Archive for the “Pathfinder” Category

SimonleferaI’ve always hesitated to share the monsters I make for my games, because I believe monsters require art in order to be communicated clearly. Previous entries in the Merciless Monsters series have either relied on finding an image which looks kinda-sorta like what I imagine in my head, or on my ladyfriend’s marvelous art. If I had my way, she’d illustrate all of my posts, but she has this whole “life of her own” which gets in the way of that.

By now, though, I’ve accumulated quite a bestiary of monsters I created for fun or for my personal use It seems a shame not to share them, so I’m going to experiment with subjecting you all to my own doodles of my monsters. I’m sorry for the general lack of quality this will probably lead to. (Though, truth be told, I’m quite happy with how this one turned out).

Simonlefera are unnatural creatures, and no one is quite certain where they come from. They’ve been observed congregating around areas of profound magical energy–or places where such energy is later discovered. No mating rituals have ever been recognized, nor have the dissected bodies of the creatures revealed any obvious reproductive organs. Some scholars have suggested that Simonlefera may be proof of the long-discredited theory of spontaneous generation. Lacking any other hypothesis, this idea has begun to gain some traction.

In appearance, simonlefera resemble a bald human head with tough, rubbery skin. From where a normal human’s head would have ears, the Simonlefera has a massive pair of legs which resemble the hind legs of a grasshopper. When laid flat, these legs can be as much as 12ft long! These legs are used for moving quickly, and jumping as much as 30 times the creature’s height. Four smaller legs sprouting from the underside of the ‘head’ provide stability for forward motion. These legs can also cling to walls, allowing the Simonlefera to climb them as a spider does.

The eyes, while small and mounted much as a human’s eyes are, are multi-faceted like the eye of an insect. From the lower jaw grow two weak, spindly arms ending in 3-fingered hands. While capable of significant dexterity, these hands are largely useless. They seem to exist primarily as a means to interact with magic, though they are also used when the creature eats. Finally, from the creature’s chin grows what appears to be a long beard which drags across the ground. In fact this is a sensory device. It allows the Simonlefera to sense vibrations in the ground, replacing the functionality of the ears.

Bodies, or body parts from a simonlefera can often be sold to a wizard for a very good price. Various parts of their anatomy are of immeasurable use in magical research.

In terms of diet, simonlefera primarily sustain themselves on small mammals, such as rats, mice, rabbits, or ferrets. However, if need be, any meaty animal of this size will suffice, such as a frog or small bird. In addition to this diet, it is speculated that simonlefera also sustain themselves by drawing upon magic. None which have been removed from areas of strong magical energy have ever survived for more than a day; after which their head appears to “deflate.”

The most notable aspect of the simonlefera is their ability to use magic. This appears to be a natural trait, and draws on no known source of magical power. They are often able to cast both arcane and divine spells (though all of their magic use in fact registers as arcane). And as they grow older, their spell repertoire becomes even more diverse. While most of them can only access the most mundane spells, there appears to be no limit on their ability to cast. And when working in groups, even a skilled adventurer can be overwhelmed.

Despite their appearance, Simonlefera are not intelligent creatures. The chittering sounds they make do not have linguistic content.

Simonlefera

You hear a strange chittering sound, and what appears to be a human’s head on insect legs hops into view.


Simonlefera; CR 3; [Aberration] [Near Leylines] [Diurnal]


XP: 800
N Medium Aberration
Init +8; Senses Perception +10


DEFENSE


AC 16, touch 11, flat-footed 6 [10 + Dex(4) + Natural(2)]
HP 12 (4 HD, 4d6 + 0)
Fort +6 Ref +10 Will +10;


OFFENSE


Speed 50ft Climb Speed 20ft
Melee Kick + 7 (2d6 + 2) [May only use this attack on opponents behind it]


SPECIAL ABILITIES


Natural Caster(Su) Each time a Simonlefera gains a new hit die, it also gains access to a new spell which can be cast at will. The spells are determined randomly from the lists below. Any duplicate entries should be re-rolled.

Levels 1-4: 1. Cause Fear, 2. Cure Light Wounds, 3. Doom, 4. Inflict Light Wounds, 5. Obscuring Mist, 6. Shield, 7. Magic Missile, 8. Mage Armor, 9. Sleep, 10. Reduce Person, 11. Shocking Grasp, 12. True Strike
Levels 5-8: 1. Acid Arrow, 2. Summon Swarm, 3. Web, 4. Hideous Laughter, 5. Darkness, 6. Gust of Wind, 7. Scorching Ray, 8. Blur, 9. Cure Moderate Wounds, 10. Hold Person, 11. Sound Burst, 12. Inflict Moderate Wounds
Levels 9-12: 1. Bestow Curse, 2. Contagion, 3. Cure Serious Wounds, 4. Inflict Serious Wounds, 5. Meld to Stone, 6. Stinking Cloud, 7. Deep Slumber, 8. Fireball, 9. Lightning Bolt, 10. Gaseous Form, 11. Blink, 12. Haste

Jump(Ex): Using its powerful hind legs, the Simonlefera can easily leap as high as 150 feet in the air, and land again safely.


ECOLOGY


Environment Anywhere magic is strong. They often gravitate towards leylines, and such can be found in nearly any environment.
Organization Solitary or cabal (4-8)
Activity Cycle Diurnal
Diet Magical Energies, tiny mammals; Natural Enemies Wizards

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Pathfinder's Iconic Oracle.

The Iconic Oracle from the Advanced Player’s Guide

Core Concept: Sitting down to write my assessment of the core concept for the Oracle begs the question: what is a class’ core concept?

If we refer to the narrative concept of a caster who must suffer a hindrance in order to access their powers, then I quite like the core concept for the oracle. Likewise if the core concept is a caster who unwillingly has magical powers thrust upon her by the gods. These are things I like.

If, however, the core concept refers to the class’s mechanics, then the oracle is perhaps the most vapid class I have assessed thus far. Not necessarily because any of its mechanics are bad, but  because none of them are unique or inventive. The oracle is a hodge-podge class, assembled from mechanics left over from other classes.

Of course, that doesn’t necessarily mean that the oracle is a bad class, or that it was a poor addition to the game. It does, however, mean that I don’t have much to talk about. Forgive me if this ends up being short because of that.

Spells: The oracle is a sorcerer who casts divine spells. There’s really not much more to say about it. Oracles learn and cast spells exactly as sorcerers do, but they draw from the cleric spell list instead of the wizard spell list. They even copied the artwork concept of a scantily clad woman. (Joy).

I suppose the one distinction is that oracles must choose whether they prefer “cure” or “inflict” spells, and they will always automatically learn every spell of the type they chose. This is in addition to the spells they gain on the “spells known” table. And while players do have the option to choose “inflict” spells, I think the purpose of this mechanic is to make healing magic more accessible–which isn’t something I’m fond of.

Don’t get me wrong, when my character gets knocked down to 1 hp, it’s good to have a magical healer around. But I prefer magical healing to be a boon, not a necessity.

Mystery: If the oracle is a divine sorcerer, mysteries are divine bloodlines. Mechanically, I cannot think of a single other thing to say about them. They are literally identical in form.

In terms of fluff, I will say that mysteries are a pretty cool idea.

Oracle’s Curse: This is probably the most interesting part of the Oracle; the flaw which they must live with in exchange for their power. It builds on ancient beliefs about magic–primal ones which seem somehow more true to the human experience. Though the curse doesn’t affect the character anywhere near as much as the mystery does, the benefits from the curse are still quite useful.

I’d prefer if the curses were a little harsher, to force the player to deal with a greater challenge. I also think these would be fun to randomize, though I understand that would be problematic for most players. (Wussies!)

Orsions: Perhaps I ought to simply omit Orsions and Cantrips from these analyses, since I always say the same thing, but I will again direct you to my cleric analysis for my thoughts on these.

Revelation / Final Revelation: These are similar to bloodline powers, and unique to each of the mysteries. To analyze each individually would go well beyond the scope of this post, and probably force it beyond ten thousand words. There are some pretty good ones, and a few bad ones. Blorp.

All in all, a solid class, but not a lot to write about.

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Imrijka, the Pathfinder Iconic Inquisitor

Imrijka, the Pathfinder Iconic Inquisitor

Core Concept: It occurred to me as I was laying out this post that I’ve never actually taken a serious look at the inquisitor before. Other classes, like the Cavalier, the Witch, or the Alchemist at least caught my fancy enough that I read over their abilities briefly when I picked up the Advanced Player’s Guide. The Inquisitor, though? Not so much.

While my initial impression was that Inquisitors are meant to be a dark and gritty paladin, it’s a little more complicated than that. They’re much closer to cleric-rogues, with an emphasis on the cleric part. Inquisitors are who the church sends when paladins are too goody-goody to get the job done. It has a certain appeal, though like the cavalier, the inquisitor’s goals seem awfully specific for a random adventurer.

None the less, I think I like them significantly more than I like the cavalier. Though that may just be my bias towards rogue characters.

Also, I’d like to take a moment to point out the ridiculous boobage on the iconic inquisitor. It looks pretty damn stupid. Fortunately, if she goes all “Spanish Inquisition” on us, we know right where to stab her.

Spells: With spells through level 6, the Inquisitor is among the most magically invested classes outside of the primary casters. That seems a little powerful for a character with such significant physical combat ability, but I haven’t seen one played before, so I won’t make presumptions about the class’s balance.

I will say that I’ve always wanted to see a caster like this. One with spells up to 6th level or so, who rounds out their magical weakness with other cool abilities.

Domain: Since the Inquisitor doesn’t get any domain spells as the cleric class does, Inquisitor domains function more like a Sorcerer‘s Bloodlines. And while I’m not a fan of clerical domains, my primary issue with them is that they require too much of a day-to-day time investment from the player. With only a single domain, and without bonus spells, I actually think domains work pretty well for the inquisitor.

JudgementSecond Judgement / Third Judgement: I’m not terribly fond of abilities which function only in combat. There’s a certain verisimilitude to the judgement abilities, since they are god-given strength to mete out justice. But that’s the slippery slope to 4th editionism!

Aside from the “only in combat” aspect, I quite like judgements. A consistent buff which can be switched out for another in the set as a swift action is a solid mechanic which keeps things fairly simple, but can also give the inquisitor lots of options for how to approach battle. I also like how iterative levels of the judgement do not add new potential buffs, but instead allow the inquisitor to call upon multiple buffs at once. If keeps an already complicated mechanic from getting entirely out of hand.

The judgement ability is actually surprisingly similar to something I’ve been working on for awhile. On the one hand it’s a little frustrating to find out I’ve been preempted, since this is an idea I came up with before the Advanced Player’s Guide came out. On the other hand, it’s encouraging to know that the professionals at Paizo apparently like my ideas enough to come up with them themselves.

Monster Lore: In years of playing, I don’t know that a player has ever made a knowledge check to identify the weakness of a monster. This may be more a result of the way I run the game than the way my players play it, but regardless, I’m not really impressed by an ability which allows you to add your wisdom score to such a minor edge case.

I’d call this filler, but it’s a level 1 ability, so it’s one among a half dozen other abilities.

Orsions: The feelings I expressed for Orsions when discussion the cleric class essentially hold true here.

Stern Gaze: Despite my general distaste for the skills system–and in particular the Intimidate and Sense Motive skills–I none the less think this ability is entirely appropriate. The character is an inquisitor, that they would receive a significant bonus to extracting information and discerning lies is to be expected.

I might try to represent it differently mechanically, but the spirit of the ability is solid.

Cunning Initiative: I’m not certain why the inquisitor warrants a bonus to initiative. As far as I can see, they don’t have any abilities which are contingent upon acting first. If anything, it seems as though this should be a rogue ability.

The mechanic is simple enough. I just don’t see how it relates to the inquisitor.

Detect Alignment: A very standard ability for this type of class, which doesn’t really need to be discussed. Though, interestingly, the type of action required is not listed here. I would probably rule it to be a standard action, though it’d be interesting if it were a free action.

Track: I’ve no objection to the inquisitor having this ability, so my commentary on this would be identical to the one I posted in the ranger class’ analysis.

Solo Tactics: I find it interesting that so far, every martial class from the Advanced Player’s Guide (Cavalier and Inquisitor) have an ability which makes Teamwork feats work better. I would also point out that teamwork feats were introduced in the Advanced Player’s Guide.

It’s almost as if they agreed with me that teamwork feats are a terrible idea, and intentionally designed their new classes so as to avoid some of the issues I pointed out in my cavalier analysis. Namely, that any feat which requires multiple people to have the feat in order to work means that one person not being able to show up for a session, or leaving the group entirely, can severely gimp another player.

Teamwork Feat: I’m not a huge fan of bonus feats, blah blah blah, filler abilities, whatever. You’ve heard it all before, and it’s becoming super repetitive through these class analyses.

I have something new to bitch about here, though, because apparently the inquisitor can change her most recent teamwork feat a number of times per day equal to her wisdom modifier. What the fuck? As if there wasn’t already enough fiddling over feats, now alternating between any feat on the teamwork list is an ability? That would be insufferably frustrating at the table.

Bane / Greater Bane: I like this. It’s a very simple mechanic which has a lot of flavor and a large impact on the game. I could even see myself using a similar mechanic.

Discern Lies: I like this for the same reason I like “Stern Gaze” above. Though personally I think it would be cooler if the inquisitor gradually became completely immune to lies, save those which were magically warded against her somehow.

Stalwart: The D&D 3.5 Hexblade had this ability, though it was called “Mettle.” I always thought it was a little overpowered when compared to its inverse, “evasion,” which is omnipresent among the core classes. But the inquisitor has to wait until level 11 to get it, so I suppose it’s alright for it to be more powerful.

Exploit Weakness: I like the idea of critical hits which have an extra oomf to them. However, these improvements are extremely situational, to the point that the ability would be easy to forget when it’s actually relevant. It really only affects monsters who have damage reduction, regeneration, or who have a vulnerability to a type of energy which the inquisitor is using to attack them. Granted, all of those things are fairly common against high level monsters. But they’re not common enough that I think I would be able to remember “oh hey, since this creature is an ice demon and I’m attacking it with fire, my critical hit gets +1 point of damage per die rolled!”

Slayer: I really like judgement, but this just seems to make it complicated. Out of the 3 judgements the inquisitor can use simultaneously at this point, one of those can be used as if it were 5 levels higher, and that judgement cannot be switched out like the other judgements can.

It’s possible that I’m just a super stickler for simplicity, but that seems convoluted me.

True Judgement: I don’t personally find save-or-die capstone abilities to be interesting. But it kinda works for the inquisitor!

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