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Khudzlin Since: Nov, 2013
#2376: Sep 19th 2016 at 8:46:52 AM

[up] Yeah, they were in Unearthed Arcana. LE is Tyranny, CE is Slaughter, CG is Freedom and LG is Honor (no change on this one, they just had to give it a name). It seems like the CE corner is covered by the Antipaladin in Pathfinder, but the other two corners aren't.

32_Footsteps Think of the mooks! from Just north of Arkham Since: Jan, 2001 Relationship Status: THIS CONCEPT OF 'WUV' CONFUSES AND INFURIATES US!
Think of the mooks!
#2377: Sep 19th 2016 at 8:53:49 AM

I seem to recall that they actually had pallys for all nine alignments, though I think the ones that were at least partially neutral had more tweaking to do with their abilities.

Reminder: Offscreen Villainy does not count towards Complete Monster.
Khudzlin Since: Nov, 2013
#2378: Sep 19th 2016 at 9:09:20 AM

I found the non-extreme ones here. They are heavily based on the extreme ones.

Pannic Since: Jul, 2009
#2379: Sep 19th 2016 at 10:12:44 AM

The idea behind the trait is that the character is from a country that is backed by all the celestial forces. Asmodeus has a small worship in the country, known as the "Wily Linguist," because he played a small part in the concordance that established the country. His worshippers there don't worship him in the capacity as the ruler of hell, but more as a more neutral figure with regards to seeing the merits of the legalistic tradition (they also depict him as a woman, because the country is a matriarchy).

BlackSunNocturne Since: Aug, 2013
#2380: Sep 19th 2016 at 1:15:18 PM

So, I have a question: While my world is mostly avoiding the Always Chaotic Evil tropes with Orcs, and somewhat with Drow (see some of my previous entries on this thread about it)TL;DR , I do want to have a place where The Usual Adversaries come from.

I had an idea of using a nation ruled by, and the majority of its citizens are, undead. Not exactly similar to Geb, but more like Cryxnote  and The Scourge.

Currently, I'm still drafting ideas where this forsaken hellhole of a country will be, but anyone got recommendations for stuff in it? Examples include: Rulership, life in said country for undead and non-undead, government (I'm personally leaning towards a Lawful/Neutral Evil Meritocracy).

edited 19th Sep '16 1:23:43 PM by BlackSunNocturne

BlackSunNocturne Since: Aug, 2013
#2381: Sep 22nd 2016 at 12:23:13 AM

I apologize for the double-posting, but you know how I said a while ago that I was working on converting Monster Hunter monsters for Pathfinder? Well.... Here's the first three I've completed and feel good about in terms of emulating the monster itself, as well as being balanced for Pathfinder.

Also yes, all their abilities are Extraordinary. It's because in MonHun, every creature is able to naturally do their abilities without any magic involved. Though I may change the breath weapons/Lagiacrus' Electric Burst to a Supernatural abilities if enough people say "no don't do that" [lol]

https://static.tvtropes.org/pmwiki/pub/images/rathalos_1795.png
https://static.tvtropes.org/pmwiki/pub/images/rathian_9222.png
Rath Wyvern
CR 10
XP 9,600
N Huge Dragon (Fire)
Initiative: +6 (+2 Dex, +4 Improved Initiative); Senses: darkvision, low-light vision, scent; Perception +22
DEFENSE
AC 26, Touch 10, Flat-footed 24 (+2 Dex, +16 Natural, -2 Size)
HP 215 (15d12+75)
Fort +15, Ref +11, Will +11
Immune: fire, sleep, paralysis
OFFENSE
Speed (Female): 60 ft., fly 100 ft. (poor)
Speed (Male): 40 ft.; fly 150 ft. (poor)
Melee (Female): Bite +22 (2d8+9), tail slap +20 (2d6+4 plus poison), 2 talons +22 (1d8+4) and 2 wings +11 (1d8+4)
Melee (Male): Bite +22 (2d8+9), tail slap +20 (2d6+4 plus poison), 2 talons +22 (1d8+4) and 2 wings +11 (1d8+4)
Space: 15 ft.; Reach: 10 ft.
Special Attacks: Breath weapon (100 ft., special see entry, 7d8 fire damage, Reflex DC 24 half, usable every 1d4 rounds), poison, improved grab
TACTICS
Rath Wyverns are highly territorial wyverns, and as such, are aggressive towards intruders. They will chase away or attempt to kill any monster which may pose a threat to their land.
While hunting, rathalos will stalk prey from the air before swooping in for the kill. Once they have successfully brought down their prey, they will carry it away to eat in private, safe from scavengers or other large monsters which might attempt to steal the kill.
The Rathian is a vicious predator and a caring mother. She stays away from settlements except for exceptional circumstances, but will promptly attack prey in her territory in order to feed herself and her young. She preys on larger animals, however, and will only attack medium or smaller humanoids if it feels threatened. The rathian is not as adept as rathalos at flying, and will prefer to fight on land rather than attacking from above. She will promptly charge at her target, attempting to use her stinger thereafter as soon as possible in order to poison her victim. She is not averse to taking to the sky in order to flee or to better position herself against an enemy, however.
At 20 hp or less, a rath wyvern will take to the sky in an attempt to flee. However, if their young or eggs are nearby, they will fight to the death.

STATISTICS
Str 29, Dex 14, Con 20, Int 10, Wis 18, Cha 16
Base Atk: +15; CMB +26; CMD 38
Feats: Ability Focus (breath weapon) [male]/Ability Focus (poison) [female], Alertness, Flyby Attack, Hover, Improved Initiative, Multiattack, Power Attack, Snatch
Skills: Fly +20 (+30 male), Intimidate +21, Perception +26, Sense Motive +22, Survival +22; Racial Modifiers: +10 Fly (male)
SQ: Frightful roar, monstrous rage
SPECIAL ABILITIES
Breath Weapon (Ex)
A Rath Wyvern's breath weapon is unusual in that it is neither a cone nor a line, but mimics a fireball spell. The rath wyvern spews a spherical mass of flames that detonates on impact or at its maximum range.
The range of this ability is 100 feet, and the area of detonation is a 20 feet radius spread. The breath weapon deals 7d8 points of fire damage (1d8 for every two racial HD the rath wyvern has). The breath weapon allows a Reflex save for half, as usual, and the DC is 24 (10+1/2 the rath wyvern's racial HD + Constitution modifier). It is usable only once every 1d4 rounds.

Poison (Ex)
When a rath wyvern hits with its tail slap (female) or talon (male) attack, it injects poison. Injury, Fortitude DC 22 (10+1/2 the rath wyvern's racial HD + Constitution modifier), initial and secondary damage 2d6 Con.

Improved Grab (Ex)
To use this ability, a rath wyvern must hit with its talons. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold, and if male, automatically injects poison with his talons.

Frightful Roar (Ex)
When a rath wyvern roars (a standard action), it inspires terror in all creatures within 30 ft. Affected creatures must succeed on a DC 18 (10 + 1/2 the rath wyvern's racial HD + Charisma modifier) Will save or become shaken, remaining in that condition for 2d4 rounds. An opponent that succeeds on the saving throw is immune to that rath wyvern's frightful roar for 24 hours. Frightful roar is a mind-affecting fear effect.

Monstrous Rage (Ex)
A rath wyvern may rage as a Barbarian of its HD. At 11 HD, it gains the benefits of Greater Rage (which means that it usually does). At 17 HD, it gains the benefits of Tireless Rage. At 20 HD, it gains the benefits of Mighty Rage. Unlike a Barbarian, however, a rath wyvern may only fly into a rage if its hit points have been reduced to less than half its total, or if it has just failed a saving throw.

ECOLOGY
Environment: Temperate or warm hills or marshes
Organization: Solitary, mated pair (male and female) or clutch (male and female and 1-3 noncombatant medium young)
Treasure: Standard

Male rath wyverns are usually a rich crimson or orange in color, with dark brown or black banding; females are instead a deep green in color, with small brown spots covering its body and has a somewhat elongated chin that ends in a piercing horn-like structure. Both sexes measure some 25 long, with the tail measuring as much as the body itself, they have a wingspan of about 40 feet. Males are surprisingly light for their size, weighing about 3,000 pounds, while females are heavier, weighing 4,500 pounds.

https://static.tvtropes.org/pmwiki/pub/images/lagiacrus.png
LAGIACRUS
CR 12
XP 19,200
N Huge Dragon
Initiative: +4; Senses: low-light vision, darkvision 60ft. scent; Perception +30
DEFENSE
AC 31, touch 8, flat-footed 31 (+23 natural, -2 size)
HP 270 (18d12+90)
Fort +17, Ref +11, Will +16
Immune: electricity, paralysis, sleep
Weakness: fatigue, lightning crystals
OFFENSE
Speed: 40 ft., swim 60 ft.
Melee: bite +25 (2d8+13), 2 claws +25 (2d6+9), tail slap +23 (2d6+13)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks: breath weapon, electrical burst
TACTICS
Lagiacrus are highly aggressive alpha predators, and will often attack creatures swimming in water, or near the water's edge. They will utilize their vicious claws and teeth in combat, as well as their incredibly powerful electrical attacks. If reduced to 25 hit points or less, the lagiacrus will attempt to flee back into the water if on land, or swim into deeper water if in the water.

STATISTICS
Str 29, Dex 10, Con 22, Int 12, Wis 21, Cha 18
Base Atk: +18; CMB +29; CMD 31 (43 vs. trip)
Feats: Alertness, Awesome Blow, Cleave, Improved Bull Rush, Improved Initiative, Improved Vital Strike, Multiattack, Power Attack, Vital Strike
Skills: Intimidate +26, Perception +30, Stealth +13 (+23 in water), Swim +38; Racial Modifiers +8 Swim, +10 Stealth in water
SQ: electrical rage, hold breath

SPECIAL ABILITIES
Breath Weapon (Ex)
A lagiacrus' breath weapon is unusual in that it is neither a cone nor a line, but mimics a fireball spell. The lagiacrus spews a spherical mass of electrical energy that detonates on impact or at its maximum range.
The range of this ability is 100 feet, and the area of detonation is a 20 feet radius spread. The breath weapon deals 7d8 points of electricity damage (1d8 for every two racial HD the lagiacrus has). The breath weapon allows a Reflex save for half, as usual, and the DC is 24 (10+1/2 the Lagiacrus' racial HD + Constitution modifier). It is usable only once every 1d4 rounds.

Electric Burst (Ex)
While in water, the lagiacrus can generate a burst of electricity that damages all within 30 feet of it, dealing 6d8 electricity damage (reflex halve, DC 24). Using this attack is a standard action that provokes attack of opportunity. This ability is usable only once every 1d4 rounds.

Electrical Rage (Ex)
When the lagiacrus' HP falls below half, or it fails a saving throw, it may fly into a rage and becomes electrically charged. It's claw and bite attacks deal an additional 2d6 points electricity damage and it must only wait 1d4-1 (minimum 1) rounds to use its breath weapon or electric burst attack while in an electrical rage.
A lagiacrus' rage functions as a Barbarian of its HD. At 11 HD, it gains the benefits of Greater Rage; at 17 HD, it gains the benefits of Tireless Rage (which means that a lagiacrus usually does). At 20 HD, it gains the benefits of Mighty Rage.

Fatigue
If the lagiacrus is fatigued or exhausted by whatever means, next to the usual effects, it also becomes incapable of generating electricity as long as the fatigue and/or exhaustion lasts. The lagiacrus is thus unable of using lightning attacks and its electric rage bonus damage on bite and claw attacks is negated, even when below half hit points.

Hold Breath (Ex)
A lagiacrus can hold its breath for a number of minutes equal to 35 times its Constitution score before it risks drowning.

Lightning Crystals (Ex)
The lagiacrus uses lightning crystals on its back to generate its electricity. When bludgeoning or sonic damage equal to at least 1/4 of the lagiacrus' maximum hit points is dealt to these crystals, they partially shatter. This causes the lagiacrus' ability to generate lightning to be significantly reduced. It must now wait 2d4 rounds in between using lightning attacks, and no longer gains the benefits of electric rage's electricity damage on bite and claw attacks, even when below it is below hit points.

ECOLOGY
Environment: warm aquatic/coastline/ocean
Organization: solitary
Treasure: standard

The lagiacrus is a large, blue aquatic dragon, adapted to life in tropical waters. When a Lagiacrus is fully sunbathed, its scales turn a dry grayish-blue color and its dermal spikes turn a pale red. When it returns to the water, Lagiacrus regains a striking deep blue color and its spikes return to their original color of a very light beige. Its hood-like structure is allows it to swim through the water much quicker along with the help of its tail and limbs. Lagiacrus are able to stay submerge underwater for up to half a day without coming out for air. The large dorsal spikes on its back are used to release its electric attacks due to an electricity generating sac below each spike. It's able to release this electricity by contracting its cells at high speeds inside its muscles. When it does this some of the electricity actually combines with some of the mucus in its mouth, allowing it to spit out lightning projectiles from its mouth.

Up next on my list is:

  • New: Uroktor/Agnaktor
  • Redo: Baruragaru, Chameleos, Deviljho, Gore Magala and Nerscylla

edited 22nd Sep '16 10:22:43 AM by BlackSunNocturne

Pannic Since: Jul, 2009
#2382: Sep 22nd 2016 at 9:31:38 AM

PD Fs for the Divine Anthology and part 2 of Strange Aeons will be available next week. Looking forward to those. Strange Aeons is gonna have a stat block for another Great Old One, as well as details on the cult of Hastur.

BlackSunNocturne Since: Aug, 2013
#2383: Sep 22nd 2016 at 2:53:44 PM

[up]Oooh, cool.

Oh yeah, on the "Paladin of Asmodeus" thing:

Here's another post from James Jacobs explaining why Asmodean Paladins don't work.
Said post was I think before that damnable trait that makes it so a divine spellcaster can treat Asmodeus as a Lawful Neutral deity.... but honestly that's a trait I think shouldn't exist outside of Pathfinder, and said trait should only be allowed if I see Human (Tien-X) on the sheet.

Pannic Since: Jul, 2009
#2384: Sep 22nd 2016 at 3:36:33 PM

It's Homolog, not Tian-Xia (and also yeah, it's a regional trait).

edited 22nd Sep '16 3:37:00 PM by Pannic

BlackSunNocturne Since: Aug, 2013
#2385: Sep 22nd 2016 at 3:38:23 PM

Isn't Homolog somewhere in Tian-Xia though? I could have sworn it was.

Pannic Since: Jul, 2009
#2386: Sep 22nd 2016 at 3:40:58 PM

Nope. Tian-Xia is a different continent. Holomog is a country in southern Garund. Matriarchal society that made a pact with all the Empyreal forces. And they'd really like to go to war with Geb. And yeah, it wouldn't make sense ultimately (owing in large part to the sect being more one focused on legalism than martial deals). LG cleric or inquisitor, however, definitely work.

Also, looking at the next installments in the Pathfinder RPG series (the setting neutral stuff), in November we get the Villain Codex, and then early next year it's bestiary 6... which is gonna have a stat block for Charon, the Horseman of Death! (I'm checking to see if they're including stat blocks for all four. There are gonna be stat blocks for Archdevils and more Empyreal Lords.)

edited 22nd Sep '16 3:49:28 PM by Pannic

SpookyMask Since: Jan, 2011
#2387: Sep 22nd 2016 at 9:44:17 PM

They are going to include stats for all four

BlackSunNocturne Since: Aug, 2013
#2388: Sep 22nd 2016 at 10:15:32 PM

Sounds interesting.

Also, finished the Uroktor/Agnaktor in case anyone cares [lol]

https://static.tvtropes.org/pmwiki/pub/images/monster_hunter_uroktor_agnaktor_9100.png
UROKTOR
CR 2
XP 600
N Medium Dragon (earth, fire)
Initiative: +1; Senses: low-light vision, darkvision 60ft., tremorsense 60 ft., smoke vision; Perception +10
Aura blazing body
DEFENSE
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
HP 35 (3d12+6)
Fort +5, Ref +4, Will +4
Immune: fire, paralysis, sleep
Weakness: vulnerable to cold
OFFENSE
Speed: 30 ft., burrow 20 ft.
Melee: bite +4 (1d6+1)
Space: 5ft.; Reach: 5ft.
Special Attacks: fiery spittle (30 ft., special see entry, 1d6 fire damage, Reflex DC 13 half, usable every 1d4 rounds)
TACTICS
Uroktors, while still a juvenile, can be incredibly dangerous for the unprepared. Uroktor mainly subsist on carrion, scavenging the remains of kills made by larger predators. However, they do occasionally hunt for themselves. Uroktor will defend themselves from other creatures and humanoids alike, but will flee if they feel over-whelmed.
An uroktor will attempt to flee by burrowing if reduced to 7 hit points or below.

STATISTICS
Str 13, Dex 13, Con 15, Int 6, Wis 12, Cha 10
Base Atk: +3; CMB +4; CMD 15 (19 vs. trip)
Feats: Nimble Moves, Skill Focus (Perception)
Skills: Climb +7, Perception +10, Stealth +7, Survival +7
SPECIAL ABILITIES
Blazing Body (Su)
Though still a juvenile, an uroktor can make its body hot enough to melt stone. As a move action, an uroktor can begin generating heat in its body. Anyone striking a uroktor with a natural weapon or unarmed strike takes 1d6 points of fire damage. A creature that grapples a uroktor or is grappled by one takes 3d6 points of fire damage each round the grapple persists. A creature that strikes a uroktor with a manufactured weapon can attempt a DC 13 Reflex save to pull the weapon away from the creature's molten body quickly enough to avoid having the weapon take 1d6 points of fire damage—damage caused to a weapon in this manner is not halved as is normal for damage caused to items, and ignores the first 5 points of hardness possessed by the item. As a result, most metal weapons can generally safely strike a uroktor without taking much damage, but wooden weapons have a significant chance of burning away if used against one of these creatures. The save DC is Constitution-based.

Fiery Spittle (Ex)
An uroktor, while still juvenile, can spit up a fiery ball of super-heated rock. The uroktor spews a fiery glob of molten rock that detonates on impact or at its maximum range. The range of this ability is 30 feet, and the area of detonation is a 10 feet radius spread. The breath weapon deals 1d6 points of fire damage. The breath weapon allows a Reflex save for half, as usual, and the DC is 13 (10+1/2 the Uroktor's racial HD + Constitution modifier). It is usable only once every 1d4 rounds.

Smoke Vision (Ex)
An uroktor can see perfectly in smoky conditions (such as those created by pyrotechnics).

ECOLOGY
Environment: warm mountains
Organization: solitary, pair, or burner (3-15)
Treasure: incidental

Just like their adult form, the agnaktor, uroktor have the remarkable ability to tunnel through solid volcanic rock. Uroktor are distinguished by their reddish-purple skin, which protects them from both the sweltering heat and volcanic predators.

Like Agnaktor, their spade-like jaws are their main key to digging through volcanic rock. They are known as the vultures of the volcano because they eat everything on a carcass left behind by a larger monster. They also make clacking noises with their beak-like mouth to communicate with each other and with the larger Agnaktor. Uroktor are highly aggressive. Uroktor will defend themselves from other monsters and hunters alike, but will flee if they feel over-whelmed. Uroktor mainly subsist on carrion, scavenging the remains of kills made by larger predators. However, they do occasionally hunt for themselves. An uroktor is about 10 feet long, with two thirds of that being its neck and tail, and weighs about 700 pounds.

https://static.tvtropes.org/pmwiki/pub/images/monster_hunter_uroktor_agnaktor_9100.png
AGNAKTOR
CR 13
XP 25,000
N Huge Dragon (earth, fire)
Initiative: +4; Senses: low-light vision, darkvision 60ft., tremorsense 60 ft., smoke vision; Perception +27
DEFENSE
AC 29, touch 8, flat-footed 29 (+21 natural, -2 size)
HP 345 (19d12+171)
Fort +20, Ref +11, Will +16
Immune: fire, paralysis, sleep
Weakness: vulnerable to cold
OFFENSE
Speed: 50 ft., burrow 120 ft.
Melee: bite +27 (2d8+16/19-20), 2 claws +27 (2d6+11), tail slap +25 (2d6+16)
Space: 15 ft.; Reach: 10 ft. (15 ft. with bite and tail slap)
Special Attacks: breath weapon (100-ft. line, 14d10 fire damage, Reflex DC 28 half, usable every 1d4 rounds)
TACTICS
Agnaktor are reasonably aggressive, challenging all others that encroach on its habitat, due to the fact that it has no natural predators at an adult age. The only threat that one normally encounters is if a true dragon challenges it for territory or food. An agnaktor will usually ambush an enemy by bull-rushing them while burrowed, ejecting itself from the ground. It uses its bite, claw attacks and tail in combat, and will attempt to use its breath weapon when the chance permits.
When reduced to 35 hit points of below, an agnaktor will attempt to flee by burrowing into the ground below it.

STATISTICS
Str 31, Dex 10, Con 28, Int 12, Wis 20, Cha 12
Base Atk: +19; CMB +31; CMD 41 (45 vs. trip)
Feats: Awesome Blow, Cleave, Greater Vital Strike, Improved Critical (bite), Improved Initiative, Improved Bull Rush, Improved Vital Strike, Multiattack, Power Attack, Vital Strike
Skills: Climb +32, Intimidate +24, Perception +27, Stealth +14, Survival +27, Swim +32
SQ: magma armor, hold breath, monstrous rage

SPECIAL ABILITIES
Breath Weapon (Su)
Agnaktor, unlike its juvenile stage, is able to produce a proper breath weapon. Every 1d4 rounds, an agnaktor can breathe out a beam of fiery red energy with a range of 100 feet, or it can shorten the range by swinging its head, effectively affecting a 50-foot-long cone. All creatures caught in this area of effect take 14d10 points of fire damage, a Reflex save of DC 28 halves the damage. A creature slain by this effect is disintegrated, whether the saving throw was successful or not. This breath weapon is particularly effective at blasting through cover—cover does not grant any bonuses on Reflex saves against an agnaktor's breath weapon. The save DC is Constitution-based.

Hold Breath (Ex)
An agnaktor can hold its breath for a number of minutes equal to 5 times its Constitution score before it risks drowning.

Smoke Vision (Ex)
An agnaktor can see perfectly in smoky conditions (such as those created by pyrotechnics).

Magma Armor (Ex)
The body of an agnaktor is often covered in lava, which will rapidly cool when removed from direct heat. An agnaktor’s magma armor comes in two states: liquid and solid.
Liquid: The lava covering an agnaktor's body is incredibly hot. Anyone striking a agnaktor with a natural weapon or unarmed strike takes 4d6 points of fire damage. A creature that grapples a agnaktor or is grappled by one takes 8d6 points of fire damage each round the grapple persists. If a creature is grappled by an agnaktor and the lava cools, they are stuck to the agnaktor's body until the rock is reheated, and are considered to still be in a grapple. A creature that strikes a agnaktor with a manufactured weapon can attempt a DC 28 Reflex save to pull the weapon away from the agnaktor's molten armor quickly enough to avoid having the weapon take 3d6 points of fire damage—damage caused to a weapon in this manner is not halved as is normal for damage caused to items, and ignores the first 10 points of hardness possessed by the item. As a result, most metal weapons can generally safely strike a agnaktor without taking much damage, but wooden weapons have a significant chance of burning away if used against one of these creatures. The save DC is Constitution-based.
Solid: After 4 rounds from the agnaktor leaves the ground, the lava sticking to an agnaktor's body cools; additionally, if agnaktor takes more than 20 points of cold damage from a single attack, the armor instantly solidifies. This solidified rock is incredibly thick and dense, giving an agnaktor +4 on its natural armor, DR 15/adamantine, heavy fortification and causing weapons to have a 75% chance to bounce off of the cooled rock. However, this solidified rock weighs an agnaktor down, causing it to have a base land speed of 30 feet instead of its usual 50.
There are several ways for the solidified rock to be cooled. Spells or attacks causing fire damage can heat up the agnaktor's armor if 50 points of fire damage is dealt to the agnaktor (despite an agnaktor's immunity to fire damage, the solidified rock is not immune, and can be "damaged" by fire). Additionally, when an agnaktor uses its breath weapon, or burrows into the ground, the magma is instantly reheated.

Monstrous Rage (Ex)
An agnaktor may rage as a Barbarian of its HD. At 11 HD, it gains the benefits of Greater Rage. At 17 HD, it gains the benefits of Tireless Rage (which means it usually does). At 20 HD, it gains the benefits of Mighty Rage. Unlike a Barbarian, however, an agnaktor may only fly into a rage if its hit points have been reduced to less than half its total, or if it has just failed a saving throw.

ECOLOGY
Environment: warm mountains
Organization: solitary or pair
Treasure: incidental

Agnaktor uses its tough snout and great strength to burrow through rocks and sometimes even cave ceilings. It is encrusted with lava that is softened from heat when they use their breath weapon or burrow, and hardens when removed from direct heat.

Agnaktor has developed the remarkable ability to swim through lava, meaning it can both sneak up on prey and escape from a more powerful enemy. It has a very strong beak, which it uses to burrow straight through hard volcanic rock at incredible speeds, and even launch itself into the 'ceiling' of an area and to crack open the sturdy shells of the rhenoplos. It is also capable of producing a very powerful fire beam, which it can maneuver a full 360 degrees with its long neck. Produced between an agnaktor's scales is a nonflammable substance that never burns. This substance allows agnaktor to coat its hide with lava and swim in lava. The lava coating an agnaktor's body hardens into a thick armor of rock when no longer exposed to direct heat. However, when the agnaktor touches the lava, its lava coating becomes soft again. Its chest and beak armor will also soften if it fires its beam. Furthermore, its beak armor alone softens whenever it attacks by jabbing its beak through the ground, exposing it to the lava underneath. A fully-grown agnaktor is truly massive, reaching nearly 70 feet in length, with two thirds of that its neck and tail, and weighs 30,000 pounds.

I showed this to my friend and his response was "Agnaktor has a lot of health. That thing would be a session unto itself to fight". I got a chuckle from that

edited 22nd Sep '16 10:18:22 PM by BlackSunNocturne

Pannic Since: Jul, 2009
#2389: Sep 22nd 2016 at 10:33:39 PM

Sweet. Can't wait for those Horsemen stats. Hope they remember Charon's supposed to be CR 30 or something. I know that the third-party Tome of Horrors had a version of Charon (as well as the Oinodaemon). But in any case, really looking forward to that come march.

BlackSunNocturne Since: Aug, 2013
#2390: Sep 25th 2016 at 4:01:01 PM

So I have a question:

I made an Alternate Class for the Cavalier, the Wyvern Rider (partially based on the Wyvern Rider class of Fire Emblem) and now I decided to make an archetype based on the Malig Knight (Fire Emblem Fates's "prestige class" of Wyvern Rider if you will), using the Warlock Archetype for Vigilante as a base. The thing is.... I can't think of a name for the archetype, and Malig Knight is too much of a Punny Name for me (Malig Knight = Malignant).

Anyone got any recommendations for a name?

Edit: Ignore this, got a name: Balenorn

edited 26th Sep '16 9:57:37 AM by BlackSunNocturne

chaosconsortium Since: May, 2011
#2391: Sep 28th 2016 at 8:10:34 AM

Love those Monster Hunter conversions. I'm going to have to steal those.

BlackSunNocturne Since: Aug, 2013
#2392: Sep 28th 2016 at 10:42:28 AM

[up]grin That's what I'm here for.

However, I realized that I may have made them a wee bit too smart [lol] They should be Int 7 at the highest.

edited 28th Sep '16 12:59:48 PM by BlackSunNocturne

Pannic Since: Jul, 2009
#2393: Sep 29th 2016 at 1:29:56 PM

I'm definitely looking forward to doing something with the Four Horsemen in a campaign once that Bestiary 6 comes out and we get stat blocks for all of them. We also already have a stat block for one of the daemonic harbingers (Zelishkar of the Bitter Flame, Inner Sea Bestiary). Sadly that book isn't quite as much value as it used to have, as a number of things in it (mainly the robots and playable races) have been reprinted in other mainline bestiaries, but the unique demigod figures are still unique to it.

Also, the store page for Bestiary 6 lists Munavri as one of the new player races in it, but that seems... dubious given that Munavri are really overpowered.

Ninjaxenomorph The best and the worst. from Texas, Texas, Texas Since: Jun, 2009 Relationship Status: Non-Canon
The best and the worst.
#2394: Sep 29th 2016 at 7:01:33 PM

But it IS possible.

Me and my friend's collaborative webcomic: Forged Men
Pannic Since: Jul, 2009
#2395: Sep 30th 2016 at 12:48:32 PM

It's possible in the sense that Drow Nobles without the feat path are possible. Munavri have big AS bonuses as well as innate psychic abilities. This is balanced on account of the fact that they live really, really deep in the Darklands and as such are pretty much never up on the surface.

edited 30th Sep '16 12:53:50 PM by Pannic

BlackSunNocturne Since: Aug, 2013
#2396: Oct 1st 2016 at 7:17:04 PM

A question: I've seen people say that Race Points (RP) is a stupid and broken system. Can someone explain why?

Like, all I've seen is people saying that a higher RP race makes people playing lower RP races seem weak in comparison and.... all I think is maybe?

Like, my Orcs are 19 RP(it's mostly in their built in Rage mechanic in all honesty), but I don't think they're too strong compared to other races. This is also ignoring my Arachne race which is floating around 28-34 RP right now before I get to trimming them [lol]

SpookyMask Since: Jan, 2011
#2397: Oct 2nd 2016 at 12:23:52 AM

Thing about Race Points is that 1) it doesn't take in account synergies for abilities so creatures of same RP amount might be radically different in terms of power 2) point amounts for different abilities are sometimes really arbitrary. Your example with "I don't think my 19 RP orc is really that over powered" is what I'm talking about, because of that you can't actually use amount of R Ps to judge how strong race is compared to others. Idea of the system is that 19 RP race SHOULD be much stronger than 10 RP race.

System's point is trying to be tool for gms where they can easily tell how race compares to race of same point amount, but because point amounts are meaningless, it doesn't do its job.

edited 2nd Oct '16 12:30:14 AM by SpookyMask

BlackSunNocturne Since: Aug, 2013
#2398: Oct 2nd 2016 at 11:17:27 AM

[up]Ahhh, okay. That makes sense.

Also, I was off on my orcs by 5 RP. Whoops [lol]

.... I can see why the Race Points seems a bit of a failed system [lol] But is it really a case of "completely useless" or does it have some merit?

Like, I can understand Driders and Gargoyles having a super high Race Point total because holy shit those things are strong. Centaurs are iffy, mainly because they have a high RP, but don't seem exactly super strong, but I can understand them being higher than other races.

edited 2nd Oct '16 6:05:07 PM by BlackSunNocturne

Jokubas Since: Jan, 2010
#2399: Oct 3rd 2016 at 12:25:59 AM

I'm extremely new to Pathfinder, but was looking at the race creation rules recently because I was trying to make my own centaur race (first for D&D, then for Pathfinder, and it went back and forth a bit).

My first reaction to the race points was that it was a decent guideline to at least make sure things were within a certain realm of balance, but I kept running into issues.

Their example centaur is loaded up with a bunch of Ability Score increases, I think for no other reason than so that it has a high enough RP score to take Quadruped, because they don't scream centaur to me. But Quadruped itself doesn't seem all that powerful, and seems unnecessary to require a high-powered character to take it. Also, Quadruped also needing the race to be something like Monstrous Humanoid, and have Darkvision for free, also seems silly, since it inflates the power/cost for things not even part of the flavor you're building it for.

I ran into some similar problems when I went to make a fairy race. Once I got to the traits section, it started asking that I inflate the character's power in order to take logical race features that have situational uses at best.

To be fair, that sort of situational power can be an issue at any time in a tabletop game. Certain skills or abilities may never actually come up in a campaign, despite what might have been invested in them. Though, that can arguably make some of the high RP numbers or expectations even weirder since such variance should be expected.

edited 3rd Oct '16 12:32:34 AM by Jokubas

Devarian Since: Jul, 2016
#2400: Oct 3rd 2016 at 9:17:20 AM

I do seem to agree that the RP values of the race builder are rather wonky for what they give. I went to do some calculations on making a 1 of aberration race (needed something specific for an NPC in a game). Base line stats were as normal as you could get +2 +2 -2 for attributes, a few minor bonuses, not much different from you average 12 point race. But the race ended up at like 52 points because I wanted them to have fast healing 5. 40 race points for fast healing 5 seems a little over the top all thing considered, since the race was essentially just a tweaked half-elf (not literally just a comparison to how much stuff they actually got) with fast healing 5.


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