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Ylissa's page
10 posts. No reviews. No lists. No wishlists.
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Tacticslion wrote: One thing, I'd like to ask, however, is, if someone has the chance, can anyone explain the aspect of Tiamat? The numbers just don't add up, and they both appear in the same book. If it's multiplied times four, that's even a larger problem. As a 17th level creature, she's been given 1,030 hit points (Tiamat herself is given the "correct" amount of 1,610 hit points for her level 35, based on the old rules). The I can't figure any possible permutation that gets me higher than just under 900, leaving a nearly 100-hit-point gap. Ok, from my hazy recollection of the section of 'Creating Monsters' in the DMG, a Brute has (10 + (10 x level) + Con) HP.
For a level 17 brute with 26 Con that is (10 + (10 x 17) + 26) = 206HP.
A Solo of level 11 or higher (under the original rules) has 5 times as many HP as a standard creature so this becomes 206HP x 5 = 1030HP.
This 5x HP rule for higher level Solo's was later changed, so that a Solo of any level has 4x the HP of a standard creature.
I would advise consulting the relevant DMG section as my memory may be off.
MoN is a great campaig, but it may not fit as a one-off (unless you just do the first chapter and see if there is interest to expand into the full campaign).
For classic 1920's 'The Haunting' (included in the rulebook I think) is a rite of passage for many.... I would also suggest looking at 'The Haunted House' - unsure what book it appeared in but its a personal favourite.
For the modern day setting, I always have a soft spot for 'The Killer Out Of Space' and 'The Evil Stars' from Cthulhu Now.
I think Salanor is now Wizard 6/Stormcaster 7, whilst Gimgrim is Cleric 11/Fighter 2.
How about an update on the class/levels for the other characters, just to fill in the blanks? You did an old version in the 'Tell Me About Your Party Composition' thread.
Dragon Warriors - a fantastic little game. Featuring a simple unified system, 4 paths of magic (8 if you include the separate elementalists), magic item creation rules, numerous scenarios including 2 campaigns and a well worked setting similar to 10th century Europe - all packed into 6 Octavo size paperback books!
Perfect for tucking into a schoolbag for those lunchtime campaigns...
Ars Magica - the game that got us out of the dungeon and into character-driven, political-heavy gameplay. Again, a great mythical Europe setting, great magic system and (of course) Grogs!
Have a look at Complete Psionic - IIRC, Ardents use Wisdom for their powers and gain powers at the rate of a Psion. They are limited in what powers they can select from their mantles, but the cleric side will allow the flexibility. Divine Mind may also fit from a roleplaying viewpoint and can make for a more combat orientated character.
I am unsure how it is getting -15; the 3.0 rules applied a -1 per 5lb of gear... but even if it used that, with 60lb that would only be -12. Unless it then (incorrectly) added in the armour and shield ACP.
I would advise the following -
1. Remove the armour and shield, note down the gear weight and Swim penalty;
2. With just the armour added back, note down the gear weight and Swim penalty;
3. With just the shield added back, note down the gear weight and Swim penalty.
Post the results back up here and we may have a better idea. But it does seem very odd!
Sorry, should have mentioned I was looking for feedback for a non-psionic game.
Has anyone ever seen this spell cast on a creatures? If so, what was the target?
Reviewing my Warmages spell list recently, I realised it includes the Shatter spell. Whilst I have seen the spell used a lot for shattering objcts, it struck me that I cannot recall the spell being used on a creature...
From the SRD wrote: Targeted against a crystalline creature (of any weight), shatter deals 1d6 points of sonic damage per caster level (maximum 10d6), with a Fortitude save for half damage. What exactly is meant by the phrase 'crystalline creature'? Are we talking creatures made from glass, or creatures with any crystalline structure (such as rock)?
Does anyone have any examples of creature that would be affected?
The pillar room was irritating. In most parties it is likely that some people have the skills to hop from pillar to pillar, but some people will have to rely on fly (normally the armoured characters). This will trigger the Elementals, and being forced to fight Air Elementals in such a room should provide a higher XP award due to the difficulty of the terrain.
The mist ensures that anyone falling is in real trouble, as they can be picked apart by Elementals without being able to get aid from ranged characters such as spellcasters.
The crumbling pillar and the illusiory pillar are traps and should be rewarded as such.
The adamantine-plated doors are just bad adventure writing. If you put 1" thick gold doors in an adventure would you expect players to try and devise ways to take the doors? I think for most groups the answer would be yes!
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