Flinn_Furious
2015-08-21, 12:22 AM
Magic items are a set in stone part of leveling in Pathfinder. They're absolutely necessary at higher levels, especially for classes that rely on whacking enemies for damage. But a lot of times, implementing magic items can definitely break the illusion and flow of a game. Now I know they have an item less system based around levels, but that takes quite a bit of wonder away from the game. So, as both a fix and neat campaign idea, I've decided to create the monster devouring magic system. By absorbing the essence of a monster, either by eating it's flesh, taking it's soul, or simply defeating it in battle, players can choose to activate that monsters abilities. It's a fairly common concept in videogames, but not so much in table top.
Alright, monster abilities break down into 7 different slots. No monster has more than one option for each slot and most don't have an option in every slot. Players can either mix and match abilities or use a singular monsters, depending on your preference. No player should have more than one ability in single slot.
Offensive Abilities- These are natural attacks, breath weapons, poisons, and any way the creature deals damage.
Defensive Abilities- These are natural armor bonuses, regeneration, resistances, and damage reduction.
Utility Abilities- These don't provide flat bonuses in combat, but can alter battlefields or offer non-combat solutions. Spider webbing, tremorsense, clairvoyance, and any abilities that don't fit into other categories.
Movement Abilities- These are flight speeds, burrow, swim, and teleportation.
Power Abilities- These are straight boosts to ability scores.
Skill Abilities- These are feats and skill bonuses.
Spell Abilities- These are supernatural or spell like abilities the creature possesses.
If you want to use this system and create new monster abilities, there are a couple things to keep in mind. Just because it's stated that way on the monsters stats doesn't mean you should use it that way for the ability. Most monster abilities are too powerful for players and should be toned down. At will spells can be reduced to 3/day, blindsight can be reduced to 20 ft or less, and regeneration can come with certain caveats. In addition, it's a good idea to make sure players know they can't abuse the system. Summoning and then cheesing a powerful monster to death shouldn't be rewarded.
Here are just a few examples, spread out amongst both types and challenge rating.
Carbuncle, CR 1 Magical Beast
Utility Ability, Fatal Faker- This allows you to teleport up to 30 ft away and leave a copy of your corpse in your place.
Skill Ability, Iron Will- Gain the Iron Will feat.
Spell Ability, Jump- 3/day cast Jump on self.
Cold Rider, CR 8 Fey
Offensive Ability, Ice Glaive- Gain a +2 Icy Burst Glaive that only functions for you.
Defensive Ability, Ice Armor- Gain a suit of +8 ice platemail that doesn't impair movement.
Skill Ability, Mounted Fighter- Gain the Mounted Combat, Ride By Attack, Spirited Charge, and Skill Focus Ride feats.
Spell Ability, Phantom Horse- Cast Phantom Horse at will. Horse only allows you to ride on it.
Keketar Protean, CR 17 Outsider
Offensive Ability, Warp Wave- As a swift action charge your attack with the Keketar's Warp Wave ability.
Defensive Ability, Amorphous Anatomy- Immune to critical hits and precision damage.
Utility Ability, Reshape Reality- Once per day use Reshape Reality as per the Keketar's ability.
Movement Ability, Teleportation- Cast Greater Teleport on self once per day.
Power Abilities- +6 Strength, +4 Constitution, +4 Wisdom
Skill Abilities, Planar Traveler- +15 to Swim, Diplomacy, Bluff, and Knowledge Planes.
Spell Abilities, Chaos Hammer- 3/day cast Empowered Chaos Hammer as a spell like ability.
Alright, monster abilities break down into 7 different slots. No monster has more than one option for each slot and most don't have an option in every slot. Players can either mix and match abilities or use a singular monsters, depending on your preference. No player should have more than one ability in single slot.
Offensive Abilities- These are natural attacks, breath weapons, poisons, and any way the creature deals damage.
Defensive Abilities- These are natural armor bonuses, regeneration, resistances, and damage reduction.
Utility Abilities- These don't provide flat bonuses in combat, but can alter battlefields or offer non-combat solutions. Spider webbing, tremorsense, clairvoyance, and any abilities that don't fit into other categories.
Movement Abilities- These are flight speeds, burrow, swim, and teleportation.
Power Abilities- These are straight boosts to ability scores.
Skill Abilities- These are feats and skill bonuses.
Spell Abilities- These are supernatural or spell like abilities the creature possesses.
If you want to use this system and create new monster abilities, there are a couple things to keep in mind. Just because it's stated that way on the monsters stats doesn't mean you should use it that way for the ability. Most monster abilities are too powerful for players and should be toned down. At will spells can be reduced to 3/day, blindsight can be reduced to 20 ft or less, and regeneration can come with certain caveats. In addition, it's a good idea to make sure players know they can't abuse the system. Summoning and then cheesing a powerful monster to death shouldn't be rewarded.
Here are just a few examples, spread out amongst both types and challenge rating.
Carbuncle, CR 1 Magical Beast
Utility Ability, Fatal Faker- This allows you to teleport up to 30 ft away and leave a copy of your corpse in your place.
Skill Ability, Iron Will- Gain the Iron Will feat.
Spell Ability, Jump- 3/day cast Jump on self.
Cold Rider, CR 8 Fey
Offensive Ability, Ice Glaive- Gain a +2 Icy Burst Glaive that only functions for you.
Defensive Ability, Ice Armor- Gain a suit of +8 ice platemail that doesn't impair movement.
Skill Ability, Mounted Fighter- Gain the Mounted Combat, Ride By Attack, Spirited Charge, and Skill Focus Ride feats.
Spell Ability, Phantom Horse- Cast Phantom Horse at will. Horse only allows you to ride on it.
Keketar Protean, CR 17 Outsider
Offensive Ability, Warp Wave- As a swift action charge your attack with the Keketar's Warp Wave ability.
Defensive Ability, Amorphous Anatomy- Immune to critical hits and precision damage.
Utility Ability, Reshape Reality- Once per day use Reshape Reality as per the Keketar's ability.
Movement Ability, Teleportation- Cast Greater Teleport on self once per day.
Power Abilities- +6 Strength, +4 Constitution, +4 Wisdom
Skill Abilities, Planar Traveler- +15 to Swim, Diplomacy, Bluff, and Knowledge Planes.
Spell Abilities, Chaos Hammer- 3/day cast Empowered Chaos Hammer as a spell like ability.