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bnj1776
2018-02-17, 09:52 PM
Hello,

Recently I have become a fan of Dungeon Core LitRPG, so I have been trying to mesh the story concepts with Pathfinder. Here is my attempt, please let me know what you think to improve it. As of yet I don't have an example written out, but after some suggestions I'll give it a go.

Thanks,

Brian



Pathfinder Dungeon Core

There are innumerable dungeons of infinite variety in existence. Dungeons range from a simple prison cell to vast labyrinths, lairs, and ancient tombs. These dungeons can be empty or populated by monsters and/or communities. Very powerful lords or monsters rule many of these dungeons. Not all dungeons are simply places inhabited and ruled over though. A few dungeons are immense sentient demi-planes that exist primary on the Material Plane and extend into to one or more Inner Planes. The heart each sentient dungeon is a Dungeon Core.

A newborn Dungeon Cores appears as a minuscule and flawed jewel (0.01 karat). During the first one-hundred years, the flaws slowly disappear, and the jewels grow to a full karat in size. Dungeon Cores are always growing and never suffer the ill effects of old age. Ancient Dungeon Cores appear to be large perfect jewels, often diamonds of immense value. Others are bright green emeralds, amazing jacinth, or sparkling ruby. These ancient beings have lived for millennia, constantly striving for perfection.

Dungeon Cores are unique in that they are creatures that survive and grow from the experiences of others. Any creature that becomes stronger in a Dungeon Core’s realm may automatically share its gain with the Dungeon Core. Dungeon Cores can absorb unattended items and creatures that die to gain their patterns and value. The core can also spawn creatures for protection and create treasures as lure and traps.


Dungeon Core

Alignment Any after starting out as Neutral with base animal instincts. Extreme alignments are rarer (LG, CG, LE, CE)
Type Sentient Demiplane (Material Plane Transitive with Inner Planes)


BASE STATISTICS

Abilities Beginning abilities are Str –, Dex –, Con –, Int 1, Wis 1, Cha 1
AC 18, touch 18 (– Dex; +1 Natural per Sentient Century; +8 Size; +0 Core AC Adjustment)
CR 1 (+1 per Sentient Century after 1st)
DR 0/+0 magic (+1 DR per Sentient Century and +1 Magic per Sentient Century)
Hardness 0 (+1 Hardness per Sentient Century)
Hit Dice 1d4 (+1 Hit Die per Sentient Century after 1st)
Size Fine, 0.01 Karat (0.01 Karat * age)
Speed Earth Glide/Fly/Swim 0 ft (+1 ft per Sentient Century); Perfect

Challenge Rating The challenge rating of the Core itself is very weak, but that is after getting through all the defenders and other defenses the core will use to protect itself.

Sentient Century A Core begins its first truly Sentient Century when it reaches one-hundred-years old and gains another every one-hundred-years afterwards.


ECOLOGY

Material Plane Environment Any
Organization Solitary
Treasure Special


SPECIAL ABILITIES

Ability Points (Ex) A Core may gain more ability points via the avatar race and class(es).

Absorb Items (Ex) Cores can absorb unattended items for their GP value or pattern. Absorb Items will not work if the item gets a DC check or Saving Throw to prevent is absorption.

Absorb Patterns (Ex) Cores can absorb the patterns of any item and dead/unanimated creature for later use. Absorbing a pattern prevents the Core from gaining any GP or XP value from that item or creature. There is no limit to the number of patterns a Core may gain.

Alien (Reference Only) Any creature created by the Core is a Mob. All other creatures are Aliens that can earn XP for themselves or give up XP if killed.

Avatar (Ex) A Core may create an avatar based on a known pattern at ten times the regular XP cost. An avatar without a class is a commoner or monster (youngest version if proper) by default. An avatar cannot respawn for 24 hours and the original XP cost is needed each time.

Buy Birthday (Ex) Cores can “buy” one birthday at a time to advance faster. The cost equals target age * 100 XP. The cost does not change even if the next birthday is one day away. For example: To advance a Core to year 131 from 130, a Core would have to pay 13,100 XP from its XP Pool.

Buy GP (Ex) A Core can convert twenty-five XP from its XP Pool into one GP in its GP Bank.

Buy XP (Ex) A Core can convert one-thousand GP from its GP Bank into one XP in its XP Pool.

Class Buy (Ex) Each Core has the choice to gain a Class of any type (PC or NPC Class, Prestige Class, Arch Class) if they meet all requirements, have a pattern with the class and an avatar. A Core may add a new Class or Prestige Class any time after its 100th birthday and add one for each millennia afterword. Each Class keeps a separate XP total. Cores must choose when and how much XP to add to any Class XP total. Multiclass rules apply.

Control Domain (Ex) A Core can control its domain as per the spells of the same name. The area controlled grows with the Core.

Create Items (Ex) Each Core can use its stored item patterns to create any number of items to use as rewards (lures) and/or as equipment for its mobs. To create an item the core must take its GP value from the GP bank.

Create Mobs (Ex) Each Core can use its creature patterns to create any number of creatures to protect the Core. The XP value of each creature times five is the XP Pool cost to the Core for each creature created. After the creation cost, respawning is a free way to bring the creature back to its spawn point.

Death Tax (Ex) When an alien creature dies due to the Cores mobs or traps it has created, the Core gains the XP rewarded per normal CR calculations.

Feats (Ex) A Core may gain feats via the avatar race and class(es).

Home Bound (Ex) A Core can move about its own domain as it wants given its movement rate. A Core can never leave its domain by any means. A Core can “move” its domain by expanding in the desired direction while shrinking the opposite area.

Inner Planes (Ex) A Core begins with a random Transitive Inner Plane connection at birth. Every 700 years each Core selects another Transitive Inner Plane. Eventually an ancient core connects to all inner planes.

GP Bank (Ex) Items not absorbed for their pattern dissolve into nothingness adding each item’s GP value to the GP Bank.

Move Domain (Ex) When a core reaches 3,000 years old it can move it's entire domain just as it can move itself.

Respawn Rate (Ex) Each Core sets a XP respawn rate to bring back each of its killed mobs. Normally the respawn rate is eight hours. Shorting a respawn rate by ten minutes costs slowing the respawn rate for another creature of equal or greater Hit Die/Level by ten minutes. Slowing lessor creatures at the rate of one hour for every ten minutes gained for another creature is possible, but the rate for every ten minutes doubles for every hour faster (1st hour x1, 2nd hour x2, 3rd hour x4, 4th hour x8, 5th hour x16, 6th hour x32, 7th hour x64). The fastest return rate allowed is one-hour.

Skills (Ex) A Core may gain skills via the avatar race and class(es).

Transitive Planes (Ex) Cores have unusual connections to the Inner Planes. Transitive planes have one important common characteristic: they “overlap” with other planes, and as such may allow travel between these overlapping realities. The Core controls such doorways. These overlaps may affect spells and more.

XP Pool (Ex) Each Core stores unspent XP in a XP Pool. Once XP is spent, it cannot be recovered.

XP Tax (Ex) Cores can tax XP earned by creatures within their realm. A Core can set its tax rate from 0% to 50%. All taxed XP collects in the Core’s XP Pool.




Century
Age
Int/Wis/Cha
Special Abilities


Animalistic
1
1/1/1
Control Domain I
One Inner Plane
Jewel (Flawed)



10
1/1/1




20
2/2/2



Awakening
30
3/3/3




40
4/4/4




50
5/5/5




60
6/6/6




70
7/7/7




80
8/8/8




90
9/9/9



1
100
10/10/10
Jewel (Perfect)


2
200




3
300




4
400
+1/+1



5
500




6
600

Add Inner Plane


7
700




8
800
+1/+1



9
900




10
1,000

Control Domain II


11
1,100




12
1,200
+1/+1



13
1,300

Add Inner Plane


14
1,400




15
1,500




16
1,600
+1/+1



17
1,700




18
1,800




19
1,900




20
2,000
+1/+1
Control Domain III
Add Inner Plane


21
2,100




22
2,200




23
2,300




24
2,400
+1/+1



25
2,500




26
2,600




27
2,700

Add Inner Plane


28
2,800
+1/+1



29
2,900




30
3,000

Move domain