ssaberr wrote:
\ Short answer: No Long Answer: Noooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo ooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo ooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo ooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo oooooooooooooooooooooooooooooooooooooooooooo
Ive noticed that I often started out the Lv. 1 parties on various giant bugs. Getting nearly eaten by a maggot teaches the pecking order quickly.
Your argument for a dancing ranged weapon is gonna sound like this to your DM. Proceed how you see fit.
My advice would be to fold the Odyssey section into the main plot. They still are sailing about, but they already are traveling to each city-state, so there is little need to stall them with too much side questing. Plus, you don't really need an excuse for some god or another t be mad enough to force them onto plot-point-island. They are already set to upset most of the pantheon and earn the curse of every city.
I recommend having the fight be in a canyon between glaciers, with the bottom open to the dark foreboding arctic sea. Its one thing to dual wield, another to do it while climbing, and if they use spider climb or the like, the dragon uses spells or ice shape to slide the ice wall down into the sea. The dragon can ice walk to make up for poor flying conditions, and there should be a blizzard to obscure visibility. Use the burrow speed to attack from inside the glacier, and swim speed to take to the sea. Whatever they cannot follow becomes safe haven Let the dragon raid consumables from its hoard under the sea or in a hollow inside the glacier. Choose spells that let the dragon set up permanent advantages in its lair. a stunn or loss of actions could mean they fall off the canyon wall. Loathsome veil is good. Symbol of stunning is better. Some kind of sea creatures could inhabit the lower canyon, or some other creature could be bullied into being an ally. It needs something. Worst case scenario: the dragon has a mate. Doesnt even have to be the same age catagory, just one or two lower to round out action economy. High wind can make archery difficult or impossible, but will also make flying hard. The dragon has infinate Control Weather to set this up. disarm weapons and drop them in the sea. Suggestion Spell: go for a refreshing swim. Plenty of defensive spells like mirror image and displacement. The key is that the long drop with sheer walls gives the dragon a mobility advantage again without being a flying kite again.
There was an AD&D supplement on castles. For the life of me I can't remember its title, but it basically went with: Yes you can use undead labor, but they require so much supervision that there is no real advantage over just using peasants. I think it would be best to use undead like draft animals. The skeleton crew (pun intended) can't shape the blocks for your pyramid of Necro-potence. But by Orcus can they haul them!
well, the main thing about the scythe is that its really spiky damage. 4x crit be unrelyable, but awesome when it happens. Either Second Chance, or the critical feats could take advantage of trying to get that scythe crit, but in all honesty it might not be worth it But if you can't think of something better, get critical focus at least.
Divination wizards tend to be good for this as they get an initiative bonus, and as wizards that turns into getting a game ending spell of first. The higher level wizard, the better this works, but even at low levels there is color spray and sleep. Ranged Martials aren't half bad though. You don't have to move into position to start chaingunning through their health. Really its going to be a formula of Initiative + Win condition.
After a casual look-over. This seems like a really cool system. My thoughts in no particular order: This could be helped by simplifying the devices. Or at least having simple devices to start on. All the ones i looked at had continuous effect, pool requirement, activation effects, and special circumstances for activation, and rather complex effects once activated. Is there a way to work up to multi-use stuff? Does the heat from the boiler affect the character at all? Can there be a condenser to re-use water? How do i attach my bottle of air and decanter of endless water? There is potential to supercharge these (I realise this is the opposite of simple, but I think players will jump on this as soon as they are comphertable with the rules) Are there external boilers? Are heat bricks like the black clay item, or a continuous heat source? Does all this stuff have to be integrated into armor? Overall, the extra armor rules were the only ones that gave me pause. The pool system seems fine, much like how grit or other class features work.
check old maps of the chinese empire at various eras. During ages of strife, the whole area broke into smaller states, and there is even some census data from the time. Chinese written records go back a long time, so finding some rough population estimates and territory sizes is simple enough. Or, just look at your terrain to figure out natural borders, like mountains or rivers. The size of the kingdoms should develop from that.
there are plenty of good monsters to introduce a mechanic at lower level before it becomes common. lizardmen- aquatic rules
be sure to issue the kits from the Equipment book, they give a decent set of tools for low level.
Some suggestions:
Also, try having them use animate object on a corpse and mix it in with the zombies. It is a construct that looks undead.
In places on earth where the dead returning was seen as a legitimate concern, steps were taken to keep these "revenants" from rising. The ones I know about are:
5th level spell: Apparent Master
Or be creative and use a form of mundane or magical disguise like they have been doing. Or forget control, and just toss it into the midst of the enemies and let it fight wildly.
i have trouble keepin track of more than 8 or so monsters, so unless its a special occasion, i usually have that as a soft cap. Having a horde of extremely weak monsters isn't usually too deadly, as the damage ability of most low CR baddies wont keep up with PC defences. But there are exeptions, like shadows. Shadows stay dangerous for a long time.
Dabbler wrote:
You forget that both those creatures have more defenses than an elephant. Red dragons would be immune to fire damage, so no searing plasma. And a Bebelith has DR10/good, so unless its a holy rpg, no shrapnel. Picking a faster maturing dragon like Brass gives both DR and Immune: fire for the same CR 10. Plus due to the way armor is abstracted, the natural armor of either might just absorb the hit. Incidently, the Beblith's Dismantle Armor ability would be great against Daleks.
The Tome of Horrors is 3rd party, but has Lilin it is a devil version of a succubus at cr 6, but has no shape change, being focused on at will charm and suggestion. The Infernal Syndrome: Council of thieves 4 has the Cabal Devil, CR10 and closer to what you seem to be looking for.
While in the past rakshasa have been specifically vulnerable to "blessed bolts" in this edition the weakness is a little broader. The beastiary rakshasa has DR15/ good and piercing. Meaning that every hit will be reduced by 15 points of damage unless you attack with a piercing weapon that is also good aligned. Blessed crossbow bolts are one example of such a weapon, but so is a holy lance. Getting a weapon to be good aligned as a ranger can come from the align weapon spell, or getting bolts with the holy property.
Ladies, Gentlemen, and World Cruching Monstrosities. The solution to this matter is quite simple. The key is, once the tarrasque has been killed, before it regenerates, cast animate dead on the corpse to turn it into a skeleton. This requires a caster level of 15, and a 750gp onyx gem. The skeleton template removes all defensive abilities, and all special qualities that are not Ex abilities that improve melee or ranged attacks. The tarrasque now is dead and no longer has regeneration.
That is correct. both caster and archer gain benefit from a fly speed. Druids, less so due to wildshape + natural spell being an option already. But a ranged weapon can let you plink foes in your off turns, as druids don't start with alot of spells. Wind subdomain would benefit from air affinity, but if you don't choose it, breeze kissed is a good trade to get a useful racial feature.
Trade Air affinity for breeze kissed unless you want air domain. Work airy step and wings of air into your build to get a fly speed and more air based resistances. Archery builds will benefit.
Not as sure on non-racial traits, but beast of the society is decent for a wildshaper if your dm will let it fly. Reactionary is a favorite for all builds, Birthmark gives a built in holy symbol. then i would recommend whatever gets you a new class skill you want.
147 Anatomist Sketchbook
The book gives a +2 bonus to Heal checks if the reader takes 1d4 minutes to consult the diagrams. Furthermore, A mage who makes a sucessfull spellcraft check DC:28 can use the information in the book to construct a flesh golem of medium size as if he or she had the Craft Construct feat, and make it look like a living humanoid. Anatomist Flesh Golem CR5: N Medium Construct Init +1; Senses darkvision 60 ft., low-light vision; Perception +0 Defense AC 18, touch 11, flat-footed 17 (+1 Dex, +7 Natural Armor) hp 53 (6d10+20) Fort +2, Ref +1, Will +2 Defensive Abilities: DR 5/Adameantine; Immune Construct traits, Magic Offense Speed 30 ft. Melee 2 slams +10 (1d8+4) Statistics Str 18, Dex 12, Con -, Int -, Wis 11, Cha 1 Base Atk +6; CMB +10; CMD 21 Special Attacks: Beserk Special Abilities: Berserk: When a flesh golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golem's creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 19 Charisma check. It takes 1 minute of inactivity by the golem to reset the golem's berserk chance to 0%. Immunity to Magic: A flesh golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below. A magical attack that deals cold or fire damage slows a flesh golem (as the slow spell) for 2d6 rounds (no save).
Uncanny Likeness: An Anatomist flesh golem looks like a medium humanoid. It takes a DC 25 perception check to discern the golems nonliving nature by sight. The Anatomist Flesh Golem still cannot speak.
143 The Immaterial World
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