Mathus Mordrinacht

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Odraude wrote:

So I am working on a large boss fight for the end of a campaign I would like to run, but I want to make the PCs fight an impossibly large Tarrasque-esque creature that should be around 150 fit long. I know:

Large = 2x2
Huge = 3x3
Gargantuan = 4x4
Colossal = 5x5

So I was wondering, could one just extend out Colossal to be 6x6 and beyond or is Colossal as big as it gets?

Dragonstar in 3.0 extended colossal out 4 more size classes (e.g colossal 2, colossal 3...)and each was double the size of the last. But this was to make starships. A 3.5 open source game called Mechamophosis (D20 Transformers w/o the licence) had Immense for makeing aircraft carriers. It sounds like you are makeing a 1/2 size Godzilla (300ft tall/long 186,000 tons) but creatures of this size are best used as a plot device and not stated (i.e have to be defeated through plot not combat).


Carbon D. Metric wrote:
Just remember, the Gnomes grow the best stuff.

I thought the "halfling's leaf" was the best. Gandolf seemed to perfer it. Though enslaved halflings growing tobacco may draw too many real world paralells.


I think socialy the kobolds are fine, the classic monsters revisited book gives lots of ways to AMP up kobold encounters. They tame bulettes, they set wicked traps, it's nearly impossible to follow them through their cities... I just created a kobold machinesmith. Its a perfect fit with the kobold knack for mathmatics and fine detail work. Like a kobold trapmaster on crack.


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If you mean most powerful... Dragons. But if you mean scary on the broader scope; hands down the scariest monster in any game, humans. No other creature is more adaptable, more capeable of selfishness and evil, and you can build human villians with anything they need to put the hurt on anybody or anything. Its their unpredictableness that is most frightening. Little, pink, squishy, and downright scary!


Everyone keeps talking Spelljammer, I was hoping for a retool of Dragonstar. The second darkness adventure path seems rife with Dragon Empire tidbits. The Starmetals from Second Darkness path seem a great foot step tward a technological based starfareing culture. The Abysium or fever stone could be a great way to replace the idea of mages pouring XP into Starcasters to repower them. The Starcasters could run on Abysium, requireing the locating and mining of this rare element.


Adamantine weapons ignore the first 20 points of hardness when sundering, but how would this mechanic effect natural armors and even worn armors durring standard attacks?


If the heart was from the wolf that bit him, I'd say that would be enough for the upgrade to natural werewolf.


Lycanthrope is only a +1 lvl eq. I just gave up my first level up on my Ulfin barbarian from Irrisen to make sure he stays level with my fellow players. Brun is now a 9th lvl barbarian while the rest of his party is 10th. Brun is a natural werewolf and the abilities didn't manafest until 2nd lvl. He now assumes hybrid form when rageing whether he wants to or not (so he avoids rageing in towns & citys if he can). But his friends know what he is and accept him (he saves their baccon alot) and what barbarian can't make the 15 or 20 FORT saves to avoid changeing durring the full moon? The beauty of the hybrid-rage; the -2 AC for rage is off set by the +2 werewolf natural armor. But I wold like to find some options for advanceing his were side, like turning into a direwolf for his full form.


I have a natural werewolf barbarian from Irrisen and we ruled he becomes his hybrid form whenever he rages, kind of releasing the beast,
but I still retain full control of the character. The beastiary also says once you accept the animal side you can make FORT saves to keep from changing with the full moon.


Golden-Esque wrote:
Cibulan wrote:
Golden-Esque wrote:
Although guns have a lower base damage, the fact that they go against touch AC (you're not playing right if you're too far away for that to work) and possess the best BAB in game means that you can reliably count on ALL of your attacks hitting against everything; even if some do miss, the Gunslinger has tons of mechanics that activate on a missed shot (startling shot, grazing shot, etc).

Except they nerfed Startling Shot to stupidity. SS is now a separate standard action and grazing shot requires grit (if I remember correctly).

Archery is still king.

I didn't notice they nerfed Startling Shot; my Gunslinger player is going to be depressed, hahaha.

I don't think Archery is King, however. It's cheaper, but someone specializing in guns can do anything an archer can do if they spend enough gold, and they can all but completely count on all of their attacks hitting, which an archer cannot against a highly armored foe.

If you are makeing a zen archer or the deepwoods sniper from 3.5 converted, archers can get plenty scarry very fast with the right feats and DEX mods. I know someone playing a deepwoods sniper at 8th level and she is devastating in combat hitting well into the high 30's and 40's ACs. Add in her multiple shots and extreme ranges feats she is one of the most feared characters in the campaign.


mythril affects lycanthrope like silver, does adamatite affect demons or devils and fae like cold iron?


A magic using prisoner would be a high priority, and probably have a bard on guard constantly performing counter-spell.