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Tag Archives: Pathfinder
January 23, 2013Posted by on
I didn’t make it into the RPG Superstar Top 32. Always next year.
Congratulations to those that did!
June 21, 2012Posted by on
I wrote this up for a contest over on ENWorld called the “What Is It?” contest, where you stat up a Pathfinder monster from a picture provided. Here’s the picture, and what I came up with.
Alchemical Behemoth (CR 12)
A titanic humanoid form thunders toward you, thick green smoke pouring from where it should have a head. A harsh chemical stench makes your eyes water and your lungs burn as it lumbers closer.
CE Huge Undead
Init -1; Senses all-around vision, cloud sight, darkvision 60′, Perception +19
Aura stench (60 ft, DC 23, 10 rounds)
AC 26, touch 9, flat-footed 26 (+2 deflection, -1 Dexterity, +17 natural armor, -2 size)
hp 143 (19d8+57)
Fort +8, Ref +5, Will +11
All-around vision (cannot be flanked), amorphous (immune to critical hits and precision damage), DR 10/slashing and magic; Immune acid, undead traits; Resist electricity 10, fire 10
Speed 40 ft.
Melee 2 claws +19 (2d6+20/19-20)*
Ranged corpse bomb +13 ranged touch (1d8+10 plus acid splash and corpse cloud)
Space 15 ft; Reach 15 ft
Special Attacks absorb, breath weapon (acidic vomit, 60 ft cone, 8d6 acid damage, Reflex DC 21 for half, once per day), corpse bomb (every 1d4 rounds), trample (1d8+15, DC 31)
Str 35, Dex 8, Con –, Int 6, Wis 10, Cha 14
Base Atk +14 (19 HD); CMB +28, CMD 37
Feats Ability Focus (stench), Bull Rush Strike, Cleave, Crippling Critical, Critical Focus, Great Cleave, Improved Bull Rush, Improved Critical (claw), Power Attack* (already included in statistics), Toughness, Weapon Focus (claw)
Skills Intimidate +21, Perception +19
An alchemical behemoth can absorb the bodies and life energy of its foes in order to increase its own power. Any time the alchemical behemoth enters the space of a dead or dying creature of Large size or smaller, the target may be absorbed. Dead creatures are automatically absorbed, while a dying creature gets a Will save (DC 21) to resist absorption. Each corpse absorbed this way functions similarly to a death knell spell. The bonuses from this effect stack, to a maximum of 50 temporary hit points and a +10 enhancement bonus to Strength. These bonuses fade after 10 minutes per HD of the subject creature.
Cloud Sight (Ex)
The senses of an alchemical behemoth are not hindered by fog, mist, smoke, or similar effects.
Corpse Bomb (Su)
As a standard action, the alchemical behemoth can infuse a corpse from its body with alchemical power and throw it at its foes, similar to an alchemist’s bomb. This is a ranged touch attack, with a range increment of 20′. The target struck by a corpse bomb takes 1d8+10 bludgeoning damage from the impact. The target and everyone within 5′ are also sprayed with acid from the bursting corpse, dealing 2d6 damage (Reflex DC 21 half). Additionally, a corpse cloud forms at the point of impact. The alchemical behemoth can throw a corpse bomb every 1d4 rounds.
Corpse Cloud (Su)
A cloud of acidic, choking fumes erupts from the explosion of a corpse bomb, centered on the point of impact. This functions as a stinking cloud, save that everything in the cloud takes 2d6 points of acid damage each round it moves through or remains in the cloud. The Fortitude DC to resist the nausea effect is 21. A corpse cloud dissipates after 1d6+1 rounds.
An alchemical behemoth is a towering figure, about 30′ tall. It is composed of the fused corpses of many creatures, along with a number of powerful alchemical agents. Thick green smoke pours from the hole in its shoulders where most humanoids have a head, and powerful claws of fused bone allow the thing to tear at its prey. It has no discernible face, but sees the world through the eyes of all the corpses that are fused into its flesh.
In battle, an alchemical behemoth will throw a corpse bomb at the largest concentration of foes, and then wade into the cloud, slaughtering anything it can reach. It prefers to fight from inside a corpse cloud, and will drop corpse bombs on targets in melee with it, reveling in the destruction it causes. It prefers to start combat by slaughtering weaker foes and absorbing them with its trample attack, then dealing with any more significant threats.
The first alchemical behemoths were created accidentally, arising from mass graves on battlefields where horrific alchemical weapons were used. Since then, the most powerful of alchemists have learned to create these abominable engines of destruction, unleashing them as weapons of war. They are kept secret in deep, magically-sealed vaults, allowed to indulge their appetite for slaughter only in the most desperate battles. An alchemical behemoth that absorbs enough corpses will slowly grow larger; the creature described is typical. An alchemical behemoth has a basic understanding of one language (typically Common), but cannot speak.
Environment Battlefields or magical wastelands
Treasure half (acid-resistant treasure on absorbed bodies)
- The PCs arrive at a town to find the inhabitants gone and the buildings scarred by acid. A great battle has taken place, and the alchemical behemoth responsible has absorbed someone the PCs care about or need to talk to. Can they catch up with the creature and destroy it before the person is gone forever? Who sent it?
- The town’s gravedigger has a terrible secret – he is a reanimator, a type of alchemist focusing on the creation of undead. His labors have finally allowed him to create an alchemical behemoth, but he’s lost control of it, and now it shambles toward the town. Apply the young simple template to the alchemical behemoth, as it has not yet absorbed many corpses. Will the alchemist aid the PCs or attempt to save his creation?
- t is a time of war, and a desperate commander has ordered the release of an alchemical behemoth. It wins them the battle, but they fail to retain control, and now the thing is free. They can’t spare troops from the war effort to stop it – can the PCs prevent it from wreaking more devastation?
June 4, 2012Posted by on
Looks like the next campaign we’re going to be doing on Wednesday nights is going to be Serpent’s Skull, after our regular GM finishes up the campaign he’s currently running. We’re going to talk about characters and stuff over the next few weeks, see if we can’t get a group that meshes well together, or at least will be amusing.
So far I’m thinking about a biologist-themed alchemist, someone who is in the jungle looking for an ultra-rare flower or some other strange reagent deep in the jungle. I haven’t heard much from the other players, but there’s six of us, so whatever happens we’ve got enough people to cover everything.
This will be our first foray into Paizo’s adventure paths, and only our second Pathfinder campaign, though we’ve played tons of 3.0 and 3.5 games. I’m looking forward to it. I’ve tried to run Age of Wyrms before, but it didn’t go all that well, but I didn’t really run things close to the book, so that’s mostly my own fault. Our regular GM has run several long-term book-based games, most memorably Necropolis from Necromancer Games (I think that’s what it’s called, it was a large Egyptian-themed series of modules with a large undead focus) and the City of Brass, both of which were a lot of fun. It seems like not having to do the heavy lifting frees him up to do stuff that appeals to each player, which is nice, and gives PCs a chance to have their own stuff.
This will be our first Golarion game, too. It’s rare that we use a published setting, so that should be interesting. I think I’m the only one with any familiarity with the setting, and that’s just from reading bits here and there and listening to podcasts.
Anyone have any play experiences with Serpent’s Skull? Anything I should keep in mind?