Pathfinder Custom Monster Ideas II

Puppeteer - Cannot attack, can only control a player to attack other players. Is weak, but as soon as it is attacked, it teleports away to another location on the map so players have to find it and attack it again.

Carnivorous Rose – Mid HP, High attack, High CMD and CMB, can use Swallow Whole to remove a player from action as long as they do not pass a strength check and carnivorous rose still alive

Cult Scarrer - Can sacrifice some health to raise attack, can heal self with a successful attack with the detriment of decreasing the attack strength.

Poison Master Scorpion - Can poison with stinger to cause slowing, bleeding, strength loss, dexterity loss, or to make the target more susceptible to its attacks.

Faceless - Monster with eyes inside its hands with a face with no features but large canine teeth. It cannot be flanked if “keeps an eye” on the other target with its hand, and does not attack targets with its hands, but rather with its sharp teeth. If it bites, it does not let go until killed or the opponent has passed a strength check – this keeps the target in position and does damage over time.

Formless Shadow – Monster that hides in one’s shadow, then attacks mercilessly. Has three forms – changing form is a free action. Attack form gives it large black spears in place of hands, Defence form turns it into a ball with higher AC to allow it to regenerate health, and Speed form has less defence and attack but gives it the ability to attack multiple targets at once.

Combo Lizard - Attacks for low damage, but any time an attack is landed on an opponent, it can continue to make attacks until an attack misses. So a 1d4 attack could potentially turn into a 20d4 if the Combo Lizard

Chess Set Monsters:

Pawn – Low HP and AC, becomes a Queen after 4 turns have passed

Rook – Cannot move diagonally, High AC, Mid HP, Mid attack

Bishop – Cannot move horizontally/vertically, Mid AC, Mid HP, Mid attack

Knight – Can only move as a knight (L-shape), Mid AC, Mid HP, High Attack

Queen – Can only move as a rook or bishop, Mid AC, High HP, High Attack

King - Can only move one square in any direction, Low AC, Low HP, All chess pieces in area die if this piece is killed.

Crafting in Pathfinder House Rules, Also Custom Monsters I

Crafting rules are actually going to be kept the same as in Pathfinder I’ve decided, with one exception: if you find the raw materials for the item you want to make, you do not have to pay the material cost equal to a third of the item’s price. You can also add the cost of the raw materials you have onto the amount of the item you have completed in sp when you have passed a DC.

Custom Monsters

Sniper (Crossbow) Weasel - High attack but takes one turn to prepare for next shot, due to Special Ability: Homing Shot attacks cannot miss, low AC, low HP, must be a certain distance from party to attack, almost always surprises party due to Heightened Vision

Stone Grasper - Medium stats, but can cast Stone Transference to disable a target for a few turns, turning it to stone and the Grasper to flesh, increasing its damage, initiative and to-hit bonus.

Godless Wizard - Does not attack, simply summons creatures to attack for him, Special Ability: Sphere of Influence means that any healing done inside a 10 foot sphere around him’s healing done is reduced, low AC, low HP.

Wrestling Lungfish - Very high CMB and CMD, grapples opponents then attacks them for medium damage, Special Attack: FLYING SPECTACULAR SUPLEX CHOKEHOLD damages a PC to half-health, AC is medium, HP is medium, to-hit bonus is medium.

The Brothers Supremo - Brother A heals Brother B for large amounts of health, while Brother B attacks. Brother B on a crit uses MIGHTY IMPALING FIST, which wounds a player, causing them to lose medium amounts of health per turn unless stabilised or treated.

Weaver - Very hard to hit due to Special Ability: Dimensional Shifting, which gives it a large bonus to AC. However, does low damage, and is only really dangerous in swarms.

Brutish Monstrosity - Very low AC, Very high HP, does medium attack damage, but if he uses Special Attack: Chain Whip and Special Attack: Devour Flesh together, he can draw an opponent near enough to him to bite them, stealing half the damage done as HP.

Fiendish Killer - Very high attack, Low AC and Low HP, low movement speed. Taking on in melee means certain death – also has a high bonus to hit, but if you take on this foe in ranged and make sure to move after every attack, he should be easy enough to defeat.

Asexual Green Slime - Low stats – but divides when hit with a melee weapon into another Asexual Slime. Asexual Purple Slime is the opposite of this (ranged weapons clone it).

Custom Pathfinder Treasure Ideas II

See my previous post for what the set bonus etc. is. Eventually if I do enough posts like this I might link to all of them in a wordpress page, but for now, they’re just one-off posts. Also note I made a change: AC as DR doesn’t actually seem as intuitive as I’d hoped, so I’m sticking with ordinary Pathfinder rules for that.

Cards

Cards are an idea I may implement, where essentially via a treasure drop you acquire A Mysterious Card. Identification tells you what the advantages, disadvantages etc. to having the card are. Trash cards have 1 advantage, 3 requirements, Normal cards 2 advantages, 2 requirements, Collector’s Edition cards have 3 advantages, 1 requirement.

Each card is generated differently, and the party can never have more than one in their possession as one card will repel the other out of the party’s inventory. Two cards can be compared for effects when identified, but only one can be kept as previously stated.

Possible benefits:

  • Damage resistance versus Undead (vampires, ghouls, zombies etc.)
  • Damage resistance against [race]
  • Darkvision
  • Damage resistance in general
  • Gains custom spell permanently: Rays of Blinding Light (blinds every enemy in battle for two rounds, can only be used once per battle)
  • AC is increased by 3
  • Minor Angels may provide buffs to the party (they are a level [party level] bard in terms of spells). They do not count as companions as they only appear in battle. In terms of initiative they always go first.
  • Any healing spell performed by a party member does 1d6 more healing.
  • Same as above, except 1d12 more healing
  • Party can negate the effects of a trap once per session
  • Party can skip one enemy’s turn once per session.

They also have some of these requirements before “Vengeance” is enacted:

  • Party must not have evil alignment companions
  • Party must not surprise attack enemies
  • Party must not create Undead
  • Party must not perform evil acts
  • Party must perform one act of charity per session

Vengeance means one of these detrimental effects occurs until session ends and the requirement is fulfilled once again – all bonuses are negated while a requirement is not met.

  • Each party member’s AC drops by 5
  • Minor Angels debuff party at the start of the round (cannot be attacked)
  • Party is blinded at the start of battle for two turns
  • Party healers can only heal by half what they would normally heal for

 

Custom Treasure Ideas For Pathfinder

Yes yes not EXACTLY for Pathfinder, for a heavily modified version of Pathfinder – the extent of which can be found in the post previous to this one.

First off I’d like to say that I love the idea of sets in most loot-based video games. So that idea’s going in, definitely. I’ll organise my ideas by sets basically. Thanks to numerous sources for ideas on what to include – anyone who reads this, feel free to use these ideas here wherever you want, as I have obviously drawn “inspiration” from a lot of places when making these.

Life-Robber Set

Reaper - Intelligent weapon whose damage increases as player levels up, damage is player level times 1d4, half the amount of damage done is absorbed as HP by player. Base item is a scythe. Note that due to my in-house rules giving enemies very high health and AC at high levels, its eventual damage is still not that high (while 20d4 may sound like an absurd attack power, for an enemy with 1000 HP, it isn’t really)

Robe of Unrelenting Dark - Increases CMD by 2 points by making you harder to see, increases Intimidate by 2.

Bone Amulet - If you die in battle, roll a d20. If you roll a 13, 19 or 20 the Grim Reaper passes on taking your soul

Skull Helmet of Doom - Each time you kill an enemy you heal by 10% your maximum health.

SET BONUS (Occurs when wearing all set items): +3 CMD, + 3 Intimidate

Target Set 

Meditative Sword - 1d8 + 2 damage, can reroll any attack that misses once, -5 stealth due to humming of sword.

Gentleman’s Monocle - Enhancing your vision, you can now see enemies more clearly, increasing CMB by 5

Kasina Amulet – You focus harder by looking at the meditative plate, increasing CMB by 3

SET BONUS: +2 to CMB

Pain Set

Bullwhip of Grievous Wounds - 1d12 + 1 damage, DC 15 chance to cause bleeding (1d6 damage per turn), Intimidate +2

Atrocious Mask – Intimidate + 2

Full Body Suit - Intimidate + 10, but cannot wear chest armour or leg armour on top of this or else this bonus is lost

SET BONUS: Due to high pain tolerance, character can no longer be inflicted with status effects.

Elemental Air Set

Twister - Intelligent two-handed sword that levels up with player, can attack from range by turning into a gust of wind, does 1d4 damage per level, like the Reaper.

Miniature Hurricane - +15AC, takes up armour slots: chest and legs, makes you harder to hit due to the swirling of the air, increasing CMD by 5

Speedy Boots of the Wind – Using a gust of wind, can jump a large distance into the air (in battle getting to the top height takes one turn, getting down again takes one turn) – when landing if an attack is performed on an enemy, you surprise the enemy, gaining 2d6 more damage. When in the air only flying enemies can attack you.

SET BONUS: CMD + 3, can take air elemental form, increasing AC by 20. Cannot do anything in air elemental form, but can be healed by others.

 

 

 

Things I have added into Pathfinder

For fun purposes. Yes I know to all you who adore Pathfinder it probably has few flaws. I don’t find anything that I “fix” to be a flaw as such, rather just a matter of taste – it’s probably a flaw that I allow my adventurers to make creatures their companions much more easily than Pathfinder allows, rather than Pathfinder being at fault. However with these modifications, my stupid brain doesn’t need to figure out much more to calculate attack damage etc., and gameplay feels a lot more fun at the starting levels, even if the starting levels of every game are “meant” to be in preparation for the endgame where you get truly ridiculous things.

So here they are, the things I’ve done so far to Pathfinder to make it accommodate someone as new to tabletop RPGs as I am:

  • AC negates damage – 15 AC = -1 damage, 20 AC = -2 damage and so on (I did this because it just doesn’t feel right to me that missing an attack is the same basically as hitting but the armour deflecting it)

  • Many spells have been changed to make them more powerful (I did this because 0 level and 1st level spells are really weak otherwise)

  • I made spells have a cooldown, rather than limited usage per day.
  • Better treasure drops (the items at the start of the game are absolutely ridiculous in terms of how crap they are – I don’t care if I’m making characters overpowered because it’s not fun for me if you only get a +1 damage upgrade at the end of the Big Bad)

  • Monsters have more powerful special abilities (this actually makes the game harder unlike the other things I’ve done – I did this because, again, used to video games as I am, I don’t find monsters just hitting without doing anything special very fun)

  • Custom monsters (I don’t like the generic monsters that are featured in the Pathfinder modules I’ve found. Hence I just make my own most of the time)

  • Players can own land, guilds and can have crafting and gathering professions (I’m working on making the rules for this, but it should be fun when eventually I have players who own entire countries etc.)

  • Crafting is completely changed (Crafting sucks in Pathfinder for someone who has played MMORPGs. It’s just not the same, hence why I’m trying to change it)

  • To acquire a creature as a pet, just roll a Handle Animal skill check. No need for scroll of charm creature etc. Max two creatures per player.
  • Spellbooks and Scrolls work more like in NetHack than in Pathfinder – Scrolls are one time use magic spells, Spellbooks teach you a spell FOR ONE SESSION only and have several charges – so you may only learn a spell how many times equal to the number of charges the spellbook has.
  • No need for food. Food in this game only provides buffs to your character and is not necessary to stay alive. I did this because it is flat out annoying for me having to remember which characters are hungry and which aren’t.
  • Bank for vanity items and trophy items so players can remember their adventures.
  • PLAYERS CANNOT BUY AC INCREASING ITEMS IN SHOP, ALL AC MUST COME FROM TREASURE
  • Custom treasure cannot be sold for high prices in shops to encourage players to make use of whatever they get.
  • Aggro works in this way: If one enemy, enemy attacks tank. If multiple enemies, MOST attack tank. Some enemy special abilities negate aggro, but not to a huge extent whereby they only target the weakest.

Hollow’s Last Hope – Pathfinder review

This scenario generally gets very good reviews for being free – but not, as far as I can tell, for actually being good. Maybe that’s a bit harsh, but the style of this scenario seems to be very very grindy. You kill opponents. You get exp and treasure. Yawn. The only fun part I found was when I was DMing this with a bunch of friends was when I neglected the rules to allow them to roll a Handle Animal check to capture some creatures (Tatzylwyrm and Monstrous Spider) as pets. And that is nothing to do with the actual module.

I also added various parts in as I felt the treasure was crappy, and that the enemies were GROSSLY underpowered. Most encounters were one on one, and those that weren’t my party still managed to steamroll through. Paladin, Alchemist, Rogue, Bard, all level 1. I don’t mind it when it’s easy, but if it’s easy without any variety you can quickly get bored. My team were obviously getting bored of combat by the end, especially because none of the enemies had special abilities. Overall I think it was solid, but not much more than that. The story was a fetch quest, the philosophy was non-existent, the treasure was mainly crap (apart from the ring of Torag which sells for a lot), and the battles were uninspired. Even if it was free, it does not deserve the praise it gets in my opinion.

I’ll be posting some rules and things I’ll be adding to Pathfinder to make it less complicated and more fun. They definitely won’t balance the game at all, but I’m not sure it matters for the kind of play I have in mind.

Why are humans so underpowered? On RPGs

Some roleplaying games tend to take one of two stances on humans. Either they are underpowered weaklings who can’t put up a fight, but maybe get some bonus that does not make up for it at all, or they are like they are in NetHack: a race that has fuck-all – no or a few disadavantages, no advantages. They are obviously put in so we can relate to them, as fantasy would not be fantasy without humans as a starting race. I agree that you sort of need humans for a roleplaying game. Sort of. But I disagree with how they are handled most of the time. Especially the “Jack of all trades, Master of Jack-shit” approach that ends up just making a filler race to pad out the game – because people, in my opinion, are more likely to pick a race that actually fits what they intend to play as instead of a race that fits no class because it is way too ambiguous. Pathfinder, from what I’ve read (I’ve currently been playing it a bit), sadly falls into the “Jack of all trades” category, although I do hear the bonuses are actually good for humans. That’s not my final opinion on the matter as I don’t currently know enough about Pathfinder to judge, but from a preliminary glance I can see that they don’t seem to speciailise in anything – although then again, what I like about Pathfinder is that races aren’t even class-restricted by a little bit, as arguably most racial traits, while VERY GOOD for some classes (like a gnome’s stealth for a rogue), are still quite good for any class.

So why is this? I think it’s mainly because people have a hard time looking at themselves objectively. They tend to imagine these fantastical races that are much better than humans in every regard, then forget that they still need to include humans as a playable race. So they either distribute disadvantages to every race and say “Here humans, you don’t have to have disadvantages. That’s YOUR advantage”, or they say that humans have some bonus that makes up for their disadvantages, but usually not anything that accurately reflects what humans are actually good at.

So what then, are humans actually good at compared to various other fantasy races? I have an answer for this: Technology. Although we cannot include various mechanical items in a high fantasy world, we can easily give bonuses to humans for crafting items, simply because from our perspective humans are very very good at making things.Elves? Are they good at crafting things? Maybe specific elven things passed down traditionally, but generally no. Dwarves? They’re good at blacksmithing certainly, but not crafting in general. And they certainly don’t or shouldn’t have the technological prowess that humans should have at early levels just because of human ingenuity. Orcs? Orcs are generally not the brightest, ’nuff said. I  could go on, but I don’t need to. Also, they are probably better than most races at taming animals if we look into our caveperson past too, on a sidenote.

So you can give humans NORMAL racial stats too. Instead of making them moderate at everything, you can give them the disadvantages of no dark vision, less skill with magic etc. as you would do anyway, without the ridiculous advantages people generally attribute to humans that are nothing to do with how humans actually are as a species. But I did say you can give them normal, non-moderate stats. And this is true too. While dwarves are the sturdiest, orcs are the strongest, and elves the wisest, humans are arguably most intelligent. This means there CAN BE a stat that humans excel in. Which means that they can be treated as an ordinary race instead of a jack of all trades filler. Hooray!