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Ok so I'm building a serpentine eidolon focusing on grab+constrict on the bite and I'm really confused how constrict works with greater grapple and kraken style on top of it.
First: with greater grapple, it says I can make two grapple checks in one round (move plus standard actions) but I am only required to roll once. Does this mean that I only get to damage my opponent with grab+constrict once or twice if I choose to damage both times? So if my eidolon has a 1d6+1 bite and its the round after the initial grab, do I only get the 1d6+1 bite and 1d6+1 constrict once (total 2d6+2), or does this occur twice; once for the move and once for the standard (total 4d6+4).
Second: with kraken style, it says I can add my wisdom bonus to the damage whenever a grapple check is made. So does that apply with only one of the grapple checks or with both since I'm required to only roll once. And does kraken style add the damage to just the bite damage or to both the bite and constrict? (so wis 13, would it be 1d6+2 bite and 1d6+1 constrict or 1d6+2 bite and 1d6+2 constrict?)

Not looking for an optimized build just looking for some clarification. Thanks guys.


Oh jeez that's a more complicated question, one that reveals a lot more about the campaign than I'm currently willing to share.

I do find it hilarious that these drones have a 35 AC and have a single hit point thought.


You are inspiring. I already decided to add spy drones to Abiteth so it can have an idea of its surroundings, but more tiny repair drones just sound so cool. I'm loving the complexity you've helped me add to this, thank you seriously.

So I'll share a bit of its lore. Abiteth is one of six siege engines developed to bring down a country in a war that occurred roughly 800 years prior to the campaign. It was deployed to cities with tough outer defenses that would have been less efficient to attack with any of the others (specifically the capital). After divine forces intervened to destroy the other engines, Abiteth was the only one to escape and lied dormant underground until reactivated by the campaign's main antagonist. In the campaign itself its initial purpose is to give access to the natural arcane leylines that flow beneath the country and later used for its original purpose.


College has been a challenge for me so my thoughts have been elsewhere, so thanks guys for the feedback.


Quixote wrote:

I might suggest something like the below, for a more multi-layered encounter:

Worm Engine; N Colossal construct (clockwork); Init +8; darkvision 60 ft., low-light vision, tremorsense 60 ft.; Perception +2; Aura (billowing steam, 40ft, DC25); AC 40, touch 8, flat-footed 34; 325hp Fort +10, Ref +16, Wis +10; DR 20/adamantine, fast healing 15; construct traits; vulnerable to electricity; Speed 70ft., burrow 70ft., climb 70ft, swim 70ft; bite +43 (4d6+20 plus grab), drill +43 (6d6+20), 10 cannons +17 ranged (6d8); Space 30 ft.; Reach 20 ft.; SA: breath weapon (120-ft. line, DC 25, 20d8 electricity, usable every 1d6+4 rounds), grind (3d6+30 slashing), self-destruction, swallow whole (3d10 bludgeoning, AC26, 25 hp), trample (2d8+30, DC45); Base Atk +31; CMB +59; CMD 79; Intimidate +25, Perception +2; immense bulk, rumbling advance

Billowing steam: offers concealment, deals 6d6 fire damage and blinds for 1d4 rounds (Fort halves damage and negates blindness)

Immense bulk: can only target foes in a 180° arc with it's bite and drill. Can target small and medium creatures with no more than 2 cannons at a time, 3 for large, 4 for huge, 5 for gargantuan and colossal, no more than 5 shots per flank each round. Doesn't provoke AoO to shoot while in melee.

Rumbling advance: when burrowing or instead of using it's drill attack, duplicates the effect of an earthquake spell.

--something like that. I just look at the CR20 golems with their magic immunity or the big-bad qlippoth (permanent blindness and Feeblemind, just looking at it?) and I feel like you can probably pack s'more stuff in theré

I know I'm coming back to this a few months later but holy crap I love this. I'm definitely going to use this if that's alright. As for the environment of the battle... I'm not entirely sure yet as I still need to figure out some details on the story.


avr wrote:
I'm not sure what swift reactions and tough alloys do. Are those built into the stats already?

Yes, they give it the feats it has and the +2 dodge bonus.


avr wrote:

I'm assuming the party would meet it underground where flying out of its reach isn't possible and that they'd be at least 14th level, maybe more, and that they don't include a specialised lightning-based blaster. If those aren't true its threat level changes.

Its short list of SQs don't match the detailed list. Swift reactions and tough alloys being on the first only, grind & self-destruction being on the second only are the likely important differences.

Grind doesn't add to the swallowed damage so by far the safest place to be near Abiteth is inside it. You might want to make grind add to that damage.

Providing your PCs don't get to unload multiple full attacks or optimised blasts on it too early it's likely to be a decent fight.

So are you saying it doesn't have enough for the CR 20 I'm aiming for? Also for the SQ's I was going for the d20psfrd where it assumes you know the more simple abilities/traits of the creature and explains the rest. For example on the clockwork dragon page it has self-destruction under special attacks and has it under the detailed list, I can fix that though. I was thinking about adding fast swallow to its list of abilities but given its +59 cmb and the reasons given in the next paragraph a friend of mine recommended against it.

The low swallow damage is intentional, since if it hits and grabs with its bite the pc would be taking 7d6+50 damage. Plus on the next turn it has to maintain the grapple check which would cause more grind damage, then if it swallows that adds more bite damage. So in two turns of biting, grabbing, and swallowing the pc would be taking 14d6+100 damage. Their following turn they'll start taking the 3d10 damage. So yes it may be the safest place to be, but it still takes a lot of damage to get there.


Hello, would love some feedback on this construct I created for a campaign I'm brainstorming. I used the pathfinder monster creation page, clockwork dragon, clockwork goliath, and purple worm as references. The monster in question is a colossal mechanical worm. I tried to give it diverse abilities as it is a kind of siege engine but also to make the battle interesting. Constructive criticism is welcome. Thanks guys.

Spoiler:

Abiteth, Worm Siege Engine CR 20
N Colossal construct (clockwork)
Init +8; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft.; Perception +2
DEFENSE
AC 40, touch 8, flat-footed 34 (+4 Dex, +2 dodge, +32 natural, -8 size)
hp 281 (31d10+111)
Fort +10, Ref +16, Wis +10
DR 15/adamantine; Immune construct traits
Weaknesses vulnerable to electricity
OFFENSE
Speed 70ft., burrow 70ft.
Melee bite +43 (4d6+20 plus grab) or slam (2d8+20)
Space 30 ft.; Reach 20 ft.
Special Attacks breath weapon (120-ft. line, DC 25, 20d8 electricity, usable every 1d6+4 rounds), grind (3d6+30 slashing), push (slam, 15 ft.), self-destruction, swallow whole (3d10 bludgeoning, AC 26, 25 hp), trample (2d8+30, DC 45)
STATISTICS
Str 50, Dex 18, Con —, Int —, Wis 11, Cha 1
Base Atk +31; CMB +59; CMD 79 (can’t be tripped)
Feats Improved InitiativeB, Lightning ReflexesB, ToughnessB
Skills Intimidate +25, Perception +2
SQ difficult to create, efficient winding, large slam, repair clockwork, small mouth, swift reactions, tough alloys
SPECIAL ABILITIES

Burrow (Ex)
Abiteth is capable of burrowing through solid rock, but not metal
Grind (Ex)
Abiteth’s serrated body makes it all the deadlier. When it makes a successful grapple check, it deals an additional 3d6+30 slashing damage. This includes, but not limited to, its grab ability.
Large Slam (Ex)
Due to its large, wormlike body, Abiteth’s slam affects a 10 ft. radius area.
Repair Self (Ex)
Abiteth can repair itself and other clockwork constructs. As a standard action that does not provoke an attack of opportunity, Abiteth can repair damage done to itself or an adjacent clockwork creature, restoring 2d10 hit points.
Small Mouth (Ex)
Abiteth is only capable of swallowing huge or smaller creatures.
Self-Destruction (Ex)
When Abiteth’s hit points are reduced to 10% its total (25 hp) or less but still above 0, it self-destructs on its next turn, bursting in an explosion of metal scraps and steam that deals 13d6 points of slashing damage plus 13d6 points of fire damage to all creatures within a 20-foot-radius burst. A successful DC 25 Reflex save halves the damage. The save is Constitution-based.


After looking over evangelist, have to say I'm not really a fan of it. Maybe if it didn't change shield proficiency and spontaneous casting, I'm ok with only one domain but those other two just leave a bad taste in my mouth. I may just use variant multiclassing.


Hey guys, I'm looking to build a cleric/ashavic dancer build but not really sure how to go about it or how many levels of each I should go into. I'm hoping to go to at least 8th level for cleric to get the full domain abilities. I picked Azata and Darkness domains. Any suggestions are welcome. Thanks.


I plan on taking power attack next level, party consists of a cleric, alchemist, and druid other than myself. Thank you for the input.

Come to think of it I think it would help if the alchemist would stop bombing us as well as the enemy, but she's getting precise bombs later so that should help.


For some context, my friends and I have started playing Reign of Winter, I'm playing a human, green draconic bloodline bloodrager and we are already second level nearing third. We've been playing for a few sessions now and I can't seem to get the hang of playing bloodrager. Every combat I seem to get knocked out or almost knocked out. Being the melee class my typical strategy is to run up, rage, hit.

I plan on getting toughness as my 6th level bloodline feat, and we got a hold of a belt of con +2, my feats are currently raging vitality and steadfast personality, AC 19, 27 hp, any suggestions on what I can do now or do I simply have to hold out until later levels.