In a word?
In lots of words?
Mythic Monsters wrote:
The three abilities chosen were: Dual Initiative wrote:
Then, selecting from the initial 'universal monster ability list,' we have 'Spell-like ability,' which, Spell-Like Ability wrote: For creatures with spell-like abilities, a designated caster level defines how difficult it is to dispel their spell-like effects and to define any level-dependent variables (such as range and duration) the abilities might have. The creature’s caster level never affects which spell-like abilities the creature has; sometimes the given caster level is lower than the level a spellcasting character would need to cast the spell of the same name. If no caster level is specified, the caster level is equal to the creature’s Hit Dice. which signifies that CL can be anything, higher or lower than HD (there are plenty of monsters with a CL higher than their HD- faerie dragon comes to mind, as does Vampire) Finally, we have
Spells wrote: The creature is able to cast magical spells like a member of a spellcasting class. The creature counts as a member of that class for any effect or ability relating to casting spells as that class. For example, it can use spell completion and spell trigger items usable by that class or use magic items that affect that class’s spellcasting (such as incense of meditation or a pearl of power). If the creature has any other abilities relating to that class (such as cleric domains or a sorcerer bloodline), this is explained in its entry. If the creature gains levels in that spellcasting class, these abilities stack (for example, a spirit naga that gains 3 sorcerer levels casts spells as a 10th-level sorcerer). Some creatures may have unusual abilities unavailable to spellcasters of that class (such as a spirit naga’s ability to learn cleric spells with her sorcerer spells known). For this, Eglian has the ability to cast as a 20th-level Oracle, but with the option to select Sorcerer/Wizard spells as spells known. But beyond that, he can select any oracle revelation(including final revelations) to use on a daily basis, which, from a certain point of view, is allowable from the ability description. Most of his feats are bonus feats- he gets a ton from Revelations. Lastly, his ability score breakdown is (for Dex and Cha, anyway, as they're his highest) Dex:
For CHA, we have:
As I keep saying, no, he is not balanced, no, this should not work, but so far as I can tell, it is all permissible. Think of him as Pun-Pun. A bunch of rules that should not go together at all, let alone in the hands of a player. A big part of the problem is that Mythic allows for access to what amounts to monster creation, and those were not very well-balanced and assumed that restraint would hold monsters back. All Eglian is is a removal of that restraint.
Oros- you need line of effect to see someone with blindsense, which the stone wall would break. Fury/Dazenth- *shrug* I keep saying Eglian is broken, but no one seems to believe me as for how much. For the spell sunder, so far as I could tell, when you're targeting me, it's based off of my CMD+5, not based off of CL (which it was before). As it stands, I have a higher CMD than CL, largely thanks to my Dex modifier (it's absurdly easy to increase dexterity with templates. The aforementioned young+advanced templates nets a total of +8 Dex with no CR change), and throw on a couple of magical bonuses to DEX, and my modifier hits +20. Combine that with Mythic Weapon Finesse, and I get that to hit and to damage. So.... your construct armor takes 137 damage and absorbs 5 negative levels for you, leaving you with 254 damage and.... 8 negative levels, which I think leaves you at 6 HP? Oh wait, there was the Cold Ice Strike from earlier... how much did that deal? If it dealt less than 36 damage, it would have been absorbed by the construct armor (from my understanding) and still have a couple HP left to soak up the remainder of my 3rd attack. That being said, it's not quite impossible to defeat Eglian. Some good luck and carefully considered tactics could still beat him- that much I have realized. It's just that he may well take you all out one at a time before then.
Aroden's Spellbane, actually. (not that you'd know that IC (though I suppose you may be able to make the spellcraft check to ID it based off of effect)) It functions as an AMF against a few carefully considered spells that could really give me a bad day, hence the roll to see if the disjunction broke through.
Round 2 final tally: Gash manages to land a solid, but far from telling, blow on the glittering vampire as he swoops down to attack Dazenth. Fagila, seeing their foe descend, uses her scroll of disjunction on the terrifying creature. As the unraveling magic washes spreads out and catches the vampire, it meets a spherical bubble surrounding the tiny creature, 17% chance (high succeeds): 1d100 ⇒ 56
As Eglian releases a fireball, Fagila's contingent spell triggers, whisking you all away from the fight and back to the entrance. Oros quickly returns to where Eglian once was, but sees no sign of him... but was that stone wall always there? GM Screen:
Move 1: move... somewhere Standard: Wall of stone Move 2: Hide Swift: Stealth Check Stealth: 20 + 38 + 40 - 40 = 58 Sorry for the delay. A busy weekend and two exams to study for didn't leave much time to figure out what happened and what to do next.
So, to summarize: For round 2:
Is that all right? Then, round 3, Oros runs down the room to find Eglian, who has most certainly hidden and is preparing for another sneak attack?
Gash- The AoO landed, but it wasn't a Crit. And Spell Immunity is a wonderful thing. You can even see the moment I realized Holy Word would mean I would have a very, very bad day and I did something about it.
Okay, so clarifications on this round: I don't believe that any Invisibility Purge was actually used? Glitterdust did outline him, he was just able to re-hide (assuming the Dust didn't vanish along with the Mephits) with a really, really high stealth check. So, would that mean you attempt a Disjunction on Eglian? Okay. Does that also preclude your intimidation attempt? Dazenth: Okay, so taking into consideration all of that (I forgot to include the bonus from CAGM into that), after the construct is destroyed, you would take 254 damage and 8 negative levels (more if either Crit landed).
Fagila: Does Meek Facade actually force me to keep attacking Dazenth? Or am I just not allowed to attack anyone else? Tactically, Eglian would likely hold back and recover a bit before resuming his barrage. However, on a save
And then, before his second round, you all teleport away and the room returns to being pitch black. Did I miss anything?
All AoOs were avoided (great Acrobatics check, but the whole not-knowing-CMD kind of makes it uncertain), at least so far as I could tell, but it f you want you can take them and if any would hit his AC I’ll do more careful calculations as to whether or not they were all avoided. The DC 53 does indeed include the -40 from glitterdust. So far as I can tell, it doesn’t remove the bonus to stealth from Invisibility, it just numerically cancels it out and then some. So between Invisibility, an already high stealth modifier, and a one-time bonus, it reaches a 93, with a -40 penalty. (With a pseudo-bonus with distance) As Eglian has Mind Blank up, my understanding is that it prevents any sort of aura-sensing, but if that’s wrong, I’ll put up a list. Sorry, I’m not really used to GMing, let alone at this high on the power curve.
Oros- You see nothing- he seems to be protected from divinations.
I took specific preparations to avoid Holy Word, as I realized that was my greatest potential weakness, so I'm not just making stuff up here, nor did I forget about the partial effects.
Once all that is taken care of, Eglian attacks Dazneth (or goes after Fagila if she escaped him prior) for 10 acid damage, 454 regular damage, and 15 negative levels. If he goes after Fagila, she only takes 6 acid damage, 272 regular damage, and 11 negative levels.
GM Screen: Glitterdust 1: 1d20 + 62 ⇒ (4) + 62 = 66 Glitterdust 2: 1d20 + 62 ⇒ (6) + 62 = 68 Glitterdust 3: 1d20 + 62 ⇒ (9) + 62 = 71 Glitterdust 4: 1d20 + 62 ⇒ (5) + 62 = 67 Glitterdust 5: 1d20 + 62 ⇒ (19) + 62 = 81 Acrobatics: 1d20 + 20 ⇒ (20) + 20 = 40 Slam : 1d20 + 37 ⇒ (12) + 37 = 491d8 + 41 + 1 ⇒ (8) + 41 + 1 = 50
Slam : 1d20 + 37 ⇒ (2) + 37 = 391d8 + 41 + 1 ⇒ (6) + 41 + 1 = 48
Telekinetic Trip: 1d20 + 43 ⇒ (1) + 43 = 44
Yeah, I have that figured into the round. I'll have it up sometime today, but how the initiative falls means that I'm doing both my rounds now, so that's mainly a ton of attacks and a lot of math to do, but also tactical positioning and similar issues. Question for you all: does killing summoned creatures count as the spell ending for the purpose of their SLAs expiring? I personally lean yes, but I'm putting it to you all for your best arguments for/against.
I legitimately did not know how well he would fare- but as I have said numerous times, I am not sure that he's even beatable without knowing his weaknesses. So, in the interest of giving you the best shot: As a level 2 summoner, with 3 CR coming from templates/Mythic subtype, Eglian is... a bit unconventional, I will say that much. But it leaves his HP slightly on the lower side.
Mythic Subtype wrote:
But yeah..... I suppose anything is possible, so who knows? Maybe you'll surprise me.
Well, Blindsight and Blindsense technically work, but Eglian currently isn’t in range of anybody’s senses. Hmmmm... Does anybody have Blindsight/Blindsense? You may have a better idea of where Eglian is. Greater Invisibility+Mind Blank is an amazing combo. Even then, he has insane stealth bonuses and more. As for speed? 120 base speed, wth Haste and a bonus move action. And three negative level-inflicting attacks (though I suppose I could snag a fourth), one of which was a crit. And Death Ward, if it were active, would block them. It’s just that Death Ward wouldn’t exactly be active when Eglian is attacking. As a matter of fact, I did not use that template, though Eglian does have Dual Initiative, and that was only one of his turns. Like I keep saying, this guy was never meant to see actual play, and I can’t wait to break down his statblock soon. Imagine everything you have ever seen someone complain about being OP crammed into one tiny, ferocious CR 5 ball of death. Have you ever noticed how the Young and Advanced templates give a net CR of +0?
Nice job; you survived one round of attacks ;). I did my best to not study your tactics, possibilities, and powers too much, to avoid any accidental metagaming, but yeah. You pulled that off, well done. Of course, now that Eglian knows your strategy, he'll counter it for next time, so enjoy your slightly prolonged life ;)
So.... sorry, Fagila. I think that kills you? Unless I'm missing something, anyway. No hard feelings? You most certainly had the most intimidating build based off of Eglian's weaknesses (and he does have them), so the only way I feel I could properly play an INT 35 character would be with tactics- such as using a dummy to draw fire and eliminating the most threatening target first.
Dazenth tears into the being on the throne, and in seconds, his barrage of attacks reduces the cowering figure to nothing more than wisps of dissipating energy, vanishing suddenly. Knowledge (planes or arcana) DC 25:
This was no vampire that died! It was a summoned creature of some sort, possibly an eidolon. Knowledge (religion) DC 25:
That was no vampire that just died. You don't know what it was, but it was no undead. Congratulations Fagila, you've identified yourself as the most dangerous target. Dazenth.... eh, you're not that scary ;) Those with blindsight or blindsense sense a brief blur of movement, and Fagila finds herself beset on every angle, trapped with in an area of silence and unable to call out, see her attacker, or even have the faintest idea of where this new threat is coming from. Wounds open suddenly, every vital point on her body is attacked with a precision and ferocity that none of you have ever seen before, and she sags from more than a half-dozen vicious attacks and a crippling amount of drained energy, falling to the floor in less time than it takes to blink. Okay.... so, let's see... Fagila takes a total of 7 points of acid damage, 323 points of regular damage (mix of bludgeoning, slashing, and piercing), and gains a total of 12 negative levels. GM Screen:
Slam 1: 20 + 37 = 571d8 + 41 + 1 ⇒ (1) + 41 + 1 = 431d4 + 1 ⇒ (4) + 1 = 5
Crit Confirm: 1d20 + 37 ⇒ (11) + 37 = 481d8 + 41 + 1 ⇒ (8) + 41 + 1 = 501d4 + 1 ⇒ (1) + 1 = 2 Slam 2: 1d20 + 37 ⇒ (16) + 37 = 531d8 + 41 + 1 ⇒ (7) + 41 + 1 = 49 Wing 1: 1d20 + 37 ⇒ (1) + 37 = 38 Wing 2: 1d20 + 37 ⇒ (1) + 37 = 38 Claw 1: 1d20 + 37 ⇒ (8) + 37 = 451d6 + 41 + 1 ⇒ (2) + 41 + 1 = 441d4 + 1 ⇒ (1) + 1 = 2 Claw 2: 1d20 + 37 ⇒ (4) + 37 = 411d6 + 41 + 1 ⇒ (2) + 41 + 1 = 441d4 + 1 ⇒ (1) + 1 = 2 Bite: 1d20 + 32 ⇒ (12) + 32 = 441d8 + 41 + 1 ⇒ (8) + 41 + 1 = 50 Tail: 1d20 + 32 ⇒ (5) + 32 = 371d6 + 41 + 1 ⇒ (3) + 41 + 1 = 45 Cold Ice Strike: 15d6 ⇒ (3, 1, 2, 2, 4, 1, 1, 1, 3, 5, 5, 6, 1, 2, 6) = 43 Even then, this insane barrage doesn't stop, and a flurry of razor-sharp icicles lance through Dazenth and Gash's position.
Spellcraft DC 21:
The spell in question is Cold Ice Strike For those curious, the pebble that had Silence on it at the entrance to the room was picked up and moved. Yes, all the way. Yes, in one round. Yes, that was a full attack. Yes, that is an insane amount of damage. Yes, I really did say 12 negative levels. No, Death Ward (which I don't think was even cast) does not prevent that. No, none of you see a thing, even those with true seeing. Any other questions?
Well, we were on something of a blurry line between them. I'll whip up what happens with your attacks- That said, couldn't you only make 2 claw attacks, since your falchion, as a two-handed weapon, takes two of your claw-hands to wield? -but overall the effect is the same. Those were all regular attacks, right? None of them were touch?
Nope, there were two Deeper Darknesses in play, one of which has been Sundered, but the other one is still in play and it is the one negated, thus leaving the prevailing light in play as darkness. I think that's how it works, anyway. Basically, the Deeper Darkness is no longer affecting anything, but all the magic of the Daylight is used up in accomplishing that feat, leaving the room dark (as that's what the light would be without any magic at play). So, in summary: the entire room is dark, but it's only natural darkness, and a torch or sunrod can brighten the room. If the other Deeper Darkness is removed, then the Daylight will light up the entire room. That's how I understand it, at least. If any of the other players wants to weight in, go ahead. It's fine with you asking- any number of things could cause me to have an unfair advantage, which I do want to avoid.
Unless I'm misreading the spell (always a possibility), it works more or less just like Daylight, which only negates magical darkness, leaving the natural lighting conditions present. Since the room is naturally dark, that's the current light level, barring some nonmagical light source being introduced.
Note- the room is still dark. It's just no longer supernaturally so.
Your foe does nothing but cower on the floor helplessly. Also, could I get a perception check from everyone?
Well, that's... terrifying. GM Screen:
Will DC 28: 1d20 + 14 - 5 - 4 - 4 - 2 - 2 ⇒ (20) + 14 - 5 - 4 - 4 - 2 - 2 = 17 1d4 + 1 ⇒ (1) + 1 = 2 The mind master unleashes her full power upon the fell creature on the throne, and he falls to his knees, cowering on the floor, but still retaining a small amount of sensibility. Saved on his will save, but the intimidate check succeeded.
The Planetar strides forward, the light emanating from it combating the magical darkness of the room, allowing those with keen eyes to see into the grand chamber. The angel turns back towards you and says something, but the sound never reaches you, dampened by your own protective magic. Oros:
Venturing forth, your magical gaze pierce the darkness with ease, and down the hall, you see a massive, powerfully built figure sits on the throne before you. His skin is gray, eyes are red, and drums the arm of his chair as you enter, the tall, powerful figure waiting on his seat for those who would dare try to challenge him. On his forehead blazes a symbol of power (代), and he makes eye contact with you, beckoning you forward with his hand. So, the magical darkness is negated, but the room is naturally dark (no light sources), so Darkvision works fine, but you'll still need a torch or other nonmagical light to actually raise the light level. And you can't hear the angel's report. (I put up an area of silence on the map, but you can move it if you want- within reason, of course.)
Dazeneth, with the fury of the elements, strikes hard and true against the magic producing it- and bounces off. The magic is simply too resilient, too powerful. Yeah.... Sorry to disappoint. Also, just a note: You guys are all in a Silence effect, courtesy of Fagila. So, that precludes a lot of your spells, along with stuff like echolocation. Intelligence DC 15 or Knowledge (arcana) DC 25:
The angles of shadow emanating from the doorway suggests that there may be multiple, overlapping areas of darkness, instead of a single point of emanation. GM Screen: Hey! No peeking! Spoiler: Initiative Dazenth: 1d20 + 7 ⇒ (14) + 7 = 21 Gash: 1d20 + 3 ⇒ (18) + 3 = 21 Oros: 1d20 + 2 ⇒ (11) + 2 = 13 Fagila: 1d20 + 36 ⇒ (6) + 36 = 42 1d20 + 12 ⇒ (3) + 12 = 15 1d20 + 20 ⇒ (8) + 20 = 28 1d20 + 20 ⇒ (11) + 20 = 31 1d20 + 20 ⇒ (9) + 20 = 29
|