Sub-Epic Offerings

Obly99

Hero
Ah I see, still a flat 10 damage per level or 200 damage in an aoe is a lot. Or 400 to a single target. I think it should be stepped back a bit. With other high damaging moves like maximized disintegrate you have to hit the spell with a ranged touch, then overcome spell resistance and they get a Fort save vs the effect. And it deals basically half this amount of damage. I mean i guess theres a reflex for half, but, Idk, maybe it's fine, but it just seems overpowered.
2d6 per level (like a disintegration) for the area and 3d6 per level (like a mythic disintegration) for the single target? With still a Reflex for half, obviously.
 
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2d6 per level (like a disintegration) for the area and 3d6 per level (like a mythic disintegration) for the single target? With still a Reflex for half, obviously.
Hmmm 2d6 per level in a massive aoe is pretty insane. And 3d6 to a single target is stronger than any other attack in the vanilla game really. Idk. 60x3, 180 damage roughly, 120 for the aoe. I think it could work. I think it's still really strong especially since you can do it once per hour, but I think it's not game breaking at this point.
 

Obly99

Hero
Original version of the Necromancer of the Northwest (Necromancers of the Northwest)
Flesh-Eating Beast Template

Flesh-eating beasts are animals, magical beasts, and vermins which normally eschew meat, but have taken up a carnivorous diet, especially one including intelligent creatures. This drives them to unnatural bouts of bloodlust, making them dangerous, but potentially useful.

Creating a Flesh-Eating Beast

“Flesh-Eating Beast” is an acquired template that can be added to living creatures of the animal, magical beast, or vermin type that are normally herbivorous (referred to hereafter as the base creature). A flesh-eating beast uses the base creature’s stats and abilities, except as noted here.

Challenge Rating: Same as the base creature +1.

Senses: If a flesh-eating beast doesn’t have the scent ability, it gains it but can only use it for track creatures taking bleed damage or under their maximum hit points. If a flesh-eating companion has the scent ability, it multiplies the distance at which it can detect a creature taking bleed damage or under their maximum hit points by ½ his HD (minimum 2). It also gains a bonus equal to ½ its HD on Survival checks to track a creature taking bleed damage or under his maximum hit points by scent.

Defensive Abilities: A flesh-eating beast gains DR 5/silver.

Speed: The base creature’s land speed is increased by 50% (rounded down, minimum increase of 5 feet).

Melee: A flesh-eating beast gains a primary bite natural attack if the base creature didn’t have one already. Damage for the bite attack depends on the flesh-eating beast’s size, but it deals damage as though the flesh-eating beast were one size category larger than it actually is. If the base creature already had a primary bite natural attack, the flesh-eating beast's bite attack deals damage as though it were one size category larger than it actually is.

Special Attacks: A flesh-eating beast gains several special attacks.

Feeding Frenzy (Ex): Whenever a flesh-eating beast is within 60 feet of a corporeal creature that currently has less than ½ its maximum hit points (potentially including itself), the scent of the wounds and fresh blood drives it into a feeding frenzy. The flesh-eating beast gains a +4 morale bonus to its Strength and Constitution scores, suffers a –2 penalty to AC, and must either make a bite attack against a living, corporeal creature that is not of the ooze or plant types each round, or spend a move action consuming the flesh of such a creature (which must either be helpless, willing, or dead for less than 1 hour). If there are no other creatures to attack or consume, the flesh-eating beast must bite itself, automatically succeeding on the attack roll and dealing damage as normal.

The feeding frenzy lasts for as long as there is a creature within 60 feet of the flesh-eating beast that has less than ½ its maximum hit points, and for 1d6 rounds thereafter. Oozes, plants, and constructs do not trigger a flesh-eating beast's feeding frenzy (some of this creatures that are made of flesh, like hungry flesh or flesh golem, still trigger this ability).

Naturally Intimidating (Ex): The first time that a flesh-eating beast hits a given creature with its bite attack each day, it can make an Intimidate check to demoralize that creature as a free action.

Rip and Tear (Ex): Whenever a flesh-eating beast confirms a critical hit with its bite attack against a living corporeal creature that is not an ooze or plant, it rips off a chunk of flesh, inflicting an amount of bleed damage equal to the flesh-eating beast's Hit Dice.

Special Qualities: A flesh-eating beast gains the following special quality.

Wild Nature (Ex): The DC of all Handle Animal checks involving the flesh-eating beast increase by +4. This also applies to other skill checks made to influence the flesh-eating beast, such as those made for a druid's wild empathy class feature. Finally, the flesh-eating beast gains a +2 bonus on saving throws made to resist compulsion effects.

Ability Scores: Str +4, Con +4, Wis –4 (minimum 1). Additionally, the base creature’s Intelligence score is halved (rounded down, minimum 1).

Skills: A flesh-eating beast gains a number of ranks in Intimidate equal to its Hit Dice, and treats Intimidate as a class skill.

Ecology
While there is nothing unusual about animals that eat meat, flesh-eating beasts are animals that would naturally eat only plants, but which have been driven to a carnivorous diet, whether by the will of cruel masters, or the whims of the fates. Creating a flesh-eating beast is generally as simple as capturing an herbivorous creature and forcing it to consume nothing but meat, generally for a period of at least 1 week per Hit Dice it possesses. The process is not foolproof, and some creatures seem to resist the condition, but overall, this method has roughly a 70% chance of success, although these odds are lowered to 50% in the case of intelligent creatures, which are much harder to transform. If the creatures are fed exclusively the flesh of intelligent humanoids, these odds are increased by 20%.

Generally, though, a topic of much more interest is how to revert a creature from a flesh-eating beast back to its natural state. This, too, can be done, but it requires twice as long, and the success rate is much lower: generally only about 30%, although this can be increased to 50% if the creature is attended by a skilled animal handler who can calm its wild temper and urges.

Flesh-Eating Companion (Animal Companion Archetype)

Flesh-Eating Skills: A flesh-eating beast gains a number of ranks in Intimidate equal to its Hit Dice, and treats Intimidate as a class skill.
This replace the bonus trick of the 1st level.

Wild Nature: The DC of all Handle Animal checks involving the flesh-eating companion increase by +4. This also applies to other skill checks made to influence the flesh-eating companion, such as those made for a druid's wild empathy class feature, but the flesh-eating companion gains a +2 bonus on saving throws made to resist compulsion effects. The animal companion still never attack its druid but his companion are in danger.

Bloodscent (Ex)
If a flesh-eating companion doesn’t have the scent ability, it gains it but can only use it for track creatures taking bleed damage or under their maximum hit points. If a flesh-eating companion has the scent ability, it multiplies the distance at which it can detect a creature taking bleed damage or under their maximum hit points by ½ his HD (minimum 2). It also gains a bonus equal to ½ its HD on Survival checks to track a creature taking bleed damage or under his maximum hit points by scent.
This replaces share spells.

Thirst for Blood (Ex)
A flesh-eating companion gains a primary bite natural attack if the base creature didn’t have one already. Damage for the bite attack depends on the flesh-eating companion’s size, but it deals damage as though the flesh-eating beast were one size category larger than it actually is. If the base creature already had a primary bite natural attack, the flesh-eating companion's bite attack deals damage as though it were one size category larger than it actually is.
This replaces link.

Naturally Intimidating (Ex)
At 3rd level, the first time that a flesh-eating companion hits a given creature with its bite attack each day, it can make an Intimidate check to demoralize that creature as a free action.
This replaces evasion

Rip and Tear (Ex)
At 6th level, whenever a flesh-eating companion confirms a critical hit with its bite attack against a living corporeal creature that is not an ooze or plant, it rips off a chunk of flesh, inflicting an amount of bleed damage equal to the flesh-eating companion's Hit Dice.
This replaces devotion.

Feeding Frenzy (Ex)
At 9th level, once per day, whenever a flesh-eating companion is within 60 feet of a corporeal creature that currently has less than ½ its maximum hit points (potentially including itself), the scent of the wounds and fresh blood drives it into a feeding frenzy. The flesh-eating companion gains a +4 morale bonus to its Strength and Constitution scores and suffers a –2 penalty to AC. The feeding frenzy lasts for as long as there is a creature within 60 feet of the flesh-eating companion that has less than ½ its maximum hit points, and for 1d4+1 rounds thereafter. Oozes, plants, and constructs do not trigger a flesh-eating companion's feeding frenzy (some of this creatures that are made of flesh, like hungry flesh or flesh golem, still trigger this ability). A flesh-eating companion can only remain in this state for a maximum number of rounds each day equal to its master druid level plus its Constitution modifier.
This replaces the +2 natural armor increase at 9th and 12th levels.
 

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Obly99

Hero
Can you make stats for the god Gilgamesh (preferably the original myth version?)
I'm sorry to give you bad news, the "original" version attracts me little or nothing. I consider him quite flat. He is super strong. End. Go fighter 20 with some barbarian levels or vice versa and squish the Quasi-Deity template on top of him. If I ever build Gilgamesh I'll make the Fate version using my homebrew class with 20 levels of it plus a few levels in something else to pump up his abilities and Lord template because we could consider him the first "hero" in human history. I'm not saying that the "original" version is impossible but it's extremely unlikely, I have to have some free time without any projects in the works (and I have so many) I don't advise you to hope too much.😓
 


Obly99

Hero
Hey guys,

a fan contacted me and asked if the following was a decent Draconic Exemplar class (for Pathfinder) and whether they should update it for epic levels.


Obviously my 3rd Edition/Pathfinder knowledge is sketchy at best, but I said I would ask the people who know their stuff.

Any thoughts?
I know it and played. It's very nice but has some problems:
the first is that some Draconic Essences (the "heritage" that channel you towards a specific type of dragon such as umbral or red) on the d20pfsrd version are not present (such as these

Gluttonous—Alignment: chaotic evil; Energy: fire; Breath Weapon: cone (1d6); Dragon Type: Races (linnorm). Compulsion: the draconic exemplar must make a Will save every time he encounters an animal or magical beast, and if he fails he must attempt to kill and eat it. Special: Replace any wing attacks gained from dracomorphosis with a tail slap primary natural attack that deals 1d6 points of damage (Medium-sized, adjusted as normal). He also does not gain fly speed from dracomorphosis and cannot gain the overland flight draconic gift. He instead gains the elemental affinity (water) Draconic gift at 1st level.

Watchful—Alignment: neutral; Energy: electricity; Breath Weapon: cone (1d6); Dragon Type: time (outer). Compulsion: the draconic exemplar must make a Will save or ignore any combat encounter, preferring to watch and wait. She gains a new save at the end of each round she is attacked. She ignores this compulsion if a creature or effect would interfere with the natural temporal order. If it is anally doing so (e.g. casting slow or time stop, a time thief using a class ability, etc.), the draconic exemplar must make a Will save not to attack them. She can attempt a new save each round until successful.)

Another just because these basic ones are missing, their upgrades are missing (like this one
Linnorm Freedom (Up) – The draconic exemplar can gain freedom of movement as the spell as an immediate action for a number of rounds each day equal to her draconic exemplar level. These rounds do not need to be consecutive. The draconic exemplar can dismiss the effect as a free action. The Draconic
exemplar must at least 11th level and have a linnorm dragon type to gain this draconic defense.)

Another problem is the compulsion of various "heritages" are unfair: some are simply interpretive:

Witty—Alignment: chaotic good; Energy: acid; Breath Weapon: line (1d6); Dragon Type: copper. Compulsion: the draconic exemplar must make a Will save to remain silent or speak seriously in tense situations.

but others are really heavy
Destructive—Alignment: chaotic evil; Energy: fire; Breath Weapon: cone (1d6); Dragon Type: red. Compulsion: the draconic exemplar must make a Will save to resist killing and mutilating an enemy he has engaged in battle, and to resist taking advantage of opportunities to hurt his enemies by destroying that which is precious to them.

Devious—Alignment: chaotic evil; Energy: acid; Breath Weapon: line (1d6); Dragon Type: black. Compulsion: the draconic exemplar must make a Will save to openly share significant information and be truthful.

I understand that many are because of the evil "race" but don't get in the way of play them when there is no reason to balance, because they are not stronger.

The last problem (at least from my point of view as an optimizer and power player) is that many abilities are limited and not very powerful.
To recap: if your friend doesn't like optimizing and/or his group isn't very focused on optimizing this class is fine but get the expanded manual (In The Company of Dragons Expanded (PFRPG) - Rite Publishing | Pathfinder | Questhaven | In the Company of | DriveThruRPG.com), the version on d20pfsrd only uses the basic one which has about only 35-40 % of options.
If your friend is an optimizer and his group is very much about optimizing then I can post my version of the standard dragons "paragon class" (chromatic, metallic, primal) which includes many variations (outer, planar, linnorm, esoteric , imperial) as archetypes.
 

I know it and played. It's very nice but has some problems:
the first is that some Draconic Essences (the "heritage" that channel you towards a specific type of dragon such as umbral or red) on the d20pfsrd version are not present (such as these

Gluttonous—Alignment: chaotic evil; Energy: fire; Breath Weapon: cone (1d6); Dragon Type: Races (linnorm). Compulsion: the draconic exemplar must make a Will save every time he encounters an animal or magical beast, and if he fails he must attempt to kill and eat it. Special: Replace any wing attacks gained from dracomorphosis with a tail slap primary natural attack that deals 1d6 points of damage (Medium-sized, adjusted as normal). He also does not gain fly speed from dracomorphosis and cannot gain the overland flight draconic gift. He instead gains the elemental affinity (water) Draconic gift at 1st level.

Watchful—Alignment: neutral; Energy: electricity; Breath Weapon: cone (1d6); Dragon Type: time (outer). Compulsion: the draconic exemplar must make a Will save or ignore any combat encounter, preferring to watch and wait. She gains a new save at the end of each round she is attacked. She ignores this compulsion if a creature or effect would interfere with the natural temporal order. If it is anally doing so (e.g. casting slow or time stop, a time thief using a class ability, etc.), the draconic exemplar must make a Will save not to attack them. She can attempt a new save each round until successful.)

Another just because these basic ones are missing, their upgrades are missing (like this one
Linnorm Freedom (Up) – The draconic exemplar can gain freedom of movement as the spell as an immediate action for a number of rounds each day equal to her draconic exemplar level. These rounds do not need to be consecutive. The draconic exemplar can dismiss the effect as a free action. The Draconic
exemplar must at least 11th level and have a linnorm dragon type to gain this draconic defense.)

Another problem is the compulsion of various "heritages" are unfair: some are simply interpretive:

Witty—Alignment: chaotic good; Energy: acid; Breath Weapon: line (1d6); Dragon Type: copper. Compulsion: the draconic exemplar must make a Will save to remain silent or speak seriously in tense situations.

but others are really heavy
Destructive—Alignment: chaotic evil; Energy: fire; Breath Weapon: cone (1d6); Dragon Type: red. Compulsion: the draconic exemplar must make a Will save to resist killing and mutilating an enemy he has engaged in battle, and to resist taking advantage of opportunities to hurt his enemies by destroying that which is precious to them.

Devious—Alignment: chaotic evil; Energy: acid; Breath Weapon: line (1d6); Dragon Type: black. Compulsion: the draconic exemplar must make a Will save to openly share significant information and be truthful.

I understand that many are because of the evil "race" but don't get in the way of play them when there is no reason to balance, because they are not stronger.

The last problem (at least from my point of view as an optimizer and power player) is that many abilities are limited and not very powerful.
To recap: if your friend doesn't like optimizing and/or his group isn't very focused on optimizing this class is fine but get the expanded manual (In The Company of Dragons Expanded (PFRPG) - Rite Publishing | Pathfinder | Questhaven | In the Company of | DriveThruRPG.com), the version on d20pfsrd only uses the basic one which has about only 35-40 % of options.
If your friend is an optimizer and his group is very much about optimizing then I can post my version of the standard dragons "paragon class" (chromatic, metallic, primal) which includes many variations (outer, planar, linnorm, esoteric , imperial) as archetypes.
I agree with Obly's assessment. Honestly, this class doesn't come off as balanced to me at all. Their breath weapon is too strong, and their alignment based compulsions are annoying and pedantic.

I wouldn't allow this class.

I'd suggest the Dragon Ascendant or the 3.5 Dragon Ascendant (Called the Dragon Descended in my games) as they're essentially the same thing but more balanced with what other players could do and would have, and as class features remain the same in standard, Epic or immortals level gameplay, my assessment remains the same regardless of level.
 

I agree with Obly's assessment. Honestly, this class doesn't come off as balanced to me at all. Their breath weapon is too strong, and their alignment based compulsions are annoying and pedantic.

I wouldn't allow this class.

I'd suggest the Dragon Ascendant or the 3.5 Dragon Ascendant (Called the Dragon Descended in my games) as they're essentially the same thing but more balanced with what other players could do and would have, and as class features remain the same in standard, Epic or immortals level gameplay, my assessment remains the same regardless of level.

Thank you amigo. My friend was wondering whether to convert epic dragons over to his Dragon Exemplar class. But I am sure he is interested in all feedback. Much appreciated Beefermatic! :)
 

Obly99

Hero
Their breath weapon is too strong
Imo is to weak. My dragon paragon class start at 1d6 at level 1 + 1d6 every 2 levels thereafter with 1 minute cooldown and no use per day limit, go to d8 at level 8 with 1d6+2 rounds, and d10 at level 16 with 1d4 rounds. At 20th it become 1d12 x level with 1d4 rounds cooldown.
 

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