con damage and +24 to stealth checks in their natural habitat. Its CR4 somehow.


1 person marked this as a favorite.
the nerve-eater of Zur-en-Aarh wrote:
Weather Report wrote:
I want to avoid silly attack bonuses like d20+53.
What's silly about that ?

Adding such unnecessarily bloated numbers to the d20, it also looks aesthetically stupid.

The 3rd Ed Deities & Demigods book is a joke, because of this.


3 people marked this as a favorite.

From a gameplay perspective, HUGE bonuses become a problem when they bifurcate the party into those who are able to interact and those who aren't.

At first level, an attack bonus of +0 and one of +5 can both have a chance to hit an orc with AC 13.

If when you reach 20th level the cleric's attack bonus is +25 and the fighter's bonus is +43, if there's a monster with AC 44 (like a CR 20 red dragon that cast mage armor), one PC shouldn't even bother to attack, and the other never misses.

Moreover, the math disparity causes certain actions and tactics to become useless. "He's hard to hit. Let's flank him." "Nah, don't bother. I'm already hitting him easily, and the flank still won't make it worth your while to attack." To which the dragon responds, "Hey, the cleric's AC is only 30, right? Okay, I'll just power attack because the penalty is no drawback."

You want the game to be balanced in a way that gameplay decisions are important, not just character build decisions.

Efforts to fix this can go two ways. You can take the 4e D&D approach, where everyone gets a flat bonus as they level, even if there's no narrative reason why. 'Enforced progression.' So if you fight a 20th level goblin, his AC is high not because he's wearing the pelt of a demigod of wargs, but just because.

Or you can go the 5e way, which intentionally keeps the numbers smaller. 'Bounded accuracy.' The designers figure out from the get go how big a span they're willing to accept, and simply don't design options that would go beyond that. Decide that if AC 10 is the minimum, AC 30 is the maximum. Then figure out how you can reach that maximum - maybe +15 from armor, +5 from deflection; or +9 from lighter armor, +6 from Dex, and +5 from deflection.

Then if you allow anything to go outside that bound, limit how long it lasts to only a round or two. Like, you can spend an action to raise your shield and get higher AC. And if you balance the numbers the right way, spending an action to get +2 AC should remain about as useful at 20th level as it was at 1st level: making you 10% less likely to get hit.


RangerWickett wrote:

From a gameplay perspective, HUGE bonuses become a problem when they bifurcate the party into those who are able to interact and those who aren't.

Only if you count "hitting someone with a pointy stick" as the only relevant means of interacting in context.

Quote:


You want the game to be balanced in a way that gameplay decisions are important, not just character build decisions.

And it seems very implausible to me that the optimal gameplay decision for a caster in the situation you describe has anything to do with hitting something as if they were a fighter, rather than casting something that will affect its target by means having nothing to do with attack bonuses.


Gandalf swung at a couple foes in his time.


1 person marked this as a favorite.

If the choice is 1d20+7 vs. DC 20, or 1d20+17 vs. DC 30, I will take 1d20+7 every time, as it boils down to rolling a 13 to succeed. Also, the d20 can become negligible, again, as we see in the 3rd Ed Deities & Demigods and Epic Level Handbook (what a joke).

It's the Spinal Tap/Nigel Tufnel deal:

"Why not have 10 be your highest number?"

"...but, but this goes to 11..."


Weather Report wrote:
Also, the d20 can become negligible, again, as we see in the 3rd Ed Deities & Demigods and Epic Level Handbook (what a joke).

You see a bug, I see a feature.


the nerve-eater of Zur-en-Aarh wrote:
Weather Report wrote:
Also, the d20 can become negligible, again, as we see in the 3rd Ed Deities & Demigods and Epic Level Handbook (what a joke).
You see a bug, I see a feature.

So, why involve dice at all?


Weather Report wrote:
the nerve-eater of Zur-en-Aarh wrote:
Weather Report wrote:
Also, the d20 can become negligible, again, as we see in the 3rd Ed Deities & Demigods and Epic Level Handbook (what a joke).
You see a bug, I see a feature.
So, why involve dice at all?

As a stage which players who put in the time and effort to advance to Epic/demigods effectively grow out of for anything so mundane as just hitting something.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

From a lore perspective, each and every stereotypically evil, traditional PC adversary Orc and Goblinoid could use some love. Outside of the pyrotic, hangry, vandalistic Goblins, the Pathfinder Goblinoids have been largely stamped out with AD&D 1st edition hand me down cookie cutters.

I want Goblinoid lore to be more PC Ancestry friendly in Pathfinder 2. Sure, PCs need NPC antagonists and the Goblinoids excel at this, but a world where Humanoid == stereotypically good and Goblinoid == stereotypically evil, doesn't excite me. Gimme shades of grey and even colorful and non-dysfunctional societies please.

Ideally, all the Goblinoids would have playable ancestries in campaigns that aren't one shots ala "We be Goblins!" or exclusively fodder for passive aggressive players attempting to troll and grief their game tables. At the very least, I'd like to be able to kit out a party of Orcish and Goblinoid PCs that had believably greater aspirations than "burn it down".

Retain the existing lore for some of Golarian's Orcs and Goblinoids, of course, but give us some new Orc and Goblinoid societies. Golarian is a huge place with many unexplored areas. Pathfinder 2 could flesh out an entire continent of new lore Orcs and Goblinoids!

And from a pie in the sky wish list, I'd like a no ECL adjustment, current Ancestry power level equivalent PC playable Undead ancestry. Gimme a World of Warcraft Forsaken or Kobold Press Darakhul Ghoul inspired Undead Ancestry pretty please. Call them Revenants, style them Zombies with intact and functional Brainz and park them in Nex, Geb and/or Golarian's polar regions (perhaps styled as Song of Ice and Fire White Walker knockoffs).


3 people marked this as a favorite.

Swarms. They should be easy to hit, low AC, but they have high AC and a high reflex save (which also makes them take less damage from bombs). It’s backwards, they should be easy to hit, take reduced damage from weapons (25%), and have lots of HP.

Lycanthropes. Personally, I think baseline werewolves should be terrifying, but using the rules a level 1 villager turned into a werewolf is kind of a joke. Maybe they need a werewolf spawn similar to vampire spawn (CR 4) if the transformed individual is too weak.

Skeletons being more durable. Skeletons should almost be unbeatable using arrows and guns, but the current DR is more of a speed bump.

Animals being slightly tougher.

High level creatures being tougher, but perhaps scaling damage output would help a lot. 400 hp creatures don’t last long when everyone is putting out 100+ DPS.

Having the majority of creatures ranked the correct CR.

Having the Knowledge skill rules streamlined so that we know what we can tell the players instead of there being wild table variation. Just give the creation a Knowledge DC (that varies depending XYZ).


the nerve-eater of Zur-en-Aarh wrote:
Weather Report wrote:
the nerve-eater of Zur-en-Aarh wrote:
Weather Report wrote:
Also, the d20 can become negligible, again, as we see in the 3rd Ed Deities & Demigods and Epic Level Handbook (what a joke).
You see a bug, I see a feature.
So, why involve dice at all?
As a stage which players who put in the time and effort to advance to Epic/demigods effectively grow out of for anything so mundane as just hitting something.

Right on, so some sort of Amber diceless system for a god campaign?


Weather Report wrote:
the nerve-eater of Zur-en-Aarh wrote:
Weather Report wrote:
the nerve-eater of Zur-en-Aarh wrote:
Weather Report wrote:
Also, the d20 can become negligible, again, as we see in the 3rd Ed Deities & Demigods and Epic Level Handbook (what a joke).
You see a bug, I see a feature.
So, why involve dice at all?
As a stage which players who put in the time and effort to advance to Epic/demigods effectively grow out of for anything so mundane as just hitting something.
Right on, so some sort of Amber diceless system for a god campaign?

Maybe; I am kind of attached to the 3.x Immortals Handbook from Eternity Publishing, which is not a completely playable game but has a lot of useful stuff in; I do like the thought of the game scaling to things like the neutronium golem eventually.


the nerve-eater of Zur-en-Aarh wrote:
Weather Report wrote:
the nerve-eater of Zur-en-Aarh wrote:
Weather Report wrote:
the nerve-eater of Zur-en-Aarh wrote:
Weather Report wrote:
Also, the d20 can become negligible, again, as we see in the 3rd Ed Deities & Demigods and Epic Level Handbook (what a joke).
You see a bug, I see a feature.
So, why involve dice at all?
As a stage which players who put in the time and effort to advance to Epic/demigods effectively grow out of for anything so mundane as just hitting something.
Right on, so some sort of Amber diceless system for a god campaign?
Maybe; I am kind of attached to the 3.x Immortals Handbook from Eternity Publishing, which is not a completely playable game but has a lot of useful stuff in;

Sounds interesting, I have never heard of it, I'll check it out, thanks.


the nerve-eater of Zur-en-Aarh wrote:
the David wrote:


It's just that there are way too many similarities between the legions of hell and the hordes of the abyss to not break verisimilitude. And the same goes for chromatic and metallic dragons. And elementals.

I vote against this too. Symmetry at the level of elementals and genies is there for eight major creatures only, and even genies aren't exactly symmetrical; pretty much everything post-Bestiary 1 from the elemental planes does not have that issue, and the initial chromatic/metallic symmetry becomes a lot less so primal and imperial and esoteric and outer and planar dragons there too (and is thematically apt depending on which deities are behind that opening set of dragons anyway.) I had kind of been hoping for more sets of planar dragons in further bestiaries, before the PF2.0 announcement, and have not given up on getting them officially; meanwhile, nothing stops me houseruling the additional Lower Planes dragons that were in Dungeon in the late 3.5 era into my own games.

Quote:


It gets worse, by making outsiders similar to each other (Compare an imp with a quasit.) You're basically just reprinting monsters while you could give demons and devils a unique feel.

Am I the only one who runs that as quasits pretending to be imps in order to screw over inexperienced diabolists being a serious problem?

Again, if I squint I can kind of see it with the Bestiary 1 set of devils and demons, and even they do feel more than adequately distinct to me - types of devil by function, and demon by the attached sin are thematically really not the same. Nobody's going to mistake a PF fallen angel for a succubus, that I can see. But the more that got added, the more distinct Hell and the Abyss feel, particularly with things like adding qlippoth to the latter.

Given a cosmology with some degree of symmetry of layout - which we are going to have so long as we have Evil and Good and Law and Chaos as universal axes (which I entirely support) and given wanting outsiders...

I suspect that they will go follow 4e and give different dragons different roles and the parallel fiends (of which there are really just four sets: manes/lemurs, quasit/imp, succubus/eirynes, and pit fiend/balor) getting different roles.


On the top of my head? Troops
- Small, Medium or Large variants of swarms
- Ideal of armies and squadrons
- A LOT less die rolling :P

Frankly though, I just wish that every single Bestiary gets converted. I'm sorry, but I'm expecting only 15% of new monsters to be added in P2E, with the rest being converted... unless that they release your typical Bestiary 1 and have a complete convertion guide for every single monster from all 6 books, so they can start fresh.


JiCi wrote:
- A LOT less die rolling :P

I believe they will be cutting back on monster attacks, no more full attacks consisting of 6+ separate attack rolls.


Weather Report wrote:
JiCi wrote:
- A LOT less die rolling :P
I believe they will be cutting back on monster attacks, no more full attacks consisting of 6+ separate attack rolls.

That might be true, but I was referring to having 10 times less dice to roll if your 10-goblin squad is actually a troop :P

Dark Archive

1 person marked this as a favorite.

Tarrasque.Buff him.Buff him to infinity.


JiCi wrote:
Weather Report wrote:
JiCi wrote:
- A LOT less die rolling :P
I believe they will be cutting back on monster attacks, no more full attacks consisting of 6+ separate attack rolls.
That might be true, but I was referring to having 10 times less dice to roll if your 10-goblin squad is actually a troop :P

Ah, yes, a grouping/swarm type deal?

What is the venery for goblins?


Weather Report wrote:
JiCi wrote:
Weather Report wrote:
JiCi wrote:
- A LOT less die rolling :P
I believe they will be cutting back on monster attacks, no more full attacks consisting of 6+ separate attack rolls.
That might be true, but I was referring to having 10 times less dice to roll if your 10-goblin squad is actually a troop :P

Ah, yes, a grouping/swarm type deal?

What is the venery for goblins?

Goblin troops are presented in B6 ;)


Weather Report wrote:
The 3rd Ed Deities & Demigods book is a joke, because of this.

The problem here isn't the bonus - the problem here is providing stat blocks for gods...


dysartes wrote:
Weather Report wrote:
The 3rd Ed Deities & Demigods book is a joke, because of this.
The problem here isn't the bonus - the problem here is providing stat blocks for gods...

Yes, I agree for Greater gods, but Lesser gods and Demigods seem in the realm of some ultimate final battle (like the arch devils and demon lords in 1st Ed were considered lesser gods), but might be more campaign specific, so in general, probably best not to stat gods at all.


How appropriate we're talking about demigods, because they're what I'd like to restat.

I've talked at length about empyreal lords, who don't need a nerf bat to the brain in order to be "asymmetrical," but I've found a lot of the others need at least just a bit of reworking to be just right. In addition to having awe-inspiring attributes, because they're demigods, they should all have miracle as an at-will spell-like ability.

No, seriously.

This makes sense lore-wise since otherwise how else would they be able to grant miracles to their worshipers. It wouldn't even muck up CR since that's supposed to be based on pure combat stats, a more versatile toolkit (strangely) not factoring into it.

Any other suggestions?


dysartes wrote:

The problem here isn't the bonus - the problem here is providing stat blocks for gods...

We have these since forever, and many people need them for their big ultra cosmic ultimate battles.

No one is forced to use them :)


1 person marked this as a favorite.
AlgaeNymph wrote:

How appropriate we're talking about demigods, because they're what I'd like to restat.

I've talked at length about empyreal lords, who don't need a nerf bat to the brain in order to be "asymmetrical," but I've found a lot of the others need at least just a bit of reworking to be just right. In addition to having awe-inspiring attributes, because they're demigods, they should all have miracle as an at-will spell-like ability.

No, seriously.

This makes sense lore-wise since otherwise how else would they be able to grant miracles to their worshipers. It wouldn't even muck up CR since that's supposed to be based on pure combat stats, a more versatile toolkit (strangely) not factoring into it.

Any other suggestions?

Being able to cast all the spells they're able to grant every tom, dick, and harry who worships them is a decent start. It always amused me that Knifehands, supreme cleric of Shax, can cast miracle to have his patron do goofy stuff as per miracle, but Shax himself can't do this or cast any myriad of random spells on the cleric list because...I dunno.

Just give them something like 100 cumulative levels of cleric spells they can cast per day (barring alignment subtype interactions) if you want to solve that bugbear without taking up a ton of space.

Silver Crusade

Pathfinder Adventure Path Subscriber
AlgaeNymph wrote:
how else would they be able to grant miracles to their worshipers.

How? Well, that's easy, plane shift and then teleport to some "gods hang around at taverns" planar metropolis, buy a scroll of miracle, teleport back to the worshipper, charge him or her 10% extra over the usual fee and the cost of powdered diamond, done.

If the metropolis doesn't have the scroll, teleport until you find one, charge the worshipper extra for the hassle. Those entitled mortals ...

Seriously, that's how a level 17 Cleric does it, you don't need to be a demigod for that.


Igwilly wrote:
dysartes wrote:

The problem here isn't the bonus - the problem here is providing stat blocks for gods...

We have these since forever, and many people need them for their big ultra cosmic ultimate battles.

No one is forced to use them :)

Elric killed a lesser god or two, of course he had an artefact to help him, but still, it's a common enough theme: heroes challenging gods.

1 to 50 of 61 << first < prev | 1 | 2 | next > last >>
Community / Forums / Archive / Pathfinder / Playtests & Prerelease Discussions / Pathfinder Playtest / Pathfinder Playtest Prerelease Discussion / What monsters are you hoping to be redone in 2e All Messageboards