Deadmanwalking's Convert A Character Workshop


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Liberty's Edge

Captain Morgan wrote:
Good point. Still, I feel like if I'm gonna lean into the rogue thing I should really lean into the rogue thing, more so than the SC boss really does. Things like Deny Advantage, Debilitations, and Side Step. But then it starts approaching full PC, and meanwhile the Scarlet Triad Enforcer actually covers a lot of that thematic ground already with Dual Assault and Stunning Retort.

Adding Deny Advantage and Side Step (the latter probably instead of Attack of Opportunity) to the version I suggest would be easy enough. Debilitations are trickier, but you could add Bloody Debilitation as the only one he has available instead of my suggested flat ongoing bleed damage. That plus the base debilitations would do it, probably.


Scabvistin got scared to death. Oh well. He dropped the monk before hand though so he felt suitably fierce.

Part of why I'm tempted to make Kraelos as a PC is because he has a lot of similarities to the champion and challenging him to a dual seems fun. So adding a little symmetry seems nice. I'm not sure if I should boost his level to 17 or not. (5 PC group.) And his gear becomes even more important, but he's someone who should have some sweet gear anyway.

Dragon plate and a high grade adamantine longsword (runes tbd) are a given. Beyond that I'm considering a ring of major energy resistance, a dragon eye's charm, and some sort of intimidation item are maybes. And I'm considering if he should drop a belt of giant strength... He's the best opportunity to drop one I have seen. The champion might be happy keeping Arlantia's belt 9f regeneration though.

One other nice thing about a PC build is it gives me a mount statblock to use which shouldn't distort the CR.

Liberty's Edge

If you want to make him with the PC Rules you definitely should. It being more work and dropping more treasure are the only reasons not to do so, and neither is a good reason to avoid it on any specific enemy.

I'd definitely make sure he had an Intimidate item, since he does in PF1, and probably give him some Intimidate-related Feats to boot. I'd also make sure to give him an on-level Sturdy Shield and Shield Block, since that seems relevant.

What Class are you thinking? I mean, he's a Cavalier in the original which could translate to Fighter or Ranger, or maybe even Champion. I mean, Cavalier Dedication and a maxed Animal Companion is clearly a must, but beyond that I'm unclear.


Deadmanwalking wrote:

If you want to make him with the PC Rules you definitely should. It being more work and dropping more treasure are the only reasons not to do so, and neither is a good reason to avoid it on any specific enemy.

I'd definitely make sure he had an Intimidate item, since he does in PF1, and probably give him some Intimidate-related Feats to boot. I'd also make sure to give him an on-level Sturdy Shield and Shield Block, since that seems relevant.

What Class are you thinking? I mean, he's a Cavalier in the original which could translate to Fighter or Ranger, or maybe even Champion. I mean, Cavalier Dedication and a maxed Animal Companion is clearly a must, but beyond that I'm unclear.

Probably fighter. It is the most straight forward class to run. Though as an embodiment of law tyrant does have some appeal. Fighter also gives some nice shield feats. I'm contemplating whether aggressive block might be too mean against another mounted PC.

Would a Dread Blindfold be overkill? A Dragonscale Amulet does cover both the energy resistance and intimidation angles, but the party already has one and I'm a little reluctant to do repeats.


Did a pass on the Yzobu troop.

Ironfang Yzobu Troop:

creature 18

le
gargantuan
humanoid
goblin
troop

Perception +27; darkvision
Languages common, giant, goblin

Skills Athletics +31, Intimidation +38, Nature +25

Str +10, Dex +5, Con +8, Int +1, Wis +0, Cha +2
Items +1 full plate, +1striking lances, +1 striking composite longbows with 20 arrows, and gory trophies of past victories.

AC 40; Fort +33, Ref +30, Will +27

HP 419; Immunities Troop immunities, single target effects; Weaknesses area of effect 15, splash 5

Stench (aura, olfactory) 30 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 37 Fortitude save or become sickened 1 (plus slowed 1 for as long as it's sickened on a critical failure). While within the aura, affected creatures take a –2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.

Speed 40 feet
Melee
strike DC 40 (2d6 bleed on a fail), Damage 5d6+10 piercing plus bleed
Ranged
volley DC 40 (four 100 foot lines), Damage 8d8 piercing

Mounted Trample AAA
medium or smaller, troop attack, DC 40. Targets take double damage from the troop attack.

Riding Volley AAA
The troop strides twice and can make a volley attack at any point during their movement.

Mounted Terror free action
Frequency Once per round Trigger The troop uses it's troop attack. Effect The troop makes a single Demoralize check and compares it to the will DC of all enemies hit by the troop attack. Enemies do not become immune to the troop's Demoralize, and the frightenedd condition can stack with previous attempts.

Swarm damage has always felt a little slippery, so I just pulled the numbers from the PF1 statblock.

Liberty's Edge

Captain Morgan wrote:
Probably fighter. It is the most straight forward class to run. Though as an embodiment of law tyrant does have some appeal. Fighter also gives some nice shield feats. I'm contemplating whether aggressive block might be too mean against another mounted PC.

Fighter definitely works. I think it's probably better than Tyrant thematically just because of the lack of magical powers.

Captain Morgan wrote:
Would a Dread Blindfold be overkill? A Dragonscale Amulet does cover both the energy resistance and intimidation angles, but the party already has one and I'm a little reluctant to do repeats.

I'd probably handle his Intimidation stuff with mundane Skill Feats, possibly including Scare To Death, though that (like any instant death effect) does run a risk of killing PCs dead. One possibility is to have him challenge one PC to single combat as you suggested, and only break out Scare To Death if they refuse and he winds up outnumbered, which gives them a way to avoid it.

I'd only have him challenge a PC if he's the same level as the PCs, though. Having him do that while higher level is probably gonna feel unfair unless they have some serious boosts most groups don't (I mean, if the group has a Bard and using his Compositions doesn't violate the 'single combat' proviso...)

For an Intimidation item specifically, I'd probably go Dread Blindfold of you don't give him Scare To Death and something else providing only +2 if you do. For the latter you could reflavor the 9th level Banshee Mask to be a 20 foot cone instead of an emanation and a Reflex Save instead of Fortitude and basically give him the item he had in PF1 (providing him a minor breath weapon).

Liberty's Edge

For the swarm, that mostly looks fine, but the damage strikes me as a bit high. Most Swarms do slightly less than the Low damage for their level on their Swarm attack, which is less than 25 for an 18th level enemy, so both of those are a bit over what I'd give.


Quote:
I'd probably handle his Intimidation stuff with mundane Skill Feats, possibly including Scare To Death, though that (like any instant death effect) does run a risk of killing PCs dead. One possibility is to have him challenge one PC to single combat as you suggested, and only break out Scare To Death if they refuse and he winds up outnumbered, which gives them a way to avoid it.

I like this a lot. I was already thinking Scare to Death, but saving it for those not brave enough to fight one on one seems fitting.

Quote:
I'd only have him challenge a PC if he's the same level as the PCs, though. Having him do that while higher level is probably gonna feel unfair unless they have some serious boosts most groups don't (I mean, if the group has a Bard and using his Compositions doesn't violate the 'single combat' proviso...)

Oh yeah, I planned to run him against 17th level PCs. I was considering whether I should leave him at 16 just to make a duel a little easier. Though if he's a lower level I might as well not bother with Scare to Death.

Quote:
For an Intimidation item specifically, I'd probably go Dread Blindfold of you don't give him Scare To Death and something else providing only +2 if you do. For the latter you could reflavor the 9th level Banshee Mask to be a 20 foot cone instead of an emanation and a Reflex Save instead of Fortitude and basically give him the item he had in PF1 (providing him a minor breath weapon).

That's a really good item for reflavoring. The problem is a DC 25 breath weapon is pretty useless at this level. That's why I was going with the Dragonplate. The level 19 version of the mask might be overkill, but it also might be less disruptive than Dread Blindfold. (Boy howdy that item is busted.) Consolidating both of those functions into a single item definitely has an appeal, especially because I'm not sure the Champion would replace his Glorious Plate with Dragonplate.

Quote:
For the swarm, that mostly looks fine, but the damage strikes me as a bit high. Most Swarms do slightly less than the Low damage for their level on their Swarm attack, which is less than 25 for an 18th level enemy, so both of those are a bit over what I'd give.

What would you use? Low 18th damage is 27, which is dead even with 5d6+10. Though with stench and demoralize shaving a die or two off was something I was already considering.


One other I wouldn't mind feedback on, if you don't mind.


ZIGUCH THE SEVENTH FACET:

creature 17

ln
medium
elemental
xiomorn

Vault Keeper
Perception +29; darkvision, tremorsense 120 feet
Languages Terran, telepathy 300 feet

Skills Acrobatics +28, Arcana +35, Athletics +28, Crafting +35, Medicine +28, Nature +30, Occultism +30, Stealth +33, Thievery +30

Str +8, Dex +10, Con +9, Int +10, Wis +6, Cha +9

AC 41; Fort +26, Ref +32, Will +29; +1 status bonus against magic
HP 315 (fast healing 5); Immunities paralyzed, poison, sleep; Resistances physical 10 except adamantine bludgeoning

Speed 35 feet, climb 35 feet
Melee
claws +34 (agile, earth), Damage 3d10+16 slashing plus Crystalize

Spells DC 38, attack +30 ; 8th teleport, dispel magic (×3); 6th flesh to stone (×3), wall of stone, glyph of warding (scrying), stone tell (at will); 5th dimension door (at will), shatter (at will); 4th spike stones x3, stone shape (at will), dimension door (at will);

Crystal Burst AA
A xiomorn can create an explosion of razor-sharp crystals at a range of 120 feet. These crystals f deal 18d6 piercing damage in a 30 foot burst (DC 41 basic Reflex save). It can't use Crystal Burst again for 1d4 rounds.

Crystalize free action
(arcane, transmutation); Trigger The xiomorn damages a creature made of flesh with a claws Strike; Effect The xiomorn embeds transformative crystals in the creature's flesh. The creature must attempt a DC 39 Fortitude save.
Critical Success The target is unaffected.
Success The target is slowed 1 for 1 round as portions of its flesh turn crystalline.
Failure The target is slowed 1 and must attempt a Fortitude save at the end of each of its turns; this ongoing save has the incapacitation trait. On a failed save, the slowed condition value increases by 1 (or by 2 on a critical failure). A successful save reduces the slowed condition value by 1. A creature unable to act due to the slowed condition from Crystallize Flesh is petrified permanently, transforming into a crystalline statue. The effect ends if the creature is petrified or the slowed condition is removed.
Critical Failure As failure, but the target is initially slowed 2.

Item Mastery A xiomorn treats all spell activation items as though it had their spells on its spell list.

Command Stone AA
(arcane, earth, enchantment) The xiomorn casts a 9th level dominate, but only on creatures with the earth trait or constructs made of stone. When used against a construct, this ability overcomes any spell resistance, but these
effects last 1 round per caster level.

Rend

Calculated Claws A
The xiomorn makes a claw strike at two different creatures. MAP doesn't increase until both attacks resolve. It can instead use this as a two action activity for 4 strikes at different creatures.

Swapped its level with the Immortal Ichor since the edition change had half way done it already. Plus, incapacitation. Though I suppose a 17th level Ichor would also be terrifying if it can rake over a PC.

Liberty's Edge

Captain Morgan wrote:
I like this a lot. I was already thinking Scare to Death, but saving it for those not brave enough to fight one on one seems fitting.

Yeah, I think that's a really neat and on-theme way to give the PCs a real advantage for agreeing to the challenge.

Captain Morgan wrote:
Oh yeah, I planned to run him against 17th level PCs. I was considering whether I should leave him at 16 just to make a duel a little easier. Though if he's a lower level I might as well not bother with Scare to Death.

I'd definitely have him be 17th, then.

Captain Morgan wrote:
That's a really good item for reflavoring. The problem is a DC 25 breath weapon is pretty useless at this level. That's why I was going with the Dragonplate. The level 19 version of the mask might be overkill, but it also might be less disruptive than Dread Blindfold. (Boy howdy that item is busted.) Consolidating both of those functions into a single item definitely has an appeal, especially because I'm not sure the Champion would replace his Glorious Plate with Dragonplate.

Wail of the Banshee is a little harder to reflavor, but not impossible, and the level 19 item seems like reasonable (if very impressive) treasure.

Captain Morgan wrote:
What would you use? Low 18th damage is 27, which is dead even with 5d6+10. Though with stench and demoralize shaving a die or two off was something I was already considering.

All the ones I could find are even lower than the Low value, so yeah I'd drop it.

.
.
.
On Ziguch, I'd say the Ability scores are probably too high. Those have gone down between editions, after all. They do fall within the guidelines, but only barely (it has two Extreme scores this way), but they also seem excessive. I'd say something like Str +6, Dex +8, Con +7, Int +9, Wis +5, Cha +7 is probably better (that's still all well within the PF2 Ability Score guidelines for a 17th level foe, after all).

For Skills, Athletics looks low to me, and Stealth looks high. And I'd probably argue that they should have Religion, as well (it covers what Planes did in PF1 and they had that).

I'd also up its three Dispel Magic uses to 9th level to reflect its increased level, and add in a 4th or 5th level at-will version of that for consistency, and Flesh To Stone should definitely be 9th due to Incapacitation and how that works (the spell doesn't have it, but the actual turning people to stone part does), but I think it looks good aside from that.


The Ichor is also really incapacitation heavy. But the duo is also attacking to Incapacitate. maybe I should swap the levels back to what they were initially? I dunno. Oddly enough the Ichor doesn't actually have high enough level spells to take over equal leveled creatures anyway.

Liberty's Edge

Captain Morgan wrote:
The Ichor is also really incapacitation heavy. But the duo is also attacking to Incapacitate. maybe I should swap the levels back to what they were initially? I dunno. Oddly enough the Ichor doesn't actually have high enough level spells to take over equal leveled creatures anyway.

I think Ziguch at 17th is fine, he just needs to have on-level spells to use with the Incapacitation rules. The Immortal Ichor has other things it can do besides Incapacitation spells, specifically it can attack for damage and debuff spellcasters just fine, and has Domain Spells as well.

It's clearly mostly intended to be a 'boss fight' for lower level characters (possibly with minions aiding it), but it's not helpless vs. on level foes by any means.

Liberty's Edge

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So, I've decided to do a few high level Golarion character conversions, basically for my own amusement. First up, here is Kevoth-Kul, The Black Sovereign. Skills adjusted somewhat to reflect how much broader a PF2 skill set can be, and assuming he's gotten over his addiction (which is canonical per the LOWG) and is thus a slightly better ruler. I've also assumed he's gained a level and a fair degree of crafting prowess given his stated actions in PF2. Note that his 'Side Effects' ability is intentionally different from (and more powerful than) Improved Juggernaut. Is seemed appropriate to me in context.

Kevoth-Kul:
Kevoth-Kul (Creature 15)
CN, Medium, Human, Humanoid
Perception +24 (+26 for initiative)
Languages Common, Hallit,
Skills Athletics +30, Crafting +27, Diplomacy +21, Intimidation +30, Lore (Warfare) +21, Nature +21, Society +21, Survival +21,
Str +5, Dex +5, Con +8, Int +1, Wis +0, Cha +4
Side Effects Kevoth Kul has received a number of permanent side effects from his former addiction to strange Numerian fluids, including his higher than usual Constitution score and no longer aging. Due to this, he treats all successes on Fortitude Saves as critical successes and all failures on Fortitude Saves as successes.
Items blade of the black sovereign, bracers of armor +1, +1 striking returning throwing axe (stats as a mambele),

AC 37; Fort +30, Ref +26, Will +26,
HP 320
Attack of Opportunity (R)

Speed 25 feet
Melee (A) +2 blade of the black sovereign +28 [+23/+18] (versatile P), Damage 3d12+11 slashing +1d6 electricity
Ranged (A) +1 striking returning throwing axe +27 [+22/+17] (range increment 20 feet, deadly d8, disarm), Damage 2d6+11 slashing
Awesome Blow (Concentrate, Rage) (A) After a successful strike, Kevoth-Kul may use this action to automatically push an opponent as if he had succeeded at the Shove maneuver (including moving after them if he wishes), if he does he may make an Athletics check against his foe's Fortitude DC, if he succeeds they are also effected by a successful trip, and if he critically succeeds they are effected by a critical success on shove and a success on trip.
Demoralize (Rage, Concentrate, Emotion, Mental, either Auditory or Visual) (A) As the normal Intimidation action, but Kevoth-Kul may perform it while raging and is considered to have the Intimidating Glare Skill Feat.
Rage (Concentrate, Emotion, Mental) (A) Kevoth Kul can Rage as an action as a Barbarian, gaining +12 damage on attacks, 25 Temporary HP, +10 Speed, and Physical Resistance 8 (except non-weapon damage), but takes a -1 penalty to AC.
Scare To Death (Death, Fear, Emotion, Incapacitation) (A) As the Skill Feat of the same name.
Sunder (A) Kevoth-Kul makes a Strike against an object within his reach (if the object is held or worn by a creature this action gains the manipulate trait).

He's intentionally quite scary. I'm probably gonna do Ardax White-Hair next (I have some fun ideas for him). No promises when, though.

Scarab Sages

I posted on this thread a few months ago (link)
I think it must have gotten lost somewhere along the way.

Liberty's Edge

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Right! Looking it over, we waited for the APG and Swashbuckler, and by then I had apparently just forgotten. Totally my bad on that.

In any case, I'll figure out and post a build shortly. Looking at it, I know it's gonna involve primarily Gymnast Swashbuckler, details will follow however.

Do you care about being Int focused (secondary to Dex, obviously)? It's certainly workable but an argument can be made that Wis is better.

Scarab Sages

Deadmanwalking wrote:

Right! Looking it over, we waited for the APG and Swashbuckler, and by then I had apparently just forgotten. Totally my bad on that.

In any case, I'll figure out and post a build shortly. Looking at it, I know it's gonna involve primarily Gymnast Swashbuckler, details will follow however.

Do you care about being Int focused (secondary to Dex, obviously)? It's certainly workable but an argument can be made that Wis is better.

The character is a scholar-spelunker as befits a Pathfinder Society Venture Captain. What's important is having high bonuses for the knowledge skills (Arcana, Nature, Occultism, Religion, and Society).

That said, WIS is important for two of the five important skills as well as Perception and Will. While increasing INT would boost the other three by 1, gaining extra Trained skills isn't useful, IMO.

To conclude, I can see why WIS may be higher than INT for most levels and I think an INT score higher than 18 is not worth the opportunity cost.

Liberty's Edge

Okay, here's that:

Bellmont:
Human (Skilled) Field Medic Swashbuckler (Gymnast)
Str 10, Dex 18, Con 12, Int 14, Wis 14, Cha 10
Skills: Acrobatics, Arcana, Athletics, Lore (Warfare), Occultism, Religion, Medicine, Nature, Society, Stealth, Survival, Thievery,

1st: Battle Medicine, Natural Skill, Dueling Parry,
2nd: Trick Magic Item (Arcana), Rogue Multiclass (Trained Crafting and Deception),
3rd: Expert Athletics, Titan Wrestler, Prescient Planner,
4th: Keighton's Cognitive Crossover (Arcana, Society), Sneak Attacker
5th: +Dex, Con, Int, Wis, (Trained Diplomacy), Expert Medicine, Expert Acrobatics, General Training (Fleet),
6th: Continual Recovery, Attack of Opportunity,
7th: Master Athletics, Catfall, Prescient Consumable,
8th: Ward Medic, Skill Mastery (Master Acrobatics, Expert Arcana, Kip Up),
9th: Master Medicine, Haughty Obstinacy,
10th: +Str, Dex, Int, Wis, (Trained Intimidation), Assurance (Medicine), Derring Do,
11th: Master Arcana, Incredible Scout,
12th: Quick Jump, Dueling Dance,
13th: Expert Stealth, Advanced General Training (Incredible Initiative),
14th: Quiet Allies, Perfect Finisher,
15th: +Str, Dex, Con, Wis, Legendary Athletics, Steady Balance, Toughness,
16th: Cloud Jump, Felicitous Riposte,
17th: Legendary Arcana, Advanced General Training (Canny Acumen - Fortitude Saves)
18th: Unified Theory, Parry and Riposte,
19th: Legendary Acrobatics, True Perception,
20th: +Str, Dex, Con, Wis, Aerobatics Mastery, Inexhaustible Countermoves

Items: Maxed out whip (or, ideally, scorpion whip), maxed out leather armor, Daredevil Boots, maxed Skill item for Arcana and Skill Items one tier below that for all other knowledge skills you can arrange. Various Arcane scrolls and wands.

The big trick here is that, when using a whip you can use Dex rather than Str on Athletics checks to Trip. Which is sincerely good for a Gymnast. Past 10th with gradually raising Str and rolling twice via Derring Do, you can occasionally dabble in other maneuvers as well. Plus Battle Medicine being really good, of course.

Remember, Skilled ups a Skill to Expert at 5th, and Swashbuckler gives Skill Feats at 3rd, 7th, and 15th.

For the record, if I was building this character, I'd grab Precise Finisher at 6th rather than AoO (I think it's better for Gymnasts in general), but AoOs seemed relevant to the concept.


How do you feel about Uri Zandivar as a starting point for Azaersi? He is the right level and has a good balance of counters and mobility.

Liberty's Edge

Captain Morgan wrote:
How do you feel about Uri Zandivar as a starting point for Azaersi? He is the right level and has a good balance of counters and mobility.

As a starting point? Yeah, that works. I'd definitely work to make her work more by the Swashbuckler mechanics, but he's a fine place to start from.

Liberty's Edge

Deadmanwalking wrote:
Captain Morgan wrote:
How do you feel about Uri Zandivar as a starting point for Azaersi? He is the right level and has a good balance of counters and mobility.
As a starting point? Yeah, that works. I'd definitely work to make her work more by the Swashbuckler mechanics, but he's a fine place to start from.

To expand on this, I'd give her stats something like Str +0, Dex +6, Con +6, Int +3, Wis +3, Cha +5, and anklets of alacrity, worse skills than Uri in several ways (though her Acrobatics and Intimidation should probably be +40, and her Warfare Lore should be around +37 at a minimum, then in the +33 realm for Deception, Diplomacy, Society, and maybe Goblin Lore, then maybe Stealth or another appropriate Skill or three at +27).

I'd definitely give her Panache (with the Braggart Style and the special 'intimidate people twice' thing), full Swashbuckler Speed, and the 6d6 damage one would expect with that, base damage of 4d6+12 or so, drop both Punish Imperfection and the shield and all Uri's custom actions, but add Dueling Dance, Opportune Riposte, and Parry and Riposte, which is a sweet combo (and maybe worth dropping her HP a bit), and replace Reactionary with the Swashbuckler's Inexhaustible Countermoves. She wouldn't have Perfect Will but probably should have Evasion. She should probably have Bleeding Finisher as her Finisher, and definitely have Flamboyant Cruelty for theme, as that's explicitly based on her teachings, though it won't matter hugely.

I wouldn't give her Skill Feats or anything PC-like beyond enough to make her work like a Swashbuckler for combat, though. Though in lieu of Scare To Death I might have her inflict Frightened 2 on a successful Intimidation check and Frightened 1 even on a failure. She doesn't need the full effect, but extra Frightened is something she should probably be able to manage.


Cool! Also, I made a big monster. Used a guthallath as a starting point but I diverged pretty heavily. Gave it only moderate AC but above high hit points. (Is it OK to keep posting my own stuff here? I can go make a thread in the homebrew or conversion forum if you prefer.)

Zarxorin:

Zarxorin
creature 19

rare
n
gargantuan
elemental
earth

Perception +35; darkvision
Languages Terran

Skills Athletics +40, Intimidation +33, Stealth +40 (When using hill retreat)

Str +11, Dex +4, Con +10, Int +4, Wis +4, Cha +3

AC 42 (46 during hill retreat); Fort +35, Ref +29, Will +32; +1 status against magic
HP 470

Menhir Focus Pool Menhir Focus Pool (Su) The standing stones on a zarxorin’s back gather latent power from the earth into a menhir focus pool that the zarxorin can use to create a variety of powerful effects. The pool contains a maximum number of points equal to the zarxorin’s level plus 10, although a zarxorin is typically encountered with only 1d10+10 points in its menhir focus pool due to the slow rate at which they are recovered. A zarxorin can spend these points as noted below, but cannot spend more than 2 points from its menhir focus pool each round. A zarxorin can recover points in its menhir focus pool only through use of its hill retreat ability.
Hill Retreat
The zarxorin withdraws its body into the hump on its back to protect itself from danger and increase its connection to deep power within the earth. The zarxorin gains a +4 circumstance bonus to AC and against effects that would move it. While in its hill retreat, a zarxorin cannot take any action except to end the retreat or to use its joggle ability. The zarxorin recovers 1 point in its menhir focus pool for each year it spends using this ability. The zarxorin can end this as an action.

Speed 25
Melee
jaws +38 (deadly 3d12, reach), Damage 4d12+18 piercing plus Improved Grab and fast swallow
Melee
strike +38 (deadly 3d12, reach), Damage 4d12+18 bludgeoning plus Improved Grab or Improved Push 20 feet
Melee
foot +38 (deadly 3d12, reach), Damage 4d8+18

Deadly Throw
Requirements The guthallath has a creature grabbed. Effect The guthallath throws the creature into the air, 100 feet high and 50 feet away. If the flung creature lands on another creature, the creature it lands on takes the same amount of bludgeoning damage. The creature being landed on can attempt a DC 41 basic Reflex save.

Menhir Disruptor Fist
Trigger The Menhir succcessfully Strikes a creature with its fist and expends a point from its Menhir pool. Effect The target must succeed at a DC 41 Fortitude save or be stunned for 1 round (1d4 rounds on a critical failure).
Menhir Petrification
Requirement The zarxorin has a creature swallowed and expends a point from its menhir pool. Effect The creature is subject to a 10th level flesh to stone spell; the DC is 41.

Menhir Storm
A zarxorin can spend 2 points from its menhir focus pool to unleash a blast of power that deals electricity damage to all creatures in a 300-foot emmantation, who must attempt a DC 41 reflex save.
Critical Success The creature takes 4d8 electricity damage.
Success The creature takes 8d8 electricity damage and is slowed 1 for 1 round.
Failure The creature takes 16d8 eletricity damage and is slowed 1 for 1 minute.
Critical Failure The creature takes 16d8 electricity damage, is slowed 2 for 1 minute, and is doomed 1.

Fast Swallow
Trigger The zarxorin Grabs a creature with their jaws; Effect The zarxorin uses Swallow Whole,
Swallow Whole
(attack) Huge, 4d8+17 Rupture 40

Trample
Huge or smaller, foot, DC 45. Special: Creatures on top of the Zarxorin also take damage. They treat their degree of success as one better, but if they take any damage they are are knocked off the zarxorin and are knocked prone.

Scarab Sages

Deadmanwalking wrote:

Okay, here's that:

** spoiler omitted **

...For the record, if I was building this character, I'd grab Precise Finisher at 6th rather than AoO (I think it's better for Gymnasts in general), but AoOs see!med relevant to the concept

Reading this was really interesting, thank you!

If I were building a whip swashbuckler for 2E I'd also do a few things differently from 1E as well, but you captured Bellmont nicely. Though I'd probably cut out the Medicine and Quiet Allies stuff and give him more feats to ID spells and magic items.

Liberty's Edge

Captain Morgan wrote:
Cool! Also, I made a big monster. Used a guthallath as a starting point but I diverged pretty heavily. Gave it only moderate AC but above high hit points. (Is it OK to keep posting my own stuff here? I can go make a thread in the homebrew or conversion forum if you prefer.)

I'm gonna assume anything posted here is looking for an analysis/critique from me, given the thread premise. If you're cool with that feel free to keep posting.

In terms of this creature, I don't think Deadly Throw is quite right, you left off a 'Joggle' ability, but left reference to it (I'd definitely add it), should give it something to represent Awesome Blow (which it had in PF1), and should specify how many actions its Menhir abilities take (the first should be free and the last one action...the second could go either way). I might also up the AC back to 43, or up the HP more. 30 HP is not much of a difference at that level.

Also, the damage to get out of Swallow Whole should likely be high even for its level, which it isn't. That makes cutting your way free really hard, but I think that's the intent.

NECR0G1ANT wrote:

Reading this was really interesting, thank you!

If I were building a whip swashbuckler for 2E I'd also do a few things differently from 1E as well, but you captured Bellmont nicely. Though I'd probably cut out the Medicine and Quiet Allies stuff and give him more feats to ID spells and magic items.

I was trying to maximize out-of-combat utility (since you said that was a goal) and you can identify items pretty well with zero Feat investment in doing so. Honestly, if that's all you want it's pretty much just one Feat (Quick Identification)...and maybe Arcane Senses I guess, so I wouldn't necessarily give up on the Medicine stuff just because you want this.

But I'm glad you liked it. :)


Deadmanwalking wrote:


To expand on this, I'd give her stats something like Str +0, Dex +6, Con +6, Int +3, Wis +3, Cha +5, and anklets of alacrity, worse skills than Uri in several ways (though her Acrobatics and Intimidation should probably be +40, and her Warfare Lore should be around +37 at a minimum, then in the +33 realm for Deception, Diplomacy, Society, and maybe Goblin Lore, then maybe Stealth or another appropriate Skill or three at +27).

What about athletics? Her strength score is crap but she's gotta be able to jump and such.

Also, what weapon would you give her since the falcatta doesn't exist? I was contemplating something like a rapier reflavored with slashing damage. I'm also half tempted to put Vorpal on it... Does the speed rune add much for her? I haven't run a Swashbuckler yet so my understanding of their turn flow is only theoretical.

Quote:
I'd definitely give her Panache (with the Braggart Style and the special 'intimidate people twice' thing), full Swashbuckler Speed, and the 6d6 damage one would expect with that,

How about Keen Flair and Eternal Confidence? Those seem pretty good.

quote]but add Dueling Dance, Opportune Riposte, and Parry and Riposte, which is a sweet combo (and maybe worth dropping her HP a bit), and replace Reactionary with the Swashbuckler's Inexhaustible Countermoves. She wouldn't have Perfect Will but probably should have Evasion.

I actually couldn't tell if she was supposed to dual wield and statblock. Upon closer inspection, a one handed approach does seem better.

Quote:
She should probably have Bleeding Finisher as her Finisher.

I'm actually surprised you didn't go with Perfect Finisher or Lethal Finisher, which seem closest to her preferred PF1 deeds.

Quote:
In terms of this creature, I don't think Deadly Throw is quite right,

Yeah that could go.

Quote:
you left off a 'Joggle' ability, but left reference to it (I'd definitely add it),

Yeah, I tried to consolidate Joggle into Trample, because those have a certain amount of thematic overlap and Joggle eats up a lot of text space for an effect that is pretty close. But they could be split again.

Quote:
should give it something to represent Awesome Blow (which it had in PF1),

That's what Improved Push on the fists is for.

Quote:
should specify how many actions its Menhir abilities take (the first should be free and the last one action...the second could go either way

Yeah, those action icons don't transfer when I copy/paste. I had the disruption as a free action, the petrifaction as one action, and the storm as two actions.

Quote:
I might also up the AC back to 43, or up the HP more. 30 HP is not much of a difference at that level.

You may be right. I get irrationally annoyed by high AC being overused though.

Quote:
Also, the damage to get out of Swallow Whole should likely be high even for its level, which it isn't. That makes cutting your way free really hard, but I think that's the intent.

What would you use there? That is a harder thing to find benchmarks for among existing creatures.


Oh, and speaking of weapons that don't exist yet... There aren't a huge number of sniper examples in the published material, and fewer that use crossbows. But here's my first pass at a Repeating Heavy Crossbow Ace Minotaur.

Grimhorn:

Grimhorn
creature 16

le
large
humanoid

Perception +33; darkvision
Skills Acrobatics +28, Athletics +32, Stealth +23, Survival +28, Warfare Lore +30
Str +4, Dex +8, Con +6, Int +2, Wis +2, Cha -1
AC 38; Fort +28, Ref +30, Will +25
HP 334
Vigilant Fire Grimhorn does not provoke reaction when drawing, loading, or firing a crossbow.
Return Fire
Trigger Grimhorn is the target of a physical ranged attack; Effect They gain a +4 circumstance bonus to AC against the triggering attack. If the attack misses and the boss has their shortbow in hand, the boss Strikes the attacker with their shortbow.
Speed 25 feet
Melee
gore +32, Damage 3d12+18 piercing
Ranged
repeating crossbow +34 (magical, 240 foot range increment, reload 2, clip 5), Damage 3d10+15

Spray and Pray (three actions)
The sniper fires one arrow at each creature they choose within a 15-foot burst. The center of the burst must be within 240 feet of the sniper. The sniper makes each attack roll separately. All attacks count toward the sniper’s multiple attack penalty, but the penalty increases only after all the attacks are made. The Sniper can fully reload before or after these strikes. The Sniper can't fire more shots than they have left in their clip.
Running Reload
Critical Specialization

Parting Shot 2 actions
Requirements You are wielding a loaded ranged weapon or a ranged weapon with reload 0. Effect You jump back and fire a quick shot that catches your opponent off guard. You Step and then make a ranged Strike with the required weapon. Your target is flat-footed against the attack.

Powerful Charge
The minotaur Strides twice, then makes a horn Strike. If it moved at least 20 feet from its starting position, the Strike’s damage is increased to 3d12+29.

Also debating what loot he should drop. His crossbow will be too big and advanced to see any use, but he'd be an opportunity to drop another set of Anklets of Alacrity, which should cover all my players for Apex items.

Liberty's Edge

Captain Morgan wrote:
What about athletics? Her strength score is crap but she's gotta be able to jump and such.

Yeah, I'd probably give it to her at some rating between +21 and +27. Real low for her level, but enough to work.

Captain Morgan wrote:
Also, what weapon would you give her since the falcatta doesn't exist? I was contemplating something like a rapier reflavored with slashing damage. I'm also half tempted to put Vorpal on it... Does the speed rune add much for her? I haven't run a Swashbuckler yet so my understanding of their turn flow is only theoretical.

For weapon, a rapier that deals slashing instead of piercing is probably the easiest match statistically, so I probably would do that.

And speed does some stuff for her, yeah. In particular it lets her hit and run a lot better (and her speed should be high enough to make that a real good tactic), since she can Demoralize, then move in (Tumbling Through if necessary to gain Panache if the Intimidate failed...which is unlikely), then attack, then move out again. That's a good routine to have, and I think Speed works very well for her for that reason. She won't use it every turn, since them taking secondary or tertiary attacks plays into her hands to some degree (what with any failure letting her riposte), but it's good to have available. It also lets her get Dueling Dance going on turn 1 and still move, Demoralize, and attack.

Captain Morgan wrote:
How about Keen Flair and Eternal Confidence? Those seem pretty good.

Yeah, probably, though the latter is an uptick in damage, especially if you give her the Precise Finisher effect (which would make sense thematically). Keen Flair is mostly flavor, though, as she'll almost never be making more than one attack and will almost certainly crit on a 19 on her first one anyway.

Captain Morgan wrote:
I actually couldn't tell if she was supposed to dual wield and statblock. Upon closer inspection, a one handed approach does seem better.

I also think that the combo giving her a riposte every enemy turn if they fail to hit her on any attack gives a better feel for how terrifying a Swashbuckler can really be.

Captain Morgan wrote:
I'm actually surprised you didn't go with Perfect Finisher or Lethal Finisher, which seem closest to her preferred PF1 deeds.

Perfect Finisher is a huge DPR and particularly crit enhancer. Like, legitimately enormous. I was a bit concerned about it being too powerful combined with more or less the basics in terms of NPC damage numbers.

Lethal Finisher replacing Bleeding Finisher winds up with her having multiple 18th level Swashbuckler Feats, which isn't disallowed but struck me as feeling off, and doesn't actually increase her damage too much over Bleeding Finisher, but switching to it works fine.

Captain Morgan wrote:
Yeah that could go.

It seemed off to me, is all.

Captain Morgan wrote:
Yeah, I tried to consolidate Joggle into Trample, because those have a certain amount of thematic overlap and Joggle eats up a lot of text space for an effect that is pretty close. But they could be split again.

Well, you could have just Joggle with a note that it basically works for Trample as well.

Captain Morgan wrote:
That's what Improved Push on the fists is for.

You're right. That works fine, I just completely missed it (I looked at damage and then just spaced, I guess).

Captain Morgan wrote:
Yeah, those action icons don't transfer when I copy/paste. I had the disruption as a free action, the petrifaction as one action, and the storm as two actions.

Two actions seems excessive given it was a Move Action in PF1. Petrification as an action makes sense, though.

Captain Morgan wrote:
You may be right. I get irrationally annoyed by high AC being overused though.

More HP also works fine, I just don't think 30 is enough to make up for the AC, y'know?

Captain Morgan wrote:
What would you use there? That is a harder thing to find benchmarks for among existing creatures.

Well, double is too much, but the Mu Spore has a 37 at level 21, which is just north of 1/10 of it's HP. I'd say that somewhere a bit higher than that is probably right if it's supposed to be ridiculously high for its level (which seems the case for this creature). So I'd go with 50 or so.

.
.
.
I'll post something about Grimhorn in a bit.


Quote:


Two actions seems excessive given it was a Move Action in PF1. Petrification as an action makes sense, though.

The thing is, being a move action basically meant it could be combined with a single attack and nothing else in PF1, given its only swift action was mutually exclusive for points spent. That's the same as a two action activity in PF2.

More importantly, a 1 action 300 foot emmanantion that does high damage, debuffs, and has no recharge time breaks a lot of balance principles of breath weapons and similar AoE things in PF2. The critter can already technically use the thing round after round and combine it with a bite and fast swallow. Letting it get a second attack in there as well seems overkill. I know things get more dangerous at higher levels, including their action economy, but... That's a lot.


Kraelos may be debuting today and I'm still a little shaky on what gear to give him. His core build is pretty OK, but I am not sure how much loot to attach to the dude.

Kraelos:
Kraelos Fighter 17
LE M
H

W

H

H

Perception +26 (+2 initiative); Darkvision
Languages Common, Goblin

Skills Acrobatics +21, Athletics +34, Intimidation +32, Lore: Warfare +18, Nature +26
Str +6, Dex +2, Con +5, Int -1, Wis +3, Cha +4

Items Dragonplate, Dragonscale Amulet, Ring of Energy Resistance (Major) - Fire, Heedless Spurs, Belt of Giant
Strength (2), Mask of the Banshee (Greater), Sturdy Shield (Major) (Hardness 17, HP 136, BT 68)

AC 41 (+43 with shield raised), Fort +30, Ref +27, Will +28; Juggernaut, Evasion, Bravery
HP 280; Resistances fire 15

Pride in Arms Trigger An ally within 30 feet brings a foe to 0 Hit Points. With a shout of triumph, you grant
inspiration to an ally fight on. The triggering ally gains temporary Hit Points equal to their Constitution modifier
until the end of their next turn.

Shield Block Trigger While you have your shield raised, you would take damage from a physical attack. You
snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the
shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the
shield.

Attack of Opportunity Trigger A creature within your reach uses a manipulate action or a move action, makes
a ranged attack, or leaves a square during a move action it’s using. You lash out at a foe that leaves an opening.
Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a
manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your
multiple attack penalty doesn’t apply to this Strike.

Belt of Giant Strength Activate Interact; Trigger You are targeted by a thrown rock attack, or a rock would fall
on you; Effect Attempt an Athletics check to grab the triggering rock. Use the Athletics DC of the creature
throwing the rock, the DC of the hazard or other effect, or DC 35 if no other DC is applicable. You must have a free
hand to catch the rock, but you can Release anything you're holding in a hand as part of this reaction. Success
You safely catch the rock, take no damage, and are now holding the rock. Failure You take half damage. Critical
Failure You take full damage.

Speed 25 feet
Melee +3 Greater Striking Keen Grevious Corrosive (Greater) Adamantine (High-Grade) Longsword +34 (Versatile
P), Damage 3d8+14 (S) +1d6 (Acid)

Paragon's Guard (Stance) Requirements You are wielding a shield. Once you’ve had a moment to set your
stance, you always have your shield ready without a thought. While you are in this stance, you constantly have
your shield raised as if you’d used the Raise a Shield action, as long as you meet that action’s requirements.

Cavalier's Charge (Flourish) Prerequisites Cavalier Dedication Requirements You are riding your mount. You
Command an Animal to order your mount to Stride twice. At any point during this movement, you can Strike one
enemy within reach or within the first range increment of a ranged weapon. You gain a +1 circumstance bonus to
your attack roll.

Aggressive Block Trigger You use the Shield Block reaction, and the opponent that triggered Shield Block is
adjacent to you and is your size or smaller. You push back as you block the attack, knocking your foe away or off
balance. You use your shield to push the triggering creature, either automatically Shoving it 5 feet or causing it to
become flat-footed until the start of your next turn. The triggering creature chooses whether to be moved or
become flat-footed. If it chooses to be moved, you choose the direction. If the Shove would cause it to hit a solid object, enter a square of difficult terrain, or enter another creature’s space, it must become flat-footed instead of being moved.

Unseat Prerequisites Cavalier Dedication Requirements You are riding your mount and wielding a jousting
weapon. You attempt to knock an opponent off their mount. Make a melee Strike against a mounted opponent. If
your attack hits, attempt an Athletics check against the opponent's Fortitude DC. If you succeed, the foe is
knocked off its mount into a space of its choice adjacent to its mount. If you critically succeed, it lands prone.
Quick Mount (Skill) Prerequisites Cavalier Dedication, expert in Nature Requirements You are adjacent to a
creature that is at least one size larger than you and is willing to be your mount. You and your mount can spring
into action at a moment's notice. You Mount the creature and Command an Animal to issue it an order of your
choice.
Scare to Death (Death, Emotion, Fear, General, Incapacitation, Skill) Prerequisites legendary in Intimidation
You can frighten foes so much, they might die. Attempt an Intimidation check against the Will DC of a living
creature within 30 feet of you that you sense or observe and who can sense or observe you. If the target can’t
hear you or doesn’t understand the language you are speaking, you take a –4 circumstance penalty. The creature
is temporarily immune for 1 minute. Critical Success The target must succeed at a Fortitude save against your
Intimidation DC or die. If the target succeeds at its save, it becomes frightened 2 and is fleeing for 1 round; it
suffers no effect on a critical success. Success The target becomes frightened 2. Failure The target becomes
frightened 1. Critical Failure The target is unaffected.
Dragonplate (Evocation, Invested, Magical, Uncommon) Activate Interact; Frequency once per day; Effect
You unleash a bout of dragon breath with a shape, damage type, and saving throw corresponding to the type of
dragon used to make the armor (shown on the table below). The breath weapon deals 14d6 damage; each
creature in the area must attempt a DC 36 basic saving throw.
Dragonscale Amulet (Rare, Enchantment, Invested, Magical) Activate command; Frequency once per day;
Effect You exude an aura that terrifies all foes in a 60-foot radius, as the frightful presence ability with a DC 34
Will save.
Heedless Spurs (Rare, Abjuration, Magical) Activate Interact; Frequency once per 10 minutes; Requirements
You are riding a mount; Effect You kick both spurs into your mount's flank. Your mount takes 2d6 persistent bleed
damage and gains the quickened condition for 1 minute or until the persistent bleed damage ends, whichever
comes first. It can use the extra action only to Stride.
Mask of the Banshee (Greater) (Auditory, Invested, Magical, Necromancy, Negative) Activate envision,
Interact; Frequency once per day; Effect The mask emits a soul-chilling scream that deals 6d10 negative damage
to each living creature in a 20-foot emanation (DC 25 basic Fortitude save). Craft Requirements Supply a casting
of wail of the banshee.

Additional Feats Agonizing Rebuke, Battle Cry, Canny Acumen, Cat Fall, Cavalier Dedication, Cavalier's Banner,
Combat Reflexes, Expert Drill Sergeant, Express Rider, Fleet, Group Coercion, Impressive Mount, Incredible
Investiture, Incredible Mount, Intimidating Prowess, Mounted Shield, Powerful Shove, Quick Shield Block, Reflexive
Shield, Remorseless Lash, Specialized Mount, Stone Roads, Terrified Retreat, Terrifying Resistance, Toughness,
Warmarch Hobgoblin

Additional Specials Armor Mastery, Battlefield Surveyor, Canny Acumen (Will), Combat Flexibility, Fighter Weapon
Mastery (Sword), Improved Flexibility, Weapon Legend (Sword)

Also, what is your opinion on the dueling rules in the GMG?


Took a stab at Azaersi using your tips. Added an ability to trip people on a tumble through, and just let her not trigger reactions when she has panache. That's combined a few lower level feats into something better and more streamlined, which seems OK for a level 19 end boss.

Went with Lethal Finisher because I give my players double class feats, bleed damage is a pain to remember, it fits her PF1 stat block, and death effects are suitably scary and appropriate for high levels. I added Targeting Finisher just so she'd have options for triggering Flamboyant Cruelty and a slightly more varied action routine.

Skipped the speed rune because it wouldn't work with Finishers anyway. Panache Paragon would be significantly better but giving two level 20 feats to a level 19 character seemed a little much.

I also skipped Dueling Dance and just gave her Extreme AC. I'll probably give her Swaggering Initiative as well.

General Azaersi:
General Azaersi
creature 19

le
medium
humanoid
hobgoblin
badass

Perception +35
Languages common, goblin
Skills Acrobatics +40, Athletics +33, Deception +33, Diplomacy +33, Intimidation +40, Society +33, Stealth +27, Warfare Lore +38, Hobgoblin Lore +33
Str +0, Dex +6, Con +6, Int +3, Wis +3, Cha +4

Braggart Panache Azaersi gains panache when she successfully demoralizes a foe or Tumbles Through. Creatures she hits with a Finisher lose immunity to her Demoralize. On a crtical success on a Tumble Through, the target creature is knocked prone.

AC 46; Fort +29, Ref +35 (evasion), Will +35
HP 360

Impossible Parry and Riposte
Trigger A foe fails a Strike against Azaersi. Effect You either make a melee Strike against the triggering foe or attempt to Disarm it of the weapon it used for the Strike. If the attack was from range, the damage type is of that of the triggering attack.

Attack of Opportunity

Inexhausible Countermoves At the start of each enemy’s turn, you gain an extra reaction you can use only during that turn to perform an Opportune Riposte, or an Attack of Opportunity if you have that reaction.

Speed 45 feet, 60 feet with panache and doesn't provoke
Melee

strike +38 (deadly 3d8, finesse), Damage 4d6+12 slashing +1d6 electricity,plus 6d6 as a finisher.

Flamboyant Cruelty You love to kick your enemies when they're down, and you look fabulous when you do. When you make a melee weapon Strike against a foe that has at least two of the following conditions, you gain a circumstance bonus to your damage roll equal to the number of these conditions the foe has. The qualifying conditions are clumsy, drained, enfeebled, frightened, sickened, and stupefied. If you hit such a foe, you gain a +1 circumstance bonus to skill checks to Tumble Through and to perform your style's panache-granting actions until the end of your turn.

Lethal Finisher
(death, finisher) Make a Strike. On a failure, deal 6d6 damage. On a success, your target takes additional precision damage based on a DC 40 Fortitude save If your Strike was a critical hit, the target’s saving throw outcome is one degree worse.
Critical Success You deal 6 precision damage.
Success You deal 6d6 precision damage.
Failure You deal 12d6 precision damage.
Critical Failure You deal 18d6 precision damage.

Chilling Stare
Azaersi's uses Demoralize. It inflicts Frightened 1 on a failure, Frighted 2 on a success, and Frightened 4 on a critcal success.

Targeting Finisher
(finisher) Your attack harms and hinders your foe. Choose a particular part of your foe from the list below and Strike. If you hit and damage the target, apply the effect corresponding to the chosen part. This hindrance lasts until the end of your next turn. On a critical hit, you also apply a lesser effect lasting for 1 minute.
- Arm (or another limb used for attacks, such as a tentacle) The target is enfeebled 2. On a critical hit, it is also enfeebled 1 for 1 minute.
- Head The target is stupefied 2. On a critical hit, it is also stupefied 1 for 1 minute.
-Legs The target takes a –10-foot status penalty to its Speeds. On a critical hit, it also takes a –5-foot status penalty to its Speeds for 1 minute.

Edit: I'll probably add Flamboyant Leap as well.


Working on Zanathura now. The stats are pretty straightforward. Take a dark Naga and move it from level 7 benchmarks to equivalent level 19 benchmarks. Put Deception and Dwarven Lore up to 40 and Arcana just below it. Give her an extreme spell DC and a poison DC just below that.

But her spell selection is trickier. I'm figuring Time Stop as her single 10th level spell so she can then layer a bunch of battlefield control spells down as per her listed tactics. Dominate will be a signature spell because she needs to have thrown that out at 10th level at some point in the past. Beyond that, I'm not really sure. Black Tentacles, Force Cage, and Mind blank are still around and seem like they can do their old job. I've her use meteor swarm to devastate and army in the past, but that's unlikely to come up indoors. Not sure what else. Maybe Foresight? Going first is important and it provides important defensive buffs.

I think the most important thing is deciding what spells she used during her time stop, because those will really set the tone of the rest of the fight.


Can I request Hyrix Snowfeather from Plunder and Peril?

Liberty's Edge

1 person marked this as a favorite.

Sorry for the lack of communication the last few days folks, I've been sick. I'm feeling a little better, but only a little. Commentary, builds, and so on likely come in a few more days.


Deadmanwalking wrote:
Sorry for the lack of communication the last few days folks, I've been sick. I'm feeling a little better, but only a little. Commentary, builds, and so on likely come in a few more days.

No worries bud. Feel better.

Scarab Sages

Deadmanwalking wrote:

Okay, here's that:

** spoiler omitted **

The big trick here is that, when using a whip you can use Dex rather than Str on Athletics checks to Trip. Which is sincerely good for a Gymnast. Past 10th with gradually raising Str and rolling twice via Derring Do, you can occasionally dabble in other...

After the release of the 2nd errata, we know that a PC cannot use DEX for Trip if they wield a whip. Unfortunately that was the key to this entire build.

What changes, if any, would you make? What you change Ability Scores or Class?

Liberty's Edge

1 person marked this as a favorite.

Honestly? I'd probably ask you which parts were most important. If you mostly care about non-combat utility and decent combat but care little about the details of said combat, I'd redo the build one way, if you care more about Trip specifically, I'd redo it another. How much you care about staying Dex focused and a whip user would also be relevant.

Scarab Sages

Deadmanwalking wrote:
Honestly? I'd probably ask you which parts were most important. If you mostly care about non-combat utility and decent combat but care little about the details of said combat, I'd redo the build one way, if you care more about Trip specifically, I'd redo it another. How much you care about staying Dex focused and a whip user would also be relevant.

I like the current skills and skill feats (though with Recognize Spell, Quick Recognition and the like in place of Medicine skill feats). The core of the character is being able to trip with a reach weapon more than being Dex-based or using a buckler.

As for weapon, the reason he's called Bellmont is because he uses a whip, but I could swing any weapon of the flail group.


Any ideas for Azaersi's teacher? I was thinking I'd just use the soldier roadmap with Inspire Courage and Quivering Palm, plus flurry of blows, stunning fist, and snatch arrows. But something like Wynsal Starborn could also work. Improving pupil action economy while denying players actions seems appropriate.


Took a stab at a General Azaersi as Influence encounter. I incorporated some stuff Deadmanwalking already suggested, and like the general thrust of it. I need to iron out some of the numbers: skill DCs, number of rounds, and Influence threshhold, mostly.

General Azzersi Influence:
GENERAL AZAERSI
LE MEDIUM HOBGOBLIN HUMANOID
Female hobgoblin swashbuckler 19

Perception +38,
Will +35

Discovery DC 29 Ironfang Lore, DC 39 Perception, DC 41 Society

Influence Skills DC 40 Vault of the Onyx Citadel Lore (offering insight to maximize her existing resource base), DC 43 Warfare Lore, DC 45 Intimidation, DC 45 Diplomacy, DC 48 Deception

Influence 10: Azaersi swears not to destroy Nirmathas, but still plans to conquer it. She attacks.

Influence 15: Azaersi promises to let the party return to the material plane if they return the Sardonyx Shard.

Influence 20: Azaersi agrees to a cessation of hostilities but requires the return of the Sardonyx Shard.

Influence 25: As IP 20, but Azaersi strikes a 2 year nonaggression pact with Nirmthas.

Influence 30: As IP 25, but Azaersi agrees to let the players keep the Sardonyx Shard so they have some insurance.

Background After the Goblinblood Wars, Azaersi forged an army to build an empire where others had failed. Her mind is as swift as her blade, picking out enemy weaknesses—whether physical, intellectual, spiritual, or tactical.
________________________________________

Resistances Azaersi’s prefers to negotiate from a position of strength. Her Influence DCs increase by 1 for each major ally she has present. Zanathura instead raises the DCs by 2.

Azaersi hates being lied to. A failed Deception check against her counts as a critical failure and causes her to cut the meeting time down by one round.

Petty gloating over past victories gives a -2 penalty on all Influence checks that round.

Weaknesses Pointing out that any of her commanders—Azlowe, Kraelos, and Taurgreth-- are still alive despite facing the party reduces the DC to convince her by 1 for each relevant character.
Pointing out that the Onyx Citadel can be used as a nation lowers the DC by 2.

Willingly offering territory on the material plane, however, lowers the DC by another 3. This also enables the party to use Survival as an Influence skill at whatever her lowest skill DC is, mapping out territory she can utilize effectively thanks to the Onyx Key.

Azaersi respects tactical genius. Successes on Influence checks using Warfare Lore are treated as critical successes. In addition, characters with the Legendary Professional gain an automatic two influence points.

Personality General Azaersi respects bravery, honesty, and tactical genius, while chaos, cowardice, petty gloating, and subterfuge disgust her.

Goal Azaersi seeks to forge a nation for herhobgoblins and other “monsters.”

Counter Influence If Zanathura is present, she attempts a counter influence check every round. This works as the Influence activity, except she reduces the score on successes and adds to it on critical failures. If she feels like negotiations aren’t going her way, she will being using her magic to sabotage the proceedings, generally by using Conceal Spell and various enchantments on the PCs. If Azaersi discovers this, she forbids Zanathura from further participation, but still gets Zanthura’s increased Influence DC as she is nearby.

Opportunity If the PCs present General Azaersi with evidence of Zanathura’s mind control, the hobgoblin is incensed, screaming at the naga for betraying her even after Azaersi elevated her to such power and offered her trust in spite of her army’s reservations. After 1d4 rounds of berating (during which both parties are flat-footed), Zanathura uses 5th level dimension door to flee into the vault’s wilds. This removes her from further participation and nets the party 10 influence points, at minimum insuring Azaersi won’t drop the Vault on Golarion.


Any suggestions for the Magus "spellstrike" type ability because I gather the playtest version was not particularly well received and there isn't really any indication of how they will re-write it

I have an upcoming NPC who as a Magus in 1E.
I don't think there are any low level equivalents in published content.

An option might be to re-write him as a warpriest of Besmara or Gozreh but I am not sure that quite fits.


Any feedback on the Influence encounter? I'm pretty happy with it, but mostly need to figure out how many rounds to give. I'm thinking 6, each representing about 10 minutes, but haven't really decided.

My thought is that is something to use if the party actually arranges a sit down, as opposed to the "succeed at 5 checks with no failures" challenge written in for mid battle.

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